Fukuda | Emotional Engineering, Vol.7 | E-Book | www2.sack.de
E-Book

E-Book, Englisch, 231 Seiten

Fukuda Emotional Engineering, Vol.7

The Age of Communication
1. Auflage 2019
ISBN: 978-3-030-02209-9
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark

The Age of Communication

E-Book, Englisch, 231 Seiten

ISBN: 978-3-030-02209-9
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark



This book demonstrates that emotion is a highly influential component in creating a new society and new engineering, revealing the importance of emotion in various aspects of the Connected World. It addresses a wide variety of topics, but with this one underlying aim throughout. Further, it stands out for the approach it takes to the Internet of Things and the Connected Society. 
The contributing authors illustrate that humans are essentially either playmakers or playing managers, with teamwork and play being crucial aspects of our lives. They argue that strategy is becoming increasingly important, and consider the most adaptable strategy, one that will allow us to respond to today's quickly and radically changing situations. The book is particularly focused on the Connected Society as the point of departure, and explores what motivates humans, what decisions they should make, and what actions they should take. 
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.

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Weitere Infos & Material


1;Preface;5
2;Contents;7
3;1 IoT Creates an Integrated World of Physical and Life Science;9
3.1;Abstract;9
3.2;1.1 Introduction;9
3.3;1.2 History of Engineering;10
3.4;1.3 11 Best, Best 11;13
3.5;1.4 Bounded Rationality;15
3.6;1.5 From Explicit to Tacit;17
3.7;1.6 World 2.0: The New World IoT Is Creating;19
3.8;References;21
4;2 Increasing Importance of Tacit Value;23
4.1;Abstract;23
4.2;2.1 Introduction;23
4.3;2.2 Explicit World;23
4.4;2.3 Frame Problem;25
4.5;2.4 Individual Product to Team Product;26
4.6;2.5 Changes Changed Themselves;26
4.7;2.6 Process Value;27
4.8;2.7 Engineering is Different from Field to Field;29
4.9;2.8 Analysis to Algebra;30
4.10;2.9 Team Organization and Management;30
4.11;2.10 Satisfaction: From Individual to Team;32
4.12;2.11 Communication is Increasing its Importance;33
4.13;2.12 Tacit Value;34
4.14;2.13 Complexity and Complicatedness;36
4.15;2.14 IoT;36
4.15.1;2.14.1 Step 1;36
4.15.2;2.14.2 Step 2;37
4.15.3;2.14.3 Orchestration;38
4.15.4;2.14.4 From the Modeled World to the Real World;38
4.16;2.15 Final Remark;39
4.17;References;40
5;3 Power of Self-Touch: Its Neural Mechanism as a Coping Strategy;41
5.1;Abstract;41
5.2;3.1 Self-Touch is an Essential Coping Strategy;42
5.3;3.2 Experiment Procedures and FMRI Data Analysis;43
5.4;3.3 Physio-physiological Interaction Analysis;43
5.5;3.4 Self-Touch Suppresses the Activity of the Brain Alarm System;44
5.6;3.5 rACC Downregulates the Activity of the RVM and Left CB via the Right Amygdala;45
5.7;3.6 Coherent SII Activity Downregulates RVM Activity Based on the Bodily Self;49
5.8;3.7 Neurobiological Mechanism of Self-Touch as a Coping Strategy;50
5.9;References;52
6;4 Cognitive Neuroscience of Creativity;56
6.1;Abstract;56
6.2;4.1 Creative Thinking;56
6.3;4.2 Cognitive Neuroscience;58
6.4;4.3 Brain Activity During Creative Thinking;58
6.5;4.4 Spreading Activation of Semantic Network;59
6.6;4.5 Mind Wandering;61
6.7;4.6 Meditation;61
6.8;4.7 Mood-Congruency Effect;63
6.9;References;64
7;5 Effective Communication Between Human and Dolphin Using Information Devices;65
7.1;Abstract;65
7.2;5.1 Introduction;66
7.3;5.2 Information Devices for Dolphin;68
7.4;5.3 Method;69
7.4.1;5.3.1 Subject and Environment;69
7.4.2;5.3.2 Procedure;70
7.4.3;5.3.3 Presentation of Pictures;71
7.4.3.1;5.3.3.1 Experiment 1;72
7.4.3.2;5.3.3.2 Experiment 2;74
7.4.3.3;5.3.3.3 Experiment 3;74
7.4.3.4;5.3.3.4 Experiment 4;74
7.5;5.4 Result;75
7.6;5.5 Discussion;78
7.7;Acknowledgements;79
7.8;References;79
8;6 Applying Emotion Recognition to Graphic Design Research;82
8.1;Abstract;82
8.2;6.1 Introduction;83
8.3;6.2 Emotion;83
8.3.1;6.2.1 Definition;83
8.3.2;6.2.2 Emotion and Design;84
8.4;6.3 Measuring Emotion;85
8.4.1;6.3.1 Brain Imaging and Eye Tracking;85
8.4.2;6.3.2 Facial Action Coding System (FACS);87
8.4.3;6.3.3 FaceReader;88
8.5;6.4 Applying Emotion Recognition to Design Research;91
8.5.1;6.4.1 Methods;91
8.5.2;6.4.2 Stimuli;92
8.5.3;6.4.3 Procedure;92
8.5.4;6.4.4 Findings;94
8.5.5;6.4.5 Discussion;96
8.6;6.5 Conclusion;97
8.7;References;98
9;7 Mining Facial Keypoint Data: The Quest Toward Personalized Engineering Applications;101
9.1;Abstract;101
9.2;7.1 Introduction;102
9.3;7.2 Engineering Design and Designers’ Affective State;104
9.4;7.3 Personalized Applications and Affective Computing;105
9.5;7.4 Machine Learning Method;107
9.5.1;7.4.1 Data Acquisition and Feature Extraction;107
9.5.2;7.4.2 Model Building and Tuning;109
9.5.3;7.4.3 Model Validation;109
9.6;7.5 Case Study in an Engineering Laboratory Environment;110
9.7;7.6 Results;111
9.8;7.7 Conclusions;112
9.9;Acknowledgements;113
9.10;References;113
10;8 Emotional Motion Design Using Mimetic Words;117
10.1;Abstract;117
10.2;8.1 Introduction;117
10.3;8.2 Design Method of Creative Motion;118
10.3.1;8.2.1 Mimicry of Natural Objects;118
10.3.2;8.2.2 Emphasis on Rhythmic Features;119
10.3.3;8.2.3 Blending of Motions;119
10.3.4;8.2.4 Transfer Motions to Design Target;119
10.4;8.3 Aim and Research Method;121
10.5;8.4 Mimetic Words;123
10.6;8.5 Database Construction;123
10.6.1;8.5.1 Obtaining Base Motions;123
10.6.2;8.5.2 Classification of Mimetic Words;124
10.6.3;8.5.3 Relating Mimetic Words to Base Motions;126
10.6.4;8.5.4 Evaluating Validity of Expressing Each Base Motion Using Mimetic Words;127
10.7;8.6 Method of Designing New Motions from Newly Coined Mimetic Words;128
10.7.1;8.6.1 Characteristics of Mimetic Words;128
10.7.2;8.6.2 Decomposing Newly Coined Mimetic Words;128
10.7.3;8.6.3 Determining Known Mimetic Words from Decomposed Coined Mimetic Words;129
10.7.4;8.6.4 Creating Creative and Emotional Motion by Blending Decomposed Coined Mimetic Words;130
10.8;8.7 Evaluation;135
10.9;8.8 Conclusion;137
10.10;References;138
11;9 A Method for Designing Complicated Emotional Three-Dimensional Geometrical Shapes Through Mathematical Extrapolation;140
11.1;Abstract;140
11.2;9.1 Introduction;140
11.3;9.2 Purpose and Method;142
11.4;9.3 Design Method;143
11.4.1;9.3.1 Generation of Original Shape;143
11.4.2;9.3.2 Creation of New Shapes by Extrapolating the Parameters of the Original Shape;143
11.5;9.4 Experiment;144
11.5.1;9.4.1 Procedure;145
11.5.2;9.4.2 Results;146
11.6;9.5 Fabrication;149
11.7;9.6 Conclusion;150
11.8;References;150
12;10 How Do People Evaluate the Designed Artefacts?;151
12.1;Abstract;151
12.2;10.1 Introduction;151
12.3;10.2 Study1: An Investigation of People’s Feelings During the Evaluation of Abstract Designed Artefacts;152
12.3.1;10.2.1 Background: Physiological Measurements to Investigate People’s Feelings Towards Dot Patterns;152
12.3.2;10.2.2 Method;153
12.3.3;10.2.3 Analysis and Results;154
12.3.4;10.2.4 Discussions and Conclusion;156
12.3.4.1;10.2.4.1 Discussions Compared with Previous Research;156
12.3.4.2;10.2.4.2 Autonomic Activities Evoked By the Evaluation of Dot Patterns;157
12.3.4.3;10.2.4.3 Future Considerations and Conclusions;157
12.4;10.3 Study2: Sense of Visual Dynamics Towards Architecture and Designed Artefacts;158
12.4.1;10.3.1 Introduction;158
12.4.2;10.3.2 What Is “Sense of Visual Dynamics”?;158
12.4.3;10.3.3 Literature Reviews;159
12.4.3.1;10.3.3.1 Sense of Visual Dynamics in Artworks, Architecture, and Designed Artefacts;159
12.4.3.2;10.3.3.2 An Experimental Approach to Sense of Visual Dynamics;161
12.4.3.3;10.3.3.3 Information Process of Sense of Visual Dynamics;162
12.4.3.4;10.3.3.4 Summary of Literature Reviews;163
12.4.4;10.3.4 Conclusions;164
12.5;Acknowledgements;164
12.6;References;164
13;11 Visualization of “Skills for Living Smart” for Methodology Development to Improve Skills;168
13.1;Abstract;168
13.2;11.1 Introduction;169
13.3;11.2 Purpose;169
13.4;11.3 Prior Studies;170
13.5;11.4 Research Method;170
13.6;11.5 Extracting Elements of Skills for Living Smart;171
13.6.1;11.5.1 Drafting the Working Definition;171
13.6.2;11.5.2 Extraction of Elements;171
13.7;11.6 Hypothesis;172
13.8;11.7 Validation of the Seminar of Living Smart;173
13.9;11.8 Result of Analysis;174
13.9.1;11.8.1 Identification of Factor Structure;174
13.9.2;11.8.2 Validation of Ability to Take Action Before and After the Seminar;176
13.9.3;11.8.3 Validation of Attractiveness Before and After the Seminar;176
13.9.4;11.8.4 Confirmation of Continuity of Skills;178
13.10;11.9 Overall Considerations;183
13.11;11.10 Definition of Skills for Living Smart;184
13.12;11.11 Conclusion;184
13.13;11.12 Future Issues and Prospects;185
13.14;References;185
14;12 Investigation Report of Communication at the First Meeting to Improve Working Environment for Japanese IT Employees with Overseas Assignment in the Philippines;186
14.1;Abstract;186
14.2;12.1 Introduction;186
14.3;12.2 Preliminary Investigation;187
14.4;12.3 Previous Research;188
14.5;12.4 Content of Survey;189
14.6;12.5 Investigation Results;190
14.7;12.6 Discussion;193
14.8;12.7 Conclusion;200
14.9;References;200
15;13 Improving Multisensory User Experience Through Olfactory Stimuli;201
15.1;Abstract;201
15.2;13.1 Introduction;201
15.3;13.2 Literature Review;202
15.3.1;13.2.1 Multisensory User Experience;203
15.3.2;13.2.2 Olfactory Displays to Simulate the Sense of Smell;204
15.4;13.3 Methodology for Developing Multisensory UX Applications;206
15.5;13.4 Case Studies;209
15.5.1;13.4.1 Wine Tasting: A Visual–Audio–Tactile–Olfactory Experience;210
15.5.1.1;13.4.1.1 Description of the Application;211
15.5.1.2;13.4.1.2 System Architecture and Tactile and Olfactory Cues Delivery;212
15.5.2;13.4.2 Walk in the Mountains: A Visual–Audio-Tactile-Olfactory Experience;214
15.5.2.1;13.4.2.1 Description of the Application;215
15.5.2.2;13.4.2.2 System Architecture and Tactile and Olfactory Cues Delivery;217
15.5.3;13.4.3 Multisensory Walk-Through in a Museum: A Visual–Sound–Olfactory Experience;219
15.5.3.1;13.4.3.1 Description of the Application;219
15.5.3.2;13.4.3.2 System Implementation;221
15.5.4;13.4.4 Reading Experience: A Visual–Olfactory Experience;222
15.5.4.1;13.4.4.1 Description of the Application;223
15.5.4.2;13.4.4.2 System Architecture;224
15.6;13.5 Conclusions;227
15.7;Acknowledgements;228
15.8;References;228



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