PROCEEDINGS OF THE ANNUAL CONFERENCE OF JSSD
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Showing 1-50 articles out of 276 articles from the selected issue
  • Takashi Yoshimatsu, Minako Ikeda
    Session ID: A1-01
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    This paper will compare and analyze the factors for generating ‘laughter’ by taking up representative sitcom programmes in the US and China. In particular, ‘inserting proper into fictional space’ would be noted. As a methodology, text analysis would be adopted from the scripts extracting where ‘laughter’ occurs. The attribute of the words has appeared would be classified into 12 terms, and the commonality and the difference would be indicated.

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  • shu watanabe, Eriko Tamaru, Chie Ohtani
    Session ID: A1-02
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Facilitation graphics are useful as a visualization tool to increase in-depth discussion (Watanabe et al., 2017, 2018). By using a revised tool for facilitation graphics developed by Fuji Xerox, third-year university students’ group discussions were observed and analyzed, focusing on the frequency and content of their statements and facilitation graphics. It was found that the revised facilitation graphics guide the students how to convey an in-depth discussion within a designated time step by step. In addition, sharing facts and concepts, appropriate labels describing relationships between the shared facts and concepts, and a large whiteboard as a learning environment are necessary for efficient in-depth discussion. By preparing a tablet-type device as an optional media, the students were able to control their discussion on their own and instructor could reduce giving directions. Thus, the instructor could focus on monitoring each group’s discussion contents and it increased the quality of discussion as in-depth discussion.

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  • Ayumi Kizuka, Kazuhiko Sato, Yoshiaki Mima, Hidekatsu Yanagi
    Session ID: A1-03
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In order to design "co-creation" that is the feature of service design, complex thinking based on time, space and interaction is required. Therefore, it is difficult for students new to design to solve problems quickly. Therefore, we propose a method of thinking using imaginary world settings to facilitate "co-creation". Using this method, students were able to give ideas by considering the interaction of various users' viewpoints and artifacts in time and space. Using the imaginary world setting, they were able to improve their plobrem solving techniques and go from simple idea generation to complex idea generation.

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  • Yoshinori Machida
    Session ID: A2-01
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In order to prevent children's accidents, there is a need for adults around children to understand their behavioral characteristics and take care of the environment, as well as the need for the children to learn and prepare for dangerous environments.
    Therefore, I worked on the design of "a product that children and adults can learn about the dangers of their surroundings together" .
    As a result of analyzing the "cases of children's accidents" collected by the National Center for Child Health and Development to arrange the preconditions of the design, (1) the cases of accidents differ in their nature for each age as a factor required for the design Needs several types of products, tailored to the age. (2) It is necessary to include a 'play' element in the product so that children can move forward and understand the hazard case. (3) Adults and children can learn about the risks and hazards of the environment not only children but also adults by learning dangerous cases together. It became clear that the product which considered three requirements of was needed.

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  • Hideki Hayashi, Ryoto Shimizu, Katsuhiko Kushi, Katsuo Inoue
    Session ID: A2-02
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    ‘MOKUIKU-TOY’ is educational wooden toy which encourage intellectual growth for young children. In our previous research on 'Classification of Wooden Toys and Survey Analysis of the Effects', we were able to verify the toys suitable for the development of children's intelligence and physical ability. In addition to that, the corresponding relation between growth stages of children and educational wooden toys was clarified at this research. The result of verification by prototype, the validity of the correspondence chart for children’s target age was clarified.

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  • Ai Akai, Takayuki Miyamae, Chizuru Furukawa
    Session ID: A2-03
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    For visually impaired children, it has been pointed out that the lack of visual information limits their behavior and makes it difficult to have curiosity and that it is difficult to learn spontaneously because visual imitation and spatial cognition are difficult 1) . As a result of investigating the tools and methods used in the field of nursing education, the three living actions of “cutting paper with scissors”, “rounding the cord”, and “raising and lowering the open-ended fastener” are particularly difficult. It revealed that there was a lack of tools for learning. We aim to improve the degree of completion of the hardware aspect of producing tools from the software aspect such as opinions and impressions from the viewpoint of the nursing worker.

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  • Takayuki Miyamae, Ai Akai, Chizuru Furukawa
    Session ID: A2-04
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    We have created various life movement acquisition support tools for visually impaired children. In this report, verification and evaluation are performed using the created tool. The point of the evaluation is two points: (1) The proposed tool can work for life movement acquisition while enjoying effectively or (2) actively for life movement acquisition. As it is difficult to quantitatively assess the subjective preschool children and the individual in the evaluation, the evaluation procedure is evaluated in the following three stages, referring to the previous research. (1) Prior evaluation of tools by recuperators, (2) observation of use at the place of nursing education (3) Post evaluation of tools by recuperators

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  • Yohei Koeda, Arisa Maeda, Hideto Abo, Takahito Masuda, Yoshiaki Kudo
    Session ID: A2-05
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    We studied effect of teaching to remove some dental plaque to junior high students intellectual challenged in special-need-education school by using toothbrushing support application software “Isshoni-hamigaki (toothbrushing together)”. Teaching were procedured in order of Application using period, not-using period, re-using period, and re- not-using period (each 2 weeks). Plaque staining was implemented on a randomly selected day of each period, and the stained area was scored. As results of paired t-test on mean value of each area, teaching by using application was confirmed to have the effect of reducing tooth stain residue. But as some students remained any dirt on the front teeth, improvement points in teaching methods and application were discussed.

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  • RINA TANABE, Naoki WAKABAYASHI, Yuko MASAKURA
    Session ID: A2-06
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In this study, we conducted a survey analysis of the program being conducted in the aquarium. By utilizing the survey results, we grasped the current situation of the aquarium. We also analyzed the positioning of the children's workshop designed in this study. As a result, it turned out that the feature of our workshop was to output the findings and awareness obtained through observation and experience. In this way, it can be expected that the output of awareness and discoveries will lead to the acquisition of knowledge beyond observation and experience.

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  • Masako Kitazaki, Iohanna Nicenboim, Elisa Giaccardi
    Session ID: A3-01
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    This article shares guidelines for designing for older people to age resourcefully. The demographic trend of an aging society has spurred designers to provide older people with smart products. However, these so-called gerontechnologies tend to be created with narrowly scripted use scenarios based on stereotypes of older people as immobile and technologically incompetent, which may limit their meaningful activities. In contrast, our project viewed them as capable of overcoming daily challenges, and thus explored designing 'resources' for older people that can be adapted and improvised during use. The paper shows a detailed account of a 'research through design' process involving prototypes and participants to gain design knowledge for gerongechnology.

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  • Ryuji Makino, Kiyoka Fushimi
    Session ID: B1-01
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Local governments are producing regional PR videos. It is aimed at regional branding. However, most PR videos are produced by outsourcing to video production experts. In this study, local government staff produced PR video using a smartphone. And we examined the internal change of the local government staff before and after the video production. As a result, the local government staff understood the area. And the impression of the area which the local government staff has improved. In the future, we will examine the effectiveness of PR videos for people inside and outside the region.

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  • Yasushi Harada
    Session ID: B1-02
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    This study is a long-term project across the decade. The purpose is to bring design thinking as a participant into local communities.
    From past practice, design in the local community is not a linear and single process of solving issues. It has become clear that the behavior in the community before and after designing is also an important factor. These include being a member of the community, showing what we are doing as a designer, responding to concurrent projects, and promoting projects that are deployed in a chain.
    Based on these results, it became clear that in the local community, it is necessary to link science, economy and culture by design and circulate. It is a future task to create a place of learning in the community to foster human resources for that purpose.

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  • Naoka Misawa
    Session ID: B1-03
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    This paper is to clarify its effects of conceptualization method "graphic modeling" using visual language in co-creation. Graphic modeling has proved to be useful in terms of hypothesis construction, accumulation of knowledge, and strategic planning, as compared to the graphic depicting primary information. Furthermore, by drawing metaphors and the worldview, it is possible to make information intimate and immersive.

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  • Mizue Hayashi, Atsunobu Kimura, Masayuki Ihara
    Session ID: B1-04
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    As our society has faced with changes as aging society with fewer children, depopulation and fragility of local societies, redeveloping new structure for human life is required. Toward the change, we are developing a new design method as Person-centred design. For this activity, we focused on viewpoints of social workers in Omuta-City based on an idea of person-centred care to understand life of human. This paper described person-centred care’s viewpoints.

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  • Atsunobu Kimura, Mizue Hayashi, Fumiya Akasaka, Hiroshi Watanabe, Masa ...
    Session ID: B1-05
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    To challenge social issues inclusively, we tackle on community-based Living Lab for sustainable co-creation among citizen, local municipality and companies. One big issue for co-creation is that there are persons who have difficulties to express their problems. To co-create with those persons, this paper proposed person-centred design method based on philosophy and practices of dementia care in Omuta-city, Japan. This well-being oriented approach aims to resolve social issues in rationalistic modern society.

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  • Kiyotaka Morozumi, Tomohiro Nagasaki
    Session ID: B1-06
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In developing design prototypes, several typical challenges were found through the student focus group interviews. One is difficult to find and search for technology, languages, etc. suitable for the purpose of the student, and the other is difficult to combine the elements of the program.
    For these challenges, we propose three tools: α) Goal - Technologies Map which structured simplified element, β) Exercises of decomposition / combine of "Goal - Elements" , γ) To use of log tool like GitHub for understanding what elements controled, and the log tool needs small steps like reseach - develop - analysis.

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  • daisuke azuma, Yuki Hattori, Motohiro Tanaka, Lee Richard, Hironori Ka ...
    Session ID: B2-01
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Elderly or disabled people who have difficulty moving about tend to stay indoors. However, this is not healthy. So, we developed interactive auto-drive personal smart-vehicles with the artificial intelligence for these immobilized people. Using this vehicle, they can easily go outdoors. These vehicles are called “Partner Mobility” because they can be controlled by voice Commands, and contain a system that enables the vehicle to discuss appropriate destinations with the users based on the health conditions of the users. This report introduces the Partner Mobility vehicle, and suggests a new welfare service design for people who have difficulty moving about.

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  • Takayuki Watanabe
    Session ID: B2-02
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    The visually impaired has a difficulty that he/she cannot judge the level of liquid when pouring liquid into a cup because he/she cannot see the level of liquid by sight. The objective of the current work is to solve this problem using the change of sound during pouring liquid into a cup. The author made a lid which covered a cup. Below the lid, a hollow column is suspended. When pouring liquid into the hole of this hollow column opened on the lid, sound is clearly changed, which enabled the visually impaired to determine the level of liquid in the cup. The condition of the length and inner diameter of the column was determined by experiments. The proposed lid has multiple hollow columns which enhances a sound change and makes pouring water easy for the visually impaired.

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  • Kiyomi YOSHIOKA
    Session ID: B2-03
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    We developed an interactive program “Let’s wipe and wipe and draw art!” that connects rehabilitation exercises with the changes of projection images (patented). The program utilizes a projection image to create artwork on a desk for arm movement rehabilitation through wiping movements on a desk. The quality and level of rehabilitation exercise achieved in the outcome of the resulting artwork is reflected as feedback to encourage patients to perform their movements of rehabilitation exercises.
    The program is expected to help patients to maintain their motivation and to become actively involved in performing simple and repetitive rehabilitation exercises.

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  • lin zixiang
    Session ID: B2-04
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In this research, through graphic design, we are making tactile graphics using visual informationas tactile information. To communicate graphic images for the visually impaired, we are researching paper materials and manufacturer methods that impact touch. Under the supervision of Braille Reading, Of course things that are easy to touch, and then the pursuit of fun, interest, and beauty of tactile graphics.
    Have people living in modern society feel the kindness and richness of their care for others. We aimed at tactile graphics that anyone who does or not use vision can appreciate.

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  • Yasutaka Inoue, Seiichi Siraga, Ai Akai, Kikumi Tagami
    Session ID: B2-05
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In this paper, a shape optimum analyses by BESO method for design domains which have single curved surface were carried out to investigate solution convergence. Analysis variable was a curvature of the design domain. Five analysis models with different curvatures were prepared to investigate solution convergence.

    In analysis for a flat design domain model, the evolution history of compliance showed that the solution converged stably. But, in analyses for curved surface models, there showed that solutions unstably.

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  • SHINICHI KOYAMA, Mio Otake, Ming Zhang, Nanxin Song
    Session ID: B2-06
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Although there are many kinds of design for people with declining sensory abilities, there are still few examples of design for people with sensory hypersensitivity. Here, we tried to develop design for people with sensory hypersensitivity. We proposed (1) visualization of taste on food package, (2) a shopping assistance system for consumers with sensory hypersensitivity, and (3) an on-line game to teach sensory hypersensitivity to children. Our goal is to develop a society where people with and without sensory hypersensitivity understand each other and perform better than ever more.

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  • WANYI WANG, Sayoko Tanaka
    Session ID: A3-02
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In Japan, there is much Open Courseware (OCW) with movie lectures. However, there exist large quantities of non-use movie data. In order to clarify the reason, we conducted the case studies and questionnaire survey.
    As a result, the OCW websites of the four universities in Japan differed in usability design. We verified their lack of utilization of graphic elements, and confirmed the necessity of making it easy to select movie lectures. Furthermore, some measures should be taken, such as increasing communication factors and promoting community creations.

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  • Fumiya Akasaka, Hiroshi Watanabe, Masayuki Ihara, Akihiro Shibayama, M ...
    Session ID: A3-03
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    This research aims at clarifying the role of “Data” in the Living Lab (LL) practice. For this purpose, we took an activism approach. We conducted a LL project for BOSAI (disaster prevention); a variety of data on past disaster was utilized by trial-and-error manner. In the project, we applied four methods of data utilization. By reflecting our practice, we found 5 roles of data in LL practice, such as (1) Understanding the world, (2) Making hypotheses, (3) Supporting to create new things, (4) Verifying hypotheses, and (5) Generating data.

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  • Kodai Iitsuka, Yasushi Harada
    Session ID: A3-04
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Projection Play is to project an animation created by programming on the screen, and perform the performance in front of it. In this research, we study Leaning of design through the practice of a workshop using Projection Play. The author has been carrying out a workshop using Projection Play since 2017. The workshop is constantly evolving with the participants Leaning of design and the author Leaning of design. I focus on the process and find a way to achieve a better workshop.

    In this paper, we will discuss the practices of the previous workshops, focusing on Projection Play.

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  • Ryo Tanaka, Kazuhiko Yamazaki
    Session ID: A3-05
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Diversification of user's sense of value is progressing by the enhancement of open source. The use of brand image in logos and symbols has become difficult, and the way of thinking that conveys the brand's claim by the experience is increasing. Furthermore, in recent years, companies that use their own typography, mainly overseas, are increasing. It will be possible to improve brand power and reduce costs. We propose a typographic approach that takes into account the brand experience.

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  • Yujiro Ishikawa, Masaya Mitani, Kitani Yoji
    Session ID: A3-06
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In recent years, with the advent of digital signage which is a new interface, advertisement on digital signage is spreading in JAPAN.However, advertisements on posters and digital signage are mixed at stations and in the streets, because they are exposed all the time or advertising fees are cheap under specific conditions.Therefore, there are a lot of advertisements of layout that can go between both media without changing the amount of information.Hence, in this research, we aim to help to create advertisement image on digital signage.Then, when an advertisement on a poster changes to an advertisement on a digital signage, we study elements of impressions given to consumers by adding simple character animation to the text object.Impression evaluation of seven SD scales was conducted, and after analysis and consideration, cognitive factors related to "image" and "degree of influence" were shown.Based on the results of the survey, an example of the modification of the advertisement on digital signage was created, and a validation survey was conducted to show the usefulness of the knowledge.

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  • Masahiro HORIE, Sho OGASAWARA, Shun SUGITA, Mitsuru SUGIBUCHI
    Session ID: B3-01
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Workshops have been held for the User Experience design of application software. App designers have so far organized workshops. However, it is burdensome for app designers to design workshops. Hence the role of designing apps and the role of designing workshops have been clearly separated.
    This article reports on the workshop designing practice for developing apps. The designed workshop is the interactive one for fathers who are caring for their children.

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  • Yoshikazu Kameda, Shigemi Kitahara, Chika Hamasaki, Kazutoshi Tamaru, ...
    Session ID: B3-02
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    It has been over 50 years since the implementation of the national health insurance system and total medical expense of Japan has expanded to 42 trillion yen. However, if we consider the population transition and economic climate in future, we cannot avoid the collapse of current system because of the shortage of human and financial resources. In order to break through this current challenge and establish a brand new medical delivery system which are sustainable, we are developing the “Hachioji Model” that is a platform business for medical services as one of its component including the Digital Hospital and Total Life Support System in our hometown, Hachioji. We would like to introduce this model that would potentially save the medical services of Japan from the collapse beyond Hachioji area.

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  • Chikako Yui, Yoshikazu Kameda, Chika Hamasaki, Kazutoshi Tamaru, Akio ...
    Session ID: B3-03
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    The issue that designers in medical institutions should focus on is the fact that it is a "reframe of medical awareness" targeting both healthcare workers and patients.
    I entered a medical institution as a designer.
    We observed the medical field as an internal staff and classified the problem into three.
    It is (1) system and regulation (2) information sharing among stakeholders (3) reframe of medical awareness.
    Among them, I thought that "reframe of medical awareness" will be taken as a leading internal designer. The hospital co-created activities with companies and universities, and we saw signs of health care workers' awareness reform.

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  • Kosuke Sasaki, Kenichi Yago, Toshiyuki Kamiya, Yoshikazu Kameda, Chika ...
    Session ID: B3-04
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    It is difficult for people to register obscure intentions about Living Will in the system. In our research, we focused on two points to realize the system. First, the system promote registered person to input information through dialogue. Second, the character design that appears on the system is important. In particular, the UI was evaluated to clarify the character design guidelines for promoting information registration. As a result, it was clarified that there is a suitable character design for each registered information.

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  • Kazutoshi Tamaru, Yoshikazu Kameda, Chika Hamasaki, Yukie Imazono, Rik ...
    Session ID: B3-05
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Field survey for person's robot inn traction study
    It was tried by an event of the hospital. A robot functioned as a staff of the hospital. The setup situation intended visitors and patients to enable to carry on a dialog with a robot.
    The social value was offered to activity of a robot in a festival and a rehabilitation program.
    One of the social value is branding.
    Branding is important for sharing of the vision in the co-creation. We observed that a robot is possible to create the social value in Kitahara Rehabilitation Hospital.

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  • Riki Nakayama, Kazuhiko Yamazaki
    Session ID: B3-06
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Nowadays, with the development of speech recognition technology and natural language processing technology, speech interactive functions and services by smartphones and smart speakers are spreading. In this research, through evaluation of the existing dialogue system and prototype of new dialogue system, it is clarified how the relationship between the user and dialogue system is constructed, and the dialogue system of "attractive and can be used continuously" Aim for element extraction and its realization.

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  • masayoshi kubo
    Session ID: A4-01
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Fukuchiyama was once called the "city of railways". Although Fukuchiyama is a medium-sized city, a railway management office was located. The abolition of SL, the introduction of DL and DC, electrification, and changes in the railway environment have changed dramatically in 30 years and have reached today. In this study, we investigated the effects of changes in railway equipment and the environment through interviews with stakeholders.

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  • yasuyuki nakamura
    Session ID: A4-02
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    This study research and analysis the character design of "Local Moe Character" used for "Moe Okoshi"."Moe" was a slang of Japanese Otaku culture, but it is now a globally recognized word."Moe Okoshi" is a kind of regional promotion through Moe.Character design is "Moe Character" used in manga, animation, games,. However, this character design can create backlash from the general public. The purpose of this study is to research and analyze the design method for "Local Moe Character" to be generally accepted.

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  • Yusuke Kita, Masatoshi Yamada
    Session ID: A4-03
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Our world is made through all kinds of events from well-known ones to rather trivial ones, and from ancient time to present. "Zenshi-Map" aims to map such various events on a map, and we also intend to make use of this map for regional study. We made "Iinoya Zenshi-Map" as a test case of our map, in Iinoya area, Shizuoka prefecture. We will develop this method for better understanding of our world and regional study.

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  • Yasushi TOGO
    Session ID: A4-04
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    This paper discussed perspectives on the wide area tourism design as using a case of heritages of countries of "Wa-Jin" that Interacted with " the Lelang or the Daifang commandery". As a result, it presented for designers concerned tourism planning that the wide area tourism design would be related to regional branding activities and that has the possibility that could contributes to maintenance and improvement of health for the elderly by walking around heritages.

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  • Tomofumi Kamiyama, Toshinori Anzai
    Session ID: A4-05
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In recent years, bicycles have been used by many for health-consciousness and transportation. Along with that, the number of bicycles abandoned by illegal dumping and illegal parking are increasing. Hokkaido is the fifth most frequent bicycle in the country, most of which is Sapporo. In addition, Sapporo City is planning a policy for compact city in the future, and it is expected that the demand for bicycles will further increase. In this research, we propose a new mobile sales type bicycle that reuses abandoned bicycle, supposing Sapporo in the future.

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  • koshi hoshino, Kanta Aoki, Tomoko Inoue, Kayo Sato, Shigeru Sato, Tama ...
    Session ID: A4-06
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In this research, we are conducting a study based on MUSIC CITY TENJIN and creating a music video located at Nagazumi Elementary School with music by the Grand Prix winner of the Road to MCT music contest held during this event. the music video was completed and a screening was held, and based on the opinions of the elementary school students, parents, and others from Nagazumi area who participated in this project, this project gave the children a sense of accomplishment by participating in a local video production and it promoted an awareness of "my town, Nagazumi" as the children gained a new perspective on the surrounding landscape that they saw each day when viewed as a movie.

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  • Sakeson Yanpanyanon, Thongthai Wongwichai, Takamitsu Tanaka
    Session ID: A5-01
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    This study takes advantage of the augmented reality (AR) technology to reduce the confusion while assembling the cube puzzle. So, they have a similar shape, space, and volume in each part that makes the participants confused when assembling them. In this experiment, the participants can be assembled without confusion and the graphic image of the 3D cube puzzle help them focused on the shape and profile more than space and volume, and compared it with the actual cube puzzle.

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  • Peng Jiang, Thongthai Wongwichai, Sakeson Yanpanyanon, Takamitsu Tanak ...
    Session ID: A5-02
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    This study aimed to address the following question: What type of shape might affect the ability to be easily understood and improve efficiency during the assembly task? We added rectilinear, geometric and curve-shaped options to a joint-cube puzzle and conducted experiment involving 35 participants. The results indicated adding geometric or curve characteristics to joint puzzles can reduce both visual interference and assembly duration. Further, we also found that geometric shape characteristics had a lower error rate while curve-shaped characteristics were associated with reduced assembly time.

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  • Ryo Terui
    Session ID: A5-03
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Starting from ongoing urban situations, this research seeks to understand the dynamics of urban regeneration projects, particularly the role that design and designers can have in affecting the power relations that exist within those dynamics and therefore in affecting the negotiated outcomes of the regeneration process.

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  • Ichiro Hirata, Keiji otani
    Session ID: A5-04
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In this paper, we report on finger dimension measurement application. This application is used in the grip design system. The grip design system is intended for technical support of local industries. Miki hardware is a local industry in Hyogo Prefecture. Recently, Miki hardware has been focusing on the development of tools. The grip design is important for the development of tools. The design system is considered to simulate how to grip using user's hand size.

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  • Shigeru Sato, Kanta Aoki, Tomoko Inoue, Kayo Sato, Tamaki Shindo, Kosh ...
    Session ID: A5-05
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In order to activate Hakata Doll and Fukuoka city, the collaborative team between Faculty of Fine Arts at the Kyushu Sangyo University, Hakata Doll Commerce and Industrial Association and Fukuoka City developed original Hakata Dolls, HAKATA OFUKU. The HAKATA OFUKU were open to public inspection in some facilities in Fukuoka, and Digital Signage was placed alongside them for the description of each doll and popularity vote. AI and sensor are applied in the Digital Signage for effective and efficient marketing. The result of the vote shows that preferred dolls vary according to age and gender. In this study, we report about how we developed the Digital Signage and discuss the result of the vote.

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  • Toshiyuki Iwasaki, Masahiro Inayama, Yasushi Ono, Sou Nakazato
    Session ID: A6-01
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    The relationship between load and mechanics is the “subject,”the relationship between material and construction is the “object,” the building itself is “architecture.” In this paper, the researcher presents a model of architectural structure design that represents the relationship between the subject, object, and architecture. The researcher has been involved in the annual Wooden Bearing Wall Japan Cup for 20 years. In this paper, the author shows how an opportunity was provided for participants to learn an architectural structure design model of the subject, object, and architecture based on the results of a survey given to participants at the above mentioned event.

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  • Yukihiro Kusumoto, Shingo Kariya, Ayumi Kumamoto
    Session ID: A6-02
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    "Kumiko" is technique to put a tree and a tree together without using the nail, and to express various aestheometry. Joiners are struggling to win orders of "Kumiko". The charm of "Kumiko" is light and shadow. However, there is not means to introduce the charm. In this study, we suggest 3DCG as means to introduce the charm of "Kumiko". Furthermore, we build the system which can produce 3DCG of "Kumiko" easily, and we diffuse the technique to the fittings industry.

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  • Takeshi Ikeda, Kaori Matsubara, Yasuo Kawai, Ryo Masuoka
    Session ID: A6-03
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    This study extracts the soundscape as the element constituting “Kaiwai” and is intended to analyze it.In this report, we report the results of collecting and analyzing sounds in the Kaga-Hashidate and Imadate, and the Shirayama Hime Jinja Shrine.

    We will also discuss the results of the study of a new video camera used in the survey.

    In the future, using a new video camera, we will investigate at three locations.

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  • atsuhito sekiguchi
    Session ID: A6-04
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Tani Buncho "Kouyotanshouzu" is a true view drawn in conjunction with the cruise for the defense of Edo Bay in 1793. The rough mountain surface of the Edo period is drawn there. While visiting those current landscapes, I will describe the transition of forest administration and landscapes.

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  • hisashi murata
    Session ID: A7-01
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    In this school, it is decided to develop educational materials with a game company's cooperation because the method of learning systematically about the skill of user interface (UI) design needed in the game industry in recent years is required.
    In this fiscal year, students did assignments set by the school, afterward the point of the work teaching and the validity of the assignment setup can be estimated by the company's making comments on the assignments.

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  • Yusuke Ashizawa
    Session ID: A7-02
    Published: 2019
    Released: June 27, 2019
    CONFERENCE PROCEEDINGS FREE ACCESS

    Although active learning is one of the key issues that university education faces, it is difficult for lecture class which have over 150 students to adapt it, and there are same problems in the design field. In this research, we've tried to various experiments to achieve active learning in large-scale lecture classes. As a result, we found that methods that provoke mutual references and communications are effective to get active learning situations. Thus, interactive is presumed to be one of the important keywords to design active learning.

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