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Query: Adachi_T* Results: 10 Sorted by: Date  Comments?
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Investigating Accuracy of Tilting Operation on Wrist-worn Devices with Touchscreens Late-Breaking Works: Novel Interactions / Shima, Keigo / Onishi, Kazusa / Takada, Ryosuke / Adachi, Takuya / Shizuki, Buntarou / Tanaka, Jiro Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2705-2711
ACM Digital Library Link
Summary: The tilting operation has been shown to be useful in expanding the input vocabulary of a small device; therefore, this operation could also be useful in expanding the input vocabulary of wrist-worn devices. In this study, in order to explore new design guidelines of GUI and operation methods for smartwatches, we have investigated the accuracy of the tilting operation for smartwatches. We conducted an experiment using a cursor whose position is determined according to the direction and angle of tilt. The result shows that the deviation in the x-axis (i.e., the inclination of the arm) direction ranges from -0.10 degrees to +0.07 degrees and from -0.10 degrees to +0.07 degrees under Seating and Standing condition, respectively; the deviation in the y-axis (i.e., the rotation of the wrist) direction from -0.12 degrees to +0.10 degrees and from -0.12 degrees to +0.09 degrees.

Human SUGOROKU: learning support system of vegetation succession with full-body interaction interface Works-in-progress / Nakayama, Tomohiro / Adachi, Takayuki / Muratsu, Keita / Mizoguchi, Hiroshi / Namatame, Miki / Sugimoto, Masanori / Kusunoki, Fusako / Yamaguchi, Etsuji / Inagaki, Shigenori / Takeda, Yoshiaki Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.2227-2232
ACM Digital Library Link
Summary: In this study, we developed a simulation game called "Human SUGOROKU" that consists of a full-body interaction system to enable elementary school students to enjoy and learn vegetation succession. The students' sense of immersion is improved by enabling them to play this game using their body movements. We conducted an experiment with the students and investigated the affects of the full-body interaction through questionnaires. The results showed that the full-body interaction promotes a sense of immersion in the game and enhance their understanding of vegetation succession. This paper describes the structure of this system and the questionnaires results.

Development of a Full-Body Interaction Digital Game for Children to Learn Vegetation Succession Extended Abstracts / Adachi, Takayuki / Mizoguchi, Hiroshi / Namatame, Miki / Kusunoki, Fusako / Sugimoto, Masanori / Muratsu, Keita / Yamaguchi, Etsuji / Inagaki, Shigenori / Takeda, Yoshiaki Proceedings of the 2013 International Conference on Advances in Computer Entertainment 2013-11-12 p.492-496
Keywords: Interactive Content; Ultrasonic Sensor; Embodiment; Learning Support System
Link to Digital Content at Springer
Summary: In this study, we developed a simulation game called "Human SUGOROKU" that simulates vegetation succession of the real forest area in the virtual world. This game consists of a full-body interaction system to enable children to enjoy and learn vegetation succession by playing with their body movement. We conducted an experiment with children and investigated the effects of the full-body interaction through interviews. The results showed that the full-body interaction promotes a sense of immersion in the game. This paper describes the structure of this system and the interview results.

Evaluation of the Dialogue Information Function of Interactive Puppet Theater: A Puppet-Show System for Deaf Children Extended Abstracts / Egusa, Ryohei / Wada, Kumiko / Adachi, Takayuki / Goseki, Masafumi / Namatame, Miki / Kusunoki, Fusako / Mizoguchi, Hiroshi / Inagaki, Shigenori Proceedings of the 2013 International Conference on Advances in Computer Entertainment 2013-11-12 p.536-539
Keywords: Puppet show; Balloon; Kinect sensor; Deaf children
Link to Digital Content at Springer
Summary: We have developed Interactive Puppet Theater, a puppet-show system designed for use by deaf children. For this study, we conducted evaluation experiments to determine whether Interactive Puppet Theater helps these children to have an enriched viewing experience. The evaluation results showed that Interactive Puppet Theater could be an effective way to ensure that deaf children understand the characters' dialogue as they watch the puppet-show, and that it enables them to have an enjoyable viewing experience.

Forearm menu: using forearm as menu widget on tabletop system Poster / Adachi, Takamasa / Koura, Seiya / Shibata, Fumihisa / Kimura, Asako Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.333-336
ACM Digital Library Link
Summary: In this study, we propose a menu interaction technique that utilizes the forearm (the part of the arm between the elbow and the hand) on direct input surfaces such as tabletop systems. On such systems, users commonly operate various types of data, such as images, video, audio, and documents, using menus for each type of data. In this study, we focus on the space on user's forearms as a very easy-to-access area for displaying a menu to control the data in operation. In addition, since the tabletop surface and the forearm can be used as different layers, they can be divided into a "working area" and an "area for menu operation." Thus, a menu can be displayed without being hidden by the hand or forearm.

Human SUGOROKU: full-body interaction system for students to learn vegetation succession Short Papers / Adachi, Takayuki / Goseki, Masafumi / Muratsu, Keita / Mizoguchi, Hiroshi / Namatame, Miki / Sugimoto, Masanori / Kusunoki, Fusako / Yamaguchi, Etsuji / Inagaki, Shigenori / Takeda, Yoshiaki Proceedings of ACM IDC'13: Interaction Design and Children 2013-06-24 p.364-367
ACM Digital Library Link
Summary: In this study, we developed a simulation game called "Human SUGOROKU" that consists of a full-body interaction system to enable elementary school students to enjoy and learn vegetation succession. The students' sense of immersion is improved by enabling them to play this game using their body movements. We conducted an experiment with the students and investigated the affects of the full-body interaction through interviews. The results showed that the full-body interaction promotes a sense of immersion in the game. This paper describes the structure of this system and the interview results.

Puppet Theater System for Normal-Hearing and Hearing-Impaired People Extended Abstracts / Adachi, Takayuki / Goseki, Masafumi / Mizoguchi, Hiroshi / Namatame, Miki / Kusunoki, Fusako / Egusa, Ryohei / Inagaki, Shigenori Proceedings of the 2012 International Conference on Advances in Computer Entertainment 2012-11-03 p.461-464
Keywords: word balloon; interactive content; Kinect sensor; body movement
Link to Digital Content at Springer
Summary: We are developing Puppet Theater system which enables both the hearing impaired and the normal hearing to enjoy a puppet show. This system projects puppet's lines in balloon on the background. In addition, the system has a function that presents branches of the story to audience and allows them to select. We performed the system to elementary school pupils with hearing impairment and found that the pupils enjoyed it. Effects of the function were investigated with questionnaire. This paper describes the function and the result of questionnaire.

AirFlip-Undo: Quick Undo using a Double Crossing In-Air Gesture in Hover Zone Posters / Shima, Keigo / Takada, Ryosuke / Onishi, Kazusa / Adachi, Takuya / Shizuki, Buntarou / Tanaka, Jiro Adjunct Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2005-11-08 v.2 p.97-98
ACM Digital Library Link
Summary: In this work, we use AirFlip to undo text input on mobile touchscreen devices. AirFlip involves a quick double crossing in-air gesture in the boundary surfaces of hover zone of devices that have hover sensing capability. To evaluate the effectiveness of undoing text input with AirFlip, we implemented two QWERTY soft keyboards (AirFlip keyboard and Typical keyboard). With these keyboards, we conducted a user study to investigate the users' workload and to collect subjective opinions. The results show that there is no significant difference in workload between keyboards.

A High Immersive Tele- directing System Using CyberDome 5: Posters / Adachi, Tomoaki / Ogawa, Takefumi / Kiyokawa, Kiyoshi / Takemura, Haruo Proceedings of IFIP INTERACT'03: Human-Computer Interaction 2003-09-01 p.947
Social and Managerial Aspects of Group Work in Concurrent Engineering I. Manufacturing / Adachi, T. / Shih, L. C. / Enkawa, T. Proceedings of the Fifth International Conference on Human-Computer Interaction 1993-08-08 v.1 p.8-13
Summary: A methodology for organizing product development teams under concurrent engineering environment is presented. The methodology defines a more appropriate team organization and structuring, based on an emphasis that should be placed on development dimensions. The effectiveness is discussed by real product development cases.