This study examined the perception of emotion on object motion factor. Experiment 1 operated change frequency (1, 3, 7), change timing (constant, random) and acceleration (constant velocity, accel, decel, accel & decel). In Experiment 2, we fixed in 7 change times and added the direction of object movement in 8 directions (vertical, horizontal and diagonal). Participants evaluated 6 basic emotions perceived from object movements, additionally in Experiment 2, evaluated the impression for the object movement. As the results, in Experiment 1, the evaluation score for sadness increased in low frequency condition, and the scores for happiness and surprise increased in high frequency condition. In Experiment 2, evaluation scores for happiness and surprise increased with upwards movement condition, and scores for sadness increased with downwards movement condition. These results suggested that the activity of object movement and vertical image scheme were related to the perception of emotion on object movement.
In the plan of the products, affective information is utilized with diversification of a life style. Then, in this research, we developed the system that visualizes the difference in affective layered structures of two liquors' reviews (hereafter, visualization system). Specifically, the development consists of the following steps. (1) The visualization system extracts affective words from the reviews on the web. (2) We create the decision table in rough set theory using affective words. (3) The visualization system visualizes the difference in affective layered structures of two liquors using decision rules from each decision table. We conducted the evaluation experiment of the visualization system for 10 subjects. We made five subjects summarize comparison results of two liquors' reviews using the visualization system, and made remaining five subjects summarize them without it. Consequently, the usefulness of the visualization system was verified from the summarized contents and the creation time of them.
This paper proposes a motion generating system that determines the parameters to the reference motion to generate motions for each emotion. In the proposed system, first the reference motion data are mapped to another space and feature vectors are obtained. After that, the feature vectors are transformed and emotional motions are generated. The parameters of the transform coefficient are determined based on the preliminary experiment. The contributions of the paper are the following two points; a proposal of the system that generates emotional motions automatically using reference motion: some finding concerning the relation between emotion and robot motion: for example, difference of degree to express each emotion, relation between the movement degree and the expressed emotion, features of motions for each emotion. We confirmed the effectiveness of the two points by experiments.
This paper proposes a new method of Brand Equity Measurement Model (BEMM) to detect brand loyal customers based on the Real valued Flexibly Connected Neural Network (RFCN). Brand equity has been measured by several methods such like SEM and ANN. However, these previous methods have difficulties for measuring brand equity and describing consumer information process in views of the restriction on addressing data and the flexibility of designing the structure. In this study, we conducted online survey about brand equity. We then verified the effectiveness for our proposal method in comparison with the previous method by analyzing the survey data. As a result, we showed that our proposal method is better than the previous one. We have demonstrated that RFCN is one of the appropriate methods for BEMM and has strong capability of detecting brand loyal customer.
In this study, in order to satisfy the landscape / environmental performance in addition to safety etc. by considering the sensitivity of the residents not considered in the ongoing long-lived repair plan at the repair stage did. For that reason, we surveyed the necessity of grasping the image of repair etc. that the general public is holding against the social infrastructure in use, and the necessity of renovation. In addition, for the bridge under service for several decades, we also surveyed the parts that seemed better to be refurbished, the sensitivity that should be emphasized when renovating. The design concept at the beginning of the design may change during the useful lifecycle, confirming whether it matches the sensitivity of the residents at an appropriate time and to implement the remedial measures as a part of the long-lived repair plan was examined.
The authors are conducting research on value-creating communication. In this study, we analyze the collaboration process as an example of value-creating communication. First, we took notice of remarks on collaboration process and analyzed remarks in detail. As a result, we found the point which participants pay attention to is different in respective items. It also suggested that concepts often appear with the other reasons and that if the concept is clarified, the selection of items is going to change accordingly. Next, in order to structure the features of the extracted collaboration process, we constructed Bayesian network model and analyzed. As a result, we also showed that the items that emphasize each group are different, and that the appearance of the concept influences the selection of items. As described above, we were able to explain the structure of collaboration process as value-creating communication using new methodology of classification and modeling.
This paper examines the migratory flows and skill levels of tailors within the apparel export industry in Delhi, India. Tailors in Delhi are said, by Mezzadri (2008), to be in an unsettled labour condition, which was accelerated by industrial policies and trade liberalization, leading to the informalisation of the labour force in India. Yet little is known about the migrant labourers themselves and their choices with regards to their work. Moreover, the export production needs to secure skilled human resources, especially for tailoring process to make value-added apparel products. Here the question arises: how is it possible for the ‘unsettled’ and ‘informalised’ tailors to produce export-quality value-added products? My analysis, from daily wage data, reveals four types of migratory flows for workers; short, medium, seasonal and long term. I argue that there is a migration-embedded process of skill formation and skill sharing among tailors based on interpersonal relationships that enables new entries of unskilled labourers as well as formation of skilled labourers.
This paper investigates how the odor stimulation changes the haptic sensations of materials. The authors examined associated haptic impression with odor of Japanese cypress and the actual haptic sensations of 4 wood (including cypress material) and 4 plastic materials with/without odor stimulation employing the semantic differential (SD) and rating scale methods to evaluate physical properties and impressions of the sample materials, respectively. The emotion coming from the materials and the odor were also examined using rating scale. The authors calculated the distance between the associated haptic impressions with cypress odor and the actual haptic sensation of the material, and compared the effect of odor stimulation. The results showed that the odor stimulation has the effect to make the actual haptic sensation related to the physical properties close to the associated haptic impression with the odor.
The person whose color perception is different with color normals is called as a dichromat. Since typical dichromats have no perception of redness and greenness, impressions of fashion in red and green schemes would be greatly different with ones of color normals. We investigated the change of fashion image impression on color normals wearing the functional filter for optical simulation of dichromats because of the possibility that the impression evaluated by semantic differential method could be influenced not only by the color vision difference but by differences of long-term visual experiences, which may differentiate ‘semantic words’ usage. As the result, the impression of red, orange, green and purple fashion images were greatly changed with the filter, while little change in yellow and blue images. The impression under the simulated red-green color deficiency indicates the maximum difference and can be the basis of the measurement on dichromats.
The focus of this paper is the reading process of sound translation. Reading process of sound translation is a process of replacing information of a symbolic language written on a visual copyrighted work with information of a speech language. And, it is considered that the pause of time interval inserted in the speech sound performs an important function of replacing formal information of the symbolic language expressed depending on the sense of sight with information of the speech language. To clarify the function of this interval, experiments was conducted using synthetic speech; which controlled paralinguistic information. The subjects were the interval of punctuation marks and bracket signs, which replace the formal sign of the symbolic language with the interval. As a result of experiments, synthetic speech in which the interval used by transliteration persons was reflected in punctuation marks and bracket signs was evaluated as appropriate as a talking book.
This study aimed to investigate the effect of color and texture in the evaluation of tactile sense and color sense respectively. Color stimuli consisted of fifteen chromatic colors and three achromatic colors. Tactile stimuli were three types of resin plates. Participants evaluated the linguistic images of the tactile impression and color impression evoked from the color stimuli and tactile stimuli respectively using a five-point scale. The results showed that tone affected the evaluation of fine roughness, macro roughness, and hardness; bright tone, and vivid tone were rated as smooth; and flat, grayish tone, and dark tone were evaluated as rough and uneven. Tactile sense affected the evaluation of lightness and vividness. Flat texture was rated more brightly and vividly than the deeply wrinkled texture. The results suggested that color influences the tactile impression and texture influences the color impression.
This paper describes the relationship between voice quality of singing voice and color. We conducted 2 experiments. As stimuli, 28 voices were recorded from 11 amateur female singers. First, matching between voice quality and color was made with paired comparison. Color stimuli were categorized by 3 conditions and selected from the PCCS color system. As a result of binomial test, raters tended to agree with each other in the lightness condition. Second, voice stimuli were evaluated with 13 pairs of word as psychological features and 3 factors were extracted by factor analysis. In addition, 10 acoustic features were calculated as physical features. Based on the result of correlation analysis, it turned out that many features of colors are associated with impressions like a factor of “activity”. We also found that spectral centroid and spectral tilt might be related to some of the color features in the analysis of physical features.
Choreography is one of the important parameters in dance performance. To make dance cool, it is necessary to design the cool choreography. However, beginners can hardly design choreography because they do not know how to judge the choreography good or bad. In this paper, we propose a system which automatically estimates the coolness of choreography for Lock dance and supports for the beginners to design choreography more sophisticated. To realize the proposed system, we focus on the suitability between the dynamics of dance move and music as a parameter of the coolness. We propose the estimation formula of the coolness based on the suitability, and evaluate it experimentally. As the result, it is revealed that the higher the suitability becomes, the higher the coolness becomes especially for the experienced participants feel on the experimented environment. Consequently, it is expected that the proposed system enables beginners to design cool choreography.
Decision making acts as the basis of our behaviors. This study aims to experimentally clarify how environments influence the risk evaluation stages in humans' decision-making processes. Because color is an environmental attribute which can affect human temperament, we conducted a psychological experiment to investigate if environmental colors can influence humans' risk evaluation. Given that the Iowa Gambling Task (IGT) is a widely-used measure of risk-taking propensity, we analyzed the subjects' IGT net scores and the subjects' choice behaviors that they took after their big losses. These behaviors were considered ordinary in both daily-life environments and specially colored environments. The results showed that the subjects in the blue room tended to be conservative. Conversely, the subjects in the red room tended to take risks. It suggests that red environments may inhibit positive affect.
Designers consider cars' proportions using their past experiences and knowledges. However, designers may not search for all patterns of proportion satisfy requirements. In this paper, we aimed to clarify relationships between mini-cars' proportion items and users' impressions. First, we clarified correlations among the proportion items of existing 25 mini-cars using principal component analysis, and created 9 mini-cars' images using the design of experiments. Second, we conducted impression evaluation experiments for 95 subjects using the images. As a result, we clarified relationships between the proportion items and subjects' impressions. Third, we classified subjects into 6 clusters using the difference of their preferences, and clarified the patterns of proportion items that each cluster's subjects feel attractive. Finally, we conducted the evaluation re-experiment for 2 clusters' 20 subjects using the images with the patterns of proportion items preferred by them. As a result, we found strong correlations between mini-cars' heights and their preferences.
As the modern food market in Japan becomes highly competitive, there is growing need for differentially marketing products. To this end, a food company is supposed to convey clear characteristics of a product to consumers to facilitate their understanding of the product. Therefore, using an on-line survey, we investigated differences in Japanese consumers' valuation of two food products of the same category (i.e., frozen cooked rice products). We utilized the five scales which evaluate products, and based on multiple regression analyses, we explored value structure to represent consumers' valuation of the two food products. While they are perceived as similar products due to the fact that they hold major positions in the market, there were distinct difference in consumers' valuation of the two food products. We suggest that the current statistical approach to assess consumers' valuation of food products could serve as effective tools for enhancing differentiation of food products.
The Research approach of the Kansei Engineering about the emotional experiential value has two approach since now. The first approach was the comfortable value and the second approach was the fashion aesthetic value. The object of my research is to classify the fashion emotional experiential value and to evaluate quantitatively the classified value the comfortable experiential value and the hedonic experiential value. As the research method I has chosen the scaling method about the emotional experiential value. As the outcome of the research the score of Japanese students about the comfortable experiential value were high but the score of International students about the hedonic experiential value were high Conclusion. The taste value consists of the three laddering value rower level of the convenient value middle level of comfortable value upper level of the hedonic value.
Most people have experienced phenomenon where they perceive faces in the various non-face objects. This phenomenon is called “face pareidolia”. In the present study, we investigated face pareidolia using pupillary response. The pupillary response was suggested to be influenced by high-level cognition. Therefore, we predicted that change of pupil diameter might be induced by face pareidolia. In our study, we measured that pupil diameter when stimuli were perceived as faces. The stimuli consisted of five circles including a big circle and four small circles. The subjects performed two tasks (face-like and symmetry) to the same stimuli in the block design. As results, pupil dilation in face-like condition showed differences between the face-like task and symmetry task. However, pupil dilation in symmetry condition showed no differences between tasks. These results suggest that this pupillary effect is specific for the face-like processing by top-down process and not specific for the symmetry processing.
“Oshare” is a Japanese expression and it is used to evaluate a product for appealing to consumers' instincts. Although it is often associated with ambiguous words such as “stylish”, “beautiful” or “cool”, it is difficult to translate into English exactly. This research aims to elucidate the effect of the combination of different materials on the “Oshare” feeling of objects. Eight kinds of materials were used and 40 subjects were evaluated in two experiments. Experiment 1 was an impression evaluation of the “Oshare” feeling of a single material sample and revealed the impression characteristics of each material. Experiment 2 evaluated for samples combining different materials, based on whether the “Oshare” feeling was improved as compared to a single material sample or not. From our overall results, we analyzed the combined results of Experiment 1 and Experiment 2 and then we identified material combinations that optimized for “Oshare”. This means clarification on the combinations of materials that have a positive correlation with the impression evaluation of single materials that improved for “Oshare”. Moreover, in order to apply our results to product development, we would also need to consider the color and the functionality of products.
The domestic food market has grown up to enter maturation stage with extensively diverse segments. In order for a product to survive in this “red-ocean” market, it should have a specific appeal to consumers with various psychological-attitudes. Thus, the current study aimed to segment the Japanese consumers according to their psychographical-characteristics toward foods, and evaluate their effects on the consumption motives of each segmented consumer groups. An on-line questionnaire-based survey targeting on married females revealed four distinct clusters with different food attitudes: 1) spending a lot of money on food 2) saving money and taking simple-food, 3) saving money but enjoying food life, and 4) treasuring time with their family but having simple-food. Further the four consumer groups exhibited different consumption motives on pork employing MANOVA. Based on these results, we suggest that consumer segmentation based on psychographical-characteristics would be valuable approach to produce food marketing strategies.
The purpose of this study is to find effective design elements to make maps easy to use for people with poor directional ability. In the previous studies we conducted comparative moving experiments using existing 12 maps and found that difference in map design affects ease of navigation. In this study, we tried to clarify effects of basic design elements of maps such as amount of information, search method and direction of the maps. We designed 8 prototype maps and conducted moving experiments with total of 25 subjects. As a result, we found that; (1) pictures of buildings or intersections are not very effective, (2) both excessive and too little information of landmarks and roads are ineffective, (3) the list type search method is ineffective to subjects with poor directional ability, (4) direction of maps does not affect ease of reading maps for users with poor directional ability.
This study aims to reveal the influence of the components on recognition rate for pictograms. The 87 public information symbols that were designed the Foundation for Promoting Personal Mobility and Ecological Transportation in Japan were analyzed by two types structures of formative structure and semantic structure, and were clustered by Self-Organizing Map (SOM). In this study, formative structure is consisted of five elements such as object, situation, function, movement and logo. Semantic structure is consisted of eight elements by semantic properties of referent such as the referent of pictogram, the vocabulary of referent, the meaning of pictogram, the number of figure, the semantic feature of figure and so on. At the results, it is determined that there are the particular structures that make high recognition rate or low recognition rate per each structure. It can support the design and the evaluation for public pictograms.
This paper aims to consider the influence of technique for the children's sensibility by comparison and analysis models made by different constructional way; “tying” and “jointing”. As the method, we held a workshop of modeling a “secure house” at 1/20 scale with the third graders of primary school, and they made models with “tying” and “jointing” respectively. After the workshop, the children drew their models with explanations. As the analysis, we morphologically analyzed the models by the floor levels and the structure types, and semantically words with KJ method. As a result, in “tying”, as more primitive construction technique, its most important facility was a bed to sleep. On the other hand, in “jointing”, as more sophisticated technique, their adventurous sense has increased. That is, the difference of constructive technique evokes the sensual duality of security and adventure.