[1]
Demo hour
Demo hour
/
Rinott, Michal
/
Gal-Or, Eran
/
Geiger, Shachar
/
Or, Luka
/
Mueller, Stefanie
/
Lopes, Pedro
/
Kaefer, Konstantin
/
Kruck, Bastian
/
Baudisch, Patrick
/
Kasahara, Shunichi
/
Niiyama, Ryuma
/
Heun, Valentin
/
Ishii, Hiroshi
/
Katsumoto, Yuichiro
/
Tokuhisa, Satoru
/
Inakage, Masa
interactions
2013-11
v.20
n.6
p.8-9
© Copyright 2013 ACM
Summary: During the 2013 TEI conference attendees showcased and experienced more than
50 demos. The projects featured novel interactions and tangible experiences in
the form of installations, objects, and art pieces. We selected interactive
works that explore new types of relations with objects and materials -- for
example, using water, textiles, and cutters -- and pieces that promote
discovering novel interactions and reflecting on the technologies that support
them.
[2]
OpenLight: a concept of urban lighting to make urbanites aware of each other
Poster, demo, & video presentations
/
Fujimura, Noriyuki
/
Inakage, Masa
/
Sunahara, Hideki
/
Tokuhisa, Satoru
/
Ueki, Atsuro
/
Yamanouchi, Masato
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.17-20
© Copyright 2013 ACM
Summary: hough there are many examples of attempts to create interactive lighting
installations in urban public space, its meaning for urbanites has not been
fully explored and defined. What could interactive lighting contribute to urban
public space? Using the concept of Third Place, this research focuses on the
social potential of urban public space using the concepts of, especially the
role of space in connecting people and fostering social capital. Our hypothesis
is that interactive urban lighting can assist this role of urban public space.
Openlight is a concept of networked interactive lighting that provides
urbanites with open access to penetrate psychological barriers between
individuals and groups in urban public space. Hence the interaction would
provide more possibilities for urbanites becoming more aware of and getting to
know each other. For this first attempt, we have created a scaled prototype for
a Café/Restaurant setting.
[3]
Ninja track: design of electronic toy variable in shape and flexibility
Physical objective
/
Katsumoto, Yuichiro
/
Tokuhisa, Satoru
/
Inakage, Masa
Proceedings of the 2013 International Conference on Tangible and Embedded
Interaction
2013-02-10
2013-02-10
p.17-24
© Copyright 2013 ACM
Summary: In this paper, we introduce a design for an electronic toy that is variable
in shape and flexibility by using a structural object called "Ninja Track,"
which is a belt-shaped object that consists of ABS parts hinged both
longitudinally and transversely. When lying flat, Ninja Track is adequately
flexible. When the user folds Ninja Track at the longitudinal hinges, it loses
its flexibility and becomes a rigid stick. We have created two types of
electronic toys as applications of this structure. During the toy prototyping
process, we discovered five interactional considerations for Ninja Track.
Whilst showing toys at public exhibitions over a period of two weeks, we
discovered a few problems with Ninja Track, and we have implemented solutions
to these problems.
[4]
Catapy
Creative showcase & interactive art
/
Katsumoto, Yuichiro
/
Inakage, Masa
Proceedings of the 2011 International Conference on Advances in Computer
Entertainment Technology
2011-11-08
p.81
© Copyright 2011 ACM
Summary: In this paper, we propose Catapy -- a car that provides the fun of chasing.
Catapy itself is a palm-sized motorized car covered by a caterpillar track, and
it is able to run across a field freely even on an irregular ground. The user
can enjoy the chasing of Catapy that runs tantivy. By combining Catapy with
other Catapy, the user can also enjoy the transition of its shape and function.
[5]
Puchi Planet: a tangible interface design for hospitalized children
Works-in-progress
/
Akabane, Shinsuke
/
Leu, Johnson
/
Iwadate, Hiromi
/
Choi, Jae Won
/
Chang, Chin Ching
/
Nakayama, Saori
/
Terasaki, Madoka
/
Eldemellawy, Hala
/
Inakage, Masa
/
Furukawa, Susumu
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.1345-1350
© Copyright 2011 ACM
Summary: This paper describes the concept, design and prototype of a tangible user
interface (TUI) based toy set for the purpose to bring fun into the lives of
hospitalized children. The objective is to encourage children to interact with
others and satisfy their curiosity of the outside world. This prototype takes
the form of a play set that provides the experience of taking a jet tour and
seeing different scenes around the world.
[6]
TTI model: model extracting individual's curiosity level in urban spaces
Designing for urban life
/
Sato, Chihiro
/
Takeuchi, Shigeyuki
/
Imbe, Takuo
/
Ishibashi, Shuichi
/
Ýnami, Masahiko
/
Inakage, Masa
/
Okude, Naohito
Proceedings of DIS'10: Designing Interactive Systems
2010-08-16
p.352-355
Keywords: Bayesian Networks, curiosity, urban experience, user analysis
© Copyright 2010 ACM
Summary: Recommendation systems have become widespread, however these systems only
determine information inputted from the customers through a browser, and cannot
be used when actually moving around outside. This paper presents TTI Model, a
model extracting individual's curiosity level in urban spaces on their spare
time by collecting behavior data from sensors. It calculates person's real time
curiosity level by analyzing behavior depending on the walking speed within the
city, such as window shopping or just hanging around by themselves. This paper
evaluates this model with a sensor device prototype, and elaborates
possibilities when understanding individuals in detail, by extracting the
curiosity predicted from current behaviors using sensors.
[7]
Myglobe: a navigation service based on cognitive maps
Demonstrations
/
Imbe, Takuo
/
Ozaki, Fumitaka
/
Kiyasu, Shin
/
Mizukami, Yusuke
/
Ishibashi, Shuichi
/
Inakage, Masa
/
Okude, Naohito
/
Cheok, Adrian D.
/
Inami, Masahiko
/
Sugimoto, Maki
Proceedings of the 4th International Conference on Tangible and Embedded
Interaction
2010-01-24
p.189-192
Keywords: cognitive map, interaction design, locative media
© Copyright 2009 ACM
Summary: Myglobe is a user generated navigation service that enables users to share
each cognitive map with one another. Cognitive map is a personalized map, shape
of which is emphasized according to user's preference and activity in the city.
It facilitates users to look back on their own city and have a new
understanding by using an application in smart phones and physically
interacting with a globe shaped device. In this paper, we present Myglobe
service for users to achieve a new city experience with cognitive maps.
[8]
Yaminabe YAMMY: an interactive cooking pot that uses feeling as spices
Posters
/
Yagi, Izumi
/
Ebihara, Yu
/
Inada, Tamaki
/
Tanaka, Yoshiki
/
Sugimoto, Maki
/
Inami, Masahiko
/
Cheok, Adrian D.
/
Okude, Naohito
/
Inakage, Masahiko
Proceedings of the 2009 International Conference on Advances in Computer
Entertainment Technology
2009-10-29
p.419-420
© Copyright 2009 ACM
Summary: "Yaminabe YAMMY" is an interactive hot pot which provides a new way of
cooking and sharing our memories and feelings. The feelings extracted from the
contents of an email, associated with a photo will be interpreted into
different "spices" which will then be sprinkled into the pot to alter the
food's flavor.
[9]
Urban treasure: new approach for collaborative local recommendation engine
Creative showcase
/
Miyauchi, Takayuki
/
Yao, Ami
/
Nemoto, Takahiro
/
Inami, Masahiko
/
Inakage, Masahiko
/
Okude, Naohito
/
Cheok, Adrian
/
Sugimoto, Maki
Proceedings of the 2009 International Conference on Advances in Computer
Entertainment Technology
2009-10-29
p.460
© Copyright 2009 ACM
Summary: With human's infinite creativity, technology innovations are born in this
world at an unprecedented rate. The rapid technology development has resulted
in a fast-paced and complex life. Moreover, a dilemma is posed as people tend
to fall into confusion when they are suddenly withdrawn from their occupied
daily routine: our knowledge about our own community, besides our working
environment, is limited due to our lack of both motivation and time for local
exploration. How to increase and enhance people's appreciation for their daily
surroundings then becomes the fundamental vision of Urban Treasure: a
collaborative local recommendation engine which allows users to discover new
local information that match their personal preferences.
[10]
xtel: a development environment to support rapid prototyping of "ubiquitous
content"
Enabling technologies and design techniques
/
Tokuhisa, Satoru
/
Ishizawa, Takaaki
/
Niwa, Yoshimasa
/
Kasuya, Kenji
/
Ueki, Atsuro
/
Hashimoto, Sho
/
Koriyama, Kazuhiko
/
Inakage, Masa
Proceedings of the 3rd International Conference on Tangible and Embedded
Interaction
2009-02-18
p.323-330
Keywords: MCU, P2P, VM, prototyping, ubiquitous computing
© Copyright 2009 ACM
Summary: This paper describes the "xtel" development environment for "Ubiquitous
Content". Ubiquitous contents are real space applications that are embedded in
day-to-day life and intended for use by consumers. This is content that is
experienced through interaction with people, objects and environments that
exist in real space. Xtel comprises three tools: the "moxa" MCU board that
connects to sensors and actuators and is capable of short-distance wireless
communications; the "Talktic" programming/runtime environment for the MCU board
that contains a JavaScript parser, compiler, VM and library; and the "Entity
Collaborator" P2P network library that is capable of handling continuous
information such as video and audio in addition to the discrete information
from sensors. Its use both accelerates development and makes development itself
easier. As sample applications, this paper also contains an overview of three
rapid prototypes developed for use in demonstrations at Maker Faire 2008.
[11]
Talktic: a development environment for pervasive computing applications
Technical track: Pervasive computing
/
Niwa, Yoshimasa
/
Tokuhisa, Satoru
/
Inakage, Masa
Proceedings of the 2008 International Conference on Advances in Computer
Entertainment Technology
2008-12-03
p.34-41
© Copyright 2008 ACM
Summary: Talktic is a platform for the easy production of entertainment content
developed under the keyword of "pervasive computing." The Talktic platform
consists of runtime environment, library, and development environment to
support applications using an MCU board, personal computer, and network. It
uses a virtual machine in the runtime environment and provides a programming
environment and library based on a lightweight scripting language for easy
development of entertainment content. The linkage with web services and the
high degree of compatibility for the virtual machine and scripts are expected
to generate new forms of entertainment content.
[12]
Whadget: animation using perceptual interaction through personified hand
gestures
Creative showcase: Design track
/
Nagao, Yu
/
Yamaguchi, Haruka
/
Harada, Kazuhiro
/
Omura, Kaori
/
Kawano, Kenta
/
Inakage, Masa
Proceedings of the 2008 International Conference on Advances in Computer
Entertainment Technology
2008-12-03
p.402
© Copyright 2008 ACM
Summary: Our research is about interactions using personified gesture movements of a
hand. Multi-touch gesture interaction has become a popular genre for usage both
commercial and experimental alike, as they are being applied to various
interfaces. However, those fingertip gestures are used in tool-like ways, such
as tapping, dragging, and pinching digital objects. Whadget focuses on the
human-like gestures our hands can perform such as by pointing the index and
middle fingers downward and making strides with them, which is a form of
non-tool-like and expressive use of hand. Through distinguishing various
personified hand gestures, users are able to interact and play alongside with
digital creatures, while those creatures treat your personified hand as a
unique and independent character.
[13]
KAMI CHAT
Creative showcase: Design track
/
Osada, Atsumi
/
Takeshita, Sae
/
Miyahara, Machi
/
Inakage, Masa
Proceedings of the 2008 International Conference on Advances in Computer
Entertainment Technology
2008-12-03
p.403
© Copyright 2008 ACM
Summary: KAMI CHAT is a novel communication tool with drawing on paper by ultraviolet
rays.
[14]
Tabby: designing of coexisting entertainment content in everyday life by
expanding the design of furniture
Games in new environments part 1
/
Ueki, Atsuro
/
Kamata, Maiko
/
Inakage, Masa
Proceedings of the 2007 International Conference on Advances in Computer
Entertainment Technology
2007-06-13
p.72-78
© Copyright 2007 ACM
Summary: We investigated the new entertainment content that seamlessly mixed into our
everyday life in the coming ubiquitous era. For this purpose, we attempted to
expand the possibility of furniture with interactivity. First, we evaluated the
entertaining quality of such "coexisting" entertainment as "comfort" and
"pleasure" in everyday life and, consequently, we focused attention on the
furniture that is the most familiar objects around us and brings
comfortableness to our living environment. We constructed the framework of the
"coexisting" entertainment content design that consists of "sustention" and
"concurrency" being based on the original quality of furniture and then
implemented a prototype named Tabby. Tabby is a "coexisting" content that has
both the function of a lamp and the entertaining quality of an interactive
content. We also examined "Tabby" by SD method and found its possibility of
amplifying the pleasure without decreasing the original comfortable quality. In
this paper, for revealing the possibility of "coexisting" entertainment
content, we describe our design framework and its expanding ability.
[15]
rhythmism: a VJ performance system with maracas based devices
Music
/
Tokuhisa, Satoru
/
Iwata, Yukinari
/
Inakage, Masa
Proceedings of the 2007 International Conference on Advances in Computer
Entertainment Technology
2007-06-13
p.204-207
© Copyright 2007 ACM
Summary: We propose a nonconventional VJ performance system rhythmism which uses an
original maraca based device that has 2 different functions, material maraca
and effect maraca. Rhythmism uses the structure characteristic and the
operating characteristics of maracas and adopts the interface to ensure the
freedom of the user's physical movement and to realize the powerful attraction
of the performance itself and aims to attain the multi-functionality and the
arbitrary controllability.
In this paper, we introduce the advantages and the interaction techniques of
the maracas based device when used for VJ performances.
[16]
MiXer: the communication entertainment content by using "entrainment
phenomenon" and "bio-feedback"
Demonstrations
/
Tomida, Tomohisa
/
Ishihara, Anna
/
Atsuro, Ueki
/
Tomari, Yoshitaka
/
Fukushima, Kensuke
/
Inakage, Masa
Proceedings of the 2007 International Conference on Advances in Computer
Entertainment Technology
2007-06-13
p.286-287
© Copyright 2007 ACM
Summary: We suggest a new communication entertainment content to create a nonverbal
connecting in communication by using human physical information. The "miXer" we
produce is a content of attraction type for two people by applying medical
discovery such "bio-feedback" and "entrainment phenomenon". In the "miXer" it
senses a physical information and feed back them in the information like
visualization, sound, and vibration we can recognize, so you can enjoy an
unprecedented communication in this fantastic space.
[17]
Collaborative immersive gaming over the high speed internet
Demonstrations
/
Abe, Takuya
/
Nazu, Tomoyuki
/
Inakage, Masa
Proceedings of the 2007 International Conference on Advances in Computer
Entertainment Technology
2007-06-13
p.290-291
© Copyright 2007 ACM
Summary: dotSPACE is an entertainment tool designing a new type of interactive
communication. We use 10Gbps network, 10 displays multi-projection system and
wearable wireless sensors to give an immersive experience to each player at
each base on different remote locations. Therefore, players can communicate
with each other through their own body movements.
[18]
InScene: a communication device which uses incenses
Demo presentations session A
/
Katsumoto, Yuichiro
/
Kanai, Erika
/
Kirillova, Nadya
/
Higashi, Kaori
/
Miura, Hokuto
/
Matsumoto, Takashi
/
Sasaki, Reiko
/
Inakage, Masa
Proceedings of the 2006 International Conference on Advances in Computer
Entertainment Technology
2006-06-14
p.34
© Copyright 2006 ACM
Summary: InScene is a fantastic communication device which uses incenses. The sender
implants his message in incense, and hands it to someone he wants to send the
message to. The receiver lights the incense and releases the sender's message.
The receiver will then be able to view the sender's message surrounded by sweet
aroma.
[19]
Morel: remotely launchable outdoor playthings
Demo presentations session A
/
Iguchi, Kenji
/
Inakage, Masa
Proceedings of the 2006 International Conference on Advances in Computer
Entertainment Technology
2006-06-14
p.35
© Copyright 2006 ACM
Summary: This paper proposes Morel, a physical plaything device that facilitates the
emergence of new forms of outdoor physical play. It encourages the improvising
of new games and behavior by not defining game rules on its own, but by
providing players the ability to know the existence of other Morels in the
vicinity, and to remotely make other Morels launch up in the air. One game that
can be played with Morels is Police & Bomber, a variation of Kick-the-can with
wireless ranges as vital gameplay elements.
[20]
POCOMZ: the ambient media device with IM "wija"
Demo presentations session A
/
Sakamoto, Kyoichi
/
Saito, Kenji
/
Inakage, Masa
/
Shigefuji, Aya
/
Takahashi, Anna
Proceedings of the 2006 International Conference on Advances in Computer
Entertainment Technology
2006-06-14
p.39
© Copyright 2006 ACM
Summary: In this paper, we propose device "POCOMZ" to experience community based
"Connection" as a lighting in a real space. Community members' present
situation is reflected to POCOMZ as illumination of light, and the lighting
changes by the change in member's situation. The public space and a private
one's own space will be produced by "Connection" with others through this
device.
In this research, the device working with Instant Messaging system is
designed to display, transmit and share users' presence information as an
ambient environment message in the real space.
Communications by the change in the ambience (atmosphere of the environment)
are demonstrated by using the user presence shared on the internet as a
lighting in a real space."Connected Feeling" caused by the communications of
ambient presence through the device will be suggested as the way of new
entertainment communications.
[21]
Andrew Rivolski: multi-display cooperation game
Demo presentations session A
/
Yamada, Andy
/
Nezu, Tomoyuki
/
Inakage, Masa
Proceedings of the 2006 International Conference on Advances in Computer
Entertainment Technology
2006-06-14
p.46
© Copyright 2006 ACM
Summary: Andrew Rivolski is a multiplayer network game played in an environment
consisting of multiple displays. The players are placed in two different remote
locations, and by having mutual interactions the game allows the players to
experience a cooperative phenomenon.
[22]
Tri-Story as "intuitive cinema" interactive storytelling based on physical
action for multi-screen
/
Tokuhisa, Satoru
/
Ding, Alice
/
Inakage, Masa
Proceedings of the 2005 International Conference on Advances in Computer
Entertainment Technology
2005-06-15
p.314-317
© Copyright 2005 ACM
Summary: This paper proposes "intuitive cinema" -- a new form of interactive
storytelling, which emphasizes user motive and viewpoints, and implements its
cinematic expressions based on immersive quality and audience's viewing
methods. We use the quality of physical action that is made possible through a
multi-screen system, and use it to approach a novel interactive storytelling
method. From this concept comes "intuitive cinema", that allows its viewers
freedom to watch the movies from their personal viewpoints. The content
consists of 3 channels of live-action motion pictures, and the system applies
interactive displays to realize the content "Tri-Story" based on the concept of
intuitive cinema.
[23]
atMOS: self expression movie generating system for 3G mobile communication
/
Tokuhisa, Satoru
/
Kotabe, Taku
/
Inakage, Masa
Proceedings of the 2004 International Conference on Mobile and Ubiquitous
Multimedia
2004-10-27
p.199-206
© Copyright 2004 ACM
Summary: This research focuses on movies as a new communication tool, and proposes a
self expression movie generating system "atMOS". The purpose of this research
is to encourage mobile movie communication. Therefore, this system adopts the
concept of exchangeability, expressivity and reproducibility for mobile movie
contents.
In "atMOS", based on the sub-concept of "self packaging movie", users can
make an original promotion movie of themselves which can be viewed on 3G
cellular phones. Users can enjoy the original movie not only by themselves but
also with other people by exchanging these movies as a communication tool,
using the cellular phone.