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Hitoshi Matsubara

dblp:23/603 · DBLP profile ↗
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24ranked-venue papers
2as first author
0since 2021 · last 2020
0000-0001-7669-9856ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 15 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 10Human-computer interaction and ubiquitous computing · 9Systems, architecture and hardware · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
Multi-agent systems · 48% Knowledge representation and reasoning · 38% Legged, aerial and field robots · 9%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning
causal reasoning
0.011997
Causality As a Key to the Frame Problem · Artif. Intell. 1997
Knowledge, reasoning and agents › Knowledge representation and reasoning › reasoning about action and change
frame problem
0.011997
Causality As a Key to the Frame Problem · Artif. Intell. 1997
Knowledge, reasoning and agents › Multi-agent systems › multi-robot systems
robot soccer
0.011997
The RoboCup Synthetic Agent Challenge 97 · IJCAI (1) 1997
Robotics › Legged, aerial and field robots › field robotics › disaster response
search and rescue robotics
0.012000
The RoboCup-Rescue Project: A Robotic Approach to the Disaster Mitigation Problem · ICRA 2000
Robotics › Motion planning and robot control
robot control
0.011997
The RoboCup Synthetic Agent Challenge 97 · IJCAI (1) 1997

Methods — techniques the papers use, named apart from their topics

real-time simulation · 0.1distributed simulation · 0.1synthetic agent challenge · 0.0
YearPublicationVenuePosition
2020 Role and Value of Character Design of Social Robots
Junichi Osada, Keiji Suzuki, Hitoshi Matsubara
ICEC3
2011 Universal Game Based on Traditional Children's Outdoor Games
Teruhisa Nakamura, Nagisa Munekata, Fumihiko Nakamura, Tetsuo Ono, Hitoshi Matsubara
ICEC5
2010 A Biofeedback Game with Physical Actions
Nagisa Munekata, Teruhisa Nakamura, Rei Tanaka, Yusuke Domon, Fumihiko Nakamura, Hitoshi Matsubara
ICEC6
2007 Marching Bear: An Interface System Encouraging User's Emotional Attachment and Providing an Immersive Experience
Nagisa Munekata, Takanori Komatsu, Hitoshi Matsubara
ICEC3
2006 Design of Positive Biofeedback Using a Robot's Behaviors as Motion Media
Nagisa Munekata, Naofumi Yoshida, Shigeru Sakurazawa, Yasuo Tsukahara, Hitoshi Matsubara
ICEC5
2005 Live Feeling on Movement of an Autonomous Robot Using a Biological Signal
Shigeru Sakurazawa, Keisuke Yanagihara, Yasuo Tsukahara, Hitoshi Matsubara
ICEC4
2004 Entertainment Feature of a Computer Game Using a Biological Signal to Realize a Battle with Oneself
Shigeru Sakurazawa, Nagisa Munekata, Naofumi Yoshida, Yasuo Tsukahara, Hitoshi Matsubara
ICEC5
2003 A computer game using galvanic skin response
Shigeru Sakurazawa, Naofumi Yoshida, Nagisa Munekata, Asmi Omi, Hideki Takeshima, Hiromi Koto, Kaori Gentsu, Keita Kimura, Kiyhiro Kawamura, Masaki Miyamoto, Ryota Arima, Taiki Mori, Tetsuya SekIya, Toru Furukawa, Yusuke Hashimoto, Hiroshi Numata, Junichi Akita, Yasuo Tsukahara, Hitoshi Matsubara
ICEC19
2001 Entertainement Computing
Tak Kamae, H. Jaap van den Herik, Kazuhiko Nishi, Masahiko Tsukamoto, Hitoshi Matsubara, Ian Frank, Hiroyuki Iida
INTERACT5
2001 Walkie-Talkie MIKE
Ian Frank, Kumiko Tanaka-Ishii, Hitoshi Matsubara, Eiichi Osawa
RoboCup3
2000 The RoboCup-Rescue Project: A Robotic Approach to the Disaster Mitigation Problem
abstract
This paper introduces the RoboCup-Rescue Simulation Project, a contribution to the disaster mitigation, search and rescue problem. A comprehensive urban disaster simulator is constructed on distributed computers. Heterogeneous intelligent agents such as fire fighters, victims and volunteers conduct search and rescue activities in this virtual disaster world. A real world interface integrates various sensor systems and controllers of infrastructures in the real cities with the virtual world. Real-time simulation is synchronized with actual disasters, computing complex relationship between various damage factors and agent behaviors. A mission-critical man-machine interface provides portability and robustness of disaster mitigation centers, and augmented-reality interfaces for rescue parties in real disasters. It also provides a virtual reality training function for the public. This diverse spectrum of RoboCup-Rescue contributes to the creation of the safer social system.
Satoshi Tadokoro, Hiroaki Kitano, Tomoichi Takahashi, Itsuki Noda, Hitoshi Matsubara, Atsushi Shinjoh, Tetsuhiko Koto, Ikuo Takeuchi, Fumitoshi Matsuno, Michinori Hatayama, Jun Nobe, Susumu Shimada
ICRA5
2000 The Statistics Proxy Server
Ian Frank, Kumiko Tanaka-Ishii, Katsuto Arai, Hitoshi Matsubara
RoboCup4
1999 A Statistical Perspective on the RoboCup Simulator League: Progress and Prospects
Kumiko Tanaka-Ishii, Ian Frank, Itsuki Noda, Hitoshi Matsubara
RoboCup4
1998 Automatic Soccer Commentary and RoboCup
Hitoshi Matsubara, Itsuki Noda, Ian Frank, Hideyuki Nakashima, Kumiko Tanaka-Ishii, Kôiti Hasida
RoboCup1
1997 The RoboCup Synthetic Agent Challenge 97
Hiroaki Kitano, Milind Tambe, Peter Stone 0001, Manuela M. Veloso, Silvia Coradeschi, Eiichi Osawa, Hitoshi Matsubara, Itsuki Noda, Minoru Asada
IJCAI (1)7
1997 A Report On RoboCup-97
abstract
We report the result on RoboCup-97. RoboCup97 is the first RoboCup [1] competition which is held at IJCAI-97. RoboCup-97 consists on three leagues: simulation league. small-size real robot league and middlesize real robot league. The simulator (called Soccer Server) (see Fig.1) is designed and implemented by Noda[2]. The field of small-size league is a ping pong table. The field of middle-size league is 9 (3× 3) ping pong tables. The lists of the participants are as follows.
Hitoshi Matsubara, Itsuki Noda, Sho'ji Suzuki
IROS1
1997 RoboCup: A Challenge Problem for AI and Robotics
Hiroaki Kitano, Minoru Asada, Yasuo Kuniyoshi, Itsuki Noda, Eiichi Osawa, Hitoshi Matsubara
RoboCup6
1997 The RoboCup Synthetic Agent Challenge 97
Hiroaki Kitano, Milind Tambe, Peter Stone 0001, Manuela M. Veloso, Silvia Coradeschi, Eiichi Osawa, Hitoshi Matsubara, Itsuki Noda, Minoru Asada
RoboCup7
1997 Overview of RoboCup-97
Itsuki Noda, Sho'ji Suzuki, Hitoshi Matsubara, Minoru Asada, Hiroaki Kitano
RoboCup3
1997 Causality As a Key to the Frame Problem
Hideyuki Nakashima, Hitoshi Matsubara, Ichiro Osawa
Artif. Intell.2
1996 Automatic Making of Sokoban Problems
Yoshio Murase, Hitoshi Matsubara, Yuzuru Hiraga
PRICAI2
1996 Learning Cooperative Behavior in Multi-Agent Environment - A Case Study of Choice of Play-Plans in Soccer
Itsuki Noda, Hitoshi Matsubara, Kazuo Hiraki
PRICAI2
1992 Language Acquisition As Learning
Mikiko Nishikimi, Hideyuki Nakashima, Hitoshi Matsubara
COLING3
1988 MIRACLE-IV: multiple image recognition system aiming concept learning-intelligent vision
abstract
MIRACLE-IV is discussed, which is capable of obtaining an internal structure of an object from a series of silhouette images with no initial explicit models about the object. The images are derived from only one object, but the form is varied. The system is composed of two subsystems: a model acquisition part (the modeler) and an image processing strategy part (the strategist). On the assumption that the object consists of hinges, slides, and solids, the modeler learns their number in the object and the relationship among them. The strategist binds the functional features as hinges or slides with visual features in the actual image data. The image processing sequence for the extraction of the visual feature is not given but is learned automatically through trial and error.>
Kazuhiko Yamamoto, Katsuhiko Sakaue, Hitoshi Matsubara, Kentaro Yamagishi
ICPR3