著者
白岩 史 飛谷 謙介 下斗米 貴之 猪目 博也 藤澤 隆史 饗庭 絵里子 長田 典子 北村 泰彦
出版者
公益社団法人 精密工学会
雑誌
精密工学会誌 (ISSN:09120289)
巻号頁・発行日
vol.79, no.11, pp.1159-1164, 2013-11-05 (Released:2014-01-05)
参考文献数
25

Recently, the number of emergency vehicles equipped with light-emitting diode (LED) warning lights has increased. Unlike traditional beanie lights, LED warning lights can display various flickering patterns because these patterns are controlled by computers. The purpose of this study was to develop flickering patterns that had a high level of visibility. Lighting time (ON time), no-lighting time (OFF time), light intensity and rising time (UP time) were controlled by a microcomputer. Further, the visibility of each LED flickering pattern was evaluated quantitatively. Specifically, the visibility of the flickering patterns using the psychophysical measure of “conspicuity (easy to stand out)” from Bradley-Terry paired comparison model was identified. Results showed that OFF time had a significantly greater influence on visibility than ON time. Moreover, the flickering pattern with 66 msec of OFF time provided optimal visibility, regardless of the ON time, by making the visibility map, which represented the degree of visibility between ON time and OFF time. Therefore, the ideal combination between ON time and OFF time was determined.
著者
片平 建史 武藤 和仁 李 奈栄 飛谷 謙介 白岩 史 中島 加惠 長田 典子 岸野 文郎 山本 倫也 河崎 圭吾 荷方 邦夫 浅野 隆
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
vol.15, no.4, pp.563-570, 2016 (Released:2016-08-31)
参考文献数
17
被引用文献数
2 2

In the present study, the subjective evaluation experiment for abstract 3D shapes was conducted as the first step of construction of a system that allows non-design-professional users to design 3D shapes via subjective evaluation words intuitively. In particular, the structure of the subjective evaluation for 3D shapes and the reliability of the evaluation by non-design-professionals were examined. The results showed three-factor solution in which “Uniformity,” “Activity” and “Potency” factors were important evaluative standards in the subjective evaluation for 3D shapes. These factors are similar to Osgood's three factors, which were frequently reported factors in previous semantic differential studies. Furthermore, the subjective evaluations by non-design-professionals were generally consistent, which means that, with respect to the subjective evaluation, non-design-professionals without high level of design skills can evaluate 3D shapes in a reliable way.
著者
片平 建史 武藤 和仁 橋本 翔 飛谷 謙介 長田 典子
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
vol.17, no.4, pp.453-463, 2018 (Released:2018-08-31)
参考文献数
29
被引用文献数
1 6

In this study, by proposing a model with a hierarchical relationship, we reconsidered the methodology utilizing the semantic differential technique. The proposed approach divided the subjective evaluation into the evaluative aspect and descriptive aspect, and identified the former as the upper layer expressing the level of value and the latter as a lower layer expressing the level of semantics. The subjective evaluation data was obtained in evaluation experiments measuring the value and semantics for the three-dimensional objects. Based on the obtained data, the proposed model was examined to see whether it can reflect individual differences and the influences of evaluation contexts that have been conventionally been treated as errors. Results showed that the proposed model expressed the influence of context and individual differences and suggested the need for a hierarchical approach beyond the framework of the semantic differential method, such as the conventional EPA structure.
著者
飛谷 謙介 饗庭 絵里子 東 祐介 相田 恭平 長田 典子
出版者
一般社団法人 映像情報メディア学会
雑誌
映像情報メディア学会誌 (ISSN:13426907)
巻号頁・発行日
vol.68, no.7, pp.J276-J284, 2014 (Released:2014-06-25)
参考文献数
26

近年,コンピュータやセンサの発達に伴って,ユニークなフィードバックやインタフェースを利用したアート表現の一つとして,メディアアートが提案されている.その中でも,光や水をテーマとしたアート作品は現実世界において体験することの難しい独特な空間を作り出す.本研究は,水の流れ等の物理的な刺激によって発光する性質を持つ「夜光虫」に注目し,夜光虫をモチーフとしたメディアアート作品”バーチャル夜光虫”を提案する.夜光虫の大きな特徴として,物理的な刺激により発光する性質が挙げられる.また,海洋性のプランクトンであるため水の流れとともに光が減衰することで,独特な発光現象を見ることができる.このような体験を流体シミュレーションと3次元レンジデータ計測を組合わせることで実現し,CGを用いて仮想的に表現する.さらに,ユーザの操作によって変化する水の流れに合わせてサウンドエフェクトと発光色を変化させる.これにより,水の流れを媒介とした光と音のアート表現を実現する.また,コンジョイント分析による印象評価実験から,本システムにおける「夜光虫らしさ」および「美しさ」の要因を明らかにする.最後に,より直感的な体験を可能にするため,多層構造の布ディスプレイを映像提示装置として使用したバーチャル夜光虫システムを作成する.