Tomonori HASHIYAMA

The Joint Doctoral Program for Sustainability ResearchProfessor
Cluster I (Informatics and Computer Engineering)Professor
Department of InformaticsProfessor
Meta-Networking Research CenterProfessor
Research Center for Realizing Sustainable SocietiesProfessor
  • Profile:
    平成15年10月 電気通信大学大学院情報システム学研究科情報システム設計学専攻・情報メディアシステム学講座にて、ヒューマン・マシンインタラクションに関する研究を始めた。具体的には、自律移動ロボットと人間とのコミュニケーションに関する研究および人間中心システムの設計方法論の確立について研究を進め、現在に至る。

    平成12年1月~平成15年9月まで、名古屋市立大学大学院システム自然科学研究科において、これまでの研究の工学的応用可能性に焦点を当てた研究を行った。具体的にはソフトコンピューティング手法を用いた、移動カメラを用いた歩行者検出を中心とする画像処理に関する研究、暗号処理システムに関する研究、証拠理論を用いたゲームにおける認知情報量の定量化に関する研究を行った。また、平成14年9月から7ヶ月間は、文部科学省在外研究員としてカリフォルニア大学サンディエゴ校認知科学研究科にて、ロボットヘッドを用いた移動物体追跡システムの開発研究を行った。

    平成9年4月~平成11年12月まで、(財)名古屋産業科学研究所 創発型ソフトコンピュータの開発プロジェクト主任研究員として、ユーザが書き換え可能である電子回路素子FPGA(Field Programmable Gate Array)を用いて、適応的に電子回路を書き換えるシステムの開発・研究に従事した。同時に、ソフトウェア・アルゴリズムにおける適応・学習システムの開発・研究を行った。

    平成8年4月~平成9年3月まで、名古屋大学大学院工学研究科電気工学専攻にて、ファジィ理論、ニューラルネットワーク、遺伝的アルゴリズムなどのソフトコンピューティング手法のハイブリッドシステムに関する研究を行い、非線形モデルの記述・学習・探索能力を併せ持つシステムに関する研究を行った。

Degree

  • 博士(工学), 名古屋大学
  • Dr. of Engineering, Nagoya University

Research Keyword

  • Human Computer Interaction
  • Soft Computing
  • Computational Intelligence

Field Of Study

  • Informatics, Human interfaces and interactions
  • Informatics, Intelligent informatics
  • Informatics, Soft computing

Career

  • 01 Apr. 2020
    The University of Electro-Communications, Joint Doctoral Program for Sustainability Research, Professor
  • 01 Apr. 2020
    The University of Electro-Communications, Graduate School of Informatics and Engineering, Professor
  • 01 Apr. 2019 - 31 Mar. 2020
    The University of Electro-Communications, Joint Doctoral Program for Sustainability Research, Associate Professor
  • 01 Apr. 2016 - 31 Mar. 2020
    The University of Electro-Communications, Graduate School of Informatics and Engineering, Associate Professor
  • 01 Apr. 2007 - 31 Mar. 2016
    Grad. School of Information Systems, Associate Professor
  • Oct. 2003 - 31 Mar. 2007
    The University of Electro-Communications, Associate Professor
  • Oct. 2000 - Sep. 2003
    Nagoya City University, Associate Professor
  • 01 Sep. 2002 - 31 Mar. 2003
    University of California, San Diego, Visiting Scholar
  • Jan. 2000 - Sep. 2000
    Nagoya City University, Associate Professor
  • Apr. 1997 - Dec. 1999
    Nagoya Industrial Science Research Institute, Senior Researcher
  • Apr. 1996 - Mar. 1997
    Dept. of Electric Eng., Nagoya University, Research Associate

Educational Background

  • Mar. 1996
    Nagoya University, Graduate School, Division of Engineering, Department of Information Electronics
  • Mar. 1991
    Nagoya University, Faculty of Engineering, Department of Electro Mechanics
  • 10 Mar. 1986
    北海道立函館中部高等学校, 普通科

Member History

  • 01 Jan. 2017 - 31 Dec. 2018
    Secretary, IEEE Computational Intelligence Society, Tokyo Section / Japan Council Jt Chapter, CIS 11
  • 01 Jun. 2015 - 31 May 2017
    理事(大会事業担当), 日本知能情報ファジィ学会
  • Apr. 2009 - Mar. 2011
    関東支部長, 知能情報ファジィ学会
  • Jan. 2009 - Dec. 2010
    Secretary, IEEE Computational Intelligence Society Japan Chapter
  • Jun. 2007 - Jun. 2009
    理事(広報担当), 知能情報ファジィ学会, Society
  • Jan. 2004 - Mar. 2006
    第21回ファジィシステムシンポジウム実行委員長, 知能情報ファジィ学会, Society
  • Apr. 2005
    編集委員, 知能情報ファジィ学会, Society
  • 2003 - 2003
    Chair of Tokai Branch, Japan Society for Fuzzy Theory and Intelligent Informatics, Society
  • 2003 - 2003
    東海支部長, 知能情報ファジィ学会, Society
  • 1997 - 2003
    Chair in ECOmp, Japan Society for Fuzzy Theory and Intelligent Informatics, Society
  • 1997 - 2003
    ECOmp研究会代表幹事, 知能情報ファジィ学会, Society
  • 2001 - 2001
    Program Chair in 18th Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, Society
  • 2001 - 2001
    第18回ファジィシステムシンポジウムプログラム委員長, 知能情報ファジィ学会, Society

Award

  • Sep. 2012
    プラットフォームゲームCIコンペティション2012
    プラットフォームゲームCIコンペティション2012 最優秀賞
  • Aug. 2010
    IEEE
    Denmark
    2nd prize, Mario AI Competition Level Generation Track
    Denmark
  • Nov. 1999
    BEST ASIC AWARD
    Germany
  • Mar. 1996
    電気関連学会東海支部連合大会奨励賞
  • 1991
    Int’l Joint Conf. on Neural Networks
    Best Poster Presentation Award

Paper

  • Detection of Students in Need of Immediate Care in Programming Classes using Machine-Learning Techniques
    Tadashi Ohara; Tomonori Hashiyama; Nobuyuki Umezu
    2023 IEEE 12th Global Conference on Consumer Electronics (GCCE), IEEE, 10 Oct. 2023, Peer-reviwed
    International conference proceedings, English
  • Fuzzy-UCS Revisited: Self-Adaptation of Rule Representations in Michigan-Style Learning Fuzzy-Classifier Systems
    Hiroki Shiraishi; Yohei Hayamizu; Tomonori Hashiyama
    Proceedings of the Genetic and Evolutionary Computation Conference, ACM, 548-557, 12 Jul. 2023, Peer-reviwed
    International conference proceedings
  • Web Platform to Support P2M Communities for Practice; Requirements and Implementation
    Yoshiharu KATO; Tomonori HASHIYAMA; Shun’ichi TANO
    Journal of International Association of P2M, 17, 2, 61-84, Feb. 2023, Peer-reviwed
    Scientific journal, Japanese
  • Rhythm Tap Technique for Cross-Device Interaction Enabling Uniform Operation for Various Devices
    Hirohito Shibata; Junko Ichino; Shun’ichi Tano; Tomonori Hashiyama
    IEICE Transactions on Information Systems, Institute of Electronics, Information and Communications Engineers (IEICE), E102, 12, 2515-2523, Dec. 2019, Peer-reviwed
    Scientific journal, English
  • Incremental Annotate-Generalize-Search Framework for Interactive Source Code Comprehension
    Ken Nakayama; Shun'ichi Tano; Tomonori Hashiyama; Eko Sakai
    COMPSAC 2017, 311-316, Jul. 2017, Peer-reviwed
    International conference proceedings, English
  • PSO Algorithm-Based Scenario Reduction Method for Stochastic Unit Commitment Problem
    Gaofeng Xiong; Xiping Liu; Dan Chen; Jianhua Zhang; Tomonori Hashiyama
    IEEJ TRANSACTIONS ON ELECTRICAL AND ELECTRONIC ENGINEERING, WILEY, 12, 2, 206-213, Mar. 2017, Peer-reviwed, This paper proposes a particle swarm optimization (PSO) algorithm-based scenario reduction method for stochastic unit commitment problems. In this method, the position of each particle is an index set of the preserved scenarios, that is, a possible solution to the optimal scenario reduction problem. The Kantorovich distance between the original scenarios and the preserved scenarios is used to calculate the fitness value of each particle. A repair procedure is carried out to ensure that there are non-repeating index numbers in the newly generated position of each particle during the iterations. The performance of the PSO-based method is tested on two scenario sets of electricity prices in a stochastic profit/price-based unit commitment (SPBUC) problem, and is compared with backward reduction and forward selection. Test results show that the PSO-based method performs very well with respect to the relative accuracy and running times when reducing large scenario set. Impacts of scenario reduction on the expected profits of the SPBUC problem are also investigated with different numbers of the preserved scenarios of electricity prices, which are obtained by these three different reduction methods from the same original scenario set. Simulation results show that optimal solutions of the SPBUC problem are related not only to the number of the preserved scenarios but also to the scenario reduction methods. The PSO-based method can lead to less conservative solutions than the forward selection, while the backward reduction can result in nonconservative solutions. (C) 2016 Institute of Electrical Engineers of Japan. Published by John Wiley & Sons, Inc.
    Scientific journal, English
  • Takano, K., Uchihashi, S., Shibata, H., Omura, K., Ichino, J., Hashiyama, T. and Tano, S.
    Takano, K; Uchihashi, S; Shibata, H; Omura, K; Ichino, J; Hashiyama, T; Tano, S
    Part I, LNCS 9734, 371-380, Dec. 2016, Peer-reviwed
    International conference proceedings, English
  • A rhythmical tap approach for sending data across devices
    Hirohito Shibata; Tomonori Hashiyama; Shun'ichi Tano; Junko Ichino
    Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, MobileHCI 2016, Association for Computing Machinery, Inc, 815-822, 06 Sep. 2016, Peer-reviwed, This paper proposes a new user interface technique to specify sending data across digital devices. In this approach, users specify what to send from what device to what device by tapping them rhythmically. This technique is easy to operate, low implementation cost, applicable to a wide range of devices, and scalable by adding numerous rhythmical tap sequences. We confirmed the feasibility of this approach through preliminary experiments.
    International conference proceedings, English
  • Proposal and Evaluation of a Document Reader that Supports Pointing and Finger Bookmarking
    Kentaro Takano; Shingo Uchihashi; Hirohito Shibata; Kengo Omura; Junko Ichino; Tomonori Hashiyama; Shunichi Tano
    Human Interface and the Management of Information: Information, Design and Interaction, Pt I, SPRINGER INT PUBLISHING AG, 9734, 371-380, 2016, Peer-reviwed, Pointing and finger bookmarking effectively support reading from paper. However, current electronic media do not support these operations. Readers are discouraged to trace or point text with fingers on popular touchscreen tablet devices because the gestures may cause undesired view changes. Also, bookmarking with the current interface does not provide the ease of finger bookmarking. For solving the problems mentioned above, we proposed a document reader that provides seamless switching between pointing/tracing and touch operations, and integrate features that simulate finger bookmarking by using simple gestures. The results of two experiments (proof reading and cross reference reading between pages) show that participants performed the tasks faster with the proposed system than with the conventional touchscreen systems.
    International conference proceedings, English
  • Preliminary Quantitative Evaluation of Effect of Learning from Text, Illustrations, and Animations on Understanding
    Taiki Maruya; Shun'ichi Tano; Tomonori Hashiyama
    HCI INTERNATIONAL 2016 - POSTERS' EXTENDED ABSTRACTS, PT II, SPRINGER INT PUBLISHING AG, 618, 249-254, 2016, Peer-reviwed, Animation is often used to aid understanding of information and to facilitate learning. However, in many studies, the benefits of animation have not been proved. There is also a problem that information contained in one sort of content might not match that of another sort of content. In this study, three experiments were conducted to investigate the effect of the sort of presentation of learning content on understanding. The animations and illustrations used in the experiments included all of the information of the text. The posttest scores from the first two experiments confirmed the benefits of the animation presentation. However, experiment 3 using a dual-task methodology to assess the cognitive load did not show benefits of animation presentation. However, using a visual stimulus in a secondary task was found to have a significant effect. This effect will be considered in the next experiment.
    International conference proceedings, English
  • Can users read text on large displays?: Effects of physical display size on users' reading comprehension of text
    Junko Ichino; Naofumi Kanayama; Shun'Ichi Tano; Tomonori Hashiyama
    ACM International Conference Proceeding Series, Association for Computing Machinery, 28, 154-161, 28 Sep. 2015, Peer-reviwed, Large displays are becoming prevalent, but little research has been conducted to quantify their effect on an individual user. We present an experiment in which users' reading comprehension of text displayed on physically large and small displays are compared through three types of tasks. By adjusting the viewing distance for both displays, we maintained a constant visual angle. This experiment demonstrated that differences in display size did not affect users' performance in brief reading comprehension tasks, that is, both search tasks involving small units such as characters or words and comprehension tasks involving larger units such as sentences or paragraphs. We found a large difference between the outcome of this experiment relating to text media and the results of previous research, which showed that for picture and video media, large displays bias users toward an egocentric perspective and small displays bias them toward an exocentric perspective.
    International conference proceedings, English
  • Proposal of modeling between short-term memory and interaction and the metamemory support for external long-term memory
    Yamamoto Takeshi; Tano Shynitchi; Hashiyama Omonori; Iwata Mitsuru
    Proceedings of the Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, 31, 16-19, 2015, Memory on human conduct intellectual creative activity is important. However, interaction with advanced information media is complicated, in a memory by using the complex interactions that an adverse effect is a problem. There are two types of short-term memory and long-term memory in the storage, there is a need to examine the issue from both sides. As a matter of short-term memory, even though the capacity of short-term memory is limited, forgetting of ideas it occurs and will use the capacity of short-term memory in the interaction. As a matter of long-term memory, due to the lack of meta memory of storage that rely on external storage devices, dead storage of memory occurs it can not access the storage. In this study, we pointed out the problems with the interaction of the information media, we propose solutions.
    Japanese
  • Proposal of the learning system that users can make free use of the appropriate media considering learning styles and learning stages
    Kashiwazaki Ken; Tano Shun'ichi; Hashiyama Tomonori; Iwata Mitsuru
    Proceedings of the Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, 31, 328-333, 2015, In recent years, it is trendy that to try adopting the ICT technology in the teaching material. Since the concreteness of the media has increased, the amount of information that can be handled has increased indeed, but it is hard to create teaching materials in consideration of the learning effect.So we hypothesized that appropriating media for educational system can be used freely improves learning effect considering learning style and learning stage.Currently, we are creating a prototype consisting of abstract or concreteness "teaching materials" and "tools" such as can be completed learning in each. It shows that it is necessary to consider the learning style transition associated with the progress of the learning stage in experiments making use of this prototype to decide learning style due to the frequency of use of the teaching materials or tools.
    Japanese
  • UI design to prevent information polarization in recommendation systems
    Kataoka Masahiro; Hashiyama Tomonori; Tano Shun'ichi
    Proceedings of the Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, 31, 350-353, 2015, Currently, as the information communicating through the Internet is increasing explosively, recommendation systems are doing quite important roles to help users choose favorable information. With advanced recommendation systems, we are able to get information suitable for our preferences within high accuracy. On the other hand, opportunity to get information that are new to our preferences or thoughts are hidden with silence. this situation is called the Filter Bubble, named by Eli Pariser. He warns us that dangerous situatons encapsulate people into their own interests. Decreasing the opportunity to meet the information that is out of their intersets makes them in the state of polarized society or ideology. This may result in declining their creativity. In thsi study, we are developing the system showing how different the users' search result makes them personalized or not. We will investigate what happens when people awake that they are in the fillter bubble.
    Japanese
  • Proposing Hand Gesture Recognizer with Finger Movement and Muscle Estimation from SEMG
    Kim Soungju; Shun'ichi Tano; Tomonori Hashiyama; Iwata Mitsuru
    Proceedings of the Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, 31, 385-388, 2015, In recent years, the more types of computers appeared, the more situation that users input have changed the variety. Sometime in the future, we should acquire input method, free from any devices or location. We propose a new recognizer for hand gesture recognition using a wearable device. Finger is connected with each muscle in each of the tendons, so it can be moved by muscle contraction and extension. We use Myo, wearable device, for measuring the surface electromyograph (SEMG) that would have occurred from muscles corresponding to each of the tendons. To get the movement information of the finger, we use the LeapMotion at the same time. It is carried out independent component analysis (ICA) using the measured SEMG and fingers' motion, to create a cross-section map of the forearm. With the map for estimating finger and/or hand status from SEMG, hand gesture recognition rate will be improved.
    Japanese
  • Feature extraction from skilled player's logs in PuyoPuyo
    Suyama Junichiro; Hashiyama Tomonori; Tano Shun'ichi
    Proceedings of the Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, 31, 1-4, 2015, The techniques of artificial intelligence (AI) have been rapidly developing in video games. One of the main aims of AI implementation is to win against the human players. This is already achieved in some games, such as chess and shogi. Nowadays, the interest is moved to enhance the enjoyment of the players. Many researches are devoted to develop a human-like AI player to entertain human player. In this paper, we focused on a video game named PuyoPuyo. PuyoPuyo is one of the tile-matchins puzzle game controlling two pair of falling blocks. Random distribution of the blocks makes it difficult to set them into the ideal pattern. Skilled player seems to have some ideal pattern template models in their mind. This paper tried to derive these templates from the placements of blocks stacked by the skilled human player. Using these templates, it is partially capable of reconstruction the player's placements.
    Japanese
  • Interactive Recommendation System
    Orihara Leonardoken; Hashiyama Tomonori; Tano Shunichi
    Proceedings of the Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, 31, 354-359, 2015, The performance of recommendation systems is mainly measured by the accuracy how their results meet to the users' preference. User satisfaction is another index to measure their performance. In this paper, we will try to improve the users' feeling of self-determination to the recommendation system by using 2 approaches. In the first approach, we explain the reason why the information was recommended. In the second approach, we show visually the position of the recommended information by mapping on the evaluation axis determined apriori. In these approach, the user can get a lot of self-determination feeling and we will see the system improvement in raising the users' satisfaction.
    Japanese
  • Image retrieval by hand drawn sketch and text
    Zhidong Hong; Hashiyama Tomonori; Tano Shun'ichi
    Proceedings of the Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, 31, 709-714, 2015, Recently, digital camera is implemented on almost all the smartphones.There are a large number of images in the internet and PC. Under this situation,image retrieval techniques help the user to find the exact image what they want is necessary.In this study, we propose a image retrieval method that utilizes both the sketch image retrieval and text image retrieval.In this system,the user can draw a sketch and make a text query as they want.Compared to a single image retrieval method, if we use the method of image retrieval by hand drawn sketch and text, it might get better performance in image retrieval.
    Japanese
  • Innovation compass: Integrated system to support creativity in both individuals and groups
    Yoshiharu Kato; Tomonori Hashiyama; Shun’Ichi Tano
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Verlag, 9173, 476-487, 2015, Peer-reviwed, This study intends to present the concept of a mechanism that will lead to generate active innovations that can change our society. We first analyze the general process of innovations and identify core elements that lead to innovations. We then analyze existing tools and systems that support the creation of innovations in relation to core elements. This analysis leads to the building of the innovation model. We propose an “innovation compass” based on the innovation model that is an integrative system that enhances human creativity to generate innovations. It supports both individual and group creativity. It not only supports rational aspects of innovation processes but also stimulates the motivation of innovators.
    International conference proceedings, English
  • QUANTITATIVE ANALYSYS OF PSEUDO-HAPTICS BASED ON THREE TYPES OF HAND FORM AND TWO PHASES OF PERCEPTION
    Shun'ichi Tano; Yushin Kakei; Tomonori Hashiyama; Junko Ichino; Mitsuru Iwata
    2015 IEEE International Conference on Multimedia & Expo Workshops (ICMEW), IEEE, 2015, Peer-reviwed, Haptic media, as a third type of 3D media besides 3D visual and 3D audio, is essential to realize the true 3D multimedia. Recently, pseudo-haptics has gained considerable attention since it can produce a haptic feeling without specific hardware. We first categorized pseudo-haptics into three types based on perception phases and virtual hand form. A series of experiments quantitatively proved that all three types of pseudo-haptics can be perceived and exhibit interesting phenomena, e.g., pseudo-haptics might be deduced by real haptic sensation or specific visual effect.
    International conference proceedings, English
  • Design Support Tool Using Pen Device for Simplification of Animation Design
    Taiki Maruya; Shun'ichi Tano; Tomonori Hashiyama; Mitsuru Iwata; Junko Ichino; Yoichi Hyono
    HCI INTERNATIONAL 2015 - POSTERS' EXTENDED ABSTRACTS, PT I, SPRINGER-VERLAG BERLIN, 528, 49-54, 2015, Peer-reviwed, Content using animation is widely available, and animation is often used in educational content to promote the understanding of mechanical structures and concepts. However, animations are currently created with software that requires complicated operations and programming. Such software inhibits intuitive and creative animation design. In this study, we analyze animations and determine the factors that inhibit intuitive and creative animation design. Moreover, we have developed a design support tool to make designing animations easier.
    International conference proceedings, English
  • Microscopic analysis of document handling while reading paper documents to improve digital reading device
    Kentaro Takano; Hirohito Shibata; Junko Ichino; Tomonori Hashiyama; Shun'Ichi Tano
    Proceedings of the 26th Australian Computer-Human Interaction Conference, OzCHI 2014, Association for Computing Machinery, Inc, 559-567, 02 Dec. 2014, Peer-reviwed, We conducted microscopic analysis on several frequently observed types of work-related reading to find ways to support each type of reading. We obtained empirical data from video recording, concurrent verbal reporting, and retrospective reporting by 18 participants in 10 target types of reading that use paper. Using these data, first, we categorized the ways people interact with paper documents when reading in detail. We analyzed which types of behaviors were frequently observed in each type of reading based on these categories. We will discuss what kind of support is required for each type of reading by specifying what types of behaviors were frequently observed for certain types of reading.
    International conference proceedings, English
  • Behavior extraction from tweets using character N-gram models
    Yuji Yano; Tomonori Hashiyama; Junko Ichino; Shun'Ichi Tano
    IEEE International Conference on Fuzzy Systems, Institute of Electrical and Electronics Engineers Inc., 1273-1280, 04 Sep. 2014, Peer-reviwed, Human daily activities are stored in various kinds of data representations using ICT devices nowadays, named lifelogs. It is highly requested to retrieve useful information from lifelogs because these raw data are hard to handle. Extracting human activities from these logs is promising to enrich our life. Context-awareness services can be provided depending on user activities extracted from these logs. Recently, a lot of people post a message called tweet within Twitter to show what they are doing, thinking, feeling, and so on. Tweets have potential to record human activities, because many people post tweets so frequently every day. This paper focused on the tweets to retrieve human behavior from them. The length of tweets are limited within short sentence, so this causes some difficulties. The users will use domain-specific terms and will post grammatically incorrect sentences to fit with the constraints. These make us hard to analyze tweets with grammatical manner or with dictionaries. To tackle them, we are applying character n-gram tokenization and naive Bayes classifier to extract appropriate behavioral information from tweets. Using n-gram tokenizer, domain-specific words can be identified and incorrect grammar can be handled. Our approach is examined using real tweets in Japanese. The index of precision, recall and F-measure shows the promising results. Some experiments have been carried out to show the feasibility of our approach. At this point, our system applied to Japanese tweets but it is applicable to any other languages.
    International conference proceedings, English
  • 橋梁点検の技術者のための「道具」デザインに向けたフィールド観察
    市野 順子; 橋山 智訓; 二宮 利江; 市川 暢之; 竹谷 昇二
    情報処理学会論文誌, 情報処理学会, 55, 8, 1931-1944, Aug. 2014, Peer-reviwed, 本研究は,橋梁点検の技術者というユーザーグループの支援を目的とした「道具」の開発を目指している.本論文では,点検技術者が普段利用している「道具」とのインタラクションを見極めることがより良い「道具」のデザインにつながると考え,橋梁現場の点検業務というコンテキストにおいて,点検技術者を直接的に観察した.そして,点検業務の最中に観察された技術者の種々の行動の発生頻度,行動の変遷,行動に遅延を生じさせる要因等を分析した.その結果,点検技術者はきわめて高負荷なマルチタスクを遂行しており,携行している道具の数の多さや,グローブによる操作が行動の遅延や困難を招いていること,技術者の行動には特定のパターンが存在すること,等が明らかになった.それらをふまえ,点技術者を支援する新しい「道具」をつくるためのデザイン指針を検討し,解決案を提案した.Our goal is to develop a tool to support bridge inspection engineers. In this paper, we report a field study that observes the engineers directly since we expect that assessing the interaction between engineer and current tools which they usually use lead to the design of a more effective tool. We analyzed the video recordings of engineers' behavior and examined the frequency of behavior occurring, transitions of behavioral patterns, factors that prevent smooth action and so on. Results show that engineers perform highly-loaded multi tasks. We also observed that the current set up allows engineers to cause unnecessary delays or difficulties because of many carrying tools or operation with gloved fingers, and that they have regular behavioral pattern. Furthermore, based on our findings, we provide implications for the design of systems to support bridge inspection engineers.
    Scientific journal, Japanese
  • Extraction of Human Behavior and Emotion from Tweets
    Yano Yuji; Hashiyama Tomonori; Tano Shun'ichi
    Proceedings of the Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, 30, 798-803, 2014, Human behaviors have large influences on their own health and emotion. They have both aspects, good and bad one. To know these aspects made our daily life much more fruitful. Many of previous researches estimate and extract behavioral information using several sensors. But it is hard to extract some behavioral and emotional information using only sensory data. The authors focused on Twitter which spread rapidly these years. The users post their own behavioral and emotional information directly in the text format which is called tweet. We can extract users' behavioral and emotional information in real-time because the user posts at the moment when they are doing and feeling them. The handy characteristics of Twitter that is easy to post using a personal computer or a smartphone showed us the possibility of extracting human informal and real intention. In this study, we tried to extract behavioral and emotional information using not only sensory data but also Twitter. In addition, we analyze the influence on emotion by behavior using extracted information. We can apply this approach individually to know their personal tendencies of their thinking, feeling and doing.
    Japanese
  • Image retrieval from private life-log image using the results of internet search engine
    Ogiwara Yusuke; Hashiyama Tomonori; Tano Shun'ichi
    Proceedings of the Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, 30, 724-729, 2014, Recently, with the spread of wearable devices and digital cameras, the opportunity has increased to record everyday things in multimedia data, such as sound, photo or video. For users who record these as huge life-log data, it is not easy to search the data what and when the user wants. Under such circumstances, the users usually try to find them with any meta-information like recording date, the location or people within, for example. However, if these meta-information are missing or no one tagged it, the users have little chance to reach them. In this paper, we propose an image retrieval system like a WWW search engine. In proposed system, users will put the text query to the search engine as usual. The specific data in their private database are searched with the similarity of the data deployed by the search engine.
    Japanese
  • Microscopic analysis of document handling while reading: Classification of behavior toward paper document
    Kentaro Takano; Hirohito Shibata; Junko Ichino; Tomonori Hashiyama; Shun'ichi Tano
    2014 IEEE/ACM JOINT CONFERENCE ON DIGITAL LIBRARIES (JCDL), IEEE, 445-446, 2014, Peer-reviwed, We conducted a microscopic analysis of work-related reading to find ways to support reading in the workplace. We obtained empirical data from video recording, concurrent verbal reporting, and retrospective reporting of 18 participants in 10 target types of reading using paper. Using these data, we categorized the ways people interact with paper while reading in detail. We will discuss what kinds of support are required for work-related reading.
    International conference proceedings, English
  • 3D Sketch System based on Life-sized and Operable Concept Enhanced by Three Design Spaces
    Shun'ichi Tano; Naofumi Kanayama; Tomonori Hashiyama; Junko Ichino; Mitsuru Iwata
    2014 IEEE INTERNATIONAL SYMPOSIUM ON MULTIMEDIA (ISM), IEEE, 245-250, 2014, Peer-reviwed, We have been studying the use of "Rich Media" to support creative and intelligent human activities. Specifically, for over ten years we have been focusing on the 3D space as a "Rich Medium" and developed many 3D sketch systems that support the design of 3D objects. However, we found that designers in the real world do not use them. The fundamental problem is the lack of an indispensable function for using the 3D space. To overcome this problem, we have proposed "life-sized and operable" design principles. Although the new design concept made the 3D space truly useful and promoted the designer to use such a system, it revealed new problems, i.e., limited design space. In this paper, we extend this "life-sized and operable" 3D sketch system by using three design spaces, which enables the user to traverse between 2D drawing and 3D drawing spaces, between miniature and actual sizes, between rough sketching and precise design, and among still, operable, and haptic sketching.
    International conference proceedings, English
  • Behavior Extraction from Tweets using Character N-gram Models
    Yuji Yano; Tomonori Hashiyama; Junko Ichino; Shun'ichi Tano
    2014 IEEE INTERNATIONAL CONFERENCE ON FUZZY SYSTEMS (FUZZ-IEEE), IEEE, 1273-1280, 2014, Peer-reviwed, Human daily activities are stored in various kinds of data representations using ICT devices nowadays, named lifelogs. It is highly requested to retrieve useful information from lifelogs because these raw data are hard to handle. Extracting human activities from these logs is promising to enrich our life. Context-awareness services can be provided depending on user activities extracted from these logs. Recently, a lot of people post a message called tweet within Twitter to show what they are doing, thinking, feeling, and so on. Tweets have potential to record human activities, because many people post tweets so frequently every day. This paper focused on the tweets to retrieve human behavior from them. The length of tweets are limited within short sentence, so this causes some difficulties. The users will use domain-specific terms and will post grammatically incorrect sentences to fit with the constraints. These make us hard to analyze tweets with grammatical manner or with dictionaries. To tackle them, we are applying character n-gram tokenization and naive Bayes classifier to extract appropriate behavioral information from tweets. Using n-gram tokenizer, domain-specific words can be identified and incorrect grammar can be handled. Our approach is examined using real tweets in Japanese. The index of precision, recall and F-measure shows the promising results. Some experiments have been carried out to show the feasibility of our approach. At this point, our system applied to Japanese tweets but it is applicable to any other languages.
    International conference proceedings, English
  • Behavior Extraction from Tweets using Character N-gram Models
    Yuji Yano; Tomonori Hashiyama; Junko Ichino; Shun'ichi Tano
    2014 IEEE INTERNATIONAL CONFERENCE ON FUZZY SYSTEMS (FUZZ-IEEE), IEEE, 1273-1280, 2014, Peer-reviwed, Human daily activities are stored in various kinds of data representations using ICT devices nowadays, named lifelogs. It is highly requested to retrieve useful information from lifelogs because these raw data are hard to handle. Extracting human activities from these logs is promising to enrich our life. Context-awareness services can be provided depending on user activities extracted from these logs. Recently, a lot of people post a message called tweet within Twitter to show what they are doing, thinking, feeling, and so on. Tweets have potential to record human activities, because many people post tweets so frequently every day. This paper focused on the tweets to retrieve human behavior from them. The length of tweets are limited within short sentence, so this causes some difficulties. The users will use domain-specific terms and will post grammatically incorrect sentences to fit with the constraints. These make us hard to analyze tweets with grammatical manner or with dictionaries. To tackle them, we are applying character n-gram tokenization and naive Bayes classifier to extract appropriate behavioral information from tweets. Using n-gram tokenizer, domain-specific words can be identified and incorrect grammar can be handled. Our approach is examined using real tweets in Japanese. The index of precision, recall and F-measure shows the promising results. Some experiments have been carried out to show the feasibility of our approach. At this point, our system applied to Japanese tweets but it is applicable to any other languages.
    International conference proceedings, English
  • Action Selection for Game Play Agents Using Genetic Algorithms in Platform Game Computational Intelligence Competitions
    Ken Hasegawa; Narutoshi Tanaka; Ryuji Emoto; Yusuke Sugihara; Ardta Ngonphachanh; Junko Ichino; Tomonori Hashiyama
    Journal of Advanced Computational Intelligence and Intelligent Informatics, 17, 2, 201-207, Feb. 2013, Peer-reviwed
    Scientific journal, English
  • Truly Useful 3D Drawing System for Professional Designer by "Life-Sized and Operable" Feature and New Interaction
    Shun'ichi Tano; Shinya Yamamoto; Junko Ichino; Tomonori Hashiyama; Mitsuru Iwata
    HUMAN-COMPUTER INTERACTION - INTERACT 2013, PT I, SPRINGER-VERLAG BERLIN, 8117, 37-55, 2013, Peer-reviwed, "Media" is an artifact that expands our creativity and intelligence. We have been studying the use of "Rich Media" to support creative and intelligent human activities. Specifically, for over ten years we have focused on the 3D space as one of "Rich Media" and developed many 3D sketch systems that support the design of 3D objects. However, their long-term evaluation has revealed that they are not used by designers in real fields. Even worse, they are treated as if they were just mere attractions in an amusement park. The fundamental problem is the lack of the indispensable function for 3D space. In this paper, we propose new design principles, "life-size and operability", which make the 3D sketch system truly valuable for the designer. The new 3D sketch system is designed on the basis of "life-size and operability", developed, and evaluated successfully.
    International conference proceedings, English
  • エージェントの代行指示インタラクションの高度化と効率化
    高田 恵美; 田野 俊一; 市野 順子; 橋山 智訓
    電子情報通信学会論文誌, The Institute of Electronics, Information and Communication Engineers, J96-D, 1, 113-143, Jan. 2013, Peer-reviwed, 居住内でのユーザの機器操作を代行するホームエージェントを実現するための研究が多くある.しかし,エージェントがユーザの行動を全て正しく予測することは容易ではない.そのため,エージェントが予測行動ごとに計算する確信度を正しさの指標とし,ユーザが決めたしきい値よりも確信度の高い予測行動を自動代行する.しかし,自動代行されない予測行動が正しいかをユーザは確証できないため,ユーザはしきい値を決められない.そこで,Pattie Maesは,自動代行をするかを決めるしきい値と別に説明するかを決めるしきい値も加え,両方のしきい値をユーザが調整することで,エージェントの説明によって予測行動が正しいかを確認してから自動代行を任せる手法を提案した.しかしながら,エージェントの説明と代行はそれぞれ一通りしかない.また,ユーザはしきい値を相対的に微調整しなければならない.そこで本論文では,エージェントが説明と代行を多段階な方法にし,ユーザが説明や代行の能力を表す数値でエージェントに指示できる代行指示インタラクションを提案する.更に,ユーザが指示した能力でエージェントが説明と代行をするために,しきい値を調整する加減アルゴリズムを提案した.数値計算での評価実験において,実環境条件では,統計に基づいたアルゴリズムよりも理想に近いしきい値に調整できた.
    Scientific journal, Japanese
  • Stochastic unit commitment problem considering risk constraints and its improved GA-based solution method
    Gaofeng Xiong; Xiping Liu; Tomonori Hashiyama
    IEEJ Transactions on Electrical and Electronic Engineering, John Wiley and Sons Inc., 8, 5, 463-469, 2013, Peer-reviwed, This paper proposes a model of the stochastic unit commitment (SUC) problem, which takes account of the uncertainty of electric power demand and its resulting risk, and its solution method based on an improved genetic algorithm (IGA). The uncertainty of electric power demand is modeled using a set of scenarios which are introduced by scenario analysis. The variance, which measures the dispersion of generation costs of unit commitment schedule under each scenario around the expected generation cost, is used as a measure of risk. Based on the expected returns-variance of returns (E-V) rule in the theory of portfolio analysis, a utility function is devised by appending the variance of the expected generation cost into the original expected generation cost function, with consideration of the risk attitude of the generation companies and power exchange centers. The objective of this optimization problem is to minimize the utility function. The proposed IGA is used to solve this NP-hard optimization problem. Based on numerical examples, the superiority of the IGA-based solution method is verified through comparison with a traditional GA-based solution method. Optimal schedules of SUC, as well as the expected costs and variances, are compared with/without risk constraints, and with different risk attitudes. Test results show that, in solving the SUC problem, it is necessary to consider the electric power demand uncertainty and its resulting risk, as well as the risk attitude of the decision maker. © 2013 Institute of Electrical Engineers of Japan.
    Scientific journal, English
  • A Pre-experiment on Effects of Horizontal and Vertical Touch Displays on Group Work in Card Classification Tasks
    Meiting Mi; Shun'ichi Tano; Tomonori Hashiyama; Junko Ichino; Mitsuru Iwata; Junko Misawa; Yushin Kakei; Takaaki Hagi; Hirofumi Mochizuki; Keisuke Yonemoto
    2013 IEEE 4TH INTERNATIONAL CONFERENCE ON COGNITIVE INFOCOMMUNICATIONS (COGINFOCOM), IEEE, 173-178, 2013, Peer-reviwed, In order to verify the strengths and weaknesses of horizontal and vertical interactive displays, we designed a card classification task in which the directional properties of information are considered. We especially focused on investigating the impact of the directional properties of information on user performance and exploring the optimum group size for horizontal and vertical touch displays of the same size. We developed and evaluated some objective and simple methods to measure and analyze user performance including eye contact, time of utterance, and user arrangement. A pre-experiment was conducted in which groups ranging from two to six people performed the task on both a horizontal and a vertical display. Results show that, during the card classification task, more eye contact around the horizontal display but no difference in verbal participation between the two environments. Some evidence indicates the user performance was affected by the directional properties of information. We found the difference in user arrangement of different group size between the two environments in our tasks. We expect to conduct a large-scale experiment to collect more evidence to test our hypotheses.
    International conference proceedings, English
  • ディスプレイの物理的な大きさがテキスト読解に与える影響
    J. Ichino; N. Kanayama; S. Tano; T. Hashiyama
    情報処理学会論文誌, 情報処理学会, 53, 5, 1570-1580, May 2012, Peer-reviwed
    Scientific journal, Japanese
  • proposal of programming environment with pen device
    Kume Makoto; Tano Shunichi; Hashiyama Tomonori; Ichino Junko
    Proceedings of the Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, 28, 1091-1096, 2012, A programming environment has advanced in various fields (e.g. media, editor, language), and way of programming has advanced accordingly. But input device yet to be a keyboard, so there is a gap between it and the other environment. in particular autocompletion is a very important function and to select the options has increased because the current programming environment equips many functions. And a keyboad unfits for the selection. In this presentation I proporse programming environment with pen device to solve the problems.
    Japanese
  • Suggestion of Ultrasonography system flexibly suitable for environment of operating room and operator
    Watanabe Natsuko
    Proceedings of the Fuzzy System Symposium, Japan Society for Fuzzy Theory and Intelligent Informatics, 28, 649-654, 2012, Diagnostic imaging system being used in medicine, the system for performing minimally invasive procedures to more interactive using the current technology of virtual reality and augmented reality have been studied a lot. This presentation deals with the user interface of the ultrasonography system using the technology of augmented reality.
    Japanese
  • Three Design Principles Learned through Developing a Series of 3D Sketch Systems: "Memory Capacity", "Cognitive Mode", and "Life-size and Operability"
    Shun'ichi Tano; Shinya Yamamoto; Muhd Dzulkhiflee; Junko Ichino; Tomonori Hashiyama; Mitsuru Iwata
    PROCEEDINGS 2012 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS (SMC), IEEE, 880-887, 2012, We have been studying the creativity-centered media to ensure that systems truly support creative and intelligent human activities. However, it has gradually become obvious that current advanced support systems have a serious drawback: instead of promoting creative work, they often discourage creativity or let us stop thinking. In this paper, we focus on the 3D sketch system that supports the design of 3D objects by drawing them in the 3D space directly, because they are not used by designers in real fields but are just treated as a mere attraction in an amusement park. We propose three design principles, "Memory Capacity", "Cognitive Mode", and "Life-size and Operability", which make the 3D sketch system truly useful for the designer. They have been gradually derived in the accordance with our cognitive experiment and developing series of 3D sketch system.
    International conference proceedings, English
  • An Architecture for Ubiquitous and Collaborative 3D Position Sensing for Ubiquitous 3D Drawing
    Shun'ichi Tano; Byongchol Pei; Junko Ichino; Tomonori Hashiyama; Mitsuru Iwata
    15TH IEEE INTERNATIONAL CONFERENCE ON COMPUTATIONAL SCIENCE AND ENGINEERING (CSE 2012) / 10TH IEEE/IFIP INTERNATIONAL CONFERENCE ON EMBEDDED AND UBIQUITOUS COMPUTING (EUC 2012), IEEE, 469-476, 2012, Peer-reviwed, Many methods for 3D position sensing using magnetic sensors, the ultrasonic sensors, special cameras, and so on have been proposed. Most of them, however, require specialized equipment that must be installed in the environment in question. This drawback prevents prototype 3D systems from reaching practical use in real fields. "Ubiquitous 3D drawing" (namely, drawing a sketch in any 3D space in front of a designer), which appears as a common feature in a conventional 3D system, is investigated, and a new method for 3D position detection, called "UbiC3D (ubiquitous and collaborative 3D position sensing) architecture, is proposed. UbiC3D uses only a single camera with sensors and generates a global 3D map of visual feature points through users' collaboration. A preliminary experiment shows that the UbiC3D architecture is feasible.
    International conference proceedings, English
  • Simple augmented reality system for 3D ultrasonic image by see-through HMD and single camera and marker combination
    Shun'ichi Tano; Keisuke Suzuki; Kenji Miki; Natsuko Watanabe; Mitsuru Iwata; Tomohiro Hashiyama; Junko Ichino; Ken Nakayama
    Proceedings - IEEE-EMBS International Conference on Biomedical and Health Informatics: Global Grand Challenge of Health Informatics, BHI 2012, 464-467, 2012, Peer-reviwed, Thanks to the rapid progress of ICT, significant progress has been made in both the "generation" and "display" of the advanced medical information. However, serious problems still remain in both the "generation" and "display". Therefore, we propose a simple augmented reality system that can display an ultrasonic image of exactly the same plane in the body of the patient that a doctor is looking at. The key idea is to utilize the fact that an ultrasonic probe moves inside the doctor's field of view and within the accessible range of the arm in order to simplify the augmented reality system. The prototype has been developed using only a see-through HMD and single camera and marker combination. Three simple interaction methods compensate for the limitations in 3D position sensing. We worked with a medical doctor to test the prototype system and found it to be effective. © 2012 IEEE.
    International conference proceedings, English
  • Do tablets really support discussion?: Comparison between paper, tablet, and laptop PC used as discussion tools
    Kentaro Takano; Hirohito Shibata; Kengo Omura; Junko Ichino; Tomonori Hashiyama; Shun'ichi Tano
    Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI 2012, 562-571, 2012, Touch-based tablet devices are starting to be used frequently in meetings and places of discussion. However, are tablets really ideal as discussion tools? Or do they actually obstruct communication? To answer these questions, this paper quantitatively compares discussion processes involving paper, an iPad2, and a laptop PC. We performed an experiment where 12 groups of two participants each (24 participants in total) worked collaboratively by referring to documents and using paper, an iPad2, or a laptop PC as presentation media. We observed verbal and non-verbal interaction between participants. First, we investigated the total amount of speech between two participants and found they spoke more when using paper than when using the electronic media. Next, we observed that participants used more demonstrative pronouns when using paper than when using the iPad2 but used more demonstrative pronouns when using the iPad2 than when using the laptop PC. Also, they made more eye contact when using paper than when using the other media. These results suggest that tablets may not currently be the best media to use when ideas should be actively exchanged, sensitivity is required toward other participants in the discussion, or work progress needs to be shared. © 2012 ACM.
    International conference proceedings, English
  • The 2010 Mario AI Championship: Level Generation Track
    Noor Shaker; Julian Togelius; Georgios N. Yannakakis; Ben Weber; Tomoyuki Shimizu; Tomonori Hashiyama; Nathan Sorenson; Philippe Pasquier; Peter Mawhorter; Glen Takahashi; Gillian Smith; Robin Baumgarten
    IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, 3, 4, 332-347, Dec. 2011, Peer-reviwed, The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the world's first procedural content generation competition. Competitors participated by submitting level generators-software that generates new levels for a version of Super Mario Bros tailored to individual players' playing style. This paper presents the rules of the competition, the software used, the scoring procedure, the submitted level generators, and the results of the competition. We also discuss what can be learned from this competition, both about organizing procedural content generation competitions and about automatically generating levels for platform games. The paper is coauthored by the organizers of the competition (the first three authors) and the competitors.
    Scientific journal, English
  • マーカー検出による超音波プローブの位置姿勢推定に基づいた術中超音波診断ARシステム
    K. Suzuki; T. Tano; J. Ichino; T. Hashiyama; K. Miki; M. Iwata
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 65, 9, 1321-1325, Sep. 2011, Peer-reviwed, We propose an operation support system with augmented reality technology. The system can be used to reduce the cognitive load of doctors when doing ultrasonic diagnostics in an operation room. Our system displays ultrasonic images in 3D on the basis of 3D position sensing by a pair of a camera and a marker and three simple interaction methods to compensate for limitations in 3D position sensing. The key function of the system is to project virtual organs created by ultrasonic diagnostics onto the real ones. We worked with a medical doctor to do experiments on the prototype system and found that the system was effective.
    Scientific journal, English
  • Free spatial sketch environment using simple gesture and 6 DOF
    Li Li; Tano Shun'ichi; Ichino Junko; Hashiyama Tomonori; Esaki Tomohito
    ITE Technical Report, The Institute of Image Information and Television Engineers, 35, 55-58, 2011, In this paper, free spatial sketch environment using simple gesture and 6DOF is proposed. First, analyze the previous and past studies, made clear the problem. To solve these problems, an user interface that a sketch environment of using simple gesture and 6DOF was designed for the use of aerial sketch. Experiments conducted using a prototype of this system was implemented, we confirmed the basic validity of the proposed system.
    Japanese
  • Digital Device Interface using One-dimensional Strokes With Force Feedback
    NODA Masaaki; TANO Shun'ichi; ICHINO Junko; HASHIYAMA Tomonori; ESAKI Tomohito
    ITE Technical Report, The Institute of Image Information and Television Engineers, 35, 67-70, 2011, We propose an input method for digital device with the specific wheel device, Active wheel. We first analyze user interfase of several consumer electronics devices, such as TV, Video recorder, and PC, and then classify data manipulation for these devices. We next study two key factors, which are pitch and importance, to provide an appropriate force feedback to users for a variety of electronics devices using the wheel. Based on this study, we develop a new architecture, which enables user interface designers to get a value set for the appropriate force feedback. Our prototype system on the proposed architecture was evaluated in initial user study at the three types of electronics devices user interfaces and the results were positive.
    Japanese
  • Stepwise up down Algorithm to Adapt the Action Parameters for Reliable Home Agents
    Takada, M; Tano, S; Ichino, J; Hashiyama, T
    The 12th International Symposium on Advanced Intelligent Systems, 180-183, 2011, Peer-reviwed
    International conference proceedings, English
  • Proposal of Architecture for Ubiquitous Direct Drawing in 3D Real Space Using Monocular Camera
    Pei, B; Tano, S; Hashiyama, T; Ichino, J; Iwata, M
    The 12th International Symposium on Advanced Intelligent Systems, 190, 2011, Peer-reviwed
    International conference proceedings, English
  • Proposal of algorithm for drawing in the air with PTAM
    PEI ByongChol; TANO Shun'ichi; ICHINO Junko; ESAKI Tomohito; HASHIYAMA Tomonori
    ITE Technical Report, The Institute of Image Information and Television Engineers, 34, 239-244, 2010, Because of the development of information technologies, designers can use advanced design support systems. On the other hand, some examples that the design support systems prevent his/her creativity and sensitivity are reported. To solve these problems, presently design support systems using 3D have been proposed. But the system has problems which are restricted environment remarkably and are required to use large-scale devises. Therefore we propose Vision-based aerial 3D drawing system with PTAM which use only one camera.
    Japanese
  • Medical Ultrasonic Probe Using 3D Positional Presumption based on Marker Detection
    SUZUKI Keisuke; TANO Shun'ichi; ICHINO Junko; HASHIYAMA Tomonori; MIKI Kenji
    ITE Technical Report, The Institute of Image Information and Television Engineers, 34, 19-22, 2010, In this paper, we suggest an operation support system using AR technology. This system's support is intended to reduce the cognitive load which doctors undertake by ultrasonic diagnostics in an operation room. Therefore, we analyzed ultrasonic diagnostics and related study, and then we designed system which measures the three-dimensional position using only one pair of camera and marker. And we invented the simple interaction. As a result, we achieved the function which projected virtual organs created by ultrasonic diagnostics on the real organs. In addition, we experimented with the prototype system by a doctor, and verified the system validity.
    Japanese
  • Support for Seamless Linkage between Less Detailed and More Detailed Representations for Comic Design
    Junko Ichino; Tomohiro Makita; Shun'ichi Tano; Tomonori Hashiyama
    3RD INTERNATIONAL CONFERENCE ON HUMAN SYSTEM INTERACTION, IEEE, 1, 273-280, 2010, Peer-reviwed, Through a study of comic design practice, we observed that comic designers created three components-character-config, plot, and storyboard-and used a trial-and-error approach with iterative progression from less detailed to more detailed representations during the early stages of design. However, existing comic design tools do not support these tasks very well. In the light of these observations, we created a system that helps comic designers in the early stages of design. Our prototype supports sketching input, allows seamless movement backward or forward among the different granularities of representations across the three components, and concurrent use of multiple related sheets. We performed an informal evaluation with one professional designer and found that she reacted positively to the concept and was interested in using such a system in her work.
    International conference proceedings, English
  • A sketch support system based on behavior of designers
    Mitsuru Iwata; Yusuke Sasaki; Shun'ichi Tano; Tomonori Hashiyama; Junko Ichino
    Proceedings of the 2010 IEEE International Conference on Progress in Informatics and Computing, PIC 2010, 2, 2, 920-926, 2010, Peer-reviwed, We have developed a design-support system which enhances design ideas by activating divergent thinking and convergent thinking of a designer, and offers a natural user interface that does not interrupt the thinking of a designer using the faculty of a computer. The system is composed of three user interfaces (UI) - a historical-view UI which analyzes partitions and branches of a design process automatically and displays them in the form of a tree structure, a spatial-view UI with which a designer can freely arrange past sketches in two-dimensional space, and a time-line and partial undo/redo UI which provides free undoing/redoing in units finer than a stroke - based on the results of analysis of a typical design process (i.e., designing a car), behavior analysis on several designers participating in a drawing experiment, and previous research. The effectiveness of this system was confirmed by the results of evaluation experiments with professional designers. ©2010 IEEE.
    International conference proceedings, English
  • Support for Seamless Linkage between Less Detailed and More Detailed Representations for Comic Design
    Junko Ichino; Tomohiro Makita; Shun'ichi Tano; Tomonori Hashiyama
    3RD INTERNATIONAL CONFERENCE ON HUMAN SYSTEM INTERACTION, IEEE, 273-280, 2010, Peer-reviwed, Through a study of comic design practice, we observed that comic designers created three components-character-config, plot, and storyboard-and used a trial-and-error approach with iterative progression from less detailed to more detailed representations during the early stages of design. However, existing comic design tools do not support these tasks very well. In the light of these observations, we created a system that helps comic designers in the early stages of design. Our prototype supports sketching input, allows seamless movement backward or forward among the different granularities of representations across the three components, and concurrent use of multiple related sheets. We performed an informal evaluation with one professional designer and found that she reacted positively to the concept and was interested in using such a system in her work.
    International conference proceedings, English
  • Casual multi-user web collaboration by lowering communication barriers
    Junko Ichino; Yasuhiro Kojima; Shun'ichi Tano; Tomonori Hashiyama
    5th International Conference on Internet and Web Applications and Services, ICIW 2010, 73-76, 2010, Peer-reviwed, Our goal is to support casual communication between users on the Web by lowering the various barriers - community, psychological, and awareness - that impede smooth communication on the Web. Our prototype system enables communication over the entire Web space (beyond Web community services), real-time semi-active communication, and mutual visualization of users. In an informal evaluation, the seven participants reacted mostly positively to the concept and expressed interest in using such a system. © 2010 IEEE.
    International conference proceedings, English
  • Fuzzy Clustering based on Total Uncertainty Degree with Kernel Trick
    T.ESAKI; T.HASHIYAMA
    Proc. of Joint 4th International Conference on Soft Computing and Intelligent Systems and 9th International Symposium on advanced Intelligent Systems, pp.1189-1192, Sep. 2009, Peer-reviwed
    International conference proceedings, English
  • Support for seamless linkage between less-detailed and more-detailed representations for comic design
    Junko Ichino; Tomohiro Makita; Shun'ichi Tano; Tomonori Hashiyama
    Conference on Human Factors in Computing Systems - Proceedings, 3979-3984, 2009, Peer-reviwed, Through a study of comic design practice, we observed that comic designers created three components - character-config, plot, and storyboard - and used a trial-and-error approach with iterative progression from less detailed to more detailed representations during the early stages of design. However, existing comic design tools do not support these tasks very well. In the light of these observations, we created a system that helps comic designers in the early stages of design. Our prototype supports sketching input, allows seamless movement backward or forward among the different granularities of representations across the three components, and concurrent use of multiple related sheets.
    International conference proceedings, English
  • Learning Symbolic Expressions from Gesture Interactions between Human and Robot
    T.Hashiyama; T.Esaki; S.Tano; J.Ichino
    Proc. of Joint 4th International Conference on Soft Computing and Intelligent Systems and 9th International Symposium on advanced Intelligent Systems, pp.619-623, Sep. 2008, Peer-reviwed
    International conference proceedings, English
  • Effectiveness of Input by Hand in Note-Taking Tasks in Japanese
    ムハマド ズルキフリー; 田野俊一; 岩田満; 橋山智訓
    電子情報通信学会論文誌, J91-D, 3, 771-783, May 2008, Peer-reviwed
    Scientific journal, Japanese
  • Extracting Human Players' Shogi Game Strategies from Game Records using Growing SOM
    Tomohito Esaki; Tornonori Hashiyama
    2008 IEEE INTERNATIONAL JOINT CONFERENCE ON NEURAL NETWORKS, VOLS 1-8, IEEE, 2176-+, 2008, Peer-reviwed, Shogi game is similar to Chess and very popular in Japan. Computer Shogi programs are still in developing to defeat the professional human players. One of the main problems exists in estimating the circumstances of the game phases. It is said that there are three phases in the Shogi game, so called, opening, middle and endgame phase. The appropriate strategy to be selected differs depending on the proceeding phase. The professional human players classify states of the game phases properly. In this paper, we have carried out some experiments to extract human players' strategies on shogi game from game records using growing SOM. The results show the promising feature of the proposed method.
    International conference proceedings, English
  • Fuzzy Clustering Based on Total Uncertainty Degree
    Tomohito Esaki; Tomonori Hashiyama; Yahachiro Tsukamoto
    Journal of Advanced Computational Intelligence and Intelligent Informatics, 11, 8, 897-904, Aug. 2007, Peer-reviwed
    Scientific journal, English
  • Evaluation of Design Suport Tool Based on Behavior Analysis of Designers
    佐々木勇介; 岩田満; 田野俊一; 橋山智訓
    情報処理学会論文誌, 48, 3, 1113-1124, Mar. 2007, Peer-reviwed
    Scientific journal, Japanese
  • Pedestrian detection with a vehicle camera using fast template matching based on background elimination and active search
    Daisuke Mochizuki; Yoshikazu Yano; Tomonori Hashiyama; Shigeru Okuma
    ELECTRONICS AND COMMUNICATIONS IN JAPAN PART II-ELECTRONICS, SCRIPTA TECHNICA-JOHN WILEY & SONS, 90, 10, 115-126, 2007, Peer-reviwed, Template matching using the silhouette shapes of pedestrians as features is widely used as a method for detecting pedestrians in images taken from an in-vehicle camera. Because of the need to detect a variety of pedestrian shapes, the template matching involves scanning the entire image for a very large number of templates. A large number of computations are needed to utilize multiple templates, and so it is difficult to implement the processing at the video frame rate. Furthermore, because images of outdoor street scenes that are captured by an in-vehicle camera consist of problematic backgrounds, false detections occur easily in the background area. A method is therefore proposed to perform highly efficient, high-speed matching by removing the background region, as this region has a negative impact on the detection capabilities in template matching. The background removal is achieved by using difference calculations that use information about the motion of the observation measured by sensors. Furthermore, an active search is carried out on the images after removing the background to give an efficient search, and a broad reduction in the number of computations is achieved. (c) 2007 Wiley Periodicals, Inc.
    Scientific journal, English
  • A Classification of the Phases in Shogi Game Using SOM and FCM
    T. ESAKI; T. HASHIYAMA; Y. TSUKAMOTO
    Joint International Conference on Cybergames and Interactive Entertainment 2006, 149-154, Dec. 2006, Peer-reviwed
    International conference proceedings, English
  • Fuzzy Clustering based on Confusion Degree
    T. ESAKI; T. HASHIYAMA; Y. TSUKAMOTO
    Joint 3rd International Conference on Soft Computing and Intelligent Systems and 7th International Symposium on advanced Intelligent Systems, SA-B2-5, Sep. 2006, Peer-reviwed
    International conference proceedings, English
  • Fuzzy c-Means Clustering with Regularization by Confusion Degree
    Tomohito Esaki; Tomonori Hashiyama; Yahachiro Tsukamoto
    Journal of Japan Society for Fuzzy Theory and Intelligent Informatics, Japan Society for Fuzzy Theory and intelligent informatics, 18, 4, 609-618, Aug. 2006, Peer-reviwed, There are probabilistic restrictions on traditional Fuzzy c-Means methods which identify membership functions with the sum of membership values at each element as one. On the other hand possibilistic clustering methods identify membership functions without such a constraint, but the shapes of membership functions are independent of the clusters estimated through the possibilistic methods. In this paper, we proposed FCM with regularization by confusion degree. Using our method, we can obtain non-additive membership functions, and their shapes depend on the data distribution, which means that they differ from each other. To show the feasibility of the proposed method we have carried out some numerical experiments.
    Scientific journal, Japanese
  • Multimedia informal communication by wearable computer based on real-world context and graffiti
    Shun'ichi Tano; Tatsuhiro Takayama; Mitsuru Iwata; Tomonori Hashiyama
    2006 IEEE INTERNATIONAL CONFERENCE ON MULTIMEDIA AND EXPO - ICME 2006, VOLS 1-5, PROCEEDINGS, IEEE, 649-+, 2006, Peer-reviwed, The informal information can be so intuitive, emotional, personal, honest and subjective that it is very difficult to get them from the formal media. In this paper, we demonstrate a multimedia informal communication support system whose basic architecture is a combination of a wearable computer, a see-through head mounted display, a bone conduction speaker, and a 3D-pen. The user can create a "multimedia" graffiti such as a handwritten memo or a voice memo and place it in a real-world "multimedia " context such as at a certain location (by GPS), environmental sound, the real object (by RFID) and so on. The multimedia informal information is thus shared with others on the peer-to-peer self-organized network. We demonstrated the prototype system and conducted a preliminary evaluation.
    International conference proceedings, English
  • Implementation and evaluation of programming environment using real objects for children
    Mitsuru Iwata; Yuka Fujie; Shun'ichi Tano; Tomonori Hashiyama
    INFORMATION VISUALIZATION-BOOK, IEEE COMPUTER SOC, 817-+, 2006, Peer-reviwed, We developed a programming environment that promotes logic development in children. Dealing with the real materials in their play environments is important for children using this programming environment. Based on our analysis, we propose a concept model and the user interface for a play environment for children. We confirmed the effectiveness of the programming environment experimentally.
    International conference proceedings, English
  • Regularized fuzzy clustering by confusion degree based on Dempster-Shafer theory
    Tomohito Esaki; Tomonori Hashiyama; Yahachiro Tsukamoto
    2006 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS, VOLS 1-6, PROCEEDINGS, IEEE, 3192-+, 2006, Peer-reviwed, Most conventional Fuzzy c-Means methods have the strict constraint that Sigma mu(x) = 1. From the view of Fuzziness, this constraint is not essential because it is the restriction derived from probability perspectives. On the other hand, possibilistic clustering does not have this restriction. But the shapes of identified membership functions by the possibilistic clustering are the identical ones. This means that the shapes of the membership functions do not depend on the data distributions. The identified cluster should represent the characteristics of the data appropriately. This paper presents a novel regularization method for Fuzzy c-Means using an index named confusion degree which are derived from Dempster-Shafer theory. With proposed method, each of the identified clusters has its own shapes of membership function. The membership functions do not have the additive constraints E M(x) = I. This means that the identified membership functions depend on the data distribution and the clusters will show the better understandings for us. To show the feasibility of the proposed method, some numerical experiments have been carried out.
    International conference proceedings, English
  • Controlling an entertainment robot through intuitive gestures
    Tomonori Hashiyama; Keiichiro Sada; Mitsuru Iwata; Shun'ichi Tano
    2006 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS, VOLS 1-6, PROCEEDINGS, IEEE, 1909-+, 2006, Peer-reviwed, This paper presents a novel system which learns how the users want to control the entertainment robot with intuitive gestures. Two major problems are focused on this paper. One is how to distinct the user intuitive gestures, another is how to make the correspondence between the gestures and the control commands. Users want to use their own gestures which are not known a priori. These gestures must be classified by the systems by themselves. After the classification, the system must interpret the user intention to the control command which the user want to input. For instance, one may use waving hand gesture as the shutdown command, and another may assign the same gesture to the different command such as turning around. The primitive systems are implemented on the entertainment robot named AIBO. AIBO recognizes the gestures which are classified using Self-creating and organizing neural network. AIBO also I earns how to interpret them into its command using Q-Learning technique. Some experimental results show the feasibility of the proposed approach.
    International conference proceedings, English
  • Qualitative Analysis of Effects of Handwritten Annotation on Intelligent Work
    Hamzah, Muhd; Dzulkhiflee, Hashiyama; Tomonori; Iwata, Mitsuru; Tano, Shun'ichi
    11th International Conference on Human-Computer Interaction, HCI International 2005, E-book, Jul. 2005, Peer-reviwed
    International conference proceedings, English
  • ウェアラブルコンピュータのための瞳孔反応を利用した一点注視型画面分割インタフェース
    小川, 田野; 岩田, 橋山
    インタラクション2005, 111-118, Mar. 2005, Peer-reviwed
    Scientific journal, Japanese
  • Proposal for an encryption method based on reconfiguration of a nonlinear transformation table and its security assessment
    T Yamaguchi; T Hashiyama; S Okuma
    ELECTRONICS AND COMMUNICATIONS IN JAPAN PART III-FUNDAMENTAL ELECTRONIC SCIENCE, SCRIPTA TECHNICA-JOHN WILEY & SONS, 88, 5, 61-73, 2005, Peer-reviwed, In recent years, various common-key encryption schemes have been proposed. Among these are schemes that have provable security against both differential and linear cryptanalyses. Upper bounds on the probability that a differential or a linear cryptanalysis has occurred have been derived mathematically, and practical ways to increase security have been outlined that involve changing the key before the occurrence of such attacks. However, when such encryption systems are put into practice, the cycle of key changes must be long. In this article, we propose a system design that moves encryption security closer to the goal of providing provably secure encryption by allowing key-dependent changes in the S-box within the encryption. When the user can reconfigure the S-box, standard cryptanalysis becomes difficult. However, when the changes in the S-box are random, there is a risk of making it vulnerable to differential and linear attack. To remedy this, we propose a scheduling method that makes the S-box resistant to these attacks. The structure of our S-box is based on power-law operations and affine transformations. The user modifies the S-box by altering the affine transformation part. This variable affine transformation incorporates both permutation processing and a triangular matrix into its structure. In the last section of the article, we assess the security and computational cost of our method. We conclude that, despite a slight increase in the computational cost compared to standard methods, secure encryption is obtained. (C) 2005 Wiley Periodicals, Inc.
    Scientific journal, English
  • The proposal of power analysis for common key cryptography implemented on the FPGA and its countermeasure
    T Yamaguchi; T Hashiyama; S Okuma
    ELECTRONICS AND COMMUNICATIONS IN JAPAN PART III-FUNDAMENTAL ELECTRONIC SCIENCE, SCRIPTA TECHNICA-JOHN WILEY & SONS, 88, 8, 28-37, 2005, Peer-reviwed, With recent advances in networks and IT equipment, cryptography is now used in many different areas. On the other hand, research is being carried out to attack systems equipped with cryptography and to infer key information. The main attack methods are cryptographic analysis and side channel attack. Side channel attack is a technique for inferring key information from information on power consumption at the time of processor operation and the time needed for cryptographic processing, in addition to the cryptographic content and the corresponding clear-text sentences. As cryptography is used in more areas, side channel attack has drawn more attention. Among side channel attacks, differential power analysis is a powerful method of analysis in which many of the power consumption patterns of the processors under operation are collected and statistical processing is applied to them. In differential power analysis, one bit in an intermediate variable dependent on the key information is noted and the power consumption pattern dependent on this variable is analyzed. However, due to advances in miniaturization of devices and voltage reduction, it is becoming difficult to detect power consumption patterns dependent on the key if conventional differential power analysis is used. In the present paper, all bits of the intermediate variable dependent on the key information are noted. A moving average line is derived from statistical processing of the results of the power difference analysis of each bit and the statistically processed waveforms. Then, the difference in amplitude from the moving average line is used in the proposed evaluation method. By the proposed method, key dependent patterns can be detected even in a low-voltage device. Experiments are carried out on the encryption capabilities installed on FPGA manufactured by the latest process. Countermeasures to the proposed method arc discussed. (c) 2005 Wiley Periodicals, Inc.
    Scientific journal, English
  • Active Frame Subtraction from Sequential Images Obtained from Moving Camera
    Hashiyama; Iwata, Tano
    Proc. of Joint 2nd International Conference on Soft Computing and Intelligent Systems and 5th International Symposium on Advanced Intelligent Systems, TUP-2-5, Sep. 2004, Peer-reviwed
    International conference proceedings, English
  • 車載カメラによる歩行者検出のための背景除去及びアクティブ探索を用いたテンプレートマッチングの高速化
    望月大介; 矢野良和; 橋山智訓; 大熊繁
    電子情報通信学会論文誌D-II, 87-D-II, 5, pp.1094-1103, May 2004, Peer-reviwed
    Scientific journal, Japanese
  • Active frame subtraction for pedestrian detection from images of moving camera
    T Hashiyama; D Mochizuki; Y Yano; S Okuma
    2003 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN AND CYBERNETICS, VOLS 1-5, CONFERENCE PROCEEDINGS, IEEE, 480-485, 2003, Peer-reviwed, This paper presents a method for active back-ground subtraction in sequential images taken from a moving camera on the vehicle. The active subtraction is carried out by estimating camera motion using a gyrosensor. Applying the proposed method to contour matching, we present a fast and robust system for detecting moving pedestrians.
    International conference proceedings, English
  • 非線形変換テーブルの更新を行なう暗号法の提案とその安全性評価
    山口晃由; 橋山智訓; 大熊繁
    電子情報通信学会誌, J86-A, 8, 860-871, 2003, Peer-reviwed
    Scientific journal, Japanese
  • A Supplier Bidding Strategy Through Q-Learning Algorithm in Electricity Auction Markets
    Gaofeng Xiong; Shigeru Okuma; Tomonori Hashiyama
    IEEJ Transactions on Electronics, Information and Systems, 123, 6, 1134-1141, 2003, Peer-reviwed, One of the most important issues for power suppliers in the deregulated electric industry is how to bid into the electricity auction market to satisfy their profit-maximizing goals. Based on the Q-Learning algorithm, this paper presents a novel supplier bidding strategy to maximize supplier's profit in the long run. In this approach, the supplier bidding strategy is viewed as a kind of stochastic optimal control problem and each supplier can learn from experience. A competitive day-ahead electricity auction market with hourly bids is assumed here, where no supplier possesses the market power. The dynamics and the incomplete information of the market are considered. The impacts of suppliers' strategic bidding on the market price are analyzed under uniform pricing rule and discriminatory pricing rule. Agent-based simulations are presented. The simulation results show the feasibility of the proposed bidding strategy. © 2003, The Institute of Electrical Engineers of Japan. All rights reserved.
    Scientific journal, English
  • A Q-Learning-Based Supplier Bidding Strategy in Electricity Auction Market
    Gaofeng Xiong; Shigeru Okuma; Tomonori Hashiyama
    The transactions of the Institute of Electrical Engineers of Japan.B, 123, 4, 550-556, 2003, Peer-reviwed, One of the most important issues for power suppliers in the deregulated electric industry is how to bid into the electricity auction market to satisfy their profit-maximizing goals. Based on the Q-Learning algorithm, this paper presents a novel supplier bidding strategy to maximize supplier's profit in the long run. In this approach, the supplier bidding strategy is viewed as one kind of stochastic optimal control problem and each supplier can learn from experience. A competitive day-ahead electricity auction market with hourly bids is assumed here, where no supplier possesses the market power and all suppliers winning the market are paid based on their own bid prices. The dynamics and the incomplete information of the market are considered. The impact of suppliers' strategic bidding on the market price is analyzed. Agent-based simulations are presented. The simulation results show the feasibility of the proposed bidding strategy. © 2003, The Institute of Electrical Engineers of Japan. All rights reserved.
    Scientific journal, English
  • An evolutionary computation for supplier bidding strategy in electricity auction market
    GF Xiong; T Hashiyama; S Okuma
    2002 IEEE POWER ENGINEERING SOCIETY WINTER MEETING, VOLS 1 AND 2, CONFERENCE PROCEEDINGS, IEEE, 83-88, 2002, Peer-reviwed, The daily bidding strategy in a day-ahead electricity auction market is studied from a supplier's point of view. An improved evolution strategy is developed to evolve the bidding strategy and to maximize the supplier's profit in a long run. A perfectly competitive day-ahead electricity auction market, where no supplier posses the market power and all suppliers winning the market are paid on their own bids, is assumed here. The dynamic and the incomplete information of the market are emphasized. An agent based simulation method is presented in this paper. The simulation results show the feasibility of the proposed bidding strategy.
    International conference proceedings, English
  • Pedestrian detection using a CCD camera and gyrosensor on a vehicle
    D Mochizuki; T Hashiyama; S Okuma
    SICE 2002: PROCEEDINGS OF THE 41ST SICE ANNUAL CONFERENCE, VOLS 1-5, IEEE, 2469-2473, 2002, Peer-reviwed, This paper presents a method of frame subtraction for eliminating a background of sequential images taken from moving camera. The subtraction is carried out by finding the difference among frame images using a gyrosensor. Applying the proposed method for contour matching, we present a fast and less erroneous pedestrian detection system.
    International conference proceedings, English
  • Dynamic reconfiguration for the common key encryption using FPGA
    T Yamaguchi; T Hashiyama; S Okuma
    2002 IEEE INTERNATIONAL CONFERENCE ON FIELD-PROGRAMMABLE TECHNOLOGY (FPT), PROCEEDINGS, IEEE, 378-381, 2002, Peer-reviwed, This paper introduces a new encryption method for block cipher. To keep the ciphertext safe, traditional methods usually use secret keys in simple fixed logic operations. To break the cipher, cryptanalysis has been developed. They use stochastic characteristics such as differential and linear relationships between the input and output data.
    Encryption algorithms must be secure against these analyses. The proposed method uses the secret key to modify substitution tables called S-Boxes in the encryption algorithm. They axe reconfigured on demand using FPGA. Our method is hard enough to prevent the encrypted data from analyzing the secret key using statistical cryptanalysis.
    International conference proceedings, English
  • An electricity supplier bidding strategy through Q-learning
    GF Xiong; T Hashiyama; S Okuma
    2002 IEEE POWER ENGINEERING SOCIETY SUMMER MEETING, VOLS 1-3, CONFERENCE PROCEEDINGS, IEEE, 1516-1521, 2002, Peer-reviwed, One of the most important issues for power suppliers in the deregulated electric industry is how to bid into the electricity auction market to satisfy their profit-maximizing goals. Based on the Q-Learning algorithm, this paper presents a novel supplier bidding strategy to maximize supplier's profit in a long term. A perfectly competitive day-ahead electricity auction market, where no supplier posses the market power and all suppliers winning the market are paid on their own bids, is assumed here. The dynamics and the incomplete information of the market are emphasized. The impact of suppliers' strategic biddings on the market price is analyzed. Agent-based simulations are presented in this paper. The simulation results show the feasibility of the proposed bidding strategy.
    International conference proceedings, English
  • 評価値推論を用いた自律移動ロボットの実環境での進化
    山本雅哉; 橋山智訓; 大熊繁
    日本ファジィ学会誌, Japan Society for Fuzzy Theory and Intelligent Informatics, 14, 6, 607-615, 2002, Peer-reviwed, Recently, Evolutionary Robotics have been applied to evolve the behavior of the autonomous mobile robot. Using Evolutionary Robotics method, the robot controllers are designed in the simulated environment. Evolutionary Robotics are expected as new design methods for the robot controller. However, there exist some errors in the simulated model and the acquired controllers do not always work in the real world. In this research, to overcome these implementation problems, we are focused on the evolution in the real environment using Genetic Algorithm. This approach arises another problem that the load for human operators in fitness evaluation are quite high. To reduce this load, we applied the fitness estimation in the GA procedure. The experimental results show the effectiveness of the proposed method.
    Scientific journal, Japanese
  • An Evolutionary Computation for Supplier Bidding Strategy in Electricity Auction Market
    Gaofeng Xiong; T.Hashiyama; S.Okuma
    IEE of Japan, 122-C, 10, 1830-1836, 2002, Peer-reviwed
    Scientific journal, English
  • A study on automatic filter construction for feature extraction with feature reconstruction
    Y Yano; T Hashiyama; S Okuma
    IECON'01: 27TH ANNUAL CONFERENCE OF THE IEEE INDUSTRIAL ELECTRONICS SOCIETY, VOLS 1-3, IEEE, 1941-1946, 2001, Peer-reviwed, Real-time tracking of moving objects in natural scenes has taken great role in computer vision. In order to track the targets, we have to determine the object models. But, it is hard to determine them in advance. Moreover, to realize real-time operations, cacti frame operation should be done in short time. In this paper, we propose a filter processing for tracking and an automatically filter construction system. No specific hardware is used. The filters are designed by the system itself in each environment, and able to extract their color features which are not contained in other area. Proposed system generate color filters which can derive feature segments using clustering process. After that, it re-assemble the filter to obtain better performance by genetic algorithm. We will show how the filters are effective for object detection and tracking a target.
    International conference proceedings, English
  • 新しい自己増殖型自己組織化モデルの提案
    岩崎正宏; 橋山智訓; 大熊繁
    電気学会論文誌C, 121-C, 2, 410-416, 2001, Peer-reviwed
    Scientific journal, Japanese
  • Reducing computational time on evolution under the real environment using fitness estimation
    M Yamamoto; T Hashiyama; S Okuma
    IECON 2000: 26TH ANNUAL CONFERENCE OF THE IEEE INDUSTRIAL ELECTRONICS SOCIETY, VOLS 1-4, IEEE, 2497-2500, 2000, Peer-reviwed, Evolutionary Computations (ECs) are widely applied to optimization problems. Although they showed good performance in many cases, they are generally time consuming because of their trial-and-error based characteristics. One of the main advantages in the ECs exists on their flexible fitness definitions. Recently Interactive ECs (IECs) which are drived by human evaluation shows their performance in the field of designing schemes. In IECs, there exist a serious problem that the load for the human evaluator is very high. In this paper, we apply fitness estimation method to enlighten the load of human evaluator. Evolutions of the robots are examined using the LEGO Mindstorms to show the feasibility of the proposed method.
    International conference proceedings, English
  • Self-creating and organizing neural networks with weight duplication
    M Iwasaki; T Hashiyama; S Okuma
    IJCNN 2000: PROCEEDINGS OF THE IEEE-INNS-ENNS INTERNATIONAL JOINT CONFERENCE ON NEURAL NETWORKS, VOL IV, IEEE COMPUTER SOC, 602-607, 2000, Peer-reviwed, We propose a new self-creating and self-organizing neural networks utilizing weight duplication. It is well known that a columnar structures in the brain play a great role in visual information processing of early vision. In a columnar network, there are many cells which represent the similar features. These characteristics are important for the robust information processing. The proposed model consists of competitive and input layers. Weights of the activated node are modified by competitive learning. A new node is created depending on the activation frequency. The weights of a daughter node are duplicated from the mother node. The mother node has refractory period just after the creation. The weights of the daughter node and those of her mother node will be similar after the refractory period. A mother-daughter relationship will represent the hierarchical structure of input data. It is possible to organize the column by itself with similar features which has hierarchical structure. The represented features will become precise when descending the hierarchy. Some simulations are carried out to show the feasibility of the proposed model.
    International conference proceedings, English
  • A study on Reconfigurable Computing system for cryptography
    T Yamaguchi; T Hashiyama; S Okuma
    SMC 2000 CONFERENCE PROCEEDINGS: 2000 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN & CYBERNETICS, VOL 1-5, IEEE, 2965-2968, 2000, Peer-reviwed, This paper introduces a Reconfigurable Computing technique for encryption processing. Reconfigurable Computing (RC) is capable of accelerating the information processing using dynamic reconfiguration of Field Programmable Gate Arrays (FPGAs). Dividing the target problems into hardware and software processing appropriately, the computation time will become much faster.
    Fast and flexible encryption technique is required in the internet. Encryption technique generally consumes computational power and needs specific hardware for feasible use. Specific hardwares are not capable of changing their architecture to adapt for new functionality. RC is suitable for this purpose.
    We implemented RC system onto FPGA board. To examine the feasibility of this system, we apply it to encryption processing.
    International conference proceedings, English
  • マルチエージェント系のポテンシャル関数による制御と強化学習に関する検討
    安田真; 古橋武; 橋山智訓; 大熊繁
    計測自動制御学会論文誌, The Society of Instrument and Control Engineers, 36, 8, 698-706, 2000, Peer-reviwed, One of the major problems of the technique that controls actions of agents by potential functions is to determine the function shapes suitable for the environment. In this paper, we study multi-agent environment where each agent autonomously acquires the parameters of potential functions. Actions of an agent are restricted by a gradient of scalar potential functions. We propose a method using reinforcement learning, especially classifier systems. Experiments with a pursuit game are done, and the following are confirmed: acquisition of the potential parameters for capturing the prey agent is possible; acquisition of the potential parameters for the two hunter agents to control each other and cooperatively capture the prey agent is also possible.
    Scientific journal, Japanese
  • A proposal of multi-agent type adaptive digital filter
    T Kawashima; T Hashiyama; T Furuhashi; S Okuma
    1998 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS, VOLS 1-5, IEEE, 2338-2341, 1998, Peer-reviwed, This paper presents a new adaptive digital filter based on the multi-agent concept. The proposed filter consists of non-linear small filter agents which cooperate with each other. The proposed filter is capable of adapting to the dynamically varying environment by changing the roles of the agents. At the instance, an agent is assigned to act the main agent to minimize the error between the filter output and the teaching signal. The other agents, which assist the main agent, aim at minimizing the error of the main agent. Experimental results show good performance compared with the conventional filters. The proposed filter is capable of adapting themselves to dynamically varying environment, while the conventional methods fail.
    International conference proceedings, English
  • A study on with the bottom-up and the top-down procedure in hierarchical neural networks
    M Iwasaki; T Hashiyama; S Okuma
    SMC '97 CONFERENCE PROCEEDINGS - 1997 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS, VOLS 1-5, IEEE, 4041-4046, 1997, Peer-reviwed, This paper presents a new new frame work of hierarchical neural network. Through the interaction between bottom-up and top-down procedure to realize human-like cognitive process. Proposed system consists of 3 layers, input layer, feature extraction layer and symbol layer. Input layer is a kind of associative memory and associate by itself. When the association failed, feature extraction through bottom-up procedure and attention to the parts of input pattern through top-down procedure make it possible to associate target pattern. Some simulation results show the feasibility of proposed system.
    International conference proceedings, English
  • A Face Graph Method Using a Fuzzy Neural Network for Expressing System Conditions.
    Hashiyama Tomonori; Furuhashi Takeshi; Uchikawa Yoshiki
    IEEJ Transactions on Sensors and Micromachines, The Institute of Electrical Engineers of Japan, 112, 2, 145-152, 1992, The face graph method with such varying elements as eyes, eyebrows, mouth, etc. is used for expressing multidimensional data. Since human beings are very sensitive to human faces, one can easily evaluate the multidimensional data expressed by the face graph.
    This paper presents a new approach of the face graph method using a fuzzy neural network (FNN) for expressing conditions of complex systems. The FNN makes it easy to understand the relationships between the parameters of the facial elements and the facial impressions. Experiments are carried out to make the face graphs correspond to the conditions of an electrical circuit.
    English

MISC

  • Framework for interactive characterization and annotation of part of source code
    中山 健; 田野 俊一; 橋山 智訓
    電子情報通信学会, 19 Jul. 2017, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 117, 137, 85-90, Japanese, 0913-5685, 40021284943, AN10386841
  • A Evaluate of a System with Freely Arrangeable User Interface in the Real World
    竹田 智; 田野 俊一; 橋山 智訓; 岩田 満
    電子情報通信学会, 15 Mar. 2017, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 116, 524, 131-136, Japanese, 0913-5685, 40021162843, AN10487226
  • A New Proposal of Gaze Input Using Eye-contact and Indirect-input
    石田 大海; 田野 俊一; 橋山 智訓; 岩田 満
    電子情報通信学会, 09 Mar. 2017, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 116, 513, 43-47, Japanese, 0913-5685, 40021161684, AN10487237
  • TMR高精度磁気トラッキングによる広域空間における3次元位置の計測手法の提案と評価 (マルチメディア・仮想環境基礎)
    森本 龍之助; 田野 俊一; 橋山 智訓; 岩田 満
    電子情報通信学会, 06 Mar. 2017, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 116, 496, 193-196, Japanese, 0913-5685, 40021160073, AN10476092
  • Authentication using personal knowledge questions derived from users' activities
    倉嶋 俊; 橋山 智訓; 田野 俊一
    日本知能情報ファジィ学会, 31 Aug. 2016, ファジィシステムシンポジウム講演論文集, 32, 269-274, Japanese, 1882-0212, 40020950214, AA12165648
  • A proposed measurement method of three-dimensional position and orientation in the wide area by TMR high-precision magnetic tracking
    森本 龍之助; 田野 俊一; 橋山 智訓; 岩田 満
    日本知能情報ファジィ学会, 31 Aug. 2016, ファジィシステムシンポジウム講演論文集, 32, 645-648, Japanese, 1882-0212, 40020950741, AA12165648
  • Classification of sentences from Database for "ARE YOU WEREWOLF?"
    小林 優稀; 橋山 智訓; 田野 俊一
    日本知能情報ファジィ学会, 31 Aug. 2016, ファジィシステムシンポジウム講演論文集, 32, 709-712, Japanese, 1882-0212, 40020950888, AA12165648
  • A preliminary experiment about the effect of walking on discussions
    室井 健一; 橋山 智訓; 田野 俊一
    日本知能情報ファジィ学会, 31 Aug. 2016, ファジィシステムシンポジウム講演論文集, 32, 665-668, Japanese, 1882-0212, 40020950817, AA12165648
  • A Proposal of a System with Freely Arrangeable User Interface in the Real World
    竹田 智; 田野 俊一; 橋山 智訓; 岩田 満
    日本知能情報ファジィ学会, 31 Aug. 2016, ファジィシステムシンポジウム講演論文集, 32, 489-494, Japanese, 1882-0212, 40020950494, AA12165648
  • Learning Support System Based on Composition of Photograph
    GhitaAthalina; 橋山 智訓; 田野 俊一
    日本知能情報ファジィ学会, 31 Aug. 2016, ファジィシステムシンポジウム講演論文集, 32, 475-478, Japanese, 1882-0212, 40020950489, AA12165648
  • 学習スタイル・段階に応じた適切なメディアの組み合わせを考慮した学習システムの提案と評価 (ヒューマン情報処理)
    柏崎 謙; 丸谷 大樹; 田野 俊一; 橋山 智訓; 岩田 満
    電子情報通信学会, 29 Jul. 2016, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 116, 167, 15-20, Japanese, 0913-5685, 40020906548, AN10487237
  • 光学トラッキングと磁気トラッキングを相補的に用いた超音波診断医療ARシステムの提案 (マルチメディア・仮想環境基礎)
    小杉 直史; 田野 俊一; 橋山 智訓; 三木 健司; 岩田 満
    電子情報通信学会, 07 Mar. 2016, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 115, 495, 157-162, Japanese, 0913-5685, 40020792548, AN10476092
  • Proposing Hand Gesture Recognizer with Finger Movement and Muscle estimation from SEMG
    金 成柱; 田野 俊一; 橋山 智訓; 岩田 満
    電子情報通信学会, 01 Mar. 2016, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 115, 471, 17-20, Japanese, 0913-5685, 40020792337, AN10487226
  • General Simulation Evaluation Method for User Behavior Learning Algorithm and Household Appliances Operating System
    高田 恵美; 田野 俊一; 橋山 智訓
    電子情報通信学会, 17 Dec. 2015, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 115, 375, 35-42, Japanese, 0913-5685, 40020701562
  • Proposal of integrative system "Innovation Compass" that supports creativity of the group and the individual and evaluation that using cases
    加藤 美治; 橋山 智訓; 田野 俊一
    電子情報通信学会, 02 Oct. 2015, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 115, 237, 69-76, Japanese, 0913-5685, 40020649857
  • Evaluation of Design Support System Using Pen Device, Supporting Animation for Promotion of Understanding
    丸谷 大樹; 田野 俊一; 橋山 智訓; 市野 順子; 岩田 満; 兵野 洋一
    Recently, it has been possible to see much content using animation. For example, animation is used for learning conceptual structure and mechanical structure. However, such animation is made with software that requires complicated operation and programming. Therefore, it inhibits intuitive and free design activities. The purpose of this study is to determine the factors that inhibit animation design activities and develop a design support tool to solve animation problems., Information Processing Society of Japan (IPSJ), 06 Mar. 2015, IPSJ SIG technical reports, 2015, 4, 1-8, Japanese, 0919-6072, 110009882449, AA1221543X
  • User satisfaction to the recommendation systems with or with out the reason
    折原 レオナルド賢; 橋山 智訓; 田野 俊一
    人工知能学会, 2015, 人工知能学会全国大会論文集, 29, 1-4, Japanese, 1347-9881, 40020492920, AA11578981
  • 個人とグループの創造性を支援する統合システム「イノベーションコンパス」の提案
    加藤美治; 橋山智訓; 田野俊一
    20 Nov. 2014, ワークショップ2014 (GN Workshop 2014) 論文集, 2014, 1-8, Japanese, 170000087807
  • Quantitative Experiment Design and Evaluation Result for the Study on the Effects of Horizontal and Vertical Touch Displays on Group Work
    Meiting Mi; Shunichi Tano; Tomonori Hashiyama; Junko Ichino; Mitsuru Iwata; Junko Misawa; Kentaro Takano; Yushin Kakei; Takaaki Hagi; Hirofumi Mochizuki; Keisuke Yonemoto
    Tabletops and wall displays are frequently used in public spaces and workplaces as highly practical shared displays. In order to investigate the effects of the shared display on users, in this paper, we focused on the directional properties of information and the optimum group size, performed a card classification task with the consideration of the directional properties with groups of 3, 4, 6, 8 people. We compared the user performance and performed the quantitative analysis. We discussed the result and indicated some factors that affected the user performance around the tabletop and the wall display., Information Processing Society of Japan (IPSJ), 06 Mar. 2014, IPSJ SIG technical reports, 2014, 15, 1-7, Japanese, 0919-6072, 110009676910, AA12049625
  • A GUI Independent Drawing Support System using an Augmented Pen Device that Corresponds to the Human Memory Capacity and Cognitive Mode
    Takaaki Hagi; Shunichi Tano; Tomonori Hashiyama; Junko Ichino; Mitsuru Iwata; Kentarou Takano
    Users have to operate on the GUI menu to change functions or adjust parameters when using the GUI based drawing support systems which are widely used nowadays. It is concerned that these menu operations will interrupt the process of drawing and increase the cognitive load. Furthermore, GUI menus are becoming more and more complicated with the development of high performance paint software, which is concerned to cause the problem of cognitive load to get worse. To resolve this problem, on the basis of 2 design guides, memory capacity and cognitive mode, which are resulted from our experiments, we designed and implemented a GUI independent drawing support system using an augmented pen device., Information Processing Society of Japan (IPSJ), 06 Mar. 2014, IPSJ SIG technical reports, 2014, 19, 1-8, Japanese, 0919-6072, 110009676994, AA1221543X
  • A GUI Independent Drawing Support System using an Augmented Pen Device that Corresponds to the Human Memory Capacity and Cognitive Mode
    Takaaki Hagi; Shunichi Tano; Tomonori Hashiyama; Junko Ichino; Mitsuru Iwata; Kentarou Takano
    Users have to operate on the GUI menu to change functions or adjust parameters when using the GUI based drawing support systems which are widely used nowadays. It is concerned that these menu operations will interrupt the process of drawing and increase the cognitive load. Furthermore, GUI menus are becoming more and more complicated with the development of high performance paint software, which is concerned to cause the problem of cognitive load to get worse. To resolve this problem, on the basis of 2 design guides, memory capacity and cognitive mode, which are resulted from our experiments, we designed and implemented a GUI independent drawing support system using an augmented pen device., Information Processing Society of Japan (IPSJ), 06 Mar. 2014, IPSJ SIG technical reports, 2014, 19, 1-8, Japanese, 0919-6072, 110009676914, AA12049625
  • Implementation and Application of Basic Algorithm on Collaborative 3D Position Sensing Architecture
    Mochizuki Hirofumi; Tano Shun'ichi; Hashiyama Tomonori; Ichino Junko; Iwata Mitsuru; Miki Kenji
    In order to realize VR and AR, it is important to measure the positions in 3D space. However, the conventional methods require the installation of large-scale apparatus or many cameras. Our laboratory proposed a 3D positioning architecture UbiC3Dwhich uses only a single camera with multiple sensors. It is expected to apply UbiC3D to many systems which need to measure the positions in 3D space, but the detailed algorithm has not been realized yet. In this paper, we will propose the basic 3D map matching algorithm for UbiC3D., The Institute of Image Information and Television Engineers, Mar. 2014, ITE Technical Report, 38, 11, 41-44, Japanese, 1342-6893, 110009809733, AN1059086X
  • Proposal of Methods and Verification by Experiment for Providing a Pseudo-haptics Only by Visual Information
    Kakei Yushin; Tano Shun'ichi; Hashiyama Tomonori; Ichino Junko; Iwata Mitsuru
    Giving a feel to a virtual object is very effective, in that it can be improved in operability and reality. Recently, giving a sense of touch by using a visual illusion has been attracting attention, as a way to be given a sense of touch without going through the equipment. However, it has not been quantified about the relationship of tactile and visual, and there is room for study in its augmentability. In this study, we investigate whether the vision to contribute how much to the tactile. In addition, we propose three methods for providing a new finger tactile sense only by augmentation of visual information., The Institute of Image Information and Television Engineers, Mar. 2014, ITE Technical Report, 38, 10, 5-7, Japanese, 1342-6893, 110009807450, AN1059086X
  • Evaluation of Experimental Methods and Future Design for the Study on the Effects of Horizontal and Vertical Touch Displays on Group Work
    Meiting Mi; Shunichi Tano; Tomonori Hashiyama; Junko Ichino; Mitsuru Iwata; Junko Misawa; Yushin Kakei; Takaaki Hagi; Hirofumi Mochizuki; Keisuke Yonemoto
    Large interactive displays are becoming more and more popular. In particularly, Tabletops and wall displays are frequently used in public spaces and workplaces as they are considered to be able to facilitate collaboration. We designed a card classification task with a consideration of the directional properties of information and examined the experimental methods. By performing this experiment, we expect to verify the strength and weakness of tabletop and wall display, which have been concluded in a variety of particular tasks, and expect to lead to some new findings about the display impact on collaboration in order to provide advice or reference to future interface design of tabletop and wall display. In this paper, we evaluated the experimental methods and the results of the pre-experiment and proposed the design for the large-scale experiment., Information Processing Society of Japan (IPSJ), 29 Oct. 2013, IPSJ SIG technical reports, 2013, 8, 1-8, Japanese, 0919-6072, 110009616890, AA1221543X
  • Home Agent Evaluation Method with Simulating Real Field, Action and User Impression Based on Questionnaires
    Megumi Takada; Shun'ich Tano; Junko Ichino; Tomonori Hashiyama
    In the most study of home agent, the capacity evaluation of learning user action pattern and the users' subjective estimation over the long term are often carried out in the real environment or the simulation environment. The evaluation of home agent in the real environment was with real user behavior, but it was expensive for making the home agent system, and had difficult that the evaluation environments were changed into various conditions. Otherwise, the evaluation of home agent in the simulation environment could change many conditions variously and many user behaviors, but it was not with real user behavior. In this paper, we suggest the home agent evaluation method with the simulation of the user behavior based on questionnaires of real field, action and user impression. In the simulation of resident action, we suppose an action of a different condition and range, because the human action is regular but is not always same. We evaluated home agent with our simulator in the different condition of the resident action tendency and the sensor performance., Information Processing Society of Japan (IPSJ), 29 Oct. 2013, IPSJ SIG technical reports, 2013, 3, 1-8, Japanese, 0919-6072, 110009616885, AA1221543X
  • Intelligent Living Room System Which Learns Human Activities
    VELLAMAE Madis; HASHIYAMA Tomonori
    日本知能情報ファジィ学会, 09 Sep. 2013, ファジィシステムシンポジウム講演論文集, 29, 183-188, English, 1882-0212, 40019816570, AA12165648
  • Proposal of Methods for Providing a New Finger Tactile Sense Only by Aaugmentation of Visual Information
    掛井 祐伸; 田野 俊一; 橋山 智訓
    日本知能情報ファジィ学会, 09 Sep. 2013, ファジィシステムシンポジウム講演論文集, 29, 215-220, Japanese, 1882-0212, 40019816675, AA12165648
  • Proposal of AR Ultrasonography System Using Markerless 3D Position Measurement Method
    望月 宏史; 田野 俊一; 橋山 智訓
    日本知能情報ファジィ学会, 09 Sep. 2013, ファジィシステムシンポジウム講演論文集, 29, 228-233, Japanese, 1882-0212, 40019816689, AA12165648
  • Mixing of Video Games and Real World
    長谷川 健; 橋山 智訓; 市野 順子
    日本知能情報ファジィ学会, 09 Sep. 2013, ファジィシステムシンポジウム講演論文集, 29, 681-686, Japanese, 1882-0212, 40019825941, AA12165648
  • AI competition for Rogue-like games
    田中 成俊; 橋山 智訓; 市野 順子
    日本知能情報ファジィ学会, 09 Sep. 2013, ファジィシステムシンポジウム講演論文集, 29, 435-440, Japanese, 1882-0212, 40019825033, AA12165648
  • Hypotheses and Experimental Design for the Study on the Effects of Horizontal and Vertical Touch Displays on Group Work
    宓 梅珽; 田野 俊一; 橋山 智訓
    日本知能情報ファジィ学会, 09 Sep. 2013, ファジィシステムシンポジウム講演論文集, 29, 601-606, Japanese, 1882-0212, 40019825359, AA12165648
  • Presentation support systemto play a leading role
    江本 龍二; 橋山 智訓; 市野 順子
    日本知能情報ファジィ学会, 09 Sep. 2013, ファジィシステムシンポジウム講演論文集, 29, 1012-1015, Japanese, 1882-0212, 40019826817, AA12165648
  • Implementation and evaluation of Sound Lifelog that can log contents of the event and the emotion and the speaker
    AYABE SAKURAKO; TANO SHUN'ICHI; ICHINO JUNKO; IWATA MITSURU; HASHIYAMA TOMONORI
    The lifelog is the tool to record the life of human. However, the lifelog has not been used many people, because it is difficult to search and the UI is difficult to use. This paper proposes Sound Lifelog that focuses on the sound or the voice only. This paper is to extract contents of the event, and the emotion from the sound by using the speech recognition and the emotion recognition. This paper proposes the UI which is appropriate to presentation and the search of the sound using of these data. By focusing on the sound, this paper aims to fix some issues of the current lifelog., The Institute of Electronics, Information and Communication Engineers, 14 Mar. 2013, IEICE technical report, 112, 493, 193-200, Japanese, 0913-5685, 110009703263, AA1154676X
  • Implementation and evaluation of Sound Lifelog that can log contents of the event and the emotion and the speaker
    AYABE SAKURAKO; TANO SHUN'ICHI; ICHINO JUNKO; IWATA MITSURU; HASHIYAMA TOMONORI
    The lifelog is the tool to record the life of human. However, the lifelog has not been used many people, because it is difficult to search and the UI is difficult to use. This paper proposes Sound Lifelog that focuses on the sound or the voice only. This paper is to extract contents of the event, and the emotion from the sound by using the speech recognition and the emotion recognition. This paper proposes the UI which is appropriate to presentation and the search of the sound using of these data. By focusing on the sound, this paper aims to fix some issues of the current lifelog., The Institute of Electronics, Information and Communication Engineers, 14 Mar. 2013, Ad hoc networks IEICE technical report, 112, 494, 199-206, Japanese, 0913-5685, 110009712621, AA12214856
  • Implementation and Evaluation of Ultrasonography System Suitable for Environment of Operating Room and Operator
    WATANABE Natsuko; TANO Shun'ichi; HASHIYAMA Tomonori; ICHINO Junko; MIKI Kenji; IWATA Mitsuru; MOCHIZUKI Hirohumi
    Diagnostic imaging system being used in medicine, the system for performing minimally invasive procedures to more interactive using the current technology of virtual reality and augmented reality have been studied a lot. We studied the user interface of the ultrasonography system using the technology of augmented reality., The Institute of Electronics, Information and Communication Engineers, 11 Mar. 2013, Technical report of IEICE. Multimedia and virtual environment, 112, 474, 163-168, Japanese, 0913-5685, 110009713342, AN10476092
  • Implementation and evaluation of Sound Lifelog that can log contents of the event and the emotion and the speaker
    綾部 櫻子; 田野 俊一; 市野 順子; 岩田 満; 橋山 智訓
    ライフログとは 「人間の生活を記録するツール」 である.しかし検索が困難であることやUIが使いづらいことなどの問題から,未だ普及していないと言える.そこで本研究では 「音」 のみに着目したサウンドライフログを提案し,その実装と評価を行った.本研究の特徴は,音声認識,重要語抽出,感情認識,話者識別の技術によって音から ① イベントの内容②その時の感情 ③ 話者を抽出し,それらの情報を活用して,④ 音の提示や検索に適した UI を検討することである.音のみを記録し,UI によって画像が主流である現在のライフログの問題点を解消することで,効率的で利便性の高いライフログを目指す.The lifelog is the tool to record the life of human. However, the lifelog has not been used many people, because it is difficult to search and the UI is difficult to use. This paper proposes Sound Lifelog that focuses on the sound or the voice only. This paper is to extract contents of the event, and the emotion from the sound by using the speech recognition and the emotion recognition. This paper proposes the UI which is appropriate to presentation and the search of the sound using of these data. By focusing on the sound, this paper aims to fix some issues of the current lifelog., 07 Mar. 2013, 研究報告モバイルコンピューティングとユビキタス通信(MBL), 2013, 31, 1-8, Japanese, 110009551406, AA11851388
  • A system to support personal time management by using Captology
    唐 飛; 橋山 智訓; 市野 順子
    日本知能情報ファジィ学会, 12 Sep. 2012, ファジィシステムシンポジウム講演論文集, 28, 402-407, Japanese, 1882-0212, 40019438359, AA12165648
  • Three Design Principles for Creative 3D Design Support Tool Learned through Developing a Series of 3D Sketch Systems - "Memory Capacity", "Cognitive Mode", and "Life-size and Operability"-
    田野 俊一; 山本 伸也; 岩田 満; Muhd Dzulkhiflee; 市野 順子; 橋山 智訓
    人間の知的で創造的な活動を支援する高度な情報環境が数多く提案されている.しかし,残念ながら,先端的なメディアシステムが創造性を支援するどころか,逆に阻害する事例が発生している.本研究では,バーチャルリアリティを用いて,目の前の 3 次元空間に直接スケッチする 3D スケッチシステムを例にとる.立体視を用いた 3 次元表示は,デザイン支援にとって必須な機能ではなく,人目を引くだけの存在になっている.真に創造性を活性化するシステムのデザイン原則として,「記憶容量,認知モード,実物大・実操作可能」 を提案する.We have been studying the creativity-centered media to ensure that systems truly support creative and intelligent human activities. However, it has gradually become obvious that current advanced support systems have a serious drawback: instead of promoting creative work, they sometimes discourage creativity or let us stop thinking. In this paper, we focus on the 3D sketch system that supports the design of 3D objects by drawing them in the 3D space directly, because they are not used by designers in real fields but are just treated as a mere attraction in an amusement park. We propose three design principles, "Memory Capacity", "Cognitive Mode", and "Life-size and Operability", which make the 3D sketch system truly useful for the designer. They have been gradually derived in the accordance with our cognitive experiment and developing series of 3D sketch system., 14 Mar. 2012, 研究報告ヒューマンコンピュータインタラクション(HCI), 2012, 3, 1-8, Japanese, 110008802687, AA1221543X
  • Collaborative 3D Position Sensing Architecture by Single Camera and Sensors for Ubiquitous 3D Drawing - Ubiquitous and Collaborative 3D Position Sensing Architecture -
    田野 俊一; 裵秉哲; 岩田 満; 市野 順子; 橋山 智訓
    3次元空間の位置検出方法には磁気センサ,超音波センサ,カメラを用いる手法など多くの手法が提案されている.いずれも,環境内に多くのセンサ,カメラ類を設置することが求められている.そこで,単一のカメラとセンサを用いて,環境を撮影することにより,視覚特徴点の3Dマップを生成し,さらに,多くの参加者が作成したマップを協調的に統合し,共用するアーキテクチャUbiC3Dを提案する.UbiC3Dによりどのような場所においても3D描画が可能となる.本論文では,基本方式を提案し,原理実験を行う.Many 3D position detection methods using a magnetic sensor, an ultrasonic sensor, and a special camera have been proposed. Most of them require the specific equipments that must be installed in the environment. In this paper, we propose the new 3D position detection method called UbiC3D (Ubiquitous and Collaborative 3D position sensing) architecture that uses only the single camera with sensors. The preliminary experiment shows that UbiC3D architecture is feasible., 08 Mar. 2012, 研究報告コンピュータビジョンとイメージメディア(CVIM), 2012, 10, 1-8, Japanese, 170000069935, AA11131797
  • Is 3D Space Useless for Design Work? : 3D Sketch System Based on New "Life-sized and Operable" Concept
    TANO Shun'ichi; YAMAMOTO Shi'nya; IWATA Mitsuru; ICHINO Junko; HASHIMOTO Tomonori
    "Media" is an artifact that expands our creativity and intelligence. We have been studying a wide range of creativity-centered media to ensure that systems truly support creative and intelligent human activities. Specifically, for over ten years we have developed many 3D sketch systems that support the design of 3D objects. However, their long-term evaluation has revealed that they are not used by designers in real fields. Even worse, they are treated as if they were just mere attractions in an amusement park. The fundamental problem is the lack of the indispensable function for 3D space. In this paper, we propose new design principles, "life-sized and operable", which make the 3D sketch system truly valuable for the designer. The new 3D sketch system is designed on the basis of "Life-sized and Operable", developed, and evaluated successfully., The Institute of Electronics, Information and Communication Engineers, 05 Mar. 2012, Technical report of IEICE. Multimedia and virtual environment, 111, 479, 121-126, Japanese, 0913-5685, 110009546409, AN10476092
  • Example-Based Interactive Assistance for Data-Flow Scripting
    NAKAYAMA Ken; ICHINO Junko; HASHIYAMA Tomonori; TANO Shun'ichi
    The data-flow-type processing, in which the results are obtained by cascading application of various components, is one of the common forms of data processing such as image processing. The appropriate selections of components, their combination, and parameter values are crucial to obtain the desired results. Learning from existing good examples is a promising way for a user to make the selections easy. This report proposes a method for interactive assistance for such scripting. In the method, the data-flow-style processing is modeled as directed graph with labels. The method consists of a set of searching and mining primitives through the graph and the classification by users. The method is compared to related work., The Institute of Electronics, Information and Communication Engineers, 25 Feb. 2010, IEICE technical report, 109, 450, 121-125, Japanese, 0913-5685, 110007999884, AA1240564X
  • Sharing and Searching Execution Examples : A User Environment for Data Flow Scripts
    中山 健; 市野 順子; 橋山 智訓
    情報処理学会, Dec. 2009, 情報処理学会研究報告, 2009, 4, 1-9, Japanese, 1884-0930, 40019755886
  • Sharing and Searching Execution Examples: A User Environment for Data Flow Scripts
    NAKAYAMA KEN; ICHINO JUNKO; HASHIYAMA TOMONORI; TANO SHUN'ICHI
    画像処理などデータに処理を順次適用していくデータフロー型の処理の作成を,一般ユーザが容易に行えるようにすることを目的として,多数のユーザが処理事例を共有し,事例の検索やまとまった処理の抽象化,データや処理の協調的分類を行なえる情報加工環境を提案する.従来のソフトウェア再利用手法と比較した特徴は,(1) 抽象化されたプログラムだけではなく,データも含む処理事例をリポジトリとして持ち,(2) それを多くのユーザが協調的に抽象化していく過程を明示的に支援する点である.本報告では,問題の分析とプロトタイプシステムについて述べる.One style of data processing is data flow, such as image processing, in which the given data flows through a possibly branching series of functions to get the intended result. Programmers design a script by choosing and combining predefined functions (software components) to realize the intended task. To make this design easy even for novice general users, this report proposes a framework for sharing and searching execution histories. In this framework, user design the target task by interactively repeating trying out fragment of test scripts, searching related execution hisotry, examining them, and modifying/combining them. This report discusses the framework and presents the current state of this on-going project., 19 Nov. 2009, 研究報告グループウェアとネットワークサービス(GN), 2009, 12, 1-8, Japanese, 0919-6072, 110007993311, AA1155524X
  • Constructing Automatic Controller of Computer using Human Playing Data
    橋山 智訓; 江崎 朋人; 今村 太郎
    日本知能情報ファジィ学会, 14 Jul. 2009, ファジィシステムシンポジウム講演論文集, 25, 4p, Japanese, 1882-0212, 40019528252, AA12165648
  • Proposal and Development of Seamless Linkage System between Idea and Reality in Virtual Design Environment
    KANAYAMA Naofumi; TANO Shun'ichi; ICHINO Junko; HASHIYAMA Tomonori
    近年の家電製品などのデザイン活動で,高度なデザイン支援システムが用いられるようになってきた.しかし,高度なデザイン支援システムが,逆にデザイナの創造的な活動を阻害している事例が報告され,その問題点が明らかになりつつある.この問題を解決するため,2次元空間におけるデザインを3次元化して検討できるシステムや,頭の中の3次元イメージを直接3次元空間上に表現する3次元空間スケッチシステムが盛んに研究されている.これらの研究は,実際の製品デザイン設計の現場では使用されていない.本研究室の先行研究では,その理由を3次元空間を利用する必然性の欠如と考え,3次元の特性を活かし,デザイナのイメージを直に表現できる,創造的な活動を阻害しない「実物大かつ実操作可能な3次元スケッチ支援システム」を提案している.しかし,アイデアを製品にする間のデザインプロセスには,多様なデザイン環境が存在するにも関わらず「実物大かつ実操作可能な3次元スケッチ支援システム」は,デザインプロセスに考えられる多様なデザイン環境のうちの一つのデザイン環境しか支援していない.本研究では,デザインプロセスで考えられる多様なデザイン環境に対応し,デザイン活動を一貫して支援できるデザイン支援システムとして「多環境対応の体感型デザイン支援システム」を提案する.多様なデザイン環境を支援するためのデザインコンセプトの設計,必要なUIの考案,プロトタイプの実装を行なった.そして,本システムの評価実験行ない,その結果から本研究の有効性が確認できた., The Institute of Electronics, Information and Communication Engineers, 17 Mar. 2009, IEICE technical report, 108, 490, 37-41, Japanese, 0913-5685, 110007325394, AN10476092
  • The communication support making readers in the Web visible mutually and realizing real-time interaction
    KOJIMA Yasuhiro; TANO Shun'ichi; IWATA Mitsuru; ICHINO Junko; HASHIYAMA Tomonori
    Now, there are a lot of Internet users, but they can not recognize each other. I think that providing them with the place where they can interchange each other make them possible to exchange information with the unspecified number of people. In this paper, I think about Community support method that consider a Web page in the Internet browser to be community space and that make us possible to exchange information with people reading the same Web page. In addition, I conducted the evaluation experiment, and was able to obtain a roughly excellent result., Information Processing Society of Japan (IPSJ), 31 Jul. 2008, IPSJ SIG technical reports, 2008, 79, 21-26, Japanese, 0919-6072, 110006884756, AA1221543X
  • Effects of Display Size and Display Distance on User's Visibility
    ICHINO Junko; KANAYAMA Naofumi; TANO Shun'ichi; HASHIYAMA Tomonori
    Variable size display and numerous species of contents have been intergraded into many aspects of our lives. Therefore users have many choices, where do they enjoy digital media. We investigated whether global and local viewing changed depending on physical display size and viewing distance with viewing angle kept constant. We experimented with digital media separately divided between the image and the text media. The differences of the global and local viewing were examined by using task completion time. In image media experiment, the results showed that shorter viewing (smaller display size) mode allowed participants to answer the questions significantly faster than longer viewing (bigger display size) mode. In text media experiment, we confirmed that there was not much difference in task completion time and task accuracy between both modes., The Institute of Electronics, Information and Communication Engineers, 12 May 2008, IEICE technical report, 108, 27, 131-136, Japanese, 0913-5685, 110006878512, AN10487237
  • Effects of Display Size and Display Distance on User's Visibility
    ICHINO Junko; KANAYAMA Naofumi; TANO Shun'ichi; HASHIYAMA Tomonori
    ヒュ-マンインタフェ-ス学会, 12 May 2008, Human Interface, 10, 1, 131-136, Japanese, 1344-7270, 10021104274, AA11324462
  • Robot Control with User Defined Intuitive Gestures
    HASHIYAMA Tomonori; SADA Keiichiro; IWATA Mitsuru; TANO Shun'ichi
    Recently, we are surrounded by many digital home appliances in everyday use. Number of new features/functions are implemented to these appliances. But many of these functions are not used because users have to learn how to control them through remote controllers and which buttons should be used on the front panel. This paper presents a novel system which learn how the users want to control the systems with intuitive gestures. The primitive systems are implemented on the entertainment robot named AIBO. AIBO recognized the gestures which are classified using Self Organizing feature Maps and learned how to interpret them into its command with Q-Learning techniques. Some experimental results show the feasibility of the proposed approach., The Japan Society of Mechanical Engineers, 25 Sep. 2006, FAN Symposium : Intelligent System Symposium-fuzzy, AI, neural network applications technologies, 16, 303-306, Japanese, 110006638125, AA1190206X
  • A Design of a Paper-Based User Interface between Physical Information and Digital Information
    小川 展弘; 橋山 智訓; 岩田 満
    日本知能情報ファジィ学会, 06 Sep. 2006, ファジィシステムシンポジウム講演論文集, 22, 257-260, Japanese, 1882-0212, 40019581962, AA12165648
  • A Study of Action Selection in the Real World with Simplified Computation
    兼平 卓史; 橋山 智訓; 岩田 満
    日本知能情報ファジィ学会, 06 Sep. 2006, ファジィシステムシンポジウム講演論文集, 22, 879-882, Japanese, 1882-0212, 40019584122, AA12165648
  • Classification of walking pattern using 3-axis acceleration sensors
    大上 裕也; 橋山 智訓; 岩田 満
    日本知能情報ファジィ学会, 06 Sep. 2006, ファジィシステムシンポジウム講演論文集, 22, 506-511, Japanese, 1882-0212, 40019582676, AA12165648
  • Development of Life-size and Operational design support system based on 3D-sketch
    YAMAMOTO Shinya; TANO Shun'ichi; HASHIYAMA Tomonori; IWATA Mitsuru
    Because of the development of information technologies, designers can use advanced design support systems. On the other hand, some examples that the design support systems prevent his/her creativity and sensitivity are reported. To solve these problems, some 3D design support systems have been proposed. But these systems are not used in actual product design scene. As the reason they did not have inevitability for designer to use 3D sketch environment. Therefore we pay attention to designer's physicality and propose a design support system that designer can sketch full-scale expression using body and operate the sketch actually., The Institute of Electronics, Information and Communication Engineers, 22 Mar. 2006, IEICE technical report, 105, 683, 67-72, Japanese, 0913-5685, 110004735561, AN10476092
  • Quantitative evaluation of pupillary response in various display environments and gaze conditions
    INOUE Toshihide; TANO Shun'ichi; IWATA Mitsuru; HASHIYAMA Tomonori
    This paper describes quantitative evaluation of input interface using pupillary response in various display environments and gaze conditions. Nowadays, since computers have been reduced in size and weight significantly, we can use them in various situations. A hands-free input method is effective to operate a wearable computer. In the previous research, the pupillary response was applied as the hands-free input method, and it's availableness was shown. In this paper we examined the following 3 problems. First, we proposed the best method of screen segmentation. Next, we examined the quantitative evaluation of pupillary response in various display environments and gaze conditions. And we proposed an efficient algorithm of whole averaged. Finally, we examined some problems when the interface was used in lack of gaze condition., The Institute of Electronics, Information and Communication Engineers, 22 Mar. 2006, IEICE technical report, 105, 681, 49-54, Japanese, 0913-5685, 110004690856, AN10487226
  • Proposal and prototyping of LifeLog system by sharing semantic tags based on physical data and seamless use of retrieval-browsing
    ZUKEYAMA Yoshichika; TANO Shun'ichi; IWATA Mitsuru; HASHIYAMA Tomonori
    Recently, the capacity increase of the storage unit and the improvement of the digital camera enableus to record everything of our life. These records can be used by various purpose. In this paper we propose three approaches (1. semantic tags 2. information sharing 3. seamless use of retrieval-browsing) to use these records effectively and describe evaluation results of prototype-system designed and implements based on these approaches., The Institute of Electronics, Information and Communication Engineers, 22 Mar. 2006, IEICE technical report, 105, 682, 67-72, Japanese, 0913-5685, 110004690872, AN10487237
  • Evaluation by a simulator of a home agent supposing degree of importance and pleasure of the user's operation pattern
    TAKADA Megumi; TANO Shun'ichi; IWATA Mitsuru; HASHIYAMA Tomonori
    In recent years, many household electrical appliances used information technology have been developed. We can operate them from everywhere. Furthermore, there are researches that support the user who lives in a house. Their approaches for supporting the user are detecting repetition operation of the user. We think it is important for home agent to detect operation of the user and consider the feeling when the user operate the appliance. The home agent takes account the degree of importance and pleasure of operation pattern. In this paper, we propose a home agent that predict the user's operation, detects the forgotten operation and supposes degree of importance and pleasure of operation pattern and evaluate it with a simulator of home agent., The Institute of Electronics, Information and Communication Engineers, 22 Mar. 2006, IEICE technical report, 105, 682, 79-84, Japanese, 0913-5685, 110004690874, AN10487237
  • A Quantitative Analysis on Effectiveness of Handwriting Annotation
    Hamzah Muhd Dzulkhiflee; Tano Shunichi; Iwata Mitsuru; Hashiyama Tomonori
    Recently because of the development of information technologies, the forms of information are changing from paper documents to digital documents. Since annotation is one of the best benefits of paper documents, there are a lot of studies concemed with digital annotation systems. But, only a few of them are concemed with the effectiveness of handwriting annotation. Therefore, we conducted an experiment that investigated the differences between handwriting and keyboard input in Japanese to quantitatively clarify the effectiveness of handwriting annotations. In our study, we focused on two parameters, input speed and cognitive load, and the results suggest that handwriting annotation or memos can be input much faster than keyboards. The cognitive load are also much higher with keyboard input than with handwriting annotation., Information Processing Society of Japan (IPSJ), 27 May 2005, 情報処理学会研究報告. HI, ヒューマンインタフェース研究会報告, 2005, 52, 51-58, Japanese, 0919-6072, 10016156291, AN10116111
  • Compensation for moving camera images using acceleration sensors
    橋山 智訓; 矢野 良和; 田野 俊一
    日本知能情報ファジィ学会, 02 Jun. 2004, ファジィシステムシンポジウム講演論文集, 20, 57-60, Japanese, 1882-0212, 40019587332, AA12165648
  • Current Pen - based Systems for Intelligent and Creative Workers and Problems
    田野 俊一; MUHDDZULKHIFLEEHAMZAH; 岩田 満; 橋山 智訓
    次世代のユーザインタフェースの実現を目標に,人間の創造的感性的な活動を阻害することのない自然な利用形態を持ち,同時に,コンピュータの強力な計算能力を自在に享受可能な情報環境の試作を進めてきた.本論文では,特に,ペンを用いたユーザインタフェースに焦点を当てる.まず,従来研究では等閑視されてきた問題点として,ワープロ,日本語仮名漢字変換,整ったフォント・フォーマット表示を指摘する.次に,我々が開発した,動的でインタラクティブなデジタル教材への手書きアノテーションシステム,アイデア抽出過程を支援するデジタルペーパ,空間ビュー/時系列ビュー/タイムラインを特徴とするスケッチ支援システムをペンUIの事例として報告する.最後にこれらを統合した汎用的なペンUIを実現するための課題について議論する.Recently, the multi media technology and the network technology enable us freely to access various multi media information spread in the world. On the other hand, it becomes obvious that the modern information systems have several disadvantages. Sometimes they do not promote the human's creative work but discourage it or let us stop thinking. In this paper, firstly we show several examples of the problematic systems. Secondly we analyze the causes of it. Then we report our current trial towards the pen-based systems for intelligent and creative workers. Finally we discuss the open problems for the future research., 21 May 2004, 情報処理学会研究報告ヒューマンコンピュータインタラクション(HCI), 2004, 51, 55-62, Japanese, 170000032233, AA1221543X
  • Sketch Support System for Stimulating Divergent and Convergent Thinking
    SASAKI Yusuke; TANO Shun'ichi; HASHIYAMA Tomonori; IWATA Mitsuru
    As the personal computers and workstations are widely used, we can generate complicated and beautiful pictures with advanced design support systems. On the other hand, several examples that the design support systems prevent man's creativity and sensitivity are reported. In this paper, we propose a sketch support system for stimulating divergent and convergent thinking as the design support which enhances the creativeness and idea generation., The Institute of Electronics, Information and Communication Engineers, 19 Mar. 2004, Technical report of IEICE. HIP, 103, 744, 7-12, Japanese, 0913-5685, 110003272093, AN10487237
  • Proposal of Comprehensive Model for Input, Check, Correct and Change Behaviors of Mobile Phone
    ISONO Atsuyoshi; TANO Shun'ichi; HASHIYAMA Tomonori; IWATA Mitsuru
    In this paper, we propose the new approach to the text input behavior on mobile phones. The models are useful as a method to compare the various input techniques for mobile phones. However, in the conventional model, neither an input mistake nor check work is taken into consideration. Since they are elements indispensable to the character input in a mobile phone, the estimation by the current method is inconsistent with reality. We propose the new model based on the mode-change and emotion as well as the mistake and check operations., The Institute of Electronics, Information and Communication Engineers, 19 Mar. 2004, Technical report of IEICE. HIP, 103, 744, 13-18, Japanese, 0913-5685, 110003272094, AN10487237
  • Proposal of Eyes Free System to Support Intelligent Work Based on Only Auditory Information
    KUROYANAGI Tomohiro; TANO Shun'ichi; HASHIYAMA Tomonori; IWATA Mitsuru
    Visually Impaired users can get information by using Screen Reader. However, it is difficult for them to do intelligent work because they must keep the all information in their mind. Therefore we aim at realization of the eyes free system to support intelligent work based on only auditory information. We propose the system that they can easily keep, access and edit the information which comes from their own voice, a PCs and the third person by audio., The Institute of Electronics, Information and Communication Engineers, 18 Mar. 2004, Technical report of IEICE. Multimedia and virtual environment, 103, 745, 13-18, Japanese, 0913-5685, 110003270403, AN10476092
  • Nonlinear system identification using genetic algorithm
    T Kumon; M Iwasaki; T Suzuki; T Hashiyama; N Matsui; S Okuma
    This paper presents an evolutionary system identification method for mechatronics systems which include various nonlinearities. In our research, the saturation in power converters and the friction in mechanisms are considered as the nonlinear elements, some of which are generally difficult to detect and/or identify directly. The proposed method can determine the structure of linear and nonlinear elements of the system simultaneously by Genetic Algorithm. In the polynomial model by the proposed method, the observable input/output variables express the linear components, and the power series of variables and nonlinear functions express the nonlinear ones. Genetic Algorithm is utilized to optimize the combination of these variables. The effectiveness of the proposed method is verified by the experiments using a 2-mass resonant vibration system., IEEE, 2000, IECON 2000: 26TH ANNUAL CONFERENCE OF THE IEEE INDUSTRIAL ELECTRONICS SOCIETY, VOLS 1-4, 2485-2491, English, 1553-572X, WOS:000176916400421
  • A Study on Fuzzy Rules Generated by GA with Adaptive Operator for a Semi-Active Suspension Controller
    NAWA Norberto Eiji; HASHIYAMA Tomonori; FURUHASHI Takeshi; UCHIKAWA Yoshiki
    18 Oct. 1996, インテリジェント・システム・シンポジウム講演論文集 = FAN Symposium : fuzzy, artificial intelligence, neural networks and computational intelligence, 6, 55-58, English, 10016718816, AA1190206X
  • Finding of Robust Fuzzy Rules for System Parameter Variations
    HASHIYAMA T.; FURUHASHI T.; UCHIKAWA Y.
    04 Jun. 1996, ファジィシステムシンポジウム講演論文集, 12, 491-494, Japanese, 1341-9080, 10017208137, AN10359394

Books and other publications

  • 《研究、開発、製造、検査現場における》 ヒューマンエラー対策 事例集 -独自性のある仕組みづくり、効果のある教育法-
    Masaki Yasuda; Tomonori Hashiyama; e
    Japanese, Joint work, 第5章 ミスが起こりにくいインターフェースの設計と評価 5節 人間の自然な動作や思考を促す情報システムのデザイン, Technical Information Institute Co., Ltd., Jan. 2013
  • マルチメディア時代の情報技術
    大崎美穂; 橋山智訓
    Japanese, Joint work, マネジメント情報とインターネット 第6章, Apr. 2003
  • ニューラルネットワークによるファジィルールの獲得
    橋山智訓; 高木英行
    Japanese, Joint work, ファジィとソフトコンピューティングハンドブック 24.1節、24.2節, Sep. 2000
  • A Creative Design of Fuzzy Logic Controller Using a Genetic Algorithm
    T. Hashiyama; T. Furuhashi; Y. Uchikawa
    English, Joint work, Genetic Algorithms and Fuzzy Logic Systems --Soft Computing Perspectives--, Jul. 1997

Lectures, oral presentations, etc.

  • 行動辞書を利用したTwitterからの行動抽出
    矢野裕司; 横井健; 橋山智訓
    Oral presentation, Japanese, 情報処理学会,第11回情報科学技術フォーラム
    Sep. 2012
  • Level generation Track for Infinite Mario Bros.
    T. Shimizu; T. Hashiyama; T. Esaki; J. Ichino; S. Tano
    Others, English, IEEE international Conference on Computational Intelligence and Games, 2010, IEEE
    Aug. 2010
  • Fuzzy Clustering based on Evidential Theory
    T. Esaki; T. Hashiyama; Y. Tsukamoto
    Oral presentation, Japanese, 第22回ファジィシステムシンポジウム講演論文集,第22回ファジィシステムシンポジウム
    Sep. 2006

Courses

  • サステイナビリティ研究先端演習IV
    The University of Electro-Communications
  • サステイナビリティ研究先端演習IV
    電気通信大学
  • サステイナビリティ研究先端演習III
    The University of Electro-Communications
  • サステイナビリティ研究先端演習III
    電気通信大学
  • サステイナビリティ研究先端演習II
    The University of Electro-Communications
  • サステイナビリティ研究先端演習I
    The University of Electro-Communications
  • 協働分野セミナーVI
    The University of Electro-Communications
  • 協働分野セミナーVI
    電気通信大学
  • サステイナビリティ研究基礎B
    The University of Electro-Communications
  • 協働分野セミナーV
    The University of Electro-Communications
  • 協働分野セミナーV
    電気通信大学
  • サステイナビリティ研究基礎A
    The University of Electro-Communications
  • 情報工学工房
    The University of Electro-Communications
  • 情報工学工房
    電気通信大学
  • メディア情報学実験
    The University of Electro-Communications
  • Interdisciplinary Seminar IV
    The University of Electro-Communications
  • 協働分野セミナーIV
    電気通信大学
  • Interdisciplinary Seminar III
    The University of Electro-Communications
  • 協働分野セミナーIII
    電気通信大学
  • Sustainability Research Advanced Practicum II
    The University of Electro-Communications
  • サステイナビリティ研究先端演習II
    電気通信大学
  • Interdisciplinary Seminar II
    The University of Electro-Communications
  • 協働分野セミナーII
    電気通信大学
  • Foundations of Sustainability Research B
    The University of Electro-Communications
  • サステイナビリティ研究基礎B
    電気通信大学
  • Sustainability Research Advanced Practicum I
    The University of Electro-Communications
  • サステイナビリティ研究先端演習I
    電気通信大学
  • Interdisciplinary Seminar I
    The University of Electro-Communications
  • 協働分野セミナーI
    電気通信大学
  • Foundations of Sustainability Research A
    The University of Electro-Communications
  • サステイナビリティ研究基礎A
    電気通信大学
  • Advanced Topics on Intelligent Soft Computing Systems
    The University of Electro-Communications
  • Project-based Learning of Practical Information System
    The University of Electro-Communications
  • Computer Literacy
    The University of Electro-Communications
  • Media Science and Engineering Laboratory
    The University of Electro-Communications
  • メディア情報学実験
    電気通信大学
  • Ubiquitous Networks
    The University of Electro-Communications
  • ユビキタスネットワーク
    電気通信大学
  • Fundamental Programming
    The University of Electro-Communications
  • インテリジェントシステム特論
    The University of Electro-Communications
  • 基礎プログラミングおよび演習
    The University of Electro-Communications
  • 実システム創造
    The University of Electro-Communications
  • インテリジェントシステム特論
    The University of Electro-Communications
  • インテリジェントシステム特論
    電気通信大学
  • 基礎プログラミングおよび演習
    The University of Electro-Communications
  • 基礎プログラミングおよび演習
    電気通信大学
  • 実システム創造
    The University of Electro-Communications
  • 実システム創造
    電気通信大学
  • コンピュータリテラシー
    The University of Electro-Communications
  • 情報メディア論2
    The University of Electro-Communications
  • 情報システム学基礎2
    The University of Electro-Communications
  • 情報システム学基礎2
    電気通信大学
  • 情報メディアシステム学基礎2
    The University of Electro-Communications
  • 情報メディアシステム学基礎2
    電気通信大学
  • 情報メディア論2
    The University of Electro-Communications
  • 情報メディア論2
    電気通信大学
  • コンピュータリテラシー
    The University of Electro-Communications
  • コンピュータリテラシー
    電気通信大学

Affiliated academic society

  • 総合コミュニケーション科学学会
  • ACM
  • Japan Society for Fuzzy Theory and Intelligent Informatics
  • The Institute of Electrical Engineers of Japan
  • Japanese Cognitive Science Society
  • IEEE
  • The Japanese Society for Artificial Intelligence
  • The Society of Instrument and Control Engineers
  • Human Interface Society
  • IEEE Computational Intelligence Society Japan Chapter

Research Themes

  • Enhancement and Generalization of Medical Augmented Reality System by 3D Ultrasonic Image
    Tano Shun'ichi; HASHIYAMA Tomonori; MIKI Kenji; IWATA Mitsuru
    Japan Society for the Promotion of Science, Grants-in-Aid for Scientific Research, The University of Electro-Communications, Grant-in-Aid for Scientific Research (C), Due to the rapid development of ICT, the significant progress has been made in both the “generation” and “display” of the advanced medical information. However, serious problems still remain in both the “generation” and “display” of the advanced medical information. To overcome with these problems, we applied the three distinctive elements to our approach: (i) focus on ultrasonic image, (ii) select and modify on the basis of an ultrasonic image, and (iii) simplify equipment by utilizing characteristics of ultrasonic probe operation. The prototype was achieved by using only a see-through HMD and several cameras and markers combination. The doctor who tested it commented quite positively on the usability of the three interaction modes as well as the overall effectiveness of the prototype system. Moreover, the stability of 3D position sensing was proved by the quantitative data. We are now making the prototype system to a product with KIKUCHI SEISAKUSHO CO. ,LTD ., 25330231
    01 Apr. 2013 - 31 Mar. 2016
  • Reconfigurable Computingによる逐次更新暗号に関する研究
    橋山 智訓
    日本学術振興会, 科学研究費助成事業, 名古屋市立大学, 若手研究(B), インターネットとパーソナルコンピュータの普及、さらにはブロードバンドによる常時接続の拡大に伴い、通信情報のセキュリティ問題を解決することが急務となっている。本研究では、ユーザが自由に回路書換をすることができるFPGA(Field Programmable Gate Array)を用いたReconfigurable Computingシステムを用いた暗号システムについて検討した。提案システムでは、従来固定であった暗号処理回路を逐次更新可能であるという柔軟性を備え、ソフトウェア処理よりも高速なシステムを開発することを目的としている。 本年度は、昨年度の成果をもとに、提案システムの安全性について検討するとともに、安全性を向上させる手法について研究を進めた。本研究では共通鍵暗号システムを対象としており、S-BOXと呼ばれる暗号処理ブロックを更新することで、暗号強度を維持しつつ、少量の回路変更でシステムを表現可能であることは昨年度確認した。しかしながら、S-BOXの変更をランダムに行うと、外部からの暗号解析に対して脆弱なシステムになってしまうおそれがある。そこで、暗号解析手法である差分攻撃や線形攻撃に対して、暗号強度を損うことなくS-BOXを変更する手法を提案した。具体的には、S-BOXを構成するベキ乗演算とアフィン変換のうち、アフィン変換部分を転置処理と三角行列を利用することを提案した。ユーザがこのアフィン変換部分を変更することでシステムを実現することができる。 提案法の安全評価と計算コスト評価を行い、従来法に比較してわずかな計算コストの増加で、安全な暗号を構成できることを確認した。, 13750363
    2001 - 2002