{"title":"Interactive bookshelf surface for in situ book searching and storing support","authors":"K. Matsushita, D. Iwai, Kosuke Sato","doi":"10.1145/1959826.1959828","DOIUrl":"https://doi.org/10.1145/1959826.1959828","url":null,"abstract":"We propose an interactive bookshelf surface to augment a human ability for in situ book searching and storing. In book searching support, when a user touches the edge of the bookshelf, the cover image of a stored book located above the touched position is projected directly onto the book spine. As a result, the user can search for a desired book by sliding his (or her) finger across the shelf edge. In book storing support, when a user brings a book close to the bookshelf, the place where the book should be stored is visually highlighted by a projection light. This paper also presents sensing technologies to achieve the above mentioned interactive techniques. In addition, by considering the properties of the human visual system, we propose a simple visual effect to reduce the legibility degradation of the projected image contents by the complex textures and geometric irregularities of the spines. We confirmed the feasibility of the system and the effectiveness of the proposed interaction techniques through user studies.","PeriodicalId":407457,"journal":{"name":"International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116633329","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
H. Iizuka, Daisuke Kondo, Hiroki Kawasaki, H. Ando, T. Maeda
{"title":"Coordinated behavior between visually coupled dyads","authors":"H. Iizuka, Daisuke Kondo, Hiroki Kawasaki, H. Ando, T. Maeda","doi":"10.1145/1959826.1959849","DOIUrl":"https://doi.org/10.1145/1959826.1959849","url":null,"abstract":"We describe how visually coupled people start their synchronized behavior with two visual coupling conditions: view-swapping and view-blending. In the view-swapping condition, two people's views are changed from the first-person perspective so that both see their partner's views. The view-blending condition allows people to see the blended view of both views. We report the results of different coordinated strategies to start synchronization that is observed in different conditions. In terms of the time required to start synchronization, view-swapping outperforms view-blending.","PeriodicalId":407457,"journal":{"name":"International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122658826","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Head orientation sensing by a wearable device for assisted locomotion","authors":"Keisuke Takahashi, H. Kadone, Kenji Suzuki","doi":"10.1145/1959826.1959842","DOIUrl":"https://doi.org/10.1145/1959826.1959842","url":null,"abstract":"In this paper, we propose a novel wearable sensor device for the measurement of the head orientation and relative position against the body trunk in real-time. It is known that in natural walking, human locomotion is preceded by changes in head orientation [1, 2, 3] and the walking direction can therefore be predicted by observing the head orientation. We have been developing a wearable sensing device for the measurement of head orientation, which enables prediction of the future walking direction in real-time for the assistive technologies for locomotion - such as exoskeleton robots and wheelchair. Existing body posture measurement devices tend to be large and non-portable [4], therefore measurement in everyday space is still difficult. On the other hand, the developed system enables wireless and location independent measurement of the orientation of the head and it can be applied for assisted locomotion.\u0000 In evaluation of the accuracy of the developed device, we observed the head anticipation during natural walking. Additionally, we compared the head anticipation in natural walking and electric wheelchair locomotion using the developed device and discuss a novel wheelchair control based on head orientation.","PeriodicalId":407457,"journal":{"name":"International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems","volume":"312 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124438108","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Masato Takahashi, C. Fernando, Y. Kumon, Shuhey Takeda, Hideaki Nii, Takuji Tokiwa, M. Sugimoto, M. Inami
{"title":"Earthlings Attack!: a ball game using human body communication","authors":"Masato Takahashi, C. Fernando, Y. Kumon, Shuhey Takeda, Hideaki Nii, Takuji Tokiwa, M. Sugimoto, M. Inami","doi":"10.1145/1959826.1959843","DOIUrl":"https://doi.org/10.1145/1959826.1959843","url":null,"abstract":"In this paper, we describe a ball game \"Earthlings Attack!\" that uses the contact between users and an active ball device as an information channel to the game content. When the ball device with built-in transmitter comes in contact with the user who wears the receiver, theis system transmits information from the ball device to the receiver through user's body with the human body communication. With this method, we aim at the interaction improvement of the augmentation of the interaction in such a way that presenting information on user's body according to the contact between each ball device and each user. This system also enables to use in a wide range field in the same network by managing contact information of both collectively.","PeriodicalId":407457,"journal":{"name":"International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115346943","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Full body interaction for serious games in motor rehabilitation","authors":"Christian Schönauer, T. Pintaric, H. Kaufmann","doi":"10.1145/1959826.1959830","DOIUrl":"https://doi.org/10.1145/1959826.1959830","url":null,"abstract":"Serious games and especially their use in healthcare applications are an active and rapidly growing area of research. A key aspect of games in rehabilitation is 3D input. In this paper we present our implementation of a full body motion capture (MoCap) system, which, together with a biosignal acquisition device, has been integrated in a game engine. Furthermore, a workflow has been established that enables the use of acquired skeletal data for serious games in a medical environment. Finally, a serious game has been implemented, targeting rehabilitation of patients with chronic pain of the lower back and neck, a group that has previously been neglected by serious games. The focus of this work is on the full body MoCap system and its integration with biosignal devices and the game engine. A short overview of the application and prelimiary results are provided.","PeriodicalId":407457,"journal":{"name":"International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130744597","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Tomonari Okada, Tetsuya Yamamoto, T. Terada, M. Tsukamoto
{"title":"Wearable MC system a system for supporting MC performances using wearable computing technologies","authors":"Tomonari Okada, Tetsuya Yamamoto, T. Terada, M. Tsukamoto","doi":"10.1145/1959826.1959851","DOIUrl":"https://doi.org/10.1145/1959826.1959851","url":null,"abstract":"A master of ceremonies (MC) plays an important role to ensure all events progress smoothly because unexpected interruption make them unsuccessful. MCs must have various abilities such as being able to memorize the content of given scenarios and manage problems that occur unexpectedly. Moreover, since unskilled MCs cannot intuit the atmosphere in the audiences during an event, they cannot control this smoothly. Therefore, we propose a wearable system that solves these problems for MCs achieved through wearable computing technologies. Our system has functions to support MCs in carrying out their duties smoothly, such as a robust voice-tracking function for them to read scripts, a user interface that does not interrupt other tasks, and a function that enables MCs intuit grasp the atmosphere of the audience. We implemented a prototype of the wearable MC system and actually used it at several events. The results we obtained from actually using it confirmed that it worked well and helped MCs to carry out their official duties smoothly.","PeriodicalId":407457,"journal":{"name":"International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems","volume":"145 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132077252","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An arm wrestling robot system for human upper extremity wear","authors":"Takashi Yamada, Tomio Watanabe","doi":"10.1145/1959826.1959864","DOIUrl":"https://doi.org/10.1145/1959826.1959864","url":null,"abstract":"In this study, we develop a prototype of arm wrestling robot system called AssistRobot for human upper extremity wear. Further, we introduce a force display response model based on the impact absorption of human hand, proposed earlier by the authors, into the system. The effectiveness of the system for arm wrestling is demonstrated by sensory evaluation from viewpoints of operability and enjoyment.","PeriodicalId":407457,"journal":{"name":"International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124395833","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aru Sugisaki, Yuki Hashimoto, T. Yonemura, H. Iizuka, H. Ando, T. Maeda
{"title":"Effective galvanic vestibular stimulation in synchronizing with ocular movement","authors":"Aru Sugisaki, Yuki Hashimoto, T. Yonemura, H. Iizuka, H. Ando, T. Maeda","doi":"10.1145/1959826.1959854","DOIUrl":"https://doi.org/10.1145/1959826.1959854","url":null,"abstract":"It is known that galvanic vestibular stimulation can cause ocular movement. Our final goal is to use GVS to support ocular movements. However, the effects of GVS to ocular movements are basically investigated while gazing at a certain point despite the fact that we have two different strategies to follow a moving target such as saccade and smooth pursuit. The effect might be different because those two use different mechanism. Therefore, this paper investigates the GVS effects during saccade. As a result, we show that the effect of GVS depends on the timing when GVS is given after the target marker moves.","PeriodicalId":407457,"journal":{"name":"International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121882085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Acquisition of 3D gaze information from eyeball movements using inside-out camera","authors":"Shoichi Shimizu, H. Fujiyoshi","doi":"10.1145/1959826.1959832","DOIUrl":"https://doi.org/10.1145/1959826.1959832","url":null,"abstract":"We propose a method for obtaining 3D gaze information using inside-out camera. Such information on 3D gaze points can be useful not only to clarify higher cognitive processes in humans but also to reproduce the 3D shape of an object from eyeball movement simply by gazing at the object as an extension of the visual function. Using half-mirrors, an inside-out camera can capture a person's eyeball head-on and can capture the person's visual field from a position equivalent to that of the eyeball. Here, the relationship between the gaze vector obtained from images of the eyeball and the gaze point in images capturing the visual field is expressed by a conversion equation. The 3D position of the gaze point can then be estimated by using stereo constraints in two scene cameras. In an evaluation experiment, the gaze point could be estimated with an average error of about 15 pixels, and we also showed the 3D scan path obtained by the proposed method from eyeball movement by gazing at the object.","PeriodicalId":407457,"journal":{"name":"International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems","volume":"178 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116308632","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Keitaro Kurosaki, Hiroki Kawasaki, Daisuke Kondo, H. Iizuka, H. Ando, T. Maeda
{"title":"Skill transmission for hand positioning task through view-sharing system","authors":"Keitaro Kurosaki, Hiroki Kawasaki, Daisuke Kondo, H. Iizuka, H. Ando, T. Maeda","doi":"10.1145/1959826.1959846","DOIUrl":"https://doi.org/10.1145/1959826.1959846","url":null,"abstract":"In this paper, we describe the skill transmission through our view-sharing system that can mix or exchange the first person perspectives from the exact the partner's viewpoints. Since a non-skilled person can see the first person perspective of a skilled person, the motion of the non-skilled person is intuitively modified and supported. The task for the skill transmission is to play theremin that requires precise hand motions. As a result we show that the skill transmission effectively happens with our view-sharing system compared with the conventional method, side-by-side teaching. The way of effective augmenting human ability will be discussed.","PeriodicalId":407457,"journal":{"name":"International Conference on Adaptive Hypermedia and Adaptive Web-Based Systems","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114521935","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}