Jumpei Ono

Jumpei Ono received his Bachelor in Faculty School of Software and Information Science from Iwate Prefectural University in 2010. He received his M.S. degree and his Ph.D. in Graduate School of Software and Information Science from Iwate Prefectural University in 2014 and 2018. He is having experienced instructor of information and communication technology at Vocational School of Digital Arts Sendai since 2018, he is Assistant Professor of the Faculty of Software and Information Technology at Aomori University since 2020.. He is a member of the Japanese Society for Artificial Intelligence (JSAI), the Japanese Cognitive Science Society (JCSS), the Japanese Association for Natural Language Processing, Digital Games Research Association Japan (DiGRA Japan), and the Institute of Electronics, Information and Communication Engineers (IEICE). He received Excellent Student Award of the IEICE Tohoku Section (2017) and Iwate Prefectural University President’s Award (2018). His main papers include “A Study on an Automatic Narrative Generation Game Based on Gaps and Surprise: An Approach Using Table-talk Role Playing Games and an Integrated Narrative Generation System”(Ono, J., 2018, Ph.D. dissertation of Iwate Prefectural University), “Surprise-Based Narrative Generation in an Automatic Narrative Generation Game” (Ono, J. & Ogata, T., 2018, IGI Global), “Toward developing a Mechanism for Automatic Narrative Generation based on a Story Generation Model of Table-top Role Playing Game” (Ono, J. & Ogata, T., 2017, Cognitive Study), and “A Design Plan of a Game System Including an Automatic Narrative Generation Mechanism: The Entire Structure and the World Settings” (Ono, J. & Ogata, T., 2016, Journal of Robotics, Networking and Artificial Life). His research interest includes narrative generation system, artificial intelligence, cognitive science, natural language processing, narratology, advertisement generation, rhetoric of surprise, and digital game and TRPG.

Publications

Bridging the Gap Between AI, Cognitive Science, and Narratology With Narrative Generation
Takashi Ogata, Jumpei Ono. © 2021. 409 pages.
The use of cognitive science in creating stories, languages, visuals, and characters is known as narrative generation, and it has become a trending area of study. Applying...
Haiku Generation From Narratological Perspective: A Circulation Between Haikus and Stories
Jumpei Ono, Takashi Ogata. © 2021. 17 pages.
Haiku—a form of unrhymed poetry—is popular among the Japanese. A typical haiku is composed of 17 moras and three phrases. A haiku has the possibility of scratching the surface...
Surprise-Based Narrative Generation in an Automatic Narrative Generation Game
Jumpei Ono, Takashi Ogata. © 2018. 24 pages.
The authors have been developing an automatic narrative generation game using the method of table-talk role playing game (TRPG) that is an analog game based on the interactive...