Yutaka Arakawa

Prof. Yutaka Arakawa

Kyushu University
orcid

Research Focus & Metrics

Academic Career Length

25Years (2002-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 March 2014
Verified
Conference Paper
Closed access
YUYoshitaka Ueyama
Yoshitaka Ueyama
MTMorihiko Tamai
Morihiko Tamai
Yutaka ArakawaYutaka Arakawa
Yutaka Arakawa
KYKeiichi Yasumoto
Keiichi Yasumoto
Since participatory sensing relies on users' active participation, several monetary incentive mechanisms for attracting users' participation have been proposed. However, to make users participate in “heavy” sensing tasks (either physically or mentally), stronger incentive is required. Thus, the total amount of rewards paid by the client will quickly rise. In this paper, we propose a novel incentive mechanism based on gamification for participatory sensing to reduce the total amount of rewards paid by the client. The proposed incentive mechanism incorporates a status level scheme depending on earned reward points like airline's mileage services, so that users with higher status can earn more reward points. We also introduce a ranking scheme among users and a badge scheme based on gamification so that users are attracted by getting not only monetary reward points but also sense of accomplishment. We formulate the problem of sensing given PoI (points of interest) with minimal reward points and devise a heuristic algorithm for deriving the set of users to which requests are sent and appropriate reward points for each request. The algorithm requires the participation probability distribution for each tuple of a user, reward points, and the burden of a sensing task. To obtain the probability distribution, we implemented a prototype of a participatory sensing system with the proposed incentive mechanism and conducted an experiment with 18 users for 30 days. As a result, we confirmed that the gamification mechanism increased participation probability from 53% (without gamification) to 73%.

12 July 2023 in IEEE Access
Verified
Journal Article
Open access
JHJianyu Huang
Jianyu Huang
ZHZuguang He
Zuguang He
Yutaka ArakawaYutaka Arakawa
Yutaka Arakawa
BDBilly Dawton
Billy Dawton
Autonomous vehicles are an essential tool for promoting the development of intelligent transportation systems (ITS) and can effectively reduce traffic accidents caused by human errors. As an important part of the automatic driving software system, path planning is responsible for generating the motion trajectory of the vehicle, which is the primary factor determining driving quality. However, solution space construction and optimization problem formulation remain challenging research areas in the field of path planning. In this paper, we propose a multi-objective optimization algorithm for static obstacle avoidance to improve the comfort, safety and anti-deviation of the planned trajectory. We decouple the lateral and longitudinal motion of the vehicle using the Frenet frame and discretize the driving state space to generate target states of the vehicle. Based on the initial and target states, we generate a set of lateral and longitudinal motion trajectories using quintic and quartic polynomials, respectively. In addition, we design a cost function that comprehensively considers the comfort, safety, and deviation distance of the road center line by combining acceleration check, curvature check, and collision check. As part of the cost function, we propose a novel method to quantify the safety of candidate trajectories considering the size of obstacles. The experimental results show that the proposed algorithm can quantize the safety of candidate paths and improve comfort 13.47%, 32.19%, 59.36% and 18.60% on the straight road, curvy road, intersection and U-shaped road, respectively. Furthermore, the algorithm can improve anti-deviation by 63.72%, 13.86%, 44.36%, 45.56% on the straight road, curvy road, intersection and U-shaped road, respectively.

15 November 2018 in Sensors
Verified
Journal Article
Open access
PDF file
YMYuki Matsuda
Yuki Matsuda
DFDmitrii Fedotov
Dmitrii Fedotov
YTYuta Takahashi
Yuta Takahashi
Yutaka ArakawaYutaka Arakawa
Yutaka Arakawa
KYKeiichi Yasumoto
Keiichi Yasumoto
WMWolfgang Minker
Wolfgang Minker
With the spread of smart devices, people may obtain a variety of information on their surrounding environment thanks to sensing technologies. To design more context-aware systems, psychological user context (e.g., emotional status) is a substantial factor for providing useful information in an appropriate timing. As a typical use case that has a high demand for context awareness but is not tackled widely yet, we focus on the tourism domain. In this study, we aim to estimate the emotional status and satisfaction level of tourists during sightseeing by using unconscious and natural tourist actions. As tourist actions, behavioral cues (eye and head/body movement) and audiovisual data (facial/vocal expressions) were collected during sightseeing using an eye-gaze tracker, physical-activity sensors, and a smartphone. Then, we derived high-level features, e.g., head tilt and footsteps, from behavioral cues. We also used existing databases of emotionally rich interactions to train emotion-recognition models and apply them in a cross-corpus fashion to generate emotional-state prediction for the audiovisual data. Finally, the features from several modalities are fused to estimate the emotion of tourists during sightseeing. To evaluate our system, we conducted experiments with 22 tourists in two different touristic areas located in Germany and Japan. As a result, we confirmed the feasibility of estimating both the emotional status and satisfaction level of tourists. In addition, we found that effective features used for emotion and satisfaction estimation are different among tourists with different cultural backgrounds.

26 October 2017 in Journal of Sensors
Verified
Journal Article
Open access
PDF file
YNYugo Nakamura
Yugo Nakamura
Yutaka ArakawaYutaka Arakawa
Yutaka Arakawa
TKTakuya Kanehira
Takuya Kanehira
MFMasashi Fujiwara
Masashi Fujiwara
KYKeiichi Yasumoto
Keiichi Yasumoto
We propose a comprehensive sensing platform called SenStick, which is composed of hardware (ultra tiny all-in-one sensor board), software (iOS, Android, and PC), and 3D case data. The platform aims to allow all the researchers to start IoT research, such as activity recognition and context estimation, easily and efficiently. The most important contribution is the hardware that we have designed. Various sensors often used for research are embedded in an ultra tiny board with the size of 50 mm (W) × 10 mm (H) × 5 mm (D) and weight around 3 g including a battery. Concretely, the following sensors are embedded on this board: acceleration, gyro, magnetic, light, UV, temperature, humidity, and pressure. In addition, this board has BLE (Bluetooth low energy) connectivity and capability of a rechargeable battery. By using 110 mAh battery, it can run more than 15 hours. The most different point from other similar boards is that our board has a large flash memory for logging all the data without a smartphone. By using SenStick, all the users can collect various data easily and focus on IoT data analytics. In this paper, we introduce SenStick platform and some case studies. Through the user study, we confirmed the usefulness of our proposed platform.

17 January 2020 in Journal of Occupational Health
Verified
Journal Article
Open access
PDF file
Akihito ShimazuAkihito Shimazu
Akihito Shimazu
ANAkinori Nakata
Akinori Nakata
TNTomohisa Nagata
Tomohisa Nagata
Yutaka ArakawaYutaka Arakawa
Yutaka Arakawa
SKSachiko Kuroda
Sachiko Kuroda
IYIsamu Yamamoto
Isamu Yamamoto
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1 January 2016 in Journal of Information Processing
Verified
Journal Article
Closed access
PDF file
Yutaka ArakawaYutaka Arakawa
Yutaka Arakawa
YMYuki Matsuda
Yuki Matsuda
This paper investigates gamification mechanisms and their application for promoting participatory urban sensing. Participatory sensing, which utilizes user smartphones as sensors, is focused on as an effective and economical sensing mechanism for wide areas. However, countinuing to motivate many participants for a long time is difficult. In addition, monetary incentives are limited generally. To solve these problems, gamification mechanisms are considered one promising technique because they have the potential to suppress monetary incentives by maintaining the motivation of participants. In addition to a general survey, we introduce our past practical research results on gamified participatory urban sensing.