Emotional engineering. [1], Service development

دانلود کتاب Emotional engineering. [1], Service development

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کتاب مهندسی عاطفی. [1] ، توسعه خدمات نسخه زبان اصلی

دانلود کتاب مهندسی عاطفی. [1] ، توسعه خدمات بعد از پرداخت مقدور خواهد بود
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توضیحاتی در مورد کتاب Emotional engineering. [1], Service development

نام کتاب : Emotional engineering. [1], Service development
عنوان ترجمه شده به فارسی : مهندسی عاطفی. [1] ، توسعه خدمات
سری :
نویسندگان : ,
ناشر : Springer
سال نشر : 2010;2011
تعداد صفحات : 397
ISBN (شابک) : 9781849964227 , 1849964238
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 8 مگابایت



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فهرست مطالب :


21.2.3 Outline of Proposed Method......Page 4
21.3.1.3 Obtaining Rhythmic Features......Page 6
Core Ideas......Page 7
Cover......Page 1
Index......Page 2
21.2.1 Analogy to Natural Objects......Page 3
Preface......Page 5
Contents......Page 8
19.3.2.2 Measurement Example......Page 9
21.4 Summary and Conclusions......Page 10
References......Page 11
19.4.4 Fitting Quantitative Evaluation Method......Page 13
19.4.5 Validity Checking......Page 14
19.5 Design Examples......Page 16
1.1 Introduction......Page 18
1.2 From Designer-centric to User-centric Design......Page 19
19.4.3 Measurement Results......Page 12
18.4.3 Discussion......Page 15
19.6 Summary......Page 17
1.4 The Creative Customer......Page 20
1.5 Emotion = Move Out......Page 21
1.8 The Fluctuation Equation......Page 22
1.10 Rationalizing Our Actions Using Emotion......Page 23
1.11 Closed and Open Worlds......Page 24
1.15 Pragmatism......Page 26
1.16 Learning from Failure......Page 27
1.14 Homo Ludens......Page 25
1.17 Maslow’s Hierarchy of Human Needs......Page 28
1.18 Short-duration and Long-duration Emotions......Page 30
1.19 Continuous Prototyping......Page 31
1.20 Creating Markets......Page 33
1.22 Concluding Remarks......Page 35
References......Page 36
2.1 Introduction......Page 38
2.2.1 Definition......Page 39
2.2.2 Related Works......Page 40
2.2.3 Our Approach......Page 41
2.4 Technical Functional Requirements......Page 42
2.5.1 Overview......Page 43
2.5.2 Results......Page 44
2.6 Prototype Terminal......Page 46
2.7.1 Voice/Non-voice Recognition Process......Page 48
2.7.2 Speaker Recognition Process......Page 49
2.7.3 Emotion Recognition Process......Page 50
2.8.1 Method......Page 51
2.8.2 Results......Page 52
References......Page 54
Chapter 3 - A Mixed Reality-based Emotional Interactions and Communications for Manufacturing Skills Training......Page 56
3.1 Introduction......Page 57
3.2.1 Present Situation and Problem Points Regarding Methods of Skills Transfer......Page 58
3.2.2 New Methods of Skills Transfer......Page 60
3.2.3 Knowledge Creation and Skills Transfer by Sharing of “Ba”......Page 61
3.2.4 Conversation Analysis and Extraction of Knowledge......Page 63
3.2.5 Proficiency and Corporeality......Page 64
3.3.1 Knowledge and Skills Transfer of Casting Technology......Page 65
3.3.3 Skills Transfer System Using Multimedia Technology......Page 66
3.3.4 Casting Skills Acquisition System Using VR Space......Page 68
3.3.5 Skills Transfer and Human Resources Development Through Emotional Interaction in VR Space......Page 70
3.3.6 Skills Transfer with an Annotation Display System......Page 71
3.3.7 Work Training by OJT and Sharing a Ba in a Virtual Training System......Page 72
3.4.1 Augmented Reality......Page 74
3.4.2 Training System for Pouring......Page 75
3.5.1 Aging Society and Labor Problems......Page 76
3.5.2 Work Support for the Work of the Elderly or Female Workers......Page 77
References......Page 78
4.1 Introduction......Page 79
4.2 One Product, many Customers......Page 81
4.3 The Product Development Process......Page 82
4.3.1 Designers and Engineers......Page 84
4.3.2 Tools for Design and Engineering......Page 86
4.3.3 Methods and Tools for Product Testing......Page 87
4.3.4 Remarks About the Product Development Process......Page 88
4.4.1 Product Customization and Participatory Design......Page 89
4.4.2 PDP Scenario Based on User-centered Design......Page 90
4.5.1 Enactive Interfaces......Page 91
4.5.2 Design Tools Based on Enactive Interfaces......Page 94
4.5.3 An Example: Enactive Interface for Shape Evaluation......Page 95
4.5.4 Remarks......Page 97
4.6.1 An Example: Mixed Reality Application for Product Evaluation......Page 98
References......Page 100
5.1 Introduction......Page 102
5.2 Experiment Procedures......Page 103
5.2.1.2 Extract Image Design Elements......Page 104
5.2.1.3 Collect Kansei Words......Page 106
5.2.1.4 Select Kansei Words......Page 107
5.2.1.6 Questionnaire......Page 108
5.2.2.1 Create New Images Using the Taguchi Method......Page 111
5.2.2.3 Experiment and Data Analysis......Page 113
5.2.2.4 Quantification Theory Type 1 (QT1)......Page 115
6.1 Introduction......Page 117
6.2.1 Interactive Visualization......Page 118
6.2.2 Haptic Sensation......Page 120
6.2.3 Application of VR to Design......Page 121
6.3.2 AR View......Page 122
6.3.3 Application of AR to Design......Page 124
6.4.1 Tele-immersion Environment......Page 125
6.4.2 Video Avatar Technology......Page 126
6.4.3 Video Avatar Communication......Page 128
6.5 Education of Emotional Design......Page 129
References......Page 130
7.1 Introduction......Page 132
7.2 Aspects of Emotional Competence in Human–Robot Interaction......Page 134
7.3 Related Work......Page 136
7.4 Modeling of Emotions......Page 137
7.5.1 Overview of VISBER......Page 139
7.5.2 Overview of PROSBER......Page 140
7.5.3 Fuzzy Emotion Classification......Page 141
7.6 Dynamics of Emotions and Drives......Page 142
7.6.1 Drives......Page 144
7.6.2 Emotions......Page 146
7.7 Control of Robot Behavior by Emotions and Drives......Page 148
7.7.1 Behavior System......Page 149
7.7.2 Control of the Behavior System by the Emotion Engine......Page 150
7.8 Example of MEXI’s Emotional Competence......Page 151
References......Page 154
8.1 Introduction......Page 156
8.2.1 Experimental Method......Page 157
8.2.2 Results and Discussion......Page 161
8.3.1 Use of Measured Teacup Characteristics......Page 163
8.3.2 Use of Mathematical Patterns......Page 165
8.3.3 Use of Artificial Patterns......Page 167
8.4 Modeling by Rapid Prototyping......Page 169
8.5 Summary......Page 171
References......Page 172
9.1 Introduction......Page 173
9.2 Embodied Virtual Communication System......Page 175
9.3 Speech-driven Embodied Interaction System......Page 177
9.4 Embodied Interaction and Communication Technology......Page 182
References......Page 188
Chapter 10 - Personal Cognitive Characteristics in Affordance Perception: Case Study in a Lobby......Page 190
10.1 Introduction......Page 191
10.2.1 Affordance......Page 193
10.2.2 Personal Creativity Modes......Page 194
10.3.1 Participants and User Tasks......Page 197
10.3.2 Activities and Related Affordances......Page 199
10.3.3 Personal Creativity Modes......Page 201
10.4.1 Task: Waiting (T-1)......Page 204
10.4.2 Task: Eating a Snack and Reading the Magazine (T-2)......Page 206
10.4.3 Task: Sketching on Paper (T-3)......Page 209
10.4.4 Task: Lacing Shoes and Shaking Sand (T-4)......Page 213
10.4.5 Discussions......Page 215
10.5 Conclusions......Page 216
11.1 Introduction......Page 218
11.2.1 Face Selection by Fuzzy Reasoning Model......Page 219
11.2.2 An Application of the Model to e-mail......Page 221
11.2.3 Comparisons Among Faces......Page 224
11.2.4 User’s Faces......Page 225
11.2.5 Noh Mask......Page 227
11.3 Verbal Communication......Page 230
11.4 Conclusions......Page 231
References......Page 232
12.1 Current TV Rating System and Its Problems......Page 233
12.2 System Overview: the BROAFERENCE System......Page 235
12.3.1 Abstract of Face Detection, Face Feature Point Detection, and Tracking......Page 236
12.3.2 Emotional Parameters......Page 237
12.3.3 Interest Parameters......Page 239
12.4.2 Evaluation......Page 241
12.5.1 How to Detect Action Units......Page 243
12.5.2 Classifier Training......Page 245
12.5.3 Evaluation......Page 246
12.6.2 Mapping to 3D World Coordinates......Page 247
12.6.3 Evaluation......Page 250
12.7.1 Content Indexing Based on the Emotional Component......Page 251
12.7.2 Remote Health Care Prevention and Life Support......Page 252
12.7.3 Advanced Human–Computer Interface......Page 253
References......Page 254
Chapter 13 - Shape Evaluation Properties in Real Space and Virtual Space......Page 256
13.1 Introduction......Page 257
13.2.1 3D Models and Objects Used in the Experiment......Page 258
13.2.3 Experimental Results......Page 260
13.3.1 Three Types of Viewpoint......Page 263
13.3.2 Influence of Avatars’ Forearms on 3D Shape Evaluation......Page 264
13.3.4 Influence of Avatar’s Upper Body Image......Page 267
13.4 Conclusions......Page 269
References......Page 270
14.1 Introduction......Page 271
14.2 Natural-contact Biosensor Method......Page 274
14.4 Emotion Versus Performance in Driving......Page 278
14.5 Issues and Future Research Directions......Page 280
References......Page 281
15.1 Introduction......Page 283
15.2.2 Satisficing Method......Page 285
15.2.3 Data Addition......Page 286
15.4.1 Spline Curve......Page 287
15.4.2 How to Make a Foot Support Model......Page 288
15.5 Design of Personal Medical Foot Support......Page 289
15.5.3 Detection from X-ray Digital Data......Page 290
15.5.4 Procedure of the Proposed Method......Page 291
15.6 Validation Test of Personal Medical Foot Support......Page 292
15.6.2 Experiment......Page 293
15.6.3 Results......Page 294
References......Page 295
16.1 What Is Kansei Quality?......Page 296
16.2 Approaches Towards Kansei Quality in Product Design......Page 297
16.3 Towards Diverse and Latent Kansei......Page 298
16.4 A Method for Extraction of Diverse and Latent Evaluation Criteria of Kansei Quality......Page 299
16.4.1 Extraction of Multiple Kansei Scales Considering Diverse Kansei Qualities......Page 300
16.4.2 Strategies of Setting Design Feature Values......Page 302
16.5 Case Study: Product Sound Quality......Page 303
16.5.1 Sound Quality Metric as Design Parameters......Page 304
16.5.2 Sensory Test Using Existing Samples (First Experiment)......Page 305
16.5.3 Extracting Patterns of Personal Kansei Scales......Page 306
16.5.4 Multiple Scales of a Target Kansei Quality......Page 308
16.5.5 Unexplored Design Area in Feature Space......Page 309
16.5.8 Sensory Test Using Composite Samples (Second Sensory Test)......Page 311
16.5.9 Comparison of SD Scales Obtained from First and Second Experiment Data......Page 312
16.5.10 Finding Kansei Factors......Page 313
References......Page 316
17.1 Introduction......Page 318
17.2 Why Study Emotion in Engineering Design?......Page 319
17.3 Perspectives in Emotion Research......Page 320
17.3.1 Assigning the Label “Emotion”......Page 322
17.3.2 How Does an Emotion Come About?......Page 323
17.3.3 Distinguishing Between Different Emotions......Page 324
17.3.5 Measuring Emotion......Page 325
17.4 Research Study 1 – The Role of Emotion in Group Ideation in Engineering Design Teams......Page 326
17.5 Research Study 2 – Team Conflict in Engineering Design Teams......Page 329
17.6 The Cultural Context of Emotion......Page 331
17.8 Conclusion......Page 332
18.1 Introduction......Page 334
18.3.1 Construction of Evaluation Systems......Page 336
18.3.2 Experiment to Evaluate the Systems......Page 339
18.3.3 Experimental Results......Page 340
18.3.4 Derivation of Wakuwaku Model......Page 342
18.3.5 Confirmation of Wakuwaku Model......Page 343
18.4.1 System Construction......Page 345
18.4.2.2 Experimental Results......Page 347
18.4.3 Discussion......Page 348
18.5 Conclusion......Page 349
References......Page 350
19.1 Introduction......Page 351
19.1.1 Running Shoe Construction......Page 352
19.1.2 Property Requirements......Page 353
19.1.3 Running Shoe Design Flow......Page 354
19.2 Fitting......Page 355
19.3.2.1 Fundamental Principles......Page 357
19.3.2.2 Measurement Example......Page 359
19.4.1 Definition of Measurement Areas......Page 360
19.4.2 Measurement......Page 362
19.4.4 Fitting Quantitative Evaluation Method......Page 363
19.4.5 Validity Checking......Page 364
19.5 Design Examples......Page 366
19.6 Summary......Page 367
References......Page 368
20.1 Introduction......Page 370
20.2 Underlying Psychological Theory......Page 371
20.3 Cognitive Modes......Page 372
20.3.1 Relative Scores and Coupled Attitudes......Page 374
20.3.2 Graphical Interpretation......Page 375
20.4 Team Construction......Page 376
20.5 Team Organization......Page 377
References......Page 379
21.1.1 Emotion and Design......Page 381
21.1.2 Designing the Emotional and Creative Motion......Page 382
21.2.1 Analogy to Natural Objects......Page 383
21.2.2 Emphatic Blending of Motions......Page 384
21.3.1.1 Wavelet Analysis......Page 385
21.3.1.2 Genetic Algorithm......Page 386
21.3.2 Example of Designing an Emotional and Creative Motion Using the Proposed Method......Page 387
21.4 Summary and Conclusions......Page 390
References......Page 391
About the Editor......Page 392
Index......Page 393




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