HISHIYAMA, Reiko

写真a

Affiliation

Faculty of Science and Engineering, School of Creative Science and Engineering

Job title

Professor

Homepage URL

http://www.hishiyamalab.com/

Concurrent Post 【 display / non-display

  • Faculty of Science and Engineering   Graduate School of Creative Science and Engineering

Research Institute 【 display / non-display

  • 2020
    -
    2022

    理工学術院総合研究所   兼任研究員

Degree 【 display / non-display

  • 2005.03   Kyoto University   Dr. of Informatics

Professional Memberships 【 display / non-display

  •  
     
     

    The Institute of Electronics, Information and Communication Engineers(IEICE)

  •  
     
     

    The Japan Society for Management Information

  •  
     
     

    The Society of Instrument and Control Engineers (SICE)

  •  
     
     

    Human Interface Society

  •  
     
     

    Information Processing Society of Japan

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Research Areas 【 display / non-display

  • Intelligent informatics

  • Safety engineering

  • Social systems engineering

  • Educational technology

Research Interests 【 display / non-display

  • 人工知能、社会情報学、経営情報学、コミュニケーションデザイン、コンピュータビジョン、モバイルコンピューティング、IoT(Internet of Things)

Papers 【 display / non-display

  • Toyama de Walking: Practice of Location-Based Data Collection Using Augmented Reality Applications

    Yuya Ieiri, Hung Ya Tsai, Reiko Hishiyama

    Advances in Intelligent Systems and Computing   1270   805 - 813  2021

     View Summary

    Location-based data is used in a wide variety of applications and can be collected using various methods. Besides these methods, it is expected that a method to collect location-based data by walking applications using augmented reality (AR) will be common in the future. AR has the nature that encourages users to collaborate with the real world, and it is supposed to help collect location-based data about the atmosphere and quality of the city. However, the features of the location-based data collected by walking applications using AR have not yet been revealed. Clarifying the features is important to grasp the position of the collection method using AR. Therefore, we developed an AR walking application “Toyama de Walking” for collecting location-based data and conducted a demonstration experiment using the application. As a result, the features of the location-based data collected by walking applications using AR were revealed.

    DOI

  • Preface

    Reiko Hishiyama

    ACM International Conference Proceeding Series     V  2020.12

    DOI

  • Value Creation Framework Based on Designable Evaluation Network

    Yuya Ieiri, Shao Tengfei, Reiko Hishiyama

    ACM International Conference Proceeding Series     20 - 25  2020.09

     View Summary

    Social innovation is an attempt to solve various social problems. It requires the creation of new value in a local community. However, a concrete method for creating new value in a local community is yet to be established. Therefore, in our study, we aim to construct a framework for creating new value in the local community by designing a social support system of the local community. To construct such a framework, we propose a designable evaluation network (DEN), which is a social network that expresses the evaluation relationship between people/artifacts and people/artifacts in a local community as a network structure. Moreover, the evaluation relationship in a DEN is formed through a designable evaluation model, which is a mathematical model with designability. It is possible to construct a framework by designing a social support system on a computer using a DEN and conducting operations to create new value for a local community.

    DOI

  • A Novel Excavation of Fortuitous Tourism Resources Candidates by Analyzing Emotional Information.

    Yuya Ieiri, Reiko Hishiyama

    ACM International Conference Proceeding Series     138 - 143  2020

     View Summary

    Tourism is one of the most important industries in the world. An excavation of tourism resources is an effective approach to promote the tourism industry, and many excavation methods that have been devem Fortuitous Tourism Resources Candidates. Therefore, it is necessary to excavate Fortuitous Tourism Resources loped for Potential Tourism Resources that are resources with low name recognition and high attractiveness. However, an excavation method of Fortuitous Tourism Resources that are resources with high attractiveness by chance, due to influences of environmental factors, has not yet been developed. Fortuitous Tourism Resources are extracted froCandidates in order to find new Fortuitous Tourism Resources. In this paper, an excavation method of Fortuitous Tourism Resources Candidates, by analyzing data focusing on differences in familiarity of tourists, is proposed. Furthermore, we conducted a demonstration experiment in Kyoto, Japan, to practice the proposed method. As a result, three Fortuitous Tourism Resources Candidates are excavated using the proposed method, and the effectiveness of the proposed method is shown by the experiment.

    DOI

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Misc 【 display / non-display

  • Preface

    Alexander Nolte, Claudio Alvarez, Reiko Hishiyama, Irene Angelica Chounta, María Jesús Rodríguez-Triana, Tomoo Inoue

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   12324 LNCS   v  2020

    Other  

  • ワセナビ:潜在的観光資源への誘導のためのウォークラリーアプリケーション

    家入祐也, 中島悠, 綾木良太, 菱山玲子

    情報処理学会全国大会講演論文集   79th ( 3 ) 3.495‐3.496  2017.03

    J-GLOBAL

  • Experimental Analysis for the Design of Sustainable Service Computing Infrastructure.

    Ryutaro Otsuka, Yuu Nakajima, Reiko Hishiyama

    Proceedings - 2017 International Conference on Culture and Computing, Culture and Computing 2017   2017-December ( 468(AI2015 52-64) ) 29 - 34  2017

     View Summary

    In a service computing environment, Web service is maintained by various stakeholders including content providers, users and integration vendors of the service computing environment. These stakeholders make decisions about software/product license structure and billing system of services they are involved in. Service computing environment can be regarded as being provided and maintained as a synthesis of all these individual services. However, to make this service computing environment a sustainable one, validity of billing structure and fairness of cost burden among users need to be satisfactory from the users' perspective. The purpose of this study is to clarify, from a gaming experiment on the Internet, how users using a service computing environment will react to cost burden rules of certain services. In the experiment, highly public service operation model such as Language Grid was assumed and user behavior was investigated by combining incentive effect, its nature as a social investment and its nature as a Donationware where the payment of compensation for use is left to the user's judgement. As a result, it was clarified that users' behavior had a certain pattern with regards to interest and passivity towards donation and investment.

    DOI J-GLOBAL

  • A cloud computing environment for active learning-Practice and evaluation by business education-

    菱山玲子, 中島悠

    電子情報通信学会技術研究報告   115 ( 520(SC2015 22-29) ) 19‐24  2016.03

    J-GLOBAL

  • 持続可能なサービスコンピューティング基盤設計のための実験的分析

    大塚竜太郎, 中島悠, 菱山玲子

    人工知能学会全国大会論文集(CD-ROM)   30th   ROMBUNNO.2M4‐OS‐10a‐2in1  2016

    J-GLOBAL

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Awards 【 display / non-display

  • The 12nd FOST Award

    2019.03   Foundation for the Fusion Of Science and Technology (FOST)  

  • The 6th WASEDA e-Teaching Award

    2018.05   Center for Higher Education Studies, Waseda University  

  • The 7th Career Development Essay Contest for Young Professionals and Women Engineers

    2015.11   The IEEE Transdisciplinary-Oriented Workshop for Emerging Researchers (IEEE TOWERS)   1st Prize

  • The 4th FOST Award

    2011.03   Foundation for the Fusion Of Science and Technology   FOST Award

  • Pacific Rim International Workshop on Multi‐Agents PRIMA Runner Up Paper Prize

    2004.08   International Conference on Principles and Practice of Multi-agent Systems   PRIMA Runner Up Paper Prize

    Winner: Reiko Hishiyama, Toru Ishida

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Research Projects 【 display / non-display

  • Development and organization of the case education programs aiming to foster literacy in the AI era

    Grant-in-Aid for Scientific Research (C)

    Project Year :

    2020.04
    -
    2023.03
     

  • Simulation Sciences for Crowded Space Management Through Artificial Society Approach

    Grant-in-Aid for Scientific Research (A)

    Project Year :

    2018.04
    -
    2023.03
     

  • Simulation Sciences for Crowded Space Management Through Artificial Society Approach

    Project Year :

    2018.04
    -
    2023.03
     

  • ニューノーマル時代の商店街のためのDXマーケティング事業

    Project Year :

    2000.04
    -
    2023.03
     

    菱山玲子

    Authorship: Principal investigator

  • ウォークラリーアプリによるMyShop発見ツアー事業

    Project Year :

    2017.04
    -
    2020.03
     

    菱山玲子

    Authorship: Principal investigator

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Specific Research 【 display / non-display

  • ARナビゲーションにおける視覚的認知特性の分析

    2020  

     View Summary

     ARを利用した情報提示効果に注目し,その視覚的特性を分析すると共に,その特性を活用しARを利用した実用的な問題を検討する.研究で扱った応用ケースはプランバナン寺院遺跡群での修復作業である.この遺跡群は震災による石組みの崩壊で,その修復に長い年月と労力コストを要している.ARを利用した問題解決の方法として,相互に接続する石の選択をナビゲートするアプリケーションを提案した.アプリケーションを利用する人の認知を支援するため,同じ頂点と辺を持つ物体同士のマッチングを実現する.このARによるアプリの評価を行った結果,人が物体を認知しマッチングを行う作業においてARの利用による大幅な効率向上が認められた.

  • 公共空間における拡張現実技術(AR)の融合による誘導法の効果

    2019  

     View Summary

    AR-PoI(AR-Point of Interest)を用いた誘導では,被誘導者が困惑し立ち止まる振舞い(戸惑い行動)がみられる場合がある.戸惑い行動が生じる場所を事前に予測できれば,誘導システムを開発する際,戸惑い行動を回避するための対策を講じることが容易になる.そこで,AR-PoIを用いた誘導時に生じる戸惑い行動の発生個所を明らかにするための方法を検討する.研究ではまず,キャンパス内に設置したAR-PoI(AR-Point of Interest)への誘導データから戸惑い行動が生じる箇所を特定する実験を行う一方,戸惑い行動を内部モデルとするエージェント・シミュレーション実験を行った.シミュレーション結果と現実空間での誘導データとを照合し,その予測の有効性を明らかにした.

  • 拡張現実感(AR)システムによる誘導情報提示効果の検証

    2019  

     View Summary

    ARによる歩行者ナビゲーションの多くは進行方向や標識を静的なARとして示すだけにとどまっている.そこで,本研究では,ARキャラクタ・エージェントを用い,キャラクタの追随という動的な方法によるルート案内の効果を調べる.実験では,大学キャンパス内でルートを組み,ARキャラクタ・エージェントを構築しスマート端末による誘導実験を行った.その結果,ARキャラクタ・エージェントによるルート案内は,キャラクタに追随するだけで目的地にたどり着けるという容易性があり,誘導ルート提示のわかりやすさという点に優れていることがわかった.一方,進行方向や標識相当の機能が脆弱で,一定の条件下で進行方向を見失いやすいことがわかった.

  • LPWAを利用した街路樹・低木センシングによる保守管理手法

    2018  

     View Summary

    街路樹・花木低木は,剪定管理を行わないと反射板や信号機が隠れ,景観の遮蔽や地域の安全に影響を及ぼす.この課題に対し,本研究では,IoTを利用し街路樹の繁茂状態をセンシングする機材を試作すると共に,LoRaWANゲートウェイ経由でクラウド環境で解析を行い,特定の状況下でアラートを出すシステムとした.繁茂状態は,採取画像をHSV表色系変換し,葉色だけを検出しマスキングを行い二値化する.これにより,葉部分のピクセル数が分かり葉のピクセル数の割合の算出が可能となる.各ピクセル評価値に対する剪定の要否をユーザ49名によるアンケートで訊ねたところ,17.8%以上の値で剪定が必要と分かった.

  • 時空間キューブデータ時代のスマートシティサービスの創出

    2018  

     View Summary

    スマートシティサービスを志向するユーザは,地域観光協会や商店街組合,官公庁や鉄道会社など多岐にわたる.各ユーザの応用ドメインに応じ,サービスの実現を通じて時空間データの活用が期待できる.本研究ではスマートシティサービスとして商店街イベント形式によるチェックインアプリを構築するにあたり,より広範な店舗にチェックインさせるため時空間データを活用したインセンティブモデルを提案した.商店街区を形成する各店舗の入りやすさ・入りにくさ等を考慮したインセンティブ設計を行ったうえで,商店街イベント実験にこれを適用したところ,過去の同イベントと比較してより広範囲の店舗への来訪を確認することができた.

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Syllabus 【 display / non-display

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Committee Memberships 【 display / non-display

  • 2021.06
    -
    Now

    SoftBank Corp.  External Director・Independent Officer

  • 2019.06
    -
    Now

    HAYAO NAKAYAMA Foundation for Science & Technology and Culture  Planning Committee

  • 2019.06
    -
    Now

    ASAHI INTELLIGENCE SERVICE CO., LTD.  External Director (Involved in Extramural Business)

  • 2017.03
    -
    Now

    Foundation for the Fusion Of Science and Technology  Trustee

  • 2014.05
    -
    Now

    WASEDA University Co-op  Director