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	<title>ResearchTopics-en &#8211; KISLAB-感性情報システム研究室</title>
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	<title>ResearchTopics-en &#8211; KISLAB-感性情報システム研究室</title>
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		<title>Kansei Robots</title>
		<link>https://www.kis.kansai-u.ac.jp/en/research-topic-en/kansei-robots/</link>
		
		<dc:creator><![CDATA[admin]]></dc:creator>
		<pubDate>Tue, 27 Aug 2024 07:33:49 +0000</pubDate>
				<category><![CDATA[ResearchTopics-en]]></category>
		<guid isPermaLink="false">https://www.kis.kansai-u.ac.jp/?p=4017</guid>

					<description><![CDATA[In recent years, robots have become a bigger part of our everyday lives. People are especially interested in communication robots like SONY's AIBO and SoftBank's Pepper. These robots can respond to human speech, and they entertain us with gestures, showing emotions, and talking.]]></description>
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    <h1>Not Just Smart Robots—Lifelike Robots!</h1>
    <p>In recent years, robots have become more familiar in our daily lives. In particular, <b>communication robots</b> like Sony’s “AIBO” and SoftBank’s “Pepper” have attracted attention. These robots respond to human speech and interact with us through gestures, emotional expressions, and conversation, providing entertainment and engagement. However, it’s hard to say that such robots have truly become widespread in our everyday lives. Although they initially gained popularity due to their novelty, their appeal has gradually faded. Why have communication robots struggled to secure a lasting place in society?<br>
    One possible reason is that users quickly lose interest in them because their behaviors are too mechanical and simplistic. That’s why the development of robots that exhibit lifelike behavior—robots that understand and embody the sensitivities of humans and animals—is becoming increasingly important.</p>
        <div style = "text-align:center">
            <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/Screen-Shot-2023-02-22-at-17.38.41.png" alt="多様なコミュニケーションロボット達" style="width: 60%; height: auto; border-radius: 10px;">
            <figcaption>Various Communication Robots</figcaption>
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        <h2>Robots with Emotions</h2>
<div class="sub-section">
    <p>Our lab conducts research focused on the keyword <b>"Emotions".</b> Emotions are an essential part of human nature and play a critical role in communication between people. Therefore, for a robot to understand human sensitivity and build friendly relationships with people, it needs to have the function of "emotion."</p>
    <p>The presence or absence of such lifelike emotional functions creates a significant distinction between humans and robots. In other words, by giving robots emotions, they can become more familiar and relatable to humans.</p>

<h2>Can Robots Grow Too?</h2>
    <p>An “emotion generation model” is a system that determines what kind of emotions a robot should generate in response to various stimuli. Researchers around the world are studying emotion generation models for robots. However, most of this research focuses on how robots with complex and pre-defined sets of emotions can select the most appropriate one in a given situation.</p>
    <p>In our lab, we focus on a new perspective: the “development” of living beings. By giving robots the ability to gradually develop emotions as humans do during growth, we aim to create a more lifelike emotion generation process.</p>
<div style="text-align:center">
    <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/development-of-feeling.jpg" alt="Sony's Aibo">
    <figcaption>Emotional Development in Robots</figcaption>
</div>

<h2>Robots with Needs</h2>
    <p>We are also conducting research focusing on innate biological factors and “needs,” such as sleepiness and hunger. In real living beings, strong emotions like “frustration” or “anger” can arise from desires such as hunger or the need to eat. Therefore, these elements are deeply connected to emotions as well.</p>


 

<h2>An imperfect robot</h2>
    <p>Furthermore, research is being conducted to enhance the human-likeness of robots by deliberately incorporating <b>imperfect behaviors</b>, such as hesitation or indecision. Traditional robots tend to execute instructed actions or speech in a straightforward and mechanical manner, which makes it difficult to describe their behavior as human-like. As a result, users may perceive the robot as merely a machine, making it hard to develop a sense of familiarity or emotional attachment, thereby hindering long-term engagement. To address this, the aim is to <b>intentionally design imperfect behaviors in robots</b> so that humans are more likely to feel a sense of warmth and approachability toward them.</p>
    
    
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      <h4 >Related Work</h4>
      
    <div id="section1" class="sub-section">
        <h2>Adaptive Psychological Distance in Japanese Spoken Human-Agent Dialogue: A Politeness-Based Management Model</h2>
        <div class="content-wrapper">
        <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/inaba.png" alt="ユーザの嗜好に応じて心理的距離を調整する会話制御モデルに関する研究" class="enlarge-image">
        <p>In this study, we propose a computational model that enables more human-like dialogue by dynamically adjusting the perceived <b>social distance</b> in human-robot conversations, based on politeness theory. Traditional robots often employ a generic, static conversational style that cannot adapt to changes in the level of intimacy, which contributes to the impression of mechanical interaction. To address this, our model systematically manipulates "linguistic politeness markers" and "conversational strategies" in Japanese dialogue contexts to realize psychological distance between the robot and the human. This research offers insights into interaction design in contexts like Japanese communication, where social distance is linguistically formalized, thereby contributing to the field of HCI. Furthermore, it is expected to deepen our understanding of how conversational agents can achieve more natural and context-aware interactions that align with human social expectations.</p>
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    <div id="section2" class="sub-section">
        <h2>Verification of immersive experience through watching with robot groups considering emotional contagion</h2>
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        <p>In this study, we focus on <b>nonverbal information</b> in human-robot communication and propose a virtual sports viewing environment using a group of robots that induce a sense of presence by altering emotions through emotional contagion. Since the global outbreak of COVID-19 in 2020, various methods of watching sports have gained attention. However, traditional viewing methods fail to reproduce the communication that occurs on-site, resulting in a lack of presence. To address this, our system deploys a group of robots programmed to dynamically express emotions through an emotional contagion model. By incorporating this approach, we aim to enhance the user's sense of immersion and satisfaction by accommodating nuances in emotional transmission and individual preferences.</p>
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     <div id="section4" class="sub-section">
        <h2>References</h2>
        <p>Miho Harata, Masataka Tokumaru, “An emotion generation model with growth functions for robots”, Journal of Advanced Computational Intelligence and Intelligent Informatics, Vol.17, No.2, pp.335-342, 2013-03.</p>
       
        <p>Kinoshita, S., Takenouchi, H., & Tokumaru, M. (2014). 対話者を考慮した反応を行うロボットの感情生成モデル [Emotion generation model for robots responding with consideration of dialogue partners]. Proceedings of the 30th Fuzzy Systems Symposium of the Japanese Society for Fuzzy Theory and Intelligent Informatics, TA1-4, 342–347.</p>
         <p>Nagano, H., & Tokumaru, M. (2013). 発達機能を持つロボットにおける長期的なインタラクションによる感情分化の検証 [Verification of emotional differentiation through long-term interaction with robots possessing developmental functions]. Proceedings of the 29th Fuzzy Systems Symposium of the Japanese Society for Fuzzy Theory and Intelligent Informatics, MC3-1, 123–128.</p>
        <p>Akira Inaba, Emmanuel Ayedoun, Masataka Tokumaru, “Adaptive Psychological Distance in Japanese Spoken Human-Agent Dialogue: A Politeness-Based Management Model”, The 15th International Workshop on Spoken Dialogue Systems Technology, 2025-05 (Bilbao, Spain) (to appear).</p>
        <p>Yamamoto, F., Ayedoun, E., & Tokumaru, M. (2024). 感情伝播を考慮したロボット集団との観戦による臨場感演出の検証 [Verification of immersive experience through watching with robot groups considering emotional contagion]. Proceedings of the 34th Soft Science Workshop of the Japanese Society for Fuzzy Theory and Intelligent Informatics, 4–2.</p>
       
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		<item>
		<title>Kansei Retrieval Systems</title>
		<link>https://www.kis.kansai-u.ac.jp/en/research-topic-en/kansei-retrieval-systems/</link>
		
		<dc:creator><![CDATA[admin]]></dc:creator>
		<pubDate>Tue, 27 Aug 2024 07:28:57 +0000</pubDate>
				<category><![CDATA[ResearchTopics-en]]></category>
		<guid isPermaLink="false">https://www.kis.kansai-u.ac.jp/?p=4019</guid>

					<description><![CDATA[In today's modern world, if you want information, you can easily find it by searching keywords on the internet. But there's so much information that pops up, it's hard to find exactly what you're looking for.
For example, if you try to buy fashion items online, you get too many results. It's really tough to look at every single item to find one that matches what you like.
We're working on solving this problem by making machines understand and address people's preferences.]]></description>
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        <h1>User's preference-aware kansei search!</h1>
        <p>Today, if you want information, you can easily obtain it by searching keywords on the internet. However, the amount of information that appears is enormous, making it difficult to find the information you truly want. For example, when trying to buy fashion goods online, the number of search results is so large that checking each product one by one to find items matching your preferences is a very time-consuming task. Our laboratory is working on developing a <b>kansei search system that accurately retrieves desired information by considering the user’s preferences</b> to solve this problem.</p>
        <h2>Realization of a Kansei Search System</h2>
        <div class="sub-section">
        <p>Even with kansei search, it is not possible to accurately retrieve the desired information by understanding the user's sensibility from the start. To perform kansei search, the computer needs to learn the user's sensibility. So, how does the computer understand a person’s sensibility? Let's consider an example of learning a user's clothing preferences.</p>
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         <figcaption>Process of Learning User Preferences</figcaption>
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          <br><p>First, both the user and the computer evaluate a piece of clothing. At this time, the computer bases its evaluation on factors believed to influence a person’s impression of the clothing, such as color, pattern, and shape. Then, the computer learns the user’s preferences by comparing the differences between its own evaluation and the user’s evaluation. By repeating these steps, the computer can understand the user’s sensibility and also identify the clothing factors that influence the user’s evaluations.</p>
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    <p>Because human sensibility is extremely complex, fully understanding it remains a challenge. In this research, we aim to develop better methods for learning human sensibility and to create a kansei search system that is more convenient and innovative than traditional keyword-based search systems.</p>
</div>
    </div>
    
      <h4 >Related Work</h4>
      
    <div id="section1" class="sub-section">
        <h2>Combining Kansei Retrieval and GAN to Foster Personalized Illustration Generation</h2>
        <div class="content-wrapper">
        <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/Tsubokura.png" alt="感性検索エージェントと生成AIを組み合わせたイラスト生成システムに関する研究" class="enlarge-image">
        <p>This research focuses on the practical application of generative AI, which has seen remarkable advances in recent years. Traditionally, creating illustrations from scratch is a highly labor-intensive task. Therefore, we propose an illustration generation system that combines a kansei search agent with generative AI. This system can learn the user’s preferences and generate high-quality illustrations. Furthermore, by utilizing ControlNet, an extension feature of the Stable Diffusion generative model used in our system, it enables illustration generation based on user-drawn line art images. The combination of these technologies is expected to allow controlled generation that matches the user’s preferences while producing high-quality illustrations in a short time.</p>
        </div>
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    <!--    <p>本研究は，AIがユーザーの衣服の好みを深く理解し，それを基にした自然な対話を実現することに焦点を当てています．従来のファッション推薦システムでは，表面的な特徴のみに基づいて提案を行うことが多く，ユーザーの真の嗜好を捉えきれていませんでした．そこで本研究では，仮想空間での共通のショッピング体験と，それに基づく振り返りの会話を通じて，ユーザーの衣服に対する好みや価値観を学習するシステムを提案しています．このアプローチにより，AIエージェントはユーザーの好みの微妙なニュアンスや文脈を理解し，単なる商品推薦を超えた、ファッションについての深い対話が可能になります．例えば、特定のスタイルを好む理由や、ユーザーのライフスタイルに合わせた着こなしの提案など，より個人的で意味のある会話を展開できるようになります．この技術の進展により，オンラインショッピングにおいて，まるで熟練したパーソナルスタイリストと対話しているかのような，豊かで自然なコミュニケーション体験の実現が期待されます．</p>-->
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    <div id="section2" class="sub-section">
        <h2>Product Recommendation System That Promotes Selection Using Dominance Structuring Process</h2>
        <div class="content-wrapper">
 
        <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2023/11/WebSite用-1.png" alt="商品推薦システムのイメージ">
        <p>This research proposes a recommendation system designed to facilitate user decision-making. In recent years, the use of recommendation systems on online shopping sites has increased significantly. However, conventional recommendation systems often suggest similar products, which can complicate users’ decision-making and potentially reduce post-purchase satisfaction. Our system calculates the importance of product attributes based on user preferences and computes evaluation scores for products. The proposed system consists of two stages: a "preference acquisition stage," where user preferences are inferred from selection information, and a "final decision-making stage," where the ultimate product choice is made. In the final decision-making stage, texts structured using a dominance structuring process are presented to users to encourage product selection. Experimental results confirmed that the proposed system effectively promotes decision-making through the dominance structuring process. This research is expected to reduce users’ hesitation during purchase and enable smoother final decisions. Additionally, by allowing users to confidently select products that match their preferences, it is anticipated to enhance post-purchase satisfaction.</p>
    </div>
    </div>
    
     <div id="section4" class="sub-section">
        <h2>References</h2>

       <p>Takaki Urai, Masataka Tokuamaru, “User Kansei Clothing Image Retrieval System”, Journal of Advanced Computational Intelligence and Intelligent Informatics, Vol.18, No.6 pp. 1044-1052, 2014-11.</p>
        <p>*Yuka Nishimura, Hiroshi Takenouchi, Masataka Tokumaru, “Extracting Preference Rules Using Kansei Retrieval Agents with Fuzzy Inference”, International Journal of Affective Engineering, Vol.21, No.3, pp.181-190, 2022-0</p>
        
        <p>Yuya Tsubokura, Emmanuel Ayedoun, Hiroshi Takenouchi, Masataka Tokumaru, “Combining Kansei Retrieval and GAN to Foster Personalized Illustration Generation”, The 24th International Symposium on Advanced Intelligent Systems, TM1-2, pp.6-11, 2023-12 (Gwangju, Korea).</p>
        <p>Tetsuaki Togo, Emmanuel Ayedoun, Hiroshi Takenouchi, Masataka Tokumaru, “Product Recommendation System That Promotes Selection Using Dominance Structuring Process”, 10th International Conference on Kansei Engineering and Emotion Research 2022 (KEER2024), OAA-0035, pp.243-252, 2024-11 (Taichung, Taiwan).</p>
        
       
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		<item>
		<title>Health and Exercise Support System</title>
		<link>https://www.kis.kansai-u.ac.jp/en/research-topic-en/wellbeing-system/</link>
		
		<dc:creator><![CDATA[admin]]></dc:creator>
		<pubDate>Mon, 26 Aug 2024 09:30:43 +0000</pubDate>
				<category><![CDATA[ResearchTopics-en]]></category>
		<guid isPermaLink="false">https://www.kis.kansai-u.ac.jp/?p=4002</guid>

					<description><![CDATA[In today's world, lifestyle-related diseases are becoming a bigger threat. Because of this, people are paying more attention to ways to deal with these diseases. Recently, devices like Apple Watch and Fitbit have come out, making it easy to check how our bodies are doing. This means people can now take care of their health more easily, and they're becoming more aware of their daily habits.]]></description>
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        <h1>Support the user's health!</h1>
        <p>In modern society, lifestyle-related diseases are viewed as a serious concern. In particular, solving the problem of obesity—which is considered a major cause of various lifestyle-related diseases—has been attracting attention. With the spread of accessible home exercise devices like Nintendo's Wii Fit, people have found it relatively easy to manage their health. Additionally, applications that utilize smartphone sensors can record data such as calories burned and changes in the user's weight. Furthermore, the use of wearable devices worn on the wrist or other parts of the body has enabled more precise measurement and recording of user information. However, existing applications do not offer personalized suggestions for diet or exercise tailored to an individual's lifestyle.<br>This research focuses on diet and exercise as components of health management, and aims to develop a health management system that provides personalized recommendations based on the user's individual needs.</p>
        <h2>Overview of the Health and Exercise Support System</h2>
        <div class="sub-section">
        <p>The figure below illustrates an overview of the health management system. Based on the user's physical information, the system provides exercise and dietary recommendations tailored to their goals. In doing so, it is designed to suggest meals and exercises that align with the user's preferences in order to maintain their motivation for health management.</p>
        <div style = "text-align:center">
         <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/health1.jpg" alt="システムの概要図">
         <figcaption>System Overview</figcaption>
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         <h2>A System for Recommending Exercises to Users</h2>
          <p>We introduce a system that presents exercises which fulfill the appropriate amount of physical activity for each user. The goal of this system is to generate exercise menus that combine various types of exercises to match the user's target intensity level. However, if users are repeatedly presented with similar exercise menus every day, their motivation to continue exercising may decrease. Therefore, in this study, we explored a system that offers a wide variety of exercise menus by utilizing approximately 200 types of exercises commonly used in fitness clubs.</p>
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         <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/health2.jpg" alt="バリエーションに富んだ運動メニュー">
         <figcaption>Exercise Menus with Rich Variety</figcaption>
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    <div>
    <p>The effectiveness of the above system was confirmed through computer-based simulations. Moving forward, we aim to develop a more comprehensive system that not only provides exercise recommendations but also offers dietary suggestions and enables enjoyable health management through the use of wearable devices.</p>
</div>
    </div>
    
      <h4 >Related Work</h4>
      
    <div id="section1" class="sub-section">
        <h2>Harmony Generation System to Enhance Motivation for Group Exercise</h2>
        <div class="content-wrapper">
        <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/kobayashi.png" alt="イラスト生成システムのイメージ" class="enlarge-image">
        <p>This study proposes a harmony generation system designed to enhance motivation for group exercise. The system generates sounds based on the movements of multiple users and enables collaborative musical performance by layering these individual sounds. Additionally, it supports the creation of harmonious output by correcting timing discrepancies in sound generation between users. In the experiment, participants performed various exercise patterns while the presence and degree of sound generation and correction were varied to evaluate the system's effectiveness.The results confirmed that musical collaboration through physical movement can increase the enjoyment of exercise in a group setting. Furthermore, adjusting the timing of each user's sound generation helped create a sense of unity, reduced psychological burden, and suggested an increase in users' motivation to exercise.
</p>
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    <div id="section2" class="sub-section">
        <h2>Leveraging Cross-Modal Effects to Support Squat Exercise</h2>
        <div class="content-wrapper">
        <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/yoshida_research.png" alt="システムのイメージ" class="enlarge-image">
         
        <p>This study proposes a virtual reality (VR) system that utilizes the cross-modal effect—an interaction between visual and auditory senses—to create the illusion of reduced training load. The system employs a height-adjustable chair to help prevent users from losing balance during squat exercises and a non-see-through head-mounted display that projects a 3D scene responsive to the user's movements. An evaluation experiment was conducted to explore the relationship between immersion tendency and perceived fatigue. The results indicated that the system's support reduced subjective fatigue while having minimal impact on heart rate. Moreover, a noticeable discrepancy between the avatar's movements and those of the participants suggested that a stronger immersion tendency may contribute to an increase in perceived fatigue. These findings suggest that VR can be effectively used to reduce the subjective feeling of fatigue during exercise, potentially offering a more comfortable and engaging training experience.
</p>
        </div>
        </div>
   
    
     <div id="section4" class="sub-section">
        <h2>References</h2>
        <p>Y.Hayashi, R.Oku, H.Takenouchi, M.Tokuamaru, ” Consideration of Ingredient Purchases Using the Healthy Eating Habits Support System”, 16th International Symposium on Advanced Intelligent Systems (ISIS2015), F1e-1, pp.794-803, 2015-11 (Mokpo, Korea).</p>
        <p>Oku, R., Takenouchi, H., & Tokumaru, M. (2016, March). 食生活支援システムにおけるユーザの細やかな嗜好を表現する感性モデルの提案 [Proposal of an affective model representing users’ fine-grained preferences in dietary support systems]. Proceedings of the 11th Spring Conference of the Japan Society of Kansei Engineering, G3‑3, 2016, Kobe, Japan.</p>
        <p>Hoshino, A., Takenouchi, H., & Tokumaru, M. (2017, March). ユーザの嗜好を考慮した運動を推薦する健康管理システム [Health management system recommending exercises that consider user preferences]. Proceedings of the 27th Soft‑Science Workshop of the Japanese Society for Fuzzy Theory and Intelligent Informatics, A4‑2, pp. 57–58, Akita, Japan.</p>
        <p>Akihiro Yoshida, Emmanuel Ayedoun, Masataka Tokumaru, “Leveraging Cross-Modal Effects to Support Squat Exercise”, The 9th International Symposium on Affective Science and Engineering (ISASE 2023), PM-1B-04, 2023-03 (Online).</p>
        <p>Kobayashi, R., Ayedoun, E., & Tokumaru, M. (2023, September). 集団運動の意欲向上を促すハーモニー生成システム [Harmony generation system to enhance motivation for group exercise]. Proceedings of the 39th Fuzzy Systems Symposium of the Japanese Society for Fuzzy Theory and Intelligent Informatics, 1F2‑1, pp.266–270, Nagano–Karuizawa, Japan.</p>
        
       
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			</item>
		<item>
		<title>Interactive Evolutionary Computation</title>
		<link>https://www.kis.kansai-u.ac.jp/en/research-topic-en/interactive-evolutionary-computation/</link>
		
		<dc:creator><![CDATA[admin]]></dc:creator>
		<pubDate>Sat, 24 Aug 2024 09:32:10 +0000</pubDate>
				<category><![CDATA[ResearchTopics-en]]></category>
		<guid isPermaLink="false">https://www.kis.kansai-u.ac.jp/?p=4742</guid>

					<description><![CDATA[Interactive Evolutionary Computation is a method in which humans and computers collaborate through communication to create outputs that align with human sensibilities. These outputs can take many forms, such as clothing designs and color schemes, shoe designs and fashion coordination, music enhanced with sound effects, or video expressions like camera work in 3D spaces.]]></description>
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</head>

<body>
    <div class="main-description">
        <h1>Let’s Create Something That Matches Your Sensibility with Interactive Evolutionary Computation!</h1>
        <p><b>Interactive Evolutionary Computation (IEC) is a method in which humans and computers collaborate to create something that aligns with human sensibilities.</b> Examples of such creations include clothing design and color coordination, shoe design, fashion coordination, and even music and camera work in 3D spaces expressed as video—spanning a wide range of applications.</p>

        
        
        <h2>Overview of Interactive Evolutionary Computation</h2>
<div class="sub-section">
Now, let’s take a brief look at how IEC works.<br>
For example, imagine a user wants to design running shoes they would like to wear while jogging.<br><br>
<ol><b>
  <li>First, the computer presents several running shoe design proposals to the user.</li>
  <li>Next, the user evaluates the proposed designs based on their own sensibilities and preferences, with reactions such as “I like this design!” or “This one isn’t quite right…”</li>
  <li>Then, the user’s feedback is sent back to the computer, which generates new design proposals based on the evaluations and presents them again to the user.</li>
</b></ol>
By repeating these steps, the system gradually generates designs that match the user’s sensibilities.

        
        <div style = "text-align:center">
         <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/iga.jpeg" alt="システムのイメージ">
         <figcaption>Overview of IEC</figcaption>
        </div> 
        <br><p>In recent years, product development fields have increasingly sought to create items that align with user sensibilities, and the application of IEC is gaining attention. However, a major challenge in IEC is the high evaluation burden placed on users. To reduce this burden, various approaches have been explored, including improvements to algorithms and evaluation interfaces. Our research focuses on reducing user evaluation burden through enhancements to the evaluation interface.</p>
        </div>
        
        <h2>Improvement Policy for the Evaluation Interface</h2>
        <div class="sub-section">
            <p>In conventional IEC, the typical evaluation interface requires users to assign a rating—such as on a 5-point or 10-point scale—to about 10 to 20 presented designs. However, this can cause users to hesitate in assigning scores, leading to a significant evaluation burden.</p>
                    <div style = "text-align:center">
         <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/iga_problem.jpg" alt="システムのイメージ">
         <figcaption>Evaluation Interface with a 10-Point Rating Scale
</figcaption>
        </div> 
            <br><p>We therefore proposed an evaluation interface that avoids the cumbersome task of assigning numerical ratings. Instead, users simply select only the designs they prefer from the ones presented. To date, we have introduced several such interfaces, including the “Tournament-Based Evaluation Method,” where users evaluate designs in a bracket-style format, and “Interactive Tabu Search,” where users select only one preferred design from multiple options. In addition, we are also working on developing evaluation interfaces based on eye gaze and conversational input.</p>
        
        <h2>Evaluation via Tournament Format</h2>
            <p>In the tournament-based evaluation method, the user repeatedly compares two presented designs and selects the one they prefer. This approach is especially effective in reducing the evaluation burden when assessing time-based data such as music or video, as only two items are compared at a time.<br>There are two types of tournament-based evaluation methods: the "Standard Tournament Format," where the user selects their preferred design from the two presented, and the "Graded Tournament Format," where the user evaluates the two designs with nuanced preferences such as “strongly prefer the left design” or “slightly prefer the right design.”</p>

        <div style = "text-align:center">
         <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/iga_normal_tornament.jpg" alt="システムのイメージ">
         <figcaption>Standard Tournament Format</figcaption>
        </div> 
        <br><br>
        <div style = "text-align:center">
         <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/iga_Step_tornament.jpg" alt="システムのイメージ">
         <figcaption>Graded Tournament Format</figcaption>
        </div> 

        <h2>Select Only One Preferred Design</h2>
            <p>In Interactive Tabu Search, the user selects only one preferred design from a set of presented options. While it is less suitable for evaluating time-based media such as music or video—due to the need to compare multiple items at once—it simplifies the evaluation process for static images, effectively reducing the user’s evaluation burden.</p>
        <div style = "text-align:center">
         <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/iga_its.jpg" alt="システムのイメージ">
         <figcaption>Interactive Tabu Search</figcaption>
        </div>
        <h2>Evaluation Experiments</h2>
            <p>Up to now, we have conducted both numerical simulations—using evaluation agents generated on a computer in place of real users—and user-based evaluation experiments. The numerical simulations were used to assess the fundamental performance of the proposed methods, while the user experiments focused on evaluating ease of use from the users’ perspective.<br>These results indicate that both the Tournament-Based Evaluation Method and Interactive Tabu Search are effective in reducing the evaluation burden on users in IEC.</p>
        </div>
        
        We are also engaged in developing applied systems based on the Tournament-Based Evaluation Method and Interactive Tabu Search. Additionally, we are working on the development of a fundamental algorithm for Parallel Search Interactive Tabu Search, which allows users to select multiple preferred and non-preferred designs simultaneously.
    <div>
</div>
</div>
    
    
    
    
      <h4>関連研究紹介</h4>
          <div id="section1" class="sub-section">
        <h2>Enhancing Movie Discovery: A Serendipity-Driven Recommendation System based on Temporal Relevance of Color Features</h2>
        <div class="content-wrapper">
        <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/nagayasu_research.png" alt="システムのイメージ" class="enlarge-image">
         
        <p>This study proposes a novel recommendation system for subscription-based movie streaming services, which have become increasingly popular in recent years. These platforms host vast libraries of movie content, often making it difficult for users to choose what to watch. To address this issue, many streaming services have implemented recommendation systems. However, traditional movie recommendation systems tend to rely on objective categorizations or subjective user ratings, which can lead to overly predictable suggestions.In contrast, our proposed system leverages temporal color data from films to introduce serendipity—the experience of unexpected yet pleasant discoveries—into the movie selection process. The goal is to provide recommendations that go beyond user expectations and introduce them to films they might not have otherwise encountered.Experimental results suggest the effectiveness of the proposed approach, showing that the system is capable of recommending unexpectedly enjoyable movies. This research opens up the possibility for users to discover new films they wouldn’t have come across through conventional recommendation systems, ultimately enhancing user satisfaction with the movie-watching experience.
</p>
        </div>
        </div>
    <div id="section2" class="sub-section">
        <h2>An IEC-driven Optimization of Gestures to Enhance Personality Traits in Communication Robots</h2>
        <div class="content-wrapper">
        <img decoding="async" src="https://www.kis.kansai-u.ac.jp/wp-content/uploads/2018/03/mikawa_research.png" alt="システムのイメージ" class="enlarge-image">
         
        <p>This study proposes a system that optimizes the gestures used by communication robots to express personality traits based on individual user preferences. For a communication robot to evoke a sense of familiarity and connection, it must convey a friendly impression. However, conventional robot personalities are typically designed based on generalized human impressions and do not account for the preferences of individual users.To address this issue, the proposed system employs Interactive Evolutionary Computation (IEC) to optimize the gestures that express a robot's personality in accordance with the specific preferences of the user. Experimental evaluations were conducted to verify the system’s effectiveness. The results suggest that the proposed approach can improve users’ impressions of the robot and enhance their sense of closeness to it.This research contributes to enabling robots to provide more natural and personalized communication, ultimately improving user satisfaction and fostering a greater sense of affinity toward the robot.</p>
        </div>
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     <div id="section4" class="sub-section">
        <h2>References</h2>
        <p>Hiroshi Takenouchi, Masataka Tokumaru, Noriaki Muranaka, “Tournament-style Evaluation using Kansei Evaluation”, International Journal of Affective Engineering, Vol.12, No.3, pp.395-407, 2013-09.</p>

        <p>Hiroshi Takenouchi, Masataka Tokumaru, Noriaki Muranaka, “Interactive Evolutionary Computation Using a Tabu Search Algorithm”, IEICE TRANSACTIONS on Information and Systems, Vol.E96-D, No.3, pp.673-680, 2013-03.</p>

        <p>Hiroshi Takenouchi, Masataka Tokumaru, Noriaki Muranaka, “Tournament Evaluation System Applying Win-Lose Result Presumption Considering Kansei Evaluation by Multiple People”, Journal of Advanced Computational Intelligence and Intelligent Informatics, Vol.16, No.3, pp.453-461, 2012-05.</p>

        <p>Takenouchi, H., Dommae, S., & Tokumaru, M. (2014). Construction of a virtual fitting system for men’s fashion coordination using parallel interactive tabu search [並列対話型タブーサーチを用いたメンズファッションコーディネートのための仮想試着システムの構築]. Proceedings of the 2014 IEICE General Conference, D‑8‑7. Niigata, Japan.</p>

        <p>Takenouchi, H., Dommae, S., & Tokumaru, M. (2013). A Study on Parallel Search Interactive Tabu Search [並列探索を用いた対話型タブーサーチに関する検討]. Proceedings of the 27th Annual Conference of the Japanese Society for Artificial Intelligence, 203‑3in. Toyama, Japan. </p>
                
        <p>Kaito Nagayasu, Emmanuel Ayedoun, Masataka Tokumaru, “Enhancing Movie Discovery: A Serendipity-Driven Recommendation System based on Temporal Relevance of Color Features”, The 24th International Symposium on Advanced Intelligent Systems, TM1-4, pp.18-24, 2023-12 (Gwangju, Korea).</p>
        
        <p>Ryoto Mikawa, Emmanuel Ayedoun, Masataka Tokumaru, “An IEC-driven Optimization of Gestures to Enhance Personality Traits in Communication Robots”, Joint 13th International Conference on Soft Computing and Intelligent Systems and 25th International Symposium on advanced Intelligent Systems (SCIS&ISIS 2024), S-1-E-5, 2024-11 (Himeji, Japan).</p>
       
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