E-Book, Englisch, 238 Seiten
Fukuda Emotional Engineering, Vol. 8
1. Auflage 2020
ISBN: 978-3-030-38360-2
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Emotion in the Emerging World
E-Book, Englisch, 238 Seiten
ISBN: 978-3-030-38360-2
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
This book is focused on the importance of detecting people's motivation, how they make decisions and the way the actions they take is rapidly increasing with the progress of IoT and the Connected Society. It explores how emotion-related processes are increasing in importance rapidly. The contributors move through a variety of related topics, all aimed at revealing how humans and things must increasingly interact. It indicates how strategy becomes increasingly important, particularly creating the best adaptable strategy to respond to the quickly and extensively changing situations. With engineering quickly moving from product development to experience development, and the role of emotion in engineering becoming increasingly apparent, this book offers a timely and valuable resource for engineers and researchers alike.
Professor Shuichi Fukuda served as the President of the International Society for Productivity Enhancement, Vice President of IEEE Reliability Society, Chair of ASME Computers and Information in Engineering Division, Deputy Technical Group Leader of Systems and Design, ASME. He is an Honorary Member of JSME, Fellow of ASME, IEICE (Institute of Electric, Information and Communication Engineers) and ISPE, and Glory Member of REAJ (Reliability Engineering Association of Japan). Although he is a mechanical engineer, he worked in a very wide variety of engineering fields such as shipbuilding, civil engineering, information systems, management of technology, welding engineering, etc. His research extends widely across many disciplines such as CAE, dynamics, reliability engineering, intelligent production, emotional engineering and the management of technology.
Autoren/Hrsg.
Weitere Infos & Material
1;Preface;5
2;Contents;7
3;1 Instinct Engineering: What We Learn from Invertebrate;9
3.1;1.1 How Engineering Has Developed;9
3.2;1.2 Challenges of Engineering Today;11
3.3;1.3 Engineering Tomorrow;13
3.4;1.4 From Control to Coordination: Increasing Importance of Decision-Making;14
3.5;1.5 Vertebrate and Invertebrate;15
3.6;1.6 Increasing Importance of Communication;17
3.7;1.7 Mind–Body–Brain;18
3.8;References;19
4;2 From Work for Others to Work for Yourself;20
4.1;2.1 Engineering Yesterday and Today;20
4.2;2.2 Engineering Before and After the Industrial Revolution;21
4.3;2.3 Challenges of the Real IoT;25
4.4;2.4 Self-Sufficient Society;27
4.5;2.5 Sustainable Development;27
4.6;2.6 Work for Yourself;28
4.7;2.7 Changing Industrial Framework;28
4.8;2.8 Work for Your Happiness: Its Benefits;30
4.9;2.9 Enjoyable Engineering: From Needs to Joy;30
4.10;References;33
5;3 The Relationship Between Attributes of Objects and Phonemes of Naming;34
5.1;3.1 Introduction;34
5.2;3.2 Related Studies;35
5.2.1;3.2.1 Study on Naming Phonemes;35
5.2.2;3.2.2 Studies on Naming Support;36
5.2.3;3.2.3 Approach of This Study;36
5.3;3.3 Analysis Method;37
5.4;3.4 Phonological Analysis of Character Naming;37
5.4.1;3.4.1 Outline of Data and Selection of Attributes;37
5.4.2;3.4.2 Analysis Results;39
5.4.3;3.4.3 Discussion;40
5.5;3.5 Phoneme Analysis of Automobile Naming;41
5.5.1;3.5.1 Data Summary and Attribute Selection;41
5.5.2;3.5.2 Analysis Results;43
5.5.3;3.5.3 Discussion;44
5.6;3.6 Comparison Study Between Objects;44
5.7;3.7 Summary and Future Challenges;46
5.8;References;46
6;4 Computational Handicraft;49
6.1;4.1 Introduction;49
6.2;4.2 Plush Toy Design;51
6.2.1;4.2.1 User Interface;52
6.2.2;4.2.2 Algorithm;54
6.2.3;4.2.3 Workshop;55
6.3;4.3 Knitted Animal Design;55
6.3.1;4.3.1 User Interface;57
6.3.2;4.3.2 Algorithm;57
6.3.3;4.3.3 Workshop;59
6.4;4.4 Beadwork Design;59
6.4.1;4.4.1 User Interface;60
6.4.2;4.4.2 Algorithm;62
6.5;4.5 Workshop;63
6.6;4.6 Stencil Design;65
6.6.1;4.6.1 User Interface;65
6.6.2;4.6.2 Algorithm;66
6.6.3;4.6.3 Workshop;67
6.7;4.7 Conclusion;68
6.8;References;69
7;5 Sustainable Behaviour: A Framework for the Design of Products for Behaviour Change;71
7.1;5.1 Introduction;71
7.2;5.2 Literature Review;72
7.2.1;5.2.1 Design for Sustainable Behaviour;72
7.2.2;5.2.2 Gamification for Behaviour Change;73
7.3;5.3 Gameful and Playful Products for Behaviour Change: A Framework;74
7.4;5.4 Case Studies;75
7.4.1;5.4.1 AIM: An Interactive Ashtray Against Cigarette Littering;77
7.4.2;5.4.2 A Gamification on a Sink for Water Saving During Handwashing;82
7.5;5.5 Conclusions;87
7.6;References;88
8;6 Quantifying Trust Perception to Enable Design for Connectivity in Cyber-Physical-Social Systems;90
8.1;6.1 Introduction;90
8.2;6.2 Background;93
8.2.1;6.2.1 Trustworthiness Metrics;93
8.2.2;6.2.2 Probabilistic Graph Model;94
8.3;6.3 Trustworthiness Metrics;96
8.3.1;6.3.1 Ability;96
8.3.2;6.3.2 Benevolence;101
8.3.3;6.3.3 Integrity;107
8.3.4;6.3.4 Attacks on Trust;109
8.4;6.4 Trust-Based Network Design;109
8.4.1;6.4.1 Average Reciprocity as the Design Objective;110
8.4.2;6.4.2 Average Benevolence as the Design Objective;112
8.4.3;6.4.3 Ability as the Design Objective;114
8.5;6.5 Summary;114
8.6;References;116
9;7 A Study of “Waku-Waku” at Work;119
9.1;7.1 Background of the Study;120
9.2;7.2 Prior Study;121
9.2.1;7.2.1 Focusing on the Feeling of “Waku-Waku”;122
9.3;7.3 Purpose of This Study and Hypothesis;123
9.4;7.4 Hypothesis in This Study;124
9.5;7.5 Study Methods;125
9.5.1;7.5.1 Structure and Purpose of the Study;125
9.5.2;7.5.2 Subjects of the Qualitative Survey;126
9.5.3;7.5.3 Methods of the Qualitative Survey;126
9.5.4;7.5.4 Subjects of the Quantitative Survey;126
9.5.5;7.5.5 Creation of Survey Slips;127
9.6;7.6 Survey Results;128
9.6.1;7.6.1 Quantitative Survey Results;128
9.6.2;7.6.2 Quantitative Survey Results;128
9.6.3;7.6.3 Result of Simple Tabulation and Discussion;128
9.6.4;7.6.4 Finding Overt Waku-Waku Factors at Work and the Analysis of Them;131
9.6.5;7.6.5 Naming Overt Work Waku-Waku Factors;132
9.6.6;7.6.6 Verification of Internal Consistency of Overt Work Waku-Waku Factors;134
9.6.7;7.6.7 Validation of an Overt Sense of Waku-Waku Factors at Work;135
9.6.8;7.6.8 Verification by Correlation with “People Who Feel Waku-Waku at Work”;135
9.7;7.7 Summary of the Study;136
9.8;7.8 Challenges and Perspectives from Now on;136
9.9;References;137
10;8 The Romantic Brain: Secure Attachment Activates the Brainstem Centers of Well-Being;139
10.1;8.1 The Neurochemical Basis of the Mother–Infant and Pair-Bonding;140
10.2;8.2 The Neural Basis of Romantic Love;141
10.3;8.3 Adult Attachment Style and Relationship Quality;143
10.4;8.4 Correlations Between the Brainstem Activity and Attachment Anxiety;144
10.5;8.5 Secure Attachment Activates the Brainstem Centers of Well-Being;144
10.6;References;148
11;9 A Neural Model of Aesthetic Preference for Product;152
11.1;9.1 Introduction;152
11.2;9.2 Aesthetic Sensibility;153
11.3;9.3 Information Processing Involved in Aesthetic Sensibility;153
11.3.1;9.3.1 Cognitive Neuroscience;153
11.3.2;9.3.2 Functional Neuroimaging Tools;153
11.3.3;9.3.3 Cognitive Neuroscience Research on Aesthetic Sensibility;154
11.4;9.4 Cognitive and Neural Modeling of Aesthetic Sensibility with Regard to Product Shape;155
11.5;9.5 Conclusion;158
11.6;References;158
12;10 Emotional Design: Discovering Emotions Across Cars’ Morphologies;159
12.1;10.1 Introduction;160
12.2;10.2 Research Methodology;162
12.2.1;10.2.1 Selection of Cars and the Definition of Emotions;163
12.2.2;10.2.2 Computing Car–Emotion Matrix;163
12.2.3;10.2.3 Association Car–Emotion;164
12.2.4;10.2.4 Emotional Characteristic Lines;165
12.3;10.3 Case Study;167
12.3.1;10.3.1 Selection of Cars and the Definition of Emotions;168
12.3.2;10.3.2 Computing Car–Emotion Matrix;169
12.3.3;10.3.3 Association Car–Emotion;172
12.3.4;10.3.4 Emotional Characteristic Lines;174
12.4;10.4 Discussion and Conclusion;174
12.5;References;176
13;11 Modeling of Aesthetic Curves and Surfaces for Industrial Design;178
13.1;11.1 Introduction;178
13.2;11.2 Mathematics of Aesthetic Curves;179
13.3;11.3 K-Vector;182
13.4;11.4 Smart CAD System with K-Vector;183
13.5;11.5 HYPERREAL Design System;185
13.6;11.6 Discussion;187
13.7;11.7 Summary;188
13.8;References;190
14;12 A Mathematical Model of Emotions for Novelty;191
14.1;12.1 Novelty and Emotions;191
14.2;12.2 Modeling Emotion Dimensions;192
14.2.1;12.2.1 Novelty and Information Gain;192
14.2.2;12.2.2 Bayesian Update;193
14.2.3;12.2.3 Arousal Dimension and Surprise;194
14.2.4;12.2.4 Arousal Crossover Effect;195
14.2.5;12.2.5 Valence Dimension;197
14.3;12.3 Model Summary;198
14.4;12.4 Conclusion;199
14.5;References;200
15;13 The Relation Between Characteristics of Forest Sounds and Psychological Impression;202
15.1;13.1 Introduction;202
15.2;13.2 Immigration to Urban Areas;203
15.3;13.3 Environmental Sounds of Urban Life;203
15.4;13.4 Unconscious Stress;204
15.5;13.5 Forest Research;204
15.6;13.6 The Purpose of Researching Forest Sounds;204
15.7;13.7 Characteristic Extraction of Forest Sounds;205
15.7.1;13.7.1 Comparison of Suburban Forests and Urban Environments;205
15.7.2;13.7.2 Comparison of Suburban Forests and Urban Forests;207
15.8;13.8 Impression Evaluation of Sounds;208
15.8.1;13.8.1 Factor Analysis of Impression Evaluation Results;209
15.9;13.9 Relations Between the Analysis Value of Sound Sources and the Impression Evaluation Results;210
15.9.1;13.9.1 Multiple Regression Analysis of the Impression Evaluation Results;210
15.10;13.10 Conclusion;212
15.11;13.11 Epilogue;212
15.12;References;212
16;14 Artificial Intelligence and Virtual Reality-Based Kansei, Emotional, and Cognitive Science and Engineering;214
16.1;14.1 Variety of Color Perception;214
16.2;14.2 Product Design Considering Human Perception and Sensitivity;215
16.2.1;14.2.1 Perceptual Characteristics;215
16.3;14.3 Kansei and Emotion;216
16.4;14.4 Noninvasive Brain Function Measurement;216
16.4.1;14.4.1 Brain Activity Measurement;216
16.5;14.5 NIRS Measurement Principle;217
16.6;14.6 Interface Design Considering Emotion;218
16.6.1;14.6.1 Human–Machine Interface;218
16.7;14.7 Affective Computing;220
16.8;14.8 Application to HMI;220
16.9;14.9 Skills Training Using AI/IoT/VR/HMI Technology;221
16.10;14.10 Brain Science Evaluation of Human Support System;222
16.11;14.11 Application to Human-Friendly Automobile HMI;223
16.12;14.12 Application to Healthcare Equipment;224
16.13;14.13 Application to Music Therapy;225
16.14;14.14 Conclusion;226
16.15;References;226
17;15 Development of an LED Lighting System Through Evaluation of Legibility and Visual Fatigue;227
17.1;15.1 Introduction;228
17.2;15.2 Evaluation of Colored LED Lights;230
17.2.1;15.2.1 Bioinstrumentation;230
17.2.2;15.2.2 Physiological Measurements;230
17.2.3;15.2.3 Questionnaire;231
17.2.4;15.2.4 Experiment Conditions and Procedure;231
17.2.5;15.2.5 Results and Discussion;232
17.3;15.3 Evaluation of White LED Lights;235
17.3.1;15.3.1 Experimental Conditions and Procedure;235
17.3.2;15.3.2 Results and Discussion;235
17.4;15.4 Conclusion;237
17.5;References;238




