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Fear Emotion Arousal for Promoting Early Evacuations 促进早期疏散的恐惧情绪唤醒
Pub Date : 1900-01-01 DOI: 10.5057/jjske.tjske-d-20-00031
H. Ochihara, Shinya Watanuki, Katsue Edo
734-8558, Japan Abstract : Though promoting early evacuation has been discussed in many disaster mitigation studies in the literature, late evacuation is still a main issue that we have to overcome. To solve these issues, we discuss about the necessity of a more sophisticated segmentation and effective communication. In this study, we aim to apply methodologies of marketing and consumer behavior to solve the evacuation issues. The Elaboration Likelihood Model (ELM), a representative consumer information processing model, was used for our conceptual framework. In our framework, Motives, Ability and fear emotion arousals were used as variables for segmentation. We found that there is different response tendency in each segment, which lead us to a confirmation that our fear emotion arousal framework using the ELM could explain the overall evacuation behavior. As a result, this study implicates that the theorical studies in marketing and consumer behavior could be applied in the
摘要:虽然在许多减灾研究中都讨论了促进早期疏散,但延迟疏散仍然是我们需要克服的主要问题。为了解决这些问题,我们讨论了更复杂的细分和有效沟通的必要性。在本研究中,我们的目的是运用市场营销和消费者行为的方法来解决疏散问题。精化可能性模型(ELM),一个具有代表性的消费者信息处理模型,被用于我们的概念框架。在我们的框架中,动机、能力和恐惧情绪唤起作为分割变量。我们发现,在每个片段中存在不同的反应倾向,这证实了我们使用ELM的恐惧情绪唤醒框架可以解释整体的疏散行为。因此,本研究暗示了市场营销和消费者行为的理论研究可以应用于
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引用次数: 0
Multisensory Emotion Perception to Humanoid Robot 仿人机器人的多感官情感感知
Pub Date : 1900-01-01 DOI: 10.5057/jjske.tjske-d-21-00015
Misako Kawahara, Y. Sawada, A. Tanaka
We investigated the multisensory emotion perception from humanoid-robot. In the experiment, participants were presented with video clips containing emotional colored eyes and voice (Task 1) or body gesture and voice (Task 2) of the robot, which were either congruent or incongruent in terms of emotional content (e.g., a happy body gesture paired with a sad voice on an incongruent trial). Participants were instructed to judge the emotion of the robot as either happiness or sadness. We examined the proportion of responses based on visual or auditory cues for the robot’s expression. Results showed that participants relied more on auditory cues than on the visual cues in Task 1. However, this vocal superiority was not observed in Task 2. These results suggest that the multisensory emotion perception from the robot is different whether the cues are natural or artificial. We proposed a model for multisensory emotion perception from a robot.
研究了仿人机器人的多感官情感感知。在实验中,参与者观看了包含有情感色彩的眼睛和声音(任务1)或机器人的肢体动作和声音(任务2)的视频片段,这些视频片段在情感内容方面要么一致,要么不一致(例如,在不一致的试验中,一个快乐的肢体动作搭配一个悲伤的声音)。参与者被要求判断机器人的情绪是快乐还是悲伤。我们检查了基于机器人表情的视觉或听觉线索的反应比例。结果表明,在任务1中,参与者更依赖于听觉线索而不是视觉线索。然而,在任务2中没有观察到这种声音优势。这些结果表明,无论提示是自然的还是人工的,机器人的多感官情绪感知是不同的。我们提出了一个机器人多感官情感感知模型。
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引用次数: 0
Analysis and Generalization of the Some Effects of Playing the Board Games 棋类游戏的若干效应分析与推广
Pub Date : 1900-01-01 DOI: 10.5057/jjske.tjske-d-20-00046
Mako Yanagimachi, H. Nunokawa
: With the spread of digital games, board games as analog games are also popular. There are several discussions focusing on educational methods using board games. However, although it is said that it will have improved communication skills and educational effects, there is not much specific analysis. It is considered impossible to conduct social experiments that only control the use of board games, and it is generally difficult to measure them. Therefore, in this study, based on the hypothesis that it is effective, we set the “Fundamental Competencies for Working Persons” by METI as educational effects for 24 types of board games and analyzed the relationship. This paper describes the results. In addition, we discuss whether board games can be generalized for playing and learning, and the “Fundamental Competencies for Working Persons” for educational effects.
随着数字游戏的普及,作为模拟游戏的桌面游戏也开始流行起来。有几个讨论集中在使用棋盘游戏的教育方法上。然而,虽然有人说它会提高沟通技巧和教育效果,但并没有太多具体的分析。人们认为不可能进行只控制桌面游戏使用的社会实验,而且通常很难对其进行测量。因此,在本研究中,我们在有效假设的基础上,将METI的“Working Persons Fundamental competency for Working Persons”作为24种桌面游戏的教育效果,并分析其关系。本文描述了研究结果。此外,我们还讨论了棋盘游戏是否可以推广到游戏和学习中,以及“工作人员的基本能力”的教育效果。
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引用次数: 0
Changes in Consumer Eating Behaviors and Food Consciousness Due to COVID-19 新冠肺炎对消费者饮食行为和食物意识的影响
Pub Date : 1900-01-01 DOI: 10.5057/jjske.tjske-d-22-00067
Mizuho Sato, H. Mizuyama, Masatoshi Ogawa, Kazuhiro Matsumoto, Hiromitsu Soneda
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引用次数: 0
若年女性の月経随伴症状に対する呼吸法を用いた聴覚ニューロフィードバックトレーニングの効果 针对年轻女性的月经伴随症状,使用呼吸法进行听觉神经反馈训练的效果
Pub Date : 1900-01-01 DOI: 10.5057/jjske.tjske-d-22-00078
Nanae Matsuo, Yoshimasa Oaira, Akira Okazaki, Syun Yasuoka, Natsuki Akita, Yui Komori, T. Kodama
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引用次数: 0
Influence of Fine Bubble Processing on the Characteristics of Soybean Beverages 细泡加工对大豆饮料特性的影响
Pub Date : 1900-01-01 DOI: 10.5057/jjske.tjske-d-20-00044
T. Matsuoka, Toru Sago
: Soybean beverages are popular due to health consciousness of consumers, but soybean beverages, which have a high viscosity or a grassy smell, are less favored. Fine bubble processing for soybean beverages has attached much attention because of its ability to control their viscosity. However, it is not clear how fine bubble processing for soybean beverages affects consumer preferences. In this study, the effect of fine bubble processing on the drinkability of a soybean beverage was examined. As a result, it was found that fine bubble processing for soybean beverages affected the evaluation of drinking such as “mellowness”, “unique/peculiar”, and “ease of drinking”. From principal component analysis, drinking sensation of soybean beverages was expressed by two main components: “tasting” and “rich”. From the comparison between the unprocessed and processed samples, fine bubble processing made soybean beverages tastier and lighter.
:由于消费者的健康意识,大豆饮料受到欢迎,但由于粘度高或有草味,大豆饮料不太受欢迎。大豆饮料的精泡加工因其具有控制其粘度的能力而备受关注。然而,目前尚不清楚大豆饮料的精细气泡加工如何影响消费者的偏好。研究了细泡工艺对大豆饮料可饮用性的影响。结果发现,大豆饮料的精细气泡加工影响了其“醇厚”、“独特/奇特”、“易饮”等饮用评价。从主成分分析来看,大豆饮料的饮用感觉由“口感”和“浓郁”两个主要成分来表达。从未加工样品和加工样品的对比来看,精细气泡处理使大豆饮料口感更佳,口感更轻。
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引用次数: 0
Complex Network Analysis of the Electroencephalography Elicited by Emotional Stimuli Presented on the Smartphone 智能手机上情绪刺激引发的脑电图复杂网络分析
Pub Date : 1900-01-01 DOI: 10.5057/JJSKE.TJSKE-D-18-00080
Ayumi Muramatsu, Shohei Kobayashi, Y. Mizuno-Matsumoto
: This research aimed to investigate the effect that smartphones have on brain networks. The Subjects were 23 healthy adults (25.7 ± 5.64 years old). Five sessions with relax, pleasant, unpleasant, pleasant sentences, and unpleasant sentences, stimuli were conducted using a smartphone. The electroencephalography (EEG) was measured soon after the stimuli. The coherence analysis and the complex network analysis were conducted for EEG in the alpha2 wave band. In the stress-free group, the brain shows low network efficiency under relax or pleasant stimuli, and high network efficiency under unpleasant stimuli. In the stress group, there are no differences in network efficiency among any kinds of stimuli. In either group, the network efficiency under sentence stimuli is close to that under unpleasant stimuli. Our study using complex network analysis for the coherence value from EEG revealed that network efficiency of the brain depends on the category of emotional stimuli during smartphone operation.
这项研究旨在调查智能手机对大脑网络的影响。受试者为23名健康成人(25.7±5.64岁)。他们用智能手机进行了五次刺激,分别是放松、愉快、不愉快、愉快和不愉快的句子。刺激后立即测量脑电图(EEG)。对alpha2波段脑电图进行相干性分析和复杂网络分析。在无压力组,大脑在放松或愉快刺激下的网络效率较低,而在不愉快刺激下的网络效率较高。在应激组中,各种刺激对网络效率的影响均不存在差异。在两组中,句子刺激下的网络效率与不愉快刺激下的网络效率接近。通过对脑电相干值的复杂网络分析,我们发现在智能手机操作过程中,大脑的网络效率取决于情绪刺激的类别。
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引用次数: 0
Relationship between Sensitivity Evaluation and Light Reflection Characteristics of Urushi (Asian lacquer) Coatings 亚洲真漆涂料灵敏度评价与光反射特性的关系
Pub Date : 1900-01-01 DOI: 10.5057/jjske.tjske-d-19-00046
Wonjoung Lee, N. Tanaka, K. Mochizuki, H. Oyabu
: We examined the correspondence between the subjective expression texture (psychological quality) and the physical information (physical quality) of the Urushi coatings. We applied black Natume which was coated with Urushi, cashew resin paint and polyurethane resin paint with semi matted-glossy coatings (brushing process and spraying process) as the samples, Psychological qualities were evaluated by three groups of subjects. For physical qualities, the glossiness, color, and the light reflection characteristics, via the prototyped optical measurement devices, have been assessed. As a result, a group of Urushi crafts specialists valued the characteristic texture of matted through semi matted-glossy coatings as “Mukkuri (swelling)” and “Atatakami (warm feeling)” and regarded as “Suki (favorite)” in the overall evaluation. These psychological qualities were considered to be related to the difference in L* value excluding regular reflection light in color measurement and the pixel value of the light reflection characteristic measurement by the optical measurement system manufactured, a trial based. And these differences were able to be characterized as an inherent of Urushi coatings which is not discovered in cashew resin paint and polyurethane resin paint.
考察了漆石涂料的主观表现纹理(心理素质)与物理信息(物理素质)的对应关系。以涂有Urushi的black natme、腰果树脂漆、聚氨酯树脂漆和半哑光涂料(涂刷工艺和喷涂工艺)为样本,对三组被试进行心理素质评价。对于物理质量,光泽度、颜色和光反射特性,通过原型光学测量设备进行了评估。因此,一群Urushi工艺专家认为,通过半消光光泽涂层的消光特性纹理为“Mukkuri(膨胀)”和“Atatakami(温暖)”,并在整体评价中视为“Suki(喜爱)”。这些心理素质被认为与光学测量系统在颜色测量中排除常规反射光的L*值的差异和光反射特性测量的像素值有关,以试验为基础。这些差异是腰果树脂涂料和聚氨酯树脂涂料所没有的漆石涂料的固有特性。
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引用次数: 0
The Relationship between Impressions Received from Flowers and Purchasing Behavior 从鲜花获得的印象与购买行为之间的关系
Pub Date : 1900-01-01 DOI: 10.5057/jjske.tjske-d-20-00004
H. Iwabuchi, H. Nunokawa, Yoshinao Itagaki
This study is aimed at constructing a system that recommends flowers for gardening beginners. The recommendation system recommends based on impression to flowers. This system can be used for EC (Electronic Commerce) sites. In this paper, an experiment was conducted as a preliminary step to construct a recommendation system. The first purpose of this paper is to clarify the difference between simple color and flower color. The second is to clarify what kind of flowers are likely to be purchased. As a result of factor analysis of the experimental results, it was found that the elements that make up the impression differ between flower colors and simple colors. As for the relationship between flower impression and purchase, it was found that the purchase probability increases when the impression value changes to a positive impression value.
本研究旨在建立一个为园艺初学者推荐花卉的系统。推荐系统根据对花卉的印象进行推荐。本系统可用于电子商务网站。本文通过实验作为构建推荐系统的初步步骤。本文的第一个目的是澄清简单色和花色的区别。二是明确可能购买哪种花卉。对实验结果进行因子分析,发现构成印象的要素在花卉色彩和素色之间存在差异。对于花卉印象与购买的关系,我们发现当印象值变为积极印象值时,购买概率增加。
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引用次数: 0
船外機音質向上のための指標研究 提高舱外机音质的指标研究
Pub Date : 1900-01-01 DOI: 10.5057/jjske.tjske-d-22-00063
Hideta Muramatsu, Y. Kohashi, Gaku Naoe
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引用次数: 0
期刊
Transactions of Japan Society of Kansei Engineering
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