TY - GEN
T1 - Study on the AI-Enhanced Virtual Interactive Platform for Chinese Traditional Furniture Appreciation
AU - Yu, Dehua
AU - Xie, Yong
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
PY - 2026
Y1 - 2026
N2 - The virtual interactive platform for Chinese traditional furniture appreciation is a game-based virtual interactive platform designed for the enthusiasts of Chinese traditional furniture. It serves as a “serious game” educational platform introducing the culture of Chinese traditional furniture. Everybody can participate in the game-style experience design, immersively learning to appreciate and authenticate Chinese traditional furniture. The platform can be used on both computer and mobile devices, achieving virtual interaction and advanced gaming style learning through mouse, screen touching, or virtual glasses. With the help of AI, the platform provides knowledge points of the basic knowledge graph of the history, shape, function, structure, components, materials, and other aspects of Chinese traditional furniture. These knowledge points are not boring text, but 3D modeling, scene construction, animation rendering, and immersive virtual interaction. People can participate in virtual interaction with different kinds of Chinese traditional furniture in a vivid immersive way, experiencing the disassembly and assembly of mortise and tenon structures, intelligent push and reminder of various parts of furniture, and independent layout of furniture spaces in different specific scenes. The goal of this platform is to enable every user to become an inheritor and innovator of the excellent Chinese traditional furniture culture, allowing the beauty of Chinese woodworking to bloom with new vitality and creativity in the digital era.
AB - The virtual interactive platform for Chinese traditional furniture appreciation is a game-based virtual interactive platform designed for the enthusiasts of Chinese traditional furniture. It serves as a “serious game” educational platform introducing the culture of Chinese traditional furniture. Everybody can participate in the game-style experience design, immersively learning to appreciate and authenticate Chinese traditional furniture. The platform can be used on both computer and mobile devices, achieving virtual interaction and advanced gaming style learning through mouse, screen touching, or virtual glasses. With the help of AI, the platform provides knowledge points of the basic knowledge graph of the history, shape, function, structure, components, materials, and other aspects of Chinese traditional furniture. These knowledge points are not boring text, but 3D modeling, scene construction, animation rendering, and immersive virtual interaction. People can participate in virtual interaction with different kinds of Chinese traditional furniture in a vivid immersive way, experiencing the disassembly and assembly of mortise and tenon structures, intelligent push and reminder of various parts of furniture, and independent layout of furniture spaces in different specific scenes. The goal of this platform is to enable every user to become an inheritor and innovator of the excellent Chinese traditional furniture culture, allowing the beauty of Chinese woodworking to bloom with new vitality and creativity in the digital era.
KW - Artificial Intelligence
KW - Chinese Traditional Furniture
KW - Virtual Interaction
UR - https://www.scopus.com/pages/publications/105045123688
U2 - 10.1007/978-3-032-30816-0_25
DO - 10.1007/978-3-032-30816-0_25
M3 - Conference contribution
AN - SCOPUS:105045123688
SN - 9783032308153
T3 - Communications in Computer and Information Science
SP - 252
EP - 257
BT - HCI International 2026 Posters - 28th International Conference on Human-Computer Interaction, HCII 2026, Proceedings
A2 - Stephanidis, Constantine
A2 - Margetis, George
A2 - Ntoa, Stavroula
A2 - Antona, Margherita
A2 - Salvendy, Gavriel
PB - Springer Science and Business Media Deutschland GmbH
T2 - 23rd International Conference on Engineering Psychology and Cognitive Ergonomics, EPCE 2026
Y2 - 26 July 2026 through 31 July 2026
ER -