start-ver=1.4
cd-journal=joma
no-vol=11
cd-vols=
no-issue=11
article-no=
start-page=e43440
end-page=
dt-received=
dt-revised=
dt-accepted=
dt-pub-year=2025
dt-pub=202506
dt-online=
en-article=
kn-article=
en-subject=
kn-subject=
en-title=
kn-title=Suppression of defect in plated film on AMed metal products by electron beam polishing
en-subtitle=
kn-subtitle=
en-abstract=
kn-abstract=Additively manufactured (AMed) metal products with high shape accuracy can be produced by laser powder bed fusion (LPBF). However, the AMed metal products have large surface roughness due to the arrangement of bead shape. Surface irregularities such as spatter and small cavity are also generated on the surface. Furthermore, elemental composition of AMed metal products may be changed from that of original metal powder due to oxidation of surface. On the other hand, electroless plating has been applied to improvement of surface functions. However, defect is often generated in the plated film due to surface irregularities and oxidation of base material. Therefore, surface smoothing methods are required for suppression of defect in plated film.
In this study, surface smoothing and surface repairing of AMed aluminum (Al) alloy were performed by electron beam (EB) polishing with large-area EB. After the EB polishing, electroless plating was conducted on the AMed Al alloy, and suppression of defect in plated film was proposed. Experimental results show that surface smoothing, surface repairing and removal of oxidization layer of AMed Al alloy can be done simultaneously by the EB polishing. Furthermore, the plated film without defect can be successfully formed on the EB polished Al alloy.
en-copyright=
kn-copyright=
en-aut-name=ShinonagaTogo
en-aut-sei=Shinonaga
en-aut-mei=Togo
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=1
ORCID=
en-aut-name=MatsudaYuki
en-aut-sei=Matsuda
en-aut-mei=Yuki
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=2
ORCID=
en-aut-name=OkadaAkira
en-aut-sei=Okada
en-aut-mei=Akira
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=3
ORCID=
affil-num=1
en-affil=Faculty of Environmental, Life, Natural Science and Technology, Okayama University
kn-affil=
affil-num=2
en-affil=Graduate School of Environmental, Life, Natural Science and Technology, Okayama University
kn-affil=
affil-num=3
en-affil=Faculty of Environmental, Life, Natural Science and Technology, Okayama University
kn-affil=
en-keyword=Additive manufacturing
kn-keyword=Additive manufacturing
en-keyword=Electron beam
kn-keyword=Electron beam
en-keyword=Surface smoothing
kn-keyword=Surface smoothing
en-keyword=Surface repairing
kn-keyword=Surface repairing
en-keyword=Electroless plating
kn-keyword=Electroless plating
en-keyword=Defect
kn-keyword=Defect
END
start-ver=1.4
cd-journal=joma
no-vol=
cd-vols=
no-issue=
article-no=
start-page=286
end-page=299
dt-received=
dt-revised=
dt-accepted=
dt-pub-year=2025
dt-pub=2025
dt-online=
en-article=
kn-article=
en-subject=
kn-subject=
en-title=
kn-title=Effects of Visual Stimuli on Perceived Sound Volume in Virtual Reality Spaces
en-subtitle=
kn-subtitle=
en-abstract=
kn-abstract=With the proliferation of affordable and high-performance virtual reality (VR) devices, VR content such as games and the metaverse is becoming increasingly widespread. In VR environments, users experience various sensory stimuli, primarily through visual and auditory cues. However, subjective perception of these stimuli varies based on user context. Existing studies have shown that auditory perception can be influenced by visual stimuli, however, most of them have focused on congruent audiovisual stimuli, leaving the effects of non-congruent pairings unexplored. This study investigates how visual stimuli, specifically color and crowdedness, influence perceived sound volume in VR. In the experiment that participants experienced VR environments with different room colors while listening to test tones, the results showed that warm colors led to higher perceived volume at low sound levels. Also, in the experiment that participants viewed VR scenes with varying crowd densities while hearing announcements, less crowded environments resulted in higher perceived sound volume. These findings suggest that visual context impacts auditory perception, providing insights for optimizing hearable devices and enhancing VR auditory experiences.
en-copyright=
kn-copyright=
en-aut-name=MatsudaYuki
en-aut-sei=Matsuda
en-aut-mei=Yuki
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=1
ORCID=
en-aut-name=KobayashiToma
en-aut-sei=Kobayashi
en-aut-mei=Toma
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=2
ORCID=
en-aut-name=WatanabeHiroki
en-aut-sei=Watanabe
en-aut-mei=Hiroki
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=3
ORCID=
en-aut-name=YasumotoKeiichi
en-aut-sei=Yasumoto
en-aut-mei=Keiichi
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=4
ORCID=
affil-num=1
en-affil=Okayama University
kn-affil=
affil-num=2
en-affil=Nara Institute of Science and Technology
kn-affil=
affil-num=3
en-affil=Future University Hakodate
kn-affil=
affil-num=4
en-affil=Nara Institute of Science and Technology
kn-affil=
en-keyword=Virtual Reality
kn-keyword=Virtual Reality
en-keyword=Subjective sound volume
kn-keyword=Subjective sound volume
en-keyword=Visual stimuli
kn-keyword=Visual stimuli
END
start-ver=1.4
cd-journal=joma
no-vol=2024
cd-vols=
no-issue=1
article-no=
start-page=2
end-page=
dt-received=
dt-revised=
dt-accepted=
dt-pub-year=2024
dt-pub=2024
dt-online=
en-article=
kn-article=
en-subject=
kn-subject=
en-title=
kn-title=Abacus Manipulation Understanding by Behavior Sensing Utilizing Document Camera as a Sensor
en-subtitle=
kn-subtitle=
en-abstract=
kn-abstract= The abacus (also known as Soroban) is a numerical calculation tool that is traditionally used in East Asian countries. With the advancement of information technologies, the abacus is no longer used as a standard calculation tool. However, abacus learning is garnering global attention due to the secondary skills it can foster, e.g., mental arithmetic ability. Numerical calculation using an abacus requires learning numerical expressions using the beads of the abacus and manipulating beads in multiple ways and in different orders. Due to this complexity, a long period of repeated learning is usually required to acquire the skill of using the abacus. However, the teaching method of the abacus mainly relied on lecturers' observation through finding errors and poor bead manipulations and pointing them out, and there is no other way but to rely on human labor at this moment. In this study, we aim to realize an ICT-based learning support system for arithmetic with a common abacus. This paper proposes a method of estimating input values on an abacus based on image recognition captured by a document camera. Through the evaluation experiments, we have confirmed that the proposed method showed an accuracy of 95.0% in the estimation of 7-digit number input on an abacus. Additionally, this paper will provide discussions to realize the proposed method with other cameras such as wearable camera devices, and to design the coaching system of abacus learning.
en-copyright=
kn-copyright=
en-aut-name=MATSUDAYuki
en-aut-sei=MATSUDA
en-aut-mei=Yuki
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=1
ORCID=
affil-num=1
en-affil=Faculty of Environmental, Life, Natural Science and Technology Okayama University
kn-affil=
END
start-ver=1.4
cd-journal=joma
no-vol=65
cd-vols=
no-issue=10
article-no=
start-page=1488
end-page=1500
dt-received=
dt-revised=
dt-accepted=
dt-pub-year=2024
dt-pub=20241015
dt-online=
en-article=
kn-article=
en-subject=
kn-subject=
en-title=A Method for Inter-Broadcaster Data Integration of Non-Identifiable Television Viewing Log
kn-title=非特定テレビ視聴履歴データの放送局間統合手法
en-subtitle=
kn-subtitle=
en-abstract=Recently, TV broadcasters have been collecting and utilizing non-personal TV viewing log data, including start and end times of viewing, from TVs connected to the Internet in a format that does not identify individual viewers. However, since each broadcaster can only use its own non-personal TV viewing log data, it has not yet been able to obtain useful knowledge despite the vast amount of data it has accumulated. In addition, the collection methods and data granularity of non-personal TV viewing log data vary from station to station, and the data accumulated by each station cannot be integrated and used. In this paper, we propose a method for matching non-specific viewing history data collected by each broadcaster using its own method, and design and implement a simulator to evaluate the proposed method. The proposed method estimates that TVs whose channel transition timing matches five items collected at the time of viewing history data collection (IP address, zip code, manufacturer ID, browser major version, and browser minor version) are the same TVs. In addition, we designed a simulator that reproduces viewer behavior and applied this method to the viewing history data synthesized from the simulator. As a result, we succeeded in matching approximately 2.41 million TVs out of the 2.5 million units of data generated, showing an identification rate of 96.5%.
kn-abstract=近年,各テレビ放送局において,個人を特定しない形式で,インターネット接続されたテレビから視聴開始時刻や視聴終了時刻等を含む非特定視聴履歴データを収集し,利活用する取り組みが進められている.しかし,各放送局は自局の非特定視聴履歴データしか利用できないため,膨大なデータを蓄積しているにもかかわらず,有用な知見を得るまでに至っていないのが現状である.さらに,非特定視聴履歴データの収集方式やデータ粒度は,各局各様となっており,各局が蓄積したデータを統合し,利用することもできていない.そこで本論文では,各局が独自の方式で取得している非特定視聴履歴データを放送局間で統合する手法を提案し,評価するためのシミュレータ設計と実装を行い,提案手法の評価を行う.
提案手法では,各局の視聴履歴データのうち,共通しているIPアドレス・郵便番号・メーカID・ブラウザメジャーバージョン・ブラウザマイナーバージョンの5項目でテレビ受像機を分離処理する.そして,分離された中でこれらの5項目が一致するテレビのうち,さらにチャンネル遷移時刻が一致するテレビを同一テレビと推定する.また,視聴者行動を再現するシミュレータを設計し,そのシミュレータから合成された視聴履歴データに対して,本手法を適用した結果,生成された250万台分のデータのうち約241万台のテレビIDのマッチングに成功し,再現率96.5%であることを示した.
en-copyright=
kn-copyright=
en-aut-name=MatsudaHiroki
en-aut-sei=Matsuda
en-aut-mei=Hiroki
kn-aut-name=松田裕貴
kn-aut-sei=松田
kn-aut-mei=裕貴
aut-affil-num=1
ORCID=
en-aut-name=SakakibaraTaichi
en-aut-sei=Sakakibara
en-aut-mei=Taichi
kn-aut-name=榊原太一
kn-aut-sei=榊原
kn-aut-mei=太一
aut-affil-num=2
ORCID=
en-aut-name=MayumiDaiki
en-aut-sei=Mayumi
en-aut-mei=Daiki
kn-aut-name=真弓大輝
kn-aut-sei=真弓
kn-aut-mei=大輝
aut-affil-num=3
ORCID=
en-aut-name=MatsudaYuki
en-aut-sei=Matsuda
en-aut-mei=Yuki
kn-aut-name=松田裕貴
kn-aut-sei=松田
kn-aut-mei=裕貴
aut-affil-num=4
ORCID=
en-aut-name=MizumotoTeruhiro
en-aut-sei=Mizumoto
en-aut-mei=Teruhiro
kn-aut-name=水本旭洋
kn-aut-sei=水本
kn-aut-mei=旭洋
aut-affil-num=5
ORCID=
en-aut-name=YasumotoKeiichi
en-aut-sei=Yasumoto
en-aut-mei=Keiichi
kn-aut-name=安本慶一
kn-aut-sei=安本
kn-aut-mei=慶一
aut-affil-num=6
ORCID=
affil-num=1
en-affil=Nara Institute of Science and Technology
kn-affil=奈良先端科学技術大学院大学
affil-num=2
en-affil=Yomiuri Telecasting Corporation
kn-affil=讀賣テレビ放送株式会社
affil-num=3
en-affil=Nara Institute of Science and Technology
kn-affil=奈良先端科学技術大学院大学
affil-num=4
en-affil=Okayama University
kn-affil=岡山大学
affil-num=5
en-affil=Chiba Institute of Technology
kn-affil=千葉工業大学
affil-num=6
en-affil=Nara Institute of Science and Technology
kn-affil=奈良先端科学技術大学院大学
en-keyword=テレビ (TV)
kn-keyword=テレビ (TV)
en-keyword=視聴履歴データ (TV viewing log data)
kn-keyword=視聴履歴データ (TV viewing log data)
en-keyword=ビッグデータ (Big data)
kn-keyword=ビッグデータ (Big data)
en-keyword=IoT
kn-keyword=IoT
en-keyword=クロスデバイスマッチング (Cross-device matching)
kn-keyword=クロスデバイスマッチング (Cross-device matching)
en-keyword=クロスデバイストラッキング (Cross-device tracking)
kn-keyword=クロスデバイストラッキング (Cross-device tracking)
END
start-ver=1.4
cd-journal=joma
no-vol=12
cd-vols=
no-issue=
article-no=
start-page=78366
end-page=78378
dt-received=
dt-revised=
dt-accepted=
dt-pub-year=2024
dt-pub=2024
dt-online=
en-article=
kn-article=
en-subject=
kn-subject=
en-title=
kn-title=Aromug: A Mug-Type Olfactory Interface to Enhance the Sweetness Perception of Beverages
en-subtitle=
kn-subtitle=
en-abstract=
kn-abstract=Sugary beverages are a significant contributor to sugar consumption, and their excessive consumption is associated with increased risks of elevated blood glucose levels and diabetes. Many individuals have a strong preference for sugary beverages and often find beverages with lower sugar content to be less satisfying. Attempts to switch to less sugary options are frequently short-lived, leading to a return to higher-sugar beverages. Recognizing that 75 – 95% of taste perception is influenced by scent, we investigated a scent-based approach to reduce sugar intake while preserving the perception of sweetness. This study introduces an olfactory interface in the form of a mug named “Aromug,” designed to emit a sweet scent in sync with the drinking action. Aromug incorporates motion sensing and scent presentation functions to enhance the perceived sweetness of a beverage, thereby encouraging a gradual reduction in sugar intake. Our experiments, involving 33 participants, demonstrated that the combined scents of sugar-free coffee and chocolate increased the perception of sweetness (p =1.641×10−2 ). The study also found that the simultaneous presentation of scent and visual cues improved taste satisfaction and sweetness perception. Additionally, we observed variations in sweetness preference related to age and frequency of coffee consumption. It was particularly observed that people in their 20s and those who frequently drink coffee tend to perceive the taste of beverages as sweeter. This suggests a potential for Aromug to customize the scent experience based on individual preferences, offering a novel way to encourage healthier beverage choices.
en-copyright=
kn-copyright=
en-aut-name=MayumiDaiki
en-aut-sei=Mayumi
en-aut-mei=Daiki
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=1
ORCID=
en-aut-name=NakamuraYugo
en-aut-sei=Nakamura
en-aut-mei=Yugo
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=2
ORCID=
en-aut-name=MatsudaYuki
en-aut-sei=Matsuda
en-aut-mei=Yuki
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=3
ORCID=
en-aut-name=MisakiShinya
en-aut-sei=Misaki
en-aut-mei=Shinya
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=4
ORCID=
en-aut-name=YasumotoKeiichi
en-aut-sei=Yasumoto
en-aut-mei=Keiichi
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=5
ORCID=
affil-num=1
en-affil=Graduate School of Science and Technology, Nara Institute of Science and Technology
kn-affil=
affil-num=2
en-affil=Faculty of Information Science and Electrical Engineering, Kyushu University
kn-affil=
affil-num=3
en-affil=Faculty of Environmental, Life, Natural Science and Technology, Okayama University
kn-affil=
affil-num=4
en-affil=Graduate School of Science and Technology, Nara Institute of Science and Technology
kn-affil=
affil-num=5
en-affil=Graduate School of Science and Technology, Nara Institute of Science and Technology
kn-affil=
en-keyword=Olfaction
kn-keyword=Olfaction
en-keyword=olfactory interfaces
kn-keyword=olfactory interfaces
en-keyword=olfactory display
kn-keyword=olfactory display
en-keyword=scents
kn-keyword=scents
en-keyword=taste evaluation
kn-keyword=taste evaluation
en-keyword=smell
kn-keyword=smell
en-keyword=olfactory perception
kn-keyword=olfactory perception
en-keyword=behavior change support
kn-keyword=behavior change support
END
start-ver=1.4
cd-journal=joma
no-vol=36
cd-vols=
no-issue=10
article-no=
start-page=4585
end-page=4606
dt-received=
dt-revised=
dt-accepted=
dt-pub-year=2024
dt-pub=20241029
dt-online=
en-article=
kn-article=
en-subject=
kn-subject=
en-title=
kn-title=Mobile Augmented Reality Interface for Instruction-based Disaster Preparedness Guidelines
en-subtitle=
kn-subtitle=
en-abstract=
kn-abstract=Disaster preparedness guidelines help citizens protect themselves against disasters. Nonetheless, the general public has been found not to read them. Augmented reality (AR) interfaces are known to improve knowledge transfer in studies of education, industry, and elderly assistance. However, this is achieved this by creating specific interfaces for users, not the general public. To test the performance of these interfaces for general public guidance, we designed and implemented a novel AR-assisted disaster prevention guideline that leverages object detection models to identify targets of disaster preparedness advice. We then had a diverse-age audience compare our design against a real traditional paper-based preparedness guide in a room arranged as a common remote work bedroom. By testing their usability, task load, and capacity to make users aware of their environmental hazards, we gained important insights into the performance of different age groups following media developed for the general public. Regardless of different age groups achieving similar usability scores, we found minors improving their performance scores with our novel interface and adults from 20 to 49 years old seemingly performing better than other age groups. In this study, we highlight the importance of guidance alternatives for the young and the less-technology-aware population, contributing to the under-explored area of AR interfaces for the general public.
en-copyright=
kn-copyright=
en-aut-name=AguilarSergio De León
en-aut-sei=Aguilar
en-aut-mei=Sergio De León
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=1
ORCID=
en-aut-name=MatsudaYuki
en-aut-sei=Matsuda
en-aut-mei=Yuki
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=2
ORCID=
en-aut-name=YasumotoKeiichi
en-aut-sei=Yasumoto
en-aut-mei=Keiichi
kn-aut-name=
kn-aut-sei=
kn-aut-mei=
aut-affil-num=3
ORCID=
affil-num=1
en-affil=Graduate School of Information Science, Nara Institute of Science and Technology
kn-affil=
affil-num=2
en-affil=Faculty of Environmental, Life, Natural Science and Technology, Okayama University
kn-affil=
affil-num=3
en-affil=Graduate School of Information Science, Nara Institute of Science and Technology
kn-affil=
en-keyword=guidelines
kn-keyword=guidelines
en-keyword=augmented reality
kn-keyword=augmented reality
en-keyword=disaster preparedness
kn-keyword=disaster preparedness
en-keyword=object recognition
kn-keyword=object recognition
en-keyword=user interface
kn-keyword=user interface
en-keyword=knowledge transfer
kn-keyword=knowledge transfer
END