The Japanese Journal of Ergonomics
Online ISSN : 1884-2844
Print ISSN : 0549-4974
ISSN-L : 0549-4974
Volume 35, Issue 3
Displaying 1-8 of 8 articles from this issue
  • Tsutomu KONOSU, Jun SHIGEMATSU, Mika SUZUKI, Tadahiko FUKUDA
    1999 Volume 35 Issue 3 Pages 135-144
    Published: June 15, 1999
    Released on J-STAGE: March 12, 2010
    JOURNAL FREE ACCESS
    Japanese is a rare type of language in the world, using both phonologic and ideographic writings. There are some models for the reading process in the first languages. But there was little research on readings in the second languages, and it was never fully understood. It is supposed that eye movements reflect the reading process. In this study, the eye movements of non-native readers reading the Japanese sentences was measured, and their reading process was analyzed by using the ergonomic method. In the experiment 1-a and 1-b, it was conducted with Chinese readers because it can be assumed that they have the greatest advantage in the world on understanding the Kanji. As a result, non-native readers tend to read the Japanese sentences according to the system of their mother language. It is very difficult to correct such reading strategy for the advanced students. In the experiment 2, we researched the changes of eye movements from begginners to advanced readers. As a result, the improvement of reading skill is higher at the intermediate readers. It was suggested that the educational treatment was most effective for intermediate readers.
    Download PDF (3710K)
  • Toru KITAHAMA, Toshiaki MIURA, Shigeyuki OKAZAKI, Kazumitu SHINOHARA, ...
    1999 Volume 35 Issue 3 Pages 145-155
    Published: June 15, 1999
    Released on J-STAGE: March 12, 2010
    JOURNAL FREE ACCESS
    Despite their importance to research, there exist almost no experimental studies on the relationship between visual search (eye movement) and walking (head and body movement) in ‘way finding’. The current research aims at developing a method to analyze ‘way finding’ behavior and at revealing some characteristics of the coordination of eye and head/body movement.
    In the experiment, subjects wore an eye camera and walked two or three times through a maze from a starting point to a goal until the entire path was learned. Subsequently, the subjects were asked to make sketch drawings, and an image map of the maze from memory. Complex data, such as distribution of fixation points, fixation duration, sight distance and pedestrians' head/body movement patterns were systematically analyzed. Through this developed method, several characteristics of coordinative eye and pedestrian movement in ‘way finding’ were revealed. The relationship between visual search and recalled drawing of the path was also discussed.
    Download PDF (12057K)
  • Takehisa ONISAWA, Daisuke DA-TE
    1999 Volume 35 Issue 3 Pages 157-167
    Published: June 15, 1999
    Released on J-STAGE: March 12, 2010
    JOURNAL FREE ACCESS
    This paper implements a personified card memory game playing support system. Personification is defined as follows: (1) Emotion is expressed through a personified face according to situations, (2) a hint is given to a human player through personified facial expression, and (3) the support system sometimes makes an error. The support system consists of three parts; (a) a card memory part, (b) an emotion inference part, and (c) a face expression part. The support system does not necessarily memorize a card position and a card number and makes an error about the card position according to the error rate estimated by the card memory part. The fuzzy inference technique is used in the estimation of the error rate. The emotion inference part estimates the degree of emotions, i.e., happiness, sadness, anger, disgust, surprise and fear, according to the following situations: (i) The support system gives a hint to a human player, (ii) a human player opens a card, (iii) a game trial of an opponent is ended, where the enemy player is considered as a mimic competitor, and (iv) a game is over. Situations are represented by fuzzy sets and the fuzzy inference technique is also used in the emotion inference part. The face expression part expresses a face according to the estimated degree of emotion. This part uses neural network models which are learned by the use of questionnaire data about the relationship between the degree of emotion and the position of each feature in a face.
    Simulation experiments of a card memory game are performed by 14 subjects using the presented personified support system. Questionnaire results show the usefulness of personification: Subjects ask a hint easily by the use of facial expressions. In fact, the number of hints to be asked becomes larger in personification than in non-personification. Some problems, however, are pointed out: It is sometimes hard to understand facial expressions. This needs further investigation.
    Download PDF (2949K)
  • Kenji KURAKATA, Yasuyoshi KUBA, Tomohiro KIZUKA, Yasuo KUCHINOMACHI
    1999 Volume 35 Issue 3 Pages 169-176
    Published: June 15, 1999
    Released on J-STAGE: March 12, 2010
    JOURNAL FREE ACCESS
    The preferred volume levels of 16 television programs were investigated in psychoacoustic experiments with younger and older adults. The results revealed the following four points: (1) Older adults really tend to set the television volume louder than younger adults. (2) There is no significant difference in preferred volume levels between male and female subjects. (3) The preferred volume levels differ among television programs. This difference is not related to the contents of the programs, but rather their relative sound pressure levels when broadcast; Loud programs tended to be set to higher volume levels. (4) The preferred volume levels correlate significantly with the hearing levels of subjects. As the average hearing levels of seven frequencies from 125Hz to 8000Hz increase by 10dB, the preferred volume levels become higher by 3.4dB. These results might well serve as basic data to make indoor sound environments more comfortable for both young adults and senior citizens.
    Download PDF (1014K)
  • Koichi NISHIKAWA, Yumi HIRASAWA
    1999 Volume 35 Issue 3 Pages 177-184
    Published: June 15, 1999
    Released on J-STAGE: March 12, 2010
    JOURNAL FREE ACCESS
    The purpose of this study was to evaluate learning efficiency in an environment in which a floor heating system is used. The learning efficiency of the people in the study was measured using a variety of techniques. We began by defining learning efficiency as mental activity based on concentration, attention, and memory. In this experiment, the effect of a thermal environment with a floor heating system on learning efficiency was examined by investigating mental performance in self-reports made by the subjects, who were asked to perform mental tasks under the conditions of two different thermal environments: a floor-heating system and an air-conditioning system. The experimental results revealed that concentration remained constant in the thermal environment with a floor heating system, but tended to decrease over time is a thermal environment with an air-conditioning system. Furthermore, the short-term memory of the subjects and the long-term memory of subjects tended to increase over time in the thermal environment with a floor heating system compared to an air-conditioning system. This result suggests that a thermal environment with a floor heating system is better suited to mental activities such as learning.
    Download PDF (5451K)
  • Shigeyuki KON, Yutaka TOMITA, Satoshi HONDA
    1999 Volume 35 Issue 3 Pages 185-187
    Published: June 15, 1999
    Released on J-STAGE: March 12, 2010
    JOURNAL FREE ACCESS
    Download PDF (309K)
  • Naoki YOSHIDA
    1999 Volume 35 Issue 3 Pages 189-192
    Published: June 15, 1999
    Released on J-STAGE: March 12, 2010
    JOURNAL FREE ACCESS
    Download PDF (1504K)
  • Toshiyuki YAMASHITA, Seiko MINOSHITA, Nobuaki MORITA, Shinji SATOH
    1999 Volume 35 Issue 3 Pages 193-199
    Published: June 15, 1999
    Released on J-STAGE: March 12, 2010
    JOURNAL FREE ACCESS
    The present study is a preliminary research for developing an experimental tool and a technique for determining how psychiatric patients recognize emotions from facial expressions. We used a Noh mask as a stimulus face, because changes in the angle of the view of the Noh mask cause the changes in the facial impressions. We proposed a fuzzy reasoning model for selecting the Noh mask which expressed the emotions caused by several situations, and we verified the validity of the model through an experiment. Another experiment showed that the facial impressions of the Noh mask depended on mainly the shapes of both the eyes and the mouth, and that the angle of mask and the shadow of the mask had a little effect on the facial impressions.
    Download PDF (3595K)
feedback
Top