Sugimoto Masanori

Faculty of Information Science and Technology Computer Science and Information Technology Mathematical ScienceProfessor
Last Updated :2024/12/06

■Researcher basic information

Degree

  • Ph.D. (Engineering), University of Tokyo

Research Keyword

  • positioning / ranging technology
  • 教育工学
  • 可視光通信
  • 複合現実感
  • 音響イメージング
  • コンピュータビジョン
  • ユビキタスコンピューティング
  • ヒューマンコンピュータインタラクション

Research Field

  • Manufacturing technology (mechanical, electrical/electronic, chemical engineering), Measurement engineering
  • Humanities & social sciences, Educational technology
  • Informatics, Intelligent robotics
  • Informatics, Perceptual information processing
  • Informatics, Intelligent informatics
  • Informatics, Human interfaces and interactions
  • Informatics, Database science

■Career

Career

  • Oct. 2012 - Present
    Graduate School of Information Science & Technology, Hokkaido University, professor
  • Apr. 2008
    The University of Tokyo, The Graduate School of Engineering, Department of Electrical Engineering and Information Systems
  • Apr. 2002
    The University of Tokyo, Graduate School of Frontier Sciences, Department of Frontier Intormatics
  • Aug. 1999
    The University of Tokyo, Information Technology Center
  • Jan. 1997
    米国コロラド大学(在外研究員、同年11月まで)
  • Apr. 1995
    文部省学術情報センター 助手

Educational Background

  • 1995, The University of Tokyo, 工学系研究科博士課程 修了, Japan
  • 1990, The University of Tokyo, The Faculty of Engineering, 航空学科 卒業, Japan

Committee Memberships

  • Jun. 2019 - Present
    情報処理学会北海道支部長, Society
  • 2014 - Present
    APSCE (Asia Pacific Society for Computer in Education), Executive Committee, Society
  • Sep. 2020
    FIT2020現地実行委員長, Society
  • Sep. 2017 - Sep. 2018
    IEEE IPIN2018 (Indoor Positioning and Indoor Navigation), 大会長, Society
  • Jun. 2016 - Jun. 2018
    人工知能学会, 理事, Society
  • Sep. 2016 - Sep. 2017
    IEEE IPIN2017 (Indoor Positioning and Indoor Navigation), 実行委員長, Society
  • Jun. 2014 - Jun. 2016
    科学教育学会, 若手活性化委員会委員長, Society

■Research activity information

Papers

  • 音響屋内測位におけるモバイルデバイスのための高精度測位領域の拡張手法               
    須崎 太久弥, 中村 将成, 村上 弘晃, 渡邉 拓貴, 橋爪 宏達, 杉本 雅則
    情報処理学会論文誌, 64, 11, 1525, 1536, Nov. 2023, [Peer-reviewed]
    Japanese, Scientific journal
  • Indoor Drone Tracking using Reflected Light from Floor Surfaces
    大西 悠生, 渡邉 拓貴, 中村 将成, 橋爪 宏達, 杉本 雅則
    情報処理学会論文誌, 64, 11, 1576, 1587, Nov. 2023, [Peer-reviewed]
    Japanese, Scientific journal
  • User Authentication Method for Hearables Using Sound Leakage Signals
    Takashi Amesaka, Hiroki Watanabe, Masanori Sugimoto, Yuta Sugiura, Buntarou Shizuki
    Proceedings of the 2023 International Symposium on Wearable Computers, ACM, 08 Oct. 2023
    International conference proceedings
  • Smartphone Indoor Positioning using Inertial and Ambient Light Sensors
    Masanori Sugimoto, Minoru Suenaga, Hiroki Watanabe, Masanari Nakamura, Hiromichi Hashizume
    2023 13th International Conference on Indoor Positioning and Indoor Navigation (IPIN), IEEE, 25 Sep. 2023, [Peer-reviewed]
    English, International conference proceedings
  • Indoor 3D Positioning Method for a Microphone using a Single Speaker
    Masanari Nakamura, Yuta Funada, Hiroaki Murakami, Hiromichi Hashizume, Masanori Sugimoto
    2023 13th International Conference on Indoor Positioning and Indoor Navigation (IPIN), IEEE, 25 Sep. 2023, [Peer-reviewed]
    English, International conference proceedings
  • Evaluation of the Satoyama Management Game in the Context of Elementary Science Lessons
    Wakana KOBAYASHI, Etsuji YAMAGUCHI, Ryota AOKI, Yoshiaki TAKEDA, Hiroshi MIZOGUCHI, Fusako KUSUNOKI, Hideo FUNAOI, Masanori SUGIMOTO, Tatsuya TANAKA, Shigenori INAGAKI
    Journal of Science Education in Japan, 47, 2, 90, 105, 08 Jul. 2023, [Peer-reviewed]
    Japanese, Scientific journal
  • Pedestrian Dead Reckoning for Multiple Walking Styles Using Classifier-Based Step Detection
    Ibuki Yoshida, Takumi Suzaki, Hiroaki Murakami, Hiroki Watanabe, Mananari Nakamura, Hiromichi Hashizume, Masanori Sugimoto
    IEEE Journal of Indoor and Seamless Positioning and Navigation, 1, 69, 79, Institute of Electrical and Electronics Engineers (IEEE), 2023, [Peer-reviewed]
    English, Scientific journal
  • 変調光照明の振幅および位相情報を用いた違法写真撮影判定手法               
    中道 省吾, 渡邉 拓貴, 橋爪 宏達, 杉本 雅則
    情報処理学会論文誌, 63, 11, Nov. 2022, [Peer-reviewed], [Last author]
    Japanese, Scientific journal
  • PT-Sync: COTS Speaker-based Pseudo Time Synchronization for Acoustic Indoor Positioning
    Takumi Suzaki, Hiroaki Murakami, Masanari Nakamura, Hiroki Watanabe, Hiromichi Hashizume, Masanori Sugimoto
    2022 IEEE 12th International Conference on Indoor Positioning and Indoor Navigation (IPIN), IEEE, 05 Sep. 2022
    International conference proceedings
  • Gesture Recognition Method Using Acoustic Sensing on Usual Garment
    Takashi Amesaka, Hiroki Watanabe, Masanori Sugimoto, Buntarou Shizuki
    Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 6, 2, 1, 27, Association for Computing Machinery (ACM), 04 Jul. 2022, [Peer-reviewed]
    English, Scientific journal, In this study, we show a new gesture recognition method for clothing-based gesture input methods using active and passive acoustic sensing. Our system consists of a piezoelectric speaker and a microphone. The speaker transmits ultrasonic swept sine signals, and the microphone simultaneously records the ultrasonic signals that propagate through the garment and the rubbing sounds generated by the gestures on the garment. Our method recognizes a variety of gestures, such as pinch, twist, touch, and swipe, by incorporating active and passive acoustic sensing. An important feature of our method is that it does not require a dedicated garment or embroidery embedded since our system only requires a pair of piezoelectric elements to be attached to the usual garment with a magnet. We performed recognition experiments of 11 gestures on the forearm with four types of garments made from different materials and recognition experiments of five one-handed gestures on the button of a shirt and the pocket of pants. The results of a per-user classifier confirmed that the f-scores were 83.9% and 95.9% for 11 gestures with four different types of garments and 5 gestures that were selected assuming actual use, respectively. In addition, we confirmed that the system recognizes five gestures, which can be performed with one hand, with 89.2% and 92.6% accuracy in the button and pocket sites, respectively.
  • NLOS環境における音響センシングを用いたスマートフォン間測距手法               
    神鳥 勇貴, 村上 弘晃, 須崎 太久弥, 中村 将成, 渡邉 拓貴, 橋爪 宏達, 杉本 雅則
    情報処理学会論文誌, 63, 6, 1287, 1297, Jun. 2022
    Japanese, Scientific journal
  • 単一のスピーカを用いたモノラルマイクロフォンの屋内測位手法               
    中村 将成, 山崎 奨真, 橋爪 宏達, 杉本 雅則
    情報処理学会論文誌, 63, 6, 1287, 1297, Jun. 2022, [Peer-reviewed], [Last author]
    Japanese, Scientific journal
  • RefRec+: Six Degree-of-Freedom Estimation for Smartphone Using Floor Reflecting Light
    Masanori Sugimoto, Shota Shimada, Hiromichi Hashizume
    Frontiers in Computer Science, 4, Frontiers Media SA, 16 May 2022, [Peer-reviewed], [Lead author]
    English, Scientific journal, This paper describes a novel visible light positioning (VLP) system called RefRec+ allowing to estimate the six degree-of-freedom (6DoF) of a smartphone. In most existing VLP systems, their front camera faces multiple light sources installed at different places on a ceiling to detect their direct signals. To overcome the problem of the limited field of views that causes failure to capture required numbers of light sources for positioning and that of the high computational complexity because of image processing to a large-sized pixel data, RefRec+ captures indirect lights from the light sources reflected via a floor. RefRec+ estimates the 2-D position of a point of interest (POI) by calculating the received signal strength of individual light sources using the floor image captured by the camera. Using 2-D positions of multiple POIs and the angle of arrival method, RefRec+ obtains the 6DoF of the smartphone. Several experiments to confirm the performance of RefRec+ were conducted. Experimental results in a room measuring 4.0 m × 4.0 m using nine POIs each of which consists of 32 × 32 pixels in a captured image showed that the absolute errors at the 90th percentile for the 3-D coordinates were 0.2073 m, 0.1713 m, and 0.002464 m along the X, Y, and Z axes, respectively, and for the pitch, roll, and yaw angles were 5.78, 5.69 and 3.96 degrees, respectively.
  • Adaptive Controllable and Rapid Spot Communication using COTS Speakers
    Masanari Nakamura, Shoma Yamasaki, Hiromichi Hashizume, Masanori Sugimoto
    情報処理学会論文誌, 63, 5, 1264, 1275, May 2022, [Peer-reviewed], [Last author]
    Japanese, Scientific journal
  • Simultaneous Localization and Communication Method Using Short-Time and Narrow-Band Dual-Carrier Acoustic Signals
    Masanari Nakamura, Hiromichi Hashizume, Masanori Sugimoto
    IEEE Sensors Journal, 22, 6, 5163, 5172, Institute of Electrical and Electronics Engineers (IEEE), 15 Mar. 2022, [Peer-reviewed], [Last author]
    English, Scientific journal
  • ALiSA: A Visible-Light Positioning System Using the Ambient Light Sensor Assembly in a Smartphone
    Takuto Sato, Shota Shimada, Hiroaki Murakami, Hiroki Watanabe, Hiromichi Hashizume, Masanori Sugimoto
    IEEE Sensors Journal, 22, 6, 4989, 5000, Institute of Electrical and Electronics Engineers (IEEE), 15 Mar. 2022, [Peer-reviewed]
    English, Scientific journal
  • Short-Time Spot Communication Using COTS Stereo Speaker
    Masanari Nakamura, Hiromichi Hashizume, Masanori Sugimoto
    IEEE Sensors Journal, 22, 6, 5001, 5010, Institute of Electrical and Electronics Engineers (IEEE), 15 Mar. 2022
    Scientific journal
  • Expanding the Positioning Area for Acoustic Localization Using COTS Mobile Devices
    Takumi Suzaki, Masanari Nakamura, Hiroaki Murakami, Hiroki Watanabe, Hiromichi Hashizume, Masanori Sugimoto
    Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 422, 437, Springer International Publishing, 2022
    In book
  • A Localization Method Using Reflected Luminance Distribution
    Yoshihiro Yamashita, Shota Shimada, Hiromichi Hashizume, Hiroki Watanabe, Masanori Sugimoto
    Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 390, 405, Springer International Publishing, 2022
    In book
  • Evaluation of an Elementary Science Lesson using the “SATOYAMA Management Game” : A Case Study of the Knowledge Acquisition Process of Need for Logging through Interaction Analysis during Game Play
    KOBAYASHI Wakana, YAMAGUCHI Etsuji, AOKI Ryota, TAKEDA Yoshiaki, MIZOGUCHI Hiroshi, KUSUNOKI Fusako, FUNAOI Hideo, SUGIMOTO Masanori, TANAKA Tatsuya, INAGAKI Shigenori
    Proceedings of the Annual Meeting of Japan Society for Science Education, 46, 363, 366, Japan Society for Science Education, 2022
    Japanese, 里山の生物多様性や環境保全の学習支援を目指して,新階ら(2021)は「里山管理ゲーム」を開発してきた.この体験を通して,里山の生物多様性や環境保全に関する知識獲得が期待されている.しかしながら,これまでの研究において,小学校の授業実践における里山管理ゲームの活用とその学習支援上の有効性の検討はされていない.本研究では里山管理ゲームを用いた小学校理科の授業実践を行い,ゲームプレイ中の相互行為分析を通した伐採の知識獲得過程の事例的検討を行った.その結果,里山管理における伐採の必要性に関する知識を獲得できていた児童のペアでは,ゲームの得点を上げるために必要な管理を考える中で,後期種を伐採することの必要性への気付きが達成されていたことがわかった.一方,伐採の必要性に関する知識を獲得できていなかった児童のペアでは,後期種を伐採することの必要性への気付きが達成されていないことが明らかになった.
  • NL-Beep: A Ranging System between Multiple Smartphones Using Acoustic Sensing in NLOS Environments
    Hiroaki Murakami, Yuki Kandori, Takumi Suzaki, Masanari Nakamura, Hiroki Watanabe, Hiromichi Hashizume, Masanori Sugimoto
    2021 International Conference on Indoor Positioning and Indoor Navigation (IPIN), IEEE, 29 Nov. 2021
    International conference proceedings
  • Smartphone Positioning Using an Ambient Light Sensor and Reflected Visible Light
    Kojiro Abe, Takuto Sato, Hiroki Watanabe, Hiromichi Hashizume, Masanori Sugimoto
    2021 International Conference on Indoor Positioning and Indoor Navigation (IPIN), IEEE, 29 Nov. 2021
    International conference proceedings
  • Device-Free Handwritten Character Recognition Method Using Acoustic Signal
    Atsushi Ogura, Hiroki Watanabe, Masanori Sugimoto
    Journal of Robotics and Mechatronics, 33, 5, 1082, 1095, Fuji Technology Press Ltd., 20 Oct. 2021
    Scientific journal, In this paper, we propose a method for recognizing handwritten characters by a finger using acoustic signals. This method is carried out using a smartphone placed on a flat surface, such as a desk. Specifically, this method uses an ultrasonic wave transmitted from the smartphone, which is reflected by the finger, and an audible sound is generated when writing a handwritten character. The proposed method does not require an additional device for handwritten character recognition because it uses the microphone/speaker built into the device. Evaluation results showed that it was able to recognize 36 types of characters with an average accuracy of 77.8% in a low noise environment for 10 subjects. In addition, it was verified that combining an audible sound and an ultrasonic wave in this method achieved higher recognition accuracy than when only an audible sound or an ultrasonic wave was used.
  • Satoyama forest management learning game for SDGs education: Comparing the effect of providing additional information in the first half and latter half of the game [in press]
    Koga Yago, Yukiya Shingai, Wakana Kobayashi, Ryota Aoki, Yoshiaki Takeda, Fusako Kusunoki, Hiroshi Mizoguchi, Masanori Sugimoto, Hideo Funaoi, Etsuji Yamaguchi, Shigenori Inagaki
    Proceedings of the 13th International Conference on Computer Supported Education, 1, 347, 351, SCITEPRESS - Science and Technology Publications, Apr. 2021, [Peer-reviewed]
    English, International conference proceedings
  • User Authentication Method using Active Acoustic Sensing
    Watanabe, H, Kakizawa, H, Sugimoto, M
    Journal of Information Processing, 29, 370, 379, Mar. 2021, [Peer-reviewed]
    Scientific journal
  • STEM教育での課題解決能力獲得に向けた学習支援システム「里山管理ゲーム」-複数の里山への対応による学習効果に関する検討-               
    新階 幸也, 青木 良太, 小林 和奏, 武田 義明, 楠 房子, 溝口 博, 杉本 雅則, 舟生 日出男, 山口 悦司, 稲垣 成哲
    科学教育研究, 45, Mar. 2021
    Symposium
  • スマートフォン環境光センサを用いた可視光測位の提案
    佐藤 拓斗, 嶋田 祥太, 村上 弘晃, 渡邊 拓貴, 橋爪 宏達, 杉本 雅則
    情報処理学会論文誌, 62, 5, Mar. 2021, [Peer-reviewed]
  • Five Degrees-of-freedom Pose-estimation Method for Smartphones using a Single Acoustic Anchor
    Murakami, H, Nakamura, M, Hashizume, H, Sugimoto, M
    IEEE Sensors Journal, 21, 6, 8030, 8044, Institute of Electrical and Electronics Engineers (IEEE), Mar. 2021, [Peer-reviewed]
    Scientific journal
  • LED照明の床面反射光を利用したスマートフォン可視光測位システム               
    嶋田 祥太, 橋爪 宏達, 杉本 雅則
    電子情報通信学会論文誌, J104-A, 3, Mar. 2021, [Peer-reviewed]
  • 足音と慣性データに基づく路面状況認識手法
    三嶽 寛人, 渡邉 拓貴, 杉本 雅則
    情報処理学会論文誌, 61, 10, 1578, 1590, Oct. 2020, [Peer-reviewed]
  • 外耳道伝達関数による頭部状態認識手法
    雨坂 宇宙, 渡邉 拓貴, 杉本 雅則
    情報処理学会論文誌, 61, 8, 1333, 1342, Aug. 2020, [Peer-reviewed]
  • Learning Support Game System for Sustainable Development Goals Education: Effects of Improved User Interface on Satoyama Forest Management Learning
    Shingai, Y., Aoki, R., Takeda, Y., Kusunoki, F., Mizoguchi, H., Sugimoto, M., Funaoi, H., Yamaguchi, E., Inagaki, S.:
    The 12th International Conference on Computer Supported Education (CSEDU2020), 428, 435, SCITEPRESS, May 2020, [Peer-reviewed]
    English, International conference proceedings
  • 変調光照明を用いた違法写真撮影判定手法の提案とその評価
    宇野 耕平, 平野 新, 嶋田 祥太, 渡邊 拓貴, 橋爪 宏達, 杉本 雅則
    情報処理学会論文誌, 61, 3, 628, 637, Mar. 2020, [Peer-reviewed]
  • : Local Sigmoid Method: Non-iterative Deterministic Learning Algorithm for Automatic Model Construction of Neural Network               
    Alfarozi, S, Pasupa, K, Woraratpanya, K, Sugimoto, M
    IEEE Access, 8, 20342, 20362, Jan. 2020, [Peer-reviewed]
  • Smartphone Accurate 3-D Localization Using Mirror Image Speakers
    村上 弘晃, 中村 将成, 橋爪 宏達, 杉本 雅則
    情報処理学会論文誌, 60, 12, 2314, 2324, 15 Dec. 2019
    Japanese, In this paper, we describe a novel high-accuracy 3-D positioning method for a smartphone using direct and reflected acoustic signals from two existing installed speakers. We propose a new concept called Mirror image speaker regarding primary reflected signals from a wall and a floor as signals transmitted from a virtual speaker at a mirror image position of its original one. We hold a smartphone horizontally, and specify a real speaker and mirror image speakers by using two microphones built-in a smartphone. In our experiments, we installed speakers at intervals of 2.5m along a corridor and estimated the smartphone position at several places on a reflective and an absorptive floor. From these results, we obtained 90th-percentile errors of less than 37.7mm and maximum random errors of less than 5.22mm for 3-D positioning. Furthermore, we clarified the usefulness of mirror image speakers using Dilution of Precision (DoP) measures and confirmed it through computer simulations.
  • Robust and Unified VLC Decoding System for Square Wave Quadrature Amplitude Modulation Using Deep Learning Approach               
    Alfarozi, S, Pasupa, K, Hashizume, H, Woraratpanya, K, Sugimoto, M
    IEEE Access, 7, 163262, 163276, Dec. 2019, [Peer-reviewed]
  • CMOSイメージセンサを用いたOFDM高速可視光通信               
    嶋田 祥太, 橋爪 宏達, 杉本 雅則
    電子情報通信学会論文誌, J102-B, 8, 605, 613, Aug. 2019
  • Implementation and Evaluation of a Wide-Range Human-Sensing System Based on Cooperating Multiple Range Image Sensors
    Mikihiro Tokuoka, Naoki Komiya, Hiroshi Mizoguchi, Ryohei Egusa, Shigenori Inagaki, Fusako Kusunoki
    SENSORS, 19, 5, 1172(1), 1172(19), Mar. 2019, [Peer-reviewed]
    English, Scientific journal
  • Footsteps and inertial data-based road surface condition recognition method.
    Hiroto Mitake, Hiroki Watanabe, Masanori Sugimoto
    Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia(MUM), 22, 10, ACM, 2019
    International conference proceedings
  • Square Wave Quadrature Amplitude Modulation for Visible Light Communication using Image Sensor               
    Alfarozi, S, Hashizume, H, Pasupa, K, Woraratpanya, K, Sugimoto, M
    IEEE Access, 7, 94806, 94821, Jan. 2019, [Peer-reviewed]
  • Vegetation Succession Learning Support System for Virtual Forestry Management — Toward the Maintenance and Conservation of the Natural Environment               
    Kawaguchi, S, Mizoguchi, H, Egusa, R, Takeda, Y, Yamaguchi, E, Inagaki, S, Nakanishi, F, Asahina, S, Kusunoki, F, Funaoi, H, Sugimoto, M
    International Journal of Education and Research, 7, 1, 203, 218, Jan. 2019, [Peer-reviewed]
    English, Scientific journal
  • Gaze-measurement-technology-based evaluation of a vegetation-succession learning system               
    KAWAGUCHI Syuya, MIZOGUCHI Hiroshi, EGUSA Ryohei, TAKEDA Yoshiaki, YAMAGUCHI Etsuji, INAGAKI Shigenori, NAKANISHI Futo, Asahina Shota, KUSUNOKI Fusako, FUNAOI Hideo, SUGIMOTO Masanori
    International Journal of Education and Research, 6, 12, 191, 200, Dec. 2018, [Peer-reviewed]
    English, International conference proceedings
  • EDA sensor-based evaluation of a vegetation succession learning system
    KAWAGUCHI Syuya, MIZOGUCHI Hiroshi, EGUSA Ryohei, TAKEDA Yoshiaki, YAMAGUCHI Etsuji, INAGAKI Shigenori, KUSUNOKI Fusako, FUNAOI Hideo, SUGIMOTO Masanori
    Proceedings of the 12th International Conference on Sensing Technology (ICST 2018), 353, 357, IEEE, Dec. 2018, [Peer-reviewed]
    English, International conference proceedings
  • Indoor Positioning Using Reflected Light and a Video Camera
    Shota Shimada, Hiromichi Hashizume, Masanori Sugimoto
    IPIN 2018 - 9th International Conference on Indoor Positioning and Indoor Navigation, Institute of Electrical and Electronics Engineers Inc., 13 Nov. 2018
    English, International conference proceedings, This paper describes an indoor positioning technique using a video camera that captures LED light reflected by the floor. Indoor positioning for mobile devices can be very useful. In particular, localization techniques using LEDs and cameras, so-called visible light positioning, are known to be effective and have high accuracy. However, existing methods have the constraint that they must capture the light source directly. This requires a high-performance processor and a high-resolution image. However, light sources cannot always be detected directly (loss of signal: LOS). Our proposal aims to solve these problems by estimating the position of a camera that does not face the light directly but monitors light reflected by the floor. Specifically, individual LED ceiling lights emit sinusoidal waves modulated with different frequencies, and the camera captures the overlapped light from the LEDs reflected by the floor then demodulates the signal. The camera need not seek the ceiling lights directly from an image, unlike existing methods. The position can be estimated using any part of the image because usually the ceiling light is reflected by the whole floor. Experimental results show that the proposal requires less than 1/100 as many pixels for localization as existing methods and the position can be estimated within 0.4 m at the 90th percentile in a 2.5 m square room. We show that the cause of errors is mainly the difference between the LED diffusion model and the actual light diffusion, the occlusion and the noise and movement of the camera. Overcoming these problems remains as our future work.
  • Let’s build forests for 300 years: Game-based learning in environmental education
    Kwaguchi Shuya, Mizoguchi Hiroshi, Egusa Ryohei, Takeda Yoshiaki, Yamaguchi Etsuji, INAGAKI SHIGENORI, Nakanishi Futo, Kusunoki Fusako, Funaoi Hideo, Sugimoto Masanori
    Proceedings of the 12th European Conference on Games Based Learning, 881, 886, ACAD CONFERENCES LTD, Oct. 2018, [Peer-reviewed]
    English, International conference proceedings, In the recent decades, satoyama, which comprise diverse ecosystem services that support sustainable society and living, are being been depopulated and deteriorated. Therefore, changing people's perception about satoyama is imperative to address the above mentioned problem. It has been shown that experiential learning and understanding the changes in satoyama, which form the basis of the ecosystem and biodiversity, are necessary. However, since vegetation succession, which is a key concept of satoyama, can only be visualized on a large time scale, even if outdoor learning is conducted, it is difficult for students to grasp and comprehend the changes. Therefore, the development of a simulation based learning material that enables the student to comprehend vegetation succession is required. In this study, we developed a game that simulates about 300 years Satoyama management. We also evaluated the proposed game, by asking 16 elementary school children to experience the game; their improvement in understanding of satoyama was and evaluated based on a pre-test and post-test questionnaire. The results show that the proposed game enables students to recognize the importance of satoyama management and biodiversity.
  • TOPVLC: 時間遅延推定のための最適変調信号を用いることによる高速可視光通信手法               
    杉本 雅則, 熊木 逸人, 秋山 尚之, 橋爪 宏達
    電子情報通信学会論文誌, J101-B, 5, 405, 416, May 2018, [Peer-reviewed]
  • A forestry management game as a learning support system for increased understanding of vegetation succession: Effective environmental education towards a sustainable society
    KAWAGUCHI Syuya, MIZOGUCHI Hiroshi, EGUSA Ryohei, TAKEDA Yoshiaki, YAMAGUCHI Etsuji, INAGAKI Shigenori, KUSUNOKI Fusako, FUNAOI Hideo, SUGIMOTO Masanori
    Proceedings of 10th International Conference on Computer Supported Education, Volume 1, 322, 327, SciTePress, Mar. 2018, [Peer-reviewed]
    English, International conference proceedings
  • High-Speed Optical Camera Communication Using an Optimally Modulated Signal.
    Masanori Sugimoto, Hayato Kumaki, Takayuki Akiyama, Hiromichi Hashizume
    2018 IEEE International Conference on Acoustics, Speech and Signal Processing(ICASSP), 3739, 3743, IEEE, 2018
    International conference proceedings
  • Smartphone Localization using Active-Passive Acoustic Sensing
    Hiroaki Murakami, Masanari Nakamura, Shoma Yamasaki, Hiromichi Hashizume, Masanori Sugimoto
    2018 NINTH INTERNATIONAL CONFERENCE ON INDOOR POSITIONING AND INDOOR NAVIGATION (IPIN 2018), 206, 212, IEEE, 2018, [Peer-reviewed]
    English, International conference proceedings, In this paper, we describe a novel position-recognition method that uses passive acoustic signals from two previously installed speakers (passive acoustic sensing) and active acoustic signals from a smartphone's loudspeakers (active acoustic sensing). In passive acoustic sensing, a locus of positions for the smartphone can be calculated from the measured time difference of arrival from the two installed speakers. In active acoustic sensing, a chirp signal is transmitted from the speakers of the smartphone, and the distance to the side wall is measured from the propagation time of arrival at its microphone. We can obtain the smartphone position from our proposed model equations by combining these two results. In our experiments, we installed speakers at intervals of 10 m along a corridor and estimated the smartphone position at several places. From these results, we obtained 90th percentile errors of less than 0:224 m for 2-D positioning. We found that multipaths from the side wall were causing the positioning error in passive acoustic sensing, and the variance of the positioning error using the top microphone which was omnidirectional was smaller than the bottom one. When we introduced a weighting based on the result of the active acoustic sensing and the difference in the performance between microphones, the 90th percentile errors were reduced to less than 0.134 m.
  • 汎用ビデオカメラを用いた可視光通信               
    橋爪 宏達, 杉本 雅則
    電子情報通信学会誌, 101, 1, 44, 51, Jan. 2018, [Invited]
  • OBSERVE: Object Based learning to Support Education in Real and Virtual Environments               
    Ota, Y, Komiyama, M, Egusa, R, Inagaki, S, Kusunoki, F, Sugimoto, M, Mizoguchi, H
    International Journal of Education and Research,, 6, 1, 101, 108, 2018, [Peer-reviewed]
  • SATOYAMA: Simulating and Teaching Game Optimal for Young Children to Learn Vegetation Succession as Management of an Actual Forest
    Shuya Kawaguchi, Hiroshi Mizoguchi, Ryohei Egusa, Yoshiaki Takeda, Etsuji Yamaguchi, Shigenori Inagaki, Fusako Kusunoki, Hideo Funaoi, Masanori Sugimoto
    Proceedings of the 25th International Conference on Computers in Education(ICCE2017), 786, 801, ASIA PACIFIC SOC COMPUTERS IN EDUCATION, Dec. 2017, [Peer-reviewed]
    English, International conference proceedings, Global environmental problems have worsened in the recent years. Children need to cope with this situation by learning about global environmental issues in a realistic manner. For children to understand more about global environmental issues, it is important for them to learn from textbooks and teachers and also actually experience these learned things. However, phenomena occurring in a large time scale are difficult to experience in reality. One of them is vegetation succession. Vegetation succession occurs in a large time scale. Hence, it is difficult for children to experience changes in vegetation even if they do field work. In this study, the authors try to solve the abovementioned problem by developing a game that can support children's learning of the vegetation succession in Japan. Children can simulate the management of SATOYAMA when they play this game. SATOYAMA is a forest which has been used by humans, between nature and a village. When a player selects an action within a predetermined time, a change caused by the action occurs in SATOYAMA. The status of the managed SATOYAMA compared with the ideal SATOYAMA state is scored at the end of the game. By doing so, children can intuitively understand the state of the SATOYAMA they managed. The results obtained from 38 children, who participated in this experiment, suggested that this game would make children interested in vegetation succession and encourage learning.
  • Learning Support System for Museum exhibits using Complex Body Movements--Enhancing Sense of Immersion in Paleontological Environment
    Mikihiro Tokuoka, Hiroshi Mizoguchi, Ryohei Egusa, Shigenori Inagaki, Fusako Kusunoki, Masanori Sugimoto
    Proceedings of the 25th International Conference on Computers in Education(ICCE2017), 790, 795, ASIA PACIFIC SOC COMPUTERS IN EDUCATION, Dec. 2017, [Peer-reviewed]
    English, International conference proceedings, This paper presents a support system to assist learning in museums. Museums are important places for children to learn about science. At present, the main learning methods in museums involve the study of various displays and their explanations. The opportunities for user to observe or experience the environment about which they are learning are limited. It is difficult for children to learn and comprehend paleontological environments. Therefore, in this study, we work towards the development of a body experience-based learning support system that is applicable to museums. In an initial step toward realizing an immersive learning support system in museums, Yoshida et al. proposed a prototype system. However, users carry out all the learning with that same body movement. On the other hand, in our proposed system, users can learn about paleontology using various body movements and complicated body movements that are characteristic to paleontology. This enhances the sense of immersion in the paleontological environment by incorporating body movement as an observation behavior of paleontology. In addition, the user's involvement in learning and motivation to participate are improved, and the effectiveness of the individuals' learning process is improved because they can comprehend the various body movements of extinct animals. In this study, proposed immersive learning support system is applied to the fossil exhibition at a museum. In addition, the evaluation of user questionnaires were conducted with the objective of clarifying whether the proposed system can provide learners with a realistic paleontological observation experience.
  • Novel Application of 3D Range Image Sensor for Estimation of Interests based on Fixation Time of Face Orientation               
    Mikihiro Tokuoka, Hiroshi Mizoguchi, Ryohei Egusa, Shigenori Inagaki, Fusako Kusunoki, Masanori Sugimoto
    Proceedings of the 2017 Eleventh International Conference on Sensing Technology (ICST2017), 105, 108, Dec. 2017, [Peer-reviewed]
    English
  • Accuracy evaluation of hand motion measurement using 3D range image sensor               
    KAWAGUCHI Syuya, MIZOGUCHI Hiroshi, EGUSA Ryohei, TAKEDA Yoshiaki, YAMAGUCHI Etsuji, INAGAKI Shigenori, KUSUNOKI Fusako, FUNAOI Hideo, SUGIMOTO Masanori
    Proceedings of the 11th International Conference on Sensing Technology, 101, 104, Dec. 2017, [Peer-reviewed]
    English, International conference proceedings
  • Implementation and Evaluation of Accessible Caption System in Universal Puppetry
    Ryohei Egusa, Shuya Kawaguchi, Tsugunosuke Sakai, Hiroshi Mizoguchi, Fusako Kusunoki, Miki Namatame, Shigenori Inagaki
    Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, ACM, 15 Oct. 2017
    International conference proceedings
  • Time-of-arrival-based indoor smartphone localization using light-synchronized acoustic waves
    Takayuki Akiyama, Masanori Sugimoto, Hiromichi Hashizume
    IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences, E100A, 9, 2001, 2012, Institute of Electronics, Information and Communication, Engineers, IEICE, 01 Sep. 2017, [Peer-reviewed]
    English, Scientific journal, We describe SyncSync, a time-of-arrival (ToA)-based lo-calization method for smartphones. In general, ToA measurements show better precision than time-difference-of-arrival (TDoA) measurements, al-though ToA systems require a synchronization mechanism between anchor and mobile nodes. For this synchronization, we employ modulated LED light with an acoustic wave for time-of-flight distance measurements. These are detected by the smartphone's video camera and microphone. The time resolution in consumer video cameras is typically only a few tenths of a second, but by utilizing a CMOS image sensor's rolling shutter effect we obtain synchronization resolutions of a few microseconds, which is suffi-cient for precise acoustic ToA measurements. We conducted experiments to confirm operation of the system, and obtained ToA localization errors within 10 mm. The characteristics of the error distributions for both TDoA and ToA measurements were explained by dilution of precision.
  • Poster: Multicamera synchronization for smartphones using optimally modulated illuminations
    Koki Kudo, Masanori Sugimoto, Takayuki Akiyama, Hiromichi Hashizume
    MobiSys 2017 - Proceedings of the 15th Annual International Conference on Mobile Systems, Applications, and Services, 148, Association for Computing Machinery, Inc, 16 Jun. 2017, [Peer-reviewed]
    English, International conference proceedings, The paper describes a rapid and accurate time-synchronization technique for smartphones using their built-in cameras and its preliminary evaluations for application development.
  • An Online Self-Constructive Normalized Gaussian Network with Localized Forgetting
    Jana Backhus, Ichigaku Takigawa, Hideyuki Imai, Mineichi Kudo, Masanori Sugimoto
    IEICE TRANSACTIONS ON FUNDAMENTALS OF ELECTRONICS COMMUNICATIONS AND COMPUTER SCIENCES, E100A, 3, 865, 876, IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG, Mar. 2017, [Peer-reviewed]
    English, Scientific journal, In this paper, we introduce a self-constructive Normalized Gaussian Network (NGnet) for online learning tasks. In online tasks, data samples are received sequentially, and domain knowledge is often limited. Then, we need to employ learning methods to the NGnet that possess robust performance and dynamically select an accurate model size. We revise a previously proposed localized forgetting approach for the NGnet and adapt some unit manipulation mechanisms to it for dynamic model selection. The mechanisms are improved for more robustness in negative interference prone environments, and a new merge manipulation is considered to deal with model redundancies. The effectiveness of the proposed method is compared with the previous localized forgetting approach and an established learning method for the NGnet. Several experiments are conducted for a function approximation and chaotic time series forecasting task. The proposed approach possesses robust and favorable performance in different learning situations over all testbeds.
  • 高速高精度デバイス間同期技術とその応用               
    橋爪 宏達, 杉本 雅則
    化学工業, 67, 2, 85, 88, Feb. 2017, [Invited]
  • Time-of-arrival-based smartphone localization using visible light communication.
    Takayuki Akiyama, Masanori Sugimoto, Hiromichi Hashizume
    2017 International Conference on Indoor Positioning and Indoor Navigation(IPIN), 1, 7, IEEE, 2017
    International conference proceedings
  • System for Art Knowledge Improvement by Interactions with Pictures
    Tamaki, H, Sakai, T, Ota, Y, Kusunoki, F, Inagaki, S, Egusa, R, Sugimoto, M, Mizoguch, H
    Journal of the Institute of Industrial Applications Engineers, 5, 2, 59, 64, The Institute of Industrial Applications Engineers, 2017, [Peer-reviewed]
    English
  • Eda-based estimation of visual attention by observation of eye blink frequency
    Tsugunosuke Sakai, Haruya Tamaki, Yosuke Ota, Ryohei Egusa, Shigenori Inagaki, Fusako Kusunoki, Masanori Sugimoto, Hiroshi Mizoguch
    International Journal on Smart Sensing and Intelligent Systems, 10, 2, 296, 307, Massey University, 2017, [Peer-reviewed]
    English, Scientific journal, This paper describes the relationship between visual attention and eye blink frequency. In an experiment, we prompted the activation of a subject's visual attention and examined the influence of visual attention (as measured using electrodermal activity (EDA), which is meaningfully correlated with visual attention) on the subject's eye blink frequency. Experimental results show that engagement of visual attention decreased eye blink frequency and that when visual attention was not activated, eye blink frequency increased. Knowledge of this relationship provides a technique using EDA to objectively determining a subject's visual attention status.
  • Optimally Modulated Illumination for Rapid and Accurate Time Synchronization
    Masanori Sugimoto, Hayato Kumaki, Takayuki Akiyama, Hiromichi Hashizume
    IEEE TRANSACTIONS ON SIGNAL PROCESSING, 65, 2, 505, 516, IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, Jan. 2017, [Peer-reviewed]
    English, Scientific journal, This paper presents a rapid and accurate time-synchronization technique using an LED and an off-the-shelf camera. We discuss optimally modulated illumination as a function of camera exposure time through theoretical analysis and derive its mathematical representation. Experiments in real environments with a single LED and 60 fps camera show that the proposed technique can achieve time synchronization within a 17.4 mu s error at the 90th percentile using only four frames ( a measurement time of 0.067 s). Comparative experiments with computer simulations prove that the proposed technique using optimally modulated illumination to camera exposure time needs less CPU time than that using nonoptimally modulated illumination. The performance of the proposed technique derived from the noise distribution of intensities in captured images agrees closely with the experimental results, enabling time synchronization to be estimated within a confidence interval at a given confidence level. Possible applications to be developed by utilizing features of the proposed technique are described.
  • Rapid and Precise Indoor 3D Localization Using Acoustic Signal for Smartphone
    中村 将成, 秋山 尚之, 杉本 雅則, 橋爪 宏達
    情報処理学会論文誌, 57, 11, 2489, 2500, 15 Nov. 2016, [Peer-reviewed]
    Japanese, In this paper, we describe a 3D indoor positioning method for a smartphone using its built-in microphone that captures acoustic signals from off-the-shelf speakers. For rapid and precise positioning, we propose Frequency Division Multiplexing Phase Accordance Method (FDM-PAM), which enables multiple speakers to simultaneously transmit acoustic signals with different frequencies. Through positioning experiments using TDoA (Time Difference of Arrival) trilateration, FDM-PAM was confirmed to achieve its random errors of less than 2.8cm at 7.8 measurements per second. We investigated the relation between measured positions and positioning errors through computer simulations and clarified main causes related to the systematic errors.
  • 可聴周波数帯域を用いることによるスポット制御可能な情報伝送手法               
    中村 将成, 秋山 尚之, 杉本 雅則, 橋爪 宏達
    情報処理学会論文誌, 57, 11, 2489, 2500, Nov. 2016, [Peer-reviewed]
  • Whisper to normal speech conversion using pitch estimated from spectrum
    Hideaki Konno, Mineichi Kudo, Hideyuki Imai, Masanori Sugimoto
    SPEECH COMMUNICATION, 83, 10, 20, ELSEVIER SCIENCE BV, Oct. 2016, [Peer-reviewed]
    English, Scientific journal, We can perceive pitch in whispered speech, although fundamental frequency (F-0) does not exist physically or phonetically due to the lack of vocal-fold vibration. This study was carried out to determine how people generate such an unvoiced pitch. We conducted experiments in which speakers uttered five whispered Japanese vowels in accordance with the pitch of a guide pure tone. From the results, we derived a multiple regression function to convert the outputs of a mel-scaled filter bank of whispered speech into the perceived pitch value. Next, using this estimated pitch value as F-0, we constructed a system for conversion of whispered speech to normal speech. Since the pitch varies with time according to the spectral shape, it was expected that the pitch accent would be kept by this conversion. Indeed, auditory experiments demonstrated that the correctly perceived rate of Japanese word accent was increased from 55.5% to 72.0% compared with that when a constant F-0 was used. (C) 2016 Elsevier B.V. All rights reserved.
  • UKIYO-E: “User Knowledge Improvement based on Youth Oriented Entertainment” --Art Appreciation Support by Interacting with Picture--               
    TAMAKI Haruya, SAKAI Tsugunosuke, YOSHIDA Ryuichi, EGUSA Ryohei, YAMAGUCHI Etsuji, INAGAKI Shigenori, KUSUNOKI Fusako, NAMATAME Miki, SUGIMOTO Masanori, MIZOGUCHI Hiroshi
    Proceedings of the 18th International Conference on Entertainment Computing, 3204, 3208, Aug. 2016, [Peer-reviewed]
    English, International conference proceedings
  • Interactive Objet d'art based on IoT Technology
    Tsugunosuke Sakai, Haruya Tamaki, Yositke Ota, Hiromi Tominaga, Fusako Kusunoki, Horoshi Mizoguchi
    2016 14TH INTERNATIONAL CONFERENCE ON CONTROL, AUTOMATION, ROBOTICS AND VISION (ICARCV), Mo32.4, IEEE, 2016, [Peer-reviewed]
    English, International conference proceedings, Applying Internet of Things (IoT) technology to art can open up new possibilities for the interaction between systems and humans. In this study, interaction between appreciators and fine art was realized using IoT technology. Raspberry Pi, a low-cost credit card-sized single-board computer, was used to enable appreciators to change animations displayed onscreen in fine art using physical movement. This paper reports on our realization of interaction between appreciators and objet d'art using IoT technology and describes a demonstration conducted via an exhibition that was open to the public.
  • BESIDE: Body Experience and Sense of Immersion in Digital paleontological Environment for Experience-based Learning Support
    SAKAI Tsugunosuke, TAMAKI Haruya, OTA Yosuke, EGUSA Ryohei, INAGAKI Shigenori, KUSUNOKI Fusako, SUGIMOTO Masanori, MIZOGUCHI Hiroshi
    Proceedings of the Annual Meeting of Japan Society for Science Education, 40, 39, 40, Japan Society for Science Education, 2016
    Japanese, 本研究では,古生物や古生態環境は現実世界で体験できないために,想像することが児童にとって困難であることに着目した.そこで,どのような博物館においても学習者が仮想的な古生態環境に入り込める学習システム“BESIDE”の開発を行っている.開発中のシステムを小学生28名に実際に体験させ,体験後にアンケートに答えてもらった.その結果,本システムの学習支援の有意性が示唆された.
  • A spot-controllable data transfer technique using COTS speakers.
    Masanari Nakamura, Takayuki Akiyama, Hiromichi Hashizume, Masanori Sugimoto
    International Conference on Indoor Positioning and Indoor Navigation(IPIN), 1, 8, IEEE, 2016, [Peer-reviewed]
    International conference proceedings
  • A Spot-controllable Data Transfer Technique Using COTS Speakers
    Masanari Nakamura, Takayuki Akiyama, Hiromichi Hashizume, Masanori Sugimoto
    2016 INTERNATIONAL CONFERENCE ON INDOOR POSITIONING AND INDOOR NAVIGATION (IPIN), IEEE, 2016, [Peer-reviewed]
    English, International conference proceedings, This paper describes a spot-controllable data-transfer method. The proposed method generates a beam-shaped spot using two commercial off-the-shelf speakers. In our method, a symbol consists of a pair of sinusoidal waves having different angular frequencies. The width and direction of a beam-shaped spot are controlled by the angular-frequency difference between the sinusoidal waves and the transmission-time difference between the two speakers. Multiple spots can be generated by transmitting multiple pairs of sinusoidal waves based on the principle of orthogonal frequency-division multiplexing. By overlapping multiple beam-shaped spots, the locations and sizes of the areas enabled to receive data are controllable. Experiments using four speakers and computer simulation show that the proposed method can generate controllable spots. An analysis of the errors in a real indoor environment indicate that they are caused by multipath signals, radiation damping of transmitted signals, and the incident/output angle characteristics of the microphone and speakers.
  • Laughing Voice Recognition Using Periodic Waveforms and Voice-likeness Features - Toward Advanced Human-machine -
    Taisuke Sakano, Takahiro Kigawa, Masanori Sugimoto, Fusako Kusunoki, Shigenori Inagaki, Hiroshi Mizoguchi
    2016 IEEE INTERNATIONAL CONFERENCE ON ROBOTICS AND BIOMIMETICS (ROBIO), 964, 969, IEEE, 2016, [Peer-reviewed]
    English, International conference proceedings, With a goal of advancing human-machine collaboration, we propose a method to recognize a laughing voice. A previous study that proposed a laughing voice recognition method was based on the periodic waveform feature of the laughing voice. However, identifying laughing voices from waveforms is problematic, because this can result in false positive results. To overcome this problem, we propose a laughing voice recognition method that incorporates a voice-likeness feature. In addition, we make a laughing voice recognition system using our proposed method. To confirm the efficacy of the laughing voice recognition method, we evaluated this system. In our evaluation, we were able to correctly recognize laughing voice at a high success rate of 97%. In comparison with the previous study, the recognition rate improved by 18%; therefore, our proposed method can be considered an effective in recognizing laughing voice.
  • Using Image Features and Eye Tracking Device to Predict Human Emotions Towards Abstract Images
    Kitsuchart Pasupa, Panawee Chatkamjuncharoen, Chotiros Wuttilertdeshar, Masanori Sugimoto
    IMAGE AND VIDEO TECHNOLOGY, PSIVT 2015, 9431, 419, 430, SPRINGER INT PUBLISHING AG, 2016, [Peer-reviewed]
    English, International conference proceedings, Nowadays, emotional semantic image retrieval system enables users to access images that they want in a database according to emotional concept. This leads to affective image classification task which recently attracts researchers' attention. However, different users may experience different emotions depending on where, in the image, they are gazing on. This paper presents an improved prediction method by taking into account the users eye movement as implicit feedback while they are looking at the image. Our experimental results show that using both eye movement information and image feature together to determine users emotion gave more accurate predictions than using image feature alone.
  • Feasibility Study on the Relationship Between Attention and Blinking
    Yoshida, R, Sakai, T, Ishi, Y, Nakayama, T, Ogitsu, T, Takemura, H, Yamaguchi, E, Inagaki, S, Takeda, Y, Namatame, M, Sugimoto, M, Kusunoki, F, Mizoguchi, H
    International Journal on Smart Sensing and Intelligent Systems, 9, 1, 21, 31, INT JOURNAL SMART SENSING & INTELLIGENT SYSTEMS, 2016, [Peer-reviewed]
    English, Scientific journal, Various factors are believed to cause blinking. One of these factors is attention. However, the relationship between blinking and attention has not yet been elucidated. In this study, we focus on electrodermal activity (EDA) to demonstrate this relationship. EDA is an electrical phenomenon involving the glandular releasing of sweat that is caused by mental excitement or strain. We employ EDA to quantify attention as a means to elucidate the blinking-attention relationship. We conduct an experiment based on EDA and present the results to verify this relationship.
  • Range Image Sesnor-based Eye Gase Estimation by Using the Relationship between the Face and Eye Direction
    Tamaki, H, Sakai, T, Ota, Y, Kusunoki, F, Inagaki, S, Egusa, R, Sugimoto, M, Mizoguchi, H
    International Journal on Smart Sensing and Intelligent System, 9, 4, 2297, 2308, INT JOURNAL SMART SENSING & INTELLIGENT SYSTEMS, 2016, [Peer-reviewed]
    English, Scientific journal, In this paper, we estimate the eye gaze by using the face direction to estimate the object of interest in an extensive area such as an educational display or museum exhibit. However, the direction of the gaze may differ from that of the face. Therefore, our approach was to use a method that utilizes both the face and eye directions to improve the accuracy of our estimation compared to only using the face direction. The first part of our study involved apprehending the relationship between the direction of the face and the eyes. The second part entailed estimating the eye gaze using this relationship. We then evaluated the effectiveness of this method in comparison to using the relationship with the face direction only.
  • Participatory Design of UKIYO-E Game for Children to Support Art Appreciation Based on Interacting with Pictures
    Haruya Tamaki, Tsugunosuke Sakai, Yosuke Ota, Ryohei Egusa, Shigenori Inagaki, Etsuji Yamaguchi, Fusako Kusunoki, Miki Namatame, Masanori Sugimoto, Hiroshi Mizoguchi
    PROCEEDINGS OF THE 15TH INTERNATIONAL CONFERENCE ON INTERACTION DESIGN AND CHILDREN (IDC2016), 637, 642, ASSOC COMPUTING MACHINERY, 2016, [Peer-reviewed]
    English, International conference proceedings, We are developing an art-appreciation system that will provide learning information about pictures while generating interest in the pictures themselves. This system can provide learning information on pictures by talking to an artist or people portrayed in the pictures using voice recognition. Furthermore, the system operates through movement and location of the user, and it generates sensation such that the user feels he/she is in the pictures, thus actively appreciating the pictures. As the first step toward this system, we have developed a system that provides learning information to the user by actively talking using ukiyo-e. Here, we quantitatively evaluate this system for primary schoolchildren and determine whether the user is interested in the pictures while talking to the pictures using voice recognition measured by electrodermal activity. In this paper, we summarize the current system and describe two evaluation results.
  • Multiple-Player Full-Body Interaction Game to Enhance Young Children's Cooperation
    Tsugunosuke Sakai, Haruya Tamaki, Yosuke Ota, Ryohei Egusa, Etsuji Yamaguchi, Shigenori Inagaki, Fusako Kusunoki, Miki Namatame, Masanori Sugimoto, Hiroshi Mizoguchi
    PROCEEDINGS OF THE 15TH INTERNATIONAL CONFERENCE ON INTERACTION DESIGN AND CHILDREN (IDC2016), 654, 659, ASSOC COMPUTING MACHINERY, 2016, [Peer-reviewed]
    English, International conference proceedings, We have developed a full-body interaction game that allows children to cooperate and interact with other children in small groups. The aim of the game developed in this study is to encourage cooperation between children. The game requires two children to jump together at the same time. In a series of experiments, we observed children using several strategies to coordinate the timing of their jumps, such as shouting to one another and watching each other. The results of a questionnaire to evaluate the proposed interactive game indicate that children strategize to cooperate with each other while enjoying the game. Therefore, the game enables children to cooperate with others using bodily movements.
  • Depth Information Based Separation of Moving Speakers' Voices from Mixed Recordings
    Takahiro Kigawa, Taisuke Sakano, Hiroshi Mizoguchi, Fusako Kusunoki, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda, Masanori Sugimoto, Miki Namatame, Ryohei Egusa
    2016 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS (SMC), 1764, 1767, IEEE, 2016, [Peer-reviewed]
    English, International conference proceedings, This paper proposes a method for separating the voice of a signal person from the voices of multiple speakers' in a mixed recording. When the sounds of multiple speakers are present when a voice recognition system is operating, the quality of speech recognition decreases. The proposed method separates the sound of multiple speakers using signal processing techniques and a microphone array. The position of the speaker is also required; however, the microphone array cannot be used for this purpose. Consequently, the position of the speaker was determined using the Kinect V2 depth image sensor. An experiment was performed to separate a signal voice from many voices. The results of the experiment show that, it is possible to separate two voices using the proposed technique
  • Science Education Enhancement within a Museum using Computer-human Interaction Technology
    Haruya Tamaki, Tsugunosuke Sakai, Ryuichi Yoshida, Ryohei Egusa, Shigenori Inagaki, Etsuji Yamaguchi, Fusako Kusunoki, Miki Namatame, Masanori Sugimoto, Hiroshi Mizoguchi
    PROCEEDINGS OF THE 8TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED EDUCATION, VOL 2 (CSEDU), Volume 2, 181, 185, SCITEPRESS, 2016, [Peer-reviewed]
    English, International conference proceedings, We are developing an immersive learning support system for paleontological environments in museums. The system measures the physical movement of the learner using a Kinect sensor, and provides a sense of immersion in the paleontological environment by adapting the surroundings according to these movements. As the first step toward realizing an immersive learning support system for museums, Yoshida et al. developed and evaluated a prototype system. However, their system cannot learn about certain paleontological features such as the names of extinct animals and their characteristics. Therefore, we developed an improved version of this system that allows for an enriched knowledge of paleontological environments, focusing in particular on extinct animals and plants and the ecological environment. Here, we evaluate the system's learning assistant and immersive features insofar as they are directed toward children in primary school. This paper summarizes the current system and describes the evaluation results.
  • Online EM for the Normalized Gaussian Network with Weight-Time-Dependent Updates
    Jana Backhus, Ichigaku Takigawa, Hideyuki Imai, Mineichi Kudo, Masanori Sugimoto
    NEURAL INFORMATION PROCESSING, ICONIP 2016, PT IV, 9950, 538, 546, SPRINGER INT PUBLISHING AG, 2016, [Peer-reviewed]
    English, International conference proceedings, In this paper, we propose a weight-time-dependent (WTD) update approach for an online EM algorithm applied to the Normalized Gaussian network (NGnet). WTD aims to improve a recently proposed weight-dependent (WD) update approach by Celaya and Agostini. First, we discuss the derivation of WD from an older time-dependent (TD) update approach. Then, we consider additional aspects to improve WD, and by including them we derive the new WTD approach from TD. The difference between WD and WTD is discussed, and some experiments are conducted to demonstrate the effectiveness of the proposed approach. WTD succeeds in improving the learning performance for a function approximation task with balanced and dynamic data distributions.
  • Reducing Redundancy with Unit Merging for Self-constructive Normalized Gaussian Networks
    Jana Backhus, Ichigaku Takigawa, Hideyuki Imai, Mineichi Kudo, Masanori Sugimoto
    ARTIFICIAL NEURAL NETWORKS AND MACHINE LEARNING - ICANN 2016, PT I, 9886, 444, 452, SPRINGER INT PUBLISHING AG, 2016, [Peer-reviewed]
    English, International conference proceedings, In this paper, a Normalized Gaussian Network (NGnet) is introduced for online sequential learning that uses unit manipulation mechanisms to build the network model self-constructively. Several unit manipulation mechanisms have been proposed for online learning of an NGnet. However, unit redundancy still exists in the network model. We propose a merge mechanism for such redundant units, and change its overlap calculation in order to improve the identification accuracy of redundant units. The effectiveness of the proposed approach is demonstrated in a function approximation task with balanced and imbalanced data distributions. It succeeded in reducing the model complexity around 11% on average while keeping or even improving learning performance.
  • Novel application of spherical microphone array sensor with three-dimensional directivity for home and office environments               
    NAKADAI Takahiro, YOSHIDA Ryuichi, TAGUCHI Tomoki, MIZOGUCHI Hiroshi, EGUSA Ryohei, YAMAGUCHI Etsuji, INAGAKI Shigenori, TAKEDA Yoshiaki, NAMATAME Miki, SUGIMOTO Masanori, KUSUNOKI Fusako
    Proceedings of the 9th International Conference on Sensing Technology (ICST 2015), 832, 835, Dec. 2015, [Peer-reviewed]
    English, International conference proceedings
  • Experience-based learning support system to enhance child learning in a museum               
    YOSHIDA Ryuichi, TAMAKI Haruya, SAKAI Tsugunosuke, SAITO Machi, EGUSA Ryohei, KAMIYAMA Shinichi, NAMATAME Miki, SUGIMOTO Masanori, KUSUNOKI Fusako, YAMAGUCHI Etsuji, INAGAKI Shigenori, TAKEDA Yoshiaki, MIZOGUCHI Hiroshi
    Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology (ACE 2015), Article No.25, 1, 4, Nov. 2015, [Peer-reviewed]
    English, International conference proceedings
  • BESIDE: Immersive system to enhance learning within a museum
    YOSHIDA Ryuichi, TAMAKI Haruya, SAKAI Tsugunosuke, EGUSA Ryohei, SAITO Machi, KAMIYAMA Shinichi, NAMATAME Miki, SUGIMOTO Masanori, KUSUNOKI Fusako, YAMAGUCHI Etsuji, INAGAKI Shigenori, TAKEDA Yoshiaki, MIZOGUCHI Hiroshi
    Lecture Notes in Computer Science(LNCS), 9334, 181, 189, Springer International Publishing Switzerland, Sep. 2015, [Peer-reviewed]
    English, International conference proceedings, We are developing an immersive learning support system for a paleontological environment within a museum. The system measures the physical movement of a learner using a Kinect sensor and provides a sense of immersion in the paleontological environment by modifying the surroundings according to these movements. As the first stage of this project, we have developed a prototype system that enables learners to experience paleontological environments. We evaluated the operability of the system, the degree of learning support, and the sense of immersion for primary schoolchildren. This paper summarizes the current system and describes the evaluation results.
  • BESIDE
    Ryuichi Yoshida, Ryohei Egusa, Machi Saito, Miki Namatame, Masanori Sugimoto, Fusako Kusunoki, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda, Hiroshi Mizoguchi
    Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, ACM, 18 Apr. 2015
    International conference proceedings
  • BESIDE: Body experience and sense of immersion in digital paleontological environment
    YOSHIDA Ryuichi, EGUSA Ryohei, SAITO Machi, NAMATAME Miki, SUGIMOTO Masanori, KUSUNOKI Fusako, YAMAGUCHI Etsuji, INAGAKI Shigenori, TAKEDA Yoshiaki, MIZOGUCHI Hiroshi
    CHI 2015 Extended Abstracts on Information Interfaces and Presentation, 1283, 1288., ACM, Apr. 2015, [Peer-reviewed]
    English, International conference proceedings
  • A Rapid and Accurate Time-synchronization Technique for Acoustic Localization Using Modulated Illumination
    Hayato Kumaki, Masanori Sugimoto, Takayuki Akiyama, Hiromichi Hashizume, Taishi Saito
    2015 INTERNATIONAL CONFERENCE ON INDOOR POSITIONING AND INDOOR NAVIGATION (IPIN), IEEE, 2015, [Peer-reviewed]
    English, International conference proceedings, This paper presents a rapid and accurate time-synchronization technique for acoustic localization. Two LED arrays for modulated illumination and an off-the-shelf camera are used. An equation that specifies the time difference between them accurately and precisely is proposed. Experiments in real environments show that the proposed technique using rectangular signals can achieve time synchronization to within 29.4 mu s (5.94 mu s standard deviation) and acoustic ranging to within 9.9 mm (2.01 mm standard deviation) for a measurement period of 0.1 s. Because of the smaller standard deviation in comparison with the error, it is indicated that there exist systematic errors to be removable. This technique will enable the implementation of an acoustic 3D localization system for mobile devices such as tablet PCs and smartphones based on time-ofarrival trilateration, which is more accurate than positioning taking a time-difference-of-arrival approach. Theoretical analyses for modulated illumination considering a camera exposure time clarify how an optimally modulated signal is designed for achieving rapid and accurate time synchronization.
  • A Rapid Motion Retrieval Technique using Simple and Discrete Representation of Motion Data
    Natapon Pantuwong, Kensuke Takahara, Masanori Sugimoto
    2015 7th International Conference on Information Technology and Electrical Engineering (ICITEE), 70, 75, IEEE, 2015, [Peer-reviewed]
    English, International conference proceedings, In this paper, we propose a rapid motion retrieval technique using dynamic time warping. The frames of the motions are represented by feature vectors whose elements are integer values. The dimensionality of the feature vectors is reduced by using principal component analysis and the values of vector elements are quantized to two bits. A similarity matrix giving distances between the frames is generated for use by dynamic time warping. Preliminary experiments were conducted to find optimum parameter values by evaluating motion retrieval performance. One important feature of the proposed method is that, if the bit length for the frame representation is fixed, the distance between any two frames in any two motions can be found as an element of the similarity matrix without changing its size, which can achieve rapid motion retrieval via dynamic time warping. Experimental comparison with existing methods demonstrated that our proposed technique can complete retrieval tasks over six times faster than a traditional dynamic time warping method, while achieving almost the same levels of accuracy and computation cost as those for the k-d tree method described in [ 1]. By using simple and discrete representations of frames, the possibilities of achieving rapid retrieval retaining high retrieval accuracy are explored.
  • SyncSync: Time-of-arrival Based Localization Method Using Light-synchronized Acoustic Waves for Smartphones
    Takayuki Akiyama, Masanori Sugimoto, Hiromichi Hashizume
    2015 INTERNATIONAL CONFERENCE ON INDOOR POSITIONING AND INDOOR NAVIGATION (IPIN), IEEE, 2015, [Peer-reviewed]
    English, International conference proceedings, In this paper we describe SyncSync, a novel time-of-arrival (ToA) localization method for smartphones. ToA measurements generally show better precision than time-difference-of-arrival measurements, but ToA systems require a synchronization mechanism between anchor and mobile nodes. For this synchronization, we employ modulated light with an acoustic signal for the time-of-flight distance measurement. These are detected by the smartphone's video camera and microphone. The time resolution in consumer video cameras is typically only a few tenths of a second, but by utilizing a CMOS image sensor's rolling shutter effect we obtain synchronization resolutions of a few microseconds, sufficient for precise acoustic ToA measurement. Experiments confirm operation of the system with localization errors within 10 mm.
  • Novel application of spherical microphone array sensor with three-dimensional directivity -KIKIWAKE 3D: Language game for children-               
    NAKADAI Takahiro, TAGUCHI Tomoki, MIZOGUCHI Hiroshi, EGUSA Ryohei, INAGAKI Shigenori, TAKEDA Yoshiaki, NAMATAME Miki, SUGIMOTO Masanori, KUSUNOKI Fusako, YAMAGUCHI Etsuji
    Proceedings of the 8th International Conference on Sensing Technology, 251, 254, Instrumentation and Measurement Society, The Institute of Electrical and Electronics Engineers, Sep. 2014, [Peer-reviewed]
    English, International conference proceedings
  • KIKIWAKE
    Takahiro Nakadai, Tomoki Taguchi, Ryohei Egusa, Miki Namatame, Masanori Sugimoto, Fusako Kusunoki, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda, Hiroshi Mizoguchi
    Proceedings of the 2014 conference on Interaction design and children, ACM, 17 Jun. 2014
    International conference proceedings
  • 完全情報ゲームにおける適応的モンテカルロ木探索手法の提案               
    大佐賀 猛, 吉川 毅, 野中 秀俊, 杉本 雅則
    情報処理学会論文誌 数理モデル化と応用, 7, 4, 1908, 1921, Mar. 2014
  • An accurate and compact 3D tracking system using a single camera and ultrasound
    Masanori Sugimoto, Noriyoshi Kanie, Shigeki Nakamura, Hiromichi Hashizume
    Journal of Location Based Services, 8, 1, 18, 35, Taylor and Francis Ltd., 2014, [Peer-reviewed]
    English, Scientific journal, We propose a novel technique for 3D tracking that integrates a single camera and ultrasound. We use ultrasound with the Extended Phase Accordance Method to measure the distance accurately to a moving target and the camera for identifying the 2D position of the target on the image plane. A prototype system consists of a target unit mounting one ultrasound transmitter and three infrared LEDs surrounding it, and a receiver unit with one inexpensive camera and one ultrasound receiver. We implemented these units in a lightweight and compact way (receiver unit size: 55 mm × 44 mm) to make the system robust to non-line-of-sight problems that frequently occur in trilateration or multicamera-based systems. To improve the ranging performance, we applied phase characteristic compensation of the ultrasound transducers by interpolating with a B-spline function and creating a compensated curved surface. Experimental results show that root-mean-square errors of the proposed system are 1.20 mm and 1.66 mm for static and mobile (target velocity: 1.0 m/s) settings, respectively. Thus, the performance of the system is comparable with that of high-end systems. Limitations of the proposed system and its possible applications are also discussed. © 2013 © 2013 Taylor &
    Francis.
  • Doppler Velocity Estimation Method for Acoustic Imaging Using Log-Step Multicarrier Signals
    MAEDA Yasushige, SUGIMOTO Masanori, HASHIZUME Hiromichi
    The Transactions of the Institute of Electronics, Information and Communication Engineers. A, J97-A, 1, 1, 13, The Institute of Electronics, Information and Communication Engineers, Jan. 2014, [Peer-reviewed]
    Japanese, Scientific journal, 空間超音波におけるイメージングアルゴリズムについての提案を行う.著者らは,参照波に乗法相似性をもつログステップマルチキャリヤ波を用いるドップラー速度推定アルゴリズムを開発した.シミュレーションによって行われた推定では,従来の医用超音波で用いられてきたカラードップラー法に対し,送信波を同一平均パワーとする場合で約3倍の性能改善比が示され,実験による実機検証によりその有効性を検証した.
  • Novel Application of Spherical Microphone Array Sensor with Three-Dimensional Directivity
    Takahiro Nakadai, Tomoki Taguchi, Hiroshi Mizoguchi, Ryohei Egusa, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda, Miki Namatame, Masanori Sugimoto, Fusako Kusunoki
    International Journal on Smart Sensing and Intelligent Systems, 7, 5, 1, 4, Walter de Gruyter GmbH, 01 Jan. 2014
    Scientific journal, Abstract

    Mixed sounds can be separated from multiple sound sources by utilizing a microphone array and signal processing. We believe that promotion of interest in this technique can lead to significant developments in future science and technology. Consequently, in order to experience this technique, we designed a language game for children called “KIKIWAKE 3D” that uses a sound source separation system with the aim of arousing children’s interest in this technology. In this paper, we discuss the development of a spherical microphone array with threedimensional directivity introduced to make the game more interesting and to facilitate a larger number of participants.
  • Stamp-On: A Mobile Game for Museum Visitors.
    Ayako Ishiyama, Fusako Kusunoki, Ryohei Egusa, Keita Muratsu, Shigenori Inagaki, Takao Terano
    CSEDU 2014 - Proceedings of the 6th International Conference on Computer Supported Education, 200, 205, SciTePress, 2014
    International conference proceedings
  • 3D FDM-PAM: rapid and precise indoor 3D localization using acoustic signal for smartphone.
    Masanari Nakamura, Masanori Sugimoto, Takayuki Akiyama, Hiromichi Hashizume
    The 2014 ACM Conference on Ubiquitous Computing, 123, 126, ACM, 2014, [Peer-reviewed]
    International conference proceedings
  • Investigation on Optimal Microphone Arrangement of Spherical Microphone Array to Achieve Shape Beamforming
    Tomoki Taguchi, Takahiro Nakadai, Ryohei Egusa, Miki Namatame, Fusako Kusunoki, Masanori Sugimoto, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda, Hiroshi Mizoguchi
    PROCEEDINGS FIFTH INTERNATIONAL CONFERENCE ON INTELLIGENT SYSTEMS, MODELLING AND SIMULATION, 330, 333, IEEE, 2014, [Peer-reviewed]
    English, International conference proceedings, This paper presents a spherical microphone array design which can be used for capturing a sound selectivity and locally. Capturing a sound by microphone array is achieved by method of Delay and Sum Beam Forming (DSBF). In this method, microphone arrangement has a large effect on the directivity. Using beamforming simulation, the authors investigated on the optimal arrangement of concentrically spherical microphone array which improves the basic performance of beamforming. As a result, we obtained a high directional quality arrangement consisted of truncated icosahedron and regular icosahedron. By comparing the uniformity scattered method, we confirmed the effectiveness of proposed method.
  • Light-synchronized Acoustic ToA Measurement System for Mobile Smart Nodes
    Takayuki Akiyama, Masanori Sugimoto, Hiromichi Hashizume
    2014 INTERNATIONAL CONFERENCE ON INDOOR POSITIONING AND INDOOR NAVIGATION (IPIN), 749, 752, IEEE, 2014, [Peer-reviewed]
    English, International conference proceedings, We describe a novel time-synchronization technique for mobile smart nodes. We capture modulated LED light with a video camera, which is usually built into a smart node. The CMOS image sensor of a video camera does not take a snapshot at a certain time. Instead, the sensor captures data on a line-by-line basis and the sensor output consists of lines taken at slightly different times. Therefore, we can extract time information from the image. This can be used for time synchronization for time-of-arrival (ToA) measurements. In this paper, we describe the fundamentals and an experiment using light-synchronized acoustic ToA measurements with mobile smart nodes. The acknowledged precision of the obtained time information is equivalent to 5.8 mm with an airborne sound wave.
  • Development and Evaluation of a Mobile System "Pocket Plant Guide" for Supporting the Observation of Plants
    MURATSU Keita, FUNAOI Hideo, KUSUNOKI Fusako, TAKEDA Yoshiaki, INOUE Haruka, YAMAGUCHI Etsuji, INAGAKI Shigenori, SUGIMOTO Masanori, MIZOGUCHI Hiroshi
    Journal of Science Education in Japan, 38, 4, 228, 237, Japan Society for Science Education, 2014, [Peer-reviewed]
    Japanese, We developed and evaluated a Mobile System "Pocket Plant Guide" for supporting the observation of plants. While previous systems used photographs, the "Pocket Plant Guide" uses sketches, which is one of its defining characteristics. This guide contains three types of display as follows; (1) color display of leaves and fruits; (2) display of enlarged leaves and fruits; and (3) display of the underside of the leaves. As a result of an evaluation targeting sixth grade elementary school children, the "Pocket Plant Guide" was quite easy to use and was effective in promoting the observation and understanding of plants.
  • Developing Voice Separation System for Support Education Research: Determining Learner Reaction without Contact               
    Taguchi, T, Egusa, R, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y, Mizoguchi, H
    Journal of Convergence Information Technology, 9, 3, 12, 17, 2014, [Peer-reviewed]
  • Sound-Separation System using Spherical Microphone Array with Three-Dimensional Directivity? KIKIWAKE 3D: Language Game for Children
    Nakadai, T, Nakayama, T, Taguchi, T, Egusa, R, Namatame, M, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y, Mizoguchi, H
    International Journal on Smart Sensing and Intelligent System, 7, 4, 1908, 1921, INT JOURNAL SMART SENSING & INTELLIGENT SYSTEMS, 2014, [Peer-reviewed]
    English, Scientific journal, Mixed sounds can be separated from multiple sound sources using microphone array sensor and signal processing. We believe that promotion of interest in this technique can lead to significant future development in science and technology. To investigate this technique, we designed a language game for children called "KIKIWAKE 3D" that uses a sound-source-separation system to arouse children's interest in this technology. However, the microphone array sensor in a previous research had a limited scope in separating sounds. We developed a spherical microphone array sensor with three-dimensional directivity designed for this game. In this paper, we report the evaluation of this microphone array sensor in adapting to this game by separating the sound level and using questionnaires.
  • Implementation and Evaluation of Listenability-Centered Sound Separation System
    Takahiro Nakadai, Tomoki Taguchi, Hiroshi Mizoguchi, Ryohei Egusa, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda, Miki Namatame, Masanori Sugimoto, Fusako Kusunoki
    2014 IEEE INTERNATIONAL CONFERENCE ON ROBOTICS AND BIOMIMETICS IEEE-ROBIO 2014, 2383, 2388, IEEE, 2014, [Peer-reviewed]
    English, International conference proceedings, We developed a sound separation system that uses a microphone array to separate children's voices from background noise in general living environments. Our focus in the development of this system is on "a clear separation of the human voice" so that it will be easy for children to use. Evaluations conducted of sound separation performance in previous research have not always measured how easily listeners hear separate sounds. In this paper, we examine the validity of our system design by evaluating this factor from the perspectives of engineering and psychology.
  • KIKIWAKE
    Tomoki Taguchi, Masafumi Goseki, Ryohei Egusa, Miki Namatame, Masanori Sugimoto, Fusako Kusunoki, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda, Hiroshi Mizoguchi
    CHI '13 Extended Abstracts on Human Factors in Computing Systems, ACM, 27 Apr. 2013
    International conference proceedings
  • Skeleton growing: an algorithm to extract a curve skeleton from a pseudonormal vector field
    Natapon Pantuwong, Masanori Sugimoto
    VISUAL COMPUTER, 29, 3, 203, 216, SPRINGER, Mar. 2013, [Peer-reviewed]
    English, Scientific journal, A curve skeleton is used to represent a 3D object in many different applications. It is a 1D curve that captures topology of the 3D object. The proposed method extracts a curve skeleton from the vector field inside the 3D object. A vector at each voxel of the 3D object is calculated using a pseudonormal vector. By using such a calculation, the computation time is significantly reduced compared with using a typical potential field. A curve skeleton is then extracted from the pseudonormal vector field by using a skeleton-growing algorithm. The proposed algorithm uses high-curvature boundary voxels to search for a set of critical points and skeleton branches near high-curvature areas. The set of detected critical points is then used to grow a curve skeleton in the next step. All parameters of our algorithms are calculated from the 3D object itself, without user intervention. The effectiveness of our method is demonstrated in our experiments.
  • LT-PAM: A ranging method using dual frequency optical signals
    Masanori Sugimoto, Shigeki Nakamura, Yuki Inoue, Hiromichi Hashizume
    International Journal on Smart Sensing and Intelligent Systems, 6, 3, 791, 809, Exeley Inc, 2013, [Peer-reviewed]
    English, Scientific journal, This paper describes a new ranging technique using optical signals. The proposed technique is called LT-PAM (Long-Term Phase Accordance Method), and it has been extended from our own ranging technique called Phase Accordance Method (PAM). LT-PAM transmits multiple sync patterns composed of two sinusoidal waves with different frequencies. Unlike chirp modulation techniques, LTPAM transmits the two waves simultaneously and thus enables the shortening of measurement time. We have conducted experiments using two types of light sources, collimated and diffused light. The experimental results indicated that the proposed method showed a moderate level of accuracy by adjusting the measurement time. For example, LT-PAM using a light emitting diode transmitting multiple sync patterns lasting 4 ms achieved 19.5 mm standard deviation in a measurement ranging 1500 mm. We also describe the theoretical analyses related to the proposed technique and discuss possible improvements by comparing theoretical and experimental results.
  • Integration of ultrasonic sensors and Kinect sensors for people distinction and 3D localization
    Takayuki Adachi, Masafumi Goseki, Hiroshi Takemura, Hiroshi Mizoguchi, Fusako Kusunoki, Masanori Sugimoto, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda
    Journal of Robotics and Mechatronics, 25, 4, 762, 766, Fuji Technology Press, 2013, [Peer-reviewed]
    English, Scientific journal, The method proposed here for 3D position measurement and identification of individuals by integrating ultrasonic and Kinect sensors uses ultrasonic transmitter tags with unique identifiers. Ultrasonic sensors measure the 3D positions of and identify tagged individuals, but cannot make measurements if there are no receivers in the direction of ultrasonic waves from transmitters. Kinect sensors measure 3D positions of individuals and track them with OpenNI, but Kinect sensors cannot make measurements if occlusion occurs due to the overlapping of individuals. Evaluation results show that the method proposed here is more robust than methods only using either ultrasonic or Kinect sensors.
  • RoboTable2: A Novel Programming Environment using Physical Robots on a Tabletop Platform               
    Sugimoto, M, Fujita, T, Mi, H, Krzywinski, A
    ACM Computers in Entertainment, 10, 2013, [Peer-reviewed]
    English, Scientific journal
  • A kinetic energy-based feature for unsupervised motion clustering
    Suthasinee Nopparit, Natapon Pantuwong, Masanori Sugimoto
    Proceedings - 2013 International Conference on Information Technology and Electrical Engineering: "Intelligent and Green Technologies for Sustainable Development", ICITEE 2013, 8, 12, IEEE Computer Society, 2013, [Peer-reviewed]
    English, International conference proceedings, Motion databases usually contain sequences of movements and searching these vast databases is not an easy task. Motion clustering can reduce this difficulty by grouping sample movements into various motion groups containing similar actions. The pose distance is often used as a feature during motion-clustering tasks. However, the main weakness of this strategy is its computational complexity. Query motions are also required to cluster motion sequences. To address these problems, we propose a motion-clustering algorithm based on the use of kinetic energy to cluster sample motions. Our method does not require query motions during the clustering process, so the clustering results can be generated without supervision. Our experimental results confirmed that our proposed method delivered comparable performance to pose distance-based methods, while its computational complexity was significantly lower than that of existing methods. © 2013 IEEE.
  • A robust Doppler imaging method using log-step multicarrier ultrasonic signals
    Yasushige Maeda, Masanori Sugimoto, Hiromichi Hashizume
    IEEE International Ultrasonics Symposium, IUS, 1323, 1326, 2013, [Peer-reviewed]
    English, International conference proceedings, Recently, the authors described a new algorithm for ultrasonic Doppler imaging and velocity estimation using log-step multicarrier signals. The algorithm achieved a velocity estimation precision that was some 20 times better than that using an existing method, but the problem of estimation deficiency in low-SNR conditions remained. In this work, we improve the availability of the algorithm in low-SNR conditions by utilizing the systematic temporal shift of the log-step multicarrier signals, which expresses approximately the amount of Doppler shift in the sensed signal. A computer simulation shows high availability for the algorithm, even for SNR values below -10 dB. © 2013 IEEE.
  • Smart Phone Localization Method using Dual-carrier Acoustic Waves
    Takayuki Akiyama, Masanari Nakamura, Masanori Sugimoto, Hiromich Hashizume
    2013 INTERNATIONAL CONFERENCE ON INDOOR POSITIONING AND INDOOR NAVIGATION (IPIN), IEEE, 2013, [Peer-reviewed]
    English, International conference proceedings, We describe an indoor localization technique for smart phones. Our new method, called the Frequency Division Multiplexing Phase Accordance Method (FDM-PAM), uses a beat called a sync pattern composed of a pair of sinusoidal waves with slightly different frequencies, which is similar to our original ultrasound ranging technique called the Phase Accordance Method (PAM). By generating multiple sync patterns with different central frequencies and transmitting them from different speakers, FDM-PAM conducts time-difference-of-arrival (TDOA) multilateration for localizing smart phones. In the current implementation of FDM-PAM, the 2D indoor position of a smart phone can be estimated. Three sync patterns are generated by using two out of six sinusoidal waves with frequencies ranging from 14.75 kHz to 17.25 kHz. The transmission of the sync pattern from the speakers lasts 4 ms. Through experiments, we have confirmed that FDM-PAM achieves accuracy of around 10 cm using only a short burst transmission, which indicates that the localization technique is sufficiently rapid and accurate.
  • An Intuitive Computer Animation System for Enhancing Human Creativity
    Natapon Pantuwong, Masanori Sugimoto
    PROCEEDINGS OF THE 2013 IEEE SYMPOSIUM ON COMPUTATIONAL INTELLIGENCE FOR CREATIVITY AND AFFECTIVE COMPUTING (CICAC), 71, 78, IEEE, 2013, [Peer-reviewed]
    English, International conference proceedings, Computer animation can be used in a wide variety of applications, including storytelling. However, evan producing low-quality computer animation requires a significant effort by professional users. Although it should be a tool capable of enhancing creativity in anyone, it is currently too difficult for some users. This paper presents a framework for a computer animation system that can reduce the difficulty of animation authoring, bringing such tasks within the reach of users at all levels. With this framework, users can focus on the story alone, rather than on details of the animation-creation method. The proposed system can therefore enhance users' creativity in story creation. The proposed framework comprises three modules, namely modeling, motion, and animation. Interaction with these modules is via simple actions, enabling computer animation to be created by anyone. A users' study is also presented in this paper to measure the performance of the proposed system in terms of ease of use and the capacity to enhance human creativity.
  • Novel application of ultrasonic sensors and kinect sensors to identify people and measure their location -realization of “Human SUGOROKU”: A large scale board game in which people play as pieces
    Nakayama, T, Adachi, T, Ogitsu, T, Takemura, H, Mizoguchi, H, Kusunoki, F, Sugimoto, M, Yamaguchi, E, Inagaki, S, Takeda Y
    Proceedings of the 7th International Conference on Sensing Technology, 470, 475, ICST, 2013, [Peer-reviewed]
    English, International conference proceedings
  • KIKIWAKE system for promoting interest in sound source separation technique: Novel application of microphone array and signal processing
    Taguchi, T, Goseki, M, Egusa, R, Namatame, M, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y
    Proceedings of the 7th International Conference on Sensing Technology, 831, 836, ICST, 2013, [Peer-reviewed]
    English, International conference proceedings
  • Human SUGOROKU: Full-body interaction system for students to learn vegetation succession
    Adachi, T, Goseki, M, Muratsu, K, Mizoguchi, H, Namatame, M, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y
    Proceedings of the 12th International Conference on Interaction Design and Children, 364, 367, ACM, 2013, [Peer-reviewed]
    English, International conference proceedings
  • Full-body Interaction digital game of vegetation succession for children               
    Adachi, T, Muratsu, K, Mizoguchi, H, Namatame, M, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y
    Proceedings of the 21st International Conference on Computers in Education, 654, 656, ICCE, 2013, [Peer-reviewed]
    English, International conference proceedings
  • Development of a full-body interaction digital game for children to learn vegetation succession
    Adachi, T, Mizoguchi, H, Namatame, M, Kusunoki, F, Sugimoto, M, Muratsu, K, Yamaguchi, E, Inagaki, S, Takeda, Y
    Proceedings of 10th International Conference on Advances in Computer Entertainment Technology, Lecture Notes in Computer Science (LNCS) 8253, 492, 496, ACE, 2013, [Peer-reviewed]
    English, International conference proceedings
  • Gaze-measurement-technology-based Evaluation of a Vegetation-succession Learning System               
    Kawaguchi, S, Mizoguchi, H, Egusa, R, Takeda, Y, Yamaguchi, E, Inagaki, S, Nakanishi, F, Asahina, S, Kusunoki, F, Funaoi, H, Sugimoto, M
    International Journal of Education and Research, 6, 12, 191, 200, Dec. 2012, [Peer-reviewed]
  • Wiener-filter-based compensation of a transmitter's radiation pattern using synthetic transmit aperture acoustic imaging
    Natsuda Laokulrat, Yasushige Maeda, Masanori Sugimoto, Hiromichi Hashizume
    MEASUREMENT SCIENCE AND TECHNOLOGY, 23, 11, IOP PUBLISHING LTD, Nov. 2012, [Peer-reviewed]
    English, Scientific journal, Airborne acoustic imaging has the capability of obtaining distance information of an object in a scene, the capability of distinguishing objects from the background or a texture and it can also estimate the velocity of objects. However, the nonideal radiation pattern of a transmitter used for insonifying an imaging space can degrade imaging results. In this work, radiation patterns have been investigated, and a new approach to decrease the effect of a transmitter's radiation pattern in acoustic imaging is proposed. The novelty of our proposed method is that we used the measurement-based transmitter's radiation compensation. The compensation can be accomplished without knowing anything about the model and characteristics of the transmitter, the receiver and the medium. We compensated for the transmitter's radiation pattern and reconstructed acoustic images using the synthetic transmit aperture imaging technique. The compensation was based on the radiation pattern obtained from real measurements using a Wiener filter. The Wiener filter was used to compensate for the nonideal radiation pattern of the ultrasonic transmitter for both the phase and amplitude aspects simultaneously. To verify the proposed method, an indoor airborne acoustic imaging experiment was conducted using a two-dimensional (2D) receiver array and a 2D transmitter array. The results show an obvious improvement in the vertical angular resolution of the reconstructed three-dimensional images as well as a satisfactory horizontal angular resolution.
  • Study on identification of people and 3D position measurement with ultrasonic sensors and kinect sensors               
    YAMAGUCHI ETSUJI, Adachi, T, Goseki, M, Takemura, H, Mizoguchi, H, Kusunoki, F, Sugimoto, M, Inagaki, S, Takeda, Y
    International Symposium on Nonlinear Theory and its Applications, 247, 250, Oct. 2012
    English, International conference proceedings
  • A novel template-based automatic rigging algorithm for articulated-character animation
    Natapon Pantuwong, Masanori Sugimoto
    COMPUTER ANIMATION AND VIRTUAL WORLDS, 23, 2, 125, 141, WILEY-BLACKWELL, Mar. 2012, [Peer-reviewed]
    English, Scientific journal, Rigging is a process for creating skeletons used to animate articulated characters. In conventional computer-animation software, this process must be performed manually. Although several automatic rigging algorithms have been proposed, these methods still require user intervention. This paper proposes an automatic algorithm that generates an inverse kinematic skeleton for a character by locating an appropriate template skeleton on the extracted curve skeleton of the input 3D character model. After the curve skeleton is extracted, it is analyzed and classified into an appropriate category. The classification conditions are developed from the characteristics of each kind of real animal. We also develop an algorithm to extract the anatomical meaning of each skeleton segment. On the basis of the classification result, a suitable template skeleton is retrieved from the database. Each bone of the template skeleton can then be located on the appropriate skeleton segment of the input skeleton graph by using the extracted anatomical meanings. In contrast to previous methods, the algorithm does not require the input 3D character models to have certain poses or orientations. Moreover, all processes can be completed without user intervention. Copyright (C) 2012 John Wiley & Sons, Ltd.
  • Creating a tabletop learning environment using physical robots               
    Haipeng Mi, Masanori Sugimoto
    Workshop Proceedings of the 20th International Conference on Computers in Education, ICCE 2012, 533, 540, National Institute of Education, Nanyang Technological University, 2012
    English, International conference proceedings, In this paper, we present a novel programming learning environment for kids using physical robots on a tabletop platform. The proposed system supports intuitive multi-touch input on the surface and direct manipulations on physical items, enabling users to learn programming in an intuitive manner. A user study is conducted to verify the usability for applications with a learning purpose. The lessons learned with respect to design guidelines for the proposed learning environment and issues for investigation are discussed.
  • Puppet theater system for normal-hearing and hearing-impaired people
    Takayuki Adachi, Masafumi Goseki, Hiroshi Mizoguchi, Miki Namatame, Fusako Kusunoki, Ryohei Egusa, Shigenori Inagaki
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 7624, 461, 464, Springer Verlag, 2012, [Peer-reviewed]
    English, International conference proceedings, We are developing Puppet Theater system which enables both the hearing impaired and the normal hearing to enjoy a puppet show This system projects puppet's lines in balloon on the background In addition, the system has a function that presents branches of the story to audience and allows them to select We performed the system to elementary school pupils with hearing impairment and found that the pupils enjoyed it Effects of the function were investigated with questionnaire This paper describes the function and the result of questionnaire © 2012 Springer-Verlag Berlin Heidelberg.
  • Puppet Show for Entertaining Hearing-Impaired, Together with Normal-Hearing People
    Masafumi Goseki, Ryohei Egusa, Takayuki Adachi, Hiroshi Takemura, Hiroshi Mizoguchi, Miki Namatame, Fusako Kusunoki, Shigenori Inagaki
    2012 FIRST INTERNATIONAL CONFERENCE ON INNOVATIVE ENGINEERING SYSTEMS (ICIES), 121, 124, IEEE, 2012, [Peer-reviewed]
    English, International conference proceedings, The authors propose a novel application of human sensing technology to inclusive education. We focus on puppet show to aspire the inclusive education for both the normal hearing and the hearing impaired. Thus, we are developing Puppet Theater system to entertain both hearing impaired and normal hearing. This Puppet Theater system consists of two functions. First, the lines are displayed as letters with voice for complementing information of sound. The system enables the hearing impaired to understand the contents of the puppet show. Second function presents branches of the story to audience for encouraging the audience to understand the content of the story. In this paper, we describe that we develope branches of the story as function to select the branches by body movements for the purpose of additional effect of understanding contents of the story. The body movements are measured and detected by Kinect sensor for Xbox. We anticipate additional benefit of understanding contents of the story because this new function enables the audience to participate in the progression of the puppet show. The authors performed the system to elementary school pupils with hearing impairment and found that the pupils enjoyed it. Effects of the function were investigated with questionnaire.
  • Evaluation of the universal puppet theater based on inclusive design method
    Kumiko Wada, Ryohei Egusa, Miki Namatame, Fusako Kusunoki, Hiroshi Mizoguchi, Shigenori Inagaki
    Proceedings 2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012, 135, 137, 2012, [Peer-reviewed]
    English, International conference proceedings, In this study, we have improved the Universal Puppet Theater. Improvements have been made to branching scenes in the story. The exploratory evaluation experiment was a within-subject comparison of the existing version and improved version of the system. The subjects were 53 hearing-capable fourth-grade elementary school children. The results of analysis showed that the improved version of the system with branching function was more effective interface than the existing version. © 2012 IEEE.
  • LT-PAM: A New Ranging Method Using Dual Frequency Optical Signals
    Shigeki Nakamura, Yuki Inoue, Masanori Sugimoto, Hiromichi Hashizume
    2012 SIXTH INTERNATIONAL CONFERENCE ON SENSING TECHNOLOGY (ICST), 309, 314, IEEE, 2012, [Peer-reviewed]
    English, International conference proceedings, This paper describes a new ranging technique using optical signals. The proposed technique is called LT-PAM (Long-Term Phase Accordance Method), and it has been extended from our own ranging technique called Phase Accordance Method (PAM). LT-PAM transmits multiple sync patterns composed of two sinusoidal waves with different frequencies. Unlike chirp modulation techniques, LT-PAM transmits the two waves simultaneously and thus enables the shortening of measurement time. We have conducted experiments using two types of light sources, collimated and diffused light. The experimental results indicated that the proposed method showed a moderate level of accuracy by adjusting the measurement time. For example, LT-PAM using a light emitting diode transmitting multiple sync patterns lasting 4 ms achieved 19.5 mm standard deviation in a measurement ranging 1500 mm. We also describe the theoretical analyses related to the proposed technique and discuss possible improvements by comparing theoretical and experimental results.
  • RoboTable: An infrastructure for intuitive interaction with mobile robots in a mixed-reality environment
    Haipeng Mi, Aleksander Krzywinski, Tomoki Fujita, Masanori Sugimoto
    Advances in Human-Computer Interaction, 2012, ID: 301608, 10 pages, 2012, [Peer-reviewed]
    English, Scientific journal, This paper presents the design, development, and testing of a tabletop interface called RoboTable, which is an infrastructure supporting intuitive interaction with both mobile robots and virtual components in a mixed-reality environment. With a flexible software toolkit and specifically developed robots, the platform enables various modes of interaction with mobile robots. Using this platform, prototype applications are developed for two different application domains: RoboPong investigates the efficiency of the RoboTable system in game applications, and ExploreRobot explores the possibility of using robots and intuitive interaction to enhance learning. © 2012 Haipeng Mi et al.
  • テーブルトップ環境における新しいロボットプログラミング手法の提案,情報処理学会論文誌               
    藤田 智樹, 米 海鵬, 杉本 雅則
    情報処理学会論文誌, 53, 3, 1101, 1109, 2012, [Peer-reviewed]
    Japanese, Scientific journal
  • Compensation of a transmitter's radiation pattern for synthetic transmit aperture acoustic imaging
    Natsuda Laokulrat, Yasushige Maeda, Masanori Sugimoto, Hiromichi Hashizume
    IST 2012 - 2012 IEEE International Conference on Imaging Systems and Techniques, Proceedings, 179, 184, 2012, [Peer-reviewed]
    English, International conference proceedings, In an acoustic imaging system, ultrasonic transmitters always have uneven signal strength in the imaging space. Phase changes also occur depending on the distance and direction. In this paper, a new approach to decrease the effect of a transmitter's radiation pattern in acoustic imaging is proposed. We compensated for the transmitter's radiation pattern and reconstructed acoustic images using the Synthetic Transmit Aperture imaging technique. The compensation was based on the radiation pattern obtained from real measurements and using a Wiener filter. The purpose of the work was to compensate for a nonideal radiation pattern of the ultrasonic transmitter for both phase and amplitude aspects. An airborne imaging experiment was conducted using a two-dimensional (2D) receiver array and a 2D transmitter array to verify the effectiveness of our proposed method. The results showed an improvement in the vertical angular resolution of reconstructed three-dimensional images. © 2012 IEEE.
  • A novel framework for 3D computer animation systems for nonprofessional users using an automatic rigging algorithm
    Natapon Pantuwong, Masanori Sugimoto
    Proceedings - IEEE International Conference on Multimedia and Expo, 896, 901, 2012, [Peer-reviewed]
    English, International conference proceedings, This paper presents a novel framework for developing automatic animation systems, which accept a 3D model that is created at runtime. Previous systems cannot deal with such a 3D model because it needs to be prepared by a manual process (rigging) that may not be suitable for nonprofessional users. The proposed framework solves this problem by employing an automatic rigging algorithm. Our algorithm can generate an animation skeleton for a given 3D model automatically, including the anatomical meaning of each joint. The relationship between motion data and this animation skeleton is created by identifying the corresponding joints in the motion data and the skeleton. The motion data for each joint is transferred automatically to the 3D model that has been rigged via our automatic rigging algorithm. Because all processes can be completed without any user intervention, an animation system for nonprofessional users is therefore available. We also discuss several motion editing techniques that can be used to generate new motion data without complex processing. © 2012 IEEE.
  • A Simple Linear Model of Acoustic Imaging in Temporal and Directional Frequency Space
    Toshio Ito, Masanori Sugimoto, Hiromichi Hashizume
    ACOUSTICAL IMAGING, VOL 31, 31, 279, 288, SPRINGER, 2012, [Peer-reviewed]
    English, International conference proceedings, In this paper, we present a new mathematical model for describing sector-scan acoustic imaging. To realize a simple and intuitive representation, we have constructed a linear model using proper approximation. We have also introduced the notion of directional frequency, which is the Fourier counterpart of a direction. As a result, the process of acoustic imaging is modeled as a filtering operation in temporal and directional frequency space. In the frequency-domain expression, various parameters of a system independently contribute to the filtering function, and their effects on reconstructed images can therefore be analyzed easily and graphically. We have derived some characteristics of acoustic imaging using our model, and have verified them by simulation. The results of the simulation agree with what is expected from the model, demonstrating its validity.
  • An Accurate 3D Localization Technique using a Single Camera and Ultrasound
    Masanori Sugimoto, Noriyoshi Kanie, Shigeki Nakamura, Hiromichi Hashizume
    2012 INTERNATIONAL CONFERENCE ON INDOOR POSITIONING AND INDOOR NAVIGATION (IPIN), IEEE, 2012, [Peer-reviewed]
    English, International conference proceedings, We propose a novel technique for 3D localization that integrates a single camera and ultrasound. We use the Extended Phase Accordance Method and the ultrasound to measure accurately the distance to a moving target and we use the camera to identify the target's 2D position on the image plane. A prototype system consists of a transmitter unit mounting one ultrasound transmitter and three infrared LEDs around it, and a receiver unit with one inexpensive camera and one ultrasound receiver. We implemented these units in a lightweight and compact way (receiver unit size: 55 mm. 44 mm), to make the system robust against the no-line-of-sight problems that frequently occur in trilateration or multicamera-based systems. Experimental results show that the RMSEs of the proposed system are 1.20 mm and 1.66 mm for static and mobile (velocity: 1.0 m/s) targets, respectively. These indicate that the performance of the system is comparable with that of high-end systems.
  • A Puppet Interface for the Development of an Intuitive Computer Animation System
    Narukawa Hiroki, Natapon Pantuwong, Masanori Sugimoto
    2012 21ST INTERNATIONAL CONFERENCE ON PATTERN RECOGNITION (ICPR 2012), 3136, 3139, IEEE, 2012, [Peer-reviewed]
    English, International conference proceedings, In this paper, we introduce a puppet interface for the development of an intuitive animation system. Our puppet interface does not require any special devices and any type of puppet can be used. The puppet interface is developed by attaching ten visible markers onto a puppet. The user can manipulate the pose of the puppet interface to produce the desired motion in front of a camera. The puppet's joint angle information is captured by the camera and used to retrieve a suitable motion from a motion database. The retrieved motion data is transferred to a 3D character model to generate an animation. To avoid the occlusion problem, we propose an algorithm that estimates the joint angle by determining the position and rotation of markers adjacent to the occluded marker. Experiments confirmed that our proposed algorithm can generate correct results, although some occluded markers remained.
  • Adaptive Compensation of Non-ideal Transmitter Radiation Pattern for Synthetic Transmit Aperture 3D Acoustic Imaging
    Natsuda Lakulrat, Yasushige Maeda, Masanori Sugimoto, Hiromichi Hashizume
    2012 IEEE INTERNATIONAL ULTRASONICS SYMPOSIUM (IUS), 475, 478, IEEE, 2012, [Peer-reviewed]
    English, International conference proceedings, In airborne acoustic imaging the synthetic transmit aperture (STA) technology is widely used to improve the lateral resolution limited by the aperture of the microphone array. As for an STA system we use multiple speakers in combination as well as the receiver array, knowing the exact radiation pattern of a speaker is the key factor to properly operate the synthesis system. The ultrasonic signals from a transmitter always have uneven signal strength over the imaging space. Phase changes also occur depending on the distance and direction from a transmitter. As a consequence, a non-ideal radiation pattern of a transmitter used for identifying an imaging space degrades imaging results. We propose an effective measurement method for the transmitter's non-ideal radiation pattern based on new phase only imaging technology of wall-reflected sound wave. We utilize a deconvoluting Wiener filter for compensating the side-robes of receiver sensitivity pattern.
  • A Novel Algorithm for Doppler Imaging Based on Wavelet Analysis
    Yasushige Maeda, Masanori Sugimoto, Hiromichi Hashizume
    2012 IEEE INTERNATIONAL ULTRASONICS SYMPOSIUM (IUS), 162, 165, IEEE, 2012, [Peer-reviewed]
    English, International conference proceedings, The color Doppler method is widely used for velocity imaging, in particular in the medical application of circulatory blood flow visualization. However, the accuracy of medical systems and their observable velocity range are not always sufficient for other applications such as industry measurements. We developed a new velocity-imaging algorithm to overcome these shortcomings and confirmed the performance in airborne ultrasound. In this paper we describe the signal-processing algorithm and also refer to an experiment to acknowledge the performance. The simulation results showed that the proposed method could attain significant improvements in both accuracy and estimation range in comparison with the color Doppler method. In this paper we show the estimation results within a wide range of signal-to-noise ratios, as well as sector scan images obtained by color Doppler and the proposed method. The effects of changing the design parameters of the transmission signals are also discussed.
  • MEMS Microphone Array and Signal Processor for Realtime Object Detection
    Yasushige Maeda, Masanori Sugimoto, Hiromichi Hashizume
    ACOUSTICAL IMAGING, VOL 31, 31, 371, 382, SPRINGER, 2012, [Peer-reviewed]
    English, International conference proceedings, We have developed an ultrasonic sound processing system for 3D imaging with 128 microelectromechanical systems (MEMS) microphones and a highly configurable field programmable gate array (FPGA). The system consists of a sensor array board, analog-to-digital converter (ADC) modules, and a processing board. The ultrasonic MEMS sensors are precisely aligned on a printed circuit board (PCB) to form a 16 x 8 planar grid with 112 degrees x 50 degrees viewing angles for wide-band signals with the center frequency at 40 KHz.
    To obtain a sharp 3D image of objects randomly positioned in space by an arbitrary bandwidth of the transmitter signal we utilize a delay-and-sum beamformer. We propose an algorithm embedded in the FPGA that reduces the number of multipliers required for the delay-and-sum beamforming. In an experimental implementation, a significant improvement was obtained on the space performance in comparison with a traditional algorithm. A logic synthesis shows that the number of logic gates is decreased to 51%, and that of flipflops to 49% of those required for traditional approaches.
    We also show the imaging results of 3D objects obtained by a software simulation of the algorithm.
  • Acoustic Image Reconstruction from Adaptive Microphone Array Signals Using Back Projection
    Kyohei Mizutani, Masanori Sugimoto, Hiromichi Hashizume
    ACOUSTICAL IMAGING, VOL 31, 31, 267, 278, SPRINGER, 2012, [Peer-reviewed]
    English, International conference proceedings, We propose a new technique for acoustic imaging that employs a back-projection algorithm to process signals from a static ultrasonic microphone array. To obtain the projection data for a target, we integrate the time distribution of received signal powers gained by pulse compression with the Radon transform of a sound field in polar coordinates. The proposed method is expected to improve angular resolution. In this paper, we describe the principle of this algorithm, explaining how it improves the resolution and performs better than conventional methods. Deconvolution is used to improve the quality of the images obtained. We have conducted computer simulations to verify the performance of the proposed algorithm. From these simulations, the angular resolution of the images achieved by the proposed technique was shown to be double that obtained by a conventional beamforming method. In our future work, we plan to conduct experiments with real environments and investigate the theoretical aspects of the proposed method more deeply.
  • Evaluation of Acoustic Imaging System Using Correlation Division in Synthetic Transmit Aperture with Multicarrier Signals
    Toshio Ito, Masanori Sugimoto, Hiromichi Hashizume
    IEICE TRANSACTIONS ON FUNDAMENTALS OF ELECTRONICS COMMUNICATIONS AND COMPUTER SCIENCES, E94A, 10, 1907, 1919, IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG, Oct. 2011, [Peer-reviewed]
    English, Scientific journal, This paper presents and evaluates a new acoustic imaging system that uses multicarrier signals for correlation division in synthetic transmit aperture (CD-STA). CD-STA is a method that transmits uncorrelated signals from different transducers simultaneously to achieve highspeed and high-resolution acoustic imaging. In CD-STA, autocorrelations and cross-correlations in transmitted signals must be suppressed because they cause artifacts in the resulting images, which narrow the dynamic range as a consequence. To suppress the correlation noise, we had proposed to use multicarrier signals optimized by a genetic algorithm. Because the evaluation of our proposed method was very limited in the previous reports, we analyzed it more deeply in this paper. We optimized three pairs of multicarrier waveforms of various lengths, which correspond to 5th-, 6th-and 7th-order M-sequence signals, respectively. We built a CD-STA imaging system that operates in air. Using the system, we conducted imaging experiments to evaluate the image quality and resolution of the multicarrier signals. We also investigated the ability of the proposed method to resolve both positions and velocities of target scatterers. For that purpose, we carried out an experiment, in which both moving and fixed targets were visualized by our system. As a result of the experiments, we confirmed that the multicarrier signals have lower artifact levels, better axial resolution, and greater tolerance to velocity mismatch than M-sequence signals, particularly for short signals.
  • A Mobile Mixed-Reality Environment for Children's Storytelling Using a Handheld Projector and a Robot
    Masanori Sugimoto
    IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, 4, 3, 249, 260, IEEE COMPUTER SOC, Jul. 2011, [Peer-reviewed]
    English, Scientific journal, This paper describes a system called GENTORO that uses a robot and a handheld projector for supporting children's storytelling activities. GENTORO differs from many existing systems in that children can make a robot play their own story in a physical space augmented by mixed-reality technologies. Pilot studies have been conducted to clarify the design requirements of GENTORO from both technological and practical viewpoints. A user study indicates that GENTORO's ability to enable manipulation of a robot using a handheld projector in a physical space can enhance children's embodied participation in, and their level of engagement with, their storytelling activities, and can support children in designing and expressing creative and original stories.
  • A Dynamic Geometry Reconstruction Technique for Mobile Devices Using Adaptive Checkerboard Recognition and Epipolar Geometry
    Vinh Ninh Dao, Masanori Sugimoto
    IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS, E94D, 2, 336, 348, IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG, Feb. 2011, [Peer-reviewed]
    English, Scientific journal, This paper describes a technique for reconstructing dynamic scene geometry using a handheld video projector-camera system and a single checkerboard image as a structured light pattern. The proposed technique automatically recognizes a dense checkerboard pattern under dynamic conditions. The pattern-recognition process is adaptive to different light conditions and an object's color, thereby avoiding the need to set threshold values manually for different objects when the scanning device is moving. We also propose a technique to find corresponding positions for the checkerboard pattern, when displayed by a projector, without needing any position-encoding techniques. The correspondence matching process is based on epipolar geometry, enabling the checkerboard pattern to be matched even if parts of it are occluded. By using a dense checkerboard pattern, we can construct a handheld projector-camera system that can acquire the geometry of objects in real time, and we have verified the feasibility of the proposed techniques.
  • Augmenting physical objects by a ubiquitous spatial projection display operating in the visible light spectrum
    Thitirat Siriborvornratanaku, Masanori Sugimoto
    International Journal of Information Processing and Management, 2, 1, 67, 83, 2011, [Peer-reviewed]
    English, Scientific journal, Recently, mobile projector applications have become cutting-edge research for augmenting the physical world in a ubiquitous manner. By coupling a small projector with sensing devices, one can create a system that is able to recognize the physical world and provide appropriate augmentation via projection in real time. A popular sensing device for projection systems is a camera because it can acquire information about the projected image and the environment simultaneously. However, previous research in this field has focused on developing novel interactive applications and has paid scant attention to developing a system that retains absolute ubiquity for real-world scenarios. In this paper, we propose a vision-based framework that can be applied to any projector-camera paired system that requires absolute ubiquity in device and setup. The framework focuses on dealing with two unpredictable factors of the environment: the unknown geometry of the projection surface and the unknown number of physical objects to be augmented. Three problems are introduced, together with our proposed solutions. First, the problem of geometric calibration between the two devices is solved by using a beam splitter, enabling our framework to perform calibration precisely regardless of the 3D geometry of the environment. Second, we propose a multiple-target tracking approach to enable concurrent augmenting with infinite physical objects. Finally, we describe our solution for preventing real-time projection and real-time camera sensing from interfering with each other. By synchronizing the two devices at an appropriate time, the visual appearance of the environment is not changed when being seen by the camera, and visual analysis of the environment can be performed in a conventional manner. Using a small-scale laboratory setting, experiments were conducted to evaluate the accuracy and speed of all aspects of our proposed approach.
  • ipProjector: A Vision-Based Framework for Unsupervised Ubiquitous Object Augmentation Using a Portable Projector-Camera System
    Thitirat Siriborvornratanakul, Masanori Sugimoto
    EURASIP JOURNAL ON ADVANCES IN SIGNAL PROCESSING, Volume 2011, Article ID 572596, 17 pages, SPRINGER INTERNATIONAL PUBLISHING AG, 2011, [Peer-reviewed]
    English, Scientific journal, ipProjector stands for interactive portable projector which is a project trying to make a smart projection system while retaining absolute portability of the devices and setups. In this paper, an ipProjector framework is proposed for unsupervised real-time object augmentation applications. Scene-independent projector-camera geometric calibration is introduced so that the projected augmentation always appears in the desired geometry despite an unconstrained surface. Using nonintrusive projection, the system can ensure correct vision-based analysis because external appearances of the environment and object (as seen by the camera) are hardly changed by the overlaid projected content. Finally, an unsupervised visual detector is used to guarantee robustness of the detection regardless of lighting variations. Several image processing algorithms are applied in the framework, including image warping using perspective transformation, color conversion using the nearest-neighbor search algorithm, and multiscale visual detection. Based on a small-scale laboratory setting, experiments were conducted to evaluate the proposed approaches, and one example was built to prove the proposed concept in object augmentation.
  • TSaT-MUSIC: A Novel Algorithm for Rapid and Accurate Ultrasonic 3D Localization               
    Mizutani, M, Ito, I, Sugimoto, M, Hashizume, H
    EURASIP Journal on Advances in Signal Processing, 2011:101, 2011, [Peer-reviewed]
    English, Scientific journal
  • A fully automatic rigging algorithm for 3D character animation
    Natapon Pantuwong, Masanori Sugimoto
    SIGGRAPH Asia 2011 Posters, SA'11, 2011, [Peer-reviewed]
    English, International conference proceedings, This paper proposes an automatic algorithm to generate an inverse kinematic (IK) skeleton for 3D characters. First, a curve skeleton is extracted from the volume inside the character mesh. The extracted curve skeleton is then analyzed and classified by comparing it with the characteristics of templates for real animals. The outcome of this classification step is an associated class for the given 3D character model, together with the meaning of each skeleton segment. Next, each bone of the template skeleton is located in the appropriate skeleton segment of the input skeleton graph. Unlike previous methods, this algorithm does not require an original 3D character model that is created with a restricted pose, topology and orientation. Furthermore, all stages of the process are completed without user intervention.
  • 3D Reconstruction from Adaptive Matrix Microphone Array Signals using Back Projection Algorithm
    Kyohei Mizutani, Masanori Sugimoto, Hiromichi Hashizume
    2011 IEEE INTERNATIONAL ULTRASONICS SYMPOSIUM (IUS), 971, 974, IEEE, 2011, [Peer-reviewed]
    English, International conference proceedings, We propose a new technique for acoustic imaging that employs the back projection algorithm to process signals from a static ultrasonic microphone array. To obtain a projection data of a target, we integrate the time distribution of received signal powers gained by pulse compression with the Radon transform of a sound field in the spherical polar coordinates. In case of 2D imaging, the proposed method is expected to improve angular resolution [1]. In this paper we describe the principle of the proposed algorithm for 2D imaging, and explained how it was extended to 3D imaging. This proposed 3D imaging method allow us to rapidly obtain imaging results of areas of interest. We conducted a computer simulation to verify the performance of the proposed algorithm. In our future works, we plan to conduct experiments in real environments and deeply investigate the theoretical aspects of the proposed method.
  • A Robust Doppler Ultrasonic 3D Imaging System with MEMS Microphone Array and Configurable Processor
    Yasushige Maeda, Masanori Sugimoto, Hiromichi Hashizume
    2011 IEEE INTERNATIONAL ULTRASONICS SYMPOSIUM (IUS), 1968, 1971, IEEE, 2011, [Peer-reviewed]
    English, International conference proceedings, In ultrasonic imaging, the Doppler effect, which is caused by the movement of the target, causes a frequency shift on the reflected sound, and results in object detection failure.
    We have constructed an experimental system for ultrasonic imaging. By utilizing a log-step multicarrier signal as the transmitter wave, we succeeded in obtaining 3D imaging of a moving object. The system comprises of a number of MEMS sensors and an FPGA configured to capture signals from the sensors and store them in the memory device for sufficient duration.
    We show the imaging results using a log-step multicarrier signal as well as using a traditional log-swept chirp signal and a linear-step multicarrier signal. The results exemplify the possibility of Doppler 3D imaging using the system, and the validity of log-step multicarrier signals.
  • Measuring Phase Characteristics of Ultrasonic Microphones for Accurate Ultrasonic Localization Systems
    Shigeki Nakamura, Masanori Sugimoto, Hiromichi Hashizume
    2011 IEEE INTERNATIONAL ULTRASONICS SYMPOSIUM (IUS), 979, 982, IEEE, 2011, [Peer-reviewed]
    English, International conference proceedings, We have so far developed and evaluated a 3D ultrasonic localization system using the Extended Phase Accordance Method (EPAM) [3]. The method allows us to measure a 3D position of a transmitter by using a single compact receiver unit whose baseline is 76.2 mm and shows the satisfactory level of accuracy (13mm standard deviation in a static situation) for indoor positioning. However, we found that ultrasonic microphones showed different phase characteristics to different wave incident angles. Since EPAM uses the phase information of received signals for 3D localization, these phase characteristics induce a ranging error and therefore a transmitter is not correctly localized. To compensate these localization errors, we have conducted experiments and clarified phase characteristics of microphones.
  • Synthetic Transmit Aperture 3D Image Reconstruction Using 2D Transmitter Array
    Natsuda Laokulrat, Yasushige Maeda, Masanori Sugimoto, Hiromichi Hashizume
    2011 IEEE INTERNATIONAL ULTRASONICS SYMPOSIUM (IUS), 975, 978, IEEE, 2011, [Peer-reviewed]
    English, International conference proceedings, A new approach for 3D acoustic imaging using a 2D receiver array and a 2D transmitter array is proposed. The proposed method utilizes synthetic transmit aperture (STA) technique and a power radiation pattern of a transmitter. The STA technique has been used in acoustic imaging for reconstructing high quality images by using a few transmission events. However, it assumes that a transmitter produces equal energy over the imaging area. This leads to a deterioration of images especially when a 2D transmitter array is used. The proposed method integrates a power radiation pattern of a transmitter into STA technique to compensate the non-ideal radiation of the transmitter. The reconstructed images from the proposed method show the improvement in terms of image quality.
  • A curriculum design framework for linking simulation use to practical work: Toward understanding and feeling a sense of reality in the learning about complex systems in nature.               
    Yamaguchi E, Deguchi, A, Inagaki, S, Sugimoto, M, Kusunoki, F, Takeda, Y, Kamiyama, S
    Conference Proceedings of the XIV International Organization for Science and Technology Education (IOSTE) symposium, Bled, Slovenia, 1231-1239., Nov. 2010, [Peer-reviewed]
    English, Scientific journal
  • 画像認識手法を用いたヒューマンインタフェースの研究動向               
    杉本 雅則
    映像情報メディア学会誌, 64, 12, 1793, 1796, 2010, [Invited]
  • 3D curve-skeleton extraction algorithm using a pseudo-normal vector field               
    Natapon Pantuwong, Masanori Sugimoto
    VMV 2010 - Vision, Modeling and Visualization, 235, 242, 2010
    English, International conference proceedings, A curve skeleton is a line representation of a 3D object. It is useful in many applications, such as animation, shape matching or scientific analysis. The method described in this paper extracts a curve skeleton from the vector field which is created inside the 3D object. The topology of the vector field is analyzed to obtain the curve skeleton. In contrast with previous methods, the vector field is calculated using a pseudo-normal vector. Furthermore, by using the proposed skeleton-growing method, the vector field topology need not be computed for every voxel. Therefore, the proposed approach requires significantly less computation compared with previous vector field-based approaches, while still capturing all important parts of 3D object. The proposed method is very useful for any applications, especially real-time applications such as quick animation production and prototyping of graphical systems. © The Eurographics Association 2010.
  • Vegetation Interaction Game: Digital SUGOROKU of Vegetation Succession for Children
    Akiko Deguchi, Shigenori Inagaki, Fusako Kusunoki, Etsuji Yamaguchi, Yoshiaki Takeda, Masanori Sugimoto
    ENTERTAINMENT COMPUTING - ICEC 2010, 6243, 493, +, SPRINGER-VERLAG BERLIN, 2010, [Peer-reviewed]
    English, International conference proceedings, In this study, we redesign and develop a new digital sugoroku game based on the phenomenon of vegetation succession. A practical evaluation in an elementary school that consisted of game play and fieldwork activity was conducted. The results of the evaluation showed that the game was effective in stimulating the interest of the students who participated in the game, and was able to support their learning in a joyful way.
  • IpProjector: Designs and techniques for geometry-based interactive applications using a portable projector
    Thitirat Siriborvornratanakul, Masanori Sugimoto
    International Journal of Digital Multimedia Broadcasting, 2010, 12 pages, 2010, [Peer-reviewed]
    English, Scientific journal, We propose an interactive projection system for a virtual studio setup using a single self-contained and portable projection device. The system is named ipProjector, which stands for Interactive Portable Projector. Projection allows special effects of a virtual studio to be seen by live audiences in real time. The portable device supports 360-degree shooting and projecting angles and is easy to be integrated with an existing studio setup. We focus on two fundamental requirements of the system and their implementations. First, nonintrusive projection is performed to ensure that the special effect projections and the environment analysis (for locating the target actors or objects) can be performed simultaneously in real time. Our approach uses Digital Light Processing technology, color wheel analysis, and nearest-neighbor search algorithm. Second, a paired projector-camera system is geometrically calibrated with two alternative setups. The first uses a motion sensor for real-time geometric calibration, and the second uses a beam splitter for scene-independent geometric calibration. Based on a small-scale laboratory setting, experiments were conducted to evaluate the geometric accuracy of the proposed approaches, and an application was built to demonstrate the proposed ipProjector concept. Techniques of special effect rendering are not concerned in this paper. © 2010 T. Siriborvornratanakul and M. Sugimoto.
  • 最適化したマルチキャリア信号と合成送信開口による高画質音響イメージング               
    伊藤 俊夫, 杉本 雅則, 橋爪 宏達
    電子情報通信学会論文誌, J93-A, 5, 341, 352, 2010, [Peer-reviewed]
    Japanese, Scientific journal
  • Extended Phase Accordance Method: A Real-time and Accurate Technique for EstimatingPosition and Velocity of Moving Objects using Ultrasonic Communication               
    Sato, T, Nakamura, S, Sugimoto, M, Hashizume, H
    Sensors and Transducer Journal, 9, 56, 70, 2010, [Peer-reviewed]
    English, Scientific journal
  • A correspondence matching technique of dense checkerboard pattern for one-shot geometry acquisition
    Vinh Ninh Dao, Masanori Sugimoto
    ACM SIGGRAPH ASIA 2010 Sketches, SA'10, 2010, [Peer-reviewed]
    English, International conference proceedings, This paper presents a correspondence matching technique for a dense checkerboard pattern displayed by a projector-camera system for one-shot geometry acquisition purposes. It does not require color coding or complicated spatial encoding techniques to encode the corresponding positions of corners, and can find corresponding positions for an incomplete checkerboard pattern. We introduce a combination of epipolar geometry and topology constraints in the checkerboard pattern to solve correspondence ambiguities. To verify the feasibility of the technique, we have created a prototype scanning system that can construct the 3D geometry of a scenario for each image frame. The results of our experiments show that the technique can identify correspondences for a checkerboard pattern displayed on discontinuous surfaces and can reconstruct 3D geometry structures in real time.
  • Skeleton-growing: A vector-field-based 3D curve-skeleton extraction algorithm
    Natapon Pantuwong, Masanori Sugimoto
    ACM SIGGRAPH ASIA 2010 Sketches, SA'10, 2010, [Peer-reviewed]
    English, International conference proceedings, The vector-field-based method is one of the 3D curve-skeleton extraction algorithms. Typically, critical points in the vector field inside 3D objects are connected to form the curve-skeleton. However, critical points usually do not distribute to all important parts of the 3D object. Therefore, other features are used to produce a reliable result. Although this strategy can deliver a curve-skeleton that captures all of the important parts, the curve-skeleton usually comes with unnecessary segments. This paper proposes the skeleton-growing algorithm that automatically produces the curve-skeleton with small amounts of such segments. It searches for a set of high-curvature boundary voxels as starting points to find a set of suitable seed points that will be used to grow the curve-skeleton. We propose an unnecessary segment removal algorithm that can reduce the skeleton-noise density. A direction-selection algorithm is developed to avoid searching in irrelevant directions. The proposed method can produce a single reliable result curve-skeleton that could be applied in many different applications, including matching, animation, and visualization.
  • Multiscale visual object detection for unsupervised ubiquitous projection based on a portable projector-camera system
    Thitirat Siriborvornratanakul, Masanori Sugimoto
    Proceedings - 2010 Digital Image Computing: Techniques and Applications, DICTA 2010, 623, 628, 2010, [Peer-reviewed]
    English, International conference proceedings, Ubiquitous projection is the recent effort that tries to close the gap between the physical world and the virtual world by using a mobile projector. Using a projector and camera together has a conflict of preferred light conditions, making it difficult to implement a robust visual detector while retaining ubiquity. In this paper, we focus on techniques of visual object detection for a portable projector-camera system. The goal is to create a visual detector that requires no guidance from a user and is robust to different light conditions. Our investigation involves the multiscale concept using Canny edge detection as a representative detector. Five image simplification filters applied to the multiscale detection are examined for both accuracy and speed. In addition, preprocessing using histogram equalization and postprocessing are applied to ensure robustness in a real-world scenario, and to guarantee that the detection will always successfully detect objects using a constant set of parameters defined offline. Finally, we showed that using multiscale detection in a parallel manner can speed up the detection while not affecting the accuracy of the detection. © 2010 IEEE.
  • A robust recognition technique for dense checkerboard patterns
    Vinh Ninh Dao, Masanori Sugimoto
    Proceedings - International Conference on Pattern Recognition, 3081, 3084, 2010, [Peer-reviewed]
    English, International conference proceedings, The checkerboard pattern is widely used in computer vision techniques for camera calibration and simple geometry acquisition, both in practical use and research. However, most of the current techniques fail to recognize the checkerboard pattern under distorted, occluded or discontinuous conditions, especially when the checkerboard pattern is dense. This paper proposes a novel checkerboard recognition technique that is robust to noise, surface distortion or discontinuity, supporting checkerboard recognition in dynamic conditions for a wider range of applications. When the checkerboard pattern is used in a projector camera system for geometry reconstruction, by using epipolar geometry, this technique can recognize the corresponding positions of the crossing points, even if the checkerboard pattern is only partly detected. © 2010 IEEE.
  • An Accurate Technique for Simultaneous Measurement of 3D Position and Velocity of a Moving Object Using a Single Ultrasonic Receiver Unit
    Shigeki Nakamura, Tomohiko Sato, Masanori Sugimoto, Hiromichi Hashizume
    2010 INTERNATIONAL CONFERENCE ON INDOOR POSITIONING AND INDOOR NAVIGATION, IEEE, 2010, [Peer-reviewed]
    English, International conference proceedings, An ultrasonic localization system is described in the paper. To the best of our knowledge, this is the first system that can simultaneously identify not only the 3D position [1], but also the velocity of a moving object. The proposed system uses an original and innovative method called Extended Phase Accordance Method (EPAM) that can precisely identify the distance between an ultrasonic microphone and a moving transmitter by rapidly estimating the frequency shift of the transmitted signal. One remarkable feature of the proposed system is the use of a single compact receiver unit, which will reduce deployment labor and costs. Experiments demonstrate that the proposed system shows the 3D position and velocity estimation with sufficient accuracy.
  • Fast and Accurate Ultrasonic 3D Localization Using the TSaT-MUSIC Algorithm
    Kyohei Mizutani, Toshio Ito, Masanori Sugimoto, Hiromichi Hashizume
    2010 INTERNATIONAL CONFERENCE ON INDOOR POSITIONING AND INDOOR NAVIGATION, IEEE, 2010, [Peer-reviewed]
    English, International conference proceedings, We describe a fast and accurate indoor localization technique using the multiple signal classification (MUSIC) algorithm. This algorithm is known as a high-resolution method for estimating directions of arrival (DOAs) or propagation delays. A critical problem in using the MUSIC algorithm for localization is its computational complexity. Therefore, we devised a novel algorithm called Time Space additional Temporal MUSIC (TSaT-MUSIC), which can rapidly and simultaneously identify DOAs and delays of multicarrier ultrasonic waves from transmitters. Computer simulations have proved that the computation time of the proposed algorithm is almost constant in spite of increasing numbers of incoming waves, and is faster than that of existing methods based on the MUSIC algorithm. Experiments in real environments showed that the standard deviation of position estimations in 3D space is less than 10 mm, which is satisfactory for indoor localization.
  • Dvelopment and Evaluation of a Digital Vegetation Interacation Game for Childoren               
    Akiko Deguchi, Sigenori Inagaki, Fusako Kusunoki, Etsuji Yamaguchi, Yoshiaki Takeda, Masanori Sugimoto
    Entertainment Computing-ICEC 2009, 288-289, Sep. 2009, [Peer-reviewed]
    English, Scientific journal
  • Fostering students’ participation in face-to-face interactions and deepening their understanding by integrating personal and shared spaces. Z. Pan et al. (Eds.)
    Etsuji Yamaguchi, Shigenori Inagaki, Masanori Sugimoto, Fusako Kusunoki, Akiko Deguchi, Yuichiro Takeuchi, Takao Seki, Sanae Tachibana, Tomokazu Yamamoto
    Transactions on Edutainment II, Springer, Lecture Notes on Computer Science, Vol. 5660, pp.228-245, Jul. 2009, [Peer-reviewed]
    English, Scientific journal
  • A Scalable Tracking System Using Ultrasonic Communication
    Toshio Ito, Tetsuya Sato, Kan Tulathimutte, Masanori Sugimoto, Hiromichi Hashizume
    IEICE TRANSACTIONS ON FUNDAMENTALS OF ELECTRONICS COMMUNICATIONS AND COMPUTER SCIENCES, E92A, 6, 1408, 1416, IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG, Jun. 2009, [Peer-reviewed]
    English, Scientific journal, We have introduced a new ultrasonic-based localization method that requires only one ultrasonic receiver to locate transmitters. In our previous reports [1], [2], we conducted several fundamental experiments, and proved the feasibility and accuracy of our system. However the performance in a more realistic environment has not yet been evaluated. In this paper, we have extended our localization system into a robot tracking system, and conducted experiments where the system tracked a moving robot. Localization was executed both by our proposed method and by the conventional TOA method. The experiment was repeated with different density of receivers. Thus we were able to compare the accuracy and the scalability between our proposed method and the conventional method. As a result 90-percentile of the position error was from 6.2 cm to 14.6 cm for the proposed method, from 4.0 cm to 6.1 cm for the conventional method. However our proposed method succeeded in calculating the position of the transmitter in 95% out of total attempts of localization with sparse receivers (4 receivers in about 5 m x 5 m area), whereas the success rate was only 31% for the conventional method. From the result we concluded that although the proposed method is less accurate it can cover a wider area with sparse receivers than the conventional method. In addition to the dynamic tracking experiments, we also conducted some localization experiments where the robot stood still. This was because we wanted to investigate the reason why the localization accuracy degraded in the dynamic tracking. According to the result, the degradation of accuracy might be due to the systematic error in localization which is dependent on the geometric relationship between the transmitter and the receiver.
  • A user-adaptive city guide system with an unobtrusive navigation interface
    Yuichiro Takeuchi, Masanori Sugimoto
    PERSONAL AND UBIQUITOUS COMPUTING, 13, 2, 119, 132, SPRINGER LONDON LTD, Feb. 2009, [Peer-reviewed]
    English, Scientific journal, In this paper, we describe an intelligent location-aware city guide system, which adapts to each user's preferences, and uses an intuitive "metal detector'' interface for navigation. Our system analyzes each user's past location data history to estimate individual preferences, and allows users to find shops that match their tastes in the same way a metal detector would be used to detect metal objects. The procedure with which the system picks out shops that match each user's preferences includes a newly developed place learning algorithm, which can efficiently find frequented places, complete with their proper names (e. g. "The Ueno Royal Museum''). We have conducted a series of evaluation tests at a popular shopping district inside Tokyo, and the results validate the effectiveness of our overall approach.
  • 音波イメージングシステムの直感的 な設計評価を可能にする線形モデル               
    伊藤 俊夫, 杉本 雅則, 橋爪 宏達
    電子情報通信学会論文誌, J92-A, 8, 559, 570, 2009, [Peer-reviewed]
    Japanese, Scientific journal
  • 高精度超音波移動体測位のための位相一致法の拡張手法
    佐藤 哲也, 杉本 雅則, 橋爪 宏達
    電子情報通信学会論文誌, J92-A, 12, 953, 963, 2009, [Peer-reviewed]
    Japanese, Scientific journal
  • GENTORO : Design and Evaluation of a System for Supporting Storytelling in Mobile Mixed-reality Environments
    伊藤 俊廷, グェン トゥン ゴク, 杉本 雅則, 稲垣 成哲
    情報処理学会論文誌, 50, 12, 2819, 2830, 情報処理学会, 2009, [Peer-reviewed]
    Japanese, Scientific journal
  • A scalable ultrasonic-based localization system using the phase accordance method
    Toshio Ito, Tetsuya Sato, Kan Tulathimutte, Masanori Sugimoto, Hiromichi Hashizume
    Lecture Notes in Electrical Engineering, 49, 35, 54, 2009, [Peer-reviewed]
    English, International conference proceedings, We introduce a localization system using ultrasonic signals. Our system adopts the Phase Accordance Method, which we proposed previously for accurate distance measurement [1, 2]. Unlike other ultrasonic-based systems, our system can locate ultrasonic transmitters with only one receiver, thanks to the high accuracy of the Phase Accordance Method. Thus our system can cover wider areas with fewer beacons than conventional systems, improving the scalability of the system. To evaluate the scalability and accuracy of our system, we developed a robot-tracking system and conducted an experiment with a moving robot. During the experiment, localization was executed both by our proposed method and by a conventional method based on trilateration. The experiment was repeated with different densities of receivers so that we could compare the accuracy and the scalability of our proposed method with those of the conventional method. We found that the position error of our method was degraded from 6.1 cm to 14.6 cm compared with the conventional method. However, our method improved the success rate of localization from 31% to 95%. We also conducted some localization experiments in which the robot stood still. This was because we wanted to investigate why the accuracy was degraded in the dynamic tracking. The results showed that the degradation of accuracy might be because of a systematic error in localization that is dependent on the geometric relationship between the transmitter and the receiver. © 2009 Springer-Verlag Berlin Heidelberg.
  • High-resolution acoustic imaging using multi-carrier waveforms synthesized by genetic algorithm
    Toshio Ito, Masanori Sugimoto, Hiromichi Hashizume
    Proceedings - IEEE Ultrasonics Symposium, 2009, [Peer-reviewed]
    English, International conference proceedings, We propose an acoustic imaging method that can achieve high resolution and high image quality. Our imaging method is based on a combination of pulse compression and the synthetic transmit aperture (STA). Conventionally, these methods have often used signals modulated with M-sequences because of their relatively good orthogonality. However, the image quality is degraded by noise in the correlations between such signals. Our proposed method addresses this issue by intentionally synthesizing signals with suppressed correlations. We devised a new method for signal synthesis, in which the sub-carrier parameters of multi-carrier signals were optimized by a genetic algorithm. The simulation results showed that the optimized signals reduced the correlation noise by 7.8dB compared to the conventional M-sequence signals. The improvement in image quality was also verified by the simulation. ©2009 IEEE.
  • A robust and dynamic scene geometry acquisition technique for a mobile projector-camera system
    Vinh Ninh Dao, Masanori Sugimoto
    ACM SIGGRAPH ASIA 2009 Sketches, SIGGRAPH ASIA '09, 2009, [Peer-reviewed]
    English, International conference proceedings, This paper presents a new structured light pattern generation technique, which allows acquisition of scene geometry from a single image, under various projection conditions with relatively high acquisition density. We construct the pattern by using the geometrical constraints of the projector-camera system, and solve the correspondence problem based on the local connectivity of the feature points and edges of the projection pattern. This method is robust from image processing perspective, and allows rapid geometry scanning using a mobile projector-camera system.
  • GENTORO: A system for supporting children's storytelling using handheld projectors and a robot
    Masanori Sugimoto, Toshitaka Ito, Tuan Ngoc Nguyen, Shigenori Inagaki
    Proceedings of IDC 2009 - The 8th International Conference on Interaction Design and Children, 214, 217, 2009, [Peer-reviewed]
    English, International conference proceedings, This paper describes a system called GENTORO that uses a robot and a handheld projector for supporting children's storytelling activities. GENTORO differs from many existing systems in that children can make a robot play their own story in a physical space augmented by mixed-reality technologies. A user study conducted in collaboration with elementary school children and teachers indicates that GENTORO's features can enhance children's embodied participation in, and their level of engagement with, their storytelling activities, and can support children in designing and expressing creative and original stories Copyright 2009 ACM.
  • A PORTABLE PROJECTOR EXTENDED FOR OBJECT-CENTERED REAL-TIME INTERACTIONS
    Thitirat Siriborvornratanakul, Masanori Sugimoto
    2009 CONFERENCE FOR VISUAL MEDIA PRODUCTION: CVMP 2009, 118, 126, IEEE COMPUTER SOC, 2009, [Peer-reviewed]
    English, International conference proceedings, With the recent growth in projection technologies, interactive applications using portable projectors have received attention from research communities. However, almost all applications are limited to controller-centered interactions and few pay attention to the existence of other objects found in an environment. In this paper, we propose an object-centered interactive system using a single self-contained device. Physical objects are integrated into the system so virtual objects projected by a projector can respond to them in a realistic manner. The device consists of a portable projector, a FireWire camera, a motion sensor and a VGA splitter. A computational framework for the system is presented in the paper. We focus on the three fundamental requirements of the system and their solution. First, a projector and a camera were geometrically calibrated in real time using a motion sensor. Physical objects were then identified and tracked using particle filters. Finally, virtual information was projected using a nonintrusive projection technique. Two basic programs were implemented as proofs of concept, and experiments were conducted to evaluate the accuracy and speed of the proposed system.
  • An Ultrasonic 3D Positioning System Using a Single Compact Receiver Unit
    Masanori Sugimoto, Kan Tulathimutte, Toshio Ito, Tetsuya Sato, Hiromichi Hashizume
    LOCATION AND CONTEXT AWARENESS, 5561, 240, +, SPRINGER-VERLAG BERLIN, 2009, [Peer-reviewed]
    English, International conference proceedings, We present a system that can identify positions of objects in three-dimensional space using ultrasonic communications. The proposed system uses the time of flight of ultrasonic waves to calculate the distance between a transmitter and a microphone. An innovative method called the Phase Accordance Method is used for accurate detection of the arrival time of the ultrasonic signal for distance measurements. The main benefit of the proposed system is that it can locate positions of static and moving objects in a three-dimensional space by using only one compact receiver unit mounting three ultrasonic microphones: this will reduce the users' deployment tasks. Experimental results prove that the system possesses sufficient accuracy levels and stable performance of position measurements in static and dynamic situations, even though the beacon geometry of the system is pool.
  • 拡張現実感手法を用いた学習支援               
    杉本 雅則
    人工知能学会論文誌, 23, 2, 237, 242, 2008, [Invited]
  • 位相一致法による正確な超音波位置認識手法とその特性               
    橋爪 宏達, 金子 歩, 杉本 雅則
    電子情報通信学会論文誌, J91-A, 4, 435, 447, 2008, [Peer-reviewed]
    Japanese, Scientific journal
  • Nurturing Learners' Communities by Creating and Sharing Maps               
    Miura, S, Ravasio, P, Sugimoto, M
    PsychNology Journal, 6, 3, 269, 289, 2008, [Peer-reviewed]
    English, Scientific journal
  • Mobile display-based manipulation: An intuitive and interactive technique for manipulating simple robots
    Kazuhiro Hosoi, Vinh Ninh Dao, Akihiro Mori, Masanori Sugimoto
    Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, ACE 2008, 271, 274, 2008, [Peer-reviewed]
    English, International conference proceedings, In this paper, we propose the Mobile Display-based Manipulation (MDM) technique for manipulating simple robots such as automated cleaning robots. By capturing images of robots with a camera-attached mobile display and moving it in a three-dimensional space, a user can easily and intuitively manipulate the robots. To verify the validity and effects of the MDM technique, we developed two prototype systems using a handheld display and a projection display. Issues to be investigated and lessons learned through the design and evaluations of the systems are discussed. Coptright 2008 IEEE.
  • Clutter-aware adaptive projection inside a dynamic environment
    Thitirat Siriborvornratanakul, Masanori Sugimoto
    Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST, 241, 242, 2008, [Peer-reviewed]
    English, International conference proceedings, This paper presents a framework for a computationally adaptive projection metaphor using a handheld projector inside a dynamic cluttered environment. In addition to conventional self-correcting projection features, the framework uses multiple clutter tracking and adaptive target generation to define the clutter-aware target area for projection in a reliable manner. Using a paired projectorcamera system, the framework first builds high spatial frequency feature maps using a Laplacian pyramid approach. The feature maps are then passed to a rejection step to eliminate spurious features caused by contents of the projected image. After the resulting features representing clutters are processed by the appropriated design tracker, the target area for projection is generated. Finally, the desired information for projection is rendered and sent back to the projector. The framework can be used effectively for a clutter-aware handheld projector-based system without the need for a complex hardware setup or with any prior need to clean up the environment. Copyright 2008 ACM.
  • Clutter-aware Dynamic Projection System Using a Handheld Projector
    Thitirat Siriborvornratanakul, Masanori Sugimoto
    2008 10TH INTERNATIONAL CONFERENCE ON CONTROL AUTOMATION ROBOTICS & VISION: ICARV 2008, VOLS 1-4, 1271, 1276, IEEE, 2008, [Peer-reviewed]
    English, International conference proceedings, We propose a novel dynamic display approach using a handheld projector embedded with an ability to be aware of obstructing objects, called clutters. One camera is fixed on a projector to retrieve surface information. By integrating multiple target tracking knowledge using particle filters and gabor filters, the appearance and disappearance of unknown clutters are monitored. As a result, the unknown number of clutters can be tracked efficiently, while spurious objects are filtered out. No computation effort for tracking will be expended unless those clutters are persistently detected. At every time step, the projection target area adapts itself to suit with current situations of clutters and a projector. The biggest undistorted target area is placed on the clutter-free area adaptively with respect to the previous locations. The simulation results revealed that the system is effective for creating clutter-aware dynamic projection when a projector and clutters are moving in an unpredictable manner.
  • A Scalable Tracking System Using Ultrasonic Communication
    Toshio Ito, Tetsuya Sato, Kan Tulathimutte, Masanori Sugimoto, Hiromichi Hashizume
    PROCEEDINGS OF THE THIRD INTERNATIONAL CONFERENCE ON SENSING TECHNOLOGY, 31, +, IEEE, 2008, [Peer-reviewed]
    English, International conference proceedings, Recently a new method of indoor ultrasonic localisation was introduced. It is called the Phase Accordance Method and the authors claim that with this technology they could measure the 2D coordinates of the transmitter by a single receiver and a single transmission of ultrasound. Also this method is reported to be able to locate static objects more accurately than conventional methods. In this paper we evaluated the ability of the method to locate moving objects. Experiments with a prototype system and a moving robot were conducted, which showed satisfying results. Issues to be investigated in the future work are described.
  • Learning onomatopoeic expressions by animation
    Miki Namatame, Fusako Kusunoki
    ACM International Conference Proceeding Series, 203, 143, 146, 2007, [Peer-reviewed]
    English, International conference proceedings, This paper focuses on a design solution to Japanese onomatopoeic accessibility problems for the hard-of-hearing. Our research suggests that the onomatopoeic expressions accompanied by animation would be able to transmit emotional images of words. The animations were more effective than text or video clips. We believe that an animation dictionary would be an effective educational material that is understandable by hard-of-hearing students. Copyright 2007 ACM.
  • CoGAME : A Robot Navigation System Using Handheld Projectors
    Hosoi Kazuhiro, Dao Vinh Ninh, Mori Akihiro, Sugimoto Masanori
    Transactions of the Virtual Reality Society of Japan, 12, 3, 285, 294, THE VIRTUAL REALITY SOCIETY OF JAPAN, 2007, [Peer-reviewed]
    Japanese, Scientific journal, A projector mounted on mobile devices, which a user can freely move in a 3D space, could be not only an output device but also an input device which allows humans to manipulate mobile robots. Therefore, we explore human robot interaction using a handheld projector. For this purpose, we developed a cooperative game, CoGAME, in which players guide a simple robot with handheld projectors. In this game, players can connect projected maps each other, and they lead a robot to the goal cooperatively. In this paper, we present some techniques used in CoGAME, and show its evaluation.
  • 位置情報履歴を利用したユーザアダプティブな街案内システム               
    竹内 雄一郎, 杉本 雅則
    電子情報通信学会論文誌, J90-D, 11, 2981, 2988, 2007, [Peer-reviewed]
    Japanese, Scientific journal
  • User-adaptive home video summarization using personal photo libraries
    Yuichiro Takeuchi, Masanori Sugimoto
    Proceedings of the 6th ACM International Conference on Image and Video Retrieval, CIVR 2007, 472, 479, 2007, [Peer-reviewed]
    English, International conference proceedings, In this paper, we propose a user-adaptive video summarization system which accounts for individual preferences by analyzing contents of the user's personal photo library. Nowadays, it is common practice for people to keep thousands of photos in their PCs, taken with their digital cameras. Due to the similarities in characteristics between video and still photos, we assume that these libraries can be used to infer each user's preferences on video summarization. The system uses image classification techniques to determine which sections of the movie are "important" to the user, and performs summarization by cutting off sections regarded as unimportant, while taking care not to overly disrupt the continuity of the video. We have implemented a prototype of the system, and conducted a series of evaluation tests to assess its effectiveness. The results show that our overall approach has the potential to serve as a powerful automatic/semi-automatic video summarization solution. Copyright 2007 ACM.
  • A system for supporting group activities with a sensor-embedded board
    Masanori Sugimoto, Fusako Kusunoki, Hiromichi Hashizume
    IEEE TRANSACTIONS ON SYSTEMS MAN AND CYBERNETICS PART C-APPLICATIONS AND REVIEWS, 36, 5, 693, 700, IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, Sep. 2006, [Peer-reviewed]
    English, Scientific journal, This correspondence describes a system called ePro for supporting face-to-face group activities. ePro connects a sensor-embedded board that utilizes radio frequency identification (RFID) technology for object recognition and a computer simulation, and is currently used to discuss urban planning and environmental problems. Users collaboratively construct a town by placing pieces such as houses on the board. The computer simulation program automatically recognizes the arrangement of pieces on the board. It then shows environmental changes of the town through visualized simulation results. The goal of ePro is to initiate group discussions: The physical board supports the participation of each user by allowing them to manipulate physical objects, and the computer simulation gives users feedback on their manipulation, which triggers their further actions. A comparative user study of ePro (with and without the sensor-embedded board) was conducted. Through the study, ePro has proved its high usability and effectiveness in activating discussions in face-to-face group activities.
  • Toss-it: Intuitive information transfer techniques for mobile devices using toss and swing actions
    K Yatani, K Tamura, K Hiroki, M Sugimoto, H Hashizume
    IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS, E89D, 1, 150, 157, IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG, Jan. 2006, [Peer-reviewed]
    English, Scientific journal, Mobile devices have acceleratedly penetrated into our daily lives. Though they were originally designed as a communication too] or for personal use, and due to the rapid availability of wireless network technologies, people have begun to use mobile devices for supporting collaborative work and learning. There is, however, a serious problem in mobile devices related to their user interfaces. In this paper, we try to alleviate the problem and propose intuitive techniques for information transfer, which is one of the typical usages of mutually-connected computers. Our system, Toss-it, enables a user to send information from the user's PDA to other electronic devices with a "toss" or "swing" action, like a user would toss a ball or deal cards to others. The implementation of Toss-It consists of three principle parts - gesture recognition, location recognition, and file transfer. We especially describe the details of gesture recognition and location recognition. We then evaluate the practicability and usability of Toss-It through the experiments. We also discuss user scenarios describing how Toss-It can support users' collaborative activities.
  • Supporting self-directed learners and learning communities with sociotechnical environments
    FISCHER G.
    J. Research and Practice in Technology Enhanced Learning, 1, 1, 31, 64, 2006, [Peer-reviewed]
    English, Scientific journal
  • T-RHYTHM: 振動デバイスを用いたリズム学習支援システム               
    三浦 宗介, 杉本 雅則
    電子情報通信学会論文誌, J89-D, 6, 1260, 1268, 2006, [Peer-reviewed]
    Japanese, Scientific journal
  • 携帯端末の3次元位置に基づく投影画面の表示と直感的な操作手法の試み               
    杉本 雅則, 宮原 耕介, 井上 博司, 田村 晃一
    情報処理学会論文誌, 47, 6, 1976, 1986, 2006, [Peer-reviewed]
    Japanese, Scientific journal
  • Shepherd : A Mobile Interface for Multi-robot Controls from a User's Viewpoint
    Hosoi Kazuhiro, Sugimoto Masanori
    Transactions of the Virtual Reality Society of Japan, 11, 2, 225, 236, THE VIRTUAL REALITY SOCIETY OF JAPAN, 2006, [Peer-reviewed]
    Japanese, Scientific journal, In this paper, we propose a remote control technique for multi-robots that allows a user to control them from his viewpoint. By capturing an image of robots with a camera mounted on a mobile device and moving it in a three dimensional space, a user can intuitively control the robots as he would intend. We have developed the proposed technique by using radio-controlled cars and blimps. The preliminary user studies indicated that the proposed technique worked well for supporting users' intuitive manipulations. Several issues to be solved in the future work are discussed.
  • Video summarization using personal photo libraries
    Yuichiro Takeuchi, Masanori Sugimoto
    Proceedings of the ACM International Multimedia Conference and Exhibition, 213, 222, 2006, [Peer-reviewed]
    English, International conference proceedings, In this paper, we propose a video summarization system which takes into account users' individual preferences by using their personal photo libraries. Nowadays it is common, especially among people of younger generations, to store thousands of photos inside their PCs and manage them using software such as iPhoto and Picasa. These personal photo libraries contain rich information about the user's tastes, personalities, and lifestyles. Since still photos are in many aspects similar to video as a medium, we assume that these personal photo libraries can be used to estimate users' preferences on video summarization.Our system first divides a movie into short segments, and uses image classification techniques to judge whether each segment is meaningful to the user or not. If many photos with contents similar to the segment can be found in the user's photo library, the segment is judged as being "important" to the user. Conventional image classification techniques use public or commercial photo databases as training data, while our system uses personal photo libraries. This difference leads to the need of several modifications in the classification process.We have implemented a prototype version of our system, and have validated the effectiveness of our approach through evaluating both the accuracy of our image classification algorithm, and users' subjective satisfaction levels of the summarization results. Copyright 2006 ACM.
  • CarettaKids: A system for supporting children's face-to-face collaborative learning by integrating personal and shared spaces
    Akiko Deguchi, Masanori Sugimoto, Tomokazu Yamamoto, Etsuji Yamaguchi, Fusako Kusunoki, Takao Seki, Shigenori Inagaki, Sanae Tachibana, Yuichiro Takeuchi
    Proceeding of the 2006 Conference on Interaction Design and Children, IDC '06, 2006, 45, 48, 2006, [Peer-reviewed]
    English, International conference proceedings, We developed a new system called CarettaKids that supports face-to-face collaborative learning by children. CarettaKids uses a sensing board based on the Radio Frequency Identification (RFID) technology to support collaboration in a shared space, and the Personal Digital Assistant (PDA) device to support activity in personal spaces. We also introduced this system into an actual classroom environment to evaluate its performance in support for children's collaborative learning, by analyzing the childrens' interaction. As a result, we have confirmed that CarettaKids's feature of transition between two spaces, makes it possible for children to reflect on problems detected in the shared space so as to find solutions in their respective personal space, and to engage in an active exchange of opinions in the shared space, based on ideas generated from personal-space learning. Copyright 2006 ACM.
  • CityVoyager: An outdoor recommendation system based on user location history
    Yuichiro Takeuchi, Masanori Sugimoto
    UBIQUITOUS INTELLIGENCE AND COMPUTING, PROCEEDINGS, 4159, 625, 636, SPRINGER-VERLAG BERLIN, 2006, [Peer-reviewed]
    English, Scientific journal, Recommendation systems, which automatically understand user preferences and make recommendations, are now widely used in online shopping. However, so far there have been few attempts of applying them to real-world shopping. In this paper, we propose a novel real-world recommendation system, which makes recommendations of shops based on users' past location data history. The system uses a newly devised place learning algorithm, which can efficiently find users' frequented places, complete with their proper names (e.g. "The Ueno Royal Museum"). Users' frequented shops are used as input to the item-based collaborative filtering algorithm to make recommendations. In addition, we provide a method for further narrowing down shops based on prediction of user movement and geographical conditions of the city. We have evaluated our system at a popular shopping district inside Tokyo, and the results demonstrate the effectiveness of our overall approach.
  • Beyond binary choices: Integrating individual and social creativity
    G Fischer, E Giaccardi, H Eden, M Sugimoto, YW Ye
    INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, 63, 4-5, 482, 512, ACADEMIC PRESS LTD- ELSEVIER SCIENCE LTD, Oct. 2005, [Peer-reviewed]
    English, Scientific journal, The power of the unaided individual mind is highly overrated. Although society often thinks of creative individuals as working in isolation, intelligence and creativity result in large part from interaction and collaboration with other individuals. Much human creativity is social, arising from activities that take place in a context in which interaction with other People and the artifacts that embody collective knowledge are essential contributors.
    This paper examines: (1) how individual and social creativity can be integrated by means of proper collaboration models and tools supporting distributed cognitiori; (2) how the creation of shareable externalizations ("boundary objects") and the adoption of evolutionary process models in the construction of meta-design environments can enhance creativity and support spontaneous design activities ("unselfconscious cultures of design"); and (3) how a new design competence is emerging-one that requires passage from individual creative actions to synergetic activities, from the reflective practitioner to reflective communities and from given tasks to personally meaningful activities. The paper offers examples in the context of collaborative design and art practice, including urban planning, interactive art and open source. In the effort to draw a viable path "beyond binary choices", the paper points out some major challenges for the next generation of socio-technical environments to further increase the integration of individual and social creativity. (c) 2005 Elsevier Ltd. All rights reserved.
  • 実世界とのインタラクションによる学習支援               
    杉本 雅則
    教育システム情報学会誌, 22, 3, 161, 168, 2005, [Invited]
  • Interactive and enjoyable interface in museum.
    Fusako Kusunoki, Takako Yamaguti, Takuichi Nishimura, Koji Yatani, Masanori Sugimoto
    ACM International Conference Proceeding Series, 265, 1, 8, ACM, 2005
    International conference proceedings, Exhibitions at a scientific museum are usually difficult for ordinary school pupils. To improve the issues of current explanation systems, we use Personal Data Assistant (PDA) devices. Recent PDAs have enough functionality for people to interactively, individually, but it is not easy to assist that school pupils learn scientific knowledge merely using PDA.This research examined the main focus of the design and implementation of visual interfaces for PDAs for such a learning system. We aims the visual interface for PDAs have more interactive and entertainment to engage for learning scientific knowledge. Experiments using two prototype systems(Pi-book and Pit A Pat)implemented in the Flash/MX software toolkit have suggested the effectiveness on the performance and functionality of the proposed method.
  • Learning by doing: Space-associate language learning using a sensorized environment
    Yoshifumi Nishida, Makoto Hiramoto, Fusako Kusunoki, Hiroshi Mizoguchi
    2005 IEEE/RSJ International Conference on Intelligent Robots and Systems, IROS, 1583, 1588, IEEE Computer Society, 2005, [Peer-reviewed]
    English, International conference proceedings, This paper proposes a Learning-by-Doing (LBD) system for assisting learners of English as a foreign language, by providing educational content generated based on real-world behaviors in a sensorized environment. The LBD system consists of an ultrasonic location sensing system developed by the authors and an educational content server. The location of the student is monitored by ultrasonic sensors embedded around the learning room. The system voices English verbs related to objects around the student so that the student can obtain the language skills for expressing various activities of everyday life in English by performing real-world behaviors. The system was implemented experimentally in an English language school. Six subjects participated in an experiment evaluating the educational efficacy of the proposed system. Recall rates of learned verbs were compared among three methodologies, "Learning by text," "Learning by pictures and text," and "Learning by doing". Recall rates were measured at the following intervals: soon after the learning task, 2 days after, 4 days after, 7 days after, and 14 days after the learning task. The results indicate that the proposed LBD system increased the recall rate of learned words by 113% 14 days after the learning task. Overall, the system significantly increased the average recall rate by 102% in comparison to the other learning methodologies. © 2005 IEEE.
  • T-RHYTHM : A System for Supporting Rhythm Learning Using Tactile Device
    MIURA Sosuke, SUGIMOTO Masanori
    JSSE Research Report, 20, 2, 25, 30, Japan Society of Science Education, 2005
    Japanese, A system called T-RHYTHM that supports individual learners playing or singing in an ensemble is proposed. A learner using T-RHYTHM is not confused by other learners' performances, because he/she is given his/her own rhythm through tactile feedback. A rhythm of each learner is extracted based on a performance by an accompanist and transmitted to his/her tactile device via a wireless communication.
  • A System for Supporting Rhythm Learning through Senses of Touch
    Miura Sosuke, Sugimoto Masanori
    JSSE Research Report, 20, 4, 153, 156, Japan Society of Science Education, 2005
    Japanese, The T-RHYTHM system, that supports individual learners in playing or singing in solo or ensemble situations, is proposed. T-RHYTHM provides each learner the rhythm of music through tactile sense, and supports her so that she can recognize her own rhythm without being confused by other learners' performances or singing voices. The rhythm of the music given to each learner is determined based on a performance by an accompanist and transmitted to her vibration device via a wireless communication. The user studies of T-RHYTHM have been conducted in an elementary school in Chiba prefecture, in order to confirm how it can effectively improve learners' rhythm recognition skills.
  • Toss-it: Intuitive information transfer techniques for mobile devices
    Koji Yatani, Koiti Tamura, Keiichi Hiroki, Masanori Sugimoto, Hiromichi Hashizume
    Conference on Human Factors in Computing Systems - Proceedings, 1881, 1884, 2005, [Peer-reviewed]
    English, International conference proceedings, In recent years, mobile devices have rapidly penetrated into our daily lives. However, several drawbacks of mobile devices have been mentioned so far. The proposed system called Toss-It provides intuitive information transfer techniques for mobile devices, by fully utilizing their mobility. A user of Toss-It can send information from the user's PDA to other electronic devices with a toss or swing action, as the user would toss a ball or deal cards to others. This paper describes the current implementation of Toss-It and its user studies.
  • Musex: A system for supporting children's collaborative learning in a museum with PDAs
    Koji Yatani, Mayumi Onuma, Masanori Sugimoto, Fusako Kusunoki
    Systems and Computers in Japan, 35, 14, 54, 63, Dec. 2004, [Peer-reviewed]
    English, Scientific journal, In recent years, handheld devices have been playing an important role in children's learning. How to utilize mobile devices such as handheld devices to support collaborative learning has been an important research topic of Computer-Supported Collaborative Learning (CSCL). Educators in Japan are seeking an educational system structure that supports "integrated courses," which have been introduced due to the revision of National Curriculum Standards. We focused on a museum as one of the appropriate locations where "integrated courses" are held and constructed a system named Musex for supporting children's learning with two personal digital assistants (PDAs). Musex provides children with opportunities to answer questions related to exhibitions collaboratively. We performed an experiment on Musex in a science museum and discuss the results in this paper. ©2004 Wiley Periodicals, Inc.
  • A system for supporting collaborative learning with networked sensing boards
    Masanori Sugimoto, Fusako Kusunoki, Shigenori Inagaki, Kuniyoshi Takatoki, Atsushi Yoshikawa
    Systems and Computers in Japan, 35, 9, 39, 50, Aug. 2004, [Peer-reviewed]
    English, Scientific journal, The authors have used sensing boards based on RFID technology to construct a face-to-face group learning support system integrating the physical world and the virtual world. The system is shown to be useful through performance in that a learner without sufficient skill in using a computer can easily participate in learning, and knowledge acquired through textbooks and the like can be tested in the physical world. On the other hand, some problems have been pointed out: the utterances depend more strongly on the leader, and learning support with a higher degree of realism is desired. Consequently, in the system proposed in this paper, multiple sensing boards are placed at different sites so that the learner groups can communicate face-to-face. The sensing boards are connected through a network so that the operations on the board can influence each other. The learners in the group gather around the board and try to solve the problem face-to-face. They also interact with the learners in another group through a chat system. The learners in a primary school classroom used the system to study city design and environmental problems, and the effectiveness of the proposed system was demonstrated. © 2004 Wiley Periodicals, Inc.
  • Caretta: 個人空間と共有空間を統合した協調作業支援システム
    細井 一弘, 杉本 雅則, 橋爪 宏達
    人工知能学会論文誌, 19, 136, 144, 2004, [Peer-reviewed]
    Japanese, Scientific journal
  • Information transfer techniques for mobile devices by "Toss" and "Swing" actions
    K Yatani, K Tamura, M Sugimoto, H Hashizume
    SIXTH IEEE WORKSHOP ON MOBILE COMPUTING SYSTEMS AND APPLICATIONS, PROCEEDINGS, 144, 151, IEEE COMPUTER SOC, 2004, [Peer-reviewed]
    English, International conference proceedings, In recent years, mobile devices have rapidly penetrated into our daily lives. Several drawbacks of mobile devices have been mentioned so far, such as their limited computational capability, small screen real estate, and, so on, as compared with notebook or desktop computers. However, by fully utilizing the most notable feature of mobile devices, that is, mobility, we can explore possibilities for a new user interface of the devices. In this paper, we use PDAs and propose intuitive information transfer techniques for them, which could not be achieved with notebook or desktop computers. By using the system called Toss-It, a user can send information from the user's PDA to other electronic devices with a "toss" or "swing" action, as the user would toss a ball or deals cards to others. We have developed a circuit board designed to be attached to a PDA and algorithms for recognizing "toss" and "swing" actions. Preliminary user studies of Toss-It indicated that it could correctly identify receivers of information by "toss" or "swing" actions. Our research project is in progress, and this paper describes the current status of the project by focusing on issues related to HCI (Human Computer Interaction). We will discuss about several critical issues to be investigated in our future studies.
  • Musex: 博物館におけるPDAを用いた協調学習支援システム               
    矢谷 浩司, 大沼 真弓, 杉本 雅則, 楠 房子
    電子情報通信学会論文誌, J86-D-I, 10, 773, 782, 2003, [Peer-reviewed]
    Japanese, Scientific journal
  • Epro2: Design of a System and a Curriculum to Support Group Learning for School Children.
    Masanori Sugimoto, Fusako Kusunoki, Shigenori Inagaki, Kuniyoshi Takatoki, Atsushi Yoshikawa 0002
    303, 312, 2003
    International conference proceedings
  • Electronically enhanced board games by integrating physical and virtual spaces
    Fusako Kusunoki, Masanori Sugimoto, Hiromichi Hashizume
    IFIP Advances in Information and Communication Technology, 112, 207, 214, Springer New York LLC, 2003, [Peer-reviewed]
    English, International conference proceedings, This paper describes an electronically enhanced board called E 2board. The motivation of our work comes from a traditional board game, which groups of players enjoy in a face-to-face situation by manipulating pieces on a physical board. In order to enhance users' excitement and immersiveness, a physical board and a virtual world created by a computer are linked together with E 2board. An important function of E 2board is the rapid recognition of massive numbers of different objects. The authors have developed several applications using E 2board: not only games, but also systems for supporting group activities. Some of these applications are shown. © 2003 by Springer Science+Business Media New York.
  • A group learning support system enhancing the externalization of thinking
    Fusako Kusunoki Masanori Sugimoto Hiromichi Hashizume
    Systems and Computers in Japan, 33, 6, 93, 100, 15 Jun. 2002, [Peer-reviewed]
    English, Scientific journal, This paper discusses a group learning support system that promotes the externalization of thinking and sharing of understanding. The proposed system has the following two features. (1) Game characteristics are introduced in order to motivate the participation of the learners. (2) By combining a board game with computer simulation, externalization of thinking and sharing of understanding are supported. The effectiveness of the proposed system was evaluated experimentally in a primary school. The results confirmed the effectiveness of the proposed system. © 2002 Wiley Periodicals, Inc. Syst. Comp. Jpn.
  • Symphony-Q: A support system for learning music in collaborative learning               
    Fusako Kusunoki, Masanori Sugimoto, Hiromichi Hashizume
    Proceedings of the IEEE International Conference on Systems, Man and Cybernetics, 4, 129, 134, 2002
    English, International conference proceedings, This paper describes the Symphony-Q support system for learning music. This system integrates a sensing board and a computer, and is used for collaborative learning in a face-to-face setting. One of the aims of Symphony-Q is to enhance music experiences: children who do not have music skills can easily participate in music learning, enjoy making sounds, and play rhythmically to music in collaboration with others. The paper discusses comments and feedback from school children and their teachers, which were collected during experiments with Symphony-Q carried out in a Japanese public elementary school.
  • 思考の外化を支援することによるグループ学習支援システム               
    楠 房子, 杉本 雅則, 橋爪 宏達
    電子情報通信学会論文誌, J83-DI, 6, 580, 587, 2002, [Peer-reviewed]
    Japanese, Scientific journal
  • A Group Learning Support System for Promoting Discussions by Allowing Learners to Use Knowledge in a Physical World
    KUSUNOKI Fusako, SUGIMOTO Masanori, INAGAKI Shigenori, TAKATOKI Kuniyoshi
    Journal of Science Education in Japan, 26, 6, 34, 41, Japan Society for Science Education, 2002, [Peer-reviewed]
    Japanese, Scientific journal, A traditional teaching method is useful in that it can effectively transfer knowledge from teachers to students. However, in this method, students are regarded as passive recipients of knowledge, and they are not well motivated for and engaged in their learning. CSCL (Computer Support Collaborative Learning) , that has begun to attract considerable attention recently, is aimed at raising motivations by allowing learners to discuss and interact actively. This paper proposes a system that integrate physical and virtual worlds with advanced information technologies. The system is used for supporting group learning. An example of practice in an elementary school is also described.
  • ネットワーク型センシングボードを用いることによる協調学習支援システムの構築               
    杉本 雅則, 楠 房子, 稲垣 成哲, 高時 邦宜, 吉川 厚
    電子情報通信学会論文誌, J85-D-1, 12, 1152, 1163, 2002, [Peer-reviewed]
    Japanese, Scientific journal
  • An Electronically Enhanced Board Game with a Multiple Input Device
    Kusunoki Fusako, Sugimoto Masanori, Hashizume Hiromichi
    Transactions of the Virtual Reality Society of Japan, 7, 4, 487, 494, THE VIRTUAL REALITY SOCIETY OF JAPAN, 2002, [Peer-reviewed]
    Japanese, Scientific journal, In this paper, several electronically enhanced board games are described. The motivation of our work conies from a traditional board game, which a group of players enjoy in a face-to-face situation by manipulating pieces on a physical board. With E^2board (Electronically Enhanced Board), that has been devised by the authors, a physical board and a virtual world created by a computer are linked together, and therefore a game itself will be more exciting and immersive. In order to construct inboard, a function of quickly recognizing massive objects which are different from each other is necessary. We use the RFID technology and devise a new method for parallel processing of data transmission. By using E^2board, we have so far developed several applications: not only games but also systems for supporting collaborative work and learning. In this paper, systems called BoardHockey, CatchTheButtefly, BoardFighter, and Symphony-Q are shown.
  • A system for supporting group learning in face-to-face and networked environments.
    Masanori Sugimoto, Fusako Kusunoki, Shigenori Inagaki, Kuniyoshi Takatoki, Atsushi Yoshikawa 0002
    4, 4, 2002
    International conference proceedings
  • Design of an interactive system for group learning support
    Masanori Sugimoto, Fusako Kusunoki, Hiromichi Hashizume
    Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, DIS, 50, 55, 2002, [Peer-reviewed]
    English, International conference proceedings, In this paper we describe our project to design a system that can be used as a teaching aid to support group learning in elementary school education. The system enhances the learning outcome for pupils who have studied environmental problems using a textbook, by allowing them to construct a town in a physical space and to assess the construction through computer simulations. The system was designed in collaboration with teachers and their pupils in elementary schools. Lessons learned from the collaborative design processes are described. © Copyright 2002. ACM.
  • ePro: A system for supporting collaboration that enhances interactions
    Masanori Sugimoto, Fusako Kusunoki, Hiromichi Hashizume
    Proceedings of the IEEE International Conference on Systems, Man and Cybernetics, 2, 745, 750, 2000, [Peer-reviewed]
    English, Scientific journal, Many systems that support group activities utilize computer and network technologies so that people in different places or time can communicate with each other. In this paper, we propose a system called ePro for supporting face-to-face collaboration by integrating physical and virtual worlds. In order to enhance interactions among group members and raise their engagement, ePro connects a sensor-embedded board and a computer simulation. In our current implementation, ePro is used to discuss about urban planning and environmental problems. Group members collaboratively construct a town by placing a piece such as a house on a sensor-embedded board (physical world). The computer simulation program automatically recognizes the arrangement of pieces on the board. It then visualizes environmental changes of the town on the board through simulations (virtual world). The visualization shown to the group member amplifies interaction among them, and gives them feedback for redesigning the town on the board. In order to evaluate the effects of supporting group activities by combining physical and virtual worlds, preliminary experiments with ePro were carried out.
  • 情報収集システムにおけるユーザモデリングと適応的インタラクション               
    杉本 雅則
    人工知能学会論文誌, 14, 1, 25, 32, 1999
  • グループには頭がない - 社会的インタラクションを支援するための概念的枠組みとシステム               
    Fischer, G. 杉本
    情報処理, 40, 6, 575, 582, 1999, [Invited]
  • A System for Visualizing Viewpoints and Its Application to Intelligent Activity Support
    Sugimoto, M, Hori, K, Ohsuga, S
    IEEE Transactions on Systems, Man, and Cybernetics, 28, 1, 124, 136, 1998, [Peer-reviewed]
    English, Scientific journal
  • A system for constructing private digital libraries through information space exploration
    Masanori Sugimoto, Norio Katayama, Atsuhiro Takasu
    International Journal on Digital Libraries, 2, 1, 54, 66, 1998, [Peer-reviewed]
    English, Scientific journal, Digital libraries on the Internet are constructed separately and managed autonomously, and their semantics are different from each other. On the other hand, users of digital libraries have their own information needs. In order for users to fully utilize digital libraries, therefore, a new method for promoting mediation between the semantics of digital libraries and users' information needs is vital. COSPEX (Conceptual SPace EXplorer), proposed in this paper, is a system that can enhance such mediation. Through the exploration of information spaces encompassing multiple digital libraries, users of COSPEX can construct their own private digital libraries. © Springer-Verlag 1998.
  • A system for exploring information spaces               
    Masanori Sugimoto, Norio Katayama, Atsuhiro Takasu
    Advances in Human Factors/Ergonomics, 21, 759, 762, 1997
    English, International conference proceedings, In this paper we describe a system called COSPEX (Conceptual SP ace EXplorer) for assisting users in their exploration of information spaces. By using it interactively, users can effectively discover necessary information and new information which is useful for their intelligent activities.
  • A system to visualize different viewpoints for supporting researchers' creativity
    M Sugimoto, K Hori, S Ohsuga
    KNOWLEDGE-BASED SYSTEMS, 9, 6, 369, 376, ELSEVIER SCIENCE BV, Oct. 1996, [Peer-reviewed]
    English, Scientific journal, In this paper we describe a system to visualize different viewpoints for supporting researchers' creativity. The system has a text database composed of journal and conference papers. It elicits the viewpoints of the papers automatically and visualizes the semantic relations between them. By using it the users can find new viewpoints on their own research and form creative ideas. To evaluate the system, we carried out the user studies not only for creativity aid but also for communication aid and information retrieval, and confirmed its effectiveness.
  • A document retrieval system for assisting creative research
    M. Sugimoto, K. Hori, S. Ohsuga
    Proceedings of the International Conference on Document Analysis and Recognition, ICDAR, 1, 167, 170, IEEE Computer Society, 1995
    English, International conference proceedings, A document retrieval system for researchers in the field of science and techno2ogy is described. The main feature of the system is the visualization of the semantic relations between documents and interactive operation to it. The system has a text database composed of a large number of journal and conference papers. It elicits keywords from each paper by an automatic indexing algorithm and then visualizes the relations between the papers and their keywords in a metric space by a statistical method. We carried out several experiments. Through them we have confirmed that our system is egective because it can assist the users in their query formation and modification while they use it. Our system can also assist the users in their creative research because they can find the relations between the papers and their keywords which they haven't noticed so far. In the experiment on efectiveness of retrieval we have confirmed that our system can realize high recall and precision ratio.
  • A system for assisting creative research activity
    M SUGIMOTO, K HORI, S OHSUGA
    SYMBIOSIS OF HUMAN AND ARTIFACT: FUTURE COMPUTING AND DESIGN FOR HUMAN-COMPUTER INTERACTION, 20, 685, 690, ELSEVIER SCIENCE PUBL B V, 1995, [Peer-reviewed]
    English, International conference proceedings
  • METHOD TO ASSIST THE BUILDING AND EXPRESSION OF SUBJECTIVE CONCEPTS AND ITS APPLICATION TO DESIGN-PROBLEMS
    M SUGIMOTO, K HORI, S OHSUGA
    KNOWLEDGE-BASED SYSTEMS, 7, 4, 233, 238, ELSEVIER SCIENCE BV, Dec. 1994, [Peer-reviewed]
    English, Scientific journal, The paper discusses how computers can assist human creativity. A support system has been built and applied to the domain of automobile design. The system uses multidimensional data and statistical methods, and configures a space for inspiring the users' design activity. In the first step, it assists them in forming individual design concepts. In the second step, it assists them in deciding their target design concepts. It has been confirmed that it works effectively through experiments. Some of the open questions on creativity support systems are also discussed.
  • 設計問題への発想支援システムの応用と発想過程のモデル化の試み               
    杉本 雅則, 堀 浩一, 大須賀 節雄
    人工知能学会誌, 8, 5, 575, 582, 1993, [Peer-reviewed]
    Japanese, Scientific journal
  • A Method for Assisting Creative Design Process               
    Sugimoto, M, Hori, K, Ohsuga, S
    Languages of design, 1, 4, 355, 365, 1993, [Peer-reviewed]
    English, Scientific journal

Other Activities and Achievements

  • SATOYAMA Management Game for SDGs Education
    武田義明, 溝口博, 楠房子, 舟生日出男, 杉本雅則, 山口悦司, 稲垣成哲, 日本科学教育学会研究会研究報告, 37, 5, 97, 102, Feb. 2023, [Domestic magazines]
    Japan Society for Science Education, Japanese, Report scientific journal
  • Development of a Learning-Support System for Science Using Collaboration and Body Movement for Hearing-Impaired Children: Learning Support for Plant Germination and Growth Conditions.
    Ryohei Egusa, Naoki Komiya, Fusako Kusunoki, Hiroshi Mizoguchi, Miki Namatame, Shigenori Inagaki, Computers Helping People with Special Needs - 17th International Conference, 157, 165, 2020, [Peer-reviewed]
    Springer
  • Estimation of Degree of Interest during Walking using an EDA Sensor ~ Toward Quantitative Exhibition Evaluation in Museums ~
    Takaya Iio, Fusako Kusunoki, Shingeori Inagaki, Hiroshi Mizoguchi, Proceedings of International Conference on Sensing Technology (ICST2019), 116, 119, Dec. 2019, [Peer-reviewed]
    IEEE, English
  • Motion Detector Training with Virtual Data for Semi-Automatic Motion Analysis --Elimination of Real Training Data Collection using 3DCG Synthesis--
    Yukiya Shingai, Fusako Kusunoki,, Shigenori Inagaki, Hiroshi Mizoguchi, Proceedings of International Conference on Sensing Technology (ICST2019), 107, 110, Dec. 2019, [Peer-reviewed]
    IEEE, English
  • Novel Application of an RGB-D Camera for Face-Direction Measurements and Object Detection --Towards Understanding Museum Visitors' Experiences--
    Nanami Saito, Fusako Kusunoki, Shigenori Inagaki, Hiroshi Mizoguchi, Proceedings of International Conference on Sensing Technology (ICST2019), 120, 123, Dec. 2019, [Peer-reviewed]
    IEEE, English
  • Facial Expression Recognition Using Ear Canal Transfer Function
    Takashi Amesaka, Hiroki Watanabe, Masanori Sugimoto, Proceedings of the 23rd International Symposium on Wearable Computers (ISWC 2019), 1, 9, Sep. 2019, [Peer-reviewed]
    ACM, English
  • 環境教育コンテンツ「里山管理ゲーム」評価のための視線計測に関する研究
    川口 漱也, 溝口 博, 江草 遼平, 武田 義明, 山口 悦司, 稲垣 成哲, 仲西 風人, 朝比奈 翔太, 楠 房子, 舟生 日出男, 杉本 雅則, 情報処理学会研究報告, 2019-DCC-21, 1, 3, 2019
  • 没入型コンテンツに向けたプレイヤー識別に関する研究
    江草 遼平, 杉本 雅則, 楠 房子, 稲垣 成哲, 溝口 博, 情報処理学会研究報告, Vol.2019-DCC-21, No.13, 1, 3, 2019
  • 3-D Localization for Smartphones using a Single Speaker
    Hiroaki Murakami, Masanari Nakamura, Hiromichi Hashizume, Masanori Sugimoto, In Proceedings of IPIN 2019, 1, 8, 2019, [Peer-reviewed]
    IEEE, English
  • Augmentation of Environmental Education Using a Forest Management Game to Stimulate Learners’ Self-Discovery               
    Kawaguchi Shuya, Mizoguchi Hiroshi, Egusa Ryohei, Takeda Yoshiaki, Yamaguchi Etsuji, INAGAKI SHIGENORI, Kusunoki Fusako, Funaoi Hideo, Sugimoto Masanori, Proceedings of XVIII IOSTE Symposium: Future Educational Challenges from Science and Technology Perspectives, 122, 127, Jan. 2019, [Peer-reviewed]
    English
  • 里山管理ゲーム:効果的な環境教育のための植生遷移学習支援システム               
    川口 漱也, 溝口 博, 江草 遼平, 武田 義明, 山口 悦司, 稲垣 成哲, 楠 房子, 舟生 日出男, 杉本 雅則, 日本理科教育学会(SJST2018)全国大会発表論文集第16号, 494, 494, Aug. 2018
    Japanese
  • 里山管理ゲームを用いた植生遷移学習支援システムの研究-理科教育へのロボ・メカ技術の活用-               
    川口 漱也, 溝口 博, 江草 遼平, 武田 義明, 山口 悦司, 稲垣 成哲, 楠 房子, 舟生 日出男, 杉本 雅則, 日本機械学会ロボティクス・メカトロニクス講演会2018(ROBOMECH2018)講演論文集, 2P2-B06(1), 2P2-B06(2), Jun. 2018
    Japanese
  • 複数人物の三次元位置計測技術を用いた博物館学習支援に関する研究               
    徳岡 幹大, 溝口 博, 江草 遼平, 稲垣 成哲, 楠 房子, 杉本 雅則, 日本機械学会ロボティクス・メカトロニクス講演会2018(ROBOMECH2018)講演論文集, 1P1-D07(1), 1P1-D07(2), Jun. 2018
    Japanese
  • 原始人体験ゲーム:子供のための原始人生活学習支援システムの研究-社会科教育へのメカトロ技術の活用-               
    佐古 奈津希, 小沢 隆徳, 江草 遼平, 杉本 雅則, 楠 房子, 稲垣 成哲, 溝口 博, 日本機械学会ロボティクス・メカトロニクス講演会2018(ROBOMECH2018)講演論文集, 1P1-D10(1), 1P1-D10(2), Jun. 2018
    Japanese
  • CHI勉強会2017:ネットワーク連携した勉強会とその支援システム
    松村耕平, 尾形正泰, 小野哲雄, 加藤淳, 阪口紗季, 坂本大介, 杉本雅則, 角康之, 中村裕美, 西田健志, 樋口啓太, 安尾萌, 渡邉拓貴, 情報処理学会研究報告(Web), 2017, HCI-174, Vol.2017‐HCI‐174,No.13,1‐8 (WEB ONLY), 16 Aug. 2017
    Japanese
  • Study of Learning Support System to Improve Learning Effect by Connection between Creature Models and Digital Contents
    Ota YOSUKE, Komiyama MINA, Egusa RYOHEI, Kusunoki FUSAKO, Inagaki SHIGENORI, Sugimoto MASANORI, Mizoguchi HIROSHI, Proceedings of the Annual Meeting of Japan Society for Science Education, 41, 213, 214, Aug. 2017
    子供の教育において,直接的体験に基づく学習は効果的である。しかし,直接体験が困難である物は多く存在する。そこで著者らは,仮想環境上と実際の環境で体験をすることができる学習支援システムの開発を行っている。これは仮想環境上と実際の環境に再現されたものを見たり触ったりすることで,体験学習を行うものである。本研究ではその第一段階として,幼虫の擬態を体験できるシステムを開発した。このシステムを小学生に使用してもらい,システムの有用性を評価する実験を行った。本稿では現段階のシステム概要と実験の方法,および実験結果について述べる。, Japan Society for Science Education, Japanese
  • 植生遷移の学習支援のための里山管理ゲーム               
    川口漱也, 溝口博, 江草遼平, 武田義明, 山口悦司, 稲垣成哲, 楠房子, 舟生日出男, 杉本雅則, 日本理科教育学会(SJST2017)全国大会発表論文集第15号, 511, 511, Aug. 2017
    Japanese
  • High-Speed Visible Light Communication using Off-the-shelf Video Camera by Space Division Multiplexing
    雨夜 将吾, 嶋田 祥太, 秋山 尚之, 橋爪 宏達, 杉本 雅則, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 117, 130, 127, 132, 19 Jul. 2017
    電子情報通信学会, Japanese
  • OFDM Visible Light Communication using off-the-shelf video camera
    嶋田 祥太, 秋山 尚之, 橋爪 宏達, 杉本 雅則, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 117, 130, 121, 126, 19 Jul. 2017
    電子情報通信学会, Japanese
  • High-Speed Visible Light Communication using Off-the-shelf Video Camera by Space Division Multiplexing
    雨夜 将吾, 嶋田 祥太, 秋山 尚之, 橋爪 宏達, 杉本 雅則, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 117, 134, 159, 164, 19 Jul. 2017
    電子情報通信学会, Japanese
  • OFDM Visible Light Communication using off-the-shelf video camera
    嶋田 祥太, 秋山 尚之, 橋爪 宏達, 杉本 雅則, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 117, 134, 153, 158, 19 Jul. 2017
    電子情報通信学会, Japanese
  • OFDM Visible Light Communication using off-the-shelf video camera
    嶋田 祥太, 秋山 尚之, 橋爪 宏達, 杉本 雅則, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 117, 131, 135, 140, 19 Jul. 2017
    電子情報通信学会, Japanese
  • OFDM Visible Light Communication using off-the-shelf video camera
    嶋田 祥太, 秋山 尚之, 橋爪 宏達, 杉本 雅則, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 117, 133, 133, 138, 19 Jul. 2017
    電子情報通信学会, Japanese
  • High-Speed Visible Light Communication using Off-the-shelf Video Camera by Space Division Multiplexing
    雨夜 将吾, 嶋田 祥太, 秋山 尚之, 橋爪 宏達, 杉本 雅則, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 117, 133, 139, 144, 19 Jul. 2017
    電子情報通信学会, Japanese
  • OFDM Visible Light Communication using off-the-shelf video camera
    嶋田 祥太, 秋山 尚之, 橋爪 宏達, 杉本 雅則, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 117, 132, 175, 180, 19 Jul. 2017
    電子情報通信学会, Japanese
  • High-Speed Visible Light Communication using Off-the-shelf Video Camera by Space Division Multiplexing
    雨夜 将吾, 嶋田 祥太, 秋山 尚之, 橋爪 宏達, 杉本 雅則, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 117, 132, 181, 186, 19 Jul. 2017
    電子情報通信学会, Japanese
  • 人の感情・状態推定に向けた感情音声認識に関する研究               
    坂野 太亮, 竹村 裕, 杉本 雅則, 楠 房子, 稲垣 成哲, 溝口 博, 日本機械学会ロボティクス・メカトロニクス講演会2017(ROBOMECH2017)講演論文集, 2P2-G07(1), 2P2-G07(2), May 2017
    Japanese
  • タンジブルインターフェースとコンピュータインタラクションを連動させた生物教育支援システム               
    太田 耀介, 小宮山 みな, 江草 遼平, 稲垣 成哲, 楠 房子, 杉本 雅則, 溝口 博, 日本機械学会ロボティクス・メカトロニクス講演会2017(ROBOMECH2017)講演論文集, 1P1-Q08(1), 1P1-Q08(2), May 2017
    Japanese
  • 話者の感情表示コンテンツに向けた感情音声認識技術に関する研究               
    坂野 太亮, 木川 貴博, 溝口 博, 稲垣 成哲, 楠 房子, 杉本 雅則, 情報処理学会研究報告. DCC,デジタルコンテンツクリエーション, Vol.2017-DCC-15, No.43, 1, 4, Jan. 2017
    Japanese
  • 理科教育支援のための”さわれる”体験型デジタルコンテンツに関する研究               
    太田 耀介, 酒井 嗣之介, 玉木 晴也, 溝口 博, 小宮山 みな, 川端 美嶺, 楠 房子, 江草 遼平, 稲垣 成哲, 杉本 雅則, 情報処理学会研究報告. DCC,デジタルコンテンツクリエーション, Vol.2017-DCC-15, No.36, 1, 3, Jan. 2017
    Japanese
  • 感情推定に向けた笑声の特徴分析に関する研究               
    坂野 太亮, 木川 貴博, 溝口 博, 稲垣 成哲, 楠 房子, 杉本 雅則, 第17回SICEシステムインテグレーション講演会(SI2016)論文集, 61, 63, Dec. 2016
    Japanese
  • Spot Controllable Information Transfer Using Audible Frequency
    中村 将成, 秋山 尚之, 杉本 雅則, 橋爪 宏達, 情報処理学会論文誌, 57, 11, 2501, 2514, 15 Nov. 2016
    This paper describes a spot controllable information transfer method. The proposed method generates a beam-shaped spot using two COTS speakers. In our method, a symbol consists of two sinusoidal waves having different angular frequencies. The width and direction of a beam-shaped spot are controlled by an angular frequency difference of a pair of sinusoidal waves that compose symbols and a transmission time difference between two speakers. Multiple spots can be generated by transmitting multiple pairs of sinusoidal waves based on the princinple of the orthogonal frequency division multiplexing. By overlapping multiple beam-shaped spots, locations and sizes of areas enabling to receive information are controllable. Experiments using four COTS speakers and computer simulations show that the proposed method can generate controllable spots. Analyses of errors in real indoor environments indicate that they are caused by multipath signals, radiation damping of transmitted signals, and incident/output angle characteristics of a microphone and speakers., Japanese
  • 能動的な絵画鑑賞に向けた絵画鑑賞支援システムに関する研究
    玉木 晴也, 酒井 嗣之介, 吉田 龍一, 太田 耀介, 竹村 裕, 溝口 博, 楠 房子, 江草 遼平, 稲垣 成哲, 山口 悦司, 杉本 雅則, 生田目 美紀, 日本機械学会ロボティクス・メカトロニクス講演会2016(ROBOMECH2016)講演論文集, 2016, 2A2-13b6 (1), 2A2-13b6 (2), Jun. 2016
    Japanese
  • フルボディインタラクションを用いた子供の協調性向上のための協同ゲーム               
    酒井嗣之介, 玉木晴也, 太田耀介, 竹村裕, 江草遼平, 山口悦司, 稲垣成哲, 楠房子, 生田目美紀, 杉本雅則, 溝口博, 日本機械学会ロボティクス・メカトロニクス講演会2016(ROBOMECH2016)講演論文集, 2A2-13a2 (1), 2A2-13a2 (2), Jun. 2016
    Japanese
  • An Online Self-constructive Locally Updated Normalized Gaussian Network with Localized Splitting
    BACKHUS Jana, TAKIGAWA Ichigaku, IMAI Hideyuki, KUDO Mineichi, SUGIMOTO Masanori, 人工知能学会全国大会論文集(CD-ROM), 30th, 0, ROMBUNNO.3E4‐3, 3E43, 2016
    一般社団法人 人工知能学会, English
  • Adaptive Monte Carlo Tree Search for Incomplete Information Games
    大佐賀 猛, 野中 秀俊, 吉川 毅, 杉本 雅則, 情報処理学会論文誌数理モデル化と応用(TOM), 8, 1, 38, 44, 30 Mar. 2015
    Monte Carlo Tree Search (MCTS) is a search method for perfect information games and can be effectively used for incomplete information games too. Several extensions for the MCTS method were proposed, for example recursive MCTS or MCTS using information sets. However, these methods may not improve performance compared to the original MCTS. In this paper, we propose Adaptive Monte Carlo Tree Search (AMCTS) that changes the number of search times and search depth. We use a Synthetic Tree with redefined parameters as a target problem for the evaluation of our proposed method as this kind of problem corresponds to a variety of incomplete information games. The proposed method achieved higher performance than conventional methods., Information Processing Society of Japan (IPSJ), Japanese
  • 家屋内の異音検出に向けた3次元指向特性を有する球面配置マイクロホンアレイに関する研究
    中代貴大, 田口智貴, 江草遼平, 江草遼平, 生田目美紀, 杉本雅則, 楠房子, 山口悦司, 稲垣成哲, 武田義明, 溝口博, 日本ロボット学会学術講演会予稿集(CD-ROM), 33rd, 2015
  • 音波による3次元位置認識手法の系統誤差低減のための基礎検討
    中村将成, 秋山尚之, 杉本雅則, 橋爪宏達, 情報処理学会研究報告. HCI, ヒューマンコンピュータインタラクション研究会報告, 2014, 2, 1, 6, 07 Oct. 2014
    我々はこれまでに,音波を用いたスマートフォンの屋内 3 次元位置認識手法を提案した.屋内に設置した複数のスピーカから周波数の異なる音波を同時に送信し,スマートフォンで受信することで,毎秒 10 回ほどの高速な位置認識が可能であることを確認した.しかし,受信位置によっては,各スピーカから到来した音波の重畳パターンが原因となり,大きな系統誤差が生じることがわかっている.そこで,本稿ではこの系統誤差を除去する手法を提案し,評価実験によってその有効性を確かめた., 一般社団法人情報処理学会, Japanese
  • Testing of several function approximations for a partially observable card game
    BACKHUS JANA CATHRIN, NONAKA HIDETOSHI, YOSHIKAWA TAKESHI, SUGIMOTO MASANORI, Technical report of IEICE. Multimedia and virtual environment, 114, 73, 71, 76, 06 Jun. 2014
    Game playing is considered as an important research topic in the field of Artificial Intelligence, because its features resemble those of real world problems. Research aims contain creating strong computer players for the entertainment of humans and creating human-like learning algorithms. Wizard is a partially observable multi-player card game that is structured in rounds with different grades of information imperfectness. A computer player using reinforcement learning algorithm is considered for the game. Function approximation plays an important role in reinforcement learning. In our research, we tested different function approximation approaches for the game Wizard under the aspect of having different grades of information imperfectness in the game rounds. Experimental results show that the success of the function approximations is differing a lot for the game rounds as the game winning rate of the learning agent is differing between 0% and 26.74%., The Institute of Electronics, Information and Communication Engineers, English
  • Human SUGOROKU : Life-size Board Game for Children to Learn Vegetation Succession
    Yoshida Ryuichi, Adachi Takayuki, Muratsu Keita, Mizoguchi Hiroshi, Namatame Miki, Sugimoto Masanori, Kusunoki Fusako, Yamaguchi Etsuji, Inagaki Shigenori, Takeda Yoshiaki, Technical report of IEICE. Multimedia and virtual environment, 114, 73, 87, 90, 06 Jun. 2014
    In this study, we developed a simulation game called "Human SUGOROKU" that consists of a full-body interaction system to enable elementary school students to enjoy and learn vegetation succession. The students' sense of immersion is improved by enabling them to play this game using their body movements. This paper describes the structure of this system and the interview results., The Institute of Electronics, Information and Communication Engineers, Japanese
  • Human SUGOROKU : Life-size Board Game for Children to Learn Vegetation Succession
    Ryuichi Yoshida, Takayuki Adachi, Keita Muratsu, Hiroshi Mizoguchi, Miki Namatame, Masanori Sugimoto, Fusako Kusunoki, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda, IPSJ SIG technical reports, 2014, 17, 1, 4, 30 May 2014
    In this study, we developed a simulation game called "Human SUGOROKU" that consists of a full-body interaction system to enable elementary school students to enjoy and learn vegetation succession. The students' sense of immersion is improved by enabling them to play this game using their body movements. This paper describes the structure of this system and the interview results., Information Processing Society of Japan (IPSJ), Japanese
  • KIKIWAKE: Computer Entertainment for Children Using Sound Source Separation Technology
    Takahiro Nakadai, Tomoki Taguchi, Ryohei Egusa, Miki Namatame, Masanori Sugimoto, Fusako Kusunoki, Etsuji Yamaguchi, Sigenori Inagaki, Yoshiaki Takeda, Hiroshi Mizoguchi, IPSJ SIG technical reports, 2014, 18, 1, 2, 30 May 2014
    Mixed sounds can be separated from multiple sound sources by combining microphone array with signal processing. This technology can be separated three words uttered at the same time. It leads to future technical development that children are interested in this technology. The authors developed the game of using mixed and separated voice called "KIKIWAKE" by combining microphone array with signal processing., Information Processing Society of Japan (IPSJ), Japanese
  • KIKIWAKE : Computer Entertainment for Children Using Sound Source Separation Technology
    NAKADAI TAKAHIRO, TAGUCHI TOMOKI, EGUSA RYOHEI, NAMATAME MIKI, SUGIMOTO MASANORI, KUSUNOKI FUSAKO, YAMAGUCHI ETSUJI, INAGAKI SIGENORI, TAKEDA YOSHIAKI, MIZOGUCHI HIROSHI, Technical report of IEICE. Multimedia and virtual environment, 114, 73, 91, 92, 30 May 2014
    Mixed sounds can be separated from multiple sound sources by combining microphone array with signal processing. This technology can be separated three words uttered at the same time. It leads to future technical development that children are interested in this technology. The authors developed the game of using mixed and separated voice called "KIKIWAKE" by combining microphone array with signal processing., The Institute of Electronics, Information and Communication Engineers, Japanese
  • 1A2-L05 Method for Unifying Coordinate Systems of Multiple Various Sensors toward "Human SUGOROKU"(Digital Human)
    NAKAYAMA Tomohiro, ADACHI Takayuki, TAKEMURA Hiroshi, MIZOGUCHI Hiroshi, KUSUNOKI Fusako, SUGIMOTO Masanori, YAMAGUCHI Etsuji, INAGAKI Shigenori, TAKEDA Yoshiaki, ロボティクス・メカトロニクス講演会講演概要集, 2013, "1A2, L05(1)"-"1A2-L05(4)", 22 May 2013
    To realize "Human SUGOROKU", Kinect and Ultrasonic Sensor are used simultaneously. But there are two serious problems in using multiple sensors. The first problem is that own coordinate system of each sensor is inconsistent. The second problem is that it is difficult to locate sensors manually. In this paper, to solve these problems, the authors propose a method for unifying coordinate systems of multiple sensors. This method transform coordinate systems of multiple sensors to a canonical coordinate system configures by an instrument. We have experiment to assess the effectivity of this method using Kinect and Ultrasonic sensors. As a result, we succeed in unifying coordinate systems of these sensors., The Japan Society of Mechanical Engineers, Japanese
  • A Character Animation Technique from 3D Model Using Multi-Touch Device
    高原 健輔, Natapon Pantuwong, 吉川 毅, 野中 秀俊, 杉本 雅則, 研究報告エンタテインメントコンピューティング(EC), 2013, 27, 1, 6, 08 Mar. 2013
    本稿では,マルチタッチデバイスを用いて,どこでも誰でも簡単にアニメーションを生成できる手法を提案する.提案手法では,物理的な人形等をキャプチャした 3D モデルから自動的にスケルトンを抽出する.得られたスケルトンの複数箇所を同時に操作することで,効率よく所望の動作をデザインできることを目指す.提案手法を実装したアプリケーションを作成し,パイロットスタディを通してその改善点を調査した.In this paper, we propose a technique that allows novice users to create character animation with a mobile multi-touch device. The proposed technique first elicits skeletons from a 3D model of a physical puppet. Users then choose multiple parts of the skeletons and simultaneously manipulate them to create a pose of a character in an efficient manner. We have conducted a pilot study using a prototype system to clarify problems to be solved and functions to be improved., Japanese
  • 2B1-K23 3D Position Measurement for Game to Study Environmental Problem
    ADACHI Takayuki, GOSEKI Masafumi, MIZOGUCHI Hiroshi, KUSUNOKI Fusako, SUGIMOTO Masanori, YAMAGUCHI Etsuji, INAGAKI Sigenori, TAKEDA Yoshiaki, 年会論文集, 36, 540, 541, 27 Aug. 2012
    Japan Society for Science Education (JSSE), Japanese
  • 1P1-K04 A Fast And Accurate Distance Measurement Method Using RF Modulated Light(Future of Optronics)
    HASHIZUME Hiromichi, SUGIMITO Masanori, ロボティクス・メカトロニクス講演会講演概要集, 2012, "1P1, K04(1)"-"1P1-K04(4)", 27 May 2012
    This paper describes a system for fast and accurate distance measurement based on the phase accordance method. This method uses two carries of different frequencies and detects the time reference points as the phase matching instances of the carries. The method was originally developed for ultrasound measurement systems, however, we applied it to a light distance measurement system and achieved better accuracy comparing with popular laser distance meters., The Japan Society of Mechanical Engineers, Japanese
  • Design and Implementation of an Optical Ranging Method using Phase Accordance Method
    NAKAMURA Shigeki, INOUE Yuki, SUGIMOTO Masanori, HASHIZUME Hiromichi, IEICE technical report. Signal processing, 111, 486, 77, 82, 01 Mar. 2012
    We propose an optical ranging method using the phase accordance method. The proposed ranging technology has several advantages compared to existing optical methods: the short measurement time, the ability to measure without the use of special equipment and light sources, the ability to be applied to a variety of optical emitting devices and so on. Throughout evaluation experiments, we have conrmed that the proposed system can detect the distance with a 240μm accuracy (one measurement time: 2.5μs)., The Institute of Electronics, Information and Communication Engineers, Japanese
  • A Consideration of Deconvolution Filter upon Ultrasonic Imaging by Linear Sensor Array Signals
    MIZUTANI Kyohei, SUGIMOTO Masanori, HASHIZUME Hiromichi, IEICE technical report. Ultrasonics, 111, 443, 39, 44, 23 Feb. 2012
    We investigated deconvolution filters for acoustic imaging with 1 dimensional sensor array. In this paper four kinds filters were introduced and we compared them by conducting computer simulations. Furthermore a combination of plural deconvolution filters was considered., The Institute of Electronics, Information and Communication Engineers, Japanese
  • Proposal of Ultrasonic Chopper Radar
    HASHIZUME Hiromichi, SUGIMOTO Masanori, IEICE technical report. Ultrasonics, 111, 443, 57, 61, 23 Feb. 2012
    Pulse compression is a popular technology to enlarge the sensing range of radar systems. To airborne ultrasonic radar systems, however, the pulse compression technology is hardly applicable because in the usual usage of such radars, e.g., automobile backup parking sensors, the targets are located too close to the systems whereas the reflection signal takes a considerable attenuation. We propose the chopper radar system which utilizes chopped signal bursts that are modulated with pseudo random noise sequences. The chopper radar system is capable to improve the signal sensing of near fields for airborne ultrasonic radars, and will also be applicable to other radars such as under water detectors and medical echo imaging systems., The Institute of Electronics, Information and Communication Engineers, Japanese
  • An Accurate 3D Localization Technique using a Monocular Camera and Ultrasound
    KANIE Noriyoshi, Nakamura Shigeki, SUGIMOTO Masanori, HASHIZUME Hiromichi, IEICE technical report. Ultrasonics, 111, 443, 51, 56, 23 Feb. 2012
    本稿では、単眼カメラと超音波による三次元位置認識手法について提案する。我々は、これまでに高精度に位置推定が可能な位相一致法、又それに対してドップラーシフト補償を行った拡張位相一致法を用いた超音波測位によって誤差数十mm程度の三次元位置認識システムを実装した。しかし、このシステムでは奥行き方向に対して拡がり方向の誤差が十倍以上になってしまう。本稿で提案する手法では奥行き方向に超音波測位データを、拡がり方向にカメラによる画像データを用いており、高精度な三次元位置認識が可能である。また、ステレオカメラ等の従来の光学式の三次元位置認識システムに比べて、コンパクトな受信機で構成されている。, The Institute of Electronics, Information and Communication Engineers, Japanese
  • Improvement of Synthetic Transmit Aperture 3D Acoustic Imaging Using Compensation of Transmitter's Radiation Pattern
    LAOKULRAT Natsuda, SUGIMOTO Masanori, HASHIZUME Hiromichi, 電子情報通信学会技術研究報告. US, 超音波, 111, 443, 45, 49, 16 Feb. 2012
    English
  • A Game Construction Environment Using an Intuitive Robot Programming Technique and Its Evaluations
    藤田 智樹, 米海 鵬, 杉本 雅則, 研究報告 エンタテインメントコンピューティング(EC), 2011, 12, 1, 6, 19 Mar. 2011
    我々は,物理的なロボットをマルチタッチ入力が可能なテーブルトップ環境に導入することで,直感的なロボットプログラミングを行う手法の開発を進めている.本稿では,提案手法を用いることで,ゲームやシミュレーション等のアプリケーション構築を支援する環境について述べる.さらに、ユーザに作成してもらったアプリケーションの多様性やその構築プロセスの分析を通して,提案するゲーム構築支援環境についての評価を試みる.We have so far been developing an intuitive robot programming technique by introducing a physical robot on a tabletop platform. In this paper we propose an environment that supports users with less programming knowledge or experiences to construct mixed reality games and simulations by using our proposed robot programming technique. We try to evaluate the proposed environment through the diversity of applications that users create and analysis of their design processes., 情報処理学会, Japanese
  • Acoustic Image Reconstruction from Adaptive Microphone Array Signals using Back Projection
    MIZUTANI Kyohei, SUGIMOTO Masanori, HASHIZUME Hiromichi, IEICE technical report, 110, 419, 51, 56, 14 Feb. 2011
    We propose a new approach for acoustic imaging which employs back projection algorithm to process the signals from a static ultrasonic microphone array. The proposed method is expected to improve angular resolution. In this paper we describe the principle of this algorithm, explaining how it improves the resolution over the conventional methods. We conducted a computer simulation to verify the performance of the proposed algorithm. Through this simulation we could acknowledge the performance of the new algorithm which obtained an improved angular resolution over the conventional methods., The Institute of Electronics, Information and Communication Engineers, Japanese
  • A Rapid and High-quality Acoustic Imaging System for Object Tracking
    LAOKULRAT Natsuda, MAEDA Yasushige, SUGIMOTO Masanori, HASHIZUME Hiromichi, IEICE technical report, 110, 419, 39, 43, 14 Feb. 2011
    In this report, we propose a rapid and high-quality in-air acoustic imaging system. The system includes a 1-dimensional array of 16 ultrasonic sensors, 2 ultrasonic transmitters, and a processing unit with a Field Programmable Gate Array (FPGA). To perform high-speed acoustic imaging, parallel processing of image reconstruction algorithm is designed and implemented in the FPGA. To obtain high-quality images, the image reconstruction procedure is performed based on synthetic transmit aperture (STA) approach. This system can reconstruct an image within 240 milliseconds. Since the system is able to rapidly reconstruct images, the sequence of obtained images can be used for real-time application such as object tracking application., The Institute of Electronics, Information and Communication Engineers, English
  • Implementation of a Realtime Ultrasonic Imaging System Using a Planar MEMS Sensor Array and a Fast Beamformer Algorithm
    MAEDA Yasushige, SUGIMOTO Masanori, HASHIZUME Hiromichi, IEICE technical report, 110, 419, 45, 49, 14 Feb. 2011
    We developed an ultrasonic imaging system, which consists of a sensor array board with 128 ultrasonic MEMS microphones mounted on a planar grid, ADC modules, and an FPGA board. By utilizing the system, we are able to capture ultrasonic signals, and obtain a 3D image of spacial objects' arrangement. In this paper, we introduce the main features of the system, show the specification of the circuit and algorithms implemented in the FPGA, and discuss the usage of the FPGA resources., The Institute of Electronics, Information and Communication Engineers, Japanese
  • A Synthetic Transmit Aperture Imaging with PN-Modulated Complementary Codes
    FURUI Keita, SUGIMOTO Masanori, HASHIZUME Hiromichi, IEICE technical report, 110, 419, 57, 61, 14 Feb. 2011
    This paper describes a synthetic transmit aperture (STA) imaging technique using M-sequence-modulated complementary codes. Code division STA (CD-STA), one of the implementations of STA using codes with good correlation characteristics, has been investigated so far. However, CD-STA does not always achieve a high quality imaging due to correlation noises between transmitted signals. We verified the performance of the proposed method through computer simulations by comparing with CD-STA with M-sequence signals., The Institute of Electronics, Information and Communication Engineers, Japanese
  • 3P-18 An Accurate Estimation of 3D Position and Velocity Using Extended Phase Accordance Method and Adaptive Filtering(Poster Session)
    Nakamura Shigeki, Sato Tomohiko, Sugimoto Masanori, Hashizume Hiromichi, Proceedings of Symposium on Ultrasonic Electronics, 31, 491, 492, 06 Dec. 2010
    Steering committee of symposium on ultrasonic electronics, English
  • 3P-16 Basic Investigation on Acoustic Imaging Technique using Temporal Capon Algorithm and Filtered Backprojection Algorithm(Poster Session)
    Mizutani Kyohei, Sugimoto Masanori, Hashizume Hiromichi, Proceedings of Symposium on Ultrasonic Electronics, 31, 487, 488, 06 Dec. 2010
    Steering committee of symposium on ultrasonic electronics, English
  • 3P-13 Design and Implementation of Real-time Acoustic Imaging System Using Synthetic Transmit Aperture(Poster Session)
    Laokulrat Natsuda, Sugimoto Masanori, Hashizume Hiromichi, Proceedings of Symposium on Ultrasonic Electronics, 31, 481, 482, 06 Dec. 2010
    Steering committee of symposium on ultrasonic electronics, English
  • 3J-1 Design of Accurate Motion Capture System using Ultrasonic Communications(Measurement Techniques)
    Sato Tomohiko, Nakamura Shigeki, Terabayashi Kotaro, Sugimoto Masanori, Hashizume Hiromichi, Proceedings of Symposium on Ultrasonic Electronics, 31, 445, 446, 06 Dec. 2010
    Steering committee of symposium on ultrasonic electronics, English
  • P11 環境学習を支援する植生遷移ゲームの試験的評価 : ユーザインターフェースの観点から(研究発表(ポスター発表))
    山口 悦司, 武田 義明, 出口 明子, 楠 房子, 稲垣 成哲, 杉本 雅則, 日本理科教育学会近畿支部大会(大阪大会)発表要旨集, 2010, 0, 65, 65, 27 Nov. 2010
    日本理科教育学会, Japanese
  • P12 環境学習を支援する植生遷移ゲームの改良(研究発表(ポスター発表))
    出口 明子, 武田 義明, 稲垣 成哲, 山口 悦司, 杉本 雅則, 日本理科教育学会近畿支部大会(大阪大会)発表要旨集, 2010, 0, 27 Nov. 2010
    日本理科教育学会, Japanese
  • 1P1-C3 Digital Vegetation Interaction Game for Children's Environmental Learning
    DEGUCHI Akiko, KUSUNOKI Fusako, TAKEDA Yoshiaki, YAMAGUCHI Etsuji, INAGAKI Shigenori, SUGIMOTO Masanori, 年会論文集, 34, 0, 457, 458, 10 Sep. 2010
    Japan Society for Science Education (JSSE), Japanese
  • Fundamental Consideration on Ultrasonic Imaging Using Multi-carrier Signals
    MAEDA Yasushige, SUGIMOTO Masanori, HASHIZUME Hiromichi, IEICE technical report, 110, 91, 31, 36, 17 Jun. 2010
    Employing a transmitter and a number of receivers, we are able to estimate the angle and the distance to an arbitrary located object which reflects ultrasonic sound. It has been highly expected that we obtain precise results of the estimation if we utilize multi carrier signals as transmitter sound. The advantage of converting real-valued sensed signals into complex-valued analytic ones by making use of Hilbert transformation has been issued. Utilizing an array of MEMS sensors machine-mounted on a printed circuit board, and applying Hilbert transformation to the sensed values, we obtained fine estimation of time of arrival for the matched filters and the pulse compression. With an additional experiment on changing sampling frequency, a practical property of analytic sequence, or the tolerance of estimation for down-sampling is shown., The Institute of Electronics, Information and Communication Engineers, Japanese
  • An Indoor Localization Technique using MB-OFDM type UWB
    寺田 篤司, 杉本 雅則, 橋爪 宏達, 全国大会講演論文集, 72, 491, 492, 08 Mar. 2010
    Japanese
  • A cooking recipe recommendation system for mobile shopping environment
    NGUYEN Tuan Ngoc, SUGIMOTO Masanori, 全国大会講演論文集, 72, 885, 886, 08 Mar. 2010
    Japanese
  • Design of gesture for robot programming on multi-touch table
    NIIJIMA Arinobu, FUJITA Tomoki, MI Haipeng, SUGIMOTO Masanori, 全国大会講演論文集, 72, 0, 145, 146, 08 Mar. 2010
    Japanese
  • 1G2-F2 Development and Evaluation of Digital Vegetation Succession Game to Enhance Understanding of Relation between the Real World and the Virtual world
    DEGUCHI Akiko, KUSUNOKI Fusako, TAKEDA Yoshiaki, YAMAGUCHI Etsuji, INAGAKI Shigenori, SUGIMOTO Masanori, 年会論文集, 33, 0, 337, 338, 25 Aug. 2009
    Japan Society for Science Education (JSSE), Japanese
  • Optimization of Waveforms for Acoustic Imaging with Multiple Transmitters
    ITO Toshio, SUGIMOTO Masanori, HASHIZUME Hiromichi, IEICE technical report, 109, 107, 31, 36, 19 Jun. 2009
    In this paper, we propose a pair of waveforms that improves the quality of images obtained by the combination of the pulse compression and the sythetic transmit aperture imaging. Signals modulated with M-sequences have been used in conventional methods, because of their orthogonality. However, image quality is degraded by noise in auto- and cross-correlations of such signals. Using a genetic algorithm, we synthesized a pair of multi-carrier signals which suppresses the correlation noise. As a result, the noise was reduced by 7.6dB compared to M-sequence signals. Improvement in image quality was also confirmed by simulation., The Institute of Electronics, Information and Communication Engineers, Japanese
  • より自然なインタラクション技術の実現に向けて(<特集>編集委員今年の抱負2009:経糸から横糸まで)
    杉本 雅則, Masanori Sugimoto, 東京大学大学院工学系研究科, 人工知能学会誌 = Journal of Japanese Society for Artificial Intelligence, 24, 1, 19, 19, 01 Jan. 2009
    Japanese
  • Development of a Digital Vegetation Succession Game for Children to Enhance Fieldwork Experiences
    DEGUCHI Akiko, KUSUNOKI Fusako, INAGAKI Shigenori, SUGIMOTO Masanori, YAMAGUCHI Etsuji, KITANO Tatsuya, TAKEDA Yoshiaki, IPSJ SIG technical reports, 2008, 129, 23, 28, 13 Dec. 2008
    We have developed a digital vegetation succession game for children to enhance their fieldwork experiences. In this paper, we propose the background of our research, game design, the results of the pilot study using paper version of the game and future works., Information Processing Society of Japan (IPSJ), Japanese
  • Ultrasonic-based 3D Tracking System using a Single Beacon
    TULATHIMUTTE Kan, SUGIMOTO Masanori, HASHIZUME Hiromichi, 電子情報通信学会技術研究報告. USN, ユビキタス・センサネットワーク : IEICE technical report, 108, 138, 117, 122, 10 Jul. 2008
    English
  • Developing Music Appreciation by Interacting with Physical Artifacts
    Miura Sosuke, Sugimoto Masanori, IPSJ SIG Notes, 2008, 50, 101, 104, 21 May 2008
    In this paper, a tool for developing music appreciation of children by interacting with physical artifacts is discussed. For the appreciation of music, audience is required to identify small differences between expressions. To identify those differences, they need to recognize more parameters (pitch modulation, velocity, timbre, etc) from one sound. The proposed system enables learners to control and play those parameters of sounds by interacting with real objects in the physical world. The system also aims at developing the ability for identifying those differences through playing many kinds of sounds easily. We have prepared a prototype system and conducted the preliminary study with children., Information Processing Society of Japan (IPSJ), Japanese
  • A real-time simultaneous position and velocity measurement of a moving node using ultrasonic communication
    SATO Tetsuya, OIZUMI Taku, SUGIMOTO Masanori, HASHIZUME Hiromichi, 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(UBI), 2008, 40, 83, 90, 08 May 2008
    In this paper we present a real-time simultaneous position and velocity measurement system. Phase Accordance Method is used to determine an arrival time of the ultrasonic signal sent by a transmitter. A shift in frequency by Doppler effect is used to calculate the speed of a moving node. When the node is moving, the system using only Phase Accordance method alone is not capable of measuring the position of the node accurately. We enhanced the Phase Accordance Method so that it takes into account the frequency shift caused by the Doppler effect. The improved method succeeded in compensating the errors in the position estimation., Information Processing Society of Japan (IPSJ), Japanese
  • Robot Tracking System Using Ultrasonic Communication
    ITO TOSHIO, SUGIMOTO MASANORI, HASHIZUME HIROMICHI, 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(UBI), 2008, 40, 91, 98, 08 May 2008
    In this paper, we propose a novel robot tracking system using ultrasonic communication. Unlike other ultrasonic-based localization systems, our system adopts the Phase Accordance Method for distance measurement, which enables the system to locate a transmitter using just only one receiver. In order to evaluate the system, We have conducted localization experiments where the system tracks a moving robot. The result of the experiments shows that our system performs well when the transmitter is near the receiver, although the accuracy was much better when the transmitter and the receiver were fixed. The reasons for the error and the issues to be solved are discussed as well., Information Processing Society of Japan (IPSJ), Japanese
  • GENTORO: a storytelling supporting system using handheld projectors and robots
    伊藤 俊廷, Nguyen Tuan Ngoc, 杉本 雅則, 先進的学習科学と工学研究会, 52, 103, 108, 14 Mar. 2008
    人工知能学会, Japanese
  • A Support for Learning by Enhancing Experiences
    SUGIMOTO Masanori, Masanori Sugimoto, Graduate School of Frontier Sciences The University of Tokyo, Journal of Japanese Society for Artificial Intelligence, 23, 2, 210, 212, 01 Mar. 2008
    人工知能学会, Japanese
  • インタラクション技術と人工知能(<特集>編集委員2007年の抱負)
    杉本 雅則, Masanori Sugimoto, 人工知能学会誌 = Journal of Japanese Society for Artificial Intelligence, 22, 1, 11, 11, 01 Jan. 2007
    Japanese
  • Automatic Video Summarization using Personal Photo Libraries
    TAKEUCHI Yuichiro, SUGIMOTO Masanori, ITE technical report, 30, 55, 33, 36, 30 Oct. 2006
    映像情報メディア学会, Japanese
  • Design of Science Lesson Using a PDA and Sensing Board
    TACHIBANA Sanae, YAMAMOTO Tomokazu, SUGIMOTO Masanori, KUSUNOKI Fusako, INAGAKI Sigenori, YAMAGUCHI Etsuji, TAKEUCHI Yuichiro, DEGUCHI Akiko, SEKI Takao, 年会論文集;日本科学教育学会, 30, 127, 128, 10 Aug. 2006
    Japan Society for Science Education (JSSE), Japanese
  • Environmental Education in Primary School Using PDAs and Sensing Board
    杉本 雅則, 楠 房子, 稲垣 成哲, 山口 悦司, 橘 早苗, 山本 智一, 竹内 雄一郎, 出口 明子, 関 孝雄, 年会論文集;日本科学教育学会, 30, 121, 122, 10 Aug. 2006
    Japan Society for Science Education (JSSE), Japanese
  • The history of Learning with a Sensing Board and PDAs
    INAGAKI Shigenori, KUSUNOKI Fusako, SUGIMOTO Masanori, YAMAGUCHI Etsuji, TACHIBANA Sanae, YAMAMOTO Tomokazu, TAKEUCHI Yuichiro, DEGUCHI Akiko, SEKI Takao, 年会論文集;日本科学教育学会, 30, 123, 126, 10 Aug. 2006
    Japan Society for Science Education (JSSE), Japanese
  • Assessing of Learning with a Sensing Board and PDAs
    YAMAGUCHI Etsuji, SEKI Takao, DEGUCHI Akiko, SUGIMOTO Masanori, KUSUNOKI Fusako, INAGAKI Sigenori, TACHIBANA Sanae, YAMAMOTO Tomokazu, TAKEUCHI Yuichiro, 年会論文集;日本科学教育学会, 30, 129, 132, 10 Aug. 2006
    Japan Society for Science Education (JSSE), Japanese
  • A Relative Positioning System Using Ultrasonic Communications based Phase Accordance Method
    KANEKO A, SUGIMOTO M, HASHIZUME H, IEICE technical report, 105, 619, 35, 40, 28 Feb. 2006
    Recently, ubiquitous computing and context-aware computing have been very active research areas because of penetration of mobile devices. Location recognition technologies are expected to play an important role in these new computing environments. Although GPS (Global Positioning System) is widely used as an outdoor location recognition technology, indoor location recognition technologies have not been matured yet. In this paper, We proposed a rapid and accurate indoor location recognition technology, named "phase accordance method". It utilizes the phase information of a sync pattern in an ultrasonic wave to measure an accurate propagation time between a transmitter arid a receiver. Our initial experiment proved that the error of distance measurement is less than 4.5[mm] when the actual distance is within 3[m], and the error of angle measurement is about 1[deg] when the actual angle is within 30[deg]., The Institute of Electronics, Information and Communication Engineers, Japanese
  • Hybrid Touch:モバイルデバイスの表裏両面からの操作を連携させることによる直感的な入力手法
    廣木桂一, 矢谷浩司, 杉本雅則, 情報処理学会シンポジウム論文集, 2006, 4, 2006
  • Shepherd : A Mobile Interface for Multi-robot Controls from a User's Viewpoint
    細井 一弘, 杉本 雅則, 人工知能学会全国大会論文集, 20, 1, 4, 2006
    人工知能学会, Japanese
  • Toss-It : Intuitive Information Transfer Techniques for Mobile Devices Using Toss and Swing Actions
    YATANI Koji, TAMURA Koiti, HIROKI Keiichi, SUGIMOTO Masanori, HASHIZUME Hiromichi, IEICE - Transactions on Information and Systems D, 89, 1, 150, 157, 01 Jan. 2006
    Mobile devices have acceleratedly penetrated into our daily lives. Though they were originally designed as a communication tool or for personal use, and due to the rapid availability of wireless network technologies, people have begun to use mobile devices for supporting collaborative work and learning. There is, however, a serious problem in mobile devices related to their user interfaces. In this paper, we try to alleviate the problem and propose intuitive techniques for information transfer, which is one of the typical usages of mutually-connected computers. Our system, Toss-It, enables a user to send information from the user's PDA to other electronic devices with a "toss" or "swing" action, like a user would toss a ball or deal cards to others. The implementation of Toss-It consists of three principle parts - gesture recognition, location recognition, and file transfer. We especially describe the details of gesture recognition and location recognition. We then evaluate the practicability and usability of Toss-It through the experiments. We also discuss user scenarios describing how Toss-It can support users' collaborative activities., The Institute of Electronics, Information and Communication Engineers, English
  • ARHunter: A Multiplayer Game Using Gestural Input in a Location-Sensitive and Immersive Environment
    YATANI Koji, SUGIMOTO Masanori, HASHIZUME Hiromichi, IPSJ SIG technical reports, 2005, 125, 55, 62, 17 Dec. 2005
    By utilizing recent information and communication technologies, many researchers have been investigating studies on entertainment computing. In this paper, we propose an immersive entertainment environment combined with gestural input and location recognition technologies. Inertial sensors are used for recognizing players' gestures, and optical markers are used for recognizing players' locations and orientations. We have developed an entertainment application called ARHunter, which is a multi-player whack-a-mole like game. User studies of ARHunter indicated that it could enhance the level of players' engagement and excitement., Information Processing Society of Japan (IPSJ), Japanese
  • An Indoor Navitgation System Using Autonomus Flying Robots
    NITTA Ryo, HOSOI Kazuhiro, YABIKU Yasufumi, SUGIMOTO Masanori, IPSJ SIG technical reports, 2005, 125, 7, 14, 17 Dec. 2005
    In this paper, we report an indoor navigation system using autonomous flying robots. We aim to make the system interactive, so we adapt a gesture recognition function. There are many kinds of gestures. We use cyclic gestures in this system, because cyclic gestures are very important in a crowded exhibition hall in which we want to use our system. But, the blimp is always moving in the air, so it is difficult for the blimp to discriminate that gestures. We think about some kinds of methods to recognize that gestures., Information Processing Society of Japan (IPSJ), Japanese
  • K-048 An Outdoor Recommendation System based on User Location History
    Takeuchi Yuichiro, Sugimoto Masanori, 情報科学技術フォーラム一般講演論文集, 4, 3, 463, 466, 22 Aug. 2005
    Forum on Information Technology, Japanese
  • 2A1-S-060 Cooperative Localization for Multi-Flying Robots(Flying Robot 3,Mega-Integration in Robotics and Mechatronics to Assist Our Daily Lives)
    Hosoi Kazuhiro, Nitta Ryo, Yabiku Yasufumi, Sugimoto Masanori, ロボティクス・メカトロニクス講演会講演概要集, 2005, 176, 176, 09 Jun. 2005
    The Japan Society of Mechanical Engineers, Japanese
  • A Flying Robot That Interacts with Humans
    NITTA Ryo, HOSOI Kazuhiro, YABIKU Yasufumi, SUGIMOTO Masanori, IPSJ SIG technical reports, 2005, 59, 31, 36, 04 Jun. 2005
    We have developed a small flying robot which reacts with human gesture. At the begining, we applied an HMM-based gesture recognition technique to a flying robot. After that, by innovating the theoretical framework in which a human and a robot interact with each other repeatedly, we have improved the accuracy of the recognition., Information Processing Society of Japan (IPSJ), Japanese
  • T-RHYTHM : A System for Supporting Music LearningUsing Tactile Feedback
    MIURA Sosuke, SUGIMOTO Masanori, IPSJ SIG technical reports, 2005, 59, 37, 42, 04 Jun. 2005
    A system called T-RHYTHM that supports individual learners playing or singing in an ensemble is proposed. A learner using T-RHYTHM is not confused by other learners' performances, because he/she is given his/her own rhythm through tactile feedback. A rhythm of each learner is extracted based on a performance by an accompanist and transmitted to his/her tactile device via a wireless communication., Information Processing Society of Japan (IPSJ), Japanese
  • Remote Control for Robots from the Viewpoint of Users using Camera Phone
    HOSOI Kazuhiro, NITTA Ryo, YABIKU Yasufumi, SUGIMOTO Masanori, IPSJ SIG technical reports, 2005, 59, 25, 30, 04 Jun. 2005
    In this paper, we propose a remote control technique for indoor flying robots that allows a user to control them from his viewpoint. By capturing an image of robots with a camera mounted on a mobile phone and moving it in a three dimensional space, a user can intuitively control the robots as he would intend., Information Processing Society of Japan (IPSJ), Japanese
  • 超音波センサを用いた相対位置認識技術における通信及び測距技術
    菅野裕介, 金子歩, 矢谷浩司, 杉本雅則, 橋爪宏達, 情報処理学会全国大会講演論文集, 67th, 3, 761, 762, 02 Mar. 2005
    Japanese
  • 超音波センサを用いた相対位置認識デバイスの設計
    金子歩, 菅野裕介, 矢谷浩司, 杉本雅則, 橋爪宏達, 情報処理学会全国大会講演論文集, 67th, 3, 759, 760, 02 Mar. 2005
    Japanese
  • モバイルデバイスの表裏両面からの操作を連携させることによる効率的な入力手法
    広木桂一, 矢谷浩司, 杉本雅則, 情報処理学会シンポジウム論文集, 2005, 4, 2005
  • Information Transfer Techniques for Mobile Devices by Recognizing Users' Locations, Orientations and Gestures
    YATANI Koji, TAMURA Koiti, SUGIMTO Masanori, HASHIZUME Hiromichi, Human Interface, 6, 4, 31, 36, 05 Nov. 2004
    ヒュ-マンインタフェ-ス学会, Japanese
  • Interaction techniques for projected displays of mobile devices
    MIYAHARA Kosuke, INOUE Hiroshi, TSUNESADA Yuji, SUGIMOTO Masanori, Human Interface, 6, 4, 25, 30, 05 Nov. 2004
    ヒュ-マンインタフェ-ス学会, Japanese
  • A System for Supporting Collaborative Learning by Integrating Personal and Shared Spaces
    SUGIMOTO Masanori, KUSUNOKI Fusako, INAGAKI Shigenori, YAMAGUCHI Etsuji, 年会論文集;日本科学教育学会, 28, 497, 498, 06 Aug. 2004
    Japan Society for Science Education (JSSE), Japanese
  • A Location-Aware Outdoor Recommendation System
    TAKEUCHI Yuichiro, SUGIMOTO Masanori, Technical report of IEICE. HIP, 104, 169, 13, 18, 02 Jul. 2004
    Recommendation systems, systems that recommend data that matches the users' preferences and needs, have been an important field of research. One major field where recommendation systems are commonly used is online shopping. In this paper, we introduce a recommendation system for real-world shopping. Our system estimates the users' preferences by constantly recording the users' location, and analyzing the collected data. Our system is also equipped with an audio-based navigation system, which is necessary because users cannot move between items or shops with just one click, in the real world., The Institute of Electronics, Information and Communication Engineers, Japanese
  • 複数のセンサを利用することによるジェスチャ入力可能な携帯情報端末の設計
    田村晃一, 岸村俊哉, 矢谷浩司, 杉本雅則, 橋爪宏達, 情報処理学会全国大会講演論文集, 66th, 4, 2004
  • モバイルデバイスを用いた「振る」ことによる情報の移動を実現するインタフェース
    矢谷浩司, 岸村俊哉, 田村晃一, 杉本雅則, 橋爪宏達, 情報処理学会シンポジウム論文集, 2004, 5, 2004
  • 人間のジェスチャを利用した実世界指向携帯端末
    岸村俊哉, 田村晃一, 矢谷浩司, 杉本雅則, 橋爪宏達, 情報処理学会全国大会講演論文集, 66th, 4, 2004
  • A24 Designing a tool to enhance children's experience in a museum : Pi_book
    Yamaguchi Takako, Ishikawa Aoi, Yatani Koji, Kusunoki Fusako, Sugimoto Masanori, Proceedings of the Annual Conference of JSSD, 48, 49, 2004
    We propose the exhibition support system pibook. Pibook consists of a Personal Digital Assistant (PDA), and RFID and PC, and aims at learning on the spot of exhibition. An application system is the interactive animation created by flash, and game sence is high. We actually experiment in a museum, and since we analyzed the result., Japanese Society for the Science of Design, Japanese
  • 博物館におけるPDAを用いた協調学習支援システム
    矢谷 浩司, 杉本 雅則, 楠 房子, 年会論文集;日本科学教育学会, 27, 169, 170, 25 Jul. 2003
    一般社団法人日本科学教育学会, Japanese
  • Caretta : Integration of Shared and Personal Spaces for Group Activity Support
    HOSOI Kazuhiro, SUGIMOTO Masanori, Technical report of IEICE. HIP, 103, 166, 1, 6, 27 Jun. 2003
    In this paper, a system called Caretta that integrates personal and shared spaces to support face-to-face collaboration is described. We use PDAs and a multiple-input sensing board for personal and shared spaces, respectively. Users of Caretta can discuss and negotiate with each other in the shared space by manipulating physical objects, while they individually examine their ideas in their own personal spaces. Caretta allows users to participate in group activities interchangeably and seamlessly using both these spaces, and supports users in urban planning tasks. User studies to evaluate Caretta are described., The Institute of Electronics, Information and Communication Engineers, Japanese
  • PIBOOK : COLLABORATIVE LEARNING TOOL AT A MUSEUM
    KUSUNOKI Fusako, YATANI Kouji, ISHIKAWA Aoi, ISHIYAMA Ayako, YAMAGUTI Takako, SUGIMOTO Maasanori, Technical report of IEICE. HIP, 103, 166, 11, 15, 27 Jun. 2003
    Collaborative learning at museum exhibition is critical for elementary school pupil to interactively and attractively study new materials. This paper proposes Pi-book: a novel learning tool for the purpose. Pi-book is characterized by that (1) Pi-book is equipped with three kinds of portable devices: PDAs (Personal Data Assistances), CoBITs (Compact Battery-less Information Terminals), and RFID (Radio Frequency Identification) Tags as its user interface; (2) the display animation images at the PDA interactively change in a given situation; and 3) and Pi-book guides the users with phonetic information. We have experienced pibook system at science museum., The Institute of Electronics, Information and Communication Engineers, Japanese
  • The information technology for The Edutainment of event space
    楠房子, 石川葵, 石山琢子, 山口尚子, 矢谷浩司, 杉本雅則, 西村拓一, 人工知能学会全国大会論文集, 17th, Pt.2, 2003
  • Pi_book:博物館における展示支援ツール
    矢谷浩司, 石川葵, 石山琢子, 山口尚子, 西村拓一, 杉本雅則, 楠房子, 情報処理学会シンポジウム論文集, 2003, 7, 2003
  • Musex : System for supporting children's learning in a museum with PDAs
    矢谷 浩司, 大沼 真弓, 服部 亜珠沙, 杉本 雅則, 楠 房子, 情報処理学会研究報告ヒューマンコンピュータインタラクション(HCI), 2002, 111, 9, 16, 23 Nov. 2002
    学校などのような教育の場において、コンピュータを利用することが重要視されている。特に、パーソナルコンピュータよりも安価、持ち運びが可能、十分な性能を兼ね備えている等々の利点により、ハンドヘルデバイスを利用するシステムに注目が集まっている。また、来春の学習指導要領の改定により始まる「総合学習」に対応した教育システムの構築が求められている。本研究では、以上の要素を組みあわせ、「総合学習」の場として今後注目される博物館において、PDAを用いた学習支援システムの構築を行った。さらに構築したシステムを実際に博物館にて運用し、本システムがどの程度子ども達に受け入れられるか、また、本システムの教育的効果について検討した。Using handhead devices in educational environments has begun to be recognized as suitable, because the devices have the advantages of their cheapness, mobility, enough computaional capability, and so on. Due to the drastic revisions in Japanese curriculum standards for elementary school children, new theories, systems and practices to support children in their learning are required. In this paper, we propose a system called Musex, which is used to support children in learning and exploring in a museum with PDA's. We evaluated the system in a Japanese science museum and confirmed its effects., Japanese
  • A System for Supporting Collaborative Learning with Multiple Sensing Boards in Face-to-face and Networked Environments
    SUGIMOTO Masanori, KUSUNOKI Fusako, INAGAKI Shigenori, TAKATOKI Kuniyoshi, YOSHIKAWA Atsushi, 年会論文集, 26, 155, 156, 12 Sep. 2002
    Japan Society for Science Education (JSSE), Japanese
  • Support for Collaborative Learning with Networked Sensing Boards : The Relationship between Improvement in Interface and Learning Activities
    TAKATOKI Kuniyoshi, INAGAKI Shigenori, KUSUNOKI Fusako, SUGIMOTO Masanori, YOSHIKAWA Atsushi, 年会論文集, 26, 247, 248, 12 Sep. 2002
    Japanese
  • A Group Learning Support System for Promoting Discussions by Allowing Learners to Use Knowledge in a Physical World
    SUGIMOTO Masanori, KUSUNOKI Fusako, INAGAKI Shigenori, YOSHIKAWA Atsushi, HASHIZUME Hiromichi, 年会論文集, 25, 129, 130, 29 Jul. 2001
    Japan Society for Science Education (JSSE), Japanese
  • A Music Learning Support System through Collaboration
    KUSUNOKI Fusako, SUGIMOTO Masanori, HASHIZUME Hiromichi, 年会論文集, 25, 163, 164, 29 Jul. 2001
    Japan Society for Science Education (JSSE), Japanese
  • A system for Supporting Group Work with a Sensign Board and Analyses of Users' Behaviors
    NAITO Hiroshi, NASHIWABARA Nami, KUSUNOKI Fusako, SUGIMOTO Masanori, HASHIZUME Hiromichi, 情報処理学会研究報告ゲーム情報学(GI), 2001, 58, 1, 7, 07 Jun. 2001
    When we work in a group setting, each of us interacts with others, such as exchanging our own opinions or collaborating with each other. In this case, it is important for each group member to understand not only his own character, but also others' ones. However, characters of members are not always reflected on their own behaviors in a group work, when they are not good at externalizing their opinions. In this paper, a system for capturing users' behaviors in a group work by using a sensing board is proposed. The system allows users to play a simple game, and records patterns of their behaviors. We have designed a game, which enhances behaviors of each user originated from his own characters, and collaboration and competition among them. The system is used for making a character of each user explicit for supporting group works., Information Processing Society of Japan (IPSJ), Japanese
  • インタラクション・ボード製作日記--ミキの夏休み
    橋爪 宏達, 楠 房子, 杉本 雅則, Bit, 32, 11, 50, 56, Nov. 2000
    共立出版, Japanese
  • Towards the Integration of Physical and Virtual Worlds to Support communication
    KUSUNOKI Fusako, SUGIMOTO Masanori, HASHIZUME Hiromichi, 情報処理学会研究報告ヒューマンコンピュータインタラクション(HCI), 2000, 39, 15, 20, 12 May 2000
    In this paper, we describe a system that integrates physical worlds (physical citites) and virtual worlds (digital citites), and its applications to supporting group learning. We have so far constructed several systems for supporting collaborative learning. One of the aims of CSCL (Computer-Supported Collaborative Learning) is to promote mutual learning through interactions and discussions among learners. Through such externalization, learners can actively collaborate or conflict with each other through discussions. The proposed system integrates a board game and a computer simulation, is used for studying urban planning and enviornmental problems. Each learner externalizes and represents his / her own ideas on a board game, which allows him / her to actively participate in a learning situation and to share the representations with other learners. The computer simulation calculates and visualizes the status of the city being constructed on the board game, in terms of air pollution, water pollution, etc. Thirty fifth-grade pupils who had studied environmental problems in school participated in the experiments. The experiments showed that our system is effective for enhancing interaction, activating discussions, and raises learners' engagement., Information Processing Society of Japan (IPSJ), Japanese
  • ePro: A system for supporting collaboration that enhances interactions
    M Sugimoto, F Kusunoki, H Hashizume, SMC 2000 CONFERENCE PROCEEDINGS: 2000 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN & CYBERNETICS, VOL 1-5, 745, 750, 2000
    Many systems that support group activities utilize computer and network technologies so that people in different places or time can communicate with each other. In this paper, we propose a system called ePro for supporting face-to-face collaboration by integrating physical and virtual worlds. In order to enhance interactions among group members and raise their engagement, ePro connects a sensor-embedded board and a computer simulation. In our current implementation, ePro is used to discuss about urban planning and environmental problems. Group members collaboratively construct a town by placing a piece such as a house on a sensor-embedded board (physical world). The computer simulation program automatically recognizes the arrangement of pieces on the board. It then visualizes environmental changes of the town on the board through simulations (virtual world). The visualization shown to the group member amplifies interaction among them, and gives them feedback for redesigning the town on the board. In order to evaluate the effects of supporting group activities by combining physical and virtual worlds, preliminary experiments with ePro were carried out., IEEE, English
  • A Retrieval System for Visualizing the Relations between Documents
    SUGIMOTO Masanori, KOYAMA Teruo, HORI Koichi, OHSUGA Setsuo, KINUKAWA Hiroshi, MASE Hisao, IPSJ SIG Notes, 1996, 27, 15, 22, 14 Mar. 1996
    In this paper we discuss a retrieval system which can visualize the relations between Japanese documents. The feature of the system is that it can simultaneously map the documents and their keywords in one metric space. The users can interactively operate it and can easily find documents necessary for them. We have already built a system for English documents and proved its effectiveness through the experiments., Information Processing Society of Japan (IPSJ), Japanese

Lectures, oral presentations, etc.

  • Short-Time Noise Suppression Method with Multiple Signals for Received Time Estimatio               
    Nakamura, M, Tanaka, A, Nakamura, M, Hashizume, H, Sugimoto, M
    Proceedings of IEEE IPIN 2021 (Work in Progress), Sep. 2022, English
    Sep. 2022 - Sep. 2022
  • PT-Sync: COTS Speaker-based Pseudo Time Synchronization for Acoustic Indoor Positioning,               
    Suzaki, T, Murakami, H, Nakamura, M, Watanabe, H, Hashizume, H, Sugimoto, M
    Proceedings of IEEE IPIN 2021, Sep. 2022, English
    Sep. 2022 - Sep. 2022
  • Smartphone Positioning Using an Ambient Light Sensor and Reflected Visible Light
    Kojiro Abe, Takuto Sato, Hiroki Watanabe, Hiromichi Hashizume, Masanori Sugimoto
    2021 International Conference on Indoor Positioning and Indoor Navigation (IPIN), 29 Nov. 2021, IEEE, English
    29 Nov. 2021 - 29 Nov. 2021
  • NL-Beep: A Ranging System between Multiple Smartphones Using Acoustic Sensing in NLOS Environments
    Hiroaki Murakami, Yuki Kandori, Takumi Suzaki, Masanari Nakamura, Hiroki Watanabe, Hiromichi Hashizume, Masanori Sugimoto
    2021 International Conference on Indoor Positioning and Indoor Navigation (IPIN), 29 Nov. 2021, IEEE, English
    29 Nov. 2021 - 29 Nov. 2021
  • Short-Time and Adaptive Controllable Spot Communication Using COTS Speaker
    Masanari Nakamura, Shoma Yamasaki, Hiromichi Hashizume, Masanori Sugimoto
    2021 International Conference on Indoor Positioning and Indoor Navigation (IPIN), 29 Nov. 2021, IEEE, English
    29 Nov. 2021 - 29 Nov. 2021
  • Indoor Localization Method For a Microphone Using a Single Speaker
    Masanari Nakamura, Kento Fujimoto, Hiroaki Murakami, Hiromichi Hashizume, Masanori Sugimoto
    2021 International Conference on Indoor Positioning and Indoor Navigation (IPIN), 29 Nov. 2021, IEEE, English
    29 Nov. 2021 - 29 Nov. 2021
  • Expanding the Positioning Area for Acoustic Localization Using COTS Mobile Devices
    Takumi Suzaki, Masanari Nakamura, Hiroaki Murakami, Hiroki Watanabe, Hiromichi Hashizume, Masanori Sugimoto
    Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Nov. 2021, Springer International Publishing, English
    Nov. 2021 - Nov. 2021
  • A Localization Method Using Reflected Luminance Distribution
    Yoshihiro Yamashita, Shota Shimada, Hiromichi Hashizume, Hiroki Watanabe, Masanori Sugimoto
    Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Nov. 2021, Springer International Publishing, English
    Nov. 2021 - Nov. 2021
  • Satoyama Forest Management Learning Game for SDGs Education: Comparing the Effect of Providing Additional Information in the First Half and Latter Half of the Game
    Koga Yago, Yukiya Shingai, Wakana Kobayashi, Ryota Aoki, Yoshiaki Takeda, Fusako Kusunoki, Hiroshi Mizoguchi, Masanori Sugimoto, Hideo Funaoi, Etsuji Yamaguchi, Shigenori Inagaki
    Proceedings of the 13th International Conference on Computer Supported Education, Apr. 2021, SCITEPRESS - Science and Technology Publications, English
    Apr. 2021 - Apr. 2021
  • Simultaneous Localization and Communication Methods using Short-time and Narrow-band Acoustic Signals               
    Nakamura, M, Hashizume, H, Sugimoto, M
    In Proceedings of SENSORDEVICES 2020, Valencia, Spain, pp. 42-48, 2020., 2020
  • RefRec: Indoor Positioning Using a Camera Recording Floor Reflections of Lights               
    Shimada, S, Hashizume, H, Sugimoto, M
    In Proceedings of UBICOMM 2020, Nice, France, pp. 55-63, 2020., 2020
  • Learning Support Game System for Sustainable Development Goals Education: Effects of Improved User Interface on Satoyama Forest Management Learning               
    Shingai, Y, Aoki, R, Takeda, Y, Kusunoki, F, Mizoguchi, H, Sugimoto, M, Funaoi, H, Yamaguchi, E, Inagaki, S
    In Proceedings of CSEDU 2020, Prague, Czhch Republic (online), pp.428-435, 2020., 2020
  • Satoyama Forest Management Game: A Learning Support System for Vegetation Succession over 300 Years to Achieve Sustainable Development Goals               
    Aoki, R, Shingai, Y, Inagaki, S, Mizoguchi, H. Takeda, Y, Kusunoki, F, Yamaguchi, E, Funaoi, H, Sugimoto, M
    In Proceedings of EDMedia + Innovate Learning 2020, Amsterdam, The Netherlands, pp. 731-736, 2020., 2020
  • The “Satoyama Management Game” for Teaching about the Conservation of the Satoyama Environment: User Evaluation with Elementary School Students Based on Eye Tracking               
    Shingai, Y, Aoki, R, Takeda, Y, Kusunoki, F, Mizoguchi, H, Sugimoto, M, Funaoi, H, Yamaguchi, E, Inagaki, S
    In Proceedings of EDMedia + Innovate Learning 2020, Amsterdam, The Netherlands, pp. 686-691, 2020., 2020
  • 里山環境保全教育コンテンツ「里山管理ゲーム」の発展過程と今後の展望               
    新階幸也, 溝口博, 武田義明, 楠房子, 青木良太, 山口悦司, 稲垣成哲, 舟生日出男, 杉本雅則
    日本科学教育学会研究会研究報告, Dec. 2019, Japanese
    Dec. 2019 - Dec. 2019
  • 環境教育コンテンツ「里山管理ゲーム」評価のための視線計測に関する研究               
    川口 漱也, 溝口 博, 江草 遼平, 武田 義明, 山口 悦司, INAGAKI SHIGENORI, 仲西 風人, 朝比奈翔太, 楠 房子, 舟生日 出男, 杉本 雅則
    情報処理学会研究報告, Jan. 2019, Japanese
    Jan. 2019 - Jan. 2019
  • 没入型コンテンツに向けたプレイヤー識別に関する研究               
    佐古 奈津希, 小沢 隆徳, 江草 遼平, 杉本 雅則, 楠 房子, INAGAKI SHIGENORI, 溝口 博
    情報処理学会研究報告, Jan. 2019, Japanese
    Jan. 2019 - Jan. 2019
  • Expansion of Science Education Within the Museum Using Body Movements of Multiple People", XVIII IOSTE Symposium Book of Proceeding
    Mikihiro Tokuoka, Hiroshi Mizoguchi, Ryohei Egusa, Shigenori Inagaki, Fusako Kusunoki, Masanori Sugimoto
    XVIII IOSTE Symposium Book of Proceeding, Jan. 2019, English
    Jan. 2019 - Jan. 2019
  • Design and Implementation of Selective Visible Light Communication for Multiple Video Cameras using a Single LED Illumination               
    Hirano, A, Shimada, S, Watanabe, H, Hashizume, H, Sugimoto, M
    In Proceedings of Workshop on OWC2, Nagoya, Japan, 2019 (DOI: 10.1145/3365610.3365639)., 2019
  • Footsteps and Inertial Data-based Road Surface Condition Recognition Method               
    Mitake, H, Watanabe, H, Sugimoto, M
    In Proceedings of MUM 2019, Pisa, Italy, pp.1-10, 2019 ., 2019
  • 3-D Localization for Smartphones using a Single Speaker               
    Murakami, H, Nakamura, M, Hashizume, H, Sugimoto, M
    In Proceedings of IPIN2019, Pisa, Italy, pp.1-8, 2019 (DOI:10.1109/IPIN.2019.8911804)., 2019
  • 3D Tracking Using Smartphones for a Marker-Based Optical Motion Capture System               
    Teramoto, K, Mukainakano, R, Watanabe, H, Hashizume, H, Sugimoto, M
    In Proceedings of IPIN2019, Pisa, Italy, 2019., 2019
  • Facial Expression Recognition Using Ear Canal Transfer Function               
    Amesaka, T, Watanabe, H, Sugimoto, M
    Proceedings of ISWC 2019, London, UK, pp.1-9, 2019 (doi>10.1145/3341163.3347747)., 2019
  • Evaluation of Learning Support Function of Simulation Game for Forest Management               
    Asahina, S. Kawaguchi, S, Takeda, Y, Funaoi, H, Yamaguchi, E, Kusunoki, F, Sugimoto, M, Mizoguchi, H, Inagaki, S
    In Proceedings of ESERA 2019, Bologna, Italy, 2019., 2019
  • Illegal Photograph Detection under Modulated LED Illumination               
    Uno, K, Hirano, A, Hashizume, H, Sugimoto, M
    Proceedings of PerCom 2019, Kyoto, Japan, pp.395-398, 2019., 2019
  • Detecting Text in Manga using Stroke Width Transform               
    Piriyothinkul, B, Pasupa, K, Sugimoto, M
    Proceedings of KST 2019, Phuket, Thailand, pp. 142-147, 2019., 2018
  • EDA Sensor-based Evaluation of a Vegetation Succession Learning System               
    Kawaguchi, S, Mizoguchi, H, Egusa, R, Takeda, Y, Yamaguchi, E, Inagaki, S, Kusunoki, F, Funaoi, H
    Proceedings. of ICST 2018, Limerick, Ireland, pp.353-357, 2018., 2018
  • Selective Visible Light Communication for Multiple Video Cameras using a Single Light Source               
    Hirano, A, Shimada, S, Hashizume, H, Sugimoto, M
    Proceedings of ACM SenSys 2018, Shenzhen, China, pp. 335-336, 2018., 2018
  • Indoor Positioning Using Reflected Light and a Video Camera               
    Shimada, S, Hashizume, H, Sugimoto, M
    Proceedings of IPIN 2018, Nantes, France, pp. 1-8, 2018, 2018
  • Murakami, H., Nakamura, M., Yamasaki, S., Hashizume, H., Sugimoto, M.               
    Smartphone Localization using Active--Passive Acoustic Sensing
    Proceedings of IPIN 2018, Nantes, France, 2018(https://ieeexplore.ieee.org/document/8533764)., 2018
  • Let’s Build Forests for 300 Years: Game-Based Learning in Environmental Education               
    Kawaguchi, H, Mizoguchi, H, Egusa, R, Takeda, Y, Yamaguchi, E, Inagaki, S, Kusunoki, F, Funaoi, H, Sugimoto, M
    Proceedings of ECGBL, Sophia Antipolis, France, pp.881-886, 2018., 2018
  • Expansion of Science Education Within the Museum Using Body Movements of Multiple People               
    Tokuoka, M, Mizoguchi, H, Egusa, R, Inagaki, S, Kusunoki, F, Sugimoto, M
    Proceedings of IOSTE 2018, Malmo, Sweden, pp. 311-317, 2018., 2018
  • "Discuss and Behave Collaboratively!” – Full-Body Interactive Learning Support System within a Museum to Elicit Collaboration with Children               
    Tokuoka, M, Mizoguchi, H, Egusa, R, Inagaki, S, Kusunoki, F, Sugimoto, M
    Proceedings of CollabTech 2018, Costa de Caprica, Portugal, pp.104-111, 2018
  • Augmentation of Environmental Education Using a Forest Management Game to Stimulate Learners’ Self-Discovery               
    Kawaguchi, S, Mizoguchi, H, Egusa, R, Takeda, Y, Yamaguchi, E, Inagaki, S, Kusunoki, F, Funaoi, H, Sugimoto, M
    Proceedings of IOSTE2018, Malmo, Sweden, pp.122-127, 2018., 2018
  • Throw and Run’ Early-Human Virtual Hunting Experience: An Interactive Archaeology-Learning Support System               
    Sako, N, Kusunoki, F, Inagaki, S, Mizoguchi, M, Sugimoto, M
    Proceedings of EdMedia 2018, Amsterdam, The Netherlands, pp. 1216-1221, 2018
  • Robust and Unified System for Visible Light Communication with CMOS Camera Using Neural Decoding               
    Alfarozi, S, Amaya S, Hashizume, H, Woraratpanya, K. Sugimoto, M
    Proceedings of ISIP2018, Fukuoka, Japan, 2018
  • High-speed Optical Camera Communication using an Optimally Modulated Signal               
    Sugimoto, M, Kumaki, H, Akiyama, T, Hashizume, H
    Proceedings of IEEE ICASSP 2018, Calgary, Canada , http://sigport.org/3099., 2018
  • A Forestry Management Game as a Learning Support System for Increased Understanding of Vegetation Succession ~ Effective Environmental Education towards a Sustainable Society ~               
    Kawaguchi, H, Mizoguchi, H, Egusa, R, Takeda, Y, Yamaguchi, E, Inagaki, S, Kusunoki, F, Funaoi, H, Sugimoto, M
    Proceedings of CSEDU2018, Funchal, Portugal, pp. 322-327, 2018
  • Learning Support System for Museum exhibits using Complex Body Movements--Enhancing Sense of Immersion in Paleontological Environment               
    Mikihiro Tokuoka, Hiroshi Mizoguchi, Ryohei Egusa, Shigenori Inagaki, Fusako Kusunoki, Masanori Sugimoto
    Proceedings of the 25th International Conference on Computers in Education(ICCE2017), Dec. 2017, ASIA PACIFIC SOC COMPUTERS IN EDUCATION, English
    Dec. 2017 - Dec. 2017, This paper presents a support system to assist learning in museums. Museums are important places for children to learn about science. At present, the main learning methods in museums involve the study of various displays and their explanations. The opportunities for user to observe or experience the environment about which they are learning are limited. It is difficult for children to learn and comprehend paleontological environments. Therefore, in this study, we work towards the development of a body experience-based learning support system that is applicable to museums. In an initial step toward realizing an immersive learning support system in museums, Yoshida et al. proposed a prototype system. However, users carry out all the learning with that same body movement. On the other hand, in our proposed system, users can learn about paleontology using various body movements and complicated body movements that are characteristic to paleontology. This enhances the sense of immersion in the paleontological environment by incorporating body movement as an observation behavior of paleontology. In addition, the user's involvement in learning and motivation to participate are improved, and the effectiveness of the individuals' learning process is improved because they can comprehend the various body movements of extinct animals. In this study, proposed immersive learning support system is applied to the fossil exhibition at a museum. In addition, the evaluation of user questionnaires were conducted with the objective of clarifying whether the proposed system can provide learners with a realistic paleontological observation experience.
  • SATOYAMA: Simulating and teaching game optimal for young children to learn vegetation succession as management of an actual forest               
    KAWAGUCHI Syuya, MIZOGUCHI Hiroshi, EGUSA Ryohei, TAKEDA Yoshiaki, YAMAGUCHI Etsuji, INAGAKI Shigenori, KUSUNOKI Fusako, FUNAOI Hideo, SUGIMOTO Masanori
    Proceedings of the 25th International Conference on Computers in Education, Dec. 2017, ASIA PACIFIC SOC COMPUTERS IN EDUCATION, English
    Dec. 2017 - Dec. 2017, Global environmental problems have worsened in the recent years. Children need to cope with this situation by learning about global environmental issues in a realistic manner. For children to understand more about global environmental issues, it is important for them to learn from textbooks and teachers and also actually experience these learned things. However, phenomena occurring in a large time scale are difficult to experience in reality. One of them is vegetation succession. Vegetation succession occurs in a large time scale. Hence, it is difficult for children to experience changes in vegetation even if they do field work. In this study, the authors try to solve the abovementioned problem by developing a game that can support children's learning of the vegetation succession in Japan. Children can simulate the management of SATOYAMA when they play this game. SATOYAMA is a forest which has been used by humans, between nature and a village. When a player selects an action within a predetermined time, a change caused by the action occurs in SATOYAMA. The status of the managed SATOYAMA compared with the ideal SATOYAMA state is scored at the end of the game. By doing so, children can intuitively understand the state of the SATOYAMA they managed. The results obtained from 38 children, who participated in this experiment, suggested that this game would make children interested in vegetation succession and encourage learning.
  • Improvement of Students’ Knowledge on Larval Mimesis: a Case Study of Experiential Learning System OBSERVE               
    Ota, Y, Komiyaam, M, Egusa, R, Okajima, A, Inagaki, S, Kusunoki, F, Sugimoto, M, Mizoguchi, H
    Proceedinsg of ESERA 2017, Dublin, Ireland, 2017
  • OFDM Visible Light Communication using Off-the-shelf Video Camera               
    Shimada, S. Akiyama, T, Hashizume, H, Sugimoto, M
    Proceedings of ACM SenSys 2017, Delft, The Netherlands, doi>10.1145/3131672.3136968, 2017
  • Accuracy Evaluation of Hand Motion Measurement using 3D Range Image Sensor               
    Kawaguchi, S, Takemura, H, Mizoguchi, H, Egusa, R, Takeda, Y, Inagaki, S, Kusunoki, F, Funaoi, H, Sugimoto, M
    Proceedings of ICST 2017, Sydney, Australia, pp. 101-104, 2017
  • Novel Application of 3D Range Image Sensor for Estimation of Interests based on Fixation Time of Face Orientation               
    Tokuoka, M, Mizoguchi, H, Egusa, R, Inagaki, S, Kusunoki, F, Sugimoto, M
    Proceedings of ICST 2017, Sydney, Australia, pp. 105-108, 2017
  • SATOYAMA: Simulating And Teaching game Optimal for Young children to learn vegetation succession As Management of an Actual forest               
    Kawaguchi, S, Mizoguchi, H, Egusa, R, Takeda, Y, Yamaguchi, E, Inagaki, S, Kusunoki, F, Funaoi H, Sugimoto, M
    Proceedings of ICCE2017, Christchurch, New Zealand, pp. 796-801, 2017
  • Learning Support System for Museum Exhibits using Complex Body Movements --Enhancing Sense of Immersion in Paleontological Environment--               
    Tokuoka, M, Mizoguchi, H, Egusa, R, Inagaki, S, Kusunoki, F, Sugimoto, M
    Proceedings of ICCE2017, Christchurch, New Zealand, pp. 790-795, 2017
  • GPS Signal Generation Platform for Seamless Localization               
    Murakami, H, Hashizume, H, Sugimoto, M
    Proceedings of IEEE IPIN 2017, Sapporo, Japan, 2017
  • Time-of-arrival-based Smartphone Localization Using Visible Light Communication               
    Akiyama, T, Sugimoto, M, Hashizume, H
    Proceedings of IEEE IPIN 2017, Sapporo, Japan, 2017
  • Multicamera Synchronization for Smartphones using Optimally Modulated Illuminations               
    Kudo, K, Akiyama, T, Hashizume, M, Sugimoto, M
    Proceedings of ACM MobiSys2017, Niagara Falls, NY, p.148, 2017
  • SATOYAMA: Time-limited Decision Game for Students to Learn Hundreds Years Forestry Management               
    Kawaguchi, S, Sakai, T, Tamaki, H, Mizoguchi, H, Egusa, R, Takeda, Y, Yamaguchi, E, Inagaki, S, Kusunoki, F, Funaoi, H, Sugimoto, M
    Proceedings of CSEDU 2017, Porto, Portogal, pp. 481-486, 2017
  • Development of Gesture Recognition Sub-system for BELONG --Increasing the Sense of Immersion for Dinosaurian Environment Learning Support System--               
    Tokuoka, M, Tamaki, H, Sakai, T, Mizoguchi, H, Egusa, R, Inagaki, S, Kawabata, M, Kusunoki, F, Sugimoto, M
    Proceedings of CSEDU2017, Porto, Portugal, pp. 493-498, 2017
  • Development of Experiential Learning System based on the Connection between Object Models and Their Digital Contents - Collaboration between Tangible Interface and Computer Interaction               
    Tokuoka, M, Tamaki, H, Sakai, T, Mizoguchi, H, Egusa, R, Inagaki, S, Kawabata, M, Kusunoki, F, Sugimoto, M
    Proceedings of CSEDU2017, Porto, Portugal, pp. 493-498, 2017
  • Laughing Voice Recognition Using Periodic Waveforms and Voice-likeness Features -- Toward Advanced Human-machine -               
    Sakano, T, Kigawa, T, Sugimoto, M, Kusunoki, F, Inagaki, S, Mizoguchi, H
    Proceedings of IEEE ROBIO 2016, Qingdao, China, pp.964-969, 2016
  • Time Synchronization Method Using Visible Light Communication for Smartphone Localization               
    Akiyama, T, Sugimoto, M, Hashizume, M
    Proceedings of InPoTra2016, Barcelona, Spain, 2016
  • A Spot-controllable Data Transfer Technique Using COTS Speakers               
    Nakamura, M, Akiyama, T, Hashizume, M, Sugimoto, M
    Proceedings of IEEE IPIN2016, Madrid, Spain, pp. 1-8, DOI: 10.1109/IPIN.2016.7743651, 2016
  • 3D Indoor Positioning and Rapid Data Transfer Technique using Modulated Illumination               
    Kumaki, H, Akiyama, T, Hashizume, M, Sugimoto, M
    Proceedings of IEEE IPIN2016, Madrid, Spain, 2016
  • Online EM for the Normalized Gaussian Network with Weight-Time-Dependent Updates               
    Backhus, J, Takigawa, I, Imai, H, Kudo, M, Sugimoto, M
    Proceedings of ICONIP2016, Kyoto, Japan, pp.538-546, 2016
  • Novel Application of Kinect Sensor to Prevent Collision Accidents between Machine and Operator               
    Ota, Y, Tamaki, H, Sakai, T, Takemura, H, Mizoguchi, H, Inagaki, S, Kusunoki, F, Sugimoto, M
    Proceedings of IEEE ICST 2016, Nanjin, China, pp.249-252, 2016
  • Reducing Redundancy with Unit Merging for Self-constructive Normalized Gaussian Networks               
    SUGIMOTO, Masanori
    Proceedings of ICANN2016, Barcelona, Spain pp.444-452, 2016
  • Hinge Loss Projection for Classifiation               
    Alfaroz, S, Woraratpanya, K, Pasupa, K, Sugimoto, M
    Proceedings of ICANN2016, Barcelona, Spain, pp.250-258, 2016
  • nalytical Incremental Learning: Fast Constructive Learning Method for Neural Network               
    Alfaroz, S, Woraratpanya, K, Pasupa, K, Sugimoto, M
    Proceedings of ICANN2016, Barcelona, Spain, pp.259-268, 2016
  • Depth Information Based Separation of Moving Speakers’ Voices from Mixed Recordings               
    Kigawa, T, Sakano, T, Egusa, R, Sugimoto, M, Kusunoki, F, Inagaki, S, Mizoguchi, H
    Proceedings of IEEE SMC2016, Budapest, Hungary, pp.1764-1767, 2016
  • BECOME: Body Experience-based Co-Operation between juveniles through Mutually Excited Team Gameplay               
    Sakai, T, Tamaki, H, Yoshida, R, Egusa, R, Yamaguchi, E, Inagaki, S, Kusunoki, F, Namatame, M, Sugimoto, M, Mizoguchi, H
    Proceedings of ICEC 2016, Paris, France, pp. 3199-3203, 2016
  • UKIYO-E: “User Knowledge Improvement based on Youth Oriented Entertainment” -- Art Appreciation Support by Interacting with Picture--               
    Tamaki, H, Sakai, T, Yoshida, R, Egusa, R, Yamaguchi, E, Inagaki, S, Kusunoki, F, Namatame, M, Sugimoto, M, Mizoguchi, H
    Proceedings of ICEC 2016, Paris, France, pp 3204-3208, 2016
  • Augmentation of Museum Science Education Using Human-Interaction Technology               
    Tamaki, H, Sakai, T, Yoshida, R, Ota, Y, Egusa, R, Inagaki, S, Yamaguchi, E, Kusunoki, F, Namatame, M, Sugimoto, M, Mizoguchi, H
    Proceedings of XVII IOSTE 2016, Braga, Portugal, 2016
  • Participatory Design of UKIYO-E Game for Children to Support Art Appreciation Based on Interacting with Picture               
    Tamaki H, Sakai T, Ota Y, Egusa R, Yamaguchi E, Inagaki S, Kusunoki F, Namatame M, Sugimoto M, Mizoguchi H
    Proceedings of ACM IDC 2016, Manchester, UK, pp.637-642, 2016
  • COSEY: Computer Supported Enhancement of Young Children’s Cooperation toward a Multiple-Player Cooperative Full-Body Interaction Game               
    Sakai, T, Tamaki, H, Yoshida, R, Egusa, R, Inagaki, S, Yamaguchi, E, Kusunoki, F, Namatame, M, Sugimoto, M, Mizoguchi, H
    Proceedings of CSEDU2016, Rome, Italy, pp. 175-180, 2016
  • Science Education Enhancement within a Museum using Computer-Human Interaction Technology               
    Tamaki, H, Sakai, T, Mizoguchi, H, Yoshida, R, Egusa, R, Namatame, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Sugimoto, M
    Proceedings of CSEDU2016, Rome, Italy, pp.181-185, 2016
  • Experience-based Learning Support System to Enhance Child Learning in a Museum -Touching Real Fossils and “Experiencing” Paleontological Environment               
    Yoshida, R, Tamaki, H, Sakai, T, Egusa, R, Saito, M, Kamiyama, S, Namatame, M, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y, Mizoguchi, H
    Proceedings of ACM ACE 2015, Iskandar, Malaysia, DOI: 10.1145/2832932.2832977, 2015
  • Using Image Feature and Eye Tracking Device to Predict Human Emotions towards Abstract Image               
    Pasupa, K, Panawee, C, Wuttilertdeshar, C, Sugimoto, M
    In Proceedings of PSIVT 2015, Auckland, New Zealand, pp.419-430, 2015
  • Novel Application of Microphone Array Sensor for Children's Language Learning Support -- Intelligent Interactive Design Using Voice Separation and Recognition System --               
    Nakadai, T, Hano, M, Mizoguchi, H, Egusa, R, Yamaguchi, E, Inagaki, S, Takeda, Y, Namatame, M, Sugimoto, M, Kusunoki, F
    Proceedings of IEEE ICST 2015, Auckland, New Zealand, pp.466-469, 2015
  • Electrodermal Activity Based Study on the Relationship Between Visual Attention and Eye Blink               
    Sakai, T, Yoshida, R, Tamaki, H, Ogitsu, T, Takemura, H, Mizoguchi, H, Yamaguchi, E, Inagaki, S, Takeda, Y, Namatame, M, Sugimoto, M, Saito, M, Kusunoki, F. Egusa, R
    Proceedings of IEEE ICST 2015, Auckland, New Zealand, pp.639-642, 2015
  • Novel Application of a Range Image Sensor to Eye Gaze Estimation by Using the Relationship between Face and Eye Directions               
    Tamaki, H, Yoshida, R, Sakai, T, Ogitsu, T, Takemura, H, Mizoguchi, H, Yamaguchi, E, Inagaki, S, Takeda, Y, Namatame, M, Sugimoto, M, Kusunoki, F, Egusa, R
    Proceedings of IEEE ICST 2015, Auckland, New Zealand, pp.475-478, 2015
  • Novel Application of Kinect Sensor to Support Immersive Learning within Museum for Children               
    Yoshida, R, Tamaki, H, Sakai, T, Nakadai, T, Ogitsu, T, Takemura, H, Mizoguchi, H, Kamiyama, S, Yamaguchi, E, Inagaki, S, Takeda, Y, Namatame, M, Sugimoto, M, Kusunoki, F, Saito, M, Egusa, R
    Proceedings of IEEE ICST 2015, Auckland, New Zealand, pp.909-912, 2015
  • Novel Application of Spherical Microphone Array Sensor with Three-Dimensional Directivity for Home and Office Environments               
    Nakadai, T, Tamaki, H, Sakai, T, Ogitsu, T, Takemura, H, Mizoguchi, H, Kamiyama, S, Yamaguchi, E, Inagaki, S, Takeda, Y, Namatame, M, Sugimoto, M, Saito, M, Kusunoki, F. Egusa, R
    Proceedings of IEEE ICST 2015, Auckland, New Zealand, pp.832-835, 2015
  • A Rapid Motion Retrieval Technique using Simple and Discrete Representation of Motion Data               
    Pantuwong, N, Takahara, K, Sugimoto, M
    Procedings of IEEE ICITEE 2015, Chiang Mai, Thailand, pp.70-75, 2015
  • A Rapid and Accurate Time-synchronization Technique for Acoustic Localization Using Modulated Illumination               
    Kumaki, H, Sugimoto, M, Saito, T, Akiyama, T, Hashizume, H
    Proceedings of IPIN2015, Banff, Canada, DOI: 10.1109/IPIN.2015.7346963, 2015
  • SyncSync: Time-of-arrival Based Localization Method Using Light-synchronized Acoustic Waves for Smartphones               
    Akiyama, T, Sugimoto, M, Hashizume, H
    Proceedings of IPIN2015, Banff, Canada, DOI: 10.1109/IPIN.2015.7346958, 2015
  • BESIDE: Immersive System to Enhance Learning within a Museum               
    Yoshida, R, Tamaki, H, Sakai, T, Egusa, R, Saito, M, Kamiyama, S, Namatame, M, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y, Mizoguchi, H
    Proceedings of CRIWG 2004, Yerevan, Armenia, pp.181-189, 2015
  • Toward a Platform for Collecting, Mininig, and Utilizing Behavior Data for Detecting Students with Depression Risks               
    Suzuki, E, Deguchi, Y, Matsukawa, T, Ando, S, Ogata, H, Sugimoto, M
    Proceedings of PETRA 2015, Corfu, Greece, DOI: 10.1145/2769493.2769538, 2015
  • Life-Size Board Game “Human Sugoroku” to Teach Children about Vegetation Succession,               
    Yoshida, R, Adachi, T, Muratsu, K, Mizoguchi, H, Kusunoki, F, Namatame, M, Sugimoto, M, Yamaguchi, E, Inagaki, S, Takeda, Y
    Proceedings of CSEDU 2015, Lisbon, Portugal, pp.295-300, 2015
  • KIKIMIMI: Voice Separation System for Automating Post Evaluation of Learning Support System               
    Nakadai, T, Taguchi, T, Egusa, R, Namatame, M, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y, Mizoguchi, H
    Proceedings of CSEDU 2015, Lisbon, Portugal , pp.301-306, 2015
  • BESIDE: Body Experience and Sense of Immersion in Digital Paleontorogical Environment               
    Yoshida, R, Egusa, R, Saito, M, Namatame, M, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y, Mizoguchi, H
    Proceedings of CHI 2015, Seoul, South Korea, pp. 1283-1288, 2015
  • Novel Application of Spherical Microphone Array Sensor with Three-Dimensional Directivity               
    Nakadai, T, Taguchi, T, Mizoguchi, H, Egusa, R, Yamaguchi, E, Inagaki, S, Takeda, Y, Namatame, M, Sugimoto, M, Kusunoki, F
    Proceedings of ICST 2014, Liverpool, UK, pp.251-254, 2014
  • Implementation and Evaluation of Listenability-Centered Sound Separation System               
    Nakadai, T, Taguchi, T, Mizoguchi, H, Egusa, R, Yamaguchi, E, Inagaki, S, Takeda, Y, Namatame, M, Sugimoto, M, Kusunoki, F
    Proceedings of IEEE ROBIO 2014, Bali, Indonesia, pp.2383-2388, 2014
  • 3D FDM–PAM: Rapid and Precise Indoor 3D Localization using Acoustic Signal for Smartphone               
    Nakamura, M, Akiyama, T, Sugimoto, M, Hashizume, H
    Proceedings of UbiComp 2014, Seattle, WA , pp.123-126, 2014
  • Light-synchronized Acoustic ToA Measurement System for Mobile Smart Nodess               
    Akiyama, T, Sugimoto, M, Hashizume, H
    Proceedings of IEEE IPIN 2014, Busan, South Korea, DOI: 10.1109/IPIN.2014.7275557, 2014
  • Interacting with 3D Model on Tabletop and Mobile Paper Projection               
    Takeuchi, Y, Sugimoto, M
    Proceedings of CollabTech 2014, Santiago, Chile, pp. 111-118, 2014
  • Feasibility Study on Estimating Visual Attention using Electrodermal Activity               
    Nakadai, T, Taguchi, T, Mizoguchi, H, Egusa, R, Yamaguchi, E, Inagaki, S, Takeda, Y, Namatame, M, Sugimoto, M, Kusunoki, F
    Proceedings of ICST 2014, Liverpool, UK, pp.589-592, 2014
  • KIKIWAKE: Participatory Design of Language Play Game for Children to Promote Creative Activity based on Recognition of Japanese Phonology               
    Nakayama, T, Adachi, T, Muratsu, K, Mizoguchi, H, Namatame, M, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y
    Proceedings of ACM IDC 2014, Aarhus, Demark, pp. 265-268, 2014
  • Human SUGOROKU: Learning Support System of Vegetation Succession with Full-body Interaction Interface               
    Nakayama, T, Adachi, T, Muratsu, K, Mizoguchi, H, Namatame, M, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y
    Proccedings of ACM CHI (Extended Abstract), Toronto, , Canada, pp. 2227-2732, 2014
  • Investigation on Optimal Microphone Arrangement of Spherical Microphone Array to Achieve Shape Beamforming               
    Taguchi, T, Nakadai, T, Egusa, R, Namatame, M, Kusunoki, F, Sugimoto, M, Yamaguchi, E, Inagaki, S, Takeda, Y, Mizoguchi, H
    Proceedings of IEEE ISMS 2014, Kangkawi, Malaysia, 4 pages., 2014
  • Development and Evaluation of the ‘Pocket Plant Guide' to Support the Observation and Identification of Indicator Plants for Vegetation Succession.
    Keita Muratsu, Fusako Kusunoki, Yoshiaki Takeda, Haruka Inoue, Etsuji Yamaguchi, Shigenori Inagaki, Hiroshi Mizoguchi, Masanori Sugimoto
    CSEDU 2013 - Proceedings of the 5th International Conference on Computer Supported Education, Aachen, Germany, 6-8 May, 2013, 2013
  • KIKIWAKE: sound source separation system for children-computer interaction.
    Tomoki Taguchi, Masafumi Goseki, Ryohei Egusa, Miki Namatame, Masanori Sugimoto, Fusako Kusunoki, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda, Hiroshi Mizoguchi
    2013 ACM SIGCHI Conference on Human Factors in Computing Systems, CHI '13, Paris, France, April 27 - May 2, 2013, Extended Abstracts, 2013
  • Human SUGOROKU: full-body interaction system for students to learn vegetation succession.
    Takayuki Adachi, Masafumi Goseki, Keita Muratsu, Hiroshi Mizoguchi, Miki Namatame, Masanori Sugimoto, Fusako Kusunoki, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda
    Interaction Design and Children 2013, IDC '13, New York, NY, USA - June 24 - 27, 2013, 2013
  • Smart Phone Localization Method using Dual-carrier Acoustic Waves               
    Akiyama, T, Nakamura, M, Sugimoto, M, Hashizume, H
    Proceedings of IEEE IPIN 2013, Montbeliard-Belfort, France, pp.330-338, 2013
  • An Iterative Motion Retrieval and Synthesis Technique Using a Multi-Touch Device               
    Takahara, K, Pantuwong, N, Yoshikawa, T, Nonaka, H, Sugimoto, M
    Proceedings of Motion in Games 2013, Dublin, Ireland, 2013
  • AdDetect: Recognition above the Surface in Multi-Touch Tabletop Environments               
    Terada, T, Nonaka, H, Yoshikawa, T., Mi.H, Sugimoto, M
    Proceedings of IDW 2013, Sapporo, Japan, 2013
  • KIKIWAKE System for Promoting Interest in Sound Source Separation Technique - Novel Application of Microphone Array and Signal Processing               
    Taguchi, T, Goseki, M, Mizoguchi, M, Egusa, R, Yamaguchi, E, Inagaki, S, Takeda, Y, Namatame, M, Sugimoto, M, Kusunoki, F
    Proceedings of ICST 2013, Wellington, New Zealand, pp.831-836, 2013
  • A Kinetic Energy-based Feature for Unsupervised Motion Clustering               
    Nopparit, S, Pantuwong, N, Sugimoto, M
    Proceedings of ICITEE 2013, Yogyakarta, Indonesia、pp. 8-12, 2013
  • Novel Application of Ultrasonic Sensors and Kinect Sensors to Identify People and Measure Their Location -Realization of "Human SUGOROKU", A Large Scale Board Game in which People Play as Pieces-               
    Nakayama, T, Adachi, T, Ogitsu, T, Takemura, Mizoguchi, H, Kusunoki, F, Sugimoto, M, Yamaguchi, E, Inagaki, S, Takeda, Y
    Proceedings of ICST 2013, Wellington, New Zealand, pp.470-475, 2013
  • Full-body Interaction Digital Game of Vegetation Succession for Children               
    Adachi, T, Muratsu, K, Mizoguchi, H, Namatame, M, Sugimoto, M, Kusunoki, F, Yamaguchi, E, Inagaki, S, Takeda, Y
    Proceedings of ICCE 2013, Bali, Indonesia, pp.297-299, 2013
  • Evaluation of the "ePocket PlantGuide" to Support Learning about Plants in Vegetation Succession               
    Muratsu, K, Kusunoki, F, Takeda, Y, Inoue, H, Funaoi, H, Yamaguchi, E, Inagaki, S, Mizoguchi, H, Sugimoto, M
    Proceedings of ICCE 2013, Bali, Indonesia, 2013
  • Development of a Full-body Interaction Digital Game for Children to Learn Vegetation Succession               
    Adachi, T, Mizoguchi, H, Namatame, M, Kusunoki, F, Sugimoto, M, Muratsu, K, Yamaguchi, E, Inagaki, S, Takeda, Y
    Proceedings of ACM ACE 2013, Enschede, The Netherlands、pp.492-496, 2013
  • Robust Doppler Imaging Method Using Log-step Multicarrier Ultrasonic Signals               
    Maeda, Y, Sugimoto, M, Hashizume, H
    Proceedings of the 2013 Joint UFFC, EFTF, and PFM Symposium, Prague, Czech Republic,T DOI: 10.1109/ULTSYM.2013.0338, 2013
  • An Intuitive Computer Animation System for Enhancing Human Creativity               
    Pantuwong, N, Sugimoto, M
    Proceedings of SSCI 2013, Singapore, pp. 71-78, 2013
  • Manipulation of Virtual Robotic Arm Using 2D Pointing Device               
    Sato, M, Nonaka, H, Mikulasch, J, Yoshikawa, T, Sugimoto, M
    Proceedings of iHAI 2013, Sapporo, Japan, II-2-p.10 (4 pages), 2013
  • Application of Reinforcement Learning to the Card Game Wizard               
    Backhus, J. C, Nonaka, H, Yoshikawa, T, Sugimoto, M
    Proceedings of IEEE GCCE2013, Chiba, Japan, pp. 329-333, 2013
  • An immersive surface for 3D interactions.
    Yusuke Takeuchi, Masanori Sugimoto
    Interactive Tabletops and Surfaces, ITS'12, Cambridge/Boston, MA, USA, November 11-14, 2012, 2012
  • Novel interaction techniques using touch-sensitive tangibles in tabletop environments.
    Saphyra Amaro, Masanori Sugimoto
    Interactive Tabletops and Surfaces, ITS'12, Cambridge/Boston, MA, USA, November 11-14, 2012, 2012
  • A puppet interface for the development of an intuitive computer animation system.
    Narukawa Hiroki, Natapon Pantuwong, Masanori Sugimoto
    Proceedings of the 21st International Conference on Pattern Recognition, ICPR 2012, Tsukuba, Japan, November 11-15, 2012, 2012
  • A Novel Framework for 3D Computer Animation Systems for Nonprofessional Users Using an Automatic Rigging Algorithm.
    Natapon Pantuwong, Masanori Sugimoto
    Proceedings of the 2012 IEEE International Conference on Multimedia and Expo, ICME 2012, Melbourne, Australia, July 9-13, 2012, 2012
  • LT-PAM: A New Ranging Method Using Dual Frequency Optical Signals               
    Nakamura, S, Inoue, Y, Sugimoto, M, Hashizume, H
    Proceedings of ICST 2012, Kolkata, India, pp.309-314, 2012
  • An Accurate 3D Localization Technique using a Single Camera and Ultrasound               
    Sugimoto, M, Kanie, N, Nakamura, S, Hashizume, H
    Proceedings of IEEE IPIN 2012, Sydney, Australia, pp.1-8, 2012
  • Creating a Tabletop Learning Environment Using Physical Robots               
    Mi, H, Sugimoto, M
    Proceedings of ICCE 2012 Workshop on Tabletops for Learning -- Opportunities and Challenges, pp.533-540, Singapore, 2012
  • Full-body Interactive Boardgame for Learning Vegetation Succession Based on Identification of People and 3D Position Measurement               
    Goseki, M, Adachi, T, Takemura, H, Mizoguchi, H, Kusunoki, F, Sugimoto, M, Yamaguchi, E, Inagaki, S, Takeda, Y
    Proceedings of ICCE 2012, pp.514-516, Singapore, 2012
  • Evaluation of a Mobile Plant-Identification System to Support the Study of Vegetation Succession               
    Inoue, H, Kusunoki, F, Takeda, Y, Yamaguchi, E, Inagaki, S, Mizoguchi, H, Sugimoto, M
    In Proceedings of ICCE 2012, pp.438-440, Singapore,, 2012
  • Dual mode IR position and state transfer for tangible tabletops.
    Ali Alavi, Andreas Kunz, Masanori Sugimoto, Morten Fjeld
    ACM International Conference on Interactive Tabletops and Surfaces, ITS 2011, Kobe, Japan, November 13-16, 2011, 2011
  • Novel interaction techniques by combining hand and foot gestures on tabletop environments.
    Nuttapol Sangsuriyachot, Haipeng Mi, Masanori Sugimoto
    ACM International Conference on Interactive Tabletops and Surfaces, ITS 2011, Kobe, Japan, November 13-16, 2011, 2011
  • HATs: interact using height-adjustable tangibles in tabletop interfaces.
    Haipeng Mi, Masanori Sugimoto
    ACM International Conference on Interactive Tabletops and Surfaces, ITS 2011, Kobe, Japan, November 13-16, 2011, 2011
  • 3D Curve-Skeleton Extraction Algorithm Using a Pseudo-Normal Vector Field.
    Natapon Pantuwong, Masanori Sugimoto
    Proceedings of the Vision, Modeling, and Visualization Workshop 2010, Siegen, Germany, 2010
  • Vegetation Interaction Game: Digital SUGOROKU of Vegetation Succession for Children.
    Akiko Deguchi, Shigenori Inagaki, Fusako Kusunoki, Etsuji Yamaguchi, Yoshiaki Takeda, Masanori Sugimoto
    Entertainment Computing - ICEC 2010, 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings, 2010
  • A Robust Recognition Technique for Dense Checkerboard Patterns.
    Vinh Ninh Dao, Masanori Sugimoto
    20th International Conference on Pattern Recognition, ICPR 2010, Istanbul, Turkey, 23-26 August 2010, 2010
  • Multiscale Visual Object Detection for Unsupervised Ubiquitous Projection Based on a Portable Projector-Camera System.
    Thitirat Siriborvornratanakul, Masanori Sugimoto
    International Conference on Digital Image Computing: Techniques and Applications, DICTA 2010, Sydney, Australia, 1-3 December, 2010, 2010
  • A Realtime and Accurate Technique for Estimating Position and Velocity of Moving Node using Ultrasonic Communication               
    Sato, T, Nakamura, S, Sugimoto, M, Hashizume, H
    Proceedings of ICST 2010,Lecce, Italy , pp.428-433,2010, 2010
  • [tutorial] Introduction on CSCL: Technologies for supporting collaborative learning               
    Masanori Sugimoto
    Proceedings of CSCL 2009, Rhodes, Greece, 2009
    [Invited]
  • High-Resolution Acoustic Imaging Using Multi-Carrier Waveforms Synthesized by Genetic Algorithm               
    Toshio Ito, Masanori Sugimoto, Hiromichi Hashizume
    Proc. of IEEE Ultrasonic Symposium 2009, Rome, Italy, pp.685-689, 2009
  • A Simple Linear Model for Acoustic Imaging in Temporal and Directional Frequency Space               
    Toshio Ito, Masanori Sugimoto, Hiromichi Hashizume
    Proc. of 30th International Acoustical Imaging Symposium, Monterey, CA, 2009
  • An Ultrasonic 3D Positioning System using a Single Compact Receiver Unit               
    Sugimoto, M, Tulathimutte, K, Ito, T, Sato, T, Hashizume, H
    Proc. of LoCA 2009, pp.240-253, Tokyo, Japan, 2009
  • GENTORO: A System for Supporting Children's Storytelling using Handheld Projectors and a Robot               
    Sugimoto, M, Ito, T, Nguyen, G.T, Inagaki, S
    Proc. of ACM IDC 2009, Como, Italy pp. 214-217, 2009, Poster presentation
  • Development and Evaluation of a Digital Vegetation Interaction Game for Children               
    Deguchi, A, Inagaki, S, Kusunoki, F, Yamaguchi, E, Takeda, Y. Sugimoto, M
    Proc. of ICEC 2009, Paris, France, pp.288-289, 2009
  • RoboTable: A Tabletop Framework for Tangible Interaction with Robots in a Mixed Reality               
    Krzywinski, A, Mi, H, Chen, W, Sugimoto, M
    Proc. of ACM ACE2009, Athens, Greece, pp. 107-114, 2009
  • A Portable Projector Extended for Object-Centered Real-time Interactions               
    Siriborvornratanakul, T, Sugimoto, M
    Proc. of CVMP 2009, London, UK, pp.118-126, 2009
  • A Robust and Dynamic Scene Geometry Acquisition Technique for a Mobile Projector-Camera System               
    Dao, V. N, Sugimoto, M
    Proc. of ACM SIGGRAPH ASIA, Yokohama, Japan [DVD-ROM], 2009
  • [invited talk] Collaborative Storytelling Using Mobile Robots               
    Sugimoto, M
    Proceedings of ICCE 2008, Taipei, Taiwan, 2008
    [Invited]
  • Self-Correcting Handheld Projectors Inside Cluttered Environment               
    Siriborvornratanakul, T, Sugimoto, M
    Proc. of IWAIT 2008, Hsinchu, Taiwan [CD-ROM]., 2008
  • A Storytelling Support System Using Robots and Handheld Projectors,               
    Ito, T, Nguyen, G.T, Sugimoto, M
    Proc. of IDC 2008, Evanston, IL [DVD-ROM]., 2008, Poster presentation
  • Clutter-aware Adaptive Projection inside a Dynamic Environment               
    Siriborvornratanakul, T, Sugimoto, M
    Proc of ACM VRST 2008, Bordeaux, France, pp.241-242, 2008, Poster presentation
  • Clutter-aware Dynamic Projection System using a Handheld Projector               
    Siriborvornratanakul, T, Sugimoto, M
    Proc of IEEE ICARCV2008, Hanoi, Vietnam, pp. 1271-1276, 2008
  • A Scalable Tracking System Using Ultrasonic Communication               
    Ito, T, Sato, T, Tulathimutte, K, Sugimoto, M, Hashizume, H
    Proceedings of ICST 2008, Tainan, Taiwan, pp.31-36, 2008
  • Mobile Display-based Manipulation: An Intuitive and Interactive Technique for Manipulating Simple Robots               
    Hosoi, K, Dao, V.N, Mori, A, Sugimoto, M
    Proc. of ACM ACE 2008, Yokohama, Japan, pp.271-274, 2008
  • [invited talk] What can Children Learn through Game-based Learning Systems?               
    Sugimoto, M
    Proceedings of IEEE DIGITEL 2007, Jhongli, Taiwan, pp.5-7, 2007
    [Invited]
  • [invited talk] Enhancing Children's Learning Experiences by Integrating Outdoor and Classroom Activities               
    Sugimoto, M
    2007 HP Technology for Teaching Worldwide Higher Education Conference, Monterey, CA, 2007
    [Invited]
  • User-Adaptive Home Video Summarization using Personal Photo Libraries,               
    Takeuchi, Y, Sugimoto, M
    Proc. of ACM CIVR 2007, Amsterdam, The Netherlands, pp. 472-479, 2007, Poster presentation
  • VisiCon: A Robot Control Interface for Visualizing the Manipulation Using a Handheld Projector               
    Hosoi, K, Dao, V.N, Mori, A, Sugimoto, M
    Proc. of ACM ACE 2007, Salzburg, Austria, pp.99-106, 2007
  • Fostering Students Participation in Face-to-Face Interactions and Deepening Their Understanding by Integrating Personal and Shared Spaces               
    Yamaguchi, E, Inagaki, S, Sugimoto, M, Kusunoki, F, Tachibana, S, Yamamoto, T, Deguchi, A, Seki, T, Takeuchi, Y
    Proc. of CSCL2007, New Brunswick, NJ, pp.794-796, 2007, Poster presentation
  • CoGAME: Manipulation by Projection               
    Hosoi, K, Dao, V.N, Mori, A, Sugimoto, M
    Proc. of ACM SIGGRAPH 2007 Emerging Technologies San Diego, CA [DVD-ROM], 2007
  • Nurturing Learners' Communities by Creating and Sharing Maps               
    Miura, S, Ravasio, P, Sugimoto, M
    Proc. of INTERACT2007 Workshop on Map Based Interaction in Social Networks, Rio de Janeiro, Brazil [CD-ROM]., 2007
  • A Semi-Automatic Realtime Calibration Technique for a Handheld Projector               
    Dao, V.N, Hosoi, K, Sugimoto, M
    Proc. of ACM VRST 2007, Newport Beach, CA, pp.43-46, 2007
  • SketchMap: A Collaborative Tool to Learn Basic Cartographical Concepts               
    Ravasio, P, Tscherter, V, Sugimoto, M
    Proc. of COOP'06, Carry-le-Rouet, France, pp.115-122, 2006
  • CarettaKids: A System for Supporting Children's Face-to-Face Collaborative Learning by Integrating Personal and Shared Spaces               
    Deguchi, A, Yamaguchi, E, Inagaki, S, Sugimoto, M, Kusunoki, F, Tachibana, S, Yamamoto, T, Seki, T, Takeuchi, Y
    Proc. of ACM IDC 2006, Tampere, Finland, pp.45-48, 2006
  • Supporting Children's Rhythm Learning Using Vibration Devices               
    Miura, S, Sugimoto, M
    Proc. of ACM CHI2006 Extended Abstract, Montreal, Canada, pp.1127-1132, 2006, Poster presentation
  • CityVoyager: An Outdoor Recommendation System Based on User Location History               
    Takeuchi, Y, Sugimoto, M
    Proc. of UIC2006, Wuhan and Three Gorges, China, pp.625-636, 2006
  • A Collaboration Support Tool for Cartography Learning in the Open Air               
    Enjoji, H, Ravasio, P, Sugimoto, M
    Proc. of CollabTech, Tsukuba, Japan, pp.90-95, 2006
  • HybridTouch: An Intuitive Manipulation Technique for PDAs Using Their Front and Rear Surfaces               
    Sugimoto, M, Hiroki, K
    Proceedings of MobileHCI 2006, Espoo, Finland, pp.137-140, 2006
  • Video Summarization using Personal Photo Libraries               
    Takeuchi, Y, Sugimoto, M
    Proc. of ACM MIR2006, Santa Barbara, CA, pp.213-222, 2006
  • A Mobile Interface for Robot Control from a User's Viewpoint               
    Hosoi, K, Sugimoto, M
    Hosoi, K., Sugimoto, M., 2006, Poster presentation
  • An Intelligent City Guide with a "Metal Detector" Interface               
    Takeuchi, Y, Sugimoto, M
    Proc. of ACM UIST2006, Montreux, Switzerland, pp.97-98, 2006, Poster presentation
  • Shepherd: An Interface for Overcoming Reference Frame Transformations in Robot Control               
    Proceedings of IEEE ROBIO2006, Kunming, China, pp.908-913, 2006
  • SketchMap: A System for Supporting Outdoor Collaborative Learning by Enhancing and Sharing Learners' Experiences,               
    Sugimoto, M, Ravasio, P, Enjoji, H
    Proc. of ICCE Workshop on Design and Experiments of Mobile and Ubiquitous Learning Environments, Beijing, China, pp.1-8, 2006
  • Intuitive Manipulation Techniques for Projected Displays of Mobile Devices               
    Miyahara, K, Inoue, H, Tsunesada, Y, Sugimoto, M
    Proc. of ACM CHI2005, Portland, Oregon, pp.1881-1884, 2005, Poster presentation
  • Toss-It: Intuitive Information Transfer Techniques for Mobile Devices               
    Yatani, K, Tamura, K, Hiroki, K, Sugimoto, M, Hashizume, H
    Proc. of ACM CHI2005, Portland, Oregon, pp.1857-1860, 2005, Poster presentation
  • Interactive and Enjoyable Interface in Museum               
    Kusunoki, F, Yamaguti, T, Nishimura, T, Yatani, K, Sugimoto, M
    Proc. of INTERACT 2005, Rome, Italy, pp. 11-14, 2005
  • Interaction of Animations with PDA for Learning in Museumm               
    Kusunoki, F, Yamaguti, T, Kaji, H, Nishimura, T, Yatani, K, Sugimoto, M
    Proc. of INTERACT 2005, Rome, Italy, pp. 11-14, 2005, Poster presentation
  • Hotaru: Intuitive Manipulation Techniques for Projected Displays of Mobile Devices,               
    Sugimoto, M, Miyahara, K, Inoue, H, Tsunesada, Y
    Proc. of INTERACT2005, Rome, Italy, pp.57-68, 2005
  • ARHunter: A Multiplayer Game Using Gestural Input in a Location-Sensitive and Immersive Environment               
    Yatani, K, Sugimoto, M, Hashizume, H
    Proc. of International Workshop on Ubiquitous Computing, Entertainment, and Games, 2005
  • An Outdoor Recommendation System based on User Location History               
    Takeuchi, Y, Sugimoto, M
    Proc. of ubiPCMM2005, Tokyo, Japan, pp. 91-100, 2005
  • A Multiplayer Whack-A-Mole Game Using Gestural Input in a Location-Sensitive and Immersive Environment               
    Yatani, K, Sugimoto, M, Hashizume, H
    Proc. of IECE2005, Kobe, Japan, pp. 9-12, 2005
  • Enhancing Externalization and Reflection by Integrating Personal and Shared Workspaces,               
    Sugimoto, M, Kusunoki, F, Inagaki, S, Yamaguchi, E
    Proc. of ECSCW2005, Paris, France, pp. 117-119, 2005, Poster presentation
  • T-RHYTHM: A System for Supporting Rhythm Learning by Using Tactile Devices,               
    Miura, S, Sugimoto, M
    Proc. of IEEE WMTE2005, Tokushima, Japan, pp. 264-268, 2005
  • Fast and Accurate Positioning Technique Using Ultrasonic Phase Accordance Method               
    Hashizume, H, Kaneko, A, Sugano, Y, Yatani, K, Sugimoto, M
    Proc. of IEEE TENCON'05, Melbourne, Australia, pp. 826-831, 2005
  • Musex: A System for Supporting Children's Collaborative Learning in a Museum with PDAs,               
    Yatani, K, Sugimoto, M, Kusunoki, F
    Proceedings of IEEE WMTE2004, Taoyuan, Taiwan, p.109-113, 2004
  • Caretta: A System for Supporting Face-to-Face Collaboration by Integrating Personal and Shared Spaces               
    Sugimoto, M, Hosoi,K, Hashizume, H
    Proceedings of ACM CHI2004, Vienna, Austria, pp.41-48, 2004
  • Information Transfer Techniques for Mobile Devices by Toss and Swing Actions               
    Yatani, K, Tamura, K, Sugimoto, M, Hashizume, H
    Proceedings of IEEE Workshop on Mobile Computing Systems and Applications, pp. 144-151, 2004
  • [invited talk] How Sensing and Mobile Technologies Can Enhance Collaborative Learning in Classrooms and Museum?               
    Sugimoto, M
    Proceedings of CSCL 2003, Bergen, Norway, 2003
    [Invited]
  • [invited talk] Mobile and Sensing Technologies for Supporting Collaborative Learning               
    Sugimoto, M
    International Symposium on Advanced Research and Development for Learning Technology, Taipei, Taiwan, 2003
  • Design of a System and a Curriculum to Support Group Learning for School Children               
    Sugimoto, M, Kusunoki,F, Inagaki, S, Takatoki, K, Yoshikawa, A
    Proceedings of CSCL2003, Bergen Norway, pp.303-312, 2003
  • Integrating Shared and Personal Spaces to Support Collaborative Learning               
    Hosoi, K, Sugimoto, M
    Proceedings of HCII2003, Crete, Greece, pp. 956-960, 2003
  • A Support System for Music Learning through Collaboration               
    Kusunoki, F, Sugimoto, M, Hashizume, H
    Proceedings of CSCL2002, Boulder, CO, pp. 491-492, 2002, Poster presentation
  • Electronically Enhanced Board Games by Integrating Physical and Virtual Spaces               
    Kusunoki, F, Sugimoto, M, Hashizume, H
    Proceedings of ICEC2002, Makuhari, Japan, pp.200-211, 2002
  • Multicultural Issues in Design, Evaluation and Dissemination of CSCL Systems               
    Sugimoto, M, Suthers, D, Bruckman, A, Miyagawa, S, Nakakoji, K
    Proceedings of CSCL2002, Boulder, CO, pp. 677-678, 2002
  • Design of an Interactive System for Group Learning Support               
    Sugimoto, M, Kusunoki, F, Hashizume, H
    Proceedings of ACM DIS2002, London, UK, pp.50-55, 2002
  • Toward an Interactive Museum Guide with Sensing and Wireless Network Technologies               
    Kusunoki, F, Sugimoto, M, Hashizume, H
    Proceedings of IEEE WMTE2002, Vaxjo, Sweden, pp.99-102, 2002
  • Symphony-Q: Supporting Collaborative Music Learning with a Sensing Board               
    Kusunoki, F, Sugimoto, M, Hashizume, H
    Proceedings of IEEE SMC2002, Hammet, Tunisia, 2002
  • A System for Supporting Group Learning in Face to Face and Networked Environments               
    Sugimoto, M, Kusunoki, F, Inagaki, S, Takatoki, K, Yoshikawa, A
    Proceedings of ACM CSCW2002, New Orleans, LA, p. 56, 2002
  • A Networked Board System for Supporting Collaborative Learning               
    Kusunoki, F, Sugimoto, M, Hashizume, H
    Proceedings of ECSCL2001, Maastricht, The Netherlands, pp. 714-715, 2001, Poster presentation
  • E2board: An Electronically Enhanced Board for Games and Group Activity Support               
    Sugimoto, M, Kusunoki, F, Hashizume, H
    Proceedings of Affective Human Factors Design, Singapore, pp.227-234, 2001
  • A User Interface for Accessing to Information Spaces by the Manipulation of Physical Objects,               
    Sugimoto, M, Kusunoki, F, Hashizume, H
    Proceedings of HCII, New Orleans, LA, pp.56-60, 2001
  • A System for Supporting Group Activities with a Sensor-Embedded Board,               
    Sugimoto, M, Kusunoki, F, Hashizume, H
    Proceedings of ECSCW2001, Bonn, Germany, pp. 25-28, 2001, Poster presentation
  • ePro: A System for Supporting Collaboration that Enhances Interactions               
    Sugimoto, M, Kusunoki, F, Hashizume, H
    Proceedings of IEEE SMC 2000, Nashville, TN, pp.745-750, 2000
  • Toward the Integration of Physical and Virtual Worlds for Supporting Group Learning,               
    Kusunoki, F, Sugimoto, M, Hashizume, H
    Digital Cities: Technologies, Experiences, and Future Perspectives, Springer-Verlag, pp. 224-235, 2000, Poster presentation
  • Supporting Face-to-Face Group Activities with a Sensor-Embedded Board               
    Sugimoto, M, Kusunoki, F, Hashizume, H
    Proceedings of ACM CSCW2000 Workshop on Shared Environments to Support Face-to-Face Collaboration, Philadelphia, PA, pp.46-49, 2000
  • A System for Supporting Collaborative Learning by Pupils for Pupils               
    Kusunoki, F, Sugimoto, M, Hashizume, H
    Proceedings of SCI2000, Orlando, FL , pp.152-158, 2000
  • A System for Supporting Group Learning that Enhances Interactions               
    Kusunoki, F, Sugimoto, M, Hashizume, H
    Proceedings of CSCL'99, Stanford, CA, pp.323-327, 1999
  • Systems for Supporting Creative Activities by Visualizing Concept Spaces               
    Sugimoto, M, Hori, K, Ohsuga, S
    Proceedings of CSI'98, Research Triangle Park, NC, pp. 458 - 461, 1998
  • Information Visualization for Utilizing Distributed Information Resources               
    Sugimoto, M, Katayama, N
    Proceedings of the ACM Workshop on New Paradigm for Information Visualization and Management (NPIV'98), Bethesda, MD, pp. 118 - 121, 1998
  • COSPEX: A System for Utilizing Distributed Information Resources               
    Sugimoto, M, Katayama, N
    Proceedings of ISFST'98, Hangzhou, China, pp. 389 - 390, 1998, Poster presentation
  • Toward the Mediation of Semantic Gaps between Users and Digital Libraries               
    Sugimoto, M, Katayama, N, Takasu, A
    Toward the Mediation of Semantic Gaps between Users and Digital Libraries, 1997
  • COSPEX: A System for Constructing Private Digital Libraries               
    Sugimoto, M, Katayama, N, Takasu, A
    Proceedings of IJCAI-97, Nagoya, Japan, pp. 738-744, 1997
  • A Universal Query Interface for Heterogeneous Distributed Digital Libraries               
    Katayama, N, Sugimoto, M
    Proceedings of International. Workshop on Database and Expert System Applications (DEXA'96), pp. 332 - 339, 1996
  • A System for Supporting Researchers' Creativity by Visualizing Different Viewpoints               
    Sugimoto, M, Hori, K, Ohsuga, S
    Proceedings of Creativity & Cognition, UK, pp. 95-107, 1996
  • A System for Assisting Creative Research Activity               
    Sugimoto, M, Hori, K, Ohsuga, S
    Symbiosis of Human and Artifact: Future Computing and Design of Human Computer Interaction, Elsevier, pp. 685 - 690, 1995
  • A Document Retrieval System for Assisting Creative Research               
    Sugimoto, M, Hori, K, Ohsuga, S
    Proceedings of ICDAR'95, Montreal, Canada, pp 167-170, 1995
  • A Method to Assist Building and Expressing Subjective Concepts and Its Application to Design Problems               
    Sugimoto, M, Hori, K, Ohsuga, S
    Proceedings of Creativity & Cognition, UK, 1993

Research Themes

  • Development of cross-curricular statistics education in informatics and mathematics and its application to teacher training programs
    Grants-in-Aid for Scientific Research
    01 Apr. 2024 - 31 Mar. 2027
    北澤 武, 森本 康彦, 青山 和裕, 辻 宏子, 杉本 雅則
    Japan Society for the Promotion of Science, Grant-in-Aid for Scientific Research (C), Tokyo Gakugei University, 24K06351
  • 実世界ーオンライン統合環境での行動センシングによる学習支援
    科学研究費助成事業
    01 Apr. 2022 - 31 Mar. 2025
    杉本 雅則, 稲垣 成哲
    日本学術振興会, 基盤研究(B), 北海道大学, 22H01038
  • 高度情報化社会に求められる科学関連情報評価能力の育成手法と実践モデルの開発
    科学研究費助成事業
    30 Jul. 2020 - 31 Mar. 2023
    山口 悦司, 杉本 雅則, 望月 俊男, 坂本 美紀, 増本 康平, 木村 哲也, 佐藤 幸治
    本研究では,近年の学習科学で国際的に着目されている「エピステミック学習理論」を応用し,高度情報化社会に対応した科学関連情報評価能力の理論化を行い,その育成手法と実践モデルの開発に取り組む.研究方法については,この研究目的の達成のために,学際的な共同研究体制を組織している.
    2021年度は,科学関連情報評価能力の育成手法と実践モデルの開発,研究実践フィールドにおける実証実験を実施した.2021年度の研究実績については,次の通りであった.(1)前年度の研究から得られた科学関連情報評価に必要な資質・能力・態度に基づいて,科学関連情報評価能力のための教育目的を設定した.(2)科学関連情報評価能力に関する教育内容を開発するとともに,学習科学の研究成果を応用した教育方法を開発した.(3)さらに,量的分析および質的分析の観点から,科学関連情報評価能力に特化した教育評価を開発した.(4)これらの科学関連情報評価能力に特化した教育目的・方法・内容・評価を統合した実践モデルの実証実験を実施し,効果測定のためのデータを収集・分析した.なお,実証実験については,新型コロナウイルス感染症拡大の影響に応じて,その実施方法について検討を行った.2021年度の研究成果の発表に関しては,教育システム情報学会誌,The 19th Biennial EARLI Conference,日本教育工学会2022年春季全国大会,日本科学教育学会第45回年会,日本理科教育学会第71回全国大会において研究成果の一部を発表した.また, International Society of Learning Sciences Annual Meeting 2022に採択された.この他,研究成果の一部を公表した図書が2022年6月に刊行予定である.
    日本学術振興会, 挑戦的研究(萌芽), 神戸大学, 20K20829
  • 生物多様性の実感的学習を可能とするSDGsを志向した里山環境保全教育プログラム
    科学研究費助成事業
    01 Apr. 2019 - 31 Mar. 2022
    武田 義明, 溝口 博, 山口 悦司, 舟生 日出男, 楠 房子, 稲垣 成哲, 杉本 雅則
    2020年度の研究実績は以下の通りであった.初年度に作成した試作版ゲームのユーザ評価とそれに伴うゲーム改善に注力した.
    ①研究打合せ会議:本研究の代表者及び分担者は,主として遠隔会議による研究打ち合わせ会議を開催し,研究組織における役割分担と研究計画を確認するとともに,継続的に研究活動を行った.②文献研究・データベース化/③国内外研究資料収集:初年度に引き続き,従来までの文献研究に加えて,最新の知見を探索,蓄積するとともに,それらをデータベース化した.同時に,国内外の先進的な学習ゲームや教育プログラム等の実地調査を進め,研究資料の収集を行った.
    ④試作版ゲームのユーザ評価:初年度に開発した試作版ゲームについて,大学生と小学生を中心にユーザ評価を実施した.⑤試作版ゲームの改善:ユーザ評価と並行して,初年度のユーザ評価の結果を反映した改善を継続的に遂行した.⑥教育プログラムの設計と開発:試作版ゲームを利用した教育プログラムを設計し,ゲームの活用のための具体的な提案をした.
    ⑦実験準備・実施/⑧実験評価/⑨成果発表:2020年度下半期に,小学生20名程度を対象とした教育プログラムの実証実験を実施した.2020年度の成果については,初年度の研究成果と併せて,International Conference on Computer Supported Education,EdMedia + Innovate Learning,日本機械学会ロボティクス・メカトロ二クス講演会,日本理科教育学会全国大会で発表した.
    日本学術振興会, 基盤研究(B), 神戸大学, 19H01734
  • 科学系博物館におけるユニバーサルデザイン手法の開発と実践モデルの提案
    科学研究費助成事業
    01 Apr. 2018 - 31 Mar. 2022
    稲垣 成哲, 溝口 博, 生田目 美紀, 増本 康平, 楠 房子, 小川 義和, 小林 真, 加藤 伸子, 杉本 雅則, 野中 哲士, 江草 遼平
    2020年度の研究実績は,以下の通りであった。
    (1)展示学習理論及び展示手法の精緻化,実践モデルの検討及び連携博物館の追加候補検討:前年度における国立科学博物館や豊橋市自然史博物館(二段展示)での予備的評価の結果を分析し,展示学習理論及び展示手法を精緻化した。しかし,実践モデルの検討として,展示手法(マンガ解説法)の有効性について,9月-11月に豊橋市立自然史博物館において本格的な実証実験を実施する予定であったが,コロナ禍のために実施できなかった。また,コロナ禍の長期化を踏まえて,実践モデルの実証実験を行う連携博物館の追加候補を検討した。
    (2)各大学での実証実験の実施:前項(1)と平行して,主に神戸大学において,2020年9月以降に視線計測等の測定技術を用いた展示技法についてのユーザ評価関連の実験的な研究を展開する予定であったが,コロナ禍のためにほとんど実施できなかった。また,東京理科大学,筑波技術大学においても状況は同じであったが,展示手法の要素技術開発に関する基礎研究については蓄積することができた。
    (3)研究成果の発表:研究成果は,日本理科教育学会,日本科学教育学会,ヒューマンインタフェース学会,日本機械学会等において発表することができた。さらに,研究成果の一部は, International Conference of Education, Research and Innovation2020,International Conference on Computers Helping People with Special Needs2020等の国際会議でオンライン発表することができた。
    日本学術振興会, 基盤研究(A), 神戸大学, 18H03660
  • Illegal Photography Detection with High-attack Registance Using Modulated Illumination and Single Image
    Grants-in-Aid for Scientific Research Grant-in-Aid for Challenging Research (Exploratory)
    Jul. 2020 - Mar. 2022
    SUGIMOTO MASANORI
    The outcomes of the project are summarize as follows: (1) we find that a exposure time of a rolling-shutter camera works as a frequency filter and propose an illegal photography detection method that analyzes frequency spectra of captured images illuminated by OFDM optical signals. (2) we propose a model to explain how phases of captured images are affected by photographed objects and confirmed the model through computer simulations. (3) we conduct evaluations of the proposed method using a large-scale image database and multiple classifier algorithms, and confirm that the method can achieve the f1-score higher than 99.0 %.
    Japan Society for the Promotion of Science, Grant-in-Aid for Challenging Research (Exploratory), Hokkaido University, 20K21781
  • 実世界センシングデータからの行動‐学習モデルの構築と学習支援環境の設計
    Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)
    Apr. 2019 - Mar. 2022
    杉本 雅則, 稲垣 成哲
    本研究では、実世界での行動を常時取得することにより得られる大規模時空間データを用いた学習支援環境を構築することを目的とする。これは、離散的なスポットでのインタラクションを主な対象とするモバイルユビキタス学習(MUL)や、教室あるいはオンライン学習環境で得た大規模データを用いるラーニングアナリティクス(LA)などの従来研究では実現されていない。目的達成のためには、博物館での実証実験で得られる来館者の行動センシングデータが不可欠である。今年度はCOVID-19の影響により、研究計画を再構築して実施した。主な実績は以下の通りである。
    1.博物館での測位実験実施:兵庫県立「人と自然の博物館」に新たに協力要請を行った。打ち合わせを通して、2021年度の館内での実施許可を得るとともに、実施計画が確定させた。本研究が目指す学習支援環境構築のためには、来館者のトラッキング機能が必要となる。そこで、UWB(Ultra Wide Band)および音響信号を用いた測位システムの開発及びその現地での実験を実施した。評価実験を通して、測位性能の改善だけでなく(1)NLOS(non line of sight)環境下での性能低下とその解決手法 (2)音響信号以外の測位手法として可視光測位(VLP:visible light positioning)や歩行者慣性航法(PDR: Pedestrian Dead Reckoning)などの併用の検討と実装を進めた。
    2.当該技術に関する成果発表:上記の課題を解決する手法の開発、実装を行った。さらに、評価実験を通して明らかになった性能を踏まえ、実証実験に向けた検討を進めるとともに、その成果を学会論文誌等を通して公開した。
    Japan Society for the Promotion of Science, Grant-in-Aid for Scientific Research (B), Hokkaido University, 19H04222
  • Information infrastructure for supporting education and learning by using educational big data
    Grants-in-Aid for Scientific Research
    31 May 2016 - 31 Mar. 2021
    Ogata Hiroaki
    In this research, we constructed educational big data and research and develop a cloud information infrastructure to support education / learning. by accumulating all logs of education / learning activities and integrating them with grades and course information. This is not just an analysis as in the conventional learning analysis research, but the analysis results are immediately utilized in the field of education / learning to improve it. In addition, it will be widely used for elementary, secondary and higher education, adult education, etc., describing and managing lifelong learning logs, making it open data and anonymization, and analyzing and visualizing educational big data to promote personalized learning based on it.
    Japan Society for the Promotion of Science, Grant-in-Aid for Scientific Research (S), Kyoto University, 16H06304
  • Interdisciplinary Study of Science Communication for Early Childhood Science Education
    Grants-in-Aid for Scientific Research
    01 Apr. 2016 - 31 Mar. 2020
    NOGAMI Tomoyuki
    It has been empirically shown that science education from childhood (3 to 8 years old) plays an extremely important role in nurturing children who will be responsible for future science and technology. This study proposed a model of science education in childhood, in which all generations live in a new environment with the development of various information processing media, through interdisciplinary collaboration among brain science, learning science, and science education. Specifically, the following four points were implemented. (1) Establishment of theories and methodologies for science communication at an early age in the advanced information society, (2) Development of a practical prototype incorporating multidimensional evaluation (including objective evaluation using advanced technology), (3) Proposal of a practical model at social education facilities such as the National Science Museum, and outreach for dissemination.
    Japan Society for the Promotion of Science, Grant-in-Aid for Scientific Research (A), Kobe University, 16H01814
  • Development of Environmental Learning Program using Satoyama Simulation Game
    Grants-in-Aid for Scientific Research
    01 Apr. 2016 - 31 Mar. 2019
    TAKEDA Yoshiaki, KAWAGUCHI Shuya, TAMAKI Haruya, SAKAI Tsugunosuke, EGUSA Ryohei, NAKANISHI Futo, ASAHINA Shota
    The purpose of this study is to develop a simulation game as a serious game for supporting learning Satoyama such as natural phenomena on a large temporal scale beyond human experience and to develop an environmental learning program using the simulation game. In this study, we have tried to: (a) integrate findings in the fields of science education, plant sociology, educational technology, information design and information science, (b) develop a simulation game that allows learners to have entertainment and immersion experiences with the vegetation succession and forest management in Satoyama, (c) evaluate the effectiveness of the simulation game for learners of a wide range of ages, and (d) develop an environmental learning program using the simulation game.
    Japan Society for the Promotion of Science, Grant-in-Aid for Scientific Research (B), Kobe University, 16H03059
  • LED照明と汎用カメラによる選択的なフリッカレス高速可視光通信技術               
    科研費挑戦的研究(萌芽)
    Apr. 2017 - Mar. 2019
    杉本 雅則
    JSPS, Principal investigator, Competitive research funding
  • 携帯端末を用いた実世界協調センシングによる創造的学習支援環境の構築と評価               
    科研費基盤B
    Apr. 2016 - Mar. 2019
    杉本 雅則
    JSPS, Principal investigator, Competitive research funding
  • Implementation of high-speed visible light communication
    Grants-in-Aid for Scientific Research
    01 Apr. 2016 - 31 Mar. 2018
    Hashizume Hiromichi, Sugimoto Masanori
    This research was conducted to implement a high-speed visible light communication system using low speed video cameras such as being mounted on smartphones. For this purpose we described the function of video cameras using a mathematical model called integral sampler which lead the conclusion that analysis of video camera should be performed in frequency domain. Also the model suggested that the light source should modulate so called virtual sinusoidal wave which is obtained by re-allocating the harmonics of light source signal. This modulation is much similar to OFDM. Those conclusions are obtained as the result of this research. By the experiment we demonstrated a high-speed communication which is almost 10 times faster than ones which were ever reported. The result was published as scientific papersas well as two patent applications.
    Japan Society for the Promotion of Science, Grant-in-Aid for Challenging Exploratory Research, National Institute of Informatics, 16K12424
  • Learning Support System to Increase Sense of Immersion and Estimate Degree of Concentration Quntitatively
    Grants-in-Aid for Scientific Research
    01 Apr. 2015 - 31 Mar. 2018
    MIZOGUCHI HIROSHI, NAKASE Isao
    The aim of this research was to virtually reproduce the world and the environment of the exhibition contents of the museum, to make it "can enter" in a pseudo manner in it, and to aim for effective support of the museum learning. For this purpose, the system which makes the background image of "digital appearance" in which the figure appears on the large screen as the virtual world, so that it can make it "enter into a virtual world" literally by realizing "life-sized large-size reclamer" function BESIDE (Body Experience and Sense of Immersion in Digital paleontological Environment). We actually conducted an evaluation experiment at the museum and confirmed its effectiveness.
    Japan Society for the Promotion of Science, Grant-in-Aid for Scientific Research (B), Tokyo University of Science, 15H02936
  • A study on indoor acoustic localization infrastructure for smartphones
    Grants-in-Aid for Scientific Research
    01 Apr. 2014 - 31 Mar. 2017
    Hiromichi Hashizume, SUGIMOTO Masanori
    This research is for the development of infrastructure enabling indoor navigation system for smartphones. Localization for smartphones is carried out using high frequency audio sounds. For time measurement of sound time-of-flight we used phase accordance method, which was developed also in this research group. The localization accuracy is achieved around 10mm using smartphones. In this research we first tested TDoA (Time Difference of Arrival) method, however, the accuracy was under the desirable level. So we added time synchronization mechanism with LEDs, which send sound submission timing to a smartphone's movie camera. With this scheme enables us to adopt accurate ToA (Time of Arrival) measurements the 3D measurement accuracy was achieved around 10mm.The developed infrastructure equipment of indoor navigation system is integrated as lighting facility of buildings.
    Japan Society for the Promotion of Science, Grant-in-Aid for Scientific Research (B), National Institute of Informatics, 26280036
  • A Storyteling System with Mobile AR Animation and Its Evaluations
    Grants-in-Aid for Scientific Research
    2013 - 2015
    Sugimoto Masanori, INAGAKI Shigenori, Pantuwong Natapon
    For construction a storytelling system in mobile AR environments, we propose a rapid motion retrieval technique to represent motions of characters in stories.
    Frames of motions are represented by feature vectors whose elements are integer values. The number of the feature vector dimension is reduced by using the Principal Component Analysis method and values of elements in the vector are quantized into two bits. Comparative experiments with existing methods have proved that our proposed technique can complete retrieval tasks more than 30 times faster than the traditional Dynamic Time Warping method and shown almost the same level of precision and rapid calculation time as existing methods. We also investigated evaluation methods of the proposed system to be used in elementary schools.
    Japan Society for the Promotion of Science, Grant-in-Aid for Scientific Research (B), Hokkaido University, Principal investigator, Competitive research funding, 25282048
  • A Portable and Precise Motion-capture Systesm using a Single Carema and Ultrasound
    Grants-in-Aid for Scientific Research
    2012 - 2013
    SUGIMOTO MASANORI, HASHIZUME Hiromichi
    We proposed a 3D tracking technique that integrates a single camera and ultrasound. We use ultrasound to measure the distance accurately to a moving target and the camera for identifying the 2D position of the target on the image plane. A prototype system consists of a target unit mounting one ultrasound transmitter, and a receiver unit with one inexpensive camera and one ultrasound receiver. We implemented these units in a lightweight and compact way to make the system robust to non-line-of-sight problems. To improve the ranging performance, we applied phase characteristic compensation of the ultrasound transducers by interpolating with a B-spline function and creating a compensated curved surface. Experimental results show that root-mean-square errors of the proposed system are 1.20mm and 1.66mm for static and mobile (target velocity: 1.0 m/s) settings, respectively. Thus, the performance of the system is comparable with that of high-end systems.
    Japan Society for the Promotion of Science, Grant-in-Aid for Challenging Exploratory Research, Hokkaido University, Principal investigator, Competitive research funding, 24650076
  • An Educational Game Focusing on Environmental Issues That Achieves Full-body Interaction and Makes Practical Use of Position Measuring Technologies
    Grants-in-Aid for Scientific Research
    2011 - 2013
    TAKEDA Yoshiaki, MIZOGUCHI Hiroshi, SUGIMOTO Masanori, KUSUNOKI Fusako, INAGAKI Shigenori, YAMAGUCHI Etsuji
    The goal of this research was to identify a method for achieving full-body interaction as an accommodative learning environment with embodiment, equipped with scientific and entertainment qualities through a digital game that makes it possible to experience complex natural phenomenon and large, temporal scale changes. The results are reflected in the following two points. (1) Through the development of a digital game that allows users to experience transitions in forest vegetation, an implementation method was identified for the practical application of position measuring technologies through image recognition and ultrasonic waves. (2) An evaluation experiment was conducted on Mt. Rokko, and the effects of learning support for full-body interaction were clarified in an empirical fashion; these effects included inspiring and sustaining learners' interest in and facilitating their understanding of plant succession and conservation in the satoyama woodlands.
    Japan Society for the Promotion of Science, Grant-in-Aid for Scientific Research (B), Kobe University, Coinvestigator not use grants, Competitive research funding, 23300303
  • A Tabletop Collaboration Learning Environment by Integrating Robots and AR Technologies and Its Evaluations
    Grants-in-Aid for Scientific Research
    2010 - 2012
    SUGIMOTO Masanori, INAGAKI Shigenori
    The proposed system allows novice users to conduct robot-programming tasks without mastering complicated programming skills and knowledge and create original contents in the physical world in an easy manner. A new robot is designed and developed so that it can its position in a 3D space. The evaluations of the proposed system show that users can easily create a traffic simulator or design games using robots. Applications to urban planning tasks and 3D user interfaces are investigated.
    Japan Society for the Promotion of Science, Grant-in-Aid for Scientific Research (B), 東京大学, Principal investigator, Competitive research funding, 22300279
  • Implementation of Ultrasonic Gesture Interface
    Grants-in-Aid for Scientific Research(基盤研究(B))
    2009 - 2011
    Hiromichi HASHIZUME, Masanori SUGIMOTO
    In this research we developed the motion-interface technology which enables machine controls detecting the operator's motions via air-borne ultrasound imaging. For this purpose we constructed a low cost array detector using MEMS ultrasound microphones and an FPGA signal processor. For the future application developments we proposed a new motion capture algorithm and confirmed the effectiveness.
    Ministry of Education, Culture, Sports, Science and Technology, 基盤研究(B), 国立情報学研究所, Coinvestigator not use grants, Competitive research funding, 21300046
  • モバイル複合現実環境でのロボットを用いたストーリテリング手法による英語学習支援
    科学研究費補助金(挑戦的萌芽研究)
    2009 - 2010
    杉本 雅則
    本研究では、英語学習を念頭に、携帯端末とロボットを用いたストーリテリングシステムを構築し、学習者の動機付けや、学習活動へのengagementを高める新しい学習支援手法を工学的な観点から追求すること目標としてきた。より具体的には、「ロボット」、「モバイル」、「複合現実感」のすべての手法を統合した新しい学習支援環境を構築し、学校教育の現場でその評価を行うことを目的とした。本年度は昨年度に引き続き、まずはシステムの改良を進めた。特に、複合現実環境での複数の学習者による協調的な学習をスムーズに行えるようにするため、提案システムの安定性や信頼性、使用感の向上のための作業を行った。次に、提案システムの機能拡張を試みた。具体的には、イベント定義モジュールの導入を進めた。ロボット同士あるいはロボットと実世界に配置されるオブジェクトとの位置的関係(たとえば衝突)によって発火するロボットの振舞いを、イベントとして簡単に定義できるモジュールをストーリ作成機能に組み込むことを試みた。これにより、学習者が容易に多様なストーリ表現を行えるようになる。さらに、提案システムの改良、拡張に基づいて、評価実験に向けての具体的な検討を実験協力校と議論しつつ進めた。現在、授業との連携を念頭において、システム利用と統合した独自のカリキュラム設計を行っているところである。また、これまでの研究成果をまとめて論文誌に投稿した。
    文部科学省, 挑戦的萌芽研究, 東京大学, Principal investigator, Competitive research funding, 21650219
  • Integration of u-Learning into Experimentation, Practical Work and Experience in the Real World
    Grants-in-Aid for Scientific Research(基盤研究(A))
    2007 - 2010
    Yoneo YANO, Kazuhide KANENISHI, Hiroaki OGATA, Kenji MATSUURA, Hiroyuki MITSUHARA, Yasuo MIYOSHI, Qun JIN, Akihiro KASHIHARA, Masanori SUGIMOTO
    In this study, we developed and evaluated ubiquitous learning systems that close the gap between real world and virtual world, and lecture and practice. The systems are based on ubiquitous technologies such as mobile devices, sensors, multimedia contents and wireless networks.
    Ministry of Education, Culture, Sports, Science and Technology, 基盤研究(A), 徳島大学, Coinvestigator not use grants, Competitive research funding, 19200055
  • An Environment Learning Support for Sustainable Societies by Enhancing Effects of Learners' Outdoor Experiences through Ubiquitous Technologies for Sustainable Societies
    Grants-in-Aid for Scientific Research(基盤研究(B))
    2007 - 2009
    Masanori SUGIMOTO, Shigenori INAGAKI, Etuji YAMAGUCHI, Fusako KUSUNOKI, Akiko DEGUCHI
    In this study, a framework and a system that allow children to easily learn knowledge required for accelerating future sustainable societies. Features of the proposed system are senses of a game and participatory simulations. In collaboration with schoolteachers in an elementary school, a new curriculum that integrates classroom learning using the system and outdoor learning is investigated. Through educational practices, the effects of the proposed framework and system are proved.
    Ministry of Education, Culture, Sports, Science and Technology, 基盤研究(B), 東京大学, Principal investigator, Competitive research funding, 19300260
  • Development and Evaluation of Science Education Programs for the Cultivation of Creative Human Resources in Ubiquitous Society
    Grants-in-Aid for Scientific Research(基盤研究(A))
    2006 - 2009
    Shigenori INAGAKI, 中山 迅, 竹中 真希子, 大島 純, Masanori SUGIMOTO, Etsuji YAMAGUCHI, 坂本 美紀, Akiko DEGUCHI, Hideo FUNAOI, Ritsuko OHSHIMA, Makiko TAKENAKA, Fusako KUSUNOKI, Jun OSHIMA, Hayashi NAKAYAMA, Isao MURAYAMA, Miki SAKAMOTO, Takafumi DAIKOKU, Tomokazu YAMAMOTO, Hideko KURODA, Shinichi KAMIYAMA, Masaji FUJIMOTO, Naohisa MISAWA, Sanae TACHIBANA
    The purpose of this research is to create several CSCL (Computer Supported Collaborative Learning) systems originate in ubiquitous technology, thereby to develop and evaluate programs in science education that enable to foster human resources with creativity, which ultimately represents innovative science education that enhances ubiquitous society. To achieve these goals, our group firstly set four realms of scientific aptitudes considered to be desirable to equip such as : Discussion/Description, Conceptual Integration, Observation/Informational Application, and Deduction/Solution. Subsequently, based on the foresaid respective realms, we have introduced epoch-making IT lessons at targeting schools as demonstrative experiments. As results, we defined effective design principles in the school lessons that would contribute to the advancement of students' aptitudes.
    Ministry of Education, Culture, Sports, Science and Technology, 基盤研究(A), 神戸大学, Coinvestigator not use grants, Competitive research funding, 18200048
  • 情報爆発に対応する投影型携帯端末向け情報提示手法とインタラクション技術
    科学研究費補助金(特定領域研究)
    2007 - 2008
    杉本 雅則
    携帯端末(PDA、携帯電話等)やセンシングデバイスの普及により、いつでもどこでも大量の情報にアクセスできるユビキタスコンピューティング環境の整備が進んでいる。しかし、現在の携帯端末は、(1)画面が小さく、従来のコンピュータに比べ、提示できる情報量が少ない(情報提示の問題)、(2)入力キーが少なく、入力手法が限定されている(入力の問題)等、ヒューマンインタフェイス(HI)の問題が指摘されている。そこで筆者らのグループは、本科研費研究にて、携帯型プロジェクタを用いることによる情報提示およびインタラクションのための新しい技術に関する研究を行っている。本年度は、(a)任意平面への投影の際の実時間での適応的な障害物回避と画像補正、(b)Mobile Display Based Manipulation (MDM)のテーマで研究を進めた。「任意平面への投影の際の実時間での適応的な障害物回避と画像補正」では、プロジェクタを携帯型にすることで、生じる画像の歪みを補正する手法、および表示の妨げになる物体を避けつつ適切な領域に投影する手法を昨年度までに提案した。その成果を基に、今年度は障害物となる複数物体の実時間トラッキング手法を導入することで、実世界での利用に向けてのよりロバストなシステムの設計と開発を行った。一方のMDMは、単機能ロボットに対する直感的な操作を行う手法である. 提案手法は, 拡張現実感技術によりロボットとロボットへの指示情報とを重ね合わる. ユーザは, それを見ながらモバイルディスプレイ自体を動かすことで, ロボットを操作する. モバイルディスプレイの動きにより仮想世界を操作する既存の研究とは異なり, モバイルディスプレイの動きを現実世界のロボットの操作に利用する. また, 現実世界に情報を付加するだけでなく, 仮想世界の情報に従って現実世界のロボットの状態を変化させるという点で, 従来のモバイルデバイスを用いた拡張現実感システムとは大きく異なる, MDMの手法をエンタテインメント応用や子どものストーリーテリングに活用し、その有用性を示すことができた。
    文部科学省, 特定領域研究, 東京大学, Principal investigator, Competitive research funding, 19024021
  • 屋外と教室を統合する協調学習支援システムに関する研究
    科学研究費補助金(萌芽研究)
    2007 - 2008
    杉本 雅則
    本研究では、(a)屋外での学習体験を強化、記録することを支援するシステム、および(b)屋外での活動体験を他者と共有しつつ、教室での協調的な知識共有と構築を支援するシステムを構築し、(c)屋外学習と教室での学習を統合する授業カリキュラムに則って実践および評価を行うことを通して、(1)実世界との相互作用を通して学習者の学習体験を増幅する、(2)学習対象となる問題や課題を自ら発見、設定する機会を通して、学習の本物性や学習の動機付けを高める、などの効果を学校教育の現場で検証した。今年度は、昨年度までの経緯を踏まえ、各々の学習者グループがタブレットPC上で作成した地図を、web serverを介して容易に共有できるようにし、web serverに視覚的表示、検索機能(学習者が行った日時による検索とその表示、あるいは、地図情報を用いた検索と表示機能)を実現した。さらに、学習者が実践において作成したマップに対し、別の時期に新たに発見した事項をコメントとして追加したり、学習者以外の関係者(親、地域コミュニテイなど)が情報の追加を行ったりすることができるコメント機能を実装した。これらの機能的な強化を行ったシステムを用い、千葉県柏市内の小学校と共同で、システム利用を前提としたカリキュラム設計を基に、学校と地域が一体となった安全マップ作成プロジェクトを実施した。学習者間でのコメント付加活動レベルの推移、学習者間でのコメントを通しての議論の進展、学習者以外の関係者からのコメントとそれが学習者に与える学習対象の理解の変化、等の分析を行い、システムの機能とその効果について考察した。その結果、本システムを通して、学習者間の学習状況への積極的な参加、動機付けが高められ、授業支援のシステムとしての有用性が示せた。今後、本研究の成果をまとめて論文発表等を行う予定である。
    文部科学省, 萌芽研究, 東京大学, Principal investigator, Competitive research funding, 19650237
  • Presence detection and localization using ultrasound
    Grants-in-Aid for Scientific Research(基盤研究(B))
    2006 - 2008
    Hiromichi HASHIZUME, Masanori SUGIMOTO
    この研究グループの提唱する新しい超音波位置計測の技術、すなわち位相一致法の開発ならびに応用開発をめざしたものである。位相一致法によれば超音波による位置計測精度を従来の 100倍に高められる。理論解析によりその理由を解明するとともに、本法の原理を確立した。従来の超音波位置計測では室内の四隅など数点に固定ノードを置き、そこからの距離を同時計測することでターゲットを測位するが、着手として位相一致法で同様の計測を行い、静止時に期待される精度の結果を得た。一方で移動体計測では周波数ドップラーシフトにより精度が悪化し、なんらかの補償を要することがわかった。位相一致法の精度によれば、3次元計測に必要な基線長を 80ミリメートル程度にできるため、3センサーを1筐体にコンパクトに収納した測定ユニットを開発した。設置工事の不要な、画期的なものである。これを使いロボット制御などのデモンストレーションを行った。特に参加型ゲームの形にまとめ、好評を博した。ロボットの気配を他ロボットが追跡する、本研究タイトルに即したものである。移動体測位の精度を高めるため、ドップラーシフトを精密検出する技法を開発し、完成した。それを適用することで移動体の計測においても静止物体に準じる計測精度に改善できた。同時に物体の移動速度ベクトルも測定できることが判明した。位置と速度の同時計測法は従来知られておらず、当初計画にはなかった本研究の成果である。研究成果は論文発表のほか、数件の国内・国外特許出願を行った。また新聞発表も一件行った。
    Ministry of Education, Culture, Sports, Science and Technology, 基盤研究(B), 国立情報学研究所, Coinvestigator not use grants, Competitive research funding, 18300025
  • 社会・国民に支持される科学技術を実現する新しい科学教育システムの構想
    科学研究費補助金(基盤研究(C))
    2006 - 2006
    稲垣 成哲, 小川 正賢, 楠 房子, 余田 義彦, 杉本 雅則, 鈴木 真理子
    本研究では,近年の総合科学技術会議基本政策専門調査会「科学技術基本政策策定の基本方針」や平成17年4月の科学技術・学術審議会基本計画特別委員会「第3期科学技術基本計画の重要政策-知の大競争時代を先導する科学技術戦略-(中間とりまとめ)」などで求められている今後の学術研究の方向性としての「幅広く社会・国民に支持される科学技術の視点」及び「科学技術への主体的な参加」という新しい立場を採用しつつ,『日本科学教育学会』に所属する若手・中堅研究者をコア・メンバーとして「社会・国民に支持される科学技術を実現する新しい科学教育システム」に関する共同研究の企画を行い,科学教育研究の学問領域群の中に,新しい領域を開拓するための準備に着手した.日本科学教育学会第30回年会(筑波大会)(平成18年8月18日-20日)において,筑波学院大学で会議を開催し,科学教育が協働すべき3つの主題領域(科学技術が及ぼす倫理的・法的・社会的課題への責任ある取り組み,科学技術政策に関する説明責任の強化,国民の科学技術への主体的な参加促進)を想定し,各主題領域でどのような科学教育システムの構想が可能かにっいて,分担者相互で探索的に議論を行った.具体的なテーマとしては,生命倫理.科学者倫理問題,個人情報保護法問題,科学技術社会論,学協会の情報発信,研究成果の評価手法,アウトリーチ活動の強化,一般市民との対話,博物館,地域社会の教師・家庭・子どもなどに焦点を絞った議論がなされた.全体会議後には,メーリングリストで議論を継続するとともに,各主題領域において議論の裏付けとなる関連文献の収集を行い,データベース化に取り組んだ.本研究で構築したデータベースは今後も情報の蓄積を継続し,しかるべき時期に公開する予定である.
    文部科学省, 基盤研究(C), 神戸大学, Coinvestigator not use grants, Competitive research funding, 18630013
  • Practical Research on Mobile and Sensing Technology-Enhanced Learning Support System for Environmental Problems in Collaboration with Local Communities
    Grants-in-Aid for Scientific Research(基盤研究(B))
    2004 - 2006
    Masanori SUGIMOTO, Fusako KUSUNOKI, Shigenori INAGAKI, Etsuji YAMAGUCHI
    In this research, we developed CarettaKids, a system that integrates the shared space and personal spaces that allow children to work individually without being interfered with by others. CarettaKids was introduced into the social context of actual classroom environment to evaluate whether integration of personal and shared spaces can help promote children's participation in synchronous/co-location interaction in the classroom and deepen their understanding. As a result of analysis of interactive actions using videotaped records of classroom lessons and preand post-tests, the effects of CarettaKids in a pedagogical setting was proved.
    Ministry of Education, Culture, Sports, Science and Technology, 基盤研究(B), 東京大学, Principal investigator, Competitive research funding, 16300248
  • 博物館における科学教育支援システムの開発と評価の研究
    科学研究費補助金(特定領域研究)
    2003 - 2004
    楠 房子, 原田 泰, 原田 泰, 寺野 隆雄, 杉本 雅則, 佐伯 胖, 石田 晴久
    本研究では,博物館における地域連携の一貫として理数科教育に対する「博物館における科学教育支援システム」を提案した。本研究の特色は,システムの構築とその上のコンテンツのデザイン要面から学習支援を提案し,実現したアプローチにある。本研究では,まずコンテンツデザインのための博物館の調査とシステムの構築を15年度に着手した。システムはRFIDタグとPDAを用いて構築した。できあがったプロットタイプシステム上で,コンテンツの実装を行い,科学博物館にて最初の実験を行った。その分析結果をもとに,システムのインタフェースの改善,コンテンツデザインの発展を行った。さらに16年度では,展示形態の異なるブースで実験を行い,本研究の目的である「博物館の展示の理解」への有効性を検証した。本研究の行ったコンテンツデザイン手法,及び実験は,有効な研究として,こどもたちの科学に対する興味・関心を培い,探究心を高め,論理的思考を伸ばすことに十分貢献できると考える。
    文部科学省, 特定領域研究, 多摩美術大学, Coinvestigator not use grants, Competitive research funding, 15020256
  • A System for Supporting Collaborative Learning by Integrating Physical and Virtual Worlds
    Grants-in-Aid for Scientific Research(基盤研究(B))
    2001 - 2002
    Masanori SUGIMOTO, Hiromichi HASHIZUME, Shigenori INAGAKI, Fusako KUSUNOKI
    We have so far devised a sensing board and constructed a system for supporting group learning about environmental problems in face-to-face situations. In order to support constructive discussions, we propose a system with multiple boards, each of which is linked through computer network. In this system, each board where learners design a town with physical pieces is located in different places but is virtually connected with other boards : design of a town on a board influences upon its neighboring boards. Learners not only have to construct a town on their own board through face-to-face discussions, but also negotiate with other groups through chat systems for their sustainability.Evaluations of the system were carried out in an elementary school. In order to enhance authenticity for school children, teachers of the elemenlary school joined the design phases of the system. They also designed a curriculum which utilize the system. The evaluations proved that the system could contextualize children's learning, and raise the level of their motivation and engagement.
    Ministry of Education, Culture, Sports, Science and Technology, 基盤研究(B), 東京大学, Principal investigator, Competitive research funding, 13558011
  • 物理世界での相互作用により情報弱者の協調作業を支援するシステム
    科学研究費補助金(奨励研究(A), 若手研究(B))
    2001 - 2002
    杉本 雅則
    情報通信技術の社会への浸透に伴い、人間とコンピュータとのインターフェイスの設計はますます重要になっている。そこで本研究は、特に幼児や高齢者のような情報弱者を対象とし、コンピュータを意識することなく、知的な作業を支援するためのシステムの構築を目指した。本年度は昨年度に引き続き、RFID(Radio Frequency Identification)技術に基づくセンシングボードを活用し、他者との協調学習を支援するためのシステムを構築した。具体的には、音楽を対象とし、ゲーム感覚で音に親しむとともに、和音の学習を支援するためのシステムの構築を行った。本研究では、まず最初に、物理世界と仮想世界とを連携させる拡張現実感の技術に基づき、直感的に操作可能なユーザインターフェイスを構築した。それにより、コンピュータを利用することによる身体的、精神的な障壁を軽減し、誰もが容易に協調作業に参加できることを目指した。構築されたシステムでは、センシングボード上に、利用者によって選ばれた複数の楽器を表示される。利用者は、物理的なコマ(RFIDタグを埋め込んでいる)を用いて表示された楽器の適切な場所に触れることにより、その楽器の任意の音色を奏でることが出来る。複数の利用者からの操作はセンシングボードによって瞬時に認識される(同時多入力)ので、音楽の伴奏に合わせつつ、グループで合奏を行うことが可能になる。利用者は、没入感の高い環境を通して視覚的、聴覚的なフィードバックを受けつつ他者と協調しながら、学習を進めることができる。
    文部科学省, 奨励研究(A), 若手研究(B), 東京大学, Principal investigator, Competitive research funding, 13780319
  • Collaborative innovative study system for digital museums
    Grants-in-Aid for Scientific Research(基盤研究(B))
    2000 - 2002
    Hiromichi HASHIZUME, Fusako KUSUNOKI, Takao TERANO, Yutaka SAEKI, Masanori SUGIMOTO
    In recent years some art and science museums try to make themselves digitalized using digital technology on the display. These conventional digital museums, however, usually use the technology to offer information towards visitors, hence one way traffic - none of them encourages the active participation of the visitors and collaboration in between to enrich the information obtaining from the museum displays.The research "Collaborative innovative education system for digital museum, " in the contrast, has utilized digital museum display utilizing the latest hardware device technology, software agent technology and group learning technology to improve the above mentioned flaw of current museums and successed in proposing a new style of museums.The key technology in this research is the combination of RFID board-game system and real-time computer simulation system. An RFID board arranges a few hundred sectors' array of micro antennas to detect the position and the type of RFIDs placed on its surface. We previously proved its performance through the experiments in Japanese elementary schools, using it for environment issues and international mutual understanding issues in the social culture classes. In this research we extended the technology to the collaborative innovative education system. In the research we assume a museum as the field where visitors experience innovative education and transmit some information, therefore the term digital museum is the framework for such an activity.We brought the experiment system to Virtual Reality exhibition in city Laval, France and obtained field study result as well as an enthusiastic response from the visitors. We also made experiment for utilizing it for museum guide system in National Science and Technology Museum, Japan.We published some papers out from the research, so we compiled them for the final research report.
    Ministry of Education, Culture, Sports, Science and Technology, 基盤研究(B), 国立情報学研究所, Coinvestigator not use grants, Competitive research funding, 12558017
  • グループ活動を支援するための情報検索および情報共有システムに関する研究
    科学研究費補助金(奨励研究(A))
    1998 - 1999
    杉本 雅則
    本研究は、グループ活動を支援するための情報検索および情報共有機能を持つ情報システムの構築を目指して、2年間のプロジェクトとして行われた。本研究の核となるシステムおよび技術として、これまでの研究において、COSPEXと呼ばれるシステムの開発を進めてきた。COSPEXは、ネットワーク上の分散情報資源からの情報収集を支援するためのシステムである。初年度は主として、COSPEXの情報検索機能の強化を行った。利用者による情報の高度な活用を支援するために、まずユーザモデリングに関する基礎的な検討を行った。その上で、機械学習技術を応用した機能を実装することにより、ユーザとのインタラクションを通して、ユーザの検索意図を推定することを可能にした。次に、システムの情報可視化モジュールを新たに実装し、情報資源の意味的構造を可視化する機能を実現することにより、検索過程においてユーザが容易に情報発見を行えるようにした。次年度は、グループでの活動を支援するための機能を構築するため、数万件に上る大規模な文書集合を対象とし、共有データフォーマットの検討を進め、それに基づきデータ作成、および大規模データに対応するためのシステム性能の改良を進めた。情報共有支援機能については、まだ不十分であり、さらなる検討と改良の余地があるため、今後も引き続き、システム性能の向上や評価実験などを行いたいと考えている。
    文部科学省, 奨励研究(A), 学術情報センター->東京大学, Principal investigator, Competitive research funding, 10780269
  • 分散情報資源の統合的利用のための確率的照合機構に関する研究
    科学研究費補助金(重点領域研究)
    1997 - 1997
    高須 淳宏, 杉本 雅則, 片山 紀生
    本研究は,オブジェクトの照合手法を中心に分散情報資源の統合的利用にかかわる諸課題について研究するとともに,具体的な応用として分散電子図書館の構築法について研究を進めた。まず、自律分散的に構築される情報資源に対する効果的な検索を実現するために利用者の要望にあわせて情報空間を切取り,再構成して利用者に効果的に提示することを支援するために,自律分散的な情報資源に対する発見的な文献検索インターフェイス(COSPEX:COnceptual SPace EXplorer)についての研究を進めてきた.COSPEXは,データベースのスキーマに依存しない統一的なインターフェイスと概念空間の可視化による対話的な検索支援システムから構成されており,分散情報資源に対して双対尺度法と呼ばれる統計的手法により概念空間を構成して利用者に提示することによってユーザがこれまで気づかなかった新たなキーワードが提示されるので,そのキーワードを用いて再度検索したり,あるいは論文間のこれまで気付かなかった関係を発見して,新しい論文を読み進める手掛かりを得たりすることができる.さらに、利用者が収集した情報を蓄積し管理するためのメカニズムとして、Private Digital Library Manager (PDLM)の研究開発を行った.このシステムでは、利用者の情報探索結果や経過を随時蓄積できるようになっている.また、利用者の情報収集支援機能として、情報フィルタリングのための検索式を利用者の分散情報資源に対する操作過程から自動的に抽出することを試みた.ここでは、利用者の情報空間に対する一連の操作とその結果に関する動作に基づいて、決定木で表わされる分類規則を抽出し、その操作に重要な属性や値を導いている.
    文部科学省, 重点領域研究, 学術情報センター, Coinvestigator not use grants, Competitive research funding, 09230220
  • 分散マルチメディア電子図書館のための高機能データベースシステムの研究開発
    科学研究費補助金(重点領域研究)
    1996 - 1996
    高須 淳宏, 杉本 雅則, 片山 紀生
    現在インターネットではWWW技術を用いることによって、多種多様な情報資源が構築されている。ユーザがこのような情報システムを有効に利用できるようにするためには、各情報システム間の多様性を吸収し、個々のシステムを相互に接続することで、利用者に対して統一的な情報空間を提示するための方法論が必要となる。そこで本研究では、そのようなシステムを構築するための要素技術として、以下の三つの研究課題に取り組んだ。(1)オブジェクトの同定(担当:高須、片山)分散電子図書館においては、同一の実体、例えば同一の著者もシステムによって異なった形で表される。このような状況下で、実体を同定して情報を統合化する。(2)概念空間の構築および利用者に応じた部分空間の提示(担当:杉本、片山)実体間の類似度を定め、概念空間を構成するとともに利用者の必要な部分を推測し提示する。(3)データベースシステムの構築(担当:片山、高須)上記の機能を実現するために多様な情報を扱え、操作性の高いデータベースシステムを構築する。そして本研究では、これら三つの課題について、次のような手法を考案するとともに、それらの有効性について検討した。(1)の課題については、電子図書館において中心的な実体となる学術論文を対象として、文献の参考文献中にさまざまな形式で表される学術論文を同定するための近似的なマッチング手法を考案した。(2)の課題については、文献中に現れる用語の頻度を基に実体間の概念的な距離を定義し概念空間を構築するとともに、利用者の検索要求に応じて部分空間を選び出し提示するシステムを考案した。(3)の課題については、多様なデータ構造に対応するネットワーク構造とデータ操作能力の高い述語論理に基づいた記憶システムの開発を行った。
    文部科学省, 重点領域研究, 学術情報センター, Coinvestigator not use grants, Competitive research funding, 08244213
  • Field research on scientific databases and research trend
    Grants-in-Aid for Scientific Research(国際学術研究)
    1994 - 1996
    山田 尚勇, Masamitsu NEGISHI, 佐藤 真一, 根岸 正光, 孫 媛, 影浦 峡, 高須 淳宏, 大山 敬三, 安達 淳, 小山 照夫, 宮澤 彰, 内藤 衛亮, 井上 如, 片山 紀生, 杉本 雅則, 橋爪 宏達, 太田和 良幸, 細野 公男, 長瀬 真理, 西澤 正己, 柿沼 澄男, Sumio KAKUNUMA, Yoshiyuki OTAWA, Kyo KAGEURA, Atsuhiro TAKASU, Keizo OYAMA, Jun ADACHI, Akira MIYAZAWA, Teruo KOYAMA, Hitoshi INOUE, Eisuke NAITO, Masaki NISHIZAWA, Kimio HOSONO, Mari NAGASE, Yuan SUN
    National Center for Science Information Systems (NACSIS) has been operating a network system with the internet connection, constructing and servicing scientific databases and constructing a union catalog database for university libraries, with the aim of promoting information environment for university researchers. From FY1997, NACSIS is to begin a new service, "Electronic Library, " for academic society journals, and is conducting the technological development together with the institutional design suitable for a new scheme of scientific information dissemination in the coming advanced informatized society.As internationalization of scientific research is evolving, the development and enhancement of these systems and databases should be planed in correspondence with the demand for overseas information by Japanese researchers and the requirement for overseas transmisson of their own information. This would require NACSIS the continuous studies on the situation of scientific information related organizations of overseas countries. NACSIS should also correspond to the demand for Japanese information by foreign researchers. With the above aspects, this project was planed and conducted to survey and analyze the current overseas situation. The study items include full text database systems, i.e.search engines, standard format for full text databases, e.g.SGML,electronic library systems, multimedia database systems, demand for Japanese information in overseas countries, trend of scientific databases and environment for scientific research.The participating researchers visited relevant overseas organizations such as universities, academic societies, publishers and governmental agencies, discussed with the staffs on the above and gathered materials, or attended international conferences and exchanged opinion, including G7 GII meetings where Japan was a leader for the promotion of electronic libraries. Some of the developments derived from the study are a collaborative project for supporting Japanese language in an English based full text search engine, projects of utilizing NACSIS system at universities in France, Swiss and Sweden, and a joint project of electronic library systems with a UK university.
    Ministry of Education, Culture, Sports, Science and Technology, 国際学術研究, 学術情報センター, Coinvestigator not use grants, Competitive research funding, 06041120
  • モバイルコンピューティング               
    詳細はこちら http://www.itl.t.u-tokyo.ac.jp
    Competitive research funding
  • 教育工学               
    詳細はこちら http://www.itl.t.u-tokyo.ac.jp
    Competitive research funding
  • 複合現実感               
    詳細はこちら http://www.itl.t.u-tokyo.ac.jp
    Competitive research funding
  • 音響イメージング               
    詳細はこちら http://www.itl.t.u-tokyo.ac.jp
    Competitive research funding
  • ヒューマンロボットインタラクション               
    詳細はこちら http://www.itl.t.u-tokyo.ac.jp
    Competitive research funding
  • ユビキタスコンピューティング               
    詳細はこちら http://www.itl.t.u-tokyo.ac.jp
    Competitive research funding
  • コンピュータビジョン               
    詳細はこちら http://www.itl.t.u-tokyo.ac.jp
    Competitive research funding
  • ヒューマンコンピュータインタラクション               
    Competitive research funding

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