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Query: Kishino_F* Results: 41 Sorted by: Date  Comments?
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[1] Recognizing Depression from Twitter Activity Understanding Health through Online Behavior / Tsugawa, Sho / Kikuchi, Yusuke / Kishino, Fumio / Nakajima, Kosuke / Itoh, Yuichi / Ohsaki, Hiroyuki Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3187-3196
ACM Digital Library Link
Summary: In this paper, we extensively evaluate the effectiveness of using a user's social media activities for estimating degree of depression. As ground truth data, we use the results of a web-based questionnaire for measuring degree of depression of Twitter users. We extract several features from the activity histories of Twitter users. By leveraging these features, we construct models for estimating the presence of active depression. Through experiments, we show that (1) features obtained from user activities can be used to predict depression of users with an accuracy of 69%, (2) topics of tweets estimated with a topic model are useful features, (3) approximately two months of observation data are necessary for recognizing depression, and longer observation periods do not contribute to improving the accuracy of estimation for current depression; sometimes, longer periods worsen the accuracy.

[2] FuSA touch display: a furry and scalable multi-touch display Hardware / Nakajima, Kosuke / Itoh, Yuichi / Tsukitani, Takayuki / Fujita, Kazuyuki / Takashima, Kazuki / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.35-44
ACM Digital Library Link
Summary: We propose a furry and scalable multi-touch display called the "FuSA2 Touch Display." The furry type of tactile sensation of this surface affords various interactions such as stroking or clawing. The system utilizes plastic fiber optic bundles to realize a furry-type texture. The system can show visual feedback by projection and detects multi-touch input using a diffused illumination technique. We employed the optical feature of plastic fiber optics to integrate the input and output systems into such a simple configuration that the display becomes scalable. We implemented a 24-inch display, evaluated the visual feedback and touch detection features, and found that our implemented display encourages users to interact with it in various actions.

[3] FuSA2 touch display DEMO / Nakajima, Kosuke / Itoh, Yuichi / Tsukitani, Takayuki / Fujita, Kazuyuki / Takashima, Kazuki / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.D5
ACM Digital Library Link

[4] Ambient Suite: enhancing communication among multiple participants Collaborative entertainment / Fujita, Kazuyuki / Itoh, Yuichi / Ohsaki, Hiroyuki / Ono, Naoaki / Kagawa, Keiichiro / Takashima, Kazuki / Tsugawa, Sho / Nakajima, Kosuke / Hayashi, Yusuke / Kishino, Fumio Proceedings of the 2011 International Conference on Advances in Computer Entertainment Technology 2011-11-08 p.25
ACM Digital Library Link
Summary: We propose a room-shaped information environment called Ambient Suite that enhances communication among multiple participants. In Ambient Suite, the room itself works as both sensors to estimate the conversation states of participants and displays to present information to stimulate conversation. Such nonverbal cues as utterances, positions, and gestures are measured to sense participant states. The participants are surrounded by displays so that various types of information can be given based on their states. Although this system is adaptable to a wide range of situations where groups talk with each other, our implementation assumed standing-party situations as a typical case. Using this implementation, we experimentally evaluated the performance of input, output, and whether our system can actually stimulate conversation. The results showed that our system measured sensor data to recognize the conversational states, presented information, and adequately encouraged participant conversations.

[5] Anchored navigation: coupling panning operation with zooming and tilting based on the anchor point on a map Navigation / Fujita, Kazuyuki / Itoh, Yuichi / Takashima, Kazuki / Kitamura, Yoshifumi / Tsukitani, Takayuki / Kishino, Fumio Proceedings of the 2010 Conference on Graphics Interface 2010-05-31 p.233-240
ACM Digital Library Link
Summary: We propose two novel map navigation techniques, called Anchored Zoom (AZ) and Anchored Zoom and Tilt (AZT). In these techniques, the zooming and tilting of a virtual camera are automatically coupled with users' panning displacements so that the anchor point determined by users always remains in a viewport. This allows users to manipulate a viewport without mode-switching among pan, zoom, and tilt while maintaining a sense of distance and direction from the anchor point.
    We conducted an experiment to evaluate AZ and AZT and compare them with Pan & Zoom (PZ) [17] and Speed-dependent Automatic Zooming (SDAZ) [10] in off-screen target acquisition tasks and spatial recognition tests. Results showed that our proposed techniques were more effective than those of competitors in reducing time to reach off-screen objects while maintaining users' sense of distance and direction as well as PZ.

[6] Tearable: haptic display that presents a sense of tearing real paper Devices / Maekawa, Takuya / Itoh, Yuichi / Takamoto, Keisuke / Tamada, Kiyotaka / Maeda, Takashi / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2009 ACM Symposium on Virtual Reality Software and Technology 2009-11-18 p.27-30
Keywords: haptic display
ACM Digital Library Link
Summary: We propose a novel interface called Tearable that allows users to continuously experience the real sense of tearing paper. To provide such a real sense, we measured the actual vibration data of tearing a piece of real paper and analyzed them. Based on this data, we utilized hook-and-loop fasteners and a DC motor for representing the sense of tearing. We compared the force given by Tearable with that by a piece of real paper and recommended its reproducibility and usability. In addition, we evaluated Tearable with questionnaires after user experiences.

[7] Funbrella: recording and replaying vibrations through an umbrella axis Full papers: Sensing and sensation / Fujita, Kazuyuki / Itoh, Yuichi / Yoshida, Ai / Ozaki, Maya / Kikukawa, Tetsuya / Fukazawa, Ryo / Takashima, Kazuki / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2009 International Conference on Advances in Computer Entertainment Technology 2009-10-29 p.66-71
ACM Digital Library Link
Summary: We propose an umbrella-like device called Funbrella that entertains people with many types of rain by focusing on an umbrella as a user interface that connects humans and rain. Generally, people experience rain with sound, sight, or sometimes smell; however, in our proposed system, we focus on the vibration perceived through an umbrella's handle so that people can feel the rain. We implemented a vibration-giving mechanism with an extremely simple structure based on a dynamic microphone and a dynamic speaker whose structures are almost identical. With this structure, Funbrella records the vibrations caused by raindrops and plays them. We implemented three applications: Crazy Rain, Tele-rain, and Minibrella. A questionnaire study about Crazy Rain application reveals that Funbrella is amusing enough for people regardless of age or gender because Funbrella accurately reproduces rain.

[8] Multi-modal Interface in Multi-Display Environment for Multi-users Multimodal User Interfaces / Kitamura, Yoshifumi / Sakurai, Satoshi / Yamaguchi, Tokuo / Fukazawa, Ryo / Itoh, Yuichi / Kishino, Fumio HCI International 2009: 13th International Conference on Human-Computer Interaction, Part II: Novel Interaction Methods and Techniques 2009-07-19 v.2 p.66-74
Keywords: 3D user interfaces; CSCW; graphical user interfaces; perspective correction
Link to Digital Content at Springer
Summary: Multi-display environments (MDEs) are becoming more and more common. By introducing multi-modal interaction techniques such as gaze, body/hand and gestures, we established a sophisticated and intuitive interface for MDEs where the displays are stitched seamlessly and dynamically according to the users' viewpoints. Each user can interact with the multiple displays as if she is in front of an ordinary desktop GUI environment.

[9] MADO interface: a window like a tangible user interface to look into the virtual world Tangible and embedded interaction -- in the lab and in the wild / Maekawa, Takuya / Itoh, Yuichi / Kawai, Norifumi / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 3rd International Conference on Tangible and Embedded Interaction 2009-02-18 p.175-180
Keywords: 3D modeling, MADO interface, bi-directional interface, mixed reality, real-time interaction, tangible user interface
ACM Digital Library Link
Summary: "MADO Interface" is a tangible user interface consisting of a compact touch-screen display and physical blocks. "MADO" means "window" in Japanese, and MADO Interface is utilized as the real window into the virtual world. Users construct a physical object by simply combining electrical blocks. Then, by connecting MADO Interface to the physical object, they can watch the virtual model corresponding to the physical block configuration (shape, color, etc.) The size and the viewpoint of the virtual model seen by the user depend on the position of MADO Interface, maintaining the consistency between the physical and virtual worlds. In addition, users can interact with the virtual model by touching the display on MADO Interface. These features enable users to explore the virtual world intuitively and powerfully.

[10] Extracting camera-control requirements and camera movement generation in a 3D virtual environment Technical track: Virtual environment / Hamazaki, Hirofumi / Kitaoka, Shinya / Ozaki, Maya / Kitamura, Yoshifumi / Lindeman, Robert W. / Kishino, Fumio Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology 2008-12-03 p.126-129
ACM Digital Library Link
Summary: This paper proposes a new method to generate smooth camera movement that is collision-free in a three-dimensional virtual environment. It generates a set of cells based on cell decomposition using a loose octree in order not to intersect with polygons of the environment. The method defines a camera movement space (also known as Configuration Space) which is a set of cells in the virtual environment. In order to generate collision-free camera movement, the method holds a path as a graph structure which is based on the adjacency relationship of the cells, and makes the camera move on the graph. Furthermore, by using a potential function for finding out the force that aims the camera at the subject and a penalty function for finding out the force that restrains the camera on the graph when the camera moves on the graph, we generate smooth camera movement that captures the subject while avoiding obstacles. Several results in static and dynamic environments are presented and discussed.

[11] Video agent: interactive autonomous agents generated from real-world creatures Interaction techniques / Kitamura, Yoshifumi / Rong, Rong / Hirano, Yoshinori / Asai, Kazuhiro / Kishino, Fumio Proceedings of the 2008 ACM Symposium on Virtual Reality Software and Technology 2008-10-27 p.30-38
Keywords: characters, computer animation, fuzzy logic, image processing, interactive multimedia content, video database
ACM Digital Library Link
Summary: We present a novel approach for interactive multimedia content creation that establishes an interactive environment in cyberspace in which users interact with autonomous agents generated from video images of real-world creatures. Each agent has autonomy, personality traits, and behaviors that reflect the results of various interactions determined by an emotional model with fuzzy logic. After an agent's behavior is determined, a sequence of video images that best match the determined behavior is retrieved from the database in which a variety of video image sequences of the real creature's behaviors are stored. The retrieved images are successively displayed on the cyberspace to make it responsive. Thus the autonomous agent behaves continuously. In addition, an explicit sketch-based method directly initiate the reactive behavior of the agent without involving the emotional process. This paper describes the algorithm that establishes such an interactive system. First, an image processing algorithm to generate a video database is described. Then the process of behavior generation using emotional models and sketch-based instruction are introduced. Finally, two application examples are demonstrated: video agents with humans and goldfish.

[12] Interactive Multimedia Contents in the IllusionHole How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games / Yamaguchi, Tokuo / Asai, Kazuhiro / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2008 International Conference on Entertainment Computing 2008-09-25 p.116-121
Keywords: 3D user interface; entertainment computing; tabletop display; interactive; CSCW; game; stereoscopic display
Link to Digital Content at Springer
Summary: This paper proposes a system of interactive multimedia contents that allows multiple users to participate in a face-to-face manner and share the same time and space. It provides an interactive environment where multiple users can see and manipulate stereoscopic animation with individual sound. Two application examples are implemented; one is location-based content design and the other is user-based content design. Both effectively use a unique feature of the IllusionHole, i.e., a location-sensitive display device that provides a stereoscopic image with multiple users around the table.

[13] Acquisition of Off-Screen Object by Predictive Jumping Novel Interaction Technique / Takashima, Kazuki / Subramanian, Sriram / Tsukitani, Takayuki / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2008 Asia Pacific Conference on Computer Human Interaction 2008-07-06 p.301-310
Link to Digital Content at Springer
Summary: We propose predictive jumping (PJ), a fast and efficient algorithm that enables user navigation to off-screen targets. The algorithm is inspired by Delphian Desktop [1] and the off-screen visualization technique -- Halo [2]. The Halos represented at the edge of the viewport help users estimate off-screen target distance and encourage them to make a single fluid mouse movement toward the target. Halfway through the user's motion, the system predicts the user's intended target and quickly moves the cursor towards that predicted off-screen location. In a pilot study we examine the user's ability to select off-screen targets with predictive models based on user's pointing kinematics for off-screen pointing with Halo. We establish a linear relationship between peak velocity and target distance for PJ. We then conducted a controlled experiment to evaluate PJ against other Halo-based techniques, Hop [8] and Pan with Halo. The results of the study highlight the effectiveness of PJ.

[14] Effects of Avatar's Blinking Animation on Person Impressions Faces and Web / Takashima, Kazuki / Omori, Yasuko / Yoshimoto, Yoshiharu / Itoh, Yuich / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2008 Conference on Graphics Interface 2008-05-28 p.169-176
Summary: Blinking is one of the most important cues for forming person impressions. We focus on the eye blinking rate of avatars and investigate its effect on viewer subjective impressions. Two experiments are conducted. The stimulus avatars included humans with generic reality (male and female), cartoon-style humans (male and female), animals, and unidentified life forms that were presented as a 20-second animation with various blink rates: 9, 12, 18, 24 and 36 blinks/min. Subjects rated their impressions of the presented stimulus avatars on a seven-point semantic differential scale. The results showed a significant effect of the avatar's blinking on viewer impressions and it was larger with the human-style avatars than the others. The results also lead to several implications and guidelines for the design of avatar representation. Blink animation of 18 blinks/min with a human-style avatar produces the friendliest impression. The higher blink rates, i.e., 36 blinks/min, give inactive impressions while the lower blink rates, i.e., 9 blinks/min, give intelligent impressions. Through these results, guidelines are derived for managing attractiveness of avatar by changing the avatar's blinking rate.

[15] Strategic Tabletop Negotiations User and Usability Studies / Yamaguchi, Tokuo / Subramanian, Sriram / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of IFIP INTERACT'07: Human-Computer Interaction 2007-09-10 v.2 p.169-182
Keywords: Face-to-Face Collaboration; Digital Tabletops; Strategic Negotiations; Collaborative Tables; Single Display Groupware
Link to Digital Content at Springer
Summary: Strategic negotiations in digital tabletop displays have not been well understood. There is little reported in the literature on how users strategize when group priorities and individual priorities conflict and need to be balanced for a successful collaboration. We conducted an observational study on three digital tabletop systems and a real-world setup to investigate similarities and differences in real-world and digital tabletop strategic collaborations. Our results show that in the real world, strategic negotiation involves three phases: identifying the right timing, using epistemic actions to consider a task plan and evaluating the value of the negotiation. We repeated the real-world experiments with different digital tabletops and found several differences in the way users initiate and perform strategic negotiations.

[16] Object deformation and force feedback for virtual chopsticks Spatial tracking, haptics & hardware / Kitamura, Yoshifumi / Douko, Ken'ichi / Kitayama, Makoto / Kishino, Fumio Proceedings of the 2005 ACM Symposium on Virtual Reality Software and Technology 2005-11-07 p.211-219
Keywords: FEM, deformation, force feedback, object manipulation, virtual chopsticks, virtual environment
ACM Digital Library Link
Summary: This paper proposes a virtual chopsticks system using force feedback and object deformation with FEM (finite element model). The force feedback model is established by using a leverage based on the correct chopsticks handling manner, and the force is applied to the index and middle finger. The object deformation is obtained in real-time by calculating inverse stiffness matrix beforehand. We performed experiments to compare the hardness of virtual objects. As a result, we found that a recognition rate of almost 100% can be achieved between virtual objects where the logarithmic difference in hardness is 0.4 or more, while lower recognition rates are obtained when the difference in hardness is smaller than this.

[17] Predictive interaction using the delphian desktop Mouse taming / Asano, Takeshi / Sharlin, Ehud / Kitamura, Yoshifumi / Takashima, Kazuki / Kishino, Fumio Proceedings of the 2005 ACM Symposium on User Interface Software and Technology 2005-10-23 p.133-141
ACM Digital Library Link
Summary: This paper details the design and evaluation of the Delphian Desktop, a mechanism for online spatial prediction of cursor movements in a Windows-Icons-Menus-Pointers (WIMP) environment. Interaction with WIMP-based interfaces often becomes a spatially challenging task when the physical interaction mediators are the common mouse and a high resolution, physically large display screen. These spatial challenges are especially evident in overly crowded Windows desktops. The Delphian Desktop integrates simple yet effective predictive spatial tracking and selection paradigms into ordinary WIMP environments in order to simplify and ease pointing tasks. Predictions are calculated by tracking cursor movements and estimating spatial intentions using a computationally inexpensive online algorithm based on estimating the movement direction and peak velocity. In testing the Delphian Desktop effectively shortened pointing time to faraway icons, and reduced the overall physical distance the mouse (and user hand) had to mechanically traverse.

[18] A Display Table for Strategic Collaboration Preserving Private and Public Information Seamful/Seamless Interface / Kitamura, Yoshifumi / Osawa, Wataru / Yamaguchi, Tokuo / Takemura, Haruo / Kishino, Fumio Proceedings of the 2005 International Conference on Entertainment Computing 2005-09-19 p.167-179
Link to Digital Content at Springer
Summary: We propose a new display table that allows multiple users to interact with both private and public information on a shared display in a face-to-face co-located setting. With this table users can create, manage and share information intuitively, strategically and cooperatively by naturally moving around the display. Users can interactively control private and public information space seamlessly according to their spatial location and motion. It enables users to dynamically choose negotiation partners, create cooperative relationships and strategically control the information they share and conceal. We see the proposed system as especially suited for strategic cooperative tasks in which participants collaborate while attempting to increase individual benefits, such as various trading floor-like and auction scenarios.

[19] A Computerized Interactive Toy: TSU.MI.KI Posters and Demonstration / Itoh, Yuichi / Yamaguchi, Tokuo / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2005 International Conference on Entertainment Computing 2005-09-19 p.507-510
Link to Digital Content at Springer
Summary: Young children often build various structures with wooden blocks; structures that are often used for pretend play, subtly improving children's creativity and imagination. Based on a traditional Japanese wooden block toy, Tsumiki, we propose a novel interactive toy for children, named "TSU.MI.KI", maintaining the physical assets of wooden blocks and enhancing them with automation. "TSU.MI.KI" consists of a set of computerized blocks equipped with several input/output devices. Children can tangibly interact with a virtual scenario by manipulating and constructing structures from the physical blocks, and by using input and output devices that are integrated into the blocks.

[20] Agents from Reality Posters and Demonstration / Asai, Kazuhiro / Hattori, Atsushi / Yamashita, Katsuya / Nishimoto, Takashi / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2005 International Conference on Entertainment Computing 2005-09-19 p.519-522
Link to Digital Content at Springer
Summary: A fish tank is established in a cyberspace based on a real world in which autonomous fish agents, generated from images captured in an actual world, swim. The behavior of each fish is determined by an emotional model that reflects personality according to encountered events and user interactions.

[21] The soul of ActiveCube: implementing a flexible, multimodal, three-dimensional spatial tangible interface / Watanabe, Ryoichi / Itoh, Yuichi / Asai, Masatsugu / Kitamura, Yoshifumi / Kishino, Fumio / Kikuchi, Hideo Proceedings of the 2004 International Conference on Advances in Computer Entertainment Technology 2004-09-02 p.173-180
ACM Digital Library Link
Summary: ActiveCube is a novel user interface which allows intuitive interaction with computers. ActiveCube allows users to construct and interact with Three Dimensional (3D) environments using physical cubes equipped with input/output devices. Spatial, temporal and functional consistency is always maintained between the physical object and its corresponding representation in the computer. In this paper we detail the design and implementation of our system. We describe the method we used to realize flexible 3D modeling by controlling the recognition signals of each face in each cube. We also explain how we integrated additional multimodal interaction options by a number of sophisticated I/O devices and by the inclusion of a second microprocessor in our cubes. We argue that ActiveCube, with its current real-time multimodal and spatial capabilities, is ready to enable a large range of interactive entertainment applications that were impossible to realize before.

[22] Steering Law in an Environment of Spatially Coupled Style with Matters of Pointer Size and Trajectory Width Full Papers / Naito, Satoshi / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2004 Asia Pacific Conference on Computer Human Interaction 2004-06-29 p.305-316
Link to Digital Content at Springer
Summary: Steering law is an excellent performance model for trajectory-based tasks in GUIs. However, since the original law was proposed, it has been examined only in a graphical environment of spatially decoupled style. Moreover, pointer size has been limited to a small one, and the trajectory width of the trajectory has also been limited to a certain size. To solve this problem, in this paper we discuss the extension of the original steering law in order to apply the law to a wider range of environments. We prove the steering law in an environment of spatially coupled style. We explore three conditions of the pointer and trajectory: a sufficiently small pointer and a trajectory of certain width; a pointer of certain size and a narrow trajectory, and, a pointer of certain size and a trajectory of certain width. The experimental results show that the steering law is valid in an environment of spatially coupled style.

[23] Hands-on learning of computer programming in introductory stage using a model railway layout Late breaking posters / Noma, Haruo / Tetsutani, Nobuji / Sasamoto, Hirokazu / Itoh, Yuichi / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems 2004-04-24 v.2 p.1546
[24] Interactive modeling of trees by using growth simulation Interaction techniques / Onishi, Katsuhiko / Hasuike, Shoichi / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of the 2003 ACM Symposium on Virtual Reality Software and Technology 2003-10-01 p.66-72
Keywords: L-system, data structure, intuitive interaction, multimodal interface, tree models, virtual reality
ACM Digital Library Link
Summary: We propose a real-time interactive system that enables users to generate, manipulate and edit the shape model of a tree based on growth simulation by directly indicating its global and spatial information. For this purpose, three-dimensional (3D) spatial information is introduced to the well-known L-system as an attribute of the growth simulation. Moreover, we propose an efficient data structure of L-strings in order to speed up the process.

[25] Manipulation of Viewpoints in 3D Environment Using Interlocked Motion of Coordinate Pairs 2: 3D input device / Fukatsu, Shinji / Kitamura, Yoshifumi / Kishino, Fumio Proceedings of IFIP INTERACT'03: Human-Computer Interaction 2003-09-01 p.327
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