Takaya Yuizono
Japan Advanced Institute of Science and Technology
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Publication
Featured researches published by Takaya Yuizono.
congress on evolutionary computation | 2002
Takaya Yuizono; Yu Wang; Kiminori Satoh; Shigeru Nakayama
We have developed an individual recognition system using the genetic local search with respect to ear images. Our genetic local search shows that the recognition rate for the recognition of registered persons is approximately 100 percent, and that the rejection rate for the rejection of unknown samples is 100 percent.
asia pacific computer and human interaction | 1998
Takaya Yuizono; Jun Munemori; Yoji Nagasawa
This paper describes GUNGEN groupware for a new idea generation consistent support system and its application to research activities. In Japan, the KJ method is known as one of the problem solving methods. GUNGEN allows us to execute the distributed and cooperative KJ method over a computer network. GUNGEN consists of three software components. The first component is KJware which supports the KJ method. The second is Wadaman which is a card-type database providing an environment to collect ideas. The third is NetGear which is a multimedia communication tool. Wadaman is necessary for the GUNGEN supported consistent KJ method. The combination of KJware and Wadaman makes it possible to carry out the KJ method using data stored in Wadaman. However, Wadaman has not been used for collecting ideas because it has not been easy to input data compared with writing down an idea on paper. On the other hand, Wadaman has improved as a remote seminar system. Through a remote seminar between two universities via the Internet, many seminar reports have been stored as Wadaman card data. In this time, GUNGEN makes it possible to carry out the KJ method using the report cards stored in Wadaman.
international conference on parallel processing | 1999
Takashi Yoshino; Jun Munemori; Takaya Yuizono; Yoji Nagasawa; Shiro Ito; Kazutomo Yunokuchi
A distance learning support system using the Internet for communication, which can support 40 personal computers, has been developed. The system supports audio and video communication channels. During Q&A sessions, the teacher and one student can communicate with each other through audio and video equipment. The system is also equipped with two shared cursors (one for the teacher the other for the students) and the Blackboard system and Note system for students. The system has been tested on three different kinds of classes (a lecture on human interface engineering, an exercise on applied mathematics II, and a lecture on high frequency engineering). The results of distance learning experiments suggested: (1) After applying the system to actual classes, we found that the system required the additional functions of a randomly controlled remote-control camera, card materials transfer and an interlocking market. (2) We found that student participants in distance learning felt as if they were in the same building as the teacher. Students wanted to take more distance learning classes, about six times out of 15 times on average. (3) There were seldom questions during school hours. We must improve the Q&A function to increase the number of questions from students.
knowledge, information, and creativity support systems | 2012
Takeo Higuchi; Kazunori Miyata; Takaya Yuizono
In Japan, recently many laboratories are adopting Idea-Marathon System (IMS) for creative training of their researchers. It becomes more important how IMS can contribute to improve creativity through the typical IMS training in quantitative analysis. This paper explains analysis of empirical experiment for measuring effect of creativity improvement before and after IMS training method for about a 3 months period, especially for researchers in R&D and laboratories. To confirm the creativity influence to researchers in details, TTCT (Torrance Tests of Creative Thinking) Figural tests were selected. One major food manufacturers laboratory in Tokyo, Japan offered us the cooperation for this experiment. There are two tests of TTCT Figural tests, i.e. Pre-test and Post-test. This paper describes the statistical analysis result of both Pre-test (Figural A test of TTCT) and the Post-test (Figural B test of TTCT) between which Idea-Marathon training was continued for about three months by all the participants. As the result of analysis between two TTCT tests scoring before and after IMS training for three months, IMS was found significantly effective to improve creative factors proposed in the TTCT test.
international conference on knowledge based and intelligent information and engineering systems | 2005
Takaya Yuizono; Akifumi Kayano; Tomohiro Shigenobu; Takashi Yoshino; Jun Munemori
The GUNGEN groupware for a new idea generation has been developed and applied to the KJ method with chat conversation data. First, Remote Wadaman V, which is a seminar system equipped with the semantic chat function, supports collecting the chat data as knowledge including explicit and implicit knowledge via cooperative interaction. The semantic chat function allows user to assert semantics corresponding to chat statements with one-selection interface. Next, KUSANAGI supports cooperative idea creation from the collected chat data leaded by the KJ method. The Remote Wadaman V with the semantic chat function has been applied to seminar over half year. The availability of chat data as an ideal label for an idea generation method was investigated.
international conference on knowledge-based and intelligent information and engineering systems | 2004
Takaya Yuizono; Jun Munemori; Akifumi Kayano; Takashi Yoshino; Tomohiro Shigenobu
The GUNGEN groupware for the knowledge creation is proposed referred to two methodology; they are KJ method that applies to an idea generation and SECI model as creativity process. The groupware consists of two systems with collaboration technology; a system named Remote Wadaman III supports collecting the log data as implicit knowledge behind cooperative work and other named KUSANAGI supports cooperative idea creation from the collected data leaded by the KJ method. We assumed that the carriage of the KJ method with the groupware supports inter-translation between explicit knowledge and implicit knowledge, as to realize seamless knowledge over SECI model.
International Conference on Collaboration Technologies | 2014
Takaya Yuizono; Quinzhe Xing; Hiroaki Furukawa
This paper describes an electronic brainstorming system using gamification elements and examines three categories of fun. For this study, the elements of gamification are identified as: level up for hard fun, score for easy fun, leader board for people fun, gift for people fun, and badge for various forms of fun (hard, easy, and people fun). This study conducted several 30-minute experimental sessions using the designed brainstorming system. The results showed that the gamification element was the most effective catalyst to improving the quality of ideas of participants in terms of fluency, flexibility, and originality. By contrast, the study found no significant difference between results generated from cooperative gamification and those from competitive gamification.
international conference on knowledge based and intelligent information and engineering systems | 2011
Takaya Yuizono; Wei Li; Jun Munemori
Cultural learning is increasingly necessary for intercultural communication in this time of advancing globalization. Cultural knowledge of a partner country is required for positive intercultural collaboration. In this study, we consider a learning method using text chat conversations between Japanese and Chinese participants. Our experiments revealed the following results: (1) Much content about deep culture was discussed in the experiment using cultural knowledge, and the effect of cultural knowledge was expected to promote intercultural learning; (2) the effect on the culturally advanced learner (Chinese participants) in the fourth stage of Damens learning path [1] indicates that offering cultural knowledge can be useful for advanced cultural learning.
systems man and cybernetics | 1999
Jun Munemori; Takaya Yuizono; Yoji Nagasawa
We have developed an idea generation support system with multimedia (video and audio) and text-based chats communication function. The mean frame rate of video screen was about 3-4 and the sound had a bit delay. We compared the result of student experiments on a distributed and cooperative KJ method using it (video, audio, and chats communication function) with using only text-based communication in different rooms on different floors. KJ method is a text-based idea generation method and well-known in Japan. We found no difference between those results in terms of number of ideas, islands and characters of conclusion (sentence). But we also find the frequency of use of a question mark in text-chatting was reduced in multimedia environment and was the same with that of text-based chats communication environment on neighbour environment.
KICSS | 2016
Takeo Higuchi; Takaya Yuizono; Kazunori Miyata; Keizo Sakurai; Takahiro Kawaji
Idea-Marathon System (IMS) is a creativity training process, based on the use of notebooks, in which we make a daily habit of writing our ideas immediately by managing to create any new idea regardless of any thinking area. This paper presents an experimental analysis conducted at Ohtsuki City College (OCC) to quantitatively measure creativity effect on college students before and after a 3-month IMS training. TTCT (Torrance Tests of Creative Thinking) Figural Pre- and Posttests were used to confirm the creativity effects on students quantitatively. The group with 3 months of IMS training showed significant increases in “Total Score,” “Fluency,” “Originality,” and “Resistance to Premature Closure (RPC)” while students in the control group showed a significant increase in “RPC” only. Support system of IMS “e-Training System (ETS)” was found moderately correlated with “Fluency.” Top, Middle, and Low analyses showed improvement in Middle and Low through 3-month IMS.
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