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[1] Empathy Glasses Late-Breaking Works: Collaborative Technologies / Masai, Katsutoshi / Kunze, Kai / sugimoto, Maki / Billinghurst, Mark Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1257-1263
ACM Digital Library Link
Summary: In this paper, we describe Empathy Glasses, a head worn prototype designed to create an empathic connection between remote collaborators. The main novelty of our system is that it is the first to combine the following technologies together: (1) wearable facial expression capture hardware, (2) eye tracking, (3) a head worn camera, and (4) a see-through head mounted display, with a focus on remote collaboration. Using the system, a local user can send their information and a view of their environment to a remote helper who can send back visual cues on the local user's see-through display to help them perform a real world task. A pilot user study was conducted to explore how effective the Empathy Glasses were at supporting remote collaboration. We describe the implications that can be drawn from this user study.

[2] Facial Expression Recognition in Daily Life by Embedded Photo Reflective Sensors on Smart Eyewear Wearable and Mobile IUI 2 / Masai, Katsutoshi / Sugiura, Yuta / Ogata, Masa / Kunze, Kai / Inami, Masahiko / Sugimoto, Maki Proceedings of the 2016 International Conference on Intelligent User Interfaces 2016-03-07 v.1 p.317-326
ACM Digital Library Link
Summary: This paper presents a novel smart eyewear that uses embedded photo reflective sensors and machine learning to recognize a wearer's facial expressions in daily life. We leverage the skin deformation when wearers change their facial expressions. With small photo reflective sensors, we measure the proximity between the skin surface on a face and the eyewear frame where 17 sensors are integrated. A Support Vector Machine (SVM) algorithm was applied for the sensor information. The sensors can cover various facial muscle movements and can be integrated into everyday glasses. The main contributions of our work are as follows. (1) The eyewear recognizes eight facial expressions (92.8% accuracy for one time use and 78.1% for use on 3 different days). (2) It is designed and implemented considering social acceptability. The device looks like normal eyewear, so users can wear it anytime, anywhere. (3) Initial field trials in daily life were undertaken. Our work is one of the first attempts to recognize and evaluate a variety of facial expressions in the form of an unobtrusive wearable device.

[3] MARCut: Marker-based Laser Cutting for Personal Fabrication on Existing Objects Work-in-Progress / Kikuchi, Takashi / Hiroi, Yuichi / Smith, Ross T. / Thomas, Bruce H. / Sugimoto, Maki Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.468-474
ACM Digital Library Link
Summary: Typical personal fabrication using a laser cutter allows objects to be created from raw material and the engraving of existing objects. Current methods to precisely align an object with the laser is a difficult process due to indirect manipulations. In this paper, we propose a marker-based system as a novel paradigm for direct interactive laser cutting on existing objects. Our system, MARCut, performs the laser cutting based on tangible markers that are applied directly onto the object to express the design. Two types of markers are available; hand constructed Shape Markers that represent the desired geometry, and Command Markers that indicate the operational parameters such as cut, engrave or material.

[4] Toward a platform for collecting, mining, and utilizing behavior data for detecting students with depression risks Data modeling & information management for pervasive assistive environments / Suzuki, Einoshin / Deguchi, Yutaka / Matsukawa, Tetsu / Ando, Shin / Ogata, Hiroaki / Sugimoto, Masanori Proceedings of the 2015 International Conference on PErvasive Technologies Related to Assistive Environments 2015-07-01 p.26
ACM Digital Library Link
Summary: In this paper, we present our plan for constructing a platform for collecting, mining, and utilizing behavior data for detecting students with depression risks. Unipolar depression makes a large contribution to the burden of disease, being at the first place in middle- and high-income countries. We survey descriptors of depressions and then design a data collection platform in a classroom based on the assumption that such descriptors are also effective to students with depression risks. Visual, acoustic, and e-learning data are chosen for collection and various issues including devices, preprocessing, and consent agreements are investigated. We also show two kinds of utilization scenarios of the collected data and introduce several techniques and methods we developed for feature extraction and early detection.

[5] BESIDE: Body Experience and Sense of Immersion in Digital Paleontological Environment WIP Theme: Gesture and Multimodal / Yoshida, Ryuichi / Egusa, Ryohei / Saito, Machi / Namatame, Miki / Sugimoto, Masanori / Kusunoki, Fusako / Yamaguchi, Etsuji / Inagaki, Shigenori / Takeda, Yoshiaki / Mizoguchi, Hiroshi Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1283-1288
ACM Digital Library Link
Summary: We are developing an immersive learning support system for a paleontological environment within a museum. The system measures the physical movement of the learner using a Kinect sensor, and provides a sense of immersion in the paleontological environment by adapting the surroundings according to these movements. As the first stage of this project, we have developed a prototype system that allows learners to experience the paleontological environment. Here, we evaluate the operability of the system, degree of learning support, and sense of immersion for primary schoolchildren. This paper summarizes the current system and describes the evaluation results.

[6] 3D FDM-PAM: rapid and precise indoor 3D localization using acoustic signal for smartphone Posters / Nakamura, Masanari / Sugimoto, Masanori / Akiyama, Takayuki / Hashizume, Hiromichi Adjunct Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.2 p.123-126
ACM Digital Library Link
Summary: In this paper, we present an indoor 3D positioning method for smartphones using acoustic signals. In our proposed 3D Frequency Division Multiplexing -- Phase Accordance Method (3D FDM -- PAM), four speakers simultaneously emit burst signals comprising two carrier waves at different frequencies to enable the rapid calculation of the position of the smartphone. Through experiments, we show that 3D FDM -- PAM can achieve a standard deviation of less than 2.8 cm at 7.8 measurements per second. The worst positioning error was 48.3 cm at the 95th percentile. We investigate the causes of error and discuss potential improvements to the localization performance.

[7] KIKIWAKE: participatory design of language play game for children to promote creative activity-based on recognition of Japanese phonology Wednesday short papers / Nakadai, Takahiro / Taguchi, Tomoki / Egusa, Ryohei / Namatame, Miki / Sugimoto, Masanori / Kusunoki, Fusako / Yamaguchi, Etsuji / Inagaki, Shigenori / Takeda, Yoshiaki / Mizoguchi, Hiroshi Proceedings of ACM IDC'14: Interaction Design and Children 2014-06-17 p.265-268
ACM Digital Library Link
Summary: This study proposes a system for supporting the Shotoku Taishi game, which is a language play game that uses the voice of children. The Shotoku Taishi game is a group game in which multiple people presenting a problem vocalize different words at the same time and the respondents are required to guess what the combination of the words is. The authors developed and implemented a system using a microphone array to extract the voice of a specific person presenting a problem in this game. The participants were 36 elementary school students whose native language was Japanese. The results showed that the participants were enjoying the Shotoku Taishi game and that this group activity was a creative activity that deepened their awareness of the Japanese language.

[8] Human SUGOROKU: learning support system of vegetation succession with full-body interaction interface Works-in-progress / Nakayama, Tomohiro / Adachi, Takayuki / Muratsu, Keita / Mizoguchi, Hiroshi / Namatame, Miki / Sugimoto, Masanori / Kusunoki, Fusako / Yamaguchi, Etsuji / Inagaki, Shigenori / Takeda, Yoshiaki Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.2227-2232
ACM Digital Library Link
Summary: In this study, we developed a simulation game called "Human SUGOROKU" that consists of a full-body interaction system to enable elementary school students to enjoy and learn vegetation succession. The students' sense of immersion is improved by enabling them to play this game using their body movements. We conducted an experiment with the students and investigated the affects of the full-body interaction through questionnaires. The results showed that the full-body interaction promotes a sense of immersion in the game and enhance their understanding of vegetation succession. This paper describes the structure of this system and the questionnaires results.

[9] Virtual slicer: interactive visualizer for tomographic medical images based on position and orientation of handheld device / Shimamura, Sho / Kanegae, Motoko / Morita, Jun / Uema, Yuji / Inami, Masahiko / Hayashida, Tetsu / Saito, Hideo / Sugimoto, Maki Proceedings of the 2014 Virtual Reality International Conference 2014-04-09 p.12
ACM Digital Library Link
Summary: This paper introduces an interface that helps understand the correspondence between the patient and medical images. Surgeons determine the extent of resection by using tomographic images such as MRI (Magnetic Resonance Imaging) data. However, understanding the relationship between the patient and tomographic images is difficult. This study aims to visualize the correspondence more intuitively. In this paper, we propose an interactive visualizer for medical images based on the relative position and orientation of the handheld device and the patient. We conducted an experiment to verify the performances of the proposed method and several other methods. In the experiment, the proposed method showed the minimum error.

[10] Virtual rope slider / Kodera, Tatsuya / Tani, Naoto / Morita, Jun / Maeda, Naoya / Tsuboi, Kazuna / Kanegae, Motoko / Shinozuka, Yukiko / Shimamura, Sho / Kubo, Kadoki / Nakayama, Yusuke / Lee, Jaejun / Pruneau, Maxime / Saito, Hideo / Sugimoto, Maki Proceedings of the 2014 Virtual Reality International Conference 2014-04-09 p.36
ACM Digital Library Link
Summary: This paper proposes "Virtual Rope Slider", which expands a rope sliding experience by stimulating sense of sight, hearing, wind and vestibular sensation. A rope slide in a real world has physical restrictions in terms of scale and location whereas our "Virtual Rope Slider" provides scale and location independent experiences in the virtual environment. The user is able to perceive a different sense of scale in the virtualized scenes by multi-modal stimulation with physical simulation.

[11] Move-it sticky notes providing active physical feedback through motion In focus or not? / Probst, Kathrin / Haller, Michael / Yasu, Kentaro / Sugimoto, Maki / Inami, Masahiko Proceedings of the 2014 International Conference on Tangible and Embedded Interaction 2014-02-16 p.29-36
ACM Digital Library Link
Summary: Post-it notes are a popular paper format that serves a multitude of purposes in our daily lives, as they provide excellent affordances for quick capturing of informal notes, and location-sensitive reminding. In this paper, we present Move-it, a system that combines Post-it notes with a technologically enhanced paperclip to demonstrate how a passive piece of paper can be turned into an "active" medium that conveys information through motion. We present two application examples that investigate the applicability of Move-it sticky notes for ambient information awareness. In comparison to existing notification systems, experimental results show that they reduce negative effects of interruptions on emotional state and performance, and provide unique affordances by combining advantages of physical and digital systems into a novel active paper interface.

[12] PukaPuCam: Enhance Travel Logging Experience through Third-Person View Camera Attached to Balloons Short Presentations / Yamamoto, Tsubasa / Sugiura, Yuta / Low, Suzanne / Toda, Koki / Minamizawa, Kouta / Sugimoto, Maki / Inami, Masahiko Proceedings of the 2013 International Conference on Advances in Computer Entertainment 2013-11-12 p.428-439
Keywords: life logging; third-person view; balloon; sightseeing
Link to Digital Content at Springer
Summary: PukaPuCam is an application service that utilizes a camera attached to balloons, to capture users' photo continuously from a third-person view. Then, users can glance through their photos by using PukaPuCam Viewer. PukaPuCam records the interaction between users and their surrounding objects or even with the people they meet. As balloon experiences air resistance, it can change its inclination according to the user's speed and thus, capture pictures from different direction or angles. This gives rise to interesting and unusual records to be added to the user's collection. As compare to other similar devices, PukaPuCam uses a common design people are familiarize with -- a balloon; making it an interesting application to be used at tourist spots. As balloons are cute, we aim to give users a more enjoyable, delightful experience.

[13] Development of a Full-Body Interaction Digital Game for Children to Learn Vegetation Succession Extended Abstracts / Adachi, Takayuki / Mizoguchi, Hiroshi / Namatame, Miki / Kusunoki, Fusako / Sugimoto, Masanori / Muratsu, Keita / Yamaguchi, Etsuji / Inagaki, Shigenori / Takeda, Yoshiaki Proceedings of the 2013 International Conference on Advances in Computer Entertainment 2013-11-12 p.492-496
Keywords: Interactive Content; Ultrasonic Sensor; Embodiment; Learning Support System
Link to Digital Content at Springer
Summary: In this study, we developed a simulation game called "Human SUGOROKU" that simulates vegetation succession of the real forest area in the virtual world. This game consists of a full-body interaction system to enable children to enjoy and learn vegetation succession by playing with their body movement. We conducted an experiment with children and investigated the effects of the full-body interaction through interviews. The results showed that the full-body interaction promotes a sense of immersion in the game. This paper describes the structure of this system and the interview results.

[14] Generation of the Certain Kind of Figures Using the Movement Sense of Localized Sound and Its Application Universal Access and eInclusion / Shimizu, Michio / Sugimoto, Masahiko / Itoh, Kazunori HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.197-201
Keywords: the movement sense of the localized sound; the input tactile sense guide; a figure education
Link to Digital Content at Springer
Summary: In this report, the easy figure which consists of a line segment and its combination is virtually expressed by the movement sense of the localized sound on a virtual sound screen. In order to create a psychological simple figure, the system which used together the movement sense of localized sound and the input tactile sense guide is proposed.

[15] Generation of the Certain Kind of Figures Using the Movement Sense of Localized Sound and Its Application Perception and Interaction / Shimizu, Michio / Sugimoto, Masahiko / Itoh, Kazunori HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.507-510
Keywords: the movement sense of the localized sound; the input tactile sense guide; a figure education
Link to Digital Content at Springer
Summary: In this report, the easy figure which consists of a line segment and its combination is virtually expressed by the movement sense of the localized sound on a virtual sound screen. In order to create a psychological simple figure, the system which used together the movement sense of localized sound and the input tactile sense guide is proposed.

[16] Preliminary Design of a Network Protocol Learning Tool Based on the Comprehension of High School Students: Design by an Empirical Study Using a Simple Mind Map Learning and Education / Satoh, Makoto / Muramatsu, Ryo / Kayama, Mizue / Itoh, Kazunori / Hashimoto, Masami / Otani, Makoto / Shimizu, Michio / Sugimoto, Masahiko HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part II 2013-07-21 v.7 p.89-93
Keywords: Learning Tool; High School Student; Empirical Comprehension; Mind Map; Network Protocol
Link to Digital Content at Springer
Summary: The purpose of this study is to develop a learning tool for high school students studying the scientific aspects of information and communication networks. More specifically, we focus on the basic principles of network protocols as the aim to develop our learning tool. Our tool gives students hands-on experience to help understand the basic principles of network protocols.

[17] Human SUGOROKU: full-body interaction system for students to learn vegetation succession Short Papers / Adachi, Takayuki / Goseki, Masafumi / Muratsu, Keita / Mizoguchi, Hiroshi / Namatame, Miki / Sugimoto, Masanori / Kusunoki, Fusako / Yamaguchi, Etsuji / Inagaki, Shigenori / Takeda, Yoshiaki Proceedings of ACM IDC'13: Interaction Design and Children 2013-06-24 p.364-367
ACM Digital Library Link
Summary: In this study, we developed a simulation game called "Human SUGOROKU" that consists of a full-body interaction system to enable elementary school students to enjoy and learn vegetation succession. The students' sense of immersion is improved by enabling them to play this game using their body movements. We conducted an experiment with the students and investigated the affects of the full-body interaction through interviews. The results showed that the full-body interaction promotes a sense of immersion in the game. This paper describes the structure of this system and the interview results.

[18] KIKIWAKE: sound source separation system for children-computer interaction Music and audio / Taguchi, Tomoki / Goseki, Masafumi / Egusa, Ryohei / Namatame, Miki / Sugimoto, Masanori / Kusunoki, Fusako / Yamaguchi, Etsuji / Inagaki, Shigenori / Takeda, Yoshiaki / Mizoguchi, Hiroshi Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.757-762
ACM Digital Library Link
Summary: In general living environments, in order to separate children's voices from backgrounds noise, we developed a sound separation system by a microphone array. We created a game by use of this developed system, and conducted evaluation experiment intended for elementary school children. As a result, we confirmed this system could separate 3 voices, and the game promotes children's interest in or concerns about a microphone array in a quantitative way.

[19] 3D Object Surface Tracking Using Partial Shape Templates Trained from a Depth Camera for Spatial Augmented Reality Environments Posters / Tsuboi, K. / Oyamada, Y. / Sugimoto, M. / Saito, H. Proceedings of AUIC'13, Australasian User Interface Conference 2013-01-29 p.125-126
crpit.com/abstracts/CRPITV139Tsuboi.html
Summary: We present a 3D object tracking method using a single depth camera for Spatial Augmented Reality (SAR). The drastic change of illumination in a SAR environment makes object tracking difficult. Our method uses a depth camera to train and track the 3D physical object. The training allows maker-less tracking of the moving object under illumination changes. The tracking is a combination of feature based matching and frame sequential matching of point clouds. Our method allows users to adapt 3D objects of their choice into a dynamic SAR environment.

[20] Novel interaction techniques using touch-sensitive tangibles in tabletop environments Posters / Amaro, Saphyra / Sugimoto, Masanori Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces 2012-11-11 p.347-350
ACM Digital Library Link
Summary: In this work, we propose techniques for interaction that use a touch-sensitive tangible to assist 3D manipulation in tabletop applications. The objective of this research is to investigate the effectiveness and user satisfaction with this combination for performing virtual object manipulation in tabletop environments. A prototype of a touch-sensitive tangible was constructed and some of the proposed techniques were implemented, namely 3D translation and rotation. We conducted a pilot study to compare 3D manipulation on the tabletop with and without the tangible, from which we found that the touch-sensitive tangible was useful for 3D manipulation tasks.

[21] An immersive surface for 3D interactions Posters / Takeuchi, Yusuke / Sugimoto, Masanori Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces 2012-11-11 p.359-362
ACM Digital Library Link
Summary: This paper proposes a new tabletop interface that enables a user to visualize projected objects as if they existed on the tabletop surface. It uses head tracking, without the need for any specialized head-mounted hardware, displays, or markers. Nowadays, many interactive tabletop interfaces support interactions above the surface because this is more intuitive. In these 3D interactions, users should be able to gauge the size and height of the projected virtual objects. We evaluate our system quantitatively via a 3D interaction task, by comparing it with a standard tabletop system.

[22] Novel interaction techniques based on a combination of hand and foot gestures in tabletop environments Interaction by hand and foot / Sangsuriyachot, Nuttapol / Sugimoto, Masanori Proceedings of the 2012 Asia Pacific Conference on Computer Human Interaction 2012-08-28 p.21-28
ACM Digital Library Link
Summary: Interactive tables, or tabletop devices, employ multi-finger gestures to interact with digital contents on a table's surface. Many studies have confirmed the convenience and intuitiveness of multi-finger gestures performed with the hands. However, there are still some tasks which cannot be conducted effectively by users via two-handed or multi-finger gestures. Given that feet are used occasionally in the real world to support the hands in the performance of complex tasks such as driving a car, we considered that it might be useful to combine foot gestures with hand gestures to enhance user interactions with tabletop environments.
    In this study, we developed a high-resolution foot sensing platform based on multi-touch techniques known as frustrated total internal reflection and diffused illumination. We then used the device to study the effect of combining hand and foot gestures on tabletop systems by using a 3D drawing application. We conducted user evaluations to compare foot gestures and identified which gestures were most comfortable for performing a 3D model rotation task. We also compared the performance in a 3D drawing task when using only hand gestures with the performance when using hand and foot gestures together. Finally, we discussed how hand and foot gesture combination techniques could provide new user experiences in tabletop environments.

[23] Stop motion goggle: augmented visual perception by subtraction method using high speed liquid crystal / Koizumi, Naoya / Sugimoto, Maki / Nagaya, Naohisa / Inami, Masahiko / Furukawa, Masahiro Proceedings of the 2012 Augmented Human International Conference 2012-03-08 p.14
ACM Digital Library Link
Summary: Stop Motion Goggle (SMG) expands visual perception by allowing users to perceive visual information selectively through a high speed shutter. In this system, the user can easily observe not only periodic rotational motion such as rotating fans or wheels, but also random motion like bouncing balls. In this research, we developed SMG and evaluated the effect of SMG on visual perception of high speed moving objects. Furthermore this paper describes users' behaviors under the expanded visual experience.

[24] HATs: interact using height-adjustable tangibles in tabletop interfaces Graspable interfaces / Mi, Haipeng / Sugimoto, Masanori Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.71-74
ACM Digital Library Link
Summary: We present Height-Adjustable Tangibles (HATs) for table-top interaction. HATs are active tangibles with 4 degrees of freedom that are capable of moving, rotating, and changing height. By adding height as an additional dimension for manipulation and representation, HATs offer more freedom to users than ordinary tangibles. HATs support bidirectional interaction, enabling them to reflect changes in the digital model via active visual feedback and to assist users via haptic feedback. A number of scenarios for using HATs are proposed, including interaction with complex and dependent models and applying HATs as tangible indicator widgets. We then introduce the implementation of HAT prototypes, for which we utilize motor-driven potentiometers to realize bidirectional interaction via the height dimension.

[25] Novel interaction techniques by combining hand and foot gestures on tabletop environments Multi-surface / Sangsuriyachot, Nuttapol / Mi, Haipeng / Sugimoto, Masanori Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.268-269
ACM Digital Library Link
Summary: Despite the convenience and intuitiveness of multi-touch gestures, there are some tasks that do not allow users to effectively conduct even using two-handed gestures. We propose novel input techniques of combining hand and foot gestures to enhance user interactions on tabletop environments. We have developed an early prototype of a sensor-based foot platform which recognizes subtle foot gestures, designed foot gestures and interactions which support simultaneous users' tasks and obtained their informal feedback.
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