著者
嵩原 広宙 田中 秀樹 岩城 達也
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
pp.TJSKE-D-17-00030, (Released:2018-02-09)
参考文献数
22

Emotional state before sleep affects the subsequent sleep onset. The purpose of this study was to investigate how positive/negative emotion before sleep effected hypnagogic state. The movies eliciting positive or negative emotion were presented before sleep. Hypnagogic imagery was recorded as a probe of emotional experience and EEG microstate analysis was used for finding the emotion related EEG activities. The score of emotion ratings for hypnagogic imagery indicated that positive emotion was reported in not only positive condition but also in negative condition. This implied that hypnagogic state might be accompanied by positive emotion. Comparing the appearance of maps obtained from microstate analysis between conditions, the map of right temporal activity was significantly greater in positive condition while the map of the left frontal activity was greater negative condition. These results suggested that the emotion not just in presleep but also in hypnagogic state was involved in sleep onset process.
著者
杉山 淳一
出版者
Japan Society of Kansei Engineering
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
被引用文献数
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
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 5

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
吉岡 朋子 風間 健
出版者
Japan Society of Kansei Engineering
雑誌
感性工学研究論文集 (ISSN:13461958)
巻号頁・発行日
vol.1, no.2, pp.59-64, 2001

Many goods and services at late night have appeared in the market. Therefore, the objective of this study was to clarify the characteristics of daily activity at late night of young people who were active at late night.<BR>The method of this study was to survey the daily activity of female student from 10p.m. to 5a.m. the next day on weekdays and holidays. The main results were as follows.<BR>(1) The difference among samples had stronger influence on the obtained data than the difference within samples.<BR>(2) The time of activities at late night was longer in students than in whole Japanese. On the rate of samples who were astir at late night, holidays was twice rate of weekdays.<BR>(3) The correlation of between bedtime and each item of daily activities for a whole day was high in the items of the free time, low in the items of the bound time and half in the indispensable time. The correlation between weekdays and holidays was also found.<BR>(4) Activities at late night were classified to five factors. The characteristics of each factor depended on the types of communication's media, for example, telephone and communication.<BR>(5) The activities, which were mostly active in late night, were telephone, computer and rest. Contrary, the items of low rate of activity at late night were work and transportation.<BR>(6) The correlations among activities were found. The character of samples related to transportation were clarified. Their character was self-assertive and aggressive.
著者
木野 和代 岩城 達也 石原 茂和 出木原 裕順
出版者
Japan Society of Kansei Engineering
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
被引用文献数
1

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
松田 勇祐 金子 寛彦
出版者
Japan Society of Kansei Engineering
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

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
池田 千登勢
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
pp.TJSKE-D-17-00017, (Released:2017-05-26)
参考文献数
15

The purpose of this study is to find effective design elements to make maps easy to use for people with poor directional ability. We conducted comparative experiments using 12 types of existing maps. 58 subjects tried to find their ways using several maps in large spaces such as shopping malls and stations with rather complex structures. After observing their behaviors, we conducted interviews to clarify supportive design elements of maps to find ways. As a result, we found some effective design elements such as vivid color tones, the right angle of bird's-eye-view, the right degree of deformation of illustrations, readable design from upside down position when maps are rotated, for example. We also found two important requirements of map design; (1) landmarks on maps should be easily collated with real landmarks, (2) relations between different stories of the building should be clearly described.
著者
竹越 智也 萩原 将文
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
vol.15, no.1, pp.47-54, 2016 (Released:2016-02-26)
参考文献数
41
被引用文献数
1 1

This paper proposes an automatic robot manzai (comic dialogue) generation system. In the proposed system, input sentences such as a tale, story, etc. are converted into a manzai script composed of boke (stupid joke) and tsukkomi (comeback). Then, two humanoid robots play the manzai taking roles of a funny man and a straight man, respectively. Their motions are determined from the motion database based on a verb in the utterance. The contributions of the paper are the following three points; a proposal of the novel system for an automatic robot manzai generation which can accept a normal story, convert it to the manzai script and play the manzai: verification of the usefulness of motions in the manzai to make it funnier by experiments: indication of the effectiveness of the proposed system by experiments.
著者
山西 良典 大泉 順平 西原 陽子 福本 淳一
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
2015

This paper describes linguistic features of generally unreadable person names, which are defined as "<I>KIRAKIRA</I> names," and proposes a method to detect <I>KIRAKIRA</I> names based on the features. Through the discussions, the following eight features are founded as the linguistic features of <I>KIRAKIRA</I> names: 1) Too many Kanji characters, 2) Too many syllables, 3) Multiple usage of a common Kanji character, 4) Kanji variants are used, 5) The pronunciation of Kanji is generally unknown, 6) Too many stroke count for Kanji, 7) Mismatching of gender between a person and the name, and 8) The pronunciation of name equals an imported word. Based on the features, <I>KIRAKIRA</I> names are automatically detected by using Support Vector Machine. The experiments to detect <I>KIRAKIRA</I> names were conducted for 10,000 names. The results of the experiments showed 81.79% accuracy, 76.89% precision, and 91.84% recall.
著者
辛 恩僖 近江 源太郎 李 昇姫
出版者
Japan Society of Kansei Engineering
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

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
山本 景子 田中 厳貴 倉本 到 辻野 嘉宏
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
pp.TJSKE-D-17-00070, (Released:2017-11-30)
参考文献数
14

Choreography is one of the important parameters in dance performance. To make dance cool, it is necessary to design the cool choreography. However, beginners can hardly design choreography because they do not know how to judge the choreography good or bad. In this paper, we propose a system which automatically estimates the coolness of choreography for Lock dance and supports for the beginners to design choreography more sophisticated. To realize the proposed system, we focus on the suitability between the dynamics of dance move and music as a parameter of the coolness. We propose the estimation formula of the coolness based on the suitability, and evaluate it experimentally. As the result, it is revealed that the higher the suitability becomes, the higher the coolness becomes especially for the experienced participants feel on the experimented environment. Consequently, it is expected that the proposed system enables beginners to design cool choreography.
著者
赤井 良行 李 昇姫
出版者
Japan Society of Kansei Engineering
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.221-228, 2014 (Released:2014-02-25)
参考文献数
17

In this thesis, the relationship between sound and colour has been analysed with two different methods. First, colours are applied to sounds using the psychological technique that is based on a study on synaesthesia. In the second approach, the ideal tones are linked to hues that are referring to adjectives. However, both methods have their disadvantages. This study investigates the relationship between timbres and colours with quantitative data from tonal structures.In the first step, the relationship between timbres and colours is aggregated by conducting an experiment with subjects. The results are compared with the quantitative structure of the tone colours. From the result, four basic laws that define the causal relationship between timbre and cool or warm colours have been defined: overtone, fundamental frequency, length of sound and decay of sound.
著者
Chen ZHOU Toshimasa YAMANAKA
出版者
Japan Society of Kansei Engineering
雑誌
International Journal of Affective Engineering (ISSN:21875413)
巻号頁・発行日
pp.IJAE-D-17-00032, (Released:2018-04-12)
参考文献数
26

It is widely believed that there is a relationship between scent and music. For example, there is congruence among certain scent, music, and consumers' buying behaviors according to previous study. However, only limited number of scents and music have been analyzed, which is not sufficient to conclude common characteristics of congruence between scent and music in arousal dimension. Consequently, we investigated the effect of scent on the mood evaluation of music by using four kinds of scents and two music samples. Overall, our results showed the arousal quality of scent would effectively modify the perceived arousal level of music, and scent which was congruent with music on arousal could also increase the affirmation of music. These results therefore underline the potential of scent to enhance listening experience, and those working in the music industry may feel progressively further optimistic in adopting appropriate scent to achieve advanced listening experience.
著者
山根 宏彰 萩原 将文
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
vol.13, no.4, pp.493-500, 2014

Increased demand for web advertising has resulted in a corresponding increase in the need to develop online personalized advertisement. This paper proposes an advertising slogan generation system reflecting preferences of users on the web. By using a social networking service (SNS) site as knowledge base of word preferences, and by employing an advertising slogan corpus, the proposed system aims to generate slogans that reflect advertising posts on SNS. Using model slogans selected from the corpus containing 24,472 slogans, the proposed system generates slogan candidates using the knowledge obtained from a post on SNS. These slogan candidates are selected by the following three indexes; the natural level given by a large scale balanced corpus, the semantic relations score using the advertising slogans, and the preference level obtained from SNS sites. Especially, the proposed system extracts preference data from these SNS fan pages and estimates preference level on each word based on bag-of-words model. This enables the proposed system to select slogans in fashion. The authors conducted an objective experiment to examine the quality of generated slogans. The result shows that (1) the natural level and semantic relation level are effective to select slogans that reflect a post (2) the preference level index contributes to select preferred slogans that interest people.
著者
坂田 礼子 神宮 英夫
出版者
Japan Society of Kansei Engineering
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.49-54, 2014

This study is to clarify the factor of "Kansei" in operation of human interface systems. "Kansei" includes conscious aspect and unconscious aspect. Physiological responses are necessary to evaluate unconscious aspect. In this paper, "<I>sakusaku</I>" feeling at car navigation operation is measured. Relationship between subjective evaluation and, Electrocardiograph measurement and Near Infra- Red Spectroscopy measurement is investigated. Experimental data shows that physiological responses are effective to evaluate unconscious aspect.
著者
田中 秀典 今井 順一 齋藤 巌 春日 伸予 長島 知正
出版者
Japan Society of Kansei Engineering
雑誌
感性工学研究論文集 (ISSN:13461958)
巻号頁・発行日
vol.5, no.2, pp.71-76, 2005

Colic crying, which is a baby's abnormal crying induced by unknown causes, is a typical example of sounds giving unpleasant impressions to listeners. Recently, Mukai <I>et al.</I> suggested that the colic crying would cause the child abuse because of its unpleasantness. In this paper, we propose the extended pitch perturbation quotient (ePPQ) for the evaluation of unpleasantness of crying. It is shown that the ePPQ is an index to quantify instability of fundamental periods, which seems to be cause of unpleasantness of colic crying. The ePPQ for colic crying is significantly higher than that for crying cured by operation. Furthermore, as a result of subjective evaluations, it seems that there is a tendency for the scale of unpleasantness to be high when the ePPQ is high. Therefore, it is considered that the ePPQ is a useful index for evaluating unpleasantness for crying.
著者
渡邊 淳司 加納 有梨紗 坂本 真樹
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
vol.13, no.2, pp.353-359, 2014 (Released:2014-04-30)
参考文献数
35
被引用文献数
6 2

Although human beings are capable of discerning a variety of textures through the sense of touch, there is as yet no consensus as to how best to classify those textures. To resolve this problem, we proposed a novel method of categorizing tactile textures using onomatopoeic words in Japanese. Based on the impressions they evoke, onomatopoeic words pertaining to tactile sensations are distributed on a two-dimensional space, making it possible to visualize how different tactile sensations are related to one another. Combining the results obtained with the subjects' evaluations of the materials touched in terms of how pleasant or unpleasant they find those materials, this paper attempts to visualize on a two-dimensional space the relationship between the pleasantness/unpleasantness associated with the materials and the tactile sensations that they evoke.
著者
Ming YANG Masafumi HAGIWARA
出版者
Japan Society of Kansei Engineering
雑誌
International Journal of Affective Engineering (ISSN:21875413)
巻号頁・発行日
vol.15, no.2, pp.125-134, 2016 (Released:2016-06-30)
参考文献数
29

In this paper, we propose an automatic Waka generation system with custom database, based on texts given by the user. The proposed text-based system has better compatibility with Waka poem, improving consistence and logicality of generated poems. Kansei information is also considered to make poems natural and closer to the emotions the user wants to express. Presented by interactive generation experiments, the proposed system can generate Waka poems reflecting stylistic and grammatical requirements. Meanwhile, the poems are also with related meanings and emotions to the original text and some poeticness.
著者
伊藤 真琴 三重野 はるひ 藤沼 誉英 大倉 典子 渡辺 洋子
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
vol.9, no.2, pp.161-170, 2010 (Released:2016-11-30)
参考文献数
16
被引用文献数
1

The main purpose of this paper is a proposal for restoration support system of historical buildings using virtual environments. Trend has developed to restore historical Japanese buildings such as theaters as symbols of town renovation. However, the restoration of such buildings commonly encounters many difficulties such as a lack of documents, and different construction materials and structures between the old era and the present. Virtual images of a restored building should be a great help in evaluating and discussing various restoration plans. We have constructed a restoration support system for historical buildings, using virtual environments to help the design plan for indoor restoration. CAD data based on actual measurements of an old theater, Tsurukawaza in Kawagoe, were employed to construct the 3D model for the system, which ensures reproduction of the interior details of the theater. The experimental results show the effectiveness of the support system.
著者
秋田 直繁 森田 昌嗣 椎塚 久雄
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18840833)
巻号頁・発行日
pp.TJSKE-D-17-00019, (Released:2017-07-20)
参考文献数
30

To create innovative ideas, it is important for designers to monitor thought patterns by reflecting upon their thought structure and then control thought. In this study, we visualized the inference process, which includes deduction, induction, and abduction, as well as the associative process. Subsequently, by connecting them radially along the flow of thought, we employed a method of visualizing the inference process of designers on a two-dimensional plane. We conducted an experiment to visualize a part of the thought of designer using the “inference mapping method.” Consequently, we found out that different cognitive biases occurred in designers' deductive, inductive, abductive, and associative thinking processes. From the technical viewpoint of cognitive science, we studied the phenomena and clarified the structure of bias in each thought process. Finally, we proposed a way to visualize cognitive biases and to consciously eliminate them when designers engage in the creative process.