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The Property and Structure of Hand-Drawn Punch Drawing that can induce Emergent Behavior in Teamwork.
TAKAAKI KUWABARA, YUGO ASAI, KATSUMI HAYAKAWA
Session ID: A1-01
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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This study focused on INTEREST and CURIOUS to examine the role and potential of the communicative aspect of hand-drawn punch drawing in teamwork. The relationship between INTEREST and CURIOUS and their high correlation with Piaget and Lowenstein's theory of curiosity were revealed. Furthermore, based on the correlations, we derived the property and structure of the hand-drawn punch drawing and indicated that communication through hand-drawn punch drawing from the initial stage of the design thinking process triggers emergent behavior due to the gap of missing information.
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A Trial・Planning a Sightseeing Tour of Tokyo Metropolitan Area for Chinese University Students: A Case Study
Makio Sasa, Kazuhiro Nakamoto, Jumpei Itagaki, Asuma Genei, Takeru Shi ...
Session ID: A1-02
Published: 2024
Released on J-STAGE: October 03, 2024
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Abstract: Despite the widespread recognition of design thinking in Japan, its practical application in inbound tourism planning remains limited. This study attempted to use design thinking to develop a personalized sightseeing tour of the Tokyo metropolitan area for Chinese university students. However, the results were unsatisfactory due to challenges such as poor workshop facilitation, mismatched themes and methodologies, and difficulties for participants. This research highlights the obstacles encountered when implementing design thinking in practice and provides recommendations for improving its application in creating tailor-made tour programs for international student groups.
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Zhenyu Ma
Session ID: A1-03
Published: 2024
Released on J-STAGE: October 03, 2024
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This research proposes a comprehensive sketching activity model that integrates a multi-parameter sketch taxonomy with the Uncertainty Driven Action (UDA) model to describe the use and role of sketches in the design process. By addressing the lack of a comprehensive framework, the model aims to mitigate intellectual issues within sketch inhibition, a phenomenon hindering the acquisition of core design skills among students. The model's development, composition, and validation through simulated scenario analyses are discussed, highlighting its potential to enhance the understanding of sketches' roles in design education and practice, and to support the development of design thinking and visual communication skills in the era of AI-reliant design processes.
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YANG SHUO, CHEN GUI RONG, ZHANG FEN RONG, HUANG YOU SHENG
Session ID: A1-04
Published: 2024
Released on J-STAGE: October 03, 2024
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Purpose: The study of design aesthetics is an important research content in the field of design studies. In order to explore the current research status and development trend of design aesthetics in China, literature in the field of design aesthetics research is collected, classified, summarized and analyzed. Method: A theme search on "Design Aesthetics" was conducted on China National Knowledge Infrastructure (CNKI), and 1550 valid literature were downloaded. Visual organization was conducted using CiteSpace 6.1. R6 version, and knowledge graphs were outputted and visualized from the perspectives of keyword co-occurrence, keyword clustering, institutional collaboration, author collaboration, timeline, and key word emergence.
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Rina Morohashi, Hayato Uchida, Takeo Kato, Akinari Hirao
Session ID: A1-05
Published: 2024
Released on J-STAGE: October 03, 2024
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Low back pain among office workers is a significant issue, with previous solutions including posture monitoring systems using notifications or stimuli to encourage better posture, which often increased workload or were less effective. Recent studies suggest that physical objects prompting posture improvement may be more effective and less burdensome than screen-based interventions. This study developed a system using a physical object to enhance posture proactively and assessed its psychological, cognitive, and physical effects. The experimental results showed the proposed system’s effectiveness by improving posture awareness and encouraging better posture without impacting task performance.
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Aesthetic Design of Motion based on the Inquiry Cycle
Shimon Honda, Hideyoshi Yanagisawa, Takeo Kato
Session ID: A2-01
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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In engineering design, product motion plays a functional and aesthetic role and enhances the emotional connection with the user. This study introduces a motion generation system that manipulates prediction error and fluctuations in prediction error to arouse curiosity and interest, which are important drivers in the inquiry cycle. Experimentation confirms that that effective design includes moderate deviations and variations in prediction error. This approach, based on the free energy principle, a unified theory of the brain, allows designers to create motion that is both functional and aesthetic.
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Nodoka Tsujikawa, Tomoya Yoda, Yuta Ozawa, Ruka Yonamine, Miori Miyaza ...
Session ID: A2-02
Published: 2024
Released on J-STAGE: October 03, 2024
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This study formulated the hypothesis that, "At electric vehicle (EV) charging stations, a digital home appliance-style design makes the product more attractive than a gas station-style design.'' The hypothesis was supported by the result of a randomized controlled trial. The effect is greater for those in their 20s-30s who are familiar with digital home appliances than for those in their 40s-60s.Therefore, practitioners need to strive to improve the design of accessories as well as the products themselves.
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Sayano Kutomi, Shiraga Seiichi, Akai Ai
Session ID: A2-03
Published: 2024
Released on J-STAGE: October 03, 2024
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In this paper, kansei evaluation were carried out to investigate the effect of edge height on desire of entering shell structures in virtual reality. The shell structure is through interpenetration paraboloid shell and it has 6m x 6m square plan, 4m center height and edge height range 2m to 6m.
The evaluation results explain as follows; 1) lower edge increased desire of entering score because of security and calmness , 2) higher edge increased desire because of lightness, 3) further higher edge decreased desire because of nervous and unreality.
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Myu Sato, Tetta Arahata, Honoka Sekiya, Hiyori Nagata, Miyu Furujo, Ta ...
Session ID: A2-04
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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Models appearing in advertisements influence the product image perceived by consumers. However, the effect of the model's facial expression is not well discussed. Therefore, the present study was conducted as a randomized controlled trial based on the hypothesis that smiling faces of Japanese models in advertisements may cause an excessive sense of familiarity and damage the attractiveness of products to Japanese consumers. The results of the study showed that smiling has a negative effect on product attractiveness in cosmetics advertisements, but that smiling does not have a negative effect in the case of Western models.
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Miharu Masumura, Ryoga Shimauchi, Marina Kamimura, Yuta Hagio, Hisayuk ...
Session ID: A2-05
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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This paper describes the results of a survey on the impact of a robot that expresses emotions while watching a program on people watching TV together, and the impression of the appearance of the TV-watching robot. The survey was conducted on the actual device version and the app version, and a total of 28 men and women in their 20s to 50s conducted an experiment on watching TV with the robot.
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Kazuha Sawada, Hideyoshi Yanagisawa, Takeo Kato
Session ID: A2-06
Published: 2024
Released on J-STAGE: October 03, 2024
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The aesthetic evaluation of shapes improves when recognize the additional regularity. In this study, we formulate the aesthetic evaluation of shape given by the additional regularity by modeling the relationship between beauty and three factors: shape order, complexity, surprise. The model hypothesize that beauty of shape has positive relationship with order, negative with complexity, and inverted U-shape relationship with surprise. Experimental results using combinations of primitive shapes support the hypothesis. Proposed model will assist designers to systematically create aesthetically pleasing shapes.
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Application development and verification during normal times through unit reconfiguration
Kanako Kuroyanagi, Iori Kanao, Koichi Sakata, Keita Tatara
Session ID: A3-01
Published: 2024
Released on J-STAGE: October 03, 2024
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We have designed a wooden modular unit system suitable for use in both disaster scenarios and everyday circumstances. The pillars and beams, constructed from lightweight lumber, offer strength and versatility, making them practical furniture and fixtures during disaster situations. Upon reconfiguration, these modules can serve as rest areas or food stalls for community events. If people are familiar with this unit system during regular periods, you can quickly assemble it in the event of a disaster. As examples of its regular application, we constructed temporary rest areas for a local market and temporary tea rooms for Japanese tea ceremonies, subsequently verifying their effectiveness.
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Yuya Motoie, Runa Sanaka, Moeka Hasimoto, Mika Maruyama, Takumi Kato
Session ID: A3-02
Published: 2024
Released on J-STAGE: October 03, 2024
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While the digitalization of services has had the great effect of reducing costs and improving convenience, it has also created a new problem: reduced opportunities for communication between store staff and customers. Therefore, in this study, we conducted a randomized controlled trial to examine the effectiveness of creating a sense of familiarity using nicknames and emojis, assuming the time of handing over products during mobile ordering at a restaurant. The result showed that using nicknames is more effective than using full names. We also found that adding a smiling face emoji can further increase attractiveness.
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A Case Study of Langdeshangzhai Village
yanru shen, UEDA Tomomasa
Session ID: A3-03
Published: 2024
Released on J-STAGE: October 03, 2024
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This article records and analyzes the modernization status of residential buildings in Langde Shangzhai from three perspectives: the main structure, additional constructions, and detailed elements. The reasons for the modernization of residential building facades can be summarized into four parts: the diversification of livelihoods, advancements in construction methods and materials, changes in preservation priorities and methods, and the integration of different ethnic cultures.
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Naoto ITANI, Kazunari TANAKA
Session ID: A3-04
Published: 2024
Released on J-STAGE: October 03, 2024
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After Covid-19, the number of teleworkers is increasing, and they have some opportunities to think about living environment.However, some people say that the noise problem is becoming more serious. Especially, voice of playing children is issue discussed in Japan. Thus, we focused on cognitive distance based on auditory information. The purpose of this study is to compare cognitive distance with brainwave. We created experimental environment for capturing cognitive distance based on auditory information, and we conducted two experimental investigations. As a result, we could consider the relationship between cognitive distance and brainwave.
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Using Good Design Award and Red Dot Design Award as Examples
Yutaka Takei, Hiroki Sato
Session ID: A3-05
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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To investigate the differences in evaluation perspectives between the Good Design Award and the Red Dot Design Award, we conducted text mining analysis targeting works that have won both awards. Comparing the frequently occurring words and their co-occurrence relationships in each, we found that the Good Design Award tends to emphasize consumer-centric evaluations such as usability and appearance, while the Red Dot Design Award tends to prioritize producer-centered evaluations from a more technical perspective.
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Runa Narita, Daisuke Morioka
Session ID: A4-01
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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Handrails are used in various situations because they are easy to install. However, very few studies have focused on the loads applied to handrails. In this study, we analyzed the mechanical load acting on a staircase handrail during an ascent motion. Strain gauges and triaxial force sensors were used to measure the pure force applied to the handrail during grasping. Ten healthy subjects (Age: 23.3 ± 3.6, body weight: 68.2 ± 17.3 kg) were asked to cooperate in a stair-climbing experiment. As a result of the experiment, the subjects grasped the handrail with about 170.0 N during the ascending motion. In addition, they pulled and pushed the handrail during the ascent, and the tensile force and the pushing force were 7.36 N and 16.5 N, respectively.
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Do Dark Patterns affect Subjective User Experience?
Lei Luo, Masato Takanokura
Session ID: A4-03
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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User experience (UX) significantly influences customer purchasing decisions and garnered widespread attention. There are few studies using UX retrospective methods with shopping websites. The aim of this study is to evaluate interface design on four popular shopping websites in the world using the UX curve and the walk-through method. Seven students participated in design evaluation to record how UX changed over time while operating them to purchase PC monitors from two perspectives(satisfaction, attractive). We also investigate how UX is affected by Dark Patterns.
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Do people sympathize with objects of low value?
Shuna Endo, Yoshie Kiritani
Session ID: A4-04
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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We used a psychological experiment to study whether objects that does not have any living-like characteristics evoke sympathy when they are given a low value, and whether sympathy induces a positive impression. In the experiment, participants were asked to evaluate their impressions of abstractly shaped objects that were given different value. The results showed statistically that the low-value group was more likely to receive sympathy than the high-value group. However, we could not verify whether the sympathy produced positive impressions.
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Creation of questionnaires
Yoshie Kiritani
Session ID: A4-05
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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This is a pilot study to develop two questionnaires on instant messenger (IM) use and personality traits among young people. The target ages were 15, 18, and 21. In Study 1, a web survey (N = 300) was conducted, and factor analysis revealed that IM use scale had a four-scale structure: use of LINE, concern, use of emojis and stickers, and use of Instagram. In Study 2, web surveys (N = 267) examined scales of empathy, conformity, and cognitive failure developed in previous studies. The result of factor analysis revealed that the scale of empathy needed to be improved once again. Further study will be conducted by changing the measurement period and participants, and the scales will be developed.
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Collect and Analyze the Data Necessary for Constructing Focus Assessment Logic Based on NIRS
Wenxi Dai, Yusuke Ashizawa
Session ID: A5-01
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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With the advent of the information society, technologies for extracting information such as actions and emotions from cameras have been advancing. Among these, there is a growing demand, particularly in educational settings, for measuring concentration levels. While attempts have been made to identify these using methods such as measuring events caused by changes in blood flow using fMRI or EEG, as well as measurements like heart rate and blinking, no established method exists yet. In this study, focusing on measuring concentration levels during online learning, we attempted to identify regularities in behavioral changes during concentration by comparing changes in blood flow measured by fNIRS and behavioral changes measured by cameras, as well as comparing them with subjective assessments from the participants. As a result, it was concluded that it would be difficult to identify regularities.
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Implementation of the Course 'Introduction to Conceptualization and Ideation' at Nagaoka Institute of Design and its Learning Outcomes"
Junpei Itagaki, Makio SASA, Kazuhiro NAKAMOTO
Session ID: A5-02
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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This study aims to consider and reassess the approach to the first-year experience in design through lecture-based courses, focusing on the newly introduced compulsory course "Introduction to Conceptualization and Ideation" at Nagaoka Institute of Design in Niigata prefecture, started from the academic year 2023. Additionally, it seeks to identify factors conducive to linking subsequent practical exercises and workshops following lectures.
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Seima Ishimori, Yoshie Kiritani
Session ID: A5-03
Published: 2024
Released on J-STAGE: October 03, 2024
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This study examined the effects of gaze guidance and presentation speed on comprehension and readability of Japanese sentences in Japanese reading comprehension using RSVP. The results of experiments in which guidance to the gazing point was varied suggested that reading comprehension using RSVP without gaze guidance was easier than reading comprehension using RSVP to understand the content of speech. The results of experiments in which the speed of RSVP presentation was varied also suggested that reading knowledge sentences in a general horizontal reading style was more comfortable.
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Yukiyo Seri
Session ID: A5-04
Published: 2024
Released on J-STAGE: October 03, 2024
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This paper aims to clarify the characteristics of harassment, including so-called “sexual harassment”, at art universities, with an analysis of recent group activities initiated to prevent harassment. Harassment is defined as offensive behavior and an infringement of a person’s rights that extends beyond the boundaries of an academic job description. Many of universities have established rules to prevent harassment; however, universities of art require distinct rules than other general universities because of the specific relationships among people in the art world. This study presents a specific perspective for organising activities to prevent harassment at art universities.
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Study on Menotech Design
Yan Liu, Hiroki Sato
Session ID: A5-05
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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This study conducted interviews with perimenopausal and premenopausal women to uncover issues related to their daily lives and menopause care, as well as their needs regarding Menotech. It examined potential directions for future Menotech service design and distinguished between positive and negative factors through thematic analysis. The needs of menopausal women encompass maintaining a healthy lifestyle and receiving emotional support, while appropriate measures may include hormone therapy and herbal remedies. There are problems of work-family harmony, health issues, and access to information. Moving forward, a comprehensive approach should be adopted to provide suitable information and support.
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Based on a validation focused on planning and development workplaces.
Wataru Kurihara, Atsushi Hasegawa, Takuma Ishikawa
Session ID: A5-06
Published: 2024
Released on J-STAGE: October 03, 2024
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In this paper, we focus on the fact that "information gathering and knowledge creation," which is the gateway to failure learning, has not been progressing in planning and development workplaces in particular. Based on the literature review, we developed and verified a program called "Failure Yokai-ization Workshop," which utilizes yokai culture as wisdom. As a result, we confirmed the possibility of the five values and the three aims of the workshop, and concluded that the theme of yokai and the process of yokai-ization may be effective in failure learning.
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Nene Sakura, Shigeya Yasui
Session ID: A6-01
Published: 2024
Released on J-STAGE: October 03, 2024
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The jellyfish enthusiast author seeks to create a device projecting jellyfish scenes in their room, facilitating relaxed living. This study aims to understand optimal jellyfish ecology and preferred engagement distance to design an interactive projection. By comparing elements fostering a moderate connection, the project intends to determine design requirements ensuring sustained interest, providing insights into the author's subconscious "Bo-" experience. Through projecting jellyfish scenes, this research delves into the author's daily moments of relaxation.
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Design research for a tourist base in Akune City, Kagoshima Prefecture
Mai SUGAWARA, Mei TANAKA, Ayane SATO, Hidekazu ISHIKAWA, Risa KIMURA, ...
Session ID: A6-02
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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This paper discusses a design game for a co-design workshop between tourists and local residents. This game has two aims: 1) to create the playful mind of thinking together from different perspectives; and 2) to generate random verb combinations using a capsule toy machine as a device to generate a wide range of ideas for tourism experiences. We have conducted this game in co-design workshop and discussed its effectiveness. We conclude that the developed design game works well as an idea-generating device and contributes to creating playful mind when people work together in different perspectives.
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Through an Examination of the Practice of the 'Design Alternative Realities'
Keisuke Shimakage
Session ID: A6-03
Published: 2024
Released on J-STAGE: October 03, 2024
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In this thesis, I will position the exhibition 'Design Alternative Realities' within the context of the aforementioned Art Based Research, multimodal cultural anthropology, Research through Design, etc., and examine the methodology used in this exhibition to clarify its characteristics. Additionally, at the Maebashi Film Festival held on January 14, 2024, a video work based on the records of this exhibition was presented. I will consider this video work itself as a new methodology for archives and elucidate its characteristics as a methodology for archives.
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Analysis of Elementary School Teachers' Work Using Work Models
Atsushi Hasegawa, Fuka Wakasa, Yutaro Kori, Mio Sano, Akira Akira, Tos ...
Session ID: A6-04
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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This study applied work model analysis, one of the design research methods, to understand the learning environment of students with dyslexia and visualized the documentation practices of elementary school teachers. As a result, findings were obtained regarding environmental factors that influence dyslexia support, such as the diversity of teachers' documentation and unique teaching practices. The results also suggested that work model analysis contributes to understanding learning disabilities. This method is expected to contribute to developing support measures based on a social model of disability.
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A Case Study of Lectures at The Liberal Arts University
Tomoyuki Shigeta, Tomohiro Uemura, Yasunobu Ito
Session ID: A7-01
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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The purpose of this study is to clarify what creativity in design thinking is by positioning the creativity arising from group work in classes using design thinking as collaborative creativity and focusing on changes in these activities and analyzing them. In addition, the analysis method was examined in the analysis. Specifically, the method involved diagramming the content of the conversation and extracting patterns of behavior. The results of the analysis revealed that the students elaborate their designs by changing the relationship between the question and the solution in the design process.
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Creating Educational Goals Using Rubrics as a Stepping Stone
AYUMI KIZUKA, KAORI UEDA
Session ID: A7-02
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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This study proposes an education that uses e-textiles as a subject matter to expand the perspective from a human-centered design perspective to a humanity-centered design perspective. Rubric evaluation items were developed based on six educational examples. Based on the results of the validation, we designed eight educational modules and a framework for collaboration with three worksites in order to broaden the perspectives. By implementing this e-textile education, we think that learners will be able to understand the meaning of their design activities and artifacts from a broader perspective than previous. We will continue to test this education.
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Yuko Mizuno
Session ID: A7-03
Published: 2024
Released on J-STAGE: October 03, 2024
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Since the mandatory employment of individuals with mental disabilities in April 2018, Japan has been focusing on promoting employment for individuals with disabilities; however, the low retention rate of individuals with mental disabilities in the workplace has become a challenge.
This paper explains the process of developing supportive educational materials aimed at addressing the challenges of employment for individuals with mental disabilities, utilizing the power of design and collaborating with facilities supporting employment for individuals with disabilities (employment transition support office).
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Erika Ashikaga, Miki Yokoyama, Ayaka Shima, Katsuta Matsuura, Atsunobu ...
Session ID: A7-04
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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In order to live in Well-being, it is important to form "motivation" through a cooperative approach. Previous studies have expressed one aspect of "motivation" formation by measuring indices such as motor function. We thought that the Self-as-We Scale could be used to express the "motivation" formation in the interaction with the surroundings and the environment, so we practiced using the "VR travel workshop" as a subject. As a result, it was suggested that it is possible to show the usefulness of the scale by increasing the sample size in the future.
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A Case Study of Create an Explicit Knowledge about Method of Collaborative Knowledge Exploration in Organizations
Chiemi Taki, Ayumu Nishimura, Atsushi Homma, Masanori Tabata, Tatsuhar ...
Session ID: A7-05
Published: 2024
Released on J-STAGE: October 03, 2024
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In this study, we examine the relationship between activities related to organizational knowledge management, such as turning tacit knowledge into explicit knowledge, and design methodologies, and present two hypotheses about the meaning of utilizing design expertise in knowledge management activities.
One is that by repeating concreteness and abstraction, we can continue to explore knowledge and approach the essence.
Second, by going through the process of repeating concreteness and abstraction together with colleagues, a relationship is created within us as a community in which we explore knowledge together.
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Trial on the analysis of logs
Toshinori Anzai, Koichiro Kakiyama
Session ID: A8-01
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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The purpose of this study is to analyze the elements of the operation logs and study their utilization. It is believed that adding new perspectives to the operation logs recorded by equipment devices can lead to improvements in operability.As a result, as a method of comparing correct and incorrect logs, common and different parts could be clarified and excesses and deficiencies could be compared by writing the logs together.By color coding the successive operations in the logs, it was possible to visualize the order in the process.It was also possible to derive the ideal log based on the correct operation log.The results of this study may lead to improved operability and new business opportunities as a new approach to log analysis.
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From a Log Analysis Perspective
Koichiro Kakiyama, Toshinori Anzai
Session ID: A8-02
Published: 2024
Released on J-STAGE: October 03, 2024
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This study is a continuation of previous research. The purpose of this research is to clarify the characteristics when conducting product evaluation research for BtoB companies. The process was described and reviewed with a record of practical attempts. As a result, it was found that "The scale of the target logs is different, and the users are in advanced and highly confidential areas such as Business to Specialist." is a characteristic. Furthermore, we found that the design research method when the user is not present is an issue.
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(1) Research on the Cognitive Developmental Stage of the Age
Ayaka Higashi, Shion Muramoto, Kazunari Tanaka
Session ID: A8-03
Published: 2024
Released on J-STAGE: October 03, 2024
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This study is to compare developmental stages by spatial cognition survey. The survey focused on drawing elements such as roads and facilities, and spatial distortion was measured using GIS. The results show that both 5th and 6th grader elementary school students are highly distorted in the area around the train station, suggesting that there may be some element of concern on the straight road to the station. The results were also significantly skewed in areas where there are many supermarkets and restaurants. It is possible that the areas are recognized as short areas.
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Part 2: Comparison the Locational Images
Kazunari Tanaka, Shion Muramoto, Ayaka Higashi
Session ID: A8-04
Published: 2024
Released on J-STAGE: October 03, 2024
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The purpose of this study is to develop an evacuation plan using our cognitive distance to the urban space. This plan will allow everyone to evacuate without hesitation, especially those who have been hesitant to flee from disasters. In this report, we present a comparative analysis of the differences between the rural city and the suburb of a large city. The results of the analysis showed that in suburban city, the majority of subjects tended to have the same spatial cognition. In the rural city, the tendency was more diverse. We found that the two types may be different.
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Shunta Shimura
Session ID: A8-05
Published: 2024
Released on J-STAGE: October 03, 2024
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The purpose of this research is to systematize a learning procedure that can efficiently learn complex activities such as disaster prevention education. Past research has shown that prior learning deepens understanding of experiential activities and speeds up the activity. Therefore, in the experiment, subjects were asked to complete two types of puzzles, and the effect of pre-informed information on work efficiency and brain activity was examined from the rate of change in cerebral blood flow.
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Kensuke Takashima, Shunsuke Ito, Mizuki Nakajima
Session ID: A8-06
Published: 2024
Released on J-STAGE: October 03, 2024
CONFERENCE PROCEEDINGS
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Drawing from immersion initiatives and research, this study focuses on the pivotal role of immersive imagery in understanding narrative content. It anticipates variations in imagery based on clarity and the proportion of elements such as settings and characters imagined. Therefore, aiming to ultimately enhance post-reading satisfaction, the study seeks to examine how imagery of narrative content during reading influences satisfaction. Subsequently, an experimental plan was devised to elucidate the effects of different types and degrees of imagery on satisfaction for the implementation of an app service.
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Tianyu Li, Hong-seok Choi, Daisuke Morioka, Takaaki Nakahashi
Session ID: A9-01
Published: 2024
Released on J-STAGE: October 03, 2024
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In this study, we developed a three-dimensional, full-dome VR video as a preparation tool for children to experience movement inside an unfamiliar hospital setting. A total of four VR videos were produced, including a child's point of view, a parent's point of view, and videos from the previous two points of view in which a costumed character appeared. The completed videos were used for VR preparation with a VR HMD, and the difference in effect was analyzed compared to oral preparation. As a result, the evaluation using a visual analog scale showed almost no difference between oral and VR preparation. However, it was found that the child's anxiety state was halved when the child viewed the VR video from the parent's perspective. Additionally, the survey results revealed that the VR video without the costumed character had statistically higher comprehension scores than verbal preparation. Moreover, in the evaluation using heart rate data, the subjects' heart rates tended to increase when the costumed character appeared in the VR video.
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YIFAN ZHAO, HongSeok Choi
Session ID: A9-02
Published: 2024
Released on J-STAGE: October 03, 2024
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This study investigates the effectiveness of virtual reality (VR) stress coping tools for hospitalized children and evaluates the content design elements that optimize their use. Hospitalization often induces physical pain and psychological anxiety in children. VR technology has the potential to overcome the limitations of the hospital environment by offering novel and engaging experiences for stress management. This study will develop two VR tools with varied content to analyze the impact of specific design factors on the effectiveness of stress coping. We expect this research to contribute new methods and provide references for applying VR technology within the field of pediatric nursing.
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A Case Study of Projection Art
Tetsui Watanabe
Session ID: A9-03
Published: 2024
Released on J-STAGE: October 03, 2024
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The Watanabe Laboratory at Takarazuka University's Tokyo Media Arts Department has been conducting the "Illuminate the School Building with Light Art Project" since 2020. While primarily aimed at high schools, there has been an increasing number of cases implemented in elementary schools as well. This can be attributed to the increased recognition of projection mapping among the public, as well as the improvement in equipment and software for implementation. Additionally, with the inclusion of light expression in the curriculum guidelines for arts and crafts, some schools focusing on ICT education have actively incorporated projection art. At the 2023 Design-related Academic Symposium, a presentation was given on projection art from an educational perspective under the theme of social design. Building upon the insights from that presentation, this report focuses on case studies of elementary schools where projection art was implemented as part of the curriculum.
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Taisuke Murakami
Session ID: A9-04
Published: 2024
Released on J-STAGE: October 03, 2024
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To explore the primordial experiences when people are born by reliving the physical and mental experiences of a newborn infant. The sensory experiences of newborns differ greatly from those of adults. This is because the processing of information about the external world in their brains and nervous system, as well as physical motor functions, are yet to fully develop. We have created a device that enables adults to relive the physical and mental states of infants using the mental and physical transformation effects of the virtual reality technology and a bodysuit comprising a special membrane structure. The aim is for the undeveloped state to be presented not as a state of pre-adult immaturity, but rather as a basis for considering diverse human potential.
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Kazuki Ibe, Ritsuko Izuhara
Session ID: A9-05
Published: 2024
Released on J-STAGE: October 03, 2024
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In recent years, the SDGs and environmental issues have been the focus of attention. These problems affect not only humans but also animals that live on the same planet. Therefore, Together with the curators of the Ishikawa Zoo, we have developed an interactive digital system aimed at educating people to take action to protect our planet. The digital experience is themed around four environmental issues and can be operated intuitively by children using their hands. Finally, the system was tested and evaluated at the Zoo Learning Center.
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The outcome and ripple effect of the enterprise which participated in "Design Brush-up Lecture" in 2023.
Ayumi Kumamoto, Kanta Aoki , Yukihiro Kusumoto , Yuka
Session ID: A10-01
Published: 2024
Released on J-STAGE: October 03, 2024
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We establish a “Design Brush-up Lecture” in 2011, get cooperation of a Kyusyu Sangyo University and are doing the activity. We're doing design support to various problems about plan sale of goods of small and medium enterprises in Fukuoka-prefecture in "Design Brush-up Lecture". In this presentation, we'll report an outcome of the enterprise which participated in this lecture in 2023.
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Case Study of Yoron Factory
Kaori Matsubara, Tsuyoshi Kigawa
Session ID: A10-02
Published: 2024
Released on J-STAGE: October 03, 2024
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Starting from the academic year 2023, the author has taken up a teaching position at Nihon Bunri University in Oita, Kyushu. So I assumed the role of coordinator between Yoron Town Hall and a team of filmmakers to produce tourism videos exploring the tourist resources of Yoron Town, as the producer of the "Yoron Factory" project.
This study reports on the activities of the "Yoron Factory," which adopts a factory-style approach to create tourism videos not based on client needs but focused on discovering and conveying the region's charm from the filmmakers' perspective.
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Traditional charcoal-making in Minato-machi, Aizu-Wakamatsu City
Makoto Yokoo
Session ID: A10-04
Published: 2024
Released on J-STAGE: October 03, 2024
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An NPO in Minato-machi, Aizu-Wakamatsu City has launched a project aimed at passing on charcoal-making techniques. We participated in this project. In order to support the inheritance of traditional industrial techniques, we reconstructed a charcoal kiln in virtual space and proposed it as a recording tool for the shape of the charcoal kiln. In the future, we aim to make it available online and use it as a teaching material at local elementary and junior high schools.
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Soraki Horie, Hidehiko Miura, Akie Hinokio, Kenta Ono
Session ID: A10-05
Published: 2024
Released on J-STAGE: October 03, 2024
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The research theme of this research is to “discover the ideal form of attractive spaces and tools for “playing life” that take advantage of the characteristics of the wood-dense area of the downtown area.” and the purpose of this research is to “discover for yourself the value of the town as a place of relaxation.” I thought that having a traveler’s perspective would make the town more enjoyable. After repeated prototyping and verification, I proposed a final prototype: a tool that allows users to take off their shoes and free their feet, creating a relaxing environment through their own ingenuity and thought.
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