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Based on in-situinvestigations realized in China, Da Hinggan Ling, in the habitation area of the Elunchun people
Haidong Wang, Akira Ueda, Kiyoshi Miyazaki
Session ID: E11
Published: 2006
Released on J-STAGE: August 10, 2006
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In this paper, the authors discussed the characteristics of birch-bark craftwork culture that inherited by the Elunchun people in the Da Hinggan Ling region of China. The research is based on documentary literature and a field survey. As a result of investigation, it can be said that characteristics of Birch-bark culture of Elunchun People are: (1) "resource recycling," (2) "utilize a thing to the full," (3) "co-evolution through existence and symbiosis," (4) "production for the needs within the community," (5) "the culture that handed down from generation to generation, " (6) "culture of mutual aid," (7) "being inseparable from the climate of one's native place."
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Koichiro Kakiyama, Toshiaki Uchiyama, Toshimasa Yamanaka, Akira Harada
Session ID: E12
Published: 2006
Released on J-STAGE: August 10, 2006
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A large labor is necessary for investigation analysis that uses the multivariate analysis. In this research, we proposed the solution. Concretely, the viewer that two axes selection and drawing graph in analysis that used multivariate analysis becomes easy was developed.In this viewer, when the data of the form like "Label name, numerical value (one axis), numerical value (two axes), numerical values (three axes), and cluster numbers" is input to "INPUT FIELD", it is drawn to the graph in three dimensions automatically. In the future, we want to develop it into synthetical system that smoothly supports consideration and interpretation of analytical result.
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Li Yang, Akihiro Hotta
Session ID: E13
Published: 2006
Released on J-STAGE: August 10, 2006
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Graphic symbols are very important in visual communication. But lots of symbols are similar to others with their shapes, or their meanings in different fields. That makes users confused to recognize them, and always make false recognition. To resolve this problem, this report aimed to discuss the relations between the meanings and the shapes of the graphic symbols, and to find the appropriate shapes to express the meanings of the graphic symbols. 656 graphic symbols were selected from 18 different fields and were analyzed with their meanings and shapes by cross table. As the result, we find some pairs of meanings and pairs of shapes are always used to express the graphic symbols, and some of the specific meanings were always expressed by some of the specific shapes.
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Chun-yi Wong, Akira Ueda, Kiyoshi Miyazaki
Session ID: E14
Published: 2006
Released on J-STAGE: August 10, 2006
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Consideration based on the survey in Fukushima
Nobumasa Takahashi
Session ID: E15
Published: 2006
Released on J-STAGE: August 10, 2006
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The information technology that they called CG and DTP was the technology that design work of the present age cannot miss, but in late years the opportunities when a student learned CG and DTP of even a normal junior high school and senior high school increased. As for the reason, "information of education" has the millennium project that the government promotes. In addition, the reason is because classes to handle information education increased. I did this study for all junior high schools and a senior high school in Fukushima, and investigated the actual situation of CG education. On the basis of the result, I tried to consider design education in the future.
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A Method of Evaluation for Works in 2-D cpmposition
takeshi kinoshita, hidetaka okamoto, atsushi osa, yasunori kouno, hide ...
Session ID: E16
Published: 2006
Released on J-STAGE: August 10, 2006
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In this study, we assumed two evaluation rules for 2-D composition on education of basic design, and proposed a quantitative method to evaluated students' works using digital image processing.The ordinary method for evaluation on regulations: "area, brightness dissimilarity" did not consider these rules. We compared the evaluation by the proposed method with that by a professional instructor to verify the rules and the method. This result showed better correlations between those evaluations.
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Min-Yuan Ma, Mo-Li Hou, Li-Tan Tseng
Session ID: E17
Published: 2006
Released on J-STAGE: August 10, 2006
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Nurturing creative ideation skills is through visualizing, sketching, and drawing (Hubel & Lussow, 1984). Therefore, this study is aimed to analyze the characteristics of image edification teaching materials and probe into the relationship between four abilities of Williams' creativity and ten samples of image edification teaching materials.According to the results of interview and evaluated, different characteristics influencing the different abilities of Williams' creativity are found. And it could be integrated and applied to creativity edification in the future.
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Sachiko Hirota, Michio Miyazaki, Yoichi Tamagaki, Yoshie Kiritani, Yas ...
Session ID: E18
Published: 2006
Released on J-STAGE: August 10, 2006
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The purpose of this research clarifies a current problem of the teaching material site for a Japanese teacher. And, I present the example of using it. I found the common feature between the teaching material use and the design process where learner's characteristic had been considered. And, I analyzed it from the design process. The analysis index is "Heuristic Circuit". The analysis object is an object as for 11 site 2,193 items. As a result, I led five problems.This consideration presented the teacher the study scene with Web teaching material. I investigated hearing to a Japanese teacher as a verification.
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Hisanori Sasaki
Session ID: E19
Published: 2006
Released on J-STAGE: August 10, 2006
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This paper presents at first an ideal method of Web design education that I considered at the time of curriculum reorganization in my university. Next, the contents of lessons carried out for realization of educational plans are shown.The following four aims are set up as the educational plans. (1)Improvement of ability to catch trends, (2)User Centered Design, (3)Proposal design to society, (4)Upskilling of communication ability. The lessons are practiced towards achievement of these plans now. As a result of using the M&P method and the KJ method as measures for "catching trends" and "communication skills", it turned out that these are effective methods.
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HeeKyung HAN
Session ID: E20
Published: 2006
Released on J-STAGE: August 10, 2006
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Noriko Sato, Haruyo Kurose, Naoki Wakabayashi
Session ID: E21
Published: 2006
Released on J-STAGE: August 10, 2006
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In this study, we carried out several times questionnaires to improve a class of design education.And it reports the findings and problems.We intended for the student who was a second grader in a media department of Tokyo University of Technology in 2005.In this report, we investigated it about interest for a class of information design of a student and the consciousness that it is hard, a field of an interesting design.As a result, as for the interest and the consciousness that it is hard, as for appearing, there was a change in how to catch students after the front that took a class.And the count data showed that a student was interested most when it was a design work about music.
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Haruyo Kurose, Noriko Sato, Naoki Wakabayashi
Session ID: E22
Published: 2006
Released on J-STAGE: August 10, 2006
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In this study, we examined a class of design education and materials in "the basics knowledge of design".It reports the findings and problems .Objects are second graders of a media department of Tokyo Univercity of Technology in 2005.It analyzed an improvement point of a class of design education from the design works that students submitted and an opinion by a questionnaire.As a result, we understood a degree of difficulty and insufficient informations for materials.Therefore we change a class of design education and materials an improvement point for the cause in future.
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Masayuki Shigemura, Katuhiko Shimada, Tomohiro Ohira
Session ID: E23
Published: 2006
Released on J-STAGE: August 10, 2006
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A models in CG the growth such as the plants of the natural world in the mathematical principle and makes to the image is generically called form generation.There are various methods in the form generation is formed to the one and the unit changed from the unit into complex form mutually like mouth of a river Hiroshi Ichiro's and Karl Sims's works, and there is a sutdy that changes into a complex form, too. A single circle is generated in this latter standpoint this time, and a constant numberscrapes up and generates a complex form. Moreover, there is outside in the forming process lives in a final purpose to pursue modeling the mathematical principle of the form generation. In this research, the process of generation is made an algorithm as the target introduction stage, the programming is assumed to be 2-dimension animation, and the form generation process is expressed.
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Hiroshi KONO, Etsuo GENDA, Akifumi MAKINOUCHI, Shozo TOBIMATSU
Session ID: E24
Published: 2006
Released on J-STAGE: August 10, 2006
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This research makes the digital human, and visualizes the characteristic of the cranial nerves disease patient with the movement difficulty by the cooperation of the researcher of different 3 fields of Kyushu university. Our purpose is to visualize the characteristics of the Parkinson's disease patient, and to show the visual information to a general user, a person engaged in medical science, and medical students through computer animation. We constructed computer graphics based on the following data: the motion capture system, electromyogram recorder, foot pressure distribution measurement device, and in addition, the three-dimensional scanner and photographs and high definition video to record testee's measurement data. The analysis of the medical specialist was adopted based on the data which got it from the above experiment, and we visualized the walk animation of the patient and a change in the amount of muscle electric discharge by the computer graphics.
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A Study on Construction of Evaluation / Diagnostic System by Quality Karte -3
Shinsuke ISHIBASHI, Haruka SOGABE, Yoshitugu MORITA
Session ID: F01
Published: 2006
Released on J-STAGE: August 10, 2006
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In this research, it investigated using the "Quality Karte" currently developed in Evaluation / Management section Kyushu University User Science Institute about what kind of gap arises in evaluation of a design by the difference in the living environment of a country, an area, etc. The masterpiece chair in the world was made applicable to evaluation, and it investigated by making six nations of Europe and Japan into the region. "a difference in a lifestyle", "a difference in a feeling of a scale", "liking of a material", and "a feelings to the designer of own country", were able to be extracted as main factors which cause gap as a result of analysis.
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A study on Construction of Evaluation / Diagnostic System by Quality Karte-2
haruka sogabe, shinsuke ishibashi, yoshitsugu morita
Session ID: F02
Published: 2006
Released on J-STAGE: August 10, 2006
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We took notice of the language which is one of the means of intention understanding.If evaluation criteria can be made with an easy linguistic expression, it will means that the design evaluation by various evaluators is attained. Then, we decided to build an evaluation index from the examination comment of each design prize. And we read a lot of examination comment and performed classification and arrangement. Then,We extract evaluation elements and evaluation indexs are expressed by the easy text. Since it was necessary to use evaluation indexs practically, the case study was carried out. And the problems of evaluation indexs were extracted in the case study, and the evaluation indexs have been improved.
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A study on Construction of Evaluation / Diagnostic System by Quality Karte-1
yoshitsugu morita, minako ikeda, haruka sogabe, shinsuke ishibashi
Session ID: F03
Published: 2006
Released on J-STAGE: August 10, 2006
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This research aims at building the system of new evaluation and diagnosis. It is not unitary evaluation by a specialist. It is the aggregate of evaluation criteria which various evaluators can evaluate. (Various evaluators are a maker,a provider and a receiver.)We named it 'the quality karte'. We visualize gap of the evaluation which originates in the difference in an evaluator's position from quality karte investigation.And the factor of the gap is spied out and the technique for solution is built. we think that these systems are useful for a production activity. Moreover, we have a role of supporting institution by carrying out the network of the evaluator and alliance system.
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Yu Kimisima, Hideki Aoyama
Session ID: F04
Published: 2006
Released on J-STAGE: August 10, 2006
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In the current design processes, creating physical models needs a large amount of time. One of the strategies for this problem is to use virtual models instead of physical models. Virtual models are digital models constructed in computer. Designers want to touch designed models in the evaluation process. To cover the defect that virtual models can not be touched, this paper proposes an hybrid model which can be touched and can be created easily like virtual models. The hybrid models are realized overlaying virtual models on physical models using mixed reality technology.
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Diagnostic Systems configuration by a Quality Karte 5
Minako Ikeda, Keiko Ihara, Tokiko Tsumemaru
Session ID: F05
Published: 2006
Released on J-STAGE: August 10, 2006
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This research aims at providing bench marks to consider the appropriate forms for making "Quality Karte, design evaluation/diagnosis systems" business. For this purpose an investigation on concepts and activities concerning design support/promotion, management form etc. of design centers in foreign countries and domestic design support organizations was undertaken. A database with about 530 data was constructed. By analyzing them, it might be possible to categorize the organizations from different aspects and extract some patterns. For the next step making 3 types of models is intended: "business environment", "regional alliances" and "organization".
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A Study on Construction of Evaluation/Diagnostic System by Quality Karte -4
Kanji Kato, Yasuyuki Hoshikawa, Yoshitsugu Morita
Session ID: F06
Published: 2006
Released on J-STAGE: August 10, 2006
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It is necessary that a developer evaluates that consideration for needs of older persons and person with disabilities in the process of the product development. A developer has to verify not only technical consideration but also user's sensitivity.This study tried to identify the technical consideration of a product, in order to be accommodate the user's sensitivity.For case study several interviews were carried out with 13 persons, including older and disabled people.Our interview focused on defining the user's needs and problems. According to the results of our survey, this study found out the evaluation index of the older and disabled people's needs.
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Min-Yuan Ma, Li-Tan Tseng, Mo-Li Hou
Session ID: F07
Published: 2006
Released on J-STAGE: August 10, 2006
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The Yilan International Children's Folklore and Folk-game Festival is very important and famous event in Taiwan. In order to keep the advantages effectively for this festival, the purpose of this research is to find out the attractiveness for by using Evaluation Grid Method (EGM). 25 participators were interviewed by EGM.In the results, there are five parts from original evaluation items that found by EGM: (1) Enjoying water games, (2) Enjoying shows and activities, (3) Environmental ambiance, (4) Exhibition, and (5) Souvenir. These results would be helpful to handle advantages for The Yilan International Children's Folklore and Folk-game Festival.
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NAMGYU KANG, SUNGHEE LEE
Session ID: F08
Published: 2006
Released on J-STAGE: August 10, 2006
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This research is a design approach to improve a gripping style, when an autism child grips a pen. A design process in this research was based on communications of the students who have an experience design and the students whoes major is autism. The communications on both sides by the participation of the client were done from the first stage of design process. As a result, the effective design for the autism child was able to be offered by this research. Especially, the method of causing a natural action according to the design of pen was effective to correct an autism child's gripping style.
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Yoshifumi Tsuchihashi, Toshiharu Taura, Yukari Nagai, Naotaka Noguchi
Session ID: F09
Published: 2006
Released on J-STAGE: August 10, 2006
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The operation of electronic tool available now is very complex because of its multifunction and miniaturization. Therefore it becomes insufficient only by the approach in such as interface to make electronic tool comprehensible. It was considered that the user came to be able to learn the usage of electronic tool smoothly when anxiety to the electronic equipment was reduced. In this research, to investigate the relation of anxiety and learning process, two experiments were conducted. As a result, it was proved that the learning on the usage of the tool become sooth when the anxiety is low.
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Chien-Hsu Chen, Fong-Gong Wu, Shun-Kai Zhung
Session ID: F10
Published: 2006
Released on J-STAGE: August 10, 2006
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With growing of technologies, multimedia as an important role of teaching material while transmitting knowledge to students. It provides potential benefits of incorporating dynamic multimedia in knowledge maps when they are to be used for learning. However, the traditional media, the static images or animations, is not enough anymore in the interaction between user and learning content. Therefore, many researchers point out the AR offers unique educational benefits such as a seamless interaction between virtual and real communicative environments. Besides, the seamlessness between physical and virtual objects in AR environments presents new teaching/learning strategies even for children with limited computer experience. But, these AR educational systems don't explain designing procedure of these teaching systems. In the other words, the designing procedure of these teaching systems is called a kind of black-box way. Therefore, in this study, we proposed to use concept mapping as a tool for designing interactive teaching system with AR technology.
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Tamotsu MURAKAMI, Mei Cheng LIU, Hideyoshi YANAGISAWA
Session ID: F11
Published: 2006
Released on J-STAGE: August 10, 2006
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The aim of this research is to identify affordance features of input devices and then try to see if they can be formularized by quantifiable physical properties of the device. A hypothesis in this research is that affordance features can be explained by their association with physical properties or phenomena which people have seen or experienced. If affordance features can be explained by physical properties and formularized, then it would allow designers to strengthen target affordances and reduce unwanted affordances for better design. Some experiment results show effectiveness and feasibility of our approach.
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Fong-Gong Wu, Jing Hong Zheng, Chien-Hsu Chen
Session ID: F12
Published: 2006
Released on J-STAGE: August 10, 2006
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This research evaluates the usability of browsing the internet through semiology and cognition. It divides the internet browsing behavior into verb and function to design the gesture inputs. It is designed using the four characteristics of the sign language (shape of the hand, direction of the hand, motion of the hand and location of the hand relative to the body.) to find the connection between sign language and the characteristics of hand action. Evaluation of confusion is further used to evaluate the recognition rate of using gesture inputs for internet browsing.
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Design in infant medical treatment for child
Takayuki Shibata, Akira Okazaki, Shigeyuki Naito, Yoshitaka Kikkawa
Session ID: F13
Published: 2006
Released on J-STAGE: August 10, 2006
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The hospitalized child suffers to sadness more than imagination and feelings that blame oneself. Those measures have been entrusted to nurse and child life specialist. However, when use the tool for the measures, the tool of plaything, doll, and priparation is the quality of design greatly influences the effect of priparation (Priparation : The nurse explains to the juvenile patient with a comprehensible word and the tool for treatment and the operation.). A good design of efficiency is necessary to improve child's effect of the recovery for all objects of the isolated space of hospitalization. The purpose of this research is a proposal for tool to assist nurse and design of system that connects priparation room.
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kouki itoh, kouji onda, akira okazaki, shigeyuki naitoh, yoshitaka kik ...
Session ID: F14
Published: 2006
Released on J-STAGE: August 10, 2006
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Katsuo INOUE, Masaki DOI, Kouki ITOH
Session ID: F15
Published: 2006
Released on J-STAGE: August 10, 2006
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As the method of research, image words contributed to the attitude of purchasing the lighting equipment design were calculated by multiply regression analysis, and cognitive parts affected to each image word of the lighting equipment design were extracted by rough sets. Five image words "not-satiety, like an adult, not old-fashioned, style in living room, Japanese style" in sixteen contributed to purchasing were calculated using the data evaluated into five steps about each image word on the subject of thirty students. Next, the relationship between four images and cognitive parts was extracted based on the decision class using the data of each image word and an attitude. From the result, the hierarchical relation from the attitude to cognitive parts about purchasing has been clarified. Furthermore, after making design concepts from the result, three design sketches were proposed. And, verification of sketch proposals was also conducted.
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design and evaluation items of experience design
toshiki yamaoka, kazutomo kanbara
Session ID: F16
Published: 2006
Released on J-STAGE: August 10, 2006
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Yuta Ikemachi, Yoshiki Ujiie, Yoshiyuki Matsuoka
Session ID: F17
Published: 2006
Released on J-STAGE: August 10, 2006
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Shigeru Furuya, Yoshiaki Kudo, Yoshiki Aoki
Session ID: F18
Published: 2006
Released on J-STAGE: August 10, 2006
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This Study investigated some cases of design manner based on a "story" for development of the manner elevated experiential value. There is a possibility to bethink the images of the cases based on the world of the story for the experiential value from user's daily life. The experience is bethought next experiential value. The structure(base of story - the content - the content of experiential value) for decision of experiential value is the following steps. 1) world view - rule and theme - experiential value 2) scenario - institution and stream - institution for understanding experiential value 3) scene - condition of using article - real experience based on experiential value
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design and evaluation items of service engineering
MIKA KAJITANI, TOSHIKI YAMAOKA
Session ID: F19
Published: 2006
Released on J-STAGE: August 10, 2006
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The extraction and the relation between the design and the evaluation item for modeling and the service construction of the structure of the service experience were considered. The occurrence of "Result" - of "Communication" -"Feelings" between man and man or man and the system constructed the becoming it model referring to acknowledging awake the model of Nasakeugo of Shactar. It questioned chiefly for the businessman to clarify this model.The design and the evaluation item of 16 kinds of "Result" like clear disseminations etc. and 7 kinds of "Communication" like employee's performance etc. were obtained from result of the questionnaire. In addition, the relation between "Communication" and "Result" was investigated by the questionnaire by using seven kinds of above-mentioned "Communication" and 16 kinds of "Result" of eight services such as restaurants and hotels for 51 businessmen to examine the validity of the design and the evaluation item. As a result, the tendency to "Communication" and "Result" in each service and the relations between "Communication" and "Result" have been understood.
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Expressing personification by "Mitate" -1
Yoshiyuki Ariga, Shigeru Furuya, Yoshiaki Kudo
Session ID: F20
Published: 2006
Released on J-STAGE: August 10, 2006
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The person can construct a relation between virtual and artifacts by using "Mitate" method. This method has an excellent ability of acknowledging person existence by using affinity. We study the necessary conditions of the design for the artifacts that was constructed affinity to a person. As the result of the analysis by a rough sets system we have got two directions of the design for artifacts and some patterns of the combination of the property that contributed to the artifacts.
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Yuugo Hibayashi, Yoshiaki Kudou, Shigeru Furuya
Session ID: F21
Published: 2006
Released on J-STAGE: August 10, 2006
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We aimed to develop a robot's use and considered the possibility of the robot as media. That is, we treated a robot from the viewpoint of a media theory and clarified a robot's structure and character as media. First, we investigated a robot and media and made structure model of information processing. As the result, Information processing of a robot was divided into the upper layer and a lower layer. The upper information processing could be compared with information processing of media. Information processing of media had two types. The two are (1) Single function type and (2) Compound function type. Then character of the robot as media was "High Definition" and "Low Participation."
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Hirokazu Shinozaki, Yoshiaki Kudou, Shigeru Furuya
Session ID: F22
Published: 2006
Released on J-STAGE: August 10, 2006
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This research aims to clarify the mechanism of recognition of shape in each product and the criteria based on the resemblance for a digital audio player. At first, we judged the similar level by acknowledged part that the questionnaire survey by the paired comparison. Examines are four students who are majoring in the design and five ordinary users. Secondly, we were able to divide the feature of the recognition of shape into three groups of "Clear feature", "Composition of shape", and "Details". Finally, we clarified two features depending on the feature of shape in the structure of feature grasp of user. One is surface identification and the other is structural identification of distinguished by knowledge concerning of shape.
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Practice of Concept Engineering
yoshi kunisawa
Session ID: F23
Published: 2006
Released on J-STAGE: August 10, 2006
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Mitsuo Hirokawa, Katsuo Inoue
Session ID: F24
Published: 2006
Released on J-STAGE: August 10, 2006
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Recently, making design concept is becoming more and more important in designing and managing industrial products. The purpose of this study is to propose a method of aid to making design concept of industrial products. The method proposed in this paper is as follows. First, "Design values" are put in order by using portfolio analysis of Design values which clarify vague design values. Then a structure of product value is made to clear the vague design values. Cognitive structure which shows the relation between attitude, image and cognitive parts of product is one of the product value structures. Multivariate analysis or Rough set is used in those cases. After these operations, it is possible to reconstruct the product values and make design concepts.
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Akira Kondo
Session ID: G01
Published: 2006
Released on J-STAGE: August 10, 2006
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In this time, commercial products change "physical goods" to "user experience." In this paper, I think "user experience" is so called "service." Some researchers proposed "Service science" which will raise the curtain of this "service." Otherwise design research theme expand not only traditional design field like "products design" or "graphic design" but also "information design" or "user experience design." I feel "Human centered design" or "User centered design" are very useful to this issue.The purpose of this paper is to investigate practical cases and former researches, after that build the frame of "service design methodology research." In the last part, I propose future research plan about this theme.This research will co-operate both of academic field and business field.
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Noriko Koyama, Masayoshi Kubo
Session ID: G02
Published: 2006
Released on J-STAGE: August 10, 2006
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Kimono markets have a tendency to reduce since 1991's economic recession. But the other side,there is happening the Kimono boom in these years that a centering around young women. The purpose of this research is to investigate ownership situation and opportunity for wearing of Kimono. And that is to make clear whether this boom is related to consumer's activity and fashion. The result of investigation is found there is no relationship between Kimono boom and dairy wearing. And the user of Kimono is classified "6 user type model" that is different from purchase volition and other needs.
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Akiyo Morishita, Yoshihiro Ueda, Makoto Watanabe, Kazuo Sugiyama
Session ID: G03
Published: 2006
Released on J-STAGE: August 10, 2006
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Junko SHUTO, Akira Okazaki
Session ID: G04
Published: 2006
Released on J-STAGE: August 10, 2006
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In this text, it searches for a new utility value by knowledge and information's created there catching the play room in the children's ward as "Place" of the knowledge creation that the individual or the organization with the knowledge of all fields invents new information, and using the design for shape as a method.The SICE process is taken as a new knowledge creation of play room method to use the knowledge that gathers in the play room to its maximum, the method of extracting knowledge where the communication of the knowledge has been done by the medic and the child is not expressed easily in the language is necessary, and the design is used as the materialization method. Moreover, the design becomes easy to share knowledge each other by making it intervene from playing the role to promote the knowledge creation in all the processes of the knowledge creation it, and can use knowledge to its maximum.
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Shigeru Saigusa
Session ID: G05
Published: 2006
Released on J-STAGE: August 10, 2006
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The wooden inner wall that was able to create the patterns or the wall painting easily by user was produced by installing wooden tiles of various colors in the board of the back. Because nine years had passed after having produced this product, the performance of this product was visually investigated. As a result, the color of the wall faded a little, and some ruggedness was generated on the wall. However, the fatal flaw to which installed the tiles and the parts fell was not confirmed. By using the structure like this product, it was proven to be able to produce the wooden inner wall that was able to create the patterns and the wall painting of the favor easily.
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Kim Nam Suk, JUNG Chul-Oh, Kim Yong-seong
Session ID: G06
Published: 2006
Released on J-STAGE: August 10, 2006
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The study applied to a smart technology for every filed in the various countries of world is actively progressing. In the field of construction, a home-network market based on the smart technology is getting to occupy a position as a social issue. and lots of construction companies are taking part in the home-network market to take possession of a market and is investing for a marketing and a technical study in abundance. as a result, the concern for Household Housing of a future and for how to apply the material technology is getting increase.In this study, it has a understanding of such a neccessity and suggests the research of the room-space Module to apply the smart technology and a prototype of a house as a building device. and it predicts not only the development of the technology but also about how to change the home-space that we live.
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Focused on the bathroom space
Park Nam-Cheon, Jung Chul-Oh, Kim Yong-Seong
Session ID: G08
Published: 2006
Released on J-STAGE: August 10, 2006
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This study purposes the healthcare by defining smart technology and researching the current change of people's need for well-being in the bathroom space. In future, it is necessary to develop the bathroom Of varied purpose. With increasing interest in healthcare smart healthcare will be the major issues at smart home design. the study of the design a bathroom and figure out architectural relations how Smart Technology is applied in bathroom space and realizes a remote healthcare. The history of bathroom design and emerging with new technologies and a new healthcare-oriented bathroom space of the future, using smart technologies, will be explored in this thesis. Smart Technology System is technology information-oriented concept and settles itself as the big axis of the development of architecture. Therefore this study is the design plan of the remote control of health using Smart Technology System in harmony with the special property for hygiene space healthcare of bathroom
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Jin Won Jung, JUNG Chul-Oh, Kim Yong-seong
Session ID: G09
Published: 2006
Released on J-STAGE: August 10, 2006
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Integrating computer-aided design with computer-aided fabrication and construction will fundamentally redefine the relationship between design and construction. Rapid prototyping is evaluated as one of integration methods but it has been regarded as expensive and complex design evaluation tool and is only suitable for large mechanical design shops in automobile and aerospace industry. But current status of rapid prototyping is changing since the new generation of RP equipments, less expensive and more user-friendly, now can be installed and use in design firms. Simultaneously increasing use of 3D CAAD software is also helping to use rapid prototyping widely. Frank O. Gehry is the one who use these technologies for his design add-on values and famous for his non-linear building design with exclusive use of RP and CAAD software such as CATIA. It is crucial to acknowledge rapid prototyping technologies are not only for avant-garde architect such as Frank O. Gehry but ordinary 90% architects, who can have benefit from fast and cost-effective technology. As described above, this research will focus on how he can be benefit from these technologies and extract the factors from Frank O. Gehry's design process.
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Kim Young-Hwan, Jung Chul-Oh, Kim Youn-Seong
Session ID: G10
Published: 2006
Released on J-STAGE: August 10, 2006
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The fundamental level of ubiquitous computing, which should be achieved in advance to design smart home, is to set up the system to acquire information from the surrounded environments through the sensor network, using RFID and IpV6. These systems, called context-aware technology, are currently used for computer to predict the user's needs and respond to them by getting information from the surrounded environments such as temperature, humidity, light and motion. Since the ratio of residential buildings that are newly constructed is over 70% and these apartments has equipped with the most advanced network infrastructure in the world, the research for the design method like unit plan, using the application of context-aware technology, should be focused on these apartment environments. In this these, various context-aware technologies in ubiquitous computing will be classified and researched to achieve the design method of unit plan design for smart home.
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-Case Study on " Minoshima Project - Let's Go Out to Enjoy "
Ryoichi Tamura, Masahiro Kiyosumi, Kengo Saeki, Yoshitsugu Morita
Session ID: G11
Published: 2006
Released on J-STAGE: August 10, 2006
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This study examined an experiment conducted in Minoshima, Hakata Ward, Fukuoka City involving special events held in the community, their evaluation, and their relation to the factors of evaluation. Multiple regression analysis of comprehensive evaluation of the experiment and individual evaluation of nine events revealed four main types of events that affect positive comprehensive evaluation. Multiple regression analysis of the individual evaluations and the evaluation of six factors such as entertaining revealed four major factors that affect positive individual evaluation. It is considered advisable to plan and implement special events that would enhance such factor evaluations in order to enhance the comprehensive evaluation of such events in the community.
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Yoshimiti Endou
Session ID: G12
Published: 2006
Released on J-STAGE: August 10, 2006
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Gyougi , Kaku , and Samekomon design are known well as an Edo three major fine pattern. Especially, a Samekomon design was a popular handle among the Edo people.I think a Samekomon design to be attractive at the present age.Moreover, I think that I can use the design for the industrial commodity. But , It is difficult for us to make a Samekomon design. Then, I developed the Samekomon design making support software. The Samekomon design made with this software thinks firmness than that made by workman. However, The design has put out the atmosphere of a Samekomon design enough. I want to think about the application of this software, and a Samekomon design in the future.
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Yusuke Komatsu, Hideki Aoyama
Session ID: G13
Published: 2006
Released on J-STAGE: August 10, 2006
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Recently, CAD system has spread widely to streamline the product designing process. But its operation is too complex for designers and this obstructs further promotion of efficiency. This study is focusing on the phase of surface evaluation. Surfaces are evaluated by the pattern of highlight lines. When the desired pattern is not obtained, surface is modified by operators. To make this phase more efficient, surface refining system which is more usable for designers is proposed. The system re-constructs smooth surface which shows the required highlight lines entered intuitively by mouse or pen tablet devises.
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