Researchers Database

SAIWAKI Naoki

FacultyFaculty Division of Engineering Research Group of Engineering
PositionProfessor
Last Updated :2022/10/06

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Profile and Settings

  • Name (Japanese)

    Saiwaki
  • Name (Kana)

    Naoki

Research Areas

  • Humanities & social sciences, Experimental psychology
  • Manufacturing technology (mechanical, electrical/electronic, chemical engineering), Control and systems engineering
  • Manufacturing technology (mechanical, electrical/electronic, chemical engineering), Control and systems engineering
  • Manufacturing technology (mechanical, electrical/electronic, chemical engineering), Measurement engineering
  • Informatics, Intelligent informatics

Research Experience

  • Apr. 2003, Assistant Professor, Fac. of Human Life and Environment, Nara Women's Univ.
  • Apr. 1999, Mar. 2003, Assistant Professor, Dept. of Systems and Human Science,\nGraduate School of Engineering Science, Osaka Univ.
  • Apr. 1997, Mar. 1999, Research Associate, Dept. of Systems and Human Science,\nGraduate School of Engineering Science, Osaka Univ.
  • May 1993, Mar. 1997, Research Associate, Dept. of Control Engineering, Fac. of Engineering Science, Osaka Univ.

Education

  • 1993, Osaka University, 基礎工学研究科, Japan
  • 1993, Osaka University, Graduate School, Division of Engineering Science

Ⅱ.研究活動実績

Published Papers

  • Nov. 2020, 22, 4, 467, 474
  • Apr. 2020, 22 巻, 2 号, 165, 174
  • Refereed, 繊維製品消費科学, 人工触感呈示システムを用いた触感認知に関する基礎研究, SAIWAKI Naoki, Dec. 2006, 47, 12, 25-33
  • Refereed, 2006 6TH IEEE-RAS INTERNATIONAL CONFERENCE ON HUMANOID ROBOTS, VOLS 1 AND 2, IEEE, Composition and evaluation of the humanlike motions of an android, Motoko Noma; Naoki Saiwaki; Shoji Itakura; Hiroshi Ishiguro, Both appearance and motion are important considerations in designing robots for interaction with humans. In communication, humans sense intelligence in their conversation partner. We aim to develop an intelligent robot that communicates in the same intelligent and human-like way in daily life. We use the Total Turing Test to evaluate the human-likeness of the android. In this test, subjects are shown either the android or another human for a short time. Subjects are then asked whether it was a human being or not. The android used in this study is called ReplieeQ2, which has an appearance and motions that closely resemble those of a human being. We hypothesize that an android that is given more human-like motions will be identified as a human in the Total Turing Test more often. To create human-like motion we observed humans behavior when sitting. We focused on eye, eyelid, neck and chest motions and analyzed them in detail. The android motions were made from this analysis and used in the Total Turing Test. We prepared three conditions: a static android (SA), an android given natural motions (MA), and a human sitting naturally (SH). We expose a subject to one of these conditions for either one or two seconds. We then examine how often they correctly identify the condition as either human or robot. SH was identified as human most often, followed by MA and then SA, for both exposure times. MA is judged to be significantly more humanlike than SA, within the two-second experiment time. This suggests that natural motions contribute to the human-likeness of the android. We also investigate the contributions of individual natural motions to human-likeness and likeability by a pair comparison method. The results show that eyelid motion is the most effective factor for expressing human-likeness and likeability. By enhancing the android's expressive power, this work contributes to the development of humanoids that communicate naturally with human beings., 2006, 163, +, International conference proceedings
  • Refereed, Proceedings of Third Workshop on Multi-User and Ubiquitous User Interfaces (MU3I), Integrating object finding function into everyday fashion, SAIWAKI Naoki; Yuko MIYAK, 2006
  • Refereed, 繊維製品消費科学, 名札型ICタグを用いた小学生のコミュニケーション分析, SAIWAKI Naoki, Nov. 2005, 46, 11, 688-692
  • Refereed, ヒューマンインタフェース学会論文誌, 対話型ロボットによる小学校での長期相互作用の試み, SAIWAKI Naoki, Jan. 2005, 7, 1, 27-37
  • Refereed, Extended Abstracts of the 9th International Symposium on Wearable Computers (ISWC2005), Thermal Clothes That Can Activily Control Sensory Temperature, SAIWAKI Naoki; Sayaka Tsuruda他, 2005
  • Refereed, Extended Abstracts of the 9th International Symposium on Wearable Computers (ISWC2005), A Casual Design for an Object-finding Support System, SAIWAKI Naoki; Tatsuyuki Kawamur, 2005
  • Refereed, Proceedings of Human Computer Interaction(HCI)2005, Artificial Tactile Feel Display for Textile Fabrics, SAIWAKI Naoki; Akinori Yoshida他, 2005
  • Refereed, Proceedings of IROS2004, Friendly social robot that understands human’s friendly relationships, SAIWAKI Naoki; Takayuki Kand, 2004
  • Refereed, システム制御情報学会論文誌, 三次元空間楽譜の構築, SAIWAKI Naoki, Jun. 2003, 16, 6, 295-302
  • Refereed, IEEE Trans. on Neural Systems and rehabilitation Engineering, A New Brain-Computer Interface Design Using Fuzzy ARTMAP, SAIWAKI Naoki; Ramasamy Palaniap, Mar. 2002, 10, 3, 140-148
  • Refereed, Proceedings of Intl. Computer Music Conference 2002, The Musical Session System with the Visual Interface, SAIWAKI Naoki; Y. Yoshid, 2002, 232-235
  • Refereed, システム制御情報学会論文誌, 3Dバネモデルに基づいた音楽に応じた動作の自動生成, SAIWAKI Naoki, Sep. 2001, 14, 9, 447-457
  • Refereed, ヒューマンインタフェース学会論文誌, イメージに基づいたWebページデザイン支援システム, SAIWAKI Naoki, Apr. 2001, 3, 4, 287-297
  • Refereed, 電気学会論文誌C, 3Dバネモデルを用いたオブジェクトの動作獲得支援環境, SAIWAKI Naoki, Jan. 2001, 121-C, 1, 206-211
  • Refereed, 電気学会論文誌C, 時空間ウォークスルーのためのデータ管理の一方式, SAIWAKI Naoki, Jan. 2001, 121-C, 1, 142-149
  • Refereed, 電気学会論文誌C, カオスと電荷モデルを用いた群衆行動のモデリングと生成, SAIWAKI Naoki, Jan. 2001, 121-C, 1, 118-126
  • Refereed, ヒューマンインタフェース学会論文誌, 心理的ポテンシャルを用いた感性協調型合奏システム, SAIWAKI Naoki, Jan. 2000, 2, 1, 47-58
  • Refereed, 電子情報通信学会論文誌A, 権限・義務・責任・知識を考慮した緊急時のコミュニケーションモデル, SAIWAKI Naoki, Mar. 1999, J82-A, 3, 445-453
  • Refereed, Journal of the Institute of Electronics, Information and Communication Engineers, Communication Model in Emergent Situation, SAIWAKI Naoki; T.Koiso他, 1999, J82-A, 3, 445-453
  • Refereed, 電気学会論文誌C, Source Derivation法による脳活動可視化の検討, SAIWAKI Naoki, Sep. 1998, 118-C, 9, 1292-1298
  • Refereed, Cognitive System Engineering for Process Control, Communication Support System in Emergent Situation for Large Scale Systems, SAIWAKI Naoki, 1998, 108-114
  • Refereed, SMC '97 CONFERENCE PROCEEDINGS - 1997 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS, VOLS 1-5, I E E E, Spatio-temporal data management for highly interactive environment, A Naka; N Saiwaki; S Nishida, This paper deals with data management structures for efficient search for large scale spatio-temporal data. We propose Adaptive Tree Structure (We call the AT Structure), in which either spatio data structure or temporal data structure is selected adaptively depending on the demand of search. This paper describes an outline of the proposed data structure for large scale spatio-temporal data. The concrete data structure and its performance by computer simulation are discussed., 1997, 9, 571, 576, International conference proceedings
  • Refereed, SMC '97 CONFERENCE PROCEEDINGS - 1997 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS, VOLS 1-5, I E E E, Spatio-temporal data management for highly interactive environment, A Naka; N Saiwaki; S Nishida, This paper deals with data management structures for efficient search for large scale spatio-temporal data. We propose Adaptive Tree Structure (We call the AT Structure), in which either spatio data structure or temporal data structure is selected adaptively depending on the demand of search. This paper describes an outline of the proposed data structure for large scale spatio-temporal data. The concrete data structure and its performance by computer simulation are discussed., 1997, 8, 571, 576, International conference proceedings
  • Refereed, システム制御情報学会論文誌, 有向コヒーレンス解析による脳波情報源可視化法, SAIWAKI Naoki, Oct. 1997, 10, 10, 537-546
  • Refereed, 日本音響学会論文誌, 有向コヒーレンス解析を用いた音楽音響傾聴時脳波の信号源推定, SAIWAKI Naoki, Jul. 1997, 53, 7, 493-500
  • Refereed, JOURNAL OF NEW MUSIC RESEARCH, SWETS ZEITLINGER PUBLISHERS, An approach to analysis of EEGs recorded during music listening, N Saiwaki; K Kato; S Inokuchi, Sep. 1997, 26, 3, 227, 243, Scientific journal
  • Refereed, 情報処理学会論文誌, テンション・パラメータを用いた協調型自動演奏システム:JASPER, SAIWAKI Naoki, Jul. 1994, 35, 7, 1469-1481
  • Refereed, INTERNATIONAL JOURNAL OF SOCIAL ROBOTICS, SPRINGER, Effects of Observing Eye Contact between a Robot and Another Person, Michihiro Shimada; Yuichiro Yoshikawa; Mana Asada; Naoki Saiwaki; Hiroshi Ishiguro, Being accepted by humans is one of the common requirements for a communication robot. Previous work has examined the effects of non-verbal factors on people's perceptions of robots for such a purpose, but always with a focus on dyadic human-robot interaction; in real human society, however, triadic interaction also plays an important role and should be considered. This paper explores a potential merit offered by the latter form of interaction: specifically, how one form of non-verbal interaction occurring between a robot and humans, eye contact, can be utilized to make the robot appear more acceptable to humans. Experiments were conducted with groups of two humans and an android, in which one of the humans, the "subject", was asked to communicate with a second person who had knowledge of the purpose of the experiment, the "confederate"; the confederate's role was to gaze in such a way that the subject either observed or did not observe eye contact between the confederate and the android. A post-interaction questionnaire revealed that subjects' impressions toward the robot were influenced by eye contact between the confederate and robot. Finally, the consistency of the experimental results was discussed in terms of Heider's balance theory, and future extensions of this research were proposed., Apr. 2011, 3, 2, 143, 154, Scientific journal
  • Refereed, IEEE RO-MAN 2000: 9TH IEEE INTERNATIONAL WORKSHOP ON ROBOT AND HUMAN INTERACTIVE COMMUNICATION, PROCEEDINGS, IEEE, A method for supporting web page design based on impression of web page, M Watanabe; T Yoshida; N Saiwaki; S Nishida, This paper proposes an approach for web page design support by focusing: on the impression of web page with respect to the selection of color and font. Previous approaches for web page design support often focus on the automation of HTML coding: and the pasting of graphics and icons. However, the selection of color and font also greatly affect the impression of web page even with the same (information) content. The implemented system with the proposed support method tries to acquire the taste or preference of the user from the web pages which are selected by him/her during net surfing; and utilize it for web page design with the prefered impression., 2000, 13, 17, International conference proceedings
  • Refereed, PROCEEDINGS OF THE 18TH ANNUAL INTERNATIONAL CONFERENCE OF THE IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY, VOL 18, PTS 1-5, IEEE, Directed coherence analysis of EEG recorded during music listening, N Saiwaki; H Tsujimoto; S Nishida; S Inokuchi, We are concerned with the study or EEG in response to musical stimuli. Since music cognition has many emotional aspects, it is expected that EEG recorded during music listening may reflect the electrical activities of brain regions related to those emotional aspects. We applied directed coherence analysis on EEG's recorded during listening to "Duetto" by Mendelssohn. Then the experimental results showed that a subject formally trained in classical music strongly responds to tonal musical forms., 1997, 18, 827, 828, International conference proceedings
  • Refereed, DESIGN OF COMPUTING SYSTEMS: SOCIAL AND ERGONOMIC CONSIDERATIONS, ELSEVIER SCIENCE BV, Interactive interfaces to detect conceptual difference for knowledge acquisition, T Kondo; N Saiwaki; T Yoshida; S Nishida, Conceptual difference is a serious problem in group knowledge acquisition systems, especially when different people with different background participate in a group. In our former research, each a peace of knowledge held by people is expressed by a single decision tree, and conceptual difference is detected by checking the difference. Sometimes it occurs that the attributes and the values with conceptual difference do not appear in decision trees and fails to detect conceptual difference. In this paper, we propose a method to solve this problem by using decision trees with diverse structures which are produced by our genetic algorithm., 1997, 21, 303, 306, International conference proceedings
  • Refereed, SMC '97 CONFERENCE PROCEEDINGS - 1997 IEEE INTERNATIONAL CONFERENCE ON SYSTEMS, MAN, AND CYBERNETICS, VOLS 1-5, I E E E, Detection algorithm for conceptual difference among different persons - as an example of emergence in the human interaction, T Yoshida; T Kondo; N Saiwaki; S Nishida, We consider emergence in the human interaction by taking the discovery of conceptual difference as an example. Conceptual difference is a serious problem in group knowledge acquisition systems, especially when different people with different background participate in a group. We deal with the conceptual difference, in which different symbols are used to express the same meaning and/or the same symbol is used to express different meanings. We propose a method to detect such types of conceptual difference by utilizing decision trees which are constructed with ID3 algorithm and GA (Genetic Algorithm). Our method is discussed in terms of the realization of emergence in the human interaction. We tackle the ''vague'' concept of emergence in the human interaction by constructing ''concrete'' structures to express conceptual difference. Our method ensures the variety in the conceptual structures by utilizing GA to explore various possibilities. The various structures constructed by the system play the role of pointing out conceptual difference from another viewpoint, which is different from those of the members in the group. This function enables the members to understand each other as well as their own concepts, which is expected to contribute to hitting new ideas as a group and to promoting the activity of the group., 1997, 1216, 1221, International conference proceedings
  • Refereed, IEEE TRANSACTIONS ON ROBOTICS, IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, A two-month field trial in an elementary school for long-term human-robot interaction, Takayuki Kanda; Rumi Sato; Naoki Saiwaki; Hiroshi Ishiguro, Interactive robots participating in our daily lives should have the fundamental ability to socially communicate with humans. In this paper, we propose a mechanism for two social communication abilities: forming long-term relationships and estimating friendly relationships among people. The mechanism for long-term relationships is based on three principles of behavior design. The robot we developed, Robovie, is able to interact with children in the same way as children do. Moreover, the mechanism is designed for long-term interaction. along the following three design principles: 1) it calls children by name using radio frequency identification tags; 2) it adapts its interactive behaviors for each child based on a pseudo development mechanism; and 3) it confides its personal matters to the children who have interacted with the robot for an extended period of time. Regarding the estima- tion of friendly relationships, the robot assumes that people who spontaneously behave as a group together are friends. Then, by identifying each person in the interacting group around the robot, it estimates the relationships between them. We conducted a two-month field trial at an elementary school. An interactive humanoid robot, Robovie, was placed in a classroom at the school. The results of the field trial revealed that the robot successfully continued interacting with many children for two months, and seemed to have established friendly relationships with them. In addition, it demonstrated reasonable performance in identifying friendships among children. We believe that these results demonstrate the potential of current interactive robots to establish social relationships with humans in our daily lives., Oct. 2007, 23, 5, 962, 971, Scientific journal

MISC

  • Not Refereed, JOURNAL of the JAPAN RESEARCH ASSOCIATION for TEXTILE END-USES, The Japan Research Association for Textile End-Uses, Basic Research on Brain Activity under Virtual Tactile Feeling Stimulus, Saiwaki Naoki; Taniguchi Maki; Uchida Hajime; Kamitani Yukiyasu, We developed the artificial tactile feeling display using ICPF actuator. In this article, the artificial tactile feeling stimulus generated by the actuator were evaluated by the experiments. Moreover, cerebral somatosensory area activated by the tactile feeling stimulus were analyzed by f-MRI. We are under consideration about tactile feeling cognition and comfortableness based on our experimental results., 2006, 47, 12, 25, 33
  • Not Refereed, 2006 6TH IEEE-RAS INTERNATIONAL CONFERENCE ON HUMANOID ROBOTS, VOLS 1 AND 2, IEEE, Composition and evaluation of the humanlike motions of an android, Motoko Noma; Naoki Saiwaki; Shoji Itakura; Hiroshi Ishiguro, Both appearance and motion are important considerations in designing robots for interaction with humans. In communication, humans sense intelligence in their conversation partner. We aim to develop an intelligent robot that communicates in the same intelligent and human-like way in daily life. We use the Total Turing Test to evaluate the human-likeness of the android. In this test, subjects are shown either the android or another human for a short time. Subjects are then asked whether it was a human being or not. The android used in this study is called ReplieeQ2, which has an appearance and motions that closely resemble those of a human being. We hypothesize that an android that is given more human-like motions will be identified as a human in the Total Turing Test more often. To create human-like motion we observed humans behavior when sitting. We focused on eye, eyelid, neck and chest motions and analyzed them in detail. The android motions were made from this analysis and used in the Total Turing Test. We prepared three conditions: a static android (SA), an android given natural motions (MA), and a human sitting naturally (SH). We expose a subject to one of these conditions for either one or two seconds. We then examine how often they correctly identify the condition as either human or robot. SH was identified as human most often, followed by MA and then SA, for both exposure times. MA is judged to be significantly more humanlike than SA, within the two-second experiment time. This suggests that natural motions contribute to the human-likeness of the android. We also investigate the contributions of individual natural motions to human-likeness and likeability by a pair comparison method. The results show that eyelid motion is the most effective factor for expressing human-likeness and likeability. By enhancing the android's expressive power, this work contributes to the development of humanoids that communicate naturally with human beings., 2006, 163, +
  • Not Refereed, Proceedings of Third Workshop on Multi-User and Ubiquitous User Interfaces (MU3I), Integrating object finding function into everyday fashion, 才脇 直樹; Yuko MIYAK, 2006
  • Not Refereed, Proceedings of humanoids2006, Composition and Evaluation of the Humanlike Motions of an Android, SAIWAKI Naoki; Motoko Nom, 2006
  • Not Refereed, Proceedings of Third Workshop on Multi-User and Ubiquitous User Interfaces (MU3I), Integrating object finding function into everyday fashion, SAIWAKI Naoki; Yuko MIYAK, 2006
  • Not Refereed, ヒューマンインタフェース学会論文誌, 対話型ロボットによる小学校での長期相互作用の試み, 才脇 直樹; 神田崇行他, 2005, 7, 1, 27, 37
  • Not Refereed, 繊維製品消費科学, 名札型ICタグを用いた小学生のコミュニケーション分析, 才脇 直樹, 2005, 46, 11, 688, 692
  • Not Refereed, Extended Abstracts of the 9th International Symposium on Wearable Computers (ISWC2005), Thermal Clothes That Can Activily Control Sensory Temperature, 才脇 直樹; Sayaka Tsuruda他, 2005
  • Not Refereed, Extended Abstracts of the 9th International Symposium on Wearable Computers (ISWC2005), A Casual Design for an Object-finding Support System, 才脇 直樹; Tatsuyuki Kawamur, 2005
  • Not Refereed, Proceedings of Human Computer Interaction(HCI)2005, Artificial Tactile Feel Display for Textile Fabrics, 才脇 直樹; Akinori Yoshida, 2005
  • Not Refereed, Extended Abstracts of the 9th International Symposium on Wearable Computers (ISWC2005), Thermal Clothes That Can Activily Control Sensory Temperature, SAIWAKI Naoki; Sayaka Tsuruda他, 2005
  • Not Refereed, Extended Abstracts of the 9th International Symposium on Wearable Computers (ISWC2005), A Casual Design for an Object-finding Support System, SAIWAKI Naoki; Tatsuyuki Kawamur, 2005
  • Not Refereed, Proceedings of Human Computer Interaction(HCI)2005, Artificial Tactile Feel Display for Textile Fabrics, SAIWAKI Naoki; Akinori Yoshida他, 2005
  • Not Refereed, Proceedings of IROS2004, Friendly social robot that understands human’s friendly relationships, 才脇 直樹; Takayuki Kand, 2004
  • Not Refereed, Proceedings of IROS2004, Friendly social robot that understands human’s friendly relationships, SAIWAKI Naoki; Takayuki Kand, 2004
  • Not Refereed, Transactions of the Institute of Systems, Control and Information Engineers, THE INSTITUTE OF SYSTEMS, CONTROL AND INFORMATION ENGINEERS (ISCIE), An Approach to 3D Spacial Music Score, KATSUMOTO Kenji; YOSHIDA Yuichi; SAIWAKI Naoki; NISHIDA Shogo, In this paper, we propose a spacial music score. Although many number of studies have been made on multimedia technology in the musical field over the past few decades, there is little attention to notation. The purpose of this paper is to construct more flexible and easily understandable visual music score for the music which is needed to be complicatedly controlled. The prototype system is developed for evalution, and it is confirmed that the user can make music easily by using the system., 2003, 16, 6, 295, 302
  • Not Refereed, IEEE TRANSACTIONS ON NEURAL SYSTEMS AND REHABILITATION ENGINEERING, IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, A new brain-computer interface design using fuzzy ARTMAP, R Palaniappan; R Paramesran; S Nishida; N Saiwaki, This paper proposes a new brain-computer interface (BCI) design using fuzzy ARTMAP (FA) neural network, as well as an application of the design. The objective of this BCI-FA design is to classify the best three of the five available mental tasks for each subject using power spectral density (PSD) values of electroencephalogram (EEG) signals. These PSD values are extracted using the Wiener-Khinchine and autoregressive methods. Ten experiments employing different triplets of mental tasks are studied for each subject. The findings show that the average BCI-FA outputs for four subjects gave less than 6% of error using the best triplets of mental tasks identified from the classification performances of FA. This implies that the BCI-FA can be successfully used with a tri-state switching device. As an application, a proposed tri-state Morse code scheme could be utilized to translate the outputs of this BCI-FA design into English letters. In this scheme, the three BCI-FA outputs correspond to a dot and a dash, which are the two basic Morse code alphabets and a space to denote the end (or beginning) of a dot or a dash. The construction of English letters using this tri-state Morse code scheme is determined only by the sequence of mental tasks and is independent of the time duration of each mental task. This is especially useful for constructing letters that are represented as multiple dots or dashes. This combination of BCI-FA design and the tri-state Morse code scheme could be developed as a communication system for paralyzed patients., Sep. 2002, 10, 3, 140, 148
  • Not Refereed, IEEE TRANSACTIONS ON NEURAL SYSTEMS AND REHABILITATION ENGINEERING, IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, A new brain-computer interface design using fuzzy ARTMAP, R Palaniappan; R Paramesran; S Nishida; N Saiwaki, This paper proposes a new brain-computer interface (BCI) design using fuzzy ARTMAP (FA) neural network, as well as an application of the design. The objective of this BCI-FA design is to classify the best three of the five available mental tasks for each subject using power spectral density (PSD) values of electroencephalogram (EEG) signals. These PSD values are extracted using the Wiener-Khinchine and autoregressive methods. Ten experiments employing different triplets of mental tasks are studied for each subject. The findings show that the average BCI-FA outputs for four subjects gave less than 6% of error using the best triplets of mental tasks identified from the classification performances of FA. This implies that the BCI-FA can be successfully used with a tri-state switching device. As an application, a proposed tri-state Morse code scheme could be utilized to translate the outputs of this BCI-FA design into English letters. In this scheme, the three BCI-FA outputs correspond to a dot and a dash, which are the two basic Morse code alphabets and a space to denote the end (or beginning) of a dot or a dash. The construction of English letters using this tri-state Morse code scheme is determined only by the sequence of mental tasks and is independent of the time duration of each mental task. This is especially useful for constructing letters that are represented as multiple dots or dashes. This combination of BCI-FA design and the tri-state Morse code scheme could be developed as a communication system for paralyzed patients., Sep. 2002, 10, 3, 140, 148
  • Not Refereed, Proceedings of Intl. Computer Music Conference 2002, The Musical Session System with the Visual Interface, 才脇 直樹; Y. Yoshid, 2002, 232, 235
  • Not Refereed, Proceedings of Intl. Computer Music Conference 2002, The Musical Session System with the Visual Interface, SAIWAKI Naoki; Y. Yoshid, 2002, 232, 235
  • Not Refereed, 電気学会論文誌C, 3Dバネモデルを用いたオブジェクトの動作獲得支援環境, 才脇 直樹; 池上輝哉他, 2001, 121-C, 1, 206, 211
  • Not Refereed, 電気学会論文誌C, 時空間ウォークスルーのためのデータ管理の一方式, 才脇 直樹; 池本和生他, 2001, 121-C, 1, 142, 149
  • Not Refereed, 電気学会論文誌C, カオスと電荷モデルを用いた群衆行動のモデリングと生成, 才脇 直樹; 小松利彰他, 2001, 121-C, 1, 118, 126
  • Not Refereed, ヒューマンインタフェース学会論文誌, イメージに基づいたWebページデザイン支援システム, 才脇 直樹; 渡辺正人他, 2001, 3, 4, 287, 297
  • Not Refereed, Transactions of the Institute of Systems, Control and Information Engineers, THE INSTITUTE OF SYSTEMS, CONTROL AND INFORMATION ENGINEERS (ISCIE), Automatic Motion Generation Corresponding to Music Based on 3D Spring Model, WANG Qi; SAIWAKI Naoki; NISHIDA Shogo, This paper proposes an approach to automatic motion generation of 3D spring model with music. Music factors are extracted from MIDI (Music Instrument Digital Interface) file. Instead of designing and calculating animation of an object directly, a sequence of motion-controllers, which can finish a set of motions affected by music factors, are automatically generated through a synthesis algorithm. A prototype system is developed to evaluate the motion generator and it is confirmed that the users are satisfied with the generated motion based on music., 2001, 14, 9, 447, 457
  • Not Refereed, ヒューマンインタフェース学会論文誌, 心理的ポテンシャルを用いた感性協調型合奏システム, 才脇 直樹; 川端純一他, 2000, 2, 1, 47, 58
  • Not Refereed, 電子情報通信学会論文誌A, 権限・義務・責任・知識を考慮した緊急時のコミュニケーションモデル, 才脇 直樹; 小磯貴史他, 1999, J82-A, 3, 445, 453
  • Not Refereed, Journal of the Institute of Electronics, Information and Communication Engineers, Communication Model in Emergent Situation, 才脇 直樹; T.Koiso他, 1999, J82-A, 3, 445, 453
  • Not Refereed, Journal of the Institute of Electronics, Information and Communication Engineers, Communication Model in Emergent Situation, SAIWAKI Naoki; T.Koiso他, 1999, J82-A, 3, 445, 453
  • Not Refereed, 電気学会論文誌C, Source Derivation法による脳活動可視化の検討, 才脇 直樹; 西田正吾, 1998, 118-C, 9, 1292, 1298
  • Not Refereed, Cognitive System Engineering for Process Control, Communication Support System in Emergent Situation for Large Scale Systems, 才脇 直樹, 1998, 108, 114
  • Not Refereed, Advanced Database Systems for Integration of Media and User Environment, Advanced Database Research and Development Series, Spatio-Temporal Data Management for Highly Interactive Environment, 才脇 直樹; Shogo Nishida他, 1998, 9, 281, 286
  • Not Refereed, Digital Media Information Base, Advanced Database Research and Development Series, An Adaptive Spatio-Temporal Data Management for Highly Interactive Environment, 才脇 直樹; Atuki Naka他, 1998, 8, 68, 73
  • Not Refereed, Cognitive System Engineering for Process Control, Communication Support System in Emergent Situation for Large Scale Systems, SAIWAKI Naoki, 1998, 108, 114
  • Not Refereed, Advanced Database Systems for Integration of Media and User Environment, Advanced Database Research and Development Series, Spatio-Temporal Data Management for Highly Interactive Environment, SAIWAKI Naoki; Shogo Nishida他, 1998, 9, 281, 286
  • Not Refereed, Digital Media Information Base, Advanced Database Research and Development Series, An Adaptive Spatio-Temporal Data Management for Highly Interactive Environment, SAIWAKI Naoki; Atuki Naka, 1998, 8, 68, 73
  • Not Refereed, JOURNAL OF NEW MUSIC RESEARCH, SWETS ZEITLINGER PUBLISHERS, An approach to analysis of EEGs recorded during music listening, N Saiwaki; K Kato; S Inokuchi, Sep. 1997, 26, 3, 227, 243
  • Not Refereed, 日本音響学会論文誌, 有向コヒーレンス解析を用いた音楽音響傾聴時脳波の信号源推定, 才脇 直樹; 加藤久仁夫, 1997, 53, 7, 493, 500
  • Not Refereed, Transactions of the Institute of Systems, Control and Information Engineers, THE INSTITUTE OF SYSTEMS, CONTROL AND INFORMATION ENGINEERS (ISCIE), An Approach to Visualiztion of Information Flow of EEGs by Directed Coherence Analysis, SAIWAKI Naoki; KATO Kunio; INOUE Tsuyoshi; INOKUCHI Seiji, In this paper, we proposed and examined source estimation of EEG (Electroencephalogram) by directed coherence analysis. While ordinary coherence analysis estimates the degree of linear correlation of two time series as a total, directed coherence analysis can extract a correlation with direction in the frequency domain. We estimated information flow between electrodes pasted on a head of subject based on this method. Though the directed coherence analysis is usually applied to analyze the relations between two time series with direction, we proposed an expanded method to estimate the directed coherences between more than two signals at the same time and visualize the signal sources by mapping them. It is confirmed that the estimated positions of signal sources were more adequate than the result of an usual mapping method by simulations and the experimental results., 1997, 10, 10, 537, 546
  • Not Refereed, An Approach to Analysis of EEG's Recorded during Music Listening, SAIWAKI Naoki; Kunio KAT, 1997, 26, 227, 243
  • Not Refereed, 情報処理学会論文誌, テンション・パラメータを用いた協調型自動演奏システム:JASPER, 才脇 直樹; 和気早苗他, 1994, 35, 7, 1469, 1481
  • 人工知能学会誌 = Journal of Japanese Society for Artificial Intelligence, 人工知能学会, Dreams of Wearable and Ambient Daily Life of Women's University Students(Ambient Information Technology), SAIWAKI Naoki; Naoki Saiwaki; Faculty of Intelligence and Informatics Konan University, 01 Mar. 2013, 28, 2, 245, 253
  • Not Refereed, システム/制御/情報学会誌, ヒューマンインタラクションにおける協調支援―感性協調による共感世界の構築に向けて―, 西田正吾; 才脇直樹; 仲谷美江, 2001, Vol.45, No.6, pp.305-314
  • Proceedings of the ... Symposium on Human-Environment System, Japanese Society of Human-Environment System, Amenity Evaluation of Odor Stimulation by Chaotic Analysis, TSUTSUMI Masanori; TSUJIMOTO Hiroaki; SAIWAKI Naoki; NISHIDA Syogo, 03 Dec. 1996, 20, 97, 100
  • Systems, control and information, Institute of Systems, Control and Information Engineers, International Computer Music Conference(ICMC)2002, SAIWAKI Naoki, 15 Jul. 2003, 47, 7, 352, 352
  • Systems, control and information, Institute of Systems, Control and Information Engineers, 1999 IEEE International Conference on System, Man, and Cybernetics, SAIWAKI Naoki, 15 Apr. 2000, 44, 4, 235, 235
  • 情報処理学会研究報告データベースシステム(DBS), Spatio - Temporal Data Management for Efficient Search, 才脇 直樹; 仲 篤起; 野沢 博; 西田 正吾, 近年,データベースの分野において,時間と空間の情報を共に扱う時空間データベースの研究が盛んにおこなわれている.しかし,時間・空間データを効率良く扱うデータ管理手法はいまだに確立されていないのが現状である.我々は従来,複数状態を有するデータの管理を対象とするAdaptive Tree構造を提案してきたが,本稿では特に動的に変化するデータを取り扱う手法に焦点を当てて論じている.まず,従来のAdaptive Tree構造について概説し,その有効性をST・3D管理構造との計算機によるシミュレーション結果の比較・検討によって示した.次に,動的データを管理するための拡張手法を提案して,計算機シミュレーションにより評価した.その結果,動的データに対してもAdaptive Tree構造で効率的に管理可能であることが示された.This paper deals with data management structures for efficient search for large scale spatio-temporal data. We propose Adaptive Tree Structure (We call the AT Structure), in which either spatio data structure or temporal data structure is selected adaptively depending on the demand of search. This paper especially describes the extension of the proposed data structure for dynamic data cases. The concrete data structure and its performance by computer simulation are discussed., 08 Jul. 1998, 1998, 57, 85, 92
  • 情報処理学会研究報告ヒューマンコンピュータインタラクション(HCI), Cooperative Performance System based on Agents, 川端 純一; 才脇 直樹; 辻本 浩章; 西田 正吾, 本論文ではエージェントを用いた感性協調型合奏システムについて述べる.本研究は演奏に含まれる感性的情報をコンピュータに扱わせ,人間?コンピュータ間のより深い協調を目指す試みである.より親密な協調を実現するためにユーザの好みや心理状態のような感性的情報に注目し,それらを考慮に入れた感性協調モデルを構築した.このモデルにおけるエージェントの心理状態は「心理的ポテンシャル」という意図と状況の関係から算出されるパラメータで表現される.プロトタイプシステムとして人間とエージェントが合奏するシステムを構築し,評価実験によりユーザはエージェントとの競演を楽しむことができた.This paper describes the cooperative performance system based on agents. We aim more intimate cooperation between human and the computer by getting it to deal with the information on feelings which is included in the concert. To realize such cooperation, we take notice of the information on feelings, such as user's personal taste and mental state, and then propose the model of cooperation considering those feelings. In this model, emotional factors of agents are expressed by mental potential, which is estimated based on the relation between the agent's behavior and the situation. The prototype system of creating a musical ensemble was developed and it was confirmed that users were satisfied with playing together with agents., 11 Jul. 1996, 1996, 62, 59, 64
  • IPSJ SIG Notes. CVIM, Information Processing Society of Japan (IPSJ), Design and Implementation of Interactive Sound Communication Environment Based on Kansei Coordination, NISHIDA Shogo; SAIWAKI Naoki; NAKATANI Mie; KATO Hirokazu, Human interaction and human communication are hot topics in the field of Human Interfaces recently. This paper deals with design and implementation of interactive sound communication environment based on Kansei coordination, by focusing on affective aspects of human interaction. Concretely, a framework to support Kansei coordination is discussed, and component technologies, such as realization of artificial Kansei in agent, interfaces for common platform and analysis of relations between dance and music etc., are introduced., 08 Sep. 2003, 2003, 88, 147, 154
  • IPSJ SIG Notes. CVIM, Information Processing Society of Japan (IPSJ), Collaborative Music Performance by Stage Set Interface, KANAMORI KAZUKI; KATO HIROKAZU; SAIWAKI NAOKI; NISHIDA SHOGO, Performing music with a group, for examples, session and ensemble, is very enjoyable and effectual in term of bringing up the communicating skill. But, It is very difficult for novices to learn "how to read scores" or "how to use instruments". They are needed for music performance. In this research, we propose a new performing interface that novice can easily perform with a group. In particular, we noticed at a movement of performers. We propse a new musical performance intefacc using doll and stage set., 08 Sep. 2003, 2003, 88, 163, 166
  • 全国大会講演論文集, An Adaptive Spatio-Temporal Data Management Structure for Efficient Search : Extension to Dynamic Data Set, 仲 篤起; 才脇 直樹; 西田 正吾, 近年, コンピュータ内に構築した3次元仮想世界を,様々な用途に役立てようとする研究が数多くされている。特に, 3次元仮想世界を用いての現実擬似体験やアニメーション作成等を考えた際には, これら時空間データに対して高速なレスポンスが可能なデータ管理手法が必要になる。そこで, 我々は,「ある時空間範囲に含まれるものを探す」あるいは「ある点に最も近いものを探す」などの時空間検索の高速化が可能なデータ管理手法の提案を研究の目的としている。さらには, このような機能を実現することにより, 3次元仮想世界やアニメーションでの直接的な検索条件の指示およびリアルタイムレスポンスの実現も目指している。筆者らは, 従来より木構造に基づいた高速検索のためのデータ構造の研究を進めてきており, 地下配管の設備管理への適用検討等も行ってきている。本稿では, まず, 筆者らが提案しているデータ構造(以下, AT構造と呼ぶ)の概要について述べる。その後, 動的なデータを管理可能とするためのAT構造の拡張について, 具体的な検討を行う。, 24 Sep. 1997, 55, 365, 366
  • Human interface : proceedings of the Symposium on Human Interface : ヒューマンインタフェイスシンポジウム論文集, Cooperative Performance System with Mental Model, ODA Akihiro; KAWABATA Jun'ichi; SAIWAKI Naoki; NISHIDA Shogo, 28 Sep. 1998, 14, 699, 704

Books etc

  • 感性情報学?感性的ヒューマンインタフェース最前線?, 工作舎, SAIWAKI Naoki, 分担, 2004, Not Refereed

Presentations

  • Invited oral presentation, 29 Sep. 2020, 29 Sep. 2020
  • Invited oral presentation, 27 Nov. 2020, 27 Nov. 2020
  • Invited oral presentation, 05 Dec. 2020, 05 Dec. 2020
  • Invited oral presentation, 07 Dec. 2020, 07 Dec. 2020
  • Public discourse, 15 Dec. 2020, 17 Dec. 2020
  • Oral presentation, 19 Jun. 2020, 20 Jun. 2020
  • Oral presentation, 19 Jun. 2020, 20 Jun. 2020
  • Oral presentation, 19 Jun. 2020, 20 Jun. 2020
  • Oral presentation, 19 Jun. 2020, 20 Jun. 2020
  • Oral presentation, 19 Jun. 2020, 20 Jun. 2020
  • Oral presentation, 19 Jun. 2020, 20 Jun. 2020
  • Oral presentation, 09 Oct. 2020, 11 Oct. 2020

Awards

  • Official journal, 05 Mar. 2021

Research Projects

  • 2017, 2020, 17H01956, Coinvestigator
  • 2003, CGによる布の質感表現, 0, 0, 0, Competitive research funding
  • 2003, 触感分析と仮想呈示, 0, 0, 0, Competitive research funding
  • 2003, ヒトとロボットの相互作用, 0, 0, 0, Competitive research funding
  • 2003, Reality expression of textiles by CG, 0, 0, 0, Competitive research funding
  • 2003, Analysis of Tactile impression and Virtual display, 0, 0, 0, Competitive research funding
  • 2003, Interaction between Human and Robot, 0, 0, 0, Competitive research funding
  • 1988, 音楽情報科学, 0, 0, 0, Competitive research funding
  • 1988, 赤ちゃん学(脳認知発達科学), 0, 0, 0, Competitive research funding
  • 1988, Music and Acoustics Information Science, 0, 0, 0, Competitive research funding
  • 1988, Baby Science (Brain and Cogonitive Development), 0, 0, 0, Competitive research funding


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