KOJIMA Kazuya

    Department of Information and Computer Science Associate Professor
Last Updated :2024/04/25

Researcher Information

J-Global ID

Research Areas

  • Informatics / Entertainment and game informatics

Published Papers

  • Masasuke Yasumoto; Kazuya Kojima; Norimasa Kishi
    Lecture Notes in Networks and Systems 611 LNNS 242 - 252 2367-3370 2023 [Refereed]
     
    The ultimate goal of this research is to develop comfortable seats in selfdriving cars. As a preliminary step, measurements and visualization of information were made to quantitatively evaluate the comfort of the rear seats in current cars. The degree of freedom in seat placement and orientation is increased in automated vehicles. Since there will be no driver in the future, we focused on passengers other than the driver. We conducted an experiment to evaluate the comfort of the current rear seat space of an RV by changing the conditions of seat orientation and the presence of armrests. We developed a system that synchronously and simultaneously measures the conditions of the vehicle, the passenger’s movements, and the pressure applied to the seat. We then combined and reconstructed the information to create an intuitive, easy-to-understand evaluation system.
  • Kohei Furukawa; Kazuya Kojima; Kozaburo Hachimura
    Advances in Intelligent Systems and Computing 809 1958 - 1971 2194-5357 2019/01 
    © 2019, Springer International Publishing AG, part of Springer Nature. A cultural heritage system about Japanese historical religious ritual called Bugaku Mandala-ku has been developed. It includes digital contents of historical religious site and buildings as well as performances played on it with 3DCG animation. Bugaku Mandala-ku is a religious ritual to pray for national prosperity and a good harvest. This is one of the rare and special cases of syncretism of the Japanese native nature worship Shinto with imported religion Buddhism, and it has not been held for more than 170 years since the late Edo period. The scene of Bugaku Mandala-ku was described in detail in the drawing called Sogon-zu, in which the shape of the stage, position and motion of the performers, and rough scenarios of the Shinto ritual were shown. By referencing these drawings and information provided by the shrine, the precinct of the shrine in the Edo period has been reconstructed with 3DCG. The details of the Bugaku stage has been obtained by referencing the stage which has currently been used, to reconstruct the stage. Since Bugaku performance has been still inherited by some small national and private cultural organizations, the performer’s body motion was able to be captured with a motion capture system, in order to make the 3DCG character animation. Combining these information, recreation of the CG character’s performance on the Bugaku stage situated in the shrine precinct was made possible. Introduction of VR technology into the system and its use as an educational interactive media has also been planned, for helping young people to understand this precious and special Japanese historical intangible properties.
  • Kazuya Kojima; Kohei Furukawa; Mitsuru Maruyama; Kozaburo Hachimura
    Proceedings - 2017 International Conference on Culture and Computing, Culture and Computing 2017 Institute of Electrical and Electronics Engineers Inc. 2017- 61 - 62 2017/12 [Refereed]
     
    We have developed a digital archive system based on advanced technology using archive data of intangible cultural heritage. The intangible cultural heritages subject to this research are Japanese traditional performing arts, folk performing arts, and dance from all over the world. The human motion is measured by MOCAP systems, and human motion data, CG characters, CG scenes are stored as an asset in the database. We can restore intangible cultural heritage from these archive data by using CG and VR technology. In order for many people to use intangible cultural heritage reproduced by CG and VR technology, we developed a system for network transmission of human motions to multiple locations in the world. This system uses real-time motion capture technology, real-time network transmission technology, real-time rendering technology. Users can experience our content of intangible cultural heritage.
  • 大容量計算のための複数クラウドを使った動的並列分散処理フレームワークの提案
    君山博之; 北村匡彦; 丸山充; 小島一成; 藤井竜也
    第24回マルチメディア通信と分散処理ワークショップ論文集 126 - 133 2016/11 [Refereed]
  • Kazuya Kojima; Takashi Otobe; Mikiya Hironaga; Sadahiko Nagae
    Robot and Human Communication - Proceedings of the IEEE International Workshop 194 - 199 2001 
    On our studies, we have focused on the traditional dance of Japan recorded in image database. In this study, we aim to reproduce the traditional dance motion recorded in image database. In this paper, we proposed an estimate method of dance motion with the multivariate autoregressive model. The multi-articular motion is a multivariate feedback system which gives the effect to each other. We analyzed the motion of three-variables (shoulder, elbow and wrist). As the result, it was able to be confirmed that the wrist motion was controlled for the shoulder motion in the low frequency region. The elbow motion has been separated without affecting from other joint. Using the multivariate autoregressive model, we estimated the motion with the effect between joints and get good result about an estimate of dance motion.

MISC

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Research Grants & Projects

  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2019/04 -2022/03 
    Author : Maruyama Mitsuru
     
    It is difficult to guarantee performance in ultra-high-definition (UHD) video processing based on cloud because of the large amount of data that necessitates management and resource contention. Therefore, this research proposes an architecture that overcomes the issues of the cloud by introducing an edge between the terminal and the cloud, thereby enabling processing of large amounts of uncompressed 8K UHD video data with low latency. To realize 100 Gbps-class video processing functions at the edge using software, a framework has been proposed that extends the data plane development kit (DPDK) that is used in software routers for video processing. Segment routing is also introduced for processing coordination to achieve service chaining for video processing.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)
    Date (from‐to) : 2014/04 -2018/03 
    Author : Hachimura Kozaburo; Choensawat Worawat; AKAMA RYOU; YANO KEIJI; ENDO YASUKO; NISHIURA TAKANOBU; FURUKAWA KOHEI; LI LIANG
     
    (1) Multi-person cooperative behavior in dance was analyzed using motion capture and multivariate analysis.(2) Analysis of how the actors' dancing behavior changes depending on the existence and reaction of the audience. (3) Body movement collaboration between remote 2 sites was realized.(4) The system for describing human body motion with Dance notation called as Labanotation has been developed.(5) Digital archives of the Gion Festival Yamahoko-parade was developed.(6)A database of body motion data and a retrieval and display system has been developed.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)
    Date (from‐to) : 2010/04 -2015/03 
    Author : UMINO BIN; SOGA Asako; HIRAYAMA Motoko; BANNERMAN Christopher; CRAWFORD John; KAIGA Takaaki; KENTARO!!; KOJIMA Kazuya; NAUGLE Lisa; HAMAMOTO Marisa; WOODHOUSE Angela
     
    The research project has built automatic composition software for dance that use 3D motion data captured from performances of professional dancers. The purpose of our project is to develop useful tools in dance education and creation such as a self-study system for dance learners and a creation-support system for dance instructors and choreographers. The software can generate short choreographies of three genres of dance: hip-hop dance, contemporary dance, and classical ballet. Experiments to evaluate the usability of the software were conducted with students who were studying dance in universities and experienced dance instructors. From the result of experiments, the software’s usability was verified.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)
    Date (from‐to) : 2007 -2009 
    Author : HACHIMURA Kozaburo; AKAMA Ryo; YOSHIMURA Mitsu; ENDO Yasukko; SEKIGUCHI Hiroyuki; ISAKA Tadao; CHOI Woong; FURUKAWA Kohei; KOJIMA Kazuya; MARUMO Mieko; NAKAMURA Minako; SAKATA Mamiko
     
    Our long range research objectives are to investigate what is the significance of "dance" for human beings by analyzing human body motion during dance with information technologies. During this research period we developed information processing methods for extracting features from dance motions, as well as making comparisons, classification, retrieving and evaluation of dance motions. Also, we intend to develop a virtual dance collaboration system, and to make digital contents about traditional performing arts by using our motion data archives. We have obtained fruitful research results by the collaboration among researchers from different background ; information technology, dance researcher, and performers. We have several results during the research period, concerning motion segmentation, data retrieval, recognition of motions, analysis of Nihon-buyo motions, and Kansei information processing of dance motions.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)
    Date (from‐to) : 2004 -2007 
    Author : ENDO Yasuko; HACHIMURA Kozaburo; KOZIMA Kazuya; WOONG Choi
     
    African dance is one of the original forms of dance and together with music, has been used in place of written forms of language as a means of communication. The rhythms and movements of African dance have had a major influence on the development of dance and music. Thus understanding of the folk dances have been passed down as tradition in Africa becomes essential to following the development of dance in modern Western societies. I Objectives of research are 1. African Society of Today 2. Archive 3D information about human body motion of dance 3. Analyze dance motion data quantitatively and qualitatively by using information technologies. II Main targets of research are 1. Dances of Nigeria : Kabulu, Bata, Maliki, Swange, Iri-Agha 2. Dances of Kenya : Gonda, Orutu, Borana, Sukuti, Samburu, Sengenya, Kikuyu. III Processing of Motion Capture are 1. Set up of Video Cameras 2. Calibration 3. Put markers 4. Measurement & Recording 5. Data Correction and Editing. IV Conclusions of research are 1. Verified characteristic of torso movement 2. Torso movement between expert dancer and skilled dancer and so on. Our research helps African dancers and researchers on dance though giving new information on dance movement using motion capture.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)
    Date (from‐to) : 2004 -2006 
    Author : HACHIMURA Kozaburo; AKAMA Ryo; YOSHIMURA Mitsu; ENDO Yasuko; KOJIMA Kazuya; CHOI Woong
     
    The aims of this research were development of digital archiving of human body motion during dance and numerical analysis on the archived dance motion data. For this purpose we used optical motion capturing system capable of precisely measuring human body motion. The data obtained with the system were subjected to several types of analysis and application programs. The dance body motion data were also used for making computer graphics contents which could be used for educational and publicity purposes. Also, we used representation of dance body motion reproduced by CG for virtual reality environment under the intention of utilizing archived data for new artistic performance. The result of analysis and representation result of CG and/or VR were fed back to the non-technical researchers such as dance researchers, and dancers, intending acquisition of better analytical results and producing brand new representations. Thus we always considered that the circulation of information between technology and arts was important for obtaining better research results. As for the categories of dance, we mainly focused on Nihon-buyo and Noh. However we also dealt with African ethnic dances. We also conducted research on general techniques for analyzing human body motion such as segmenting body motion sequence, identifying motions and/or dancers, and retrieving body motion data. We studied the method of extracting characteristic poses and frames from captured motion data, and the method of evaluating the quality of dance body motion based on the Laban motion analysis concept. Besides, by establishing the system and the method of measuring biophysical information such as electromyogram simultaneously with motion capturing, we investigated the difference in motion between expert and novice dancers.


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