感性工学研究論文集
Online ISSN : 1884-524X
Print ISSN : 1346-1958
ISSN-L : 1346-1958
5 巻, 3 号
選択された号の論文の22件中1~22を表示しています
  • コンピューターゲームコミュニティの新しい方向性
    杉山 淳一
    2005 年5 巻3 号 p. 3-10
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    On-line battle games reached a new stage. It is the movement of making a computer game sublimate for “sport”. It is called electronic sport, e -Sports. The leading parts of e -Sports are not a game manufacturer but players. Manufacturers don't have the initiative, but it is the age when a users' community chooses a game. e-Sport develops in America, Europe, South Korea, Taiwan. Even Japan may be so. It may influence not only a market but also culture, education, international relations.
  • 伊東 恒, 萩原 将文
    2005 年5 巻3 号 p. 11-16
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    We propose a Character-Agent automatic creation system reflecting user's Kansei. In this system, a user can create some characters easily by using Kansei words as an input. This system operates based on the genetic algorithm, and the quality of a character is improved by repeating generation of a character and evaluation of a user. Moreover, in the evaluation part, a user can do a fine setup of symmetry and fixation of character's some parameters for reflecting user's suitable demand. Through the experiment, we have evaluated the availability of the system, such as the satisfaction of each user.
  • 前田 実香, 鬼沢 武久
    2005 年5 巻3 号 p. 17-22
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    NAZOKAKE, Japanese word plays, has three kinds of structures. This paper describes a system that generates NAZOKAKE words based on one of three structures, which considers the meaning relation between word s and pronunciations of words. When a theme is inputted to the present system, some NAZOKAKE words are chosen from database consisting of a set of words, their pronunciations, related words and their relation degrees. This paper also describes the experime nts in which the range of relation degree is determined and subjects evaluate generated NAZOKAKE words. The experimental results show that the consideration of the range of relation degree is useful for generation of funny NAZOKAKE words and that understan dable and unexpected words can be generated as NAZOKAKE words
  • 藤尾 豪, 椎塚 久雄
    2005 年5 巻3 号 p. 23-30
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    Most valuable point of this software is what there are no GUI turntables that user has to control. Therefore everyone can easily enjoy listening to the songs that this software mixes. There are 2 important processes in this method. First, user acquires the beat positions from the song using sound wave GUI. Then, 2 songs that are selected at random are mixed automatically on this software, and a WAVE data of the mixed song is folded in the exclusive folder. It is only necessary that the beat positions are acquired by user. However this process is not complicated.
  • 山脇 一宏, 椎塚 久雄
    2005 年5 巻3 号 p. 31-37
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    This paper discusses about the relevancy of Solfege ability and Color-heard-sense. We do the questionnaire survey that listens to music and answered the color image. We analyze tonality recognition with questionnaire survey of the music major students and students except for the music major. We use method of the feature extraction of the music according to the adjective image chart, because it is superior than the feature extraction of the music by the factor analysis. From the analysis of the questionnaire survey, two results are shown. It is suggested that the human beings have the synesthesia subconsciously. It is shown that the synesthesia is caused by an influence on the common recognition of music and color.
  • 斎藤 直宏
    2005 年5 巻3 号 p. 39-42
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    Recently, video game technology improves rapidly. However, we don't argue if technology influenced the element of play. This thesis is introduced about the relations of the element of play and the technology.
  • テキストマイニングによる感性の抽出
    小木 しのぶ
    2005 年5 巻3 号 p. 43-47
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    “Word”is a very important tool to tell someone “Sensibility (it is called KANSEI in Japanese)”that the person felt. Then, in this paper, we investigated what sensibility expressed from “Word”as the review of the movie by “Word”on the Web page. The review of the movie is first extracted and the impression of the field has been extracted by paying attention to feature sensibility words and phrases in the cluster division and each cluster. How do we feel the movie general? What movie becomes a big hit? We analyzed the word by using not only a basic analysis method but also the technique of data mining doing various guesses about the movie.
  • 伴 浩美, 南保 英孝, 大藪 多可志
    2005 年5 巻3 号 p. 49-55
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    Agood movie is a cu ltural creation by excellent staffs completing their wisdom. The story, conversation, and image s of such a movie draw the interest of many viewers. Most of the conversation is used actually every day. In thispaper, we investigated several screenplays o f famous American movies. In short, frequency characteristics of character - and word-appearance were investigated using a program constructed by C++. These characteristics were approximated by an exponential function: [y=c·exp(-bx)]. Furthermore, we ca lculated the percentage of American basic vocabulary to obtain the difficulty -level as well as the K-characteristic of each material. As a result, it was clearly shown that the values of coefficients c and b for the screenplays have the same tendency as j ournalism and they are difficult to read than interviews, CNN news and inaugural addresses.
  • 森 俊文, 佐藤 美恵, 春日 正男
    2005 年5 巻3 号 p. 57-60
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
  • 山本 佐代子, 中西 里果, 佐川 泰広, 武田 昌一
    2005 年5 巻3 号 p. 61-70
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    Clapping hands in time with high-tempo music makes us more pleasant than only listening to the music. In this report, we examine the distinction of EEGs between while beat tracking and while only listening to the music by observing α-band power. Five young male subjects listen to six pieces of music, then they tap their fingers in time with the music. The subjects' EEGs of 10 electrodes are measured. The FFT analysis of EEGs shows that the coefficient of variation of α-wave power while tapping is less than that while only listening to the music at the four places (O1, 02, F3, F4, T3). The analysis results also show that the reduction of the coefficient of variation of a -wave power of O1, O2, F3, F4 and T3 has a relation to the activities of visual cortex, premotor area, prefrontal area, and auditory area. These results suggest that the subjects have visual images while beat tracking.
  • 荻野 晃大, 加藤 俊一
    2005 年5 巻3 号 p. 71-80
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    Recently, research and development of KANSEI retrieval algorithms are have been carried out. Thes algorithms use retrievals of multimedia contents based on individual criteria of similarity or impression about contents. However, effective conceptual models for building these algorithms aren't still established. There is no support environment for design and prototyping of these algorithms, even though researchers understand the necessity of it. In this paper, we propose a conceptual model for design of KANSEI retrieval algorithm based on a framework of KANSEI hierarchy. We propose a software platform for prototyping KANSEI retrieval algorithms based on the conceptual model. We show an availability evaluation of our software platform by comparing a development with our platform to a development without our platform about algorithm development coding cost.
  • 瀧田 航一朗, 萩原 将文
    2005 年5 巻3 号 p. 81-86
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    In this paper, we propose a new desktop mascot model for entertainment and information gathering. Unlike most conventional desktop mascots, proposed agent can learn words from its user, as well as emotions attached to those words. Based on past learning, the agent shows different emotionsto us with different topics. For example, if the user makes positive feedbacks to topics about a particular company, the agent is likely to smile when the same company is mentioned again. Therefore, this agent can provide more interactive, dynamic and fun interaction for the user.The other functionality of this agent is to accumulate a database for its supervisor.Through the interaction with users, the agent can leam new proper nouns, technical terms, jargons and slangs.In addition, experiments we carried out showed that the proposed model effectively gathered users, emotional feelings toward those words.
  • 三次元計測データを用いて
    尹 賢榮, 三吉 満智子, 廣川 妙子
    2005 年5 巻3 号 p. 87-96
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    This study focuses on the automation of a clothes pattern design. With two sorts of semi-fit jackets we manufactured five suits of every designs, changing the amount of waist darts distribution. To illustrate this, we performed sensory evaluation using the fixation photograph of a jacket with three-dimensional measurement of the manufactured jacket and a body. We have the following results by examining the result of evaluation by the difference in the amount of darts distribution, and the relation of a silhouette and cross-sectional shape was considered here. The quality of jacket silhouette that had a few amounts of front darts distribution, and had a lot in behind, as like the same tendency with waist darts in an adhesion cloths pattern to a human body, gains the support of a lot of people. As a result of quantifying the room that is generous between the body in said division grade, and a jacket as vacant space distance and a vacant space area, the darts distribution brings about the change of silhouette.Mal-distribution of front and behind vacant space distance which appeared in a sectional view in WL. Made the relationship between a pattern and the amount of organic functions clear. These outcomes say that we could get a clue to create a cross-sectional drawing that is necessary for a cloths pattern design, from the three-dimensional measurement data of human body directly.
  • 横井 紘一
    2005 年5 巻3 号 p. 97-101
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    The term “Design”has changed i n various meanings. From the former styling, it has added the meaning for the conception and project. Naturally, Design Management needs to shift the organization from the existing design management keeps up appearances. From the consumer' viewpoint, this thesis suggest that design management in the broad sense which recommend the On -demand. It consists of 10 items such as design for the forming an idea, and for the corporate citizen.
  • 高寺 政行, 国広 聡子, 矢崎 美彦, 大竹 敦, 清水 義雄
    2005 年5 巻3 号 p. 103-110
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    Relationship between mechanical characteristics of cloths and composed pile yarns, and tactile of terry cloth was studied. Various mechanical characteristics of cloths and pile yarns of terry cloth in different design were measured. Tactile of terry cloth was provided by sensory evaluation. Mechanical factors related to tactile of terry cloth were extracted by means of factor analysis. Relationship between results of sensory evaluation of terry cloth and mechanical properties of cloths and yarns was examined by multiple linear regression analysis, in order to predict tactile of terry cloth from mechanical properties. As the result of analysis, it was found that tactile of terry cloths could be predicted more precisely not only by mechanical properties of cloths but also by mechanical properties of yarns. In particular, it was found that tactile of terry cloth was influenced by compressive and flexural properties of cloths and twist and fineness of pile yarns.
  • ゴルフクラブの打ちやすさと好みに関する感度分析
    徳丸 正孝, 平岡 信人, 山下 一美, 長尾 裕史, 鳴尾 丈司, 村中 徳明, 今西 茂
    2005 年5 巻3 号 p. 111-118
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    Recent years, developer of products emphasizes personal sensitivity, because a consumer come to selecthe product which is fit for oneself. In this paper, we studied ease-of-hitting and preference of a golf club by group method of date handling and neural network. At first, we selected a lot of adjectives which are well used in the case that golf players evaluate a golf club from the viewpoint of how easily he is able to hit a golf ball with it. Next we investigated values of many golf clubs from the viewpoint of the adjectives by questionnaire and analyzed the correlation between the ease-of-hitting and the adjectives. As a result, we got some rules to judge the ease-of-hitting and preference with golf clubs.
  • 明治42 (1909) 年の『万朝報』の懸賞募集を通して
    五十殿 利治
    2005 年5 巻3 号 p. 119-126
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    In 1907 the Ministry of Education established an annual salon called Ministry of Education Art Exhibition or Bunten. The establishment heralded the final stage of modernization of art institutions by the Meiji government. Bunten gathered a tremendous number of visitors. In 1909, The Yorozu Choho, a popular newspaper of the time, ran a new correspondence column on the sense of beauty: “the moment when I felt the beauty”. Between January and June, 26 letters appeared in the column which would be divided into four categories: visual beauty, acoustic beauty, a compounded beauty of both the visual and the acoustic, and an ethical beauty. But there were no letters which directly referred to art works. In the late Meiji period, people were seriously interested in the occult and in pseudo-sciencesuch as hypnotism and clairvoyance. The Yorozu Choho serial was in the same vein: an exploration of a mental and psychological field.
  • 杉原 太郎, 森本 一成, 河村 知典, 島田 雅之, 黒川 隆夫
    2005 年5 巻3 号 p. 127-134
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    We aim to select several pairs of kansei words for use in a kansei-based music retrieval system. In order to evaluate kansei for music, we collected 530 kansei words from music magazines and a related work. Forty pairs of kansei words were selected out of them according to the results of 2 questionnaires. Using the those pairs, we conducted an evaluation test in which 76 subjects listened to 12 pieces of instrumental music through stereo speakers, and they rated the degree of their impression on each piece based on the 7-level semantic differential method. Factor analysis revealed that the psychological space of impressions was composed of 8 factors: There were uplift, mosso and so on. Next, we conducted simulation of retrieving. It was shown that many subjects often used 8 pair of kansei words for system input. Finally, we selected 19 pairs of kansei words, which were important to build a kansei-based music retrieval system
  • 徳山 孝子, 上條 正義, 佐渡山 亜兵, 清水 義雄
    2005 年5 巻3 号 p. 135-140
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    This paper proposes to quantify ambiguities concerning the amount of information being communicated visually or aurally, an example being different impressions one might form during a fashion show (images) as the music changes. Judgments were made for cases where there was sound (S judgment), image (P judgment), or a combination of image and sound (P&S judgment). Five different kinds of music (S1-S5) were used as stimulants when making S judgments, and Shigeo Mimori's fashion show, entitled 'MIMORI 2000 spring summer TOKYO collection' as the stimulant when making image judgments. The judgments were evaluated in seven ranks using seventeen pairs of image terms. One hundred ten subjects participated in the research project. All judgments were weighted using Sharon's information theory. Ambiguity in the information communicated was lowest for P&S3, followed by P&S2, S3, P&S5, S5, P, P&S1, P&S4, S 1, S2 and S4. This led us to the conclusion that the background music most appropriate for the fashion show was S3, S5 and S2.
  • 高い顧客満足を得られる商品開発に関する研究 (3)
    石田 厚子, 湊 淳, 小澤 哲
    2005 年5 巻3 号 p. 141-148
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    Recently, customers want not only products themselves but also know how and service annexed to them. In this paper, we made a study of 'consulting service', especially 'information technology (IT) consulting'. We analyzed a relation between a sensual quality of service and a level of customer delight, and got a result that correlation was influenced by communications between clients and consultants. At first, we defined structure and quality of consulting service, and made a model of customer delight with quality of service. Next, we analyzed customers' responses to questions about real IT consulting cases, and introduced influential elements to customer delight and ways of improving them. Further, we noticed a fact that these elements were affected by a relationship between clients and consultants. At last, we suggested that good communications were essential to customer delight.
  • 井出 野尚, 竹村 和久
    2005 年5 巻3 号 p. 149-154
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    The present study focused on risk perception for nuclear power plant using Implicit Association Test (IAT) which measured the strength of association for categories. The result indicated that the participants more readily paired the nuclear power plant with dangerous category words. On the other hand, the participants readily paired the hydro-power plant with safe category words. Interestingly, there was not any correlation between the IAT effect and the answer of risk questionnaire. This result suggests that IAT can measure different aspects of risk perception.
  • 樹木テストの画像解析と臨床心理学的解釈
    高崎 いゆき, 竹村 和久, 岩満 優美
    2005 年5 巻3 号 p. 155-164
    発行日: 2005/05/31
    公開日: 2010/06/28
    ジャーナル フリー
    An image analysis method for projective Tree Test was utilized to interpret psychological process of artists and university students. The procedure was as follow: (1) drawing a picture, (2) scanning the drawing picture, (3) dividing the drawing picture, (4) the gray level histogram moment (GLHM) analysis, (5) the spatial gray level dependence method (SGLDM) analysis, (6) the gray level difference method (GLDM) analysis for the drawing picture, and (7) interpretation of the drawing picture. Ink painting drawn by two famous Japanese artists, Seshu and Kohrin were firstly analyzed. Secondly, the tree pictures drawn by three undergraduate students were analyzed. Results were interpreted from the clinical psychological point of view.
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