Junji Onishi

dblp:56/375 · DBLP profile ↗
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22ranked-venue papers
7as first author
7since 2021 · last 2026
0000-0002-9867-688XORCID · corroborated

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

Applied, interdisciplinary, general and emerging computing · 20 · 7 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 9 · 5 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Development and Evaluation of a Geometric Construction Support Application for Visually Impaired Users on Touchscreen Devices
Masaki Fukushi, Takahiro Miura, Masatsugu Sakajiri, Junji Onishi, Masaki Matsuo
ICCHP (1)4
2026 Screen Reader Usage, Customization, and Perceived Usability Among Persons with Visual Impairments: A Large-Scale Survey in Japan
Yuya Kamataki, Masaki Matsuo, Takahiro Miura, Delgerbayar Erdenesambuu, Masatsugu Sakajiri, Junji Onishi
ICCHP (1)6
2026 Design and Implementation of a Drawing-Experience-Based Kansei Development Support System for People with Visual Impairments
Junji Onishi, Mii Taira, Masaki Matsuo, Masatsugu Sakajiri, Takahiro Miura
ICCHP (1)1
2024 Advancing Mobility for the Visually Impaired: A Virtual Sound-Based Navigation Simulator Interface
Delgerbayar Erdenesambuu, Masaki Matsuo, Takahiro Miura, Masatsugu Sakajiri, Junji Onishi
ICCHP (1)5
2024 Tactris: Inclusive Falling Block Puzzle Game with Audio-Tactile Effects for Visually Impaired People
Masaki Matsuo, Delgerbayar Erdenesambuu, Masatsugu Sakajiri, Junji Onishi, Takahiro Miura
ICCHP (1)4
2024 Inclusive Fighting with Mind's Eye: Case Study of a Fighting Game Playing with only Auditory Cues for Sighted and Blind Gamers
Masaki Matsuo, Naoya Kitamura, Misato Egashira, Teruo Hosogai, Shunya Hatakeyama, Daiki Kato, Ko Hayakawa, Junji Onishi, Masatsugu Sakajiri, Takahiro Miura
ICCHP (1)8
2021 Inclusive Action Game Presenting Real-time Multimodal Presentations for Sighted and Blind Persons
abstract
Several audio games have been developed for visually impaired players to enjoy only by using audio information. However, sighted persons find it challenging to play these games because they mainly use visual information. To bridge the gap between them, developing games that appropriately present multisensory modalities: To devise an auditory and tactile presentation method that allows the sighted to manipulate and identify features, enabling them to play without visual information. Therefore, we develop an inclusive game that both sighted and visually impaired people can play. Here, we developed a real-time sensory substitution method using auditory and tactile senses, including a tactile game controller (TactCon). Then, we implemented the method in a 2D side-scrolling action game and evaluated the game by either sighted or visually impaired people at a two-month exhibition: not a controlled experiment. Results show that immediate auditory and tactile presentation can be important for visually impaired and sighted gamers to play action games requiring real-time response. Furthermore, we considered how the presentation of moving objects can be understood in an inclusive action game.
Masaki Matsuo, Takahiro Miura, Ken-ichiro Yabu, Atsushi Katagiri, Masatsugu Sakajiri, Junji Onishi, Takeshi Kurata, Tohru Ifukube
ICMI6
2020 Effective Scheme to Control Multiple Application Windows for Screen Reader Users with Blindness
abstract
Blind people use screen readers (SRs) to manipulate their personal computers. Due to the various voices and sounds handled by the screen reader, the more application windows open, the heavier the cognitive burden it feels, and the lower its performance becomes. In this paper, we propose a support scheme that enables SR users with blindness to effectively control multiple windows. As a proof-of-concept system, we propose a set of shortcut key buttons that provide direct jumps to the targeted window through a simple action. According to the evaluation results, our shortcut key buttons had positive effects on reducing the subjective workload and the number of keystrokes.
Yuri Idesawa, Takahiro Miura, Masatsugu Sakajiri, Junji Onishi
SMC4
2018 Virtual Museum for People with Low Vision: Comparison of the Experience on Flat and Head-Mounted Displays
Takahiro Miura, Gentaro Ando, Junji Onishi, Masaki Matsuo, Masatsugu Sakajiri, Tsukasa Ono
ICCHP (2)3
2018 AcouSTTic: A Training Application of Acoustic Sense on Sound Table Tennis (STT)
Takahiro Miura, Masaya Fujito, Masaki Matsuo, Masatsugu Sakajiri, Junji Onishi, Tsukasa Ono
ICCHP (2)5
2017 Inclusive Side-Scrolling Action Game Securing Accessibility for Visually Impaired People
Masaki Matsuo, Takahiro Miura, Masatsugu Sakajiri, Junji Onishi, Tsukasa Ono
INTERACT (4)4
2016 Audible Mapper & ShadowRine: Development of Map Editor Using only Sound in Accessible Game for Blind Users, and Accessible Action RPG for Visually Impaired Gamers
Masaki Matsuo, Takahiro Miura, Masatsugu Sakajiri, Junji Onishi, Tsukasa Ono
ICCHP (1)4
2016 Can Visually Impaired Smartphone Users Correctly Manipulate Tiny Screen Keyboards Under a Screen Reader Condition?
Takashi Ohashi, Takahiro Miura, Masatsugu Sakajiri, Junji Onishi, Tsukasa Ono
ICCHP (1)4
2016 Experimenting with Tactile Sense and Kinesthetic Sense Assisting System for Blind Education
Junji Onishi, Tadahiro Sakai, Masatsugu Sakajiri, Akihiro Ogata, Takahiro Miura, Takuya Handa, Nobuyuki Hiruma, Toshihiro Shimizu, Tsukasa Ono
ICCHP (2)1
2016 ShadowRine: Accessible game for blind users, and accessible action RPG for visually impaired gamers
abstract
Though some games for visually impaired persons have been developed, most of games that use only auditory information present challenges for sighted persons. Moreover, unfortunately, it is still difficult for visually impaired persons to play the same game with sighted persons and for sighted and visually impaired persons to share a common subject. Thus, we developed a barrier-free game that both sighted and visually impaired persons can play using their dominant senses including visual, auditory and tactile senses.
Masaki Matsuo, Takahiro Miura, Masatsugu Sakajiri, Junji Onishi, Tsukasa Ono
SMC4
2016 Auto-assisting figure presentation system for inclusion education
abstract
With the arrival of the age of integrated education, there is a need to develop a method to automatically transmit necessary two-dimensional information in real time to students with visual impairments. Therefore, this essay proposes a graphic display method that will allow the visually impaired to quickly and accurately understand two-dimensional information such as charts and graphs shown on a tactile display. A practical device using an off-the-rack tactile display and an inexpensive haptic presentation device was developed and evaluated to determine whether it would be effective in helping the visually impaired to understand two-dimensional information. As a result, it was proven that tactile and haptic guidance methods are significantly more effective than traditional voice guidance and presentation of uneven surfaces, and it is apparently possible to automatically present and share the necessary two-dimensional information.
Junji Onishi, Tadahiro Sakai, Masatsugu Sakajiri, Akihiro Ogata, Takahiro Miura, Takuya Handa, Toshihiro Shimizu, Tsukasa Ono
SMC1
2015 Terminal Operation Learning Application for the Screen Reader Users
abstract
The role of human sight becomes increasingly important as information technology progresses. Presentations based on multimedia help to explain many kinds of situations. However, this form of communication, so convenient for persons gifted with sight, is inaccessible to the visually impaired. Thus, persons lacking eyesight are eager for a method that can provide them with access to progress in technology. In education, the presentation of lecture materials involves a lecture focused on oral explanation with the use of compensating information through information technology, however, the lecturer is unable to confirm which part of the materials the students are accessing, and conversely it is not easy to direct the students to access the part on which the lecturer is currently focusing. In this paper, we propose terminal operation learning software which provides more effective to easy access many console messages under inclusive education system.
Junji Onishi, Masatsugu Sakajiri, Takahiro Miura, Tsukasa Ono
SMC1
2014 Accessible Single Button Characteristics of Touchscreen Interfaces under Screen Readers in People with Visual Impairments
Takahiro Miura, Masatsugu Sakajiri, Murtada Eljailani, Haruo Matsuzaka, Junji Onishi, Tsukasa Ono
ICCHP (1)5
2014 Usage Situation Changes of Touchscreen Computers in Japanese Visually Impaired People: Questionnaire Surveys in 2011-2013
Takahiro Miura, Masatsugu Sakajiri, Haruo Matsuzaka, Murtada Eljailani, Kazuki Kudo, Naoya Kitamura, Junji Onishi, Tsukasa Ono
ICCHP (1)7
2014 Real-time image sharing software for the blind
abstract
Through the development of information technology in recent years, it is now common for lectures to involve education using PowerPoint materials and similar. Likewise, in education for the visually impaired, the presentation of lecture materials involves a lecture focused on oral explanation with the use of compensating information through information technology; however, the lecturer is unable to confirm which part of the materials the students are accessing, and conversely it is not easy to direct the students to access the part on which the lecturer is currently focusing. Here, in this paper, I present an experimental software through which lecture materials are distributed to students via a TCP/IP network, in which the lecturer can instruct the students which items to focus on and the students can immediately confirm these through screen readers.
Junji Onishi, Takahiro Miura, Masatsugu Sakajiri, Tsukasa Ono
SMC1
2013 Fundamental Study on Tactile Cognition through Haptic Feedback Touchscreen
abstract
The touch screens of recent years are used in variety of purposes, since it can implement a switch to the software that can control easily and cheaply as well as present visual images at the same time. Traditional switch had physical shape and tactile feel, which made it possible to find and operate by touch, but with touch screen type switch, the texture would be uniform all over like the surface of a glass, so in order to operate the switch, one has to gaze at the image. This presents a huge obstacle to visually impaired or aged persons who cannot easily access visual information. On the other hand, the technology to bring about virtual reality with haptic feedback is beginning to be noticed, and touch screens with haptic feedback functions are gradually becoming viable. So in this paper, based on the assumption that in the coming days securing accessibility will be achieved by using haptic perception, human's virtual haptic information differentiation accuracy and memory will be examined, using touch screens with haptic feedback function. The main focus will be on the result of fundamental study carried out with visually impaired persons.
Junji Onishi, Masatsugu Sakajiri, Takahiro Miura, Tsukasa Ono
SMC1
2011 Contour pattern recognition through auditory labels of freeman chain codes for people with visual impairments
abstract
Tactile devices are commonly used for pattern recognition learning by people with visual impairments. However, it is often difficult for such persons to recognize the detailed and mathematical shape of objects when using such devices. The primary difficulty is gaining a sufficiently accurate understanding of the shape of an object to permit its correct reconstruction based on tactile device feedback. Furthermore, people with visual impairments have less opportunity to discern visual images and must therefore apply their own sense of understanding to the shape of an object as gained from the tactile experiences. Thus, they are often not sure if it reflects the actual shape. To solve this problem, we propose a pattern recognition technique utilizing auditory labels based on a contour chain code. Using a Freeman chain, object shapes are represented as a sequence of steps, each in one of eight directions; each step is designated by an integer from 0 to 7. Our proposed method takes advantage of Freeman chain codes in order to present the detailed shape of objects. This report describes our proposed method and presents experimental results that verify its effectiveness in support of mathematical education efforts for visually impaired persons.
Junji Onishi, Tsukasa Ono
SMC1