[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
© Copyright 2016 ACM
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]
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
© Copyright 2015 ACM
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.
[3]
From Image Inpainting to Diminished Reality
Developing Virtual and Augmented Environments
/
Kawai, Norihiko
/
Sato, Tomokazu
/
Yokoya, Naokazu
VAMR 2013: 6th International Conference on Virtual, Augmented and Mixed
Reality, Part I: Designing and Developing Virtual and Augmented Environments
2014-06-22
v.1
p.363-374
Keywords: image inpainting; diminished reality; augmented reality
© Copyright 2014 Springer International Publishing
Summary: Image inpainting, which removes undesired objects in a static image and
fills in the missing regions with plausible textures, has been developed in the
research fields of image processing. On the other hand, Diminished Reality
(DR), which visually removes real objects from video images by filling in the
missing regions with background textures in real time, is one of the growing
topics in Virtual/Mixed Reality, and considered as the opposite of Augmented
Reality. In this paper, we introduce the state-of-the-art of image inpainting
methods and how to apply the image inpainting to diminished reality.
[4]
Tourist Evacuation Guidance Support System for Use in Disasters
Mobility, Transport and Environment
/
Sato, Toshiki
/
Izumi, Tomoko
/
Nakatani, Yoshio
HCI International 2014: 16th International Conference on HCI, Part III:
Applications and Services
2014-06-22
v.3
p.494-501
Keywords: Disaster information; evacuation support system; tourist; bus stop
© Copyright 2014 Springer International Publishing
Summary: Japan is a country that is affected by many disasters such as earthquakes,
volcanic eruptions, and typhoons. The Japanese populace fears the occurrence of
a major earthquake, such as an earthquake caused by the Nankai Trough and an
earthquake in the Tokyo metropolitan region, which are expected to occur with a
high probability within 30 years. For these reasons, seismic countermeasures
have attracted considerable attention from Japanese people, and the Japanese
government is taking various measures against earthquakes. Accordingly, this
paper proposes a disaster information provision system using Wi-Fi access
points, which gives evacuees disaster information and evacuation routes based
on the user's location. We assume users of our system to be tourists, both
domestic and from overseas. This system has two main functions, the first of
which is to provide tourists with information about the disaster, public
transportation, and evacuation areas. By using our system, it is anticipated
that smooth evacuation can be realized at an early stage. In addition, as the
second main function, our system aims to prevent the concentration of evacuees
at the main transport terminal by guiding them to each evacuation space.
[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
© Copyright 2014 ACM
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
© Copyright 2013 ACM
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]
Numerical modeling of image discriminability for home storage and
organization system on a smart device
Poster, demo, & video presentations
/
Fukui, Rui
/
Maeda, Keisuke
/
Watanabe, Masahiko
/
Shimosaka, Masamichi
/
Sato, Tomomasa
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.187-190
© Copyright 2013 ACM
Summary: In Home storage and organization system on a smart device, thumbnail
pictures (Tag Image) of daily-use objects are often used. Discriminability of
Tag Image is important to realize superior usability. In this paper, we have
tried to construct a numerical model of Tag Image's discriminability. The
proposed model is based on simple linear regression from popular image features
and their statistics. In addition, web-based data input system has also been
developed to collect training data efficiently. Consequently, the input system
has acquired a substantial number of data and a numerical model has been
constructed. The constructed model has substantially good but not perfect
performance.
[8]
A playback system that synchronizes the musical phrases with listener's
respiration phases
Emotions
/
Sato, Takashi G.
/
Kamamoto, Yutaka
/
Harada, Noboru
/
Moriya, Takehiro
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.1035-1040
© Copyright 2013 ACM
Summary: We propose a novel sound presentation system that utilizes a listener's
respiration (breath) information. The system uses sound data, targets of the
respiration phase bounded to the sound data and the listener's respiration
trace. In replaying the sound, the system attempts to change the replay speed
to minimize the difference between the target of respiration phase and the
observed (listener's) respiration phase. Thus, a listener using the system has
more chances to listen to a specific phrase with a specific respiration phase.
In an experiment, chromatic scale movements were presented with different
replay strategies to evaluate the system. Although the participant did not know
about the control system, they reported a difference in their arousal feeling.
The results indicate that music presentation that follows the listener's
respiration will have significant effect on the impression of sound, suggesting
that we may extend the possibility of sound presentation.
[9]
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
© Copyright 2012 ACM
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.
[10]
Health score prediction using low-invasive sensors
Situation, Activity, and Goal Awareness (SAGAware 2012)
/
Shimosaka, Masamichi
/
Masuda, Shinya
/
Takeichi, Kazunari
/
Fukui, Rui
/
Sato, Tomomasa
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.1044-1048
© Copyright 2012 ACM
Summary: Scores of health state for elderly people are regarded as important in
nursing or medical fields. On the other hand, gaining the scores needs nurses
to execute questionnaires. Owing to this, the execution rate for the health
assessment is still low in ordinary homes. To solve this problem, we propose a
method to predict the health score by using low-invasive sensors. We adopt
regression as the prediction method and construct features to absorb the
individual difference. As a part of feasibility study of social participation
for elderly people, we execute the survey of health state using questionnaires
by a nurse and install low-invasive sensors in real life simultaneously.
Experimental result in the feasibility study shows a promise of the score
prediction from sensor data. In addition, the result suggests that the
extraction of features related to living behaviors improves the accuracy
compared to using raw sensor data.
[11]
Evaluation of fostering students' creativity in preparing aided recalls for
revision courses using electronic revision and recapitulation tools 2.0
/
Christ, Oliver
/
Weber, Christoph
/
Sato, Toshihiko
Behaviour and Information Technology
2012-08
v.31
n.8
p.791-797
© Copyright 2012 Taylor and Francis Group, LLC
Summary: In this study, the electronic revision and recapitulation tools 2.0
(EREP2.0) were used to foster creative moments while creating aided recalls
(ARs) (pictures electronic notes etc.). Creative and critical thinking is
associated with vital skills which enable students to deal with often complex
knowledge domains through an informal way of learning. Enabling learners to
develop their own representations of information can be a first step to deal
with complexity and to foster creativity. In an exploratory study,
n = 25 students used EREP2.0 to develop learning questions and ARs
for an ongoing course on biological psychology. EREP 2.0 was evaluated with
respect to user friendliness, the fostering of creativity and the expected
support for cognitive skills according to Bloom's taxonomy. The influence of
students' experienced creativity on experienced learning support was tested via
Kruskal-Wallis test. Fifteen students reported moderate to high, 4 students low
and 5 students no support in creativity. Students who experienced their work as
creative felt better supported in comprehension,
χ²(3) = 9.04; p = 0.029, and synthesis,
χ²(3) = 9.46; p = 0.024. No statistically
significant effects were found for other categories of Bloom's taxonomy. EREP
2.0 did support the experience of creativity and thus synthesis and
comprehension skills.
[12]
A Unified Framework for Modeling and Predicting Going-Out Behavior
Urban Mobility and Computing
/
Tominaga, Shoji
/
Shimosaka, Masamichi
/
Fukui, Rui
/
Sato, Tomomasa
Proceedings of Pervasive 2012: International Conference on Pervasive
Computing
2012-06-18
p.73-90
Keywords: Methodology; Activity recognition; Location representation
© Copyright 2012 Springer-Verlag
Summary: Living in society, to go out is almost inevitable for healthy life. There is
increasing attention to it in many fields, including pervasive computing,
medical science, etc. There are various factors affecting the daily going-out
behavior such as the day of the week, the condition of one's health, and
weather. We assume that a person has one's own rhythm or patterns of going out
as a result of the factors. In this paper, we propose a non-parametric
clustering method to extract one's rhythm of the daily going-out behavior and a
prediction method of one's future presence using the extracted models. We
collect time histories of going out/coming home (6 subjects, total 827 days).
Experimental results show that our method copes with the complexity of patterns
and flexibly adapts to unknown observation.
[13]
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
© Copyright 2012 ACM
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.
[14]
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
© Copyright 2012 ACM
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.
[15]
Extraction of onomatopoeia used for foods from food reviews and its
application to restaurant search
XperienceWeb'12 Workshop 2
/
Kato, Ayumi
/
Fukazawa, Yusuke
/
Sato, Tomomasa
/
Mori, Taketoshi
Proceedings of the 2012 International Conference on the World Wide Web
2012-04-16
v.2
p.719-728
© Copyright 2012 ACM
Summary: Onomatopoeia is widely used in food reviews about food or restaurants. In
this paper, we propose and evaluate a method to extract onomatopoeia including
unknown ones automatically from food reviews sites. From the evaluation result,
we found that we can extract onomatopoeia for specific foods with more than 46%
precision; we find 18 unknown onomatopoeia, i.e. not registered in an existing
onomatopoeia dictionary, in 62 extracted onomatopoeia. In addition, we propose
a system that can present the user with a list of onomatopoeia specific to a
restaurant she is interested in. The evaluation results indicate that an
intuitive restaurant search can be done via a list of onomatopoeia, and that
they are helpful for selecting food or restaurants.
[16]
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
© Copyright 2012 ACM
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.
[17]
EDITED BOOK
Human -- Computer Systems Interaction: Backgrounds and Applications 2: Part
2
Advances in Intelligent and Soft Computing 99
/
Hippe, Zdzislaw S.
/
Kulikowski, Juliusz L.
/
Mroczek, Teresa
2012
n.31
p.495
Springer Berlin Heidelberg
DOI: 10.1007/978-3-642-23172-8
== Part IV: Environment Monitoring and Robotic Systems ==
SSVEP-Based Brain-Computer Interface: On the Effect of Stimulus Parameters on VEPs Spectral Characteristics (3-14)
+ Byczuk, M.
+ Poryzala, P.
+ Materka, A.
Design and Development of a Guideline for Ergonomic Haptic Interaction (15-29)
+ Muñoz, L. M.
+ Ponsa, P.
+ Casals, A.
Partner Robots -- From Development to Business Implementation (31-39)
+ Ota, Y.
Goal Understanding and Self-generating Will for Autonomous Humanoid Robots (41-55)
+ Nauth, P.
A Talking Robot and Its Singing Performance by the Mimicry of Human Vocalization (57-73)
+ Kitani, M.
+ Hara, T.
+ Hanada, H.
+ Sawada, H.
An Orthopedic Surgical Robotic System-OrthoRoby (75-90)
+ Barkana, D. Erol
Methods for Reducing Operational Forces in Force-Sensorless Bilateral Control with Thrust Wires for Two-Degree-of-Freedom Remote Robots (91-107)
+ Sato, T.
+ Sakaino, S.
+ Yakoh, T.
== Part V: Diagnostic Systems ==
Applications of Neural Networks in Semantic Analysis of Skin Cancer Images (111-124)
+ Przystalski, K.
+ Nowak, L.
+ Ogorzalek, M.
+ Surówka, G.
Further Research on Automatic Estimation of Asymmetry of Melanocytic Skin Lesions (125-129)
+ Cudek, P.
+ Grzymala-Busse, J. W.
+ Hippe, Z. S.
Multispectral Imaging for Supporting Colonoscopy and Gastroscopy Diagnoses (131-145)
+ Switonski, A.
+ Bieda, R.
+ Wojciechowski, K.
A Machine Learning Approach to Mining Brain Stroke Data (147-158)
+ Mroczek, T.
+ Grzymala-Busse, J. W.
+ Hippe, Z. S.
+ Jurczak, P.
Using Eye-Tracking to Study Reading Patterns and Processes in Autism with Hyperlexia Profile (159-174)
+ Pazzaglia, R.
+ Ravarelli, A.
+ Balestra, A.
+ Orio, S.
+ Zanetti, M. A.
Ontology Design for Medical Diagnostic Knowledge (175-189)
+ Jaszuk, M.
+ Szostek, G.
+ Walczak, A.
Rule-Based Analysis of MMPI Data Using the Copernicus System (191-203)
+ Gomula, J.
+ Paja, W.
+ Pancerz, K.
+ Szkola, J.
Application of 2D Anisotropic Wavelet Edge Extractors for Image Interpolation (205-222)
+ Adamczyk, K.
+ Walczak, A.
Experimental Results of Model-Based Fuzzy Control Solutions for a Laboratory Antilock Braking System (223-234)
+ Precup, R. E.
+ Spataru, S. V.
+ Radac, M. B.
+ Petriu, E. M.
+ Preitl, S.
+ Dragos, C. A.
+ et al
== Part VI: Educational Systems ==
Remote Teaching and New Testing Method Applied in Higher Education (237-259)
+ Pyzik, L.
Points of View on Magnetic Levitation System Laboratory-Based Control Education (261-275)
+ Dragos, C. A.
+ Preitl, S.
+ Precup, R. E.
+ Petriu, E. M.
2D and 3D Visualizations of Creative Destruction for Entrepreneurship Education (277-294)
+ Noyes, E.
+ Deligiannidis, L.
Employing a Biofeedback Method Based on Hemispheric Synchronization in Effective Learning (295-309)
+ Kaszuba, K.
+ Kostek, B.
== Part VII: General Problems ==
Comparison of Fuzzy and Neural Systems for Implementation of Nonlinear Control Surfaces (313-324)
+ Xie, T. T.
+ Yu, H.
+ Wilamowski, B. M.
Hardware Implementation of Fuzzy Default Logic (325-343)
+ Pulka, A.
+ Milik, A.
Dwulit's Hull as Means of Optimization of kNN Algorithm (345-358)
+ Dwulit, M. P.
+ Szymanski, Z.
OWiki: Enabling an Ontology-Led Creation of Semantic Data (359-374)
+ Di Iorio, A.
+ Musetti, A.
+ Peroni, S.
+ Vitali, F.
Fuzzy Genetic Object Identification: Multiple Inputs/Multiple Outputs Case (375-394)
+ Rotshtein, A. P.
+ Rakytyanska, H. B.
Server-Side Query Language for Protein Structure Similarity Searching (395-415)
+ Malysiak-Mrozek, B.
+ Kozielski, S.
+ Mrozek, D.
A New Kinds of Rules for Approximate Reasoning Modeling (417-428)
+ Palasinski, M.
+ Fryc, B.
+ Machnicka, Z.
Technical Evaluation of Boolean Recommenders (429-441)
+ Chojnacki, S.
+ Klopotek, M. A.
Interval Uncertainty in CPL Models for Computer Aided Prognosis (443-461)
+ Bobrowski, L.
Neural Network Training with Second Order Algorithms (463-476)
+ Yu, H.
+ Wilamowski, B. M.
Complex Neural Models of Dynamic Complex Systems: Study of the Global Quality Criterion and Results (477-495)
+ Dralus, G.
[18]
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
© Copyright 2011 ACM
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.
[19]
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
© Copyright 2011 ACM
[20]
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
© Copyright 2011 ACM
[21]
Ficon: a tangible display device for tabletop system using optical fiber
DEMO
/
Fukuchi, Kentaro
/
Nakabayashi, Ryusuke
/
Sato, Toshiki
/
Takada, Yuta
Proceedings of the 2011 ACM International Conference on Interactive
Tabletops and Surfaces
2011-11-13
p.D9
© Copyright 2011 ACM
[22]
Hand shape classification with a wrist contour sensor: development of a
prototype device
Home and away
/
Fukui, Rui
/
Watanabe, Masahiko
/
Gyota, Tomoaki
/
Shimosaka, Masamichi
/
Sato, Tomomasa
Proceedings of the 2011 International Conference on Ubiquitous Computing
2011-09-17
p.311-314
© Copyright 2011 ACM
Summary: In this paper, we describe a novel sensor device which recognizes hand
shapes using wrist contours. Although hand shapes can express various meanings
with small gestures, utilization of hand shapes as an interface is rare in
domestic use. That is because a concise recognition method has not been
established. To recognize hand shapes anywhere with no stress on the user, we
developed a wearable wrist contour sensor device and a recognition system. In
the system, features, such as sum of gaps, were extracted from wrist contours.
We conducted a classification test of eight hand shapes, and realized
approximately 70% classification rate.
[23]
Comfortable Design of Task-Related Information Displayed Using Optical
See-Through Head-Mounted Display
Mobile and Ubiquitous Information
/
Tanuma, Kazuhiro
/
Sato, Tomohiro
/
Nomura, Makoto
/
Nakanishi, Miwa
HIMI 2011: Human Interface and the Management of Information, Symposium on
Human Interface, Part II: Interacting with Information
2011-07-09
v.2
p.419-429
Keywords: Optical see-through head-mounted display; Information design; Task-related
information
Copyright © 2011 Springer-Verlag
Summary: Optical see-through head-mounted displays (OSDs) enable users to view
digital images overlaid on the real world. Their most prospective application
is as media that display instruction manuals in industrial fields. This study
elucidates requirements for comfortable design depending on the complexity of
workers' sight, particularly focusing on OSDs' perfect see-through feature. Our
goal is to provide design guidelines for task-related information displayed
using OSDs. Based on experimental results, requirements for the comfortable
design of elements of the task-related information provided by OSDs are
summarized. We suggest the content should be designed when OSDs are put to
practical use. Complete examination revealed that users who repeatedly shifted
their gaze from the OSD to the real object felt more comfortable because their
eyes were subjected to lesser variation in brightness. Accordingly, we suggest
that design elements of the information items should be designed to control the
brightness difference between the information displayed on OSDs and real sight.
[24]
Pac-pac: pinching gesture recognition for tabletop entertainment system
Interaction
/
Fukuchi, Kentaro
/
Sato, Toshiki
/
Mamiya, Haruko
/
Koike, Hideki
Proceedings of the 2010 International Conference on Advanced Visual
Interfaces
2010-05-26
p.267-273
© Copyright 2010 ACM
Summary: We present our new interaction technique for tabletop system and video game
application using it. This technique is for recognizing a pinching gesture
performed with the thumb and forefinger and tapping gestures with them by a
ceiling camera above the table. The positions and orientations of multiple
gestures are recognized at 200Hz, and the users around the table are tracked by
their arm positions. This technique is useful for large-sized tabletop system
for multiple users because it does not require any additional equipments to
them nor registration process before using the system. Some pilot studies
demonstrated the robustness and accuracy of the proposed technique with
displaying appropriate guide on the display. We also developed a video game
application called "Pac-pac". A player can shoot a bullet along the orientation
of his hand by tapping, from any side of the table. We exhibited Pac-pac
several time and well-received.
[25]
Bouncing Star project: design and development of augmented sports
application using a ball including electronic and wireless modules
/
Izuta, Osamu
/
Sato, Toshiki
/
Kodama, Sachiko
/
Koike, Hideki
Proceedings of the 2010 Augmented Human International Conference
2010-04-02
p.22
Keywords: augmented sports, ball interface, computer-supported cooperative play, image
recognition, interactive surface, sensing technology, wireless module
© Copyright 2010 ACM
Summary: In our project, we created a new ball, "Bouncing Star" (Hane-Boshi in
Japanese), comprised of electronic devices. We also created augmented sports
system using Bouncing Star and a computer program to support an interface
between the digital and the physical world. This program is able to recognize
the ball's state of motion (static, rolled, thrown, bound, etc.) by analyzing
data received through a wireless module. The program also tracks the ball's
position through image recognition techniques. On this system, we developed
augmented sports applications which integrate real time dynamic computer
graphics and responsive sounds which are synchronized with the ball's
characteristics of motion. Our project's goal is to establish a new dynamic
form of entertainment which can be realized through the combination of the ball
and digital technologies.