Updated on 2024/04/26

写真a

 
HISHIYAMA, Reiko
 
Affiliation
Faculty of Science and Engineering, School of Creative Science and Engineering
Job title
Professor
Degree
Dr. of Informatics ( 2005.03 Kyoto University )

Committee Memberships

  • 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

Professional Memberships

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

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    The Japan Society for Management Information

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    The Society of Instrument and Control Engineers (SICE)

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    Human Interface Society

  •  
     
     

    Information Processing Society of Japan

  •  
     
     

    Japan Association of Simulation And Gaming

  •  
     
     

    The Institute of Electrical and Electronics Engineers, Inc.(IEEE)

  •  
     
     

    Association for Computing Machinery

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Research Areas

  • Intelligent informatics / Safety engineering / Social systems engineering / Educational technology

Research Interests

  • 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)

Awards

  • 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

  • The 1st KK-MAS Competition

    2001.06   KOZO KEIKAKU ENGINEERING Inc.   Grand Prize

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Papers

  • Value creation framework for tourist destinations based on designable evaluation network

    Yuya Ieiri, Shao Tengfei, Reiko Hishiyama

    Social Networks   71   1 - 11  2022.10

     View Summary

    While the tourism industry has grown rapidly in recent years, overtourism has become a major problem at tourist destinations. One way of dealing with overtourism is to discover novel potential tourism resources. There are problems with the existing methods for doing so. The first is that it is difficult to discover such resources in areas where there are no resources attractive enough to be potential tourism resources. The second is that direct changes in tourist destinations are required to create new potential resources, but direct changes would entail great human and financial costs. Therefore, in our study, we aimed to construct a framework for creating new value in local communities by designing social support systems that support the communities. To construct the framework, we propose the designable evaluation network (DEN), which is a network that expresses the evaluation relationship between evaluation subjects (people or artifacts) and evaluation objects (people or artifacts) in a local community. In addition, the relationships in DEN are formed by the designable evaluation model (DEM), which is a mathematical model with designability. To verify the effectiveness of the proposed framework, we conducted a case study to discover novel potential tourism resources in Kyoto, Japan. As a result, two potential resources could be created by designing the order in which resources are visited. That is, new value was created by designing a social support system in a tourist destination community without directly designing the tourist destination. Furthermore, it can be seen that social network analysis with DEN can lead to novel ideas that contribute to new ways of managing tourism.

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  • Investigating the effect of augmented reality technology on traditional culture experience motivation by using a novel Tosenkyo application

    Kenta Mizobuchi, Hung Ya Tsai, Yuya Ieiri, Reiko Hishiyama, Shao Tengfei

    2022 61st Annual Conference of the Society of Instrument and Control Engineers of Japan, SICE 2022     1226 - 1231  2022

     View Summary

    In this study, we proved that augmented reality (AR) technology increases the motivation to experience traditional culture. We developed an AR Tosenkyo application to simulate "Tosenkyo,"a traditional Japanese game, and conducted experiments with 47 participants, including foreigners. Because Tosenkyo AR application components can be categorized into play equipment and backgrounds, we prepared three applications with different degrees of AR environmental conditions to investigate their effect on motivation. The results of the experiment revealed that, before the AR experience, Japanese people were less motivated to experience traditional culture compared with Chinese people; however, after the AR experience, their motivation increased considerably. This tendency was pronounced in a harmonic AR environment, which is considered a moderate fusion of reality and AR. Furthermore, the path analysis of the questionnaire results revealed that higher quality of AR application considerably improves motivation.

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  • Discovering multiple clusters of sightseeing spots to improve tourist satisfaction using network motifs

    Tengfei SHAO, Yuya IEIRI, Reiko HISHIYAMA

    IEICE Transactions on Information and Systems   E104D ( 10 ) 1640 - 1650  2021

     View Summary

    Tourist satisfaction plays a very important role in the development of local community tourism. For the development of tourist destinations in local communities, it is important to measure, maintain, and improve tourist destination royalties over the medium to long term. It has been proven that improving tourist satisfaction is a major factor in improving tourist destination royalties. Therefore, to improve tourist satisfaction in local communities, we identified multiple clusters of sightseeing spots and determined that the satisfaction of tourists can be increased based on these clusters of sightseeing spots. Our discovery flow can be summarized as follows. First, we extracted tourism keywords from guidebooks on sightseeing spots. We then constructed a complex network of tourists and sightseeing spots based on the data collected from experiments conducted in Kyoto. Next, we added the corresponding tourism keywords to each sightseeing spot. Finally, by analyzing network motifs, we successfully discovered multiple clusters of sightseeing spots that could be used to improve tourist satisfaction.

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  • 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.

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    Scopus

  • Preface

    Reiko Hishiyama

    ACM International Conference Proceeding Series     V  2020.12

    DOI

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  • 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.

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    Scopus

  • 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.

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  • Preface

    Reiko Hishiyama

    ACM International Conference Proceeding Series     VI  2019.12

  • A proposal of interaction analysis framework for multilingual discussion

    Yuqi Liao, Yuya Ieiri, Reiko Hishiyama

    ACM International Conference Proceeding Series     421 - 426  2019.01

     View Summary

    Global problems, such as environmental issues, refugee crises, and food shortages, transcend borders and must be addressed at the international level. The goal of our research is to examine ways in which we can clarify common features, similarities, and differences in people's thinking to confront problems among people who speak different languages. In our study, we first designed an interactive analysis framework for analyzing the similarities and differences in thinking among different people. To evaluate the effectiveness of our proposed framework, we conducted experimental discussions combined with making a mind map about environmental issues among Chinese and Japanese-speaking participants. After the discussion activity, we analyzed the logs and mind maps by focusing on keywords and the flow of information. Our results showed that the participants had various ways of thinking about environmental problems and their solutions. We succeeded in summarizing the similarities and differences as discussion points and share them using our framework in a visible form.

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  • Walk rally application development environment suitable for individual situations

    Yuya Ieiri, Yuu Nakajima, Reiko Hishiyama

    ACM International Conference Proceeding Series     438 - 442  2019.01

     View Summary

    The Walk Rally application is a mobile application that encourages users to walk around an area using mobile terminals. Several Walk Rally applications have been developed for use in various situations. However, depending on the area and the purpose of use, the information presented in the application and the functions required for it are different. Therefore, it is necessary to individually develop Walk Rally applications suitable for specific situations, and this of course becomes expensive. In this study, we developed a Walk Rally application development environment named Machinavi, where various functions are independently developed as business logic to enable use in various situations. Customizing the business logic to the purpose of use makes it possible to develop Walk Rally applications suitable for various situations. We used Machinavi to develop three Walk Rally applications for three specific situations: an event, a sightseeing spot, and a commercial area. The results of experiments and a questionnaire survey demonstrate the effectiveness of the Walk Rally applications developed using this development environment.

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  • Vision-Based Indoor Positioning (VBIP) - An Indoor AR Navigation System with a Virtual Tour Guide.

    Hung-Ya Tsai, Yamato Kuwahara, Yuya Ieiri, Reiko Hishiyama

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   11677 LNCS   96 - 109  2019

     View Summary

    In this paper, we describe the structure of a Vision-Based Indoor Positioning (VBIP) system which is a pure software solution without any hardware deployment. We conducted an experiment by providing our VBIP system to navigate visitors through three different buildings with a total length over 350 m during Science and Technology Festival 2018 at Waseda University. This large scale experiment pointed out our incomprehensive thinking while designing the algorithm only based on human behavior, and motivated us to remodify our algorithm based on natural features in the environment. We further conducted another experiment and found out that our VBIP system is improved. VBIP system can now reduce the drift error of VIO (Visual Inertial Odometry) to around 1.4% for over 350 m tracking. For the experiment result, we believe that VBIP is one step closer to perfection.

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  • Evaluation of a Campus Navigation Application Using an AR Character Guide.

    Yamato Kuwahara, Hung-Ya Tsai, Yuya Ieiri, Reiko Hishiyama

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   11677 LNCS   242 - 250  2019

     View Summary

    In recent years, many studies have been conducted to realize easy route navigation for pedestrians using augmented reality (AR). Many of these studies use methods where the direction or sign is indicated using AR. However, only a few have focused on using AR for route navigation to follow. Our research aims to realize easy route navigation using an AR character agent. We develop a navigation application wherein the user follows an AR character agent. We evaluate it from the behavior of the user. For that purpose, we conduct an experiment at a university festival using the navigation application. We then analyze the experimental data and questionnaire responses. The results show that route navigation by the AR character agent makes route identification easy. However, problems involving many participants feeling uneasy or being lost are encountered. Problems in accuracy caused by errors in the positional information are also observed. In future, a method to indicate directions more accurately must be considered.

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  • Attempt to mitigate congestion by providing latent information with walk-rally application

    Yuya Ieiri, Yuu Nakajima, Reiko Hishiyama

    ACM International Conference Proceeding Series     80 - 84  2018.01  [Refereed]

     View Summary

    At events and sightseeing spots, congestion can be a factor that lowers customer satisfaction, so there is need for methods that mitigate congestion. Currently, there are methods for mitigating congestion such as changing the layout of an event and restricting customer behavior. However, there are problems in that it is difficult to reduce congestion at events in which the layout cannot be changed, and there is a risk the satisfaction level will be reduced due to restricting customer behavior. Therefore, we propose a method aimed at reducing congestion by allowing users to voluntarily select a detour to avoid congestion by providing users with not only obvious information but latent information with a walk-rally application. In demonstration experiments at real events and sightseeing spots, we confirmed that the proposed method is effective at reducing congestion and clarified how to use latent information effectively for mitigating congestion.

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  • The effect of automatic tagging using multilingual metadata for image retrieval

    Arinori Takahashi, Reiko Hishiyama

    Advances in Intelligent Systems and Computing   684   112 - 123  2018

     View Summary

    One of multimedia content acquisition method on the Web is using tag which is describe of content. However, different words may be tagged to the same or similar subjects, because tagging is performed in an essentially arbitrary manner by a human. In addition, tags are provided in specific language from the content. This model proposes the method of automatically tagging which compensate insufficient described content by using multilanguage. Our experimental evaluations showed that users could obtain more appropriate images with this method.

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  • Walk Rally Application for Revitalizing Shopping Areas.

    Yuya Ieiri, Reiko Hishiyama, Yuu Nakajima

    ACM International Conference Proceeding Series     344 - 350  2018  [Refereed]

     View Summary

    We investigated whether shoutengai, old shopping districts in Japan, can be revitalized by solving the disparity problem in the number of customers among shoutengai according to their location and by solving the problem of inequality in popularity among the stores in a shoutengai. We developed the “store appeal value”, which is unique index of showing the attractiveness of a store and developed a walk rally application based on incentives based on the store appeal value. We investigated whether shoutengai can be revitalized by using our walk rally application. To verify the effectiveness of the proposed application , we conducted a demonstration experiment involving three shoutengai in Shinjuku Ward, Tokyo. By analyzing the behavior logs obtained from the experiment, we clarified that our store appeal value is appropriate. We were also able to show that it is possible to revitalize shoutengai by using our walk rally application, that is, to distribute customers among shoutengai and among stores in a shoutengai.

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  • Gaming for Language Services.

    Yuu Nakajima, Ryutaro Otsuka, Reiko Hishiyama, Takao Nakaguchi, Naoyuki Oda

    Cognitive Technologies   ( 9789811077920 ) 193 - 208  2018

     View Summary

    Service-oriented computing environments (SoCEs) such as the Language Grid can be regarded as the synthesis of their individual services. However, to make sustainable SoCEs, the user will want assurance that the billing structure is valid of and apportionment of cost burden among users is fair. To analyze the factors involved, we conduct donation and investment games for a machine translation service, where the service users participate in gaming. The results confirm the existence of users that actively try to make donations and social investments, users that remain passive to this kind of service, as well as users who tend to free ride on other users. Furthermore, we find that setting bonuses based on the total amount of donation and investment is effective in incentivizing some players to donate and invest. We also show how to reduce the cost of developing and executing gaming exercises for domain practitioners or experts. We define a game as a workflow of collaborative tasks executed by players. We develop game definition criteria to simplify game descriptions. We develop a gaming environment that enables web-based games to be implemented by using the game definitions.

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  • Study of a Multilingual Translation Process Using Statement Restriction Rules.

    Yuu Nakajima, Kana Tajima, Yoshiyuki Kitajima, Reiko Hishiyama

    Proceedings - 2017 5th International Conference on Applied Computing and Information Technology, 2017 4th International Conference on Computational Science/Intelligence and Applied Informatics and 2017 1st International Conference on Big Data, Cloud Computing, Data Science and Engineering, ACIT-CSII-BCD 2017     81 - 85  2017

     View Summary

    Recently, the number of foreigners living in or visiting Japan has increased. Foreigners in Japan use a wide range of languages, and handling all of these languages is difficult. Although machine translation can be used to provide economical translations, cases exist in which this technology does not generate sentences that properly communicate the meaning of the original text depending on the source language. This research proposes a translation process that applies statement restriction rules to create sentences that can be easily machine translated in order to improve the quality of multilingual translation. It is based on the hypothesis that statement restriction rules meant to improve the translation quality of a given language pair (such as Japanese to English) will also improve machine translation quality for other language pairs. In this research, we create Japanese statement restriction rules based on Japanese-English translations, and demonstrate that the proposed translation process can be effective in translating Japanese sentences created with these statement restriction rules into English, Chinese, and Korean.

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  • Effect of First Impressions in Tourism by Using Walk Rally Application.

    Yuya Ieiri, Takuya Mizukami, Yuu Nakajima, Ryota Ayaki, Reiko Hishiyama

    Proceedings - 2017 International Conference on Culture and Computing, Culture and Computing 2017   2017-December   1 - 6  2017  [Refereed]

     View Summary

    In tourism, it is necessary to promote sightseeing areas and tourist amenities as well as to encourage repeat visits by improving the tourists' levels of satisfaction. In this paper, we focus on impressions of sightseeing spots as an important factor in improving tourist satisfaction. Many studies have analyzed the relationship between tourists' impressions of a sightseeing area and their overall evaluation of that area, but few studies have focused on the tourists' first impressions. We analyzed the tourists' first impressions of each sightseeing spot in the area and investigated the relationship between these first impressions and the tourists' overall evaluations of each spot. Our results showed that first impressions contributed to the tourists' satisfaction and increased the tourists' motivation to revisit. We also discovered that first impressions could be significantly changed by altering the way in which tourists navigate between sightseeing spots and the way in which spots are combined.

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  • A Walk Rally Application to Motivate Users to Visit Potential Sightseeing Resources.

    Yuya Ieiri, Yuu Nakajima, Ryota Ayaki, Reiko Hishiyama

    Proceedings - International Computer Software and Applications Conference   2   637 - 642  2017

     View Summary

    Tourist numbers have increased considerably in recent years and tourism is now a key industry in the world. While major tourism resources are attracting attention, there are other areas that also hold some value as tourist sites but are not recognized as such. In this paper, these sites are called 'potential sightseeing resources'. It is acknowledged that tourist sightseeing satisfaction will increase by visiting potential sightseeing resources. Thus, a method to recognize potential sightseeing resources is required. In this study, to effectively use potential sightseeing resources situated within various local events, we developed an application that acts as a guide system to support tourism, guiding users to potential sightseeing resources situated within the same areas as a local event. We also analyzed accelerated patterns leading users to potential sightseeing resources and verified the effects via an experiment. As a result, it was confirmed that the application was successful in leading users to potential sightseeing resources by the application, however, certain conditions are required for non-monetary incentives to be effective.

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  • Promoting Environmental Education Using a Multilingual Environment: Manufacturing Soap from Waste Oil.

    Bo Wang, Hiroshi Suzuki, Yuqi Liao, Yuya Ieiri, Reiko Hishiyama

    Proceedings - International Computer Software and Applications Conference   2   625 - 630  2017

     View Summary

    China is beset by environmental problems. This study focused on addressing China's environmental problems by using a language grid to provide a Japanese environmental education program, 'manufacturing soap from waste oil,' to Chinese students at home and evaluating their practice. The teaching and work experiments comprised observations of the knowledge-transfer process under a multilingual environment and the students 'work during experimental activities, respectively. The results show that a better training effect was obtained by the family groups who performed both teaching and work experiments than by the student groups who performed the teaching experiment only.

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  • An Analysis of Multi-language Simultaneous Display in the Translation System.

    Mizuki Sato, Reiko Hishiyama

    Proceedings - International Computer Software and Applications Conference   2   666 - 671  2017

     View Summary

    It is assumed that Japanese can analogize the meaning of original text if they read the original text according to the commonality of written expressions, such as the commonality of Kanji and Chinese characters in case of Chinese-Japanese translations. In this study, participants rewrote translated sentences while viewing simultaneously the original sentences written in Chinese and the translated sentences into Japanese by Language Grid as a machine translation service. We analyzed how chat between a Japanese rewrite worker and Chinese participant was affected when the original sentences and machine-translated text were simultaneously displayed during the rewriting work. Additionally, we analyzed and evaluated the effect of the simultaneous display on the rewritten translated text. We found that the simultaneous display affects the rewriting work such that it is possible to analogize the meaning of the original text. Furthermore, the simultaneous display improved the translation quality of the rewritten translated text.

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  • D-15-41 A proposal of FMC model for environmental education program using multi-lingual service computing

    Hishiyama Reiko, Liao Yuqi, Suzuki Hiroshi

    Proceedings of the IEICE General Conference   2016 ( 1 ) 220 - 220  2016.03

    CiNii

  • An analysis of expert knowledge transmission using machine translation services.

    Hiroshi Suzuki, Reiko Hishiyama

    ACM International Conference Proceeding Series   08-09-December-2016   352 - 359  2016  [Refereed]

     View Summary

    Due to globalization, there is an increase in not only the use of machine translation services but also in the risk of failure to transfer. This risk becomes particularly significant if users are transmitting their country's specific knowledge and know-how to exchange cultural information with users in other countries. To mitigate this risk, it is necessary for users to adapt to the translation services in order to improve the translation's accuracy. Thus, in this study we focused on the transmission effect of sharing technical knowledge with a user having a different mother tongue (Chinese) by using a machine translation service. We performed experiments simulating expert knowledge transmission classes and tasks with a system consisting of multilingual chats and a corpus of terminologies. Our evaluation of the transmission reveals how the Chinese knowledge receiver could have learned depending on the pattern of organizational structure and the level of detail of the information. We also found that the use of symbols and numbers was effective. After these simulations and evaluation, we were able to propose how to more effectively use machine translation in the transmission of technical knowledge.

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  • D-026 The effect of multilanguage tagging using the information of user query

    Takahashi Arinori, Hishiyama Reiko

      14 ( 2 ) 121 - 127  2015.08

    CiNii

  • RJ-006 An analysis of expert knowledge transmission service using machine translation services

    Suzuki Hiroshi, Hishiyama Reiko

      14 ( 3 ) 69 - 76  2015.08

    CiNii

  • J-046 A proposal of a service for generating multicultural business models

    Suehiro Manabu, Hishiyama Reiko

      14 ( 3 ) 415 - 422  2015.08

    CiNii

  • MAGCruise: Gaming Environment Based on Multiagent Model

    NAKAJIMA Yuu, HISHIYAMA Reiko, NAKAGUCHI Takao

      J98-D ( 6 ) 853 - 861  2015.06  [Refereed]

     View Summary

    Gaming simulations based on multiagent model treating social communication are conducted to analyze and to understand various problems in a society. Multiagent model is suitable for modeling the problems which are associated with relationship between human and human/human and environments. The main aim of this research is that domain experts of the target problems describe their own problems as game definitions. The domain experts are not always familiar with software engineering. We define game as the workflow of collaborative tasks executed by the players. We designed game definitions for describing such a game simply. We developed the gaming execution environment which enables us to conduct web based gaming using the game definitions.

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  • MAGCruise:マルチエージェントモデルに基づくゲーミング環境

    中島悠, 菱山玲子, 中口孝雄

    電子情報通信学会論文誌 D(Web)   J98-D ( 6 ) 853-861 (WEB ONLY)  2015.06

    J-GLOBAL

  • An Analysis of In-game Chatting Increased by Dynamic Change of Difficulty in Multi-party and Multilingual Gaming Simulation

      2015 ( 17 ) 1 - 6  2015.02

     View Summary

    In this study, we tried that we could obtain more data for analysis in multi-party and multilingual gaming simulation. In particular, we proposed that we change a difficulty of the gaming simulation in time with players' level of the gaming simulation because a difficulty of a game which adjust players' level of the game amuse them, and because adding change or amusement in a work motivates people to do the work. As a result, we succeeded to increase amount of talk in the gaming simulation, and we verified to be able to obtain much data and analyze them.

    CiNii

  • Business Game-Based Experimental Active Learning Using a Multiagent Approach for Management Education.

    Reiko Hishiyama, Yuu Nakajima

    Proceedings - 3rd International Conference on Applied Computing and Information Technology and 2nd International Conference on Computational Science and Intelligence, ACIT-CSI 2015     254 - 259  2015  [Refereed]

     View Summary

    It is very difficult for students who do not have a business career or experience to understand business models or structures. In addition, business models from the student viewpoint remain largely within a model-based understanding, and students do not have practical opportunities to create an image of business uncertainty. Our goal is to provide an experimental learning environment beyond the level of the students' hypothetical thinking about uncertainty in business. We have developed a versatile participatory simulation environment as an active learning environment for the university classroom. We apply a multiagent-based approach to represent the uncertainty of the business environment. This paper introduces one of our active learning programs, the Croquette Factory Game, for understanding business interaction with uncertainty. We show that this program provides beneficial educational effects for students in understanding a business model with uncertainty.

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  • Multiagent Gaming System for Multilingual Communication.

    Yuu Nakajima, Reiko Hishiyama, Takao Nakaguchi

    Proceedings - 2015 International Conference on Culture and Computing, Culture and Computing 2015     215 - 216  2015

     View Summary

    The internationalization of economic and social activities is forcing people who use different languages and belong to different cultures to collaborate far more often. An analysis of the status of multilingual communications among such people is required. We apply gaming simulation methods to analyze this topic. In this study, we design an environment that can game multilingual communication online by describing just simple game scripts. This advance is significant as people with domain knowledge of the applied problem are not always computer experts.

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  • Multiagent Simulation:4. Gaming as Multiagent Simulation

    HISHIYAMA Reiko

    IPSJ Magazine   55 ( 6 ) 557 - 562  2014.05

    CiNii

  • Translation Quality and Editors' Adaptation in Coordination of Human and Machine Translation Service

    Takuro Yamaguchi, Reiko Hishiyama, Daisuke Kitagawa, Yuu Nakajima, Rieko Inaba, Donghui Lin

    IPSJ Journal   55 ( 4 ) 1303 - 1315  2014.04

     View Summary

    We discuss the complementarity effect between translation services as a human task and machine translation services when these services are provided as part of a language translation Web service workflow. Previous research has found that mistranslation and loss of meaning often occurs in the machine translation workflow. To correct these errors, we set up two types of editing service allocation: a prior rewriting service process by humans, and a follow-on rewriting service process by humans. We conducted experiments to evaluate the adequacy and fluency of the sentences, as well as the costs and affinity. The results indicated that a Japanese rewriting task provided as a follow-on rewriting service by a Japanese person produced more fluent sentences than an English rewriting task provided as a prior rewriting service by a Japanese person, although they were nearly equal in adequacy. In addition, we analyzed the working characteristics of humans and found that there was no correlation between the human editorial operating time and the fluency of the output sentences. However, the experimental result suggested that the editorial operating time was potentially correlated to the adequacy of the output sentences. We concluded that it is preferable to assign the editing services of humans according to their personal working characteristics.

    CiNii

  • Cross-cultural communication protocol analysis

    Kenji Terui, Reiko Hishiyama

    CABS 2014 - Proceedings of the 5th ACM International Conference on Collaboration Across Boundaries     95 - 98  2014

     View Summary

    Miscommunication problems are often caused by not only language barriers but also cultural ones. To avoid this, it is effective to know in advance about intercultural differences, such as differences in behavior, attitudes, and ways of thinking. We propose a methodology for cross-cultural understanding by exploring and looking at analytical thought process variation. Through the participatory case study experiments, we found that we could extract differences of protocol patterns among the participants groups: American, South Korean, and Japanese. © 2014 Authors.

    DOI

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  • A case of design and practice of lifestyle-related diseases game: - How gaming interaction promotes collective intelligence -

    Aiko Hibino, Arisa Ema, Akifumi Ueda, Reiko Hishiyama

    Journal of Japan Industrial Management Association   65 ( 3 ) 211 - 218  2014

     View Summary

    Gaming as a tool benefits communication and education process within groups. This paper introduces a face-to-face negotiation game developed by the authors. This game deals with a health-care dilemma involving a businessperson's work life and personal life. Players as a businessperson are tempted to work hard to get a promotion, however, at the same time, a person has to negotiate and find balance at work and in healthy life. This paper illustrates unique settings of a design and practice of the lifestyle modification game by examining a case study. Two versions with a different structure of player interaction were created in order to discuss issues on bridging gaming method and collective intelligence. One is the design for multi-layered interaction among players and the other is based on one-on-one communication between businessperson player and tempter player. Practices of the lifestyle modification gaming with two versions were evaluated through a questionnaire survey given to university students. Although a gaming field with multilayered interaction generated laughter in the communication, it was suggested that the sum of interaction and the creation of new ideas was not necessary correlated.

    CiNii

  • RJ-008 An Analysis of Context Protocol by Conversation Tagging on Multilingual Gaming

    Nose Taishi, Hishiyama Reiko

      12 ( 3 ) 53 - 60  2013.08

    CiNii

  • Analyzing Pre-editing Pattern for Machine Translation : The Case of Agriculture Assistance Project in Vietnam

    INABA Rieko, KITAGAWA Daisuke, HISHIYAMA Reiko

    IEICE technical report. Artificial intelligence and knowledge-based processing   112 ( 435 ) 109 - 114  2013.02

     View Summary

    Knowledge Transfer via machine translation is increasing. In this study, we analyzed monolingual user's translation refinement process through a controlled experiment for the knowledge transfer using Language Grid. In this expenment, user edited onginal sentences based using a back-translation on rule instruction. From this experiment, we discovered pre-edited sentence could have been a different nuance and meaning. The text in the field of multilingual communication often was ungrammatical sentence unlike the test sentence for machine translation. Therefore, it is difficult to rewrite the sentence. As a result, these processes need a commumcation channel for sharing knowledge between the original author and pre-editor.

    CiNii

  • Multilingual Service Management with Gaming Environment

    NAKAJIMA Yuu, HISHIYAMA Reiko, LIN Donghui

    IEICE technical report. Artificial intelligence and knowledge-based processing   112 ( 435 ) 51 - 55  2013.02

     View Summary

    Gaming can be used as a communication tool for multinational/multicultural people to share and un-derstand problems. We integrate a multi-language communication environment and a gaming environment, where people can play games with multi-cultural context. We further conduct a controlled experiment of language service management to investigate relations between gaming results and field survey or theoretical model.

    CiNii

  • Cross-Cultural Analysis Using Multilingual Case Method System

    TERUI Kenji, HISHIYAMA Reiko

    IEICE technical report. Artificial intelligence and knowledge-based processing   112 ( 435 ) 79 - 84  2013.02

     View Summary

    To solve the problems in business and society, the case method which enhance the conflict-resolution skills has been mainly carried out in a single language environment. We propose a new educational system to conduct the global case method in a multilingual environment. We evaluated our system by using a case 'Japanese foreign student Mr Koichi Tanaka'. As a result, we found that it was possible to address issues in their native language. We were aware of both the cultural similarities and difference between two groups, Korean and Japanese.

    CiNii

  • The Disaster Prevention Support System Aiming at Synergistic Activation for Foreign Residents and Local Governments

    SANDO Makoto, HISHIYAMA Reiko

    IEICE technical report. Artificial intelligence and knowledge-based processing   112 ( 435 ) 69 - 74  2013.02

     View Summary

    Nowadays, more than 2 million foreigners are living in Japan. Most of them has a different culture or a custom by ones national origins. Therefore, when a natural disaster occurs, they might be beset with various problems. Because of these factors, we suggest a multi-language virtual DIG system in this study. Foreigners could participate in disaster-preparedness drills called DIG by using this system. In addition, the local government could obtain the behavior model data of each foreign community might choose when the disaster occurs. By using this system, we could support both foreigners and local government to increase the ability to respond to the disaster.

    CiNii

  • An implementation of motivational dynamics for conversation tagging in langrid gaming

    NOSE Taishi, HISHIYAMA Reiko

    IEICE technical report. Artificial intelligence and knowledge-based processing   112 ( 435 ) 57 - 62  2013.02

     View Summary

    Gaming simulation is noticed as basis on which we think about a complex problem, such as international environmental problems, and civic problems. Tagging is an important method of analysis for this experiment, but it is trouble that tagging has large cost for analyst. Thereupon, we noticed social acceptability of service, then we propose a method that prompt subjects to tag voluntarily, and introduce it. As a result, we could reduce a cost of tagging by analyst, and verify that we could do analysis more accurately.

    CiNii

  • Multilingual Case Method System for Cross-Cultural Analysis.

    Kenji Terui, Reiko Hishiyama

    Proceedings - 2013 International Conference on Culture and Computing, Culture and Computing 2013     117 - 122  2013

     View Summary

    The case method is an effective teaching technique for business management education. The main objective with this method is to spark discussion and share ideas. However, discussions are generally conducted in a single-language environment, which is difficult for non-native speakers. We therefore developed a multilingual case method system for global classroom environments to benefit students of different cultures and who speak various languages. The system provides a learning environment in which students can communicate in their native language through the Language-Grid service. We evaluated our system by conducting experiments using a short case of an unresolved cultural conflict. Japanese and Korean students participated in the experiments. The system enabled sufficiently effective communication in their native languages. We were also able to address cultural differences, for example, Japanese students tend to think of cultural conflicts more negatively than Korean students. © 2013 IEEE.

    DOI

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  • Analysis of self-tagging during conversational chat in multilingual gaming simulation.

    Taishi Nose, Reiko Hishiyama

    2nd International Conference on Future Generation Communication Technologies, FGCT 2013     81 - 86  2013

     View Summary

    A multilingual gaming simulation is suggested as the basis of an experiment by which we discuss complex problems such as global civics or environmental problems. Assigning tags is a very important way to analyze this experiment. However, assigning tags has a cost that is too large for analysts. In this study, we suggest and introduce a method for participants to voluntarily self-tag, focusing on gamification and crowdsourcing. As a result, we verified that it is possible for analysts to reduce the tagging cost when analyzing and to analyze results more accurately. © 2013 IEEE.

    DOI

    Scopus

    4
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  • Evaluation of Rewriting Service in Language Translation Web Services Workflow.

    Takuro Yamaguchi, Reiko Hishiyama, Daisuke Kitagawa, Yuu Nakajima, Rieko Inaba, Donghui Lin

    2013 International Conference on Culture and Computing, Culture Computing 2013, Kyoto, Japan, September 16-18, 2013     21 - 26  2013  [Refereed]

    DOI J-GLOBAL

    Scopus

    4
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  • Evaluation of Rewriting Service in Language Translation Web Services Workflow.

    Takuro Yamaguchi, Reiko Hishiyama, Daisuke Kitagawa, Yuu Nakajima, Rieko Inaba, Donghui Lin

    Proceedings - 2013 International Conference on Culture and Computing, Culture and Computing 2013   112 ( 435 ) 21 - 26  2013

     View Summary

    We discuss here the complementarity effect of rewriting services in a language-translation Web service work-flow. The communication mediated by the machine translation service includes mistranslations and changed meanings, which are caused by the quality of the machine translation. To reduce these problems, we propose service reallocation and assemblage of the rewriting service by humans at each stage of the workflow. We set up two rewriting service allocation patterns: 1) a reallocation pattern as a previous rewriting process, and 2) a reallocation pattern as a follow-on rewriting process, for workflows consisting only of machine translations. A team of human judges provide multiple assessments of adequacy and fluency of sample sentences that are translated from English to Japanese using each pattern. Results indicated that the Japanese rewriting task as a follow-on rewriting service provided greater fluency than an English rewriting task as a previous rewriting service, with nearly equal adequacy. © 2013 IEEE.

    DOI CiNii

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    4
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  • Outreach communication

    Reiko Hishiyama

    Field Informatics: Kyoto University Field Informatics Research Group     157 - 174  2012.01

     View Summary

    Citizens today are discovering that many critical issues remain to be solved, such as global climatic change, natural disaster response, resource and energy problems, and institutional fatigue of political and economic systems. Scientists, as experts, can make valuable contributions in given areas by providing technological solutions and an awareness of the latest technology. Creating new social systems and innovations that encourage sound social decision-making is also essential to ensure the sustainable preservation and use of natural environments, social infrastructures, and human resources, all of which took eons to develop and should be passed to the next generation. To tie scientists contributions to the publics welfare in an organic manner, scientists must contribute to public-centered organizations tasked with establishing innovation and strengthening contact with local knowledge bases. To ensure that scientific knowledge and expertise are actually converted into societal value, it is further necessary to create both settings and frameworks in which a diverse set of actors, who will act as leaders in innovation, can interact and reach consensus. In this chapter, outreach communication is discussed as a feasible approach to tackling these problems. Originally, the word outreach meant to exceed or go beyond or reaching out to the community, and it was mainly used in the public welfare field. It covers the welfare service activities that a community outreach worker, who normally works in a hospital or local health center, provides to those who need help or social support in external venues (Rowe 1999). However, outreach has recently been widely applied to the initiative activities that a researcher, who works in a public research organization or university, provides to or shares with the public or people outside the academic community. In science and technology fields especially, this word is used to express an attempt to promote public understanding of scientific knowledge and to delineate possible future scenarios with regard to science and technology for the next generation. These types of outreach activities are called science communication or science and engineering communication. Lately, these words are widely used not only in the science and technology fields but also in the humanities and social sciences fields.

    DOI

    Scopus

  • A knowledge system for promotion of selecting, sharing, and circulation of multilingual technical knowledge.

    Keita Minowa, Reiko Hishiyama

    SIGDOC'12 - Proceedings of the 30th ACM International Conference on Design of Communication     271 - 278  2012

     View Summary

    A "knowledge system" is a system to allow users to select technical knowledge on a lexical basis from technical papers written in English and share that knowledge. It supports users to read technical paper written in English, understand technical knowledge in English, and complement knowledge with other users' knowledge. We experimented for accumulating English special knowledge, translating it to Japanese, and adding information how much people know the knowledge. And we evaluated the complementation and comprehensiveness of the technical knowledge between two different systems that we proposed and among the users. The experiment(s) showed that the number of Japanese-translated words tends to increase with increasing number of users and the environment facilitates acquiring technical knowledge in their mother language. Using this system, users can collect knowledge comprehensively. In addition, the system provides an effective way to create a high-quality environment for helping users to read English-written technical papers. Copyright © 2012 ACM.

    DOI

    Scopus

  • Communication as a Service:Service experimental space design considering effects of service acceptability

    Hishiyama Reiko

    Abstracts of Annual Conference of Japan Society for Management Information   2012 ( 0 )  2012

     View Summary

    In this paper, I propose an analytical method for international communication using a multilingual gaming or gaming simulation. The term 'service outreach' means the service for knowledge delivery or sharing using the communication service. If we extract and reuse the service component elements from the existing game, we can develop enormously valuable services. In this paper, I release the findings of the investigation into the service experience during the gaming and make specific mention to get a new service evaluation model for service outreach.

    CiNii

  • Gaming for Participation(<Special Issue>Recent Topics in Participatory Approaches)

    HISHIYAM Reiko

    SYSTEMS, CONTROL AND INFORMATION   56 ( 2 ) 78 - 83  2012

    DOI CiNii

  • "Langrid Gaining" : A Multilingual Participatory Gaming Simulation System for Intercultural Collaboration

    TSUNODAN Keisuke, HISHIYAMA Reiko

    The Transactions of Human Interface Society   13 ( 1 ) 73 - 82  2011.02

     View Summary

    <p>In this paper, we describe "Langrid-Gaming," a multilingual participatory gaming simulation approach using a Language Grid. Gaming simulations provide an incentive for the participants to be involved more actively by dramatizing the issues. In Langrid-Gaming, participants have a goal first. They communicate or negotiate through role-playing and select the next action, and they exchange information to reach the goal. Langrid-Gaming enables the design of a multilingual environment for collaboration wherein participants use their mother tongue to communicate and interact with one another in multilingual chatting. For fieldwork, we conducted multilingual participatory gaming workshops using Langrid-Gaming. In these workshops, Japanese, Korean, and Chinese participated; the theme of the Langrid-Gaming was the "global food problem." In conclusion, we obtained the following results: the participants shared and thought together about the global food problem, offering their perspectives on the problem. In the workshops, they could see and experience a major population crash that occurred during the game, and they concluded that they will run out of food unless we change their ways. They also found that advanced countries need to help developing countries increase their yields and adapt to climate change. Participants can discuss topics easily, and the system is suitable for helping to solve global problems.</p>

    DOI CiNii

  • A Study of Player Agent for Langrid Gaming

    YAMAGUCHI Akihiro, TSUNODA Keisuke, HISHIYAMA Reiko

    IEICE technical report   110 ( 428 ) 75 - 80  2011.02

     View Summary

    In case of the large scale "Langrid Gaming" using Language Grid, we take a lot of trouble with gathering participants. In addition, the more participants, the more difficult it is to observe their behavior. This paper describes the attempt to reduce the cost of gathering participants and to simplify observing participants by introducing player agent. Moreover, we found that it was possible to extract various negotiation protocols through gaming played by various players and agents.

    CiNii

  • A Proposal of Game Description Language and Frameworks for Langrid Gaming

    SUZUKI Itaru, TSUNODA Keisuke, HISHIYAMA Reiko

    IEICE technical report   110 ( 428 ) 69 - 74  2011.02

     View Summary

    Langrid Gaming - A multilingual gaming simulations using Language Services on the Language Grid - is useful tool for education and resolution for international social problems. We need more practices to accumulate know-how and refine a learning model, but it is difficult to design such games for non-programmer, and it is expected that people who want to design and use such games are not programmer. In this study, I advance a framework to implement some kind of Langrid Gaming easily; I make new DSL "Karina" to describe targeted games and implement a translator to convert Karina script into CGI programs.

    CiNii

  • Player agents for langrid gaming.

    Akihiro Yamaguchi, Keisuke Tsunoda, Reiko Hishiyama

    SIGDOC'11 - Proceedings of the 29th ACM International Conference on Design of Communication     51 - 58  2011

     View Summary

    Gathering players is unavoidably costly when we run large-scale "Langrid Gaming", which is a Language Grid-linked multilingual and multinational gaming simulation. If people can be replaced in the gaming simulations, the cost decreases. Thus, a player agent has been introduced. First, game experiments were conducted in natural language, and parallel texts and player agents were developed by analyzing the experiments. Second, experiments were conducted in Japanese Experiment 1) and in Japanese and Chinese (Experiment 2). Negotiation protocols were analyzed, and new parallel texts were developed from Experiments 1 and 2. Third, experiments were conducted in Japanese (Experiment 3) once again, and Experiments 1, 2, and 3 were compared and analyzed. The following results were obtained. (1) Using parallel texts enables a player agent to be introduced. (2) Various negotiation protocols can be extracted by repeating an experiment with a greater variety of participants. (3) Valid parallel texts can be extracted by analyzing negotiation protocols and functions of utterances. (4) Adding new parallel texts reduces fruitless utterances and changes the negotiations protocol. © 2011 ACM.

    DOI

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    2
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  • Game description language and frameworks for langrid gaming.

    Itaru Suzuki, Keisuke Tsunoda, Reiko Hishiyama

    SIGDOC'11 - Proceedings of the 29th ACM International Conference on Design of Communication     67 - 74  2011

     View Summary

    Langrid Gaming, which provides multilingual communication for gaming simulations using translation services provided on the Language Grid, is a useful educational tool and can contribute to the resolution of international social conflicts. This tool has been enhanced on the basis of the experience and know-how obtained from the participants' comments and suggestions. However, the object and the model object of the gaming tool are usually defined as Java or PHP objects, which makes it difficult for non-programmers to develop a new game. In this study, we propose a framework to implement various types of Langrid Gaming easily. In particular, we designed a new domain specific language (DSL) called 'Karina' to describe targeted games, and implemented a translator to convert Karina script into CGI programs. This script development environment makes game building easy and simplifies the development procedures, regardless of whether the gaming developer is a programmer or not. © 2011 ACM.

    DOI

    Scopus

  • A Web Service Recommendation System Based on Users' Reputations.

    Yu Furusawa, Yuta Sugiki, Reiko Hishiyama

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   7047 LNAI   508 - 519  2011

     View Summary

    In recent years, as the Internet spreads, the use of the Web Service has increased, and it has diversified. The Web Service is registered with UDDI, and the user selects service there and can use it for the provider by making a demand. In future, if the Web Service comes to be used more widely, the number of Web Services will increase, and the number of registrations at the UDDI will also increase. The user examines the large number of available services, and needs to choose the service that best matches their purpose. Quality of Service (QoS) is used as an index when a user chooses a service. Many studies show that the scoring of QoS for service selection is important. Quality of Service is registered by the provider and is treated as an objective factor. However, subjective evaluation, the evaluation of the user after the service use, is also needed to choose the best service. In this study, we use a new element, evaluation, in addition to QoS for service selection. We have expanded the existing filtering technique to make a new way of recommending services. Our method incorporates subjective evaluation. With this model, we apply the technique of information filtering to the Web Service recommendation and make an agent. Also, we simulate it after having clarified the behavior and tested it. The results of testing show that the model provides high levels of precision. © 2011 Springer-Verlag.

    DOI

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    1
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  • Human-Centered Planning for Adaptive User Situation in Ambient Intelligence Environment.

    Makoto Sando, Reiko Hishiyama

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   7047 LNAI   520 - 531  2011

     View Summary

    The new intelligence system named Ambient Intelligence (AmI) is now in the limelight. In this AmI environment, when multiple people in various situations cooperate mutually, they need to to be supported simultaneously and effectively. Furthermore, peoples' context and activities change continuously, so it is also necessary to achieve dynamic correspondence between people. Therefore, a planning agent has been developed to enable context-aware service composition. The planning agent creates plans dynamically to support multiple people in different environments. In the experiment, the dish event scenario was adopted and the planning agent allotted multiple people ingredient collection tasks. © 2011 Springer-Verlag.

    DOI

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    1
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  • Design of multilingual participatory gaming simulations with a communication support agent.

    Keisuke Tsunoda, Reiko Hishiyama

    SIGDOC 2010 - Proceedings of the 28th ACM International Conference on Design of Communication     17 - 25  2010

     View Summary

    People communicating through machine translators cannot tell what the purpose of their communication is or what other people are thinking because of the poor quality of translation services. If they are able to share their understanding within a "common ground" like a communicative or behavioral protocol, they can overcome their difficulties in communication, and we can improve information systems to help them improve mutual understanding. We designed a multilingual participatory gaming simulation, and conducted multilingual gaming experiments with Japanese and Korean participants. We extracted the protocol for conversation with mistranslations from the game logs and designed an agent to support conversation. Then, Japanese and Chinese played it and we observed and analyzed the behaviors of agents and the interaction between players and agents. Consequently, we obtained two main sets of results: (1) an agent function that notified players of the time that had elapsed since the conversation had broken down effectively speeded up their negotiations and achieved more active communications. (2) Tagging by participants was difficult and ineffective in leading to specific protocols and conversations when mistranslations occurred. Copyright 2010 ACM.

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    8
    Citation
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  • Participatory gaming simulation as a science communication arena

    Reiko Hishiyama

    Proceedings - ICCE 2008: 16th International Conference on Computers in Education     363 - 367  2008

     View Summary

    Participatory gaming simulation that is used for science communication at the science café or science workshop is a powerful technique for understanding the specialized scientific knowledge. In general, there is a short talk by an invited speaker on a new or controversial science-related topic at the science café. And followed by a discussion, the audience gets the chance to ask any questions they may have. However, the audiences, who are ordinary citizens, don't have enough technical knowledge about the topics, so it is not easy to understand the complicated scientific issues. To help solve the problem, we have been working to develop participatory gaming simulation as educational communication tools. In this paper, we report the findings of an analysis of a science communication trial using participatory gaming simulation that deals with global warming.

  • Citizenship Education Using Human- and Agent-Based Participatory Gaming Simulation.

    Reiko Hishiyama, Toru Ishida 0001

    Proceedings - Sixth International Conference on Advanced Learning Technologies, ICALT 2006   2006   332 - 334  2006

     View Summary

    In this paper, we describe new methodologies for reinforcing the social consensus building of the multicultural coexistence assistance using participatory simulation in civil societies. In this methodology, both human and intelligent software agents participate in a participatory gaming simulation. This simulation, which has mutual interaction between humans and agents, can achieve the gathering and analyzing of beneficial information to solve problems in multicultural civil societies. This type of simulation will help to provide knowledge for the formulation of social consensus, and to create new opportunities for discussion with people with different cultures and social backgrounds. © 2006 IEEE.

    DOI DOI2

  • An e-procurement model with specification description improvement.

    Reiko Hishiyama, Toru Ishida 0001

    Proceedings of the 2005 International Conference on Active Media Technology, AMT 2005   2005   141 - 146  2005

     View Summary

    Some procurement negotiations are difficult to conclude smoothly using existing information processing systems because they need to first develop fuller buying/supplying specifications through bilateral negotiations between the buyer and supplier. In this paper, we propose an e-procurement model that provides a specification improvement mechanism, whereby a buyer can improve his/her procurement specifications using the supplier's knowledge. We conducted a simulation based on a real procurement case study to establish the effectiveness of our e-procurement model. Simultaneous procurements using multi-agent based technology can help buyers improve their own specifications. In addition, the e-procurement model helps suppliers to enhance the order-acceptance potential. © 2005 IEEE.

    DOI

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  • Modeling e-Procurement as Co-adaptive Matchmaking with Mutual Relevance Feedback.

    Reiko Hishiyama, Toru Ishida 0001

    Lecture Notes in Artificial Intelligence (Subseries of Lecture Notes in Computer Science)   3371   67 - 80  2004

     View Summary

    This paper proposes a new e-procurement model for a large number of buyers and sellers interacting via the Internet. The goal of e-procurement is to create a satisfactory match between buyers' demand and sellers' supply. From our real-world experience, we view e-procurement as a process of negotiation to increase the matching quality of two corresponding specifications: one for buyers' demand and another for sellers' supply. To model scalable e-procurement, we propose a co-adaptive matchmaking mechanism using mutual relevance feedback. In order to understand the nature of the mechanism, we have developed two types of software agents, called e-buyers and e-sellers, to simulate human buyers and sellers. Multiagent simulation results show that the matching quality is incrementally improved if agents adaptively change their specifications. A realistic example is also provided to discuss how to extend our simulation to real-world e-procurement infrastructure. © Springer-Verlag Berlin Heidelberg 2005.

    DOI

    Scopus

    5
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  • Scenario description for multi-agent simulation.

    Yohei Murakami, Toru Ishida 0001, Tomoyuki Kawasoe, Reiko Hishiyama

    Proceedings of the International Conference on Autonomous Agents   2   369 - 376  2003

     View Summary

    Making it easier to design interactions between agents and humans is essential for realizing multi-agent simulations of social phenomena such as group dynamics. To realize large-scale social simulations, we have developed the scenario description languages Q and IPC (Interaction Pattern Card); they enable experts in the application domain (often not computing professionals) to easily create complex scenarios. We have also established a four-step process for creating scenarios: 1) defining a vocabulary, 2) describing scenarios, 3) extracting interaction patterns, and 4) integrating real and virtual experiments. In order to validate the scenario description languages and the four-step process, we ran a series of evacuation simulations based on the proposed languages and process. We successfully double-check the result of the previous controlled experiment done in a real environment.

    DOI

    Scopus

    50
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  • Multi-agent simulation based on interaction design

    Yohei Murakami, Toru Ishida, Tomoyuki Kawasoe, Reiko Hishiyama

    Transactions of the Japanese Society for Artificial Intelligence   18 ( 5 ) 278 - 285  2003

     View Summary

    Making it easier to design interactions between agents and humans is essential for realizing multi-agent simulations of social phenomena such as group dynamics. To realize large-scale social simulations, we have developed the scenario description languages Q and IPC (Interaction Pattern Card); they enable experts in the application domain (often not computing professionals) to easily create complex scenarios. We have also established a four-step process for creating scenarios: 1) defining a vocabulary, 2) describing scenarios, 3) extracting interaction patterns, and 4) integrating real and virtual experiments. In order to validate the scenario description languages and the four-step process, we ran a series of evacuation simulations based on the proposed languages and process. We successfully double-check the result of the previous controlled experiment done in a real environment.

    DOI

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Research Projects

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

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)

    Project Year :

    2020.04
    -
    2023.03
     

  • Simulation Sciences for Crowded Space Management Through Artificial Society Approach

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research 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

    新宿区文化観光産業部産業振興課  大学との連携による商店街支援

    Project Year :

    2000.04
    -
    2023.03
     

    菱山玲子

  • ウォークラリーアプリによるMyShop発見ツアー事業

    新宿区文化観光産業部産業振興課  大学との連携による商店街支援

    Project Year :

    2017.04
    -
    2020.03
     

    菱山玲子

  • Smart environment construction for mental health care to realize early preventive intervention

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Challenging Exploratory Research

    Project Year :

    2016.04
    -
    2019.03
     

    Hishiyama Reiko

     View Summary

    In Universities, "students who have difficulties in learning" due to mental disorder or depression are extracted. Faculties or counselors understand the content of his/her problems based on interviews, and provide necessary guidance and advice. However, there are cases where it is difficult to remove the learning difficulties when problems are identified. Regarding this problem, we aim to perform early screening of the students who are expected to have difficulties in learning and connect it with appropriate guidance and medical intervention. In this research, IoT/M2M service and service computing technology were combined, and the daily activity space of the students was monitored to acquire information that would provide clues regarding the occurrence of problems. As a result, we clarified the computing infrastructure to detect signs that students are experiencing difficulty in learning.

  • 早期予防的介入を実現するメンタルヘルス対策のためのスマート環境構築

    科学研究費助成事業(早稲田大学)  科学研究費助成事業(挑戦的萌芽研究)

    Project Year :

    2016.04
    -
    2019.03
     

  • World-Wide Sustainable Language Service Infrastructure Based on Multi-Agent Model

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (S)

    Project Year :

    2012.05
    -
    2017.03
     

    Ishida Toru, KINNY David, NAKAJIMA Yuu, TAKADAMA Keiki, MORI Yumiko, TAKASAKI Toshiyuki

     View Summary

    To realize the world-wide sustainable language service infrastructure, we tackled the following themes: (1) we proposed a mechanism that restrains participation of unfaithful service providers and prompts providers to provide high quality services; (2) we enabled sharing of language services that are gathered by each operation center around the world, and proposed a self-organization method that automatically combines language services according to the purpose of use; and (3) we connected four operation centers in Asia (Kyoto, Bangkok, Jakarta, Urumqi), and realized the global cooperation among the language service infrastructures that have been developed by universities or research institutes in Europe and USA. A part of the accomplishments of this research is released as open source software. We also established non-profit organization that operates the service infrastructure and will continue to make social contributions.

  • マルチエージェントモデルに基づく持続可能な言語サービス基盤の世界展開

    科学研究費助成事業(京都大学)  科学研究費助成事業(基盤研究(S))

    Project Year :

    2012.05
    -
    2017.03
     

  • World-Wide Sustainable Language Service Infrastructure Based on Multi-Agent Model

    Project Year :

    2012.05
    -
    2017.03
     

     View Summary

    To realize the world-wide sustainable language service infrastructure, we tackled the following themes: (1) we proposed a mechanism that restrains participation of unfaithful service providers and prompts providers to provide high quality services; (2) we enabled sharing of language services that are gathered by each operation center around the world, and proposed a self-organization method that automatically combines language services according to the purpose of use; and (3) we connected four operation centers in Asia (Kyoto, Bangkok, Jakarta, Urumqi), and realized the global cooperation among the language service infrastructures that have been developed by universities or research institutes in Europe and USA. A part of the accomplishments of this research is released as open source software. We also established non-profit organization that operates the service infrastructure and will continue to make social contributions

  • An Integration of science communication and participatory gaming simulation for social consensus building

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)

    Project Year :

    2009
    -
    2011
     

    HISHIYAMA Reiko

     View Summary

    Almost of all the science communication has been conducted as a one-sided communication from scientists to non-scientists through scientific lectures or magazines for many years. This research notes a methodological change in 'science cafe', develops a technical method of 'public acceptance', while concerning the understanding of the scientific issues in the society. The research goal is to improve the science communication more effectively, especially on complex social topics, to foster understanding of scientific complex issues. As a key concept in the evolving links between science and society, game or gaming simulation was integrated into the science communication to deliver the overall situation regarding complex issues. The experimental results showed that the role play in the gaming encouraged the participants, and enriched their understanding for the issues.

  • 人工社会アプローチによる賑わい空間マネジメントのシミュレーション科学

    科学研究費助成事業(名古屋工業大学) 

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Misc

  • 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

  • 多言語コミュニケーションにおける人手による編集サービスの作業持続可能性の評価

    山口卓郎, 中島悠, 菱山玲子

    情報処理学会全国大会講演論文集   77th ( 4 ) 4.237-4.238  2015.03

    J-GLOBAL

  • FAN-14-038 Multilanguage query for user support in image retrieval

    TAKAHASHI Arinori, HISHIYAMA Reiko

    FAN Symposium : Intelligent System Symposium-fuzzy, AI, neural network applications technologies   2014 ( 24 ) 168 - 173  2014.09

    CiNii

  • FAN-14-036 Dynamic analysis of iterative ultimatum bargaining model using participatory gaming simulation

    HISHIYAMA Reiko, NAKAJIMA Yuu

    FAN Symposium : Intelligent System Symposium-fuzzy, AI, neural network applications technologies   2014 ( 24 ) 160 - 163  2014.09

    CiNii

  • 知識伝達サービスにおける翻訳支援ボランティアへの動機づけ方略の評価

    菱山玲子, 中島悠, 大谷雅之, LIN Donghui, 松原繁夫

    ヒューマンインタフェースシンポジウム論文集(CD-ROM)   2014   ROMBUNNO.3424  2014.09

    J-GLOBAL

  • Field-Oriented Service Design: A Multiagent Approach.

    Toru Ishida 0001, Donghui Lin, Masayuki Otani, Shigeo Matsubara, Yohei Murakami, Reiko Hishiyama, Yuu Nakajima, Toshiyuki Takasaki, Yumiko Mori

    The 2nd International Conference on Serviceology (ICServ2014), Yokohama, Japan, 2014.09.15.     451 - 463  2014  [Refereed]

    DOI

  • 翻訳前編集を用いた多段翻訳プロセスによるベトナム農業支援

    北川大輔, 中島悠, 菱山玲子, 稲葉利江子, 林冬惠, 石田亨

    全国大会講演論文集   2013 ( 1 ) 171 - 173  2013.03

     View Summary

    YMC-Vietというプロジェクトでは,日本人専門家の知識を翻訳技術を用いてベトナム人稲作農家へ伝達する事業を行っている.日本語からベトナム語へ翻訳を行う場合,機械翻訳を適用するだけでは翻訳精度が十分ではない,人手による翻訳は,機械翻訳よりも高い精度の翻訳ができるがコストが高い.本研究では,機械翻訳と翻訳前編集を組み合わせた翻訳プロセスを検討する.一般の人間が担当可能な前編集により,機械翻訳の品質を改善することが狙いである.

    CiNii

  • 翻訳連携プロセスにおける翻訳リペアサービス配置に関する分析

    山口卓郎, 菱山玲子, 北川大輔, 中島悠, 稲葉利江子, 林冬惠

    全国大会講演論文集   2013 ( 1 ) 173 - 175  2013.03

     View Summary

    機械翻訳連携サービスにより情報伝達を行う場合,正確性の確保が課題となる.サービス過程における翻訳文の書換えを中心とする翻訳リペアは,正確性の補完に寄与するが,この翻訳リペアを連携サービスとして配置する場合,1)その翻訳文が書かれた言語を母語とする人が翻訳リペアを行えるかどうか,2)翻訳リペアを機械翻訳サービスの入力文に対して行うのか,ないし出力文に対して行うのか,により,その正確性に差異が生じる.本研究では越語-英語-日本語の機械翻訳連携プロセスを事例として,特に,英-日の翻訳過程において翻訳リペアサービスをどのように配置することが効果的かを,正確性評価や書換え作業負荷から考察した.

    CiNii

  • 翻訳前編集を用いた多段翻訳プロセスによるベトナム農業支援

    北川大輔, 中島悠, 菱山玲子, 稲葉利江子, LIN Donghui, 石田亨

    情報処理学会全国大会講演論文集   75th ( 4 ) 4.171-4.172 - 172  2013.03

    CiNii J-GLOBAL

  • 翻訳連携プロセスにおける翻訳リペアサービス配置に関する分析

    山口卓郎, 菱山玲子, 北川大輔, 中島悠, 稲葉利江子, LIN Donghui

    情報処理学会全国大会講演論文集   75th ( 4 ) 4.173-4.174 - 174  2013.03

    CiNii J-GLOBAL

  • 多言語コミュニケーション分析のためのゲーミング環境

    中島悠, 菱山玲子, LIN Donghui, 中口孝雄

    情報処理学会全国大会講演論文集   75th ( 2 ) 2.17-2.18 - 18  2013.03

    CiNii J-GLOBAL

  • Proposal of algorithm for vehicle inspection schedule improvement and the evaluation

    HAMAGUCHI Kazuya, MATADA Hiroyuki, SHIRAISHI Noriaki, HANAOKA Toshiki, HISHIYAMA Reiko

      71   387 - 388  2009.03

    CiNii

  • Creation of Freight Traffic Routes by GA with Gene Interaction under a Dynamic Environment

    YATSU Yukio, HANAOKA Toshiki, SHIRAISHI Noriaki, HAMAGUCHI Kazuya, HISHIYAMA Reiko

      71   351 - 352  2009.03

    CiNii

  • A Study of Behavior Analysis and Mutual Understanding Using Langrid-Gaming

    TSUNODA Keisuke, KANAI Takahiro, HISHIYAMA Reiko

    IEICE technical report   108 ( 441 ) 91 - 96  2009.02

     View Summary

    In case of the communication through a machine translator, people can't tell their communication purpose or mind each other because of the lack of translation service quality. If they will be able to share their behavioral protocol under the controlled environment, they will get over the difficulties in their communication, and we can improve the information system to help their communication. In this paper, we designed the participatory gaming simulation called "Langrid-Gaming" using Language-Grid. We conducted the experiments which Japanese and Korean participated in. As a result of the log data analysis, we found the importance of behavioral protocol sharing which help them to understand their communication purpose each other.

    CiNii

  • A Participant observation analysis of the in-store communication:A case study of video rental stores

    Uchinishi Mayumi, Hishiyama Reiko

    Abstracts of Annual Conference of Japan Society for Management Information   2008   107 - 107  2008

     View Summary

    The customer satisfaction (CS) is important to improve in-store communication among employees. In this paper, we work with select store organizations which are belong to the same rental-store chain and conduct ethnography, including participant observation and in-depth interviews. Different communication styles between a manager and a floor control in each store may be at root of CS performance between employees and customers.

    DOI CiNii

  • A Practical Design Case of Multicultural Assistance Using Participatory Techniques

    HISHIYAMA Reiko, ISHIDA Toru

    IEICE technical report   105 ( 640 ) 19 - 24  2006.03

     View Summary

    There is a real need for the formulation of a social vision with the advent of the age of multiculturalism in civil societies. We introduce new methodologies for designing such social vision. In this methodology, both human agents and machine agents are concurrently given the chance to participate in a participatory design simulation on the computer network and accumulate panel data in cooperation with each other. This will help to provide not only knowledge for the formulation of a social vision, but also an opportunity for discussion with people in different positions.

    CiNii

  • Participatory Agent-based Gaming Methodology in Cross-cultural Education: Exploring Efficient and Sustainable Civil Society and Community.

    Reiko Hishiyama, Toru Ishida 0001

    Learning by Effective Utilization of Technologies: Facilitating Intercultural Understanding, Proceeding of the 14th International Conference on Computers in Education, ICCE 2006   151   363 - 370  2006  [Refereed]

     View Summary

    In this paper, we describe new methodologies for reinforcing the social consensus building of the multicultural coexistence assistance using participatory simulation in civil societies. In this methodology, both human and intelligent software agents participate in a participatory gaming simulation. They have mutual interactions on the computer network, and accumulate decision-making steps. This simulation, which has mutual interaction between humans and agents, can achieve the gathering and analyzing of beneficial information to solve problems in multicultural civil societies. This type of simulation will help to provide knowledge for the formulation of social consensus, and to create new opportunities for discussion with people with different cultures and social backgrounds.

  • Cooperative Firm Management Model Centering on Specification Understanding and Its Effect

    Hishiyama Reiko, Ishida Toru

    Proceedings of Annual Conference of Japan Association for Social Informatics   20   93 - 96  2005

     View Summary

    Mutual knowledge sharing of the specification description is the key to the success of the procurement contract and building of constructiv cooperation between a buyer and a supplier. We present the stages of the development of the cooperative firm management model and propose an e-procurement system which will lead to the discovery of adaptive knowledge sharing between buyers and suppliers.

    DOI CiNii

  • Co-adaptive Matchmaking for e-Procurement

    HISHIYAMA REIKO, ISHIDA TORU

    IPSJ journal   45 ( 7 ) 1790 - 1798  2004.07

     View Summary

    In this study, we propose a co-adaptive matchmaking model based on relevance feedback by characterizing e-procurement on the Internet as a negotiation process concerning goods and services by buyers and suppliers. First, we analyze a real-world example, then we show that e-procurement is a negotiation process to change specification mutually (Co-adaptive Matchmaking) and it differs essentially from Internet auctions in that it is conducted by fixed specification. Next, we apply relevance feedback for the specification search and we model the negotiation process among buyers and suppliers as a gradual mutual selection process. Additionally, we present a multi-agent system to simulate understanding the features of the model. As a result of the experiment, we show that the setting of an adaptive threshold of relevance feedback depending on changes in the market result in better convergence performance.

    CiNii

  • A Study on Specification Semantics and its Adjustment Mechanism for e-Procurement Base

    HISHIYAMA Reiko, ISHIDA Toru

      16 ( 1 ) 59 - 75  2004

     View Summary

    It is important to transform the relations among buyers and suppliers from competitive relations centering on bilateral price negotiation into mutually supportive relations for long-term value creation. In order to exchange goods and services on Internet-based electronic markets in a cooperative framework, system requirements and platform procurement functions must be established. In this paper, we classify current on-line and off-line procurement business models according to market openness and analyze them. We found that off-line procurement business models include a coordination mechanism for determining specification, which leads to a cooperative and mutual adjustment process among buyers and suppliers. Additionally, according to an analytic study in two real world case studies, after regarding the feature of this coordination mechanism as a gradual negotiation process for a mutual purchasing/proposal specifications search, we defined five important system requirements for a new e-procurement model as follows: (1) To support procurement of goods or services that are diverse and complex. (2) To respond to mutual best specification selection by multiple users that have different utilities. (3) To have mechanisms for parallel specification refining. (4) To have an automatic mutual understanding process. (5) To activate participation of e-procurement base. Finally, we propose and describe a new e-procurement system model. This model is beneficial for the successful operation of collaborative e-procurement.

    CiNii

  • Analyzing Social Negotiation Processes Using Agent - Based Models

    HISHIYAMA Reiko, TERANO Takao

    IPSJ SIG Notes. ICS   2000 ( 3 ) 73 - 80  2000.01

     View Summary

    This paper discusses agent-based social system analysis for international telecommunication services. The model intends to simulate the negotiation among telecommunications carriers to determine international accounting rates. To carry out the research, first, we analyze groups of data in order to provide the basis for the determination of international accounting rates. From the study, we identify variables affecting the determination of accounting rates are inferred, and a model of a social system forming the basis for negotiation. Further, based on this analysis, an agent-based simulator is implemented in ABS : a simulation tool. The simulation reveals how the results of accounting rate determination are fed back in accordance with the change in an economic environment and how the economic environment changes with changes of the negotiation tactics adopted by each telecommunications carrier.

    CiNii

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Syllabus

▼display all

 

Sub-affiliation

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

Research Institute

  • 2022
    -
    2024

    Waseda Research Institute for Science and Engineering   Concurrent Researcher

Internal Special Research Projects

  • ネットワークモチーフを応用した中古ブランド品売買データ分析

    2022  

     View Summary

    研究成果は、次のとおりである。国際会議1本(査読付)Tengfei Shao, Fumitoshi Teraoka, Keiji Ishizaki, Reiko Hishiyama. Discovering Multiple Clusters ofSecond-Hand Luxury Goods for Profit Improvement Using Network Motif, 10th World Conference onInformation Systems and Technologies (WorldCIST 2022), Kumamoto, Apr.12-14, 2022.査読なし国内会議1本Tengfei Shao, Fumitoshi Teraoka, Keiji Ishizaki, Reiko Hishiyama. An Analysis of Second-Hand LuxuryGoods Sales Data Using Network Motifs, The 36th Annual Conference of the Japanese Society forArtificial Intelligence 2022 (JSAI2022), Kyoto, Jun.14-17, 2022

  • ネットワークモチーフを利用した魅力ある地域資源群の発見

    2021  

     View Summary

     観光スポットや地域所縁の商店などの地域資源を活かして地域活性化を促すためには,数ある地域資源の中から魅力ある地域資源を発掘する必要がある.しかし,発掘された資源を単独で紹介するだけでは地域全体の魅力の発信や増幅につながりづらい.この課題を解決するため,本研究では魅力ある地域資源を「資源群」として扱うことを提案し,資源群を対象とした地域ブランディングの方法を検討した.資源群の発見には複雑ネットワークによる関係性の分析を適用できる.ネットワーク構造に対し特定の小構造となるネットワークモチーフを探索し群を形成する地域資源の候補を選択する.ガイドブックのキーフレーズをもとに抽出されたブランディングのためのキーワードを各地域資源に関連づけ,このキーワードが共通する地域資源から構成されるネットワークモチーフを抽出した.これにより,地域の持つ新たな魅力を資源群として抽出できることを示した.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 垂直統合型サービス構成を実現する空間ナビゲーション設計手法の構築

    2017  

     View Summary

    空間ナビゲーションは地域活性化や観光振興の側面から期待が高い一方汎用的な設計手法の確立が遅れているまたビジネスロジックとコンテンツが一体で開発されるため高コストであり保守性や拡張性再利用性に乏しいそこで本研究では標準的な空間ナビゲーション設計手法の導出と普及に向けてデータ資源としてのコンテンツと情報構造ユーザインタフェースUI制御機能ビジネスロジックとしてのサービス基盤の分離を提案し京都観光名古屋商圏東京複合都市圏の実証実験で実現性を検証すると共にサービスの保守性や拡張性に対する考察と評価を行った.

  • 垂直統合型サービス構成を実現する都市空間ナビゲーション設計手法の構築

    2017  

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     空間ナビゲーションは地域活性化や観光振興の側面から期待が高い一方,汎用的な設計手法の確立が遅れている.また,ビジネスロジックとコンテンツが一体で開発されるため高コストであり,保守性や拡張性,再利用性に乏しい.そこで本研究では,標準的な空間ナビゲーション設計手法の導出と普及に向けて,データ資源としてのコンテンツと情報構造,ユーザインタフェース(UI)制御機能,ビジネスロジックとしてのサービス基盤の分離を提案し,京都(観光),名古屋(商圏),東京(複合都市圏)の実証実験で実現性を検証すると共に,サービスの保守性や拡張性に対する考察と評価を行った.

  • クラウド環境での多言語仏教辞書サービスを利用した各国デジタル化諸異本の横断的活用

    2014  

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    クラウドコンピューティング環境の進展を受けて,インターネット上に多様なサービス資源が提供されつつある.なかでも各種の言語資源サービス・翻訳サービスは,それまで各国プロジェクトで構築されてきた多様な情報空間の相互接続を支援し,言語的・文化的に特徴あるサービス空間を構成することができる.人文情報学の研究分野において,仏教文化の基底をなす経典をはじめとする古典テキストはこれまで,各国でデジタル化された後アーカイブとして整備され,データベース化が進展し研究者による利用環境が整いつつある.これらのアーカイブされたテキストは現状では各国で独立に運用されており,異本・写本に焦点を当てた比較文献学など文献間のデータ比較を伴う学問的側面からの要請に対しては十分な貢献を果たすことが難しい状況にある.そこで本研究では,クラウドコンピューティング環境でアーカイブされた仏教経典情報を横断的かつ相互利用可能なサービス空間として構成することを提案した.具体的には,各国でデジタル化されている同一経典テキストの異本・写本に含まれ,かつ,本来であれば一致しているテキスト箇所を推定し,これらを同一と見做すことで,比較文献学としての異本・写本比較の支援サービスを構成することとした.具体的な方法としてはまず,空間を言語グリッド基盤(Language Grid)上において仏教専門用語に関する翻訳辞書サービスを模擬的に構築した.この翻訳辞書サービスを呼び出し,各国語で現存する仏教経典アーカイブの異本及び写本における共通部分の推定と抽出を行った後,相互に同一箇所を同定できるワンストップサービスを構成とした.その際,翻訳辞書サービスの前処理として,異本及び写本における共通部分を推定し抽出するために編集距離アルゴリズムを適用した.これにより,異本及び写本における共通部分の同定時において,異本・写本間の一致箇所が明らかとなり,文献間の比較に役立つことが明らかとなった.これにより,各国でアーカイブされた異本・写本の相互利用性向上の実現に見通しを得ることもできた.なお,本研究は,デジタルアーカイブと人文情報学に関する国際会議(査読付)に採択され,研究成果を発信した.

  • 宗教文化コンピューティングによる社会的包摂空間構成法の研究

    2013  

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     仏教文化の中軸的な情報空間を構成する要素として,経典などの古典テキストで表現されたコンテンツ情報はその中軸をなすものと位置付けることができる.これらの経典テキストは近年,大規模データベースの構築を通じて各国で個々の情報空間を形成しつつあるが,これらを関連付けて分析するなどの目的で,仏教文化にまつわる情報の利活用に向けてコンピューティング技術を適用する分析方法論はまだ発展途上にある. また,分散する仏教経典等を扱うテキストデータベースを横断的に利用することで可能となる古典テキストの異写本比較は,定性的分析による研究アプローチが中心となっており,近年デジタル化が進む仏教経典情報に関するデータベースの利用価値を活かした研究手法の適用は未開拓な状態にある.これに対し,近年,これらの仏教経典の異写本比較に定量的分析が可能な確率統計的自然言語処理の手法を適用する試みが行われている.その対象は英語文献や漢字文献など対象文献の言語に依存せず,一般的な文献比較の手法として有効性が認められつつある. これらの具体的適用としては,複数のN-gramの共起頻度の集計結果を同時比較して異写本間の関係性を推定する手法,伝承過程を示す系統樹をクラスター分析等の統計分析から獲得する方法など,多様な手法が試されており,これらの手法は文献が記述された言語を同一とする異写本比較には有効に適用できることがわかっている.しかし,異写本は地理的・歴史的な変遷を伴いながら異なる地域・時代へと横断するかたちで伝承されているケースが少なくなく,この場合,異写本間で翻訳を伴う伝承がなされている.このようなケースでは,記述されている言語や語彙が異なり,従来の方法で分析を行うことができない.つまり,宗教的な情報空間では,利用されている言語文化が異なることが前提となっている.この問題に対し,本研究では,異写本の伝承行為の特性に注目し,言語に依存せずより精細な異写本比較を行うための手法を検討すると共に,これを評価することとした.  本研究で注目する異写本の伝承行為とは,次の2点である.1点めは,異写本が地理的な伝承関係を伴う場合で,翻訳行為が介在する点である.2点めは,伝承が人手により写し取る行為として行われ,この行為には意図された異なる解釈にもとづく変更のみならず,意図しない転写ミスが加わる可能性がある点である.この2点の伝承過程に伴う特性を考慮し,本研究では以下の分析方法を提案した. まず,前者の特性に対しては,異写本が執筆された言語にまつわる対訳辞書を整備し,これを言語資源として利用し,異写本比較を行い,同時に,共通的な文字及び語句単位で多言語マッピング辞書を整備した.こうして整備した多言語マッピング辞書を言語グリッド基盤の言語資源(ローカル辞書)として配置し,これらの複数の言語資源を言語グリッド上でサービス連携させ,その類似度分析から伝承過程に沿った異写本関係を把握した. 一方,後者の特性に対しては,文字及び語句単位の2種のマッピング辞書を用意したる.これらの辞書をベースに行う異写本の類似性分析において,Jaro-Winkler distance algorithmを用いた.このアルゴリズムは,文字列同士の近さを数値化するが,ある範囲の文字が交換可能かどうかを精査する過程で文字のタイプミスの検出に効果を発揮する点で,異写本に含まれる転写誤りに類する特徴を検出するのに適している.古典テキストはもとも人手により写本されているため,この検出機能を中国語間の転写関係の把握に適用した. 本研究では,先行研究でも評価に利用されてきた「般若心経」の異写本群を対象に提案手法による評価を行った.対象は代表的な6本の異写本とし,小本版として玄奘 (Xuanzang)訳及び鳩摩羅什(Kum&#257;raj&#299;va) 訳の2本,大本版として法月 (Fa-yueh)訳,利言 (Li-yen)訳,智慧輪 (Praj&#241;&#257;cakra)訳,法成 (Dharmasiddhi)訳の4本を用いた.比較の結果,法月訳と利言訳の距離が近く,類似性が高いことがわかった.前者は741 CEに東インドで写本され,後者は790CEにカシミール地方で写本されており,他の写本間と相対比較して年代が近接しており,かつ,地理的にも接近している.一方,知慧輪訳と法成訳, 法月訳と法成訳, 利言訳と法成訳の類似性は低い.法成は856 CEに敦煌で写本されており,地理的に東インド,中央アジア,カシミール地方から遠く,この結果はこうした距離感を反映していることがわかる.小本ベースでの比較結果をみると,特に,鳩摩羅什訳と法月訳をオリジナルで比較した場合は距離が遠い.これは法月訳のオリジナルが大本であり,鳩摩羅什訳に含まれない注釈が多く記載されていることによる.法月訳から対応する小本部分のみを採取し比較した場合は類似度が高い.一方,玄奘訳と鳩摩羅什訳は共に小本であり距離も近い.このことから,玄奘訳・鳩摩羅什訳・法月訳は類似性が高いといえる.これは,最も古い年代(400CE頃)に作成された鳩摩羅什訳と,玄奘訳と法月訳の歴史的年代が近く,かつ,いずれも東インド系とされることや,先行文献で得られたクラスター分析結果とも一致する結果である.更に,同一の文字(漢字)としてみなすことができるもので,異写本間で異なる文字が使われている例を抽出し,これらを追加的にマッピング辞書として整備し同一文字とみなす適用を加えた場合,玄奘と鳩摩羅什の距離はより近くなり,更に語句ベースのマッピングと組み合せて適用することにより玄奘訳と鳩摩羅什訳の距離は更に接近した.  以上より,多言語の言語資源を利用した異写本比較手法は,マッピング辞書の組み合わせによりその類似性を適切に把握することができることがわかった.今後,更に他の異写本に適用し,その性能を評価したい.

  • 利用者視点による言語サービス連携の受容性予測モデルと連携デザイン手法構築

    2013  

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     Web上で蓄積されるマルチメディアコンテンツに関する情報取得手法のひとつとして,タグ付けされたコンテンツ内容の記述を活用してマルチメディア情報を取得する手法がある.しかし,この方法は付与されたタグが適切でない場合には有効に機能せず,これがマルチメディア情報取得の新たな課題として挙げられている.更に,コンテンツ内容の記述はもともと多言語で付与されている.よって,単言語による検索クエリやタグ情報を利用するだけでは,コンテンツの適切な取得が困難と予測される.一方,利用者視点からは,検索クエリとして情報の詳細さを記述しきれず,利用者自身が検索クエリを適切に書き起こせない場合が想定されるなど,検索クエリ作成の難しさも課題として挙げられる. そこで,本研究ではマルチメディアコンテンツのひとつである静止画像を対象とし,言語サービスとしての機械翻訳サービスの連携から利用者の検索クエリを多言語化し,検索結果を得るまでのプロセスを改良することで,利用者意図に沿った適切な画像取得を実現した.この実現にあたって,画像を入手する過程に差異増幅型フィードバックを適用するが,これを効果的に利用するためには,検索対象となり得る画像を幅広く入手しておき,利用者の適正画像の受容範囲がより適切なものとなるよう導くことが必要である.すなわち,フィードバック時に利用者が適合画像として選択する画像群の候補集合を拡張することが効果的である.そこで,この候補集合の拡張を行うため,画像検索前に機械翻訳サービスを用いてユーザ使用言語で記述された検索クエリを多言語に翻訳すると同時に,メタデータとして多言語情報を連携させて利用した.これにより,コンテンツ内容の記述を多言語で補填しながら,検索対象とするタグ候補と量を増大することで,検索精度を向上させた.評価実験は,欧州のランドマーク静止画像のうち特殊な撮影アングル・特殊なライトアップ状況を有するものを対象に,各国語によるクエリによる検索結果比較(実験1)と,各国語によるクエリの組み合わせによる検索結果比較(実験2)により行った. 実験の結果,現地言語では開始時で多くの適合画像が入手できるが,日本語では1件も出力されなかった.これにより,検索クエリの言語は開始時の検索結果に影響を及ぼすことがわかった.また,利用者のクエリを現地言語に翻訳し追加することで,追加前は適合画像が1枚もなかった言語でも追加後は多数の適合画像が入手できることがわかった.特に,適合画像は,利用者の使用言語でタグ付けされたものよりも検索対象の現地の言語でタグ付けされたものに多く存在する.そしてクエリに現地の言語を翻訳したものを追加することで,開始時に多くの適合画像を得ることができることがわかった. 検索クエリ生成時の言語選択は,検索結果に大きな影響を及ぼし,利用者意図に沿った検索の実現にも影響を与える.対象画像の地理的情報を効果的に利用し検索クエリの言語を選択することで,利用者のサービスの受容性を高め,適合画像を容易に取得することができることがわかった.今後の課題は,更に多様な画像による評価を行うと共に,クエリが複雑で翻訳が困難な場合を考慮した方法を検討することである.

  • 多言語ゲーミング環境構築によるグローバル専門知と市民知の融合

    2012  

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     多言語環境におけるグローバル専門知と市民知の融合を成功させるためには,持続的な集合知サービスのモデルを設計することが不可欠である.本研究の狙いは,公的な役割を果たす機関(行政機関,NPO/NGOを含む)と市民知の融合に焦点をあて,以下の2つの側面を解明することである.1つめは,集合知としてのサービスモデルを一過性のものにとどめることなく,持続可能なモデルに移行させる要件を明らかにすること, 2つめは,1つめの側面で考察された集合知としての持続可能なサービスモデルの要件を,サービス設計のアイディアとして組み込み,これを実践の場で展開してその効果を検証することである.前者の側面に関しては,アジア・アフリカ地域のNPOを含むNPO/NGOのサービス活動,行政による情報サービス活動の事例研究として,市民知を誘発して強化するためのサービスモデル変容の必要性を考察してきた.この考察に基づき,本課題研究では,後者の集合知としての持続可能なサービスモデル設計のアイディアを,行政サービスとしての防災対策に活かす取り組みを,実践的に展開した.以下は,その報告である. 現在,東日本大震災を契機として各自治体では,防災の推進が火急の問題となっている.特に200 万人を超える日本在住外国人(以下,在住外国人)は,その出身国によって文化や習慣が異なるため災害が起きた際には,様々な問題を抱えることになると考えられる.しかしながら,在住外国人を対象とした災害に関する意識啓発や防災情報の伝達に関しては,必ずしも十分な対策が講じられていない.また,自治体としても在住外国人への的確な防災対策を講じるためには,地域防災に関する文化的な差の影響を把握しておく必要があるが,在住外国人の災害時の行動モデルを獲得するための有効な方法は提唱されていない. 以上から,本研究では1 つのシステムを介し,在住外国人および自治体両者への地域防災力向上を目的とする.在住外国人にはGoogle マップを活用した災害図上訓練DIG(Disaster Imagination Game)を仮想空間上で実施することで,地域災害対応能力の向上支援を行った.一方,自治体に対しては,在住外国人の災害時の行動群を獲得し,マップ上に蓄積する機能をシステム上に搭載することで災害時の在住外国人の行動モデルを獲得するための有効な方法を提案する.本研究の狙いは,行政サービス側がもつ専門知と,在住外国人が持つ市民知をICT環境で融合し,集合知を持続的に蓄積することである. 本研究は,以下の3ステップで行った.最初に,在住外国人へのDIG の効果や特徴的な行動モデルの存在の有無を明らかにするために,在住外国人を対象とした机上DIGを実施した.机上DIGは,訓練の内容が容易であるため防災訓練を受けたことのない外国人でも簡単に参加できる上に,災害時を想定した地図への書き込み作業を要するため,行動モデルを獲得しやすい.この机上DIGの結果,同じ出身国の人が経営する飲食店に食料を調達しに行く,日本語が理解できない生徒の状況を確認しに日本語学校に行く,教会に避難する,といった,在住外国人に特徴的な避難行動を確認することができた. 一方,机上DIGには言語的な障壁があり,意図を適切に表現できない参加者も存在するなど,在住外国人を対象にしたDIG特有の課題を把握した.加えて,当該地域の在住外国人に対して網羅的に対応する必要がある.そこで次に,より多くの参加者を呼び込める,インターネットを介した仮想空間上でDIG を実施した.仮想空間上多言語DIGは,Google マップ上で多言語によりDIGを行うもので,ユーザの母国語で入力された情報が言語グリッド上の機械翻訳サービスを介して多言語で共有する仕組みを備えている.この仮想空間上DIGを実施したところ,DIG の主要手順である「まちの構造」や「想定される被害」が共有されるばかりでなく,マーカーやコメント,線に加えて広域避難場所にはシェイブによって範囲を指定した書き込みも確認できた. DIG 実施前に行った「現在取り組んでいる防災対策」と,DIG 実施後に行った「今後取り組むべき防災対策」に関するアンケート調査の結果を比較すると,DIG に期待される効果は主に,地域災害対応能力の向上や防災に対する意識啓発であるが,「避難経路や避難場所の確認」や「近所や町会との密な関係」といった防災対策に関する項目をはじめとして,多くの防災対策に関する項目得票数がDIG 実施前よりも増えており,仮想空間上DIG の参加者にも,机上DIG 参加者と同等の地域防災対応能力の向上が,確認できた. 本研究の成果により,在住外国人にはGoogle マップを活用した災害図上訓練DIG を仮想空間上で実施することで,地域災害対応能力の向上支援を行い,一方で,自治体に対しては,在住外国人の災害時の行動群を獲得し,マップ上に蓄積する機能をシステム上に搭載することで,災害時の在住外国人の行動モデルを獲得するための有効な方法を示すことができた.また,仮想空間上DIG による地域災害対応能力の向上を確認した.加えて,在住外国人の災害時行動モデルの獲得手法の有効性を確認したため,自治体にとって在住外国人に対するより高度な防災対策の可能性を示した.これにより,集合知としての地域災害対応能力の向上を図るためのサービスモデルのデザインが可能であることを,実践を通して示すことができた. 今後の課題としては,2 点考えられる.1 点目は,仮想空間上DIGにおける機械翻訳サービスを介した際の誤訳の克服である.特に行動の内容が理解できない誤訳や,間違えて認識してしまう可能性のある誤訳に関しては,正確な翻訳が達成できるような改善が必要である.これには,同じ意味の用例を多言語で集め,まとめて管理する用例対訳の活用やコミュニティ毎に特徴的な防災言語を集めたコミュニティ別防災辞書の活用といった対策などが考えられる.2 点目は,獲得した行動群を基にしたコミュニティ毎の災害時行動モデルの生成である.今後データを蓄積することで,各コミュニティに特徴的な災害時の行動モデルが統計的に明らかとなれば,当該地域の自治体は,その特徴に応じた的確な防災支援を講じることが可能となり,在住外国人を災害弱者としないまちづくりの実現に近づくことができると考えられる. なお,本研究は公益財団法人新宿未来創造財団しんじゅく多文化共生プラザの協力のもと,新宿区の在住外国人を対象に災害図上訓練および評価実験を実施したものです.同プラザの皆様にここに記して感謝致します.

  • 参加型ネットワーク指向サイエンスカフェ空間の創出とSTS的実践

    2008  

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     科学技術コミュニケーションにおける主要課題は,専門家と一般市民との間の知識の格差と視点の違いを埋め,如何にして社会的合意形成を促すかという点にある.科学技術コミュニケーションで扱う社会的合意形成は,一般に統制が難しく閉じた環境での実験評価・分析手法(従来の工学的アプローチ)を適合させることが困難なフィールドにおいて行われるが,こうした環境下においては,(実験室と異なり)統制が難しいがゆえに効果的な問題解決手法の産出が遅れている.この問題に対して,フィールドへの情報技術の導入は従来の工学的アプローチを拡張する位置づけとみなすことができる. そこで,本研究ではインターネット環境下で人間が参加できるフィールド指向の広域参加型シミュレーションによるサイエンスカフェの実施を試みることとした.この実施において,科学技術コミュニケーションの実問題を取り上げると共に,実践を事例として扱う社会科学の分析手法を融合しながら新たなサイエンスカフェ空間を構築し,その効果を探ることとした. 研究の過程では,食糧問題・地球温暖化問題・GM作物問題の3つの環境領域の課題を取り上げ,ネットワークに接続された環境から利用することができる参加型シミュレーションを用いた体験型ツールを構築し,これを大学3-4年生に適用した.その結果,ローカルな意思決定が大域的な空間に影響を与える状況や,複数の意見の対立軸の存在を体感的に把握できる効果を確認でき,参加者の視点の拡大や合意形成のためのコミュニケーションを促進することに成功した.実験から,複雑な科学技術上の専門知識を得るための体験を共有することが,問題が抱える本質的な課題の把握を促すばかりではなく,合意形成における会話内容にも影響を与えることがわかった.一方で,遠隔で行うことを前提とするインターネット上でのコミュニケーション活動には音声やチャット・動画などが利用されるが,これらのコミュニケーションメディアの特性を意識した利用を行うこと,遠隔環境下でのファシリテーション手法について検討が必要であることがわかった.

  • フィールド情報学の視点からの参加型シミュレーションを用いた研究手法の拡張

    2007  

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     情報技術を基盤とする「情報学」領域においては,企業活動や社会活動など実験室外の環境(フィールド)において多くの応用研究が展開されている.一方,フィールドにおける実践は統制が難しく,閉じた環境での実験評価・分析手法(従来の工学的アプローチ)を適合させることが困難である.この問題を解決するために,本研究ではフィールドから得られる定量的データからの知見に加え,実践を事例として扱う社会科学の分析手法を融合することで,「フィールド情報学」としての新たな研究方法論の獲得を目指した.そして,この方法論を獲得するために有効なアプローチとして,参加型シミュレーションを想定した実践的研究を行なうこととした. 本研究ではまず,身近なフィールドである「大学」を対象に,パイロット的研究として大学生のキャリア観形成のための参加型キャリアコミュニケーションツールを構築し,これを大学3-4年生に適用した.この結果,就職活動に直面した際の固定観念やこだわりの発現を見出すことができ,学生のキャリア観・視野の拡大を促すことに成功した. 更に,ビジネス,地球温暖化問題を対象とするコミュニケーションツールを開発し,学生や一般市民に適用した.これらのツールは事例を「シナリオ」として提供し,参加型シミュレーションとディスカッションを融合する形態でデザインした.実験から,フィールドにおけるツールの適用では対話も重要な役割を果たすこと,特に,専門家と非専門家の対話が未来の設計や伝達の協創としての役割を担えることがわかった. 一連の研究から,フィールド情報学のための方法論として,参加型シミュレーションの有効性,予測・伝達特性を見出すことが出来た.更に,データの収集と解析,予測と設計,伝達のための方法論として,ケースライティングや会話分析の利用など,広く知られる他の研究方法論との融合も有益であることが予想される結果となった.

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