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Dive into the research topics where Akihiro Miyakawa is active.

Publication


Featured researches published by Akihiro Miyakawa.


International Journal of Distance Education Technologies | 2006

Implementation and Performance Evaluation of WWW Conference System for Supporting Remote Mental Health Care Education.

Kaoru Sugita; Giuseppe De Marco; Leonard Barolli; Noriki Uchida; Akihiro Miyakawa

Recently in Japan, the mental health care has become a very important issue because there are many people suffering from mental problems. Also, there are only few specialists and researchers to deal with these problems. The information technology (IT) has changed our life. People can communicate between them and students can study various courses at anywhere and anytime using the Internet. The IT can be helpful for mental health care, education, aftercare and counseling for patients and their families. It is very important to decrease the moving time because there are very few mental healthcare specialists. Also, it is very important to see the facial expression and speak to the people for mental healthcare education, aftercare and counseling. For this reason, the video and voice are needed. But, it is not easy to use the conventional TV conference systems for general people, mental health care specialists and their students because they are not computer specialists. In order to realize a remote mental health care education, we have developed a WWW conference system. Our system can communicate between the mental health care specialists and their students. Also, our system can provide the communication between the mental health care specialists, patients and their families by using the live video on WWW browser, point to point communication, point to multi point communication and multi point to multi point communication. In this paper, we show the implementation of proposed system.


international conference on parallel and distributed systems | 2005

Performance evaluation of WWW conference system for supporting remote mental health care education

Kaoru Sugita; Noriki Uchida; Akihiro Miyakawa; G. De Marco; Arjan Durresi; Leonard Barolli

Recently in Japan, the mental health care has become a very important issue because there are many people suffering from mental problems. Also, there are only few specialists and researchers to deal with these problems. The information technology (IT) has changed our life. People can communicate between them and students can study various courses at anywhere and anytime using the Internet. The IT can be helpful for mental health care, education, aftercare and counseling for patients and their families. It is very important to decrease the moving time because there are very few mental healthcare specialists. Also, it is very important to see the facial expression and speak to the people for mental healthcare education, aftercare and counseling. For this reason, the video and voice are needed. But, it is not easy to use the conventional TV conference systems for general people, mental health care specialists and their students because they are not computer specialists. In order to realize a remote mental health care education, we have developed a WWW conference system. Our system can communicate between the mental health care specialists and their students. Also, our system can provide the communication between the mental health care specialists, patients and their families by using the live video on WWW browser, point to point communication, point to multi point communication and multi point to multi point communication. In this paper, we show the implementation of proposed system.


advanced information networking and applications | 2003

Relation between Kansei words and the room space in digital traditional Japanese crafting system

Kaoru Sugita; Akihiro Miyakawa; Yoshitaka Shibata

In Japan, there are traditional Japanese craftings such as fittings, furniture, textiles, etc., which are closely related to Japanese culture and life. The design of Japanese houses and their rooms is a very important problem to attract people. However, this design is not easy because people have different feelings. In order to deal with this problem, we have developed a Digital Traditional Japanese Crafting System (DTJCS) which provides a presentation space for traditional Japanese crafting. In this paper, we analyze the effect of room change of fittings to peoples feelings using the presentation system.


advanced information networking and applications | 2004

Kansei retrieval method using VPIC of traditional Japanese crafting objects

Kaoru Sugita; Tomoyuki Ishida; Akihiro Miyakawa; Yoshitaka Shibata

We propose Kansei retrieval method using the quantitative feature of traditional Japanese crafting object to provide a user with the desired presentation space in digital traditional Japanese crafting system. First, we extracted visual quantitative feature values by using visual pattern image coding (VPIC). Those values include the total number, the frequency, the dispersion rate and the deviation rate of variety for edge. Next, those quantitative feature values for traditional Japanese crafting objects are registered in the multimedia database. On the other hand, the relation between Kansei words and the visual feature of traditional Japanese crafting objects are analyzed by using the questionnaire. Last, the visual feature is related with the quantitative feature values. Through the above process, Kansei retrieval method can be realized. We describe the possibility of realization for Kansei retrieval method using the quantitative feature of 3D object.


international conference on parallel and distributed systems | 2000

Traditional Japanese crafting presentation system based on VR and Kansei information processing techniques

Kaoru Sugita; Akihiro Miyakawa; Yukiharu Kohsaka; Koji Hashimoto; Yoshitaka Shibata

Technical evolution of traditional crafting industries by multimedia and network technologies performs very important role to survive in modern industrialization in the world. In this paper we propose a three-dimensional CG presentation system using Kansei information processing and Virtual Reality technologies. A large number of data concerned with traditional Japanese fittings are stored in the database distributed over Internet. User can easily retrieve the desired fittings according to his/her Kansei and design not only the traditional Japanese interior but also combine those with western interior to build creative and original houses, hotels and other buildings. We built a prototype system in which user can also walk through the designed virtual space as a Japanese room organized by Japanese traditional fitting in. Taturu-Hama-Cho and interactively change those fittings by the selected ones based on his Kansei from the distributed databases over Internet. As a result, we could verified the usefulness of our suggested system not only for Japanese crafting presentation fields but also for worldwide design industries.


Journal of Interconnection Networks | 2004

EVALUATION OF KANSEI RETRIEVAL METHOD FOR QUANTITATIVE FEATURE EXTRACTION

Akihiro Miyakawa; Kaoru Sugita; Tomoyuki Ishida; Yoshitaka Shibata

In this paper, we propose a Kansei retrieval method based on the design pattern of traditional Japanese crafting object to provide a user with the desired presentation space in digital traditional Japanese crafting system. The visual quantitative feature values are extracted by using Visual Pattern Image Coding (VPIC). These values include the total number, the frequency, the dispersion rate and the deviation rate for different edges. The quantitative feature values for traditional Japanese crafting objects are registered in the multimedia database and the relation between Kansei words and the visual feature of traditional Japanese crafting objects are analyzed by using the questionnaire. Then, the visual features are compared with the quantitative feature values. Through the above process, we can find the relation between the design pattern components and edge types using VPIC. By finding this relation, the Kansei retrieval method can be realized.


advanced information networking and applications | 2006

Method of sharing virtual traditional crafting system based on high-speed network

Tomoyuki Ishida; Akihiro Miyakawa; Yuji Ohhashi; Yoshitaka Shibata

In this paper, it proposes the method of sharing space that enables collaborative work in the virtual traditional crafting system based on high-speed network (JGN2). We are building the presentation system which deals with human sensitivity in virtual reality environment. So far we have proposed three different presentation systems of an Internet version and a SGI version. In this research, when the business model is considered, we think that collaboration support in sharing space is required of remote users. Therefore, JGN2 which is a next-generation high speed network was used to interconnect remote CAVE systems, and realize of the system which can perform interactive operations in sharing space is aimed.


international conference on distributed computing systems workshops | 2004

Kansei retrieval method using the quantitative feature of traditional Japanese crafting object

Kaoru Sugita; Tomoyuki Ishida; Akihiro Miyakawa; Yoshitaka Shibata

We propose Kansei retrieval method using the quantitative feature of traditional Japanese crafting object to provide a user with the desired presentation space in digital traditional Japanese crafting system. First, we extract quantitative feature values from the crafting objective by using visual pattern image coding (VPIC). Those values include the total number, the periodicity, the ratio of dispersion and the ratio of variety for edge into the objects. Next, we register the quantitative feature values of traditional Japanese crafting object in the multimedia database. And, we analyzed the relation between Kansei words and the sensitive features of traditional Japanese crafting objects by using the questionnaire. Last, we process the sensitive feature by using the quantitative feature values. The mentioned above, we can realize Kansei retrieval method. We describe the realization for Kansei retrieval method using the quantitative feature of 3D objects.


advanced information networking and applications | 2005

Virtual traditional Japanese crafting system using JGNII in collaborative work environment

Tomoyuki Ishida; Akihiro Miyakawa; Yoshitaka Shibata

Virtual reality technology performs very important rote to design and construct desired buildings and houses. In this paper, we introduce an extended virtual Japanese traditional crafting system to collaborate by many users such as end consumers, craftsmen, coordinator and salesperson each other. Multiple CAVE systems in different locations are interconnected to organize a collaborative virtual reality environment over Japan Gigabit Network (JGN II) which is a testbed network in Japan with several ten Gigabit/sec. A larger number of traditional Japanese fittings in several local cities are redesigned into CAD data and stored in 3D database systems over JGN II. Users can share the virtual space interactively collaborate, retrieve from the distributed MDBs to realize the desired interior space in the house for consumers. We implemented a 3D presentation system by CavernSoft. In addition to OpenGL and IRIS Performer in CAVE environment on JGN II and built a prototype system.


advanced information networking and applications | 2005

Experimental result of feature extraction method for digital traditional Japanese crafting system

Kaoru Sugita; Tomoyuki Ishida; Akihiro Miyakawa; Leonard Barolli; Yoshitaka Shibata

In this paper, we show the experimental result of feature extraction method for digital traditional Japanese crafting system to provide a user with the desired presentation space. The quantitative feature values are extracted by using visual pattern image coding (VPIC). These values include the total number, the frequency, the dispersion rate and the deviation rate for different edges. The quantitative feature values for traditional Japanese crafting objects are registered in the multimedia database and the relation between Kansei words and the sensitive feature of traditional Japanese crafting objects are analyzed by using the questionnaire. Then, the sensitive features are compared with the quantitative feature values. Through the above process, we can find the relation between the design pattern components and edge types using VPIC. We extract quantitative feature value by the VPIC system and evaluate its performance by test patterns and traditional fitting objects. The experimental results show that by finding the relation between the design pattern components and the edge types using the VPIC, the KRM can be realized.

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Yoshitaka Shibata

Fukuoka Institute of Technology

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Kaoru Sugita

Fukuoka Institute of Technology

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Leonard Barolli

Fukuoka Institute of Technology

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Noriki Uchida

Fukuoka Institute of Technology

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Koji Hashimoto

Saitama Institute of Technology

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Tomoe Fukamachi

Saitama Institute of Technology

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G. De Marco

Fukuoka Institute of Technology

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Go Chiba

Iwate Prefectural University

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