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Toshiharu Taura

dblp:38/3607 · DBLP profile ↗
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7ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 4Artificial intelligence and machine learning · 2Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2

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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Design research and methods · 100%
Artificial intelligence
1 paper
Knowledge representation and reasoning · 100%
Theoretical computer science
1 paper
Computational geometry · 50% Mathematical optimization · 50%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual reality
0.312017
Augmenting creative design thinking using networks of concepts · VR 2017
Knowledge, reasoning and agents › Knowledge representation and reasoning › semantic representation
semantic networks
0.112017
Augmenting creative design thinking using networks of concepts · VR 2017
Computational geometry
geometric modeling and processing
0.011998
Application of evolutionary programming to shape design · Comput. Aided Des. 1998
Mathematical optimization › design optimization
shape optimization
0.011998
Application of evolutionary programming to shape design · Comput. Aided Des. 1998

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

semantic network analysis · 0.9evolutionary programming · 0.0
YearPublicationVenuePosition
2017 Augmenting creative design thinking using networks of concepts
abstract
Here we propose an interactive system to augment creative design thinking using networks of concepts in a virtual reality environment. We discuss how to augment the human capacity to be creative through dynamic suggestions providing new and original ideas, based on specific semantic network characteristics. We outline directions to explore the structures of the concept network and their connection to creative concept generation. It is expected that augmented creative thinking will allow the user to have more original ideas and thus be more innovative.
Georgi V. Georgiev, Kaori Yamada, Toshiharu Taura, Vassilis Kostakos, Matti Pouke, Sylvia Tzvetanova Yung, Timo Ojala
VR3
2012 Analysis method focusing on repeated and not repeated verbalizations during human interface operation
Yukari Nagai, Saori Noda, Georgi V. Georgiev, Toshiharu Taura, Deny W. Junaidy
CogSci4
2012 Design of motion using mimetic words
Kaori Yamada, Toshiharu Taura, Yukari Nagai
CogSci2
2011 Design and evaluation of creative and emotional motion
abstract
In this study, we propose a method for the design of a creative and emotional motion. Our work is based on the hypothesis that a creative motion that is beyond the ordinary human imagination can produce emotional impressions that resonate with deep feeling. The proposed method involves computer implementation of motion blending, movement analogous to natural objects, rhythmic emphasis, movement of the entire design object, and sound-related effect. Using a computer system we constructed, we conducted two experiments that confirmed both our hypothesis and the effectiveness of our methodology.
Kaori Yamada, Toshiharu Taura, Yukari Nagai
Creativity & Cognition2
2007 Design creativity workshop
abstract
No abstract available.
Yong Se Kim, Toshiharu Taura
Creativity & Cognition2
2007 A Study on Acquiring Underlying Behavioral Criteria for Manipulator Motion by Focusing on Learning Efficiency
abstract
Conventional humanoid robotic behaviors are directly programmed depending on the programmer's personal experience. With this method, the behaviors usually appear unnatural. It is believed that a humanoid robot can acquire new adaptive behaviors from a human, if the robot has the criteria underlying such behaviors. The aim of this paper is to establish a method of acquiring human behavioral criteria. The advantage of acquiring behavioral criteria is that the humanoid robots can then autonomously produce behaviors for similar tasks with the same behavioral criteria but without transforming data obtained from morphologically different humans every time for every task. In this paper, a manipulator robot learns a model behavior, and another robot is created to perform the model behavior instead of being performed by a person. The model robot is presented some behavioral criteria, but the learning manipulator robot does not know them and tries to infer them. In addition, because of the difference between human and robot bodies, the body sizes of the learning robot and the model robot are also made different. The method of obtaining behavioral criteria is realized by comparing the efficiencies with which the learning robot learns the model behaviors. Results from the simulation have demonstrated that the proposed method is effective for obtaining behavioral criteria. The proposed method, the details regarding the simulation, and the results are presented in this paper.
Min An, Toshiharu Taura, Takayuki Shiose
IEEE Trans. Syst. Man Cybern. Part A2
1998 Application of evolutionary programming to shape design
Toshiharu Taura, Ichiro Nagasaka, Atsushi Yamagishi
Comput. Aided Des.1