著者
西川 友弘 綿貫 啓一 楓 和憲 村松 慶一 増子 直也
出版者
一般社団法人 日本機械学会
雑誌
日本機械学会論文集 (ISSN:21879761)
巻号頁・発行日
vol.86, no.890, pp.20-00034, 2020 (Released:2020-10-25)
参考文献数
46

This study aims to examine the benefit of visual fatigue evaluation based on prefrontal cortex (PFC) measurement by near infrared spectroscopy (NIRS), and to evaluate fatigue on various colored LED backlit text. In our method, eight adult participants read a LED backlit text 10 minutes in a dark room. Before and after task, subjective fatigue questionnaire “Jikaku-sho shirabe”, subjective visual fatigue questionnaire (SVF), and the critical flicker-fusion frequency (CFF) were measured. The time-course of oxy-Hb in the PFC was measured using a 22-channel NIRS. Heart rate variability (HRV) was measured to access an autonomic nervous system balance. Six types of white LEDs were used for backlighting: general white as a control (W), high color-rendering white (WH), bluish white (WB), reddish white (WR), greenish white (WG), and yellowish white (WY). In our results, correlation analysis suggested that the development of central fatigue is related to deactivated condition in the mPFC, and the development of subjective visual fatigue is related to deactivated condition in the LPFC. In comparison between LED treatments, in WH condition, high subjective central fatigue, CFF decay and LF/HF were revealed, and the PFC inactivated. In WG condition, low subjective central fatigue and CFF decay revealed. Our findings suggested that participants get tired on high color-rendering white LED backlit text, and were less tired in greenish white LED backlit text. Also, NIRS provides benefits in the evaluation of visual fatigue.
著者
高橋 希宙 綿貫 啓一 楓 和憲 村松 慶一
出版者
一般社団法人 日本機械学会
雑誌
設計工学・システム部門講演会講演論文集 2019.29 (ISSN:24243078)
巻号頁・発行日
pp.2403, 2019 (Released:2020-04-25)

Obesity has become a serious problem worldwide in the modern society with the change of food culture. Obesity would be a cause of many diseases such as hypertension, dyslipidemia and diabetes. Considering obesity, we examined satiety closely related to energy intake. In this study, we focused on the number of chews and chewing frequency, which are factors of satiety, and analyzed the influence on it. In the experiment, we compared satiety, hunger and masticatory muscle activity among the conditions when participants ate the same amount of food under the condition that the number of chews and the chewing frequency were changed. As a result, the datas of the increase rate of satiety and the masticatory muscle activity showed that participants of low weight and normal weight who consumed foods by chewing many times, and participants of obesity who consumed foods with large masticatory muscle activity for each chew could feel fullness earlier. Using this result, people can reduce the energy intake naturally by feeling fullness early in the diet, and it is expected to improve the eating habits of obese people.
著者
棚本 悠太 綿貫 啓一 楓 和憲 村松 慶一
出版者
一般社団法人 日本機械学会
雑誌
年次大会
巻号頁・発行日
vol.2019, 2019

<p>The purpose of this study is to estimate the condition of second-hand goods from images using machine learning methods. Assuming that the condition evaluation of second-hand goods has a relationship with the damage that exists in them, we proposed and verified a method to estimate the condition of second-hand goods based on information of the damage. In this study, we chose men's dress shoes for condition evaluation and chose four types of damage: wrinkles, worn out of heel, dirt on outsole, dirt on inside as damage considered to be related to condition evaluation. (1)We create a CNN model that determines the presence or absence of damage, and (2) create a classification tree model that evaluates the state of the product from information on the presence or absence of damage and (3)We evaluated the condition of second-hand goods by combining two created models. As a result of verification, it was shown that the proposed method could evaluate the condition of used goods.</p>
著者
綿貫 啓一 楓 和憲 佐藤 勇一 堀尾 健一郎
出版者
Japanese Society for Engineering Education
雑誌
工学教育 (ISSN:13412167)
巻号頁・発行日
vol.59, no.6, pp.6_104-6_111, 2011 (Released:2011-12-06)
参考文献数
8
被引用文献数
2 1

In this paper, we implement a new style of manufacturing education on the basis of internships with local businesses as well as by using an interactive skills transfer and skill training system. Our system integrates virtual reality (VR) technology and information communications technology (ICT) which were developed at Saitama University. We have created an interactive technology and skills-sharing network linking the knowledge resources and technical resources of our university with the skill resources of local businesses. Our objective is for our students to learn the skills of the local businesses and their business needs and to be able to effectively acquire knowledge and skills for manufacturing. We report our findings from performing practical training that uses specialized knowledge acquired from lectures combined with VR technology with the objective to provide students with more thorough skills. Our undergraduate curriculum provides practical education that links experiments, practical training, and lectures, in mechanical engineering experiments, mechanical engineering seminars, mechanical engineering practical training, and internships.
著者
陳 献平 綿貫 啓一 楓 和憲 大谷 成子
出版者
公益社団法人 日本設計工学会
雑誌
設計工学 (ISSN:09192948)
巻号頁・発行日
pp.2015.2675, (Released:2016-05-19)
参考文献数
17
被引用文献数
1

The on-screen keyboard is widely used for text input in mobile devices such as smart phones and tablets. However, the screen area of such devices is not sufficiently wide for smooth input and poses a difficulty to users. Therefore, this paper proposes a gesture-based text entry method that is based on the property of Japanese Hiragana-50-phonemic-table with two-step finger gesture sequence. The first step gesture is to specify the row, such as “a ka sa ta na”, and the second is to specify the column, “a i u e o”. This method does not require a predetermined input area and can be used anywhere on the screen surface. We conducted experiments with ten test subjects who were accustomed to conventional flick entry and found that the proposed method was easy to learn. The input speed was estimated to about half the speed of the flick entry method. This can be attributed to the need for one stroke in flick entry based on-screen keyboards, while the proposed method requires two strokes. Further, the entry rate accuracy was observed to be 91.5%. The experimental results show that the proposed method is practically applicable as a new text entry method.