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Emotional Engineering Volume 4
Emotional Engineering Volume 4
Emotional Engineering Volume 4
Emotional
Engineering
Volume 4
Emotional Engineering Volume 4
Shuichi Fukuda
Editor
Emotional Engineering
Volume 4
123
Editor
Shuichi Fukuda
Keio University
Yokohama
Japan
v
vi Preface
Biologists point out that only human can think about the future. Animals can use
tools, but these tools are picked up from nature and they use them just for the
immediate purpose. Humans spend a great amount of time and efforts in making
tools to realize their dreams. That is why humans are called Homo Faber. But
traditional engineering is still shortsighted. Engineering which sees the far distant
future is strongly called for.
In other words, traditional engineering has been producing products, and their
focus was what and how: What products they should develop and how they can
produce them better? Engineers believed if what and how are selected appropri-
ately, they could offer happy experience to their users.
But what customers really would like producers to take into consideration is
why: Why do they want such a product? They expect producers to create a new
experience, which is intrinsically motived.
The quickly progressing network and such emerging technologies as additive
manufacturing, 3D printing, etc., have a great potential to respond to such desires of
customers. The current stage of networking is focused on the current framework of
society and industry, but at the next stage, it will become very much creative. It will
change its structure very flexibly and adaptably to respond to the personal intrinsic
need or desire of each customer.
Thus, engineering is quickly moving from what and how to why. And to develop
why engineering, we have to study more about motivation, because it is very much
multifaceted and it varies widely from case to case.
The chapters in this book cover a wide range of topics. The editor hopes the
reader will find clues in these chapters as to how they can develop such intrinsic
motivation-focused engineering. These chapters are very rich in themselves, but it is
hoped that by connecting and integrating them with focus on intrinsic motivation,
the reader will find a guiding principle.
Finally, I would like to thank all authors from the very bottom of my heart for
contributing such excellent chapters, and I would also like to thank Mr. Anthony
Doyle, Ms. Janet Sterritt, Mr. Balaji Sundarrajan and Ms. Swetha Sethuraman at
Springer.
Shuichi Fukuda
Contents
vii
viii Contents
Shuichi Fukuda
Biologists say that only human can see the future. That is why human makes a tool.
One of the definitions of human is Homo Faber. Human makes a tool. It is because
as humans can see the future, they can have dreams. They make tools to realize their
dreams. They would like to invent something that is not available in nature. That is
the core of engineering. Engineering is here to make our dreams come true. It is an
S. Fukuda (&)
System Design and Management, Keio University, 4-1-1, Hiyoshi, Koho-Ku, Yokohama
223-8526, Japan
e-mail: shufukuda@gmail.com
activity of creation. Animals can use tools. But they can only select things out of
nature which can be utilized as tools. And they use them just to satisfy their
immediate needs. So what they are doing is nothing but selection.
Our world is changing very quickly. It used to be a Closed World. There was a clear
boundary so that rational approaches were effective. Set theory holds, and as we
accumulate our experience, we can apply induction and structure them into
knowledge. Once a frame of knowledge is established, we can apply it deductively
to solve other problems. But our world is now expanding very rapidly and the
boundaries disappear. It becomes an Open World (Fig. 1.1).
As Herbert Simon pointed out [1], our rationalities are bounded. If the number of
variables is small, rational approaches are effective, but when it becomes very large
and diverse, such problems as combinatorial explosion, etc., come up and we cannot
apply rational approaches any more. Simon proposed satisficing (satisfy + suf-
fice = satisfy enough), which is none other than emotional satisfaction.
In fact, when it comes to global optimization and considers simulated annealing,
there is no guarantee that the result is the optimum. We repeat many trials and after
enough number of trials, we assume the best result is the optimum (Fig. 1.2).
In other words, we repeat the trials until we feel satisfied enough and we regard
the best result as the optimum. Thus, it also is related to emotional satisfaction.
Although Simon’s Bounded Rationality and Satisficing, and global optimization
look at the problems from different perspectives, they are common in the sense that
both solve the problem with attention paid to emotional satisfaction.
Pragmatism is known as a philosophy to deal with the Open World. Its essence is
Shakespeare’s “All’s well that ends well.” We have to note that it says “it ends
well” and it does not say anything about “the result is optimum.” The result may or
may not be optimum, but the result is well or in other words is satisfactory enough.
Thus, pragmatism which originated in UK and became the philosophy representing
US shares its basic idea with Simon’s.
Interestingly enough, another economist John Maynard Keynes pointed out [2]
that economic agents make decisions rationally when it comes to short-term
expectations, but they rely on confidence when they are long-term. Keynes did not
use the word emotion. He used the word confidence, but confidence is one of the
emotions.
Charles Sanders Peirce who is also known as the father of pragmatism proposed
abduction. Its basic idea is to come up with a hypothesis or a model and apply it to
the current problem and if it works, then that is fine, if not, repeat the process until
satisfactory result is obtained. This also relates to emotional satisfaction. Although
he called it the third logic, it is utterly different from induction and deduction, which
are truly logical and rational. We should recall that Peirce lived in an age of
American frontier and the world was expanding from day to day and the boundaries
were quickly disappearing at that time. The world he lived in was typically an Open
World. And it also should be remembered that pragmatism originated in UK. She
was known as a seafaring country and dominated the Seven Seas. Thus, the worlds
of UK and US in this age were truly open.
Although much far later, Donald A. Schon published a book “The Reflective
Practitioners; How Professionals Think in Action” [3]. This book points out the
importance of trial and error and how we make decisions while we are in action. It
points out that we make decisions based on our past experience and emotional
confidence, as there is no logical or rational way in some of our professions such as
design, management, and medicine. We make decisions based on our knowledge
and experience but the problem space in these area are too large so that we have to
try them to see if they work or not and make a final decision. This is nothing other
than emotional decision making.
Shewhart proposed PDSA, plan–do–study–act cycle (Fig. 1.3). This approach is
fundamentally the same as abduction. Both come up with a hypothesis and apply it
to the problem and see if it works or not. If it works, then it is fine. Otherwise,
repeat the process until satisfactory result is obtained. Although Peirce called
abduction the third logic, this PDSA approach did not come from arguments about
logics, but it came from the design of experiments. Design of experiments (DOE) is
a systematic method to determine the relationship between factors affecting a
process and the output of that process. Although it is systematic, it is not rational or
logical at all. It is trial-and-error approach and is nothing other than what Schon
described as reflective practice or thinking in action.
4 S. Fukuda
All these approaches are basically pragmatic and solve problems, based on
emotional satisfaction. These facts demonstrate how emotion plays an important
role in decision making in an Open World.
Another big change in our world is the fact that changes take place more frequently
and more extensively. But what is more important is that although there were also
changes yesterday, they were smooth and differentiable, so that we could predict the
future. But today, the changes are angular so that they are not differentiable. Thus,
we cannot predict the future anymore (Fig. 1.4).
If there is a clearly defined boundary, then we can control adaptively. Our
traditional adaptive control was developed with clearly defined boundary in mind.
Although the environment may be unstructured, if it does not change with time,
then by trial and error, we could reach our goal. This is the way a robot navigates
through unstructured environments. But today’s problems are different from these
The word “fast adaptability” is now getting very popular these days. This is because
yesterday our constraints or situations changed, but their changes were smooth so
that we could predict their behaviors. But today changes are not smooth so that they
are not differentiable, therefore not predictable.
Yesterday, we could introduce adaptability easily because the outside world did
not change appreciably or changed in a predictable manner. But today the outside
world changes in an unpredictable manner so that not only rational approaches are
no more applicable in a straightforward manner, but we have to develop another
trial-and-error or pragmatic approach to cope with this situation. Adaptability is the
only one we should have focused yesterday, but today we have to consider how fast
we can adapt to the changes in addition. Yesterday, products were produced in mass
and the operating conditions and environment did not change appreciably, or if they
did, they changed in a predictable manner. But today their changes are so fast and
non-predictable, we have to develop another approach. This is why “Open xxx” is
getting wide attention these days. The word “open” in such usages mean in most
cases connected or networked.
As the world did not change appreciably or it changed in a predictable manner,
the goal could be set at the beginning and we did not have to change it so that how
fast and effectively we could reach our goal was our main interest. Thus, most of
our working framework at that time was a tree-structured. Everyone has his or her
position and role and he or she was expected to perform his or her role perfectly.
This is because a tree structure has only one output node and if an output does not
change, a tree structure is most effective. But the greatest disadvantage of a tree
structure is hard or not flexible to cope with the quick changes. Such fast adaptable
performance cannot be expected from a tree structure (Fig. 1.5).
6 S. Fukuda
To describe this discussion in another way, our traditional engineering was con-
vergent. As the goal did not change appreciably, we tried to find out the best
applicable method, technology, etc. to solve the problem. In other words, we have
been focusing our attentions on incoming links to a node. This is convergent
engineering (Fig. 1.7).
1 Age of Smart Orchestration 7
But to cope with the changing situations, we have to find out what goals we can
reach with our current resources (knowledge, technology, etc.). This is nothing
other than exploration. When we have to explore the new world, we have nothing
other than current resources to rely on. Theodore Roosevelt said “Do what you can,
with what you have, where you are.” This is the spirit of exploration and this way of
thinking is needed to solve the problems which are facing us today. As the prob-
lems vary very frequently and very extensively, we have to explore the new ways to
solve them. We have to know where we can reach with our current resources. This
is divergent engineering. It focuses its attention on outgoing links (Fig. 1.8).
If the problem is simple, then one man may solve it this way. But the problems
facing us today is very much complex and complicated. This calls for team
working, i.e., more heads are better than one. We need to solve the problem by
cooperating with others who can work together with us. Everybody has his or her
own capabilities and the capabilities vary from person to person. Some have many
diverse capabilities. Others may not. The number and extent of their capabilities
vary from person to person. But if they can find a connecting link between them and
if they connect their links all together, we can constitute a network (Fig. 1.9).
It should be stressed that a network is not hard like a tree, but very much soft.
This network varies adaptively with the change of the outer world. Thus, it is very
much situational adaptive, because such a network can be developed any time, any
place to appropriately cope with the changing environments and situations. It is an
open network. In fact, the word Open which we encounter in most cases today
implies such an open network or an adaptive network. This approach will enable
fast adaptability most effectively.
In addition to these change of our world in terms of space and time, we have to note
that we are quickly approaching the saturation level in Gompertz curve (Fig. 1.10).
As Weber–Fechner law Eq. (1.1) teaches us, we can easily recognize the dif-
ference if the level is low. When we speak in a small voice, everybody will
recognize the voice is raised when we speak in a little louder voice. But when we
speak in a loud voice from the first, most people cannot recognize if the voice is
raised and becomes a little louder. As the loudness of voice increases, we have to
raise our voices in much greater amount.
The functions and quality of our products are now quickly approaching the
saturation level of Gompertz curve. When their qualities were very low, our cus-
tomers could easily recognize their improvements. But today it is very difficult to
recognize how much they are improved.
Thus, we need to explore and create a new market. We have to find a blue ocean
instead of fighting on the red ones [4]. If we stay on the same track and keep
developing or keep improving our products, our customers do not understand how
better they become and they do not appreciate engineers’ efforts. We have to get off
such beaten tracks and explore the new tracks in order to create a new market.
Again, this calls for divergent engineering. Then, our customers will understand the
difference and appreciate our efforts. We have to remember that this new product
does not have to be a good quality from the first. Rather, only basic functions will
satisfy them enough. The fact that they now have a new kind of product will excite
them and as software development teaches us, if the quality grows with time, our
customers will be pulled in and they will become a lifetime customer. It is much
easier than to attract customers with high quality from the first. In fact, high-quality
products only focus on one time value. But such continuous prototyping approach
will produce lifetime value and develop lifetime relations with customers.
To understand the difference between one time and lifetime values, let us take up
hardware and software developments and compare them.
Hardware products are developed with fixed functions. They are developed to
satisfy the design requirements, and the final products are delivered which comply
with and satisfy all design requirements. Thus, hardware products are delivered as
finished goods (Fig. 1.11).
Software development used to be carried out in the same manner as hardware. But it
was soon found out that hardware and software are basically different. Hardware is
physical, and software is non-physical. So software developers introduced continuous
prototyping approach. All functions are not offered from the first. First only the basic
functions are offered and after users get used to the system and get confident, a little
higher functions are offered. Functions are upgraded step by step and upgrades are
carried out after the developer knows that their customers get used to the system. Thus,
the system grows with time and with the customer (Fig. 1.12).
And when customers get used to the system and get confident, they put trust in
the system. The more confident they become, the more trust they put in the system.
Hardware development style is exactly as the word hard indicates. It is difficult
to adapt to the changes. But software development is literally soft. It can adapt to
the changes very flexibly. Hardware development style is primary for mass pro-
duction. Unless we do not produce products in mass, it takes lots of money to
change the production system. Software development, on the other hand is soft, and
very much adaptable, it can easily personalize the system. Such a difference comes
from the fact that software is non-physical and hardware is physical. The new
emerging technology of additive manufacturing, however, will change the whole
situation, which will be explained later in Chap. 2.
Let us come back to the discussion about dreams and engineering. What are the
difference between dream and expectation? We could possibly divide them very
roughly in the following way. Dream is not rational, but expectation is more
rational. And most dreams are about the distant future, but expectations are more
about the near future and they are based on our past experiences. Expectations are
more likely to happen. Thus, when we say expectation, we presume its high pos-
sibility of realization.
1 Age of Smart Orchestration 11
Now, let us discuss sympathy and empathy in order to clarify the difference
between yesterday and today. To describe their difference concisely, sympathy is
the feeling that you care about someone else’s, while empathy is the ability to share
someone else’s feeling. In other words, when we say sympathy, your world and
someone else’s world are different. You live in your world, but you can care about
the feeling of someone else’s who is living in another world. Empathy, on the other
hand, your world and someone else’s world are unified (Fig. 1.13).
Therefore, we may compare sympathy and empathy to Web 1.0 and Web 2.0. In
Web 1.0, the producer and the user are different, but the producer assumes what the
user is expecting and they can produce such products and deliver them. The world
of producers and the world of users are distinctly separated, but when the world is
small and closed, they can understand the world of users and can produce what they
want. But as the world expands and becomes open, there are many ways of getting
to the goal and more often than not there are many diverse goals. Thus, as discussed
in the above as expectation management in consulting business, users would like to
have systems that work their ways. Thus, processes become more important in an
Open World than products.
Engineering is moving in the same direction as Web technology. It used to focus
on products, but we are moving into the age when processes become more
important than products. Product value is important, of course, but processes are
increasing its importance rapidly and process value needs more attention. Thus,
engineering is moving from Engineering 1.0 to Engineering 2.0 just like Web
technology.
Such transition was caused by the change of our outer world. There were small,
if ever, changes in our environments and situations yesterday. So we can make a
decision at the beginning. And in most cases, only one decision making is enough.
It is something like a railroad. As railroads have tracks, the only choice we can
make is to select which track or which train to get on to reach our destination. The
decision is made before we act. And once on a train, we are just carried to our
destination without worrying anything about decision making. But today environ-
ments and situations change so often and extensively that we have to make deci-
sions whenever there is a change. It is something like a voyage.
Our traditional approach was model-based. We make decisions based on a fixed
model. But today we have to carry out multistage decision making in order to
respond to the outer changes. Therefore, engineering yesterday was product-
focused. But as the lines of reasoning vary from situation to situation, more attention
must be paid to processes. So we could say we are moving from the age of products
to the age of processes.
bring us there. If the goal is just getting to the top, then it will be achieved easily
that way. But this is not self-actualization. How we get to the top or the processes of
getting there is important. If the path is very severe and challenging, it will satisfy
our challenging spirits and when we get to the top, we feel deeply satisfied because
we can demonstrate our capabilities. Thus, the process is important, not the result.
Therefore, if we recall Maslow’s Hierarchy, it is quite natural that engineering is
moving from product-based to process-focused.
Value is defined as
But when hardware products were dominant in market, this performance implied
the functions of a final product, because hardware is developed with fixed functions
to meet design specifications. So to be strict, the value in this equation implies
nothing other than profit to the producer, because users do not know how well the
product will perform until after they put it to use. Expectations vary from customer
to customer. And to be more rigorous, hardware products are physical so that they
deteriorate immediately after delivery. The functions described on catalogs are
those at the time of delivery and such deteriorations are not taken into consideration
and not explained. Prices are determined based on the functions at the time of
delivery.
But software is different. At the time of purchase, customers do not really know
how well it works. Hardware is physical so customers can guess how they would
work. But software is non-physical so it is very difficult for a customer to understand
how it works before he or she begins to use it. And they do not deteriorate and as users
get used to the system more, it works better. This is very much contrary to hardware
behaviors. Hardware performance deteriorates with time, but software breaks in
better and works better with time. This is because hardware is product-based, but
software is process-focused. Thus, in software, the value in Eq. (1.2) is truly user’s
value. Performance in Eq. (1.2) in software is really performance, or how well the
system works under user’s condition.
1 Age of Smart Orchestration 15
Japan is very rich with process business. For example, flower arrangements and tea
ceremonies are typical ones. Flowers may be arranged better by experts, but learning
how to arrange flowers is a challenge and is self-actualization. Some people arrange
flowers very differently from others. How they arrange flowers reflects their
personalities.
It is very interesting if we note that many ladies attend courses to learn brazing in
Japan to produce their own accessories, while the number of brazing workers is
decreasing. Workers are paid but they leave. Ladies have to pay, but more ladies
will come and join. This demonstrates how self-actualization is important for us and
how processes yield emotional satisfaction.
Another interesting example in the field of welding is that in Japan there is
National Qualification Test for Welding. It would surprise you if you know a large
portion of successful candidates in highest level qualification test is (open-air)
sculptors. This is because in open-air sculptures, each artwork is different and what
makes the job very difficult is that the object is not designed in such a way that they
can weld it easily and what makes the job more difficult is the parts to be welded are
not well preprocessed for welding. They did not undergo pre-stage machining as is
usually done at factories. Further, a sculpture is placed outside in an open-air so the
environments are very severe. Sculptors challenge all these difficulties to achieve
their artwork and in order to achieve this goal, they learn and acquire such highest
skills. This also demonstrates how we attach value to self-actualization and we have
to examine the meaning of process value in engineering.
We have to note that a software development curve or a continuous prototyping
curve is nothing other than a learning curve. The more we learn, the more confident
we become and this drives us to the higher expectations.
16 S. Fukuda
These facts suggest that we can leave such work as spot welding in automotive
industries to our customers. Most of the parts to be spot-welded need rigidity, but
not strength. So even if their skills are not good as workers, we could possibly leave
spot welding to our customers. Then, they would enjoy doing it their way and they
feel more satisfied and will be attached to the finished car because they made it
themselves, although it may be only a small portion of the whole job.
We introduce robots because the number of workers is decreasing. Further,
robots will reduce cost. The introduction of robots may increase value in the sense
of the producer, i.e., their profit, but it does not enhance value in any way on the
part of the customer. Indeed, costs may be reduced and the degree of variability
would be far less. But personalization needs more variability and if customers can
be a player in the game, they do not hesitate to pay more. Why do we have to care
so much to reduce the denominator cost? We should pay more attention to increase
the numerator performance. We should re-examine Eq. (1.2).
If customers can join such manufacturing activities, they can create their
experience and they can tell their stories to others. This also satisfies Maslow’s
needs so that it would increase emotional value. The products which our customers
join in design and manufacturing may not be so perfect or sophisticated as experts
do without such interruptions. But we have to remember again how customers will
be emotionally satisfied if they can get involved in production. Again, customers
pay for their satisfactions, not for product quality.
The above discussion demonstrates how performance has not been duly taken into
consideration in design and manufacturing from the standpoint of emotional
satisfaction.
In order to understand its importance better, let us take a steering wheel for
example. Wheels which steer very sharply will appeal to the young ones because
they respond to their quick actions. But such sharp responsive wheels will give
uneasiness to seniors. So the evaluation of functions depends largely on users and
situations. It is not function, but emotional satisfaction that we should consider in
design and manufacturing. In short, our traditional notion of performance in product
development was situation-independent. But performance is very much situation-
and context-dependent. The increasing importance of process values indicates such
underlying important of taking situation and context into consideration when we
discuss performance.
1 Age of Smart Orchestration 17
companies can keep their on-time performance rating high so that they can satisfy
their passengers. In other words, Rolls-Royce can keep airline network intact by
introducing PBTH.
Thus, airline companies receive the benefit, but it must be noted that it is also
beneficial to engine companies. They can organize their maintenance jobs better
and put them on schedule so that they can save time and labor. Thus, PBTH
established win–win–win relations among engine companies, airlines, and pas-
sengers. Satisfactions are far greater than those they feel when just a single engine
functions work well. Such benefits were brought about because engine developers
expanded their thoughts from just a single engine to a group of engines and how
they will be used in a networked operation. Such network-focused perspective
made everyone in the game emotionally and financially satisfied.
Another good example is Komatsu. They produce heavy construction equipment
in Japan. Although their business is primarily B to B and they sell their vehicles to
rental or lease companies, they developed Komtrax and put this online monitoring
system on their vehicles in order to identify how their end customers are operating
them on their construction sites. As conditions vary widely from site to site,
Komatsu have to know such data in order to design and manufacture well
fit-for-the-purpose ones. But their focus is primarily on a single equipment.
The greatest advantage this brought to them is not only expanding the functions
of their single equipment and increase their sales to rental and lease companies,
because end users specify Komatsu vehicle at the time of their rental or lease, but
what is more beneficial to them is they can identify timing for replacement or for
repair. Komatsu can organize their maintenance jobs and they can negotiate with
their customers about what time will work best for them for maintenance or for
repair. So construction companies are no more harassed by sudden failures or by
untimely inspections. They can pinpoint good timing for such jobs which would not
disturb their schedules. Thus, it is very beneficial for them, but it is also beneficial
for Komatsu. Although construction equipment is not networked, Komatsu can
prepare parts in time and they can run the job with the minimum number of
maintenance workers. Komtrax is a good example of how to schedule maintenance
better in spite of very widely varying operations. This is the case of adaptive
performance.
PBTH and Komtrax demonstrate how it is important to pay attention to pro-
cesses or how products are used by customers. When producer–customer relation is
a single node–single node relation, they did not have to care about processes or
work flows and how their products are used. But in an age of network, performance
should be studied from the standpoint of a network. In other words, attention should
be paid more to work flows or processes and how we can let them flow smarter
becomes critically important.
Recently the word performance contracting is becoming widely used. This also
indicates that as we are entering an age of networks, we have to re-examine contract
on the basis of such networks of products and operations instead of discussing the
functions of a single product. In other words, performance contracting may be
interpreted as a contract to establish win–win relation between the producer and the
1 Age of Smart Orchestration 19
user by sharing the same notion of performance, which indicates the increasing
importance of process values. In other words, performance comes to mean per-
formance of orchestration.
Although maintenance, repair, and operations are put together and are called MRO,
maintenance and repair are very much different. Maintenance is to restore the
degrading functions back to its original design requirement levels. So there could be
preventive maintenance. Even before a product or a machine fails, we can prevent
degrading before it begins. The remarkable progress of sensors developed such
technology as prognostics and health management (PHM) to keep machines
working in best conditions. Repair is always post-. There is no pre- in repair.
But we have to note that there is another big difference between the two.
Let us take our health for example. The word health in PHM is machine’s health.
What we are going to discuss here is our health. We all know doctor’s health and
our health are different. When a doctor says “You are healthy. But you have to
drink less to stay healthy,” then, do you feel you are healthy, if you love to drink?
We feel healthy when we can spend our life happily in our own ways. So feeling
healthy and being healthy in a medical sense are very much different. How a person
feels healthy varies from person to person. Just in the same way, machines work
best in their own ways. Users feel their machines work best when they satisfy not
only their needs but also their preferences.
Maintenance is technical, but repair is very much emotional. Repair needs
diagnosis before treatment. But maintenance is basically treatment and diagnosis is
not so much called for. Repair needs an engineering doctor, not a person with
doctor’s degree, but a person who has the same capabilities as medical doctors and
can carry out engineering diagnosis just as medical doctors do. As the interpretation
of health varies from person to person, there is no perfect recovery from illness. If a
patient feels satisfied and feel healthy, then the medical diagnosis and treatments
were successful. Likewise, there is no perfect recovery by repair. But what is more
important is while maintenance is nothing other than just putting everything back to
its original, repair is to keep the machines or the products running in their best
working conditions. It may not be a perfect health from the eyes of a medical
doctor, but it is our health we would like to recover. Best repair recovers our health.
Thus, repair needs much higher engineering capabilities. It needs the capabilities of
diagnosis in addition to those of treatments. And it should be noted that correct
diagnosis is not a good one for the patients. Diagnosis that meets patient’s
expectation is good from patient’s standpoint. Thus, repair must consider cus-
tomer’s expectations. Thus, it is more emotional than technical. In this sense, repair
and consulting business have lots in common.
In other words, medical health and maintenance are rational, but our health and
repair are emotional. It is described in Sect. 1.12 that the many recipients of the
20 S. Fukuda
highest level qualification in welding are now sculptors. This is because their
artwork is in essence the same as repair. Or it may be better to say the other way
around. Repair is fundamentally an art. As there is no pre-stage preparations done
on their materials and the conditions change from sculpture to sculpture, sculptors
have to carry out diagnosis before starting to weld. This is nothing else than the
procedures of repair welding.
In fact, the word repair comes from the same Latin word as prepare and it means
to prepare again. Thus, repair is to prepare the products to let them work again in
their best conditions, best in the sense of customers. So what differentiate it from
new product developments is that in repair, materials have been used and design
and manufacturing start with considerations about their past histories. Therefore,
repair calls for higher engineering knowledge and capabilities of diagnosis and
adequate judgment considering customers’ expectations, and thus, repair is more
difficult than new product development.
Behavior economist insists the importance of user experience (UX). I totally
agree. Their assertions are very much to the point. But they do not tell us how to
keep the value of UX. Their pointing out of the importance of UX can be inter-
preted as their way of saying doctor’s health and our health are different. They
assert our health is very important. But regrettably they do not tell us how we can
maintain our health.
In engineering, it is repair. Regrettably enough, although UX is attracting wide
attention, no so much attention is paid to repair. But both are the same in essence.
Repair is a way to keep UX as long as possible.
Although UX is sometimes discussed in connection with stories, their relation is
not so much often discussed. But when it comes to repair, we should keep in mind
stories play a very important role in diagnosis and judgement. Why do customers
want repair is because they would like to keep their UX as long as possible and it is
very much associated with their stories of using the product.
Harry–Davidson Owners Group (H.O.G.) is a good example. The members visit
HD factory often and it is not to observe what is going on there, but their main
interest is how they can share their stories of repairing their motor bikes themselves
or those of keeping them in good shape with workers. This storytelling or sharing of
UX put them more closely together and they truly become HD’s customers, not just
their motor bike riders. Thus, HD is selling emotional satisfaction beyond the
technical functions of their motor bikes.
In Japan, home renovation is now getting wide attention these days, because
Japan is one of the typical quickly aging countries and people would like to spend
their senior life in their old familiar homes, which have many stories about their life,
so they are very much attached to them.
Apart from such local topics, renovation becomes globally important and it will
increase its importance very quickly in the near future. We have to note that repair
and renovation are not necessarily the same. Repair is to recover our health. This
health implies how we spend our life in the past and we would like to get back to
the conditions of the past which we enjoyed. So Repair is to get back to the best
days of the past. Renovation is looking back into the future. Although we use many
1 Age of Smart Orchestration 21
parts or components of the past, we will attach many new ones to prepare for the
future.
Remanufacturing is also getting wide attention these days, but we should
remember that remanufacturing is technical and although repairing jobs may be
associated, it is not for securing emotional satisfaction as repair does.
But it must be stressed that the importance of remanufacturing is increasing very
rapidly. It is creating a new big market other than the new production, and
sometimes it may be bigger than the old, traditional ones. We have to remember
that although we are focusing our main attention to the production of new products,
we may not be able to stay on this track any more in the near future, because our
resources are limited. We have to change our perspective and pay more attention to
remanufacturing or repair. Although repair calls for very knowledgeable engineers
for diagnosis, the following jobs can be carried out by other less knowledgeable
workforce. The capabilities which are called for in these works are no different from
the current production of new products or remanufacturing. Thus, the concern that
the number of workforce will be reduced will not be the case. On the contrary, there
will be more jobs at many different levels because repair is so diverse. The number
of products may decrease, but the number of jobs will increase. Repair or reno-
vation will become major industrial activities in the latter part of the twenty-first
century.
And it should also be pointed out that sometimes old materials which have
stories yield better emotional satisfaction than new ones. Fritz Hansen in Denmark
use animal leather with scratches for their highest grade chair, although they can
produce far better quality artificial leather. This is because they can attach stories to
their chair if they introduce natural leather. Scratches bring more emotional satis-
faction than high-quality artificial leather.
Thus, repair or renovation brings emotional satisfaction to customers and per-
formance in this case is again emotional performance.
1.16 Summary
Up to now, we have been doing our best to play our own musical instruments
better. But as Internet of Things (IoT) [6], Cyber-Physical Systems (CPS) [7], and
Industrie 4.0 [8] indicate products are getting more and more connected. We cannot
play our own instruments alone. We have to play as a member of orchestra. But this
orchestra is different from other conventional orchestra. There is no conductor or
director. We have to orchestrate by our own initiatives. Thus, we need an ability of
empathy in this connected world to achieve the greatest emotional performance.
Thus, it is not just an age of orchestration, but it is an age of smart orchestration.
22 S. Fukuda
References
1. http://www.nobelprize.org/nobel_prizes/economic-sciences/laureates/1978/
2. Keynes, J.M (1936) The general theory of employment, interest and money, Palgrave
Macmillan, London
3. Schon, D.A (1984) The reflective practitioner: how professionals think in action, Basic Books,
New York
4. Kim, C, Mauborgne, R (2005) Blue ocean strategy: how to create uncontested market space and
make competition irrelevant, Harvard Business Review Press, Boston
5. Maslow, A.H (1943) A theory of human motivation, Psychological Review, 50 (4), 370-396
6. http://www.rfidjournal.com/articles/pdf?4986, Retrieved 30 Sep 2015
7. http://www.nsf.gov/pubs/2008/nsf08611/nsf08611.pdf, Retrieved 30 Sep 2015
8. http://www.acatech.de/fileadmin/user_upload/Baumstruktur_nach_Website/Acatech/root/de/
Material_fuer_Sonderseiten/Industrie_4.0/Final_report__Industrie_4.0_accessible.pdf,
Retrieved 30 Sep 2015
Chapter 2
Composing a Product Network
for Emotional Performance
Shuichi Fukuda
2.1 Introduction
S. Fukuda (&)
System Design and Management, Keio University, 4-1-1,
Hiyoshi, Kohoku-ku, Yokohama 223-8526, Japan
e-mail: shufukuda@gmail.com
We have to recognize 11 best does not make up a best team, i.e., forming a team
with 11 best players does not work. Best 11 is not 11 best. Each player may not be
best as an individual, but if they team up in the best way, they can establish a best
team [1].
Therefore, we have to change our focus from forming a network of best func-
tioning products to composing a best functioning network of products. The word
composing is used in the same sense and meaning as in musical composition. We
compose music to express our feelings. So network composition means we compose
a network of products to satisfy our emotions. It is not just an assembly of product
functions. It is far beyond that. A team performs far better, if composed appro-
priately, than a single player does. Team of players produce music that sounds very
differently from that of each single player. Thus, we have to move from traditional
performance, which focuses on individual products to network performance. We
have to move from 11 best toward best 11.
2.2 Decomposition
Music may also have started from decomposition, but today, musicians’ primary
focus is on how to compose music and few, at least to my knowledge, study how
the real world is decomposed into music.
In engineering, on the other hand, the necessity of decomposition was realized
very early when products became large and complex. In the real world, most
physical things are continuous or analog, at least to our eyes. When we made tools
or products in the early days, they are quite small and simple. So we designed and
manufactured them as we learned from nature. Thus, they remained continuous or
analog all the way or all through their life cycle. But after we succeeded in pro-
ducing such small and simple products, our expectations grew much higher and we
moved toward producing much larger and complicated products. Therefore, we
could no more produce them as a continuous or analog object. We have to
decompose them and break them into smaller parts, which are small enough to deal
with.
2.3 Modularization
The word modularization is getting very popular and coming to be used widely
today. But if we look at it as discretization, its history is very long. When products
became larger and more complex than we could handle, we broke the object into
parts and assembled them into a product. It is our wisdom how we can deal with
such large and complex objects with our limited resources.
Decomposition discussed in Sect. 2.2 is one of such examples. Of course, it
called for another sophisticated technology for assembling these parts into a final
2 Composing a Product Network for Emotional Performance 25
product. But the progress of technology was so rapid that soon we could assemble
many different parts into a product as we like. Thus, today, when we say modu-
larization, it implies not only discretization, but also assembling of discretized
parts. So from now on, let us assume that modularization means both discretization
and assembly. In the earliest days, the focus of modularization is on physical sizes
or dimensions. We just broke large size products into smaller size parts.
But soon not only sizes but the number of functions increased with increasing
complexity. We found out that if we break the product not only into smaller sizes,
but into parts with particular functions, we can design more complex products far
easier. Thus, modularization soon came to mean functional modularization. And
although sizes were not less important, the greatest attention came to be paid on
how we can divide functions and allocate them appropriately into parts.
This is the history of modularization of hardware products. But when software
emerged as new technology, it is no more physical so modularization became solely
the problem of functional modularization.
With increasing complexities, hardware and software came to be used together
as we can easily observe in mechatronic systems. Today, software became an
indispensable partner for hardware. So now, we have to consider modularization
from both perspectives, physical and non-physical.
Looking at modularization from the standpoint of graph theory, it is nothing
other than representing products as a network. Each node has attributes (sizes,
functions, etc.), and a link is the interface between the nodes (parts).
But we have to remember that if we look at modularization from a different
perspective, i.e., from the standpoint of design, not only we have to consider
decomposition for making things easier, but we also have to pay attention to how
we can compose them better for design.
We decomposed or discretized our continuous objects into modules, or nodes in
graph theory terms, mostly based on our experience from nature. So we did not pay
too much attention how attributes can be allocated to modules. Software changed
the scene. Software modules are non-physical and it is totally artificial so we have
to consider how we allocate attributes to each module. Hardware followed suit,
because with increasing complexity of functions, we have to consider how attributes
can be allocated best to each module from the standpoint of design. We need to
design a module with only attributes needed for its functions.
Modularization is getting wide attention these days in automotive industry,
especially in the field of passenger cars. But the history of modularization is very
long and how we divide modules depends on how we allocate functions. So if the
functions are common to all models, you can use the identical model for all of them.
Automotive companies call it a platform and they put on different kinds of modules
on top of it to characterize their models. But the same idea was already carried out
in truck industry from long time ago (Fig. 2.1).
The identical chassis can be used for all purposes. But the cargo body has to be
developed case by case to meet different needs. So truck producers divide the
chassis and cargo body, and different companies develop and produce them.
Passenger car industries are just following suit.
26 S. Fukuda
used primarily for analysis. Then, what technology will enable us to design a product
with the concept of modularization? It is additive manufacturing.
build an architecture with it. But weakness is a property related to strength and
rigidity is another. But most of us fail to discriminate them. If we design appro-
priately, we can secure rigidity so that we can build homes, churches, etc., using
papers (Photos 2.1, 2.2 and 2.3).
Many architects are now paying attention to papers, and they are pursuing paper
architecture [2]. This demonstrates how it is important to decompose attributes in a
proper way. This idea came from origami, or paper folding. Although we fold
papers, most of them are very simple ones (Photo 2.4). We have to know we can
fold them into very complicated ones (Photos 2.5 and 2.6). In fact, it is not an
exaggeration to say that any shape can be folded.
In addition, origami or paper folding plays a very important role in developing
deployable structures, which are required in space.
These examples are very much interesting as they demonstrate how our tradi-
tional culture serves for the progress of engineering. But they are still focusing on
tangible attributes. But if we remember the phrase “silence is golden,” vacancies or
emptiness should have some meanings in our life. Up to now, vacant spaces have
been created unintentionally after pursuing to realize the desired functions with
desired geometry. Or they were results of engineering design as described in the
above with a truss structure example. Anyway, these vacant spaces were leftovers
from engineering design, and they were not intentionally created. But if silence is
golden, then we have to change our focus from words to silence. That is, from
tangible space to intangible space or vacant spaces. At least to my knowledge, we
have never tried to design a product by focusing first on vacant spaces. It is
certainly important when to keep silent during conversations. Thus, silence has
meanings. We have to design when we should keep silent to communicate better.
Likewise, vacancies or empty spaces have meanings. But up to now, we only paid
attention to words and forgot how to design when to keep silent.
Quite interestingly enough, Prof. Shunji Yamanaka and his group at the
University of Tokyo are now starting a project how to design empty space (Photos
2.7, 2.8, 2.9, and 2.10).
They utilize AM, and AM made such an approach possible. AM opened doors to
the new world of design where words and silence can be orchestrated, and let them
work together harmoniously.
In fact, if we recall Fourier transform analyzes time series and it transforms a
function of time to a function of frequency, and further space and time are asso-
ciated with it, it is reasonable enough that silence is a signal and has a meaning. So
is empty space, too.
AM has a potential to let us communicate much better with the outer world than
the time when we paid our attention only to words. It will make our design much
more interactive and communicative. Our designs up to now have been more or less
one-way communication.
combine them and create personality or uniqueness. So when ladies rent such a
wedding dress, they feel this is the dress just for her. Thus, ladies feel very much
satisfied.
This idea is fundamentally the same as the one automotive industries are prac-
ticing with passenger cars. But automotive companies are focusing their attention
on such matters as cost reduction, efficiency, etc. The main interest of fashion
industry is to provide emotional satisfaction. Indeed, ladies would not care to pay
more, if they are fully satisfied. All fashion industry is practicing such emotional
modularization and pursuing emotional performance.
Engineering companies are now chasing after them. Daihatsu, for example,
developed Copen which is composed of changeable parts (Photos 2.12 and 2.13).
At this moment, experts are producing these parts, but it is expected customers
themselves can produce such changeable parts and will enjoy changing them in the
near future with the help of such technologies as AM. Thus, we may have car codes
just as we have dress codes. In fact, dress code is a composition of a network of
dress parts to meet situational and cultural requirements.
References
1. The secret is to work less as individuals and more as a team. As a coach, I play not my eleven
best, but my best eleven. Knute Rockne http://www.brainyquote.com/quotes/quotes/k/
knuterockn390851.html, Retrieved 7, Oct, 2015
2. http://origami.c.u-tokyo.ac.jp Retrieved 7, Oct. 2015
Chapter 3
Humor Engineering in Smart
Environments
Anton Nijholt
Keywords Humor modeling Smart environments Sensors Actuators Video
games Entertainment technology
3.1 Introduction
It is quite unusual to talk about the modeling of humor. Humor seems to escape
from every rational explanation and therefore also from every algorithmic calcu-
lation. How can we ever expect that a non-human such as a computer can under-
A. Nijholt (&)
Faculty EEMCS, Human Media Interaction, University of Twente, PO Box 217,
7500 AE Enschede, The Netherlands
e-mail: a.nijholt@utwente.nl
stand a joke like: ‘A dyslexic man walks into a bra.’? Or ‘Three men walk into a
bar… Ouch!’ Admittedly, these are two well-known meta-jokes, variants of a
particular kind of jokes that start with ‘Three men walk into a bar …,’ and therefore,
they do not ‘only’ require real-world knowledge about stereotypes and their con-
tradictions, but also about a culture of joke telling. Moreover, a joke-telling culture
in Europe or the USA will be different from a joke-telling and humor-sharing
culture in, for example, Arabic countries. A Hollywood culture that has embraced
icons as Marilyn Monroe will be more receptive to jokes about dumb blondes than a
culture where women are expected to cover their hair or both face and hair.
Obviously, there is more about humor than jokes. Humor appears in sitcoms, in
movies, and on stage, but humor also appears in the street, in public spaces, and on
public transport. We encounter humor in daily interactions, not only in spontaneous
conversational face-to-face interactions between humans, but also when encoun-
tering unexpected situations, not necessarily involving other human partners. Such
unexpected situations and events can be accidental, but they can also be created,
just as we can create jokes. Throwing a banana peel on the street can lead to a
humorous event. What about digital banana peels in the streets of smart cities?
What about digital pranking?
Our aim in this chapter was to investigate how we can use smart sensors and
actuators embedded in smart environments to create or help to create humorous
events. There are various ways to use smart technology to realize or help to realize
humor. A smart environment can have a sense of humor and make decisions how to
use its sense of humor to create humorous situations or otherwise act in a humorous
way for its inhabitants. A less autonomous way to deal in a humorous way with its
inhabitants is to have smart technology embedded in the environment that does not
always act as can be expected from its appearance, context of use, or function. This
smart technology will surprise us in a humorous way when we try or need to use it.
A third way to use smart technology in order to create humorous events is when
inhabitants of smart environments can arrange or introduce sensors and actuators in
such a way that humorous situations can be expected to emerge. At this moment,
we can only expect to have some success with the latter two ways. And we have to
lower our aims to present a humor survey from which we can learn how to
introduce humor and what kinds of humor in smart environments, rather than being
able to provide guidelines for designing sensor and actuator configurations that
facilitate humor creation.
In Sect. 3.2, we have some observations on humor theories. Formal approaches
to humor aim at the description and analysis of particular instances of humor, in
particular jokes and wordplay. They do not yet allow an algorithmic detection,
analysis, or generation of humor in general. We nevertheless can learn from
attempts to describe or categorize humor, even when these attempts focus on verbal
humor and more in particular on jokes. It may be possible to generalize aspects of
these theories to the description, understanding, and creation of visual jokes,
humorous products, humorous behavior, and humorous events.
In Sect. 3.3, we discuss humor as it appears or can be created in real life, in
products, cartoons, animations, movies, and games. In particular, we will look at
3 Humor Engineering in Smart Environments 39
diminishes because vulnerabilities become visible, and physical, moral, and social
behavioral shortcomings become clear. Clearly, this humor happily accepts the
stereotype characterizations we have of women (blondes), mothers, lawyers, Jews,
Muslims, et cetera. So we can enjoy jokes about blondes that do stupid things,
lawyers that make right what is wrong, or population groups, minorities, or
immigrants that show their stupidity in procedures how to change a light bulb. This
superiority humor also shows when we laugh because someone slips over a banana
peel, someone’s stupid behavior leads to a humorous situation, or when we play a
prank on someone. When modeling humor, one may ask how this superiority aspect
of humor can be included in formal models of humor appreciation and creation.
Relief or release theory is about the functions of humor. Why do we need humor
and why are we open for humor? One answer might be that we love to be superior
to others, but in relief theory, the focus is rather on how humor escapes certain
censors in our consciousness that tell us how to behave and think. Humor addresses
inappropriate behavior and inappropriate thoughts. A society that tolerates humor
allows us to pass these censors and express inappropriate thoughts through humor,
and is the society does not allow this humor it can be expressed among friends and
other trusted members of a community. Inappropriateness does not only refer to
mentioning and make explicit ‘taboo’ behavior (e.g., making references to sexual
acts), but it can also address inappropriate reasoning. There are many jokes that
follow a kind of reasoning that contradicts our cognitive logics, making us aware
how we can be fooled ourselves, being a victim of the joke, but nevertheless feel
relieved when we understand how the joke has played with our cognition and how
we have been fooled.
Finally, we mention the incongruity or the incongruity resolution theory. While
the earlier mentioned theories informed us about why we are happy with and ask for
a confrontation with humor (superiority theories) or why we appreciate and expe-
rience humor that introduces issues that are not assumed to appear in daily life
conversations or interactions (relief theories), the incongruity viewpoint emphasizes
the role of cognition in understanding humor. That is, in understanding a humorous
remark or a humorous situation, a cognitive shift is required, where the shift
requires replacing one interpretation, the initial and usually stereotypical interpre-
tation, with an interpretation that emerges because of additional information that
contrasts the earlier available information. In other than language media, ambiguous
information can be presented in parallel. For example, in a cartoon, we can have a
contrasting visual ambiguity or we can have cross-modal ambiguities, where
information becoming available from one modality contrasts information becoming
available from a different modality. The humor incongruity theory usually refers to
language ambiguities that are resolved while processing utterances. But
non-language or non-language-only incongruity humor can be distinguished as
well. In this chapter, our focus is on incongruity humor. But, incongruities are not
necessarily language incongruities. There can be incongruity between appearance
and behavior, incongruity between words and image, or between a context of use of
a product or tool and its intended use and context of use. Unfortunately, other than
language, incongruities have hardly been investigated. In contrast to the other
3 Humor Engineering in Smart Environments 41
But generation of verbal humor where the domain and the context limits the way
humor can or needs to be expressed can help to design humorous and enjoyable
applications.
Of course, modeling humorous behavior, humorous interactions, and humorous
situations or events is a task that can be considered as even more difficult as
modeling verbal humor. In previous years, we have seen a growing interest in a
computational approach to the modeling of social and physical behavior of humans
and human daily life activities. This interest became alive with the emergence of
notions such as the ‘disappearing computer,’ ‘ambient intelligence,’ and ‘pervasive
computing.’ These viewpoints assume the existence of computational intelligence
that has become part of our daily life environments. Smart sensors and actuators
being part of an Internet of Things monitor and interpret our behavior and activities
and do not only support them, but also anticipate them. Sensors can collect
audiovisual information, but also tactile and physiological information. Moreover,
these sensors can register and understand explicit commands or requests, and
compute appropriate feedback. Recognizing and interpreting facial expressions,
body postures, gestures, nonverbal speech, and social signals in face-to-face
communication are now well-established research areas. There is also much interest
in tracking individuals, detecting and interpreting (social) group behavior and
multiparty interaction. However, we can repeat what we said about modeling
language behavior; the interest is on modeling regular and stereotypical patterns,
rather than on irregularities, incongruities, unexpected and unusual behavior,
interactions, and activities that we associate with humor.
We have two stereotypical but ‘clashing’ or opposing situations. The first per-
spective on the situation is that of a professional medical team, ready to do a routine
operation, calming down the nervous patient. The second perspective is that of
someone performing a new task for the first time in public, being nervous, and some
friendly reassurance is provided by a more experienced person supervising the task.
As mentioned earlier, AI research has introduced ‘scripts’ to describe stereo-
typical situations. In this case, the two scripts have a huge overlap, but at the same
time are extremely contrasting or opposing. Our first perspective changes into the
second one because of new information that is becoming available. We make a
cognitive shift from a first interpretation of the situation to a second one. It is not
just a slight misunderstanding, but it requires, due to the opposition in the per-
spectives, a completely different interpretation of the situation. In humor research,
overlapping scripts and strong opposition in scripts are called the ‘necessary’
conditions for humor. Whether they are also necessary conditions or whether other
conditions need to be introduced very much depends on their formalization, and
unfortunately, these formalizations hardly exist. In humor research literature, we
can find some observations on additional conditions. Incomplete and ambiguous
descriptions of a situation allow expectations, overlap, and surprise interpretations.
In addition to the cognitive viewpoint, it is often possible to detect aspects of
superiority [12] or relief in verbal jokes. Often, there is some kind of unexpected
diminishment of one of the main characters when shifting from the first to the
second interpretation of the situation [1], in agreement with a less obvious
stereotypical second situation.
It seems that the incongruity theory allows us to conclude that for each particular
joke, we can find two overlapping and opposing scripts with which to explain the
joke, but there is no chance yet that we can design algorithms that with arbitrary
text or arbitrary joke as input recognizes which script (of the myriad of scripts that
are necessary to describe every possible situation) should be chosen and because of
which ‘overlap’ cues the algorithm needs to choose a different, usually less likely
script, and because of which ‘opposing’ cues the algorithm has some certainty in
concluding that humor is intended. Maybe we should call it an unwholesome way
to continue computational humor research with that aim.
There is no chance that we can ever describe all our knowledge with scripts and
can design algorithms to decide when a script should be replaced by a different one
because of new information that is introduced or new topics that enter a conver-
sation or are addressed in a text. Clearly, this is a general problem in artificial
44 A. Nijholt
intelligence and natural language understanding by computers. That is, we may ask
how we get knowledge representation and reasoning modeled and implemented in
order to have a computer understand a joke such as ‘A dyslexic man walks into a
bra,’ among all utterances, it has to understand from its models and reasoning
capabilities that have become part of algorithms that decide that this is funny.
Humor research with the aim to create algorithmic understanding of verbal humor
as it appears in jokes or in spontaneous humor cannot be expected to yield usable
results in the foreseeable future. It certainly does not mean that we cannot learn from
this research. It can help us to understand how to design humor or to introduce
conditions that are necessary for creating humor in a particular situation. We can
sometimes give an incongruous (purposely wrong and contrasting) interpretation to
an utterance. There is overlap, and there is opposition. We can change a drawing in a
cartoon by adding a text that leads to incongruity—again, overlap and opposition.
We can design a product with an appearance that contrasts its function—here again,
overlap and opposition. Sometimes, we create humor by making slight changes to an
environment or events that are meant to confuse others, and their confrontations with
this unexpectedness are humorous. This creation can happen spontaneously, just
seeing the possibility and being in a playful mood. Sometimes, it takes the form of
well-prepared practical jokes. Rather than making physical changes to an environ-
ment in order to generate a humorous situation, we can also think of observing a
particular event and expressing an interpretation that satisfies some of the less
important aspects of the event, but opposes the main characteristics of the event.
Instead of looking at incongruous verbal and physical changes and interpreta-
tions of utterances, drawings, products, and events, we can also think of introducing
new elements and conditions that make it probable that humor will emerge. For
example, we can change a physical environment by throwing a banana peel on the
street. There are two situations, one with banana peel and one without banana peel,
and there is overlap and the banana peel being there is the condition that can change
the non-humorous event of a person walking on the street to an overlapping event
(same person, same street) where the controlled walking changes into a loss of
control of limbs and balance, resulting in a fall—again, overlap and opposition.
Throwing a banana peel on the street is not an incongruous act, and it does not
guarantee that someone will slip on it. The emergence of humor is facilitated, not
guaranteed. But clearly, all elements of humor theory are there. There is overlap,
and there is behavioral incongruity. Moreover, there are superiority and dispar-
agement elements involved, and we feel relieved that it did not happen to us.
Our main aim in this chapter is to discuss the ways humor can appear in future,
digitally enhanced environments. But first, we need to make a transition from
humor as it appears in language to humor as it appears and is constructed in other
3 Humor Engineering in Smart Environments 45
Various authors have introduced inventories of humor. They contain lots of dif-
ferent kinds of linguistic humor, so, here, we extract the other forms of humor that
are mentioned and that receive usually much less attention and explanation. These
inventories show us what we consider humorous. What kinds of events or behavior
or interaction are considered to be humorous? There is no explicit explanation why
we consider them humorous. There is no development of theory. But we certainly
can analyze many or maybe all items in these inventories in terms of the three
humor theories we mentioned before (superiority, relief, and incongruity theory).
However, this has hardly been done. Modest attempts to analysis can be found
46 A. Nijholt
Cartoons can be studied as drawn jokes [14], but cartoon drawings usually contain
text in captions or text balloons, offering many extra cross-modal incongruities, that
is, incongruities between text and drawing. We can have absurdities and can have
meta-cartoon humor, where a character comments to the reader about its behavior
or where the cartoonist enters the drawings or plays with the frame in which the
drawings have to appear. In cartoon drawings and accompanied text, there is no
need to follow laws of logic, physics, or even the regular laws of cartoon drawing.
48 A. Nijholt
In a more extreme form, this is also the case for animated movies. In these cartoons,
we have the extra dimensions of change of environment, nonverbal behavior,
movement, speech, and sound. There is no problem, on the contrary, because it
allows extra humorous effects, to introduce incongruities that are mentioned in the
typologies that we introduced in the previous subsection. Moreover, since the
movie director has fully control over his tools, not differently from a stand-up
comedian that configures language constructs to create a joke or a cartoonist that
draws a cartoon or a series of cartoon drawings that end with a punch line drawing,
this movie director can also introduce incongruities that follow from not obeying
laws of logic, laws of physics, and laws of behavioral conduct. In his autobiog-
raphy, Chuck Jones, author of the Roadrunner cartoons, explains his laws of car-
toon creation [16]. A playful view on the laws of physics in cartoon movies can be
found in [25]: ‘O’Donnell’s Laws of Cartoon Motion.’
Obviously, we can find lots of humor in comedy movies with Buster Keaton,
Harold Lloyd, Laurel and Hardy, and Charles Chaplin. In [8], an attempt is made to
characterize and explain this humor. In fact, Carroll provides excellent explanations
of humor exploitation in silent movies. He considers ‘sight gags,’ and here, we
summarize his observations as we did in [22]. Carroll mentions that a sight gag
provokes amusement because of the juxtaposition of incompatible interpretations.
He identifies six distinct categories of sight gags in films, and in each of them, the
directors appear to play with different interpretations. We can recognize such
playing with interpretations in his opinion, from the perspectives of both the
spectator (the viewer of the film) and the characters in the film. The six categories
that are mentioned are as follows:
(1) The mimed metaphor, where we can see an object either literally or figura-
tively (Charlie Chaplin treating a boot as a meal);
(2) The switch image, where we are presented with a view on a particular situation
or event, but when zooming in or out, or with a change of camera position we
learn that we misinterpreted the initial, visually ambiguous, scene;
(3) The switch movement, where an actor attempts to have his behavior reinter-
preted (e.g., from inappropriate to appropriate) by other characters in the film;
(4) The object analog, similar to the mimed metaphor in the sense that an object is
used or treated in an unusual way, but it has similarities to an object that is
meant to be used that way; again, this requires two interpretations: One is the
literal one and the other is the metaphorical one;
(5) The solution gag, maybe not completely distinct from the previous categories,
where the audience enjoys the wit of the protagonist to escape from a
threatening situation by behaving or using tools in incongruous ways;
(6) The mutual interference or interpenetration of two (or more) series of events
(or scenarios).
As mentioned by Carroll, this latter category is the most frequent form of the
sight gag. Series of events can be staged with the director’s aim to produce different
plausible interpretations. Creating different points of view that are plausible can be
3 Humor Engineering in Smart Environments 49
aimed at the audience; that is, they can be aimed at fooling the audience. But it can
also be the case that the audience is aware and gets its enjoyment from the char-
acters that are not aware of an interpretation of events that is available for the
audience. In both cases, the audience can enjoy what is happening. There are
incongruities to be resolved by the audience, and there are incongruities that can be
observed and enjoyed by the audience while watching the characters trying to deal
with them.
As we noted in the previous section on real-life humor, in contrast to the telling
of jokes, there can be both a sequential way of presenting or detecting incongruities
and there can be a more immediate display of incongruities. The scenes do not
change when we become conscious that there is more than one interpretation, which
means there is complete perceptual overlap. The humorous effect is obtained by
opposing interpretations (e.g., made possible by a changing camera view, or by
emphasizing a possible metaphorical view), going from inappropriate to appropriate
behavior or the other way around, or using a tool or handling an object in an
unusual way. We will return to this latter aspect in the next subsection.
Notice also that in contrast to the typology of Morreal, there is explicit attention
for the role of the creator of humor and possible ways, using camera techniques and
design of narratives, to mislead the audience in order to create a humorous event.
There is also the possibility to make the audience an ally in the creation of a
humorous event by letting them have more information about situations than is
available for those who have to suffer a prank. Clearly, an audience can also enjoy
humorous confusion and humorous misunderstandings that can occur because of a
director’s playing with narratives where there is no ‘suffering’ at all. As our aim in
this chapter is to collect views on humor creation, rather than on understanding,
these are useful observations from the point of view to use them when we want to
discuss the creation of humor in smart environments where rather than ‘just’ a
camera we have digital technology in the form of sensors, actuators, multimedia,
and computing power at our disposition.
It is certainly the case that in cartoons and comedy movies, directors, script writers,
composers, and artists (movie stars) are involved in a humor creation processes.
But, obviously, humor usually appears in every movie where actors interact and get
involved in events. In cartoons such as the Roadrunner or Pink Panther cartoons,
there is no need to follow whatever rules of every day’s common sense, appropriate
behavior, and regular physics require. In common with jokes, cartoons, and movies,
products are designed. And designers are using their freedom to design humorous
products. In smart environments, we will have smart objects and tools. We can
interact with them using different modalities (speech, touch, smell, taste, vision),
and they can enter the interaction using their intelligence and its translation to a
multimedia interaction act display. However, before being able to discuss such
50 A. Nijholt
incongruities can appear inside each of these aspects and between these aspects.
More detailed views on incongruities have not yet been explored.
Spontaneous humor appears in real life. Spontaneous humor can also appear in
game environments. Video games are synthesized environments that allow us to
interact with the environment or with other gamers in competing or collaborating
ways. We can communicate and negotiate with others about our contributions to a
game, we can take part in activities, and we can explore game environments on our
own. There are games that have been designed with the aim to have humorous
interactions between gamer and game environment.
Unlike the passive listening and seeing experience when someone tells us a joke,
when we watch a sitcom or a humorous TV commercial, when we watch a stage
performance, or when we watch a movie, video games are about interaction. In
principle, a user’s interactions are anticipated, including the many ways a user can
fail to perform a certain interaction. Game designers, who maybe not the designers
of first-person shooter games, have introduced humor in games, for example, in
adventure games, games where users have to exploit the environment and have to
make decisions about how to continue, and while doing so get humorous com-
mentary and sometimes are confronted with humorous actions of the non-playing
characters (NPCs) or humorous behavior of the environment. In some games,
players are challenged, sometimes implicitly, to reach a goal as fast as possible.
Other games can be played more leisurely and allow relaxed social interaction. In
massively multiplayer online role-playing games (MMORPGs), we have teams of
players that discuss strategies and try to humiliate and destroy opponents, preferring
creative and humorous ways to do so.
In games that employ humor, we can find back the incongruity techniques that
were mentioned in the previous typologies. At this moment, there is not sufficient
artificial intelligence that allows situation-aware autonomous behavior of NPC.
Hence, it is almost impossible to give them an active role in attempts to create
spontaneous humor. Although it is not spontaneous, in good games ‘canned’ humor
is integrated in the game similar to the integration of sound and music in a game.
Situational humor can be introduced in MMORPGs by actions of human players
without that NPCs and game environment are aware of this and without a game
designer intentionally having facilitated this kind of humor. On the contrary, humor
often emerges because of this unawareness. We enter a gray area between canned
humor and situational humor when the game designer introduces ‘laws’ in a
physical engine that do not match with what we are used to in our daily life
environments. Maybe we can walk through walls, see through walls, become
invisible, or have eyes in the back of our head. Having unusual game physics, weird
shortcuts, non-Euclidean geometries, intriguing perspective play, and other sur-
prising game elements (e.g., the use of panels and the portal mechanics in the Portal
52 A. Nijholt
We have become familiar with the notions of pervasive computing, the ‘disap-
pearing’ computer, and the Internet of Things. Smart technology becomes
54 A. Nijholt
integrated in our domestic and work environments, but also in public and urban
environments. Sensors and actuators (or robotics) will be everywhere, whether it is
in our home, our kitchen, the kindergarten, the school, concert hall, museum or
stadium, or on the streets. And, obviously, we carry them with us, whether it is in
our smartphone, smart watch, or smart glasses or in the clothes we are wearing.
This smart technology can introduce more smartness in our life, helping us to lead a
more active and efficient life.
However, there is more than efficiency in our daily life, our daily activities, and
our daily interactions with partners, family members, colleagues, or whoever we
meet during a day, which is not efficiency-oriented. Often it will be not. Therefore,
it is rather unsatisfactory that social, playful, and humorous aspects usually are not
addressed. They are of course the most difficult issues to address, and they are
addressed in research on affective computing, on social behavior of virtual agents
and robots, and sometimes in research on tangible interfaces. Rather than seeing
such research reflected in the design of smart environments, there are initiatives to
introduce such aspects in the context of digital cities. The notion of ‘playable cities’
has been introduced to emphasize that smart technology can be used to introduce
playful elements in a city. It also provides a role for the city dwellers [10, 24]. They
are assumed to play and contribute, rather than just experience and consume. As an
example, we can mention the ‘Hello Lamp Post’ project in Bristol (UK) where
citizens were given the opportunity to communicate with lamp posts, mailboxes,
and other street furniture that kept a memory of such conversations and used it in
subsequent interactions with other passers-by.
There are some tendencies we should mention to support our views. Nowadays, we
see successful attempts to engage children in designing and programming games
and playful applications and tangibles that use sensors and actuators (robotics) with
the help of tools such as Scratch, Makey Makey, and simple microprocessors such
as the Arduino microcontroller [9]. Children become grown-ups who, despite that
they are not necessarily experts and computer scientists, know that tinkering with
digital technology can be fun, and they can pimp, personalize, and modify con-
figurations on their own and in addition design their own playful extensions of their
home environment. As an example, in [2], an overview of objects is presented that
have been designed by students in a Delirious Home project, a smart home with a
sense of humor.
Home activities can be extended to activities in the neighborhood. In human–
computer interaction research, there is already a tendency to design for commu-
nities and engaging communities in design that addresses their local issues. For
example, in the Neighborhood Networks project [11], a research group cooperated
with a local community and supported them in learning about sensors and actuators
3 Humor Engineering in Smart Environments 55
and implementing them in their neighborhood to monitor traffic and air pollution
and triggering playful alerts when speeds were too high or air quality too low. Other
projects have looked at providing public artists or political activists with tools that
can support their activities [17].
In [37], commonalities in these creative practices are discussed. They mention
inventive leisure practices, in which activities such as hacking, tinkering, DIY, and
crafts are included. Whether it is about game environments, playful and smart cities,
domestic settings, or neighborhood activities, the following similarities can be
distinguished: sharing of ideas, resistance, repurposing and challenging authority,
skill development, learning by teaching, managing reputation, being member of a
social group, sharing norms, and senses of identity. Hence, it is not a big step to go
from mischief humor in games to mischief humor in smart and playable environ-
ments, including cities. In game environments, our activities are monitored and
restricted by game rules. They take effect by virtual sensors and actuators. In
digitally enhanced physical environments, we have physical sensors and actuators,
and rather than just aiming at efficiency, they can be employed for generating
humorous situations as well. These digitally enhanced physical environments are
already used for gaming. Various video games have been translated to games that
can be played in (digitally enhanced) physical environments. Urban games are
designed that are making use of the wearables of the players and location-based
sensors.
Our future life will take place in environments that resemble game environments
and that are cocontrolled by engines (kitchen engines, home engines, public space
engines, etc), similar to game engines. This smart technology can be equipped with
scripted humor, but we can as well expect ‘accidental,’ spontaneous, and mischief
humor, as we mentioned before for game environments. Moreover, we can expect,
again similar as in game environments, the emergence of communities or short-term
collaborations, for example in hackathons, in order to find weak spots, make
modifications [35], and ways to ‘play’ the smart environment or the digital city in
ways never intended by the designers. Hackers can collaborate to change config-
urations of sensors and actuators in such a way that humorous situations can occur.
Obviously, also comparable with game environments, there will be antisocial
behavior, and not every sense of humor will be appreciated by the ‘victims’ of such
humor.
3.5 Conclusions
In this chapter, we surveyed the various ways humor appears in our life. Rather
than, as is usually the case, having a focus on verbal humor, we investigated humor
as it appears in situations and events, both in real life and in movies, in products,
and in game environments. We argued that humor will become part of smart
environments. Using sensors and actuators, designers can design humor using our
observations or they can facilitate humor creation by others by providing tools. By
56 A. Nijholt
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Chapter 4
Engineering for Human Pleasure
Masashi Okubo
Abstract We engineers are trying to let human’s life wealthier. Because a person
will be able to carry out a more intellectual activity, it will be necessary to relieve
the human of complicated work. The engineering have been developing for relaxing
people as one subject until now. However, to be able to do something easily may
take pleasure and a motivation from them. The system has to understand the
relationship between the user and the system and the situation to motivate the
person, and it is necessary to have the function that can change its service for
adaptation to circumstances. In this chapter, an idea is demonstrated to design the
system to achieve the motivation of the person.
4.1 Introduction
M. Okubo (&)
Doshisha University, 1-3 Tatara-Miyakodani, Kyotanabe, Kyoto 610-0321, Japan
e-mail: mokubo@mail.doshisha.ac.jp
[1, 2]. There have been things to lose by convenient products and systems con-
sidered to be useful in our daily life. Fuben-eki is an effort to design products and
systems in taking advantage of having inconvenience consciously, which bring
benefits. On the other hand, sometimes, facilitation leads to further motivation and
inconveniences lead to discouragement. In short, in order to take full advantage of
these ideas, individual’s personality and psychological state are necessary to be
considered adequately.
Skill
4 Engineering for Human Pleasure 61
The author of this article has indicated the effectiveness in designing the game
situation focusing on the user’s motivation and performance in the previous
researches on the game system [7]. This chapter is to explore the direction of
engineering in next generations based on the research outcomes.
Not only a conventional video game such as one-to-one fighting type, but also a
cooperative-type game in which teaming up with the other player to beat their
enemy or reach the goal is getting popular recently. Such cooperative-type fighting
game is likely to get a player servilely and bored depends on the relationship
between the player and the partner. Besides, the enemy’s skill is also seemed to be
affected to the player’s psychological state. Therefore, inspiring player’s motivation
and great performance is necessary to be considered on making a team as shown in
Fig. 4.2. This chapter examines an impact of the relationship of skill within a team
or between a team on the player’s performance and psychological state in
cooperative-type fighting game, and based on the result, the possibility to propose
the game system which is appropriate depends on a player’s type.
Fig. 4.2 Relationship between not only player’s skill and enemy’s skill, but also player’s skill and
partner’s skill may influence the player’s performance and state of mind
62 M. Okubo
partner and the enemy of the game player, and the game player did not know about
that. Both teams answer the prepared numerical calculations, respectively, until the
total numbers of correct answers given by both teams reached a hundred. The team
that makes more correct answers wins. The skill, i.e., average of answer time, of
partner and enemy sets on three levels: “Low = L,” “Equal = E,” and “High = H,”
based on the player’s average answer time sensed in solving several calculations.
Each level presents a ratio of the participant’s average answer time to the partner’s
or enemy’s average answer time: Low = 1.5 times, Equal = 1.0 times, and
High = 0.5 times. Totally, nine kinds of experimental conditions are prepared as
shown in Table 4.1.
Using the proposed system, the participant solves numerical questions under the
condition of controlling the partner’s and enemy’s skills. Then, the participant’s
performance and psychological mind are analyzed from the answer time and
questionnaire.
A participant was instructed to enter a room and solve several two-digit additions in
practice. After being informed that the partner and the enemy were in the different
4 Engineering for Human Pleasure 63
rooms, the participant was asked to choose the one out of nine conditions shown in
Table 4.1. The participant and partner made one team and compete with the enemy
team by solving one hundred additions with playing the game. Thirty-six university
male/female students aged between 18 and 22 were participated as the participants.
Each participant performed the experiment under all nine conditions in random
order. The answer time and the number of correct answers of each participant were
scored every nine conditions. The participant was asked to fill out a questionnaire
each time. The questionnaire used one-to-five scale to describe applicable levels
based on the eight elements of the flow theory: “clear goals,” “intense concentration
of attention,” “loss of self-consciousness,” “distortion of time,” “immediate feed-
back,” “balance between challenge and skill,” “sense of control situation and
activity,” and “intrinsic value in the activity.” The sum of seven elements’ scores
except “distortion of time” was analyzed as flow score. Additionally, based upon a
Circumplex Model of affect of human emotions proposed by J.A. Russell with
horizontal axis representing pleasant/unpleasant and with vertical axis representing
awakening/sleeping on horizontal axis [8], the participant answered 12 survey items
in one-to-four scale: tense, angry, unpleasant, depressed, bored, tired, relaxed, at
ease, satisfied, glad, astonished, and excited, and 4 survey items were answered by
many participants in pre-experiment: eager, impatience, resignation, and compo-
sure. Moreover, the participant gave a subjective evaluation for the partner’s skill
when scoring own skill as 100 points, for the enemy team’s skill when scoring own
team’s skill as 100 points, respectively, and evaluated fun of the game on a
100-point scale.
For the relationship with the skill of participant and the partner, and the skill of
participant and the enemy, the number of participants who took the highest and
lowest average answer time is shown in Fig. 4.4. It is considered that the lower the
average answer time showed higher performance and the higher the average answer
time showed lower performance. Also, Fig. 4.4 shows that in the relationship with
the participant’s and partner’s one, when the partner’s skill was higher than the
participant, there were the least number of the participants who had the longest
average answer time and the largest number of the participants who had the shortest
average answer time. On contrary, when the participant’s skill is higher than the
partner’s one, there were the largest number of participants who had the longest
average answer time and the least number of the participants who had the shortest
average answer time. In short, it showed that the higher the partner’s skill became,
the higher the participant’s performance could be. In the relationship with the
participant’s and the enemy’s skill, there were few differences between the number
of the participants who had the longest and shortest average time. These results
indicated that the relationship with the participant’s and partner’s skill was more
likely to impact on the participant’s performance than the relationship with the
participant’s and the enemy’s skill.
64 M. Okubo
Fig. 4.4 Number of participants who show the highest (red bars) and the lowest (green bars)
performance in relationship between their skill and partner’s or enemy’s skill
In each relationship with the participant and the partner, the participant’s emo-
tion evoked in questionnaire was shown in Fig. 4.5, in which the survey items
describing the emotion were answered in one-to-four scale as follows: (1) applica-
ble, (2) little applicable, (3) not very applicable, and (4) not applicable. The answers
1 and 2 were scored 1 point, and the answers 3 and 4 were scored 0 point to average
out the all participants’ answers. Moreover, Fig. 4.6 shows the participant’s emo-
tion evoked by varying the participant’s and the enemy’s skill. Thus, it shows the
results from Figs. 4.5 and 4.6 that the difference with the partner’s skill has a low
1
Partner Partner Partner
0.9
0.8
0.7
0.6
0.5
0.4
0.3
0.2
0.1
0
Fig. 4.5 Average of questionnaire about the state of mind for each relationship between
participant’s skill and partner’s skill
4 Engineering for Human Pleasure 65
1
Enemy Enemy Enemy
0.9
0.8
0.7
0.6
0.5
0.4
0.3
0.2
0.1
0
Fig. 4.6 Average of questionnaire about the state of mind for each relationship between
participant’s skill and enemy’s skill
impact on the participant’s emotion and the difference with the enemy’s skill has a
greater impact on the participant’s emotion. That is, it was found that the difference
with the enemy’s skill is likely to have a greater impact on the participant’s emotion
than the one with the partner’s skill.
Using the result, as shown in the previous section, the relationship with the part-
ner’s skills has a greater impact on the participant’s performance than the one with
the enemy’s skill, and 36 participants were classified focusing on the difference
between the participants and the partners’ skills. Figures 4.7 and 4.8 show the
classification result using Ward method based on the 3 conditions of partner’s skill
—“Low,” “Equal,” and “High”—against the average answer time compared to the
participant’s skill. The classification result of 3 types of participants is shown in
Fig. 4.8. It is shown that the 1st group participants showed the higher performance
when the partner’s skill was equal to that of the participant and the lower perfor-
mance when the partner’s skill was lower than that of the participant. Also it is
shown that the 2nd group participants showed the higher performance when the
partner’s skill was higher than that of the participant and the lower performance
when the partner’s skill was equal to that of the participant. In the 3rd group, the
participants’ performances tended to become higher when the partners skills were
lower than those of the participants.
66 M. Okubo
Ward Method
Fig. 4.7 Classification based on the performance in relationship with partner’s skill
Fig. 4.8 Classification by Ward method based on the performance in relationship with partner’s
skill. Green background shows the relation in which the participant showed the highest
performance
Using each tendency seen in these 3 types, the players were classified more
easily. Figure 4.9 shows the simple classification result focusing on the relationship
with the partner, under which the participant showed best performance. The 1st type
is called “equal type”: the participants who had the highest performance when their
skills were equal to those of the partners. Thirteen participants were classified into
this type. The 2nd type is called “high type”: the participants who had the highest
4 Engineering for Human Pleasure 67
Fig. 4.9 Simple classification based on the performance in relationship with partner’s skill. Green
background shows the relation in which the participant showed the highest performance
performance when the partners’ skills were higher than those of the participants.
Fourteen participants were classified into this. The 3rd type is called “low type”: the
participants who had the highest performance when the partners’ skills were lower
than those of the participants. Nine participants were classified into this type.
0.8
0.9
1.1
1.2
1.3
1.4
Partner Partner Partner Enemy Enemy Enemy
Fig. 4.10 Average and standard deviation of performance of equal-type participants by focusing
on the relationship with the participant’s and partner’s skills and the one with the participant’s and
enemy’s skills
68 M. Okubo
**
35
**
28
Flow score
21
14
7
Partner Partner Partner Enemy Enemy Enemy
Fig. 4.11 Average and standard deviation of flow score of equal type by focusing on the
relationship with the participant’s and partner’s skills and the one with the participant’s and
enemy’s skills
performance when the participants and partners’ skills are as equals and show the
lowest performance when the partners’ skills are low. Moreover, in the relationship
with the participant’s and enemy’s skills, the performance of the participants tends
to lower when the enemies’ skills are low. Thus, the equal type is likely to show the
higher performance with following 3 conditions: equal partner, equal enemy, and
high-level enemy.
Figure 4.11 indicates the average flow score of equal type by focusing on the
relationship with the participant’s and partner’s skills and the one with the partic-
ipant’s and enemy’s skills. The flow scores are almost same in varying the par-
ticipants’ and partners’ skill levels. In the relationship with the participant’s and
enemy’s skills, flow scores tend to be high with the enemies having equal or low
skills.
Figure 4.12 shows the average of the fun of the game in equal type by focusing
on the relationship with the participant’s and partner’s skills and the one with the
participant’s and enemy’s skills. It is shown that the fun of the game and the flow
score indicate the same tendency.
From these results, by providing equal-type participant with an equal-level
partner and enemy, it is more likely to enable a high performance and satisfaction.
Moreover, the same kinds of analysis were conducted in high type and low type,
respectively. Summarizing these results, Table 4.2 shows the appropriate game
situations sorted by each player’s type using the average answer time.
4 Engineering for Human Pleasure 69
*
100 **
90
80
70
60
Fun
50
40
30
20
10
0
Partner Partner Partner Enemy Enemy Enemy
Fig. 4.12 Average and standard deviation of fun of game of equal type by focusing on the
relationship with the participant’s and partner’s skills and the one with the participant’s and
enemy’s skills
Table 4.2 Appropriate game Type of player Partner’s skill Enemy’s skill
situations sorted by each
player’s type using the Equal type Equal Equal
average answer time High type High Low
Low type Low Equal or low
4.3.6 Discussions
This study investigated the impact of a player’s skill level in a competitive game on
the player’s performance and state of mind. Moreover, we propose an approach for
recommending the appropriate game situation for the game player based on the
examination result. The result indicates there is a high possibility that the rela-
tionship with the partner’s skill has more impact on the player’s performance than
one with the enemy’s skill. On the other hand, the relationship with the enemy’s
skill is more likely to have the impact on the player’s psychological status com-
pared to the one with the partner’s skill. Therefore, we classified the players into the
following 3 types by focusing on their performance levels based on the relationship
between the players and partners: “equal type” with highest performance when the
skill of the player and partner is equal, “high type” with the highest performance
when the partner’s skill is higher than that of the player, and “low type” with the
highest performance when the partner’s skill is lower than that of the player.
Moreover, we evaluated the performance, motivation, and state of mind of each
player’s type. As the result, equal type is more likely to enable the high perfor-
mance and satisfaction in providing a competitive game under the condition of an
equally skilled partner and an equally skilled enemy. High type is more likely to
70 M. Okubo
enable the high performance and satisfaction in providing a competitive game under
the condition of a higher skilled partner and a lower skilled enemy. Low type has
high chance to enable the high performance and satisfaction in providing a com-
petitive game under the condition of a lower skilled partner and a lower or equally
skilled enemy.
When designing a game, gaining users’ attentions and making them play contin-
uously are considered. The flow theory matches very well to a game design in this
regard. If a user has low skill, the game situation is adjusted to simple manner in
order to keep user’s motivation. As a user’s skill level advances, the situation
becomes complicated and difficult. Some game software’s succeeded in adjusting
user’s task to user’s skill aiming at keeping their motivation. As shown in Fig. 4.13,
however, there are limited patterns of the user skills and problems they are given.
Development of a system based on user’s personality needs to have the function
that can change according to the broken line shown in Fig. 4.13.
That is, if the situation can be adapted to the user, we have a potential to inspire
the motivation continuously. On the other hand, a system related to a person has
been focused on only facilitating a user’s burden so far. It has not been considered
how the facilitation impacts on the user’s mental status and motivation. In other
words, engineers often pay more attention to develop a system, but user’s
User’s skill
4 Engineering for Human Pleasure 71
motivation is up to the user’s issue. If the system can be designed from the
standpoint of user’s motivation by considering the relationship between the user
and the system and the situation, a user’s pleasure-oriented system inspiring user’s
motivation will be realized in future.
4.5 Conclusions
In order for a person to engage more in intellectual work, he or she must be released
from complicated and cumbersome works. So far, engineering has focused pri-
marily on removing such miscellaneous works from a person and making the things
easier. On the one hand, sometimes that easiness can get rid of pleasure and
motivation from a person. To inspire the motivation, the system needs to understand
the relationship between the user and the system and situation. Also, it needs to
have a function that can change its’ service for adaptation to circumstances flexibly.
In this chapter, an idea is suggested to design the system inspiring person’s
motivation.
References
5.1 Introduction
‘Prosthetic’ is a term that refers to devices designed to replace a missing part of the
body, for example an artificial arm, leg, or finger. Our research focuses on the
aesthetic of transtibial prosthetic devices, or rather devices replacing the limb
segment below the knee.
Prosthetic users state that it is important for a device to feel comfortable to wear
and functional to use (i.e. lightweight, movement in the ankle), but they also require
visual appeal in the devices to fulfil their emotional needs and connect the look of
the related product to their body image. Unlike the extended work to date on
prosthetics which has largely focused on the technical improvement of the devices
[1–4], the field of research into aesthetic of prostheses is new, as little interest in this
sector of prosthetic design has been recorded.
By ‘aesthetic of prosthetic devices’, we mean the visual aspect (i.e. the appearance)
of the products; in other words, this term refers to the prosthesis form and how it
looks. The form of the device involves non-pragmatic aspects (i.e. unconnected with
functionality or comfort) and is directly related to the emotional impact on the users,
on their body image, and the impressions on the external observers.
In our work, we discuss the role of the form of the device as a factor connected to
the emotional design aspects of this medical product. Let us consider what we mean
by emotional design; ‘Everything that we see evokes some kind of emotional
response. […] Love, fear, acceptance, sadness, friendship, happiness, satisfaction—
these are all valuable emotions, each may be evoked by a designer, either intentionally
or not, in the design of a product’.1 Defining prostheses as an emotional product is
particularly appropriate considering that this kind of device is strictly related to the
body image of a person with a physical impairment. Our research aims to address an
innovative point of view by proposing one of the first studies to revise the concept of a
medical device and to promote a new vision of it. The device should not merely stand
as a supportive medical product for the patient, but also as a product able to enhance
positive emotions in the user.
In considering the visual aspect of prostheses for below-knee devices, the models
resembling the realistic appearance of a human leg are identified with the term ‘cos-
metic’ (Fig. 5.1a, b), while ‘artificial’ prostheses identify devices with an appearance
dissimilar to a human leg (Fig. 5.1c–e). Within the category of artificial-looking
models, we identify ‘robotic’ devices (Fig. 5.1d) as a distinctive design type from the
uncovered design (Fig. 5.1c). With this term, we do not refer to devices with built-in
complex functionality—as the stereotype of the word might lead one to think—but
simply to the visual aspect of the device as clearly non-realistic and aesthetically
elaborated. Our need to define and utilise this term resides in the fact that no specific
term for these kinds of designs has yet been identified (they are usually referred as
‘prosthetic cover’, ‘non-realistic’ or simply ‘artificial’). Under our definition of
‘robotic’, we include devices making use of ‘fairings’ for the cover, or rather ‘intricately
designed panels that fit over prosthetic legs—the fairings create a shell around the
traditional prosthesis, giving the mechanical limb a more natural shape’2 (Fig. 5.1d).
Within the category of robotic designs, we find monolithic models, or rather prostheses
with a homogeneous and continuous design from the tibia to the feet (Fig. 5.1e).
1
http://www.studiofynn.com/journal/emotional-design-what-it.
2
http://www.huffingtonpost.com/2012/05/18/bespoke-innovations-prosthetics-that-rock_n_
1525455.html.
5 Aesthetic of Prosthetic Devices … 75
Fig. 5.1 Cosmetic foam-covered (author photograph) (a), PVC highly realistic (©2012Rosemary
Williams) (b), basilar uncovered (author photograph) (c), robotic cover design (UNIQ, 2015)
(d) and monolithic model (Jordan Diatlo design) (e) prosthetic devices
3
www.nhscareers.nhs.uk/explore-by-career/allied-health-professions/careers-in-the-allied-health-
professions/prosthetist-and-orthotist/.
76 S. Sansoni et al.
same aesthetic direction, some private companies provide elaborate and expensive
prosthetic solutions taking the form of a prosthetic device almost identical to a real
limb (i.e. Fig. 5.1b).
Consider the uncovered device model (i.e. Fig. 5.1c), the second option offered
by the NHS. Here, we find a medical support product of poor appearance, without
any elaborate or appealing visual interface. The components of the socket and the
area of the tibia are artificial- and minimalistic-looking, together with a foot shape
resembling a sketchy reproduction of a real foot. The socket and the foot are often
skin colour, in contrast to a shiny metal-coloured or black-coloured pole connecting
the two components. This kind of design is a poor mix of mismatched sections,
attempting to merge realistic with non-realistic components. The result is an aes-
thetically non-harmonious prosthesis resembling neither a robotic model nor a
realistic device.
When considering the fact that those designs are the most accessible options for
prosthetic users, our cardinal observation was that the form of these models did not
respond adequately to the needs of the wearers. This observation was supported
during our data collection by 16 amputees out of the 19 we interviewed. All were
wearing either an uncovered or cosmetic device, and all 16 said they were dissat-
isfied with the form of their device. Following the focus on the problem of tradi-
tional looking devices having been designed with a form not responding to the
users’ needs, our research presents devices with a robotic form (i.e. Fig. 5.1d, e) as
innovative designs perceived internally (i.e. the user wearing the device) and
externally (i.e. observers) as better adapted for visual acceptance of the product. We
believe that the majority of prosthetic users are ready for a change in their prosthetic
aesthetic and that in 2015 times are ripe for a change in the image of prosthetic
devices. Robotic devices can respond in an innovative way to the needs of pros-
thetic users. The reason for this statement resides in the fact that a robotic device
does not try to fake the resemblance of the lost limb, and neither is it a minimalistic
design of support. This kind of prosthesis represents a visually developed design
work, aimed to revise the image of prostheses from medical products to visually
appealing products.
The attractiveness of robotic devices has to be viewed in a general context, as it
cannot apply as a universal rule for all prosthetic users (or external viewers) in their
perception of their device. When considering our recent qualitative data collection,
it was shown that, of a total number of 19 prosthetic users, making use of traditional
devices, who were interviewed, 12 stated that they were dissatisfied with the aes-
thetic of their devices, 4 of them were undecided, and only 3 of them stated they
were satisfied. Prosthetic users were shown a small set of prosthetic devices and
asked to describe them as attractive or non-attractive and to indicate their choice in
relation to their preferred option. The participants were all prosthetic users wearing
an uncovered or cosmetic model.
These data show that besides our driving idea that a consistent number of
amputees would benefit from the use of a robotic model, there is also a percentage
of amputees that do not fit in with this idea. In the following paragraphs, we will
present examples of the first and second category.
5 Aesthetic of Prosthetic Devices … 77
When describing the cosmetic leg (i.e. Fig. 5.1a, b) that was offered after the
amputation, most of the users stated comments like ‘it just looks ugly…it just looks
false (K)’, ‘it looked like [if I was wearing] an old lady pair of tights’ (C) or
‘between 1 and 10 I am satisfied 4 with the appearance of my device’ (R).
Similarly, in the context of describing the appearance of their uncovered device,
we recorded from most of the user comments such as that the prosthesis was ‘too
skinny’, making the trousers fold in a very unpleasant way, or, in the extreme case,
‘there is nothing that makes me like them’ (JS).
Our belief that cosmetic devices would not be suitable for all users is connected
to the idea that the uncanny valley (UV) feeling can apply to these models of
prostheses. The UV [5] affirms that artificial entities trying to reproduce human
features (e.g. robots, puppets, prosthetics) that show a very high level of
human-likeness generate a negative feeling instead of attraction [6]. In our previous
study, we detected that the UV might not universally apply for prosthetic devices in
observers (Sansoni, Wodehouse, [7]. However, by considering the general principle
of the UV and by taking into account the declarations of some prosthetic users, our
idea is that external observers might feel an unpleasant sensation when looking at a
prosthetic user and discovering that the limb, which they initially mistook for a real
leg, is an artificial prosthesis.
E, a 54-year-old wearer of a cosmetic prosthesis from the age of 2 stated that
‘We do not have a choice of prosthesis, you just wear what you are given—it will
be nice to choose the design sometimes, but I have never had an option…’ This
point shows that for prosthetists, the visual appearance of the device may, in a case
like that, be considered non-relevant that they will not even consult with the patient
before assigning a model.
The visual aspect of prosthetic devices is an underestimated element of the
design, and the designs provided often do not meet the expectations of the users.
Our research direction is that the idea of ‘suitable’ prosthetic aesthetic for users
should switch from the representation of a realistic limb (cosmetic) and/or
uncovered device to an individual appealing robotic product.
Unlike the previous examples, some categories of users have a different view of
their device, and the taste for both the appearance and design of a prosthetic device
is strongly individual. As a matter of fact, not all prosthetic users find the
appearance of the prosthetic device as their main priority or attach any importance
to it at all for their device. It appears that all users have as their first priority the
factor of comfort, some of them express functionality as a second priority and
pleasant appearance as their third requirement (user group 1—Fig. 5.2); other users
rate appearance in second place, even despite a lower level of functionality (user
group 2—Fig. 5.2). Some categories of users are more functional-oriented and
attribute little or no importance to the look of their device (user group 3—Fig. 5.2).
User group 3 includes people for which dissatisfaction with the traditional
prosthetic design does not apply.
Some prosthetic users prefer the use of an uncovered device and do not seek a
more visually enhanced model. It has been shown that some (former) soldiers view
78 S. Sansoni et al.
Fig. 5.2 Representation of the priorities for the issues of comfort, functionality and aesthetic in
prosthetic devices by below-knee prosthetic users
During our data collection, we recorded the presence of amputees who had
developed acceptance of their amputation—for instance, users described
self-acceptance and were supported by external observers not showing negative
feedbacks towards the ‘disability’. Besides the amputees who had accepted the
missing limb, there were some who had not developed acceptance of their body
image, in some cases because external observers tended to make them feel
uncomfortable on wearing an artificial-looking (i.e. uncovered device). These
people are therefore within the category that suffers from the stigma of amputation.
In this section, we will refer to the statements of some users via a random letter to
ensure their anonymity.
G and R were two amputees and prosthetic users, who were part of our data
collection group of 19 users. Their statements are particularly relevant in order to
explain the issue of stigma. G stated that he believes that there is a ‘stigma’ around
the idea of amputation, and this is also why some people want to ‘hide’ the
amputation behind a realistic leg. In his case, he wears an uncovered device, and he
described an episode in which he was walking in a public place in his village,
wearing shorts. A person told him that he should hide his leg and not show it to
people, as the appearance of the device was ‘not appropriate’. Similarly, R
described an episode where she was going out with a friend in a public place and
how that friend was strongly suggesting that she should either wear long trousers, or
wear a cosmetic device, in order not to attract the attention of other people to her
missing limb. The opinion expressed by the friend of R did not stop her from
expressing a preference for a robotic device. However, her friend’s views had made
her understand that her personal choice of a robotic prosthetic would not be wel-
comed by everyone; displaying a disability can be considered ‘embarrassing’.
These episodes suggest that the perception of amputation is still a taboo for some
people in Western society and that although it was fortunately not the case in our
80 S. Sansoni et al.
The visual appearance of the medical products has always been associated with the
image of items for ‘solving a problem’, or rather a technical vision of devices as a
means of support for a human impairment. The background of the designers of
these ‘technical’ products has been exclusively clinical and engineering and
accounts for the appearance of a medical device not going beyond its medical
function. In other words, these designs completely omit emotional design, often
resulting in an unpleasing visual appearance. The appearance of these products
often negatively impacts on the interaction of the patient with the medical device,
which can be seen as non-user-friendly.
Fortunately, in recent years, the design of medical products has improved, with
the introduction of more emotionally appealing designs. For example, the bath
board launched in 1998 by A&E Design is one of the first positive visually
appealing medical designs. Similarly, the KaVO dental unit (Fig. 5.3a) shows a
pleasing-looking design displaying comforting features and colours, and aims to
suggest that going to the dentist can be seen as a positive experience: this design is
described by Dan Harden as a product that ‘looks like it won’t hurt’ [9]. By
considering the role of orthotic products, the designer F. Lanzavecchia [10] inter-
prets her neck collar design (Fig. 5.3b) as an extension of the body and aims to
achieve aesthetic comfort for the wearer in different situations by proposing an
alternative to the traditional ‘bulky’ neck collar model. Moreover, Pullin [11]
describes how simple everyday orthotic products, such as eyewear glasses
(Fig. 5.3a, c) are no longer considered a disability, but rather as fashion items.
Where people in the past avoided using glasses as it was ‘shameful’ to display a
device for visual impairment, nowadays this orthotic product is considered a beauty
accessory.
In addition to the improvement of the design of medical products, the design of
prostheses has improved in the years, and innovative theories regarding the
understanding of prosthetic devices have been introduced. A point of view from the
fashion sector is provided by the amputee and athlete top model Aimee Mullins,
who states that a prosthetic limb no longer represents the need to replace loss, but
can be conceived as a fashion accessory. The prosthesis can stand as a symbol
whereby the wearer creates him/herself like an architect and continuously changes
identity by choosing different models [12] (Fig. 5.4a shows the set of legs of the top
82 S. Sansoni et al.
Fig. 5.3 KaVO dental units ‘E80 Vision’ (a), ‘Proaesthetic’ Absent Neck Brace design
(Francesca Lanzavecchia—Photocredit Davide Farabegoli) (b) and eyewear by Cutler and
Gross (c)
4
http://www.bbc.co.uk/news/uk-28175349.
5 Aesthetic of Prosthetic Devices … 83
Fig. 5.4 The set of prosthetic legs of the amputee top model Aimee Mullins—screen shot located
at https://www.ted.com/talks/aimee_mullins_the_opportunity_of_adversity accessed 01.12.2015,
(Aimee Mullins 2009) (a), Catherine long wears ‘at one’ knitted wool (Freddie Robins 2001) (b)
disabled people have improved since the Paralympic Games in 2012, a survey has
suggested’.
Prosthetic users K and G agree with this finding, and they reported that ‘for so
long amputation and disabilities have been hidden behind closed doors’, but thanks
to the media influence of the Paralympic games, people are becoming generally
much more accepting of the phenomenon of amputation, and used to the idea of a
prosthetic device. Accordingly, in 2012, the McCann Worldgroup released a poster
campaign to promote ticket sales for the London 2012 Paralympic Games
(Fig. 5.5a, b). The campaign included Paralympic stars and emphasised the power
and physical performance of the athletes, making them appear less disabled, and
almost like superheroes.
A campaign by Debenhams chose the long jump silver medal winner Stefanie
Reid as model for a dress which leaves the legs uncovered (Fig. 5.5c). As reported
by the Daily Mail5 regarding this choice, ‘the aim is to further challenge perceived
norms of the fashion industry showing that a broader range of body and beauty
ideals is a good thing’. Similarly, Kenneth Cole chose in the ‘We All Walk in
Different Shoes’ Advertising Campaign a series of 11 emotionally arresting pho-
tographs that celebrate diversity. By including the amputee top model Aimee
Mullins, it was stated that ‘the hope is to dispel all forms of social prejudices while
also exemplifying diversity’.6
A more provocative example demonstrating the emerging visual role of ampu-
tees is found in the model and singer Viktoria Modesta (Fig. 5.5d). Through music
5
http://www.dailymail.co.uk/femail/article-2304574/The-Paralympian-amputee-glamorous-gran-
size-18-swimwear-model-stars-new-Debenhams-campaign.html.
6
http://www.prnewswire.com/news-releases/we-all-walk-in-different-shoes-56807927.html.
84 S. Sansoni et al.
Fig. 5.5 McCann Worldgroup a poster campaign for the London 2012 Paralympic Games (a and
b) (located at https://adsoftheworld.com/blog/london_2012_paralympic_games_campaign, acces-
sed 01.12.2015, McCann Worldgroup, 2012), the amputee athlete Stefania Reid for the fashion
campaign of Debenhams (located at www.dailymail.co.uk/femail/article-2304574/The-
Paralympian-amputee-glamourous-gran-size-18-swimwear-model-stars-new-Debenhams-
campaign.html, accessed 01.12.2015, Debenhams, 2013 (c), and the model and singer Viktoria
Modesta (Jon Enoch photography) (d)
videos, modelling and shows, she demonstrates the use of robotic prosthetic devices
as a strength point of her artistic image rather than as a weakness.
The singer states ‘the time for boring ethical discussions around disability is
over. It’s only through feelings of admiration, aspiration, curiosity and envy that we
can move forward’.7
7
“Modesta kāju zaudējusi Latvijas ārstu nolaidības dēļ” (in Latvian). Delfi.lv. December 16, 2014.
Retrieved January 16, 2015.
5 Aesthetic of Prosthetic Devices … 85
Until a few years ago, the product design process was mainly focused on the
functionality of the product and did not place much importance on the visual
appeal. However, nowadays, the concept of product design has completely chan-
ged. Consumers do not require only functionality in products, but also seek an
emotional impact; they wish the product to communicate something to them.
However, we question why a large number of everyday products with a shorter term
of usability are endowed with a high emotional aesthetic appeal, whereas a special
and intimate product, such as a prosthetic device, is designed and conceived as
either a poor copy of the previous limb, or an unpleasant looking ‘skeletal’ device.
We assert that the robotic prototype should be considered as the best design for
promoting a different image of amputees and prosthetic devices.
The vision that the visual appearance of prosthetic devices is a matter of
importance for the user is a novel field of investigation, as both the academic and
industry interests in the field have been limited until now. Examples of authors
interested in the subjects can be found in the research of Murray [14, 15] and
Nguyen [13].
Academic research specifically focused on robotic models as a way of revising
the concept of prosthetic devices has been narrow. Influential researchers investi-
gating this field can however be found, i.e. in Vainshtein [12] and Pullin [11]. The
first author explored the role of prosthetic devices as a fashion accessory and a way
of creating a new identity. Similarly, Pullin investigated the new role of prosthesis
as more than a medical device. The author states ‘within design for disability, where
terms still tend to come exclusively from clinical and engineering backgrounds, the
dominant culture is one of solving problems. A richer balance between
problem-solving and more playful exploration could open up valuable new direc-
tions’. A few companies have been interested in the design process of robotic
devices by proposing aesthetically elaborated carbon fibre prosthetic covers—like
the US companies Unyq8 or the The Alternative Limb Project.9
However, the examples mentioned are only partially relevant and do not fully
cover the theme of the revision of the concept of prostheses for the well-being of the
users.
The most relevant research around the topic of image of prosthetic devices can
be found in the Simple Limb Initiative of the San José State University. By uniting
prosthetists and the works of university design students, the project aimed to design
robotic prostheses for the elimination of the social stigma for the children of
developing countries.
The Simple Limb Initiative is a project initiated in 2013, under a collaborative
design project between Prof. Leslie Speer from San José State University (SJSU)
and Prof. Gerhard Reichert from the Fachochschule Schwäbisch Gmünd (HfG SG).
8
www.unyq.com.
9
www.thealternativelimbproject.com/.
5 Aesthetic of Prosthetic Devices … 89
Fig. 5.7 Simple Limb Initiative Transfemoral Prototypes Round 2 (left to right: a Natalie
Mukhtar; b Richard Lotti; c Adam Fujihara; d Eskady Haile)
both positives and negatives will be engaged. The results of this research will feed
into the next round of prototyping and will drive discreet component design, along
with overall aesthetic.
5.4 Conclusion
of disability is needed and that significant help can be provided by revising the
image of prostheses to meeting the expectations of users based on how they would
prefer their appearance to be.
We recognise as a limitation of our work the fact that our principles might not
apply to all people and in all the cases. For example, there are people that might
have little or no concern on the visual aspect of their prostheses and are happy to
use an uncovered device, or users who are more comfortable to wear a realistic
looking device rather than artificial-looking one, or others that might be happy to
wear different designs for different occasions (i.e. realistic prostheses for formal
occasions). Additionally, we recognise that the topic of disability and amputation is
a wide and complex psychological process, and the issue of acceptance and
well-being is a delicate course and cannot be reduced to the design of the prostheses
only.
Our work hopes to promote a new design system in which a user has the option
to choose an attractive robotic prosthesis and to feel comfortable to wear it in a
public place. The idea is for the amputee not to attract attention of people for his
disability, but for the visual appeal and originality of the prosthetic product.
Our hope is that the understanding of disability will be more positively perceived
in the near future and that our research could inspire people involved in the
prosthetic design process—i.e. prosthetic users, prosthetists, prosthetic designers,
and external observers—to change their views of prostheses in terms of improving
prosthetic designs for meeting the prosthetic user expectations. The core motivation
of this process is the users’ general well-being and to promote more critical
knowledge in the field of aesthetic of prosthetic devices.
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prosthesis made of pultruded fiber reinforced plastic. Materials Science and Engineering: A,
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3. Klute, Glenn K, Kallfelz, Carol F, & Czerniecki, Joseph M. (2001). Mechanical properties of
prosthetic limbs: adapting to the patient. Journal of rehabilitation research and development,
38(3), 299.
4. Mak, A. F., Zhang, M., & Boone, D. A. (2001). State-of-the-art research in lower-limb
prosthetic biomechanics-socket interface: a review. 38(2).
5. Mori, M. (1970). The Uncanny Valley. Energy, 7(4), 33–35.
6. MacDorman, Karl F., Green, Robert D., Ho, Chin-Chang, & Koch, Clinton T. (2007). Too real
for comfort? Uncanny responses to computer generated faces. Computers In Human Behavior,
25(3), 695–710.
7. Sansoni, Stefania, Wodehouse, Andrew, McFadyen, A, & Buis, Arjan. (2015). The aesthetic
appeal of prosthetic limbs and the uncanny valley: The role of personal characteristics in
attraction. International Journal of Design, 9(1), 67–81.
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8. Rybarczyk, Bruce, Nyenhuis, David L, Nicholas, John J, Cash, Susan M, & Kaiser, James.
(1995). Body image, perceived social stigma, and the prediction of psychosocial adjustment to
leg amputation. Rehabilitation Psychology, 40(2), 95.
9. Sweet, F. (1999). Frog Design: Form Follows Feeling: Crown Publishing Group.
10. Vainshtein, O. (2012). ‘I Have a Suitcase Just Full of Legs Because I Need Options for
Different Clothing’: Accessorizing Bodyscapes. Fashion Theory-the Journal of Dress Body &
Culture, 16(2), 139–169. doi:10.2752/175174112x13274987924014
11. Pullin, G. (2009). Design meets disability: Mit Press.
12. Vainshtein, O. (2011). Being Fashion-able: Controversy around Disabled Models.
13. Nguyen, D. D. (2013). The beauty of prostheses: designing for female amputees.
Massachusetts Institute of Technology.
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Chapter 6
Exploration of Users’ Cross-Cultural
Differences by Using the Kansei
Engineering Approach
Abstract Nowadays, product design for the global market has to meet the needs and
demands of more than a single group of users. Besides the required functionality, the
emotional value of the product also plays an important role in user satisfaction. One
of the aspects that an interdisciplinary design team should consider while developing
a new product is the users’ cross-cultural differences in emotional responses toward
product elements. The objective of this study was to use the adjusted Kansei engi-
neering methodology, named the Kansei cross-culture (KCUL) model, in order to
discover the differences or similarities in emotional responses toward shapes and
colors of diverse groups of participants. This study demonstrates this methodology
on two groups of students, one from Central Europe and the other from South Asia
(India). We presumed that the observed participants will have different associations
toward certain shape and color samples, as well as that they will differ in the intensity
of responses. The data were collected through Semantic differential questionnaires
and the five-level Likert scale. The survey results were then analyzed using the Factor
analysis, the Independent t-test, and the Linear mixed models.
Keywords Kansei engineering Global product conquering Central Europe
South Asia (India) Shapes Colors Product elements
6.1 Introduction
It is necessary to consider the interaction of the user with the product as a multi-
sensory experience [1]. If designers possessed a greater understanding of the
user/consumer experience, it would be easier for them to design better products [2].
Schmitt [3] emphasized that emotions are crucial when developing new designs and
for communicating with consumers as well. As described in Govers and Mugge [4],
the product personality can be defined by a set of characteristics that people use to
describe and discriminate products from others. Designers use product attributes to
design esthetically appealing products. The relationships of physical properties
(e.g., shape and color) of product designs with product attributes and esthetic
appraisal are often considered to be generalizable over product categories and
markets [5]. The cultural background of the user is an important factor that could
have a major effect on product experience. Culture consists of multilayers and is a
dynamic body of value systems that is altered by social change [6]. Early links
between culture and design were found in the area of social anthropology where
intercultural characteristics and the development of civilization were evaluated on
the basis of found objects [6]. Numerous studies have demonstrated both cultural
differences and cultural universality [7, 8]. The findings in the cross-cultural psy-
chology and intercultural anthropology suggest that cognition reflects the cultural
context, because it affects the emotions [9, 10]. People do not respond to the shape,
structure, and function of products, but rather to their individual and cultural
meanings [11]. Cross-cultural context in which product designers and buyers
operate could differ [12]. Alexander [13] argues that cultural norms in design are
especially important because they affect the human inner feelings and personal
preferences. Therefore, the interdisciplinary project team should, in accordance
with the cultural environment of the user, determine the appropriate material, color,
texture, shape, dimensions, graphics, and geometry of the prospective product [14].
In literature previews, we can find a few case studies where researchers use the
Kansei engineering methodology for a cross-cultural comparison of users’ emo-
tional feedbacks toward product design. Lokman et al. [15] have investigated
cultural differences in emotional responses to a Web site using the PrEmo computer
system. Chen and Chiu [16] have investigated cross-cultural differences in asso-
ciation with Kansei words toward mobile phones using the Factor analysis.
A holistic approach to the study of cultural differences and the external outlook
of industrial products has been developed by Maolosi [6] and Lin [17]. The Maolosi
model [6] has identified four key factors to determine the intercultural-oriented
appearance of a product. The model included the following factors: (1) material
factors, (2) social practices, (3) emotional factors, and (4) technology/design fac-
tors. Lin [17] claims that a cultural product refers to the three levels of culture by
Leong and Clark [18], Norman [19], and Maolosi [6]. According to Leong and
Clarke [18], the three cultural levels of product design are: (1) the inner level,
including special content, such as stories, emotions, and cultural characteristics;
(2) middle or mid-level, dealing with function, operational concerns, usability, and
safety; and (3) the outer level, dealing with color, texture, shape, decoration, surface
6 Exploration of Users’ Cross-Cultural Differences … 95
pattern, line quality, and detail [17, 18]. Product cultural design features could be
integrated in Norman’s [19] levels of the product as well: visceral, behavioral, and
reflective. Lin [17] believes that reflective design features are the most vulnerable to
variability, as a result of differences in culture, experience, and education, as well as
in individual differences. The focus of our research lies in a new methodology for
detecting cross-cultural differences in emotional feedbacks of the user toward
product design features. Since in our case study our special interest was toward
colors and shapes, we have made a literature preview concerning this area.
6.2.1 Shapes
Many researchers investigate the emotional responses of users with regard to shape
and color in different cultures [20–22]. Bloch [23] discovered that one particular
way a culture has an impact on the design preference is through the mechanisms of
prevailing styles and fashion. Designers expect consumers to prefer products that
communicate meanings that are desirable within a particular culture or subculture
[23]. Individualistic aspect, claims Hofstede [24], is based on free will and inde-
pendence of the other, while the collectivist perspective is based on harmony and
dependence [25]. While Western culture supports an open way of expressing
emotions, East Asian culture promotes emotional balance and control [10, 25]. This
theory is, according to Nisbett [10], linked with the finding that people who belong
to the Eastern culture easily identify relationships between multiple objects, while
Westerners tend to focus primarily on individual objects and their details.
In this regard, every individual has their own internal control mechanism of
self-regulation, which controls its own behavior and the consequences of behavior.
Zhang et al. [25] found that individuals with a strong self-regulation (individualistic) by
Hofstede [26] perceive angular shapes as more attractive, while individuals with
interdependent self-regulation (collectivists) perceive rounded shapes as more attractive.
Batre [27] defined different cultural markers in the context of Web interfaces and
discovered that the major differences between the four Web sites (US1, US2, Greek,
and Italian) are in the color coordination, the graphics, background images, and
navigation icons. Simon [28] proved that Asians do not like triangles and squares on
Web sites, while North Americans and Europeans prefer a combination of these
shapes. Specific design elements also depend on the scope of the product [27, 29–31].
Reinecke and Bernstein [32] note that user interfaces, the aspect of usability, and
esthetics all depend on the cultural background. Desmet [33] found significant
differences in the evaluation of the external appearance of the car, when comparing
Dutch and Japanese car models. Studies have also shown that the cultural back-
ground of the individual is a determining factor in the recognition of the importance
of road signs [34]. Attention to detail is common to all Asian cultures. Chinese,
Malaysians, Indonesians, and Thai value complexity and decoration of mixed and
vivid colors [35]. The three principles that describe Asian esthetic sensibility are:
(1) complexity and decoration, (2), harmony, and (3) naturalism [36].
96 V. Čok and J. Duhovnik
6.2.2 Colors
and the properties of product elements. This is where the KCUL model and Kansei
engineering type 1 differ from each other. During phase six (VI), we perform
evaluation and analysis (VII) of data. Here, we discover the differences between
diverse groups of the user’s emotional responses by using several statistical tech-
niques. During the synthesis phase (VIII) of the KCUL model, we associate the
user’s cultural background with product characteristics. Based on the results
gathered from the KCUL model procedure, the interdisciplinary project team then
decides on further steps in the development process. The main decision must take
into consideration whether product properties will be adapted to the local envi-
ronment or whether the product should be made universal. The phases of the KCUL
model are described below in detail (Fig. 6.1).
(a) The Task, Goal, and Purpose of the Product
In the beginning, the purpose and product development goal should be defined.
The purpose of the Kansei product is that the requirements, needs, and wishes of the
end user are met. Therefore, the product design should evoke positive feelings in
the user. Other aspects of the product should also be fulfilled. Only when the
product’s physical function is assured, we can develop affective components.
Usually, during product development those steps are performed concurrently.
(b) Users Profile
During this phase, we gather information about the target user and their char-
acteristics. To get a broader insight, it is necessary to look into the lifestyle, habits,
and culture index of the user. Other demographic data of the target user, such as
age, gender, and level of education, are also valuable.
(c) Limitation of Semantic Dimensions
We identified four main semantic dimensions of the product. These are the
esthetic, functional, social, and future attributes. In particular when considering
different groups of users, it is important to use basic, understandable, and common
words or adjectives with which product characteristics are described. Kansei words
or adjectives, which will represent the main semantic dimensions of the product, are
selected and reduced using both qualitative and quantitative methods.
Brainstorming should be conducted with experts from the industry to gather a
diverse selection of Kansei words, which will be associated with the future product.
At the same time, the product developer should follow the product strategy and
collect Kansei words from the literature, Internet, and magazines, which fit the
product domain. The quantitative method includes preliminary studies during which
we reduce the amount of adjectives with, e.g., Factor analysis.
(d) Preparation of Product Elements
Samples for further evaluation shall be selected in two ways. First, there is a
selection of pictures of existing products on the market from Web sites, journals,
and magazines. The second way is to collect conceptual sketches and concepts,
98 V. Čok and J. Duhovnik
which are based on semantic dimensions and designed by design engineers using
their own imagination. Then, the product or sketch samples are converted from 3D
models into a 2D abstract shape contour and color elements by using the procedure
of simplification (geometrization and abstraction) based on Lewalski’s [45] theory
of elements reduction (Fig. 6.2).
(e) Categorization
Contour shapes, colors, and other product features are categorized according to
the criteria of gestalt principles. Visual elements are sorted in predefined categories
according to their properties. With categorization of product elements, it is easier to
recognize the links between product characteristics and psychological feelings of
the user.
6 Exploration of Users’ Cross-Cultural Differences … 99
(f) Evaluation
Product elements or samples are used for the preparation of questionnaires or
other types of measurements. The questionnaire consists of a 5-, 7-, 9-, or 11-point
scale. Samples of shapes or colors are estimated together with Kansei adjectives in a
so-called Semantic differential evaluation scale [38].
(g) Analysis
Data are analyzed by a variety of statistical techniques. First, it should be
determined how the differences in emotional responses of cross-cultural users will
be observed. We proposed that researchers should observe the following: the dif-
ference in the intensity of the response, differences in perception or semantic
structure (comparing perception) and with investigating the influencing factors,
which affect emotional response, such as, gender, education, and location.
(h) Synthesis
During synthesis, we combine the findings from all types of analysis. Then, the
interdisciplinary team, based on results and guidelines, decides on further steps in
the development process. The target decision is whether the properties of the
product will be adapted to local markets or if the product will be global and
universal.
We intend to test the KCUL model and discover whether South Asians (Indians)
have the same intensity of emotional responses and associate shape samples with
the same meaning of bipolar adjectives as Central Europeans. We would also like to
identify which factors influence the emotional responses of compared groups of
participants.
6.4.2 Participants
The subjects of this research were 137 engineering students from India (Chennai
n = 13, Bangalore n = 18, and Mumbai n = 24) and Central Europe (Hungary
n = 28, Croatia n = 28, and Slovenia n = 28). They were undergraduate, master,
and PhD students. There were 33 females and 104 males aged between 25 and 40.
Their educational background was mechanical engineering, industrial design
engineering, and product design. The research was performed using Semantic
differential questionnaires.
100 V. Čok and J. Duhovnik
Ten samples of contour shapes were used in this survey and represented with
black and white in order to avoid the influence of color, (Fig. 6.3). Shape contour
characteristics (2D) were taken from pellet burners designs (3D). For clear data
interpretation, we divided these samples into two categories based on the angularity
of their shapes, (Fig. 6.3). Criteria for separation were straight or curved corners. In
this experiment, we intentionally did not associate the shape with any shape
symbolism.
Separated and divided from shape samples, nine color samples were chosen for
evaluation. We gathered samples from several Web pages and magazines, which
describe color trends. The color sample characteristics are presented in Table 6.1.
We have defined four product characteristics, which were observed during this
experiment (Fig. 6.4). Adjectives were collected from different sources and litera-
ture. Later on, they were arranged in regard to product characteristics. All selected
adjectives were general, used daily, and understandable to all participants.
The subject used a 5-point Likert scale to rate shape esthetic attribute (1 = very
ugly and 5 = very beautiful), shape functional attribute (1 = very uncomfortable
and 5 = very comfortable), shape social attribute (1 = very feminine and 2 = very
masculine), shape functional attributes (1 = very unreliable and 5 = very reliable),
(1 = very complex and 5 = very simple), and shape future attributes (very unfu-
turistic–very futuristic).
6.4.5 Procedure
The questionnaire was divided into three parts. The first part dealt with demo-
graphic questions related to gender, age, location of residence, ethnicity, and
education. The second part of the questionnaire examined the emotional response of
respondents to shape and color using the Semantic differential technique according
to Osgood [44]. Finally, the 5-level Likert scale was used for rating samples of
shapes and colors associated with bipolar Kansei adjectives. For statistical analysis,
we transposed values and changed the order of bipolar Kansei pairs together with
values, e.g., (1) beautiful–(5) ugly to (1) ugly–(5) beautiful. All questionnaires were
in English.
Data were analyzed with both univariate and multivariate statistical models
(Table 6.2). First of all, we have the conduct (1), descriptive, and inference
statistics. Then, on the basis of the mean, standard error, and review of the distri-
bution, we defined certain criteria for the definition of positive, negative, and
neutral emotional responses. With (2) the Student’s t-test, we discovered the dif-
ference in the intensity of response and the difference in the mean of two
Table 6.2 Sequence of statistical methods for users’ emotional feedbacks comparison
Seq. Method Output Indicator
1 Descriptive and Mean, standard error, data Data review
inferential distribution
statistic
2 Student’s t-test Discovering differences in the mean Difference in the
between two target populations intensity of the
response
3 Factor analysis Correlation between the Kansei Difference in
(FA) adjectives, shapes, and colors perception (semantic
structure)
4 Linear mixed Identification of factors affecting Effects on the
models (LMM) emotional response emotional response
6 Exploration of Users’ Cross-Cultural Differences … 103
independent group samples. With (3) Factor analysis, we observed the differences
between the two groups of participants in their perception or semantic structure of
Kansei adjectives, shapes, and colors. With (4) Linear mixed models, we observed
that which factors influence or have an effect on emotional responses. Statistical
analysis was performed in SPSS version 22 and version 2013 XLSTAT, while
statistical significance was set at p < 0.05.
Data obtained from the questionnaires were first analyzed by using descriptive and
inferential statistics. Mean values of individual shapes and colors in conjunction with
Kansei pairs were divided into three categories. Kansei pairs, which have been together
with shapes and colors, estimated with the mean ðxÞ above, below, and on 3 (interval of
x = 2.86 to 3.14). Estimated shapes or colors that have reached x > 3 were considered
as beautiful, simple, masculine, reliable, comfortable, and futuristic. While shapes or
colors which have reached mean of x < 3 were considered as ugly, complex, femi-
nine, uncomfortable, unreliable, and unfuturistic. When determining the boundaries
between the mean, which is neutral, we considered the lower and upper limits of
standard error or confidence interval. If the average is x = 3 or is located between the
x = 2.86 to 3.14, the response of the respondents was perceived as neutral.
6.5 Results
With the Student’s t-test, we found statistically significant differences in the mean
of the two observed groups, which consisted of South Asians and Central
Europeans. By Levene’s test for equality of variances, we have identified 3 sta-
tistically significant results for which inequality of variances was found, which we
then considered during data interpretation.
6.5.1.1 Colors
Fig. 6.5 Mean values of scores for colors in relation to Kansei bipolar adjectives of Central
Europeans. The value of error bars is standard error
Fig. 6.6 Mean values of scores for colors in relation to Kansei bipolar adjectives of South Asians.
The value of error bars is standard error
6 Exploration of Users’ Cross-Cultural Differences … 105
6.5.1.2 Shapes
Fig. 6.7 Mean values of scores for angular shapes in relation to Kansei bipolar adjectives for
Central Europe. The value of error bars is standard error
108 V. Čok and J. Duhovnik
Fig. 6.8 Mean values of scores for angular shapes in relation to Kansei bipolar adjectives for
South Asia (right). The value of error bars is standard error
Fig. 6.9 Mean values of scores for rounded shapes in relation to Kansei bipolar adjectives for
Central Europe. The value of error bars is standard error
When examining eigenvalues, we have found that it is necessary to only keep the
first and the second factor because the values of other factors are low and negligible
(Figs. 6.11 and 6.12). This means that these two factors are sufficient to explain the
variability of other variables.
Correlation matrix with the values of the Pearson correlation coefficient indicates
the Kansei bipolar adjective. When considering subjects from Central Europe, a
high correlation between bipolar Kansei bipolar adjectives is calculated: ugly–
beautiful and uncomfortable–comfortable (r = 0.831, p = 0.000); simple–complex
and unreliable–reliable (r = 0.886, p = 0.000); and feminine–masculine and un-
reliable–reliable (r = 0.714, p = 0.001). South Asians have the highest correlations
between the following Kansei bipolar adjectives: complex–simple and unreliable–
reliable (r = 0.787, p = 0.000); complex–simple and uncomfortable–comfortable
(r = 0.735, p = 0.000); and unreliable–reliable and uncomfortable–comfortable
(r = 0.866, p = 0.000).
The dimensions of emotional responses are composed from two factors that have
factor weights on different Kansei bipolar adjectives (Table 6.3). After eigenvalues
110 V. Čok and J. Duhovnik
Fig. 6.10 Mean values of scores for rounded shapes in relation to Kansei bipolar adjectives for
South Asia. The value of error bars is standard error
and factor contribution have been checked, the first two factors for both India and
Central Europe had the highest contribution (India; 81.7 %) and (Central Europe;
87.9 %). The values in bold correspond for each variable to the factor for which the
squared cosine is the largest (Table 6.3).
6 Exploration of Users’ Cross-Cultural Differences … 111
Table 6.3 Component matrix of factors for Central Europe and India
Bipolar adjectives Central Europe South Asia (India)
F1 (52.19 %) F2 (35.70 %) F1 (54.21 %) F2 (27.46 %)
Ugly–beautiful 0.95 0.77 −0.42
Complex–simple 0.90 0.80 0.38
Feminine–masculine 0.80 0.93
Unreliable–reliable 0.94 0.89 0.38
Uncomfortable–comfortable 0.96 0.94
Unfuturistic–futuristic −0.89 0.32 0.57 −0.55
Values in bold are different from 0 with a significance level alpha = 0.05
112 V. Čok and J. Duhovnik
Fig. 6.13 Observations of axes F1 and F2 and vectors of variables for Central Europeans
was named “attractiveness” while F2 as “classical.” Red and green are colored
vectors in Figs. 4.5 and 4.6. Red-colored vectors represent variables: beautiful,
comfortable, reliable, simple, and futuristic, which are positioned on the axis of F1
and F2. The green-colored vectors represent the opposite pairs of variables: ugly,
uncomfortable, unreliable, complex, and unfuturistic.
South Asians in comparison with the Central Europeans also differ in the per-
ception of shapes and colors. Central Europeans generally associate the functional
attribute (simple and reliable), the social attribute (masculine), and the futuristic
attribute (unfuturistic) with shapes that have angular edges or lines, such as Shape A
and achromatic colors (Fig. 6.14). South Asians associate the functional attribute
(simple, reliable, and comfortable), the esthetic attribute (beautiful), and the future
attribute (futuristic) with shapes B and I (with rounded edges) and colors blue,
green, and white (Fig. 6.13). South Asians associate the angular shapes A and E
and the color black with the social aspect (masculine).
For a detailed idea about the position of factor scores on the graph, values are
presented in Tables 6.4 and 6.5.
First, we tested fixed effects for Kansei pairs (6), colors (9), geographical locations
(2), and gender (2) separately (Table 6.6). A statistically significant fixed effect was
discovered for the Kansei adjectives and colors, while gender and geographic
location were statistically insignificant. Statistically significant two-way
6 Exploration of Users’ Cross-Cultural Differences … 113
Fig. 6.14 Observations of axes F1 and F2 and vectors of variables for South Asians
different shapes trigger different participant responses. For adjective and location, a
statistically significant effect was not found, which indicates that adjectives or
geographical location alone did not affect the responses in our research. Gender
alone was also statistically insignificant. This means that there was no difference
found in the perception of shape contour between male and female participants. In
this case, we can confirm that variety of shape contours do affect a response or
emotional feedback of individual.
During the next step, the two-way interactions between: shape × adjective;
shape × location; adjective × location; shape × gender; and gender × location
were analyzed. The shape × adjective interaction is statistically significant, which
indicates a connection between different shapes and different meaning of adjectives
that influence participant responses. The other two-way interactions: shape × lo-
cation, adjective × location, shape × gender, and gender × location were statis-
tically insignificant to the responses of the participants. Therefore, we can confirm
the assumption of hypothesis 2 that the interaction between shape × adjective has
an influence with individual responses. The three-way interaction test showed that
shape × gender × location is also statistically insignificant (Table 6.7).
However, the shape × adjective × location interaction was statistically signifi-
cant for the responses. The results from the interaction test indicate that South
Asians and Central Europeans have a different understanding of the meaning of
shape. The results from all of the stimuli demonstrate the similarities and dissim-
ilarities in shape perceptions between both geographical locations.
6.6 Conclusion
The case study demonstrated the use of the KCUL model. An important contri-
bution of the method is the systematic approach. The method should be imple-
mented in the early stage of the product development process, when the designer is
looking for new solutions or conceptual concepts at an abstract level. The upgraded
model KI 1, the KCUL model with its process, serves as a complementary
methodology to the product development process and contributes to new types of
methods to detect cross-cultural differences among the user’s perception of visual
product elements.
The goal of this paper was to compare and discover emotional feedbacks toward
shape and color samples between two culturally diverse groups of participants. Data
were gathered by using the Semantic differential technique and the 5-level Likert
scale. Later on, three different statistical methods were used in order to find
potential differences in: semantic structure, intensity of emotional responses, and
effects during emotional responses.
The results show that the participants from both groups from South Asia and
Central Europe have similar psychological feelings toward shapes, while more
obvious differences were found in the perception of color. The two groups differ in
semantic structure and in the intensity of responses or scores.
116 V. Čok and J. Duhovnik
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Abstract The aim of this chapter is to present a first understanding of the Kansei
design approach and how it can be bridged within an industrial context. It proposes
a theoretical point of view of our division build on researches still conducted to link
Kansei philosophy and user experience in a first time and then to understand how an
interaction can impact the full user experience. Furthermore, the automotive context
of these researches leads us to develop and use several methodologies and tools that
are presented in this chapter. We develop them in order to increase what users live
with their products from an early design point of view, beyond the product itself.
7.1 Introduction
7.1.1 KD History
Although Toyota started selling cars in Europe during the 1960s, Toyota Motor
Europe (TME) was only set up as a holding and regional headquarter in 2002. The
mission of each R&D Center is linked to specific leading-edge fields that might
nurse and generate value to the global company. Europe is considered as the most
complex zone in the automotive world, due to contrasted cultural aspects as well as
contextual, and it stands to be a reference for driving dynamics. As example, the
future of mobility, such as “autonomous driving”, is widely tested on this continent.
From our Kansei perspective, this is conducted through prospective studies related
to the impact of new type of motion control on human behaviour and perception.
Since 2008, the economic crisis dramatically changed some conservative way of
thinking toward a more user-centered approach where the emotional side of the
experience became a mandatory requirement.
To create a new ethics of auto mobility, in sum, will require a deep shift in automotive
emotions, including our embodied experiences of mobility, our non-cognitive responses to
cars, and the affective relations through which we embed cars into personal lives, familial,
networks, and national culture [40].
Kansei design division (KD) has been created in 2005 at first to assess liking and
study new KPIs for target setting, based on sensory stimuli, etc., which quickly
raised the crucial need for new methodologies and tool studies within breakthrough
strategy “TME uses Kansei engineering techniques for assessing, but has come to
recognize the need for a design approach in the first two parts: understanding and
creating, i.e., the need for a Kansei design approach to create a Kansei space”[26].
And if “Kansei” is Japanese word that stands for people’s affective process
generated following sensory perception, it encompasses notions such as emotions,
feelings, and impressions. It is one reason for which we are strengthening our
7 The Kansei Design Approach at Toyota Motor Europe 121
7.1.2 KD Structure
The approach initially followed by designers (i.e., based on the experience and
intuition and on abductive reasoning) focused on the multisensory qualities of a car
and its overall consistency (e.g., materials and color). It rapidly integrated a com-
plementary quantitative point of view based on a more scientific reasoning (i.e.,
analytical approach). The start of the collaboration with the CPI Laboratory played
a major role in this evolution. It also permitted better study of the response to
perception (i.e., associated meaning, emotions) of potential users and thereby made
it possible to better guide design directions. Both are now being combined in a set
of integrative tools and methodologies. Supported by Ph.D. researches, it sub-
stantially contributed to establishing this approach inside (use in development
projects) and outside (publications) the company.
With time, interaction also became an additional field of study. Recently, the
notion of “experience” gained importance. It is now almost exclusively used when
describing KD’s concerns and field of study. Indeed, this notion encompasses
several fields (i.e., perception, response to perception, interaction) while staying
focused on the user’s affective mental process. As a whole, it is now referred to as
the “Kansei design” approach (integrative thinking and focusing on experience).
Alexandre Gentner was the first Ph.D. researcher to work for KD. His researches
as well as the different projects he conducted impacted greatly the recent evolution
of the division regarding the type of thinking used and fields tackled. This research
also contributed to establish the structure of KD research and predevelopment
activities. In that sense, this dissertation will highlight the main theoretical (i.e.,
framework, model) and some of the practical characteristics (i.e., tools, method-
ologies) of the “Kansei design” approach. Without communicating confidential
information related to ongoing vehicle development projects, it will explain how the
approach can be applied to the early phase of industrial development projects (i.e.,
tools, methodologies leading to early representations) and will give hints about how
the approach contributes to downstream design activities.
KD’s current activities impact the vehicle development process at different
stages. In upstream phases, experience-focused concepts are investigated. In later
stages, KD is involved in the design development of specific vehicle parts and
materials impacting the resulting user experience, as well as in the evaluation of
perceived Kansei qualities of the full vehicle under development. Most of these
activities imply collaborative activities with other TME and TMC departments,
suppliers, and/or external partners. The cross-functional importance of such con-
siderations was acknowledged by top management and led to the recent creation of
the “Kansei Competency Center” described previousely.
As mentioned earlier, the focus of Kansei design researches is the upstream
phases of the development process. This means the researches are related to
experience-focused concepts. These concepts represent experience directions that
might influence different types of future development projects. Three contexts for
these early representations of user experience can be distinguished: “exploratory
124 C. Favart et al.
The notion of experience (used in the terms user experience, product experience,
and experience design) is now used more and more in the literature when describing
a (instrumental or not) human–artifact interaction. Ortíz Nicólas and Aurisicchio
[34] analyzed 11 user experience frameworks from the literature in an attempt to
bring together in a consistent overview the rapidly growing and disjointed literature
on the subject. The conclusion of this research suggested that even if the per-
spectives and focus points of the 11 researchers were different, common constituent
elements (user, interaction, artifact, context) and aggregates (subjective, conscious,
emotional, interconnected, dynamic) of user experience were acknowledged by the
majority of the perspectives reviewed.
Kansei studies are usually cross-disciplinary and involve researchers from fields
such as brain sciences, psychology, and engineering design, and design or mar-
keting research. Although the word Kansei is widely used in Japanese design
research literature, it is usually only briefly defined as an introduction to the context
of the study presented and is interpreted in a variety of ways [25]. Some of the
reasons pointed out are that the notion is impossible to transpose directly into
English, that it is closely connected to the Japanese culture [42], and that the
literature intending to provide a definition struggled over time to come up with a
single and clear definition [27]. Lévy et al. [27] described it as the function of the
brain related to “emotions, sensitivity, feelings, experience and intuition, including
interactions between them” (p. 9). It is further described as originating in one’s
sensory perception and personal characteristics (Kansei means) and providing as
output a qualitative meaning and value of the environment (Kansei result). Notably,
Lévy et al. indicated that the flow between Kansei means, process, and results is not
strictly linear and that these different aspects influence each other.
Part of the originality of KD is that it intends to combine notions from the
“Western” emotional and experience design research field as well as from Eastern
Kansei research. As could be seen in the previous sections, both have in common
the fact that they describe the human subjective process involving an affective
dimension and following the perception of artificial construction (product, inter-
action, service, etc.). Indeed, in the same way experience is distinguished from
usability (arising from the logical behavioral level [33]), Kansei is distinguished
from chisei (leading to intellectual understanding) and opposed to risei (logic
process). In order to define a clear context for the experiments, we will use this
section to put both points of view in perspective and build a summary “Kansei
experience framework” that will be used as a basis for the following discussions.
7 The Kansei Design Approach at Toyota Motor Europe 125
Fig. 7.4 Generic framework combining Kansei and user experience design perspectives [16]
126 C. Favart et al.
influencing factors represented include the user’s personal characteristics and at-
tributes from the environment.
A simplified framework has been introduced by Gentner [16]: the “Kansei
experience framework” (Fig. 7.5). It is centered on the specific focus of this dis-
sertation. In this framework, the centers of interests are the notions of experience
and of Kansei process (i.e., not rational processes), as well as the three core entities
of user experience: the user’s personal characteristics, the user’s perceived Kansei
qualities, and the attributes of the environment.
The Kansei process is represented as creating a link between the three user
experience entities. Perceived Kansei qualities encompass notions such as pleasure,
meaning, and emotions. Personal characteristics cover notions such as the user's
culture, values, personality traits, mind-set, as well as memory. Finally attributes
from the environment include descriptions of products, interactions, and elements of
the context involved in an experience. Notably, the framework also retains the four
constituent elements of an experience identified by Ortíz Nicólas and Aurisicchio
[34]: user, interaction, artifact, and context.
Fig. 7.6 Link between user experience; experiential interactions; and unilateral and reciprocal
interactions
128 C. Favart et al.
user and the artifact’s status and produces changes or feedbacks to the user and the
artifact. This reciprocal response finally impacts the perception of the other (user or
artifact). This entire process is named the reciprocal interaction.
Finally, this section highlighted that we can build links between user experience
and interaction. Thus, a sequence of unilateral and reciprocal interactions can be
regrouped as the experiential interaction. And then, a set of experiential interactions
can be understood as what is called the full user experience.
at this NCD stage, it is preferable to speak about a “desired targeted user.” For this
reason, the term “user” will be put between quotation marks (i.e., “user”).
Kansei qualities such as meanings and emotions are used by the user to describe its
experience with a product or service. The same process might be applied to more
abstract concepts like brand. Multiple comparisons are possible on the relative
weight on each keyword of KQ. In addition, multidimensional mappings can be
calculated to visualize their relative distances. However, these frameworks are
dependent on the products under study which limits its relevance to be used to
position future products or more abstract concepts like brand. The aim of this
research is to develop a tool based on experience independent from the products
allowing multiple comparisons of products and brands becoming a system of ref-
erence to discuss an “intended experience.”
One of the components of experience is the user’s personality consisting of an
aggregate of behaviors greatly influencing the user’s tendency to appreciate or
prefer specific objects or services. Among several branches of research, “person-
ality trait approach” states that each individual personality is a unique combination
of various traits that interact among each other. We have used the five-factor model
of personality, which is the most widely used tool in research, in order to study the
Kansei qualities that are triggered by each personality trait. The Kansei card tool
was used to facilitate the generation of KQ. It consists of a collection of iconic
images from different sectors of inspiration: animals, sports, leisure activities,
gestures, instruments of music, etc.
The personality trait under study was displayed and explained. Participants,
mostly designers, were given 10 min to walk around the room and go through the
set of Kansei cards on the table, pick the visual stimuli that they feel to be correlated
with the personality trait, and write on a Post-it the reason why they chose this
image. After laying all images on a board, several participants clustered elements
expressing similar ideas. Each workshop was conducted twice with a different
7 The Kansei Design Approach at Toyota Motor Europe 131
population of designers. Clusters generated were then grouped into families by one
member obtaining 3 families of experience per personality trait. In total, 30 “ex-
periences” were generated containing Kansei cards and keywords.
The semantic content was further structured inside each experience depending
on its nature: values, personality, emotions, and meanings. Additional keywords
had to be added in order to complete this classification. New visuals were generated
moving away from iconic content (Kansei cards) with a more specific imagery. This
imagery was structured as well according to 3 levels of abstraction: human
behaviors and fashion, product and spaces, and shape and pattern.
The 30 experiences were quantitatively correlated with a set of 10 target cus-
tomer segments by an expert panel. We could analyze these data in order to gen-
erate a 2D mapping space of the 30 experiences and target customers. Axes were
named according to the positioning of the experiences. We use this space as a
visualization tool to position intended experiences of products and brands.
Concerning brands, visionary panel evaluated the correlation of several brands with
each experience board allowing us to map and compare the different experience
territories.
This activity consists in the generation of new ideas and new concepts. This is
achieved using the collected data, mental images, and other information contained
in the members’ memory. The design team members thereby generate intermediate
(physical and/or digital) representations.
In this section, two types of tools will be presented. The first one corresponds to
cocreation tools enabling the discussion of Kansei-related topics with users and
other divisions within Toyota. It will be illustrated by the Kansei cards tool. The
second one are tools used by Kansei design to design great user experiences
focusing on interactions. In this case, tools from the fields of service and interaction
design will be discussed.
Animals – Value
– Semantic descriptor
– Emotion
– Product characteristic
– Gesture
Natural – Value
landscapes – Semantic descriptor
– Emotion
Chairs – Style
– Semantic descriptor
– Product characteristic
Sports – Value
– Semantic descriptor
– Emotion
– Interface characteristic
– Temporal context
Arm gestures – Semantic descriptor
– Emotion
– Product characteristic
– Gesture
Semantic – Semantic descriptor
keywords
Emotions – Emotion
(e.g., future hybrid car atmosphere) including pictures and words. Statistical analysis
later permits to construct main experience directions based on the participants’ input.
The directions cover design information with low to high levels of abstraction and
include explicit keywords and inspirational pictures and color harmonies (Fig. 7.8).
In the second use case presented here, the Kansei cards are used to support user
experience-related discussions and creativity sessions in the context of cross-
divisional and multicultural teams. Participants are in this case asked to discuss the
position and finally place selected categories of Kansei cards on a two-dimensional
mapping in line with the topic of the generation activity (Fig. 7.9).
134 C. Favart et al.
Fig. 7.8 Example of two experience directions identified following participatory design sessions
This category of tools enables Kansei design to design great user experiences
focusing on interactions. In this case, the tools used come mostly from the fields of
service and interaction design.
In order to explore new interactions, bodystorming and role-playing [24] are
commonly used among the Kansei design team members. These tools allow
exploring and exchanging about new solution spaces during ideation sessions in
groups.
7 The Kansei Design Approach at Toyota Motor Europe 135
Scenarios are also used for all interaction design projects. These narrative
approaches allow the design team to better explore and convey its views about new
experiences [38]. They permit the validation of hypotheses (regarding the way users
act, think, and experience) made by the designer during the information activities
[14]. The user journey narration identified is then often transcribed in storyboards
[6]. The fact that they rely on series of drawings in the style of a cartoon allows a
quicker and more immersive understanding on the different design team members.
In the case of scenarios involving an ecosystem of stakeholders (typically the case
of service design projects), blueprints are used [23]. It displays the different stages
of the scenario on a horizontal flowchart above and below the line of visibility to
the user. The user experience touch points and the functions are placed above the
line of visibility, and the back-stage processes and related stakeholders corre-
sponding to the different user experience stages are organized accordingly below
the line of visibility (Fig. 7.10).
Kansei qualities like appeal are proven to be key drivers of preference in many
studies involving real customers. One of KD's role is to input in the process of new
concept development the future expectations of customers. Inside the field of
Kansei Engineering, its first challenge was to create a tool to define the relative
importance of each component (steering wheel, seats, instrument panel, etc.)
136 C. Favart et al.
The Kansei qualities to express the user experience evolve in time depending on the
degree of interaction with the product or service. During static interactions, users
can explore the vehicle in many ways: walking around the car to admire the
different proportions and shapes and getting inside the car to feel the seat material
and the overall interior atmosphere. However, in active interaction, the user inter-
acts with the product with the intention to accomplish a task or function: turn the
knobs to regulate the air con, turn on the engine, and drive and park the car in town.
The quality of active interactions can be broken down in 3 topics of study: intu-
itivity, usability, and meaningfulness. How to measure them? Questionnaires and
7 The Kansei Design Approach at Toyota Motor Europe 137
Likert scales can give us an idea; however, it does not tell us the reasons behind this
score. Vision is the most important element when interacting with products. Which
tools could be used to study to get further understanding of our gaze behavior? Our
aim is, by analyzing gaze patterns in interaction, to provide a quantifiable indication
of the system performance.
In order to develop a method to study the gaze in active interaction, a fixed
sequence of interactions was defined, in both driving conditions and showroom
conditions. Ten participants conducted the test followed by an interview. In addi-
tion to the eye-tracking, they were video-recorded in order to keep track of the hand
movements. One of the tasks to conduct while wearing the eye-tracker is “to find a
specific radio station.” While driving, participants had to identify the button to turn
ON the audio and then find the FM mode and scroll stations until the station they
had to find. After obtaining the data from all drivers, calculations were conducted
and heat maps obtained. It showed evidence of the poor level of intuitivity of the
interface of one of the cars under study. Pairing the results of eye-tracking with the
hand-tracking from the video-recordings helped designers identify confusing ele-
ments in the layout and define a more natural mental model of audio interaction.
The way users interact with products influences the way users live their experi-
ences. This Kansei design department way of thinking leads us the creation of a
platform dedicated to interactions through the user experience vision. The aim of
this evaluation platform is to understand how a meaningful interaction can influ-
ence, impact, and regulate the experience users are living.
Concretely, we are creating an evaluation platforms organized in two steps. The
first step is dedicated to the understanding and assessment of any kind of existing
interaction and user experience to highlight guidelines, principles, and future
opportunities.
On the other side, the second step assesses a creation, a concept, or a prototype
through the same criteria than an existing product in the step one. The goal is to
prove by comparison that we improved the product. Thus, the evaluation platform
aims at evaluating existing products to highlight guidelines for conception, to
finally evaluate the new creation through the same criteria than the original product.
We are developing this evaluation platform through methodologies and tools. The
following section proposes a first and summarized understanding of this platform:
Approaching the evaluation phase means to evaluate both existing human–
product interactions and prototype of interactions’ concept. To reach this goal of
evaluating interactions from early design or existing design, we decided to assess
interactions and user experience through the Kansei criteria:
– The first one is the “sensory level.” It focuses on the sensory involvement of a
user while interacting. For example, while driving, a user needs his capacity to
see, to hear, to grasp the steering wheels, and so on. Evaluating users’ sensory
138 C. Favart et al.
This activity consists in presenting the result of the design informational cycle to
stakeholders of the design team and/or to prepare material to be used for upcoming
cycles. The design team can adapt the type of representation and of design infor-
mation conveyed depending on the audience. The four tools presented below
exemplify different types of tools used by the KD team in order to illustrate and
communicate user experience-related intention internally. The examples given are
all related to projects already published and therefore present in the public domain.
7.4.4.1 Mood-Boxes
For interaction and service design projects, other tools are necessary in order to
communicate user experience intentions. Narrative video is one of them. They
Fig. 7.12 Snapshots from the communication video of the “Window to the World” project (2011)
present situations or complete user journeys in an immersive way and highlight the
added value for the user without necessary to have to build a fully functional
interactive prototype or deploy a service. This enables time and cost reduction in
order to achieve a proof of concept from a user experience point of view.
During the past years, narrative videos have been used multiple times by the KD
team. They either were produced internally or were outputs from collaborations.
This is the case of the “Window to the World” project that resulted from a col-
laboration with CIID and tackled the interaction between car occupants and their
environment in a poetic and seamless way. Snapshots of the video are presented in
Fig. 7.12, and the entire shot is available online (http://bit.ly/15sb6A3).
Fig. 7.13 Example of storyboard scenario from the “Window to the World” project (2011)
7.4.4.4 Prototypes
7.5 Conclusion
If we consider that the research conducted during the past decade at TME was
experimental, it is now time to consolidate some of these building blocks and
generate all necessary conditions to create a sustainable activity that might be
deployed even more broadly.
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Abstract The present paper describes a multisensory virtual reality (VR) system
built for the exploration of the bodily ultra-reality. First, we introduce a new term
‘ultra-reality’ which was advocated by a government committee to explore future
media technology in Japan. The ultra-reality has been recognized from both the
aspects of the super-reality and the meta-reality. The author proposed a hypothesis
that the ultra-reality has its base on the VR (the second reality), and it is embodied
as rational and emotional entity built on pieces of rendered reality. The ultra-reality
is the third reality grasped at the cognitive level rather than perception level. The
author placed the forth reality hypothesis where the self-body is virtualized by
projecting information backward from the body input to the brain. The dynamic
virtual body illusion is the objective of the research to create in which the self-body
makes a part of VR media to duplicate experience of other person. We consider that
multisensory presentation plays a principal role for this bodily ultra-reality. To
provide a framework for realization of the ultra-reality, we introduced exhibit
prototypes of the multisensory presentation system. The five senses theater system,
the FiveStar, provides multisensory stimulations to the user for the creation of
ultra-realistic experiences. The contents of the exhibits were the mixed reality
bodily experience, the interaction with CG creature, and the virtual first-person trip
Y. Ikei (&)
Tokyo Metropolitan University, 6-6, Asahigaoka, Hino, Tokyo 1910065, Japan
e-mail: ikei@computer.org
K. Hirota
The University of Electro-Communications, 1-5-1 Chofugaoka, Chōfu 182-8585, Tokyo,
Japan
e-mail: hirota@vogue.is.uec.ac.jp
T. Amemiya
NTT Communication Science Laboratories, NTT Corporation, Tokyo, Japan
e-mail: amemiya.tomohiro@lab.ntt.co.jp
M. Kitazaki
Toyohashi University of Technology, 1-1 Hibarigaoka, Tempaku-cho, Toyohashi 441-8580,
Japan
e-mail: mich@tut.jp
to the tourist sites. The multisensory display devices that were used to create the
bodily ultra-reality were described to show the method and characteristics of this
hypothesis.
8.1 Introduction
1
The Ultra-Realistic Communications Forum.
8 Five Senses Theater: A Multisensory Display … 147
Attention change count [15] from virtual to real is, in a sense, a direct measure of
the extent to which the participant is immersed in the artificial environment. The
values for these criteria indicate the amount to which participants believe the
stimulus of the system is of natural environment, not composed but another world is
really there.
It would be possible to place the ultra-reality at the ultimate of the perceptual reality
which gives the sense of presence in terms of factors or measures written above.
However, the ultra-reality would also accept another interpretation. Two terms
relating to ultra-reality, super-reality and meta-reality, were presented in [8]. The
super-reality is the extreme of the direction of current technology development. It
pursues more resolution, more colors, and more field of view to enhance the reality.
It is super-real in the sense of perception level of capturing the world. On the other
hand, the meta-reality is thought as a cognitive level reality, not necessarily real in
all the direct senses of perceptual reality, but it may cause more subjectively real
(natural) understanding and/or emotional response of the user. It depends more on
the content and multisensory structure which accepts content-oriented rendering
than fidelity (similarity)-oriented rendering.
The hypothesis of the ultra-reality in contrast to the virtual reality might be
proposed as follows. Figure 8.1 illustrates one interpretation of the ultra-reality by
the first author of the present article. This indicates that the feature of the
8.3.1 Back-Projection
Cognition of a self-body and its rendering have been investigated in the context of a
virtual body in a VR space [22, 23]. A multisensory presentation is a crucial part of
implementation by which a virtual body might be really considered as a self-body
as subjective projection. A high-quality sense of presence is expected to be realized
if we can properly integrate multisensory stimuli that produce the sensation of a
virtual self-body as if it is resided in the VR space, not in the actual state of the
8 Five Senses Theater: A Multisensory Display … 151
physical body. There are many evidences that a passive multisensory perception
can easily create virtual body illusion [3] even if it was a whole body [2].
We discuss here the method to create a dynamic virtual body illusion where the
body is recognized in a different motion state from the real state of an actual body.
For example, a virtual body of yourself is walking while the actual your body is
sitting. This could also be said that your actual body is the medium that renders a
virtual body in a different state in conjunction with the VR rendering apparatus. As
a part of VR rendering system, the actual body displays a virtual body into the
user’s brain. In the course of this design implementation, the actual body is
physically moved appropriately by some haptic devices2 to evoke a virtual body
sensation that creates a virtual experience. This is the goal of our multisensory
display system introduced in the present paper. We consider this kind of
ultra-reality that virtualizes the body may be called the forth reality.
To utilize the actual body to represent virtual body motion in a virtual world,
multisensory input to the actual body should be generated and integrated inge-
niously. Among them, vestibular and haptic sensations are specifically crucial for
the experience of spatial body motion and presence of the body in a virtual space.
A vestibular device needs to create a first-person sensation of own virtual body
movement. The vestibular device is not the one popularly used for a vehicle sim-
ulator but the special one for representing the self-body.
The present study proposes a multisensory information display (the Five Senses
Theater, [12]) that evokes the sensation of the virtual body motion. Based on the
display integrating multisensory presentation, we investigate a new methodology to
create first-person reliving sensation of a bodily experience that was performed and
2
Devices similar to an exoskeleton mechanism that assists user’s movement.
152 Y. Ikei et al.
obtained as other person’s activity in the past. For the first stage of this dynamic
virtual body representation, we focused on representing a walking motion of a
person as a kind of playback of prerecorded body motion. If we could achieve this,
it is expected to lead to relive other person’s voluntary experience. This opens a
possibility to obtain experiences of other people, for example, visits to various sites
by other people. It would also provide the user the opportunity of learning through
the experience of other people, or in a sense, it might be considered as a kind of
memory replication.
A display system that produces clues to senses of multiple modalities [12] was
developed where the ultra-reality described above was partially implemented. The
display system, FiveStar (Five Senses Theater), presents stimuli to the five senses
except for the gustatory sensation. The FiveStar is an interactive personal display
system that consists of a large 3D visual display, a 5.1-channel surround audio
system, haptic/tactile display, a wind/scent delivery system, and a vestibular body
motion display subunits.
Figure 8.3 shows a schematic of the FiveStar. These subsystems are integrated to
provide a base for an interaction to the user following a particular scenario. More
specifically, the objective of the system is to provide the platform to build a core
technique for a virtual body used in a multisensory communication and a package
content experience. For the creation of the ultra-reality on the system, we focused on
rather cognitive characteristics than the fidelity of each device that has often technical
limitation relative to the quality of human senses. The system pursues the effective
rendering of realistic experience in which the rationality and emotion of activity are the
points to evaluate; it is not necessarily of high fidelity-oriented presence rendering in
the sense of the second reality. The integration over modalities compensates with each
other, substitutes and augments the total presentation.
We assumed a multilevel structure for the FiveStar rendering design. Figure 8.4 shows
the conceptual three levels: (1) scene level, (2) sensation level, and (3) physical level.
Actual interactions are exchanged at the physical level between the sensors and motors
of both sides of the user and the FiveStar. The information of this level is described in
physical quantity. In this bottom level, information exchanged has no direct meaning
of the higher level in itself. The capability of the physical device for this level is
limited specifically in haptic and vestibular devices. The second, sensation level
determines the range and resolution of the physical level to effectively produce the
interaction performed by the user. The information of the second level is described by
sensory response and motion input. This level interaction is designed to implement the
top level functions. The top level, the scene level, handles the context to be performed
by the user and the FiveStar. The scene is interpreted and designed in terms of both
cognitive and emotional aspects. We assume that the scene is rendered to express or
transfer intention of the producer and the user. The modality presentation in the second
level needs to be integrated in this direction.
The first prototype of the FiveStar was demonstrated in 2009 for an early stage
evaluation of its element. The exhibit was a mixed reality experience featuring a
magic casting. The participant sat on the seat and casted a magic with a real magic
wand device to him/herself image in the mirror rendered stereoscopically on the
screen (Figure 8.5). The magic in the form of colorful particles flies to the
self-image on the mirror. The magic particle that flows from the tip of the real wand
Fig. 8.5 Mixed reality experience that involved 3D visual/audio magic particles, haptic feedback
(at hands, feet), and wind/smell sensation was presented. a 3D projection screen with the
participant inside the virtual mirror. b A participant swings a haptic feedback wand. Seat vibration,
feet motion, and wind/smell response of magic exertion were presented
8 Five Senses Theater: A Multisensory Display … 155
is presented stereoscopically in the real space. After the magic reached to the virtual
image of the participant, the system produced a multiple-modality event to the
participant as magical effects created and controlled by the participant. This content
for the Asiagraph 2009 exhibit was introduced as a wizardry training at a virtual
magic school.
In this implementation, a haptic (force and tactile) feedback at the hand was
provided by the real magic wand in response to the input motion of the participant
who controlled the particles of magic shed at the tip of the wand. The response
events of the world were given also to the body surface by tactile stimulators on the
seat, to the feet by a motion board under the shoes that provides stimuli to
somesthesia originated from the event in the VR world behind the mirror image that
was concurrently projected to the real space. A wind and smell presentation was
synchronized with the magic particles of four kinds and delivered to around the face
of the participant. The smell presentation was the most interested modality except
for the visual presentation according to the questionnaire response obtained from
the participants.
The reality treated in this prototype was unique in several points. The space
presented was an interactive 3D space that was both virtual and real at the same
time. The VR space in the virtual mirror was built based on captured image of the
participant and it was augmented with visual rendering of magic effects. The events
in the VR space (behind the mirror) such as collisions of particles to the virtual
mirror and to the image of the participant were projected to the real space with
haptic, somesthetic, and wind/scent stimulations. Although the perceptual infor-
mation sources were divided within virtual and real space, they are recognized as an
integrated single event to form a new kind of reality sensation. In this setting, the
participant was conscious of two bodies of an image in the VR space and the real
self-body. Since the directions of the bodies are opposite, the two body images are
felt rather separated.
The prototype was extended and presented3 (Fig. 8.6) at Asiagraph 2010 in Tokyo.
The content was an experience of a fantasy space where a guest player sitting on the
system was brown from the current place on the Earth to another space where a
Japanese specter (Fig. 8.7a) lived and casted evil magic particles to the player. The
system produced a multiple-modality interaction to the player. The player protects
the particles of magic by holding a shield with an amulet called ‘ofuda.’ After the
Fig. 8.6 FiveStar system at Asiagraph 2010. It consists of a 3D visual display with shutter
glasses, a 7.1-channel audio system, an 8-channel smell/wind source, a 3D force-feedback device,
a tactile device, a seat vibrator, 2-dof feet motion device, and a 3-dof motion seat
Fig. 8.7 a A Japanese specter (Yokai) of the fantasy VR world. The player is ‘blown’ into this
space from the exhibit hall with an intense air flow and vestibular stimulus. b A 3D screen and the
player interacting with the VR scene
player received the magic particles sufficiently into the amulet, the player could
throw the amulet to the specter. When the amulet defeated the specter, it changed
the specter to a friendly character. Then, the specter brought the player back to the
original real world where the player was sitting. Thus, the player experiences and
interacts with an extraordinary world with multiple sensations.
Figures 8.6 and 8.7b show the configuration of the system. The seat was driven
by 3D motion base system to give flying sensation (from the Earth to the yokai
world) and the impact event in both physical and emotional senses. A stereoscopic
visual system rendered the world and a 7.1 surround audio added the sound space.
An eight-channel wind scent source system, a compressed air jet system, tactile
8 Five Senses Theater: A Multisensory Display … 157
stimulators to the body on the seat, and a 2D feet motion generator system with a
3D motion seat were integrated to create the ultra-realistic experience.
In this implementation, the motion seat provided a large body motion to present
a transition between the real space and a fantasy space. The motion indicated a
distance of the scene changes as a first-person experience. This rendering was
essentially a vehicle metaphor for the transition. The content was designed by CG
modeling which has to move in real-time, and thus, its presence quality was
restricted by the performance of the visual rendering hardware. Although visual
reality was limited, the multisensory stimuli provided emotional effects relating to
the context.
This is a direct implementation of the virtual body. A real scene-based virtual trip
prototype was demonstrated at Asiagraph 2011 in Tokyo. The virtual trip sites were
Hakodate in Hokkaido (northern island in Japan) and Asakusa in Tokyo, the both of
them are popular destinations for tourists. The system provided a virtual walking
experience around the sites with a 3D vision/audio, wind and smells, vestibular
sensation, feet motion, and sole stimulation device generating a bodily sensation of
walking while sitting on the motion seat. (see Fig. 8.8) The user viewed, on a
3D-LCD panel, the scene of Asakusa Senso-ji Temple (Fig. 8.9a) and Mt.
Hakodate, Hachiman-zaka slope (Fig. 8.9b) recorded by a 3D video cam.
Fig. 8.8 Virtual trip system consisting of a motion seat, a foot motion device, sole stimulators, a
wind/smell system, 5.1-channel audio system, and a 3D visual display
158 Y. Ikei et al.
Fig. 8.9 Scenes of virtual trip. First-person virtual bodily walking in a Asakusa, b Hachiman-zaka
slope
Walking sensation was created by the devices, while the 3D video scene went
through a flat road or a slope with a soft/hard ground, and up/down stairs. The
sensation of a cyclic walking motion of a body was created by the periodic small
vibration of a seat and a cyclic 2D feet motion with a two-point (heel and toe) sole
stimulation. These motions were synchronized to the sway of video images intro-
duced by walking motion of a person who recorded the scene. The motion of the
display devices was designed and adjusted based on the subjective equality of
sensation observed in the real walk. A trip to Asakusa included experiences of
riding a subway, climbing stairs, walking down the shop street, smelling baking of
Japanese cracker, smelling an incense burner for good luck, feeling splashing water.
Hakodate tour provided sensations of riding a tramway/a ropeway gondola, feeling
sea winds, and smelling flowers at Mr. Hakodate, stepping on soft ground in a park,
etc. Walking sensation on this device is described in Sect. 8.7.
The haptic system for the user’s hand consists of a string-pulled 3D force-feedback
device (Fig. 8.10a) and a stick with a six-channel tactile device (Fig. 8.10b). The
haptic device presents reaction force and tactile stimulation to the hand and palm,
8 Five Senses Theater: A Multisensory Display … 159
Fig. 8.10 Haptic system. a String force display for pulling a wand and an amulet, b Magic wand
equipped with six vibrators
related to an event during the interaction. The force-feedback device (Fig. 8.10a)
consists of four motors and strings suspending the magic wand/amulet device.
Three-dimensional force is applied to the tip of the device that has about an
800-mm square workspace. Figure 8.10b shows the magic wand (stick) device with
a tactile grip that has six vibrators for the palm. The position of the device is
measured by string lengths of the force-feedback device, and the orientation is
obtained by a magnetic spatial sensor (Patriot, Polhemus).
In the scenario of the second prototype (FiveStar 2010), the player defended
against the magic particles shed from the specter by a half-transparent shield (in a
virtual space) with an amulet (center of Fig. 8.10a, in both virtual and real spaces)
that is attached to the wand device. The collision of particles at the shield in a
virtual space caused force perturbation with impact forces on the wand as well as
tactile stimuli on the grip.
The system for somesthetic (bodily) sensation consists of a three degree of freedom
(dof) motion seat with a 2-dof feet motion system (Fig. 8.11) and the foot (sole)
stimulation device (Fig. 8.12a). This system produces vestibular stimulus that
changes the user’s head position in addition to the body posture by the feet motion
160 Y. Ikei et al.
(a) (b)
(c)
Linear actuators
Fig. 8.11 a 3-dof motion seat in use with the force display and feet motion plate, b seat is driven
by three linear electrical actuators, one at the front and two (left, right) at the rear of the seat, c base
linear actuators
Fig. 8.12 Lower limb stimulator. a sole stimulator that installs two (heel and toe) vibrators,
b 2-dof horizontal motion plate (base), two vertical motion pedals, and heel/toe tactile stimulators
on the pedals
relative to the seat. Along with the feet motion, the force impact at the sole of a foot
while real walking was presented by the foot stimulation device.
The 3D motion seat is driven by three electric linear actuators with a 100-mm
displacement and a 200 mm/s max velocity. The possible motions are up-and-down,
pitch, and roll directions. These motions are combined to generate the desired tra-
jectory of the seat. The 2D feet motion board installs two motors that drive the top
plate 85 mm to the x–y-directions in a horizontal plane.
Eight-channel tactile feedback devices were installed under the cushion material
of the surface of the 3D motion seat. The stimulator unit is a full-range speaker that
creates stimulations on the back and the thigh of the participant to enhance the event
and motion in the space. Two vibro-stimulators were attached at the upper arm to
present tactile sensation of a wind or grazing collision while walking among people.
8 Five Senses Theater: A Multisensory Display … 161
The lower limb stimulator (Fig. 8.12b) consists of a 2D horizontal motion plate,
2D vertical motion pedals, and sole stimulators on the both ends of the pedal. These
devices contribute to create sensation of a spatial bodily motion by making user’s
feet move both in a 2D plane, and by lifting lower legs at the heel simultaneously.
Synchronous motion of them induces the sensation of a voluntary walking motion
of the self-body.
Walking is a full-body motion controlled by the spinal cord and the brain based on
vestibular sensation, kinesthesis, tactile sensation, and vision with an intention to
walk originated at the cortex [16, 25]. It is a voluntary motion; however, not all of
the motion is under conscious control. The cyclic rhythm of leg motion is mainly
controlled by the CPG (central pattern generator, [7]) in the spinal cord and the
brain stem without direct intervention of subjective volition from the cortex. This
might allow to place a hypothesis that a passive body motion generated by an
external device could be perceived as a part of voluntary walking motion.
The motion of real walking in terms of vestibular sensation is represented as a
main component by the up–down (lift) motion length. The length of the lift was
around 30 mm according to our measurement, although it depends on the body size
of the participant. The trajectory of the heel in a real walk takes the vertical lift
about 200 mm and the horizontal displacement in the forward/backward direction
about 600 mm. We produced this amplitude of a vertical motion by the display
system. The result was that this motion evoked an extremely larger sensation than
actual sensation the subject received during the real walking. This might be ascribed
to the difference in sensory processing in which sensory input could be attenuated
when a voluntary motion was executed [4, 13].
An appropriate amplitude of a vertical motion (with roll and pitch motion) was
experimentally searched by the participant based on the method of adjustment. The
adjustment involved three linear actuators so that the resultant motion had three
degrees of freedom. The vertical motion that the participant adjusted was about 1 to
2 mm at the headrest of the seat that was far smaller than the real walking motion.
The amplitude of seat motion was about one-fifteenth of the amplitude observed
in the real walking. A foot lift motion of a participant was created by two vertical
motion pedals in Fig. 8.12b to evoke a sensation of walking while the participant
sat on the seat with his shinbone set approximately vertical and the angle of the
knee joint held to 90 degrees. Based on the real trajectory of a heel, a similar
trajectory was designed and produced. The result showed that the sensation of heel
lift was most similar to the real walking when the lift length was about 10–30 mm.
This is around one-tenth of the real lift motion of heel during walking.
In both cases of either stimuli, the passive reception of motion could impart a
part of sensation of walking at the magnitude of extremely smaller than the real
ones. This suggests that the virtual body is created by relatively small devices.
162 Y. Ikei et al.
Although other kind of body motion to be realized will require more mechanisms
for passive drive of other parts of a body, this asymmetry of magnitude adds value
to the system design.
8.8 Conclusion
Acknowledgements The authors wish to thank Professor Michitaka Hirose at the University of
Tokyo for his valuable advice on the present research. We thank Dr. Koji Abe for his great
contribution to the virtual trip project. This research was supported by the MIC/SCOPE
#141203019 and a Grant-in-Aid for Scientific Research (A) from MEXT, and a past funding for
the ultra-realistic communications technologies of NICT in Japan.
References
9.1 Introduction
Emotion and decision will first be defined. Next, findings regarding the
self-perception process and mechanism of generating emotions and the decisions
will be summarized.
There are three general phase of the human information process: “sensation,”
“perception,” and “cognition.” First, much the sensory stimuli are received through
sensory receptors in “sensation.” Second, the sensory information received is
chosen and created the meaning of it in “perception.” Third, the perceived sensory
information is interpreted and understood based on past experiences, memories, and
cumulative concepts in “cognition.”
In various fields, many researchers have argued that the recognition of the body
and mind changes almost synchronously; for example, recent physiological studies
have demonstrated that the change in blood flow [21] due to the action of the
automatic nervous system in accordance with the emotional change induces specific
physiological changes to body temperature [20, 34], skin conductance [12, 30], and
tremor [35].
Meanwhile whether emotion or bodily responses change first has been dis-
cussed. In this regard, recent studies tend to be positive theories that body recog-
nition changes prior to changes in emotions/decisions [31, 53]. In fact, regulation
body affects emotional experience [56, 57]. Additionally, some studies clarified that
the essential qualification of the change in the psychological state is not the actual
bodily change but getting the “feeling” that the actual body changes [35].
Meanwhile, Schachter et al., state that any physiological changes can be related
to several emotions; thus, discreet emotions cannot be completely determined by
only the change in bodily response (two-factor theory of emotion) [53]. The
recognition of any physiological change and the estimation of the physiological
change’s reason (attribution of causality) determine what type of emotions are
evoked. In this regard, Dutton et al. demonstrate that different emotions would be
evoked according to how people interpret their own environments, including sit-
uations when similar circumstances and bodily responses arise [18].
These theories would indicate that one’s psychological state and body is
unconsciously understood through the observation of the environment, though
one’s mind is recognized as centering the recognition of his/her body.
Furthermore, cognitive dissonance theory [22] and self-perception theory [7] are
argued as follows: When the self-intrapsychological state is ambiguous, human
knows his/her psychological condition, including emotion or attitude through
observation of own bodily condition, others’ conditions, and the environment. This
means that one’s self-psychological state is recognized depending on the infor-
mation clearly recognized.
The theories stated by Festiger et al., and Bem would have a comprehensive
description of the claims about the relationship between the recognition of self-body
and self-mind. Based on these findings, it seems that the recognition of one’s body
causes his/her psychological mind, since the mutual correspondence between the
self-body and self-mind in a certain environment is empirically known.
9 Making Emotion and Decision via Affecting Self-Perception 169
One’s body is recognized based on the perception of one’s body with integration
of sensory information received from the self-body and the environment. The
amount of information provided from these is almost infinity. Nevertheless, human
can separate them. The sensory information is organized in the process of per-
ception, and the distinction between these cannot be possible without one’s body.
In this regard, Gibson states that psychological activity has everything to do with
the environment, since the environmental perception attaches to the body percep-
tion accordingly [25]. This means that the perception of oneself (self-perception) is
the separation of one’s body from the environment centering his/her body perceived
through the integration of information regarding these.
Therefore, making emotions and decisions seem to be accordingly possible if
self-perception change. In order to alter the self-perception with the artificial stimuli
provided from the outside, a need exists for the appropriate presentation and
integration of the stimuli into the one’s body based on an understanding of the
self-perception process and the perceptual property.
The sensations to receive the bodily information and environmental information are
different. Human have senses to perceive the external environment (external sense)
and senses to perceive the bodily condition (internal sense). Figure 9.1 illustrates
the classification of these senses.
The internal sense is directly linked to the perception of one’s body. The body
perceived reliance on the internal sense is called as “body schema” [41, 54]. The
body schema, is the representation of the spatial positional relationship of the body
perceived mainly based on through somatic sensation.
Fig. 9.1 The classification of sensation. The sensations described in the higher point of this figure
enable sensory information to be perceived farther away from the body
170 S. Sakurai et al.
However, a body is not known based only on the body schema; for example,
while the existence of the viscera in self-body is known, it is hard to know the
exact position or movement of the viscera with only the internal sense directly.
The external sense complements the internal sense to know such unknowable
senses. The representation of the body recognized depending on the integration of
both the internal and external senses is called “body image” [54]. This has a close
relationship with the self-conscious.
The body image and body schema are not always same; for example, “phantom
limb” is a good example of the body image differ from the body schema. This is a
phenomenon in which a nonexistent arm or leg is felt as if it exists [41]. In another
instance, the condition of face or the back of self cannot be understood until s/he
uses an object like a mirror.
Here, the boundary of the environment and body is generally considered the
physical skin. However, some external objects, which are not a body, are recog-
nized as part of one’s body in some cases; for instance, the “rubber hand illusion” is
well-known as the example of it. This is a illusion that a rubber hand is felt as if
own hand when tactile stimulus is presented to the rubber hand and an actual hand
put out of sight at same time [4, 9]. Conversely, some parts of one’s body would be
felt as though they are not part of body [29]. This means that the recognized body
image is formed beyond the physical confines. The distinction of where one’s body
ends and the environment begins is determined based on the subjective senses of
self-ownership and self-agency in the phase of perception [32]. A sense of
self-ownership is the feeling of “this is I.” A sense of self-agency is a feeling of “I
operate this.” These senses are perceived through understanding spatial or temporal
relationships between internal and external senses [4]. When the sensations are
caused in the external object, the object can be rephrased as an “extension of one’s
body.”
The body image extends and is updated adaptively to encourage the appropriate
behavior of human intentionally at difference times. Therefore, the self-perception
and body image are variable by affecting the internal and external senses
appropriately.
The world in the brain that is recognized through the human information process is
not necessarily similar to the actual physical world. In some cases, the physical
characteristics are perceived differently from the actual ones as an example of the
“phantom limb” [41] as cited above.
The property can be divided into a case due to the physical cause and a case due
to the cognitive bias. In the case due to physical cause, the perception would change
under the influence of single sensation modality or interaction of a number of
sensation modalities [17]. In the meantime, in the cases due to the cognitive bias, it
is known that perception is influenced by various types of cognitive biases, such as
9 Making Emotion and Decision via Affecting Self-Perception 171
Based on these findings, we propose a model for making emotions and decisions
with “self-perception-based VR.”
Here, the pathways for self-perception could be varied through three pathways:
internal sense, external sense, and correspondence between the internal and external
senses. “Self-perception VR” includes approaches for affecting each of the three
pathways to modify a body image related to the desired mind state in different
ways. Each approach will be discussed in Sects. 9.4, 9.5, and 9.6 with referring
related engineering studies. Based on the discussion, we will also give an allover
picture of the methodology in Sect. 9.7.
Figure 9.2 illustrates the conceptual model of “self-perception-based VR.” The
leftmost of this model depicts a physical body and the environment. The rightmost
of this model represents the correspondence between the body and environment
in the cognition process.
Fig. 9.2 The “self-perception-based VR” conceptual model. The leftmost of this model depicts a
physical body and the environment. The rightmost of this model represents the correspondence
between the body and environment in the cognition process. This methodology generates
emotions/decisions due to the change in the perception of self-body by affecting the internal sense,
external sense, and integration process of the internal and external senses
172 S. Sakurai et al.
This section will explain the first approach for varying the body image by affecting
the internal sense, such as somatic and visceral sensations (Fig. 9.3).
Humans cannot grasp the exact conditions inside the self-body directly. In
particular, the change in the self-body caused by autonomic change is less con-
scious and cannot be controlled. One of the ways to affect the internal sense is
intervention inside of the body and controlling organs directly. However, practical
use of such methods is difficult due to the danger of physically and mentally taxing.
In this regard, we focus on the cross-modal effect indirectly on affect the internal
sense. Our sensation is highly interconnected. Perception through one sensory
system is changed by stimuli simultaneously received through other senses. This
phenomenon is referred to as “cross-modality” [55]. We use of this cross-modal
effect to affect the perception of the internal sense. This first approach is referred to
as the “cross-modal approach”.
The famed early investigations of this approach would be the “false heartbeat
experiment” [61]. This experiment result shows that the speed of false heartbeat is
influenced the affection of a woman in a picture. In this case, the sound of the
heartbeat (false heartbeat) modified the perceived heartbeat through cross-modal
effect (auditory—visceral). This perceptional change would distrupt the
physiological/psychological excitements as reported in Dutton’s experiment [18].
Fig. 9.3 The “cross-modal approach” model. This approach generates a psychological state based
on the recognized body image through the changing of the perception of the internal sense
9 Making Emotion and Decision via Affecting Self-Perception 173
There are other studies for affecting emotion through modifying the perception
of the self-heartbeat; for example, the “empathetic heartbeat” requires watching a
movie of people with a tense feeling and hearing the sound of fast heartbeat
gradually getting louder through a headphone in the dark by placing a stethoscope
over one’s chest. This process blurs whether the owner of the heartbeat hearing is
one self or the other person. This creates empathy with others’ tense feeling [3].
A system proposed by Nishimura et al., presents the vibration stimulus functions
as a false heartbeat to one’s chest to evoke affection toward others [39]. The result
of their experiment shown that the speed of the false heartbeat tends to
increase/decrease the attractiveness of a woman in a picture. This have similar
tendency as Valins’s study [61].
Thus, the perception of the self-heart beat and awareness of self-emotion are
affected by stimuli provided from the environment. Since the heart rate corre-
sponding with various emotional states is known experimentally, the modified
heartbeat perception seems able to change one’s emotion. Meanwhile, the per-
ception of the same heartbeat evokes a different emotion according to the envi-
ronment as a two-factor theory of the emotion state. Therefore, the key to
evoking the preferred emotion using this approach is the design of what strikes
oneself as the causal attribution of the heart rate change.
The body temperature and skin conductance also relate to many types of emotions
[20, 34]. In particular, a report exists outlining that many perople have the common
image of the body temperature distribution associated from some specific emotional
states [40]. Furthermore, the physiological change in accordance with evoking an
emotion is not always only one. Focusing on this, Sakurai et al. have proposed systems
for evoking a number of emotions differently using a limited number of stimuli.
For example, “Comix: beyond” is aimed at evoking seven types of positive/
negative emotions using three types of stimulus: the vibration stimulation (false
heartbeat), thermal stimulus (false body temperature), and pressure stimulation (false
tight chest feeling) [47]. The actual tight chest feeling is caused by myocardial con-
traction. This system aims to cause the perception of physiological/psychological
choking feelings, since the tight chest feeling would literally create a tightening
feeling. The intensity of these stimuli changes according to the scene in a comic that
one is reading. The comic is used as a causal attribution of the change in the
recognition of one’s body. The comic could also make it possible to share the emotion
of a fictional character. Through user studies, it is possible to evoke various emotions
depending on the presented stimuli [48]. Meanwhile, when any of stimuli brought
strangeness, a desired emotion could not evoke. This means that the emotional state
could not alter if the stimuli are not felt as self-body changes.
“Communious mouse” also enables empathizing with others’ emotions that
described in remarks on the Internet [45]. This system provides thermal stimulation
and vibration stimulus to a palm through a mouse device. When the mouse cursor is
put on any remarks on the web browser, the system analyzes the emotional states
that each of the remarks mean. The result of the analysis changes the intensity of
each stimulus. The change in the modified perception of the skin temperature and
pulse is attributed to the remarks the cursor is put on. The change of stimuli
174 S. Sakurai et al.
evokes the following four types of emotions differently: happiness, sadness, anger,
and surprise. The effect of this system has been underway in experiments.
The system temporally named “emotional controller,” displays thermal stimulus
and nebulized water through a game controller in order to affect the perception of
skin temperature and conductance responses. The preliminary experience they
conducted shown the positive outcome that this system is capable of augmenting an
impatient feeling [51]. Additionally, the impatience would generate difficulty in
playing the game. This means that the system seems to enable subjective assess-
ment of game skill depending on the generated emotion.
These studies also account for the by cross-modal effect (many types of haptic—
somatic/visceral). In order to solve the above problem of strangeness, the “com-
munious mouse” [45] and “emotion controller” [51] are also applied to the
“body-augmentation approach,” which will be explained in Sect. 9.6.
Another example of using the haptic sense, “Chilly chair” augments fear and
surprise due to the generation of false horripilation [23]. Although muscles actually
raise goose bumps, this system creates goose bumps by combing one’s skin hair
using static electricity. The false goose bumps increase fear and surprise when a
movie kindles fear.
These studies indicate that emotion can be evoked via the internal sense with the
stimuli provided outside. Meanwhile, some studies revealed that a decision is
affected through the change of the perception of the internal sense influenced with
the cross-modal effect.
The one of such study is “augmented satiety” proposed by Narumi et al. [38]. A
sense of satiety, one of organs senses, is linked to making decision concerning
eating behaviors. The sense of satiety is influenced by not only the condition of
one’s body but also other environmental factors, such as the prominence of food,
size of cutlery, and fellow dinners [15, 43, 63]. The appearance of the size of the
food has also a great effect on the relatively estimated amount of food [42].
Based on this, the augmented satiety system changes only the appearance of the
size of finger food through a head-mounted display (HMD). Using this system, they
showed the appearance of the size of food can increase/decrease food intake by
about ± 10 % [38].
A report also exists on how the ratio of the size of the dish and food also affects
food consumption [64]. Based on this finding, Sakurai et al. constructed a system
named “CalibraTable,” which has the shape of tabletop for adapting to a variety of
situations, such as general meals [49]. This system projects an image of a white
dish (virtual dish) around food and controls the size of the virtual dish. The size of
the virtual dish affects the sense of satiety and food intake.
Furthermore, Suzuki et al. proposed the “illusion cup” can affect drink intake
[59]. This system modifies the appearance of the height of a drinking cup based on
the knowledge that the height of a glass biases liquid consumption [5].
These systems show that visual stimuli can modify visceral sensation with the
cross-modal effect (visual—visceral) and affect decision making on food intake.
A sense of satiety is considered empirically understood after birth based on the
estimation on the food amount [42], such as the relationship between emotion and
bodily condition.
9 Making Emotion and Decision via Affecting Self-Perception 175
As these studies show, the external sense can affect the perception of the internal
sense based on the cross-modal effect. Additionally the perceptional change in the
internal sense is considered capable of varying emotion and decision. On the other
hand, this approach could be applied to the internal sense that can take the
cross-modal effect.
Particularly, to improve the effect of evoking emotion using the false physio-
logical stimuli, consideration must be given to the difference between the perceptual
property between the internal and external senses; for example, even the same
thermal perception, body temperature inside of a body, is insusceptible to envi-
ronment temperature, whereas skin temperature is amenable to environment. The
strangeness of the presented stimuli means differences between temporal, spatial,
and intensity between each sense must be considered.
Nevertheless, we believe that the “cross-modal approach” is applicable in var-
ious situations since this approach can be used in already accumulated findings of
the relationship between the body, environment, and mental state. Using this
approach seems to evoke the different emotions in the same environment with the
same stimulus. Evoking the same emotion in a different environment using stimuli
differently appears difficult.
A sense of satiety is a less conscious ambiguous sense until it is integrated with
the other sense. The example of other senses with properties similar to a sense of
satiety include the sense of thirst, uresiesthesia, and carnal appetite. Therefore, this
seems to affect decision making and behavior by changing these senses using a
“cross-modal approach.” For instance, control of drink intake could be possible via
changing the perception of a thirsty feeling and change the aggressiveness in sexual
activity by varying the carnal appetite.
We also consider that the proper design of the environment, including any
interfaces, related to a particular behavior can be attributed to the change of one’s
body to the environment and can evoke desired emotions and decisions related to
the behavior. This has the advantage of needing no time for users to adapt to the
environment using knowledge of such experimental correspondences.
This section will explain the second approach in affecting self-perception. This
approach modifies a body image through the external sense, such as visual and
auditory sensations (Fig. 9.4).
The self-body is regarded as not only the controlled object but also the obser-
vation object. In the self-observation process, the perception of the external sense
strongly influences on the recognition the one has.
176 S. Sakurai et al.
Fig. 9.4 The “self-observation approach” model. This approach changes a body image by
affecting the external sense to supplement the internal sense
Based on this, this second approach changes self-body image through modifying
self-body projected onto the environment. This second approach is referred to from
this point as the “self-observation approach.”
emotional state. Regarding the relationship between the face and emotions, the
facial feedback hypothesis states that one’s facial expression influences the one’s
emotion [60]. Moreover, a change of appearance in the self-face has a powerful
effect on one’s emotions regardless of whether the change is conscious or uncon-
scious [16, 58]. Moreover, Kleinke et al. reported that watching the self’s facial
change in a mirror has a greater effect on changing his/her emotional states [33].
“Incendiary reflection” can also predict the wearing of a muffler in accordance
with the emotional state due to the modified appearance of the self-face [67]. This
means that the self-body image recognized acts that are not only evoking emotion
but also making decision as an earlier study described [36].
One report outlines that sonority of the self-voice also has an effect on attitude
regarding self-emotion [27]. In an experiment Hatfield et al. conducted, participants
were asked to recite a novel with feedback of the self-voice through a headphone.
Intonation and tone of the self-voice were modulated in real time. The result of this
experiment shows that the sonority of the self-voice impacted on the impression
of the emotional state is received from the novel.
These studies are considered sufficient to support the work on the conscious
of the self-psychological mind of altered perceptions by the external sense.
The “self-observation approach” could vary the recognition of the observable body
surface. The psychological condition can be objectively found in changing body
surface. The term “expressed emotion” signifies the emotion represented with such
apparent bodily change, such as facial expressions or the sonority of voice [10]. The
meaning of the expressed emotion seems to be known, for instance, in Ekman
et al.’s report [19]. The visual contact of the self-body strongly influences on the
recognition of self-emotion. Given these reports, the “self-observation approach”
appears to have a powerful effect on the generation of various clear emotions due to
the change in the apparent surface of the body as a display of emotion. This
changing of the emotional state also influences on how decisions are made.
Meanwhile, the “self-observation approach” is applicable only in situation
where something to reflect self-physical body exists, since self-observation is not
possible without an environment for watching of oneself objectively. Expressed
emotion includes the movement action of a body. For example, Sasaki et al.
reported that motor actions of a finger movement due to active flicking input
influence emotional response to picture looking [52]. Given this finding, a proper
design for induction body movement or affecting static sensation would also gen-
erate the desired emotion or decision.
178 S. Sakurai et al.
This section will explain a third approach for changing body image through the
construction of a new relationship between the internal and external senses
(Fig. 9.5).
A body image sometimes augments to the environment through understand-
ing of the spatial and temporal correspondence between internal and the external
senses; for example, the perception of temporal coincidence of haptic, somatic
(internal), and visual (external) senses generates a feeling as if the observation
target through the visual sensation is part of one’s body. The “rubber hand illusion”
is the known as famous example of this phenomenon [4, 9].
Meanwhile, the body image extends to the environment in an action with
agency. This expansion is caused by the success of the prediction of the spatial and
temporal change of the external sense in accordance with the active change of the
internal sense [24, 32].
In this regard, we will discuss gaming with a game controller. A game character
and a player are entirely physically different. However, if the player succeeded in
predicting the correspondence between the movement of his/her body and the
action of the character, the character is likely to be felt as reflection of the player’s
intention. Hence, the players feel pain or shock when the character is damaged,
although the players themselves are not actually damaged. This means that what
Fig. 9.5 The model of the “body-augmentation approach,” which generates a psychological state
with augmentation of the recognized self-body image by designing new correspondence between
the internal and external senses
9 Making Emotion and Decision via Affecting Self-Perception 179
happened to the character is felt as having to the player himself/herself. In this case,
an experience of an integration of the player’s body (internal sense) and the
character (external sense) is created.
This integration makes the observation object become part of his/her body. The
body schema perceived around a hand is reshaped in tune with operation object.
Moreover, the boundary between the hand and the operational object becomes
vague due to the extension of the body image beyond the confines to the physical
body. This example indicates that the change in the augmented body influences the
perception of physical body and psychological mind.
We attempt to change the body image through such paired-associative learning
of the internal and external senses. This third approach is henceforth referred as the
“body-augmentation approach.”
Fig. 9.6 The integrated model of three types of “self-perception-based VR.” One’s emotions and
decisions comes from the physical sensations in any pathways for self-perception
182 S. Sakurai et al.
Fig. 9.7 General representation of the “self-perception-based VR” model. The core of this model
is how the boundary between the body and environment is created
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Chapter 10
Neural Basis of Maternal Love as a Vital
Human Emotion
Abstract Maternal love, which may be the core of maternal behavior, is essential
for the mother–infant attachment relationship and is important for an infant’s
development and mental health. Therefore, maternal love can be considered a vital
human emotion. Using video clips, we examined patterns of maternal brain acti-
vation in response to infant cues. We performed functional magnetic resonance
imaging (fMRI) measurements while 13 mothers viewed video clips of their own
infants and other infants (all approximately 16 months of age) who demonstrated
two different attachment behaviors. We found that a limited number of the mother’s
brain areas were specifically involved in maternal love, namely orbitofrontal cortex
(OFC), striatum, anterior insula, and periaqueductal gray (PAG). Then, we pro-
posed a schematic model of maternal love, based on integration of the two systems
in the OFC: the dopamine reward system (OFC, striatum) and the interoceptive
information processing system (OFC, insula, PAG). Additionally, we found a
strong and specific brain response in a mother viewing her distressed infant. The
neural activation pattern was found in the dorsal OFC (dOFC), the dorsolateral
prefrontal cortex (DLPFC), ventrolateral prefrontal cortex (VLPFC), dorsomedial
prefrontal cortex (DMPFC), dorsal anterior cingulate cortex (dACC), posterior
cingulate cortex (PCC), caudate nucleus, supplementary motor area (SMA), and
posterior superior temporal sulcus/temporoparietal junction (pSTS/TPJ). These
results showed a highly elaborate neural mechanism, based on the above neural
basis of maternal love, mediating the diverse and complex maternal behaviors that
mothers engage in when raising and protecting their own infants.
Maternal love is one of the most powerful motivational factors underlying the
behavior of a mother as she cares for and protects her infant. That is, maternal love
is essential for the maternal behavior in which a mother makes sacrifices necessary
to care for her infant; this love is a dynamic force that empowers a mother to
maintain vigilance and sustain the exhausting schedule involved in protection and
nurturing of an infant. Bowlby [1] stated that a mother’s love during a child’s
infancy and childhood is as important for mental health of a child as are vitamins
and proteins for physical health. The amount of love involved in a mother’s
interactions with her infant has a profound influence on the stability of the mother–
infant relationship and the quality of the mother–infant attachment. Therefore, it can
be said that maternal love is an exceptional human emotion that is essential for our
species preservation. To clarify the neural basis of human maternal love and related
behaviors is crucial to understand normal as well as abusive and neglectful
mothering [2–8].
10.2 Methods
After the fMRI scan, the mother was asked to rate her feelings (happy, motherly,
joyful, warm, love, calm, excited, anxious, irritated, worry, and pity) while viewing
sample video clips selected from the video stimuli. The subjective ratings described
as happy, motherly, joyful, warm, love, calm, and excited were significantly higher
when mothers viewed their own infants, compared with other infants in the PS, and
they were also higher for motherly love and excited in the SS. In addition, there
were no significant differences in the subjective feelings of motherly love, sug-
gesting that mother’s love exists in the mother herself, regardless of how she
responded to her own infant in any situation.
Based on the assumption that maternal love is invariant, existing in the mother
herself, regardless of how she responds to her own infant in any situation and also
as shown in the results of mother’s subjective feelings [2], we found a limited
number of a mother’s brain areas that could be specifically involved in maternal
love, namely the right OFC (Fig. 10.1a), anterior insula (Fig. 10.1b), PAG
(Fig. 10.1c), and the striatum.
The OFC plays an important role in the reward system; it receives ascending
dopamine projections from the ventral tegmental area (VTA) and is critical in
representing a stimulus reward value [11, 12]. Correlation analyses showed that the
magnitude of activation in the right OFC was positively correlated with a mother’s
intensity of worry, and the magnitude of activation of the left OFC was positively
correlated with the intensities for feelings of joy and happiness (Fig. 10.1a). All
these feelings, both positive and negative, are important for facilitating maternal
behavior.
The PAG has direct connections with the OFC [13], which may explain the
equally specific activation of the OFC in relation to maternal love. The PAG also
receives direct connections from the limbic areas and contains a high density of
oxytocin receptors [14]. In fact, maternal behaviors may be inhibited when PAG is
pharmacologically or physically targeted [15, 16]. Our finding supports the notion
that the PAG is involved in the maternal love that a mother feels for her infant.
192 Y. Kikuchi and M. Noriuchi
Fig. 10.1 The OFC activations when mothers viewed their own infants versus other infants (a).
Scatter plots depict the positive correlations between the activity of the left OFC and the intensity
of joy and happiness (right) and between the activity of the right OFC and the intensity of worry
(left). Activation in the anterior insula was revealed when mothers viewed their infants versus other
infants (b). Activation in the periaqueductal gray (PAG) was revealed when mothers viewed their
own infant versus other infants (c)
Based on the above results, we can propose a schematic model of maternal love
(Fig. 10.2). The OFC and striatum are included in the dopamine reward system, and
they mediate reward evaluation and motivation. Moreover, the OFC, insula, and
PAG are included in the interoceptive information processing system; they are
related to what are known as “homeostatic emotions.” These are emotions specif-
ically relevant to our ability to self-regulate through homeostasis. That is, the
mother’s brain is activated in such a way that the OFC integrates the two systems,
the reward system and the interoceptive processing system, and such integration of
these two systems motivates maternal behavior. Based on this model, it is rea-
sonable to assume that a mother’s own infant is not only her own reward, acting as
a motivation for caretaking, but that the infant is also responsible for the mother’s
Fig. 10.2 A schematic model of the neural basis of maternal love based on our findings. The
orbitofrontal cortex (OFC) and striatum are included in the dopamine reward system, and the OFC,
insula, and PAG are included in the interoceptive information processing system. The former
system mediates reward evaluation while interacting with the motivation of a mother to care for
her infant, and the latter mediates homeostatic emotions and feelings related to the realization of
motherhood that is a mother living with her infant. The OFC plays an important role in integrating
the two systems. Based on the model, it may be said that mother’s infant is not only a reward but
also acts to protect the mother through producing homeostatic emotions
194 Y. Kikuchi and M. Noriuchi
homeostasis. That is, in addition to the mother protecting her infant, the infant also
protects the mother.
Mothers showed a specific pattern of neural response to their own infant’s distress
(SS) compared with their own infant’s smiling (PS) (Fig. 10.3). The neural acti-
vation pattern appeared in the dOFC, DLPFC, VLPFC, DMPFC, dACC, PCC,
SMA, caudate nucleus, and pSTS/TPJ (Fig. 10.3 separation situation versus play
situation). That is, complicated neural processing might be required for a mother to
quickly recognize and respond to an infant’s cue that he/she is in distress.
The dOFC is related to behavioral choice [30], and its activity may therefore
reflect a selection of appropriate maternal strategies reacting to an infant’s distress.
The higher activity in the caudate nucleus is involved in motor programming,
suggesting that the initiation of emotion-induced behavior [31, 32] was evoked
when a mother viewed her own infant in distress. The right VLPFC is involved in
decoding facial expressions of emotions [33–35]. Accordingly, its activity suggests
that when a mother views her own infant’s attachment behaviors, i.e., as calling for
his/her mother, the mother recognizes the infant’s emotions based on the infant’s
facial expressions. The DMPFC is involved in making sense of an emotional
experience [36, 37] and in representing the emotions or mental states evoked by
interpersonal interactions [36]. In such conflict situations, the dACC activation is
Fig. 10.3 Lateral and sagittal views of the brain activations when mothers viewed their own
infants in the separation situation versus play situation (right) or the play situation versus
separation situation (left) superimposed on a template structural brain
10 Neural Basis of Maternal Love as a Vital Human Emotion 195
involved in conflicts; it acts as an alarm that signals the DLPFC, which, in turn, is
related to an executive function. On the other hand, the PCC subserves visual
attention to salient stimuli and is related to memory recollection [38]. Furthermore,
lesions to both the ACC and PCC have been shown to impair maternal behavior in
rats [39, 40]. Therefore, activation of these brain regions may indicate that a mother
is paying attention to her own infant, who demonstrates strong attachment
behaviors; in short, she recognizes her infant’s emotional and mental states evoked
by separation from his/her mother. Additionally, we found activation of the
pSTS/TPJ. Mothers may immediately try to interpret their infants’ distressed states
not only by grasping an infant’s intention but also by attending to the infant’s
emotional states; that is, mothers perceive cues involving the infant’s biological
motion and gaze direction [41–43]. The DLPFC is involved in constructing reap-
praisal strategies that can modulate activity in multiple emotion-related limbic
areas. Furthermore, the DLPFC participates in the conscious experience of emotion,
inhibition of potentially excessive emotion, meaning that it is vital to the process of
monitoring one’s own emotional state in making personally relevant decisions [44].
In our study, the DLPFC activation was associated with a mother’s complex
emotional state when viewing her own infant in SS, as positive emotions such as
love and motherly feelings coexisted with negative ones such as anxiety and worry.
In this complex situation, a mother’s emotional responses to her own infant might
be appropriately regulated as she monitors her own emotional states and inhibits
excessive negative emotional effects so as not to display adverse expressions to the
distressed infant. Our findings that a mother responds more strongly to her own
infant’s crying (SS) than to her child smiling (PS) seem to be biologically mean-
ingful in terms of adaptation to specific demands associated with successful infant
care.
Fig. 10.4 A schematic model of maternal behavior when her own infant is in distress is shown. In
this type of situation, a mother recognizes and understands her infant’s mental and emotional states
from her own infant’s cues (DMPFC, VLPFC, pSTS/TPJ). Through this saliency processing
(PCC), an alarm signal (dACC) is conveyed to DLPFC which serves an executive function. Next,
decision making and selection of appropriate behaviors are made (dOFC, DLPFC), and the
necessary motor programs are prepared/simulated in the motor-related regions (caudate nucleus,
SMA). All of these neural processes for protecting mother’s own infant depend on the neural basis
of maternal love (OFC, striatum, insula, PAG)
References
1. Bowlby J.: Child Care and the Growth of Love. London: Pelican (1953)
2. Noriuchi M., Kikuchi Y., Senoo A.: The functional neuroanatomy of maternal love: mother’s
response to infant’s attachment behaviors. Biological Psychiatry 63; 415-23 (2008)
3. Kikuchi Y: The female brain supporting the life of human beings. The Trend of Science: SCJ
(Science Council of Japan) Forum, 6; 94-99 (2012)
4. Kikuchi Y:Neural basis of emotion supporting the humanity - Its adaptive mechanism - .
Japanese Journal of Physiological Anthropology 18; 61-66 (2013)
5. Kikuchi Y.: Neural basis of the humanity. In: Lecture Note Series in Mathematical Sciences
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Mathematical Modeling and Applications (CMMA) (2015)
6. Kikuchi Y.: Neural basis underlying the humanity – towards ‘New Brain Science’ for
understanding human beings. Committee of simulation for heart and brain, Science of Council
of Japan (SCJ), Sep l 7 (2013)
7. Kikuchi Y., Noriuchi M.: The Surprising Reason We Find Baby Cute. The Huffington Post,
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huffingtonpost.com/madoka-noriuchi/wired-to-prefer-cute-sexy_b_3697845.html)
8. Kikuchi Y., Noriuchi M.: Baby’s little smiles: Building a relationship with Mon. How smiles–
and pouts –are helping researchers probe the essence of the complex mother-infant bond.
10 Neural Basis of Maternal Love as a Vital Human Emotion 197
32. Jaeger D., Gilman S., Aldrige JW.: Neuronal activity in the striatum and pallidum of primates
related to the execution of externally cued reaching movements. Brain Res 694:111–127
(1995)
33. Adolphs R.: Neural systems for recognizing emotion. Curr Opin Neurobiol 12:169 –177
(2002)
34. Nakamura K., Kawashima R., Ito K, Sugiura M., Kato T., Nakamura A., et al.: Activation of
the right inferior frontal cortex during assessment of facial emotion. J Neurophysiol 82:1610 –
1614 (1999)
35. Hornak J., Rolls ET., Wade D.: Face and voice expression identification in patients with
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34:247–261 (1996)
36. Ochsner KN., Bunge SA., Gross JJ., Gabrieli JD.: Rethinking feelings: An fMRI study of the
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37. Lane RD., Fink GR., Chau PM., Dolan RJ.: Neural activation during selective attention to
subjective emotional responses. Neuroreport 8:3969 –3972 (1997)
38. Maddock RJ.: The retrosplenial cortex and emotion: New insights from functional
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39. MacLean PD.: The Triune Brain in Evolution (Role in Paleocerebral Functions). New York:
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40. Slotnick BM.: Disturbances of maternal behavior in the rat following lesions of the cingulate
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Chapter 11
Expectation Effect Theory and Its
Modeling
Hideyoshi Yanagisawa
Thomas Fuller said “Good is not good when better is expected.” Similarly,
expectation disconfirmation is an important factor when designing a satisfactory
product and service. Marketing studies suggest that a customer’s satisfaction with a
product is influenced by the disconfirmation between prior expectation and per-
ceived quality as well as by the quality itself [11, 12, 14] (double arrow in
Fig. 11.1). Expectation confirmation is an appraisal component that affects emo-
tions such as contentment, satisfaction, disappointment, and dissatisfaction [4, 10].
Expectation disconfirmation surprises people and induces emotions that affect the
overall liking of a product [9].
Expectation itself often affects the expected experience (dashed arrow in
Fig. 11.1). This effect, known as the expectation effect, has been observed in
multiple disciplines and different cognitive processes such as emotion and
H. Yanagisawa (&)
The University of Tokyo, 7-3-1, Hongo, Bunkyo, Tokyo, Japan
e-mail: hide@mech.t.u-tokyo.ac.jp
Expectation
Satisfaction
Disappointment
Artifacts Experience
Quality
Performance
In a time sequence of user experience (UX) of a product, users shift from one
sensory state to another in cyclic interactions involving action, sensation, and
meaning [8]. We expect that users would predict subsequent states between such
transitions of state (Fig. 11.2). For example, we expect a meal to taste a certain way
based on how it looks, the weight of a product before lifting it, the usability of a
mouse by looking at it, etc. This prior prediction affects posterior perception, that is,
the expectation effect.
The size–weight illusion is one example of the expectation effect, in which
people perceive a smaller object as heavier than a bigger one when the weights of
the two objects are identical [6]. In this situation, people expect a bigger object to be
Expect Expect
Appraisal Tactile Sound
Appearance
impression impression
heavier than a smaller one, but perceive the opposite, even though the weight is
actually the same. In other words, the disconfirmation between visual prediction
and weight perception works as an expectation effect. Such weight illusion occurs
with different materials and surface textures. The present author found that visual
expectation changes tactile perceptions of surface texture [17]. In food science,
researchers investigated the effects of visual expectations with regard to food and its
actual taste [3].
Px
Gained information
P2
I x = – log Px
(surprise!)
I1
P1
I2
X Px
x1 x2 P1 P2
Ix ¼ log Px ð11:1Þ
px px
Low entropy meaning certain expectation High entropy meaning uncertain expectation
Top-down(expectation) is dominant Bottom-up(sensory input) is dominant
Two patterns of expectation effect are commonly observed: contrast and assimi-
lation [17]. As shown in Fig. 11.5, contrast is an effect that magnifies the difference
between prior expectation and posterior experience. Assimilation is an effect that
assimilates posterior experience into prior expectation. It is important to understand
whether the expectation effect is contrasting or assimilating, because they exag-
gerate or diminish the perception of expectation disconfirmation as a factor of
satisfaction, respectively.
Expectation effect
assimilation contrast
Diminished
disconfirmation
Expectation error
Exaggerated disconfirmation
kðhjRÞPðhÞ
PðhjRÞ ¼ P ð11:4Þ
X kðhjRÞPðhÞ
Since the denominator of the right-hand side of Eq. (11.4) is a constant for
normalization, the posterior is proportional to the product of prior and likelihood.
We call the difference between hpri and hlik prediction error, D. Therefore, the
expectation disconfirmation is a sum of the prediction error and expectation effect.
11 Expectation Effect Theory and Its Modeling 205
d ¼ Dþe ð11:8Þ
Equation (11.4) indicates that the Bayesian estimate, hpost , always comes close
to a peak of prior, hpri , and forms a peak of the likelihood estimate of sensory
stimulus, hlik . We call the effect attractive influence of prior. The attractive influ-
ence alone involves assimilation as an expectation effect. The question then arises:
How does contrast occur?
Wei and Stocker [16] proposed a neural encoding framework based on the
efficient coding principal to create a direct link between prior and likelihood.
According to the encoding framework, the Bayesian estimate shifts away from the
peaks of the prior distribution. This phenomenon corresponds to the contrast pattern
of the expectation effect. Efficient coding hypnosis [1] proposes that the tuning
characteristics of a neural population are adapted to the prior distribution of a
sensory variable such that the neural population optimally represents the sensory
variable. In [16], efficient coding defines the shapes of the tuning curves in physical
space by transforming a set of homogeneous neurons using a mapping, F−1, that is,
the inverse of the cumulative of the prior, F.
Zh
F ð hÞ ¼ Pð xÞ dx ð11:11Þ
1
Likelihood
firing rate of the neuron population, R. The Bayesian decoder integrates the prior
distribution, PðhÞ, and asymmetric likelihood function, kðhjRÞ, and forms posterior
distributions. As a result, we perceive a peak of the posterior as an estimate of the
physical variable, that is, perception.
Expectation
Bayesian decoding
Prior Prior integrates prior and likelihood
information p( )
Perception
Efficient coding
shapes likelihood Posterior
asymmetry p( | R)
Estimates
Likelihood
Stimulus
( | R)
Sensation
Physical variable
2
Big uncertainty
Smallnoise
1.5
Big uncertainty
Expectation effect
1 Big noise
Small uncertainty
Small noise
0.5 contrast
-1
0 20 40 60 80 100 120
Expectation error
Fig. 11.8 Simulation result of expectation effect as a function of expectation error for different
conditions of expectation uncertainty and external noise
200 1.0
0.9
0.8
0.7
150
0.6
Uncertainty
0.5
0.4
100
0.3
0.2
0.1
50 0
5 10 15 20 25 30 35 40 45 50
External noise
Fig. 11.9 Contours of expectation errors when assimilation shifts to contrast for different
conditions of uncertainty and external noise
combinations of uncertainty and external noise. The prediction error, the z-axis, is
normalized between zero and one. Zero of the contour represents a case where only
contrast occurs, whereas one of the contours represents a case where only assim-
ilation occurs. As shown in Fig. 11.9, the area where uncertainty is high and
external noise is small denotes cases where only contrast occurs. In this area, the
repulsive influence of asymmetry likelihood is dominant compared to the attractive
influence of uncertain prediction. On the other hand, the area with low uncertainty
and big external noise shows only assimilation. The attractive influence of prior is
dominant for certain predictions compared to the repulsive influence, which is
weakened by the external noise.
The result of the computer simulation (Fig. 11.8) showed that prediction error
affected the extent of the expectation effect and worked as a factor of either the
assimilation or the contrast condition. The pattern of expectation effect shifted from
assimilation to contrast as the prediction error increased. The prediction error
increases the likelihood repulsive influence against prior attractive influence during
Bayesian estimation (decoding). We discuss the meaning of the psychological
210 H. Yanagisawa
Acknowledgements This work was supported by JSPS KAKENHI Grant Number 15K05755,
the Design Innovation (DI) Laboratory at the University of Tokyo (UTokyo) and its corporate
partners. We would like to thank to Professor Tamotsu Murakami, Professor Satoshi Nakagawa,
Dr. Kazutaka Ueda, Mr. Kenji Takatsuji, Mr. Natsu Mikami, and members of the Design
Engineering Laboratory at UTokyo for supporting this project.
References
12.1 Introduction
In recent years, emotional and logical capacities are demanded to cope with
ever-complicating social environmental changes. In a closed society with a pre-
dictable direction of societal progress, processes follow a logical structure; for
M. Hirahatake (&)
The System Design and Management Research Institute,
Graduate School of System Design and Management, Keio University,
Yokohama, Japan
e-mail: masato.hirahatake@gmail.com
N. Kobayashi M. Takashi
Graduate School of System Design and Management, Keio University,
Yokohama, Japan
e-mail: n-kobayashi@kato-works.co.jp
instance, products are transmitted from the producers to the consumers in a linear
and automatic manner. However, in today’s open society, predicting the future is
more challenging, and in the same vein, the relations between producers and
consumers have become more interactive, thus requiring higher emotional sensi-
tivity in communication [1]. In such a background, design has attracted attention.
Design does not only consider the form of objects, but also refer to creating
human environment; as such, design is a human action as an essential act of
communication [2]. In this regard, producers must offer experiences that relate to
users’ emotions, and these experiences must be viewed by users as special.
Therefore, producers are compelled to design both the form and method of com-
munication that would effectively deliver to consumers special impressions to
which they are not exposed yet.
Given this context, the concept of emptiness is receiving warranted attention. At
the basic level, emptiness is insubstantial, referring to silence and white space.
However, it can be understood as being, regardless of the nothing. Although
emptiness is nothing, it can bear special meaning in various situations. In fact,
emptiness at times can be more powerful than words, as in the adage “Eloquence is
silver, but silent is golden.” Hara, a renowned Japanese designer, said that although
emptiness is nothing, it is contrary to “not being.” Indeed, emptiness provides a
space within which imaginations can roam free, vastly enriching powers of per-
ception and mutual comprehension. Emptiness has such potentials [3]. Clearly,
emptiness has many meanings and possesses the power to inspire impressions. For
designers, emptiness is interpreted actively for its special meanings.
Japanese society has considered the concept of emptiness, encapsulated in the
term ma, whose origin is assumed to date back to around the thirteenth century [4].
It is used to refer to silence, whitespace, and space and has been utilized in
Japanese daily life and traditional culture. Nonetheless, the concept of ma remains
poorly understood because of the contrast in its characteristics of being insub-
stantial, extremely vague, and complexity. These challenges impede the easy dis-
cussion of ma [5].
Thus, this chapter will provide an outline of the concept of ma to shed light on it.
The current research has developed an analysis method to grasp how ma is used in
specific situations. Section 12.1 presents an introduction of the topic, and Sect. 12.2
offers definitions that clarify the concept of ma. A classification of ma is offered
based on the discussion in Sects. 12.2 and 12.3. The analysis method developed in
this study is introduced in Sect. 12.4, which will focus on ma as silence or pause in
communication. In Sect. 12.5, the use of ma in communication is analyzed, par-
ticularly its use in the storytelling of the US and Japan TED videos. The final section
sums up the chapter and highlights future prospects related to the study of ma.
12 Ma: Exploration of the Method for Grasping Intangible Emptiness 215
12.2 Defining ma
Simple nothing but not emptiness, ma has been challenging to define clearly. In the
present attempt, three viewpoints are considered. The first viewpoint is on deter-
mining where ma is found and what it is. In answering these questions, ma can be
understood, including its characteristic of being extremely vague.
The second viewpoint focuses on how ancient people discovered simple
emptiness and why they came to use emptiness. In this regard, the intellectual
tradition of philosophy will be overlooked in favor of culture studies [6], in which
ma has been considered [7].
The final viewpoint endeavors to define ma with consideration for its evolution,
which will be linked to the analysis method developed in this study.
The reputable Japanese dictionary Koujien [9] lists eight explanations for ma. First,
it is an interval between two physical objects. Second, it is a unit of length. Third, it
is a space that is divided by a folding screen or a fusuma, which is a traditional
Japanese partition. Fourth, it is an interval in time, referring to pauses in the
production of rhythm in Japanese music or Japanese dancing, and includes the
meaning of the overall sense of rhythm. Fifth, ma is a moment of silence inserted
between lines to leave a lingering sound in a play. Sixth, it refers to a moderate
time, an opportunity, and a chance. Seventh, it indicates the momentary status.
Lastly, ma also refers to the place where ships are anchored or a port.
Apart from its dictionary meanings, ma is integrated into over 200 kanji terms.
Examples include sukima, which means spaces between physical objects, such as
between tables and chairs; yukima, which is a pause in snowfall; and kumoma,
which means between clouds and similar natural phenomena.
Further, ma is used in many phrasal idioms. For example, it is in maniau, which
describes a scenario where a person boards a train departing shortly before it
departs, in which ma means timing. In magaii, which means comfortable conver-
sation between people, ma expresses the rhythm and tempo in conversation. These
idioms refer to positive meanings. Meanwhile, in maganukeru, or a conversation
that continues ceaselessly toward one direction, ma is the silence, end, or rhythm
216 M. Hirahatake et al.
Ma is heavily used in the domain of Japanese arts, from the design of Japanese
traditional buildings to photography, music, and entertainment, such as rakugo,
kabuki, nougaku, and modern cinema [8].
In Japanese traditional entertainment rakugo, ma plays a crucial role in eliciting
laughter from the audience. Originating in the nineteenth century in Tokyo and
Osaka, rakugo is a type of storytelling of lighthearted, heartwarming stories set in
the Edo era. The rakugoka, or the comedian or storyteller, acts out one or two parts
in a story using small tools for generating a sense of reality. The rakugoka remains
mostly seated on stage throughout a performance, making the audience laugh with
only his storytelling and facial expressions.
Basho Kingentei, a famous rakugoka, described ma as follows: “Jokes can make
the audience laugh upon the merit of their content.” However, in eliciting laughter,
cues from the storyteller are essential. Thus, the fun is not only in the words
themselves but also in ma, which effectively makes a story more attractive and
12 Ma: Exploration of the Method for Grasping Intangible Emptiness 217
How did the ancient Japanese discover ma as emptiness or nothing and then came
to use it widely? This tradition of ma is influenced by Zen. The philosophy of
nothing of Zen affected not only the religious life of the Japanese, but also its arts
and sense of beauty [14]. The section below shall discuss the relationship between
Zen and ma, as well as the present-day characteristics of the intellectual traditions in
the West and the East.
Nonaka explained that philosophy is classified into two, namely the Western and
Eastern intellectual traditions, each bearing unique characteristics: the concept of
existence in the West, referring to the dichotomy of the subjective and objective,
and that of nothing in the East as transcending the dichotomy [6].
According to Nonaka, the Western philosophy of existence mainly consists of
language and reason. In other words, it is based on the mind–body dualism, pro-
posed by Descartes. Existence provides the dichotomy between, for example, mind
and body, object and subject, and mental and physical. Other known philosophers,
such as Hegel and Kant, based their own work on this philosophy.
Meanwhile, the Eastern nothing is a non-language philosophy, relying mostly on
the sensible. In other words, in nothing, the objective and the subjective are not
divided. The primitive state of subjectivity as self is not established in a moment but
unified in chaos, indicating transcendence of dichotomies [6, 15].
218 M. Hirahatake et al.
A specific example is when a person finds a beautiful scene, such as the break
between clouds shown in Fig. 12.1, while walking. Many Japanese in the past have
stopped in their tracks to take in such a moment, and maybe compose a haiku-poem.
Any person would be moved by such a great scene. In this moment, the objectivity
(self) and subjectivity (scenery being viewed) are not separated in one’s con-
sciousness, or in other words, both are in unity. After the moment of pure appre-
ciation passes, judgment divides the subjectivity and objectivity, when a person
exclaims, “How beautiful is the scenery.” Thus, the unfractionated objective and
subjective mean the transcendence of the dichotomy, a state before judgment where
subjectivity (oneself) and objectivity (scenery) are not separated [16]. In the
Western concept, it is similar to “the concept of the flow” put forward by Professor
Csikszentmihalyi Mihály [15].
Examples of intellectual traditions in the East include the philosophy of Kitaro
Nishida, a famous philosopher. Nishida named the experience of unity between the
objective and the subjective “pure experience.” Nishida is called the father of
Japanese philosophy, having integrated his experiences into his philosophy by
logically translating them into words, with the aim of transcending dichotomy.
Notably, his philosophy focused on Zen [15].
As for Zen, how does it influence Japanese society and Japanese thinking? Zen is a
form of Buddhism originating in Japan, but with roots from India via China,
introduced to Japan in the thirteenth century [14]. Zen is the Japanese equivalent for
Dhyâna, which “represents human effort to reach through meditation zones of
thought beyond the range of verbal expression by contemplation.” The purpose of
meditation is to be convinced of a principle that underlies all phenomena, and, if
12 Ma: Exploration of the Method for Grasping Intangible Emptiness 219
possible, of the Absolute itself—in other words, to put oneself in harmony with the
Absolute [17].1
This thought bears the same meaning of the unfractionated objective and sub-
jective. That is, Zen aims to acquire the ideal state of nothing, which is the tran-
scendence of dichotomies: no division between the self and others, subject and
object, and mind and body, only unification.
Zen influences not only Japanese religious life, but the Japanese traditional arts
of gardening, tea ceremony, building construction, and painting, among others.
Daisetsu Suzuki, a famous Buddhist Scholar well known for translating Zen
literature into English, explained the connection between Zen and Japanese culture
concretely. According to Suzuki, a Zen priest was not only a priest, but also an
artist, unlike in other religions, and was encouraged to come into contact with
foreign cultures. As such, Suzuki noted that where “all other schools of Buddhism
have limited their sphere of influence almost to the spiritual life, Zen has gone
beyond it. Zen has internally entered into every phase of the cultural life of the
people.” For instance, Zen influence in the arts has engendered the unique char-
acteristics of Eastern art, compared with Western art.
In Western art, the characteristic concept of beauty is proportion and balance. In
the East, the focus is on imperfection and asymmetry, especially in Japanese art
[18], expressed as extra space or emptiness, which may be viewed in the West as
deficiencies and shortcomings. Figures 12.2, 12.3, and 12.4 depict such examples.
Karesansui, or the traditional garden in Japan, suibokuga, or traditional painting,
and chashitsu, or traditional Japanese building, all present a sense of emptiness, or
in the words of Suzuki, extra space and emptiness as deficiencies.
1
This description of Zen is taken from Nitobe, who was quoting Patrick Lafcadio Hearn.
220 M. Hirahatake et al.
12.2.2.3 Definition of ma
2
Among the many factors that cultivated Japanese sensitivity, this study referred to Zen as a major
factor. Nakamura, a famous philosopher, called the Japanese sensitivity Emotional Naturalism and
argued that the Japanese cultivated sensitivity through enjoying nature [14]. The enjoyment of
nature, according to Suzuki, lacks religious connection and explicit doctrine [20].
222 M. Hirahatake et al.
In analyzing the structure of ma, this work intends to specify the target range of ma.
This concept will be classified into four quadrants, and then the target range can be
identified. Subsequently, the composition of ma for specific situations can be
clarified.
Two elements affect the pattern of ma. The first is the existence of senders and
receivers. The second is intention. Based on these, ma can be classified into two
axes.
The vertical axis is an axis of the sender’s intentions. This axis is divided into
two: either the sender has an intention or not and whether the sender intentionally or
unintentionally utilizes ma.
The cross-axis refers to the receiver’s intention, which is also divided into two
parts. One relates to the receiver accepting ma from the sender, who is sending ma
intentionally. In other words, the receiver recognizes ma. The other refers to the
12 Ma: Exploration of the Method for Grasping Intangible Emptiness 223
receiver accepting ma with no intention, which means the receiver only accidentally
recognizes ma. Figure 12.6 illustrates these points.
The upper left is the quadrant in which the sender and the receiver mutually
intend to send and receive ma, respectively; that is, both recognize ma. This
quadrant thus refers to the interaction of ma, mainly observed in communication. Of
course, in communication, the sender and the receiver might not always carry such
intention, but in the present work, the assumption is that they do.
Next, the bottom left is the quadrant relating to the scenario where the sender has
no intention, only the receiver. That is, the receiver accepts ma with intention. This
quadrant is called sensitivity of ma seen in such phenomena as kumoma and
yukima, which inspire the haiku composition.
The upper right quadrant shows the sender having intentions, but not the
receiver. Here, ma serves as a channel, space, or pause. For example, in the design
of a public space, the space between buildings is added to serve as the way through
which people could pass. In this case, the passer-by does not recognize the space as
ma but only as a space with the purpose of providing a path.
The fourth, at the bottom right, is the quadrant for the case where the sender and
receiver both do not have any intention to communicate ma. That is, ma occurs
accidentally in ordinary life, such as ma that occurs “between” passers-by in a
street. They might not mutually recognize ma, but ma exists.
Using the classification of ma into four quadrants, this study aims to help in the
positive use of ma in various scenes. As for the communication of ma, the upper left
quadrant is significant in describing the behavior and interaction between senders
and receivers.
224 M. Hirahatake et al.
The term “language” used in the study corresponds to Sueda’s term “verbal.”
3
12 Ma: Exploration of the Method for Grasping Intangible Emptiness 225
communication includes nine elements, which are divided into six components and
three activities. The six components are source, message, channel, receiver, noise,
and context; the three activities are decoding, encoding, and feedback [26].
As regards the components, the source is the sender who translates an idea from
a thought into words. In the current work, source is expressed as sender for sim-
plicity. The message is the meaningful conceptualization of the original thought by
the sender. The channel is a medium through which the message is sent. In the case
of oral communication, it corresponds to air. On the other end in the receiver, the
listener receives a message created by the sender. Noise refers to specific types of
interference that hamper the decoding of the receiver in communication. For
instance, speaking voices in a class lecture are a type of noise. Context pertains to
the environment of the participants, encompassing the physical, psychological, and
communication aspects.
As for the three activities, encoding refers to the ability to translate a thought into
words, whereas decoding is the process of translating a message expressed from the
sender’s thought. Feedback arises out of the interaction between a sender and a
receiver.
226 M. Hirahatake et al.
The discussion below will explain the design of the analysis method for ma. The
two axes and four quadrants of ma are referenced in the design.
First, the axis of interpretation is divided into two parts: logical and emotional
interpretation. According to Jeremey Donovan, ma has four effects [27]. The pre-
sent work focuses on two characteristic points: the effect of ma to let the receiver
understand what the sender said and the effect of ma to let the receiver have a
dramatic impression. That is, information is understood in the former as logical and
4
According to Benjamin, language is a complicated system of symbols. Symbols are configured on
the basis of rules, called grammar. In the present study, this basis is called code and is set, along
with language, as an element.
12 Ma: Exploration of the Method for Grasping Intangible Emptiness 227
12.4.2 Cross-Axis of ma
Second, the cross-axis is the assumed axis of key message, also divided into two
parts: One relates to the moment before a person delivers a key message and the
other relates to the moment after the said key message is delivered. To illustrate this
point, Shijaku Katsura, a renowned rakugoka, proposed the “theory of relaxation of
tension.” According to this theory, a primary factor to elicit laughter is the relation
between tension and relaxation that creates ochi as key message, which is used in
the climax of a performance [28]. In this chapter, we do not closely explain to this
theoretical content, but we consider about relation with tension of relaxation.
This theory of tension and relaxations relates to ma in communication. When the
receiver gets ma before getting the key message, he/she is tense and would tend to
focus his/her attention to the sender’s speaking. Meanwhile, when the receiver gets
ma after the key message, he/she will be in a relaxed state while processing the
sender’s message within ma. Therefore, two time points emerge as significant:
before and after the delivery of the key message.
12.4.3 Synthesis of ma
The two axes discussed produce four quadrants. The vertical axis pertains to the
receiver’s logic or emotion-based interpretation while receiving ma from the sender
in communication. The cross-axis refers to the relationship between ma and the key
message: before or after the receiver gets the key message.
The four quadrants of consideration, comprehension, attention, and impression
are illustrated in Fig. 12.9.
First, in the upper left quadrant is consideration, or the time of ma before the
receiver gets the key message, which relates to the receiver’s logical interpretation.
Here, the receiver considers what the sender will say. Consideration consists of
words that serve as a subordinate clause connecting to a main clause. For example,
when a sender says, “Now, I’d like to talk about one story…,” the sender inserts
ma, which enables the receiver to think, What will he say.
Second, the upper right quadrant is comprehension, or the time of ma occurring
after the receiver gets the key message, also relating to the receiver’s logical
interpretation. This moment marks the receiver’s process of comprehending what
the sender said. Comprehension consists of words that serve as the main clause of
the descriptive explanation. For example, if a sender says, “I have come to
understand gradually what he said to me” and follows this with ma, then the
receiver can comprehend what the sender said within this moment of ma. That is, it
228 M. Hirahatake et al.
lets the receiver sort out the sender’s descriptive explanation in the receiver’s mind.
This comprehension of ma is considered a common situation.
Third, in the bottom left quadrant is attention, or ma occurring before the
receiver gets the key message, intended for the receiver’s emotional interpretation.
This ma focuses on the receiver’s attention to the sender. Attention consists of such
phrases introduced by “and,” “it,” and “then.” For example, if a sender uses such
phrases in the middle of a conversation and then immediately put ma of time, the
receiver’s attention will be piqued unconsciously to the sender’s speaking.
Finally, in the bottom right quadrant is impression, or the time of ma referring to
after the receiver gets the key message, again intended for the receiver’s emotional
interpretation. This ma gives the receiver an impression. Impression is the main
clause with accent, stress of tone, speed, and so on. For example, when the sender
exclaims, “At this moment, finally, I have overcome my past,” the sender gives the
receiver an impressive influence that stirs the receiver’s imagination, accomplished
by the ma of time inserted by the sender immediately after these emotional words
(Fig. 12.9).
This part will present the analysis method of ma. The target of this method is
“TED,” which has attracted increasing attention in recent years. TED is short for
Technology, Education, Design, and in a TEDTalk, a speaker shares an experiential
story within the limited time of 18 min. Using the analysis method, the study will
determine how ma is used in TED held in the USA and Japan. In the analysis, ma is
measured in terms of silence, number of seconds, and number of times, using the
software ELAN.
12 Ma: Exploration of the Method for Grasping Intangible Emptiness 229
First, 50 US and Japan TED videos were chosen for a comparative analysis of
how ma is used in these countries. Second, the top 10 most viewed videos were
selected. In the case of US videos, they are referred to as TED Conferences [29] on
the Internet, whereas in the case of Japan, they are TED YouTube videos [30] (as of
July 31, 2015, Japan TED videos are only hosted in YouTube).
Third, the videos were divided into three parts: the beginning, middle, and end.
This division is based on the three-act structure [31]. Subsequently, the use of ma in
these parts was analyzed. In this analysis, the length of ma was counted in terms of
seconds.
The analysis also measured the number of seconds and times when ma was or
exceeded 0.7 s within the 18-min videos. Nakamura, in a study on sensitivity in
information science, reported that the comfortable lengths of pauses or ma are 0.35,
0.7, and 1.4 s, or in doubled values [32]. The present work adopted 0.7 s as the
basic time, as 0.35 s may be misunderstood as breathing, whereas a 1.4-s ma rarely
occurred in the videos.5
12.5.2 Results
12.5.2.1 US Results
The analysis measured the number of seconds and times of ma for the US and
Japan TED videos, and the results below indicate the quantity and percentages.
• Count: Number of seconds of ma in US TED Conference videos (Table 12.1)
5
In case the audience laughed after an interval of ma, ma was assumed to be 1 s. If ma as silence
lasted 3 s, for example, then it was assumed to be 1 s.
230 M. Hirahatake et al.
Table 12.1 Tally of the count of the number of seconds of ma in US TED conference videos
Count: number of seconds of ma in US TED conference videos
Beginning Middle End Type/Total
Consideration 69.58 85.68 116.80 272.07
Attention 50.75 61.34 72.14 184.23
Comprehension 159.24 162.55 140.48 462.26
Impression 95.59 134.32 209.94 439.85
Time/Total 375.16 443.89 539.36 1358.41
61.34 s in the middle, and 72.14 s in the end). On the whole, the number of
comprehension decreased with time change, whereas that of consideration, atten-
tion, and impression increased (Figs. 12.10 and 12.11).
12 Ma: Exploration of the Method for Grasping Intangible Emptiness 231
Table 12.2 Count: number Count: number of times of ma in US TED conference videos
of times of ma in US TED
conference videos Beginning Middle End Type/Total
Consideration 71 79 97 247
Attention 52 56 55 163
Comprehension 149 139 106 394
Impression 83 103 161 347
Time/Total 355 377 419 1151
Table 12.5 Count: number Count: number of seconds of ma in Japan TED YouTube
of seconds of ma in videos
Japan TED YouTube videos
Beginning Middle End Type/Total
Consideration 94.89 102.16 115.46 312.51
Attention 92.77 96.44 99.43 288.64
Comprehension 187.20 188.69 136.81 512.70
Impression 100.41 102.78 135.16 338.35
Time/Total 475.27 490.07 486.86 1452.20
234 M. Hirahatake et al.
Table 12.6 Count: number Count: number of times of ma in Japan TED YouTube videos
of times of ma in Japan TED
Beginning Middle End Type/Total
YouTube videos
Consideration 76 86 96 258
Attention 86 88 94 268
Comprehension 137 143 100 380
Impression 69 74 84 227
Time/Total 368 391 374 1133
12 Ma: Exploration of the Method for Grasping Intangible Emptiness 235
Table 12.7 Percentage: number of seconds and times of ma in Japan TED YouTube videos
Count: number of seconds of ma in Japan TED conference videos
Beginning (%) Middle (%) End (%) Type/Total (%)
Consideration 19.97 20.85 23.72 21.52
Attention 19.52 19.68 20.42 19.88
Comprehension 39.39 38.50 28.10 35.30
Impression 21.13 20.97 27.76 23.30
Time/Total 100.00 100.00 100.00 100.00
12 Ma: Exploration of the Method for Grasping Intangible Emptiness 237
The analysis yielded three insights on the use of ma in US and Japan TED videos.
The first is on differences in types of ma used in the video divisions or time
change. In the US videos, comprehension type of ma was the highest in both the
beginning and middle parts, whereas impression gradually rose toward the end. In
the case of Japan, comprehension was consistently high throughout the beginning,
middle, and end. Such a difference between the US and Japan videos may be
attributed to prosody. The criterion of impression is intensity in intonation and
accent. In American TED videos, impression use gradually rose from beginning to
end, which indicates a high number of storytellers skillfully using prosody in their
speech, particularly toward the end of their presentation.
Annette Simmons described the importance of ma (silence), “Silence includes
the power to let people amplify the sensible and emotional elements of the story,”
further noting that silence enables the audience to add meaning or color to a story
when used with proper speed and timing in speech [33]. The US TED speakers may
have intentionally used ma based on this theory.
Meanwhile, in Japan, comprehension maintained high usage throughout the
videos. The speakers inserted ma after descriptive explanations without adopting
any accent. That is, no impressive ma is used in the climax, unlike the case in
US TED.
Second, the results revealed differences between the count of ma in US and
Japan TED videos, summarized in Table 12.9. Although the count of ma times in
Japan TED videos is about half of that in US TED videos, the total number of
seconds is nearly equal. Indeed, overall, Japanese storytellers utilize ma more than
their American counterparts. Particularly, the number of seconds and times of ma in
the beginning and middle in Japan TED videos exceeds that in their US
counterparts.
This point is related to the conclusion of Bekku, a linguist in Japan, regarding
the structural character of the Japanese language: Japanese does not have accents
and intonations, and thus, to imply change in meaning or emphasis, ma is used in
speech [34].
238 M. Hirahatake et al.
Table 12.10 Comparison of the average in number of seconds of ma between the US and
Japan TED videos
Type Country Beginning Middle End Type/Total
Consideration America 0.98 1.08 1.20 3.27
Japan 1.25 1.19 1.20 3.64
Attention America 0.98 1.10 1.31 3.38
Japan 1.08 1.10 1.06 3.23
Comprehension America 1.07 1.17 1.33 3.56
Japan 1.37 1.32 1.37 4.05
Impression America 1.15 1.30 1.30 3.76
Japan 1.46 1.39 1.61 4.45
Time/Total America 1.06 1.18 1.29 1.18
Japan 1.29 1.25 1.30 1.28
Third, as regards the comparison in the quantity of ma per instance between the
US and Japan TED, Table 12.10 summarizes the average ma per time/incidence.
Two main characteristic differences emerge.
The first difference is in the incidence of attention in the end part for number of
second and times. In the US case, the average of ma (attention) is 1.31 s per times
in the end, whereas in the Japanese case, it is 1.06 s. The figure of the US case is
larger than that in the Japanese case only for the incidence of attention in the end
part.
According to Donovan, one of the effects of ma is to emphasize the word that
follows it [27]. This difference that appears in climax suggests that ma is actively
used.
The second difference is in the incidence of impression in the end part for
number of seconds and times. In the US case, the average of ma (impression) is
1.3 s per time in the end, whereas in the Japanese case, it is 1.61 s. The largest
difference of 0.3 s may again be attributed to Bekku’s theory.
12 Ma: Exploration of the Method for Grasping Intangible Emptiness 239
12.6 Conclusion
This study presented a method for analyzing ma use to contribute to the more active
use of this communication function. Using the developed method, differences were
found in the number of seconds and times of ma use, as well as tendency, between
American and Japanese storytelling.
As for future work, three directions may be taken. First, the findings here will
serve as a foundation for continued research on ma, which has been proven to
influence audience impression. In particular in US storytelling, the end part
demonstrates a significant feature. The criterion of impression in this work was
intensity in intonation and accent. As this study focused on the two countries, such
as Japan and the USA, for analysis, future research can examine trends in other
countries, such as France.
Second, future work can delve into the relationship between stories and ma. This
study built a hypothesis on stories for which ma is useful. For example, storytellers
tend to share stories based on their own experience, which, unlike ordinary
fact-based narrative description, draws listeners’ emotions in addition to offering
logical understanding. Future studies may include, with respect to analyzing ma in
stories, the relationship between ma and the three parts of a story: the beginning,
middle, and end.
Third, this study focused on non-language vocal ma, and thus, other aspects of
ma, such as space and white space, will require future attention. These endeavors
can be expected to expand the current understanding of the hidden influence of ma,
which can be translated into practical communication strategies.
References