Can Eye Help You?: Effects of Visualizing Eye Fixations on Remote
Collaboration Scenarios for Physical Tasks
Eye Gaze
/
Higuch, Keita
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Yonetani, Ryo
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Sato, Yoichi
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5180-5190
© Copyright 2016 ACM
Summary: In this work, we investigate how remote collaboration between a local worker
and a remote collaborator will change if eye fixations of the collaborator are
presented to the worker. We track the collaborator's points of gaze on a
monitor screen displaying a physical workspace and visualize them onto the
space by a projector or through an optical see-through head-mounted display.
Through a series of user studies, we have found the followings: 1) Eye
fixations can serve as a fast and precise pointer to objects of the
collaborator's interest. 2) Eyes and other modalities, such as hand gestures
and speech, are used differently for object identification and manipulation. 3)
Eyes are used for explicit instructions only when they are combined with
speech. 4) The worker can predict some intentions of the collaborator such as
his/her current interest and next instruction.
Interactive Cheek Haptic Display with Air Vortex Rings for Stress
Modification
Late-Breaking Works: Extending User Capabilities
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Ueoka, Ryoko
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Yamaguchi, Mami
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Sato, Yuka
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1766-1771
© Copyright 2016 ACM
Summary: We conducted preliminary evaluation on how people perceive haptic stimuli
generated by air vortex rings of different intensity and how these stimuli
affect their emotional experience with respect to stress. We developed a
prototype cheek haptic display that generates an air vortex ring at two types
of intensity of air pressure to present a different haptic stimulus on the
cheek when a subject feels stress while performing a task. Using the system, we
conducted a preliminary experiment to evaluate cognitive awareness using task
performance, physiological awareness using changes in autonomic activity, and
subjective feelings using a visual analog scale test of three stress feelings
for quantitative evaluation of emotional experience. Although further
experiments are needed, the results show that it is a promising method for
effectively reducing stress and modifying emotional experience.
Development of a Speech-Driven Embodied Entrainment Character System with
Pupil Response
Information and Interaction for Learning and Education
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Sejima, Yoshihiro
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Sato, Yoichiro
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Watanabe, Tomio
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Jindai, Mitsuru
HIMI 2015: 17th International Conference on Human Interface and the
Management of Information, Symposium on Human Interface, Part II: Information
and Knowledge in Context
2015-08-02
v.2
p.378-386
Keywords: Human interaction; Nonverbal communication; Avatar-Mediated communication;
Line-of-Sight; Pupil response
© Copyright 2015 Springer International Publishing Switzerland
Summary: We have developed a speech-driven embodied entrainment character called
"InterActor" that had functions of both speaker and listener for supporting
human interaction and communication. This character would generate
communicative actions and movements such as nodding, body movements, and
eyeball movements by using only speech input. In this paper, we analyze the
pupil response during the face-to-face communication and non-face-to-face
communication with the typical users of the character system. On the basis of
the analysis results, we enhance the functionalities of the character and
develop an advanced speech-driven embodied entrainment character system for
expressing the pupil response.
Captioning System with Function of Inserting Mathematical Formula Images
Accessible Media
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Takeuchi, Yoshinori
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Sato, Yuji
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Horiike, Kazuki
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Wakatsuki, Daisuke
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Minagawa, Hiroki
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Ohnishi, Noboru
ICCHP'14: International Conference on Computers Helping People with Special
Needs, Part 1
2014-07-09
v.1
p.33-40
© Copyright 2014 Springer International Publishing
Summary: We propose a captioning system with a function of inserting mathematical
formula images. [We match/The system matches?] mathematical formulas presented
orally during a lecture with those simultaneously projected on a screen in the
lecture room. We then manually extract the mathematical formula images from the
screen for displaying on the monitor of the system. A captionist can input
mathematical formulas by pressing a corresponding function key. This is much
easier than inputting mathematical formulas by typing. We conducted an
experiment in which participants evaluated the usefulness of the proposed
captioning system. Experimental results showed that 14 of the 22 participants
could input more sentences when using the function of inserting mathematical
formula images than when not using it. Furthermore, from the results of a
questionnaire, we could confirm that the proposed system is effective.
Towards explaining the cognitive efficacy of Euler diagrams in syllogistic
reasoning: A relational perspective
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Mineshima, Koji
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Sato, Yuri
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Takemura, Ryo
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Okada, Mitsuhiro
Journal of Visual Languages & Computing
2014-06
v.25
n.3
p.156-169
Keywords: Diagrammatic reasoning
Keywords: Euler diagram
Keywords: Efficacy
Keywords: Categorical syllogisms
Keywords: Relational inferences
Keywords: Mental model theory
© Copyright 2014 Elsevier Ltd.
Summary: Although diagrams have been widely used as methods for introducing students
to elementary logical reasoning, it is still open to debate in cognitive
psychology whether logic diagrams can aid untrained people to successfully
conduct deductive reasoning. In our previous work, some empirical evidence was
provided for the effectiveness of Euler diagrams in the process of solving
categorical syllogisms. In this paper, we discuss the question of why Euler
diagrams have such inferential efficacy in the light of a logical and
proof-theoretical analysis of categorical syllogisms and diagrammatic
reasoning. As a step towards an explanatory theory of reasoning with Euler
diagrams, we argue that the effectiveness of Euler diagrams in supporting
syllogistic reasoning derives from the fact that they are effective ways of
representing and reasoning about relational structures that are implicit in
categorical sentences. A special attention is paid to how Euler diagrams can
facilitate the task of checking the invalidity of an inference, a task that is
known to be particularly difficult for untrained reasoners. The distinctive
features of our conception of diagrammatic reasoning are made clear by
comparing it with the model-theoretic conception of ordinary reasoning
developed in the mental model theory.
Influence of stimulus and viewing task types on a learning-based visual
saliency model
Poster abstracts
/
Ye, Binbin
/
Sugano, Yusuke
/
Sato, Yoichi
Proceedings of the 2014 Symposium on Eye Tracking Research &
Applications
2014-03-26
p.271-274
© Copyright 2014 ACM
Summary: Learning-based approaches using actual human gaze data have been proven to
be an efficient way to acquire accurate visual saliency models and attracted
much interest in recent years. However, it still remains yet to be answered how
different types of stimulus (e.g., fractal images, and natural images with or
without human faces) and viewing tasks (e.g., free viewing or a preference
rating task) affect learned visual saliency models. In this study, we
quantitatively investigate how learned saliency models differ when using
datasets collected in different settings (image contextual level and viewing
task) and discuss the importance of choosing appropriate experimental settings.
Multiple robotic wheelchair system able to move with a companion using map
information
HRI2014 late breaking reports poster
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Sato, Yoshihisa
/
Suzuki, Ryota
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Arai, Masaya
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Kobayashi, Yoshinori
/
Kuno, Yoshinori
/
Fukushima, Mihoko
/
Yamazaki, Keiichi
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Yamazaki, Akiko
Proceedings of the 2014 ACM/IEEE International Conference on Human-Robot
Interaction
2014-03-03
p.286-287
© Copyright 2014 ACM
Summary: In order to reduce the burden of caregivers facing an increased demand for
care, particularly for the elderly, we developed a system whereby multiple
robotic wheelchairs can automatically move alongside a companion. This enables
a small number of people to assist a substantially larger number of wheelchair
users effectively. This system utilizes an environmental map and an estimation
of position to accurately identify the positional relations among the caregiver
(or a companion) and each wheelchair. The wheelchairs are consequently able to
follow along even if the caregiver cannot be directly recognized. Moreover, the
system is able to establish and maintain appropriate positional relations.
Evaluating Human-like Behaviors of Video-Game Agents Autonomously Acquired
with Biological Constraints
Long Presentations
/
Fujii, Nobuto
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Sato, Yuichi
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Wakama, Hironori
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Kazai, Koji
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Katayose, Haruhiro
Proceedings of the 2013 International Conference on Advances in Computer
Entertainment
2013-11-12
p.61-76
Keywords: Autonomously strategy acquisition; Machine learning; Biological constraints;
Video game agent; Infinite Mario Bros
© Copyright 2013 Springer International Publishing
Summary: Designing the behavioral patterns of video game agents (Non-player
character: NPC) is a crucial aspect in developing video games. While various
systems that have aimed at automatically acquiring behavioral patterns have
been proposed and some have successfully obtained stronger patterns than human
players, those patterns have looked mechanical. When human players play video
games together with NPCs as their opponents/supporters, NPCs' behavioral
patterns have not only to be strong but also to be human-like. We propose the
autonomous acquisition of NPCs' behaviors, which emulate the behaviors of human
players. Instead of implementing straightforward heuristics, the behaviors are
acquired using techniques of reinforcement learning with Q-Learning and
pathfinding through an A* algorithm, where biological constraints are imposed.
Human-like behaviors that imply human cognitive processes were obtained by
imposing sensory error, perceptual and motion delay, physical fatigue, and
balancing between repetition and novelty as the biological constraints in
computational simulations using "Infinite Mario Bros.". We evaluated human-like
behavioral patterns through subjective assessments, and discuss the possibility
of implementing the proposed system.
Robotic wheelchair easy to move and communicate with companions
Interactivity: research
/
Kobayashi, Yoshinori
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Suzuki, Ryota
/
Sato, Yoshihisa
/
Arai, Masaya
/
Kuno, Yoshinori
/
Yamazaki, Akiko
/
Yamazaki, Keiichi
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.3079-3082
© Copyright 2013 ACM
Summary: Although it is desirable for wheelchair users to go out alone by operating
wheelchairs on their own, they are often accompanied by caregivers or
companions. In designing robotic wheelchairs, therefore, it is important to
consider not only how to assist the wheelchair user but also how to reduce
companions' load and support their activities. We specially focus on the
communications among wheelchair users and companions because the face-to-face
communication is known to be effective to ameliorate elderly mental health.
Hence, we proposed a robotic wheelchair able to move alongside a companion. We
demonstrate our robotic wheelchair. All attendees can try to ride and control
our robotic wheelchair.
Touch-consistent perspective for direct interaction under motion parallax
Posters
/
Sugano, Yusuke
/
Harada, Kazuma
/
Sato, Yoichi
Proceedings of the 2012 ACM International Conference on Interactive
Tabletops and Surfaces
2012-11-11
p.339-342
© Copyright 2012 ACM
Summary: A 3D display is a key component to present virtual space in an intuitive way
to users. A motion parallax-based 3D display can be easily combined with
multi-touch surfaces, and it is expected to bring a natural experience of
viewing and controlling 3D space. However, since virtual objects are rendered
in accordance with the head position of the user, their projected positions are
not fixed on the display surface. We propose a novel formulation of
head-coupled perspective that adaptively changes the position of the projection
image plane to maintain touch consistency of direct interaction.
Autonomously Acquiring a Video Game Agent's Behavior: Letting Players Feel
Like Playing with a Human Player
Extended Abstracts
/
Fujii, Nobuto
/
Sato, Yuichi
/
Wakama, Hironori
/
Katayose, Haruhiro
Proceedings of the 2012 International Conference on Advances in Computer
Entertainment
2012-11-03
p.490-493
Keywords: Strategy acquisition; Biological constraints; Video game
© Copyright 2012 Springer-Verlag
Summary: Designing behavior patterns of video game agents (COM players) is a crucial
aspect of video game development. While various systems aiming to automatically
acquire behavior patterns has been proposed and some have successfully obtained
stronger patterns than human players, the obtained behavior patterns looks
mechanical. We present herein an autonomous acquisition of video game agent
behavior, which emulates the behavior of a human player. Instead of
implementing straightforward heuristics, the behavior is acquired using
Q-learning, a reinforcement learning, where, biological constraints are
imposed. In the experiments using Infinite Mario Bros., we observe that
behaviors that imply human behaviors are obtained by imposing sensory error,
perceptual and motion delay, and fatigue as biological constraints.
Analysis of the correlation between the regularity of work behavior and
stress indices based on longitudinal behavioral data
Multimodal interaction
/
Okada, Shogo
/
Sato, Yusaku
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Kamiya, Yuki
/
Yamada, Keiji
/
Nitta, Katsumi
Proceedings of the 2012 International Conference on Multimodal Interfaces
2012-10-22
p.425-432
© Copyright 2012 ACM
Summary: Increasingly, longitudinal behavioral data captured by various sensors are
being analyzed to improve workplace performance. In this paper, we analyze the
correlation between the regularity of workers' behavior and their levels of
stress. We used a 23-month behavioral dataset for 18 workers that recorded
their use of PCs and their locations in the office. We found that the principal
eigen-behaviors extracted from the dataset with PCA represented typical work
behaviors such as overwork using a PC and routine times for meetings. We found
that more than 80% of each of the 18 workers' individual behaviors could be
reconstructed using nine principal eigenbehaviors. In addition, the deviation
ranges for the reconstruction accuracies were significantly different for
workers in different positions. We conducted the correlation analysis between
work behaviors of the workers and their stress level. Our results show a
significant negative correlation (r > 0.69, p < 0.01) between the
accuracy of reconstructed work behaviors and physical stress levels; and a
significant positive correlation between the accuracy of reconstructed behavior
and stress dissolution abilities. Our results suggest that the correlation
between the stress level of workers and the regularity of their work behavior
exists. This correlation will be useful for occupational healthcare.
Incorporating visual field characteristics into a saliency map
Systems, tools, methods
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Kubota, Hideyuki
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Sugano, Yusuke
/
Okabe, Takahiro
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Sato, Yoichi
/
Sugimoto, Akihiro
/
Hiraki, Kazuo
Proceedings of the 2012 Symposium on Eye Tracking Research &
Applications
2012-03-28
p.333-336
© Copyright 2012 ACM
Summary: Characteristics of the human visual field are well known to be different in
central (fovea) and peripheral areas. Existing computational models of visual
saliency, however, do not take into account this biological evidence. The
existing models compute visual saliency uniformly over the retina and, thus,
have difficulty in accurately predicting the next gaze (fixation) point. This
paper proposes to incorporate human visual field characteristics into visual
saliency, and presents a computational model for producing such a saliency map.
Our model integrates image features obtained by bottom-up computation in such a
way that weights for the integration depend on the distance from the current
gaze point where the weights are optimally learned using actual saccade data.
The experimental results using a large number of fixation/saccade data with
wide viewing angles demonstrate the advantage of our saliency map, showing that
it can accurately predict the point where one looks next.
First Person Shooters as Collaborative Multiprocess Instruments
/
Berthaut, Florent
/
Katayose, Haruhiro
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Wakama, Hironori
/
Totani, Naoyuki
/
Sato, Yuichi
NIME 2011: New Interfaces for Musical Expression
2011-05-30
p.44-47
Keywords: the couacs, fps, first person shooters, collaborative, 3D interaction,
multiprocess instrument
© Copyright 2011 Authors
Summary: First Person Shooters are among the most played computer video games. They
combine navigation, interaction and collaboration in 3D virtual environments
using simple input devices, i.e. mouse and keyboard. In this paper, we study
the possibilities brought by these games for musical interaction. We present
the Couacs, a collaborative multiprocess instrument which relies on interaction
techniques used in FPS together with new techniques adding the expressiveness
required for musical interaction. In particular, the Faders For All game mode
allows musicians to perform pattern-based electronic compositions.
Behavior-based stigmergic navigation
Posters
/
Sato, Shin-ya
/
Nakamura, Tetsuya
/
Sato, Yoshiaki
Proceedings of the 2010 International Conference on Ubiquitous Computing
2010-09-26
p.429-430
Keywords: ant colony optimization, destination advertisement, directional pheromone
© Copyright 2010 ACM
Summary: We propose a new approach for navigating people in a ubiquitous computing
environment by using digital pheromone trails, similar to ants being led by
pheromones to a food source. Unlike ants, humans can use their intelligence in
selecting routes. Our idea is to compile such intelligence by accumulating the
history of people's rational behaviors and leaving this history as digital
pheromones in the environment for later use. In simulations of navigation
services, we found that the original ant colony optimization (ACO), which is a
metaheuristic based on the foraging activity of ants, does not completely fit
our purpose. Therefore, two modifications were made to the original ACO. Our
simulation results show that people can be successfully navigated by simulated
services implemented using these modified ACOs.
Combining head tracking and mouse input for a GUI on multiple monitors
Late breaking results: short papers
/
Ashdown, Mark
/
Oka, Kenji
/
Sato, Yoichi
Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems
2005-04-02
v.2
p.1188-1191
© Copyright 2005 ACM
Summary: The use of multiple LCD monitors is becoming popular as prices are reduced,
but this creates problems for window management and switching between
applications. For a single monitor, eye tracking can be combined with the mouse
to reduce the amount of mouse movement, but with several monitors the head is
moved through a large range of positions and angles which makes eye tracking
difficult. We thus use head tracking to switch the mouse pointer between
monitors and use the mouse to move within each monitor. In our experiment users
required significantly less mouse movement with the tracking system, and
preferred using it, although task time actually increased. A graphical prompt
(flashing star) prevented the user losing the pointer when switching monitors.
We present discussions on our results and ideas for further developments.
Ubiquitous display for dynamically changing environment
Interactive posters: computers everywhere
/
Tokuda, Yasuhisa
/
Iwasaki, Shinsuke
/
Sato, Yoichi
/
Nakanishi, Yasuto
/
Koike, Hideki
Proceedings of ACM CHI 2003 Conference on Human Factors in Computing Systems
2003-04-05
v.2
p.976-977
© Copyright 2003 ACM
Summary: This paper proposes a novel method for ubiquitous displays using projectors
in indoor environments. In particular, our method consists of two distinct
features: automatic scene modeling of a dynamically changing indoor
environment, and automatic selection of surfaces onto which various contents
are displayed by taking into account both geometric and photometric properties.
As a result, our method can be applied to dynamically changing scenes such as a
meeting room where furniture and other objects are moved frequently.
Vision-Based Face Tracking System for Large Displays
Pereceptual Interfaces and Responsive Environments
/
Nakanishi, Yasuto
/
Fujii, Takashi
/
Kiatjima, Kotaro
/
Sato, Yoichi
/
Koike, Hideki
Proceedings of the 2002 International Conference on Ubiquitous Computing
2002-09-29
p.152-159
© Copyright 2002 Springer-Verlag
Summary: In this paper, we present a stereo-based face tracking system which can
track the 3D position and orientation of a user in real-time, and the system's
application for interaction with a large display. Our tracking system
incorporates dynamic update of template images for tracking facial features so
that the system can successfully track a user's face for a large angle of
rotation. Another advantage of our tracking system is that it does not require
a user to manually initialize the tracking process, which is critical for
natural and intuitive interaction. Based on our face tracking system, we have
implemented several prototype applications which change information shown on a
large display adaptively according to the location looked at by a user.
Two-handed drawing on augmented desk system
Focusing attention
/
Chen, Xinlei
/
Koike, Hideki
/
Nakanishi, Yasuto
/
Oka, Kenji
/
Sato, Yoichi
Proceedings of the 2002 International Conference on Advanced Visual
Interfaces
2002-05-22
p.219-222
Keywords: augmented reality, computer vision, direct manipulation, finger/hand
recognition, gesture recognition, perceptive user interface, two-handed
interaction
© Copyright 2002 ACM
Summary: This paper describes a two-handed drawing tool developed on our augmented
desk system. Using our real-time finger tracking method, a user can draw and
manipulate objects interactively by his/her own finger/hand. Based on the
former work on two-handed interaction, different roles are assigned to each
hand. The right hand is used to draw and to manipulate objects. Using gesture
recognition, primitive objects can be drawn by users' handwriting. On the other
hand, the left hand is used to manipulate menus and to assist the right hand.
By closing all left hand fingers, users can initiate the appearance of
structural radial menus around their left hands, and can select appropriate
items by using a left hand finger. The left hand is also used to assist in the
performance of drawing tasks, e.g., specifying the center of a circle or
top-left corner of a rectangle, or specifying the object to be copied.
Two-handed drawing on augmented desk
Short Talks
/
Koike, Hideki
/
Xinlei, Chen
/
Nakanishi, Yasoto
/
Oka, Kenji
/
Sato, Yoichi
Proceedings of ACM CHI 2002 Conference on Human Factors in Computing Systems
2002-04-20
v.2
p.760-761
© Copyright 2002 ACM
Summary: This paper describes a two-handed drawing tool on Enhanced Desk. Through the
experiments, our tool showed better performance when drawing simple figures
than traditional drawing tools. The subjects also reported that it was easier
to learn the usage of the tool.
SnapLink: Interactive Object Registration and Recognition for Augmented Desk
Interface
/
Nishi, T.
/
Sato, Y.
/
Koike, H.
Proceedings of IFIP INTERACT'01: Human-Computer Interaction
2001-07-09
p.240-246
Vision-based face tracking system for window interface: prototype
application and empirical studies
Short talks: input by hand, eye, and brain
/
Kitajima, Kotaro
/
Sato, Yoichi
/
Koike, Hideki
Proceedings of ACM CHI 2001 Conference on Human Factors in Computing Systems
2001-03-31
v.2
p.359-360
© Copyright 2001 ACM
Summary: In this paper, we study the effective use of gaze information for
human-computer interaction based on a stereo-based vision system which can
track the 3D position and orientation of a user in real-time. We have
integrated our face-tracking system into the X Window interface system, and
conducted experiments to evaluate the effectiveness of our proposed framework
for using gaze information for window interfaces.
Interactive object registration and recognition for augmented desk interface
Short talks: displaying beyond desktop
/
Nishi, Takahiro
/
Sato, Yoichi
/
Koike, Hideki
Proceedings of ACM CHI 2001 Conference on Human Factors in Computing Systems
2001-03-31
v.2
p.371-372
© Copyright 2001 ACM
Summary: Identification of objects in a real world plays a key role for
human-computer interaction in a computer-augmented environment using augmented
reality techniques. For providing natural interaction in such environments, it
is necessary for an interface system to know which objects a user is using. In
the previously developed interface systems, real objects are identified by
using specially designed tags attached to objects. In this work, we propose a
new method for interactive object recognition and registration for more natural
and intuitive interaction without using any tags. In particular, we introduce
interactive object registration and recognition by combining direct
manipulation with user's hands and a color-based object recognition algorithm.
Integrating paper and digital information on EnhancedDesk: a method for
realtime finger tracking on an augmented desk system
/
Koike, Hideki
/
Sato, Yoichi
/
Kobayashi, Yoshinori
ACM Transactions on Computer-Human Interaction
2001
v.8
n.4
p.307-322
Keywords: Augmented reality, computer vision, computer-supported learning, education,
finger/hand recognition, infrared camera, perceptive user interfaces
© Copyright 2001 ACM
Summary: This article describes a design and implementation of an augmented desk
system, named EnhancedDesk, which smoothly integrates paper and digital
information on a desk. The system provides users an intelligent environment
that automatically retrieves and displays digital information corresponding to
the real objects (e.g., books) on the desk by using computer vision. The system
also provides users direct manipulation of digital information by using the
users' own hands and fingers for more natural and more intuitive interaction.
Based on the experiments with our first prototype system, some critical issues
on augmented desk systems were identified when trying to pursue rapid and fine
recognition of hands and fingers. To overcome these issues, we developed a
novel method for realtime finger tracking on an augmented desk system by
introducing a infrared camera, pattern matching with normalized correlation,
and a pan-tilt camera. We then show an interface prototype on EnhancedDesk. It
is an application to a computer-supported learning environment, named
Interactive Textbook. The system shows how effective the integration of paper
and digital information is and how natural and intuitive direct manipulation of
digital information with users' hands and fingers is.
Interactive Textbook and Interactive Venn Diagram: Natural and Intuitive
Interfaces on Augmented Desk System
Tangible UI Systems
/
Koike, Hideki
/
Sato, Yoichi
/
Kobayashi, Yoshinori
/
Tobita, Hiroaki
/
Kobayashi, Motoki
Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems
2000-04-01
v.1
p.121-128
Keywords: Augmented reality, Computer vision, Finger/hand recognition, Information
retrieval, Venn diagram, Education, Computer supported learning
© Copyright 2000 ACM
1262 KB
Summary: This paper describes two interface prototypes which we have developed on our
augmented desk interface system, EnhancedDesk. The first application is
Interactive Textbook, which is aimed at providing an effective learning
environment. When a student opens a page which describes experiments or
simulations, Interactive Textbook automatically retrieves digital contents from
its database and projects them onto the desk. Interactive Textbook also allows
the student hands-on ability to interact with the digital contents. The second
application is the Interactive Venn Diagram, which is aimed at supporting
effective information retrieval. Instead of keywords, the system uses real
objects such as books or CDs as keys for retrieval. The system projects a
circle around each book; data corresponding the book are then retrieved and
projected inside the circle. By moving two or more circles so that the circles
intersect each other, the user can compose a Venn diagram interactively on the
desk. We also describe the new technologies introduced in EnhancedDesk which
enable us to implement these applications.