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Affiliation |
Faculty of Informatics and Data Science Department of Informatics and Data Science |
KIKUCHI Ryota
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Graduating School 【 display / non-display 】
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2017.04-2021.03
Akita University Faculty of Science and Engineering Department of Integrated Engineering Science Graduated
Graduate School 【 display / non-display 】
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2023.04-2026.03
Akita University Graduate School, Division of Science and Engineering Doctor's Degree Program Completed
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2021.04-2023.03
Akita University Graduate School, Division of Science and Engineering Master's Degree Program Completed
Campus Career 【 display / non-display 】
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2026.04-Now
Akita University Faculty of Informatics and Data Science Department of Informatics and Data Science Assistant Professor
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2025.04-2026.03
Akita University Faculty of Informatics and Data Science Department of Informatics and Data Science Technical Staff
Thesis for a degree 【 display / non-display 】
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Emotion estimation system for older adults during eSports: A study on feature analysis of facial color changes and estimation of emotional arousal intervals based on facial skin temperature and body movement
菊地亮太
2026.03
Single author
Research Achievements 【 display / non-display 】
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Tanabe R.
Sensors ( Sensors ) 25 ( 21 ) 2025.11 [Refereed]
Research paper (journal) Domestic Co-author
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Kikuchi R.
International Journal of Innovative Computing Information and Control ( International Journal of Innovative Computing Information and Control ) 21 ( 5 ) 1167 - 1185 2025.10 [Refereed]
Research paper (journal) Domestic Co-author
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Kikuchi R.
Sensors ( Sensors ) 25 ( 18 ) 2025.09 [Refereed]
Research paper (journal) Domestic Co-author
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Estimation of Positive and Negative Emotional States Based on Facial Skin Temperature and Body Movements in Japanese Older Adults while Playing eSports
KIKUCHI Ryota, ENDO Yu, SUEHIRO Kenji, TAKAHASHI Nobuaki, SAITO Hiroki, KOBAYASHI Takuya, SATAKE Hisami, SATO Naoko, KAGEYAMA Yoichi
International Journal of the Society of Materials Engineering for Resources ( 日本素材物性学会 ) advpub ( 0 ) 2026
<p><font face="roman">ABSTRACT</font> <font face="roman">Our research group previously developed a system for estimating emotions elicited during eSports gameplay. Specifically, a method was developed to estimate the timing of emotional arousal intervals by focusing on facial skin temperature and body movements, both of which can be obtained in a non-contact manner. However, identifying only when emotions occur is insufficient for understanding changes in participants’ emotional states during gameplay. As a next step, it is necessary to identify the type of emotion experienced. Therefore, this study investigates the feasibility of estimating emotional states based on facial skin temperature and body movements during eSports gameplay. Although a variety of emotions may arise during gameplay, this study focuses on a preliminary binary classification problem in which emotions are categorized as positive or negative. A machine-learning model capable of performing this binary classification was developed and evaluated. Experimental results demonstrated that positive and negative emotional states were estimated with accuracies of approximately 60% and 70%, respectively. These findings suggest that the proposed method can distinguish between positive and negative emotions elicited during eSports gameplay. Furthermore, because the proposed method is based on physiological changes in humans, it may be capable of estimating emotional states that cannot be adequately captured using facial expressions alone.</font></p>
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Emotion Classification Methods for Older Adults while Playing eSports
Kikuchi Ryota, Shirai Hikaru, Ishizawa Chikako, Suehiro Kenji, Takahashi Nobuaki, Saito Hiroaki, Kobayashi Takuya, Satake Hisami, Sato Naoko, Kageyama Yoichi
Proceedings of IIAE Annual Conference ( The Institute of Industrial Applications Engineers ) 2025 ( 0 ) 15 - 16 2025
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Emotion-arousal Interval Estimation Based on Cheeksaturation Changes in Older Adults Playing eSports
Kikuchi Ryota, Kageyamaa Yoichi, Shirai Hikaru, Ishizawa Chikako, Suehiro Kenji, Takahashi Nobuaki, Saito Hiroki, Kobayashi Takuya, Watanabe Fumito, Satake Hisami, Sato Naoko
Proceedings of IIAE Annual Conference ( The Institute of Industrial Applications Engineers ) 2024 ( 0 ) 13 - 14 2024
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Feature Selection for Emotion Estimation using Time-Series Facial Skin Temperature and Eye Opening Degree
Tanabe Rio, Kikuchi Ryota, Zou Min, Kageyama Yoichi, Suehiro Kenji, Takahashi Nobuaki, Saito Hiroki, Kobayashi Takuya, Watanabe Fumito, Satake Hisami, Sato Naoko
Proceedings of IIAE Annual Conference ( The Institute of Industrial Applications Engineers ) 2024 ( 0 ) 11 - 12 2024
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Emotional Arousal Intervals Estimation Method for Older Adults Playing eSports by Focusing on Cheek Saturation
Kikuchi Ryota, Kageyama Yoichi, Shirai Hikaru, Ishizawa Chikako, Suehiro Kenji, Takahashi Nobuaki, Saito Hiroki, Kobayashi Takuya, Watanabe Fumito, Satake Hisami, Sato Naoko
Proceedings of IIAE Annual Conference ( The Institute of Industrial Applications Engineers ) 2023 ( 0 ) 59 - 60 2023
With the recent emergence of a super-aging society, extending the healthy life expectancy of older adults has become increasingly important. Dementia has been reported to hinder the extension of healthy life expectancy. Electronic sports (eSports) have recently attracted wide attention to prevent dementia. People experience various emotions while playing eSports. The quantification of these emotions indicates the extent to which they enjoy playing eSports. This indicator can be used to evaluate eSports activities. We propose a method to estimate when emotions occur while playing eSports with the aim of creating a quantitative index to determine people's emotions while playing eSports. Consequently, we determined the possibility of estimating emotional arousal intervals by examining the changes in the saturation of the cheeks using machine learning.
◆Original paper【 display / non-display 】
◆Other【 display / non-display 】
Presentations 【 display / non-display 】
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Study of Emotion Classification Methods Focusing on Facial Skin Temperature and Body Movements in Older Adults when Playing eSports
Ryota KIKUCHI
The 10th International Conference on Materials Engineering for Resources 2025.10 - 2025.10
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Emotion Classification Methods for Older Adults while Playing eSports
Ryota KIKUCHI
The 12th IIAE International Conference on Intelligent Systems and Image Processing 2025 2025.09 - 2025.09
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Emotion Classification Methods for Older Adults while Playing eSports
Ishizawa Chikako, Takahashi Nobuaki, Suehiro Kenji, Kikuchi Ryota, Shirai Hikaru, Saito Hiroaki, Kobayashi Takuya, Satake Hisami, Sato Naoko, Kageyama Yoichi
Proceedings of IIAE Annual Conference 2025 - 2025 The Institute of Industrial Applications Engineers
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Emotion-arousal Interval Estimation Based on Cheek-saturation Changes in Older Adults Playing eSports
Ryota KIKUCHI
The 11th IIAE International Conference on Intelligent Systems and Image Processing 2024 2024.09 - 2024.09
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Feature Selection for Emotion Estimation using Time-Series Facial Skin Temperature and Eye Opening Degree
Tanabe Rio, Kikuchi Ryota, Zou Min, Suehiro Kenji, Kageyama Yoichi, Takahashi Nobuaki, Saito Hiroki, Watanabe Fumito, Kobayashi Takuya, Sato Naoko, Satake Hisami
Proceedings of IIAE Annual Conference 2024 - 2024 The Institute of Industrial Applications Engineers