TSUKAMOTO Masahiko | ![]() |
Graduate School of Engineering / Department of Electrical and Electronic Engineering | |
Professor | |
Electro-Communication Engineering |
Nov. 2018 The 16th International Conference on Advances in Mobile Computing and Multimedia (MoMM 2018), Best Paper, Evaluation of Input using Wrinkles on Clothes
International society
Sep. 2018 情報処理学会第59回ユビキタスコンピューティングシステム研究会, 優秀論文賞, ウェアラブルセンサを用いたジェスチャ中の任意動作発生タイミング検出手法
Japan society
Jul. 2018 情報処理学会マルチメディア,分散,協調とモバイルシンポジウム(DICOMO2018) 論文集, 優秀論文賞, ペンの筆圧・傾き推定のためのペングリップ型デバイスの設計と実装
Japan society
Jul. 2018 International Journal of Pervasive Computing and Communications, Highly Commended in the 2018 Emerald Literati Awards, Mimebot: spherical robot visually imitating a rolling sphere
International society
Jun. 2018 The 2nd International Conference on Cognitive Computing (ICCC 2018), Best Paper Awards, Comparative Evaluation of Priming Effects on HMDs and Smartphones with Photo Taking Behaviors
International society
Feb. 2018 情報処理学会第57 回ユビキタスコンピューティングシステム研究会, 学生奨励賞, 休憩時間の過ごし方が作業パフォーマンスに及ぼす影響の調査
Japan society
Nov. 2017 情報処理学会, 特選論文, 移動型カメラを用いたセルフヘアカット支援システム
Japan society
Nov. 2017 情報処理学会, 国際会議発表奨励賞, 赤外線フォトリフレクタを用いた眼球運動計測による睡眠状態認識手法
Japan society
Aug. 2017 International Journal of Pervasive Computing and Communications, Outstanding Paper, A Method for Controlling Crowd Flow by Changing Recommender Information on Navigation Application
International society
Jun. 2017 情報処理学会, 優秀プレゼンテーション賞, 足圧分布センサを用いた姿勢認識手法
Japan society
Jun. 2017 情報処理学会, 最優秀プレゼンテーション賞, 加速度センサ付きシャワーヘッドを用いた浴室内行動認識手法
Japan society
Jun. 2017 情報処理学会, ヤングリサーチャ賞, 音声フィードバックによる足圧バランス矯正システムの設計と実装
Japan society
May 2017 情報処理学会, 学生奨励賞, 衣服のシワを用いた入力インターフェースの性能評価
Japan society
Mar. 2017 情報処理学会, 学生奨励賞, A System for Determining which Player Touches a Card first using a Wrist-worn Sensor in Competitive Karuta
Japan society
Dec. 2016 情報処理学会, 優秀発表, 様々な状況における呼吸数計測手法の比較評価
Japan society
Dec. 2016 情報処理学会, 奨励発表, マイクの部分遮蔽を用いた超音波によるジェスチャ認識手法
Japan society
Nov. 2016 情報処理学会, 特別賞, ヒトリス: 全身のポーズでブロックをパーツ化するインタラクティブゲーム設計
Japan society
Jul. 2016 情報処理学会, 優秀論文賞, ユーザの主観時間制御のためのウェアラブルデバイス向け情報提示手法
Japan society
Jul. 2012 情報処理学会, 情報処理学会マルチメディア,分散,協調とモバイルシンポジウム(DICOMO2012), 最優秀論文賞, 行動の順序制約を用いた加速度データのラベリング手法
Japan society
Mar. 2012 一般社団法人情報処理学会, IPSJ貢献賞, これまでの一連の業績に対する評価
Oct. 2011 エンタテインメントコンピューティング2011, 論文賞, 移動可能なパネルとスクリーンを組み合わせたインタラクティブ映像パフォーマンスシステム
Oct. 2011 国立大学法人神戸大学, 環境キャラバン特別賞, これまでの一連の業績に対する評価
Sep. 2011 the 13th International Conference on Ubiquitous Computing (UbiComp 2011), Best Video Award, Lighting Choreographer: an LED Control System for Dance Performances
Jul. 2011 情報処理学会マルチメディア, 分散, 協調とモバイルシンポジウム(DICOMO 2011), 最優秀論文賞, 位置に基づく会話のデータベース化による状況依存情報提示システムの設計と実装
Jul. 2009 情報処理学会, 優秀論文賞, ウェアラブルダンシング演奏システムのための動作認識手法
Mar. 2008 財団法人電気通信普及財団, 第23回電気通信普及財団賞(テレコムシステム技術賞), ビデオコンテンツなどを配送する放送型配信に関する研究
Jul. 2007 情報処理学会マルチメディア, 分散, 協調とモバイルシンポジウム(DICOMO 2007), 優秀論文賞 2, ルール型動作制御機能を備えた小型無線モーションセンサノードの開発
Jul. 2007 情報処理学会, 優秀論文賞 1, 放送型配信を用いたデータ収集のためのセンシングシステム
Jul. 2006 情報処理学会, 優秀論文賞, 情報処理学会マルチメディア、分散、協調とモバイルシンポジウム(DICOMO2006)優秀論文
2005 情報処理学会, 情報処理学会全国大会活動貢献賞, 学会活動への貢献に対して
[Refereed]
Scientific journal
[Refereed]
Scientific journal
[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
With the popularization of head-mounted displays (HMDs), many systems for human augmentation have been developed. This will increase the opportunities to use such systems in daily life. Therefore, the user interfaces for these systems must be designed to be intuitive and highly responsive. This paper proposes an intuitive input method that uses natural gestures as input cues for systems for human augmentation. We investigated the appropriate gestures for a system that expands the movements of the user’s viewpoint by extending and contracting the neck in a video see-through AR environment. We conducted an experiment to investigate natural gestures by observing the motions when a person wants to extend his/her neck. Furthermore, we determined the operation method for extending/contracting the neck and holding the position through additional experiments. Based on this investigation, we implemented a prototype of the proposed system in a VR environment. Note that we employed a VR environment since we could test our method in various situations, although our target environment is AR. We compared the operability of the proposed method and the handheld controller using our prototype. The results confirmed that the participants felt more immersed using our method, although the positioning speed using controller input was faster than that of our method.
MDPI, 01 May 2022, Sensors, 22 (9), EnglishScientific journal
International conference proceedings
International conference proceedings
International conference proceedings
Social companion robots are getting more attention to assist elderly people to stay independent at home and to decrease their social isolation. When developing solutions, one remaining challenge is to design the right applications that are usable by elderly people. For this purpose, co-creation methodologies involving multiple stakeholders and a multidisciplinary researcher team (e.g., elderly people, medical professionals, and computer scientists such as roboticists or IoT engineers) are designed within the ACCRA (Agile Co-Creation of Robots for Ageing) project. This paper will address this research question: How can Internet of Robotic Things (IoRT) technology and co-creation methodologies help to design emotional-based robotic applications? This is supported by the ACCRA project that develops advanced social robots to support active and healthy ageing, co-created by various stakeholders such as ageing people and physicians. We demonstra this with three robots, Buddy, ASTRO, and RoboHon, used for daily life, mobility, and conversation. The three robots understand and convey emotions in real-time using the Internet of Things and Artificial Intelligence technologies (e.g., knowledge-based reasoning).
SPRINGER, Nov. 2021, INTERNATIONAL JOURNAL OF SOCIAL ROBOTICS, EnglishScientific journal
サッカーの試合状況は 11 人のプレイヤーからなる 2 つのチームによって変化し続けるため,プレイヤーはボールの保持状況に関わらず周辺状況を把握しなければならない場面が多い.周辺状況を把握する能力の 1 つに敵,味方の位置などを探そうとする「視覚的探索行動」がある.しかし,ボール保持中の視覚的探索行動に関する研究はあまり行われていない.そこで本研究ではボールを保持し続けなければならないリフティング練習と視覚的探索行動の練習を同時に行うことで,ボールを保持しているときの視覚的探索行動を鍛えるシステムを提案する.評価実験では被験者が LED が光ってから LED の光に反応してボールを蹴るまでの時間を測定する.提案システムを用いるグループと従来手法を用いるグループに分けて,提案システムを用いるグループが従来手法を用いるグループより探索的行動の能力が向上するのかを調査した.実験の結果,両グループとも反応時間が短くなったが提案システムを用いたグループのほうが反応時間の短縮率が大きかった.しかし,計測した反応時間を用いてグループ間で 2 要因混合検定を行った結果,提案システムの優位性はみられなかった.
Last, Jun. 2021, 情報処理学会マルチメディア,分散,協調とモバイルシンポジウム(DICOMO2021) 論文集, 2021 (1), 179 - 187, JapaneseWeb 会議は場所による制約を受けずにリアルタイムでのコミュニケーションが可能なため,二つの会議に同時に参加できる.しかし,複数の Web 会議に同時に参加する場合,複数の会議内容をリアルタイムに理解できないため,質問や意見などの発言が困難となる.そこで本研究では,複数の Web 会議に同時に参加している状況において,参加しているすべての Web 会議の内容を理解し,発言などのインタラクション支援を目的とする.本稿では,会議での発言において重要となる会議内容の理解に着目し,リアルタイム性を維持した会議内容の理解を支援するシステムを提案する.提案システムは録画された二つの会議映像の音声データを分析し,音声の有無から必要な場面のみを抽出することで,再生速度を上げることにより再生時間の短縮を行う.それらの映像を短い間隔で交互に視聴することで複数の Web 会議への同時参加を試みる.システム設計に向けて,音声情報を含むシーンの抽出,再生速度,映像切替,字幕の各条件が,二つの Web 会議の内容理解に与える影響を調査した.評価実験において,被験者は二つの会議映像を視聴した後,会議内容が理解できたかを確認する問題に解答した.実験結果から,音声情報を含む部分のみを抽出した 2.0 倍速の会議音声を交互に再生しながら会議の字幕を提示することで,一つの会議の視聴時間で二つの会議内容を 8 割程度理解できることがわかった.
Last, Jun. 2021, 情報処理学会マルチメディア,分散,協調とモバイルシンポジウム(DICOMO2021) 論文集, 2021 (1), 140 - 148, Japaneseサッカーにおいてドリブルは試合中に最もよく行われる動作の 1 つであるため,ドリブル技術の向上は必要不可欠である.ドリブル技術を向上させるにはリズム感を高めることが重要であるが,サッカーにおけるリズム感の向上を目指した練習方法や解説動画は少ない.そこで本研究では,音楽的なリズム感に注目した新たな練習方法としてドリブル動作を用いたリズムゲームを提案する.プレーヤは時間内にできるだけ高いスコアを取るようにドリブル動作を行うため,ドリブル技術の向上が期待できる.評価実験ではドリブルテスト,およびリズムテストを 3 種類行い,スコアを算出した.また,リズムゲームのプレイ前後での各テストのスコアの変化に関する調査を行った.その結果,リズムテストでは従来の練習に比べ,リズムゲームのプレイによるスコアの有意差は生じなかったが,ドリブルテストにおいては提案システムを用いた練習を通じてスコアの向上がみられた.提案システムを用いた練習方法では,リズムを意識したドリブル練習を通してドリブル技術が向上する可能性が示唆された.
Last, Jun. 2021, 情報処理学会マルチメディア,分散,協調とモバイルシンポジウム(DICOMO2021) 論文集, 2021 (1), 817 - 824, Japanese, Domestic magazineWearable devices that display visual augmented reality (AR) are now on the market, and we are becoming able to see AR displays on a daily basis. By being able to use AR displays in everyday environments, we can benefit from the ability to display AR objects in places where it has been difficult to place signs, to change the content of the display according to the user or time of day, and to display video. However, there has not been sufficient research on AR displays’ effect on users in everyday environments. In this study, we investigate how users are affected by AR displays. In this paper, we report our research results on the AR displays’ effect on the user’s walking behavior. We conducted two types of experiments—one on the effects of displaying AR objects on the user’s walking path, and the other on the effects of changing the floor texture by AR on the user’s walking behavior. As a result of the experiments, we found that the AR objects/textures affected the user’s walking behavior.
MDPI, 02 Mar. 2021, Electronics (Switzerland), 10 (6), 1 - 24, EnglishScientific journal
Apnea or sleep apnea syndrome is a condition in which a person unconsciously stops breathing during a sleeping state for longer than a certain timeframe. Multiple long-term apnea events induce various impairments. However, apnea detection in hospitals is an intensive and complicated procedure, resulting in a high rate of non-diagnosis and a low awareness of the disease. Existing wearable devices for apnea detection mostly use heartbeat signal patterns and SpO2 levels to detect the disease; however, because apnea is a respiratory impairment, it is believed that using the breathing pattern is the most straightforward approach in apnea detection. Several recent studies investigated whether swallowing frequency during sleep can increase along with the apnea severity. However, the number of wearable devices using swallowing to detect apnea is extremely limited. Thus, this study proposes a wearable system to recognize human contexts such as breathing, heartbeat pattern, and swallowing using an audio sensor. Experiments were conducted to compare and obtain the most suitable parameters for the system such as the window sizes, types of audio feature values, and classification algorithms. A prototype of the device was built and is able to detect breathing, swallowing, heartbeat, oral sounds, and body movement. The results show the highest accuracy of 76.9% when using a 1-s window size and Mel's frequency cepstral coefficient features in contact microphone data.
2021, ICIIBMS 2021 - 6th International Conference on Intelligent Informatics and Biomedical Sciences, 266 - 273International conference proceedings
In this study, using sensors, we analyzed the movements of Japan’s top-level boccia athletes, which is one of the official Paralympic sports. Motion analysis in sports has been widely studied, and a gradual approach is commonly available to help amateurs improve their skills. However, in two specific cases, personal observations are necessary. One is how to improve the skills of the top athletes. As the other, specific handicaps also require individualized support. Because the top boccia players fit into both cases, we measured the movements of each top player using a sensor-based system. In the actual training camp, we took the approach of summarizing and discussing the results of the daytime measurements at night and applying them to the practice the following day.
Springer, 2021, Advances in Networked-Based Information Systems - The 24th International Conference on Network-Based Information Systems (NBiS-2021)(NBiS), 313, 249 - 257International conference proceedings
Field hockey is a popular global sport played with a stick and hard ball, in which stick manipulation is difficult. In field hockey, a push pass is the most basic and common pass to teammates. For the best push pass, the stick should stay in contact with the ball for a long time until it is released for the pass. However, it is difficult for beginners to perceive the contact point of the stick by themselves. This study proposed a system to enable the user hear the movement path of the contact position of the ball on the stick to improve the push pass technique. In the proposed system, eight pressure sensors are placed on a hockey stick. The system detects the contact path of the ball, and feedback sounds with different pitches depending on the contact positions of the piezoelectric speaker are produced in real time. According to the evaluation experiment conducted over a period of two months, the average distance of the movement path of the ball on the stick was significantly longer when the auditory feedback was provided than when it was not given. This confirms the effectiveness of auditory feedback utilizing the proposed system.
ACM, 2021, MUM, 56 - 61International conference proceedings
Subtitles (captions displayed on the screen) are important in 3D content, such as virtual reality (VR) and 3D movies, to help users understand the content. However, an optimal displaying method and framework for subtitles have not been established for 3D content because 3D has a depth factor. To determine how to place text in 3D content, we propose four methods of moving subtitles dynamically considering the balance between the vertical/horizontal and depth of gaze shift. These methods are used to reduce the difference in depth or distance between the gaze position and subtitles. Additionally, we evaluate the readability of the text and participants' fatigue. The results show that aligning the text horizontally and vertically to eye movements improves visibility and readability. It is also shown that the eyestrain is related to the distance between the object and subtitles. This evaluation provides basic knowledge for presenting text in 3D content.
IEEE, 2021, IEEE International Symposium on Mixed and Augmented Reality Adjunct, 127 - 132, EnglishInternational conference proceedings
This research aims to build a system that estimates assessment expressions to others by machine learning, collects them in real time, and feeds them back to the participants, and this study proposes two techniques that are necessary for this purpose. First, we propose a method to estimate the evaluative behavior to others, which is simplified to positive, negative, and neutral, from the facial images and head acceleration of participants in the conversation. The supervised machine learning algorithm requires ground-truth labeling. To analyze the expression of a large number of people, such as in a classroom, ground-truth labeling becomes a challenge in analysis and system construction. Second, to ease the labeling process we propose and implement a method to recommend the estimated labels on the labeling software. The accuracy of the proposed method is approximately 0.45 in F-value. Considering the time-series information, the proposed method recognizes major changes in positive evaluation behaviors. Presenting recommended labels on our labeling support system increase with time for the ground-truth labeling. However, the accuracy of labeling positive assessments improve in five out of six subjects.
ACM, 2021, iiWAS, 625 - 634International conference proceedings
Recently, it has become a trend to construct a thermal environment with human thermal comfort. The advantage of human thermal comfort is that we could adjust the environment through the thermal sensation of human. Since human thermal comfort is influenced by several factors such as environmental temperature, environmental humidity, airflow, mean radiant heat, and so on, it is usually difficult to be directly evaluated. This paper proposes a method of estimating subjective thermal comfort and objective thermal comfort using CNN by RGB image data, thermal image data, and sensor data. We built a pipe-type booth in a room with a small air conditioner, two heaters, a humidifier, and a dehumidifier to acquired learning data, and we trained CNN under six different learning patterns to estimate thermal comfort. We found that image data is conducive to estimate subjective thermal comfort, and sensor data is conducive to estimating objective thermal comfort.
ACM, 2021, iiWAS, 580 - 585International conference proceedings
A decrease in salivary secretion can cause oral pathologies, such as glossitis and stomatitis. Previous studies have shown that the volume of saliva can be increased by various stimuli. These include warming or massaging the jaw and applying a citrus odor. However, no wearable system has been developed to promote saliva secretion in response to user requirements or mouth dryness. Our final goal was to implement a wearable system that continuously measures the volume of saliva and promotes saliva secretion. This was achieved by attaching actuators and sensors to the lower jaw. To investigate the most effective stimulus under different conditions, we conducted an experimental evaluation using three stimuli (thermal, pressure, and odor) under three different conditions (normal state, upon waking up, and after eating a meal). The results showed that the odor stimuli produced the largest amount of saliva. Finally, we discussed the design of a wearable olfactory display for promoting saliva secretion.
ACM, 2021, AHs '21: Augmented Humans International Conference 2021(AHs), 215 - 222International conference proceedings
Facial expression images are useful for life-logging because they represent one's emotions and mental state. However, using a wearable system to capture facial expressions from the front of the user obstructs the field of view. In this paper, we propose FaceRecGlasses, a compact wearable system that constantly records the user's face and surroundings as images and indexes them with emotions without obstructing the user's daily life. Our eyeglass-shaped device comprises two compact cameras and three mirrors, which enable the user's facial expressions and surroundings to be captured constantly. The proposed system outputs a real-time pseudo-face-image by combining the captured facial components with a stored base-face-image. We investigated suitable facial areas to be captured by the proposed system and evaluated the recognition accuracy of the facial expressions captured. The results confirmed accuracies of 87.5%, 66.7%, and 71.4% for neutral emotion, happiness, and surprise, respectively, indicating that this method reproduces these three facial expressions to a high degree and can be applied to indexing of facial images.
ACM, 2021, AHs '21: Augmented Humans International Conference 2021(AHs), 55 - 65International conference proceedings
Systems presenting information that encourages competition by using rankings and scores (hereafter referred to as competition information) have become widespread to support behavioral change. However, users without high levels of motivation, such as behavior change support targets, do not necessarily benefit from competition information. In this study, we propose a method to control the psychological effects caused by competition information to support behavior change. We implemented a competition information presentation system using step counts logs to support increasing one's daily steps. We designed two patterns of competition information considering psychological effects. One is likely to have good effects, using three mechanisms to easily obtain results corresponding to the effort, make closely matched rivals with similar abilities, and pay attention to a small number of rivals. The other is unlikely to have positive effects and may potentially even have negative ones, using a mechanism that brings about the opposite results of the former pattern. We evaluated 42 participants with low levels of motivation over six weeks. The results showed that the former information pattern increased participants' step counts by about 1000 steps per day, and the latter information pattern did not lead to an increase. We confirmed the feasibility of the proposed method and discussed the possibility of the appropriate use and potential abuse of such techniques for manipulating motivation. Our study can be helpful in designing a competition information presentation system considering psychological effects.
MDPI, 2021, Sensors, 21 (23), 8016 - 8016, EnglishScientific journal
Wearable devices with motion sensors, such as accelerometers and gyroscopes, are expected to become popular. There is a lot of research on recognizing gestures using data obtained from motion sensors. A gesture is a one-off motion and its trajectory, i.e., the waveform of the gesture part, is considered to be important. After segmenting the data, gestures are recognized using a template matching method. However, there is no method to accurately detect when a specific action is performed during a gesture. Although it is possible for a player in a game to perform a throwing motion by the user performing a pitching action, it is difficult to reflect a particular moment, such as the user’s release point, in the player. The authors previously proposed a method using a wrist-worn sensor for determining the moment of touching a card in competitive karuta (a Japanese card game) and developed a system that judges the player who took a card first in a competitive karuta match. As reported in this paper, we improved the estimation method to apply our study to a variety of gestures other than those in competitive karuta and propose a method of detecting the timing of a specific action. Our system was evaluated for three types of release points, baseball throws, basketball free throws, and dart throws, with 11 subjects who had an accelerometer and a gyroscope attached to the wrist. The percentage of release point estimation errors of 12 ms or less was determined to be 100% for baseball, 87.6% for basketball, and 91.1% for darts.
MYU, SCIENTIFIC PUBLISHING DIVISION, 2021, Sensors and Materials, 33 (1), 109 - 126, EnglishScientific journal
In virtual reality (VR) tourism, when watching a video of a tourist location, the feeling of presence improves the experience. Furthermore, it is desirable to be able to give a feeling of having been there before to the users visiting the site afterward. In this study, we aimed to reveal the factors that provide these feelings. We hypothesized that one of the factors is the perception of self-motion. Therefore, we proposed a method wherein the users were induced to turn their heads to the left and right when watching the video of a tourist site via a VR head-mounted display. We conducted two experiments and found that the proposed method conveyed the greatest sense of presence. On the other hand, there was no significant difference in giving the feeling of having been there between the proposed method and watching the video of the site on a PC.
MDPI, Sep. 2020, Electronics (Switzerland), 9 (9), 1 - 19, EnglishScientific journal
Scientific journal
We propose DeskWalk, which is an exercise system that replaces key inputs with body movements. Prolonged sitting significantly compromises health. Previous studies have shown that walking and standing during sedentary work can reduce the negative effects of prolonged sitting. However, these movements interrupt the work of the user. DeskWalk allows a user to exercise during his/her work. It recognizes the body movements using stretch sensors attached to the lower limbs and replaces them with preassigned key inputs. In preliminary experiments, we determined three target movements that involved muscle activities equivalent to walking. The average F-value of the motion recognition rate was 0.99. We implemented a system to measure steps using a smartphone and to perform exercises similar to the walking motion with DeskWalk.
ACM, 2020, ACM International Conference Proceeding Series, 202 - 209, EnglishInternational conference proceedings
In sports, automatic judgments made by electronic devices such as sensors are more accurate than those made by humans. However, automatic judgments are not always satisfactory to players and audiences. In sports that involve ambiguous judging criteria based on the subjectivity of human judges, rigorous automatic judgments may decrease the satisfaction of players and audiences. This decrease hinders the installation of automatic judging, even though computerized officiating is more effective than human judgment in several ways. In this study, we aim to construct an automatic judgment system that satisfies both players and audiences. To investigate the factors that affect the conviction of players and audiences, we implemented an automatic judgment system used for the Japanese statues game. Our system recognizes human motion using an acceleration sensor and automatically judges whether the players are moving. We conducted a user study to compare two threshold patterns for the recognition of the motion.
ACM, 2020, ACM International Conference Proceeding Series, 192 - 201, EnglishInternational conference proceedings
We present design guidelines on light emitting diode (LED) costumes for dance performances assuming repetitive use during concerts. We used LED costumes more than 120 times for large concerts of well-known artists at venues of approximately 50,000 capacity that were commercially successesful and we updated the LED costume design twice based on our experiences during these concerts. Through analyzing the position of broken LEDs and the types of breakage and the problems that occurred during actual performances, we devised 17 design guidelines on LED costumes for dance performances. Thanks to these design guidelines, the LEDs on the costume are more difficult to break and we can prepare for any contingencies that may occur during a performance. We fabricated an improved LED costume based on our design guidelines and conducted endurance tests involving dancing. Throughout the endurance tests, the LEDs did not break, and other factors that cause LED breakage were found. We participated in two exhibitions to conduct special LED dance performances.
Dec. 2019, Designs, 3 (4), 1 - 24Scientific journal
Background/aim: Technological solutions can support the elderly, improve their quality of life and reduce isolation and loneliness. The Euro-Japan ACCRA (Agile Co-Creation for Robots and Aging) project has the objective of building a reference co-creation methodology for the development of robotic solutions for ageing. The aim of this study is to provide a pilot qualitative analysis of the real needs of elderly people and their caregivers when exposed to conversational activities with robots and to identify priority needs that should be developed from end-user perspectives. Methods: A qualitative research design was adopted to define a pre-structured questionnaire that was administered to the elderly taking part in the piloting sessions. Three groups of end-users were included: subjects with an age ≥ 60 years, informal caregivers and formal caregivers. Results: The interviews were carried out in Italy and Japan. A total of 17 elderly and 36 caregivers were recruited. Common needs in the two sites were categorized into 3 groups: Communication; Emotion Detection and Safety. General robot acceptance level is good and perception is positive among participants in the pilot sites. Conclusion: A positive perception of the elderly on the application of a robotic solution was found and many are the needs that could be addressed by an appropriate and careful robotic development taking into account the real needs and capabilities of the involved subjects.
01 Sep. 2019, Aging Clinical and Experimental Research, 31 (9), 1313 - 1329Scientific journal
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A human gaze not only has the meaning that someone is looking at something, but also has various effects on the surrounding people. For example, previous studies have shown that attention is induced in the gaze direction of others and that consciousness of being seen by others affects human behavior. In the future, android robots will play an active role in society. We can predict that communication and information transmission with such gaze information will be possible between humans and robots. However, to the best of our knowledge, no study has yet investigated the effect of robot gazes on people in a situation where many robots exist ubiquitously in daily life. Therefore, in this study, we aim to evaluate the attention inducing effect of the gaze of the face robots installed in the daily living environment. In this paper, we present several examples of services in a situation, where face robots are established ubiquitously in daily life. We verified the attention inducing effect in three test cases. As a result of the experiment, the number of times when the participants focused their attention in the direction of the gaze of the face robot was small. However, the feasibility of the service was demonstrated through the results of the experiment, such as surrounding situation, user’s consciousness about the face robots, and attention induction timing.
ACM, 2019, ACM International Conference Proceeding Series, 5 - 11International conference proceedings
In recent years, augmented reality (AR) technology has received attention. AR technology is expected to be widely used in various day-to-day activities. Many researchers have proposed methods that use AR technology for various purposes. However, there is a possibility that displayed AR objects cause anxiety or spoil scenic views for the user, as the objects can hinder the view and the appearances can change to several forms. Therefore, it is important to consider how we should display the AR objects depending on its purpose. In this study, we have investigated how participants behave when they are shown different AR objects to lead them to the left/right side on an outdoor road. As a result, we confirmed that we should use the AR object whose appearance blends with the surroundings when the object is a sign to lead people on outdoor.
ACM, 2019, ACM International Conference Proceeding Series, 212 - 218, EnglishInternational conference proceedings
Clothing that we wear every day remains in contact with our skin almost at all times. Various haptic sensations to our skin are produced when our clothes deform. We propose a haptic feedback method using the deformation of clothing. Our method deforms the clothing using the contraction of an actuator consisting of shape memory alloys and springs in order to generate haptic sensations. We implemented a prototype long-sleeve T-shirt placing four actuators around the circumference of the forearm, upper arm, and shoulder. We conducted three evaluations to compare the feedback positions. First, the pressure applied to the skin when an actuator contracted varied depending on the locations of the actuation. Second, as compared to the shoulder, the forearm and upper arm achieved a lower stimulation level at which the participants could detect the deformation of clothing taking place. Finally, participants recognized contraction patterns most accurately on the forearm; however, the accuracy of recognition in the case of the shoulder was the worst. Based on the obtained results, we discuss the feedback performance for each position and present the most effective feedback position and the set of contraction patterns that the user could most easily distinguish.
ACM, 2019, ACM International Conference Proceeding Series, 84 - 93, EnglishInternational conference proceedings
In wearable computing environments, users acquire visual information in various scenes using a head mounted display (HMD). However, this induces problems due to their differences from conventional displays such as smartphone and e-books. In this research, we focused on the problem of vertical shock caused by walking. This problem interferes with seeing information on HMDs. In this paper, we discuss selection of font shapes to minimize the effect of this problem. If we can clarify the characteristics of the readability of fonts in wearable computing environments, the application designers can select fonts that strike a balance between intended design elements and readability. In this paper, we first investigated the characteristics of fonts used in Japan considering the HMD swing that results from walking, from the viewpoints of readability (text readability) and legibility (ease of letter recognition) using six different fonts. From this evaluation, we find that fonts with very thin horizontal lines and with very thin horizontal and vertical lines should not be presented on HMDs.
ACM, 2019, Proceedings - International Symposium on Wearable Computers, ISWC, 150 - 159, EnglishInternational conference proceedings
A stylus, which is a pen-shaped instrument, is often used to input commands to touch-screen devices. Especially, the stylus is suitable for creation of digital illustrations and handwriting. Most styluses are capacitance-type, which are unable to detect writing pressure and altitude that are important in the expression of drawing and writing. Moreover, although digitizer styluses such as Apple pencil have a function for detecting writing pressure and altitude, it is limited by the dedicated touch panel due to the specifications. In this research, we propose a pen-grip shaped device for estimating writing pressure and altitude from the force of the fingertip. The proposed device consists of the pen-grip part and 3 axis force sensors embedded into the position that is related to the state of the stylus. In the estimations for writing pressure, the result showed that the proposed method enables accurate estimation in many cases, although it did not work well in the cases of a low or a drastically changed writing pressure. On the other hand, the result of the estimated altitude showed low accuracy.
IEEE, 2019, Proceedings - International Computer Software and Applications Conference, 2, 245 - 250, EnglishInternational conference proceedings
In this paper, we propose a method for recognizing postures and gestures by using foot pressure sensors, and we investigate optimal positions for pressure sensors on soles from the viewpoint of motion recognition accuracy. In experiments, the recognition accuracies of 22 kinds of daily postures and gestures were evaluated from foot-pressure sensor values. Furthermore, the optimum measurement points for high recognition accuracy were examined by evaluating combinations of two foot pressure measurement areas on a round-robin basis. As a result, when selecting the optimum two points for each user, the recognition accuracy was about 94.5% on average. The recognition accuracy of the averaged combinations of the best two combinations for all subjects was classified with an accuracy of about 91.9% on average. As a result of an evaluation to raise versatility, the average recognition accuracy in a three-point evaluation was 98.4%, which was almost the same with the recognition accuracy when using all 105 points. In anticipation of the applicability of this research result, two types of pressure sensing shoes were developed.
2019, J. Inf. Process., 27, 348 - 358Scientific journal
This paper proposes an auditory feedback system for adjusting the foot pressure balance of runners equally between the left and right feet. A wireless shoe system that measures foot plantar pressure in real time was proposed, and two types of auditory feedback mechanisms were provided and evaluated: 1) "Footstep"with a constant 440-Hz sound presented at the time of contact and 2) "Pitch change"that adaptively changes the sound to 880 Hz for the foot when a higher foot load is detected. The results of the user studies did not show a significant change in foot pressure difference with the proposed technique. The influence of the two auditory feedbacks on foot pressure was different for each subject; however, we confirmed the change of foot pressure balance by the change of sound.
ACM, 2019, ACM International Conference Proceeding Series, 94 - 101, English[Refereed]
International conference proceedings
With the spread of smartphones, mothers who operate smartphones while breast-feeding are increasing. This kind of activities are sometimes defined as a bad behavior although this is one of few repose in parenting. In this paper, we investigate if the use of smartphone affects the breast-feeding from the viewpoints of the mother’s posture and the quality of communication between the mother and the baby. We measure the behavior of the mother with/without smartphone using wearable sensors and video camera. As a result of the survey, sensor data did not show the significant difference in the mother’s posture. In the observation of the video camera, the inclination of a mother’s back was different depending on the presence or absence of a smartphone operation. As a result of research on communication with infants, it was longer for mothers to notice changes in their baby while operating smartphones. In the future, in order to reduce mother’s stress, we will consider how to operate smartphones properly, instead of prohibiting operation of smartphones for nursing care.
ACM Press, 2019, UbiComp/ISWC 2019- - Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers, 1190 - 1193, English[Refereed]
International conference proceedings
In recent years, the elderly population has been increasing rapidly and robot therapy for elderly people has been researched. However, there are few common platform for robot therapy for elderly people and few researches on robot therapy for blind elderly people. In this research, we develop a data distribution system for robot therapy for elderly people that collectively manages data on the cloud and promotes data utilization. The development system collects, transfers, and visualizes sensor data related to elderly people with robot interaction. As a case study, we also develop a robot therapy system using conversations for blind elderly people to induce positive mental state. We conducted experiment for three blind elderly and confirmed the feasibility of robot therapy using conversations for blind elderly people.
ACM, 2019, UbiComp/ISWC 2019- - Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers, 61 - 64, English[Refereed]
International conference proceedings
We propose a system that structures a meeting log by detecting and tagging the participants’ actions in the meeting using acceleration sensors. The proposed system detects head movement such as nodding of each participant or motion during utterances by using acceleration sensors attached to the heads of all participants in a meeting. In addition, we developed a Meeting Review Tree, which is an application that recognizes a meeting participants’ utterances and three kinds of actions using acceleration and angular velocity sensors and tags them to recorded movies. In the proposed system, the structure of the meeting is hierarchized into three layers and tagged contexts as follows: The first layer represents the transition of the reporter during the meeting, the second layer represents changes in information of speakers in the report, and the third layer represents motions such as nodding. As a result of the evaluation experiment, the recognition accuracy of the stratified first layer was 57.0% and that of the second layer was 61.0%.
Springer, 2019, Lecture Notes on Data Engineering and Communications Technologies, 22, 841 - 852, English[Refereed]
In book
Although wearable interfaces can enable computer operation anywhere and at any time, many current devices are too cumbersome or socially unacceptable to wear in daily life. In contrast, a ridge of cloth produces a wrinkle that forms naturally on clothes, and the shape of these wrinkles can be recognized by their tactile sensations. Hence, they can achieve eye-free input and output functions. We therefore propose an interface that uses the wrinkles on clothes to input and output information. The interface generates several wrinkles on an item of clothing when an application requires input. The user senses the current state and number of choices by touching these wrinkles. The user can then input commands by selecting one wrinkle. The wrinkles disappear after the operation is complete. We implemented a prototype of this interface and investigated the social acceptance of the device position. The results show that the various device positions (excluding the armpit) achieve a moderate level of social acceptance. We mounted the prototype on the front of the right thigh of a pair of trousers and evaluated the recognition accuracy of the wrinkle patterns as well as the learning curve with respect to input accuracy and time. The participants achieved a recognition rate of 89.4%, input accuracy of 95% or more, and an input time of approximately 2 s. This device has the potential to provide unobtrusive and eyes-free operation and the current results indicate directions for its future development.
2019, J. Inf. Process., 27, 96 - 105, English[Refereed]
Scientific journal
We propose a system that structures a meeting log by detecting and tagging the participants' actions in the meeting using acceleration sensors. The proposed system detects head movement such as nodding of each participant or motion during utterances by using acceleration sensors attached to the heads of all participants in a meeting. As an evaluation result of detection of utterance and three types of head movement, which are nodding, looking around, and tilting one's head, the recognition accuracy of utterance was 44.4%, nodding was 38.9%, and looking around was 39.4%. In addition, we developed a Meeting Review Tree, which is an application that recognizes a meeting participants' utterances and three kinds of actions using acceleration and angular velocity sensors and tags them to recorded movies. In the proposed system, the structure of the meeting is hierarchized into three layers and tagged contexts as follows: The first layer represents the transition of the reporter during the meeting, the second layer represents changes in information of speakers in the report, and the third layer represents motions such as nodding. As a result of the evaluation experiment, the recognition accuracy of the stratified first layer was 57.0% and that of the second layer was 61.0%. The recognition accuracies of the utterance and motions were improved by the machine learning approach. The utterance recognition rate was 97.5%. The motion recognition rate was 52.4% for nodding and 53.6% for looking around. (C) 2019 Elsevier B.V. All rights reserved.
ELSEVIER, 2019, Internet Things, 5, 140 - 152, English[Refereed]
Scientific journal
We can benefit from various services with context recognition using wearable sensors. In this study, we focus on the contexts acquired from sensor data in the nostrils. Nostrils can provide various contexts on breathing, nasal congestion, and higher level contexts including psychological and health states. In this paper, we propose a context recognition method using the information in the nostril. We develop a system to acquire the temperature in the nostrils using small temperature sensors connected to glasses. As a result of the evaluations, the proposed system can detect breathing correctly, workload at an accuracy of 96.4%, six behaviors at an accuracy of 54%, and eight behaviors in daily life at an accuracy of 86%. Moreover, the proposed system can detect nasal congestion, therefore, it can log nasal cycles that are considered to have a relationship with the autonomic nerves and/or biological states.
MDPI, 2019, Sensors, 19 (7), 1528 - 1528, English[Refereed]
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Wearable computing has created textile-based interfaces utilizing the interaction between the user and cloth for operation, as well as the touch and the pinch input operation. The user wears and uses the device in various postures, environments, and operating positions that affect the operation speed and accuracy. However, no study has assessed touching and pinching using the same input interface. One of the textile interfaces has an input interface using wrinkles on clothes, and we have evaluated the input for the same. We designed three touch input methods and one pinch input method. We implemented the input and the output device which use wrinkles and carried out four evaluations. The results indicated that the pinch input reached the highest accuracy of 98% of four input methods after learning and achieved the accuracy of 95% or more irrespective of postures and positions. The narrowing-down selection reached the fastest input time of 1.85 seconds of four methods after learning and achieved the quickest input when participants were stationary, while the double touch was the most rapid when walking. According to the result of the wrinkle recognition, users have a high accuracy of the identification of wrinkles of 89.4% and recognize their shape in approximately 12 seconds.
ACM, 19 Nov. 2018, ACM International Conference Proceeding Series, 66 - 75, English[Refereed]
International conference proceedings
Although it is socially and ethically important not to be late for a determined arrival time, a late arrival sometimes happens against a person's will in using public transportation. However, to prevent late arrivals, there are few approaches that focus on late arrivals caused by user's psychological factors despite the fact that these factors are related to users in transit. In this research, to prevent users from late arrival for target vehicle's departure time, we propose a method for presenting a vehicle timetable mixed with fictional information in consideration of psychological tendency. Our method manipulates the time interval of a vehicle's departure between a user's target vehicle and other vehicles by introducing fictional elements such as by hiding vehicles. We implemented our proposed system. Evaluation results confirmed that our proposed method is effective for changing user's advance planning toward desired direction to prevent late arrivals.
ACM, 19 Nov. 2018, ACM International Conference Proceeding Series, 113 - 117, English[Refereed]
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This paper proposes a method for recognizing postures and gestures using foot pressure sensors, and we investigate optimal positions for pressure sensors on soles are the best for motion recognition. In experiments, the recognition accuracies of 22 kinds of daily postures and gestures were evaluated from foot-pressure sensor values. Furthermore, the optimum measurement points for high recognition accuracy were examined by evaluating combinations of two foot pressure measurement areas on a round-robin basis. As a result, when selecting the optimum two points for a user, the recognition accuracy was about 93.6% on average. Although individual differences were seen, the best combinations of areas for each subject were largely divided into two major patterns. When two points were chosen, combinations of the near thenar, which is located near the thumb ball, and near the heel or point of the outside of the middle of the foot were highly recognized. Of the best two points, one was commonly the near thenar for subjects. By taking three points of data and covering these two combinations, it will be possible to cope with individual differences. The recognition accuracy of the averaged combinations of the best two combinations for all subjects was classified with an accuracy of about 91.0% on average. On the basis of these results, two types of pressure sensing shoes were developed.
ASSOC COMPUTING MACHINERY, Feb. 2018, The 9th Augmented Human Conference (AH 2018), 10:1 - 10:8, English[Refereed]
International conference proceedings
In this study, we investigated the difference between head-mounted displays (HMDs) and smartphone displays on the priming effects for photo-taking behaviors. HMDs appear to be the successor of mobile displays, including smartphone displays. However, HMDs possibly have their own effects on the human mind and body. It seems that the content shown on displays affect human behavior because users passively see displays frequently. Although the effects of smartphones are not a problem yet, the effects of HMDs are possibly greater than those of smartphones because HMD users see the display anytime, anywhere. It is important that we explore the differences between smartphones and HMDs. This study uses priming effects for comparative research. We focus on application icon images because they are continually seen by users. We experimented on whether users tend to take photographs that are affected by the icon images. We prepared three icon images and confirmed that the participants tend to take photographs that are related to the icon images.
Springer, 2018, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 10971 LNCS, 71 - 85, English[Refereed]
International conference proceedings
People who perform while wearing stuffed suits are popular among people of all ages; however, the performers need to train themselves stuffed-suits on their posing before performing. Many performers are forced to train themselves to pose without wearing a stuffed suit because there are few environments where they can train with a stuffed suit, which makes pose training difficult for them. This paper describes a system we propose that enables performers without a stuffed suit to pose train themselves by observing images of the same type of stuffed suits that performers actually wear. Using our system enables users to train themselves with the same sensations they would feel when wearing stuffed suits, which enables them to perform the posing smoothly in a stuffed suit. We carried out a preliminary study to verify the difficulties performers face when wearing a stuffed suit and implemented a prototype of our proposed system. Evaluation results confirmed that using our system enabled performers to improve their posing skills compared with conventional training methods.
Springer Verlag, 2018, Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, 240, 183 - 200, English[Refereed]
International conference proceedings
We propose an eyeglass to present information to a user and others. The proposed eyeglass is equipped with LED tapeson the outside and the inside of its edges. We also propose some applications that control LED blinking of the proposed eyeglass. In addition, we apply the proposed system in a variety of situation. We discuss about the effectiveness of the system in those situations.
Springer Verlag, 2018, Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, 240, 203 - 209, English[Refereed]
International conference proceedings
This paper proposes a method for recognizing postures and gestures using foot pressure sensors, and we investigate optimal positions for pressure sensors on soles are the best for motion recognition. In experiments, the recognition accuracies of 22 kinds of daily postures and gestures were evaluated from foot-pressure sensor values. Furthermore, the optimum measurement points for high recognition accuracy were examined by evaluating combinations of two foot pressure measurement areas on a round-robin basis. As a result, when selecting the optimum two points for a user, the recognition accuracy was about 93.6% on average. Although individual differences were seen, the best combinations of areas for each subject were largely divided into two major patterns. When two points were chosen, combinations of the near thenar, which is located near the thumb ball, and near the heel or point of the outside of the middle of the foot were highly recognized. Of the best two points, one was commonly the near thenar for subjects. By taking three points of data and covering these two combinations, it will be possible to cope with individual differences. The recognition accuracy of the averaged combinations of the best two combinations for all subjects was classified with an accuracy of about 91.0% on average. On the basis of these results, two types of pressure sensing shoes were developed.
Association for Computing Machinery, 2018, ACM International Conference Proceeding Series, 10 - 8, English[Refereed]
International conference proceedings
Competitive karuta is an official Japanese card game and is described as “martial art on the tatami.” Recently, competitive karuta has attracted a great deal of attention among young people. One of characteristic rules of competitive karuta is that there is no referee; therefore players must judge themselves even if the difficult situation arises. Consequently, the players sometimes get into an argument over their judgement, which disrupts the other matches in the room because all the matches proceed in parallel. In this paper, we propose a system that judges the player who took a card first in a competitive karuta match. Our system measures motion data when players take a card by using a wrist-worn accelerometer and gyroscope, and estimates the times when the players touched the card. From the evaluation experiments, 69.2% of rounds were estimated without error and 99.0% of rounds were estimated within 20-ms error. When our system was introduced on the close game, the accuracy of deciding the player taking a card was 75%.
Information Processing Society of Japan, 2018, J. Inf. Process., 26, 38 - 47, English[Refereed]
Scientific journal
We can benefit from various services with context recognition using wearable sensors. In this study, we focus on the contexts acquired from sensor data in the nostrils. Nostrils can provide various contexts on breathing, nasal congestion, and higher level contexts including psychological and health states. In this paper, we propose a context recognition method using the information in the nostril. We develop a system to acquire the temperature in the nostrils using small temperature sensors connected to glasses. As a result of the evaluations, the proposed system can detect workload at an accuracy of 96.4%.
ACM, 2018, Proceedings of the 2018 ACM International Symposium on Wearable Computers, UbiComp 2018, Singapore, Singapore, October 8-12, 2018, 220 - 221, English[Refereed]
International conference proceedings
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Scientific journal
People who perform while wearing stuffed suits are popular among people of all ages however, the performers need to train themselves stuffed-suits on their posing before performing. Many performers are forced to train themselves to pose without wearing a stuffed suit because there are few environments where they can train with a stuffed suit, which makes pose training difficult for them. This paper describes a system we propose that enables performers without a stuffed suit to pose train themselves by observing images of the same type of stuffed suits that performers actually wear. Using our system enables users to train themselves with the same sensations they would feel when wearing stuffed suits, which enables them to perform the posing smoothly in a stuffed suit. We carried out a preliminary study to verify the difficulties performers face when wearing a stuffed suit and implemented a prototype of our proposed system. Evaluation results confirmed that using our system enabled performers to improve their posing skills compared with conventional training methods.
Springer Verlag, 2018, Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, 240, 183 - 200, English[Refereed]
International conference proceedings
We propose an eyeglass to present information to a user and others. The proposed eyeglass is equipped with LED tapeson the outside and the inside of its edges. We also propose some applications that control LED blinking of the proposed eyeglass. In addition, we apply the proposed system in a variety of situation. We discuss about the effectiveness of the system in those situations.
Springer Verlag, 2018, Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, 240, 203 - 209, English[Refereed]
International conference proceedings
睡眠は1日の約3分の1を占めるといわれており,脳・心・身体の疲れを癒し,記憶を定着させるなどの役割を持っている.質の良い睡眠をとるためにも,睡眠解析を行い睡眠段階(睡眠の深さ)を知ることが重要である.睡眠解析の手法には様々な手法が存在するが,睡眠時に測定しても違和感がなく,どのような環境下でも測定できることが好ましい.そこで本研究では,違和感のない持ち運びのできるアイマスク型の睡眠状態認識システムを提案する.REM睡眠時の急速眼球運動に着目し,フォトリフレクタを用いたアイマスク型デバイスにより,睡眠時の眼球運動を測定し睡眠状態を認識する.提案デバイスには19個のフォトリフレクタを眼球を覆うように取り付けており,眼球運動によるセンサデータの変化を取得する.提案手法の評価のために,提案デバイスを用いて眼球運動を測定し,睡眠状態を認識した.8日分のデータからRandom Forestを用いて交差検証によりREM睡眠・NREM睡眠の2値で判定し,認識率が86.89%である脳波計を正解データとして使用した結果,認識率は平均で83.1%となった. Sleep occupies almost a third of our lives, and it has various roles. It heals the brain, heart, and body. To get good quality sleep, it is important to analyze sleep and to identify the transitions of sleep stages. There are various methods of sleep analysis, and they require to wear comfortable and to measure anywhere. In this paper, we present a comfortable and portable sleep sensing system that classifies sleep stages by measuring eye movement with infrared sensors on an eye mask. The proposed devise has 19 photo-reflectors that cover the eye, which measures the change of sensor data caused by eye movements. As an evaluation experiment, we measured eye movements during sleep, and classified sleep stages. We use the electroencephalograph, 86.89% accuracy, as the ground truth. The result of cross-validation from 8 sets of sleep using Random Forest can recognize two stages, REM or NREM, with 83.1% accuracy.
2018, 情報処理学会論文誌ジャーナル(Web), 59 (8), 1477 - -1484, Japanese[Refereed]
Scientific journal
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We can benefit from various services with context recognition using wearable sensors. In this study, we focus on the contexts acquired from sensor data in the nostrils. Nostrils can provide various contexts on breathing, nasal congestion, and higher level contexts including psychological and health states. In this paper, we propose a context recognition method using the information in the nostril. We develop a system to acquire the temperature in the nostrils using small temperature sensors connected to glasses. As a result of the evaluations, the proposed system can detect workload at an accuracy of 96.4%.
ACM, 2018, Proceedings - International Symposium on Wearable Computers, ISWC, 220 - 221, English[Refereed]
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People often feel dissatisfied when their subjective time (i.e. time that is subjectively experienced) is different from the objective time (i.e. time that is determined objectively). Because it is difficult for one to control his/her sense of time, manipulating subjective time easily with computing technology can enhance a user’s satisfaction in many situations. In this paper, therefore, we propose a method for controlling a user’s subjective time by using sensory stimuli designed based on filled-duration illusion (FDI) for wearable-computer environments. Filled-duration illusion is an illusion in which subjective time is affected by the amount of sensory stimuli within a certain duration. We evaluated three prototype systems involving our method using three stimulus modalities, i.e., visual, auditory, and tactile presented on wearable devices. In the experiment using prototype visual-stimulus system, we confirmed that user’s time estimation increased significantly by about 18 % under the condition of stimuli-decrease pattern compared with no stimuli.
Association for Computing Machinery, 26 Nov. 2017, ACM International Conference Proceeding Series, 223 - 230, English[Refereed]
International conference proceedings
We present Smart Eye Mask, which is a portable and comfortable sleep sensing system that classifies sleep stages (REM or NREM) by using infrared sensors on an eye mask. Smart Eye Mask has 19 photo-reflectors and measures the change in eye movement from the distance between the eyelid and the device. Since Smart Eye Mask is integrated into an eye mask, users do not feel uncomfortable during sleep. Moreover, users can utilize it anywhere because eye masks are easy to carry. We conducted an evaluation of Smart Eye Mask, and the recognition rate of classifying sleep stages as REM or NREM was 80.0 %.
Association for Computing Machinery, 11 Sep. 2017, Proceedings - International Symposium on Wearable Computers, ISWC, Part F130534, 58 - 61, English[Refereed]
International conference proceedings
We present Smart Eye Mask, which is a portable and comfortable sleep sensing system that classifies sleep stages (REM or NREM) by using infrared sensors on an eye mask. Smart Eye Mask has 19 photo-reflectors and measures the change in eye movement from the distance between the eyelid and the device. Since Smart Eye Mask is integrated into an eye mask, users do not feel uncomfortable during sleep. Moreover, users can utilize it anywhere because eye masks are easy to carry. We conducted an evaluation of Smart Eye Mask, and the recognition rate of classifying sleep stages as REM or NREM was 80.0 %.
Association for Computing Machinery, Inc, 11 Sep. 2017, UbiComp/ISWC 2017 - Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers, 265 - 268, English[Refereed]
International conference proceedings
Users should always be able to receive information when using a head-mounted display (HMD) anytime, anywhere. Users can watch content shown on an HMD hands-free even when moving or working. It seems that presenting specific information affects humans. In this paper, we investigate the effects on listening to speech information that are caused by presenting animation on an HMD. It is difficult to listen to information that is presented in noisy surroundings. If the solution were only to turn up the volume, we would feel uncomfortable because this is very inconvenient. Therefore, by additionally presenting animation, we aim to make it easy for users to listen to speech information. With our method, we use lip-sync animation that matches specific speech information. We performed two experiments to determine whether it is easier to get speech information with animation. Copyright held by the owner/author(s).
Association for Computing Machinery, Inc, 11 Sep. 2017, UbiComp/ISWC 2017 - Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers, 666 - 672, English[Refereed]
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We present Smart Eye Mask, which is a portable and comfortable sleep sensing system that classifies sleep stages (REM or NREM) by using infrared sensors on an eye mask. Smart Eye Mask has 19 photo-reflectors and measures the change in eye movement from the distance between the eyelid and the device. Since Smart Eye Mask is integrated into an eye mask, users do not feel uncomfortable during sleep. Moreover, users can utilize it anywhere because eye masks are easy to carry. We conducted an evaluation of Smart Eye Mask, and the recognition rate of classifying sleep stages as REM or NREM was 80.0 %.
ASSOC COMPUTING MACHINERY, Sep. 2017, the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp 2017), 265 - 268, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
[Refereed]
Scientific journal
Refrigerators are commonly used by multiple users in the home and office. However, expired food is sometimes left in the refrigerator, and users may eat food belonging to others since food is often arranged in the refrigerator in a disorderly manner. This happens because food is not organized by owner. If food can be linked with its owner, users will not eat food belonging to others, and food in the refrigerator will be consumed prior to expiration by informing the owner of the expiration date. The simplest way to link food with its owner is to input the name of the owner manually every time he or she puts food in the refrigerator, which, however, is tedious and impractical. We propose a method that identifies who put food in the refrigerator by using pressure sensors, an accelerometer, and a gyroscope attached to the refrigerator door. The method analyzes the motions of opening/closing a refrigerator door and the pressure distribution of gripping the door-handle. In the future, we aim to link food with its owner. From the experiment, we confirmed that the method achieves 90.3% accuracy in user identification for a group of four.
IEEE, 02 May 2017, 2017 IEEE International Conference on Pervasive Computing and Communications Workshops, PerCom Workshops 2017, 533 - 538, English[Refereed]
International conference proceedings
Biological information can easily be monitored by installing sensors in a lavatory bowl. Lavatories are usually shared by several people, so users need to be identified. Because of the need for privacy, using cameras, microphones, or scales is not appropriate. Though personal identification can be done using a touch panel, the user may forget to use it because the action is not necessary. In this paper, we focus on the differences in the way of pulling a toilet paper roll and propose a system that identifies individuals based on features of rotating of toilet paper rolls with a gyroscope. The evaluation results revealed that 83.9% accuracy was achieved for a five-person group in a laboratory environment, and 69.2% accuracy was achieved for a five-person group in a practical environment.
IEEE, 02 May 2017, 2017 IEEE International Conference on Pervasive Computing and Communications Workshops, PerCom Workshops 2017, 521 - 526, English[Refereed]
International conference proceedings
[Refereed]
Scientific journal
[Refereed]
Scientific journal
[Refereed]
International conference proceedings
Learning activities were evaluated using questionnaire survey, video, or audio. However, these methods have the following problems. First, writing on the questionnaire paper is difficult, especially for little children. Second, because the answering questionnaires was performed after the experiments were finished. They were different temporally and spatially from the scene to be evaluated. Moreover, sometimes participants has forgot the part of the contents. Finally, by recording video or audio, we can look back at each scene and evaluate them, however, video or audio analysis takes a very long time. This research aims to solve these three problems and evaluate natural reactions first, for children of a low age group, second, including changes in the state of participants during an activity, and third, as much as possible without wasting time and effort. In this paper, during storytelling events for children, we attempted to obtain the values of acceleration and angular velocity sensors with sensors placed on the participant’s heads, and tried to estimate their motions and degree of interests. Motions were calculated using the F-value, with accuracies of 0.66 in “Sitting state”, 0.26 in “Sitting again”, 0.47 in “Wriggling”, and 0.93 in “Playing with hands”. From these results, “Playing with hands” had the highest degree of interest, with a motion recognition rate of 0.93 in F-value. Comparing the proposed method with the video evaluation later, the proposed method can obtain the evaluation result during the learning activity. Therefore, by feeding back the estimation result in real time, we can make improvements while doing activities.
Springer Verlag, 2017, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 10272, 353 - 363, English[Refereed]
International conference proceedings
Biological information can easily be monitored by installing sensors in a lavatory bowl. Lavatories are usually shared by several people, so users need to be identified. Because of the need for privacy, using cameras, microphones, or scales is not appropriate. Though personal identification can be done using a touch panel, the user may forget to use it because the action is not necessary. In this paper, we focus on the differences in the way of pulling a toilet paper roll and propose a system that identifies individuals based on features of rotating of toilet paper rolls with a gyroscope. The evaluation results revealed that 83.9% accuracy was achieved for a five-person group in a laboratory environment, and 69.2% accuracy was achieved for a five-person group in a practical environment.
IEEE, 2017, 2017 IEEE INTERNATIONAL CONFERENCE ON PERVASIVE COMPUTING AND COMMUNICATIONS WORKSHOPS (PERCOM WORKSHOPS), 521 - 526, English[Refereed]
International conference proceedings
Purpose: When designing a performance involving people and mobile robots, the required functions and shape of the robot must be considered. However, it can be difficult to account for all of the requirements. The purpose of this paper is to discuss a mobile robot in the shape of a ball that is used in theatrical performances. Design/methodology/approach: The paper proposes a mobile robot that can give the audience the optical illusion of the unique movements of a sphere by mounting a spherical light-emitting diode (LED) display on a high-agility wheeled robot. Findings: It was found that movements that are difficult to implement with existing mechanisms can nonetheless be visualized through the use of light. Originality/value: The paper proposes the concept of using pseudo-physical movements in performances with robots. The authors built a robot that visually reproduces the movements of a rolling sphere and is capable of faster movements and easier position estimations in comparison with previous spherical robots.
EMERALD GROUP PUBLISHING LTD, 2017, International Journal of Pervasive Computing and Communications, 13 (1), 92 - 111, English[Refereed]
Scientific journal
People often feel dissatisfied when their subjective time (i.e. time that is subjectively experienced) is different from the objective time (i.e. time that is determined objectively). Because it is difficult for one to control his/her sense of time, manipulating subjective time easily with computing technology can enhance a user’s satisfaction in many situations. In this paper, therefore, we propose a method for controlling a user’s subjective time by using sensory stimuli designed based on filled-duration illusion (FDI) for wearable-computer environments. Filled-duration illusion is an illusion in which subjective time is affected by the amount of sensory stimuli within a certain duration. We evaluated three prototype systems involving our method using three stimulus modalities, i.e., visual, auditory, and tactile presented on wearable devices. In the experiment using prototype visual-stimulus system, we confirmed that user’s time estimation increased significantly by about 18 % under the condition of stimuli-decrease pattern compared with no stimuli.
Association for Computing Machinery, 2017, ACM International Conference Proceeding Series, 223 - 230, English[Refereed]
International conference proceedings
We propose a method for gesture recognition that utilizes active acoustic sensing, which transmits acoustic signals to a target, and recognizes the target’s state by analyzing the response. In this study, the user wore a contact speaker that transmitted ultrasonic sweep signals to the user’s body and a contact microphone that detected the ultrasound propagated through the body. The propagation characteristics of the ultrasound changed depending on the user’s movements. We utilized these changes to recognize the user’s gestures. One of the important novelty features of our method is that the user’s gestures can be acquired not only from the physical movement but also from the user’s internal state, such as muscle activity, since ultrasound is transmitted via both the user’s internal body and body surface. Moreover, our method is not adversely affected by audible-range sounds generated by the environment and body movements because we utilize ultrasound. We implemented a device that uses active acoustic sensing to effectively transmit/detect the ultrasound to/from the body and investigated the performance of the proposed method in 21 contexts with 10 subjects. The evaluation results confirmed that the precision and recall are 93.1% and 91.6%, respectively when we set 10% of the data as training data and the rest as testing data in the same data set. When we used the data set for training and the other data set for testing in the same day, the precision and recall are 51.6% and 51.3%, respectively.
Information Processing Society of Japan, 2017, Journal of Information Processing, 25, 331 - 340, English[Refereed]
Scientific journal
There have been several studies on object detection and activity recognition on a table conducted thus far. Most of these studies use image processing with cameras or a specially configured table with electrodes and an RFID reader. In private homes, methods using cameras are not preferable since cameras might invade the privacy of inhabitants and give them the impression of being monitored. In addition, it is difficult to apply the specially configured system to off-the-shelf tables. In this work, we propose a system that recognizes activities conducted on a table and identifies which user conducted the activities with load cells only. The proposed system uses four load cells installed on the four corners of the table or under the four legs of the table. User privacy is protected because only the data on actions through the load cells is obtained. Load cells are easily installed on off-the-shelf tables with four legs and installing our system does not change the appearance of the table. The results of experiments using a table we manufactured revealed that the weight error was 38 g, the position error was 6.8 cm, the average recall of recognition for four activities was 0.96, and the average recalls of user identification were 0.65 for ten users and 0.89 for four users.
Information Processing Society of Japan, 2017, Journal of Information Processing, 25, 59 - 66, English[Refereed]
Scientific journal
[Refereed]
On playing drums, it is important to master the correct stroking order. Drummers are required to learn the drum rudiment to play drums efficiently. Generally, musical scores for drums do not have the annotation that indicates which hand drummers use to stroke each drum, left or right. Although drum teachers handwrite such annotation on the musical score, there is not the system that generates the musical score indicating the hitting hand on playing drums automatically. In this research, we proposed a musical score generating system that indicates the hitting hand to stroke each drum. Our proposed STICK TRACK recognizes the hitting hand on the basis of the data of a gyro sensor that are embedded in the drum sticks and MIDI message from an electronic drum. We constructed the prototype system and evaluated its effectiveness.
Asia Digital Art and Design Association, Jan. 2017, International journal of Asia digital art and design, 20 (4), 69 - -75, English[Refereed]
Scientific journal
There have been several studies on object detection and activity recognition on a table conducted thus far. Most of these studies use image processing with cameras or a specially configured table with electrodes and an RFID reader. In private homes, methods using cameras are not preferable since cameras might invade the privacy of inhabitants and give them the impression of being monitored. In addition, it is difficult to apply the specially configured system to off-the-shelf tables. In this work, we propose a system that recognizes activities conducted on a table and identifies which user conducted the activities with load cells only. The proposed system uses four load cells installed on the four corners of the table or under the four legs of the table. User privacy is protected because only the data on actions through the load cells is obtained. Load cells are easily installed on off-the-shelf tables with four legs and installing our system does not change the appearance of the table. The results of experiments using a table we manufactured revealed that the weight error was 38 g, the position error was 6.8 cm, the average recall of recognition for four activities was 0.96, and the average recalls of user identification were 0.65 for ten users and 0.89 for four users.
Information Processing Society of Japan, 2017, J. Inf. Process., 25 (1), 59 - 66, English[Refereed]
Scientific journal
[Refereed]
In recent years, as robotics technology progresses, various mobile robots have been developed to dance with humans. However, up until now there have been no system for interactively creating a performance using multiple mobile robots. Therefore, performance using multiple mobile robots is still difficult. In this study, we construct a mechanism by which a performer can interactively create a performance while he/she considers the correspondence between his/her motion and the mobile robots' movement and light. Specifically, we developed a system that enables performers to freely create performances with multiple robotics balls that can move omunidirectionnally and have full color LEDs. Performers can design both the movements of the robotic balls and the colors of the LEDs. To evaluate the effectiveness of the system, we had four performers use the system to create and demonstrate performances. Moreover, we confirmed that the system performed reliably in a real environment.
Japan Society for Software Science and Technology, 2017, コンピュータソフトウェア, 34 (2), 2_39 - 2_50, Japanese[Refereed]
Learning activities were evaluated using questionnaire survey, video, or audio. However, these methods have the following problems. First, writing on the questionnaire paper is difficult, especially for little children. Second, because the answering questionnaires was performed after the experiments were finished. They were different temporally and spatially from the scene to be evaluated. Moreover, sometimes participants has forgot the part of the contents. Finally, by recording video or audio, we can look back at each scene and evaluate them, however, video or audio analysis takes a very long time. This research aims to solve these three problems and evaluate natural reactions; first, for children of a low age group, second, including changes in the state of participants during an activity, and third, as much as possible without wasting time and effort. In this paper, during storytelling events for children, we attempted to obtain the values of acceleration and angular velocity sensors with sensors placed on the participant’s heads, and tried to estimate their motions and degree of interests. Motions were calculated using the F-value, with accuracies of 0.66 in “Sitting state”, 0.26 in “Sitting again”, 0.47 in “Wriggling”, and 0.93 in “Playing with hands”. From these results, “Playing with hands” had the highest degree of interest, with a motion recognition rate of 0.93 in F-value. Comparing the proposed method with the video evaluation later, the proposed method can obtain the evaluation result during the learning activity. Therefore, by feeding back the estimation result in real time, we can make improvements while doing activities.
Springer Verlag, 2017, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 10272 LNCS, 353 - 363, English[Refereed]
International conference proceedings
Purpose - When designing a performance involving people and mobile robots, the required functions andshape of the robot must be considered. However, it can be difficult to account for all of the requirements. The purpose of this paper is to discuss a mobile robot in the shape of a ball that is used in theatrical performances.Design/methodology/approach - The paper proposes a mobile robot that can give the audience the optical illusion of the unique movements of a sphere by mounting a spherical light-emitting diode (LED) display on a high-agility wheeled robot.Findings - It was found that movements that are difficult to implement with existing mechanisms can nonetheless be visualized through the use of light.Originality/value - The paper proposes the concept of using pseudo-physical movements in performances with robots. The authors built a robot that visually reproduces the movements of a rolling sphere and is capable of faster movements and easier position estimations in comparison with previous spherical robots.
EMERALD GROUP PUBLISHING LTD, 2017, INTERNATIONAL JOURNAL OF PERVASIVE COMPUTING AND COMMUNICATIONS, 13 (1), 92 - 111, English[Refereed]
Scientific journal
We present Smart Eye Mask, which is a portable and comfortable sleep sensing system that classifies sleep stages (REM or NREM) by using infrared sensors on an eye mask. Smart Eye Mask has 19 photo-reflectors and measures the change in eye movement from the distance between the eyelid and the device. Since Smart Eye Mask is integrated into an eye mask, users do not feel uncomfortable during sleep. Moreover, users can utilize it anywhere because eye masks are easy to carry. We conducted an evaluation of Smart Eye Mask, and the recognition rate of classifying sleep stages as REM or NREM was 80.0 %.
Association for Computing Machinery, 2017, Proceedings - International Symposium on Wearable Computers, ISWC, 130534, 58 - 61, English[Refereed]
International conference proceedings
[Refereed]
Many applications have recently been developed for guided sightseeing on smartphones. In these applications, developers provide recommended routes for users beforehand so that they can better enjoy their trips. However, these guided sightseeing applications cannot satisfy all situations for all users, moreover, it is difficult for these applications to control crowd flow during peak seasons. Therefore, we propose a navigation system for sightseeing that generates a route plan on the basis of users' current situations and persuades users to pick specific spots from a route customization view. Furthermore, we evaluate the methods for controlling crowd flow by changing the presented information.
IEEE, 16 Dec. 2016, NBiS 2016 - 19th International Conference on Network-Based Information Systems, 317 - 322, English[Refereed]
International conference proceedings
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[Refereed]
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Drummers are required to learn the correct stroking order to play drums efficiently. However, general musical scores for drums do not indicate the annotation which drummers use to stroke each drum with a left hand or a right hand. Therefore, drum teachers have to handwrite such annotation to musical score or use the soft application. There is not musical score generation system for drums that indicates hitting hands. In this research, we proposed the system that generates musical score that indicates the hitting hand for drum performance. Our proposed STICK TRACK recognizes the hitting hand on the basis of the data of a gyro sensor that are embedded in the drumsticks and MIDI message from an electronic drum. We constructed the prototype system and evaluated its effectiveness.
Association for Computing Machinery, 28 Nov. 2016, ACM International Conference Proceeding Series, 28-November-2016, 284 - 285, English[Refereed]
International conference proceedings
In this paper, we propose a screen unlocking system using an accelerometer and pressure sensor arrays mounted on a mobile phone as casual identification. The proposed system focuses on the user's behavioral characteristics when taking their mobile phone from their pocket and the pressure distribution when gripping the mobile phone during this motion. In the evaluation experiment, 12 out of 30 taking-out actions succeed to unlock the mobile phone screen, and our system achieved 0.43 FAR after 18 templates had been trained.
ACM, 28 Nov. 2016, ACM International Conference Proceeding Series, 110 - 114[Refereed]
International conference proceedings
When designing a performance involving people and mobile robots, we must consider the required functions and shape of the robot. However, it can be difficult to account for all of the requirements. In this paper, we discuss a mobile robot in the shape of a ball that is used in theatrical performances. Such a spherical robot should be agile and be able to roll like a ball. However, it is difficult to create a robot with all of these characteristics. Instead, we propose a mobile robot that can give the audience the optical illusion of the unique movements of a sphere by mounting a spherical LED display on a high-agility wheeled robot. The results of an experiment using a prototype indicate that this sort of robot can broaden the range of possible performances by giving the optical illusion of being a rolling sphere.
ACM, 28 Nov. 2016, ACM International Conference Proceeding Series, 164 - 173[Refereed]
International conference proceedings
We propose a method for gesture recognition that utilizes active acoustic sensing, which transmits acoustic signals to a target, and recognizes the target's state by analyzing the response. In this study, the user wore a contact speaker that transmitted ultrasonic sweep signals to the user's body and a contact microphone that detected the ultrasound propagated through the body. The propagation characteristics of the ultrasound changed depending on the user movements. We utilized these changes to recognize the user's gestures. The novel point of our method is that the user's gestures can be acquired not only from the apparent movement but also from the user's internal state, such as muscle activity, since ultrasound is transmitted to the user's internal body and body surface. We implemented a prototype device and investigated the performance of the proposed method in 21 contexts with 10 subjects. The evaluation results confirmed that the recognition accuracy was 91.6 % on average when we trained/tested using the same data set.
Association for Computing Machinery, 28 Nov. 2016, ACM International Conference Proceeding Series, 28-November-2016, 288 - 289, English[Refereed]
International conference proceedings
Along with the progress of miniaturization and energy saving technologies of sensors, biological information in our daily life can be monitored by installing the sensors to a lavatory bowl. Lavatory is usually shared among several people, therefore biological information need to be identified. Using camera, microphone, or scales is not appropriate considering privacy in a lavatory. In this paper, we focus on the difference in the way of pulling a toilet paper roll and propose a system that identifies individuals based on features of rotation of a toilet paper roll with a gyroscope. The evaluation results confirmed that 85.8% accuracy was achieved for a five-people group in a laboratory environment.
Association for Computing Machinery, 28 Nov. 2016, ACM International Conference Proceeding Series, 28-November-2016, 282 - 283, English[Refereed]
International conference proceedings
Symposium
Symposium
Symposium
[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
We propose an input interface that uses wrinkles on clothes. The interface generates several wrinkles on clothes when an input action is required from applications. The user senses the current situation and the number of choices by touching the wrinkles. He/she can input commands by selecting one of the wrinkles, and these wrinkles disappear after input operation. This sequence can be performed inconspicuously since the wrinkles provide tactile feedback in an eye-free input interface. The interface is naturally buried in natural wrinkles on clothes. We implemented a prototype of the proposed input interface and evaluated users' learning on it. The evaluation results confirmed that users can operate the proposed interface with more than 95% accuracy and in approximately two seconds per input.
IEEE Computer Society, 12 Sep. 2016, International Symposium on Wearable Computers, Digest of Papers, 12-16-September-2016, 56 - 57, English[Refereed]
International conference proceedings
Competitive karuta is a Japanese card game. It is played without a referee. Therefore, the players sometimes get into an argument over their judgement. We propose a system that judges the player who took a card first in a competitive karuta match by using a wrist-worn accelerometer and gyroscope. From the experiments, 69.2% of rounds were estimated without error and 99.0% of rounds were estimated within 20-ms error. When our system was introduced on the close game, the accuracy of deciding the player taking a card was 75%.
IEEE Computer Society, 12 Sep. 2016, International Symposium on Wearable Computers, Digest of Papers, 12-16-September-2016, 62 - 63, English[Refereed]
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It is difficult to control one's mental preparedness in important situ- Ations such as sports performances. We propose Success Imprinter, a new mental control system that enables users to strengthen their mental preparedness simply by presenting information. With Suc- cess Imprinter, users can strengthen their mental preparedness more easily than by using the previous methods. We utilize the concept of conditioning, which is a learning principle. Our system presents users with a stimulus, which is presented upon the success of their performance repeatedly, to strengthen their mental preparedness. An evaluation confirmed that Success Imprinter has a consistent effect on user's mental preparedness and results of darts competi- Tion although its effect was different for each user. Moreover, we discuss a method to identify the effect on each user on the basis of their individual characteristics. From these results, we imple- mented a prototype that presents conditioned information automatically.
ASSOC COMPUTING MACHINERY, 25 Feb. 2016, ACM International Conference Proceeding Series, 25-27-February-2016, 11 - 8, English[Refereed]
International conference proceedings
This paper investigates an activity recognition method where the user wears stretch sensors made of conductive fabric on each part of the body. The system recognizes actions by measuring the circumference of body parts. The electrical resistivity of our stretch sensors changes in accordance with their expansion/shrinkage. The strengths of this approach are that the appearance of the user is not interfered with and that the sensor is less expensive than other sensors such as the myoelectric sensor. The results of evaluation confirmed that our method can recognize eight contexts by measur-ing the circumference of four body parts (abdominal region, waist, wrist, ankle) with 99.92% accuracy.
ASSOC COMPUTING MACHINERY, 25 Feb. 2016, ACM International Conference Proceeding Series, 25-27-February-2016, 13 - 7, English[Refereed]
International conference proceedings
Stress is extremely harmful to one's health. It is important to know which situations or events cause us to feel stressed: if we know the factors behind the stress, we can take corrective action. However, it is hard to perceive stress in everyday life by ourselves. Automat- ically detecting stress from biological information is one method for dealing with this. Stress is generally detected by using a phys- iological index pulse, brain activity, and breathing in order to en- sure universality and accuracy. This biological information reacts to sudden stressors, not chronic stressors. However, it is difficult to use measuring devices for such data in everyday life because the devices require expertise for operation and are expensive. Our goal in this study is to develop a lifelog system featuring glass-equipped sensors that can be used on a daily basis. We detect stress by exam- ining nasal skin temperature, which is decreased by sudden stres- sors. In order to investigate the recognition accuracy of the pro- posed system, we performed experiments at the scenes of feeling stress. Results showed that the system can distinguish factors other than stress from the change in nasal skin temperature with suffi- cient precision. Moreover, we investigated the optimum locations to attach temperature sensors to ensure that they have both reactiv- ity and comfort. We also implemented an application for analyzing the measured data. The application calculates the time at which a user feels stress by analyzing the measured data and extracts a stressful scene from a video recorded from the point of view of the user.
ASSOC COMPUTING MACHINERY, 25 Feb. 2016, ACM International Conference Proceeding Series, 25-27-February-2016, 8 - 8, English[Refereed]
International conference proceedings
In recent years, as robotics technology progresses, various mobile robots have been developed to dance with humans. However, up until now there have been no system for interac- Tively creating a performance using multiple mobile robots. Therefore, performance using multiple mobile robots is still difficult. In this study, we construct a mechanism by which a performer can interactively create a performance while he/she considers the correspondence between his/her motion and the mobile robots' movement and light. Specifically, we developed a system that enables performers to freely cre- Ate performances with multiple robotics balls that can move omunidirectionnally and have full color LEDs. Performers can design both the movements of the robotic balls and the colors of the LEDs. To evaluate the effectiveness of the system, we had four performers use the system to create and demonstrate performances. Moreover, we confirmed that the system performed reliably in a real environment.
ACM, 25 Feb. 2016, ACM International Conference Proceeding Series, 25-27-February-2016, 12 - 8, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
Purpose - This paper aims to control the crowd flow naturally by presenting appropriate information.Design/methodology/approach - The authors developed a navigation application for an event held in Osaka called "Osaka Mizube Bar", and divided users into three groups to present different information in restaurants' view list.Findings - The results of the experiment confirmed that users will focus on the position of the rank list, regardless of the information for each item.Originality/value - This paper used persuasive technology in information presentation for event application.
EMERALD GROUP PUBLISHING LTD, Feb. 2016, International Journal of Pervasive Computing and Communications, 12 (1), 1 - 24, English[Refereed]
Scientific journal
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International conference proceedings
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Scientific journal
Purpose–This paper aims to control the crowd flow naturally by presenting appropriate information. Design/methodology/approach–The authors developed a navigation application for an event held in Osaka called “Osaka Mizube Bar”, and divided users into three groups to present different information in restaurants’ view list. Findings–The results of the experiment confirmed that users will focus on the position of the rank list, regardless of the information for each item. Originality/value–This paper used persuasive technology in information presentation for event application.
Emerald Group Publishing Ltd., 2016, International Journal of Pervasive Computing and Communications, 12 (1), 87 - 106, English[Refereed]
Scientific journal
[Refereed]
International conference proceedings
[Refereed]
[Refereed]
We propose an input interface that uses wrinkles on clothes. The interface generates several wrinkles on clothes when an input action is required from applications. The user senses the current situation and the number of choices by touching the wrinkles. He/she can input commands by selecting one of the wrinkles, and these wrinkles disappear after input operation. This sequence can be performed inconspicuously since the wrinkles provide tactile feedback in an eye-free input interface. The interface is naturally buried in natural wrinkles on clothes. We implemented a prototype of the proposed input interface and evaluated users' learning on it. The evaluation results confirmed that users can operate the proposed interface with more than 95% accuracy and in approximately two seconds per input.
IEEE Computer Society, 2016, International Symposium on Wearable Computers, Digest of Papers, 12-16-, 56 - 57, English[Refereed]
International conference proceedings
Competitive karuta is a Japanese card game. It is played without a referee. Therefore, the players sometimes get into an argument over their judgement. We propose a system that judges the player who took a card first in a competitive karuta match by using a wrist-worn accelerometer and gyroscope. From the experiments, 69.2% of rounds were estimated without error and 99.0% of rounds were estimated within 20-ms error. When our system was introduced on the close game, the accuracy of deciding the player taking a card was 75%.
ACM, 2016, International Symposium on Wearable Computers (ISWC), 62 - 63, English[Refereed]
International conference proceedings
Many applications have recently been developed for guided sightseeing on smartphones. In these applications, developers provide recommended routes for users beforehand so that they can better enjoy their trips. However, these guided sightseeing applications cannot satisfy all situations for all users; moreover, it is difficult for these applications to control crowd flow during peak seasons. Therefore, we propose a navigation system for sightseeing that generates a route plan on the basis of users' current situations and persuades users to pick specific spots from a route customization view. Furthermore, we evaluate the methods for controlling crowd flow by changing the presented information.
IEEE, 2016, PROCEEDINGS OF 2016 19TH INTERNATIONAL CONFERENCE ON NETWORK-BASED INFORMATION SYSTEMS (NBIS), 317 - 322, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
Along with the progress of miniaturization and energy saving technologies of sensors, biological information in our daily life can be monitored by installing the sensors to a lavatory bowl. Lavatory is usually shared among several people, therefore biological information need to be identified. Using camera, microphone, or scales is not appropriate considering privacy in a lavatory. In this paper, we focus on the difference in the way of pulling a toilet paper roll and propose a system that identifies individuals based on features of rotation of a toilet paper roll with a gyroscope. The evaluation results confirmed that 85.8% accuracy was achieved for a five-people group in a laboratory environment.
Association for Computing Machinery, 2016, ACM International Conference Proceeding Series, 28-, 282 - 283, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
[Refereed]
This paper describes a participatory theatrical performance named YOUPLAY. In YOUPLAY, a general person who is usually treated as an audience member ecomes an actor and plays a character role in the performance. He/she wears several types of equipments such as sensors and a microphone, and experiences an interactive story. We found during the development and actual use of the system that such interactive systems need robust activity recognition techniques. We explain the details of the system for YOUPLAY and present the knowledge gathered from 80 actual stages.
Association for Computing Machinery, Inc, 11 Dec. 2015, 13th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2015 - Proceedings, 93 - 99, English[Refereed]
International conference proceedings
There have been several studies on object detection and activity recognition on a table conducted thus far. Most of these studies use image processing with cameras or a specially configured table with electrodes and an RFID reader. In private homes, methods using cameras are not preferable since cameras might invade the privacy of inhabitants and give them the impression of being monitored. In addition, it is difficult to apply the specially configured system to off-the-shelf tables. In this work, we propose a system that recognizes activities conducted on a table and identifies which user conducted the activities with load cells only. The proposed system uses four load cells installed on the four corners of the table or under the four legs of the table. User privacy is protected because only the data on actions through the load cells is obtained. Load cells are easily installed on off-the-shelf tables with four legs and installing our system does not change the appearance of the table. The results of experiments using a table we manufactured revealed that the weight error was 38 g, the position error was 6.8 cm, the average recall of recognition for four activities was 0.96, and the average recalls of user identification were 0.65 for ten users and 0.89 for four users.
Association for Computing Machinery, Inc, 11 Dec. 2015, 17th International Conference on Information Integration and Web-Based Applications and Services, iiWAS 2015 - Proceedings, 296 - 301, English[Refereed]
International conference proceedings
With the recent fall in the prices of small and high resolution pro-jectors, it has become increasingly popular to project images onto a screen. However, because viewers can see all of the images projected on a screen at a given time, the presenter is not able to present only a portion of the projected information. In other words, the view-ers cannot look at a part of the projected information selectively: they must see it all, including that which they do not want to see. To overcome this limitation, we propose a presentation system us-ing a multi-tiled screen. The screen is divided into 3-3 multiple rotatable panels and by rotating the surface of the projection, the presenter can select which information the viewers can see. We implemented a prototype system and confirmed that the presenter can conceal a part of the projected information from viewers who cannot see the projection surface of certain panels.
Association for Computing Machinery, Inc, 11 Dec. 2015, 13th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2015 - Proceedings, 14 - 18, English[Refereed]
International conference proceedings
Hundreds of thousands of Chinese characters are used in the Japanese and Chinese writing systems. Memorizing all the Chinese characters requires great effort because learners have to memorize not only the shape of the character but also its meaning and usage. Research to find a method to present the shape of the figures using sound has been conducted. Consequently, it is possible to generate a song for learning Chinese characters comprehensively using sounds that represent the shapes of the characters and lyrics that represent the meaning and usage. We propose a method to generate a song based on the structures, strokes, and usage of Chinese characters and a method to memorize Chinese characters using the generated song.
Association for Computing Machinery, Inc, 11 Dec. 2015, 17th International Conference on Information Integration and Web-Based Applications and Services, iiWAS 2015 - Proceedings, 129 - 137, English[Refereed]
International conference proceedings
In recent years, navigation systems have been widely used in various amusement parks and sightseeing spots. Naviga-tion systems, such as car navigation systems and navigation applications in smartphones, are also used in our daily life. By using a navigation system, users can not onlyfind their location but also browse information on nearby attractions such as restaurants or department stores; furthermore, it can tell users the route to lead them to their destination. In these situations users will set their destinations by using the navigation system, but in tourism or for events, users have no idea about the current conditions. On the other hand, organizers will have a hard time trying to control the crowd ow as more and more tourists use their own mobile devices to search for the information they want. In this research, we propose a navigation system to control the crowd ow and lead users to speci-c destinations or areas naturally by presenting suitable information to them. In this paper, we will explain the experiments performed using the proposed system during an event held in Osaka called Osaka Mizube Bar". The results of the experiment confirmed that the be-havior of users can be affected by controlling the rank list that they check on their devices; furthermore, users can be led to a specific destination or area by taking advantage of this function.
Association for Computing Machinery, Inc, 11 Dec. 2015, 13th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2015 - Proceedings, 6 - 13, English[Refereed]
International conference proceedings
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In recent years, as robotics technology progresses, various mobile robots have been developed to dance with humans. There have been different approaches to enhance physical expression by adding these robots. However, in the performance of using these mobile robots, it is not clear the correspondence between the body expression and the mobile robot's expression. For the sake of the investigation what changes occur by the combination of the performer's motion and the mobile robot's movement and light, we built a mechanism to consider the correspondence between the body expression and the mobile robot's expression. Specifically, we developed a system that a performer dances with multiple robotic balls and performed a demonstration by using it. Additionally, we investigated what possibility performers can imagine by using our proposed system.
ACM, 16 Nov. 2015, ACM International Conference Proceeding Series, 16-19-November-2015, 40 - 3, English[Refereed]
International conference proceedings
In wearable computing environments, various sensors enable the recording of user context as a life log. For enhancing the experience in a museum or exhibition, a voice recorder is useful for recording users' comments and providing explanations for the exhibitions. However, to utilize the sound log after the event, the voice recorder should attach appropriate tags to the sound data for extracting intended data from the long-term sound log. In a previous study, we have proposed an activity and context recognition method where the user carries a neck-worn receiver comprising a microphone and small speakers on his/her wrists that generate ultrasound. Our system also recognizes the location of the user and the people whom are near the user by ultrasonic ID signals generated from speakers placed in rooms and on people. In this study, we focus on embedding location/person IDs to sound logs by using ultrasonic IDs. We actually used the proposed method during a real event, and we confirmed that the wearing position of the microphone affects the accuracy of ultrasonic ID recognition because the acquired volume of ultrasound is different at each position. We propose a new method for recognizing the position of a microphone to improve the accuracy of ID recognition, and we actually use the improved method at another real event. Evaluation results confirmed that the accuracy of position recognition was 84.7 %, and the accuracy of ID recognition was 68.0 % for the proposed method, improved from 55.2 % for the conventional method.
ASSOC COMPUTING MACHINERY, 16 Nov. 2015, ACM International Conference Proceeding Series, 16-19-November-2015, 12:1 - 12:10, English[Refereed]
International conference proceedings
Recently, bicycling as a sport has attracted a great deal of attention. Previous research on bicycles suggests that pedaling at high frequency at a constant speed is most effective. However, it is hard for beginners to acquire such pedaling skills since expert cyclists develop the skills through long-term training. We propose a bicycle pedaling training system using auditory feedback. The system generates feedback sound every time a pedal crank turns a quarter rotation. Users can keep the pedaling speed constant by synchronizing pedaling with the feedback sound with background music whose tempo is constant. We conducted an experiment with eleven subjects for four weeks and confirmed that the variances of pedaling speed for the subjects trained with the proposed system decreased significantly compared with those of the conventional method.
ASSOC COMPUTING MACHINERY, 16 Nov. 2015, ACM International Conference Proceeding Series, 16-19-November-2015, 17:1 - 17:4, English[Refereed]
International conference proceedings
Mastering the correct stroking order and accent technique when playing percussion is important. Percussion learning systems using haptic and visual indications have been developed. Thus, it is efficient for the learner to internalize performance information when learning how to play percussion. In this paper, we describe this process of rhythm internalization. We consider that rhythm internalization enables learners to perceive what is correct playing and to improve their performance. Additionally, because learners using previous learning method are stimulated by the indications of percussion performance information while stroking, perceiving these indications is not easy. We propose a learning method that presents the two phases separately. One of them is a phase where the learners receive the indications of performance information, and the other is a phase where they actually practice stroking. Learners first internalize rhythm through the indications of performance information. This separated learning method enables learners to learn the percussion more efficiently. This paper describes a percussion learning system using rhythm internalization with haptic, visual, and auditory indications and the design of the prototype system. We also present our evaluation of the prototype system's effectiveness.
ACM, 16 Nov. 2015, ACM International Conference Proceeding Series, 16-19-November-2015, 14:1 - 14:5, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
Purpose – User authentication is generally used to protect personal information such as phone numbers, photos and account information stored in a mobile device by limiting the user to a specific person, e.g. the owner of the device. Authentication methods with password, PIN, face recognition and fingerprint identification have been widely used; however, these methods have problems of difficulty in one-handed operation, vulnerability to shoulder hacking and illegal access using fingerprint with either super glue or facial portrait. From viewpoints of usability and safety, strong and uncomplicated method is required. Design/methodology/approach – In this paper, a user authentication method is proposed based on grip gestures using pressure sensors mounted on the lateral and back sides of a mobile phone. Grip gesture is an operation of grasping a mobile phone, which is assumed to be done instead of conventional unlock procedure. Grip gesture can be performed with one hand. Moreover, it is hard to imitate grip gestures, as finger movements and grip force during a grip gesture are hardly seen by the others. Findings – The feature values of grip force are experimentally investigated and the proposed method from viewpoint of error rate is evaluated. From the result, this method achieved 0.02 of equal error rate, which is equivalent to face recognition. Originality/value – Many researches using pressure sensors to recognize grip pattern have been proposed thus far; however, the conventional works just recognize grip patterns and do not identify users, or need long pressure data to finish confident authentication. This proposed method authenticates users with a short grip gesture.
Emerald Group Publishing Ltd., 07 Sep. 2015, International Journal of Pervasive Computing and Communications, 11 (3), 288 - 301, English[Refereed]
Scientific journal
Purpose – This paper aims to propose a gesture recognition method at an early stage. An accelerometer is installed in most current mobile phones, such as iPhones, Android-powered devices and video game controllers for the Wii or PS3, which enables easy and intuitive operations. Therefore, many gesture-based user interfaces that use accelerometers are expected to appear in the future. Gesture recognition systems with an accelerometer generally have to construct models with user’s gesture data before use and recognize unknown gestures by comparing them with the models. Because the recognition process generally starts after the gesture has finished, the output of the recognition result and feedback delay, which may cause users to retry gestures, degrades the interface usability. Design/methodology/approach – The simplest way to achieve early recognition is to start it at a fixed time after a gesture starts. However, the degree of accuracy would decrease if a gesture in an early stage was similar to the others. Moreover, the timing of a recognition has to be capped by the length of the shortest gesture, which may be too early for longer gestures. On the other hand, retreated recognition timing will exceed the length of the shorter gestures. In addition, a proper length of training data has to be found, as the full length of training data does not fit the input data until halfway. To recognize gestures in an early stage, proper recognition timing and a proper length of training data have to be decided. This paper proposes a gesture recognition method used in the early stages that sequentially calculates the distance between the input and training data. The proposed method outputs the recognition result when one candidate has a stronger likelihood of recognition than the other candidates so that similar incorrect gestures are not output. Findings – The proposed method was experimentally evaluated on 27 kinds of gestures and it was confirmed that the recognition process finished 1,000 msec before the end of the gestures on average without deteriorating the level of accuracy. Gestures were recognized in an early stage of motion, which would lead to an improvement in the interface usability and a reduction in the number of incorrect operations such as retried gestures. Moreover, a gesture-based photo viewer was implemented as a useful application of our proposed method, the proposed early gesture recognition system was used in a live unscripted performance and its effectiveness is ensured.
Emerald Group Publishing Ltd., 07 Sep. 2015, International Journal of Pervasive Computing and Communications, 11 (3), 270 - 287, English[Refereed]
Scientific journal
Recently, users can always see the information by wear- able computing technologies. Researchers have proposed various information presentation methods according to user context. We have proposed the system called Primer Streamer [2] that unconsciously leads the user to the spe- cific information by presenting the visual information that is related to user's interest. This system utilizes the concept of the priming effect, whereby individuals are affected by con- tent that has been presented before. In this research, we aim to expand the concept to more realistic situation. We showed that the image of desktop icons affects human be- haviors. If the small image like the icon image also affects human behaviors, the proposed system can simultaneously work with other applications. In this paper, we performed an experiment that participants took photos in changing the icon image of camera application. Evaluation results con- firmed that they changed the objects of shooting according to the icon image.
Association for Computing Machinery, Inc, 07 Sep. 2015, UbiComp and ISWC 2015 - Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and the Proceedings of the 2015 ACM International Symposium on Wearable Computers, 985 - 990, English[Refereed]
International conference proceedings
Symposium
Symposium
Purpose - This paper aims to propose a gesture recognition method at an early stage. An accelerometer is installed in most current mobile phones, such as iPhones, Android-powered devices and video game controllers for the Wii or PS3, which enables easy and intuitive operations. Therefore, many gesture-based user interfaces that use accelerometers are expected to appear in the future. Gesture recognition systems with an accelerometer generally have to construct models with user's gesture data before use and recognize unknown gestures by comparing them with the models. Because the recognition process generally starts after the gesture has finished, the output of the recognition result and feedback delay, which may cause users to retry gestures, degrades the interface usability.Design/methodology/approach - The simplest way to achieve early recognition is to start it at a fixed time after a gesture starts. However, the degree of accuracy would decrease if a gesture in an early stage was similar to the others. Moreover, the timing of a recognition has to be capped by the length of the shortest gesture, which may be too early for longer gestures. On the other hand, retreated recognition timing will exceed the length of the shorter gestures. In addition, a proper length of training data has to be found, as the full length of training data does not fit the input data until halfway. To recognize gestures in an early stage, proper recognition timing and a proper length of training data have to be decided. This paper proposes a gesture recognition method used in the early stages that sequentially calculates the distance between the input and training data. The proposed method outputs the recognition result when one candidate has a stronger likelihood of recognition than the other candidates so that similar incorrect gestures are not output.Findings - The proposed method was experimentally evaluated on 27 kinds of gestures and it was confirmed that the recognition process finished 1,000 msec before the end of the gestures on average without deteriorating the level of accuracy. Gestures were recognized in an early stage of motion, which would lead to an improvement in the interface usability and a reduction in the number of incorrect operations such as retried gestures. Moreover, a gesture-based photo viewer was implemented as a useful application of our proposed method, the proposed early gesture recognition system was used in a live unscripted performance and its effectiveness is ensured.Originality/value - Gesture recognition methods with accelerometers generally learn a given user's gesture data before using the system, then recognizes any unknown gestures by comparing them with the training data. The recognition process starts after a gesture has finished, and therefore, any interaction or feedback depending on the recognition result is delayed. For example, an image on a smartphone screen rotates a few seconds after the device has been tilted, which may cause the user to retry tilting the smartphone even if the first one was correctly recognized. Although many studies on gesture recognition using accelerometers have been done, to the best of the authors' knowledge, none of these studies has taken the potential delays in output into consideration.
EMERALD GROUP PUBLISHING LTD, Aug. 2015, International Journal of Pervasive Computing and Communications, 11 (3), 270 - 287, English[Refereed]
Scientific journal
[Refereed]
Scientific journal
[Refereed]
Scientific journal
Recently, sensor devices such as temperature sensors or cameras are used for various purposes. These devices sometimes construct ad hoc networks, and a grid topology is one of their typical network topologies. Describing processing by rules is suitable for them since the system can flexibly change their processing according to their purposes. By relieving their rule processing loads and communication delay, the system can be applied for many applications. However, there is no rule processing schemes to realize those. In this paper, we propose a rule processing scheme using the Rete algorithm. Our proposed scheme can realize rule processing reducing redundant loads and delay for many applications.
IEEE, Apr. 2015, Proceedings - International Conference on Advanced Information Networking and Applications, AINA, 2015-April, 674 - 679, English[Refereed]
International conference proceedings
A novel approach has been developed for recognizing objects in pockets and for recording the events related to the objects. Information on putting an object into or taking it out of a pocket is closely related to user contexts. For example, when a house key is taken out from a pocket, the owner of the key is likely just getting home. We implemented a objects-in-pocket recognition device, which has a pair of infrared sensors arranged in a matrix, and life log software to obtain the time stamp of events happening. We evaluated whether or not the system could deal with one of five objects (a smart-phone, ticket, hand, key, and lip balm) using template matching. When one registered object (the smartphone, ticket, or key) was put in the pocket, our system recognized the object correctly 91% of the time on average. We also evaluated our system in one action scenario. With our system's time stamps, user could easily remember what he took on that day and when he used the items.
Association for Computing Machinery, 09 Mar. 2015, ACM International Conference Proceeding Series, 11, 81 - 88, English[Refereed]
International conference proceedings
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[Refereed]
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無線センサネットワーク (WSN: Wireless Sensor Networks) は 1 種の分散システムであるため,アプリケーション開発の際,一般のプログラミング言語を用いるとプログラムは複雑になる.本研究では,関数型プログラミング言語である F# を用いたセンサネットワークのためのプログラミング手法を提案する.ツリー状のネットワークを構成し,一つのノードをシンクノードとしてデータを集約する WSN を対象とし,アプリケーション作成のための F# のライブラリを作成した.また,.NET Framework の共通中間言語 (CIL: Common Intermediate Language) コードを実行できる仮想マシンに F# のコードを実行する機能を追加し,この仮想マシンを搭載した小型デバイス上に WSN のアプリケーションを実装した.
一般社団法人情報処理学会, 23 Feb. 2015, 情報処理学会研究報告(ユビキタスコンピューティングシステム研究会), 2015 (53), 1 - 8, JapaneseMobile phones and video game controllers using gesture recognition technologies enable easy and intuitive operations, such as those in drawing objects. Gesture recognition systems generally require several samples of training data before recognition takes place. However, recognition accuracy deteriorates as time passes since the trajectory of the gestures changes due to fatigue or forgetfulness. We investigated the change in gestures and found that the first several samples of gestures were not suitable for training data. Therefore, we propose two methods of finding appropriate data for training for long-term use. We confirmed that the proposed methods found better training data than the conventional method from the viewpoints of the number of data collected and recognition accuracy.
Information and Media Technologies Editorial Board, 2015, IMT, 10 (3), 449 - 458, EnglishCollapsed formation in a group dance will greatly reduce the quality of the performance even if the dance in the group is synchronized with music. Therefore, learning the formation of a dance in a group is as important as learning its choreography. However, if someone cannot participate in practice, it is difficult for the rest of the members to gain a sense of the proper forma
ACM, 2015, 情報処理学会論文誌ジャーナル(Web), 56 (5), 178 - 185, English[Refereed]
This paper describes a participatory theatrical performance named YOUPLAY. In YOUPLAY, a general person who is usually treated as an audience member ecomes an actor and plays a character role in the performance. He/she wears several types of equipments such as sensors and a microphone, and experiences an interactive story. We found during the development and actual use of the system that such interactive systems need robust activity recognition techniques. We explain the details of the system for YOUPLAY and present the knowledge gathered from 80 actual stages.
Association for Computing Machinery, Inc, 2015, 13th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2015 - Proceedings, 93 - 99, English[Refereed]
International conference proceedings
In wearable computing environments, various sensors enable the recording of user context as a life log. For enhancing the experience in a museum or exhibition, a voice recorder is useful for recording users' comments and providing explanations for the exhibitions. However, to utilize the sound log after the event, the voice recorder should attach appropriate tags to the sound data for extracting intended data from the long-term sound log. In a previous study, we have proposed an activity and context recognition method where the user carries a neck worn receiver comprising a microphone and small speakers on his/her wrists that generate ultrasound. Our system also recognizes the location of the user and the people whom are near the user by ultrasonic ID signals generated from speakers placed in rooms and on people. In this study, we focus on embedding location/person IDs to sound logs by using ultrasonic IDs. We actually used the proposed method during a real event, and we confirmed that the wearing position of the microphone affects the accuracy of ultrasonic ID recognition because the acquired volume of ultrasound is different at each position. We propose a new method for recognizing the position of a microphone to improve the accuracy of ID recognition, and we actually use the improved method at another real event. Evaluation results confirmed that the accuracy of position recognition was 84.7 %, and the accuracy of ID recognition was 68.0 % for the proposed method, improved from 55.2 % for the conventional method.
ASSOC COMPUTING MACHINERY, 2015, 12TH ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY CONFERENCE (ACE15), 12 - 10, English[Refereed]
International conference proceedings
Recently, bicycling as a sport has attracted a great deal of attention. Previous research on bicycles suggests that pedaling at high frequency at a constant speed is most effective. However, it is hard for beginners to acquire such pedaling skills since expert cyclists develop the skills through long-term training We propose a bicycle pedaling training system using auditory feedback. The system generates feedback sound every time a pedal crank turns a quarter rotation. Users can keep the pedaling speed constant by synchronizing pedaling with the feedback sound with background music whose tempo is constant. We conducted an experiment with eleven subjects for four weeks and confirmed that the variances of pedaling speed for the subjects trained with the proposed system decreased significantly compared with those of the conventional method.
ASSOC COMPUTING MACHINERY, 2015, 12TH ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY CONFERENCE (ACE15), 17 - 4, English[Refereed]
International conference proceedings
There have been several studies on object detection and activity recognition on a table conducted thus far. Most of these studies use image processing with cameras or a specially configured table with electrodes and an RFID reader. In private homes, methods using cameras are not preferable since cameras might invade the privacy of inhabitants and give them the impression of being monitored. In addition, it is difficult to apply the specially configured system to off-the-shelf tables. In this work, we propose a system that recognizes activities conducted on a table and identifies which user conducted the activities with load cells only. The proposed system uses four load cells installed on the four corners of the table or under the four legs of the table. User privacy is protected because only the data on actions through the load cells is obtained. Load cells are easily installed on off-the-shelf tables with four legs and installing our system does not change the appearance of the table. The results of experiments using a table we manufactured revealed that the weight error was 38 g, the position error was 6.8 cm, the average recall of recognition for four activities was 0.96, and the average recalls of user identification were 0.65 for ten users and 0.89 for four users.
Association for Computing Machinery, Inc, 2015, 17th International Conference on Information Integration and Web-Based Applications and Services, iiWAS 2015 - Proceedings, 39 - 6, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
Hundreds of thousands of Chinese characters are used in the Japanese and Chinese writing systems. Memorizing all the Chinese characters requires great effort because learners have to memorize not only the shape of the character but also its meaning and usage. Research to find a method to present the shape of the figures using sound has been conducted. Consequently, it is possible to generate a song for learning Chinese characters comprehensively using sounds that represent the shapes of the characters and lyrics that represent the meaning and usage. We propose a method to generate a song based on the structures, strokes, and usage of Chinese characters and a method to memorize Chinese characters using the generated song.
Association for Computing Machinery, Inc, 2015, 17th International Conference on Information Integration and Web-Based Applications and Services, iiWAS 2015 - Proceedings, 18 - 9, English[Refereed]
International conference proceedings
Currently there are numerous works of research and products which utilise electronic and information technology to equip a piece of paper with interactive functions, including illustrated books which output sounds and the process of drawing electric circuits onto paper, in conductive ink, to facilitate the output of light and sound. However, these technologies do not facilitate customisation of the output that is linked to an input interface. In the case of producing a musical instrument, the sound comprises a wide range of tones and pitches and naturally a single note will produce a different effect than chords and melody. When users are creating a painted musical instrument they identify and discuss any design flaws and then test the design through use of the customise function, which controls the sound output. Therefore, our study aims to construct a prototyping support system for the creation of painted musical instruments. By using conductive ink to draw various designs onto paper, users create input interfaces to which they can then assign different sounds freely and easily. To evaluate the usability of the proposed system, we conducted a basic experiment, as well as an exhibition and a workshop, using our proposed system.
Inderscience Publishers, 2015, International Journal of Arts and Technology, 8 (4), 382 - 402, English[Refereed]
Scientific journal
Mastering the correct stroking order and accent technique when playing percussion is important. Percussion learning systems using haptic and visual indications have been developed. Thus, it is efficient for the learner to internalize performance information when learning how to play percussion. In this paper, we describe this process of rhythm internalization. We consider that rhythm internalization enables learners to perceive what is correct playing and to improve their performance. Additionally, because learners using previous learning method are stimulated by the indications of percussion performance information while stroking, perceiving these indications is not easy. We propose a learning method that presents the two phases separately. One of them is a phase where the learners receive the indications of performance information, and the other is a phase where they actually practice stroking. Learners first internalize rhythm through the indications of performance information. This separated learning method enables learners to learn the percussion more efficiently. This paper describes a percussion learning system using rhythm internalization with haptic, visual, and auditory indications and the design of the prototype system. We also present our evaluation of the prototype system's effectiveness.
ASSOC COMPUTING MACHINERY, 2015, 12TH ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY CONFERENCE (ACE15), 14 - 5, English[Refereed]
International conference proceedings
Recently, users can always see the information by wear- able computing technologies. Researchers have proposed various information presentation methods according to user context. We have proposed the system called Primer Streamer [2] that unconsciously leads the user to the spe- cific information by presenting the visual information that is related to user's interest. This system utilizes the concept of the priming effect, whereby individuals are affected by con- tent that has been presented before. In this research, we aim to expand the concept to more realistic situation. We showed that the image of desktop icons affects human be- haviors. If the small image like the icon image also affects human behaviors, the proposed system can simultaneously work with other applications. In this paper, we performed an experiment that participants took photos in changing the icon image of camera application. Evaluation results con- firmed that they changed the objects of shooting according to the icon image.
Association for Computing Machinery, Inc, 2015, UbiComp and ISWC 2015 - Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and the Proceedings of the 2015 ACM International Symposium on Wearable Computers, 985 - 990, English[Refereed]
International conference proceedings
In recent years, navigation systems have been widely used in various amusement parks and sightseeing spots. Naviga-tion systems, such as car navigation systems and navigation applications in smartphones, are also used in our daily life. By using a navigation system, users can not onlyfind their location but also browse information on nearby attractions such as restaurants or department stores furthermore, it can tell users the route to lead them to their destination. In these situations users will set their destinations by using the navigation system, but in tourism or for events, users have no idea about the current conditions. On the other hand, organizers will have a hard time trying to control the crowd ow as more and more tourists use their own mobile devices to search for the information they want. In this research, we propose a navigation system to control the crowd ow and lead users to speci-c destinations or areas naturally by presenting suitable information to them. In this paper, we will explain the experiments performed using the proposed system during an event held in Osaka called Osaka Mizube Bar". The results of the experiment confirmed that the be-havior of users can be affected by controlling the rank list that they check on their devices furthermore, users can be led to a specific destination or area by taking advantage of this function.
Association for Computing Machinery, Inc, 2015, 13th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2015 - Proceedings, 6 - 13, English[Refereed]
International conference proceedings
A novel approach has been developed for recognizing objects in pockets and for recording the events related to the objects. Information on putting an object into or taking it out of a pocket is closely related to user contexts. For example, when a house key is taken out from a pocket, the owner of the key is likely just getting home. We implemented a objects-in-pocket recognition device, which has a pair of infrared sensors arranged in a matrix, and life log software to obtain the time stamp of events happening. We evaluated whether or not the system could deal with one of five objects (a smart-phone, ticket, hand, key, and lip balm) using template matching. When one registered object (the smartphone, ticket, or key) was put in the pocket, our system recognized the object correctly 91% of the time on average. We also evaluated our system in one action scenario. With our system's time stamps, user could easily remember what he took on that day and when he used the items.
Association for Computing Machinery, 2015, ACM International Conference Proceeding Series, 11, 81 - 88, English[Refereed]
International conference proceedings
[Refereed]
There are many situations when users operate multiple windows simultaneously on a computer, such as looking at web browsers while making documents or searching program codes while writing programs. Generally, users can use a mouse or keyboard to change the focus among windows. However, when users frequently switch between typing and operating a mouse, they can be annoyed by having to move to shift devices, such as releasing a hand from the home position of a keyboard for mouse operation. In this paper, we propose an interface to reduce workload by enabling users to operate inactive windows when switching between typing and pointing. The interface recognizes hand gestures by using a depth sensor that images a keyboard entirely and uses the hand gestures for window operation. We implemented a prototype, evaluated task workload, and compared operation time of the proposed interface with mouse operation when typing and pointing are frequently switched between. The results suggest that using the proposed interface significantly reduces the task workload and operation time.
IADIS-INT ASSOC DEVELOPMENT INFORMATION SOCIETY, 2015, Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2015, IHCI 2015, Game and Entertainment Technologies 2015, GET 2015 and Computer Graphics, Visualization, Computer Vision and Image Processing 2015, CGVCVIP 2015 - Part of the Multi Conference on Computer Science and Information Systems 2015, 67 - 74, English[Refereed]
International conference proceedings
Purpose – User authentication is generally used to protect personal information such as phone numbers, photos and account information stored in a mobile device by limiting the user to a specific person, e.g. the owner of the device. Authentication methods with password, PIN, face recognition and fingerprint identification have been widely used however, these methods have problems of difficulty in one-handed operation, vulnerability to shoulder hacking and illegal access using fingerprint with either super glue or facial portrait. From viewpoints of usability and safety, strong and uncomplicated method is required. Design/methodology/approach – In this paper, a user authentication method is proposed based on grip gestures using pressure sensors mounted on the lateral and back sides of a mobile phone. Grip gesture is an operation of grasping a mobile phone, which is assumed to be done instead of conventional unlock procedure. Grip gesture can be performed with one hand. Moreover, it is hard to imitate grip gestures, as finger movements and grip force during a grip gesture are hardly seen by the others. Findings – The feature values of grip force are experimentally investigated and the proposed method from viewpoint of error rate is evaluated. From the result, this method achieved 0.02 of equal error rate, which is equivalent to face recognition. Originality/value – Many researches using pressure sensors to recognize grip pattern have been proposed thus far however, the conventional works just recognize grip patterns and do not identify users, or need long pressure data to finish confident authentication. This proposed method authenticates users with a short grip gesture.
Emerald Group Publishing Ltd., 2015, Int. J. Pervasive Comput. Commun., 11 (3), 288 - 301, English[Refereed]
Scientific journal
[Refereed]
[Refereed]
[Refereed]
Currently there are numerous works of research and products which utilise electronic and information technology to equip a piece of paper with interactive functions, including illustrated books which output sounds and the process of drawing electric circuits onto paper, in conductive ink, to facilitate the output of light and sound. However, these technologies do not facilitate customisation of the output that is linked to an input interface. In the case of producing a musical instrument, the sound comprises a wide range of tones and pitches and naturally a single note will produce a different effect than chords and melody. When users are creating a painted musical instrument they identify and discuss any design flaws and then test the design through use of the customise function, which controls the sound output. Therefore, our study aims to construct a prototyping support system for the creation of painted musical instruments. By using conductive ink to draw various designs onto paper, users create input interfaces to which they can then assign different sounds freely and easily. To evaluate the usability of the proposed system, we conducted a basic experiment, as well as an exhibition and a workshop, using our proposed system.
Inderscience Publishers, 2015, Int. J. Arts Technol., 8 (4), 382 - 402, English[Refereed]
Scientific journal
In recent years, ubiquitous computing environment has been expected to realize because computing devices become compact, lightweight and low-priced. In ubiquitous computing environments, many compact computers support users. Controlling each computing devices based on rules is an efficient approach because rule-based systems enable to respond to various requests and situations flexibly. Currently, we have poposed a rule-based control method of the computing devices using the Rete algorithm in grid topology networks. In this paper, we propose a processing method of multiple rules using the Rete algorithm in grid topology networks.
The Institute of Electronics, Information and Communication Engineers, 18 Dec. 2014, IEICE technical report. Internet Architecture, 114 (374), 1 - 6, JapaneseAuthentication methods with password, PIN, face recognition, and fingerprint identification have widely been used, however these methods have problems of difficulty in one-handed operation, vulnerability to shoulder hacking, and illegal access using fingerprint with super glue or facial portrait. Prom viewpoint of usability and safety, strong and uncomplicated method is required. We propose a user authentication method based on grip gestures using pressure sensors mounted on the lateral and back of a mobile phone. Grip gesture is an operation of grasping a mobile phone, which is assumed to be done instead of conventional unlock procedure. Grip gesture can be performed with one hand. Moreover, it is hard to imitate grip gestures since finger movements and grip force during a grip gesture are hardly seen by the others. We experimentally investigated the feature values of grip force and evaluated our proposed method from viewpoint of error rate.
Association for Computing Machinery, Inc, 08 Dec. 2014, 12th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2014, 143 - 146, English[Refereed]
International conference proceedings
An accelerometer is installed in most current mobile phones, such as iPhones, Android-powered devices, and video game controllers for the Wii or PS3, which enables easy and intuitive operations. Therefore, many gesture-based user interfaces that use accelerom-eters are expected to appear in the future. Gesture recognition systems with an accelerometer generally have to be models con-structed with a user's gesture data before use, and they need to rec-ognize any unknown gestures by comparing them with an output of the recognition result and feedback delays since the recognition process generally starts after the gesture has finished, which may cause users to retry gestures and thus degrade the interface usabil-ity. We propose an early stages gesture recognition method that sequentially calculates the distance between the input and training data, and outputs recognition results only when one output candi-date has a stronger likelihood than the others. Gestures are recog-nized in the early stages of a given motion without deteriorating the level of accuracy, which improves the interface usability. Our eval-uation results indicated that the recognition accuracy approached 1:00 and the recognition results were output 1; 000 msec on aver-age before a gesture had finished.
Association for Computing Machinery, Inc, 08 Dec. 2014, 12th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2014, 43 - 51, English[Refereed]
International conference proceedings
While people who want to style their own hair usually go to beauty parlors or barber shops, it is difficult for them to explain the in-tended hairstyle properly to hairdressers. Such experiences have led some of them to cut their hair, which we call self-haircuts in this paper. However, there are technical and environmental problems that prevent one from being able to cut his/her hair satisfactorily. Here, we clarify problems with self-haircuts and propose a system to support them using a movable camera. Users can cut their own hair with our system while viewing their head from any viewpoint they choose. It, specifically, has a function to track and display the points that users wish to cut by capturing their non-dominant hand based on image analysis. We confirmed the effectiveness of the proposed system from the results obtained from evaluations.
Association for Computing Machinery, Inc, 08 Dec. 2014, 12th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2014, 34 - 42, English[Refereed]
International conference proceedings
Performers in stuffed suits cannot act naturally because it is dif-ficult for them to aware surrounding situations clearly only using peep holes. To solve this problem, our research group proposed a system for supporting performers in stuffed suits. By using this system, the performer can see their surrounding information around him/her through camera images attached on the stuffed suit. How-ever, there are two problems when actually using the system. The first is that the dependability of the system is not guaranteed, and the other is that the performer cannot look at the camera image well enough while performing. The main purpose of our research is to apply a dependable method for wearable system by device bypass-ing for supporting performers in stuffed suits. In this paper, we implemented three information presenting devices and investigated the relationship between a performer's surroundings and cognition difficulty with information presentation.
Association for Computing Machinery, Inc, 08 Dec. 2014, 12th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2014, 77 - 84, English[Refereed]
International conference proceedings
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Wearable computing technologies are attracting a great deal of attention on context-aware systems. They recognize user context by using wearable sensors. Though conventional context-aware systems use accelerometers or microphones, the former requires wearing many sensors and a storage such as PC for data storing, and the latter cannot recognize complex user motions. In this paper, we propose an activity and context recognition method where the user carries a neck-worn receiver comprising a microphone, and small speakers on his/her wrists that generate ultrasounds. The system recognizes gestures on the basis of the volume of the received sound and the Doppler effect. The former indicates the distance between the neck and wrists, and the latter indicates the speed of motions. We combine the gesture recognition by using ultrasound and conventional MFCC-based environmental-context recognition to recognize complex contexts from the recorded sound. Thus, our approach substitutes the wired or wireless communication typically required in body area motion sensing networks by ultrasounds. Our system also recognizes the place where the user is in and the people who are near the user by ID signals generated from speakers placed in rooms and on people. The strength of the approach is that, for offline recognition, a simple audio recorder can be used for the receiver. Contexts are embedded in the recorded sound all together, and this recorded sound creates a sound-based life log with context information. We evaluate the approach on nine gestures/activities with 10 users. Evaluation results confirmed that when there was no environmental sound generated from other people, the recognition rate was 86.6% on average. When there was environmental sound generated from other people, we compare an approach that selects used feature values depending on a situation against standard approach, which uses feature value of ultrasound and environmental sound. Results for the proposed approach are 64.3%, for the standard approach are 57.3%.
Information Processing Society of Japan, 01 Oct. 2014, Journal of Information Processing, 22 (4), 651 - 659, English[Refereed]
Scientific journal
Symposium
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GUIにおいてユーザの直前の作業内容を取り消す操作は,あらゆるアプリケーションに導入されている.しかし,従来の取り消し操作は,瞬時に操作が実行されるため取り消された部分を見逃したり,作業を一時中断した場合や複数作業を並行して行っている場合に,ユーザが取り消された内容を把握できない状況が生じる.これまでにも取り消し操作を支援する研究が行われているが,それらはアプリケーションに依存し,汎用的なものは存在しない.そこで本研究では,アプリケーションに依存しない取り消し操作の可視化手法を提案する.提案手法では,取り消し操作にともなう視覚的変化に着目し,デスクトップ上の画面変化から取り消し操作の対象を特定する.Undo operation in Graphical User Interfaces is implemented on most applications and widely used. However, conventional implementations of undo operations have the following two problems: (1) users may miss the undone part since the operation is instantaneously performed, and (2) it is difficult to know the undone contents if the user temporarily interrupts a work the user works on multiple operations in parallel. Though there have been several researches to improve undo operations, they are specialized to specific applications. In this research, we propose a visualization mechanism for undone operation, which is independent from the running applications based on the idea that an undo operation causes the change of display graphically. Our method specifies the area for undo operation by changes on the screen.
情報処理学会, 15 Aug. 2014, 情報処理学会論文誌ジャーナル(Web), 55 (8), 1899 - 1908, Japanese[Refereed]
This paper describes CILIX, a compact and powerful implementation of a CIL virtual machine working on resource-poor wireless sensor nodes. CILIX can process CIL programs on a device that has such limited computational resources as an 8-bit/16-bit CPU, 32-KB program memory, and 4-KB RAM. It provides many useful functions for a sensor node, including an I/O manager with UDP, FAT 32, thread control, and dynamic program replacement. For developing software on sensor nodes using CILIX, developers can chose programming languages from C#, C++/CLI, Visual Basic, J++, F#, and the many other languages supported by the .NET Framework.
Information Processing Society of Japan (IPSJ), Jul. 2014, Proc. of the 2014 International Conference on Parallel and Distributed Processing Techniques and Applications (PDPTA '14), 2014 (12), 1 - 4, English[Refereed]
International conference proceedings
端末に搭載された加速度センサから得られる値を用いて端末の動きを検出することで従来のインタフェースでは困難であった入力が実現できる.一般的に加速度センサを用いたジェスチャ認識では,ジェスチャ終了後に認識処理を開始するため,ジェスチャ入力を行なってからフィードバックの出力までに遅延が生じ,インタフェースの操作性の低下につながる.本研究では,加速度センサを用いたジェスチャ認識において,途中までのジェスチャ入力データと教師データとの距離を逐次的に計算する早期認識アルゴリズムとその応用について述べる.提案手法では各教師データとの距離計算において,認識結果の候補が拮抗している場合には,認識結果を出力せずに次サンプルの入力を待ち,確度の高い唯一の候補が決定した時点で認識結果を出力する.提案手法を現場で用いた例として,参加型演劇における参加者の動き取得に早期認識を用いた事例を示し,早期認識の有用性を考察する.
一般社団法人情報処理学会, 08 May 2014, 情報処理学会MBL研究会, 2014 (15), 1 - 7, JapaneseSymposium
[Refereed]
Symposium
[Refereed]
Symposium
情報処理技術が進展し,さまざまな学習支援システムが開発されている.特に,学習者の暗記を支援するための一般的な手法としては,元の文字列を他の意味のある文字列に置き換える語呂合わせがよく用いられ,その語呂合わせを自動で生成するシステムが存在する.しかしこれらのシステムには文字数や暗記対象に制限があり,汎用的に暗記学習に使えるとはいえない.一方で,暗記学習のために替え歌を用いるという手法は,語呂合わせと同様に広く知れ渡っている手法であるが,替え歌を生成する一般的な手法は筆者らの知る限り確立されておらず,学習者が暗記したい項目に対し自由に替え歌を生成することができないという問題がある.したがって本研究では暗記学習のための替え歌自動生成システムの構築を目的とする.提案手法では,学習者自身の知っている楽曲からなる楽曲データベースに対し,学習者が暗記したい項目を入
Mar. 2014, インタラクション2014論文集, 9 - 16, Japanese[Refereed]
Symposium
Improving physical expressions and the sense of rhythm in dance performances has become important in recent years due to the increase in child dancers and dance studios. Even beginners in dance gain more opportunities to perform dances in groups. When dancing in a group, collapsed formation will greatly reduce the quality of dance performance even if the choreography is synchro
Mar. 2014, Proc.of the 5th Augmented Human Conference (AH 2014), 55:1 - 55:2, English[Refereed]
International conference proceedings
We propose an activity and context recognition method where the user carries a neck-worn receiver comprising a microphone, and small speakers on his wrists that generate ultrasounds. The system recognizes gestures on the basis of the volume of the received sound and the Doppler effect. The former indicates the distance between the neck and wrists, and the latter indicates the s
Mar. 2014, Proc.of the 5th Augmented Human Conference (AH 2014), 59:1 - 59:2, English[Refereed]
International conference proceedings
There are various approaches to recognizing user actions for interactive arts. By making a system interactive, the audience has more fun because they are participating, and the artists can translate what is in their imagination more richly. Since user actions have great variety and the restrictions on installations are diverse, conventional systems use mechanisms for recognizin
Mar. 2014, Proc.of the 5th Augmented Human Conference (AH 2014), 57:1 - 57:2, English[Refereed]
International conference proceedings
In wearable computing environments, a user can obtain information safely and efficiently without disturbing their dailylife. However, since the surrounding conditions change frequently according to the situation, the information presentation method of the wearable system needs to adapt to the change. The main purpose of our research is to construct a system that changes informa
Mar. 2014, Proc.of the 5th Augmented Human Conference (AH 2014), 58:1 - 58:2, English[Refereed]
International conference proceedings
テレビや空調といった電力機器の消費電力を抑制するためにエネルギーオンデマンドシステムが提案されている.エネルギーオンデマンドシステムでは,ホームサーバが電力を管理しており,総消費電力があらかじめ設定した上限を超えないようにするキャップ制御により,総消費電力を抑制できる.しかし,電力機器の制御方針に従い電力要求を変更することを想定しておらず,制御方針を記述する枠組みが提供されていなかった.利用者が制御方針を記述することで,利用者の方針に沿った消費電力削減が可能になる.そこで,本研究では消費電力削減のためのルール制御型エネルギーオンデマンドシステムを提案する.提案システムでは,利用者が制御方針をIf-Then形式のルールで記述し,機器の電力要求を状況により変更する.ルールと電力機器の情報から電力要求を決定してエネルギーオンデマンドを実現し,電力機器の状況から優先度と電力要求を変化させるシステムを提供する.To restrain the power consumption of appliances such as TVs and air-conditioners, Energy-on-Demand (EoD) systems have been proposed. In EoD systems, the home servers manage the power and restrain the total power consumption by the cap control, which means controling the total power consumption so as not to exceed a certain value. However, conventional systems do not provide frameworks to describe the appliances control policy since they do not assume changing the power requests based on the policy. We can realize the power consumption reduction based on the user's policy by using the user described appliances control policy. Hence, we propose a rule-based energy-on-demand system for reducing energy consumption. In our proposed system, the user describes the policy with if-then rules. Our proposed system realizes EoD by determining the power requests from the policy and the appliances specifications.
15 Feb. 2014, 情報処理学会論文誌ジャーナル(Web), 55 (2), 721 - 730, Japanese[Refereed]
In this paper, we propose a control method of ubiquitous computers using the Rete algorithm in grid topology network. The proposed method distributes and reduces the loads for processing rules and collecting data based on the Rete algorithm. We evaluated the proposed method and confirmed that the proposed method reduces the network traffic as loads.
IEEE, 03 Feb. 2014, 2014 IEEE 3rd Global Conference on Consumer Electronics, GCCE 2014, 551 - 552, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
携帯端末に内蔵されたセンサや小型の装着可能なセンサを用いて人の動きを認識する技術を行動認識技術と呼び,ユーザに特化したシステムやサービスを提供する基盤技術となっている.行動認識システムを構築するためには,行動情報が付与(ラベリング)されたセンシングデータを用いて事前に行動モデルを作成しておく必要がある.ラベリングする方法として,一般的にはデータ収集中の行動をビデオカメラなどで撮影してセンサデータと手作業で照合したり,紙とペンですべての行動と時刻をメモに記録してセンシングデータと照合するアプローチがとられている.しかし,ビデオ映像を用いた照合は多大な時間を要し,行動のメモは行動が変化するたびに記録しなければならず自然な動作の妨げになる.本論文では,行動が行われた順序の情報のみを用いてラベリング作業を自動化する手法を提案する.行動順序情報はユーザがデータ
情報処理学会, 15 Jan. 2014, 情報処理学会論文誌ジャーナル(Web), 55 (1), 519 - 530, Japanese[Refereed]
releasing the strings. The recognition of the precise fingering is applied to a self-learning support system, which is able to detect strings being muted by a finger, and which transcribes music automatically, including the details of fingering techniques. Therefore, the goal of our study is to construct a system for recognizing the touch of strings for the guitar. We propose a
2014, コンピュータソフトウェア, 31 (2), 261 - 266, English[Refereed]
The undo operation of graphical user interfaces is widely used. However, conventional implementations of undo have two problems: 1) users may not notice undone parts since the operation is instantaneous, and 2) it is difficult to know the undone contents if the user temporarily interrupts a work the user works on multiple operations in parallel. Although there have been several methods developed that improve undo operations, they are for specific applications. Here, we devised a visualization for undone operations that, is independent of the running applications and based on the idea that an undo operation causes display to change. Our method specifies the area affected by the undo operation by screens. We implementedseveral visualization methods including emphasizing the undone area, presenting the undone content, and notifying the user that the undone is not visible. Copyright 2014 ACM.
Association for Computing Machinery, 2014, Proceedings of the ACM Symposium on Applied Computing, 193 - 195, English[Refereed]
International conference proceedings
The downsizing of computers enables users to operate computers anywhere. Generally, since a user operates his/her computer by his/her hands, computer operation is unconcealed to surrounding people. On the other hand, there are demands for hidden operation of the computer in situations such as face to face communication and during a meeting. The operation of computer in those scenes often gives a bad impression to surroundings and discommunication. Therefore, in this study, we propose an interface using a user's abdominal circumference as input. The motion of the abdomen is hard to be recognized by surroundings, and a user can move one's abdomen independently of the other body parts. We implemented a prototype of input method using the moving velocity and the absolute size of abdomen as input. Then, we evaluated the granularity, reproducibility, parallelism, resistance to environment, confidentiality and resistance to misrecognition on the proposed interface. Copyright © 2014 ACM.
Association for Computing Machinery, 2014, ACM International Conference Proceeding Series, 51 - 8, English[Refereed]
International conference proceedings
An accelerometer is installed in most current mobile phones, such as the iPhones, Android-powered devices, and video game controllers for Wii or PS3, which enable easy and intuitive operations such as scrolling browsers and drawing 3D objects by detecting the inclination and motion of devices. Therefore, many gesture-based user interfaces with accelerometers are expected to appear in the future. Gesture recognition systems with accelerometers generally have to construct gesture models with user's gesture data before use, and recognize unknown gestures by comparing them with training data. As recognition process generally starts after the gesture has finished, output of the recognition result and feedback, e.g. scrolling, have a delay, which may cause users to retry gestures and degrade interface usability. We propose a method of early gesture recognition that calculates the distance between input data and training data sequentially, and outputs recognition results only when one output candidate has a stronger likelihood than the others. Additionally, we implemented a gesture-based photo viewer as an example of useful applications of our proposed method. Copyright © 2014 ACM.
Association for Computing Machinery, 2014, ACM International Conference Proceeding Series, 54 - 2, English[Refereed]
International conference proceedings
Improving physical expressions and the sense of rhythm in dance performances has become important in recent years due to the increase in child dancers and dance studios. Even beginners in dance gain more opportunities to perform dances in groups. When dancing in a group, collapsed formation will greatly reduce the quality of dance performance even if the choreography is synchronized with the music. Therefore, learning the dance formation in a group is as important as learning its choreography. It is also important to be aware of keeping the proper formation and moving smoothly into the next formation to perform professional level group dances. However, it is difficult to obtain the sense of a proper for- mation if some members of the dance cannot participate in the practice. We have proposed a practice-support system for performing the formation smoothly using a self-propelled screen even if there is no dance partner. However, the movement of people was limited more than necessary by the excessive presence of a self-propelled screen moving irregular and the fear of the collision with the screen. Therefore, the reproducibility of the trajectory in the case where the user danced with another dancer was low. In this work, we propose a practice-support system for performing the formation using the two-axis movable curtain rail, whose movement direction does not drift and the material used for projection is soft. These characteristics reduce the fear of the collision and improve the accuracy in movement of the screen. Copyright © 2014 ACM.
ACM, 2014, ACM International Conference Proceeding Series, 55 - 2[Refereed]
International conference proceedings
We propose an activity and context recognition method where the user carries a neck-worn receiver comprising a micro-phone, and small speakers on his wrists that generate ultrasounds. The system recognizes gestures on the basis of the volume of the received sound and the Doppler effect. The former indicates the distance between the neck and wrists, and the latter indicates the speed of motions. Thus, our approach substitutes the wired or wireless communication typically required in body area motion sensing networks by ultrasounds. Our system also recognizes the place where the user is in and the people who are near the user by ID signals generated from speakers placed in rooms and on people. The strength of the approach is that, for offline recognition, a simple audio recorder can be used for the receiver. In this paper, we introduce our new device. Copyright © 2014 ACM.
Association for Computing Machinery, 2014, ACM International Conference Proceeding Series, 59 - 2, English[Refereed]
International conference proceedings
There are various approaches to recognizing user actions for interactive arts. By making a system interactive, the audience has more fun because they are participating, and the artists can translate what is in their imagination more richly. Since user actions have great variety and the restrictions on installations are diverse, conventional systems use mechanisms for recognizing user motions that are specialized to their own work, i.e., that are not general. In this paper, we propose a method that adds interactivity to any surface and recognizes the position and intensity of a preformed action by using multiple accelerometers. Copyright © 2014 ACM.
Association for Computing Machinery, 2014, ACM International Conference Proceeding Series, 57:1-57:2, English[Refereed]
International conference proceedings
When wearing a head mounted display (HMD), the degree of concentration on the HMD varies depending on the surrounding environment. In this work, we developed an information presentation method considering cognitive cost and safety in wearable computing environments. The proposed method changes its information presentation method based on possible gazing time that varies in according with the surrounding environment and user context. We used an eye tracker to measure the relationship between eyestrain and watching an HMD and also clarified the relationship between gaze time and surrounding environment. We then used the results to develop an algorithm to change the information presentation method. Evaluation results revealed cases in which it was difficult and dangerous to gaze at an HMD and therefore necessary to change the information presentation. Copyright © 2014 ACM.
Association for Computing Machinery, 2014, ACM International Conference Proceeding Series, 47 - 8, English[Refereed]
International conference proceedings
In wearable computing environments, a user can obtain information safely and efficiently without disturbing their daily life. However, since the surrounding conditions change frequently according to the situation, the information presentation method of the wearable system needs to adapt to the change. The main purpose of our research is to construct a system that changes information presentation methods according to the user situation. We focus on supporting performers in stuffed suits with multi-modal information presentation. We investigated the interfaces for these performers who cannot acquire sufficient information of the surrounding environments. Copyright © 2014 ACM.
ACM, 2014, ACM International Conference Proceeding Series, 58 - 2[Refereed]
International conference proceedings
[Refereed]
Scientific journal
In ubiquitous computing environments, many computers should be controlled in cooperation to support human dailylife. We pick up a dance performance that performers wear a large amount of LEDs to combine body expression and lighting effects. In such situation, there is a problem that failure frequently occurs caused by dance movements. In the environment involving hundreds of computers, it costs much time and effort to check where failures have occurred. To solve this problem, we propose a system for identifying the position of the failure easily by checking the status of communication among computers. In addition, we implemented a fault diagnostic system that can provide a series of flows for detecting the failure, guessing why the failure occurred and taking a measure. Furthermore, we actually used our system into LED dance performances, conducted an evaluative experiment, and confirmed its usefulness. Copyright © 2014 ACM.
Association for Computing Machinery, 2014, ACM International Conference Proceeding Series, 35 - 2, English[Refereed]
International conference proceedings
本研究では,携帯電話の側面に搭載された圧力センサを用いて,把持ジェスチャから個人認証特性の評価を行う.
一般社団法人情報処理学会, Jan. 2014, 情報処理学会HCI研究会, 2013-HCI-156 (14), 1 - 8, JapaneseSymposium
The undo operation of graphical user interfaces is widely used. However, conventional implementations of undo have two problems: 1) users may not notice undone parts since the operation is instantaneous, and 2) it is difficult to know the undone contents if the user temporarily interrupts a work the user works on multiple operations in parallel. Although there have been several methods developed that improve undo operations, they are for specific applications. Here, we devised a visualization for undone operations that, is independent of the running applications and based on the idea that an undo operation causes display to change. Our method specifies the area affected by the undo operation by screens. We implementedseveral visualization methods including emphasizing the undone area, presenting the undone content, and notifying the user that the undone is not visible. Copyright 2014 ACM.
Association for Computing Machinery, 2014, Proceedings of the ACM Symposium on Applied Computing, 193 - 195, English[Refereed]
International conference proceedings
An accelerometer is installed in most current mobile phones, such as the iPhones, Android-powered devices, and video game controllers for Wii or PS3, which enable easy and intuitive operations such as scrolling browsers and drawing 3D objects by detecting the inclination and motion of devices. Therefore, many gesture-based user interfaces with accelerometers are expected to appear in the future. Gesture recognition systems with accelerometers generally have to construct gesture models with user's gesture data before use, and recognize unknown gestures by comparing them with training data. As recognition process generally starts after the gesture has finished, output of the recognition result and feedback, e.g. scrolling, have a delay, which may cause users to retry gestures and degrade interface usability. We propose a method of early gesture recognition that calculates the distance between input data and training data sequentially, and outputs recognition results only when one output candidate has a stronger likelihood than the others. Additionally, we implemented a gesture-based photo viewer as an example of useful applications of our proposed method. Copyright © 2014 ACM.
Association for Computing Machinery, 2014, ACM International Conference Proceeding Series, 54:1 - 54:2, English[Refereed]
International conference proceedings
When wearing a head mounted display (HMD), the degree of concentration on the HMD varies depending on the surrounding environment. In this work, we developed an information presentation method considering cognitive cost and safety in wearable computing environments. The proposed method changes its information presentation method based on possible gazing time that varies in according with the surrounding environment and user context. We used an eye tracker to measure the relationship between eyestrain and watching an HMD and also clarified the relationship between gaze time and surrounding environment. We then used the results to develop an algorithm to change the information presentation method. Evaluation results revealed cases in which it was difficult and dangerous to gaze at an HMD and therefore necessary to change the information presentation. Copyright © 2014 ACM.
Association for Computing Machinery, 2014, ACM International Conference Proceeding Series, 47:1 - 47:8, English[Refereed]
International conference proceedings
In ubiquitous computing environments, many computers should be controlled in cooperation to support human dailylife. We pick up a dance performance that performers wear a large amount of LEDs to combine body expression and lighting effects. In such situation, there is a problem that failure frequently occurs caused by dance movements. In the environment involving hundreds of computers, it costs much time and effort to check where failures have occurred. To solve this problem, we propose a system for identifying the position of the failure easily by checking the status of communication among computers. In addition, we implemented a fault diagnostic system that can provide a series of flows for detecting the failure, guessing why the failure occurred and taking a measure. Furthermore, we actually used our system into LED dance performances, conducted an evaluative experiment, and confirmed its usefulness. Copyright © 2014 ACM.
Association for Computing Machinery, 2014, ACM International Conference Proceeding Series, 1 - 2, English[Refereed]
International conference proceedings
In guitar performance, fingering is an important factor, and complicated. In particular, the fingering of the left hand comprises various relationships between the finger and the string, such as a finger touching the strings, a finger pressing the strings,and a finger releasing the strings. The recognition and distinction of the precise fingering of the left hand is applied to a self-learning support system, which is able to to detect strings being muted by a finger, and which transcribes music automatically, including the details of fingering techniques. Therefore, the goal of our study is the design and implementation of a system for recognizing the touch of strings for the guitar. We propose a method for recognizing the touch of strings based on the conductive characteristics of strings and frets. We develop a prototype system, and evaluate its effectiveness. Furthermore, we propose an application which utilizes our system.
Japan Society for Software Science and Technology, 2014, Computer Software, 31 (2), 2_57 - 2_66, Japanese[Refereed]
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In recent years, sensors become popular and Home Energy Management System (HEMS) takes an important role in saving energy without decrease in QoL (Quality of Life). Currently, many rule-based HEMSs have been proposed and almost all of them assume "IF-THEN" rules. The Rete algorithm is a typical pattern matching algorithm for IF-THEN rules. Currently, we have proposed a rule-based Home Energy Management System (HEMS) using the Rete algorithm. In the proposed system, rules for managing energy are processed by smart taps in network, and the loads for processing rules and collecting data are distributed to smart taps. In addition, the number of processes and collecting data are reduced by processing rules based on the Rete algorithm. In this paper, we evaluated the proposed system by simulation. In the simulation environment, rules are processed by a smart tap that relates to the action part of each rule. In addition, we implemented the proposed system as HEMS using smart taps.
HINDAWI PUBLISHING CORPORATION, 2014, Scientific World Journal, 2014, English[Refereed]
Scientific journal
In this paper, we propose a control method of ubiquitous computers using the Rete algorithm in grid topology network. The proposed method distributes and reduces the loads for processing rules and collecting data based on the Rete algorithm. We evaluated the proposed method and confirmed that the proposed method reduces the network traffic as loads.
Institute of Electrical and Electronics Engineers Inc., 2014, 2014 IEEE 3rd Global Conference on Consumer Electronics, GCCE 2014, 551 - 552, English[Refereed]
International conference proceedings
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Authentication methods with password, PIN, face recognition, and fingerprint identification have widely been used, however these methods have problems of difficulty in one-handed operation, vulnerability to shoulder hacking, and illegal access using fingerprint with super glue or facial portrait. Prom viewpoint of usability and safety, strong and uncomplicated method is required. We propose a user authentication method based on grip gestures using pressure sensors mounted on the lateral and back of a mobile phone. Grip gesture is an operation of grasping a mobile phone, which is assumed to be done instead of conventional unlock procedure. Grip gesture can be performed with one hand. Moreover, it is hard to imitate grip gestures since finger movements and grip force during a grip gesture are hardly seen by the others. We experimentally investigated the feature values of grip force and evaluated our proposed method from viewpoint of error rate.
Association for Computing Machinery, Inc, 2014, 12th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2014, 143 - 146, English[Refereed]
International conference proceedings
An accelerometer is installed in most current mobile phones, such as iPhones, Android-powered devices, and video game controllers for the Wii or PS3, which enables easy and intuitive operations. Therefore, many gesture-based user interfaces that use accelerom-eters are expected to appear in the future. Gesture recognition systems with an accelerometer generally have to be models con-structed with a user's gesture data before use, and they need to rec-ognize any unknown gestures by comparing them with an output of the recognition result and feedback delays since the recognition process generally starts after the gesture has finished, which may cause users to retry gestures and thus degrade the interface usabil-ity. We propose an early stages gesture recognition method that sequentially calculates the distance between the input and training data, and outputs recognition results only when one output candi-date has a stronger likelihood than the others. Gestures are recog-nized in the early stages of a given motion without deteriorating the level of accuracy, which improves the interface usability. Our eval-uation results indicated that the recognition accuracy approached 1:00 and the recognition results were output 1 000 msec on aver-age before a gesture had finished.
Association for Computing Machinery, Inc, 2014, 12th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2014, 43 - 51, English[Refereed]
International conference proceedings
While people who want to style their own hair usually go to beauty parlors or barber shops, it is difficult for them to explain the in-tended hairstyle properly to hairdressers. Such experiences have led some of them to cut their hair, which we call self-haircuts in this paper. However, there are technical and environmental problems that prevent one from being able to cut his/her hair satisfactorily. Here, we clarify problems with self-haircuts and propose a system to support them using a movable camera. Users can cut their own hair with our system while viewing their head from any viewpoint they choose. It, specifically, has a function to track and display the points that users wish to cut by capturing their non-dominant hand based on image analysis. We confirmed the effectiveness of the proposed system from the results obtained from evaluations.
Association for Computing Machinery, Inc, 2014, 12th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2014, 34 - 42, English[Refereed]
International conference proceedings
There are various approaches to recognizing user actions for interactive arts. By making a system interactive, the audience has more fun because they are participating, and the artists can translate what is in their imagination more richly. Since user actions have great variety and the restrictions on installations are diverse, conventional systems use mechanisms for recognizing user motions that are specialized to their own work, i.e., that are not general. In this paper, we propose a method that adds interactivity to any surface and recognizes the position and intensity of a preformed action by using multiple accelerometers. Copyright © 2014 ACM.
Association for Computing Machinery, 2014, ACM International Conference Proceeding Series, 13 (4), 57 - 2, English[Refereed]
International conference proceedings
Performers in stuffed suits cannot act naturally because it is dif-ficult for them to aware surrounding situations clearly only using peep holes. To solve this problem, our research group proposed a system for supporting performers in stuffed suits. By using this system, the performer can see their surrounding information around him/her through camera images attached on the stuffed suit. How-ever, there are two problems when actually using the system. The first is that the dependability of the system is not guaranteed, and the other is that the performer cannot look at the camera image well enough while performing. The main purpose of our research is to apply a dependable method for wearable system by device bypass-ing for supporting performers in stuffed suits. In this paper, we implemented three information presenting devices and investigated the relationship between a performer's surroundings and cognition difficulty with information presentation.
Association for Computing Machinery, Inc, 2014, 12th International Conference on Advances in Mobile Computing and Multimedia, MoMM 2014, 77 - 84, English[Refereed]
International conference proceedings
ユビキタスコンピューティングでは多数のコンピュータを制御し様々な支援を行うが,この技術は大量のLEDを制御するためにも利用されている.ダンスと光りを組み合わせた電飾ダンスパフォーマンスでは,大量のLEDと小型コンピュータを装着した衣装を着てダンスパフォーマンスを行うが,激しい動きをするため頻繁に故障が発生するという問題があった.そして大量のLEDと小型コンピュータにおける故障を調べることは多大な時間と労力を要した.そこで,本研究では,コンピュータ群の通信回線の状態をモニタリングし,故障を検出するシステムを提案する.さらに,故障の原因を推定し,対策を施し,多数のコンピュータが協調して動作するシステムの信頼性向上を目指す.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 44, JapaneseSymposium
会議中に届いたメールの返信や,商談中の身内での情報のやり取りなど,コンピュータ操作を周囲に知られたくない状況は数多く存在する.これらの状況でのコンピュータ操作は周囲に良くない印象を与えたり,コミュニケーションを阻害したりする場合が多い.そこで本研究では,このような状況においても利用可能な,周囲に操作を悟られない秘匿インタフェースの一例として,ユーザの腹囲の変化を用いた入力方法を提案する.腹部はユーザの思い通りに動かすことができ,なおかつ着衣状態では周囲に動きを悟られにくいと考えられる.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 31, JapaneseSymposium
Symposium
これまで筆者らは,環境をジオラマと実車(実際の列車)の前面展望映像で,機能美を模型列車で再現する運転体験システムを提案してきた.この研究では線路の認識をテンプレートマッチングにより行っているが,認識精度の低下や時間がかかるなどの問題点があった.本研究では実車映像の最下段のピクセルに着目した手法を提案し,線路認識の精度の向上と時間の短縮を目指す.最下段のピクセルのみに注目することによって,探索範囲を縮小できる.また画像のテンプレートマッチングに比べて計算量を減らすことができるものと考える.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 11, JapaneseSymposium
身体の部位に装着した小型スピーカから出力した超音波の音量,ドップラー効果による周波数ピーク値の変化,環境音の音響特徴量と組み合わせて状況認識を行う手法を提案する.また,先行研究で作成したプロトタイプより小型のデバイスを作成した.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 21, JapaneseSymposium
Symposium
ウェアラブルコンピューティング環境では常時情報を閲覧するために,装着型ディスプレイ (HMD: HeadMounted Display) を頭部に装着し,情報を提示することが多い.しかし,階段や人ごみなどのHMDの注視が困難な環境では,注視時間が短くなり十分な情報を得られないことがある.そこで本研究では,環境に応じてHMDへの提示内容を変更することで,注視時間に合わせた効率の良い情報取得を行える情報提示手法を提案する.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 2, JapaneseSymposium
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Wi-Fi電波のRSSI測定による当事者間の方向検知を中心として,GPSなどの位置測位技術を複合した待ち合わせ支援システムを提案する.実際に待ち合わせを行う場合の状況をいくつか想定し,その環境でのRSSIを測定する予備実験を行った.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 6, JapaneseSymposium
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Symposium
簡単に設置することができ,ユーザに対しても低負荷なユーザ位置検出システムを提案する.提案システムは,電極,比較的大きな抵抗値をもった導電性素材およびマコンから構成される.床面に導電性素材を配置し靴底に電極を装着することにより,床を踏みつけた際に電極間を導電性素材が埋めて通電するので,その時の電圧値をマイコンで測定し,導電性素材の抵抗値も算出できる.抵抗値の異なる導電性素材を複数種類用意することで,算出された抵抗値によって現在ユーザがどの導電性素材の上にいるのかが検出できる.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 14, JapaneseSymposium
筋力トレーニングは,自宅やジムなどで一定時間を費やし実施するものであるが,その時間外にも筋トレに類似した動作を行っている可能性がある.そこで本研究では,筋電センサ値の比較により類似動作の検出を試みることで,意識・行動の変化につなげる.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 18, JapaneseSymposium
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アプリケーションに依存しない,取り消し操作可視化手法を提案する.取り消しされた点を強調表示する機能,取り消された入力系列を表示する機能,画面外の取り消しを通知する機能を実装し,提案手法の有効性を評価する.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 1, JapaneseSymposium
コンピュータの小型化や高性能化,軽量化に伴い,様々なセンサを用いてユーザの行動を認識する手法が数多く提案されている.しかし,家庭内ではユーザがそれらのデバイスを常時身につけることは難しいため,天井や壁,床,家具,家電などにセンサを設置するアプローチが一般的である.その中でもダイニングテーブルなど机の上にはさまざまな日常動作が集中しており,これらの行動を認識することで家庭内での行動記録や動作に合わせた周辺機器の制御が行える.ユーザの机上での動作を認識する手法としては,カメラによる画像認識を応用したものが提案されているが,家庭内にカメラを導入することはユーザのプライバシ保護の観点から望ましくない.本研究では,机の四隅に荷重センサを設置し,荷重データから机上動作を認識する手法を提案する.取得する情報は荷重データのみで,机上での動作以外の行動の推定は困難であ
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 16, JapaneseSymposium
ヘッドセットに装着した加速度センサで話し合い時の状態を記録し,記録したデータとミーティング中の録画動画からミーティング中の状態を判定した.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 7, JapaneseSymposium
演劇において,小道具に小型センサを搭載することで演者の動作を認識し,動作に応じて効果音を発生させるなどインタラクティブな演出を行うことができる.演劇の演出で動作認識を行なう際,効果音の出力のタイミングが重要となる.本研究では,小道具に加速度センサを搭載して,音声の出力タイミングを考慮して動作認識を行なうシステムを実装し,実際に参加型演劇で活用した.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 36, JapaneseSymposium
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情報処理技術が進展し,さまざまな学習支援システムが開発されている.特に,学習者の暗記を支援するための一般的な手法としては,元の文字列を他の意味のある文字列に置き換える語呂合わせがよく用いられ,その語呂合わせを自動で生成するシステムが存在する.しかしこれらのシステムには文字数や暗記対象に制限があり,汎用的に暗記学習に使えるとはいえない.一方で,暗記学習のために替え歌を用いるという手法は,語呂合わせと同様に広く知れ渡っている手法であるが,替え歌を生成する一般的な手法は筆者らの知る限り確立されておらず,学習者が暗記したい項目に対し自由に替え歌を生成することができないという問題がある.したがって本研究では暗記学習のための替え歌自動生成システムの構築を目的とする.提案手法では,学習者自身の知っている楽曲からなる楽曲データベースに対し,学習者が暗記したい項目を入
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 9, JapaneseSymposium
情報処理技術が進展し,さまざまな学習支援システムが開発されている.特に,学習者の暗記を支援するための一般的な手法としては,元の文字列を他の意味のある文字列に置き換える語呂合わせがよく用いられ,その語呂合わせを自動で生成するシステムが存在する.しかしこれらのシステムには文字数や暗記対象に制限があり,汎用的に暗記学習に使えるとはいえない.一方で,暗記学習のために替え歌を用いるという手法は,語呂合わせと同様に広く知れ渡っている手法であるが,替え歌を生成する一般的な手法は筆者らの知る限り確立されておらず,学習者が暗記したい項目に対し自由に替え歌を生成することができないという問題がある.したがって本研究では暗記学習のための替え歌自動生成システムの構築を目的とする.提案手法では,学習者自身の知っている楽曲からなる楽曲データベースに対し,学習者が暗記したい項目を入
Dec. 2013, 日本ソフトウェア科学会第21回インタラクティブシステムとソフトウェアに関するワークショップ(WISS2013) 論文集, 175 - 176, Japanese[Refereed]
Symposium
Symposium
ポケットへの物の出し入れは重要な行動の前後に行われることが多いため,出し入れされた物が認識できれば,ライフログの生成や状況に応じたサービスの提供が可能である.そこで赤外線センサを格子状に配置したプロトタイプを用いて,物体が赤外線を覆った数から物体の判別を行った.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 15, JapaneseSymposium
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[Refereed]
Symposium
ギターにおいて,押弦,離弦に加え,触弦 も認識することにより,発音に関わる運指だけでなく,ミュートや予備動作のための運指も取得できる.本研究ではギターの導電部を利用し,押弦,触弦,離弦が認識可能な,ギターのための触弦認識システムの構築を行う.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 34, JapaneseSymposium
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キーボード使用時に指先から得られる触覚フィードバックとモニタから得られる視覚フィードバックの間に人工的に生成した僅かなずれがキーボード入力速度,エラー率に与える影響を調査した.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 33, JapaneseSymposium
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近年,スマートフォンのアプリケーションやHMD (Head Mounted Display)などを用いた様々なナビゲーションシステムが開発,使用されている.ユーザを誘導する情報を提示するシステムにおいて課題となるのは,提示情報と現実世界とのマッチングである.例えば,画面上の地図に進むべきルートや曲がるべき交差点が明示されていても,それらが目の前のどの道,どの交差点に対応するかわからなければユーザは迷うことになる.そこで本研究では,パーソナルデバイスと環境側が連携し,同期した刺激をユーザに提示することでナビゲーションを行う方式 SyncBlink を提案する.環境側の各案内表示とユーザ側のデバイスが同期して刺激を発することにより,どの案内表示が目的のものであるかを容易に識別できる.また,複数のユーザに同じ,または異なった案内を同時に提示することも容易で
Dec. 2013, 日本ソフトウェア科学会第21回インタラクティブシステムとソフトウェアに関するワークショップ(WISS2013) 論文集, 85 - 90, Japanese[Refereed]
Symposium
関数型プログラミング言語で簡潔に記述でき,ユビキタスコンピューティング環境において非同期に動作するアプリケーション例としてGPSRを挙げ,PC上で仮想的に実装した.
Dec. 2013, ユビキタス・ウェアラブルワークショップ2013 (UWW 2013)論文集, 42, JapaneseSymposium
Recently there have been many learning support systems which enable learners to acquire difficult skills such as how to play tennis, golf, and musical instruments and how to sing. Visual examples of how to perform the skill, and the detection of learners' mistakes by the system, allow learners to enhance learning effectiveness. In particular, the presentation of examples is important to decrease the difficulty of learning and keep learners motivated. However, learners need to be able to use their skill without the system support, since there are many circumstances in which they will not be able to use it. Therefore, the goal of our study is to construct a learning system considering withdrawal from a system support. In this paper we analyze conventional learning support systems, and propose methods of withdrawal from the system support. Additionally, we apply our proposed learning method to piano performance, and evaluate the effectiveness of the proposed system.
Japan Society for Software Science and Technology, 25 Oct. 2013, Computer Software, 30 (4), 51 - 60, Japanese[Refereed]
Increased global interest in environmental issues has led to demands for a reduction of home energy. One method of reducing home energy is limiting the amount of redundant power home electronics consume. To reduce power consumption adequately, we need to flexibly customize policies for power consumption reduction based on user habits. Hence, in this paper, we propose a rule-based home energy management system (RB-HEMS) that controls the power consumption of home electronics in accordance with user described ECA rules. The ECA rules can be easily customized, so the proposed system is therefore ideal as a flexible energy management system. We have also developed a rule-based smart tap (RB-ST) to realize our system. © 2013 International Information Institute.
Sep. 2013, Information (Japan), 16 (9 B), 6893 - 6903Scientific journal
There are various approaches to recognizing user actions for interactive arts. By making a system interactive, the audience has more fun because they are participating, and the artists can translate what is in their imagination more richly. Since user actions have great variety and the restrictions on installations are diverse, conventional systems use mechanisms for recognizin
Jun. 2013, Proc. of the NICOGRAPH International 2013, 72 - 80, English[Refereed]
International conference proceedings
近年,インタラクティブシステムのためのユーザ行動認識手法が多数提案されている.情報提示システムがインタラクティブになることで,観客はシステムを自らの体で経験して楽しむことができ,システム提供者もより豊かな表現をすることができる.ユーザ行動には様々なものがあるが,システム設置の制限などの理由により,既存のシステムは特定のアクションの認識に特化しているものがほとんどである.本稿では,平面に複数の加速度センサを装着することで,行われたアクションの位置や強さを認識する手法を提案する.小型の加速度センサのみでシステムを構成することにより,デバイスが目立たずに,汎用的に設置することが可能である.これまでに2 度の長期的なメディアアートでの使用を通じて,提案手法の有用性を確認した.
一般社団法人情報処理学会, 17 May 2013, 情報処理学会HCI研究会, 2013 (6), 1 - 8, Japanese本論文では,格子状に配置されたユビキタスコンピュータ群に対して,それぞれのコンピュータが搭載する入出力デバイスをモバイルエージェントを用いて制御する手法を提案する.隣接するユビキタスコンピュータに移動しながら処理が行えるモバイルエージェントを用いることで,ネットワークトポロジを考慮しながらコンピュータ群全体を容易に制御できる.本研究ではモバイルエージェントのプログラムを実行すべきコマンドの羅列ととらえ,モバイルエージェントの移動,並列処理,コンピュータの入出力制御などのコマンドを作成し,モバイルエージェントを用いてコンピュータ群を制御するための実行環境を構築した.さらに,コンピュータ数の変化への対応やコンピュータ群の動作変更を容易に行えることを示した.In this paper, we propose a new programming model for controlling ubiquitous computers in grid topology. The programming style of using mobile agents that can migrate to neighboring computers enables to control whole computers considering network topologies. In this paper, we define mobile agent as a set of simple commands, which include migration, I/O control, and duplication. We have implemented a platform of our model, and confirmed that our approach could adapt to the change of the number of computer or network topology, and we could change the behaviors of computers by adding agents to the environments.
情報処理学会, 15 May 2013, 情報処理学会論文誌ジャーナル(Web), 54 (5), 1697 - 1708, Japanese[Refereed]
近年のコンピュータ小型化にともない,ウェアラブルコンピューティングに関する注目が高まっている.ウェアラブルコンピューティング環境では,携帯性や装着性の観点から小型の入出力デバイスが望まれる.一般に,コンピュータへの文字入力デバイスとしてはキーボードが広く普及しており,多くのユーザがキーボードの入力に慣れ親しんでいる.しかし,キータッチのしやすさなどのユーザビリティに影響を与えるため,キーボードの単純な小型化には限度がある.そこで本研究では,ユーザがすでに体得しているキーボード入力の能力を活かすために,既存のキー配列をそのままに保ちながらキーボードを左右に分割し,どちらか一方のみを用いる手法を提案する.提案手法では,単語の切れ目ごとにキーボード半分の打鍵情報のみから入力単語を推測する.提案手法を用いることで,従来のキーサイズと入力動作を最大限に保ったままキーボードの大きさを半減できる.In wearable computing, compact I/O devices are desirable from the viewpoint of portability. Now, many users are accustomed to input with a keyboard, however, there is a limitation of miniaturization because it degrades the performance of key touch. Therefore, in this paper, we propose a method to miniaturize a keyboard by excluding the half of it. The user can input words with one hand because the proposed system estimates the input word using keying interval, which appears also when the user inputs with both hands. From the result of user study, we confirmed that the user can input with only one hand and that it does not decrease input speed drastically.
情報処理学会, 15 Apr. 2013, 情報処理学会論文誌ジャーナル(Web), 54 (4), 1667 - 1676, Japanese[Refereed]
近年,健康への意識の高まりから健康支援システムに対する注目が集まっているが,従来の健康支援システムは生体情報をもとにアドバイスを送るような間接的な支援がほとんどであった.本研究では,健康支援システムが提示する情報の内容をユーザが疑わないことを活用し,プラセボ効果を用いて生体情報を操作する新しい健康支援システムを提案する.本稿ではそのような健康支援システムを実現するために,運動時や緊張時のように心拍が大きく変化する状況において虚偽情報をユーザに提示することにより生体情報に影響を与えられるか検証する.評価実験の結果から,虚偽情報の有効性はユーザにより異なるがその影響には一貫性があることや,虚偽情報の種類により影響の大きさが異なることが確認された.また,現在の心拍数とコンテキストにより,自動で虚偽情報を生成し提示するシステムを実装した.
情報処理学会, 15 Apr. 2013, 情報処理学会論文誌ジャーナル(Web), 54 (4), 1433 - 1441, Japanese[Refereed]
ピアノ演奏では,正確な打鍵や適切な指使い,リズム(打鍵および離鍵のタイミング)などさまざまな技術が求められる.筆者らの研究グループでは,演奏初期段階における打鍵位置や運指の習熟を高める学習支援システムを構築してきたが,リズムの学習に関しては考慮してこなかった.楽譜にはさまざまな音長の音符や休符が存在するが,譜読みに慣れていない初学者が,五線譜上に書かれた音符および休符の音長をイメージすることは難しい.また,ピアノロール譜のように,打鍵や離鍵のタイミングを明確に提示する楽譜も存在するが五線譜の学習ができない.そこで,本研究ではこれらの問題を解決するために,リズム学習を考慮した五線譜ベースのピアノ演奏学習支援システムの構築を目的とする.提案システムは,音長を逐次チェックする機能を持ち,リズム情報を直観的に提示する手法について設計し実現している.さらに,ピ
15 Apr. 2013, 情報処理学会論文誌ジャーナル(Web), 54 (4), 1383 - 1392, Japanese[Refereed]
ドラムセットはさまざまな打楽器の組合せから構成されるが,個々の打楽器は大きく重いため,持ち運びが不便であったり,設置に広いスペースを必要としたりする.一方,モーションセンサを搭載したドラムスティックを用いて空間上の仮想打面を叩打することで擬似的にドラム演奏を行う仮想ドラムは,高い可搬性を持つが,叩打時のフィードバックがなく演奏しにくかったり,演奏法や音色が再現できないことから,実ドラムに慣れているドラム演奏者が仮想ドラムを使う場合,演奏性や表現力が著しく低下するため満足のいく演奏をすることは難しい.本研究で提案するAirstic Drumは実ドラムと仮想ドラムを統合することで,高い可搬性と演奏性を実現する.Airstic Drumは仮想ドラムの叩打と識別したときのみ,仮想ドラムに割り当てた音色の音を出力することで,仮想ドラムと実ドラムの利点をあわせ持
情報処理学会, 15 Apr. 2013, 情報処理学会論文誌ジャーナル(Web), 54 (4), 1393 - 1401, Japanese[Refereed]
CLI, F# 等の.NET Framework で使用可能なプログラミング言語で記述されたプログラムを、8bit, RAM 4KB, ROM 32KB (Flash Memory 32KB) という極めて小さな計算リソースしかもたないデバイス上で実行することができる。本稿では、この仮想マシンの設計方針と実装の概略、およびこれをベースに用いて行った研究事例,実フィールドへの適用事例についてそれぞれ紹介する。
一般社団法人電子情報通信学会, 14 Mar. 2013, 情報処理学会研究報告, 112 (494), 143 - 150, Japanese自分の髪の毛を自分自身で散髪することは難しい.伸びた髪を散髪する場合には美容室や理容室,床屋といった専門家のいる場所へ行くのが一般的である.しかし,髪質も顔も趣味も異なる専門家に各個人が抱く髪型の悩みや理想のイメージを伝えることはうまくいかないこともある.こういったことに対する不満や,その他の好奇心や目的によって自分で散髪したいという欲求,動機が生じることがある.しかし,本研究でヘアセルフカットと呼ぶこの行為を実行するためには,技術面や環境面においていくつかの課題が存在する.本研究では,ヘアセルフカットを現状の道具や環境でおこなった場合に課題となる 「目では見えない範囲の映像の取得」 に重点を置き,自分の目では見えない範囲をカメラで撮影し,その映像を見ながらヘアセルフカットを行うシステムを提案する.評価実験により提案システムの有効性を確認した.
07 Mar. 2013, 情報処理学会研究報告, 2013 (4), 1 - 8, Japanese繁華街などの人通りの多い場所などにおいては,歩行者どうしの接触や互いの進行方向を遮ることによりスムーズに他者とすれ違えないといったトラブルが起こる.そのようなトラブルの原因の一つに,それぞれの場所には暗黙的な歩行時のルールが存在しているにもかかわらず,そのルールを理解していない歩行者が存在することが挙げられる.一方自動車は,道路標示や標識で示される交通ルールに従って走行することにより,安全でスムーズな交通を実現している.そこで,本研究では自動車の交通ルールを歩行者に適用することにより,上記のようなトラブルを回避し安全でスムーズな歩行を実現する歩行支援システムを提案する.提案システムでは,前方のカメラ映像などから周辺の歩行状況を認識し,その状況に合わせて拡張現実感で道路標示などの交通ルールを提示することにより,歩行者の行動を誘導し安全でスムーズな歩行を
07 Mar. 2013, 情報処理学会研究報告, 2013 (2), 1 - 6, Japanese人が笑顔になるとき,目の前ではその人にとって価値のある出来事が起こっている可能性が高い.一方で,ウェアラブルカメラやウェアラブルマイクを用いて全てを記録するようなライフログシステムにおいては,膨大な記録の中から重要な出来事を切り出すことは難しい.本研究では,微笑みと笑いに着目し,動画に記録された楽しい出来事や面白い出来事にタグ付けする,笑顔に基づくライフログシステムの設計および実装を行った.笑いと微笑みが発生する理由はそれぞれ異なるため,微笑みと笑いを別の出来事として検知する必要がある.そこで本提案システムでは,フォトリフレクタを用いて微笑みと笑いを認識するデバイスおよび閾値に基づくクラスタリングを用いて微笑みと笑いを認識するアルゴリズムを提案する.提案システムは日常生活下で自然に利用できるように設計されており,評価実験では笑い94%,微笑み73%
07 Mar. 2013, 情報処理学会研究報告, 2013 (18), 1 - 8, JapaneseCILIX は、小型無線センサノードで動作するアプリケーションを開発するための、.NET Framework の共通中間言語 (CIL) を実行できるプロセス仮想マシンである。C#, Visual Basic, C++/CLI, F# 等の.NET Framework で使用可能なプログラミング言語で記述されたプログラムを、8bit, RAM 4KB, ROM 32KB (Flash Memory 32KB) という極めて小さな計算リソースしかもたないデバイス上で実行することができる。本稿では、この仮想マシンの設計方針と実装の概略、およびこれをベースに用いて行った研究事例,実フィールドへの適用事例についてそれぞれ紹介する。
07 Mar. 2013, 情報処理学会研究報告, 2013 (23), 1 - 8, JapaneseVarious wearable computing devices face problems with their power supplies, communication channels, and placement. Conductive clothes can resolve these problems, but it is still difficult to know the positions of devices on the conductive fabric. Therefore, we propose a method to detect the positions of such devices by using a camera. To detect the positions, our method blinks the LEDs on the devices according to their ID. Additionally, we propose several methods to shorten the time for detection. An experimental evaluation confirmed that compared with conventional method our methods reduce the time to detect the positions of the devices. © 2013 World Scientific Publishing Company.
WORLD SCIENTIFIC PUBL CO PTE LTD, Mar. 2013, International Journal of Wavelets, Multiresolution and Information Processing, 11 (2), 1–23, English[Refereed]
Scientific journal
[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
Recently, environments in which users can always see information is becoming realistic due to the development of wearable computing. Researchers have proposed various information presentation methods for different situations. However, in wearable computing environments, since the user does not always need a particular piece of information, there should a specified duration for which the system can show information that does not have any specific importance for the user. In this research, we propose a system that prompts the user to become unconsciously attracted to certain information by presenting visual information related to their interest. Our system utilizes the concept of the priming effect, whereby individuals are affected by content that has been presented before. Evaluation results confirmed that presenting information prompts the user to obtain the intended information. We also implemented a prototype of the system, Primer Streamer, that presents information related to user interest. © 2013 ACM.
ACM, 2013, ACM International Conference Proceeding Series, 93 - 93, English[Refereed]
International conference proceedings
Mobile phones and video game controllers using gesture recognition technologies enable easy and intuitive operations, such as those in drawing objects. Gesture recognition systems generally require several samples of training data before recognition takes place. However, recognition accuracy deteriorates as time passes since the trajectory of the gestures changes due to fatigue or forgetfulness. We investigated the change in gestures and fast found that several samples of gestures were not suitable for training data. Therefore, we propose two methods of finding appropriate data for training. We confirmed that the proposed methods found better training data than the conventional method from the viewpoints of the number of data collected and the accuracy of recognition.
IEEE, 2013, 2013 IEEE INTERNATIONAL CONFERENCE ON PERVASIVE COMPUTING AND COMMUNICATIONS WORKSHOPS (PERCOM WORKSHOPS), 14 - 19, English[Refereed]
International conference proceedings
In the wearable computing environment, a computer provides many kinds of services by using the values from wearable sensors to recognize the user's movements or situations. In the research on activity recognition, accelerometers are attached on the user's body such as wrists, waist and, feet. Though researches on best sensor placement for context aware systems has been released thus far, they do not use enough number of sensors to really decide the best sensor placement. When using these context aware systems in our daily life, we also need to consider the discomfort that the user gets from attaching the sensors. The sensor might get in the user's way or feel uncomfortable for the user, however, as far as we know, the sensor's wearability is not taken into consideration in these researches. This paper proposes an evaluation function that scores sensor placement considering both recognition accuracy and sensor wearability, with twenty sensors on the user's body and thirty kinds of exercises including aerobic exercise, weight training, and yoga. Then we experimentally evaluated sensor placement, resulted in high degree of accuracy achieved without feeling stressful. Copyright © 2013 ACM.
ACM, 2013, UbiComp 2013 Adjunct - Adjunct Publication of the 2013 ACM Conference on Ubiquitous Computing, 623 - 632, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
We propose a method to identify persons using home electric appliances with accelerometer. Proposing method improves the accuracy of the power management system in the home, such as HEMS (Home Energy Management System) and EoD (Energy on Demand). We aim to detect the timing of using appliances before using them, and to identify who use them with acceleration sensor. Detecting the timing of using appliances makes it possible to prevent accidents caused by high electric current (for example breaker falls) before the accidents occur. Furthermore, identifying who use the appliances make it easy to plan the power consumption, because there are large difference among the operating time of appliances. © 2013 IEEE.
IEEE Computer Society, 2013, Proceedings - 16th International Conference on Network-Based Information Systems, NBiS 2013, 350 - 355, English[Refereed]
International conference proceedings
[Refereed]
Scientific journal
There are many accidents such as bumping between walkers in crowded places. One of reasons for them is that it is difficult for each person to predict the behaviors of other people. On the other hand, cars implicitly communicate with other cars by presenting their contexts with equipments such as brake lights and turn signals. In this paper, we propose a system for visualizing the user context by using information presentation methods based on those found in cars, such as wearing LEDs as brake lights, which can be seen by surrounding people. The evaluation results when using our prototype system confirmed that our method visually and intuitively presented the user context. In addition, we evaluated the visibility effects of changing the mounting position. Copyright 2013 ACM.
ACM, 2013, ACM International Conference Proceeding Series, 221 - 228, English[Refereed]
International conference proceedings
Collapsed formation in a group dance will greatly reduce the quality of the performance even if the dance in the group is synchronized with music. Therefore, learning the formation of a dance in a group is as important as learning its choreography. However, if someone cannot participate in practice, it is difficult for the rest of the members to gain a sense of the proper formation in practice. We propose a practicesupport system for performing the formation smoothly using a self-propelled screen even if there is no dance partner. We developed a prototype of the system and investigated whether a sense of presence provided by both methods of practicing formations was close to the sense we really obtain when we dance with humans. The result verified that the sense of dancing with a projected video was closest to the sense of dancing with a dancer, and the trajectory information from dancing with a self-propelled robot was close to the trajectory information from dancing with a dancer. Practicing in situations similar to real ones is able to be done by combining these two methods. Furthermore, we investigated whether the self-propelled screen obtained the advantages of dancing with both methods and found that it only obtained advantages of dancing with projected video. Copyright 2013 ACM.
ACM, 2013, ACM International Conference Proceeding Series, 178 - 185[Refereed]
International conference proceedings
Most situations that cause people to smile are important and treasured events that happen in front of the other people. In life-logging systems that record everything with wearable cameras and microphones, it is difficult to extra t the important events from a large amount of recordings. In this research, we design and implement a smile-based life-logging system that focuses on smile / laughter for indexing the interesting / enjoyable events on a recorded video. Our system, features an original smile / laughter recognition device using photo interrupters that is comfortable enough for daily use and proposed an algorithm that detects smile / laughter separately by threshold-based clustering. The main challenge is that, sin e the reasons people smile and laugh are quite diverse, the system has to detect a smile / laughter as different events. Evaluation results showed that our mechanism achieved a 73% / 94% accuracy in detecting smile / laughter, while actual use of the system showed that it can accurately detect interesting scenes from a recorded life log. Copyright 2013 ACM.
ACM, 2013, ACM International Conference Proceeding Series, 213 - 220, English[Refereed]
International conference proceedings
In this paper, we propose a rule-based Home Energy Management System (HEMS) using the Rete algorithm. In the proposed system, rules for managing energy are processed by smart taps in network, and the loads for processing rules and collecting data are distributed to smart taps. In addition, the number of processes and collecting data are reduced by processing rules based on the Rete algorithm. © 2013 IEEE.
IEEE, 2013, 2013 IEEE 2nd Global Conference on Consumer Electronics, GCCE 2013, 162 - 163, English[Refereed]
International conference proceedings
Various wearable computing devices face problems with their power supplies, communication channels, and placement. Conductive clothes can resolve these problems, but it is still difficult to know the positions of devices on the conductive fabric. Therefore, we propose a method to detect the positions of such devices by using a camera. To detect the positions, our method blinks the LEDs on the devices according to their ID. Additionally, we propose several methods to shorten the time for detection. An experimental evaluation confirmed that compared with conventional method our methods reduce the time to detect the positions of the devices.
WORLD SCIENTIFIC PUBL CO PTE LTD, 2013, Int. J. Wavelets Multiresolution Inf. Process., 11 (2), English[Refereed]
Scientific journal
It is important for musicians to show their true ability in live performance. However many musicians make mistakes, such as a keystroke error or a fingering error, because their music tempo in live performance is different from that in daily practice. It is difficult to calm the mind and overcome feelings such as nervousness and excitement in live performance. Our preliminary evaluation showed that music tempo is related to the heart rate (HR) of a musician. If the musician notices his/her own mental condition, he/she tries to alter their performance. For example, a musician tries to play in slower tempo in live performance than in daily practice, when he/she knows that his/her HR in live performance is higher than in daily practice. Therefore, the goal of our study is to design and implement a heart rate presentation system for keeping music tempo in live performance. The proposed system shows a musician his/her heart rate from daily practice and his/her current heart rate before his/her performance. We have developed a prototype system, and evaluated its effectiveness through actual use of the prototype system. We found that it had advantages over comparative methods. © 2013 IEEE.
IEEE, 2013, 2013 IEEE 2nd Global Conference on Consumer Electronics, GCCE 2013, 177 - 181, English[Refereed]
International conference proceedings
近年,ウェアラブルコンピューティングへの注目とともに,常時情報を閲覧できる環境が現実的になってきており,ユーザの行動や状況を認識し,状況に合わせて適切に情報を提示する手法が数多く提案されている.しかし,常時情報閲覧環境ではユーザは常に情報が必要なわけではないので,情報提示に空き時間が生じ,この時間に直接的な情報提示を目的としないものを提示できる.そこで本研究では,先行する事柄が後の事柄に影響を与えるというプライミング効果を利用し,空き時間にユーザの関心事に関連する視覚情報を閲覧させることで無意識に特定の情報に気付きを与えるシステムを提案する.本研究ではまず,視覚情報を与えることによって関連する情報の気付きに影響があることを予備調査により確認した.また,ユーザが関心事に関する視覚情報が得られるよう,画像や動画を提示するシステムPrimerStreame
2013, インタラクション2013 論文集, 2013 (1), 17–24, Japanese[Refereed]
加速度センサを用いたジェスチャ認識において,一般的には,事前に採取した数回分のデータを学習データとして登録し,学習データと未知のデータの距離を計算する手法が用いられている.しかし,ユーザの疲労やジェスチャフォームの忘却などによるジェスチャの時間的変化を考慮していないため,使用開始時の数サンプルを学習データとする方法では時間の経過とともにジェスチャが変化し,誤認識を引き起こす可能性がある.筆者らは先行研究において,ジェスチャが安定する箇所をリアルタイムで発見することでジェスチャの時間的変化を考慮した学習データ収集手法を提案している.しかしながら,提案した手法ではジェスチャの安定に時間を要する場合に,採取する学習データのサンプル数が増大することが分かった.そこで本研究では,自身が行っているジェスチャ動作が安定していることを知れば,その状態を継続し,学習デ
2013, 情報処理学会研究報告, 2012 (6), 1–8, Japanese近年,携帯電話や電子メールの普及に伴って手書きの機会が激減したことで,人々が自らの漢字力低下を実感するようになった.コンピュータでは,読みが分からない文字の入力を補助する機能として,手書き文字入力システムが開発されている.しかし,それらはいずれもポインティングデバイスを用いたシステムで,文字入力デバイスとして最も普及しているキーボードは読みが分からない文字の入力をサポートしていない.そこで,本研究では,キーボード上で指を滑らせて行うストローク操作を用いることで,キーボード使用時に漢字検索が行えるシステムを提案する.提案システムは,ストローク操作と文字入力操作を自動で識別する機構,ストローク操作によって入力された形状を認識する機構を備えており,認識されたストローク形状を元に入力漢字を推定する.被験者実験を行った結果,提案システムのアルゴリズムによってス
2013, 情報処理学会研究報告, 2012 (6), 1–6, JapaneseMobile phones and video game controllers using gesture recognition technologies enable easy and intuitive operations, such as those in drawing objects. Gesture recognition systems generally require several samples of training data before recognition takes place. However, recognition accuracy deteriorates as time passes since the trajectory of the gestures changes due to fatigue or forgetfulness. We investigated the change in gestures and fast found that several samples of gestures were not suitable for training data. Therefore, we propose two methods of finding appropriate data for training. We confirmed that the proposed methods found better training data than the conventional method from the viewpoints of the number of data collected and the accuracy of recognition. © 2013 IEEE.
IEEE, 2013, 2013 IEEE International Conference on Pervasive Computing and Communications Workshops, PerCom Workshops 2013, 14 - 19, English[Refereed]
International conference proceedings
There are many accidents such as bumping between walkers in crowded places. One of reasons for them is that it is difficult for each person to predict the behaviors of other people. On the other hand, cars implicitly communicate with other cars by presenting their contexts with equipments such as brake lights and turn signals. In this paper, we propose a system for visualizing the user context by using information presentation methods based on those found in cars, such as wearing LEDs as brake lights, which can be seen by surrounding people. The evaluation results when using our prototype system confirmed that our method visually and intuitively presented the user context. In addition, we evaluated the visibility effects of changing the mounting position. Copyright 2013 ACM.
2013, ACM International Conference Proceeding Series, 221 - 228, English[Refereed]
International conference proceedings
Most situations that cause people to smile are important and treasured events that happen in front of the other people. In life-logging systems that record everything with wearable cameras and microphones, it is difficult to extra t the important events from a large amount of recordings. In this research, we design and implement a smile-based life-logging system that focuses on smile / laughter for indexing the interesting / enjoyable events on a recorded video. Our system, features an original smile / laughter recognition device using photo interrupters that is comfortable enough for daily use and proposed an algorithm that detects smile / laughter separately by threshold-based clustering. The main challenge is that, sin e the reasons people smile and laugh are quite diverse, the system has to detect a smile / laughter as different events. Evaluation results showed that our mechanism achieved a 73% / 94% accuracy in detecting smile / laughter, while actual use of the system showed that it can accurately detect interesting scenes from a recorded life log. Copyright 2013 ACM.
ACM, 2013, ACM International Conference Proceeding Series, 213 - 220, English[Refereed]
International conference proceedings
環境内に埋め込まれた多数のコンピュータが連携し,人々の生活を支援するユビキタスコンピューティング環境や,多数のコンピュータを服に埋め込むなどして活用するウェアラブルコンピューティング環境では,コンピュータは多数のコンピュータと頻繁にメッセージ交換する.このような環境ではコンピュータ間の通信の切断はコンピュータ群全体の処理に影響する可能性があり,回線の切断箇所を特定することは重要であるが,テスターを用いて一箇所ずる調べる手法では,システム運用中に使用できず,多大な労力と時間がかかるという問題があった.本研究では故障箇所特定を容易にすることを目指し,ブロードキャスト通信と隣接するコンピュータ間の通信の2種類の通信を用いて,回線状態をモニタリングするシステムを提案し,その有用性を確認した.
2013, 情報処理学会シンポジウムシリーズマルチメディア,分散,協調とモバイルシンポジウム(DICOMO2013)論文集, 2013 (2), 1880 - 1887, Japanese[Refereed]
コンピュータの小型化により,様々な場所でのコンピュータの操作が可能となった.一般に,コンピュータの操作には手を用いるため,ユーザがコンピュータを操作していることは周囲から見て明らかである.しかし,人と対面している時や会議中など,コンピュータの操作が望ましくない状況でユーザがコンピュータを操作したいという要求が存在する.また,このような場面でのコンピュータの操作は周囲に悪い印象を与えたり,コミュニケーションを阻害したりすることが多い.そこで本研究では,周囲に悟られずにコンピュータを操作できるインタフェースを「秘匿インタフェース」と定義し,その一例として,腹囲の変化を入力に用いるインタフェースを提案する.腹部の動作は周囲から悟られにくく,またユーザは他の動作とは独立して腹部を動かせる.本稿では,ユーザの腹部動作速度および腹囲の大きさを入力に利用するデバイ
2013, 情報処理学会シンポジウムシリーズマルチメディア,分散,協調とモバイルシンポジウム(DICOMO2013)論文集, 2013 (2), 1888 - 1896, Japanese[Refereed]
ウェアラブルコンピューティング環境では,装着型センサを使った状況認識に注目が集まっている.一般的に用いられるセンサは加速度センサやマイクだが,前者は複数のセンサのデータを統合するために通信を行う必要があり,後者は音のみに頼っているため実際にそのユーザが関係している音なのかが分からない.そこで本研究では,超音波によってユーザの行動,周囲に居る人,現在居る場所などの情報を取得し,ボイスレコーダなどの音声記録に埋め込む手法を提案する.ユーザはマイクと超音波を発する小型スピーカを装着し,これらの距離を表す音量の変化と,ジェスチャの速度を示すドップラー効果を利用してジェスチャを認識する.また,環境や人に超音波IDを発信する小型スピーカを装着することで,ユーザがどこにいたか,近くに誰がいたかという情報も同時に記録する.これにより,会話音等の環境音,ジェスチャ,ユ
2013, 情報処理学会UBI研究会, 2013 (UBI-39), 1 - 8, Japaneseマイクロエレクトロニクス技術の発展によるコンピュータの小型化や高性能化,軽量化に伴い,センサを用いてユーザの行動を認識するシステムが数多く提案されている.家庭内ではユーザが常時センサを身につけることは難しいため,天井や壁,床,家具,家電など環境にセンサを設置するアプローチが一般的である.その中でもダイニングテーブルなど机の上にはさまざまな日常動作が集中しており,これらの行動を認識することで家庭内での行動記録や動作に合わせた周辺機器の制御が行える.ユーザの机上での動作を認識する手法としては,カメラによる画像認識を応用したものが提案されているが,家庭内にカメラを導入することはユーザのプライバシ保護の観点から望ましくない.また,感圧センサや電極を机上面全体に設置するシステムが提案されているが,センサを大量に用いて机を加工する必要があり,一般家庭への導入は設
2013, 情報処理学会シンポジウムシリーズマルチメディア,分散,協調とモバイルシンポジウム(DICOMO2013)論文集, 2013 (2), 1180 - 1187, Japanese[Refereed]
端末に搭載された加速度センサから得られる値を用いて端末の動きを検出することで従来のインタフェースでは困難であった入力が実現できる.一般的に加速度センサを用いたジェスチャ認識では,ジェスチャ終了後に認識処理を開始するため,ジェスチャ入力を行なってからフィードバックの出力までに遅延が生じ,インタフェースの操作性の低下につながる.本研究では,加速度センサを用いたジェスチャ認識において,途中までのジェスチャ入力データと教師データとの距離を逐次的に計算する早期認識アルゴリズムを提案する.提案手法では各教師データとの距離計算において,認識結果の候補が拮抗している場合には,認識結果を出力せずに次サンプルの入力を待ち,確度の高い唯一の候補が決定した時点で認識結果を出力する.タブレット端末使用時を想定した27 種類のジェスチャに対して提案手法の性能を評価したところ,提
2013, 情報処理学会シンポジウムシリーズマルチメディア,分散,協調とモバイルシンポジウム(DICOMO2013)論文集, 2013 (2), 655 - 662, Japanese[Refereed]
GUI においてユーザの直前の作業内容を取り消す操作は,あらゆるアプリケーションに導入されており,広く普及している.しかし,従来の取り消し操作は,瞬時に操作が実行されるため取り消された部分を見逃したり,作業を一時的に中断した場合や複数の作業を並行して行っている場合に,ユーザが取り消された内容を把握できない状況が生じる.これまでにも取り消し操作を支援する研究が行われているが,それらはいずれもアプリケーションに依存し,汎用的なものは存在しない.そこで本研究では,アプリケーションに依存しない取り消し操作の可視化手法を提案する.提案手法では,取り消し操作に伴う視覚的変化に着目し,デスクトップ上の画面変化から取り消し操作の対象を特定する.本稿では,取り消し範囲と取り消し内容,ディスプレイの表示領域外での取り消し操作の明確化のために強調表示機能と取り消し内容提示
2013, 情報処理学会シンポジウムシリーズマルチメディア,分散,協調とモバイルシンポジウム(DICOMO2013)論文集, 2013 (2), 1267 - 1277, Japanese[Refereed]
We propose an activity and context recognition method where the user carries a neck-worn receiver comprising a micro- phone, and small speakers on his wrists that generate ultra- sounds. The system recognizes gestures on the basis of the volume of the received sound and the Doppler effect. The former indicates the distance between the neck and wrists, and the later indicates the speed of motions. Thus, our approach substitutes the wired or wireless communication typically required in body area motion sensing networks by ultrasounds. Our system also recognizes the place where the user is in and the people who are near the user by ID signals generated from speakers placed in rooms and on people. The strength of the approach is that, for offline recognition, a simple audio recorder can be used for the receiver. We evaluate the approach in one scenario on nine gestures/activities with 10 users. Evaluation results confirmed that when there was no environmental sound generated from other people, the recognition rate was 87% on average. When there was environmental sound generated from other people, we compare approach ultrasound-based recognition which uses only the feature value of ultrasound against standard approach, which uses feature value of ultrasound and environmental sound. Results for the proposed approach are 65%, for the standard approach are 57%.Copyright©2013 ACM.
2013, ISWC 2013 - Proceedings of the 2013 ACM International Symposium on Wearable Computers, 57 - 64, English[Refereed]
International conference proceedings
In the wearable computing environment, a computer provides many kinds of services by using the values from wearable sensors to recognize the user's movements or situations. In the research on activity recognition, accelerometers are attached on the user's body such as wrists, waist and, feet. Though researches on best sensor placement for context aware systems has been released thus far, they do not use enough number of sensors to really decide the best sensor placement. When using these context aware systems in our daily life, we also need to consider the discomfort that the user gets from attaching the sensors. The sensor might get in the user's way or feel uncomfortable for the user, however, as far as we know, the sensor's wearability is not taken into consideration in these researches. This paper proposes an evaluation function that scores sensor placement considering both recognition accuracy and sensor wearability, with twenty sensors on the user's body and thirty kinds of exercises including aerobic exercise, weight training, and yoga. Then we experimentally evaluated sensor placement, resulted in high degree of accuracy achieved without feeling stressful. Copyright © 2013 ACM.
2013, UbiComp 2013 Adjunct - Adjunct Publication of the 2013 ACM Conference on Ubiquitous Computing, 623 - 632, English[Refereed]
International conference proceedings
We propose a method to identify persons using home electric appliances with accelerometer. Proposing method improves the accuracy of the power management system in the home, such as HEMS (Home Energy Management System) and EoD (Energy on Demand). We aim to detect the timing of using appliances before using them, and to identify who use them with acceleration sensor. Detecting the timing of using appliances makes it possible to prevent accidents caused by high electric current (for example breaker falls) before the accidents occur. Furthermore, identifying who use the appliances make it easy to plan the power consumption, because there are large difference among the operating time of appliances. © 2013 IEEE.
IEEE Computer Society, 2013, Proceedings - 16th International Conference on Network-Based Information Systems, NBiS 2013, 350 - 355, English[Refereed]
International conference proceedings
Purpose: The purpose of this paper is to design and propose a new interface for hearing-impaired for the users who can hardly realize the environmental sound. Design/methodology/approach: The authors propose the use of an augmented reality (AR) system with sound source recognition to augment human vision. In this system, sound source and position is detected by using acoustic processing. Findings: The authors confirmed that the source and direction of sound could be effectively recognized, and that AR was implemented, and thus that the user could use this system to recognize and visualize environmental sounds. When there was only a single sound source in the surrounding environment such as at home or when doing some simple work, and especially when a source was near a user, this system provided information on the sound source and visualized the sound source to satisfy the user's need. Originality/value: The system can recognize the environmental sound in realtime and inform the user of the type of sound by showing a virtual object in the user's sight. Furthermore, the user can find the direction of the sound source by using a microphone array and locate the sound source through the AR marker attached to the object. © Emerald Group Publishing Limited.
EMERALD GROUP PUBLISHING LTD, 2013, International Journal of Pervasive Computing and Communications, 9 (3), 227 - 242, English[Refereed]
Scientific journal
[Refereed]
It is important for musicians to show their true ability in live performance. However many musicians make mistakes, such as a keystroke error or a fingering error, because their music tempo in live performance is different from that in daily practice. It is difficult to calm the mind and overcome feelings such as nervousness and excitement in live performance. Our preliminary evaluation showed that music tempo is related to the heart rate (HR) of a musician. If the musician notices his/her own mental condition, he/she tries to alter their performance. For example, a musician tries to play in slower tempo in live performance than in daily practice, when he/she knows that his/her HR in live performance is higher than in daily practice. Therefore, the goal of our study is to design and implement a heart rate presentation system for keeping music tempo in live performance. The proposed system shows a musician his/her heart rate from daily practice and his/her current heart rate before his/her performance. We have developed a prototype system, and evaluated its effectiveness through actual use of the prototype system. We found that it had advantages over comparative methods. © 2013 IEEE.
2013, 2013 IEEE 2nd Global Conference on Consumer Electronics, GCCE 2013, 177 - 181, English[Refereed]
International conference proceedings
Recently, environments in which users can always see information is becoming realistic due to the development of wearable computing. Researchers have proposed various information presentation methods for different situations. However, in wearable computing environments, since the user does not always need a particular piece of information, there should a specified duration for which the system can show information that does not have any specific importance for the user. In this research, we propose a system that prompts the user to become unconsciously attracted to certain information by presenting visual information related to their interest. Our system utilizes the concept of the priming effect, whereby individuals are affected by content that has been presented before. Evaluation results confirmed that presenting information prompts the user to obtain the intended information. We also implemented a prototype of the system, Primer Streamer, that presents information related to user interest. © 2013 ACM.
2013, ACM International Conference Proceeding Series, 93 - 99, English[Refereed]
International conference proceedings
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ギター演奏において運指(指使い)は演奏に影響する重要な要素である.また,触弦(指が弦に触れている状態)や押弦,離弦(指と弦が離れている状態)といった状態や,複数の指が1つの弦上にあるなど,左手の指と弦との関係は多彩である.これらの情報を演奏支援システムが取得することで,ミュート(触弦により弦の振動を防ぎ消音すること)のために弦上に配置された指や,次の発音の準備のために弦上に配置されている指など,発音に関わらない運指情報を判別でき,効率的な独習支援や,細かい演奏技術が盛り込まれた楽譜の自動生成に応用できる.そこで本研究では,押弦,触弦,離弦を認識可能な,ギターのための触弦認識システムの構築を目的とする.本研究では弦やフレットの導電性に着目した電気的な機構による触弦認識手法を新たに提案する.実装したプロトタイプを用いて,ギター習熟者に,運指やテンポの異な
Dec. 2012, 日本ソフトウェア科学会第20 回インタラクティブシステムとソフトウェアに関するワークショップ(WISS2012) 論文集, 19–24, Japanese[Refereed]
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近年,AR技術・VR技術・ロボット技術など科学技術の進展に伴い,テニス・ゴルフ・習字・楽器演奏・歌唱などの身体動作のスキル(本研究では技能と呼ぶ)の習得を補助する学習支援システムが多数提案されている.これらのシステムは習得したい技能の模範や学習者の誤りを提示することで,難度の高い技能を短時間で習得でき,学習効率の向上に寄与している.特に,動作直前あるいは動作中の模範の提示は,学習の敷居を下げ学習者に成功イメージを体験させられ,モチベーションの維持に重要である.しかし,システムをいつでもどこでも利用できるような状況ではないことがあるため,最終的にシステムの支援がなくとも技能を使えるようになっている必要がある.過度な模範の提示は,システムへの依存を促し習熟の停滞をまねいてしまう.したがって,動作直前あるいは動作中に模範などを提示する学習支援システムは,未
Dec. 2012, 日本ソフトウェア科学会第20 回インタラクティブシステムとソフトウェアに関するワークショップ(WISS2012) 論文集, 109–114, Japanese[Refereed]
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近年,ダンススタジオの増加やキッズダンスの流行など,ダンスパフォーマンスによる身体表現能力やリズム感の向上に注目が集まっている.ダンスの初心者でも大人数でダンスパフォーマンスを披露する機会が増えているが,複数人でのダンスパフォーマンスでは音楽と振り付けが上手くリンクしているものであっても,隊形が崩れているとダンスパフォーマンスとしての質が大幅に低下してしまう.そのためダンスパフォーマンスにおいて,隊形の練習は振り付けの習得と同様に重要な要素となっている.隊形を上手く魅せるためには,バラつきなく人との間隔を保つことと,次の隊形へスムーズに移行することを意識しなければならない.しかし練習の際に一人でもダンサーが欠ければ,隊形の適当な間隔を掴む事が困難となる.そこで本研究では,隊形練習において一部のダンサーが欠けてもスムーズに練習を行うための自走型スクリー
Dec. 2012, 日本ソフトウェア科学会第20 回インタラクティブシステムとソフトウェアに関するワークショップ(WISS2012) 論文集, 79–84, Japanese[Refereed]
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In recent years, Augmented Reality (AR) has been widely used in various research. AR augments human sensation and offers information to support users in daily life. In this research, we propose an AR system that recognizes sound sources to augment human's vision. In our system, a sound source and its position are detected by acoustic processing. The system notifies a user throu
Dec. 2012, Proc. of the 10th International Conference on Advances in Mobile Computing and Multimedia (MoMM 2012), 97–102, English[Refereed]
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近年,発光ダイオード (LED: Light Emitting Diode) からなるイルミネーションやディスプレイなどを用いた電飾アートが注目されている.大規模な電飾を光らせるためには大量の LED を多くのマイコンを用いて制御する必要がある.筆者らは,これまでに複数のユビキタス機器を統合的に扱うマクロプログラミングモデルを提案し,これを電飾アートに適用してきた.マクロプログラミングシステムでは,複数あるシステム要件を全て満たすことは困難なため,個々のデバイスの制御方式を変えることが求められる.そこで,本稿では,多数のユビキタスデバイスの制御方式として従来の集中型制御方式に加え,分散型制御方式,中間型制御方式を設計,実装し,制御の集中・分散度の調整をパラメタにより行うシステムを実装した.Recently, illuminations and information displays using LEDs have attracted a great deal of attention. To construct such illuminations, it is necessary to control many microcomputers connected to LEDs. We designed a macroprogramming model for controlling multiple ubiquitous devices. In this paper, we propose three type controlling methods for satisfying some system requirements, and implement a system for adjustment the degree of centralization and distribution of controlling with some parameters.
08 Nov. 2012, 情報処理学会研究報告, 2012 (3), 1 - 8, Japanese筆者らの研究グループでは,格子状に配置したユビキタスコンピュータ群に対して,それぞれのユビキタスコンピュータに組み込まれた入出力デバイスをモバイルエージェントを用いて制御するシステムを構築してきた.モバイルエージェントを実行すべきコマンドの羅列であると捉え,モバイルエージェントの移動,並列処理,入出力制御などの機能をもつコマンドを作成した.本稿では,グローバルかつトポロジカルなプログラム言語からモバイルエージェントを生成することで,マクロな制御を可能にする手法を提案する.We have proposed a method using mobile agents to control I/O devices on ubiquitous computers in grid topology. By using a mobile agent program consisting of a set of commands, a user can perform various functions, such as migration, parallel processing, and I/O control by using these commands. In this paper, we propose the macroscopic control by generating mobile agents from global and topological program languages.
08 Nov. 2012, 情報処理学会研究報告, 2012 (2), 1 - 8, JapaneseSymposium
Drum kits consist of various kinds of percussion instruments.As all percussion instruments are large and heavy, they are inconvenientfor drummers to carry and set up. Virtual drums, which include motionsensors and enable drummers to imitate playing drums by strokinga virtual drum, are highly portable. However, drummers, who are usedto playing real drums, have difficulty in demo
Nov. 2012, Proc. of the International Conference on Advances in Computer Entertainment Technology 2012 (ACE 2012), 57–69, English[Refereed]
International conference proceedings
現在,着ぐるみはテーマパークや様々なイベントで頻繁に利用されている.着ぐるみは仮想キャラクタを現実世界に登場させる役割をもつため,着ぐるみ装着者は扮したキャラクタらしく振る舞うことが重要となる.しかし,着ぐるみは体の大きさが人間と異なっていることが多いため,着ぐるみ装着者が周囲にある障害物を避ける際に装着者自身と着ぐるみの大きさの違いを意識しなければならず,直観的に障害物を避けることが困難である.そこで本研究では,着ぐるみ装着者のためのオブジェクト拡大提示に基づく障害物回避手法を提案する.この手法を用いることで,装着者は装着者自身と着ぐるみの大きさの違いを意識せずに周囲にある障害物を自然に回避することが可能となる.
Sep. 2012, エンタテインメントコンピューティング2012, 81–84, JapaneseSymposium
コンサートやライブなどでは楽曲を暗譜して演奏することが一般的であるため,暗譜は楽器演奏者にとって重要である.しかし,暗譜するためには楽曲を何度演奏したり聴いたりする必要があり多大な労力を必要とする.筆者らの研究グループは,楽曲にはA メロやB メロといった音楽構造があり,A メロやA’ メロといったような類似したフレーズ(音楽的なまとまりのある連続する音符群)があることに注目し,似通ったフレーズをまとめて提示したり,似通ったフレーズの中での違いを強調することで,効率的に暗譜できる支援システムを開発してきた.しかし,演奏者の特性を考慮した類似フレーズ選定をしていなかったため,演奏者が直観的に理解できる類似フレーズを提示できていないという問題があった.そこで本研究では,楽器演奏者の特性を考慮したフレーズ間類似度に基づく暗譜支援システムの構築を目的とする.
Sep. 2012, エンタテインメントコンピューティング2012, 66–73, JapaneseSymposium
近年,メタボリックシンドロームによる肥満が問題になっている.そのため,多くの人がダイエットに関心を持ち,様々なダイエット法が提案されている.その中でも,毎日の体重と食事のカロリーを記録するレコーディングダイエットに注目が集まっている.しかし,ダイエットはモチベーションの維持が難しいとされており,特に「運動したのに体重が落ちない」といった予想に反する体重変動はモチベーションの低下に大きく影響すると考えられる.そこで,本研究では,レコーディングダイエットにおいて,ユーザに対して本来の測定した体重とは異なった情報を提示することにより,モチベーションの維持を狙ったシステムを提案する.評価実験の結果より,虚偽情報がモチベーションに与える影響について有用な効果を観察できなかったが,本稿では検証結果より今後のシステムの改良について考察を述べる.
Sep. 2012, エンタテインメントコンピューティング2012, 50–55, JapaneseSymposium
近年,健康への関心が高まっており,適度な運動をすることが健康の維持増進になるため,フィットネスクラブに通ったり,自転車や徒歩で通勤したりするなど,健康に関心をもち行動する人が増えている.特に歩くことは誰でも気軽にすることのできる運動の一つであり,健康づくりに役立ち慢性疾患の予防にもなるため,普段の生活において多く歩くことが推奨されている.本研究では,散歩をコンピュータにより支援することで,出歩くことをより楽しめるコンテンツとすることができ,より多く歩くことを支援できると共に,散歩をすることのモチベーションを向上させることができるシステムについて検討した.プロトタイプとしてiPhone アプリを実装し,位置情報を用いて囲むことでポイントが得られるようなシステムを実装し,他のユーザと共有しながら遊ぶことができることを確認した.
Sep. 2012, エンタテインメントコンピューティング2012, 152–155, JapaneseSymposium
Playing the piano requires various techniques such as correct keying, fingering and rhythm. Our research group developed a piano learning system to support correct keying and fingering for beginners. However, the system did not support the learning of rhythm. Rhythm consists of various kinds of note and rest, and it is difficult for beginners, who are not used to reading a scor
Sep. 2012, Proc. of International Computer Music Conference (ICMC 2012), 325–332, English[Refereed]
International conference proceedings
Symposium
ドラムセットはさまざまな打楽器の組合せから構成されるが,個々の打楽器は大きく重いため,可搬性が低く,配置が制限される.一方,モーションセンサを搭載したドラムスティックを用いて空間上の仮想打面を叩打することで擬似的にドラム演奏を行う仮想ドラムは,高い可搬性をもつが,演奏性や表現力が著しく低下するため演奏者にとって満足のいく演奏をすることは難しい.本研究で提案するAirstic Drum は実ドラムと仮想ドラムを統合することで,高い可搬性と演奏性を実現する.
Sep. 2012, エンタテインメントコンピューティング2012, 85–92, JapaneseSymposium
演奏者にとって本番環境で,普段の実力を発揮することは大きな目標の 1 つである.本番環境においては,普段の環境との違いなどにより演奏者は緊張や興奮してしまい,これが打鍵・運指ミスなど演奏のクオリティ低下につながる.しかし,セミプロフェッショナルやアマチュアなどの演奏者にとって,本番で緊張や興奮を正しく自覚し,制御することは難しい.特に,本番演奏におけるテンポが普段のテンポと異なることは,普段ミスしない箇所での打鍵ミスや運指ミスなどの原因となり,本番での演奏テンポは重要な要素であるといえる.そこで本研究では,演奏テンポに注目し,緊張状態や興奮状態にある演奏者の演奏テンポを制御する手法を提案する.一般に,演奏者が緊張・興奮状態に陥った状態を平常の状態に回復させることは難しいため,本研究では,演奏者の緊張・興奮状態を示す指標である心拍データを提示する.それ
02 Aug. 2012, 情報処理学会研究報告, 2012 (17), 1 - 8, Japanese弦楽器演奏において運指は演奏に影響する重要な要素である.また,触弦 (指が弦に触れている状態) や押弦,離弦 (指と弦が離れている状態) といった状態や,複数の指が 1 つの弦上にあるなど,左手の指と弦との関係は多彩である.これらの情報を演奏支援システムが取得することで,ミュート (触弦により弦の振動を防ぎ消音すること) のために弦上に配置された指や,次の発音の準備のために弦上に配置されている指など,発音に関わらない運指情報を判別でき,効率的な独習支援や,細かい演奏技術が盛り込まれた楽譜の自動生成に応用できる.そこで本研究では,押弦,触弦,離弦を認識可能な,弦楽器のための触弦認識システムの構築を目的とする.本研究では弦やフレットの導電性に着目した電気的な機構による触弦認識手法を新たに提案する.実装したプロトタイプを用いて,ギター習熟者に,運指やテンポ
02 Aug. 2012, 情報処理学会研究報告, 2012 (16), 1 - 8, Japanese楽器の演奏技術の向上には多大な時間や労力を必要とするため,敷居の高さに利用を断念したり,習熟効率の低さから挫折してしまう演奏者が多い.鍵盤演奏の敷居を下げるために,光る鍵盤のように次に打鍵する鍵を鍵盤上に提示するなど直観的に打鍵位置を把握できる学習支援システムが提案されてきたが,学習者はこの情報に依存し過ぎるあまり,システムの補助なしで弾けるようになるまでに時間がかかっていた.そこで,本研究では,この問題を解決するために視線認識技術を用いた学習支援システムの構築をめざす.提案システムは,学習者の視線を認識し音符に対する提示情報の依存度を提示することで,学習者は鍵盤上の提示情報だけでなく楽譜を使って効率的に訓練できる.さらに,光る鍵盤を対象とした評価実験を行い提案手法の有用性を検証した.
02 Aug. 2012, 情報処理学会研究報告, 2012 (15), 1 - 6, JapaneseGUIにおいてユーザの直前の作業内容を取り消す操作は,あらゆるアプリケーションに導入されており,広く普及している.しかし,従来の取り消し操作は,瞬時に操作が実行されるため取り消された部分を見逃したり,作業を一時的に中断した場合や複数の作業を並行して行っている場合,取り消し操作が実行される部分がディスプレイ領域外に存在する場合にユーザが取り消された内容を把握できない状況が生じる.これまでにも取り消し操作を支援する研究が行われているが,アプリケーションに依存し,汎用的なものは存在しない.そこで本研究では,アプリケーションに依存しない取り消し操作の可視化手法を提案する.提案手法では,取り消し操作実行時に視覚的変化が起こることに着目し,デスクトップ上の画面変化を検出することで,取り消し操作の対象を特定する.本稿では,取り消し範囲と取り消し内容,ディスプレイの
12 Jul. 2012, 情報処理学会研究報告(CD-ROM), 2012 (10), 1 - 8, Japanese装着型ディスプレイ(HMD: Head Mounted Display) 装着時において,HMDを注視できる度合いは周囲の環境によって異なる.そこで本研究では,周囲の環境に基づく注視可能時間の変化に応じて情報の提示方法を適宜変化させることで,環境に応じた安全かつ低負荷な情報提示手法を提案する.そのために,まず視線計測装置を用いてHMDの注視状況およびそれに伴う眼精疲労を測定し,周辺環境と注視時間や眼精疲労の関係を明らかにする.次にその結果に基づいて情報提示手法を提案する.
12 Jul. 2012, 情報処理学会研究報告(CD-ROM), 2012 (9), 1 - 8, JapaneseThe downsizing of computers enables users to operate computers anywhere. Generally, since a user operates his/her computer by his/her hands, computer operation is unconcealed to surrounding people. On the other hand, there are demands for hidden operation of the computer in situations such as face to face communication and during a meeting. The operation of computer in those scenes often gives a bad impression to surroundings and discommunication. Therefore, in this study, we propose an interface using a user's abdominal circumference as input. The motion of the abdomen is hard to be recognized by surroundings, and a user can move one's abdomen independently of the other body parts. We implemented a prototype of input method using the moving velocity and the absolute size of abdomen as input. Then, we evaluated the granularity, reproducibility, parallelism, resistance to environment, confidentiality and resistance to misrecognition on the proposed interface. Copyright © 2014 ACM.
Association for Computing Machinery, 12 Jul. 2012, 情報処理学会研究報告(CD-ROM), 2012 (14), 1 - 8, Japanese[Refereed]
International conference proceedings
コンピュータの小型化により,様々な場所でのコンピュータの操作が可能となった.一般に,コンピュータの操作には手を用いるため,ユーザがコンピュータを操作していることは周囲から見て明らかである.しかし,人と対面している時や会議中など,コンピュータの操作が望ましくない状況でユーザがコンピュータを操作したいという要求が存在する.また,このような場面でのコンピュータの操作は周囲に悪い印象を与えたり,コミュニケーションを阻害したりすることが多い.そこで本研究では,周囲に悟られずにコンピュータを操作できる秘匿インタフェースの一例として,腹囲の変化を入力に用いるインタフェースを提案する.腹部の動作は周囲から悟られにくく,またユーザは他の動作とは独立して腹部を動かすことが可能である.本稿では,ユーザの腹部動作速度および腹囲の大きさを入力に利用するデバイスのプロトタイプと
Jul. 2012, 情報処理学会研究報告, 2012-HCI-149 (14), 1 - 8, JapaneseSymposium
[Refereed]
Symposium
近年,拡張現実感技術に関する研究が数多く行われている.拡張現実感技術を用いることで,人間の感覚を拡張して様々な情報を提供し,日常生活をサポートすることが可能となる.そこで本研究では,拡張現実感技術に音響認識を組み合わせて人間の視覚を拡張し,聴覚をサポートするシステムを提案する.提案システムを用いることで日常生活の中の様々な音源を探知し,音源の種類とその方向をユーザの視界に示すことによって,視覚のみで音源の種類とその方向を知ることが可能となる.
Jul. 2012, 情報処理学会シンポジウムシリーズマルチメディア,分散,協調とモバイルシンポジウム(DICOMO2012)論文集, 453–458, Japanese[Refereed]
Symposium
In recent years, technical improvements to sensors have attracted agreat deal of attention, in particular due to the sensors’ capabilityrecognizing user contexts. In this paper, we propose an implicitcontext awareness system that identifies user context by sensingthe context of surrounding environments. We implemented a pro-totype two cameras in a variely of situations. Evaluat
Jun. 2012, iiWAS2011 Special issue in Journal of Mobile Multimedia (JMM), 8 (2), 132 - 148, English[Refereed]
Scientific journal
There are many accidents such as bumping betweenwalkers in crowded places. One of reasons for this is that it is difficult for each person to predict the behaviors of other people. On the other hand, cars implicitly communicate with other cars by presenting their contexts using equipment such as brake lights and turn signals. The reason why people can intuitively understand car
Jun. 2012, Adjunct Proc. of the 16th International Conference on Wearable Computers (ISWC 2012), 22, English[Refereed]
International conference proceedings
O devices directly communicate with each other when a system problem occurs. These devices have filters to modify raw data from input devices to values that can be managed by output devices. Filters and communication rules are dynamically installed when the system works correctly.
Jun. 2012, Adjunct Proc. of the Tenth International Conference on Pervasive Computing (Pervasive 2012), 1 - 4, English[Refereed]
International conference proceedings
In wearable computing environments, it is difficult for users to prepare applications that are used beforehand since there are various situations and places. Therefore, they want to define new services by themselves. However, there are many problems to use service developing methods for current desktop environments in wearable computing. In this study, we propose On-site Development Tool that we can define context-aware services easily and quickly. It employs a simple model where a user can define a new service by a simple operation such as selecting an event-driven rule indicated by an icon. The proposed system has two functions that to generate new services using genetic algorithm from existing services and to get services from his/her friends on social networks.
The Institute of Electronics, Information and Communication Engineers, 05 Mar. 2012, IEICE technical report, 111 (476), 31 - 38, Japanese[Refereed]
Symposium
International conference proceedings
International conference proceedings
International conference proceedings
Owing to recent advancements in motion capture technologies, physical exercise systems that use human interaction technologies have been attracting a great deal of attention. There are already various approaches in place that support motion training methods by using motion capture technology and wearable sensors to analyze body motion. In this study, our basic idea was to change the appearance of a dancer in an instruction video to that of the user, who we assume would be interested in seeing what they would look like if they could perform so well. We developed a motion training system that maps the user's image onto an instruction video. Evaluation results demonstrated that our proposed method is effective for motion training in specific situations. Copyright © IARIA, 2012.
2012, ACHI 2012 - 5th International Conference on Advances in Computer-Human Interactions, 309 - 314International conference proceedings
With home EoD (Energy on Demand), electrical appliances such as TVs or air-conditioners require power to the home server and power is supplied after the acceptances. The policies for power supply are often described by if-then rules, but the users have to describe them minutely and this is difficult. Hence, we propose an electrical appliances management system that automatically generates the rules based on the priorities of appliances. Since the users need not to describe rules directly, they can easily receive the favors of home EoD. © 2012 IEEE.
2012, 1st IEEE Global Conference on Consumer Electronics 2012, GCCE 2012, 248 - 250, English[Refereed]
International conference proceedings
In recent years, technical improvements to sensors have attracted a great deal of attention, in particular due to the sensors' capability recognizing user contexts. In this paper, we propose an implicit context awareness system that identifies user context by sensing the context of surrounding environments. We implemented a prototype that recognizes user contexts by sensing surrounding people by two cameras We actually used the prototype in a variety of situations. Evaluation results showed that the system was effective and improved context recognition. Our method can be used to identify rich contexts that cannot be recognized by conventional methods. © Rinton Press.
2012, Journal of Mobile Multimedia, 8 (2), 132 - 148[Refereed]
Scientific journal
Recently there have been many works of research and products which make use of electronic and information technology to equip a piece of paper with interactive functions Examples include picture books which output animal noises, and the use of electric circuits drawn on paper, in conductive ink, to facilitate the output of light and sound However, these technologies do not have a function that enables customization of the output that is linked to an input interface The instrument's sound is composed of various kinds of tone and pitch and the effect of a single note is different from that of chords and melody When users are designing a painted musical instrument they find out problems with the instrument and then discuss and test the design using the customize function, which selects and outputs the sound of the instrument Therefore, the goal of our study is to construct a prototyping support system for painted musical instruments By drawing shapes on the paper with conductive ink users create input interfaces to which they can then assign different sounds flexibly and intuitively © 2012 Springer-Verlag Berlin Heidelberg.
Springer, 2012, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 7624, 384 - 397, English[Refereed]
International conference proceedings
Recently, ubiquitous computing has been garnering a great deal of attention. In ubiquitous computing environments, sensor nodes connected to a network are used for collecting sensor data. However, considering the cost needed to set up the network, it may be more convenient to use data loggers that directly send data to users than to use a sensor network. In this paper, we propose a ubiquitous data logger that takes sensor characteristics into consideration in managing data. The logger reduces data volume by selecting an appropriate compression algorithm that takes sensor characteristics into consideration, because the sensor characteristics vary depending on the sensor data. © 2012 IEEE.
IEEE Computer Society, 2012, Proceedings - 26th IEEE International Conference on Advanced Information Networking and Applications Workshops, WAINA 2012, 778 - 782, English[Refereed]
International conference proceedings
In various environments, such as mobile and wearable computing. compact I/O devices are desirable from the viewpoint of portability. Now, many users are accustomed to input with a keyboard, however, there is a limitation of miniaturization because it degrades the performance of key touch. Therefore, in this paper, we propose a method to miniaturize a keyboard by excluding the half of it. In using the proposed method, one hand hits keys as usual, and the other hand hits the place outside the keyboard as if the user types with both hands. The user can input words with only one hand because the proposed system estimates the input word using keying interval, which appears also when the user inputs with both hands. Prom the results of user study, we confirmed that the user can input with only one hand and that it does not decrease input speed drastically. Copyright 2012 ACM.
ACM, 2012, Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia, MUM 2012, 6, English[Refereed]
International conference proceedings
In recent years, Augmented Reality (AR) has been widely used in various research. AR augments human sensation and offers information to support users in daily life. In this research, we propose an AR system that recognizes sound sources to augment human's vision. In our system, a sound source and its position are detected by acoustic processing. The system notifies a user through different visual markers, which are allocated on different kinds of sound sources. Our system detects different kinds of sound sources in daily life and notifies user of the information and the position of sound source. Using our system, the user can find out which object is making sound in the environment without hearing it. © 2012 ACM.
ACM, 2012, ACM International Conference Proceeding Series, 97 - 102, English[Refereed]
International conference proceedings
Stuffed suits have been widely used at various events However, performances with stuffed suits present two main difficulties in that performers are not aware of their postures because of the difference in the shape and size of the stuffed suits and the physical human body, and it is difficult for them to communicate smoothly with others because of limited visibility These problems lead performers to train excessively to acquire a high degree of skill in performances The main goal of our study was to construct a system to support performers in stuffed suits, which would enable them to act like the characters they represented From the results we obtained from evaluating our prototype system, we confirmed that our method could effectively support performers in stuffed suits © 2012 Springer-Verlag Berlin Heidelberg.
Springer, 2012, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 7624, 85 - 100, English[Refereed]
International conference proceedings
[Refereed]
Playing the piano requires various techniques such as correct keying, fingering and rhythm. Our research group developed a piano learning system to support correct keying and fingering for beginners. However, the system did not support the learning of rhythm. Rhythm consists of various kinds of note and rest, and it is difficult for beginners, who are not used to reading a score, to understand the different duration of each note and rest. Alternatively, there are piano roll scores, which describe timing of keying and releasing clearly, but which do not teach players how to read a musical staff. Therefore, the goal of our study is to construct a piano learning support system that considers rhythm. We discuss methods of effectively indicating information for piano performance, such as rhythm information, while teaching how to read a musical staff. We have developed a prototype system, and evaluated its effectiveness through actual use of the system. We found that it had significant advantages over a piano roll method.
Michigan Publishing, 2012, ICMC 2012: Non-Cochlear Sound - Proceedings of the International Computer Music Conference 2012, 325 - 332[Refereed]
International conference proceedings
Drum kits consist of various kinds of percussion instruments As all percussion instruments are large and heavy, they are inconvenient for drummers to carry and set up Virtual drums, which include motion sensors and enable drummers to imitate playing drums by stroking a virtual drum, are highly portable However, drummers, who are used to playing real drums, have difficulty in demonstrating their drum skills with virtual drums because of the lack of feedback from stroking, low sound quality, and so on Our proposed Airstic Drum achieves high portability and performance quality by integrating real and virtual drums Airstic Drum can distinguish the stroking of virtual drums from the stroking of real drums, and it outputs digital sound only when the drummer strokes virtual drums We have developed a prototype system and evaluated its effectiveness by actual use © 2012 Springer-Verlag Berlin Heidelberg.
Springer, 2012, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 7624 LNCS, 57 - 69, English[Refereed]
International conference proceedings
[Refereed]
[Refereed]
ウェアラブルコンピューティングが一般に広がるにつれ,ユーザが自分のもつ情報と環境情報を利用したサービスを常に受けることにより,ユーザは様々な状況で多くの情報を扱うこととなる.また,従来のデスクトップコンピューティングと異なり,ウェアラブルコンピューティング環境でサービスを受ける際には,鞄をもっていて右手が使えないなど様々な状況を想定する必要があるため,状況の変化を考慮したインタフェースデザインが必要である.本研究では,特に状況の変化を考慮した入力方式に着目し,両手両足のジェスチャ入力でメニュー等に入力を行うような環境において効率的な入力手法を自動的に選択するインタフェースを提案する.本研究ではまず実験により,両手両足の加速度センサによる入力が状況に応じてどのような特性をもつのかを明らかにし,状況の変化を考慮した入力方法を実現する.
2012, ヒューマンインタフェース学会論文誌, 14 (1/4), 131 - 140, Japanese[Refereed]
近年,小型プロジェクタを身体に装着し,コミュニケーションや作業支援に役立つコンテンツを地面や壁などに提示する試みが行われている.しかし,歩行などの動作によって投影映像は不安定になり,またプロジェクタ装着位置やユーザ状況,コンテンツ内容によって求められる映像の安定度や映像の投影サイズが異なるため,これらを考慮した映像投影が求められる.そこで本研究では,提示コンテンツやユーザ状況ごとに最適なプロジェクタの装着位置を調査する.評価実験の結果,ナビゲーションコンテンツを静止時に利用する場合は腹の上部内側が評価が高く,歩行時であれば胸の下部が良いなど,提示コンテンツやユーザ状況ごとに重要な要素が異なり,プロジェクタの適切な装着位置が異なることが分かった.これらの評価結果を用いることで,装着型プロジェクタを用いたアプリケーションにおいて,プロジェクタ装着位置を考
2012, 情報処理学会論文誌ジャーナル(CD-ROM), 53 (7), 1924 - 1937, Japanese[Refereed]
ウェアラブルコンピューティング環境において,装着型センサを用いてユーザの状況を認識してサービスを提供する状況依存システムに注目が集まっている.従来の状況認識手法では加速度センサやマイクが用いられるが,前者は身体の各部にセンサを装着する必要があり,オフライン処理を行う場合でも,データ蓄積のためにPC等が必要である.後者は環境音の影響を受けやすく,ユーザの細かな動きが分からない.そこで本研究では,ユーザがライフログサービス等のために音声記録用マイクを装着していると想定し,両手首に装着した小型のスピーカから発生させた超音波の音量によりジェスチャ認識を行い,環境音からの音響特徴量による環境認識と組み合わせて状況認識を行う手法を提案する.提案手法ではマイク一つで環境音,ジェスチャ,ユーザ状況を取得できる.
2012, 情報処理学会シンポジウムシリーズマルチメディア,分散,協調とモバイルシンポジウム(DICOMO2012)論文集, 2012 (1), 157–164, Japanese[Refereed]
人通りの多い場所などにおいては,歩行者どうしの接触や互いの進行方向を遮ってしまいスムーズに他者とすれ違えないといったトラブルが起こる.本研究では,そのようなトラブルは各歩行者が他者の行動を事前に知ることが困難であることが原因の1つだと考え,人々が暗黙知としてもっている自動車の知識を活用した歩行者行動の可視化システムを提案する.提案システムは,身に付けたLEDなどのデバイスで自動車におけるウインカやブレーキランプ等の機能を歩行者に装備させることで,歩行者行動を可視化し,安全でスムーズな歩行を実現する.実環境における提案システム装着者の行動を予測する評価実験から,自動車のメタファを用いた行動可視化手法の有効性を確認できた.また,可視化デバイスを身体の様々な位置に装着し,装着位置の変化が視認性に与える影響を評価した.
2012, 情報処理学会シンポジウムシリーズマルチメディア,分散,協調とモバイルシンポジウム(DICOMO2012)論文集, 2012 (1), 1904–1911, Japanese[Refereed]
携帯端末に内蔵されたセンサや小型の装着可能なセンサを用いて人の動きを認識する技術を行動認識技術と呼びユーザに特化したシステムやサービスを提供する基盤技術となっている.行動認識システムを構築するには,センシングデータと行動情報のペアを用いて事前に行動モデルを作成しておく必要がある.センシングデータに行動情報を付与するには,データ採取中の行動をビデオカメラなどで撮影したり,紙とペンで時刻と行動をメモに記録する必要があるが,いずれの方法も負担が大きい.本研究では,行動が行われた順序の情報を用いてラベリング作業を自動化する手法を提案する.行動順序情報はユーザがデータ収集中に行った行動について,収集の合間や収集後に記憶している程度のものを想定しており,行動の順序のみであり,時刻は含まず,すべての行動が記録されているとは限らない.評価結果より,9 種類の行動から
2012, 情報処理学会シンポジウムシリーズマルチメディア,分散,協調とモバイルシンポジウム(DICOMO2012)論文集, 2012 (1), 2056–2063, Japanese[Refereed]
省エネ社会実現に向けた活動は様々な方法によって行われている.本研究では,それらの内の電力マネジメントシステムに着目した.これは,家庭内の電力消費量をリアルタイムに監視するシステム全般を指す.我々は家電製品に加速度センサを取り付け,機器の使用タイミングや使用者を,スイッチが入る直前に識別することを目的とする.これにより現状のマネジメントシステムをさらに効果的に扱うことが可能となる.たとえば,急に大きな電流が流れてブレーカが落ちることを未然に防いだり,使用者によって使用時間が大きく異なる家電製品が使われた際に使用者の特定が可能になると,システム側が,スイッチが入ってからの電力消費プランを立てやすくなるといったメリットが挙げられる.実験にて,被験者に実際に家電製品を使用してもらい,家電製品に取り付けられた加速度センサの値から使用者をジェスチャ認識によって識
2012, 情報処理学会シンポジウムシリーズマルチメディア,分散,協調とモバイルシンポジウム(DICOMO2012)論文集, 2012 (1), 140–147, Japanese[Refereed]
近年,インターネットの普及等により情報過多が問題視されており,適した情報をすぐに取得することや重要な情報を見落とさないことが困難になっている.一方,ウェアラブルコンピューティングシステムへの注目とともに,ユーザの行動や状況を認識し,状況に合わせて適切に情報を提示する手法が数多く提案されている.このようにユーザはいつでもどこでも情報を閲覧することが可能となってきているが,提示情報以外の情報取得を補助することや,実世界上の偶然的な出来事に気付くことのできるようなシステムはこれまでに存在していなかった.本研究では,先行する事柄が後の事柄に影響を与えるというプライミング効果を利用し,ユーザの関心事に関連する視覚情報を常時閲覧させることにより,無意識的に特定の情報に気付きを与えるシステムを提案する.本稿ではまず,聴覚情報を取得することに対する視覚情報の補助的効
2012, 情報処理学会研究報告, 2012 (2), 1–6, JapanesePlayers of musical instruments usually memorize musical scores for concerts and live performances. However, memorizing songs requires a great effort on the part of the player as they have to play and listen to the song over again. Therefore, the goal of our study is to construct a system for memorizing musical scores based on phrase similarity. The proposed system calculates ph
Michigan Publishing, 2012, Proc. of International Computer Music Conference, Poster Paper (ICMC 2012),, 269–272, English[Refereed]
International conference proceedings
Recently there have been many works of research and products which makeuse of electronic and information technology to equip a piece of paper with interactivefunctions. Examples include picture books which output animal noises, and the use ofelectric circuits drawn on paper, in conductive ink, to facilitate the output of light andsound. However, these technologies do not have a
2012, ヒューマンインタフェース学会論文誌, 14 (1/4), 367–374, Japanese[Refereed]
Recently there have been many works of research and products which make use of electronic and information technology to equip a piece of paper with interactive functions Examples include picture books which output animal noises, and the use of electric circuits drawn on paper, in conductive ink, to facilitate the output of light and sound However, these technologies do not have a function that enables customization of the output that is linked to an input interface The instrument's sound is composed of various kinds of tone and pitch and the effect of a single note is different from that of chords and melody When users are designing a painted musical instrument they find out problems with the instrument and then discuss and test the design using the customize function, which selects and outputs the sound of the instrument Therefore, the goal of our study is to construct a prototyping support system for painted musical instruments By drawing shapes on the paper with conductive ink users create input interfaces to which they can then assign different sounds flexibly and intuitively © 2012 Springer-Verlag Berlin Heidelberg.
2012, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 7624 LNCS, 384 - 397, English[Refereed]
International conference proceedings
Stuffed suits have been widely used at various events However, performances with stuffed suits present two main difficulties in that performers are not aware of their postures because of the difference in the shape and size of the stuffed suits and the physical human body, and it is difficult for them to communicate smoothly with others because of limited visibility These problems lead performers to train excessively to acquire a high degree of skill in performances The main goal of our study was to construct a system to support performers in stuffed suits, which would enable them to act like the characters they represented From the results we obtained from evaluating our prototype system, we confirmed that our method could effectively support performers in stuffed suits © 2012 Springer-Verlag Berlin Heidelberg.
2012, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 7624 LNCS, 85 - 100, English[Refereed]
International conference proceedings
Conventional context-aware systems normally use accelerometers and gyroscopes, and it is difficult to recognize contexts such as having a meal, or going to the toilet. We propose a new context recognition method based on scent using a wearable scent sensor. Since our algorithm considers the characteristics of scent, it recognizes contexts that find difficult to recognize by conventional sensors. Evaluation results confirmed that scent sensors identify having a meal with 94% accuracy, visiting a rest room with 97% accuracy. Furthermore, we implemented context-aware systems such as a life-log system for healthcare.
Japan Society for Software Science and Technology, 2012, Computer Software, 29 (4), 324 - 334, Japanese[Refereed]
O devices are desirable from the viewpoint of portability. Now, many users are accustomed to input with a keyboard, however, there is a limitation of miniaturization because it degrades the performance of key touch. Therefore, in this paper, we propose a method to miniaturize a keyboard by excluding the half of it. In using the proposed method, one hand hits keys as usual, and
ACM, 2012, Proc. of the 11th International Conference on Mobile and Ubiquitous Multimedia (MUM 2012), (6), 6 - 6, English[Refereed]
International conference proceedings
[Refereed]
Symposium
Symposium
Symposium
Symposium
When using wearable computers used for medical operation and aviation safety, disrupted information presentation due to hardware/software problems can have serious consequences including medical accidents. We propose a mechanism that maintains information presentation in such situatoins by I/O device bypassing. In out method, I/O devices directly communicate with other devices if a system failure happens. The proposed method selects appropriate data converters by considering recognizability in order to present information that is easily understandable to users. We confirmed that the proposed method works effectively by implementing several applications with our prototype system.
Association for Computing Machinery, 17 Nov. 2011, ACM International Conference Proceeding Series, 2011 (8), 1 - 8, Japanese[Refereed]
International conference proceedings
Graphical User Interfaces (GUIs) are widely used and point- ing devices are required to operate most of them. We have proposed Xangle, a pointing method using two accelerometers for wearable computing environments. The cursor is positioned at the intersection of two straight lines, which are synchronized with the angles of the accelerometers at fingers. However, Xangle is difficult to be used in daily-life, when the user frequently changes which part of the body they point with. Therefore, we propose a method of changing the body parts used for pointing according to the situation. Additionally, we proposed a method to accelerate the pointer and a method to layout menu items for Xangle since these methods are suitable for using GUI in wearable computing environments. We confirmed that the proposed method was effective from the results of evaluations. Copyright 2012 ACM.
ACM, 07 Oct. 2011, ACM International Conference Proceeding Series, 2011 (2), 1 - 8, Japanese[Refereed]
Recently, there are many researches on location estimation using optical flow, which is a well-known distance estimation method without any infrastructure. However, since the calculation of optical flow needs high computational power, it cannot adapt to high-speed movement. Therefore, in this paper, we propose intra-frame optical flow, which is a new distance estimation method using an interlace camera. It can estimate the high speed moving objects accurately because it uses two successive images with a very short scanning interval extracted from one image captured by an interlace camera. The evaluation result confirmed the effectiveness of our method. © Rinton Press.
06 Sep. 2011, Journal of Mobile Multimedia, 7 (3), 163 - 176[Refereed]
Scientific journal
[Refereed]
Scientific journal
Increased global interest in environmental issues has led to demands for power consumption reduction of home electronics. Home energy management systems (HEMS) achieve this by monitoring and controlling the power consumption of home electronics. To reduce power consumption adequately, we need to flexibly customize HEMS based on user policies. However, conventional HEMS are completely systematized and it is difficult to customize them. Conventional HEMS lack versatility. In this paper, we develop a toolkit for constructing HEMS. Our developed toolkit adopts rule-based description for monitoring and controlling the power consumption of home electronics. Since we can easily customize HEMS by changing rules, our developed toolkit can provide versatility. © 2011 IEEE.
IEEE, 2011, 2011 IEEE Consumer Communications and Networking Conference, CCNC'2011, 822 - 823, English[Refereed]
International conference proceedings
Musical instruments have a long history, and many types of musical instruments have been created to attain ideal sound production. At the same time, various types of electronic musical instruments have been developed. Since the main purpose of conventional electronic instruments is to duplicate the shape of acoustic instruments with no change in their hardware configurations, the diapason and the performance style of each instrument is inflexible. Therefore, the goal of our study is to construct the UnitInstrument that consists of various types of musical units. A unit is constructed by simulating functional elements of conventional musical instruments, such as output timing of sound and pitch decision. Each unit has connectors for connecting other units to create various types of musical instruments. Additionally, we propose a language for easily and flexibly describing the settings of units. We evaluated the effectiveness of our proposed system by using it in actual performances.
nime.org, 2011, Computer Software, 28 (2), 193 - 201[Refereed]
Scientific journal
A master of ceremonies (MC) plays an important role to ensure all events progress smoothly because unexpected interruption make them unsuccessful. MCs must have various abilities such as being able to memorize the content of given scenarios and manage problems that occur unexpectedly. Moreover, since unskilled MCs cannot intuit the atmosphere in the audiences during an event, they cannot control this smoothly. Therefore, we propose a wearable system that solves these problems for MCs achieved through wearable computing technologies. Our system has functions to support MCs in carrying out their duties smoothly, such as a robust voicetracking function for them to read scripts, a user interface that does not interrupt other tasks, and a function that enables MCs intuit grasp the atmosphere of the audience. We implemented a prototype of the wearable MC system and actually used it at several events. The results we obtained from actually using it confirmed that it worked well and helped MCs to carry out their official duties smoothly. Copyright 2011 ACM.
ACM, 2011, ACM International Conference Proceeding Series, 25 - 25, English[Refereed]
International conference proceedings
There have been various approaches to enhance physical performances by adding visuals and/or audio according to the motions of performers. However, these methods were too simple to explain the performers' will of their body expression. Furthermore, they did not consider exceeding the physical limitation of body expression, such as providing the sense of faster movement of arms by changing colors in costumes dynamically. We propose a new LED performance system to expand the expression capability of human body. We can create new generation performances by combining body expression and lighting effects. © 2011 Authors.
ACM, 2011, UbiComp'11 - Proceedings of the 2011 ACM Conference on Ubiquitous Computing, 613 - 614, English[Refereed]
International conference proceedings
In recent years, technical improvements to sensors have attracted a great deal of attention, in particular due to the sensors' capability recognizing user contexts. In this paper, we propose an implicit context awareness system that identifies user context by sensing the context of surrounding environments. We implemented a prototype two cameras in a variely of situations. Evaluation results showed that the system was effective and improved context recognition. Our method can be used to identify rich contexts that cannot be recognized by conventional methods. © 2011 ACM.
ACM, 2011, ACM International Conference Proceeding Series, 26 - 33, English[Refereed]
International conference proceedings
In wearable computing environments, people handles various information anytime and anywhere with a wearing computer. In such situation, a gesture is one of powerful methods as input method because it needs no physical devices to touch and a user can input quickly. However, there are various restrictions for gesture input in daily life; gestures must be socially acceptable because a user has to gesture with unusual movements in a crowd, gestures must be flexible because a user cannot gesture when he/she has a bag with his hand that is used for a gesture. In this paper, we clarify the restrictions on gesture interfaces in daily life, then propose practical gestures for selecting simple menu items with hands and feet. © 2011 ACM.
ACM, 2011, ACM International Conference Proceeding Series, 285 - 288, English[Refereed]
International conference proceedings
Various wearable computing devices face problems with their power supplies, communication channels, and placement. Conductive clothes can resolve these problems, but it is still difficult to know the positions of devices on the conductive fabric. Therefore, we have devised a method to detect the positions of such devices by using a camera. To detect the positions our method blinks the LEDs on the devices according to their ID. Additionally, we propose several methods to shorten the time for detection. An experimental evaluation confirmed that compared with conventional method our methods reduce the time to detect the positions of the devices. © 2011 ACM.
ACM, 2011, ACM International Conference Proceeding Series, 123 - 130, English[Refereed]
International conference proceedings
Conventional context-aware systems normally use accelerometers and gyroscopes, and it is difficult to recognize contexts such as having a meal, or going to the toilet. We propose a new context recognition method based on scent using a wearable scent sensor. Since our algorithm considers the characteristics of scent, it recognizes contexts that find difficult to recognize by conventional sensors. Evaluation results demonstrated that scent sensors identify the context of having a meal with 94% accuracy and going to the toilet with 97% accuracy. We also implemented a context-aware life-log system for healthcare. © 2011 IEEE.
IEEE COMPUTER SOC, 2011, Proceedings - International Symposium on Wearable Computers, ISWC, 47 - 50, English[Refereed]
International conference proceedings
Audio usage is one of the more widely-applicable methods of information presentation in wearable computing environments since it can be used hands-free, requires only small devices like earphones, and does not interfere with most tasks compared with other methods including visual displays. However, since presented sound is often drowned out by ambient noise or conversational voice, a user is forced to turn the volume up to catch the audio information. Therefore, we propose an audio information presentation method that takes into account the user contexts. In our proposed method, a system estimates the user contexts based on the data from wearable sensors and a microphone, and then controls and presents the audio information so that it can be surely audible by changing the volume and the timing for presentation. The evaluation results confirmed the effectiveness of our proposed method. © 2011 ACM.
ACM, 2011, Proceedings of the ACM Symposium on Applied Computing, 405 - 412, English[Refereed]
International conference proceedings
[Refereed]
In any event, the master of ceremony (MC) plays an important role for smooth progress of the event because the immature progress makes the event unsuccessful. MC is required various abilities such as memorizing the scenario and managing accidental troubles. Moreover, since it is difficult for the unskilled MC to grasp the atmosphere among audiences, he/she cannot improve the atmosphere in the event smoothly. Therefore, we propose Wearable MC System that solves these problems using wearable computing technologies. Our system has functions to support MCs, such as a robust voice tracking function for the scenario understanding, a human interface for unimposing interaction, and a function to grasp the atmosphere. We implemented a prototype of wearable MC system and used it actually in several events. The result of actual use confirmed that our system works well and helps the MC to make the event smooth.
Japan Society for Software Science and Technology, 2011, Computer Software, 28 (2), 162 - 171, Japanese[Refereed]
Musical instruments have a long history, and many types of musical instruments have been created to attain ideal sound production. At the same time, various types of electronic musical instruments have been developed. Since the main purpose of conventional electronic instruments is to duplicate the shape of acoustic instruments with no change in their hardware configurations, the diapason and the performance style of each instrument is inflexible. Therefore, the goal of our study is to construct the UnitInstrument that consists of various types of musical units. A unit is constructed by simulating functional elements of conventional musical instruments, such as output timing of sound and pitch decision. Each unit has connectors for connecting other units to create various types of musical instruments. Additionally, we propose a language for easily and flexibly describing the settings of units. We evaluated the effectiveness of our proposed system by using it in actual performances.
Japan Society for Software Science and Technology, 2011, Computer Software, 28 (2), 193 - 201, Japanese[Refereed]
[Refereed]
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[Refereed]
There have been various approaches to enhance physical performances by adding visuals and/or audios according to the motions of performers. However, these methods were too simple to explain the performers' will of their body expression. Furthermore, they did not consider to exceed the physical limitation of body expression, such as providing the sense of faster movement of arms by changing colors in costumes dynamically. We propose a new LED performance system to expand the expression capability of human body. We can create new generation performances by combining body expression and lighting effects.
THE VIRTUAL REALITY SOCIETY OF JAPAN, 2011, Transactions of the Virtual Reality Society of Japan, 16 (3), 517 - 525, Japanese[Refereed]
Many projects and practices can now support user tasks by presenting images on the floor or wall using a mobile projector. However, unstable images make communication and task support difficult. The viewability of a projected image depends on several factors; the position of the wearable projector, user contexts such as whether he/she is walking or standing, and the type of presentation content. We describe a method for selecting a projector from multiple wearable projectors, wherein the method considers these factors. We investigated the characteristics of viewability by changing various factors in various contexts and with different content. We also investigated the appropriate position for a wearable mobile projector in various situations and with different content in subjective evaluations. The results indicated that our system dynamically changes the characteristics of a projector for presenting content. We implemented a prototype system that selects the appropriate projector dynamically in response to the situation. © 2010 ACM.
Dec. 2010, Computers in Entertainment, 8 (3), 17 - 16, English[Refereed]
International conference proceedings
Symposium
Symposium
Symposium
Symposium
[Refereed]
スポーツの TV 中継で,画面上にプレーヤの名前や背番号等をアノテーション表示できればプレーヤを識別しやすくなる.このようにカメラ画像上の移動物体にアノテーションを付与するために,従来は高解像度カメラを用いた画像認識による人物識別を行い,トラッキングを行っていた.しかし,表示される人物が小さかったり遠方からの識別が困難で,複数台のカメラを利用するといった対策が必要であった.そこで本論文では,小型の装着型加速度センサと画像認識を併用し,動体識別およびトラッキングが行えるシステムを提案する.提案手法では,画像に基づく動作変化と加速度センサから得られた動作変化をマッチングすることで画像上の移動物体を同定する.評価実験の結果から,画像認識のみを用いた場合より同定精度が向上することを確認した.In sports casting, if the names and the uniform numbers of the players are displayed on the players in the screen, it helps audience to identify the players. Since conventional researches on annotations and object trackings utilize image recognition techniques with high-resolution images, the players captured from a long distance are too small for accurate recognition. Therefore, we propose a method for identifying and tracking moving objects by integrative use of wearable acceleration sensors and image recognition. In our method, the system recognizes moving objects by matching the contexts from wearable sensors and the contexts from image processing. Evaluation results confirmed the effectiveness of the proposed method.
情報処理学会, 15 Jul. 2010, J. Multim. Process. Technol., 27 (3), G1 - G8, Japanese[Refereed]
In sports events shown on TV or on the Internet, having the names and uniform numbers of the players displayed beside the players on the screen helps viewers to identify the players. Conventional methods of annotating and tracking objects utilize image recognition techniques with high-resolution images, so players captured on camera from a long distance are too small for accurate recognition. In response to this problem, we propose a method for identifying and tracking moving objects with a combination of wearable acceleration sensors and image recognition techniques. In our method, the method recognizes moving objects by matching the context picked up by the wearable sensors with the context inferred during the image processing. Evaluation results demonstrated the effectiveness of the proposed method. © 2012 ACM.
ACM, 15 Jul. 2010, IEICE technical report, 110 (130), 21 - 28, Japanese[Refereed]
Fingering on playing contrabass has significant effects on its musicality. Therefore, it is very important for contrabass players to learn correct fingerings. Especially, it is effective to share real-time fingering information of professional performances. In response to these requirements, the goal of our study is to construct a real-time fingering detection system for contrabass players. Our system detects the fingering in real-time by integrating a simple camera-based image processing and musical rules on contrabass fingerings. The evaluation results confirmed 87% accuracy in fingering detection. Additionally, we implemented two applications; a self-study application and a remote lesson application. They show the effectiveness of detecting fingerings in real-time.
Japan Society for Software Science and Technology, 26 Jan. 2010, Computer Software, 27 (1), 56 - 66, Japanese[Refereed]
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Scientific journal
Although various systems use multiple accelerometers to recognize minute motions and states in the research area of context-awareness, a conventional architecture can be optimized from the viewpoint of its energy consumption and accuracy. In this paper; we propose a context-aware system that reduces the energy consumption by controlling the sampling frequency of wearable sensors. Even if the sampling frequency changes, no extra configuration is required because the missing data for the controlled sensors are complemented by our proposed algorithm. The evaluation results confirmed a power-reduction of 34.28% with keeping the accuracy. The energy consumption can be reduced without a large loss in accuracy using our system.
IEEE Computer Society, 2010, Proceedings - International Symposium on Wearable Computers, ISWC, 1 - 4, English[Refereed]
International conference proceedings
There has recently been much research on estimates of location using optical flow, which is a well-known for estimating distances. However, since high computational power is needed to calculate optical flow, it cannot be adapted to high-speed movement. This paper proposes an intra-frame optical flow, which is a new method of estimating distances using an interlace camera. It estimates high-speed moving objects accurately because it uses two successive images with a very short scanning interval extracted from one image captured by an interlace camera. The result obtained from evaluation confirmed the effectiveness of our method. Copyright © 2010 ACM.
ACM, 2010, MoMM2010 - 8th International Conference on Advances in Mobile Computing and Multimedia, 378 - 381, English[Refereed]
International conference proceedings
[Refereed]
Although various systems use multiple accelerometers to recognize minute motions and states in the research area of context-awareness, a conventional architecture can be optimized from the viewpoint of its energy consumption and accuracy. In this paper; we propose a context-aware system that reduces the energy consumption by controlling the sampling frequency of wearable sensors. Even if the sampling frequency changes, no extra configuration is required because the missing data for the controlled sensors are complemented by our proposed algorithm. The evaluation results confirmed a power-reduction of 34.28% with keeping the accuracy. The energy consumption can be reduced without a large loss in accuracy using our system.
IEEE COMPUTER SOC, 2010, INTERNATIONAL SYMPOSIUM ON WEARABLE COMPUTERS (ISWC) 2010, 1 - 4, English[Refereed]
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電子情報技術は,人々の注目を集めたり,新たなインタラクションの幅を広げる可能性をもつ.本研究では,そのような電子情報技術の有効利用を目指し,募金活動における寄付行為を促進するための IT 募金箱を作成する.派手なイルミネーションの募金箱やセンサによる状況認識技術を用いることでインタラクティブな募金箱を作成し,神戸ルミナリエの募金活動において実運用することで,その効果を評価した.運用を通じて,単純な電子情報技術を活用ではなく,その活用方法を工夫することで効果を得られる可能性があることがわかった.Electronics and information technology have great potentials to attract people's attention and to improve interactions among people. In this study, as an example of utilizing information technologies to objects conventionally used without IT, we create new several collection boxes to encourage donations. We implemented three collection boxes such as a box with fancy illuminations and a sensor-enabled interactive box. We actually used them through the activity of donations in Kobe Luminarie 2008 and evaluated the effect of new technologies. We found that the appropriate use of technologies makes the donation activity effective.
情報処理学会, 22 May 2009, 情報処理学会研究報告(エンターテイメントコンピューティング研究会 2009-EC-13), 13 (4), C1 - C8, Japanese[Refereed]
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The recent reappreciation of music has helped to reestablish the need for the Disk Jockey(DJ), which is someone who selects and plays music. The DJ selects the music, smoothly changes from one song to another, applies sound effects to the music, and this in turn excites the audience. However, conventional DJs cannot get away from the booth because of all the equipment, and thus they are unable to freely perform. Therefore, in this study, we propose a Wearable DJ system that solves this problem that uses wearable computing and gesture recognition technologies. The proposed system enables DJs to perform DJ techniques by performing intuitive gesture operations using wearable acceleration sensors. We have actually used the proposed system on several event stages such as Kobe Luminarie 2007 in Japan. We have evaluated the accuracy of its gesture recognition by changing the parameters and have confirmed its effectiveness. © ACM 2009.
ACM, 2009, ACM International Conference Proceeding Series, 132 - 139, English[Refereed]
International conference proceedings
Electronics and information technology have great potential to attract people's attention. In this paper, we describe our use of IT (Information Technology)-enabled donation boxes to promote donations. We implemented four donation boxes, including a colorfully illuminated box and a sensor-enabled interactive box. We put them into actual use in a fundraising activity at Kobe Luminarie and evaluated their effect. Through this activity, we found that IT-enabled donation boxes have the potential to increase donations. © ACM 2009.
ACM, 2009, ACM International Conference Proceeding Series, 400 - 403, English[Refereed]
International conference proceedings
Recently, performances that combine performers' actions and images projected from a projector have attracted a great deal of attention. In such performances, since the performer usually faces the audience, it is difficult for him/her to watch the projected images on a background screen. This means that he/she cannot make the performances dynamic in response to changes in the situation. Therefore, we evaluate multiple information presentation methods for interactive performances. We have developed a prototype system for supporting performers and evaluated its effectiveness. We confirmed that differences in display devices and in the types of presenting images affected the quality of performances. The implemented prototype was actually used in several stage performances, and we confirmed that the system was effective and improved the visibility of projected images. Copyright 2009 ACM.
ACM, 2009, MoMM2009 - The 7th International Conference on Advances in Mobile Computing and Multimedia, 105 - 112, English[Refereed]
International conference proceedings
There have been recently several input methods that combine pen-based input with a pie menu as an input interface in environments where working space is limited. However, they suffer from various problems in that input operation is difficult to learn where there are many items on the menu. In this research, we propose a new space-saving input interface that combines an analog joystick and a hierarchical pie menu. The proposed method employs a hierarchical pie menu to enhance the number of items, and a frequency-based area division algorithm that works to expand the area for important items. Using our method, an intuitive input interface is achieved that is high speed and highly accurate. Copyright 2009 ACM.
ACM, 2009, Proceedings of the ACM Symposium on Applied Computing, 2008 (50(HCI-128 MUS-75)), 154 - 155, English[Refereed]
International conference proceedings
A variety of real-world situations are beneficial for wearable computing since it provides information services while users are doing other jobs. Therefore, a simple and hands-free input interfaces have suitable for these computer operations. However, such interface has not been achieved with conventional input devices such as mice or track balls. Although gesture or eye-gaze input techniques have also been developed for wearable computing, they also suffer from problems i.e., a slow pointing speed, difficulty in carrying devices, and complexity in parallel use when doing tasks. We propose a new method of pointing using input of simple gestures with two accelerometers. By dividing the specifications of two coordinates into a combination of two independent motions, we accomplish accurate and intuitive pointing. A user attaches two small accelerometers to both his/her hands or both elbows. The pointing is done by using the intersection of two straight lines, and the movement of the lines is synchronized with that of the accelerometers. In addition, we also propose a method of changing the position of objects being pointed at that is new approach. The results we obtained from our evaluation experiments confirmed that our method was effective. Copyright 2009 ACM.
ACM, 2009, Proceedings of the ACM Symposium on Applied Computing, 2007 (1), 136 - 141, English[Refereed]
International conference proceedings
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Scientific journal
In this paper, we constructed a system for realizing a new style of dance performance that dancers play music by dancing. From pilot study, we have found that the motion recognition for dance performance needed the synchronism to back ground music (BGM). Therefore, we propose a new motion recognition method specialized to dance performances. The key techniques of the proposed method are (1) adaptive decision of the size of recognition window to recognize a motion in sync with BGM, and (2) motion recognition in two-phase (rough and detailed) to fulfill the accuracy in high speed recognition. Data was recorded using a 3-axis wireless accelerometers mounted on both shoes. We evaluated the method on a dataset of 5 different dance steps (each repeated 100 times). The results show that this method is capable of improving recognition for all steps (in one case improving recognition from 62% to 99%) while retaining a feeling of seamless connection between movement and sound. © 2009 IEEE.
IEEE COMPUTER SOC, 2009, Proceedings - International Symposium on Wearable Computers, ISWC, 11 - 18, English[Refereed]
International conference proceedings
[Refereed]
Electronics and information technology have great potential to attract people's attention. In this paper, we describe our use of IT (Information Technology)-enabled donation boxes to promote donations. We implemented four donation boxes, including a colorfully illuminated box and a sensor-enabled interactive box. We put them into actual use in a fundraising activity at Kobe Luminarie and evaluated their effect. Through this activity, we found that IT-enabled donation boxes have the potential to increase donations. © ACM 2009.
2009, ACM International Conference Proceeding Series, 400 - 403, English[Refereed]
International conference proceedings
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In recent years, various small sensor nodes have been devel- oped for recognizing real world situations and events for the development of context-aware systems. We consider that the acceleration sensor is one crucial element for recogniz- ing various types of situations because it has rich and simple information. An application system using acceleration data requires the following features: 1) rapid processing of data without large memory since the amount of acceleration data is much greater than the amount of other sensor data, 2) a node that reduces the amount of data sent to a server, and 3) systems that can be easily configured by users at low cost. Current sensor nodes, however, do not have enough func- tions to satisfy these requirements. We propose a rule-based data processing engine for processing acceleration data. Our proposed engine rewrites the rules on each node with a few bytes of data. We evaluated our rule-based engine on our small sensor node called the Motion sensing and Communi- cation Minimized Chip (MoCoMi-Chip).
Association for Computing Machinery, Inc, 01 Dec. 2008, MidSens 2008 - Proceedings of the 3rd International Workshop on Middleware for Sensor Networks, co-located with the 9th ACM/IFIP/USENIX International Middleware Conference, 1 - 6, English[Refereed]
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We propose an energy-efficient protocol for data collection in a large-scale wireless sensor network (WSN) named "Broadcast and Collect (B & C)". The B & C broadcasts predicted sensor information and collects the actual sensor data that largely differ from the prediction. The B & C collects sensor information fast with little communications traffic and low power consumption from a large quantity of wireless sensors. Additionally the B & C can respond to an environmental instantaneous locality change. In recent years, WSN that installed large quantities of wireless sensors to environment attracts attention as a situation grip method. A technique demanded in WSN is to collect information fast from a wireless sensor in little communications traffic and low power consumption. Some research has proposed to an energy-efficient method that collect sensor information. However, these methods have a problem that collecting sensor information speed decreases when there are many wireless sensors in the environment. The reason is the increase of communication traffic for collecting all sensor information to recognize the environment. The B & C method collects only different sensor information from predicted with past sensor information. We actually experiment with our proposed method using the wireless sensors that we implemented. The experimental result shows the B & C method can reduce communication traffic and power consumption when there are many wireless sensors in the environment.
The Institute of Electronics, Information and Communication Engineers, 15 Oct. 2008, IEICE technical report, 108 (252), 63 - 68, Japanese[Refereed]
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Research society
近年のデジタル放送の普及に伴い,映像や音声といった連続メディアデータを分割放送方式で配信する手法が盛んに研究されている.分割放送方式では,データをいくつかの部分に分割し,複数のチャネルを用いて放送することで,クライアントがデータの再生を開始するまでの待ち時間を短縮している.これらの手法では,チャネルの帯域幅を計算式で与えるといったように,各チャネルに任意の帯域幅を設定しているが,伝送方式の都合上,多くの場合,各チャネルの帯域幅は固定されている.そこで,本研究では,分割放送方式におけるチャネルの帯域幅を考慮したデータの分割手法を提案する.提案手法では,クライアントがデータの再生中に残りの部分を受信できるようにデータを分割する.各チャネルで分割したデータをそれぞれ繰り返し放送することで,途切れのない再生を可能にした上で,待ち時間を短縮できる.
The Institute of Electronics, Information and Communication Engineers, 01 Mar. 2008, The IEICE transactions on communications B, 91 (3), 300 - 308, Japanese[Refereed]
This paper presents an on-going research project on development of a wireless sensor node equipped a MEMS accelerometer, which is aiming to design a wireless sensor node to meet specific requirements of the drive-by bridge monitoring for short span bridges. The performance of a trial piece of the sensor node is investigated through vibration tests on a model bridge in laboratory and a real pedestrian bridge. This paper also covers brief statements about the sensor node. The results indicate that acceleration responses taken from the wireless sensor node are comparable with those from the conventional sensing device with wired acceleration transducers. © 2008 Trans Tech Publications, Switzerland.
2008, CIMTEC 2008 - Proceedings of the 3rd International Conference on Smart Materials, Structures and Systems - Emboding Intelligence in Structures and Integrated Systems, 56, 573 - 578International conference proceedings
We propose the use of a reconfigurable hardware architecture to reduce the power consumption of small sensor node that has various sensors and wireless communication facilities, that were the result of an adaptive function specialization mechanism. Traditional sensor nodes must have had a powerful and multi functional Micro-Controller Unit (MCU) to satisfy the requirements for processing any kinds of application. However, most of these systems only use a part of the functions provided by an MCU. In other words, such a unit often consumes a great dead of power for unused circuits. To avoid this situation, we propose the use of a reconfigurable architecture based on a Field Programmable Gate Array (FPGA) instead of an MCU because this array dynamically changes the circuit to the optimal one that is just used for the calculation required by an application. Moreover, we implemented a prototype system to do a preliminary evaluation of our proposed mechanism. In this evaluation, we show the performance of our proposed reconfigurable architecture by comparison with traditional architecture that uses processing time and power consumption. The experimental result shows that our proposed mechanism reduces enough power of its sensor nodes to prolong the lifetime of nodes without decreasing the processing time. © 2008 IEEE.
IEEE, 2008, ISSNIP 2008 - Proceedings of the 2008 International Conference on Intelligent Sensors, Sensor Networks and Information Processing, 405 - 410, English[Refereed]
International conference proceedings
We herein propose an energy-efficient protocol for data collection in a large-scale wireless sensor network (WSN), called Broadcast and Collect (B&C), which broadcasts predicted sensor information and collects actual sensor information that differs significantly from that predicted based on past sensor information. The B&C method collects sensor information from large numbers of wireless sensor nodes quickly with little communication traffic and low power consumption. In recent years, the WSN, in which large numbers of wireless sensor nodes are installed to environment, has attracted attention as an environmental management method. The WSN requires information to be collected quickly from a wireless sensor node with little communication traffic and low power consumption. In this study, we investigate the proposed method through an experiment in the real environment using wireless sensor nodes. The experimental results reveal that the B&C method can reduce communication traffic and power consumption when there are large numbers of wireless sensor nodes in the environment. © 2008 IEEE.
IEEE, 2008, ISSNIP 2008 - Proceedings of the 2008 International Conference on Intelligent Sensors, Sensor Networks and Information Processing, 465 - 470, English[Refereed]
International conference proceedings
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Ubiquitous computing has recently been attracting a great deal of attention. In ubiquitous computing, compact devices embedded in environments provide various services. Their computational resources, such as their memory capacity and processing speed, are limited because of their compactness. Devices in ubiquitous environments have to accomplish various services under such severe restrictions. However, since the functions of conventional devices are fixed, they cannot be applied to providing various services. In this paper, we propose a device with alterable functions for ubiquitous computing. By changing the proposed device's functions according to the purpose of the system, it can be applied to many services. In addition, we use a rule-based programming language to make the device sufficiently flexible to describe the usage of its functions. Novelties of the proposed device are its alterable functions and flexible programming of these functions. © 2008 IEEE.
IEEE COMPUTER SOC, 2008, Proceedings - 2008 International Symposium on Ubiquitous Multimedia Computing, UMC 2008, 226 - 231, English[Refereed]
International conference proceedings
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Advances in computer technologies have enabled new means of musical expression with motion enabled musical instruments, which have attracted a great deal of attention. We created a new performance system that enables a dancer to make music while b-boying, which is a dance style. We implemented sensor-equipped shoes and a system that recognizes motions and that controls music. We used an implemented prototype on stage, and we found that dancers were able to control the music flexibly while b-boying. Our system will bring about a new style of musical performance for both musicians and dancers.
SPRINGER-VERLAG BERLIN, 2008, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 5309, 155 - 160, English[Refereed]
International conference proceedings
There has recently been a great deal of research on location-dependent services, such as navigation systems where these estimate the location of participants in event spaces and provide navigation for them. There are methods of estimating absolute positions such as those using GPS and those using RFID tags. However, they have problems with the high installation cost and environmental restrictions. Therefore, relative-position estimation is a strong candidate that is inexpensive and can be broadly adapted. Although there are existing methods of estimating relative positions using wearable sensors, they have problems with the cost of managing multiple sensors. There is a method using an optical flow of camera images. However, since it needs a high degree of computational power for calculating optical flows, it cannot respond to high-speed motion. In this paper, we propose a new method of estimating relative positions using simple markers and an interlace camera. Since our system estimates the relative distance by using two successive images with a very short scanning interval captured by an interlace camera, it can adapt to high-speed movement. Copyright 2008 ACM.
ACM, 2008, MoMM2008 - The 6th International Conference on Advances in Mobile Computing and Multimedia, 125 - 129, English[Refereed]
International conference proceedings
We propose an input interface using Foot-Step which is gestures of foot for information appliances while jogging. When we use information appliances while jogging, an input by Foot-Step is briefer way than conventional physical interfaces because of the hands-free capability. We developed a prototype of a Foot-Step system which enables a user to operate a menu selection system which is widely used for information appliances. The system equips 3-axes acceleration sensors on shoes and users operate a menu system by Foot-Step. As Foot-Step makes the operation of a menu system a part of jogging, we expect selecting menu motivates users to keep running and uses enjoy jogging more. © 2008 IEEE.
IEEE Computer Society, 2008, Proceedings - 2008 International Symposium on Applications and the Internet, SAINT 2008, 50 (12), 173 - 176, English[Refereed]
International conference proceedings
We recently have seen illumination using Light Emitting Diodes (LEDs) on the street. The current illumination is difficult to control of flexibly and dynamically. In response to this problem, we propose a method controlling numerous LEDs collectively, dynamically, and flexibly by using a projector and small devices with optical sensors. We designed and implemented a small device to achieve our mechanism, which has an LED, an optical sensor, and a microcomputer to react to the light illuminated from a projector. Moreover, it has functions to self adjust the threshold and recognize optical commands, which are required for collective control. We discuss how effective our proposed device was in a study to evaluate it and in field tests done at actual events. Copyright 2008 ACM.
ACM, 2008, MoMM2008 - The 6th International Conference on Advances in Mobile Computing and Multimedia, 2008 (1), 130 - 135, English[Refereed]
International conference proceedings
Motorbike racing is one of the most popular motorsports and many fans visit circuits to watch races. However, since audiences and pit crews can only obtain limited information, it is difficult for them to get detailed information about teams except for high ranking teams and few popular teams. To solve this problem, we have already presented an information browsing system for pit crews who used wearable computers. This paper describes an extension to the system. We also applied our system to racing audiences. Since our system can provide various information such as detailed ranking tables and favorite teams, it can make supporting the teams more advantageous and entertain audiences much more.
ACM, 2008, MoMM2008 - The 6th International Conference on Advances in Mobile Computing and Multimedia, 74 - 81, English[Refereed]
International conference proceedings
In this paper, we propose a compact rule processing engine to process acceleration data on a small sensor device. Our proposed engine enables us to develop applications using acceleration data on the small device with a quite simple and short description. We describe the outline of both our proposed rule engine and an implementation on our developed sensor device called the Mo-Co-Mi chip. Copyright 2008 ACM.
ACM, 2008, Proceedings of the 5th International Conference on Pervasive Services, ICPS 2008, 189 - 190, English[Refereed]
International conference proceedings
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Due to the recent popularization of mobile multimedia broadcasting, broadcasting continuous media data such as audio and video has attracted great deal of attention. In general continuous media data broadcasting, since clients have to wait to receive data before playing it, various schemes to reduce waiting time have been studied. Some reduce the waiting time by dividing the data into several segments and broadcasting preceding segments frequently with a single channel. However, by dividing the data into numerous segments and producing an effective broadcast schedule, the waiting time can be further reduced. In this paper, we propose a scheduling protocol to reduce waiting time with large-scale data segmentation. © 2007 IEEE.
Dec. 2007, IEEE Transactions on Broadcasting, 53 (4), 780 - 788, English[Refereed]
Scientific journal
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In oder to input character to information appliance for memo or retrieval anytime anywhere, we find it difficult to input by hand when both hands are not available. In this paper, we propose an input system using feet. The system enable us to input character simply without taking a appliance from our pocket, since we can operate character input menu by shoes which equips 3-axis acceleration is embedded. We show the gestures of feet that contain less movement to input the system that we implemented, and evaluated the structure of menu.
Information Processing Society of Japan (IPSJ), 28 Sep. 2007, IPSJ SIG technical reports, 125 (99(HCI-125)), 33 - 38, JapaneseRecently, many researches are done on estimating the amount of movements of an object by using a fixed camera or an embedded camera. However, they do not support their high-speed movement because the scanning interval of the continuous frame is very long. In this paper, we propose a method of estimation of the amount of movements and the move direction which we do not use a marker and support their high-speed movement in three-dimensional space. We conduct the evaluation experiment and confirm the usefulness of our proposing method.
Information Processing Society of Japan (IPSJ), 27 Sep. 2007, IPSJ SIG technical reports, 42 (98(MBL-42)), 81 - 88, JapaneseDue to the recent proliferation of digital broadcasting systems, various schemes for broadcasting continuous media data such as music or movies have been studied. In general broadcasting systems, since clients have to wait until their desired data are broadcast, these schemes reduce the waiting time by dividing the data into several segments of equal size. However, continuous media data often have units for playing portions of the data. For example, data encoded by MPEG2 can be played every GOP (Group of Pictures). In this paper, we propose a scheme to reduce the waiting time considering the units. Our proposed scheme divides a continuous media data at every unit. By scheduling divided data so that clients finish receiving a unit before starting to play the unit, waiting time is effectively reduced. © 2007 IEEE.
IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, Sep. 2007, IEEE Transactions on Broadcasting, 53 (3), 628 - 635, English[Refereed]
Scientific journal
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本論文では,LED明滅制御システムのLED明滅プログラミング方式を提案する.LED明滅制御システムは,電飾アイテムや電飾アクセサリの明滅パターンを制御するデバイスであり,動的で複雑な表現やデバイス同士の連携動作を可能としている.意図した連携動作を実装するために,ユーザは連携動作の実装・評価・編集を繰り返す.多数のデバイスを連携動作させる場合,できるだけ容易で迅速な連携動作の書換えが必要となる.そこで,本論文で提案するインクリメンタルプログラミングを用いたLED明滅制御システムの連携動作書換え方式を実現する.提案手法は,複数のLED明滅制御システムの連携動作を一度に記述でき,LED明滅制御システム間で連携動作しながらプログラムのコピーを行うことで,動的で迅速な動作変更が可能となる.
The Institute of Electronics, Information and Communication Engineers, 01 Jun. 2007, The IEICE transactions on information and systems, 90 (6), 1367 - 1374, Japanese[Refereed]
Research society
Due to the downsizing of computers, wearable computing, where a user uses a computer attached on the body, has attracted great attention. In wearable computing, since computers are used even while moving, it is difficult to use them steadily. Hence, we can say that input/output interfaces using only visual perseptions such as HMDs and keyboards are not suitable for wearable computing. Although braille interfaces are proposed as interfaces that do not use visual perseptions, thay are not developped for wearable computing. Therefore, we propose a portable braille input/output interface which can be used by only one hand. In our interface, we adopt vibration motors to express braille. In this paper, we show a design and implementation of such interface, and evaluate its performance.
Information Processing Society of Japan (IPSJ), 09 Feb. 2007, IPSJ SIG Notes, 122 (11), 91 - 96, JapaneseDue to the recent prevalence of mobile phones and portable players, we often jog or walk using them. In such a situation, since our bodies are moving, it is difficult to operate their system. In this paper, we propose an input system using foot step system. Using foot steps is more natural and intuitive for handling information when the user is walking or jogging. The system equips 3-axis acceleration censors in shoes to distinguish some gestures from walking and jogging. And the system enables a user to operates menu items.
Information Processing Society of Japan (IPSJ), 09 Feb. 2007, IPSJ SIG Notes, 122 (11), 79 - 84, JapaneseMusical performers need to show off their virtuosity for selfexpression and communicate with other people. Therefore, they are prepared to perform at any time and anywhere. However, a musical keyboard of 88 keys is too large and too heavy to carry around. When a portable keyboard that is suitable for carrying around is played over a wide range, the notes being played frequently cause the diapason of the keyboard to protrude. It is common to use Key Transpose in conventional portable keyboards, which shifts the diapason of the keyboard. However, this function creates several problems such as the feeling of discomfort from the misalignment between the keying positions and their output sounds. Therefore, the goal of our study is to construct Mobile Clavier, which enables the diapason to be changed smoothly. Mobile Clavier resolves the problems with Key Transpose by having black keys inserted between any two side-by-side white keys. This paper also discusses how effective Mobile Clavier was in an experiment conducted using professional pianists. We can play music at any time and anywhere with Mobile Clavier.
2007, Proceedings of the 7th International Conference on New Interfaces for Musical Expression, NIME '07, 82 - 87, English[Refereed]
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Due to the recent downsizing of computers, wearable computing, i.e., a computing style where a user brings a computer on the body, has attracted great attention. In wearable computing since computers are used even if users are walking or working, they can use computers whenever they want. However, in such environments, we cannot gaze computer's display and ordinal displaying systems are not suitable. In this paper, we propose a conputer interface using a touch sense mouse called the haptic desktop system. This system is one of an input and output support system by the touch sense. We made a prototype system using tangible mouse.
Information Processing Society of Japan (IPSJ), 2007, IPSJ SIG Notes, 2007 (11), 85 - 90, JapaneseIn this paper, we propose a programming method for controlling multiple LEDs to create art works or wearable fashion. In conventional systems, a programmer must repeat try and error to check the total appearance, and he/she must rewrite the source code and the binary code stored in each device in each trial, which forces him/her a lot of burden. Our proposing method introduces the notion of incremental programming, which enables a programmer to describe just the difference from the previous trial. In this paper, incremental programming is applied in two stages; on a PC and on a device. The former enables the programmer to express his/her intension in an intuitive manner, and the latter makes the update fast. We show our experimental results of using the implemented system.
2007, Proceedings of the Fifth IASTED International Conference on Circuits, Signals, and Systems, CSS 2007, 249 - 254, English[Refereed]
International conference proceedings
Recently, due to the widespread use of computers, text-based communication methods, such as e-mail, blog, and chat, have attracted a great deal of attention. Moreover, various communication media, such as picture and movie, are used for expressing own emotion. If pianists can apply their musical expressions to the text input, they can input texts with their own emotion richly. Therefore, the goal of our study is to construct TEMPEST (TExt input and Musical PErforming SysTem) that is a text input system to input texts with various musical expressions by using a MIDI keyboard. Since this system provides text input methods considering musical artistry, a performer can input texts like playing music. As the result of a questionnaire evaluation, it proves that proposed methods have high effectiveness for expressing emotion in inputting texts.
The Society for Art and Science, 2007, The Journal of the Society for Art and Science, 6 (2), 88 - 97, Japanese[Refereed]
In this paper, we propose a pointing method using gesture input with two accelerometers. By dividing motion operation of two coordinates into the combination of two motions, we aim to raise the accuracy of the pointing. In our proposing technique, a user installs two small accelerometers on both hands or both elbows. Movement of two straight lines on the screen is synchronized with movement of accelerometers and pointing is done by using the intersection of two straight lines. These accelerometers can be attached on two elbows, hands, and knees of a user, which achieves hands free pointing. © 2007 IEEE.
IEEE COMPUTER SOC, 2007, Proceedings - International Symposium on Wearable Computers, ISWC, 111 - 112, English[Refereed]
International conference proceedings
Recently, gadgets and clothes using luminous equipments, which consist of wearable fashion, have attracted attention in many events such as fashion shows and exhibitions. Flicker patterns of these electronic equipments are sometimes controlled by microcomputers. By using a microcomputer, it is possible to use a complex pattern controlled by a program. However, it is difficult for a user to program his/her desired flicker pattern with a microcomputer. In this paper, we present a control system of flicker patterns focusing on LEDs. Our proposing system introduces the notion of the incremental programming for designing flicker patterns. Then, a long time pattern can be stored in a microcomputer by compressing a flicker pattern data. Moreover, we discuss the validity of this system through experiences in several events. Copyright 2007 ACM.
ACM, 2007, IWCMC 2007: Proceedings of the 2007 International Wireless Communications and Mobile Computing Conference, 665 - 670, English[Refereed]
International conference proceedings
Due to the recent proliferation of digital broadcasting systems, various schemes for broadcasting continuous media data such as music or movies have been studied. In general broadcasting systems, since clients have to wait until their desired data are broadcast, these schemes reduce the waiting time by dividing the data into several segments of equal size. However, continuous media data often have units for playing portions of the data. For example, data encoded by MPEG2 can be played every GOP (Group of Pictures). In this paper, we propose a scheme to reduce the waiting time considering the units. Our proposed scheme divides a continuous media data at every unit. By scheduling divided data so that clients finish receiving a unit before starting to play the unit, waiting time is effectively reduced.
IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, 2007, IEEE Trans. Broadcast., 53 (3), 628 - 636, English[Refereed]
Scientific journal
Recently, gadgets and clothes using luminous equipments, which consist of wearable fashion, have attracted attention in many events such as fashion shows and exhibitions. Flicker patterns of these electronic equipments are sometimes controlled by microcomputers. By using a microcomputer, it is possible to use a complex pattern controlled by a program. However, it is difficult for a user to program his/her desired flicker pattern with a microcomputer. In this paper, we present a control system of flicker patterns focusing on LEDs. Our proposing system introduces the notion of the incremental programming for designing flicker patterns. Then, a long time pattern can be stored in a microcomputer by compressing a flicker pattern data. Moreover, we discuss the validity of this system through experiences in several events. Copyright 2007 ACM.
2007, IWCMC 2007: Proceedings of the 2007 International Wireless Communications and Mobile Computing Conference, 9 (3), 665 - 670, English[Refereed]
International conference proceedings
Due to the recent popularization of mobile multimedia broadcasting, broadcasting continuous media data such as audio and video has attracted great deal of attention. In general continuous media data broadcasting, since clients have to wait to receive data before playing it, various schemes to reduce waiting time have been studied. Some reduce the waiting time by dividing the data into several segments and broadcasting preceding segments frequently with a single channel. However, by dividing the data into numerous segments and producing an effective broadcast schedule, the waiting time can be further reduced. In this paper, we propose a scheduling protocol to reduce waiting time with large-scale data segmentation.
IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, 2007, IEEE Trans. Broadcast., 53 (4), 780 - 788, English[Refereed]
Scientific journal
Recently, accessories using luminous electronic equipments have attracted attention. An I/O (input/output) control device enables these items to realize cooperating behavior among them. However, there have been no way to globally describe the behavior of multiple computers. In this paper, we propose a description method for cooperating behavior among blinking items. Our proposed method realizes global programming by controlling blinking patterns. Moreover, we discuss on the validity of this system on our implemented systems.
Information Processing Society of Japan (IPSJ), 16 Nov. 2006, IPSJ SIG technical reports, 39 (120), 103 - 110, Japanese[Refereed]
Scientific journal
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Scientific journal
Research society
Research society
Recently, various schemes for broadcasting continuous media data such as audio and video have been studied. Some of them have focused on reducing the waiting time of clients under the condition that clients can play data without interruption from beginning to end. These schemes usually employ multiple channels to broadcast continuous media data. However, clients for most broadcast systems such as wireless LAN, DVB and ISDB-T cannot receive data from multiple channels concurrently. In this paper, we propose and evaluate a scheduling scheme to reduce the waiting time of clients with a single channel. Preliminary results suggest that this scheme outperforms existing schemes. © 2005 IEEE.
IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, Mar. 2006, IEEE Transactions on Broadcasting, 52 (1), 1 - 10, English[Refereed]
Scientific journal
[Refereed]
[Refereed]
Recently, immersive projection technology (IPT) systems such as CAVE and CABIN have attracted great attention. In IPT systems, since we can experience virtual environments with whole body, these can provide high immersive virtual environments. To interact with virtual environments easily, IPT systems often adopt one-handed input systems. However, by using bimanual input systems, their operationality, e.g., walking-through and pointing, can be improved. Although there are several bimanual input systems for virtual environments, these have not been used for IPT systems. In this paper, we propose a bimanual input system for IPT systems. In our proposed system, users wear compact joysticks on both hands and their hands' positions are detected by magnetic sensors. By using the system, users can interact with the virtual environment in the IPT system. From our evaluations, we confirmed that our proposed system provides fast and easy operations in virtual environments. Virtual Reality, Immersive Projection Technology, Bimanual Inputs, User Interface © 2006 IEEE.
IEEE COMPUTER SOC, 2006, Proceedings - International Conference on Advanced Information Networking and Applications, AINA, 2, 655 - 659, English[Refereed]
International conference proceedings
[Refereed]
Recently, various schemes for broadcasting continuous media data such as audio and video have been studied. Some of them have focused on reducing the waiting time of clients under the condition that clients can play data without interruption from beginning to end. These schemes usually employ multiple channels to broadcast continuous media data. However, clients for most broadcast systems such as wireless LAN, DVB and ISDB-T cannot receive data from multiple channels concurrently. In this paper, we propose and evaluate a scheduling scheme to reduce the waiting time of clients with a single channel. Preliminary results suggest that this scheme outperforms existing schemes.
IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, 2006, IEEE Trans. Broadcast., 52 (1), 1 - 10, English[Refereed]
Scientific journal
Recently, immersive projection technology (IPT) systems such as CAVE and CABIN have attracted great attention. In IPT systems, since we can experience virtual environments with whole body, these can provide high immersive virtual environments. To interact with virtual environments easily, IPT systems often adopt one-handed input systems. However by using bimanual input systems, their operationality, e.g., walking-through and pointing, can be improved. Although there are several bimanual input systems for virtual environments, these have not been used for IPT systems. In this paper we propose a bimanual input system for IPT systems. In our proposed system, users wear compact joysticks on both hands and their hands' positions are detected by magnetic sensors. By using the system, users can interact with the virtual environment in the IPT system. From our evaluations, we confirmed that our proposed system provides fast and easy operations in virtual environments.
IEEE COMPUTER SOC, 2006, 20TH INTERNATIONAL CONFERENCE ON ADVANCED INFORMATION NETWORKING AND APPLICATIONS, VOL 2, PROCEEDINGS, Vol. 2, pp. 655-659, 655 - 659, English[Refereed]
International conference proceedings
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Research society
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Others
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International conference proceedings
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International conference proceedings
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International conference proceedings
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International conference proceedings
In recent years, a wearable computing environment becomes a reality, which is the environment that a user wears and uses his/her own computer wherever he/she goes. As a result, it attracts a lot of attention on navigation systems that provide various information according to users' situation. In this paper, we clarify the requirements of wearable navigation systems and propose an event-driven navigation platform to fulfill them. Since the behaviors of our platform are described in a set of event-driven rules, users can adopt a variety of attached devices and customize the system configurations. Moreover, we have developed a prototype of our system and made an experimental study for an evaluation of the system. Using our system, service providers can construct flexible wearable navigations easily.
Information Processing Society of Japan (IPSJ), 15 Mar. 2005, IPSJ journal, 46 (3), 694 - 703, Japanese[Refereed]
Research society
Research society
Research society
[Refereed]
Research society
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Scientific journal
copyright(c)2005 IEICE
The Institute of Electronics, Information and Communication Engineers, 01 Mar. 2005, The IEICE transactions on information systems Pt. 1, 88 (3), 617 - 628, Japanese[Refereed]
[Refereed]
Scientific journal
Scientific journal
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International conference proceedings
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[Refereed]
We herein propose a broadcast method of virtual space to provide users with a large volume of data. In the proposed system, a server divides virtual space into multiple subspaces and repeatedly broadcasts spatial data of the subspaces to clients using a broadband channel. We investigate two scheduling strategies of the broadcast program in order to reduce the average waiting time for the avatar of a user to migrate to an adjacent subspace considering the broadcast bandwidth between a server and clients and movement speed of the user in virtual space.
IASTED/ACTA Press, 2005, Proceedings of the IASTED International Conference on Internet and Multimedia Systems and Applications, EuroIMSA, 311 - 317[Refereed]
International conference proceedings
In this paper, we propose a system for browsing voice data which are recorded by people in a wearable computing environment. In this system, voice data is structured by hypertext-style links. A linked part of the voice data is specified by its start/end time in an attached HTML file. When voice data is played, each link is announced by a link sound such as a beep. Users can get linked information by clicking a mouse button while the link sound is being played. © 2005 IEEE.
IEEE COMPUTER SOC, 2005, Proceedings - International Symposium on Wearable Computers, ISWC, 2005, 14 - 17, English[Refereed]
International conference proceedings
This paper presents a robust optimum design approach to tackle the structural design of surface acoustic wave (SAW) filters. The frequency response characteristics of SAW filters are governed primarily by their geometrical structures: the configurations of inter-digital transducers (IDTs) and grating reflectors fabricated on piezoelectric substrates. For deciding an optimal structure of SAW filters based on the computer simulation, the equivalent circuit model of IDT, which includes several uncertain parameters, has to be utilized. In order to cope well with the designing imperfections caused by the inevitable dispersion of these uncertain parameters, the quality engineering technique, or the Taguchi method, is employed. First of all, according to the Taguchi method, the signal to noise ratio (SNR) of SAW filters is defined to evaluate their robustness. Then, for increasing the SNR of SAW filters as much as possible without losing their specified functions, the robust optimum design of SAW filters is formulated as a constrained optimization problem. Furthermore, a memetic algorithm combining an evolutionary algorithm based on the penalty function method with a local search is proposed. Finally, the memetic algorithm is effectively applied to the robust optimum design of a resonator type SAW filter. Computational experiments show that the proposed memetic algorithm not only can find a feasible solution of the constrained optimization problem, or a desirable structure of objective SAW filter, but also can drastically improve the robustness of the SAW filter. © 2005 IEEE.
IEEE, 2005, 2005 IEEE Congress on Evolutionary Computation, IEEE CEC 2005. Proceedings, 3, 2146 - 2153, English[Refereed]
International conference proceedings
In this paper we propose a new ubiquitous computing environment composed by visual markers and event-driven compact devices. We employ the VCC (Visual Computer Communication) method, which we have already proposed as an information displaying method for visual markers. In the VCC method, a marker is composed of multiple tiles whose color changes at a certain interval of time, by which the marker can send dozens of bytes of information. In our research, to enhance the facility of VCC markers, we use rule-based compact devices to process various types of data and to change information shown in a VCC marker dynamically. The combination of VCC markers and compact devices enables various services such as the presentation of real-world information collected by compact devices and control of appliances via compact devices.
IEEE COMPUTER SOC, 2005, INTERNATIONAL WORKSHOP ON UBIQUITOUS DATA MANAGEMENT, PROCEEDINGS, 86 - 96, English[Refereed]
International conference proceedings
In this paper, we propose a new network topology discovery mechanism among ubiquitous chips, which are rule-based, event-driven input/output (I/O) control devices to compose ubiquitous computing environments. Since they achieve flexibility by describing behavior in a set of rules, we employ a rule-based approach to discover network topology. In ubiquitous computing environments, we use various communication methods and applications at the same time. Therefore, our flexible discovery mechanism works well in ubiquitous computing environments. Moreover, we verified our algorithm by implementing it on a topology discovery simulator and actual prototype devices of ubiquitous chips.
IEEE, 2005, INTERNATIONAL CONFERENCE ON PERVASIVE SERVICES 2005, PROCEEDINGS, 198 - 207, English[Refereed]
International conference proceedings
In the future, wearable computers are going to be exploited for different applications to support human life. In this paper we present a new wearable computing system that supports daily conversation based on speech recognition and information retrieval technologies. In daily conversation, sometimes we do not know the meaning of a new word or we want to know more information about a topic. In such cases, we can get more information to make our conversation more interesting and fluent by receiving auxiliary information from a wearable computer The proposed system analyzes conversation content and retrieves information related to ongoing conversations from the Internet to make them more interesting and beneficial. We have implemented a prototype system, and the results of actual use have shown the need for such a system.
IEEE COMPUTER SOC, 2005, 25th IEEE International Conference on Distributed Computing Systems Workshops, Proceedings, 477 - 483, English[Refereed]
International conference proceedings
In this paper, we propose an application development environment for the ubiquitous chip, which is a rule-based event-driven input/output (I/O) control device for constructing ubiquitous computing environments, The proposed development environment simulates the behaviors of multiple ubiquitous chips and helps users to create rules. Moreover, it has a function for developing applications by cooperation between virtual ubiquitous chips and real ubiquitous chips. The application environment enables both programmers and general users to develop and customize applications for ubiquitous computing environments.
SPRINGER-VERLAG BERLIN, 2005, EMBEDDED AND UBIQUITOUS COMPUTING - EUC 2005 WORKSHOPS, PROCEEDINGS, 3823, 121 - 130, English[Refereed]
International conference proceedings
[Refereed]
[Refereed]
In this paper, we propose a new ubiquitous computing environment composed by visual markers and event-driven compact devices. We employ the VCC (Visual Computer Communication) method, which we have already proposed as an information displaying method for visual markers. In the VCC method, a marker is composed of multiple tiles whose color changes at a certain interval of time, by which the marker can send dozens of bytes of information. In our research, to enhance the facility of VCC markers, we use rule-based compact devices to process various types of data and to change information shown in a VCC marker dynamically. The combination of VCC markers and compact devices enables various services such as the presentation of real-world information collected by compact devices and control of appliances via compact devices. © 2005 IEEE.
IEEE COMPUTER SOC, 2005, Proceedings of the International Workshop on Ubiquitous Data Management , UDM 2005, 84-91, 86 - 93, English[Refereed]
International conference proceedings
We propose a mobile agent system called Ja-Net on Grid by which to simplify parallel application development in a grid environment. The Ja-Net on Grid system is built on the Ja-Net architecture and enables application programmers to write programs that run efficiently in a grid environment by agents doing collaborative activities among agents based on the idia of relationships. The Ja-Net on Grid system employs the Grid Security Infrastructure, which is based on X.509 certificates and is included in the Globus Toolkit, to achieve Single Sign-on and secure access to confidential information. In this paper, we describe the design and implementation of the Ja-Net on Grid system, and verify the effectiveness thereof by demonstrating better resource distribution with respect to the conventional master-worker-based task distribution methods. © 2005 IEEE.
IEEE, 2005, Proceedings of the 2005 International Conference on Active Media Technology, AMT 2005, 2005, 409 - 414, English[Refereed]
International conference proceedings
Because of the recent development of Radio Frequency Identification (RFID) technologies, various systems for RFID tags have been proposed. Since RFID tags only have a simple function, i.e., sending data, they can be available for various purposes. Accordingly, by customizing RFID tag systems, we can expand their applications. However, previous systems have been usually proposed for one special purpose only. In this paper, we propose a rule-based RFID tag system using ubiquitous chips. Our previously proposed ubiquitous chips are rule-based I/O control devices. By applying rule-based principles, we can easily customize the RFID tag system and can construct flexible, scalable, and easy exploitable systems. © 2005 IEEE.
IEEE, 2005, Proceedings of the 2005 International Conference on Active Media Technology, AMT 2005, 2005, 423 - 428, English[Refereed]
International conference proceedings
In the future, wearable computers are going to be exploited for different applications to support human life. In this paper we present a new wearable computing system that supports daily conversation based on speech recognition and information retrieval technologies. In daily conversation, sometimes we do not know the meaning of a new word or we want to know more information about a topic. In such cases, we can get more information to make our conversation more interesting and fluent by receiving auxiliary information from a wearable computer The proposed system analyzes conversation content and retrieves information related to ongoing conversations from the Internet to make them more interesting and beneficial. We have implemented a prototype system, and the results of actual use have shown the need for such a system.
IEEE COMPUTER SOC, 2005, 25th IEEE International Conference on Distributed Computing Systems Workshops, Proceedings, 477-483, 477 - 483, English[Refereed]
International conference proceedings
Ja-Net on Grid is a mobile agent system, by which to simplify parallel computation in a grid environment. Ja-Net on Grid has established a security mechanism for agent hosts so that every agent host can accept only trustworthy agents, using a security infrastructure called GSI provided by Globus Toolkit. However, it has not considered the security of agents, therefore, malicious hosts could attack agents by tampering with agents' inner variables. Although restricting migrations for untrusted hosts can make agents secure, that also will decrease many available hosts and limit the utilization of the vast number of computing resources on grid network too much. In this paper, we propose a new method to secure agents even working on untrusted agent hosts, and enable the agents to continue their task processing on every host on grid network. We describe the method in detail and its prototype implementation, and evaluate its performance.
ACTA PRESS, 2005, Proceedings of the Second IASTED International Multi-Conference on Automation, Control, and Information Technology - Communication Systems, 2005, 140 - 145, English[Refereed]
International conference proceedings
In this paper, we propose a new network topology discovery mechanism among ubiquitous chips, which are rule-based, event-driven input/output (I/O) control devices to compose ubiquitous computing environments. Since they achieve flexibility by describing behavior in a set of rules, we employ a rule-based approach to discover network topology. In ubiquitous computing environments, we use various communication methods and applications at the same time. Therefore, our flexible discovery mechanism works well in ubiquitous computing environments. Moreover, we verified our algorithm by implementing it on a topology discovery simulator and actual prototype devices of ubiquitous chips. © 2005 IEEE.
IEEE, 2005, Proceedings - International Conference on Pervasive Services, ICPS '05, 2005, 198 - 207, English[Refereed]
International conference proceedings
Recently, broadcasting continuous media data such as movies and music has been attracted great attention. In continuous media data broadcasting, it is important for clients to play data continuously without any interruptions until the end of the data. Accordingly, various schemes for reducing the bandwidth needed to satisfy the continuity condition are proposed. Several schemes prefetch the precedent portions of the data and broadcast divided data via many channels. However, for hardware restrictions and implementation complexity, the number of available channels, from which clients can concurrently receive the data, has an upper limit. This depresses performances of existing schemes. In this paper, we propose a scheduling scheme for continuous media data broadcasting with prefetching. By considering the number of available channels, our proposed scheme reduces the necessary bandwidth effectively. © 2005 IEEE.
IEEE, 2005, IEEE Pacific RIM Conference on Communications, Computers, and Signal Processing - Proceedings, 2005, 145 - 148, English[Refereed]
International conference proceedings
In this paper, we propose a system for browsing voice data which are recorded by people in a wearable computing environment. In this system, voice data is structured by hypertext-style links. A linked part of the voice data is specified by its start/end time in an attached HTML file. When voice data is played, each link is announced by a link sound such as a beep. Users can get linked information by clicking a mouse button while the link sound is being played.
IEEE COMPUTER SOC, 2005, Ninth IEEE International Symposium on Wearable Computers, Proceedings, 14-17, 14 - 19, English[Refereed]
International conference proceedings
Wearable computing environments are slowly becoming a reality, worn and used by a user wherever he or she goes. As a result, a lot of attention is given to navigation systems that provide various information according to the users' situation. In this paper, we identify the requirements of wearable navigation systems and propose an event-driven navigation platform to fulfill them. Since the behaviors of our platform are described in a set of event-driven rules, users can adopt a variety of attached devices and customize system configurations. Moreover, we have developed a prototype and made an experimental study for its evaluation. Using our system, service providers can easily construct flexible wearable navigations. © 2005 IEEE.
IEEE COMPUTER SOC, 2005, Proceedings - International Symposium on Wearable Computers, ISWC, 2005 (3), 100 - 107, English[Refereed]
International conference proceedings
[Refereed]
In this paper, we propose an application development environment for the ubiquitous chip, which is a rule-based event-driven input/output (I/O) control device for constructing ubiquitous computing environments. The proposed development environment simulates the behaviors of multiple ubiquitous chips and helps users to create rules. Moreover, it has a function for developing applications by cooperation between virtual ubiquitous chips and real ubiquitous chips. The application environment enables both programmers and general users to develop and customize applications for ubiquitous computing environments. © IFIP International Federation for Information Processing 2005.
SPRINGER-VERLAG BERLIN, 2005, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 3823 LNCS, 121 - 130, English[Refereed]
International conference proceedings
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Research society
近年のディジタル放送の普及に伴い,音楽や映画を配信する連続メディアデータ放送に対する注目が高まっている.連続メディアデータ放送では,一般に,クライアントはデータの再生開始を待つ必要があるため,待ち時間を短縮する様々な手法が提案されている.これらの手法のいくつかは,データをいくつかの部分に等分割して,単一ヂャネルを用いてはじめの部分を頻繁に放送することで待ち時間を短縮している.しかし,データの分割数を多くして,効率的な放送スケジュールを作成することで既存手法よりも待ち時間を短縮できる.そこで本論文では,データを細分割して分割数を多くすることで待ち時間を短縮するスケジューリング手法を提案する.
The Institute of Electronics, Information and Communication Engineers, 01 Dec. 2004, The IEICE transactions on information systems Pt. 1, 87 (12), 1079 - 1088, Japanese[Refereed]
In recent years, a wearable computing environment becomes a reality, which is the environment that a user wears and uses his/her own computer wherever he/she goes. As a result, it attracts a lot of attention on navigation systems that provide various information according to users' situation. In this paper, we clarify the requirements of wearable navigation systems and propose an event-driven navigation platform to fulfill them. Since the behaviors of our platform are described in a set of event-driven rules, users can adopt a variety of attached devices and customize the system configurations. Moreover, we have developed a prototype of our system and made an experimental study for an evaluation of the system. Using our system, service providers can construct flexible wearable navigations easily.
Information Processing Society of Japan (IPSJ), 10 Nov. 2004, 情報処理学会研究報告, 6 (112(UBI-6)), 51 - 58, Japanese[Refereed]
Research society
[Refereed]
International conference proceedings
In this paper, we propose a new network topology detection mechanism four ubiquitous chips. The ubiquitous chip is a rule-based, event-driven I/O (input/output) control device we have proposed for construtting ubiquitous computing environments. Since this device archives flexibility by describing its behavior as a set of rules, we employ a rule-based approach to detect a network topology. In ubiquitous computing environments, there are various communication methods, and the optimum one is different according to application requirements. Therefore, our flexible detection mechanism works well in ubiquitous computing environments. Moreover, we have verified our algorithms by implementing them on a topology detection simulator and actual prototype devices of ubiquitous chip.
Information Processing Society of Japan (IPSJ), 21 Jun. 2004, 情報処理学会研究報告, 5 (66(UBI-5)), 49 - 56, Japanese[Refereed]
People pay attention to fashion for various purposes. In this view point, we proposed wearable devices to present user's behavior and intention using LED blinking with various sensors for fashion and communication. These devices can change their color or brightness dynamically, which has much more presentation capability than conventional accessories. In this paper, we describe a design of prototype accessories using LEDs controlled via ultrasonic communication. Because of this communication function, we can control accessories worn by multiple people at once, by which we can intentionally present ambience of a place. Moreover, in this paper, we report a fashion show and an exhibition using prototype accessories.
The Institute of Electronics, Information and Communication Engineers, 06 May 2004, IEICE technical report, 104 (37), 65 - 70, JapaneseThe exploitation of latest information are very important to win a motorbike race. However, it is difficult for pit crews to acquire the latest information on their working. Meanwhile, the downsizing of portable computers has attracted a lot of attention to the field of wearable computing. In wearable computing environments, users can browse information without hands because they wear the computer. Therefore, we propose a wearable system for supporting motorbike race. This system enables pit crews to browse various race information dynamically.
The Institute of Electronics, Information and Communication Engineers, 06 May 2004, IEICE technical report, 104 (37), 53 - 58, Japanese[Refereed]
コンピュータを身体に装着して利用するウェアラブルコンピューティングは,近いうちに若者のファッションとして浸透し,その後より多くの人に使われるようになるだろう.ユビキタスサービスは5年から10年のスパンで、人々の生活の隅々にまで徐々に浸透していくものと考えられるが、その際,ウェアラブルデバイスの存在は最も重要なものとなる.いたるところに存在するネットワークやコンピュータデバイスをユーザとつなげるのが、まさにウェアラブルコンピューティングであるからである.本橋では、このようなウェアラブルコンピューティングの展開とユビキタスサービスについて解説を行う.
公益社団法人日本オペレーションズ・リサーチ学会, 01 Apr. 2004, オペレーションズ・リサーチ, 49 (4), 210 - 216, Japanese[Refereed]
International conference proceedings
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International conference proceedings
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International conference proceedings
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Research society
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Research society
Due to the recent popularization of digital broadcasting systems, broadcasting continuous media data such as music or movies has attracted great attention. On general continuous media data broadcasting, since clients have to wait for starting playing data, various schemes to reduce the waiting time have been studied. Most of these schemes reduce the waiting time by dividing the data into several segments and broadcasting precedent segments frequently with a single channel. However, by dividing the data into finer segments and producing an effective broadcasting schedule, the waiting time is reduced. In this paper, we propose a scheduling scheme to reduce the waiting time by segmenting the data.
Information Processing Society of Japan (IPSJ), 15 Jan. 2004, IPSJ SIG Notes, 132 (3(DBS-132)), 25 - 32, Japanese[Refereed]
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International conference proceedings
In our previous works, to establish mathematical foundation of information filtering, we defined the notion of filtering function that represents filtering as a function, and clarified the characteristics of filtering. The constructed mathematical foundation makes it possible to qualitatively evaluate various filtering methods, to optimize processing methods in filtering, or to design a declarative language for describing the filtering policy. Moreover, since current filtering methods consist of multiple methods, we have revealed the properties of composite filtering functions. However, we have not considered operations without composition. In this paper, we define filtering functions that carry out union and intersection of the filtering results, and clarify their properties. Results show that we can qualitatively represent the filtering combined by more diverse strategies and reveal their characteristics. © Springer-Verlag 2004.
SPRINGER-VERLAG BERLIN, 2004, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 2973, 738 - 749, English[Refereed]
Scientific journal
In this paper, we propose a new framework for ubiquitous computing by rule-based, event-driven I/O (input/output) control devices. Our approach is flexible and autonomous because it employs a behavior-description language based on ECA (Event, Condition, Action) rules with simple I/O control functions. We have implemented a prototype ubiquitous device with connectors and several sensors to show the effectiveness of our approach. © Springer-Verlag 2004.
SPRINGER-VERLAG BERLIN, 2004, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 3001, 238 - 253, English[Refereed]
Scientific journal
Virtual space, which models the real world, brings lots of benefits when it covers a considerably wide area and can be used in a mobile computing environment. However there are some difficulties in implementing virtual space on the mobile computing emvironment, mainly due to hardware limitations such as computation power communication capability, and memory size. In this paper we ease the difficulties of using large-scale virtual space based on the real world (LVBR) in the mobile environment. We have established a scalable and efficient method of constructing and managing LVBR on cellular phones, and have implemented a system named KEITAI-Space. KEITAI-Space is designed to provide the scalable photo-based virtual space to cellular phones that takes into account the hardware limitations. The virtual space is made of a collection of photos and can be edited and expanded by people with cellular phones on hand.
IEEE COMPUTER SOC, 2004, 18TH INTERNATIONAL CONFERENCE ON ADVANCED INFORMATION NETWORKING AND APPLICATIONS, VOL 1 (LONG PAPERS), PROCEEDINGS, 358 - 364, English[Refereed]
International conference proceedings
In wearable computing environments, a user brings and uses his/her own computer to acquire various services wherever he/she goes. This type of computer, which acts as a service platform for wearable computing, needs autonomy and simplicity of services, flexibility of services/devices configuration, and power saving functions. Since most conventional wearable computing systems do not fulfill all of these requirements, we propose A-WEAR, which is a rule-based wearable computing system. We employ an event-driven rule as a behavior description language of A-WEAR to achieve autonomy and simplicity. Furthermore, we employ a plug-in mechanism to achieve flexibility and power saving. Using our system, we can easily provide and use various services for wearable computing environments.
IEEE COMPUTER SOC, 2004, PROCEEDINGS OF MOBIQUITOUS 2004, 392 - 400, English[Refereed]
International conference proceedings
People pay attention to fashion for various reasons. Wearable devices are useful in making fashion more expressive, especially by using LEDs which can dynamically change their color or brightness using logic circuits or microcomputers. In this paper, we describe our design of prototype accessories which use LEDs controlled via ultrasonic communication. The paper further reports a fashion show using the prototype accessories to make their usefulness clear. © 2004 IEEE.
IEEE COMPUTER SOC, 2004, Proceedings - International Symposium on Wearable Computers, ISWC, 180 - 181, English[Refereed]
International conference proceedings
In recent years, e-mail has become widespread explosively and it became one of very important communication tools which anyone can use easily. Here, the wearable computing has also attracted a lot of attention. In wearable computing environments, a user brings and uses his/her own computer wherever he/she goes. Therefore, we can construct a new mail system by utilizing the features of wearable computing such as "hands-free", "always on", and "supporting daily life". In this paper, we propose a mail system for wearable computing environments, called Aware-Mail (Active Wearable system Applying Rule-based Engine for Mail), Our system provides new type of communications in wearable computing environments, such as automatic mail processing according to the user's situation and exchanging information with other users by mail-based P2P communications.
IEEE COMPUTER SOC, 2004, Proceedings - International Conference on Distributed Computing Systems, 24, 402 - 407, English[Refereed]
International conference proceedings
Due to the recent prevalence of digital broadcasting, various schemes for broadcasting continuous media data, such as music or movies, have been studied. However, most of these studies cannot enable fast-forward operations. That is, when a user fast-forwards data, the client cannot play the data continuously. In this paper, we propose a scheme to enable fast-forward operations. Our proposed scheme, which is based on the CHB scheme, reduces the waiting time of clients under the condition that clients can play the data without interruptions until its end, even when a user fastforwards it.
IEEE, 2004, 2004 IEEE INTERNATIONAL CONFERENCE ON MULTIMEDIA AND EXP (ICME), VOLS 1-3, 209 - 212, English[Refereed]
International conference proceedings
In recent years, due to the increasing popularization of various data broadcast services, the amount and the variety of broadcast data have been increasing. As a result, there is a strong demand for filtering techniques that automatically extract only the necessary data. The optimum filtering processing method changes according to such environmental factors as computational capability, number of receivers, and network load. However, to change the processing method according to the environment, filtering results must be consistent among multiple processing methods. In this paper, we describe the implementation of an information filtering system that optimizes the processing method based on mathematical properties. This system automatically changes the processing method to the optimum method according to the environment.
IASTED/ACTA Press, 2004, Proceedings of the Third IASTED International Conference on Communications, Internet, and Information Technology, 274 - 279[Refereed]
International conference proceedings
Exploiting the latest information is very important for winning a motorbike race. However, it is difficult for a pit crew to acquire the latest information while working. The miniaturization of computers has enabled the creation of wearable computers which permit users instant, and handsfree access to information. Therefore, we propose a wearable system that supports motorbike racing teams. This system allows pit crew to browse for various race information easily and effortlessly. © 2004 IEEE.
IEEE COMPUTER SOC, 2004, Proceedings - International Symposium on Wearable Computers, ISWC, 70 - 76, English[Refereed]
International conference proceedings
Due to the recent popularization of digital broad-casting systems, broadcasting continuous media data such as music or movies has attracted much attention. In general continuous media data broadcasting, since clients have to wait to receive data before playing it, various methods to reduce waiting time have been studied. Some reduce the waiting time by dividing the data into several segments and broadcasting precedent segments frequently with a single channel. However, by dividing the data into finer segments and producing an effective broadcast schedule, the waiting time can be further reduced. In this paper, we propose an effective scheduling method to reduce waiting time with finer data division.
IEEE, 2004, Proceedings - International Conference on Computer Communications and Networks, ICCCN, 415 - 420, English[Refereed]
International conference proceedings
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International conference proceedings
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International conference proceedings
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In our previous works, to establish mathematical foundation of information filtering, we defined the notion of filtering function that represents filtering as a function, and clarified the characteristics of filtering. The constructed mathematical foundation makes it possible to qualitatively evaluate various filtering methods, to optimize processing methods in filtering, or to design a declarative language for describing the filtering policy. Moreover, since current filtering methods consist of multiple methods, we have revealed the properties of composite filtering functions. However, we have not considered operations without composition. In this paper, we define filtering functions that carry out union and intersection of the filtering results, and clarify their properties. Results show that we can qualitatively represent the filtering combined by more diverse strategies and reveal their characteristics.
SPRINGER-VERLAG BERLIN, 2004, DATABASE SYSTEMS FOR ADVANCED APPLICATIONS, 2973, 738 - 749, English[Refereed]
Scientific journal
Virtual space, which models the real world, brings lots of benefits when it covers a considerably wide area and can be used in a mobile computing environment. However there are some difficulties in implementing virtual space on the mobile computing emvironment, mainly due to hardware limitations such as computation power communication capability, and memory size. In this paper we ease the difficulties of using large-scale virtual space based on the real world (LVBR) in the mobile environment. We have established a scalable and efficient method of constructing and managing LVBR on cellular phones, and have implemented a system named KEITAI-Space. KEITAI-Space is designed to provide the scalable photo-based virtual space to cellular phones that takes into account the hardware limitations. The virtual space is made of a collection of photos and can be edited and expanded by people with cellular phones on hand.
IEEE COMPUTER SOC, 2004, 18TH INTERNATIONAL CONFERENCE ON ADVANCED INFORMATION NETWORKING AND APPLICATIONS, VOL 1 (LONG PAPERS), PROCEEDINGS, 358 - 363, English[Refereed]
International conference proceedings
In recent years, e-mail has become widespread explosively and it became one of very important communication tools which anyone can use easily. Here, the wearable computing has also attracted a lot of attention. In wearable computing environments, a user brings and uses his/her own computer wherever he/she goes. Therefore, we can construct a new mail system by utilizing the features of wearable computing such as "hands-free", "always on", and "supporting daily life". In this paper we propose a mail system for wearable computing environments, called Aware-Mail (Active Wearable system Applying Rule-based Engine for Mail). Our system provides new type of communications in wearable computing environments, such as automatic mail processing according to the user's situation and exchanging information with other users by mail-based P2P communications.
IEEE COMPUTER SOC, 2004, 24TH INTERNATIONAL CONFERENCE ON DISTRIBUTED COMPUTING SYSTEMS WORKSHOPS, PROCEEDINGS, 402-407, 402 - 407, English[Refereed]
International conference proceedings
Due to the recent prevalence of digital broadcasting, various schemes for broadcasting continuous media data, such as music or movies, have been studied. However, most of these studies cannot enable fast-forward operations. That is, when a user fast-forwards data, the client cannot play the data continuously. In this paper, we propose a scheme to enable fast-forward operations. Our proposed scheme, which is based on the CHB scheme, reduces the waiting time of clients under the condition that clients can play the data without interruptions until its end, even when a user fast-forwards it.
IEEE, 2004, 2004 IEEE International Conference on Multimedia and Expo (ICME), 1, 209 - 212, English[Refereed]
International conference proceedings
[Refereed]
In wearable computing environments, a user brings and uses his/her own computer to acquire various services wherever he/she goes. This type of computer, which acts as a service platform for wearable computing, needs autonomy and simplicity of services, flexibility of services/devices configuration, and power saving functions. Since most conventional wearable computing systems do not fulfill all of these requirements, we propose A-WEAR, which is a rule-based wearable computing system. We employ an event-driven rule as a behavior description language of A-WEAR to achieve autonomy and simplicity. Furthermore, we employ a plug-in mechanism to achieve flexibility and power saving. Using our system, we can easily provide and use various services for wearable computing environments.
IEEE COMPUTER SOC, 2004, Proceedings of MOBIQUITOUS 2004 - 1st Annual International Conference on Mobile and Ubiquitous Systems: Networking and Services, 392-400, 392 - 400, English[Refereed]
International conference proceedings
People pay attention to fashion for various reasons. Wearable devices are useful in making fashion more expressive, especially by using LEDs which can dynamically change their color or brightness using logic circuits or microcomputers. In this paper, we describe our design of prototype accessories which use LEDs controlled via ultrasonic communication. The paper further reports a fashion show using the prototype accessories to make their usefulness clear.
IEEE COMPUTER SOC, 2004, EIGHTH INTERNATIONAL SYMPOSIUM ON WEARABLE COMPUTERS, PROCEEDINGS, 180-181, 180 - 181, English[Refereed]
International conference proceedings
Due to the recent popularization of digital broadcasting systems, broadcasting continuous media data such as music or movies has attracted much attention. In general continuous media data broadcasting, since clients have to wait to receive data before playing it, various methods to reduce waiting time have been studied. Some reduce the waiting time by dividing the data into several segments and broadcasting precedent segments frequently with a single channel. However, by dividing the data into finer segments and producing an effective broadcast schedule, the waiting time can be further reduced. In this paper, we propose an effective scheduling method to reduce waiting time with finer data division.
IEEE, 2004, ICCCN 2004: 13TH INTERNATIONAL CONFERENCE ON COMPUTER COMMUNICATIONS AND NETWORKS, PROCEEDINGS, 415-420, 415 - 420, English[Refereed]
International conference proceedings
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[Refereed]
Research society
With the widespread use of satellite broadcasting and data broadcasting, the kind and amount of broadcast content are increasing rapidly. In an environment in which large amounts of data are received, it is very difficult for the user to locate the necessary data, and it is desirable to develop a filtering method that can automatically extract only the necessary data. A large number of filtering methods for such a purpose have been proposed. However, the mathematical basis for the qualitative representation of these methods has not been established, and there is as yet no method for qualitative evaluation and optimization of the method and no design of a declarative language for filtering. In this paper, filtering is defined as a function. By representing the properties of various filtering methods as conditions to be satisfied by the function, a mathematical basis for information filtering is established. The relations among the properties of the filtering methods are analyzed by identifying the inclusive relations among the constraints representing various properties. On the basis of the mathematical basis discussed in this paper, real filtering methods are classified. By selecting processing matched to the required properties, more efficient filtering will be realized.
SCRIPTA TECHNICA-JOHN WILEY & SONS, Nov. 2003, Electronics and Communications in Japan, Part II: Electronics (English translation of Denshi Tsushin Gakkai Ronbunshi), 86 (11), 37 - 49, English[Refereed]
Scientific journal
[Refereed]
International conference proceedings
This Paper describes how ubiquitous computing environments are organized by interaction of a rule-based event-driven I/O (Input/Output) control device. We propose a behavior description language that is based on a framework of ECA (Event, Condition, Action) rules with simple I/O control functions. We also present our design and implementation of an I/O control device that can execute the ECA rules of our proposed syntax.
Oct. 2003, NEC Research and Development, 44 (4), 321 - 327Scientific journal
copyright(c)2003 The Database Society of Japan
日本データベース学会, Oct. 2003, DBSJ letters, 2 (2), 53 - 56, Japanese[Refereed]
[Refereed]
International conference proceedings
In our previous works, to establish mathematical foundation of information filtering, we denned the notion of filtering function that represents filtering as a function, and clarified the characteristics of different filtering. The constructed mathematical foundation makes it possible to qualitatively evaluate various filtering methods, to optimize processing methods in filtering, or to design a declarative language for describing the filtering policy. Since current filtering methods consist of multiple methods in practice, we have revealed the properties of composite filtering functions. However, we have not considered other operations. In this paper, we define new filtering functions that carry out union and intersection of the filtering results, and clarify their properties. From the results of this paper, we can qualitatively represent the filtering combined by more diverse strategies, and reveal their characteristics.
Information Processing Society of Japan (IPSJ), 15 Sep. 2003, 情報処理学会論文誌:データベース, 44 (12), 86 - 97, Japanese[Refereed]
Satellite-based data broadcasting has been the focus of increasing attention in recent years due to launches of new broadcasting or communications satellites and the initiation of new services. The popularization of these kinds of broadcasting systems has led to a dramatic increase in both the broadcast volume and types of services. As a result, a system is needed that will enable an ordinary user to efficiently extract, store, and reuse required information from the massive amount of data that is broadcast. In response to this request, the authors propose a super active database system (SADB) and describe its design and implementation. The proposed SADB is an adaptation of an active database, which is an event-triggered database, to a broadcasting system. Since the SADB must quickly process the massive amount of data that is sent to it, the reception actions and reception data processing were designed independently of the rule processor. This paper evaluates the performance of an implemented system and shows the data volume that it can handle.
SCRIPTA TECHNICA-JOHN WILEY & SONS, Sep. 2003, Electronics and Communications in Japan, Part III: Fundamental Electronic Science (English translation of Denshi Tsushin Gakkai Ronbunshi), 86 (9), 87 - 99, English[Refereed]
Scientific journal
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Scientific journal
本著作物の著作権は特定非営利活動法人ヒューマンインタフェース学会に帰属します。本著作物は著作権者であるヒューマンインタフェース学会の許可のもとに掲載するものです。ご利用に当たっては「著作権法」に従うことをお願い致します。
ヒューマンインタフェース学会, 26 Aug. 2003, ヒューマンインターフェース学会論文誌, 5 (3), 341 - 354, Japanese[Refereed]
Due to the recent digitization of broadcast systems, broadcasting continuous media data such as music and movie have attracted great attention. On continuous media data broadcast, since clients wait for starting playing data, various methods to reduce the waiting time are studied. These methods usually divide the data into some segments and broadcast them via several channels. However, for reasons of specification of hardware or facilitation of process, the number of available channels can be restricted. In this paper, we propose scheduling methods to reduce the waiting time of clients considering the number of available channels. Our proposing methods extend the AHB scheme to adjusts the number of channels by controlling data size of each segment.
The Institute of Electronics, Information and Communication Engineers, 10 Jul. 2003, IEICE technical report. Data engineering, 103 (191), 145 - 150, JapaneseIn recent years, due to the increasing popularization of data broadcasting, there is an increasing demand for filtering techniques that automatically extract only the necessary data. In our previous works, we have proposed FilteringSQL which is a user request description language for information filtering. FilteringSQL enables users to express their preferences and policy of data management. However, since we designed only sentence structure of FilteringSQL in previous works, it is not clear how filtering results users will get for given data sets. In this paper, we clear the semantics of FilteringSQL. We express the semantics of FilteringSQL using filtering function that represents information filtering as a function. Moreover, by using the mathematical properties of filtering function, we clarify the characteristics of filtering methods that carry out the request users described. From the properties of filtering methods, more efficient processing can be achieved according to environments.
The Institute of Electronics, Information and Communication Engineers, 10 Jul. 2003, IEICE technical report. Data engineering, 103 (191), 205 - 210, Japanese[Refereed]
In recent years, due to the increasing popularization of various data broadcast services, the amount and the variety of broadcast data have been increasing. As a result, there is a strong demand for filtering techniques that automatically extract only necessary data. The optimum processing method of filtering changes according to several environmental factors such as computational capability, the number of receivers, and network load. However, to change the processing method according to the environment, it should be assured that the filtering results are consistent among multiple processing methods. In this paper, we show implementation of an information filtering system that optimizes the processing method based on mathematical properties. This system can automatically change the processing method to the optimum method according to the environment.
The Institute of Electronics, Information and Communication Engineers, 10 Jul. 2003, IEICE technical report. Data engineering, 103 (191), 211 - 216, Japanese[Refereed]
Recently, there has been an increasing interest in the broadcast database system where a server periodically broadcasts contents of a database to mobile clients such as portable computers and PDAs. There are two methods to process a query in the broadcast database system ; one is that a client stores in his/her disk all data that are necessary in processing the query and then processes it locally, and the other is that a server processes a query and broadcasts the query result to the client. However, clients cannot properly get the query result when the disk space of the clients is small in the former method or when queries are issued frequently in the latter method. In this paper, to resolve this problem, we propose a method where a server and a client collaboratively process a query. In this method, the server adds indentifiers to tuples appearing in the query result, and thus, the client can store only necessary tuples by referring to the identifiers. In addition, the server broadcasts rules which define the client's behavior for receiving data, and then, the query results are constructed on the client by using the rules. In this way, clients can get query results efficiently.
Information Processing Society of Japan (IPSJ), 15 Jun. 2003, 情報処理学会論文誌,データベース, 44 (8), 92 - 104, Japanese[Refereed]
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Research society
Due to the recent proliferation of digital broadcasting, stable broadcasting with a lot of channels has been realized. In such environments, various schemes for waiting time reduction on continuous media data broadcast have been studied. However, most of these studies do not consider fast-forward operation. Hence, in the case that a user fast-forwards data, he/she often has to wait until subsequence data is broadcasted. Since playing data without any intermittence is important for playing the data according to the preference of a user, in this paper, we propose a scheduling scheme considering fast-forward operation. Our scheme, which is based on the CHB scheme, ensures the wide bandwidth of each channel and controls the size of the data broadcasted in a channel. Thus, the scheme reduces the waiting time while users can play the data without any intermittence even if there are user's fast-forward operations.
Information Processing Society of Japan (IPSJ), 23 Jan. 2003, IPSJ SIG Notes, 129 (5(DBS-129)), 57 - 64, Japanese[Refereed]
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The DoublePad/Bass is a musical instrument that consists of two PDAs with touch panel displays. A user holds a PDA in each hand as if playing an electric bass. The left hand specifies a note on one PDA and the right hand touches the touch panel of the other PDA to generate a sound. Musicians who can play an electric bass should be easily able to play the DoublePad/Bass. © 2003 by Springer Science+Business Media New York.
Kluwer, 2003, IFIP Advances in Information and Communication Technology, 112, 289 - 296[Refereed]
International conference proceedings
Recently, various schemes for broadcasting continuous media data such as music or movies have been studied. These schemes reduce the waiting time for playing the data under the continuity condition, i.e., playing continuous media data without any intermittence until the end of the data. These schemes usually employ multiple channels to broadcast the data. However, most clients are not able to receive data from multiple channels concurrently. In this paper, we propose methods for reducing client waiting time for multiple data via a single channel. In our proposed methods, we divide each data into several segments and produce a schedule that includes the first segment of each data more frequent than the rest. By changing the number of segments according to the playback ratio, client waiting time is effectively reduced. Copyright 2003 ACM.
ACM, 2003, MMDB 2003: Proceedings of the First ACM International Workshop on Multimedia Databases, 40 - 47[Refereed]
International conference proceedings
In order to utilize the real world via computers by means of camera images in augmented reality systems, the concise coordinate information of the systems must be identified. Image-based approaches are promising for this purpose since they provide direct mapping from the camera images to the coordinate system for virtual objects, and therefore, no camera calibration is necessary. However, the conventional image-based markers are typically stickers, and the information they deliver is limited and susceptible to change dynamically. In this paper, we propose a location marking method, called VCC (visual computer communication), which uses more intelligent markers. In our method, a marker, consisting of 16 LEDs (light-emitting diodes), keeps blinking to provide both coordinate information and attached information such as an address or a URL.
IEEE COMPUTER SOC, 2003, Proceedings - 23rd International Conference on Distributed Computing Systems Workshops, ICDCSW 2003, 314 - 319, English[Refereed]
International conference proceedings
In recent years, due to the increasing popularization of various broadcast services, there has been an increasing demand for information filtering techniques. Although filtering methods that have been proposed filter data in their own ways, mathematical representation of these methods does not exist. Consequently, it is not possible to qualitatively evaluate various filtering methods, to optimize processing methods in filtering, or to design a declarative language for filtering processes. In our previous work we have defined a filtering function that represents filtering as a function, and clarified the properties of different filtering methods. In practice, current filtering methods actually consist of multiple methods. In this paper, we make it possible to qualitatively represent those filtering methods by introducing the concept of composition into the framework of filtering function. Moreover, we reveal the characteristics of those combined filtering methods by clarifying the properties of composite filtering functions.
IEEE COMPUTER SOC, 2003, Proceedings - 8th International Conference on Database Systems for Advanced Applications, DASFAA 2003, 102 (208(DE2002 28-60)), 293 - 300, English[Refereed]
International conference proceedings
In recent years, it has become popular to use multimedia data for building presentations. In cases of real-time contents are built, a powerful mechanism is necessary for extracting materials suited to the situation from a large amount of multimedia data. In this study, as an example of such a mechanism, we constructed the Active Karaoke system, which generates background scenes for karaoke using an active database. An active database is a database system that processes prescribed actions automatically in response to the occurrence of an event. We show that Active Karaoke can extract appropriate multimedia data from the database in response to the change of music tones and contents of lyrics, and display them as background scenes. Since an active database is used for storing and managing data, the system behavior can be easily and flexibly described using ECA rules, which are the behavior description language of an active database.
INTERNATIONAL SOCIETY COMPUTER S & THEIR APPLICATIONS (ISCA), 2003, COMPUTERS AND THEIR APPLICATIONS, 160 - 165, English[Refereed]
International conference proceedings
In the recent evolution of wireless communication technology, there has been an increasing interest in the database broadcasting system where a server periodically broadcasts contents of a database to mobile clients such as portable computers and PDAs. There are three query processing methods in the database broadcasting system: the on-demand method, the client method, and the collaborative method which we have proposed. The performance of these methods is strongly affected by environmental conditions such as query generation intervals and size of query results. Since the system condition keeps changing, it is difficult to choose the optimal method statically. In this paper, we propose an adaptive query processing method which dynamically chooses a method which gives the best performance at the moment. Our method chooses a method according to query generation intervals in order to reduce the response time and to increase the query success rate. We also show simulation results regarding performance evaluation of our method.
INTERNATIONAL SOCIETY COMPUTER S & THEIR APPLICATIONS (ISCA), 2003, COMPUTERS AND THEIR APPLICATIONS, 174 - 179, English[Refereed]
International conference proceedings
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In order to utilize the real world via computers by means of camera images in augmented reality systems, the concise coordinate information of the systems must be identified Image-based approaches are promising for this purpose since they provide direct mapping from the camera images to the coordinate system for virtual objects, and, therefore, no camera calibration is necessary. However, the conventional image-based markers are typically stickers, and the information they deliver is limited and susceptible to change dynamically. In this paper, we propose a location marking method, called VCC (visual computer communication), which uses more intelligent markers. In our method, a marker, consisting of 16 LEDs (light-emitting diodes), keeps blinking to provide both coordinate information and attached information such as an address or a URL.
IEEE COMPUTER SOC, 2003, 23RD INTERNATIONAL CONFERENCE ON DISTRIBUTED COMPUTING SYSTEMS WORKSHOPS, 314-319, 314 - 319, English[Refereed]
International conference proceedings
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Recently, various schemes have arisen to broadcast continuous media data such as audio and video. Some of them have focused on reducing clients' waiting time under the continuity condition, i.e., to play data completely without any interruptions. These schemes usually employ multiple channels to broadcast continuous media data. However, receivers of many existing broadcast systems such as those equipped with wireless LAN or Bluetooth cannot receive data from multiple channels concurrently. In this paper, we propose and evaluate a scheduling scheme to reduce the waiting time of clients with a single channel.
IEEE, 2003, IEEE Pacific RIM Conference on Communications, Computers, and Signal Processing - Proceedings, II, 927 - 930, English[Refereed]
International conference proceedings
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As a result of the rapid development of wireless communications and computer hardware technologies, we can now access various information anywhere using handy terminals. To support the integrative use of data held by mobile hosts in this environment, we proposed the AMDS (Active Mobile Database System) as the kernel system for data management. The behavior definition language of this system, ECA (event-condition-action) rules, has a high description capability that enables users to define complicated behavior. However, the execution of the ECA rules may fall into a chain of unexpected behaviors. In general, a directed graph, called a trigger graph, is used for detecting chains. Since the trigger graph highly depends on network topology, it is difficult to employ the trigger graph in a mobile computing environment. In this paper, we propose a method that reconstructs the trigger graph dynamically to adapt to changes in network topology. Using this mechanism, mobile applications with ECA rules can be used more safely.
IEEE COMPUTER SOC, 2003, Proceedings - International Workshop on Database and Expert Systems Applications, DEXA, 2003-January, 936 - 941, English[Refereed]
International conference proceedings
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copyright(c)2002 IEICE
The Institute of Electronics, Information and Communication Engineers, 01 Oct. 2002, The Transactions of the Institute of Electronics,Information and Communication Engineers., 85 (10), 939 - 950, Japanese[Refereed]
Recently, there has been an increasing interest in ad-hoc networks, which are dynamically constructed by collections of mobile hosts without using any existing network infrastructure or centralized administration. Each mobile host plays a role of a router and relays packets for multihop network communications. A recent trend in ad-hoc network routing is the reactive on-demand philosophy where routes are established only when required. Most of the protocols in this category, however, show a long latency in route discovery since the cached routing information will be invalidated even if it is still effective. In this paper, we propose a scheme which is compatible to the existing Ad-hoc On-Demand Distance Vector (AODV) protocol and prevents the cached routing information from becoming invalidated without using any extra control message. We also verify the effectiveness of the newly proposed scheme by simulation experiments.
Information Processing Society of Japan (IPSJ), Sep. 2002, IPSJ Journal, Vol.43, No.9, pp.2871-2883, 43 (9), 2871 - 2883, English[Refereed]
Scientific journal
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In recent years, research work on virtual space has been extensively carried out. Many virtual spaces are formed by multiple subspaces and the user uses an avatar to represent him moving around in the virtual space. In general, moving around in virtual spaces requires realtime user control. To make the avatar control more efficient and interesting, we propose the Avatar Programming language (AP) to program the avatar's behavior in a virtual space. To maintain the independency of subspaces which form the virtual space, we employ the internal control approach where the program handler is built inside each subspace. We implemented the system on a virtual space constructed with IBNR (Image-Based Non-Rendering), an image-based representation technique to construct virtual spaces which run on a normal web browser on the WWW. Using AP, the avatar's behavior can be flexibly predefined beforehand, and we can save the users much time and trouble in controlling the avatar in a virtual space.
Information Processing Society of Japan (IPSJ), Aug. 2002, 情報処理学会論文誌, 43 (8), 2797 - 2809, English[Refereed]
Scientific journal
Mobile computing is a revolutionary technology, born as a result of remarkable advance in the development of computer hardware and wireless communication. It enables us to access information anytime and anywhere even in the absence of physical network connection. More recently, there has been increasing interest in introducing ad hoc network into mobile computing, resulting in a new distributed computing style known as peer-to-peer (P2P) computing. In this paper, we discuss the data management issues in mobile and P2P environments. The use of wireless communication makes the data availability the most important problem here, so we focus on the problem of data availability and provide detailed discussion about replicating mobile databases. Not only that, we extend our discussion to mobile-P2P environment. At the end, we discuss the general data management issues in P2P environment. © 2002 Elsevier Science B.V. All rights reserved.
ELSEVIER SCIENCE BV, Jun. 2002, Data and Knowledge Engineering, 41 (2-3), 183 - 204, English[Refereed]
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As of now, it is not uncommon for one to use multiple computers in separate places such as at home, office or school. A number of applications currently exist to allow a user to easily access and control these computers remotely via a notebook computer or web page. Unfortunately, even with such solutions, it is rather inconvenient, for example, to try accessing your computer while walking downtown or riding a train. On the other hand, considering that cellular phones have been accepted as multi-function devices capable of karaoke, digital photography and web browsing in countries like Japan, it may prove beneficial to support remote PC access on a cellular phone. With this in mind, we created Rajicon, a system to provide an easy to use interface to remotely operate a PC's GUI operating system via a cellular phone. Rajicon supports image based navigation of a remote PC's desktop and mouse/key operations. In addition, Rajicon provides functions for keyboard shortcuts, specialized window adjustment operations and text extraction. We have performed extensive evaluations with five subjects and discuss the results in this paper. We also discuss the lead author's latest adaption of Rajicon to a PDA.
ACM, 2002, Proceedings of the Annual International Conference on Mobile Computing and Networking, MOBICOM, 251 - 262[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
Recently, cellular phones have become popular and have been recognized as light-weight portable computers because of their various advanced functions such as E-mail, WWW browsing, and schedule management. However, since they are too small to display a large amount of information, users cannot make use of them as conveniently as normal computers. To solve this problem, we propose a remote display environment. In a remote display environment, there are large displays everywhere in the real world, which we call remote displays. A user makes use of a cellular phone as a remote controller to display information on a remote display. We will also describe our implementation of a WWW browsing system as an application in a remote display environment. Moreover, we describe our design and implementation of an access control mechanism by assuming applications in which multiple users simultaneously access one remote display.
IEEE, 2002, IEEE Wireless Communications and Networking Conference, WCNC, 2, 618 - 624, English[Refereed]
International conference proceedings
Recently, there has been an increasing interest in ad-hoc networks, which are dynamically constructed by collections of mobile hosts without using any existing network infrastructure or centralized administration. Each mobile host plays a role of a router and relays packets for multihop network communications. A recent trend in ad-hoc network routing is the reactive on-demand philosophy where routes are established only when required. Most of the protocols in this category, however, show a long latency in route discovery since the cached routing information will be invalidated even if it is still effective. In this paper, we propose a scheme which is compatible to the existing Ad-hoc On-Demand Distance Vector (AODV) protocol and prevents the cached routing information from becoming invalidated without using any extra control message. We also verify the effectiveness of the newly proposed scheme by simulation experiments.
ACM, 2002, Proceedings of the ACM Symposium on Applied Computing, 852 - 859[Refereed]
International conference proceedings
The paper describes a communication support system implemented using web technology, and based on a technique called IBNR (Image-Based Non-Rendering) [11]. Essentially participants are represented as avatars overlaid on a photographic image. Communication is via typed-in text displayed in balloons anchored to participants. In general, it is known that location is an important factor in communication which affects the contents and the moods of the conversation. We realize a communication support system which allows communication that depends on the users' location using realworld images. In the implemented system, the relationship among scenes is taken into consideration in the process of communication. We also discuss some communication methods and web applications which utitize this constructed pseudo-3D space.
ACTA PRESS, 2002, PROCEEDINGS OF THE IASTED INTERNATIONAL CONFERENCE ON COMMUNICATIONS, INTERNET, AND INFORMATION TECHNOLOGY, 472 - 478, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
In a database broadcasting system, the server periodically broadcasts contents of database to mobile clients such as portable computers and PDAs. In this system, there are two possible methods for query processing: one is that a client stores all data which are necessary for processing a query and then processes it locally, and the other is that the server processes a query and broadcasts the query result to the query issue client. However, a client cannot get query results when the disk space of the client is not enough for query processing in the former method or when overfull queries are issued in the latter method. In this paper, to resolve these problems, we propose a method which processes a query by collaboration of the server and clients. In our method, the server adds identifiers to tuples appearing in the query result. Thus, the client can store only necessary tuples by referring to the identifiers. In addition, the server broadcasts rules which define the client's behavior for receiving data, and then, the query results are constructed on the client by using the rules. In this way, clients can get query results efficiently.
ACTA PRESS, 2002, PROCEEDINGS OF THE IASTED INTERNATIONAL CONFERENCE ON COMMUNICATIONS, INTERNET, AND INFORMATION TECHNOLOGY, 60 - 66, English[Refereed]
International conference proceedings
[Refereed]
[Refereed]
Research society
Research society
[Refereed]
International conference proceedings
In mobile computing environments, the limitations of mobile computers and wireless networks cause frequent disconnections among the hosts. Consequently, transactions on databases at disconnected sites cannot be executed smoothly without creating problems of inconsistency among copies of data. In this paper, we discuss how to minimize this problem. We assume that a database can be divided into clusters according to the data access pattern and that, for each cluster, the probability of transactions occurring is constant and known. We also assume that most of the disconnections are intentional and that no two disconnections can coexist. On the basis of the probability that transactions occur and the duration of the disconnection between the sites, our approach chooses whichever is more appropriate, the token method or the optimistic method, to control database updates. The token method enables a single site to execute transactions during disconnection, and thus ensures that no conflicts occur between the transactions. The optimistic method lets multiple disconnected sites execute transactions simultaneously. Conflicts are checked upon reconnection, and roll-back of transactions is performed if necessary. The evaluation functions of both methods are derived on the basis of the number of transactions expected to succeed during the disconnection period and the waiting time of these transactions before they can be committed. Whichever method gives a higher evaluation function value is chosen.
Information Processing Society of Japan (IPSJ), Jul. 2001, IPSJ Journal, Vol.42, No.7, pp.1945-1956, 42 (7), 1945 - 1956, English[Refereed]
Scientific journal
[Refereed][Invited]
Scientific journal
[Invited]
Research society
[Refereed]
International conference proceedings
As a result of rapid development in wireless communications and computer hardware technologies, currently, we can access various information from anywhere using portable terminals with wireless communication capabilities. To support the integration and the use of data held by mobile hosts in this environment, we have proposed and implemented AMDS (Active Mobile Database System) as the kernel system for data and mobile host management in mobile enviromnents. ECA rules, the behavior definition language of AMDS, have high description capability that enables users to define complicated behavior. However, the execution of ECA rules may fall into a chain of unexpected behaviors. In general, a directed graph called trigger graph is used for detecting illegal chains. Unfortunately, trigger graphs highly depend on network topology, thus it is difficult to employ trigger graphs in mobile computing environments. Therefore, we have proposed a method that could reconstruct trigger graph dynamically. In this paper, we implement our method on AMDS and evaluate it by simulation studies.
The Institute of Electronics, Information and Communication Engineers, 24 May 2001, IEICE technical report, 101 (71), 39 - 46, Japanese[Refereed]
The server strategy of repeatedly broadcasting data items can result in a higher throughput than sending the requested data items to individual clients. Various methods have been studied to reduce the average response time in such systems. In this paper, two strategies are presented for scheduling the broadcast program. Both strategies take into account the correlation among the requested data items. The first strategy is suitable for an environment where clients access a set of correlated data items by submitting multiple access requests at the same time. A broadcast program is composed by placing strongly correlated data items next to each other. The second strategy is suitable for an environment where clients access a set of correlated data items by submitting multiple access requests at intervals between the requests. This latter strategy places strongly correlated data items at suitable intervals in the program. Simulation studies were used to evaluate the performance of the proposed strategies.
UNIV TORONTO PRESS INC, May 2001, INFOR, 39 (2), 152 - 173, English[Refereed]
Scientific journal
With the advancement of technologies in wireless communication and computer down-sizing, it becomes possible to access a global network using handy terminals which are equipped with wireless communication facilities. In such a mobile computing environment, data management is one of the primary objectives of effective computer uses. However, since conventional distributed data management technologies assume that servers and clients are fixed at certain locations in a network, they do not provide any tools to construct advanced applications which make full use of dynamically changing information in such an environment. In this paper, in order to incorporate data distributed over mobile computing environment, we propose a dynamic data integration mechanism called MobiView which is an enhanced view mechanism of a conventional database system. In MobiView, we introduce four methods for database indication without using conventional host name or its local name: host-specified, cell-specified, location-dependent, and MobiView-oriented, through which we discuss how to handle both mobile database servers and mobile database clients.
Mar. 2001, IEICE Transactions on Information and Systems, E84-D (3), 340 - 347Scientific journal
【工学部論文データから移行】
Mar. 2001, 電子情報通信学会データ工学ワークショップ論文集, CD-ROM, Japanese[Refereed]
Research society
【工学部論文データから移行】
Mar. 2001, 日本ソフトウェア科学会第4回プログラミングおよび応用のシステムに関するワークショップ(SPA2001)論文集,URL: http://www.dcl.info.waseda.ac.jp/SPA2001/spa2001-program2.html, JapaneseResearch society
[Refereed]
Research society
【工学部論文データから移行】
Mar. 2001, 日本ソフトウェア科学会第4回プログラミングおよび応用のシステムに関するワークショップ(SPA2001)論文集,URL: http://www.dcl.info.waseda.ac.jp/SPA2001/spa2001-program2.html, JapaneseResearch society
With the advancement of technologies in wireless communication and computer down-sizing, it becomes possible to access a global network using handy terminals which are equipped with wireless communication facilities. In such a mobile computing environment, data management is one of the primary objectives of effective computer uses. However, since conventional distributed data management technologies assume that servers and clients are fixed at certain locations in a network, they do not provide any tools to construct advanced applications which make full use of dynamically changing information in such an environment. In this paper, in order to incorporate data distributed over mobile computing environment, we propose a dynamic data integration mechanism called MobiView which is an enhanced view mechanism of a conventional database system. In MobiView, we introduce four methods for database indication without using conventional host name or its local name: host-specified, cell-specified, location-dependent, and MobiView-oriented, through which we discuss how to handle both mobile database servers and mobile database clients.
IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG, Mar. 2001, IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS, E84D (3), 340 - 347, EnglishScientific journal
Recently, there has been increasing interest in information systems that deliver data using broadcast in both wired and wireless environments. The strategy in which a server repeatedly broadcasts data to clients can result in a larger throughput, and various methods have been studied to reduce the average response time to data requests in such systems. In this paper, we propose a strategy for scheduling the broadcast program which takes into account the correlation among data. This strategy puts data items with strong correlation side by side in the broadcast program in order to reduce the average response time. We also propose a caching strategy which extends a conventional caching strategy so that it can take advantage of correlation among broadcast data for greater efficiency. Finally, we use simulation studies to evaluate the performance of our proposed strategies.
ACM, 01 Mar. 2001, Proceedings of the ACM Symposium on Applied Computing, 504 - 509[Refereed]
International conference proceedings
In mobile computing environments, the location of each mobile host should be managed by the networking system to realize communication among mobile hosts. Thus, traffic is caused not only by the communication but also by the location management. In this paper, we propose a location management method for improving the mobile communication throughput based on grouping of touters. First, this method divides the routers in a fixed network into multiple groups. Then, the routers in each group manage the location information independently of other groups by choosing a location management strategy from several conventional strategies. We show the results of our simulation experiments to compare the traffic volume of our method and Mobile-IP. The results show that our method can greatly reduce the traffic volume compared with Mobile-IP. We also discuss the communication overhead of our method and show that our method can be practically used in the real environment. Moreover, we address some problems of our method and show possible extensions to solve them.
ACM, 01 Mar. 2001, Proceedings of the ACM Symposium on Applied Computing, 373 - 380[Refereed]
International conference proceedings
Despite the drop in disk prices in recent years, the costs associated with disks still represent the primary costs for large-scale databases such as those used in data warehouses. Compression and storage of such databases is seen as an effective means to reduce these costs. The authors' research group has already proposed a compression method that exchanges the priority for rules and data after extracting rules latent in data by using knowledge discovery as a database compression method which can access a database in its compressed state. However, this proposed method has the problem of producing differences in the compression ratio due to the priority with which the extracted rules are used for compression. Simply finding all the combinations for the priority for the use of such rules is not practical, and so in this paper the authors propose a rule selection method which provides comparatively good compression ratios without excessive computational requirements, then demonstrate the validity of their method using experimental results. © 2001 Scripta Technica, Electron Comm Jpn Pt 3.
SCRIPTA TECHNICA-JOHN WILEY & SONS, 2001, Electronics and Communications in Japan, Part III: Fundamental Electronic Science (English translation of Denshi Tsushin Gakkai Ronbunshi), 84 (11), 11 - 20, English[Refereed]
Scientific journal
Recently, due to remarkable advancements of computer technology, multiple applications can be simultaneously run on a single computer. These applications commonly use a mouse as an input device. However, with a single mouse, we can only input two-dimensional coordinates and press mouse buttons for input. Therefore, this conventional input method using a single mouse handled by one hand is not sufficient to support complex or parallel operations in sophisticated applications. On the other hand, it is widely recognized that using two different input devices handled by two hands is useful for complex operations. In this paper, we show our design and implementation of a multipurpose interface which integrates two mice as input device for window system.
IEEE, 2001, IEEE Pacific RIM Conference on Communications, Computers, and Signal Processing - Proceedings, I, 204 - 207, EnglishInternational conference proceedings
[Refereed]
In the virtual space, as it is common that a user selects an avatar from several avatars provided to represent himself in the space, a number of users may use the same avatar. As a result, it becomes hard to distinguish the users by their avatars. However, if each user uses a unique avatar, the relation between a user and an avatar will be one-to-one and the user can customize his own avatar. In this research, we propose the Open Avatar Architecture (OAA), which enables users to utilize various virtual spaces using their own avatars. We also implement a prototype system to achieve OAA using pseudo-3D space we have constructed. Using this prototype system, it becomes possible to control single avatar in multiple virtual spaces.
IEEE, 2001, IEEE Pacific RIM Conference on Communications, Computers, and Signal Processing - Proceedings, I, 208 - 211, English[Refereed]
International conference proceedings
The conventional approaches for constructing real-space-based 3D space on the WWW are very costly in initial modeling and in network access in its operation. The image based rendering (IBR) approach focuses on more convenient handling of the real space, but the obtained space is usually constrained by the difficulty in image analysis. As a result, the number of people who use virtual space on the WWW is still limited. In order to relax the modeling cost and the accessing cost through the WWW to let everyone enjoy easy construction and easy browsing of real and attractive virtual space, the authors propose a simple approach where they use scenic images such as those taken by a digital camera without distorting them. In the system, users can browse and construct real and attractive virtual space on the WWW more easily than ever.
IEEE COMPUTER SOC, 2001, Proceedings - 2nd IEEE Workshop on Internet Applications, WIAPP 2001, 20 - 29, English[Refereed]
International conference proceedings
[Refereed]
[Refereed]
[Refereed]
In recent years, many studies on supporting human works in the real world have been done by using augmented reality (AR) technologies. At the same time, many studies on supporting human works on computers have been done by using the computer desktop environment. By combining these technologies, we can build an environment supporting human works both in the real world and on computers. Based on this consideration, we propose an extended desktop environment by integrating conventional desktop environments with AR technologies. In our implemented system, a user can use the real space through images captured by a CCD camera equipped with a computer. In addition, the user can put icons virtually into the real space and use external hardware such as a printer through the picture provided by the camera images.
IEEE COMPUTER SOC, 2001, Proceedings - 2001 Symposium on Applications and the Internet, SAINT 2001, 195 - 204, English[Refereed]
International conference proceedings
In recent years, due to the increasing popularization of data broadcasting, the volume and variety of data being broadcast are rapidly increasing. In this environment, as it is difficult for users to search for information from a large amount of broadcast data, there is an increasing demand for filtering techniques that automatically extract only the necessary data. Consequently, a number of filtering methods have been proposed. However, mathematical representation of these methods does not exist. Thus, it is not possible to qualitatively evaluate various fil-filtering methods, optimize processing methods in filtering, or design a declarative language for filtering processes. In this paper, we define filtering as a function, and express the properties of filtering methods by the constraints satisfied by this function. By showing the inclusion relation of constraints representing the properties of filtering, we clarify the relationship between the properties of filtering. Using the framework proposed in this paper, we are able to categorize the actual filtering systems. By applying the appropriate processing method for each category according to its properties, more efficient filtering systems can be achieved.
Morgan Kaufmann, 2001, VLDB 2001 - Proceedings of 27th International Conference on Very Large Data Bases, 511 - 520[Refereed]
International conference proceedings
This invited panel is a kickoff activity of Entertainment Computing Task Force (ECTF), which was approved at IFIP Council held in Beijing. Entertainment is an important application of PCs and IT in the home, and discriminates against IT applications in the office. At the panel entertainment computing will be discussed from different entertainment viewpoints.
I O S PRESS, 2001, HUMAN-COMPUTER INTERACTION - INTERACT'01, 873 - 874, English[Refereed]
International conference proceedings
Recently, due to remarkable advancements in computer technology, small mobile computers such as PDAs (Personal Digital Assistants) and palmtop computers are being developed. In the near future, it is feasible that wearable computers will become commonplace. Up until now, some text input systems for wearable computers have been proposed. However, these systems, depending on the situation, have many problems like low speed input and restrictions on usage. In this paper, we propose a text input method for wearable computing environments utilizing two trackballs based on our previous proposal, entitled "DoubleMouse." This method supports the wearable property that it can be utilized anytime and anyplace. In addition, based on the movement direction of the two mice this method can rapidly select a user's desired input symbols into the computer, thusly mimicking a keyboard. Further, this method supports a "blind" input mode that allows input without displaying additional components on the screen. We also show how the developed system is useful in practical operations based on our experiments.
IEEE COMPUTER SOC, 2001, International Symposium on Wearable Computers, Digest of Papers, 13 - 20, English[Refereed]
International conference proceedings
copyright(c)2000 IEICE
The Institute of Electronics, Information and Communication Engineers, 20 Dec. 2000, The Transactions of the Institute of Electronics,Information and Communication Engineers., 83 (12), 1272 - 1283, Japanese[Refereed]
【工学部論文データから移行】
06 Dec. 2000, 情報処理学会シンポジウム論文集, 2000 (15), 163 - 168, Japanese[Refereed]
【工学部論文データから移行】
06 Dec. 2000, 情報処理学会シンポジウム論文集, 2000 (15), 193 - 198, Japanese[Refereed]
【工学部論文データから移行】
Dec. 2000, インタラクティブシステムとソフトウェアVIII: 日本ソフトウェア科学会 WISS2000, 近代科学社, pp.~27-33, 27 - 32, JapaneseResearch society
【工学部論文データから移行】
Dec. 2000, インタラクティブシステムとソフトウェアVIII: 日本ソフトウェア科学会 WISS2000, 近代科学社, pp.~35-47, JapaneseResearch society
【工学部論文データから移行】
Dec. 2000, インタラクティブシステムとソフトウェアVIII:日本ソフトウェア科学会 WISS2000,近代科学社,pp.~235-236, JapaneseResearch society
【工学部論文データから移行】
Nov. 2000, English[Refereed]
International conference proceedings
【工学部論文データから移行】
Oct. 2000, Proceedings of International Workshop on Multimedia Information, English[Refereed]
International conference proceedings
In recent years, owing to the rapid development of wireless communications and computer hardware technologies, users can now utilize various services on networks without fixing their locations by utilizing portable terminals provided with wireless communication functions. In such environments, the demand for utilizing appropriate information according to the location of the users is increasing and processing methods for service realization are being studied. However, in situations involving continuous utilization of database information, these studies cannot be said to be sufficient. The authors have therefore proposed a mechanism called MobiView as a data management model for utilizing databases efficiently in the mobile environments. By utilizing location-dependent views among the several proposed MobiViews, the user can easily utilize information according to his own location. In this paper, based on the distinctive features of this location-dependent view, we will consider several possible view maintenance techniques and carry out their quantitative comparison from the viewpoint of traffic. We will then show how the optimum technique will change according to parameters such as frequency of movement.
Oct. 2000, Systems and Computers in Japan, 31 (11), 70 - 81, English[Refereed]
Scientific journal
In broadband networks, appropriate use of database migration can drastically shorten the transaction processing time of a distributed database system. So far, we have proposed a transaction processing method based on database migration, where we have assumed that the network bandwidth is almost uniform and very broad over a whole network. However, WANs consist of various types of networks such as private LANs, narrowband public networks, and broadband backbones, and thus, it is difficult to control database migration in the granularity of the transaction and to execute database migration through networks other than backbones. Therefore, the proposed method cannot be used directly in such heterogeneous WAN environments. In this paper, we propose a scheduling method of database migration, which gives the shortest communication time for database operations, assuming that database migration is used in such heterogeneous WANs. We also discuss an implementation method of our proposed scheduling method in a practical environment.
Scripta Technica Inc, Sep. 2000, Systems and Computers in Japan, 31 (10), 10 - 19, English[Refereed]
Scientific journal
【工学部論文データから移行】
Jul. 2000, 情報処理学会論文誌, Vol.~41, No.~7, pp.~2027-2039, 41 (7), 2027 - 2039, EnglishScientific journal
Dynamic relocation of databases through networks, or database migration, will soon become a powerful standard database operation effectively using recent advances in broadband networks. In our previous work, a transaction processing method has been proposed in distributed database environments, based on database migration operations. Generally, database replication is an effective technique to improve transaction processing throughput in conventional systems. In this paper, we propose a replica management method for use with database migration. Database migration is used at the beginning of a transaction to dynamically relocate database replicas. The performance of the proposed method is evaluated using simulation results.
Scripta Technica Inc, Jul. 2000, Systems and Computers in Japan, 31 (8), 22 - 32, English[Refereed]
Scientific journal
【工学部論文データから移行】
Mar. 2000, 日本ソフトウェア科学会 第3回プログラミングおよび応用のシステムに関するワークショップ(SPA2000)論文集, JapaneseResearch society
[Refereed]
Research society
Due to the recent development of network technologies, broader channel bandwidth is becoming available everywhere in the world-wide networks. Based on this fact, we have proposed a new technology that makes good use of such broad bandwidth by dynamically relocating the databases through networks, which we call database migration. In the method proposed previously, it was assumed that we know the sequence of accesses to the system, this is used for database relocation. However, in order to use database migration in a practical environment, it is necessary to detect the access skew. In this paper, we propose a database relocation method which detects access skew from the access information. Moreover, we examine the effectiveness of the proposed method by comparing it with the conventional database-fixed method.
Mar. 2000, Informatica (Ljubljana), 24 (1), 21 - 25[Refereed]
Scientific journal
近年のディスク価格の下落にもかかわらず, データウェアハウスのような大規模なデータベ-スにおいては, ディスクにかかるコストはまだ主要なコストを占めている.そのコストを下げる方法として, データベースを圧縮して格納することが有効であると考えられる.それに対しこれまでに筆者らの研究グループでは, 圧縮された状態のままデータベースにアクセスできるようなデータベース圧縮方法として, 知識獲得を用いてデータ間に潜むルールを抽出し, そのルールをデータと順次置き換えていく圧縮方法を提案している.しかし, 提案した手法では, 抽出したルールを圧縮に適当する順序により圧縮率に差がでるという問題点があった.このようなルールの適用順序に関しては, 単純にすべての組合せを調べることは現実的でないため, 本論文では, それほど計算量は高くなく, 比較的良い圧縮率が得られるルール選択方法を提案し, 実験結果によってその有効性を示す.
The Institute of Electronics, Information and Communication Engineers, 25 Feb. 2000, The Transactions of the Institute of Electronics,Information and Communication Engineers., 83 (2), 273 - 281, Japanese[Refereed]
Concerning information access for portable terminals, various methods of managing positional information as well as access methods are considered. Which is the optimum of those methods depends on network conditions, such as the speed of movement of the mobile host and the number of access requests to the mobile host. This paper is concerned with data queries in a mobile computing environment. The performance is evaluated for a system which can select the movement notification method in order to manage the position of the mobile host when the movement of the mobile host is detected, and the query processing method to process the query to the mobile host, from several alternatives. This paper presents a system in which these methods are dynamically switched in order to reduce the traffic over the whole network, and presents analytically the selection principle based on network conditions.
SCRIPTA TECHNICA-JOHN WILEY & SONS, 2000, Electronics and Communications in Japan, Part I: Communications (English translation of Denshi Tsushin Gakkai Ronbunshi), 83 (4), 34 - 43, English[Refereed]
Scientific journal
【工学部論文データから移行】
2000, 情報処理学会論文誌, 41 (12), Japanese【工学部論文データから移行】
2000, 情報処理学会論文誌, 41 (12), Japanese【工学部論文データから移行】
2000, 情報処理学会論文誌, 41 (11), 3092 - 3102, Japanese【工学部論文データから移行】
2000, 情報処理学会論文誌, 41 (9), 2364 - 2373, Japanese[Refereed]
【工学部論文データから移行】
2000, 情報処理学会論文誌, 41 (9), 2638 - 2650, Japanese[Refereed]
【工学部論文データから移行】
2000, 情報処理学会シンポジウム論文集, 2000 (7), Japanese[Refereed]
【工学部論文データから移行】
2000, 情報処理学会シンポジウム論文集, 2000 (7), Japanese【工学部論文データから移行】
2000, 情報処理学会シンポジウム論文集, 2000 (7), Japanese【工学部論文データから移行】
2000, 情報処理学会論文誌, 41 (3), 783 - 791, Japanese[Refereed]
【国立情報学研究所情報から移行】
2000, 情報処理学会論文誌, 41 (2), Japanese[Refereed]
This paper describes an e-mail system for wearable computing environments. In this system, we extend the conventional mail format and the server/client(browser) architecture by considering the specific features of wearable computing environments, i.e., full time operation, hands-free use of computer, and close relationship to our daily life. A mail author can specify the behavior of his/her mail by embedding several useful commands in the mail. A user can specify in the mail various conditions as commands such as time, location of the recipient, and status of various sensors to allow an adaptive behavior in the mail. We also describe other features of the system to support user's wearable computing life.
ACM, 2000, Proceedings of the Annual International Conference on Mobile Computing and Networking, MOBICOM, 284 - 291[Refereed]
International conference proceedings
Recently, due to advancements in virtual reality and computer graphics technologies, a virtual space that looks as real as a real space has been constructed. Accordingly, there are many studies that employ virtual spaces to support human communication and remote working. Until now, the virtual space employed by these studies has been composed of geometric models. Since the real space is very large and there are a lot of objects in the real world, the cost of modeling the real space is very high. In our previous paper, we proposed a method for building a virtual space using image data, named the image based non-rendering (IBNR), in order to cut down the cost. In this paper, we explain the design and implementation of the tools which we implemented to construct virtual spaces based on IBNR. With these tools, it is easy to construct and renew a large-scaled virtual space based on the real space.
SPRINGER-VERLAG, 2000, New Generation Computing, 18 (4), 391 - 407, English[Refereed]
Scientific journal
In ad-hoc networks, packet flooding is used to discover a destination terminal of communication. However, since, in ad-hoc net- works, disconnection and reconnection of terminals frequently occur, it often occurs that the destination terminal cannot often be discovered. Moreover, since the route from a source terminal to a destination termi- nal frequently changes, the route information obtained by packet flooding may become unavailable in a short period of time. In this paper, to solve these problems, we propose the store-and-flood protocol to improve the packet reachability in ad-hoc networks. In this protocol, the source ter- minal does not flood route request packets to discover destination mobile terminal but blindly floods data packets. Then, terminals which relay the flooded packets store the packets and later flood the packets when new other terminals connect to them. We show the protocol behavior and the packet format of our proposed protocol. Moreover, the performance and the overhead of the proposed protocol are shown by simulation experi- ments.
SPRINGER-VERLAG BERLIN, 2000, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 1909, 137 - 146, English[Refereed]
International conference proceedings
The server strategy of repeatedly broadcasting data items can result in higher throughput than sending the requested data items to individual clients. Various methods have been studied to reduce the average response time in such systems. In this paper, we introduce a strategy to determine the optimal broadcast interval between two corre- lated data items. Based on these estimated optimal intervals, we propose a new scheduling strategy of a broadcast program to accommodate an environment where a large number of correlated data items exist in the broadcast program.
SPRINGER-VERLAG BERLIN, 2000, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 1909, 127 - 136, English[Refereed]
International conference proceedings
The conventional approaches for constructing real-space-based 3D space on WWW are costly much in initial modeling and in network access in its operation. The recent trend in such construction, i.e., the image-based rendering (IBR) approach, focuses on more convenient handling of the real space, but the obtained space is usually constrained by the difficulty in image analysis. In this paper, aiming at relaxing the modeling cost of the real space and the accessing cost on WWW, we propose a simple approach where we use scenic images such as those taken by a digital camera or a video camera without distorting them. By enlarging or shrinking an avatar image and pasting it on a background scenic image according to the user's input, we can visualize the depth of the scene as pseudo 3D space. We call the method the image-based non-rendering (IBNR), intended as an antithesis to IBR. In our system, we emphasize on two points: the scene independency, i.e., each scene is more independent of other scenes, and the platform independency, i.e., usual WWW browsers can be used in the walk-through of the space without extra plug-ins.
SPRINGER-VERLAG BERLIN, 2000, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 1765 LNCS, 288 - 302, English[Refereed]
International conference proceedings
Dynamic relocation of databases through networks, or database migration, will soon become a powerful standard database operation effectively using recent advances in broadband networks. In our previous work, a transaction processing method has been proposed in distributed database environments, based on database migration operations. Generally, database replication is an effective technique to improve transaction processing throughput in conventional systems. In this paper, we propose a replica management method for use with database migration. Database migration is used at the beginning of a transaction to dynamically relocate database replicas. The performance of the proposed method is evaluated using simulation results.
IEEE Computer Society, 2000, Proceedings - International Conference on Distributed Computing Systems, 376 - 384[Refereed]
International conference proceedings
In broadband networks, appropriate use of database migra¬tion can drastically shorten the average transaction processing time of a distributed database system. In previous work, we have proposed a transaction processing method based on database migration, in which we assumed that the network bandwidth is very broad and almost uniform over the whole network. However, WANs consist of various types of net¬works, including private LANs, narrowband public networks and broad¬band backbones; thus, that method cannot be applied directly in WAN environments. In this paper, we propose a database migration scheduling method which gives the shortest communication time for database operations, and is suitable for use in WANs. We also prove that the pro¬posed method can find the database migration schedule which gives the shortest communication time for a given access sequence.
Springer, 2000, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 1873, 79 - 91[Refereed]
International conference proceedings
The remarkable advances made in computer and communication hardware/software system technologies have made it possible for us to use multimedia data for many purposes in various service areas. Considering the importance of developing an advanced processing environment for the acquisition, management, retrieval, creation, and utilization of large amounts of multimedia content, the "Advanced Multimedia Content Processing (AMCP)" research project has been started in Japan, focussing on the management of the continuous and semistructured features of multimedia content. In this paper, we will present a part of research results achieved by this project, along with the process from the first time the multimedia content is acquired/organized until it is delivered to and presented at the client side.
Springer Verlag, 2000, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 1884, 1 - 20, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
[Refereed]
広帯域ネットワーク上の分散データベースのトランザクション処理において,データベース移動を利用することで,システムの処理時間を大幅に短縮することができる.これまでに筆者らの研究グループでは,ATMの仮想LAN上のシステムなど,システム内のネットワークの帯域幅がある程度均一で広帯域である環境を想定して,データベース移動を用いたトランザクション処理手法を提案している.しかし,ネットワーク内に狭帯域の公衆網や広帯域のバックボーンなどが混在する異種WAN環境では,トランザクション単位でのデータベース移動の制御及びバックボーン部以外での移動が困難なことから,これまでの手法をそのまま用いることはできない.そこで本論文では,異種WAN環境においてデータベース移動を利用することを想定して,通信コストを最小にする移動のスケジューリング手法を提案する.更に,提案した手法の実環境における実現法についても議論する.
The Institute of Electronics, Information and Communication Engineers, 25 Dec. 1999, The Transactions of the Institute of Electronics,Information and Communication Engineers., 82 (12), 1369 - 1378, Japanese[Refereed]
【工学部論文データから移行】
01 Dec. 1999, 情報処理学会シンポジウム論文集, 1999 (18), 61 - 66, Japanese[Refereed]
【工学部論文データから移行】
Dec. 1999, 日本ソフトウェア科学会 第7回インタラクティブシステムとソフトウェアに関するワークショップ(WISS '99)論文集, Japanese[Refereed]
Research society
【工学部論文データから移行】
Oct. 1999, Proceedings of the 1st International Workshop on Mobile Agents for Telecommunication Applications (MATA '99), pp.~179-195, EnglishResearch society
近年, ATMなどのネットワーク技術の発展により, ネットワークの帯域幅が急激に拡大している. このような広帯域ネットワークでは, データベース全体の移動も短時間で行うことができる. 筆者らはこの点に着目して, これまでにデータベース移動を用いたトランザクション処理手法を提案し, シミュレーション評価によってその有効性を確認している. 一方, 従来の分散データベースでは, 処理性能を向上させるために複製を用いることが一般的である. そこで本論文では, 提案したトランザクション処理手法に基づいて, データベース移動を利用した動的複製配置法を提案する. 更に, 提案する動的複製配置法とこれまでに提案した手法をシミュレーションによって比較することで, 提案する手法の有効性を検証する.
The Institute of Electronics, Information and Communication Engineers, Aug. 1999, The Transactions of the Institute of Electronics,Information and Communication Engineers., 82 (8), 1049 - 1058, Japanese[Refereed]
【工学部論文データから移行】
Aug. 1999, Proceedings of International Symposium on Database, Web, and Cooperative Systems (DWACOS'99), English[Refereed]
International conference proceedings
【工学部論文データから移行】
Jun. 1999, 情報処理学会マルチメディア, 分散, 協調とモーバイルシンポジウム(DICOMO '99)論文集, pp.~607-612, EnglishResearch society
Due to the recent expansion of network bandwidth, the data propagation delay is becoming a significant factor for the system performance rather than the data transmission delay. Based on this fact, we have proposed a new technology to reduce the bad influence of propagation delay on the distributed database system by relocating dynamically the database through networks, which we call database migration. Furthermore, we have proposed a database relocation method to choose the transaction processing method between the conventional database fixed method and the proposed database migration method by giving consideration to the transaction access pattern, and implemented the DB-MANα system based on these proposals. In this paper, we evaluate the performance of the DB-MANα system, and verify the effectiveness of this system in a practical environment. The results show that the DB-MANα system improves the transaction response time compared with the conventional systems.
Information Processing Society of Japan (IPSJ), 27 May 1999, IPSJ SIG Notes, 95 (94(DPS-95)), 79 - 84, JapaneseRecently, due to the remarkable advancement of computer technologies, multiple applications can be simultaneously done on a single computer. These applications commonly use a mouse as an input device. However, with a single mouse, we can only input two-dimensional coordinates and the change of the states of the mouse buttons. Therefore, conventional input device using single mouse handled by one hand is not sufficient to support complex or parallel operations in sophisticated applications. On the other hand, it is widely recognized that using two different input devices handled by two hands is useful for complex operations. On the other hand, it is widely recognized that handle with two-handed input is useful for complex operations. In this paper, we discuss our design and implementation of a multipurpose interface which supports two mice as input device for window system.
Information Processing Society of Japan (IPSJ), 14 May 1999, 情報処理学会研究報告, 83 (35(HI-83)), 1 - 6, JapaneseIn this paper, we discuss our proposal of a distributed database system, DB-MAN (distributed database system based on DataBase Migration in ATM Networks), which takes advantage of database migration in virtual local area networks (LANs) of ATM networks. DB-MAN has two notable mechanisms: a mechanism for selecting the transaction processing method and a mechanism for concurrency control with database migration. The former is a mechanism that chooses the more efficient method between two transaction processing methods: the conventional method based on the two-phase commit protocol and our method employing database migration. The latter is a mechanism to prevent the transaction processing throughput from deteriorating in environments where data contention is a significant factor. Then we show simulation results regarding performance comparison between our proposed system and the conventional distributed database system based on the two-phase commit protocol. The obtained results demonstrate that effective use of database migration gives higher performance than that of the conventional system.
Scripta Technica Inc, May 1999, Systems and Computers in Japan, 30 (5), 28 - 37, English[Refereed]
Scientific journal
【工学部論文データから移行】
Mar. 1999, 電子情報通信学会データ工学ワークショップ論文集, CD-ROM掲載, Japanese[Refereed]
Research society
【工学部論文データから移行】
Mar. 1999, 電子情報通信学会データ工学ワークショップ論文集, CD-ROM掲載, Japanese[Refereed]
Research society
【工学部論文データから移行】
Mar. 1999, ソフトウェア科学会プログラミングや応用のシステムに関するワークショップ (SPA'99) 論文集, Web Page公開, JapaneseResearch society
【工学部論文データから移行】
Mar. 1999, 電子情報通信学会データ工学ワークショップ論文集, CD-ROM掲載, Japanese[Refereed]
Research society
【工学部論文データから移行】
Mar. 1999, 電子情報通信学会第10回データ工学ワークショップ(DEWS'99)論文集, Japanese[Refereed]
Research society
【工学部論文データから移行】
Mar. 1999, 電子情報通信学会データ工学ワークショップ論文集, CD-ROM掲載, JapaneseResearch society
【工学部論文データから移行】
1999, 情報処理学会論文誌, 40 (9), 3577 - 3585, Japanese[Refereed]
The mobile computing paradigm introduces new technical issues in the area of database systems. In a mobile environment, the location of mobile users is a kind of system data that is referred most frequently. In mobile environments, location data are stored in databases. However, as the location of user is a frequently changing piece of data, queries on location data are prone to inconsistency. Aggregate queries are among the type of queries that will suffer greatly. In this paper, we propose the two-step locking protocol for location databases that can guarantee aggregate queries to get consistent results. We show that our proposed protocol performs much better than the conventional single-step locking protocol if used for location databases in mobile environment.
1999, IEEE Pacific RIM Conference on Communications, Computers, and Signal Processing - Proceedings, 254 - 257, English[Refereed]
Scientific journal
【工学部論文データから移行】
1999, 情報処理学会シンポジウム論文集, 99 (7), Japanese[Refereed]
【工学部論文データから移行】
1999, 情報処理学会論文誌, 40 (6), Japanese[Refereed]
Recently, mobile computing has received much attention from database community. Sharing information among mobile users is one of the most challenging issues in mobile computing due to user mobility. Replication is a promising technique to this issue. However, adopting replication into mobile computing is a non-trivial task, since we are still facing other problems such as the lack in disk capacity and wireless network bandwidth used by mobile users. We have proposed a dynamic replica allocation strategy called User Majority Replica Allocation (UMRA) that is well suited to the modern architecture of mobile computing environment while avoiding such problems mentioned above. In this paper, we propose two relocation decision policies for UMRA and we provide a cost analysis for them. We also provide a cost analysis for another replica allocation strategy called Static Replica Allocation (SRA) for a comparison purpose.
IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG, 1999, IEICE Transactions on Information and Systems, E82-D (2), 412 - 421, English[Refereed]
Scientific journal
【工学部論文データから移行】
1999, 情報処理学会論文誌, 40 (1), Japanese[Refereed]
The real space computing technologies, such as the mobile computing technology, enable users to make use of computers anywhere in the world. On the other hand, the virtual space computing technologies enable users to use remote computer resources from their desktop environments through intuitive operations. By combining these two kinds of computing technologies, we can construct a more flexible and general platform for computing in either space. Based on this viewpoint, we have realized a communication environment, called the ‘invisible person’ environment, where virtual space and real space are strongly associated. In this paper, we discuss the system architecture of this environment. The policies that we took in its design are 1) reduction to a feasible design at present, 2) wide-spread popularity to become an invisible person, and 3) emphasis on the realization of communication rather than the concrete analysis and accurate presentation of the real space. These policies are reflected on our system design where we provide users with several kinds of browsers for the flexibility of their operations.
SPRINGER-VERLAG BERLIN, 1999, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 1554, 59 - 74, English[Refereed]
International conference proceedings
The ability of the deductive database to handle recursive queries is one of its most useful features. It opens up new possibilities for users to view and analyze data. This ability to handle recursive queries, however, still cannot be fully utilized because when recursive rules are involved, the amount of deduced facts can become very large, making it difficult and sometimes impossible to store, view or analyze the query results. In order to overcome this problem, we have proposed the DSK method and the DSK(S) method to discover characteristic rules from large amount of deduction results without having to store all of them. In this paper, we propose two new methods, the DSK(T) method and the DSK(ST) method which are faster than the DSK method and the DSK(S) method respectively. In addition, we propose a new sampling method called magic sampling, which is used by the two methods to achieve the improvement in speed. Magic sampling works when linear recursive rules are involved and the magic set algorithm is used for deduction.
SPRINGER-VERLAG BERLIN, 1999, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 1552, 14 - 29, English[Refereed]
International conference proceedings
Recently, many broadcast satellites have been launched to provide data broadcasting services for public users. Although the provided services can cover many kinds of data and a wide range of user interest, it is considered that, in general, a user is interested in only some specific genres of data. Consequently, storing all received data is considered to be inefficient and only wasting a large amount of memory. This motivated us to introduce an information filtering system into a broadcast data receiving system. The use of filtering system increases the efficiency of memory usage and reduces time for searching interesting data. In this paper, we propose a filtering method that uses a tree structure to represent user preferences. The use of this filtering method enable the receiving system to select only data that match user's interest and classify the stored data in the way that suits the user's access pattern. We also describe the design and implementation of our broadcast data. Receiving system that makes use of the proposed filtering method. Further, we evaluate the performance of our method by showing some simulation results.
Institute of Electrical and Electronics Engineers Inc., 1999, Proceedings of the International Conference on Parallel Processing, 1999-September, 596 - 601, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
Due to recent developments in network technologies, broader channel bandwidth is becoming prevalent in worldwide networks. As one of the new technologies making good use of such broadband channels, dynamic relocation of databases through networks, which we call database migration, will soon be used in practice as a powerful and basic database operation. We propose two transaction processing methods to take advantage of database migration in broadband networks. These methods choose the most efficient transaction processing method between the conventional method, based on the two-phase commit protocol, and our method, using database migration. We also propose a concurrency control mechanism and a recovery mechanism for our proposed methods. Simulation results are presented comparing the performance of our proposed methods and the conventional transaction processing method based on the two-phase commit protocol. The results demonstrate that the effective use of database migration produces better performance than the conventional method. © 1998 IEEE.
IEEE, Sep. 1998, IEEE Transactions on Knowledge and Data Engineering, 10 (5), 839 - 854, English[Refereed]
The mobile computing paradigm introduces new technical issues in the area of database systems. In mobile environment, for an efficient tracking of user movements, the users' location data are stored in location databases. As the location of user is a frequently changing piece of data, queries to location databases may get inconsistent results. In this paper, we discuss the problem of processing aggregate queries on the location databases and propose the two step position locking protocol that can guarantee the queries to get the consistent results.
Information Processing Society of Japan (IPSJ), 09 Jul. 1998, IPSJ SIG Notes, 116 (2), 39 - 46, English近年, ネットワークの帯域幅が急激に拡大している.筆者らはこの点に着目し, これまでにデータベース移動を用いたトランザクション処理手法を提案している.本論文では, これらのトランザクション処理手法に基づいたトランザクション処理手法機構, および, データベース移動を考慮した並行処理制御機構を有する分散データベースシステムを提案する.本システムでは, 従来の2相施錠規約で用いる施錠方式に加えて, データベースの移動に関する新たな施錠モードを導入する.そして, 移動中のデータベースに対する読み書き操作をサポートすることにより, アクセスの混雑時の並行処理性能の低下を抑制する.更に本論文では, システムの性能評価のために行ったシミュレーションの結果を示し, 提案したシステムの有効性を検証する.
The Institute of Electronics, Information and Communication Engineers, Jun. 1998, The Transactions of the Institute of Electronics,Information and Communication Engineers., 81 (6), 819 - 828, Japanese[Refereed]
In this paper, the performances of the five query processing strategies are evaluated for multiple mobile hosts in a mobile computing environment. The five strategies are: 1) SBN, Single Broadcast Notification, 2) WBN, Double Broadcast Notification, 3) BQF, Broadcast Query Forwarding, 4) SDN, Single Default Notification, and 5) WDN, Double Default Notification. The optimum choices for particular network parameters; e.g., kinds of query, network topology, frequency of moving of mobile hosts, rate of generation of query, number of servers, and number of mobile hosts in query; are identified. The effects of a change in the number of mobile hosts on the optimum query processing strategy are examined. © 1998 Scripta Technica.
SCRIPTA TECHNICA-JOHN WILEY & SONS, Feb. 1998, Electronics and Communications in Japan, Part I: Communications (English translation of Denshi Tsushin Gakkai Ronbunshi), 81 (2), 1 - 9, English[Refereed]
Scientific journal
Research society
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1998, 情報処理学会シンポジウム論文集, 98 (14), Japanese[Refereed]
Recently, there has been increasing interest in information systems that deliver data using broadcast in both wired and wireless environments. The strategy in which a server repeatedly broadcasts data to clients can result in a larger throughput, and various methods have been studied to reduce the average response time to data requests in such systems. In this paper, we propose a strategy for scheduling: the broadcast program which takes into account the correlation among data. This strategy puts data items with strong correlation side by side in the broadcast program in order to reduce the average response time. Finally, we use simulation studies to evaluate the performance of our proposed strategy.
INTERNATIONAL SOCIETY COMPUTER S & THEIR APPLICATIONS (ISCA), 1998, INTERNATIONAL SOCIETY FOR COMPUTERS AND THEIR APPLICATIONS 11TH INTERNATIONAL CONFERENCE ON COMPUTER APPLICATIONS IN INDUSTRY AND ENGINEERING, 141 - 145, English[Refereed]
International conference proceedings
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1998, 情報処理学会シンポジウム論文集, 98 (14), Japanese[Refereed]
[Refereed]
In recent years, the rapid advancements of wireless communication technology and computer down-sizing technology have enabled users to utilize computing resources anywhere in the computer network. New applications constructed on the mobile database system are becoming popular. However, the current database systems do not provide special facilities for specific update operations in a mobile computing environment. Moreover, due to the lack of a common data handling method and a mutual communication mechanism, varieties in implementations may cause applications to be incompatible with each other. In this paper, we take up the issue of data handling, in a mobile computing environment, and propose an active mobile database system (AMDS) to solve this issue. First, we review the difficulties of dynamic update of databases in a mobile computing environment, and provide a basic concept of AMDS as a solution for these difficulties. In order to construct an AMDS, we focus on asynchronous events such as the appearance and disappearance of a mobile computer in a wireless communication cell. Then we provide a facility to specify the behavior of each system in Event-Condition-Action (ECA) rules in the same way as normal active database systems. Moreover, we show the architecture and the design of our implementation of AMDS. And, finally AMDS can be easily implemented as a common database infrastructure and work well on heterogeneous systems through indoor experiments.
IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG, 1998, IEICE Transactions on Information and Systems, E81-D (5), 427 - 433, EnglishScientific journal
[Refereed]
Mobile databases will play an important role in mobile computing environment, to provide data storing and data retrieval functionalities which are needed by most applications. In mobile computing environment, the wireless communication poses some problems, which require us to minimize its use. Replication is a database technique that is commonly used to fulfill the requirement in minimizing network usage. In this paper, we propose two replica allocation strategies, called primary-copy tracking replica allocation (PTRA) and user majority replica allocation (UMRA), which are better suited to the mobile computing environment. Their proposals are intended to cope with cost performance issues in data replication due to user mobility in mobile computing environment. To investigate their effectiveness, we provide access cost analysis and comparison on these strategies and the static replica allocation (SRA) strategy. We show that our proposed strategies outperform the SRA strategy when user mobility (inter-cell movement) is relatively low as compared with data access rate.
IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG, 1998, IEICE Transactions on Information and Systems, E81-D (1), 37 - 46, English[Refereed]
Scientific journal
Because of the recent development of network technologies such as ATM (Asynchronous Transfer Mode), broader channel bandwidth is becoming available everywhere in the world-wide networks. As one of the new technologies to make good use of such broadband channel, dynamic relocation of databases through networks, which we call database migration, will soon become a powerful and basic database operation of practical use. In this paper, we discuss our proposal of a distributed database system, DB-MAN (distributed database system based on DataBase Migration in ATM Networks), which takes advantage of database migration in virtual LANs (Local Area Networks) of ATM networks. DB-MAN has two notable mechanisms: a mechanism for selecting the transaction processing method and a mechanism for concurrency control with database migration. The former is a mechanism which chooses the more efficient method between two transaction processing methods: the conventional method based on the two-phase commit protocol and our method employing database migration. The latter is a mechanism to prevent the transaction processing throughput from deteriorating in environments where data contention is a significant factor. Then we show simulation results regarding performance comparison between our proposed system and the conventional distributed database system based on the two-phase commit protocol. The obtained results demonstrate that effective use of database migration gives higher performance than that of the conventional system.
IEEE COMPUTER SOC, 1998, Proceedings - International Conference on Data Engineering, 522 - 531, English[Refereed]
International conference proceedings
[Refereed]
International conference proceedings
【工学部論文データから移行】
Nov. 1997, Proceedings of International Symposium on Digital Media Information Base (DMIB'97), English[Refereed]
International conference proceedings
近年, ATM交換や光ファイバなどの高速通信技術の発展に伴い, ネットワークの帯域幅が拡大してきている。分散処理において処理を高速化するためには, 帯域幅を有効に利用してサイト間の通信回数を削減し, 一度に大量のデータを転送することが望ましい。従来の分散データベースシステムでは, 他のサイトにあるデータベースにアクセスする場合, そのサイトのサーバに処理を依頼している。 しかし, このような手法では, 複雑なトランザクションの場合にサイト間の通信回数が増大し, 処理時間が大きくなってしまう。このようなことから, 筆者らの研究グループでは, データベース移動を用いたトランザクション処理手法を提案している。この手法では, 対象となるデータベースをトランザクション発生サイトに移動して処理することでサイト間の通信回数を削減し, 処理の高速化を図っている。さらに, 従来の処理手法とデータベース移動による処理手法のいずれを用いるかを選択する機構をもつ分散データベースシステムを提案している。本稿では, これらの提案に基づき, データベース移動を利用した分散データベースシステムの設計およびそのプロトタイプシステムの実装について述べる。システムの設計に関しては, 特にデータベース移動時の位置管理を中心に述べる。以下では, まず2章でプロトタイプシステムの概要について述べ, 3章でプロトタイプシステムにおける位置管理および移動処理について述べる, 4章で実装環境について述べ, 最後に5章で本稿のまとめとする。
情報処理学会第55回全国大会講演論文集(3), 24 Sep. 1997, 情報処理学会全国大会講演論文集, 55 (0), 469 - 470, JapaneseMany network protocols for routing messages have been proposed for mobile computing environments. In this paper, we consider the query processing strategy which operates over these network protocols. To begin with, we introduce five fundamental location update methods based on ideas extracted from the representative network protocols. They are the single broadcast notification (SBN), the double broadcast notification (WBN), the single default notification (SDN), the double default notification (WDN), and the no notification (NN). As a network protocol, each method is strong in performance in some system environment, but weak in others. Tn practical situations, where various kinds of applications are used for various purposes, however, it is required to use a single method. We therefore propose an adaptive query processing strategy where these five location update methods can be dynamically selected. Moreover, we analyze the performance of this adaptive query processing strategy via the Markov chain. We also use the statistical approach to estimate the traffic of individual hosts. Finally, we show the efficiency of our proposed strategy over a wide area of system environments.
IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG, Aug. 1997, IEICE TRANSACTIONS ON COMMUNICATIONS, E80B (8), 1208 - 1213, English[Refereed]
Scientific journal
Since in broadband networks the whole contents of a database can be transferred from one site to another in a short period, database migration is expected to be one of the most powerful database operations in future distributed database systems. In an environment with database migration, it is necessary to develop a method to manage the location of each database so as to allow accessing of migrating databases. In this paper, we first propose several database location management methods, some of which make use of the features of ATM (Asynchronous Transfer Mode) networks. Then, we compare the performance of these methods by simulation study for various system parameters, such as the frequency of queries and of database migration, and the scale of the network. The results are used to identify the optimal location management method for a given system environment. © 1997 Scripta Technica, Inc.
Aug. 1997, Systems and Computers in Japan, 28 (9), 35 - 45[Refereed]
Scientific journal
携帯端末にかかわる情報をアクセスするうえでさまざまな位置情報の管理方法とアクセス方法が考えられ, 移動ホストの移動頻度や, 移動ホストへのアクセス要求の発生頻度等のネットワーク条件によってそれらの最適性が異なることが示されている. 本論文ではモーバイルコンピューティング環境におけるデータ問合せに対して, 移動ホストの移動を検知した際に移動ホストの位置を管理するための移動通知方法や, 移動ホストへの問合せ処理を行うための問合せ処理方法をいくつかの方法のなかから動的に選択できるようなシステムの性能評価を行う. 本論文では, ネットワーク全体のトラヒックを低減するために, これらの手法を動的に切り換える方式を示し, ネットワーク条件等に基づく切換えの選択を行う指針を解析的に示す.
The Institute of Electronics, Information and Communication Engineers, 25 Jul. 1997, The Transactions of the Institute of Electronics,Information and Communication Engineers B-(0xF9C1), 80 (7), 533 - 541, Japanese[Refereed]
Along with the recent popularization of Intranet environments, database systems are becoming more important as the core of enterprise information systems. Especially, as one of the most attractive database applications, data warehousing receives much attention. Though secondary storage such as hard disks has become inexpensive, we cannot disregard the cost of secondary storage when we construct such a large-scale database system. In this paper, aiming at reducing the storage cost, we propose a database compression method which utilizes the view mechanism provided by relational database management systems, and we describe the way to process update operations on compressed databases. We also discuss several issues on implementing our proposing method.
The Institute of Electronics, Information and Communication Engineers, 14 Jul. 1997, IEICE technical report. Data engineering, 97 (160), 45 - 50, JapaneseWith recent spread of network environments, exchange of diverse and voluminous data between computers gains increasing importance. Abstract Syntax Notation One (ASN.1) was proposed as a language to define data structures and representation formats irrespective of computer architectures ASN.l-based applications are constantly growing in number, but development efficiency is impeded by the fact that unique methods of data storage and management are employed for different applications. This paper offers an implementation of ASN.1 compiler that allows one to apply data storage and management functions of OODBMS to ASN.1-based applications. Using this ASN. 1 compiler, data storage and management functions become easily available by means of several additional compiler directives. For the purpose of evaluation of the proposed method, directory information base was developed for OSI Directory, and an acceptable database access time was obtained. © 1997 Scripta Technica, Inc.
30 Jun. 1997, Systems and Computers in Japan, 28 (7), 56 - 64[Refereed]
近年, ATM交換方式などの発展により, ネットワークの帯域幅の拡大が進んでいる. このような状況下で, 従来はデータ伝送量を削減させることが性能向上の要因であったのに対し, これからはネットワークの帯域幅をいかに有効利用して性能向上を図るかが大きな課題となる. 特に, 大量のデータの転送を短時間で行えることから, ネットワークを介したデータベース移動をデータベース処理に利用することも現実的に可能である. そこで, 本論文では, ATMネットワークの仮想LAN環境を想定し, 従来のトランザクション処理手法とは異なるデータベース移動を用いた処理手法を提案する. また, シミュレーションによって, 提案した手法と従来の2相コミットプロトコルを用いたデータベース固定型のトランザクション処理手法との性能比較を行う.
The Institute of Electronics, Information and Communication Engineers, 25 Jun. 1997, The Transactions of the Institute of Electronics,Information and Communication Engineers., 80 (6), 505 - 513, Japanese[Refereed]
The inter-domain routing protocol (IDRP) is a strategic routing control protocol designed for wide use in OSI and the Internet. In IDRP, it is possible to impose fine route control reflecting local policies regarding the operation and management of networks; however, the configuration becomes extremely complicated with an increased number of policies. In this paper, a language is designed to describe routing control policies and various necessary knowledge configurations. A tool is installed for proper configuration from the policies and knowledge described by the design language. All knowledge necessary for the configuration is described by the "is-a" relation, and an inference engine is established based on the transitive law and succession relation. In addition, descriptions of framepolicies are made possible by using the "if-then" rule. © 1998 Scripta Technica.
SCRIPTA TECHNICA-JOHN WILEY & SONS, Jun. 1997, Electronics and Communications in Japan, Part II: Electronics (English translation of Denshi Tsushin Gakkai Ronbunshi), 80 (6), 58 - 65, English[Refereed]
Scientific journal
本論文では, モーバイルコンピューティング環境における問合せ処理で特に複数の移動ホストを問合せ対象とする場合について, 5種類の問合せ処理方法の性能評価を行う. ここで5種類の問合せ処理方法とは, 単ーブロードキャスト通知法(SBN: Sigle Broadcast Notification), 2重ブロードキャスト通知法(WBN: Double Broadcast Notification), ブロードキャスト問合せ法(BQF: Broadcast Query Forwarding), 単ーデフォルト問合せ法(SDN: Single Default Notification), 2重デフォルト問合せ法(WDN: Double Default Notification)である. 問合せの種類, ネットワークの形状, 移動ホストの移動頻度, 問合せの発生率, 問合せ対象となる移動ホストサーバ数, 移動ホスト数等のネットワークパラメータに応じて, これらのうちどの方法が最適となるかを示す. 更に, 問合せ対象の移動ホストサーバ数が最適な問合せ方法に及ぼす影響について明らかにする.
The Institute of Electronics, Information and Communication Engineers, 25 May 1997, The Transactions of the Institute of Electronics,Information and Communication Engineers B-(0xF9C1), 80 (5), pp.191 - 199, Japanese[Refereed]
【工学部論文データから移行】
Mar. 1997, 電子情報通信学会第8回データ工学ワークショップ (DEWS'97) 論文集, 3月, Japanese[Refereed]
Research society
【工学部論文データから移行】
Mar. 1997, Japanese[Refereed]
Research society
広帯域ネットワーク上では, データベース全体の移動も短時間に行えるため, データベースの移動をデータベース技術の一つとして用いることが有効である. データベースが分散システム内を移動する環境では, データベースへのアクセスを保証するためにデータベースの位置管理が必要になる. 本論文では, このような環境におけるデータベースの位置管理手法について論ずる. まず, これまでに提案されている移動体の位置管理手法や分散システムにおけるデータ項目の位置管理手法を応用した手法を考え, その後, ATMネットワークの特徴を考慮した新たな手法を提案する. そして, シミュレーションによって, これらの手法をデータベース操作のための通信所要時間の観点から比較する. そこで得られる結果は, さまざまな形態のシステムにおいて, 最適な位置管理手法を同定するための指標となる.
The Institute of Electronics, Information and Communication Engineers, 25 Feb. 1997, The Transactions of the Institute of Electronics,Information and Communication Engineers., 80 (2), 137 - 145, Japanese[Refereed]
本論文では,代表的な強化学習手法であるQ学習に実例に基づく方法を適用した学習アルゴリズムIBQL(Instance-Based Q-Learning)を提案する.実例に基づく方法を用いることによって,学習の高速化と連続な状態空間への対応,類似性に基づく一般化が可能となる.本論文ではさらに,シミュレーション実験を通じて他のアルゴリズムとの性能比較を行い,提案する手法の有効性を示す.
日本ソフトウェア科学会, 16 Jan. 1997, コンピュータソフトウェア, 14 (1), 25 - 29, JapaneseWith recent spread of network environments, exchange of diverse and voluminous data between computers gains increasing importance. Abstract Syntax Notation One (ASN.1) was proposed as a language to define data structures and representation formats irrespective of computer architectures ASN.1-based applications are constantly growing in number, but development efficiency is impeded by the fact that unique methods of data storage and management are employed for different applications. This paper offers an implementation of ASN.1 compiler that allows one to apply data storage and management functions of OODBMS to ASN.1-based applications. Using this ASN.1 compiler, data storage and management functions become easily available by means of several additional compiler directives. For the purpose of evaluation of the proposed method, directory information base was developed for OSI Directory, and an acceptable database access time was obtained.
01 Jan. 1997, Systems and Computers in Japan, 28 (7), 56 - 63Scientific journal
As one of the new technologies to make good use of broader channel bandwidth of recent networks, dynamic relocation of databases through networks, which we call database migration, will soon become a powerful and basic database operation of practical use. To make full use of database migration, the main memory database is considered to be one of the most significant technologies, because it allows us to perform very high speed database access which almost matches for the transmission rate of broadband networks. In this paper, we first discuss the physical database structure which realizes high speed database migration. Then, we propose the recovery methods for migratory main memory databases.
I E E E, 1997, IEEE Pacific RIM Conference on Communications, Computers, and Signal Processing - Proceedings, 1, 231 - 234, English[Refereed]
International conference proceedings
Recent advances in network and computer technologies have led to the development of the mobile computing environment. In this environment, the location management is one of the most important issues. In this paper, for reducing the traffic volume of the location management, we propose a hierarchical location management method. This method divides a network into multiple groups (areas) where each area has at least one router. The locations of mobile hosts in an area are managed within the area, independently from those in other areas. Furthermore, the most suitable location management method for an area is used in this area. We also show results of simulation experiments for verifying the efficiency of the method. These results show that our proposed method can reduce the traffic volume of the location management.
I E E E, 1997, IEEE Pacific RIM Conference on Communications, Computers, and Signal Processing - Proceedings, 1, 243 - 246, English[Refereed]
International conference proceedings
Virtual reality is the technology which enables us to feel as if we are in virtual space. On the other hand, mobile computing, which makes use of wireless network technologies, enables us to use computers anywhere in the world. The integration of these two technologies will make it possible for users to communicate with other persons separated at long distance, anywhere and anytime. Based on this idea, we have proposed a system called the invisible person environment. In this environment, events that occur in the real space will immediately be reflected onto virtual space and vice versa. Therefore, the environment gives users a rich communication functionality with so much presence that they may have the illusion that they are meeting in the same space. In this paper, we show our design and implementation of the invisible person system that facilitates the mappings of the real space onto virtual space. In this system, real-time video resources are effectively used to support communications.
I E E E, 1997, IEEE Pacific RIM Conference on Communications, Computers, and Signal Processing - Proceedings, 1, 247 - 250, English[Refereed]
International conference proceedings
In recent years, computer animation systems are used for many purposes such as computer aided instruction (CAI) and presentation. In conventional animation development systems, though developers of such animations are usually not experts on computer hardware/software systems, they are required to have a high capability to describe program codes, and therefore it is not easy for them to create attractive contents. In order to support easy animation development, we consider that it is important to separate scenarios from programs. Based on this observation, we have designed and implemented an animation development system where scenarios are described separately from programs and managed in a knowledge-base system. In this system, scenarios described in a natural language are converted into schedule data for an animation using an inference engine included in the knowledge-base system, and consequently users can develop animations easily.
I E E E, 1997, IEEE Pacific RIM Conference on Communications, Computers, and Signal Processing - Proceedings, 1, 239 - 242, EnglishInternational conference proceedings
In this paper, we consider query processing strategies which operates over mobile network protocols. To begin with, we introduce five fundamental location update methods. They are the single broadcast notification (SBN), the double broadcast notification (WBN), the single default notification (SDN), the double default notification (WDN), and the no notification (NN). Then, we propose an adaptive query processing strategy where these five location update methods can be dynamically selected. Moreover, we analyze the performance of this adaptive query processing strategy via the Markov chain. We also use the statistical approach to estimate the traffic of individual hosts. Finally, we show the efficiency of our proposed strategy over a wide area of system environments.
I E E E, 1997, IEEE Pacific RIM Conference on Communications, Computers, and Signal Processing - Proceedings, 1, 235 - 238, EnglishInternational conference proceedings
【工学部論文データから移行】
1997, 情報処理学会ワークショップ論文集, 97 (2), Japanese[Refereed]
【工学部論文データから移行】
1997, 情報処理学会ワークショップ論文集, 97 (2), JapaneseThe mobile computing paradigm introduces new technical issues in the area of database systems. Especially, mobility of hosts engenders a new kind of locality that migrates as hosts move. In mobile computing environment, the location of user is a frequently changing piece of data. Due to this nature, problems can occur when locations become subjects of queries, such as in aggregate location dependent queries. In this paper, we propose the position locking mechanism, a technique to overcome such problems. Using position locking, the aggregate location dependent query can be guaranteed to get the consistent result. We also propose some techniques that can improve the performance of position locking and reduce its network bandwidth consumption.
SPRINGER-VERLAG BERLIN, 1997, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 1274, 363 - 378, English[Refereed]
International conference proceedings
In broadband networks such as ATM (Asynchronous Transfer Mode) networks, the dynamic migration of data resources, such as databases and files, has become more powerful and effective than that in conventional networks so far. In environments with migratory data resources, it is necessary to develop a method to manage the location of each resource. In this paper, we discuss the location management of migratory data resources. First, we propose several resource location management methods: some of them are based on conventional methods, and the rest are new methods which make use of the features of ATM networks. Then, we compare the performance of the methods by simulation studies under several system parameters, such as the frequency of accesses and resource migrations, and the scale of the network. Based on the comparisons, we show the optimal location management method for a given system environment. © 1997 ACM.
Association for Computing Machinery, 1997, Proceedings of the ACM Symposium on Applied Computing, 123 - 130, English[Refereed]
International conference proceedings
Recently, we can find three remarkable features in advanced computer networks. First is the development of client software systems based on the World-Wide Web (WWW). Second is the spatial extension of communication environments through wireless communication technologies, making mobile computing possible. Third is drastic increase of available bandwidth by high speed network technologies such as ATM (Asynchronous Transfer Mode) switching. In this paper, to facilitate the development of databases based on these three network software/hardware technologies, we discuss their architectural issues. They are the issue of three-tier database architecture based on WWW clients and network integration servers, the issue of database architecture for a mobile computing environment, and the issue of database migration techniques for ATM based networks.
Springer, 1997, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 1274, 237 - 252[Refereed]
International conference proceedings
In this paper, we propose an inheritance system for knowledge-bases in which IS-A relation and IS-NOT-A relation are specified on the domain extended by dot notation '.'. Due to the simplicity of the framework, we can obtain several computational advantages including the following: (1) IS-A relation and IS-NOT-A relation are determined in polynomial time. (2) Satisfiability of a given knowledge-base is also determined in polynomial time. (3) Set-at-a-time queries are completely answered by regular expressions. (4) Regular expressions are also used for specifications of knowledge-bases. Consequently, we can achieve advanced reasoning by the computational operations on regular sets using union, intersection, and difference. Furthermore, the obtained results can be merementally reused to specify new knowledge-bases. Several applications of the proposed inheritance reasoning mechanism in advanced computer systems are also demonstrated.
1997, Journal of Systems Integration, 7 (3-4), 349 - 379[Refereed]
Scientific journal
近年のネットワーク環境の浸透により,多種多様なデータが計算機間で頻繁に交換されるようになってきた.交換されるデータの構造およびその表現形式を計算機のアーキテクチャに依存しない形で定義するための言語として抽象構文記法1 (ASN.1: Abstract Syntax Notation One)がある.ASN.1を利用するアプリケーションは年々増加しているが,一方でこのようなアプリケーションにおけるデータの蓄積および管理には,アプリケーションごとに異なる方法がとられているため,開発効率を下げる要因となっている.本論文では,オブジェクト指向データベース管理システムがもつデータの蓄積・管理機能を,ASN.1をデータ構造定義のベースとするアプリケーションから容易に利用できるようにするためのASN.1コンパイラの実現方法について述べる.このASN.1コンパイラを用いれば,アプリケーション仕様で与えられたASN.1記述に対していくつかのコンパイラ指令の記述を付加することにより,容易にデータの蓄積・管理機能が利用できるようになる.また,その評価のために,OSIディレクトリにおけるディレクトリ情報ペース(DIB)を構築し,実用レベルのデータベースアクセス時間が得られることを示した.
The Institute of Electronics, Information and Communication Engineers, 25 Nov. 1996, The Transactions of the Institute of Electronics,Information and Communication Engineers., 79 (11), 975 - 983, Japanese[Refereed]
ソフトウェアの大規模化,複雑化が進むにつれ,開発者にソフトウェア中のオブジェクトの相互関係の管理の負荷が大きくなっている.この負荷を軽減するために,筆者らはソフトウェア中の構造に関する情報をプログラミング言語から分離し,知識ペースにおいて管理する演繹オブジェクト指向プログラミングと呼ぶ手法を提案している.本論文では,大規模なソフトウェアの開発に焦点をあてた,オブジェクトのグループ化のための情報およびオブジェクト間の参照関係を知識ベースにおいて管理する手法について述べる.更に,複数のオブジェクト指向プログラミング言語および知識ベースを用いた提案手法の実装についても述べる.
The Institute of Electronics, Information and Communication Engineers, 25 Oct. 1996, The Transactions of the Institute of Electronics,Information and Communication Engineers., 79 (10), 635 - 643, JapaneseWith the advancement of wireless communication technologies and hardware technologies, it has become possible for a user to connect to networks using his/her portable terminal with wireless communication devices and to use abundant computer resources anytime and anywhere he/she wants. Such a terminal is called a mobile host and an environment with mobile hosts is called a mobile computing environment. When a user receives continuous media data through his/her mobile host in a mobile computing environment, the media received must not be interrupted even while he/she moves across a cell boundary. We have presented the architecture of the network layer and the transport layer for continuous media. In this paper, we discuss about a routing protocol, which supports mobile hosts in receiving continuous media in a mobile computing environment.
The Institute of Electronics, Information and Communication Engineers, 04 Oct. 1996, IEICE technical report. Data engineering, 96 (288), 49 - 54, Japanese【工学部論文データから移行】
Oct. 1996, Proceedings of International Workshop on Protocols for Multimedia Systems (PROMS'96), English[Refereed]
International conference proceedings
Since in broadband networks the whole contents of a database can be transferred from one site to another site in a short period, the database migration is expected to be one of the most powerful database operations in the forth coming distributed database systems. In the environment with database migration, it is necessary to develop a method to manage the location of each database for accessing migratory databases. In this paper, we first propose several database location management methods, some of which make use of the features of ATM (Asynchronous Transfer Mode) networks. Then, we compare the performance of the methods by simulation study under some system parameters, such as the frequency of query issues and database migration, and the scale of the network. As a result, we show the optimal location management method for a given system environment.
The Institute of Electronics, Information and Communication Engineers, 25 Jul. 1996, IEICE technical report. Data engineering, 96 (176), 31 - 36, Japanese【工学部論文データから移行】
Jul. 1996, Proceedings of Int'l Technical Conf. on Circuits/Systems, Computers and Communications (ITC-CSCC'96), pp.661-664, EnglishResearch society
【工学部論文データから移行】
Jul. 1996, Proceedings of Int'l Technical Conf. on Circuits/Systems, Computers and Communications (ITC-CSCC'96), English[Refereed]
International conference proceedings
【工学部論文データから移行】
Jul. 1996, Proceedings of International Technical Conference on Circuits/Systems, Computers and Communications (ITC-CSCC'96), English[Refereed]
International conference proceedings
【工学部論文データから移行】
Jul. 1996, Proceedings of International Workshop on Multi-Dimensional Mobile Communications (MDMC'96), English[Refereed]
International conference proceedings
As was demonstrated in our previous paper [1, 2], the database migration is a Promising strategy for distributed database processing in broadband networks. For example, it can improve transaction processing time by (1) gathering databases at one site to process a complex transaction, and (2) distributing databases to multiple sites to process a large amount of data. In this paper, we consider implementation issues for realizing database migration from two viewpoints, i.e., the performance aspect and the management/operation aspect. First, as for the performance issue, we analyze execution time of transaction processing using database migration, and then identify the performance bottleneck part for processing. Second, concerning the management/operation aspect, based on the current technologies, we discuss the appropriate technologies for the location management, the replica management, and the backup management.
The Institute of Electronics, Information and Communication Engineers, 22 May 1996, IEICE technical report. Data engineering, 96 (54), 55 - 60, JapaneseIn this paper, we propose an adaptive routing scheme for mobile communication which can improve the efficient use of the network resources such as the network bandwidth while it provides the mobility for the computers residing in the network. To provide the mobility, a router must perform two kinds of functions: location notification and packet forwarding. Since the adaptive router scheme has three distinct methods for the location notification and four distinct methods for the packet forwarding, a router can select the best method from among the several methods adaptively when it needs to perform each of the two functions. The adaptive routing scheme can, hence, reduce the total traffic caused by the two functions. The selection criteria are also discussed based on the analytical evaluation of each method and the concrete examples are shown.
Information Processing Society of Japan (IPSJ), 15 May 1996, IPSJ Journal, 37 (5), 770 - 778, Japanese[Refereed]
マルチメディア情報化社会の発展のためには, その基盤となるマルチメディアデータベースシステムの構築が非常に重要である. 本論文では, マルチメディアデータベースシステムが備えていなければならない要件を探りながら, 現在の情報処理技術のもとでのマルチメディア情報の蓄積と検索を可能にするマルチメディア情報ベースの構築法について論じる. 更に, 近年, ATM交換機などの開発などにより急速に整備されつつある広帯域ネットワークにおけるマルチメディア情報ベースのさまざまな可能性について論じる. 特に, 広帯域ネットワークの特性を有効に利用するために, 従来からの分散データベースシステムで提案されてきたデータの伝送・処理技法をいかに見直さなければならないかについて論じる.
The Institute of Electronics, Information and Communication Engineers, 25 Apr. 1996, The Transactions of the Institute of Electronics,Information and Communication Engineers., 79 (4), 460 - 467, Japanese[Invited]
【工学部論文データから移行】
Mar. 1996, 第7回データ工学ワークショップ(DEWS'96)論文集, pp.187-192, JapaneseResearch society
【工学部論文データから移行】
Mar. 1996, 第7回データ工学ワークショップ(DEWS'96)論文集, pp.211-216, JapaneseResearch society
【工学部論文データから移行】
Mar. 1996, 第7回データ工学ワークショップ(DEWS'96)論文集, pp.193-198, JapaneseResearch society
Based on the recent development of network technologies such as ATM (Asynchronous Transfer Mode), broader channel bandwidth is becoming available everywhere in the world-wide networks. Considering such status update of network environment, more efficient use of broadband networks is now one of the most important issues for performance improvement of network-wide database systems, though the minimization of transmitted data volume has been the primary factor for the performance improvement in conventional distributed databases. As one of new technologies to make good use of available broadband channel, the database migration through networks becomes practically possible and powerful as one of basic database operations. In this paper, we first propose two new transaction processing methods based on the database migration in virtual LANs (Local Area Networks) with ATM facilities. Then we show simulation results regarding performance comparison between our proposed methods based on the database migration and the conventional method, where the database migration is not assumed and the two〜phase commit protocol is employed as one of basic protocols.
Information Processing Society of Japan (IPSJ), 24 Jan. 1996, IPSJ SIG Notes, 106 (11(DBS-106)), 49 - 56, JapaneseIn this paper, we quantitatively compare the performance of five strategies for mobile support in terms of the traffic. The major facilities that are required for a network protocol to support mobile hosts are location management and packet forwarding. We propose five basic strategies which use different methods to realize these facilities and compare them on performance. These five strategies are Broadcast Notification (BN), Broadcast Forwarding (BF), Broadcast Query (BQ), Default Forwarding (DF), and Default Query (DQ). As a result of analytical evaluation and comparison, it is shown that the optimal strategy depends upon the network conditions, such as number of routers, network topology, migration/communication ratio, data/control packet size ratio. In short, DF and DQ show the best performance in scalability, while BF and BQ are efficient for frequent migration. On the other hand, BN is suitable for a small network where mobile hosts rarely move.
Information Processing Society of Japan (IPSJ), 15 Jan. 1996, IPSJ Journal, 37 (1), 123 - 132, Japanese[Refereed]
【工学部論文データから移行】
1996, 人工知能学会誌, 11 (5), 735 - 743, Japanese[Refereed]
【工学部論文データから移行】
1996, 情報処理学会ワークショップ論文集, 96 (1), Japanese[Refereed]
【工学部論文データから移行】
1996, 情報処理学会ワークショップ論文集, 96 (1), Japanese[Refereed]
This paper presents performance comparison among five strategies for mobile support. The major facilities that are required for a network protocol to support mobile hosts are location management and packet forwarding. Based on this observation, we consider five basic strategies which use distinct methods to achieve these facilities and compare their performance. These five strategies are Broadcast Notification (BN), Broadcast Forwarding (BF), Broadcast Query (BQ), Default Forwarding (DF), and Default Query (DQ). As a result of analytical evaluation and comparison, it is shown that under different network conditions, such as number of routers, network topology, migration/communication ratio, data/control packet size ratio, different strategies produce minimum network traffic. In short, DF and DQ show the best performance in network size scaling, while BF and BQ are efficient for frequent migration. On the other hand, BN is-suitable for a small network which has hosts with infrequent migration. © J.C. Baltzer AG, Science Publishers.
Springer Netherlands, 1996, Mob. Networks Appl., 1 (1), 57 - 65, English[Refereed]
Scientific journal
Deductive databases have the ability to deduce new facts from a set of facts using a set of rules. They are also useful in the integration of artificial intelligence and database. However, when recursive rules are involved, the amount of deduced facts can become too large to be practically stored, viewed or analyzed. This seriously hinders the usefulness of deductive databases. In order to overcome this problem, we propose four methods to discover characteristic rules from large amount of deduction results without actually having to store all the deduction results. This paper presents the first step in the application of knowledge discovery techniques to deductive databases with large deduction results. ©1996 IEEE.
IEEE COMPUTER SOC, 1996, IEEE Transactions on Knowledge and Data Engineering, 8 (6), 952 - 956, English[Refereed]
Scientific journal
[Refereed]
International conference proceedings
【工学部論文データから移行】
Dec. 1995, 尾内理紀男(編): オブジェクト指向コンピューティングIII(論文選集), 近代科学社, pp.63-70, JapaneseScientific journal
As technologies of wireless communication and computer hardware have been growing rapidly, users can access to a wide variety of information while moving, using handy terminal equipped with wireless communication capability. This new type of computing environment is caned the mobile computing environment. In the near future, this mobile computing environment will be the common alternative to replace the existing distributed environment which relies on the fixed networks as the communication medium, and will provide a more advanced distributed computing environment. This fact will strongly affect the design of our current system software, including that of database systems. This paper discusses the transaction management issues and some solution techniques for database systems in the mobile computing environment.
The Institute of Electronics, Information and Communication Engineers, 06 Oct. 1995, IEICE technical report. Data engineering, 95 (287), 9 - 16, JapaneseAlthough, in conventional computer networks, a computer has been considered to be connected to a fixed location, it has been gradually possible to make it move from one location to another location in these networks based on the recent technology for realizing smaller hardware. In this paper, we discuss a protocol to support mobile system to provide transparent communication facility independent of the locations of systems. Each system has a fixed default address which dose not change by each migration, and current address which canges by each migration. Pairs of a default address and a current address, along with a remaining lifetime parameter, are used for reducing the number of lost PDUs (Protocol Data Units) and the number of control PDUs resulting from ES migration.
Information Processing Society of Japan (IPSJ), 15 Aug. 1995, IPSJ Journal, 36 (8), 2007 - 2018, Japanese[Refereed]
Inter-Domain Routing Protocol (IDRP) is a standard policy routing protocol of OSI as well as Internet. Using IDRP, an administrator of a domain can provide a configuration description regarding local policies of management and control of the network. However, such descriptions generally become very complex when the administrator wishes to handle many policies in detail. In this paper, we propose a policy description language to describe routing policies in an abstract and flexible manner ; pieces of knowledge concerning the objective domain are described as an is-a relation and several associated rules. We also demonstrate the tool which we have implemented to generate routing configuration of IDRP from the policies described by this language.
Information Processing Society of Japan (IPSJ), 13 Jul. 1995, IPSJ SIG Notes, 71 (61(DPS-71)), 151 - 156, Japanese【工学部論文データから移行】
Mar. 1995, 電子情報通信学会第6回データ工学ワークショップ(DEWS'95)論文集, Japanese[Refereed]
Research society
【工学部論文データから移行】
Mar. 1995, 第6回データ工学ワークショップ(DEWS'95)論文集, pp.135-142, 135 - 142, JapaneseResearch society
ASN. 1 (Abstract Syntax Notation One) is an ISO standard specifying a type definition language (ASN.1 notation) and its encoding rule. Recently, ASN.1 has been used in a wide variety of application areas such as computer networks, multimedia, and