Study on Digital Reproduction Technology and User Interaction Design of Ceramic Cultural Symbols in Rural Cultural Inheritance
Published Online: Mar 19, 2025
Received: Nov 17, 2024
Accepted: Feb 22, 2025
DOI: https://doi.org/10.2478/amns-2025-0412
Keywords
© 2025 Yu Fang et al., published by Sciendo
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
As an important part of Chinese traditional culture, rural culture carries rich historical deposits and profound folk characteristics. Rural culture is a cultural tradition that has been formed in a rural area for generations, including customs, traditional handicrafts, folk art, vernacular education and other aspects [1–4]. Ceramic culture is an important part of rural culture, ceramic culture heritage and development is the current hot topic of social concern, and in the new era, cultural ceramic symbols digitization is important to promote the innovative development of ceramic culture [5–8].
Digital technology provides a new way for the inheritance of ceramic culture. Traditional ceramic culture is often passed on orally and practically, but with social change and population mobility, this way of passing on gradually faces difficulties [9–12]. Through digital technology, the essence of ceramic culture can be recorded on the network platform, making digital archives, audio-visual materials, etc., so that ceramic culture can be preserved and inherited. In addition, digitization also broadens the dissemination channels of ceramic culture and provides a new space for the innovation of ceramic culture [13–16]. The development of ceramic culture in the context of digitization is a process of both opportunities and challenges. Digital technology provides new possibilities for the inheritance, dissemination and innovation of ceramics, but at the same time, it is also necessary to pay attention to the protection of the purity and originality of ceramic culture. Only in the combination of tradition and modernity, the village culture can be revitalized and blossom into a more splendid cultural flower [17–20].
This paper develops a digital platform for interfacing ceramic culture, based on a number of cultural reproduction digital technologies, such as human-computer interaction, coupled with content, interface, interaction design, and other interaction models. The platform reproduces ceramic culture in various aspects through the graphic display of rural ceramic culture, an AR display of the restoration of an old three-dimensional ceramic production site, and other functions. In addition, the demand and interactive experience of this platform are analyzed through a questionnaire survey. The regression model is used to analyze the relationship between the independent variables of the ceramic culture digital interactive platform and the dependent variable “ceramic culture dissemination”.
Human-computer interaction technology realizes the communication and interaction between the audience and the information with the help of interactive devices, and through the computer and input and output devices, it converts human behaviors into commands that can be understood by the machine, forming a set of two-way feedback system.
HCI technology is divided into the following stages:
The user uses a specific command language to input the computer and control its use. This type of interaction requires a high level of professional command language writing literacy for the user. Interaction based on a graphical user interface. This type of interaction provides direct visual feedback of the interaction process, effectively reducing memory requirements as well as error rates.
Geometric correction
The so-called geometric correction of the projected image is the problem of pre-processing the projected image so that it can be correctly projected on the projection surface without distortion.
In a multi-projection system, it is also necessary to use multiple projectors in separate areas to ensure a seamless and smooth transition of the projected image onto the projection surface.
For multiple projectors, the transformation relationship between the projected image space and the projected surface space between each projection region is sought to obtain a continuous and correctly projected picture. Figure 1 shows the schematic diagram of multi-projection geometric correction. Taking two projectors as an example, the source projection image is divided into two sub-images for projection, forming the irregular projection results shown in the dashed area of the figure. The spatial transformation relationship between the two sub-images and the projection surface is
Edge blending
The goal of edge fusion is to achieve the desired screen effect by enhancing the brightness of a multi-projection display screen projected on a complex structural projection surface. For the problem of inconsistent brightness of individual projectors, the brightness ratio of each projector is usually calculated separately, and its brightness is unified using the weighting coefficient method. For the problem of overlapping projection screen brightness is too strong, using the fusion function method, the brightness of the overlapping region of the image is attenuated to obtain a continuous and consistent fusion image.

Schematic diagram of the multiprojection geometric correction
Virtual reality technology is a comprehensive technology that integrates graphics, ergonomics, computer networks and other multidisciplinary disciplines, and can utilize computer hardware and software and sensor devices to build an interactive virtual three-dimensional environment. Users can touch, move, and shape virtual objects in the virtual world, and effectively immerse themselves in the virtual world through multiple senses such as vision, touch, and smell. The core concept of virtual reality is immersion and interactivity. Immersion involves eliminating many distractions and selectively focusing on the information the participant wants to process.
User experience interaction design [21] will be analyzed in the following aspects:
User experience User experience refers to the inner emotions and subjective impressions produced by individuals when using a certain product, system, or service. The key to user experience lies in humanized design, which achieves better experience satisfaction through effective interaction, and hopes to ensure that the final designed product can truly meet the various needs of users by allowing them to directly participate in the design process. Elements of User Experience In the book “Elements of User Experience”, the five-layer model of user experience is demonstrated, pointing out that user experience covers five core elements, which are presented through five layers: performance layer, framework layer, structure layer, scope layer and strategy layer. The five layers of this infrastructure interact with each other to achieve goals and work together to create a comprehensive user experience design. The UX elements model is shown in Figure 2.

User experience element model
In terms of interaction experience design, it caters to the needs of users by enriching the content range of the ceramic digital platform. The efficiency of information communication on the ceramic culture digital platform interface can be effectively improved by adopting a display method that combines images and text, as well as by introducing dynamic effects. In addition, the user’s reading experience is enhanced through careful interface layout planning, and the cognitive burden of the user is reduced. Such design thinking aims to create an application that both meets the needs of users and enhances the experience of using it, ensuring that users are able to obtain the maximum value of information with minimal cognitive effort.
Rich content to meet user needs In order to effectively disseminate rural ceramic culture, ceramic culture digital platform should contain detailed ceramic culture information, and can effectively present these contents to the user. The fundamental purpose of using the digital platform is to find and use the content and functions they need, if the digital platform fails to provide users with what they need, then in the eyes of the user, this digital platform will lose its value. Through in-depth research and organization of users’ needs, the presentation of users’ needs can be expanded and increased, and users can be attracted through the introduction of diversified content and innovative presentation techniques, thus enhancing users’ participation and loyalty. Optimize the interface design to improve the efficiency of information conveyance In the design of ceramic culture digital platform, it is appropriate to take pictures with strong visual impact as the core, simplify textual information, and display ceramic culture through the use of illustrations and text to enhance the efficiency of users to obtain information and reading experience. This not only triggers the user’s interest in the use of ceramic culture, but also motivates them to further explore and understand ceramic culture more deeply, so as to achieve the objective of effectively promoting ceramic culture. Improve the participation of the game interactive design In the ceramic culture digital platform, a small game module should be added, so that users unknowingly receive ceramic culture in the entertainment. Compared to simple text descriptions, interactive games are more likely to attract the attention of modern young people, strengthen their memory through fun and learning, and improve user activity. This not only allows users to form a deep emotional link with ceramic culture, but also promotes the formation of a social circle, which not only caters to the interests of the younger generation, but also broadens the scope of influence of the digital platform. Through rich dynamic effects and game content, it enhances users’ pleasure and participation.
Based on the above research, the information architecture of the user interaction platform for ceramic culture is proposed. Figure 3 shows the information architecture for user interaction. The first-level interface is divided into six parts: “History”, “Knowledge”, “Technology”, “Instrument”, “System” and “Workshop”, which respectively display the graphic display of rural ceramic culture, the AR display of the restoration of the three-dimensional pottery site, the display of two-dimensional animation skills, and the AR display of three-dimensional classic collections and tools.

User interaction information architecture
Platform application process from the designer and the user platform application process from the designer and the user two parts respectively, there are differences to provide different functions to the designer and the user. Designers from the collection of raw materials, material visualization, cultural innovation applications and virtual scene development and other perspectives, to achieve the ceramic characteristics of the craft and process production of the display effect, but also responsible for the platform retrieval and browsing function of the development and maintenance. Users, i.e. users, are considered from the aspects of information acquisition, cultural appreciation, sharing and communication, and game experience.
Figure 4 presents the ceramic culture symbol digital display platform. Combined with the design strategy of optimizing the user experience of ceramic culture digital products, the design practice of ceramic culture digital interactive platform is oriented to user demand and centered on the innovative way of ceramic culture dissemination and interactive experience.

Ceramic cultural symbol digital display platform
Functional level
According to the first impression experience design mode on the platform home page for interaction prototype design attempts, according to the information architecture design navigation menu bar: home page, knowledge, technology, tools, production, workshop and other title bar, navigation bar adapted to all pages. In the home page, the interface layout is clear, clear, and clear, and assist in the understanding of the text prompts and other design. The home page is mainly divided into five columns: fine Banner rotating display, collection essence, academic research, cultural creation, and digital exhibition hall.
Aesthetic level
Traditional ceramics incorporate unique patterns, glaze colors, and other cultural symbols into the overall design, such as fonts, icons, and opening animation. The interface design is primarily represented through pictures, and the text logos are simple and easy to read, providing both functionality and formal aesthetics.
The design of the experience content focuses on the two parts of “technique” and “production”. The “technology” part of the experience is mainly to show the steps of the pottery production process, the introduction of VR, AR and other means of learning historical and cultural knowledge and skills in a gamified way, the various important time points and historical memories in the form of digitized hand-drawn presentation. The “making” part is the key experience link, to select the classic ceramic ware type for free splitting, combination, to create a personal style and rural cultural characteristics of the ceramic works, the process compared to the existing products in a single interaction, AR technology and three-dimensional modeling and other technologies to create a more complex virtual interaction.
It is not easy to distinguish the precise time point of the end-value experience. Considering the uncertainty of the user’s operation, each event section may become the last stop of the user’s visit to the platform. Therefore, “Workshop” and “Digital Exhibition Hall” are designed as the final experience points at the same time.
The “Workshop” section is mainly a display page for cultural and creative products, where you can view ceramic cultural and creative works designed based on rural culture, and innovate from the perspective of experience design first. Join the common assessment of quantitative links, but also joined the offline derivatives of the display of cultural and creative works, and finally through the front of the rich and diversified interactive design, to cause the user’s cultural level of resonance and empathy, the formation of connotative high-quality cultural experience, so that the village ceramic culture has been effectively demonstrated and disseminated.
Multiple regression analysis is the use of regression equations to depict the linear dependence between a dependent variable and multiple independent variables [22–24]. Although there is no clear functional relationship between multiple independent variables and the dependent variable, multiple linear regression can be used to find a mathematical expression that best describes the connection between them, so as to predict the changing law of the dependent variable under the combined influence of their respective variables.
Suppose
Equation (1) is the overall regression model, and the main task of regression analysis is to effectively estimate the regression parameters, establish the linear relationship between the dependent variable and the independent variable as well as the random variable
Similar to univariate regression analysis, some basic assumptions about the regression model and data are needed to ensure the validity and reliability of the results of multiple regression analysis. It is assumed that the mean of random error
To analyze the relationship between the independent variable and the dependent variable,
These data satisfy Eq. (1) and therefore have:
Then the multivariate equation can be simplified as:
Where
Least squares method is a mathematical method used to estimate the parameters, which is characterized by linearity, unbiasedness and optimality, and is often used in the estimation of parameters of linear regression models. The formula is as follows:
Find the minimum point
Then
The solution of equation (8) is the minimum value point
Solving this equation gives the empirical regression equation:
In this paper, 20 user requirements for virtual ceramics experience were collected and a Kano model questionnaire was designed. Table 1 displays the user needs for the virtual ceramic experience system.
User requirements for virtual ceramics experience systems
| Type | Serial number | User demand |
|---|---|---|
| Basic function | D1 | Ceramic bud interaction experience |
| D2 | Information preservation of ceramic works | |
| D3 | Ceramic mud selection | |
| D4 | Process view | |
| D5 | Ceramic pigment selection | |
| D6 | Ceramic glazing process | |
| D7 | Ceramic sharing | |
| Interaction function | D8 | Interaction feedback |
| D9 | Interactive guide nature, process | |
| D10 | Game interaction experience | |
| Audio-visual function | D11 | Background music |
| D12 | Interface design is concise | |
| Social function | D13 | Exhibition and communication of ceramic works |
| D14 | Ceramic works in exchange for virtual currencies | |
| D15 | Ceramic production tutorial release | |
| D16 | Ceramic work customization | |
| Introduction function of ceramic culture | D17 | Introduction to the history of ceramic development |
| D18 | The representatives of the ceramics were introduced | |
| D19 | Video viewing | |
| Additional function | D20 | Various kinds of ceramic creative experience |
The Kano model questionnaire survey is the main source of information regarding the degree of user demand for a virtual ceramic experience system and the functional requirements of the system. A total of 200 copies of the questionnaire issued, the final recovery of 200 copies of the questionnaire, to get a valid questionnaire 200 copies.
In this paper, according to the
Based on the values of SII-DDI coefficients for different requirements, the scatterplot is divided into four quadrants to establish the requirement prioritization. The quadrant plot has the SII value as the horizontal axis and the absolute value of the DDI value as the vertical axis, with its average value as the origin. The satisfaction index after addition (SII) and dissatisfaction index after elimination (DDI) are calculated as follows:
R, I, A, M, and O, represent the number of people who are very dissatisfied, tolerable, indifferent, taken for granted, and very satisfied, respectively.
Figure 5 shows the results of demand categorization of Kano model questionnaire system. The five colors in the figure correspond to five types of requirements, and the requirement type with the largest number of people is the requirement priority type. For example, for user demand D1, the number of people in demand corresponding to R, I, A, M, O is 0, 4, 77, 55, 64 respectively, then D1 is a class A demand.

Questionnaire survey system requirements classification results
According to equation (12), the result of the four-quadrant distribution of each demand attribute is calculated as shown in Figure 6. As can be seen from the figure, the four-quadrant distribution chart divides each demand attribute into four categories.

Four quadrant distribution results of each requirement attribute
In the first quadrant, the absolute values of SII coefficient and DDI coefficient are high, and the attributes falling into this quadrant are desired attributes, which indicate that user satisfaction will increase if the system provides this feature. The second quadrant has a high SII coefficient value and a low absolute value of the DDI coefficient, and the attributes that fall into this quadrant are charisma attributes, which indicate that user satisfaction will not decrease if the system does not provide this feature, but will increase greatly if it does provide this feature, e.g., D10, D14. The third quadrant has a low absolute value of both the SII coefficient value and the DDI coefficient, and the attributes that fall into this quadrant are charm attributes. In the third quadrant, the absolute value of SII coefficient and DDI coefficient are both low, and the attributes falling into this quadrant are no-difference attributes, which indicate that user satisfaction will not change regardless of whether the system provides this feature or not, e.g., D2, D17. In the fourth quadrant, the value of SII coefficient is low, and the absolute value of DDI coefficient is high, and the attributes falling into this quadrant are essential attributes, which indicate that user satisfaction will not be greatly increased when the system provides this feature but will greatly decrease if it doesn’t, e.g., D10, D14. The attributes that fall into this quadrant are must-have attributes, indicating that user satisfaction will not increase significantly if the system provides this feature, but will decrease significantly if it does not, such as D7 and D11.
In order to ensure the usability and value of the ceramic culture digital interactive platform designed in this paper, it is necessary to carry out the use experience test and evaluation. Experience users are mainly for rural ceramic craftsmen, ceramic lovers, and design students in three categories, a total of 50 people. Introduce the creation goal and function of this platform to each user, as far as possible to let him or her understand all the functions of the platform, the user experience and objectively fill in the user evaluation form, according to the evaluation form to calculate the standard deviation and average of the user evaluation.
In this paper, two user evaluation questions are designed for each of the five levels of the platform to test whether the design of the five levels of the platform achieves user satisfaction, with a full score of 5 points (1-2 points for poor, 2-3 points for average, 3-4 points for good, and 4-5 points for good).The five levels are: strategy level, scope level, structure level, framework level, and performance level, and each level is set up with five related questions. The user’s satisfaction score is recorded for every level.
Figure 7 displays the satisfaction ratings for every level of the Ceramic Culture Digital Interactive Platform. It is obvious from the figure that the 50 users of the survey are highly satisfied with the performance of the platform of this paper at each level. Among them, the lowest rating is Q3. The average value is 4.2, the standard deviation is 0.19, and the satisfaction is good. And comprehensively, this paper’s platform in the strategic layer, scope layer, structure layer, framework layer, the average score of the performance layer in turn 4.48, 4.42, 4.43, 4.60, 4.49. This shows that this paper builds a digital platform for ceramic culture, to meet the user in the systematic study of ceramic culture, but also experience ceramic technology, and access to ceramic products purchased directly from the manufacturers of the triple purpose of the interaction logic is clearly defined and is more conducive to the dissemination and promotion of ceramic culture and ceramic firing techniques.

Results of evaluation of digital platform satisfaction
The purpose of the experiments in this section was to explore the impact of two (traditional as well as digital platform approaches) forms of ceramic cultural expression on user experience, assessing user experience in terms of usability, interactivity, aesthetics, engagement, visual comfort, satisfaction, performance performance, and user feedback, eight dimensions. There were a total of 50 participants (25 males and 25 females) in this experiment, all 50 participants were on-campus students, and the age of the participants ranged from 20 to 26 years old.
The survey scale used in this study contained 55 question items, all of which were scored on a five-point Likert scale (1-very dissatisfied, 2-dissatisfied, 3-neutral, 4-satisfied, 5-very satisfied), and the reliability coefficients of the dimensions and the overall scale reliability coefficients are summarized in Table 2.
Reliability coefficient and overall scale reliability coefficient
| Dimension | Cronbach’s alpha | Term number |
|---|---|---|
| Availability | 0.892 | 12 |
| Interactivity | 0.803 | 8 |
| Aesthetic | 0.891 | 5 |
| Participation | 0.858 | 5 |
| Comfort level | 0.846 | 5 |
| Satisfaction | 0.821 | 5 |
| Performance | 0.904 | 10 |
| Feedback | 0.813 | 5 |
| Inventory of total | 0.947 | 55 |
Figure 8 demonstrates the user experience measurement results. From the figure, it can be seen that the platform of this paper can provide users with a better user interaction experience. The overall satisfaction ratings for usability, interactivity, aesthetics, participation, visual comfort, satisfaction, performance, and user feedback are 4.47, 4.28, 4.17, 4.22, 4.13, 3.97, 4.06, and 4.07 respectively. 12.74% to 36.72% higher than the traditional way. This shows that the platform in this paper has a more attractive ceramic culture information interface, which is more attractive to users, and can provide them with richer cultural information and a more interactive experience.

User experience measurement results
This section analyzes the relationship between the independent variables “availability”, “interaction”, “aesthetic”, “engagement”, “visual comfort”, “satisfaction”, “performance” and “user feedback” of the ceramic culture digital interactive platform on the dependent variable “ceramic culture transmission” through multiple linear regression. The results of multiple linear regression analysis are shown in Table 3.
Multivariate linear regression analysis results
| Model | Correlation coefficient | Standard error | Significance | Vif |
|---|---|---|---|---|
| Availability | 0.131*** | 0.028 | 0.000 | 2.663 |
| Interactivity | 0.294*** | 0.02 | 0.000 | 3.573 |
| Aesthetic | 0.196*** | 0.013 | 0.000 | 3.546 |
| Participation | 0.24*** | 0.013 | 0.000 | 2.69 |
| Comfort level | 0.143*** | 0.007 | 0.000 | 2.762 |
| Satisfaction | 0.205*** | 0.008 | 0.000 | 2.502 |
| Performance | 0.232*** | 0.017 | 0.000 | 2.702 |
| Feedback | 0.255*** | 0.017 | 0.000 | 2.511 |
| R2 | 0.358 | |||
| F | 41.726 | |||
Note: is significant at the 0.001 level.
The regression results are analyzed as follows: The correlations of “usability”, “interaction”, “aesthetic”, “engagement”, “visual comfort”, “satisfaction”, “performance”, “user feedback” and “ceramic culture communication” are 0.131, 0.294, 0.196, 0.240, 0.143, 0.205, 0.232 and 0.255, respectively, all greater than 0. It shows that this platform has a positive impact on “ceramic culture transmission”, that is, the better the performance of each dimension, the greater the strength of “ceramic culture transmission”. In addition, the significance of each dimension is 0.000, less than 0.001, passing the significance test at 0.001 level. Taking “interaction” as an example, when this dimension is increased by one unit, the intensity of “ceramic culture transmission” can be increased by 0.294 at the level of 0.001. In addition, the VIF values in the table are all less than 5, indicating that there is no multicollinearity problem between the eight independent variables.
This paper utilizes digital technologies such as human-computer interaction and digital projection, combined with the ceramic culture interaction design model based on user experience, to design a ceramic culture symbol digital interaction platform to realize the virtual reproduction of ceramic culture in the rural cultural heritage. By calculating the SII coefficients and DDI coefficients of different user demand elements, they are categorized into four demand types: expectation type, excitement type, undifferentiated type, and basic type. The digital interactive platform for ceramic culture in this paper can satisfy the purposes of users’ learning of ceramic culture and ceramic production experience. And the comprehensive satisfaction distribution of usability, interactivity, aesthetics, participation, visual comfort, satisfaction, performance, and user feedback is between 3.97 and 4.47, which is between 12.74% and 36.72% higher than the traditional way. The regression results show that “usability”, “interaction”, “aesthetic”, “engagement”, “visual comfort”, “satisfaction”, “performance” and “user feedback” can promote the spread of ceramic culture at 0.001 level.
