Updated on 2026/03/10

写真a

 
MITAKE HIRONORI
 
Organization
Undergraduate School School of Interdisciplinary Mathematical Sciences Associate Professor
Title
Associate Professor
External link

Research Areas

  • Informatics / Entertainment and game informatics

Papers

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MISC

Research Projects

  • 少ない例示から豊かな反応を生み出す、感覚運動協応を再現した自律キャラクタ表現手法

    Grant number:22K12332  2022.4 - 2025.3

    日本学術振興会  科学研究費助成事業  基盤研究(C)

    三武 裕玄

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    Grant amount:\4290000 ( Direct Cost: \3300000 、 Indirect Cost:\990000 )

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  • A virtual reality environment capable of dexterous operation and texture presentation using a physical model of friction sliding

    Grant number:20H04220  2020.4 - 2023.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research  Grant-in-Aid for Scientific Research (B)

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    Grant amount:\17680000 ( Direct Cost: \13600000 、 Indirect Cost:\4080000 )

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  • Autonomous Motion Engine for Behavior and Reaction Design of Interactive Character Agents

    Grant number:19K12284  2019.4 - 2022.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research  Grant-in-Aid for Scientific Research (C)

    Mitake Hironori

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    Grant amount:\4420000 ( Direct Cost: \3400000 、 Indirect Cost:\1020000 )

    For creation of attractive embodied communication agents, motion generation engine to enable both various reactions according to situation and capable of handcrafting expressive animations are important. We propose reactive animation framework for characters which is based on reaching motion, realized by minimum jerk trajectory, inverse kinematics and physics simulation. In addition, we realized conversion method from conventional motion data into reaching motion based reactive animation, and autonomous addition of micro-slipping by mimicking memory and perception mechanisms.

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  • Virtual reality with haptic texture presentation based on physics simulation of deformation and stick-slip distribution

    Grant number:17H01774  2017.4 - 2020.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research  Grant-in-Aid for Scientific Research (B)

    Hasegawa Shoichi

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    Grant amount:\17680000 ( Direct Cost: \13600000 、 Indirect Cost:\4080000 )

    It is known that when rubbing an object with a finger, vibration due to sticking slip occurs, which affects the material feeling of the object. The purpose of this research is to reproduce this by constructing a physical model and simulating it. During this research period, we constructed a simulation model of a finger and an object that can generate a vibration waveform equivalent to that during actual rubbing. In addition, the parameters of the model were identified from the vibration waveforms measured for four materials, and it was confirmed that the feel can be reproduced to some extent by rendering using the parameters. Moreover, in order to include the shape deformation of the fingertip and the surface of the object in the simulation model, a method of the simulation and the haptic rendering of flexible deformable objects was proposed.

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  • Natural Conversation Motion Generation by Control Model Acquisition from Examples

    Grant number:17K17713  2017.4 - 2019.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research  Grant-in-Aid for Young Scientists (B)

    Mitake Hironori

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    Grant amount:\4290000 ( Direct Cost: \3300000 、 Indirect Cost:\990000 )

    We aimed to realize motion generation for embodied conversational agents utilizing physics engine for natural synthesis of motion.
    Firstly, we focused on "Forward Inverse Relaxation Model (FIRM)" of human hand reaching motion. We created physics engine based FIRM computation method, which is easy to use and generate smooth and natural motion. Also, we created motion design environment for creating characteristic behaviors of virtual agents utilizing physics engine based motion generation. On the other hand, facial expressions or voice pitch cannot be generated with physical simulation. Therefore, we also researched on HMM based machine learning method of conversation model based on real conversation examples.
    Moreover, we also created new display for appropriate gaze expression of agents. With 2 layered LCD, we realized low-cost and high resolution display which can show eye-contact only for limited view position.

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  • Virtual Reality of Internal Structures and Materials by Elucidation of Causal Phenomenon and Modeling of Active Touch Sensing

    Grant number:26280072  2014.4 - 2017.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research  Grant-in-Aid for Scientific Research (B)

    Hasegawa Shoichi, Sato Makoto, Katsuhito Akahane

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    Grant amount:\15470000 ( Direct Cost: \11900000 、 Indirect Cost:\3570000 )

    An active touch that gets a tactile sense by touching and moving an object gives various clues about the target.
    In this research, we aim to compute and present deformation and vibration by physical simulation to realize virtual reality, where the user perceive internal structure and material by active touch. We worked on (1) a short computation time deformation algorithm and (2) reproducing of vibrations generated by active touch.
    For (1), we proposed a method to reduce computation time by decomposing the target into local groups and using the local stiffness matrix. For (2), we show that an accurate friction coefficient model for stick-slip friction reproduces stick-slips close to reality and it improves the feel of reality.

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  • Direction of Autonomous Character in Creation Space of Performing Arts

    Grant number:26730103  2014.4 - 2016.3

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research  Grant-in-Aid for Young Scientists (B)

    MITAKE Hironori

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    Grant amount:\3770000 ( Direct Cost: \2900000 、 Indirect Cost:\870000 )

    We realized design method for motion of dynamically simulated characters, inspired from direction method of performing arts. We used motion, voice and words to design character motions. Using motion inputs, optimization is performed to minimize difference between input motion and simulated output motion. Voice pitch is used to design velocity of motion. Words expressing impression of motion are gathered from users, and used to map impression words from motion parameters.

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  • Virtual Creatures for Expressing Personalities in Real-time

    Grant number:23800024  2011 - 2012

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research  Grant-in-Aid for Research Activity Start-up

    MITAKE Hironori

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    Grant amount:\3250000 ( Direct Cost: \2500000 、 Indirect Cost:\750000 )

    We realized a CG character with capability of designing its behavior, which express personality of the character. By utilizing goal-oriented planning with simulation based motion generation and development of behavior parameter adjustment environment, the character requires less cost for behavior design. The method is confirmed by implementation of the character mimics behavior of the 1-year-old baby.

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