Sachi Urano's research while affiliated with University of Tsukuba and other places

Publications (6)

Conference Paper
We propose a new communication system by which niche people can obtain cross-cutting information and communicate with other people based on each personality. The system graphically displays the degree and direction of other people’s hobbies who are interested in the keyword niche people input, and relation between the knowledge e.g. movies, music,...
Article
We present a new method to evaluate the impression of paintings, in terms of a mathematical modeling and quantitative assessments of impression in western painting. The present method is based on a detailed modeling of various factors and elements that consist of the composition of the painting. Impressions of 20 subject-people for 50 paintings are...
Conference Paper
We present a new game system that provides both general knowledge and regionally specific disaster risks in a fun and interesting way. Users can experience disaster simulations on the go, as the game system detects the user’s position and movement using available GPS and acceleration sensors found in most current Smartphones. This application is in...
Conference Paper
According to data from Statistical Research on Shopping Centers (SC), the number of SC in January 2012 was 3050, which is 1.41 times that of Y2000. Despite gathering the impact on the custom absorbency power, there are some spaces with a negative atmosphere where crowds of people gather together at the same time in what could be considered as inact...
Conference Paper
Imagine being able to approach any object in the real world and instantly learn how to read and pronounce the name of the object in any other language. This paper proposes the use of a system that simulates this idea by utilizing the video game medium in a way that makes learning a new language simple and fun. The system was designed specifically f...

Citations

... Self-empowerment is important in consumer studies, but shopping research focuses on expectations and satisfaction (Van Riel et al. 2012), retail setting influences (Urano, Saito, and Hoshino 2012), and online shopping (Kacen et al. 2013). Attempts have been made to conceptualize consumer power (Grønmo and Ölander 1991) and understand how the Internet changes power dynamics (Rezabakhsh et al. 2006), but there is scant research on power relationships incorporating both vendor and shopper perspectives. ...
... Simulations are very useful in language learning, as they offer the opportunity to involve users in educational scenarios. Howland et al [21], proposed Influent, a video game that uses a 3D environment to teach vocabulary words. Culbertson et al [22], developed Crystallize, an immersive 3D Japanese language learning video game where the player can collect words, use those words to converse with non-player characters, and collaborate with other players through avatars in joint tasks, or language "quests". ...
... Similarly, another paper introduced the development of case-driven training simulation using VR [13]. Many other serious games have been developed and are in operation [14][15][16]. While it has been said that teaching risk management to engineering students is challenging, it is a crucial task [17]; therefore, serious games are quite effective for engineering students. ...