
Masataka Tokumaru- Kansai University
Masataka Tokumaru
- Kansai University
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131
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Publications
Publications (131)
We apply the YUKI algorithm to interactive evolutionary computation as a new approach in candidate solution retrieval. The YUKI algorithm searches for the optimal solution by balancing convergence and divergence of the current optimal solution candidates. The proposed method presents various solution candidates through the convergence and divergenc...
Interactive Evolutionary Computation (IEC) is a technology that optimizes solutions through human-computer interaction based on intuitive human evaluations, and many systems have been proposed. While IEC typically imposes a burden on users due to the repetitive evaluation of solution candidates, there have also been attempts to combine IEC with dai...
In this study, we propose a system that leverages peer learning to enhance exercise motivation by facilitating mutual instruction and feedback between users and conversational agents on exercise performance. The system aims to address the challenge of maintaining motivation for continuous exercise, which is recommended for preventing lifestyle-rela...
As English becomes increasingly important globally, many agent-based conversation practice environments struggle to maintain learner motivation due to a lack of personalized behavior. This study proposes optimizing a conversational agent's non-verbal cues—such as nodding and voice characteristics—through interactive evolutionary computation to enha...
Fostering creativity in programming tasks is a challenging endeavor, especially when working alone. Traditional programming environments often lack support for stimulating creative thinking and idea generation. This paper presents an interactive augmented reality (AR) system that aims to enhance creativity in Internet of Things (IoT) programming ta...
This study investigates the impact of introducing conversational pauses and self-adaptor gestures in robots to enhance human-likeness during English conversation practice. As globalization increases the demand for English proficiency, there is increasing interest in using conversational robots for language practice. However, conventional robots oft...
Serendipitous learning, characterized by the discovery of new insights and unexpected connections, is recognized as a valuable educational experience that stimulates critical thinking and self-regulated learning. While there have been limited efforts to develop serendipity-oriented recommender systems in education, these systems often fall short in...
In an era characterized by rapid social change, the importance of innovation has never been more pronounced. Creativity, with its capacity to spawn fresh and valuable ideas, stands as the driving force behind innovation. A key aspect of fostering creativity is the effective utilization of others’ viewpoints as catalysts for novel insights. In this...
We present an automatic virtual makeup system with an interactive evolutionary computation (IEC) method using user preference information. While purchasing cosmetic items, users try each cosmetic item and check their appearance. Consequently, users feel burdened to try numerous cosmetic products before making a choice. To avoid this burden, some co...
This study proposes a system that uses virtual reality to create the illusion of decreased training load through cross-modal effects, which are when two senses, such as sight and hearing, interact and influence one another. The system utilizes a head-mounted display and headphones for auditory and visual sensory presentation while participants enga...
With the explosive growth of online discussions nowadays, fostering interesting and satisfying group discussions for all group members has become challenging. In this work, we particularly seek to address the issue of online group formation where diverse participants with various topic interest levels gather and carry-on open-ended synchronous disc...
In this study, we propose a rhythm correction system for promoting motivation towards exercise. Recently, music-based exercise has been attracting attention as an approach for preventive care. However, some elderly people may experience a large discrepancy between the rhythm of the music and their own movements, which prevents them from enjoying ex...
The emergence of social robots has created new opportunities for them to coexist with humans, but only if they can imitate human-like social behavior. Previous research has examined various robot social cues, such as emotions, gestures, and eye contact. However, an area that has been under-researched is the concept of implicit group norms, which ar...
In second-language communication, emotional feedbacks play a preponderant role in instilling positive emotions and thereby facilitating the production of the target language by second-language learners. In contrast, facial expressions help convey emotion, intent, and sometimes even desired actions more effectively. Additionally, according to the fa...
In this study, we propose a decision-making model that enables a robot to behave socially in groups of people with common interests. Several attempts have been made to develop robots suitable for humans. Robots should act socially in a human-like social manner to help humans live comfortably. However, if robots are completely subservient to humans,...
When communicating with second language learners, empathetic conversational partners that can convey a suitable amount of emotional feedbacks may play a facilitative role in instilling positive emotions and thus catalyze learner’s production of the target language. On the other hand, facial expressions play a preponderant role in communicating emot...
Communication robots such as partner or pet robots are machines that use artificial intelligence to communicate with humans. These robots need to behave naturally and convey a friendly impression to be a healing companion. Human imperfections such as making poor judgements, forgetting, and dropping things are at the heart of our human identity. Hen...
With the explosive growth of online discussions nowadays, fostering interesting and satisfying group discussions for all group members has become challenging. In this work, we particularly seek to address the issue of online group formation where diverse participants with various topic interest levels gather and carry-on open-ended synchronous disc...
We propose a music recommendation system based on the Kansei retrieval agent (KaRA) model using fuzzy inference to present music data that a user satisfies to obtain user preference rules for music. The KaRA model learns the user-preference using user evaluation information based on the fuzzy inference parameters of each agent that is optimized by...
In this study, we apply an artificial bee colony (ABC) algorithm to the interactive evolutionary computation (IEC) method for the multimodal retrieval of candidate solutions in a Kansei space having multimodal preferences. Previous IEC methods often used a genetic algorithm (GA) method for evolutionary algorithm; retrieving multimodal candidates us...
People’s affective states when watching sports videos can be related to their physiological responses. This study proposes a method for extracting sports video highlights from viewers’ physiological data using fuzzy logic. Fuzzy logic is a multivalued logic, which is similar to human thinking and interpretation, and it has been widely applied to em...
This study examines a Kansei retrieval agent (KaRA) model based on fuzzy reasoning in terms of optimizing fuzzy rules. The KaRA model learns the user’s preferences based on the user’s sensory evaluation, and retrieves what the user wants from a large amount of data. The KaRA model based on fuzzy reasoning has information on membership functions and...
In this study, we evaluate the adaptivity of a mobile robot, controlled by a navigation model, to changes in personal space within dynamic human-robot groups. Several recent attempts have been made to develop robots suitable for human communities. Although human interpersonal space depends on particular contexts and situations, humans occupy their...
Authors sometimes create narratives for the purpose of conveying the message (theme ). In addition, they often start with deciding the emotional genre (emotional impression), such as “sad story.” So far, our research group has defined a narrative discourse structure and has proposed the process for creating it from the theme and emotional impressio...
We investigate an interactive evolutionary computation (IEC) using multiple users' gaze information when users partially participate in each design evaluation. Many previous IEC systems have a problem that user evaluation loads are too large. Hence, we proposed to employ user gaze information for evaluating designs generated by IEC systems in order...
In this study, we apply an artificial bee colony (ABC) algorithm to the interactive evolutionary computation (IEC) method for the multimodal retrieval of candidate solutions. Previous works have proposed IEC systems using a parallel interactive tabu search algorithm (PITS) that generates multiple tabu search (TS) retrievals and a hybrid genetic alg...
This paper proposes a system that uses Interactive Evolutionary Computation (IEC) to recommend eyeglasses based on user aesthetic preference and suitability. The system presents the user with various eyeglasses, and the user evaluates the design based on aesthetic preference. Then, the system uses an Interactive Genetic Algorithm (IGA) to optimize...
Kansei is a Japanese word that refers to feeling, sensitivity, intuition, among others. In this paper, we propose a system that facilitates the perception of other people’s Kansei to promote daily life awareness. To this end, our approach consists of providing users with the opportunity to visualize other people’s Kansei through observation of emot...
In this study, we propose a robotic model that determines a robot’s ideal positioning when confronted with changes in personal space within a dynamic human-robot group. Recently, there have been several efforts to develop communication robots suitable for human communities. Determining a robot’s position is essential to avoid collisions with humans...
This paper proposes a system that encourages users to discover disciplines such as mathematics and biology, which they have not explored before. The recommendation of unexpected information is highly demanded in current recommender systems, which are used in various situations. To meet this need, the present study considers the serendipitous discov...
We propose a robotic model that helps determine a robot’s position when there are changes in the human’s personal space in a human–robot community. Recently, there have been a number of efforts to develop personal robots suitable for human communities. Determining a robot’s position is important not only to avoid collisions with humans but also to...
In order to write successful novels, authors should consider the preferences of their target readers. However, some authors find it difficult to identify their target readership. One important characteristic of readers is that they expect to experience certain emotions through reading a novel. For example, some readers enjoy thrillers, whereas othe...
In this study, we propose a system to generate the T-shirt design images that match a user’s preference based on generative adversarial networks (GAN) and a Kansei agent. The generator of GAN can be used to generate lifelike images similar to the learned data. The Kansei agent is a model that learns the user’s Kansei evaluation and retrieves images...
In the present paper, we propose a robotic model to help determine a robot’s position under the changing conditions of human personal space in a human-robot group. Recently, several attempts have been made to develop personal robots suitable for human communities. Determining a robot’s position is important not only to avoid collisions with humans...
In this study, we analyzed user preference rules obtained from a character coordination system using the Kansei retrieval agent (KaRA) model with fuzzy inference for the acquisition of user rules related to user preferences. The preference rules of the character coordination system were expressed by if-then rules. Previous studies have demonstrated...
In the near future, robots are expected to be integrated into people’s lives, interacting with them. To develop better robotics and artificial intelligence, this research focuses on the concept of teamwork. A robot agent was implemented in a virtual reality(VR) game to play the sport roundnet, a team-based sport similar to table tennis and volleyba...
We aim to express robots’ emotions with more natural movements. In this paper, we investigate the impression of the physical characteristics of the robots’ motion on the user. We found that some physical features were deeply related to emotions. First, subjects estimated the emotion close to anger when the robot’s arm moved faster. Furthermore, the...
In this study, we propose an emotional expression optimization model that is focused on action. Humanoid robots can express emotions through speech or gestures. However, most pet robots do not have the ability to speak like humans; thus, it is necessary for them to express emotions only through various actions. To resolve this issue, we apply an in...
In the present paper, we propose a recommender system that considers the current user behavior tendencies to evaluate relevant contents. In, the proposed model, the user preference factors are estimated based on the collected kansei evaluations and image features of recommended contents. The features are acquired from the image of the content by us...
In this paper, we propose a sticker-based dialog model considering shared emotion in group chats. Previous communication robots support only one-on-one conversations. It, therefore. was difficult for the robot to communicate with multiple people. Opportunities for people to communicate using group chat are increasing with the development of SNS. Th...
Several studies on how social robots respond, gesture, and display emotion in human-robot interactions have been conducted. In particular, sociality of robots implies that robots do not only exhibit human-like behaviors, but also display a tendency to adapt to a group of individuals. For robots to exhibit sociality, they need to adapt to group norm...
This study proposes a model in which the communication robot forms its personality based on its temperament and the other’s character. The proposed model learns how to behave in a group with Q-learning by considering its temperament. In our simulation, a robot using the proposed model and a pseudo-user interact with each other. Furthermore, the pro...
In this study, we investigate whether group norms occur in human–robot groups. At present, there are a number of studies that examine social robots’ ways of responding, gesturing, and displaying emotion. However, sociality implies that robots not only exhibit human-like behaviors, but also display the tendency to adapt to a group of individuals. Fo...
Writing includes such elements of communication skills as expressing authorial intention in an understandable way that is acceptable to readers. Our research introduces a writing activity that cultivates communication skills by introducing a method for writing novels that are liked by the estimated target readers. An aspect of novels that may refle...
We present an Interactive Evolutionary Computation (IEC) system that applies user gaze information. Historically, IEC systems have encountered the problems caused by heavy user evaluation loads. To solve these problems, researchers have employed biologically derived user information, such as heartbeats or brainwaves, to reduce the evaluation load....
Herein, we proposed a robot model that will obey a norm of a certain group by interacting with the group members. Using this model, a robot system learns the norm of the group as a group member itself. The people with individual differences form a group and a characteristic norm that reflects the group members' personalities. When robots join a gro...
We present an Interactive Evolutionary Computation (IEC) system that applies user gaze information. Historically, IEC systems have faced the problem of heavy user evaluation loads. Therefore, to solve this issue, we apply a user gaze information approach to solve such issues. When user gaze information is applied to the evaluation of candidate solu...
This paper presents a model to enable robots to create a suitable criterion for decision-making by indirectly interacting with people in a group. Using this model, a robot learns a suitable criterion for the group as a group member through reinforcement learning. When people, who have different personalities form a group, they adjust their criteria...
We propose an interactive evolutionary computation(IEC)system using gaze information from multiple users. IEC is an optimization method that can reflect human sensibility in the generation of solution candidates. IEC studies have been applied to a wide range of fields. However, the drawback of IEC is that the user evaluation load is large. To solve...
We propose a catalog interface for the Interactive Evolutionary Computation (IEC) system. When a user views a product catalog, the system obtains the user’s gaze information and implements evolutionary computation. We verify the effectiveness of the proposed system using evaluation experiments with real users. The experimental results show that the...
We propose a Healthy Eating Habits Support System (HEHSS) which considers user taste preferences and nutritional balance. The proposed system comprises a Nutritional Management System (NMS) and a Kansei Retrieval System (KRS). The NMS generates nutritionally balanced menus using the tabu search method. The KRS learns user taste preferences through...
We propose a Kansei retrieval agent (KRA) model with fuzzy reasoning as the basis for a Kansei retrieval system. In our system, the KRA learns user preferences on the basis of user evaluation of items from a large database. The system employs fuzzy reasoning for the KRA model to express user preferences by using the if–then rules and obtains user p...
In this paper, we construct Kansei retrieval of clothing. This system is designed to search for user's clothing preference by considering their Kansei. Then, this system uses features of clothing images. In previous study, the features were 20 bits and extracted by image processing. However, these features aren't enough for Kansei retrieval. So, ou...
We propose an interactive evolutionary computation (IEC) method that uses the gaze information of multiple users to reduce user evaluation loads. The IEC method employs user sensitivity to evaluate candidate solutions of evolutionary computation. However, IEC has a problem that user evaluation loads of candidate solutions are large. To solve this p...
We propose a wrist watch design system with Interactive Evolutionary Computation (IEC) using Winner-based Paired Comparison (WPC) method. Some companies have developed various product design customization systems. However, in most of these systems, users must choose each design component from multiple design components. Consequently, it is difficul...
We propose an interactive genetic algorithm (IGA) that evaluates individuals from among many people. This technique is effective for consensus building and in bringing together many opinions for applications such as enabling multiple people to design clothes together. With an IGA in which multiple people participate, a simple and easy evaluation in...
We propose a system to create designs that reflect multiple user preferences. When creating such designs, it is important to collect a significant number of user opinions and adopt them in the designs. However, as the number of users increases, the collection of opinions becomes more difficult. Therefore we propose a system using the paired compari...
In this study, we have developed an interactive design support system with virtual reality (VR) devices. This system automatically creates nail art painting images on a three-dimensional (3D) finger model. A system user can put on a head-mounted display and look at these images in VR space. They can control the 3D finger model in VR space using the...
In this study, we verify the effectiveness of a sympathy expression model for a bystander robot that we have proposed. Because the social nature of a robot is important for communicating with multiple people, we focus on a robot that is in a bystander position, which is unrelated to the communication between participants. In our proposed model, the...
In this study, we propose a multimedia retrieval system framework using the Kansei retrieval agent (KRA) model to retrieve multimedia data. Our previous study involved recommender systems using the KRA model with reciprocal evaluation of each KRA and a hidden KRA model to optimize agent parameters; however, our previous method uses an interactive g...
We verify the performance of the Kansei model in the Healthy Eating Habits Support System (HEHSS). In a previous study, we reported HEHSS, which considers user taste and health. In HEHSS, an NPD Kansei model expresses user taste. The model expresses P (Positive: like) taste, N (Negative: dislike) taste, and D (Don't care: neutral) taste for all ite...
In this paper, we propose a sympathy expression model for a bystander robot that honors the concept of moral emotion. Therefore, we pay attention to the robot that is in a bystander position, which is unrelated to the communication between participants. We propose a sympathy expression model that lets a bystander robot learn the emotional display o...
This paper proposes an emotion-generation model for a robot that distinguishes different aspects of a human's personality. The robot reacts differently, depending on the human communication it receives. In this cutting-edge research area, several studies have demonstrated robots that generate reactions to humans by judging their interaction. Howeve...
We propose a system to create designs that reflect multiple user preferences obtained by voting using digital signage. When creating such designs, it is important to collect a significant number of user opinions and adopt them in the designs. However, as the number of users increases, the collection of opinions becomes more difficult. We propose an...
We propose a signboard design system with votes by multiple people. When determining a signboard design with many people, it is important that local residents agree on a single signboard design. Therefore, we created a signboard design system that determines the design by popularity using an evolutionary computation algorithm to finalize the design...
This study proposes a clothing-image retrieval system that considers a user's kansei, i.e., the user's emotional, physical, and aesthetical preferences. The system gradually learns the user's kansei by repeated interaction with the user, and can then search for corresponding clothing images. The practicality of the proposed system is confirmed in e...
In this study, we developed an emotional virtual creature that grows according to a growth function model influenced by user input. Our preceding study proposed a growth model for emotions based on changes in the network structure of a self-organizing map. We applied a multilayer perceptron neural network to generate more sophisticated emotional ex...
We implemented a virtual dressing system that presents fashion coordination recommendations to users based on their likes and dislikes using parallel interactive tabu search (ITS). Parallel ITS operations were implemented via user hand movements tracked by a Kinect sensor. Our proposed system automatically generates numerous fashion coordination re...
In this paper, we propose a system to create harmonic designs that reflect preferences of multiple users with votes using digital signage. When creating harmonic designs, it is important to collect a lot of opinions of users and to adopt them for designs. However, as the number of users increases, the collection of opinions is more difficult. Then,...
In this study, we proposed an emotion generation model for robots that considers mutual effects of desires and emotions. Many researchers are developing partner robots for communicating with people and entertaining them, rather than for performing practical functions. However, people quickly grow tired of these robots owing to their simplistic emot...
In this paper, we propose a support system for healthy eating habits. Current methods of recipe retrieval generally rely on keywords or popularity. However, such approaches offer the same results to different users. In order to resolve this issue, we have developed a support system that incorporates nutritional management and preferential retrieval...
In this paper, we propose a system that facilitates collaborative design by multiple users of on the basis of Interactive Evolutionary Computation (IEC). Further, we conduct numerical simulations in order to analyze the optimized performance of the proposed system. In the simulations, multiple evaluation agents with bit strings are used to evaluate...
We present an Interactive Tabu Search (ITS) algorithm to reduce the evaluation load of Interactive Evolutionary Computation (IEC) users. Most previous IEC studies used an evaluation interface that required users to provide evaluation values for all candidate solutions. However, user's burden with such an evaluation interface is large. Therefore, we...