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Masanao Koeda

dblp:26/5568 · DBLP profile ↗
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8ranked-venue papers
3as first author
0since 2021 · last 2019
0009-0008-1234-7366ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 1 first-authorSystems, architecture and hardware · 5 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 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
4 papers
Robot manipulation · 59% Legged, aerial and field robots · 27% Knowledge representation and reasoning · 7%
Human-computer interaction and pervasive computing
2 papers
Human-robot interaction · 100%

Topics — the 10 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot manipulation
grasping
0.222009
Measurement of grasp position by human hands and grasp criterion for two soft-fingered robot hands · ICRA 2009
Shape recognition and grasping by robotic hands with soft fingers and omnidirectional camera · ICRA 2008
Robotics › Legged, aerial and field robots › legged robots
humanoid locomotion
0.112011
Shuffle turn and translation of humanoid robots · ICRA 2011
Robotics › Robot manipulation › grasping
grasp planning
0.112008
Shape recognition and grasping by robotic hands with soft fingers and omnidirectional camera · ICRA 2008
Human-robot interaction
teleoperation
0.012004
Annotation-Based Assistance System for Unmanned Helicopter with Wearable Augmented Reality Environment · ISMAR 2004
Knowledge, reasoning and agents › Knowledge representation and reasoning › neuro-symbolic reasoning
symbol grounding
0.012001
Protosymbol emergence based on embodiment: Robot experiments · ICRA 2001
Human-robot interaction
physical human-robot interaction
0.012009
Measurement of grasp position by human hands and grasp criterion for two soft-fingered robot hands · ICRA 2009
Computer vision › 3D vision › 3d reconstruction › shape from silhouette
visual hull reconstruction
0.012008
Shape recognition and grasping by robotic hands with soft fingers and omnidirectional camera · ICRA 2008
Virtual and augmented reality › augmented reality › mobile augmented reality
wearable augmented reality
0.012004
Annotation-Based Assistance System for Unmanned Helicopter with Wearable Augmented Reality Environment · ISMAR 2004
Robotics › Robot manipulation
affordance learning
0.012001
Protosymbol emergence based on embodiment: Robot experiments · ICRA 2001
Robotics › Motion planning and robot control › robot learning
sensorimotor learning
0.012001
Protosymbol emergence based on embodiment: Robot experiments · ICRA 2001

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

human grasping experiment · 0.2feedback control · 0.1visual volume intersection · 0.1omnidirectional camera · 0.1wavelet transform · 0.0bayesian statistics · 0.0
YearPublicationVenuePosition
2019 DICOM Depth Image Generation using GPGPU for Fast Position and Orientation Estimation on Liver Surgery Support System
abstract
We are developing a surgical support system for a liver laparotomy surgery. In our system, we aim to navigate the surgical tools during surgery adapted to the change of the position, orientation and deformation of the liver during operation. The position and orientation of the liver is measured by matching the surface shape of the real liver measured by depth camera and the depth image generated from the 3D model of the liver. In this paper, we present a fast depth image generation method from computed tomography images (DICOM) using a general-purpose computing on graphics processing units (GPGPU). The experiments and results to estimate the position and orientation of the liver from the generated DICOM depth image and the depth image of a real liver model acquired from a depth camera are also described.
Masanao Koeda, Daiki Yano, Takumi Mori, Katsuhiko Onishi, Hiroshi Noborio
TENCON1
2011 Shuffle turn and translation of humanoid robots
abstract
This paper proposes a novel shuffle-translating method that combines shuffle turns repeatedly for a humanoid robot. Conventionally, the walking motion of a humanoid robot is performed through a repeated foot stepping motion. However, this motion is inefficient and has low stability. Previously, we have studied the shuffle-turning method for a humanoid robot, which can perform a stepless and stable turning. In this paper, we present a precise shuffle turn with feedback control and a new shuffle translation method by repeating shuffle turns. Experiments using a humanoid robot were conducted and the results revealed that the proposed method was effective for shuffle translation.
Masanao Koeda, Yumi Uda, Seiji Sugiyama, Tsuneo Yoshikawa
ICRA1
2009 Measurement of grasp position by human hands and grasp criterion for two soft-fingered robot hands
abstract
In this study, grasp positions of human hands are measured for planar objects for development of a reasonable grasp criterion for a two-soft-fingered robotic hand. We first propose a grasp criterion that yields the best grasping position for a robot hand with two soft fingers. To examine the properties of this criterion with respect to some weighting coefficients included in the criterion, a grasping experiment is performed by humans for planar objects with various sizes and shapes. Results show that many observed grasping positions used by humans correspond to a set of weighting coefficients that equally weigh all the factors in the criterion. A grasping experiment using a robot has also been conducted using a set of coefficients corresponding to the equal weight; the effectiveness of the criterion was confirmed.
Seiji Sugiyama, Masanao Koeda, Hiroshi Fujimoto, Tsuneo Yoshikawa
ICRA2
2008 Shape recognition and grasping by robotic hands with soft fingers and omnidirectional camera
abstract
The purpose of this paper is to establish a method of shape recognition and grasping of unknown objects using a robotic hand with two soft fingers and one omnidirectional camera. For shape recognition, we propose to use a simple 2D version of the visual volume intersection method which takes advantage of a special feature of the omnidiretional camera attached to the hand. For grasping we propose a simple grasp quality criterion to obtain the best grasping position for the two soft fingers based on a visual hull in a horizontal grasp plane. We conducted several experiments and the results show the validity of the proposed method.
Tsuneo Yoshikawa, Masanao Koeda, Hiroshi Fujimoto
ICRA2
2007 A Quantitative Evaluation Method of Handedness Using Haptic Virtual Reality Technology
abstract
This paper proposes a method for evaluating quantitatively the degree of handedness of a person by using the haptic virtual reality technology. A definition is also given of a pair of quantitative indices for handedness and dexterity of a person from the data obtained by this method using the factor analysis. A haptic display system has been developed consisting of two PHANToM OMNI haptic devices, a graphics display, and a computer for virtual space calculation and control. To observe the skillfulness of two hands of a person, three virtual tasks have been developed: positioning task, force control task, and manipulation task. Ten male subjects aged from 22 to 23 years old have taken the test. The obtained performance data from these tasks have been analyzed using the factor analysis. Since the obtained factor scores for the right and left hands of each subject can be regarded as the skillfulness of the right and left hand, it is proposed to define the degree of handedness of the subject based on the difference of these factor scores. The proposed degree of handedness and the result of conventional LQ method did not contradict to each other. The calculated degrees of handedness, however, differ largely among the subjects. From this result, it is expected that the proposed method can be useful for detailed and quantitative evaluation of handedness.
Tsuneo Yoshikawa, Masanao Koeda, Munetaka Sugihashi
RO-MAN2
2004 Annotation-Based Assistance System for Unmanned Helicopter with Wearable Augmented Reality Environment
abstract
In this paper, we introduce an annotation-based assistance system for an unmanned helicopter with a wearable augmented reality environment. In this system, an operator controls the helicopter remotely while watching an annotated view from the helicopter through a head mounted display (HMD) with a laptop PC in a backpack. Annotations assist the operation indicating some conditions of the helicopter and a name of buildings nearby. The position and the attitude of the helicopter is measured by GPS and a gyroscope, and sent to the operator's PC via a wireless LAN.
Masanao Koeda, Yoshio Matsumoto, Tsukasa Ogasawara
ISMAR1
2001 Protosymbol emergence based on embodiment: Robot experiments
abstract
Robotics can serve as a testbed for cognitive theories. One behavioral criterion for comparing theories is the extent to which their implementations can learn to exploit new environmental opportunities. Furthermore, a robotics testbed forces researcher to confront fundamental issues concerning how internal representations are grounded in activity. In our approach, a mobile robot takes the role of a creature that must survive in an unknown environment. The robot has no a priori knowledge about what constitutes a suitable goal-what is edible, inedible, or dangerous-or even its shape or how its body works. Nevertheless, the robot learns how to survive. The robot does this by tracking segmented regions of its camera image while moving. The robot projects these regions into a canonical wavelet domain that highlights color and intensity changes at various scales. This reveals sensory invariance that is readily extracted with Bayesian statistics. The robot simultaneously learns an adaptable sensorimotor mapping by recording how motor signals transform the locations of regions on its camera image. The robot learn about its own physical extension when it touches an object. But it also undergoes an internal state change analogous to the thirst quenching or nausea producing effects of intake in animals. This allows the robot to learn what an object affords by relating these effects to learned clusters of invariance. In this way primitive symbols emerge. These protosymbols provide the robot with goals that it can achieve by using its sensorimotor mapping to navigate, for example, toward food and away from danger.
Karl F. MacDorman, Koji Tatani, Yoji Miyazaki, Masanao Koeda, Yoshihiko Nakamura
ICRA4
2000 Proto-symbol emergence
abstract
Robotics can serve as a testbed for cognitive theories. One behavioral criterion for comparing theories is the extent to which their implementations can learn to exploit new environmental opportunities. Furthermore, a robotics testbed forces researchers to confront fundamental issues concerning how internal representations are grounded in activity. In our approach, a mobile robot takes the role of a creature that must survive in an unknown environment. The robot has no a priori knowledge about what constitutes a suitable goal, what is edible, inedible, or dangerous, or even its shape or how its body works. Nevertheless, the robot learns how to survive. The robot does this by tracking segmented regions of its camera image while moving. The robot projects these regions into a canonical wavelet domain that highlights color and intensity changes at various scales. This reveals sensory invariance that is readily extracted with Bayesian statistics. The robot simultaneously learns an adaptable sensorimotor mapping by recording how motor signals transform the locations of regions on its camera image. The robot learns about its own physical extension when it touches an object, but it also undergoes an internal state change analogous to the thirst quenching or nausea producing effects of intake in animals. This allows the robot to learn what an object affords: is it edible or poisonous, by relating these effects to learned clusters of invariance. In this way primitive symbols emerge. These proto-symbols provide the robot with goals that it can achieve by using its sensorimotor mapping to navigate, for example, toward food and away from danger.
Karl F. MacDorman, Koji Tatani, Yoji Miyazaki, Masanao Koeda
IROS4