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Query: Ishii_A* Results: 5 Sorted by: Date  Comments?
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Evaluation of Callout Design for Ultra-small Touch Screen Devices Late-Breaking Works: Novel Interactions / Ishii, Akira / Shizuki, Buntarou / Tanaka, Jiro Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2511-2518
ACM Digital Library Link
Summary: Ultra-small touch screen devices tend to suffer from occlusion or the fat finger problem owing to their limited input area. Callout design, a design principle that involves the placement of a callout in a non-occluded area in order to display the occluded area, could eliminate occlusion. However, callout designs for ultra-small touch screen devices have not yet been explored. In this study, we conducted an experiment to examine eight callout designs for ultra-small touch screen devices. The results show that the selection speed was higher when the content of the callout was changed continuously, the error rate decreased when a pointer was displayed to indicate the touched position within the callout, and the workload decreased when the content was changed continuously. Further, the score that subjectively evaluates the performance decreased when the position of the callout was fixed.

Possibility of Analysis of "Big Data" of Kabuki Play in 19th Century Using the Mathematical Model of Hit Phenomena Extended Abstracts / Kawahata, Yasuko / Genda, Etsuo / Ishii, Akira Proceedings of the 2013 International Conference on Advances in Computer Entertainment 2013-11-12 p.656-659
Keywords: Hit phenomena; Stochastic process; Kabuki; Senryu; Ukiyo-e
Link to Digital Content at Springer
Summary: Kabuki was a popular entertainment in the Edo period in the 19th century from the 17th century. Kabuki in the Edo period was different from standing position as a traditional performing arts in modern. Methods of mathematical models in Nowadays has been selected topics in SNS through the Internet, they do not exist in the Edo period. In order to perform the calculation and measurement of popular artists of the Edo period, we were subject to publication of the paper medium is the only media at the time (Ukiyoe, poem, haiku, book) to there. With this approach, the study of past popular actor, with respect to the reputation of masterpiece can be also from the perspective of current.

Augmentation of obstacle sensation by enhancing low frequency component for horror game background sound / Zhao, Shuyang / Hachisu, Taku / Ishii, Asuka / Kuniyasu, Yuki / Kajimoto, Hiroyuki Proceedings of the 2012 Augmented Human International Conference 2012-03-08 p.24
ACM Digital Library Link
Summary: Computer games provide users with a mental stimulation that the real world cannot. Especially, horror games are a popular category. Current horror games can provide the user with a visible ghost and the stereo background sound to thrill the user. Inspired by obstacle sense -- the ability of blind people localizing themselves only with hearing, a novel method to augment the sense of existence in the game background sound is proposed in this paper. We found that an effective sense can be created by decreasing high frequency component and increasing low frequency component simultaneously.

The enhancement of hearing using a combination of sound and skin sensation to the pinna Posters / Aou, Kanako / Ishii, Asuka / Furukawa, Masahiro / Fukushima, Shogo / Kajimoto, Hiroyuki Proceedings of the 2010 ACM Symposium on User Interface Software and Technology 2010-10-03 p.415-416
Keywords: crossmodal displays, emotion, emotional amplification, pinna, skin sensation
ACM Digital Library Link
Summary: Recent development in sound technologies has enabled the realistic replay of real-life sounds. Thanks to these technologies, we can experience a virtual real sound environment. However, there are other types of sound technologies that enhance reality, such as acoustic filters, sound effects, and background music. They are quite effective if carefully prepared, but they also alter the sound itself. Consequently, sound is simultaneously used to reconstruct realistic environments and to enhance emotions, which are actually incompatible functions.
    With this background, we focused on using tactile modality to enhance emotions and propose a method that enhances the sound experience by a combination of sound and skin sensation to the pinna (earlobe). In this paper, we evaluate the effectiveness of this method.

A Qualitative Approach to Automatic Data Quality Judgment SPECIAL ISSUE: WITS'92 / Jang, Yeona / Ishii, Alexander T. / Wang, Richard Y. Journal of Organizational Computing 1995 v.5 n.2 p.101-121
Keywords: Data quality, Total data quality management, Ontological modeling, System design for data quality
Summary: As the integration of information systems enables greater accessibility to multiple data sources, the issue of data quality becomes increasingly important. In general, data quality is determined by several factors, or quality parameters, which are often not independent of each other. As a consequence, it is often necessary to represent, and reason with, domain-specific knowledge about the relationships among quality parameters, if insightful judgments about the overall quality of data are to be made. This article presents a formulation of the data-quality judgment problem that is amenable to a "knowledge-based" approach, where a data consumer can input such domain-specific knowledge and then rely on an automated system to deduce information about overall data quality. A primary feature of this work is the notion of a data quality calculus. The data quality calculus is a data quality judgment framework based on a "census of needs," and provides a framework for deriving an overall data quality value from a collection of local relationships among quality parameters. By specifying new, or alternate, local relationships, individual data consumers can tailor the framework to reflect individual requirements. This customizability has the potential to be useful when various pieces of data come from different sources, some of which may be unfamiliar. Based on the calculus, it is possible to implement a data quality reasoner system that is capable of assisting data consumers in judging data quality.