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Dive into the research topics where Kazuki Takashima is active.

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Featured researches published by Kazuki Takashima.


user interface software and technology | 2005

Predictive interaction using the delphian desktop

Takeshi Asano; Ehud Sharlin; Yoshifumi Kitamura; Kazuki Takashima; Fumio Kishino

This paper details the design and evaluation of the Delphian Desktop, a mechanism for online spatial prediction of cursor movements in a Windows-Icons-Menus-Pointers (WIMP) environment. Interaction with WIMP-based interfaces often becomes a spatially challenging task when the physical interaction mediators are the common mouse and a high resolution, physically large display screen. These spatial challenges are especially evident in overly crowded Windows desktops. The Delphian Desktop integrates simple yet effective predictive spatial tracking and selection paradigms into ordinary WIMP environments in order to simplify and ease pointing tasks. Predictions are calculated by tracking cursor movements and estimating spatial intentions using a computationally inexpensive online algorithm based on estimating the movement direction and peak velocity. In testing the Delphian Desktop effectively shortened pointing time to faraway icons, and reduced the overall physical distance the mouse (and user hand) had to mechanically traverse.


international conference on computer graphics and interactive techniques | 2015

IM6D: magnetic tracking system with 6-DOF passive markers for dexterous 3D interaction and motion

Jiawei Huang; Tsuyoshi Mori; Kazuki Takashima; Shuichiro Hashi; Yoshifumi Kitamura

We propose IM6D, a novel real-time magnetic motion-tracking system using multiple identifiable, tiny, lightweight, wireless and occlusion-free markers. It provides reasonable accuracy and update rates and an appropriate working space for dexterous 3D interaction. Our system follows a novel electromagnetic induction principle to externally excite wireless LC coils and uses an externally located pickup coil array to track each of the LC coils with 5-DOF. We apply this principle to design a practical motion-tracking system using multiple markers with 6-DOF and to achieve reliable tracking with reasonable speed. We also solved the principles inherent dead-angle problem. Based on this method, we simulated the configuration of parameters for designing a system with scalability for dexterous 3D motion. We implemented an actual system and applied a parallel computation structure to increase the tracking speed. We also built some examples to show how well our system works for actual situations.


interactive tabletops and surfaces | 2013

SWINGNAGE: gesture-based mobile interactions on distant public displays

Tokuo Yamaguchi; Hiroyuki Fukushima; Shigeru Tatsuzawa; Masato Nonaka; Kazuki Takashima; Yoshifumi Kitamura

We propose the SWINGNAGE, which is a digital signage system using gesture-based mobile interaction on distant public displays. This system provides two techniques for mobile-display interactions: the device pairing between a mobile device and a public display using an embedded sensor of a mobile device and a camera attached to a public display; and the dynamic layout of information banners to support three actions: search; comparison; and examination on the public display and the mobile device. It is then possible to associate experiencing a digital signage with mobile-display interactions.


advances in computer entertainment technology | 2011

Ambient Suite: enhancing communication among multiple participants

Kazuyuki Fujita; Yuichi Itoh; Hiroyuki Ohsaki; Naoaki Ono; Keiichiro Kagawa; Kazuki Takashima; Sho Tsugawa; Kosuke Nakajima; Yusuke Hayashi; Fumio Kishino

We propose a room-shaped information environment called Ambient Suite that enhances communication among multiple participants. In Ambient Suite, the room itself works as both sensors to estimate the conversation states of participants and displays to present information to stimulate conversation. Such nonverbal cues as utterances, positions, and gestures are measured to sense participant states. The participants are surrounded by displays so that various types of information can be given based on their states. Although this system is adaptable to a wide range of situations where groups talk with each other, our implementation assumed standing-party situations as a typical case. Using this implementation, we experimentally evaluated the performance of input, output, and whether our system can actually stimulate conversation. The results showed that our system measured sensor data to recognize the conversational states, presented information, and adequately encouraged participant conversations.


ieee virtual reality conference | 2012

FuSA 2 Touch Display: A furry and scalable multi-touch display

Kosuke Nakajima; Yuichi Itoh; Takayuki Tsukitani; Kazuyuki Fujita; Kazuki Takashima; Yoshifumi Kitamura; Fumio Kishino

We propose a furry and scalable multi-touch display called the “FuSA2 Touch Display.” The furry type of tactile sensation of this surface affords various interactions such as stroking or clawing. The system utilizes plastic fiber optic bundles to realize a furry-type texture. The system can show visual feedback by projection and detects multi-touch input. We implemented a 24-inch display, and found that our implemented display encourages users to interact with it in various actions.


international conference on computer graphics and interactive techniques | 2013

D-FLIP: dynamic & flexible interactive PhotoShow

Yoshifumi Kitamura; Chi Thanh Vi; Gengdai Liu; Kazuki Takashima; Yuichi Itoh; Sriram Subramanian

We propose D-FLIP, a novel algorithm that dynamically displays a set of digital photos using different principles for organizing them. A combination of requirements for photo arrangements can be flexibly replaced or added through the interaction and the results are continuously and dynamically displayed. D-FLIP uses combinatorial optimization and emergent computation approach, where parameters such as location, size, and photo angle are considered to be functions of time; dynamically determined by local relationships among adjacent photos at every time instance. Consequently, the global layout of all photos is automatically varied.Interactive technology has been one of the most important inseparable wheels of SIGGRAPH Asia, and the Emerging Technologies program plays a vital role in driving the development of research communities all over the world to pursue technological innovations that will have an impact on everyday life. To drive research that will help our lives in future, extensive research on creating working prototypes with novel technological innovations is crucial. This year, the Emerging Technologies program presents a broad scope of topics, reflecting the innovation of interactive technologies and a maturation of the field as it expands to include interactive visualization and other graphics-related technologies. Be fascinated by hands-on demonstrations that expand the limits of current display technologies, and exciting new hardware that enable sophisticated and nuanced user input, innovative interaction techniques that enable more complex interaction with application data and functionality, as well as excellent examples of haptics developed to support multi-/cross-modality scenarios.


soft computing | 2012

Modulating reinforcement-learning parameters using agent emotions

Rickard von Haugwitz; Yoshifumi Kitamura; Kazuki Takashima

An actor-critic reinforcement-learning algorithm using a radial-basis-function network for approximation of the actor and the critic was run on a small-scale multi-agent system with an initially unpredictably hostile environment. The performance of two approaches was compared: having fixed learning parameters, and using modulated parameters that were allowed to deviate from their base values depending on the simulated emotional state of the agent. The latter approach was shown to give marginally better performance once the distracting hostile elements were removed from the environment. This seems to indicate that emotion-modulated learning may lead to somewhat closer approximation of the optimal policy in a difficult environment, by focusing learning on more useful input and avoiding pursuing suboptimal strategies.


advances in computer entertainment technology | 2009

Funbrella: recording and replaying vibrations through an umbrella axis

Kazuyuki Fujita; Yuichi Itoh; Ai Yoshida; Maya Ozaki; Tetsuya Kikukawa; Ryo Fukazawa; Kazuki Takashima; Yoshifumi Kitamura; Fumio Kishino

We propose an umbrella-like device called Funbrella that entertains people with many types of rain by focusing on an umbrella as a user interface that connects humans and rain. Generally, people experience rain with sound, sight, or sometimes smell; however, in our proposed system, we focus on the vibration perceived through an umbrellas handle so that people can feel the rain. We implemented a vibration-giving mechanism with an extremely simple structure based on a dynamic microphone and a dynamic speaker whose structures are almost identical. With this structure, Funbrella records the vibrations caused by raindrops and plays them. We implemented three applications: Crazy Rain, Tele-rain, and Minibrella. A questionnaire study about Crazy Rain application reveals that Funbrella is amusing enough for people regardless of age or gender because Funbrella accurately reproduces rain.


international conference on computer graphics and interactive techniques | 2014

A-blocks: recognizing and assessing child building processes during play with toy blocks

Toshiki Hosoi; Kazuki Takashima; Tomoaki Adachi; Yuichi Itoh; Yoshifumi Kitamura

We propose A-Blocks, a novel building block device that enables detecttion and recognition of childrens actions and interactions when building with blocks. Quantitative data received from constructing and breaking A-Blocks can be valuable for various assessment applications (e.g., play therapy, cognitive testing, and education). In our prototype system, each block embeds a wireless measurement device that inclludes acceleration, angular velocity, and geomagnetic sensors to measure a blocks spatial motion and posture during childrens play. A standard set of blocks can be managed via Bluetooth in real time. By using combined sensor data, the system can estimate how to stack the blocks on each other by detecting surface collisions (Figure 1) and recognize many fundamental play action patterns (e.g., moving, stacking standing, waving) with SVM. Unlike existing block-shaped devices with phyysical constraints on their connections (e.g., electrical hooks, magnets), our solid and traditional-shaped block device supports flexible block play that could include more delicate motions reflecting a childs inner state (e.g., learning stages, stress level, representation of an imagination). These benefits of analyzing childrens block play can be extended to allow for more enjoyable and interactive play, while social impacts include more constructive play.


international conference on computer graphics and interactive techniques | 2014

IM3D: magnetic motion tracking system for dexterous 3D interactions

Jiawei Huang; Kazuki Takashima; Shuichiro Hashi; Yoshifumi Kitamura

3D motion tracking is one key technology in computer animation, virtual reality, natural user interface, and so on. Over the last thirty years numerous projects with various approaches have developed motion tracking systems, including mechanical, ultrasonic, magnetic, and optical schemes. Recently, interest has also been growing in the motion tracking of small targets in complex environments and tracking subtle movements. For example, the behavior analysis of insects or other small creatures in the earth will contribute to the growth of biology or related sciences, and the precise analysis of dexterous finger motions will be useful for professional techniques or the skills required for traditional handcrafts or medical procedures. Unfortunately, common existing tracking systems cannot satisfy the requirements of these tasks because the targets are too small and their motions are complex and easily occluded.

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Fumio Kishino

Kwansei Gakuin University

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Hitomi Yokoyama

Japan Society for the Promotion of Science

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Hiroyuki Ohsaki

Kwansei Gakuin University

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Naoaki Ono

Nara Institute of Science and Technology

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