Study of Infrastructure Technologies for Consumer Generated Modification System employing Entertainization Method
Project/Area Number |
26730106
|
Research Category |
Grant-in-Aid for Young Scientists (B)
|
Allocation Type | Multi-year Fund |
Research Field |
Human interface and interaction
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Research Institution | Meiji University |
Principal Investigator |
Fukuchi Kentaro 明治大学, 総合数理学部, 専任准教授 (30377022)
|
Project Period (FY) |
2014-04-01 – 2017-03-31
|
Project Status |
Completed (Fiscal Year 2016)
|
Budget Amount *help |
¥3,770,000 (Direct Cost: ¥2,900,000、Indirect Cost: ¥870,000)
Fiscal Year 2016: ¥650,000 (Direct Cost: ¥500,000、Indirect Cost: ¥150,000)
Fiscal Year 2015: ¥1,300,000 (Direct Cost: ¥1,000,000、Indirect Cost: ¥300,000)
Fiscal Year 2014: ¥1,820,000 (Direct Cost: ¥1,400,000、Indirect Cost: ¥420,000)
|
Keywords | ものづくり / ゲーミフィケーション / 競争的創造 / consumer generated media / 運動支援 / ヒューマンコンピューティング / 集合知 / ヒューマンコンピュテーション |
Outline of Final Research Achievements |
The purpose of this study is to develop a communication platform to encourage the consumers who have no experience with programming to participate the process of interaction design of consumer products. We developed a co-developing platform that enables the users to develop, share, and fork the software via web browser-based interface, which visualizes the differences of both the output and the source code concurrently. We also developed a training system using a trampoline with an automated self-portrait photo system, which encourages the users to take their self-portrait images. We had conducted an in-situ user study and found the proposed framework encouraged the subjects repetitive exercise. We then focused on the process of self-attribution recognition. We had performed a study that distinguished proprioceptive information and efferent information. The result indicated that efferent information plays a primary role in the recognition process of self-attribution.
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Report
(4 results)
Research Products
(3 results)