Search results for: Haruya Tamaki
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 4

Search results for: Haruya Tamaki

4 BECOME: Body Experience-Based Co-Operation between Juveniles through Mutually Excited Team Gameplay

Authors: Tsugunosuke Sakai, Haruya Tamaki, Ryuichi Yoshida, Ryohei Egusa, Etsuji Yamaguchi, Shigenori Inagaki, Fusako Kusunoki, Miki Namatame, Masanori Sugimoto, Hiroshi Mizoguchi

Abstract:

We aim to develop a full-body interaction game that could let children cooperate and interact with other children in small groups. As the first step for our aim, the objective of the full-body interaction game developed in this study is to make interaction between children. The game requires two children to jump together with the same timing. We let children experience the game and answer the questionnaires. The children using several strategies to coordinate the timing of their jumps were observed. These included shouting time, watching each other, and jumping in a constant rhythm as if they were skipping rope. In this manner, we observed the children playing the game while cooperating with each other. The results of a questionnaire to evaluate the proposed interactive game indicate that the jumping game was a very enjoyable experience in which the participants could immerse themselves. Therefore, the game enabled children to experience cooperation with others by using body movements.

Keywords: children, cooperation, full-body interaction game, kinect sensor

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3 UKIYO-E: User Knowledge Improvement Based on Youth Oriented Entertainment, Art Appreciation Support by Interacting with Picture

Authors: Haruya Tamaki, Tsugunosuke Sakai, Ryuichi Yoshida, Ryohei Egusa, Shigenori Inagaki, Etsuji Yamaguchi, Fusako Kusunoki, Miki Namatame, Masanori Sugimoto, Hiroshi Mizoguchi

Abstract:

Art appreciation is important as part of children education. Art appreciation can enrich sensibility and creativity. To enrich sensibility and creativity, the children have to learning knowledge of picture such as social and historical backgrounds and author intention. High learning effect can acquire by actively learning. In short, it is important that encourage learning of the knowledge about pictures actively. It is necessary that children feel like interest to encourage learning of the knowledge about pictures actively. In a general art museum, comments on pictures are done through writing. Thus, we expect that this method cannot arouse the interest of the children in pictures, because children feel like boring. In brief, learning about the picture information is difficult. Therefore, we are developing an art-appreciation support system that will encourage learning of the knowledge about pictures actively by children feel like interest. This system uses that Interacting with Pictures to learning of the knowledge about pictures. To Interacting with Pictures, children have to utterance by themselves. We expect that will encourage learning of the knowledge about pictures actively by Interacting with Pictures. To more actively learning, children can choose who talking with by information that location and movement of the children. This system must be able to acquire real-time knowledge of the location, movement, and voice of the children. We utilize the Microsoft’s Kinect v2 sensor and its library, namely, Kinect for Windows SDK and Speech Platform SDK v11 for this purpose. By using these sensor and library, we can determine the location, movement, and voice of the children. As the first step of this system, we developed ukiyo-e game that use ukiyo-e to appreciation object. Ukiyo-e is a traditional Japanese graphic art that has influenced the western society. Therefore, we believe that the ukiyo-e game will be appreciated. In this study, we applied talking to pictures to learn information about the pictures because we believe that learning information about the pictures by talking to the pictures is more interesting than commenting on the pictures using only texts. However, we cannot confirm if talking to the pictures is more interesting than commenting using texts only. Thus, we evaluated through EDA measurement whether the user develops an interest in the pictures while talking to them using voice recognition or by commenting on the pictures using texts only. Hence, we evaluated that children have interest to picture while talking to them using voice recognition through EDA measurement. In addition, we quantitatively evaluate that enjoyed this game or not and learning information about the pictures for primary schoolchildren. In this paper, we summarize these two evaluation results.

Keywords: actively learning, art appreciation, EDA, Kinect V2

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2 Rice Bran Material Enrichment of Granulated Cane Brown Sugar to Increase Policosanol Contents

Authors: Monthana Weerawatanakorn, Hajime Tamaki, Yonathan Asikin, Koji Wada, Makoto Takahashi, Chi-Tang Ho, Min-Hsiung Pan

Abstract:

Rice bran and sugarcane are significant sources of wax containing policosanol (PC), the cholesterol-lowering nutraceutical available in the market. The processing of rice bran oil causes the loss of PC content into various waste products. Therefore, we hypothesise that defatted rice bran (DRB) as agricultural waste product and rice bran oil (RBO) retain a varying but significant amount of PC wax. Non-centrifugal cane sugar (NCS) or cane brown sugar has been consumed worldwide and possesses various health benefits. Since PC wax is mainly in the outer layer rinds of cane, PC contents of the granulated sugar are reduced due to the peeling step. The study aimed to increase PC contents of the granular brown sugar by adding wax extracted from DRB and RBO and to investigate the toxicity of the developed products. The results showed that the total PC contents including long chain aldehyde of products were increased to the maximum level of 147.97 mg/100 g and 40.14 mg/100 g for extracted wax and rice bran oil addition, respectively. PC content of RBO was found to be 96.93 mg/100 g. DRB is promising source of policosanol (6,044.7 mg/100 g). The 28-day toxicity evaluations of the developed sugar revealed no adverse effects on the liver, spleen or kidney.

Keywords: enrichment, sugarcane, policosanol, defatted rice bran, wax

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1 Living by the Maramataka: Mahi Maramataka, Indigenous Environmental Knowledge Systems and Wellbeing

Authors: Ayla Hoeta

Abstract:

The focus of this research is mahi Maramataka, ‘the practices of Maramataka’ as a traditional and evolving knowledge system and its connection to whaanau oranga (wellbeing) and healing. Centering kaupapa Maaori methods and knowledge this research will explore how Maramataka can be used as a tool for oranga and healing for whaanau to engage with different environments aligned with Maramataka flow and optimal time based on the environment. Maramataka is an ancestral lunar environmental knowledge system rooted within korero tuku iho, Maaori creation stories, dating back to the beginning of time. The significance of Maramataka is the ancient environmental knowledge and the connecting energy flow of mauri (life force) between whenua (land), moana (ocean) and rangi (sky). The lunar component of the Maramataka is widely understood and highlights the different phases of the moon. Each moon phase is named with references to puurakau stories and environmental and ecological information. Marama, meaning moon and taka, meaning cycle, is used as a lunar and environmental calendar. There are lunar phases that are optimal for specific activities, such as the Tangaroa phase, a time of abundance and productivity and ocean-based activities like fishing. Other periods in the Maramataka, such as Rakaunui (full moon), connect the highest tides and highest energy of the lunar cycle, ideal for social, physical activity and particularly planting. Other phases like Tamatea are unpredictable whereas Whiro (new moon/s) is reflective, deep and cautious during the darkest nights. Whaanau, particularly in urban settings have become increasingly disconnected from the natural environment, the Maramataka has become a tool that they can connect to which offers an alternative to dominant perspectives of health and is an approach that is uniquely Maaori. In doing so, this research will raise awareness of oranga or lack of oranga, and lived experience of whaanau in Tamaki Makaurau - Aotearoa, on a journey to revival of Maramataka and healing. The research engages Hautu Waka as a methodology using the methods of ancient kaupapa Māori practises based on wayfinding and attunement with the natural environment. Using ancient ways of being, knowing, seeing and doing the Hautu Waka will centre kaupapa Maaori perspectives to process design, reflection and evaluation. The methods of Hautu Waka consists of five interweaving phases, 1) Te Rapunga (the search) in infinite potential, 2) Te Kitenga (the seeing), observations of and attunement to tohu 3) te whainga (the pursuit) and deeply exploring key tohu 4) te whiwhinga (the acquiring), of knowledge and clearer ideas, 5) Te Rawenga (the celebration), reflection and acknowledgement of the journey and achievements. This research is an expansion from my creative practices across whaanau-centred inquiry, to understand the benefits of Maramataka and how it can be embodied and practised in a modern-day context to support oranga and healing. Thus, the goal is to work with kaupapa Maaori methodologies to authenticate as a Maaori practitioner and researcher and allow an authentic indigenous approach to the exploration of Maramataka and through a kaupapa Maaori lens.

Keywords: maramataka (Maaori calendar), tangata (people), taiao (environment), whenua (land), whaanau (family), hautu waka (navigation framework)

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