Since movies consist of audio-visual events that evolve over time, affective responses toward them may also vary with time. Current typical measurements, however, capture affective responses toward movies only at certain times, usually after viewing. The purpose of the present study was to reveal temporal characteristics of audio-visual interaction, using a joystick to continuously measure interest in movies. Participants evaluated 70-second opening and action scenes by moving a joystick to their corresponding interest levels. Several unique patterns of audio-visual interaction were identified based on different time courses of affective responses to visual-only, auditory-only, and auditory-visual sequences. Interest in auditory-visual sequences was often higher than even the sum of participants’ interest in visual and auditory sequences. The effects of events and camera/editing techniques varied depending on the presentation modes. Our method provides a unique way to study audio-visual interaction and to measure temporal characteristics of interest in applied settings.
The authors have investigated the influence of interaction with product information on selection results in product purchase for men. Therefore, in this study, we conduct similar investigation for women and compare with men results. The target products are watches, we investigated how selection results of commodities change according to the presentation order of commodity attributes. Next, we performed mathematical quantification theory class III of watches and visualized the watch similarity by mapping the watch selected by the subjects. In addition, as a new attempt in this study, we aimed to quantify interest to products by calculating the total distance of mapped watches. As a result, we suggested the possibility of quantifying the interest of each subject to commodities. Furthermore, as a result of comparison between men and women, we found that women tend to have a different tendency for selection results by interaction with product information than men.
Logos are very important to represent the impression of companies and brands. Since many logos are created by designers, there is a problem of high cost both in terms of money and time. Since sentiment terms are important as keywords when designing logos, we propose a logo generation system using sentiment terms. Originally, we should create a dataset of logo images and sentiment terms directly, but it is difficult to collect these logo images and the corresponding sentiment terms. Therefore, we employ the domain adaptation method to the dataset of furniture images and sentiment terms to create dataset of the logos and sentiment terms. Finally, we can generate logos considering 17 sentiment terms using Generative Adversarial Networks. We evaluated the proposed system using MS-SSIM score and confirmed that it can generate logos with diversity. Moreover, we performed subjective experiments to confirm that it can generate logos reflecting sentiment terms.
Implementation of training system of the ability to plan and manage social consensus building projects at the level of local government officials have already started all over the country. However, the consciousness of officials for social consensus building has not yet been grasped. This study will show the analysis of questionnaire by newly employed officials in Hiroshima prefecture. The purpose of the study is to make a suggestion toward the subject of acquiring the ability for the local officials to make a collaborative work with multi stakeholders.
This study aimed to understand viewers’ needs regarding the design of TV screens for information display. An interview survey was conducted with 8 participants, using the evaluation grid method. An analysis of the higher-order items of the interview data in terms of the similarity of the contents revealed the interviewees’ needs of “acceptance of information,” “watching video content,” “selection and concentration of a video or information,” and “suppression of saliency in the information display area.” An analysis of the lower-order items of the interview data revealed the design elements related to these needs. Subsequently, a correspondence analysis was conducted between these needs and elements to consider the effective design elements to satisfy these needs. Based on these results, we discussed that viewers’ needs for the design of TV screens for information display are diverse, and that it is important to develop design guidelines considering such diversity.
In this research, we construct that learner manipulates marker and can learn mental rotation question. In the proposed system, a learners’ manipulation was realized by using AR markers printed on cube. The learner can manipulate three cubes and check confirm figures from various angles. In the verification experiment conducted on multiple groups, differences of the average number of correct answers between the pre-test and the post-test was compared. In Group 1 (Control Group), no significant difference was confirmed. However, significant difference was confirmed in Group 2 (Touch panel-based learning group) and Group 3 (AR based learning group). Therefore, learning with manipulation is effective for increasing the number of correct answers for mental rotation tasks. In addition, it was found that the proposed method (AR type learning system) is easier to “operate” than the touch panel type learning system by opinion obtained from subject. Therefore, the proposed system is easier to learn than the touch panel type learning system.
The objective of this study was to investigate and understand brain activities and mental state of humans in response to odors. On the 10 healthy adults with no neurological abnormalities electroencephalography was performed to analyze the brain activity in subjects being exposed to the odorants with different level of pungent smell of ammonia and the resting-state brain activity after being exposed to the odorants. A questionnaire survey was performed in parallel in order to evaluate the mental state (pleasant / unpleasant) of the subjects. In the brain activity measurements, α wave band was significantly suppressed with ammonia odor even at a low level, of which impact on mental state of the subjects was not clearly expressed in the result of questionnaire survey. A significant difference in the nerve activation of β wave band at post-rest was also observed with the same conditions. The brain wave measurement is considered to be an effective tool to detect the human emotional changes, which was even not recognized by him/herself.
In human face-to-face communication, not only verbal messages but also non-verbal behaviors such as facial expressions, body movements, and gazes are conveyed; these non-verbal behaviors can express human affect. In addition, it leads to sharing of empathy unconsciously in human interaction and enhancing intimacy between humans. In particular, cognitive empathy as well as emotional empathy play an important role in sharing of empathy. Therefore, it is expected to evaluate emotional empathy based on the features of affect for enhancing intimacy. In this study, for the basic research of evaluating emotional empathy, a method that estimates the emotional centroid based on the coordinate system in the Russell’s circumplex model was proposed. In addition, the experiment was conducted to evaluate the proposed method. The results demonstrated that the method has a possibility to estimate the features of affect.
This study has two purposes. One of them is to establish grasping methods color feature of streetscapes. The other is to clarify showing the indicator of “unity” of streetscape color. I have developed a method to shoot streets with a video camera and to correct and convert the data to CIEL*a*b*. In order to create a good landscape it is necessary to “unify” the color of the streetscape and avoid monotony. I clarified that the first principal component contribution ratio obtained by principal component analysis of the streetscape image data is an indicator of unity of the streetscape color. I also found that monotonousness increases as the standard deviation is small.
As factors determining roughness sensation of dot pattern, both spacing and curvature of dot are assumed. In this study, the relationship between these two dimensional parameters and the roughness sensation was investigated. We used a 3D printer to produce various types of samples with different combinations of curvature and spacing, and conducted sensory evaluation to select combinations with the same sense of roughness from among them. As a result of the experiment, as the dot curvature is larger (smaller), the smaller (larger) dot spacing is selected, and a contour map of roughness sensation is created on these two dimensional planes. It was found that roughness sensation is proportional to logarithm of dot curvature, assuming that roughness sensation is proportional to logarithmic value of dot spacing. By this experiment, the magnitude of the influence of dot shape in roughness perception and its individual difference were found.
We examined the relations of events and emotions to user experiences to explore what affects user satisfaction. A questionnaire concerning episodes of satisfaction produced data that were classified into five categories for each product or service. Multivariate analyses (correspondence and cluster analyses) and the structural model method (DEMATEL method) was conducted on the text data to visualize the relations of events and emotions to experiences. It was found that convenience and comfort are important for users in the network-service category. However, it was found that the service provider’s behaviors lead to users’ satisfaction in the customer-service category. Different qualities are valued in the appliances category and the general merchandise and fashion categories. Because the activity category includes several services, it was concluded that this category should be classified and analyzed in more detail to clarify their characteristics.