The objective of this study is to evaluate a program that can be brought about through touching and grasping, with a focus on the psychological effect of ‘Active Art’. For the purposes of this study, ‘Active Art’ is defined as art works and art creations that encourage the movement to touch and grasp. The work program with ‘Active Art’ we created is ‘Let's draw fireworks!’, by touching a computer panel and squeezing a rubber air pump to create art works which can then be printed on postcards. The ‘Let's draw fireworks!’ program induces movement of touching, grasping and squeezing. I analysed ratings of the subjects’ mood by using a shortened version of POMS. Participant’s mood is improved when the ‘Vigor’ score is maintained and scores in ‘Tension - Anxiety’, ‘Depression - Dejection’, ‘Anger - Hostility’, ‘Fatigue’, and ‘Confusion’ are decreased by operating the ‘Let's draw fireworks!’ program using ‘Active Art’.
This research is targeted at the perceptual preferences of the China's 80's and 90's young adults when they are planning to buy their first A0 or A level car. 100 subjects participated in the perceptual assessment of 18 specimens using 12 pairs adjectives. A factor analysis was carried out to analyze the perceptual preferences of the subjects, and the perceptual preferences differences and similarities between male and female subjects. Then the design elements of the steering wheel, center console, seats and integral color scheme of A0 and A level car was proposed. Finally, the design trend of A0, A level car interior was summarized.
A customer's satisfaction of a product depends on prior expectation as well as post experience of the product. Environmental factors such as lighting conditions potentially control the visual expectations of product goodness. Empirical techniques of lighting design have been applied to increase the visual expectation of a product. Although scientific studies on the partial dependence of visual expectation on lighting conditions have been done in various research fields, a cognitive structure of the relationship remains unexplained. In this paper, we propose a hypothetical model related to the effects of lighting conditions on a visual expectation. We applied the model to illustrate a causal structural relationship between lighting conditions and visual expectation of a food product. For the food product application, we hypothesized that memory color and certain visual qualities affected the visual expectation. We successfully constructed the causal structural relationship between lighting parameters and a visual expectation “looks appetizing.”
Mobile e-books provide interface visualization design to help users quickly learn the interface operation. This study discussed how interactive interface design patterns effectively provide visual guidance through visualization to facilitate operation of users, so as to increase satisfaction of users. First, this study collected 5 interactive patterns after review of the literature and used them as experimental basis. The focus group method was used to get insight into effect of visualization on interactive interface design of mobile e-books. The interview was analyzed, and the obtained results were materialized into a center concept through Mind Map. The results of this study are as follows: 1) create visual atmosphere for action pattern; 2) select views or create scenario images for tour pattern; 3) create decisive thumbnail menus for slideshow pattern; 4) provide obvious page indicator for carousel pattern; 5) provide suitable direction guidance for scroll pattern.
“Model toys” are toys by manual assembly. The materials include “paper” and “plastic”. However, in comparison to plastic model with technical diversification, paper model with many unknown professional fields should be further explored. Hence, the main purpose of this study is to probe into creation of paper model and introduce participant observation for experimental design. Plastic model is treated as control group to analyze the difference and similarity of creation of two types of model. By Content Analysis, it constructs modeling logic and standard creation of paper model. Finally, by environmental image of paper and the previous experiment and analytical result, it establishes professional knowledge and capacity of green creativity of paper model in order to develop new professional capacity for professional creation of paper model and diversity of market of model toys.
In this paper, first, analyses of local community mascot characters are carried out to obtain knowledge to be the popular ones. Next a mascot characters automatic creation system is proposed using these findings. As for the analyses, we used 200 mascot characters. Many interesting findings could be obtained such that dark-round eyes tend to contribute to be popular as a mascot character. The proposed system utilizing these findings can create a mascot character reflecting a user's image inputted by affective words. Many parts having degrees of affective images are prepared in the proposed system and are combined to form a character using Rough Sets Theory and an Interactive Genetic Algorithm framework. We performed evaluation experiments. Many mascot characters satisfying user's image were created and remarkable results were obtained through subjective evaluations. For example, by using the extracted rules from the analyses and Interactive Genetic Algorithm, the proposed system can create much favorable mascot characters. Moreover, we found some interesting tendencies of the color used to paint characters. One of them is that gentle characters are often painted in colors with low saturation.
E-learning is the computer and network-enabled transfer of skills and knowledge. In e-learning systems, emotions are critical for learners to create positive contexts for optimal learning. In particular, increasing learner motivation by stimulating their interest is crucial. To data, however, few e-learning systems have derived emotions from eye tracking data. With eye tracking equipment, we recorded the eye movements of learners and calculated their eye metric indexes, which we focused on to explore their relationship to two learners' emotions groups: interest and boredom groups. We designed and implemented a prototype and experimentally evaluated it.
Nowadays e-Commerce web designers face the problems to create systems that are not only usable but also appealing, and to improve the consumers' interface persuasive power through engineering affective-appeal techniques. In order to contribute to meet this challenge, this study conducted two experimental studies focusing mainly on one perceptual feature, website color. Therefore, this researched took the aim to identify the most influential emotional and aesthetic Kansei factors for Japanese and Mexican young adults when evaluating sports-wear e-store interfaces and their color preferences, while correlating Kansei factors to individual colors. Results showed that the Japanese population was more critical depending on emotional arousal levels experienced on emotions such as, cheerfulness and excitement; while seeking aesthetics of consistency, dynamicity and modernity. However, only the role and impact of gender of an interface was effectively measured on the Mexican population. Colors preference similarities, with their individual Kansei interpretations, were successfully mapped for males and females. The main originality of these studies lay in the adoption of Kansei Engineering on the e-Commerce context as a systematic method to engineer consumers' emotional and affective responses and incorporate them into new guidelines of web design.
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