著者
Shigekazu ISHIHARA Keiko ISHIHARA Mitsuo NAGAMACHI
出版者
Japan Society of Kansei Engineering
雑誌
KANSEI Engineering International (ISSN:13451928)
巻号頁・発行日
vol.1, no.1, pp.49-58, 1999 (Released:2010-06-28)
参考文献数
14
被引用文献数
3 8

This paper presents a methodology for analyzing individual differences on Kansei evaluation for a set of product samples. This analysis divides subjects into several groups by each subject's Kansei evaluation data, according to what kinds of Kansei are related on what kinds of design elements. The basic idea is to classify the results of cluster analysis on individual subject's ratings. A similarity matrix of subjects is computed by comparing dendrogram of each subject. The member subjects of a group have similar response patterns, and the subjects belong to different groups have different response patterns over all Kansei and design elements. ArboART, neural network based hierarchical clustering is used for individual clustering. The methodology is applied to analyzing evaluation data of milk carton design.
著者
Yutaka HIROI Akinori ITO Eiji NAKANO
出版者
Japan Society of Kansei Engineering
雑誌
KANSEI Engineering International (ISSN:13451928)
巻号頁・発行日
vol.8, no.1, pp.59-66, 2009 (Released:2018-05-31)
参考文献数
22
被引用文献数
2 8

Familiarity is one of the most important requirements for human symbiosis robots, such as care service robots. To improve familiarity of a human symbiosis robot, we proposed a novel concept called “robot avatar.” A robot avatar is a small robot mounted on a main robot, and it performs gestures instead of the main robot. Although our previous study revealed that a robot avatar was effective for increasing users’ familiarity with a robot, the effect of users’ age on the improvement of familiarity by a robot avatar was not investigated well because the most of the subjects in the previous study were young. When considering the application of a robot avatar to care service robots, it is important to investigate the effect of a robot avatar on elderly people. In this paper, we focus on elderly subjects, and carried out an experiment to test if a robot avatar is effective for elderly people to improve familiarity. The result was positive, and the effect of a robot avatar on elderly people was stronger than that on younger people. From a comparison of the results from elderly subjects with those from younger subjects, we found that the elderly paid less attention to dialogue between a human and a robot.
著者
Kenji OZAWA Yoshihiro CHUJO Yôiti SUZUKI Toshio SONE
出版者
Japan Society of Kansei Engineering
雑誌
KANSEI Engineering International (ISSN:13451928)
巻号頁・発行日
vol.3, no.4, pp.25-30, 2002 (Released:2010-06-28)
参考文献数
8
被引用文献数
7 11

A psychoacoustical experiment was conducted to examine the basic characteristics of auditory presence as the first step to obtain a full understanding of the multi-modal sensation of presence. Twenty-three sounds were binaurally recorded using a dummy head and reproduced to four subjects by headphones. The experiment was carried out using Scheffé's paired comparison method modified by Ura using a scale of five categories. Analysis of variance revealed that the auditory presence as the main effect was highly significant. As a result of scaling, the sounds of moving sound sources were evaluated as having a higher presence than the sounds of stationary sound sources. As for the latter, sounds with larger sound images were rated as having a relatively higher presence. The effects other than the main effect and the interactions between them, however, were also significant. In the interactions, the individual differences for the main effect tended to be explained as the difference in weights of the subjects on the psychological factors involved in the auditory presence.
著者
JINGU Hideo
出版者
日本感性工学会
雑誌
KANSEI Engineering International (ISSN:13451928)
巻号頁・発行日
vol.2, no.3, pp.1-4, 2001
被引用文献数
5

The evaluation result of the commodities in daily life has an important meaning for <I>Kansei</I> engineering. However, neither the particular evaluation technique nor the analysis technique has been so researched. The &ldquo;graphical modeling&rdquo;is applied to analyze the time series judgments in the <I>Kansei</I> and sensory evaluation. This is a technique to which the pass analysis is done with the repeated calculation. Three kinds of same maker's chewing gums are used as stimuli. They are muscat taste, Japanese apricot taste, and bubble gum. The five items in each stimulus that are evaluated with a 5-point rating scale are used, for example, sweetness, fl avor, palatability, and so on. The causal relations of all 15 kinds are analyzed with the results of ten subjects. In the time series of evaluation values, the time order always corresponds to the causal relation. Only the pass coefficient from the evaluation of the previous state to the following evaluation is calculated. A comparatively strong causal relation is admitted to the evaluation item that relates to the characteristic of each stimulus. It is suggested that the <I>Kansei</I> and sensory evaluation of an important quality of the commodities is not to become independent reciprocally in the time series. This means that the previous evaluation exerts the influence until the future
著者
Kenji YOKOI Katsumi WATANABE Ryo KATO Takashi KAWAI Tadashi SATO Takashi YAMAZAKI Hitoshi YAMAGATA
出版者
Japan Society of Kansei Engineering
雑誌
KANSEI Engineering International (ISSN:13451928)
巻号頁・発行日
vol.6, no.2, pp.13-18, 2006 (Released:2010-06-28)
参考文献数
24
被引用文献数
3 5

In this study, we applied a gaze-contingent window method to measure the spatial distribution of visual attention while playing an action video game. The peripheral visual field of a player was restricted to an area around the gaze by masks with various spatial extents. The quantitative relationship between window size and game performance confirmed that superior players had a wider distribution of visual attention than inferior players. An additional analysis of eye movements showed that the mean length of saccadic eye movements (indicating an overt allocation of attention) of inferior players was comparable to that of superior players. These results suggest that the difference in game performance between inferior and superior players may be due to the qualitative difference in the efficiency of covert allocation of visual attention. The present study also indicates the applicability of the gazecontingent window method for the online evaluations of performance and learning during dynamic visual-motor tasks.