Japanese HCI Symposium: Emerging Japanese HCI Research Collection
Workshop Summaries
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Matsumura, Kohei
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Ogata, Masa
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Sakaguchi, Saki
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Ijiri, Takashi
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Nishida, Takeshi
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Kato, Jun
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Nakamura, Hiromi
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Sakamoto, Daisuke
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Kitamura, Yoshifumi
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3325-3330
© Copyright 2016 ACM
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
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Takashima, Kazuki
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Asari, Yusuke
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Yokoyama, Hitomi
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Sharlin, Ehud
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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
© Copyright 2015 Springer International Publishing Switzerland
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
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Hirose, Shota
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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
© Copyright 2015 Springer International Publishing Switzerland
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
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Kato, Jun
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Nakamura, Hiromi
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Sugiura, Yuta
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Hachisu, Taku
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Sakamoto, Daisuke
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Yatani, Koji
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Kitamura, Yoshifumi
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2321-2324
© Copyright 2015 ACM
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
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Ando, Masahiro
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Itoh, Yuichi
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Hosoi, Toshiki
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Takashima, Kazuki
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Nakajima, Kosuke
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Kitamura, Yoshifumi
Adjunct Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.2
p.41-42
© Copyright 2014 ACM
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
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Vi, Chi Thanh
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Takashima, Kazuki
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Yokoyama, Hitomi
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Liu, Gengdai
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Itoh, Yuichi
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Subramanian, Sriram
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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
© Copyright 2013 Springer International Publishing
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
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Takashima, Kazuki
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Aida, Naohiro
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Yokoyama, Hitomi
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Kitamura, Yoshifumi
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.179-188
© Copyright 2013 ACM
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
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Yamaguchi, Tokuo
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Fukushima, Hiroyuki
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Tatsuzawa, Shigeru
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Nonaka, Masato
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Takashima, Kazuki
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Kitamura, Yoshifumi
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.329-332
© Copyright 2013 ACM
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
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Masuda, Takayuki
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Shigemori, Masayoshi
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Kitamura, Yasuhiro
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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
© Copyright 2013 Springer-Verlag
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
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Sasajima, Munehiko
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Nishimura, Satoshi
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Kitamura, Yoshinobu
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Hirao, Akemi
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Hattori, Kanetoshi
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Nakamura, Akemi
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Takahashi, Hiroe
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Takaoka, Yoshiyuki
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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
© Copyright 2013 Springer-Verlag
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
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Chernicharo, Jorge H. dos S.
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Takashima, Kazuki
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Kitamura, Yoshifumi
Proceedings of the 2013 ACM Symposium Spatial User Interaction
2013-07-20
p.25-32
© Copyright 2013 ACM
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
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Özacar, Kasim
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Takashima, Kazuki
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Kitamura, Yoshifumi
Proceedings of the 2013 ACM Symposium Spatial User Interaction
2013-07-20
p.69-72
© Copyright 2013 ACM
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
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Shoemaker, Garth
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Tsukitani, Takayuki
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Kitamura, Yoshifumi
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Booth, Kellogg S.
ACM Transactions on Computer-Human Interaction
2012-12
v.19
n.4
p.28
© Copyright 2012 ACM
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
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Takashima, Kazuki
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Fujita, Kazuyuki
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Itoh, Yuichi
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Kitamura, Yoshifumi
Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and
Technology
2012-10-07
v.2
p.19-20
© Copyright 2012 ACM
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
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Nakajima, Kosuke
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Itoh, Yuichi
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Tsukitani, Takayuki
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Fujita, Kazuyuki
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Takashima, Kazuki
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Kitamura, Yoshifumi
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Kishino, Fumio
Proceedings of the 2011 ACM International Conference on Interactive
Tabletops and Surfaces
2011-11-13
p.35-44
© Copyright 2011 ACM
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
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Nakajima, Kosuke
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Itoh, Yuichi
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Tsukitani, Takayuki
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Fujita, Kazuyuki
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Takashima, Kazuki
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Kitamura, Yoshifumi
/
Kishino, Fumio
Proceedings of the 2011 ACM International Conference on Interactive
Tabletops and Surfaces
2011-11-13
p.D5
© Copyright 2011 ACM
VORTEX: design and implementation of an interactive volumetric display
Works-in-progress
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Karnik, Abhijit
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Henderson, Archie
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Dean, Andrew
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Pang, Howard
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Campbell, Thomas
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Sakurai, Satoshi
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Herrmann, Guido
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Izadi, Shahram
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Kitamura, Yoshifumi
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Subramanian, Sriram
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.2017-2022
© Copyright 2011 ACM
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
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Kitamura, Yoshifumi
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Kikukawa, Tetsuya
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Mieda, Satoshi
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Kunita, Yotaka
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Isogai, Megumi
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Kimata, Hideaki
Proceedings of the 2010 ACM Symposium on Virtual Reality Software and
Technology
2010-11-22
p.51-54
© Copyright 2010 ACM
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
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Rong, Rong
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Kitamura, Yoshifumi
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Kitaoka, Shinya
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Kato, Hirokazu
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Kishi, Keisuke
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Nakashima, Kei
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Yamazaki, Kazuhiko
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Horiuchi, Sadayoshi
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Shioda, Tatsuro
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Kamakura, Kazuto
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Matsuyama, Shinya
Proceedings of the 2010 International Conference on Advances in Computer
Entertainment Technology
2010-11-17
p.71-74
© Copyright 2010 ACM
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
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Shoemaker, Garth
/
Tsukitani, Takayuki
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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
© Copyright 2010 ACM
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
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Kitamura, Yasuhiko
Proceedings of the 2010 International Conference on Persuasive Technology
2010-06-07
p.15-26
© Copyright 2010 Springer-Verlag
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
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Fujita, Kazuyuki
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Itoh, Yuichi
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Takashima, Kazuki
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Kitamura, Yoshifumi
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Tsukitani, Takayuki
/
Kishino, Fumio
Proceedings of the 2010 Conference on Graphics Interface
2010-05-31
p.233-240
© Copyright 2010 Authors
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
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Shoemaker, Garth
/
Tsukitani, Takayuki
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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
© Copyright 2010 ACM
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
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Maekawa, Takuya
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Itoh, Yuichi
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Takamoto, Keisuke
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Tamada, Kiyotaka
/
Maeda, Takashi
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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
© Copyright 2009 ACM
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
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Yoshida, Ai
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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
© Copyright 2009 ACM
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.