Investigating Accuracy of Tilting Operation on Wrist-worn Devices with
Touchscreens
Late-Breaking Works: Novel Interactions
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Shima, Keigo
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Onishi, Kazusa
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Takada, Ryosuke
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Adachi, Takuya
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Shizuki, Buntarou
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Tanaka, Jiro
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2705-2711
© Copyright 2016 ACM
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
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Nakayama, Tomohiro
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Adachi, Takayuki
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Muratsu, Keita
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Mizoguchi, Hiroshi
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Namatame, Miki
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Sugimoto, Masanori
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Kusunoki, Fusako
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Yamaguchi, Etsuji
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Inagaki, Shigenori
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Takeda, Yoshiaki
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.2227-2232
© Copyright 2014 ACM
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
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Adachi, Takayuki
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Mizoguchi, Hiroshi
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Namatame, Miki
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Kusunoki, Fusako
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Sugimoto, Masanori
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Muratsu, Keita
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Yamaguchi, Etsuji
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Inagaki, Shigenori
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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
© Copyright 2013 Springer International Publishing
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
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Egusa, Ryohei
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Wada, Kumiko
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Adachi, Takayuki
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Goseki, Masafumi
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Namatame, Miki
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Kusunoki, Fusako
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Mizoguchi, Hiroshi
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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
© Copyright 2013 Springer International Publishing
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
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Adachi, Takamasa
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Koura, Seiya
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Shibata, Fumihisa
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Kimura, Asako
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.333-336
© Copyright 2013 ACM
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
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Adachi, Takayuki
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Goseki, Masafumi
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Muratsu, Keita
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Mizoguchi, Hiroshi
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Namatame, Miki
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Sugimoto, Masanori
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Kusunoki, Fusako
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Yamaguchi, Etsuji
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Inagaki, Shigenori
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Takeda, Yoshiaki
Proceedings of ACM IDC'13: Interaction Design and Children
2013-06-24
p.364-367
© Copyright 2013 ACM
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
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Adachi, Takayuki
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Goseki, Masafumi
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Mizoguchi, Hiroshi
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Namatame, Miki
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Kusunoki, Fusako
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Egusa, Ryohei
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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
© Copyright 2012 Springer-Verlag
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
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Shima, Keigo
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Takada, Ryosuke
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Onishi, Kazusa
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Adachi, Takuya
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Shizuki, Buntarou
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Tanaka, Jiro
Adjunct Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2005-11-08
v.2
p.97-98
© Copyright 2005 ACM
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
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Adachi, Tomoaki
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Ogawa, Takefumi
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Kiyokawa, Kiyoshi
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Takemura, Haruo
Proceedings of IFIP INTERACT'03: Human-Computer Interaction
2003-09-01
p.947
© Copyright 2003 IFIP
Social and Managerial Aspects of Group Work in Concurrent Engineering
I. Manufacturing
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Adachi, T.
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Shih, L. C.
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Enkawa, T.
Proceedings of the Fifth International Conference on Human-Computer
Interaction
1993-08-08
v.1
p.8-13
© Copyright 1993 Elsevier Science Publishers
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.