Hideyuki Kanematsu

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38ranked-venue papers
14as first author
19since 2021 · last 2025
0000-0002-9144-6539ORCID · verified

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

Artificial intelligence and machine learning · 38 · 14 first-author · 19 since 2021
YearPublicationVenuePosition
2025 Activities in Second Life, with VR Headsets, and in Spatial.io
abstract
The authors had unique opportunities to successfully carry out important and creative activities in Second Life (a 3-D virtual community), with VR headsets, and in Spatial.io. They instructed their students to participate in problem-based learning projects (PBL) in Second Life (SL) on a virtual island owned by Nagaoka University of Technology in Japan. The PBL method provides students with challenging ill-structured problems to solve. They work cooperatively in a group to obtain possible solutions to the problems, while their instructors serve as guides. In addition, the group wore VR headsets to have realistic experiences with ocean life and dinosaurs. The authors also joined Spatial.io, a website that includes a variety of human-computer interaction techniques. They explored interesting locations, played games, examined various items, and struggled with a digital twin project.
Dana M. Barry, Hideyuki Kanematsu, Katsuko T. Nakahira
KES2
2025 Exploring the Applicability of Spatial Virtual Platforms Without VR Goggles: A Desktop-Based Case Study Using 3D CAD Models
abstract
In recent years, virtual platforms have emerged as powerful tools for immersive communication, education, and collaborative design. Among them, Spatial offers a widely accessible 3D environment that can be experienced not only through VR goggles but also on standard desktop systems. This paper explores the feasibility of using Spatial in a desktop 2D environment without VR goggles to visualize and evaluate 3D CAD models. We describe a practical workflow in which 3D models are uploaded into Spatial and viewed via a Mac desktop interface. Despite the limitations in immersion, we show that desktop interaction with Spatial still offers meaningful spatial understanding and interface operability, providing a low-barrier entry into virtual prototyping. We discuss implications for design education and outline future directions for integrating VR when available.
Hideyuki Kanematsu, Dana M. Barry, Katsuko T. Nakahira, Nobuyuki Ogawa, Shin-nosuke Suzuki, Kuniaki Yajima, Akiko Ogawa, Takeshi Kogo, Hidekazu Miura, Michiko Yoshitake, Takeshi Bessho, Ryoichi Ichino
KES1
2025 Expansion of the Next-Generation Educational Applications "C-mkr" and "A-txt" Across Multiple Platforms and Their Implementation in Educational Settings
abstract
This paper describes the development and implementation of Active Textbook System (A-txt) and Contents Maker (C-mkr), two augmented reality (AR)-based educational applications for smart devices. A-txt enables markerless AR interactions with printed text and images, turning traditional paper-based materials into interactive digital content. C-mkr serves as an authoring tool that allows users to freely create and manage AR content linked to printed media. The system supports both cloud and local operation and has been extended to run on Windows and Head-Mounted Displays (HMDs), enhancing its accessibility across platforms. The system was applied in two college-level courses, where students used it to annotate instructional materials and view AR-enhanced content. Questionnaire surveys revealed generally positive responses in usability, engagement, and perceived learning effectiveness. Students also provided constructive feedback regarding technical issues such as system stability and UI design. Open-ended responses highlighted the novelty and flexibility of the system and suggested its potential value across diverse educational settings.
Shin-nosuke Suzuki, Ryohei Kameyama, Takuya Matsumura, Akira Okada, Katsumi Hirata, Yasuhiro Kobayashi, Takehito Kato, Yutaro Akimoto, Kuniaki Yajima, Nobuyuki Ogawa, Hideyuki Kanematsu, Tadashi Fukumoto
KES11
2025 Preparation for Introducing Generative AI into the Next-Generation Educational App "A-txt" for Smart Devices
abstract
This study explores the integration of generative AI (large language models) into the AR-based educational support application “A-txt” to develop a next-generation personalized learning support system utilizing learners’ behavioral and question histories. A-txt recognizes charts and texts on printed educational materials as AR markers and displays associated digital content. In this paper, we present a prototype system in which generative AI provides real-time hints and explanations based on user interactions and natural language queries. Through experiments involving image recognition and learning support responses, we verify the effectiveness of the system. We also discuss future developments, including automatic content recommendations, visualization of weak areas, and feedback functions for educators based on learner behavior logs. This research provides a foundational step toward building a context-responsive and self-regulated learning support environment by integrating AR and generative AI technologies.
Shin-nosuke Suzuki, Ryohei Kameyama, Takuya Matsumura, Akira Okada, Katsumi Hirata, Yasuhiro Kobayashi, Takehito Kato, Yutaro Akimoto, Kuniaki Yajima, Nobuyuki Ogawa, Hideyuki Kanematsu, Tadashi Fukumoto
KES11
2024 Creating virtual worlds and designing games
abstract
This paper provides a general and interesting presentation for connecting virtual worlds to game design. It defines virtual worlds as computer-based environments where users can interact by using an avatar or playable characters that are included in video games. Individuals can make a virtual world by joining a virtual world platform like Second Life and creating their own space. To create a virtual world from scratch, a game engine is needed. Virtual worlds serve as the setting for games. Game design is the creation and shaping of the rules and content of the game. It includes the preparation of stories, characters, goals, and challenges. Games can be used for entertainment, education, and for other purposes. The authors visited a class at SUNY Canton to observe an introductory course about building virtual worlds for game design. They gave survey forms to the new college students who were in the initial stage of designing virtual worlds for their games. This paper includes some preliminary and general information obtained by analyzing the results of the surveys completed by the class participants. It also provides a general description of the steps necessary for planning and creating a video game.
Dana M. Barry, Hideyuki Kanematsu
KES2
2024 Analyzing Viewer Impressions of 3D Undersea Expeditions Through Mixed Methods: Psychological Responses and Textual Analysis Using a Head-Mounted Display
abstract
This study analyzes students’ impressions of deep-sea 3D video experiences delivered through a head-mounted display. Four female students watched an undersea expedition video and answered seven structured questions, followed by an open-ended prompt. Their responses revealed that 3D imagery significantly enhanced immersion, visual appeal, and educational engagement compared to traditional 2D images. Participants consistently rated the questions highly, citing immersive qualities, sustained attention, and increased understanding as notable benefits. A co-occurrence network analysis of the open-ended responses identified "immersive," "realistic," and "engaging" as central themes, reflecting how students felt deeply involved in the depicted scenes. "Educational" and "understanding" emerged as interconnected concepts, indicating students perceived that 3D visuals improved their comprehension of complex subjects. Terms like "fun" and "enjoyable" linked closely with "3D viewing," emphasizing the technology’s motivational value. Overall, this study confirms that 3D imagery offers substantial educational benefits by promoting focus, understanding, and enjoyment, suggesting potential applications in fields requiring spatial comprehension. However, due to the small sample size, results cannot be fully generalized.
Hideyuki Kanematsu, Dana M. Barry, Nobuyuki Ogawa, Katsuko T. Nakahira, Kuniaki Yajima, Shin-nosuke Suzuki, Tatsuya Shirai, Masashi Kawaguchi, Hidekazu Miura, Michiko Yoshitake
KES1
2024 Digital Innovation in Faculty Development: Crafting Academic Portfolios for the Next Era
abstract
This paper presents one project on integrating digital innovation in faculty development by creating academic portfolios. Academic portfolios document the multifaceted achievements of faculty members and help them in their professional progress and self-evaluation. This initiative adopted a systematic approach following the TU guidelines, incorporating lectures, mentoring, and collaborative sessions, and guiding educators to create portfolios that integrate teaching, research, and service activities. The project’s use of digital tools enabled time efficiency, accessibility, and iterative improvement and improved the transparency and scope of faculty performance. The digital platform also facilitated real-time feedback and integration of the portfolio with a wider digital repository, which aligns with environmentally sustainable practices. Participant feedback highlighted increased motivation and a deeper understanding of the interaction between teaching and research. The project demonstrated that the digital portfolio powerfully aligned teachers’ activities with their professional ethos and promoted continuous development and personal growth goals. This approach suggests the potential for transforming faculty development in the academic community.
Hideyuki Kanematsu, Akiko Ogawa, Takeshi Kogo, Risa Kawai, Dana M. Barry, Nobuyuki Ogawa, Shin-nosuke Suzuki, Goichi Hagiwara, Kayoko Kurita
KES1
2024 Fostering Entrepreneurial Spirit in Higher Education: A Case Study of Startup Education in Japan
abstract
This study delves into the innovative initiative at Suzuka National College of Technology, where a creative workshop initially established onsite for entrepreneurial experimentation has been replicated in a virtual space to enhance the educational experience in startup education; by integrating real-time simulations with foundational business theories the virtual center not only provides a platform for testing business ideas through simulations that mimic market reactions and consumer behavior but also bridges the gap between theoretical knowledge and practical application, which is crucial in practical engineering education where experiential learning is key. This dual-environment approach not only facilitates the development of practical skills but also enables students to gain insights into the realities of business management and innovation, preparing them effectively for the challenges of the entrepreneurial world; the future of this virtual center looks promising as it plans to incorporate tools for business planning, financial forecasting, and market analysis to provide a comprehensive preparation platform for students, ensuring they are well-equipped to conceive, plan, and execute their business ideas successfully.
Tatsuya Shirai, Katsuko T. Nakahira, Hideyuki Kanematsu, Dana M. Barry, Nobuyuki Ogawa, Kuniaki Yajima, Shin-nosuke Suzuki, Masashi Kawaguchi, Michiko Yoshitake
KES3
2024 A study on next-generation educational apps A-txt and C-mkr with cloud servers and Sel-Deco style class assignments using them
abstract
This paper describes the cloud implementation of Active Textbook System (A-txt) and Contents Maker (C-mkr), which are educational applications for smart terminals that the authors have proposed. These apps use “marker less AR technology”, allowing anyone to easily add digital information to regular paper textbooks. By putting these servers in the cloud, users can now use them anytime and anywhere. In addition, this paper also states the development of classes using these apps. We aim to improve educational effectiveness by allowing students to use these apps to create original reference materials by attaching additional content to paper materials. We call this educational method self-decoration, or “Sel-Deco”, because the students decorate their textbooks themselves. This time, in classes where this Sel-Deco method was applied, good results were obtained in terms of student satisfaction and educational effectiveness, showing the effectiveness of the Sel-Deco style class.
Shin-nosuke Suzuki, Ryohei Kameyama, Masaya Yamaguchi, Akira Okada, Katsumi Hirata, Yasuhiro Kobayashi, Takehito Kato, Yutaro Akimoto, Kuniaki Yajima, Nobuyuki Ogawa, Hideyuki Kanematsu, Tadashi Fukumoto
KES11
2023 Creative teaching using hybrid e-learning and virtual reality
abstract
This paper describes three creative teaching activities that motivate and engage students into active learning. The teaching methods used include hybrid e-learning and virtual reality. The hybrid e-learning style is a combination of e-learning and a hands-on activity in a laboratory setting. For one hybrid e-learning project, students are asked to design, build, and test seawalls to help protect Japan from future tsunamis. In the other hybrid e-learning project, student teams are challenged to invent the best tasting nutritious fruit juice by using various fruits, blenders, water, plasticware, and other items. For the third project, participants use virtual reality (VR) headsets to learn about rollercoasters and to experience the thrill of riding on one.
Dana M. Barry, Hideyuki Kanematsu, Toshihiro Tanaka
KES2
2023 Evaluation Methods and Differences between Three Dimensional And Two Dimensional Movies by Physiological Measurements Using A Commercial 6-Axis Sensor
abstract
The term "metaverse" has become a common word in recent years. This term, a virtual space on the Internet, is gaining importance in various fields in today's era of remarkable progress toward the fusion of virtual space and real space using digital science. The authors have been engaged in a project to develop educational applications using experiences in 3D virtual space with headset-type goggles. In this study, we investigated the physiological effects on the viewer by observing and analyzing the blink and discussed its applicability.
Hideyuki Kanematsu, Dana M. Barry, Nobuyuki Ogawa, Kuniaki Yajima, Katsuko T. Nakahira, Shin-nosuke Suzuki, Takehito Kato, Tatsuya Shirai, Masashi Kawaguchi, Michiko Yoshitake
KES1
2023 Proposal of a Cloud Application that can Visualize the Atmosphere of a Remote Class
abstract
The corona crisis has promoted the spread of online classes at educational institutions around the world, but at the same time, its problems have become apparent. In particular, it is not easy for a teacher to get a response from students in a one-to-many video distribution format remote class compared to a face-to-face class, which makes it difficult to provide educational guidance. Therefore, we defined the information obtained from non-verbal communication in face-to-face classes as “Class Atmosphere” and analyzed the reason why it is lost in remote classes. In order to compensate for this, we have prototyped a cloud-based teaching assistance application that can visualize students’ willingness to participate in remote classes and their understanding status. This paper shows an overview and implementation configuration of the developed application that compensates for missing information, and also describes its utility and issues for future practical use.
Shin-nosuke Suzuki, Naoto Hoshikawa, Akira Okada, Katsumi Hirata, Yasuhiro Kobayashi, Takehito Kato, Yutaro Akimoto, Kuniaki Yajima, Nobuyuki Ogawa, Hideyuki Kanematsu, Tadashi Fukumoto
KES10
2022 Virtual reality enhances active student learning
abstract
This paper describes the advantages of using virtual reality (VR) environments like Second Life (SL) and VR headsets to motivate and engage students into active learning. Two advantages of virtual reality are that it allows users to see and interact in a three-dimensional world. Research results for the use of VR are also presented and compared to those of the traditional textbook teaching method. In addition, the authors share their successful problem-based learning (PBL) activities carried out in SL and their creative lesson ideas for using VR headsets with students.
Dana M. Barry, Hideyuki Kanematsu
KES2
2022 Three Dimensional Experiences Using a Commercially-Integrated Stand-alone Head-Mounted Display and Applying it to Education
abstract
In this study, we introduce a plan about the application of various realities for future educational purposes. To start, we provide an overview for three types of realities [Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR)] and clarify their relationships to each other. Then we classify VR tools into three types and focus on the integrated stand-alone type and prepare a plan for its educational application. Finally, we discuss important factors that could contribute to the examinees’ educational outcomes in the future.
Hideyuki Kanematsu, Dana M. Barry, Tatsuya Shirai, Nobuyuki Ogawa, Kuniaki Yajima, Katsuko T. Nakahira, Masashi Kawaguchi, Shin-nosuke Suzuki, Takehito Kato, Michiko Yoshitake
KES1
2022 Virtual Experiences of Metaverse Using Mobile Type Head-Mounted Displays and Their Applicability
abstract
The concept of a 3D experience using the Google Cardboard VR headset and cell phones is discussed in terms of its educational effect. As for the video component, content on YouTube as a 360°VR video is used. The following three topics are included in this project: skydiving, lunar exploration, and deep-sea exploration. In some organizations, groups of faculty and student members are asked to participate in such an activity to experience 3D using a cell phone and YouTube along with the VR headset. The authors plan to analyze the results using a 5-point scale. A similar experiment is already in progress. It involves the use of a different VR headset tool (Oculus Quest). Since the contents of both activities are similar, the purpose of this experiment is to compare and verify the advantages and disadvantages of using a VR cardboard headset and a cell phone, as well as to identify the advantages and disadvantages of using a cell phone.
Hideyuki Kanematsu, Dana M. Barry, Tatsuya Shirai, Nobuyuki Ogawa, Kuniaki Yajima, Katsuko T. Nakahira, Masashi Kawaguchi, Shin-nosuke Suzuki, Takehito Kato, Michiko Yoshitake
KES1
2022 Development of Contents Maker for mobile terminals in Active Textbook System and examination of cloud-based content server
abstract
The authors have proposed an active text system (A-txt), which is a next-generation electronic teaching material that can make general books digitally more extensible with a general-purpose mobile terminal using augmented reality (AR). A-txt content is created by software called Contents Maker (C-mkr). This paper discusses the development of C-mkr for mobile terminals and this development can realize new learning methods using it by students. A-txt is our original system that can easily add and show digital contents by using figures and sentences written on papers as augmented reality (AR) markers. Since Unity is used for the development of A-txt, users can use it regardless of the OS type of the mobile terminal. C-mkr used to need PCs exclusively so far, but now that we have developed an application for mobile terminals, it is possible to create contents on smartphones and tablet computers owned by every user. Along with that, A-txt itself has undergone various improvements. In fact, the A-txt system cannot be used by anyone at present because it is operated by an intra server, but we considered how to solve the problem by reconstructing the server using cloud type. With the above development, users can easily create and upload content anytime and anywhere. We are planning to use this system for students to make textbooks into reference books by themselves. This method is named "Self-decoration (Sel-Deco)", and its effectiveness will be verified in the future.
Shin-nosuke Suzuki, Ryohei Kameyama, Masaya Yamaguchi, Akira Okada, Katsumi Hirata, Yasuhiro Kobayashi, Takehito Kato, Yutaro Akimoto, Kuniaki Yajima, Nobuyuki Ogawa, Hideyuki Kanematsu, Tadashi Fukumoto
KES11
2021 Technologies for teaching during a pandemic
abstract
The coronavirus pandemic has had a major impact on education. As a result of this crisis, instructors world-wide had to quickly adapt and shift to remote teaching. This paper presents and describes technologies (such as Microsoft Teams, Zoom, Virtual Worlds, etc.) to promote active student learning during a pandemic. It also provides general information about the coronavirus and the learning environment that it created.
Dana M. Barry, Hideyuki Kanematsu, Nobuyuki Ogawa, Paul McGrath
KES2
2021 Research Activities in Materials Science and Engineering with Academic-Industrial Alliances during the COVID-19 Pandemic
abstract
During the COVID 19 pandemic, the importance of global academia-industrial alliances has increased. It is hoped that the alliances will help us to solve the current problems caused by the pandemic. In this paper, we introduce the application of IT tools and communication skills utilized in a special educational project for an academia-industrial collaboration. Some concrete examples from 2020 are provided from the viewpoint of the national alliance project in Japan. A discussion is included that describes the plans available to increase and strengthen the national project in the future.
Hideyuki Kanematsu, Dana M. Barry, Nobuyuki Ogawa, Shin-nosuke Suzuki, Kuniaki Yajima, Katsuko T. Nakahira, Tatsuya Shirai, Masashi Kawaguchi, Takehito Kato, Michiko Yoshitake
KES1
2021 Improvement of Active Textbook System (A-txt) on Unity Version and Examination of Usage in Consideration of Copyright
abstract
This paper is described on the improvement of the Active Textbook System (A-txt) and the consideration for Copyright Law when the A-txt is used. The A-txt is a next-generation electronic educational material system proposed by the authors that can digitally expand the general paper books with general-purpose terminals. This system is the original system that allows you to easily attach additional digital content to any location by using figures and sentences on paper as augmented reality (AR) markers. Initially, A-txt, which was developed for each type of mobile OS, is provided on a unified platform by using Unity, and it has become possible to concentrate budgets and human resources. This time, we have added new functions to make usability better and improved the screen display by modifying the source code. In addition, as a measure to use figures in books as AR markers without infringing copyright, we experimentally have found the minimum necessary range in which A-txt can be used without inconvenience. In the process, we also have found a method to increase the recognition rate of markers.
Shin-nosuke Suzuki, Ryohei Kameyama, Masaya Yamaguchi, Akira Okada, Katsumi Hirata, Takehito Kato, Yutaro Akimoto, Kuniaki Yajima, Nobuyuki Ogawa, Hideyuki Kanematsu, Tadashi Fukumoto
KES10
2020 Active Learning Classes (in KOSEN Colleges of Japan) Using ICT and Tools for Obtaining Biological Information to Enhance the Creativity of Engineering Design Students
abstract
For this study, instructors carried out active learning classes using tools to obtain biological information. Due to the constrained conditions for their use, students proposed their own projects and successfully carried them out on their own. The students belonged to two groups: one was for17 year old students and the other was for the students 19 years of age. Both groups displayed good creativity and engineering design capabilities. However, there was a clear difference between the two groups. The older students had more quantitative and application-related capabilities. We could confirm that the age demographic in KOSEN education was very sensitive for the improvement of creative engineering design capability.
Nobuyuki Ogawa, Hideyuki Kanematsu, Dana M. Barry, Tatsuya Shirai, Masashi Kawaguchi, Kuniaki Yajima, Katsuko T. Nakahira, Shin-nosuke Suzuki, Toshiro Kobayashi, Michiko Yoshitake
KES2
2020 Development of A-txt system compatible introductory teaching materials for Electric Power Engineering using gaming simulation
abstract
In this paper, a novel teaching material for the subject in Electric Power Engineering is proposed. The content of the subject is a non-practical, because the really necessary equipment cannot be installed on campus. Therefore, while taking the subject, students can neither feel the atmosphere nor know the danger of it. As a result of various trial and error, the authors have developed innovative teaching materials for introducing the subject. This teaching material employs a board game simulation format, so students can learn with interest. By incorporating digital contents into the tutorial, the simulation can be more facilitated. In addition, by linking with the active text system (A-txt) that is a digital teaching material using AR technology, the additional information can be browsed by holding their own smart terminal over the game sheets. In this time, it was confirmed that by applying the gaming simulation to the KOSEN students. They have been able to understand the learning goals represented by the difficulty of achieving 3E and the different characteristics of each country’s situation. Consequently, it was shown that students could study global issues in environmental and energy problems beyond the learning targets using the proposed material.
Shin-nosuke Suzuki, Yutaro Akimoto, Kengo Suzuki, Akira Okada, Katsumi Hirata, Takehito Kato, Kuniaki Yajima, Hideyuki Kanematsu, Tadashi Fukumoto, Fusao Yoshikawa
KES8
2020 Virtual Experiments in Metaverse and their Applications to Collaborative Projects: The framework and its significance
abstract
This paper introduces and describes a learning system for analyzing devices in a virtual world and points out its significance for current research collaboration. Now we are in Society 5.0, so daily problems should be solved by IoT (Internet of Things) with a mutual collaboration without borders. The authors need to collaborate with each other among remote organizations and different nations. For such situations, we need to establish the learning system for analyzing devices which would lead to an actual sharing system in the future. In this paper, the proposed concept for the learning system in metaverse is explained. The significance of the system is described, too.
Shin-nosuke Suzuki, Hideyuki Kanematsu, Dana M. Barry, Nobuyuki Ogawa, Kuniaki Yajima, Katsuko T. Nakahira, Tatsuya Shirai, Masashi Kawaguchi, Toshiro Kobayashi, Michiko Yoshitake
KES2
2020 Application of Biological Information from Eye Blinking to Mutual Communication for e-Learning: Results of PBL Activities for Students
abstract
An experimental trial was carried out with a problem-based learning (PBL) class for students. They were asked to come up with a plan for applying a glass sensor to determine concentration power. They held a discussion and agreed on a system and process, in which students would focus on memorizing English words. The process had three components. While studying English words, the students listened to music at the same time. As a second component, when the learning time was not long enough, students could concentrate on learning the words without any music. However, when the learning time was prolonged, the combination of learning and outcomes was higher for the case of memorizing 10 words. The students defined a coefficient that was based on the average of memorizing capability and concentration power. The results and the system are a unique case study. We believe the basic concept could be applied to the final trial for mutual non-verbal communication.
Kuniaki Yajima, Hideyuki Kanematsu, Dana M. Barry, Tatsuya Shirai, Masashi Kawaguchi, Nobuyuki Ogawa, Katsuko T. Nakahira, Shin-nosuke Suzuki, Toshiro Kobayashi, Michiko Yoshitake
KES2
2019 STEM activities for exploring Mars using innovative e-learning
abstract
Mars, the most Earth-like of the planets, has motivated scientists to search for life there. Presently, plans are in the works for landing humans on the Red planet between 2025 and the 2030s. Young students of today may have an opportunity to travel to Mars and /or serve as future astronauts. Therefore, it is important to provide them with enjoyable and rewarding learning experiences about space travel and the planet Mars. This paper describes successful STEM activities that use innovative e-learning to simulate components of real Mars missions.
Dana M. Barry, Hideyuki Kanematsu, Nobuyuki Ogawa, Katsuko T. Nakahira, Mahesh K. Banavar, Seema Rivera
KES2
2019 Measurements of Eye Movement and Teachers' Concentration during the Preparation of Teaching Materials
abstract
E-learning is a powerful educational tool nowadays. Particularly, it could activate classrooms and enhance the understanding of educational content taught by teachers. However, teachers often have various difficulties for using e-learning. One problem is for them to produce educational tools on their own. Some teachers need support for this type of activity. From the viewpoint, it is very important for us to know the various types of support that teachers need. In this study, we focused on teachers’ mental situations when they produce educational materials for their classrooms. We aimed to establish a model, so that the data of eye blinking could be analyzed and applied to evaluate teachers’ psychological and mental situations. Using a commercial glass-type sensor to observe eye blinking behaviors, we measured them for three teachers (as examinees), while they were producing their own presentation files. The data for the blinking behaviors were compared with the concentration power index and analyzed. And we discussed the possibility of applying the model to determine how teachers could be supported technically.
Hideyuki Kanematsu, Dana M. Barry, Tatsuya Shirai, Masashi Kawaguchi, Nobuyuki Ogawa, Kuniaki Yajima, Katsuko T. Nakahira, Toshiro Kobayashi, Michiko Yoshitake
KES1
2018 Virtual workshop for creative teaching of STEM courses
abstract
A virtual workshop for creative teaching was successfully carried out in Second Life (SL) with elementary school teachers (teachers of young children). Creative teaching is important for engaging and motivating students (of all ages) to pursue academic studies, especially in the areas of STEM (science, technology, engineering, mathematics). Countries need a supply of qualified STEM graduates to compete globally, creatively solve challenging problems, and provide the scientists, engineers, etc. of the future. The participants had no previous experience with SL, so they enjoyed the workshop very much and liked the creative setting (virtual classroom) and opportunity to make and operate their own avatars. This paper describes five creative teaching techniques, the teachers’ brainstorming session, and lesson ideas for turning students onto learning.
Dana M. Barry, Hideyuki Kanematsu, Katsuko T. Nakahira, Nobuyuki Ogawa
KES2
2018 Some Psychological Responses Measured by a Commercial Electrooculography Sensor and Its Applicability
abstract
Students’ psychological responses were evaluated by a commercial electrooculography (EOG) sensor. As psychological responses, we picked up two factors – concentration power and the impression about the simplicity for problem solving. A glass-type EOG sensor detected the electrooculogram and calculated the blink rate (focus), the blink strength (calmness) and the head posture (posture), constituting the final parameter called concentration power. In this study, we investigated the correlation between the two psychological responses and EOG parameters. We could confirm the qualitative correlation between the EOG parameter corresponding to concentration power and the psychological response. At this point, we presume that it could be applied to e-learning in virtual classrooms soon. As for the impression about the simplicity to solve problems, we could not found the reasonable correlation. However, the detailed analyses for all of the parameters and their time-dependent behaviors might make it clearer and also other relations with more psychological response.
Hideyuki Kanematsu, Dana M. Barry, Nobuyuki Ogawa, Katsuko T. Nakahira, Michiko Yoshitake, Tatsuya Shirai, Masashi Kawaguchi, Toshiro Kobayashi, Kuniaki Yajima
KES1
2017 Virtual STEM activity for renewable energy
abstract
A project about renewable energy was successfully carried out in Second Life (SL) by a team of Japanese students with a U.S. instructor who used English to communicate. This was a challenging task, especially since the students’ first language is Japanese. To improve the learning environment, a teaching assistant was available to translate information from English to Japanese when necessary. This paper describes the successful STEM (science, technology, engineering, mathematics) activity in SL where the Japanese students designed and built a special airplane for wind energy. It also mentions other contributions of our work, such as the incorporation of an Engineering Design Process into the lesson and the advantages we found by carrying out the renewable energy project in a virtual reality environment.
Dana M. Barry, Hideyuki Kanematsu, Michael Lawson, Katsuko T. Nakahira, Nobuyuki Ogawa
KES2
2017 Skype Discussion for PBL Between Two Laboratories and Students Biological/Psychological Responses
abstract
The discussion through Skype on research topics between two laboratories were carried out as virtual problem based learning project. During the discussion, the blinking eyes were counted as biological data. After the project, questionnaires were given to the participants. Two series of data, biological data by counting blinking eyes and psychological data derived from questionnaires were compared and analyzed. Both data were compatible reasonably and could be well explained complimentary. If the system could be established systematically, it would be a very powerful educational tools for both teachers and students in the future.
Hideyuki Kanematsu, Nobuyuki Ogawa, Akira Shimizu, Tatsuya Shirai, Masashi Kawaguchi, Toshiro Kobayashi, Katsuko T. Nakahira, Dana M. Barry
KES1
2016 Blinking Eyes Behaviors and Face Temperatures of Students in YouTube Lessons - For the Future E-learning Class
abstract
Nowadays, e-learning and the application of ICT to learning in various ways are going to move to the forefront of education due to various reasons. However, the learning style often lacks the characteristics of students’ synchronized feedback in the class simultaneously, even though the information is always needed to achieve the tutorial effectiveness and educational outcomes in the virtual class. Some of the current authors have investigated the application of biological data, the number of eye blinks, to e-learning or distance learning on research based and confirmed that the changed behaviour of the number corresponded to the difficulty of the problems to some extent. In this experiment, we issued YouTube as the educational tool and investigated the correlation between biological data, blinking eyes, facial surface temperature measured by infrared thermography and students’ psychological behaviors. The blinking eyes behavior seemed to reflect the examinees’ confusion at the initial stage of the video session. On the other hand, the measurement of facial surface temperatures should be revised and modified, since the current methods did not take the effect of external temperatures and also the appropriateness of sampling into account. However, we presume at least that the blinking eyes could be applied to the feedback tool of students’ responses also in the e-learning by YouTube video sessions.
Hideyuki Kanematsu, Nobuyuki Ogawa, Tatsuya Shirai, Masashi Kawaguchi, Toshiro Kobayashi, Dana M. Barry
KES1
2015 Evaluation for Students' Learning Manner Using Eye Blinking System in Metaverse
abstract
For a virtual problem-based learning (PBL) class in Metaverse, an eye blinking system for avatars was introduced. It correlated their eye blinking behavior with an emotional response to various problems that they were asked to discuss on behalf of their users. Three Japanese college students joined the project where they discussed a simple and difficult problem, respectively. Teachers proposed online (mathematical problems) for them. Each session was 10 minutes in length. During the classes, the number of eye blinks was recorded for each student by using special software. After completing the PBL classes, the students answered questionnaires. Then the results were analyzed. All of the results suggested that the difficult question would make students’ feelings unstable and increase the number of eye blinks. Using this system, teachers could analyze students’ responses well to achieve a better outcome of virtual PBL.
Dana M. Barry, Nobuyuki Ogawa, Asanka D. Dharmawansa, Hideyuki Kanematsu, Yoshimi Fukumura, Tatsuya Shirai, Kuniaki Yajima, Toshiro Kobayashi
KES4
2015 The Experiment of Sweden Game and the Evaluations of Gaming Result
abstract
In this research, we carried out the Sweden game and described its educational effect. The Sweden game is one way to determine cost-sharing for the construction of a pipeline. Three groups of about 40 students were used, with each group consisting of six teams. As a result, we obtained a good solution. Additionally, students learned practical methods, how to strategize, and how to bargain. We realized that this experiment brought the educational effect. We also made the evaluations of the result of Sweden game.
Masashi Kawaguchi, Hideyuki Kanematsu, Norio Baba
KES2
2014 Introducing Eye Blink of a Student to the Virtual World and Evaluating the Affection of the Eye Blinking During the e-learning
abstract
Problem Based Learning (PBL) is an educational process by which problem-solving activities and instructor's guidance facilitate learning. The PBL is suffered from the current issues in the traditional education system such as enhancing quality, reducing cost and increasing access. Virtual e-Learning (VeL) can be overcome those issues and become a major way of delivering the knowledge. The VeL is in early stage and there are many ways to enhance the effectiveness of the VeL. The establishment of the non-verbal features, which are essential elements in the education process, [1] is a one way of improving the quality of VeL. One of the non-verbal features (Eye blink) is visualized in the VeL and the affection of that non-verbal feature to the VeL is accessed in this research. The eye blink, which is an important non-verbal feature of the real student [2], is mirrored in the VeL environment. The affection of the eye blink was evaluated through an experiment with the responses of the e-Learning participants. The experiment consisted by PBL sessions with and without eye blinking. The evaluated factors of the questionnaire showed that a high rate of positive responses during the sessions with the eye blinks than the session without the eye blinks and also the difference of the mean ranks is 25%. Further, Mann-Whitney U test is utilized to analyze the responses of the students to determine whether there is a significant difference in the sessions with and without the eye blinking. It is identified that the eye blink helps to enhance the effectiveness of the group discussion significantly over the effect size value (r) of the selected factors have more than 0.62 suggested a moderate to high practical significance when they utilized the eye blinks in the VeL.
Asanka D. Dharmawansa, Yoshimi Fukumura, Hideyuki Kanematsu, Toshiro Kobayashi, Nobuyuki Ogawa, Dana M. Barry
KES3
2014 Virtual STEM Class for Nuclear Safety Education in Metaverse
abstract
The blend education of e-learning and hands-on activity was carried out, using Metaverse. The topic was picked up, relating to radioactivity, nuclear safety education and STEM education. The students were six 5th and 6th graders in an elementary school. The lecture was given to them through the virtual class in Metaverse (Second Life). And then, the hands-on experiments relating to radioactivity were carried out in real life, lead and guided by the teacher in Second Life synchronistically and supported by the teacher in real life sometimes. The questionnaire given to each of students after the hands-on experiments showed very clearly that the project satisfied with the original goals very well, from both viewpoints of STEM education and nuclear safety education at early stage (pre secondary) levels. We concluded that the blend education worked well for STEM education to much extent.
Hideyuki Kanematsu, Toshiro Kobayashi, Dana M. Barry, Yoshimi Fukumura, Asanka D. Dharmawansa, Nobuyuki Ogawa
KES1
2013 US Students Carry out Nuclear Safety Project in a Virtual Environment
abstract
A project about nuclear safety was carried out through e-learning. It was a problem based learning (PBL) activity that took place in Second Life (SL), an online three-dimensional community. The virtual classroom was built on an island owned by Nagaoka University of Technology, Japan. Three students from a high school near Clarkson University participated in this project. A teacher gave them a short lesson about nuclear energy safety and then proposed the problem. The students understood the contents very well and solved the problem through voice chat interactions in SL. They engaged in active discussions and displayed high interest for the safe use of nuclear energy throughout this successful project. The results clearly indicate that this type of PBL class is possible for actual e-learning about nuclear safety and for engineering education.
Dana M. Barry, Hideyuki Kanematsu, Yoshimi Fukumura, Toshiro Kobayashi, Nobuyuki Ogawa, Hirotomo Nagai
KES2
2013 Eco Car Project for Japan Students as a Virtual PBL Class
abstract
Problem Based Learning (PBL) is a powerful tool for engineering design education. On the other hand, STEM education at pre-college levels is important, particularly for engineering education, to increase and maintain a nation's industrial competitiveness. In this paper, virtual PBL in Second Life was carried out for third graders (18 year old students) in some national colleges of technology, Japan. At the beginning of the class, teachers proposed an ill-structured problem for students to solve, like one in real life. The problem was “design your own eco-cars through virtual discussion and make them by prim virtually”. Students as avatars discussed the problem in Second Life using microphones. They designed their own eco-cars using pens and tablets and made virtual cars with prims. After the project was completed, they evaluated their work by offline questionnaires and online talks in the virtual world. All of the results were examined from the viewpoints of the effectiveness for engineering design and STEM education.
Hideyuki Kanematsu, Toshiro Kobayashi, Nobuyuki Ogawa, Dana M. Barry, Yoshimi Fukumura, Hirotomo Nagai
KES1
2011 Multilingual Problem Based Learning in Metaverse
Sahar Farjami, Ryosuke Taguchi, Katsuko T. Nakahira, Rodrigo Nunez Rattia, Yoshimi Fukumura, Hideyuki Kanematsu
KES (3)6
2010 Multilingual Discussion in Metaverse among Students from the USA, Korea and Japan
Hideyuki Kanematsu, Yoshimi Fukumura, Dana M. Barry, So Young Sohn, Ryosuke Taguchi
KES (4)1