Hideaki Kuzuoka

ORCID: 0000-0003-1252-7814
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Interactive and Immersive Displays
  • Augmented Reality Applications
  • Social Robot Interaction and HRI
  • Robotics and Automated Systems
  • Tactile and Sensory Interactions
  • Teleoperation and Haptic Systems
  • Gaze Tracking and Assistive Technology
  • Usability and User Interface Design
  • Speech and dialogue systems
  • Innovative Human-Technology Interaction
  • Stroke Rehabilitation and Recovery
  • Team Dynamics and Performance
  • Multimedia Communication and Technology
  • Modular Robots and Swarm Intelligence
  • AI in Service Interactions
  • Video Analysis and Summarization
  • Hand Gesture Recognition Systems
  • Education and Learning Interventions
  • Advanced Optical Imaging Technologies
  • Human-Automation Interaction and Safety
  • Innovative Teaching and Learning Methods
  • Pain Management and Treatment
  • Robot Manipulation and Learning
  • Language, Discourse, Communication Strategies

The University of Tokyo
1991-2025

Cyber University
2023

University of Tsukuba
2011-2020

Oki Electric Industry (Japan)
2019

Rajiv Gandhi University of Knowledge Technologies
2012

The King's College
2005

It is increasingly recognized that social interaction and collaboration rely on the participants' abilities to access use a range of resources including objects artifacts from within immediate environment. In recent years, system support for remote has begun address this issue, we have witnessed emergence number technologies designed provide participants with (features of) each others' article examine one such system, an innovative mixed media environment enable refer point at other's The...

10.1207/s15327051hci1812_3 article EN Human-Computer Interaction 2003-06-01

Collaboration in three-dimensional space: "spatial workspace collaboration" is introduced and an approach supporting its use via a video mediated communication system described. Verbal expression analysis primarily focused on. Based on experiment results, movability of focal point, sharing points, shared workspace, the ability to confirm viewing intentions movements were determined be requirements necessary support spatial collaboration. A newly developed SharedView having capability...

10.1145/142750.142980 article EN 1992-01-01

An approach supporting spatial workspace collaboration via a video-mediated communication system is described. Based on experimental results, the following were determined to be requirements support collaboration: independency of field view, predictability, confidence in transmission and sympathy toward system. Additionally, newly developed camera system, GestureCam System, introduced. A mounted an actuator with three degrees freedom. It controlled by master-slave method or touch-sensitive...

10.1145/192844.192866 article EN 1994-01-01

As research over the last several decades has shown that non-verbal actions such as face and head movement play a crucial role in human interaction, resources are also likely to an important human-robot interaction. In developing robotic system employs embodied movement, we cannot simply program robot move at random but rather need consider ways these may be timed specific points talk. This paper discusses our work museum guide moves its interactionally significant during explanation of...

10.1145/1357054.1357077 article EN 2008-04-06

We are currently working on a museum guide robot with an emphasis "friendly" human-robot interaction displayed through nonverbal behaviors. In this paper, we focus head gestures during explanations of exhibits. The outline our research is as follows. first examined human experimental, sociological approach. From research, have discovered how guides coordinate their movement along talk when explaining Second, developed system based these findings. Third, evaluated interaction, again using...

10.1145/1240624.1240804 article EN 2007-04-29

An information-presenting robot is expected to establish an appropriate spatial relationship with people. Drawing upon sociological studies of relationships involving F-formation and body torque, we examined the effect a rotating its on reconfiguration arrangement. The results showed that can change position visitor by body. We also confirmed reconfigure arrangement, it more effective rotate whole than only head.

10.5555/1734454.1734557 article EN Human-Robot Interaction 2010-03-02

We introduce PoCoPo, the first handheld pin-based shape display that can render various 2.5D shapes in hand realtime. designed small enough for a user to hold it and carry around, thereby enhancing haptic experiences virtual environment. PoCoPo has 18 motor-driven pins on both sides of cuboid, providing sensation skin contact user's palm fingers. conducted two studies understand capability PoCoPo. The study showed participants were generally successful distinguishing rendered by with an...

10.1145/3313831.3376358 article EN 2020-04-21

When designing systems that support remote instruction on physical tasks, one must consider four requirements: 1) participants should be able to use non-verbal expressions, 2) they take an appropriate body arrangement see and show gestures, 3) the instructor monitor operators objects, 4) organize of bodies tools gestural expression sequentially interactively. GestureMan was developed satisfy these requirements by using a mobile robot embodies instructors actions. The mounts camera control...

10.1145/358916.358986 article EN 2000-12-01

When people communicate in their native languages using machine translation, they face various problems constructing common ground. This study investigates the difficulties of ground when multiparty groups (consisting more than two language communities) translation. We compose triads whose members come from three different communities--China, Korea, and Japan--and compare referential communication under conditions: shared second (English) Consequently, our suggests importance not only...

10.1145/1518701.1518807 article EN 2009-04-04

Depression is one of the most common disabilities in developed countries. Despite its often devastating impact on families, scant research has focused how to facilitate well-being family caregivers. The aim this paper uncover challenges faced by caregivers and support their with use technologies. To understand emotional social burden they handle stress, we conducted in-depth interviews 15 individuals who have cared for a depressed member. Our findings reveal multifaceted dilemma caring...

10.1145/2470654.2481365 article EN 2013-04-27

Previous research on healthcare technologies has shown how health tracking promotes desired behavior changes and effective management. However, little is known about the family caregivers' use of impacts patient-caregiver relationship in home. In this paper, we explore health-tracking could be designed to support caregivers cope better with a depressed member. Based an interview study, simple tool called Family Mood Care Tracker (FMCT) deployed it for six weeks homes 14 who were caring FMCT...

10.1145/3025453.3025843 article EN 2017-05-02

Advances in virtual reality technology have enabled the creation of environments (VEs) with significantly high visual fidelity when compared to real (REs). In this study, we use a high-fidelity VE examine two effects caused by alternating and RE experiences: "context-dependent forgetting" "source-monitoring errors." The former effect is that memories learned VEs are more easily recalled than REs, whereas REs VEs. source-monitoring error confused those making discriminating source memory...

10.1109/tvcg.2023.3247063 article EN IEEE Transactions on Visualization and Computer Graphics 2023-02-22

This study investigates how partner avatar design affects learning and memory when an serves as a lecturer. Based on earlier research the environmental context dependency of memory, we hypothesize that use diverse avatars results in slower rate but better retention than constant avatar. Accordingly, participants were tasked with memorizing Tagalog--Japanese word pairs. On first day experiment, they repeatedly learned pairs over six sessions from immersive virtual environment. One week later,...

10.48550/arxiv.2501.09442 preprint EN arXiv (Cornell University) 2025-01-16

Abstract Background Phantom limb pain (PLP) is a restrictive condition in which patients perceive that no longer present, greatly reducing their quality of life. Mirror Therapy, wherein observe mirror reflection intact limb, has demonstrated efficacy alleviating PLP. However, its unilateral and seated nature presents limitations. To address these constraints while still PLP, evaluating the impact different virtual representations (anthropomorphic vs. non-anthropomorphic) on user’s sense...

10.1186/s12984-025-01554-7 article EN cc-by Journal of NeuroEngineering and Rehabilitation 2025-02-04

Replying to formal emails is time-consuming and cognitively demanding, as it requires polite phrasing ensuring an adequate response the sender's demands. Although systems with Large Language Models (LLM) were designed simplify email replying process, users still needed provide detailed prompts obtain expected output. Therefore, we proposed evaluated LLM-powered question-and-answer (QA)-based approach for reply by answering a set of simple short questions generated from incoming email. We...

10.48550/arxiv.2502.03804 preprint EN arXiv (Cornell University) 2025-02-06

Redirected walking (RDW), which enables users to walk in a larger virtual space than the physical space, is being applied enable multiple people perform activities vast VR while avoiding collisions with each other same real space. A method called AFP-RDW, uses scalar potentials, has been proposed as control for RDW. However, potential can user’s position, it cannot orientation. Therefore, APF-RDW be directly used interactions between situations where experience VR. In this study, we guide...

10.3389/frvir.2025.1304780 article EN cc-by Frontiers in Virtual Reality 2025-02-24

Hand redirection, which subtly adjusts a user's hand movements in virtual environment, can modify perception and movement by providing real-time corrections to motor feedback. In the context of learning rehabilitation, observing replays has been shown enhance function. The application redirection these making appear larger or smaller than they actually are potential improve However, detection threshold for specifically motion replays, remains unclear, as it primarily studied feedback...

10.1109/tvcg.2025.3549571 article EN cc-by IEEE Transactions on Visualization and Computer Graphics 2025-01-01

Trust in agents within Virtual Reality is becoming increasingly important, as they provide advice and influence people's decision-making. However, previous studies show that encountering speech recognition errors can reduce users' trust agents. Such lead users to ignore the agent's make suboptimal decisions. While offer an apology repair trust, its effectiveness often limited because it fails fully original level of trust. Therefore, we examined use social touch, a interaction involving...

10.1109/tvcg.2025.3549559 article EN cc-by IEEE Transactions on Visualization and Computer Graphics 2025-01-01

We propose a wearable active camera with laser pointer(WACL) as human interface device for use intelecommunications. The WACL pointer is attached tothe camera-head and it can point spot whileelevating panning the camera-head. In our system, aremote instructor observe around worker, who iswearing WACL, independently of worker's motion,and clearly naturally instruct worker in tasksby pointing at real objects. This paperdescribes outline telecommunication supportsystem using method to stabilize...

10.1109/iswc.2003.1241393 article EN 2004-06-22

The wearable active camera/laser (WACL) allows the remote collaborators not only to independently set their viewpoints into wearer's workplace but also point real objects directly with laser spot. In this paper, we report a user test examine advantages and limitations of WACL interface in collaboration by comparing head-mounted display camera-based headset interface. Results show that is more comfortable wear, eye-friendly, causes less fatigue wearer, although there no significant difference...

10.1109/iswc.2004.37 article EN 2004-12-23

If robot systems are being deployed in real world settings with untrained users who happen to accidentally pass by or could leave at any moment time, then this places specific demands on the system: it needs secure and maintain user's engagement. In this, a common critical problem consists of entering into `focused encounter'. It requires each interactional partner closely react upon other's actions very fine-grained level engaging stepwise dynamic process mutual adjustments. We report...

10.1109/roman.2009.5326167 article EN 2009-09-01

Previous research has shown that tracking technologies have the potential to help family caregivers optimize their coping strategies and improve relationships with care recipients. In this paper, we explore how sharing tracked data (i.e., caregiving journals patient's conditions) other affects home communication. Although previous works suggested may benefit from reading records of others, patients' private information might fuel negative feelings surveillance violation trust for To address...

10.1145/3173574.3173796 article EN 2018-04-20

Preventing users from walking through virtual boundaries (e.g., walls) is an important issue to be addressed in room-scale environments (VEs), considering the safety and design limitations. Sensory feedback wall collisions has been shown effective; however, it can disrupt immersion. We assumed that a greater sense of presence would discourage walls conducted two-factor between-subjects experiment (N = 92) controls anthropomorphism (realistic or abstract) visibility (full-body hand-only)...

10.1145/3313831.3376562 article EN 2020-04-21
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