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Hiroki Nozaki

dblp:134/3194 · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2018
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4Artificial intelligence and machine learning · 1 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Ubiquitous computing and smart environments · 72% Interaction techniques and input · 28%
Computer graphics and multimedia
1 paper
Multimedia systems and quality of experience · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › interruption management
breakpoint detection
0.422015
Attelia: Reducing user's cognitive load due to interruptive notifications on smart phones · PerCom 2015
Reducing users' perceived mental effort due to interruptive notifications in multi-device mobile environments · UbiComp 2015
Interaction techniques and input
cross-device interaction
0.212015
Reducing users' perceived mental effort due to interruptive notifications in multi-device mobile environments · UbiComp 2015
Ubiquitous computing and smart environments › interruption management
interruptibility detection
0.212015
Attelia: Reducing user's cognitive load due to interruptive notifications on smart phones · PerCom 2015
Interaction techniques and input › mobile interaction › wearable device interaction
smartwatch interaction
0.112015
Reducing users' perceived mental effort due to interruptive notifications in multi-device mobile environments · UbiComp 2015
Multimedia systems and quality of experience › video streaming
live streaming
0.112014
SENSeTREAM: enhancing online live experience with sensor-federated video stream using animated two-dimensional code · UbiComp 2014

Methods — techniques the papers use, named apart from their topics

mobile sensing · 0.2middleware · 0.2machine learning · 0.2in-the-wild study · 0.2two-dimensional code encoding · 0.2sensor fusion · 0.2
YearPublicationVenuePosition
2018 Continuous Shape Changing Locomotion of 32-legged Spherical Robot
abstract
Shape changing robot is an approach towards locomotion on uncertain terrain due to its omni-directional features. However, the current locomotion method for such robots rely on discontinuous rolling. We propose a free form locomotion: an omni directional continuous crawling for deformable robots. This method introduce continuous shifting of contact surface similar to amoeba movement. A Mochibot that has thirty two telescopic legs is developed to verify the proposed locomotion method. Through the experiments, we have confirmed that the robot can track smooth paths: straight, smooth, and hand written curves. We also evaluate errors between desired and measured trajectories of the robot.
Hiroki Nozaki, Yusei Kujirai, Ryuma Niiyama, Yoshihiro Kawahara, Takuro Yonezawa, Jin Nakazawa
IROS1
2016 Towards attention-aware adaptive notification on smart phones
Tadashi Okoshi, Hiroki Nozaki, Jin Nakazawa, Hideyuki Tokuda, Julian Ramos 0001, Anind K. Dey
Pervasive Mob. Comput.2
2015 Reducing users' perceived mental effort due to interruptive notifications in multi-device mobile environments
abstract
In today's ubiquitous computing environment where users carry, manipulate, and interact with an increasing number of networked devices, applications and web services, human attention is the new bottleneck in computing. It is therefore important to minimize a user's mental effort due to notifications, especially in situations where users are mobile and using multiple wearable and mobile devices. To this end, we propose Attelia II, a novel middleware that identifies breakpoints in users' lives while using those devices, and delivers notifications at these moments. Attelia II works in real-time and uses only the mobile and wearable devices that users naturally use and wear, without any modifications to applications, and without any dedicated psycho-physiological sensors. Our in-the-wild evaluation in users' multi-device environment (smart phones and smart watches) with 41 participants for 1 month validated the effectiveness of Attelia. Our new physical activity-based breakpoint detection, in addition to the UI Event-based breakpoint detection, resulted in a 71.8% greater reduction of users' perception of workload, compared with our previous system that used UI events only. Adding this functionality to a smart watch reduced workload perception by 19.4% compared to random timing of notification deliveries. Our multi-device breakpoint detection across smart phones and watches resulted in about 3 times greater reduction in workload perception than our previous system.
Tadashi Okoshi, Julian Ramos 0001, Hiroki Nozaki, Jin Nakazawa, Anind K. Dey, Hideyuki Tokuda
UbiComp3
2015 Attelia: Reducing user's cognitive load due to interruptive notifications on smart phones
abstract
In today's ubiquitous computing environment where the number of devices, applications and web services are ever increasing, human attention is the new bottleneck in computing. To minimize user cognitive load, we propose Attelia, a novel middleware that identifies breakpoints in user interaction and delivers notifications at these moments. Attelia works in realtime and uses only the mobile devices that users naturally use and wear, without any modifications to applications, and without any dedicated psycho-physiological sensors. Our evaluation proved the effectiveness of Attelia. A controlled user study showed that notifications at detected breakpoint timing resulted in 46% lower cognitive load compared to randomly-timed notifications. Furthermore, our “in-the-wild” user study with 30 participants for 16 days further validated Attelia's value, with a 33% decrease in cognitive load compared to randomly-timed notifications.
Tadashi Okoshi, Julian Ramos 0001, Hiroki Nozaki, Jin Nakazawa, Anind K. Dey, Hideyuki Tokuda
PerCom3
2014 SENSeTREAM: enhancing online live experience with sensor-federated video stream using animated two-dimensional code
abstract
We propose a novel technique that aggregates multiple sensor streams generated by totally different types of sensors into a visually enhanced video stream. This paper shows major features of SENSeTREAM and demonstrates enhancement of user experience in an online live music event. Since SENSeTREAM is a video stream with sensor values encoded in a two-dimensional graphical code, it can transmit multiple sensor data streams while maintaining their synchronization. A SENSeTREAM can be transmitted via existing live streaming services, and can be saved into existing video archive services. We have implemented a prototype SENSeTREAM generator and deployed it to an online live music event. Through the pilot study, we confirmed that SENSeTREAM works with popular streaming services, and provide a new media experience for live performances. We also indicate future direction for establishing visual stream aggregation and its applications.
Takuro Yonezawa, Masaki Ogawa, Yutaro Kyono, Hiroki Nozaki, Jin Nakazawa, Osamu Nakamura, Hideyuki Tokuda
UbiComp4