PALIYAWAN PUJANA
Department / Course Research Organization of Science and Technology
Title / Position Senior Researcher
言語種別 日本語
メッセージ My research backgrounds
My doctoral thesis is Intelligent Middleware for Healthy Motion Gaming, in which I proposed a universal middleware tool that allows its users to control any existing computer application by using body motions as input. My work on the middleware was published in Software: Practice and Experience (h5-index: 25), and it was employed in several studies conducted by other researchers. To allow users to introduce any new motions to the tool by only performing them, a new method for motion segmentation (i.e., extracting steps on how to perform a motion of interest) was also proposed (Multimedia Tools and Applications (h5-index: 45). Although the middleware still requires Kinect, a motion controller, it allows anyone who owns this controller to play any existing computer games as motion games.
There were studies on adding health promotion mechanisms to the above middleware. One study of mine proposed an integration between the middleware and a fighting game AI; an AI that stealthy induces the player to move their body healthily was presented at an AAAI symposium at Stanford University. Studies targeting on improving this AI, focusing on mechanisms for player behavior modelling, were conducted by a master’s student and I. Another highlight is an intelligent assistant embedded to the middleware to help users in various tasks based on modules added to it. One of such modules is “Motion Recommender,” which recommends players what motions they should perform to increase the healthiness of exercise during gameplay; one of my journal paper presents a module for preventing exercise injuries and involves user evaluation on 45 subjects.

Background of the laboratories I’m currently working in
The laboratory of Prof. Thawonmas, where I’m currently working, has very high reputation for game AI research. This laboratory has recently been ranked in Top 100 Global Institutions Active in Technical Games Research (http://www.kmjn.org /game-rankings/). Several studies published by the lab have high impact?they were published in top journals?and AI algorithms developed by the lab also won many famous AI competitions.
With regard to the application for promoting health using video games, several studies on the physical health promotion have been conducted in the laboratory, with an aid of motion control interface I proposed. Meanwhile, to fight against “depression,” a range of applications for promoting mental and social health has been continuously expanded. Some studies were conducted on Angry Birds; those I was involved were mainly about generation of in-game elements or development of interfaces that improve emotion of players (e.g., enhancing smile). One published paper presented an audience-participation Angry Birds, a version of Angry Birds that is mainly played by an AI but audiences who watch the gameplay can partially control the game through chatting messages. It was designed for promoting fun and social connectivity, i.e., mental and social well-being, and I participated in user evaluation and implementation of a prototype version on the web server.
For research environment in the laboratory, there are three high-speed workstations, each with multiple Quadro GV100,GeForce GTX 1080,and GeForce GTX Titan X GPUs, respectively, as well as more than 25 workstations (e.g., Dell Precision Tower 5810) for content distribution and R&D. One of the above high-speed workstations costs up to 3 million yen and is of high performance for conducting artificial intelligence research.