Investigating Accuracy of Tilting Operation on Wrist-worn Devices with
Touchscreens
Late-Breaking Works: Novel Interactions
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Shima, Keigo
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Onishi, Kazusa
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Takada, Ryosuke
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Adachi, Takuya
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Shizuki, Buntarou
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Tanaka, Jiro
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2705-2711
© Copyright 2016 ACM
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
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Hakoda, Hiroyuki
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Kuribara, Takuro
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Shima, Keigo
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Shizuki, Buntarou
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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
© Copyright 2015 Springer International Publishing Switzerland
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
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Hirai, Shigeyuki
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Shima, Keigo
Proceedings of the 2011 ACM International Conference on Interactive
Tabletops and Surfaces
2011-11-13
p.266-267
© Copyright 2011 ACM
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
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Shima, Keigo
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Takada, Ryosuke
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Onishi, Kazusa
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Adachi, Takuya
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Shizuki, Buntarou
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Tanaka, Jiro
Adjunct Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2005-11-08
v.2
p.97-98
© Copyright 2005 ACM
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
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Shima, Keisuke
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Bu, Nan
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Okamoto, Masaru
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Tsuji, Toshio
Proceedings of the 2005 International Conference on Entertainment Computing
2005-09-19
p.88-98
© Copyright 2005 IFIP
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
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Nakamichi, N.
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Sakai, M.
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Hu, J.
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Shima, K.
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Nakamura, M.
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Matsumoto, K.
Proceedings of the Tenth International Conference on Human-Computer
Interaction
2003-06-22
v.1
p.813-817
© Copyright 2003 Lawrence Erlbaum Associates