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Relaxation Induced by Comfortable Thermal Stimulation of the Feet Presented with Various Sensory Stimuli 足部舒适热刺激引起的放松,呈现各种感官刺激
IF 0.3 Q4 ENGINEERING, INDUSTRIAL Pub Date : 2021-01-01 DOI: 10.5057/ijae.tjske-d-21-00028
S. Fujiwara, Haruki Oita, Mayumi Uemae, Hiroaki Yoshida, M. Kamijo
the simultaneous presentation of and other sensory stimuli no studies investigated the effects of different stimulus combinations. effects of the of Abstract: We examined the degree to which relaxation was induced by the presentation of a comfortable thermal foot stimulation paired with other sensory stimuli. We presented a movie of an underwater scene, classical music, light blue illumination, vibrations to the trunk, and grapefruit odor as relaxing stimuli in combination with thermal stimulation, and measured physiological responses of the autonomic nervous system (electrocardiogram, respiration, fingertip pulse wave, peripheral blood flow, and sweating). All stimulus combinations induced parasympathetic activation compared with an initial control. In particular, the presentation of an odor with thermal stimulation elicited a remarkable degree of parasympathetic activation. We verified differences in the latency and duration of physiological responses depending on the stimuli combination. However, subjective relaxation was not confirmed, and parasympathetic activation for combined stimuli did not remarkably differ from that for thermal stimulation alone. These results indicate that thermal stimulation has a powerful effect on relaxation induction.
同时呈现感官刺激和其他感官刺激,没有研究考察不同刺激组合的效果。摘要:我们研究了舒适的足部热刺激与其他感官刺激配对所引起的放松程度。我们将水下场景的电影、古典音乐、浅蓝色照明、躯干振动和葡萄柚气味作为放松刺激与热刺激相结合,并测量自主神经系统的生理反应(心电图、呼吸、指尖脉搏波、外周血流量和出汗)。与初始对照相比,所有刺激组合均诱导副交感神经激活。特别是,气味与热刺激的呈现引起了副交感神经的显著程度的激活。我们验证了生理反应的潜伏期和持续时间取决于刺激组合的差异。然而,主观放松没有得到证实,联合刺激的副交感神经激活与单独热刺激的副交感神经激活没有显著差异。这些结果表明热刺激对弛豫诱导有很强的作用。
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引用次数: 0
A VR-based Learning Material for Anti-drug Education: Evaluation from Aspects of Motivation, Satisfaction, and Self-efficacy 基于虚拟现实的禁毒教育学习材料:从动机、满意度和自我效能感的角度进行评价
IF 0.3 Q4 ENGINEERING, INDUSTRIAL Pub Date : 2021-01-01 DOI: 10.5057/IJAE.IJAE-D-20-00027
H. Suto, Yu-Jie Chen, Tien-Chi Huang
: Anti-drug education is one of the important and necessary educational activities for young people. In this paper, a virtual reality based (VR-based) material for learning anti-drug skills is proposed. By using the learning material, learners are exposed in a virtual unsafe drug situation, and can feel the dangerousness seriously to learn the harms and risks of drug abuse while improving their abilities to refuse drugs. In order to evaluate the proposed material, it was compared with video-based learning material which has the same contents with the VR-based learning material. Experiments were conducted and the results were analyzed from the aspects of effect on the users’ attitudes, users’ satisfaction, and anti-drug self-efficacy. As the result, it became clear that learners can learn effectively with the VR-based learning material more than with the video-based learning material.
禁毒教育是青少年重要而必要的教育活动之一。本文提出了一种基于虚拟现实(VR-based)的禁毒技能学习材料。通过使用学习材料,使学习者置身于虚拟的不安全的毒品情境中,认真感受毒品的危险性,了解毒品滥用的危害和风险,提高拒绝毒品的能力。为了评价建议的材料,将其与视频学习材料进行比较,视频学习材料与vr学习材料的内容相同。从对吸毒者态度的影响、对吸毒者满意度的影响、对禁毒自我效能感的影响三个方面对实验结果进行分析。因此,很明显,学习者可以更有效地学习基于vr的学习材料比基于视频的学习材料。
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引用次数: 0
Fear Assessment in Information Security Dialog Box based on Hybrid Kansei Engineering and KJ Method 基于感性工学和KJ方法的信息安全对话框恐惧评估
IF 0.3 Q4 ENGINEERING, INDUSTRIAL Pub Date : 2021-01-01 DOI: 10.5057/ijae.ijae-d-20-00021
Noor Afiza Mat Razali, Nurjannatul Jannah Aqilah MD SAAD, Muslihah Wook, N. Hasbullah, Normaizeerah Mohd Noor, K. K. Ishak
: Emotion is one of the predetermined aspects that lead to non-compliance behaviour by a user in the Information Security (IS) domain. Four prominent emotions have been recognized in IS, which are fear, stress, trust, and rage. In this study, fear will be highlighted as the scope to explain fear in IS through design concept. This paper discusses how to characterize fear as stimuli for user emotional assessment in IS through the design concept of information security dialog user interface design (UID). Recent research made by other researchers shows that too low and too high levels of fear lead to user reluctance and resistance behaviour. Thus, it is essential to conduct a study to suggest methodology and procedural details in measuring fear and propose the relationship between the level of fear and user compliance behaviour toward IS procedures and policies. This study adopted part of Kansei Engineering, and KJ Method in measuring fear towards IS dialog box UID as the artefact. This study characterizes fear emotion in the IS domain based on users’ compliance response towards the artefacts. Findings from this study will give a new perspective on emotion, particularly for fear toward design in the IS domain and serve as the foundation of emotion in the IS field concerning Kansei and Affective Sciences.
:在信息安全(is)领域,情绪是导致用户不合规行为的预定方面之一。IS中有四种主要的情绪,分别是恐惧、压力、信任和愤怒。在本研究中,恐惧将被强调为通过设计概念来解释IS中的恐惧的范围。本文通过信息安全对话用户界面设计(UID)的设计理念,讨论了如何将恐惧表征为信息系统中用户情感评估的刺激。其他研究人员最近的研究表明,过低和过高的恐惧水平会导致用户不情愿和抵抗行为。因此,有必要进行一项研究,以建议测量恐惧的方法和程序细节,并提出恐惧水平与用户对信息系统程序和政策的遵守行为之间的关系。本研究采用感性工学的部分方法,并以KJ方法测量对IS对话框UID的恐惧程度。本研究基于用户对人工制品的依从性反应来表征IS领域的恐惧情绪。本研究的发现将为情感提供一个新的视角,特别是在信息系统领域对设计的恐惧,并作为感性和情感科学信息系统领域情感的基础。
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引用次数: 3
Research on Public Service Facilities for Customers with Children in Shopping Malls 商场儿童顾客公共服务设施研究
IF 0.3 Q4 ENGINEERING, INDUSTRIAL Pub Date : 2021-01-01 DOI: 10.5057/ijae.tjske-d-21-00026
Qian Zhang, Haruka Sogabe, Yoshitsugu Morita
: This study focuses on the public service facility (men’s toilet, women’s toilet, multipurpose toilet, baby room, kids’ toilet) zone arrangement in the shopping malls. The purpose is to find out the problem between the arrangement of public service facilities and the customer needs that can be fed back to the planning of public service facilities in shopping malls. In this study, we analyzed the function distribution for customers with children and customer behaviors by field survey in Ario-kameari, Aeonmall-hinode and LaLaport-tachikawa tachihi to make the current situation clear. And based on the results of quantitative analysis on the equipments of the service facilities and the user behavior observation, we conducted interview investigation and found out the correlation between the distribution of facilities, equipments and user needs. And finally, it provides several directions for further improvement of public service facilities for customers with children in shopping malls.
:本研究以商场内公共服务设施(男厕所、女厕所、多功能厕所、婴儿房、儿童厕所)区域布置为研究对象。目的是找出公共服务设施的布置与顾客需求之间存在的问题,并反馈到商场公共服务设施的规划中。在本研究中,我们通过实地调查,分析了Ario-kameari, aeonmal -hinode和lalport -立川立市有孩子的顾客的功能分布和顾客行为,以明确现状。在对服务设施的设备进行定量分析和用户行为观察的基础上,进行访谈调查,找出设施、设备的分布与用户需求之间的相关性。最后,为商场中有儿童顾客的公共服务设施的进一步完善提供了几个方向。
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引用次数: 0
Studying Requirements from Multiple Actors on Vitality Data Platform through the Lens of Socio-technical Systems 基于社会技术系统视角的活力数据平台多主体需求研究
IF 0.3 Q4 ENGINEERING, INDUSTRIAL Pub Date : 2021-01-01 DOI: 10.5057/ijae.ijae-d-20-00041
K. Wada, Loes van Renswouw, Günter Wallner, P. Lévy, S. Vos
: Despite the great potential of data platforms to help solve societal issues, the actual usage of data platforms is still limited due to the lack of consideration of socio-technical aspects. To understand requirements from multiple actors on a vitality data platform, semi-structured interviews were conducted with three groups of actors: representatives of organizations involved in vitality (N=8), government officials (N=10), and citizens (N=20). From these interviews, we got an understanding of the multidimensionality of vitality data and got an insight into the different expectations on the vitality data platform among those actors. Citizens strive to gain general information such as advice for healthy living. On the other hand, the two other groups of participants generally expect low-level data. Our findings suggest that data has to be presented in multiple formats and social discussion features are required to connect those different actors on data platforms.
:尽管数据平台在帮助解决社会问题方面具有巨大潜力,但由于缺乏对社会技术方面的考虑,数据平台的实际使用仍然有限。为了了解多个参与者对活力数据平台的需求,我们对三组参与者进行了半结构化访谈:参与活力的组织代表(N=8)、政府官员(N=10)和公民(N=20)。通过这些访谈,我们了解了活力数据的多维度,并了解了参与者对活力数据平台的不同期望。公民努力获取诸如健康生活建议之类的一般信息。另一方面,另外两组参与者通常期望低水平的数据。我们的研究结果表明,数据必须以多种格式呈现,并且需要社交讨论功能来连接数据平台上的不同参与者。
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引用次数: 0
An Appraisal of Gracefulness Mediates the Negative Influence of Color Focality on Color Preference in Japan 在日本,对优雅的评价中介了色彩聚焦对色彩偏好的负面影响
IF 0.3 Q4 ENGINEERING, INDUSTRIAL Pub Date : 2021-01-01 DOI: 10.5057/ijae.ijae-d-21-00005
Siyuan Fang, Yoshimasa Tawatsuji, T. Matsui
This study aimed to identify the psychological variables that can mediate an influence of color focality on color preference in modern Japanese culture and to specify the pattern of the mediated influence. The potential mediators were 22 appraisal dimensions and the psychological processing fluency (PPF) of colors. We conducted two experiments with native Japanese speakers, which measured these variables. Data analyses showed that gracefulness is the only appraisal dimension that can mediate an effect of color focality on color preference. Specifically, focality negatively influenced the appraisal of gracefulness and gracefulness positively impacted preference. Although a U-shaped quadratic relationship exists between focality and PPF, no relationship was found between PPF and preference. Therefore, PPF’s role as a mediator is not supported. Our literature survey suggests that the focality-gracefulness-preference relationship may be caused by the “noisy color phenomenon,” which is a cultural phenomenon existing in many color-using areas in modern Japan.
本研究旨在确定在现代日本文化中,色彩聚焦对色彩偏好的中介影响的心理变量,并明确中介影响的模式。22个评价维度和色彩的心理加工流畅性(PPF)是潜在中介。我们对母语为日语的人进行了两个实验,测量了这些变量。数据分析表明,优美度是唯一能介导色彩聚焦对色彩偏好影响的评价维度。具体来说,焦点对优雅的评价有负向影响,而优雅对偏好有正向影响。虽然焦点与PPF之间存在u型二次关系,但PPF与偏好之间没有关系。因此,不支持PPF作为调解人的角色。我们的文献调查表明,焦点-优雅-偏好关系可能是由“嘈杂的色彩现象”引起的,这是现代日本许多色彩使用区域存在的文化现象。
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引用次数: 0
The Relationship between Motivation for Rehabilitation and Sense of Agency in Patients with Cerebrovascular Disease, and Nurse Support for Patient Agency 脑血管病患者康复动机与代理感的关系及护士对患者代理的支持
IF 0.3 Q4 ENGINEERING, INDUSTRIAL Pub Date : 2021-01-01 DOI: 10.5057/IJAE.IJAE-D-20-00029
Michihiro Kawano, Yuko Takamura, Michiko Tachihara, Kotomi Yokota, A. Yozu
: For patients who have suffered a stroke and are undergoing rehabilitation, the motivation for recovery and achievement of independence is a major factor that must be considered for effective treatment. A patient’s sense of agency affects their motivation for activities, such as rehabilitation. This study was conducted to investigate the motivation and sense of agency of patients with cerebrovascular disease who were undergoing rehabilitation and to examine the influence of nursing involvement on improving patient independence. This study of inpatients in a rehabilitation hospital ward was conducted using questionnaires. Our results suggest that sense of agency may affect patient motivation during hospitalization and was influenced by nursing support for independence. Interventions targeted to improve the patient’s sense of agency were shown to be a potentially effective method for improving the patient’s rehabilitative motivation. Nursing support for independence provides a promising effective strategy for improving the patient’s sense of agency.
对于正在接受康复治疗的中风患者,康复和实现独立的动机是有效治疗必须考虑的主要因素。病人的能动性影响他们活动的动机,比如康复。本研究旨在探讨脑血管疾病患者在康复过程中的动机和代理感,并探讨护理参与对改善患者独立性的影响。本研究采用问卷调查的方式对某康复医院病房住院病人进行调查。我们的研究结果表明,代理感可能会影响患者住院期间的动机,并受到护理独立支持的影响。旨在改善患者代理感的干预措施被证明是改善患者康复动机的潜在有效方法。护理支持独立提供了一个有希望的有效策略,以提高病人的代理意识。
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引用次数: 2
A Support System for Artful Design of Tessellations Drawing using CNN and CG 基于CNN和CG的镶嵌图艺术设计支持系统
IF 0.3 Q4 ENGINEERING, INDUSTRIAL Pub Date : 2021-01-01 DOI: 10.5057/IJAE.IJAE-D-20-00022
Luyi Huang, Shigaku Tei, Yilang Wu, H. Shiizuka
: Drawing is an important skill, but it is difficult for people who are weak in visual or spatial perception. In this study, we aim at utilizing computer support to assist people’s visual perception during their drawing practice. To this end, we propose to use AI technology based on CNN (convolutional neural network) model to recognize what people draw, and then output CG (computer graphics) according the recognition result. We apply this proposed solution to support the practice in creating design patterns like the tessellation. Our work includes four contributions in-below. (1) recognition of the user’s original drawing based on our trained AI model; (2) generation of new visual design by incorporating the result of recognition into the pattern called tessellation; (3) a digital interface to interactively provide the drawing recognition and tessellation generation; (4) our work is the first trial to realize the innovation tetra proposed by Dr. H. Shiizuka. A cross validation shows the theoretically accuracy of the train AI model. The result of a questionnaire-based evaluation shows the practical usability of the support system, and also advise us future improvement to reach various user requirements.
绘画是一项重要的技能,但对于视觉或空间感知能力较弱的人来说很难。在本研究中,我们的目的是利用计算机辅助人们在绘画练习中的视觉感知。为此,我们提出使用基于CNN(卷积神经网络)模型的AI技术来识别人们画的是什么,然后根据识别结果输出CG(计算机图形)。我们应用这个建议的解决方案来支持创建设计模式(如镶嵌)的实践。我们的工作包括以下四项贡献。(1)基于我们训练好的AI模型对用户的原始图纸进行识别;(2)通过将识别结果纳入称为镶嵌的模式,生成新的视觉设计;(3)交互式提供图形识别和镶嵌生成的数字接口;(4)我们的工作是实现H. Shiizuka博士提出的创新四环素的第一次试验。交叉验证表明了训练人工智能模型的理论准确性。基于问卷的评估结果显示了支持系统的实际可用性,也为我们未来的改进提供了建议,以满足用户的各种需求。
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引用次数: 1
Integrating the Peak-end Rule and the Kano Model in Assessing the Product-use Process 峰终规则与Kano模型在产品使用过程评估中的整合
IF 0.3 Q4 ENGINEERING, INDUSTRIAL Pub Date : 2021-01-01 DOI: 10.5057/ijae.ijae-d-21-00003
Hsi-Jen Chen, Meng-Xun Ho
: This study employed the peak-end rule and the Kano model in the assessment of user satisfaction during the product-use experience. Because they reflect different aspects of user satisfaction, we investigated the similarities and differences between the two approaches and integrated them in the analysis of the product-use process. We find that the emotional component of the peak-end rule, which directly indicates the important emotions of the users, and the usability component of the Kano model, which provides useful information on product qualities, are particularly useful in assessing the product-use process. We believe that integrating these two methods generates abundant, specific, and useful knowledge that designers can use to more fully understand the user experience.
本研究采用峰端规则和Kano模型对产品使用体验过程中的用户满意度进行评估。因为它们反映了用户满意度的不同方面,我们调查了这两种方法之间的异同,并将它们整合到产品使用过程的分析中。我们发现,峰端规则的情感成分(直接表明用户的重要情感)和Kano模型的可用性成分(提供有关产品质量的有用信息)在评估产品使用过程中特别有用。我们相信,整合这两种方法可以产生丰富、具体和有用的知识,设计师可以使用这些知识来更全面地理解用户体验。
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引用次数: 1
A Method for Evaluating Food Image Complexity from the Photographer’s Perspective 一种从摄影师角度评价食物图像复杂性的方法
IF 0.3 Q4 ENGINEERING, INDUSTRIAL Pub Date : 2021-01-01 DOI: 10.5057/ijae.ijae-d-20-00020
Oscar Eduardo Sakay Rodriguez, Soh Masuko, T. Yamanaka
: How complex should the food photographs of a restaurant menu be? Studies on image complexity have been conducted using objective and subjective approaches. Nevertheless, neither approach considers the factors that photographers commonly manipulate during image creation. Therefore, this paper proposes a methodology to evaluate the impression of complexity considering these factors. Through interviews, factors like the Camera Angle, Background, Lighting, Light Color, and the Number of Decorative Elements were identified and defined. Based on these definitions, food images were analyzed and tested by participants who assessed their impression of complexity. The results suggested that the amount of decorative element is a factor with a significant effect on the impression of complexity. Furthermore, the correlation between the number of decorative elements and the evaluations suggested that measuring food image complexity according to the decoration in the image is a closer representation of the impression of complexity judged by human subjects.
餐馆菜单上的食物照片应该有多复杂?对图像复杂性的研究已经用客观和主观的方法进行了。然而,这两种方法都没有考虑到摄影师在图像创作过程中通常会操纵的因素。因此,本文提出了一种考虑这些因素的评价复杂性印象的方法。通过访谈,确定并定义了相机角度、背景、灯光、灯光颜色和装饰元素数量等因素。根据这些定义,参与者对食物图像进行分析和测试,评估他们对复杂性的印象。结果表明,装饰元素的数量是影响复杂性印象的一个重要因素。此外,装饰元素的数量与评价的相关性表明,根据图像中的装饰来衡量食物图像的复杂性更接近人类受试者对复杂性的印象。
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引用次数: 0
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International Journal of Affective Engineering
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