著者
Suomiya BAO Ryosuke KUBOKI Ryohei IIJIMA Hironobu MINAGAWA Katsuo YAMANAKA Takashi MIZUHIKI
出版者
Japan Society of Kansei Engineering
雑誌
International Journal of Affective Engineering (ISSN:21875413)
巻号頁・発行日
vol.18, no.1, pp.9-16, 2019 (Released:2019-01-31)
参考文献数
12
被引用文献数
1

The market of e-book has been growing fast and showing a great potential recently. However, the traditional printed books are still predominating the major market. Most people still prefer printed book despite e-book's advantages. In this study, we conducted an experiment involving 34 participants to determine the difference between e-book and printed book in terms of user experience. We hypothesized that different contents would influence the result, therefore we chose two different genres of books: magazine and the Japanese comic book - manga. Participants were asked to read on E-Reader and printed book, then asked to evaluate their experience using questionnaire. ANOVA, Wilcoxon signed-rank test, multiple regression analysis and principal component analysis were conducted to analyze the difference between each group and correlative factors that affected overall evaluation. The result indicated that printed books were rated higher than e-books, and manga was more applicable to e-book than magazine.
著者
中森 志穂 水谷 奈那美 山中 敏正
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.10, no.3, pp.321-326, 2011 (Released:2011-12-28)
参考文献数
22
被引用文献数
1 6

Pupil response reflects sympathetic activity and recent research has begun to study pupil response as a stress indicator. It is thought pupil response may be used as an indicator of stress and emotion. This study investigated whether pupil size reflects liking and interest which are Kansei activities. Fifteen adult subjects with normal vision were tested. The subjects' pupil responses were measured while looking at 32 images in random order. The images were digital color photos projected on a computer monitor depicting 16 models. Each model was shown with two expressions: 8 images of happy faces and 8 of neutral faces, and 8 images of angry faces and 8 of neutral faces. The subjects rated their liking and interest for each image using 5 point scales. This revealed that pupil size was significantly larger while viewing images rated as ‘dislike’ than while viewing images rated as ‘like’, over a period between 5 and 10 seconds after stimulus onset. Pupil size didn't reflect interest but liking. The results suggested that subjects physiologically relaxed while looking at images they like.
著者
大谷 毅 KIM KyoungOk 高橋 正人 乾 滋 森川 英明 高寺 政行
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.629-668, 2014 (Released:2015-01-30)
参考文献数
65
被引用文献数
1 12

In “Cool Japan,” the government has been trying to promote the internationalization of the fashion business by Japanese companies as a national policy since 2005. The aim has mostly failed, and only partially completed efforts have been confirmed. Consequently, the presence of the Japanese fashion business remains weak in the global fashion market. The purpose of this paper is to explain the cause. While the domestic fashion market has experienced rapid growth over the 50 years following World War II, fashion companies have not shown an interest in foreign markets. Designers of ready-to-wear apparel have followed the fashion styles of Paris and Milan. As long as fashion companies were realizing growing revenues, top management of large-scale fashion companies supported these trends. Top management did not delegate significant discretion for designs to the chief of design, and chief or creative directors had uncertain roles.As a result, designers may have lost their creativity in a commercial sense, and the chief of design is no longer responsible for sales. Top management has given more priority to modelisme than stylisme. Much interest was focused on mistakes in the product details rather than customer profiles. Senior management understood that we had efficiently conducted our fashion business in this manner.It became impossible to assume the risk associated with international market expansion. In the 1990s, the price of the property price in Tokyo decreased after collapse of the bubble economy. It attracted the famous fashion houses of Europe to the burgeoning commercial areas of Tokyo. On the other hand, Japanese entrepreneurs were unable to recover markets lost to the Europeans, even by expanding into foreign markets. Despotic leadership is necessary for the success of the fashion business. As for the company form, possession and management should be the same one. The entrepreneur should delegate the necessary discretion to the chief of design. The chief's discretion will depend on the decision premise, which precedes the first stage of fashion design. The design of fashion clothing will be added according to going through the manufacturing process. The virtual “design chain” is determined by the chief of design.The manufacturer of ready-to-wear is to “make to stock.” If nobody buy it, ready-to-wear would not exist, and the values are not found. The defects are caused at the design of the first stage. The cheif should owe its responsibility.This business depends on the sensibility or affection of humans, which is difficult to understand. However, the design chiefs of the textile manufacturers have promoted abduction about the decision premise of the chief designer at Maison. Therefore, marketing activities are being conducted aggressively. The role of a fashion designer of ready-to-wear clothing is different from that of an artist. From a large chaotic space, a “subset” is extracted. Subset is action space that is shared by certain people. It is assumed that a subset of these is represented by several people, model. Therefore, the task of the chief gives silhouette in this model. If we assume that the silhouette is supported by action space, sellable products can be designed. Action space may exist globally across the border. In many cases, global properties for global markets are lurking among these.
著者
Naoto HAYASHI Masashi YAMADA
出版者
Japan Society of Kansei Engineering
雑誌
International Journal of Affective Engineering (ISSN:21875413)
巻号頁・発行日
vol.16, no.3, pp.165-171, 2017 (Released:2017-07-31)
参考文献数
15

This study focused on the impressions of robot design in the Japanese robot anime series, “Mobile Suit Gundam”. In Experiment 1, the impressions of robot design were measured using semantic differential method. Results of the factor analysis showed that the impressions of the robot design were illustrated by a three dimensional space, which was spanned by ‘Massiveness,’ ‘Coolness’ and ‘Roundness.’ ‘Moe’ is one of the most important keywords in robot design. The results of a multiple-regression analysis showed that Moe was felt deeply for a massive, cool and box-shaped robot. In Experiment 2, the differences between robots of scale models and super-deformed models were investigated. The results showed that the scale models were designed to be cool and the super-deformed models were designed to be cute.
著者
宮原 佐智子 田和辻 可昌 松居 辰則
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.16, no.1, pp.109-119, 2017 (Released:2017-02-24)
参考文献数
23

Many people have experienced that even long after their graduation, their school songs can still evoke nostalgia of their old school days. In this study, we proposed a psychological model of the generation mechanism underlying the school-song-evoked nostalgic feelings. Firstly, we extracted the terms characteristic of school songs from the lyrics of 156 Japanese school songs. Then, we investigated how the number of years that had elapsed since graduation influenced the degrees of school-song-evoked nostalgic feelings through questionnaires. Finally, we conducted an experiment in which the participants were asked to rate the “school-songness” of the lyrics of four existing school songs as well as an “average school song” which we made using the terms extracted at the first stage of the study. The results show that the “average school song” ranks highest, which implies the properness of our model.
著者
長坂 一郎
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.5, pp.609-614, 2016 (Released:2016-09-30)
参考文献数
20

Since the 1960s, a number of engineering design theories and methodologies have been proposed aiming at explaining the nature of design activity scientifically. In this paper, we discuss what these engineering design theories could mean to fashion designers. Since, in the engineering design theories, the analysis - synthesis - evaluation (ASE) paradigm, which is believed to have originated in the process of mathematical proving and making scientific theories, is widely held, the theories could contribute the understanding of the nature of fashion design as far as the fashion design activity is rational in a scientific sense. However, in the fashion design process, designers develop and validate solutions to fulfill consumers' “body expression function” which largely involves subjective sensation. Therefore, the engineering design theories cannot be applied to the fashion design directly. After examining why it cannot be applied to the fashion design, we will discuss if there are any other ways to implement a theory of fashion design by referring to the Christopher Alexander later theory of design.
著者
Yoshiki MAKI Yuji SHIRATORI Kenta SATO Satoshi NAKAMURA
出版者
Japan Society of Kansei Engineering
雑誌
International Symposium on Affective Science and Engineering (ISSN:24335428)
巻号頁・発行日
pp.1-6, 2018 (Released:2018-11-01)
参考文献数
8
被引用文献数
1

Previous studies suggested that spoilers might increase the enjoyment of novels. However, the problem of spoilers has not been sufficiently clarified. The objective of our work is to clarify the effect of comic spoilers and to apply clarified knowledge for applications. In our past work, we constructed a spoiler dataset and investigated the spoilers’ effect by changing the spoiler timing for readers. However, in the past work, we could not clarify the characteristics of spoilers. In this work, we clarified that spoilers reduced the interest in continuing reading the comics and analyzed the characteristics of spoilers by using the dataset. Then, we considered how to construct a comic spoiler dataset and investigated how to determine the spoiling pages automatically using image processing, and character detection and so on.
著者
Byeongseon PARK Kanae IBAYASHI Mitsunori MATSUSHITA
出版者
Japan Society of Kansei Engineering
雑誌
International Symposium on Affective Science and Engineering (ISSN:24335428)
巻号頁・発行日
pp.1-6, 2018 (Released:2018-11-01)
参考文献数
10
被引用文献数
7

The aim of this research is to develop a search system for comics based on the personalities of appearing characters. For this purpose, this paper describes the classification of characters using egograms, which are used to classify personalities. In the proposed method, texts that express a comic book character's personality are acquired from web resources, and semantic vectors are allocated based on these texts using egograms. The resulting egogram pattern is used to estimate typical properties. Our experiment reveals that the performance accuracy of this classification method is 55.0%.
著者
北折 貴子 吉川 玲子
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.4, pp.629-635, 2010 (Released:2016-11-30)
参考文献数
10

Sugino Fashion College Costume Museum has exhibited an evening dress from Maison de Couture Worth. However, the display's continuation has been a matter of concern because of its deteriorated condition over the ages. In 2007 Sugino Fashion College launched a three-year project to copy the dress including the necessary investigation and study to accomplish this work. The project titled “An Investigation into the Origin of Modern Costumes: Copying of Worth's Dress” was applied for “Promotion of Upgraded Research at Private University” and was accepted. In March 2010 the project was completed and reported in a symposium. This paper focuses on the aesthetic experience in the dresses around the year of 1900 and compares with that in contemporary dresses. In the project, Worth's evening dress was copied using calico without changing the design as it fit the body of a woman in the present day. The copied dress was put on the mannequin and the difference in aesthetic experience was compared between the original dress and the copied one. By this comparison it was revealed that the design of Worth's evening dress can be perfectly applicable for the present-day figure.
著者
大石 さおり
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.3, pp.503-510, 2010 (Released:2016-11-30)
参考文献数
14

This study examined the trends in clothing that female university students followed and the kind of impression they intended to give their interviewers on being asked to take an interview dressed in attire that reflected their virtues. The following three hypotheses were examined: First, there is significant difference between student's impression management in everyday life and the impression that they wish to leave interviewers with. The students' impression management centered around their desire to prove their competence for the job. Second, the attire selected by students for job interviews differs from what they usually wear. They tend to choose a more elaborate dressing style for a job interview. Finally, students manage their impression by carefully selecting their attire for a job interview. The results showed that all the three hypotheses were valid. Further, the results revealed that students associated the clothes they chose for job interviews with a certain impression that they wished to make and that they managed their impression by independently choosing their outfits for job interviews.
著者
月元 敬
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.16, no.3, pp.293-298, 2017 (Released:2017-08-31)
参考文献数
16

Roboticists believe that highly, but not perfectly, realistic human-looking robots elicit negative feelings in humans. This is the so-called ‘uncanny valley’ response. Most research on the uncanny valley has used the morphing technique and the morphing rates as the objective scale. However, those findings might come from unnatural and/or unexistable appearance of morphed faces. The present study investigated the uncanny valley by measuring participants' impressions of some existing robots whose degree of human likeness was evaluated by Scheffé's paired comparison method, a kansei-engineering approach. The survey demonstrated the uncanny valley like Mori's (1970) hypothetical graph. Furthermore, as the X-axis, ‘experience’, one of the two independent dimensions in mind perception (Gray, Gray, & Wegner, 2007), showed the pattern of the uncanny valley, but ‘agency’ did not. These results suggest that robots become unnerving when people ascribe to them experience, rather than agency.
著者
吉見 紫彩
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.12, no.1, pp.157-166, 2013 (Released:2013-02-20)
参考文献数
16

The purpose of this research is to examine the sound symbolism of Japanese morae. Japanese sense the Japanese morae integrating their visual and sound image, and foreigners cannot fully integrate those. Therefore, two surveys were carried out. On the first survey about the image of 46 Japanese morae (conducted on Japanese) three principle sound symbolism characteristics were extracted - “inorganic - organic”, “comfortable - uncomfortable” and “tranquillo - rough”. On the other hand, the second survey for foreign students indicated clear difference between visual and sound image. I report some interesting findings on Japanese sound symbolism characteristics, such as the high correlation with visual and sound image on “inorganic - organic”.
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
鈴木 誠 吉川 大弘 古橋 武
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.12, no.2, pp.353, 2013 (Released:2013-07-09)

著者より同内容の論文が英文誌に掲載されているとの報告を受け,重複を確認いたしましたので,掲載を撤回いたします。
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
vol.17, no.1, pp.119-126, 2017 (Released:2018-02-28)
参考文献数
14
被引用文献数
1

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
高嶋 航大 鬼沢 武久
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.11, no.1, pp.79-88, 2012 (Released:2012-02-08)
参考文献数
14

This paper aims at the scene frame generation based on the summarization of a narrative text, and studies effect of text summarization on generation of scene frame for manga drawing. Scene frames are generated from a summary using four kinds of importance degrees, the importance degree of an entire narrative text, the importance degree of a story and the importance degree of the first appearance of a character in a story, the importance degree of the sentence location. Subjects experiments are performed in order to verify the effectiveness of the present approach of scene frames generation, and study effect of text summarization. Experimental results show the present system can generate understandable scene frames of Manga from the narrative text with the summarization rate level smaller than 0.4.
著者
黒田 怜佑 松田 憲 楠見 孝 辻 正二
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.173-182, 2016 (Released:2016-02-26)
参考文献数
9

Rapid urbanization and information technology has reduced human connection and a sense of regional community among local populations around the world. This may have led to a decrease in people's sense of belonging and feelings of fellowship toward their neighbors and towns. We hypothesized that one's sense of belonging and feelings of fellowship toward their town will increase after hearing the sounds of bells. Participants were asked to observe virtual scenes in which they heard the bell signaling every hour. We assessed how listening to the bell influenced participants' feelings of community membership and whether viewing particular scenes and the sound increased these feelings and participants' sense of belonging. Results showed that for scenes involving an overhead view of the bell, e.g., scenes that included facilities such as temples or churches, participants reported an increased immersive experience. as a result of the shared sense of time with their neighbors.
著者
Tatsuro MATSUBARA Yukihiro MATSUBARA Shigekazu ISHIHARA Seiji INOKUCHI
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.119-128, 2010 (Released:2016-11-30)
参考文献数
15
被引用文献数
2

Along with recent developments of industrial finishing of plastics, simulating surfaces is much desired in industries. This research attempts to build a virtual prototyping system for surface finishing. Simulating surfaces will accelerate to Kansei-oriented product development without large cost of making real prototypes. Since the developed system renders bumpy and glossy surfaces in real-time, evaluator can accurately examine surfaces. As an application of the system, leather grain patterns of car dashboard were simulated. At first, surface details of car dashboards were measured with a laser 3D range finder device. Then, Kansei evaluation was done with 30 virtual prototypes those have variations on cars, intensity of roughness and with or without gloss. The evaluation result was analyzed with PCA and 3-factor ANOVA. Expression capacity of the system was validated with ANOVA results, those show significant effects of virtual prototype parameters on Kansei evaluation.
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.
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.