Our Sponsors

Describe the service and how customers or clients can benefit from it.

Describe the service and how customers or clients can benefit from it.

Describe the service and how customers or clients can benefit from it.

Describe the service and how customers or clients can benefit from it.

Describe the service and how customers or clients can benefit from it.

Describe the service and how customers or clients can benefit from it.

Core Research Questions
受賞
Aug 30, 2025
当研究室に所属するM2の坂井さんが2025年度山下記念研究賞を受賞しました。
研究成果
Aug 20, 2025
産業画像異常検知において、拡散モデルを用いた異常検知手法を提案し、世界最先端の性能を達成しました。また、ArXivにて研究成果を一般公開しました。
イベント
Aug 8, 2025
当研究室内で各自の研究を発表するポスターセッションを実施しま した。
論文採択
Jul 25, 2025
国際会議ICONIP2025に当研究室から2件の論文が採択されました。
受賞
Jun 26, 2025
M1の岡田さん(川上研)と長谷川がDICOMO2025で受賞しました。
About Us

In the Hasegawa Laboratory,
We are conducting research into mobile ubiquitous computing and artificial intelligence.
In the Hasegawa Laboratory, at the Faculty of Engineering, Fukui University,
We are conducting research into mobile ubiquitous computing and artificial intelligence.
About Us

In the Hasegawa Laboratory,
We are conducting research into mobile ubiquitous computing and artificial intelligence.
In the Hasegawa Laboratory, at the Faculty of Engineering, Fukui University,
We are conducting research into mobile ubiquitous computing and artificial intelligence.

Deep Learning
Gamification
Deep learning refers to deep neural networks, which are particularly deep within machine learning (although strictly speaking it is not limited to NNs). In our laboratory, we are conducting a wide range of deep learning research, including research into deep learning methods specialized for action recognition, representation learning methods, and cross-disciplinary applications of deep learning.
There are many words related to the application of games, such as gaming, serious games, and gamification. In our laboratory, we are conducting research into system development and effectiveness verification when using games to support motivation and improve behavior.
Context Awareness
Smartphone
Learning Support System
This is a technology that recognizes people wearing various sensor devices and their surrounding environment. Information from the real world cannot be processed unless it is somehow recognized in the digital space. In this research, we are particularly interested in human behavior recognition and are researching various methods.
It is an excellent sensing device with the advantage that it comes equipped with many sensors as standard and that the user can carry it with them at all times.
In our laboratory, we are also conducting research into the realization of an intelligent learning support system that applies the technologies introduced above. For example, we are developing technology that can estimate the level of confidence a learner had in their answers based on the time it took them to answer and their eye movements, and then more efficiently set review questions.
Interaction
Machine Learning
Wearable Device
If we can establish technology that can recognize information from the real world, computers will be able to use that technology to support humans. The computer will recognize human behavior and return appropriate services, and the human will then take action in response. This kind of mutual interaction is called interaction. In our laboratory, we are developing new interactions and conducting experiments to verify their ergonomic effectiveness.
Machine Learning
It is a type of artificial intelligence technology that can build models that make predictions and distinctions from large amounts of data. In our laboratory, we carry out the entire process from developing sensing devices to measuring and analyzing data.
Deep learning refers to deep neural networks, which are particularly deep within machine learning (although strictly speaking it is not limited to NNs). In our laboratory, we are conducting a wide range of deep learning research, including research into deep learning methods specialized for action recognition, representation learning methods, and cross-disciplinary applications of deep learning.
Deep learning refers to deep neural networks, which are particularly deep within machine learning (although strictly speaking it is not limited to NNs). In our laboratory, we are conducting a wide range of deep learning research, including research into deep learning methods specialized for action recognition, representation learning methods, and cross-disciplinary applications of deep learning.
It is a type of artificial intelligence technology that can build models that make predictions and distinctions from large amounts of data. In our laboratory, we carry out the entire process from developing sensing devices to measuring and analyzing data.
It is a type of artificial intelligence technology that can build models that make predictions and distinctions from large amounts of data. In our laboratory, we carry out the entire process from developing sensing devices to measuring and analyzing data.
Wearable devices have become popular in recent years. Wristband and glasses types are the mainstream, and they enable sensing that blends into everyday life.
Deep Learning
Gamification
Deep learning refers to deep neural networks, which are particularly deep within machine learning (although strictly speaking it is not limited to NNs). In our laboratory, we are conducting a wide range of deep learning research, including research into deep learning methods specialized for action recognition, representation learning methods, and cross-disciplinary applications of deep learning.
There are many words related to the application of games, such as gaming, serious games, and gamification. In our laboratory, we are conducting research into system development and effectiveness verification when using games to support motivation and improve behavior.
This is a technology that recognizes people wearing various sensor devices and their surrounding environment. Information from the real world cannot be processed unless it is somehow recognized in the digital space. In this research, we are particularly interested in human behavior recognition and are researching various methods.
Smartphone
It is an excellent sensing device with the advantage that it comes equipped with many sensors as standard and that the user carries it with them at all times.
In our laboratory, we are also conducting research into the realization of an intelligent learning support system that applies the technologies introduced above. For example, we are developing technology that can estimate the level of confidence a learner had in their answers based on the time it took them to answer and their eye movements, and then more efficiently set review questions.
Learning Support System
Interaction
If we can establish technology that can recognize information from the real world, computers will be able to use that technology to support humans. The computer will recognize human behavior and return appropriate services, and the human will then take action in response. This kind of mutual interaction is called interaction. In our laboratory, we are developing new interactions and conducting experiments to verify their ergonomic effectiveness.
Machine Learning
Deep learning refers to deep neural networks, which are particularly deep within machine learning (although strictly speaking it is not limited to NNs). In our laboratory, we are conducting a wide range of deep learning research, including research into deep learning methods specialized for action recognition, representation learning methods, and cross-disciplinary applications of deep learning.
Wearable Device
It is a type of artificial intelligence technology that can build models that make predictions and distinctions from large amounts of data. In our laboratory, we carry out the entire process from developing sensing devices to measuring and analyzing data.
Deep Learning
Deep learning refers to deep neural networks, which are particularly deep within machine learning (although strictly speaking it is not limited to NNs). In our laboratory, we are conducting a wide range of deep learning research, including research into deep learning methods specialized for action recognition, representation learning methods, and cross-disciplinary applications of deep learning.
Recent News
Gamification
There are many words related to the application of games, such as gaming, serious games, and gamification. In our laboratory, we are conducting research into system development and effectiveness verification when using games to support motivation and improve behavior.
Recent News
Latest News
受賞
Aug 30, 2025
当研究室に所属するM2の坂井さんが2025年度山下記念研究賞を受賞しました。
研究成果
Aug 20, 2025
産業画像異常検知において、拡散モデルを用いた異常検知手法を提案し、世界最先端の性能を達成しました。また、ArXivにて研究成果を一般公開しました。
イベント
Aug 8, 2025
当研究室内で各自の研究を発表するポスターセッションを実施しました。
論文採択
Jul 25, 2025
国際会議ICONIP2025に当研究室から2件の論文が採択されました。
受賞
Jun 26, 2025
M1の岡田さん(川上研)と長谷川がDICOMO2025で受賞しました。
受賞
Aug 30, 2025
当研究室に所属するM2の坂井さんが2025年度山下記念研究賞を受賞しました。
研究成果
Aug 20, 2025
産業画像異常検知において、拡散モデルを用いた異常検知手法を提案し、世界最先端の性能を達成しました。また、ArXivにて研究成果を一般公開しました。
イベント
Aug 8, 2025
当研究室内で各自の研究を発表するポスターセッションを実施しました。
論文採択
Jul 25, 2025
国際会議ICONIP2025に当研究室から2件の論文が採択されました。
受賞
Jun 26, 2025
M1の岡田さん(川上研)と長谷川がDICOMO2025で受賞しました。
受賞
Aug 30, 2025
当研究室に所属するM2の坂井さんが2025年度山下記念研究賞を受賞しました。
研究成果
Aug 20, 2025
産業画像異常検知において、拡散モデルを用いた異常検知手法を提案し、世界最先端の性能を達成しました。また、ArXivにて研究成果を一般公開しました。
イベント
Aug 8, 2025
当研究室内で各自の研究を発表するポスターセッションを実施しました。
論文採択
Jul 25, 2025
国際会議ICONIP2025に当研究室から2件の論文が採択されました。
受賞
Jun 26, 2025
M1の岡田さん(川上研)と長谷川がDICOMO2025で受賞しました。
Context Awareness
Recent News
Context Awareness
Smartphone
Learning Support System
This is a technology that recognizes people wearing various sensor devices and their surrounding environment. Information from the real world cannot be processed unless it is somehow recognized in the digital space. In this research, we are particularly interested in human behavior recognition and are researching various methods.
It is an excellent sensing device with the advantage that it comes equipped with many sensors as standard and that the user can carry it with them at all times.
In our laboratory, we are also conducting research into the realization of an intelligent learning support system that applies the technologies introduced above. For example, we are developing technology that can estimate the level of confidence a learner had in their answers based on the time it took them to answer and their eye movements, and then more efficiently set review questions.
Interaction
Machine Learning
Wearable Device
If we can establish technology that can recognize information from the real world, computers will be able to use that technology to support humans. The computer will recognize human behavior and return appropriate services, and the human will then take action in response. This kind of mutual interaction is called interaction. In our laboratory, we are developing new interactions and conducting experiments to verify their ergonomic effectiveness.
Machine Learning
It is a type of artificial intelligence technology that can build models that make predictions and distinctions from large amounts of data. In our laboratory, we carry out the entire process from developing sensing devices to measuring and analyzing data.
Deep learning refers to deep neural networks, which are particularly deep within machine learning (although strictly speaking it is not limited to NNs). In our laboratory, we are conducting a wide range of deep learning research, including research into deep learning methods specialized for action recognition, representation learning methods, and cross-disciplinary applications of deep learning.
Wearable devices have become popular in recent years. Wristband and glasses types are the mainstream, and they enable sensing that blends into everyday life.
It is a type of artificial intelligence technology that can build models that make predictions and distinctions from large amounts of data. In our laboratory, we carry out the entire process from developing sensing devices to measuring and analyzing data.
Latest Publications
Latest Publications
Latest Publications

Affiliation





