List of explanations
Activity Recognition
Activity Recognition
Activity Recognition

Examples of research themes
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Examples of research themes
Research Achievements (Excerpts)
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Research Achievements (Excerpts)
Behavioral Awareness
List of explanations
Gamification is a technique for inducing human behavior by incorporating game elements into everyday life. Interaction is the interaction between humans and computers. When a computer recognizes the real-world environment through behavioral and image recognition and takes some interesting action in response, it can lead to improved human behavior and play. In our laboratory, we are developing a variety of gamification and interaction techniques, including the application of behavioral recognition research to interaction, the development of interactive keyboards, and learning support using VR-HMDs.
Examples of research themes
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Research Achievements (Excerpts)
Research Achievements (Excerpts)
Research Achievements (Excerpts)
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
List of explanations
List of explanations
Activity Recognition
Activity Recognition

Examples of research themes
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Examples of research themes
Research Achievements (Excerpts)
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Research Achievements (Excerpts)
Behavioral Awareness
List of explanations
Gamification is a technique for inducing human behavior by incorporating game elements into everyday life. Interaction is the interaction between humans and computers. When a computer recognizes the real-world environment through behavioral and image recognition and takes some interesting action in response, it can lead to improved human behavior and play. In our laboratory, we are developing a variety of gamification and interaction techniques, including the application of behavioral recognition research to interaction, the development of interactive keyboards, and learning support using VR-HMDs.
Examples of research themes
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Research Achievements (Excerpts)
Research Achievements (Excerpts)
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Research Achievements (Excerpts)
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
List of explanations
List of explanations
Activity Recognition
Activity Recognition

Examples of research themes
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Examples of research themes
Research Achievements (Excerpts)
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Research Achievements (Excerpts)
Behavioral Awareness
List of explanations
Gamification is a technique for inducing human behavior by incorporating game elements into everyday life. Interaction is the interaction between humans and computers. When a computer recognizes the real-world environment through behavioral and image recognition and takes some interesting action in response, it can lead to improved human behavior and play. In our laboratory, we are developing a variety of gamification and interaction techniques, including the application of behavioral recognition research to interaction, the development of interactive keyboards, and learning support using VR-HMDs.
Examples of research themes
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Research Achievements (Excerpts)
Research Achievements (Excerpts)
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Research Achievements (Excerpts)
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
List of explanations
List of explanations
Activity Recognition
Activity Recognition

Examples of research themes
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Examples of research themes
Research Achievements (Excerpts)
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Research Achievements (Excerpts)
Behavioral Awareness
List of explanations
Gamification is a technique for inducing human behavior by incorporating game elements into everyday life. Interaction is the interaction between humans and computers. When a computer recognizes the real-world environment through behavioral and image recognition and takes some interesting action in response, it can lead to improved human behavior and play. In our laboratory, we are developing a variety of gamification and interaction techniques, including the application of behavioral recognition research to interaction, the development of interactive keyboards, and learning support using VR-HMDs.
Examples of research themes
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Research Achievements (Excerpts)
Research Achievements (Excerpts)
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Research Achievements (Excerpts)
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
List of explanations
List of explanations

Frequency decomposition DA
As a synthesis-based data augmentation (DA) method for action recognition, we proposed Octave Mix, a DA method inspired by frequency decomposition, and DA as an ensemble method. In the following paper, we proposed three techniques to improve the estimation accuracy of deep learning-based action recognition.

Adversarial learning
We aimed to acquire robust feature representations for action recognition across different environments using adversarial training methods, as exemplified by Generative Adversarial Networks (GAN: Goodfellow2014). In the following paper, we addressed the problem of potentially varying sampling frequencies across different measurement devices by proposing the following two methods, achieving improved estimation accuracy.

Deep learning
Among action recognition methods, discussions regarding deep learning have been active in recent years. However, unlike the image field, it is still in the early stages of research. For instance, various CNN-based representation learning methods developed for images have been repurposed for action recognition, but these methods strongly emphasize the local neighborhood information characteristic of images. It would be desirable to develop layers that can acquire appropriate feature representations for low-sampling-rate waveform data such as sensor data.

Activity Recognition
Under the condition that observed accelerometer waveform data differs depending on the action, it is common to automatically classify this using machine learning and other methods. There are various research tasks, but the following two are considered representative.
Activity Recognition
Activity Recognition
Activity Recognition

Examples of research themes
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Examples of research themes
Research Achievements (Excerpts)
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Research Achievements (Excerpts)
Behavioral Awareness
List of explanations
Gamification is a technique for inducing human behavior by incorporating game elements into everyday life. Interaction is the interaction between humans and computers. When a computer recognizes the real-world environment through behavioral and image recognition and takes some interesting action in response, it can lead to improved human behavior and play. In our laboratory, we are developing a variety of gamification and interaction techniques, including the application of behavioral recognition research to interaction, the development of interactive keyboards, and learning support using VR-HMDs.
Examples of research themes
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.
Research Achievements (Excerpts)
Research Achievements (Excerpts)
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Research Achievements (Excerpts)
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.
List of explanations
List of explanations

Frequency decomposition DA
As a synthesis-based data augmentation (DA) method for action recognition, we proposed Octave Mix, a DA method inspired by frequency decomposition, and DA as an ensemble method. In the following paper, we proposed three techniques to improve the estimation accuracy of deep learning-based action recognition.

Adversarial learning
We aimed to acquire robust feature representations for action recognition across different environments using adversarial training methods, as exemplified by Generative Adversarial Networks (GAN: Goodfellow2014). In the following paper, we addressed the problem of potentially varying sampling frequencies across different measurement devices by proposing the following two methods, achieving improved estimation accuracy.

Deep learning
Among action recognition methods, discussions regarding deep learning have been active in recent years. However, unlike the image field, it is still in the early stages of research. For instance, various CNN-based representation learning methods developed for images have been repurposed for action recognition, but these methods strongly emphasize the local neighborhood information characteristic of images. It would be desirable to develop layers that can acquire appropriate feature representations for low-sampling-rate waveform data such as sensor data.

Activity Recognition
Under the condition that observed accelerometer waveform data differs depending on the action, it is common to automatically classify this using machine learning and other methods. There are various research tasks, but the following two are considered representative.

Frequency decomposition DA
As a synthesis-based data augmentation (DA) method for action recognition, we proposed Octave Mix, a DA method inspired by frequency decomposition, and DA as an ensemble method. In the following paper, we proposed three techniques to improve the estimation accuracy of deep learning-based action recognition.

Adversarial learning
We aimed to acquire robust feature representations for action recognition across different environments using adversarial training methods, as exemplified by Generative Adversarial Networks (GAN: Goodfellow2014). In the following paper, we addressed the problem of potentially varying sampling frequencies across different measurement devices by proposing the following two methods, achieving improved estimation accuracy.

Deep learning
Among action recognition methods, discussions regarding deep learning have been active in recent years. However, unlike the image field, it is still in the early stages of research. For instance, various CNN-based representation learning methods developed for images have been repurposed for action recognition, but these methods strongly emphasize the local neighborhood information characteristic of images. It would be desirable to develop layers that can acquire appropriate feature representations for low-sampling-rate waveform data such as sensor data.

Activity Recognition
Under the condition that observed accelerometer waveform data differs depending on the action, it is common to automatically classify this using machine learning and other methods. There are various research tasks, but the following two are considered representative.

