The search functionality is under construction.

Author Search Result

[Author] Koichi MORIYAMA(3hit)

1-3hit
  • Continuous Music-Emotion Recognition Based on Electroencephalogram

    Nattapong THAMMASAN  Koichi MORIYAMA  Ken-ichi FUKUI  Masayuki NUMAO  

     
    PAPER-Music Information Processing

      Pubricized:
    2016/01/22
      Vol:
    E99-D No:4
      Page(s):
    1234-1241

    Research on emotion recognition using electroencephalogram (EEG) of subjects listening to music has become more active in the past decade. However, previous works did not consider emotional oscillations within a single musical piece. In this research, we propose a continuous music-emotion recognition approach based on brainwave signals. While considering the subject-dependent and changing-over-time characteristics of emotion, our experiment included self-reporting and continuous emotion annotation in the arousal-valence space. Fractal dimension (FD) and power spectral density (PSD) approaches were adopted to extract informative features from raw EEG signals and then we applied emotion classification algorithms to discriminate binary classes of emotion. According to our experimental results, FD slightly outperformed PSD approach both in arousal and valence classification, and FD was found to have the higher correlation with emotion reports than PSD. In addition, continuous emotion recognition during music listening based on EEG was found to be an effective method for tracking emotional reporting oscillations and provides an opportunity to better understand human emotional processes.

  • Timeliness and Reliability Oriented Autonomous Network-Based Information Services Integration in Multi-Agent Systems

    Xiaodong LU  Koichi MORIYAMA  Ivan LUQUE  Miho KANDA  Yanqing JIANG  Ryuji TAKANUKI  Kinji MORI  

     
    PAPER

      Vol:
    E88-D No:9
      Page(s):
    2089-2097

    Under dynamic and heterogenous environment, the need for adaptability and rapid response time to information service systems has become increasingly important. To cope with the continuously changing conditions of service provision and utilization, Faded Information Field (FIF) has been proposed, which is an agent-based distributed information service system architecture. In the case of a mono-service request, the system is designed to improve users' access time and preserve load balancing through the information structure. However, with interdependent requests of multi-service increasing, adaptability, reliability and timeliness have to be assured by the system. In this paper, the relationship between the timeliness and the reliability of correlated services allocation and access is clarified. Based on these factors, the autonomous network-based heterogeneous information services integration technology to provide one-stop service for users' multi-service requests is proposed. We proved the effectiveness of the proposed technology through the simulation and the results show that the integrated service can reduce the total users access time compared with the conventional systems.

  • An Intelligent Fighting Videogame Opponent Adapting to Behavior Patterns of the User

    Koichi MORIYAMA  Simón Enrique ORTIZ BRANCO  Mitsuhiro MATSUMOTO  Ken-ichi FUKUI  Satoshi KURIHARA  Masayuki NUMAO  

     
    PAPER-Information Network

      Vol:
    E97-D No:4
      Page(s):
    842-851

    In standard fighting videogames, users usually prefer playing against other users rather than against machines because opponents controlled by machines are in a rut and users can memorize their behaviors after repetitive plays. On the other hand, human players adapt to each other's behaviors, which makes fighting videogames interesting. Thus, in this paper, we propose an artificial agent for a fighting videogame that can adapt to its users, allowing users to enjoy the game even when playing alone. In particular, this work focuses on combination attacks, or combos, that give great damage to the opponent. The agent treats combos independently, i.e., it is composed of a subagent for predicting combos the user executes, that for choosing combos the agent executes, and that for controlling the whole agent. Human users evaluated the agent compared to static opponents, and the agent received minimal negative ratings.