Updated on 2025/04/01

写真a

 
Isshiki Masaharu
 
Organization
Graduate School of Science and Engineering (Engineering) Major of Science and Engineering Applied Information Engineering Senior Assistant Professor
Title
Senior Assistant Professor
Contact information
メールアドレス
External link

Degree

  • 博士(工学) ( 愛媛大学 )

Research Interests

  • Virtual Reality

  • Image Processing

Research Areas

  • Informatics / Perceptual information processing

Papers

  • Abnormal Driving Behavior Detection Using ST-GCN Reviewed

    Munetsugu Yuki, Kinoshita Koji, Isshiki Masaharu

    IEEJ Transactions on Electronics, Information and Systems   144 ( 10 )   962 - 968   2024.10

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    Language:Japanese   Publisher:The Institute of Electrical Engineers of Japan  

    The purpose of this study is to automatically detect abnormal driving behavior from in-vehicle camera video. The previous method used a Multi-stream CNN based on the original image and optical flow. However, this dataset could not outperform the accuracy rate of a CNN using the original image as input. Therefore, we propose a method to improve the accuracy of Abnormal driving behavior detection by using ST-GCN with skeleton as input and combining it with CNN using the original image as input. Furthermore, we prepared two input coordinate systems (Cartesian and polar coordinates) and four data augmentations (affine transformation, left-right flipping, dropout for joints, and adding Gaussian noise) for ST-GCN. we investigated combinations of ST-GCN input coordinate systems and data augmentations that are effective for this task.

    DOI: 10.1541/ieejeiss.144.962

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    Other Link: https://ndlsearch.ndl.go.jp/books/R000000004-I033767621

  • Data Augmentation and Ensemble Model for Benign and Malignant Diagnosis of Parotid Tumors in Deep Learning Reviewed

    Ryotaro Masaki, Koji Kinoshita, Masaharu Isshiki

    The 11th IIAE International Conference on Intelligent Systems and Image Processing 2024   2024.9

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  • Tracking Method for Building Cooperative Behavior Models in Event Clean up Tasks Reviewed

    Kotaro Yamatogi, Koji Kinoshita, Masaharu Isshiki

    The 11th IIAE International Conference on Intelligent Systems and Image Processing 2024   2024.9

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  • Estimating Displacement of a Person Using Deep Learning Reviewed

    Ichiro Ohota, Koji Kinoshita, Masaharu Isshiki

    Proceedings of the SICE Annual Conference 2024   2024.8

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  • 超音波アレイプローブを用いたコンクリート内部の映像化と3Dキャプチャモデルへの重畳—Ultrasonic Imaging in Concrete Using Matrix Array Probe and Its Superimposition on Captured 3D Model—第1回NDE 4.0シンポジウム Reviewed

    中畑 和之, 一色 正晴, 井門 俊, 浅川 濯, 伊津美 隆, 大平 克己

    非破壊検査 : journal of the Japanese Society for Non-destructive Inspection / 日本非破壊検査協会 編   73 ( 7 )   286 - 292   2024.7

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    Language:Japanese   Publisher:東京 : 日本非破壊検査協会  

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    Other Link: https://ndlsearch.ndl.go.jp/books/R000000004-I033568967

  • クラス分類のための細線化処理とダイクストラのアルゴリズムを用いた物体の中心推定法—Object Center Estimation Using Thinning Processes and Dijkstra's Algorithm for Classification—特集 医用・生体工学関連技術 Reviewed

    長曽我部 崇, 一色 正晴, 木下 浩二

    電気学会論文誌. C, 電子・情報・システム部門誌 = IEEJ transactions on electronics, information and systems   144 ( 5 )   450 - 456   2024.5

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    Language:Japanese   Publisher:東京 : 電気学会  

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    Other Link: https://ndlsearch.ndl.go.jp/books/R000000004-I033518036

  • Data augmentation for image and clinical data in classification of parotid tumors by deep learning Reviewed

    Koji Kinoshita, Yumi Onishi, Masaharu Isshiki, Sohei Mitani, Yuki Irifune

    The 8th IIEEJ International Conference on Image Electronics and Visual Computing   2024.3

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  • Person Tracking Using Particle Filter with CNN-Based Displacement Estimation Reviewed

    Ichiro Ohota, Koji Kinoshita, Masaharu Isshiki

    Proceedings of the SICE Annual Conference 2023   2023.9

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  • Energy-tracking impulse method for particle-discretized rigid-body simulations with frictional contact Reviewed

    Yi Li, Mitsuteru Asai, Bodhinanda Chandra, Masaharu Isshiki

    Computational Particle Mechanics   8 ( 2 )   237 - 258   2021.3

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    © 2020, OWZ. Simulations of multi-body dynamics for computer graphics, 3D game engines, or engineering simulations often involve contact and articulated connections to produce plausible results. Multi-body dynamics simulations generally require accurate contact detection and induce high computational costs because of tiny time increments. As higher accuracy and robustness are continually being sought for engineering purposes, we propose an improved multi-body dynamics simulator based on an impulse method, specifically an energy-tracking impulse (ETI) algorithm that has been modified to handle particle-discretized rigid-body simulations. In order to decrease the computational costs of the simulations, in the current work, we assume a fixed moderate time increment, allowing multiple-point contacts within a single time increment. In addition to that, we distinguish the treatment between point-to-point and multiple-point contacts, which include edge-to-surface and surface-to-surface contacts, through an additional sub-cycling iterations. The improved ETI method was verified with analytical solutions of examples with single-body contact, a frictional slip, and a rolling contact. Moreover, the method was also validated with an experimental test of a line of dominoes with multiple-point contacts. Finally, a demonstration simulation with bodies of complicated shape subjected to a large number of constraints is given to show the optimum performance of the formulation.

    DOI: 10.1007/s40571-020-00326-5

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  • A study on grade judgement of tomatoes focused on contour features Reviewed

    Masaharu Isshiki, Shinya Fukumoto, Yutaroh Sakamoto, Koji Kinoshita, Yoshio Yanagihara

    IEEJ Transactions on Electronics, Information and Systems   140 ( 10 )   1134 - 1140   2020.10

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    Authorship:Lead author   Publishing type:Research paper (scientific journal)  

    © 2020 The Institute of Electrical Engineers of Japan. The price of crops depends on the grade. The grade is determined from various factors such as color, shape, size, and scratches. It takes a lot of time and effort if farmers decide the grade. This study aims to automate shape grade judgement. In the prior method, binarization and contour extraction are performed on the tomato image to define features called flatness, variant, sharpness, and irregularity, and a threshold is set for each grade. However, due to the correlation between the features, the grade judgement has not been made with sufficient accuracy. In this study, we propose several methods focusing on contour features and compare these accuracies.

    DOI: 10.1541/ieejeiss.140.1134

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  • Automated collective motion analysis validates human keratinocyte stem cell cultures Reviewed

    Koji Kinoshita, Takuya Munesue, Fujio Toki, Masaharu Isshiki, Shigeki Higashiyama, Yann Barrandon, Emi K. Nishimura, Yoshio Yanagihara, Daisuke Nanba

    Scientific Reports   9 ( 1 )   2019.12

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    © 2019, The Author(s). Identification and quality assurance of stem cells cultured in heterogeneous cell populations are indispensable for successful stem cell therapy. Here we present an image-processing pipeline for automated identification and quality assessment of human keratinocyte stem cells. When cultivated under appropriate conditions, human epidermal keratinocyte stem cells give rise to colonies and exhibit higher locomotive capacity as well as significant proliferative potential. Image processing and kernel density estimation were used to automatically extract the area of keratinocyte colonies from phase-contrast images of cultures containing feeder cells. The DeepFlow algorithm was then used to calculate locomotion speed of the colony area by analyzing serial images. This image-processing pipeline successfully identified keratinocyte stem cell colonies by measuring cell locomotion speed, and also assessed the effect of oligotrophic culture conditions and chemical inhibitors on keratinocyte behavior. Therefore, this study provides automated procedures for image-based quality control of stem cell cultures and high-throughput screening of small molecules targeting stem cells.

    DOI: 10.1038/s41598-019-55279-4

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  • Improvements in highly viscous fluid simulation using a fully implicit SPH method Reviewed

    Daniel Morikawa, Mitsuteru Asai, Nur’Ain Idris, Yusuke Imoto, Masaharu Isshiki

    Computational Particle Mechanics   6 ( 4 )   1 - 16   2019.3

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    Language:English   Publishing type:Research paper (scientific journal)  

    This study describes the application of two main improvements in highly viscous fluid simulations using the smoothed particle hydrodynamics (SPH) method: an implicit time integration scheme to overcome the problem of impractically small time step restriction and the introduction of air ghost particles to fix problems regarding the free surface treatment.

    DOI: 10.1007/s40571-019-00231-6

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  • VERIFICATION AND VALIDATION IN HIGHLY VISCOUS FLUID SIMULATION USING A FULLY IMPLICIT SPH METHOD

    Daniel S. Morikawa, Mitsuteru Asai, Masaharu Isshiki

    VI INTERNATIONAL CONFERENCE ON PARTICLE-BASED METHODS (PARTICLES 2019): FUNDAMENTALS AND APPLICATIONS   103 - 114   2019

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    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:INT CENTER NUMERICAL METHODS ENGINEERING  

    Catastrophes involving mass movements has always been a great threat to civilizations. We propse to simplify the behavior of the mass movement material as a highly viscous fluid, possibly non-Newtonian. In this context, this study describes the application of two improvements in highly viscous fluid simulations using the smoothed particle hydrodynamics (SPH) method: an implicit time integration scheme to overcome the problem of impractically small time-step restriction, and the introduction of air ghost particles to fix problems regarding the free-surface treatment. The application of a fully implicit time integration method implies an adaptation of the wall boundary condition, which is also covered in this study. Furthermore, the proposed wall boundary condition allows for different slip conditions, which is usually difficult to adopt in SPH. To solve a persistent problem on the SPH method of unstable pressure distributions, we adopted the incompressible SPH [1] as a basis for the implementation of these improvements, which guarantees stable and accurate pressure distribution. We conducted non-Newtonian pipe flow simulations to verify the method and a variety of dam break and wave generated by underwater landslide simulations for validation. Finally, we demonstrate the potential of this method with the highly viscous vertical jet flow over a horizontal plate test, which features a complex viscous coiling behavior.

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  • Bingham flow model by fully implicit sph and its application treinforce underground caves Reviewed

    D. S. Morikawa, M. Asai, Y. Imoto, M. Isshiki

    Rock Dynamics Summit - Proceedings of the 2019 Rock Dynamics Summit, RDS 2019   2019   299 - 305   2019

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    Language:English   Publishing type:Research paper (international conference proceedings)  

    © 2019 Taylor & Francis Group, London. The present work shows the application of the Smoothed Particle Hydrodynamics (SPH) on non-Newtonian fluids for simulating the injection of a cementitious material into underground caves to reinforce the soil. In special, it presents two main improvements over the already established SPH formulation: an implicit time integration scheme to overcome the problem of impracticable small time step restriction in highly viscous fluid simulation, and the introduction of air ghost particles (AGP) to fix problems on the free-surface treatment. This project utilizes the Incompressible SPH (ISPH) as a basis for the implementation of such improvements, which guarantees a stable and accurate pressure distribution. We validate the proposed implicit time integration scheme with pipe flow simulations and the free-surface treatment with a simple hydrostatic problem. Also, dam break numerical simulations using the proposed method resulted in very good agreement with experimental data. At last, we demonstrate the potential of this method with the highly viscous vertical jet flow over a horizontal plate validation test, which shows a complex viscous coiling behavior.

    DOI: 10.1201/9780429327933-48

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  • An Offline-Based On-Demand Visualization System of Large-Scale Particle Simulation for Tsunami Disaster Prevention Reviewed

    Masaharu Isshiki, Mitsuteru Asai, Shimon Eguchi, Yoshiya Miyagawa

    Electronics and Communications in Japan   101 ( 4 )   55 - 62   2018.4

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    Language:English   Publishing type:Research paper (scientific journal)   Publisher:WILEY  

    © 2018 Wiley Periodicals, Inc. After the Great East Japan Earthquake Tsunami, new Tsunami disaster-prevention and mitigation methods for the next millennium Tsunami are actively being discussed. Consequently, the methods have highlighted the importance of both hard disaster-prevention method, which means direct prevention using infrastructure such as breakwater, and soft disaster-prevention method, including disaster-prevention education. In this paper, a visualization and polygonization system that can be effectively utilized for Tsunami disaster prevention is proposed for large-scale particle simulation. The system includes two important features, such as engineering-purposed visualization and polygonization for hard and soft tsunami disaster-prevention methods, respectively. Moreover, the system can handle the large-scale particle simulation data that are computed by a high-performance computer via an offline on-demand tool without data transfer.

    DOI: 10.1002/ecj.12050

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  • An offline based on-demand visualization system of large-scale particle simulation for tsunami disaster prevention Reviewed

    Masaharu Isshiki, Mitsuteru Asai, Shimon Eguchi, Yoshiya Miyagawa

    IEEJ Transactions on Electronics, Information and Systems   137 ( 10 )   1422 - 1428   2017

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    Language:Japanese   Publishing type:Research paper (scientific journal)  

    © 2017 The Institute of Electrical Engineers of Japan. After the Great East Japan Earthquake Tsunami, new Tsunami disaster-prevention and mitigation methods for the next millennium Tsunami are actively being discussed. Consequently, the methods have highlighted the importance of both hard disaster-prevention method, which means direct prevention using infrastructure such as breakwater, and soft disaster-prevention method, including disaster-prevention education. In this paper, a visualization and polygonization system that can be effectively utilized for Tsunami disaster-prevention is proposed for large-scale particle simulation. The system includes two important features, such as engineering-purposed visualization and polygonization for hard and soft tsunami disaster-prevention methods, respectively. Moreover, the system can handle the large-scale particle-simulation data that is computed by a high-performance computer via an offline on-demand tool without data transfer.

    DOI: 10.1541/ieejeiss.137.1422

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  • 3D Tsunami Run-up Simulation and Visualization using Particle Method with Gis-Based Geography Model Reviewed

    Masaharu Isshiki, Mitsuteru Asai, Shimon Eguchi, Hideyuki O-Tani

    Journal of Earthquake and Tsunami   10 ( 5 )   2016.12

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    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:WORLD SCIENTIFIC PUBL CO PTE LTD  

    © 2016 World Scientific Publishing Company. The 2011 off the Pacific coast of Tohoku Earthquake was one of the most powerful earthquakes on record in Japan and the huge tsunami caused by the earthquake inflicted extensive damage to the coastal areas of the Tohoku region. To form safe coastal areas, countermeasures against disaster should be developed considering not only tangible infrastructures including breakwater and bridges but also intangible measures including education on disaster prevention and the development of hazard maps. The tsunami run-up analysis is expected to play a role as one of the countermeasures against tsunami. In this research, we aim to establish a tool to effectively analyze the tsunami run-up in urban areas based on the Smoothed particle hydrodynamics (SPH) method. And then, we propose a series of pre-process procedures to develop a detailed geography analysis model that reflects the geography, elevation, and exterior shapes of buildings by referring to 3D location information and digital elevation model data obtained from a geographical information system. Finally, we established a photorealistic visualization method so that citizen can understand the tsunami phenomenon intuitively.

    DOI: 10.1142/S1793431116400200

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  • 3D TSUNAMI RUN-UP SIMULATION BY USING PARTICLE METHOD WITH GEOGRAPHY ANALYSIS MODEL INCLUDING BUILDING INFORMATION Reviewed

    EGUCHI Shimon, ASAI Mitsuteru, O-TANI Hideyuki, ISSHIKI Masaharu

    Journal of Japan Society of Civil Engineers, Ser. A1 (Structural Engineering & Earthquake Engineering (SE/EE))   72 ( 4 )   I_367 - I_377   2016

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    Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:Japan Society of Civil Engineers  

     On March 11, the huge tsunami caused by the great east Japan earthquake devastated the Pacific coastal area of north-eastern Japan. After the earthquake, the disaster prevention and mitigation against Tsunami and earthquake is being reconsidered both in the ‘hard’ method like protective infrastructure constructions and in the ‘soft’ method including disaster evacuation education of policy maker and citizens. Accurate Tsunami simulation may become a useful tool for establishing a new Tsunami prevention guideline. In this study, we have developed a new 3D tsunami inundation simulation tool by the SPH method, which is one of meshless particle analysis. In our developed tool, geography including the outline of each building is modeled from data of the Geographic Information System in a high spatial resolution with high accuracy. In addition to the newly developed preprocessing tool, a new post-processing ‘photo realistic visualization’ of the particle simulation result is proposed in order to utilize the numerical simulation for the tsunami disaster evacuation education and the other ‘soft’ disaster prevention.

    DOI: 10.2208/jscejseee.72.I_367

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  • Fast Line Detection by Hough Transform Using Inter-Image Operations Reviewed

    Kenji Murakami, Makoto Aboshi, Koji Kinoshita, Masaharu Isshiki

    Electronics and Communications in Japan   98 ( 7 )   1 - 12   2015.7

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    Language:English   Publishing type:Research paper (scientific journal)   Publisher:WILEY-BLACKWELL  

    © 2015 Wiley Periodicals, Inc. In image analysis, it is important to detect lines (straight lines) that represent the edges of an object in the image. The most popular technique for line detection is the Hough transform. In this transform, peaks resulting in the accumulator array that are obtained through a voting procedure in the parameter space represent strong evidence that a corresponding line exists in the image. In the voting procedure, large numbers of votes that are far from the peaks are unnecessary and reduce the speed of the transform. In this paper, we propose a method to speed up this process by introducing a procedure in image space that removes lines except for limited directions. This procedure makes it possible to reduce the voting range and to remove unnecessary votes. Experimental results confirm that the proposed method performs effectively.

    DOI: 10.1002/ecj.11677

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  • 274 Three dimensional Tsunami run-up simulation by using a particle method with GIS data and application of this simulation to disaster prevention activities

    Eguchi Shimon, Asai Mitsuteru, Otani Hideyuki, Issiki Masaharu

    The Proceedings of The Computational Mechanics Conference   2015 ( 0 )   _274 - 1_-_274-2_   2015

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    Language:Japanese   Publisher:The Japan Society of Mechanical Engineers  

    DOI: 10.1299/jsmecmd.2015.28._274-1_

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  • Estimation of inverse model based on ANN and PSO with adaptively varying acceleration coefficients Reviewed

    Koji Kinoshita, Kazuki Watanabe, Masaharu Isshiki

    Proceedings of the SICE Annual Conference   281 - 286   2014.10

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    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:IEEE  

    © 2014 SICE. We consider estimation of an inverse model for the uncertain systems. Multi-layered neural network (NN) can approximate any continuous nonlinear mapping, then we use NN in order to represent the inverse model. The the back-propagation rule, which is commonly used for updating the weights, requires the sensitivity function of the system. However, we can not calculate this function because of uncertainty of the systems. Hence, we apply particle swarm optimization (PSO) to update the weights. PSO is suitable for learning NN, because it dose not require the derivative of the objective function. This paper introduces a novel parameter automation strategy in order to overcome the premature convergence. The acceleration coefficients are adaptively varies with the distance between the particle and the gbest which is the best solution ever found by the swarm. We can maintain the diversity of the swarm and search a better solution around the gbest efficiently. We compare the proposed method with the basic PSO and TVAC PSO, which is proposed by Ratnaweera, through the simulation of the inverse kinematics problem. The proposed method can obtain the accurate inverse model than the basic PSO and TVAC PSO.

    DOI: 10.1109/SICE.2014.6935194

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  • EVALUATION OF TSUNAMI FLUID FORCE ACTED ON TSUNAMI REFUGE BUILDING BY USING A STABILIZED ISPH Reviewed

    ASAI Mituteru, GODA Tetsuro, OGUNI Kenji, ISOBE Daigoro, KASHIYAMA Kazuo, ISSHIKI Masaharu

    Journal of Japan Society of Civil Engineers, Ser. A2 (Applied Mechanics (AM))   70 ( 2 )   I_649 - I_658   2014

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    Language:Japanese   Publisher:公益社団法人 土木学会  

    The tsunami caused by the great east Japan earthquake lead to collapse infrastructures including bridge and breakwater. It is important to reconsider disaster prevention and mitigation techniques towards next millennium tsunami. Currently, most of local governments in Japan are promoting the selection and specification of tsunami refuge buildings for people who live in the difficult area to evacuate within the limited time. However it's difficult to settle the design code of tsunami refuge building because there are so many incertitude accident during tsunami related to water induced impact force, buoyancy force, tumble of the building and so on. Numerical simulation by a particle method has been conducted for the evaluation of tsunami fluid force acting on tsunami refuge building as a first step. Finally, efficiency and adequacy of numerical simulation in the design of tsunami fluid force has been discussed by comparing with the current design code in Japan.

    DOI: 10.2208/jscejam.70.I_649

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  • A FLUID-RIGID BODY SIMULATION BY USING THE SPH METHOD AND ITS APPLICATION TO BRIGDE RUNOFF SIMULATION Reviewed

    TANABE Shoichi, ASAI Mitsuteru, MIYAGAWA Yoshiya, ISSHIKI Masaharu

    Journal of Japan Society of Civil Engineers, Ser. A2 (Applied Mechanics (AM))   70 ( 2 )   I_329 - I_338   2014

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    Language:Japanese   Publisher:公益社団法人 土木学会  

    A couple of years have passed since the Great East Japan Earthquake Tsunami, new Tsunami disaster prevention and mitigation methods of bridges are actively discussing toward the next millennium Tsunami. A numerical simulation can be useful way for predicting the damage of bridges, because real size experimental tests are almost impossible and too costly. In this study, particle method, which is widely applied not only for fluid dynamics and but also for solid mechanics, is utilized for fluid-rigid body interaction simulation. Mainly velocity based and force based formulations have been proposed for the fluid-rigid body treatment in the framework of particle methods. After a modified technique in the force based formulation related to the boundary condition is proposed in this paper, the difference of these two formulations has been discussing through a simple bridge wash out simulation.

    DOI: 10.2208/jscejam.70.I_329

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  • Solution of inverse kinematics by PSO based on split and merge of particles Reviewed

    Koji Kinoshita, Kenji Murakami, Masaharu Isshiki

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   7894 LNAI ( PART 1 )   108 - 117   2013

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    This paper investigates the use of particle swarm optimization (PSO) with repeating splits and merges at predetermined intervals. After a split, there is no exchange of information between the particles, which belong to different swarms. Hence, even though one particle may be trapped in a local minimum, the others are not affected. If the other particles find a better solution, the trapped particle can escape the local minimum when the particles are merged. In order to verify the efficacy of the proposed method, we applied it to the learning of a neural network for solving the inverse kinematics problem of a manipulator with uncertain parameters. The back-propagation rule requires the Jacobian of the forward kinematics, but this cannot be calculated due to uncertainties. Because PSO does not require the derivative of the objective function, it is suitable for this problem. A simulation result shows that the proposed method can obtain more accurate inverse kinematics than either global best (gbest) PSO or local best (lbest) PSO. © 2013 Springer-Verlag.

    DOI: 10.1007/978-3-642-38658-9_10

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  • TSUNAMI RUN-UP SIMULATION BY ISPH METHOD WITH HIGH RESOLUTION GEOMETRICAL MODELING Reviewed

    藤本啓介, 浅井光輝, 一色正晴, 館澤寛, 三上勉

    土木学会論文集 A1(構造・地震工学)(Web)   69 ( 4 )   I_622 - I_629   2013

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    DOI: 10.2208/jscejseee.69.I_622

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  • Fast line detection by hough transform using inter-image operation Reviewed

    Kenji Murakami, Makoto Aboshi, Koji Kinoshita, Masaharu Isshiki

    IEEJ Transactions on Electronics, Information and Systems   133 ( 8 )   1539 - 1548   2013

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    In image analysis, it is important to detect lines (straight lines) which represent edges of an object in the image. The most popular technique to detect lines is Hough Transform. In the transform, resulting peaks in the accumulator array which are gotten by a voting procedure in the parameter space represent strong evidence that a corresponding line exists in the image. In the voting procedure, a large number of votes which are far from the peaks are unnecessary and it makes the transform slow. In this paper, we propose a speed-up method by introducing a procedure in image space which removes lines except for the limited directional lines. Owing to the procedure, we can reduce voting range and remove the unnecessary vote. From the experimental results, we confirm that the proposed method has good performance. © 2013 The Institute of Electrical Engineers of Japan.

    DOI: 10.1541/ieejeiss.133.1539

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  • A study on Determination Methods for Virtual Coupling Parameters Using Genetic Algorithm

    41 ( 5 )   528 - 534   2012

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    Language:Japanese  

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  • A realtime and direct-touch interaction system for the 3D cultural artifact exhibition Reviewed

    Wataru Wakita, Katsuhito Akahane, Masaharu Isshiki, Hiromi T. Tanaka

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   6774 LNCS ( PART 2 )   197 - 205   2011

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    We propose a realtime and direct-touch interaction system for 3D cultural artifact exhibition based on a texture-based haptic rendering technique. In the field of digital archive, it is important to archive and exhibit the cultural artifact at the high-definition. To archive the shape, color and texture of the cultural artifact, it is important to archive and represent not only visual effect but haptic impression. Therefore, multimodal digital archiving, realtime multisensory rendering, and intuitive and immersive exhibition system are necessary. Therefore, we develop a realtime and direct-touch interaction system for the 3D cultural artifact exhibition based on a texture-based haptic rendering technique. In our system, the viewer can directly touch a stereoscopic vision of 3D digital archived cultural artifact with the string-based and scalable haptic interface device "SPIDAR" and vibration motor. © 2011 Springer-Verlag.

    DOI: 10.1007/978-3-642-22024-1_22

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  • A texture-based direct-touch interaction system for 3D woven cultural property exhibition Reviewed

    Wataru Wakita, Katsuhito Akahane, Masaharu Isshiki, Hiromi T. Tanaka

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   6469 LNCS ( PART 2 )   324 - 333   2011

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    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:SPRINGER-VERLAG BERLIN  

    We propose a texture-based direct-touch interaction system for 3D woven cultural property exhibition of the "Tenmizuhiki" tapestries "Hirashaji Houou Monyou Shishu" of "Fune-hoko" of "Gion Festival in Kyoto". In the field of digital archive, it is important to archive and represent the cultural property at the high-definition. To archive the shape, color and texture of the cultural property, it is important to archive and represent not only visual effect but haptic impression. Recently, in the field of haptics, various haptic rendering devices have been developed, and various haptic rendering techniques to touch the virtual object have been proposed. In haptic rendering for the high-definition virtual object, it is difficult to render the haptic impression smoothly and calculate the reaction force at realtime. Therefore, it is require the realtime and high-definition haptic rendering techniques. In our previous work, we proposed a texture-based haptic modeling and rendering techniques at realtime and with high-definition. However, our techniques are not based on the measurement. Moreover, in the field of digital archive, it is necessary to represent the digital archived cultural property intuitively and interactively. Therefore, we applied our texture-based haptic modeling and rendering techniques for the digital archive, and we developed a realtime and direct-touch interaction system for 3D cultural property exhibition. © 2011 Springer-Verlag Berlin Heidelberg.

    DOI: 10.1007/978-3-642-22819-3_33

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  • A realtime and direct-touch interaction for 3D woven cultural artifact exhibition Reviewed

    Wataru Wakita, Katsuhito Akahane, Masaharu Isshiki, Hiromi T. Tanaka

    ACM SIGGRAPH ASIA 2010 Posters, SA'10   6774 LNCS ( PART 2 )   197 - 205   2010

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    Publishing type:Research paper (international conference proceedings)  

    We propose a realtime and direct-touch interaction system for 3D woven cultural artifact exhibition. Our system enables to exhibit the cultural artifact at high-definition and enables realtime and direct-touch interaction based on our texture-based haptic modeling and rendering techniques. In our techniques, the reaction force is changed according to the pixel value of the 2D texture images of the 3D model surface on the screen.

    DOI: 10.1145/1900354.1900419

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  • A Proposal of Automatic Clutching Method for Haptic Devices in a Large Scale VR Space Reviewed

    Isshiki Masaharu, Sezaki Takahiro, Akahane Katsuhito, Kinomura Ken, Sato Makoto

    Transactions of the Virtual Reality Society of Japan   14 ( 2 )   193 - 201   2009

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    Language:Japanese   Publisher:特定非営利活動法人 日本バーチャルリアリティ学会  

    Lately, a large-scale 3D space such as the online games and virtual city has been constructed as the improvement of the computer performance and network environment. Similarly, haptic devices of 6DOF which can be used to interface with objects in a 3D space intuitively have been developed. Operating a pointer in a 3D space with 6DOF haptic devices brings various advantages like an increasement of a real feeling or an intuitive operation by the sensing the force feedback. However, the technique to operate a pointer in a large-scale 3D space such as virtual city with 6DOF haptic devices has hardly been proposed. In this research, we proposed "Dual Shell Method" which can be used to operate a pointer intuitively in a large-scale VR space by automatically switching the state of the clutch. Results from a preliminary experiment suggest that our proposed method facilitates operation in a 3D space.

    DOI: 10.18974/tvrsj.14.2_193

    CiNii Books

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  • A haptic virtual environment for molecular chemistry education Reviewed

    Makoto Sato, Xiangning Liu, Jun Murayama, Katsuhito Akahane, Masaharu Isshiki

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   5080 LNCS   28 - 39   2008

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    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:SPRINGER-VERLAG BERLIN  

    We attempted to produce an environment for education. Subjects such as mathematics or sciences are usually studied on a desk in a classroom. Our research goal is to allow students to study scientific contents more viscerally than existing studying methods by haptic interaction. To construct the environment, we have to make a user-friendly haptic interface. The study is described in two parts. The first part is defining what a useful haptic interface is. In this part, we focused on the grip of a haptic interface. SPIDAR-G is a haptic interface, which is manipulated by a grip with 8 strings.. Grip size is an important parameter for usability. We have found an optimal sphere size through SPIDAR-G usability testing. The other part is defining how teachers can use the interactive system with haptic interaction as a teaching aid. In this part , we focused on the interaction between two water molecules. First, we constructed an environment to feel Van der Waals force as well as electrostatic force with haptic interaction. Then, we observe the effectiveness of the environment when used by a class of students. © 2008 Springer-Verlag Berlin Heidelberg.

    DOI: 10.1007/978-3-540-69744-2_3

    Web of Science

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  • Dual Shell method • for interacting VR world with limited device space Reviewed

    Takahiro Sezaki, Katunito Akahane, Masaharu Isshiki, Makoto Sato

    Proceedings of the 3rd IASTED International Conference on Human-Computer Interaction, HCI 2008   285 - 290   2008

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    Publishing type:Research paper (international conference proceedings)  

    In the field of 3D user interface devices, there is often a mismatch in VR space and device space. Rate control is one method of solving this problem, which works by translating device position into velocity of a pointer in the VR world. However, rate control is less intuitive to use than position control. One method for using position control is by introducing a manual clutching mechanism to address the mismatch between VR space and device space. In this paper, we introduce an automatic clutching method named the• •Dual Shell Method • •This system changes clutch state according to grip position of an interface device. First, grip position in device space and the pointer in VR space are connected. In this state, the clutch is ON. When the user moves the grip outside of the device space, the clutch state turns OFF automatically. Then the grip and pointer are no longer connected. To turn the clutch state ON, the user is required move the grip to the center of the device space. The • •Dual Shell Method • •is more natural than manual clutching, because clutch state can be changed automatically, so user do not have to keep their attention on the device space. Results of the experiments conducted to assess the effectiveness of this system are presented.

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  • A Support System Applicable to Multiple APIs for Haptic VR Application Designers Reviewed

    Masaharu Isshiki, Kenji Murakami, Shun Ido

    PROCEEDINGS OF WORLD ACADEMY OF SCIENCE, ENGINEERING AND TECHNOLOGY, VOL 17   17   172 - 177   2006

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    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:WORLD ACAD SCI, ENG & TECH-WASET  

    This paper describes a proposed support system which enables applications designers to effectively create VR applications using multiple haptic APIs. When the VR designers create applications, it is often difficult to handle and understand many parameters and functions that have to be set in the application program using documentation manuals only. This complication may disrupt creative imagination and result in inefficient coding. So, we proposed the support application which improved the efficiency of VR applications development and provided the interactive components of confirmation of operations with haptic sense previously.
    In this paper, we describe improvements of our former proposed support application, which was applicable to multiple APIs and haptic devices, and evaluate the new application by having participants complete VR program. Results from a preliminary experiment suggest that our application facilitates creation of VR applications.

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  • “A Support Application for VR Design Process Based on Spatial GUI System” Reviewed

    Masaharu Isshiki, Shun Ido, Kenji Murakami

    Journal of the Institute of Image Electronics Engineers of Japan   34 ( 5 )   522 - 528   2005.1

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    Publishing type:Research paper (scientific journal)  

    This paper describes a support application which enables the users to create the VR application in Spatial GUI System effectively. When the VR application designers create applications, it is often difficult to handle and understand many parameters and functions, both of which have to be set in the application program, with reference only to document manuals. This complication may interrupt the creative imagination and invite the inefficient coding of the users. In this paper, we describe our support application and evaluate the application for having some subjects complete VR programs, and we show that our application will provide great help for creating VR applications. © 2005, The Institute of Image Electronics Engineers of Japan. All rights reserved.

    DOI: 10.11371/iieej.34.522

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MISC

  • An Introduction to Image-based Anomaly Detection using AI Framework

    一色正晴

    非破壊検査   70 ( 2 )   2021

  • 大学発 産業界行 シーズ(研究成果)探訪(vol.221)果実の形状等級判定の自動化に向けて

    一色 正晴

    愛媛ジャーナル   31 ( 6 )   76 - 79   2017.12

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    Language:Japanese   Publisher:愛媛ジャーナル  

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Presentations

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Awards

  • 第27回計算工学講演会グラフィックスアワード特別賞(Hexagon Digital Twin賞)

    2022.6  

    森川 ダニエル 茂夫, 浅井 光輝, 大崎 春輝, 一色 正晴

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  • 第23回計算工学講演会グラフィックスアワード 最優秀賞

    2018.6  

    森川 ダニエル 茂夫, 浅井 光輝, 一色 正晴

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  • 第23回計算工学講演会グラフィックスアワード 動画賞

    森川 ダニエル 茂夫, 浅井 光輝, 一色 正晴

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Research Projects

  • ミュオグラフィを用いた古墳の内部調査に関する研究

    2021.4 - 2024.3

    日本学術振興会  科学研究費助成事業 基盤研究(C)  基盤研究(C)

    林 武文, 井浦 崇, 長谷 海平, 一色 正晴

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    Grant amount:\3250000 ( Direct Cost: \2500000 、 Indirect Cost:\750000 )

    新世代ミュオグラフィを用いた未発掘の古墳の透視実験を開始するとともに、古墳の内部構造の検出を目的とした、画像処理とシミュレーション技術の開発に着手した。
    計測と解析は、岡山市造山古墳を対象に行った。同古墳は5世紀前半に建造された墳丘長350m、高さ29m の前方後円墳であり、全国第4位の規模を持つ大型古墳である。しかしながら、古墳内部は未発掘であり解明されていない。今回の計測実験では、石室が存在すると見込まれる後円部を中心に、2地点からミュオンの透過数をカウントした。第1次計測(2021.4.24開始)と第2次計測(2022.1.29開始)により、それぞれ93 日および91 日分の採取データから透過画像を生成した(第2次地点での計測は現在も継続中)。計測範囲は、500mrad(57.2度)×250mrad(28.6度)であり、ミュオンの透過画像の解像度は、128×64画素である。
    古墳の3次元モデルとして、造山古墳等高線図(岡山市文化財課)のベクトルデータよりポリゴンモデルを作成した。次に、装置の位置に同じ画角のカメラを設置してレイキャスティングによるレンダリングを行った。ここでは、ミュオンの透過長の分布を得るために、ポリゴンモデルをボクセル化し、レイに沿ってボクセルの数をカウントした。石室は、4~5 世紀の大型古墳の竪穴式石室を想定して、石室と石棺の空洞を古墳の内部に設定した。計測結果と比較することにより、内部構造の推定の基本となるデータを得た。
    今回の研究期間では、透視実験および石室を仮定した透過シミュレーションまでを実施し、透過画像の解釈のための基本データを得た。ただし、透過画像のノイズ除去を行う必要があり、MRF モデルを用いた確率的画像処理の適用を検討中である。

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  • Real-time tsunami evacuation experience simulator supported by a physical numarical simulation

    2015.4 - 2017.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Challenging Exploratory Research  Grant-in-Aid for Challenging Exploratory Research

    Asai Mitsuteru

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    Grant amount:\3640000 ( Direct Cost: \2800000 、 Indirect Cost:\840000 )

    When the Nankai Trough Earthquake occurs, there is a high risk that a tsunami of about the same level as at the time of the Great East Japan Earthquake. It is difficult to protect human life only by hard disaster prevention, effective soft disaster prevention is important for zero victims. On the other hand, research to solve the tsunami uphill phenomenon especially to the land as a three-dimensional problem is being promoted, and using supercomputers. It is becoming possible to calculate at intervals of less than 1m resolution. In order to make effective use of the high resolution / high accuracy tsunami calculation result to soft disaster prevention, We developed a real-time tsunami evacuation experience simulator with a wearable head mounted display and a walk controller.

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  • Multi-scale tsunami run-up analysis to extract local information contributing to disaster prevention from global tsunami propagation analysis

    2014.4 - 2017.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)  Grant-in-Aid for Scientific Research (B)

    Asai Mitsuteru, IZUNO Kazuyuki

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    Grant amount:\9230000 ( Direct Cost: \7100000 、 Indirect Cost:\2130000 )

    On March 11, 2011, the huge tsunami caused by the great east Japan earthquake devastated many infrastructures in pacific coast of north eastern Japan. Particularly, the damage of outflow of bridge girders caused a traffic disorder and these collapse behaviours led to delay of recovery after the disaster.After 2011 tsunami, disaster prevention and mitigation techniques are actively developing in coastal infrastructures and establishing prediction method for tsunami disaster is one of the severe issues toward the next millennium tsunami.
    In this study, a multi -level and - physics tsunami simulator based on the Smoothed Particle Hydrodynamics (SPH) Method has been developed. The last level (Level-2) can treat multi-physics problem, and the simulator can predict bridge wash out accidents during tsunami by using one of the modules of multi-physics simulation. Each level can be connected by a proposed virtual wave maker.

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Teaching Experience (On-campus)

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