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.
Reducing users' perceived mental effort due to interruptive notifications in
multi-device mobile environments
Reshaping UbiComp environments
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Okoshi, Tadashi
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Ramos, Julian
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Nozaki, Hiroki
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Nakazawa, Jin
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Dey, Anind K.
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Tokuda, Hideyuki
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.475-486
© Copyright 2015 ACM
Summary: In today's ubiquitous computing environment where users carry, manipulate,
and interact with an increasing number of networked devices, applications and
web services, human attention is the new bottleneck in computing. It is
therefore important to minimize a user's mental effort due to notifications,
especially in situations where users are mobile and using multiple wearable and
mobile devices. To this end, we propose Attelia II, a novel middleware that
identifies breakpoints in users' lives while using those devices, and delivers
notifications at these moments. Attelia II works in real-time and uses only the
mobile and wearable devices that users naturally use and wear, without any
modifications to applications, and without any dedicated psycho-physiological
sensors. Our in-the-wild evaluation in users' multi-device environment (smart
phones and smart watches) with 41 participants for 1 month validated the
effectiveness of Attelia. Our new physical activity-based breakpoint detection,
in addition to the UI Event-based breakpoint detection, resulted in a 71.8%
greater reduction of users' perception of workload, compared with our previous
system that used UI events only. Adding this functionality to a smart watch
reduced workload perception by 19.4% compared to random timing of notification
deliveries. Our multi-device breakpoint detection across smart phones and
watches resulted in about 3 times greater reduction in workload perception than
our previous system.
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.
Attelia: sensing user's attention status on smart phones
Posters
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Okoshi, Tadashi
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Tokuda, Hideyuki
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Nakazawa, Jin
Adjunct Proceedings of the 2014 International Joint Conference on Pervasive
and Ubiquitous Computing
2014-09-13
v.2
p.139-142
© Copyright 2014 ACM
Summary: In progressing ubiquitous computing where number of devices, applications
and the web services are ever increasing, human user's attention is a new
bottleneck in computing. This paper proposes Attelia, a novel middleware that
senses user's attention status on user's smart phones in real-time, without any
dedicated psycho-physiological sensors. To find better delivery timings of
interruptive notifications from various applications and services to mobile
users, Attelia detects breakpoint[16] of user's activity on the smart phones,
with our novel "Application as a Sensor"(AsaS) approach and machine learning
technique. Our initial evaluation of Attelia shows it can detect breakpoints of
users with accuracy of 80-90%.
LiPS: linked participatory sensing for optimizing social resource allocation
3rd International Workshop on Mobile Systems for Computational Social
Science
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Sakamura, Mina
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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 2014 International Joint Conference on Pervasive
and Ubiquitous Computing
2014-09-13
v.2
p.1015-1024
© Copyright 2014 ACM
Summary: This paper proposes a concept of linked participatory sensing, called LiPS,
that divide a complex sensing task into small tasks and link each other to
optimize social resource allocation. Recently participatory sensing have been
spreading, but its sensing tasks are still very simple and easy for
participants to deal with (e.g. Please input the number of people standing in a
queue. etc.). To adapt to high-level tasks which require specific skills such
as those in engineering, the medical profession or authority such as the
organizer of the event, we need to optimize social resource allocation because
the number of such professionals are limited. To achieve the complex sensing
tasks efficiently, LiPS enables to divide a complex sensing task into small
tasks and link each other by assigning proper sensors. LiPS can treat physical
sensors and human as hybrid multi-level sensors, and task provider can arrange
social resource allocation for the goal of each divided sensing task. In this
paper, we describe the design and development of the LiPS system. We also
implemented an in-lab experiment as the first prototype of hybrid sensing
system and discussed the model of further system through users' feedback.
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.
FRAGWRAP: fragrance-encapsulated and projected soap bubble for scent mapping
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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Nakazawa, Jin
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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.311-314
© Copyright 2013 ACM
Summary: This paper proposes FRAGWRAP which maps scent to real objects in real-time.
To achieve this purpose, we leverage fragrance-encapsulated soap bubble with
projection mapping technique. Since human olfaction is known as combined
utilization of his/her eyes and nose, we encapsulate fragrance into bubble soap
to stimulate the nose and also project 3D image of the fragrance to the bubble
soap in real-time. In this video, we present our first prototype which
automatically inserts fragrance into a soap bubble and also projects images to
the moving bubble. All system is activated by speech recognition.
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.
pARnorama: 360 degree interactive video for augmented reality prototyping
Workshop: wearable systems for industrial augmented reality applications
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Berning, Matthias
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Yonezawa, Takuro
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Riedel, Till
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Nakazawa, Jin
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Beigl, Michael
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Tokuda, Hide
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.1471-1474
© Copyright 2013 ACM
Summary: Designing novel and meaningful interactions in the domain of Augmented
Reality (AR) requires an efficient and appropriate methodology. A user centered
design process requires the construction and evaluation of several prototypes
with increasing technical fidelity. Although the main content of the
application can already be conveyed with prerendered video, one of the main
interactions in AR -- the user-selected viewpoint -- is only available in a
very late stage. We propose the use of panoramic 360° video for scenario
based user evaluation, where the user can select his point of view during
playback. Initial users report a high degree of immersion in the constructed
scenario, even for handheld AR.
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.
Enhancing communication and dramatic impact of online live performance with
cooperative audience control
On the body and on the move
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Yonezawa, Takuro
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Tokuda, Hideyuki
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.103-112
© Copyright 2012 ACM
Summary: Recent progress in information technology enables people to easily broadcast
events live on the Internet. Although the advantage of the Internet is live
communication between a performer and listeners, the current mode of
communication is writing comments using Twitter or Facebook, or some similar
messaging network. In one type of live broadcast, musical performances, it is
difficult for a musician, when playing an instrument, to communicate with
listeners by writing comments. We propose a new communication mode between
performers who play musical instruments, and their listeners by enabling
listeners to control the performer's camera or illumination remotely. The
results of four weeks of experiment confirm the emergence of nonverbal
communication between a performer and listeners, and among listeners, which
increases camaraderie amongst listeners and performers. Additionally, the
dramatic impact of a performance is increased by enabling listeners to control
various camera actions such as zoom-in or pan in real time. The results also
provide implications for design of future interactive live broadcasting
services.
LiDSN: a method to deploy wireless sensor networks securely based on light
communication
Demos
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Doan, Giang
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Nguyen, Minh
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Takimoto, Takuya
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Yonezawa, Takuro
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Nakazawa, Jin
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Takashio, Kazunori
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Tokuda, Hideyuki
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.539-540
© Copyright 2012 ACM
Summary: Deploying Wireless Sensor Networks (WSN) securely still requires users to
have certain skills and exert effort. In the near "sensor everywhere" future, a
much simpler method for deploying WSN will be necessary for end-users. We
propose LiDSN (Light Communication for Deploying Secure Wireless Sensor
Networks) which enables users to achieve deployment tasks via simple
interaction. LiDSN leverages light-based communication between an LED and a
light sensor in order to add a new sensor node securely into existing WSN.
Through touching interaction, a new sensor node ID and secret key can be
transmitted to the WSN, and then the WSN is able to identify which node should
be added while maintaining the security of the WSN.
DHT-based sensor data management for geographical range query
Posters
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Terayama, Junki
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Nakazawa, Jin
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Tokuda, Hideyuki
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.623-624
© Copyright 2012 ACM
Summary: Nowadays, since each sensor network is managed within a single organization,
sensor data cannot be obtained externally. When these sensor networks are
virtualized that means everyone is able to obtain data anywhere without minding
which sensor network the data belongs, two features will be required. One of
these is geographical range query. This research realizes it using Z-order in
the same way with related works [1][2][3][4]. The other requirement is
distributed sensor data management. Current systems adapt the way that stores
the data in a (or some) centralized server(s), or that stores the data in many
servers, having one centralized server to store indexes of the address of the
data. This research proposes a method not relating real space geographical
information and relative position of peer in ID space. By using this method, in
the place where density of people and smart phones with many sensors increase
suddenly such as Super Bowl and new year countdown in NY, by using DHT, sensor
data don't concentrate on a specified peer on managing the data. This research
simulates and evaluates this method.
Detection, classification and visualization of place-triggered geotagged
tweets
Workshop on Location-Based Social Networks (LBSN 2012)
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Hiruta, Shinya
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Yonezawa, Takuro
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Jurmu, Marko
/
Tokuda, Hideyuki
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.956-963
© Copyright 2012 ACM
Summary: This paper proposes and evaluates a method to detect and classify tweets
that are triggered by places where users locate. Recently, many related works
address to detect real world events from social media such as Twitter. However,
geotagged tweets often contain noise, which means tweets which are not
content-wise related to users' location. This noise is problem for detecting
real world events. To address and solve the problem, we define the
Place-Triggered Geotagged Tweet, meaning tweets which have both geotag and
content-based relation to users' location. We designed and implemented a
keyword-based matching technique to detect and classify place-triggered
geotagged tweets. We evaluated the performance of our method against a ground
truth provided by 18 human classifiers, and achieved 82% accuracy.
Additionally, we also present two example applications for visualizing
place-triggered geotagged tweets.
Lupe: information access method based on distance between user and sensor
nodes using AR technology
Demonstration sessions
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Takimoto, Takuya
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Karatsu, Yutaka
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Yonezawa, Takuro
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Nakazawa, Jin
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Takashio, Kazunori
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Tokuda, Hideyuki
Proceedings of the 2011 International Conference on Ubiquitous Computing
2011-09-17
p.479-480
© Copyright 2011 ACM
Summary: This paper proposes the information access method that is based on the
distance between users and objects. In Addition, demonstrate Lupe system, which
visualizes WSN status information utilizing our method. The evaluative
experiment shows that our method is useful in where a number of sensors are
setup. As a result our method and Lupe system enable to easily brows WSN status
information for end-user.
Transferring information from mobile devices to personal computers by using
vibration and accelerometer
Demonstration sessions
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Yonezawa, Takuro
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Ito, Tomotaka
/
Tokuda, Hideyuki
Proceedings of the 2011 International Conference on Ubiquitous Computing
2011-09-17
p.487-488
© Copyright 2011 ACM
Summary: We propose a simple interaction to transfer information on smart phone to
laptop/tablet PCs. We often encounter the situation that we need to send URL,
which is preliminary accessed in mobile devices, from mobile devices to
personal computers (PCs) to see the web page with wider screen. To support this
information transfer, we utilize combination between vibrator in smart phones
and accelerometer in laptop/tablet PCs. URL information is encoded to vibration
patterns, and the patterns are detected and decoded by accelerometer in PCs. We
demonstrate the interaction's efficiency and reasonability with actual
products.
User grouping method for ad-hoc conversations based on proximity of users
and speaking volumes acquired from portable sensors
Poster presentations
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Karatsu, Yutaka
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Nakazawa, Jin
/
Tokuda, Hideyuki
Proceedings of the 2011 International Conference on Ubiquitous Computing
2011-09-17
p.577-578
© Copyright 2011 ACM
Summary: Analyzing groups of people having a conversation enable to provide
context-aware services, such as life log, group-wares, and the virtualization
of social networks. We propose a novel method for extract chatting groups by
leveraging Bluetooth RSSI and voice data acquired from smart phones.
Neighboring people are detected from Bluetooth RSSI, and conversation groups
are extract by talking states. The purpose of this paper is to define algorithm
that works on efficiently on smart phones that are general and widespread
mobile devices.
Smart Furoshiki: A Context Sensitive Cloth for Supporting Everyday
Activities
Part 5: Emerging Interactive Technologies
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Ohsawa, Ryo
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Suzuki, Kei
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Imaeda, Takuya
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Iwai, Masayuki
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Takashio, Kazunori
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Tokuda, Hideyuki
HCI International 2007: 12th International Conference on Human-Computer
Interaction, Part II: Interaction Platforms and Techniques
2007-07-22
v.2
p.1193-1199
Keywords: Furoshiki; Smart Cloth; RFID; Context Awareness
Copyright © 2007 Springer-Verlag
Summary: This paper introduces a novel system for supporting everyday activities.
Recent researches have proposed the embedding of computers and sensors in user
environments so as to provide assistance in certain scenarios [1]. However, it
is difficult for users to make the environments. Our goal is to develop a
technology that will enable novice users to create such environments easily. In
order to achieve this goal, we have developed a sensorized cloth called "Smart
Furoshiki."
u-Texture: Self-Organizable Universal Panels for Creating Smart Surroundings
Systems
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Kohtake, Naohiko
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Ohsawa, Ryo
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Yonezawa, Takuro
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Matsukura, Yuki
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Iwai, Masayuki
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Takashio, Kazunori
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Tokuda, Hideyuki
Proceedings of the 2005 International Conference on Ubiquitous Computing
2005-09-11
p.19-36
© Copyright 2005 Springer-Verlag
Summary: This paper introduces a novel way to allow non-expert users to create smart
surroundings. Non-smart everyday objects such as furniture and appliances found
in homes and offices can be converted to smart ones by attaching computers,
sensors, and devices. In this way, non-smart components that form non-smart
objects are made smart in advance. For our first prototype, we have developed
u-Texture, a self-organizable universal panel that works as a building block.
The u-Texture can change its own behavior autonomously through recognition of
its location, its inclination, and surrounding environment by assembling these
factors physically. We have demonstrated several applications to confirm that
u-Textures can create smart surroundings easily without expert users.
u-Photo: Interacting with Pervasive Services Using Digital Still Images
Handheld Devices
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Suzuki, Genta
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Aoki, Shun
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Iwamoto, Takeshi
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Maruyama, Daisuke
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Koda, Takuya
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Kohtake, Naohiko
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Takashio, Kazunori
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Tokuda, Hideyuki
Proceedings of Pervasive 2005: International Conference on Pervasive
Computing
2005-05-08
p.190-207
© Copyright 2005 Springer-Verlag
Summary: This paper presents u-Photo which is an interactive digital still image
including information of pervasive services associated with networked
appliances and sensors in pervasive computing environment. U-Photo Tools can
generate a u-Photo and provide methods for discovering contextual information
about these pervasive services. Users can easily find out this information
through the metaphor of 'taking a photograph'; the users use u-Photo by
clicking on a physical entity in a digital still image. In addition, u-Photo
makes managing information more efficient because the still image has embedded
visual information. Using u-Photo and u-Photo Tools, we conducted various
demonstrations and performed usability tests. The results of these tests show
that u-Photo Tools are easy to learn. We also present that the time that expert
u-Photo users take to find the object in piles of u-Photos is shorter than the
time it take to find the object in piles of text-based descriptions.