Publications

Publications

  • Special Issue Information Sciences

    Development of Video Switching System in Sport Fields

    Yoshimasa Umehara
    Wenyuan Jiang
    Yoshito Nishita
    Yuhei Yamamoto
    Takeshi Naruo
    Shigenori Tanaka
    Akira Yokomichi
    Norio Fujimoto
    Toshihiro Akagi
    Shingo Hakamata

    In Japan, the Sport Basic Plan was formulated in 2012, which mentions not only the development of highly qualified sports instructors but also new perspectives such as the provision of programs in which everyone can enjoy the value of sports together. Against this background, trials of new technologies utilizing the latest ICT equipment such as sensor devices are being made. However, in college sports, where financial resources are often limited, shooting with hand-held video cameras is the most common method, which may cause the manager to overlook important scenes of play depending on his or her skill level. This problem affects not only competitors but also spectators. To solve this problem, we develop a system for capturing video images of the entire field with multiple fixed video cameras so that the system can automatically switch from one to another video of the most appropriate camera for the respective scenes of play. The results of the demonstration experiments in basketball and futsal showed that the switching video of the proposed technology can be utilized for tactical analysis in sports.

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  • Special Issue Psychology and Education

    Visualization of Motion Image by Humanoid Input Device for Shooting Motion in Basketball and Its Effectiveness

    Katsuro Kitamura
    Yuichiro Matsuura

    The use of imagery is effective for the acquisition of sports movements. However, the details of recalled images have not yet been clarified. Therefore, the purpose of this study was to visualize the image of a basketball shooting motion using a humanoid input device. We also aimed to clarify the effects of such visualizations on the formation of the players’ movement images and the understanding of their movement skills. Six elite female athletes belonging to a professional team and six high-school female athletes who had participated in national tournaments were selected as participants, and motion images were created using a humanoid input device. The results of the analysis indicated that the detailed reproducibility of the motion images and the relationship between the individual movements and the whole movement differed according to the proficiency level of the shooting movement. In addition, it was suggested that in the acquisition of the shooting motion, the promotion of metacognitive activities for one's own motion enhances the analytical and individual sensory understanding of the motion, as well as the formation of an image that relates the whole motion.

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  • Secondary Publication Engineering in General Information Sciences

    An e-Management Method and Self-Driving Frame of on-Demand-to-Supply Robot Type using Ternary/Pair-Map

    Masayuki Matsui

    Our study on 3M&I-artifacts body looks at the (intangible) problems from the traditional Taylor-style static to dynamic (cock-pit) e-management approaches. Since the invention of pair-map (1983) at profit max, we are attempting to advance the on (moving-space)-management by pair (accelerator, brake) matrix approach. This attempt could be now characterized as the problem of profit max by pair (revenue, cost) method, and would be visualized and digitalized such as such a heliocentric vs. geocentric science as mobile “enterprise x computer” robots of SW (middle initiative) base. Finally, a static vs. moving-space automobile-like case on the pair-typed driving map is graphically given and discussed toward the shedding of classic pair-map at 2-center type since 1983.

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  • Article Clinical Medicine General Medicine Social Medicine

    A proposal concerning exercise intensity with the Nintendo Ring Fit Adventure Exergame among older adults: A preliminary study

    Togo Onishi
    Daiki Fujiwara
    Takafumi Abe
    Ryo Miyazaki

    The Nintendo Ring Fit Adventure (RFA) (Nintendo, Kyoto, Japan) is a novel exergame that combines exercise and video game elements. Although previous RFA intervention studies have reported the health effects of the RFA, exercise intensity among older adults has not yet been documented. We hypothesized that the exercise intensity of older adults in the current RFA setting may be low. This preliminary study developed a range of prototype RFA intensity conditions and to evaluate exercise intensity among older adults. Six older adults (1 male/5 females, mean age 75.2±10.3 years old) participated in this study. Three RFA conditions were developed: "LOW" (the ‘default’ load. Older individual input actual gender and age), "MODERATE" (as defined by the American College of Sports Medicine [ACSM]: 40%-59% heart rate reserve [HRR]), and "HIGH" (highest exercise intensity that older individuals could set in the game). Exercise intensity was assessed using the %HRR. The results show that the %HRR values for the conditions were 34.9%±4.1% (LOW), 40.0%±2.9% (MODERATE), and 52.3%±3.1% (HIGH). In conclusion, this preliminary study showed that, among the three prototype RFA conditions, both MODERATE and HIGH conditions generally attain moderate or greater intensity for older adults when assessed using the heart rate.

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  • Technical Article Economics

    How much do you bid? Answers from ChatGPT in first-price and second-price auctions

    Toshihiro Tsuchihashi

    This research examines the feasibility of using ChatGPT as a subject in an auction experiment. The author will also test the idea of giving ChatGPT a “persona” to participate as a human. Without personas, the author finds overbidding in the FPA and slight underbidding in the SPA; the FPA results are consistent with prior studies, but the SPA results differ. Given the persona as an excellent economics student, ChatGPT bid close to the theoretical prediction in the FPA but significantly underbid in the SPA. These results raise questions about using LLM-based AI subjects in auctions.

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  • Article Electrical and Electronic Engineering Information Sciences

    Development of Sensing Unit “xG-1” for Visualizing Team Plays

    Takayuki Yamada
    Hidekazu Masaki
    Yutaka Matsubayashi
    Shigenori Tanaka
    Ryuichi Imai
    Takeshi Naruo
    Kenji Nakamura
    Yuhei Yamamoto
    Wenyuan Jiang
    Chihiro Tanaka

    The authors have developed "xG-1", a sports sensing unit capable of visualizing the performance and flow of play while recognizing each player in field sports such as soccer, rugby, and American football. Utilization of this sensing unit in the field of sports makes it possible to provide scientific data-driven services with the aim of transforming subjective coaching methods based on experience into new coaching methods based on data. This system consists of sensor devices and software, utilizing real-time kinematic (RTK) positioning, which is a surveying technology. Therefore, the system not only provides highly accurate positional data in real time but also visualizes the overall performance of the entire team, including formation analysis. This allows one-stop management of the overall team and individual performance, as well as efficient information management of the player's exercise load. "xG-1" can support sports businesses by providing highly extensible API and SDK and linking data among end users and systems. In the future, we aim to develop a global open data platform.

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  • Article Psychology

    Decision making under virtual environment triggers more aggressive tactical solutions

    Daisuke Murakawa
    Shota Yamagata
    Yohei Takai
    Sachi Ikudome
    Hiroki Nakamoto

    Virtual reality is a promising technology that can be used to assess and train decision-making skills in sports. However, it is not necessarily clear what benefits this technology offers compared to previous technologies. The present study investigated the differences in option generation related to tactical decision-making when the same tactical scene was observed in 2D video and 3D VR. Soccer players (N = 27) were asked to observe tactical scenes and verbally report as many tactical options as possible under 2D video and 3D VR conditions. They were classified into high-, medium-, or low-decision capability groups based on the decision-making test. Irrespective of the capability, the 2D video and 3D VR had the same number of generated options. However, 3D VR generated more aggressive options that led to the goal, even though the exact same scene was observed between the conditions. This result may be because 3D VR can reproduce more realistic information exploration behavior than 2D video. Given that differences were observed regardless of skill level, the results suggest that VR technology has the potential for use as a more accurate decision evaluation method and effective training tool compared to previous methods for a wide variety of learners.

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  • Article Information Sciences

    Development of Laser Scanner Units for UAV

    Shigenori Tanaka
    Ryuichi Imai
    Kenji Nakamura
    Yuhei Yamamoto
    Yoshinori Tsukada
    Masaya Nakahara

    In its i-Construction policy, the Ministry of Land, Infrastructure, Transport and Tourism has stipulated a manual for public surveying using by UAV photogrammetry with the aim of improving productivity at construction sites. However, UAV photogrammetry requires a huge amount of time to generate point cloud data from photographs, causing a problem that it is difficult to monitor the daily progress of the construction site. There is another problem that it is incapable of taking measurements except daylight hours. Against this backdrop, we have been developing laser scanner units for UAV equipped with LiDAR, IMU and GNSS receiver. Then, we clarified the error factors that are expected to affect the precision prescribed of point cloud data and summarized the requirements for the onboard equipment and the method of generating point cloud data. However, we have not yet proposed nor developed the laser scanner units as well as for generating point cloud data considering these requirements. Thus, in this paper, we developed the laser scanner units and a new method for generating point cloud data within the laser scanner units to optimize the error factors based on these requirements clarified in the existing study.

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  • Technical Article Education Electrical and Electronic Engineering Information Sciences Interdisciplinary Sciences

    Possibility of regional revitalization by students’ IT

    Edmund Soji Otabe
    Yusei Hyodo
    Takafumi Miyasato

    Recently, the number of students who can develop applications that can actually be used has increased. We thought that this power could be used for regional revitalization, we tried to connect the students and the region. As a result, we were able to create some interesting applications, some of which have become widely used in practice. For students, before going out to society, they can work on practical application development and know what kind of ingenuity is necessary to get them to actually use it. Although quality is not necessarily guaranteed in rural areas, the possibility of using the latest AI technology at a short development time and at a low cost was shown.

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  • Article Psychology

    Changing weight perception using augmented reality

    Ryo Watanabe
    Junki Inoue
    Kouki Yokoyama
    Takuma Umemori
    Tsuyoshi Ishikawa
    Takanobu Omata
    Takahiro Higuchi

    Augmented reality (AR) is a technology that renders computer-generated (CG) images onto the physical world in real time. To establish technology to alter weight perception using CG images in an AR environment, we investigated whether the size of virtual objects superimposed on a physical object would affect perceived heaviness. Participants (n = 22) wore a head-mounted display with a stereo camera and observed an object overlaid with a CG image. They lifted the object vertically and rated its subjective heaviness. We found that the virtually smaller object was perceived to be heavier than the virtually larger object among a large share of participants, indicating that a well-known phenomenon, the size-weight illusion (SWI), occurred. The SWI did not occur when the virtual size became larger or smaller after movement to reach the object was initiated. Our results suggest that presenting virtual objects in an AR environment effectively altered weight perception.

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