Transactions of Japan Society of Kansei Engineering
Online ISSN : 1884-5258
ISSN-L : 1884-0833
Current issue
Displaying 1-12 of 12 articles from this issue
Original Articles
  • Keiichi KIMURA, Nobuyuki KAWAI
    2024 Volume 23 Issue 3 Pages 161-167
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: May 02, 2024
    JOURNAL FREE ACCESS

    Obstructed paths often provoke anger among drivers, leading to aggressive behaviors and accidents. Effectively managing this anger is crucial for ensuring road safety. Despite the necessity of developing methods to induce driving-related anger, there is currently no established approach. This study examined whether encountering a roadblock set by another driver leads to increased anger and aggression during a driving game. The results indicate that scores on the state anger scale, indicative of heightened aggression, increased following the encounter with the roadblock. Additionally, we examined whether heightened aggression, reflected by left-dominant frontal activity, is observed during the driving. However, the observed brain activity suggests an avoidance motivation regarding driving challenges, regardless of the presence of the roadblock. This study underscores the ability of the driving game to evoke subjective anger during simulated driving experiences.

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  • Leo TAKAHASHI, Shigeki NAKAUCHI
    2024 Volume 23 Issue 3 Pages 169-176
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: May 09, 2024
    JOURNAL FREE ACCESS

    Head-mounted displays (HMD) have a variety of features that differ from those of conventional devices, and these features enable a more realistic experience. However, the effects of the unique features of HMD on human perception are still unknown. In this study, we examined the effects of synchronizing Fielf of view and head movement with auditory stimulus Localization on discrimination in VR. In the experiment, participants were asked to discriminate spherical motion (stream/bounce) in VR. The results showed that synchronization of visual field and head movement enhanced discrimination sensitivity and that the presentation of auditory stimulus altered the perception of spherical motion, but its positional information does not affect the perception of spherical motion. Synchronization between visual field and head movement was found to compensate for motion-induced blurring during discrimination and to improve discrimination sensitivity but did not affect the level of judgment.

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  • Toru NAGAO, Keisuke MORI, Mitsumasa IINO
    2024 Volume 23 Issue 3 Pages 177-184
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: May 09, 2024
    JOURNAL FREE ACCESS

    With the aim of protecting the global environment and diversifying energy sources, the adoption of wind energy has surged worldwide, leading to an increased visibility of large-scale wind turbine generators. To garner positive public acceptance of wind turbines, careful consideration of social acceptability is crucial. This study focuses on the nacelle, the only component whose aesthetic shape design can be refined during the turbine’s design phase, among various factors influencing wind turbine shape. Utilizing the Semantic Differential (SD) method, we conducted a survey to investigate how observers perceive the shape of the nacelle. The results indicate a preference for nacelle shapes that blend with nature, such as an egg-shaped or gently curved design.

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  • Akiko TAKAOKA, Yuji TAKANO, Yasuyuki TAKI
    2024 Volume 23 Issue 3 Pages 185-193
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: May 23, 2024
    JOURNAL FREE ACCESS

    This study aimed to clarify the psychological effects of daily viewing and touching the surface of 2.5D photographs. Subjective well-being, sleep quality, health status, the atmosphere of the room, and anxiety reduction were compared between the group that viewed the 2.5D photographs and the group that viewed the conventional flat photos. The subjects of the photographs were either their beloved family members or pets. The results suggested that regardless of the type of photograph, touching and viewing a photograph of beloved family members or pets enhanced subjective well-being and sleep quality. A text mining approach was also used to uncover important topics among reactions to the photo. As a result, the following results were revealed. The participants were surprised and happy when they saw the 2.5D photos. They also found the subjects to be genuine. These effects were not seen in the flat photo group.

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  • Takumi NANKO, Bondo HARA, Kouki DOI, Takahiro NISHIMURA, Hiroshi FUJIM ...
    2024 Volume 23 Issue 3 Pages 195-202
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: May 29, 2024
    JOURNAL FREE ACCESS

    In braille publications, such as braille books and textbooks, tactile graphics, and diagrams incorporate both convex and concave points and lines on gridlines. However, scholarly knowledge concerning the tactile readability of concave stimuli in braille materials is limited, and quantitative guidelines are needed to facilitate the identification of easily distinguishable concave stimuli. This study focused on the applied pressure and touch positions while exploring concave lines and conducting discrimination experiments. The results revealed that when exploring with light pressure or tracing along the convex lines, identification times were longer and confidence levels were lower. These findings suggest the importance of considering pressure and touch positions in tactile instruction, with implications for improving the design and readability of tactile materials for individuals with visual impairments.

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  • – Based on the Implementation Track Record of Financial Institutions –
    Akihiro YAMAMOTO
    2024 Volume 23 Issue 3 Pages 203-211
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: July 18, 2024
    JOURNAL FREE ACCESS

    We will build a database that plots customer data linked to addresses and names on a map where customers’ homes can be recognized. To this end, we will develop a system that integrates existing customer information and map information. This paper records the development process, introduces some of the problems that arose during the development process and the process of solving them, and touches on the importance of the sensibilities of those involved in the development. In addition, in addition to the RFM data in conventional CRM (Customer Relationship Management), that is, the most recent purchase date (Recency), the number of purchases over a certain period (Frequency), and the purchase amount (Monetary), we also collect the current age and We will explore a map information system (GIS) that can be incorporated into a database, taking into consideration the construction of data that shows potential trade possibilities in consideration of life expectancy. The goal is to develop maps that are intuitive and easy to understand according to the purpose of use. We will develop a system that analyzes and utilizes different and multifaceted personal information held by existing customers within a company.

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  • – Applying to FUJIFILM’s “Cosmetics” Business and Ajinomoto’s “Amino Index” Business –
    Ryuta ITOH, Kazunari SUGIMITSU
    2024 Volume 23 Issue 3 Pages 213-220
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: July 31, 2024
    JOURNAL FREE ACCESS

    The Mirror method, which has been proposed as a new business exploration method, was evaluated for its effectiveness in a different case study than the previous study. Specifically, we applied the Mirror method to Ajinomoto’s new business in the 2010s, “Amino Index,” which evaluates disease risk from blood samples, and confirmed its effectiveness. We also evaluated whether the Mirror method would work effectively when only the International Patent Classification (IPC) was used, instead of using the Japanese Patent Classifications (FI, theme code, and F-term) independently assigned by the Japan Patent Office, which are assumed in the Mirror method. As a result, we confirmed that the Mirror method cannot extract appropriate new uses when only the IPC is used.

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  • Keiichi YASUDA, Wataru SHIRAKI, Hitoshi INOMO
    2024 Volume 23 Issue 3 Pages 221-231
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: July 31, 2024
    JOURNAL FREE ACCESS

    In driving on snow-covered roads, the perception of comfort may differ depending on whether the driver lives in a snowy region, etc. In this study, a questionnaire survey was conducted among road users with the aim of obtaining basic information on how to improve vehicle driving comfort in the special environment of heavy snowfall, even if only slightly. The characteristics and trends during heavy snowfalls were identified, the factors that make the driving uncomfortable, and the scenes that are comfortable even during heavy snowfalls were analysed. The results of this analysis are expected to lead to measures to improve driving comfort during heavy snowfalls. The results showed that the overwhelming majority of the respondents thought that comfort was reduced during heavy snowfall. It was also found that the categories of reduced comfort were not related to gender, but to age and the number of times the vehicle has been driven.

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  • – Towards the Implementation of a Virtual Two-party Dialogue System–
    Eriko ANKYU, Etsuko T. HARADA, Ryuta TAKAWAKI, Hiroko AKATSU
    2024 Volume 23 Issue 3 Pages 233-248
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: August 07, 2024
    JOURNAL FREE ACCESS

    This study investigated the effects of kawaii emotions aroused by voices, prepared using voice conversion technologies, on the subjective evaluations of avatars in virtual two-party dialogues. Twenty-four older and 24 younger adults each participated in the study to examine the effects of the listeners’ age groups. As a result, the younger participants showed varying degrees of kawaii evaluation for each voice condition, but the older participants evaluated all voice stimuli as equally kawaii. The manipulation of the voice condition did not change kawaii emotions towards the avatar’s appearance. Moreover, the relationship between visual and auditory evaluations differed between the two age groups. The younger participants perceived kawaii emotions towards the avatar’s voice and appearance independently, while the older participants evaluated kawaii emotions holistically and comprehensively with a high correlation between the two. The possibility of different mechanisms in the origins of kawaii emotions between age groups has been discussed.

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  • Takashi ITO, Ryuta YAMADA, Naoto CHAKI, Syohei ISHIZU
    2024 Volume 23 Issue 3 Pages 249-258
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: August 07, 2024
    JOURNAL FREE ACCESS

    Onomatopoeias are widely used in the field of marketing to convey the features and appeal of products to customers in an easy-to-understand manner. New onomatopoeia such as MOFUMOFU is extremely useful in appealing to new sensibilities for products. However, it is not easy to create new onomatopoeia fit for individuals, such as customers, designers, etc., sensibility. In this research, in order to create new onomatopoeias that match individual sensibilities, we characterized sound symbol model of onomatopoeias and developed an interactive GA search system for unknown onomatopoeias. The sound symbol model was created by sound elements of onomatopoeia and topic affiliation probability that is obtained by topic analysis using adjectives and onomatopoeias contained in the review data. In this system, the sound symbol model is updated according to the interactive user evaluation of onomatopoeias of the sound symbol model. Through verification experiments, we confirmed effects of proposed search unknown onomatopoeias system.

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  • – Focusing on the Relationship between Big Five Personality Factors and Game Preferences –
    Taisei INOUE, Norimasa YOSHIDA, Takashi TORIIZUKA
    2024 Volume 23 Issue 3 Pages 265-273
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: August 14, 2024
    JOURNAL FREE ACCESS

    We examined the relationship between game genres and the preferences of individuals, as well as the connection between genre preferences and personality traits. 73 young Japanese participants completed a self-report measure indicating their preference for different game genres and their Big Five personality traits. Through factor analysis, we categorized the genres into four factors, including FPS and multiplayer games. Additionally, cluster analysis identified four clusters, such as players who enjoy playing with others, and those who prefer games. By exploring the relationship between each factor (or cluster) and the personality traits, we discovered significant associations between certain factors (or clusters) and the Big Five personality traits. We anticipate that our findings can be utilized to recommend games to other players who share similar preferences, as well as to individuals who have no prior gaming experience, based on their personality traits.

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Note
  • Toshiyuki YAMASHITA, Fuko OURA, Momoka NOZAWA, Keiko KASAMATSU
    2024 Volume 23 Issue 3 Pages 259-263
    Published: 2024
    Released on J-STAGE: August 30, 2024
    Advance online publication: August 14, 2024
    JOURNAL FREE ACCESS

    Coffee companies have developed and sold various coffee product forms such as coffee beans, ground coffee, drip bag coffee, instant coffee, canned coffee, and liquid coffee, in order to meet consumers’ needs. We conducted a questionnaire survey via the Internet about the relationships among coffee product forms, consumer’s various needs, drinking habits, and psychological imageries. The results indicated that there were relationships among coffee product forms, coffee drinking habits, and consumers’ needs, such as coffee beans and ground coffee used when having time, instant coffee, canned coffee, and liquid coffee consumed when time is limited or between works. The results also showed that there were relationships between coffee product forms and psychological imageries, for example, coffee beans and ground coffee have positive imageries for health than instant coffee, canned coffee, and liquid coffee.

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