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Dive into the research topics where Seiko Myojin is active.

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Featured researches published by Seiko Myojin.


international conference on human-computer interaction | 2009

Advanced Interaction Techniques for Augmented Reality Applications

Mark Billinghurst; Hirokazu Kato; Seiko Myojin

Augmented Reality (AR) research has been conducted for several decades, although until recently most AR applications had simple interaction methods using traditional input devices. AR tracking, display technology and software has progressed to the point where commercial applications can be developed. However there are opportunities to provide new advanced interaction techniques for AR applications. In this paper we describe several interaction methods that can be used to provide a better user experience, including tangible user interaction, multimodal input and mobile interaction.


ieee global conference on consumer electronics | 2014

Tablet system for sensing and visualizing statistical profiles of multi-party conversation

Hiroyuki Adachi; Seiko Myojin; Nobutaka Shimada

In this paper, we present a tablet system that measures and visualizes who speaks to whom, who looks to whom, and their cumulative time in face-to-face multi-party conversation. The system measures where each participant is and when he/she speaks by using the front and back cameras and microphone of tablets. The evaluation result suggests that the system can measure such information with good accuracy. Our study aims to support the motivation of participants and enhance communication.


acm multimedia | 2012

Augmented reality card game based on user-specific information control

Seiko Myojin; Arata Sato; Nobutaka Shimada

In this paper, we describe new way to use augmented reality (AR) for entertainment. AR is a technology that overlays virtual objects on real objects in real world as a natural and intuitive interface. We think AR also can provide multiple users with different sight in real world and control information displayed for each user. We use these AR features for entertainment to present another enjoyment for users. As an example of our proposal, we implemented a card game system and evaluated it to examine usefulness of our concept for entertainment.


Artificial Life and Robotics | 2018

A logical consideration on deceived person’s thinking

Seiko Myojin; Noboru Babaguchi

The problem that old people are sometimes deceived by means of remittance fraud has become a great concern in our society. In this paper, we consider deceived person’s thinking using Barwise–Seligman’s framework, which is a logic for representing distributed systems among people or artifacts. The framework has been used to consider the conversation with comical misconception. We think that it is similar to remittance fraud because in telephone conversation, a criminal of the fraud uses victim’s misconception so that the criminal can impersonate somebody. In this paper, we consider a logical system to describe the communication of a typical remittance fraud, and discuss the representative ability of the formulas to express the situation where a person is deceived or not deceived. The formulas have indicated that a person may be deceived as a result of handling exceptions in terms of logic. This paper contributes to providing a novel viewpoint to consider why people are deceived.


augmented human international conference | 2016

A Co-located Meeting Support System by Scoring Group Activity using Mobile Devices

Hiroyuki Adachi; Seiko Myojin; Nobutaka Shimada

In this paper, we present a co-located meeting support system using mobile devices such as tablets and smartphones, which can use anywhere and easily set up. We have developed a system using tablets, and we re-designed its visualization and scoring methods for brainstorming. The system provides visual feedbacks of how long a person speaks to the other person and how long the person watches him/her. The system also provides two scores based on a balance degree of individual utterance and that of pair conversation as a group activity. The system is currently under experimentation.


international conference on computer graphics and interactive techniques | 2015

ScoringTalk and WatchingMeter: utterance and gaze visualization for co-located collaboration

Hiroyuki Adachi; Akimune Haruna; Seiko Myojin; Nobutaka Shimada

In order to enhance communication, various ways for supporting communication have been researched [Terken and Sturm 2010; Bergstrom and Karahalios 2007]. However, most of these works are difficult to set up because these works need special things, for example, having or wearing a microphone, a room equipped with a projector. On the other hand, our system [Adachi et al. 2014] only requires devices with two cameras and a display such as tablets and smartphones since the devices can both sensing and visualizing, and popular, therefore the system has the advantage of being easy to use. In addition, our system can provide different (controlled) information to the individual since each participant has the own display. We consider the system is useful in brainstorming, group meetings, tabletop games with conversation, and so on.


symposium on 3d user interfaces | 2009

Poster: Evaluation of a cup-shaped interface in tabletop AR environments

Seiko Myojin; Hirokazu Kato; Shogo Nishida

We have proposed MagicCup, a novel wand (3D mouse), for controlling virtual objects in a tabletop augmented reality (AR) environment. In this paper, we present an evaluation of its usability. MagicCup is a handheld input device that uses a real cup as a control interface. It differs from conventional wands in that it can be used to perform “covering” operations to interact with virtual objects. In order to evaluate its fundamental characteristics, we compared the “covering” interaction method with the corresponding methods of conventional wands, such as “pointing” and “touching.” MagicCup allows a user to select a virtual object by covering it with the cup and then holding it up. In contrast, pointing and touching wands allow a user to select an object by pointing at it and pressing a button or by touching it, respectively. Our experimental results indicated that the fundamental characteristics differed depending on the interaction methods. MagicCup was suitable for selecting one object from among several small, scattered objects. In contrast, the pointing and touching wands were suitable for selecting one object from among several small, closely packed objects. In addition, we describe the advantages of MagicCup and the other wands in detail.


international conference on computer graphics and interactive techniques | 2015

ScoringTalk: a tablet system scoring and visualizing conversation for balancing of participation

Hiroyuki Adachi; Seiko Myojin; Nobutaka Shimada


Transactions of the Institute of Systems, Control and Information Engineers | 2017

Activation of a Co-located Meeting by Visualizing Conversation and Facilitating Participant's Behavior

Hiroyuki Adachi; Seiko Myojin; Nobutaka Shimada


interactive tabletops and surfaces | 2011

Reminiscence Park Interface: personal spaces to listen to songs with memories and diffusions and overlaps of their spaces

Seiko Myojin; Masumi Shimizu; Mie Nakatani; Shuhei Yamada; Hirokazu Kato; Shogo Nishida

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Hirokazu Kato

Nara Institute of Science and Technology

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Arata Sato

Ritsumeikan University

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Shuhei Yamada

Nara Institute of Science and Technology

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