Suchen und Finden
Service
Emotional Engineering, Vol.7 - The Age of Communication
Shuichi Fukuda
Verlag Springer-Verlag, 2019
ISBN 9783030022099 , 231 Seiten
Format PDF, OL
Kopierschutz Wasserzeichen
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