bluuebunny/crossref_metadata_2025 huggingface dataset:
Remote Cheering System with Voice in Live Streaming
Authors: Takatama Mirai , Yang Wonseok
Published: June 2022

In recent years, live streaming has become the mainstream. Because the music live has been canceled or postponed by the influence of the new coronavirus infection. Even now that the number of infected people is decreasing, hybrid live performances with both concert and live streaming are being held. Live streaming can reduce travel costs and time, so it has the merit of being able to watch it easily. However, it is difficult to feel a sense of unity and presence, and it does not create more excitement than concert. It has become a problem in the music industry. In order to solve this problem, we think it is necessary to pay attention to the presence or absence of audience sharing the same place and voice, which is a big difference between concert and live streaming. This study examines how to make it satisfactory live where we can feel a sense of unity and presence even if we are alone at home in a live streaming. To this end, we clarified the behavior of the audience watching concert and analyzed how to cheer.Therefore, we conducted a survey of the excitement of it based on the pyramid of Freytag.We investigated the behavior of the audience from concert videos of idols, singers and rock bands. As a result, audience’s cheering method has three types of cheering: those using voice, those using hands and those using entire body. Cheering using voice plays an important role in deciding the excitement.Live streaming has comments, social tipping, and posting on SNS as a service. However, none of them share the voice of the audience. This analysis clarified the reason why live streaming is not more exciting than concert. Thereby we considered that sharing emotions aloud between the audience create a sense of unity in live streaming. From the above, we produce a live streaming cheering system using voice. This system uses the call program to communicate with other audiences, visualize the voice of the audience and project it on the screen. It’s mechanism that increases the number of effects that express excitement as the audience’s voice gets louder. We produce it to use TouchDesigner. Moreover, subjects watched the concert video with this system. we experimented with whether the subject felt a sense of unity and presence compared to conventional live streaming. Subjects were able to shout even more by sharing voices with other audiences and visualizing their voices. In addition, conventional live streaming shared emotions by discussing their impressions with other audiences using SNS. By contrast, this system can share emotions directly through the call program, which makes it more exciting. On the other hand, subjects have an opinion that it would be better to project effects tailored to the concept of songs and concerts on the screen so that the audience would not get bored. Therefore, this system is room for the development. From this experiment, the remote cheering system using voice improve the concert experience at home.
The Effect of the Visual Stimulus on During Rest About Online Learning
Authors: Anzai Ryusei , Yang Wonseok
Published: June 2022

Online learning is spreading rapidly in the field of education with the development of ICT. Online methods are no need to spend time moving and is expected to improve learning effectiveness, but it is more tiring on the physical exhaustion and difficult to maintain concentration for a long time than in-person classes. For those reasons, it is crucial to take appropriate rest in the Physical and mental aspects and recommence learning smoothly. According to Matsui et al.'s research, the faster the visual stimulus is presented, the more humans tend to overestimate the time, which indicates that there is a correlation between visual stimulus and cognitive sense. Thus, we thought it would be possible to provide rest with a high relaxation effect by giving the learner a visual stimulus during the rest time of online learning. In this research, we investigate human’s Kansei to visual stimuli during breaks in online learning. Based on the results, the aim is to propose a resting method with a high relaxation effect. Firstly, we conducted a short-term experiment on how to display the remaining time during the rest time of online learning over a period of 4 days. The results showed that the abstract display of the remaining time was more relaxing than the concrete display. Secondly, we evaluated learners' impressions of visual stimuli during the rest time in online learning, focusing on animation. The results showed that constant, easing, steps, and coming and going animation have different impressions. We found that constant animation tended to have an impression of calmness and stability. We also found that easing animation was average in various senses and that ease-in animation was more likely to have an impression of a distraction than ease-out animation. The steps animation tended to cause psychological anxiety due to its coarseness and roughness. Furthermore, We discovered that coming and going animation was more likely to cause dynamic or flashy impressions. Based on these survey results, we proposed a resting method with a high relaxation effect. Specifically, we proposed a method to abstract the display of the break time and present the animation according to the purpose of the rest. For cooling down, it is better to use constant animation that gives a sense of calmness and stability. For raising the learners' feelings, it is better to use coming and going animation, which tends to be dynamic and stimulating. Other than that, easing animation, which has less emotional change, is considered to be effective. Thus, providing abstract visual stimuli and changing the animation depending on the type of the rest may be effective in helping learners to relax.
Kansei Evaluation of Natto Packages: Focusing on Text Mining and Color Analysis
Authors: Yahaba Toya , Kang Namgyu
Published: June 2022

This study aims to visualize ambiguous package impressions of natto (fermented soybeans) and investigate the relationship between package characteristics and color and purchase intention. Therefore, we analyzed the eight Natto packages of two famous brands in Japan using the following four analysis methods; Color perspective analysis, Factor analysis with SD method, Ranking method, and the Text-mining method. In this study, participants evaluated the impressions of eight Natto packages with the SD method by factor analysis. In addition, they evaluated the Natto packages based on the evaluation item 'Want to buy package' using the Ranking method. Then, we investigated the characteristics of the brands and the relationship between the Natto packages with the Text-mining method. Next, we visualized and examined the percentage of colors used in the Natto packages. In addition, we examined the Cluster analysis based on the factor scores to examine whether there was a relationship between the used color in packages and the two Natto brands. As a result, we could obtain the following four factors; "Natural feeling as a food," "Stubbornness," "Blandness," and "Unpretentious" by the SD method. Among these factors, "Stubbornness" is related strongly to color. However, the ordered results with the Ranking method did not show a clear relationship with color. However, the "Natural feeling as a food" factor has a strong relationship with the color of packages. Therefore, changing the package's color changes the package's impression, affecting the user's motivation to buy. Since we could clarify the relationship between the four factors and the motivation level to buy, we calculated the correlation between these four-factor scores and the evaluated scores of the Ranking method. As a result, there was a negative correlation between the factor "Natural feeling as a food" and "Blandness." In contrast, there was a positive correlation between "Stubbornness" and "Unpretentious." Moreover, the intensity level of the used color in packages differed depending on the brands. The result of the Cluster analysis also revealed that the used color was related to brands. Text mining method with the result from the Ranking method revealed that participants have different views of each brand. And the motivation to buy a Natto is related to not only its price and taste but also the design of the package, including color and text. As future work, this study needs to focus on only the used color packages and more clarify the characteristic between the color of packages and brands.
Innovative Design of Home Electric Nasal Washer based on Kansei Engineering
Authors: Liu Miao , Xu Zhen
Published: June 2022

With the increasing problem of air pollution and the increase of rhinitis patients, nasal cleaning has become a problem, and the home electric nasal washer has a good market prospect as the main device for nasal rinsing. The study applied the methods related to Kansei Engineering to quantify the perceptual vocabulary, including collecting and screening the perceptual element vocabulary, selecting representative product samples, and establishing the perceptual imagery space using the semantic difference scale. Then the data evaluation results were input into the software SPSS for factor analysis and principal component analysis, and the key words of design elements that meet users' needs were determined to be "mild", "safe", "clean " "comfortable", representing the user's perceptual preference for the electric nose washer. Combined with the product samples, we analyzed the correlation between users' perceptual imagery and product elements, summarized the design points, and finally designed the product based on the design points. The study provides a new way of thinking and direction for the design of electric nasal wash for home use that is integrated with the user's affective needs.
Research methods of product perceptual image recognition in Kansei Engineering
Authors: Tan Ruiguang
Published: June 2022

The paper studies the image recognition in Kansei engineering. Firstly, the development history of Kansei Engineering is reviewed. The early research object of ergonomics is the explicit physiological and psychological reaction generated after the interaction between human and artificial objects. This type of research object is characterized by objectivity, universality, stability and easiness to measure. Kansei Engineering extends the research object of ergonomics to the implicit psychological reaction generated by the interaction between human beings and artificial objects, which is characterized by subjectivity, difference, fuzziness and unpredictability.Secondly,the perceptual image of the product is discussed. Perceptual images in Kansei engineering are human's feelings and psychological expectations for artificial objects, as well as highly condensed and deep emotional activities. Different groups may have different perceptual images in different stages. In the study of perceptual image, it is necessary to clarify the subject and stage of the perceptual image. Thirdly, the method of product perceptual image recognition is studied. Perceptual image recognition can be divided into two stages: experiment and statistical analysis, which involves the acquisition, representation, modeling and mapping of user perceptual image with product modeling elements. Generally, the test method is to collect product sample pictures and product perceptual evaluation words, combine morphological analysis method and semantic difference method to form a questionnaire, and then select subjects for testing. A series of statistical analyses should be carried out on the questionnaire data, including factor analysis, cluster analysis, multidimensional scale analysis, artificial neural network analysis, etc. The aim of statistical analyses is to establish the mapping relationship between perceptual image and form. Finally, it points out the problems existing in perceptual image recognition, including "the purpose and subject of perceptual image recognition","Questions of subject representation". A more comprehensive research perspective and technical means should be established to study the above problems.
Chronicling Changes of Manzai Acts in M-1 Grand Prix and the Manzai
Authors: Ino Takuma , Yamada Masashi
Published: June 2022

Manzai is a type of traditional stand-up comedy in Japan. In most cases of manzai acts, two performers, a fool (Boke) and a straight man (Tsukkomi), trade jokes at a high speed. Most of the jokes revolve around mutual misunderstandings, double-talk, puns and other gags. In the last two decades, manzai has become very popular thanks to two contests, M-1 Grand Prix and THE MANZAI. Both contests reward the best manzai duo for that year. M-1 Grand Prix was held between from 2001 to 2010 and from 2015 to the present, whereas THE MANZAI was from 2011 to 2014. In the final stage of the contests, several manzai duos, who won the proceeding phases of preliminary rounds, perform manzai on stage, and a panel of judges rates their manzai acts, then the best manzai duo is decided. In 2021, the number of the contestants increased to over 6,000 duos, and now, an iconic comedian and active manzai performers are criticizing the styles and techniques in recent manzai acts. In the present study, 249 manzai acts performed by the finalists on the stage of the M-1 Grand Prix and THE MANZAI were investigated to clarify how manzai styles have changed in the last two decades. Numbers in the factors of styles and types of Tsukkomi, styles and types of Boke, and structure of manzai were counted for each year, and a 19 x 174 cross-tabulation table was constructed. Then, this table was analyzed using correspondence analysis and cluster analysis. The results of the correspondence analysis showed a two-dimensional solution with the cumulative contribution ration of 36 %. The results of the cluster analysis on this two-dimensional plane showed that the manzai acts were divided into three periods, the early period of M-1 Grand Prix, the period of THE MANZAI and the late period of M-1 Grand Prix. The results also showed that the manzai acts tended to use skits and Tsukkomi developed the plots, in the early period of M-1 Grand Prix. Then, both Tsukkomi and Boke gradually came to use various skillful techniques, and the number of manzai acts increased where the Boke develops the plot. In this way, it was clarified how the styles of manzai changed and the variation of the style and types increased in the last two decades.
Correspondence Analysis on the Production Staff for the Anime Series Nintama Rantaro
Authors: Iguma Ayaka , Yamada Masashi
Published: June 2022

Nintama Rantaro is a long running TV anime series in Japan, which is produced by a large number of staff members. In the present study, 228 episodes of this series were selected to analyze the relationships among the staff members and the elements in the episodes, using correspondence analysis and cluster analysis. Numbers of storyboard writers, animation directors, screenplay writers and directors, and factors of the stories, e.g., representative expressions, motions of the main characters and emotions of the main characters, were counted, and a cross-tabulation table was constructed. The results of the correspondence analysis of the table showed that a three-dimensional space illustrated the correlations in the table with the cumulative contribution ratio of 42 %. The results of the cluster analysis with Ward’s method showed four clusters. Each of the four clusters coincided to each quadrant on the plane spanned by the first two dimensions. In the first quadrant, an animation director Tsuyoshi Ichiki was plotted. In the same quadrant, fighting motions of the main characters were plotted. Tsuyoshi Ichiki is one of the most proficient anime directors for battle scenes. Therefore, this indicates that the animation of episodes which includes battle scenes is chiefly directed by Tsuyoshi Ichiki in Nintama Rantaro. In the second quadrant, experienced animation directors, Emiko Niiyama and Kazue Tamari were plotted as well as a screenplay writer, Mitsuharu Yoshida who frequently writes the screenplay for the initial episode of a season. Moreover, characteristic expressions in Nitama Rantaro, such as the escape of the soul from the body, use a regional dialect “bayai” instead of “baai”, and the appearance of a character with breaking the screen, were plotted in this quadrant. This implies that the experienced animation directors and the screenplay writer use characteristic expressions especially for the initial episode of a season. In the third quadrant, an animation director Setsuko Shibuichi, who previously directed animations with sad stories, was plotted. The sad emotion of a main character is also plotted in the same quadrant. This indicates that for a sad episode, Setsuko Shibuichi directed the animation. In the fourth quadrant, screenplay writers, Satoshi Kimura and Kazuko Iwasaki are plotted as well as an animation director, Yasuhiro Endo, and various directions of motions of the characters are also plotted. This means that they are proficient dynamic motions of characters. In this way, the relationships among the staff members and the elements of the anime episodes are clarified in the context of Nintama Rantaro.
Towards Establishing Benefit Society
Authors: Fukuda Shuichi
Published: June 2022

Up to now, cost has attracted major attention, because the producer produced their products in mass and cost played an important role. Although there were changes, they change smoothly, so that we could differentiate them and could predict the future. What customers wanted up to now is material satisfaction. And cost provided us with a quantitative measure of performance. Customers have been substantially consumers. They have been happy to receive and use what producers delivered to them. Cost was, therefore, very reasonable measure of evaluation. But the more products were produced in mass, the more diversification and personalization emerged. And customers are no more consumers. They want to customize their products. Thus, our society has moved from product-centric to process-focused. This change from consumer to customer may be expressed as moving from cardinal to ordinal. What becomes increasingly important is how we can prioritize our decisions. As the Real World is rapidly expanding and it is no more a closed world with boundary. The boundary disappeared, and it is now an open world. To express this change another way, our customers have been homogeneous, but now they are very much heterogenous. And data are no more only numbers, but they contain a wide variety of information. So, the idea of benefit emerged as an opposite to cost. We, customers, enjoy the benefit or performance of products. Even if the prices might become higher, customers are happier with products what works for them to enjoy. But in contrast to cost, benefit is different from person to person. Let us take music for example. Music can be expressed using musical scores. But if we play music based on musical score every time, then we will get bored soon. We would not go for music to enjoy. We enjoy music because it is played differently from player to player. Just as in the case of music, our benefits are different from person to person. Benefit is very much personal. But we enjoy listening to the same music or looking at the same picture, although our personal benefit varies from person to person. Why? These music and pictures provide us with a common platform, which we share, but which provides us with the opportunity to enjoy our own personal benefit.In ICT, they point out that the next generation will be the age of service. This service means shared platform, which allows everyone to process ICT his or her own way. Society is where we share our life. Thus, we should do our best and move toward establishing benefit society.
Introducing a game to generate a sense of enjoyment and acceptance in the process of decision-making
Authors: Fujimoto Satoki , Otsu Kouyou , Izumi Tomoko
Published: June 2022

We examined casual decision-making among a group of participants, which frequently occurs in daily life. In such a situation, participants do not have strong preferences for the decision. In addition, because the process of decision-making among people is part of the time they spend together, it is important to feel enjoyment in the process and satisfaction with the final decision. In this paper, we propose a game mechanism for generating a sense of enjoyment in the decision-making process through communication and a sense of acceptance of the final decision. We experimentally compared two ways to make decisions about beverages: 1) majority voting and 2) the proposed game. In the latter case, the participants enjoyed playing the game and were satisfied with the decision-making process.
Design of Firefighter's special call unit based on Emotional Design theory
Authors: Wang Yonghong , Cao Ying
Published: June 2022

Based on the use environment and requirements of the firefighter's special call unit, the paper aims to improve the design of firefighter's special call unit from the perspective of emotional design. The method that includes questionnaire and interview is adopted to explore firefighters' needs and appearance preference for such product, with literature researches combined to obtain the technical parameters and functions that meet the needs of users. Emotional design theory is used to improve the design of firefighters' special call unit. The firefighter's call for help is improved through the emotional design method, the shape is more in line with the firefighter's preference, the functional structure is optimized and a smart terminal solution is proposed to connect the pad and the firefighter's call unit to the backfield receiving device to improve the use of it. Emotional design theory is used to innovate and upgrade the appearance of the product, and to complete the design of the firefighter's rescue device and the backfield command APP. This design is of great significance to better protect the life safety of firefighters and promote the cause of fire safety.
The emotionalized design of intangible cultural heritage: The case of Zhuanqiao paper-cut
Authors: Zhao Li Yan Marcelo , Xiao Bing
Published: June 2022

The intangible cultural heritage, as the cultural treasure, inherits the Chinese unique spiritual and cultural connotation and has a wide mass base and an affinity that suits the needs of the Chinese people. The folk paper-cut art is one of the Chinese traditional folk arts. Some kinds of the paper-cut arts have been incorporated in the list of intangible cultural heritage and imply wisdom and sincere emotions deposited by the Chinese nation for thousands of years. The Zhuanqiao paper-cut is analyzed in the paper. The Zhuanqiao folk paper-cut art originated from the beginning of Ming dynasty runs a long history with focus on theme expansion and pursuit of the spirit of the times, forming a series of works such as Jiangnan Watertown, Town Feature and Natural Ecology. The art is the featured brands of Zhuanqiao paper-cut full of local flavor and modernity and has become one of the representatives of Shanghai paper-cut. Currently, people are facing a world of extreme abundance in substance and information. Lots of designs have transitioned from pure Configuration Discussion to Emotion Discussion, while the emotionalized design has become one of the relatively common design philosophies in modern design. The emotionalized design is interpreted as the design featured by emotion and is a kind of concept originated from design psychology. In the current society, people are no longer content with functions and values brought by design itself, but start to pay attention to emotions endowed in design works. People’s demands can become the start point for design, while their emotions can also do. At present, China is increasingly focusing on intangible cultural heritage, and is constantly intensifying the protection and spreading thereof. The design of derivatives of intangible cultural heritage is one of the vital means to develop and inherit the intangible cultural heritage. The design of the derivatives enriches the pattern of manifestation of paper-cut, and makes it possible not to be limited to original manifestation state but to have more spreading forms. The strong emotions revealed in rich forms and various uses of paper-cut art have to be learned in the present emotionalized design of derivatives of intangible cultural heritage. Research methods such as bibliographic retrieval and field interview are used in the paper. On one hand, such methods are used to collect data relating the Zhuanqiao paper-cut so as to understand the developing history, artistic features and cultural connotations, and on the other hand, to collect and analyze the design of derivatives of current Zhuanqiao paper-cut with the aim to understand the application state in design of derivatives of intangible cultural heritage. In this paper, the sustainable developing trend is needed to be explored to provide the development and inheritance of the Zhuanqiao paper-cut with a kind of emotional expression way endowed with fickleness of human nature.
Design Method of Personalized HMI for Automobile Dashboard
Authors: Chen Zilu , Liu Bo
Published: June 2022

In recent years, the mechanical dashboard of automobile has evolved into an all-digital one, which has brought the innovation of content display mode and the improvement of related functions. This is because in the transformation of the automotive industry, users have become more focused on the driving experience than before, and they have shifted their focus on car styling and interior design to the human-machine interaction (HMI). As a result, automobile brands on the market have introduced many distinctive HMI designs for dashboard. The author previously cooperated with WM Motor Technology Co., Ltd. to launch a commercial in-vehicle application, which allows the appearance of dashboard to be changed according to the user's emotion and preferences, catering to the individual needs. Nevertheless, in the process of cooperation between the enterprise and designers, the design principles of traditional dashboard are still followed, and there is a lack of suitable design methods of personalized HMI for digital dashboard. Therefore, this paper attempts to create a design method that provides guidance for the aforesaid process. Based on the emotional design theory, it puts forward the principles of aesthetic, usability and experience, and guides designers on how to design and what to avoid from the perspective of user experience. Besides, it also proposes some new ideas for the development of personalized theme design of dashboard, such as customized design service, multi-sensory experience, etc. This paper aims to get more designers and developers involved in the co-creation of dashboard theme design and strive to improve the users’ experience. Additionally, the design thinking method described in this paper can also provide reference for the design of other products.
Technology and sensory stimuli as support for physical retail experience design
Authors: Eduardo Hauqui Tonin Paulo , Moura Nickel Elton , Anthero Nunes Vianna Dos Santos Flávio
Published: June 2022

With the Coronavirus pandemic and the necessary social isolation, purchases made by the digital channel gained a notable space, evidecing the changes in shopping habits that have been taking place over the last ten years. In Brazil, the growth of online shopping was 75% and in China, sales through e-commerce are expected to surpass sales in physical stores for the next two years to come (e-Marketer, 2021). In the age of digital interactions, consumers demand a new level of concern. Being at the center in the making of products and services, users define any and all design decisions. Euromonitor, in a report issued in late 2020, pointed out that approximately 60% of consumers between 15 and 29 years old used augmented reality or virtual reality in the last year at the same time that 68% of consumers over 60 years old prefer to talk to human representatives when making transactions or purchases. This proves the need to rethink the experience offered in physical retail, incorporating different generations and shopping habits. Although attracted by the speed and convenience of the virtual environment, customers are looking for personalized and multi-sensory shopping experiences that only physical stores are able to offer. In order to claim their importance and permanence in the current scenario that moves with dynamism, these points of sale must include in the experience they offer personalized solutions that involve, for instance, sensory stimulation and technology. When consistent with the brand image, product, and target audience, these solutions can, together, create a more compelling experience.Marketing or sensory branding consists of the precise use of environmental elements in order to act on the senses and generate affective, cognitive and behavioral reactions, which can contribute to usability and satisfaction, as well as memory and decision-making processes. Through technology, in addition to simplifying tasks, it becomes possible to make visible what would otherwise be invisible or even hide what is irrelevante in the shaping of the shopping journey. In attendance as mnemonic aids, like smartphones and tablets, or even solutions for immersive experiences, as augmented or virtural reality devices, technologies must be designed according to the audience they intend to interact with. This study is characterized as an exploratory research that, through literature review, seeks to raise ideas and thoughts on technology and sensory stimulation acting as support for experience design in physical retail environments, understanding the influence they can exert on users cognitive processes and responses. Based on different fields of knowledge, such as cognitive ergonomics and marketing, the study intends to promote an integrated view of the topic, facilitating its approach and understanding for both designers and retailers.
Museum Interactive Space Design from Enactive Perception Perspective
Authors: Chong Qiao Tian , Gao Yuting
Published: June 2022

In order to improve the user's experience in the museum exhibition area, we propose a method of designing the museum interactive space based on the generative perception theory, and carry out the exhibition area design practice in accordance with the user's audio-visual cognitive habits. Firstly, an evaluation system of exhibition space is established based on F.J. Varela and E. Thompson's generative perception theory. Subsequently, the Chinese opera museum and the National Museum of China were selected as the evaluation objects, and two sets of comparison schemes were established by extracting information and styles with representativeness. Thirdly, five exhibition design experts were used as subjects to subjectively evaluate the suitability of exhibition space using 5 Likert scales. Finally, design practice was carried out based on the evaluation results and generative perception theory to verify the effectiveness of the evaluation method. The results show that the design method of museum exhibition space based on generative perception theory can help to improve the user's experience in the exhibition area, and the interactive space design which is consistent with the viewer's behavioral experience and aesthetic preference can provide a basis for the design practice of digital media.
Punch it baby! Exploring gestural interactions to reduce the emotion of anger for new car buyers
Authors: Chan Inwai , Li Hanyuan , Peng Zhengqing , Ren Bojuan , Wang Ruikang , Wen Yushan , Wu Xiaojian , Yang Fan , Zhang Ruotong , Zhao Ningxin , Wang Lu , Liu Wei
Published: June 2022

This study focuses on how new buyers experience the angry emotions while driving, which could be a dangerous situation leading to car accidents. The research team develops an interactive physical prototype suitable for the new buyers to deal with anger while driving. The direct interactions between the driver and the car's glazing include detecting decibels, absorbing punching pressure, and recognizing facial expressions. With the help of special glazing, new buyers can pay attention to driving safety and release the emotion and calm down better. Further investigations are needed to optimize the design of interactions.
Emotional and Physiological Responses to the Roll Motion Effect in 4D Movies
Authors: Jeong Dawoon , H. Han Sung , Kwon Kimin , Sun Shin Wan
Published: June 2022

4D effects have been introduced to increase movie audience immersion. Nevertheless, it is difficult to find research studies that investigated systematically the audience’s responses to the motion effects that account for a large portion of the 4D effects. This study investigated how the motion effect of rolling an audience chair affects emotions and physiological responses. The participants, with attached sensors, experienced movie clips with or without the motion effect and responded to questionnaires about their emotions and immersion. The results showed that the motion effect amplified arousal and immersion. Changes in the blood volume pulse and skin conductance level due to motion effects were also found. It was concluded that the roll motion effect can be effectively used to arouse and immerse the audience. In addition, significant correlations were found between emotional and physiological responses.
Exploring the relationship between an emotional experience with everyday products and its contribution to people’s well-being and life satisfaction
Authors: Park Youngjun , Kim Chajoong , Yoon Jungkyoon
Published: June 2022

Emotions have a huge impact on people in various ways. Learning ability, behaviour, and judgment are substantially influenced by Emotion (Analysis & Signals, 2017). Recent clinical studies have shown that positive emotion regulation in daily life has the advantage of preventing and solving health risks (e.g., reducing the risk of cardiovascular disease). Many previous studies illustrate that emotions have their own role, which shows that there are no good or bad emotions. Emotion itself is an important signal indicating a person's well-being. In the case of negative emotions, they can enrich the consumer experience (Desmet, 2010; Desmet, Fokkinga, Ozkaramanli, & Yoon, 2021): for instance, they play a very important role in human security. However, designers generally want products that elicit only good or pleasant emotions to affect users' emotions. Various emotions are indispensable for a person's well-being. Therefore, this paper explores how negative and positive emotions in interacting with the product are related to our happiness and life satisfaction. For this, a diary study was conducted to determine whether emotions provided by the product affect people's happiness and life satisfaction. Six participants were recruited and they participated in a three-week diary study. They were asked to rate their emotions with everyday products and also how the emotions contributed to their life satisfaction as well as happiness. An in-depth interview was conducted with their dairy. A total of 216 products were reported from the diary study, and related emotions were categorized into three groups: positive emotion, positive-negative emotion, and negative emotion. It was statistically analyzed how each group is correlated with their well-being and life satisfaction. The results indicate that only positive emotion is a major contributor to their well-being and life satisfaction than positive-negative emotion. The findings highlight that the more positive emotions are provided, the higher the user's happiness which can lead to an increase in life satisfaction. It was found that there is a discrepancy between findings from previous studies and those of our study. The implications and limitations of the study are discussed in the end.
An Installation on Immersive Dining of Image and Food
Authors: Day Jia-Ming , Huang Tzu-Ching , Wang Lien-Cheng , Lin Wei-Chih , Lin Shu-Yu
Published: June 2022

This research studied the immersive projection technology based on the dining experience of a set meal to show the dining atmosphere, reshape the cultural memory of culinary arts, and highlight the connotation of image and taste. The immersive installations are planned in a dining space with a square table to accommodate eight people. In addition, it is matched with a wall projection to present a sense of a fully immersive environment. The use of infrared cameras and visual recognition results allows the participants to see the presentations. The immersive experiences are in three areas: tabletop, tablewares, and walls. The tabletop shows the abstract images related to the meal; the tablewares interact with dining actions; the surrounding walls of the dining space present the consequence animation from the tabletop. The findings of setting up the projection and detection devices related to the three essential areas to support the immersive experiences in a square-shaped structure space are stated in this paper. The research result describes creating the image related to the food taste, traceability, and surrounding environment.
Assertiveness in the System of Behavioral Strategies of the Modern Youth
Authors: Zhuravlova Larysa , Bedny Inna , Luchkiv Vitaliya , Pomytkina Liubov , Grechukha Iryna , Muzhanova Natalia
Published: June 2022

This article is an empirical study of the psychological features of assertive strategies of modern youth. The research methods include the modified test-questionnaire "Studying the assertiveness level", K. Thomas' test of behavioral strategies, and the test to determine the integral empathy in adolescents and young people. The results of an empirical study of the dominant behavioral strategies of Ukrainian modern youth, including early and mature adolescence are presented. The hierarchy of behavioral strategies of boys and girls is empirically determined as assertive, conformal, passive, altruistic, aggressive. Among the assertive strategies the following hierarchy is established: assertiveness as a representation of one's own autonomy, assertiveness as a manifestation of confidence in typical situations, assertiveness as a finding of compromise and as a real assistance not to the detriment of oneself in empathogenic situations. It has been shown that assertive strategies such as cooperation, compromise, and real self-help in empathogenic situations represent the most symmetrical subject-subject interpersonal relationships. It was found that the indicators of behavioral assertive strategies have significant positive age dynamics during adolescence with a simultaneous increase in their egocentrism and asymmetry in interpersonal interaction. The existence of gender differentiation during interactions in terms of assertiveness is demonstrated. It is proved that masculine and feminine assertive behavioral strategies are formed during early and mature adolescence in boys and girls in situations of interpersonal interaction.
Evaluation of Real-time Assessment of Human Operator Workload during a Simulated Crisis Situation, Using EEG and PPG
Authors: De Groot Thomas , De Heer Johan , Hrynkiewicz Rafal , Tolhuisen Manon , Oortwijn Tije
Published: June 2022

We report on initial evaluation findings regarding a human cognitive state assessment tool that was tested in various operational security operations centers (SOC).
Physiological markers of vigilance variation in a supervisory task
Authors: Maille Nicolas , Salomone Mick , Desantis Andrea , Le Goff Kevin , Sciabica Jean-François , Bressolle Marie-Christine , Berberian Bruno
Published: June 2022

The ability to maintain an appropriate level of vigilance over long periods of time underlies success on a range of tasks. Particularly, staying alert allows to detect infrequent signals and to allocate the right level of cognitive resources to respond to expected or unexpected events. A review of literature shows that some physiological markers can assess this variation of attention in a lot of lab studies. These findings are interesting for human factors in aeronautics as it appears as a way to characterize and quantify the observation during assessment with pilots in a cockpit simulator. The objective of this present study is to integrate a set of physiological metrics in a representative cockpit and to test their robustness in a more ecological environment with the associated constraints. This paper presents the first step of this project with a series of two lab experiments where we tested physiological markers of vigilance proposed in the literature.We first explored these markers in a psychomotor vigilance task (PVT) classically used in the study of vigilance. ECG (Heart Rate Variability or HRV), oculometrics (blink frequency, Percentage of Eye Closure or Perclos, oculomotor pattern) and EEG (alpha rhythm) were collected. The results show an increase in reaction time over time, which indicates a decrease in vigilance. They also confirm the relevance of HRV, Perclos and Alpha rhythm as a metrics of change in vigilance. In contrast, blink frequency did not appear to correlate with vigilance in our task. We then applied the relevant metrics to a second task that combined an alarm detection task and a supervisory task, the objective being to observe the robustness of the device for a task closer to the operational context. Subjective reports and changes in performance appear to reflect a decline in alertness over time. Interestingly, HRV and Perclos also seem sensitive to these changes in vigilance, but not Alpha rhythm (which could be related to the presence of noise in the signal as well as to the small number of participants). The results obtained demonstrate that the combination of ECG and eye-tracking indicators is a promising solution for the investigation of pilot vigilance in a cockpit simulator.
An Innovative Measure of Cognitive Function in the Human-Autonomy Partnership
Authors: Palmer Samson , Richards Dale , Shelton-Rayner Graham
Published: June 2022

Understanding how the user will interact with the system is fundamental to ensuring success in achieving a given goal. Therefore adopting a human-centered design approach will assist in integrating the human as a key component of the system during the design process. With the increased use of autonomy across different domains, the role of the human will inevitably change; in that how the user interacts with the system is dependent on the level of delegated authority the system has been assigned. To understand these interactions and the impact this has on the user, it is important to assess how the human interacts with the system. However, as these systems become more complex we must ask whether the measures we currently use are sufficient in allowing us to better understand the underlying cognitive functions involved in human-autonomy interaction. Evaluating this partnership we can not only assess the effectiveness and efficiency of human-autonomy interaction, but also provide guidance for future designs. Novel techniques such as functional Near Infrared Spectroscopy (fNIRS) offer a direct measure of cortical blood flow changes related to brain activity. This paper discusses findings from an experiment that examined human-autonomy interaction in a simulated Autonomous Vehicle (AV) whilst exploring the neural correlates of trust and workload. Participants were asked to complete a series of primary driving scenarios with secondary distraction tasks using both manual and autonomous vehicles. fNIRS was used to assess driver cognition across both conditions. Participants were also confronted with different levels of system transparency to determine whether the level of information presented by the system effected driver trust. Findings suggest that when autonomy was presented then the cognitive activity in the right and left dorsolateral prefrontal cortex (dlPFC) and the left ventrolateral prefrontal cortex (vlPFC) was reduced, whilst secondary task performance improved. These regions are associated with effortful decision-making based on working memory (WM) and reasoning, suggesting that using autonomy helps to reduce cognitive effort by removing the user’s need to make these decisions. During the system transparency scenarios, areas of the right and left vlPFC and left dlPFC showed significantly increased activity when the system provided very little information. These regions have previously been associated with uncertainty of decision making and increased visual processing, suggesting that a lack of information provided by the system meant the driver attempted to process the decisions of the vehicle through monitoring the environment. These findings demonstrate how novel measures of cognitive function could inform the design of future systems and facilitate a more effective human-autonomy partnership.
Thermal Imaging of the Face: Mental Workload Detection in Flight Simulator
Authors: Hassoumi Almoctar , Peysakhovich Vsevolod , Le Coz Arthur , Hurter Christophe , Causse Mickael
Published: June 2022

Thermography-based physiological measurement is an active re-search topic. Using such contact-free approach can be particularly helpful for detecting pilots’ mental state in operational settings. In particular, thermal infrared imaging of the face is a powerful and non-invasive tool that enables rapid and automatic analysis of changes in regional facial blood flow. This blood flow changes index sympathetic activity and are measured by capturing thermal imprints of particular facial regions such as nose, forehead, or around the eyes. Although several studies suggest a relationship between cognitive workload and facial thermoregulation profile, evidence about this link has not been yet sufficiently investigated and infrared imaging has yet to prove its importance in the cognitive workload detection scenarios. In this work, we investigated how thermal measures can allow continuous assessment of cognitive workload variations of pilots undergoing simulated flight tasks, and compare these measures with the heart rate, a more established marker,. The approach has been evaluated with 20 participants in flight simulator, and cognitive workload was modulated by the difficulty of two landing scenarios. Participants also performed a resting task (also called cool off). Thermal imprints did not varied significantly with landing difficulty. However, we found that the nose tip and nose area were significantly colder during the flight scenario vs the rest period (signal slope). Further analysis is needed to confirm that the thermal measures could identify more fine grained mental workload variations in a flight simulator setting.
Neuromarketing as a tool for environmental conditioning and sustainable consumption
Authors: Leeuwis Nikki , Alimardani Maryam , Van Bommel Tom
Published: June 2022

The impact of human factors on climate change is unequivocal. While consumers are increasingly becoming aware of their environmental footprint, this is not sufficient: contextual factors such as pricing, convenience, and packaging play a role in consumers’ decision-making. This has created a gap between consumers’ attitudes and behavior, which calls for intervention of behavioral sciences to change consumer behavior and consequently combat the climate crisis effectively. Consumer neuroscience methodology has been proposed as a potential tool to untangle the neural and psychological origins of consumers’ behavior since subjective reports may be biased by social desirability and therefore are not a reliable measure of pro-environmental behavior. Prior studies have shown that conditioning the consumer with information on the environmental impact of products can influence their buying behavior and brain activity. This paper provides an extended exploration of past works on consumer neuroscience, environmental behavior, and conditioning techniques. We aim to unite the current theories and common practices and uncover future research directions in an effort to develop a neuroscientifically supported conditioning intervention that could promote pro-environmental behavior in consumers.