基本情報(Profile)
最終更新日(Last Updated)2024/07/29佐々木 雄司
YUJI SASAKI
佐々木 雄司
2024/04
広島大学(Hiroshima University)
先進理工系科学研究科博士課程後期先進理工系科学専攻情報科学プログラム(Graduate School of Advanced Science and Engineering (Doctoral Course) Division of Advanced Science and Engineering Informatics and Data Science Program)
博士課程後期・一貫(D)
自己アピール(Appealing Points)
He is involved in software research and development with a focus on user interfaces. He has developed various software since primary schools and participated in various contests in high school as part of the Mathematical Science Club, etc. He received the Minister of Internal Affairs and Communications Award for his proposal of e-Stat Junior, a statistical information portal site for beginners, at the STAT-DASH Grand Prix 2016 and was invited to WWDC17 as a In 2018, he was selected as an associate foundation student of the Masayoshi Son Scholarship Foundation (from 2019, a regular foundation student) in recognition of his achievements and current research, such as being invited to Scholarship.
In 2018, he entered the Faculty of Environment and Information Studies at Keio University, where he belongs to the Masui Research Group (Global User Interface Design). He researches new forms of u-user interfaces based on the belief that user interfaces that can be moved as desired are necessary for expanding human potential through computers. He is also interested in the ability to come up with ideas and how to nurture this ability, based on his own experience of developing various software, and is conducting research on computer-based creativity development for use in general education.
In 2021, he established Bridge UI Inc. to disseminate the user interface UX evaluation technology he has been researching, and is developing evaluation methods and providing consulting services for system design.
研究紹介(About my Research)
My research aims to optimise human-computer interaction and to create computers that literally 'work the way you want them to'. Through this research, I will contribute to expanding human capabilities and potential.
研究活動(Research Activities)
- 論文(Published Papers)
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2024/03 Proposal for Developing a Learning Material Focusing on Modified Problem-posing Using a Probability Game to Promote Understanding of the Problem Structure in Basic Engineering Mathematics
International Journal of Applied Physics and Mathematics, 15(1), 35-44 , Peer-Reviewed , 10.17706/ijapm.2024.14.1.35-44https://www.ijapm.org/show-105-702-1.html 2022/06/15 An Exploratory Study of the Relationship between Computational Thinking and Creative Attitudes among University Students
The 6th APSCE International Conference on Computational Thinking and STEM Education 2022 (CTE-STEM 2022), 92-97 , Peer-Reviewed , 10.34641/ctestem.2022.471https://cte-stem2022.tudelft.nl/home 2021 デジタルゲーム開発を専門とする学生の「創造性」と「ゲームの利用と満足」の関連性についての検討 / An Examination of the Relationship between "Creativity" and "Video Game Uses and Gratifications" among University Students Majoring in Digital Game Development or Design
デジタルゲーム学研究 / Journal of Digital Games Research, 14(1), 1-7 , Peer-Reviewed , 10.9762/digraj.14.1_11882-0913, 130008047721 http://ci.nii.ac.jp/naid/130008047721 , 概要はこちら(Description) 本研究の目的は,デジタルゲーム開発やデザインを専攻する学生の「ゲームの利用と満足」と創造性の関連性について検討することである.ゲームの利用と満足を把握するために,井口のゲームの利用と満足尺度を用い,「ゲ ームの利用と満足」と「創造性」に関連性があると仮説を設定した上で,調査を行った.その結果,「空想」,「承認」, 「達成」,「学習」が高い学生は創造性が有意に高い傾向が見られたが,「趣向」,「気晴らし」は他のゲームの利用と満足の因子および創造性との関連性は認められなかった.このことから,仮説が支持される結果が得られた.そして, (1) 「空想」,「承認」,「達成」,「学習」は創造性を喚起しうる可能性があること,(2) 「趣向」,「気晴らし」は独立した要因として考えられることが示唆された. The purpose of this study was to examine the relationship between "creativity" and "video game uses and gratifications" among students majoring in digital game development and design. To understand game use and satisfaction, we used Iguchi's Video Game Uses and Gratifications Scale and hypothesized that there is a relationship between "creativity" and "video game uses and gratifications," and accordingly, conducted a survey. The results revealed that students who scored high on "fantasy," "recognition," "achievement," and "study" tended to be significantly more creative, while "preference" and "diversion" were not associated with other game use and gratification factors or creativity. Thus, the results support the hypothesis. The findings suggested that (1) "fantasy," "recognition," "achievement," and "study" could stimulate creativity, and (2) "preference" and "diversion" could be considered as independent factors.
2020/10/13 Development of an Interactive Educational Tool to Experience Machine Learning with Image Classification
2020 IEEE 9th Global Conference on Consumer Electronics, GCCE 2020, 78-80 , Peer-Reviewed , 10.1109/GCCE50665.2020.9291944https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85099367639&origin=inward 概要はこちら(Description) In this study, we developed an interactive educational tool to experience machine learning with image classification. In the development of actual Artificial Intelligence (AI), it's important to think about what situations AI can be used in without coding. This system is based on machine learning for image classification and was developed as an iPad application. By using this system, beginners can feel the usefulness of AI. And It also enables users to experience AI development.
2020/06 Development of a Score-Based Virtual Instrument for Beginners, That Combines Composition with Performance
Proceedings - NICOGRAPH International 2020, NicoInt 2020, 91 , Peer-Reviewed , 10.1109/NicoInt50878.2020.00027https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85087919863&origin=inward 概要はこちら(Description) This paper describes the virtual instrument "Musicurves" that plays sounds based on curves drawn on a blank score. The concept was to create a program that allows beginners to engage in both performing and composing music at the same time, by allowing the users to play sounds just by visually drawing their image of a melody as a line.
2020 Computational Thinking育成を指向したPlaygroundゲームアプリケーション「Deliver Box」の開発 / Development of Playground Game Application "Deliver Box" for the Promotion of Computational Thinking
コンピュータ&エデュケーション / Computer & Education, 48, 98-99 , Peer-Reviewed , 10.14949/konpyutariyoukyouiku.48.982186-2168, 130007952592 http://ci.nii.ac.jp/naid/130007952592 , 2020 Computational Thinking を育成する組み立て式ベン図·Yes/Noチャート学習システムの設計·開発および評価 / Development and experimental use of assembling venn diagram and yes/no chart exercise system cultivating computational thinking
人工知能学会論文誌 / Transactions of the Japanese Society for Artificial Intelligence, 35(6), D-JA7_1 , Peer-Reviewed , 10.1527/tjsai.35-6_D-JA71346-0714, 130007934254 http://ci.nii.ac.jp/naid/130007934254 , 概要はこちら(Description) <p>The purpose of this paper is to report on the design and development of a Venn diagram and Yes/No chart learning system for fostering computational thinking and its evaluation. We developed a Yes/No chart learning system as a web application. This system was developed using HTML5 and vis.js. To evaluate this system's effectiveness, 20 university students and 4 high school students were given an experiential learning exercise. As a result, 18 students were able to use this system to explain the classification better. The median computational thinking score after using the system was significantly higher than the median computational thinking score before using the system. It was confirmed that this system is useful in fostering computational thinking through experiential learning.</p> The purpose of this paper is to report on the design and development of a Venn diagram and Yes/No chart learning system for fostering computational thinking and its evaluation. We developed a Yes/No chart learning system as a web application. This system was developed using HTML5 and vis.js. To evaluate this system’s effectiveness, 20 university students and 4 high school students were given an experiential learning exercise. As a result, 18 students were able to use this system to explain the classification better. The median computational thinking score after using the system was significantly higher than the median computational thinking score before using the system. It was confirmed that this system is useful in fostering computational thinking through experiential learning.
2019/10 Development of iOS software n-queens problem for education and its application for promotion of computational thinking
2019 IEEE 8th Global Conference on Consumer Electronics, GCCE 2019, 563-565 , Peer-Reviewed , 10.1109/GCCE46687.2019.9015331https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85081986375&origin=inward 概要はこちら(Description) In this study, the authors develop an iOS software 'n-Queens Problem for Education' and discuss its application in the promotion of computational thinking. As it has already been pointed out in [1] and [2], playing games and solving puzzles are effective in cultivating computational thinking, and our gaming software can be a good tool to cultivate skills regarding 'Generalization (Pattern Recognition), ' 'Abstraction;' and 'Algorithms' of computational thinking. Our software 'n-Queens Problem for Education' is based on the well-known 'The n-Queens Puzzle, ' which involves solving a puzzle of placing eight chess queens on an n × n chessboard so that they do not attack one another. This puzzle is a good way for students to learn computational thinking. Since this software shows the queens' moves and evaluates solutions, you can concentrate on using your brain without writing down the moves or erasing wrong solutions. In addition, this software has features such as the symmetry operations of rotation and reflection of the board that help users study their solutions.
2018/11/24 A block programming environment enabling online peer assessment for promoting collaborative learning
ICCE 2018 - 26th International Conference on Computers in Education, Main Conference Proceedings, 343-345 , Peer-Reviewedhttps://www.scopus.com/inward/citedby.uri?partnerID=HzOxMe3b&scp=85060014156&origin=inward 概要はこちら(Description) This paper reports a development of a block programming environment enabling online peer assessment for promoting Collaborative Learning (CL). Many investigations about CL have indicated that peer assessment plays an important role for activation of CL. In this research, we develop a block programming environment. This environment consists of three systems, (1) a block assembly system, (2) a browsing system, and (3) a server system. Client side systems (the block assembly system and the browsing system) has been implemented by Blockly for novice programming learners. A part of the server system has been implemented by Firebase. This environment helps novice programming learners to program through CL.
2018 ソフトウェアレビュー コンピュテーショナルシンキングの育成を目的としたiOSアプリケーション「n-クイーン問題for Education」の開発 / Software Reviews : Development of iOS Application "n-Queen Problem for Education" Aimed to Promote Computational Thinking
コンピュータ&エデュケーション, 44, 95-98 , Peer-Reviewed2186-2168, 40021583177 http://ci.nii.ac.jp/ncid/AA11252984 , 2016/11/09 Find kirigami!: An augmented papercutting play activity realized with tablet terminals
ACM International Conference Proceeding Series , Peer-Reviewed , 10.1145/3001773.3001817https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85014637684&origin=inward 概要はこちら(Description) To enhance an audience's immersive experience of a media artwork, it is important to provide the audience with more than one channel through which they can take the initiative to participate in the artwork. It is also crucial to provide a natural interaction between the artwork and its audience. Based on these ideas, we developed an interactive media artwork called "Find Kirigami!" inspired by kirigami, a traditional Japanese paper-cutting play activity. In this paper, we present the design of "Find Kirigami! and report some of the results of exhibiting the work.
- 講演・口頭発表等(Lecture/Oral Presentation)
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2020/10/13 Development of an Interactive Educational Tool to Experience Machine Learning with Image Classification, Yuji Sasaki, Masanori Fukui, Jo Hagikura, Jun Moriyama, Tsukasa Hirashima, 2020 IEEE 9th Global Conference on Consumer Electronics, GCCE 2020 2020/06 Development of a Score-Based Virtual Instrument for Beginners, That Combines Composition with Performance, Yuji Sasaki, Taku Yamane, Masanori Fukui, Proceedings - NICOGRAPH International 2020, NicoInt 2020 2019/11/30 コンピュテーショナルシンキングを育成するパズルゲームアプリケーションDeliverBoxの開発, 佐々木 雄司, 萩倉 丈, 福井 昌則, 平嶋 宗, 国際ICT利用研究学会全国大会講演論文集 International ICT Application Research Society annual conference (IIARS) CD-ROM poroceedings [国際ICT利用研究学会] 2019/10 Development of iOS software n-queens problem for education and its application for promotion of computational thinking, Yuji Sasaki, Masanori Fukui, Tsukasa Hirashima, 2019 IEEE 8th Global Conference on Consumer Electronics, GCCE 2019 2018/11/24 A block programming environment enabling online peer assessment for promoting collaborative learning, Masanori Fukui, Jo Hagikura, Tomoya Bansho, Yuji Sasaki, Masakatsu Kuroda, Jun Moriyama, Tsukasa Hirashima, ICCE 2018 - 26th International Conference on Computers in Education, Main Conference Proceedings 2016/11/09 Find kirigami!: An augmented papercutting play activity realized with tablet terminals, Wataru Ogasa, Yuji Sasaki, Masanori Fukui, Haruhiro Katayose, ACM International Conference Proceeding Series
- MISC(MISC)
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2020 Computational Thinking を育成する組み立て式ベン図・Yes/Noチャート学習システムの設計・開発および評価 / Development and Experimental Use of Assembling Venn Diagram and Yes/No Chart Exercise System Cultivating Computational Thinking
人工知能学会論文誌(Web) / 人工知能学会論文誌(Web), 35(6)1346-8030 202102227862033584 2019/03/07 Computational Thinkingを育成することを目的とした分類課題に対する組み立て式ベン図・Yes/Noチャート学習環境の設計・開発とその試験的運用に対する評価 / Development and Experimental Use of Assembling Venn Diagram and Yes/No Chart Exercise System for a Classification Task To Promote Computational Thinking
先進的学習科学と工学研究会, 85, 116-1211349-4104, 40021827583 http://ci.nii.ac.jp/ncid/AA11970412 , 2018/11 実装形態の差異に着日 した大学生対象スマー ト フオ ンアプリ開発の試行的実践 / Trial Practice of Programming Workshop of Smartphone Application Development for University Students Focusing on Differences Between GUI and CUI Programming in Implementation Targets
兵庫教育大学学校教育学研究, (31), 135-143120006542437 http://ci.nii.ac.jp/ncid/AN10070098 ,