SUTO Hidetsugu

    Department of Informatics Professor
Last Updated :2024/04/25

Researcher Information

Degree

  • Doctor of Informatics(2004/03 Kyoto University)

URL

Research funding number

  • 90352525

J-Global ID

Research Areas

  • Informatics / Sensitivity (kansei) informatics

Association Memberships

  • The Society of Instrument and Control Engineers   The Japan Society of Kansei Engineering   The Japanese Society for Artificial Intelligence   

Published Papers

  • 深澤 のぞみ; 山路 奈保子; 須藤 秀紹
    金沢大学国際機構紀要 = Research bulletin [金沢大学国際機構] (5) 69 - 86 2434-852X 2023/03
  • Stefan Baar; Yosuke Kobayashi; Tatsuro Horie; Kazuhiko Sato; Hidetsugu Suto; Shinya Watanabe
    Computers and Electronics in Agriculture Elsevier BV 197 106911 - 106911 0168-1699 2022/06 [Refereed]
  • Takahara Madoka; Suto Hidetsugu; Tanev Ivan; Shimohara Katsunori
    IEEJ Transactions on Electronics, Information and Systems The Institute of Electrical Engineers of Japan 142 (6) 637 - 642 0385-4221 2022/06 
    This paper proposes a sleep visualization system through indirect biofeedback for patients' behavioral changes and improves sleep quality. In a super-aging society that has been developing in the world, efficient and high-quality cares for elderly people are needed. Especially in nursing care, a lot of patients have sleep problems due to reduced stamina and activity, and it eventually results in the increase of caregivers' strain and burden. For solving this problem, a sleep visualization system using indirect biofeedback is developed for patients aiming to behavioral changes and improving the sleep quality. To validate the proposed system, an experiment was conducted with five elderly persons. As a result, it is verified that some patients were interested in their sleep quality through the proposed system and the sleep score could be improved.
  • 坂本 牧葉; 須藤 秀紹; 野村 松信
    公益社団法人 日本工学教育協会発行「工学教育」 未定 2022 [Refereed]
  • Vivat Thongchotchat; Kazuhiko Sato; Hidetsugu Suto
    2022 7TH INTERNATIONAL CONFERENCE ON BUSINESS AND INDUSTRIAL RESEARCH (ICBIR2022) IEEE 106 - 111 2022 
    Learning styles are preferences that individual learner has for learning information and responding to the learning environment. These styles can be used to help instructors design the courses to tailor each learner in order to make the learner learn effectively. The Index of Learning Styles (ILS) is the psychometric instrument for identifying FelderSilverman learning styles which have been used mainly, but there are many limitations of usages. This research aims to approach alternative ways to identify Felder-Silverman learning styles y using puzzle-game and machine learning. The acquired result shows that puzzle-game can be a practical alternative approach as learning styles identifier with weighted average accuracy 53.85% on procession styles, 84.615% on perception styles, and 53.85% on understanding styles compared to the result obtained from the ILS.
  • Hidetsugu Suto; Yu-Jie Chen; Tien-Chi Huang
    INTERNATIONAL JOURNAL OF AFFECTIVE ENGINEERING JAPAN SOC KANSEI ENGINEERING 20 (3) 153 - 160 2187-5413 2021 [Refereed]
     
    Anti-drug education is one of the important and necessary educational activities for young people. In this paper, a virtual reality based (VR-based) material for learning anti-drug skills is proposed. By using the learning material, learners are exposed in a virtual unsafe drug situation, and can feel the dangerousness seriously to learn the harms and risks of drug abuse while improving their abilities to refuse drugs. In order to evaluate the proposed material, it was compared with a video-based learning material which has the same contents with the VR-based learning material. Experiments were conducted and the results were analyzed from the aspects of effect on the users' attitudes, users' satisfaction, and anti-drug self-efficacy. As the result, it became clear that learners can learn effectively with the VR-based learning material more than with the video-based learning material.
  • Tanapun Srichanthamit; Hidetsugu Suto
    Journal of Computational and Applied Mathematics ELSEVIER 375 (September 2020, 112810) 0377-0427 2020/09 [Refereed]
     
    International trade transaction processes include complex paperworks because each country has own regulations and document formats. Such paperworks bring unnecessary costs of time and resources. Our research group has proposed a framework of supporting system for reducing redundancy of paperworks and complexity of document processes. A function of the framework is to reduce document flows in an international trade transaction process. This function is executed by three steps: (1) Converting document flows to information flows, (2) Reducing information flows, and (3) Generating document flows from information flows. In this paper, algorithms used in these steps are proposed. First, a mathematical model used for describing document flows and information flows is defined. Then, the details of the algorithms are shown by using the mathematical model. To illustrate the ability of the proposed algorithms, the algorithms are applied in examples of document flows in international trade transaction processes. As a result of the discussion, information flows and document flows in several international trade transaction processes can be represented as a common structure by using the mathematical model. We can see that redundancy of paperworks and simplifying complexity of paperworks in international trade transaction processes can be reduced by using the proposed algorithms. (C) 2020 Elsevier B.V. All rights reserved.
  • A Mathematical model for a Framework of Supporting System for International Trade Transaction
    Tanapunsri Srichanthamit; Hidetsugu Suto
    Proc. International Conference on Innovative Computing and Management Science (ICMS 2019) 2019/07 [Refereed]
  • A Relationship Between Tourists' Homestay Images and Tourists' Decision for Homestay Programme
    Woramol Watanabe; Hidetsugu Suto
    Proc. International Conference on Innovative Computing and Management Science (ICMS 2019) 2019/07 [Refereed]
  • Hidetsugu Suto
    Transactions of Japan Society of Kansei Engineering JAPAN SOC KANSEI ENGINEERING 18 (3) 155 - 160 2187-5413 2019/06 [Refereed]
     
    A lot of supporting tools for vitalizing brainstorming sessions have been proposed. Some of them show the participants hints for discussions, e.g. keywords and images. The author's research group also has proposed a supporting system for vitalizing brainstorming sessions. In the system, "semi-relevant images," which are relevant images of the relevant words of words used in created ideas, are shown for participants of a brainstorming as hints. Despite the system works well for vitalizing discussions, the effects of this type of hint had not been investigated. Thus, experiments were conducted to show the effects. In the experiments, effects of three types of hints, (1) relevant keywords; relevant words of the words used in ideas presented in the discussion, (2) relevant images; images retrieved by using words used in ideas presented in the discussion as keywords, and (3) semi-relevant images; images retrieved by using relevant words of the words used in ideas presented in the discussion as keywords, were compared. The results show that the third type of hints can increase number of utterances and diversity of the subjects in discussions.
  • The held report of International Engineering Design Challenge
    Makiba SAKAMOTO; Hidetsugu SUTO; Matsunobu NOMURA; Patchanee PATITAD; Woramol CHAOWARAT WATANABE
    Proc. International Symposium on Affective Science and Engineering 2019/03 [Refereed]
  • Design of International Engineering Design Challenge (IEDC)
    Hidetsugu Suto
    Proc. International Symposium on Affective Science and Engineering 2019/03 [Refereed]
  • Klairung PONANAN; Tanapun SRICHANTHAMIT; Woramol Chaowarat WATANABE; Shinya WATANABE; Hidetsugu SUTO
    Transactions of Japan Society of Kansei Engineering 18 (1) 95 - 104 1884-5258 2019/02 [Refereed]
  • Klairung PONANAN; Tanapun SRICHANTHAMIT; Woramol Chaowarat WATANABE; Shinya WATANABE; Hidetsugu SUTO
    International Journal of Affective Engineering 18 (1) 95 - 104 1884-0833 2019 [Refereed]
  • 深澤 のぞみ; 山路 奈保子; 須藤 秀紹
    日本コミュニケーション研究 Japan Communication Association 47 (1) 25 - 45 2188-7721 2018/12 [Refereed]
     
    Public speaking skills are considered as an important ability in today’s society; however, it is not easy to make persuasive speeches. This research aims to identify characteristics of persuasive Japanese public speaking by analyzing Bibliobattle speeches. Bibliobattle is a social book review game, where each participant gives a five-minute speech on his/her favorite book in an attempt to persuade as many people as possible to read it, and the best book is elected based on the vote of all participants. Using speeches from All-Japan university Bibiliobattle tournament, including 25 speeches from the final games, 25 from the semi-final games, and five beginners’ speeches, we analyzed the kind of speech that can gain support from the audience, lead the vote, and succeed in persuasion. An analysis of the content of and strategies employed in the speeches was made based on the two concepts of “context sharing” (Yamaji et al., 2014) and “metadiscourse theory” (Hyland, 2005, etc.). Context sharing is a kind of speaker’s action when it attempts to form a common comprehension base for facilitating the audience to accept the contents presented by the speaker later. For that purpose, the speaker makes mention of common experiences or recognitions shared with the audience in the speech’s introduction section. Metadiscourse refers to interpersonal strategies for organizing a discourse or the speaker’s stance toward either the content or audience. From the analysis, the following results can be drawn. In the data from the final games, i.e., from the most persuasive speeches, most speakers tried to conduct context sharing in the introduction section and developed their speeches using the shared contents. The speakers also used metadiscourse expressions for persuading the audience effectively. It may be possible to apply these findings to types of public speaking other than Bibliobattle.
  • Tourists' Satisfaction: Benefits of Inconvenience Aspect
    Woramol Watanabe; Patchanee Patitad; Hidetsugu Suto
    Proceedings of The International Conference on Electronics and Software Science (ICESS2018) 2018/11 [Refereed]
  • What type of hints can vitalize the brainstorming session?
    Hidetsugu Suto
    Proc. ISASE-MAICS J-Stage 2018/06 [Refereed]
  • A Metaheuristic Approach Considering the Characteristic of Time Table Scheduling -Case Study of Muroran Institute of Technology-
    Ponnapa Musikapun; Atsushi Utsunomiya; Shinya Watanabe; Hidetsugu Suto
    ICEAI 2018: The 8th International Congress on Engineering and Information ICEAI 2018 Committee 178 - 192 2018/05 [Refereed]
  • Kazuhiko Sato; Yosuke Kobayashi; Takeshi Shibata; Hidetsugu Suto; Shinya Watanabe; Shun Hattori; Sato Saga
    Proc. Asian Conference on Intelligent Information and Database Systems(ACIIDS2018) SPRINGER INTERNATIONAL PUBLISHING AG 10752 159 - 168 0302-9743 2018/03 [Refereed]
     
    PBLs signifies both problem-based learning and project-based learning; we clearly distinguish between the two types of PBLs. The former PBL involves finding ways to solve problems under unfavorable conditions. In the curriculum at our institute, problem-based learning has been conducted since 2006. By contrast, project-based learning involves a student team undertaking an actual project, devised by a company. We did not adopt project-based learning in our curriculum. In 2016, our institute joined the Education Network for Practical Information Technology project of Japan's Ministry of Education, Culture, Sports, Science and Technology. In that project, around 40 universities are engaged in developing a cooperative network. Each university develops practical education using PBL; its knowledge and resources obtained are shared among other universities in the network. For our part of the project, we added 3 practical exercises based on project-based learning. By combining the two different types of PBL, our curriculum provides exercises that introduce better problem-solving skills, instill a challenging spirit, and provide practical experience for students. In this paper, we report our exercises and practical results for 2017.
  • Hidetsugu Suto; Jun Maeda
    SICE JCMSI 11 (1) 26 - 31 0453-4654 2018/01 [Refereed]
  • Klairung Ponanan; Hidetsugu Suto; Shinya Watanabe
    Proceedings of 2017 International Conference on Biometrics and Kansei Engineering (ICBAKE 2017) IEEE 49 - 54 2017/09 [Refereed]
     
    Cross-bordering trade is considered as a significant driver in economic developments to promotions of regional stability and cooperations. With the current system, crossing borders must take much costs because there are many weak points in the processes, e.g., redundant clearance processes, and multiple documents requirements in different formats and different data elements. Thus, cross-bordering supporting system, which absorbs the differences between countries is required. In this paper, some classes of cross-bordering transportation ontology are proposed in order to develop such supporting system. In addition, flamework of the supporting system is shown.
  • Designing Engineering Design Workshop for Student with Different Areas of Education
    Patchanee PATITAD; Hidetsugu SUTO
    Proc. ISASE2017 2017/03 [Refereed]
  • Terumi Yoshiki; Hidetsugu Suto
    IEEJ Transactions on Electronics, Information and Systems Institute of Electrical Engineers of Japan 137 (2) 354 - 359 1348-8155 2017 [Refereed]
     
    Usually, outside air temperature of a house increases when we use air-conditioners because of exhaust heat from the outdoor units. Consequently, electrical consumption of the area increases because many people turn on the airconditioner. Influence of this phenomenon depends on distances among each house and arrangement of the houses. Obviously, distance between each house becomes further, effect of exhaust heat gets weaker, but the distance cannot be extended easily in urban areas because of limited space. Thus, relationship between arrangement of houses with air-conditioners and electrical consumption in a target area is investigated. A house with an air-conditioner and an outdoor unit is represented as a mathematical model, and multi-agent simulations have been conducted with the model. Effective arrangements of houses and ineffective arrangements of houses have been found by using random search method, and the arrangements have been compared. It has become clear that electrical consumption decreases when houses with low preset temperature get closer with each other in built-up areas.
  • Terumi Yoshiki; Hidetsugu Suto
    IEEJ Transactions on Electronics, Information and Systems Institute of Electrical Engineers of Japan 137 (2) 354 - 359 1348-8155 2017 [Refereed]
     
    Usually, outside air temperature of a house increases when we use air-conditioners because of exhaust heat from the outdoor units. Consequently, electrical consumption of the area increases because many people turn on the airconditioner. Influence of this phenomenon depends on distances among each house and arrangement of the houses. Obviously, distance between each house becomes further, effect of exhaust heat gets weaker, but the distance cannot be extended easily in urban areas because of limited space. Thus, relationship between arrangement of houses with air-conditioners and electrical consumption in a target area is investigated. A house with an air-conditioner and an outdoor unit is represented as a mathematical model, and multi-agent simulations have been conducted with the model. Effective arrangements of houses and ineffective arrangements of houses have been found by using random search method, and the arrangements have been compared. It has become clear that electrical consumption decreases when houses with low preset temperature get closer with each other in built-up areas.
  • Hidetsugu Suto; Jun Maeda; Patchanee Patitad
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) Springer Verlag 10274 614 - 622 1611-3349 2017 [Refereed]
     
    In modern societies, we need to face with various pressure that could lead us to mental illnesses. Human relationship is one of the well-known stressors despite it is a quite important for our daily life. To overcome cruel situations come from human relationship problems, sometimes we need any supporting systems. Psychodrama is one of the effective counseling methods which are used for solving several human relationship problems. The method has many advantages, on another front it has problems. The first, before conducting a Psychodrama event, we have to adjust our schedules. The second, some people do not want to talk about their human relationship problems for other people. These factors make difficult for us to conduct Psychodrama events easily. In this paper, a self psychotherapy tool is proposed as a approach for the problems. The proposed tool aims to produce similar results with original group therapy sessions of Psychodrama. To evaluate the proposed tool, an experiment was conducted. The results show that the tool can provide some hints for the users who had troubles in current human relationships and want to improve the situations.
  • Hidetsugu Suto; Shuichi Miyo
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) Springer Verlag 10274 528 - 538 1611-3349 2017 [Refereed]
     
    In this paper, a new supporting system for brainstorming is proposed, and the effects are discussed based on the results of experiments. Brainstorming is a method for encouraging ideas generation and obtaining useful ideas in order to achieve a particular goal. In a process of brainstorming, the participants are required to submit their ideas as much as they possible. However, generating huge volumes of new ideas is not easy for ordinary participants. Diversity of submitted ideas is another problem. When the participants are biased by conventional ideas, it is difficult for them to escape from the ideas and submit novel ones. The proposed system helps participants of brainstorming to generate new ideas by showing related images for them. The results of the experiment shows that participants of brainstorming can discuss more actively with the proposed system.
  • Investigation of Team Synergy in Collaborative Design Case study: International Engineering Design Workshop
    Patchanee Patitad; Hidetsugu Suto
    Proc. KEER2016 2016/08 [Refereed]
  • 横井 聖宏; 馬場 康輔; 須藤 秀紹; 山路 奈保子
    日本感性工学会論文誌 Japan Society of Kansei Engineering 15 (3) 363 - 368 1884-5258 2016/05 [Refereed]
     
    Short-pause is one of the important elements of presentation. In this study, we have investigated differences of taking short-pauses between winners and losers of book review presentation game, Bibliobattle. In order to find short-pauses, non-utterance sections in presentations are detected by converting time discrete audio signal to energy. Length, times and appearance position of short-pauses of winners and losers were compared. As a result, the following things were revealed. The first is that the average times of winners' brief (less than 0.4 sec) short-pauses is significantly smaller than losers' one. The second is that the losers' average times of short-pauses which appeared in unnatural position (between noun and postpositional particle or suffix) is significantly larger than winners' one.
  • Patchanee Patitad; Hidetsugu Suto
    IEEJ Transactions on Electronics, Information and Systems Institute of Electrical Engineers of Japan 136 (8) 1149 - 1154 1348-8155 2016 [Refereed]
     
    In design process, miscellaneous knowledge is required for achieving desirable goal. Collaboration is a crucial method that contributes designers to create prime solutions by sharing their knowledge within a team. During a collaboration, valuable novel knowledge that is not held by the members could emerge due to synergistic effect. However, the way to generate such new knowledge is implicit. In this paper, a new model for collaborative design mechanism is proposed to investigate process of generating such knowledge. Effect of a collaboration can be visualized by using the proposed model. To show the usefulness of the model, a calculation tool has been developed based on the proposed model.
  • Patchanee Patitad; Hidetsugu Suto; Woramol Chaowarat
    SECOND INTERNATIONAL CONFERENCE ON ELECTRONICS AND SOFTWARE SCIENCE (ICESS2016) SOC DIGITAL INFORMATION & WIRELESS COMMUNICATIONS 24 - 30 2016 [Refereed]
     
    Usually, a manufacture receives materials from one or more suppliers in a supply chain. Performance of each supplier in the chain affects on the chains' performance. Thus, evaluating suppliers in a supply chain is important for achieving efficient supply chain. However, it is not easy to evaluate each members' performance in a chain with traditional methods. In this paper, a new method for finding out weak points of chains is proposed. With the proposed method, we can find that which factors of which suppliers should be improved. Thus, manufacturers can make decision for improving or changing suppliers more easily. A case study of Thai frozen shrimp industry is represented to show the applicability of the proposed scheme.
  • A Representation Model of Collaborative Design Mechanism Using Channel Theory
    Patchanee Patitad; Hidetsugu Suto
    A Representation Model of Collaborative Design Mechanism Using Channel Theory Committee of ICESS2015 18 - 26 2015/07 [Refereed]
  • Relationshipbetween Arrangements of Houses with Air-conditioners and Usage of Electric Power
    Terumi Yoshiki; Hidetsugu Suto
    Proceedings of The International Conference on Electronics and Software Science 2015 Committee of ICESS2015 9 - 17 2015/07 [Refereed]
  • A modeling of collaboration mechanism of design process based on Channel Theory, Journal of Robotics
    Patchanee Patitad; Hidetsugu Suto
    Networking and Artificial Life 2 (1) 46 - 49 2015/06 [Refereed]
  • A Study on Propagation of Visual Language Format in a Group
    Hidetsugu Suto
    Proc. ISASE2015 2015/03 [Refereed]
  • Woramol CHAOWARAT; Hidetsugu SUTO; Takahiro YOKOI
    Internatonal Journal of Affective Engineering Japan Society of Kansei Engineering 14 (1) 231 - 237 1884-0833 2015/02 [Refereed]
     
    Evaluating supply chain management is important because it helps to find out supply chain's weakness. Customers' satisfactions is one of important topics because a propose of supply chain management is to satisfy customers requirements. If an organization lacks satisfaction of customer needs, it will lose an opportunity in business. Usually, agricultural supply chain consists of a manufacture and several suppliers. In this case, the manufacture has to evaluate performances of chains with possible suppliers. The manufacture may replace some suppliers to improve their customers' satisfactions. However, the current evaluate methods cannot be used such usage because the methods cannot consider a situation in which some suppliers are replaced. Therefore, a new evaluation model is proposed. The proposed model allows the users to inspect a chain's efficiency with considering to replace some of supply chain suppliers. In order to show the ability of the method, a case study of Thai frozen shrimp industry is shown and the results is discussed.
  • 横井聖宏; 大入勇介; 須藤 秀紹; 中島瑞季
    Journal of Japan Society of Kansei Engineering Japan Society of Kansei Engineering 14 (3) 191 - 196 1884-0833 2015/02 [Refereed]
     
    In this study, we focused on lighting and odor which were considered as important elements of in-store marketing. In online stores, product photographs are important tools of transmitting information of products to consumers and the lighting in photographs will have relationship with purchasing intention. Odor is also considered as one of the marketing tools of online stores in future. If the olfactory display system is installed on PCs, sellers can provide odor to consumers through the Internet. Therefore, we carried out an experiment in which participants give scores to the lighting in photographs of a mug cup and the degree of purchasing intention to the cup. When two-thirds of participants did the task, aromas of lavender or peppermint were diffused, and the condition for other one-third participants was without aroma. As a result, we found that the lighting and the odor effect the purchasing intention significantly.
  • Patchanee Patitad; Hidetsugu Suto
    PROCEEDINGS OF INTERNATIONAL CONFERENCE ON ARTIFICIAL LIFE AND ROBOTICS (ICAROB2015) ALIFE ROBOTICS CO, LTD 86 - 89 2015 [Refereed]
     
    Collaboration is one of the effective approaches that help us to share knowledge together and exchange ideas within a team member. Sometimes, new helpful knowledge that is not held by the members emerges as a result of the collaboration. Such knowledge often contributes to get prime solutions during collaboration process. However, the way to generate such new knowledge is implicit. In this paper, a method of creating a model, which represents effects of collaboration in design process is proposed. By using this scheme, we can illustrate what new knowledge can be gotten from a collaboration and we can know the effect of the collaboration.
  • Hidetsugu Suto; Patchanee Patitad
    2015 10TH ASIAN CONTROL CONFERENCE (ASCC) IEEE Paper ID:1570077729 289 - 293 2072-5639 2015 [Refereed]
     
    Collaboration is one of the effective approaches that help us to share knowledge together and exchange ideas within a team. Sometimes, novel worthy knowledge that is not held by the members emerges because of the collaboration. Such knowledge often contributes to create prime solutions in the collaboration process. However, the mechanism of generating such new knowledge is implicit. In this paper, a representation model of effects of collaboration in a design process is proposed. We can illustrate what new knowledge can be gained from a collaboration by using the proposed model.
  • Zijie Zhang; Takahiro Yokoi; Hidetsugu Suto
    2015 54TH ANNUAL CONFERENCE OF THE SOCIETY OF INSTRUMENT AND CONTROL ENGINEERS OF JAPAN (SICE) IEEE 397 - 402 2015 [Refereed]
     
    Muroran Institute of Technology has been conducting investigations on students' awareness of career design by taking questionnaire with bachelor course students. In this study, data collected from questionnaire is analyzed by principal component analysis (PCA) for inspecting the transition of students' awareness. It is difficult to observe the awareness transition from a dynamic point of view by applying PCA in traditional methods because of different principal components are used to project data, thus a new way to use PCA is proposed. The both methods are conducted and compared through a case study in order to highlight the effectiveness of the proposed method.
  • Patchanee Patitad; Hidetsugu Suto
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) Springer Verlag 9173 511 - 521 1611-3349 2015 [Refereed]
     
    In this paper, a mathematical model of collaboration mechanism is proposed. Channel theory is utilized to accomplish this goal. Collaboration between engineering course students and entertainment media course students was represented by using the proposed model. As the results, there are two infomorphisms were deduced from the classifications. It means the students could gain new knowledge from the collaboration process and we can say that the collaboration is effective. To verify the effect of the collaboration, a workshop was conducted. During the workshop, the participants were asked to answer the questionnaires to investigate how the knowledge of each member changed. The number of the keywords of the first questionnaire and the second questionnaire were compared. The number of keywords of entertainment media course grow 95% on average. Meanwhile, the number of keywords of engineering course grow 150% on average. As the results, the participants can enlarge their knowledge from the collaboration.
  • Developing a Social Game System for Providing Awareness of Diverse Views in Teamwork
    須藤 秀紹; ルディガー オールマン
    Journal of Jpn. Ind. Manage. Assoc 65 (3) 191 - 200 2014/11 [Refereed]
  • Woramol Chaowarat; Hidetsugu Suto; Jianming Shi
    IEEJ Transactions on Electronics, Information and Systems Institute of Electrical Engineers of Japan 134 (11) 1640 - 1646 1348-8155 2014/11 [Refereed]
     
    Supply chain management is a principle of management of activities that happen between every member in a chain. Information is one of importance factors that helps to keep steady managing. Lack of information or distorted information would cause significant problems for the members. Information sharing between each member in chain is a promising method which can be used to avoid these kind of problems. Therefore, information sharing level should be considered when evaluating a supply chain. This paper develops a framework for containing the effect by information sharing by using network Data Envelopment Analysis (DEA) which is one of measure efficiency techniques which is used in several applications. The proposed approach enables firm's manager to find accurate information sharing level for the efficiency of the whole chain.
  • Patchanee Patitad; Hidetsugu Suto; Takahiro Yokoi
    Internatonal Journal of Affective Engineering Japan Society of Kansei Engineering 13 (4) 511 - 518 1884-0833 2014/11 [Refereed]
     
    A method for modeling a tacit knowledge has been developed. Tacit knowledge is a type of knowledge that is difficult to describe with words or symbols such as sports techniques, design skills, etc. It is difficult for us to obtain and share this type of knowledge. In this paper, we discuss a new method to create a model of tacit knowledge by showing an example of web site designing. Usually, capable designers can express their intensions precisely through their works. This is to say, appearances of their works reflect their intention. Thus, it is expected that capable designers' tacit knowledge can be extracted from their works. Knowledge of the design was extracted from actual web pages on the Internet. Then, knowledge models were created by utilizing a Bayesian network. The created models were verified by LOOCV technique. The result shows that one of the created models illustrates part of a designers' knowledge accurately.
  • Effects of arrangement of houses with air-conditioner on usage of electric power.
    Terumi Yoshiki; Hidetugu Suto
    Proc. Of Tri-U 2014 2014/11
  • A MODEL REPRESENTS THE RELATIONSHIP BETWEEN PRESET TEMPERATURE OF AIR-CONDITIONERS AND CONSUMPTION OF ELECTRIC POWER
    Mizuho Sato; Hidetugu Suto
    Proc. Of Tri-U 2014 2014/11
  • Effects of aging and gender of operator on relationship between color of interface design and operations
    Makiba Sakamoto; Hidetsugu Suto
    Proc. of SICE Annual Conference 2014 2014/09 [Refereed]
  • An Associate model between interface color design, user's emotion and operation
    Patchanee Patitad; Hidetsugu Suto; Suguru Hanita
    Proc. 2014 The Kansei Engineering and Emotion Research International Conference 2014/06 [Refereed]
  • Role of Design Process Based on Expended ADT Model and TTS Model
    Namgyu KANG; Hidetsugu SUTO; Patchanee PATITAD
    Journal of Integrated Design Research 13 (1) 107 - 116 2014/04 [Refereed]
  • Woramol Chaowarat; Hidetsugu Suto; Pairach Piboonrungroj
    Advanced Materials Research Trans Tech Publications Ltd 974 305 - 309 1662-8985 2014 [Refereed]
     
    Efficiency evaluation is a critical step for effective supply chain management. The evaluation system should be constructed based on realistic structure of supply chain. In practical supply chain, the members can be divided into two types, replaceable and irreplaceable. However, the current studies do not consider such situations. In order to consider such situation, a two-stage DEA model is going to be extended and proposed. Frozen seafood supply chains of Thailand are presented as an application to show an efficacy and applicability of the proposed model. As a result, eleven inefficient chains have been found by using the proposed model while only six and seven inefficient chains have been found by using traditional models. We can ague that the proposed model can identify an efficiency of the realistic supply chain more sensitively than traditional models. © (2014) Trans Tech Publications, Switzerland.
  • Hidetsugu Suto; Patchanee Patitad; Namgyu Kang
    HUMAN INTERFACE AND THE MANAGEMENT OF INFORMATION: INFORMATION AND KNOWLEDGE DESIGN AND EVALUATION, PT I SPRINGER-VERLAG BERLIN 8521 548 - 557 0302-9743 2014 [Refereed]
     
    In design field, collaboration is a crucial key method which leads to widen conceptual design idea. Collaboration helps us to share our knowledge together and concert idea in a design process. We also can share diverse viewpoints among collaborations. In this paper, a collaboration support system which based on extended ADT model, TTS method ADT is proposed. ADT model is a representation model for conceptual design. It is used for grasping artifacts as a communication medium between designers and users. The process of observing, sharing and creating design plans are represented through the extended ADT model. During an observation process, three influential factors: physical factor, emotional factor and cultural factor are observed with diverse viewpoints. Each process is visualized and shared by using TTS method by using visual information such as idea sketch, note and photo. By using this tool, designers in a team can visualize their idea, share it with others, and create novel design plan which based on multi-cultural background. An example of design process with TTS method is given in order to show the efficiency of proposed method.
  • Hidetsugu Suto; Makiba Sakamoto
    HUMAN INTERFACE AND THE MANAGEMENT OF INFORMATION: INFORMATION AND KNOWLEDGE IN APPLICATIONS AND SERVICES, PT II SPRINGER-VERLAG BERLIN 8522 99 - 108 0302-9743 2014 [Refereed]
     
    An education material for training regarding robot literacy has been developed. Robot literacy means an ability to have appropriate relationships with intelligent robots. It can be considered as a kind of media literacy because robots can transmit the designers' intentions to the users. People who were born on and after the Internet appearance called "digital natives." They have novel moral values and behave different way from old generation people in the Internet societies. These facts cause several troubles between the two generations. Thus, the necessity for media literacy education has increased. These days, as same as the Internet technologies, robotics technologies are also advancing rapidly. It is forecasted that the people who is growing on and after home robots have become popular, "robot native," will appear. As same as media literacy education, robot literacy education for robot native also ought to become important in the future. In this paper, a card game as a robot literacy education material for elementary/junior hi schoolers' is proposed. The players can learn critical thinking for home appliance robots during enjoying the game.
  • Patchanee Patitad; Hidetsugu Suto
    2014 Proceedings of the SICE Annual Conference (SICE) IEEE 2014 - 2019 1550-0322 2014 [Refereed]
     
    Due to the Internet is become prevalent, webpage is a vital medium, which does duty as a channel in communication process between a website-designer and users. Webpage design consists of many elements such as color, image, layout etc., which may contribute to users perception. The authors have created a knowledge model of webpage layout design by using Bayesian network technique. In order to build appropriate models, several algorithms for learning Bayesian networks have been developed. In this study, four knowledge models of webpage which created based on different structure learning algorithm of Bayesian network were compared for finding the most appropriate algorithm. As a result, it becomes clear that the model created with Tabu search and the K2 algorithm is the most appropriate.
  • The effect of color decoration on users' feeling and operational performance in touch panel device
    Patchanee Patitad; Hidetsugu Suto; Suguru Hanita; Makiba Sakamoto
    Proc. 1st Asia Color Associate 2013 Committee of ACA2013 CD-ROM  2013/12 [Refereed]
  • 山路奈保子; 須藤秀紹; 李セロン
    Journal of Japanese Language Teaching The Society for Teaching Japanese as a Foreign Language 155 (155) 175 - 188 0389-4037 2013/08 [Refereed]
     

    This paper reports on the results of using Bibliobattle for developing international graduate and undergraduate students' public speaking skills. Bibliobattle is a social book review game where each participant presents a review of his/her favorite book so as to persuade as many people as possible to read it, and the audience votes for 'the champ book'. The authors used this game in a Japanese language course where each learner was required to make two book-review presentations during the course. The results revealed that the need to win the audience's interest remarkably raised the learners' enthusiasm, with enhanced consideration for the understanding and feelings of the audience. The use of Bibliobattle was indicated to be an effective method to improve learners' public speaking skills.

  • The Effect of Speaker's Behaviors on Audiences' Impressions
    Pingping WU; Kazuhiro YOSHIDA; Hidetsugu SUTO; Suguru HANITA; Takahiro YOKOI; Naoko YAMAJI
    Proc. 5th International Congress of International Association of Societies of Design Research Committee of IASDR2013 4853 - 4861 2013/08 [Refereed]
  • Hidetsugu Suto; Ruediger Oehlmann
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) Committee of HCI2013 8018 (3) 126 - 136 0302-9743 2013 [Refereed]
     
    The Crossroad game is a social game that is used for learning to deal effectively with difficult situations such as conflicts in teamwork. This paper investigates the characteristics of questions to be used when the Crossroad game is applied to teamwork scenarios. The questions were collected by using questionnaires and dividing them into three groups, high-agreement, low-agreement, and middle-agreement groups using the chi-square method. Results are obtained from students in Japan and the UK, and it is shown that the attitude toward a dilemma within teamwork depended on the background of the students. © 2013 Springer-Verlag Berlin Heidelberg.
  • Hidetsugu Suto; Ruediger Oehlmann
    2013 PROCEEDINGS OF SICE ANNUAL CONFERENCE (SICE) IEEE 2366 - 2371 1550-0322 2013 [Refereed]
     
    The Crossroad game is a card game that has been developed for learning to deal effectively with difficult situations such as conflicts in disaster management. In this study, a variation of the crossroad game is described that has been used to improve the teamwork of students in an exercise class at university. In this form of the game, a question is displayed on the screen and the players have to select either yes or no as answer. All questions are related to the student's experience with group work. The players have then to provide a reason for their decision. The player who votes in the same way as the majority of players is awarded one point. It is noted that the game does not require the exchange of controversial opinions, but rather judging the expected majority opinion. As a result, the players become aware of opinions, which they did not consider as majority opinion, and it is argued that this form of exchanging opinions will improve teamwork.
  • Namgyu Kang; Hidetsugu Suto
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 8012 (1) 498 - 505 0302-9743 2013 [Refereed]
     
    These days, many people in design field make a great point of observing a user with regard to the user's circumstances. From the background, there are many researches in User Centered Design field about the role and value of the observing in design process. However, there have been a few researches about how to observe users and how to share and apply the observed results to design process more effectively. The purpose of this research is to clarify the following hypothesis: 'Observing "Physical factor", "Kansei factor" and "Cultural factor" from different viewpoints, and visualizing and sharing the observed results does not helps only to understand users' needs but also to apply the observation results to design process.' Therefore, in this research, we discuss 1) the role of observing from different viewpoints, 2) the validity of the following three factors, Physical factor, Emotion factor and Culture factor as the subjects of observation and 3) the reconfirming "TTS method" to visualize and share the observed results, based on several international design workshops as a case study. As the results, the observation from different viewpoints is effective to find out users' needs including a potential needs which is difficult to be found out through the questionnaire survey. And the method to observe Physical factor, Kansei factor and Cultural factor helps to understand users' situation and needs. Moreover, sharing the visualized observation results with TTS method becomes easy to understand others' thinking, and easy to apply the observed results to design process. © 2013 Springer-Verlag Berlin Heidelberg.
  • 坂本牧葉; 須藤秀紹; 澤井政宏
    Trans. Human Interface Society Committee of AROB2010 14 (4) 457 - 465 1344-7262 2012/11 [Refereed]
  • Communication Scheme for Designing Media Biotope Oriented Medium
    Hidetsugu SUTO; Tadahiro TANIGUCHI; Hiroshi KAWAKAMI
    Proc. 4th International Conference on Human-Care Technology(Emotional Smart Technology) Committee of HuCare2011 26  2011/11 [Refereed]
  • A study of relationship between foreign language ability and presentation skills - Aim for developing foreign language education method with “Bibliobattle," book review match
    Saerom Lee; Hidetsugu Suto; Naoko Yamaji
    Proc. 4th International Conference on Human-Care Technology(Emotional Smart Technology) Committee of HuCare2011 30  2011/11 [Refereed]
  • 坂本牧葉; 須藤秀紹
    Journal of Japan Society of Kansei Engineering Japan Society of Kansei Engineering 10 (4) 543 - 550 1884-0833 2011/10 [Refereed]
     
    The relationship between impressions by looking the color designing of touch panel interfaces of electronic devices and the operations is discussed. Experiments that investigate the effect of color in designs of touch panel interfaces on the operation and on impressions of users have been conducted. Subjects tried mental arithmetic tests on twelve kinds of screens which have different color images. The following points: "time which passed during a task," "number of correct answers," "number of incorrect answers" and "number of timeouts" were measured and counted. After the tasks were conducted, the subjects answered questionnaires about their impressions of the interfaces in order to measure the evaluation. As a result, following things became clear : (1) Accuracy of the operations increases when using coloration such that evaluation is high, e.g., "cool-casual." (2) Operation could be done speedy when using coloration such that potency and activity are low, and evaluation are high, e.g., "clear." (3) There are correlations between the number of correct answers, time which passed during a task and the evaluation.
  • Hidetsugu SUTO; Tadahiro TANIGUCHI; Hiroshi KAWAKAMI
    Proc. SICE Annual Conference 2011 SICE 206 - 209 2011/09 [Refereed]
  • Influences of coloration of touch panel interface on the several generation operators
    Mayuko NAMBU; Makiba SAKAMOTO; Hidetsugu SUTO
    Proc. SICE Annual Conference 2011 SICE 202 - 205 2011/09 [Refereed]
  • H. Suto
    International Journal of Communications 3 (5) 87ー94 - 94 1998-4480 2011/07 [Refereed]
  • Communication Scheme with Media Biotope
    Hidetsugu Suto
    Recent Researches in Energy, Environment, Devices, Systems, Communications and Computers WSEAS Press 92 - 95 2011/03 [Refereed]
  • Hidetsugu Suto; Makiba Sakamoto
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) Committee of HCI2011 6772 (2) 396 - 402 0302-9743 2011 [Refereed]
     
    The media biotope concept considers media communication structures to be analogous to an eco biotope. Communities created by local media are connected and mutually influence each other. First, the properties of communication media suitable for creating media biotopes are discussed in order to define the concept of media biotope. Two novel communication mediums based on the media biotope concept were identified: one would strengthen communication among residents in a regions and the other would help travellers learn about sightseeing spots and communicate with residents. These mediums are designed to increase residents' enthusiasm for their region by promoting awareness among others. © 2011 Springer-Verlag.
  • Hidetsugu Suto; Makiba Sakamoto
    HUMAN INTERFACE AND THE MANAGEMENT OF INFORMATION: INTERACTING WITH INFORMATION, PT 2 SPRINGER-VERLAG BERLIN 6772 396 - 402 0302-9743 2011 [Refereed]
     
    The media biotope concept considers media communication structures to be analogous to an eco biotope. Communities created by local media are connected and mutually influence each other. First, the properties of communication media suitable for creating media biotopes are discussed in order to define the concept of media biotope. Two novel communication mediums based on the media biotope concept were identified: one would strengthen communication among residents in a regions and the other would help travellers learn about sightseeing spots and communicate with residents. These mediums are designed to increase residents' enthusiasm for their region by promoting awareness among others.
  • 須藤 秀紹
    Journal of Japan Society of Kansei Engineering Japan Society of Kansei Engineering 10 (1) 23 - 26 1884-0833 2010/12 [Refereed]
     
    Impression of silhouette of products which can be divided into an upper and a lower parts is discussed. In this paper, it is assumed that an upper and a lower parts of products can be approximated to two rectangles, and experiments were carried out in order to verify the impressions of figures which consist of two rectangles. Various combinations of rectangles were shown to the subjects and the impressions were measured. As a result, the relations between the combinations and impressions, i.e. warm-cool, hard-soft, urban-country, luxury-cheap, friendly-not friendly, and simple-complex, have become clear.
  • Media Biotope: Media designing analogous with Biotope
    Hidetsugu Suto
    Proc. 2010 International Conference on Computer Information Systems and Industrial Management Applications Committee of CISIM2010 75 - 80 2010/10 [Refereed]
  • Analysis of Relationship between Capability of Communication Media and Distribution of Knowledge Using Game Theory
    Hironaru Morita; Hidetsugu Suto; Masahiro Sawai
    Proc. 2010 International Conference on Humanized Systems Committee of ISHS2010 20 - 23 2010/09 [Refereed]
  • LocalCommunication Media Based on Concept of Media Biotope
    Hidetsugu Suto; Makiba Sakamoto
    Proc. 2010 International Conference on Humanized Systems Committee of ISHS2010 14 - 19 2010/09 [Refereed]
  • Communication media based on the Media Biotope
    Makiba Sakamoto; Hidetsugu Suto; Masahiro Sawai
    Proc. SICE Annual Conference 2010 SICE 2188 - 2191 2010/08 [Refereed]
  • A communication medium using pictograms for media biotope
    Makiko Okita; Hidetsugu Suto
    Proc. SICE Annual Conference 2010 SICE 2183 - 2185 2010/08 [Refereed]
  • Media designing analogous with Biotope
    Hidetsugu SUTO
    Proc. SICE Annual Conference 2010 SICE 2179 - 2182 2010/08 [Refereed]
  • 須藤秀紹; 小北麻記子; 城野理佳子; 魚住超; 久保洋
    Journal of Japan Society of Kansei Engineering Japan Society of Kansei Engineering 9 (2) 403 - 410 1884-0833 2010/02 [Refereed]
     
    A system to support the design of cosmetic containers is discussed. The proposed system aims to create a design plan by cooperating with the designers. Cosmetics can be classified as emotional products because users tend to select them based on the images and the persona of the products. Cosmetic product images depend on the container design, the graphic design, the brand design, etc. The design process for cosmetic containers is important, and designers should understand how users respond to containers. However, it is usually difficult to quantify users' feelings about products. With the proposed system, the designers refer to evaluations from multiple points of view gathered by the system in making their design plans. Two methods of estimating users' evaluations are introduced in the system. The first method uses regression analysis, and the second method uses artificial neural networks (ANNs). Questionnaires about users' impressions of cosmetic containers were given, and the results were used to identify parameters of a regression formula and teach values of ANNs. In addition, the system was used for the actual design process of a premium cosmetic container, and evaluations of the product were investigated. As a result, 49% subjects evaluated it as a luxury item.
  • Makiba Sakamoto; Hidetsugu Suto; Masahiro Sawai
    Artificial Life and Robotics 15 (3) 335 - 340 1433-5298 2010 [Refereed]
     
    The relationships between the colors used in the design of touch panels and the operation of electronic devices are discussed, and experiments that investigated the effects of color in the designs of touch panel interfaces on their operation and on the impressions of users have been conducted. Subjects tried mental arithmetic tests on 12 types of screen which had different color images. The "time it took to perform the task," the "number of correct answers," the "number of incorrect answers," and the "number of timeouts" were measured and counted. After the tasks were administered, the subjects answered questionnaires about their impressions of the interfaces. The average number of correct answers was higher when using "cool-casual" than when using the other colorations. Furthermore, there was a positive correlation between the number of correct answers and a preference for the display coloration. There was a strong relationship between the coloration of the interface and the speed and accuracy of the operation. The results of the study lead us to expect that both the usability and the accuracy of operations could be improved by designing the coloration of the touch panel interface appropriately. © 2010 International Symposium on Artificial Life and Robotics (ISAROB).
  • Makiba Sakamoto; Hidetsugu Suto; Masahiro Sawai
    Artificial Life and Robotics Committee of AROB2010 15 (3) 335 - 340 1433-5298 2010 [Refereed]
     
    The relationships between the colors used in the design of touch panels and the operation of electronic devices are discussed, and experiments that investigated the effects of color in the designs of touch panel interfaces on their operation and on the impressions of users have been conducted. Subjects tried mental arithmetic tests on 12 types of screen which had different color images. The "time it took to perform the task," the "number of correct answers," the "number of incorrect answers," and the "number of timeouts" were measured and counted. After the tasks were administered, the subjects answered questionnaires about their impressions of the interfaces. The average number of correct answers was higher when using "cool-casual" than when using the other colorations. Furthermore, there was a positive correlation between the number of correct answers and a preference for the display coloration. There was a strong relationship between the coloration of the interface and the speed and accuracy of the operation. The results of the study lead us to expect that both the usability and the accuracy of operations could be improved by designing the coloration of the touch panel interface appropriately. © 2010 International Symposium on Artificial Life and Robotics (ISAROB).
  • Hidetsugu Suto
    2010 International Conference on Computer Information Systems and Industrial Management Applications, CISIM 2010 75 - 80 2150-7988 2010 [Refereed]
     
    The media biotope concept is discussed from the viewpoint of system informatics. Media biotope is a concept of communication mediums in which the structures are discussed as an analogy of an eco biotope. In this scheme, it is aimed that communities created by local media are connected and mutually influence each other. First, the concept of media biotope is defined. The properties of media, i.e. scale, connectivity, generality, and designing of communication mediums are discussed. Then, a representation model of a process of creating communities with media is proposed. This model consists of three layers which reflect communities, phycological laws, and sociological laws. By using this model, simulations to investigate the relationships between mediums and communities can be conducted. Furthermore, three novel communication mediums based on the media biotope concept were identified: the first would strengthen communication among residents in a region, the second would help travelers learn about sightseeing spots and communicate with residents, and the third would help to revitalize communities through buses. These media are designed to increasie residents' enthusiasm for their region by promoting awareness among others. ©2010 IEEE.
  • 須藤秀紹; 川上浩司; 半田久志
    Journal of Japan Society of Kansei Engineering Japan Society of Kansei Engineering 9 (1) 11 - 18 1884-0833 2009/11 [Refereed]
     
    The accessibility of information on web-space is considered to be focused on the characteristics of hyperlinks. Although the reasons to put a hyperlink are multifarious, only one kind of link exists in HTML structure. As a result of this, users have to search for links by using syntactically techniques so as to retrieve information in web-space. In this paper, four kinds of hyper links are introduced into HTML, in order to improve the accessibility of information in web-space: Outbound links, Internal links, Navigation links and Intra-unit links. Designers and users can share the image of the link target page by using these kinds of links. Furthermore, the information flow between designers and users is described using mathematical framework, and experiments are carried out in order to verify the scheme.
  • 須藤秀紹; 坂本牧葉
    Journal of Japan Society of Kansei Engineering Japan Society of Kansei Engineering 9 (1) 19 - 23 1884-0833 2009/11 [Refereed]
     
    The relationships between color of control panel and operators' behavior are discussed. Color has a lot of influences on human's psychological condition. For instance, red has danger image and blue has peaceful image. Consequently, an operator's action is controlled by colors of interface devices, and it can be said that color is one of the most important factor of interface design. In this paper, guidelines of items' color on control panel are proposed, and are discussed based on Rasmussen's SRK model. By using the guideline of color design, an operator's action changes from rule base to skill base, and operator's load is reduced. In addition, some experiments are carried out in order to verify efficiencies of the guideline.
  • A Medium Design for Sharing Empathetic Memories
    H. Suto; O. Katai; M. Okita; H. Kawakami
    Proc. the 8th workshop on social intelligence design Committee of SID2009 199 - 205 2009/11 [Refereed]
  • Relation between color image of electronic device's interface and operations
    H. Suto; M. Sakamoto; M. Sawai; J. Wakatsuki
    Proc. 2009 International Conference on Humanized Systems ICHS2009 Committee 83 - 84 2009/10 [Refereed]
  • Hidetsugu Suto; Makiba Sakamoto; Makiko Okita
    ICBAKE: 2009 INTERNATIONAL CONFERENCE ON BIOMETRICS AND KANSEI ENGINEERING IEEE 201 - + 2009 [Refereed]
     
    The relationships between colors and operations on electronic devices, e.g., web browsers and ATM consoles, are discussed. Two experiments were carried out in order to test the effects of colors on the accuracy and speed of operations. In these experiments, a problem was displayed on the screen with several different color push buttons. Subjects had to select the correct answer from three alternatives and push the answer panel which indicated the answer The problems changed one after another, and subjects had to push the answer panel quickly The data, e.g., the time required to answer all problems and the correct answer ratio, was analyzed. We found that the blue one was better than red ones, and formal coloration is better than the other coloration from the viewpoints of accuracy and speed of operations. The authors study aimed to elucidate primitive rules of how color is used in the design of human interfaces.
  • Makiko Okita; Yuuki Nakaura; Hidetsugu Suto
    ICBAKE: 2009 INTERNATIONAL CONFERENCE ON BIOMETRICS AND KANSEI ENGINEERING IEEE 205 - + 2009 [Refereed]
     
    A communication system which uses pictograms to support interactive non-verbal communication is discussed. At first, a concept of "Pict-script" is introduced. Pict-script is a language using pictograms, and it has following features. (1) It has high flexibility. It can be used for not only consecutive expressions but also diagrammatic expressions. (2) It is usable by not only people with disabilities but also people in general. It can be used for various styles of communication. (3) Its output can indicate the user's feelings. (4) It promotes communication. (5) A picture is not necessarily correspond to a word. Second, a communication system based on the concept of pict-script is proposed. Moreover, features of proposed system is discussed.
  • Hidetsugu Suto; Hiroshi Kawakami; Osamu Katai
    HUMAN-COMPUTER INTERACTION, PT III SPRINGER-VERLAG BERLIN 5612 670 - + 0302-9743 2009 [Refereed]
     
    The influence of text information, known as "telops," on the viewers of television programs is discussed. In recent television programs, textual information, i.e., captions and subtitles, is abundant. Production of a television program is facilitated by using telops, and therefore, the main reason for using this information is the producers' convenience. However, the effect on audiences cannot be disregarded when thinking about the influence of media on humans' lives. In this paper, channel theory and situation theory are introduced, and channel theory is expanded in order to represent the mental states and attitudes of an audience. Furthermore, the influence of telops is considered by using a scene of a quiz show as an example. Some assumptions are proposed based on the considerations, and experiments are carried out in order to verify the assumptions.
  • Makiko Okita; Yuki Nakaura; Hidetsugu Suto
    HUMAN-COMPUTER INTERACTION, PT II SPRINGER-VERLAG BERLIN 5611 720 - + 0302-9743 2009 [Refereed]
     
    A system is described that uses pictograms to support interactive non-verbal communication. While pictograms are typically used with objects, this system uses them for events as well. Moreover, whereas communication systems using pictograms are generally designed for people with disabilities, this system is designed for people in general. It can thus be used between a non-disabled person and a person with a disability. between an adult and a child, between a Japanese person and an American person, and so on.
  • Analysis of the influence of telops on viewers' interpretation
    H. Suto; H. Kawakami; O. Katai
    Proc. The 12th Asia Pacific Symposium on Intelligent and Evolutionary Systems IES2008 Organising Committee CD-ROM  2008/12 [Refereed]
  • A study on relationship between property of medium and recognition process
    H. Suto; M. Okita
    Proc. 2008 International Conference on Humanized Systems Post and Telecom Press 370 - 373 2008/10 [Refereed]
  • Infl
    須藤 秀紹
    Informatics 1 (2) 1882-2908 2008/03 [Refereed]
  • A Communication Medium for a Local Communitythat exploits Benefits of Inconvenience
    Hidetsugu Suto; Makiko Okita; Hiroshi Kawakami; Hisashi Handa
    Proc. 11th Asia-Pacific Workshop on Intelligent and Evolutionary Systems IES2007 Organising Committee 2007/11 [Refereed]
  • The Essences of Copied Media from the Viewpoint of Benefits of Inconvenience
    Makiko Okita; Hidetsugu Suto
    Proc. 11th Asia-Pacific Workshop on Intelligent and Evolutionary Systems IES2007 Organising Committee 2007/11 [Refereed]
  • System Design based on Analysis of “Profit of Inconvenience"
    H. Kawakami; T. Shiose; O. Katai; H. Suto; H. Handa; M. Okita
    Proc. 11th Asia-Pacific Workshop on Intelligent and Evolutionary Systems IES2007 Organising Committee 2007/11 [Refereed]
  • Agent-Based Simulation of Regional Cat Activities
    Hisashi Handa; Hidetsugu Suto; Makiko Okita; Hiroshi Kawakami
    Proc. 11th Asia-Pacific Workshop on Intelligent and Evolutionary Systems IES2007 Organising Committee 2007/11 [Refereed]
  • Analyzing Information Flow between Web Designers and Users
    Hidetsugu Suto; Hiroshi Kawakami; Hisashi Handa
    Proc. of International Symposium on Humanized Systems 2007 Committee of ISHS2007 95 - 98 2007/09 [Refereed]
  • A Study of an Information Flow Model among a Senderand Receivers through Copied Media
    Makiko OKITA; Hidetsugu SUTO
    Proceedings of the 6th workshop on social intelligence design Centre for Telematics and Information Technology 255 - 259 2007/07 [Refereed]
  • Proposal of a Novel Communication Medium to Promote Community Using Homeless Cats
    Hidetsugu SUTO; Makiko OKITA
    Proceedings of the6th workshop on social intelligence design Centre for Telematics and Information Technology 287 - 296 2007/07 [Refereed]
  • 複写物を媒介とした被複写物に関する情報伝達モデル
    小北麻記子; 須藤秀紹
    大学版画学会学会誌 36 17 - 22 2007 [Refereed]
  • A representational model for artifacts based on the modality of operations and states
    H. Suto; H. Kawakami; O. Katai
    Trans. of the Society of Instrument and Control Engineers E-3 (1) 40 - 48 0453-4654 2007 [Refereed]
  • Hidetsugu Suto; Hiroshi Kawakami; Hisashi Handa
    HUMAN INTERFACE AND THE MANAGEMENT OF INFORMATION: METHODS, TECHNIQUES AND TOOLS IN INFORMATION DESIGN, PT 1, PROCEEDINGS SPRINGER-VERLAG BERLIN 4557 189 - 198 0302-9743 2007 [Refereed]
     
    The accessibility of information on web-space is considered to be focused on the properties of hyperlinks. Although the reasons to put in a hyperlink are multifarious, only one kind of link exists in HTML structure. As a result of this, users have to search for links by using syntactically techniques so as to retrieve information in web-space. In this paper, four kinds of hyper links are introduced into HTML, in order to improve the accessibility of information in web-space: External links, Internal links, Navigation links and Intra-unit links. Designers and users can share the image of the link target page by using these kinds of links.
  • Hisashi Handa; Hiroshi Kawakami; Hidetsugu Suto
    PROCEEDINGS OF SICE ANNUAL CONFERENCE, VOLS 1-8 IEEE 2277 - + 2007 [Refereed]
     
    User-modeling on operations is quite useful to analyze possible error caused by human. In this paper, we propose a new framework of user-modeling method in the case of artifact operation based on Channel Theory. In the proposed framework, two knowledge domains for interface and functions in artifacts are described as classifications at first. Moreover, the logical consistency between these knowledge domains are kept by using mathematical tools in the Channel Theory. Then, user-modeling can be reasoned from these knowledge domains.
  • A Study of an Information Flowing Model among Senders and Receivers through Copied Media
    Hidetsugu SUTO; Makiko OKITA
    Proceedings of 2006 International Symposium on Humanized Systems ICASE 154 - 157 2006/10
  • Designing and estimating action and structure includeing enjoyment
    須藤 秀紹; 佐藤ゆかり; 加賀谷彰人
    Trans. Human Interface Society 7 (4) 541 - 546 1344-7262 2005/04 [Refereed]
  • 加賀谷彰人; 須藤 秀紹
    日本デザイン学会学会誌 Japanese Society for the Science of Design 12 (3) 40 - 43 0919-6803 2005/01
  • Development of Support System for Designing Interactive Artifacts
    須藤 秀紹; 川上 浩司; 片井 修
    Trans. Human Interface Society 6 (2) 83 - 89 1344-7262 2004/05 [Refereed]
  • H Suto; H Kawakami; O Katai
    SICE 2004 ANNUAL CONFERENCE, VOLS 1-3 SOC INSTRUMENT CONTROL ENGINEERS JAPAN 1354 - 1357 2004 [Refereed]
     
    A representational scheme for describing the mental model of an operator for performing operations is discussed. Situation theory is introduced into a representational model of operator behavior based on Petri nets and modal logic formulae. In this framework, restrictions tuned by operators are considered, leading to an intuitive representation of the transition of the operator's mental model through interaction with the system. A method for translating restrictions into temporal modal logic formulae as tasks is also considered.
  • O. Katai; H. Kawakami; H. Suto; K. Toda
    Artificial Life and Robotics 6 (4) 215 - 220 1433-5298 2003/11 [Refereed]
  • H Kawakami; R Akinaga; H Suto; O Katai
    AI 2003: ADVANCES IN ARTIFICIAL INTELLIGENCE SPRINGER-VERLAG BERLIN 2903 821 - 832 0302-9743 2003 [Refereed]
     
    By employing some modalities as bases for modeling business processes, the present paper shows that a conventional way of analyzing Petri nets also turns out to be a method for specifying the novelty of business processes. This novelty is translated into terms of modal logics. Most conventional methods for modeling business processes represent "structures" of their processes, which do not show directly their "novelty." The proposed method, on the other hand, enables us to specify their novelty. From the viewpoint of alethic, deontic and temporal modalities, business processes are modeled by interactions among three layers, i.e., top, main and base layers. The possible actions and states represented by using Petri nets in the main layer axe controlled by designers' intentions represented in the top layer, and by what we call social causalities represented in the base layer. It is well known that a conventional method for checking the reachabilities of Petri nets results in a coverability tree of the net. We show that the coverability tree of the net in the main layer can be interpreted as a transition tree of possible worlds in terms of the modal logic, and that the type of tree specifies some kind of novelty of a business process.
  • 須藤 秀紹; 川上 浩司; 片井 修
    計測自動制御学会論文集 The Society of Instrument and Control Engineers 38 (10) 1008 - 1014 0453-4654 2002/10 [Refereed]
     
    In this paper, we will propose a conceptual design support system based on the notion of the universal design by using a model for representing artifacts which focuses on operational structure. We have already proposed a hierarchical model for representing interactive artifacts involving "intentions", "operations and states" and "physical phenomena" which are tightly related with each other from teleological, causal and temporal aspects. In this model, artifacts are interpreted as interfaces between humans and environments. In this sense, the proposed model is suitable for representing artifacts which are designed based on the notion of universal design. In order to apply the proposed model to design support system, we have proposed the conceptual classes that are suitable for representing "physical causalities" and "operations" based on "Ontology Engineering". In this paper, we will propose a simulation system of our proposed model. The system consists of an "extended petri net simulator" and a "physical causal network generating system". They interact with each other via a "node observation agent". In order to elucidate the effectiveness of the proposed system, we will show an example of operational analysis result of an artifact.
  • 須藤 秀紹; 川上 浩司; 堀内 匡; 片井 修
    Trans. Soc. Instrum. Control Eng. The Society of Instrument and Control Engineers 38 (2) 210 - 218 0453-4654 2002/02 [Refereed]
     
    In this paper, an ontological analysis of operations and physical causal relations in artifacts is done, which is particularly beneficial for modeling interactive artifacts. Recently, human-centered design methods have been receiving attentions. We will introduce what we call "Interactive Artifacts" which are designed for promoting appropriate interactions between operators and artifacts. We have already proposed a hierarchical model for representing interactive artifacts involving "intentions", "operations, states" and "physical phenomena" which are tightly related with each other from teleological, causal and temporal aspects. In this model, artifacts are interpreted as interfaces between humans and environments. In this sense, the proposed model is suitable for representing interactive artifacts. One of the effective processes for designing interactive artifacts is the so called "Participatory Design". In order to apply the proposed model to the participatory design process, we will examine the concepts that are suitable for representing "physical causalities" and "operations" based on "Ontology Engineering" and will define some "conceptual classes". In ontology engineering, some basic concepts, which are dependent on device structures, are defined. Based on these primitive concepts, we will introduce new classes for representing artifacts. In order to elucidate the effectiveness of the proposed model and classes, we will show an example of improvemental design through participatory design processes.
  • 川上 浩司; 小西 忠孝; 須藤 秀紹; 片井 修
    Trans. Soc. Instrum. Control Eng. The Society of Instrument and Control Engineers 38 (7) 632 - 640 0453-4654 2002 [Refereed]
     
    For supporting functional design process by using computer, one of the promising way is to utilize knowledge or tips on design. One practical way for supporting functional design is to facilitate designers to refer to well-organized and sophisticated knowledge-bases of inventive principles and of physical effects. Designers are, however, required training to deal with these kinds of abstract pieces of knowledge and to combine them for creating design concepts. Thus, we will examine a case-based reasoning framework in which design examples instead of highly abstract inventive principles are utilized. Based on the assumption that each example in the case-base functions by employing physical laws and effects, and the examples are selected so as to be subject to Design Axioms introduced by Suh, the present work proposes a method to acquire physical causal networks which reflect design knowledge and to utilize them for re-design process for supporting designers.
  • A Novel Design Method by Artifact Fusion Focusing on Operational Teleology and Physical Causality
    H. Suto; H. Kawakami; O. Katai; T. Horiuchi
    Compuational and cognitive models of creative design V developing ideas sessions HI01 Committee 55 - 64 2001/12 [Refereed]
  • 須藤秀紹; 川上浩司; 片井 修
    Trans. Soc. Instrum. Control Eng. The Society of Instrument and Control Engineers 37 (11) 1078 - 1086 0453-4654 2001/11 [Refereed]
     
    In this paper, we will propose a representational model of "interactive" artifacts which reflects interactions between human and artifacts base on the discussion of alethic, deontic and temporal aspects of the interaction. From these three types of modality, we will define three layers to represent the interactions. The base layer represents causal relations which are governed by physical laws or effects. The main layer represents state transitions by unrestricted operations. Some operations are restricted by teleological necessities which are derived from designers' intention. The top layer represent this type of restrictions by using what we call "task unit graph". The tight interactions among the three layers explain interactions among designers, operator and environment via an artifact.
  • H. Suto; H. Kawakami; T. Horiuchi; O. Katai
    Asia Pacific Symposium on Safety 2001 APSS2001 Committee 2 249 - 252 2001/11 [Refereed]
  • 川上 浩司; 野村大輔; 須藤 秀紹; 小西忠孝; 片井 修
    Trans. Soc. Instrum. Control Eng 計測自動制御学会 37 (8) 786 - 794 0453-4654 2001 [Refereed]
  • Symbiotic Artifact Design by Bio-informatic and Multimodal Framework
    O. Katai; H. Kawakami; H. Suto; K. Toda
    Proc. the Sixth International Symposium on Artificial Life and Robotics 2 401 - 404 2001/01
  • H. Suto; H. Kawakami; O. Katai; T. Horiuchi
    Proc. the International Conference on Modeling and Simulation MS2000 Committee 25 - 27 2000/09 [Refereed]
  • H. Suto; H. Kawakami; O. Katai; Horiuchi
    Proc. the 4th International Conference on Engineering Design and Automation 216 - 221 2000/08 [Refereed]
  • H. Suto; H. Kawakami; O. Katai; T. Horiuchi
    Proc. of the 5th International Conference on Integrated Design and Process Technology 2000/06 [Refereed]
  • N Baba; H Suto
    EUROPEAN JOURNAL OF OPERATIONAL RESEARCH ELSEVIER SCIENCE BV 122 (2) 501 - 508 0377-2217 2000/04 [Refereed]
     
    The use of intelligent techniques in various decision support systems has recently become one of the most exciting and promising application areas. In this paper, we try to utilize Neural Networks (NNs) and the Temporal Difference Learning (TD-Learning) Method to construct an intelligent decision support system for dealing stocks. We also briefly touch upon an intelligent sales prediction system which has been developed in our group. (C) 2000 Elsevier Science B.V. All rights reserved.
  • N Baba; H Suto
    IJCNN 2000: PROCEEDINGS OF THE IEEE-INNS-ENNS INTERNATIONAL JOINT CONFERENCE ON NEURAL NETWORKS, VOL VI IEEE COMPUTER SOC 6 565 - 570 1098-7576 2000 [Refereed]
     
    The use of intelligent techniques has recently become one of the most exciting and promising application areas. In this paper, we try to utilize Neural Networks(NNs) and GAs to construct an intelligent sales prediction system.
  • Effect of coloration of touch panel interface on wider generation operators
    Hidetsugu Suto; Makiba Sakamoto
    Proc. ICWN/ICOMP 2012 [Refereed]
  • Robot Literacy - An Approach for Society with Intelligent Robots
    Hidetsugu Suto
    Proceedings of NETs2012 [Refereed]

Books etc

  • 数理情報学入門
    須藤秀紹; 髙岡旭; 半田久志; 福本誠; 渡邉真也 (第4章)共立出版 2021/03 196 45
  • 英語でビブリオバトル実践集
    近藤雪絵; 木村修平; 前田由紀; 辻大吾; 髙司陽子; 藤井数馬; 小田登志子; 江後千香子; 須藤秀紹; 益井博史 (留学生とビブリオバトル)こどもの未来社 2021/02 94 7
  • Supply Chain Management of Tourism Towards Sustainability
    Soratana, K; Landis, A.E; Jing, F; Suto, H Springer International Publishing 2021/01 64 12
  • 不便益: 手間をかけるシステムのデザイン
    川上 浩司; 平岡 敏洋; 小北 麻記子; 半田 久志; 谷口 忠大; 塩瀬 隆之; 岡田 美智男; 泉 朋子; 仲谷 善雄; 西本 一志; 須藤 秀紹; 白川 智弘 (「結びの科学」に向けて)近代科学社 2017/11 4764905507 208 22
  • 読書とコミュニケーション ビブリオバトル実践集 小学校・中学校・高校
    須藤秀紹; 粕谷亮美 こどもの未来社 2016/06 9784864121101 143 18
  • ビブリオバトル ハンドブック
    ビブリオバトル普及委員会 こどもの未来社 2015/04 9784864121002 94 13
  • ビブリオバトル入門 〜本を通して人を知る・人を通して本を知る〜
    ビブリオバトル普及委員会 一般社団法人 情報科学技術協会 2013/06 9784889510492
  • 新商品開発における【高級・上質・本物】感を付与・演出する技術
    須藤秀紹 (第2章2節-2)技術情報協会 2012/08 620 10
  • コンピュータ情報処理の基礎と応用
    馬場則夫; 武内良樹; 川口雅司; 須藤秀紹; 渥美清隆; 満倉靖恵 (第5章 オートマトン理論の理解の徹底を目指して)共立出版 2010/04 197 35

MISC

Awards & Honors

  • 2020/09 Japan Society of Kansei Engineering 日本感性工学会 出版賞
  • 2018/06 台湾健康情報管理学会,花蓮慈済医学センター 第13回国際健康情報管理検討会への貢献に対する感謝状
     others
  • 2018/06 National Taichung University of Science and Technology, College of Information and Distribution Science Certificate of Appreciation for international exchange activities
     others
  • 2016/12 計測自動制御学会システム・情報部門 2016年システム・情報部門 部門貢献表彰
     others
  • 2016/09 日本感性工学会 2016日本感性工学会論文賞
  • 2003/08 計測自動制御学会 2003年度計測自動制御学会論文賞

Research Grants & Projects

  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)
    Date (from‐to) : 2021/04 -2025/03 
    Author : 須藤 秀紹; 高原 まどか; 王 倩然
     
    初年度は,下に示す2項目についての研究を実施する計画であった. (1) 現地調査(須藤,王):実際の現場で現在どのよう な学習活動が実施されているのか,また,学習者がどのような心身の制約を抱えているのかを明 らかにするために現地調査を実施して事例を収集する. (2) 学習活動の分析(高原,大学院生):収集した事例を分析して,学習活動の特 徴と学習者の心身の制約を明確化する. Covid-19の影響で現地調査の受け入れが制限されたため,当初予定していたように,定量的なデータを十分に収集することは困難であった.そのため,限られた機会を十分に活用するため,定性的な分析に切り替えて情報を収集することにした.北海道札幌市の3施設を対象に現地調査を実施した.フィールドワークおよびインタビューによって情報を収取した.そして得られた情報に基づいて既存の学習活動および,その設計方針を分析した. 当初の仮説は,高齢者の学習活動を,「右腕で保持できる」「対象を認知できる」といったプリミティブな身体活動(基本行動)を用いて定義できるというものであった.しかしながら,実際の現場では「15mを30秒で歩くことができる」といったように,対象者の可能な行動(運動能力)に着目をした身体能力分けが行われていることがわかった.このことから,基本行動と運動能力との関係を記述するモデル(ブリッジモデル)が必要であることが明らかになった.
  • 日本学術振興会:科学研究費助成事業 基盤研究(C)
    Date (from‐to) : 2019/04 -2022/03 
    Author : 深澤 のぞみ; 山路 奈保子; 須藤 秀紹; 大江 元貴
     
    本研究は,公的な場で,情報や考えを他人に伝えるパブリックスピーキングにおいて,いかに他人を納得させるか,すなわち「説得」がどのようなプロセスで実現するのかについての統合的な分析を行うものである。パブリックスピーキングでは,スピーチの内容面と、さらに非言語行動がそろって初めて「説得」が成功すると考えられる。本研究では、パブリックスピーキングのマルチモーダルな分析と検証を行うことを目的とし、実験的手法を用いて検証を行った上で、日本語教育分野やグローバルコミュニケーション分野での教育に寄与することを目指す。 2020年度は「説得」の実態を実験的な手法で明らかにしようとしていたが、一定の人を集めての実験が必要で、またこれに伴い研究者の出張なども必要となるため、コロナ下でこの部分の実施は不可能となった。そこで2021年度に検討する予定であった、外国人のための日本語教育,あるいはグローバルコミュニケーション教育などでの研修や教育に説得の特徴を取り入れた具体的な方法の考案について、着手することにした。 具体的には、海外の大学に所属する研究協力者と世界で日本語教育に携わりパブリックスピーキングの指導の経験がある日本語教師に対して、非言語行動についての意識を調査することにし、アンケート調査の実施後、分析を行った。この結果、パブリックスピーキングの指導経験のある日本語教師は全員が非言語行動の指導を行うと回答したが、非言語行動の種類によって指導法や評価の仕方には異なりがあることがわかり、またその指導の基本的な考え方にはさまざまな意見があり、今後の更なる詳しい調査が必要がことも明らかになった。
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)
    Date (from‐to) : 2019/04 -2022/03 
    Author : 野村 松信; 須藤 秀紹; 坂本 牧葉
     
    本年度は,前年度,新型コロナウイルス感染症拡大の影響で実施できなかったPBL演習ワークショップを開催し,データを収集する予定であった.しかしながら,前年度同様,学生を集めてのワークショップ実施が困難であったことから,方針を変更してポートフォリオシステムの開発に着手した. データが得られてないため,システムのコアとなるTeamwork evaluation moduleの開発ができないことから,(1)学習目的への気づきを促すインタフェースの作成,(2)ルーブリックに基づく自己評価システムを開発した.グループワークの実施が困難であることから,個別学生のフィールド学習を想定したサンプルコンテンツを作成し,評価実験を実施した. その結果,学習インタフェースの一部に改良の余地があることが分かった.
  • 北海道内小規模小売業者のキャッシュレス決裁方式導入による意識と実態の調査および分析
    一般社団法人北海道開発協会 開発調査総合研究所:令和2年度研究助成金
    Date (from‐to) : 2020/04 -2021/03 
    Author : 須藤 秀紹
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)
    Date (from‐to) : 2016/04 -2020/03 
    Author : Fukasawa Nozomi
     
    This study clarifies how to persuade others in public speaking which is an ability to transmit one's idea necessary in the globalized society, that is, what kind of process "persuasion" is realized. Concretely, it was clarified that the speech which succeeded in the persuasion made the development which was contrary to the expectation of the audience, and that the strategy which effectively conveyed it was often taken. And, from this result, it was indicated that in the guidance of the public speaking in the Japanese language education for the learner it should be emphasized that the learner himself considers the method for effectively transmitting his story to the audience. In addition, the method of the multimodal analysis which added the nonverbal behavior was also examined.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)
    Date (from‐to) : 2016/04 -2019/03 
    Author : Yamaji Naoko; Chinami Kyoko; Suto Hidetsugu
     
    We developed a teaching method in Japanese including a course book titled "Everyday Interactions at/around Laboratory” to help graduate-level international students and researchers who arrive without previous knowledge of Japanese assuming that English will be the communication medium. As the learners can spare very limited time for attending formal instructions, we focused on promoting their learning skills to make most of their environment, i.e.the laboratory where Japanese is dominantly, if not exclusively, used. Our method encouraged the learners to observe actual communication happening around them to know what they should learn and to actively participate in interactions with others. At the completion of the course, the learners with an enthusiasm to join in the Japanese-dominant community at the laboratory highly appreciated the contents and learning activities offered by our method.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)
    Date (from‐to) : 2015/04 -2019/03 
    Author : Nomura Matsunobu; Sakamoto Makiba
     
    A mathematical model for estimating synergistic effects in joint work of different fields has been proposed based on the results obtained from cross-disciplinary PBL exercise classes. By using this model, optimal plans of team arrangements which enhance learning of the group work can be obtained. In addition, a supporting system for credit transfer procedures is developed based on the mathematical model and estimated.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)
    Date (from‐to) : 2014/04 -2017/03 
    Author : KANG NAMGYU
     
    The purpose of this research is to proposal of a design support system that designers can utilize various clues for creating new design. Therefore, various approaches were conducted based on the research scope as the process of creating ideas by utilizing not only external clues but also designer's own internal cues by external factors. As a result, BGM, especially Classic genre, as an external factor for making better utilized clues is effective in creating ideas process. And, it was shown that designer’s positive emotion condition based on "stimulation for laughing" before creating ideas leads the possibility of creating higher quality ideas as a result. Based on these results, "HN camera" application was proposed to utilize various clues intuitively, more efficiently and logically.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)
    Date (from‐to) : 2013/04 -2017/03 
    Author : Fukasawa Nozomi; ZHAI DONGNA; CHEN HUILIN
     
    Public speaking is becoming increasingly important in the wake of society’s globalization. The purpose of this study is to clarify the characteristics of public speaking in Japanese and to consider the possibility of its inclusion in Japanese language education. The study revealed that Japanese public speaking consists of various genres, each of which has developmental patterns and formulaic expressions. In addition, the comparison of Japanese public speaking with public speaking in other languages showed a cultural difference. In recent years, Japanese language education for international learners has begun to place emphasis on developing learners' 21st century skills. The research indicated that teaching Japanese public speaking promotes learners' development of new skills.
  • 日本学術振興会:科学研究費/基盤研究(C)
    Date (from‐to) : 2014 -2016 
    Author : 須藤 秀紹
     
    The concept of RSNS, in which Internet societies and actual societies are combined has been proposed. The guideline of developing RSNS has been shown. In addition, a communication medium has been developed in accordance with the guideline and the effects have been investigated by conducting computer simulations. The developed system creates new style communities of RSNS by connecting several communities in which the members have common tastes.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (A)
    Date (from‐to) : 2011/11 -2014/03 
    Author : MAEDA Jun
     
    The education and training program for effective support activities was examined to focus on Japan Red Cross Society that is our nation specialized organization for disaster relief activities. It is clear and indicated by JRCS staff on support activities the necessity for educational program to include knowledge of bereavement and middle-and-long term support, especially hands-on training. It was also revealed the importance of cooperation system with volunteers and other support organizations because of the limitation of manpower and limitation of financial situation of JRCS even though logistics and administration support, matching between support and necessity and preparation of system for middle-and-long term support will be more important in wide area disaster. Exploring and expanding support method toward to individual and group support was next issues.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)
    Date (from‐to) : 2009/04 -2014/03 
    Author : HIROSHI Kawakami; SUTO Hidetsugu; HANDA Hisashi; SHIOSE Takayuki; OKITA Makiko; TANIGUHI Tadahiro; KATAI Osamu; HIROKA Toshihiro
     
    The project aims to develop a new systems theory based on a viewpoint where further benefits of inconveniences are appreciated. Analyzing case examples of such design field as mechanical, mechanism, industrial and interface design results in many papers and some books (e.g. DOJIN sensyo no.42, BUNSYU sinsyo no.901). Preliminary reports of our research can be found in our web pages (ruben-eki.jp, www.facebook.com/fuben.eki). Practical applications of our research have risen to national prominence. An application to article design has been reported by many media, and an application to mechanism design, called BiblioBattle, which was incorporated in a plan decided by the Cabinet, has grown to become a nationwide convention.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)
    Date (from‐to) : 2011 -2013 
    Author : KANG Namgyu; SUTO Hidetsugu
     
    The purpose of this research is to develop a design support system based on the visualizing of the user's concept model. "Category Camera: an electronic application to record and categorize the user's situation, kansei and a physical factor" and "TTS method: method to share the visualized user's concept model and create a new idea" were developed based on the Expended ADT model. The whole process with the developed design support could be visualized by this approach, the design system was used in the some international design workshops. As the result of the evaluation experiments in international design workshops, the effectiveness of the design support system was confirmed.
  • 日本学術振興会:科学研究費/挑戦的萌芽研究
    Date (from‐to) : 2011 -2013 
    Author : 須藤 秀紹
     
    This study aims to make a foundation of literacy educations for "robot native" generation which means the people who is growing after home appliance robots have become popular. In order to achieve the goal, children's conceptual model for humanoid robots have been investigated, and two trial education materials have been developed. Robot native generation people should think and act different ways from the before generation people as same as "digital native generations," and it might cause some problems with us. The results of this study would be used to solve such problems in the future.
  • 高い操作性を実現するタッチパネルの色彩デザイン支援システム構築
    独立行政法人科学技術振興機構:研究成果最適展開支援事業(A-STEP)フィージビリティスタディステージ探索タイプ
    Date (from‐to) : 2010/09 -2011/03 
    Author : 須藤 秀紹
  • 日本学術振興会:科学研究費/基盤研究(C)
    Date (from‐to) : 2008 -2010 
    Author : 須藤 秀紹
     
    The concept of media biotope was re-defined from the viewpoint of informatics, and a representation model was proposed. Multi agent simulations were conducted based on the proposed model. Furthermore, example applications were proposed.
  • 日本学術振興会:科学研究費助成事業 挑戦的萌芽研究
    Date (from‐to) : 2007 -2009 
    Author : 片井 修; 川上 浩司; 塩瀬 隆之; 下原 勝憲; 須藤 秀紹; 半田 久志; 野津 亮
     
    今年度までに展開してきた研究を総括し、「情報土壌学」という新しい学域の基本的成り立ちの骨格を与えるとともに、さまざまな領域においてその展開の具体的な形を示してきた。 まず、予め設定(想定)された命題群の真・偽や成立・不成立を判定するという二分法をベースとして、想定内での状況の絞り込みの手がかりとしての情報の在り方、すなわち、シャノン流の情報概念とは異なり、第二の情報の在り方として、想定外の事象生起に対して新たな包括的な視点を導入しつつ諸事象包摂し、それらに時空の秩序を与えるような働きをする情報概念を提案した。前者が部分や要素への「分化・排除」を指向する働きであるのに対し、後者は全体への「統合・包摂」を指向するものであり、互いに相補的な情報の働きということができる。 情報土壌学では、主として後者のような情報を扱う枠組みとして、記号論・論理学の始祖の一人とされるパースによる述語論理式の表現である存在グラフに加えて、離散事象システムの事象推移表現であるペトリネット(発生ネット)を併合した新たな数学的表現形式を導入して、この包摂的情報の働きを表現し、解析する枠組み構築した。これは、ライプニッツの提唱した時空概念に即して情報群と人間集団や社会との連関構造を捉えるものであり、社会秩序や風土の成り立ちと包摂的な情報の働きの接点を解明する手掛かりを成すものである。その上に立って、倫理の問題やケアの世界における共感的・共存在的・即興的なコミュニケーションの在り方をライプニッツ時空の共生成という立場から明らかにするとともに、人工物の創造的なデザインやその使用における人工物との関係性やインタラクションの働き、とりわけ不便さや制約の効用などについて新たな解明と提案を行った。また、包摂的な情報と社会集団の形成のようなグループダイナミックスの連関の深層構造についての解明を行い、この情報土壌学の視点の有用性を明らかにした。
  • 日本学術振興会:科学研究費助成事業 萌芽研究
    Date (from‐to) : 2006 -2008 
    Author : 川上 浩司; 片井 修; 塩瀬 隆之; 須藤 秀紹; 半田 久志; 谷口 忠大
     
    手間いらずで効率的に要求が満たせる「便利な道具や方式」よりも、むしろ不便な道具や方式に、能動的工夫の余地・対象系の物理的理解促進・自己肯定感の醸成、などの効果がある。我々はこれらを積極的に評価する「不便益」という考え方を提唱し、この視点からの新たなシステム設計方法論の構築を試みた。最終年度にあたる2008年度に得られた成果を以下にまとめる。 [不便益の総論:]初年度から継続する各種講演やOSを年に数回開催し、そこで得られた多くの知見の整理を通して不便益の輪郭を明らかにして、HI学会論文誌に総説論文としてまとめた。 [不便益の各論:]システムデザインにおける「便利」を基礎づけるものとして、因果に基づく明瞭な説明・分類/分割による高いモジュラリティ・あいまいさの無い推論・中央集権的システム構成に注目し、それらが援用できない「不便」、すなわち均衡(バランス)に基づく説明・明瞭な分割ができないこと・解釈(推察)の多様性・分権的制御などから得られる益を積極的に活用する考え方を提出するとともに、それらのいくつかには具体的な活用方法や数理的基盤を与えた。 [不便益の応用:]不便益に関する知見をシステムデザインに応用することによって、その有効性を検証した。適用対象としては、情報伝達に関して「見るのではなく触れることしかできない絵画」や音と画像による情報伝達におけるテロップの効用分析、解釈の多様性に関して比喩表現やピクトグラムによる非言語コミュニケーションの有効性検証と、エージェントシミュレーション、デザインの実践として月に一度のインクルーシブデザインワークショップ(塩瀬)、などを実施した。
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)
    Date (from‐to) : 2004 -2007 
    Author : KATAI Osamu; KAWAKAMI Hiroshi; SUDO Hidetsugu; SHIOSE Takayuki
     
    This project aimed to develop a method for designing business process model focusing on the modalities of social systems. The basic dynamics of social phenomena, where the purchasing local profit such as personal gain yields global declines, cannot be discussed without the notion of "modalities of social systems." As an appropriate example of such a social systems, we focused on business processes and tried to construct a method for designing such processes based on their modalities. The research activities for four years are summarized as follows ; [Theory] The main feature of the target systems is that their basic dynamics am not governed by "causalities within a system" but by 'balances with the environment of a system" (AI & Society, 22(2) 101/112). Speaking of balancing, ecological systems are textbooks. Our project was trying to introduce notions of ecological systems from the beginning of the research project, and has developed an event emergence mechanisms based on a complementary scheme of ordering/disordering. We showed a way for utilizing this mechanism to designing systems (Journal of Advanced Computational Intelligence and Intelligent Information, 11(7)867/874). [Method] We have proposed a method for detecting and resolving conflicts among sectors of a business process (Proc. of KES-IIMSS '08, T. Hattori, et. al., Encoding Modalities into Extended Petri Net for Analyzing Discrete Event Business Process). They are discrete and decenterlized, and interact with each other mediated by temporal and deontic modalities. This method was extended for designing artifacts (Trans. on the SICE, E3(1), 40/48). [Practice] Business processes imply the systems where the interactions among human, artifacts and their environment are essential. As one of the field where those interactions are exposed, Inclusive Design Workshop is promising. We have been holding such workshops every month, and practically elucidated phenomena in formulating society in several sizes. Through preparing and holding workshops, organizers of a workshop (small size), participants of a workshop (middle seize), and users of designed artifacts (large size) were analyzed. The result of analysis is planning to be reported soon.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)
    Date (from‐to) : 2003 -2005 
    Author : KAWAKAMI Hiroshi; SUTO Hidetsugu; HANDA Hisashi; SHIOSE Takayuki
     
    To address the situation where recent methodologies of Universal Design (UD) become estranged from "the principles of UD" originated with R.Mace, we examined guidelines for UD by employing notions of systems science. The guidelines regard re-designs by alterations of physical quantities as a last resort. The guidelines aim to focus designers' intentions to qualitative gropes. The axis of our research is our assumption of a sufficient condition on UD : "instead of enforcing an unique optimized operation-sequence, they are open to various interpretations" and "generous constraints afford possible operations" and "interactions between a operation and the following alterations of affordance can be interpreted as a conversation." We broke this axis down into three sub-axes that are interdependent with each other. The first sub-axis was to elucidate the concepts : "generous constraint" and "interaction as conversation." For this purpose, we proposed models of "generous constraint" by modal logics and by the arbitrariness of information channels in terms of Qualitative Information Theory. We also proposed a framework of a design support system based on "interaction as conversation" defined from the viewpoint of alethic, deontic and temporal modalities, and teleological-causal necessities. The second sub-axis was bridging from qualitative to quantitative design processes. Adopting genetic algorithms, we developed a constraint solver that treats qualitative statements as constraints then decides quantitative parameters. The third sub-axis was actual proofs. The results of first and second axes were applied to several designs. For example, we participated in the project of designing rest rooms in the ward of a rehabilitation center in Osaka pref., that of designing entrance gates of unattended bicycle parking lots with a venture company in Kyoto city, and that of web pages. Furthermore, for comparing with UD, we invited Ms. Jullia Cassim, the leading expert of Inclusive Design, and carried out a workshop.


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