The Transactions of Human Interface Society
Online ISSN : 2186-8271
Print ISSN : 1344-7262
ISSN-L : 1344-7262
Volume 14, Issue 4
Displaying 1-19 of 19 articles from this issue
Papers on Special Issue Subject "Human Interface for Entertainment"
  • Satoshi Hashiguchi, Fumiko Takamori, Ryoko Ueoka, Takashi Takeda
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 303-310
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    Resolution of the facial tactile sensation is known as almost same as the resolution of a hand. In order to generate facial tactile sensation for entertainment, various equipment using air such as fan-based or compressor-based equipment have been introduced. But the conventional equipment has limited expression of tactile sensation. In this paper, we evaluated the varieties of expression of air pressured facial tactile display using vortex air canon, which we have developed. First of all, the characteristics of tactile sensation of the developed vortex air canon device are clarified. Next evaluation method of impressions using air-pressured facial tactile is established. And by comparing subjective impressions to other air generated equipment, fan and compressor, we found vortex air canon provide varieties of subjective impressions to face.

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  • Yuko Konya, Itiro Siio
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 311-318
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    This study addresses information support for hearing-impaired people who attend theatrical performances. In present Japan, there are few theater that employ programs providing captions for hearing-impaired persons. The few programs that provide captions only show a dialogue and sound (musical note icons). We propose implement, and evaluate a caption presentation method for hearing impaired people, which includes support for dialogues, sound effects, and audience responses.

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  • Koichi Nakayama, Yoshiko Noridomi, Chika Oshima
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 319-330
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    In this paper, we analyzed individual face preferences. First, we examined what kinds of faces subjects chose based on their preferences. These faces were composed of shuffled parts of faces (nose, eyes, mouth, and hair) of members of AKB48, an idol group. Unexpectedly, the subjects' preferences were very different, although each face created was very cute. Regression equations were then constructed using the parts numbers as the independent variables and the evaluations of each face as the dependent variables. The results of multiple regressions showed that a user's own preferred face can be estimated from his/her preference for each part of the face. Next, we created some faces using parts of AKB48 members' faces based on each subjects' evaluation of the parts of faces in the pre-experiment. The results of the evaluation of the created faces supported previous findings. Using these results, we proposed a creation method for each user's favorite face. The experimental results showed that the proposed method can create each user's favorite face.

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  • Yasushi Matoba, Taro Tokui, Ryo Sato, Toshiki Sato, Hideki Koike
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 331-340
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    ‘SplashDisplay'is a system developed at an attempt to achieve a real-time volumetric display. This system uses air pressure generated by a x-y coordinate-based projectile launching speaker through a bed of projectile beads to stimulate a 3D‘explosion' like effect in real-time. The beads acts as a projection medium for a top-mounted visible light projector; and through synchronized timing of these components, it is possible to create 3D, tangible effects at will. Also, by using IR LEDs and IR sensitive cameras, user interaction can be added to this system to allow for an interactive surface. The result of these components is a dynamic, interactive, real-time "explosion" simulation a proof of concept for the innovative construct of this proposed system.

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  • Junichi Yamaoka, Yasuaki Kakehi
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 341-350
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    In general, it is assumed that clay crafting with dynamic clay draws out creativity more than with common colored clay of which the color is static in contrast to its flexible form. NeonDough is clay crafting with dynamic glowing clay which contains a module that consists of electronic circuits, sensors and LEDs. To be specific, the colors of the LEDs are altered according to the resistance between the modules' electrodes. Pressing pieces of clay together mixes their colors, while stretching pieces apart changes the color gradually. In this thesis we describe the design and implementation of the device, the objective reactions from its use and future prospects.

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  • Hung-Hsuan Huang, Toyoaki Nishida
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 351-366
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    In developing an entertainment application like a game, evaluating how the players actually interact with the system is an essential issue for its further improvements. This paper proposes and evaluates a quiz game agent who is attentive to the dynamics of multiple concurrent participants (players). The attentiveness of this agent is meant to be achieved by an utterance policy that determines the nature of the utterance and whether, when, and to whom to utter. Two heuristics are introduced to drive the policy: the interaction atmosphere (AT) of the participants and the participant who tends to lead the conversation (CLP) at a specific time point. They are estimated from the activeness of the participants' face movements and acoustic information during their discussion of the answer. In order to prevent the inherent drawback of a 2D agent that makes it difficult for multiple concurrent users to distinguish the focus of its attention, a physical pointer is also introduced. This system is then evaluated from three aspects, participants' own subjective measurement by questionnaires, participants' implicit attitude by an external measuring test, and from third-person view by video data analysis. The joint results of the experiments indicated that the methods for estimating AT and CLP worked.The participants pay more attention to the agent and participate in the game more actively if the indication of the pointer is more comprehensive.

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  • Yoshinari Takegawa, Kenichiro Fukushi, Tod Machover, Tsutomu Terada, M ...
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 367-374
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    Recently there have been many works of research and products which make use of electronic and information technology to equip a piece of paper with interactive functions. Examples include picture books which output animal noises, and the use of electric circuits drawn on paper, in conductive ink, to facilitate the output of light and sound. However, these technologies do not have a function that enables customization of the output that is linked to an input interface. The instrument's sound is composed of various kinds of tone and pitch and the effect of a single note is different from that of chords and melody. When users are designing a painted musical instrument they find out problems with the instrument and then discuss and test the design using the customize function, which selects and outputs the sound of the instrument. Therefore, the goal of our study is to construct a system for easy prototyping of painted musical instruments. By drawing shapes on the paper with conductive ink users create input interfaces to which they can then assign different sounds flexibly and intuitively.

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  • Satoshi Hashiguchi, Fumiko Takamori, Ryoko Ueoka, Takashi Takeda
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 375-382
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    We propose vortex air cannon system for novel tactile display mainly used for attraction. We call this system as facial tactile display. In this paper, we clarify vortex air canon has potential to use for tactile expression by conducting two-point threshold experiment on facial surface. Then as a pilot study for facial tactile display, a piston and valve type of vortex air canon system are developed. And by controlling tactile strength using the theory of vortex ring, we evaluate hit probability toward a target and realized various speed control for multiple tactile expressions.

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Papers on General Subjects
  • Takashi Watanabe, Takuro Hatakeyama, Toshihiro Okuyama, Noriyuki Tejim ...
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 383-392
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    The purpose of this work was to characterize the pointing device operations by examining the ease of cursor control in order to improve assistive technology for users with physical disabilities. Experimental work consisted of using participants without disabilities who performed tasks that involved moving the cursor to specified locations on the PC screen in specific directions. It is assumed that the difficulties encountered by the participants controlling the pointing devices would be the same as those encountered by a user with physical disabilities. The experiments were performed using two types of manual operation; the index finger and the thumb, on three sizes of trackballs. Participants rated the ease of operation and speed of cursor control for specific directions for each device. The results identified the vertical and diagonal directions to be difficult cursor movement operations for all experimental conditions. The speed dependence for diagonal and vertical directions varied for all participants. The trajectories of cursor movement in diagonal directions were found to have different characteristics. Therefore to achieve full cursor control and optimize the operational performance of the pointing devices, the direction and speed of cursor movement needs to be independently controlled to meet the individual needs of the user.

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  • Shin Norieda, Hideo Mitsuhashi, Makoto Sato
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 393-402
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    In this paper, we propose a new interface called "FingerKeypad", which is assigned to utilize regions in human fingers as its input. In our proposed system, user can input the characters by tapping his/her finger dactylus on the backside of the device. Recently, it's a user requirement for mobile devices to have many functions and be able to handle large amounts of information. Therefore, developing a new portable device with bigger display and user friendly interface is a must. In mobile devices with full display, touch panel and software key systems are widely used. However, the display area has been occupied by the software key for input operation, which is unfit interface for getting large amounts of information simultaneously. On the other hand, the proposed system can be the solution because it has wide input region on finger dactylus though small detection area from the fingertip and base of finger. Furthermore it doesn't need any visual feedback because of user's tactile perception. This system consists of a bone-conduction microphone to detect the arrival time difference caused by the tap, and a processing unit for input region identification. Finally, the usefulness of proposed interface can be vividly seen after appraising the prototype.

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  • Tomokazu Shimada, Michiko Ohkura
    Article type: Review Paper
    2012 Volume 14 Issue 4 Pages 403-414
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    As the progress of aging is very rapid in Japanese society, it is more important for us to approach for elderly people to live safety, peacefully and comfortably. It is crucial to consider the usability of artificial products and environments for elderly people, such as IT devices, home electric appliances, public devices and public facilities. However, the usability evaluation for these methods have not been established because not so many researches concerning on usability for elderly people have been investigated. In this paper, we surveyed recent researches on usability of artificial products for elderly people in Japan and classified researches and evaluation of usability. As a result, we concluded that this survey revealed research direction that is necessary in the future.

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  • Yuta Yamaguchi, Naoki Ohshima, P. Ravindra S. De Silva, Michio Okada
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 415-424
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    In general, we have three kind of interaction which motivates to swing their body: " physical interaction " which moves the body by applying physical power from someone," informational interaction "elicits to do their actions from useful information, including language etc, and there is an interaction through a " field " which is people's action is urged involuntarily according to context. Reed is exploring " field of promoted action " according to the Ecological Psychology, but still difficult to find out how it's evoke or born in social interactions among the people. We have motivated to develop artificial filed to empathize the " field of promoted action " in social interaction on the network among the users and also investigate the technology and how to utilize (handle and promote) it in "field of promoted action".

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  • Yuta Yoshiike, Takashi Endo, Takashi Fukui, Naoki Ohshima, P. Ravindra ...
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 425-436
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    In this study, we propose a multiparty-conversation system which is capable to organize autotelic speech (sequences of utterance) like a friendly-conversation. In our system, we have two kinds of function to generate utterances; one is to cast the utterance, and other one is to ground the preceding utterance. We have integrated the turn-taking mechanism in order to conduct a smooth conversation among the creatures. Moreover, our approach is focusing on the topic continuity considering the cohesion between utterances to organize conversational sequences, and also turn-taking mechanism is originated considering the face threatening acts among the creatures. Our experiment is motivated to investigate how those aspects are affect to organize the smooth conversation among the creatures. The result was suggested that cohesion between utterances was concerned to organization of conversation which is comfortable to listen and encourage for participants to understanding the utterance.

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  • Yasuhiro X Kato, Tomoko Yonemura, Kazuyuki Samejima, Taro Maeda, Hidey ...
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 437-444
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    Our aim of this study is to develop a brain-computer interface (BCI) for use in our day-to-day lives. However, most of conventional BCIs have not taken into account the user's intention, especially in a case that the BCIs are always-running. In such a situation, these BCIs must work only when a user desires to use, but these BCIs might also work by a user's unintentional thought. We, therefore, proposed a new BCI system called the BCI switch. The BCI switch was designed to be activated by detection of the contingent negative variation (CNV)-related potentials, depending on user intentions for startup or shutdown of a conventional BCI system. Detection of CNV-related potentials was chosen to improve the single-trial discrimination of user intentions to switch because CNV had a high signal-to-noise ratio and needed high concentration for its elicitation. In this study, we evaluated its efficacy by using a receiver operating characteristic analysis. The result suggests that our proposed system might work as a switch of startup or shutdown by single-trial detection of imaginary response to user's intention without physical reaction.

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  • Seokhwan Kim, Shin Takahashi, Jiro Tanaka
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 445-456
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    We prototyped two selection techniques, Point-Tap and Tap-Tap, and conducted experiments to assess their characteristics, in particular how familiarity with a space affects their usability. Both techniques were developed to enhance the capability of the general "pointing gesture" and "map with live video" techniques. The goal of both techniques is to acquire a target object in smart space, and they share the concept of "see-and-select," which allows users to select an object while seeing the objects with their own eyes. Consequently, users must rely on the spatial locations of objects when using the techniques. According to spatial cognition science, humans recognize object locations in two ways, egocentrically and allocentrically, and some work has pointed out that users rely on allocentric representations more once they have become familiar with a space. Indeed, in our experiments, users who were familiar with the space could use the "map with live video" technique more effectively. The two main contributions of this paper are the presentation of the new techniques themselves, and the identification of a major factor for applying the techniques, namely, the users' expected familiarity with a space.

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  • Makiba Sakamoto, Hidetsugu Suto, Masahiro Sawai
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 457-466
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    The relationships between the coloration used in designs of a touch panel and operation on electronic devices are discussed. Experiments that investigate the effect of color in designs of touch panel interfaces on the operation and on impressions of users have been conducted. Subjects tried mental arithmetic tests on twelve screens which are identified different color images. The following points: "time which passed during a task," and "number of correct answers," are measured and counted. After the tasks were administered, the subjects answered questionnaires about their impression of "preference" of the displays' color design. The results were analyzed from a viewpoint of the luminosity of the coloration which was used for the interface. As a result, the average of "number of correct answers" and "evaluation of preference" were higher when the differences of luminosity among colors used in the interface was small. Furthermore, the average of time which passed during a task was tend to be shorter in the situation. The result of the study lead us to expect that usability, accuracy and amenity of operations will be improved by considering the luminosity among colorations used for the touch panel interface.

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  • Yutaka Ishii, Tomohiro Takada, Tomio Watanabe
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 467-476
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    We proposed an embodied video communication system in which a humantype avatar called "VirtualActor" which represents interactive behavior is superimposed on the other speech partner's video image in a virtual face-to-face scene. The effectiveness of a video communication system was demonstrated in an experiment of comparison with the scene in which a reduced own video image is superimposed on the other talker's video image using the picture-in-picture method. However, this system had some problems, such as the detailed adjustment of video images and the lack of portability of sensors. In this paper, we develop a headset-type motion-capture device which reflects the talker's head movements directly using an acceleration sensor and gyro sensor, and employ a CG character which moves based on talker's own motion and generates motion automatically based on the on-off pattern of talker's voice. Further, we propose the concept of an embodied video communication system in which the CG character is superimposed on the other talker's video image in a face-to-face scene, and develop a prototype called "E-VChat". A communication experiment is performed to confirm the effectiveness of the E-VChat system for 12 pairs of subjects using three communication modes: "Headset," "Headset + Generated motion automatically as a talker's avatar," and "Headset + Generated motion automatically as an talker's support agent." The results show that all communication modes tested are affirmatively assessed by sensory evaluation, and the "Headset + Generated motion automatically as a talker's avatar" mode is evaluated highly by a paired comparison. Finally, we develop a multiple-character E-VChat system using an audience that nods in response to the talker's voice, and confirm the effectiveness of the system in an interview-style communication experiment.

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  • Tsuyoshi Inoue, O. Yumiko Kato, Jun Ozawa
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 477-486
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    In this study, we discuss indexes that can be used to quantify users' visual fatigue when they watch three-dimensional (3D) visual contents with a consumer display. We discuss two indexes with values that can be calculated by biological signal processing without disturbing the viewing of 3D contents. One is a video-oculography (VOG) index, and the other is an electro-oculography (EOG) index. To clarify the effectiveness of those indexes, we conducted simple experiments. Our results show that those biological indexes are related to the users' visual fatigue.

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  • Kentaro Takano, Hirohito Shibata, Kengo Omura
    Article type: Original Paper
    2012 Volume 14 Issue 4 Pages 487-496
    Published: November 25, 2012
    Released on J-STAGE: July 01, 2019
    JOURNAL FREE ACCESS

    In order to discover the reason why paper is a better reading medium compared to PC in cross-reference reading, we categorized the different ways people interact with the media while reading and measured the frequency and duration of each action. We obtained empirical data from video recording, concurrent verbal reporting, and retrospective reporting of 16 participants in cross-reference reading using paper and a computer display (27-inch). As a result, we found out that paper requires less time in moving the document compared to the PC, which suggests that arranging layout using paper does not hinder reading. Furthermore, we found out that there is various ways of moving documents depending on the purpose in the use of paper. Also, our research showed that paper promotes pointing contents of the media in comparison with the PC. Finally, we discuss methodologies to improve electronic reading devices.

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