著者
沖田 実嘉子 竹末 俊昭
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.11, no.2, pp.175-182, 2012 (Released:2012-03-29)
参考文献数
10

Kimono is a traditional Japanese garment. Several types of dyeing artifices have evolved through the process of printing traditional patterns on cloth in Japan. Paper stencils can be considered merely tools used at an intermediary stage of the dyeing process. And yet another problem is that most stencil cutting craftsmen are getting older, and thus the traditional art of paper stencil cutting may be lost under present circumstances.In this study, we explored the possibility of replacing paper stencils produced by traditional techniques with those produced by a laser cutter. And we compared actually dyed textiles by using existing and new techniques, in an attempt to achieve a quality of paper stencils produced by a different method that is closer to the superb quality of traditional artifices. As a result, we were able to suggest the guidelines on materials and patterns suitable for producing the stencils with a laser cutter.
著者
池田 朋矢 一川 誠
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-22-00052, (Released:2023-04-13)
参考文献数
19
被引用文献数
1

We have found that various cognitive biases would interfere with evacuation behavior during a disaster, and this have caused many casualties. In this study, we focused on the conformity bias, one of the cognitive biases, which is introduced by evacuation order sentences with information about other residences’ behavior, to facilitate evacuation behavior. In the experiment, we presented the evacuation order sentences, and pictures which depict the scene of disaster, or normal situation. Participants evaluated the degree of risk for the picture, and degree of necessity of evacuation from the scene. Our results demonstrated that the conformity bias would facilitate evacuation especially for the low-risk situation. In addition, we found that judgments of the need for evacuation can be predicted by the rating of the degree of danger, disaster experience, sense of crisis about disasters, and the other-personality-orientations of the participants.
著者
竹原 卓真 井上 捺稀 山本 ルナ 清水 美沙
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-20-00011, (Released:2021-01-22)
参考文献数
44
被引用文献数
1

Faces with larger eyes and double eyelids are perceived as more attractive than those devoid of these features. Moreover, eye bag makeup has become fashionable among nonprofessional lay young females to enhance the perceived size of their eyes. The majority of research on the influence of the upper eyelids on facial attractiveness has been conducted using artificially generated faces; however, research on facial attractiveness forming eye bag makeup remains unexplored. This study investigated the physical and mental attractiveness of real female faces with single/double eyelids and with/without eye bag makeup. The results indicated that faces with double eyelids were rated as more attractive than those with single eyelids. Faces with eye bag makeup were generally perceived as less attractive than those without them. While this was the case regardless of the type of eyelids for mental attractiveness, eye bag makeup only impacted the faces with double eyelids for physical attractiveness.
著者
宇治川 正人
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.249-256, 2021 (Released:2021-08-31)
参考文献数
49
被引用文献数
1

This paper reports on the results of a literature review and text-mining analysis conducted to understand how the kawaii emotion had been expressed in Japanese. The Japanese term kawaii can be translated to English as lovable, cute, pretty, and sweet comprehensively. In Japanese, the kawaii emotion had long been expressed using different words, many of which have multiple other meanings. In addition, some words that had been used to express the kawaii emotion took on new meanings. The words that had been exclusively used to refer to the kawaii emotion are megushi, utsukushi, rotashi, kahayushi, and shiorashi. In modern Japanese, nuances such as ‘sweet’ and ‘pitiful’ were removed from the concept of kawaii whereas others such as ‘smiling’ were added.
著者
伴 碧 池田 亮午 高橋 英之 神山 貴弥
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
pp.TJSKE-D-20-00058, (Released:2021-06-16)
参考文献数
41

Previous studies have shown that behavioral synchronization with others positively affects various psychological and behavioral variables. However, no consistent view has been given on the effects of synchronization, as different researchers tend to use different indicators. In light of this, the purpose of this study was to comprehensively examine the effects of synchronization by using multiple psychological and behavioral indicators that have been shown to be associated with synchronization, as dependent variables. We set up conditions in which the upper arm motion was synchronous and asynchronous between two participants who maintained a controlled gaze. The results showed that synchronization of behavior with others was not an effect and not a mediated effect by psycho-logical variables; however, it had a direct effect on behavioral indicators. Specifically, compared with the asynchronous condition, the synchronous condition resulted in closer interpersonal distance between participants and greater cooperation with others in the prisoner’s dilemma game.
著者
杉山 淳一
出版者
日本感性工学会
雑誌
感性工学研究論文集 (ISSN:13461958)
巻号頁・発行日
vol.5, no.3, pp.3-10, 2005-05-31 (Released:2010-06-28)
被引用文献数
1 1

On-line battle games reached a new stage. It is the movement of making a computer game sublimate for “sport”. It is called electronic sport, e -Sports. The leading parts of e -Sports are not a game manufacturer but players. Manufacturers don't have the initiative, but it is the age when a users' community chooses a game. e-Sport develops in America, Europe, South Korea, Taiwan. Even Japan may be so. It may influence not only a market but also culture, education, international relations.
著者
浜田 百合 井上 修斗 庄司 裕子
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-19-00025, (Released:2019-10-21)
参考文献数
33
被引用文献数
1

This paper describes the trends in the phonemes used in naming by using the attributes of objects. The study used the names of characters in video games and automobiles as the targets of analysis. Through categorizing the objects based on their attributes, the study sought to verify if there existed a difference in the used phonemes between the categories. Resultantly, the study has clarified the phonemes used to illustrate the smallness, lightness, and weakness in addition to the phonemes used to depict the largeness, heaviness, and strength between two objects. In addition, the study had also employed evaluation experiments to verify the trends in the phonemes used in naming, which was derived from the analyses of the objects’ attributes, and to verify whether the phonemes used in the naming process matched with the people’s impressions. Throughout this process, the study has found the objects’ specific naming trends and the characteristics of the phonemes. By conducting the same analysis process for many objects, the study hopes to propose a supporting method for the naming process of specific objects.
著者
佐藤 耕大 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
vol.22, no.2, pp.197-206, 2023 (Released:2023-04-28)
参考文献数
22

In this paper, we propose a new personalization method for a dialogue system using external knowledge and Graph Convolutional Networks (GCNs). The proposed system is divided into a personalize-part and a response-generation part with Japanese Transformer model. The personalize-part consists of a learned GCN, which can estimate the user’s interests, and a knowledge graph as external knowledge. The personalize-part can add an appropriate template to the response by Transformer according to the dialogue situation and user’s interests. Estimating a topic interesting for each user, the new system can provide an intimate dialogue reflecting individualized interests. We carried out extensive evaluation experiments, and it has shown that the proposed system exceeds the conventional Transformer dialogue model by 35.6% in the variety of information and by 34.0% in the level of desire to use the system.
著者
平 あき津 五十嵐 崇訓 行場 次朗
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-20-00063, (Released:2021-04-15)
参考文献数
7

This study investigated the relationship between facial youthfulness and facial areas. The cognitive model reported previously shows that youthfulness is a complex impression composed of estimated age, lively impression, and clean impression. Eight participants rated these impressions of seven facial images using Scheffe’s paired comparison method. The images consisted of an average face of 19 women in their 50s and modified average faces by adding moderate or severe wrinkles on the forehead, under the eyes, or around the mouth of the average face. Additionally, eye-movements were monitored during the rating of the average face. These investigations revealed that youthfulness and estimated age related to forehead and under-eye areas, whereas lively impression and clean impression related to under-eye area. Further analysis suggested that youthfulness had a combined feature of other three impressions. These results support the cognitive model of youthfulness reported previously and demonstrate that important facial areas vary with impressions.
著者
井上 亮太郎 保井 俊之 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-19-00068, (Released:2020-04-14)
参考文献数
35

This study is to induce by the factor analysis the factors of wakuwaku, the positive emotions at work,and to get them structured by the covariance structure analysis. The authors identified five factors composed by twenty-five items as factors of wakuwaku, and then discovered that it is the circulating structure by using the covariance structure analysis. They quantitively validated those factors and its structure by the confirmative factor analysis and the PANAS analysis to prove the efficacy of the structure.
著者
岡田 真奈 小高 直樹 阪田 真己子
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.2, pp.207-213, 2020 (Released:2020-04-30)
参考文献数
14

We discussed how people behave on seeing kawaii animal toys. Many studies have indicated the effects of kawaii emotions. However, few have described how they are expressed behaviorally. Therefore, this paper reports observable behavioral indicators. Specifically, we observed 4 human behaviors: smiling, touching, talking, and watching (kawaii toys or people) - during conversations when they see animal toys. Participants were divided into two groups. One (kawaii group) selected the animal toys that they felt had the most kawaii, and another (non-kawaii group) selected the animal toys that they felt had the least kawaii. Time to behavior was measured by annotation software, analyzed by analysis of variance. Comparison of groups showed that kawaii group was smiling, talking, and watching people for a longer time. Conversely, non-kawaii group was watching animal toys for a longer time. These results deepened our understanding of human behavior caused by kawaii emotion.
著者
川北 輝 大西 厳 石原 茂和 橋本 健汰 金井 秀明
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
vol.21, no.3, pp.267-274, 2022 (Released:2022-08-31)
参考文献数
25
被引用文献数
2

Under difficult COVID-19 situations, restricted movements and increasing stress demand casual counseling. Counseling in a virtual space would lower the psychological barrier to consultation by concealing the client and the counselor’s figure. This study examines whether the willingness to consult would change by the seriousness of consultation and the different appearances of the counselor’s avatar. As a result, in the serious consultation situation, the willingness to consult with the avatar in a white coat was high. In the informal consultation situation, the willingness to consult with the avatar wearing a hood was high. Furthermore, with eye-tracking, we found that people’s attentive areas were different by the situation and by the appearance of the avatar. These results suggest the potential for the avatar counseling system in the Metaverse and remote virtual reality (VR) counseling.
著者
山脇 一宏 椎塚 久雄
出版者
日本感性工学会
雑誌
感性工学研究論文集 (ISSN:13461958)
巻号頁・発行日
vol.5, no.3, pp.31-37, 2005-05-31 (Released:2010-06-28)
参考文献数
7
被引用文献数
2 3

This paper discusses about the relevancy of Solfege ability and Color-heard-sense. We do the questionnaire survey that listens to music and answered the color image. We analyze tonality recognition with questionnaire survey of the music major students and students except for the music major. We use method of the feature extraction of the music according to the adjective image chart, because it is superior than the feature extraction of the music by the factor analysis. From the analysis of the questionnaire survey, two results are shown. It is suggested that the human beings have the synesthesia subconsciously. It is shown that the synesthesia is caused by an influence on the common recognition of music and color.
著者
加藤 拓巳
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-20-00016, (Released:2020-10-21)
参考文献数
36

Color has long been considered important by both the manufacturing industry and academia because it affects people’s perceptions, emotions, and behaviors. However, the evaluation of purchasing behavior until now has mainly been only in an experimental environment, and there have been concerns that differed from the actual consumer behavior. Therefore, the causal effect of the strong impression of a manufacturer’s brand color on the purchase behavior in the Japanese automobile industry was verified. Covariate was homogenized by propensity score matching based on the online survey, and the causal effect on purchase intention was extracted. As a result, the impression of the brand color had a positive effect on the purchase intention. This effect was estimated to be 5.739 in odds ratio. Commercial brands, logos, emblems, car body colors, dealers, showrooms, and even professional baseball teams were found to be factors that foster brand color.
著者
木野 和代 岩城 達也 石原 茂和 出木原 裕順
出版者
日本感性工学会
雑誌
感性工学研究論文集 (ISSN:13461958)
巻号頁・発行日
vol.6, no.2, pp.33-38, 2006 (Released:2010-06-28)
参考文献数
21
被引用文献数
3 3

The purpose of this study was to explore the relationship between humans and objects they treasure using the analogy of interpersonal relationships. Four hundred and eighteen undergraduates were asked to name objects they were especially fond of. They then rated the likeness or similarity of these things to themselves and others, and they specified the reason they liked the objects. The results showed that certain objects carried with them strong metaphors for the subjects' interpersonal relationships. The study also analyzed the relationship between these metaphors and the reasons given by the subjects for liking the objects named. Although this was an exploratory study, the analysis of the relationship between humans and the objects might be useful for the development of new products that people will treasure.
著者
佐藤 みずほ 水山 元 中島 円 中野 冠
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.18, no.5, pp.397-405, 2019 (Released:2019-12-27)
参考文献数
19

It is difficult to find out what consumers actually demand, in a society with various information and products. Under such circumstances, the importance of finding consumer insight is increasing. However, it is difficult to find out consumer insight. In this paper, the effect of using visuals for the discovery of consumer insight was verified compared with using text. The experiment was conducted with two groups. Each group came up with ideas on two themes. At that time, the following conditions were set: one is to use visuals and the other is to use text. Then, the contents were analyzed using Finke’s Geneplopre model. The result showed that, the number of ideas with visuals were fewer than the number of ideas with text. However, it was implied that using visuals allows for deeper and wider interpretation of ideas, which could lead us closer to true consumer insight.
著者
山西 良典 鍵田 里沙子 西原 陽子 福本 淳一
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.29-35, 2015 (Released:2015-02-10)
参考文献数
19

This paper proposes a method to detect attractive phrases from musical lyrics. The method considers not only acoustic but also lyrical features which attract human attention. Through the interview on impression for lyrics, we have found that “uniqueness of co-occurred terms” and “repetition” significantly influence human attraction. Therefore, we modeled these linguistic expressions as mathematical features. The proposed method detected attractive phrases using support vector machine with the modeled features. The results of the model evaluation experiments showed the 69% accuracy and 86% precision. Moreover, the results were compared and discussed with the key sentences detected by the existing summarization methods. As the result of comparison, it is confirmed that the proposed method detected attractive phrases more accurate than the existing summarization methods.
著者
横井 聖宏 馬場 康輔 須藤 秀紹 山路 奈保子
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
pp.TJSKE-D-16-00023, (Released:2016-04-19)
参考文献数
27
被引用文献数
2

Short-pause is one of the important elements of presentation. In this study, we have investigated differences of taking short-pauses between winners and losers of book review presentation game, Bibliobattle. In order to find short-pauses, non-utterance sections in presentations are detected by converting time discrete audio signal to energy. Length, times and appearance position of short-pauses of winners and losers were compared. As a result, the following things were revealed. The first is that the average times of winners' brief (less than 0.4 sec) short-pauses is significantly smaller than losers' one. The second is that the losers' average times of short-pauses which appeared in unnatural position (between noun and postpositional particle or suffix) is significantly larger than winners' one.
著者
戸本 裕太郎 中村 剛士 加納 政芳 小松 孝徳
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.11, no.4, pp.545-552, 2012 (Released:2012-10-11)
参考文献数
23
被引用文献数
2 1

Onomatopoeia refers to words that represent the sound, appearance, or voice of things, which makes it possible to create expressions that bring a scene to life in a subtle fashion. In this paper, we propose an onomatopoeia thesaurus map to enable the construction of a map that visually confirms “similarity relationships between a number of onomatopoetic words” and “similarity relationships between unknown onomatopoetic words and existing onomatopoetic words,” which are difficult to grasp from a conventional thesaurus. It is also possible to label objects with onomatopoetic words and visualize the similarity relationships between the objects on a map. In this paper, we introduce an example of labeling onomatopoetic words relating to the textures of sweets (desserts).