Along with recent developments of industrial finishing of plastics, simulating surfaces is much desired in industries. This research attempts to build a virtual prototyping system for surface finishing. Simulating surfaces will accelerate to Kansei-oriented product development without large cost of making real prototypes. Since the developed system renders bumpy and glossy surfaces in real-time, evaluator can accurately examine surfaces. As an application of the system, leather grain patterns of car dashboard were simulated. At first, surface details of car dashboards were measured with a laser 3D range finder device. Then, Kansei evaluation was done with 30 virtual prototypes those have variations on cars, intensity of roughness and with or without gloss. The evaluation result was analyzed with PCA and 3-factor ANOVA. Expression capacity of the system was validated with ANOVA results, those show significant effects of virtual prototype parameters on Kansei evaluation.
Companies often carry out questionnaire(s) in order to design marketing strategies or to grasp the trends. Recently, Web questionnaire survey becomes popular with the spread of the Internet in order for companies to reduce cost and to get a lot of questionnaire data. However, in the Web questionnaire survey, some respondents do not answer the questions seriously, because it is not done face-to-face and is done just for giveaway basically. If those answers are included to questionnaire data, there is a possibility that the analysis result of the data is not accurate and shows different characteristics or trends. This paper proposes a quantification of earnestness for answers and a visualization method based on them. This paper put the quantified earnestness into the visualization of questionnaire data and the analysis of them as the weight of each data. This paper applies the proposed method to actual questionnaire data for an outdoor product α and it shows that we can find some important groups of respondents to construct marketing strategy by the proposed method while they are difficult to be found by the conventional one.
Drugs and supplements come in various forms, such as tablets, granules, hard capsules, soft capsules, jellies, and syrups. We examined how the shape of round tablets affects ease of swallowing, since tablets come in various shapes, sizes, and colors. Round tablets are characterized by their diameter, radius of curvature, and thickness. There have been no studies of the relationships between these factors and ease of swallowing, and no method is available for sensory evaluation of ease of swallowing. We therefore constructed a “Map of tablets shape for swallowing” using the RSM-S (Response Surface Method by Spline) to examine the relationships between 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.
The aim of this study is to propose the new usability evaluation method which allows us to find “attractive factors“ of products and reflect them on the target product in the user centered design (UCD) process. In this paper, after a detailed explanation of the usability evaluation method based on usability task analysis with classified quality elements, the results of evaluation of Blu-ray recorders' remote controls to verify this method is mentioned. First, user requirements were obtained. Next, they were classified into quality elements (like “Attractive Quality“ and “Must-Be Quality“, etc.) on trial, by looking into the relationship between good and bad points of products. As a result, user requirements were classified into three groups of quality elements (+element, ±element and -element). And then the key points to improve the target product were specified. This method is effective for usability evaluation and can be used for UCD.
The seasoning action is greatly influenced by the memory of taste. In the present research the experiment that the cook with a different experience expresses the memory of taste is done. The relation between the seasoning action and the activity of working memory is compared with the different cooking experience, and the effect of the memory of taste on the seasoning action is discussed. NIRS is used for the measurement of the activity. As a result, the cook who has the strong memory of taste performs the feed-forward action to reduce the difference between the memory and the cooked taste, there is a probability of the product development that bases cooked characteristic.
The main purpose of this paper is a proposal for restoration support system of historical buildings using virtual environments. Trend has developed to restore historical Japanese buildings such as theaters as symbols of town renovation. However, the restoration of such buildings commonly encounters many difficulties such as a lack of documents, and different construction materials and structures between the old era and the present. Virtual images of a restored building should be a great help in evaluating and discussing various restoration plans. We have constructed a restoration support system for historical buildings, using virtual environments to help the design plan for indoor restoration. CAD data based on actual measurements of an old theater, Tsurukawaza in Kawagoe, were employed to construct the 3D model for the system, which ensures reproduction of the interior details of the theater. The experimental results show the effectiveness of the support system.
The purpose of this paper is to consider the Kansei (sensibility) of the architect of ‘Wall’ in the journey by the text analysis from 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 the non-modern and physical themes of ‘Wall’ (‘Material’, ‘Opening’, ‘Color’ and ‘Ornament’), and the non-physical theme concerning ‘Light’. From his records, we can say that the Kansei of the architect, his non-verbal, tacit knowledge, is fundamental to his experiences during this journey. These non-modern themes obtained through the experience of journey are converted into the modern architectural theories.
This study described kansei-sound-parameter (KSP) method that was developed by us referring to kansei-parameter (KP) method. KSP method is a non-verbal technique for evaluating object; objects are evaluated by choosing some patterned sounds. Patterned sounds are composed by fundamental frequency, number of harmonic, and attack time et al. In KSP method, kansei information of object can obtain tendency to choose some particular patterned sounds and also the physical parameter of the chosen sounds. In this paper, first of all, it verified whether the physical parameters that used the experiment were appropriate. Next, we evaluated some scenic shots using KSP, KP, and semantic differential (SD) method. As results of KSP and KP method, it was shown that a photograph of fireworks (active event) was more peculiar than other photographs. Therefore, it was suggested that the emotional evaluation using KSP method is useful to collecting potential kansei information.
Recently in the business world, there are an increasing number of projects that have become larger-scaled and more complicated, resulting in more stake holders involved. In these projects, the difference in demands of the stake holders has often caused failures in reaching an agreement among them and misunderstanding with each other. The persons involved must resolve the impedance mismatch with each other and realize smooth communication between them, in order for their projects to be successful. Many of the existing project management studies put emphasis on the management of efficiency and quality; however, this study considers project management as a form of KANSEI communication and proposes a process model for the impedance mismatch resolution. In addition, it discusses its applicability to actual projects.
The aim of this study is to develop a design method for an affinity robot exterior, which achieves services on supporting human in public spaces. This paper describes the design of the robot exterior body which intended children and seniors, and considers a color scheme of the robot body. The design contains both necessary and unnecessary functions. From the design, it is able to develop the exterior of affinity for a robot to secure important specifications. The color scheme of a robot body was considered on perception. Based on this consideration, a mobile robot of which the body color is red and functional parts are in gray color was developed. In order to evaluate the appearance of this robot, a questionnaire survey has been conducted. As the result, it is shown that the consideration of the design and the color scheme is effective.
The purpose of this paper is to clarify the architectural technique and its transition of the pavilions by the architect Le Corbusier (1887-1965) to consider the relation of the exhibition space and the Kansei (sensibility) from the viewpoint of Kansei-philosophy. The genealogy of the pavilions by Le Corbusier is the process that the pavilions which have provisional, temporal and flexible characteristics are established as original style. By extracting the characteristic elements of pavilion (the exhibit, the slope, the roof garden, the wall painting, the revolving door and the natural surroundings) and analyzing the transition of each element, we can point out the importance of the development of the slope which provides the divers views. That is to say, the pavilions with the large span as “Exhibition space” become to “Kansei space”.
Full-profile conjoint analysis is widely used method to examine consumers' preference in the development of consumer products. As the number of attributes and attribute levels increase, the number of profile cards grows exponentially and the full-profile conjoint analysis becomes more difficult to apply. This paper describes a method of full-profile conjoint analysis to minimize profile cards and to accept incomplete rank ordered data for the design development. To illustrate how the proposed method can be effective, an experimental survey was conducted for the evaluation of the method. The effectiveness of the method was confirmed by the results of the experimental survey, and it was found that the method improve the performance of full-profile conjoint analysis for industrial design and product development.
An algorithm to produce handing motion from a robot to a human receiver is proposed in this paper. The algorithm includes three elements to generate cooperative motion of the robot to the human. The first is an introduction of a delay time into the start of robot's motion and its recovery. The second is a control law of the robot which is based on imitation of the motion of the human. The third is a trajectory generation to realize relative positional relation between the robot and the human at the moment of handing an object over. In addition, a system to support positioning of the robot to the desirable target position where handing over an object will be conducted to decrease human load is also introduced.
This study aims to examine how the strength of memory colors affects the ERP, especially focusing on the P3 component. In Experiment 1, seven subjects (mean age : 22.5) were asked to adjust the color of objects until they appeared typical color, in order to measure individual typical colors of a grape, a banana, a man face, and a Coca Cola's logo. Experiment 2 consisted of two visual oddball paradigms: one whose stimuli were typical color objects as a standard stimulus and the opposite color objects to the typical as a target stimuli and the other vice versa. As a result, there were significant differences of typical effects of P3 components (the P3 difference between typical and opposite color) between the face and the grape, the face and the Coca Cola. From these results, the typical effects of a face was suggested to be the most intensive among four stimuli. Previous studies showed that the color sense of primates may be optimally designed in order to distinguish change of complexion. Therefore it was suggested that the memory color of the face is more intensive from the viewpoint of evolution. Although the difference between the grape and the banana was not significant, the typical effects of the banana is greater than that of the grape, which is not inconsistent with the result of Olkkonen et al.. In conclusion, these results suggested that P3 component in an oddball task reflects the memory color intensity.
This paper proposes a set of three kinds of parameters as an indicator of human affective impression for color image, which can be obtained accompanying calculation of fluctuation such as 1/f fluctuation from power spectrum on the image's spatial frequency domain. Also this paper analyzes a relation between those parameters and feeling impression by changing those parameters' values. And we describe the results of the following two kinds of investigations. (1) Investigation of direct relation between the parameter values of natural images and human impression using the questionnaire survey 1. (2) Investigation as to how good affective impression the change of those parameters' values cause on human being, using questionnaire survey 2. From these results, we show that we can develop a sophisticated color image arrangement processing utilizing those three kinds of parameters.
There are many existing studies on information recommendation technology for presenting information better suited for the user's preference; however, no existing studies took account of human nature of being tired of the same old thing. This study has proposed a Kansei model that can be conscious of the boredom that arises from similar things repeated. Specifically, the model takes menu planning as a problem domain and formulates a sense of being tired of the same old thing. In addition, the study applied this Kansei model to actual data of menu planning and simulated a transition of the monotonousness level. Finally, it carried out an experiment with subjects to make a subjective evaluation for the same actual data, compared with a simulation result obtained using the model, and discussed the validity of the model created in this study.
In this paper, we propose Incompletely Specified Multi-valued Decision Diagrams (IS-MDD) for visualization of relations between if-then rules. The IS-MDD can satisfy if-then rules logically, and paths for if-then rules in optimized IS-MDD are equal to the number of rules, so IS-MDD is a good visualization tool. To create IS-MDD, we also propose a creation method using evolutionary computation. In the experiment, we report that IS-MDD is a good visualization tool for its users.
We conducted two experiments. In the first experiment, influence of the luminance of surround annulus field Ls on perceived blackness of the central circular field of which luminance was fixed at Lc was investigated. Scaling procedure from “bright gray” to “deep black” was used. In the second experiment, perceived blackness of the black area in the images of masterpieces was evaluated using the same scaling procedure. Results of the first experiment showed that perceived blackness of the central field becomes more blackish and deeper as the contrast between Lc and Ls increases. Results of the second experiment showed that perceived blackness of black area surrounded by relatively bright area in artistic images is stronger than the perceived blackness given by the same luminance contrast between the center and surround in a concentric circular configuration. Also, results indicate that the observers of Art majors seem to be more sensitive in perceived blackness than the observers of Engineering majors.
With the development of media technology, motion graphics are focused as an emerging communication method. Although, the result of communication depends on experience or position of users, there are few researches related to this issue. This research addresses the effect of communication by design-related experiences using stimuli composing of various motion graphic factors. This research aims to investigate the differences in communication between design experience and non-design experience, using motion graphics being composed of the 4 factors: Moving speed, Speed change, Moving angle, and Stimuli size. The main stimulus was a circle with motion using those factors. Using the experimental design method with the four factors and the three levels, we produced 12 patterns. 97 subjects, with / without design education, low / middle / high design expertise, evaluated the impression of the 12 patterns with five SD scales: Relief, Stable, Novelty, Perfect and Emotion. We used one-way ANOVA for analysis. In the results we found: 1) High level of the Speed change factor showed the significant at the Novelty value correlating to design experience, either education or expertise. 2) High level of the Moving speed factor showed the significant at the [Anxious] value of the Relief scale and with the [Excite] value of the Stable scale in all subject groups, either with / without design education or low / middle / high design expertise experiences.
We aim to provide web-based learning support based on individual Feeling of Strong and Weak Points. Tags of a web page assigned by its author and/or readers are considered to show its semantic feature. We are developing a tag-system-based educational contents sharing service, to give a suitable assistance according to each user's feeling of strong and weak points and level of familiarity and knowledge with the contents and their categories.
In studies of the relationship between relaxation and music, that between brain waves and chords has often been reported despite the fact that “harmony” rather than single chords is listened for in most cases. This raises the problem of whether brain waves measured in subjects differ when harmony is listened to from when single chords are listened to. As a first step toward solving this problem, we propose original experiments in presentation sound, analytical object, and time zone, clarifying that brain waves were influenced by both chords and of chord correlation in harmony.
This paper proposes a method for precise multi-spectral rendering based on multi-spectral image compression. Firstly, in order to improve multi-spectral rendering resolution, we develop a data compression algorithm suitable for multi-spectral image. The spectral distribution data is normally represented in a high dimensional vector by sampling the visible wavelength range 400-700nm. The spectral distribution data need much more memory capacity than RGB data for recording and rendering of objects as digital images. Secondly, the rendering method with the data compression algorithm is implemented to Graphics Processing Unit(GPU) for improving resolution and performance. Finally, the validity and accuracy of proposed method is confirmed by rendering image using compressed multi-spectral distribution data.
The present paper proposes a real-time rendering method based on object surface properties and multi-spectral reflection model. An RGB image is device-dependent and valid for only the fixed conditions of illumination and viewing. On the other hand, spectral reflectance information of an object surface is more useful than RGB information because we can create realistic images of the object under arbitrary illumination and viewing conditions. Firstly, we develop a 3D reflection model based on Nayer model, Torrance-Sparrow model, Fresnel model and multi-spectral information for precise description of object surface reflectance. Secondly, we develop a rendering algorithm of the object under ambient light source distribution. And also, we implement the reflection model to Graphics Processing Unit(GPU) for improving rendering performance. Finally, we render some objects by using multi-spectral reflection model. The overall feasibility of our method is confirmed based on computer graphics images created by using the estimated parameters.
This paper estimated possibility of the objective assessment scale for “DEEP KANSEI” from the amount of oxygenated hemoglobin concentration change in the prefrontal area using fNIRS. Specifically, physiological and psychological measurement was performed for comparison with “Extra HI System M” developed aiming at reproduction of “DEEP KANSEI” and the conventional system. Specifically, reproduction of the deep sensitivity by Extra Hi System M was first checked using the evaluation word relevant to DEEP KANSEI. Next, it measured using change of oxygenated hemoglobin under the same condition. Consequently, the difference was found by the part on either side from the center of the prefrontal area. Moreover, we showed a possibility that “DEEP KANSEI” could be evaluated objective from change of brain activity.
In a collaborative design team, it is necessary to understand other person's taste on designing. Such a taste, we call KANSEI, is too subjective and intuitive to perform mutual understanding. We have been developing a computational modeling method of KANSEI to visualize the feature of KANSEI of each person and to support mutual understanding and a collaborative design work. As an example of collaborative designing, we are focusing on web page designing. We consider that color coordination is an important and dominant factor of the intuitive image of the design. Thus, we analyzed the relationship between color coordination and the impression words for the image. We have developed a collaborative design support system with such a mechanism to suit to each person's KANSEI feature. This paper introduces our overall system with its subsystems, which are design modification facility on color arrangement and visualization facility in 2D map style of KANSEI feature.
High-frequency waves, such as edges, and local distributions of intensity signal are important in the sense of material and textures. Color filter arrays, popularly adopted in digital cameras, capture only one of the R, G, or B values for each pixel. To capture full color data for each pixel, we have to interpolate the values from neighboring pixels. In this process, high-frequency waves, such as edges, may be lost in rough sampling and interpolation of color values. This paper proposes our new idea in interpolation of color values by probabilistically estimating 2D edge structure in high-frequent part to keep the original sense of material. Our basic idea is based on restoration of continuous digital line patterns, which corresponds to edge models. This paper also shows our experimental results and the performance comparing with the original full color image and the conventional method such as Hamilton method.
The purpose of this study is to examine the designing technique for a food package which appropriately communicates its deliciousness or wanting to eat to a consumer. The two experiments of evaluations for the only appearance and that with eating the boiled potsticker are done. The result is that the two structures of the evaluations are different. This difference is acquired by using the method of graphical modeling. A possibility that the deliciousness or wanting to eat imaged by the package is derived from the interrelation among the evaluation items is discussed.
The purpose of this study is to develop a user interface design method based on Human Design Technology (HDT). HDT has useful procedure to develop product design, however doesn't have clear procedure in case of user interface. So, we propose a method that is based on HDT to develop the user interface. This method has three steps to design the user interface. These steps are as follows. (1) description of interface specifications, (2) visualization of interface sequence and hierarchy of user tasks, and (3) prototyping of the user interface. A home security system's controller which was redesigned by the method was evaluated for verifying the effectiveness of this method. The improved user interface design was compared with the current controller by usability evaluation. The results of evaluation show this method is also useful and effective to develop the user interface.
In order for a robot to co-exist and operate with humans, not only must the robot be safe for the humans but it must perform comfortable motions. In this research, we had humans and robots cross operating paths and focused on avoidance motions at the places where the two would collide had they been allowed to continue. At this time, we considered having only the robot avoid the collision by slowing and/or stopping. Evaluation experiments were conducted using computer graphics to clarify the affects that the distance between humans and robots and the acceleration of the robot.
This study analyzes the recognition process of examining the texture of fine particles through tactile sensing using human fingers, and aims at establishing the structure of texture recognition. Characteristic values of the tactile sensing are studied in order to investigate a relationship between tactile sensing and its verbal response. In this study, it is found that there are characteristic values of tactile sensing which relate to the form of a fingerprint. These values are the threshold of the tactile sensing switch. It is also established to find the correspondence between diameters of the particles and the term expressed for the tactile sensing.
Young children's sensitivity (KANSEI) to an interval (“MA”) in learning word meaning task was tested. In the experiment, one-, two-, and three-year-olds and adults conducted a discrepant labeling task, and movements of their line-of-regard were examined. Discrepant labeling paradigm is an experimental situation in which the experimenter presents two novel objects and looks at one of these objects and says a novel name of it when the child is looking at and focusing on the other object. Here, the labeled object and the object the child is attending are discrepant. The results showed that there was a substantial ratio of children who did not look at the experimenter's face and directly looked at the intended object. 3-year-olds responded more accurately in the test when they directly looked at the other object without checking the experimenter's face. The result was interpreted that 3-year-olds already began to use pragmatic information of an interval to interpret adults' words without checking adults' eye-gaze.
This paper is an attempt to describe the causality phenomenon of “Kansei Information” and its affect on buying behavior, and describe how what actions a company takes when transmitting “Kansei Information” can affect a buying behavior.“ What was the motivation for buying?” we suggest that one answer is the “Information” that is transmitted to the customers such as the wording on the POP ads at the store. We are focusing on information taken in through the five senses and processed within the brain, causing a positive affect, and we refer to this as “Kansei Information”. And since the year 2000, throughout Japan, in various different industries, we have been researching the phenomenon of “Kansei Information” and its affect on buying behavior. Based on our observations of this phenomenon and the marketing and sales activity it results in, we are researching possibility to make a model by systems dynamics that relies on the affects of “Kansei Information” as the main component. In this paper we are focusing on the messages from “Kansei Information” in POP ads and direct mail to describe the causality by a systems thinking approach, and we attempt to make causal-loop diagram. We will also present case studies of actual store fronts which are actually using “Kansei Information” to affect buying behavior, and investigate its correlation to the causal-loop diagram.
Semantic discordance refers to the situation where a single observer simultaneously has several discordant impressions for an external event. This study examined the relationship between the semantic discordance and a narrative creation for the external event. First, participants were asked to rate the impression for the evaluative aspect of computer graphics of a posed man or the sound effects separately. Second, they were asked to rate the impression for the evaluative and discordant aspects of the combination of computer graphics and sound effects. Third, they created a possible narrative on the basis of the posed man and sound effects. Forth, they rated the difficulty in creating the narrative. Interestingly, the participants reported high difficulties for creating the narrative when they reported the high discordance score for the combination of a posed man and sound effects, indicating that semantic discordance intimately relates with narrative creation. Surprisingly, the participants could create the narrative even when the discordance score was high. The results indicate the cognitive abilities for the human being to assign a meaning to the combination of visual and auditory information.
A system to support the design of cosmetic containers is discussed. The proposed system aims to create a design plan by cooperating with the designers. Cosmetics can be classified as emotional products because users tend to select them based on the images and the persona of the products. Cosmetic product images depend on the container design, the graphic design, the brand design, etc. The design process for cosmetic containers is important, and designers should understand how users respond to containers. However, it is usually difficult to quantify users' feelings about products. With the proposed system, the designers refer to evaluations from multiple points of view gathered by the system in making their design plans. Two methods of estimating users' evaluations are introduced in the system. The first method uses regression analysis, and the second method uses artificial neural networks (ANNs). Questionnaires about users' impressions of cosmetic containers were given, and the results were used to identify parameters of a regression formula and teach values of ANNs. In addition, the system was used for the actual design process of a premium cosmetic container, and evaluations of the product were investigated. As a result, 49% subjects evaluated it as a luxury item.
It has often been pointed out that each color has a particular impression and that there are certain similarities and individual differences in the relationships between a color and its impression. We now present a few examples of individual studies that have focused on color impression. In this paper, in order to examine the individual characteristics of color impressions, we propose a method that combines GA, PCA, and CA. GA is used to select suitable parameters from color attributes -namely, RGB, HSI, and L*a*b*. PCA is used to extract characteristics data from the selected parameters. Furthermore, CA is used to classify the data set into groups. In order to demonstrate the effectiveness of this proposed method, computer simulations are performed and the results are analyzed using data gathered from 6 individuals. As a result, characteristics data that were obtained by using GA differed for each subjects. Moreover, classification accuracy, which is the ratio classified same impression data into same groups, was more than 80% for all subjects. It is considered that the proposed method could be one of the effective methods for analyzing individual characteristics of color impression.
Recently, as industrial design has expanded its scope of activities, its importance was recognized in creating the value of products. In order to prove this, this research first extracts and classifies industrial design attributes out of products that received “Good design award”, to systematizes value of industrial design. And it validates generality of the aforementioned system by applying it to several other products. Then it proves that the scope of industrial design has expanded and contributed to create value of products through a historical analysis of the industrial design in copier industry as an example. Further, it clarifies that a suitable design and functional layout for the user and the place of use is the most important factor to create value in industrial design. The results of this research are expected to be applied to the management of industrial design.
Data mining has been used for obtaining a typical structure of given data set in the field of information science, systems engineering and so on. In this paper, the cocktail-data quantification using the distance mapping learning network architecture is introduced as a kind of data mining for Kansei engineering. And moreover, the network inversion method is newly introduced into the cocktail-data quantification in order to obtain a suitable cocktail based on given user's Kansei information. A simple numerical example is presented with the usage of some typical cocktails and their questionnaire.
The purpose of this study is to clarify trends and problems of color restriction standards of landscape districts. Each district has its own expressions of standards. Replacing every expressions with uniform expressions made it possible that those standards are compared. It was clarified that those standards have two tendencies in most cases: (1) in hues from “2.5R” to “7.5Y”, there is a tendency that colors with high chroma are permitted to be used for the outside walls; (2) in hues from “2.5GY” to “7.5RP”, colors with high chroma are not permitted. In other words, each one of the districts has a tendency to have similar standard. It was also clarified that those standards have some problems, for example, they don't indicate color features of the districts, and they are not carried out elastically.
Zoos are often core regional tourist attractions. The aim of this research is to increase customer satisfaction of zoos by increasing productivity. Increasing productivity can be achieved by improving value-added services or reducing costs. This research mainly focuses on the former. In particular, we were able to sustain interest in the zoo over an extended period of time by devising a system that merged actual experiences in the zoo with virtual experiences at home, through the introduction of information technology such as live cameras, internet-based community sites and radio-frequency identification devices (RFID). By implementing this system in Maruyama zoo as a pilot study, the results of a one month demonstration experiment on the subjective appraisal of participants revealed that original predictions could easily be achieved.
In recent years, various displays are being used for different purposes. Viewing conditions are also diverse, for example, seeing digital color images or movie on cellular phone, LCD, plasma display, LC projector, or LED display indoor or outdoors. Therefore, an appropriate technique is required to design colors of contents according to the kinds of display and /or viewing environment. In this study, we investigated the effects of lightness contrast and metric chroma on the KANSEI evaluation of color images using SD (semantic differential) method for three different image sizes. Results showed that psychophysical evaluations increased or decreased monotonously with contrasts, while preferential evaluations showed peaks at moderate contrast.
Sado Mine was one of the biggest gold and silver mining sites in Japan. Since the late 16th century when deposits were first discovered, mining in Sado continued for about 400 years. Especially during the Meiji Period western technology was introduced there before the rest of the country. This played an important role in the modernization of Japan's mining technology. Today Sado Mine preserves a lot of facilities and remains of structures which help us understand the history of mining technology and can be regarded as a treasure house of industrial heritage. But strangely, Sado Mine does not attract so much attention as Iwami Silver Mine, which was registered as a World Heritage Site (UNESCO) in 2007, and visitors are not so many. Why has this happened? To answer this question, we researched the actual conditions of industrial heritage and museums in Sado and Iwami. In this paper, based on the results of research, we clarify the problems of Sado Mine for visitors by comparison with Iwami Silver Mine and propose the plans to develop industrial tourism in Sado.