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Luna Takagi

dblp:299/0634 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0001-9070-5124ORCID · reported

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

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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
1 paper
Interaction techniques and input · 87% Ubiquitous computing and smart environments · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › spatial interaction
around-device interaction
0.712023
OmniSense: Exploring Novel Input Sensing and Interaction Techniques on Mobile Device with an Omni-Directional Camera · CHI 2023
Ubiquitous computing and smart environments › mobile computing
mobile devices
0.212023
OmniSense: Exploring Novel Input Sensing and Interaction Techniques on Mobile Device with an Omni-Directional Camera · CHI 2023

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

user study · 0.7technical evaluation · 0.7
YearPublicationVenuePosition
2023 OmniSense: Exploring Novel Input Sensing and Interaction Techniques on Mobile Device with an Omni-Directional Camera
abstract
An omni-directional (360°) camera captures the entire viewing sphere surrounding its optical center. Such cameras are growing in use to create highly immersive content and viewing experiences. When such a camera is held by a user, the view includes the user’s hand grip, finger, body pose, face, and the surrounding environment, providing a complete understanding of the visual world and context around it. This capability opens up numerous possibilities for rich mobile input sensing. In OmniSense, we explore the broad input design space for mobile devices with a built-in omni-directional camera and broadly categorize them into three sensing pillars: i) near device ii) around device and iii) surrounding device. In addition we explore potential use cases and applications that leverage these sensing capabilities to solve user needs. Following this, we develop a working system to put these concepts into action, by leveraging these sensing capabilities to enable potential use cases and applications. We studied the system in a technical evaluation and a preliminary user study to gain initial feedback and insights. Collectively these techniques illustrate how a single, omni-purpose sensor on a mobile device affords many compelling ways to enable expressive input, while also affording a broad range of novel applications that improve user experience during mobile interaction.
Hui-Shyong Yeo, Erwin Wu, Daehwa Kim, Hyungil Kim, Seoyoung Oh, Luna Takagi, Woontack Woo, Hideki Koike, Aaron J. Quigley
CHI7