Sayan Sarcar

Dr. Sayan Sarcar

Faculty of Library, Information and Media Science, University of Tsukuba, Tsukuba 305-8577, Japan

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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2 November 2020 in Sustainability
Verified
Journal Article
Open access
PDF file
XLXiaoxuan Li
Xiaoxuan Li
KNKavous Salehzadeh Niksirat
Kavous Salehzadeh Niksirat
SCShanshan Chen
Shanshan Chen
DWDongdong Weng
Dongdong Weng
SSSayan Sarcar
Sayan Sarcar
and Renand Ren
and Ren
This study demonstrates how playing a well-designed multitasking motion video game in a virtual reality (VR) environment can positively impact the cognitive and physical health of older players. We developed a video game that combines cognitive and physical training in a VR environment. The impact of playing the game was measured through a four-week longitudinal experiment. Twenty healthy older adults were randomly assigned to either an intervention group (i.e., game training) or a control group (i.e., no contact). Participants played three 45-min sessions per week completing cognitive tests for attention, working memory, reasoning and a test for physical balance before and after the intervention. Results showed that compared to the control group, the game group showed significant improvements in working memory and a potential for enhancing reasoning and balance ability. Furthermore, while the older adults enjoyed playing the video game, ability enhancements were associated with their intrinsic motivation to play. Overall, cognitive training with multitasking VR motion video games has positive impacts on the cognitive and physical health of older adults.

8 July 2024 in International Journal of Human–Computer Interaction
Verified
Journal Article
Open access
CACraig Anderton
Craig Anderton
CCChris Creed
Chris Creed
SSSayan Sarcar
Sayan Sarcar
ATArthur Theil
Arthur Theil

14 November 2022 in Proceedings of the ACM on Human-Computer Interaction
Verified
Journal Article
Open access
TTTaichi Tsuchida
Taichi Tsuchida
KFKazuyuki Fujita
Kazuyuki Fujita
KIKaori Ikematsu
Kaori Ikematsu
SSSayan Sarcar
Sayan Sarcar
KTKazuki Takashima
Kazuki Takashima
YKYoshifumi Kitamura
Yoshifumi Kitamura
We propose a novel phone-case-shaped interface named TetraForce, which enables four types of force input consisting of two force directions (i.e., pressure force and shear force) and two force-applied surfaces (i.e., touch surface and back surface) in a single device. Force detection is achieved using the smartphone's built-in magnetometer (and supplementary accelerometer and gyro sensor) by estimating the displacement of a magnet attached to a 3-DoF passively movable panel at the back. We conducted a user study (N=12) to investigate the fundamental user performance by our interface and demonstrated that the input was detected as intended with a success rate of 97.4% on average for all four input types. We further conducted an ideation workshop with people who were involved in human-computer interaction (N=12) to explore possible applications of this interface, and we obtained 137 ideas for applications using individual input types and 51 possible scenarios using them in combination. Organizing these ideas reveals the advantages of each input type and suggests that our interface is useful for applications that require complex operations and that it can improve intuitiveness through elastic feedback.

22 October 2023
Verified
Conference Paper
Open access
ATArthur Theil
Arthur Theil
CACraig Anderton
Craig Anderton
CCChris Creed
Chris Creed
NONasrine Olson
Nasrine Olson
RHRaymond John Holt
Raymond John Holt
SSSayan Sarcar
Sayan Sarcar

25 April 2025
Verified
Conference Paper
Open access
SSSumita Sharma
Sumita Sharma
BNBehnaz Norouzi
Behnaz Norouzi
EWEdward Peter Greenwood White
Edward Peter Greenwood White
EGEva Durall Gazulla
Eva Durall Gazulla
MYMohsin Y. K. Yousufi
Mohsin Y. K. Yousufi
WMWricha Mishra
Wricha Mishra

8 July 2024
Verified
Conference Paper
Open access
SSSayan Sarcar
Sayan Sarcar
CMCosmin Munteanu
Cosmin Munteanu
JSJaisie Sin
Jaisie Sin
CWChristina Wei
Christina Wei
Sergio SayagoSergio Sayago
Sergio Sayago
JWJenny Waycott
Jenny Waycott
We are concurrently witnessing two significant shifts: voice and chat-based conversational user interfaces (CUIs) are becoming ubiquitous (especially more recently due to advances in generative AI and LLMs - large language models), and older people are becoming a very large demographic group (and increasingly adopting of mobile technology on which such interfaces are present). However, despite the recent increase in research activity, age-relevant and inter/cross-generational aspects continue to be underrepresented in both research and commercial product design. Therefore, the overarching aim of this workshop is to increase the momentum for research within the space of hands-free, mobile, and conversational interfaces that centers on age-relevant and inter- and cross-generational interaction. For this, we plan to create an interdisciplinary space that brings together researchers, designers, practitioners, and users, to discuss and share challenges, principles, and strategies for designing such interfaces across the life span. We thus welcome contributions of empirical studies, theories, design, and evaluation of hands-free, mobile, and conversational interfaces designed with aging in mind (e.g. older adults or inter/cross-generational). We particularly encourage contributions focused on leveraging recent advances in generative AI or LLMs. Through this, we aim to grow the community of CUI researchers across disciplinary boundaries (human-computer interaction, voice and language technologies, geronto-technologies, information studies, etc.) that are engaged in the shared goal of ensuring that the aging dimension is appropriately incorporated in mobile / conversational interaction design research.