Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

 
 
Session Overview
Date: Wednesday, 07/Sept/2022
9:00am - 9:45amSES A3: Fashion & textile 1
Location: Room A

 

Kansei Evaluation on Hanfu Style Diversities Based on User Perception and Acceptance

Zuo Shuangxi1,2, Nazlina Shaari1, Noor Azizi Mohd Ali1, Sazrinee Zainal Abidin1

1Faculty of Design and Architecture, Universiti Putra Malaysia, Malaysia; 2Faculty of Textiles and Clothing, Hunan Institute of Engineering, China

On the rise of China-chic, diverse trends have surfaced in the Hanfu development because of revivification and innovation. Understanding the perception and acceptance of potential users is vital for Hanfu development as it develops genuine confidence in their national identity and traditional culture. This study investigated and discussed the Kansei aspect of perception and acceptance of users in the appearance and structure of Hanfu. The study aims to grasp of characteristics of Kansei to identify the diverse style of Hanfu images to help designers understand the market needs of Hanfu products style and improve the attractiveness of a product. Two types of Hanfu were selected for evaluation. All data were gathered and analysed using semantic differential methods, descriptive statistics, factor analysis and hierarchical clustering analysis. Results revealed from two kinds of Hanfu: S01 can be categorised as practical and modern traditional Hanfu images, whereas S02 represented original and adequate fashionable Hanfu images. Finally, this paper is the first empirical research in Hanfu using the Kansei engineering method from users' perception and acceptance.



Emotion-reacting Fashion Design: Intelligent Garment and Accessory Recognizing Facial Expressions

Junko Ishiuchi1, Misako Ando1, Sakiho Kai2, Chiaki Ujihira1, Hiroki Murase1, Takao Furukawa1

1Kyoritsu Women's University, Japan; 2Kobe Design University

Although mental disorders have become a serious social problem, social stigma such as prejudice and misunderstanding inhibit adequate treatment for the patients. It is important to monitor our internal psychological and emotional states to prevent unconscious progression of mental disorders. This study aims to realize emotion-reacting garments and accessories in real-time, based on a passive and continuous emotion recognition system. Firstly, emotion-reacting fashion design is discussed for intelligent garments and accessories interacting with our body and mind. Next, this paper proposes a systematic design for the emotion-reacting garments and accessories, which uses emotion estimation analyzing facial expressions. To realize this system, a functionally extended collar made of transparent polycarbonate material is designed for integrating with the digital camera modules. Further, this paper discusses how to create physical stimulus on the emotion-reacting garments and accessories. Visual stimuli using RGB LEDs on the intelligent garments and accessories are designed for reflecting the emotions. In terms of audio stimuli, emotion-related keywords are used to select music played in the intelligent garments. Finally, prototypes reacting to emotions are demonstrated.



Running Shoes Design System with Artificial Bee Colony Method using Gaze Information

Hiroshi Takenouchi1, Masataka Tokumaru2

1Fukuoka Institute of Technology, Japan; 2Kansai University

To retrieve multimodal candidate solutions for real users, we investigated the effectiveness of an interactive evolutionary computation (IEC) method with an artificial bee colony (ABC) algorithm. Using three types of bees (i.e., employed, onlooker, and scout bees), the ABC algorithm retrieves various candidate solutions. Our previous study showed the effectiveness of the IEC with the ABC algorithm while looking at various practical IEC parameters from a numerical simulation using a pseudo-user that imitates user preferences. The results showed that the IEC with the ABC algorithm could retrieve more multimodal candidates than the interactive genetic algorithm (IGA), the previous chief method of IECs. However, we did not examine the effectiveness of the IEC with the ABC algorithm for real users. In this study, we performed experiments to examine the effectiveness of the IEC with the ABC algorithm for real users using running shoe designs as an evaluation object. The investigations compared multimodal candidate solutions using the IGA method as a comparison tool, retrieving the performance of both methods. To evaluate candidates, we employed user gaze information to reduce user evaluation loads. The results showed that the evaluation time for evaluating candidates of the IEC with the ABC algorithm was shorter than that of the IGA method. Moreover, we confirmed that the IEC with the ABC algorithm could retrieve more multimodal candidate solutions than the IGA method.



Effect of Men’s Shirts on Impressions of Wearers’ Motivation and Performance

Azusa Yagi1, KyoungOk Kim1, Masayuki Takatera1, Masahiro Yuhara2

1Shinshu university, Japan; 2Flex Japan Inc., Japan

We investigated the effect of men’s dress shirts on impressions of wearers’ motivation and performance in the workplace, and appearance. A ready-made commercial shirt was used as a reference. Four types of shirts associated with high status (a high-priced ready-made shirt, a custom-made shirt, a high-end brand shirt, and a luxury brand shirt) were presented either alone or with neckties, on identical mannequins. Fifty-one Japanese university students in their 20s and 85 office workers in their 20s to 60s evaluated their impressions of the shirts. We provided no information about the shirts. Compared with the standard shirt, the evaluations of some shirts associated with high status were higher in both groups of participants. However, the presence of wrinkles was associated with lower evaluations, even for luxury brand shirts. Wearing a necktie improved participants’ evaluation of appearance and impression for all shirts. Overall, the results revealed that dress shirts affected participants’ impression of wearers’ motivation and performance.

 
9:00am - 9:45amSES B3: Sound 1
Location: Room B

 

Harmonization and Evaluation Tweaking the Parameters on Human Listeners

Filippo Carnovalini, Alessandro Pelizzo, Antonio Rodà, Sergio Canazza

Dept. of Information Engineering, Università Degli Studi di Padova, Italy

Kansei models were used to study the connotative meaning of music. In multimedia and mixed reality, automatically generated melodies are increasingly being used. It is important to consider whether and what feelings are communicated by this music. Evaluation of computer-generated melodies is not a trivial task. Considered the difficulty of defining useful quantitative metrics of the quality of a generated musical piece, researchers often resort to human evaluation. In these evaluations, often the judges are required to evaluate a set of generated pieces along with some benchmark pieces. The latter are often composed by humans. While this kind of evaluation is relatively common, it is known that care should be taken when designing the experiment, as humans can be influenced by a variety of factors. In this paper, we examine the impact of the presence of harmony in audio files that judges must evaluate, to see whether having an accompaniment can change the evaluation of generated melodies. To do so, we generate melodies with two different algorithms and harmonize them with an automatic tool that we designed for this experiment, and ask more than sixty participants to evaluate the melodies. By using statistical analyses, we show harmonization does impact the evaluation process, by emphasizing the differences among judgements.



Analyzing directionality of influence among ensemble musicians using Granger Causality

Sanket Rajeev Sabharwal1, Arianna Musso1, Matthew Breaden2, Eva Riccomagno1, Antonio Camurri1, Peter E. Keller2,3

1University of Genova, Italy; 2MARCS Institute for Brain, Behaviour and Development, Western Sydney University; 3Center for Music in the Brain, Department of Clinical Medicine, Aarhus University & The Royal Academy of Music Aarhus/Aalborg, Denmark

In small musical groups, performers can seem to coordinate their movements almost effortlessly in remarkable exhibits of joint action and entrainment. To achieve a common musical goal, co-performers interact and communicate using non-verbal means such as upper-body movements, and particularly head motion. Studying these phenomena in naturalistic contexts can be challenging since most techniques make use of motion capture technologies that can be intrusive and costly. To investigate an alternative method, we analyze video recordings of a professional instrumental ensemble by extracting trajectory information using pose estimation algorithms. We examine KANSEI perspectives such as the analysis of non-verbal expression conveyed by bodily movements and gestures, and test for causal relationships and directed influence between performers using the Granger Causality method. We compute weighted probabilities representing the likelihood that each performer Granger Causes co-performers’ movements. Effects of different aspects of musical textures were examined and results indicated stronger directionality for homophonic textures (clear melodic leader) than polyphonic (ambiguous leadership).



Phenomenon of Boredom by Repetitively Listening to the Same Music: Observation through EEG

Taiyo Kojima1, Toshikazu Kato2

1Graduate School of Chuo University, Japan; 2Chuo University, Japan

The sustainable business must develop the fundamental technology for strategies that ensure people are interested in the information and contents for long periods of time. To contributes to this goal, this study was that a more realistic sense of boredom was evoked by the action of repeatedly listening to music in situations of repetitive consumption, based on the Meaning and Attentional Components (MAC) model defined psychologically boredom as two separate components of meaning and attention. Our experiment was the repetitively listening to the same music which had the highest or lowest level of preference, which was conducted over seven days respectively. Through electroencephalogram (EEG) measurements, decreased attention was measured by the increased alpha wave and the decreased beta wave. In addition, decreased meaning was measured by the increased gamma wave. In conclusion, measuring boredom must include factors of the temporal changes and the conditions of preference, particularly for EEG.

 
9:00am - 9:45amSES C3: Sustainability
Location: Room C

 

Analysis of perceptions in sustainable labelling for different types of product

María-Jesús Agost-Torres, Margarita Vergara, Vicente Bayarri-Porcar

Universitat Jaume I, Spain

Sustainability labelling is commonly applied to consumer products. It is usual to find labels related to different sustainability aspects, such as environment, health or fair trade. Consumers with sustainability awareness will base their choices on how the product aligns with their values. However, consumer preferences about sustainability traits may depend on the specific type of product.

To determine whether perceptions on labelling about sustainable aspects differ between types of products, a study was carried out in which 73 participants chose between three versions of a same product, each version containing a sustainable label (environmental, social or related to health). Three different products for daily use were chosen: food (a milk carton), clothing (a t-shirt) and a personal hygiene product (a bottle of shampoo). For each product and aspect of sustainability, the labels were chosen among the best known. Participants had to select around various perceptions: quality, price, sustainability, trust, willingness to pay and general choice (preference).

The results show that, for some questions, the choice of the preferred sustainability aspect depends on the product. Therefore, it is concluded that the evaluation and decision criteria of sustainable labelling may vary, depending on the type of product to which it is applied.



Attractive Factors of Environment-Friendly Daily Necessities

Wei-Chen Chiu, Chun-Heng Ho

National Cheng Kung University, Taiwan

Going green is increasingly important for many companies and consumers. The present research indicates that functional and emotional factors can achieve the best-perceived effects when choosing an environment-friendly product. Therefore, this study aims to gather these attractive factors from high-involvement groups by using Miryoku engineering. First, we capture them through the Evaluation Grid Method and use Quantification Theory Type I for quantitative analysis. Then, generalize four feelings about environment-friendly products, namely “Assured,” “Responsible,” “Safe,” and “Comfortable.” We also define a linear dimension with short-, normal-, and far-sight for locating attractive factors. The result shows that high-involvement groups are more concerned about the long-term impacts of “Responsible” feeling, while low-involvement groups focus more on the obvious benefits of “Responsible” and “Safe” feeling. Moreover, the emphasis on natural ingredients is necessary for achieving “Assured” and “Comfortable” feeling for both the high- and low-involvement groups.



Ecological Information Interface Design, System Usability, and User Experience

Chia-yin Yu

Fu Jen Catholic University, Taiwan

This study focused on bird species in Taiwan, employing a spiral model to investigate the design and usability of an app for Taiwan's endemic bird species through simplified bird images, interactive framework, text icons, and user interface, along with heuristic evaluation and usability testing. The matching test results verified that the focuses of bird image design were on the color contrast of a bird's body part with the rest of the bird's body, overall tone, and the design/shape of a bird's body part. In terms of usability test results, the app system designed had a usability score of 74.773 with the level between "good" and "excellent"; and was rated "excellent" in dependency, stimulation, and novelty under user experience; was rated "good" in attractiveness and efficiency, and was rated "above average" in perspicuity. Furthermore, significant usability and user experience differences were observed between the interface using narrative and text icons in introducing bird information. Accordingly, when the same ecological information interactive framework is applied, the use of graphic rendering to create interfaces based on simplified bird images and text icons helps improve the usability of the system, as well as the attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty of the system in terms of user experience.

 
9:00am - 9:45amSES D3: Work
Location: Room D

 

Systematic Literature Review: Affective State as a Predictor of Counterproductive Work Behaviour

Nor Hafizah Ibrahim1, Zafir Khan Mohamed Makhbul2, Abu Hanifah Ayob1, Anitawati Mohd Lokman3

1Faculty of Economics and Management, Universiti Kebangsaan Malaysia, Malaysia; 2Graduate School of Business, Universiti Kebangsaan Malaysia, Malaysia; 3Faculty of Computer & Mathematical Sciences, Universiti Teknologi MARA, Malaysia

Human emotions are within-person factors that function as a stimulus of an individual’s attitude and behaviour, either positively or negatively. From the organisational behaviour spectrum, concern over negative behaviour like Counterproductive Work Behaviour (CWB) is more prevalent due to tremendous negative effects on both employees and organisations. Although the impact of the affective states on CWB was empirically evident, there was an insufficient study that systematically reviewed the literature on such association. Hence, the present article adopts the PRISMA guidelines (Preferred Reporting Items for Systematic reviews and Meta-Analyses) by integrating multiple research designs to investigate the emotional experiences-CWB phenomenon. The relevant literature review was selected from two established databases, Scopus and Web of Science. Based on the thematic analysis, two main themes (i.e., negative and positive affect) emerged as predictors of CWB at work. Subsequently, the sub-themes of discrete emotions were discussed as part of the study findings. In addition, this study comprehensively explained the significance of affective states on CWB. As a result, the study offers valuable insight into the body of knowledge and practical implementation for future strategies. The key takeaway is that creating more positive events and eliminating negative events are expected to be beneficial in elevating employees’ emotional well-being, hence reducing CWB occurrence.



Conceptualising Kansei in Affective Work Events Counterproductive Work Behaviour Model

Nor Hafizah Ibrahim1, Zafir Khan Mohamed Makhbul2, Abu Hanifah Ayob1, Mitsuo Nagamachi3, Anitawati Mohd Lokman4

1Faculty of Economics and Management, Universiti Kebangsaan Malaysia, Malaysia; 2Graduate School of Business, Universiti Kebangsaan Malaysia, Malaysia; 3Hiroshima University, Japan; 4Faculty of Computer & Mathematical Sciences, Universiti Teknologi MARA, Malaysia

Studies on Counterproductive Work Behaviour (CWB) have attracted wide interest among scholars. CWB is a subset of unethical behaviour that seems unbearable since it intentionally harms both organisations and people in the organisations. In general, literature holds that CWB is determined by work events and affective state. However, most studies are restricted to examining a single work event which prevents us from understanding the simultaneous effect of multiple work events. In addition, prior research widely utilised a self-reporting mechanism in capturing the affective experiences at work resulting in common method bias and other issues like time constraints, low response rate, etc. Drawing on Affective Events Theory (AET), affective work events, and CWB literature, this article provides an important extension to the CWB literature by proposing multiple work events that predict affective experiences and CWB at work. Additionally, the Kansei Engineering-Kawakita Jiro method is introduced as a substitute for the existing self-reporting mechanism in capturing affective work events. This article offers theoretical insights that may facilitate empirical research to explore the role of affective experiences within the CWB spectrum. The introduced conceptual ideas are targeted to be a useful guide for practitioners to craft appropriate strategies to combat employees’ CWB.



Teamwork in Context of Diversity

Awoniyi Stephen

Texas State University, United States of America

Utilization of teamwork for problem solving is pervasive. Teamwork is employed in classrooms to facilitate learning, but also as preparation for future vocational practice. It is used in research as collaborative ethos. Teamwork features in workplace tasks, leisure time projects, pursuing solutions to intractable trans-situated problems, etc. The space of teamwork is a public space of multidimensional assets. Inherent in it are benefits of collaboration, but it also brings with it challenges that have to be resolved in order for it to work effectively. We pursue the question of effectiveness of team function through team size, given certain identified benefits and disbenefits. We attempt to find out if there is an optimal small team size based on a few characteristics such as burden sharing, transactive knowledge and conflict (e.g. schedule conflict). We employ an agent-based model. For parameterization of variables, we take data from a short questionnaire completed by students and use its results to set values. We create small teams of different sizes and allow the dynamic model to aggregate those values as adopted by agents. We also attempt to see which one of four benefit/disbenefit valuation model specifications might work best. Although we find a team size with best scores, we do not believe the outcome could yet be claimed as conclusive.



Identifying the Patterns of Co-presence and Social Interactions in the Dwellings of Contemporary Sri Lankan Suburbs

Seekkuarachchige Mihiri Hirudini, Kyota YAMADA

University of Tsukuba, Japan

This paper discusses the patterns of co-presence and related feelings and their relationship with social interactions in the dwellings of the contemporary Sri Lankan suburbs. Co-presence is the idea that the presence of other actors shapes the individual behavior and creates the base for social interactions (Goffman,1963; Giddens,1984).

Sri Lanka is a multi-ethnic and multi-cultural nation with three main ethnicities and five main social classes. To identify the lifestyle, patterns of co-presence and social interactions of each social group, this research has mainly focused on domestic places, in which a major part of their life is spent. The intensive case studies have been focused on Sinhala Lower middleclass which occupies the majority of the population and has the highest influence in the social dynamics of Sri Lankan society.

For this research two online field methodologies were developed to clarify the patterns of co-presence and feelings related to them in creation of social interactions. The findings of the research clarify that there are four main types of co-presence patterns which are related to functionality and frequency of co-activities of the co-presence occurrences. Among these types, co-presence occurrences with non-functional co-activities with less direction, more flexibility and higher level of repetition, are linked with feelings of relaxation, joy, and openness and lead to higher possibilities of social interactions.

 
9:55am - 10:40amSES A4: Fashion & textile 2
Location: Room A

 

The relationship between attractiveness and femininity in female gait

Hiroko Tanabe, Kota Yamamoto

Nagoya University, Japan

The judgement of bodily attractiveness has been reported to be associated with the psychological process for detecting physiological health- and fertility- related features. Femininity of female gait is also related to its attractiveness. However, it is unclear whether the femininity is always attractive in female gait, and what physical characteristics are perceived as attractive and/or feminine. In this study, we aimed to understand the root of the attractiveness of human movement by examining the relationship between attractiveness and femininity in female gait. We first created 30-second gait animations by using 3D motion capture data of 10 female non-models and 7 female runway models, where they walked with barefoot or high heels. Then, 60 observers evaluated the attractiveness and femininity for each animation. We compared the scores of attractiveness (A-scores) and femininity (F-scores) between models and non-models, and we examined the factors related to the evaluation (A-scores and F-scores): walkers height, weight, BMI, and the characteristics of movements. As a result, both A-score and F-score were high for models’ heel gait. On the other hand, in the other conditions, there were two types of attractiveness-femininity relationship: linear relationship (high A-score and F-score, or low A-score and F-score) and unequal relationship (high F-score but low A-score). We also found that walkers‘ weight and lumbar bending motion were associated with the evaluation.



Young women's perceptions of replaceable upper shoes before and after the upper interchange

Shih-Hung Cheng, Chieh-Ju Lee

National United University, Taiwan

This study tries to investigate the visual perception of footwear with interchangeable uppers, by conducting semantic differential evaluations. Investigators designed six replaceable upper shoes based on casual footwear and able to convert to formal leather shoes. Young women's willingness to buy and fifteen Kansei adjective pairs with reference to the published results were used to evaluate twelve footwear design renderings, based on a seven-point Likert scale. Factor analyses were performed to analyze the differences and factors between two types (casual shoes and after shifting to formal leather shoes). In the factor analysis of footwear styles, five factors were identified for casual shoes: evaluation, attention, fashion, protection, and temperament; and five factors for formal leather shoes: attention, formality, fashion, weight, and protection. Fashion is a crucial factor that influences the willingness of young women to buy shoes, whether they are focusing on casual shoe uppers or dress leather uppers.

Keywords: footwear design, product emotion, customer perception, shoe upper replacement



Investigation of symmetric relationship between evaluaton of smoothness and roughness in fabric surface images

Takashi Maehara1, Tomoharu Ishikawa1, Yoshiko Yanagida2, Miyoshi Ayama1

1Utsunomiya University; 2Bunka Gakuen University

The purpose of this study was to investigate the symmetry relationship between evaluation of smoothness and roughness of fabrics and the physical factors related to the evaluations, using a set of images obtained by photographing the surfaces of eight fabrics. These fabric surface images were created by setting the distance between the fabric and the camera at approximately 1 m and gradually reducing the distance for each of the eight fabrics. Based on these images, we conducted an experiment to evaluate the smoothness and roughness of fabrics on a seven-level unipolar scale. Results showed that the evaluation characteristics of fabric smoothness and roughness with consideration of the shooting distance of the fabric surface images differed for each fabric. Furthermore, analysis of the correlation between evaluation of smoothness and roughness of fabrics indicated that symmetry was not established between evaluation of smoothness and roughness of some fabrics.

 
9:55am - 10:40amSES B4: Sound 2
Location: Room B

 

Who are you talking to? Considerations on Designing Gender Ambiguous Voice User Interfaces

Matheus Tymburiba Elian1, Soh Masuko2, Toshimasa Yamanaka1

1University of Tsukuba; 2Rakuten Institute of Technology

With the widespread availability of Voice Assistants in smart devices, the usage of Voice User Interfaces has highly increased in the recent years. Although the anthropomorphized Voice Assistants present in these systems can aid users in many tasks, it also activates harmful gender bias and stereotypes. Since the usage of Gender Ambiguous voice agents in these interfaces is considered as solution for mitigating these gender effects, this paper analyzed different studies in the field of Voice User Interface design, while proposing a theoretical framework to design gender ambiguous voice agents, considering the type of recording, method of sound manipulation, method of evaluation for gender identification and contextual characteristics.



Visualization of Affective Information in Music Using Chironomie

Kana Tatsumi, Shinji Sako

Graduate School of Engineering, Nagoya Institute of Technology, Japan

The purpose of this study is to visualize affective information that cannot be conveyed by symbolic notation alone, to enhance the musical experience of the hearing impaired. To represent the rhythm of music effectively and uniquely, we focused on Chironomie, which represents the structure of rhythm with emotional impression. In general, Chironomie is drawn by a curve corresponding to the score, which is determined by whether a short segment of the score represents one of two classes, Arsis or Thesis. First, we utilized the machine learning technique to classify Arsis and Thesis from the score as input. We conducted experiments to confirm the accuracy of the classification, and the usefulness of the estimated Chironomie in conveying the rhythm of music. In the latter experiment, four types of stimuli combining visual and sound information were used to confirm the effects of Chironome: score only, Chironomie only, score and Chironomie, and score and sound. Results showed that Chironomie has certain usefulness in conveying the rhythmic structure of a piece of music. This paper mainly focuses on evaluation experiments and discusses experimental and analytical methods under these experimental conditions.



Modelling Emotional Valence and Arousal of Non-Linguistic Utterances for Sound Design Support

Ahmed Khota, Eric Cooper, Yu Yan, Mate Kovacs

RItsumeikan University, Japan

Non-Linguistic Utterances (NLUs), produced for popular media, computers, robots, and public spaces, can quickly and wordlessly convey the emotional characteristics of a message. They have been studied in terms of their ability to convey affect in Robot communication. The objective of this research is to develop a model that correctly infers the emotional Valence and Arousal of an NLU. On a Likert scale, 17 subjects evaluated the relative Valence and Arousal of 560 sounds collected from popular movies, TV shows, and video games, including NLUs and other character utterances. Three audio feature sets were used to extract features including spectral energy, spectral spread, zero-crossing rate (ZCR), Mel Frequency Cepstral Coefficients (MFCCs), and audio chroma, as well as Pitch, Jitter, Formant, Shimmer, Loudness, and Harmonics-to-Noise Ratio, among others. After feature reduction by Factor Analysis, the best-performing models inferred average Valence with a Mean Absolute Error (MAE) of 0.107 and Arousal with MAE of 0.097 on audio samples removed from the training stages. This means that the model was able to predict the Valence and Arousal of a given NLU to less than the difference between successive rating points on the 7-point Likert scale (0.14). This inference system is applicable to the development of novel NLUs to augment robot-human communication or to the design of sounds for other systems, machines, and settings.

 
9:55am - 10:40amSES C4: Education
Location: Room C

 

Japanese University Students’ Behavior when Reading English: a Questionnaire Survey and Factor Analysis

Yui Yokoyama1, Naoki Takahashi2, Takashi Sakamoto3, Yukie Saito2, Toshikazu Kato2

1Graduate School of Chuo University, Japan; 2Chuo University; 3National Institute of Advanced Industrial Science and Technology (AIST)

This paper reports on a specific cognitive behavior often found when trying to understand a text not written in readers’ native language. Our research group conducted a questionnaire survey to examine Japanese readers’ cognitive behavior and awareness when reading English texts. We also conducted a factor analysis on this questionnaire to identify the behaviors often found when reading English. Participants were 56 Japanese students studying engineering at Chuo University. After reading the texts, a questionnaire consisting of 43 items was applied to the participants. We used exploratory factor analysis to identify the primary factors related to readers’ cognitive behavior and awareness when reading a non-native language. As a result of the analysis, mainly based on the highest contributing factors, it was suggested that readers may have made substitutions into Japanese, their own words, when reading the English texts. In other words, when reading a non-native language, the reader may read the texts by replacing them with their native language rather than comprehending it in that language. Based on the results of our experiment, it is expected that the research on the cognitive supporting systems may help readers to understand non-native languages quickly and smoothly.



Text Analytics on the Diverse Emotions of an End-to-End MOOC Experience

Guzin Ozdagoglu1, Aysun Kapucugil İkiz1, Merve Gunduz Cure2

1Dokuz Eylul University; 2Manisa Celal Bayar University

The value of diversity in education is highly emphasized in recent years, particularly in the wake of the COVID-19 pandemic, by many scholars. MOOCs have contributed the shift to online learning by expanding the range of available learning opportunities. They have gained popularity, especially in higher education by providing unlimited access to lectures and rich learning materials by renowned and respected academics in a wide variety of areas, with no restrictions and at very low fees. Besides, reasons for enrolling in a MOOC might vary according to the learners’ preferences on its instructional design as well as their emotions. Knowing this, creating more effective online courses that address affective issues would attract a broader spectrum of students and optimize the learning experience.

This study intends to reveal the emotional features of MOOCs to gain a better understanding of why learners choose a specific course among hundreds of alternatives available on MOOC platforms. The study uses Kansei Engineering methodology by enriching it with text analytics algorithms for extracting the learners’ emotions from the user reviews. The research methodology includes the collection of reviews from MOOCs and then the analysis of them through NLP techniques to identify Kansei words characterizing MOOCs, specifically for the courses in the field of Analytical/Quantitative Methods. The expected output of this study is a Kansei corpus for online courses related to the given field.



A Conceptual Model for e-learning Supporting Tools Design Based on Cue Model and Kansei Engineering

Noor Afiza Mat Razali1, Normaizeerah Mohd Noor1, Khairul Khalil Ishak2

1National Defence University of Malaysia, Malaysia; 2Management and Science University, Malaysia

The Covid-19 pandemic has triggered changes in learning due to the practice of social distancing to curb the spread of the virus. E-learning platforms have become the main platform for learning throughout the pandemic. However, e-learning does have challenges when it comes to ensuring student’s optimum participation throughout the learning experience that require extensive research about techniques and methods for an optimum e-learning experience. This includes various e-learning supporting tools that provides easy communication and immediate assistance to enhance user experience. The supporting tools or software usability and functionality design determined as imperative in enhancing the e-learning user experience. Thus, this research proposes a conceptual model for designing the e-learning supporting tools based on the CUE Model, integrated with Kansei Engineering for optimum user experience that can serve as a guideline for the e-learning supporting tools designer. The outcome of this research will create new research fields that incorporate multiple domains, including the e-learning domain, software and supporting tools design, emotions and user experience.



A study on the social and cultural context of toys for primary school children

I-Chun Hung, Tseng-Ping Chiu

National Cheng Kung University, Taiwan

In response to the post-epidemic relationship and other factors, the number of students who transfer from abroad is increasing day by day; at present, the time and reasons why such children choose to return to their hometown to study are extremely diverse, and they often appear in the nature of flow, emergencies and individual cases.

At present, more and more "international transfer students" appear in the education system of their hometown and their home country, and they are facing great difficulties in both academic and interpersonal relationships. Because of their lack of language skills, such children cannot successfully integrate into education system after returning to hometown. In order to protect students' learning rights and avoid becoming "guests in the classroom", this study starts from the social and cultural context of toys among elementary school children; Analyzed and explored their cultural background through evaluation constructs, user journey maps, questionnaires, and applied grounded theory in qualitative research, as well as their emotional ups and downs during the game. Explore objects meaning and relationship represented in the social culture of children, to explore the emotional motivation of school children and the preferences of product modeling. It aims to understand the relationship between personal emotional fluctuations, environmental and use behavior, hoping to create more possibilities for future curriculum development, and toy design.

 
9:55am - 10:40amSES D4: Virtual reality
Location: Room D

 

Development and Preliminary Evaluation of a User-friendly and Engaging Virtual Reality Program for Rehabilitation

Kiyomi Yoshioka

Meisei University, Japan

We have developed a user-friendly and engaging virtual reality (VR) program called “Let’s stand up and travel the world!” which is used for performing sitting-down and standing-up rehabilitation exercises. This program allows patients to actively engage in rehabilitation exercises every day with the feeling of traveling while viewing images of landscapes from around the world. Because the achievement levels in the exercise plans are connected to the completeness of the images presented, the program helps patients to actively engage in rehabilitation exercises for long periods without becoming bored (patented). The progress of the program is guided by text and voice on the VR screen and can be executed by gazing at icons or by hand movements (touching virtual icons), achieving a universal design.

The effectiveness of using the program as a home rehabilitation program for the elderly was evaluated by asking an experimental participant to perform sitting-down and standing-up exercises. As a result, the participant was able to perform rehabilitation, which involved 30 standing and sitting movements, every day for 7 days. In psychological evaluation using a two-dimensional mood scale–short term (TDMS-ST), the mean scores for the “Level of Vitality,” “Level of Stability,” and “Level of Pleasure” significantly increased after performing the program’s exercises. The results show that the participant felt lively, excited, calm, and relaxed after exercises using the VR program.



Virtual Embodiment for Enhancing Sense of Presence in Virtual Reality

Youngil Cho

Fukui University of Technology, Japan

The technical evolution of digital graphic technologies have allowed the photorealistic virtual representation of the physical world. This allows people to experience an enhanced sense of presence in virtual environments such as virtual reality (VR). It is a common conception that vision is the primary sense in virtual environments, and evaluations are performed by assuming that the virtual body was a default entity that solves the issue of improving sense of presence. There is no evidence presenting a comparison between how the same environment/stimulant in the VR space is evaluated when there is a virtual body versus no virtual body. How can we bridge the gap between the real world and the unreal world if we don’t look into it? The present study aimed to gain an experimental understanding of how virtual embodiment affects the individuals’ perception of body control and interaction with the objects in VR environment with a focus on visual perception. The findings of the study suggest that the sense of body ownership is more powerful factor than the sense of agency in regards to virtual embodiment in VR environment.



Evaluation of the Softness and Its Impression of Visual Stimuli in VR Space

Masato Sakurai, Taichi Ozawa, Hinata Suzuki

Shizuoka Institute of Science and Technology, Japan

To examine the softness and impression of visual objects in VR (Virtual Reality) space, the impression of the visual stimuli in VR space was measured using the subjective evaluation of a seven-point scale by changing with each the value of the deformation resistance of the stimuli, of shapes, and of colors. The value of the deformation resistance of the stimuli expresses the degree of deformation to return to the original of the object when touching it in VR space. The lower value indicates the larger deformation like pudding and the higher one is the smaller one like thick rubber they were used three types of values lower and higher, and no-deformation of the objects. The shapes of objects as the stimuli were three shapes (sphere, cube, pyramid). The colors of the stimuli were selected from five colors (red, green, green, gray, white) and they were used two types of feeling of materials (matt and metallic) in each color. Ten participants were asked to subjectively evaluate the softness and impression of the stimulus. In the results, the evaluation changes from soft to hard by increasing the values of deformation resistance in all the stimuli in VR space. It is suggested that the degree of the deformation to return to the original can express the softness of objects when touching them in VR space even though the user does not touch them physically. It is also discussed the relationship between softness and the impressions of the stimuli in VR space.

 
10:40am - 11:15amCoffee Break
11:15am - 12:00pmPlenary 2: Plenary session 2
Location: Auditorium

 

Emotion and Body Movement

Shuichi Fukuda

Keio University, Japan

This paper points out that Emotion is increasing its importance and it will play a central role in the coming days.

And Body Movement is deeply associated with its development and expansion.

 
12:00pm - 1:00pmKeynote 2: Keynote session 2
Location: Auditorium

5:45pm - 7:30pmSF: Guided visit to Sagrada Familia
Location: Sagrada Familia

Guided visit to the famous temple by architect Antoni Gaudí (this is an activity for face-to-face participants)

8:00pm - 11:00pmCD: Conference dinner
Location: Restaurant 1881

Dinner at the Restaurant 1881, next to the sea (this is an activity for face-to-face participants)