著者
松田 勇祐 金子 寛彦
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
vol.13, no.5, pp.613-619, 2014 (Released:2014-12-26)
参考文献数
16

Humans have various impressions for visual stimulus such as order/disorder and aesthetic preference, but the brain characteristics that each impression reflects are not readily apparent. We hypothesized that perception of order/disorder reflects the stimulus processing fluency. We conducted one preliminary experiment and two main experiments. The preliminary experiment simultaneously presented two stimuli to participants, who judged which stimulus was the more disordered. We scored perception of order/disorder using participants' responses. The main experiments used a same-different judgment task to assess the hypothesis. We presented two stimuli simultaneously, scored with perception of order/disorder. Participants reported whether the stimuli were the same or not. Participants easily judged whether the two stimuli were the same or not when the same-difference task included the stimulus perceived as orderly. Results suggest that the impression of order/disorder reflects the processing fluency for each stimulus.
著者
上條 美和子 大森 隆司
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
vol.13, no.1, pp.45-48, 2014 (Released:2014-02-10)
参考文献数
5

This research aims to verify the influence of EOAE (essential oil aroma environment) through a behavioral and ERP(event related potential) study. By this we hope to undercover the brain activity which assists sense, learning and knowledge of aroma. EFL (English as a foreign language) class was performed with an EOAE blend of rosemary cineole 1,8 and lemon. As a result, the target group which learned under EOAE did not have significant difference in result. The survey followed with an ERP evaluation using an odd ball task to measure the degree of attention. As a result, a possible P3a and MMN (Mismatch negativity) amplitude was found to differ between the target and control group. P3a is a subcomponent of P300 which is an attention related component, and MMN is a component that detects auditory deviance in an even sequence of tones. Two other unknown EOAE components that assist only with EOAE were also found.
著者
辛 恩僖 近江 源太郎 李 昇姫
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
vol.14, no.1, pp.71-78, 2015 (Released:2015-02-10)
参考文献数
15

This is a preparatory report of the study on the cognitive characteristics of color names in the congenitally blind. We conducted following two surveys on fifteen congenital blind persons to measure resemblance among color terms in the congenitally blind: (1) Ten participants were asked to recall color names similar to displayed color names which was also(originally)recalled by the participants. (2) Participants judged the similarities of all pairs of color names corresponding to 16 color names; siro, kuro, aka, ki, midori, ao, tya, murasaki, orange, pink, hai, kon, hada, mizu, sora, kimidori. For each of these names selected from recalled color vocabulary survey. The results show that the characteristics of congenital blind persons' color representations were absence of hue ordering seen in sighted people. Instead of hue ordering, multiple hue groups containing perceptually close color terms were identified; dark, light, warm, cool. This grouping could be explained through categorization process in Kay & McDaniel's modified basic term theory.
著者
高松 美也子 村松 慶一 松居 辰則
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
vol.14, no.1, pp.181-190, 2015 (Released:2015-02-20)
参考文献数
27
被引用文献数
1

This is research on “Pause” in the speech language producing from a printed book by Transliteration Person: Transliteration Person produces a talking book for visually-impaired people from a printed book. “Pause” on the speech language is required faithful to original printed book, because Transliteration Person has to reproduce the author's intention. So we experimented in how to use “Pause” on the speech language with Transliteration Person. As a result, it was shown that “Short Pause” inserted by Transliteration Person is important to produce faithful talking book from original printed book: “Short Pause” is 0.5 second or less. In the future work, we would like to show clearly that “Short Pause” is concerned with comfortable rhythm and tempo for faithful speech language from original printed book.
著者
吉松 孝
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
vol.22, no.4, pp.333-342, 2023 (Released:2023-12-26)
参考文献数
33

A total of 10 highly representative sitcoms from the United States and China were selected, and questions were asked about how the laugh track insertion point (L.I.P) occurred due to the factor of “mixing reality and fiction’’, and what kind of expression between the American and Chinese sitcoms. Clarified if there was a difference. As a result, it was found that there were many points of occurrence of laugh tracks caused by the major category item “mixture of reality and fiction” in China with a significant difference. In terms of small classification items, the United States has a relatively higher ratio of “insertion of real things into topics,” “logic justifying strange obsessions,” and “serious discussion of fiction” compared to China. In China, the ratio of “exaggeration”, “becoming serious after being lied to”, “lieping and making mistakes”, “strange proposal”, and “successful operation” was shown to be relatively high.
著者
村井 研太 石光 俊介
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
pp.TJSKE-D-21-00067, (Released:2022-08-02)
参考文献数
11

Currently, sound quality control using Active Noise Control (ANC) and Passive Noise Control (PNC) has been used as noise reduction methods. ANC has an effect on the low-frequency noise, and PNC affects the high-frequency noise. However, in the case of sound control, our previous study revealed that individual preference affects the sound impression strongly to each. In recent years, as the quality of automobiles is developing day by day, the driving sound of automobiles has become an essential factor affecting an auditory impression. In other words, the engine sound control has been shifting from noise control to sound design. In this study, we investigated how the impression of engine sound changes by sound absorbers. The engine sound in the automobile with or without sound absorbers was investigated. Furthermore, these sounds were analyzed by the SD method and factor analysis to find a subjective impression. As a result, the subjective indicator (adjective pair) that affected the auditory impression was clarified. Moreover, the possibility of adding specific sound impressions by changing sound absorbers was also conducted. The MUSHRA method was adopted as the evaluation method. The relationship between the frequency band that adds a specific impression and the auditory impression was clarified by the MUSHRA method.
著者
江田 康太郎 菊池 英明
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
pp.TJSKE-D-21-00032, (Released:2021-11-16)
参考文献数
17

Sound symbolism is the non-arbitrary associations between pseudowords and meanings. It has been reported that these associations extend to the lexical stimulus (e.g., names and faces); however, it is not clear whether non-native English speakers feel the same way. Experimental results using the stimuli that have existing associations might be affected by language family. In this study, we created high-quality images of Caucasians with generative modeling and then conducted a questionnaire survey on Japanese native speakers. The results showed that names containing round-sounding phonemes could be associated with face images possessing feature amounts related to roundness. The same is true of sharpness. This tendency implies Japanese native speakers also feel the non-arbitrary associations between names and faces.
著者
北尾 浩和 来田 宣幸 深田 智 中本 隆幸 小島 隆次 萩原 広道 野村 照夫
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
pp.TJSKE-D-17-00039, (Released:2018-02-27)
参考文献数
26

The purpose of this research is to estimate quantitatively by using jump motion as a base material as the basic research about the effect the difference in the linguistics movement instructions on a performance. The effect of five instructions (“A: big jump.”, “B: jump after deeply bended knees.”, “C: highly jump.”, “D: maximum jump.”, “E: jump to touch the ceiling.”) on jump height was analyzed using KINECT. Result, the height of jump was E > D > C> B > A. In order to create high jump, it was found the instruction such as E, with the target point in the external of body was useful. In addition, as attention focused on the part instructed as the effect of the instruction focusing on the explicit of body part like B, it was suggested the attentiveness to other parts and the timing of the operation may be delayed. Instructions like D didn't lead to a high jump because the image of movement was ambiguous.
著者
近藤 蒼大 田中 久弥
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
vol.22, no.3, pp.217-228, 2023 (Released:2023-08-31)
参考文献数
21

Steady-state visual evoked potential (SSVEP)-brain-computer interface (BCI) has fast input speeds, high accuracy, and a large number of inputs. The problem with SSVEP is the stress caused by flickering stimuli and the risk of developing photosensitivity. In this study, we attempted to reduce flicker stress by developing a high-frequency SSVEP-BCI. In addition, we measured the critical fusion frequency (CFF) at which humans cannot perceive flicker and investigated the change in BCI performance below and beyond CFF to examine the practicality of the high-frequency SSVEP-BCI. The results showed CFF was 56.8 Hz. Also, an accuracy of 58.75% for high-frequency (56-70 Hz) SSVEP-BCI and 90.5% for low-frequency (26-40 Hz) SSVEP-BCI. For this reason, the high-frequency SSVEP-BCI could not obtain the same performance as the low-frequency SSVEP-BCI. Therefore, it is necessary to consider the use of extremely low-frequency stimulation and improve the analysis algorithm in the future.
著者
中野 淳一 青木 勝 岩科 智彩 古木 大裕 大堀 杏 井上 亮太郎 前野 隆司
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
pp.TJSKE-D-22-00041, (Released:2023-09-26)
参考文献数
15

In this study, we developed a chatbot that gives advice for improving well-being and obtained basic knowledge about its well-being improving effect. In the design of the chatbot, we derived advice candidates from behaviors that are highly correlated with well-being based on a questionnaire survey. In the quantitative survey, the chatbot gave advice 172 verification subjects 13 times from the derived advice candidates. As a result, we confirmed that the group that executed a lot of contents of the advice improved the well-being level compared to the group that executed few ones.
著者
長谷川 良平 竹原 繭子 山本 泰豊
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
vol.20, no.3, pp.221-231, 2021 (Released:2021-08-31)
参考文献数
33
被引用文献数
2

Our goal is to promote brain health through “bSports” (brain-Sports), a form of social sport competition using brain-machine interfaces. As the core technology, we have been developing an electroencephalography-based cognitive training system, “Neurotrainer,” using event-related potential as a virtual “mind switch” to control games. Here, we aimed to assess the performance of the Neurotrainer under competitive conditions between players. Fifteen pairs of healthy adults, including older people with tendency of degrading motor functions, were involved in a one-hour session of 4 games. Each player activated the mind switch to select one of eight pictograms to control his/her robot avatar for its desired action. All players regardless of age performed well at the level of about 85% success rate and reported that they had fun with our body-free technologies. These results suggest that bSports is an effective cognitive training and social activity that can be appreciated by people across all generations.
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
松岡 依里子 山本 ひとみ
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
vol.19, no.3, pp.281-289, 2020 (Released:2020-08-31)
参考文献数
18
被引用文献数
2 1

The growth environment for University students has changed dramatically due to the widespread of developed IT usage and the relationship between human and surrounded objects, which significantly impacted their current lifestyle. In this study, Clarification of two clarified how university students are related to lifestyle and fashion sensibility behavior. Firstly, analysis of factors of lifestyle which extracted into two types. There are “Active factor” and “Emotional factor”. After Cluster analysis, it was classified into three: “Rich-Emotional type”, “Enjoy type” and “Stable type”. The Findings from the analysis of variance was that their “Behavior of Fashion Emotional Value” differs depending on their type of lifestyle. As a result, there was a degree of statistical significance among the three types of lifestyle and within the “fashion awareness” and “purchasing behavior”. This study could elucidate the “Behavior of Fashion Emotional Value” from the characteristics of fashion awareness and purchase behavior by its type.
著者
小越 康宏 小越 咲子 武澤 友広 三橋 美典
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
pp.TJSKE-D-17-00012, (Released:2018-02-15)
参考文献数
27
被引用文献数
1 5

We have been developing training systems using engineering technologies including voice processing, image processing, and electromyogram measurements, among others, for people with communication difficulties including those with developmental disorders. These training systems are designed to improve their communication skills, and they included voice training for improving the clarity of the voice and emotional expressions, and training in making facial expressions for expressing emotions, among others. Facial expressions play an important role in smooth communication by conveying one's intentions. Moreover, it is necessary to have the skills of synchronizing one's facial expressions with that of others especially when feeling empathy for another person. Skills of synchronizing facial expressions include skills of recognizing others' facial expressions and those of creating one's own facial expressions. We have conducted investigations based on the perspective that when conducting training related to facial expression synchronization it is important to examine abilities for both recognizing and creating facial expressions. This paper describes indices of facial expression synchronization skills developed by us. In an experiment conducted by Otte et al., happy and angry faces were shown to participants as stimuli and they were required to respond with happy or angry faces respectively. It was indicated that the response time differed depending on combinations of facial expressions used in the stimulus and the response. We assessed the response time to an expressionless face as the baseline response time. Then, we defined the effect of generating shorter response times than the baseline when stimulus and response facial expressions were consistent, as a promoting effect, and the effect of generating longer response times when stimulus and response facial expressions were inconsistent, as an inhibitory effect. Furthermore, the time differences from the baseline were defined as indices of the degree of promotion and the degree of inhibition. The results of investigating promoting and inhibitory effects are reported.
著者
堀場 洋輔 上條 正義
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.10, no.4, pp.445-456, 2011 (Released:2012-01-11)
参考文献数
18
被引用文献数
1 1

Electronic display devices such as iPad and Kindle have recently attracted considerable attention as, reading media. Although the display performance and, business model concerning the contents have been discussed, there has been little discussion on comfortability, and - kansei like readability. In this paper, we conducted task performance investigation and impression evaluation among electrophoretic displays, liquid crystal displays and paper in order to examine readability for electronic displays, especially electrophoretic displays. In the task performance investigation, the reading speed, error detection rate and comprehension were measured. In the impression evaluation, the impression of the display, reading media and sense of fatigue were examined. As a result of task investigation, it was shown that the electrophoretic display was more comprehensible than that of the liquid crystal display. In the impression evaluation, the following results were obtained; 1) Although the display properties for the electrophoretic display almost passed muster, there was room for improvement in the beauty of the display. 2) The electrophoretic display was easier to read and concentrate on than the liquid crystal display. 3) The electrophoretic display was less likely to cause eyestrain and stiff-neck than other media. Principal component analysis revealed that the synthetic readability for the electrophoretic display was superior to the liquid crystal display, and moreover, the novelty of the electrophoretic display was superior to that of the other media.
著者
瀬谷 安弘 森 美津樹
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.507-513, 2018 (Released:2018-08-31)
参考文献数
29

In this study, we propose a new method to investigate the perceptual-motor coordination during first person shooter (FPS) game play and the effect of FPS game experience on it. In an experiment, participants played the FPS game in which horizontally inverted images (inverted condition) or normal images (control condition) were presented. Repeatedly playing the FPS game in the inverted condition increased the game performance (e.g., game score), and in six trials, the performance reached plateau at the same level as that in the control condition. The analyses based on the FPS game experience showed that FPS players were able to learn new perceptual-motor coordination more quickly than non-FPS players. These results not only suggest that the method proposed is useful to investigate perceptual-motor coordination in FPS players, but also support the recent view that the advantage for videogame players is more evident with realistic stimuli and tasks than simplistic ones.
著者
玉置 麻理 岸 さくら 桂 優作 神宮 英夫
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
vol.21, no.2, pp.233-237, 2022 (Released:2022-04-28)
参考文献数
19

The latent value of food has an impact on customers’ feeling to purchase and eat food. Our previous study revealed that the curry roux for home use induces an empathetic bond between people. A recent study investigated eating behaviors, and the author explains that a gathering movement may reduce uneasiness when eating together. We investigated an effect of stirring and gathering movements of curry through paired experiments (N=14) in two different eating styles: with and without the movements. Comfort was measured by electrocardiogram and Curve Drawing Method. Spoon synchronization was also measured as an indicator of empathy. The results showed that participants had a higher HF, a lower LF/HF ratio, larger surface areas of curve drawings, and a higher rate of spoon synchronization when eating with the movements compared to without the movements. These results indicate that the movements when eating curry together induce comfort and empathy.
著者
小柳 壮摩 萩原 将文
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
pp.TJSKE-D-22-00066, (Released:2023-04-20)
参考文献数
23

In this paper, we propose an interactive support system for generating picture books. The proposed system consists of two parts: a sentence generation part and a picture book image generation part. The sentence generation part takes a topic and an opening sentence of a picture book as inputs, and generates sentences of the picture book in an interactive manner. The user can select the most appropriate sentence from the generated sentences to create a story for the picture book, and can modify specific parts of the sentences. The image generation part generates a background image of the picture book using the text as an input, and acquires the necessary image objects for the picture book from the web. Using the retrieved images, the user can paste the image objects into the background image to create a picture book image. With these two parts, a picture book can be created without the user having to directly write the text and pictures. Through evaluation experiments, we confirmed that the proposed system can generate a picture book that is comfortable as a story and that can arouse the reader’s interest.
著者
中村 充志 瀧澤 生 星 泰成 綱島 秀樹 陳 キュウ
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
vol.17, no.5, pp.523-529, 2018 (Released:2018-12-26)
参考文献数
18
被引用文献数
1 1

In this paper, we propose an automatic font generation algorithm which can accurately represent Kansei of the input image. Provided an arbitrary image, a corresponding font is generated according to the emotion information included in the image. The proposed method consists of two stages: learning stage and generation stage. In the first stage, the learning unit learns multiple fonts by using the image generation model “zi2zi” (meaning characters to characters), which is based on the GAN principle. In the generation stage, the score of the emotion information is obtained using “Emotion API” for the analysis of the image, then an inference is made by using the weights of the Generator model obtained by the learning, and the font is generated finally. Evaluation experiments via web questionnaires show that the fonts generated by the proposed algorithm correctly reflect emotions, demonstrating the effectiveness of our algorithm.
著者
竹原 繭子 山本 泰豊 長谷川 良平
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
pp.TJSKE-D-21-00042, (Released:2021-11-09)
参考文献数
23

We have been developing a cognitive assessment system based on an electroencephalography-based brain-machine interface (EEG-based BMI) that uses event-related potentials (ERPs) as a virtual “EEG switch.” ERP reflects a temporal change in attention and is also known as a potential biomarker for assessing cognitive functions for older people even with motor decline. We recorded EEG data from 26 healthy adult subjects (18-79 years old) who performed the target-selection task with the EEG switch and compared the result with that of a standard neuropsychological test, the “Trail Making Test” (TMT). We found a correlation between them, and the result showed that this system has the potential for early detection of cognitive decline in order people.