Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Kazutaka Ueda

dblp:54/5304 · DBLP profile ↗
← Back
9ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0002-7525-5636ORCID · verified

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

Artificial intelligence and machine learning · 5 · 1 since 2021Human-computer interaction and ubiquitous computing · 4Applied, interdisciplinary, general and emerging computing · 3

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.

Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%
Artificial intelligence
1 paper
Reinforcement learning · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › multi-agent reinforcement learning › credit assignment
temporal credit assignment
0.012003
Different Cortico-Basal Ganglia Loops Specialize in Reward Prediction at Different Time Scales · NIPS 2003
Medical and health informatics › neuroimaging
functional magnetic resonance imaging
0.012003
Different Cortico-Basal Ganglia Loops Specialize in Reward Prediction at Different Time Scales · NIPS 2003
Medical and health informatics › neuroimaging
neuroimaging analysis
0.012003
Different Cortico-Basal Ganglia Loops Specialize in Reward Prediction at Different Time Scales · NIPS 2003

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

markov decision task · 0.1SPM analysis · 0.1
YearPublicationVenuePosition
2023 Free energy model of emotional valence in dual-process perceptions
Hideyoshi Yanagisawa, Xiaoxiang Wu, Kazutaka Ueda, Takeo Kato
Neural Networks3
2019 Development of an active sensing system for distress detection using skin conductance response
abstract
Excessive stress can lead to mental disorders, and in the worst cases, to suicide. The type of stress that is especially harmful to mind and body is known as distress. It is important for people to properly understand their own mental health condition to prevent distress-induced disorders. Recent studies have investigated this issue by developing indices for measuring distress levels by using physiological signals which reflect a person's sympathetic nervous system activity during a task that induces distress. However, in applying these technologies to real life, many factors can impact these stress indices including eustress, stress which induces positive responses caused by activities such as concentration on tasks. It is therefore, difficult to determine an actual distress level. To distinguish distress from eustress, we propose a new active distress sensing system. In this system, users are exposed to emotional stimuli and are expected to experience psychological responses depending on their distress levels. We developed this system using musical mood induction as the emotional stimuli. We established that the psychological response during a state of distress leads to specific skin conductance responses that are not the same as those under a eustress.
Naoki Tateyama, Kazutaka Ueda, Masayuki Nakao
ACII2
2016 Visuospatial Workload Measurement of an Interface Based on a Dual Task of Visual Working Memory Test
abstract
Guidelines devised to ensure that multiple and highly functional in-vehicle information systems (IVISs) are designed to present a distraction-free interface at the same time, need to consider the safety, functionality, and usability of image displays. However, no guidelines exist for quantitatively assessing drivers' cognitive workloads, and this includes usability and memorability. In this paper, we propose a method to measure drivers' visuospatial workload quantitatively. The method is incorporated in various interface tests including driving and human machine interface evaluations. The results indicated that the success rates of visuospatial working memory tasks can be used to rank the relative difficulties of the tasks, and the ranking order of these rates tended to be similar to that of the subjective difficulties.
Takahiro Miura, Ken-ichiro Yabu, Kenichi Tanaka, Hiroshi Ozawa, Masamitsu Furukawa, Seiko Michiyoshi, Tetsuya Yamamoto, Kazutaka Ueda, Tohru Ifukube
AutomotiveUI8
2016 Visuospatial working memory game and measured memory performances at various ages
abstract
Because of rapid population aging, it is necessary to design and develop senior-friendly or disability-friendly interfaces that can decrease the cognitive workload caused by an interface. At that time, the design implications and evaluation criteria of an interface should be needed for creating senior-friendly and disability-friendly interfaces. One of the elements that relate to memory functions for manipulating interfaces include working memory. However, rough standard of visuospatial memory remains unknown. Particularly, there are little reports about the relations between the age and the volume of visuospatial memory. In this paper, we aim to clarify this relations for proposing interface implications by using a visual pattern span test. For effective measurement of the memory, we implemented a gamified measurement application based on visual pattern span tests. The results indicated that the median numbers of memorable buttons on visuospatial memory were and 7.0 (interquartile range: 5.0-9.0). Also, the number of memorable buttons increases as the age increases until the age ranged 21-25 and then decreases gradually as the age increases after 21-25 years. Our evaluation suggest that it can be effective to measure memory performance of, especially, children by the applications that are designed based on the entertainment concepts including a gamification.
Takahiro Miura, Ken-ichiro Yabu, Kenichi Tanaka, Kazutaka Ueda, Tohru Ifukube
SMC4
2015 Effects of Changes in the Thermal Factor on Arousal Level and Thermal Comfort
abstract
Indoor thermal quality affects not only a person's perception of comfort, but also their level of arousal, work performance and health. Therefore, it is important that thermal factors are controlled and that a thermal environment is designed in accordance with its purpose. In this study, we aim to design a thermal environment that improves both the arousal level and thermal comfort of the occupants. In order to confirm the possibility that changes in thermal factors can improve both the arousal level and thermal comfort, we investigated the relationships between the physiological parameters, subjective sensation, and the performance of tasks. Specifically, we directed participants to perform a mathematical task and an evaluation of subjective sensation relating to their comfort level and arousal level. Simultaneously, the physiological indices of the participants such as their skin temperature and respiration rate were measured, and tests such as electroencephalography (EEG) and electrocardiography (ECG) were conducted throughout several conditions of changes in the thermal factors. Through the results of our study, we confirm that the relationship between comfort sensation and arousal level corresponds to changes in the thermal factors, we carried out a quantitative and continuous evaluation of a person's comfort sensation and arousal level using physiological indices.
Jongseong Gwak, Motoki Shino, Kazutaka Ueda, Minoru Kamata
SMC3
2012 Effect of Age-related Decline of Task Switching on the Task Sequences that Simulate Real Job
Keiji Ogata, Satoru Suto, Kazutaka Ueda, Takatsune Kumada, Tohru Ifukube
CogSci3
2007 Erratum to "Brain mechanism of reward prediction under predictable and unpredictable environmental dynamics" [Neural Networks 19 (8) (2006) 1233-1241]
Saori C. Tanaka, Kazuyuki Samejima, Go Okada, Kazutaka Ueda, Yasumasa Okamoto, Shigeto Yamawaki, Kenji Doya
Neural Networks4
2006 Brain mechanism of reward prediction under predictable and unpredictable environmental dynamics
Saori C. Tanaka, Kazuyuki Samejima, Go Okada, Kazutaka Ueda, Yasumasa Okamoto, Shigeto Yamawaki, Kenji Doya
Neural Networks4
2003 Different Cortico-Basal Ganglia Loops Specialize in Reward Prediction at Different Time Scales
abstract
To understand the brain mechanisms involved in reward prediction on different time scales, we developed a Markov decision task that requires prediction of both immediate and future rewards, and ana- lyzed subjects’ brain activities using functional MRI. We estimated the time course of reward prediction and reward prediction error on different time scales from subjects' performance data, and used them as the explanatory variables for SPM analysis. We found topog- raphic maps of different time scales in medial frontal cortex and striatum. The result suggests that different cortico-basal ganglia loops are specialized for reward prediction on different time scales.
Saori C. Tanaka, Kenji Doya, Go Okada, Kazutaka Ueda, Yasumasa Okamoto, Shigeto Yamawaki
NIPS4