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AR technology continues to develop and is expected to be used in a much wider range of fields. However, existing head-mounted displays for AR are still inadequate for use in daily life. Therefore, we focused on using VR to develop AR services and explored the possibility of virtual fieldwork. By comparing fieldwork using AR and virtual fieldwork using VR, we revealed the feasibility and limitations of virtual fieldwork. It was shown that virtual fieldwork is effective in an indoor environment where no other people are present. By using virtual fieldwork, researchers can obtain qualitative results more easily than with traditional fieldwork. On the other hand, it was suggested that it is difficult to realize virtual fieldwork in a large environment such as outdoors and in the presence of others. In particular, participants do not perceive the virtual fieldwork as fieldwork in the real world because the experience of walking in a large space is difficult to experience in conventional VR.
Kota Gushima; Tatsuo Nakajima. Virtual Fieldwork: Designing Augmented Reality Applications Using Virtual Reality Worlds. Algorithms and Data Structures 2021, 417 -430.
AMA StyleKota Gushima, Tatsuo Nakajima. Virtual Fieldwork: Designing Augmented Reality Applications Using Virtual Reality Worlds. Algorithms and Data Structures. 2021; ():417-430.
Chicago/Turabian StyleKota Gushima; Tatsuo Nakajima. 2021. "Virtual Fieldwork: Designing Augmented Reality Applications Using Virtual Reality Worlds." Algorithms and Data Structures , no. : 417-430.
In this study, we focus on an information presentation method to reduce cognitive load. For example, a typical method of presenting information in a useful manner is Augmented Reality, which overlays information on the real world; however, this approach causes high cognitive load because it is too loud compared to the real world. Thus, we focus on an ambient media approach proposed by Hiroshi Ishii that works on the background of human consciousness to reduce the cognitive load. We aim to find expressions that are midway between information superposition and ambient media. In this study, we focus on the visual and auditory senses, which are mainly used for information presentation, and learn the features necessary to design ambient media through our case studies. We develop two case studies: HoloList and Ambient Table. We implement and evaluate these systems to learn the features required to design the ambient media.
Kota Gushima; Shuma Toyama; Yukiko Kinoshita; Tatsuo Nakajima. Deriving Features for Designing Ambient Media. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 29 -40.
AMA StyleKota Gushima, Shuma Toyama, Yukiko Kinoshita, Tatsuo Nakajima. Deriving Features for Designing Ambient Media. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():29-40.
Chicago/Turabian StyleKota Gushima; Shuma Toyama; Yukiko Kinoshita; Tatsuo Nakajima. 2019. "Deriving Features for Designing Ambient Media." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 29-40.
A wide friendship network helps us in our daily lives, and there are merits to expanding personal connections. Newly developed communication services have been developed as a means to expand the network of connections, and they enable the building of new relationships on the Internet without meeting people directly. While these tools are spreading, currently in Japan, various warnings and instructions are communicated regarding Internet encounters, and due to interactions of young people via the Internet, many people recognize that it is dangerous to have relationships with unknown partners. We want to alleviate the distrust users have for unknown partners and contribute to relationship-building on the Internet. This paper proposes ComFriends, a communication tool that reduces the resistance of an initial conversation and helps expand friendships more easily and safely. ComFriends provides users with conversations between people who belong to the same community and are in a state of mutual interest, and it supports relationship-building. We first present a ComFriends design approach and then describe its evaluation via a user study.
Koya Iwase; Kota Gushima; Tatsuo Nakajima. Supporting Human Relationship-Building in a Daily Life Community. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 368 -380.
AMA StyleKoya Iwase, Kota Gushima, Tatsuo Nakajima. Supporting Human Relationship-Building in a Daily Life Community. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():368-380.
Chicago/Turabian StyleKoya Iwase; Kota Gushima; Tatsuo Nakajima. 2019. "Supporting Human Relationship-Building in a Daily Life Community." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 368-380.
Yukiko Iwasaki; Kota Gushima; Emi Tamaki. Interaction with the Mercurial Robot. Proceedings of the 2019 2nd International Conference on Electronics, Communications and Control Engineering - ICECC 2019 2019, 29 -33.
AMA StyleYukiko Iwasaki, Kota Gushima, Emi Tamaki. Interaction with the Mercurial Robot. Proceedings of the 2019 2nd International Conference on Electronics, Communications and Control Engineering - ICECC 2019. 2019; ():29-33.
Chicago/Turabian StyleYukiko Iwasaki; Kota Gushima; Emi Tamaki. 2019. "Interaction with the Mercurial Robot." Proceedings of the 2019 2nd International Conference on Electronics, Communications and Control Engineering - ICECC 2019 , no. : 29-33.
This paper proposes Ambient Bot, an information notification system that presents practical everyday contents to people intimately and ambiently. Ambient Bot requires people to wear a head-mounted display (HMD). Users see a virtual creature in the real world via augmented reality technologies. The creature not only speaks but presents everyday information that people might be interested in only when they focus their attentions on the creature itself.
Kota Gushima; Tatsuo Nakajima. Playful Information Access Through Virtual Creatures. Privacy Enhancing Technologies 2018, 191 -197.
AMA StyleKota Gushima, Tatsuo Nakajima. Playful Information Access Through Virtual Creatures. Privacy Enhancing Technologies. 2018; ():191-197.
Chicago/Turabian StyleKota Gushima; Tatsuo Nakajima. 2018. "Playful Information Access Through Virtual Creatures." Privacy Enhancing Technologies , no. : 191-197.
Our everyday life has become increasingly enhanced through the progress of advanced information technologies. In particular, the daily lifestyles of urban residents have changed significantly because of smartphones that keep them continually connected to the Internet. As a result, citizens are able to access diverse information sources anytime and anywhere. However, the current progress of these digital technologies dramatically increases the possibility of cognitive overload. In this paper, we propose Ambient Bot, a notification system that ambiently presents practical everyday information to people. Ambient Bot requires people to wear a lightweight head-mounted display (HMD) that shows the real world through a camera attached to the HMD. Users see an empathetic virtual creature in the real world via augmented reality technologies. The empathetic creature not only speaks but presents everyday information that people might be interested in only when they focus their attentions on the creature itself. We first present a design approach for the Ambient Bot; then, we describe a prototype system and its evaluation through a user study.
Hina Akasaki; Kota Gushima; Tatsuo Nakajima. Providing Daily Casual Information Through Eye Contact with Emotional Creatures. Privacy Enhancing Technologies 2018, 278 -291.
AMA StyleHina Akasaki, Kota Gushima, Tatsuo Nakajima. Providing Daily Casual Information Through Eye Contact with Emotional Creatures. Privacy Enhancing Technologies. 2018; ():278-291.
Chicago/Turabian StyleHina Akasaki; Kota Gushima; Tatsuo Nakajima. 2018. "Providing Daily Casual Information Through Eye Contact with Emotional Creatures." Privacy Enhancing Technologies , no. : 278-291.
The Ambient Bot that we have developed makes it possible to access information by eye contact with virtual creatures in an augmented reality environment. By using Ambient Bot, information can be accessed without using complex operations from smartphones. In this paper, we focus on how that access of information consists of a pull-based interaction method and a push-based interaction method and show the feasibility of both interaction methods in Ambient Bot. In the pull-based interaction method that was adopted by the original Ambient Bot, multiple virtual creatures float around a user. Since each creature provides a different piece of information, it is possible for a user to easily access multiple types of content simply by making eye contact with each creature. On the other hand, in the push-based interaction method, a virtual creature predicts appropriate pieces of information that a user wants and actively notifies the user of that information. Our aim is mainly to investigate the design spaces for the push-based interaction method in Ambient Bot. In addition, we also investigate whether the push-based interaction method in Ambient Bot can be used to offer serendipitous information that will help people come up with new ideas when they receive diverse, interesting stimuli.
Kota Gushima; Hina Akasaki; Tatsuo Nakajima. A Novel Interaction Design Approach for Accessing Daily Casual Information Through a Virtual Creature. Transactions on Petri Nets and Other Models of Concurrency XV 2018, 56 -70.
AMA StyleKota Gushima, Hina Akasaki, Tatsuo Nakajima. A Novel Interaction Design Approach for Accessing Daily Casual Information Through a Virtual Creature. Transactions on Petri Nets and Other Models of Concurrency XV. 2018; ():56-70.
Chicago/Turabian StyleKota Gushima; Hina Akasaki; Tatsuo Nakajima. 2018. "A Novel Interaction Design Approach for Accessing Daily Casual Information Through a Virtual Creature." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 56-70.
Augmented reality (AR) and virtual reality (VR) technologies have been dramatically expanded in recent years. In the near future, we expect that diverse digital services that employ Internet of Things (IoT) technologies enhanced with AR and VR will become more popular. Advanced information technologies will enable the physical world to be fused with the virtual world. These digital services will be advanced via virtuality, which means that things that do not physically exist make people believe in their existence. We propose a design space for digital services that are enhanced via virtuality based on insights extracted from three case studies that we have developed and from discussions in focus groups that analyze how existing commercial IoT products proposed in a commercial crowdfunding platform, Kickstarter, could be enhanced through virtuality. The derived design space offers three dimensions to design a digital service to fuse IoT technologies with virtuality: (1) Taxonomy of IoT; (2) Visualizing Level, and (3) Virtuality Level. The design space will help IoT-based digital service designers to develop advanced future IoT products that incorporate virtuality.
Kota Gushima; Tatsuo Nakajima. A Design Space for Virtuality-Introduced Internet of Things. Future Internet 2017, 9, 60 .
AMA StyleKota Gushima, Tatsuo Nakajima. A Design Space for Virtuality-Introduced Internet of Things. Future Internet. 2017; 9 (4):60.
Chicago/Turabian StyleKota Gushima; Tatsuo Nakajima. 2017. "A Design Space for Virtuality-Introduced Internet of Things." Future Internet 9, no. 4: 60.
Kota Gushima; Hina Akasaki; Tatsuo Nakajima. Ambient bot. Proceedings of the 21st International Academic Mindtrek Conference 2017, 231 -234.
AMA StyleKota Gushima, Hina Akasaki, Tatsuo Nakajima. Ambient bot. Proceedings of the 21st International Academic Mindtrek Conference. 2017; ():231-234.
Chicago/Turabian StyleKota Gushima; Hina Akasaki; Tatsuo Nakajima. 2017. "Ambient bot." Proceedings of the 21st International Academic Mindtrek Conference , no. : 231-234.
Yuki Yamada; Keisuke Irie; Kota Gushima; Fumiko Ishizawa; Mohammed Al Sada; Tatsuo Nakajima. HoloMoL. Proceedings of the 21st International Academic Mindtrek Conference 2017, 235 -238.
AMA StyleYuki Yamada, Keisuke Irie, Kota Gushima, Fumiko Ishizawa, Mohammed Al Sada, Tatsuo Nakajima. HoloMoL. Proceedings of the 21st International Academic Mindtrek Conference. 2017; ():235-238.
Chicago/Turabian StyleYuki Yamada; Keisuke Irie; Kota Gushima; Fumiko Ishizawa; Mohammed Al Sada; Tatsuo Nakajima. 2017. "HoloMoL." Proceedings of the 21st International Academic Mindtrek Conference , no. : 235-238.
This paper proposes a new mobile social media infrastructure for motivating collective people to participate in flourishing our society. For motivating them, designing human behavior through social influence within communities is one of the most important issues to make their lifestyle better, but it is not easy to promote the entire collective people’s activities towards achieving a common goal. Our proposal is to use a layered approach where an entire community consists of many micro-communities; if each independent community is encouraged to contribute to its society, the entire community will be finally motivated to achieve a flourishing society. Our approach adopts a virtual currency and a crowdfunding concept to encourage members in a micro-community; we analyze the effect of social influence on human behavior from the experiment-based analysis. The analysis shows that the proposed approach might work well within a community of well-known people. We finally suggest a possible solution to overcome potential limitations as a future direction.
Mizuki Sakamoto; Kota Gushima; Todorka Alexandrova; Tatsuo Nakajima. Designing Human Behavior Through Social Influence in Mobile Crowdsourcing with Micro-communities. Transactions on Petri Nets and Other Models of Concurrency XV 2017, 189 -205.
AMA StyleMizuki Sakamoto, Kota Gushima, Todorka Alexandrova, Tatsuo Nakajima. Designing Human Behavior Through Social Influence in Mobile Crowdsourcing with Micro-communities. Transactions on Petri Nets and Other Models of Concurrency XV. 2017; ():189-205.
Chicago/Turabian StyleMizuki Sakamoto; Kota Gushima; Todorka Alexandrova; Tatsuo Nakajima. 2017. "Designing Human Behavior Through Social Influence in Mobile Crowdsourcing with Micro-communities." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 189-205.
Kota Gushima; Mizuki Sakamoto; Tatsuo Nakajima; Constantine Stephanidis. A Crowdsourcing-Based Social Platform to Increase a Community’s Sustainability and Well-Being. Communications in Computer and Information Science 2017, 714, 241 -248.
AMA StyleKota Gushima, Mizuki Sakamoto, Tatsuo Nakajima, Constantine Stephanidis. A Crowdsourcing-Based Social Platform to Increase a Community’s Sustainability and Well-Being. Communications in Computer and Information Science. 2017; 714 ():241-248.
Chicago/Turabian StyleKota Gushima; Mizuki Sakamoto; Tatsuo Nakajima; Constantine Stephanidis. 2017. "A Crowdsourcing-Based Social Platform to Increase a Community’s Sustainability and Well-Being." Communications in Computer and Information Science 714, no. : 241-248.
Keisuke Irie; Mohammed Al Sada; Yuki Yamada; Kota Gushima; Tatsuo Nakajima. Pervasive HoloMoL. Proceedings of the 15th International Conference on Mining Software Repositories 2017, 1 .
AMA StyleKeisuke Irie, Mohammed Al Sada, Yuki Yamada, Kota Gushima, Tatsuo Nakajima. Pervasive HoloMoL. Proceedings of the 15th International Conference on Mining Software Repositories. 2017; ():1.
Chicago/Turabian StyleKeisuke Irie; Mohammed Al Sada; Yuki Yamada; Kota Gushima; Tatsuo Nakajima. 2017. "Pervasive HoloMoL." Proceedings of the 15th International Conference on Mining Software Repositories , no. : 1.
The paper proposes a new way to encourage a community to increase the sustainability of their surroundings based on crowdsourcing. The most important characteristic in the approach is to automatically insert tasks that increase the community's well-being. Therefore, the more tasks the community's members perform that make their surroundings sustainable, the more they increase their well-being. The research is based on a microcrowdfunding crowdsourcing infrastructure. A new functionality to automatically add micro-tasks to increase a community's well-being is designed for enhancing the infrastructure. We also describe a preliminary user study to demonstrate the feasibility of our approach.
Kota Gushima; Mizuki Sakamoto; Tatsuo Nakajima. Community-based crowdsourcing to increase a community's well-being. Proceedings of the 18th International Conference on Supporting Group Work 2016, 1 -6.
AMA StyleKota Gushima, Mizuki Sakamoto, Tatsuo Nakajima. Community-based crowdsourcing to increase a community's well-being. Proceedings of the 18th International Conference on Supporting Group Work. 2016; ():1-6.
Chicago/Turabian StyleKota Gushima; Mizuki Sakamoto; Tatsuo Nakajima. 2016. "Community-based crowdsourcing to increase a community's well-being." Proceedings of the 18th International Conference on Supporting Group Work , no. : 1-6.
Kota Gushima; Tatsuya Aikawa; Mizuki Sakamoto; Tatsuo Nakajima. Computational Community: A Procedural Approach for Guiding Collective Human Behavior Towards Achieving a Flourished Society. Transactions on Petri Nets and Other Models of Concurrency XV 2016, 417 -428.
AMA StyleKota Gushima, Tatsuya Aikawa, Mizuki Sakamoto, Tatsuo Nakajima. Computational Community: A Procedural Approach for Guiding Collective Human Behavior Towards Achieving a Flourished Society. Transactions on Petri Nets and Other Models of Concurrency XV. 2016; ():417-428.
Chicago/Turabian StyleKota Gushima; Tatsuya Aikawa; Mizuki Sakamoto; Tatsuo Nakajima. 2016. "Computational Community: A Procedural Approach for Guiding Collective Human Behavior Towards Achieving a Flourished Society." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 417-428.