VLDB 2026 Research / reviewers in the wild / expert
Naoko Tosa
dblp:53/4793
· DBLP profile ↗
34ranked-venue papers
11as first author
9since 2021 · last 2023
0000-0003-4332-3857ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 28 · 10 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 25 · 9 first-author · 9 since 2021Artificial intelligence and machine learning · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Psychological Evaluation of Media Art Focusing on Movement
Go Kazawa, Naoko Tosa, Manae Miyata, Ryohei Nakatsu |
ArtsIT (2) | 2 |
| 2023 | Construction of Immersive Art Space Using Mirror Display and Its Evaluation by Psychological Experiment
Ryohei Nakatsu, Naoko Tosa, Yunian Pang, Satoshi Niiyama, Yasuyuki Uraoka, Akane Kitagawa, Koichi Murata, Tatsuya Munaka, Yoshiyuki Ueda, Masafumi Furuta, Michio Nomura |
ArtsIT (2) | 2 |
| 2022 | Development of Art Fashion by Integrating Art and Digital Textile Printing
Yuya Amo, Minori Jonoo, Miwa Rokudo, Harumi Kawamura, Saeko Maruyama, Akiko Kozai, Naoko Tosa, Ryohei Nakatsu |
ArtsIT | 7 |
| 2022 | Investigation of the Relationship between Artworks and Real Objects Using AI and Psychological Experiments
Mai Cong Hung, Naoko Tosa, Takashi Kusumi, Ryohei Nakatsu |
ArtsIT | 2 |
| 2022 | A Deep Learning-Based Approach for Generating 3D Models of Fluid Arts
Mai Cong Hung, Trang Mai Xuan, Akihiro Yamada, Naoko Tosa, Ryohei Nakatsu |
ArtsIT | 5 |
| 2022 | Improvement of Deep Learning Technology to Create 3D Model of Fluid Art
Mai Cong Hung, Trang Mai Xuan, Akihiro Yamada, Naoko Tosa, Ryohei Nakatsu |
ICEC | 4 |
| 2022 | Creation of Fluid Art "Sound of Ikebana" Under Microgravity Using Parabolic Flight
Naoko Tosa, Shigetaka Toba, Yunian Pang, Akihiro Yamada, Ryohei Nakatsu |
ICEC | 1 |
| 2021 | Unusual Transformation: A Deep Learning Approach to Create Art
Mai Cong Hung, Trang Mai Xuan, Ryohei Nakatsu, Naoko Tosa |
ArtsIT | 4 |
| 2021 | Comparison of Viewing Contents Using Large LED Display and Projector by Psychological Evaluation
Ryohei Nakatsu, Naoko Tosa, Hiroyuki Takada, Takashi Kusumi |
ICEC | 2 |
| 2020 | Developing Japanese Ikebana as a Digital Painting Tool via AI
Mai Cong Hung, Ryohei Nakatsu, Naoko Tosa |
ICEC | 3 |
| 2020 | Learning of Art Style Using AI and Its Evaluation Based on Psychological Experiments
Mai Cong Hung, Ryohei Nakatsu, Naoko Tosa, Takashi Kusumi, Koji Koyamada |
ICEC | 3 |
| 2020 | Psychological Evaluation for Images/Videos Displayed Using Large LED Display and Projector
Ryohei Nakatsu, Naoko Tosa, Takashi Kusumi, Hiroyuki Takada |
ICEC | 2 |
| 2020 | 3D Modeling and 3D Materialization of Fluid Art that Occurs in Very Short Time
Naoko Tosa, Yunian Pang, Ryohei Nakatsu, Akihiro Yamada, Kazuya Yamamoto |
ICEC | 1 |
| 2018 | Dynamic Projection Mapping on Multiple Non-rigid Moving Objects for Stage Performance Applications
Ryohei Nakatsu, Ningfeng Yang, Hirokazu Takata, Takashi Nakanishi, Makoto Kitaguchi, Naoko Tosa |
ICEC | 6 |
| 2017 | Genesis: New Media Art Created as a Visualization of Fluid Dynamics
Naoko Tosa, Yunian Pang, Liang Zhao 0013, Ryohei Nakatsu |
ICEC | 1 |
| 2010 | Cultural Computing - How Can Technology Contribute the Spiritual Aspect of Our Communication?
Naoko Tosa |
ICEC | 1 |
| 2009 | New Hitch Haiku: An Interactive Renku Poem Composition Supporting Tool Applied for Sightseeing Navigation System
Naoko Tosa, Ryohei Nakatsu |
ICEC | 2 |
| 2008 | Hitch Haiku: An Interactive Supporting System for Composing Haiku Poem
Naoko Tosa, Hideto Obara, Michihiko Minoh |
ICEC | 1 |
| 2007 | BlogWall: a new paradigm of artistic public mobile communicationabstractShort message service (SMS) is extremely popular today. Currently it is being mainly used for peer-to-peer communication. BlogWall extends the SMS to a new level of self-expression and public communication by combining art and poetry. The application can simply display SMS, gather data using polls, and create poetry or even Japanese "Haiku" all based on the SMS. Adrian David Cheok, Owen Noel Newton Fernando, Imiyage Janaka Prasad Wijesena, Abd-ur-Rehman Mustafa, Anne-Katrin Barthoff, Naoko Tosa |
Mobile HCI | 6 |
| 2007 | BlogWall: displaying artistic and poetic messages on public displays via SMSabstract10.1145/1377999.1378058 Adrian David Cheok, Abd-ur-Rehman Mustafa, Owen Noel Newton Fernando, Anne-Katrin Barthoff, Imiyage Janaka Prasad Wijesena, Naoko Tosa |
Mobile HCI | 6 |
| 2005 | Cultural Computing with Context-Aware Application: ZENetic Computer
Naoko Tosa, Seigo Matsuoka, Brad Ellis, Hirotada Ueda, Ryohei Nakatsu |
ICEC | 1 |
| 2003 | Intuitive Storytelling Interaction: ZENetic Computer
Naoko Tosa, Seigo Matsuoka |
INTERACT | 1 |
| 2003 | Recreating Our Selves: ZENetic ComputerabstractWe tried to develop an interactive system that could help us recreate our conscious selves by calling on Buddhist principles, Asian philosophy, and traditional Japanese culture through the inspirational media of ink painting, kimono and haiku. "Recreating our selves" means the process of making the consciousness of our 'daily self' meet that of our 'hidden self' through rediscovering creative resources deep within us that may have been forgotten but still resonate with vital meaning. In other words, this interactive system is based on the effort to meld our consciousness and unconsciousness in complete harmony. It is difficult to achieve this through traditional logic-based interaction. We succeeded in reaching this goal by setting as our target of scientific computing images from the above traditional Japanese media. Naoko Tosa, Seigo Matsuoka |
IV | 1 |
| 2003 | Interactive storytelling system using behavior-based non-verbal information: ZENetic computerabstractWe have developed an interactive storytelling system that aims to help us "recreate" our conscious selves by calling on Buddhist principles, Asian philosophy, and traditional Japanese culture through the inspirational media of ink painting, kimono and haiku. "Recreating ourselves" means the process of making the consciousness of our 'daily self' meet that of our 'hidden self'. through stimulation of activity deep within us. Ultimately, this may meld our consciousness and unconsciousness in complete harmony. It is difficult to achieve this through traditional logic-based interactions. Our system is a new approach to reaching this goal by incorporating traditional media and methods in an interactive computer system. Naoko Tosa, Seigo Matsuoka, Koji Miyazaki |
ACM Multimedia | 1 |
| 2000 | Interactive Art for Zen: "Unconscious Flow"abstractIn face-to-face communications, the occasional need for intentional lies is something with which everyone can identify. For example, when we get mad, circumstances may force us to put on a big smile instead of expressing our anger; when we feel miserable, good manners may dictate that we greet others warmly. In short, to abide by social norms, we may consciously lie. On the other hand, if we consider the signs that our bodies express as communications (body language), we can say that the body does not lie even when the mind does. Considering this phenomenon, we propose a means of "touching the heart" in a somewhat Japanese way by measuring the heartbeat of the "honest" body and using other technologies to develop a new code of non-verbal communications from a hidden dimension in society. We call this "Meditation art" or "Zen art." "Zen" is Buddhist style meditation. Naoko Tosa, Ryohei Nakatsu |
IV | 1 |
| 2000 | Active immersion: the goal of communications with interactive agentsabstractThe creation of interactive animated agents is one of the most active research areas for researchers who are trying to develop various kinds of technologies that give such agents human-like behaviors. However, there are other important issues concerning the agents. One is the introduction of narratives into the behaviors of the agents. Since narratives are the basic way movies and novels take us into cyberspace, they can be effective for creating really human-like agents. Based on this idea, we have developed an interactive movie system (R. Nakatsu and N. Tosa, 1997) in which people can act the main roles and enjoy the story development. At the same time, we have learned that the existence of spontaneous interactions is also the key to the success of this new media. Based on this lesson, we have developed a second system (R. Nakatsu et al., 1999), where we tried to achieve a good balance between narrative-based and spontaneous interactions. In the first part of the paper we introduce our interactive movie system by focusing on how we achieved an integration of narrative-based and spontaneous interactions. Also, there is the important question: what is the objective of creating interactive animated agents? Although the technological aspects of such agents have been studied and discussed in detail, this critical question has rarely been discussed. In the latter part of the paper, we discuss what is the ultimate goal of interactions with interactive agents. Ryohei Nakatsu, Naoko Tosa |
KES | 2 |
| 2000 | Emotion recognition and its application to computer agents with spontaneous interactive capabilities
Ryohei Nakatsu, Joy Nicholson, Naoko Tosa |
Knowl. Based Syst. | 3 |
| 1999 | Emotion recognition and its application to computer agents with spontaneous interactive capabilitiesabstractIn this paper, we first study the recognition of emotions involved in human speech.We propose an emotion recognition algorithm based on a neural network and also propose a method to collect a large speech database that contains emotions.We carried out emotion recognition experiments based on the neural network trained using this database.An emotion recognition rate of approximately 50% was obtained in a speakerindependent mode for eight emotion states.We then tried to apply this emotion recognition algorithm to a computer agent that plays a character role in the interactive movie system we are developing.We propose to use emotion recognition as key technology for an architecture of the computer characters with both narrative-based and spontaneous interaction capabilities. Ryohei Nakatsu, Joy Nicholson, Naoko Tosa |
Creativity & Cognition | 3 |
| 1999 | Emotion recognition and its application to computer agents with spontaneous interactive capabilitiesabstractIn this paper, we first study the recognition of emotions involved in human speech. We propose an emotion recognition algorithm based on a neural network and also propose a method to collect a large speech database that contains emotions. We carried out emotion recognition experiments based on the neural network trained using this database. An emotion recognition rate of approximately 50% was obtained in a speaker-independent mode for eight emotion states. Ryohei Nakatsu, Joy Nicholson, Naoko Tosa |
ACM Multimedia (1) | 3 |
| 1999 | Emotion recognition and its application to computer agents with spontaneous interactive capabilitiesabstractNonverbal information, such as the emotions, plays an essential role in human communication. Unfortunately, only the verbal aspect of communication has been focused on in communications between humans and computer agents. In the future, however, it is expected that computer agents will have nonverbal as well as verbal communication capabilities. In this paper, we first study the recognition of the emotions involved in human speech. Then we apply this emotion recognition algorithm to a computer agent that plays a character role in the interactive movie system that we are developing. Ryohei Nakatsu, Joy Nicholson, Naoko Tosa |
MMSP | 3 |
| 1998 | Interactive Movie System with Multi-Person Participation and Anytime Interaction CapabilitiesabstractArticle Interactive movie system with multi-person participation and anytime interaction capabilities Share on Authors: Ryohei Nakatsu ATR Media Integration and Communications Research Laboratories, 2-2 Hikaridai, Seika-cho, Soraku-gun, Kyoto 619-0288, Japan ATR Media Integration and Communications Research Laboratories, 2-2 Hikaridai, Seika-cho, Soraku-gun, Kyoto 619-0288, JapanView Profile , Naoko Tosa ATR Media Integration and Communications Research Laboratories, 2-2 Hikaridai, Seika-cho, Soraku-gun, Kyoto 619-0288, Japan ATR Media Integration and Communications Research Laboratories, 2-2 Hikaridai, Seika-cho, Soraku-gun, Kyoto 619-0288, JapanView Profile , Takeshi Ochi ATR Media Integration and Communications Research Laboratories, 2-2 Hikaridai, Seika-cho, Soraku-gun, Kyoto 619-0288, Japan ATR Media Integration and Communications Research Laboratories, 2-2 Hikaridai, Seika-cho, Soraku-gun, Kyoto 619-0288, JapanView Profile Authors Info & Claims MULTIMEDIA '98: Proceedings of the sixth ACM international conference on MultimediaSeptember 1998 Pages 129–137https://doi.org/10.1145/290747.290764Online:01 September 1998Publication History 3citation389DownloadsMetricsTotal Citations3Total Downloads389Last 12 Months12Last 6 weeks0 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access Ryohei Nakatsu, Naoko Tosa, Takeshi Ochi |
ACM Multimedia | 2 |
| 1998 | Interactive Poem SystemabstractWe propose a new type of speech-based ~nteraction system called "Interactive Poem." Gmventiomd speech-based interaction systems have only focused on the transmission of logical meaning involved in speech.The application of such systems has been restricted to business services such as making reservations or data retrieval.In the Interactive Poem system, however, a human and a computer agent create a poetic worId by exchanging poetic phrases, thus realizing Kansei-based communications between computers and humans.This paper first proposes the concept of "Interactive Poem".Mthen describes the details of the system we have developed, including the software and the hardware configurations as well as the interaction mechanism.1.1 Ke-ywords Naoko Tosa, Ryohei Nakatsu |
ACM Multimedia | 1 |
| 1998 | Real-time spontaneous interaction system with narrativesabstractReal-time spontaneous interaction is the basis of our active behavior such as communication. On the other hand, narratives in movies or novels give us the opportunity to experience dramatic events which are not encountered in our daily lives. The integration of these factors is expected to provide us with a new type of experience. In this paper, by integrating movies and interaction technologies, we propose the concept of "interactive movies". We first explain the concept of interactive movies and describe a prototype system we have developed. We then describe the construction of a second system, which we are currently developing, as well as several improvements in the system. Ryohei Nakatsu, Naoko Tosa |
MMSP | 2 |
| 1997 | Inter communication theater-towards the realization of interactive moviesabstractA new type of media called 'interactive movies' is proposed which will be realized by the integration of conventional medium such as movies, telecommunications, and video games. The interactive movies have the capability of creating a virtual world with various kinds of realistic/hyper-realistic scenes and computer characters. The metaphor of 'Inter Communication Theater' gives people the ability to interact within this virtual world. Therefore people can experience the stories of the virtual world through interactions with the characters and the environments of the world. In this paper, the basic concept of such a new media will be described along with an experimental system we have developed. Ryohei Nakatsu, Naoko Tosa |
MMSP | 2 |