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Yaginuma Y.,Open University of Japan | Furukawa M.,National Institute of Informatics | Yamada T.,Open University of Japan
ACM International Conference Proceeding Series | Year: 2017

In this paper, video annotation tool for learning job interview is proposed. To visualize the difference of obtained descriptions, the proposed tool uses correspondence analysis. The results of correspondence analysis are used to give feedback to learners. By the results, the learner can understand the characteristics of his/her descriptions among the others. © 2017 ACM.


Osawa N.,Chiba University | Asai K.,Open University of Japan
Proceedings - VRCAI 2010, ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Application to Industry | Year: 2010

A rotation adjustment method for precisely and efficiently manipulating a virtual 3D object by hand in an immersive virtual environment is proposed. A relative direction between both hands adjusts the rotation of the virtual object. This adjustment method also uses spherical linear interpolation based on quaternion algebra to scale down rotations, making small rotation adjustment easier. The scaled adjustment enables a user to precisely manipulate the virtual object. Activation of the rotation adjustment is controlled by the distance between both hands or by the distance between the thumb and forefinger. This rotation adjustment method was implemented as well as the translational position, viewpoint, and release adjustment methods. Combinations of these adjustment and control methods were evaluated in an experiment. The experimental results suggest that the rotation adjustment method helps a user who cannot precisely control rotation by his/her hand pinching a virtual object. Copyright © 2010 by the Association for Computing Machinery, Inc.


Asai K.,Open University of Japan | Sugimoto Y.,Doshisha University | Billinghurst M.,HITLab. NZ
Proceedings - VRCAI 2010, ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Application to Industry | Year: 2010

We have developed a lunar surface navigation system with a combination of tabletop augmented reality and virtual environments, which facilitates collaboration between children and parents with active learning behaviors. It visualizes multimedia data using geographic locations in the areas of the lunar surface that were explored by NASA Apollo missions. We designed scenarios based on real episodes during exploration activities and assumed a quasi-role play with children acting as astronauts and their parents acting as mission commanders. We did a user study to investigate the properties of the lunar surface navigation system. The experiment was done in a practical setting at an exhibit in the Modern Industrial Science Museum. The results suggested that the lunar surface navigation system could provide a learning environment where children and their parents could initiatively learn together. Copyright © 2010 by the Association for Computing Machinery, Inc.


Hashizume A.,Tokyo Metroplitan University | Kurosu M.,Open University of Japan
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2013

In this paper, we introduce a method for utilizing qualitative investigation in the development of artifacts. In particular, we discuss ethnography principles that developers and designers need to learn in order to improve artifact quality and user experience in accordance with the principles of human-centered design (HCD). The objective of ethnographic interview in the development of artifacts is to understand users in their real environment and to build personas and scenarios based on this understanding. This objective applies to the first two steps in the HCD process, which are "Understand and specify the context of use" and "Specify the user requirements." Furthermore, the investigative process of ethnographic research for development is outlined. While it is difficult to understand users through objective observation alone, and the fact that the knowledge that comes from interaction is also vital, the application of contextual inquiry through ethnography is a valuable tool for efficient understanding of the user in a short timeframe and with a limited number of observations. © 2013 Springer-Verlag.


Kurosu M.,Open University of Japan
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2014

In this paper, future image of the user interface (UI) that appeared in SciFi movies are critically reviewed, especially in terms of their reality. Some ideas of the UI in SciFi movies were actually manufactured as the product but most of them are not. Reasons for the validity in the real world are examined and it is proposed how we should deal with the ideas of the UI in SciFi movies. The concept of meaningfulness is examined as the criterion for validating ideas of the future UI. © 2014 Springer International Publishing Switzerland.


Suzuki M.T.,Open University of Japan
2016 6th International Workshop on Computer Science and Engineering, WCSE 2016 | Year: 2016

This paper describes a simple decomposition technique for volumetric models. 3D polygonal models are converted to volumetric models, and these models are decomposed by a standard K-means clustering technique. Although the standard K-means clustering technique uses randomly generated initial seeds to determine the starting centroids of the clusters, our technique uses distance maps to determine unique centroids. Preliminary experiments are conducted on a database of 3D models with various shapes. Our method shows better decomposition results compared to random decomposition results, since the technique uses a 3D model's geometrical features.


Yoneya T.,Open University of Japan
Progress of Theoretical Physics Supplement | Year: 2011

In my talk in the workshop, I have summarized my recent attempt towards a quantum field theory of D-particles (or DO-branes). Since the main paper and some reviewing papers on this subject have already been published, I think that there is no point in repeating the previous discussions in this report. Instead, I give my personal view on the status of string field theory from a historical perspective, as well as the motivation toward the new attempt aiming at a field theory of D-particles.


Asai K.,Open University of Japan | Kondo K.,Open University of Japan
Doctoral Student Consortium (DSC) - Proceedings of the 23rd International Conference on Computers in Education, ICCE 2015 | Year: 2015

Science mu se u ms provide learning opportunitie s through exhib its usi ng vari o us kinds of media, but they also require providing a space and time environment that differs from that in daily life. Immersive displays have been used to exhibit virtual reality content in such learning facilities, and they can provide users with a sense of presence by incorporating a wide field of view. We created an immersive projection display for visualizing the Yatsu tideland, an area registered under the Ramsar Convention on Wetlands. We conducted an empirical study to compare different fields of view when a user moves around in the virtual world. The results of the subjective evaluation suggested that a field of view of 90 degrees would sufficiently provide a sense of presence in a non-stereoscopic view.


Asai K.,Open University of Japan
Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014 | Year: 2014

We made a subjective evaluation of stereoscopic views in an immersive projection display. This kind of display has been used for exhibiting virtual reality content in learning facilities such as science museums and cultural centers. They require space and time that differ from those in daily life. The immersive projection display may provide us with the sense of presence by stereoscopic images with a wide field of view. We performed an experiment to compare stereoscopic images with normal images in moving around in the virtual world. The results of the subjective evaluation suggested that the virtual objects placed near a user looked three dimensional more in the stereoscopic views, and the sense of presence was provided sufficiently even in the normal views.


Kurosu M.,Open University of Japan
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2013

The conceptual model of XE (experience Engineering) was proposed to cover both of the products and services. It was also proposed to take "U" out from "UX" so that more adequate description of the people can be possible. © 2013 Springer-Verlag.

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