This paper aims to consider the environmental proposition regarding the change from the third grader to the fourth grader concerning life environments. The method can be categorized into two stages, the first being the conduction of the questionnaire and workshop, organized as follows “attempt to research”, “attempt to encode”, “attempt to survey”, “attempt to propose” and “attempt to criticize”, the second being the comparison of the tendency about the result data. According to the analysis, when a school year changes from the third into the fourth grader, the child tends to recognize the allover space similar to a bird's eye view and tends to estimate it objectively. However, there is no difference about icons' type in the proposal phase, and the five senses are maintained.
In recent years, landscape designs have been widely noticed because the quality of life has been one of main concerns for people. However, there are not many quantitative evaluation methods of landscape. Main purpose in this study is to present a quantitative evaluation approach of bridge landscape in relation to image-impression, i.e. Kansei. Firstly, the overall complexity of landscape including the bridge and its backgrounds is measured using the fractal dimension. Then, some interrelationships among image-impression, fractal dimension and several attributes such as color phase, construction locations, structural types and viewpoints are clarified by the Rough Set Theory in order to evaluate bridge sceneries in landscape design.
The purpose of this study is to investigate the factors of identification on streetscape, and clarify the relationship between streetscape identification and sensitivity evaluation. In the psychological experiment, the streetscape of Chengdu, China has been set as an object of the study. We selected 32 students as respondents to classify the 120 sheets of typical streetscape images by operating the method of binary tree classification three times. At the same time, we got the impression of comfort and activity for each image. Following this, Multivariate regression tree was employed to process and analyze the identification data which was collected by the result of images classification. Finally, we got five types of groups. The width of sidewalk, the presence of shops, and the quality of the pavement were found to be the influential factors on identification. It was also revealed that the quality of the pavement is a significant impact on the comfort of streetscape.
Brand has been estimated in business valuation to determine the economic value of intangible asset, however it is demanded to measure brand value for the marketing management under this recession. Therefore we need new measurement to understand customer evaluation. The purpose of this paper is to introduce new index for brand value and clear the process of brand forming. Under marketing research with 30,000 samples, it is revealed that brand value consists of three axes, “Penetration”, “Activity” and “Loyalty”. “Activity” is divined to 4 elements “Function”, “Trust”, “Personality” and “Necessity”. This brand value shows correlation with the market share after 6 months thereby it can be a predictor of the market trend. In addition, we succeeded to classify brands and analyze them with product life cycle. This approach is still on trial and we need further investigation, yet this measurement will support business leaders who decide the marketing strategy.
This study examines the importance of strategic design management in business. Technology has facilitated the copying of external design features such as shapes and colors, making it easier and hence more common. The proliferation of counterfeit goods has led to a decline in both the originality and value of design. How can companies differentiate their products in the given market circumstances? Design strategies that build consumer loyalty and passion may enable such differentiation. This study focuses on Chanel as a model for design management. The findings show that Chanel's unique approach to strategic product development and icon management have enabled it to maintain its position as a top luxury brand over several decades.
A lot of companies carry out questionnaires, which often have questions that can be answered by free-form text. However, it is time-consuming to get the outline of all responses by reading the whole text, and it is difficult to analyze them without subjective bias. The authors have proposed “HK Graph” (Hierarchical Keyword Graph), which is a support tool for text mining. HK Graph visualizes the relationship among words with a hierarchical graph structure. However, the conventional HK Graph shows words and their synonyms; consequently, the visualization gets complicated. This paper proposes a new HK Graph, in which synonyms are aggregated using a thesaurus. The experimental results showed that synonyms were appropriately aggregated while the amount of intrinsic information in the visualized result was increased. As a result, it became easier to grasp the outline in the proposed HK Graph than in the conventional HK Graph.
The design of graphical Kansei models varies among Kansei domains. This report introduces a Kansei modeling technique based on a Bayesian network and correlation analysis. These methods can explain the connection among concepts such as human physiological and psychological responses in a simple structure. This technique is expected to be helpful to start Kansei modeling for new domains with basic knowledge of Kansei and to construct a graphical Bayesian model to explain undefined Kansei factors of a product. For this study, we use experimental data and questionnaire results of facial pack application to describe this technique. We intend to show how Bayesian networks can clarify the effectiveness of a specific mask for individual users.
Kimono is a traditional Japanese garment. Several types of dyeing artifices have evolved through the process of printing traditional patterns on cloth in Japan. Paper stencils can be considered merely tools used at an intermediary stage of the dyeing process. And yet another problem is that most stencil cutting craftsmen are getting older, and thus the traditional art of paper stencil cutting may be lost under present circumstances.In this study, we explored the possibility of replacing paper stencils produced by traditional techniques with those produced by a laser cutter. And we compared actually dyed textiles by using existing and new techniques, in an attempt to achieve a quality of paper stencils produced by a different method that is closer to the superb quality of traditional artifices. As a result, we were able to suggest the guidelines on materials and patterns suitable for producing the stencils with a laser cutter.
The sense of presence is crucial for evaluating audio-visual equipments. To clarify the multidimensional structure of the sense, we conducted three experiments on audio, visual, and audio-visual content items. Forty scenes were recorded as content items. Each item was reproduced with a 65-inch display and headphones in three conditions of audio-only, visual-only and audio-visual. Twenty-one subjects evaluated the impression of each item using forty pairs of adjectives by the Semantic Differential method as well as its presence using a Likert scale. The experimental data was analyzed by the factor analysis and four, five and five factors were extracted for audio, visual, and audio-visual conditions, respectively. The multiple regression analysis revealed that audio and audio-visual presences were explained by the extracted factors, although further consideration is required for visual presence. These results indicated that the factors of psychological loading and activity are relevant for the sense of presence.
The objective of the present study is to provide effective information for landscape evaluation when selecting the bridge type in the bridge preliminary design. In selecting the bridge type, the landscape evaluation can turn to be an evaluation item along with economy and workability. In the consensus building stage, Kansei database was built for each of the various evaluation items. First, various bridge types were evaluated and from the obtained information and a Kansei performance matrix was built by applying the scores calculated by Quantification Theory Type I. It was concluded that it can be applied as an effective system in the elaboration of alternative solutions, as well as in consensus building.
In this paper, we propose a dialog system for the elderly. The aim of the proposed system is to encourage and satisfy their appetite for conversation. To promote the appetite, contents of the conversation should be broad. In addition, the system should estimate the feeling of the elderly. In the proposed system, sentences are created using the information from Web and the language resources such as Japanese Google N-grams and Kyoto-University-Case-frame. As for usage of Web, the proposed system employs Google Suggest, which is an API offered by Google. The proposed system extracts related words such as noun, adjective, and adjective verb, and creates variable sentences. By considering of the frequency of the words, a suitable and natural sentence can be selected. We carried out experiments to evaluate the proposed system in terms of Grice's axiom and confirmed the effectiveness of the system.
A VR-based Kansei engineering system presenting not only visual but also tactile sense is proposed and its prototype is developed. Target design is custom kitchen. We apply the method of presenting virtual haptic in the previous study to a traditional Kansei engineering system which visualizes target's design based on the design rules. This approach leads the user to watch the design explaining Kansei which the user demands and to touch one of the parts of its design. Furthermore, the function of presenting virtual tactile sense is expanded and a framework which the user can touch through the network is proposed. In evaluation experiments, it was confirmed that participants had different Kansei when visual and tactile information was presented than when visual information only.
Recently, we have so many songs due to a large capacity of storage, however it becomes difficult to select the song using bibliographic data. In this paper, we propose Kansei song selection system based on music fluctuation features which named YSSS. In this system, the acoustic fluctuation features that show time variations of music are extracted from each songs, and the Kansei evaluations of the song are obtained through the subjective evaluation experiments. Then the features and the evaluations are related to each other, and the estimation spaces for Kansei evaluations are constructed. Using this estimation spaces, the Kansei evaluations are labeled with the songs. We proposed two types of song selection method, Exactly-Matching and Tolerant-List which considers the tolerance of human instinct. Through the subjective evaluation experiment, we confirmed the correct song selection and the contentment with proposed system. Furthermore, we confirmed that proposed system with Tolerant-List method shows better usability.
Catchphrases attract attention in a form of concise expressions; however, there are few researches which investigate them using the knowledge of natural language processing. First, for the analysis based on language engineering, we employed a catchphrase corpus containing 6,466 catchphrases, an encyclopedia corpus, a blog corpus and a dialog corpus. Moreover, we conducted an analysis on each theme for revealing the difference between themes on the catchphrase corpus. The result from the language engineering shows that forward parts of speeches tagging in the catchphrase corpus are similar to those of both the encyclopedia and blog corpora. In terms of backward parts of speeches tagging, a lot of catchphrases end with nouns, which differentiates the other corpora. In addition, for each theme in catchphrase corpus, we found that specific words such as “taste” and “skin” frequently appear.
The purpose of this paper is to consider the Kansei (sensibility) of the architect during his journey concerning ‘Garden’ as the Source for ‘Roof Garden (toit-jardin)’ through the text analysis according to the viewpoint of Kansei-philosophy.This paper deals with Le Corbusier's journey to the east (1911). At first, we analyze Le Corbusier's descriptions extracted from Voyage d'Orient carnets and Le voyage d'Orient. We find that Le Corbusier describes various themes for ‘garden’ concerning ‘material’, ‘composition’ and architectural ‘type’. As a result, we can say that during the transitional process from the Carnets to the Voyage, Le Corbusier describes the relationship between the body and the natural landscape.
It is important for engineers using color to acquire skills to understand and to apply three attributes of color, namely hue, chroma and value (brightness). In terms of universally accessible design, brightness is especially important because of its robustness to color-blindness and age-related changes of color sensitivity. In this study we propose a new training method to train brightness discrimination, value-focused training (VT), using HVC color-sense training cards (Japan Color Research Institute). In standard JCRI training (ST), participants put a set of color cards in a same hue plane (blue, red or yellow) in order of chroma and value. In contrast, participants in VT are presented seven cards with different hue, chroma, and value, and seriate them in order of brightness, ignoring other attributes. We conducted color training to eight college students with either ST or VT and assessed the effect of the training methods. Although VT was more difficult to achieve perfectly than ST, the participants in VT tended to discriminate brightness more accurately than those in ST after the training.
Recently, recommendation systems and user reviews have attracted attention as aids in searching for desired products by using web information on the products. However, existing recommendation systems require analyzing a user's activity on the web and collecting information from many reviews. Therefore, in this study, we aimed to develop a product recommendation system that does not have these requirements. We used digital cameras and earphones as case studies and, on the basis of perception-of-value information obtained from questionnaires to users, we applied an analytic hierarchy process (AHP) to an analysis and calculated the degree-of-importance values of the evaluation items for each product. We then calculated the product evaluation values of each evaluation item by using user evaluations of products acquired from Kakaku.com Application Program Interface (API). We developed a system that decides the recommendation order of each product by multiplying the degree-of-importance values and evaluation values together by Fuzzy AHP.
In this paper, we propose an automatic manzai-dialogue creating system. Manzai is performed mainly by a pair of two comedians. One (called boke) says strange things in a funny way and the other (called tsukkomi) corrects them. This is how they can make their audience laugh. In the proposed system, first, a sentence in a text is changed to a sentence having strange meaning. Then the proposed system produces a sentence which points out the mistakes and sometimes corrects it in a funny way. Tsukkomi does not only correct the mistakes but also compares them to something (called tatoe tsukkomi). By repeating this kind of processing, the proposed system can change a text to a manzai script. MeCab, Japanese language morphological analyzer and Japanese Google N-grams are employed to choose the candidate words considering word similarity and phonological similarity. We conducted experiments to evaluate the proposed system and confirmed the effectiveness of the proposed automatic manzai-dialogue creating system.
We have proposed emotion color combination model using the quantification theory type I, and applied to the uniform color combination system. In this system, however, there was bias in the questionnaire data to relate image words of sport and emotions. And so, in this paper, we improved the questionnaire method to select image words, and constructed the image emotion model of sport with the quantification theory type II. A uniform color combination system was constructed using the emotion color combination model and the image emotion model. Also, to reflect the preference of the individual, the function to change tone of the displayed color combination was added. As a result of evaluation experiments, effectiveness of the proposed system was confirmed.
This paper proposes the recommender system to retrieve multimedia data. Recommender systems using the collaborative filtering don't learn user's sensibility. In contrast, the system proposed us can learn user's sensibility. The system uses Kansei retrieval agent using the co-evaluation model and the only-evaluation model. The agent has a Kansei model controlled by Kansei parameters. These models are proposed in previous study, and are provided enough evidence of effectiveness. However, the previous study has an issue, how the agent is coded. Therefore, we propose a method of NPD cording. In this method, the agent has some elements. Each element has N (Negative) or P (Positive) or D (Don't care). In addition, this paper provides evidence of effectiveness the system and optimization performance of Kansei retrieval agent in simulations. In this simulation, we replace a real user with a simulant user. The simulant user is coded in the same way as an agent. We examined error between cords of the Kansei retrieval agent and cords of the mutual user. As a result, we confirmed what the error attenuates that the mutual user evaluate the presented data. In consequence, this paper confirmed that the system could present the data preferred the user.
The program is used the way that a subject inputs one's subjective feelings about an evaluation item presented with freehand drawing by using the mouse or pen tablet. It is possible to evaluate an item by a vague feeling and the method of drawing is free. There are few limitations or a prescribed standard and the subjects express their thoughts in drawing. The area ratio of each circle is shown as a pie chart and the area of a drawn circle is counted automatically at the same time. It is possible not only to modify a drawn circle's transparency, the thickness of a line, color and size but also to adjust and compare with other circles after evaluating. By visualizing the conceptual model as a circle with freehand drawing, it has a wide range of applications such as a personnel evaluation, a suffering evaluation and a product evaluation.
This is an examination of the effect of elements of the space to people's action. The combination of the wallpaper and the color temperature of lighting of the space changes the impression of the space. But, it is not obvious whether the effect works on people's action or not. So, we investigated people's action, evaluating a chocolate in an exhibition space and estimated the effect of combination of the wallpaper and the lighting by the evaluation of a chocolate. In the experiment, participants were told to evaluate chocolates, and we compared the result by the difference of the wallpaper and the color temperature of lighting of the space. The reason to use such a method is that people can't speak about the real intention of their actions. By the experiment, we discovered that however participants were not aware, the difference of the wallpaper and the lighting of the space affected the intention to purchase the chocolate in some case.
It has emerged from preference research that people's preferences are often based on intuition more than rational thought. This concept was derived from the previous studies on human facial expressions, and has been applied to product design researches. The influence of intuitional construction on preference applies to this study as well. However, this study does not focus on preference itself, but on the relationship between intuitive preference and emotional states with inherent images derived from car front faces. One hundred thirty-nine car front face photos were used as stimuli. This research consists of two experiments: experiment 1 and 2. Experiment 1 purposed to investigate the relationship between intuitive preference and emotional states, and experiment 2 aimed at eliciting inherent images from the stimuli. In experiment 1, twenty subjects participated in consecutive sessions: item-screening and affective-scale evaluation sessions. Subjects made decisions within limited time whether like-dislike the car front face photos (an item-screening session), and evaluated the stimuli with SAM (Self Assessment Manikin), an efficient measurement method of emotional responses: valence, arousal, and dominance (an affective-scale evaluation). In experiment 2, two other subjects dichotomized the 139 car front face photos with subjective states, and reported a scale that they used in dichotomizing. They conducted it five times per person. The results showed that valence was the most affective value to intuitive preference whether subject differences were considered or not, and elicited “cuteness” from the 102 car front face photos as an inherent category.
In this paper, we investigate the relationship between human sense and manipulation in coupled human balancing tasks. For this purpose, we propose a measurement system to obtain the balancing error produced by two human subjects stabilizing a coupled inverted pendulum model in cooperation. After the experiment, each subject evaluates the performance of manipulation of both his own self and the partner. The result shows that the correlation analysis on sense and motion of the subjects implies that some correlations can be found between the balancing error and the sense.
The present study is an examination of the impression of the river and the measurement of a physical environment in the use of the river space by the viewpoint of the surface of the water use such as boats. The result that the sense of fulfillment and the sense of accomplishment etc. of intensely and the experience of the surface of the water were related for the form of use of rafting was obtained. Intense in this state of the surface of the water became the result of being possible to distinguish with GPS acceleration sensor of 10Hz.
In this study, riding comfort of an autonomous robotic vehicle is evaluated by KANSEI-words questionnaire. On the autonomous robotic vehicle, where the automatic traveling to the driver-specified destination is available, the cruising characteristics such as speed and turning radius have significant influence on the riding quality. Fundamental strategy for the design and the tuning of the autonomous traveling control system can be provided by clarifying their relationship. The questionnaire survey regarding the riding quality for several automatic test running is conducted based on KASEI words, which are compiled via a preliminary survey, against more than 40 participates. In this paper, the relation among the riding comfort and the cruising characteristics is clarified, and also the strategy of designing the automatics vehicle control is discussed.
In this paper, we propose a Kansei Retrieval model using a neural network. It is very difficult to design Kansei Retrieval Agent to imitate a user's Kansei. To solve this problem, we use the neural network, which is comparatively easy to design. The neural network is a mathematical model that imitates brain functions. Therefore, we assume that the input of the neural network is a stimulation that a user received, and the output of the neural network is a user's impression of the stimulation. In this paper, the effectiveness of the proposed model was verified by a simulation using an evaluation agent instead of a user.
This study is about the examination of the visual impression of wallpapers and lighting. Although we spend longtime in our rooms. People are not conscious of the combination of wallpapers and lighting, however we notice to make more comfortable rooms needs to evaluate that. First, we defined two evaluation words. One is made by to classify wallpapers, subjective evaluation words. The other is made by to classify shops, objective evaluation words. Next, we made experiment for the examination of the evaluation words. The participants in the experiment were asked to evaluate by the evaluation words in different lighting. The result was that the subjective evaluation shows influence from wallpapers strong, the objective evaluation shows influence from lighting comparative strong. If we made evaluation of rooms, Impressions are changed, though behalf of wallpapers and lighting changes. So we would make evaluation of rooms, we consider each element needs each evaluation word.
The research introduces the method of detecting DEEP KANSEI automatically using a multiple regression analysis method. According to precedence research, the domain of the brain activity which is related to DEEP KANSEI is pinpointed. Construction of the expression of relations has not been performed. We evaluated psychologically first. The degree of reproduction of the information in connection with DEEP KANSEI was evaluated. The experiment conducted on the second is a physiological experiment. In this experiment, we checked things to see DEEP KANSEI appeared in the same domain as precedence research. And based on two experimental results, we detected automatically brain activity and DEEP KANSEI using the multiple regression analysis method. As a result of the experiment, we showed a possibility that the existence of DEEP KANSEI would be automatically detectable from brain activity.
This study aims to develop a valid environment evaluation scale in order to examine visual properties and affective appraisals separately to reveal relations between them. Based on Sue & Hanyu (2008), an environment evaluation scale was developed. The scale consists of 20 items evaluating visual property, 10 items evaluating affective appraisal items and an item asking how ideal a waiting area is for a participant. One-hundred and four university students were asked to evaluate 28 clinic waiting rooms' environment on this scale. A canonical correlation analysis revealed 7 significant relationships among the variables as follows: 1) all evaluative properties and most of visual properties, 2) atmosphere and easy to enter, 3) a confusion and arousal activity, 4) concrete objects and relax, 5) new and stressful, and 6) concrete objects and easy to enter, 7) facility-like, and uninterested.