Possibilities of “the affective curve drawing method” for assessing changes of affect in response to atmosphere over time, which is needed for developing effective designs of circumstances, was investigated. This evaluation method expresses continuously changing affective levels with curves. Differences in patterns of time-series affective evaluation between drawing timings, i.e. just after, and one hour after a stimulus being presented, were examined, and their correlations were indicated. This tendency was observed in both participants with high and low sensitivity to an atmosphere. There were no major differences in the evaluation patterns within an hour after the stimulus being presented. Furthermore, effects of participants' moods on evaluation of an atmosphere were examined by POMS and it was confirmed that an atmosphere was highly evaluated when participants had positive moods. From these results, possibilities of this method for time-series affective evaluation were confirmed.
From the previous paper, many problems about a fashion image term were shown. In this paper, I investigated the difference in evaluation of the fashion image term by nationality. I compared with the thing the image term in which the fashion photograph of 40 in the image term of 11 was chosen by 98 young South Korean women by the young 109 Japanese woman. As a result, while over 60% of Japanese subjects chose the same image terms for eight photographs, South Korean subjects selected for only three photographs. It was found that there was variation in the selected image terms on images of fashion style among the South Korean subjects. It analyzed using Hayashi's quantification methods class III. Although both were classified into four principal components, they differed from those of Japanese subjects regarding the styles belonging to each principal component and interpretation.
In the plan of products, affective information is increasingly utilized with diversification of a life style. Then, in this research, we had developed the system that visualizes the affective layered structures of liquors' reviews using rough set theory (hereafter, visualization system). Specifically, the development consists of the following steps. (1) The visualization system extracts affective words from the reviews of mail order sites. (2) We create the decision table in rough set theory using affective words. (3) We visualize the affective layered structure using the computed decision rules from decision table. We conducted the evaluation experiment of the visualization system for 20 subjects. We made ten subjects the summary of liquor reviews using the visualization system, and made the remaining ten subjects the summary of them without the visualization system. Consequently, the usefulness of the visualization system was verified from the contents and the time for creation of the summary.
The principal aim of this study is to make clear the influence “desire to purchase”, and a latent structure for temporal change with Citrus Unshiu by analyzing the results of Kansei evaluation. Because the complex interaction with evaluations is influenced by the characteristic to Citrus Unshiu. It is necessary to analyze the interaction with Principal Component Analysis, Graphical Modeling as a latent structure analysis in temporal change and Multiple Regression Analysis for purchasing evaluations. The Sample is a different three Citrus Unshiu of the storage period. The results suggest that the structural analysis with Graphical Modeling in temporal change and Multiple Regression Analysis is useful of creation for local branding. The humidity management after a certain period of time is very important to the deliciousness in Citrus Unshiu.
In this paper, we propose a dialogue system with emotion estimation and knowledge acquisition functions. In the emotion estimation part, 9-emotions are treated in the proposed bimodal approach using voice and natural language processing. In the voice processing part, 396-dimensional features are extracted from the voice data, and they are used in learning of Stacked Denoising AutoEncoder. In the natural language processing part, two methods are proposed. The first one is to consider the implications of the relationship between emotional expression dictionary and input sentence's words. The second one is to consider the co-occurrence frequency of the emotion words in emotion dictionary. In the knowledge acquisition part, the relationship patterns from the input sentences are extracted. In the evaluation experiments, we can confirm that the proposed dialogue system obtains higher score than the existing system in term of the adequacy of the feeling estimation and the variety of response sentences.
There are a lot of researches on consensus building. In research of group decision making support, it has been focused on whether we can make a rational decision by using optimization method. On making a rational decision by using optimization method, a result that all the members has high satisfaction rating on average may be obtained. However people do not always make a rational decision and perform harmonious consensus. Therefore, the authors observed the process on consensus building with selection problem and state limitation of optimization method and importance of communication on consensus building. Further, we took notice of remarks on consensus building and analyzed remarks in detail. At the result, we found “expression of reasons” is important to perform harmonious consensus. To quicken “expression of reasons” is expected to support consensus building.
This study was conducted for the designs of sticker for front grill of an automobile. The purpose of this study is to clarify the difference in impression of each design and the difference of the evaluation by the attribute of the users. In addition, we examined the evaluation method of design for development of products through the study process. Fourteen keywords were used for the evaluation terms, the impression evaluation for ten samples was carried out. At a following stage, an order evaluation about preference and purchase were carried out for the samples. The experimental results were analyzed using quantification theory III, cluster analysis and the normalized order method. The structure of the impression evaluation was understood in two axes by the analysis. They were “Satisfactory” and “Activity”. From the result, it was confirmed that the used method was possible in development of products.
In the assumed situation where the staff greets customers with the word “welcome”, eight types of bowing, from the correct bowing to inappropriate bowing, were performed, and their respective impressions were evaluated through questionnaires. Furthermore, we narrowed down the eight types of bowing to four types, and performed in 2 types of situations, one with an empty space and the other with other people in the space. We compared the evaluations they received. In the research 1, the formal bowing was evaluated as the most appropriate style of bowing to its situation, followed by the bowing that was too deep and the bowing where arms were kept on the side. In the research 2, the impression of the formal bowing, which received the highest evaluation in the situation with an empty space, declined and displayed no significant difference with the evaluation of the bowing that was too deep.
Interest in pet robots and virtual pets is currently increasing along with the pet boom. Pet robots and virtual pets have been found to be therapeutic. However, what characteristics of pet robots and virtual pets are therapeutically effective have yet to be clarified. In this study, we carried out experiments to compare the therapeutic effects between pet robots and virtual pets in terms of physical embodiment from psychological and physiological aspects. Psychological evaluation results showed that the reduction in the tension score and increase in the vigor score with pet robots were significantly higher than those with virtual pets. Physiological evaluation results showed that the increase in the percentage of alpha waves with pet robots was significantly higher than that with virtual pets. These results suggest that physical interaction is an element for reducing mental strain and improving vitality.
This study investigates the effect of lattice design on aesthetic evaluation of the view from the lattice. In this paper, we focused on the opening ratio and shape of the lattice, and conducted a subjective experiment on the aesthetic evaluation. The participants observed digital images of 93 types of view from the lattice and answered the aesthetic evaluation with an 11-point numerical rating scale. They also evaluated the impression of the view with a semantic differential method using 15 pairs of adjectives. A vertically long machiya (it means a Japanese traditional house) view led to high evaluations in 70% of the opening ratio, whereas the evaluations of the mountain view photos and the pier view photos from all types of lattice were higher as the value of the opening ratio increased. It was made clear that the impression of a view from the lattice was explained by “activity” and “familiarity”.
This paper describes the outcome of the research on the new interaction by the visual contents of an entrance intercom system. It had not been equipped with a graphics devise in the past. We tried to provide a display devise on it and invent new usage of the intercom system. The experimental interface was created on Apple's iPhone, and the visual contents for the intercom communication were implemented by iOS SDK. The ideas of contents were invented from the viewpoint of universal design, security, and entertainment. In our experiment we demonstrated how new intercom system worked for users, and then asked participants their impressions through questionnaire. It became clear that a larger screen size gave many users pleasure and interest. Finally we could find the growth potential of the visual contents on an entrance intercom system and get some ideas for future challenge.
Many people have experienced that even long after their graduation, their school songs can still evoke nostalgia of their old school days. In this study, we proposed a psychological model of the generation mechanism underlying the school-song-evoked nostalgic feelings. Firstly, we extracted the terms characteristic of school songs from the lyrics of 156 Japanese school songs. Then, we investigated how the number of years that had elapsed since graduation influenced the degrees of school-song-evoked nostalgic feelings through questionnaires. Finally, we conducted an experiment in which the participants were asked to rate the “school-songness” of the lyrics of four existing school songs as well as an “average school song” which we made using the terms extracted at the first stage of the study. The results show that the “average school song” ranks highest, which implies the properness of our model.
In this paper, we propose a support system to convert users' manuals to comics. In the proposed system, comics are generated using the texts and images taken from a manual in advance. The user selects sentences and images used to generate comics, from candidate sentences and candidate images. Furthermore, the user can select the favorite font size and style, and generate comics that matches the preference of each user. We carried out two kinds of evaluation experiments: the first one is the comparison between the generated comics and the original PDF file, the second one is the evaluation of the user-friendliness of the proposed system. As the results, it is confirmed that the proposed system can generate manuals which are easy to read and attract interest by usage of comic representation. In addition, it is also confirmed that users can generate favorable comics as expected by simple operations.
This study examined the effects of approach-avoidance behavior on animacy and preference to the object. We operated the direction of movement (approach, avoidance and control), change frequency (1, 3 and 7) and change timing (constant, random) in object movement using a black circle as a stimulus. As the results, in approach movement condition, evaluation scores for the animacy increased with the increase of change frequency. The perception of animacy attracted the attention to the object, active eye tracking increased participants' preferences for the object. In avoidance movement, active eye tracking caused by the motion of object away from irrespective of the perception of animacy, evaluation scores for the preference increased. These results suggested that the preference decision caused by active eye tracking to the object movement.
The development of imaging technologies and display enable the performance of 4K (3840 × 2160px) and 8K (7680 × 4320px) contents. To provide attractive 4K video content, it is important to design and manage services based on users' quality of experience (QoE). To establish a “comprehensive QoE evaluation technology” previous studies have considered various aspects media quality, user attributes, the purpose of use, usability, service attributes and others. However, regional differences have largely not been investigated. In this paper, we measured the impression of images in different resolutions by SD (Semantic Differential) Method and analyzed subjective data by factor analysis, followed by a comparison between Chinese and Japanese test subjects. Results demonstrate that “the feeling of details clarity” is strongly related to changes in image resolution, while “the feeling of naturalness” and “the feeling of impact” are related to the material used. The understanding of contents and the adjective pairs “Strong contrast - Weak contrast”, “Clearly - Fade” belonged to 1st factor “the feeling of details clarity” were found to be dependent on the viewer's region.
The purpose of this study is to investigate the factor that enhances hair rinsing ability of water saving showerhead, except water amount. In this paper, we investigated the relationship between the showering period to rinse hair and psychological evaluation of hair rinsing perception. In addition, we found out the structure of psychological evaluation of hair rinsing perception. We conducted shower tests with 6 showerheads and assessed the perceptions and total assessment of hair rinsing ability of each showerhead. The results suggested that the showering period to rinse hair and psychological evaluation of hair rinsing perception are independent indicators of hair rinsing ability. Furthermore, it reveals that psychological evaluation of hair rinsing perception is express two factors, “Penetration feelings of shower droplets” and “Feeling of density of water streams” by factor analysis. From the results of this study, we found that we need to design water saving showerhead to enhance psychological evaluation of hair rinsing perception aside from the showering period of hair rinsing.
The purpose of this study is to reveal influence of dot height in roughness sensation of the dot pattern. We evaluated roughness sensation of 9 kinds of injection molded dot pattern samples made from combinations of protrusion height (7-45μm) and space (0.4-0.6mm). As a result, only on wide space and low height samples, correlation between the roughness sensation and dot height was observed. By more detailed sensory test, the limit height that dot height affects were found to be about 25μm for dot spacing 0.6mm. We measured the displacement of the skin and contact force in contact with the dot pattern. In strong contact force, the skin was displaced about 37μm on average for dot spacing 0.6mm. Quantitative relationship between the contact condition and the roughness sensation was found. Effect of dot height is considered to appear by contacting the skin of the finger to the plane between the dots.
SALoT Map is the impression map of environment that integrates the collective information of snapshots (S), attributes (A) of the person who took snapshots, their locations (Lo) and the descriptive texts (T). The procedure is following. The first is the classification of snapshots, attributes and locations. The second is the scoring of texts and snapshots by text-mining and VisualRank. Seventy students of Faculty of Agriculture of The University of Tokyo took part in the survey to find something interest in their student lives. Impression of eight locations such as in-door and outdoor of Yayoi campus, Tanashi farm, home and so on was visualized. The difference of impression between their major fields was also recognized, that is, students in Applied Biology took interested in animals and foods, whereas students in Landscape Ecology took interested in a row of trees. SALoT Map method could be applicable to search attractions in some town.
Evaluation of the gait movement is very important in the study of basic movements. It is needed that gait movement tells itself using plain expression method. The concept of onomatopoeia in linguistics indicates gait movement clearly. In this research, an animation of walking model of the patient under rehabilitation was made. The impressions of the patients were evaluated using onomatopoeia based on this model. The aim of this research was to clarify the relationship between the impression evaluation and movement evaluation. It was revealed that there was an association between impression evaluation of gait using onomatopoeia and movement evaluation of gait. Further, results indicated the possibility that gait movement can be evaluated relatively easily using onomatopoeia.
In this paper, we propose a personal robot that teaches teacher's handwriting skills using quantified onomatopoeia. In order to evaluate its skill teaching ability, we prepared three groups; “Control group” in which learners learn a character by watching the target character written on a paper as a model, “Robot group” in which learners learn with the robot that shows handwriting movement as a model, and “Onomatopoeia robot group” in which the robot shows handwriting movement with onomatopoeic speech as a model. We compared the characters written by these groups before and after learning. As the result of experiment, we confirmed that the robot is able to encourage learning of the handwriting skills for handwriting learner. However, the result did not show positive effects of onomatopoeia and suggests a need for more extensive study.
We propose a simple method of extracting characteristic facial expressions from video for monitoring system regarding the elderly. Our proposed method extracts several characteristic facial expression images from video to estimate the approximate psychological state of the elderly rather than conveying safety information, as with conventional method. Specifically, facial expression images are extracted using an index of the difference in features between criteria facial image and facial images detected from each frame.
Purpose of this study is to clarify the requirements of the design for user interface using ‘haptic feedback’ generated from active touch to the solid three-dimensional shape. The haptic feedback is the key function to enhance the user's sense of agency in the interaction environment. This is an enhanced study based on the “Ridge Line UI”, that had been presented by author. However, the role of the haptic feedback in the user interface is different. In this study, haptic feedback is used to match the “predicted sensory feedback” and “actually sensory feedback”. In order to design such user interface, the three concepts (“consistency of time” and “real-time performance of haptic feedback” and “introducing of proprioceptive sense”) are introduced. Through the mock-up and self evaluation, these concepts are confirmed whether they act effectively to design that enhances the correspondence between the palm position and the transition of things.