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Emotional Engineering, Vol.7 (eBook)

The Age of Communication

Shuichi Fukuda (Herausgeber)

eBook Download: PDF
2019 | 1st ed. 2019
VIII, 231 Seiten
Springer International Publishing (Verlag)
978-3-030-02209-9 (ISBN)

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This book demonstrates that emotion is a highly influential component in creating a new society and new engineering, revealing the importance of emotion in various aspects of the Connected World. It addresses a wide variety of topics, but with this one underlying aim throughout. Further, it stands out for the approach it takes to the Internet of Things and the Connected Society. 

The contributing authors illustrate that humans are essentially either playmakers or playing managers, with teamwork and play being crucial aspects of our lives. They argue that strategy is becoming increasingly important, and consider the most adaptable strategy, one that will allow us to respond to today's quickly and radically changing situations. The book is particularly focused on the Connected Society as the point of departure, and explores what motivates humans, what decisions they should make, and what actions they should take. 

With engineering quickly moving from product development to experience development, and the role of emotion in engineering becoming increasingly apparent, this book offers a timely and valuable resource for engineers and researchers alike.  
 



Professor Shuichi Fukuda served as the President of the International Society for Productivity Enhancement, Vice President of IEEE Reliability Society, Chair of ASME Computers and Information in Engineering Division, Deputy Technical Group Leader of Systems and Design, ASME. He is an Honorary Member of JSME, Fellow of ASME, IEICE (Institute of Electric, Information and Communication Engineers) and ISPE, and Glory Member of REAJ (Reliability Engineering Association of Japan). Although he is a mechanical engineer, he worked in a very wide variety of engineering fields such as shipbuilding, civil engineering, information systems, management of technology, welding engineering, etc. His research extends widely across many disciplines such as CAE, dynamics, reliability engineering, intelligent production, emotional engineering and the management of technology.

Professor Shuichi Fukuda served as the President of the International Society for Productivity Enhancement, Vice President of IEEE Reliability Society, Chair of ASME Computers and Information in Engineering Division, Deputy Technical Group Leader of Systems and Design, ASME. He is an Honorary Member of JSME, Fellow of ASME, IEICE (Institute of Electric, Information and Communication Engineers) and ISPE, and Glory Member of REAJ (Reliability Engineering Association of Japan). Although he is a mechanical engineer, he worked in a very wide variety of engineering fields such as shipbuilding, civil engineering, information systems, management of technology, welding engineering, etc. His research extends widely across many disciplines such as CAE, dynamics, reliability engineering, intelligent production, emotional engineering and the management of technology.

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

Erscheint lt. Verlag 2.2.2019
Zusatzinfo VIII, 231 p.
Verlagsort Cham
Sprache englisch
Themenwelt Technik Bauwesen
Technik Maschinenbau
Technik Nachrichtentechnik
Schlagworte Adaptive Strategy and IoT • Business Model for the Connected Society • Communication • Emotion in the Connected World • Expectation • Experience Engineering • Importance of Process Values • IoT and the Connected Society • Motivation • satisfaction
ISBN-10 3-030-02209-9 / 3030022099
ISBN-13 978-3-030-02209-9 / 9783030022099
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