Naohito Okude
Keio University
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Publication
Featured researches published by Naohito Okude.
advances in computer entertainment technology | 2006
Yoshiro Sugano; Jumpei Ohtsuji; Toshiya Usui; Yuya Mochizuki; Naohito Okude
Shootball is a new sport in ubiquitous computing. This game is playing with tangible ball that could control movies displayed in surrounding screens. This game is team sport played between two teams of 3 players each. The object of the game is to score by displaying movies of own team by throwing the ball at surrounding screens.
human factors in computing systems | 2006
Takashi Matsumoto; Daisuke Horiguchi; Shihori Nakashima; Naohito Okude
Z-agon is a multimedia computer with six cubic multi-displays. This device operated by physical movements of the cube to change channels of contents. This device is used as a network-based multimedia player. Users browse many kinds of contents such as Blogs, Web news, Movies, Music Videos and so on. This concept of Z-agon has been envisioned by design studies.Now product design requires knowledge from many fields such as hardware, software, infrastructures, social networks and revenue models. Sometimes technologies have not entered the stage to satisfy user needs. However, envisioning the concept based on design adequacy is an important attitude to break an innovation into a product. In this paper, an integrated design of Z-agon is introduced.
advances in computer entertainment technology | 2007
Yoshiro Sugano; Yuya Mochizuki; Toshiya Usui; Naohito Okude
Shootball is a goal-based ball game played in a field surrounded by 4 screens linked to each other. The game uses a ball with an embedded wireless sensor. In shootball, players are given the ability to move the location of the goal on will. Various attack patterns for multi-directions can be performed by effectively utilizing this mechanic. In enjoying the gameplay of shootball, players shall be able to experience a creative style of play and team communication not seen in previous goal-based sports.
advances in computer entertainment technology | 2006
Jun Usui; Hirotaka Hatayama; Takashi Sato; Yumi Furuoka; Naohito Okude
This paper introduces Paravie, an entertainment system that anyone expresses oneself with movement. Paravie consists of a recording studio where a user mimics a role model movie and a mobile movie viewer which shows some people dancing with same music. User can enjoy learning dance skill with original expression as he draws upon various movies which recorded in various place and time.
systems, man and cybernetics | 2007
Naruhiko Shiratori; Naohito Okude
This paper shows how to represent an anesthetic practice using bayesian networks layer model. There are three required points to represent anesthetic practice in operation room: multidimensionality, dynamics, and uncertainty. Normally, some deterministic models, expert system models, are selected for representing knowledge of medical experts. However, the model can not treat uncertainty and dynamics for anesthetic points. Bayesian network and dynamic bayesian network are well known to represent uncertainty and are used in many domains. The bayesian network models, however, do not correspond to multiply dynamics, which is the point for anesthetic practice. In addition, object oriented bayesian network has good points for representing multidimensionality functions, but does not correspond to individual expression for each anesthetist. So, we propose layered bayesian network to challenge the problems for individual expression and multiply dynamics. The layered model integrates three kinds of bayesian network model to represent functions of anesthetic practice.
workshops on enabling technologies infrastracture for collaborative enterprises | 1999
Yohnosuke Harada; Kiyoshi Nosu; Naohito Okude
Now that we are facing a transition from industrial society to a knowledge based society, the acquisition and sharing of knowledge have become even more important in learning. Recent progress in computer processing power and graphic capability have endowed computers with considerable potential as educational tools. With respect to VR or CG, this potential has been further developed for entertainment applications. Students are now surrounded by PCs both at home and at school. NTT has introduced a new learning system named COLLVIRS (COLlaborative Learning system employing Virtual Reality Spaces), which consists of a large screen with high definition resolution, super graphic processors, PCs for individual students and VR contents. The central problem is how to provide VR contents to students. Interactivity and collaboration, together with the dramaturgy of the content, are key factors for the success of the system.
tangible and embedded interaction | 2015
Yan Yan Cao; Naohito Okude
Scented Pebbles is a collection of interactive lighting objects to create multisensory ambience of light and smell. When it senses peoples movement and touch, the networked objects will generate dynamic ambience. The pebbles emit smells and control the lighting conditions to create your unique ambience such as Hawaiian Sunset or Japanese Onsen. Experience the orchestra of smell and light play and let your mind run free. The paper presented interactive approach to evoke sensorial imagination through multisensory interactions including olfactory sense.
international conference on computer graphics and interactive techniques | 2011
Izumi Yagi; Shigeru Kobayashi; Ryo Kashiwagi; Daisuke Uriu; Naohito Okude
The ubiquitous era [Weiser 1995] has begun to unfold. Through sensors and actuators connected with the physical world, the computers support our daily life by sensing our behavior. However, most interfaces around us still remain in hard touch points and the old direct manipulations such as switches and buttons. This makes it difficult to give fully appropriate and flexible services to the user according to his/her situation. We propose Media Cushion as a new soft interface for the ubiquitous era, which enables us to control the living environment more naturally and adequately by taking in human body movements.
symposium on applications and the internet | 2004
Kazuhiro Kuroda; Kaori Ochiai; Mia Hori; Naohito Okude
A smart-media is defined as a media interacted with environments surrounding a user. Rapid evolution of network technologies brings us to access information on every situation through computers embedded in the user environment. Scenario based design is an efficient way to match media design with user needs in the next generation society. It begins with describing future user needs using Persona and it is developed by middle ground method that iterates the process of making proto-types and creating models. This paper describes the flow of the creation process optimized for the smart-media design we face in the next decade.
designing interactive systems | 2010
Chihiro Sato; Shigeyuki Takeuchi; Takuo Imbe; Shuichi Ishibashi; Masahiko Inami; Masa Inakage; Naohito Okude
Recommendation systems have become widespread, however these systems only determine information inputted from the customers through a browser, and cannot be used when actually moving around outside. This paper presents TTI Model, a model extracting individuals curiosity level in urban spaces on their spare time by collecting behavior data from sensors. It calculates persons real time curiosity level by analyzing behavior depending on the walking speed within the city, such as window shopping or just hanging around by themselves. This paper evaluates this model with a sensor device prototype, and elaborates possibilities when understanding individuals in detail, by extracting the curiosity predicted from current behaviors using sensors.