Updated on 2026/04/06

写真a

 
KOIKE YASUHARU
 
Organization
Institute of Integrated Research Laboratory for Future Interdisciplinary Research of Science and Technology Professor
Title
Professor
External link

News & Topics

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Degree

  • 博士(工学) ( 東京工業大学 )

Research Interests

  • インタラクションデザイン

  • 空間インタフェース装置

  • 能動的動画閲覧

  • 多重解像度解析

  • モデリング

  • ドライバーモデル

  • ポインティング

  • 聴覚インタラクション

  • 筋電信号

  • 内部モデル

  • 包括脳ネットワーク

  • 脳プロ

  • 直接操作

  • 設計支援

  • インタラクション

  • SPIDAR

  • インタフェース

  • トルク推定

  • VR設計環境

  • グラフィックス

  • マンマシンインタラクション

  • 仮想環境

  • 機械学習

  • バイオロジカルモーション

  • 生物・生体工学

  • 準備同時活性

  • 脳・神経

  • 力覚提示機能

  • 姿勢計測

  • 設計環境

  • データベース

  • 知識創出

Research Areas

  • Manufacturing Technology (Mechanical Engineering, Electrical and Electronic Engineering, Chemical Engineering) / Communication and network engineering

  • Informatics / Database

  • Manufacturing Technology (Mechanical Engineering, Electrical and Electronic Engineering, Chemical Engineering) / Electron device and electronic equipment

  • Informatics / Intelligent informatics

  • Informatics / Kansei informatics

  • Informatics / Perceptual information processing

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Research History

  • Tokyo Institute of Technology   Institute of Innovative Research   Professor

    2016.4

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  • Tokyo Institute of Technology   Precision and Intelligence Laboratory   Professor

    2009 - 2016.3

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  • Tokyo Institute of Technology   Precision and Intelligence Laboratory   Associate Professor

    2008 - 2009

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  • Tokyo Institute of Technology   Precision and Intelligence Laboratory

    1998.8 - 2007

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Papers

  • Use of Artificial Intelligence in the Classification of Upper-Limb Motion Using EEG and EMG Signals: A Review

    Isabel Bandes, Yasuharu Koike

    Sensors   2026.2

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    DOI: 10.3390/s26051457

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  • Eyeblink detection for wearable eye trackers in real-world environments

    Ryota Nishizono, Makio Kashino, Yasuharu Koike, Naoki Saijo

    PeerJ Computer Science   2026.2

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    Publishing type:Research paper (scientific journal)  

    DOI: 10.7717/peerj-cs.3585

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  • Proposal of an electromyogram analysis method using Bayesian estimation

    Yasuharu Koike

    Measurement   2026.1

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    Publishing type:Research paper (scientific journal)  

    DOI: 10.1016/j.measurement.2025.119063

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  • Hybrid EEG-EMG Control Scheme for Multiple Degrees of Freedom Upper-Limb Prostheses

    Sorelis Isabel Bandes Rodriguez, Yasuharu Koike

    Actuators   2025.8

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    Publishing type:Research paper (scientific journal)  

    DOI: 10.3390/act14080397

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  • Robust Sparse Bayesian Learning Based on Minimum Error Entropy for Noisy High-Dimensional Brain Activity Decoding.

    Yuanhao Li 0004, Badong Chen, Wenjun Bai, Yasuharu Koike, Okito Yamashita

    CoRR   abs/2508.11657   2025.8

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    DOI: 10.48550/arXiv.2508.11657

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  • Correntropy-Based Improper Likelihood Model for Robust Electrophysiological Source Imaging.

    Yuanhao Li 0004, Badong Chen, Zhongxu Hu, Keita Suzuki, Wenjun Bai, Yasuharu Koike, Okito Yamashita

    IEEE Trans. Medical Imaging   44 ( 7 )   3076 - 3088   2025.7

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    DOI: 10.1109/TMI.2025.3557528

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  • Facial expression recognition through muscle synergies and estimation of facial keypoint displacements through a skin-musculoskeletal model using facial sEMG signals. International journal

    Lun Shu, Victor R Barradas, Zixuan Qin, Yasuharu Koike

    Frontiers in bioengineering and biotechnology   13   1490919 - 1490919   2025

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    The development of facial expression recognition (FER) and facial expression generation (FEG) systems is essential to enhance human-robot interactions (HRI). The facial action coding system is widely used in FER and FEG tasks, as it offers a framework to relate the action of facial muscles and the resulting facial motions to the execution of facial expressions. However, most FER and FEG studies are based on measuring and analyzing facial motions, leaving the facial muscle component relatively unexplored. This study introduces a novel framework using surface electromyography (sEMG) signals from facial muscles to recognize facial expressions and estimate the displacement of facial keypoints during the execution of the expressions. For the facial expression recognition task, we studied the coordination patterns of seven muscles, expressed as three muscle synergies extracted through non-negative matrix factorization, during the execution of six basic facial expressions. Muscle synergies are groups of muscles that show coordinated patterns of activity, as measured by their sEMG signals, and are hypothesized to form the building blocks of human motor control. We then trained two classifiers for the facial expressions based on extracted features from the sEMG signals and the synergy activation coefficients of the extracted muscle synergies, respectively. The accuracy of both classifiers outperformed other systems that use sEMG to classify facial expressions, although the synergy-based classifier performed marginally worse than the sEMG-based one (classification accuracy: synergy-based 97.4%, sEMG-based 99.2%). However, the extracted muscle synergies revealed common coordination patterns between different facial expressions, allowing a low-dimensional quantitative visualization of the muscle control strategies involved in human facial expression generation. We also developed a skin-musculoskeletal model enhanced by linear regression (SMSM-LRM) to estimate the displacement of facial keypoints during the execution of a facial expression based on sEMG signals. Our proposed approach achieved a relatively high fidelity in estimating these displacements (NRMSE 0.067). We propose that the identified muscle synergies could be used in combination with the SMSM-LRM model to generate motor commands and trajectories for desired facial displacements, potentially enabling the generation of more natural facial expressions in social robotics and virtual reality.

    DOI: 10.3389/fbioe.2025.1490919

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  • Sparse Bayesian correntropy learning for robust muscle activity reconstruction from noisy brain recordings.

    Yuanhao Li 0004, Badong Chen, Natsue Yoshimura, Yasuharu Koike, Okito Yamashita

    Neural Networks   182   106899 - 106899   2025

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    DOI: 10.1016/j.neunet.2024.106899

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  • The control of the arm’s equilibrium position

    Atsushi Takagi, Etienne Burdet, Yasuharu Koike

    Journal of Neurophysiology   2024.4

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    DOI: 10.1152/jn.00011.2024

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  • Theoretical limits on the speed of learning inverse models explain the rate of adaptation in arm reaching tasks. International journal

    Victor R Barradas, Yasuharu Koike, Nicolas Schweighofer

    Neural networks : the official journal of the International Neural Network Society   170   376 - 389   2024.2

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    An essential aspect of human motor learning is the formation of inverse models, which map desired actions to motor commands. Inverse models can be learned by adjusting parameters in neural circuits to minimize errors in the performance of motor tasks through gradient descent. However, the theory of gradient descent establishes limits on the learning speed. Specifically, the eigenvalues of the Hessian of the error surface around a minimum determine the maximum speed of learning in a task. Here, we use this theoretical framework to analyze the speed of learning in different inverse model learning architectures in a set of isometric arm-reaching tasks. We show theoretically that, in these tasks, the error surface and, thus the speed of learning, are determined by the shapes of the force manipulability ellipsoid of the arm and the distribution of targets in the task. In particular, rounder manipulability ellipsoids generate a rounder error surface, allowing for faster learning of the inverse model. Rounder target distributions have a similar effect. We tested these predictions experimentally in a quasi-isometric reaching task with a visuomotor transformation. The experimental results were consistent with our theoretical predictions. Furthermore, our analysis accounts for the speed of learning in previous experiments with incompatible and compatible virtual surgery tasks, and with visuomotor rotation tasks with different numbers of targets. By identifying aspects of a task that influence the speed of learning, our results provide theoretical principles for the design of motor tasks that allow for faster learning.

    DOI: 10.1016/j.neunet.2023.10.049

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  • Sparse Bayesian Correntropy Learning for Robust Muscle Activity Reconstruction from Noisy Brain Recordings.

    Yuanhao Li 0004, Badong Chen, Natsue Yoshimura, Yasuharu Koike, Okito Yamashita

    CoRR   abs/2404.15309   2024

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    DOI: 10.48550/arXiv.2404.15309

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  • Correntropy-Based Improper Likelihood Model for Robust Electrophysiological Source Imaging. International journal

    Yuanhao Li 0004, Badong Chen, Zhongxu Hu, Keita Suzuki, Wenjun Bai, Yasuharu Koike, Okito Yamashita

    CoRR   abs/2408.14843 ( 7 )   3076 - 3088   2024

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    Bayesian learning provides a unified skeleton to solve the electrophysiological source imaging task. From this perspective, existing source imaging algorithms utilize the Gaussian assumption for the observation noise to build the likelihood function for Bayesian inference. However, the electromagnetic measurements of brain activity are usually affected by miscellaneous artifacts, leading to a potentially non-Gaussian distribution for the observation noise. Hence the conventional Gaussian likelihood model is a suboptimal choice for the real-world source imaging task. In this study, we aim to solve this problem by proposing a new likelihood model which is robust with respect to non-Gaussian noises. Motivated by the robust maximum correntropy criterion, we propose a new improper distribution model concerning the noise assumption. This new noise distribution is leveraged to structure a robust likelihood function and integrated with hierarchical prior distributions to estimate source activities by variational inference. In particular, the score matching is adopted to determine the hyperparameters for the improper likelihood model. A comprehensive performance evaluation is performed to compare the proposed noise assumption to the conventional Gaussian model. Simulation results show that, the proposed method can realize more precise source reconstruction by designing known ground-truth. The real-world dataset also demonstrates the superiority of our new method with the visual perception task. This study provides a new backbone for Bayesian source imaging, which would facilitate its application using real-world noisy brain signal.

    DOI: 10.48550/arXiv.2408.14843

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  • Directed causal effect with PCMCI in hyperscanning EEG time series. International journal

    Lykke Silfwerbrand, Yasuharu Koike, Pär Nyström, Malin Gingnell

    Frontiers in neuroscience   18   1305918 - 1305918   2024

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    Social activities are likely to cause effects or reactivity in the brains of the people involved in collaborative social situations. This study assesses a new method, Tigramite, for time domain analysis of directed causality between the prefrontal cortex (PFC) of persons in such situations. An experimental situation using hyperscanning EEG was applied while individuals led and followed each other in finger-tapping rhythms. This structured task has a long duration and a high likelihood of inter-brain causal reactions in the prefrontal cortices. Tigramite is a graph-based causal discovery method to identify directed causal relationships in observational time series. Tigramite was used to analyze directed causal connections within and between the PFC. Significantly directed causality within and between brains could be detected during the social interactions. This is the first empirical evidence the Tigramite can reveal inter- and intra-brain-directed causal effects in hyperscanning EEG time series. The findings are promising for further studies of causality in neural networks during social activities using Tigramite on EEG in the time domain.

    DOI: 10.3389/fnins.2024.1305918

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  • A Japanese translation of the Swedish Universities Scales of Personality. International journal

    Lykke Silfwerbrand, Lisa Ekselius, Yasuharu Koike, Malin Gingnell

    Upsala journal of medical sciences   129   2024

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    BACKGROUND: The Swedish Universities Scales of Personality (SSP) is a personality measurement tool with a short test battery of high psychometric quality, previously not availiable in Japanese. METHODS: We translated the SSP into Japanese and administered it to 103 Japanese nationals. For 11 of the 13 SSP scales in the Japanese version of the SSP (SSP-J11), the Cronbach's alpha ranged from 0.50 to 0.82 with good internal scale reliability. RESULTS: A principal factor analysis replicated the previous work by identifying the same three principal dimensions of Neuroticism, Aggression, and Extraversion factors. CONCLUSION: The resulting three-factor SSP-J11 shows acceptable reliability and should provide informative insights about personality traits in research and clinical practice in a Japanese context.

    DOI: 10.48101/ujms.v129.10349

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  • The effect of different depth planes during a manual tracking task in three-dimensional virtual reality space International journal

    Hyeonseok Kim, Yasuharu Koike, Woong Choi, Jongho Lee

    Scientific Reports   13 ( 1 )   21499 - 21499   2023.12

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    Language:English   Publishing type:Research paper (scientific journal)   Publisher:Springer Science and Business Media LLC  

    Abstract

    Unlike ballistic arm movements such as reaching, the contribution of depth information to the performance of manual tracking movements is unclear. Thus, to understand how the brain handles information, we investigated how a required movement along the depth axis would affect behavioral tracking performance, postulating that it would be affected by the amount of depth movement. We designed a visually guided planar tracking task that requires movement on three planes with different depths: a fronto-parallel plane called ROT (0), a sagittal plane called ROT (90), and a plane rotated by 45° with respect to the sagittal plane called ROT (45). Fifteen participants performed a circular manual tracking task under binocular and monocular visions in a three-dimensional (3D) virtual reality space. As a result, under binocular vision, ROT (90), which required the largest depth movement among the tasks, showed the greatest error in 3D. Similarly, the errors (deviation from the target path) on the depth axis revealed significant differences among the tasks. Under monocular vision, significant differences in errors were observed only on the lateral axis. Moreover, we observed that the errors in the lateral and depth axes were proportional to the required movement on these axes under binocular vision and confirmed that the required depth movement under binocular vision determined depth error independent of the other axes. This finding implies that the brain may independently process binocular vision information on each axis. Meanwhile, the required depth movement under monocular vision was independent of performance along the depth axis, indicating an intractable behavior. Our findings highlight the importance of handling depth movement, especially when a virtual reality situation, involving tracking tasks, is generated.

    DOI: 10.1038/s41598-023-48869-w

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    Other Link: https://www.nature.com/articles/s41598-023-48869-w

  • Correntropy-Based Logistic Regression With Automatic Relevance Determination for Robust Sparse Brain Activity Decoding.

    Yuanhao Li 0004, Badong Chen, Yuxi Shi, Natsue Yoshimura, Yasuharu Koike

    IEEE Transactions on Biomedical Engineering   70 ( 8 )   2416 - 2429   2023.8

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    DOI: 10.1109/TBME.2023.3246599

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  • Sparse Logistic Regression-Based EEG Channel Optimization Algorithm for Improved Universality across Participants International journal

    Yuxi Shi, Yuanhao Li, Yasuharu Koike

    Bioengineering   10 ( 6 )   2023.5

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    Electroencephalogram (EEG) channel optimization can reduce redundant information and improve EEG decoding accuracy by selecting the most informative channels. This article aims to investigate the universality regarding EEG channel optimization in terms of how well the selected EEG channels can be generalized to different participants. In particular, this study proposes a sparse logistic regression (SLR)-based EEG channel optimization algorithm using a non-zero model parameter ranking method. The proposed channel optimization algorithm was evaluated in both individual analysis and group analysis using the raw EEG data, compared with the conventional channel selection method based on the correlation coefficients (CCS). The experimental results demonstrate that the SLR-based EEG channel optimization algorithm not only filters out most redundant channels (filters 75-96.9% of channels) with a 1.65-5.1% increase in decoding accuracy, but it can also achieve a satisfactory level of decoding accuracy in the group analysis by employing only a few (2-15) common EEG electrodes, even for different participants. The proposed channel optimization algorithm can realize better universality for EEG decoding, which can reduce the burden of EEG data acquisition and enhance the real-world application of EEG-based brain-computer interface (BCI).

    DOI: 10.3390/bioengineering10060664

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  • Partial maximum correntropy regression for robust electrocorticography decoding. International journal

    Yuanhao Li, Badong Chen, Gang Wang, Natsue Yoshimura, Yasuharu Koike

    Frontiers in neuroscience   17   1213035 - 1213035   2023

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    The Partial Least Square Regression (PLSR) method has shown admirable competence for predicting continuous variables from inter-correlated electrocorticography signals in the brain-computer interface. However, PLSR is essentially formulated with the least square criterion, thus, being considerably prone to the performance deterioration caused by the brain recording noises. To address this problem, this study aims to propose a new robust variant for PLSR. To this end, the maximum correntropy criterion (MCC) is utilized to propose a new robust implementation of PLSR, called Partial Maximum Correntropy Regression (PMCR). The half-quadratic optimization is utilized to calculate the robust projectors for the dimensionality reduction, and the regression coefficients are optimized by a fixed-point optimization method. The proposed PMCR is evaluated with a synthetic example and a public electrocorticography dataset under three performance indicators. For the synthetic example, PMCR realized better prediction results compared with the other existing methods. PMCR could also abstract valid information with a limited number of decomposition factors in a noisy regression scenario. For the electrocorticography dataset, PMCR achieved superior decoding performance in most cases, and also realized the minimal neurophysiological pattern deterioration with the interference of the noises. The experimental results demonstrate that, the proposed PMCR could outperform the existing methods in a noisy, inter-correlated, and high-dimensional decoding task. PMCR could alleviate the performance degradation caused by the adverse noises and ameliorate the electrocorticography decoding robustness for the brain-computer interface.

    DOI: 10.3389/fnins.2023.1213035

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  • Adaptive sparseness for correntropy-based robust regression via automatic relevance determination.

    Yuanhao Li 0004, Badong Chen, Okito Yamashita, Natsue Yoshimura, Yasuharu Koike

    International Joint Conference on Neural Networks(IJCNN)   1 - 8   2023

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    Publishing type:Research paper (international conference proceedings)   Publisher:IEEE  

    DOI: 10.1109/IJCNN54540.2023.10191293

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    Other Link: https://dblp.uni-trier.de/db/conf/ijcnn/ijcnn2023.html#LiCYYK23

  • Adaptive sparseness for correntropy-based robust regression via automatic relevance determination.

    Yuanhao Li 0004, Badong Chen, Okito Yamashita, Natsue Yoshimura, Yasuharu Koike

    CoRR   abs/2302.00082   2023

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    DOI: 10.48550/arXiv.2302.00082

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  • Dark Chocolate Intake May Reduce Fatigue and Mediate Cognitive Function and Gray Matter Volume in Healthy Middle-Aged Adults International journal

    Kiyotaka Nemoto, Keisuke Kokubun, Yousuke Ogata, Yasuharu Koike, Tetsuaki Arai, Yoshinori Yamakawa

    Behavioural Neurology   2022   1 - 8   2022.12

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    Language:English   Publishing type:Research paper (scientific journal)   Publisher:Hindawi Limited  

    Background. Dark chocolate has attracted attention for its potential for cognitive improvement. Though some reports indicate that dark chocolate is good for cognitive function, others raise doubts. This inconsistency in past results reflecting the relationship between dark chocolate and cognitive function indicates the potential existence of factors that mediate between dark chocolate intake and cognitive function. Methods. With the hypothesis that fatigue may be one such mediating factor, we performed a four-week randomized control study to seek a link between dark chocolate consumption, cognitive function, fatigue, and the brain in middle-aged adults. Results. We found that dark chocolate reduced mental and physical fatigue, and a path analysis revealed that it enhanced vitality, executive function, memory, and gray matter volume both directly and indirectly. Fatigue reduction was also associated with an improvement in physical function, which had a positive impact on emotional functioning, relief of bodily pain, and social functioning. Conclusions. Our results suggest that dark chocolate may help reduce fatigue in individuals, leading to improvements in brain health and various cognitive functions as well as in quality of life.

    DOI: 10.1155/2022/6021811

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    Other Link: http://downloads.hindawi.com/journals/bn/2022/6021811.xml

  • Electroencephalography Reflects User Satisfaction in Controlling Robot Hand through Electromyographic Signals International journal

    Hyeonseok Kim, Makoto Miyakoshi, Yeongdae Kim, Sorawit Stapornchaisit, Natsue Yoshimura, Yasuharu Koike

    Sensors   23 ( 1 )   2022.12

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    This study addresses time intervals during robot control that dominate user satisfaction and factors of robot movement that induce satisfaction. We designed a robot control system using electromyography signals. In each trial, participants were exposed to different experiences as the cutoff frequencies of a low-pass filter were changed. The participants attempted to grab a bottle by controlling a robot. They were asked to evaluate four indicators (stability, imitation, response time, and movement speed) and indicate their satisfaction at the end of each trial by completing a questionnaire. The electroencephalography signals of the participants were recorded while they controlled the robot and responded to the questionnaire. Two independent component clusters in the precuneus and postcentral gyrus were the most sensitive to subjective evaluations. For the moment that dominated satisfaction, we observed that brain activity exhibited significant differences in satisfaction not immediately after feeding an input but during the later stage. The other indicators exhibited independently significant patterns in event-related spectral perturbations. Comparing these indicators in a low-frequency band related to the satisfaction with imitation and movement speed, which had significant differences, revealed that imitation covered significant intervals in satisfaction. This implies that imitation was the most important contributing factor among the four indicators. Our results reveal that regardless of subjective satisfaction, objective performance evaluation might more fully reflect user satisfaction.

    DOI: 10.3390/s23010277

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  • An fMRI-study of leading and following using rhythmic tapping. International journal

    Lykke Silfwerbrand, Yousuke Ogata, Natsue Yoshimura, Yasuharu Koike, Malin Gingnell

    Social neuroscience   17 ( 6 )   558 - 567   2022.12

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    Leading and following is about synchronizing and joining actions in accordance with the differences that the leader and follower roles provide. The neural reactivity representing these roles was measured in an explorative fMRI-study, where two persons lead and followed each other in finger tapping using simple, individual, pre-learnt rhythms. All participants acted both as leader and follower. Neural reactivity for both lead and follow related to social awareness and adaptation distributed over the lateral STG, STS and TPJ. Reactivity for follow contrasted with lead mostly reflected sensorimotor and rhythmic processing in cerebellum IV, V, somatosensory cortex and SMA. During leading, as opposed to following, neural reactivity was observed in the insula and bilaterally in the superior temporal gyrus, pointing toward empathy, sharing of feelings, temporal coding and social engagement. Areas for continuous adaptation, in the posterior cerebellum and Rolandic operculum, were activated during both leading and following. This study indicated mutual adaptation of leader and follower during tapping and that the roles gave rise to largely similar neuronal reactivity. The differences between the roles indicated that leading was more socially focused and following had more motoric- and temporally related neural reactivity.

    DOI: 10.1080/17470919.2023.2189615

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  • Evaluation of motor learning in predictable loading task using a force sense presentation device. International journal

    Tetsuo Ota, Yui Kikuchi, Ikumi Amiya, Takako Ohno-Shosaku, Yasuharu Koike, Mitsugu Yoneda

    Experimental brain research   240 ( 12 )   3305 - 3314   2022.12

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    Neural circuits connecting the cerebellum with the cerebral cortex are important for both motor and cognitive functions. Therefore, assessment of cerebellar function is clinically important for patients with various motor and cognitive dysfunctions. Cerebellum-dependent motor learning has been studied using various tasks. The most widely used tasks are visuomotor adaptation tasks, in which subjects are required to make movements in two dimensions. Studies using simpler tasks of one-dimensional movement, which are easier for patients with motor problems to perform, have suggested that anticipatory responses in these tasks are useful to evaluate cerebellum-dependent motor control or motor learning. In this study, we examined whether the motor learning process can be evaluated in a simple loading task. Using space interface device for artificial reality (SPIDAR), a constant downward force was loaded to subjects' hands in a predictable condition, and the vertical movement of the hand was recorded. The hand deflection from the initial position was displayed on a screen for visual feedback information. We examined effects of repeated loading task training (90 times) on hand movements, by analyzing a small upward movement just before loading (anticipatory response) and a large downward movement after loading in each trial. We found that the repeated training lowered the time constant of upward movement and reduced the amplitude and time-to-peak of downward movement. These training effects were maintained into the next day. Furthermore, we found that loading task training with eyes closed was also effective, which indicates that proprioceptive information is enough for improvement of performance.

    DOI: 10.1007/s00221-022-06500-w

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  • A model predictive control strategy to regulate movements and interactions

    A. Takagi, H. Gomi, E. Burdet, Y. Koike

    2022.8

  • Clustered event related spectral perturbation (ERSP) feature in right hand motor imagery classification International journal

    Zhongjie Zhang, Yasuharu Koike

    FRONTIERS IN NEUROSCIENCE   16   867480 - 867480   2022.8

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    DOI: 10.3389/fnins.2022.867480

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  • Continuous Estimation of Finger and Wrist Joint Angles Using a Muscle Synergy Based Musculoskeletal Model

    Zixun He, Zixuan Qin, Yasuharu Koike

    Applied Sciences   12 ( 8 )   3772 - 3772   2022.4

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    Publishing type:Research paper (scientific journal)   Publisher:{MDPI} {AG}  

    DOI: 10.3390/app12083772

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  • Single RGB Image 6D Object Grasping System Using Pixel-Wise Voting Network International journal

    Zhongjie Zhang, Chengzhe Zhou, Yasuharu Koike, Jiamao Li

    MICROMACHINES   13 ( 2 )   2022.2

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    DOI: 10.3390/mi13020293

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  • Contralaterally controlled functional electrical stimulation immediately improves hand function.

    Shohei Murata, Yasuharu Koike, Yuji Kasukawa, Kimio Saito, Koki Okada, Daisuke Kudo, Yoichi Shimada, Naohisa Miyakoshi

    Japanese journal of comprehensive rehabilitation science   13   26 - 30   2022

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    UNLABELLED: Murata S, Koike Y, Kasukawa Y, Saito K, Okada K, Kudo D, Shimada Y, Miyakoshi N. Contralaterally controlled functional electrical stimulation immediately improves hand function. Jpn J Compr Rehabil Sci 2022; 13: 26-30. OBJECTIVE: The purpose of this study was to investigate the immediate effects of contralaterally controlled functional electrical stimulation (CCFES) on upper limb function in stroke patients. METHODS: CCFES and mirror therapy (MT) exercises were conducted for 13 stroke patients at least 4 weeks post-onset. A sufficient interval of at least 24 hours was left between the two types of rehabilitation exercises. Before treatment and immediately after each training session, grip strength, Fugl-Meyer Assessment for Upper Extremity (FMA-UE) score and FMA-UE subscores for the shoulder/elbow/forearm, wrist, hand, and coordination were evaluated. RESULTS: Grip strength, FMA-UE and FMA-UE shoulder/elbow/forearm, wrist, and coordination did not differ significantly after CCFES and MT compared to before therapy. FMA-UE hand did not change significantly after MT compared to before therapy, but it improved significantly after CCFES (p = 0.013). CONCLUSION: CCFES for the upper extremities immediately improves hand function and may be effective in maintaining and improving patients' motivation for rehabilitation treatment.

    DOI: 10.11336/jjcrs.13.26

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  • EMG space similarity feedback promotes learning of expert-like muscle activation patterns in a complex motor skill. International journal

    Victor R Barradas, Woorim Cho, Yasuharu Koike

    Frontiers in human neuroscience   16   805867 - 805867   2022

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    Augmented feedback provided by a coach or augmented reality system can facilitate the acquisition of a motor skill. Verbal instructions and visual aids can be effective in providing feedback about the kinematics of the desired movements. However, many skills require mastering not only kinematic, but also complex kinetic patterns, for which feedback is harder to convey. Here, we propose the electromyography (EMG) space similarity feedback, which may indirectly convey kinematic and kinetic feedback by comparing the muscle activations of the learner and an expert in the task. The EMG space similarity feedback is a score that reflects how well a set of muscle synergies extracted from the expert can reconstruct the learner's EMG when performing the task. We tested the EMG space similarity feedback in a virtual bimanual polishing task that uses a robotic system to simulate the dynamics of a real polishing operation. We measured the expert's and learner's EMG from eight muscles in each arm during the real and virtual polishing tasks, respectively. The goal of the virtual task was to smoothen the surface of a virtual object. Therefore, we defined performance in the task as the smoothness of the object at the end of a trial. We separated learners into real feedback and null feedback groups to assess the effects of the EMG space similarity feedback. The real and null feedback groups received veridic and no EMG space similarity feedback, respectively. Subjects participated in five training sessions on different days, and we evaluated their performance on each day. Subjects in both groups were able to increase smoothness throughout the training sessions, with no significant differences between groups. However, subjects in the real feedback group were able to improve in the EMG space similarity score to a significantly greater extent than the null feedback group. Additionally, subjects in the real feedback group produced muscle activations that became increasingly consistent with an important muscle synergy found in the expert. Our results indicate that the EMG space similarity feedback promotes acquiring expert-like muscle activation patterns, suggesting that it may assist in the acquisition of complex motor skills.

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  • Aphasia testing (auditory comprehension domain) using a new eye-tracking system in healthy participants.

    Risa Sakai, Yasuharu Koike, Kimio Saito, Toshiki Matsunaga, Yoichi Shimada, Naohisa Miyakoshi

    Japanese journal of comprehensive rehabilitation science   13   31 - 35   2022

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    UNLABELLED: Sakai R, Koike Y, Saito K, Matsunaga T, Shimada Y, Miyakoshi N. Aphasia testing (auditory comprehension domain) using a new eye-tracking system in healthy participants. Jpn J Compr Rehabil Sci 2022; 13: 31-35. OBJECTIVE: We administered a conventional pointing-method test with eye-tracking to evaluate items associated with auditory comprehension and examined the concordance between the obtained results. METHODS: The enrolled participants were 10 healthy volunteers. We performed tests after extracting auditory comprehension items from the SLTA, the WAB, and the Supplementary tests for the SLTA using the eye-tracking system and the pointing method. RESULTS: The mean test duration was 9 min 51 s ± 1 min 41 s (mean ± SD), and the percentage of correct answers was 100% and in perfect agreement for the pointing method and the eye-tracking system. The mean response time was 0.96 ± 0.36 s for the pointing method and -0.39 ± 0.21 s for the eye-tracking system. Hence, the latter was faster than the former, and examinees completed their responses before listening to the end of the questions. CONCLUSION: The new eye-tracking system makes it possible to perform aphasia tests (auditory comprehension items) comparable to the conventional pointing method.

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  • A CW-CNN regression model-based real-time system for virtual hand control. International journal

    Zixuan Qin, Zixun He, Yuanhao Li, Supat Saetia, Yasuharu Koike

    Frontiers in neurorobotics   16   1072365 - 1072365   2022

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    For upper limb amputees, wearing a myoelectric prosthetic hand is the only way for them to continue normal life. Even until now, the proposal of a high-precision and natural performance real-time control system based on surface electromyography (sEMG) signals is still challenging. Researchers have proposed many strategies for motion classification or regression prediction tasks based on sEMG signals. However, most of them have been limited to offline analysis only. There are even few papers on real-time control based on deep learning models, almost all of which are about motion classification. Rare studies tried to use deep learning-based regression models in real-time control systems for multi-joint angle estimation via sEMG signals. This paper proposed a CW-CNN regression model-based real-time control system for virtual hand control. We designed an Adaptive Kalman Filter to smooth the joint angles output before sending them as control commands to control a virtual hand. Eight healthy participants were invited, and three sessions experiments were conducted on two different days for all of them. During the real-time experiment, we analyzed the joint angles estimation accuracy and computational latency. Moreover, target achievement control (TAC) test was applied to emphasize motion regression in real-time. The experimental results show that the proposed control system has high precision for 3-DOFs motion regression in simultaneously, and the system remains stable and low computational latency. In the future, the proposed real-time control system can be applied to actual prosthetic hand.

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  • Design of an Isometric End-Point Force Control Task for Electromyography Normalization and Muscle Synergy Extraction From the Upper Limb Without Maximum Voluntary Contraction. International journal

    Woorim Cho, Victor R Barradas, Nicolas Schweighofer, Yasuharu Koike

    Frontiers in human neuroscience   16   805452 - 805452   2022

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    Muscle synergy analysis via surface electromyography (EMG) is useful to study muscle coordination in motor learning, clinical diagnosis, and neurorehabilitation. However, current methods to extract muscle synergies in the upper limb suffer from two major issues. First, the necessary normalization of EMG signals is performed via maximum voluntary contraction (MVC), which requires maximal isometric force production in each muscle. However, some individuals with motor impairments have difficulties producing maximal effort in the MVC task. In addition, the MVC is known to be highly unreliable, with widely different forces produced in repeated measures. Second, synergy extraction in the upper limb is typically performed with a multidirection reaching task. However, some participants with motor impairments cannot perform this task because it requires precise motor control. In this study, we proposed a new isometric rotating task that does not require precise motor control or large forces. In this task, participants maintain a cursor controlled by the arm end-point force on a target that rotates at a constant angular velocity at a designated force level. To relax constraints on motor control precision, the target is widened and blurred. To obtain a reference EMG value for normalization without requiring maximal effort, we estimated a linear relationship between joint torques and muscle activations. We assessed the reliability of joint torque normalization and synergy extraction in the rotating task in young neurotypical individuals. Compared with normalization with MVC, joint torque normalization allowed reliable EMG normalization at low force levels. In addition, the extraction of synergies was as reliable and more stable than with the multidirection reaching task. The proposed rotating task can, therefore, be used in future motor learning, clinical diagnosis, and neurorehabilitation studies.

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  • Correntropy-Based Logistic Regression with Automatic Relevance Determination for Robust Sparse Brain Activity Decoding. International journal

    Yuanhao Li, Badong Chen, Yuxi Shi, Natsue Yoshimura, Yasuharu Koike

    CoRR   abs/2207.09693 ( 8 )   2416 - 2429   2022

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    OBJECTIVE: Recent studies have used sparse classifications to predict categorical variables from high-dimensional brain activity signals to expose human's mental states and intentions, selecting the relevant features automatically in the model training process. However, existing sparse classification models will likely be prone to the performance degradation which is caused by the noise inherent in the brain recordings. To address this issue, we aim to propose a new robust and sparse classification algorithm in this study. METHODS: To this end, we introduce the correntropy learning framework into the automatic relevance determination based sparse classification model, proposing a new correntropy-based robust sparse logistic regression algorithm. To demonstrate the superior brain activity decoding performance of the proposed algorithm, we evaluate it on a synthetic dataset, an electroencephalogram (EEG) dataset, and a functional magnetic resonance imaging (fMRI) dataset. RESULTS: The extensive experimental results confirm that not only the proposed method can achieve higher classification accuracy in a noisy and high-dimensional classification task, but also it would select those more informative features for the decoding tasks. CONCLUSION: Integrating the correntropy learning approach with the automatic relevance determination technique will significantly improve the robustness with respect to the noise, leading to more adequate robust sparse brain decoding algorithm. SIGNIFICANCE: It provides a more powerful approach in the real-world brain activity decoding and the brain-computer interfaces.

    DOI: 10.48550/arXiv.2207.09693

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  • Introduction. International journal

    Surjo R Soekadar, Yasuharu Koike, Loredana Zollo

    International journal of neural systems   31 ( 11 )   2103010 - 2103010   2021.11

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    DOI: 10.1142/S0129065721030106

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  • Galvanic Vestibular Stimulation-Based Prediction Error Decoding and Channel Optimization. International journal

    Yuxi Shi, Gowrishankar Ganesh, Hideyuki Ando, Yasuharu Koike, Eiichi Yoshida, Natsue Yoshimura

    International journal of neural systems   31 ( 11 )   2150034 - 2150034   2021.8

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    A significant problem in brain-computer interface (BCI) research is decoding - obtaining required information from very weak noisy electroencephalograph signals and extracting considerable information from limited data. Traditional intention decoding methods, which obtain information from induced or spontaneous brain activity, have shortcomings in terms of performance, computational expense and usage burden. Here, a new methodology called prediction error decoding was used for motor imagery (MI) detection and compared with direct intention decoding. Galvanic vestibular stimulation (GVS) was used to induce subliminal sensory feedback between the forehead and mastoids without any burden. Prediction errors were generated between the GVS-induced sensory feedback and the MI direction. The corresponding prediction error decoding of the front/back MI task was validated. A test decoding accuracy of 77.83-78.86% (median) was achieved during GVS for every 100[Formula: see text]ms interval. A nonzero weight parameter-based channel screening (WPS) method was proposed to select channels individually and commonly during GVS. When the WPS common-selected mode was compared with the WPS individual-selected mode and a classical channel selection method based on correlation coefficients (CCS), a satisfactory decoding performance of the selected channels was observed. The results indicated the positive impact of measuring common specific channels of the BCI.

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  • Computational reproductions of external force field adaption without assuming desired trajectories. International journal

    Hiroyuki Kambara, Atsushi Takagi, Haruka Shimizu, Toshihiro Kawase, Natsue Yoshimura, Nicolas Schweighofer, Yasuharu Koike

    Neural networks : the official journal of the International Neural Network Society   139   179 - 198   2021.7

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    Optimal feedback control is an established framework that is used to characterize human movement. However, it is not fully understood how the brain computes optimal gains through interactions with the environment. In the past study, we proposed a model of motor learning that identifies a set of feedback and feedforward controllers and a state predictor of the arm musculoskeletal system to control free reaching movements. In this study, we applied the model to force field adaptation tasks where normal reaching movements are disturbed by an external force imposed on the hand. Without a priori knowledge about the arm and environment, the model was able to adapt to the force field by generating counteracting forces to overcome it in a manner similar to what is reported in the behavioral literature. The kinematics of the movements generated by our model share characteristic features of human movements observed before and after force field adaptation. In addition, we demonstrate that the structure and learning algorithm introduced in our model induced a shift in the end-point's equilibrium position and a static force modulation, accompanied by a fast and a slow learning process. Importantly, our model does not require desired trajectories, yields movements without specifying movement duration, and predicts force generation patterns by exploring the environment. Our model demonstrates a possible mechanism through which the central nervous system may control and adapt a point-to-point reaching movement without specifying a desired trajectory by continuously updating the body's musculoskeletal model.

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  • Restricted Minimum Error Entropy Criterion for Robust Classification. International journal

    Yuanhao Li, Badong Chen, Natsue Yoshimura, Yasuharu Koike

    IEEE transactions on neural networks and learning systems   PP   2021.6

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    The minimum error entropy (MEE) criterion is a powerful approach for non-Gaussian signal processing and robust machine learning. However, the instantiation of MEE on robust classification is a rather vacancy in the literature. The original MEE purely focuses on minimizing Renyi's quadratic entropy of the prediction errors, which could exhibit inferior capability in noisy classification tasks. To this end, we analyze the optimal error distribution with adverse outliers and introduce a specific codebook for restriction, which optimizes the error distribution toward the optimal case. Half-quadratic-based optimization and convergence analysis of the proposed learning criterion, called restricted MEE (RMEE), are provided. The experimental results considering logistic regression and extreme learning machine on synthetic data and UCI datasets, respectively, are presented to demonstrate the superior robustness of RMEE. Furthermore, we evaluate RMEE on a noisy electroencephalogram dataset, so as to strengthen its practical impact.

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  • Modulation of wrist stiffness caused by adaptation to stochastic environment

    H. Kambara, H. Ogawa, A. Takagi, D. Shin, N. Yoshimura, Y. Koike

    Advanced Robotics   35 ( 13-14 )   1 - 17   2021.3

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    DOI: 10.1080/01691864.2021.1900913

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  • Exploring EEG Characteristics to Identify Emotional Reactions under Videogame Scenarios. International journal

    Laura Alejandra Martínez-Tejada, Alex Puertas-González, Natsue Yoshimura, Yasuharu Koike

    Brain sciences   11 ( 3 )   2021.3

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    In this article we present the study of electroencephalography (EEG) traits for emotion recognition process using a videogame as a stimuli tool, and considering two different kind of information related to emotions: arousal-valence self-assesses answers from participants, and game events that represented positive and negative emotional experiences under the videogame context. We performed a statistical analysis using Spearman's correlation between the EEG traits and the emotional information. We found that EEG traits had strong correlation with arousal and valence scores; also, common EEG traits with strong correlations, belonged to the theta band of the central channels. Then, we implemented a regression algorithm with feature selection to predict arousal and valence scores using EEG traits. We achieved better result for arousal regression, than for valence regression. EEG traits selected for arousal and valence regression belonged to time domain (standard deviation, complexity, mobility, kurtosis, skewness), and frequency domain (power spectral density-PDS, and differential entropy-DE from theta, alpha, beta, gamma, and all EEG frequency spectrum). Addressing game events, we found that EEG traits related with the theta, alpha and beta band had strong correlations. In addition, distinctive event-related potentials where identified in the presence of both types of game events. Finally, we implemented a classification algorithm to discriminate between positive and negative events using EEG traits to identify emotional information. We obtained good classification performance using only two traits related with frequency domain on the theta band and on the full EEG spectrum.

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  • Vowel Sound Synthesis from Electroencephalography during Listening and Recalling

    Wataru Akashi, Hiroyuki Kambara, Yousuke Ogata, Yasuharu Koike, Ludovico Minati, Natsue Yoshimura

    Advanced Intelligent Systems   3 ( 2 )   2000164 - 2000164   2021.2

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  • Comfortable and Convenient Turning Skill Assessment for Alpine Skiers Using IMU and Plantar Pressure Distribution Sensors. International journal

    Seiji Matsumura, Ken Ohta, Shin-Ichiroh Yamamoto, Yasuharu Koike, Toshitaka Kimura

    Sensors (Basel, Switzerland)   21 ( 3 )   834 - 834   2021.1

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    Improving ski-turn skills is of interest to both competitive and recreational skiers, but it is not easy to improve on one's own. Although studies have reported various methods of ski-turn skill evaluation, a simple method that can be used by oneself has not yet been established. In this study, we have proposed a comfortable method to assess ski-turn skills; this method enables skiers to easily understand the relationship between body control and ski motion. One expert skier and four intermediate skiers participated in this study. Small inertial measurement units (IMUs) and mobile plantar pressure distribution sensors were used to capture data while skiing, and three ski-turn features-ski motion, waist rotation, and how load is applied to the skis-as well as their symmetry, were assessed. The results showed that the motions of skiing and the waist in the expert skier were significantly larger than those in intermediate skiers. Additionally, we found that the expert skier only slightly used the heel to apply a load to the skis (heel load ratio: approximately 60%) and made more symmetrical turns than the intermediate skiers did. This study will provide a method for recreational skiers, in particular, to conveniently and quantitatively evaluate their ski-turn skills by themselves.

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  • Constructing Brain Connectivity Model Using Causal Network Reconstruction Approach. International journal

    Supat Saetia, Natsue Yoshimura, Yasuharu Koike

    Frontiers in neuroinformatics   15   619557 - 619557   2021

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    Studying brain function is a challenging task. In the past, we could only study brain anatomical structures post-mortem, or infer brain functions from clinical data of patients with a brain injury. Nowadays technology, such as functional magnetic resonance imaging (fMRI), enable non-invasive brain activity observation. Several approaches have been proposed to interpret brain activity data. The brain connectivity model is a graphical tool that represents the interaction between brain regions, during certain states. It depicts how a brain region cause changes to other parts of the brain, which can be implied as information flow. This model can be used to help interpret how the brain works. There are several mathematical frameworks that can be used to infer the connectivity model from brain activity signals. Granger causality is one such approach and is one of the first that has been applied to brain activity data. However, due to the concept of the framework, such as the use of pairwise correlation, combined with the limitation of brain activity data such as low temporal resolution in case of fMRI signal, makes the interpretation of the connectivity difficult. We therefore propose the application of the Tigramite causal discovery framework on fMRI data. The Tigramite framework uses measures such as causal effect to analyze causal relations in the system. This enables the framework to identify both direct and indirect pathways or connectivities. In this paper, we applied the framework to the Human Connectome Project motor task-fMRI dataset. We then present the results and discuss how the framework improves interpretability of the connectivity model. We hope that this framework will help us understand more complex brain functions such as memory, consciousness, or the resting-state of the brain, in the future.

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  • Multi-Joint Angles Estimation of Forearm Motion Using a Regression Model. International journal

    Zixuan Qin, Sorawit Stapornchaisit, Zixun He, Natsue Yoshimura, Yasuharu Koike

    Frontiers in neurorobotics   15   685961 - 685961   2021

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    To improve the life quality of forearm amputees, prosthetic hands with high accuracy, and robustness are necessary. The application of surface electromyography (sEMG) signals to control a prosthetic hand is challenging. In this study, we proposed a time-domain CNN model for the regression prediction of joint angles in three degrees of freedom (3-DOFs, include two wrist joint motion and one finger joint motion), and five-fold cross validation was used to evaluate the correlation coefficient (CC). The CC value results of wrist flexion/extension motion obtained from 10 participants was 0.87-0.92, pronation/supination motion was 0.72-0.95, and hand grip/open motion was 0.75-0.94. We backtracked the fully connected layer weights to create a geometry plot for analyzing the motion pattern to investigate the learning of the proposed model. In order to discuss the daily updateability of the model by transfer learning, we performed a second experiment on five of the participants in another day and conducted transfer learning based on smaller amount of dataset. The CC results improved (wrist flexion/extension was 0.90-0.97, pronation/supination was 0.84-0.96, hand grip/open was 0.85-0.92), suggesting the effectiveness of the transfer learning by incorporating the small amounts of sEMG data acquired in different days. We compared our CNN-based model with four conventional regression models, the result illustrates that proposed model significantly outperforms the four conventional models with and without transfer learning. The offline result suggests the reliability of the proposed model in real-time control in different days, it can be applied for real-time prosthetic control in the future.

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  • Partial Maximum Correntropy Regression for Robust Trajectory Decoding from Noisy Epidural Electrocorticographic Signals.

    Yuanhao Li, Badong Chen, Gang Wang, Natsue Yoshimura, Yasuharu Koike

    CoRR   abs/2106.13086   2021

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  • Brain Activity Reflects Subjective Response to Delayed Input When Using an Electromyography-Controlled Robot. International journal

    Hyeonseok Kim, Yeongdae Kim, Makoto Miyakoshi, Sorawit Stapornchaisit, Natsue Yoshimura, Yasuharu Koike

    Frontiers in systems neuroscience   15   767477 - 767477   2021

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    In various experimental settings, electromyography (EMG) signals have been used to control robots. EMG-based robot control requires intrinsic parameters for control, which makes it difficult for users to understand the input protocol. When a proper input is not provided, the response time of the system varies; as such, the user's subjective delay should be investigated regardless of the actual delay. In this study, we investigated the influence of the subjective perception of delay on brain activation. Brain recordings were taken while subjects used EMG signals to control a robot hand, which requires a basic processing delay. We used muscle synergy for the grip command of the robot hand. After controlling the robot by grasping their hand, one of four additional delay durations (0 ms, 50 ms, 125 ms, and 250 ms) was applied in every trial, and subjects were instructed to answer whether the delay was natural, additional, or whether they were not sure. We compared brain activity based on responses ("sure" and "not sure"). Our results revealed a significant power difference in the theta band of the parietal lobe, and this time range included the interval in which the subjects could not feel the delay. Our study provides important insights that should be considered when constructing an adaptive system and evaluating its usability.

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  • Binary Semantic Classification Using Cortical Activation with Pavlovian-Conditioned Vestibular Responses in Healthy and Locked-In Individuals. International journal

    Natsue Yoshimura, Kaito Umetsu, Alessandro Tonin, Yasuhisa Maruyama, Kyosuke Harada, Aygul Rana, Gowrishankar Ganesh, Ujwal Chaudhary, Yasuharu Koike, Niels Birbaumer

    Cerebral cortex communications   2 ( 3 )   tgab046   2021

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    To develop a more reliable brain-computer interface (BCI) for patients in the completely locked-in state (CLIS), here we propose a Pavlovian conditioning paradigm using galvanic vestibular stimulation (GVS), which can induce a strong sensation of equilibrium distortion in individuals. We hypothesized that associating two different sensations caused by two-directional GVS with the thoughts of "yes" and "no" by individuals would enable us to emphasize the differences in brain activity associated with the thoughts of yes and no and hence help us better distinguish the two from electroencephalography (EEG). We tested this hypothesis with 11 healthy and 1 CLIS participant. Our results showed that, first, conditioning of GVS with the thoughts of yes and no is possible. And second, the classification of whether an individual is thinking "yes" or "no" is significantly improved after the conditioning, even in the absence of subsequent GVS stimulations. We observed average classification accuracy of 73.0% over 11 healthy individuals and 85.3% with the CLIS patient. These results suggest the establishment of GVS-based Pavlovian conditioning and its usability as a noninvasive BCI.

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  • Vowel Sound Synthesis from Electroencephalography during Listening and Recalling.

    Wataru Akashi, Hiroyuki Kambara, Yousuke Ogata, Yasuharu Koike, Ludovico Minati, Natsue Yoshimura

    Advanced Intelligent Systems   3 ( 2 )   2170023 - 2170023   2021

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  • Analogous adaptations in speed, impulse and endpoint stiffness when learning a real and virtual insertion task with haptic feedback. International journal

    Atsushi Takagi, Giovanni De Magistris, Geyun Xiong, Alain Micaelli, Hiroyuki Kambara, Yasuharu Koike, Jonathan Savin, Jacques Marsot, Etienne Burdet

    Scientific reports   10 ( 1 )   22342 - 22342   2020.12

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    Humans have the ability to use a diverse range of handheld tools. Owing to its versatility, a virtual environment with haptic feedback of the force is ideally suited to investigating motor learning during tool use. However, few simulators exist to recreate the dynamic interactions during real tool use, and no study has compared the correlates of motor learning between a real and virtual tooling task. To this end, we compared two groups of participants who either learned to insert a real or virtual tool into a fixture. The trial duration, the movement speed, the force impulse after insertion and the endpoint stiffness magnitude decreased as a function of trials, but they changed at comparable rates in both environments. A ballistic insertion strategy observed in both environments suggests some interdependence when controlling motion and controlling interaction, contradicting a prominent theory of these two control modalities being independent of one another. Our results suggest that the brain learns real and virtual insertion in a comparable manner, thereby supporting the use of a virtual tooling task with haptic feedback to investigate motor learning during tool use.

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  • Independent control of cocontraction and reciprocal activity during goal-directed reaching in muscle space. International journal

    Atsushi Takagi, Hiroyuki Kambara, Yasuharu Koike

    Scientific reports   10 ( 1 )   22333 - 22333   2020.12

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    The movement in a joint is facilitated by a pair of muscles that pull in opposite directions. The difference in the pair's muscle force or reciprocal activity results in joint torque, while the overlapping muscle force or the cocontraction is related to the joint's stiffness. Cocontraction knowingly adapts implicitly over a number of movements, but it is unclear whether the central nervous system can actively regulate cocontraction in a goal-directed manner in a short span of time. We developed a muscle interface where a cursor's horizontal position was determined by the reciprocal activity of the shoulder flexion-extension muscle pair, while the vertical position was controlled by its cocontraction. Participants made goal-directed movements to single and via-point targets in the two-dimensional muscle space, learning to move the cursor along the shortest path. Simulations using an optimal control framework suggest that the reciprocal activity and the cocontraction may be controlled independently by the CNS, albeit at a rate orders of magnitude slower than the muscle's maximal activation speed.

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  • Age-Related Decline of Sensorimotor Integration Influences Resting-State Functional Brain Connectivity. International journal

    Natsue Yoshimura, Hayato Tsuda, Domenico Aquino, Atsushi Takagi, Yousuke Ogata, Yasuharu Koike, Ludovico Minati

    Brain sciences   10 ( 12 )   2020.12

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    DOI: 10.3390/brainsci10120966

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  • Endpoint stiffness magnitude increases linearly with a stronger power grasp Reviewed

    A. Takagi, G. Xiong, H. Kambara, Y. Koike

    Scientific Reports   2020.12

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    DOI: 10.1038/s41598-019-57267-0

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  • Generation of diverse insect-like gait patterns using networks of coupled Rössler systems. International journal

    Shunki Kitsunai, Woorim Cho, Chihiro Sano, Supat Saetia, Zixuan Qin, Yasuharu Koike, Mattia Frasca, Natsue Yoshimura, Ludovico Minati

    Chaos (Woodbury, N.Y.)   30 ( 12 )   123132 - 123132   2020.12

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    The generation of walking patterns is central to bio-inspired robotics and has been attained using methods encompassing diverse numerical as well as analog implementations. Here, we demonstrate the possibility of synthesizing viable gaits using a paradigmatic low-dimensional non-linear entity, namely, the Rössler system, as a dynamical unit. Through a minimalistic network wherein each instance is univocally associated with one leg, it is possible to readily reproduce the canonical gaits as well as generate new ones via changing the coupling scheme and the associated delays. Varying levels of irregularity can be introduced by rendering individual systems or the entire network chaotic. Moreover, through tailored mapping of the state variables to physical angles, adequate leg trajectories can be accessed directly from the coupled systems. The functionality of the resulting generator was confirmed in laboratory experiments by means of an instrumented six-legged ant-like robot. Owing to their simple form, the 18 coupled equations could be rapidly integrated on a bare-metal microcontroller, leading to the demonstration of real-time robot control navigating an arena using a brain-machine interface.

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  • Generic Rotating-Frame-Based Approach to Chaos Generation in Nonlinear Micro- and Nanoelectromechanical System Resonators. International journal

    Samer Houri, Motoki Asano, Hiroshi Yamaguchi, Natsue Yoshimura, Yasuharu Koike, Ludovico Minati

    Physical review letters   125 ( 17 )   174301 - 174301   2020.10

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    This Letter provides a low-power method for chaos generation that is generally applicable to nonlinear micro- and nanoelectromechanical systems (MNEMS) resonators. The approach taken is independent of the material, scale, design, and actuation of the device in question; it simply assumes a good quality factor and a Duffing type nonlinearity, features that are commonplace to MNEMS resonators. The approach models the rotating-frame dynamics to analytically constrain the parameter space required for chaos generation. By leveraging these common properties of MNEMS devices, a period-doubling route to chaos is generated using smaller forcing than typically reported in the literature.

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  • Independent Components of EEG Activity Correlating with Emotional State. International journal

    Yasuhisa Maruyama, Yousuke Ogata, Laura A Martínez-Tejada, Yasuharu Koike, Natsue Yoshimura

    Brain sciences   10 ( 10 )   2020.9

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    Among brain-computer interface studies, electroencephalography (EEG)-based emotion recognition is receiving attention and some studies have performed regression analyses to recognize small-scale emotional changes; however, effective brain regions in emotion regression analyses have not been identified yet. Accordingly, this study sought to identify neural activities correlating with emotional states in the source space. We employed independent component analysis, followed by a source localization method, to obtain distinct neural activities from EEG signals. After the identification of seven independent component (IC) clusters in a k-means clustering analysis, group-level regression analyses using frequency band power of the ICs were performed based on Russell's valence-arousal model. As a result, in the regression of the valence level, an IC cluster located in the cuneus predicted both high- and low-valence states and two other IC clusters located in the left precentral gyrus and the precuneus predicted the low-valence state. In the regression of the arousal level, the IC cluster located in the cuneus predicted both high- and low-arousal states and two posterior IC clusters located in the cingulate gyrus and the precuneus predicted the high-arousal state. In this proof-of-concept study, we revealed neural activities correlating with specific emotional states across participants, despite individual differences in emotional processing.

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  • When 90% of the variance is not enough: residual EMG from muscle synergy extraction influences task performance. International journal

    Victor R Barradas, Jason J Kutch, Toshihiro Kawase, Yasuharu Koike, Nicolas Schweighofer

    Journal of neurophysiology   123 ( 6 )   2180 - 2190   2020.6

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    Muscle synergies are usually identified via dimensionality reduction techniques, such that the identified synergies reconstruct the muscle activity to an accuracy level defined heuristically, often set to 90% of the variance. Here, we question the assumption that the residual muscle activity not explained by the synergies is due to noise. We hypothesize instead that the residual activity is not entirely random and can influence the execution of motor tasks. Young healthy subjects performed an isometric reaching task in which the surface electromyography of 10 arm muscles was mapped onto a two-dimensional force used to control a cursor. Three to five synergies explained 90% of the variance in muscle activity. We altered the muscle-force mapping via "hard" and "easy" virtual surgeries. Whereas in both surgeries the forces associated with synergies spanned the same dimension of the virtual environment, the muscle-force mapping was as close as possible to the initial mapping in the easy surgery; in contrast, it was as far as possible in the hard surgery. This design maximized potential differences in reaching errors attributable to residual activity. Results show that the easy surgery produced smaller directional errors than the hard surgery. Additionally, simulations of surgeries constructed with 1 to 10 synergies show that the errors in the easy and hard surgeries differ significantly for up to 8 synergies, which explains 98% of the variance on average. Our study thus indicates the need for cautious interpretations of results derived from synergy extraction techniques based on heuristics with lenient accuracy levels.NEW & NOTEWORTHY The muscle synergy hypothesis posits that the central nervous system simplifies motor control by grouping muscles into modules. Current techniques use dimensionality reduction, such that the identified synergies reconstruct 90% of the muscle activity. We show that residual muscle activity following such identification can have a large systematic effect on movements, even when the number of synergies approaches the number of muscles. Current synergy extraction techniques must therefore be updated to identify true physiological synergies.

    DOI: 10.1152/jn.00472.2019

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  • Brain condition may mediate the association between training and work engagement. Reviewed International journal

    Keisuke Kokubun, Yousuke Ogata, Yasuharu Koike, Yoshinori Yamakawa

    Scientific reports   10 ( 1 )   6848 - 6848   2020.4

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    Over the past two decades, the number of studies on work engagement has increased rapidly. Work engagement refers to a positive, affective-motivational state of high energy combined with high levels of dedication and a strong focus on work, leading to various work-related outcomes, including higher work performance. Several studies have indicated that training or coaching may increase work engagement, but other studies have shown contradicting results. These inconsistencies may be due to the indirectness between training/coaching and work engagement. Therefore, we investigated the relationship between training and brain structure as well as between brain structure and work engagement in cognitively normal participants. Brain structure was assessed using neuroimaging-derived measures, including the gray-matter brain healthcare quotient (GM-BHQ) and the fractional-anisotropy brain healthcare quotient (FA-BHQ), which are approved as the international standard (H.861.1) by ITU-T. Work engagement was assessed using the Utrecht Work Engagement Scale. To validate and enrich the analysis, we employed another two representative questionnaires, which are known to be close to but different from work engagement: The Social interaction Anxiety Scale and the Maslach Burnout Inventory-General Survey to gauge the levels of human relation ineffectiveness and burnout. The latter scale is subdivided into three variables including "Exhaustion," "Cynicism," and "Professional Efficacy." The results of the present study indicate that training is associated with an increase of FA-BHQ scores, and that an increase of the FA-BHQ scores is associated with an increase in Work Engagement and a decrease in Cynicism. On the other hand, the training with coaching was associated with a decrease in Interaction Anxiety. However, no correlation was observed for training with Work Engagement or the subscales of Burnout. Likewise, no correlation was observed for FA-BHQ with Exhaustion, Professional Efficacy, and Interaction Anxiety. The results of the current research provide the possibility to use brain information to evaluate training effectiveness from the viewpoint of neuroscience.

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  • Analysis of Personality and EEG Features in Emotion Recognition Using Machine Learning Techniques to Classify Arousal and Valence Labels

    Laura Alejandra Martínez-Tejada, Yasuhisa Maruyama, Natsue Yoshimura, Yasuharu Koike

    Machine Learning and Knowledge Extraction   2 ( 2 )   99 - 124   2020.4

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    We analyzed the contribution of electroencephalogram (EEG) data, age, sex, and personality traits to emotion recognition processes—through the classification of arousal, valence, and discrete emotions labels—using feature selection techniques and machine learning classifiers. EEG traits and age, sex, and personality traits were retrieved from a well-known dataset—AMIGOS—and two sets of traits were built to analyze the classification performance. We found that age, sex, and personality traits were not significantly associated with the classification of arousal, valence and discrete emotions using machine learning. The added EEG features increased the classification accuracies (compared with the original report), for arousal and valence labels. Classification of arousal and valence labels achieved higher than chance levels; however, they did not exceed 70% accuracy in the different tested scenarios. For discrete emotions, the mean accuracies and the mean area under the curve scores were higher than chance; however, F1 scores were low, implying that several false positives and false negatives were present. This study highlights the performance of EEG traits, age, sex, and personality traits using emotion classifiers. These findings could help to understand the traits relationship in a technological and data level for personalized human-computer interactions systems.

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  • Development of Multi-sensor Array Electrodes for Measurement of Deeper Muscle Activation

    Yasuharu Koike, Yeongdae Kim, Sorawit Stapornchaisit, Zixuan Qin, Toshihiro Kawase, Natsue Yoshimura

    Sensors and Materials   32 ( 3 )   959 - 959   2020.3

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    DOI: 10.18494/sam.2020.2636

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  • Classifier comparison using EEG features for emotion recognition process

    Laura Alejandra Martinez-Tejada, Natsue Yoshimura, Yasuharu Koike

    SAMI 2020 - IEEE 18th World Symposium on Applied Machine Intelligence and Informatics, Proceedings   225 - 229   2020.1

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  • Muscle Synergy and Musculoskeletal Model-Based Continuous Multi-Dimensional Estimation of Wrist and Hand Motions. Reviewed International journal

    Yeongdae Kim, Sorawit Stapornchaisit, Hiroyuki Kambara, Natsue Yoshimura, Yasuharu Koike

    Journal of healthcare engineering   2020   5451219 - 5451219   2020

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    In this study, seven-channel electromyography signal-based two-dimensional wrist joint movement estimation with and without handgrip motions was carried out. Electromyography signals were analyzed using the synergy-based linear regression model and musculoskeletal model; they were subsequently compared with respect to single and combined wrist joint movements and handgrip. Using each one of wrist motion and grip trial as a training set, the synergy-based linear regression model exhibited a statistically significant performance with 0.7891 ± 0.0844 Pearson correlation coefficient (r) value in two-dimensional wrist motion estimation compared with 0.7608 ±  0.1037 r value of the musculoskeletal model. Estimates on the grip force produced 0.8463 ± 0.0503 r value with 0.2559 ± 0.1397 normalized root-mean-square error of the wrist motion range. This continuous wrist and handgrip estimation can be considered when electromyography-based multi-dimensional input signals in the prosthesis, virtual interface, and rehabilitation are needed.

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  • Videogame design as a elicit tool for emotion recognition experiments.

    Laura Alejandra Martínez-Tejada, Alex Puertas González, Natsue Yoshimura, Yasuharu Koike

    2020 IEEE International Conference on Systems, Man, and Cybernetics(SMC)   4320 - 4326   2020

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    DOI: 10.1109/SMC42975.2020.9283321

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  • Development of multi-sensor array electrodes for measurement of deeper muscle activation

    Yasuharu Koike, Yeongdae Kim, Sorawit Stapornchaisit, Zixuan Qin, Toshihiro Kawase, Natsue Yoshimura

    Sensors and Materials   32 ( 3 )   959 - 966   2020

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    DOI: 10.18494/SAM.2020.2636

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  • Assessment of event-related potential of independent components for intended direction classification.

    Hyeonseok Kim, Natsue Yoshimura, Yasuharu Koike

    2020 IEEE International Conference on Systems, Man, and Cybernetics(SMC)   3484 - 3487   2020

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    DOI: 10.1109/SMC42975.2020.9283342

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  • The Effect of ICA and Non-negative Matrix Factorization Analysis for EMG Signals Recorded From Multi-Channel EMG Sensors. International journal

    Yeongdae Kim, Sorawit Stapornchaisit, Makoto Miyakoshi, Natsue Yoshimura, Yasuharu Koike

    Frontiers in neuroscience   14   600804 - 600804   2020

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    Surface electromyography (EMG) measurements are affected by various noises such as power source and movement artifacts and adjacent muscle activities. Hardware solutions have been found that use multi-channel EMG signal to attenuate noise signals related to sensor positions. However, studies addressing the overcoming of crosstalk from EMG and the division of overlaid superficial and deep muscles are scarce. In this study, two signal decompositions-independent component analysis and non-negative matrix factorization-were used to create a low-dimensional input signal that divides noise, surface muscles, and deep muscles and utilizes them for movement classification based on direction. In the case of index finger movement, it was confirmed that the proposed decomposition method improved the classification performance with the least input dimensions. These results suggest a new method to analyze more dexterous movements of the hand by separating superficial and deep muscles in the future using multi-channel EMG signals.

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  • Behavioral and physiological correlates of kinetically tracking a chaotic target. International journal

    Atsushi Takagi, Ryoga Furuta, Supat Saetia, Natsue Yoshimura, Yasuharu Koike, Ludovico Minati

    PloS one   15 ( 9 )   e0239471   2020

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    Humans can innately track a moving target by anticipating its future position from a brief history of observations. While ballistic trajectories can be readily extrapolated, many natural and artificial systems are governed by more general nonlinear dynamics and, therefore, can produce highly irregular motion. Yet, relatively little is known regarding the behavioral and physiological underpinnings of prediction and tracking in the presence of chaos. Here, we investigated in lab settings whether participants could manually follow the orbit of a paradigmatic chaotic system, the Rössler equations, on the (x,y) plane under different settings of a control parameter, which determined the prominence of transients in the target position. Tracking accuracy was negatively related to the level of unpredictability and folding. Nevertheless, while participants initially reacted to the transients, they gradually learned to anticipate it. This was accompanied by a decrease in muscular co-contraction, alongside enhanced activity in the theta and beta EEG bands for the highest levels of chaoticity. Furthermore, greater phase synchronization of breathing was observed. Taken together, these findings point to the possible ability of the nervous system to implicitly learn topological regularities even in the context of highly irregular motion, reflecting in multiple observables at the physiological level.

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  • Investigation of Delayed Response during Real-Time Cursor Control Using Electroencephalography. Reviewed International journal

    Hyeonseok Kim, Natsue Yoshimura, Yasuharu Koike

    Journal of healthcare engineering   2020   1418437 - 1418437   2020

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    Error-related brain activation has been investigated for advanced brain-machine interfaces (BMI). However, how a delayed response of cursor control in BMI systems should be handled is not clear. Therefore, the purpose of this study was to investigate how participants responded to delayed cursor control. Six subjects participated in the experiment and performed a wrist-bending task. For three distinct delay intervals (an interval where participants could not perceive the delay, an interval where participants could not be sure whether there was a delay or not, and an interval where participants could perceive the delay), we assessed two types of binary classifications ("Yes + No" vs. "I don't know" and "Yes" vs. "No") based on participants' responses and applied delay times (thus, four types of classification, overall). For most participants, the "Yes vs. No" classification had higher accuracy than "Yes + No" vs. "I don't know" classification. For the "Yes + No" vs. "I don't know" classification, most participants displayed higher accuracy based on response classification than delay classification. Our results demonstrate that a class only for "I don't know" largely contributed to these differences. Many independent components (ICs) that exhibited high accuracy in "Yes + No" vs. "I don't know" response classification were associated with activation of areas from the frontal to parietal lobes, while many ICs that showed high accuracy in the "Yes vs. No" classification were associated with activation of an area ranging from the parietal to the occipital lobes and were more broadly localized in cortical regions than was seen for the "Yes + No" vs. "I don't know" classification. Our results suggest that small and large delays in real-time cursor control differ not only in the magnitude of the delay but should be handled as distinct information in different ways and might involve differential processing in the brain.

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  • Distributed Sensing Via Inductively Coupled Single-Transistor Chaotic Oscillators: A New Approach and Its Experimental Proof-of-Concept Reviewed

    Ludovico Minati, Korkut Kaan Tokgoz, Mattia Frasca, Yasuharu Koike, Jacopo Iannacci, Natsue Yoshimura, Kazuya Masu, Hiroyuki Ito

    IEEE Access   8   36536 - 36555   2020

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    DOI: 10.1109/ACCESS.2020.2976139

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  • Group representative brain connectivity model of episodic encoding using large fMRI dataset

    Supat Saetia, Natsue Yoshimura, Yasuharu Koike

    Journal of Physics: Conference Series   1379 ( 1 )   2019.11

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    DOI: 10.1088/1742-6596/1379/1/012058

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  • Increase in grasp force reflects a desire to improve movement precision

    A. Takagi, H. Kambara, Y. Koike

    eNeuro   6 ( 4 )   2019.7

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    DOI: 10.1523/ENEURO.0095-19.2019

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  • Warped phase coherence: An empirical synchronization measure combining phase and amplitude information. Reviewed International journal

    Ludovico Minati, Natsue Yoshimura, Mattia Frasca, Stanisław Drożdż, Yasuharu Koike

    Chaos (Woodbury, N.Y.)   29 ( 2 )   021102 - 021102   2019.2

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    The entrainment between weakly coupled nonlinear oscillators, as well as between complex signals such as those representing physiological activity, is frequently assessed in terms of whether a stable relationship is detectable between the instantaneous phases extracted from the measured or simulated time-series via the analytic signal. Here, we demonstrate that adding a possibly complex constant value to this normally null-mean signal has a non-trivial warping effect. Among other consequences, this introduces a level of sensitivity to the amplitude fluctuations and average relative phase. By means of simulations of Rössler systems and experiments on single-transistor oscillator networks, it is shown that the resulting coherence measure may have an empirical value in improving the inference of the structural couplings from the dynamics. When tentatively applied to the electroencephalogram recorded while performing imaginary and real movements, this straightforward modification of the phase locking value substantially improved the classification accuracy. Hence, its possible practical relevance in brain-computer and brain-machine interfaces deserves consideration.

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  • Clinical Application of Implantable Brain Machine Interfaces

    Masayuki Hirata, Seiji Kameda, Jason Palmer, Hiroshi Ando, Takafumi Suzuki, Yinlai Jiang, Hiroshi Yokoi, Yasuharu Koike

    Proceedings - 2018 IEEE International Conference on Systems, Man, and Cybernetics, SMC 2018   119 - 122   2019.1

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  • Connectivity Influences on Nonlinear Dynamics in Weakly-Synchronized Networks: Insights From Rössler Systems, Electronic Chaotic Oscillators, Model and Biological Neurons Reviewed

    Ludovico Minati, Hiroyuki Ito, Alessio Perinelli, Leonardo Ricci, Luca Faes, Natsue Yoshimura, Yasuharu Koike, Mattia Frasca

    IEEE Access   7   174793 - 174821   2019

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  • Current-Starved Cross-Coupled CMOS Inverter Rings as Versatile Generators of Chaotic and Neural-Like Dynamics Over Multiple Frequency Decades.

    Ludovico Minati, Mattia Frasca, Natsue Yoshimura, Leonardo Ricci, Pawel Oswiecimka, Yasuharu Koike, Kazuya Masu, Hiroyuki Ito

    IEEE Access   7   54638 - 54657   2019

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  • Robust Logistic Regression against Attribute and Label Outliers via Information Theoretic Learning.

    Yuanhao Li, Badong Chen, Natsue Yoshimura, Yasuharu Koike

    CoRR   abs/1909.02707   2019

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  • A Decision-Theoretic Model of Behavior Change. International journal

    Kaosu Matsumori, Kazuki Iijima, Yasuharu Koike, Kenji Matsumoto

    Frontiers in psychology   10   1042 - 1042   2019

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    Undesirable habitual or addictive behaviors are often difficult to change. The issue of "behavior change" has long been studied in various research fields. Several models for behavior change have converged to the hypothesis that attitudes, norms, and self-efficacy are important determinants of intentions and behavior. To improve the accuracy of behavior-change models, some researchers have tried to combine behavioral economics models with existing models for behavior change. However, these attempts have failed because the existing models [e.g., Theory of Planned Behavior (TPB)] are not consistent with Expected Utility Theory (EUT), which underlies various behavioral economics models. In the present paper, we clarify the corresponding components between existing models for behavior change and EUT, and propose a new model, the Decision-Theoretic Model of behavior change (DTM), which is a natural extension of ordinary EUT.

    DOI: 10.3389/fpsyg.2019.01042

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  • Classification of Movement Intention Using Independent Components of Premovement EEG. International journal

    Hyeonseok Kim, Natsue Yoshimura, Yasuharu Koike

    Frontiers in human neuroscience   13   63 - 63   2019

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    Many previous studies on brain-machine interfaces (BMIs) have focused on electroencephalography (EEG) signals elicited during motor-command execution to generate device commands. However, exploiting pre-execution brain activity related to movement intention could improve the practical applicability of BMIs. Therefore, in this study we investigated whether EEG signals occurring before movement execution could be used to classify movement intention. Six subjects performed reaching tasks that required them to move a cursor to one of four targets distributed horizontally and vertically from the center. Using independent components of EEG acquired during a premovement phase, two-class classifications were performed for left vs. right trials and top vs. bottom trials using a support vector machine. Instructions were presented visually (test) and aurally (condition). In the test condition, accuracy for a single window was about 75%, and it increased to 85% in classification using two windows. In the control condition, accuracy for a single window was about 73%, and it increased to 80% in classification using two windows. Classification results showed that a combination of two windows from different time intervals during the premovement phase improved classification performance in the both conditions compared to a single window classification. By categorizing the independent components according to spatial pattern, we found that information depending on the modality can improve classification performance. We confirmed that EEG signals occurring during movement preparation can be used to control a BMI.

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  • Characteristics of Kinematic Parameters in Decoding Intended Reaching Movements Using Electroencephalography (EEG). International journal

    Hyeonseok Kim, Natsue Yoshimura, Yasuharu Koike

    Frontiers in neuroscience   13   1148 - 1148   2019

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    The utility of premovement electroencephalography (EEG) for decoding movement intention during a reaching task has been demonstrated. However, the kind of information the brain represents regarding the intended target during movement preparation remains unknown. In the present study, we investigated which movement parameters (i.e., direction, distance, and positions for reaching) can be decoded in premovement EEG decoding. Eight participants performed 30 types of reaching movements that consisted of 1 of 24 movement directions, 7 movement distances, 5 horizontal target positions, and 5 vertical target positions. Event-related spectral perturbations were extracted using independent components, some of which were selected via an analysis of variance for further binary classification analysis using a support vector machine. When each parameter was used for class labeling, all possible binary classifications were performed. Classification accuracies for direction and distance were significantly higher than chance level, although no significant differences were observed for position. For the classification in which each movement was considered as a different class, the parameters comprising two vectors representing each movement were analyzed. In this case, classification accuracies were high when differences in distance were high, the sum of distances was high, angular differences were large, and differences in the target positions were high. The findings further revealed that direction and distance may provide the largest contributions to movement. In addition, regardless of the parameter, useful features for classification are easily found over the parietal and occipital areas.

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  • Finger Angle Estimation From Array EMG System Using Linear Regression Model With Independent Component Analysis. International journal

    Sorawit Stapornchaisit, Yeongdae Kim, Atsushi Takagi, Natsue Yoshimura, Yasuharu Koike

    Frontiers in neurorobotics   13   75 - 75   2019

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    Surface ElectroMyoGraphy (EMG) signals from the forearm used in prosthetic hand and finger control systems require precise anatomy data of finger muscles that are small and located deep within the forearm. The main problem of this method is that the signal quality depends on the placement of EMG sensor, which can significantly affects the accuracy and precision to estimate joint angles or forces. Moreover, in case of amputees, the location of finger muscles is unknown and needed to be identified manually for EMG recording. As a result, most modern prosthetic hands utilize limited number of muscles with pattern recognition to control finger according to pre-defined grip which is unable to mimic natural finger motion. To address such issue, we used array EMG sensors to obtain EMG signals from all possible positions on the forearm and applied regression method to produce natural finger motion. The signals were analyzed using independent component analysis (ICA) to find the best-fitted independent component (IC) that matches the anatomical data taken after the experiment. Next, from the IC and EMG signals, finger angles were estimated using linear regression model (LRM). Each finger was assigned EMG and IC component for flexion and extension muscles, to assess the possibility of controlling each finger angle separately. We compared the joint angles of each finger between calculated from IC and EMG by correlation coefficients (CC) for all fingers. The average CC values were higher than 0.7, demonstrating the strength of the linear relationship. The different between IC and EMG methods suggests that the IC method can reduce noise and increase the signal to noise ratio. The performance of ICA method showed higher CC value at around 0.2 ± 0.10. In order to confirm the performance of ICA method, we also tested mathematical musculoskeletal model (MSM). The result from this study showed that not only array EMG sensors with ICA significantly improve the quality of signal detected from forearm but also reduce problems of conventional EMG sensors and consequently improve the performance of regression method to imitate natural finger motion.

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  • Reduced Effort Does Not Imply Slacking: Responsiveness to Error Increases With Robotic Assistance. International journal

    Atsushi Takagi, Hiroyuki Kambara, Yasuharu Koike

    IEEE transactions on neural systems and rehabilitation engineering : a publication of the IEEE Engineering in Medicine and Biology Society   26 ( 7 )   1363 - 1370   2018.7

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    In both neurorehabilitation and functional augmentation, the patient or the user's muscular effort diminishes when the movement of their limb is supported by a robot. Is this relaxation a result of "slacking" by letting the robot take-over the movement, resulting in less responsiveness in the task? To address this question, we tested subjects who controlled a virtual cursor isometrically to track a moving target without and with different assistants. We measured the force applied by the subject as a metric for effort and estimated their control gain as the metric for responsiveness in the task. Although subjects applied less force with position assistance, the norm of the control gain increased with all assistants, i.e., they applied proportionately larger forces for the same difference between the cursor and the target states. Furthermore, assisting velocity errors improved baseline performance without reducing effort. Though all assistants improved task performance, the control gain adapted differently to position and velocity assistance. Position assistance was exploited to accurately track the target, whereas velocity assistance was treated as a disturbance, and was effectively nullified as it prevented submovements that minimized positional error. Our results show that robotic assistance increases task responsiveness in healthy individuals and that assisting velocity errors could boost patient performance without reducing their motor effort.

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  • Effect of the EEG sensor number on the current-source decoder performance based on a variational Bayesian method (VBMEG) Reviewed

    Alejandra Mejia Tobar, Yousuke Ogata, Kahori Kita, Tatsuhiro Nakamura, Hiroyuki Kambara, Takashi Hanakawa, Yasuharu Koike, Natsue Yoshimura

    Int J Eng Res Allied Sci   5 ( 3 )   25 - 29   2018.5

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  • Utilizing sensory prediction errors for movement intention decoding: A new methodology. Reviewed International journal

    Gowrishankar Ganesh, Keigo Nakamura, Supat Saetia, Alejandra Mejia Tobar, Eiichi Yoshida, Hideyuki Ando, Natsue Yoshimura, Yasuharu Koike

    Science advances   4 ( 5 )   eaaq0183   2018.5

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    We propose a new methodology for decoding movement intentions of humans. This methodology is motivated by the well-documented ability of the brain to predict sensory outcomes of self-generated and imagined actions using so-called forward models. We propose to subliminally stimulate the sensory modality corresponding to a user's intended movement, and decode a user's movement intention from his electroencephalography (EEG), by decoding for prediction errors-whether the sensory prediction corresponding to a user's intended movement matches the subliminal sensory stimulation we induce. We tested our proposal in a binary wheelchair turning task in which users thought of turning their wheelchair either left or right. We stimulated their vestibular system subliminally, toward either the left or the right direction, using a galvanic vestibular stimulator and show that the decoding for prediction errors from the EEG can radically improve movement intention decoding performance. We observed an 87.2% median single-trial decoding accuracy across tested participants, with zero user training, within 96 ms of the stimulation, and with no additional cognitive load on the users because the stimulation was subliminal.

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  • Versatile Locomotion Control of a Hexapod Robot Using a Hierarchical Network of Nonlinear Oscillator Circuits Reviewed

    Ludovico Minati, Mattia Frasca, Natsue Yoshimura, Yasuharu Koike

    IEEE Access   6   8042 - 8065   2018.1

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    DOI: 10.1109/ACCESS.2018.2799145

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  • Decoding of ankle flexion and extension from cortical current sources estimated from non-invasive brain activity recording methods Reviewed

    Alejandra Mejia Tobar, Rikiya Hyoudou, Kahori Kita, Tatsuhiro Nakamura, Hiroyuki Kambara, Yousuke Ogata, Takashi Hanakawa, Yasuharu Koike, Natsue Yoshimura

    Frontiers in Neuroscience   11   2018.1

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    DOI: 10.3389/fnins.2017.00733

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  • Control of a Robot Arm Using Decoded Joint Angles from Electrocorticograms in Primate. Reviewed International journal

    Duk Shin, Hiroyuki Kambara, Natsue Yoshimura, Yasuharu Koike

    Computational intelligence and neuroscience   2018 ( 2580165 )   2580165 - 2580165   2018

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    Electrocorticogram (ECoG) is a well-known recording method for the less invasive brain machine interface (BMI). Our previous studies have succeeded in predicting muscle activities and arm trajectories from ECoG signals. Despite such successful studies, there still remain solving works for the purpose of realizing an ECoG-based prosthesis. We suggest a neuromuscular interface to control robot using decoded muscle activities and joint angles. We used sparse linear regression to find the best fit between band-passed ECoGs and electromyograms (EMG) or joint angles. The best coefficient of determination for 100 s continuous prediction was 0.6333 ± 0.0033 (muscle activations) and 0.6359 ± 0.0929 (joint angles), respectively. We also controlled a 4 degree of freedom (DOF) robot arm using only decoded 4 DOF angles from the ECoGs in this study. Consequently, this study shows the possibility of contributing to future advancements in neuroprosthesis and neurorehabilitation technology.

    DOI: 10.1155/2018/2580165

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  • A Biased Bayesian Inference for Decision-Making and Cognitive Control. International journal

    Kaosu Matsumori, Yasuharu Koike, Kenji Matsumoto

    Frontiers in neuroscience   12   734 - 734   2018

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    Although classical decision-making studies have assumed that subjects behave in a Bayes-optimal way, the sub-optimality that causes biases in decision-making is currently under debate. Here, we propose a synthesis based on exponentially-biased Bayesian inference, including various decision-making and probability judgments with different bias levels. We arrange three major parameter estimation methods in a two-dimensional bias parameter space (prior and likelihood), of the biased Bayesian inference. Then, we discuss a neural implementation of the biased Bayesian inference on the basis of changes in weights in neural connections, which we regarded as a combination of leaky/unstable neural integrator and probabilistic population coding. Finally, we discuss mechanisms of cognitive control which may regulate the bias levels.

    DOI: 10.3389/fnins.2018.00734

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  • Decoding finger movement in humans using synergy of EEG cortical current signals. Reviewed International journal

    Natsue Yoshimura, Hayato Tsuda, Toshihiro Kawase, Hiroyuki Kambara, Yasuharu Koike

    Scientific reports   7 ( 1 )   11382 - 11382   2017.9

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    DOI: 10.1038/s41598-017-09770-5

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  • Decoding of emotional responses to user-unfriendly computer interfaces via electroencephalography signals

    Natsue Yoshimura, Natsue Yoshimura, Natsue Yoshimura, Osamu Koga, Yu Katsui, Yousuke Ogata, Yousuke Ogata, Hiroyuki Kambara, Yasuharu Koike, Yasuharu Koike

    Acta IMEKO   6   93 - 98   2017.7

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  • Mapping ECoG channel contributions to trajectory and muscle activity prediction in human sensorimotor cortex. Reviewed International journal

    Yasuhiko Nakanishi, Takufumi Yanagisawa, Duk Shin, Hiroyuki Kambara, Natsue Yoshimura, Masataka Tanaka, Ryohei Fukuma, Haruhiko Kishima, Masayuki Hirata, Yasuharu Koike

    Scientific reports   7   45486 - 45486   2017.3

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    DOI: 10.1038/srep45486

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  • A hybrid BMI-based exoskeleton for paresis: EMG control for assisting arm movements. Reviewed International journal

    Toshihiro Kawase, Takeshi Sakurada, Yasuharu Koike, Kenji Kansaku

    Journal of neural engineering   14 ( 1 )   016015 - 016015   2017.2

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    DOI: 10.1088/1741-2552/aa525f

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  • Decoding of Ankle Flexion and Extension from Cortical Current Sources Estimated from Non-invasive Brain Activity Recording Methods. Reviewed International journal

    Alejandra Mejia Tobar, Rikiya Hyoudou, Kahori Kita, Tatsuhiro Nakamura, Hiroyuki Kambara, Yousuke Ogata, Takashi Hanakawa, Yasuharu Koike, Natsue Yoshimura

    Frontiers in neuroscience   11   733 - 733   2017

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    DOI: 10.3389/fnins.2017.00733

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  • Controlling an electromyography-based power-assist device for the wrist using electroencephalography cortical currents Reviewed

    Kawase, Toshihiro, Yoshimura, Natsue, Kambara, Hiroyuki, Koike, Yasuharu

    Advanced Robotics   31 ( 1-2 )   2017

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    DOI: 10.1080/01691864.2016.1215935

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  • 社会的認知理論および計画的行動理論の数理モデル

    松森 嘉織好, 蓬田 幸人, 村山 航, 小池 康晴, 松元 健二

    日本公衆衛生学会総会抄録集   75回   241 - 241   2016.10

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  • Data for behavioral results and brain regions showing a time effect during pair-association retrieval. Reviewed International journal

    Koji Jimura, Satoshi Hirose, Hiroyuki Wada, Yasunori Yoshizawa, Yoshio Imai, Masaaki Akahane, Toru Machida, Ichiro Shirouzu, Yasuharu Koike, Seiki Konishi

    Data in brief   8   891 - 3   2016.9

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    DOI: 10.1016/j.dib.2016.06.054

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  • Relatedness-dependent rapid development of brain activity in anterior temporal cortex during pair-association retrieval. Reviewed International journal

    Koji Jimura, Satoshi Hirose, Hiroyuki Wada, Yasunori Yoshizawa, Yoshio Imai, Masaaki Akahane, Toru Machida, Ichiro Shirouzu, Yasuharu Koike, Seiki Konishi

    Neuroscience letters   627   24 - 9   2016.8

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    DOI: 10.1016/j.neulet.2016.05.044

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  • Decoding of Covert Vowel Articulation Using Electroencephalography Cortical Currents Reviewed

    Natsue Yoshimura, Atsushi Nishimoto, Abdelkader Nasreddine Belkacem, Duk Shin, Hiroyuki Kambara, Takashi Hanakawa, Yasuharu Koike

    FRONTIERS IN NEUROSCIENCE   10   2016.5

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    DOI: 10.3389/fnins.2016.00175

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  • Individualistic weight perception from motion on a slope Reviewed

    K. Zintus-art, D. Shin, H. Kambara, N. Yoshimura, Y. Koike

    SCIENTIFIC REPORTS   6 ( 25432 )   2016.5

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    DOI: 10.1038/srep25432

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  • Decoding of Covert Vowel Articulation Using Electroencephalography Cortical Currents. Reviewed International journal

    Natsue Yoshimura, Atsushi Nishimoto, Abdelkader Nasreddine Belkacem, Duk Shin, Hiroyuki Kambara, Takashi Hanakawa, Yasuharu Koike

    Frontiers in neuroscience   10 ( May )   175 - 175   2016

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  • Hybrid Control of a Vision-Guided Robot Arm by EOG, EMG, EEG Biosignals and Head Movement Acquired via a Consumer-Grade Wearable Device Reviewed

    Minati, Ludovico, Yoshimura, Natsue, Koike, Yasuharu

    IEEE Access   4   2016

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    DOI: 10.1109/ACCESS.2017.2647851

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  • An anatomy of shikakes. Reviewed

    Yasuhiro Yamamoto, Kumiyo Nakakoji, Toshio Kawashima, Ken-ichi Kimura, Yasuharu Koike

    AI Soc.   30 ( 4 )   431 - 442   2015.11

  • Real-time Control of Video Game with Eye Movements for Asynchronous and Non-invasive BCI Based on EEG Reviewed

    Abdelkader Nasreddine Belkacem, Supat Saetia, Kalanyu Zintus-art, Duk Shin, Hiroyuki Kambara, Natsue Yoshimura, Nasreddine Berrached, Yasuharu Koike

    Computational Intelligence and Neuroscience   2015 ( 653639 )   653639   2015.9

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  • Erratum: Online classification algorithm for eye-movement-based communication systems using two temporal EEG sensors (Biomedical Signal Processing and Control (2015) 16 (40-47)) Reviewed

    Abdelkader Nasreddine Belkacem, Duk Shin, Hiroyuki Kambara, Natsue Yoshimura, Yasuharu Koike

    Biomedical Signal Processing and Control   19   137   2015.5

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    DOI: 10.1016/j.bspc.2015.01.006

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  • 力覚提示によるストリートダンス訓練システムの提案と開発

    赤羽 克仁, 長谷川 晶一, 佐藤 誠

    電子情報通信学会技術研究報告   115   25 - 30   2015

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  • Real-Time Control of a Video Game Using Eye Movements and Two Temporal EEG Sensors. Reviewed International journal

    Abdelkader Nasreddine Belkacem, Supat Saetia, Kalanyu Zintus-art, Duk Shin, Hiroyuki Kambara, Natsue Yoshimura, Nasreddine Berrached, Yasuharu Koike

    Computational intelligence and neuroscience   2015   653639 - 653639   2015

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  • Online classification algorithm for eye-movement-based communication systems using two temporal EEG sensors Reviewed

    Belkacem, Abdelkader Nasreddine, Shin, Duk, Kambara, Hiroyuki, Yoshimura, Natsue, Koike, Yasuharu

    Biomedical Signal Processing and Control   16   2015

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    DOI: 10.1016/j.bspc.2014.10.005

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  • Enhancement of visual attention precedes the emergence of novel metaphor interpretations. Reviewed International journal

    Asuka Terai, Masanori Nakagawa, Takashi Kusumi, Yasuharu Koike, Koji Jimura

    Frontiers in psychology   6   892 - 892   2015

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    DOI: 10.3389/fpsyg.2015.00892

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  • 巻頭言:特集号「健康・医療・福祉・生命の分野における計測・制御・システム技術」について Reviewed

    福岡 豊, 田中 志信, 片山 統裕, 太田 裕治, 小池 康晴, 野村 泰伸

    計測自動制御学会論文集   51 ( 8 )   519 - 519   2015

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    DOI: 10.9746/sicetr.51.519

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  • Evaluation of usability for cursor control from electroencephalography

    Osamu Koga, Natsue Yoshimura, Hiroyuki Kambara, Yasuharu Koike

    XXI IMEKO World Congress "Measurement in Research and Industry"   2015

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  • Multi Kinect Cameras Setup for Skeleton based Action Recognition Reviewed

    Prisana Phonsing, Satawat Laoarphakun, Somying Thainimit, Rachaporn Keinprasit, Yasuharu Koike

    2015 6TH INTERNATIONAL CONFERENCE OF INFORMATION AND COMMUNICATION TECHNOLOGY FOR EMBEDDED SYSTEMS (IC-ICTES)   2015

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  • Bilateral Control in Delta Robot by using Jacobian matrix Reviewed

    Sorawit Stapornchaisit, Chowarit Mitsantisuk, Nattapon Chayopitak, Yasuharu Koike

    2015 6TH INTERNATIONAL CONFERENCE OF INFORMATION AND COMMUNICATION TECHNOLOGY FOR EMBEDDED SYSTEMS (IC-ICTES)   2015

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  • Dissociable neural representations of wrist motor coordinate frames in human motor cortices. Reviewed International journal

    Natsue Yoshimura, Koji Jimura, Charles Sayo DaSalla, Duk Shin, Hiroyuki Kambara, Takashi Hanakawa, Yasuharu Koike

    NeuroImage   97   53 - 61   2014.8

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    DOI: 10.1016/j.neuroimage.2014.04.046

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  • Decoding fingertip trajectory from electrocorticographic signals in humans. Reviewed International journal

    Yasuhiko Nakanishi, Takufumi Yanagisawa, Duk Shin, Chao Chen, Hiroyuki Kambara, Natsue Yoshimura, Ryohei Fukuma, Haruhiko Kishima, Masayuki Hirata, Yasuharu Koike

    Neuroscience research   85   20 - 7   2014.8

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    DOI: 10.1016/j.neures.2014.05.005

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  • Late enhancement of brain-behavior correlations during response inhibition Reviewed

    Koji Jimura, Satoshi Hirose, Akira Kunimatsu, Kuni Ohtomo, Yasuharu Koike, Seiki Konishi

    Neuroscience   274   383 - 392   2014.8

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    DOI: 10.1016/j.neuroscience.2014.05.058

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  • Decoding grasp force profile from electrocorticography signals in non-human primate sensorimotor cortex. Reviewed International journal

    Chao Chen, Duk Shin, Hidenori Watanabe, Yasuhiko Nakanishi, Hiroyuki Kambara, Natsue Yoshimura, Atsushi Nambu, Tadashi Isa, Yukio Nishimura, Yasuharu Koike

    Neuroscience research   83   1 - 7   2014.6

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    DOI: 10.1016/j.neures.2014.03.010

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  • Decoding of Kinetic and Kinematic Information from Electrocorticograms in Sensorimotor Cortex: a Review Invited Reviewed

    Duk Shin, Yasuhiko Nakanishi, Chao Chen, Hiroyuki Kambara, Natsue Yoshimura, Yasuharu Koike

    International Journal of Neurorehabilitation   1 ( 1 )   102   2014.4

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  • Control of a Brick-breaking Game using Electromyogram Reviewed

    Duk Shin, Hiroyuki Kambara, Natsue Yoshimura, Yousun Kang, Yasuharu Koike

    International Journal of Engineering and Technology   6 ( 2 )   128 - 131   2014.4

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  • Robot System for Rehabilitation of Wrist Using Bilateral Control Base on Disturbance Observer Reviewed

    Saran Jarudamrongsak, Chowarit Mitsantisuk, P. Bunnun, Yasuharu Koike

    2014 INTERNATIONAL ELECTRICAL ENGINEERING CONGRESS (IEECON)   2014

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  • Classification of four eye directions from EEG signals for eye-movement-based communication systems Reviewed

    Belkacem, Abdelkader Nasreddine, Hirose, Hideaki, Yoshimura, Natsue, Shin, Duk, Koike, Yasuharu

    Journal of Medical and Biological Engineering   34 ( 6 )   2014

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    DOI: 10.5405/jmbe.1596

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  • Advanced mobile security system operated by bioelectrical sensor Reviewed

    Kalanyu Zintus-Art, Duk Shin, Natsue Yoshimura, Hiroyuki Kambara, Yasuharu Koike

    International Journal of Security and its Applications   8 ( 4 )   139 - 150   2014

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    DOI: 10.14257/ijsia.2014.8.4.13

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  • Micro-Macro Bilateral in Task Space for Delta Robot by Using Forward and Inverse Kinematic Reviewed

    Sorawit Staprnchaisit, Chowarit Mitsantisuk, Siwapon Srisonphan, Nattapon Chayopitak, Yasuharu Koike

    TENCON 2014 - 2014 IEEE REGION 10 CONFERENCE   2014

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  • A Virtual Instrument System Operated by Electromyographic Signals Reviewed

    Duk Shin, Atsushi Katayama, Kyoungsik Kim, Jaehyo Kim, Natsue Yoshimura, Hiroyuki Kambara, Yasuharu Koike

    Information   16 ( 5 )   3275 - 3286   2013.5

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  • Movement Analysis for motion and posture control Invited Reviewed

    Yasuharu Koike, Hiroyuki Kambara, Natsue Yoshimura, Duk Shin

    The Japanese journal of Occupational Therapy   47 ( 6 )   492 - 496   2013.5

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  • The verification method using a musculo-skeletal model

    Masakatsu Tsukamoto, Hiroyuki Kambara, Natsue Yoshimura, Yasuharu Koike

    5th International Symposium on Measurement, Analysis and Modelling of Human Functions, ISHF 2013   69 - 70   2013

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  • Prediction of hand trajectory from electrocorticography signals in primary motor cortex. Reviewed International journal

    Chao Chen, Duk Shin, Hidenori Watanabe, Yasuhiko Nakanishi, Hiroyuki Kambara, Natsue Yoshimura, Atsushi Nambu, Tadashi Isa, Yukio Nishimura, Yasuharu Koike

    PloS one   8 ( 12 )   e83534   2013

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    DOI: 10.1371/journal.pone.0083534

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  • The effect of temporal perception on weight perception Reviewed International journal

    Kambara, Hiroyuki, Shin, Duk, Kawase, Toshihiro, Yoshimura, Natsue, Akahane, Katsuhito, Sato, Makoto, Koike, Yasuharu

    Frontiers in Psychology   4   40 - 40   2013

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    DOI: 10.3389/fpsyg.2013.00040

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  • Prediction of three-dimensional arm trajectories based on ECoG signals recorded from human sensorimotor cortex. Reviewed International journal

    Yasuhiko Nakanishi, Takufumi Yanagisawa, Duk Shin, Ryohei Fukuma, Chao Chen, Hiroyuki Kambara, Natsue Yoshimura, Masayuki Hirata, Toshiki Yoshimine, Yasuharu Koike

    PloS one   8 ( 8 )   e72085   2013

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  • A computational model for optimal muscle activity considering muscle viscoelasticity in wrist movements Reviewed International journal

    Kambara, Hiroyuki, Shin, Duk, Koike, Yasuharu

    Journal of Neurophysiology   109 ( 8 )   2145 - 2160   2013

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    DOI: 10.1152/jn.00542.2011

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  • Recalibration of time to contact Reviewed

    Toshihiro Kawase, Keiichi Ohishi, Kazuya Yoneyama, Hiroyuki Kambaraa, Yasuharu Koike

    ROBOTICS AND AUTONOMOUS SYSTEMS   60 ( 5 )   742 - 746   2012.5

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    DOI: 10.1016/j.robot.2011.06.011

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  • Reconstruction of flexor and extensor muscle activities from electroencephalography cortical currents Reviewed International journal

    Yoshimura, Natsue, DaSalla, Charles S., Hanakawa, Takashi, Sato, Masa-aki, Koike, Yasuharu

    Neuroimage   59 ( 2 )   1324 - 1337   2012

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    DOI: 10.1016/j.neuroimage.2011.08.029

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  • A power assist device based on joint equilibrium point estimation from EMG signals Reviewed

    Toshihiro Kawase, Hiroyuki Kambara, Yasuharu Koike

    Journal of Robotics and Mechatronics   24 ( 1 )   205 - 218   2012

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    DOI: 10.20965/jrm.2012.p0205

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  • Prediction of Muscle Activities from Electrocorticograms in Primary Motor Cortex of Primates Reviewed International journal

    Shin, Duk, Watanabe, Hidenori, Kambara, Hiroyuki, Nambu, Atsushi, Isa, Tadashi, Nishimura, Yukio, Koike, Yasuharu

    Plos One   7 ( 10 )   e47992   2012

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    DOI: 10.1371/journal.pone.0047992

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  • Brain-Machine Interfaces Based on Computational Model Reviewed

    Yasuharu Koike, Hiroyuki Kambara, Natsue Yoshimura Duk Shin

    Systems Neuroscience and Rehabilitation (Springer)   35 - 57   2011.5

  • A Dictionary-Driven P300 Speller With a Modified Interface Reviewed International journal

    Sercan Taha Ahi, Hiroyuki Kambara, Yasuharu Koike

    IEEE TRANSACTIONS ON NEURAL SYSTEMS AND REHABILITATION ENGINEERING   19 ( 1 )   6 - 14   2011.2

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    DOI: 10.1109/TNSRE.2010.2049373

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  • Classifying vowel speech imagery using EEG cortical currents Reviewed

    Yoshimura, Natsue, DaSalla, Charles S., Satsuma, Aruha, Hanakawa, Takashi, Sato, Masa-aki, Koike, Yasuharu

    Neuroscience Research   71   E202 - E202   2011

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    DOI: 10.1016/j.neures.2011.07.874

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  • Effects of toe movement during walking and running in terms of grf and emg signals Reviewed

    Edwardo A.Y. Murakami, Duk Shin, Yasuharu Koike, Masaaki Mochimaru

    Proceedings of the 6th IASTED International Conference on Biomechanics, BioMech 2011   99 - 104   2011

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    DOI: 10.2316/P.2011.751-041

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  • Usability of EEG cortical currents in classification of vowel speech imagery Reviewed

    Natsue Yoshimura, Aruha Satsuma, Charles S. Dasalla, Takashi Hanakawa, Masa-Aki Sato, Yasuharu Koike

    2011 International Conference on Virtual Rehabilitation, ICVR 2011   2011

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    DOI: 10.1109/ICVR.2011.5971870

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  • Learning strategy in time-to-contact estimation of falling objects Reviewed

    Hiroyuki Kambara, Keiichi Ohishi, Yasuharu Koike

    Journal of Advanced Computational Intelligence and Intelligent Informatics   15 ( 8 )   972 - 979   2011

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    DOI: 10.20965/jaciii.2011.p0972

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  • Dynamic optimization of the sit-to-stand movement Reviewed International journal

    Hiroshi R. Yamasaki, Hiroyuki Kambara, Yasuharu Koike

    Journal of Applied Biomechanics   27 ( 4 )   306 - 313   2011

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    DOI: 10.1123/jab.27.4.306

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  • Application of Covariate Shift Adaptation Techniques in Brain-Computer Interfaces Reviewed International journal

    Yan Li, Hiroyuki Kambara, Yasuharu Koike, Masashi Sugiyama

    IEEE TRANSACTIONS ON BIOMEDICAL ENGINEERING   57 ( 6 )   1318 - 1324   2010.6

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    DOI: 10.1109/TBME.2009.2039997

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  • Sparse linear regression for reconstructing emg from EEG current sources estimated using variational bayes

    Natsue Yoshimura, Kei Omata, Charles S. DaSalla, Takashi Hanakawa, Masa-Aki Sato, Yasuharu Koike

    4th International Symposium on Measurement, Analysis and Modelling of Human Functions 2010, ISHF 2010   34 - 39   2010

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  • Utilizing Fuzzy-SVM and a Subject Database to Reduce the Calibration Time of P300-Based BCI Reviewed

    Ahi, Sercan Taha, Yoshimura, Natsue, Kambara, Hiroyuki, Koike, Yasuharu, Wong, KW, Mendis, BS, Bouzerdoum, A

    Neural Information Processing: Models and Applications, Pt Ii   6444   2010

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  • Evaluation of A Game Controller using Human Stiffness Estimated from Electromyogram Reviewed International journal

    Masato Watanabe, Taisuke Yamamoto, Hiroyuki Kambara, Yasuharu Koike

    2010 ANNUAL INTERNATIONAL CONFERENCE OF THE IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY (EMBC)   2010   4626 - 4631   2010

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    DOI: 10.1109/IEMBS.2010.5626477

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  • Effectiveness of sparse linear regression for reconstructing muscle activity from EEG current sources Reviewed

    Yoshimura, Natsue, Omata, Kei, DaSalla, Charles S., Hanakawa, Takashi, Sato, Masa-aki, Koike, Yasuharu

    Neuroscience Research   68   E328 - E328   2010

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  • Phased processing of facial emotion: An ERP study Reviewed International journal

    Nugraha P. Utama, Atsushi Takemoto, Yasuharu Koike, Katsuki Nakamura

    NEUROSCIENCE RESEARCH   64 ( 1 )   30 - 40   2009.5

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    DOI: 10.1016/j.neures.2009.01.009

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  • Learning and Control Model of the Arm for Loading Reviewed

    Kim, Kyoungsik, Kambara, Hiroyuki, Shin, Duk, Koike, Yasuharu

    Ieice Transactions on Information and Systems   E92D ( 4 )   2009

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    DOI: 10.1587/transinf.E92.D.705

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  • A Myokinetic Arm Model for Estimating Joint Torque and Stiffness From EMG Signals During Maintained Posture Reviewed International journal

    Shin, Duk, Kim, Jaehyo, Koike, Yasuharu

    Journal of Neurophysiology   101 ( 1 )   387 - 401   2009

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    DOI: 10.1152/jn.00584.2007

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  • Single-trial EEG data to classify type and intensity of facial emotion from P100 and N170 Reviewed

    Nugraha P. Utama, Atsushi Takemoto, Katsuki Nakamura, Yasuharu Koike

    IJCNN: 2009 INTERNATIONAL JOINT CONFERENCE ON NEURAL NETWORKS, VOLS 1- 6   1664 - +   2009

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    DOI: 10.1109/IJCNN.2009.5178818

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  • Learning and generation of goal-directed arm reaching from scratch Reviewed International journal

    Kambara, Hiroyuki, Kim, Kyoungsik, Shin, Duk, Sato, Makoto, Koike, Yasuharu

    Neural Networks   22 ( 4 )   348 - 361   2009

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    DOI: 10.1016/j.neunet.2008.11.004

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  • Single-trial classification of vowel speech imagery using common spatial patterns Reviewed International journal

    DaSalla, Charles S., Kambara, Hiroyuki, Sato, Makoto, Koike, Yasuharu

    Neural Networks   22 ( 9 )   1334 - 1339   2009

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    DOI: 10.1016/j.neunet.2009.05.008

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  • Prediction of arm trajectory from the neural activities of the primary motor cortex with modular connectionist architecture Reviewed International journal

    Choi, Kyuwan, Hirose, Hideaki, Sakurai, Yoshio, Iijima, Toshio, Koike, Yasuharu

    Neural Networks   22 ( 9 )   1214 - 1223   2009

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    DOI: 10.1016/j.neunet.2009.09.003

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  • A lexicon driven P300 speller

    S. T. Ahi, H. Kambara, Y. Koike

    IFMBE Proceedings   25 ( 9 )   432 - 435   2009

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    DOI: 10.1007/978-3-642-03889-1_116

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  • Spatial filtering and single-trial classification of EEG during vowel speech imagery Reviewed

    Charles S. DaSalla, Hiroyuki Kambara, Makoto Sato, Yasuharu Koike

    i-CREATe 2009 - International Convention on Rehabilitation Engineering and Assistive Technology   2009

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    DOI: 10.1145/1592700.1592731

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  • A framework of adaptive brain computer interfaces Reviewed

    Yan Li, Yasuharu Koike, Masashi Sugiyama

    Proceedings of the 2009 2nd International Conference on Biomedical Engineering and Informatics, BMEI 2009   473 - +   2009

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    DOI: 10.1109/BMEI.2009.5305646

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  • ESTIMATION OF RELATIVELY COMMANDED FORCE FROM EMG AND ITS APPLICATION TO HUMAN-MACHINE INTERFACES Reviewed

    Masato Watanabe, Yasuhiro Yamamoto, Kumiyo Nakakoji, Hiroyuki Kambara, Yasuharu Koike

    XIX IMEKO WORLD CONGRESS: FUNDAMENTAL AND APPLIED METROLOGY, PROCEEDINGS   2168 - 2171   2009

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  • A comparison of dimensionality reduction techniques for the P300 response Reviewed

    Sercan Taha Ahi, Hiroyuki Kambara, Yasuharu Koike

    i-CREATe 2009 - International Convention on Rehabilitation Engineering and Assistive Technology   2009

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    DOI: 10.1145/1592700.1592732

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  • THE DYNAMIC OPTIMIZATION OF STS MOVEMENT Reviewed

    Hiroshi Yamasaki, Hiroyuki Kambara, Yasuharu Koike

    XIX IMEKO WORLD CONGRESS: FUNDAMENTAL AND APPLIED METROLOGY, PROCEEDINGS   2135 - 2140   2009

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  • Estimation of Arm Movement from the Neural Activities of the Primary Motor Cortex Reviewed

    Choi, Kyuwan, Hirose, Hideaki, Sakurai, Yoshio, Iijima, Toshio, Koike, Yasuharu, Trilling, L, Perkins, D, Dionysios, D, Perlovsky, L, Davey, K, Landgrebe, D, Marino, MA, Russell, DL, Collicott, SH, Ceccarelli, M, Lund, JW

    Proceedings of the 8th Wseas International Conference on Recent Advances in Signal Processing, Robotics and Automation   2009

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  • Prediction of arm trajectory from the neural activities of the primary motor cortex using a modular artificial neural network model Reviewed

    Choi, Kyuwan, Hirose, Hideaki, Sakurai, Yoshio, Iijima, Toshio, Koike, Yasuharu, Ishikawa, M, Doya, K, Miyamoto, H, Yamakawa, T

    Neural Information Processing, Part Ii   4985   2008

  • Serial processing of emotional type and intensity: Evidence from an ERP study Reviewed

    Nugraha P. Utama, Atsushi Takemoto, Yasuharu Koike, Katsuki Nakamura

    NEURAL INFORMATION PROCESSING, PART II   4985 ( PART 2 )   960 - +   2008

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    DOI: 10.1007/978-3-540-69162-4_100

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  • EMG vowel recognition using a support vector machine

    Charles S. Da Salla, Makoto Sato, Yasuharu Koike

    3rd International Symposium on Measurement, Analysis, and Modeling of Human Functions 2007, ISHF 2007   290 - 295   2007

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  • Rehabilitation training using EMG interface Reviewed

    Koike, Yasuharu, ieee

    2007 Ieee/icme International Conference on Complex Medical Engineering, Vols 1-4   2007

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    DOI: 10.1109/ICCME.2007.4381946

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  • Reactive virtual human with bottom-up and top-down visual attention for gaze generation in realtime interactions Reviewed

    Hironori Mitake, Shoichi Hasegawa, Yasuharu Koike, Makoto Sato

    IEEE VIRTUAL REALITY 2007, PROCEEDINGS   211 - +   2007

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  • Neuroscience of cursive handwriting: A computational appraoch Reviewed

    Kazuyoshi Fukuzawa, Satoko Tsunoda, Yasuharu Koike, Yasuhiro Wada

    Clinical Neurology   46 ( 11 )   914 - 916   2006.11

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  • Learning and control model of arm posture Reviewed

    Kim, K. S., Kambara, H., Shin, D., Sato, M., Koike, Y., Arai, T, Pfeifer, R, Balch, T, Yokoi, H

    Intelligent Autonomous Systems 9   2006

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  • Prediction of arm trajectory from a small number of neuron activities in the primary motor cortex Reviewed

    Koike, Yasuharu, Hirose, Hideaki, Sakurai, Yoshio, Iijima, Toshio

    Neuroscience Research   55 ( 2 )   146 - 153   2006

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    DOI: 10.1016/j.neures.2006.02.012

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  • A proposal of a high definition haptic rendering for stability and fidelity Reviewed

    Katsuhito Akahane, Shoichi Hasegawa, Yasuharu Koike, Makoto Sato

    ICAT 2006: 16TH INTERNATIONAL CONFERENCE ON ARTIFICIAL REALITY AND TELEXISTENCE - WORSHOPS, PROCEEDINGS   162 - +   2006

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  • A new, human-centered wheelchair system controlled by the EMG signal

    Choi Kyuwan, Makoto Sato, Yasuharu Koike

    IEEE International Conference on Neural Networks - Conference Proceedings   4664 - 4671   2006

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  • A new, human-centered wheelchair system controlled by the EMG signal Reviewed

    Kyuwan Choi, Makoto Sato, Yasuharu Koike

    2006 IEEE INTERNATIONAL JOINT CONFERENCE ON NEURAL NETWORK PROCEEDINGS, VOLS 1-10   4664 - +   2006

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  • Motor control-learning model for reaching movements Reviewed

    Hiroyuki Kambara, Kyoungsik Kim, Duk Shin, Makoto Sato, Yasuharu Koike

    2006 IEEE INTERNATIONAL JOINT CONFERENCE ON NEURAL NETWORK PROCEEDINGS, VOLS 1-10   555 - +   2006

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  • Role of stiffness in weight perception Reviewed

    Koike, Yasuharu, Kim, Jaehyo, Duk, Shin

    Japanese Psychological Research   48 ( 3 )   2006

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    DOI: 10.1111/j.1468-5884.2006.00316.x

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  • Using a MyoKinetic synthesizer to control of virtual instruments Reviewed

    Duk Shin, Atsushi Katayama, Kyoungsik Kim, Hiroyuki Kambara, Makoto Sato, Yasuharu Koike

    ADVANCES IN ARTIFICIAL REALITY AND TELE-EXISTENCE, PROCEEDINGS   4282   1233 - +   2006

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    DOI: 10.1007/11941354_128

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  • Prediction of four degrees of freedom arm movement using EMG signal. Reviewed

    Choi K, Hirose H, Iijima T, Koike Y

    Conference proceedings : ... Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Conference   6   5820 - 5823   2005

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    DOI: 10.1109/IEMBS.2005.1615812

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  • 高出力SPIDARにおける加速度センサを用いた粘性・慣性補償

    長谷川 晶一, 小池 康晴, 佐藤 誠

    日本バーチャルリアリティ学会第10回大会論文集   155 - 158   2005

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  • Extraction of motor primitive in consideration of arm posture, movement direction and velocity using Hidden Markov Model Reviewed

    Jongho Lee, Makoto Sato, Yasuhiro Wada, Yasuharu Koike

    2005 27th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, Vols 1-7   4385 - 4388   2005

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  • A development of high definition haptic controller Reviewed

    Katsuhito Akahane, Shoichi Hasegawa, Yasuharu Koike, Makoto Sato

    Proceedings - 1st Joint Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems; World Haptics Conference, WHC 2005   576 - 577   2005

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    DOI: 10.1109/WHC.2005.5

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  • Robot control using electromyography (EMG) signals of the wrist Reviewed

    DaSalla C, Kim J, Koike Y

    Applied Bionics and Biomechanics   2 ( 2 )   97 - 102   2005

  • Prediction of four degrees of freedom arm movement using EMG signal Reviewed

    Kyuwan Choi, Hideaki Hirose, Toshio. Iijima, Yasuharu Koike

    2005 27th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, Vols 1-7   5820 - 5823   2005

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  • Extraction of motor primitive in consideration of arm posture, movement direction and velocity using Hidden Markov Model. Reviewed

    Lee J, Sato M, Wada Y, Koike Y

    Conference proceedings : ... Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Conference   4   4385 - 4388   2005

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    DOI: 10.1109/IEMBS.2005.1615437

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  • Two-handed multiple-finger virtual object manipulation environment with haptic cues Reviewed

    Somsak Walairacht, Keita Yamada, Shoichi Hasegawa, Yasuharu Koike, Makoto Sato

    Electronics and Communications in Japan, Part II: Electronics (English translation of Denshi Tsushin Gakkai Ronbunshi)   87 ( 9 )   65 - 73   2004.9

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    DOI: 10.1002/ecjb.20117

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  • Stiffness Teaching and Motion Assist System Using Functional Electrical Stimulation (FES) and Electromyogram (EMG) Signals Reviewed

    Masaaki Uechi, Yutaka Naito, Duk Shin, Makoto Sato, Yasuharu Koike

    Journal of Robotics and Mechatronics   16 ( 5 )   446 - 455   2004.5

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  • HMMを用いた筋電信号からの運動プリミティブ抽出 Reviewed

    李 鍾昊, 金 載烋, 佐藤 誠, 小池 康晴

    第19回生体生理工学シンポジウム論文集   NC2003-219   53 - 54   2004.3

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  • Extraction of motor primitive in consideration of movement velocity from EMG signals Reviewed

    Lee J, Kim J, Wada Y, Sato M, Koike Y

    Proceedings of the Fourth International Symposium on Human and Artificial Intelligence Systems   167 - 172   2004

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  • Learning arm's posture control using reinforcement learning and feedback-error-learning Reviewed

    H Kambara, J Kim, M Sato, Y Koike

    PROCEEDINGS OF THE 26TH ANNUAL INTERNATIONAL CONFERENCE OF THE IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY, VOLS 1-7   26   486 - 489   2004

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  • Learning arm's posture control using reinforcement learning and feedback-error-learning

    H. Kambara, J. Kim, M. Sato, Y. Koike

    Annual International Conference of the IEEE Engineering in Medicine and Biology - Proceedings   26   486 - 489   2004

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  • Real-time rigid body simulation based on volumetric penalty method Reviewed

    Hasegawa, S, Fujii, N, Koike, Y, Sato, M, Jacobs, A

    11th Symposium on Haptic Interfaces For Virtual Environment and Teleoperator Systems - Haptics 2003, Proceedings   2003

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    DOI: 10.1109/HAPTIC.2003.1191304

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  • Playing Rubik's cube in mixed reality Reviewed

    Makoto Sato, Yasuharu Koike, Somsak Walairacht

    IFIP Advances in Information and Communication Technology   112   415 - 422   2003

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    DOI: 10.1007/978-0-387-35660-0

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  • Investigation of prediction model for ball catching task using VR technology Reviewed

    Hong, S, Kim, J, Sato, M, Koike, Y, IEEE

    Sice 2003 Annual Conference, Vols 1-3   2003

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  • 4 + 4 Fingers manipulating virtual objects in mixed-reality environment Reviewed

    Somsak Walairacht, Keita Yamada, Shoichi Hasegawa, Yasuharu Koike, Makoto Sato

    Presence: Teleoperators and Virtual Environments   11 ( 2 )   134 - 143   2002.4

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    DOI: 10.1162/1054746021470586

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  • A method for estimating torque-vector directions of shoulder muscles using surface EMGs Reviewed

    N Yoshida, K Domen, Y Koike, M Kawato

    BIOLOGICAL CYBERNETICS   86 ( 3 )   167 - 177   2002.3

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    DOI: 10.1007/s00422-001-0286-x

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  • An Interactive Motion-Capture System with Big-SPIDAR

    JEONG Seungzoo, CHOI Woong, HASHIMOTO Naoki, HASEGAWA Shoichi, SATO Makoto

    SICE Division Conference Program and Abstracts   si2002   509 - 509   2002

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    Creating interactive motion with existing motion-capture systems is difficult because it requires a precise preparation of the real environment. In order to resolve such a drawback, we propose a new interactive motion capture system that combines the existing motion capture system with a haptic device and a human-scale virtual environment. As our system has built virtual environment with haptic elements, it is very useful for generating a natural-looking motion data like interaction in the real world.

    DOI: 10.11499/siced.si2002.0.509.0

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  • Tension based 7-DOF force feedback device: SPIDAR-G

    Seahak Kim, Shoichi Hasegawa, Yasuharu Koike, Makoto Sato

    Proceedings - Virtual Reality Annual International Symposium   283 - 284   2002

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  • A method for estimating torque-vector directions of shoulder muscles using surface EMGs Reviewed

    Yoshida, N, Domen, K, Koike, Y, Kawato, M

    Biological Cybernetics   86 ( 3 )   167 - 177   2002

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    DOI: 10.1007/s00422-001-0286-x

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  • Penguin hockey: a virtual reality game system for children. Reviewed

    Akihiko Shirai, Shoichi Hasegawa, Yasuharu Koike, Makoto Sato

    Entertainment Computing: Technologies and Applications, IFIP First International Workshop on Entertainment Computing (IWEC 2002), May 14-17, 2002, Makuhari, Japan   447 - 454   2002

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    Publisher:Kluwer  

    DOI: 10.1007/978-0-387-35660-0

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  • Development of tension based haptic interface and possibility of its application to virtual reality Reviewed

    Seahak Kim, Masahiro Ishii, Yasuharu Koike, Makoto Sato

    Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST   129135   199 - 205   2000.10

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    DOI: 10.1145/502390.502428

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  • A study of screen intermediate camera for ranging far - away objects

    MIWA Michio, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    ITE Technical Report   24 ( 2 )   123 - 127   2000.1

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    This paper describes the principle and experimental results of a camera system that is composed of a commercially available CCD camera, a largeaperture lens, and an intermediate screen used to measure the distance between the camera and a faraway object by using Depth From Focus.

    DOI: 10.11485/itetr.24.2.0_123

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  • Process division in haptic display system.

    Shoichi Hasegawa, Masahiro Ishii 0001, Makoto Sato, Yasuharu Koike

    Seventh International Conference on Parallel and Distributed Systems Workshops   219 - 224   2000

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    Publishing type:Research paper (international conference proceedings)   Publisher:IEEE Computer Society  

    DOI: 10.1109/PADSW.2000.884552

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    Other Link: https://dblp.uni-trier.de/db/conf/icpads/icpads2000w.html#HasegawaISK00

  • Screen Projection Camera for Ranging Far Away Objects.

    Michio Miwa, Masahiro Ishii 0001, Yasuharu Koike, Makoto Sato

    15th International Conference on Pattern Recognition(ICPR)   4744 - 4747   2000

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    Publishing type:Research paper (international conference proceedings)   Publisher:IEEE Computer Society  

    DOI: 10.1109/ICPR.2000.903024

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  • String-based haptic interface device for multi-fingers

    Somsak Walairacht, Yasuharu Koike, Makoto Sato

    Proceedings - Virtual Reality Annual International Symposium   293   2000

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  • SPIDARを用いた指先の位置測定による3次元仮想手の構成

    山田 啓太, 石井 雅博, 小池 康晴, 佐藤 誠

    三次元画像コンファレンス講演論文集   7   134 - 139   1999.6

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    DOI: 10.60374/sanjigen.7.0_134

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  • Inter-process communication for force display of dynamic virtual world

    Shoichi Hasegawa, Masahiro Ishii, Yasuharu Koike, Makoto Sato

    American Society of Mechanical Engineers, Dynamic Systems and Control Division (Publication) DSC   67   211 - 218   1999

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  • Possible explanations for trajectory curvature in multijoint arm movements Reviewed

    Osu, R, Uno, Y, Koike, Y, Kawato, M

    Journal of Experimental Psychology-Human Perception and Performance   23 ( 3 )   1997

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  • A Kendama learning robot based on bi-directional theory Reviewed

    Miyamoto, H, Schaal, S, Gandolfo, F, Gomi, H, Koike, Y, Osu, R, Nakano, E, Wada, Y, Kawato, M

    Neural Networks   9 ( 8 )   1281 - 1302   1996

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    DOI: 10.1016/S0893-6080(96)00043-3

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  • Human interface using surface electromyography signals Reviewed

    Koike, Y, Kawato, M

    Electronics and Communications in Japan Part Iii-Fundamental Electronic Science   79 ( 9 )   1996

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    DOI: 10.1002/ecjc.4430790902

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  • COMPUTATIONAL THEORY FOR MOVEMENT PATTERN-RECOGNITION BASED OPTIMAL MOVEMENT PATTERN GENERATION Reviewed

    WADA, Y, KOIKE, Y, VATIKIOTISBATESON, E, KAWATO, M

    Biological Cybernetics   73 ( 1 )   1995

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    Publishing type:Research paper (scientific journal)  

    DOI: 10.1007/BF00199052

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  • ESTIMATION OF DYNAMIC JOINT TORQUES AND TRAJECTORY FORMATION FROM SURFACE ELECTROMYOGRAPHY SIGNALS USING A NEURAL-NETWORK MODEL Reviewed

    KOIKE, Y, KAWATO, M

    Biological Cybernetics   73 ( 4 )   1995

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    Publishing type:Research paper (scientific journal)  

    DOI: 10.1007/BF00199465

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  • A Kendama learning robot based on a dynamic optimization theory Reviewed

    K Miyamoto, F Gandolfo, H Gomi, S Schaal, Y Koike, R Osu, E Nakano, Y Wada, M Kawato

    RO-MAN'95 TOKYO: 4TH IEEE INTERNATIONAL WORKSHOP ON ROBOT AND HUMAN COMMUNICATION, PROCEEDINGS   327 - 332   1995

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  • ESTIMATION OF ARM POSTURE IN 3D-SPACE FROM SURFACE EMG SIGNALS USING A NEURAL-NETWORK MODEL Reviewed

    KOIKE, Y, KAWATO, M

    Ieice Transactions on Information and Systems   E77D ( 4 )   1994

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  • PERCEIVED MOTION IN STRUCTURE-FROM-MOTION - POINTING RESPONSES TO THE AXIS OF ROTATION Reviewed

    POLLICK, FE, NISHIDA, S, KOIKE, Y, KAWATO, M

    Perception & Psychophysics   56 ( 1 )   1994

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    DOI: 10.3758/BF03211693

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  • SUPERVISED LEARNING FOR COORDINATIVE MOTOR CONTROL Reviewed

    M KAWATO, H GOMI, M KATAYAMA, Y KOIKE

    COMPUTATIONAL LEARNING & COGNITION   126 - 161   1993

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  • HUMAN HAND STIFFNESS DURING DISCRETE POINT-TO-POINT MULTIJOINT MOVEMENT Reviewed

    H GOMI, Y KOIKE, M KAWATO

    PROCEEDINGS OF THE ANNUAL INTERNATIONAL CONFERENCE OF THE IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY, VOL 14, PTS 1-7   14   1628 - 1629   1992

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  • POINTING RESPONSES TO THE PERCEIVED AXIS OF ROTATION Reviewed

    POLLICK, FE, NISHIDA, S, KOIKE, Y, KAWATO, M

    Investigative Ophthalmology & Visual Science   33 ( 4 )   1051 - 1051   1992

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MISC

  • Development of an underwater electromyography measurement system

    川瀬利弘, 川嶋健嗣, 菅野貴皓, 宮嵜哲郎, 小池康晴, 神原裕行

    生体医歯工学共同研究拠点成果報告書   2019   2020

  • Development of an underwater electromyography measurement system

    川瀬利弘, 川嶋健嗣, 菅野貴皓, 宮嵜哲郎, 小池康晴, 神原裕行

    生体医歯工学共同研究拠点成果報告会   2019   2020

  • 複数の学習モジュールを含む運動学習モデルによって再現される力場適応における時定数の異なる複数の適応過程

    神原裕行, 高木敦士, 清水遥, 川瀬利弘, 吉村奈津江, シュウェイホッファー ニコラ, 小池康晴

    日本神経回路学会全国大会講演論文集   30th (CD-ROM)   2020

  • 水中用筋電計測システムの開発

    川瀬利弘, 川嶋健嗣, 菅野貴皓, 宮嵜哲郎, 小池康晴, 神原裕行

    生体医歯工学共同研究拠点成果報告会   2018   2019

  • 水中用筋電計測システムの開発

    川瀬利弘, 川嶋健嗣, 菅野貴皓, 宮嵜哲郎, 小池康晴, 神原裕行

    生体医歯工学共同研究拠点成果報告書   2018   2019

  • The control of the wheelchair by decoding human movement intention based on prediction error using EEG signals

    施宇曦, 吉田栄一, 安藤英由樹, GOWRISHANKAR Ganesh, 小池康晴, 吉村奈津江

    日本神経回路学会全国大会講演論文集   29th   2019

  • 神経活動からの睡眠障害の解析

    相澤秀紀, 小池康晴, 緒方洋輔, 吉村奈津江

    生体医歯工学共同研究拠点成果報告書   2017   113   2018.4

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  • EEG cortical current estimation based on standard brain model using EEG signals during motor imagery

    高瀬雄哉, 緒方洋輔, 吉村奈津江, 小池康晴, 加納慎一郎

    電気学会研究会資料   ( MBE-18-001-031 )   83‐88   2018.3

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  • EEG data analysis during postural sway induced by optic flow (ニューロコンピューティング)

    香川 高弘, 宮腰 誠, Makeig Scott, Iversen John, Wagner Johanna, 神原 裕行, 吉村 奈津江, 田中 宏和, 党 建武, 宇野 洋二, 小池 康晴

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   117 ( 361 )   29 - 33   2017.12

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  • EEG Analysis during juggling

    117 ( 361 )   17 - 22   2017.12

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  • Hybrid Control of BMI-based Exoskeletons for Upper Extremities using EEG and EMG Signals

    Toshihiro Kawase, Yasuharu Koike, Kenji Kansaku

    Proceedings of LIFE 2017   2017 (Web)   78 - 79   2017.9

  • Robot control by decoding of muscle activity from electroencephalography

    Toshihiro Kawase, Natsue Yoshimura, Hiroyuki Kambara, Yasuharu Koike

    Proceedings of the 17th Japan Society of Electrophysiology and Kinesiology   15 - 16   2016.11

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  • 跳躍時における下肢部の筋シナジー

    松村聖司, 川瀬利弘, 木村聡貴, 柏野牧夫, 吉村奈津江, 小池康晴

    計測自動制御学会システム・情報部門学術講演会講演論文集(CD-ROM)   2015   ROMBUNNO.GS12-6   2015.11

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  • Muscle synergy recruitment during arm movements in patients with hemiparesis

    Toshihiro Kawase, Atsuko Nishimura, Atsuko Nishimoto, Fumio Liu, Hiroyuki Kambara, Natsue Yoshimura, Yasuharu Koike

    IEICE technical report. Neurocomputing   115 ( 318 )   13 - 18   2015.11

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  • A motor control-learning model for reaching movements in 3-dimensional space

    Hiroyuki Kambara, Toshihiro Kawase, Duk Shin, Natsue Yoshimura, Yasuharu Koike

    IEICE technical report. Neurocomputing   115 ( 111 )   93 - 98   2015.6

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  • Online classification algorithm for eye-movement-based communication systems using two temporal EEG sensors (vol 16, pg 40, 2015)

    Abdelkader Nasreddine Belkacem, Duk Shin, Hiroyuki Kambara, Natsue Yoshimura, Yasuharu Koike

    BIOMEDICAL SIGNAL PROCESSING AND CONTROL   19   137 - 137   2015.5

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  • Application of learning system for sight-reading

    YAJIMA Masumi, YOSHIMURA Natsue, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   114 ( 514 )   357 - 360   2015.3

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    When we play a score that have never seen, we execute sight reading playing necessarily. But, there are no effective exercise way or system supporting exercises in sight reading playing exercise. Recently, line of sight movement while playing the piano was studied, those have indicated that eye hand span is at least 2 notes. And we apply the result to our proposal system. To make our system, we record line of sight and performance while playing subject sight reading. The subjects are two, one of them is professional, and another is novice. As a result of analysis of recorded line of sight and performance, when professional can sight reading playing nicely keeping a indicated pace of performance, professional saw ahead of 2 notes. And, it is necessary that considering the pace of performance players set a time reading notes and a time making hands figure in a particular time. We make the practice system to novice learn that 2 points. Novice had practiced sight reading playing using proposal practice system during a month. After that performance of novice has changed.

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  • Three-dimensional Fingertip Trajectory Decoded from Electrocorticogram of Human Cerebral Cortex

    Nakanishi Yasuhiko, Yanagisawa Takufumi, Shin Duk, Kambara Hiroyuki, Yoshimura Natsue, Fukuma Ryohei, Kishima Haruhiko, Hirata Masayuki, Koike Yasuharu

    IEICE technical report. Neurocomputing   114 ( 515 )   195 - 198   2015.3

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    Brain-machine interface technology has a possibility to be applied to practical neuroprosthesis for disabled persons. For example, the trajectory decoding of the human elbow and wrist has been already achieved in various studies. However, the accurate prediction for trajectory of finger motion is still a challengeable problem. We subdurally implanted 90 electrocorticogram (ECoG) electrodes on the human sensorimotor cortex and predicted three-dimensional trajectories of the thumb, index and middle fingers base on the ECoG signals using a sparse linear regression. A participant put her right hand on a table palm-down, tapping the table with one of her thumb, index and middle fingers as tasks. The average of Pearson's correlation coefficient and normalized root-mean-square error between the predicted and actual trajectories were 0.83-0.90 and 0.24-0.48, respectively.

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  • Advanced Mobile Security System Operated by Electromyography Signals

    ZINTUS-ART Kalanyu, YOSHIMURA Natsue, SHIN Duk, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   114 ( 514 )   343 - 349   2015.3

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    This article describes a novel approach to biometric-based mobile security systems: a myokinetic password using surface EMG signals. Without modifying either password length or character variations, we observed the possibility where traditional 4-digits password systems can be enhanced. Here we present an implementation of an intuitive password system that takes advantage of muscle activation to enhance password complexity. We paired each password digit with a muscle activation level from EMG signals. This allows each individual digit to have multiple possible states, thereby increasing the number of password combinations. Furthermore, we have verified the scalability of this technique by increasing the support up to three muscle activation levels. By utilizing the proposed system, the number of possible input key combination is increased from 256 to 810,000 with three muscle levels. The password can also avoid being exploited by up to 80 key entries, given that the intruder knows all the digit combination.

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  • Advanced Mobile Security System Operated by Electromyography Signals

    ZINTUS-ART Kalanyu, YOSHIMURA Natsue, SHIN Duk, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   114 ( 515 )   343 - 349   2015.3

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    This article describes a novel approach to biometric-based mobile security systems: a myokinetic password using surface EMG signals. Without modifying either password length or character variations, we observed the possibility where traditional 4-digits password systems can be enhanced. Here we present an implementation of an intuitive password system that takes advantage of muscle activation to enhance password complexity. We paired each password digit with a muscle activation level from EMG signals. This allows each individual digit to have multiple possible states, thereby increasing the number of password combinations. Furthermore, we have verified the scalability of this technique by increasing the support up to three muscle activation levels. By utilizing the proposed system, the number of possible input key combination is increased from 256 to 810,000 with three muscle levels. The password can also avoid being exploited by up to 80 key entries, given that the intruder knows all the digit combination.

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  • Application of learning system for sight-reading

    YAJIMA Masumi, YOSHIMURA Natsue, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   114 ( 515 )   357 - 360   2015.3

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    When we play a score that have never seen, we execute sight reading playing necessarily. But, there are no effective exercise way or system supporting exercises in sight reading playing exercise. Recently, line of sight movement while playing the piano was studied, those have indicated that eye hand span is at least 2 notes. And we apply the result to our proposal system. To make our system, we record line of sight and performance while playing subject sight reading. The subjects are two, one of them is professional, and another is novice. As a result of analysis of recorded line of sight and performance, when professional can sight reading playing nicely keeping a indicated pace of performance, professional saw ahead of 2 notes. And, it is necessary that considering the pace of performance players set a time reading notes and a time making hands figure in a particular time. We make the practice system to novice learn that 2 points. Novice had practiced sight reading playing using proposal practice system during a month. After that performance of novice has changed.

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  • Motor control theory and brain-machine interfaces Invited

    Yasuharu Koike, Natsue Yoshimura, Duk Shin, Hiroyuki Kambara

    Clinical Systems Neuroscience   1   67 - 81   2015.1

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    Language:English   Publisher:Springer Japan  

    DOI: 10.1007/978-4-431-55037-2_4

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  • Real-time closed-eye-based communication system using EEG sensors and auditory feedback

    Abdelkader Nasreddine Belkacem, Natsue Yoshimura, duk shin, Hiroyuki Kambara, Yasuharu Koike

    CBMI2015   2015

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  • Reversing Weight-Perception in Motion on Slope

    Kalanyu Zintus-art, Hiroyuki Kambara, Duk Shin, Natsue Yoshimura, Yasuharu Koike

    EMBS2015   2015

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  • Mechanism of acceleration learning in ball catching

    HAMA Naoto, KAMBARA Hiroyuki, YOSHIMURA Natsue, SHIN Duk, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   114 ( 326 )   91 - 96   2014.11

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    This paper aims to reveal the mechanism how our brain adapts acceleration through sensory information when catching a falling ball. It is considered that human can modify estimated timing according to gaps between their expected and actual hand movements. To verify this hypothesis, we conducted ball-catching experiments in a virtual reality environment, which allowed participants to recognize the ball contact to the hand by visual information only. Our results indicated that three out of four participants could learn another acceleration other than the gravitational acceleration by visual information.

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  • A Basic Study for Quantification and Application of Affective State Using Electroencephalography

    KOGA Osamu, YOSHIMURA Natsue, NASREDDINE BELKACEM Abdelkader, SHIN Duk, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   114 ( 326 )   27 - 31   2014.11

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    Concerns about the usability of human-computer interfaces have been increasing in recent years. Although electroencephalography (EEG) is considered to be capable to evaluate the usability, previous researches using EEG mainly worked only on basic emotions, which are not sufficient to represent the affective state corresponding to usability. In this research, we aim to distinguish "Irritating" state, which can be considered to express the feeling of hardness of the task. We configured a novel method to elicit "Irritating" state using target reaching tasks on a computer. We simultaneously recorded EEG signals during the tasks and classified the affective state using Support Vector Machine (SVM). The accuracy of classification was reached over 84%.

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  • Classification of finger movements using EEG

    OKUSHITA Ryutaro, YOSHIMURA Natsue, KAMBARA Hiroyuki, SHIN Duk, Belkacem Abdelkader Nasreddine, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   114 ( 326 )   1 - 6   2014.11

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    Recently, It has been reported that classification the behavior and motor images, such as the wrist movements by using the brain activity. However, It had not been reported classified in the strength of the forces and finger movements from electroencephalogram (EEG). In this study, It was confirmed that it can be classified with finger flexion and extension, high force and low force using estimated cortex signal source current from EEG. Cortex signal source current was estimated at primary motor cortex, premotor cortex, supplementary motor area by using the brain data of EEG and nuclear Magnetic Resonance Imaging (MRI), Variational Bayesian Multimodal Encephalography (VBMEG). Furthermore, it was confirmed that high classification rate is achieved by using the frequency spectrum of the waveform since the firing rate of neurons varies with movements.

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  • A Basic Study for Quantification and Application of Affective State Using Electroencephalography

    KOGA Osamu, YOSHIMURA Natsue, NASREDDINE BELKACEM Abdelkader, SHIN Duk, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   114 ( 325 )   11 - 15   2014.11

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    Language:Japanese   Publisher:一般社団法人電子情報通信学会  

    Concerns about the usability of human-computer interfaces have been increasing in recent years. Although electroencephalography (EEG) is considered to be capable to evaluate the usability, previous researches using EEG mainly worked only on basic emotions, which are not sufficient to represent the affective state corresponding to usability. In this research, we aim to distinguish "Irritating" state, which can be considered to express the feeling of hardness of the task. We configured a novel method to elicit "Irritating" state using target reaching tasks on a computer. We simultaneously recorded EEG signals during the tasks and classified the affective state using Support Vector Machine (SVM). The accuracy of classification was reached over 84%.

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  • Eye-movement-based Communication System: A Comparison between Classification of Eye Movements Using EOG and EEG Sensors

    BELKACEM Abdeikader, Nasreddine, YOSHIMURA Natsue, SHIN Duk, KAMBARA Hiroyuki, KOIKE Yasuharu

    電子情報通信学会技術研究報告   114 ( 259(NC2014 21-24) )   19 - 24   2014.10

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  • Impedance Control Affected by Uncertainty

    KAMBARA Hiroyuki, OGAWA Hiromu, SHIN Duk, YOSHIMURA Natsue, KOIKE Yasuharu

    日本神経回路学会全国大会講演論文集   24th   92 - 93   2014.8

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  • Learning Model of Reaching Movement with Reinforcement Learning and Feedback Error Learning for Adaptation to Force Field

    SHIMIZU Haruka, KAMBARA Hiroyuki, YOSHIMURA Natsue, SHIN Toku, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   114 ( 104 )   213 - 219   2014.6

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    We perform reaching movement in daily life. Hand paths during reaching movements become almost straight and the speed profiles become bell-shaped. Even if some external force is applied to the hand, the trajectories become almost same as the ones during movements without any external force. Recently, the motor control and learning model combining the reinforcement learning and feedback error learning was proposed. In this research, to evaluate the validity of the model, we executed the motor control and learning simulation and compare results with the characteristics observed in human's movements. As the result, hand path and speed profile show the human characteristic. However, no coactivation was observed in the simulation. It suggest that this model need some mechanism which makes coactivation.

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  • Optimal wrist-impedance dependent on uncertainty of environment

    KAMBARA Hiroyuki, OGAWA Hiromu, SHIN Duk, YOSHIMURA Natsue, KOIKE Yasuharu

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   114 ( 105 )   227 - 232   2014.6

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    When we try to hold an object, we have to predict the weight of the object to generate counteracting force. If we are not certain about the prediction, however, we tend to stiffen our arm and try to avoid unexpected movement caused by wrong prediction. In this paper, we applied the optimal control theory to a ball-catching task to simulate how wrist impedance is adjusted against the degree of uncertainty in ball's weight. The result of the simulation matched with the result of the experiment of human subject and implies that our brain may be realizing optimal impedance under the trade-off between movement accuracy and effort.

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  • Optimal wrist-impedance dependent on uncertainty of environment

    Hiroyuki Kambara, Hiromu Ogawa, Duk Shin, Natsue Yoshimura, Yasuharu Koike

    IPSJ SIG Notes   2014 ( 40 )   1 - 6   2014.6

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    Language:Japanese   Publisher:一般社団法人情報処理学会  

    When we try to hold an object, we have to predict the weight of the object to generate counteracting force. If we are not certain about the prediction, however, we tend to stiffen our arm and try to avoid unexpected movement caused by wrong prediction. In this paper, we applied the optimal control theory to a ball-catching task to simulate how wrist impedance is adjusted against the degree of uncertainty in ball' s weight. The result of the simulation matched with the result of the experiment of human subject and implies that our brain may be realizing optimal impedance under the trade-off between movement accuracy and effort.

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  • Learning Model of Reaching Movement with Reinforcement Learning and Feedback Error Learning for Adaptation to Force Field

    Haruka Shimizu, Hiroyuki Kambara, Natsue Yoshimura, Toku Shin, Yasuharu Koike

    IPSJ SIG Notes   2014 ( 38 )   1 - 7   2014.6

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    Language:Japanese   Publisher:一般社団法人情報処理学会  

    We perform reaching movement in daily life. Hand paths during reaching movements become almost straight and the speed profiles become bell-shaped. Even if some external force is applied to the hand, the trajectories become almost same as the ones during movements without any external force. Recently, the motor control and learning model combining the reinforcement learning and feedback error learning was proposed. In this research, to evaluate the validity of the model, we executed the motor control and learning simulation and compare results with the characteristics observed in human's movements. As the result, hand path and speed profile show the human characteristic. However, no coactivation was observed in the simulation. It suggest that this model need some mechanism which makes coactivation.

    CiNii Books

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  • Learning Model of Reaching Movement with Reinforcement Learning and Feedback Error Learning for Adaptation to Force Field

    Haruka Shimizu, Hiroyuki Kambara, Natsue Yoshimura, Toku Shin, Yasuharu Koike

    IPSJ SIG technical reports   2014 ( 38 )   1 - 7   2014.6

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    Language:Japanese   Publisher:一般社団法人情報処理学会  

    We perform reaching movement in daily life. Hand paths during reaching movements become almost straight and the speed profiles become bell-shaped. Even if some external force is applied to the hand, the trajectories become almost same as the ones during movements without any external force. Recently, the motor control and learning model combining the reinforcement learning and feedback error learning was proposed. In this research, to evaluate the validity of the model, we executed the motor control and learning simulation and compare results with the characteristics observed in human's movements. As the result, hand path and speed profile show the human characteristic. However, no coactivation was observed in the simulation. It suggest that this model need some mechanism which makes coactivation.

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  • AS-3-5 Verification of humans using the musculo-skeletal model

    TSUKAMOTO Masakatsu, KANEOYA Takuya, MANO Wataru, KAMBARA Hiroyuki, YOSHIMURA Natsue, KOIKE Yasuharu

    Proceedings of the IEICE General Conference   2014   "S - 38"-"S-39"   2014.3

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  • A BMI-based assist suit for paralyzed elbow and fingers controlled by EEG and EMG.

    Toshihiro KAWASE, Takeshi SAKURADA, Yasuharu KOIKE, Kenji KANSAKU

    Conference on systems neuroscience and rehabilitation   2014.3

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  • Control of an arm robot using decoded muscle activities from electrocorticograms

    Duk shin, Hidenori Watanabe, Yasuhiko Nakanishi, Hiroyuki Kambara, Atsushi Nambu, Yukio Nishimura, Yasuharu Koike

    ISEK2014   2014

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  • Effect of uncertainty in weight prediction on wrist impedance

    Hiromu Ogawa, Hiroyuki Kambara, duk shin, Natsue Yoshimura, Yasuharu Koike

    5th Conference on Systems Neuroscience and Rehabilitaion   2014

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  • Classification of Wrist Movement from Electrocorticography in Primary Sensorimotor Cortex

    Duk Shin, Kenji Kato, Yasuhiko Nakanishi, Hiroyuki Kambara, Tadashi Isa, Yukio Nishimura, Yasuharu Koike

    第37回日本神経科学大会   2014

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  • 脳皮質信号源を用いた母音識別における信号源推定条件の検討

    吉村奈津江, 西元淳, Abdelkader Nasreddine Belkacem, 神原裕行, 辛徳, 花川隆, 小池康晴

    第37回日本神経科学大会   2014

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  • 脳波を用いた手指の動作識別

    奥下竜太郎, 吉村奈津江, 神原裕行, 辛徳, Abdelkader Nasreddine Belkacem, 小池康晴

    信学技報 NC/MBE研究会   2014

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  • Estimating Joint Angles from Biological Signals for Multi-joint Exoskeletons

    Toshihiro Kawase, Takeshi Sakurada, Yasuharu. Koike, Kenji Kansaku

    2014 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN AND CYBERNETICS (SMC)   1470 - 1474   2014

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  • A computational model for learning reaching movement in 3-Dimentional Space and in force fields from scratch

    Hiroyuki Kambara, Haruka Shimizu, duk shin, Natsue Yoshimura, Yasuharu Koike

    The 44th annual meeting of the Society for Neuroscience   2014

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  • The wrist-impedance learning-control model based on prediction uncertainty

    OGAWA Hiromu, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   113 ( 315 )   7 - 12   2013.11

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    If you ride a bicycle on bumpy road, you may grip handle-bars to prepare for unpredictable impulse. Although we know that human controls joint impedance based on prediction-uncertainty, it wasn't revealed how our brain acquires that control strategy. To reveal the learning mechanism, we executed both an experiment and a computer simulation. In the experiment, subjects tried ball-catching in several uncertainty environments and showed positive correlation between uncertainty and their wrist joint impedance. In the simulation, our proposed model tried same task and acquired a control strategy like human. These results suggest human control joint impedance optimally based on trade-off between movement accuracy and energy consumption in uncertainty environment.

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  • A BCI-based OT-assist suit for paralyzed upper extremities: Grasping movements controlled by EEG and EMG signals.

    Toshihiro KAWASE, Takeshi SAKURADA, Yasuharu KOIKE, Kenji KANSAKU

    Neuroscience 2013   2013.11

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  • Speech Classification Using Brain Activity Signals

    NISHIMOTO Atsushi, YOSHIMURA Natsue, JIMURA Koji, KAMBARA Hiroyuki, SHIN Duk, HANAKAWA Takashi, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   113 ( 222 )   41 - 46   2013.9

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    Recently, Brain-Computer Interfaces (BCI) are used for handicapped individuals such as patients that have difficulty in communicating. In this study, we explored the possibilities of non-invasive BCIs for speech identification. Based on electroencephalogram (EEG) and functional magnetic resonance imaging (fMRI), EEG cortical current signals were estimated using Variational Bayesian Multimodal Encephalo Graphy (VBMEG) method. The results of experiments with Japanese vowels /a/ and /i/ showed that classification accuracies might be increased when using anatomical-based functional region of interests (ROIs).

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  • Illusion of weight perception caused by temporal mismatch Reviewed

    Hiroyuki Kambara, Duk Shin, Toshihiro Kawase, Natsue Yoshimura, Yasuharu Koike

    Proceedings of the 5th International Symposium on Measurement, Analysis and Modeling of Human Functions (ISHF2013)   53 - 60   2013.6

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  • Prediction of joint angle from muscle activities decoded from electrocorticograms

    Duk Shin, Chao Chen, Yasuhiko Nakanishi, Hiroyuki Kambara, Natsue Yoshimura, Hidenori Watanabe, Atsushi Nambu, Tadashi Isa, Yukio Nishimura, Yasuharu Koike

    ISHF2013   2013

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  • 環境の不確実性に応じてスティフネスレベルを調節する物体受け取りタスクのための運動制御・学習モデルの提案

    神原裕行, 小川展夢, 辛徳, 小池康晴

    第36回日本神経科学大会   2013

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  • サルの皮質脳波から推定した筋電信号を用いた腕の角度の推定

    辛徳, 中西康彦, 陳超, 神原裕行, 吉村奈津江, 渡辺秀典, 南部篤, 伊佐正, 西村幸男, 小池康晴

    第36回日本神経科学大会   2013

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  • 遠心性信号が重さの知覚に与える影響についての研究

    小川展夢, 川瀬利弘, 神原裕行, 辛徳, 吉村奈津江, 小池康晴

    第36回日本神経科学大会   2013

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  • 筋電図取得のための防水能動電極の開発

    山口和真, 神原裕行, 辛徳, 吉村奈津江, 小池康晴

    第14回日本電気生理運動学会大会   2013

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  • 患者の大脳皮質におけるECoG信号を用いた腕の三次元軌跡の推定

    中西康彦, 柳沢琢史, 平田雅之, 陳超、 辛徳, 吉峰俊樹, 小池康晴

    第36回日本神経科学大会   2013

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  • 脳活動信号を用いた音声識別

    西元淳, 吉村奈津江, 地村弘二, 神原裕行, 辛 徳, 花川 隆, 小池康晴

    信学技報 NC/MBE研究会   2013

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  • EMG Normalization using Multiple Contraction Levels for Human Machine Interaface

    Makoto Watanabe, Duk Shin, Jaehyo Kim, Yasuharu Koike

    ISGMA 2013   2013

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  • Prediction of arm 3d-trajectory from human electrocorticograms

    Yasuhiko Nakanishi, Takafumi Yanagisawa, Duk Shin, Chao Chen, Hiroyuki Kambara, Natsue Yoshimura, Masayuki Hirata, Toshiki Yoshimine, Yasuharu Koike

    ISHF2013   2013

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  • A study of efferent signal's influence on weight perception

    Hiromu Ogawa, Toshihiro Kawase, Hiroyuki Kambara, Duk Shin, Natsue Yoshimura, Yasuharu Koike

    Neuro 2013   2013

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  • Decoding of arm movement from electrocorticogram in primary motor cortex

    Chao Chen, Duk Shin, Yasuhiko Nakanishi, Hiroyuki Kambara, Natsue Yoshimura, Hidenori Watanabe, Atsushi Nambu, Tadashi Isa, Yukio Nishimura, Yasuharu Koike

    Neuro 2013   2013

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  • Prediction of three-dimensional arm trajectory using ECoG signals in patient's cortical cortex

    Yasuhiko Nakanishi, Takafumi Yanagisawa, Masayuki Hirata, Chao Chen, Duk Shin, Toshiki Yoshimine, Yasuharu Koike

    Neuro 2013   2013

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  • A motor control-learning model enabling stiffness adjustment according to uncertainty of object's weight during load-on task

    Hiroyuki Kambara, Hiromu Ogawa, Duk Shin, Yasuharu Koike

    Neuro 2013   2013

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  • Prediction of Hand Trajectory from?Electrocorticogram in Primates

    Chao Chen, Duk Shin, Yasuhiko Nakanishi, Hidenori Watanabe, Hiroyuki Kambara, Natsue Yoshimura, Atsushi Nambu, Tadashi Isa, Yukio Nishimura, Yasuharu Koike

    SNR 2013   2013

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  • Decoding Muscle Activities from Electrocorticogram in Primary Motor Cortex

    Duk Shin, Hidenori Watanabe, Hiroyuki Kambara, Natsue Yoshimura, Atsushi Nambu, Tadashi Isa, Yukio Nishimura, Yasuharu Koike

    SNR 2013   2013

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  • 一次運動野の皮質脳波を用いた腕軌道のデコーディング

    陳超、 辛徳, 中西康彦, 神原裕行, 吉村奈津江, 渡辺秀典, 南部篤, 伊佐正, 西村幸男, 小池康晴

    第36回日本神経科学大会   2013

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  • Prediction of Arm Movement from Electrocorticogram

    Chao Chen, Duk Shin, Yasuhiko Nakanishi, Hiroyuki Kambara, Natsue Yoshimura, Yasuharu Koike

    IEEE EDS wimnact 37   2013

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  • Trajectory Formation of Step-Tracking Wrist Movements Predicted by an Optimal Control Model

    Hiroyuki Kambara, Duk Shin, Yasuharu Koike

    SICE Annual Conference 2013   2013

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  • Haptic Rendering based on Finite Element Simulation of Vibration

    須佐育弥, 須佐育弥, 三武裕玄, 長谷川晶一, 佐藤誠

    電子情報通信学会技術研究報告   112 ( 483(HIP2012 73-106) )   2013

  • Prediction of Joint angle from Muscle Activities decoded from Electrocorticograms in Primary Motor Cortex

    SHIN Duk, NAKANISHI Yasuhiko, KAMBARA Hiroyuki, YOSHIMURA Natsue, WATANABE Hidenori, NAMBU Atsushi, ISA Tadashi, NISHIMURA Yukio, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   112 ( 297 )   61 - 64   2012.11

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    Electrocorticography (ECoG) has drawn attention as an effective recording approach for less invasive brain-machine interfaces (BMI). Previous studies succeeded in classifying the movement direction and predicting hand trajectories from ECoGs. Despite such successful studies, there still remain considerable works for the purpose of realizing an ECoG-based BMI robot. We developed a method to predict multiple muscle activities from ECoG measurements. We also verified that ECoG signals could be effective for predicting muscle activities in time varying series for preforming sequential movements. Each ECoG signal was filtered by different bandpass filters for sensorimotor rhythms, normalized by the standard z-score, and smoothed by a Gaussian filter. We used sparse linear regression to find the best fit between frequency bands of ECoG and electromyogram (EMG). We also predicted angle of 4 DOF robot arm from the decoded EMG using 3-layer neural network. Consequently, this study shows that it could derive online prediction of angle of robot arm from ECoG signals.

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  • Prediction of Joint angle from Muscle Activities decoded from Electrocorticograms in Primary Motor Cortex

    SHIN Duk, NAKANISHI Yasuhiko, KAMBARA Hiroyuki, YOSHIMURA Natsue, WATANABE Hidenori, NAMBU Atsushi, ISA Tadashi, NISHIMURA Yukio, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   112 ( 298 )   5 - 8   2012.11

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    Electrocorticography (ECoG) has drawn attention as an effective recording approach for less invasive brain-machine interfaces (BMI). Previous studies succeeded in classifying the movement direction and predicting hand trajectories from ECoGs. Despite such successful studies, there still remain considerable works for the purpose of realizing an ECoG-based BMI robot. We developed a method to predict multiple muscle activities from ECoG measurements. We also verified that ECoG signals could be effective for predicting muscle activities in time varying series for preforming sequential movements. Each ECoG signal was filtered by different bandpass filters for sensorimotor rhythms, normalized by the standard z-score, and smoothed by a Gaussian filter. We used sparse linear regression to find the best fit between frequency bands of ECoG and electromyogram (EMG). We also predicted angle of 4 DOF robot arm from the decoded EMG using 3-layer neural network. Consequently, this study shows that it could derive online prediction of angle of robot arm from ECoG signals.

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  • Estimation of hand position from EMG signals using musculo-skeletal model

    川瀬利弘, 小池康晴, 神作憲司

    電子情報通信学会技術研究報告   112 ( 297(MBE2012 45-59) )   21 - 24   2012.11

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  • A BMI Motor Control System

    The Japanese journal of rehabilitation medicine   49 ( 10 )   715 - 719   2012.10

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  • A study of a SSVEP-based BCI using high frequency flicker stimulus

    HIROSE Hideaki, MIYAGI Daisuke, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   112 ( 220 )   5 - 8   2012.9

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    In previous reported P300-or SSVEP-based BCIs, low frequency flicker stimulus (10-30Hz) had been employed frequently. However, the stimulus is not always comfortable for user, because it may cause eye strain and photosensitive epilepsy. Then, we tried to construct a SSVEP-based BCI using high frequency (40Hz-) flicker stimulus to reduce the eye strain and estimate visual attentions accurately.

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    Other Link: http://search.jamas.or.jp/link/ui/2013094473

  • The influence on motor control during the expectation of weight

    OGAWA Hiromu, KAMBARA Hiroyuki, YOSHIMURA Natsue, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   112 ( 220 )   25 - 30   2012.9

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    When holding some object, your brain has two works;feeling object's weight, or perception, and sending motor commands to your body, or motor control.Perception is influenced by not only sensory inputs but also expectation of object's weight. On the other hand, it's not clear how does expectation influence on motor control. In this study, I researched how expectation influences on motor control, by measuring stiffness and equilibrium position, which are calculated from EMG. As the result, they shows "anti-Bayesian" effects in holding weight task perception, which suggested that there are some relation between perception and motor command.

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    Other Link: http://search.jamas.or.jp/link/ui/2013094477

  • Effect of stiffness in weight perception

    YAMAZAKI Yuho, KAWASE Toshihiro, SHIN Duk, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   111 ( 483 )   239 - 243   2012.3

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    Although the size-weight illusion, a famous phenomenon related to weight perception, has been known for over 100 years, we still lack a good explanation of why it occurs. To clarify the neural mechanism underlying the illusion, it is necessary to find out what kinds of informations are involved in and essential for weight perception. To reveal this mechanism, we asked the subjects to hold an object which has same size and various weights. We measured EMG activities of the forearm and evaluate weight perception with different stiffliess level during the task. From these results, the sensitiv...

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  • EEG信号源電流を用いたロボット制御

    吉村奈津江, チャールズ S ダサーラ, 川瀬利弘, 神原裕行, 辛徳, 花川隆, 佐藤雅昭, 小池康晴

    第35回日本神経科学大会   2012

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  • The effect of temporal prediction error on weight perception

    Hiroyuki Kambara, Duk Shin, Yasuharu Koike

    Neuroscience2012   2012

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  • Controlling a robot using EEG cortical currents

    Natsue Yoshimura, Charles DaSalla, Toshihiro Kawase, Hiroyuki Kambara, Duk Shin, Takashi Hanakawa, Masaaki Sato, Yasuharu Koike

    Neuro2012   2012

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  • Reconstruction of muscle activities from electrocorticograms in primary motor cortex

    Duk Shin, Hidenori Watanabe, Hiroyuki Kambara, Natsue Yoshimura, Atsushi Nambu, Tadashi Isa, Yukio Nishimura, Yasuharu Koike

    Neuro2012   2012

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  • 落下物体の衝突タイミングの予測誤差が重さの知覚に与える影響について

    神原裕行, 辛徳, 小池康晴

    日本神経回路学会第22回全国大会   2012

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  • Trajectory Formation in Step-tracking Wrist Movement

    KAMBARA Hiroyuki, SHIN Duk, KOIKE Yasuharu

    日本神経回路学会全国大会講演論文集   21st   38 - 39   2011.12

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  • Muscle activities reconstruction using electroencephalography cortical currents

    YOSHIMURA Natsue, DASALLA Charles Sayo, HANAKAWA Takashi, SATO Masa-aki, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   111 ( 315 )   35 - 40   2011.11

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    Electroencephalography-based brain-machine interfaces (EEG-based BMIs) have recently been able to discriminate movement direction of body parts, such as hands and legs. However, there are no studies, except our latest report, which successfully reconstructed muscle activity time series from EEG. Here we showed that agonist and antagonist muscle activities during isometric contraction wrist movement could be reconstructed from EEG cortical currents estimated using VBMEG (Variational Bayesian Multimodal EncephaloGraphy) toolbox. Moreover, for a real-time application purpose, reconstruction ac...

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  • 表面筋電信号からの指文字認識手法

    平山亮, 米山和也, 小池康晴

    第73回全国大会講演論文集   2011 ( 1 )   41 - 42   2011.3

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    指文字の認識は、ビデオ画像を入力として使うより、直接的に手指の姿勢が推定できる方法を導入する方が認識率の向上に寄与できる。本研究では前腕に表面電極を貼付して計測された表面筋電信号から、全波整流及び加算平均を行った積分筋電図信号を算出し、手指の姿勢推定をニューラルネットワークによって行う。推定した各指の姿勢から、木構造の分類アルゴリズムを用いて、指文字の認識を行う。これまでに「あ、い、う、え、お」の認識を行ったが、対象を文字中の動作を含まない日本語指文字まで広げ認識を行って検証した。

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  • サルの神経活動から指先の力を予測する研究

    辛徳, 武井智彦, 神原裕行, 小池康晴, 関和彦

    信学技報 第5回MC研究会   2011

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  • サルのM1活動から指力を予測する研究

    辛徳, 武井智彦, 神原裕行, 小池康晴, 関和彦

    第34回日本神経科学大会   2011

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  • A brain-computer interface based on steady-state visual evoked potential

    Hideaki Hirose, Yasuharu Koike

    NEUROSCIENCE RESEARCH   71   E203 - E204   2011

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    DOI: 10.1016/j.neures.2011.07.880

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  • A motor control model for reaching movement: The prediction of context dependent movement duration

    Hiroyuki Kambara, Duk Shin, Yasuharu Koike

    NEUROSCIENCE RESEARCH   71   E249 - E249   2011

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    DOI: 10.1016/j.neures.2011.07.1088

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  • Prediction of finger force from the neuronal activities of the primary motor cortex

    Duk Shin, Tomohiko Takei, Hiroyuki Kambara, Yasuharu Koike, Kazuhiko Seki

    NEUROSCIENCE RESEARCH   71   E203 - E203   2011

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    DOI: 10.1016/j.neures.2011.07.878

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  • Effect of stiffness in weight perception

    Yuho Yamazaki, Duk Shin, Hiroyuki Kambara, Yasuharu Koike

    NEUROSCIENCE RESEARCH   71   E262 - E262   2011

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    DOI: 10.1016/j.neures.2011.07.1144

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  • 状況に応じた運動時間の変化を予言する到達運動制御モデルの提案

    神原裕行, 辛徳, 小池康晴

    第34回日本神経科学大会   2011

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  • Reconsturction of finger force from the M1 activities of a Japanese monkey

    Duk Shin, Tomohiko Takei, Hiroyuki Kambara, Yasuharu Koike, Kazuhiko Seki

    Neuroscience2011   2011

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  • 手首のステップトラッキング運動における軌道生成に関する研究

    神原裕行, 辛徳, 小池康晴

    日本神経回路学会 第21回全国大会   2011

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  • スティフネスが重さに知覚を与える影響

    山崎佑朋, 辛徳, 神原裕行, 小池康晴

    第34回日本神経科学大会   2011

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  • Analysis of the Congitive Process Using Biological Signal

    KOIKE Yasuharu

    計測と制御 = Journal of the Society of Instrument and Control Engineers   49 ( 12 )   850 - 855   2010.12

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  • Brain having an illusion

    Koike Yasuharu

    The Journal of the Acoustical Society of Japan   66 ( 11 )   577 - 582   2010.11

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    DOI: 10.20697/jasj.66.11_577

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  • A computational approach to the rehabilitation for the patients with somatosensory impairment

    FUKUZAWA Kazuyoshi, KOIKE Yasuharu

    26 ( 2 )   143 - 150   2010.6

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  • A Power Assist Device Based on Joint Equilibrium Point Estimation from Electromyography Reviewed

    Toshihiro Kawase, Hiroyuki Kambara, Yasuharu Koike

    Proceedings of the 4th International Symposium on Measurement, Analysis and Modeling of Human Functions (ISHF2010)   58 - 63   2010.6

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  • Visual Interaction Design for Communicating Weight using Pseudo-Haptics

    Kumiyo Nakakoji, Yasuhiro Yamamoto, Yasuharu Koike

    IPSJ SIG technical reports   2010 ( 3 )   1 - 6   2010.3

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    Pseudo-haptics is a phenomenon where visuo-haptic sensory conflicts and the sensory dominance of vision over touch cause a haptic illusion when perceiving spatial properties, such as distance, position, size, texture, and mass. That is, one perceives a haptic property different from the one present in the real world when appropriate visual feedback is provided. The goal of our research is to identify a set of principles for visual interaction design to communicate "weight" by using the pseudo-haptics feedback. This paper lists a set of factors that need to be studied, and describes the IWE ...

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  • An acceleration learning model for ball catching task

    OHISHI Keiichi, KANBARA Hisroyuki, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   109 ( 460 )   43 - 48   2010.3

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    This research proposes a new model how we learn an acceleration in ball catching. This proposed model has two or more TTC(time to contact) calculators. A TTC calculator relates to an acceleration, and can calculate TTC of falling object in this acceleration. Therefore this model can do learning and the forecast of two or more accelerations. I experiment by using the virtual environment for the verification. And, the result of supporting the proposed model was obtained.

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  • A Power Assist Method with Partner Model

    SHIMODA Tomohiro, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   109 ( 460 )   61 - 66   2010.3

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    The way of present power assist is to estimate user's movement pattern and make him follow one constant movement pattern. The problem is to depend on adaptation of user's ability so that he must one-sidedly adapt the assist system. This is great different from the support of the assistance and creation of the motor function through mutual entrainment like rehabilitation. So, I aim to achieve to build a relationship of mutual adaptation between user and powered suits generating appropriate power for his movement assist, estimated from his myoelectric signal. My study is to propose the power ...

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  • Estimation of Finger Posture with Surface EMG Decomposed by ICA

    KOGURE Yuichiro, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   109 ( 460 )   83 - 88   2010.3

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    It is important for advance of myoelectric prosthetic hand to establish method of finger posture estimation with surface EMG. This report proposes a new estimation method which uses ICA(Independent Component Analysis). ICA decomposes observed EMG to activation of virtual muscles which has function of multi real muscles. So, if measurement places of EMG are rough and few, decomposed signals show enough information for estimation, and this method will achieve a balance between accuracy and easiness of measurement.

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  • Perception of Movement support technology using feedback information to visual and muscles

    KAWAMURA Takuro, YAMADA Takumi, FUJIWARA Takashi, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   109 ( 460 )   1 - 6   2010.3

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    It is suggested that a similar movement to the teaching motion be achieved by teaching a muscular usage when the person teaches operating from recent research results. For instance, the method of teaching motion that presents a muscular active state as intuitive sense information is proposed by using functional electrical stimulation (FES). It is thought that motion can be taught more effectively than the methods of teaching only FES by adding the feedback of visual information to the method of teaching motion. Then, some experiments were done by using the system that positively presented s...

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  • Estimation of eye-gaze direction and silent talk based on biological signal

    Hideaki Hirose, Yasuharu Koike

    NEUROSCIENCE RESEARCH   68   E214 - E215   2010

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    DOI: 10.1016/j.neures.2010.07.2519

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  • Muscle activation pattern in step-tracking wrist movement predicted by final-position cintrol hypothesis with internal models

    Hiroyuki Kambara, Duk Shin, Yasuharu Koike

    ISHF 2010   2010

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  • An adaptational model of time-to-contact prediction against multiple acceleration environment

    Hiroyuki Kambara, Keiichi Ohishi, Yasuharu Koike

    NEUROSCIENCE RESEARCH   68   E148 - E148   2010

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    DOI: 10.1016/j.neures.2010.07.2229

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  • 立ち上がり動作における力学的最適性

    山﨑弘嗣, 神原裕行, 小池康晴

    総合リハ   38   229   2010

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  • VRシステムにおけるバーチャル指先に関する考察--VR環境における物体操作性の向上を目指して

    石井 雅博, 長谷川 晶一, 佐藤 誠

    画像ラボ = Image laboratory / 画像ラボ編集委員会 編   20 ( 6 )   17 - 22   2009.6

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  • Engineering Application of Technology that Reads Brain

    KOIKE Yasuharu

    自動車技術   63 ( 5 )   91 - 96   2009.5

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  • A Power Assist System Considering Equilibrium Points of Musculoskeletal System

    KAWASE Toshihiro, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   108 ( 479 )   57 - 62   2009.3

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    In a research area of power assist device, it has been tried to estimate information about users' intended motion from electromyogram (EMG) and to use this information for assisting. But improving handleability of this device while posture maintenance haven't been tried. In this research, we propose and examine a new assisting method that doesn't disturb posture maintenance by users. By our method, power assist devices estimate equilibrium points and stiffness from users' EMG and amplify only stiffness with equilibrium points kept untouched. We implemented this method in an experimental pow...

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  • Perception of Muscle Activity and a Training System

    KUROSAWA Shintaro, KAMBARA Hiroyuki, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   108 ( 479 )   35 - 40   2009.3

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    It has turned out that there is a closed relation between improvement of performance and muscle activity pattern in training. But, it is difficult for man to perceive a number of muscle activity at a time. Therefore, Even if the person who trains obtains advice about muscle activity, it is difficult to improve it. So, We aimed at developing the system which can perceive a number of muscle activity intuitively in this research. Concretely, we made the system that offers augmented reality that the muscle activity is displayed on the muscle of the user. And we performed a number of experiments...

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  • Relevant information for weight perception

    Yasuharu Koike, Hiroyuki Kambara

    NEUROSCIENCE RESEARCH   65   S213 - S213   2009

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    DOI: 10.1016/j.neures.2009.09.1181

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  • 内部モデルを用いた終端位置制御仮説による筋活動予測

    神原裕行, 辛徳, 小池康晴

    第31回日本神経科学大会   2009

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  • ワイヤによる皮膚感覚刺激を用いた指先装着型接触感提示デバイス

    青木 孝文, 三武 裕玄, 長谷川 晶一, 佐藤 誠

    日本バーチャルリアリティ学会論文誌   14 ( 3 )   421 - 428   2009

  • A Power-Assist System Using Equilibrium Points of the Wrist

    Toshihiro Kawase, Kazuo Kurashige, Masato Watanabe, Hiroyuki Kambara, Yasuharu Koike

    Annual conference of Japanese Neural Network Society   18th   16 - 17   2008.9

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  • The effect of the mismatch between vision and tactile sensation

    50 ( 9 )   541 - 546   2008.9

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  • The effect of time difference between visual and haptic information on the judgement of time to contact

    OISHI KEIICHI, KAWASE TOSHIHIRO, KAMBARA TOSHIYUKI, KOIKE YASUHARU

    Proceedings of the Symposium on Biological and Physiological Engineering   23rd   109 - 112   2008.9

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  • Estimation of both target-reaching movement and target-holding posture from neuronal activity of the primate motor area

    Hideaki Hirose, Kyuwan Choi, Ken-Ichiro Tsutsui, Yasuharu Koike, Yoshio Sakurai, Toshio Iijima

    NEUROSCIENCE RESEARCH   61   S252 - S252   2008

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  • 3自由度力覚ディスプレイのための面型ポインタ

    石井雅博, 関谷尊範, 長谷川晶一, 佐藤誠

    電子情報通信学会論文誌 D   J91-D ( 12 )   2008

  • Effect of Displaying Stereopsis and Cast Shadows on Pick-and-Place Task in Virtual Space

    石井雅博, 関谷尊範, TANG Zheng, 長谷川晶一, 佐藤誠

    光学   37 ( 7 )   2008

  • A brain-machine interface for realizing both target-reaching movement and target-holding posture

    Toshio Iljima, Hideaki Hirose, Kyuwan Choi, Ken-Ichiro Tsutsui, Yoshio Sakurai, Yasuharu Koike

    NEUROSCIENCE RESEARCH   61   S30 - S30   2008

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  • Brain reading technique and its engineering application

    小池 康晴

    計測と制御 = Journal of the Society of Instrument and Control Engineers   46 ( 10 )   778 - 783   2007.10

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    DOI: 10.11499/sicejl1962.46.778

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  • Motor control-learning model for arm's reaching movements without desired trajectory

    KAMBARA Hiroyuki, KIM Kyoungsik, SHIN Duk, SATO Makoto, KOIKE Yasuharu

    神経化学   46 ( 2/3 )   381   2007.8

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  • Unrealistic condition between visual and haptic stimuli in ball catching task Reviewed

    Toshihiro Kawase, Duk Shin, Yasuharu Koike

    The 2nd International Symposium on Mobiligence   89 - 92   2007.7

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  • Visuomanual coordination In ball catching task Reviewed

    Toshihiro Kawase, Duk Shin, Yasuharu Koike

    The 3rd International Symposium on Modeling of Human Functions   129 - 134   2007.6

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  • Biological signal processing and applications

    KOIKE Yasuharu

    IEICE technical report. Neurocomputing   107 ( 50 )   19 - 22   2007.5

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    We have been developing a human interface which is drive by EMG signals. This interface is aeasy to use for any people, because many degrees of freedom are controlled simultaneously. Also we don't need to use another device for control. We can use our body to control the object. This means that we don't need to learn how to use some devices. This capability is useful for all people. EMG signal reflects the muscle tension. We have been developing to estimate the joint torque, equilibrium point and joint stiffness from the EMG signals. In this paper, human interface using surface EMG signals ...

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  • Haptic rendering with local dynamics calculation for force feedback on the physics simulator

    OHUCHI Masayoshi, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    Technical report of IEICE. Multimedia and virtual environment   106 ( 611 )   1 - 6   2007.3

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    This paper describes haptic redering technique for local dynamics calculation on haptic redering process with device and physics simulator. With the limitation of the number of objects in local dynamics calculation, sumulated objects in local cynamics process must be updated without constraints from non-local surroundings. To avoid this problem, we propose the technique that introduce the impedance of surroundings to local dynamics calculation. This tecnique enalbes objects in local dynamics to follow physical constraints from non-local surroundings. This results in a much more accurate loc...

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  • Estimation of Finger Posture with EMG signals for human interface

    KATAYAMA Atsushi, SHIN Duk, KOIKE Yasuharu

    Technical report of IEICE. Multimedia and virtual environment   106 ( 611 )   7 - 12   2007.3

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    EMG signals represent motor command from brain and muscle tension very well, and have some advantages as for human interface device. First, EMG signals are that there is little delay when we apply that signals to human interface, and secondarily, they can estimate joint angles and torque. Before this study, we had proposed real-time wrist posture estimation with EMG signals of front arm. But it can estimate only 3 DOF, adn it doesn't have enough usability for Virtual Reality interface. In this paper, we have proposed real-time finger and wrist posture(total 11 DOF) estimation with EMG signa...

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  • A Development of High Definition Haptic Rendering for Stability and Fidelity

    AKAHANE KATSUHITO, KOIKE YASUHARU, SATO MAKOTO

    IPSJ journal   48 ( 3 )   1316 - 1325   2007.3

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    In this paper, we propose and implement a 10kHz high definition haptic rendering that can display on general video-rate (60Hz) VR applications. Our proposal requires both fidelity and stability in the multi-rate system, which the frequency ratio anproximates at 160 times. For satisfying two criteria, there are some problems to be resolved. In the view of getting only stability, we can use a virtual coupling method to link a haptic display and a virtual object. However, due to low its coupling impedance, this method isn't good for realization of fidelity and quality of manipulation. Therefore, we have developed a multi-rate system with two levels up-sampling for both fidelity and stability of haptic rendering. The first level up-sampling achieves stability with the virtual coupling, and the second level achieves fidelity with 10kHz haptic rendering to compensate the haptic quality lost from the coupling process. We confirmed that our proposed system could achieve the stability and fidelity of haptic rendering through a computer simulation and a 6DOF haptic interface (SPIDAR-G) with a rigid object simulation engine.

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    Other Link: http://id.nii.ac.jp/1001/00010006/

  • A Development of High Definition Haptic Rendering for Stability and Fidelity(Virtual Reality,<Special Issue>Interaction Technologies : From Principles to Applications)

    AKAHANE KATSUHITO, KOIKE YASUHARU, SATO MAKOTO

    Transactions of Information Processing Society of Japan   48 ( 3 )   1316 - 1325   2007.3

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    In this paper, we propose and implement a 10kHz high definition haptic rendering that can display on general video-rate (60Hz) VR applications. Our proposal requires both fidelity and stability in the multi-rate system, which the frequency ratio anproximates at 160 times. For satisfying two criteria, there are some problems to be resolved. In the view of getting only stability, we can use a virtual coupling method to link a haptic display and a virtual object. However, due to low its coupling impedance, this method isn&#039;t good for realization of fidelity and quality of manipulation. Therefor...

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  • A Batch learning Transductive Support Vector Machine for Online EEG Classification in Brain Computer Interface

    KOJIMA Ryo, SONOGASHIRA Koji, DASALLA Charles, LI Yan, Shen, SATO Makoto, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   106 ( 588 )   85 - 90   2007.3

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    In this paper, we show a fully on-line adaptive BCI by using Transductive Support Vector Machine (TSVM) which is one of the semi-supervised learning methods. Proposed method makes the best recognition accuracies in our experiments and is suitable for the adaptive BCIs. We use EEC signals that are easy to work for the interface.

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  • Multi-DOF motion controller by EMG based human-machine interface using operator's joint torque and stiffness

    WATANABE Masato, YAMAMOTO Yasuhiro, NAKAKOJI Kumiyo, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   106 ( 588 )   91 - 96   2007.3

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    Most of interfaces measures their position change or human&#039;s motion. Pressure sensitivity digitizer and strain sensor give external force information, but they can&#039;t measure human&#039;s internal force like joint impedance. The goal of this study is to develop the interface that can use human&#039;s internal force information. Proposed method estimates operator&#039;s muscles tension form electromyographic signals and calculate joint torque and stiffness.

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  • 軌道計画を行わない到達運動学習・制御モデル

    神原裕行, 金敬植, 辛徳, 佐藤誠, 小池康晴

    第29回日本神経科学大会   2007

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  • 試行錯誤な学習を可能とする腕の到達運動制御モデル

    神原裕行, 塚本雄大, 金敬植, 辛徳, 佐藤誠, 小池康晴

    計測自動制御学会   2007

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  • Arm reaching movements generated by the ”final point control ”with internal models

    Hiroyuki Kambara, Kyoungsik Kim, Duk Shin, Makoto Sato, Yasuharu Koike

    Neuroscience 2007   2007

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  • 軌道計画を必要としない到達運動制御モデル

    神原裕行, 金敬植, 辛徳, 小池康晴

    脳と心のメカニズム、 第8回夏のワークショップ   2007

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  • A brain-machine interface for predicting both arm-reaching movements and postures

    Hideaki Hirose, Kyuwan Choi, Ken-Ichiro Tsutsui, Yoshio Sakurai, Yasuharu Koike, Toshio Iijima

    NEUROSCIENCE RESEARCH   58   S161 - S161   2007

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  • Visuomanual coordination in ball catching task

    Toshihiro KAWASE, Duk SHIN, Makoto SATO, Yasuharu KOIKE

    SI2006   864 - 865   2006.12

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  • Consideration of the Embodiment of a New, Human-Centered Interface

    CHOI Kyuwan, SATO Makoto, KOIKE Yasuharu

    IEICE Trans. Inf. & Syst., D   89 ( 6 )   1826 - 1833   2006.6

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    In this study, we achieved predictable control of a wheelchair by changing the existing mapping method of the joystick, which considers the consecutive operations of a motor of a wheelchair, to a new mapping method that corresponds to the internal model of a human being. Since the existing method uses the polar coordinate system, it is not easy at all to use this method to predict either the direction of motion or the operating order for changing the position of the wheelchair according to the requirements of an operator. In order to improve the embodiment, we divided the existing joystick mapping method into two degrees of freedom-one in the vertical axis that can control the velocity and the other, in the horizontal axis for direction control. Based on this division, we implemented a wheelchair model that can be controlled by the electromyography (EMG) signal from the neck and the arm muscles of an operator. This was achieved by mapping the divided degrees of freedom onto the degrees of freedom of the neck and arm of the operator. In this case, since the operator controls the direction of motion by the joint of his/her neck, he/she can move the wheelchair in the desired direction; thus, a more intuitive human interface is implemented.

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  • Learning Arm's Posture Control Using Reinforcement Learning and Feedback-Error-Learning

    KAMBARA Hiroyuki, KIM Jaehyo, SATO Makoto, KOIKE Yasuharu

    The IEICE transactions on information and systems   89 ( 5 )   1036 - 1048   2006.5

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  • Learning Arm's Posture Control Using Reinforcement Learning and Feedback-Error-Learning

    KAMBARA Hiroyuki, KIM Jaehyo, SATO Makoto, KOIKE Yasuharu

    The IEICE transactions on information and systems (Japanese edetion)   89 ( 5 )   1036 - 1048   2006.5

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    近年,生体の随意運動学習に関していくつかの計算論的なモデルが提案されている.その中に,小脳における学習モデルとしてのフィードバック誤差学習や,大脳基底核におけるそれとしての強化学習の枠組みの一つであるActor-Critic法がある.本研究では,これら二つを組み合わせた運動学習モデルを提案する.このモデルでは,フィードバック誤差学習におけるフィードバック制御器がActor-Critic法により自立的に獲得される.このモデルを用いて,二関節六筋の腕を制御対象とした鉛直平面内における姿勢保持運動の学習シミュレーション実験を行った.その結果,タスクに応じた報酬のみから,腕の逆スタティックスモデルが獲得できることを確かめた.また,最適レギュレータをフィードバック制御器として用いたフィードバック誤差学習との性能比較実験を行った.更に,腕の逆スタティックスモデルとActor-Critic法のActor制御部を用いて二点間到達運動を行い,生体の運動制御に関して考察した.

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  • Constraction of Reactive Virtual Human with Gaze System Mimiced Human Ocular System

    MITAKE Hironori, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    IPSJ SIG technical reports   2006 ( 24 )   9 - 16   2006.3

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    The gaze movement is important factor to improve reality of a virtual human, while an interaction between a human and the virtual human. We constructed a model mimiced human ocular system into phisical simulation based virtual human system, due to create natural and humanlike gaze movement. We propose a system which gets visual information from phisical simulator, determines gaze direction with a method mimiced human visual attention, moves eyes using a model of oculomotor control.

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  • デジタルモックアップシステムの現状とこれから 動力学シミュレーシヨンを用いた力覚インタラクション

    長谷川晶一, 佐藤誠

    設計工学   41 ( 3 )   2006

  • Learning and control model of the arm for maintaining positions with different weights on hand

    Kyongsik Kim, Dongok Kim, Duk Shin, Yasuharu Koike

    ISEK2006   2006

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  • Coop erative works by a human and a robot driven by ultrasonic motor using EMG signals

    Dongok Kim, Masato Watanabe, Kyongsik Kim, Duk Shin, Yasuharu Koike

    ISEK2006   2006

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  • Self-Load-On-Taskにおける 腕の運動制御学習モデル

    金敬植, 神原裕行, 辛徳, 佐藤誠, 小池康晴

    第22回 生体・生理工学シンポジウム   2006

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  • A New Device to Measure The Eletromyographic Signals Easily

    Ai Yasukouchi, Katsutoshi Tukamoto, Duk Shin, Makoto Sato, Yasuharu Koike

    ISEK2006   2006

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  • Tele-kinesthetic interaction: Using hand muscles to interact with a tangible 3D object Reviewed

    Y. Koike, K. Nakakoji, Y. Yamamoto

    ACM SIGGRAPH 2006: Emerging Technologies   33   2006

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    DOI: 10.1145/1179133.1179167

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  • Human-scale haptic interaction with a reactive virtual human in a real-time physics simulator

    Shoichi Hasegawa, Ishikawa Toshiaki, Naoki Hashimoto, Marc Salvati, Hironori Mitake, Yasuharu Koike, Makoto Sato

    Computers in Entertainment   4 ( 3 )   #9   2006

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    DOI: 10.1145/1146816.1146831

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  • Arm-reaching movement without planning desired trajectory

    Yasuharu Koike, Hiroyuki Kambara, Kyongsik Kim, Duk Shin, Makoto Sato

    Neuroscience2006   2006

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  • Prediction of sequential arm-reaching movements and posture controls from activity of premotor and primary motor area in monkey

    Hideaki Hirose, Kyuwan Choi, Shinichiro Yoshizato, Yoshio Sakura, Yasuharu Koike, Toshio Iijima

    NEUROSCIENCE RESEARCH   55   S124 - S124   2006

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  • A Study of Motor Control for Load on Task using Eletromyographic signals

    Duk Shin, Kyongsik Kim, Dongok Kim, Yasuharu Koike

    ISEK2006   2006

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  • Speed characteristic of a new type ultrasonic-motor and impedance matching system by novel method

    Dong-Ok Kim, Masato Watanabe, Kyoung-Sik Kim, Duk Shin, Makoto Sato, Yasuharu Koike

    2006 SICE-ICASE INTERNATIONAL JOINT CONFERENCE, VOLS 1-13   3196 - 3201   2006

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  • Brain Machine Interface using EMG signals

    KOIKE Yasuharu, CHOI Kyuwan

    Technical report of IEICE. HIP   105 ( 358 )   45 - 50   2005.10

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    Monkey arm movement was reconstructed from neuron activities recorded in the primary motor cortex (M1). We recorded single neuron activities from monkey M1, while the animal performed an arm reaching task. We also recorded Electromyographic (EMG) activity and movement trajectories during the task. First, we reconstructed the EMG signals from the neuron activities. The EMG signals were reliably reconstructed with a linear summation of the neuron activities. Next, we reconstructed joint angles from the reconstructed EMG signals with an artificial neural network model. The reconstructed trajec...

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  • TTC estimation of ball catching task in various acceleration environment

    KOIKE Yasuharu, HONG SungKwan, SATO Makoto

    IEICE technical report. Neurocomputing   105 ( 341 )   27 - 32   2005.10

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    When we catch a falling ball, we assume by habit the gravitational acceleration which prevails on earth. But can we catch a falling ball correctly, if the gravitational acceleration is different? This research examines whether different acceleration can be learned and switched for catching a falling ball task. In the experiments, we showed a virtual ball moving vertically downward on a 50 inch plasma display with four different accelerations from 5.8m/s^2 to 11.8m/s^2. The acceleration was selected randomly. The ball catching was simulated by a force-feedback system, provided by the SPIDAR....

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  • A Research of Human's Time-to-Contact Prediction Model for Ball Catching Task

    HONG SungKwan, KIM JaeHyo, SATO Makoto, KOIKE Yasuharu

    The transactions of the Institute of Electronics, Information and Communication Engineers. D-II   88 ( 7 )   1246 - 1256   2005.7

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    本論文では, 落下する物体のキャッチング作業において, ヒトがどのような方策に基づき, 物体との接触タイミングを予測するのかを調べる.そして, その予測モデルの構造について考察する.実験環境として, バーチャルリアリティ技術を用い, 複数の加速度が存在するボールキャッチング環境を構築しており, 被験者には, ボールをキャッチングする際, 手の初期位置を維持するといった作業課題を与えた.その結果, 重力加速度環境ではキャッチング開始時刻が一定であり, 正しく接触タイミング予測が行われていた.また, その環境では手の軌道が一定になっており, 作業課題も精度良く行っていることも観測できた.一方, 他の加速度環境では正しく接触タイミング予測ができず各加速度で誤差が生じており, そのタイミング予測誤差が作業課題の大きなタスク誤差につながった.しかしながら, 試行回数が増えるにつれ接触タイミングが変化し, 新たな加速度環境を学習している傾向が見られた.こ

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  • Control Motion of Virtual Human by Physical Simulation

    TAKATSU Masaru, OSADA Yosuke, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    Human Interface   7 ( 3 )   19 - 25   2005.6

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  • Haptic rendering based on local dynamics calculation

    IWASHITA Masaru, AKAHANE Katsuhito, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    ITE technical report   29 ( 31 )   73 - 78   2005.6

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  • Control Motion of Virtual Human by Physical Simulation

    TAKATSU Masaru, OSADA Yosuke, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    ITE technical report   29 ( 31 )   19 - 25   2005.6

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  • Reactive Virtual Human with Dynamic and Human Scale Haptic Interaction

    MARC Salvati, ISHIKAWA Toshiaki, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    Human Interface   7 ( 3 )   13 - 18   2005.6

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  • Haptic rendering based on local dynamics calculation

    IWASHITA Masaru, AKAHANE Katsuhito, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    Human Interface   7 ( 3 )   73 - 78   2005.6

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  • Reactive Virtual Human with Dynamic and Human Scale Haptic Interaction

    Marc Salvati, Ishikawa Toshiaki, Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. Multimedia and virtual environment   105 ( 106 )   13 - 18   2005.5

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    In this paper, we propose a framework for haptic interaction with a reactive virtual human in a physically simulated virtual world. The user controls an avatar in the virtual world via human scale haptic interface and interact with a virtual human through the avatar. The virtual human recognizes the user's motion and reacts to it. We create a virtual boxing system as an application of the proposed simulator. We performed an experiment to evaluate the validity of the reaction of the virtual human. We confirmed that proposed framework created realistic reactions and users can easily estimate the input motions of the avatar.

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  • Haptic rendering based on local dynamics calculation

    IWASHITA Masaru, AKAHANE Katsuhito, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    Technical report of IEICE. Multimedia and virtual environment   105 ( 106 )   73 - 78   2005.5

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    This paper describes a haptic rendering based on local dynamics calculation of virtual environment. Haptic devices should be controlled higher than 1kHz. Since the simulation of the whole virtual environment costs much time and resources, it is difficult to calculate it in such a high frequency. Because interaction between the user and the virtual environment is limited around the haptic pointer, the local dynamics calculation of that area is enough to reflect what the user wants to do to the virtual environment accurately. In this paper, we proposed the haptic rendering based on local dyna...

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  • Control Motion of Virtual Human by Physical Simulation

    Takatsu Masaru, Osada Yosuke, Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. Multimedia and virtual environment   105 ( 106 )   19 - 25   2005.5

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    In this paper, we propose a new kinetics control system that can create reactive motions of virtual human in a physical simulted virtual world in real time. Our proposal system has a balance control system and reaching movement control system. The balance control is achieved by optimizing joint torques of a whole body. The reaching movement is achieved with minimum jerk model. In this system, we enable balance control and reaching movement at a time without reference motion.

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  • A study of Motor Control for Weight Perception in Load-on-Task

    SHIN Duk, TATEISHI Yumiko, KIM Jaehyo, SATO Makoto, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   104 ( 758 )   47 - 52   2005.3

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    Humans acquire a variety of motor skills autonomously interacting with environments from infancy. Motor skills are learned through practice, and the motor commands and the sensory feedback that resulted from the practice are stored in the brain. While undertaking tasks related to handling objects, we have to control motor commands corresponding not only to limb properties but also object properties. The motor control mechanism that CNS uses when we interact with environments could compose the computational mechanism of perception. Here, we focus on load-on task, and clarify the goal of lear...

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  • Human arm control mechanism which is analyzed using EMG

    KOIKE Yasuharu

    IEICE technical report. Neurocomputing   104 ( 758 )   43 - 46   2005.3

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    Muscle activities are measured as surface EMG signals which is reflected in muscle activities or motor command of the brain. It might be difficult to use EMG signlas for human interface, because the equipment was expencive, and the signals are small and noisy. In this paper, we explain how to measure the EMG signals, how to analyze them, and also

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  • NIRS for Human Interface

    NAKAYAMA Kanako, KIM Jaehyo, SATO Makoto, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   104 ( 758 )   53 - 58   2005.3

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    There are a lot of people sufferring from "totaly locked-in state" all the world over. Brain-computer interface (BCI) changes signal from brain activity into output that include the user's intent to their surrounding environment. Near-infrared spectroscopy (NIRS) is a non-invasive technique for relatively evaluating cerebral value changes. In this paper, I propose an approach, using NIRS technology to develop a optical BCI. With future developement, NIRS-based BCI may give significant value to those with severe motor disabilities such as patients with ALS.

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  • NIRS for Human Interface

    NAKAYAMA Kanako, KIM Jaehyo, SATO Makoto, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   104 ( 758 )   53 - 58   2005.3

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    There are a lot of people sufferring from &quot;totaly locked-in state&quot; all the world over. Brain-computer interface (BCI) changes signal from brain activity into output that include the user&#039;s intent to their surrounding environment. Near-infrared spectroscopy (NIRS) is a non-invasive technique for relatively evaluating cerebral value changes. In this paper, I propose an approach, using NIRS technology to develop a optical BCI. With future developement, NIRS-based BCI may give significant value to those with severe motor disabilities such as patients with ALS.

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  • Extraction of Movement Primitives from EMG Signals Using Hidden Markov Model

    LEE JongHo, ICHIYA Tsuyoshi, KIM JaeHyo, SATO Makoto, WADA Yasuhiro, KOIKE Yasuharu

    The transactions of the Institute of Electronics, Information and Communication Engineers. D-II   88 ( 2 )   188 - 199   2005.2

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    本論文では, 人腕の2点間到達運動において, 内部座標系で筋電信号から運動プリミティブを抽出する方法を提案する.特に, 我々は人間がどのように運動を計画して実現するかを考える上で, 脳から運動指令を反映している筋電信号を用いて, 動きだけではなく, 力の変化も考慮した運動プリミティブの抽出を試みた.実験タスクとして, 水平面上における経由点のある様々な2点間到達運動を行った.そのとき計測した筋電信号から隠れマルコフモデルを用いて各運動プリミティブを確率的及び統計的に分離した.そして, このように抽出された運動プリミティブを順逆ダイナミックスモデルに用いて推定した経由点と比較することによって提案手法の有効性を確認した.

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  • Physics Based VR System with High Definition Haptic Interface

    HASEGAWA Shoichi, AKAHANE Katsuhito, IWASHITA Masaru, BABA Jiro, KOIKE Yasuharu, SATO Makoto

    The transactions of the Institute of Electronics, Information and Communication Engineers. D-I   88 ( 2 )   431 - 438   2005.2

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  • The Measurement of Load-on-Task performance for the Motor control

    TATEISHI Yumiko, SHIN Duk, KIM Jaehyo, SATO Makoto, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   104 ( 586 )   55 - 60   2005.1

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    Humans acquire a variety of motor skills autonomously interacting with environments from infancy. Motor skills are learned through practice, and the motor commands and the sensory feedback that resulted from the practice are stored in the brain. While undertaking tasks related to handling objects, we have to control motor commands corresponding not only to limb properties but also object properties. The motor control mechanism that CNS uses when we interact with environments could compose the computional mechanizm of perception. Here, we focus on load-on task and clarify the goal of learnin...

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  • 軌道計画を行なわない運動学習・制御モデルの提案

    神原裕行, 金敬植, 辛徳, 佐藤誠, 小池康晴

    日本神経回路学会第15回全国大会   2005

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  • 表面筋電信号を用いた運動制御に関する研究、

    辛徳, 小池康晴

    第5回計測自動制御学会制御部門大会   2005

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  • Learning and Switching between Multiple Nonzero-Gravity Environments for Catching Task

    Yasuharu Koike, Sungkwan Hong, Duk Shin, Jaehyo Kim, Makoto Sato

    SfN2005   2005

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  • The High Definition Haptic Rendering by the Update Frequency of 10kHz

    Akahane Katsuhito, Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Transactions of the Virtual Reality Society of Japan   9 ( 3 )   217 - 226   2004.9

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    This paper describes a haptic controller for force feedback system. It is necessary that the frequency of device control is higher than 1kHz. Standard PC environments, however, have no real time operating system, and PC also controls the virtual world simultaneously. Therefore, it is difficult to guarantee the quality of frequency. On the other side, a virtual wall is generally implemented in impedance control with spring-damper model. In the case of usual 1kHz control, high impedance virtual wall is oscillated. When we display very stiff virtual wall, we try to get the parameters of maximu...

    DOI: 10.18974/tvrsj.9.3_217

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  • The High Definition Haptic Rendering by the Update Frequency of 10kHz

    Akahane Katsuhito, Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Transactions of the Virtual Reality Society of Japan   9 ( 3 )   217 - 226   2004.9

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    Language:Japanese   Publisher:THE VIRTUAL REALITY SOCIETY OF JAPAN  

    This paper describes a haptic controller for force feedback system. It is necessary that the frequency of device control is higher than 1kHz. Standard PC environments, however, have no real time operating system, and PC also controls the virtual world simultaneously. Therefore, it is difficult to guarantee the quality of frequency. On the other side, a virtual wall is generally implemented in impedance control with spring-damper model. In the case of usual 1kHz control, high impedance virtual wall is oscillated. When we display very stiff virtual wall, we try to get the parameters of maximum stable impedance, but the virtual wall displayed with these parameters can not satisfy user's request. In this research,we have developed the High Definition Haptic Controller with SuperH4 processor, and put this controller between the PC and the haptic device for the function distribution and the quality of frequency. In order to realize high frequency of device control, the controller also complements haptic information from primitive geometry and impedance of virtual wall. The SPIDAR, wire driven haptic display, is implemented in this controller, and it realizes 10kHz control frequency. Consequently, it became possible to display a very hard and high-resolution virtual wall stably. This means that the High Definition Haptic Controller presents stable haptic and high quality sensation in the virtual environments.

    DOI: 10.18974/tvrsj.9.3_217

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  • Arm Stiffness Estimation Using Mathematical Model of Musculo-Skeletal System

    SHIN Duk, SHIMADA Osamu, SATO Makoto, KOIKE Yasuharu

    The transactions of the Institute of Electronics, Information and Communication Engineers. D-II   87 ( 9 )   1860 - 1869   2004.9

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    これまで,人腕のインピーダンスは,マニピュランダムにより摂動を与えることで計測されてきた.これらの実験結果はいずれも摂動区間の平均値なので,時間に対して連続的に変化するスティフネスは測定不可能であり,その摂動区間以外には測定できない.更に,このような摂動実験環境では運動中や接触作業中の変化するスティフネス特性を解析することは難しい.そこで,本研究では表面筋電信号を運動指令とする筋肉骨格系のモデルを作成して,このモデルから直接スティフネスを推定する方法を提案する.このモデルは筋肉の長さの変化項及び筋肉の硬さの変化項を線形関数で表現し,関節トルクを運動指令に関して2次まで表現した.そして,このモデルのパラメータは,筋電信号と力センサから計測した関節トルクを用いて最小二乗法により求めた.その結果,パラメータの推定に使用していないデータに関しても関節トルクを推定できるようになり,スティフネスの連続的な変化値やスティフネス

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  • 運動と認知 (特集:認知科学)

    小池 康晴

    学術月報   57 ( 9 )   776 - 779   2004.9

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  • サル一次運動野の神経活動から上肢運動を再現する(Direct estimation of arm movements from neuronal activities in the primary motor area of monkeys)

    広瀬 秀顕, 小池 康晴, 大場 健嗣, 筧 慎治, 飯島 敏夫

    神経化学   43 ( 2-3 )   432 - 432   2004.8

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  • The High Definition Haptic Controller for SPIDAR

    Akahane K, Iwashita M, Hasegawa S, Koike Y, Sato M

    2004   10 - 11   2004.6

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  • Speed-Accuracy Trade-off from the Point of View of Muscle Activity

    NONAKA Ryosuke, SATO Makoto, KOIKE Yasuharu

    The transactions of the Institute of Electronics, Information and Communication Engineers. D-II   87 ( 4 )   1008 - 1019   2004.4

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    本論文では,Speed-Accuracy Trade-offの問題に関して,水平面内における2点間到達運動において,運動距離,運動精度を変化させ,そのときの運動軌道及び,筋の活性度を示す終電信号を計測した.また,比較実験として運動精度を要求しない課題を行った.その結果,Fitts&#039;s lawに準じた2点間到達運動において,運動の筋端点近傍で運動トルク生成のためには不必要な筋の活性が行われていることを示した.また,その筋の活性度は,要求された運動精度が高くなり,運動速度が遅くなっても,小さくはならないこと,更に,精度を要求されない同じ運動速度の運動に対して,精度を要求された精度の高い運動においては,その筋の活性度が大きくなることを示した.この結果は人がFitts&#039;s lawに準じた2点間到達運動を行っている際,腕の粘性や剛性といったインピーダンスを積極的に調節することによって,試行ごとに生ずる誤差を小さくするというメカニズムが存在していることを示す.

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  • Teaching Calligraphy Using Sensory Information

    NAITO Yutaka, KIM Jaehyo, SATO Makoto, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   103 ( 734 )   139 - 144   2004.3

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    Recent studies show that it is effective to teach optimal movement by indicating the level of the torque. This conclusion suggests that it is important to know &quot;how is such a movement realized&quot; as well as the direction, speed, and timing of the movement. Therefore, it appeares that effective instruction of skills can be attained by showing the muscle tension levels as sensory information. For example, skillfull usage of muscles is required calligraphy. We investigated the difference between a beginner and an expert by analyzing their electromyograms (EMG), direction and angle of stylus, pen...

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  • Extraction of motion primitives from EMG signal using Hidden Markov Model

    LEE Jongho, KIM Jaehyo, SATO Makoto, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   103 ( 734 )   151 - 156   2004.3

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    In this paper, we aim at extracting a movement primitive from EMG signals that are measured for motor movement using Hidden Markov Model at an internal coordinate system. Although some researches which extracted the movement primitive by a via point at the external coordinate system are reported until now, we attempt to extract the movement primitive which took into consideration not only a motion but change of power using EMG signals reflecting movement instructions from the brain when considering how man plans and realizes movement. As an experiment task, arm movement with one via point w...

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  • Arm stiffness Estimation using Mathematical model of Musculo-skeletal system

    SHIN Duk, KIM Jaehyo, SATO Makoto, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   103 ( 734 )   145 - 150   2004.3

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    Previous works based on the purterbation measurement couldn&#039;t measure a time-varying stiffness because the results of that method have indicated average of purterbation interval. The aim of this paper is to propose a new method to estimate the time-varying impedance of human arm by using the mathematical model of musculo-skeletal system. To confirm the availability of this method, we investigated the relationship between the stiffness estimated by the proposed mathematical model and the stiffness measured by a manipulator. From the experimental results, we found that this method is useful t...

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  • Real-time Rigid Body Simulation for Haptic Interactions Based on Contact Volume of Polygonal Objects

    HASEGAWA Shoichi, FUJII Nobuaki, AKAHANE Katsuhito, KOIKE Yasuharu, SATO Makoto

    40 ( 2 )   122 - 131   2004.2

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  • Development of High Definition Haptic Controller for Haptic Quality (Communication Quality)

    AKAHANE Katsuhito, HASEGAWA Shoich, KOIKE Yasuharu, SATO Makoto

    Technical report of IEICE. CQ   103 ( 661 )   29 - 32   2004.2

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    This paper describes haptic controller. It is necessary that the frequency of device contorl is higher than 1kHz. We propose that higher speed updating realizes better haptic sensation. So, we developed the High Definition Haptic Controller with SuperH4 processor, and it realizes the update cycle higher than 10kHz. Consequently, it became possible to present stably a very hard and high-resolution virtual wall.

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  • Development of High Definition Haptic Controller for Haptic Quality (Multimedia and Virtual Environment)

    AKAHANE Katsuhito, HASEGAWA Shoich, KOIKE Yasuharu, SATO Makoto

    Technical report of IEICE. Multimedia and virtual environment   103 ( 663 )   29 - 32   2004.2

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    Publisher:The Institute of Electronics, Information and Communication Engineers  

    This paper describes haptic controller. It is necessary that the frequency of device contorl is higher than 1kHz. We propose that higher speed updating realizes better haptic sensation. So, we developed the High Definition Haptic Controller with SuperH4 processor, and it realizes the update cycle higher than 10kHz. Consequently, it became possible to present stably a very hard and high-resolution virtual wall.

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  • Muscular Skeleton Forward Dynamics Simulation model of Human Arm Model based on Reinforcement Learning

    MIN Kyuengbo, KOIKE Yasuharu

    電子情報通信学会技術研究報告. MBE, MEとバイオサイバネティックス   103 ( 470 )   11 - 16   2004.1

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  • Prediction of hand trajectory from a small number of neuron activities in the primary motor cortex. (Neurocomputing)

    KOIKE Yasuharu, HIROSE HIDEAKI, SAKURAI Yoshio, IIJIMA Toshio

    IEICE technical report. Neurocomputing   103 ( 602 )   37 - 42   2004.1

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    Monkey arm movement was reconstructed from neuron activities recorded in the primary motor cortex (M1). We recorded single neuron activities from monkey M1, while the animal performed an arm reaching task. We also recorded electromyograms (EMG) and movement trajectories during the task. As the first step, we reconstructed the EMG signals from the neuron activities. The EMG signals were reliably reconstructed with linear summation of the neuron activities. Next, we reconstructed joint angles from the reconstructed EMG signals with an artificial neural network model. The reconstructed traject...

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  • A development and evaluation of reactive motion capture system with haptic feedback Reviewed

    W Choi, SZ Jeong, N Hashimoto, S Hasegawa, Y Koike, M Sato

    SIXTH IEEE INTERNATIONAL CONFERENCE ON AUTOMATIC FACE AND GESTURE RECOGNITION, PROCEEDINGS   851 - 856   2004

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  • Reexamination of the Size-weight Illusion from a Time-varying Arm Impedance

    Jaehyo Kim, Sungkwan Hong, Duk Shin, Makoto Sato, Yasuharu Koike

    ISHF 2004   2004

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  • Human arm model for forward dynamics simulation based on muscular skeleton data

    Kyuengbo Min, Duk Shin, Yasuharu Koike

    Kyokai Joho Imeji Zasshi/Journal of the Institute of Image Information and Television Engineers   58 ( 7 )   987 - 994   2004

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    Language:Japanese   Publisher:Inst. of Image Information and Television Engineers  

    DOI: 10.3169/itej.58.987

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  • The high definition haptic controller which realizes update cycles higher than 10kHz Reviewed

    Akahane, K, Hasegawa, S, Koike, Y, Sato, M, Savoie, M, Chu, HW, Michael, J, Pace, P

    International Conference on Computing, Communications and Control Technologies, Vol 6, Post-Conference Issue, Proceedings   8   7 - 10   2004

  • The Switching of Time-to-contact Estimation Models

    Sungkwan Hong, Duk Shin, Jaehyo Kim, Makoto Sato, Yasuharu Koike

    ISHF 2004   2004

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  • Local dynamics calculation for haptic rendering

    岩下克, 長谷川晶一, 赤羽克仁, 小池康晴, 佐藤誠

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   9th   2004

  • Estimation of Time-varying Stiffness Ellipse from EMG signals using a Musculo-skeletal Model

    Duk Shin, Sungkwan Hong, Jaehyo Kim, Makoto Sato, Yasuharu Koike

    ISHF 2004   2004

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  • Muscular Skeleton Forward Dynamics Simulation model of Human Arm Model based on Reinforcement Learning

    MIN Kyuengbo, KOIKE Yasuharu

    IEICE technical report. ME and bio cybernetics   103 ( 470 )   11 - 16   2003.11

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    The control ability of human motion is acquired from learning process based on contacting with environment. Based on this hypothesis, to simulate human learning process, the reinforcement learning method which observe the state of an object and give a reward to subject to take the optimal control method is considered most optimal method. To model precisely human body,we made forward dynamic model based on muscular skeleton data. We modelled the learning process and controlling motion in brain based on reinforcement learning process. In this research, the process of acquisition of human arm ...

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  • Learning Arm's Posture Control using Reinforcement Learning and Feedback Error Learning

    KAMBARA Hiroyuki, MIN Kyuengbo, KIM Jachyo, SATO Makoto, KOIKE Yasuharu

    電子情報通信学会技術研究報告. PRMU, パターン認識・メディア理解   103 ( 389 )   55 - 60   2003.10

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    In this paper, we propose a learning system with Actor-Critic method and feedback error learning. Actor-Critic method is one of the major framework in reinforcement learning. We use this method for obtaining the feedback controller in feedback error learning architecture, and Actor's output is used as an error signal of inverse dynamics model. By appling the proposed learning system to arm's posture control, we shows that a proper feedforward motor command could be acquired from all by a scalar value of reward.

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  • 強化学習とフィードバック誤差学習を用いた腕の姿勢制御(NC一般セッション(3))(認識と学習,模倣学習)

    神原裕行, 閔庚甫, 金載烋, 佐藤誠, 小池康晴

    電子情報通信学会技術研究報告. NC, ニューロコンピューティング   103 ( 391 )   55 - 60   2003.10

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    Publisher:社団法人電子情報通信学会  

    本研究では,強化学習の枠組みの一つであるActor-Critic法と,フィードバック誤差学習とを組み合わせた運動学習モデルを提案する.フィードバック誤差学習におけるフィードバック制御器を,Actor-Critic法により獲得するとともに,Actorの制御出力を教師信号として制御対象の逆ダイナミクスモデルを獲得する.そして,この学習モデルを鉛直平面内における腕の姿勢制御タスクに適用し,報酬というスカラー量のみから,タスクを達成するためのフィードフォワード運動指令が獲得できることを示す.

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  • Learning Arm's Posture Control using Reinforcement Learning and Feedback Error Learning

    KAMBARA Hiroyuki, MIN Kyuengbo, KIM Jaehyo, SATO Makoto, KOIKE Yasuharu

    Technical report of IEICE. PRMU   103 ( 389 )   55 - 60   2003.10

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    In this paper, we propose a learning system with Actor-Critic method and feedback error learning. Actor-Critic method is one of the major framework in reinforcement learning. We use this method for obtaining the feedback controller in feedback error learning architecture, and Actor&#039;s output is used as an error signal of inverse dynamics model. By appling the proposed learning system to arm&#039;s posture control, we shows that a proper feedforward motor command could be acquired from all by a scalar value of reward.

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  • The Generation of Joint Torque from EMG signal based on Muscular Skeleton Forward Dynamics Model

    MIN Kyuengbo, KOIKE Yasuharu

    映像情報メディア学会技術報告   27 ( 57 )   45 - 48   2003.10

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  • The Generation of Joint Torque from EMG signal based on Muscular Skeleton Forward Dynamics Model

    MIN Kyuengbo, KOIKE Yasuharu

    IEICE technical report. Electronic information displays   103 ( 353 )   45 - 48   2003.9

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    For many research areas including biomechanics and medical science which need to analyze human motion into muscular activity, the simulation system of human arm motion is introduced in this report. We made the human motion simulation model based on forward dynamics and precise muscular skeleton data which include muscular insertion position and maximum muscle force. Based on this simulation system, we construct the interface which can calculate a joint torque and muscle force from EMG signal. In this report, we propose the useful human arm model which is suitable to apply the muscle work to...

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  • The Generation of Joint Torque from EMG signal based on Muscular Skeleton Forward Dynamics Model

    MIN Kyuengbo, KOIKE Yasuharu

    ITE technical report   103 ( 353 )   45 - 48   2003.9

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  • Development of Software Tools for Physically based Haptic Virtual Environment

    OKADA Naoki, HASEGAWA Shoichi, KOIKE Yauharu, SATO Makoto

    Proceedings of the Virtual Reality Society of Japan,annual conference   8   465 - 468   2003.9

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  • Graph Representation of Images in Scale-Space with Application to Face Detection

    MARUTA Hidetoshi, KOZAKAYA Tatsuo, KOIKE Yasuharu, SATO Mokoto

    IEICE transactions on information and systems   86 ( 7 )   1221 - 1227   2003.7

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    In the image recognition problem, it is very important how we represent the image. Considering this, we propose a new representational method of images based on the stability in scale-space. In our method, the image is segmented and represented as a hierarchical region graph in scale-space. The object is represented as feature graph, which is subgraph of region graph. In detail, the region graph is denned on the image with the relation of each segment hierarchically. And the feature graph is determined based on the "life-time" of the graph of the object in scale-space. This "life-time" means how long feature graph lives when the scale parameter is increased. We apply our method to the face detection problem, which is foundmental and difficult problem in face recognition. We determine the feature graph of the frontal human face statistical point of view. We also build the face detection system using this feature graph to show how our method works efficiently.

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  • Designing and Implementing a Reactive Motion Capture System with a Haptic Display

    CHOI Woong, JEONG Seungzoo, HASHIMOTO Naoki, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    ITE technical report   27 ( 30 )   45 - 50   2003.6

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  • Designing and Implementing a Reactive Motion Capture System with a Haptic Display

    CHOI Woong, JEONG Seungzoo, HASHIMOTO Naoki, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    Human Interface   5 ( 3 )   45 - 50   2003.6

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  • Designing and Implementing a Reactive Motion Capture System with a Haptic Display(Multimedia and Virtual Environment)

    Choi Woong, Jeong Seungzoo, Hashimoto Naoki, Hasegawa Syoichi, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. Multimedia and virtual environment   103 ( 106 )   45 - 50   2003.6

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    Creating reactive motion with existed motion-capture systems is difficult because it requires to provide various task environments. In order to resolve such a drawback, we propose a reactive motion capture system that combines the existing motion capture system with a haptic device and a human-scale virtual environment. Our aim is to acquire eactive motion data generated from interaction between haptic dispaly and virtual environment, based on the fact that human action in real world is represented by reaction of human to real objects. With 6 task conditions, we asked the subjects to trace ...

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  • Brain Machine Interface

    小池 康晴

    情報処理学会研究報告. HI, ヒューマンインタフェース研究会報告   2003 ( 47 )   37 - 37   2003.5

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    Language:Japanese   Publisher:Information Processing Society of Japan (IPSJ)  

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  • 力覚を介したリアクティブバーチャルヒューマンの構築に関する一考察

    鄭, 承珠, 崔, 雄, 橋本, 直己, 長谷川, 晶一, 佐藤, 誠

    第65回全国大会講演論文集   2003 ( 1 )   177 - 178   2003.3

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  • 力覚提示機能を備えたモーションキャプチャシステムの構築

    崔, 雄, 鄭, 承珠, 橋本, 直己, 長谷川, 晶一, 佐藤, 誠

    第65回全国大会講演論文集   2003 ( 1 )   175 - 176   2003.3

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    Other Link: http://id.nii.ac.jp/1001/00168591/

  • 力覚を介したリアクティブバーチャルヒューマンの構築に関する一考察

    鄭 承珠, 崔 雄, 橋本 直己, 長谷川 晶一, 佐藤 誠

    第65回全国大会講演論文集   2003 ( 1 )   177 - 178   2003.3

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  • Research about Perception of weights in precision grip

    Tsubone Akira, Kim Jaehyo, Sato Makoto, Koike Yasuharu

    IEICE technical report. Neurocomputing   102 ( 730 )   1 - 6   2003.3

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    In this research, we study sonsorimotor predictions and perception of weights in precision prip. We analyze how accurately grip forces predict for the object weights. As a result, we found that subjects appreciate the difference in weights of objects when they lift different weight objects, though they generate same grip forces. This disproved a leading hypothesis that human generate grip forces precisely for the true object weight in Size-weight illusion.

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  • Intermanual Transfer of the Learning Effect at Force Control Task

    NIMURA Seiji, HASHIMOTO Naoki, HASEGAWA Shoiti, SATO Makoto, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   102 ( 730 )   13 - 18   2003.3

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    Intermanual (between-hands) transfer of the learning have been researched to examine what coordination system is used when human plan our movements. But it is not sure that the transfer occurs what kind of task is learned. We examined the transfer under an extrinsically consistent condition and an intrinsically consistent condition. Additionally, we investigated the transfer level difference between an easy task and a difficult task. Subjects grasped a grip, can&#039;t change their arm posture, and they controled a cursor on display by their hand force to a grip. We used nonlinear transformation...

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  • Research on estimation of grip force at the time of a violin performance

    SHIOYAMA Takahiro, MATSUTANI Akihiro, SATO Makoto, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   102 ( 730 )   7 - 12   2003.3

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    In the analysis of the body skill, the important thing is not only the analysis of orbit and velocity of movement, but to analyze how to use muscles and how many power puts in. This paper aims to measure about the skill of violin performance which need to use the muscles which are not needed in dialy life. Paying attention to how to use the right hand in the bowing motion, which is the basic play of violin performance, the difference, bow and the hardness of the arm. The influence of grip force and hardness of the arm on sound is considered by the relation between grip force of the bow and ...

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  • Motion Control of Arms based on Electromyosignal: Brain Machine Interface.

    The Brain & Neural Networks   10 ( 1 )   2 - 10   2003.3

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    Language:Japanese   Publisher:Japanese Neural Network Society  

    DOI: 10.3902/jnns.10.2

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  • Reactive Motion Capture System Design Using a Haptic Display

    Woong Choi, Seungzoo Jeong, Naoki Hashimoto, Shoichi Hasegawa, Yasuharu Koike, Makoto Sato

    Kyokai Joho Imeji Zasshi/Journal of the Institute of Image Information and Television Engineers   57 ( 12 )   1727 - 1732   2003

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    Language:Japanese   Publisher:Inst. of Image Information and Television Engineers  

    DOI: 10.3169/itej.57.12_1727

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  • 筋電信号からトルク、 平衡位置、 スティフネスの推定

    小池康晴, 辛徳, 金載烋, 閔庚甫

    第4回SICE講演会   2003

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  • Motion Assist System using Functional Electrical Stimulation(FES) and Electromyogram(EMG)

    Msaaki Uechi, Yutaka Naito, Duk Shin, Makoto Sato, Yasuharu Koike

    VSMM 2003   2003

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  • Preparations of a Document Using LATEX (4): Basic Install on Mac OS

    Yasuharu Koike

    Kyokai Joho Imeji Zasshi/Journal of the Institute of Image Information and Television Engineers   57 ( 11 )   1465 - 1469   2003

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    DOI: 10.3169/itej.57.1465

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  • 筋電信号を用いたAIBOの制御によるリハビリテーション

    柳下絋介, 辛徳, 道免和久, 佐藤誠, 小池康晴

    VR学会、 手と脳研究会   2003

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  • A Tangible Playroom ; "Penguin Hockey"

    SHIRAI Akihiko, HASEGAWA Shoichi, Koike Yasuharu, SATO Makoto

    Transactions of the Virtual Reality Society of Japan   7 ( 4 )   435 - 443   2002.12

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    Language:Japanese   Publisher:The Virtual Reality Society of Japan  

    We have suggested an entertainment application system for children named as &quot;Tangible Playroom&quot;. It has been designed as a basic system for future computer entertainment system. It uses a large floor screen, string based force display, &quot;SPIDAR&quot; and real-time physics simulator to realize our concepts, usual space, direct manipulation and emotional world. We have also developed a content software for Tangible Playroom named as &quot;Penguin Hockey&quot;. It is a simple hockey game playing with A.I. penguins and snowman pucks. It has been presented for children&#039;s event. As the result, about 400 children...

    DOI: 10.18974/tvrsj.7.4_435

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  • タンジブル・プレイルーム : 「ペンギンホッケー」

    白井 暁彦, 長谷川 晶一, 小池 康晴, 佐藤 誠

    日本バーチャルリアリティ学会論文誌 = Transactions of the Virtual Reality Society of Japan   7 ( 4 )   435 - 444   2002.12

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    DOI: 10.18974/tvrsj.7.4_435

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  • A Driver Model based on Reinforcement Learning Switching Multiple Controllers

    ORITA Atsushi, KOIKE Yasuharu

    IEICE technical report. Neurocomputing   102 ( 508 )   71 - 76   2002.12

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    In this paper, we propose a reinforcement learning architecture which switches multiple controllers and outputs continuous control commands. We used Q-learning for switching the controllers and Actor-Critic for controlling commands. This architecture was applied to a car following task in which speed and headway distance were controlled. The task includes the problem that which pedal and how much the following car step on. From simulation results, we confirmed that it could aquire the control method to achive the task. And we compared our model with one Actor-Critic model about the ability ...

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  • Special Issue on "Hand", Brain and VR Environment

    KOIKE Yasuharu

    日本バーチャルリアリティ学会論文誌 = Transactions of the Virtual Reality Society of Japan   7 ( 3 )   289 - 290   2002.9

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  • Examination of the Size-Weight Illusion by utilizing the SPIDAR

    KIM Jaehyo, HONG Sungkwan, SATO Makoto, KOIKE Yasuharu

    Transactions of the Virtual Reality Society of Japan   7 ( 3 )   347 - 354   2002.9

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    The aim of this paper is to examine how the humans perceive the object weight related to size-weight link. A size-weight illusion was used to investigate the role of visual and haptic cues in producing of adapted force during holding objects. Flanagan et. al. reported that the size weight illusion is caused by independence of perceptual and sensorimotor predictions in the current paper. We used a string-based haptic interface 'SPIDAR' to build the size-weight illusion environments and measured the hand displacement as a parameter to represent the subject's expected weight during holding task. As a result, we found that the size-weight illusion disappeared when the differences between the peak values of the dropped hand positions of two objects vanished. This results indicates that this phenomenon comes from the mismatch between the expected weight and actual sensory feedback related to object weight.

    DOI: 10.18974/tvrsj.7.3_347

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  • Presentation of Object Shape and Resultant Force for Manipulation of Hard Virtual Object with Force Display

    Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Transactions of the Virtual Reality Society of Japan   7 ( 3 )   323 - 328   2002.9

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    Language:Japanese   Publisher:THE VIRTUAL REALITY SOCIETY OF JAPAN  

    We propose a new method to display grasping and resultant force for multi finger object manipulation. In the method we eliminate the effect of the resultant force in the distances between fingers. We made an experiment to compare between conventional and proposed method.

    DOI: 10.18974/tvrsj.7.3_323

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  • A Proposal of 7 DOF Force Display : SPIDR-G

    Kim Seahak, Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Transactions of the Virtual Reality Society of Japan   7 ( 3 )   403 - 412   2002.9

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    Language:Japanese   Publisher:The Virtual Reality Society of Japan  

    We intend to provide an engaging and exciting experience that demonstrates new force feedback technology for advanced VR applications. Our proposed force-feedback system(SPIDAR-G) will allow users to interact with virtual objects naturally by manipulating a grip located in the center of the device frame. In this paper, we explain a haptic device with 7 degrees of freedom (DOF) which can input translation, orientation and grasp measuring and reflect force by using the tension of 8 strings. We suggest the method to calculate translation, orientation and grasp and the method to display reflect...

    DOI: 10.18974/tvrsj.7.3_403

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  • A Proposal of 7 DOF Force Display : SPIDR-G

    Kim Seahak, Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Transactions of the Virtual Reality Society of Japan   7 ( 3 )   403 - 412   2002.9

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    Language:Japanese   Publisher:THE VIRTUAL REALITY SOCIETY OF JAPAN  

    We intend to provide an engaging and exciting experience that demonstrates new force feedback technology for advanced VR applications. Our proposed force-feedback system(SPIDAR-G) will allow users to interact with virtual objects naturally by manipulating a grip located in the center of the device frame. In this paper, we explain a haptic device with 7 degrees of freedom (DOF) which can input translation, orientation and grasp measuring and reflect force by using the tension of 8 strings. We suggest the method to calculate translation, orientation and grasp and the method to display reflect force with 7 DOF. Finally, we refer the characteristic of this device.

    DOI: 10.18974/tvrsj.7.3_403

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  • Presentation of Object Shape and Resultant Force for Manipulation of Hard Virtual Object with Force Display

    Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Transactions of the Virtual Reality Society of Japan   7 ( 3 )   323 - 328   2002.9

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    Language:Japanese   Publisher:The Virtual Reality Society of Japan  

    We propose a new method to display grasping and resultant force for multi finger object manipulation. In the method we eliminate the effect of the resultant force in the distances between fingers. We made an experiment to compare between conventional and proposed method.

    DOI: 10.18974/tvrsj.7.3_323

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  • Examination of the Size-Weight Illusion by utilizing the SPIDAR

    Kim Jaehyo, Hong Sungkwan, Sato Makoto, Koike Yasuharu

    Transactions of the Virtual Reality Society of Japan   7 ( 3 )   347 - 354   2002.9

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    Language:Japanese   Publisher:THE VIRTUAL REALITY SOCIETY OF JAPAN  

    The aim of this paper is to examine how the humans perceive the object weight related to size-weight link. A size-weight illusion was used to investigate the role of visual and haptic cues in producing of adapted force during holding objects. Flanagan et. al. reported that the size weight illusion is caused by independence of perceptual and sensorimotor predictions in the current paper. We used a string-based haptic interface 'SPIDAR' to build the size-weight illusion environments and measured the hand displacement as a parameter to represent the subject's expected weight during holding task. As a result, we found that the size-weight illusion disappeared when the differences between the peak values of the dropped hand positions of two objects vanished. This results indicates that this phenomenon comes from the mismatch between the expected weight and actual sensory feedback related to object weight.

    DOI: 10.18974/tvrsj.7.3_347

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  • Special Issue on "Hand", Brain and VR Environment

    KOIKE Yasuharu

    Transactions of the Virtual Reality Society of Japan   7 ( 3 )   289 - 289   2002.9

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    Language:Japanese   Publisher:The Virtual Reality Society of Japan  

    DOI: 10.18974/tvrsj.7.3_289

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  • Sensory Perception of the Object Weight in Virtual Environments

    KIM Jaehyo, HONG Sungkwan, SATO Makoto, KOIKE Yasuharu

    Proceedings of the Virtual Reality Society of Japan,annual conference   7   33 - 36   2002.9

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  • Development of the rigid motion simulator with a penalty method for haptic displays

    FUJII Nobuaki, HASEGAWA Shoichi, HASHIMOTO Naoki, KOIKE Yasuharu, SATO Makoto

    Proceedings of the Virtual Reality Society of Japan,annual conference   7   351 - 354   2002.9

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  • Learning to steer and eye movements

    TSUBONE Akira, SATO Makoto, KOIKE Yasuharu

    日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference   7   287 - 288   2002.9

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  • Development of locomotion interface for immersive virtual environment with stepping

    TOYAMA Atsushi, IWASHITA Masaru, HASEGAWA Shoichi, HASHIMOTO Naoki, KOIKE Yasuharu, SATO Makoto

    Proceedings of the Virtual Reality Society of Japan,annual conference   7   469 - 472   2002.9

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  • Building of development environment to create VR application with Borland C++ Builder

    TAGAMI Shinichiro, HASEGAWA Shoichi, HASHIMOTO Naoki, KOIKE Yasuharu, SATO Makoto

    Proceedings of the Virtual Reality Society of Japan,annual conference   7   365 - 368   2002.9

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  • Human Arm Model for Forward Dynamics Simulation based on Muscular Skeleton Data

    MIN Kyuengbo, KOIKE Yasuharu

    ITE Technical Report   26 ( 58 )   29 - 34   2002.9

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    Language:Japanese   Publisher:The Institute of Image Information and Television Engineers  

    For many research areas including biomechanics and medical science which need to analyze human motion into muscular activity, the simulation system of human arm motion is introduced in this report. We made human body model based on precise muscular skeleton data which include muscular insertion position and maximum muscle force. To calculate muscle force in motion, We define the muscle force function based on muscular biomechanics. The joint motion by muscle force is simulated by forward dynamics and visualized by computer graphics. In this report, based on muscular skeleton data and forwar...

    DOI: 10.11485/itetr.26.58.0_29

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  • An Interactive Evaluation System for Urban Space with Combination of Human Scale View and Bird's-eye View

    MATSUMOTO Naoki, HASEGAWA Shoichi, HASHIMOTO Naoki, KOIKE Yasuharu, SATO Makoto

    7   475 - 476   2002.9

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  • Architecture of Multimodal Immersive Humanscale Virtual Enviroment

    HIRAI Takuya, HASEGAWA Shoichi, HASHIMOTO Naoki, KOIKE Yasuharu, SATO Makoto

    7   61 - 62   2002.9

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  • A proposal of haptic entertainment VR system for infancy

    SHIRAI Akihiko, HASEGAWA Shouichi, KOIKE Yasuharu, SATO Makoto

    Proceedings of the Virtual Reality Society of Japan,annual conference   7   133 - 136   2002.9

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  • 6 DOF wire driven force display : Evaluation for displayed force

    INOUE Masaharu, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    Proceedings of the Virtual Reality Society of Japan,annual conference   7   63 - 66   2002.9

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  • Human Arm Model for Forward Dynamics Simulation based on Muscular Skeleton Data

    MIN Kyuengbo, KOIKE Yasuharu

    IEICE technical report. Electronic information displays   102 ( 304 )   29 - 34   2002.9

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    For many research areas including biomechanics and medical science which need to analyze human motion into muscular activity, the simulation system of human arm motion is introduced in this report. We made human body model based on precise muscular skeleton data which include muscular insertion position and maximum muscle force. To calculate muscle force in motion, We define the muscle force function based on muscular biomechanics. The joint motion by muscle force is simulated by forward dynamics and visualized by computer graphics. In this report, based on muscular skeleton data and forwar...

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  • Estimation of Arm Impedance from EMG signals

    SHIN Duk, SHIMADA Osamu, HASEGAWA Shoichi, SATO Makoto, KOIKE Yasuharu

    生体・生理工学シンポジウム論文集   17   241 - 242   2002.9

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  • Arm impedance estimation using surface EMG singals

    KOIKE Yasuharu, SHIMADA Osamu, SATO Makoto

    IEICE technical report. Neurocomputing   102 ( 157 )   43 - 48   2002.6

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    In this paper, shoulder and elbow joint torques were estimated from the surface electromyographic (EMG) activities using the mathematical muscle model. We have been investigated the muscle model using an artificial neural network. The muscle model using an artificial neural network estimated precisely the joint torque of the human arm, i.e. shoulder and elbow. The neural network model, however, is ambiguous about the properties of each muscle. On the other hand, the mathematical model uses small parameters to represent muscle properties, such as stiffness, muscle length and so on. Moreover,...

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  • REAL-TIME RIGID BODY SIMULATION FOR POLYHEDRAL OBJECT BASED ON ACCURATE PENALTY METHOD

    Hasegawa Shoichi, Fujii Nobuaki, Koike Yasuharu, Sato Makoto

    Proceedings ... International Conference on Motion and Vibration Control   6 ( 1 )   609 - 612   2002

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    Language:English   Publisher:The Japan Society of Mechanical Engineers  

    This paper proposes a new method for real-time rigid body simulations based on the penalty method. The penalty method is a useful and simple method for real-time simulation of multiple rigid bodies. However there are two problems. The first one is the choice of the spring constant to calculate the force. Our method estimates the optimal spring constant from the time step and from the mass of the simulated objects. The second problem is the contact analysis for the calculation of the penalty force. Our method estimates the volume and area of the intersecting region.

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  • Presentation of Grasp with Force Display, Considering Grasp Force Control of Human

    HASEGAWA Shoichi, KOIKE Yasuharu, KOHNO Yoshio, SATO Makoto

    2002   89 - 89   2002

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    Language:Japanese   Publisher:The Japan Society of Mechanical Engineers  

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  • Registration of Hand Shape Model by Integration of Joint Sphere

    Yamada Keita, Walairacht Somsak, Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. PRMU   100 ( 565 )   61 - 68   2001.11

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    When a user manipulates virtual object by both hands and multi finger in virtual world, to strengthen the feeling that the user manipulates by his hand, we want to synthesize CG object and real image of hand in real time. However, to synthesize CG image and real image keeping correct occlusion is difficult. In this paper, we estimate hand shape from fingertip positions measured by haptic device and real image of hand using hand model, and create synthesized image that keeps correct occlusion from result of hand shape estimation.

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  • 東京工業大学精密工学研究所知能化工学部門ヒューマンインタフェース研究分野

    小池 康晴

    バイオメカニズム学会誌   25 ( 4 )   183 - 184   2001.11

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  • Evaluation of Two-Handed Multi-Finger Haptic Device SPIDAR-8

    KOHNO Yoshio, WALAIRACHT Somsak, HASEGAWA Shoichi, KOIKE Yasuharu, SATOH Makoto

    Technical report of IEICE. Multimedia and virtual environment   101 ( 390 )   7 - 12   2001.10

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    This paper evaluates a two-handed multi-finger haptic device SPIDAR-8. The SPIDAR-8 has eight fingertip attachment devices in which each fingertip attachment device is connected with three strings. The SPIDAR-8 calculates a 3D position of each fingertip using the lengths of three strings connecting to that fingertip attachment device, and controls tensions of three strings to display a force feedback when the position of any finger comes into contact with the virtual object. It allows the user to manipulate the virtual objects in the computer simulated virtual environment with the sensation...

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  • Presentation of grasping force and external force for virtual object manipulation with multi finger using force display

    HASEGAWA Shoichi, KOIKE Yasuharu, KOHNO Yoshio, SATO Makoto

    Proceedings of the Virtual Reality Society of Japan,annual conference   6   139 - 142   2001.9

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  • Development of locomotion interface with TurnTable for human-scale virtual enviorment

    EJIMA Yoshinori, HASEGAWA Shyoichi, KOIKE Yasuharu, SATO Makoto

    Proceedings of the Virtual Reality Society of Japan,annual conference   6   87 - 90   2001.9

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  • 「手」探り研究委員会

    鈴木 良次, 小池 康晴

    日本バーチャルリアリティ学会誌 = Journal of the Virtual Reality Society of Japan   6 ( 1 )   21 - 24   2001.6

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  • Tow-Handed Multi-Fingers Virtual Object Manipulation Environment with Haptic Cues

    WALAIRACHT Somsak, YAMADA Keita, HASEGAWA Shoichi, KOIKE Yasuharu, SATO Makoto

    The transactions of the Institute of Electronics, Information and Communication Engineers. D-II   84 ( 6 )   1140 - 1148   2001.6

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  • Face detection besed on the scale-space analysis of region graph

    Maruta Hidenori, Kozakaya Tatsuo, Hasegawa Syouichi, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. PRMU   100 ( 701 )   103 - 110   2001.3

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    We propose a representation method of face images based on the robust structure in scale-space. In this method, faces are segmented and are represented as a region graph which is defined by relations of each segment. We decide the region graph of face, which has the robust structure in scale-space, to detect &quot;human-faces&quot; in the input image. We present some experimental results of our face detection system based on the proposed method and show how works our representation method of images efficiently.

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  • Development of "Virtual Umbrella" for Estimate of Urban Wind Environment

    Hashimoto Makoto, Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. Multimedia and virtual environment   100 ( 716 )   117 - 124   2001.3

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    The most important thing for urban planning is to realize the pleasant environment for people who live in the city. As they estimate this conformity, we consider that VR technology which is used in human-scale virtual urban planning environment is very useful. This paper aims to construct human-scale virtual environment with haptic function. We develop the system called &quot;virtual umbrella&quot; which is able to experience unconformity that is vibration of the umbrella by building wind when we had our umbrella in our hand and walk through buildings.

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  • Constructing Multi-modal Interface for Virtual Urban Environment

    Shinoda Yasuhiro, Laroussi Bouguila, Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. Multimedia and virtual environment   100 ( 716 )   31 - 38   2001.3

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    Once urban environment is completed and has any problem, it can&#039;t be reconstructed easily. So, it is important that they estimate these problem about designed city before completed. As they support it, we consider that virtual urban environment with VR technology is very useful. This paper aims to construct human-scale virtual environment with haptic function. We develop the system which is able to walk around, move along the wall and open the door in virtual urban environment.

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  • Two-Handed Multi-Fingers String-Based Haptic Interface Device

    WALAIRACHT Somsak, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    IEICE Trans. On Information and Systems, D   84 ( 3 )   365 - 373   2001.3

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    We have proposed a new string-based haptic interface device in this paper. It is a kind of device that allows a user to use both hands and multi-fingers to direct manipulate the virtual objects in the computer simulated virtual environment. One of the advantages of the device is to allow the user to use both hands to perform the cooperative works of hands, such as holding a large object that cannot be grasped or held by single hand. In addition, the haptic feedback sensation provided by the device at the fingertips makes possible for the user to perform dexterous manipulation, such as manipulating small size of objects. We have discussed about the design of the proposed device and have elaborated the methods of fingertip positions measurement and force feedback generation. The experiments had been carried out to verify the capabilities of the proposed device.

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  • A Driver Model Based on Reinforcement Learning with Multiple-Step State Estimation

    KOIKE Yasuharu, DOYA Kenji

    The transactions of the Institute of Electronics, Information and Communication Engineers. D-II   84 ( 2 )   370 - 379   2001.2

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    本論文では, 制御対象の内部モデルによる多ステップの状態予測を用いた強化学習方式を提案する.これを, 自動車の運転に応用し, 様々な曲率を含む道路を走行し, 道路から外れたかどうかだけを評価することにより, 学習を行った結果について述べる.学習により獲得した車両の動力学モデルを用いて, 複数の時間刻みで予測された状態をもとに, 報酬の予測と制御出力の決定を行う.シミュレーションの結果, 未学習の曲率の道路形状や, 速度においても安全に走行することができることを確認した.この制御方式では, 制御の方針や環境条件によって, 用いられる外部情報が変化し, 運動制御に必要な情報を得るために視線を変化させるモデルと考えることができる.

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  • 仮想都市設計のためのマルチモーダルインタフェースの開発

    篠田康宏, 橋本誠, 長谷川晶一, 小池康晴, 佐藤誠, LAROUSSI B

    日本バーチャルリアリティ学会研究報告   5 ( 2 )   2001

  • A Proposal of Free Form Modeling Method Based on Glass-work Metaphor

    Ishii Masahiro, Kushida Hidenori, Kim Seahak, Hasegawa Shoichi, Koike Yasuharu, Sato Makoto

    Transactions of the Virtual Reality Society of Japan   5 ( 4 )   1063 - 1069   2000.12

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    We propose a system for free form modeling which beginner can use easily by interface device. This paper describes a technique for deforming objects on the model of glasswork as a metaphor. A virtual material and a virtual tool, inspired by glasswork, are proposed. In the proposed environment, user designs 3D objects in 2 modes. In the 1st heating mode , user assigns heating values using heating objects as properties of vertices that compose a polygon mesh. In the 2 deformation mode , vertices are moved by interface device depend on those heating values. We show effectiveness of the suggest...

    DOI: 10.18974/tvrsj.5.4_1063

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  • An Estimation Method of Torque-Vector Direction of Shoulder Muscles Using Surface EMG

    YOSHIDA Naoki, DOMEN Kazuhisa, KOIKE Yasuharu, KAWATO Mitsuo

    The transactions of the Institute of Electronics, Information and Communication Engineers. D-II   83 ( 10 )   2040 - 2049   2000.10

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    本研究では, 多数の筋の表面筋電を同時に計測し, このときの手先力と姿勢の計測結果から重回帰モデルに基づいて各筋のトルクベクトル方向を推定する方法を新たに考案した.この方法で実際に4被験者の肩周囲筋(11部分)のトルクベクトル方向を12?30姿勢にわたって求めた.危険率0.05での各被験者のトルクベクトル信頼角度の平均値は7.7?10.6度の間であった.このモデルで, 平滑筋電信号から肩トルクを精度良く再現することができた(相関係数0.76?0.84).推定したトルクベクトル方向は解剖学的にもほぼ妥当であり, 一部を除き従来の方法による推定結果ともよく一致した.この方法で求められたトルクベクトル方向からは, 多くの筋が協調して働いている状況において, どの方向の肩トルクが発生するときに目的の筋が活動するのかを知ることができると考えられる.

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  • Proposal of Wrist Joint Model with EMG Signals

    Nishiyama Kyosuke, Shimada Osamu, Sato Makoto, Koike Yasuharu

    IEICE technical report. Neurocomputing   100 ( 358 )   9 - 15   2000.10

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    EMG signals are expected an application to a human interface or medical engineering. To reproduce human arms that move smoothly with a robot or computer, building model of arms&#039; structure is important. In this paper, we have proposed to build a model of wrist that output torque of joint from EMG signals. The quadratic equations that express torque from EMG are proposed, which parameters are derived from experimental data. The result showed considerable availability of torque estimation by the model.

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  • A New Parametric Discriminate Space for Image Recognition

    SATO Makoto, YAMAGAMI Akihiro, MARUTA Hidenori, KOIKE Yasuharu

    The Journal of the Institute of Image Electronics Engineers of Japan   29 ( 5 )   436 - 444   2000.9

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  • Direct Manipulation Environment Using Haptic Display for 4+4 Fingers

    YAMADA Keita, WALAIRACHT Somsak, HASEGAWA Shoichi, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    5   159 - 160   2000.9

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  • Development of Haptic Device on A human-scale virtual reality environment

    HASHIMOTO Makoto, KIM Seahak, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    Proceedings of the Virtual Reality Society of Japan,annual conference   5   61 - 64   2000.9

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  • Hand Haptic Display Assists the Simulator of Evacuation in less-sighted case

    SHINODA Yasuhiro, BOUGUILA Laroussi, HASEGAWA Shoichi, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    Proceedings of the Virtual Reality Society of Japan,annual conference   5   161 - 164   2000.9

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  • A Proposal of 7 DOF Force Display Using 8 Strings

    Sato Makoto, Kim Seahak, Koike Yasuharu

    ITE Technical Report   24 ( 35 )   5 - 10   2000.6

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    In this paper, we explain a haptic device which can input translation, orientation and grasp measuring by the length of eight strings and reflect force with 7 degrees of freedom(DOF)by using the tension of eight strings. We suggest the method to calculate translation, orientation and grasp using the length of eight strings and the method to display reflect force with 7 DOF. Finally, we refer the characteristic of this device and its validity.

    DOI: 10.11485/itetr.24.35.0_5

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  • Behavioral Analysis of Spatial Search in Human Scale VR Environment with Haptic Display

    Ishii Masahiro, Matsukawa Takayuki, Hirata Yukihiro, Koike Yasuharu, Sato Makoto

    ITE Technical Report   24 ( 35 )   19 - 24   2000.6

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    A human-scale virtual reality environment, that allows user to manipulate virtual objects with his/her hands, is proposed by using a large projection display and a haptic display based on tensed strings. The system was evaluated from two different points of view, as a human interface and a simulator. As a human interface, the speed of performance and the rate of errors were studied, and made the effectiveness of force feedback clear. As a simulator that makes user to imitatively experience the case of emergency or the operation of unfamiliar apparatus, it must be real. The comparison betwee...

    DOI: 10.11485/itetr.24.35.0_19

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  • A Proposal of Free Form Modeling Method Based on Glass-work Metaphor

    Kushida Hidenori, Kim Seahak, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    ITE Technical Report   24 ( 35 )   11 - 17   2000.6

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    We propose a system for free form modeling which beginner can use easily by interface device. This paper describes a technique for deforming objects on the model of glass-work as a metaphor. A virtual material and a virtual tool, inspired by glasswork, are proposed. In the proposed environment, user designs 3D objects in 2 modes. In the 1 st &#039;heating mode&#039;, user assigns &#039;heating values&#039; using &#039;heating objects&#039; as properties of vertices that compose a polygon mesh. In the 2nd &#039;deformation mode&#039;, vertices are moved by interface device depend on those &#039;heating values&#039;. We show effectiveness of...

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  • Behavioral Analysis of Spatial Search in Human Scale VR Environment with Haptic Display

    ISHII Masahiro, MATSUKAWA Takayuki, HIRATA Yukihiro, KOIKE Yasuharu, SATO Makoto

    Human Interface   2 ( 2 )   99 - 104   2000.6

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  • A Proposal of Free Form Modeling Method Based on Glass-work Metaphor

    KUSHIDA Hidenori, KIM Seahak, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    Human Interface   2 ( 2 )   91 - 97   2000.6

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  • 8本糸を用いた7自由度力覚ディスプレイの提案 (第10回〔日本バーチャルリアリティ学会〕「人工現実感」研究会)

    佐藤 誠, 金 時学, 小池 康晴

    「人工現実感」研究会   10   85 - 90   2000.6

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  • Behavioral Analysis of Spatial Search in Human Scale VR Environment with Haptic Display

    Ishii Masahiro, Matsukawa Takayuki, Hirata Yukihiro, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. Multimedia and virtual environment   100 ( 109 )   19 - 24   2000.6

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    A human-scale virtual reality environment, that allows user to manipulate virtual objects with his/her hands, is proposed by using a large projection display and a haptic display based on tensed strings. The system was evaluated from two different points of view, as a human interface and a simulator. As a human interface, the speed of performance and the rate of errors were studied, and made the effectiveness of force feedback clear. As a simulator that makes user to imitatively experience the case of emergency or the operation of unfamiliar apparatus, it must be real. The comparison betwee...

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  • A Proposal of 7 DOF Force Display Using 8 Strings

    SATO Makoto, KIM Seahak, KOIKE Yasuharu

    Technical report of IEICE. Multimedia and virtual environment   100 ( 109 )   5 - 10   2000.6

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    In this paper, we explain a haptic device which can input translation, orientation and grasp measuring by the length of eight strings and reflect force with 7 degrees of freedom(DOF)by using the tension of eight strings. We suggest the method to calculate translation, orientation and grasp using the length of eight strings and the method to display reflect force with 7 DOF. Finally, we refer the characteristic of this device and its validity.

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  • Behavioral Analysis of Spatial Search in Human Scale VR Environment with Haptic Display

    ISHII Masahiro, MATSUKAWA Takayuki, HIRATA Yukihiro, KOIKE Yasuharu, SATO Makoto

    Technical report of IEICE. Multimedia and virtual environment   100 ( 109 )   19 - 24   2000.6

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    A human-scale virtual reality environment, that allows user to manipulate virtual objects with his/her hands, is proposed by using a large projection display and a haptic display based on tensed strings. The system was evaluated from two different points of view, as a human interface and a simulator. As a human interface, the speed of performance and the rate of errors were studied, and made the effectiveness of force feedback clear. As a simulator that makes user to imitatively experience the case of emergency or the operation of unfamiliar apparatus, it must be real. The comparison between the human behavior in real world and in the virtual environment shows the system can be considered real and useful as a simulator.

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  • ガラス細工メタファーによる自由形状モデリング手法の提案

    櫛田 英功, 金 時学, 石井 雅博, 小池 康晴, 佐藤 誠

    電子情報通信学会技術研究報告. MVE, マルチメディア・仮想環境基礎   100 ( 109 )   11 - 17   2000.6

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  • A Proposal of Free Form Modeling Method Based on Glass-work Metaphor

    Kushida Hidenori, Kim Seahak, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. Multimedia and virtual environment   100 ( 109 )   11 - 17   2000.6

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    We propose a system for free form modeling which beginner can use easily by interface device. This paper describes a technique for deforming objects on the model of glass-work as a metaphor. A virtual material and a virtual tool, inspired by glasswork, are proposed. In the proposed environment, user designs 3D objects in 2 modes. In the 1st &#039;heating mode&#039;, user assigns &#039;heating values&#039; using &#039;heating objects&#039; as properties of vertices that compose a polygon mesh. In the 2nd &#039;deformation mode&#039;, vertices are moved by interface device depend on those &#039;heating values&#039;. We show effectiveness of ...

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  • A Proposal of 7 DOF Force Display Using 8 Strings

    Sato Makoto, Kim Seahak, Koike Yasuharu

    Technical report of IEICE. Multimedia and virtual environment   100 ( 109 )   5 - 10   2000.6

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    In this paper, we explain a haptic device which can input translation, orientation and grasp measuring by the length of eight strings and reflect force with 7 degrees of freedom(DOF)by using the tension of eight strings. We suggest the method to calculate translation, orientation and grasp using the length of eight strings and the method to display reflect force with 7 DOF. Finally, we refer the characteristic of this device and its validity.

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  • 8本糸を用いた7自由度力覚ディスプレイの提案 (第6回ヒューマンインタフェース学会研究会「ギガビットネットワーク/インターネットとマルチメディア」)

    佐藤 誠, 金 時学, 小池 康晴

    ヒュ-マンインタフェ-ス学会研究報告集   2 ( 2 )   85 - 90   2000.6

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  • Estimate of arm posture from EMG signals

    SHIMADA Osamu, NISHIYAMA Kyosuke, SATO Makoto, KOIKE Yasuharu

    Technical report of IEICE. PRMU   100 ( 45 )   7 - 14   2000.5

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    EMG signals are expected an application to a human interface or medical engineering. An artificial neural network model can learn the correlation between EMG signals and joint angles, so that model can estimate arm posture. Because this method requires much time for learning, it is difficult to estimate arm posture in real-time. The arm posture can't be estimated properly because the condition of the electrode changes when it is re-covered even if the model which has been learned is used. It is all the more when a subject is different because of the different use of muscles. In this report, we proposed the normalize method of EMG signals and how to choose a model by using the network of 5 layer which an input signal is restored to.

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  • Estimate of arm posture from EMG signals

    Shimada Osamu, Nishiyama Kyosuke, Sato Makoto, Koike Yasuharu

    Technical report of IEICE. PRMU   100 ( 43 )   7 - 14   2000.5

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    EMG signals are expected an application to a human interface or medical engineering. An artificial neural network model can learn the correlation between EMG signals and joint angles, so that model can estimate arm posture. Because this method requires much time for learning, it is difficult to estimate arm posture in real-time. The arm posture can&#039;t be estimated properly because the condition of the electrode changes when it is re-covered even if the model which has been learned is used. It is all the more when a subject is different because of the different use of muscles. In this report,...

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  • A Suggestion of Prametric Discriminate Space for image recognition

    Yamagami Akihiro, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. HIP   99 ( 722 )   15 - 22   2000.3

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    Parameter estimation of 3D object from it&#039;s appearance is an important problem in image recognition. Parametric Eigenspace Method is one of the most famous methods for this problem. It is based on Principal Component Analysis. So, Eigenspace is a proper space in a sense of information compression, but not a proper space in a sense of parameter estimation. In this paper, we propose a new method to create a more appropriate space for parameter estimation. To confirm the efficiency of our method, we experimented hand pose estimation.

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  • Freeform Modeling Based on Glasswork Metaphorically

    Kushida Hidenori, Kim Seahak, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Proceedings of the IEICE General Conference   2000   315 - 315   2000.3

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  • A Suggestion of Free Form Modeling Method Metaphorically Based on Glasswork

    Kushida Hidenori, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    IPSJ SIG Notes   2000 ( 22 )   31 - 36   2000.2

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    It is not easy for novice at computers to design 3D objects that have curved surfaces, as it is not intuitive to transform 3D objects with keyboard, 2D mouse, and 2D figures on the computer display. This thesis describes a virtual work environment to design 3D objects using a 3D mouse. A virtual material and a virtual tool, inspired by glasswork, are proposed. In the proposed environment, user designs 3D objects in 2 modes. In the 1st&#039;heating mode&#039;, user assigns &#039;heating values&#039; using &#039;heating objects&#039;as properties of vertices that compose a polygon mesh. In the 2nd &#039;deformation mode&#039;, vert...

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  • Hand Haptic Display Assists the Simulated Evacuation in less-sighted case.

    篠田康宏, BOUGUILA L, 長谷川晶一, 石井雅博, 小池康晴, 佐藤誠

    ヒューマンインタフェースシンポジウム論文集   2000   2000

  • Detecting objects by using DCT coefficients analysis

    Michio Miwa, Quang Huy Viet Huynh, Masahiro Ishii, Yasuharu Koike, Makoto Sato

    Kyokai Joho Imeji Zasshi/Journal of the Institute of Image Information and Television Engineers   54 ( 2 )   252 - 259   2000

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    DOI: 10.3169/itej.54.252

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  • A Proposal of Real-time Haptization System for Untouchable Objects

    Kouno Yoshio, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Transactions of the Virtual Reality Society of Japan   4 ( 4 )   679 - 684   1999.12

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    This paper proposes a haptization system that allows the blind to touch untouchable objects. A stereo vision system is adopted to get the range data that represent the untouchable objects. A tension based haptic display, that is a point contact type, is used to present the shape to the blind. The method that transforms range data into smooth surface is described. The communication between the stereo vision system and the haptic display is discussed to realize real-lime touch. The experimental system has been developed to evaluate the proposed system.

    DOI: 10.18974/tvrsj.4.4_679

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  • Extracting a traffic sign from the video stream using color filtering & texture analysis

    MIWA Michio, OOHARA Tomoyuki, SUKANYA Phonsuphap, ISHII Masahiro, KOIKE Yasuhiro, SATO Makoto

    IPSJ SIG Notes. CVIM   99 ( 3 )   97 - 103   1999.12

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    This paper describes a method for extracting a traffic sign from a video stream that is taken from the car running on the road, We focused on the features of a traffic sign. After examining Japanese traffic sign&#039;s rule book, we found three distinctive features. It is painted in special colors. It is set at regulated position and height. It has a textural characteristic because fonts are placed regularly. We made an experimental system which composed of three modules: A color filter which extracts the traffic sign&#039;s color and has robustness with respect to light changing, a histogram analysi...

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  • Study on Free-Form Modeling by Multi-DOF Device

    Kushida Hidenori, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. Multimedia and virtual environment   99 ( 488 )   13 - 18   1999.12

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    We propose a system for free-form modeling which beginer can use easily by 6- degree- of- freedom device. To use multi-DOF device advantegeously, we propose a technique for deforming objects using select-alpha values on the model of glass-work as a metaphor. User specify area to deform as a distribution of select-alpha values in common with painting faces of the object, and then deform the specified area. By the force of this technique, we achieve to make a visceral and efficient modeler.

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  • モーションプロセッサを用いた手の形状推定

    山上 晃弘, 石井 雅博, 小池 康晴

    電子情報通信学会技術研究報告   99 ( 488 )   19 - 24   1999.12

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  • モーションプロセッサを用いた手の形状推定

    山上晃弘石井, 雅博小池康晴佐藤誠

    電子情報通信学会技術研究報告. MVE, マルチメディア・仮想環境基礎   99 ( 488 )   19 - 24   1999.12

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    2次元照合による3次元物体のパラメータ推定の代表的な手法として村瀬らによるパラメトリック固有空間法があげられる.パラメトリック固有空間法は,ト成分分析の考えに基づく.得られた固有空間は画像集合を圧縮する意味では最適な空間と孝えられるが,パラメータ推定を行う意味では適当な空間とは言えない.本研究ではパラメトリック1.・!・打J&quot;空間に,固有空間を作る際に捨てられたパラメータ推定に有効なベクトルを取り入れることで,よりパラメータ推定に対して有効な部分空間を構成する手法を示す.またモーションプロセッサ(東芝)を用い手形状推定を行うことで,提案法によって得られた部分空間を11・1′.価した.

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  • A Study of A Screen Projected Optics for Deep Depth from Focus

    OHARA Tomoyuki, MIWA Michiko, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    The transactions of the Institute of Electronics, Information and Communication Engineers. D-II   82 ( 10 )   1750 - 1757   1999.10

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  • Inter-Process Communication for Haptic Display of Dynamic Virtual World

    HASEGAWA Shoichi, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    The transactions of the Institute of Electronics, Information and Communication Engineers. D-II   82 ( 10 )   1758 - 1765   1999.10

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  • Multi-fingers Haptic Display System Using Tensed Strings (日本バーチャルリアリテイ学会第4回大会) -- (力覚デバイス)

    Walairacht Somsak, 小池 康晴, 佐藤 誠

    日本バ-チャルリアリティ学会大会論文集   4   139 - 142   1999.9

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  • 9-6 3D Hand Shape Estimation From Fingertip Positions Using SPIDAR

    Yamada Keita, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Proceedings of the ... ITE annual convention   1999 ( 1999 )   131 - 131   1999.8

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    in this paper we estimate hand shape from fingertip positions using SPIDAR8. SPIDAR8 is the device that displays force and measures positions of 8 points by string. SPIDAR8 cannot measure all fingertip positions. We estimate hand shape with hand degree of freedom reduced by anatomical knowledge.

    DOI: 10.11485/iteac.1999.0_131

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  • 9-5 Research for walk through with force feedback system

    Shinoda Yasuhiro, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Proceedings of the ... ITE annual convention   1999 ( 1999 )   130 - 130   1999.8

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    We develop a virtual environment with force feedback system and necessity to use hands, because of more reality in walk through. We construct a model of door and the virtual environment needs to open a door while moving using SPIDAR. And we research the effect of using force feedback system in walk through.

    DOI: 10.11485/iteac.1999.0_130

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  • 9-4 The role of vergence and accommodation on perception of the direction of motion in depth

    Fujisawa Mizuki, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Proceedings of the ... ITE annual convention   1999 ( 1999 )   128 - 129   1999.8

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    We investigated the role of vergence and accommodation on perception of motion in depth using computer-generated display whose the viewing of distance was changed by physically moving. We found that, the observers judged the direction of the motion opposite to prediction.

    DOI: 10.11485/iteac.1999.0_128

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  • 22-3 Estimating the depth of object using DCT from multi focused image

    Miwa Michio, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Proceedings of the ... ITE annual convention   1999 ( 1999 )   302 - 303   1999.8

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    Estimating the depth of the objects is one of the fundamental problem of computer vision. In this paper estimating the depth of the objects using DCT (Discrete cosine transform) from 3 multi focus edimages is mentioned.

    DOI: 10.11485/iteac.1999.0_302

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  • Reconstruction of 3D Virtual Hands for Image Synthesis Using SPIDAR

    Yamada Keita, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Proceedings of the Society Conference of IEICE   1999   171 - 171   1999.8

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  • Research for exploring virtual environment with force feedback

    Shinoda Yasuhiro, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Proceedings of the Society Conference of IEICE   1999   172 - 172   1999.8

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  • 表面筋電と手先力に基づく肩周囲筋トルクベクトル方向の推定

    吉田 直樹, 道免 和久, 川人 光男, 小池 康晴

    作業療法 = The Journal of Japanese Occupational Therapy Association   18   88 - 88   1999.5

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  • A Proposal of Haptization System for the Visually Impaired

    KOUNO Yoshio, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    Technical report of IEICE. HCS   99 ( 10 )   33 - 38   1999.4

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    This paper proposes a haptization system that allows the blind to touch untouchable objects. A stereo vision system is adopted to get the range data that represent the untouchable objects. A tension based force display, that is a point contact type, is used to present the shape to the blind. The method that transforms range data into smooth surface is described. The communication between the stereo vision system and the force display is discussed to realize real-time touch. The experimental system has been developed to evaluate the proposed system.

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  • A Proposal of Haptization System for the Visually Impaired

    KOUNO Yoshio, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    ITE Technical Report   23 ( 31 )   33 - 38   1999.4

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    This paper proposes a haptization system that allows the blind to touch untouchable objects. A stereo vision system is adopted to get the range data that represent the untouchable objects. A tension based force display, that is a point contact type, is used to present the shape to the blind. The method that transforms range data into smooth surface is described. The communication between the stereo vision system and the force display is discussed to realize real-time touch. The experimental system has been developed to evaluate the proposed system.

    DOI: 10.11485/itetr.23.31.0_33

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  • A screen projected optics for deep depth from focus

    Ohara Tomoyuki, Miwa Michio, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. PRMU   98 ( 677 )   9 - 16   1999.3

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    In this paper, we propose a new camera system for a depth from focus method. In the method, we takes images of same scene with changing focus and sense the depth to the scene from the change of blur. But in case of an angle of view is wide and targets are far away, adepth of field is deep. So it is difficult to sense deep depth using the method. At the proposal system, light rays are refracted by the lens and converge on a screen and we take the projected image by a CCD-camera from behind. So we named the system screen projected optics. In images taken the proposal system, an angle of view ...

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  • Multiple state estimation reinforcement learning for driving model

    KOIKE Yasuharu, DOYA Kenji

    IEICE technical report. Neurocomputing   98 ( 673 )   241 - 247   1999.3

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    In this report, a multiple state estimation method for reinforcement learning model is proposed. The steering maneuver of a vehicle is learned from a reward. The reward was evaluated which the vehicle is on the road or not. The reward and control signal were calculated by multiple state using a vehicle dynamics model. From the simulation result, this model can drive on unknown road configuration or velocity condition. This model also explain a gaze control by changing information using a control policy or an environment.

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  • Estimation of torque-vector direction of shoulder muscles using surface EMG

    YOSHIDA Naoki, DOMEN Kazuhisa, KOIKE Yasuharu, KAWATO Mitsuo

    IEICE technical report. Neurocomputing   98 ( 673 )   225 - 232   1999.3

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    There are few studies to quantify the movement direction and its postural variation of many shoulder muscles. In this study, we recorded hand force, EMG and posture, and then estimation of torque-vector direction of eleven shoulder muscles were obtained at 24 different arm postures based on a multiple regression model that reconstructed shoulder torque from EMG accurately. The rcsults were acceptable from the viewpoint of anatomy.

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  • A Development of Haptization System using Haptic Device SPIDAR

    KOUNO Yoshio, KOIKE Yasuharu, SATO Makoto

    Proceedings of the IEICE General Conference   1999   386 - 386   1999.3

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  • A study of a screen projected optics for depth from focus

    OHARA Tomoyuki, MIWA Michio, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    Proceedings of the IEICE General Conference   1999 ( 2 )   343 - 343   1999.3

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  • Study on detecting green traffic signs using color filtering and textural analysis

    Michio Miwa, Tomoyuki Oohara, Sukanya Phonsuphap, Masahiro Ishii, Yasuharu Koike, Makoto Sato

    Kyokai Joho Imeji Zasshi/Journal of the Institute of Image Information and Television Engineers   53 ( 5 )   722 - 729   1999

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    DOI: 10.3169/itej.53.722

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  • Interprocess Communication for A Dynamic Virtual World with Haptic Display Based on Force Integration.

    長谷川晶一, 石井雅博, 佐藤誠, 小池康春

    情報処理学会シンポジウム論文集   99 ( 4 )   1999

  • Force display with interprocess communication incorporating force integration.

    佐藤誠, 河野芳郎, 長谷川晶一, 石井雅博, 小池康晴

    日本機械学会年次大会講演論文集   1999 ( Vol.2 )   1999

  • Interprocess communication based on impulse for dynamic virtual world with a force display.

    長谷川晶一, 石井雅博, 佐藤誠, 小池康晴

    3D映像   13 ( 2 )   1999

  • A study of a deep depth sensor for depth from focus

    Ohara Tomoyuki, Miwa Michio, Ishii Masahiro, Koike Yasuharu, Sato Makoto

    Technical report of IEICE. Multimedia and virtual environment   98 ( 475 )   17 - 24   1998.12

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    In this paper, we propose a new camera system for a dpth from focus method which analyzes blurring. Because depth of field is deep in the distance, we could not image with a wide-angle lens for sensing deep depth using the method. At a screen-model, light rays are refracted by the lens and converge on a screen and it&#039;s imaged by a CCD-camera from behind. In images by a screen-model camera, angle of view is wide and depth of field is shallow even in deep depth. The screen-model can also be a telecentric optics. Some experiments have been conducted to show there is some possibility of sensing...

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  • Extracting a traffic sign from a video stream using color filter and texture analysis

    MIWA Michio, OOHARA Tomoyuki, SUKANYA Phonsuphap, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    ITE Winter Annual Convention   ( 1998 )   102 - 102   1998.12

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  • A study of a long range sensor for depth from focus

    OHARA Tomoyuki, MIWA Michio, ISHII Masahiro, KOIKE Yasuharu, SATO Makoto

    ITE Winter Annual Convention   ( 1998 )   80 - 80   1998.12

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  • 3)等身大仮想環境における動作意図予測に関する研究(画像情報システム研究会)

    石井 雅博, 長谷川 晶一, 佐藤 誠

    映像情報メディア学会誌 : 映像情報メディア   52 ( 8 )   1194   1998.8

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  • Haptic Interface Protocol for Complex Dynamic Virtual World

    Shoichi HASEGAWA, Masahiro ISHII, Makoto SATO, Yasuharu KOIKE

    ICAT'98(the Eighth International Conference on Artificial Reality and Tele-existance), Tokyo, Japan   83 - 89   1998

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  • Acquisition of driving skill by reinforcement learning

    KOIKE Yasuharu, DOYA Kenji

    IEICE technical report. Neurocomputing   96 ( 584 )   107 - 114   1997.3

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    Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

    A reinforcement learning model of automobile drining is proposed. The continuous-time formula of temporal differece(TD)learning is applied to controlling a vehicle dynamics. The position and the rotation angle which are calculated by a forward model of the vechile are used as the inputs of the value function. The acquired driver model can drive the road which are not used for training.

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  • Human Interface Using Surface EMG Signals

    KOIKE Yasuharu, KAWATO Mitsuo

    The Transactions of the Institute of Electronics, Information and Communication Engineers. A   79 ( 2 )   363 - 370   1996.12

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  • Calculating Optimal Criteria for Trajectory Planning Using Observed Movement Data

    OSU Rieko, UNO Yoji, KOIKE Yasuharu, KAWATO Mitsuo

    IEICE technical report. Neurocomputing   96 ( 331 )   71 - 78   1996.10

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    Various optimal criteria have been proposed for trajectory planning in multi-joint arm movements. The minimum-jerk criterion plans smooth trajectories in the extrinsic task space. The minimum-joint-angle-jerk criteria, the minimum-torque-change criteria, and the minimum-motor-command-change criteria plan smooth trajectories in the intrinsic body space. Assuming that realized trajectories reflect planned trajectories, we compared the values of above four optimal criteria calculated from observed movement data. If the value of a certain criterion is larger in a spontaneously generated movement than in some other movement, that criterion can be rejected. If, however, the value of a certain criterion is smaller in a spontaneously generated movement than in any other movement, it supports that criterion. We investigated plausibility of these models by calculating optimal criteria using observed movement data.

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  • Calculating Optimal Criteria for Trajectory Planning Using Observed Movement Data

    Rieko Osu, Mitsuo Kawato, Yoji Uno, Yasuharu Koike

    Japanese Journal of Medical Electronics and Biological Engineering   34 ( 4 )   394 - 405   1996

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  • Mechanical impedance of the human arm examined by the mathematical forward model of musculo-skeletal system

    KOIKE Yasuharu, KAWATO Mitsuo

    IEICE technical report. Neurocomputing   95 ( 405 )   23 - 30   1995.12

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    To estimate the joint torque during movement, the mathematical musculoskeletal model was used. In this model, visco-elastic properties were represented by the linear function of motor command and the artificial neural network model. Using this model, mechanical impedance of human arm during movement was analyzed. We found that the stiffness during movement was higher than that during posture control. The stiffness value during movement, however, was not so high, and thus the equilibrium point would be quite different from the actual trajectory.

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  • ケン玉ロボットの開発

    宮本弘之, 大須理英子, 中野恵理, 川人光男, GANDOLFO F, 五味裕章, SCHAAL S, 小池康晴, 和田安弘

    発明   92 ( 6 )   44 - 49   1995.6

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  • 最適化原理に基づく見まねによるけん玉学習

    宮本弘之, GANDOLFO F, 五味裕章, SCHAAL S, 小池康晴, 大須理英子, 中野恵理, 和田安弘, 川人光男

    電子情報通信学会技術研究報告   94 ( 563(NC94 114-155) )   223 - 230   1995.3

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  • Force field analysis and estimation of stiffness elipses and virtual trajectories of the fuman arm during Z joint-movement

    Koike Yasuharu, Kawato Mitsuo

    IEICE technical report. Neurocomputing   94 ( 417 )   1 - 8   1994.12

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    Properties of the muscluloskeletal systems have been studied mainly during posture control until now.There are few studies about the properties of the musculoskeletal systems during movement.We succeeded in constructing a forward dynamics model of human arm motion in the form of an artificial neural network with a modular architecture whose input signals were surface EMG signals.In this paper,the force field was calculated using the forward dynamics neural network.Moreover,we calculated the virtual trajectories and stiffness ellipses during movement using artificial neural network model.

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  • Human Interface using sueface EMG signals

    Koike Yasuharu, Kawato Mitsuo

    Technical report of IEICE. HC   94 ( 89 )   61 - 66   1994.6

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    We have focused on constructing a forward dynamics model of human arm motion in the form,of an artificial neural network.In previous studies we have already succeeded in:(1)estimating joint torques under isometric conditions in the horizontal plane,(2) estimating joint angular acceleration and reconstructing trajectories in the horizontal plane from surface EMG signals,(3) estimating dynamic joint torque and reconstructing trajectories in the horizontal plane from surface EMG signals,and(4)estimating four degrees-of-freedom posture in 3-D space.In this paper,we propose new human-interface m...

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  • Trajectory Formation from Surface EMG Signals Using a Neural Network Model

    Koike Yasuharu, Kawato Mitsuo

    The transactions of the Institute of Electronics, Information and Communication Engineers   77 ( 1 )   193 - 203   1994.1

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  • Estimation of Isometric Torques from Surface Electromyography Using a Neural Network Model

    Koike Yasuharu, Honda Kiyoshi, Hirayama Makoto, Gomi Hiroaki, Bateson Eric Vatikiotis, Kawato Mitsuo

    The transactions of the Institute of Electronics, Information and Communication Engineers   76 ( 6 )   1270 - 1279   1993.6

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  • Movement Pattern Recognition Based on the Minimization Principle

    Wada Yasuhiro, Koike Yasuharu, Eric Vatikiotis-Bateson, Kawato Mitsuo

    IEICE technical report. Neurocomputing   93 ( 124 )   85 - 92   1993.6

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    We have already proposed a via-points estimation model that extracts via-points of character,and proposed a handwriting model based on it.These models are based on the minimization principle. In experiments,good qualitative and quantitative agreement have been found between human data and the trajectory generated by the model.In this report,we apply these models to a recognition system of cursive connected script.Finally,it is shown that the via- points estimation model can be applied to articulator motion and quite good agreement between estimated via-points and phonemes is found.

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  • A Computational Model for Cursive Handwriting

    Wada Yasuhiro, Koike Yasuharu, Kawato Mitsuo

    The transactions of the Institute of Electronics, Information and Communication Engineers   76 ( 11 )   2400 - 2410   1993.1

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  • 筋電信号を用いた人腕のフォワードダイナミクスモデル

    小池康晴, 本多清志, 平山亮, 五味裕章, BATESON E V, 川人光男

    生体・生理工学シンポジウム論文集   7th   335 - 340   1992.11

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  • 人腕多関節運動中のスティッフネスの計測

    五味裕章, 小池康晴, 川人光男

    電子情報通信学会技術研究報告   91 ( 530(NC91 132-164) )   99 - 106   1992.3

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  • 筋電信号を用いた人腕のフォワードダイナミクスモデル

    小池康晴, 本多清志, 平山亮, 五味裕章, VATIKIOTIS‐BATESON E, 川人光男

    電子情報通信学会技術研究報告   91 ( 530(NC91 132-164) )   107 - 114   1992.3

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Research Projects

  • Electrophysiological Understanding of the Obese Brain and Neuromodulation of the Pathophysiology

    Grant number:24K21309  2024.6 - 2027.3

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

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    Grant amount:\25870000 ( Direct Cost: \19900000 、 Indirect Cost:\5970000 )

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  • 身体-脳の機能不全を克服する潜在的適応力のシステム論的理解に関する成果とりまとめ

    Grant number:24H02759  2024.4 - 2025.3

    日本学術振興会  科学研究費助成事業  新学術領域研究(研究領域提案型)

    太田 順, 小池 康晴

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    Grant amount:\3900000 ( Direct Cost: \3000000 、 Indirect Cost:\900000 )

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  • 筋シナジーを基にした力制御技能の定量化

    Grant number:23H03433  2023.4 - 2026.3

    日本学術振興会  科学研究費助成事業  基盤研究(B)

    小池 康晴

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    Grant amount:\18850000 ( Direct Cost: \14500000 、 Indirect Cost:\4350000 )

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  • 思い通りに動かせる手を再獲得するために主観的評価をシナジー解析で客観的に捉える

    Grant number:23K10451  2023.4 - 2026.3

    日本学術振興会  科学研究費助成事業  基盤研究(C)

    砂川 融, 小池 康晴, 車谷 洋

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    Grant amount:\4680000 ( Direct Cost: \3600000 、 Indirect Cost:\1080000 )

    本研究は、磁気式3次元計測装置や筋電図計により取得したデータから、運動ならびに筋シナジー解析によって利き手、非利き手の役割の違いを協調運動の観点から明らかにし、最終的には利き手・非利き手別のリハビリテーション治療プラグラムを考案することを目的にしている。
    今年度は、磁場空間内位置座標計測装置(Polhemus VIPER)を導入し、計測環境の構築を行った。健常成人を対象に手指の離握手などの単純な運動中におけるデータの取得を行い、取得したデータを基に手指関節角度を算出するためのソフトウェア開発に着手した。算出された角度データの精度検証実験を行った。日常生活動作の1つであるボタンの留め/外しを課題とした予備実験を開始した。
    磁気式3次元計測では金属などの物体が近接すると磁場が歪むため、予備実験ではデータの精度に問題が生じていた。しかし、専用の計測環境の構築することで、この問題は改善された。次年度以降は、今年度に構築した計測環境で研究を進め、ADL動作中の利き手と非利き手の役割の違いを関節運動の観点から明らかにする。さらに、これらの知見をまとめ学会発表および国際誌への投稿準備を進めていく。

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  • 筋シナジーを基にした力制御技能の定量化

    Grant number:23K28123  2023.4 - 2026.3

    日本学術振興会  科学研究費助成事業  基盤研究(B)

    小池 康晴

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    Grant amount:\18850000 ( Direct Cost: \14500000 、 Indirect Cost:\4350000 )

    本研究では、熟練者の技能を筋シナジーの空間的・時間的パターンとして表現し、学 習者に効率よくこれらのパターンを教示するシステムの構築を目指している。
    このため、多くの筋活動を同時に簡便に計測できるシステムの開発を行なっている。マルチアレイ電極のシステムについて、電極の数、および電極の場所の最適化をおこなった。現状の32チャンネルのシステムから数を少なくしても、安定して前腕部の菌活動が計測できるよう、筋活動、筋シナジー、独立成分分析を行い、活動の比較を行った。
    また、技能学習に必要なフィードバック情報として、筋活動を提示しない場合であっても、技能の獲得は可能である。熟練者の筋活動も含めた他の指標を提示した場合には、タスクが上達するだけでなく、筋活動の類似性も高くなる。しかし、全ての禁活動パターンの類似度が高まるわけではないため、外部座標系、身体座標系での運動学習の比較を行なった。
    MRI計測においても、新しいプロトコルで計測を行った。

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  • High speed sensing of latent biological activities prior to human actions and their very early stages for accident prevention

    Grant number:20K20483  2020.4 - 2022.3

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

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    Grant amount:\26000000 ( Direct Cost: \20000000 、 Indirect Cost:\6000000 )

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  • Modeling of hyper-adaptability to altered musculoskeletal system

    Grant number:19H05728  2019.6 - 2024.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research on Innovative Areas (Research in a proposed research area)  Grant-in-Aid for Scientific Research on Innovative Areas (Research in a proposed research area)

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    Grant amount:\121030000 ( Direct Cost: \93100000 、 Indirect Cost:\27930000 )

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  • Administrative research on hyper-adaptability for overcoming body-brain dysfunction

    Grant number:19H05722  2019.6 - 2024.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research on Innovative Areas (Research in a proposed research area)  Grant-in-Aid for Scientific Research on Innovative Areas (Research in a proposed research area)

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    Grant amount:\90610000 ( Direct Cost: \69700000 、 Indirect Cost:\20910000 )

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  • An exploratory study of motion pattern based on kinematic and muscle synergy in upper extremity

    Grant number:19K11416  2019.4 - 2022.3

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

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    Grant amount:\4290000 ( Direct Cost: \3300000 、 Indirect Cost:\990000 )

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  • Structure and function of primate cortico-basal ganglia loop circuits involved in procedural learning

    Grant number:19H03335  2019.4 - 2022.3

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

    Inoue Ken-ichi

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    Grant amount:\17420000 ( Direct Cost: \13400000 、 Indirect Cost:\4020000 )

    In this study, to elucidate the functional architecture of the cortico-basal ganglia loop circuit, we first developed a novel neuroanatomical method (bi-directional multicolor transneuronal tracing method) that enables the simultaneous application of retrograde transsynaptic tracing and axonal tracing to two cortical regions. We also established a method using AI to automatically analyze retrograde labels with the same level of accuracy as human judgment. By using these novel technologies, we investigated the information integration patterns of cortico-basal ganglia loop circuits that originate from the premotor cortex and anterior cingulate cortex, The results indicates that information from each cortex is integrated within the basal ganglia and that each pathway in the basal ganglia has a different mode of information integration.

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  • New Brain Machine Interface using prediction information in the brain

    Grant number:18H04109  2018.4 - 2021.3

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

    Koike Yasuharu

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    Grant amount:\44200000 ( Direct Cost: \34000000 、 Indirect Cost:\10200000 )

    We showed that vestibular electrical stimulation (GVS) improved the discrimination rate in four directions: front, back, left and right. In addition, we examined the electrode positions that were common to all participants in the experiment in order to discriminate the four directions in the EEG measurement. As a result, it was found that the estimation with the electrode position common to all experimental participants showed better accuracy than the electrode position with high discrimination rate for each individual, when the number of electrodes was small.
    In addition, we tested whether the discrimination rate would decrease even if the intensity of the GVS stimulus was reduced, because the acceleration due to the perceived motion was small in the assumption of maneuvering a wheelchair. As a result, we confirmed that the discrimination rate did not decrease even if the intensity of GVS was reduced to half of the initial level.

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  • Hand Rehabilitation Based on Handedness and Evidence

    Grant number:18K10673  2018.4 - 2021.3

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

    Sunagawa Toru

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    Grant amount:\4290000 ( Direct Cost: \3300000 、 Indirect Cost:\990000 )

    The sensory disturbance caused by finger ischemia was aggravated over time, but was alleviated by tDCS. It was shown that video observation using VR was effective for artificial hand operation training.
    A motor synergy analysis of the thumb rotation movement revealed a decrease in CM joint movement and compensatory movement of MP joints in patients with carpal tunnel syndrome compared to normal subjects, and there was no significant difference in synergy in patients with CM arthropathy. However, it was found that the range of motion decreased in all directions. When the reach movement task was analyzed using motion synergy, there was no difference between the left and right hand motion patterns, but there was a difference between the left and right for the pattern involving the shoulder and elbow. It was found that the training extracted from the synergy analysis significantly improved the hand performance.

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  • International cooperation for promoting the study of adaptive circuit shift

    Grant number:15K21715  2015.11 - 2019.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research on Innovative Areas (Research in a proposed research area)  Grant-in-Aid for Scientific Research on Innovative Areas (Research in a proposed research area)

    Kobayashi Kazuto

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    Grant amount:\39910000 ( Direct Cost: \30700000 、 Indirect Cost:\9210000 )

    Here we applied our new strategy to manipulate specific neural types and pathways and to characterize dynamic changes of the neural circuit and aimed to elucidate the mechanisms underlying the development and transition of neural circuit during learning processes and the functional compensation of the circuit against neural injury. To achieve this purpose, we focused on the basic technology for neural circuit control (A01), development and transition of neural circuit for behavioral control (A02), and its impairment and recovery of the circuit (A03), organized 9 planned members, and further accepted publicly selected groups (35 groups for the first and second stages, respectively). Based on the integrated research activity including research supporting system, we promoted the interaction and collaboration between research groups.

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  • Elucidation of causality between flactuation of kansei-preference and neuronal plasticity

    Grant number:15K16080  2015.4 - 2019.3

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

    Yousuke Ogata, Katsui Yu, Maruyama Yasuhisa, Tsuji Shota, Miyamoto Yasutaka, Yoshimura Natsue, Koike Yasuharu

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    Grant amount:\4030000 ( Direct Cost: \3100000 、 Indirect Cost:\930000 )

    The results showed that the tendency of the effect of the neurofeedback seems to increase by changing the timing of the feedback for each individual. And we succeeded in predicting the degree of preference from 200 ms to 400 ms event-related potential EEG components by using a machine learning algorithm.
    From these results, brain activity information that may be involved in change of preference needs a component of a relatively early part from stimulus presentation. Thus, these results suggest that to perform accurate neurofeedback in fMRI, it is necessary to use temporal component information derived from EEG or rapid imaging method of fMRI with millisecond order.

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  • Learning algorithm and neural basis of reducing market anomalies

    Grant number:15H03124  2015.4 - 2018.3

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

    MATSUMOTO Kenji, KOIKE Yasuharu, MATSUMORI Kaosu, YOMOGIDA Yukihito, IIJIMA Kazuki, AOKI Ryuta, IZUMA Keise, SUZUKI Shinsuke, MURAYAMA Kou, SAKAKI Michiko, FOO Jerome, SUGIURA Ayaka

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    Grant amount:\18200000 ( Direct Cost: \14000000 、 Indirect Cost:\4200000 )

    We proposed an exponentially biased Bayesian update model with its underlying neural circuits, which can explain most cognitive biases in human probability judgments as well as electrophysiological findings on experimental animals. The model also provides a unified account for some psychiatric diseases. We applied the model to determine the learning algorism to diminish the cognitive bias in an experimentally designed market. In addition, we proposed a new behavior change theory that is consistent to the findings in behavioral economics.

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  • Development of the Neurological and Kinematic Evidence Based Hand Therapy depending on the Dominant or Non-dominant Hand

    Grant number:15K01415  2015.4 - 2018.3

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

    SUNAGAWA Toru

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    Grant amount:\4810000 ( Direct Cost: \3700000 、 Indirect Cost:\1110000 )

    As results of brain research, the motor image had a positive effect on performance improvement of the hand, and the possibility that devising a presentation method influenced the results. tDCS had a positive effect on motor performance of the hand, ability for exercise image improvement, and the possibility that we could apply to treatment of the sensory disturbance was suggested.
    As results of kinematic analysis, palm arch motion was different depending on the handedness. It was suggested that the rehabilitation that paid its attention to the cooperation of the whole hand in the dominant hand, and to the thumb in the nondominant hand. The possibility that the improvement of the function of the hand was obtained by recovering the restore of the proximal interphalangeal joint motion chiefly of the ring finger was suggested.

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  • Mechanisms underlying the functional shift of brain neural circuitry for behavioral adaptation

    Grant number:26112001  2014.7 - 2019.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research  Grant-in-Aid for Scientific Research on Innovative Areas (Research in a proposed research area)

    Kobayashi Kazuto

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    Grant amount:\110500000 ( Direct Cost: \85000000 、 Indirect Cost:\25500000 )

    Here we applied our new strategy to manipulate specific neural types and pathways and to characterize dynamic changes of the neural circuit and aimed to elucidate the mechanisms underlying the development and transition of neural circuit during learning processes and the functional compensation of the circuit against neural injury. To achieve this purpose, we focused on the basic technology for neural circuit control (A01), development and transition of neural circuit for behavioral control (A02), and its impairment and recovery of the circuit (A03), organized 9 planned members, and further accepted publicly selected groups (35 groups for the first and second stages, respectively). Based on the integrated research activity including research supporting system, we promoted the interaction and collaboration between research groups.

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  • Mechanisms underlying the functional shift of brain neural circuitry for behavioral adaptation

    Grant number:26112004  2014.7 - 2019.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research on Innovative Areas (Research in a proposed research area)  Grant-in-Aid for Scientific Research on Innovative Areas (Research in a proposed research area)

    KOIKE YASUHARU, YOSHIMURA Natsue, KAMBARA Hiroyuki

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    Grant amount:\68640000 ( Direct Cost: \52800000 、 Indirect Cost:\15840000 )

    In this research, analysis technology using mathematical model is developed in order to clarify the neural mechanism involved in circuit transition in the process of learning and circuit reorganization in recovery from disability.
    Using synergy concept, many degrees of freedom for brain activities which is measured during motor task was reduced and it became possible to analyze the movement.
    In addition, it has become possible to analyze not only functional connections but also effective connections of large-scale neural network using time series data like MRI bold signals, EEG signals, and so on.

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  • Virtual Reality of Internal Structures and Materials by Elucidation of Causal Phenomenon and Modeling of Active Touch Sensing

    Grant number:26280072  2014.4 - 2017.3

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

    Hasegawa Shoichi, Sato Makoto, Katsuhito Akahane

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    Grant amount:\15470000 ( Direct Cost: \11900000 、 Indirect Cost:\3570000 )

    An active touch that gets a tactile sense by touching and moving an object gives various clues about the target.
    In this research, we aim to compute and present deformation and vibration by physical simulation to realize virtual reality, where the user perceive internal structure and material by active touch. We worked on (1) a short computation time deformation algorithm and (2) reproducing of vibrations generated by active touch.
    For (1), we proposed a method to reduce computation time by decomposing the target into local groups and using the local stiffness matrix. For (2), we show that an accurate friction coefficient model for stick-slip friction reproduces stick-slips close to reality and it improves the feel of reality.

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  • Study on possibility of augmented human by using haptic device for whole body

    Grant number:26540104  2014.4 - 2016.3

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

    Akahane Katsuhito, SATO Makoto, HASEGAWA Shoich

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    Grant amount:\3640000 ( Direct Cost: \2800000 、 Indirect Cost:\840000 )

    In this research, I propose a system for a haptic device for whole body to achieve augmented human. Recently, street dancing has attracted a great deal of attention. Almost all conventional training environments for street dancing have only visual information, such as watching videos. However, by contrast, the training in which trainers take trainees by the hand and teach them step by step has haptic information. Given this information, more effective training environments for street dancing could be constructed by using haptic information. Deciding that the target task should be “keeping the beat”, this research designed and developed human-scale wire-driven haptic interface which enable street dance training. As a result of evaluation experiment, effectiveness of training using the proposed interface was confirmed.

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  • Quantitative analyses of writing movement disorder for clinical applications for agraphia patients

    Grant number:25885089  2013.8 - 2015.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Research Activity Start-up  Grant-in-Aid for Research Activity Start-up

    ITAGUCHI Yoshihiro, FUKUZAWA Kazuyoshi, KOIKE Yasuharu, YOSHIZAWA Hiroshi, UCHIYAMA Yumiko, KATSURA Seiichiro, YAMADA Chiharu

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    Grant amount:\1755000 ( Direct Cost: \1350000 、 Indirect Cost:\405000 )

    The present study aimed to improve the understanding of the acquired neurological disorder called agraphia (can read but cannot write characters), and to invent a new clinical assessment for the disorder. We had two achievements. First, we provided new quantitative measures which can reflect the symptoms of agraphia patients more accurately and intuitively in terms of motor control theory. Second, using those measures, we made a software application which can easily assess writing disorders in clinical circumstances.

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  • Development of Brain Science Evidence Based Hand Rehabilitation Program Depending on the Dominant or Non-dominant Hand

    Grant number:24500582  2012.4 - 2015.3

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

    SUNAGAWA Toru, KOIKE Yasuharu, NAKANISHI Kazuyoshi, KURUMADANI Hiroshi

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    Grant amount:\4680000 ( Direct Cost: \3600000 、 Indirect Cost:\1080000 )

    The brain activity during motion exercise varied depending on the handedness. There was an individual difference in the movement of the non-dominant hand and the difference became particularly remarkable in complexity movement. However, there was no clear difference in the brain activity between dominant and non-dominant hand during the sensory input exercise. It was necessary to consider handedness during motion exercise, but not to consider it during the sensory input exercise.
    tDCS improved the ability of motion exercise and motion imagery, and it was suggested that it might also improve the ability for sense. As for the mirror therapy, its effectiveness for the motion exercise was supported by the measurement of brain activation, however, it was not able to confirm its efficacy for the sensory input exercise.

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  • The development of waterproof welfare equipment

    Grant number:24650348  2012.4 - 2014.3

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

    KOIKE Yasuharu

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    Grant amount:\3900000 ( Direct Cost: \3000000 、 Indirect Cost:\900000 )

    Waterproof active EMG electrode was developed for welfare equipment. The qualities of measured signals in the air or water were compared. The result was that the minimum force level did not changed in each condition. For the future development, a prototype of wireless system was made and the communication protocol for reducing electric power consumption was also developed.
    The prosthetic arm was made as trial models. In order to reduce the price or simplicity of controller, a servomotor was adopted. The position and impedance was controlled by EMG activities.

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  • The development of training system for self rehabilitation

    Grant number:23300208  2011.4 - 2014.3

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

    KOIKE Yasuharu, WADA Yasuhiro

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    Grant amount:\18460000 ( Direct Cost: \14200000 、 Indirect Cost:\4260000 )

    The training system for self rehabilitation have been developing. In this project, new grip design for patient was proposed. The system is easy to fix, can measure the postion and apply force in any directions. Moreover the remotely measured data was update in cloud system.
    The model parameters of musculo-skeletal system was analyzed using wrist computational model. Each muscle activation pattern from computer simulation can be reconstructed with same characteristics of real animal experimental results.

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  • Research on a high definition wire driven haptic display for both hands manipulation of considering wrist posture

    Grant number:23300046  2011.4 - 2014.3

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

    SATO MAKOTO, AKAHAME Katsuhito, KOIKE Yasuharu

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    Grant amount:\20280000 ( Direct Cost: \15600000 、 Indirect Cost:\4680000 )

    The purpose of this research is to develop a both hands multi-fingers manipulation haptic device with tactile display. We realize high definition wire driven haptic device SPIDAR with tactile device to display contact feeling when we touch the object surface. We have developed the following three system components for the system : 1. Tactile device for the finger-tip to realize both hands many fingers operation. 2. Haptic device for the both hands multi-fingers manipulation with rotary frame. 3. Real time dynamic simulation system for haptic and tactile interaction.

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  • Development of an adaptive BMI for cooperated predictive control by brain-contact

    Grant number:21240013  2009 - 2011

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

    WADA Yasuhiro, OHISHI Kiyoshi, KOIKE Yasuharu, ONO Hiroshi, TSUBONE Tadashi, MATSUZAKI Shuichi

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    Grant amount:\47450000 ( Direct Cost: \36500000 、 Indirect Cost:\10950000 )

    Brain-machine interface(BMI) has been as a communication tool of a person who lost body function. Extracting of functional information from brain signals is important for controlling a BMI in a realistic and natural way. In this study, we measured functional near-infrared spectroscopy(fNIRS) signals during isometric arm movements in four directions, and performed direction classification. As a result, the classification accuracy was highest when both of OxyHb and DeoxyHb was used as the features and both of time and channel was selected. The peak time of the signal, the task ends, and after a few seconds of task ends, was particularly well chosen.

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  • A Human scale haptic VR environment with both hands multi-fingers manipulation

    Grant number:20300044  2008 - 2010

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

    SATO Makoto, HASHIMOTO Naoki, AKAHANE Katsuhito, KOIKE Yasuharu, ZHANG Xiaolin

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    Grant amount:\19110000 ( Direct Cost: \14700000 、 Indirect Cost:\4410000 )

    The purpose of this research is to develop a human scale virtual reality environment with both hands multi-fingers manipulation capability.
    We have developed the following three system components for the system :
    1. Real scale VR environment with direct manipulation.
    2. Haptic device for the both hands multi-fingers manipulation.
    3. Real time dynamic simulation system for haptic interaction.

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  • 視覚と触覚に関する環境情報の不一致を利用した学習と制御モデルに関する研究

    Grant number:20033008  2008 - 2009

    日本学術振興会  科学研究費助成事業 特定領域研究  特定領域研究

    小池 康晴

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    Grant amount:\10300000 ( Direct Cost: \10300000 )

    これまでのボールキャッチングにおける落下時刻(Time to Contact : TTC)の予測に関する実験に置いて,以下に挙げることが分かっている.1.人は複数の加速度を切り替えて,適切にボールの落下時刻を予測可能である,2.高さを変えるとニュートンの法則などダイナミクスを用いた関係式により落下時刻を予測している事を示唆している.3.視覚と触覚のタイミングをずらすと,触覚のタイミングにより落下時刻の予測を変更するが,このとき,あたかも加速度が変化したように異なるダイナミクスを用いて接触時刻を予測している可能性が示唆されている.4.視覚と触覚の同時性を調べてみると,視覚と触覚のタイミングをずらした環境に適応した後は,同時だと感じる時刻も,ずらした時間とほぼ同じだけずれる.これらの事実を説明できるモデルとして,TTCの予測値と実際の衝突時刻の差を用いて学習を行なっており,加速度ごとに別々のTTC予測モデルが作られ,視覚情報(位置,速度)から,それらのモデルが切り替わるものを考えた.このモデルを確認するために,二つの加速度を学習するときに,ある加速度から別の加速度に急に切り替えるときと,気がつかないくらい小さい差で徐々に変化させるときとでは,獲得される内部モデルの数が異なるかを実験により確認した.その結果,徐々に加速度を変えた場合はTTC予測モデルが更新され一つのモデルだけで学習が行われ,急に変えた場合は,二つのTTC予測モデルが同時に獲得されることを確認した.

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  • 100kHzの更新周波数を有する高解像度力覚提示システムの開発に関する研究

    Grant number:19650022  2007 - 2008

    日本学術振興会  科学研究費助成事業 萌芽研究  萌芽研究

    佐藤 誠, 小池 康晴, 橋本 直己

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    Grant amount:\3300000 ( Direct Cost: \3300000 )

    近年,計算機処理能力の向上により,複雑な3次元VR空間を構築できるようになってきた.特に,物理シミュレーションを伴ったVR世界の構築が可能になり,物理世界に力覚提示を加えたシステムも提案されている.従来から力覚の安定提示には力覚提示装置を1kHz以上で制御することが言われてきた.しかしながら,1kHzでの制御では力覚の提示能力が乏しくユーザーの要求する力覚提示を実現するのが困難であった.そこで,我々は力覚提示のための専用コントローラを開発し,ホストとなるPCの負荷に依存せず力覚補間を用いて10kHzでの力覚提示を3自由度力覚提示装置で実現した.これにより,デバイス単体の性能評価である力覚提示能力(Z-Width)が従来の約10倍となり,極めて硬い提示面が安定に提示可能となった.しかしながら,力覚提示に必要十分な更新周波数の値は解明できていない.本研究では,力覚提示のために数十kHzの更新周波数の実現するため,コントローラの処理能力を向上させた小型専用コントローラを構築する.そして,物理シミュレータによって構築されるVR世界において,質の高い力覚提示を次世代力覚提示システムとして実現することを目指す.
    平成19年度は組み込み向けプロセッサSH4用いたコントローラの開発を行い,最新のSH4プロセッサを用いることで,コンパクトな力覚汎用コントローラの構築を検討した.本年度は力覚コントローラの開発と100kHz更新周波数の高解像度力覚システムの基本検討とシステム開発を行ない,その有効性を確認した.

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  • 視覚と触覚に関する環境情報の不一致を利用した学習と制御モデルに関する研究

    Grant number:18047009  2006 - 2007

    日本学術振興会  科学研究費助成事業 特定領域研究  特定領域研究

    小池 康晴

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    Grant amount:\9200000 ( Direct Cost: \9200000 )

    ヒトは重力加速度で落下する物体を受け取るときに,物体と手が衝突する時刻を予測し,衝突時刻の一定時間前に筋肉に力を入れ始める.落下加速度が重力加速度でない環境下では,学習により接触タイミシグの予測を調整し,やはり衝突の一定時間前に力を入れ始めるようになる.しかし受け取り動作の代わりに物体をパンチする実験では十分に学習できないことから,受け取り動作の場合において常に与えられる触覚情報が学習に重要な役割を果たす可能性があると考えた.
    本砥究ではこのことを検証するため,力情報の提示タイミングを微小時間ずらしたバーチャルリアリティ環境内で,重力加速度で落下するバーチャルボールを繰り返し受け取るタスクを用い,被験者がどのように運動開始タイミングを調整するかを調べた.力情報をずらす時間としては,±60ms,Oms(ずれなし)を用い,各ずれに対し60回ずつタスクを行った.この学習が済んだ後,学習していない高さに対して同じ課題を行った.この課題により,脳が環境のダイナミクスを獲得しているか,さらには,学習している物が加速度の情報なのかを検証した.
    実験の結果,時間のずれを加速度の変化として学習していたこと,また,ある一定の加速度情報を用いて接触タイミングを推定していたことから,環境のダイナミクスを推定に用いていることを確認した.さらに,視覚情報から得られる加速度情報と実際の推定に用いている加速度情報が異なっていることから,視覚情報から得られる加速度情報は精度が良くない可能性があることを示唆している.

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  • Robot Eye Control System and Its 3D Image Recognition Based on Optical Physiology

    Grant number:17300060  2005 - 2007

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

    ZHANG Xiaolin, SATO Makoto, KOIKE Yasuharu

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    Grant amount:\14450000 ( Direct Cost: \13100000 、 Indirect Cost:\1350000 )

    (1) A binocular motor system model based on human neural pathways of the binocular motor system was described and a camera movement control system using the model was presented. Although the complexity of real neural networks necessitated several restrictions on the proposed model, the system exhibited several characteristics specific to human-eye movement, such as "same point gazing tendency."
    (2) A new mathematical model which shows the short-term signal processing functions of a neuron was proposed. This research demonstrates that the membrane of a neuron acts as an adder, and the synapses are signal processing units for the input pulses. The adder and signal processing units are related by the total postsynaptic currents of all synapses, i.e. the pulse frequency on the membrane is in proportion to the total postsynaptic currents, and the postsynaptic current of each synapse can be obtained through convolution integration by a one pulse postsynaptic current function and the pulse frequency function of the synapse. This allows us to reach an interesting conclusion that the transfer function of a neuron, from the synapses to the axon, is the sum of the Laplace transform of the one pulse postsynaptic current function of each synapse.
    (3) A binocular camera control system using only analog devices was developed. This analog robot demonstrated better dynamic performance than a similarly structured digital system.
    (4) An active camera system based on hawk eye structure and neuron system was proposed. The system, for example, can be used for search and rescue helicopters.
    (5) A binocular security system was developed. The system established that if a set of two active cameras (PTZ camera) uses the binocular model, not only can we easily obtain detailed information, such as 3D data of the imaged person, but can also improve the dynamic performance for target pursuit.
    (6) Image processing algorithms for robot vision was proposed. The algorithms include the moving target search algorithms for saccade, and known target detection algorithms for smooth pursuit.

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  • バーチャルヒューマンの動作生成のための筋力パターン計測装置(マッスルキャプチャ)

    Grant number:17650025  2005 - 2006

    日本学術振興会  科学研究費助成事業 萌芽研究  萌芽研究

    佐藤 誠, 小池 康晴, 橋本 直己, 長谷川 晶一

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    Grant amount:\3400000 ( Direct Cost: \3400000 )

    研究の概要
    本研究では、従来のモーションキャプチャによる姿勢計測に加え、実際に動作している人間の筋肉の動き(筋力パターン)を前進の筋電計測によって獲得し、その情報を利用している人間型キャラクタの自然な動作生成を可能にするマッスルキャプチャの実現を目的としている。はじめに、我々がこれまで開発してきた等身大仮想環境構築技術および筋電パターンからの部分的な運動の推定技術を用いて、様々な運動を行いながら、筋電パターン計測が可能な計測環境の構築について検討した。そして、計測した筋電パターンから全身の筋力パターンを直接推定する技術を解明した。さらに、これらの計測情報をデータベース化し、そこから筋力パターンレベルにおいて動作を自在に合成することで、人間型キャラクタの自然な動作生成を試み、その有効性を評価した。具体的な成果は以下の通りである。
    本年度(〜平成19年3月31日)の研究実施計画
    平成18年度は前年度得られた筋力パターンの分析を進めると共に、運動との対応付けを前提としたデータベースの作成とそのデータへの多様なアクセス方法の検討を行う。
    1)動作データベースは、筋力パターンを含めた多様なデータ構成になることが予想されるため、高速な検索及び呼び出しが可能になるような構成を目指した。また、動作データを増やすことが一般的には困難であるとされているため、より多様なデータを容易に獲得し、データベースを拡張していくことが可能になるフレームワークの開発をすすめた。
    2)動作データに対して、力覚提示装置などで外力を加えた際の動作への影響を調べた。実際になんらかの作業を想定した仮想VP環境を構築し、等身大力覚提示装置を用いてこれを評価した。

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  • Emotional communication between human and machine using motion of joints of body

    Grant number:17500140  2005 - 2006

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

    ISHII Masahiro, SATO Makoto, KOIKE Yasuharu, HASEGAWA Syoichi, MARUTA Hidenori

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    Grant amount:\2700000 ( Direct Cost: \2700000 )

    The purpose of this research was to achieve emotional communication between humans and robots. Numerous attempts have been made by scholars to show that the expressions of feces and voices are effective in receiving and manifesting emotion between humans and robots. Instead of feces and voices, we use body movement as a cue to emotion. We have obtained following results.
    We have built a movie database for emotion study. A motion-capturing system was used to get human gait information. 12 sensors were put onto walker's principal joints. Actors were asked to express emotion while walking. The database includes gait information from 30 actors.
    We investigated human percept on emotion from gait display. The gait data were presented as biological motion. Human subjects were asked to answer perceived emotion from the display. The rate of correct answer was 40%.
    We constructed an emotion-recognition system. A method of feature extraction to discriminate emotions of human from a sensing data of human gait patterns was studied. We assume that the high dimensional biological motion data are generated by low dimensional features which components are statistically independent. The extracted feature is evaluated by a discriminated result of the given biological motion data which identified five types of categories, "Anger", "Grief", "Disgust", "Joy" and "Fear". We achieve 40% accuracy for 5-class of emotion discrimination with 3 actors' biological motion data.

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  • Human-Centric Media-Interaction Environments for Knowledge Construction and Restructuring

    Grant number:16200008  2004 - 2007

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

    NAKAKOJI Kumiyo, YAMAMOTO Yasuhiro, YAMADA Kazuaki, KOIKE Yasuharu, SATO Himko

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    Grant amount:\49660000 ( Direct Cost: \38200000 、 Indirect Cost:\11460000 )

    The goal of this research is to construct the human-centered media interaction environment that supports people to create and reconstruct knowledge when collect, analyze, and share a large amount of data, such as scientific data, marketing data, or video data. While existing simulation and visualization approaches have mainly focused on the presentation of such data, our approach is unique by focusing on people's incremental knowledge processes when interacting with the data. We have developed a framework for the human-centered media interaction environment that consists of three subsystems : a system for knowledge creation, one for manipulation, and one for representation. We have applied the framework in three domains : predicting chemical reaction, analyzing temporal numerical data, and analyzing video data.
    The results of this research projects include that we have developed a interaction model that uses a two-dimensional representation to help people express knowledge in linear, networked, and hierarchical structures, that we have developed an innovative tele-kinesthetic interaction model that uses EMG signals and a 3D physical object as a display, that we have explored visual and auditory media as a representation for creative knowledge work, that we have developed an open-source software library that is specifically dedicated to support molecular visualization and manipulation, that we have constructed an interaction history framework, which is a general framework to interact with temporal data, and that we have built a theoretical framework for active watching (i.e., a knowledge-intensive activity where an analyst interacts with video data) and built interaction primitives based on the framework.

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  • The research of multilayer active array electrode for neuron activity in Brain

    Grant number:16360169  2004 - 2006

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

    KOIKE Yasuharu, SATO Makoto, MASU Kazuya

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    Grant amount:\14700000 ( Direct Cost: \14700000 )

    There exist diverse and extensive neurophysical and biomechanical investigations into the relation between brain activity and various dynamical and/or kinematic aspects of correlated movements. One of the goals of these studies is to interpret the motor control mechanisms of the central nervous system computationally and to make a brain machine interface (BMI). Recently, there have been many studies concerning the reconstruction of arm movements from neuron activity recorded from the primary motor cortex or from multiple frontal and parietal cortical. The artificial arm made reaching and grasping movements on a computer screen driven only by the monkeys' thoughts. Despite these successful experiments, there still remains considerable work to be done before a smart BMI system can be realized. The most recent BMI systems are able to reproduce hand movements or computer cursor movements in a 2D or 3D space.
    In this report, new signal processing method was developed for multilayer active array electrode for neuron activity in Brain and new motor control theory was proposed in which the motor examination was conducted without trajectory planning. Also new actuator which controlled the electrode position was made as a prototype.

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  • Virtual Design Environment with Haptic Interaction for real-scale dynamic designing.

    Grant number:16300025  2004 - 2005

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

    SATO Makoto, KOIKE Yasuharu, HASEGAWA Syoichi, HASHIMOTO Naoki, ZHANG Xiaolin

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    Grant amount:\14900000 ( Direct Cost: \14900000 )

    We work towards realizing a human-centered virtual design environment which is possible to pull out a creativity of designers and also judge usability properly. These following 3
    points are most important to achieve that.
    (1) Development of real scale immersive design environment in which users can operate virtual objects as in the real world
    (2) Development of multi-modal virtual design environment including haptic interactions which users can operate virtual objects naturally
    (3) Development of dynamic designing environment in which users can operate virtual objects with a physics rule
    In the design of cars, productive facilities, buildings and urban environment for which human body interaction is important, it is essential to display target objects with real scale. For example, clay model was necessary for design of cars traditionally because it was difficult to construct such a real scale immersive virtual environment. Designers and users need to design virtual objects and judge their usability by immersing into the virtual design environments now.
    We realized above 3 points and composed them organically. Then we made clear the effect of virtual design environment with a haptic device for real scale dynamic design, and considered introducing a virtual human into the design environment for further enhancement.
    For the targets mentioned above, which require human-centered evaluation multiple users have to operate same targets at the same time. Therefore, it is also significant challenge to introducing an intelligent virtual human which can cooperate with the real human.

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  • Development of Human Scale Virtual Environment with a Haptic Display

    Grant number:14350196  2002 - 2003

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

    SATO Makoto, HAYASHI Youichi, HASEGAWA Syouichi, KOIKE Yasuharu

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    Grant amount:\11700000 ( Direct Cost: \11700000 )

    Realization of creative free form design environment needs integration an input device of the three-dimensional form of high pliability, the three-dimensional image display with an advanced rendering function and a free form modela that can generate, modificate and process a free form and a development of immersive virtual environment with a multimodal interaction function. This research regarded a space interface device "SPIDAR" with a haptic display that representative researcher have proposed and researched as a basic interface and developed multi-projection to realize an immersive image space and an immersive image display device with a dome screen of multi PC and as a result realized design environment at purpose.
    In a creative form design, at first, an image of form design that the designer visualizes has to be developed as a three-dimentional form model in virtual environment easily and naturally. For the sake, it must be possible a direct manipulation of form model by multi-modal interaction containing a haptication in virtual environment. Also, because this operation can be used to real scale form model, an immersive image display equipment must display human scale 'free form in three dimensions. We proposed and developed this human scale virtual environment and as a result realized these functions. This design environment is possible to pull out creativity of designers and enough we achieved our research purpose.

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  • 筋電信号を用いた言語的なシンボル生成に関する研究

    Grant number:13210054  2001

    日本学術振興会  科学研究費助成事業 特定領域研究(C)  特定領域研究(C)

    小池 康晴

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    Grant amount:\3300000 ( Direct Cost: \3300000 )

    「固い」「柔らかい」といった言葉を定義するには,固さを物理的に表現することが必要になる.固さは,物理量として数値化できるが,人間が固いと感じるのは,筋肉や皮膚にあるセンサによって得られた情報を用いることで判断しているのであって,正確な物理量を用いているわけではない.例えば,重量挙げの選手にとっては50kgのバーベルは軽いだろうが,普通の人にとっては,重いものである.単純に重さだけで「重い」「軽い」等の言葉は選択できない.言語処理(記号処理)だけでこのような状況を判断する為には,なぜ重たいかを,色々な場面,人の特性などを考慮に入れて書き表さなくてはいけないが,このような方法ではうまくいかないであろう.なぜなら,"size-weight illusion"と呼ばれる現象があり,同じ重さであっても物体の大きさが異なると小さいほうを重く感じたりするからである.
    このことを明らかにするために,物体を保持するときの関節トルクを腕と物体の重さに関する逆モデルを用いて計算し,物体の重さの予測に誤差があるときに姿勢がどのようになるのかを筋肉骨格系のモデルを用いて調べた.その結果,重さを実際よりも軽く予想すると,腕は目標位置よりも下の位置で収束し,逆に重さを実際よりも重く予想すると,腕は目標位置よりも上の位置で収束した.また,関節トルクは,目標位置よりも下にあるときは,より小さい力が,目標位置よりも上にあるときは,より大きい力が必要になることもシミュレーション実験から明らかにした.
    さらに,心理物理実験を行い,同じ重さで大きさが異なる2種類のおもりを用意し,被験者に交互に持たせ同じ重さだと認識できるまで繰り返し実験を行った.その結果,シミュレーションの結果のように,重さを軽く予測した場合(小さい物体)は,腕が下に,重く予測した場合(大きい物体)は,腕が上にくることを確かめた.

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  • 運動学習と視線の関係 -目の付け所を探る

    Grant number:12750316  2000 - 2001

    日本学術振興会  科学研究費助成事業 奨励研究(A)  奨励研究(A)

    小池 康晴

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    Grant amount:\2300000 ( Direct Cost: \2300000 )

    物の操作を獲得するためには,学習や慣れが必要である.これまでは,試行錯誤により操作を覚える,あるいは繰り返し反復練習により熟練度を上げる方法だけで,システマテイックに教育する方法は提案されていない.さらに,高齢化社会を迎え,高齢者がたとえば,車の運転を行なうときに,それまでに獲得した操作にたいする感覚と,筋肉骨格系の衰えによる運動系の誤差が生じると危険な場面に遭遇したり,最悪の場合事故を起こすことになってしまう.安全性という観点からも,物の操作の獲得過程を明らかにすることは重要である.
    本研究では,「視線の移動が操作の習熟度と関連しているのではないか」という点に着目し,操作に必要な情報をどのように取得するかという,学習と視線の移動の関係を明らかにし,時空間パターンの中からどこの情報をどのような割合で操作に用いているのかを計算機上でのモデル化と行動実験を通して明らかにすることを目的としている.
    本研究では,複数の制御入力を用いて,最適な制御ができる位置を求めるモデルを強化学習を用いて作成した,強化学習を用いたため,どの位置を見るかは指示せず,最終的な運転結果ができるだけ将来にわたり良くなるような報酬を与えるだけで,学習を行うことができた.また,過去に示されている視野制限での運転方法と,学習によって獲得されたモデルでは,ほぼ同じ方策をとっていることもシミュレーションにより示して,本モデルの有効性を示した.
    また,行動実験において,視線計測を簡易なドライビングシミュレータを作成して行った.その結果,これまでに提案されているモデルが,幾何学的な情報に基づいて視線が決まっているものであったが,速度が速くなるにつれて視線の位置が遠くに変化することを新たに発見した.さらに,同じ速度であっても,習熟度によって視線が変化することも発見した.具体的には,習熟度が上がるにつれて視線が遠くの方にシフトし,その結果運転操作が滑らかになった.

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  • A Native imitative computer vision for a following generation human interface

    Grant number:12650365  2000 - 2001

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

    SATO Makoto, HASEGAWA Syouichi, KOIKE Yasuharu

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    Grant amount:\1400000 ( Direct Cost: \1400000 )

    It is important to combine the robustness with the real-time processing, when we build a computer-vision system for future-generation human interface. For this purpose, we must establish a new image understanding method that represents the image as a hierarchical structured information. In this research, we propose a new method multi-resolution analysis for an image pattern. We also apply the proposed method to some problems including Face Detection, which is important in the area of the application to the human interface. The results show the proposed method works efficiently with our system.
    For the multi-resolution analysis, we adopt a new method called "Image dipole analysis in Scale-Space". At each scale, the image is represented as a dipole network, which consist of local-maximal point and local-minimal point of the image. Moreover, the network at each scale is connected along the scale and forms a hyper network. On this hyper network, we also represent the target object (for example, human face) as the subgraph structure and we can detect the object this graph representation. Based on this image representation, we propose a new object detection method and apply this to human interface and realize a robust and real-time system.
    In the application to the face detection, we prepare a standard pattern of the dipole network of human face from a sample set with multi-resolution analysis. For an input image, we obtain the hyper network and match the subgraph which is the candidates of the face with standard pattern. Moreover, we analyze the candidates in detail and finally we acarise the result of detection.

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  • Research on analysis and understanding of natural language action commands

    Grant number:12308014  2000 - 2001

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

    SHIRAI Kiyoaki, MOCHIZUKI Hajime, TOKUNAGA Takenobu, SHIMAZU Akira

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    Grant amount:\25820000 ( Direct Cost: \23300000 、 Indirect Cost:\2520000 )

    This research project aims at development of a man-mchine interface Using natural language and construction of an animated agent system. Animated agent is an intelligent agent realized in a virtual environment, whioh can understand and follow commands given by natural language.
    We have developed fundamental techniques to construct such an animated agent. First, we have improved the module of morphological any syntactic analysis, Especially, we have generalized it so that the module could be applicable any applications. Next, we have developed techniques to analyze ill-formed sentences using semantic roles of words, because iil-formed sentences were frequently uttered in speech, Furthermore, several elements is omitted when a human gives action commands by natural language. In order to tackle this problem, new algorithm ofanaphora resolution and ellipses resolution hive also been developed.
    Finally, we constructed the animated agent system KAIRAI by integrating the above fundamental techniques. Software agents in KAIRAI can understand and follow commands given by humans, although.commands are limited. KAIRAI is a public software on the internet, and any related reseatchers can use this system.

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  • 動的対象物の学習過程と脳の内部モデル生成に関する生体信号からのモデル化

    Grant number:12210064  2000

    日本学術振興会  科学研究費助成事業 特定領域研究(C)  特定領域研究(C)

    小池 康晴

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    近年,脳の中に内部モデルが存在する実験的な証拠がいくつか示されはじめている.これらは,静的あるいは動的な環境化で学習過程をパフォーマンスの変化や,環境に与える外的な力の変化などから判断している.しかし,環境に変化を及ぼす手などのアクチュエータは,筋肉骨格系からなっており,同じ力を発生させるにも,筋肉の活動度は無限に考えられ,一意に決まらないため,脳からの運動指令がどのように変化しているかは,外的な変化ではなく内的な変化,今回の場合は,筋肉の活動度を示す筋電信号を用いて判断することにより,より詳細に脳がどのような運動指令を出しているかが明らかになる.
    今年度は,以下の項目について研究を行なった.
    ○筋電信号の正規化手法の開発
    等尺性収縮時の筋電信号と手先の力から筋電信号を最大随意収縮力ではなく,関節のトルクを用いて正規化する新しい正規化手法を開発した.この方法により,異なる日に行なった実験データにおいても,結果を比較することができるようになった.また,異なる被験者の違いも定量的に判断できるようになった.
    ○動的な環境の学習過程の実験的データ収集
    物体を受け取るタスクを行ない,筋電信号を計測した.また,筋電信号から手首の関節トルクを推定すると同時に,インピーダンス特性も推定した.その結果,物体を受け取る前から筋活動が起き,受け取る準備を行なっている(準備同時活性)ことが分かった.

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  • Development Interface for creative design environment with haptic sensation

    Grant number:11555099  1999 - 2000

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

    SATO Makoto, HAYASHI Youichi, ISHII Masahiro, KOIKE Yasuharu

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    Grant amount:\10400000 ( Direct Cost: \10400000 )

    We have been developing a new type of haptic device in order to manipulate virtual objects. The name of the device is called SPIDAR, which provide not only pointing capabilities of user, fingertips but also displaying arbitrary force sensation at the top of the correspondent fingertip. Combining this haptic device with a real-time graphic display, we can construct multi-modal virtual environments.
    In the research project, we have developed a flexible design supporting system based on the above haptic virtual environment. The proposed design system is composed with the following subsystems :
    1. Free-form shape design supporting processor subsystem,
    2. Management subsystem of 3D free-from shape modelers,
    3. Shape processing subsystem for free-form design,
    4. Input subsystem for free-form shape.
    Basic requirements for these subsystems have been made clear. Based on these requirements, we have designed the basic structure of the virtual environment and the interface environment. The effectiveness of the developed system is clarified by experiments of shape design.

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