Proceedings of Computer Information Systems, Biometrics and Kansei Engineering
Online ISSN : 2758-898X
最新号
選択された号の論文の10件中1~10を表示しています
  • Kimihiro Yamanaka
    p. 1-12
    発行日: 2025年
    公開日: 2025/09/10
    会議録・要旨集 フリー
    This study investigates how humans perceive robot movements, particularly in the context of emotional and social interactions. As robots evolve from mere functional tools into social agents, it becomes essential to understand how their movements and nonverbal expressions shape human perceptions. Previous research has explored factors such as motion speed, smoothness, and direction, revealing that faster movements convey liveliness, whereas slower movements evoke warmth. Studies also indicate that upward and backward movements are associated with positive emotions, while downward and forward movements tend to signal negative emotions. However, a comprehensive analysis encompassing a wider range of movement types and their emotional effects remains limited. To bridge this gap, this study employs subjective evaluations through a Semantic Differential (SD) questionnaire. The findings confirm that specific movements evoke distinct emotional impressions, such as calmness (joy) or sadness. Notably, a novel observation suggests that rightward movements are linked to positive emotions, whereas leftward movements correspond to negative emotions. These insights enhance the development of interactive emotional communication between humans and robots, fostering more natural and intuitive interactions. By deepening our understanding of the connection between movement and emotion, this research advances humanrobot communication across diverse applications.
  • Takeo Ainoya, Keiko Kasamatsu
    p. 13-24
    発行日: 2025年
    公開日: 2025/09/10
    会議録・要旨集 フリー
    This study introduces the concept of Integrative Design Thinking, expanding traditional design thinking by integrating expertise across diverse domains. We explore how AI-based knowledge support tools can foster transdisciplinary collaboration, bridging gaps between engineering and design. A case study at a Japanese university demonstrates that AI-supported knowledge exchange promotes deeper collaboration and problem-solving, contributing to sustainable innovation. The paper also outlines an educational program applying these principles to develop professionals capable of addressing real-world challenges through cross-disciplinary approaches. This new framework underscores the importance of adaptive learning, resource optimization, and interdisciplinary coordination and offers a scalable model for academic and industrial applications.
  • Mizuki Nakajima, Takeshi Sato, Kimie Nakajima, Hiroyuki Morikawa
    p. 25-38
    発行日: 2025年
    公開日: 2025/09/10
    会議録・要旨集 フリー
    A number of occupations require individuals to utilize visual display terminals extensively throughout the workday. Heart rate (HR) and heart rate variability (HRV) were employed to indicate the level of mental stress while participants were subjected to quantitative overload. We hypothesized that the recuperative effects of aromas may be optimal during periods when conditions such as fatigue, human error, and drowsiness have accumulated and work performance was di-minished. Six subjects were included in the study. Electrocardiograms (PolyMa-teMini, Miyuki Giken, sampling at 500 Hz) with five CM inductions were recorded at three disposable electrodes on the chest. Experiments 1 and 2 each measured the ECG for 14 minutes. All subjects participated in both Experiments 1 and 2. For the acquired ECG data, the ECG R wave was detected, the R-R interval was identified, and the stress index (LF/HF) was calculated after coefficient of variation (CV) and frequency analysis of the R-R interval. As a result, the stress index (LF/HF) did not show any significant difference between stressful and non-stressful stimuli. The effect of the video on the activation of the autonomic nervous system was expected. In other words, there was a possibility that people can switch off their feelings by watching videos in their daily activities.
  • Ayaka Miyawaki, Makoto Fukumoto
    p. 39-50
    発行日: 2025年
    公開日: 2025/09/10
    会議録・要旨集 フリー
    This study explores an Aroma-Enhanced Beverage System for Coffee, focusing on how aroma augmentation influences the sensory experience of coffee consumption. The system was developed to offer an alternative coffee-drinking experience for individuals who cannot consume coffee and to enhance coffee enjoyment for regular consumers. Two experiments were conducted to evaluate the impact of aroma on sensory perception. Ten students participated in the experiments. The first experiment examined how adding coffee aroma to drinking water affected its perceived similarity to coffee and bitterness. The participants evaluated them with 7-point scales. The results indicated that the aroma significantly increased the impression of coffeelikeness, although its effect on bitterness was inconsistent. The second experiment analyzed the impact of aroma addition on actual coffee, revealing that while aroma influenced sensory perception, it did not necessarily enhance the taste. Some participants even rated the aroma-added coffee lower than the baseline coffee. These results suggest that while coffee aroma can modify the sensory impression of beverages, its effectiveness in improving taste is uncertain. The study highlights the importance of aroma delivery methods and individual preferences in shaping sensory experiences. Future research should focus on refining aroma application techniques and exploring personalized aroma selections to improve beverage enjoyment.
  • Misaki Shima, Kyosuke Maeda, Naka Gotoda, Saerom Lee
    p. 51-63
    発行日: 2025年
    公開日: 2025/09/10
    会議録・要旨集 フリー
    In recent years, the number of foreign tourists visiting Japan has increased due to the deregulation of COVID-19. The Japanese government is encouraging foreign tourists to visit non-urban areas. Therefore, Kagawa Prefecture, one of the non-urban areas in Japan, needs to take measures the tourism promotion to attract foreign tourists. There are many related studies on the analysis of tourist behavior for effective tourism promotion. However, previous studies did not analyze the relationship between tourism behavior and tourists' emotions. In this study, we aim to clarify the behavioral and emotional characteristics of foreign tourists visiting Kagawa Prefecture by extracting their behavioral and emotional patterns. In the experiments, a questionnaire survey was conducted at Takamatsu Airport in Kagawa Prefecture to collect data on the behavior and emotions of foreign tourists. We use EMMA, a method of frequent episode mining to extract patterns of behavior and emotion of tourists by using collected data. The results revealed a relationship between the behaviors and emotions, such as the positive and negative emotions of tourists about transportation, foods and locations in Kagawa Prefecture.
  • Suito Akiyama, Jun-ichi Imai
    p. 64-77
    発行日: 2025年
    公開日: 2025/09/10
    会議録・要旨集 フリー
    Even with today’s e-books and digital content, we still have many opportunities to read paper-based media, such as books, when we study something. However, when studying with books, the number of characters in view causes visual stimuli and can easily interfere with concentration. To solve this problem, it is effective to intentionally reduce the visibility of text in the peripheral visual field. In this paper, we propose an augmented reality (AR) masking system that reduces visual stimuli by superimposing a mask on characters in the peripheral visual field using AR glasses. The mask uses a luminance gradient in which the characters change from black to white as they move away from the viewpoint. In this system, two cameras detect an AR marker on documents and the user’s eye movement. Based on the detected information, the system calculates the relative posture of the document and creates an overlay mask to reduce the color of characters around the viewpoint. Experimental results show that the proposed system improves visibility and ease of concentration when reading text with a high density of characters within a page.
  • Haruki Tanaka, Namgyu Kang, Sanghoon Lee, Khongthat Thongphun
    p. 78-92
    発行日: 2025年
    公開日: 2025/09/10
    会議録・要旨集 フリー
    It has not yet been clarified whether the preferred and disliked aspects of anthropomorphism and its effects differ across countries with distinct cultural backgrounds. Therefore, this study aims to investigate cross-cultural differences in preferences and perceptions of anthropomorphic product design, including representations of the whole human body or specific body parts. Specifically, by conducting a Kansei evaluation using case studies of product designs with anthropomorphic features, this study aims to reveal trends in anthropomorphism’s preferred and disliked aspects and its effects across different cultures. Through factor analysis, key factors such as "Overall Evaluation of Good Design," "Energetic and Fun Design," and "Bold and Impactful Design" are extracted. Furthermore, an analysis of the relationship between these factors and preferences in each country reveals that in Thailand, "Energetic and Fun Design" and "Bold and Impactful Design" are preferred, while in South Korea, "Energetic and Fun Design" is favored. Conversely, in Japan, these design characteristics tended to be disliked. Furthermore, this study reveals the existence of unique preferences and aversions to specific anthropomorphic expressions in each country, indicating that preferences for anthropomorphic product designs vary significantly across cultures. The findings of this study are expected to contribute to the development of international guidelines for integrating anthropomorphism into product design.
  • Riki Iwata, Makoto Fukumoto
    p. 93-105
    発行日: 2025年
    公開日: 2025/09/10
    会議録・要旨集 フリー
    Perception pitch is divided into absolute pitch and relative pitch. While absolute pitch is difficult to acquire, relative pitch is widely regarded as something anyone can acquire with training. Therefore, if the user could memorize the reference tone and distinguish other pitches using the ability of relative pitch, the user might be able to acquire something close to the ability of absolute pitch. We constructed a training system to realize this idea of pitch discrimination, and music pieces were used in this study to impress the user with reference tones. By linking the reference tones with the first note of the pieces of music, the user can naturally recall the reference tones. Furthermore, the training system had a feedback function to reflect the user’s error regarding the number of questions per music pitch. A comparing experiment was conducted to show the fundamental effects of using music pieces to memorize the reference tones with conditions with or without listening to music pieces before the experiment. Eleven students participated in the experiment. The experimental results showed that associating a reference pitch with music positively affected accuracy rates, and subjectively, users found it easier to distinguish pitch.
  • Faizah Mappanyompa Rukka, Dian Chisty Silpani, Kaori Yoshida
    p. 106-119
    発行日: 2025年
    公開日: 2025/09/10
    会議録・要旨集 フリー
    This paper will discuss the interpretation of hand gestures using words with the fuzzy sentiment analysis approach in the tea-tasting experiment. In the experiment, participants were asked to drink tea, give a hand gesture, and choose three words that could interpret the hand gesture. The results show that hand gestures cannot be categorized as fixed sentiment labels, considering the meaning can differ depending on each preference. Generally, traditional sentiment categorizes labels as positive, negative, or neutral, which fails to capture human preferences. Therefore, we propose that the fuzzy sentiment model be used to solve the traditional problem, which provides a more flexible approach. Our findings show that interpreting hand gestures such as positive is not always positive but can be neutral-positive and vice versa. The results show that hand gestures alone are insufficient to determine sentiment; word expression is required to capture sentiment's different and complex aspects.
  • Ririka Miyamoto, Vibol Yem, Yasushi Ikei, Yosuke Fukuchi, Nobuyuki Nis ...
    p. 120-131
    発行日: 2025年
    公開日: 2025/09/10
    会議録・要旨集 フリー
    In immersive telepresence and virtual reality (VR) systems, viewpoint transitions between multiple remote environments pose significant cognitive and perceptual challenges. This study investigates tactile apparent motion presentation as a method to reduce cognitive load and enhance immersion during viewpoint transitions between multiple avatar robots. By applying vibration stimuli in a controlled sequence, we aim to induce an illusory sense of movement, aligning bodily perception with visual transitions. To evaluate this approach, we conducted an experiment in which participants experienced viewpoint transitions between different height perspectives while wearing a head-mounted display (HMD). The presence or absence of tactile apparent motion stimuli was tested, and participants’ cognitive load, immersion, depth perception, and bodily movement perception were assessed using a Visual Analog Scale (VAS) and open-ended questionnaires. Results showed that tactile apparent motion presentation significantly reduced cognitive load and increased immersion. Additionally, a strong positive correlation was observed between apparent motion strength and body rotation perception, suggesting that haptic feedback plays a crucial role in shaping spatial awareness. These findings indicate that tactile apparent motion presentation can serve as an effective method for improving viewpoint transitions in telepresence systems.
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