
Human memory in game-playing; Perception-action coordination; Auditory
perception of moving objects for the visually impaired; Combining
multi-modal information (such as audio and motor information about
speech, or audio and motor information about space recognition); The
effect of left-right reversal spectacles on the human brain; Visual
information processing.
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Facilitating Japanese language proficiency with BBSs; Using multi-media
to facilitate cultural awareness; Conditions for creative environments;
Learning design: Creating playful and engaging environments for
learners of all ages; The development of Higher Order Thinking Skills
(HOTs).
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Visualization of chaos phenomena; Dynamics of learning processes
(recurrent networks); The complexity of life and biological systems
from the viewpoint of mutual synchronization in communication; Protein
crystallization; Motility of muscle proteins; Interactive and
self-referential systems using biological signals; Quantum chaos at the
nano-scale.
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Controlling systems that may have chaos (such as electronic circuits);
Chaos ontology (the study of chaos across different fields, such as
electronics, nervous systems, biology, and computer graphics.)
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Partial differential equations of hyperbolic type; Dynamics of future
socio-economic systems; Theoretical study of society structures that
support universal entrepreneurship.
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Traceability system for live fish; Origins of life on primitive earth;
The kitchen of the future - cultivating communication and learning.
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Robots that take on personalities to suit users; Communicating with
robots using gestures; Software for automating protocol analysis;
Interaction analysis (between people, or between people and tools).
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Laboratory experiments that test game-theoretical and behavioral
hypotheses about markets, bargaining, auctions, and social norms.
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CyARM -- mobility aid for the visually impaired with supersonic sensor
and vibratory feedback; Interactive artistic geometry in a virtual
environment; Intuitive interfaces to intellectual assets; Computer
game-playing; Abstraction of features from large databases (such as the
Internet); Personalisation of data returned in searches.
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Cooperative autonomous robots (lawn mowers); Machine learning of
failure recovery for mobile robots; Machine learning of traffic
regulation for mobile robots.
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Textile Net (ubiquitous mobile network using clothes); Secured tagging
technology for verification of food origins; Feature recognition from
faces to allow automated recognition; Internet protocols; Mobile
networking; Tourism informatics; Automated information summary of
everyday life activities.
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"Shizuka" and "Thinking Sketch" artists' support tools; The design of
everyday products such as furniture or jewelry; Products of the future.
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Very Large Signal Processing; Planetary radio emissions from Jupiter to
other solar systems; Phenomenology of chaotic dynamics. |