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Publications (74)
Head-mounted displays (HMDs) increase immersion into virtual worlds. The problem is that this limits headset users' awareness of bystanders: headset users cannot attend to bystanders' presence and activities. We call this the HMD boundary. We explore how to make the HMD boundary permeable by comparing different ways of providing informal awareness...
The configuration of office environments is related to worker satisfaction and can improve work efficiency. Although open offices promote communication among co-workers, privacy issues surface as well as increased risks from such health concerns as viral infections and pandemics. On the other hand, territorial offices protect worker privacy and red...
We explore BouncyScreen, an actuated 1D display system that enriches indirect interaction with a virtual object by pseudo-haptic feedback mechanics enhanced through the screen’s physical movements. We configured a proof-of-concept prototype of BouncyScreen with a flat-screen mounted on a mobile robot. When the user manipulates a virtual object usin...
Natural disasters cause long-lasting mental health problems such as PTSD in children. Following the 2011 Earthquake and Tsunami in Japan, we witnessed a shift of toy block play behavior in young children who suffered from stress after the disaster. The behavior reflected their emotional responses to the traumatic event. In this paper, we explore th...
As the range of handheld, mobile and desktop devices expands and worldwide demand for collaborative application tools increases, there is a growing need for higher speed impromptu cross-device application sharing to keep up with workplace requirements for on-site or remote collaborations. To address this, we have developed CamCutter, a cross-device...
We propose PinpointFly, an egocentric drone interface that allows users to arbitrarily position and rotate a flying drone using position control interactions on a see-through mobile AR where the position and direction of the drone are visually enhanced with a virtual cast shadow. Unlike traditional speed control methods, users hold a smartphone and...
We introduce a short virtual reality experience highlighting a use-case scenario of distance relocation technique in Redirected Jumping to reduce the size requirements for tracked working space of spatial applications. In our demo, the player traverses a virtual factory by jumping between moving platforms with jump distance scaled by gain.
Camera-based hand tracking technologies can enable unprecedented interactive contents with gripping impressions of embodiment and immersion. However, current systems are often restricted by the tracking volume of their sensors which results in limited experiences and content creation possibilities. We present two demonstrations of FreeMo, a hand tr...
We propose ShearSheet, a low-cost, feasible, and simple DIY method that enables tangential (shear) force input on a touchscreen using a rubber-mounted slim transparent sheet. The sheet has tiny conductive material(s) attached to specific positions on the underside so that displacement of the sheet is recognized as touch input(s). This allows the sy...
Field of view limitations are one of the major persisting setbacks for camera-based motion tracking systems and the need for flexible ways to improve capture volumes remains. We present Pursuit Sensing, a technique to considerably extend the tracking volume of a camera sensor through self-actuated reorientation using a customized gimbal, thus enabl...
We propose Third-Person Piloting, a novel drone manipulation interface that increases situational awareness using an interactive third-person perspective from a second, spatially coupled drone. The pilot uses a controller with a manipulatable miniature drone. Our algorithm understands the relationship between the pilot's eye position and the miniat...
A simple way to prototype touch interaction is to extend electrodes from a capacitive touch screen to off-screen areas. With that we aim to develop a toolkit that transforms a user-designed layout into a layout of screen-extension electrodes that realizes touch for rapid prototyping. Nevertheless, this kind of extension cannot detect touch if the p...
Living Wall Display is an autonomous interactive display that augments the representation of 2D content spatially by physically moving the screen in concert with the animation presented on the screen. To demonstrate its potential, we design three application scenarios, a first-person shooting game, a baseball pitching game and a driving simulator....
We contribute VRSpineSim, a stereoscopic virtual reality surgery simulator that allows novice surgeons to learn and experiment with a spinal pedicle screw insertion (PSI) procedure using simplified interaction capabilities and 3D haptic user interfaces. By collaborating with medical experts and following an iterative approach, we provide characteri...
The Living Wall Display displays interactive content on a mobile wall screen that moves in concert with content animation. To augment the interaction experience, the display dynamically changes its position and orientation, responding to the content animation triggered by user interactions. We implement three proof of concept prototypes that repres...
We present a concept-based world building approach, realized in a system called VR Safari Park, which allows users to rapidly create and manipulate a world simulation. Conventional world building tools focus on the manipulation and arrangement of entities to set up the simulation, which is time consuming as it requires frequent view and entity mani...
We are pursuing a vision of reactive interior spaces that are aware of people's actions and transform according to changing needs. We envision furniture and walls that act as interactive displays and that shapeshift to the correct physical form, and the appropriate interactive visual content and modality. This paper briefly describes our proposal b...
Digital photos and their metadata get explosively growth, requiring better support to browsing them. We propose a dynamic and flexible visualization of digital photos and their metadata. A prototype is designed and implemented based on the algorithm of D-FLIP, our previous work for flexibly displaying a large photo collection. We design various dyn...
Large interactive tabletops are beneficial for various tasks involving exploration and visualization, but regions of the screen far from users can be difficult to reach. We propose AdapTable; a concept and prototype of a flexible multi-display tabletop that can physically reconfigure its layout, allowing for interaction with difficult-to-reach regi...
Augmented Reality (AR) on consumer devices is now commonplace and it finds application in areas like online retail and gaming. Among which, school education can especially benefit from the interactivity and expressiveness provided by AR technology, facilitating the learning process of students. Although AR-enabled hardware and applications are beco...
Playing with toy blocks reveals patterns in children's play that are valuable for therapy and assessment. Following the 2011 Tohoku Earthquake and Tsunami in Japan, we witnessed young survivors expressing post-trauma stress in block play. Motivated by the limitations in assessing this behavior using traditional methods, our paper describes the desi...
Establishing user-friendly character control has been a challenge for virtual reality since its recent explosion. Several methods of character navigation have been presented to the general VR audience, however, each have unique and particular problems that have constrained developers, forcing them for instance to work within a limited play area or...
This paper presents an automatic 3D gesture collection concept and architecture based on a rhythm game for public displays. The system was implemented using an off-the-shelf gesture controller, was deployed on a public vertical screen, and was used to study the effects of alternative gesture guidance conditions. In the evaluation presented, we exam...
We conducted a user study evaluating five selection techniques for augmented reality in optical see-through head-mounted displays (OST-HMDs). The techniques we studied aim at supporting mobile usage scenarios where the devices do not need external tracking tools or special environments, and therefore we selected techniques that rely solely on track...
VR is increasingly becoming an interaction platform that allows users to display and manipulate various digital content such as text, computer graphic, 3D model, amination, and sound in a 3D space. In this work, we seek an enjoyable interface to manage a large set of digital content. We propose ViBlock (Virtual Interactive Block) (Figure 1), a nove...
We describe our approach that derives reliable 6-DOF information including the translation and the rotation of a rigid marker in a 3D space from a set of insufficient 5-DOF measurements. As a practical example, we carefully constructed a prototype and its design and evaluated it in our 3D dexterous motion-tracking system, IM6D, which is our novel r...
Wall displays almost universally assume a mostly flat and static shape. We ask two questions: Would people choose a flat display for a given interaction scenario and, if not, what are the display shapes they actually prefer? We conducted a design study around these two questions. Our results show that participants designed different screen shapes t...
Interactive tabletop is fundamentally a social entity that allows people to gather around it and to engage in various tasks, individually or in a group. Typically, every table is anchored in an environment and has a single shaped surface, which limits its usage to specific goals and needs. In fact, people will sometime replace tables and move them...
We propose IM6D, a novel real-time magnetic motion-tracking system using multiple identifiable, tiny, lightweight, wireless and occlusion-free markers. It provides reasonable accuracy and update rates and an appropriate working space for dexterous 3D interaction. Our system follows a novel electromagnetic induction principle to externally excite wi...
MovemenTable (MT) is an exploration of moving interactive tabletops which can physically move, gather together or depart according to people’s dynamically varying interaction tasks and collaborative needs. We present the design and implementation of a set of MT prototypes and discuss a technique that allows MT to augment its visual content in order...
This paper explores the Boundless Scroll interface that extends the motor space for finger drag motions into the off-screen space using a tracking system around the screen. Seamlessly extended motor spaces enable continuous scroll actions across the on- and off-screens, reducing the chance of clutching and preserving content visibility during long-...
In this paper, we propose a new educational system for second-language vocabulary learning based on a mnemonic technique. The system is equipped with the dynamic and interactive interface that allows vocabulary learners to seamlessly browse a collection of foreign words while suggesting phonetically related words of a known lan-guage for helping th...
We propose D-FLIP (Dynamic & Flexible Interactive PhotoShow), a novel algorithm that dynamically displays digital photos using different organizing principles. Various requirements for photo arrangements can be flexibly replaced or added through the interaction and the results are continuously and dynamically displayed. D-FLIP uses an approach base...
3D motion tracking is one key technology in computer animation, virtual reality, natural user interface, and so on. Over the last thirty years numerous projects with various approaches have developed motion tracking systems, including mechanical, ultrasonic, magnetic, and optical schemes. Recently, interest has also been growing in the motion track...
We propose D-FLIP, a novel algorithm that dynamically displays a set of digital photos using different principles for organizing them. A combination of requirements for photo arrangements can be flexibly replaced or added through the interaction and the results are continuously and dynamically displayed. D-FLIP uses combinatorial optimization and e...
This paper proposes TransformTable, an interactive digital table, whose shape can be physically and dynamically deformed. Shape transformations are mechanically and electrically actuated by wireless signals from a host computer. TransfomTable represents digital information in a physically changeable screen shape and simultaneously produces differen...
We propose the SWINGNAGE, which is a digital signage system using gesture-based mobile interaction on distant public displays. This system provides two techniques for mobile-display interactions: the device pairing between a mobile device and a public display using an embedded sensor of a mobile device and a camera attached to a public display; and...
IllusionHole (IH) is an interactive stereoscopic tabletop display that allows multiple users to interactively observe and directly point at a particular position of a stereoscopic object in a shared workspace. We explored a mid-air direct multi-finger interaction technique to efficiently perform fundamental object manipulations for single user (e.g...
In this work, we study ways to use a portable projector to extend the workspace in a perspective corrected multi display environment (MDE). This system uses the relative position between the user and displays in order to show the content perpendicularly to the user's point of view in a deformation-free fashion. We introduce the image created by the...
We propose D-FLIP, a novel algorithm that dynamically displays a set of digital photos using different principles for organizing them. A variety of requirements for photo arrangements can be flexibly replaced or added through the interaction and the results are continuously and dynamically displayed. D-FLIP uses an approach based on combinatorial o...
This paper proposes a novel and efficient multi-focus scroll interface that consists of a two-step operation using a con-tents distortion technique. The displayed content can be handled just like an elastic material that can be shrunk and stretched by a user's fingers. In the first operation, the us-er's dragging temporarily shows the results of th...
In this paper, we present our vision on large-scale and dynamic social network analysis in real environment, which is expected to be enabled by introduction of large-scale heterogeneous sensors in ambient environment. We address challenges toward realization of large-scale dynamic social network analysis in real environment, and discuss several pro...
We propose a cup-shaped device called Cup-le for conversational experiment. Cup-le has various sensors to record participants' nonverbal behavior such as utterance. Cup-le saves the work of attaching sensors. Also, since Cup-le appears cup-shaped, it can sense without being aware of the sensor unlike conventional wearable sensors. Moreover, by atta...
We propose a room-shaped information environment called Ambient Suite that enhances interpersonal communication. In Ambient Suite, the room itself works as both sensors to estimate the conversation states of participants and displays to present information to stimulate conversation. This paper introduces an implementation assumed standing-party sit...
We propose a furry and scalable multi-touch display called the "FuSA 2 Touch Display." The furry type of tactile sensation of this surface affords various interactions such as stroking or clawing. The system utilizes plastic fiber optic bundles to realize a furry-type texture. The system can show visual feedback by projection and detects multi-touc...
Creating accurate layouts of graphical objects is an important activity in many graphics applications, such as design tools, presentation software or diagram editors. In this paper, we are contributing Natural and Effective Layout ...
We propose a furry and scalable multi-touch display called the "FuSA² Touch Display." The furry type of tactile sensation of this surface affords various interactions such as stroking or clawing. The system utilizes plastic fiber optic bundles to realize a furry-type texture. The system can show visual feedback by projection and detects multi-touch...
We propose a room-shaped information environment called Ambient Suite that enhances communication among multiple participants. In Ambient Suite, the room itself works as both sensors to estimate the conversation states of participants and displays to present information to stimulate conversation. Such nonverbal cues as utterances, positions, and ge...
In this paper, we present our design and implementation of a prototype system for quasi-realtime social network construction with Ambient Suite, which is a room-shaped environment with heterogeneous sensors. We also present experimental results and lessons learned from our experience.
Touching, stroking and pulling are important ways to communicate with fibratus material. Above all, stroking is one of the most representative ways to interact with fibratus material because stroking lets people feel its direction, hardness and thickness. We propose a fibratus visual and tactile display, "FuSA2 Touch Display" (Figure 1) that gives...
This paper compares multi-modal interaction techniques in a perspective-corrected multi-display environment (MDE). The performance of multimodal interactions using gestures, eye gaze, and head direction are experimentally examined in an object manipulation task in MDEs and compared with a mouse operated perspective cursor. Experimental results show...
We propose two novel map navigation techniques, called Anchored Zoom (AZ) and Anchored Zoom and Tilt (AZT). In these techniques, the zooming and tilting of a virtual camera are automatically coupled with users' panning displacements so that the anchor point determined by users always remains in a viewport. This allows users to manipulate a viewport...
We propose an umbrella-like device called Funbrella that entertains people with many types of rain by focusing on an umbrella as a user interface that connects humans and rain. Generally, people experience rain with sound, sight, or sometimes smell; however, in our proposed system, we focus on the vibration perceived through an umbrella's handle so...
We propose predictive jumping (PJ), a fast and efficient algorithm that enables user navigation to off-screen targets. The
algorithm is inspired by Delphian Desktop [1] and the off-screen visualization technique–Halo [2]. The Halos represented at
the edge of the viewport help users estimate off-screen target distance and encourage them to make a si...
Blinking is one of the most important cues for forming person impressions. We focus on the eye blinking rate of avatars and investigate its effect on viewer subjective impressions. Two experiments are conducted. The stimulus avatars included humans with generic reality (male and female), cartoon-style humans (male and female), animals, and unidenti...
This paper details the design and evaluation of the Delphian Desktop, a mechanism for online spatial prediction of cursor movements in a Windows-Icons-Menus-Pointers (WIMP) environment. Interaction with WIMP-based interfaces often becomes a spatially challenging task when the physical interaction mediators are the common mouse and a high resolution...
We investigated mid-air pointing on an interactive very large wall display using geometry based on a shadow projection metaphor. An experiment was conducted to measure pointing time in a traditional Fitts' task. Results showed that Fitts' law models performance accurately regardless of whether target amplitude and width are measured in hand space o...
In this paper, we propose a fibratus visual display using a plastic optical fiber (POF) bundles for visual and tactile communication. The proposal system has arrayed POF bundles as flexible and pliable hairs. The surface that is composed of tips of the POF bundles can display visual information (colors, shapes, and so on.). This surface also can de...
The purpose of this study is to establish guidelines for managing the attractiveness of a character by changing the rate of the character's blinking. We conducted experiments to investigate the effect of the character's blink rate on a viewer's impression. The stimulus character, human with generic reality (male and female), cartoon-style human (ma...
† We conducted experiment to investigate the Halo effect as a cue of target distance by measuring the kinematics features during pointing movement toward off-screen target. The result shows that linear relationship between off-screen target distance and peak velocity. We propose the DuH (Delphian Desektop using Halo) based on the result for map nav...
Projects
Projects (2)
The goal of this project is to figure out how to interact with virtual content in augmented reality head-mounted displays. We investigate the graphical output and the input mechanisms that makes the interaction more natural and efficient.