Evaluation of Callout Design for Ultra-small Touch Screen Devices
Late-Breaking Works: Novel Interactions
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Ishii, Akira
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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.2511-2518
© Copyright 2016 ACM
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
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Kawahata, Yasuko
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Genda, Etsuo
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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
© Copyright 2013 Springer International Publishing
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
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Zhao, Shuyang
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Hachisu, Taku
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Ishii, Asuka
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Kuniyasu, Yuki
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Kajimoto, Hiroyuki
Proceedings of the 2012 Augmented Human International Conference
2012-03-08
p.24
© Copyright 2012 ACM
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
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Aou, Kanako
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Ishii, Asuka
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Furukawa, Masahiro
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Fukushima, Shogo
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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
© Copyright 2010 ACM
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
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Jang, Yeona
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Ishii, Alexander T.
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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
© Copyright 1995 Ablex Publishing
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.