日本作業科学研究会の論文誌、作業科学研究に以下の論文が掲載されました
情報技術の進展に伴う“作業”の変化 Journal Article 作業科学研究, 14 (1), pp. 13-17, 2020, ISSN: 2434-4176. |
日本作業科学研究会の論文誌、作業科学研究に以下の論文が掲載されました
荒川 豊 情報技術の進展に伴う“作業”の変化 Journal Article 作業科学研究, 14 (1), pp. 13-17, 2020, ISSN: 2434-4176. @article{荒川豊2020, title = {情報技術の進展に伴う“作業”の変化}, author = {荒川 豊}, doi = {10.32191/jjos.14.003}, issn = {2434-4176}, year = {2020}, date = {2020-12-31}, journal = {作業科学研究}, volume = {14}, number = {1}, pages = {13-17}, abstract = {IoT(Internet of Things)と AI(Artificial Intelligence)が急速に進展し,自動運転やスマートホームなども現実のものとなろうとしている.コロナウイルス感染症の広がりにより,リモートワークや遠隔講義が当たり前という時代もあっという間に到来してしまった.本講演では,情報系研究者の立場から,このような最先端の技術が「作業」に与える影響について俯瞰するともに,新しい時代の作業のあり方について述べる.}, keywords = {}, pubstate = {published}, tppubtype = {article} } IoT(Internet of Things)と AI(Artificial Intelligence)が急速に進展し,自動運転やスマートホームなども現実のものとなろうとしている.コロナウイルス感染症の広がりにより,リモートワークや遠隔講義が当たり前という時代もあっという間に到来してしまった.本講演では,情報系研究者の立場から,このような最先端の技術が「作業」に与える影響について俯瞰するともに,新しい時代の作業のあり方について述べる. |
2020年8月26日から29日にかけて、北九州で開催されるICIEV2020で、観光時の感情や満足度に対して国籍が与える影響について分析した下記論文を発表します。
Yuki Matsuda; Dmitrii Fedotov; Yutaka Arakawa; Hirohiko Suwa; Wolfgang Minker; Keiichi Yasumoto Analysis of Tourists' Nationality Effects on Behavior-based Emotion and Satisfaction Estimation Inproceedings The 9th International Conference on Informatics, Electronics & Vision (ICIEV) 2020, 2020. @inproceedings{matsuda-iciev2020, title = {Analysis of Tourists' Nationality Effects on Behavior-based Emotion and Satisfaction Estimation}, author = {Yuki Matsuda and Dmitrii Fedotov and Yutaka Arakawa and Hirohiko Suwa and Wolfgang Minker and Keiichi Yasumoto}, year = {2020}, date = {2020-08-26}, booktitle = {The 9th International Conference on Informatics, Electronics & Vision (ICIEV) 2020}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |
下記の論文がMDPI Smart Citiesに採択されました。
Shogo Kawanaka; Yuki Matsuda; Hirohiko Suwa; Manato Fujimoto; Yutaka Arakawa; Keiichi Yasumoto Gamified Participatory Sensing in Tourism: An Experimental Study of the Effects on Tourist Behavior and Satisfaction Journal Article Smart Cities, 3 (3), pp. 736–757, 2020, ISSN: 2624-6511. @article{smartcities3030037, title = {Gamified Participatory Sensing in Tourism: An Experimental Study of the Effects on Tourist Behavior and Satisfaction}, author = {Shogo Kawanaka and Yuki Matsuda and Hirohiko Suwa and Manato Fujimoto and Yutaka Arakawa and Keiichi Yasumoto}, url = {https://www.mdpi.com/2624-6511/3/3/37}, doi = {10.3390/smartcities3030037}, issn = {2624-6511}, year = {2020}, date = {2020-07-16}, journal = {Smart Cities}, volume = {3}, number = {3}, pages = {736--757}, abstract = {In the tourism sector, user-generated information and communication among tourists are perceived to be more effective and reliable contents. In addition, the collection of dynamic tourism information with high spatio-temporal resolution is required to provide comfortable tourism in response to the changing tourism style with the advancement of information technology. Participatory sensing, which can collect various types of information is a useful method by which to collect these contents. However, continuous participation of users is essential in participatory sensing, and it is one of the most important points to stimulate participation motivation. In the tourism situation, we also need to pay attention to the total tourist satisfaction of participants. In this paper, we adopt gamification, i.e., the implementation of game design elements in real-world contexts for non-gaming purposes, for participatory sensing as an incentive mechanism to motivate participants with active participation and collect the necessary information efficiently. Within the framework, where points are given when completing the requested sensing task (=mission), two sensing missions with different burdens; Area Mission and Check-in Mission, and three different types of rewarding mechanisms; Fixed, Variable and Dynamic Variable, are designed as a gamification mechanism. We implemented these elements in the proposed participatory sensing platform application and conducted an experimental case study with 33 participants at an actual tourist spot: Kyoto, Japan. Then, we investigate the effects on tourist behavior and satisfaction by analyzing collected sensor data, mission logs, and post-survey answers. As a result, we can conclude the following: (1) the tourist behavior is changed due to the proposed gamification design and the necessary information was collected efficiently; (2) the participants tend to prioritize Check-in Mission over the sightseeing, which can induce a behavior change but might impact sightseeing enjoyment.}, keywords = {}, pubstate = {published}, tppubtype = {article} } In the tourism sector, user-generated information and communication among tourists are perceived to be more effective and reliable contents. In addition, the collection of dynamic tourism information with high spatio-temporal resolution is required to provide comfortable tourism in response to the changing tourism style with the advancement of information technology. Participatory sensing, which can collect various types of information is a useful method by which to collect these contents. However, continuous participation of users is essential in participatory sensing, and it is one of the most important points to stimulate participation motivation. In the tourism situation, we also need to pay attention to the total tourist satisfaction of participants. In this paper, we adopt gamification, i.e., the implementation of game design elements in real-world contexts for non-gaming purposes, for participatory sensing as an incentive mechanism to motivate participants with active participation and collect the necessary information efficiently. Within the framework, where points are given when completing the requested sensing task (=mission), two sensing missions with different burdens; Area Mission and Check-in Mission, and three different types of rewarding mechanisms; Fixed, Variable and Dynamic Variable, are designed as a gamification mechanism. We implemented these elements in the proposed participatory sensing platform application and conducted an experimental case study with 33 participants at an actual tourist spot: Kyoto, Japan. Then, we investigate the effects on tourist behavior and satisfaction by analyzing collected sensor data, mission logs, and post-survey answers. As a result, we can conclude the following: (1) the tourist behavior is changed due to the proposed gamification design and the necessary information was collected efficiently; (2) the participants tend to prioritize Check-in Mission over the sightseeing, which can induce a behavior change but might impact sightseeing enjoyment. |
2020年6月24日~26日にオンライン開催される情報処理学会DICOMO2020において、下記2件の発表を行います。
小池 大地; 石田 繁巳; 荒川 豊 通信トラヒック分析に基づくIoTデバイスの発動機能推定手法の検討 Conference マルチメディア,分散,協調とモバイル(DICOMO2020)シンポジウム, 2020. @conference{koike-dicomo2019, title = {通信トラヒック分析に基づくIoTデバイスの発動機能推定手法の検討}, author = {小池 大地 and 石田 繁巳 and 荒川 豊 }, year = {2020}, date = {2020-06-24}, booktitle = {マルチメディア,分散,協調とモバイル(DICOMO2020)シンポジウム}, pages = {933 - 939}, abstract = {近年,IoTデバイスが多くの場面で利用されるようになっており,今後もデバイスの数は増え続けると考えられる.IoTデバイスは外部ネットワークに接続されていることによりハッキングの対象にもなり,プライバシー流出の原因となる可能性が指摘されている.現在のIoTデバイスは動作がブラックボックスであることから,デバイスがユーザの意図しない通信を行っていた場合に気づく術がない.そこで,我々はIoTデバイスの動作状況の可視化システム(IoT活動量計)の実現を目指している.その実現のため,本研究では,IoTデバイスの通信トラヒックを分析し,どのような機能が使われているかを推定する手法を提案する.パケットキャプチャアプリであるWiresharkを用いてスマートスピーカーAmazon Echo Spotから送出されるデータに対して初期的評価を行い,通信トラヒックから発動した10種類の機能を精度56.1%で推定できることを確認した.}, keywords = {}, pubstate = {published}, tppubtype = {conference} } 近年,IoTデバイスが多くの場面で利用されるようになっており,今後もデバイスの数は増え続けると考えられる.IoTデバイスは外部ネットワークに接続されていることによりハッキングの対象にもなり,プライバシー流出の原因となる可能性が指摘されている.現在のIoTデバイスは動作がブラックボックスであることから,デバイスがユーザの意図しない通信を行っていた場合に気づく術がない.そこで,我々はIoTデバイスの動作状況の可視化システム(IoT活動量計)の実現を目指している.その実現のため,本研究では,IoTデバイスの通信トラヒックを分析し,どのような機能が使われているかを推定する手法を提案する.パケットキャプチャアプリであるWiresharkを用いてスマートスピーカーAmazon Echo Spotから送出されるデータに対して初期的評価を行い,通信トラヒックから発動した10種類の機能を精度56.1%で推定できることを確認した. |
荒川豊 [招待講演]Fitbitを使った一般人からの生体データセンシング Conference マルチメディア,分散,協調とモバイル(DICOMO2020)シンポジウム, 2020. @conference{arakawa-dicomo-2020, title = {[招待講演]Fitbitを使った一般人からの生体データセンシング}, author = {荒川豊}, year = {2020}, date = {2020-06-24}, booktitle = {マルチメディア,分散,協調とモバイル(DICOMO2020)シンポジウム}, pages = {1}, keywords = {}, pubstate = {published}, tppubtype = {conference} } |
一般労働者に対するCOVID-19の心理社会的影響についての提言がJournal of Occupational Healthに採択されました。
Akihito Shimazu; Akinori Nakata; Tomohisa Nagata; Yutaka Arakawa; Sachiko Kuroda; Nobuyuki Inamizu; Isamu Yamamoto Psychosocial impact of COVID-19 for general workers Journal Article Journal of Occupational Health, 62 (1), pp. e12132, 2020. @article{doi:10.1002/1348-9585.12132, title = {Psychosocial impact of COVID-19 for general workers}, author = {Akihito Shimazu and Akinori Nakata and Tomohisa Nagata and Yutaka Arakawa and Sachiko Kuroda and Nobuyuki Inamizu and Isamu Yamamoto}, url = {https://onlinelibrary.wiley.com/doi/abs/10.1002/1348-9585.12132}, doi = {10.1002/1348-9585.12132}, year = {2020}, date = {2020-06-02}, journal = {Journal of Occupational Health}, volume = {62}, number = {1}, pages = {e12132}, keywords = {}, pubstate = {published}, tppubtype = {article} } |
オカムラと共同開発をしている姿勢認識チェアCENSUSに関する研究をまとめたものが電子情報通信学会論文誌D(英)に採択されました。この椅子は、第1世代のもので、メッシュチェアを対象とし、たわみで姿勢を計測する椅子となります。
Teruhiro, MIZUMOTO; Yasuhiro, OTODA; Chihiro, NAKAJIMA; Mitsuhiro, KOHANA; Motohiro, UENISHI; Keiichi, YASUMOTO; Yutaka, ARAKAWA Design and Implementation of Sensor-Embedded Chair for Continuous Sitting Posture Recognition Journal Article IEICE Transactions on Information and Systems, E103.D (5), pp. 1067-1077, 2020. @article{TeruhiroMIZUMOTO20202019EDP7226, title = {Design and Implementation of Sensor-Embedded Chair for Continuous Sitting Posture Recognition}, author = {Teruhiro, MIZUMOTO and Yasuhiro, OTODA and Chihiro, NAKAJIMA and Mitsuhiro, KOHANA and Motohiro, UENISHI and Keiichi, YASUMOTO and Yutaka, ARAKAWA}, url = {https://www.jstage.jst.go.jp/article/transinf/E103.D/5/E103.D_2019EDP7226/_pdf/-char/en}, doi = {10.1587/transinf.2019EDP7226}, year = {2020}, date = {2020-05-01}, journal = {IEICE Transactions on Information and Systems}, volume = {E103.D}, number = {5}, pages = {1067-1077}, abstract = {In this paper, we design and develop a sensor-embedded office chair that can measure the posture of the office worker continuously without disturbing their job. In our system, eight accelerometers, that are attached at the back side of the fabric surface of the chair, are used for recognizing the posture. We propose three sitting posture recognition algorithms by considering the initial position of the chair and the difference of physique. Through the experiment with 28 participants, we confirm that our proposed chair can recognize the sitting posture by 75.4% (algorithm 1), 83.7% (algorithm 2), and 85.6% (algorithm 3) respectively.}, keywords = {}, pubstate = {published}, tppubtype = {article} } In this paper, we design and develop a sensor-embedded office chair that can measure the posture of the office worker continuously without disturbing their job. In our system, eight accelerometers, that are attached at the back side of the fabric surface of the chair, are used for recognizing the posture. We propose three sitting posture recognition algorithms by considering the initial position of the chair and the difference of physique. Through the experiment with 28 participants, we confirm that our proposed chair can recognize the sitting posture by 75.4% (algorithm 1), 83.7% (algorithm 2), and 85.6% (algorithm 3) respectively. |
行った旅行先でリアルタイムな混雑度情報等に基づく観光プランニングを支援するシステムに関する論文がSmart Cities (An Open Access Journal from MDPI). に採択されました。
Masato Hidaka; Yuki Kanaya; Shogo Kawanaka; Yuki Matsuda; Yugo Nakamura; Hirohiko Suwa; Manato Fujimoto; Yutaka Arakawa; Keiichi Yasumoto On-site Trip Planning Support System Based on Dynamic Information on Tourism Spots Journal Article Smart Cities, 3 (2), pp. 212–231, 2020. @article{Hidaka2020, title = {On-site Trip Planning Support System Based on Dynamic Information on Tourism Spots}, author = {Masato Hidaka and Yuki Kanaya and Shogo Kawanaka and Yuki Matsuda and Yugo Nakamura and Hirohiko Suwa and Manato Fujimoto and Yutaka Arakawa and Keiichi Yasumoto}, url = {https://www.mdpi.com/687588}, doi = {10.3390/SMARTCITIES3020013}, year = {2020}, date = {2020-04-10}, journal = {Smart Cities}, volume = {3}, number = {2}, pages = {212--231}, publisher = {Multidisciplinary Digital Publishing Institute}, abstract = {Recently, due to the drastic increase in foreign tourists coming to Japan, there has been a demand to provide smart tourism services that enable inbound tourists to comfortably enjoy sightseeing. To provide satisfactory experiences for tourists, it is desirable to provide tourist information in a timely manner by considering dynamic information, which is information that changes over time, such as current congestion information in destination spots and travel route information, in addition to static information, such as the preferences and profiles of tourists. However, in many existing systems, serious problems occur, such as (1) a lack of support for on-site use, (2) a lack of consideration of dynamic information, and (3) heavy burden on tourists. In this paper, we propose a novel system that can provide tourism plans for tourism spots in a timely manner. The proposed system consists of the following two key mechanisms: (A) A mechanism for acquiring preference information from tourists (including preference on dynamic information); (B) a curation mechanism for realizing on-site tourism. To demonstrate the effectiveness of the proposed system, we carried out evaluation experiments utilizing real tourism spots and simulations. As a result, we obtained the following primary findings: (1) On-site tourism spot recommendation is effective for tourists who do not make detailed tourism plans before sightseeing; (2) preference information for participants can be reflected in the tourism spot recommendation while massively reducing the burden on participants; (3) it is possible to obtain a higher satisfaction level than is achieved with model courses, which are often used for sightseeing.}, keywords = {}, pubstate = {published}, tppubtype = {article} } Recently, due to the drastic increase in foreign tourists coming to Japan, there has been a demand to provide smart tourism services that enable inbound tourists to comfortably enjoy sightseeing. To provide satisfactory experiences for tourists, it is desirable to provide tourist information in a timely manner by considering dynamic information, which is information that changes over time, such as current congestion information in destination spots and travel route information, in addition to static information, such as the preferences and profiles of tourists. However, in many existing systems, serious problems occur, such as (1) a lack of support for on-site use, (2) a lack of consideration of dynamic information, and (3) heavy burden on tourists. In this paper, we propose a novel system that can provide tourism plans for tourism spots in a timely manner. The proposed system consists of the following two key mechanisms: (A) A mechanism for acquiring preference information from tourists (including preference on dynamic information); (B) a curation mechanism for realizing on-site tourism. To demonstrate the effectiveness of the proposed system, we carried out evaluation experiments utilizing real tourism spots and simulations. As a result, we obtained the following primary findings: (1) On-site tourism spot recommendation is effective for tourists who do not make detailed tourism plans before sightseeing; (2) preference information for participants can be reflected in the tourism spot recommendation while massively reducing the burden on participants; (3) it is possible to obtain a higher satisfaction level than is achieved with model courses, which are often used for sightseeing. |