Yukihiro Matsubara
Hiroshima City University
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Yukihiro Matsubara.
international conference on advanced learning technologies | 2005
Masayuki Inoue; Yukihiro Matsubara; Noriyuki Iwane; Manabu Nakamura; Makoto Ichitsubo
The role of computer tools and facilities become quite important to support educational activity in the school. In this view, many e-learning software are investigated, such as CAI (computer assisted instruction), WBT (Web based training), ILE (interactive learning environment), micro-world, CSCL (computer supported collaborative learning) (Galcev et al., 2001) and so on conventionally. On the other hand, VR (virtual reality) technology is focused as a new multimedia paradigm and is introduced into a lot of application software. And the costs of those VR facilities are reduced recently. For instance, a haptic device which offers the user such as force feedback would be powerful support tool for education at school and gives the student a direct feeling and more real feeling. In this paper, the new e-learning framework which is combined micro-world style ILE and VR concept is proposed. Also the prototype system which treats physical knowledge as the learning domain and introduces the PHANToM (personal haptic interface mechanism) as a haptic device is described.
Proceedings of the Institution of Mechanical Engineers. Part I: Journal of Systems and Control Engineering | 2008
Masaru Okamoto; Keisuke Shima; Yukihiro Matsubara; Toshio Tsuji
This paper proposes a new pattern classification method using probabilistic neural networks based on a boosting approach. In this method, a log-linearized Gaussian mixture network is used as a weak classifier. The method proposed automatically constructs a suitable classification network from given data. Validity of the proposed method is shown by discrimination results of artificial data and hand shape. The application is confirmed of the proposed method to human interface controlling of home electric appliances using hand shapes.
Advances in Human-computer Interaction | 2011
Tatsuro Matsubara; Shigekazu Ishihara; Mitsuo Nagamachi; Yukihiro Matsubara
Residential garden design using Kansei engineering is a challenging problem. Landscaping components, such as rocks, trees, and ponds, are widely diversified and have a large number of possible arrangements. This large number of design alternatives makes conventional analyses, such as linear regression and its variations like Quantification Theory Type I (QT1), inapplicable for analyzing the relationships between design elements and the Kansei evaluation. We applied a partial least squares (PLS) model that effectively deals with a large number of predictor variables. The multiple correlation coefficient of the PLS analysis was much higher than that of the QT1 analysis. The results of the analyses were used to create a low-cost virtual reality Kansei engineering system that permits visualization of garden designs corresponding to selected Kansei words. To render complex garden scenes, we developed an original 3D computation and rendering library built on Java. The garden is shown in public-view style with stereo 3D graphic projection. The rendering is scalable from low to high resolution and enables drop object shadowing, which is indispensable for considering the effect of daytime changes in insolation. Visualizing the garden design based on Kansei analysis could facilitate collaboration between the designer and customer in the design process.
international conference on advanced learning technologies | 2007
Hiroyuki Hamanaka; Yukihiro Matsubara; Noriyuki Iwane
We propose a VR-based learning support system focused on not only experience but also collaborative learning. We try to enhance understanding of balance of force in the elementary dynamics. The virtual laboratory in the system is shared by two or more students, and invisible information such as size and direction of a force applied by each student is shown in the virtual laboratory. Furthermore, each student can also feel a sense of force using a force feedback device. This paper describes the system concept and the system outline, and then discusses the possibility of the collaborative learning through the developed system.
International Conference on Applied Human Factors and Ergonomics | 2017
Tatsuro Matsubara; Shigekazu Ishihara; Yukihiro Matsubara; Mitsuo Nagamachi
In Kansei engineering, we have been researching the methods for unveiling relations between physical properties and Kansei. Recent years we have utilized 3D measurements of surface details and making “virtual prototyping using Kansei evaluation”. In this research, we have measured the micro-depth and orientation, surface reflectance and transmission of Japanese papers. Measured data were analyzed using directional statistics. As a result, we obtain the statistical model of roughness and its orientation, as well as the surface reflectance and transmission of the light. On the Kansei words “bumpy”, “thin”, “light”, “soft”, “pleasant touch”, “ambience”, “modern”, we have found relations between statistical distributions of surface, amount and directions of luminance of both surface reflections and transmissions.
international conference on biometrics | 2011
Atsushi Kanbe; Yukihiro Matsubara
The effectivity of training used the virtual training environment for upper extremity by throwing motion is considered from changes of the motion performance of physical challenged persons. Experimental participants with disabilities on upper extremity enabled a smoother motion after about thirty practices than at the beginning of training. And, in spite of one participant couldnt perform smoothly motion even an experimenter instructed the way of motion of upper extremity, he generated the smooth motions by an instruction based on balls motion showed on the display. From these results it is confirmed temporary improvement of throwing skill by repeated practices using the virtual training environment.
information reuse and integration | 2011
Noriyuki Iwane; Toru Kawasaki; Masaru Okamoto; Yukihiro Matsubara
A simple view control mechanism is developed and applied to a virtual learning environment for the refraction of light. The view control function is linked to body movement. A learners observing position and direction are concurrently chased and then the visual information of an observed object is displayed on a head mounted display. The behavior of light is observable in the environment by means of body action freely and naturally. Some experiments suggest that the virtual experiences in the environment will be useful in the intuitive understandings of the refraction of light.
International Journal of Innovative Computing Information and Control | 2009
Masaru Okamoto; Yukihiro Matsubara; Keisuke Shima; Toshio Tsuji
Educational technology research | 2011
Toru Kawasaki; Noriyuki Iwane; Yukihiro Matsubara; Masaru Okamoto
kansei Engineering International | 2006
Toshio Tsuchiya; Yukihiro Matsubara