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Affective Lab by Mind Map: Affective Lab
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Affective Lab

Management

Relationship Management

Personal Relation, "Influence of altruism to the party without reciprocity on society considering influence on the third party", "Affect and Communication: Perspectives of Information and Emotion Communication", "Factors Influencing People’s Perception on Appropriateness of Affect Communication", "Influence of altruism to the party without reciprocity on society considering influence on the third party", "The Approach of the Story Co-creating System for Developing Perspective-taking of Children", Towards a better understanding of psychological states: A sensor-based approach to estimate human behavior, Unobtrusive estimation of psychological states based on human movement observation, "質感により想起される感情とそのコミュニケーションへの応用" "Emotion Evoked by Texture and Application to Emotional Communication"

Social Relation, Close to You: Awarness system to present information suggesting human being and existance with natural mapping, Identifying How a Group Member’s Behavior Influences Group Cohesion in Group Activities, Factors Influencing People’s Perception on Appropriateness of Affect Communication, An Exploration of Affective Factors Based on Text Mining Approaches, "Decision Making Process of “Air of the Place”: The Model and Development of the Measurement of the Processing Skill", Factors determining the extent and consequence of emotional labor, Effects of Emotional Intelligence on Group Work Satisfaction, Research of Igokochi in group invoked by member's personality and mutual recognition/ 集団構成員のパーソナリティとその相互認識に起因する帰属集団の居心地に関する研究, Proposal of informal communication of remote family based on factors of "Productive Love"/ Productive Loveの要素に基づく遠隔家庭間のインフォーマルコミュニケーションシステムの提案, Research about the importance of the diversity of emotional and rational information processing trait / チームパフォーマンスに対する感情的および理性的情報処理特性の多様性の重要性に対する研究, The Appropriateness of Love Expressions in Social Network Sites: Cross-cultural Study between Japan and Finland

Marketing

The Japanese-expression effect: Specific Expressions Controls Decision Biases

Organization of Perceived Value of Products and Influences of Psychographic Factors on Perception of Product Value

Elements Constructing Omotenashi and Development of Omotenashi checklist

Defining Wow Marketing Communication Fators and Deelopment of Wow Marketing Communication Assesment Tool

Providing Customers with Affective Experiences: Perspectives for Design Factors and Management

"ネガティブな感情を活用した製品・サービスが よい感情経験を与える条件/" Study on condition that negative-emotion-used products or services provide good affective experience

携帯電話の加速度センサを利用した感情推定方法の提案 Proposal of emotion evaluation method using cellphone acceleration sensor

Identifying the factors influencing on "WOW" experience and development of measurement tool of "WOW" experience/ ワオ・エクスペリエンスを与えるサービスの要因の特定と評価ツールの開発

Proposal of analysis method of structure of service and product using negative affect and analysis of relationship between structure and indivisual difference/ ネガティブな感情を活用した製品・サービスの構造の分析方法の提案と構造と個人差の関係の分析

The effects of involvement of affect toward product and retailer after purchsing product/ 製品購買後の製品と小売店に対して抱く感情への関与の影響

The Relation Analysis of User Impression and Emotion for Products/ 製品におけるユーザの印象と感情の関連分析

The influence of feeling to the shop on feeling to the product after purchase / 製品購買後の製品と小売店に対して抱く感情への関与の影響

The Influence of Individual Characteristics on the Attitude Formation Process of Customers Toward the Products/ 消費者の製品に対する態度形成プロセスに及ぼす 個人特性の影響

The Relationship Between Geek Propensity to Consume and Personality/ オタク的消費性向とパーソナリティの関係

The development of the way to evaluate what degree management can consider emotions from the stakeholders' aspect / 感情を考慮した経営の度合いをステークホルダーの観点から評価する手法の開発

過度に感情的にならない口コミ投稿方法の提案

Creativity

Effects of Talk on Creativity: Theory and Verification

Development of the Team Creative Efficacy Scale and Investigation of Factors Influencing on Team Creative Efficacy

Implementation of the moderate supporting system for divergent thinking by showing images continually with text-based genetic algorithm

Place

Defining “Igokochi” Factors and Development of “Igokochi” Assessment Tool

Affective Well-being in the Workplace: Perspectives of Top Management and Employee

Proposal of fragrance system encouraging natural calm affective experience in daily scene / 日常的な場面で自然に穏やかな感情経験を促すフレグランスシステムの提案

Company Management

Proposal of measurement tool by text mining of how deep managers consider affect/ 経営の中で感情が考慮されている度合いをテキストマイニングを用いて評価する方法の提案

The effects of middle managers' strategy involvement and coping style of conflict on tendency of affective experience / 中間管理職の戦略への関与とコンフリクトの処理スタイルが感情経験の傾向に与える影響

Human

Elderly

Older Adults’ Affective and Cognitive Factors and Information and Communication Technology

Older people and Computer media Communication technology in Shanghai Area

Effects of learning style and training method on technology acquisition of older adults

Technology acceptance model with social factors for older people.

"Virtual Realityによる身体所有感を保った身体体験が 高齢者の主観年齢に与える影響 " The Influence of a Physical Experience Keeping Body-Ownership on Subjective Age of Elderly People

Physiology

A study on the relationships between the performance of intuition and the state of the physical activity

A study on time-estimation model and its individual difference factors in mental task

Towards a better understanding of psychological states: A sensor-based approach to estimate human behavior

"自発的で簡単な行動の心理的時間への影響"/ Effect of spontaneous easy action on time perception

Personality

AMANOJYAKU behavior: Systematization of “amanojyaku behavior” and the relationships between “Amanojyaku behavior” and the personality

Influence of Pessimism and Mental Toughness on Depression Trend and Mass

The Research on the Application of the Personality Assessment of Behavior Analysis Using Sensor/ センサーを使った行動分析のパーソナリティ評価への応用に関する研究

The influence of recipient's personal characteristics on cooperative intention/ 協力を必要とする人の個人特性が協力意図に与える影響

Solo

To establish hamaru process model and to investigate the motivations in the hamaru process

"くすぐってもよい状態を検出しくすぐりを利用して笑顔を誘発するシステムの提案" / Proposal of the system that detect good timing to tickle and evoke smile by tickling

腹腔鏡手術における外科医の視覚情報収集傾向の熟練度による差に関する研究/ Research of difference between proficiency of visual information collection tendency of phisician in a laparoscopic surgery

「見守られている感」の要因の特定と内発的動機づけへの影響/ Factors of perception of being cared toward activities and its effect on intrinsic motivation

Design

Proposal of a Framework to Design/Evaluate User Experience

User experience is a concept that goes beyond pragmatic aspects, and getting focused recent years to give users joy, pleasure, or something else than pragmatic qualities. Although many researches have been done in order to design or capture user experience, it is still difficult to do so. The purpose of this study is to propose a framework to design and/or evaluate user experience. The framework can be used by not only expert, and can capture two factors: expectation and the user’s activities to design, which were found to be important by literature reviews and brainstorming about “good experiences”. The framework is a principle that can help us to capture broader range of experience to design and users’ expectations by going up and down “three levels of experience” with the keywords “WHY” and “HOW”, and help us to think of “experience to propose”, “the scenario to realize the experience”, and “actual products or services”. This framework was developed through several discussions with expert, and through several group work activities. In order to validate the effectiveness of framework, an experimental investigation was conducted. In the experiment, the outputs by the groups with framework and without framework were compared. Seven evaluators evaluated those outputs. The result showed that the groups with framework came up with ideas that covered broader range of experience, were more practical, and considered flow of the experience than the groups without framework. In addition, discussions with experts were conducted to validate the effectiveness of framework. As a result, it is confirmed that the framework can be also used to evaluate the products or services and can see the possibilities for next design directions. It is also confirmed that thinking about “3 levels”, and the “WHY and HOW” principle are important. Business aspect could be considered in further study, which has not been argued.

A study on similarity judgments in design rights infringement cases

Design has been becoming more and more important for operations of enterprises because of its essential role in establishing their brands and in making their products more valuable and distinguishable. As design strategy becomes crucial, opportunities of exercising design rights increases. However, in general it is difficult to predict the results of design rights infringement litigations, especially for the people who have little expertise. It is because the judgments involve similarity judgments, which depend on various factors including the effectiveness of design rights. In this thesis, two different methods were proposed that estimate the extent of similarity between registered design and accused design in design rights infringement litigations. These methods were based on the prototype theory in cognitive science field and the practical framework of litigation. The first method was to judge the similarity following the pre-established process determining the significant design elements of the registered, the accused, and the publicly known designs. The second method was to quantitatively estimate the similarity based on the distance between the registered design and the accused design located in a two-dimensional space. These proposed methods were validated through an experiment. The result showed that both methods provided high concordance rate with decisions by the court. It implies that the proposed methods provided the ways to predict the similarity decisions by the courts, even for the people with little expertise.

Detection of emotional responses to visual stimuli based on pupil size changes

Recently, advances in technology have made computer and other products multi-functional and small in size. Detection of user emotion might be enable to improve human-computer interaction, novel marketing system that detect human impression of products, new kinds of communication tools, and so on. Purpose of this study is to propose the method to detect emotional responses to the affective stimuli based on pupil size changes. To evoke emotional responses, visual stimuli which varied in valence(positive, negative, neutral) and arousal(high-arousal, low-arousal) were used. Visual stimuli were selected from the International Affective Picture System(IAPS) and the internet web sites. The subjects rated their subjective impression of valence and arousal to the stimuli using 9 point scales. Based on this ratings, visual stimuli were categorized into three valence categories and two arousal categories. Four variables were defined to express the characteristics of pupil size changes while visual stimuli were presented, and relationship between these variables emotional responses in terms of valence and arousal were investigated. Based on these relationships, methods to detect subject’s responses were proposed, and the effectiveness of the proposed methods were validated. The results showed that the changing rate of pupil size and maximum pupil size were significantly larger when negative stimuli were presented compared with when positive and neutral stimuli were presented. All four variables did not show any significant differences between positive other valences, or between arousal levels. The proposed method detects emotional responses when one or more characteristic variables exceed the thresholds. The results showed that negative states could be detected based on the rate of pupil size changes, and maximum pupil size. Combination of the variables was founded to improve accuracy of the detection. The sensitivity of the detection of positive states were not as good as detection of negative emotion when only one variable was use. However combination of the characteristic variables could improve the accuracy to some extent. Emotional responses in terms of arousal and reflective responses could not be detected by the proposed method. It implied that these responses does not appears in pupil changes.

The Effect of Users' Individual Characteristics on the Spending Time in User Experience/ "ユーザの個人特性がユーザ・エクスペリエンスの 時間的変化に与える影響"

Proposal of the Network System for Auditory Information Access Considering the Priority of the Information under the Environment of Plural Sound/ 複数の音が存在する環境において情報の優先順位を考慮した聴覚情報アクセスのためのネットワークシステムの提案

The Research of Product Development Appoach for the Systematization of Perceived Quality and Its Realization/ 感性品質の体系化とその実現のための製品開発アプローチの研究

Technology

Robot

Elements Constructing People's Attitude toward Robots and Development of Robot Attitude Scale

Elements Constructing People's Attitude toward Robots and Development of Robot Attitude Scale

Influences of robot attitudes and robot characteristics on people's acceptance of robots: International comparison among Japan, China and Taiwan

"『噛む』ロボット: 言い間違いが人型ロボットの親和感に与える影響" "A Robot's Slip of the Tongue: Effect of Speech Error on the Familiarity of a Humanoid Robot"

The Relationship Between Development of Indicators to Measure Robots' Perception Characteristic and User Involvement/ ロボットの知覚特徴を測る指標の開発と ユーザの関与との関係

ロボットに対する認知的信頼と感情的信頼の特定の要因 Identification of cognitive and affective trust factors in Human-Robot interaction

Elderly × Technology

Older Adults’ Affective and Cognitive Factors and Information and Communication Technology

Older people and Computer media Communication technology in Shanghai Area

Technology acceptance model with social factors for older people.

"高齢者のロボット態度及びコンピュータ態度とロボット利用との関係" Relation between elderly people’s attitude toward Robots and computer and use of Robots

"Virtual Realityによる身体所有感を保った身体体験が 高齢者の主観年齢に与える影響 " The Influence of a Physical Experience Keeping Body-Ownership on Subjective Age of Elderly People

Human-Computer Interaction

Older Adults’ Affective and Cognitive Factors and Information and Communication Technology

Effectiveness of Advice Giving Methodolgy Based on Trainee's Exploratory Behavior Characteristics

Older people and Computer media Communication technology in Shanghai Area

Detection of computer users’ anxiety based on the time indices of mouse click operation.

Towards Better Technology Engagement and Well-being: Psychological Approaches

Personal factors influencing people's ICT interaction:A study of engagement,quality of experience, creativity and emotion

Age Differences in Personality Factors Influencing Usage of Computer-Mediated Communication

ユーザに「よい感情になってほしいと願う」プロダクト :その要因とユーザに与える感情経験 Products that 'wish good feelings of users': The factors and the emotional experience.

Virtual Reality

"Virtual Realityによる身体所有感を保った身体体験が 高齢者の主観年齢に与える影響 " The Influence of a Physical Experience Keeping Body-Ownership on Subjective Age of Elderly People