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Emotional Engineering, Vol.7 - The Age of Communication

Emotional Engineering, Vol.7 - The Age of Communication

Shuichi Fukuda

 

Verlag Springer-Verlag, 2019

ISBN 9783030022099 , 231 Seiten

Format PDF, OL

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Emotional Engineering, Vol.7 - The Age of Communication


 

Preface

5

Contents

7

1 IoT Creates an Integrated World of Physical and Life Science

9

Abstract

9

1.1 Introduction

9

1.2 History of Engineering

10

1.3 11 Best, Best 11

13

1.4 Bounded Rationality

15

1.5 From Explicit to Tacit

17

1.6 World 2.0: The New World IoT Is Creating

19

References

21

2 Increasing Importance of Tacit Value

23

Abstract

23

2.1 Introduction

23

2.2 Explicit World

23

2.3 Frame Problem

25

2.4 Individual Product to Team Product

26

2.5 Changes Changed Themselves

26

2.6 Process Value

27

2.7 Engineering is Different from Field to Field

29

2.8 Analysis to Algebra

30

2.9 Team Organization and Management

30

2.10 Satisfaction: From Individual to Team

32

2.11 Communication is Increasing its Importance

33

2.12 Tacit Value

34

2.13 Complexity and Complicatedness

36

2.14 IoT

36

2.14.1 Step 1

36

2.14.2 Step 2

37

2.14.3 Orchestration

38

2.14.4 From the Modeled World to the Real World

38

2.15 Final Remark

39

References

40

3 Power of Self-Touch: Its Neural Mechanism as a Coping Strategy

41

Abstract

41

3.1 Self-Touch is an Essential Coping Strategy

42

3.2 Experiment Procedures and FMRI Data Analysis

43

3.3 Physio-physiological Interaction Analysis

43

3.4 Self-Touch Suppresses the Activity of the Brain Alarm System

44

3.5 rACC Downregulates the Activity of the RVM and Left CB via the Right Amygdala

45

3.6 Coherent SII Activity Downregulates RVM Activity Based on the Bodily Self

49

3.7 Neurobiological Mechanism of Self-Touch as a Coping Strategy

50

References

52

4 Cognitive Neuroscience of Creativity

56

Abstract

56

4.1 Creative Thinking

56

4.2 Cognitive Neuroscience

58

4.3 Brain Activity During Creative Thinking

58

4.4 Spreading Activation of Semantic Network

59

4.5 Mind Wandering

61

4.6 Meditation

61

4.7 Mood-Congruency Effect

63

References

64

5 Effective Communication Between Human and Dolphin Using Information Devices

65

Abstract

65

5.1 Introduction

66

5.2 Information Devices for Dolphin

68

5.3 Method

69

5.3.1 Subject and Environment

69

5.3.2 Procedure

70

5.3.3 Presentation of Pictures

71

5.3.3.1 Experiment 1

72

5.3.3.2 Experiment 2

74

5.3.3.3 Experiment 3

74

5.3.3.4 Experiment 4

74

5.4 Result

75

5.5 Discussion

78

Acknowledgements

79

References

79

6 Applying Emotion Recognition to Graphic Design Research

82

Abstract

82

6.1 Introduction

83

6.2 Emotion

83

6.2.1 Definition

83

6.2.2 Emotion and Design

84

6.3 Measuring Emotion

85

6.3.1 Brain Imaging and Eye Tracking

85

6.3.2 Facial Action Coding System (FACS)

87

6.3.3 FaceReader

88

6.4 Applying Emotion Recognition to Design Research

91

6.4.1 Methods

91

6.4.2 Stimuli

92

6.4.3 Procedure

92

6.4.4 Findings

94

6.4.5 Discussion

96

6.5 Conclusion

97

References

98

7 Mining Facial Keypoint Data: The Quest Toward Personalized Engineering Applications

101

Abstract

101

7.1 Introduction

102

7.2 Engineering Design and Designers’ Affective State

104

7.3 Personalized Applications and Affective Computing

105

7.4 Machine Learning Method

107

7.4.1 Data Acquisition and Feature Extraction

107

7.4.2 Model Building and Tuning

109

7.4.3 Model Validation

109

7.5 Case Study in an Engineering Laboratory Environment

110

7.6 Results

111

7.7 Conclusions

112

Acknowledgements

113

References

113

8 Emotional Motion Design Using Mimetic Words

117

Abstract

117

8.1 Introduction

117

8.2 Design Method of Creative Motion

118

8.2.1 Mimicry of Natural Objects

118

8.2.2 Emphasis on Rhythmic Features

119

8.2.3 Blending of Motions

119

8.2.4 Transfer Motions to Design Target

119

8.3 Aim and Research Method

121

8.4 Mimetic Words

123

8.5 Database Construction

123

8.5.1 Obtaining Base Motions

123

8.5.2 Classification of Mimetic Words

124

8.5.3 Relating Mimetic Words to Base Motions

126

8.5.4 Evaluating Validity of Expressing Each Base Motion Using Mimetic Words

127

8.6 Method of Designing New Motions from Newly Coined Mimetic Words

128

8.6.1 Characteristics of Mimetic Words

128

8.6.2 Decomposing Newly Coined Mimetic Words

128

8.6.3 Determining Known Mimetic Words from Decomposed Coined Mimetic Words

129

8.6.4 Creating Creative and Emotional Motion by Blending Decomposed Coined Mimetic Words

130

8.7 Evaluation

135

8.8 Conclusion

137

References

138

9 A Method for Designing Complicated Emotional Three-Dimensional Geometrical Shapes Through Mathematical Extrapolation

140

Abstract

140

9.1 Introduction

140

9.2 Purpose and Method

142

9.3 Design Method

143

9.3.1 Generation of Original Shape

143

9.3.2 Creation of New Shapes by Extrapolating the Parameters of the Original Shape

143

9.4 Experiment

144

9.4.1 Procedure

145

9.4.2 Results

146

9.5 Fabrication

149

9.6 Conclusion

150

References

150

10 How Do People Evaluate the Designed Artefacts?

151

Abstract

151

10.1 Introduction

151

10.2 Study1: An Investigation of People’s Feelings During the Evaluation of Abstract Designed Artefacts

152

10.2.1 Background: Physiological Measurements to Investigate People’s Feelings Towards Dot Patterns

152

10.2.2 Method

153

10.2.3 Analysis and Results

154

10.2.4 Discussions and Conclusion

156

10.2.4.1 Discussions Compared with Previous Research

156

10.2.4.2 Autonomic Activities Evoked By the Evaluation of Dot Patterns

157

10.2.4.3 Future Considerations and Conclusions

157

10.3 Study2: Sense of Visual Dynamics Towards Architecture and Designed Artefacts

158

10.3.1 Introduction

158

10.3.2 What Is “Sense of Visual Dynamics”?

158

10.3.3 Literature Reviews

159

10.3.3.1 Sense of Visual Dynamics in Artworks, Architecture, and Designed Artefacts

159

10.3.3.2 An Experimental Approach to Sense of Visual Dynamics

161

10.3.3.3 Information Process of Sense of Visual Dynamics

162

10.3.3.4 Summary of Literature Reviews

163

10.3.4 Conclusions

164

Acknowledgements

164

References

164

11 Visualization of “Skills for Living Smart” for Methodology Development to Improve Skills

168

Abstract

168

11.1 Introduction

169

11.2 Purpose

169

11.3 Prior Studies

170

11.4 Research Method

170

11.5 Extracting Elements of Skills for Living Smart

171

11.5.1 Drafting the Working Definition

171

11.5.2 Extraction of Elements

171

11.6 Hypothesis

172

11.7 Validation of the Seminar of Living Smart

173

11.8 Result of Analysis

174

11.8.1 Identification of Factor Structure

174

11.8.2 Validation of Ability to Take Action Before and After the Seminar

176

11.8.3 Validation of Attractiveness Before and After the Seminar

176

11.8.4 Confirmation of Continuity of Skills

178

11.9 Overall Considerations

183

11.10 Definition of Skills for Living Smart

184

11.11 Conclusion

184

11.12 Future Issues and Prospects

185

References

185

12 Investigation Report of Communication at the First Meeting to Improve Working Environment for Japanese IT Employees with Overseas Assignment in the Philippines

186

Abstract

186

12.1 Introduction

186

12.2 Preliminary Investigation

187

12.3 Previous Research

188

12.4 Content of Survey

189

12.5 Investigation Results

190

12.6 Discussion

193

12.7 Conclusion

200

References

200

13 Improving Multisensory User Experience Through Olfactory Stimuli

201

Abstract

201

13.1 Introduction

201

13.2 Literature Review

202

13.2.1 Multisensory User Experience

203

13.2.2 Olfactory Displays to Simulate the Sense of Smell

204

13.3 Methodology for Developing Multisensory UX Applications

206

13.4 Case Studies

209

13.4.1 Wine Tasting: A Visual–Audio–Tactile–Olfactory Experience

210

13.4.1.1 Description of the Application

211

13.4.1.2 System Architecture and Tactile and Olfactory Cues Delivery

212

13.4.2 Walk in the Mountains: A Visual–Audio-Tactile-Olfactory Experience

214

13.4.2.1 Description of the Application

215

13.4.2.2 System Architecture and Tactile and Olfactory Cues Delivery

217

13.4.3 Multisensory Walk-Through in a Museum: A Visual–Sound–Olfactory Experience

219

13.4.3.1 Description of the Application

219

13.4.3.2 System Implementation

221

13.4.4 Reading Experience: A Visual–Olfactory Experience

222

13.4.4.1 Description of the Application

223

13.4.4.2 System Architecture

224

13.5 Conclusions

227

Acknowledgements

228

References

228