2025/04/01 更新

写真a

イッシキ マサハル
一色 正晴
Isshiki Masaharu
所属
大学院理工学研究科(工) 理工学専攻 情報工学 講師
職名
講師
連絡先
メールアドレス
外部リンク

学位

  • 博士(工学) ( 愛媛大学 )

研究キーワード

  • バーチャルリアリティ

  • 画像処理

研究分野

  • 情報通信 / 知覚情報処理

論文

  • ST-GCNを用いた運転手の危険動作の検出—Abnormal Driving Behavior Detection Using ST-GCN—特集 2023電気・電子・情報関係学会四国支部連合大会 査読

    宗次 祐基, 木下 浩二, 一色 正晴

    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 ( 10 )   962 - 968   2024年10月

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    記述言語:日本語   出版者・発行元:東京 : 電気学会  

    DOI: 10.1541/ieejeiss.144.962

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    その他リンク: https://ndlsearch.ndl.go.jp/books/R000000004-I033767621

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

    Ryotaro Masaki, Koji Kinoshita, Masaharu Isshiki

    The 11th IIAE International Conference on Intelligent Systems and Image Processing 2024   2024年9月

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    掲載種別:研究論文(国際会議プロシーディングス)  

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

    Kotaro Yamatogi, Koji Kinoshita, Masaharu Isshiki

    The 11th IIAE International Conference on Intelligent Systems and Image Processing 2024   2024年9月

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    掲載種別:研究論文(国際会議プロシーディングス)  

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  • Estimating Displacement of a Person Using Deep Learning 査読

    Ichiro Ohota, Koji Kinoshita, Masaharu Isshiki

    Proceedings of the SICE Annual Conference 2024   2024年8月

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    掲載種別:研究論文(国際会議プロシーディングス)  

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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 査読

    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年7月

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    記述言語:日本語   出版者・発行元:東京 : 日本非破壊検査協会  

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    その他リンク: 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 査読

    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年5月

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    記述言語:日本語   出版者・発行元:東京 : 電気学会  

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    その他リンク: https://ndlsearch.ndl.go.jp/books/R000000004-I033518036

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

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

    The 8th IIEEJ International Conference on Image Electronics and Visual Computing   2024年3月

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    掲載種別:研究論文(国際会議プロシーディングス)  

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

    Ichiro Ohota, Koji Kinoshita, Masaharu Isshiki

    Proceedings of the SICE Annual Conference 2023   2023年9月

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    掲載種別:研究論文(国際会議プロシーディングス)  

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

    Yi Li, Mitsuteru Asai, Bodhinanda Chandra, Masaharu Isshiki

    Computational Particle Mechanics   8 ( 2 )   237 - 258   2021年3月

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    掲載種別:研究論文(学術雑誌)  

    © 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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  • 輪郭特徴に着目したトマトの形状等級判定法 査読

    一色正晴, 福本真也, 坂本勇太朗, 木下浩二, 柳原圭雄

    電気学会論文誌 C   140 ( 10 )   1134 - 1140   2020年10月

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    担当区分:筆頭著者   掲載種別:研究論文(学術雑誌)  

    DOI: 10.1541/ieejeiss.140.1134

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

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

    Scientific Reports   9 ( 1 )   2019年12月

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    掲載種別:研究論文(学術雑誌)  

    © 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 査読

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

    Computational Particle Mechanics   6 ( 4 )   1 - 16   2019年3月

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    記述言語:英語   掲載種別:研究論文(学術雑誌)  

    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年

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    記述言語:英語   掲載種別:研究論文(国際会議プロシーディングス)   出版者・発行元: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 査読

    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年

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    記述言語:英語   掲載種別:研究論文(国際会議プロシーディングス)  

    © 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 査読

    Masaharu Isshiki, Mitsuteru Asai, Shimon Eguchi, Yoshiya Miyagawa

    Electronics and Communications in Japan   101 ( 4 )   55 - 62   2018年4月

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    記述言語:英語   掲載種別:研究論文(学術雑誌)   出版者・発行元: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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  • 津波防災に向けた大規模粒子解析のオフライン・オンデマンド可視化システム 査読

    一色正晴, 浅井光輝, 江口史門, 宮川欣也

    電気学会論文誌 C   137 ( 10 )   1422 - 1428   2017年

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    記述言語:日本語   掲載種別:研究論文(学術雑誌)  

    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 査読

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

    Journal of Earthquake and Tsunami   10 ( 5 )   2016年12月

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    記述言語:英語   掲載種別:研究論文(国際会議プロシーディングス)   出版者・発行元: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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  • 建物群を含む地表面詳細モデルを用いた粒子法による三次元津波遡上解析 査読

    江口 史門, 浅井 光輝, 大谷 英之, 一色 正晴

    土木学会論文集A1(構造・地震工学)   72 ( 4 )   I_367 - I_377   2016年

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    記述言語:日本語   掲載種別:研究論文(学術雑誌)   出版者・発行元:公益社団法人 土木学会  

    東北地方太平洋沖地震に伴う津波は沿岸地域に甚大な被害をもたらした.この津波災害を教訓とし,今後危惧されている巨大津波に対し,構造設計等のハード防災だけでなく,防災教育・ハザードマップ作成などによるソフト防災も含めた両面のアプローチが進められている.津波対策を合理的に実践するためには,高精度な津波遡上解析に基づき構造・人的被害予測をすることが有効な手段の一つとなる.本研究では,3次元粒子法(SPH法)による都市域の津波遡上解析ツールを構築するため,地理情報システムより得られる建物の立体位置情報と数値標高データから,建物を含む地表面を詳細な解析モデルとして作成する一連の手順を確立した.さらにソフト防災への数値解析の有効な利活用を念頭に置き,解析結果の写実的なフォトリアリスティック可視化法を提案する.

    DOI: 10.2208/jscejseee.72.I_367

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

    Kenji Murakami, Makoto Aboshi, Koji Kinoshita, Masaharu Isshiki

    Electronics and Communications in Japan   98 ( 7 )   1 - 12   2015年7月

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    記述言語:英語   掲載種別:研究論文(学術雑誌)   出版者・発行元: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 GISに基づく詳細モデルを用いた三次元津波遡上解析とその防災活動への応用

    江口 史門, 浅井 光輝, 大谷 英之, 一色 正晴

    計算力学講演会講演論文集   2015 ( 0 )   _274 - 1_-_274-2_   2015年

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    記述言語:日本語   出版者・発行元:一般社団法人 日本機械学会  

    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 査読

    Koji Kinoshita, Kazuki Watanabe, Masaharu Isshiki

    Proceedings of the SICE Annual Conference   281 - 286   2014年10月

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    記述言語:英語   掲載種別:研究論文(国際会議プロシーディングス)   出版者・発行元: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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  • 安定化ISPH法を用いた津波避難ビルに作用する流体力評価 査読

    浅井 光輝, 合田 哲朗, 小國 健二, 磯部 大吾郎, 樫山 和男, 一色 正晴

    土木学会論文集A2(応用力学)   70 ( 2 )   I_649 - I_658   2014年

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    記述言語:日本語   出版者・発行元:公益社団法人 土木学会  

    東北地方太平洋沖地震に伴う津波により,多くの土木・建築構造物が崩壊した.今後危惧されている巨大津波が発生する前に,沿岸地域の防災・減災技術の再検討を行なう必要性が高まっている.このような実状を踏まえて,現在,迅速な避難を困難とする人々の一時的な避難のための施設として,津波避難ビルの選定・指定が進められている.構造物に作用する津波の影響は,津波そのものの流体力に加え,漂流物の衝突,基礎地盤の洗掘,あるいは浮力の影響などを複合的に判断し安全性を議論することが望ましい.<br>本研究では,その第一段階として,避難ビルに作用する津波流体力の評価のみに焦点をあてた基礎検討を行った.数値解析より得られた結果と経験的な既往の設計式と比較を通して,設計時に数値解析を併用する必要性と有効性を議論した.

    DOI: 10.2208/jscejam.70.I_649

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  • SPH法による流体剛体連成解析とその橋梁流失被害予測への応用 査読

    田邊 将一, 浅井 光輝, 宮川 欣也, 一色 正晴

    土木学会論文集A2(応用力学)   70 ( 2 )   I_329 - I_338   2014年

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    記述言語:日本語   出版者・発行元:公益社団法人 土木学会  

    東日本大震災から数年が経過した今,今後危惧される巨大津波に備えて橋梁の津波対策が積極的に議論されている.実寸大での橋梁流失実験が現実的に困難であるため,数値シミュレーションによる橋梁の流失被害予測が期待されている.本研究では,流体解析分野だけでなく破壊を考慮した固体解析分野での利用も注目されている粒子法を解析手法として採用し,これまで粒子法の中で提案されてきた流体剛体連成解析の定式化を整理した後,主に用いられている2つの定式化(速度ベースと外力ベース)による差異を検証することにした.この際,外力ベースの定式化においては近年開発された高精度な境界処理法を採用した改良法を提案している.最後に,簡単な橋梁流失問題を通して両定式化による結果を比較検討した.

    DOI: 10.2208/jscejam.70.I_329

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

    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年

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    掲載種別:研究論文(国際会議プロシーディングス)  

    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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  • 高解像度地形モデルを用いたISPH法による津波シミュレーション 査読

    藤本 啓介, 浅井 光輝, 一色 正晴, 舘澤 寛, 三上 勉

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

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    掲載種別:研究論文(学術雑誌)  

    DOI: 10.2208/jscejseee.69.I_622

    J-GLOBAL

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  • 画像間演算を用いたHough変換による直線抽出の高速化 査読

    村上 研二, 網干 誠, 木下 浩二, 一色 正晴

    電気学会論文誌C   133 ( 8 )   1539 - 1548   2013年

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    掲載種別:研究論文(学術雑誌)  

    DOI: 10.1541/ieejeiss.133.1539

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  • 遺伝的アルゴリズムによるバーチャルカップリング係数の決定手法に関する研究 (人と地球にやさしい画像電子関連技術論文特集号)

    一色 正晴, 村上 研二, 木下 浩二

    画像電子学会誌 The journal of the Institute of Image Electronics Engineers of Japan : visual computing, devices & communications   41 ( 5 )   528 - 534   2012年

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    記述言語:日本語   出版者・発行元:画像電子学会  

    CiNii Books

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

    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年

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    掲載種別:研究論文(国際会議プロシーディングス)  

    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 査読

    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年

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    記述言語:英語   掲載種別:研究論文(国際会議プロシーディングス)   出版者・発行元: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 査読

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

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

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    掲載種別:研究論文(国際会議プロシーディングス)  

    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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  • 大規模3次元VR空間におけるハプティックデバイスの自動クラッチ操作の提案(「仮想都市とVR」特集) 査読

    一色 正晴, 瀬崎 崇浩, 赤羽 克仁, 木野村 健, 佐藤 誠

    日本バーチャルリアリティ学会論文誌   14 ( 2 )   193 - 201   2009年

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    記述言語:日本語   出版者・発行元: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

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  • A haptic virtual environment for molecular chemistry education 査読

    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年

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    記述言語:英語   掲載種別:研究論文(国際会議プロシーディングス)   出版者・発行元: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

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

    Takahiro Sezaki, Katunito Akahane, Masaharu Isshiki, Makoto Sato

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

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    掲載種別:研究論文(国際会議プロシーディングス)  

    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 査読

    Masaharu Isshiki, Kenji Murakami, Shun Ido

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

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    記述言語:英語   掲載種別:研究論文(国際会議プロシーディングス)   出版者・発行元: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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  • 空間GUIシステムに基づくVR空間構築支援アプリケーション 査読

    一色 正晴, 井門 俊, 村上 研二

    画像電子学会誌   34 ( 5 )   522 - 528   2005年1月

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    掲載種別:研究論文(学術雑誌)  

    DOI: 10.11371/iieej.34.522

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MISC

  • 非破壊検査分野でのICTおよびAIの活用 AIフレームワークを用いた画像ベースの異常検知手法の紹介

    一色正晴

    非破壊検査   70 ( 2 )   2021年

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  • 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年12月

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    記述言語:日本語   出版者・発行元:愛媛ジャーナル  

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講演・口頭発表等

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受賞

  • 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年6月  

    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年6月  

    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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共同研究・競争的資金等の研究課題

  • 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年4月 - 2024年3月

    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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    配分額:3250000円 ( 直接経費:2500000円 、 間接経費:750000円 )

    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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  • 物理計算に裏付けられたリアルタイム津波避難体験シミュレータの構築

    2015年4月 - 2017年3月

    日本学術振興会  科学研究費助成事業 挑戦的萌芽研究  挑戦的萌芽研究

    浅井 光輝, 一色 正晴

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    配分額:3640000円 ( 直接経費:2800000円 、 間接経費:840000円 )

    南海トラフ地震が発生時には,東日本大震災時と同程度以上の津波が発生する危険性が高く,ハード防災だけでは人命を守ることは困難であり,被災者ゼロのためには有効なソフト防災が重要なキーとなる.一方,特に陸地への津波遡上現象を3次元問題として解く研究が推進されており,スパコンを使えば1m程度間隔以下で間隔での計算が可能となりつつある.そこで,高分解能・高精度な津波遡上計算結果をより有効にソフト防災へと活用するために,ひとの視線から立体視する可視化技術を発展させ,ヘッドマウントディスプレイによるウェアラブル立体視と歩行コントローラを用いたリアルタイム津波避難体験シミュレータを開発した.

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  • 大域的津波伝搬解析から防災に資する局所情報を抽出するマルチスケール津波遡上解析

    2014年4月 - 2017年3月

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

    浅井 光輝, 笠間 清伸, 一色 正晴, 伊津野 和行, 今村 文彦

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    配分額:9230000円 ( 直接経費:7100000円 、 間接経費:2130000円 )

    今後の巨大地震津波に備え,様々なソフトおよびハード防災・減災対策が急速に検討・整備されている.ハード・ソフト津波防災の検討に数値解析を積極的に活用するには,最低でも10~30分間の津波遡上現象を広範囲に解析しなければならず,同時に橋梁・防波堤などの重要インフラ構造物の損傷・崩壊予測までを議論の対象とすると,十分な空間解像度(10cm程度)で,かつ地盤,構造と流体の連成挙動の3次元解析を実施することが望ましい.本研究では,これまでに実績のある大域的な津波伝搬解析の結果を入力情報とし,津波遡上時の構造物周辺での局所的なマルチフィジックス現象を予測するための多階層マルチスケール解析技術を開発した.

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担当授業科目(学内)

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