- Intelligent Tutoring Systems and Adaptive Learning
- Online Learning and Analytics
- Innovative Teaching and Learning Methods
- Music and Audio Processing
- Neuroscience and Music Perception
- Emotion and Mood Recognition
- Media Influence and Health
- Time Series Analysis and Forecasting
- Free Will and Agency
- Context-Aware Activity Recognition Systems
- Music Technology and Sound Studies
- Human Mobility and Location-Based Analysis
- Advanced Text Analysis Techniques
- Psychology of Moral and Emotional Judgment
- Online and Blended Learning
- Educational Technology and Assessment
- Psychosomatic Disorders and Their Treatments
- Anomaly Detection Techniques and Applications
- AI-based Problem Solving and Planning
- Artificial Intelligence in Games
- Neuroethics, Human Enhancement, Biomedical Innovations
- Infrastructure Resilience and Vulnerability Analysis
- Neural Networks and Applications
- EEG and Brain-Computer Interfaces
- Social Robot Interaction and HRI
KDDI Research (Japan)
2020-2025
KDDI (Japan)
2020
Omron (Japan)
2018-2019
RIKEN Center for Brain Science
2018-2019
Research Organization of Information and Systems
2014-2018
The Institute of Statistical Mathematics
2013-2016
Osaka University
2005-2014
Osaka Research Institute of Industrial Science and Technology
2005-2013
De La Salle University
2003-2012
Abstract Sense of agency (SoA) refers to the experience or belief that one’s own actions caused an external event. Here we present a model SoA in framework optimal Bayesian cue integration with mutually involved principles, namely reliability action and outcome sensory signals, their consistency causation by action, prior causation. We used our explain intentional binding effect, which is regarded as reliable indicator SoA. Our explains temporal both self-intended unintentional actions,...
Sense of agency (SoA) is the perceived control over one's actions and their consequences, through this one feels responsible for consequent outcomes in world. We analyze far-reaching implications a two-pronged knowledge on SoA its impact human-AI interactions. argue that although there are interesting research efforts an AI to inherently possess SoA, they still sparse, constrained scope present unclear immediate benefit design AI-enabled systems. also how human affected by sense presents...
An upcoming trend of affective gaming is where a player's emotional state used to manipulate game play. This an interesting field explore especially for the survival horror genre that excellent at producing intense emotions. In this research, we analyzed different player states prior (i.e., Neutral, Anxiety, Suspense) and after Low-Fear, Mid-Fear, High-Fear) scary event using affect annotation tool collect self-reports their during game. Brainwave signals, heart rate keyboard-mouse activity...
The concept of sense agency (SoA) has garnered considerable attention in human science at least the past two decades. Coincidentally, about decades ago, artificial intelligence (AI) research witnessed an explosion proposed theories on mostly based dynamical approaches. However, despite this early burst enthusiasm, SoA models AI remain limited. We review state SoA, seen predominantly developmental robotics, vis-à-vis psychology and neurocognitive treatments, examine how can further achieve...
The consideration of human feelings in automated music generation by intelligent systems, albeit a compelling theme, has received very little attention. This work aims to computationally specify system's compositional intelligence that tightly couples with the listener's affective perceptions. First, system induces model describes relationship between and musical structures. is learned applying inductive logic programming paradigm FOIL coupled Diverse Density weighting metric over dataset...
Research in psychology and SSP often describe posture as one of the most expressive nonverbal cues. Various studies particularly link mirroring behaviour to rapport. Currently, however, there are few which deal with automatic analysis postures none at all focus on its connection This study presents a method for automatically predicting rapport dyadic interactions based congruence. We begin by constructing dataset self-reported annotations. Then, we present simple system classification use it...
Students have different ways of learning and varied reactions to feedback. Thus, allowing a system predict how students would appraise certain feedback gives it the capability adapt what help student learn better. This research focuses on prediction student’s appraisal provided in an intelligent tutoring (ITS). A regression model for frustration excitement is created perform prediction. The was able achieve 0.724 correlation with 0.164 RMSE 0.6 0.189 RMSE. These results indicate potential...
Music induces different kinds of emotions in listeners. Previous research on music and discovered that features can be used for classifying how certain induce an individual. We propose a method collecting electroencephalograph (EEG) data from subjects listening to emotion-inducing music. The EEG is continuously label high-level with continuous-valued emotion annotations using the spectrum analysis method. are extracted fromMIDI files windowing technique. highlight results two models stress...
Previous studies have shown that the personality composition of a group significantly affects learners' satisfaction during collaborative learning. However, while these investigated as whole by focusing on statistics, such mean and standard deviation members' personalities, they paid little attention to differences individual pairs within group, albeit contains many pairwise interactions. In this paper, we studied whether how between learner groupmates affect learner's satisfaction....
Learning is commonly associated with knowledge transfer involving guidance from a teacher. However, as people grow older they are expected to know how learn by themselves. In this research, we analyzed student learning in an unsupervised environment, i.e., performing academic wherein students have complete control over their thus requiring them manage it. Transition likelihood metrics were used analyze the interplay between emotion, and non-learning related activities while did research....
Empathy is a learnable skill that requires experiential learning and practice of empathic ability for it to improve mature. In the context human-system interaction (HSI) this can mean system should be permitted have an initial knowledge empathy provision inaccurate or incomplete, but with evolving progressing over time through from experience. This problem has yet defined dealt in HSI. paper attempt state ambient intelligent self-improve its responses based on user affective states.
Spatiotemporal data aggregated over regions or time windows at various resolutions demonstrate heterogeneous patterns and dynamics in each resolution. Meanwhile, the multi-resolution characteristic provides rich contextual information, which is critical for effective long-sequence forecasting. The importance of such inter-resolution information more significant practical cases, where fine-grained usually collected via approaches with lower costs but also qualities compared to those...
Sense of agency (SoA) is the subjective experience that one's own volitional action caused an event to happen. This has cast light understanding fundamental aspects human behavior, which includes regulating actions during goal pursuit. Due its many facets, investigating SoA proved be a strong challenge, compelling theorists and experimentalists develop various paradigms analyze it. While investigations on have primarily focused simple tasks probe basic self-agency capacity awareness, were...