- Virtual Reality Applications and Impacts
- Tactile and Sensory Interactions
- Gaze Tracking and Assistive Technology
- Interactive and Immersive Displays
- Augmented Reality Applications
- Multisensory perception and integration
- User Authentication and Security Systems
- Human-Automation Interaction and Safety
- Child Development and Digital Technology
- Privacy, Security, and Data Protection
- Innovative Human-Technology Interaction
- Usability and User Interface Design
- Infrared Thermography in Medicine
- Music Technology and Sound Studies
- Neural dynamics and brain function
- Sexuality, Behavior, and Technology
- Sports Performance and Training
- Neuroscience and Music Perception
- Artificial Intelligence in Games
- Mind wandering and attention
- Teleoperation and Haptic Systems
- Biometric Identification and Security
- Color perception and design
- Thermoregulation and physiological responses
Keio University
2018-2023
Media Design School
2018-2019
Two-factor authentication (2FA) is a recommended or imposed mechanism for valuable online assets. However, 2FA mechanisms usually exhibit user experience issues that create friction and even lead to poor acceptance, hampering the wider spread of 2FA. In this article, we investigate perceptions through in-depth interviews with 42 participants, revealing key requirements are not well met today despite recently emerged solutions. First, past experiences emphasizing problems aspects hamper good...
In this paper, we present a Haptic Collar prototype, neck worn band with vibrotactile actuators for eyes-free haptic navigation. We evaluate the system guidance applications on over 11 users, analyzing 4 different tactile patterns regarding comfort and ease of understanding as well number to encode 8 directions (4, 6 8). Overall, users can recognize directional signs (up 95 % recognition rates 528 triggers). also use case applying our prototype navigation walk.
Reading in public spaces can often be tricky if we wish to keep the contents away from prying eye. We propose Private Reader, an eye-tracking approach towards maintaining privacy while reading by rendering only portion of text that is gazed reader. conducted a user study evaluating for both reader and observer terms privacy, comfort, speed three modes; normal, underscored, scrambled text. "Scrambled" performs best perceived effort frustration shoulder surfer. Our contribution threefold;...
Presenting DubHap. A new Superhuman Sport based on the augmentation of human senses. The core idea game is to have players perform activities in a virtual environment that can be sensed, perceived and interacted with only when player's eyes are closed. Instead perceiving field visually, "scan" their hands rely haptic sensations palms. Haptic feedback given they point at object interact it. Mechanically, resembles volleyball match. Two teams occupy territories opposite sides rectangular...
We present ThermalDrive, a thermal interface that provided situational awareness information using feedback on the face of driver. A prototype is built to simulate autonomous driving and in virtual reality. conduct an experiment investigate impact displaying system situation via VR simulation (16 participants). The initial results indicate might be suitable mechanism convey some driving. In particular, cold was effective terms notability user preference.
In this paper we present "Sophroneo: Fear not", a VR horror experience inspired by Japanese folklore. order to emphasize the supernatural side of introduce several innovative techniques in interface game system. We utilize various liminal audio design techniques, custom made wearable thermal feedback setup with water-cooled Peltier TEC elements for long cold sensations as well physiological signal loops improve immersion and increase sense fear unease. some parts game, player will be asked...
This paper presents two innovative design solutions for thermal feedback displays in virtual environments. First solution is aiming to eliminate or decrease the time delay between user action and onset of using Machine Learning motion prediction. Second compact but efficient water cooling system necessary provide cold sensations peltier elements. Presented display wearable battery powered.
In this work we present the smart eyewear demo setup consisting of software platform for cognitive and social interaction assessments in wild, with several application cases a demonstration activity recognition real-time. The is designed to Jins MEME, EOG enabled glasses, user capable data logging, posture tracking activities, such as talking, reading blinking. applications studies that has been used for.
We present ThermoQuest, a self-contained wearable head-mounted display system for enhancing Virtual Reality experiences with temperature feedback. It's constructed commodity hardware elements, featuring 6 Peltier elements on the rim of headset touching users face. explain design and implementation an affordable thermal VR prototype build hardware. In user study 15 participants, we show evidence significant difference in reported presence between control conditions (p > 0.017) counterbalanced...
Phantom Undulations is a mixed-media work in which an artist’s physiological data being used remotely to manipulate the sounds and visuals of abstract artifact gallery setting. This relies heavily on concept showing presence or liveness remote manner through changes harmony, rhythm, timbre loosely structured soundscape as well physical appearance artifact. We propose method utilizing real time sensing custom built wristband accompanying software. system reads artist sends it Internet, where...
This paper presents a sensory supplementation experience in virtual reality based on the thermal and vibrotactile feedback. We have implemented physical system that provides hot cold sensations around hand forearm of person wearing it. After being equipped with user is exposed to environment goal deflect projectiles coming their way while relying detect them. Presented makes case for using as an interaction modality environments.
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption VR applications. Yet, to our knowledge, there are few studies conducted in-the-wild understand performance metrics and general user preference different mechanics. In this paper, we present first steps towards an open framework create a locomotion benchmark. As viability study, investigate how well users move when using three It was played over 124 sessions across 10 countries period weeks. The...
Head-worn sensing, especially embedded in augmented and virtual reality (AR/VR) head-mounted displays smart glasses is currently increasingly moving away from niche applications small-scale research prototypes to large-scale consumer adoption (e.g. Oculus Quest 2, Hololens J!NS MEME, Bose Frames). Significant progress sensing technologies modalities have lead a constant increase of commercially available products unobtrusive, affordable prototypes. These recent advances allow us extend the...
We present a demonstration based on MobileHCI 2019 paper to use eye gaze selectively render or obscure text. Obscuring is used "simulate" specific kind of dyslexia. Selectively text give users more private reading experience in public spaces.
We present "Sophroneo: Fear not", a VR horror experience with thermal feedback interface. To emphasize the supernatural side of we introduce several innovative approaches, such as long intense cold feedback, liminal audio and physiological loops. built wearable setup water-cooled Peltier TEC elements for sensations to improve immersion increase sense fear unease. At points player will have close their eyes interact environment depending on other senses alone.
Existing approaches for mobile authentication are prone to shoulder-surfing and side-channel attacks. Using gazes has been demonstrated be more resistant these Yet, existing solutions rely on eye-tracking by the device's front camera that is not always reliable. In this paper, we present an approach EOG-based determining gaze-based electronic potential of eyes. Our runs commercially available smart glasses there no need user look at device. Through a study with 15 participants, demonstrate...
Designing wearables is a complex task that includes many layers, such as wearability, interactivity, functionality, social and cultural considerations. For decades now, prototyping toolkits are proposed to aid diverse types of audiences in exploring the design smart accessories garments. However, designing for has not received comprehensive discussion systematic reflection. In this workshop, we look into challenges, opportunities, lessons learned using, developing evaluating wearable by...