日本デザイン学会研究発表大会概要集
日本デザイン学会 第49回研究発表大会
選択された号の論文の206件中151~200を表示しています
  • - 商工省工芸指導所のデザイン振興策の一環として
    庄子 晃子
    p. 151
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    Tohokukogeiseisakusho was established in Sendai in 1933 in order to put academic research results into applications for industrial art products by guidance of the Research Institute for Iron, Steel and Other Metals (RIISOM) which was initiated in Tohoku Imperial University and the National Industrial Art Research Institute (NIARI). Before the World War II, industrial art objects using KS Magnet Steel invented in 1916 by Dr. Kotaro Honda, the director of RIISOM, were developed into the special products of Tohokukogeiseisakusho and after the World War II, Iridescent-Japanned Woodworks invented in 1932 by Takashi Koiwa, a member of NIARI, were also developed into the special products.
  • ニュールンベルクに於ける工芸マイスター講習会
    椎名 輝世
    p. 152
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    On 1901, Peter Behrens totally designed his own house as a modern German housing model at the first exhibition at Artists’ Colony at Darmstadt. The exhibition suggested the beginning of “Sachlichkeit” which is beyond Historicism and Jugendstil. Meanwhile at Nuernberg, the center of Historicism, Theodor von Kramer, the director of the Bayerisches Gewerbemuseum, who recognized the necessity to promote modern arts and crafts and industry, planned design workshop for arts and crafts meister and invited Behrens as a principal from Darmstadt. It became starting point of his carrier as an educator and preliminary step toward director position of Duesseldorf School of Arts and Crafts.
  • 近藤 存志
    p. 153
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    The Oxford Movement, an ecclesiastical movement within the Church of England, aimed to renew the Established Church by reviving certain Catholic doctrines and rituals. Making the effort towards restoring the ancient solemn churches in the nineteenth century, the movement had considerable influences on the then current state of the ecclesiastical design of the Catholic revival in England. A. W. N. Pugin, a Catholic converted architect, for instance, closely observed the course the learned members of the movement, viz. Oxford clergymen, were proceeding, and shared the sense of solidarity with them.
  • 三井 直樹
    p. 154
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    After the World War II, artwoks of Technology Art has been tried to involve multimedia or environmental pieces consist of sound, light and kinetic elemnets. Interactivity is the most important elements of Media Arts that one can experience with one’s whole body, using one’s five senses. The paper demonstrates a relationship between the Interactivity and Einühlung (empathy) in order to inetpret artwoks. It is going to be more important to come up with skillful interface designs that connect that digital technology with the analog senses that the human body has to work with. Interactivity aims to be a show that raises the question of the future of that media art with the audience.
  • 「理想の住まい」展(Ideal Home Exhibition)にみるイギリスの室内装飾史
    菅 靖子
    p. 155
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    The Ideal Home Exhibition started in 1908 organised by the Daily Mail which aimed to increase the number of subscriber, especially women readers. This still on-going event can be considered as a representation of the modern process of commodifying interior decoration. This was the first large-scale exhibition of house and interior decoration three-dimensionally. It was different from the previous “model houses” which were build for moral purpose, in that it was purely commercial. A new tendency to sell a set of interior decoration for fixed prices was prominent there.
  • — デザイン·ニーズの階層と動態
    栄久庵 祥二
    p. 156
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    Product design evolution is to be explained on the basis of Maslow’s hierarchy of basic human needs. Almost the same hierarchy is assumed to be true of the development of industrial design where design needs ascend the ladder from function to safety to user-friendliness to beauty, and to the expression of identity and taste. Meanwhile, the descendant move from top to the bottom is also proceeding today. What characterizes contemporary design is the fact that both ascendant and descendant processes are taking place concurrently, thus creating complex pattern in present design situations.
  • —欅木家具を中心として
    石丸 進, 石村 真一
    p. 157
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    It investigated about the Zelkova wood furniture to study comparison about the furniturc culture of Japan and China and the technology. Then, it was found out that Zelkova wood furniture was common to Japan in the culture of traditional furniture and it was used. There was Zelkova culture and technology in Japan and China as a molding material. Chinese Zelkova furniture represent Ming furniture. The molding and a production technique are fundamentally the same as the yellow flower of the pear tree.
  • —軽井沢彫の意匠—
    鍵和田 務, 上田 友彦, 財満 やえ子
    p. 158
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    The western furniture of wood carving was produced in Karuizawa for the first time in 1908. About that time the design of wood carving to decorate the western furniture mainly was the plant patterns of Poeny, Chrysanthemum, Sunflower, Pine, Bamboo, and Plumflower, etc. that had been used to decorate the works of wood curving (Nikko-bori) in Nikko, from old time. And from the end of Meiji period or early years of Taisho period in place of these patterns, the design of the full blown cherrytrees widely has been used to decorate the western furniture of wood carving. The report is to explain the origin of the change of the design of Karuisawa-bori carving, and the history of Karuizawa-bori carving from late Meiji period to Showa period through the field survey.
  • —絵画資料に見る近世初期の看板意匠 (4)
    立部 紀夫
    p. 159
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    Eboshi were a type of headwear worn in the past by men after formally attaining adulthood through a coming-of-age ceremony demonstrating that they had become adults. The shops that produced and sold eboshi were referred to as eboshiya (i.e., eboshi shops) and one can see from the pictorial record of the time that they displayed uniquely designed signboards of their own in front of their shops. The purpose of this thesis study is to clarify the signboards that the eboshi shops displayed.
  • —絵蝋燭の調査研究—
    昇 愛子, 内藤 郁夫, 車 政弘
    p. 160
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    We studied traditional candle styles by hearing investigations in Aizu, Tsuruoka, and Nagaoka, which were famous for production areas of painted candles in Edo era. Aizu had three typical candle styles, i.e., Japanese painting style (pattern: peony and chrysanthemum), art object style (writing-brush, bamboo shoots, and Makimono), and lacquer-painting style. Nagaoka style has bcen a painting chrysanthemum, peony, vase, and stand. The last two patterns are forgotten in Aizu. Tsuruoka style was characterized by the pattern of Gosyo Guruma.
  • 中島 永晶
    p. 161
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    The purpose of this research is about the changes of the fashion image of the 1990’s. The research object is 590 fashion trend themes of, women’s wear that the 8 synthetic fiber makers in Japan, proposed toward 20 seasons for 10 years from autumn & winter season 1989/1990 to spring & summer season 1999. From the theme, the image key words of 1236 counting profitable, classifying it into the range of 20 items, made database. These data were able to tidy, “time” the key word group as the source of a main image and “space” to 2 kinds of the key word group that make the source of a main image. “The time system image key word changes chart” and, “the space system image key word changes chart” was made by this result.
  • 流行創造における日本画家の果たした役割に関する一考察
    神野 由紀
    p. 162
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    At the begging of the Meiji era, many Japanese painters were in poverty, and designed patterns of Japanese Kimono as their side jobs. This changed the patterns of Kimono to artistic ones. When it became the 20’s in the Meiji era, even ordinary women wanted new trendy patterns for Kimono, but the Japanese painters had already returned to their original works. This situation activated the study of Kimono patterns by Kimono suppliers. After the capitalism started to control the Kimono designs, the Kimono became a modern mode renewed constantly.
  • 桑沢洋子のデザイン教育活動 (1)
    常見 美紀子
    p. 163
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    KUWASAWA DESIGN SCHOOL was established in 1954, and one person of the founding member was Katsumi Masaru. His and people of the International Design Association promoted the design movement of 50s in Japan. They did four next things as design movement concretely, and the first educated a design at KUWASAWA DESIGN SCHOOL, and they secondly established the Design Education Center, and the third they installed a good design corner in the department store ‘Matsuya, and they launched a magazine ‘Living Design’ in the fourth. The design movement that they did was an enlightenment movement to correct confusion in life of Japan after second world war.
  • —表象文化としてのフアッション·デザインの構造と大衆消費社会—
    山本 龍彦
    p. 164
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    This study examines the structure and the influence that contemporary fashion design in mass consumer society as representational culture have had on people and society. Also under ccnsideration is what the future may hold such ideas. Fashion design is representaion in our consciousness. Then, that is expression of cosmology of the designer who created it. Also that receptive person express the same cosmology, too. We are recognized that the individual, the community, the world as a mediation for this reason fashion design. However, this structure is included into the contemporary mass consumer society. And, this is one of the social phenomenon. Now these broad considerations and aufheben are necessary for us.
  • 大正時代から昭和初期にかけて
    山本 麻子
    p. 165
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    This study concerns the development of the smock that was introduced into Japan from England in the Taisho era. At first the smock and smocking was appeared in the dressmaking book as embroidery of children’s Western dress. The word ‘smock’ mean two kinds of costume: one is the everyday clothes for children and other is the working overall for woman. Children’s smock became had ornamental smocking dress for girl in the middle of Showa era. Women’s smock had changed to be simple working clothes with little gathering of shoulder. By the early Showa era, the loose fit overall without ornament for women clerks and housewives was called the ‘smock’.
  • 知識空間デザイン研究 (3)
    永井 由美子, 須永 剛司, 加藤 一葉
    p. 166
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    Objects animation should be designed at inforamtion spaces. Therefore we structured objects’ motion in ‘substance space’ of our real-life. We studies 2 representation experiments; ‘sketch of objects’ motion’, ‘record of mockups’ motion.’ There are 2 properties and 4 sysytems; i)property of interactive view, A) object sysytem, A-1)form, A-2)formation, B)place system, B-1)space, B-2)lighting, ii)property of making, C)coordinate sysytem, C-1)space, C-2)time, D)semantic sysytem, D-1)viewpoint, D-2)name.
  • 知識空間デザイン研究 (4)
    徳村 篤志, 須永 剛司, 植村 朋弘, 永井 由美子
    p. 167
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    Design of the appropriate information space is necessary in the network where the countless contents exist. This paper shows two prototype modeling study about “Searching Space” and “Portal Site Space” designed by 3-dimensional irformation space in a screen. 3-dimensional Information space allows user to understand his/her location from relationship between his/her self and other objects in the space. Also user can understand structure of the spaceas form trail as pseudo body experience. Concerning to the screen 3-D space, there are two type of the view on the modeling; “subjective view” and “objective view” From our study of legibility on the prototype, the “objective view” dominate over the “subjective view”. Also “2-D plane plus height” model has been discussed for the space legibility.
  • 知識空間デザイン研究 (5)
    加藤 一葉, 須永 剛司, 植村 朋弘, 永井 由美子
    p. 168
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    This paper proposes modeling of information space for supporting people’s purchasing activities of consumer products. The space consists of blocks that represent six information factors concerning to purchasing and 2 layer planes where user arranges the blocks. The user can objectify information for his/her purchasing and manipulate those objects in two planes, at the same time the system manages the operating process of user as record. This visualization and enabling manipulation of objectified information allows purchasers understand their thoughts as objective thinking that reflected their purchasing and decision making activities.
  • 知識空間デザイン研究 (6)
    堂谷 健悟, 須永 剛司, 植村 朋弘, 永井 由美子, 徳村 篤志, 赤石 美奈
    p. 169
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    In order to design information space, there are some viewpoints. The design possibility of information space was verified by fitting the database model whose number is one to the example of the Greece myth “Leto’s Story&rdquo. The inn of a model since the conceptual model of CIAS is expressed on a material model and it expresses physically by the Acting Out, and its database user interaction was extracted. This paper, these interaction the design possibility of the feature of interaction and information space is announced.
  • 知識空間デザイン研究 (7)
    植村 朋弘, 原田 泰, 石塚 尚之, 佐々木 康太, 鈴木 梨香, 宅島 美咲, 豊田 由美
    p. 170
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    At present, there are meny “information space” designed with the rule which is different from the experience of the “physics space”. The purpose of this research is to propose how to design the “information space”. This time, “browsing” was made the target, and the examination items to visualize the “information space” were extracted. An experience in “physics space” and an experience in the “information space” were visualized by the sentence, the diagram and the animated expression, and each character was compared. From this research, we found that it was effective for the designing “informaion space” to apply an activities experience in “physics space”.
  • アナログガジェットの状況的使用に関する研究、デザイン
    小池 星多
    p. 171
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    The purpose of this study is to investigate the situated use of the analog gadget and try to design it. We consider that the function of the analog gadget is not given in advance but become to appear in activity.
  • 仙川駅前における「せんがわうつし」プロジェクトの報告
    吉橋 昭夫
    p. 172
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    “Sengawa-utsushi” is the information design project at Sengawa Station KEIO Line in Chofu city, Japan. The project was produced by students in Department of Information Design, Tama Art University. About 50 photographs of sengawa-town and some mirrors were put on the wall. The name of the photograph and the year photograph was take in were printed on each photograph. Photograph shows the past and the present view of sengawa-town - Station, a shopping street, people live in the town, and so on. The mirror reflects a view of the town now. Through the project, many view of the town and the history of the town and people were shown on the wall.
  • 坂巻 匡彦
    p. 173
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    There are various kinds of software related to music, but most of them are very hard to use, even if the software for beginners. It makes people feel difficult to start music. To make is easier is important. Thinking about creating music, what is fun is itself. Its process is more important than what is made. On this point of view, I am proposing new system of composing music, easy and fun to use. which can be chance to start creating music. at first I considered about process of composing music.
  • インタラクションデザインのモデル化研究
    寺沢 秀雄, 一之瀬 美帆, 梅澤 朝樹, 丹羽 あづさ
    p. 174
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    The hand motion affects searching information. Operation of the information tool is designed by the experience got in the diary life. Modeling a metaphor of motion got in the diary life is connected with comprehensible design of the information tool remind our about diary life. Motion is divided into two groups act and phenomenon. But operation of the information tool designed a metaphor of act motion exists in the diary life is small. Necessary is designing a metaphor of act motion exists in the diary life. Modeling the motion for searching information in the operation of the information tool is important. Comparing the motion in the diary life with operation of the information tool connects the application for interaction design.
  • 旅を楽しむカメラのデザイン開発を事例として
    須永 剛司, 永井 由美子, 内堀 裕司, 橘 都子
    p. 175
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    On information design practices, it is needed to develop formal methods on describing indigenous design issues. One type of the issues is denotative design problems; motion, change, and interaction. The other type of the issues is connotative design problems; human and sociological issues on peoples’ information activities. Those issues should be formally pictured on design drawing. From this point of view, followings are discussed in this paper from analysis of design process which has been carried out in education. Information design phases, “text” and “form” as formality, parallel design thoughts between human factors and system factors.
  • 村上 佳子, 尾方 義人
    p. 176
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    The aspect of the communication which occurs by visualizing each parameter of the MIDI form data which is one of the digital information, the investigation research of sticking to a difference in the change form, the promotion case of the museum.
  • 平田 克二, 田中 靖己, 寺島 信義
    p. 177
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    The multiuser type cooperation design work systems configuration by the virtual reality space in a townscape design was examined. Examination about virtual reality space creation was performed, and it experimented about management of a system for the actual design example. The cooperation work in the design through the operator in the cooperation work using the network was considered, and the function was extended. Even if the user was between remote places and the system separated time, it mounted the reference function for the work history so that it could be used in cooperation work.
  • プリントアウトによる手作りおもちゃの開発を事例に
    原田 泰, 井立 彩子
    p. 178
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    “Kurukuru Toy” is a toy which connects virtual world and real world. “Kurukuru Toy” is a fun and unique toy. You can print out “Kurkuru Toy” according to your choice. You will find varieties of toys on your computer screen. “Kukukuru Toy” creates creative activity for kids to connect the two worlds. I proved it in my previous workshop. “Kurukuru Toy” helps kids to communicate each other while they play it.
  • 益岡 了, 池田 岳史, 川合 康央
    p. 179
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    We intoroduced the method of integrated design education into the classes of the department of management science. This puposed to develop design education for the revolution of information socieiy; internet, multi media, etc.. Integrated design education is based on two directions; self-evaluation and integration of applications. And we fouund capability of this metod on the multi media works in the classes and their affirmative about self-evaluation. Therefore we hope evolution and popularization of the education style.
  • 長野 修治, 細野 裕乃, 笠尾 敦司
    p. 180
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    We exhibited some parts of “Obacation” that has been carried out as a workshop on a network but there were few people who visited our site. Therefore, we were not able to make a communication through OBAKE, which is a kind of spook. To build such a community, it is necessary to make many school-children to participate in “Obacation” on a network. Then, the site “Obakewolrd” of entertainment nature was newly started. “Obakewolrd” consisted of the games that OBAKE appeared in, animations, and tales. The participants in “Obaketion” on a network increased in number by leaps and bounds just after starting this site. Games are generally considered inappropriate educational tool but it has the power to creta a community.
  • 劉 洋, 福村 敏, 笠尾 敦司
    p. 181
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    The purposes of the workshop “Obacation” are to nurture creativity of elementary school children and to discover new aspects of daily life through children’s eyes. We newly tried to apply this workshop to the system to boost an international communication. Two workshops are already held and one more workshop in this year is being planned. The first workshop was held in Peking and the second workshop was held in Atsugi. The participants in these workshops can use the OBAKE seals that are created by children participated in a previous workshop for their picture books. This system was worked well to make children to be indirectly interested in the children in other country.
  • 会話のデッサンツールのための基礎的研究
    横山 美紀, 木村 健一, 戸田 真志, 松原 知代子, 高山 貴裕
    p. 182
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    This preliminary study is to develop a tool for on-line conversation, which facilitates interactions for learning of foreign languages and cultures. Japanese college students at Future University-Hakodate and college students at East Tennessee State University, U.S.A., communicated each other in English, using our originally developed BBS tool from June to July 2002. This paper observes the communication activity and the follow-up reflective activity to explore better BBS functions. Students’ output during the reflective activities shows the importance of reconstructing their BBS-based conversations for learning of languages and cultures.
  • 平岡 茂夫, 西村 靖司, 富松 潔
    p. 183
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    In general, we cannot see quite clearly around the outside range because the useful sight range is narrow within from 6 to 10 degree. Since information is put into eyes by the fixation and the saccade, eyes can get information of a little larger range. The target point after saccade is determined by a peripheral vision. However, a small display on mobile system cannot display information like as a peripheral vision. Therefore, it has a problem that we cannot get largely information by a saccade. In this paper, we propose the user-interface for the map application that we can intuitively operate functions of reducing, enlarging and moving by some sensors. And the proposal can make up for getting visual information on a small display.
  • 力の場を応用した動的形態生成
    清水 恒平, 大野 一生
    p. 184
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    Mobile communication and information browsing devices have been available in a variety of features, and people can acquire various data even updated every second on those devices. From the point of view of visual communication design, we have obtained material and method that allows us to design dynamic form created in real time by computation combined with user interactions or other external information. We have developed and propose a mechanism of “force fields” continuously distributed in time-space dimension and visual points that follow the Newton’s Law of dynamics to create dynamic and interactive forms and its application to visual design.
  • 玉垣 庸一, 笹山 絵見子, 小原 康裕, 宮崎 紀郎
    p. 185
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    A new version of the HSV color model is presented by changing V and S parameters into K (blackness) and W (whiteness) respectively. The new version is represented in the shape of double hexcone, while the original model is usually depicted in single cone. The double hexcone representation is quite similar to that of the Ostwald color system before the logarithmic transformation. In place of the optimal colors in the Ostwald system whose transition wavelengths inevitably shift according to the dominant wavelengths of the 24 hues, we used optimal spectral reflectance curves composed of R, G, B blocks, often referred to as block dye, so as to build the virtual color solid on CRT monitors.
  • 山岳地図を例として
    田部 賢一
    p. 186
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    This study is to solidify a Topographic map by using a computer, and to consider the method when expressing as a bird’s-eye view viewed from the sky. Objects are the Tanzawa-mountains and its surrounding area, and it’s aim is to draw up a bird’s-eye view as a mountain map. Because it’s one of the character of a bird’s-eye view to be able to express conditon of topographical ups and downs. On the other side, the fault that it’s causing the fault in a Bird’s-eye view to be able to express by the Topographic map as a plan view also exists. I draw up it while examining those contents.
  • 石井 宏一
    p. 187
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    From the perspective of the design assisted system in Graphic Design. I study a model designing with particular note regarding color scheme functions based on the application design system. In the last paper, I clarified the effectiveness of graphic design application of color rules in the Hue Circle. In this paper, I introduce concepts of brightness and saturation with an elaboration on a color scheme system based on both the Ostwald Color System and the Practical Color Coordinate System.
  • 佐藤 斉昭
    p. 188
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    This study that extracted the determination factor in the case of the goods purchase of the consumer of a cabinet product, and thought that the design concept in which a user’s demand item was fully reflected could be built by clarifying. The purchase determination factor and had the questionnaire estimate to 28 language using the technique used by marketing. The language chosen by analysis was three, atmosphere, durability, and a style. It was thought that it was important for it to perform a concept setup for every narrow target layer while the goods group which has width in an age or sex at a consumer’s taste arranges line-up.
  • 鉄道におけるユーザビリティ向上のためのデザインマネージメント指標の確立
    伊藤 隆太
    p. 189
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    Design of railway in past Japan. The design level is overall low because of design Unionization and individualization is especially important also for the field of the design management of a railway. Paying attention to this point, I inquired in order to perform suitable management. Analyzed from the experiment, the optimal unionization and the individual turning point were found out.
  • 勝田 真之
    p. 190
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    When people move from the international airport to the city, there are some ways to move, for example, train, bus, car, ... etc. However, although special express trains to the international airport play important roles and have advantages, they are not enough to satisfy users as a means of access to the international airport. In this research, I consider the airport express and propose the design of it for users as a way of access to the international airport.
  • 皮膚科系医療機器のデザイン
    佐藤 徹
    p. 191
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    the horny layer (outer skin) by which a barrier will be carried out to the “ion introducing method” by ionizing the medical fluid attached to the skin -- exceeding -- a base -- although it is the method of making it reach to a layer (dermis), the ion introduction machine of the handicap type which can do the medical treatment at home in recent years came out to the market However, the present condition is holding various problems for the product of the field which is not until now. It was easy to have this research in a hand, and it developed the verification of form suitable for applying a medical fluid, and easy wearing of cotton as a theme of a design.
  • 視覚障害者の教育環境における拡大読書器の基礎的デザイン
    金田 博, 伊藤 三千代, 加藤 宏, 本間 巌, 岡本 明
    p. 192
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    Video magnifier is the compensation equipment for visually impaired persons which supports the reading and writing. Video magnifier is multiple kinds and small quantity production products. Therefore, equipments are many cases that it unrefined image and sacrifice of the operation. Video magnifier being used with the educational environment for visually impaired persons is making use of it. But, it isn’t suitable in the point of view the usability and the design. This research is the basic design of the equipment which is suitable for the educational environment and operation.
  • -下肢障害者スポーツ特有の魅力-
    高畠 元, 蓮見 孝
    p. 193
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    The purpose of this study is to develop new kinds of sports that more people can play using mobility equipments. It is a universal mobility sport. However, the idea of universal design is mostly mistaken. Now, it makes the unfortunate nomal, but don’t benefit ordinary person. So, it’s only for unfortunate. This is the idea of barrier free design and not the one of universal design. So, it needs to appeal both to the ordinary persons and the paraplegic. That appeal is characteristic of the sports for the paraplegic. And, it’s the appeal that the ordinary person haven’t tasted. The mobility sport that has the appeal for both the ordinary person and the paraplegic is set up with one found out from the sports for the paraplegic.
  • 小松 潤, 栗原 克明, 平田 克二
    p. 194
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    Barrier-free design technique of equipment space in which the design techniques various now are taken, it experimented in design examination using the cooperated type design system using Internet connection type virtual reality space by the system which can design by cooperation space between multiuser and a remote place. Moreover, in the system, the virtual human body model was made, it utilized, and a course of operation, vision evaluation, etc. at the time of use of equipment space were considered. Design evaluation of equipment space using the virtual human body model was performed in virtual reality space, and the technique to visualize was examined.
  • 「はじめてのEメール」プロジェクト
    浅野 智, 酒井 英典, 矢野 達則, 田中 巧美, 大室 博幸, 鎌田 裕人
    p. 195
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    In 2002, Yokohama Digital Arts Collage and Ricoh Co. Ltd., launched an internship program which is aimed at the contribution to the society. In the program, we developed the educational contents which help the auditory handicapped people’s e-mail operation. To pursue the human-oriented design and high-usability, we conducted many user-tests by IT weak such as auditory handicapped people or old people. This is a report of the program.
  • —ユニバーサル·コンテンツの実現化
    山崎 和彦, 笹島 学
    p. 196
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    The purpose of this study is to explore a design methodology for a company Web site from a universal design viewpoint. This paper describes a proposal for a universal Web site design approach, which consists of universal browser, universal content, and universal transcoding. This paper focuses on the universal content and how it includes various adaptations for items such as the layout, images, terminology, user interface, voice output, and a consistent Web structure. To develop a Web site based on this approach, a design method is proposed using XML, and our description includes design templates for each user segment and a unified database with user information.
  • 山崎 聖子, 蓮見 孝
    p. 197
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    This is research on town planning performed for Mitsukaido-shi. For the people who lives in Mitsukaido-shi, the three-generation map was used and investigation about the play at the time of childhood was conducted. Furthermore, the result of a three-generation map is considered from the viewpoint of ecosofy, a keyword required for town planning of Mitsukaido-shi is extracted, and it is town planning of Mitsukaido-shi. Directivity was proposed.
  • 根本 優子, 三橋 幸次
    p. 198
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    This is a kind of study to find out new possibility of our communication style. I’m reconsidering function and meaning of space and product and pursueing the possibility of communication through product and space. This is stress called “disagreeableness” in public space where many and unspecified persons gathering. The purpose of this study is proposing new communicate device and modify the stress of people. Therefore, Keeping a proper distance is thought a moral act and it’s commonsence. However, almost public space has only small space and people fell disagreeableness. This study is proposing a tiny and provocative of smile communicate device, and it’s modify the stress.
  • ∼駅前広場の景観について: その23 市街地の変動が景観上潜在している場合の考察1 (姫路駅 — 東京駅間) ∼
    澁谷 俊彦
    p. 199
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    I am investigating landscape of station plaza, since 1987. The subjects of this study are the chief city station plazas from Hakata station to Tokyo station, and the terminals along the Yamanote Line. I have compared the detailed map(jyutaku map)changes with the research photographs on-the-spots changes. The objects of this study are hidden changes of urban districts, hidden construction, demolition work, etc.
  • 情報のフィードバックを目指した新しいタイプの提案
    金子 哲大, 岩崎 葉子, 川上 秀人, 本郷 文夫
    p. 200
    発行日: 2002年
    公開日: 2003/07/08
    会議録・要旨集 フリー
    This study is searching the new technique of the environmental design by designing the monument of SEMINARIO in Kitaarirma-cho, Nagasaki Prefecture. It is a purpose to secure the possibility of the renewal of the information, by considering the installation act of a monument the preparation of the topic of the bulletin board of the internet.
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