A Remote Pointing Method with Dynamic C-D Ratio during a Pinching Gesture
for Large Tabletop Systems
alt.chi: See this, hear this, touch this, keep this
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Tochihara, Naoya
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Sato, Toshiki
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Koike, Hideki
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.553-559
© Copyright 2016 ACM
Summary: This paper proposes a simple but efficient remote pointing method for large
tabletop systems using a pinching gesture with a thumb and a forefinger. The
proposed method uses a control-display (C-D) ratio that dynamically changes
depending on the height of the user's hand. The user can intuitively control
the speed of the pointer and its travel distance by changing his hand position
in 3-D. The method can also be used in a multi-user environment. We applied the
method to a photo viewer application.
Synthesizing Pseudo Straight View from A Spinning Camera Ball
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Funakoshi, Ryohei
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Okudera, Yoji
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Koike, Hideki
Proceedings of the 2016 Augmented Human International Conference
2016-02-25
p.30
© Copyright 2016 Authors
Summary: This paper proposed a spherical camera ball and its image processing
algorithm, designed to provide a ball's point of view (POV) for spectating of
ball sports. The proposed spherical camera ball has six cameras embedded at
fixed intervals around the surface of the ball. One of the main issues for such
ball-type cameras is that the device is spinning and therefore it is hard to
obtain stable video stream from such spinning cameras. This paper proposed
automatic selection of cameras using matching scores between the anchor frame
and current frame. The resultant movie will then always shows the point of
interest within the frame. We then applied image translation to obtain a pseudo
straight view in which the point of interest is always shown in the center of
the frame.
LumoSpheres: real-time tracking of flying objects and image projection for a
volumetric display
Augmenting Realities
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Koike, Hideki
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Yamaguchi, Hiroaki
Proceedings of the 2015 Augmented Human International Conference
2015-03-09
p.93-96
© Copyright 2015 ACM
Summary: This paper proposes a method for real-time tracking of flying objects and
image projection onto them for developing a particle-based volumetric 3D
display. The first section describes the concept using high-speed cameras and
projectors for a particle-based volumetric 3D display. Our solution suggests a
prediction model with kinematic laws and uses Kalman Filters to address latency
issues within the projector-camera system. We conducted experiments to show the
accuracy of the image projection. We also present an application of our method
in entertainment, Digital Juggling.
Augmented dodgeball: an approach to designing augmented sports
Augmenting Sports... and Toilets!
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Nojima, Takuya
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Phuong, Ngoc
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Kai, Takahiro
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Sato, Toshiki
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Koike, Hideki
Proceedings of the 2015 Augmented Human International Conference
2015-03-09
p.137-140
© Copyright 2015 ACM
Summary: Ubiquitous computing offers enhanced interactive, human-centric experiences
including sporting and fitness-based applications. To enhance this experience
further, we consider augmenting dodgeball by adding digital elements to a
traditional ball game. To achieve this, an understanding of the game mechanics
with participating movable bodies, is required. This paper discusses the design
process of a ball -- player-centric interface that uses live data acquisition
during gameplay for augmented dodgeball, which is presented as an application
of augmented sports. Initial prototype testing shows that player detection can
be achieved using a low-energy wireless sensor based network such as that used
with fitness sensors, and a ball with an embedded sensor together with
proximity tagging.
PhotoelasticBall: a touch detectable ball using photoelasticity
2. Sports
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Nitta, Kei
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Sato, Toshiki
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Koike, Hideki
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Nojima, Takuya
Proceedings of the 2014 Augmented Human International Conference
2014-03-07
p.16
© Copyright 2014 ACM
Summary: Balls are a key equipment for sports and entertainments such as juggling,
etc. Then, much research has been conducted for developing balls of the next
generation to enhance ball related entertainments. Such balls have plenty of
special effects such as sound and light, but have limited input method. Those
effects are often controlled through ball's native motion by using
accelerometers, etc. However, as increasing the variety of special functions of
such balls, the appropriate input method should be required. In this research,
we developed a force vector sensor sheet unit that can be implemented on the
surface of the ball. In this paper, we report the detail of the sensory system
and its experimental results.
LivingClay: particle actuation to control display volume and stiffness
Adjunct 4: posters
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Pardomuan, Jefferson
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Sato, Toshiki
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Koike, Hideki
Adjunct Proceedings of the 2013 ACM Symposium on User Interface Software and
Technology
2013-10-08
v.2
p.103-104
© Copyright 2013 ACM
Summary: We present a new type of display actuation that is able to control both
display geometry and stiffness properties using a filler material and air flow
control technique. The display consists of a flat, flexible layer of cells on
the surface and chamber filled with particles under it. Display geometries can
be changed by transporting an amount of particles between display cells and the
particle chamber using pressured air and vacuum to control the air flows. This
system also allow for variable stiffness using vacuum technique to harden the
particles inside chamber. In this paper, we present the design and control
technique of this new type actuator and also possible interaction on a single
actuator display. We also propose a low-cost, effective way to control an array
of actuators where the air flow line and particle line are arranged in a
multiplexed grid configuration.
AquaTop display: interactive water surface for viewing and manipulating
information in a bathroom
Redefining surfaces
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Koike, Hideki
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Matoba, Yasushi
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Takahashi, Yoichi
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.155-164
© Copyright 2013 ACM
Summary: Due to the wide spread use of smart phones and PCs, people can access
information everywhere in everyday life. However, there are very few methods to
access content within an bathing environment. Some people carry smart phones
into a bathroom but it is unnatural to be holding a device during bathing. This
paper proposes an interactive water surface display system, in which
information is projected on the surface of a white water solution and users can
interact with this information using gestures. In this paper, we discuss
interaction design in a bathroom, describing an implementation of our system
and its proposed applications.
Demo hour
Demo hour
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Takahashi, Yoichi
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Matoba, Yasushi
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Koike, Hideki
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Cassinelli, Alvaro
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Angesleva, Jussi
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Watanabe, Yoshihiro
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Frasca, Gonzalo
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Ishikawa, Masatoshi
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Hirsch, Matthew
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Izadi, Shahram
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Holtzman, Henry
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Raskar, Ramesh
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Bonnard, Quentin
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Legge, Amanda
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Geiduschek, Anna
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Kaplan, Frédéric
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Dillenbourg, Pierre
interactions
2013-05
v.20
n.3
p.8-9
© Copyright 2013 ACM
AquaTop display
ReVolution session
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Matoba, Yasushi
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Takahashi, Yoichi
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Tokui, Taro
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Phuong, Shin
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Koike, Hideki
Proceedings of the 2013 Virtual Reality International Conference
2013-03-20
p.24
© Copyright 2013 ACM
Summary: AquaTop display is a projection system that uses white water as a screen
surface. This system allows the user's limbs to freely move through, under and
over the projection surface. Using the unique characteristics of fluid, we
propose new interactions methods specific to the projection medium, water. Our
system uses a depth camera to detect input on and over the water surface to
allow for interactions such as protruding fingers out from under the water
surface and scooping up the water with both hands. This type of interaction is
not capable with current impenetrable, rigid body, flat surfaces. For example,
by floating one's limbs on the water surface, it is also possible to fuse one's
body with the displayed objects for further augmented interaction by 'becoming
one' with the screen.
Experiencing the ball's POV for ballistic sports
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Horita, Kodai
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Sasaki, Hideki
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Koike, Hideki
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Kitani, Kris M.
Proceedings of the 2013 Augmented Human International Conference
2013-03-07
p.128-133
© Copyright 2013 ACM
Summary: We place a small wireless camera inside an American football to capture the
ball's point-of-view during flight to augment a spectator's experience of the
game of football. To this end, we propose a robust video synthesis algorithm
that leverages the unique constraints of fast spinning cameras to obtain a
stabilized bird's eye point-of-view video clip. Our algorithm uses a
coarse-to-fine image homography computation technique to progressively register
images. We then optimize an energy function defined over pixel-wise color
similarity and distance to image borders, to find optimal image seams to create
panoramic composite images. Our results show that we can generate realistic
videos from a camera spinning at speeds of up to 600 RPM.
Fluid surface: interactive water surface display for viewing information in
a bathroom
Demo session
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Takahashi, Yoichi
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Matoba, Yasushi
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Koike, Hideki
Proceedings of the 2012 ACM International Conference on Interactive
Tabletops and Surfaces
2012-11-11
p.311-314
© Copyright 2012 ACM
Summary: Information is becoming accessible everywhere in everyday life due of the
spread of smart phones and portable personal computers; however are very few
methods in accessing contents in a bathing environment. Sometimes smart phones
can be carried into a bathroom but it is unnatural to be holding a device at
during bathing, so a suitable technique for information browsing in a bathing
environment is required. We propose an interactive water surface display
system, which uses image-recognition techniques. By using water, the system can
perform an intuitive interaction peculiar to water such as poking a finger up
from under the water surface, stroking the water surface and scooping up water.
In this paper, we discuss interaction design in a bathroom, describing an
implementation of our system and its applications.
HOJI*HOJI: The Hole-Type Interactive Device for Entertainment
Extended Abstracts
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Suzuki, Yuta
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Okada, Yusaku
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Kawaguchi, Hiroki
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Kimura, Takashi
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Takahashi, Yoichi
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Horita, Kodai
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Nojima, Takuya
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Koike, Hideki
Proceedings of the 2012 International Conference on Advances in Computer
Entertainment
2012-11-03
p.561-564
Keywords: entertainment system; interactive interface; tactile feedback
© Copyright 2012 Springer-Verlag
Summary: Holes often excite our curiosity and eventually people will want to look
inside them. In this research, focusing the attention on this "hole
exploration" and corresponding actions as an element of interactive
entertainment, we developed a hole-type device named "HOJI*HOJI". HOJI*HOJI is
equipped with a hole that can recognize finger position through the use of
pressure sensors. Force feedback is also implemented within the device for
realizing interaction between the 'hole' and the user's finger. For proof of
concept, an interactive game application was made for HOJI*HOJI and was
exhibited at 2 events to confirm whether this 'hole' can attract people's
curiosity.
BallCam!: dynamic view synthesis from spinning cameras
Posters
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Kitani, Kris
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Horita, Kodai
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Koike, Hideki
Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and
Technology
2012-10-07
v.2
p.87-88
© Copyright 2012 ACM
Summary: We are interested in generating novel video sequences from a ball's point of
view for sports domains. Despite the challenge of extreme camera motion, we
show that we can leverage the periodicity of spinning cameras to generate a
stabilized ball point-of-view video. We present preliminary results of image
stabilization and view synthesis from a single camera being hurled in the air
at 600 RPM.
Highly deformable interactive 3D surface display
Posters
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Aihara, Noriyuki
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Sato, Toshiki
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Koike, Hideki
Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and
Technology
2012-10-07
v.2
p.91-92
© Copyright 2012 ACM
Summary: In this research, we focused on the flexibility limitation of a display
material as one of the main causes for height constraints in deformable
surfaces. We propose a method that does not only utilize the material
flexibility but also allows for increased variations of shapes and their
corresponding interaction possibilities. Using this method, our proposed
display design can then support additional expansion via protrusion of an
air-pressure-controlled moldable display surface using a residual cloth-excess
method and a fixed airbag mount.
Image correction techniques for 3D interactive surface using a transparent
elastic gels
Multimodal interfaces
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Tokui, Taro
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Yamasaki, Masami
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Koike, Hideki
Proceedings of the 2012 International Conference on Advanced Visual
Interfaces
2012-05-22
p.164-167
© Copyright 2012 ACM
Summary: There are many kinds of three dimensional displays that have been developed
to date. Most of them provide 3D visual sensation to the users, but they do not
provide 3D haptic feedback. On the other hand, an interactive surface system
using transparent gels enables users to touch a 3D surface. The main issue of
the system, however, is that the image is distorted due to "lens effect" of the
gels. This paper describes a method to solve the image distortion through the
use of a light field display (LFD) which is discussed in detail in section 2.
By combining the LFD and transparent gel interface, it becomes possible to show
correct 3D images on gels from any viewing position.
SHIRI: buttocks humanoid that represents emotions with visual and tactual
transformation of the muscles
System paper demos
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Takahashi, Nobuhiro
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Matoba, Yasushi
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Sato, Toshiki
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Koike, Hideki
Proceedings of the 2012 International Conference on Advanced Visual
Interfaces
2012-05-22
p.792-793
© Copyright 2012 ACM
Summary: In this paper, we propose a novel interface design for "human-robot"
communication by focusing on visual and tactual transformation of the muscles.
Since recent humanoids may appear as humanoid figures using human-like body
gestures and behavior, it is hard to say that they have enough elements to
cover the complex composition that is a human. The muscles that constitute the
human body work by not only turning joints and generating limb and body
movements, but also control skin surface shape and firmness, allowing the
various levels of touch response. Therefore, we attempt to approach the
creation of sensitive and subtle expression by a humanoid robot using organic
constructs. In this project, we produce "SHIRI", which represents emotions with
organic movements of the Gluteus Maximus Actuator (GMA). In addition, we also
implement user interaction for SHIRI and consider how perceptions the user can
obtain by communicating with SHIRI.
Interactive surface that have dynamic softness control
System paper demos
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Sato, Toshiki
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Takahashi, Nobuhiro
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Matoba, Yasushi
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Koike, Hideki
Proceedings of the 2012 International Conference on Advanced Visual
Interfaces
2012-05-22
p.796-797
© Copyright 2012 ACM
Summary: In the field of interface surface research, the idea of the 'softness' of a
surface medium is one significant factor in determining a suitable means of
interaction with the user. With direct touch input, for example, the degree of
surface softness allows for the generation various touch sensations and tactile
feedback. Additionally, the softness also affects the shape of the surface: a
soft surface will allow the user to deform the surface at will while a hard
surface will maintain its shape easier. In many traditional flexible surfaces
to date, this element has been considered static and thus unchangeable. This
project, in contrast, considers the softness of a surface to be dynamic and
thus further explores the interaction possibilities with this type of surface.
We demonstrate the possibilities of dynamically changing surfaces and their
derived user interaction.
SplashDisplay
ReVolution session
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Matoba, Yasushi
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Tokui, Taro
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Sato, Ryo
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Sato, Toshiki
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Koike, Hideki
Proceedings of the 2012 Virtual Reality International Conference
2012-03-28
p.26
© Copyright 2012 ACM
Summary: 'SplashDisplay' is a system developed to attempt real time volumetric
display. This system implements air pressure generated by an x-y coordinate
based projectile launching speaker through a bed of projectile beads to
simulate a real-time 3D "explosion" like effect. The projectile beads act as a
projection medium for a top-mounted visible light projector; and through
synchronized timing of these components, it is possible to create 3D, tangible
effects at will. Also, by using IR LED and IR sensitive cameras, user
interaction can be added to this system to allow for an interactive surface.
The result of these components is a dynamic, interactive, real-time "explosion"
simulation game that can be used to confirm the innovative construct of this
suggested system.
Human-centric panoramic imaging stitching
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Ozawa, Tomohiro
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Kitani, Kris M.
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Koike, Hideki
Proceedings of the 2012 Augmented Human International Conference
2012-03-08
p.20
© Copyright 2012 ACM
Summary: We introduce a novel image mosaicing algorithm to generate 360°
landscape images while also taking into account the presence of people at the
boundaries between stitched images. Current image mosaicing techniques tend to
fail when there is extreme parallax caused by nearby objects or moving objects
at the boundary between images. This parallax causes ghosting or unnatural
discontinuities in the image. To address this problem, we present an image
mosaicing algorithm that is robust to parallax and misalignment, and is also
able to preserve the important human-centric content, specifically faces. In
particular, we find an optimal path between the boundary of two images that
preserves color continuity and peoples' faces in the scene. Preliminary results
show promising results of preserving close-up faces with parallax while also
being able to generate a perceptually plausible 360° panoramic image.
Enhanced interaction with physical toys
Hardware
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Matoba, Yasushi
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Sato, Toshiki
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Koike, Hideki
Proceedings of the 2011 ACM International Conference on Interactive
Tabletops and Surfaces
2011-11-13
p.57-60
© Copyright 2011 ACM
Summary: We developed an entertainment system that enhances the experience of playing
with tops by employing augmented reality technologies. A tabletop system tracks
the positions and rotation speeds of multiple tops with a high-speed camera and
displays audio and visual effects. A hand-held device, called an accelerator,
enables virtual and physical contact between the user and top by allowing the
user to move and accelerate the top and obtain force feedback from the top. We
proposed a top battle game in which the player will interact with these tops.
Biri-biri: pressure-sensitive touch interface with electrical stimulation
DEMO
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Eto, Haruna
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Matoba, Yasushi
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Sato, Toshiki
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Fukuchi, Kentaro
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Koike, Hideki
Proceedings of the 2011 ACM International Conference on Interactive
Tabletops and Surfaces
2011-11-13
p.D4
© Copyright 2011 ACM
Interactive surface that can dynamically change the shape and touch
sensation
DEMO
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Sato, Toshiki
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Matoba, Yasushi
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Takahashi, Nobuhiro
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Koike, Hideki
Proceedings of the 2011 ACM International Conference on Interactive
Tabletops and Surfaces
2011-11-13
p.D8
© Copyright 2011 ACM
EdgeSonic: image feature sonification for the visually impaired
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Yoshida, Tsubasa
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Kitani, Kris M.
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Koike, Hideki
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Belongie, Serge
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Schlei, Kevin
Proceedings of the 2011 Augmented Human International Conference
2011-03-13
p.11
© Copyright 2011 ACM
Summary: We propose a framework to aid a visually impaired user to recognize objects
in an image by sonifying image edge features and distance-to-edge maps.
Visually impaired people usually touch objects to recognize their shape.
However, it is difficult to recognize objects printed on flat surfaces or
objects that can only be viewed from a distance, solely with our haptic senses.
Our ultimate goal is to aid a visually impaired user to recognize basic object
shapes, by transposing them to aural information. Our proposed method provides
two types of image sonification: (1) local edge gradient sonification and (2)
sonification of the distance to the closest image edge. Our method was
implemented on a touch-panel mobile device, which allows the user to aurally
explore image context by sliding his finger across the image on the touch
screen. Preliminary experiments show that the combination of local edge
gradient sonification and distance-to-edge sonification are effective for
understanding basic line drawings. Furthermore, our tests show a significant
improvement in image understanding with the introduction of proper user
training.
ImprovGenerator: Online Grammatical Induction for On-the-Fly Improvisation
Accompaniment
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Kitani, Kris M.
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Koike, Hideki
NIME 2010: New Interfaces for Musical Expression
2010-06-15
p.469-472
© Copyright 2010 Authors
3-D interaction with a large wall display using transparent markers
Visual interaction II
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Hyakutake, Akito
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Ozaki, Koichiro
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Kitani, Kris Makoto
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Koike, Hideki
Proceedings of the 2010 International Conference on Advanced Visual
Interfaces
2010-05-26
p.97-100
Keywords: LCD, augmented reality, interaction, marker, polarization, transparent
markers, vision-based HCI, wall display
© Copyright 2010 ACM
Summary: In this paper we proposed a new interface for interacting with large
displays via small video devices such as a cell phone. We estimate the location
of the camera relative to the display using a matrix of transparent markers
embedded on display. As a result, our interface allows the user to interact
with digital contents without being distracted by opaque visual markers. Our
interface enables intuitive interactions such as pointing, rotating, dragging
and dropping. Moreover, our use of a small hand-held camera device allows for
interaction with large scale displays without the need for direct contact with
the display surface. Thus our system is well suited for interactions when there
is some distance between the user and the display. Our proposed system has
applications to large scale advertisement displays and can enable interactions
between individuals and large scale digital content.