Affective and Pleasurable Design

book-cover

Editors: Shuichi Fukuda

Topics: Affective and Pleasurable Design

Publication Date: 2022

ISBN: 978-1-958651-17-9

DOI: 10.54941/ahfe1001772

Articles

Towards Establishing Benefit Society

Up to now, cost has attracted major attention, because the producer produced their products in mass and cost played an important role. Although there were changes, they change smoothly, so that we could differentiate them and could predict the future. What customers wanted up to now is material satisfaction. And cost provided us with a quantitative measure of performance. Customers have been substantially consumers. They have been happy to receive and use what producers delivered to them. Cost was, therefore, very reasonable measure of evaluation. But the more products were produced in mass, the more diversification and personalization emerged. And customers are no more consumers. They want to customize their products. Thus, our society has moved from product-centric to process-focused. This change from consumer to customer may be expressed as moving from cardinal to ordinal. What becomes increasingly important is how we can prioritize our decisions. As the Real World is rapidly expanding and it is no more a closed world with boundary. The boundary disappeared, and it is now an open world. To express this change another way, our customers have been homogeneous, but now they are very much heterogenous. And data are no more only numbers, but they contain a wide variety of information. So, the idea of benefit emerged as an opposite to cost. We, customers, enjoy the benefit or performance of products. Even if the prices might become higher, customers are happier with products what works for them to enjoy. But in contrast to cost, benefit is different from person to person. Let us take music for example. Music can be expressed using musical scores. But if we play music based on musical score every time, then we will get bored soon. We would not go for music to enjoy. We enjoy music because it is played differently from player to player. Just as in the case of music, our benefits are different from person to person. Benefit is very much personal. But we enjoy listening to the same music or looking at the same picture, although our personal benefit varies from person to person. Why? These music and pictures provide us with a common platform, which we share, but which provides us with the opportunity to enjoy our own personal benefit.In ICT, they point out that the next generation will be the age of service. This service means shared platform, which allows everyone to process ICT his or her own way. Society is where we share our life. Thus, we should do our best and move toward establishing benefit society.

Shuichi Fukuda
Open Access
Article
Conference Proceedings

Analysis of an actors’ emotions and audience's impression of facial expression

1. IntroductionNon-verbal information is very important in all communication. According to Mehrabian’s study, the facial has 55%, the vocal has 38% and the verbal has 8% of information people receive. Technologies of computer-mediated communication promoted communication that does not need face-to-face (e.g. e-mail). Recently, however, a video communication system that enables us to have conversations looking at each other’s faces is spreading. Understanding impressions conveyed by facial expressions is getting more important again.Our purpose is to examine whether a facial expression can convey his/her emotion to a person. In the experiment, subjects evaluated their impression of images of facial expression. We compared the evaluation with another evaluation by the actor who create the facial expressions.2. MethodsIn the experiment, we made images of the actor’s face corresponding to some emotional keyword and showed subjects as audiences. The actor is one female volunteer in her 20s. Audiences are fifteen male and fifteen female volunteers in their 20s. Fifteen audiences were acquainted with the actor and the rest of them looked at her for the first time in this experiment.Actors instructed to create facial expressions of eight emotions, “surprising,” “frustrating,” “exciting,” “guarding,” “relaxing,” “angry,” “fear,” and “boring.” Stimulus images were bust shots (photographs of the upper body than her bust) of the actor creating facial expression. After the photography, she was instructed to evaluate her own emotions in the images by two Likert scales of eleven points from unpleasure (0) to pleasure (10) and from deactivated (0) to activated (10). Similarly, audiences evaluated her emotion after looking at images on the same two scales. All questionnaires were formed by Google form and conducted via the online survey.In analysis, we assumed that differences of evaluations of the actor and audiences are indicating gaps of emotions the actor expressed and the audiences felt. we examined the significance of the difference using a two-sided t-test (significance level = 0.05) to investigate the degree of the gap.3. Results and discussionEvaluations by actor’s self (N=1) and by audiences (averages of N=30) are generally similar, but there are significant differences (p<0.05) in frustrating, guarding, relaxing, angry, comfortable, fear, and boring in valence and all emotions in arousal. These results show that the actor’s emotion conveyed to audiences roughly, but the degree of the actor’s emotion was not impressed on audiences accurately.We assumed emotional plane which consists of two axes of valence and arousal using Russel’s circumplex model as a reference and calculated distances of the actor’s emotion point and audiences’ impression point on the plane to compare the difference by sex and acquaintance. Male audiences could evaluate relatively close to the actor’s emotion with female audiences, but a significant difference among sex (p>0.05) was not found in any images. On the other hand, acquainted audiences could evaluate relatively close to the actor’s emotion with unacquainted audiences, and there are significant differences among acquaintance in frustration (p=0.029), angry (p=0.029), and comfortable (p=0.040).

Naoki Takahashi, Yuri Hamada, Hiroko Shoji
Open Access
Article
Conference Proceedings

Introducing a game to generate a sense of enjoyment and acceptance in the process of decision-making

We examined casual decision-making among a group of participants, which frequently occurs in daily life. In such a situation, participants do not have strong preferences for the decision. In addition, because the process of decision-making among people is part of the time they spend together, it is important to feel enjoyment in the process and satisfaction with the final decision. In this paper, we propose a game mechanism for generating a sense of enjoyment in the decision-making process through communication and a sense of acceptance of the final decision. We experimentally compared two ways to make decisions about beverages: 1) majority voting and 2) the proposed game. In the latter case, the participants enjoyed playing the game and were satisfied with the decision-making process.

Satoki Fujimoto, Kouyou Otsu, Tomoko Izumi
Open Access
Article
Conference Proceedings

Emotional responses to motion sickness in autonomous driving

In future autonomous cars, users, free from the primary task of driving, will have time and space to engage in other activities while traveling, such as reading a book, working on a laptop or watching a movie. Although the option for these activities are one of the great advantages of autonomous cars, this will also likely increase motion sickness (MS) inside the car. MS affects numerous individuals, and it occurs when the information received through the eyes differs from what is perceived by the body and the inner ear. Plus, MS can have an impact on the emotional component of the individuals experiencing it, making the experience of traveling in autonomous cars uncomfortable and difficult. Emotional design studies focus on the emotional response of individuals to a product or service. These studies typically employ self-report scales as assessment tools, such as SAM (Self-Assessment Manikin) and PrEmo (Product Emotion Measurement instrument). We present the first study measuring emotional responses to MS using both SAM and PrEmo scales. In our study, we induced MS by asking participants to watch a highly dynamic video of a first-person car trip. We also asked subjects to answer to SAM and PrEmo before and after the visualization of the video. Our results showed a change in the answers in time, that is, before vs. after the experience of MS. MS significantly altered individuals' emotional responses, worsening their condition. These results support the need for studies that reduce MS to improve the experience and well-being of individuals in autonomous cars.

Rute Alexandra Silva, Iara Margolis, Isabel Lisboa, Eduarda Pereira, Bernardo Providência, Nelson Costa
Open Access
Article
Conference Proceedings

The smell of the scene - Mapping the digital smell of scenes around Beijing

Smell is an sensation underrated in our life.In the culture dominated by vision, it is common to try to hide and deny the true smell of things.But smell may be the strongest and most interesting sensations humans possess: it is primitive, instinctive, sensual, and uncontrollable. We are surrounded by smells, they process through the air, and we cannot avoid perceiving them.We perceive the quality of things through smell, and we get thousands of messages from a large number of small particles that reach our nostrils . It communicates with people directly and exchanges information.Smell can reach the marginal regions of the brain before we feel any other sensory stimuli, because this is the most primitive part of human experience related to the strongest emotions.In order to explore digital smell,I designed a “scentgraphy” in my previous work, and establishing the relationship between color and smell is my main job.In this paper,I'll started to establish the relationship between the smell and scene to make the digital smell more accurate.and it is expected in the next research that the relationship between smell and scene will be applied the scentgraphy4.0 based on computer vision recognition .Therefore, my research aim in this article is to use common scene in our everyday life or the nature to map with their corresponding smell. However, due to the different geographical and cultural gap, the smell of the same scene may appear different, because this study will be studied that be selected in different scene of a city.In this paper, my research aims to use the common scene in our everyday life or the nature to map with their corresponding smell in order to establish the relationship between scene and smell. In the research process, take Beijing as an example, and record the smell of 6 kinds of outdoor scenes through on-site perception and photography. The research result will be applied in digital olfactory project related with computer vision recognition.In order to explore the digitization of smell, this paper will explore representative smell from the same kind of scene.By drawing on DrKate McLean's Smell Map method, which was used to study and design urban smell scenes, the participants were able to discover the unique odor from the urban environment. The common scenes in daily life or nature are mapped to their corresponding scents, while this paper focuses on finding the most common scents in the same type of scenes.Participants selected a scene to take pictures feel and analyze the smell of the scene(the smell was divided into different experience values of 1-5),and finally record the time, place and noise value(the noise was also divided into experience values of different values of 1-5).When collecting the questionnaire ,we will Qualitative analysis and quantitative analysis these subjective data to get the unique smell scene in each scene of Beijing. The result are used as the basis for the subsequent smell calculation model and smell database.Due to the differences between regions and cultures, different smell may appear in the same scene, because I chose different scenes(and representative scenes)in Beijing for this study. Finally, the data collected during the experiment were used to explore the connection between scene and smell.The whole experiment was divided into four parts.The experiment started on the internet. Volunteers collect data, recover and process data, analyze and summarize data.

Xiaotian Sun
Open Access
Article
Conference Proceedings

An investigation of user perceptions of anthropomorphic linguistic expressions in guidance from home appliances

With the progress of using voice recognition technology and artificial intelligence, interactive home appliances that communicate with users in natural language and provide appropriate guidance are becoming widespread. Such intelligent artifacts not only provide advanced guidance to users but may also be the key to changing the relationship between humans and artifacts.In the field of cognitive science, it is known that human tends to perceive artifacts as if they were living things. It is known as the concept of the "media equation." Therefore, interaction design that makes such home appliances behave as more anthropomorphic entities may provide a means to make users perceive them as more relatable. However, many studies about animacy perception for interactive systems have focused on humanoid artifacts and their physicality. Therefore, there has been limited interaction design knowledge for making non-humanoid artifacts behave as anthropomorphic entities. In particular, an object's verbal expression may be considered an important factor affecting the perception of anthropomorphism toward the object. However, there is no sufficient discussion on whether the introduction of anthropomorphic linguistic expressions into the speech scenario of an object can become a factor to change how that object is perceived. In addition, it is not clear how the introduction of anthropomorphic expressions in situations of guidance by interactive systems affects the degree of comprehension of the content.In this study, we investigated how differences in the strength of anthropomorphism in the "speech" of home appliances affect users' perceptions of its guidance. This survey was conducted as a web-based questionnaire, and 132 Japanese-native speakers participated in it. In the experiment, participants were presented with a text of a scenario in which a microwave oven recommends a menu to a user and guides users on how to use" him/herself" to facilitate the user's task of preparing the menu. Then, they were asked to answer a questionnaire while watching the text. In this experiment, we prepared five sentences with different intensities of anthropomorphizing of the microwave oven written in the sentences. These sentences were designed to change the intensity of the anthropomorphism of the object without changing the content or intention of the sentences by using four anthropomorphic strategies: from third-person description to the introduction of first-person expressions (e.g., "I"), physical expressions (e.g., "my stomach"), casual expressions, and expressive emotional statements. Participants were instructed to answer the questionnaire in the same way for each of these five types of sentences.As a result, it was suggested that by increasing the intensity of anthropomorphism in the linguistic expressions expressed by the object, it is possible to change the way people perceive the object as if the object itself were speaking. In addition, there was no difference in the degree to which users understood the speech intentions of the appliances due to changes in the anthropomorphic expressions. These results suggest that anthropomorphizing the object based on linguistic expressions may help enhance the relationship with a human in interaction scenes where the artifact itself provides guidance.

Kouyou Otsu, Tomoko Izumi
Open Access
Article
Conference Proceedings

Self Sustaining Society (SSS) for the Next Generation

The Industrial Society is approaching its end. It satisfied our needs for products, but our needs shifted from material satisfaction to mental satisfaction, and now we are pursuing “Self-Actualization”, which is the highest need of the human. Therefore, we should change our perspective and do our best to develop such a society where self-sustaining and self-satisfying become most important. In short, we should develop a society of “Self” for the next generation. Then, most of the issues of the industrial Society will be solved. We will live no more for today, but for tomorrow. “Self-Society” brings us dreams. The efforts to make our dreams come true are really a challenge and a challenge is a core and mainspring of all human activities.

Shuichi Fukuda
Open Access
Article
Conference Proceedings

Design of Firefighter's special call unit based on Emotional Design theory

Based on the use environment and requirements of the firefighter's special call unit, the paper aims to improve the design of firefighter's special call unit from the perspective of emotional design. The method that includes questionnaire and interview is adopted to explore firefighters' needs and appearance preference for such product, with literature researches combined to obtain the technical parameters and functions that meet the needs of users. Emotional design theory is used to improve the design of firefighters' special call unit. The firefighter's call for help is improved through the emotional design method, the shape is more in line with the firefighter's preference, the functional structure is optimized and a smart terminal solution is proposed to connect the pad and the firefighter's call unit to the backfield receiving device to improve the use of it. Emotional design theory is used to innovate and upgrade the appearance of the product, and to complete the design of the firefighter's rescue device and the backfield command APP. This design is of great significance to better protect the life safety of firefighters and promote the cause of fire safety.

Yonghong Wang, Ying Cao
Open Access
Article
Conference Proceedings

Emotional Design Study for Blind Box Toys

With the rise of experience economy and constant pursuit of spiritual needs, blind box toys have explored a new path in the global toy market. The toys meet consumers’ needs as well as create emotional user experience for them. Blind box toys break down limitations of art and take advantage of emotional design to arouse the interaction between human and products. Taking blind box toys as main research object, combined with the theory of emotional design and emotional experience, this paper expounds the important direction of emotional design and summarizes the design experience of blind box toys. The attempt will guide and implement in the design of subsequent blind box toys.

Xiong Yi, Bing Xiao
Open Access
Article
Conference Proceedings

Job Search App Design for College Students Based on Emotional Experience

In the post-pandemic era, the employment pressure of college students is increasing, and their negative emotions are increasing day by day during the job-hunting. Although there are lots of Internet-based job hunting platforms, college students are prone to information anxiety due to a large amount of job information and complicated procedures. On the basis of investigating and analyzing the job-seeking needs of Chinese college students, this paper analyzes the instinct level, behavior level and reflection level, and proposes the emotional design strategy for college students' job-seeking app. And designed an application suitable for college students to apply for jobs, hoping to effectively alleviate the negative mood of college students for job hunting.

Puning Wang, Bing Xiao
Open Access
Article
Conference Proceedings

Color Matching Method of HCI Interface Design Driven by Aesthetic Perception

A method of human-computer interface color design based on aesthetic feeling is proposed, which provides a basis for the design practice in accordance with users' aesthetic preference. Taking the mobile interactive terminal interface of intangible cultural heritage display as an example, the color matching of Cloisonne, a traditional Chinese craft, was selected as the primary color, and the colors were extracted by k-means clustering algorithm to form four groups of color matching samples. Secondly, the interface element model is constructed, and the matching relationship between color matching samples and interface interaction elements is established and applied. Thirdly, the network text analysis method ROST was used to extract the perceptual image semantics of interfaces, and the four groups of interfaces were subjectively evaluated to obtain the optimal scheme and verify the effectiveness of the proposed color matching method. The results show that the aesthetically driven color design method is beneficial to improve the information transfer and aesthetic experience of human-computer interaction, and promote the creative transformation of intangible cultural heritage in digital mobile media.Keywords: Human-computer Interface, Ergonomics Design, Color Design Method, Perceptual Image, Aesthetic Evaluation

Qi Li, Yihang Du, Pei Yan, Wang Wei
Open Access
Article
Conference Proceedings

The emotionalized design of intangible cultural heritage: The case of Zhuanqiao paper-cut

The intangible cultural heritage, as the cultural treasure, inherits the Chinese unique spiritual and cultural connotation and has a wide mass base and an affinity that suits the needs of the Chinese people. The folk paper-cut art is one of the Chinese traditional folk arts. Some kinds of the paper-cut arts have been incorporated in the list of intangible cultural heritage and imply wisdom and sincere emotions deposited by the Chinese nation for thousands of years. The Zhuanqiao paper-cut is analyzed in the paper. The Zhuanqiao folk paper-cut art originated from the beginning of Ming dynasty runs a long history with focus on theme expansion and pursuit of the spirit of the times, forming a series of works such as Jiangnan Watertown, Town Feature and Natural Ecology. The art is the featured brands of Zhuanqiao paper-cut full of local flavor and modernity and has become one of the representatives of Shanghai paper-cut. Currently, people are facing a world of extreme abundance in substance and information. Lots of designs have transitioned from pure Configuration Discussion to Emotion Discussion, while the emotionalized design has become one of the relatively common design philosophies in modern design. The emotionalized design is interpreted as the design featured by emotion and is a kind of concept originated from design psychology. In the current society, people are no longer content with functions and values brought by design itself, but start to pay attention to emotions endowed in design works. People’s demands can become the start point for design, while their emotions can also do. At present, China is increasingly focusing on intangible cultural heritage, and is constantly intensifying the protection and spreading thereof. The design of derivatives of intangible cultural heritage is one of the vital means to develop and inherit the intangible cultural heritage. The design of the derivatives enriches the pattern of manifestation of paper-cut, and makes it possible not to be limited to original manifestation state but to have more spreading forms. The strong emotions revealed in rich forms and various uses of paper-cut art have to be learned in the present emotionalized design of derivatives of intangible cultural heritage. Research methods such as bibliographic retrieval and field interview are used in the paper. On one hand, such methods are used to collect data relating the Zhuanqiao paper-cut so as to understand the developing history, artistic features and cultural connotations, and on the other hand, to collect and analyze the design of derivatives of current Zhuanqiao paper-cut with the aim to understand the application state in design of derivatives of intangible cultural heritage. In this paper, the sustainable developing trend is needed to be explored to provide the development and inheritance of the Zhuanqiao paper-cut with a kind of emotional expression way endowed with fickleness of human nature.

Marcelo Zhao Li Yan, Bing Xiao
Open Access
Article
Conference Proceedings

Emotional design: Affective evaluation methods to assess the emotional response of 6-11 years children.

Nowadays, the design focuses not just on the functional attributes of products but especially on emotional ones, and it investigates users' behavior from an emotional point of view.Industrial companies also discovered the economic advantages of holistically analyzing user experience and aim, beyond usability research, to improve people-product interaction. Therefore, their goal is to understand how to evaluate the emotions arising from the interaction with a product and integrate emotions into usability studies. Consequently, it is fundamental to look at Affective Evaluation Methods to enhance usability methods and make them more effective on affective responses. However, scientific literature highlights that although the understanding of emotions has progressed, measurement tools have lagged. Moreover, people generally find it difficult to report the emotions they experience. Furthermore, regarding children, evaluating the emotional impact of a product is even more complex. Therefore, applying methods and tools found in the literature (affective evaluation methods - AEM) may not be appropriate to investigate the affective response in children, according to specific variables.This research addresses the issue of children's affectivity in evaluating positive user experiences as a requirement to be considered within the design process. In addition, this research investigates theories on emotions and studies of the affective sciences and explores the contribution of design and cognitive psychology in these areas.This paper investigates strategies and evaluation tools of the Human-Centred Design (HCD), User Experience (UX), Affective Evaluation Methods (AEM) of Psychology, Affective Sciences and Cognitive Ergonomics, that allow the measurement of emotions. This study aims to:1.understanding the emotional skills of children; 2.verifying the reliability of the emotional responses expressed through the existing self-assessment tools;3.investigating effective methods to evaluate the affective response of 6-11 years children.This research describes the results of two qualitative methods for investigating emotions: (1) the survey aimed to collect data on emotions experienced by children; (2) the workshop focused on emotions conducted with children of age 6-11. The workshop included activities to analyze children’s emotional skills and their ability to recognize emotions in themselves, others, and interaction with products. Furthermore, field surveys with children and experts (direct observation, interviews, focus groups, brainstorming sessions) allowed us to evaluate the reliability of the emotional responses collected by the main tools described in the literature, e.g. tools for rational-emotional education (REBT) and Affective Evaluation Methods (AEM).The collected data revealed critical issues of current evaluation tools and identified the requirements for a new tool for children’s emotional evaluation. Specifically, it emerged that the cognitive-behavioral approaches, typical of psychology, can be powerful tools for designers to interpret and analyze the emotional responses that occurred during the interaction with a system. Together with the HCD and UX tools, these approaches can help designers improve the overall quality of the project.Furthermore, results show a lack of a theoretical framework to move from a conceptual to an empirical level to develop effective tools to measure emotions. Consequently, it is essential to introduce tools for measuring the objective and subjective aspects of the experience, as it is challenging to involve such young users in the research phases.The results of this study allowed the development and prototyping of a series of design concepts to evaluate the emotional impact and collect physiological measurements. This paper only shows the main objectives and features of the tool "Cubotto emotion kit". It is an interactive tool that provides information and allows qualitative data collection so far beyond even the measurement of emotions themselves. It could help designers understand children's preferences, such as colors and shapes that can arouse positive emotions and useful information to redesign products, services, and systems.

Ester Iacono, Claudia Becchimanzi, Alessia Brischetto
Open Access
Article
Conference Proceedings

Design Method of Personalized HMI for Automobile Dashboard

In recent years, the mechanical dashboard of automobile has evolved into an all-digital one, which has brought the innovation of content display mode and the improvement of related functions. This is because in the transformation of the automotive industry, users have become more focused on the driving experience than before, and they have shifted their focus on car styling and interior design to the human-machine interaction (HMI). As a result, automobile brands on the market have introduced many distinctive HMI designs for dashboard. The author previously cooperated with WM Motor Technology Co., Ltd. to launch a commercial in-vehicle application, which allows the appearance of dashboard to be changed according to the user's emotion and preferences, catering to the individual needs. Nevertheless, in the process of cooperation between the enterprise and designers, the design principles of traditional dashboard are still followed, and there is a lack of suitable design methods of personalized HMI for digital dashboard. Therefore, this paper attempts to create a design method that provides guidance for the aforesaid process. Based on the emotional design theory, it puts forward the principles of aesthetic, usability and experience, and guides designers on how to design and what to avoid from the perspective of user experience. Besides, it also proposes some new ideas for the development of personalized theme design of dashboard, such as customized design service, multi-sensory experience, etc. This paper aims to get more designers and developers involved in the co-creation of dashboard theme design and strive to improve the users’ experience. Additionally, the design thinking method described in this paper can also provide reference for the design of other products.

Zilu Chen, Bo Liu
Open Access
Article
Conference Proceedings

Automatic Generation of AI-based Cancer Pathology Data and Highly Accurate Colorectal Cancer Pathology Diagnosis Support

Owing to the increase in the number of pathological diagnoses and the shortage of pathologists, the burden on pathologists has been increasing. Accordingly, support systems are expected to be utilized for analyzing pathological images using deep learning to reduce the burden on pathologists. However, the deep learning model needs to be trained using a dataset consisting of a large number of cases, to improve its performance. However, the creation of such a dataset is labor-intensive and time-consuming. Thus, an efficient method for creating datasets is required to create large datasets for future practical use. In this paper, we propose a method for creating datasets using image segmentation based on deep learning. First, we investigated whether the discriminative performance of the deep learning model can be improved by using a narrow-band light source for photographing pathological specimens. Consequently, the correct response rate was 0.93 when a white LED was used as the light source and the image was used as the input, and 0.95 when two narrow-band light sources of wavelengths 500 nm and 570 nm were used as the light sources and the image was used as the input. This indicates that using a specific narrow-band light source can improve the discrimination performance of the deep learning model compared with using white LEDs as the light source. In addition, we efficiently constructed a large and precise dataset consisting of 1018 colorectal pathology images (2028 images) and pixel-by-pixel annotation information using a dataset creation method based on image segmentation via deep learning. In contrast to the conventional handwritten annotation process, which takes an average of 520 s, the proposed method takes an average of 137 s; thus, the creation of the database is accelerated. We trained a deep learning model using the dataset of colorectal pathology specimen images created in this study. The deep learning model was trained to classify images obtained by segmenting the large-sized pathological specimen images into those containing malignant tumors and those not containing malignant tumors. The results of the diagnostic accuracy of the model were as follows: a sensitivity of 95.2%, a specificity of 97.1%, a positive predictive value of 95.29%, and a negative predictive value of 97.06%. The percentage of correct classification was 0.97, and the AUC was 0.99. In this study, we constructed a pathological specimen imaging system using narrow-band light sources of two specific wavelengths as the imaging light source, and created a dataset with high accuracy semi-automatically via image segmentation using deep learning. In addition, we constructed a system that can efficiently and semi-automatically create a large and precise dataset consisting of colorectal pathology images and pixel-by-pixel annotation information. We evaluated these systems and confirmed that they could classify colorectal pathology specimen images as accurately and quickly as or more accurately than pathologists. Thus, we demonstrated their usefulness as a pathology image analysis support system.

Keiichi Watanuki, Tetsuhiro Suzuki, Yusuke Osawa, Kazunori Kaede, Shinsuke Kazama
Open Access
Article
Conference Proceedings

Prediction of health screening data with personal uncertainty using bayesian neural networks

In Japan, a specific health checkup has been conducted for people aged 40 and over since 2008. In the specific health checkup, public health nurses and dietitians provide health guidance according to the level of health based on the results of test values and questionnaire items. However, the content of the guidance for lifestyle improvement varies depending on the experience and judgment of the instructor. And the guidance is based only on the health checkup result report. Therefore, the evidence for lifestyle improvement is weak and does not lead to actual lifestyle improvement.In order to solve this problem, we have developed a system that predicts future test values based on past test values. In our previous research, we constructed a highly accurate model for predicting the next year's test values based on the past's health checkup test using a multichannel deep convolutional neural network, which is a type of machine learning. In addition, the features as the basis for the model's predictions were analyzed by sensitivity analysis in order to evaluate the validity of the predictions. However, there are the cases that some examinees may suddenly change their lifestyles, even if similar trends were observed in the previous year. In addition, even if the same health guidance was given in the previous year, the awareness of lifestyle improvement differ among individuals. In addition, even if the same health guidance was given in the previous year, the awareness of lifestyle improvement differ among individuals. The questionnaire includes items that ask about the awareness of lifestyle improvement, and these items have variations in the actual degree of lifestyle improvement among individuals. Thus, there is uncertainty in the prediction of test values for each examinee. In order to be convincing and safe, it is necessary considering the uncertainty of the previous year's data in predicting test values. The purpose of this study is to predict the test value considering the uncertainty of the test value due to the awareness of lifestyle improvement among examinees. A bayesian neural network (BNN) is a network that considers the weights in a neural network as random variables generated based on a certain probability distribution. We constructed a highly accurate BNN prediction model using the health checkup results concluding the basic data (age and sex), the test values of the past two years, and the results of questionnaire items as inputs, and the test values of the next year as outputs. The incidence of lifestyle diseases are predicted based on these diagnostic criteria using the BNN model outputs. In the future, we will compare the prediction of disease onset by the BNN model with that by the conventional neural network model using the actual diagnosis results of lifestyle diseases, and examine the explanatory of the two models.

Yusuke Osawa, Shohei Tawata, Keiichi Watanuki, Kazunori Kaede
Open Access
Article
Conference Proceedings

Time-Series Segmentation Based on Video Images of Cutting Operations with a Lathe in Virtual Reality Space

Due to the shortage of labor force in Japan, skill transfer and training education are becoming increasingly important in the manufacturing industry. In recent years, virtual reality (VR) technology has attracted attention in work-related training, enabling simplified training, but there is a problem that human and time resources cannot be sufficiently allocated to training due to a lack of educators and an immature training system. In this study, we developed a method to automatically recognize tasks and actions to improve the efficiency of education and training. To recognize tasks and actions, we adopted a deep learning model that can recognize actions from videos in time series, and we pre-trained the model on a large open-source dataset. We evaluated the performance of the model on unlearned procedures and people by preparing a dataset with three different procedures and 10 participants. The overall validation metrics all exceeded 90%. Specifically, results of more than 90% were achieved for unlearned people, but a drop of more than 5% was observed for all unlearned procedures, suggesting that issues must be addressed for application to task training.

Shohei Tawata, Keiichi Watanuki, Kazunori Kaede
Open Access
Article
Conference Proceedings

Evaluation of the Effects of AC Magnetic Field Exposure on Muscle Fatigue Using Surface Electromyography

Although magnetic field therapy has been applied for various physical conditions, clinical evidence and physiological mechanisms are not sufficiently clear to support the effectiveness of the therapeutic approach of alternating current magnetic fields (AC MFs) for muscle fatigue recovery. This study investigated the acute effects of AC MF exposure (50 Hz, Bmax = 180 mT for 15 min) on muscle fatigue in healthy humans. Healthy right-handed subjects (12 males, 20–27 years, mean = 22.83 years, SD = 1.57 years) participated after signing an informed consent form approved by the university’s institutional review board. Sham control (sham) and MF exposure were conducted using a randomized, double-blind, crossover study design. Handgrip training was performed by repeated 30 kg loading with a handgrip device up to the limit for each trial, and handgrip strength was measured before and after handgrip training. MF was applied to the left forearm for 15 min before handgrip training in a seated position. The conditions of localized muscle fatigue in the left forearm were analyzed using surface electromyography (EMG). Four electrodes were attached to the distal part of the flexor carpi ulnaris muscle (intensity 1), flexor carpi radialis muscle (intensity 2), proximal part of the flexor carpi ulnaris muscle (intensity 3), and brachioradialis muscle (intensity 4). The EMG sampling rate was 1,000 Hz. The raw data were bandpass filtered between 15 and 500 Hz. The energy inclusion line of the EMG waveform during repeated handgrip training was obtained, and the EMG signal during handgrip training was extracted for approximately 2 s. The Welch spectrum was obtained from the EMG signals measured during the handgrip exercise, and the intermediate frequencies for estimating muscle fatigue were calculated using frequency analysis. The results showed that the intermediate frequencies in the EMG power spectrum, which indicate muscle fatigue, were significantly reduced after handgrip training from the baseline values for intensities 1–4. MF exposure significantly suppressed the reduction of these frequencies in intensity 1, and there were significant differences between MF and sham exposure were observed intermittently. However, there was no significant difference between the MF and sham exposure for intensities 2-4. Thus, the effect of MF on intermediate frequencies varied depending on the muscle region. We speculate that the MF-induced electric fields caused eddy currents and thereby induced changes in EMG, suppressing the reduction of intermediate frequencies. Moreover, the maximum number of handgrip repetitions with MF exposure was significantly larger than that with sham exposure. Furthermore, the mean values of handgrip strength immediately after handgrip training were significantly reduced from the baseline values after both MF and sham exposure. Although the mean values of handgrip strength in the MF exposure group were higher than those in the sham exposure group, there was no significant difference between them. For both exposures, these values did not return to the baseline 5 min post-training. Overall, these results indicate that MF may prevent muscle fatigue.

Kosuke Okano, Hideyuki Okano, Hiromi Ishiwatari, Keiichi Watanuki
Open Access
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Conference Proceedings

A Novel Idea Generation Method, “SA method”

“A technique for producing ideas” (James Webb Young,1940) has been a bible for advertising people since its publication. It says, “An idea is nothing more nor less than a new combination of old elements.''(P.15) It also says, “ An idea is a new combinations”.(P.20). But it never mentions how you can combine ideas with an excuse: “This part of the process is harder to describe in concrete terms because it goes on entirely inside your head.”(P.20) Another well known technique for idea producing is the “KJ method”(Jiro Kawakita,"Abduction”1967). It is an approach to find ideas by organizing ideas and it doesn't explain how you can produce ideas by combining elements.Now we are in an era where creation is the important drive force of economic activities in our society and creation is producing ideas. But still the process of producing ideas is in the veil. I am a film director, educator, as well as management consultant. Many of my students and clients need to find an idea with an objective such as career goal, new business idea, project idea. When I help them, I often deploy techniques I use for developing movie projects. I realized I always go through the same path with them. So I developed the “SA method” based on the path I always go through with my students or clients. I am now developing a software application based on the method.Combining two ideas is not so difficult but combining three ideas is extremely difficult. “SA method” helps people to produce ideas by combining three elements. “SA method” assumes an idea with three elements must be a “synthesis” produced by an aufheben in dialectic development with two elements. And each of three elements must be a synthesis produced in dialectic development with the rest respectively. When an idea is produced with three elements, the dialectic is revolved with the same three elements so that the idea is kneaded. “SA method” also has a process of quantifying it and describing it, which not only helps to ferment ideas in mind but also helps to select ideas at each proper timing. This selection also helps to separate the idea generation stage and the idea selection stage. According to my observation, people, who are not good at producing ideas, don’t know the importance of the separation. The SA method is a unique combination of practical and original use of dialectic development and Analytical Hierarchy processing.I conducted pilot tests with 35 undergraduate students at Utsunomiya University and 6 undergraduate students at Chuo University in November of 2021 to find their career goal using the SA method. During the trial, some people had difficulties producing 25 ideas. There may be some reasons such as not being accustomed to generating ideas and “SA method”, and 25 was an unnecessarily large number. Also they didn’t have enough time to search for information about their career development.We are now considering how to refine the methodology. Also, we have started to develop a Web based tool or PC application to work with the “SA method” visually. I would like to conduct further research projects such as comparing “SA method” with “KJ method” while refining the method.

Atsushi Sakahara, Madoka Hasegawa, Atsushi Ito
Open Access
Article
Conference Proceedings

Technology and sensory stimuli as support for physical retail experience design

With the Coronavirus pandemic and the necessary social isolation, purchases made by the digital channel gained a notable space, evidecing the changes in shopping habits that have been taking place over the last ten years. In Brazil, the growth of online shopping was 75% and in China, sales through e-commerce are expected to surpass sales in physical stores for the next two years to come (e-Marketer, 2021). In the age of digital interactions, consumers demand a new level of concern. Being at the center in the making of products and services, users define any and all design decisions. Euromonitor, in a report issued in late 2020, pointed out that approximately 60% of consumers between 15 and 29 years old used augmented reality or virtual reality in the last year at the same time that 68% of consumers over 60 years old prefer to talk to human representatives when making transactions or purchases. This proves the need to rethink the experience offered in physical retail, incorporating different generations and shopping habits. Although attracted by the speed and convenience of the virtual environment, customers are looking for personalized and multi-sensory shopping experiences that only physical stores are able to offer. In order to claim their importance and permanence in the current scenario that moves with dynamism, these points of sale must include in the experience they offer personalized solutions that involve, for instance, sensory stimulation and technology. When consistent with the brand image, product, and target audience, these solutions can, together, create a more compelling experience.Marketing or sensory branding consists of the precise use of environmental elements in order to act on the senses and generate affective, cognitive and behavioral reactions, which can contribute to usability and satisfaction, as well as memory and decision-making processes. Through technology, in addition to simplifying tasks, it becomes possible to make visible what would otherwise be invisible or even hide what is irrelevante in the shaping of the shopping journey. In attendance as mnemonic aids, like smartphones and tablets, or even solutions for immersive experiences, as augmented or virtural reality devices, technologies must be designed according to the audience they intend to interact with. This study is characterized as an exploratory research that, through literature review, seeks to raise ideas and thoughts on technology and sensory stimulation acting as support for experience design in physical retail environments, understanding the influence they can exert on users cognitive processes and responses. Based on different fields of knowledge, such as cognitive ergonomics and marketing, the study intends to promote an integrated view of the topic, facilitating its approach and understanding for both designers and retailers.

Paulo Eduardo Hauqui Tonin, Elton Moura Nickel, Flávio Anthero Nunes Vianna Dos Santos
Open Access
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Conference Proceedings

Museum Interactive Space Design from Enactive Perception Perspective

In order to improve the user's experience in the museum exhibition area, we propose a method of designing the museum interactive space based on the generative perception theory, and carry out the exhibition area design practice in accordance with the user's audio-visual cognitive habits. Firstly, an evaluation system of exhibition space is established based on F.J. Varela and E. Thompson's generative perception theory. Subsequently, the Chinese opera museum and the National Museum of China were selected as the evaluation objects, and two sets of comparison schemes were established by extracting information and styles with representativeness. Thirdly, five exhibition design experts were used as subjects to subjectively evaluate the suitability of exhibition space using 5 Likert scales. Finally, design practice was carried out based on the evaluation results and generative perception theory to verify the effectiveness of the evaluation method. The results show that the design method of museum exhibition space based on generative perception theory can help to improve the user's experience in the exhibition area, and the interactive space design which is consistent with the viewer's behavioral experience and aesthetic preference can provide a basis for the design practice of digital media.

Tian Chong Qiao, Yuting Gao
Open Access
Article
Conference Proceedings

Environmental Design of Medical Main Street from the Perspective of Supportive Design Theory

Background: In recent years, the concept of medical treatment in China has gradually developed from traditional "therapeutic mode" to "preventive health care", and the demands of patients are more diversified. Then the social attribute of hospitals is improved, and the proportion of non-medical space in hospitals is significantly increased. As the main public space of the hospital, the medical main street connects various functional zones and has a variety of attributes such as circulation system, relaxation, social contact and commercial services. It is a place where patients mainly gather and stay for a long time in the hospital. Significance: Providing supportive design for medical space can effectively alleviate the pressure and tension of patients in the process of medical treatment, bring more comfortable medical experience, help to establish a safer, more efficient and humanized medical environment, and play a positive role in patient health. Methods: Therefore, from the perspective of supportive design theory, this paper studies the relevant literature of medical space, as well as the field research and analysis of the newly built medical main street in China. Aims: To explore the development tendency of medical main street design. Conclusion: Through the research, it is found that in the actual cases, designers pay more attention to the circulation system, way-finding system, visibility in the central area and space color of the medical main street, in order to help improve the medical efficiency. In the paper, researchers also pay close attention to the circulation system, way-finding system and visibility in the central area. It is considered that easy access to the required place is the main factor to reduce the anxiety in patients. Meanwhile, the researchers also take natural lighting, commercial services and the choice of social contact or privacy as important indicators of the medical main street, and believe that the safe, comfortable and energetic space will help patients feel respected, so as to reduce negative emotions. Viewpoint: Therefore, this paper believes that as the basic demand, the future design of medical main street will take convenience as the main indicator. On this basis, the service function have also been gradually incorporated into the evaluation system of medical main street design, and will be the main direction of future research, so as to improve the support of medical space and gradually build a safe, healthy, efficient and dynamic medical community.

Zhu Siyi, Huifang Shang, Chuanshun Wang
Open Access
Article
Conference Proceedings

AR Experimental Game Design of Children Character Based on Etymon Literacy Method

Purpose With the promulgation of China's "Three-child Policy", the cardinal number of children population has surged. The era of parent-child format arrives. Since ancient times, China has emphasized on education. With the development of the internet, people have improved the Chinese character position unprecedently. In recent years, the game education APP of mobile terminal has developed with irresistible force due to the development of the mobile devices and the influence of COVID-19. But due to its virtual property, offline interaction is weak, and it isn't easy to review and memorize. The preschool children at the age of 3-6 focus on the concrete thinking, and their recognition to external things mainly depends on the concretization and representation of things and the association of representation, accordingly constructing knowledge. Therefore, under the trend of reduction of excessive homework burden and off-campus tutoring, it is critical to inquire how to effectively build the popular online and offline "AR game gene" in design research. Method The significance and opportunity for etymon literacy method to be introduced to children Chinese game design is found through theoretical research; The AR technology is used in practice through technical research to build the design method of virtual and real interaction; The law of development of Children's cognition and motion interaction is researched and the characteristics of word root and grapheme of Chinese characters are split and combined to find the coherence point of Children's cognitive development and literacy method and design a set of suitable Chinese character formula, excavating the similarity of word formation thought and design thought, and enlightening children's thought with word formation; Results Chinese character laboratory aims at the children at the age of 3-6 [critical period of Whole Brain Development], is oriented by the development of multiple intelligence of children, and takes AR foundation as technological base. The whole design research is analyzed in this paper and the work formation process is summarized. Conclusions The etymon literacy method and AR experimental game are of important innovative significance in children's thinking development. Chinese character laboratory fully considers the uniqueness of children in social cognition in design through etymon literacy method, will utilize children's curiosity to introduce laboratory concept, namely experiment is game, and conducts series connection of commonly used characters in the form of Chinese character atlas from fragment to systematization. In the meanwhile, AR children's interactive games are characterized by the vivid and interesting virtual Chinese character model, entity Chinese character card, AR technology's unique interactivity, immersion and imagination, and utilize the computer technology to achieve interaction, conforming to the children's concrete thinking. In the future, technology will gradually replace mankind's left brain for calculation and analysis, but the creative thinking controlled by right brain can't be substituted by technology, because the knowledge is limited, but the imagination and creativity are limitless. This design breaks through the boundedness, singleness and fragmentization of current Chinese character literacy for children, which not only can promote the development of comprehensive quality and creative thinking, but also can help children learn Chinese characters in open thinking. So it is considered as a key to develop the potential of children in all directions.

Meng Xu, Bo Liu, Yue Shi
Open Access
Article
Conference Proceedings

Design and Evaluation of a Device for Ecological Momentary Assessment with Workers in a Garment Factory

Chronic sick leaves in Europe are strongly related to mental health issues. Ecological Momentary Assessment (EMA) enables collecting data on mental health, but it is challenging to implement in fast-paced and controlled work environments. We describe the design of an EMA device for workers in a garment factory, along with individual data visualisation, which were evaluated in naturalistic setting with eight workers for one week during work hours to understand whether and how participants would engage with the device. Participants easily used the device at work and appropriated it in different ways, mainly by extending its declared function. Confrontation with individual data visualisations led to episodes of self-discovery and participants suggested extending the use of the device to more operators to get a picture of workers’ wellbeing. However, participants expressed doubts about data validity.

Ana Correia De Barros, R Moutinho, Catarina Correia, Gonçalo Lemos, Carlos Resende, Liliana Cunha, Daniel Silva, Sarah Maggioli, Susana Brito Amorim
Open Access
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Conference Proceedings

Punch it baby! Exploring gestural interactions to reduce the emotion of anger for new car buyers

This study focuses on how new buyers experience the angry emotions while driving, which could be a dangerous situation leading to car accidents. The research team develops an interactive physical prototype suitable for the new buyers to deal with anger while driving. The direct interactions between the driver and the car's glazing include detecting decibels, absorbing punching pressure, and recognizing facial expressions. With the help of special glazing, new buyers can pay attention to driving safety and release the emotion and calm down better. Further investigations are needed to optimize the design of interactions.

Inwai Chan, Hanyuan Li, Zhengqing Peng, Bojuan Ren, Ruikang Wang, Yushan Wen, Xiaojian Wu, Fan Yang, Ruotong Zhang, Ningxin Zhao, Lu Wang, Wei Liu
Open Access
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Conference Proceedings

Effects of Field-of-View Expansion Using a Wide-field HMD on Active Linear Motion

Field-of-view (FOV) expansion is a technology that exceeds the limits of the human FOV, which is approximately covers 200° horizontally and 130° vertically, by compressing and presenting out-of-field images obtained from a wide-angle camera on a head-mounted display (HMD). Previous studies have focused on improving the search efficiency of the human FOV and detecting hazards not covered by blind spots by expanding the visible range; their effectiveness has only been examined in static situations. Therefore, the effect of FOV expansion in dynamic situations, such as during walking and exercise, has not been fully investigated and elucidated. Therefore, we attempted to investigate the characteristics of FOV expansion in dynamic situations that utilized peripheral vision by using a wide-field HMD. Among these, we focused on human motion perception during straight-line motion, which is closely related to human vision.In daily life, we perform linear movements such as walking and driving. In such movements, the human body acquires various types of information from its receptors to understand its own motion and position in relation to the outside world. This cognitive function is called self-motion perception, and visual motion information is the largest component of it. Therefore, there are many cases wherein visual information is manipulated to create an illusion of relative distance and speed to the external world, thereby enhancing motor sensation and altering walking patterns.Returning to the principle of FOV expansion, it is a method of presenting visual information beyond the limits of a defined human FOV. Therefore, the visual distance to external objects and the motion of the external objects change significantly in the FOV during FOV expansion. Utilizing this property, we believe that motion perception can be intentionally manipulated during straight-line walking. In addition, since the effects on perception propagate to the psychological states and physical control of the individual, walking in the state of an expanded visual field may induce mental elevation and improve their motor skills. If these characteristics can be clarified, the technology of visual field expansion can be applied not only to searching for entities and detecting danger but also to improving motion support and gait control.Based on the above, this study aims to investigate whether there are any differences, among normal walking, walking with FOV expansion, and walking with FOV expansion under different angles, in terms of perception, emotion, and gait. Perception and emotion were subjectively evaluated using a questionnaire, and the gait pattern was analyzed using body coordinate information obtained by motion capture. To expand the visual field, we constructed an FOV expansion system using a wide-field head-mounted display (HMD), two omnidirectional cameras, and a control PC. The results of the experiment indicated that the greater the expansion of the FOV, the faster the subject perceived their own walking speed. In addition, there was one case wherein the faster the perceived walking speed was, the shorter the perceived walking distance was. These results suggested that FOV expansion could create the illusion of increased athletic performance.

Tomoya Koishi, Keiichi Watanuki, Kazunori Kaede
Open Access
Article
Conference Proceedings

Evaluation of Attention Guidance through Visual Subthreshold Stimulus Using a HMD

Attention guidance is used as a means of conveying important information. Many attention guides use colors or color gradations that stand out from the surrounding environment, such as signs, or directional shapes such as arrows. In the past, some studies have used directional events such as the gaze of others, optical flow, and optical illusions to guide attention. However, such stimulus presentation methods may cause annoyance and discomfort to people because of their high degree of stimulation. For example, when an alert is displayed for a hazard that appears probabilistically when driving a car, it often causes annoyance and discomfort to the driver when the hazard does not appear. In this paper, we propose a new method of alerting the driver by affecting the unconscious region of the brain. In past research, it has been reported that displaying an object in the frame before the visual search task induced attention and shortened the reaction time. In addition, it has been reported that by displaying a short cue during eye movement, the gaze moved in the direction of the cue. The purpose of this study is to evaluate the validity of attentional guidance by presenting such visual subthreshold stimuli. The participants wore a head-mounted display and performed a visual search task in which they had to find and answer one search object different from the others among eight search objects. The time from the start of the visual search task to the finding of the target object and the trajectory of the gaze during the search were used as evaluation indicators. Ten healthy males in their twenties (22.8 years old ± 1.72 years old) with corrected eyesight cooperated in the experiment. The objects to be searched were placed 1 m away from the participants and at 30° to the up, down left, right. A masked image was inserted before the visual search task, and one of the explorers could be seen one frame (Approx. 0.01ms) before the visual search task, which was used as a visual subthreshold stimulus. These cues could be either consistent with or different from the search object to be found. The results of this experiment showed that there was no significant difference in mean reaction time between the three conditions: when the cue matched or differed from the search object to be found, and when the cue was not presented. However, there was a tendency that the position at which the participants first started their search was closer to the location of the cue. This suggests that the threshold stimulus has an effect of inducing attention, but there was no tendency to draw attention strongly. In addition, the speed of recognition was large for some participants, and cues were recognized in some cases. The reason for this result is thought to be the contrast ratio between the cue and the mask image and the presentation position of the cue. Therefore, it is necessary to examine the contrast ratio and the presentation position of the cue for each experimental collaborator.

Yusuke Maeda, Keiichi Watanuki, Kazunori Kaede
Open Access
Article
Conference Proceedings

Effects of Scent Presentation on Choice and Judgment

In recent years, scents have been increasingly used in various situations as stimulants in addition to content, such as in 4DX movie screenings and as original aromas to enhance brand images. Research on scents has also garnered interest; a study conducted at a casino in Las Vegas reported that creating specific scents around the slot machines increased the input number of coins by approximately 45%, and research on the effects of lighting or scent have suggested that scents may influence purchase motivations. The olfactory brain that is responsible for the sense of smell overlaps with the emotional brain that is responsible for emotions and is believed to contribute greatly to its development. The sense of smell is considered to have stronger connections to emotions than the other senses, and there is growing interest in the use of scents to manipulate psychological states into desired states. We experimentally evaluated the relationships between emotional changes caused by scents and image evaluations. Further, we obtained the image evaluation impressions and quantified the influences of scent on selection and evaluation. In order to evaluate the differences in selection, we focused on the categories of images. We prepared five categories of images: sweets, fruits, flowers, nature, and indoor images, and asked the participants to select images that did not overlap the categories. An evaluation index was created based on the harmony of the fragrance with the impression of the image. The results showed that there was a positive correlation between the change in the selection rate and the harmony with the fragrance in each category. This suggests that the presentation of scents gives a better impression to images that have a high degree of harmony with scents. To assess the effects of emotion induction by scent presentation on evaluation of image impressions, we conducted experiments for image impression evaluations by presenting scents to 10 healthy male participants in their 20s (22.3±1.3 years) with no known olfactory abnormalities. The ambient air was scented using a bubbling method and supplied through a nasal cannula. We used peppermint essential oil, which has different pleasant and unpleasant emotion associations depending on participant experiences and presented it at a concentration of 1%. The Japanese version of the POMS2 (short version) assessments were used for subjective evaluations of emotion induction, and the emotion changes was evaluated from the differences in scores before and after the experiments. To objectively evaluate emotions, we used a measure the volumetric pulse waveforms from the participant fingertips as well as sweating characteristics. Subjective evaluations of the scent were conducted after completion of the impression evaluations for two items, namely "pleasant-unpleasant" and "arousing-sedating". Two pleasant images, one neutral image, and two unpleasant images were selected based on subjective emotional valences. In the impression evaluation experiment that focused on changes in emotions, a positive correlation was observed between changes in images and scent sensitivity evaluations for positive images, and a negative correlation was similarly identified for negative images.

Yusuke Hatano, Keiichi Watanuki, Kazunori Kaede
Open Access
Article
Conference Proceedings

Confidence Estimation in Multiple Choice Questions Using Eye Movements

In recent years, with the spread of electronic devices, e-learning has become a common form of learning, especially among students and other young people. One of the most common forms of e-learning is multiple-choice questions. While multiple-choice questions allow the learner to grasp the answer instantaneously and reliably, they also allow the learner to answer correctly by guesswork or chance, which may cause the learner to ignore content that should be reviewed. Therefore, it is important to estimate the confidence level from the learner's mental information. Eye movements are often used as a method of ascertaining learners' mental information. Previous studies have suggested that saccades are effective in discriminating comprehension of sentences, and pupil size is effective in evaluating English word acquisition. In addition, it has been confirmed that the fixation of multiple choice questions changes depending on the learner's confidence level. The purpose of this study was to evaluate the relationship between eye movements, such as saccades and pupil size, and the level of confidence in multiple-choice questions. As an experiment, we measured eye movements using four-choice questions on Japanese translation of English words. Thirty questions were designed to have varying degrees of difficulty. A tabletop eye movement measurement device was used for eye tracking. The flow of one trial is described below. The participant gazed at the English word on the monitor for 5 seconds. After that, four choices were displayed on the monitor, and the participants answered the questions. The participants were instructed to answer the question immediately after the choice was decided. Finally, a post-questionnaire was conducted. In the post-questionnaire, the participants were asked to answer one of the following questions: "I could answer the question without any choice," "I knew the answer by looking at the choices," "I did not know the answer but guessed from the choices," or "I do not know the answer at all. The experiment was conducted on seven Japanese male university students (23.3±1.6 years old) in a random order of 30 trials each. Saccade frequency and mean pupil size were used as evaluation indices. The percentage of fixation time in the answer choices was also evaluated based on previous studies. The confidence level was defined as "recall," "recognition," "guess," and "intuition," in descending order based on the responses to the post-questionnaire, and classified into four groups. The results of multiple comparison tests showed that the percentage of fixation time of the answer choices was significantly larger when the answer choice was "recall" than when the answer choice was "guess. On the other hand, there was no significant difference in saccade frequency and mean pupil size. The reason for the lack of differences may be that there were some trials in which the pupil size did not change because the time to answer the questions was too short. Therefore, as an experiment for improvement, we changed the contents of the multiple-choice questions and are studying the contents of questions that require more time. By increasing the answer time, we expect to see different characteristics of eye movements depending on the level of confidence from the previous experiment.

Naoya Hamadate, Keiichi Watanuki, Kazunori Kaede
Open Access
Article
Conference Proceedings

Development of Tourism Resources Utilizing Healing Effects

This research aims to provide tourism information on the healing effects of forest bathing and power spots in response to the health consciousness of the After Corona and With Corona era. For this purpose, we will elucidate the following questions: "What exactly are the effects of forest bathing, and what brings about the healing effects? Specifically, by collecting and analyzing information that links brain waves and GPS location information, it will be possible to provide pinpoint information on which places and how much of a relaxing effect they have, such as where to go near a waterfall or under a huge tree. We will also elucidate the factors that bring about the relaxation effect and examine the possibility of reproducing the relaxation effect. Based on the results of these studies, we will improve the functions and performance of the Nikko Senjogahara guide application that we have been developing for seven years. Regarding measuring the effects of forest bathing, measuring the amount of cortisol at the beginning and the end of the bath is common. However, in that case, we can know the effects as an area; however, it is not easy to provide pinpoint information on which place and how much relaxation is good, for example, near a waterfall here or there, or under this huge tree. In addition, research on the default mode network, the idle state of the brain, has been progressing in recent years. When relaxing by taking a forest bath and paying attention to the inner world, a state of mind-wandering (thinking about many things in a daze) is created, which is expected to activate the default mode network. As a result, it is expected that memories in various parts of the brain under the conscious mind will be connected, and the brain will be in a state where creativity can be easily exercised. Suppose forest bathing or strolling promotes the activation state of the default mode network. In that case, we can measure the effect by continuously measuring EEG and know if there is any difference depending on the location. Once the location can be identified, it is possible to know which of the five senses of information are effective at that location, whether it is auditory, olfactory, or tactile. From this, we can expect to know the elements, such as the sound of water, wind, leaves rubbing, the scent of the trees, and the spray of wind and water, that bring about the effects of forest bathing. For that purpose, we have been developing a wearable EEG sensor with a startup. From the test on our campus using that EEG sensor, we had an interesting result. For example, α wave was increased around a fountain, and β wave was increased when taking photos. In 2022, we are planning to start collecting and analyzing EEG data and location data in Senjogahara and investigating the relationship between them.

Atsushi Ito, Yuko Hiramatsu, Kazutaka Ueda, Yasunari Harada, Haruka Nakayama, Madoka Hasegawa, Miwa Morishita, Mie Sato, Akira Sasaki, Rochaporn Chansawang
Open Access
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Conference Proceedings

A Survey of Forest Bathing Using EEG Measurement for New Tourism after COVID-19

13 million hectares of forest were lost from 2000 to 2010 (ITTO International Tropical Timber Organization) Agricultural development is one of the reasons for this deforestation. The benefits of agricultural developments are significant for residents. On the other hands, If forest protection is important for the world, what brings them better benefits than agricultural developments? It is necessary not to undermine the interests of residents for the cause of other regions, but also to benefit from participating, and to actively embark on forest conservation in order to nurture forests.Considering the global issue of forest conservation, we deal with tourism in nature, especially forest bathing in this paper. Tourists not only give money for local people, but also gives people the perception that forests are not a hindrance to cultivation, but rather meaningful resources for themselves. Research in Japan has been studying the stress reduction effects of forest bathing in the last 10 years. There are physical declines in stress hormones such as blood pressure, pulse and salivary cortisol, promotion of parasympathetic nerve activity, and decreased sympathetic nerve activity even in forest bathing for about 20 minutes (Koyama, 2009). There is also research (Takeda, 2009) that analyzed the atmosphere of forests and measured phytoncide components such as terpenes emanated from trees. It told that forest bathing is effective in reducing physical and mental parts. However, these are often influenced by weather and personal factors of subjects (Alpine,2012). In addition, since the measurement method is complicated for the physiological part, it has not reached the investigation of the scale which can be general-purpose. Research originated in Japan on forest bathing is progressing overseas aiming at the elimination of Over tourism now. We had experiments in Oku-Nikko, the Natural Park in Japan on September and November 2021. We tried to measure effects of forest bathing by performing the degrees of relaxation using EEG Measurement:αwaves increased in certain areas, and multiple subjective evaluations. The participants walked in the forest wearing bandana with simple electroencephalography on the experiments. Though temperatures and deciduous conditions are different in September and in November, effects of forest bathing were observed in both experiments. It is about 26,27℃ in the forest of Oku-Nikko on September. On the other hands, we had the experiment not as high as 10℃ on November. It seems that the situations are not so suitable for experiments in the forest bathing because of the large temperature gap. However, forest bathing has become a hot topic in foreign countries and the compositions of forests varies enclosing temperature are different among those countries. Therefore, considering such different phases is useful for our research, we will lead to the versatility of forest bathing. Participants walked some courses on September. One group walked the same 30-minute course at the forest along a fall in September (n=3) and November (n=10). According to the results of Positive and Negative Affect Schedule(PANAS)scales of 13 participants (yes/no answer), total numbers of “yes” were increased from18 at the start point to 34 after walking. The answer “active” increased from3to 11after the walking in the forest (60 minutes walking). All participants were 20s. They answered that they liked to walk in the nature. However, 5 of them answered the average exercise time per week is less than an hour and 3 participants answered 1 hour or less than 3 hours, 4 participants answered 3 hours or less than 5 hours and only 1 participant answered he exercises 5 hours or less than 10 hours per week. On the other hands, negative items decreased from 14 to 6 after walking in the forest. In addition, αwave came out loudly when 3 participants stopped to see a waterfall which was flowing sideways of the forest in September. According to our experiments, there is a possibility that forest bathing makes people feel better regardless of temperature. Participants became positive after walking in the forest. We have to proceed to analyze the date for subjective evaluation and will examine the EEG data on November, too.We started to research and will continue to use EEG measurement and will have subjective evaluation to enhance evidence for forest bathing enclosing other countries. The forests in Thailand are so different from Japanese ones. Thailand have had too many tourists in several famous cities before COVID-19. There are great forests in Thailand. We will cooperate and will find the common effects of forest bathing. In addition, informing tourists themselves of the effects of forest bathing on the spot using incorporating the brain wave measurement function into the app in the future, it will be useful for new tourism after COVID-19.

Yuko Hiramatsu, Atsushi Ito, Akira Sasaki, Rochaporn Chansawang
Open Access
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Conference Proceedings

Emotional and Physiological Responses to the Roll Motion Effect in 4D Movies

4D effects have been introduced to increase movie audience immersion. Nevertheless, it is difficult to find research studies that investigated systematically the audience’s responses to the motion effects that account for a large portion of the 4D effects. This study investigated how the motion effect of rolling an audience chair affects emotions and physiological responses. The participants, with attached sensors, experienced movie clips with or without the motion effect and responded to questionnaires about their emotions and immersion. The results showed that the motion effect amplified arousal and immersion. Changes in the blood volume pulse and skin conductance level due to motion effects were also found. It was concluded that the roll motion effect can be effectively used to arouse and immerse the audience. In addition, significant correlations were found between emotional and physiological responses.

Dawoon Jeong, Sung H. Han, Kimin Kwon, Wan Sun Shin
Open Access
Article
Conference Proceedings

Design and research of household small electric drill based on users' perceptual needs

Objective: in order to solve the problem that the existing electric drill does not consider the perceptual needs of users, optimize the existing household electric drill, Bring better "double experience" to users (emotional experience and use experience) and improve the visual presentation effect of the electric drill. Methods:1, collect the samples of the existing electric drill through network collection and field investigation, and analyze the modeling characteristics, color and material of the electric drill in the market, as well as the volume and operability of the electric drill through the collected pictures of the electric drill. Classify and summarize the pictures, screen them by experts, and eliminate them after they are similar to the samples, Eight relevant samples were obtained; 2: Through investigation, it is found that the appearance and shape of the existing household electric drill are lack of aesthetics, the volume is large, it is difficult to master, and dust will be scattered in use, which is lack of environmental protection and safety. Therefore, this paper positions the design of household electric drill products as beautiful, small, easy to operate, environmental protection and safety. 3: Through user research and brainstorming, the vocabulary that is not of great significance to the design of household electric drill products is deleted, and 6 pairs of perceptual image words are selected; 4: Starting from users' perceptual needs, understand users' emotional needs, use the semantic difference method in perceptual engineering, and make a seven level test scale according to the eight samples and six pairs of perceptual words. Collect users' emotional demands for household electric drill through the seven level scale questionnaire, and according to the results of the survey questionnaire, The entropy weight method is used to analyze the questionnaire data and the correlation between the data. Results: 1: the reliability of the data was evaluated, and the results showed that the questionnaire results had good reliability, 2: After standardizing the survey data by entropy weight method and relevant calculation, the importance ranking of six pairs of perceptual words and the data indicators between each sample are obtained. The correlation, strong correlation and strong correlation between words are calculated by Pearson correlation; 3: According to the above data processing results, it is found that the most important thing of household electric drill is environmental protection, which means that the electric drill will not produce a large amount of debris to pollute the surrounding environment and human health during use; Labor saving and light means that the overall volume of the electric drill should be light and easy to master, so as not to make the hole deviate; Simplicity is to minimize the complex design of product modeling design, and it is found that there is a strong correlation between labor-saving, lightness and simplicity. Therefore, the above perceptual words correspond to the design elements of household electric drill respectively, and a household small electric drill is designed according to the samples with high scores. Conclusion: under the guidance of semantic difference method and entropy weight method in perceptual engineering, the users' perceptual emotional needs are rationalized and digitized, the subjective components of designers in designing products are reduced, and a certain direction is provided for the design of household electric drill, so as to design a household electric drill more in line with the users' perceptual needs.

Shuyu Wu, Jie Zhang, Yuchao Cai, Gang Liu
Open Access
Article
Conference Proceedings

An Investigation Into Interpersonal Space and Conversation Distances of Chinese People for Different Artwork Styles and Genders

In modern life, people's demand for quality of life is also increasing, and the five senses experience is becoming the goal pursued by urban life, among which visual perception is the most direct and primary experience for human beings to receive external information, and is the most basic way of emotional experience. The so-called "judging people by their appearance" is a visually oriented "love at first sight", which actually affects people's psychology. The prevalence of artwork in overly busy offices suggests the hypothesis that, in addition to making interior spaces more aesthetically pleasing, the content of artwork may also affect our interpersonal distance as people's eyes scan over it. This study explored the interpersonal space (IPS) and conversation distances of Chinese people influenced by the presence of artwork in their interiors, and assessed the effects of both gender and artwork style (positive, neutral, and negative) on interpersonal space (IPS) and conversation distances. Fifty-one participants were recruited for this study. Participants were required to follow the same approach procedures in a face-to-face interpersonal space (IPS) and conversation distance task. The results showed that both gender and artwork style type had significant effects on interpersonal space (IPS) and conversational distance (p<0.05), where both greater interpersonal space (IPS) and conversational distance were preferred when the participant was female, and the effect of artwork style type was slightly more significant than gender(d1>d2), where both greater interpersonal space (IPS) and conversational distance were preferred when the artwork style was cluttered lines, gray colors, and negative emotions, and The opposite was true when the artwork style was fine lines, bright colors, and positive emotions, while the interpersonal space (IPS) and conversation distance values were in the middle of the distance generated by the positive and negative factors when the artwork style was not emotionally biased. This study may help to understand the benefits of people using positive or negative art decorations in a busy office environment with applications to interior design and social interaction.

Yiyue Li
Open Access
Article
Conference Proceedings

Education in context and the variation of moods throughout Covid-19: An emotional design perspective, using the BRUMS methodology

The year 2020 was marked by the Covid-19 pandemic, where in addition to the whole situation of the danger of the virus, it had several emotional and social impacts. As a result of this scenario, in some places – such as Brazil – higher education classes have migrated to remote spaces. It is worth to notice that the educational sector is an important sector for the market and for society, and one of its metrics for strategic decisions is the understanding of student satisfaction. In turn, emotional design aims to understand the human being from an affective perspective, beyond functional issues. In view of this, this study aims to analyze the fluctuations of students' moods in the educational context, throughout the 2020 pandemic year, in the face of various milestones of the academic cycle, through the self-report tool BRUMS (Brunel Mood Scale) from the perspective of the emotional design. In total, there were 6 data collection moments, in two educational cycles, between April and December 2020, accounting for a total of 144 responses. As a result, it was possible to perceive the fluctuation of students' moods throughout the educational cycle in the pandemic period, evidencing the tension in the test periods, the fatigue during the lockdown, the vigor in the beginning and end of the semester. Anger was the least activated mood throughout the cycle, followed by depression. It was possible to perceive that BRUMS is a tool that helps in understanding mood, throughout the service cycle, enabling decision-making and planning of more user-centered services, in addition to a greater concern in emotional aspects to, in this case, promote a better academic experience in the educational context.

Iara Margolis, João Sampaio, Bernardo Providência
Open Access
Article
Conference Proceedings

Design of a family product and service system "DOSE" to fulfill the emotional needs of patients with depression

The latest data from the World Health Organization (WHO) in 2019 [1] demonstrate that more than 350 million people suffer from depression worldwide, and depression is estimated to be the world's largest burden of disease in 2030. The major treatment methods for depression are drug therapy and physical therapy, both of which have limitations reflected in the lack of emotional communication between patients and their families [2]. This paper aims to solve the problem of emotional communication reconstruction between patients with depression and their families. Specifically, an auxiliary treatment service system based on the patient-family model of "DOSE" is developed to enhance the emotional communication between the patient and the family and assist depression patients in completing the treatment. Furthermore, the feasibility of the "DOSE" system is tested and evaluated with the empathy theory [3] and five sense design theory [4].

Xinqiao Wang
Open Access
Article
Conference Proceedings

Exploring the relationship between an emotional experience with everyday products and its contribution to people’s well-being and life satisfaction

Emotions have a huge impact on people in various ways. Learning ability, behaviour, and judgment are substantially influenced by Emotion (Analysis & Signals, 2017). Recent clinical studies have shown that positive emotion regulation in daily life has the advantage of preventing and solving health risks (e.g., reducing the risk of cardiovascular disease). Many previous studies illustrate that emotions have their own role, which shows that there are no good or bad emotions. Emotion itself is an important signal indicating a person's well-being. In the case of negative emotions, they can enrich the consumer experience (Desmet, 2010; Desmet, Fokkinga, Ozkaramanli, & Yoon, 2021): for instance, they play a very important role in human security. However, designers generally want products that elicit only good or pleasant emotions to affect users' emotions. Various emotions are indispensable for a person's well-being. Therefore, this paper explores how negative and positive emotions in interacting with the product are related to our happiness and life satisfaction. For this, a diary study was conducted to determine whether emotions provided by the product affect people's happiness and life satisfaction. Six participants were recruited and they participated in a three-week diary study. They were asked to rate their emotions with everyday products and also how the emotions contributed to their life satisfaction as well as happiness. An in-depth interview was conducted with their dairy. A total of 216 products were reported from the diary study, and related emotions were categorized into three groups: positive emotion, positive-negative emotion, and negative emotion. It was statistically analyzed how each group is correlated with their well-being and life satisfaction. The results indicate that only positive emotion is a major contributor to their well-being and life satisfaction than positive-negative emotion. The findings highlight that the more positive emotions are provided, the higher the user's happiness which can lead to an increase in life satisfaction. It was found that there is a discrepancy between findings from previous studies and those of our study. The implications and limitations of the study are discussed in the end.

Youngjun Park, Chajoong Kim, Jungkyoon Yoon
Open Access
Article
Conference Proceedings

An Installation on Immersive Dining of Image and Food

This research studied the immersive projection technology based on the dining experience of a set meal to show the dining atmosphere, reshape the cultural memory of culinary arts, and highlight the connotation of image and taste. The immersive installations are planned in a dining space with a square table to accommodate eight people. In addition, it is matched with a wall projection to present a sense of a fully immersive environment. The use of infrared cameras and visual recognition results allows the participants to see the presentations. The immersive experiences are in three areas: tabletop, tablewares, and walls. The tabletop shows the abstract images related to the meal; the tablewares interact with dining actions; the surrounding walls of the dining space present the consequence animation from the tabletop. The findings of setting up the projection and detection devices related to the three essential areas to support the immersive experiences in a square-shaped structure space are stated in this paper. The research result describes creating the image related to the food taste, traceability, and surrounding environment.

Jia-Ming Day, Tzu-Ching Huang, Lien-Cheng Wang, Wei-Chih Lin, Shu-Yu Lin
Open Access
Article
Conference Proceedings