Tetsuya Saito’s research while affiliated with University of Tsukuba and other places

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Publications (4)


Entertainment Displays Which Restore Negative Images of Shopping Center
  • Conference Paper

November 2012

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19 Reads

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1 Citation

Lecture Notes in Computer Science

Sachi Urano

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Tetsuya Saito

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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 inactive dead spaces. In this paper, we propose two entertainment systems which display animations by object detection to improve these negative atmospheres of particularly large SCs. We survey the changes in customer impressions by placing these systems in SC and verify that these systems deliver better impressions on the spaces.


Automatic Chat Generation of Emotional Entertainment Characters Using News Information

September 2009

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11 Reads

Lecture Notes in Computer Science

Currently interactive entertainment characters have their conversation topics prepared beforehand by the creator. In this paper, we propose the automatic chat generation engine for emotional entertainment characters using real-time news information. The character emotionally reacts to the news contents based on their interest and feelings so that the users can have intimate feeling. The character also incrementally learns user's interest from their response.


Task-Based Second Language Learning Game System

August 2009

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37 Reads

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3 Citations

Lecture Notes in Computer Science

In traditional English learning as a second language, learners rarely have the opportunity to practice oral communication, so the acquisition of oral proficiency is a slow process. In this paper, we propose a task-based second language learning game system. The task-based learning method enables learners to obtain communicative skills through the practice of particular "missions" using voice and gesture communications with life-size 3D game character.


Entertainment character for information display

December 2008

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6 Reads

In games and movies that use characters, utterances are important expressions of action. However, currently, interactive characters have their conversation topics prepared beforehand by the creator. If the topics are few, they repeat the same content with fixed variations, resulting in the user losing interest. In this paper, we propose the concept of entertainment character for emotional information display. We use RSS, which provides live feeds on news and weather forecasts on the Internet, to provide real-world information thereby enriching characters conversation topics. And, we generate various conversations between the user and the characters by adding topics related to the utterances and feelings appropriate to the topic for improving the expressiveness of talk.

Citations (2)


... Beyond that, teachers can con gure contextualized lessons © . John Benjamins Publishing Company All rights reserved Chapter 7. Experimentalized CALL for adult second language learners using systems such as Google Earth tours or map-based games systems (Hoshino, Saito et al. 2009) that direct the learner through speci c interactions in the community. At this point, the focus of eCALL program development and research will shi to careful coordination of basic skills training with support of mobile computing by the classroom instructor. is coordination will require an increasingly close collaboration between researchers, programmers, and instructors. ...

Reference:

Experimentalized CALL for adult second language learners
Task-Based Second Language Learning Game System
  • Citing Conference Paper
  • August 2009

Lecture Notes in Computer Science

... 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. ...

Entertainment Displays Which Restore Negative Images of Shopping Center
  • Citing Conference Paper
  • November 2012

Lecture Notes in Computer Science