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Dive into the research topics where Junko Itou is active.

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Featured researches published by Junko Itou.


international conference on knowledge based and intelligent information and engineering systems | 2010

Pictograph chat communicator III: a chat system that embodies cross-cultural communication

Jun Munemori; Taro Fukuda; Moonyati Binti Mohd Yatid; Tadashi Nishide; Junko Itou

The Pictograph Chat Communicator III is a modified version of the conventional system, where pictograph selection and the taxonomy of pictographs were taken a closer look. We added new pictographs (subjects, verbs, adjectives, 5W1H, symbols, and alphabets) and deleted unnecessary pictographs. We also changed the taxonomy of pictographs. Experiments were carried out 9 times in international conference halls of America, Vietnam, and Portugal, between people who do not share the same spoken language (or native language). As a result, the level of understanding is 91.1%. We supposed that pictograph communication was enough in the ice-breaking communications.


international conference on knowledge based and intelligent information and engineering systems | 2008

The Pictograph Chat Communicator II

Jun Munemori; Taro Fukuda; Moonyati Binti Mohd Yatid; Junko Itou

In Japan and other countries, pictographs have widely spread to add nuance to mails in mobile phones. We have developed a pictograph chat system, which enables communication using nothing but pictographs. We have prepared 550 pictograph symbols. The system has a history tab, which can save and reuse all pictographs used in the previous chat lines. We applied the system for communication to 2 groups of foreign students and Japanese students. We have carried out experiments 4 times. We report the results of the experiments as below. (1) The average number of chat lines was 29 lines in 30 minutes. (2) The subjects understood 83% of the chat contents. (3) The history tab is used about 24% of all selected pictographs. (4) History tab was used frequently in relation to the number of chat lines.


conference on computer supported cooperative work | 2012

The effect to quality of creativity with sampling partial data from a large number of idea cards

Tomohiro Kokogawa; Yuji Maeda; Toshihiro Ajiki; Junko Itou; Jun Munemori

In this paper we evaluated an application of creativity techniques with sampling partial data from a large number of idea cards, to reduce operation cost of problem definition or decision-making at critical situation as disasters. In our experiments, we picked up 30 of 60 idea cards randomly, and operated KJ method remotely. We found operation time of the KJ method (forming groups, labeling each group name, and allocating each group spatially) with partial data (30 cards) to be shorter than that with full data (60 cards). We also found no significant difference in the quality of creativity between them.


advanced information networking and applications | 2011

Application to the Disaster Data of an Idea Generation Consistent Support System

Toshihiro Ajiki; Hiroshi Fukuda; Tomohiro Kokogawa; Junko Itou; Jun Munemori

We have developed an image editing application, Quiccamera and an idea generation consistent support system, GUNGEN-SPIRAL II. Quiccamera was created for the idea collection part of GUNGEN-SPIRAL II. Quiccamera can upload data briefly. GUNGEN-SPIRAL II is a Web-based system, which can support shared ideas and the circulation of information for an idea generation method, the KJ method. We applied these two systems to disaster data. From the results of the experiment, we found that we could easily upload ideas using handwriting and a pictograph stamp for photographs with Quiccamera. The evaluation of the pictograph stamp in particular was high. The correspondence of anti-disaster measures created by GUNGEN-SPIRAL II was found to be sufficient.


international conference on knowledge based and intelligent information and engineering systems | 2008

Analysis of Relationships between Smiley and Atmosphere during Chat with Emotional Characters

Junko Itou; Jun Munemori

In this research, we analyze the relationships among smiley, users mental states represented by smiley, nonverbal expressions of emotional characters, and atmospheres during embodied character chat system. The character behave as agents of users and automatically act on messages of the users and the other characters action. We performed an experiment to investigate the relationships using embodied character.


international conference on knowledge based and intelligent information and engineering systems | 2006

A prototype of a chat system using message driven and interactive actions character

Junko Itou; Kenji Hoshio; Jun Munemori

In this article, we present a chat system in which embodied characters behave as agents of users and automatically act on messages of the users and the other characters action. We display and exchange nonverbal expressions including gestures, eye-gazes, noddings, and facial expressions in daily conversation. Nonverbal expressions convey various kinds of information that is essential to make our face-to-face communication successful. In the previous work on social psychology, it is known that there are interdependences among nonverbal expressions between those from different persons in conversation with each other. We apply this knowledge to the chat between embodied characters, so that 3D characters interactively act by users messages. The system evaluation results demonstrated higher validity than the system that the user explicitly indicates the characters actions.


international conference on entertainment computing | 2006

Electronic treasure hunt: real-time cooperation type game that uses location information

Jun Munemori; Shunsuke Miyai; Junko Itou

The electronic treasure hunt developed this time uses location information and operates avatar. The participant competes for the point looking for the treasure arranged virtually. The feature of this game is that the treasure cannot be obtained if two people do not cooperate. From the experiments the following points became clear that participants evaluated highly the avatar operation system that used GPS location information. The cooperation system by which each players position became a point allowed location information to be used well.


Procedia Computer Science | 2013

RANTORE: A Strategic Exertainment System Using Location Information☆

Jun Munemori; Tatsuya Korin; Junko Itou; Takaya Yuizono

Abstract We propose RANTORE, a strategic exertainment (exercise + entertainment) system that uses outdoor Global Positioning System (GPS) location information to promote exercise. Similar to a treasure hunt, the RANTORE system encourages players to move around an outdoor area to collect virtual treasures and coordinate with other players in a fun, outdoor activity. Our evaluation experiments reveal that the exercise was not strenuous, but the game did promote exercise. In addition, the entertainment aspects and continuity of the exercise were evaluated to be high, even when players played the game several times, because the game kept them engaged.


2011 IEEE International Games Innovation Conference (IGIC) | 2011

Remote Kenken: A networked real hopping game based on hopscotch

Jun Munemori; Hirotaka Yamashita; Junko Itou

An exertainment support system called Remote Kenken is proposed in this paper. The game resembles hopscotch. Pressure sensors are used to determine the position of the feet of a player and judge the accuracy of the steps during jumping. Victory or defeat is decided by the accuracy of the step and time required. The support system is networked to a server to allow the game to be played remotely by more than one player. Experiments were performed with players located in different rooms playing the game simultaneously. The test results suggest that the subjects could enjoy the game as an exercise and entertainment. The system also includes video and audio equipment for communication and awareness of the steps.


international conference on entertainment computing | 2006

Forbidden city explorer: a guide system that gives priority to shared images and chats

Jun Munemori; Thai Minh Tri; Junko Itou

We have developed a prototype guide system, which was named The Forbidden City Explorer. This system has real-time information sharing functions including image data, chatting, and mutual location information. It gives priority to shared images and chats, supporting a friendly user interface and simple operation methods, especially creating shared images to be used by general people. We applied the system twice to the Forbidden City in Beijing. Users were Chinese. The results of the experiments are as follows: (1) The evaluation of the image data sharing function was timely. (2) With a simple operation, many shared images and chat messages were created.

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Tomohiro Kokogawa

Nippon Telegraph and Telephone

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