Journal of Japan Society for Fuzzy Theory and Intelligent Informatics
Online ISSN : 1881-7203
Print ISSN : 1347-7986
ISSN-L : 1347-7986
Volume 17, Issue 2
Displaying 1-33 of 33 articles from this issue
Original Papers
  • Mao MAKINO, Chika OSHIMA, Rodney BERRY, Naoto HIKAWA, Kazushi NISHIMOT ...
    Article type: Article
    2005 Volume 17 Issue 2 Pages 164-174
    Published: April 15, 2005
    Released on J-STAGE: May 03, 2017
    JOURNAL FREE ACCESS
    In this paper, we propose a system "The Music Table" that allows children to compose and play their own musical patterns through trying and selecting, even with no previous experience of playing a musical instrument. Recently, it is possible to make notes and play an individual work with the aid of computer technology. However, the user who uses conventional music software has to have at least some pre-conceived idea of the musical pattern they want to make before they enter it into the software. The Music Table enables a player to compose musical patterns by arranging cubes on a tabletop. The cubes are a physical representation of musical notes. Once the user puts a cube on the tabletop, a repeated sound is heard with pitch and timing corresponding to its position on the table. These sounds prompt the children to compose musical patterns by freely arranging these cubes as "building blocks". In an experiment with the system, all 17 children (including one still in kindergarten) were able to quickly make their own musical patterns. Moreover, they made many adjustments by manipulating the cubes until they were satisfied with the musical result. These results show that The Music Table has value as an "edutainment" system that can give children a direct experience of composing music, and can prompt them to physically tackle their individual expression.
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  • Uri Globus
    Article type: Article
    2005 Volume 17 Issue 2 Pages 175-183
    Published: April 15, 2005
    Released on J-STAGE: May 03, 2017
    JOURNAL FREE ACCESS
    This paper examines the nature of games and its relation to research, education and entertainment. We discuss the need and importance of having a better definition for the word 'game'. Ideally, such definition should be clear-cut, acceptable across various disciplines and coincide with common use of the word. We arrived at our definition by reexamination of some previous definitions and focusing on the distinctions between 'game' and closely related phenomena. It is suggested that 'game' may be defined as a partially ordered dynamic that has an element of tension ; the structure of games is always a result of conflicting desires. This definition gives insights regarding the value of games for research, education and entertainment. Particularly, we suggest that a measurement for the entertainment of games should be dependant on the number of simultaneous tensions experienced, their degree and duration. We denoted this new fuzzy measurement as tension space. Using this new measurement, seemingly different games can be compared. The tension space is dependant on the game skills and knowledge of a player. We suggest as well, that measuring the communication i.e. the information transferred in a game, is another promising direction for further research. Lastly, we examine the metaphor "life is a game" in light of our new findings.
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  • Kohei TSUDA, Ruck THAWONMAS, Yuki KONNO
    Article type: Article
    2005 Volume 17 Issue 2 Pages 184-193
    Published: April 15, 2005
    Released on J-STAGE: May 03, 2017
    JOURNAL FREE ACCESS
    Online contents such as bulletin board services (BBSs) have recently gained a lot of attention as new tools for market analysis. In online games, where the contents must be accordingly updated after their releases in order to have users addicted to the games, it is important to grasp users' demands, and for this task BBSs and chat messages have been used. In this paper, we focus on the relations between comment replies, and propose a new method for discovering keywords by measuring influence rates in BBSs.
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  • Eisaku HORI, Hideo SAITO
    Article type: Article
    2005 Volume 17 Issue 2 Pages 194-202
    Published: April 15, 2005
    Released on J-STAGE: May 03, 2017
    JOURNAL FREE ACCESS
    Free hand motion in 3D space is natural and e(r)ective to handle virtual objects in cyberspace for game playing, etc. In this paper, we propose a 3D hand controller for game playing via stereo cameras that are attached on human body. This controller captures disparity image and color image of the hand of user by using stereo cameras on the user's body. From the images, 3D position and orientation of the hand relative to the body can be estimated. The orientation of the body relative to the flat plane in background scene can also be estimated. In accordance with the estimated values, the user can change motion and rotation of virtual viewpoint virtually, and manipulate virtual objects in cyberspace. For evaluating the e(r)ectiveness of the proposed hand controller, we apply it to control some 3D games.
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  • Hidenori KAWAMURA, Hisao KADOTA, Masahito YAMAMOTO, Toshihiko TAKAYA, ...
    Article type: Article
    2005 Volume 17 Issue 2 Pages 203-211
    Published: April 15, 2005
    Released on J-STAGE: May 03, 2017
    JOURNAL FREE ACCESS
    In this paper, we report the development of the entertainment blimp robot which can make several reactive behaviors for user's appeal. The blimp robot has a wireless CCD camera and wireless microphone at the bottom of body, and rotates or goes upward/downward by trigger of user's handclap. To make variety reactions of the blimp robot, a sequence of robot behavior is generated based on the nondeterministic finite state machine. In addition, the stable flying behavior is achieved by the proposed hovering control based on grounded red circle landmarks. Throughout an experiment, we confirm that the blimp robot can fly long-term with user-interaction.
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  • Noriyoshi SHIMIZU, Naoya KOIZUMI, Maki SUGIMOTO, Hideaki NII, Dairoku ...
    Article type: Article
    2005 Volume 17 Issue 2 Pages 212-221
    Published: April 15, 2005
    Released on J-STAGE: May 03, 2017
    JOURNAL FREE ACCESS
    Robots have chiefly been considered as machines that perform work in the place of human beings, such as industrial robots. However, a robot can be used as an interface between the real world and the information world. This concept can be referred to as a Robotic User Interface (RUI). In this paper, we propose a RUI as a haptic feedback interface. We can interact with information world by using this RUI synchronize a CG model that has the same form and joints as RUI.
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  • Hiroshi MORI, Junichi HOSHINO
    Article type: Article
    2005 Volume 17 Issue 2 Pages 222-232
    Published: April 15, 2005
    Released on J-STAGE: May 03, 2017
    JOURNAL FREE ACCESS
    Storyboard is a classical animation tool to help the creators to organize scenes. However, in order to make animation from storyboard, we need many procedures. If producing animation is automati-cally from storyboard, it has the advantages of increased speed and reduced costs. In this paper, we pro-pose a new method for producing animation from storyboard. The 3D position and pose of the characters are estimated from 2D line drawing, and motion is estimated using example-based interpolation method. In addition, we analyze accumulated motions and reconstruct motion from which the feature differs.
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  • Shigeru KATO, Takehisa ONISAWA
    Article type: Article
    2005 Volume 17 Issue 2 Pages 233-242
    Published: April 15, 2005
    Released on J-STAGE: May 03, 2017
    JOURNAL FREE ACCESS
    This paper describes the construction of the system that outputs consistent linguistic expressions explaining some pictures given in random order. Input to this system is objective information on some pictures and this system outputs linguistic expression explaining the contents of pictures and the connective relationships between pictures. The present system consists of the basic contents explanatory part, the connective relationship explanatory part and the linguistic composition part. The basic contents explanatory part outputs behavior description explaining behaviors of objects drawn in pictures. The connective relationship explanatory part infers event description explaining the matters imagined to be happened between two consecutive pictures and outputs the combination of event descriptions evaluated to be consistent. The linguistic composition part composes the descriptions obtained from other two parts. In order to confirm the usefulness of the present approach, simulation experiments are performed. In the experiments several subjects interact with the system to construct their own database and the linguistic expressions obtained by the system are evaluated.
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Short Notes
  • Nagisa MUNEKATA, Naofumi YOSHIDA, Shigeru SAKURAZAWA, Yasuo TSUKAHARA, ...
    Article type: Article
    2005 Volume 17 Issue 2 Pages 243-249
    Published: April 15, 2005
    Released on J-STAGE: May 03, 2017
    JOURNAL FREE ACCESS
    There are many computer games in the world, but all players of the games take on the computer or the other players on many person games. In view of the strong connectivity between communication and entertainment which has been advocated in the field of entertainment computing, the use of biological signals for computer game is interesting. Here, a new type of game using a biological signal was developed as an entertainment device. Skin conductance change caused by mental sweating was selected as the signal to reflect player's agitation into the game. This type of game has the following characteristics from the viewpoint of communication. First, the player of the game takes on oneself due to viewing the biological signals detected from oneself. In this situation, a kind of self-reference system is constructed. Second, the environments in which the game is played change how to make the game enjoyable. Third, the game system reveals differences of context between the player and the observer. From these characteristics, it is thought that the biological signals are available for the entertainment computing.
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  • Masayoshi Kanoh, Minori Gotoh, Shohei Kato, Tsuyoshi Nakamura, Hidenor ...
    Article type: Article
    2005 Volume 17 Issue 2 Pages 250-255
    Published: April 15, 2005
    Released on J-STAGE: May 03, 2017
    JOURNAL FREE ACCESS
    The "Ifbot" robot communicates with people by considering its own "emotions" and theirs. Ifbot has many facial expressions to communicate enjoyment. In this paper, we focus attention on Ifbot's physiological system and muscular system, which make facial expressions by using physiological and muscular processes respectively. We first classify facial-expression mechasisms as physiological and muscular systems. We then attempted to extract characteristics of Ifbot's facial expressions by mapping these to both emotional spaces. We apply a five-layer perceptron to the extraction. We also propose a method of facial expressions of mixed emotionusing the emotional spaces.
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