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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] 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.

[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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
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] 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
ACM Digital Library Link
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
ACM Digital Library Link
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
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.

[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
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
Link to Article at Taylor & Francis
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
Link to Digital Content at Springer
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
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.

[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
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.

[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
ACM Digital Library Link
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
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.

[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
ISBN: 978-3-642-23171-1 (print), 978-3-642-23172-8 (online)
Link to Digital Content at Springer
== 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
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.

[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
ACM Digital Library Link

[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
ACM Digital Library Link

[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
ACM Digital Library Link

[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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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.
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