Emotional state before sleep affects the subsequent sleep onset. The purpose of this study was to investigate how positive/negative emotion before sleep effected hypnagogic state. The movies eliciting positive or negative emotion were presented before sleep. Hypnagogic imagery was recorded as a probe of emotional experience and EEG microstate analysis was used for finding the emotion related EEG activities. The score of emotion ratings for hypnagogic imagery indicated that positive emotion was reported in not only positive condition but also in negative condition. This implied that hypnagogic state might be accompanied by positive emotion. Comparing the appearance of maps obtained from microstate analysis between conditions, the map of right temporal activity was significantly greater in positive condition while the map of the left frontal activity was greater negative condition. These results suggested that the emotion not just in presleep but also in hypnagogic state was involved in sleep onset process.
This study aimed to clarify the effect of the knowledge of in-vehicle GUI operation to the performance of the in-vehicle GUI operation and the automobile driving by the comparison among the experiment conditions. An experiment was conducted using a driving simulator, in which the primary task was a tracking task and the secondary task was a GUI operation. The experimental factors were the presence or absence of the knowledge of the GUI (between) and the number of the minimum steps of the GUI operation (within). The tracking error degree, the car distance between the leading car, the yaw angle of the neck movement, the secondary task completion time, and the ratio of the GUI operation mistake were measured. The results showed that the knowledge affects less tracking error and the better GUI operation performance. It suggests the knowledge contributes to enhance driving and in-vehicle GUI operation.
We have been developing training systems using engineering technologies including voice processing, image processing, and electromyogram measurements, among others, for people with communication difficulties including those with developmental disorders. These training systems are designed to improve their communication skills, and they included voice training for improving the clarity of the voice and emotional expressions, and training in making facial expressions for expressing emotions, among others. Facial expressions play an important role in smooth communication by conveying one's intentions. Moreover, it is necessary to have the skills of synchronizing one's facial expressions with that of others especially when feeling empathy for another person. Skills of synchronizing facial expressions include skills of recognizing others' facial expressions and those of creating one's own facial expressions. We have conducted investigations based on the perspective that when conducting training related to facial expression synchronization it is important to examine abilities for both recognizing and creating facial expressions. This paper describes indices of facial expression synchronization skills developed by us. In an experiment conducted by Otte et al., happy and angry faces were shown to participants as stimuli and they were required to respond with happy or angry faces respectively. It was indicated that the response time differed depending on combinations of facial expressions used in the stimulus and the response. We assessed the response time to an expressionless face as the baseline response time. Then, we defined the effect of generating shorter response times than the baseline when stimulus and response facial expressions were consistent, as a promoting effect, and the effect of generating longer response times when stimulus and response facial expressions were inconsistent, as an inhibitory effect. Furthermore, the time differences from the baseline were defined as indices of the degree of promotion and the degree of inhibition. The results of investigating promoting and inhibitory effects are reported.
Miyashita, Kimura, & Oka (2017) demonstrated that openness in the big-five personality traits did not relate to aesthetic evaluations of paintings while the aesthetic dimension of value did. Conversely, previous studies showed that openness affects preferences for specific artistic paintings after predicting general preferences as a latent variable. Thus, the present study explored whether openness would affect aesthetic evaluation of paintings via mediating variable (i.e., aesthetic dimension of value). In our survey, 323 undergraduates were asked to evaluate 24 paintings using 4 scales of aesthetic evaluation. They were also asked to complete a questionnaire assessing their degrees of openness and the aesthetic dimension of value. Results demonstrated that openness did not directly relate to aesthetic evaluations of paintings but that it indirectly related to those via the aesthetic dimension of value. These results suggest that the aesthetic dimension of value relates to openness as a mediator of aesthetic evaluations.
The purpose of this research is to estimate quantitatively by using jump motion as a base material as the basic research about the effect the difference in the linguistics movement instructions on a performance. The effect of five instructions (“A: big jump.”, “B: jump after deeply bended knees.”, “C: highly jump.”, “D: maximum jump.”, “E: jump to touch the ceiling.”) on jump height was analyzed using KINECT. Result, the height of jump was E > D > C> B > A. In order to create high jump, it was found the instruction such as E, with the target point in the external of body was useful. In addition, as attention focused on the part instructed as the effect of the instruction focusing on the explicit of body part like B, it was suggested the attentiveness to other parts and the timing of the operation may be delayed. Instructions like D didn't lead to a high jump because the image of movement was ambiguous.
This paper shows the outcome of our research on the comparative analysis of metallic color preferences for industrial products between Japan and Thailand, and the structure of color preferences in each nation will be clarified. In these few years, the design conditions to create more attractive surfaces of metallic products have been researched in cooperation with a Japanese material manufacture. It is significant for us to understand our customers' visual preferences for each product in each country. Four important perceived qualities for the metallic products were found in our previous investigation: “clean or pure”, “relaxing”, “fine-quality”, and “stylish”, and the mass of Asian people universally agreed on it. This time the relationship between these adjectives and the metallic colors were examined by using computer graphics on an online survey. Our questionnaire was written in mother tongue for Japanese and Thai people, and more than seven hundred people from two countries took part in it. As the results, we could compare the characteristic of preference between two nationalities. For instance, it became clear that there was no significant difference on “clean or pure” between two. These results will be useful to match customers' visual preferences to the designing condition of the products in each country.
In this paper, we propose an embeddings based dialogue system for variety of responses. Recently, embeddings have been widely used to contribute to various kinds of natural language processing tasks. However, embeddings are not employed as internal expression in a dialogue system. In the proposed system, we newly employ template features as embeddings by using a neural network and combine them with the conventional methods that specialize in embeddings. By using embeddings as an internal expression, it is expected that it can acquire generic features from fewer learning data to construct a dialogue system using fewer rules. As an experiment, we carried out a subjective evaluation. As a result, the proposed dialogue system using a few learning data obtained evaluation value almost equivalent to the conventional state of the art dialogue systems.
International tourists in Japan are increasing year by year, and the Japanese government keeps promoting the tourism industry. In order to make Japan more attractive for tourists, the analysis of tourists' impressions is very important. One of the conventional approaches is to provide tourists with a questionnaire about sightseeing spots. However, the questionnaire has a problem, the memory of the interviewees fades and fine information cannot be obtained. In this paper, we describe a novel approach to detect the impression using information from electroencephalogram (EEG). Since the developed system makes use of a portable EEG device, it enables impression detection even if the subject is walking. In order to confirm the validity of the proposed system, we carried out both video-based and real-world experience of the typical sightseeing spots.
“Sizzle” is a major factor in contemporary marketing because it evokes a feeling that indicates customer buying intention and appetite. In recent years, research on the expression of sizzle words has been actively conducted. In this study, we propose a support tool for understanding sizzle words through knowledge extraction by natural language processing. In onomatopoeia research that forms part of the sizzle word, factor analysis is generally used in subject experiments and analysis of questionnaire data. However, generally used factor analysis cannot be applied to language data because of the structure of the frequency matrix. In this study, we apply nonnegative matrix factorization to extract knowledge about sizzle words in review data from a recipe site. The quality of the learning results was improved by weighting the frequency matrix by BM 25. Furthermore, we visualized acquired knowledge of sizzle words using a factor map and word cloud. Experimental results confirmed that keywords of factors influencing the sense of sizzle can be visually grasped.
There have been growing interests in clarifying perceptual mechanisms for different material features such as glossiness and transparency in recent years. In this study, we examined whether perceptual learning effects can be observed for material perceptions, and whether active conduct of material judgment tasks is important for the learning effects. The observers were divided into two groups; the glossiness group and the transparency group. The former observers repeated a glossiness discrimination task, while the latter observers repeated a transparency discrimination task for 10 days. We measured changes in correct response ratios and reaction times for discriminations of learned and unlearned material features between before and after the learning. In the results, in both learning groups, the reaction times for the learned material features were significantly shortened after the learning. These results suggest that the human visual system can increase glossiness and transparency discrimination performances by actively repeating material discrimination tasks.
This study aims to clarify the effect of color in evaluating the comfort derived from touching a texture. The preliminary experiment revealed that a sense of color is derived from touching textures, there are affectively congruent pairs of colors and textures. The color stimuli consisted of two chromatic and three achromatic colors, the tactile stimuli included three types of resin plates. Twenty participants evaluated their sense of comfort derived from the tactile stimuli while they were looking at the color stimuli. As a result, an association was observed between the color stimuli and the tactile stimuli. The resin plates with flat textures and high chroma colors were evaluated as more comfortable than just flat textures; the deeply wrinkled textures with low chroma colors were evaluated as more uncomfortable than just deeply wrinkled textures. These results show that color affects the evaluation of the sense of comfort offered by tactile sensation.
In usual marketing process, the segmentation of markets is frequently done by using variables like nation, sexuality, age and so on. However, in fields of fashion businesses, it is pointed out by many business persons that these variables are useless in real businesses. A lot of peoples support some “styles” proposed by some fashion business company. These peoples live in many different countries, and further, the distribution of ages of them is different in each country. This fact may show that usual segmentation methods do not work in fashion business. Here, we studied the mathematical method to divide markets in fashion business fields into segments, and proved that the segmentation in behavioral space is effective in fields of fashion business. The aim of this study is to point out that the method shown here is profitable to enhance the international presence of Japanese fashion businesses.
In recent years, virtual reality (VR) has made remarkable progress. Then, many devices and contents for VR systems have also actively developed. In our previous research, we evaluated a “feeling of excitement” of VR systems. In this paper, we evaluated a content developed for PSVR. This content has a story and consists of various scenes. We performed a questionnaire for affective evaluation of each scene of this content. However one scene causes various emotions for each player. Therefore, employing principal component analysis for questionnaire results, we classified the scenes of the content by three principal components.