著者
椎名 輝世
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.45, pp.228-229, 1998-10-30

Peter Behrens (1868-1940) heading the school of arts and crafts in Dusseldorf (March 1903-September 1907) was Germany's first Academy of Application Architecture, featuring material design, interior space, and general architectural topics with artistic and innovative approaches. The preliminary education with BAUHAUS, thorough workshop and practicum were appraised for its results leading to vital educational reform supported through exhibitions, however, Dusseldorf remained unconvinced of the efforts of Behrens et al. Whv did Behrens resign, and the organization dissolved? Details of these 4-1/2 years will be thoroughly discussed, as part (4), conclusions, followig the previous presentations (1)-(3).
著者
崔 〓碩 鄭 載旭
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.56, pp.12-13, 2009-06-20

3Dキャラクターアニメーションは実写映画、アニメーション、ゲーム、広告など大多数の映像物に使われている。リアルなキャラクターの動きはモーションキャプチャ(Motion Capture)のような高価の装備を利用し、熟練されたアニメータ達によって作られる。しかし、場合によってはアニメータの個人の感性的基準で作られたキャラクターの動きが観客の普遍的な期待値と違うときもある。これは作られたキャラクタの行動が観客の感性反応に対した客観的な関係式が定められていないからである。そこで本研究は、3Dキャラクタの足つきを対象とし、上記の関係式の抽出と定立のための実験道具として3D Studio MAXscriptを利用した3Dキャラクターアニメーション合成ツールを提案した。このツールをによって足つきと感性反応の間の定量的関係式を求めるための指針を得ることができた。
著者
長田 純一 ぜんじろう 藤田 善弘
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.54, pp.224-225, 2007-06-20
被引用文献数
1

This paper presents development process of the comedy robot "PaPe-Jiro". As for the partner-typed robot like PaPeRo we developed, the comfortable interaction are requested. Out idea has been approaching to the comedy, to apply humors into the interaction design. we called "Humorous Interaction". Definition of the first goal is to play "Two-Man Stand-Up Comedy (Manzai)" with a robot, and we developed ten topics for Manzai, and held the show. To search for "humors by the robot" and "specific to robot" are goal in this step. As the result, three issues has been considered ; a) The Robot can be success to use comedy techniques, b) The robot-specific comedy techniques has been developed, c) Use of "robot image" by human beings has been successful.
著者
佐伯 謙吾 森田 昌嗣 岡 泰雄
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.54, pp.240-241, 2007-06-20

The multifamily housing, which is the subject of this plan in this research, has a criterion of being large-scale and occupying more than 200 households. It is a large-scale housing development compared to its surroundings. In the formulation of this plan, emphasis is placed on the realization of the development theme of "universal design for wellbeing." The emphasis is not just on functional universal design, but also on providing value from a universal perspective by contributing to the wellbeing of the many people who will live together in the housing. The plan calls for sales to begin in 2007 and the completion of construction in the winter of 2008. Through investigations of the original plan after completion, the goal is to reflect its lessons in future multifamily housing development plans.
著者
石川 友理 工藤 芳彰
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.56, pp.336-337, 2009-06-20

We can confirm many festivals of Dashi, means festival car, in Saitama. This study produced board game as the teaching materials to convey this various Dashi culture to the next era. In addition, We wrestled with the investigation of Dashi Festival and the table game made in Germany on producing it. On the basis of analysis of the investigation, We produced board game. The contents are common denominators of the Dashi Festival; the person who pulls it, and dedication liquor, a cruise, a turn. As a result of inspection, this game got a favorable reception from elementary school upper grades child to an adult. Therefore, we think even the present conditions to be can expect a constant education effect.
著者
馬場 哲晃 富松 潔
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.52, pp.96-97, 2005-05-30

There are various interfaces of musical instruments, such as keyboards, strings, percussions. Considering interfaces as a relation of "person and person", we made the electronic musical instruments "Freqtric Drums" so that the persons relate each other. "Freqtric Drums" is a electronic musical instrument with MIDI out. We can make sounds of drums (snare, symbal, tom, , etc) by touching other persons. Through production and the demonstration of "Freqtric Drums", we argue the values of the interface of "Freqtric Drums" which enable the players and audience relate or communicate each other.
著者
磯貝 恵三
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.46, pp.166-167, 1999-10-15

Thinking of hand making process, designers make up whole plan concidering good balance in its constituents such as material, construction and arrangement. The essencial pleasure of designing can be found in this procedure. Art and Design course of Tsukuba University reopened wood and metal craft class as fundamental study in 1998. This class aims to introduce an easy way to the students who hesitate to handle actual articles. Making a desk for iMac is an example. To touch and feel the real parts and material will be a big help to improve design mind of students.
著者
両角 清隆
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.51, pp.110-111, 2004-05-30
被引用文献数
1

User needs the user interface which is able to be operated based on the common pattern of user activity. Elderly people really need such kind of user interface because they don't want to learn anew. I propose the user interface design process for creating common pattern as a language between user and system. The main points of propose are ; Design process should be divided into creating common pattern phase and combining patterns phase. Common patterns are created by open source development. Information about patterns will be shared. User will be invited to the developing process as a member.
著者
藤 慎治
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.49, pp.52-53, 2002-11-05

My study compares local and real-time usability testing with remote and non-real-time testing of a Web site. Both local and remote tests use a Web-based usability testing but the former tests allow local and reat-time observation, the latter tests allow users to participate from their normal work locations using their normal, unmodified browser. Results indicate that both the local and remote tests capture similar information about usability. The graph's shape of success rate, the percentage of task that users complete correctly, is similar. That of the time each task requires is also similar. The success rate is inversely proportional to the required time in some degree but the relation depends on the task.
著者
Kim Young-Hwan Jung Chul-Oh Kim Yong-Seong
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.53, pp.296-297, 2006-06-20

The fundamental level of ubiquitous computing, which should be achieved in advance to design smart home, is to set up the system to acquire information from the surrounded environments through the sensor network, using RFID and IpV6. These systems, called contextaware technology, are currently used for computer to predict the user's needs and respond to them by getting information from the surrounded environments such as temperature, humidity, light and motion. Since the ratio of residential buildings that are newly constructed is over 70% and these apartments has equipped with the most advanced network infrastructure in the world, the research for the design method like unit plan, using the application of context-aware technology, should be focused on these apartment environments. In this these, various context-aware technologies in ubiquitous computing will be classified and researched to achieve the design method of unit plan design for smart home.
著者
山本 麻子
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.53, pp.340-341, 2006-06-20

Berlin-wool work was the most popular embroidery throughout the early Victorian age but teacher and artist took a critical attitude. The interest of traditional embroidery was brought above all by W. Morris, led to the foundation of societies for a new embroidery, Art Needlework. They wanted to bring the needlework up as fine art. The Royal School of Art Needlework founded in 1872. Morris supplied many design and his theory of embroidery for the school. Art needlework was in fashion on 1880's by the success of the school and Morris's embroidery.
著者
針貝 綾
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.54, pp.50-51, 2007-06-20

Bruno Paul's economical Type-furniture-program, which was produced by United Workshops for Art in Handicraft in Germany, included a number of furnishings for the living room, dining room, bedroom and study. The customer could choose the plywood's material, and its finish with varnish or lacquer. This research intends to compare sizes of Paul's Type-furniture. Middle-price-house 1906 and House for young couple 1907, confirming that many of these sizes agreed each other and that Paul elaborated his idea about economical furniture for new generation of middle classes since 1906.
著者
永井 由美子 山内 祐平 中原 淳
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.48, pp.260-261, 2001-10-15

Community on netowork-BBS, ML-, there are useing text while people communicate. Members of a BBS have to imagine a community's activity by the text. Our subject of stydy is interaction on community. There are included activity of the community, content of their talk and relation with each participats. On this development, visualization of the state of community's activity is our purpose. We visualized these;(i)icon's movement of a location on screen : comparison of other icons.(ii)icon's motion : variable of icon's quantity. (iii)icon's cloma : variable of icon's quality. (iv)icon's brightness : variable of icon's quality.
著者
大山 努 蓮池 公威 田丸 恵理子 廣瀬 吉嗣
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.51, pp.302-303, 2004-05-30

In order to show people information effectively, it is necessary to know human's characteristic. We examined the method of effective information presentation based on a space, which is the bank's test branch, using a user's eye-movement and behavior. From this case study, we showed that the problem of information presentation might be able to be extracted by considering the relation between informational role and fixation number, fixation time of eye movement. We got a possibility that information could be received from the analysis of eye movement and behavior.
著者
平野 靖洋 田丸 恵理子 蓮池 公威 北崎 允子 高木 友史 三島 悠
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.54, pp.92-93, 2007-06-20
被引用文献数
3

Currently many types of document media are used in office works, and the variety will be much diversified by emerging new media such as electrical papers. Therefore, more flexible and fluid environment is required for diversified document media in advanced workspace. To design the new environment as mentioned, it is essential to understand and analyze the nature of document work. This report explains the study of the design process in advanced environment through observation and prototyping of the nature of document work.
著者
蓮池 公威 大山 努 田丸 恵理子 廣瀬 吉嗣
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.51, pp.300-301, 2004-05-30

In this paper, we explore a method for observing user's behavior and analyzing interaction along the user's activity, employing eye movement protocols. We think we can enhance our interaction analysis method by using eye movement protocols as an intermediate object for communicating with users. Based on this idea, we applied this method to an evaluation of renewal design for a bank branch. From this case study, we can understand how users interact with artifacts and information spread over the space, and what are the key points for better user experiences.
著者
廣瀬 吉嗣 田丸 恵理子 蓮池 公威 大山 努
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.51, pp.304-305, 2004-05-30

Some frameworks have been suggested as approaches to evaluate a design of store space. These frameworks integrate Kansei, eye-movements and behaviors of consumers. This research focuses on those framework approaches, especially the evaluation method of space image. Specifically, it presents a case study that provides the evaluation of a bank's pilot branch that has been reconfigured. This study performs kansei-evaluation on the pilot office from various points of view to find possible perception differences between the company and customers, and reports on an approach to design a more customer-oriented branch office of the bank.
著者
蓮池 公威 松尾 俊彦 竹内 功 戸崎 幹夫
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.49, pp.64-65, 2002-11-05
被引用文献数
1

In this paper, we explore a method for prototyping user experiences by using scenario and skit performance technique. User's experience is shaped via interaction among users, artifacts, and environment along user's activity. We focuses on interaction design in earlier phase of product planning to shape better user's experience. We think it is bast for our purpose to use and enhance scenario-based design and skit performing method. Based on this idea, we carried out a case study of user participation, using our scenario description, skit performance, and observation framework.
著者
高田 理恵 蓮池 公威 戸崎 幹夫 田丸 恵理子
出版者
日本デザイン学会
雑誌
デザイン学研究. 研究発表大会概要集 (ISSN:09108173)
巻号頁・発行日
no.48, pp.284-285, 2001-10-15

The purpose of study is to investigate image structure about interaction views of products. We used the questionnaire to derive image structure of interaction views. We conducted several analyses on interaction views of 5 photocopier products. It was founded that each of interaction views had a different validation point of view. Value in use is important in office products. Because many of customer realize the value of a product in a office. So I think that the control of interaction image build strong product identity.