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Query: Inakage_M* Results: 23 Sorted by: Date  Comments?
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[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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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.