Quantification Method of Diverse Kansei Quality for Emotional Design: Application of Product Sound Design

Author(s):  
Hideyoshi Yanagisawa ◽  
Tamotsu Murakami ◽  
Shogo Noguchi ◽  
Koichi Ohtomi ◽  
Rika Hosaka

This paper proposes a quantification method of a product’s emotional quality, which we call kansei quality, with attention paid to its diversity to support the affective design. The customer’s sensitivity towards such a quality differs from person to person due to perception gaps and ambiguity. The proposed method helps the designer to grasp such diverse sensitivities of customers. In contrast to the conventional approach that aims to generalize human sensitivity using average results of sensory tests, the proposed method divides an emotional quality based on differences among the customers’ sensitivity. We apply the proposed method for designing a machine sound in which the designer deals with the sound quality as a kansei quality. We carry out an impression evaluation experiment on human subjects using existing product sounds. To demonstrate the effectiveness of the method, we compare the proposed method with the conventional approach using experimental results. The comparison results show the advantages of the method, such as the avoidance of meaningless average data caused by canceling out multiple different sensitivities. Based on the proposed method, we developed a prototype system that enables the designer to evaluate the kansei qualities of a created sound without conducting a sensory test.

2007 ◽  
Vol 2007.17 (0) ◽  
pp. 42-45 ◽  
Author(s):  
Hideyoshi YANAGISAWA ◽  
Tamotsu MURAKAMI ◽  
Shogo NOGUCHI ◽  
Koichi OHTOMI ◽  
Rika HOSAKA

2021 ◽  
Vol 263 (3) ◽  
pp. 3562-3570
Author(s):  
Ryoma Morisaki ◽  
Osamu Terashima ◽  
Toshiro Miyajima

This study investigates the difference of performance sounds of an electric guitar with a metal pickguard. The sounds of the open strings of the guitar are measured, showing that the damping time becomes shorter than that obtained with a commonly used plastic pickguard. Further, it was also found that the sounds of the 1 and 2 strings were distinct and those of the other strings were slightly suppressed when the metal pickguard was used. Therefore, the metal pickguard is effective in making sharp, clear, and distinct sounds. We changed the material of the pickguard from plastic to copper. In the experiments, simultaneous measurements of the vibrational acceleration of the peg, pickguard, and output voltage of the guitar with a constant plucking force of the strings were performed. It was found that the profile of the RMS value of the vibrational acceleration of the pickguard changed when the copper pickguard was used. Moreover, the vibrational modes of copper the pickguard were different than the others. In conclusion, it was determined that the sound quality is affected by the vibrational characteristics; thus, it can be adjusted by varying the means by which the pickguard is attached to the guitar body.


2003 ◽  
Vol 2003.13 (0) ◽  
pp. 71-72
Author(s):  
Susumu FUJIWARA ◽  
Daisuke SAKAI ◽  
Akihiro IWAHARA ◽  
Takeshi TOI

Author(s):  
Hideyoshi Yanagisawa ◽  
Tamotsu Murakami ◽  
Ryo Yoshinaga ◽  
Koichi Ohtomi ◽  
Rika Hosaka

An emotional quality is a product quality that is evaluated by the customer’s subjective impressions, feelings and emotions. In the design of emotional qualities, one of the most important and difficult issues is setting quantitative evaluation criteria to evaluate such qualities. The customer’s sensitivity towards such qualities is diverse and latent. In our previous study, we proposed a quantification method of emotional qualities with attention paid to its diversity [1]. The method analyzes the diversity of emotional qualities and formulates their evaluation criteria based on the results of sensory tests. The authors formalized several emotional qualities expressed by adjectives using the proposed method with existing products. However, the variety of existing products was limited. The obtained evaluation criteria may not cover a design space where future designs would appear. In this paper, we propose a method to cover such untouched design space using composite samples in order to extract a potential factor of emotional quality for the future design. To create such a composite sample, we set efficient design features that take into consideration the completeness of design space and the diversity of a target emotional quality. In the method, we conduct two sets of sensory tests. One is using only existing design samples and another is using composite samples. We compare the results of the two tests in order to examine the repeatability of emotional scores among different sets of subjects and changes introduced by adding created samples. We apply the proposed method to extract potential emotional factors of product sound quantify. Using results of the sensory test with the created sound samples, we found two emotional evaluation factors. The first factor negatively related to loudness. The second factor related to lower sharpness and the existence of a perceivable peak tone around 500Hz. Most product makers are aware of the need to reduce loudness, i.e., the first factor. We found the second factor as a new evaluation criterion.


Author(s):  
Mukul Singhee ◽  
Jonathan F. Holmes ◽  
Janet K. Allen ◽  
Farrokh Mistree

In this paper, a method is proposed to design intelligent systems with the fundamental function of facilitating information flow from the environment and its subsequent integration. We use the Pahl and Beitz systematic design method to tease out the salient requirements for the design of a motion capture system for ergonomic worker safety and training. The current devices employed for this purpose have drawbacks in the form of a need for a controlled environment and a high cost of implementation. A systematic consideration of the requirements for the intended application and ongoing efforts in the Georgia Tech Research Institute led us to consider the platform of the Nintendo Wii™ remote. The system is designed to be inexpensive and usable in any environment with minimum intrusion to the subject. Our example system is based on the custom requirements for a manufacturing environment where workers are at a high risk for repetitive stress injuries. We select appropriate physiological measures and capture the associated data using our designed system. We utilize our adapted method by describing the conceptual design and selection of a novel approach to the mounting of the Nintendo Wii Remote™. In the embodiment design phase, we describe how we determine key parameters for the layout design of the system. The decisions made in the process are verified by the generation of a prototype system that was tested on human subjects.


Author(s):  
J. C. K. Chow ◽  
I. Detchev ◽  
K. D. Ang ◽  
K. Morin ◽  
K. Mahadevan ◽  
...  

<p><strong>Abstract.</strong> Visual perception is regularly used by humans and robots for navigation. By either implicitly or explicitly mapping the environment, ego-motion can be determined and a path of actions can be planned. The process of mapping and navigation are delicately intertwined; therefore, improving one can often lead to an improvement of the other. Both processes are sensitive to the interior orientation parameters of the camera system and mathematically modelling these systematic errors can often improve the precision and accuracy of the overall solution. This paper presents an automatic camera calibration method suitable for any lens, without having prior knowledge about the sensor. Statistical inference is performed to map the environment and localize the camera simultaneously. K-nearest neighbour regression is used to model the geometric distortions of the images. A normal-angle lens Nikon camera and wide-angle lens GoPro camera were calibrated using the proposed method, as well as the conventional bundle adjustment with self-calibration method (for comparison). Results showed that the mapping error was reduced from an average of 14.9<span class="thinspace"></span>mm to 1.2<span class="thinspace"></span>mm (i.e. a 92<span class="thinspace"></span>% improvement) and 66.6<span class="thinspace"></span>mm to 1.5<span class="thinspace"></span>mm (i.e. a 98<span class="thinspace"></span>% improvement) using the proposed method for the Nikon and GoPro cameras, respectively. In contrast, the conventional approach achieved an average 3D error of 0.9<span class="thinspace"></span>mm (i.e. 94<span class="thinspace"></span>% improvement) and 6<span class="thinspace"></span>mm (i.e. 91<span class="thinspace"></span>% improvement) for the Nikon and GoPro cameras, respectively. Thus, the proposed method performs more consistently, irrespective of the lens/sensor used: it yields results that are comparable to the conventional approach for normal-angle lens cameras, and it has the additional benefit of improving calibration results for wide-angle lens cameras.</p>


Author(s):  
Thomas J. Mitchell ◽  
Jess Thom ◽  
Matthew Pountney ◽  
Joseph Hyde

Touretteshero is the name of a organisation that aims to raise awareness of Touette’s syndrome by sharing and celebrating the creativity and humour of the involuntary vocal and movement tics that characterise the condition. This paper documents the development of a Touretteshero project called The Alchemy of Chaos, a sound art piece that translates a year of intensive ticcing episodes (or ‘ticcing fits’) into a six minute sonification. The work emphasises both the faithful representation of data and the aesthetic sound quality, drawing techniques and ideas from sound design for film, which is often used to convey information about a visual scene in ways that can be used for sonfication. Specifically, the work uses Chion’s elements of auditory setting: short punctual sounds that can express locations with minimal sonic references. Sound parameters are also classified into groups that have ‘data significance’ and those that do not, with aesthetic interventions limited to those parameters that do not impact on data transparency. The resulting piece was included within a keynote talk at the Royal Albert Hall in the UK and the paper includes a qual-itative reflection on the work and the potential value that sound design techniques for film can bring to the auditory display community.


Sign in / Sign up

Export Citation Format

Share Document