- Interactive and Immersive Displays
- Tactile and Sensory Interactions
- Gaze Tracking and Assistive Technology
- Usability and User Interface Design
- Innovative Human-Technology Interaction
- Ergonomics and Musculoskeletal Disorders
- Technology Use by Older Adults
- Hand Gesture Recognition Systems
- Augmented Reality Applications
- Color perception and design
- Virtual Reality Applications and Impacts
- Human-Automation Interaction and Safety
- Multimedia Communication and Technology
- Motor Control and Adaptation
- Teleoperation and Haptic Systems
- Educational Games and Gamification
- Digital Games and Media
- Personal Information Management and User Behavior
- AI in Service Interactions
- Impact of Technology on Adolescents
- Creativity in Education and Neuroscience
- Mind wandering and attention
- Mindfulness and Compassion Interventions
- Innovative Approaches in Technology and Social Development
- Context-Aware Activity Recognition Systems
Kochi University of Technology
2016-2025
Xi'an University of Finance and Economics
2025
Beijing Institute of Technology
2016
Drexel University
2014
Shanghai Jiao Tong University
2005-2006
Tokyo Denki University
1997-2002
Current multi-touch interaction techniques typically only use the x-y coordinates of human finger's contact with screen. However, when fingers a touch-sensitive surface, they usually approach at an angle and cover relatively large 2D area instead precise single point. In this paper, Frustrated Total Internal Reflection (FTIR) based device is used to collect finger imprint data. We designed series experiments explore input properties identified several useful such as area, shape orientation...
Current interactions on direct-touch interactive surfaces are often modeled based properties of the input channel that common in traditional graphical user interfaces (GUI) such as x-y coordinate information. Leveraging additional information available could potentially result richer and novel interactions. In this paper we specifically explore role finger orientation. This property is typically ignored touch-based partly because ambiguity determining it solely from contact shape. We present...
Engagement is a key reason for introducing gamification to learning and thus serves as an important measurement of its effectiveness. Based on literature review meta-synthesis, this paper proposes comprehensive framework engagement in learning. The sketches out the connections among strategies, dimensions engagement, ultimate outcome. It also elicits other task - user related factors that may potentially impact effect learner engagement. To verify further strengthen framework, we conducted...
We are often overwhelmed by everyday stressors. Mindfulness meditation can help slow things down and bring one's attention into the present moment. Given prevalence of smartphones, mindfulness-based mobile applications (MBMAs) have received much attention. Current MBMAs mainly use guided method which may not be always effective, e.g., users able to follow pace instructions they need a private environment. This paper presents framework for interactive allows self-regulate their according...
This paper reports an empirical investigation in which participants produced a set of stroke gestures with varying degrees complexity and different target sizes using both the finger pen. The recorded were then analyzed according to multiple measures characterizing many aspects gestures. Our findings as follows: (1) Finger drawn quite pen basic including size ratio average speed. tended be larger faster than They also differed shape geometry measured by, for example, aperture closed...
Ability-based optimization is a computational approach for improving interface designs users with sensorimotor and cognitive impairments. Designs are created by an optimizer, evaluated against task-specific models, adapted to individual abilities. The does not necessitate extensive data collection could be applied both automatically manually users, designers, or caretakers. As first step, the authors present optimized touchscreen layouts tremor dyslexia that potentially improve text-entry...
Mid-air gestures enable intuitive and natural interactions. However, few studies have investigated the use of mid-air for blind people. TV interactions are one promising people, as "listening"' to is their most common activities. Thus, we people through two studies. Study 1 used a user-elicitation approach where were asked define given set commands. Then, present classification gesture types frequency body parts usage. Nevertheless, our participants had difficulty imagining some conducted 2...
Predicting how users learn new or changed interfaces is a long-standing objective in HCI research. This paper contributes to understanding of visual search and learning text entry. With goal explaining variance novices' typing performance that attributable search, model was designed predict locate keys on keyboard: initially relying short-term memory but then transitioning recall-based search. allows predicting times patterns for completely partially layouts. The complements models motor...
Simultaneous declines in visual function (e.g., dynamic acuity), cognitive ability control/multitasking), and physical balance) are major symptoms of aging. Integrating stimulation for those sensory channels into a game could be suitable way older adults to engage long-term health interventions. However, existing design has not considered the relationship synergistic impact multisensory acuity, ability, adults. We therefore developed first VR system prototype based on psychology paradigms...
article Free Access Share on Improving selection performance pen-based systems: a study of interaction for tasks Authors: Xiangshi Ren Kochi Univ. Technology, Oichi, Japan JapanView Profile , Shinju Moriya Tokyo Denki Univ., Tokyo, Authors Info & Claims ACM Transactions Computer-Human InteractionVolume 7Issue 3Sept. 2000 pp 384–416https://doi.org/10.1145/355324.355328Online:01 September 2000Publication History 78citation2,339DownloadsMetricsTotal Citations78Total Downloads2,339Last 12...
This paper presents the first investigation into using goal-crossing paradigm for object selection with virtual reality (VR) head-mounted displays. Two experiments were carried out to evaluate ray-casting crossing tasks target discs in 3D space and goal lines on 2D plane respectively comparison pointing tasks. Five factors, i.e. task difficulty, direction of movement constraint (collinear vs. orthogonal), nature (discrete continuous), field view VR devices depth, considered both experiments....
In order to improve the stability of eye cursor, we introduce three methods, force field (FF), speed reduction (SR), and warping target center (TC) modulate cursor trajectories by counteracting jitter, which is main cause destabilizing cursor. We evaluate these methods using two controlled experiments. One an attention task experiment, indicates that both FF SR significantly alleviate instability but TC not as anticipated. The other a 2D pointing shows well improved implementation (iSR)...
In 1960, JCR Licklider forecast three phases for how humans relate to machines: human-computer interaction, symbiosis, and ultra-intelligent machines. Have we moved from interaction symbiosis or integration, should focus on this other aspects of human augmentation via powerful tools, will such decisions affect us as designers, researchers, members society? This panel raise uneasy disruptive HCI notions. For example, debate whether integration is a necessary desirable next phase, it could...
Human-engaged computing aims to synergize innate human capacities and technological capabilities enable us realize our full potential solve complex real-world problems.
Mindfulness practices are well-known for their benefits to mental and physical well-being. Given the prevalence of smartphones, mindfulness applications have attracted growing global interest. However, majority existing use guided meditation that is not adaptable each user's unique needs or pace. This article proposes a novel framework called Attention Regulation Framework (ARF) , which studies how more flexible could be designed, beyond toward self-regulated meditation. ARF interaction...
We present a computational model of visual search on graphical layouts. It assumes that the system is maximising expected utility when choosing where to fixate next. Three estimates are available for each target: one by unguided perception only, and two, guided long-term memory (location or feature). The adaptive, starting rely more upon its improve with experience. However, it needs relapse back perception-guided if layout changes. provides tool practitioners evaluate how easy find an item...
This study demonstrates how playing a well-designed multitasking motion video game in virtual reality (VR) environment can positively impact the cognitive and physical health of older players. We developed that combines training VR environment. The was measured through four-week longitudinal experiment. Twenty healthy adults were randomly assigned to either an intervention group (i.e., training) or control no contact). Participants played three 45-min sessions per week completing tests for...