The mission of Social Ventures (SVs) is not mere money making, but solving social issues. The progress of SV contributes for social innovation. As a hypothesis setting, we put that intellectual property (IP) strategy may apply to SV, because it penetrates gradually from the big enterprises to small & medium sized enterprises (SMEs) to make them competitive. In this reason, we choose the correlation between the development of SVs and intellectual property strategy. Here, we report the findings of a study in which we sampled. Surprisingly, we found that respective five SVs are aware of the importance of IP and its rights (e.g. trade secrets, trade marks and so on) from the result of the collected data. We also found that IP strategy can apply to SV to some extent, and in this context we conducted case study of “Madre Bonita (Beautiful Mother)”. Our results point out further possibility of IP management development which is lower priority compared with finance or marketing for the limited human resources SV has at present. Especially, the wisdom of license which is a typical tool of IP may work at the stage of scale-out to diffuse SV's goods or service in other districts or territories.
This research is to understand the psychological and physiological aspects of human when purchasing an apartment; while KANSEI evaluation is done for the external design of high-rise apartment. In the preliminary experiment, 12 evaluation words are extracted through factor analysis from 27 words by KJ methods. In addition, the first factor “Aesthetic and sensuous impression” and the second factor “Habitability” have been extracted from the result of the second study. The 12 pairs of the evaluation words are showing the sense of the people in Shenyang for the local buildings. It could explain the design's features of the high-rise apartment in Shenyang. And, from the standpoints of planning, positioning, sales, and etc., if the 12 pairs of the evaluation words can be understood, these factors could be the references and useful for the residential market improvement in the planning stage as well as the design stage. Moreover, a KANSEI factor can be used also for the sales strategy by the photograph of the building.
Pupil response reflects sympathetic activity and recent research has begun to study pupil response as a stress indicator. It is thought pupil response may be used as an indicator of stress and emotion. This study investigated whether pupil size reflects liking and interest which are Kansei activities. Fifteen adult subjects with normal vision were tested. The subjects' pupil responses were measured while looking at 32 images in random order. The images were digital color photos projected on a computer monitor depicting 16 models. Each model was shown with two expressions: 8 images of happy faces and 8 of neutral faces, and 8 images of angry faces and 8 of neutral faces. The subjects rated their liking and interest for each image using 5 point scales. This revealed that pupil size was significantly larger while viewing images rated as ‘dislike’ than while viewing images rated as ‘like’, over a period between 5 and 10 seconds after stimulus onset. Pupil size didn't reflect interest but liking. The results suggested that subjects physiologically relaxed while looking at images they like.
The purpose of this paper is to model consumer decision-making processes under certain limited conditions from the service engineering viewpoint. Service engineering is a form of academic study designed to enable paradigm shifts in services that take the whole life-cycle of man-made products into consideration and in knowledge-based industrial structures from product-based production structures. It defines services as “actions by providers of services to trigger status changes which receivers or beneficiaries of the services prefer to pay for” and is aimed, as one of the study themes, at visualizing intangibles. In this paper, consumer buying behaviors triggered by information media were modeled as part of a set of studies on quantifying the intangible nature of services. The “service channel for indirectly triggering status changes,” as defined by service engineering, is handled as a “medium for providing emotional values” or a medium for triggering buying behaviors on the part of the consumer. Specifically, postcards (emotional information) were sent to the customers of an existing shop and their subsequent buying behaviors were observed. The consumers who took buying actions were asked to answer a descriptive questionnaire, in the form of a sentence completion test, by writing down the reasons for their purchase decisions. The data were then analyzed by text-mining. The result was the successful creation of a model for consumer decision-making processes under certain limited conditions. The resulting model was found to have a feedback-based structure that takes customer experience into consideration
In virtual space, much information can be visualized in 3D aspects by blending 2D and 3D information. In general, a large amount of visualization, orientation, and navigation can be demonstrated to users. However, an inappropriate interface design can cause inefficient visualization and navigation for such specific purposes as education. With an e-learning method, web-based distance learning can be promoted using combinations of various available supported tools and systems, one of which is virtual space. In this paper, we present an interface evaluation of virtual space to promote distance learning for high school students. The experimental results show that different interface combinations affect system attractiveness and usability. The importance of virtual space interface design for distance learning is also recognized since different interfaces increase the learning performance, the motivation of students, and the system's overall effectiveness.
This paper relates audio features based on fluctuation of music with sensibility evaluation about music as a component technology for an automatic song select system demanded on human sensibility evaluation. When people listen to music, they select a song considering both their own feelings at the time and sensibility evaluation about the song. We consider that sensibility evaluations of songs are influenced by the features based on fluctuation about both volume and pitch of the songs. Thus, we focus on features of fluctuation that contain a dynamic idea on music, and extract thirty six features of fluctuation about both volume and pitch from each songs using Fast Fourier Transform. On the other, we prepare a subjective experiment for plural songs using Semantic Differential method, and obtain the sensibility evaluation about each song. Then, we study the relationships between extracted features and sensibility evaluation about the songs with multiple discriminant analysis. As a result, high accurate discriminant hit-rates and low discriminant error are shown, therefore we suggest that audio features based on fluctuation of songs influence sensibility evaluation about the songs. Furthermore, we confirm the especial parameters related with sensibility evaluation about music while considering canonical variates which construct discriminant spaces.
The purpose of this study is that systems, which offer the music suitable for feelings of the user who is not only a room but also acting outdoors, are constructed. In this paper, it is tried that user's situations and activities, user's feelings and musical genres are related. Genres of music were chosen six genres of the pop music generally listened to well. And, rhythms with the feature of each genre were extracted, and 11 sample music only of the rhythm were made. Next, Kansei evaluation experiments were done to activity in seven situations including outdoor and indoor environments, and acquired data was analyzed by the correspondence analysis. The relation between the “place and action - feeling” and “musical genres” was shown as a result of obtaining. Also, we tried to construct a simple evaluation system using obtained result, and effectiveness was confirmed.
In this paper, a method to generate gradation of typical coloring techniques in order to promote a content production environment in consideration of KANSEI (sensitivity) engineering is discussed. We considered a color cube with coordinates in three axes, representing RGB 3-dimensional space. There are various gradations in a color cube. We have developed an interactive tool to generate a gradation by displaying the inner area of the color cube. We then proposed a new method to generate gradation using this tool. Regarding parameters of display area, we considered inputting pattern data from color scatter charts obtained from paintings or photos. The possibility of a tool which can generate gradation from images corresponding to the KANSEI words is discussed.
This paper describes an experimental investigation result as to how the audio signal (i.e., sound and music) gives feeling impression to us and how the impression changes, depending on the distribution of power spectrum in Fourier domain of the audio input signal. In this investigation, we use three kinds of parameters accompanying the calculation of the signals' fluctuation degree. Then we examine the relationship between the parameters and affective impression, by using questionnaire survey. And also, from the viewpoint of feeling impression, we classify the sound signal by the values of three kinds of parameters. In this paper, we present the experimental results and show that the fluctuation degree and residuals are highly related to good impression
In recent years, a lot of attention has been directed at designing various sounds that are treated as noise, such as automobile acceleration sounds and cleaner sounds. The idea of sound being a normal part of product operation has permeated society. We focused on sound design and evaluated it with 11 kinds of button sounds for car audio main units. At present psychoacoustics metrics (loudness, sharpness, etc.) which took the frequency characteristic of the complicated human auditory system into consideration, has come to be used for evaluation of the various sounds. However, button sounds are not steady and continuous. In order to accurately represent button sounds, it is necessary to analyze time characteristics as well as frequency characteristics; this is known as time-frequency (t - f ) representation. In this study, an impression was extracted by the semantic differential (SD) method, and the relevance of that impression was investigated by the wavelet transform (WT). The t - f resolution features of WT are similar to an auditory t - f resolution feature. As a result, the button sound impressions were classified into an esthetic factor, metallic / clarified factor and powerful / massive factor on the basis of these results, and these impressions could be visualized by the WT distribution. Next, we confirmed whether or not the impression changed when a sound that generated a bad impression was processed using an adaptive control into a sound that generated a good impression.
Analog broadcast will be terminated in July, 2011. Storage-based content distribution is in the spotlight before the boom in digital broadcasting. In 2002, we carried out the research, “Development of satellite based on-demand content distribution systems and verification of effectiveness” which was sponsored by the Information-technology Promotion Agency (IPA). In this paper, the storage-based content distribution service is evaluated from four viewpoints, interest, taste, selection and satisfaction. As the result of the evaluation, most of all generations had interested in this service. The selection of contents is almost the same as one of existing broadcasting. In addition, it was found that the restriction of viewer by IC card and the operability of remote controller were important for the storage-based content distribution service.
We quantitatively investigated the influence of the luminance distribution of a stimulus surface on 3D perception using a real objects and a digital images in order to develop a useful algorithm for 3D perception on a flat panel display. We constructed a cylindrical stimulus that appears to be floating in space, and the luminance distribution on the cylinder surface was varied by controlling the current of fluorescent lamps incorporated into the ceiling and the left-hand side wall. We evaluated 3D perception by subjective evaluation using real objects in the booth various light conditions and using digital images. The results obtained indicated that the absolute luminance value of the brightest area and the luminance gradient are important factors for 3D perception.
In this paper, we discuss the behavior of a companion robot, which lives symbiotically with humans and makes good impressions on them. Its behavior, rather than its appearance, is emphasized. Inter-human behavior is analyzed through a simple simulation environment using two networked PCs. A red ball and a blue ball are displayed on each simulation screen. One person moves the red ball; the other person moves the blue one. Next we design inter-human behavior based on the pattern, transition, trajectory, and velocity. The programmed behavior is verified using a Turing test: the test subject guesses which behavior is generated by a human. Finally, we examine the impressions of the real robot SELF and the AIBO robopet (Sony Corp.). The result shows that SELF's impression, considering human interaction, is superior to AIBO's in terms of the evaluation items of “interesting,” “not boring,” “attached,” “want to be together,” “healed,” “want to play again,” and “favorable.”
According to a survey, about half of senior citizens 65 years of age or older have an unpleasant time when taking medicines. Generally, for senior citizens, it is easy to swallow small tablet but not easy to grip it because physical strength decreases with aging. There have been no reports on shape of tablets for ease of swallowing by senior citizens. We therefore constructed a “Map of tablet shape for swallowing by senior citizens” using the RSM-S (Response Surface Method by Spline) to examine the relationships among three factors (diameter, radius of curvature, and thickness) and ease of swallowing. Our “Map of tablet shape for swallowing” was found to be effective in the initial phase of tablet design.
In this paper, we discuss KANSEI parameters that evaluate various objects in general. Participants evaluate fragrances of perfumes using Semantic Differential (SD), KANSEI Parameter (KP) and KANSEI Sound Parameter (KSP) method. Both KSP and KP methods are non-verbal techniques for KANSEI evaluation. In this experiment, the evaluation scales are used in previous studies that evaluate fragrances, scenic shots and others. As a result of principal component analysis, the results of KSP and KP methods are tend to evaluate the features that are focused by perfumers. On the other hands, the result of SD method evaluates an overall impression of the fragrances. Therefore, it is thought that KSP and KP methods can evaluate various object using common scales. The above show that the non-verbal evaluation techniques are useful to collect potential KANSEI information that cannot collect using verbal methods.
We have three motives to go on a journey to sightseeing spot: growing in knowledge, improving oneself and relaxing. This paper suggests a method of generating diverse drive plans on attractions by using paired comparisons on number of spots and trustworthiness of spots as attractions and paired comparisons on user three travelling motives. The method shows 2 day drive plans and accommodations to stay, and these plans are diversified by using immune algorithm. In case that number of spots is very important, the method suggests drive plans including many spots which are deeply-committed to user travelling motives. In case that trustworthiness of spots as attractions is very important, the method suggests drive plans including many superior spots in trustworthiness as attractions which are deeply-committed to user travelling motives. In this paper, the trustworthiness of spots as attractions is measured from number of blogs written about spot. I think that the method is valuable as an application of Kansei evaluation.