ReFabricator: Integrating Everyday Objects for Digital Fabrication
Interactivity Demos
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Yamada, Suguru
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Morishige, Hironao
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Nozaki, Hiroki
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Ogawa, Masaki
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Yonezawa, Takuro
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Tokuda, Hideyuki
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3804-3807
© Copyright 2016 ACM
Summary: Since current digital fabrication relies on 3D printer very much, there are
several concerns such as printing cost (i.e., both financial and temporal cost)
and sometimes too homogeneous impression with plastic filament. To address and
solve the problem, we propose ReFabricator, a computational fabrication tool
integrating everyday objects into digital fabrication. ReFabrication is a
concept of fabrication, mixing the idea of Reuse and Digital Fabrication, which
aims to fabricate new functional shape with ready made products, effectively
utilizing its behavior. As a system prototype, we have implemented a design
tool which enables users to gather up every day objects and reassemble them to
another functional shape with taking advantages of both analog and digital
fabrication. In particular, the system calculates the optimized positional
relationship among objects, and generates joint objects to bond the objects
together in order to achieve a certain shape.
Food Detection and Recognition Using Convolutional Neural Network
Posters 3
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Kagaya, Hokuto
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Aizawa, Kiyoharu
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Ogawa, Makoto
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.1085-1088
© Copyright 2014 ACM
Summary: In this paper, we apply a convolutional neural network (CNN) to the tasks of
detecting and recognizing food images. Because of the wide diversity of types
of food, image recognition of food items is generally very difficult. However,
deep learning has been shown recently to be a very powerful image recognition
technique, and CNN is a state-of-the-art approach to deep learning. We applied
CNN to the tasks of food detection and recognition through parameter
optimization. We constructed a dataset of the most frequent food items in a
publicly available food-logging system, and used it to evaluate recognition
performance. CNN showed significantly higher accuracy than did traditional
support-vector-machine-based methods with handcrafted features. In addition, we
found that the convolution kernels show that color dominates the feature
extraction process. For food image detection, CNN also showed significantly
higher accuracy than a conventional method did.
Examination of human factors for wearable line-of-sight detection system
Posters
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Ogawa, Miho
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Sampei, Kota
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Cortes, Carlos
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Miki, Norihisa
Proceedings of the 2014 International Symposium on Wearable Computers
2014-09-13
v.1
p.139-140
© Copyright 2014 ACM
Summary: We proposed a wearable line-of-sight detection system that utilizes
micro-fabricated transparent optical sensors on eyeglasses. These sensors can
detect the reflection of light from the eye, in which the intensity from the
white of the eye is stronger than that of the pupil, and can thus deduce the
position of the pupil. LOS detection was successfully demonstrated by using the
proposed system, but careful calibration was required for each user. Therefore,
in the current study, we investigated the dominant factors that affected the
LOS detection accuracy. It was experimentally found that the distance between
the sensors on the eyeglasses and the pupil was a dominant factor. Thus, we
designed a frame that can be adjusted according to this distance, which enabled
LOS detection for all subjects.
SENSeTREAM: enhancing online live experience with sensor-federated video
stream using animated two-dimensional code
Mobile applications
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Yonezawa, Takuro
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Ogawa, Masaki
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Kyono, Yutaro
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Nozaki, Hiroki
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Nakazawa, Jin
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Nakamura, Osamu
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Tokuda, Hideyuki
Proceedings of the 2014 International Joint Conference on Pervasive and
Ubiquitous Computing
2014-09-13
v.1
p.301-305
© Copyright 2014 ACM
Summary: We propose a novel technique that aggregates multiple sensor streams
generated by totally different types of sensors into a visually enhanced video
stream. This paper shows major features of SENSeTREAM and demonstrates
enhancement of user experience in an online live music event. Since SENSeTREAM
is a video stream with sensor values encoded in a two-dimensional graphical
code, it can transmit multiple sensor data streams while maintaining their
synchronization. A SENSeTREAM can be transmitted via existing live streaming
services, and can be saved into existing video archive services. We have
implemented a prototype SENSeTREAM generator and deployed it to an online live
music event. Through the pilot study, we confirmed that SENSeTREAM works with
popular streaming services, and provide a new media experience for live
performances. We also indicate future direction for establishing visual stream
aggregation and its applications.
Frequency statistics of words used in Japanese food records of FoodLog
CEA 2014 -- Smart Technology for Cooking and Eating Activities
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Amano, Sosuke
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Ogawa, Makoto
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Aizawa, Kiyoharu
Adjunct Proceedings of the 2014 International Joint Conference on Pervasive
and Ubiquitous Computing
2014-09-13
v.2
p.547-552
© Copyright 2014 ACM
Summary: Recording foods enable us to improve our dietary habits. In food records,
there are a variety of descriptions of meals because there is no standard way
to express meal names. In this study, we analyze Japanese food records from the
view of word frequency. We show very small numbers of words are satisfactory to
describe the majority of the record.
EverCopter: continuous and adaptive over-the-air sensing with detachable
wired flying objects
Poster, demo, & video presentations
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Kyono, Yutaro
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Yonezawa, Takuro
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Nozaki, Hiroki
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Ogawa, Masaki
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Ito, Tomotaka
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Nakazawa, Jin
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Takashio, Kazunori
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Tokuda, Hideyuki
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.299-302
© Copyright 2013 ACM
Summary: The paper proposes EverCopter, which provides continuous and adaptive
over-the-air sensing with detachable wired flying objects. While a major
advantage of sensing systems with battery-operated MAVs is a wide sensing
coverage, sensing time is limited due to its limited amount of energy. We
propose dynamically rechargeable flying objects, called EverCopter. EverCopter
achieves both long sensing time and wide sensing coverage by the following two
characteristics. First, multiple EverCopters can be tied in a row by power
supply cables. Since the root EverCopter in a row is connected to DC power
supply on the ground, each EverCopter can fly without battery. This makes their
sensing time forever, unless the power supply on the ground fails. Second, the
leaf EverCopter can detach itself from the row in order to enjoy wider sensing
coverage. An EverCopter, while it is detached, runs with its own
battery-supplied energy. When the remaining energy becomes low, it flies back
to the row to recharge the battery.
Reinforcing co-located communication practices through interactive public
displays
Workshop: human interfaces for civic and urban engagement
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Ogawa, Masaki
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Jurmu, Marko
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Ito, Tomotaka
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Yonezawa, Takuro
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Nakazawa, Jin
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Takashio, Kazunori
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Tokuda, Hideyuki
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.737-740
© Copyright 2013 ACM
Summary: In recent years, the steady emergence of digital communication, especially
social media, has increased the "placelessness" of inter-person communication
practices, i.e., lessening the need to reside co-located in order to
communicate. When these communication practices carry over to co-located
settings, they introduce redundancy and potentially even harm the co-located
context, since use of personal technologies tends to isolate users from their
surroundings. In this position paper, we want to raise awareness on how
interactive public displays could alleviate this redundancy and potential
isolation. We present a model of reinforcing co-located communications, and
illustrate it through example use cases.
Waving to a touch interface: descriptive field study of a multipurpose
multimodal public display
Proxemic interaction
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Jurmu, Marko
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Ogawa, Masaki
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Boring, Sebastian
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Riekki, Jukka
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Tokuda, Hideyuki
Proceedings of the 2013 ACM International Symposium on Pervasive Displays
2013-06-04
p.7-12
© Copyright 2013 ACM
Summary: Multipurpose public displays are a promising platform, but more
understanding is required in how users perceive and engage them. In this paper,
we present and discuss results and findings from a two-day descriptive field
trial with a multipurpose public display prototype called FluiD. Our main
objective was to uncover emerging issues of interaction to inform future
evaluations. During the field trial within a public research exhibition, people
were able to freely interact with the prototype. Twenty-six persons filled out
short questionnaires and gave free-form feedback. In addition, researchers in
the vicinity of the display gathered observation data. Our main findings
include the difficulties encountered with mid-air gesture commands, the lack of
agency in case of larger interaction area, and the possibility for stepping out
from the implicit-explicit continuum in the face of potential social conflicts.
Software evolution storylines
New visualization and interaction techniques
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Ogawa, Michael
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Ma, Kwan-Liu
Proceedings of the ACM Symposium on Software Visualization
2010-10-25
p.35-42
© Copyright 2010 ACM
Summary: This paper presents a technique for visualizing the interactions between
developers in software project evolution. The goal is to produce a
visualization that shows more detail than animated software histories, like
code_swarm [15], but keeps the same focus on aesthetics and presentation. Our
software evolution storylines technique draws inspiration from XKCD's "Movie
Narrative Charts" and the aesthetic design of metro maps. We provide the
algorithm, design choices, and examine the results of using the storylines
technique. Our conclusion is that the it is able to show more details when
compared to animated software project history videos. However, it does not
scale to the largest projects, such as Eclipse and Mozilla.
Usage of IT and Electronic Devices, and Its Structure, for
Community-Dwelling Elderly
People with Cognitive Problems and the Aging Population
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Ogawa, Madoka
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Inagaki, Hiroki
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Gondo, Yasuyuki
ICCHP'06: International Conference on Computers Helping People with Special
Needs
2006-07-11
p.752-758
© Copyright 2006 Springer-Verlag
Summary: Electrical household appliances and IT (information technology) are believed
to increase the QOL and well-being of the people who use them. The benefits of
electronic devices for elderly people would be more evident than for younger
people because it is assumed that such equipment would compensate for the
decline of functional ability in the elderly. However, there has been only very
limited research on the actual usage and influence of such devices in relation
to generation and age. The purposes of the present study were to clarify the
actual situation with regard to the use of IT and electronic devices by
community-dwelling elderly, and to characterize individuals according to their
familiarity with such devices.
New findings on pupil response in gazing to flashed divided displays
Work-in-progress
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Tano, Shun'ichi
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Ogawa, Masaru
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Iwata, Mitsuru
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Hashiyama, Tomonori
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.2
p.1403-1408
© Copyright 2006 ACM
Summary: We show that the pupil responds to the small area being gazed when it is
flashed. The experiments revealed that the pupil reacts to the brightness of
the small area being gazed at. Surprisingly, the resolution is 1.6 degrees at
the viewing angle. This is equivalent to the spatial resolution of a 21 x 16 mm
area at a distance of 60 cm. Finally, the feasibility of the new findings is
demonstrated by applying it to character input.
Experimental Method for Construction of a Knowledge-Based System for
Shipping Berth Scheduling
II. Software Tools
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Ogawa, Masaichiro
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Saito, Norio
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Tabe, Tsutomu
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Sugimura, Shinji
Proceedings of the Fifth International Conference on Human-Computer
Interaction
1993-08-08
v.2
p.315-320
© Copyright 1993 Elsevier Science Publishers
Summary: This paper gives preliminary information on the methodology needed for the
construction of a knowledge-based system for shipping berth scheduling. For
this purpose, a computer simulator for shipping berth scheduling was developed
for eliciting knowledge from humans. The results of scheduling by humans were
analyzed by the protocol analysis using a GOMS model which is a useful tool to
elicit knowledge for shipping berth scheduling in a real-time interactive
environment. Furthermore, the elicited knowledge was transferred into a
computer as a knowledge-based system for shipping berth scheduling.