The search functionality is under construction.

Author Search Result

[Author] Masataka TOKUMARU(3hit)

1-3hit
  • A Robot Model That Obeys a Norm of a Human Group by Participating in the Group and Interacting with Its Members

    Yotaro FUSE  Hiroshi TAKENOUCHI  Masataka TOKUMARU  

     
    PAPER-Kansei Information Processing, Affective Information Processing

      Pubricized:
    2018/10/03
      Vol:
    E102-D No:1
      Page(s):
    185-194

    Herein, we proposed a robot model that will obey a norm of a certain group by interacting with the group members. Using this model, a robot system learns the norm of the group as a group member itself. The people with individual differences form a group and a characteristic norm that reflects the group members' personalities. When robots join a group that includes humans, the robots need to obey a characteristic norm: a group norm. We investigated whether the robot system generates a decision-making criterion to obey group norms by learning from interactions through reinforcement learning. In this experiment, human group members and the robot system answer same easy quizzes that could have several vague answers. When the group members answered differently from one another at first, we investigated whether the group members answered the quizzes while considering the group norm. To avoid bias toward the system's answers, one of the participants in a group only obeys the system, whereas the other participants are unaware of the system. Our experiments revealed that the group comprising the participants and the robot system forms group norms. The proposed model enables a social robot to make decisions socially in order to adjust their behaviors to common sense not only in a large human society but also in partial human groups, e.g., local communities. Therefore, we presumed that these robots can join human groups by interacting with its members. To adapt to these groups, these robots adjust their own behaviors. However, further studies are required to reveal whether the robots' answers affect people and whether the participants can form a group norm based on a robot's answer even in a situation wherein the participants recognize that they are interacting in a group that include a real robot. Moreover, some participants in a group do not know that the other participant only obeys the system's decisions and pretends to answer questions to prevent biased answers.

  • Interactive Evolutionary Computation Using a Tabu Search Algorithm

    Hiroshi TAKENOUCHI  Masataka TOKUMARU  Noriaki MURANAKA  

     
    PAPER-Human-computer Interaction

      Vol:
    E96-D No:3
      Page(s):
    673-680

    We present an Interactive Tabu Search (ITS) algorithm to reduce the evaluation load of Interactive Evolutionary Computation (IEC) users. Most previous IEC studies used an evaluation interface that required users to provide evaluation values for all candidate solutions. However, user's burden with such an evaluation interface is large. Therefore, we propose ITS where users choose the favorite candidate solution from the presented candidate solutions. Tabu Search (TS) is recognized as an optimization technique. ITS evaluation is simpler than Interactive Genetic Algorithm (IGA) evaluation, in which users provide evaluation values for all candidate solutions. Therefore, ITS is effective for reducing user evaluation load. We evaluated the performance of our proposed ITS and a Normal IGA (NIGA), which is a conventional 10-stage evaluation, using a numerical simulation with an evaluation agent that imitates human preferences (Kansei). In addition, we implemented an ITS evaluation for a running-shoes-design system and examined its effectiveness through an experiment with real users. The simulation results showed that the evolution performance of ITS is better than that of NIGA. In addition, we conducted an evaluation experiment with 21 subjects in their 20 s to assess the effectiveness of these methods. The results showed that the satisfaction levels for the candidates generated by ITS and NIGA were approximately equal. Moreover, it was easier for test subjects to evaluate candidate solutions with ITS than with NIGA.

  • Character Design Generation System Using Multiple Users' Gaze Information

    Hiroshi TAKENOUCHI  Masataka TOKUMARU  

     
    PAPER-Human-computer Interaction

      Pubricized:
    2021/05/25
      Vol:
    E104-D No:9
      Page(s):
    1459-1466

    We investigate an interactive evolutionary computation (IEC) using multiple users' gaze information when users partially participate in each design evaluation. Many previous IEC systems have a problem that user evaluation loads are too large. Hence, we proposed to employ user gaze information for evaluating designs generated by IEC systems in order to solve this problem. In this proposed system, users just view the presented designs, not assess, then the system automatically creates users' favorite designs. With the user's gaze information, the proposed system generates coordination that can satisfy many users. In our previous study, we verified the effectiveness of the proposed system from a real system operation viewpoint. However, we did not consider the fluctuation of the users during a solution candidate evaluation. In the actual operation of the proposed system, users may change during the process due to the user interchange. Therefore, in this study, we verify the effectiveness of the proposed system when varying the users participating in each evaluation for each generation. In the experiment, we employ two types of situations as assumed in real environments. The first situation changes the number of users evaluating the designs for each generation. The second situation employs various users from the predefined population to evaluate the designs for each generation. From the experimental results in the first situation, we confirm that, despite the change in the number of users during the solution candidate evaluation, the proposed system can generate coordination to satisfy many users. Also, from the results in the second situation, we verify that the proposed system can also generate coordination which both users who participate in the coordination evaluation can more satisfy.