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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. Source

In this study, the summer thermal environment in the living areas of Machiyashiki (= a residential city block) in Edo, early modern Tokyo, was evaluated considering the residents' living activities. First, the ways to deal residents' environmental adjustment behavior on a summer day with the numerical simulation were considered, and the spraying of water at nighttime and the setting out of benches in the streets and alleys were selected. Second, the distribution of surface temperature in the target site on a clear summer day was calculated by numerical simulation. Last, residents' living spaces in the target site were evaluated from the remainder of MRT (Mean Radiant Temperature) and air temperature. The results showed that MRT was generally lower than air temperature in the residents' living spaces, suggesting that residents in the Machiyashiki were able to select cooler living spaces. Source

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. Source

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. Source

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. Source

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