Research Interests

I graduated from Ritsumeikan University in Kyoto with the BSc degree in electrical engineering in 1985. I received the MSc degree in medical science from Osaka University in 1987, and the PhD degree in engineering from Ristumeikan University in 1992 concerning analysis of human motion and its application.

Though my career shows that I am not a specialist of computer science, I teach mathematics of information systems, programming languages (C and Lisp), artificial intelligence and so on in my university.

My current research interests are in human cognitive processes such as perception and motion, memory and learning, problem solving, and their models. I also have interests about their applications to artificial intelligence, human interface, ergonomics, and rehabilitation engineering. I have some research projects with rehabilitation therapists.

I have investigated human cognitive processes using several experimental tasks such as visual illusion, body weight shifting, manual tracking, button pressing, maze searching, solitaire game, and music performance. I have been performing some psychological experiments, analyzing the data and building computational models.


My current research projects are:

1. Analysis of manual pursuit tracking motion, especially, analysis of hand-eye coordination by using an eye camera.

Method: The target which moves regularly or randomly is shown on computer display, and the subject pursue it using a mouse. Eye movements are also recorded. The experiments are performed under various conditions, the results are analyzed. Then, the role of the eye movements in the tracking motion is investigated.

Goal: Fundamental properties (adaptability to high-velocity target, reverse elements or integral element) will be revealed. The mechanism of hand-eye coordination will be also investigated. The data of normal subjects will be compared with these of patients, and be applied to rehabilitation.

2. Analysis of human memory and problem-solving using a maze task.

Method: The maze is shown on computer display, and the subject solves it using a mouse. The whole of the maze is not shown at once, but partially and gradually through the hole just like the spotlighted area in the dark. The center of the hole shows the current point of the search, and the subject searches the maze moving the hole. The experiments are performed under various conditions, the results are analyzed and some models are suggested.

Goal: The relation between the capacity of short-term memory and the planning of problem solving will be revealed. The formation process of cognitive map will be investigated. The data of normal subjects will be compared with these of patients, and be applied to rehabilitation.

3. Analysis of human problem-solving and learning process using a card game.

Method: The subject plays the solitaire game 'Calculation', which is mentioned later, on computer display, and all operation data are recorded. Verbal protocol data are also recorded. The strategies of the expert players of the game are analyzed and compared with these of novice players. The learning process of novice players is also investigated. Some models of the strategies of players are suggested.

Goal: Human strategies to ill-structured problem will be revealed. Especially, the advantages of the strategies of the expert players and human learning process to ill-structured problem will be investigated. From viewpoint of intelligent human interface, the supporting methods to problem solving and learning will be suggested.


The rule of Calculation:

Shuffle the deck and place them face-down to form the stock; turn the topmost card of the stock face-up. There are four tableaus and four foundations, all of them are initially empty.

The unique feature of this game is the way the foundations are built. Each of the four is built up in a different way, like this:

A,2,3,4,5,6,7,8,9,10,J,Q,K - Build up by ones
2,4,6,8,10,Q,A,3,5,7,9,J,K - Build up by twos
3,6,9,Q,2,5,8,J,A,4,7,10,K - Build up by threes
4,8,Q,3,7,J,2,6,10,A,5,9,K - Build up by fours

Suit and colour are ignored entirely in this game; only rank is considered.

The topmost card of the stock is available for play on the foundations. If it won't go onto the foundations, it can be placed on any of the four tableaus, which fan down.

The topmost card of each tableau is also available for play on the foundations, but nowhere else: tableau cards can't be moved to other tableaus.

The goal is to move all cards onto the foundations.