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Query: Shima_K* Results: 6 Sorted by: Date  Comments?
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Investigating Accuracy of Tilting Operation on Wrist-worn Devices with Touchscreens Late-Breaking Works: Novel Interactions / Shima, Keigo / Onishi, Kazusa / Takada, Ryosuke / Adachi, Takuya / Shizuki, Buntarou / Tanaka, Jiro Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2705-2711
ACM Digital Library Link
Summary: The tilting operation has been shown to be useful in expanding the input vocabulary of a small device; therefore, this operation could also be useful in expanding the input vocabulary of wrist-worn devices. In this study, in order to explore new design guidelines of GUI and operation methods for smartwatches, we have investigated the accuracy of the tilting operation for smartwatches. We conducted an experiment using a cursor whose position is determined according to the direction and angle of tilt. The result shows that the deviation in the x-axis (i.e., the inclination of the arm) direction ranges from -0.10 degrees to +0.07 degrees and from -0.10 degrees to +0.07 degrees under Seating and Standing condition, respectively; the deviation in the y-axis (i.e., the rotation of the wrist) direction from -0.12 degrees to +0.10 degrees and from -0.12 degrees to +0.09 degrees.

AirFlip: A Double Crossing In-Air Gesture Using Boundary Surfaces of Hover Zone for Mobile Devices Gesture and Eye-Gaze Based Interaction / Hakoda, Hiroyuki / Kuribara, Takuro / Shima, Keigo / Shizuki, Buntarou / Tanaka, Jiro HCI International 2015: 17th International Conference on HCI, Part II: Interaction Technologies 2015-08-02 v.2 p.44-53
Keywords: Hover gesture; Mobile; Input method; In-air gesture
Link to Digital Content at Springer
Summary: Hover sensing capability provides richer interactions on mobile devices. For one such exploration, we show a quick double crossing in-air gesture for mobile devices, called AirFlip. In this gesture, users move their thumb into the hover zone from the side, and then move it out of the hover zone. Since this gesture does not conflict with any touch gestures that can be performed on mobile devices, it will serve as another gesture on mobile devices with touchscreens where only a limited input vocabulary is available. We implemented two applications based on AirFlip. In this paper, we show the results of a comparative user study that we conducted to identify the performance of AirFlip. We also discuss the characteristics of AirFlip on the basis of the results.

Multi-touch wall display system using multiple laser range scanners Multi-surface / Hirai, Shigeyuki / Shima, Keigo Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.266-267
ACM Digital Library Link
Summary: In this work we present a multi-touch wall display system that equips easily and considers occlusions problem using multiple range scanners. Our system is implemented on an existing large display embedded in a wall with two laser range scanners. Each scanner detects touches events including positions and/or areas. Some touch positions causes relative occlusions due to a range scanner. We reduce the problem by using multiple scanners. If the touch events from different scanners are the same, these are combined into one touch event. Detected multi-touch events are sent to the network as TUIO events. This system is simple and adaptable to various existing displays including front projection screens, and to various TUIO applications.

AirFlip-Undo: Quick Undo using a Double Crossing In-Air Gesture in Hover Zone Posters / Shima, Keigo / Takada, Ryosuke / Onishi, Kazusa / Adachi, Takuya / Shizuki, Buntarou / Tanaka, Jiro Adjunct Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2005-11-08 v.2 p.97-98
ACM Digital Library Link
Summary: In this work, we use AirFlip to undo text input on mobile touchscreen devices. AirFlip involves a quick double crossing in-air gesture in the boundary surfaces of hover zone of devices that have hover sensing capability. To evaluate the effectiveness of undoing text input with AirFlip, we implemented two QWERTY soft keyboards (AirFlip keyboard and Typical keyboard). With these keyboards, we conducted a user study to investigate the users' workload and to collect subjective opinions. The results show that there is no significant difference in workload between keyboards.

A Universal Interface for Video Game Machines Using Biological Signals Advanced Interaction Design / Shima, Keisuke / Bu, Nan / Okamoto, Masaru / Tsuji, Toshio Proceedings of the 2005 International Conference on Entertainment Computing 2005-09-19 p.88-98
Link to Digital Content at Springer
Summary: This paper proposes a universal entertainment interface for operation of amusement machines, such as video game machines and radio control toys. In the proposed interface system, biological signals are used as input, where users can choose some specific biological signal and configuration of signal measurement in accordance with their preference, physical condition (disabled or not), and degree of the disability. From the input signals, users' intention of operation can be estimated with a probabilistic neural network (PNN), and then, control commands can be determined accordingly. With the proposed interface, people, even those with severe physical disabilities, are able to operate amusement machines. To verify validity of the proposed method, experiments were conducted with a video game machine.

WebTracer: Evaluating Web Usability with Browsing History and Eye Movement Human factors and ergonomics / Nakamichi, N. / Sakai, M. / Hu, J. / Shima, K. / Nakamura, M. / Matsumoto, K. Proceedings of the Tenth International Conference on Human-Computer Interaction 2003-06-22 v.1 p.813-817