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[1] A Remote Pointing Method with Dynamic C-D Ratio during a Pinching Gesture for Large Tabletop Systems alt.chi: See this, hear this, touch this, keep this / Tochihara, Naoya / Sato, Toshiki / Koike, Hideki Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.553-559
ACM Digital Library Link
Summary: This paper proposes a simple but efficient remote pointing method for large tabletop systems using a pinching gesture with a thumb and a forefinger. The proposed method uses a control-display (C-D) ratio that dynamically changes depending on the height of the user's hand. The user can intuitively control the speed of the pointer and its travel distance by changing his hand position in 3-D. The method can also be used in a multi-user environment. We applied the method to a photo viewer application.

[2] Synthesizing Pseudo Straight View from A Spinning Camera Ball / Funakoshi, Ryohei / Okudera, Yoji / Koike, Hideki Proceedings of the 2016 Augmented Human International Conference 2016-02-25 p.30
ACM Digital Library Link
Summary: This paper proposed a spherical camera ball and its image processing algorithm, designed to provide a ball's point of view (POV) for spectating of ball sports. The proposed spherical camera ball has six cameras embedded at fixed intervals around the surface of the ball. One of the main issues for such ball-type cameras is that the device is spinning and therefore it is hard to obtain stable video stream from such spinning cameras. This paper proposed automatic selection of cameras using matching scores between the anchor frame and current frame. The resultant movie will then always shows the point of interest within the frame. We then applied image translation to obtain a pseudo straight view in which the point of interest is always shown in the center of the frame.

[3] LumoSpheres: real-time tracking of flying objects and image projection for a volumetric display Augmenting Realities / Koike, Hideki / Yamaguchi, Hiroaki Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.93-96
ACM Digital Library Link
Summary: This paper proposes a method for real-time tracking of flying objects and image projection onto them for developing a particle-based volumetric 3D display. The first section describes the concept using high-speed cameras and projectors for a particle-based volumetric 3D display. Our solution suggests a prediction model with kinematic laws and uses Kalman Filters to address latency issues within the projector-camera system. We conducted experiments to show the accuracy of the image projection. We also present an application of our method in entertainment, Digital Juggling.

[4] Augmented dodgeball: an approach to designing augmented sports Augmenting Sports... and Toilets! / Nojima, Takuya / Phuong, Ngoc / Kai, Takahiro / Sato, Toshiki / Koike, Hideki Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.137-140
ACM Digital Library Link
Summary: Ubiquitous computing offers enhanced interactive, human-centric experiences including sporting and fitness-based applications. To enhance this experience further, we consider augmenting dodgeball by adding digital elements to a traditional ball game. To achieve this, an understanding of the game mechanics with participating movable bodies, is required. This paper discusses the design process of a ball -- player-centric interface that uses live data acquisition during gameplay for augmented dodgeball, which is presented as an application of augmented sports. Initial prototype testing shows that player detection can be achieved using a low-energy wireless sensor based network such as that used with fitness sensors, and a ball with an embedded sensor together with proximity tagging.

[5] PhotoelasticBall: a touch detectable ball using photoelasticity 2. Sports / Nitta, Kei / Sato, Toshiki / Koike, Hideki / Nojima, Takuya Proceedings of the 2014 Augmented Human International Conference 2014-03-07 p.16
ACM Digital Library Link
Summary: Balls are a key equipment for sports and entertainments such as juggling, etc. Then, much research has been conducted for developing balls of the next generation to enhance ball related entertainments. Such balls have plenty of special effects such as sound and light, but have limited input method. Those effects are often controlled through ball's native motion by using accelerometers, etc. However, as increasing the variety of special functions of such balls, the appropriate input method should be required. In this research, we developed a force vector sensor sheet unit that can be implemented on the surface of the ball. In this paper, we report the detail of the sensory system and its experimental results.

[6] LivingClay: particle actuation to control display volume and stiffness Adjunct 4: posters / Pardomuan, Jefferson / Sato, Toshiki / Koike, Hideki Adjunct Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.2 p.103-104
ACM Digital Library Link
Summary: We present a new type of display actuation that is able to control both display geometry and stiffness properties using a filler material and air flow control technique. The display consists of a flat, flexible layer of cells on the surface and chamber filled with particles under it. Display geometries can be changed by transporting an amount of particles between display cells and the particle chamber using pressured air and vacuum to control the air flows. This system also allow for variable stiffness using vacuum technique to harden the particles inside chamber. In this paper, we present the design and control technique of this new type actuator and also possible interaction on a single actuator display. We also propose a low-cost, effective way to control an array of actuators where the air flow line and particle line are arranged in a multiplexed grid configuration.

[7] AquaTop display: interactive water surface for viewing and manipulating information in a bathroom Redefining surfaces / Koike, Hideki / Matoba, Yasushi / Takahashi, Yoichi Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.155-164
ACM Digital Library Link
Summary: Due to the wide spread use of smart phones and PCs, people can access information everywhere in everyday life. However, there are very few methods to access content within an bathing environment. Some people carry smart phones into a bathroom but it is unnatural to be holding a device during bathing. This paper proposes an interactive water surface display system, in which information is projected on the surface of a white water solution and users can interact with this information using gestures. In this paper, we discuss interaction design in a bathroom, describing an implementation of our system and its proposed applications.

[8] Demo hour Demo hour / Takahashi, Yoichi / Matoba, Yasushi / Koike, Hideki / Cassinelli, Alvaro / Angesleva, Jussi / Watanabe, Yoshihiro / Frasca, Gonzalo / Ishikawa, Masatoshi / Hirsch, Matthew / Izadi, Shahram / Holtzman, Henry / Raskar, Ramesh / Bonnard, Quentin / Legge, Amanda / Geiduschek, Anna / Kaplan, Frédéric / Dillenbourg, Pierre interactions 2013-05 v.20 n.3 p.8-9
ACM Digital Library Link

[9] AquaTop display ReVolution session / Matoba, Yasushi / Takahashi, Yoichi / Tokui, Taro / Phuong, Shin / Koike, Hideki Proceedings of the 2013 Virtual Reality International Conference 2013-03-20 p.24
ACM Digital Library Link
Summary: AquaTop display is a projection system that uses white water as a screen surface. This system allows the user's limbs to freely move through, under and over the projection surface. Using the unique characteristics of fluid, we propose new interactions methods specific to the projection medium, water. Our system uses a depth camera to detect input on and over the water surface to allow for interactions such as protruding fingers out from under the water surface and scooping up the water with both hands. This type of interaction is not capable with current impenetrable, rigid body, flat surfaces. For example, by floating one's limbs on the water surface, it is also possible to fuse one's body with the displayed objects for further augmented interaction by 'becoming one' with the screen.

[10] Experiencing the ball's POV for ballistic sports / Horita, Kodai / Sasaki, Hideki / Koike, Hideki / Kitani, Kris M. Proceedings of the 2013 Augmented Human International Conference 2013-03-07 p.128-133
ACM Digital Library Link
Summary: We place a small wireless camera inside an American football to capture the ball's point-of-view during flight to augment a spectator's experience of the game of football. To this end, we propose a robust video synthesis algorithm that leverages the unique constraints of fast spinning cameras to obtain a stabilized bird's eye point-of-view video clip. Our algorithm uses a coarse-to-fine image homography computation technique to progressively register images. We then optimize an energy function defined over pixel-wise color similarity and distance to image borders, to find optimal image seams to create panoramic composite images. Our results show that we can generate realistic videos from a camera spinning at speeds of up to 600 RPM.

[11] Fluid surface: interactive water surface display for viewing information in a bathroom Demo session / Takahashi, Yoichi / Matoba, Yasushi / Koike, Hideki Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces 2012-11-11 p.311-314
ACM Digital Library Link
Summary: Information is becoming accessible everywhere in everyday life due of the spread of smart phones and portable personal computers; however are very few methods in accessing contents in a bathing environment. Sometimes smart phones can be carried into a bathroom but it is unnatural to be holding a device at during bathing, so a suitable technique for information browsing in a bathing environment is required. We propose an interactive water surface display system, which uses image-recognition techniques. By using water, the system can perform an intuitive interaction peculiar to water such as poking a finger up from under the water surface, stroking the water surface and scooping up water. In this paper, we discuss interaction design in a bathroom, describing an implementation of our system and its applications.

[12] HOJI*HOJI: The Hole-Type Interactive Device for Entertainment Extended Abstracts / Suzuki, Yuta / Okada, Yusaku / Kawaguchi, Hiroki / Kimura, Takashi / Takahashi, Yoichi / Horita, Kodai / Nojima, Takuya / Koike, Hideki Proceedings of the 2012 International Conference on Advances in Computer Entertainment 2012-11-03 p.561-564
Keywords: entertainment system; interactive interface; tactile feedback
Link to Digital Content at Springer
Summary: Holes often excite our curiosity and eventually people will want to look inside them. In this research, focusing the attention on this "hole exploration" and corresponding actions as an element of interactive entertainment, we developed a hole-type device named "HOJI*HOJI". HOJI*HOJI is equipped with a hole that can recognize finger position through the use of pressure sensors. Force feedback is also implemented within the device for realizing interaction between the 'hole' and the user's finger. For proof of concept, an interactive game application was made for HOJI*HOJI and was exhibited at 2 events to confirm whether this 'hole' can attract people's curiosity.

[13] BallCam!: dynamic view synthesis from spinning cameras Posters / Kitani, Kris / Horita, Kodai / Koike, Hideki Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.2 p.87-88
ACM Digital Library Link
Summary: We are interested in generating novel video sequences from a ball's point of view for sports domains. Despite the challenge of extreme camera motion, we show that we can leverage the periodicity of spinning cameras to generate a stabilized ball point-of-view video. We present preliminary results of image stabilization and view synthesis from a single camera being hurled in the air at 600 RPM.

[14] Highly deformable interactive 3D surface display Posters / Aihara, Noriyuki / Sato, Toshiki / Koike, Hideki Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.2 p.91-92
ACM Digital Library Link
Summary: In this research, we focused on the flexibility limitation of a display material as one of the main causes for height constraints in deformable surfaces. We propose a method that does not only utilize the material flexibility but also allows for increased variations of shapes and their corresponding interaction possibilities. Using this method, our proposed display design can then support additional expansion via protrusion of an air-pressure-controlled moldable display surface using a residual cloth-excess method and a fixed airbag mount.

[15] Image correction techniques for 3D interactive surface using a transparent elastic gels Multimodal interfaces / Tokui, Taro / Yamasaki, Masami / Koike, Hideki Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012-05-22 p.164-167
ACM Digital Library Link
Summary: There are many kinds of three dimensional displays that have been developed to date. Most of them provide 3D visual sensation to the users, but they do not provide 3D haptic feedback. On the other hand, an interactive surface system using transparent gels enables users to touch a 3D surface. The main issue of the system, however, is that the image is distorted due to "lens effect" of the gels. This paper describes a method to solve the image distortion through the use of a light field display (LFD) which is discussed in detail in section 2. By combining the LFD and transparent gel interface, it becomes possible to show correct 3D images on gels from any viewing position.

[16] SHIRI: buttocks humanoid that represents emotions with visual and tactual transformation of the muscles System paper demos / Takahashi, Nobuhiro / Matoba, Yasushi / Sato, Toshiki / Koike, Hideki Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012-05-22 p.792-793
ACM Digital Library Link
Summary: In this paper, we propose a novel interface design for "human-robot" communication by focusing on visual and tactual transformation of the muscles. Since recent humanoids may appear as humanoid figures using human-like body gestures and behavior, it is hard to say that they have enough elements to cover the complex composition that is a human. The muscles that constitute the human body work by not only turning joints and generating limb and body movements, but also control skin surface shape and firmness, allowing the various levels of touch response. Therefore, we attempt to approach the creation of sensitive and subtle expression by a humanoid robot using organic constructs. In this project, we produce "SHIRI", which represents emotions with organic movements of the Gluteus Maximus Actuator (GMA). In addition, we also implement user interaction for SHIRI and consider how perceptions the user can obtain by communicating with SHIRI.

[17] Interactive surface that have dynamic softness control System paper demos / Sato, Toshiki / Takahashi, Nobuhiro / Matoba, Yasushi / Koike, Hideki Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012-05-22 p.796-797
ACM Digital Library Link
Summary: In the field of interface surface research, the idea of the 'softness' of a surface medium is one significant factor in determining a suitable means of interaction with the user. With direct touch input, for example, the degree of surface softness allows for the generation various touch sensations and tactile feedback. Additionally, the softness also affects the shape of the surface: a soft surface will allow the user to deform the surface at will while a hard surface will maintain its shape easier. In many traditional flexible surfaces to date, this element has been considered static and thus unchangeable. This project, in contrast, considers the softness of a surface to be dynamic and thus further explores the interaction possibilities with this type of surface. We demonstrate the possibilities of dynamically changing surfaces and their derived user interaction.

[18] SplashDisplay ReVolution session / Matoba, Yasushi / Tokui, Taro / Sato, Ryo / Sato, Toshiki / Koike, Hideki Proceedings of the 2012 Virtual Reality International Conference 2012-03-28 p.26
ACM Digital Library Link
Summary: 'SplashDisplay' is a system developed to attempt real time volumetric display. This system implements air pressure generated by an x-y coordinate based projectile launching speaker through a bed of projectile beads to simulate a real-time 3D "explosion" like effect. The projectile beads act as a projection medium for a top-mounted visible light projector; and through synchronized timing of these components, it is possible to create 3D, tangible effects at will. Also, by using IR LED and IR sensitive cameras, user interaction can be added to this system to allow for an interactive surface. The result of these components is a dynamic, interactive, real-time "explosion" simulation game that can be used to confirm the innovative construct of this suggested system.

[19] Human-centric panoramic imaging stitching / Ozawa, Tomohiro / Kitani, Kris M. / Koike, Hideki Proceedings of the 2012 Augmented Human International Conference 2012-03-08 p.20
ACM Digital Library Link
Summary: We introduce a novel image mosaicing algorithm to generate 360° landscape images while also taking into account the presence of people at the boundaries between stitched images. Current image mosaicing techniques tend to fail when there is extreme parallax caused by nearby objects or moving objects at the boundary between images. This parallax causes ghosting or unnatural discontinuities in the image. To address this problem, we present an image mosaicing algorithm that is robust to parallax and misalignment, and is also able to preserve the important human-centric content, specifically faces. In particular, we find an optimal path between the boundary of two images that preserves color continuity and peoples' faces in the scene. Preliminary results show promising results of preserving close-up faces with parallax while also being able to generate a perceptually plausible 360° panoramic image.

[20] Enhanced interaction with physical toys Hardware / Matoba, Yasushi / Sato, Toshiki / Koike, Hideki Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.57-60
ACM Digital Library Link
Summary: We developed an entertainment system that enhances the experience of playing with tops by employing augmented reality technologies. A tabletop system tracks the positions and rotation speeds of multiple tops with a high-speed camera and displays audio and visual effects. A hand-held device, called an accelerator, enables virtual and physical contact between the user and top by allowing the user to move and accelerate the top and obtain force feedback from the top. We proposed a top battle game in which the player will interact with these tops.

[21] Biri-biri: pressure-sensitive touch interface with electrical stimulation DEMO / Eto, Haruna / Matoba, Yasushi / Sato, Toshiki / Fukuchi, Kentaro / Koike, Hideki Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.D4
ACM Digital Library Link

[22] Interactive surface that can dynamically change the shape and touch sensation DEMO / Sato, Toshiki / Matoba, Yasushi / Takahashi, Nobuhiro / Koike, Hideki Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.D8
ACM Digital Library Link

[23] EdgeSonic: image feature sonification for the visually impaired / Yoshida, Tsubasa / Kitani, Kris M. / Koike, Hideki / Belongie, Serge / Schlei, Kevin Proceedings of the 2011 Augmented Human International Conference 2011-03-13 p.11
ACM Digital Library Link
Summary: We propose a framework to aid a visually impaired user to recognize objects in an image by sonifying image edge features and distance-to-edge maps. Visually impaired people usually touch objects to recognize their shape. However, it is difficult to recognize objects printed on flat surfaces or objects that can only be viewed from a distance, solely with our haptic senses. Our ultimate goal is to aid a visually impaired user to recognize basic object shapes, by transposing them to aural information. Our proposed method provides two types of image sonification: (1) local edge gradient sonification and (2) sonification of the distance to the closest image edge. Our method was implemented on a touch-panel mobile device, which allows the user to aurally explore image context by sliding his finger across the image on the touch screen. Preliminary experiments show that the combination of local edge gradient sonification and distance-to-edge sonification are effective for understanding basic line drawings. Furthermore, our tests show a significant improvement in image understanding with the introduction of proper user training.

[24] ImprovGenerator: Online Grammatical Induction for On-the-Fly Improvisation Accompaniment / Kitani, Kris M. / Koike, Hideki NIME 2010: New Interfaces for Musical Expression 2010-06-15 p.469-472
www.nime.org/proceedings/2010/nime2010_469.pdf

[25] 3-D interaction with a large wall display using transparent markers Visual interaction II / Hyakutake, Akito / Ozaki, Koichiro / Kitani, Kris Makoto / Koike, Hideki Proceedings of the 2010 International Conference on Advanced Visual Interfaces 2010-05-26 p.97-100
Keywords: LCD, augmented reality, interaction, marker, polarization, transparent markers, vision-based HCI, wall display
ACM Digital Library Link
Summary: In this paper we proposed a new interface for interacting with large displays via small video devices such as a cell phone. We estimate the location of the camera relative to the display using a matrix of transparent markers embedded on display. As a result, our interface allows the user to interact with digital contents without being distracted by opaque visual markers. Our interface enables intuitive interactions such as pointing, rotating, dragging and dropping. Moreover, our use of a small hand-held camera device allows for interaction with large scale displays without the need for direct contact with the display surface. Thus our system is well suited for interactions when there is some distance between the user and the display. Our proposed system has applications to large scale advertisement displays and can enable interactions between individuals and large scale digital content.
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