A fuzzy set representation method of Kansei Texture is proposed to express individual difference of Kansei Texture feelings for the purpose of online shopping. The method provides buyers with criteria whether a request to send samples is necessary according to the variance degree of individual differences, and it also offers sellers with information regarding the possibility of returned goods in case of significant individual differences with regard to expensive prices. The correlation coefficient of the degree of individual difference and sample demand is 0.78 (P<0.05, t-test), i.e., a directly proportional relationship is observed between the two degrees. There is a tendency for expensive goods, e.g., those with price greater than $50, to be returned in the case of a large individual difference degree, i.e., the individual difference degree of Kansei Texture with price information provides a useful strategy for estimating the possibility of returned goods. Moreover, the relationship between stress and individual difference is also shown. Further validity verification is planned in order to realize practical applications in the real market.
: KANSEI TEXTURE ("Shokushitsu-kan" in Japanese) is defined as a quantitative sensation index on 5D [-1,1] 5 cube, where five elements (Roughness, Hardness, Dryness, Warmness, Glossiness) are accepted with 120 selected onomatopoeia words. It aims to represent visual and/or texture information of an object photo/movie for compensating the information gap between the real object and its photo/movie image. The five dimensional cube for KANSEI TEXTURE is compressed to three-dimensional cube [-1,1] 3 by doing cognitive experiments with PCA (Principal Component Analysis), and its visualization representation is also proposed for the easy use by general people. The proposal is expected to be used to get visual/tactile perception of the objects in net shopping, robot vision, telemedicine, e-learning, and others, where the real objects are not available but only their still/dynamic images with brief text explanation are obtainable.
The aim of this work is to develop a technology that allows a remote operator of construction machine to feel the situations in a real working site to prevent fall accidents. In tele-operated maneuvering construction machine, it is difficult to recognize the tilt of the vehicle using only images from a camera mounted on the remote vehicle. Therefore, this study focuses on transmitting the feeling of the tilt using a controller with tactile stimulation. A gamepad-type tactile controller that performs palm pressurization is utilized to provide the tactile stimulus. The vehicle’s tilt is expressed by the palm pressure, which changes in corresponding to the vehicle’s pitch and roll angle. This study involves an experiment in which 10 subjects operate a vehicle remotely to climb on a slope. The subjects reported the tilt of the slope felt during the operation. The reported tilt is compared with those obtained by camera images only. The experiment results show that the accuracy of the recognized tilt was improved by 31.7% by utilizing a tactile stimulus when compared with the case involving operation using vision only. A subjective evaluation is performed using a five-point scale questionnaire. The results confirmed that the feeling of tilt, which is difficult to transmit using only video, was improved by 34%. This is an effective technology that transmits the feelings experienced in the remote field in real time. The proposed technology is thus expected to be useful for further development of teleworking technologies.
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