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).
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Session Overview |
| Date: Tuesday, 06/Sept/2022 | |
| 8:30am - 8:55am | Opening: Opening session Location: Auditorium |
| 9:00am - 10:00am | Keynote 1: Keynote session 1 Location: Auditorium |
| 10:00am - 10:30am | Coffee Break |
| 10:30am - 11:15am | SES A1: Visual Location: Room A |
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Effectiveness of an image generation method that expresses the visual impression of space for two-point perspective landscapes 1Yamaguchi College of Arts, Japan; 2Yamaguchi University, Japan Photographs and CG images are generally rendered using perspective projection. However, we sometimes feel incompatibility when we see these images. This is because the perspective projection image does not always represent the visual impression of real space. We believe that clarifying human visual characteristics will enable us to create more realistic images. A previous study investigated the human perception of size in real space and proposed a magnification-rate function that shows the relationship between the subjective visual size of the object to be drawn and the observation distance. The images that applied the magnification-rate function were closer to the impression in real space than the perspective projection images. However, these results were verified only for single-point perspective landscapes. In this study, we applied the magnification-rate function to images portraying a two-point perspective landscape to investigate the impression of the images. Results show that the magnification transformed images were evaluated to be closer to the impressions in the real space than the perspective projected images. This is similar to the evaluation of the transformed images for one-point perspective landscapes, suggesting that image transformation using the magnification-rate function is effective for two-point perspective landscapes. Visualizing Situations: Comparing Pixel and Vector Art Style in a Dining Situation Sketch Faculty of Art and Design, University of Tsukuba, Japan Previous study indicated that the simplicity of a visualized situation could play an important role in comprehension and emotion. However, the effect of the art style was never discussed. As an art style with minimalist aesthetic, pixel art’s popularity and value are not well explained. This study is aimed to investigate the difference between pixel and vector art style by comparing one of the visualized situations extracted from previous study and the pixelated counterpart. 166 valid responses were collected (69 males & 97 females). Participants were randomly separated into 2 groups, presented with 2 different art styles. After observing the visualized situation, they filled in a questionnaire asking about their understandings, evoked emotions, how realistic it feels, and how easy for them to picture themselves in the situation. ANOVAs and multiple regression analyses were conducted and results showed that art style did not have a big impact on emotions, whereas for pixel art style, the older the participant is, the easier they could picture themselves being in the situation. Additional analysis using chi-square test found that people tend to believe the situation is in a past era when observing the pixel version. This study revealed the potential impact of pixel art style on people’s comprehension, tricking people to believe it is happening in a past era. This phenomenon should be taken advantage of in not only game design but also other media graphic design scenarios. Influence of Mental Model of GUI on Usability Shibaura Institute of Technology, Japan Applications operated on smartphones and other devices with a small user interface area on the screen and a large number of functions and contents will inevitably increase the number of operation procedures and make them more complicated. However, compared to the attention paid to information architecture and interaction in realizing intuitive user interfaces, less attention is paid to icons, and there are many examples where generic icons are used. Therefore, when icons and the functions they represent are different for each application, or when icons are unintelligible because of the distance between the user's mental model and the icons, the cognitive burden on the user is amplified, which may affect usability. We compared the usability of icons, one of the GUI elements, by focusing on their metaphors, and showed that the selection of metaphors that are in line with users' mental models has a positive effect on usability by improving the performance of task completion time and the number of errors. This study clarified the influence of the degree of congruence between the metaphor used and the user's mental model on the usability of icons, one of the GUI elements. |
| 10:30am - 11:15am | SES B1: Health & wellbeing 1 Location: Room B |
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Kansei Engineering + User Experience Design Driving Innovation in Healthcare Fresenius Medical Care - NA, United States of America In this presentation we will investigate how Kansei Engineering and User Experience Design come together to solve real problems in a large healthcare organization; transcending the boundaries between physical and digital solutions and contexts. We will investigate examples from industry and various methodology for driving collaboration and culture change. We will also discuss the value and, perhaps more importantly, the responsibilities that come with participating in the engineering of sticky and infectious experiences. Organizational structures and other enabling details will also be explored. A Potential for Well-being in Peer-to-Peer Sharing Economy: A Systematic Review and Modeling Design Engineering Lab., Department of Mechanical Engineering, The University of Tokyo, Japan Humans pursue well-being in their lives. Well-being encompasses positive emotions, life satisfaction, well-functioning, meaning of life, and self-growth (Andrews & Withey, 2012; Diener, 2000; Seligman, 2002). In ancient times, sharing is an intimate behavior which solidates strong community and lead to an ideal life (Price, 1975) which refers to well-being in the present. Sharing economy sheds light on a novel business model which people can develop well-being while sharing among strangers. However, prior research shows users participate sharing economy because of self-interest rather than social interaction or sustainability as we expected (Botsman & Rogers, 2010; Hamari, Sjoklint, & Ukkonen, 2016). Sustainable well-being is not only for ourselves, but for our communities, and our planet (Calvo & Peters, 2014). Thus, we investigate how the well-being components can be built in sharing economy and foster users to pursue it in the long run. This study reviews and synthesizes prior studies to (1) elucidate the well-being components in the P2P sharing economy, (2) model the sharing ecosystem with well-being components in a global view, and (3) propose the technological solutions of a P2P sharing platform to facilitate well-being. Furthermore, we provide examples of practice to illustrate the proposed model. We believe this study not only motivates platformers to take users’ well-being into account but promotes the sharing ecosystem to function sustainably and prosperously. The Relationship between Leisure Activities and Subjective Wellbeing Among Middle-aged Chinese People 1Kyushu University, Japan; 2Kyushu University, 4-9-1 Shiobaru Minami-ku, Fukuoka-shi, Fukuoka 815-8540, Japan This study investigated and analyzed the relationship between leisure activities and subjective wellbeing among middle-aged people in China. Specifically, we conducted a web-based questionnaire survey of men living in Shanghai, one of the cities directly under the jurisdiction of the Chinese government, which did not show any significant change in the frequency of participation in leisure activities before and during COVID-19. Based on the survey results, we used SEM(Structural Equation Modeling) to analyze the relationship between the three categories of leisure activities and subjective wellbeing. The results showed that the disciplines classified as hobbies and sports sectors had a significant positive impact on positive emotions, one of the elements of subjective wellbeing. Relationship Between Behaviors for Purchasing OTC Medicines and Literacy of Consumers: Exploring the Digital Experience Based on a Tablet System 1Degree Program in Design, University of Tsukuba, Japan; 2Department of Pharmacy, Nihon University, Japan; 3Faculty of Art and Design, University of Tsukuba, Japan The rapid development of e-commerce and impact of the pandemic may affect consumers' healthy behavior in purchasing OTC medicines. This study aimed to examine the relationship between Japanese consumers’ current behaviors of purchasing OTC medicines and literacy through exploring the digital experience of purchasing based on tablets. An online questionnaire was conducted in the Kanto region of Japan, which included questions on purchasing behaviors and medication literacy, and the Japanese version of the eHealth Literacy Scale. Of the participants who had experience in purchasing OTC medicines, 89.47% preferred to buy them at pharmacies or stores, whereas 9.47% tended to purchase them online ( χ2(2) = 271.50, p < .01); 64.24% accepted choosing medicines through a digital screen ( χ2(3) = 102.36, p < .01) and 85.26% obtained information through smartphones while purchasing OTC medicines at pharmacies or stores. Young consumers aged 20-29 years used smartphones significantly more frequently than those aged 30-49 years (p <. 01). There was a positive correlation between eHealth literacy and smartphone use (r = .24, p < .01). The results suggest that Japanese consumers prefer to visit a pharmacy or drug store to purchase OTC medicines. They also prefer to search for information about OTC medicines on-site with a digital device, such as a smartphone, rather than buying OTC medicines from online stores. The digital experience of a tablet-based purchasing system would be useful and acceptable for young consumers and those with high eHealth literacy. |
| 10:30am - 11:15am | SES C1: Image in movement Location: Room C |
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A Study on Evaluation of a Sense of Being Alive by Motion Graphic 1Fukui university of technology, Japan; 2Nagoya University of Arts and Sciences, Japan Seimeikan, the sense of being alive might enhances motion graphics, makes it an effective communication tool, and affects human emotions. However, there is a lack of studies in terms of expressing a sense of being alive that focuses on human decision. The present study aimed to investigate the motion factors and find how motion affects the evaluation of sense of being alive. Two sets of motion graphics, artifacts and natural creature were used in the evaluation. The artifact set was composed of three levels of displacement (Linear), sine curve, and noise factors. The natural creature set was composed of data from fish locomotion. The findings of the study presented that (1) motion graphics based on natural creature were rated more positively than those that are based on artifact, (2) the motion graphics based on artifact showed the importance of noise factors, which highly correlated with expressing the sense of being alive compared to other factors. Moreover, it was found that high and low noise factors positively influenced the evaluation of the sense of being alive more than those without noise. Pilot study on the biological responses to pleasant video stimuli in different intensities Hokkaido University of Science, Japan To provide evidence-based measures in health management and offer comfort services, it is important to assess emotions objectively. Recently, positive psychology has garnered considerable attention, and its effects have been verified as an early recovery effect during rehabilitation. In this study, to investigate the relationship between the biological responses corresponding to pleasant stimuli and elicited subjective strengths of pleasure, an experiment was conducted using sports videos with different pleasure strengths; in addition, biological responses were measured with collecting subjective ratings and analyzed. The 2-minute length video stimuli for the experiment were set, such that the elicited pleasant strengths differed in the preliminary survey. In total, 15 healthy adults participated in the study. Photoplethysmography, respiratory waves, electrocardiograms, and continuous blood pressure waves were measured and analyzed. In the results, although the stimuli used here elicited pleasant emotions, a problem in setting the proper strengths still remained. Regarding biological responses, systolic blood pressure, pulse pressure, and combined parameters of blood pressure wave components exhibited significant differences between stimuli levels. Finally, the combined parameters of the blood pressure wave components exhibited responses of graded intensity, and the magnitudes of these parameters were correlated with subjective rating scores. Kansei Evaluation on Web-based Geographic Information System: a Malaysian Case Analysis 1Universiti Teknologi MARA, Malaysia; 2Politeknik Negeri Sriwijaya, Palembang, Indonesia In the discipline of design science, the integration of cognitive, semantic and affective elements is crucial in the conception and development of designed products. Affective elements in IT artefacts have gain researchers interest, but little attention was given to Geographic Information System (GIS). This paper presents a research attempt to identify emotional response towards web-based GIS, and determine design influence to the emotion by applying Kansei Engineering (KE). The method involved ten selected web-based GIS specimen, 10 Kansei words as descriptors of emotional responses which was organized as a 5-point Semantic Differential (SD) scale to form a Kansei checklist. 50 participants were asked to rate their emotional responses toward the specimens into the Kansei checklist. Principal Component Analysis (PCA), Factor Analysis, and Partial Least Square (PLS) analysis were used to enable the research to achieve its objectives. The research discovered that the semantic structure of Kansei that shaped by the response was spaciousness and intenseness, and the significant Kansei concepts are formal and eye-catching. The PLS analysis have assisted the research to understand the significant influence of design to Kansei responses. These results provide cues for designers to design future web-based GIS with embedded emotion. A Study on the Relationship Between Decision-making Speed and Kansei Through Data Visualization System Design and Management, Keio University, Japan Data visualization is the processing of data, directed at a person, content, and purpose, to simplify decision-making for the person. In practice, does data visualization affect people's decision-making time? In this study, we formulate questions using tables and graphs for three data groups, with varying amounts of information. Twenty subjects are asked to answer the questions from least to most of information, and the time taken to answer them is measured. Following the experiment, the attributes of the subjects, including gender, age, occupation are obtained via a questionnaire. The experiment reveals that as information increases in the tabular format, the answering slows proportionally. In contrast, in the graph format, the responses do not slow down proportional to the increase in information. The relationship between the subjects’ attributes and the speed of answering is determined and some significant differences are found. Six patterns of relationship between the answering time for the tables and graphs are obtained. Subsequently, the relationship between these attributes and “change of flow from data to action (hereinafter called “the decision-making process”)” are examined in Kansei engineering, and the data visualization is found to be potentially effective at speeding up the decision-making process. |
| 11:25am - 12:10pm | SES A2: Sensorial perception Location: Room A |
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Colors of interior accessaries appropriate for an impression of a room 1Chuo University, Japan; 2Aoyama Gakuin University, Japan When purchasing home interior furniture and accessories, several factors determine what color to choose. People imagine how the item will look when it is actually placed in the room, and anticipate whether it will fit in the room or create the image they want. In order to help people make such decisions in stores and online shopping, we analyzed the relationship between room color and item color.Therefore, we prepared a home interior photo, processed the color of one item in the photo, and asked the subjects about their impressions. The color of the item was picked up from the colors used in the picture to harmonize with the impression of the room. Through the experiment, we found that even the color of a small item can affect the impression of the entire room, and that the color can easily change the impression. “Otogi Box”: a Cubic Haptic Interface for Presenting a Story Through Tactile Communication NHK (Japan Broadcasting Corporation), Japan Haptic technology provides users with an experience that is unattainable via audiovisual information alone. Researchers have previously attempted to synchronize tactile information with video to enhance the multimedia experience, although their studies were based on the assumption that visual information is present. Tactile stimuli usually act as additional information for a story and do not normally arouse people’s imagination regarding a story; a door opening, water dripping onto the floor, or someone walking across the floor is usually presented through visual information. In this study, we propose the “Otogi Box,” a cubic haptic interface that tells a story through tactile stimuli. The haptic interface provides a whole new user experience, letting them feel a story unfold in their hands. The interface independently vibrates each of its faces to provide various touch sensations using audio signals, in a manner that fits a specific story. We present “Dwarf’s House” as a demo story, wherein users feel that a dwarf realistically enters and exits the box. For instance, the right face vibrates as if a door is opening when the dwarf opens the door on the right side of the house. User evaluation was conducted to test the basic storytelling capabilities of the interface. The results revealed that the proposed interface could effectively present a simple story through tactile sense without any visual information, and enabled stimulation of users’ imagination in a unique manner. A Study on the Relationship between Children's Developmental Stages and Sense of Color ~Analysis of the characteristics of color schemes to coloring book images by iPad 1Hokkaido University of Education, Japan; 2Kansai University, Japan It is well known that human sensitivity to color and expressive ability varies with age and gender. In addition, the perception, understanding, and comprehension of color vary according to developmental stage and color-related experiences. This study is one approach to research to clarify the relationship between such "sense of color" as above and the developmental stages of children. In this study, the coloring behavior of teenage subjects; elementary school, junior high school, and university students, to coloring book images were investigated using iPads. The characteristics of coloring and color schemes used in the coloring books were analyzed in order to explore the relationship with the developmental stages of the children. The coloring book images; mandala-like patterns, used in the investigation were designed originally based on some preliminary investigations. Also the original palette of colors systematically arranged in hues and tones, was specified in order to quantitatively analyze the characteristics of the colors used in the coloring book. The results showed that the hues of colors used with high frequency in coloring books changed as the developmental stage progressed, and that the range of tones by the combination of saturation and lightness widened. Influence of Multimodal Integration on Spatial Perception 1Sapporo City University, Japan; 2Independent Researcher; 3Fukui University of Technology To design affective spaces that promote stabilized living experience and user well-being, it is necessary to consider and be aware of how multiple perceptual information interact and influence the way we perceive space i.e. multimodal perception. This study aims to gain an understanding of how sensory cues influence the emotional evaluation of the spatial design. We analyzed how the change in levels of spatial elements was emotionally perceived in the presence and absence of scent and color. The results from the study presented that both scent and color significantly affected the emotional response to change in levels of spatial elements in different ways. The findings suggest that (1) in the absence of both color and scent, the spatial elements interacted to affect the participants’ moods related to being confused and feeling strained and tensed, (2) in the presence of a cool color (purple) and relaxing scent (lavender), spatial elements interacted to affect the participants’ mood related to feeling strained and tensed, (3) in the presence of a warm color (orange) and stimulating scent (orange), spatial elements interacted to affect the participants’ mood related to being unhappy. The findings of the study are worthy as they provide an insight into the influence of multimodality in spatial perception. They will help establish guidelines for incorporating perceptual information in spatial designs that provide stabilized living experience and enhanced individual well-being. |
| 11:25am - 12:10pm | SES B2: Health & wellbeing 2 Location: Room B |
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Application of AHP hierarchical analysis and KANO quality model to investigate the needs of eye drop users and the charm factor of the compliance aids design National Cheng Kung University, Taiwan Previous studies have indicated that many patients with eye diseases are not adherent to eyedrops due to the difficulty in administration. The purpose of using eyedrop compliance aids is to help patients who have difficulties in administering eyedrops. However, this method has not been well recognized and accepted. This study aimed to upgrade eyedrop compliance aids so that the adherence of eyedrop users could be improved. Among the research methods employed in this study, the analytic hierarchy process (AHP) helped in proposing the best function sequence of the device, and a questionnaire based on the Kano model helped understand the degree of satisfaction with the existing products, as well as discover the appealing factors of their functions and examine their functional relationships. Finally, the results of the two methods were discussed and compared, and the results were used to identify the basic appealing factors influencing consumer satisfaction as well as provide the element attributes and significant features to be weighed in the design of eyedrops. This study suggested that in the design of eyedrops, both the physical and psychological needs of users should be taken into consideration, and reference indexes for aids design that may effectively improve user adherence to eyedrops should be proposed. Integrating Anti-Falling Function for Elderly Clothing with High Satisfaction using Kansei Engineering Methodology 1Department of Industrial Design, Faculty of Design and Architecture, Universiti Putra Malaysia, Serdang, Malaysia; 2Department of Industrial Design, Faculty of Design and Architecture, Universiti Putra Malaysia, Serdang, Malaysia Falls are one of the major health risks that affect the quality of life among elderly peoples, but the elderly do not like to wear anti-falling clothing in their daily life as the anti-falling clothing are inconvenient, uncomfortable and not beautiful for the elderly to wear. The elderly clothing and anti-falling function have not been perfectly integrated. To prevent the elderly from being injured by falling and meet their pursuit of clothing, there is a need to integrate anti-falling function into elderly clothing with high satisfaction. This study aims to identify the integration strategies can meet the dressing effect that the elderly pursues in different scenarios using Kansei Engineering Type I. The design strategies for the elderly clothing with anti-falling function will be determined. A framework of integrating anti-falling function for elderly clothing with high satisfaction will be constructed. The results of this study can support the improvement of elderly clothing performance. Construction of Facial Skin Temperature-Based Anomaly Detection Model for Daily Fluctuations in Health Conditions Aoyama Gakuin University, Japan A method for estimating health conditions is required to monitor daily health conditions. Various types of data have been used in healthcare studies; however, imaging data are superior because they allow quick and remote measurements. Thermal face images can be measured safely and economically using infrared thermography. Many physiological and psychological states have been evaluated based on the data from these images. A previous study, using short-term experiments, confirmed that an anomaly detection model constructed using a variational autoencoder enables the detection of anomalous states of thermal face images. A long-term experiment is essential to estimate long-term fluctuating human states, such as health conditions. The purpose of this study is to construct a facial skin temperature-based anomaly detection model for human health conditions. The authors obtained thermal face images with health condition questionnaires for approximately a year. Based on the questionnaire responses, the thermal images in good and poor health conditions were labeled “normal state” and “anomaly state,” respectively. The facial skin temperature-based anomaly detection model for health conditions was constructed using a variational autoencoder with only thermal face images in the normal state. The AUC, which represents anomaly detection performance, was 0.70. In addition, an increasing trend of the performance of the model by learning a wider area of skin temperature was confirmed. Exploring Indicators for Happiness and its Effect to People's Emotion using LEIQ(TM) 1Universiti Teknolgi MARA (UiTM), Shah Alam, Malaysia; 2Universiti Kebangsaan Malaysia (UKM), Malaysia; 3Kolej Universiti Poly-Tec MARA (KUPTM), Malaysia Many assumptions were made about people's dissatisfaction with their daily lives, such as debt burden, social problems, unstable economic conditions, health problems, cost of living, lack of job opportunities, lack of educational support, and so on. The positive or negative emotional experience is distinctive between individuals or groups of people who share similar life experiences. Thus, the purpose of this study was to explore the emotional responses of a specific population to daily obstacles that may be related to the mentioned scenarios. The Lokman's Emotion and Importance Quadrant (LEIQ)TM, which was built on axes of emotion vs. importance, was used in this study to discover the importance of the identified indicators to the people’s happiness. The model is based on the idea that accurate strategies to improve people's quality of life can be devised by classifying indicators that contribute to people's emotions and understanding their importance to the people who interact with the stimuli. The findings of this study will eventually enable the identification of indicators that significantly influence people's positive or negative emotional states, which can then be used by stakeholders to devise effective strategies for future improvements. |
| 11:25am - 12:10pm | SES C2: Culture Location: Room C |
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Research on the Attractiveness Factors of International Exhibition Cultural Products: a Case Study of Art Museum in Taiwan 1The Department of Industrial Design, National Cheng Kung University, Taiwan; 2The Department of Industrial Design, National Cheng Kung University, Taiwan In recent years, due to the active development of cultural and creative industries in Taiwan, cultural elements in exhibitions are often used in product design. Generally speaking, cultural and creative design elements exist in ordinary life and can be found in specific life. Although Tainan Art Museum in Taiwan aims to promote local art, it introduces a special exhibition of Japanese contemporary artist Yoshitomo Nara for the purpose of promoting modern art. Taking this special exhibition as a case, this research aims to analyze the attractiveness factors of the commodities in transnational exhibitions and discuss the essential spirit of the intercultural commodities. The research results put forward four attractiveness factors, that are practical feeling, satisfied feeling, mysterious feeling and unique feeling, for the formation of museum cultural commodities, can be used as a reference for the future product development and selection of art museums. Effect of cultural factors on manner awareness poster impressions University of Tsukuba, Japan Indonesian design practitioners have shown interest in adapting the established cute visual culture, commonly used in Japan, to improve public service communication. This assimilation effort may enhance communication effectiveness; however, previous research has also shown that cultural factors can have a negative impact on communication effectiveness. We conducted this study to determine if and which public service poster impressions are affected by cultural factors. We compare impressions of Japanese and Indonesian subjects when looking at selected manner awareness posters. We measure the intensity of impressions with an online survey method. Participants had to score the poster images based on ten impressions that were previously selected through a preliminary experiment and translation check process. Fifty-nine Japanese (n = 29) and Indonesian (n = 30) adults participated in the survey. Impressions with major effect were realness and casualness, while Impressions with a slight effect were reassurance, playfulness, imaginativeness, importance, preference, and sharing intention. Finally, we found that the impression of cuteness and picture-text orientation were least affected by cultural factors. We conclude that cognitively evaluated impressions, such as reassurance, realness, casualness, etc., appear to be more affected by cultural factors than cuteness. We confirm the universality of cuteness impression, which we may adapt for visual communication across different cultures. Exploring the Empowerment of Chinese Women's Discourse in Tik Tok Fuzhou University of International Studies and Trade, China, People's Republic of In the new media environment, women are no longer the recipients of information, but rather the producers and consumers of information. The media image of women has become more diverse. Tik Tok is a product of the rapid development of new media, where women are empowered in many aspects of production, performance, distribution and reception. In many Tik Tok videos, women express themselves, with topics ranging from beauty and dressing to work and even gender relations. While this is a somewhat new look compared to the past, Chinese women are still influenced by traditional culture and there is still a hidden power manipulation behind it. The study of Tik Tok is relevant to the construction of equal gender relations in Tik Tok and other short social videos. At the same time, as the age group of Tik Tok users is young, it helps us to understand the contemporary media position of women in the social video sphere. This study collects the participation of some active female users in Tik Tok on public issues, analyses the most popular female short videos posted by female users in Tik Tok, and examines the media image of female users in Tik Tok platform using a qualitative research approach, supplemented by quantitative research. In this way, we analyse whether women's right to express themselves is being realised unconsciously and whether there is a qualitative improvement in the expression of women's voices compared to the traditional media era. Keyword Verification of Video Expression Necessary for Regional Promotional Videos – Text Mining Using Award Winning Films from the Japan World’s Tourism Film Festival Fukui University of Technology Graduate School / Japan, Japan Due to the Corona situation, teleworking practices and relocations have increased, as people realize that they can do their jobs from any location. People have been relocating and buying land in remote and rural regions, away from the risks associated with the ongoing pandemic and inner-city living. The author of this paper has made a number of promotion films, documenting the initiatives of local people in the mountainous rural Ashimi district of Fukui Prefecture, and has been conducting research to verify and describe the results of these video expressions by comparing them to similar projects from different regions both in Japan and around the world. This paper Researched the works of Japan World’s Tourism Film Festival, which the author was also involved in managing, and used text mining to find keywords required to improve and objectively verify results. |
| 12:15pm - 1:00pm | Plenary 1: Plenary session 1 Location: Auditorium |
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Complex Thinking for Kansei Studies - For an epistemological shift of the field Conservatoire National des Arts et Métiers, France This position paper questions the current situation of kansei studies as a multidisciplinary field of research. The observations on the structure of the research community and on the way papers address the notion of kansei point out the pluridisciplinary nature of the field, centred on the ill-defined notion of kansei. This situation is thought to be an epistemological issue, rather than a structural one. To address this epistemological challenge, we argue to shift towards complex thinking as a paradigm to rethink the field of kansei studies and the notion of kansei. Positioning kansei studies as a complex unit rich of multiple disciplines and of multiple perspectives on kansei lead to a richer dynamic within the research community, and open new ways of collaboration within the community and outside with related disciplines. Therefore, we call for this shift that may impulse a new dynamic in the community actually rich of a great variety of disciplines and practices. |
| 4:00pm - 5:20pm | RT: Round Table: "Data science in Kansei Engineering. Opportunities and difficulties" Location: IL3 building As an appetizer before the visit to the Barcelona Museum of Design, Anitawati Mohd Lokman, Hideyoshi Yanagisawa and Pierre Lévy discuss, together with all the participants, on the role of data and data science in kansei (this is an activity for face-to-face participants) |
| 5:20pm - 7:15pm | MD: Guided visit to the Barcelona Museum of Design Location: Barcelona Museum of Design We'll visit, together with one of the curators, the exhibition "common objects". The exhibition shows a panorama of industrial design in Barcelona, Catalonia and Spain in the last 80 years (this is an activity for face-to-face participants) |
