This study aims to investigate the differences in ratings of characters' forms or shapes between various Japanese calligraphic styles and a Japanese font. We used 11 pictures consisting of 10 calligraphic styles by a master of calligraphy and one Japanese font. Participants (N = 316) were asked to provide their impressions of each picture on a 20-point Likert scale, which was based on the semantic differential method. Exploratory factor analysis showed two common factors in the ratings of the different Japanese calligraphic styles and the font, namely, Comfort and Creativity. The results indicated that the font was rated highest on Comfort and Rounded calligraphic style was rated highest on Creativity. A detailed exploration of the differences in ratings between each style should be investigated in the near future.
Odor directly evokes emotions, and plays an important role in purchase decision of cosmetics. This research studied emotions evoked by 10 traditional Chinese herb odors. Fifty Chinese and fifty Korean female students participated in the experiment. Each participant smelled all the odors and filled in Emotion and Odor Scales to report their emotions. Participants were also asked to choose one among three cloths, which can best match the odor. This part was involved to study olfaction-touch interaction. Chinese participants rated significantly higher than Korean participants in all the positive emotional dimensions, and in the arousal dimension. Participants from both China and Korea preferred Sweet Osmanthus and Raspberry, while disliked Camphor and Musk. Participants tended to relate more pleasant odors to softer and smoother touch.
In order to eliminate mismatches between the questioners and respondents at Question and Answer sites, this paper proposes a method of selecting respondents who can appropriately answer a question with the consideration of categories of answer statements. The proposed method uses the number of appearance of respondents and the score based on the distance between the factor scores of a question and an answer already posted. It has experimentally been evaluated by comparing it with the methods based on average scores and distances through precision and recall. There is room for improvement in obtaining precision by considering categories of answer statements. Therefore, finding respondents who can properly answer a newly posted question of the same category is investigated. As a result, considering categories of answer statements leads to the improvement of precision.
Quantitative analytical framework for investigating the relationship between the design of 3D products and subjective impressions regarding shapes was developed by using a combination of spherical harmonics (SPHARM) and multivariate analysis. SPHARM is a parametric surface description that uses spherical harmonics as its basic function. The shape of liquid soap bottles was focused as a typical example of 3D product design. We converted 3D surface data on shape of 22 liquid soap bottles into multivariate coefficients using SPHARM, in order to extract their major morphological features. Then, we performed a principal component analysis of these coefficients. The extracted morphological features were related to the aspect ratio in the frontal plane, thickness and roundness. Subsequently, participants rated their subjective impressions of bottle shapes on a semantic differential scale. We examined relationships between major morphological features of bottles and their subjective impressions. Results indicated that this methodology is effective for appreciating the positioning of a product's shape design, as well as for systematically understanding the correspondence between shapes and subjective impressions of products.
Music is one of ways to express affective activities of human beings. Therefore, there are many researches about music activities in the field of affective computing (Kansei Engineering). However, although most of those researches treat mainly the automatic generation of music using computer or the effects of music to human emotion or affective-cognitive, there are only few researches which deal with music composition as humans creative activities in the field of affective computing. It is desired to realize the system that can overcome drawbacks and support the collaborative music composition to exert specific creativity based on the human original affective activity. In this paper, we describe (1) conditions and method for supporting creative collaborative composing based on the analysis of human creativity (2) implementation of the system with supporting creative and collaborative composition, and (3) system evaluation and its result which shows availability of the system.
Using a smart phone while walking has been becoming a social issue. Acceleration-based applications to prevent texting while walking are now being developed, but their accuracy rate is low and false detection occurs because only a single element is used based on the required number of steps. The problem in texting while walking is that people are gazing at the smart phone to operate it while walking. Therefore, the ultimate objective of this study was set to develop a highly accurate application in consideration of false detection issues, focusing on the face authentication technology and eye detection with the in-camera. We developed a trial application, conducted eye gaze detection verification experiments using the face authentication technology, and achieved a high accuracy rate of about 96%. In addition, eye detection initially showed a low detection rate in the study, but we were able to minimize false positives by using a cascade classifier. Based on this result, we believe that this technology can be used to detect the gaze of smart phone users.
The rapid spread of smart phone has caused the texting-while-walking problem. Earlier studies use acceleration sensors to control the phone operation while walking and issue warning signs, but sometimes wrongly determined because the unconscious behavior of users and the influence by different environment. In this study, in order to improve the accuracy of walking determination, we analyzed acceleration data under different smart phone use conditions, and developed an application to issue a warning when the person is using a phone while walking under various environments. As result of evaluation, developed application was able to detect the use of the phone while walking at a high accuracy level (95-98%), and reduce false detection when not walking (0-5%).
When consumers choose the flooring and other interior furnishings that make up their living spaces, they often fail to create spaces that track the manner in which they visualized them. If flooring materials and living spaces that exhibit a high degree of affinity from a sensitivity evaluation standpoint could be linked, it is likely that it would be possible to propose flooring materials and living spaces that have similar sensitivity evaluations, enabling consumers to choose products that would more reliably please them. The objective of this research was to clarify the relationship between flooring materials and living spaces from a sensitivity evaluation standpoint. We conducted a correspondence analysis based on the classification of various flooring materials and living spaces in impression evaluations performed by a group of subjects and succeeded in indicating proximity to their respective impressions. The technique utilized in this research promises to increase consumers' satisfaction.
Typeface is ubiquitous in everyone's daily life, and it plays an important role in document design especially. However, we still possess a less knowledge about the affective expressions of various typefaces, and it is difficult for even the designers to tell which characters would make difference in feelings. This study quantifies the relationships between images and anatomy of typefaces by the process of kansei/affective engineering. A kansei evaluation experiment for Latin typefaces was conducted for 88 designers and the evaluation data was analyzed by factor analysis, cluster analysis, and quantification theory Type I. The results are helpful for typeface selection and make it closer to readers' preferences. Moreover, the affective relationships between images and design characteristics of typefaces were developed as practical guidelines for typeface design.
The Brain-Computer Interface (BCI) is a system for measuring brain nerve activity to operate devices. We have focused on motor imagery BCI through event related desynchronization (ERD) using μ rhythms. In order to increase the switch detection accuracy of motor imagery BCI through ERD using μ rhythms, we have proposed a method of analysis with the aim of investigating the appropriate analysis section width and number of attempts for ERD detection. Further, for the number of attempts, 30 times was considered the most appropriate. In order to research the appropriateness of the analysis section width and number of attempts for these, the same test was performed on 5 other test subjects and desynchronization was seen in the motor imagery of all of the test subjects. From here, the parameters for asynchronous BCI was obtained. In future, this should be verified on a test that actually uses asynchronous BCI.
Research in Japan has shown that the promotion of collaboration in sustainable management can generate interaction among actors. However, the process of gathering and analyzing cases is still in its early stages. This study will focus on one example case, the Secretariat to Promote the Establishment of Landcare in Japan (SPELJ). SPELJ has been trying to build a network which promotes cross-referencing and collaboration among local volunteer groups working on improving their local environment. The purpose of this study is to identify the management challenges of SPELJ and to generate possible solutions by analyzing and discussing its activities through participatory observation and documentation analysis. As a conclusion, it has been found that there are challenges to ensuring communication both within and outside of SPELJ, and also that this can be solved by promoting sharing information among the members while ensuring clarity in the information in its newsletters and on its website.
Woven wool fabrics can be different due to their material details e.g. fibre diameter and length, yarn structure, weaving construction and finishing method. These fabric production variables result in many kinds of fabrics ranging in appearance, texture, handle and uses. In this study, we focused on the diversity wool tweed fabrics resulting from various kinds of finishing treatment. We prepared fifteen kinds of 2/2 twill wool fabrics using coarse wool yarn and fabric specifications and different final finishing processes. They were compared with the original fabric with normal, standard finishing for their handle, appearance and mechanical properties to determine Kansei control potential. We measured the mechanical properties of these fabrics and calculated the primary hand values, THV and TAV. And these values were related with those of subjective evaluations. This result can be applicable to all wool fabrics and can create leather touch, silk-like and linen-like wool fabrics.
This paper proposes a new method to measure the effectiveness of outdoor advertising. The goal of this study is to show the effective design of outdoor advertisements that simultaneously give the best impression, get the most attention, and are best remembered. We conducted experiments in which participants viewed a variety of outdoor advertisements. The results of the experiments were analyzed using a multiobjective optimization perspective. Our analyses revealed that the degrees of attention and memory are in positive correlation. Furthermore, brightly colored ads displayed at eye level received the most attention, bright large ads were remembered best, and ads that fit naturally with the surroundings gave the best impression. These results suggest the importance of outdoor advertisement design according to the purpose of advertising.
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