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The sharing economy, virtualizing the peer-to-peer-based sharing of physical or logical resources such as cars, houses or people’s spare time with digital technologies, has recently attracted a great deal of attention. Investigating the feasibility of sharing other types of physical resources, particularly human bodies, offers promising opportunities with which to expand the current scope of the sharing economy. This study explores the opportunities and pitfalls of collectively sharing parts of the body, particularly human eyes and ears, to build and explore novel services based on wearable cameras and microphones. The paper proposes a novel concept named CollectiveEyes to realize a digital platform for collectively sharing human seeing and hearing, then presents a prototype platform of CollectiveEyes to demonstrate key features of CollectiveEyes. The essential contribution of the paper is that it reveals potential opportunities and pitfalls of collectively sharing physical capabilities of the human eyes and ears for building a novel digital platform and diverse services on the platform. We mainly found the following two promising research directions extracted from the current study: (1) CollectiveEyes enhances human thinking abilities through multiple visual perspectives; (2) nonhuman’s visual perspectives offer potential opportunities to access more diverse perspectives for augmenting human thinking abilities.
Risa Kimura; Tatsuo Nakajima. Collectively Sharing People’s Visual and Auditory Capabilities: Exploring Opportunities and Pitfalls. SN Computer Science 2020, 1, 1 -24.
AMA StyleRisa Kimura, Tatsuo Nakajima. Collectively Sharing People’s Visual and Auditory Capabilities: Exploring Opportunities and Pitfalls. SN Computer Science. 2020; 1 (5):1-24.
Chicago/Turabian StyleRisa Kimura; Tatsuo Nakajima. 2020. "Collectively Sharing People’s Visual and Auditory Capabilities: Exploring Opportunities and Pitfalls." SN Computer Science 1, no. 5: 1-24.
In this paper, we present some insights from the analysis of the drawbacks of the advanced concurrency control techniques. Based on the analysis, we reveal that a commonly used technique for index structures, read-copy update (RCU), has the most significant impact on the throughput and latency of in-memory database systems. For overcoming the drawbacks, we developed Glasstree, a new index structure that produces a smaller load on the memory allocator by enhancing Masstree. Glasstree achieved high throughput and stable latency than Masstree under various workloads.
Hitoshi Mitake; Hiroshi Yamada; Tatsuo Nakajima. A Highly Scalable Index Structure for Multicore In-Memory Database Systems. Econometrics for Financial Applications 2019, 210 -217.
AMA StyleHitoshi Mitake, Hiroshi Yamada, Tatsuo Nakajima. A Highly Scalable Index Structure for Multicore In-Memory Database Systems. Econometrics for Financial Applications. 2019; ():210-217.
Chicago/Turabian StyleHitoshi Mitake; Hiroshi Yamada; Tatsuo Nakajima. 2019. "A Highly Scalable Index Structure for Multicore In-Memory Database Systems." Econometrics for Financial Applications , no. : 210-217.
In this paper, we present an overview of a case study that aims to augment the meaning of real spaces through incorporated fictionality. The case study uses a head mounted display to show real spaces by capturing it through a camera, but the space is augmented from the true real spaces. Our focus, in particular, is criticizing how one can feel a sense of reality in augmented real spaces in a case study because the meaning of the augmented real space is lost if a user does not feel a sense of reality on the incorporated fictionality. We extract some insights and potential pitfalls from the analyses of the case study within participatory design workshops.
Tatsuo Nakajima; Risa Kimura; Fumiko Ishizawa; Mizuki Sakamoto. Analyzing User Experiences in Incorporated Fictionality. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 13 -25.
AMA StyleTatsuo Nakajima, Risa Kimura, Fumiko Ishizawa, Mizuki Sakamoto. Analyzing User Experiences in Incorporated Fictionality. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():13-25.
Chicago/Turabian StyleTatsuo Nakajima; Risa Kimura; Fumiko Ishizawa; Mizuki Sakamoto. 2019. "Analyzing User Experiences in Incorporated Fictionality." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 13-25.
Deferred memory reclamation is an essential mechanism of scalable in-memory database management systems (DBMSs) that releases stale objects asynchronously to free operations. Modern scalable in-memory DBMSs commonly employ a deferred reclamation mechanism named epoch-based reclamation (EBR). However, no existing research has studied the EBR’s trade-off between performance improvements and memory consumption; its peak memory consumption makes capacity planning difficult and sometimes causes disruptive performance degradation. We argue that gracefully controlling the peak memory usage is a key to achieving stable throughput and latency of scalable EBR-based in-memory DBMSs. This paper conducts a quantitative analysis and evaluation of a representative EBR-based DBMS, Silo, from the viewpoint of memory management. Our evaluation reveals that the integration of conventional solutions fails to achieve stable performance with lower memory utilization, and Glasstree-based Silo achieves a 20% higher throughput, latencies characterized by an 81% lower standard deviation, and 34% lower peak memory usage than Masstree-based Silo even under read-majority workloads.
Hitoshi Mitake; Hiroshi Yamada; Tatsuo Nakajima. Looking into the Peak Memory Consumption of Epoch-Based Reclamation in Scalable in-Memory Database Systems. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 3 -18.
AMA StyleHitoshi Mitake, Hiroshi Yamada, Tatsuo Nakajima. Looking into the Peak Memory Consumption of Epoch-Based Reclamation in Scalable in-Memory Database Systems. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():3-18.
Chicago/Turabian StyleHitoshi Mitake; Hiroshi Yamada; Tatsuo Nakajima. 2019. "Looking into the Peak Memory Consumption of Epoch-Based Reclamation in Scalable in-Memory Database Systems." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 3-18.
Although music offers various functionalities in our contemporary urban life, the potential of making music with widely available computing technologies may not be well investigated. Ambient music is a category of music that focuses on the places where people are and puts an emphasis on tone and calmness over traditional musical structure or rhythm. This study reports on an initial effort to investigate ambient music’s potential by enhancing ambient music with ubiquitous computing technologies. We have developed a prototype system named DESI (distributed embedded sound information) to realize the potential of making ambient music interactive. DESI records stereophonic sound using a piano and visual markers and then pastes the sound on everyday objects like tables and chairs. The pasted sounds construct music according to their locations. Then, we investigate the possibilities and potential pitfalls through user studies.
Yukiko Kinoshita; Tatsuo Nakajima. Making Ambient Music Interactive Based on Ubiquitous Computing Technologies. Advances in Intelligent Systems and Computing 2018, 199 -207.
AMA StyleYukiko Kinoshita, Tatsuo Nakajima. Making Ambient Music Interactive Based on Ubiquitous Computing Technologies. Advances in Intelligent Systems and Computing. 2018; ():199-207.
Chicago/Turabian StyleYukiko Kinoshita; Tatsuo Nakajima. 2018. "Making Ambient Music Interactive Based on Ubiquitous Computing Technologies." Advances in Intelligent Systems and Computing , no. : 199-207.
The use of virtual reality technology has become popular in modern theme parks across the world. Attractions using virtual reality technologies offer highly immersive experiences as if people are really staying in fictional worlds that the theme parks like to create. Haptic feedback is an important piece in virtual reality, where it can increase the immersion and enjoyment, but most virtual reality attractions in theme parks do not offer enough haptic feedback. In this paper, we present HapticDaijya, which is a waist-worn robot capable of giving various haptic and tactile feedback on the torso, neck, face, arms and hands. We present the design and implementation of HapticDaijya. Then, we show a user study and analyze the results for investigating its feasibility. Also, we present preliminary evaluation results that gauged the user’s accuracy in distinguishing the locations of taps applied on the chest, as well as general usability and user acceptance.
Keren Jiang; Xinlei Piao; Mohammed Al-Sada; Thomas Höglund; Shubhankar Ranade; Tatsuo Nakajima. A Robotic Haptic Feedback Device for Immersive Virtual Reality Applications. Advances in Intelligent Systems and Computing 2018, 146 -154.
AMA StyleKeren Jiang, Xinlei Piao, Mohammed Al-Sada, Thomas Höglund, Shubhankar Ranade, Tatsuo Nakajima. A Robotic Haptic Feedback Device for Immersive Virtual Reality Applications. Advances in Intelligent Systems and Computing. 2018; ():146-154.
Chicago/Turabian StyleKeren Jiang; Xinlei Piao; Mohammed Al-Sada; Thomas Höglund; Shubhankar Ranade; Tatsuo Nakajima. 2018. "A Robotic Haptic Feedback Device for Immersive Virtual Reality Applications." Advances in Intelligent Systems and Computing , no. : 146-154.
Electronic visual display enabled by touchscreen technologies evolves as one of the universal multimedia output methods and a popular input intermediate with touch–interaction. As a result, we can always gain access of an intelligent machine by obtaining control of its display contents. Since remote screen sharing systems are also increasingly prevalent, we propose a cross-platform middleware infrastructure which supports remote monitoring and control functionalities based on remote streaming for networked intelligent devices such as smart phone, computer and smart watch, etc. and home appliances such as smart refrigerator, smart air-conditioner and smart TV, etc. We aim to connect all these devices with display screens, so as to make possible remote monitoring and controlling a certain device by whichever one (usually the nearest one) of display screens among the network. The system is a distributed network consisting of multiple modular nodes of server and client, and is compatible to prevalent operating systems such as Windows, macOS, Unix-like/Linux and Android, etc.
Zebo Yang; Tatsuo Nakajima. Connecting Smart Objects in IoT Architectures by Screen Remote Monitoring and Control. Computers 2018, 7, 47 .
AMA StyleZebo Yang, Tatsuo Nakajima. Connecting Smart Objects in IoT Architectures by Screen Remote Monitoring and Control. Computers. 2018; 7 (4):47.
Chicago/Turabian StyleZebo Yang; Tatsuo Nakajima. 2018. "Connecting Smart Objects in IoT Architectures by Screen Remote Monitoring and Control." Computers 7, no. 4: 47.
This paper reports on some experiments using different global clock mechanisms in distributed ledger technologies. Recently, using global clocks in distributed systems has become practical due to the progress of small atomic clock devices. However, current distributed systems such as typical distributed ledger technologies assume traditional loosely synchronized clocks. In this paper, we have implemented logical and physical global clock mechanisms in a distributed ledger system and investigated how different clock mechanisms influence the performance and scalability of distributed ledger technologies. When comparing these clocks, we found that the number of messages exchanged among the nodes is increased due to the number of the nodes required when using logical global clocks; thus, physical global clocks are more suitable than are logical global clocks for use in distributed ledger systems. We also found that the guarantee of transaction ordering based on the global time and the transaction throughput become a tradeoff in distributed ledger systems.
Yuki Yamada; Tatsuo Nakajima. Experiments of Distributed Ledger Technologies Based on Global Clock Mechanisms. Artificial Intelligence: Foundations, Theory, and Algorithms 2018, 436 -445.
AMA StyleYuki Yamada, Tatsuo Nakajima. Experiments of Distributed Ledger Technologies Based on Global Clock Mechanisms. Artificial Intelligence: Foundations, Theory, and Algorithms. 2018; ():436-445.
Chicago/Turabian StyleYuki Yamada; Tatsuo Nakajima. 2018. "Experiments of Distributed Ledger Technologies Based on Global Clock Mechanisms." Artificial Intelligence: Foundations, Theory, and Algorithms , no. : 436-445.
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.
A bicycle is a fundamental means of transportation for citizens in a modern urban city. However, many traffic accidents have caused by bicycle riding. In this study, our aim is to make people learn desirable riding manners of a bicycle, and to improve their skills towards safer riding for bicycle riders by using a bicycle riding training systems based on virtual reality technologies. The system takes into account the following four issues. The first issue is improving the effectiveness of bicycle riding training by improving the reality of the training system. The second issue is the improvement of the awareness of bicycle riding safety by experiencing traffic accidents in the virtual space. The third issue is to introduce a proper feedback system to a user of the training system. The fourth issue is to introduce gamification-based rewards in the training system. We have developed a prototype system to validate our approach, and present some results from user studies to investigate the feasibility of the prototype training system.
Hiroki Tsuboi; Shuma Toyama; Tatsuo Nakajima. Enhancing Bicycle Safety Through Immersive Experiences Using Virtual Reality Technologies. Transactions on Petri Nets and Other Models of Concurrency XV 2018, 444 -456.
AMA StyleHiroki Tsuboi, Shuma Toyama, Tatsuo Nakajima. Enhancing Bicycle Safety Through Immersive Experiences Using Virtual Reality Technologies. Transactions on Petri Nets and Other Models of Concurrency XV. 2018; ():444-456.
Chicago/Turabian StyleHiroki Tsuboi; Shuma Toyama; Tatsuo Nakajima. 2018. "Enhancing Bicycle Safety Through Immersive Experiences Using Virtual Reality Technologies." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 444-456.
In this paper, we propose VRowser, which is a virtual reality (VR) web browser that utilizes various visualization and interaction methods to support webpage content comparisons, allocation, grouping, and retrieval that are essential of parallel web browsing. VRowser’s main design objective is to embody a VR parallel web browsing environment that maintains familiar web browsing metaphors and leverages virtual reality interaction and visualization capabilities to support parallel web browsing tasks. Thus, our approach retains the following design factors: (1) Immersive VR. (2) Maintaining document-based web browsing metaphor within the VR environment. (3) Segregated interaction methods for 3D and web-tasks. We present our prototype specifications, followed by an evaluation. Our user study essentially gauged participants’ impressions about VRowser, as well as their webpage placement strategies within two different VR environments. The results indicate that users heavily relied on environmental landmarks, such as trees or furniture, to facilitate placement and retrieval of webpages. While the locomotion method developed in our prototype proven to be inefficient for quickly travelling from one location to another. Lastly, we present our conclusion and future development direction of our work.
Shuma Toyama; Mohammed Al Sada; Tatsuo Nakajima. VRowser: A Virtual Reality Parallel Web Browser. Transactions on Petri Nets and Other Models of Concurrency XV 2018, 230 -244.
AMA StyleShuma Toyama, Mohammed Al Sada, Tatsuo Nakajima. VRowser: A Virtual Reality Parallel Web Browser. Transactions on Petri Nets and Other Models of Concurrency XV. 2018; ():230-244.
Chicago/Turabian StyleShuma Toyama; Mohammed Al Sada; Tatsuo Nakajima. 2018. "VRowser: A Virtual Reality Parallel Web Browser." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 230-244.
In recent years, virtual reality is becoming popular with the advent of PlayStation VR and mobile VR. However, due to the restrictions of the hardware, it is difficult to reproduce the same thing in the virtual space, as it is in the reality. One of the typical examples is the character input. It is extremely difficult to reproduce convenience and speed equivalent to traditional used input methods such as personal computer keyboard input or smartphone flick input, in the virtual space. Therefore, in this study, we aim to propose a new character input method, focusing on typing Japanese characters, which has an input speed at a certain level, is touch-typable, and requires no controller in a user’s hands. The proposed approach uses Leap Motion as an input device. By tracking the movements of the finger of a user, the user selects a pair of a consonant and a vowel with two bending and stretching movements, which makes a Japanese letter. From a preliminary experiment, our method achieved the input speed of 42.1 Characters per Minute. In addition, this paper discusses the duration of the practice needed to use this method.
Kosuke Komiya; Tatsuo Nakajima. A New Japanese Input Method for Virtual Reality Applications. Privacy Enhancing Technologies 2018, 43 -55.
AMA StyleKosuke Komiya, Tatsuo Nakajima. A New Japanese Input Method for Virtual Reality Applications. Privacy Enhancing Technologies. 2018; ():43-55.
Chicago/Turabian StyleKosuke Komiya; Tatsuo Nakajima. 2018. "A New Japanese Input Method for Virtual Reality Applications." Privacy Enhancing Technologies , no. : 43-55.
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.
Mohammed Al-Sada; Keren Jiang; Shubhankar Ranade; Xinlei Piao; Thomas Höglund; Tatsuo Nakajima. HapticSerpent. Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems 2018, LBW624 .
AMA StyleMohammed Al-Sada, Keren Jiang, Shubhankar Ranade, Xinlei Piao, Thomas Höglund, Tatsuo Nakajima. HapticSerpent. Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. 2018; ():LBW624.
Chicago/Turabian StyleMohammed Al-Sada; Keren Jiang; Shubhankar Ranade; Xinlei Piao; Thomas Höglund; Tatsuo Nakajima. 2018. "HapticSerpent." Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems , no. : LBW624.
This paper reports a process to derive intermediate-level knowledge as a service design and analysis framework for designing digital services to offer alternate reality experiences, and analyzes the possible opportunities and pitfalls of the framework. The user experience felt by refining the meaning of real space through virtuality is defined as alternate reality experiences. Alternate reality experiences are typically achieved by modifying our eyesight or replacing our five senses to others, and they make our world interactive by implicitly influencing human attitudes and behaviors. First, the paper extracts observations for deriving the intermediate-level knowledge through the discussions raised in exploration workshops. In the workshops, the three digital services that utilize diverse strategies to offer alternate reality experiences are chosen. The workshops’ main focus is to examine how a person could have a sense of values in alternate reality experiences via the three digital services. Second, the paper shows how to derive the proposed service design and analysis framework from the extracted observations through expert analysis, then an overview of the framework is explained. Finally, the paper presents feasibility analysis of the proposed framework through a new digital service named Mindful Reminder as a case study for refining the service through focus group discussions. The approach described in the paper is to report a concrete process through which extracted observations can be converted into intermediate-level knowledge that can be used to design alternate reality experiences. Traditionally, the process for generating intermediate-level knowledge has not been well-documented; however, documenting the process is very important in theorizing the design of alternate reality experiences and helps effectively develop a variety of emerging advanced digital services that will offer alternate reality experiences in the future.
Fumiko Ishizawa; Mizuki Sakamoto; Tatsuo Nakajima. Extracting intermediate-level design knowledge for speculating digital–physical hybrid alternate reality experiences. Multimedia Tools and Applications 2018, 77, 21329 -21370.
AMA StyleFumiko Ishizawa, Mizuki Sakamoto, Tatsuo Nakajima. Extracting intermediate-level design knowledge for speculating digital–physical hybrid alternate reality experiences. Multimedia Tools and Applications. 2018; 77 (16):21329-21370.
Chicago/Turabian StyleFumiko Ishizawa; Mizuki Sakamoto; Tatsuo Nakajima. 2018. "Extracting intermediate-level design knowledge for speculating digital–physical hybrid alternate reality experiences." Multimedia Tools and Applications 77, no. 16: 21329-21370.
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.
Shubhankar Ranade; Mingshu Zhang; Mohammed Al-Sada; Jaryd Urbani; Tatsuo Nakajima. Clash tanks: An investigation of virtual and augmented reality gaming experience. 2017 Tenth International Conference on Mobile Computing and Ubiquitous Network (ICMU) 2017, 1 .
AMA StyleShubhankar Ranade, Mingshu Zhang, Mohammed Al-Sada, Jaryd Urbani, Tatsuo Nakajima. Clash tanks: An investigation of virtual and augmented reality gaming experience. 2017 Tenth International Conference on Mobile Computing and Ubiquitous Network (ICMU). 2017; ():1.
Chicago/Turabian StyleShubhankar Ranade; Mingshu Zhang; Mohammed Al-Sada; Jaryd Urbani; Tatsuo Nakajima. 2017. "Clash tanks: An investigation of virtual and augmented reality gaming experience." 2017 Tenth International Conference on Mobile Computing and Ubiquitous Network (ICMU) , no. : 1.
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.
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.