Proceedings of the International Conference on Asia Digital Art and Design
Online ISSN : 2760-0599
最新号
選択された号の論文の74件中1~50を表示しています
  • Yuichi Ito, Katsuhiro Mouri
    セッションID: CA01
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This paper investigates the expressive techniques and educational applicability of the fulldome film Your Room, which received the Excellence Award at MADD. Award 2021. The work employs a distinctive visual method wherein spherical distortion is repeatedly applied to grid patterns, enabling immersive experiences with a sense of depth and three-dimensionality without the need for stereoscopic glasses or head-mounted displays (HMD). Unlike HMD-based content, the proposed method allows for collective viewing and reduces visual and physical burden, thereby contributing to the creation of group-based learning environments. The authors conducted a projection of Your Room at the Nagoya City Science Museum planetarium and obtained responses from four curators through a structured questionnaire. The results indicated a generally high level of immersion, while perceptions of depth and three-dimensionality varied. Additionally, a small curator study on simple stripe/grid stimuli (n=7) suggested trend-level relations between Strength and perceived approach/depth. Based on these findings, this paper suggests that the proposed method offers new possibilities for immersive visual expression in science communication and, by integrating artistic techniques and educational considerations, has potential for future applications in astronomy and science education. However, while the small sample size limits the robustness of the evaluation, we plan broader assessments with general audiences to more rigorously determine the educational impact.
  • Xin Yan, Seiichiro Matsumura
    セッションID: CA02
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Urban Green Symphony Ver.4.0 invites participants to become active performers within an immersive auditory landscape. This interactive installation utilises real-time hand gesture information to control pre-recorded sound materials under a multichannel audio system. They can not only explore the dynamic contrast of the site-specific soundscape between urban and green spaces but also transform those into an evolved musical expression by using the machine learning library‘ RAVE ’. All environmental sounds featured in this piece were recorded on-site, including the auditory characteristics of urban green spaces across Tokyo, Yokohama, and Saitama. These recordings serve as the foundation for the installation ’s 2 interactive modes. In Soundscape Mode, participants can playback sound materials of authentic field recordings by‘ Touching ’the specific areas on the map to explore the audible atmosphere of each place. In Symphony Mode, RAVE reinterprets and transforms field recording sounds into a musical sound, allowing participants to‘Conduct’ the evolving musical sound with their hand gestures. During the exhibition, we conducted a questionnaire survey and short interviews with participants. Its purposes were to assess the effectiveness of the interaction design and content, verifying the system ’s usability and immersive qualities. As a result, we could confirm the progress between versions.
  • Muhammad Rohaizad Zainun
    セッションID: CA03
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This study investigates the perceptions of contemporary interactive videos as visual representations of teenagers living with bipolar disorder, exploring the intersection of mental health, media, and societal understanding. Through a qualitative approach involving focus group discussions with teenagers affected by bipolar disorder and adults familiar with the condition, the research aims to (1) explore how such videos are perceived as visual representations, and (2) assess their impact on visually portraying bipolar experiences. Participants offered in-depth reflections on the accuracy, strengths, and limitations of the videos in depicting manic and depressive episodes. Their insights revealed the emotional and narrative effectiveness of interactive media in conveying complex psychological states and emphasized its potential in enhancing awareness and empathy. The findings underscore the importance of innovative media in mental health education, particularly in destigmatizing bipolar disorder among adolescents. Suggestions from participants inform future development of more nuanced and empathetic visual strategies. By bridging a gap in existing literature, this study highlights the transformative role of contemporary interactive videos in representing the lived experiences of teenagers with bipolar disorder and contributes both academically and practically to mental health communication.
  • Paradigm Shift from Communication Tool to Cultural Creative Partner
    Siyon Suwansa-ard
    セッションID: CA04
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This research presents a paradigm shift in sign language avatar design through the development of 'Malai,' a realistic Thai sign language avatar that transcends the traditional role of a “language interpreter” to become a “digital artist.” Malai is capable of fully engaging and conveying emotions through artistic expression in VR/AR environments. The study employed a mixed-methods Research through Design (RtD) methodology across three phases: a contextual study of the Thai Deaf community, prototype development using MetaHuman and motion capture technologies, and an evaluation in three case studies. This research is grounded in the aesthetics of Deaf artists and close collaboration with the target community. The study synthesized “Four Design Principles”: (1) Expressive Legibility, (2) Approachable Aesthetics, (3) Cultural Integrity, and (4) Musicality and Synchronization. These principles were applied across three distinct case studies: an immersive sign language classroom, an AR museum guide, and a digital stage co-performer. The evaluation, involving 78 participants, showed significant results: a 34% improvement in learning efficiency (p=0.005), a 47% increase in museum visit duration (p=0.001), and the establishment of an emotional connection with 78% of the audience during live performances. The 'Malai' project expands the scope of sign language avatars from communication tools to artistic and cultural mediums, opening new dimensions in Cultural Computing and Embodied Avatar Design. This research establishes a framework applicable to the design of inclusive technologies for other Deaf communities in different cultural contexts. The work moves beyond being mere “Assistive Technology” to become “Creative Technology,” creating new artistic experiences and extending the capabilities of human artists by serving as an artistic partner rather than just a tool.
  • Paul Haimes
    セッションID: CA05
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This paper introduces Chord Colourizer, a near real-time system that detects the musical key of an audio signal and visually represents it through a novel graphical user interface (GUI). The system assigns colours to musical notes based on Isaac Newton’s original colour wheel, preserving historical links between pitch and hue, and also integrates an Arduino-controlled LED display using 3D-printed star-shaped diffusers to offer a physical ambient media representation. The method employs Constant-Q Transform (CQT) chroma features for chord estimation and visualization, followed by threshold-based filtering and tonal enhancement to isolate the root, third, and fifth. A confidence score is computed for each detection to ensure reliability, and only chords with moderate to very strong certainty are visualized. The graphical interface dynamically updates a colour-coded keyboard layout, while the LED display provides the same colour information via spatial feedback. This multi-modal system enhances user interaction with harmonic content, offering innovative possibilities for education and artistic performance. Limitations include slight latency and the inability to detect extended chords, which future development will aim to address through refined filtering, adaptive thresholds, and support for more complex harmonies such as sevenths and augmented chords. Future work will also explore integration with alternative visualization styles, and the comparison of audio analysis libraries to improve detection speed and precision. Plans also include formal user testing to evaluate perception, usability, and crosscultural interpretations of colour–pitch mappings.
  • MR Explanatory Guide Content and MR Experiential Content
    Kazuki Ibe, Ritsuko Izuhara
    セッションID: CA06
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    The Nonoichi City Local History Museum in Ishikawa prefecture in Japan is a facility that introduces local life and local history by utilizing a traditional house built in the Edo period. Although a volunteer guide service is available, inconsistencies in the delivery of explanations among guides have emerged as a concern. Furthermore, the local museum is facing a problem of declining visitor numbers, as young people are no longer interested in the traditional guided tours and traditional house displays. Accordingly, there is a need for a new approach that utilizes traditional houses to present aspects of the local lifestyle and culture. Therefore, we focused on Mixed Reality (MR) technology that combines real space with virtual images, and aimed to develop two types of MR contents by building upon previous research. One is MR explanatory guide content which a real actor appears as a 3D virtual guide and explains the feature of the traditional house. The other is MR experiential content that allows you to intuitively experience life at the time and immerse yourself in the atmosphere of the traditional room. We aimed to create MR experiential content that would give a glimpse into the daily lives of the people who lived there. In particular, we focused on the lighting environment by recreating, in MR content, the lantern light (Andon) of the period, thereby enabling users to experience the illumination conditions of daily life at that time. In this paper, we present these two independently developed MR contents and report the results of the evaluation of each.
  • Designing Space and the structure of Ptato’s and the Pythagoreans Universe
    Michalik Aldona
    セッションID: CA07
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    In the paper, I will present Plato’s methodology of designing Xwpa and Universe in terms of the ancient geometry of Plato and the Pythagoreans. The term Xwpa means space in ancient Grerek. The term was first introduced in Plato’s last writing entitled Timaeus. Therefore, I based my analysis of the geometry of space (Xwpa) of Plato and the Pythagoreans on Plato’s Timaeus writing in Ancient Greek. First, I will outlineteh scope, the meaning of design in the programme, and the method of design and delimiting space using concepts from ancient Plato’s and the Pythagoreans ’ geometry and mathematics. I will present the basic ancient Greek concepts that built up Plato’s geometry of the programme and space. Next, I will describe the research method of designing space in Plato’s programme and Plato’s tools. I will describe using Plato’s and the Pythagoreans tools. Finally, I will present my own project of Plato’s Universe using 2D, 3D software and 3D print.
  • Motoki Ohkubo
    セッションID: CM01
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This paper analyzes ”Follow in Someone’s Footsteps,” an artistic work for a solo percussionist, real-time video, and an Artificial Intelligence (AI) agent. As an alternative to generative AI models that mimic existing musical styles, this project explores a new paradigm of human-AI collaboration. We employ an AI agent trained via reinforcement learning on a non-musical, goal-oriented task: autonomously navigating a vehicle through an increasingly complex environment. During the live performance, the AI’s real-time behavioral data is sonified through a human performer. The agent’s 2D position is mapped to the striking location on a snare drum, while its velocity dictates the musical dynamics. This information is relayed via a custom animated score on a tablet, which the performer is tasked to ”faithfully track.” The role is not to improvise, but to follow the continuous and often relentless instructions generated by this non-human ”other.” We argue that musical ”interpretation” in this context emerges not from expressive freedom, but from the physical and perceptual gap between the machine’s precise instructions and the human body’s inherent limitations. The resulting ”imprecision” or ”fluctuation” is not a failure of performance but is the very site of human expression. Qualitative feedback from its premiere highlighted the intense physical demands̶the performer described it as ”a nightmare” ̶thus validating our exploration of the physical tension in human-machine tracking. This work contributes to Human-AI Interaction and digital art by proposing a collaborative model based on translation and endurance, and by presenting a novel method for sonifying the behavioral trace of an autonomous agent through a human intermediary.
  • Hiroko Akiyama
    セッションID: CM02
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Environmental sounds encompass a wide spectrum of information, including site-specific auditory elements such as birdsong, insect calls, and urban noise. These sounds reflect the unique characteristics of the location. Field recording serves as an effective method for capturing this acoustic diversity. Additionally, environmental sounds may incidentally convey human presence, embedding context-specific information into the soundscape. This study examines human motion as a compositional element and explores its integration with field recordings to create novel sonic expressions. We present a method of composition that combines environmental recordings with sound generated from motion sensor data. Environmental sounds are captured using an IC recorder or smartphone, while acceleration data are simultaneously collected via a microcontroller board attached to the sensor. These sensor values are converted into musical elements using Sonic Pi, which reads CSV-formatted data and applies predefined rules for sound generation. Experiments were conducted in different locations during a trip, including outdoor walks and indoor activities. Two case studies are presented to illustrate the process of data collection and the subsequent composition. The resulting works demonstrate that the proposed method can produce music that reflects both the characteristics of the physical environment and the presence of the individual at that specific moment.
  • Yinan Yang, Kunihiro Kato, Takashi Ohta
    セッションID: CP01
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This study lies at the intersection of affective interaction in Human-Computer Interaction (HCI) and interface design for virtual reality (VR). It explores how VR can serve not just as an entertainment medium, but as a space for autobiographical remembering and intergenerational connection. We construct VR environments using Meta Quest 3 and Unreal Engine, supported by a pipeline that transforms user-uploaded photographs, voice recordings, and scanned memorabilia into manip- ulable 3D models. These assets are arranged in an interactive memory room, where books, portraits, and personal objects can be touched, opened, or listened to, linking everyday materials with embodied interaction. The resulting environment functions as a persistent memory space, where personal artifacts are spatialized, revisited, and reinterpreted. Turning a page in a virtual photo album reveals captions and audio playback; approaching a portrait activates a short vignette; and opening a memory box spawns a 3D scan of an object with its backstory. Such multimodal design scaffolds recollection and evokes af- fective engagement. Our contribution to HCI is twofold: first, we foreground affect and autobiographical memory as central resources for interaction design, moving beyond task-oriented or hedonic framings. Second, we position VR as an affective mediating space that couples spatial interaction, multimodal media, and personalized content to support recollection, narra- tive construction, and family communication. The prototype shows how AI-assisted asset generation and VR techniques can transform everyday materials into immersive, emotionally resonant experiences, opening a pathway for systems that preserve personal histories while nurturing meaningful interaction.
  • Shohei Komatsu, Kosuke Shimizu, Hidenori Watanave
    セッションID: CP02
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    As living memory of World War II recedes, designers of memory work must foster empathic engagement among nonwitnesses. Immersive media is a promising tool for perspective-taking[1, 2], yet its mechanisms require further study. In this pilot study, we investigated the effect of face-morphing technology on historical empathy. We held a workshop with 12 female high school students (ages 15-17), where their faces were morphed into pre- and post-bombing scenes from the film NagasakiIn the Shadow of the Flash using the AVATARIUM Portable system[3]. Participants engaged in a thinkaloud protocol and provided post-experience ratings. Our findings indicate that while the experience was rated positively (M=6.15/7, SD=0.90), it primarily focused attention on the self (69% of comments), with participants frequently mentioning their “ face ” and the “ fun ” aspect. Expressions of historically grounded empathy were rare. However, a few participants adopted an “ as-protagonist ” perspective, consistent with identity-continuum account[4]s. These results highlight a tension between self-focused engagement and historical empathy. We propose the concept of “ progressive de-selfing ” to bridge this gap and discuss the integrity of AI-generated historical content. Future research should involve diverse demographics and explore manipulations of morphing to better measure and enhance embodiment and presence.
  • Kiyotake Ishikawa, Akinori Ito, Koji Mikami
    セッションID: CP03
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    In this study, we propose a system for procedurally generating intermediate sounds between sound effects and voices for use in anime and game production. The design of the sound generation parameters was based on an analysis of existing works using transcription, combined with the results of an impression evaluation experiment on the emotions and intentions of characters as perceived by viewers. Considering integration with game engines, the system was implemented using Unity and Csound Unity.
  • Shuhei Wakahara, Hisashi Sato
    セッションID: CP04
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This study presents a real-time framework for exaggerating facial expressions in Live2D avatars using multimodal emotion recognition. Stylized expression is central to avatar-mediated communication in VR/VTuber platforms, yet practical methods for introducing controlled exaggeration in real time remain underexplored. Our system combines two recognition modules— speech affect analysis with OpenVokaturi and facial emotion recognition with FER (Facial-Emotion-Recognition-PyTorch- ONNX)—each outputting probabilities over five basic emotions {happiness, sadness, anger, fear, neutral}. A primarymodality policy (voice-primary or face-primary) selects the base expression from a predefined set of Live2D animations. When both modalities agree on the dominant label and each confidence exceeds its threshold, the controller escalates to an exaggerated variant of that expression. This design enables us to test whether voice-led or face-led control provides more effective and convincing exaggeration without semantic distortion or uncanny artifacts. We outline a user study in which participants produce short utterances and act basic emotions while interacting with the avatar. After each session, they rate perceived accuracy and perceived exaggeration on a 5-point Likert scale (1=Strongly Disagree, 5=Strongly Agree). Planned analyses compare the two policies and examine how cross-modal agreement affects perceived naturalness and clarity. Future work includes expanding the emotion set, refining fusion strategies (e.g., adaptive weights and thresholds), and validation with larger samples. The contribution is a simple, practical control policy that brings stylized, real-time exaggeration to multimodal avatar animation.
  • Alexandru F Tofan, Hiroki Nishino
    セッションID: CP05
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This paper presents our prototype to reimagine an adventure gamebook—a printed book in which the story branches according to the reader’s choices—in a digital format using generative AI. The proposed system enables readers to interact also with free-text input and receive both narrative responses and visual illustrations generated by the AI, thereby significantly enhancing the interactive reading experience of traditional printed gamebooks beyond the predefined texts and branching paths. Such an approach to redesign a legacy entertainment product using state-of-the-art technologies, with the aim of significantly extending its functionality and flexibility while its original user experience, has the potential to make an interesting contribution to cultural and entertainment computing.
  • Yuri Fujimura, Akinori Ito
    セッションID: CP06
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This paper reports on an attempt to implement a system that enables spatial sound design by synchronizing interactive switching between multiple cameras with diverse impulse response-based reverberation effects. The main components of the system are TouchDesigner and Reaper. In the proof-of-concept experiment, the researcher successfully switched between multiple IR data sets recorded by themselves. This approach holds promise for future applications, such as freely adding high-quality reverberation recorded in real-world spaces to virtual environments like the metaverse.
  • Kabuto Tsuchida, Tatsuki Hayama
    セッションID: CP07
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    We propose a design method that reinterprets marbling, a traditional painting technique, as a strategy for architectural or- namentation. Marbling involves dropping pigments onto the surface of water to produce fluid patterns, which are then transferred onto paper or fabric. Our approach extends this technique through a computational approach, transforming it into a tool for contemporary design. The method consists of two stages. First, marbling patterns are generated algorithmically. Second, the resulting two-dimensional images are converted into three-dimensional reliefs. We demonstrate the application of this method through the fabrication of wall-mounted reliefs using 3D printing.
  • Region-Specific Research Trends via Natural Language Processing
    Yuki Minamii, Aika Ono, Daewoong Kim
    セッションID: CP08
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This study examines the evolving role of region-specific research within the Asia Digital Art and Design (ADADA) community. While global conferences such as ACM SIGGRAPH and ACM CHI provide prestigious platforms for publication, citation, and networking, we are particularly interested in understanding the motivations of researchers who choose ADADA. Building on Kajihara et al. (2022), who analyzed ADADA conference presentations, we argue that greater attention should be given to region-specific research as a defining aspect of ADADA’s identity. To investigate this, we employed a Large Language Model (LLM) to automatically classify research abstracts collected from the J-STAGE Web API (2012–2024) and the J-STAGE website. This method enables context-based detection of regional focus, surpassing traditional keyword searches and manual inspection. Our findings indicate an upward trend in region-specific studies, underscoring ADADA’s unique role in linking digital technologies with cultural traditions. Beyond Asia, studies referencing regions such as Brazil and Europe suggest that ADADA’s strength lies not in geographic exclusivity, but in its openness to diverse region-specific perspectives. We conclude by inviting discussion on how this orientation can further shape ADADA’s growth as a research community.
  • Diwan Setiawan, Zulfanida N Sadiyyah, Banon Gilang, Erwin H Dinaka
    セッションID: CP09
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    PT Kereta Commuter Indonesia (PT KCI) is holding a campaign and outreach regarding sexual harassment at stations and carriages. However, cases of sexual harassment still frequently occur due to ineffective campaign media, such as posters, banners and stickers, which have limited use. Therefore, the design of information media in the form of motion graphics was created to encourage people to fight against sexual harassment in a persuasive and effective way. Qualitative research methods were used by interviewing two PT KCI employees, one passenger, as well as direct and indirect observations. The result is a motion graphic containing a call to fight sexual harassment with 2M (documenting and reporting), as well as posters and handgrips on the carriages. It is hoped that this video will help PT KCI reduce sexual harassment and encourage passengers to be more active in fighting sexual harassment.
  • Diwan Setiawan, Shinta H Putri, Citra K Putri, Ladita A D Masyah, Oky ...
    セッションID: CP10
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    The Food Security and Fisheries Service or DISPAKAN is a supporting element whose main task is to support and assist the Regent in carrying out government affairs in the food sector as well as in the maritime and fisheries sector which is the authority of the Regional Government. The Bandung Regency Food and Fisheries Service was formed to implement food and fisheries security programs in Bandung Regency. As a supporter in carrying out its duties, DISPAKAN Bandung Regency has presented an application called Bandung Regency Fisheries Growth and Development or what can be called the Tukemkan application. This design aims to redesign the user interface of the Tukemkan mobile application, which allows users, in this case members of the Fisheries Group, to access information and services in the Tukemkan application. The Usability Testing method is applied to evaluate the user interface of the Bandung Regency or Tukemkan Fisheries Growth and Development application. The results of the Usability Testing that has been carried out find that users are still confused and less satisfied with using the application. The new design is proposed to increase the level of satisfaction and experience of users, namely members of Fisheries Groups, especially in Bandung Regency.
  • Souma Narikawa, Yoritaka Iwata
    セッションID: CP11
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    In art based on mathematical functions, there are Fractal Art, Spirograph and Rose curves. In this study, we propose a new method to transform trigonometric functions into art using the Short-Time Fourier Transform (STFT). The use of STFT provides two advantages. First, the STFT allows general functions to be decomposed into a set of trigonometric functions. Based on this method, any mathematical function can be transformed into art. Second, we can choose a typical time scale, as the method includes the term “short time”. Changing time scale, we can design artworks that reflect the many periodicities of mathematical functions. By coloring the extracted components and representing them as circles, trigonometric function is converted to two-dimensional art. In this study, the proposed conversion method is tersely explained. As a result, a well-ordered arrangement of circles, which is rather like kaleidoscope, is produced purely based on the mathematical procedure.
  • Xinyu Dong, Saki Sakaguchi, Kumiko Kushiyama, Tetsuaki Baba
    セッションID: CP12
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    In appreciation of the performing arts, comprehending the spatial layout of stage scenery and props is often difficult for individuals with visual impairments. This study introduces a “Pop-up Book-Style Audio-Tactile Map” that represents stage spaces as miniature models. By incorporating materials with differentiated tactile properties, the map provides threedimensional representations of stage elements, such as furniture and plants, allowing users to identify the types and relative positions of scenery through haptic exploration. In addition, capacitive touch sensors detect finger contact positions and deliver synchronized audio descriptions. To enable flexible application in multiple scenarios, the map adopts a foldable and portable design similar to pop-up books, making it usable during pre-show tour such as touch tours for the visually impaired, as well as while attending performances either online or in person.
  • Mapping Audio Classification Outputs to Visualization Parameters
    Mamoru Takano, Daichi Ando, Osamu Ichikawa
    セッションID: CP13
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Sonic Scene is an audio visualizer that illustrates the characteristics of audio signals through real-time visual representations. Recent advances in deep learning have enabled real-time sound source classification. By mapping the estimated categories to visualization, audio information can be effectively presented in visual form. In this work, we constructed a system that integrates audio classification with interactive visualization. The system processes audio input, classifies acoustic events, and groups them into predefined categories. Furthermore, by mapping the parameters of audio classification to visualization parameters, the colors of objects change according to the estimated sound categories, and icons representing the detected sound sources are generated to visually supplement the classification results. Through this system, we examine the challenges and potential of real-time audio classification and explore methods for presenting classification results as visual information.
  • Paul Haimes, Alarith Uhde
    セッションID: CP14
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Though interest in philosophy within Interaction Design (IxD) has grown, few examples rely on virtue ethics as a guiding framework. This paper explores how virtue ethics, with its focus on character and human flourishing, can inform the design of gamified systems. Drawing on Nussbaum’s account of non-relative virtues, it shows how these can be utilized to shape experiences that extend beyond motivation or efficiency and instead contribute to well-being across diverse cultural contexts. Two contributions are made. First, a conceptual grounding is provided by mapping Nussbaum’s seven domains—mortality, the body, pleasure and pain, cognition, early development, affiliation, and humour—onto gamification design goals. Second, the paper proposes a set of practical, virtue-based questions that can be used in user testing, enabling designers to assess whether gamified systems support flourishing in meaningful ways. The role of adaptive AI is also emphasized as a mediator between universal virtues and cultural particularities, tailoring feedback and challenges to individual and social needs. In doing so, it positions virtue ethics as a bridge between universal values and local cultural practices, highlighting adaptive AI’s potential role in mediating this relationship. By situating gamification within virtue ethics, the paper aims to reorientate IxD from short-term engagement metrics toward the broader, long-term goal of designing for human flourishing.
  • Kana Horie, Saki Sakaguchi, Testuaki Baba
    セッションID: CP15
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This study proposes a pedestrian signal color recognition system that uses high-resolution images and object detection to support safe outdoor walking for visually impaired people. It is considered difficult to install audio guidance and tactile guidance equipment for visually impaired people at all traffic signals due to cost considerations. Additionally, acoustic traffic signals have operational time restrictions due to considerations for nearby residents, and there are aspects of accessible traffic signal installation that cannot be resolved by technology alone. In recent years, with the advancement of image recognition technology, several apps have been developed that detect traffic signals using camera image information. However, these apps use the camera’s zoom function to ensure detection accuracy, which narrows the user’s field of view and makes it difficult to grasp the surrounding situation. This system aims to accurately recognize pedestrian traffic signals from a distance or with a wide field of view by dividing high-resolution camera images into multiple areas and applying object detection using a smartphone. This enables visually impaired individuals to reliably grasp signal information and cross more safely even in areas without acoustic traffic signals or outside of operating hours. This paper evaluates the detection accuracy of traffic signals when images are divided and creates a prototype using a web application.
  • Yoshihito Nakanishi
    セッションID: CP16
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This paper proposes a musical interface that automatically transforms its shape according to the user's desired playing method. Conventional instrument interfaces were designed by engineers and designers, requiring users to master predetermined playing methods. Consequently, acquiring knowledge and skills related to instrument operation was an unavoidable challenge. To address this challenge, we aim to realize a musical interface that adapts to the user by changing the instrument shape (the formation of the robot swarm) using swarm robots (a mechanism capable of freely changing its configuration on a two-dimensional plane). Furthermore, this approach aims to enhance the accessibility of musical performance. This paper describes “EMBRANT,” a shape-changing musical interface system developed using swarm robots to achieve the above goals. By evolving the mechanism proposed in this paper, we aim to shift from the conventional “instrument concept requiring mastery” to a “user-adaptive instrument concept.”
  • Mei Inoue, Saki Sakaguchi, Tetsuaki Baba
    セッションID: CP17
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This study proposes visualization methods for single-sided deafness, based on Tojisha-Kenkyu, to promote behavioral and emotional change in affected individuals and those around them. We present two prototype: a device to indicate auditory perception and a stuffed animal to show hearing laterality.These support self-disclosure and facilitate understanding and interaction.
  • Mizuki Okamoto, Mamoru Takano, Osamu Ichikawa
    セッションID: CP18
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This study proposes a method for visualizing music using Independent Component Analysis (ICA). Conventional audio visualization generates reactive graphics based on statistical features like volume or frequency spectrum. However, this approach fails to adequately capture deeper musical characteristics such as overlapping instruments or temporal structure, limiting its effectiveness as an intuitive visual representation. This study utilizes pop genre songs from a music analysis dataset. By narrowing the genre, the aim is to clearly identify common features across songs. For the audio sources, we extracted high-dimensional features using the pre-trained Japanese-compatible model wav2vec 2.0. We then extracted component-based parameters reflecting latent semantic representations via ICA. Applying a 50-frame moving average to smooth the fluctuations of the obtained components revealed distinct patterns matching song structures like choruses and intros for certain ICA components. For visualization, these smoothed ICA components were mapped to parameters like color and object motion, and visualization was attempted using p5.js. This allows analysis of a song’s latent representation, visualizing repetitive patterns and points of change, thereby complementing traditional amplitude-based visualization. While not yet suitable for real-time visualization, future applications aiming to strengthen the connection between music and visuals will be pursued through real-time visualization and subjective evaluation experiments.
  • Kayo Yasumoto, Tsujiai Hidekazu
    セッションID: CP19
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Currently, music streaming services such as Spotify, Apple Music, and Amazon Music are widely used, allowing users to easily enjoy music from a vast library. These services utilize algorithms such as collaborative filtering and content-based recommendations based on users'playback history, “likes” and playlist trends to recommend songs tailored to individual preferences. However, conventional re-commendation methods rely on text information and user behavior, which limits their ability to provide intuitive music discovery and create new musical experiences. Therefore, this study proposes a new approach called “visualization” which visually represents the characteristics of songs. By visualizing music genres, tempo, pitch changes, and other elements using colors and shapes, users can intuitively grasp the individuality and atmosphere of songs without specialized knowledge, thereby promoting serendipitous encounters and discoveries. This is expected to serve as a new method for song discovery.
  • Keiko Kasamatsu, Takeo Ainoya, Junichi Yamamoto, Naoyuki Kubota
    セッションID: CP20
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Promoting physical activity among older adults requires the integration of user experience (UX) design and product aesthetics. In home environments, usability, safety, and motivation are often significant challenges. However, many existing exercise devices are large, occupy considerable space, or fail to harmonize with interior design, making them difficult to incorporate into daily routines. This study aims to develop an aesthetically harmonious exercise tool by applying a UX-centered design approach.The proposed tool is designed to blend naturally into living spaces while supporting low-load, high-frequency movements to strengthen muscles essential for walking. The design process included analyzing gait-related muscles, conducting interviews with two older adults, and developing a simple prototype. The interviews revealed preferences for safe, seated exercises and tools enabling “concurrent exercises” during other daily activities. Based on these insights, a prototype enabling repetitive ankle dorsiflexion and plantarflexion was developed. This study developed a prototype of an exercise support tool through a design process integrating UX principles and product aesthetics to enhance both functional usability and quality of life. Future research will focus on durability, cost-effectiveness, and user experience evaluation in real-life environments.
  • Edoardo Rizzuti, Igor N Garkin
    セッションID: CP21
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This framework enables artificial intelligence (AI) to analyze and interpret spatial narratives in interior design. The model is built around three dimensions—Emotion & Communication, Usability, and Manufacturing—and guides AI to examine how spatial components—such as layout, furnishings, surfaces, and atmospheric elements—contribute to storytelling. Using a combination of fine-tuned GPT models for narrative construction and pre-trained vision models (CNNs, Transformers, CLIP) for spatial recognition, the framework translates image perception into coherent, meaningful narratives. A preliminary test on a project by Kengo Kuma was used to validate the procedure step by step. The AI followed the proposed framework and mapped all key elements correctly, producing a coherent text in denotative terms. Future work will expand the connotative understanding toward design intent and cultural context, using larger datasets and applying rubrics of clarity, coherence, and correspondence to bridge the gap between computational perception and narrative understanding in design.
  • Haruna Yamamoto, Tetsuaki Baba
    セッションID: CP22
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Conventional algorithm-based music recommendation systems often face limitations in adapting to specific situations or the “atmosphere of the moment. ” The music users desire is not static; it varies depending on diverse contextual factors such as time of day, location, presence of others, and emotional state. This study proposes a novel system that analyzes real-time conversation using speech recognition technology to understand the structure and emotional flow of user dialogue, enabling more contextually appropriate music recommendations. The proposed system employs a speech recognition engine to capture ongoing conversations, which are then sent to a large language model (LLM) along with a prompt to suggest songs whose lyrics match the dialogue. The LLMs output is used with the Spotify API to retrieve and display recommended tracks in real time. This study demonstrates a promising approach toward the development of conversation-aware interactive media systems.
  • Similarity Evaluation against Training Data via Deep Learning
    Tomoyoshi Ozawa, Masahiro Sakai
    セッションID: CP23
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This study aims to enable efficient learning and evaluation of expert procedures such as Petri dish manipulation in drug discovery and biochemical experiments within an augmented reality (AR) environment. Conventional on the job training (OJT) is both time and labor intensive, and deep learning based automatic assessment is further constrained by a paucity of training data. To address these issues, we propose a one s hot method that ingests three dimensional fingertip trajectories captured with Apple Vision Pro and computes expert novice similarity via cosine similarity on terminal embeddings produced by a two layer LSTM. In a Siamese style parallel LSTM baseline, the m ean similarity was 55.1%; initializing with weights pretrained on expert data and subsequently training on novice data raised the figure to 82.8%. The implementation comprises a Vision Pro client responsible for measurement and visualization and an HTTP s erver hosting the trained model, which returns similarity scores after comparing client sequences with the reference. Limitations include insufficient validation of feature comparison without strict temporal alignment, the need to curate teacher data for e a ch procedural item, and limited field evaluation; future work will assess the framework’s effectiveness and generalizability.
  • Ayana Saito Mira, Tetsuaki Baba
    セッションID: CP24
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This research investigates a contemporary perspective of the garden as a bridge between humans and nature, an index of local cultural imaginary, an aesthetic expression imbued with individual subjectivity, and a space of human intervention that may contribute to local biodiversity, functioning as a form of civic and ecological resistance against the utilitarian logic of urbanization. We mapped the cultural imaginary of domestic gardens in West Tokyo — green patches amid dense urban areas — through literature review, personal blogs, and photographic documentation. Based on this mapping, the primary objective is to construct an interactive installation that simulates the ecosystem of a domestic garden in West Tokyo. Using new media, real objects placed by the audience are virtually integrated into the ecosystem, which flourishes or deteriorates according to human interaction.
  • Paul Haimes
    セッションID: CP25
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This poster paper presents Colour Chordifier, a near real-time system that visualizes musical key by mapping dominant colours from a camera feed to musical chords, using Newton’s 1704 colour wheel as a conceptual foundation. The system first converts the image into an HSV (Hue-Saturation-Value) colour space and applies K-means clustering to find the most dominant hue that most closely matches a colour in a table based on Newton’s colour wheel. It then maps the hue to a musical root note and determines chord quality based on colour temperature. Warm hues generate major chords, while cool hues generate minor chords, creating an emotional correspondence between colour temperature and harmonic content. Using additive synthesis and real-time visual feedback, the system offers an intuitive experience of colour-to-sound translation. By linking colour temperature and harmonic quality, Colour Chordifier enables accessible musical interaction for both artists and non-musicians. Potential applications include interactive installations, music or art/design education and performance, and accessible design. The system builds on cross-modal correspondence theory to create perceptual bridges between visual and auditory domains. By focusing its mapping on Newton’s historical work while employing contemporary computer vision techniques, the system demonstrates how classical theory can inform interactive media design. Future work will explore alternative colour-note mappings, multi-colour input, single note mode and MIDI integration to expand its creative potential.
  • Mohammad Aaris Amirza
    セッションID: CT01
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Non-Fungible Tokens (NFTs) have reshaped the global digital art landscape, offering Malaysian artists new opportunities for creative expression and financial autonomy. This study envisions a sustainable NFT ecosystem for Malaysia by reviewing literature on NFTs’ empowerment potential and ethical challenges, including speculative markets, intellectual property (IP) risks, and environmental concerns. Synthesizing journal articles and reports, the paper proposes an inclusive model emphasizing accessible platforms, sustainable technologies, and robust policies. This vision contributes to discussions on Malaysia’s digital art future, addressing the balance between innovation and ethical responsibility.
  • Hinata Nakamura, Miki Matsumoto, Soma Arai, Hidefumi Ohmura, Takuro Sh ...
    セッションID: CT02
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    A workshop was organised in our laboratory to co-create electroacoustic music (EAM) with diverse and inexperienced participants. At present, the creation and appreciation of EAM remain confined to specialist contexts and are largely practised by a small community of experts. Although potential educational benefits—such as enhanced creativity and expanded sensitivity—have also been proposed, quantitative evaluations of the effects of EAM composition remain largely unexplored, and the efficacy of EAM composition as an educational model has not yet been demonstrated. Assuming that the creation of ‘interesting’ EAM works promotes creativity and sensitivity, we quantified the perceived ‘interestingness’ of the pieces produced during the workshop, as rated by the participants, and evaluated the validity of our creative guidance methods. First, we examined whether the workshop instructors’ evaluations of EAM works corresponded with general listeners’ ratings of ‘interestingness’ (measured using a Visual Analogue Scale). Nonparametric statistics (Friedman test and Wilcoxon signed-rank test) were employed for this analysis. Results indicated that listeners’ perceptions of interestingness were aligned with the instructors’ evaluations, suggesting common underlying acoustic-structural factors. Next, using Librosa, a Python audio analysis library, we analysed time-series variations of acoustic features (spectral centroid, bandwidth, sound pressure level, and spectral flux) to investigate acoustic structural factors contributing to perceived ‘interestingness’. The analysis revealed that montages composed of short time segments and frequent contrasts in frequency and sound pressure were the primary factors associated with higher ratings of ‘interestingness’. These findings support the validity of the creative guidance methods employed in our workshops and suggest new possibilities for creativity education through EAM.
  • Michael Brandse
    セッションID: CT03
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    In the design of games, it is no exaggeration to say that the game environment is important, as players will spend the majority of their time interacting with it in a game. Because of that, with the rise of game technology, a big focus has been on making these game environments more visually dense and appealing. In this paper, we investigate whether this focus on visual fidelity is actually conductive to the user experience, using a custom developed game prototype with both generic environments and narrative environments, in conjunction with the game experience questionnaire to measure user experience. We found that visual density has no significant impact on the user experience, and that rather than visual density, it is actually the narrative quality of the game environment that most significantly affects user experience.
  • Takumi Komatsu, Hidefumi Ohmura, Shuji Shinohara, Takuro Shibayama
    セッションID: CT04
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Human creativity encompasses intuitive and unconventional aspects that cannot be fully captured by logical reasoning. Existing theoretical frameworks have yet to integrate these intuitive and imaginative elements. To address this gap, this study proposes a new conceptual model called ‘creative reasoning’, which is positioned between logical and delusional reasoning (non-clinical; bi-logic/symmetrical logic). This model introduces a reasoning spectrum that ranges from logical to intuitive to delusional reasoning. According to this spectrum, creativity expands as reasoning becomes more illogical. Moderately relaxing the logical constraints facilitates novel associations between unrelated ideas. Creative reasoning, located centrally on this spectrum, involves moderate non-logical thinking; neither overly restricted by logic nor excessively imaginative to the point of delusion. Historically, non-logical reasoning has been dismissed as a cognitive bias. However, this study reframes these biases as the essential drivers of creativity. For instance, humans commonly demonstrate a ‘symmetry cognitive bias’, automatically inferring ‘B→A’ upon learning ‘A→B’. This cognitive pattern promotes novel insights and efficient thinking. This study applies this theory analogically to Electroacoustic Music (EAM), a digital music genre characterised by atonality, noise and unpredictability, making traditional music theory inadequate for logical interpretation. Consequently, listeners and creators rely on their intuition and imagination to interpret complex sound. EAM’s randomness and uncertainty foster flexible interpretation and enhance creative exploration. This framework was validated through the ‘Denshi Onkyo People Project (DOPP)’, a participatory digital sound project. The participants actively engaged in creative reasoning during interactive sound experiments, blurring the distinctions between creation and reception. The observations revealed that repeated engagement with creative reasoning encouraged flexible, active thought, supporting the democratisation of creativity by extending creative participation beyond expert boundaries, which resonated significantly with contemporary digital trends.
  • Ryohei Nakatsu, Naoko Tosa, Yasuyuki Uraoka, Akane Kitagawa, Koichi Mu ...
    セッションID: CT05
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Much research has been conducted on art, but the ultimate goal is to clarify art's fundamental questions: “What is beauty?” and “What is art?” In this study, as one approach to art, we examined the differences in the impact on people of different environments for appreciating art through psychological experiments. We constructed two types of immersive spaces that give different impressions and compared the impressions received by the subjects when they viewed video art created by one of the authors in these spaces. As a result, no statistically significant differences were found in subjects’ psychological evaluations of the art content between the two immersive environments. In contrast, significant differences were observed in evaluating geometric figure content depending on the environment. These findings suggest that, unlike abstract stimuli, artistic content may evoke psychological responses that are relatively robust across different immersive conditions.
  • Ryohei Nakatsu, Naoko Tosa, Yasuyuki Uraoka, Akane Kitagawa, Koichi Mu ...
    セッションID: CT06
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    To better understand the nature of art, this study investigated how different immersive environments influence viewers’ physiological responses during art appreciation. We constructed two immersive spaces with distinct spatial characteristics: Immersive Space 1, which incorporates mirror displays to create a sense of infinite reflection, and Immersive Space 2, which is surrounded by large LED displays. While participants viewed a video artwork created by one of the authors, we recorded and analyzed their electrocardiographic (ECG) data. The results revealed that in Immersive Space 1, both sympathetic and parasympathetic activities were suppressed during art viewing, suggesting a state of heightened arousal and reduced physiological relaxation. In contrast, in Immersive Space 2, parasympathetic activity was dominant, indicating a more relaxed and emotionally stable physiological state. These findings highlight the importance of spatial context in shaping embodied aesthetic experience.
  • Ya-Chun Yang, Chao-Ming Wang
    セッションID: CT07
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    As the pressures of modern society intensify, the demand for effective stress-relief solutions has surged. Virtual Reality (VR) technology, with its deeply immersive and emotionally engaging environments, can offers users a unique for profound relaxation and emotional release. This research seeks to harness the power of virtual reality technology to enhance user experience and optimize the display strategies for stress-relief products. The research methodology comprises three main stages: (1) Data Extraction: Initially, a wide range of users' subjective descriptive vocabulary and representative images related to immersion and environmental shaping are collected through literature review. Subsequently, evaluation indicators extracted using the expert Delphi method. (2) Construct evaluation indicators and product experience display space: Experts were invited to evaluate and identify high-consensus indicators as the foundation for the next experimental stage.The gathered vocabulary and image data were then used to build a display space, forming the experimental basis for showcasing stress-relief products on physical and virtual platforms. (3) Research Validation: In the final stage of this study, subjective evaluations, including emotional and immersion scales, will be conducted based on the collected data and the two constructed presentation methods. The resulting data will be used to develop evaluation indicators and analyzing the effectiveness of stress-relief products in both physical product displays and virtual platform Results.The results of this study will serve as an empirical basis for enhancing the marketing strategies and display approaches of stress-relief products, offering specific optimization suggestions to support their widespread adoption in digital art and design.
  • Aida Safary, Jun Mitani
    セッションID: CT08
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    We previously produced a digital model for the One-Fold project as a concrete example of architectural design based on the origami motif. For this study, a prototype model was created to reproduce this digital model in a physical environment, and a 3D scanner was used to compare and evaluate the accuracy and error value between the models. The prototype model was constructed using a thin polyethylene sheet and flexible fiber rods for the outer structural frame, which allowed us to test the ability of the material to mimic the previously developed digital origami shape. To calculate the surface deviation, we used Cloud-Compare software, which employs the Root Mean Square Error (RMSE) algorithm and cloud-to-cloud distance measurements. The findings indicated a slight deviation between the models, which supports the accuracy and precision of the physical construction. Upon evaluating both models, we verified that a sufficient approximation of the digital model was achieved. In addition, it was confirmed that the curvature of the fiber rods can be effectively modeled using Elastica curve principles, which describe the equilibrium forms of elastic bending. These findings support the use of digital Elastica-based modeling in origami-inspired architectural elements and demonstrate the potential of transforming these digital parametric elements into physical prototypes.
  • Siti Farah Wahidah Zainurey, Susinurdiana Binti Soginyono
    セッションID: CT09
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This project explores the development of a beginner-friendly promotional hiking kit packaging enhanced with Augmented Reality (AR) to address the challenges faced by novice hikers, such as lack of knowledge, unclear instructions, and safety concerns. As hiking grows in popularity, many beginners struggle to understand essential gear due to limited guidance and traditional learning methods. This project aims to provide interactive, step-by-step AR tutorials that teach the correct use of equipment and promote outdoor safety. The target audience includes active individuals aged 20–30 in Shah Alam, Malaysia, who value affordability, technology, and environmental consciousness. By integrating AR technology with a sustainable and user-friendly hiking kit, the project seeks to boost confidence, promote responsible outdoor behavior, and create an engaging learning experience. A quantitative survey method was used to gather insights from beginner hikers, and the design process followed the Design Thinking approach to ensure a solution that is practical, innovative, and accessible. The result is a comprehensive promotional kit that not only meets beginner needs but also enhances preparedness, safety, and enjoyment through modern interactive media.
  • Syajaratuddur Ain Binti Mayang, Ainol Fauziah Binti Abdullah Thani
    セッションID: CT10
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This research presents the development of a visual art-based mobile application designed to support Form 1 secondary school students diagnosed with Auditory Processing Disorder (APD), with a focus on Chapter 2: Ice Age of the Malaysian History curriculum. While existing special education initiatives provide support for students with various learning difficulties, the specific cognitive challenges encountered by APD learners who exhibit typical hearing but impaired auditory information processing remain inadequately addressed, particularly in subjects requiring high levels of memory retention and verbal comprehension. This study aims to conceptualise and implement an interactive, visually enriched digital learning tool tailored to the unique cognitive profiles of these learners. The objectives are threefold to enhance content retention through visual pedagogy, to promote inclusivity through personalised digital learning environments, and to empower educators with innovative, technology-driven teaching methodologies. Through the integration of adaptive learning technologies, this initiative seeks to contribute to a more equitable, accessible, and effective educational experience for neurodiverse learners within the Malaysian secondary school context.
  • Voraphan Vorakitphan
    セッションID: CT11
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    This research proposes a design concept for ambient computing, in which digital functions are realized as part of the environment to subtly influence human behavior. The main idea is to design a digital prompt that individuals will react to unconsciously thinking about it. The objective is to seamlessly integrate interaction between humans and ambient digital functions into daily life. To achieve this, a prompting system—referred to as “Haptic Air”—was developed, utilizing a combination of multi-modal stimuli, specifically wind-based non-contact haptics and emotionally attuned auditory elements. The stimuli were designed to be ubiquitous yet unobtrusive, aligning with the principle of non-intrusive behavioral guidance. A series of implementations and experiments were conducted to validate the design concept. The empirical findings demonstrate that individuals adjusted their behavior in response to the stimuli without intentional effort or explicit instruction. Participants reported increased awareness and behavioral adaptation—particularly in response to the wind-blowing sound and rhythmic air pulses—indicating the effectiveness of the stimuli in subtly prompting intuitive responses. The result confirm the viability of embedding such multi-sensory cues within everyday environments, supporting seamless interaction that does not disrupt the natural flow of activity. The study contributes a validated approach to designing ambient digital functions that operate through perceptual and situational awareness, offering a promising framework for future applications in behavior-oriented ambient systems.
  • Kosuke Horiuchi, Jun Mitani
    セッションID: CT12
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Industries such as manufacturing and architecture increasingly rely on CAD tools for shape modeling and product design, reducing both cost and effort associated with physical prototyping. Yet creating developable surfaces through an intuitive, precise interface remains challenging. Developable surfaces characterized by zero Gaussian curvature are formed by bending or twisting unstretchable sheets and can be represented by straight line elements called rulings. Conical singularities are zero length creases that generate curvature at a point, producing particularly rich forms suitable for digital archiving, analysis, and creation of artworks. Although rulings converge at a conical singularity where the surface is not differentiable, mapping surface normals onto the unit sphere (the Gaussian sphere) enables a well defined notion of curvature at these points. We propose an interface that integrates Gauss sphere trace diagrams mapping surface normal behavior onto the sphere to visualize curvature distribution around a vertex. A central property of developable trace diagrams that the signed areas they enclose sum to zero serves as the governing constraint. Loading a template surface that include a conical singularity triggers real time ruling direction adjustment, area computation, crease pattern output, and 3D shape validation in Origami Simulator. Validation confirms reliable control over ruling angles, faithful reproduction of intended forms, and low optimization error across shapes combining multiple convex and concave regions. These results demonstrate the practical power of trace diagram based modeling for intricate and mathematically rigorous developable surface design.
  • Peeraya Sripian, Chen Le-Gao, Yoshitsune Ito, Aarif Suksai, Fahrur Asl ...
    セッションID: CT13
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    We present a comparative study of physiological and subjective responses elicited during horror gameplay in virtual reality (VR) and desktop environments. We developed a custom-designed horror game that features a unique combination of “cute” elements, such as cats, and the fear-inducing jump-scare event. We used the game to investigate how immersive qualities of VR modulate emotional engagement and autonomic nervous system activity observed through heart rate variability (HRV). Participants experienced either a VR or desktop version of the game while their HRV was continuously recorded. Subjective ratings on fear and nervousness were also collected after the game. Our results show that VR gameplay elicited stronger physiological arousal and subjective fear responses than the desktop condition. The low-frequency/high-frequency (LF/HF) ratio of HRV increased more markedly during VR exposure, consistent with heightened sympathetic nervous system activation. Additionally, participants in the VR condition reported higher subjective fear ratings during the jump-scare event. The inclusion of “cute” objects prior to the jump-scare event effectively narrowed attentional focus, amplifying the contrast and emotional impact of the subsequent fear stimulus, creating a stark contrast between calming and frightening elements. We further enhanced the scare effect by intentionally designing the zombie’s height to be large relative to the seated participants, increasing perceived physical vulnerability. These findings advance our understanding of how immersive environments and attentional modulation shape emotional experiences in gaming. Implications extend to game design, therapeutic interventions, and psychological research. Our study also demonstrates the value of combining physiological and subjective measures to assess emotional dynamics across interaction modalities.
  • Naguib, Marwa Mahmoud Galal Osman, Dina Talaat Youssef Hassan, Esraa ...
    セッションID: CT14
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    AI technologies have revolutionized the art and design fields by improving productivity and efficiency and facilitating complex processes. The textile designer needs to keep pace with technological advancements and achieve maximum benefits from them. One of the richest and most intricate design domains is textile printing design. It is closely linked to keeping up with contemporary developments and technological advancements in addition to aesthetic and practical factors. Therefore, this study offers the integration of the designer's subjective and creative perspective in producing designs for printed men's shirts inspired by the 2026 print trends (Spring/Summer Trends) using the wide potential of artificial intelligence technologies. Different changes were made to each design using applications such as Prisma and employing the designs on the printed men's shirt using ChatGPT. Through this study, a survey was conducted, and the opinions of textile printing specialists were taken in 3 factories specialized in the manufacture of men's clothing to verify the suitability of the designs for men's shirts. The result of the survey was that the first design received the highest rating.
  • Pitumon Haewsungcharern
    セッションID: CT15
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    In Thailand, the traditional craft of bamboo basketry faces the dual threats of declining artisan numbers and insufficient documentation, especially when compared with the more structured preservation systems in Japan. This study investigated the potential of digital archives—particularly platforms like YouTube—for addressing these challenges through the transmission and preservation of weaving knowledge. The research involved a comparative analysis of both offline and online media. Offline sources included Thai and Japanese instructional books, while online sources consisted of 562 YouTube videos uploaded between July 2010 to May 2025 (318 in Thai and 244 in Japanese). Findings from printed materials showed that Thai instructional texts rely heavily on photographic demonstrations with limited explanation and insufficient detail on material preparation or complex weaving patterns. In contrast, Japanese publications typically combined step-by-step visuals with thorough written descriptions. Online analysis revealed that 68.75% of Japanese-language videos provided tutorials, compared to 49% of Thai-language videos. Japanese contents also more often covered material preparation and included explanatory captions, while Thai videos were frequently vlog-style or promotional in nature and rarely feature subtitles. Despite these limitations, the study concluded that YouTube and similar platforms held considerable potential for digital archiving—particularly if creators integrated detailed demonstrations, clear explanations, subtitles, and structured formats. With such improvements, online media can become an effective tool for sustaining bamboo basketry knowledge across generations and cultural contexts.
  • Wan Juliana Emeih Wahed, Patricia Pawa Pitil, Corina Joseph, Nurrahmaw ...
    セッションID: CT17
    発行日: 2025年
    公開日: 2025/11/17
    会議録・要旨集 オープンアクセス
    Aesthetic perception, the intricate process by which individuals engage with and construe beauty and artistic expression, constitutes a complex and multi-faceted phenomenon shaped by a variety of factors. This study critically examines the factors influencing the aesthetic perception of Leonardo da Vinci's iconic Mona Lisa among university students in Malaysia and Indonesia. Employing a rigorous descriptive research design, augmented by a comprehensive survey questionnaire, the investigation systematically explores the nuanced interplay between demographic factors—specifically, age, religion, university year, and the dichotomy of formal/informal art education—and diverse subdimensions of aesthetic perception. In unravelling the complex interplay of influences, this scholarly investigation meticulously examines the impact of cultural and educational distinctions between Malaysia and Indonesia. The findings underscore the nuanced impact of these contextual variances on the intricate relationship between demographic variables and distinct facets of aesthetic perception. This research not only makes a substantive contribution to the burgeoning literature on cross-cultural differentials in aesthetic perception but also offers profound insights into the foundational determinants that shape individuals' aesthetic values and their broader appreciation of artistic expressions. The scholarly implications ex-tend beyond immediate thematic boundaries, advancing our understanding of the intricate interplay among culture, education, and aesthetic sensibilities. Synthesizing empirical findings within robust theoretical frameworks, this re-search significantly enriches the academic discourse on aesthetic perception. Furthermore, it provides a nuanced tapestry of considerations for scholars, educators, and practitioners, thereby fostering a deeper comprehension of cultural dynamics, art education, and the nuanced appreciation of artistic endeavours in the academic domain.
feedback
Top