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hiraku kusubayashi
Session ID: A01
Published: 2004
Released on J-STAGE: June 15, 2005
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I and several students cooperated with a Society for the study called Kitakyushu Metal Art which aims to create new range of metal souvenirs for Kitakyushu city which was famous for the steel industry in the past.
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Ichiro Sakai, Michio Miyazaki, Tetsuo Katsuura, Toru Nagao, Yasuhiro O ...
Session ID: A02
Published: 2004
Released on J-STAGE: June 15, 2005
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Takefumi Abe, Mari Abe, Toshiaki Takesue, Eitaro Masuyama
Session ID: A03
Published: 2004
Released on J-STAGE: June 15, 2005
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In recent years, Kiri, Bamboo and Sugi are begun to be utilized as the flooring materials. The purpose of this research is to do the foot feeling test by using such three kind of wooden materials as 1) the material those which has been customary use, 2) those which began to appear recently and 3) those which is expected as future material. The experiment method is that 1sty we made 25 kinds of testpiece and we step on those testpiece one by one. Using the method above, we did sensory evaluation test, i.e. "how the image of those material is." As a result, it turns out that "the ease of getting used" and "high-class feeling" have influenced foot feeling.
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The contents of a grammar study game, and a result
MASANORI RACHI, SHOJI KOIDE
Session ID: A04
Published: 2004
Released on J-STAGE: June 15, 2005
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A game is made from research of sign language grammar, and an interview in a hearing-impaired person class. The kind of game is determined as a card game, as a result of considering the element for getting used. It is decided by carrying out the opinion of each teacher and student in schools that a rule concept will be reference. A graphic color gets used to an eye, when a card is put in order, and it is made into what becomes a pleasant image. Work in which game nature did not stick out too far before, but the work of "making a text" got used to the leading role was completed.
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Naohiko Yoshihara, Mayumi Higashijima, Makiko Nishida
Session ID: A05
Published: 2004
Released on J-STAGE: June 15, 2005
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From Hangul to Hiragana, from Hiragana to Hangul, visual character conversion system
MIN-GUN KIM, KENICHI MASAKI, KAZUNORI HIRAKURA, SAWAKO NIINA
Session ID: A06
Published: 2004
Released on J-STAGE: June 15, 2005
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Makoto Kousaka, Fumio Terauchi, Mitsunori Kubo, Hiroyuki Aoki
Session ID: A07
Published: 2004
Released on J-STAGE: June 15, 2005
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sanae hiramatsu
Session ID: A08
Published: 2004
Released on J-STAGE: June 15, 2005
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takuya suzuki, mikihiro mimura
Session ID: A09
Published: 2004
Released on J-STAGE: June 15, 2005
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Abstract :In research of space cognition, the importance of the fundamental relation between cognition and the city form, i.e., the cognitive map formed from experience or study, has fully been pointed out until now. This cognitive map is created in a city, using a landmark and edge as a key for knowing one's position. However, this cognitive map does not necessarily demand "to have been there" now in which the simulation of advanced visualization is possible. It is possible to make the space image from Information acquired from various information media. A cognitive map may be formed also of study of such specimen-ized space information.
This research performed consideration from a urban design-standpoint to the above-mentioned proposition. And It verified the influence which he sampling space information had on the act in real space.
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non
takeo nakajima
Session ID: A10
Published: 2004
Released on J-STAGE: June 15, 2005
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the environmental design in the 21st century for sasutinable society needs ecological technology and system by saving resources,clean energy,natural symbiosis ,etc.
this time research place:usa westcoast,
seatle,san francisco,sacrament,
phoenix,los angels.
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Kinya Tanigami, Terumi Shiraishi, Yoshiyuki Fukouzu, Eitaro Masuyama
Session ID: A11
Published: 2004
Released on J-STAGE: June 15, 2005
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It is the purpose of this research to examine the possibility that the amount of illusion of raise/span ratio of the arched bridge is predicted. We chose constant sum method as a method of the experiment. We experimented only with the beam and the arch rib in the previous research, and then experimented adding hanger and hinged column. As the results, the illusion occurred when the figure had only a beam and an arch rib. But hanger and hinged column is added to the figure, the illusion is hardly confirmed. It means that hanger and hinged column of the arched bridge's figure operate upon visual.
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Nariaki Satoh, Kazuo Sugiyama, Makoto Watanabe
Session ID: A12
Published: 2004
Released on J-STAGE: June 15, 2005
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Hitoshi Maruyama, Naoki Wakabayashi
Session ID: A13
Published: 2004
Released on J-STAGE: June 15, 2005
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Chiharu Asanuma, Naoki Wakabayashi
Session ID: A14
Published: 2004
Released on J-STAGE: June 15, 2005
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Ayumi Uchiyama, Naoki Wakabayashi
Session ID: A15
Published: 2004
Released on J-STAGE: June 15, 2005
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To Convey the Value of the Design History of Sendai by Making the Most of the Characteristics of the Museum and Web
Shuichi Saito, Akiko Shoji, Kiyotaka Morozumi
Session ID: A16
Published: 2004
Released on J-STAGE: June 15, 2005
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There was a National Research Institute of Industrial Arts called NRIIA established in Sendai in 1928. It was an only national institution. Therefore, Sendai is called 'the birthplace of the modern industrial arts and design research' . But citizens seldom know its history. And there are few opportunities for citizens to study the history. In this paper, it aims at making the Web museum which can offer the place for allowing to study history freely and exchange information.
The real museum actually shows exhibits. On the other hand, Web does not need physical space. and It develops interactivity and flexibility. This Web museum is made by using these two characteristics.
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Masanori Komagamine, Michio Miyazaki, Fumio Terauchi, Toru Nagao, Yasu ...
Session ID: A17
Published: 2004
Released on J-STAGE: June 15, 2005
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A discussion is one form of cooperative works and the quality of result is sometimes affected by the communication skill of each member. There are various problems as factors which obstruct argument proceedings, therefore the purpose of this research is to design a system supporting the discussion.
Specifi cally, it was tried to apply the precedence research, Issue-Based Information Systems (IBIS) to the Japanese meeting style. Furthermore, four elements: induction, deduction, objectorientation and voice input system were also incorporated into this system.
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Changing of the view point
Yumiko Nagai, Takeshi Sunaga, Shoko Sato, Takeshi Ohguro, Koji Kamei
Session ID: A18
Published: 2004
Released on J-STAGE: June 15, 2005
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Identifying appropriate design issues is the important part of design process. In this paper, we report a case study on design process that such aspect is addressed. Our focus is on the perspectives of the discussion. Throughout the course of discussion, three dimension are identified. A) Expressing with individual ideas, B) Comprehending expressed ideas, C) Over-viewing through the flow of project (past and future). Also four types of changing of the viewpoints are identified. (A-B)Expressing - Comprehending, (B-A) Comprehending - Expressing, (B-C)Comprehending - Over-viewing,(C-A)Over-Viewing - Expressing. Through the case study and its analysis, a model of discussion in design process is established. Based on the model, a design support tool are identified, which will be the basis of the future development of the tool.
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Towards a Tools for Discussion
Shoko Sato, Yumiko Nagai, Takeshi Sunaga, Tsuyoshi Oguro, Koji Kamei, ...
Session ID: A19
Published: 2004
Released on J-STAGE: June 15, 2005
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Identifying appropriate design issues is the important part of design process. In this paper, we report a comcept for "process diagram of discussion" system. This system idea is based on the changing of the viewpoints in design process (nagai, in this conference.)This diagram has Formative Elements; (FO)Object, (FP)Platform, and Structural Factors; (SU)Unit of Discussion, (SC)Context of Discussion.(FP)Platform constructs (SC1)Time Axis and (SC2)Layout of Agenda Event. (SU)Unit of Discussion has (SE)Agenda Event. This diagram draw based time and layout. This leads to show relationship of each Agenda Event. There are two types of relationships; Arrival and Layout. Arrival includes; Detached, Attached and Overlapped. Layout includes; Detached and Overlapped.
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Party as Reflective.Media
Tomoyuki Sowa, Nobuki Ueda, Nobuyuki Ueda
Session ID: A20
Published: 2004
Released on J-STAGE: June 15, 2005
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The party is not only a community space of the people. It is a good opportunity where you look back to your own experience, and reconsider the life and work of everyday living by meeting people at the party. We developed the "reflection board" and "meta camera" which are the reflective device to document the party events in real time. Those devices are also works for self reflection of the party experience by participants themselves. We would like to consider the designing a party from the point of view of reflection.
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Restaurant Guide in Shopping Center
Manami Hosoya, Michio Miyazaki, Fumio Terauchi, Yasuhiro Ohara, Yoshih ...
Session ID: A21
Published: 2004
Released on J-STAGE: June 15, 2005
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Daisuke Funato, Ken-ichi Kimura
Session ID: A22
Published: 2004
Released on J-STAGE: June 15, 2005
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Shigeru Watanuki, Tomonaga Saito
Session ID: A23
Published: 2004
Released on J-STAGE: June 15, 2005
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It is currently state that the child makes the thing from a free conception, and digital toys which can be played in a group are very few compared with conventional toys, though digital toys, for example, video games are popular today. There is an effect of improving a child's imagination with a digital toy more by the thing using sight (image) and auditory sense (sound). Then, we consider whether the toy which can support children's imagination, and more than a conventional toy, can be proposed by undersutanding of the advantages and the disadvantages of a digital toy. This is a toy which has some abstract shaped blocks and has a display where the sound and the reflection are put out .This has an interface which can be intuitively used.
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Hakosemi Report (2)
Hideo Terasawa, Tae Honma, Yuka Arima, Kanako Ogasawara, Maiko Shibata ...
Session ID: A25
Published: 2004
Released on J-STAGE: June 15, 2005
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We found that participating in workshops like "
hakosemi" is a very effective way to learn the basics about information design. In this kind of workshop the participants can learn about information design mainly with these 4 points: 1) Fieldwork - observation and collecting key information in a realistic environment; 2) Design works for information; 3) Cooperating with a group members of other universities and different ages; 4) Making a chain reaction of studies with the internet, and using the mailing list to found our "
hakosemi" community. Workshops are often held over a short time period, it is easy for the participants to focus their points of view. As a result, we can say that the participants fix their knowledge in their own mind by reflecting.
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Sound Conductors
Masakazu Hayase, Naoki Wakabayashi
Session ID: A27
Published: 2004
Released on J-STAGE: June 15, 2005
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It is generally believed that it takes much time to master the techniques of an instrumental performance. Then, I thought if it is possible to shorten the time for acquisition by using the user interface which is easier and more familiar to people.
This time, a sense of togetherness between people and a user interface will be given by connecting the element of performance expression to a motion and an image. Being based on these consideration, I used three light sticks, which representing RGB colors, as an user interface of this work "Sound Conductors," and investigated further on the time for acquisition.
Consequently, the time for acquisition was shortened, still in the point of expressing as music, it is thought that it was difficult to express the timing as a performance.
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Ryo Masuoka, Masahito Ogata
Session ID: A28
Published: 2004
Released on J-STAGE: June 15, 2005
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We introduced some advanced experimentations and evaluation system of interface design on Web Site. This purposed to research on the effective technique for revolution of information society. We designed Web site about experimental interface design, conducted some surveys (about influence on visual perception by picture selection and type face) on site users (with various information devices) and university students (with controlled conditions), and compared the two subject groups.Therefore, we cleared the importance and effective about this Evaluation system.
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Mika Kanamori, Rie Mori
Session ID: A29
Published: 2004
Released on J-STAGE: June 15, 2005
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As a result of analyzing "Vogue" from 1892 to 1968, the formation process of the contemporary style of fashion brand advertisements was clarified.And,the characteristic of visual expression of the brand advertisements which played a role of the image transfer for brand construction was investigated by analyzing the advertisement reported in the Fashion magazine recently.Although general advertisements have two elements "visual expression" and "copy",the fashion advertisement has only "visual expression". Works of "visual expression" as a photographer's artistic self-expression has strongly appeared.And, advertisements which boosts "brand value", as enterprises make it to be marketing strategy, are made.
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Makiko Ueda, Maya Nakatsuji, Toshio Mitsuhashi
Session ID: A30
Published: 2004
Released on J-STAGE: June 15, 2005
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Nowadays the amount of household garbage in Japan exceeds 5000 tones per year and the waste from packages and wrappings constitutes nearly 60% of this garbage, thus becoming a considerable social problem. On the background of this problem the present research focused on some fashion design proposals by reusing candy packages as a proposal to create materials circulation type of society.
By pressure, heat and pleats processing of candy packages we designed and made a china dress, a pleats skirt, a bag, a rucksack and a hat.
Reconsidering the value of reused package materials by means of these design proposals it is expected that they can contribute to bring more interest into the field of recycling and environmental problems.
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sumiko miura, hiroshi nashihara
Session ID: A31
Published: 2004
Released on J-STAGE: June 15, 2005
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This research pursued the design method of a picture book for children with weak eyes impairments. We studied a suitable letter, illustration and story of a picture book for children. A new original letter that is a middle type between Gothic and Ming style was designed. A simple and heartful story that can be recognized easily was written. The compositions of illustration and color that can be visible easily were drawn. As a result, the two kinds of picture books were edited. We evaluated the books by experimental use. The children in the school for the blind in Miyagi Prefecture can read and enjoyed them. It is estimated that the books give good motivation and pleasurable image to sensory challenged children.
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Minami Tanaka
Session ID: A32
Published: 2004
Released on J-STAGE: June 15, 2005
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This paper is a report of the promotion activities of Aizu lacquer ware industry in Taisho era to early Showa era. 99 literatures on the subjects are find in Aizu city library, and classified 44 literatures which subjected on the lacquer ware industry edited during Meiji era to early Showa era (1874-1942). At the result, among Aizu lacquer ware industry, movement of reconsideration began at the end of Meiji era and a pattern book was published during Taisho era. Especially for the exportation, the point of promotion was published in Taisho era, and actual pattern and design books were published during Showa era.
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Kazuhiko Yamazaki, Manabu Sasajima , Naofumi Muranaka
Session ID: A33
Published: 2004
Released on J-STAGE: June 15, 2005
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Hitoshi Tsuchiya, Fumio Terauchi, Mitsunori Kubo, Hiroyuki Aoki
Session ID: A34
Published: 2004
Released on J-STAGE: June 15, 2005
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Takao Ishikawa, Takafumi Funato, Fumio Terauchi, Mitsunori Kubo, Hiroy ...
Session ID: A35
Published: 2004
Released on J-STAGE: June 15, 2005
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Masayuki Terakata, Fumio Terauchi, Mitsunori Kubo, Hiroyuki Aoki
Session ID: A36
Published: 2004
Released on J-STAGE: June 15, 2005
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Hiroshi Yamamoto, Fumio Terauchi, Mitsunori Kubo, Hiroyuki Aoki
Session ID: A37
Published: 2004
Released on J-STAGE: June 15, 2005
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Qiang Yi, Taka-aki Suzuki, Satoshi Sakuragawa, Hisae Tamura, Masaaki ...
Session ID: A38
Published: 2004
Released on J-STAGE: June 15, 2005
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In order to help efficiently extract issues on evaluating subjects and write usability test reports, we developed new OBSERVANT EYE software. OBSERVANT EYE is capable of adapting to different usability tests as well as recording user behaviors and observer's subjective evaluations along with the time they develop. A new function to review the usability testing by movie file is added in version 2.
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Suggestion of a way to send the information about almite ware problems by graphic design.
Takayuki Ikegami, Yuka Hasegawa, Kai Matsumoto
Session ID: A39
Published: 2004
Released on J-STAGE: June 15, 2005
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This manuscript suggests the necessity of the design in the education place which has seen by the life guidance consultation assistant from graphic design course of the educational Univer sity. And, this also suggesting a way to send the information about almite ware problems by graphic design. In the manuscript, notice one piece of graphic design item which stands for the study of the relation of the education place and necessity of graphic design. Some items are shown by the photographs in the end of the manuscript. Then shows the next step for evolution.
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Noriyuki MATSUUCHI
Session ID: A40
Published: 2004
Released on J-STAGE: June 15, 2005
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yoshinori abe, Shigeru Furuya, Yoshiaki Kudo
Session ID: A41
Published: 2004
Released on J-STAGE: June 15, 2005
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Based on survey done on Malaysia's traffic condition and situation at Puduraya Bus Terminal
Abdul Rahman Julaila, Yasuyuki Totsuka
Session ID: A42
Published: 2004
Released on J-STAGE: June 15, 2005
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Malaysia's Puduraya Bus Terminal is one of the most important public buildings in the country. Even though bus is the main transportation used by Malaysians from Kuala Lumpur to go to other cities. Puduraya Bus Terminal does not have proper signboards showing the building's information and bus routes. This creates an inconvenient situation for the users of Puduraya.
To ensure the convenience of Puduraya Bus Terminal, this research is proposing the signboards showing building information and bus routes there. Besides, it is believe to introduce the important of proper sign information as in Japan which can bring more convenience and informative lifestyle to Malaysian people.
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Joung Woon CHOI
Session ID: B01
Published: 2004
Released on J-STAGE: June 15, 2005
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Visual things are one of the most fundamental communication media that also include language, and when it comes to their verbal functions, metaphor is one of the vital vehicles to enrich their meaning. To interpret and check out metaphor by visual language, it's needed to look into that visual language's organic relationship with surrounding environments. The purpose of this study was to delve into how to analyze visual metaphor by structurizing a way of interpreting visual language by applying Peirce's semiotcs. This attempt is expected to make a big contribution to not only interpreting visual language but creating new visual language.
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The present condition of a hearing-impaired person class, and consideration
MASANORI RACHI, SHOJI KOIDE
Session ID: B02
Published: 2004
Released on J-STAGE: June 15, 2005
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The game which gets used to grammar by using graphic and playing is proposed..Actually the grammar is gottenthrough oral communication with other people. Therefore, it is difficult for the child with the hearing obstacle who uses a sign language grammar to learn the grammar . We propose the game which have a Adj card,Adv card and Verb card .....We research the effect of our game by "The questionnaire about the contents of study","a grammar understanding" and "observation of playing our game".The result shows that our game is effective in learning grammar.
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sae hattori, naohiko yoshihara
Session ID: B03
Published: 2004
Released on J-STAGE: June 15, 2005
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KyuCheul Kim
Session ID: B04
Published: 2004
Released on J-STAGE: June 15, 2005
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Aura refers to a unique ambience of a specific work, and advertising is communicating through reproduction. The success or failure of brand depends on brand image, and brand image is a cognitive concept of brand and its nature is mythological. Advertising is the best way to create brand image, and can be defined as a process of generating a myth. If any particular brand is in possession of Aura and it is successfully advertised, receivers could be familiar with that brand, and it could win more sympathy from them, being differentiated and original.
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The Present State of Europe and the United States of America
Sayoko TANAKA
Session ID: B05
Published: 2004
Released on J-STAGE: June 15, 2005
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Abstract: In evaluation of the sign design of museums, not only functional side but also cultural and aesthetic criterions considering the original character and feature of the museums are required. Furthermore, the amenity for the space and the care of the universal design are needed in addition to the collecting, keeping and exhibiting. The final purpose of this research is to propose a guideline of the sign design in consideration of the above background. In this conference I report a part of the results that I have collected, arranged and classified the signs at the large and middle scale museums in the West in 2002.
I could have classified the sign design of museums into some departments, which are generally common to the most museums. And I have grasped the variety and forms of signs that are working currently in the West.
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Howon Lee
Session ID: B06
Published: 2004
Released on J-STAGE: June 15, 2005
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Korean visual communication design has developed through constant interaction with the outside world. There were largely two major things to exercise an influence on the early history of Korean visual communication design. One was realism-based abstraction that stemmed from early Japanese visual communication design, and the other was a pursuit of simpler and more concise abstract formality, which followed American practices in and after the late 1950s. Since the mid- 1970s, there have been continuous efforts to build an identity of Korean design, and Korean visual communication design has consequently developed. In addition, active international exchange and the emergence of the Information Age have facilitated its growth and enabled it to compete with foreign ones in the world. Korean design is expected to take the lead in international design world. To make it happen, it's required to put ceaseless efforts into creating unique design of Korean style, which represents Korean history and spirits.
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kota sugaya, takeshi sunaga, yumiko nagai, tatsuya shiobara
Session ID: B07
Published: 2004
Released on J-STAGE: June 15, 2005
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Kiyoka fushimi, Kazunori okumura, Yurie iribe, Kiyofumi motoyama
Session ID: B08
Published: 2004
Released on J-STAGE: June 15, 2005
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Thinking Process of Interface Design
Hideo Terasawa, Toshiharu Taura
Session ID: B09
Published: 2004
Released on J-STAGE: June 15, 2005
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The aim of this research was to make clear a way of creating new paradigm on Interaction design, citing a case study in university classes. Two interface design processes are as follows; 1)
Object oriented thinking, 2)
Event oriented thinking. We consider that the latter is more important. From a fundamental design class at university given a theme "
usability mapping", it would be drew a conclusion that as interface designers coupled their intentions with their experiences, they tend to create new paradigm on interaction design. As a result of an additional complementary study, someone's activities and experiences could be made easy to recall purposes and functions of artifacts. We labeled this behavior as "
experience based analogy" in contrast to "
function based analogy".
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A study on modeling of time adjustment
Yosuke Minowa, Hideo Terasawa
Session ID: B10
Published: 2004
Released on J-STAGE: June 15, 2005
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This is the study on visualization of time adjustment. When we adjust the pace, we calculate some elements, such as time and task. The sense of time is too vague to grasp amount of time. In case time is adjusted, complex elements are calculated in human's mind. This research studied the method of time grasp of people from the experiment of the adjustment method of the time at the time of movement which is fundamental time adjustment.The time adjustment methods are able to simplify. It aims at modeling how people are adjusting time in the mind, and tying it up to the interface for time adjustment. This method is referring to Ecological Interface Design.
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