HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,270,767
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: Kitamura_Y* Results: 58 Sorted by: Date  Comments?
Help Dates
Limit:   
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 58 Jump to: 2016 | 15 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 05 | 04 | 03 | 02 | 01 | 00 | 98 | 97 |
Japanese HCI Symposium: Emerging Japanese HCI Research Collection Workshop Summaries / Matsumura, Kohei / Ogata, Masa / Sakaguchi, Saki / Ijiri, Takashi / Nishida, Takeshi / Kato, Jun / Nakamura, Hiromi / Sakamoto, Daisuke / Kitamura, Yoshifumi Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3325-3330
ACM Digital Library Link
Summary: This symposium showcases the latest work from Japan on interactive systems and user interfaces that address under-explored problems and demonstrate unique approaches. In addition to circulating ideas and sharing a vision of future research in human-computer interaction, this symposium aims to foster social networks among young researchers and students and create a fresh research community.

MovemenTable: The Design of Moving Interactive Tabletops Interactive Tabletops / Takashima, Kazuki / Asari, Yusuke / Yokoyama, Hitomi / Sharlin, Ehud / Kitamura, Yoshifumi Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part III 2015-09-14 v.3 p.296-314
Keywords: Human-robot interaction; Social interfaces; CSCW
Link to Digital Content at Springer
Summary: MovemenTable (MT) is an exploration of moving interactive tabletops which can physically move, gather together or depart according to people's dynamically varying interaction tasks and collaborative needs. We present the design and implementation of a set of MT prototypes and discuss a technique that allows MT to augment its visual content in order to provide motion cues to users. We outline a set of interaction scenarios using single and multiple MTs in public, social and collaborative settings and discuss four user studies based on these scenarios, assessing how people perceive MT movements, how these movements affect their interaction, and how synchronized movements of multiple MTs impacts people's collaborative interactions. Our findings confirm that MT's augmentation of its visual content was helpful in providing motion cues to users, and that MT's movement had significant effects on people's spatial behaviors during interaction, effects that peaked in collaborative scenarios with multiple MTs.

Preliminary Evaluation of Virtual Cycling System Using Google Street View Empowering Individuals / Hirose, Shota / Kitamura, Yasuhiko Proceedings of the 2015 International Conference on Persuasive Technology 2015-06-03 p.65-70
Keywords: Virtual cycling; Promoting physical activities; Google street view
Link to Digital Content at Springer
Summary: Overweight and obesity due to lack of physical activities incur a serious social problem. Recently, a large number of people have interest in physical exercise to keep themselves well, but it is not easy to continue to do it. Persuasive technology can provide solutions to encourage them to continue physical activities. Exercise bikes are one of indoor exercise tools, but the users easily get tired of the bikes because they just only pedal at the same spot. Several virtual cycling systems have been developed, which encourage exercise by showing scenery videos or virtual reality CG movies in accordance with the pedaling speed, but the choices of the cycling routes are limited. We are developing a new virtual cycling system with Google Street View to provide almost unlimited route choices to the users. It reproduces scenery along a cycling route by showing Street View images one after another in accordance with the pedaling speed. This paper shows how our system promotes physical exercise as a preliminary evaluation.

Japanese HCI Symposium: Emerging Japanese HCI Research Collection Workshop Summaries / Kato, Jun / Nakamura, Hiromi / Sugiura, Yuta / Hachisu, Taku / Sakamoto, Daisuke / Yatani, Koji / Kitamura, Yoshifumi Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2321-2324
ACM Digital Library Link
Summary: This symposium showcases the latest work from Japan on interactive systems and user interfaces that address under-explored problems and demonstrate unique approaches. In addition to circulating ideas and sharing a vision of future research in human-computer interaction, this symposium aims to foster social networks among young researchers and students and create a fresh research community.

StackBlock: block-shaped interface for flexible stacking Demonstrations / Ando, Masahiro / Itoh, Yuichi / Hosoi, Toshiki / Takashima, Kazuki / Nakajima, Kosuke / Kitamura, Yoshifumi Adjunct Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.2 p.41-42
ACM Digital Library Link
Summary: We propose a novel building-block interface called StackBlock that allows users to precisely construct 3D shapes by stacking blocks at arbitrary positions and angles. Infrared LEDs and phototransistors are laid in a matrix on each surface of a block to detect the areas contacted by other blocks. Contact-area information is transmitted to the bottom block by the relay of infrared communication between the stacked blocks, and then the bottom block sends all information to the host computer for recognizing the 3D shape. We implemented a prototype of StackBlock with several blocks and evaluated the accuracy and latency of 3D shape recognition. As a result, StackBlock could sufficiently perform 3D shape recognition for users' flexible stacking.

D-FLIP: Dynamic and Flexible Interactive PhotoShow Short Presentations / Vi, Chi Thanh / Takashima, Kazuki / Yokoyama, Hitomi / Liu, Gengdai / Itoh, Yuichi / Subramanian, Sriram / Kitamura, Yoshifumi Proceedings of the 2013 International Conference on Advances in Computer Entertainment 2013-11-12 p.415-427
Keywords: Dynamic PhotoShow; Emergent Computing; EEG
Link to Digital Content at Springer
Summary: We propose D-FLIP, a novel algorithm that dynamically displays a set of digital photos using different principles for organizing them. A variety of requirements for photo arrangements can be flexibly replaced or added through the interaction and the results are continuously and dynamically displayed. D-FLIP uses an approach based on combinatorial optimization and emergent computation, where geometric parameters such as location, size, and photo angle are considered to be functions of time; dynamically determined by local relationships among adjacent photos at every time instance. As a consequence, the global layout of all photos is automatically varied. We first present examples of photograph behaviors that demonstrate the algorithm and then investigate users' task engagement using EEG in the context of story preparation and telling. The result shows that D-FLIP requires less task engagement and mental efforts in order to support storytelling.

TransformTable: a self-actuated shape-changing digital table Redefining surfaces / Takashima, Kazuki / Aida, Naohiro / Yokoyama, Hitomi / Kitamura, Yoshifumi Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.179-188
ACM Digital Library Link
Summary: This paper proposes TransformTable, an interactive digital table, whose shape can be physically and dynamically deformed. Shape transformations are mechanically and electrically actuated by wireless signals from a host computer. TransfomTable represents digital information in a physically changeable screen shape and simultaneously produces different spatial arrangements of users around the table. This provides visual information while changing the physical workspace to allow users to effectively handle their tasks. We implemented the first TransformTable prototype that can deform from/into one of three typical shapes: round, square, or rectangular. We also discuss implementation methods and further application designs and scenarios. A preliminary study shows fundamental and potential social impacts of the table transformation on users' subjective views in a group conversation.

SWINGNAGE: gesture-based mobile interactions on distant public displays Demonstration / Yamaguchi, Tokuo / Fukushima, Hiroyuki / Tatsuzawa, Shigeru / Nonaka, Masato / Takashima, Kazuki / Kitamura, Yoshifumi Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.329-332
ACM Digital Library Link
Summary: We propose the SWINGNAGE, which is a digital signage system using gesture-based mobile interaction on distant public displays. This system provides two techniques for mobile-display interactions: the device pairing between a mobile device and a public display using an embedded sensor of a mobile device and a camera attached to a public display; and the dynamic layout of information banners to support three actions: search; comparison; and examination on the public display and the mobile device. It is then possible to associate experiencing a digital signage with mobile-display interactions.

The Error Prevention Mechanisms of Pointing: Eye Focusing and/or Memory Enhancing? Cognitive and Psychological Aspects of Interaction / Masuda, Takayuki / Shigemori, Masayoshi / Kitamura, Yasuhiro / Akiu, Naohiro HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.432-436
Keywords: "point and call checks"; human error; error prevention
Link to Digital Content at Springer
Summary: The error prevention effects of "point and call checks (P&C Checks)" are known and used in several industries in Japan. We investigated whether or not "pointing" had an error prevention effect and if the effect is due to eye focusing. Participants performed tasks under different experimental conditions: (1) with pointing, (2) without pointing. The density of the dots were controlled (high or low). This task had two subtasks. One, focusing on the only target dots and two, remembering the dots which have been counted. The result indicated that only in low density condition the number of counting error in "with pointing" conditions was significantly fewer than that in "without pointing" condition. The result supported the memory enhancing effect of pointing.

CHARM Pad: Ontology-Based Tool for Learning Systematic Knowledge about Nursing Information and Knowledge Design and Visualisation / Sasajima, Munehiko / Nishimura, Satoshi / Kitamura, Yoshinobu / Hirao, Akemi / Hattori, Kanetoshi / Nakamura, Akemi / Takahashi, Hiroe / Takaoka, Yoshiyuki / Mizoguchi, Riichiro DUXU 2013: 2nd International Conference on Design, User Experience, and Usability, Part IV: Web, Mobile, and Product Design 2013-07-21 v.4 p.560-567
Keywords: CHARM; CHARM Pad; nursing process; knowledge representation; activity model
Link to Digital Content at Springer
Summary: Japan is no exception among developed countries facing healthcare system problems due to aging and low birthrate as the number of patient increases and health care worker numbers shrink. The introduction of high tech medicine has increased the amount of knowledge to be learned by novice nurses. Although vast amounts of implicit knowledge have accumulated among nursing practitioners, this knowledge needs to be communicated when hospitals train younger generations of nurses. In this paper, the authors have proposed an activity model called CHARM (the Convincing Human Action Rationalized Model) and CHARM Pad, tablet PC with browsing software for CHARM models. CHARM explicates multidimensional purpose-oriented procedure relations often existing as implicit knowledge. For this reason, CHARM supports the training and education of novice nurses. We developed CHARM models according to nursing guidelines of hospitals and applied them to training of the nurses in two hospitals. CHARM and CHARM Pad are being evaluated at these hospitals and positive responses are coming from nurses.

Seamless interaction using a portable projector in perspective corrected multi display environments Full papers / Chernicharo, Jorge H. dos S. / Takashima, Kazuki / Kitamura, Yoshifumi Proceedings of the 2013 ACM Symposium Spatial User Interaction 2013-07-20 p.25-32
ACM Digital Library Link
Summary: In this work, we study ways to use a portable projector to extend the workspace in a perspective corrected multi display environment (MDE). This system uses the relative position between the user and displays in order to show the content perpendicularly to the user's point of view in a deformation-free fashion. We introduce the image created by the portable projector as a new, temporary and movable image in the perspective corrected MDE, creating a more flexible workspace to the user. In our study, we combined two ways of using the projector (handheld or head-mounted) with two ways of moving the cursor on the screens (using a mouse or a laser-pointing based strategy), proposing four techniques to be tried by the users. Also, two exploratory evaluation experiments were performed in order to evaluate our system. The first experiment (5 participants) aimed to evaluate how using a movable screen in order to fill the gaps between displays affects the performance of the user in a cross-display pointing task; while the second (6 participants) aimed to evaluate how using the projector to extend the workspace impacts the task completion time in an off-screen content recognition task. Our results showed that while no significant improvement of the performance of the users could be seen on the pointing task, the users were significantly faster when recognizing off-screen content. Also, the introduction of the portable projector reduced the overall task load on both tasks.

Direct 3D object manipulation on a collaborative stereoscopic display Full papers / Özacar, Kasim / Takashima, Kazuki / Kitamura, Yoshifumi Proceedings of the 2013 ACM Symposium Spatial User Interaction 2013-07-20 p.69-72
ACM Digital Library Link
Summary: IllusionHole (IH) is an interactive stereoscopic tabletop display that allows multiple users to interactively observe and directly point at a particular position of a stereoscopic object in a shared workspace. We explored a mid-air direct multi-finger interaction technique to efficiently perform fundamental object manipulations for single user (e.g., selection, rotation, translation and scaling) on IH. Performance of the proposed technique was compared with a cursor-based single pointing technique by a 3D docking task. The results showed that direct object manipulation with proposed technique provides greater benefits on user experience in a collaborative environment.

Two-Part Models Capture the Impact of Gain on Pointing Performance / Shoemaker, Garth / Tsukitani, Takayuki / Kitamura, Yoshifumi / Booth, Kellogg S. ACM Transactions on Computer-Human Interaction 2012-12 v.19 n.4 p.28
ACM Digital Library Link
Summary: We establish that two-part models of pointing performance (Welford's model) describe pointing on a computer display significantly better than traditional one-part models (Fitts's Law). We explore the space of pointing models and describe how independent contributions of movement amplitude and target width to pointing time can be captured in a parameter k. Through a reanalysis of data from related work we demonstrate that one-part formulations are fragile in describing pointing performance, and that this fragility is present for various devices and techniques. We show that this same data can be significantly better described using two-part models. Finally, we demonstrate through further analysis of previous work and new experimental data that k increases linearly with gain. Our primary contribution is the demonstration that Fitts's Law is more limited in applicability than previously appreciated, and that more robust models, such as Welford's formulation, should be adopted in many cases of practical interest.

Elastic scroll for multi-focus interactions Demos / Takashima, Kazuki / Fujita, Kazuyuki / Itoh, Yuichi / Kitamura, Yoshifumi Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.2 p.19-20
ACM Digital Library Link
Summary: This paper proposes a novel and efficient multi-focus scroll interface that consists of a two-step operation using a con-tents distortion technique. The displayed content can be handled just like an elastic material that can be shrunk and stretched by a user's fingers. In the first operation, the user's dragging temporarily shows the results of the viewport transition of the scroll by elastically distorting the content. This operation allows the user to see both the newly obtained and the original focus on the viewport. Then, three types of simple gestures can be used to perform the second operation such as scrolling, restoring and zooming out to get the demanded focus (or foci).

FuSA touch display: a furry and scalable multi-touch display Hardware / Nakajima, Kosuke / Itoh, Yuichi / Tsukitani, Takayuki / Fujita, Kazuyuki / Takashima, Kazuki / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.35-44
ACM Digital Library Link
Summary: We propose a furry and scalable multi-touch display called the "FuSA2 Touch Display." The furry type of tactile sensation of this surface affords various interactions such as stroking or clawing. The system utilizes plastic fiber optic bundles to realize a furry-type texture. The system can show visual feedback by projection and detects multi-touch input using a diffused illumination technique. We employed the optical feature of plastic fiber optics to integrate the input and output systems into such a simple configuration that the display becomes scalable. We implemented a 24-inch display, evaluated the visual feedback and touch detection features, and found that our implemented display encourages users to interact with it in various actions.

FuSA2 touch display DEMO / Nakajima, Kosuke / Itoh, Yuichi / Tsukitani, Takayuki / Fujita, Kazuyuki / Takashima, Kazuki / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.D5
ACM Digital Library Link

VORTEX: design and implementation of an interactive volumetric display Works-in-progress / Karnik, Abhijit / Henderson, Archie / Dean, Andrew / Pang, Howard / Campbell, Thomas / Sakurai, Satoshi / Herrmann, Guido / Izadi, Shahram / Kitamura, Yoshifumi / Subramanian, Sriram Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.2017-2022
ACM Digital Library Link
Summary: True 3D display systems like volumetric displays allow generation of autostereoscopic, multi-view 3D content that has real physical dimensions. However their uptake as a research tool within the HCI community is limited largely due to difficulties in buying or building such displays. The choice of commercially available systems is limited and constrains the flexibility of their use in terms of interaction capabilities, display features and integration with multi-display environments (MDEs). In this paper we describe the steps involved in creating custom volumetric display from easily available components. By building a touch-enabled volumetric display we walk-through the steps involved in the process. This will enable us to explore various interactive systems, associated techniques and challenges related to integration of the device into a MDE.

Image-based 3D telecopier: a system for sharing a 3D object by multiple groups of people at remote locations Augmented reality / Kitamura, Yoshifumi / Kikukawa, Tetsuya / Mieda, Satoshi / Kunita, Yotaka / Isogai, Megumi / Kimata, Hideaki Proceedings of the 2010 ACM Symposium on Virtual Reality Software and Technology 2010-11-22 p.51-54
ACM Digital Library Link
Summary: We propose a system that allows multiple groups of users at remote locations to naturally share a 3D image of real objects. All users can interactively observe a 3D stereoscopic image without distortion from their own viewpoints. The system basically consists of a combination of subsystems: imaging and display. The imaging subsystem generates images of the real object observed from arbitrary viewpoints based on image-based rendering technique implemented on GPU. The display system generates a 3D virtual image of the real object to be interactively observed by multiple people around the tabletop display. People at one place just put the real object on their imaging system to capture a set of its images from sparse viewpoints around it; other groups of multiple persons at remote places connected by networks observe its virtual image from arbitrary viewpoints, as if there is a copy of the real object, on their display systems. This paper describes details of the system configurations and algorithms. Then discussions are made based on experimental results.

Osaka developing story: an application of video agents Interaction design / Rong, Rong / Kitamura, Yoshifumi / Kitaoka, Shinya / Kato, Hirokazu / Kishi, Keisuke / Nakashima, Kei / Yamazaki, Kazuhiko / Horiuchi, Sadayoshi / Shioda, Tatsuro / Kamakura, Kazuto / Matsuyama, Shinya Proceedings of the 2010 International Conference on Advances in Computer Entertainment Technology 2010-11-17 p.71-74
ACM Digital Library Link
Summary: In this paper, we put forward a novel idea to create virtual alter egos by using video images of real-world humans; these alter egos can act autonomously and interactively in a virtual world. The design inspiration of this virtual world is Osaka City in the Meiji era, with many motive and fantasy factors. The application that is used to establish such alter egos in the virtual world is based on "Video Agents"; a system that can establish interactive autonomous characters by using video images of real-world creatures. If you will, you can create your own alter ego, which will enter the virtual world and behave autonomously; just like another you living in another world. The created "Osaka Developing Story" was demonstrated at a special event in Osaka, and a lot of participants enjoyed their own incredible experiences. This paper describes its implementation details and results.

Body-centric interaction techniques for very large wall displays Full papers / Shoemaker, Garth / Tsukitani, Takayuki / Kitamura, Yoshifumi / Booth, Kellogg S. Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010-10-16 p.463-472
Keywords: embodied interaction, gesture-based interaction, multimodal, post-WIMP interfaces, proxemics, reality-based interaction
ACM Digital Library Link
Summary: We examine the design space of interaction techniques for very large wall displays by drawing from existing theory and practice for reality-based interfaces and whole-body interfaces. We also apply insights drawn from research in psychology about the human cognitive mechanisms that support sensorimotor operations in different coordinate spaces, as well as research in sociology examining how people manage coordination and privacy concerns in these spaces. Using guidelines obtained from these analyses, we designed and implemented a novel suite of body-centric interaction techniques. These were integrated into a map browsing and editing application for a very large (5m×3m) wall display. The application was then used to gather user feedback to guide the further development of the interaction techniques.

Persuasive Conversational Agent with Persuasion Tactics / Narita, Tatsuya / Kitamura, Yasuhiko Proceedings of the 2010 International Conference on Persuasive Technology 2010-06-07 p.15-26
Link to Digital Content at Springer
Summary: Persuasive conversational agents persuade people to change their attitudes or behaviors through conversation, and are expected to be applied as virtual sales clerks in e-shopping sites. As an approach to create such an agent, we have developed a learning agent with the Wizard of Oz method in which a person called Wizard talks to the user pretending to be the agent. The agent observes the conversations between the Wizard and the user, and learns how to persuade people. In this method, the Wizard has to reply to most of the user's inputs at the beginning, but the burden gradually falls because the agent learns how to reply as the conversation model grows.
    Generally speaking, persuasion tactics is important to persuade people efficiently, but it is also useful to reduce the burden of the Wizard because it guides the Wizard to a way of persuasion. In this paper, we explicitly implement persuasion tactics into the persuasive conversation agent. Evaluation experiments show that the burden (the input ratio) of the Wizard was reduced from 55% (without tactics) to 33% (with tactics), although the success ratio of persuasion was little improved.

Anchored navigation: coupling panning operation with zooming and tilting based on the anchor point on a map Navigation / Fujita, Kazuyuki / Itoh, Yuichi / Takashima, Kazuki / Kitamura, Yoshifumi / Tsukitani, Takayuki / Kishino, Fumio Proceedings of the 2010 Conference on Graphics Interface 2010-05-31 p.233-240
ACM Digital Library Link
Summary: We propose two novel map navigation techniques, called Anchored Zoom (AZ) and Anchored Zoom and Tilt (AZT). In these techniques, the zooming and tilting of a virtual camera are automatically coupled with users' panning displacements so that the anchor point determined by users always remains in a viewport. This allows users to manipulate a viewport without mode-switching among pan, zoom, and tilt while maintaining a sense of distance and direction from the anchor point.
    We conducted an experiment to evaluate AZ and AZT and compare them with Pan & Zoom (PZ) [17] and Speed-dependent Automatic Zooming (SDAZ) [10] in off-screen target acquisition tasks and spatial recognition tests. Results showed that our proposed techniques were more effective than those of competitors in reducing time to reach off-screen objects while maintaining users' sense of distance and direction as well as PZ.

Whole body large wall display interfaces Media showcase -- video night / Shoemaker, Garth / Tsukitani, Takayuki / Kitamura, Yoshifumi / Booth, Kellogg S. Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.2 p.4809-4812
Keywords: interaction techniques, large displays, whole body interaction
ACM Digital Library Link
Summary: This video demonstrates an application that uses a body-centric approach to support interaction with very large wall displays. The design is centered on a virtual body model that represents the users in the context of the workspace, relative to one another as well as to the display(s). This concept of body-centric interaction serves both as a design philosophy and an implementation approach and is both general and powerful. Our approach is general because if the model is detailed enough, a broad range of interaction techniques can be implemented. It is powerful because it opens up an entire class of new interaction techniques: those that depend on properties of a users' body, such as arm or hand pointing direction, head direction, or body location or orientation. The video highlights some of the body-centric interaction techniques that we believe are of value based on how people use their bodies in the everyday world.

Tearable: haptic display that presents a sense of tearing real paper Devices / Maekawa, Takuya / Itoh, Yuichi / Takamoto, Keisuke / Tamada, Kiyotaka / Maeda, Takashi / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2009 ACM Symposium on Virtual Reality Software and Technology 2009-11-18 p.27-30
Keywords: haptic display
ACM Digital Library Link
Summary: We propose a novel interface called Tearable that allows users to continuously experience the real sense of tearing paper. To provide such a real sense, we measured the actual vibration data of tearing a piece of real paper and analyzed them. Based on this data, we utilized hook-and-loop fasteners and a DC motor for representing the sense of tearing. We compared the force given by Tearable with that by a piece of real paper and recommended its reproducibility and usability. In addition, we evaluated Tearable with questionnaires after user experiences.

Funbrella: recording and replaying vibrations through an umbrella axis Full papers: Sensing and sensation / Fujita, Kazuyuki / Itoh, Yuichi / Yoshida, Ai / Ozaki, Maya / Kikukawa, Tetsuya / Fukazawa, Ryo / Takashima, Kazuki / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2009 International Conference on Advances in Computer Entertainment Technology 2009-10-29 p.66-71
ACM Digital Library Link
Summary: We propose an umbrella-like device called Funbrella that entertains people with many types of rain by focusing on an umbrella as a user interface that connects humans and rain. Generally, people experience rain with sound, sight, or sometimes smell; however, in our proposed system, we focus on the vibration perceived through an umbrella's handle so that people can feel the rain. We implemented a vibration-giving mechanism with an extremely simple structure based on a dynamic microphone and a dynamic speaker whose structures are almost identical. With this structure, Funbrella records the vibrations caused by raindrops and plays them. We implemented three applications: Crazy Rain, Tele-rain, and Minibrella. A questionnaire study about Crazy Rain application reveals that Funbrella is amusing enough for people regardless of age or gender because Funbrella accurately reproduces rain.
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 58 Jump to: 2016 | 15 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 05 | 04 | 03 | 02 | 01 | 00 | 98 | 97 |