The University of Tokyo · 심리학
이 교수의 연구실은 감성 디자인과 인간의 정서 반응을 수학적 모델링하고자 하는 핵심 연구를 수행합니다. 특히 사용자의 개인적 선호, 감정 상태, 사전 기대 등 정서적 요소가 제품 설계에 미치는 영향을 분석하며, 이는 인터랙티브 설계 지원 시스템과 결합되어 고객 참여형 디자인 프로세스를 구현합니다. 뇌의 정보 처리 원리와 통계적 추론을 기반으로 한 감성 인식 모델링을 통해 난이도, 낯설음, 불확실성 등 자극의 특성이 정서적 반응에 어떻게 작용하는지를 규명하고자 합니다.
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
We propose a method of evolving designs based on the user’s personal preferences. The method works through an interaction between the user and a computer system. The method’s objective is to help the customer to set design parameters via a simple evaluation of displayed samples. An important feature is that the design attributes to which the user pays more attention (favored features) are estimated using reducts in rough set theory and reflected when refining the design. New design candidates ar
Acceptance of novelty depends on the receiver's emotional state. This paper proposes a novel mathematical model for predicting emotions elicited by the novelty of an event under different conditions. It models two emotion dimensions, arousal and valence, and considers different uncertainty levels. A state transition from before experiencing an event to afterwards is assumed, and a Bayesian model estimates a posterior distribution as being proportional to the product of a prior distribution and a
Abstract Prior expectation affects posterior perceptual experience. This contextual bias is called expectation effect. Previous studies have observed two different patterns of expectation effect: contrast and assimilation. Contrast magnifies the perceived incongruity, and assimilation diminishes the incongruity. This study proposes a computational model that explains the conditions of contrast and assimilation based on neural coding principles. This model proposed that prediction error, uncertai
To respond to rapidly changing and diversifying customers' requirements, an industrial design support system for eyeglass frames which allows the customer to participate in the industrial design process was developed. This system is based on the Interactive Evolutionary Computing (IEC) technique so that a customer can interact with the system to express his or her Kansei requirements through images. The design of an eyeglass frame cannot be determined in isolation but rather must be determined b
Appropriate levels of arousal potential induce hedonic responses (i.e., emotional valence). However, the relationship between arousal potential and its factors (e.g., novelty, complexity, and uncertainty) have not been formalized. This paper proposes a mathematical model that explains emotional arousal using minimized free energy to represent information content processed in the brain after sensory stimuli are perceived and recognized (i.e., sensory surprisal). This work mathematically demonstra
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
The delight design platform (DDP) is a vision of a new integrated design environment that would enable design engineers to consistently design delightful products. Such delightful products satisfy an attractive quality as well as the performance and must-have qualities of the Kano model. The attractive quality depends on a customer's subjective evaluation involving emotion. To implement DDP, we aim to develop a model-based design (MBD) environment that can simulate a customer's affective respons
A deviation of reality from our prior expectation causes positive or negative emotions such as unexpected pleasure or disappointment depending on the condition. Although recognition of this psychological phenomenon has much potential in the design of a product’s emotional quality, i.e., that which evokes the customer’s specific feelings, impressions, or emotions, this factor is largely unexplored. In the transition from prior expectation to posterior experience, we often observe switching sensor
This paper describes a new 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 se
In the design of emotional qualities one of the most important and difficult issues is setting quantitative evaluation criteria to evaluate such qualities. Most conventional approach formalizes emotional qualities expressed by adjectives using the sensory test with existing products. However, the variety of existing products is limited. The obtained evaluation criteria may not cover areas of a design space where future designs would appear. In this paper, we propose a method to cover such untouc