KINDAI UNIVERSITY


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TANAKA Kazumoto

Profile

FacultyDepartment of Informatics / Graduate School of System Enginnering / Research Institute of Fundamental Technology for Next Generation
PositionProfessor
Degree
Commentator Guidehttps://www.kindai.ac.jp/meikan/440-tanaka-kazumoto.html
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Last Updated :2020/09/30

Education and Career

Education

  •  - 2002 , The University of Tokushima
  •  - 1981 , Chiba University, Faculty of Science

Academic & Professional Experience

  •   2012 04 ,  - 現在, Faculty of Engineering, Department of Informatics, Kindai University
  •   1990 ,  - 1998 , Mazda Motor Corporation

Research Activities

Research Areas

  • Informatics, Entertainment and game informatics
  • Informatics, Perceptual information processing
  • Informatics, Learning support systems

Research Interests

  • Sports training support, Computer vision, Image processing

Published Papers

  • Video Feedback Viewpoint Modification Method to Enhance Formation-Strategy Learning in Physical Education, TANAKA Kazumoto, Proc. of the 29th International Conference of Society for Information Technology and Teacher Education, Proc. of the 29th International Conference of Society for Information Technology and Teacher Education, Mar. 2018 , Refereed
  • 3D pose reconstruction method for CG designers, TANAKA Kazumoto, Proceedings of the ACM SE2018 Conference, Proceedings of the ACM SE2018 Conference, Mar. 2018 , Refereed
  • Motion Detection Method for Video Feedback System to Assist Karate Training, TANAKA Kazumoto, Proc. of the 28th International Conference of Society for Information Technology and Teacher Education, Proc. of the 28th International Conference of Society for Information Technology and Teacher Education, Mar. 2017 , Refereed
  • A Therapeutic Exercise Game System with a ‘Tailor-made Video-game Image’ That Accommodates Anyone Irrespective of Athletic Ability, TANAKA Kazumoto, Journal of Technologies and Human Usability, Journal of Technologies and Human Usability, 10(2), 17 - 24, Sep. 2015 , Refereed
  • Multiplayer Game System for Therapeutic Exercise in Which Players with Different Athletic Abilities Can Participate on an Even Competitive Footing, TANAKA Kazumoto, Journal of Medical, Health, Biomedical, Bioengineering and Pharmaceutical Engineering, Journal of Medical, Health, Biomedical, Bioengineering and Pharmaceutical Engineering, 9(1), 1 - 4, Jan. 2015 , Refereed
  • A Comparison of Exergaming Interfaces for Use in Rehabilitation Programs and Research, TANAKA Kazumoto, The Journal of the Canadian Game Studies Association, The Journal of the Canadian Game Studies Association, 6(9), 69 - 81, Feb. 2012 , Refereed
  • Shoeprint Mathching Using Amplitude-Only Logarithmic Radon Transform, The IEICE Transactions on Information and Systems, The IEICE Transactions on Information and Systems, J93-D(11), 2483 - 2494, Dec. 2010 , Refereed
  • The Effect of Self-Position and Posture Information on Reaction Time, TANAKA Kazumoto, Int'l Journal of Computer Science in Sport, Int'l Journal of Computer Science in Sport, 9(3), 4 - 14, Dec. 2010 , Refereed
  • Virtual Training System Using Visual Feedback for Sport Skill Learning, TANAKA Kazumoto, Int'l Journal of Computer Science in Sport, Int'l Journal of Computer Science in Sport, 8(2), 7 - 18, Dec. 2009 , Refereed
  • An Analysis Method of Tactics in Karate Matches Using a Bayesian Network Model, Int'l Journal of Computer Science in Sport, Int'l Journal of Computer Science in Sport, 7(2), 4 - 12, Dec. 2008
  • A Virtual Training System for Skill Improvement of Well-timed Attack in Karate Mach, 24(4), 231 - 241, Oct. 2007
    Summary:Martial arts experts have excellent attack skill that takes advantage of a momentary chance. Mastering the skill requires a long years training as repeated sparring, while such training puts players in great danger of injuring either themselves or sparring partners.
  • A Method for Extrcting Key Features in Sgn Language Words to Suport The Language Learning, Transactions of Japanese Society for Information and Systems in Japan, Transactions of Japanese Society for Information and Systems in Japan, 24(1), 57 - 61, Jan. 2007
  • Error Motion Detection Method for Learning Sign Language with Video, The Journal of Information and Systems in Education, The Journal of Information and Systems in Education, 3(1), 74 - 79, Dec. 2004
  • Lightweight Method for Two-Dimensional Object Registration for Augmented Reality, Kazumoto Tanaka, Proc. of the 16th International Conference on Technology, Knowledge, and Society, Proc. of the 16th International Conference on Technology, Knowledge, and Society, Mar. 2020 , Refereed
  • Animation Generation Method for Facilitating Observation of the Flow of Game and Players’ Motion in Karate, Kazumoto Tanaka, Proc. of International Conference of Society for Information Technology and Teacher Education, Proc. of International Conference of Society for Information Technology and Teacher Education, Mar. 2019 , Refereed
  • 3D Action Reconstruction using Virtual Player to Assist Karate Training, Kazumoto Tanaka, 2017 IEEE VIRTUAL REALITY (VR), 2017 IEEE VIRTUAL REALITY (VR), 395 - 396, 2017 , Refereed
    Summary:It is well known that sport skill learning is facilitated by video observation of players' actions in the target sport. A viewpoint change function is desirable when a learner observes the actions using video images. However, in general, viewpoint changes for observation are not possible because most videos are filmed from a fixed point using a single video camera. The objective of this research is to develop a method that generates a 3D human model of a player (i.e., a virtual player) from a single image and enable observation of the virtual player's action from any point of view. As a first step, this study focused on karate training and developed a semiautomatic method for 3D reconstruction from video images of sparring in karate.
  • Virtual Sport System for Optimum Exercising Based on a User Model, Kazumoto Tanaka, Takayuki Kataoka, Makoto Hasegawa, LEARNING BY PLAYING, LEARNING BY PLAYING, 5670, 283 - 290, 2009 , Refereed
    Summary:It is said that improving movement habits is effective to solve the problem of obesity. In this paper, we describe a physically interactive computer game system that can control a game mode to let a user maintain an appropriate exercise load based on an estimation of the user's heart rate state. We propose a Bayesian network model that can estimate heart rate states. The model calculates probability distribution of a heart rate state using user's motion features. We also describe an experimental validation of the system.
  • Computer supported system for learning image measurement technique, K Tanaka, Y Kurose, Y Yano, ADVANCED RESEARCH IN COMPUTERS AND COMMUNICATIONS IN EDUCATION, VOL 1, ADVANCED RESEARCH IN COMPUTERS AND COMMUNICATIONS IN EDUCATION, VOL 1, 55, 372 - 377, 1999 , Refereed
    Summary:We are developing a virtual experiment system to support learners for learning Image Measurement Technique. On the system a technical agent "Expert" supports a learner for learning the technical knowledge through virtual experiments. Expert is provided with the knowledge network "Means-ends Network" which is composed of methodology and knowhow. It is accepted that the visualization of experiment error is effective to learners to understand correct knowledge. In our system, we make it possible to visualize the error of Image Measurement experiment caused by intentionally erred knowledge. In this paper, we propose Means-ends Network and the support strategy based on the network Visualizing the experiment clearly is an important function for learners. Therefore, we also propose an agent "Presentater" which collaborates with Expert to show a learner experimental processes and the result clearly When Expert executes virtual experiment according to the support strategy or the request from a learner, Presentater requests to Expert for changing value of experiment parameter to show dearly.

Conference Activities & Talks

  • 3D Action Reconstruction Using Virtual Player to Assist Karate Training, TANAKA Kazumoto, proc. of IEEE Virtual Reality 2017, Mar. 2017 (Los Angels).,   2017 03
  • Motion Detection Method for Video Feedback System to Assist Karate Training, TANAKA Kazumoto, Proc. of the 28th International Conference of Society for Information Technology and Teacher Education (SITE2017),Mar. 2017 (Austin).,   2017 03
  • A therapeutic exercise game system with a “tailor-made video-game image”that accommodates anyone irrespective of athletic ability, SITE,   2013 03 , SITE
  • A Disability-adaptive Assist Method for Therapeutic Exergaming, The 9th International Conference on Technology, Knowledge and Society,   2013 01 , The 9th International Conference on Technology, Knowledge and Society
  • Teacher Support for Theatrical Learning Support in Lectutainment -Seeing through Students Using Augmented Reality,   2012 07
  • Offence and Defense Skill Extraction for Supporting Martial Arts Practice, The 21th Annual Coference of the Japanese Society for Artificial Intelligence,   2007 , The 21th Annual Coference of the Japanese Society for Artificial Intelligence
  • Important features extraction method for learning sign language using eigenfeatures and HMMs,   2003 09
  • A method for velocity field modeling of hand gesture for sign language learning,   2003 07
  • Improvements in KU?Boxes 2002 and future research problems,   2002 12
  • Fast and robust extraction of color markers for a mobile robot vision,   2002 09
  • The Development of the CAI with 3D Motion Analysis Data for Improvement in the Ability to Perform Gait Analysis,   2002 09

Misc

  • An Information Sharing Method for Skilled Management Operations Based on Bayesian Network Inference, Proceedings of The 4th International Conference on Knowledge Management and Information Sharing,   2012 10
  • Interactive Model for Human Resource Planning In Operating a group of Different Cycle Time, Proc. of The 21st IASTED International Conference MODELLING AND SIMULATION, 322, 329,   2010 07
  • System on Virtulal e-learning and Skill Improvement in Sports and Rehabilitation, 7,   2007
  • A Motio Mining Method for Supporting Skill Improvement in Martial Arts, IEICE Technical Report,   2007 01
  • A Development of Camera Control System to Support Recording Lecture Video, OCHI Youji, IGUCHI Nobukazu, TANAKA Kazuki, MIZOBUCHI Shouji, SHIRAISHI Yoshiaki, MUKAI Sonoyo, IEICE technical report, 106, 583, 117, 120,   2006 03 02 , http://ci.nii.ac.jp/naid/110006278094
    Summary:Recently, the growing popularity of network infrastructure has dramatically increased the number of delivery of the lecture with a cheap camera system in many universities. This approach does not require a specific classroom. However, a workload of the establishment and operation of a camera becomes some problem, hi this paper, we describe a development of a camera control system for recording lecture video.
  • The development of X-ray photograph simulator, 18, 4, 85, 89,   2003 11
  • A Method for Detecting Key Features in Hand Gesture for Sign Language Learning, Proc. of ICCE 2003,Hong Kong, 1235, 1238,   2003 10
  • The development of CAI teaching materials for patients with disabilities,   2003 09

Research Grants & Projects

  • Modeling of Interaction and Process in Karate Match Using Bayesian Network