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Hitomi Tsujita

dblp:64/5242 · DBLP profile ↗
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6ranked-venue papers
4as first author
0since 2021 · last 2014
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 4 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
3 papers
Collaborative and social computing · 54% Health and well-being technologies · 23% Interaction techniques and input · 23%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing › awareness
awareness systems
0.112010
InPhase: evaluation of a communication system focused on "happy coincidences" of daily behaviors · CHI 2010
Collaborative and social computing
remote presence
0.112010
InPhase: evaluation of a communication system focused on "happy coincidences" of daily behaviors · CHI 2010
Interaction techniques and input
mobile interaction
0.112006
Mobile interaction using paperweight metaphor · UIST 2006
Interaction techniques and input › interaction techniques
mode switching
0.112006
Mobile interaction using paperweight metaphor · UIST 2006
Collaborative and social computing
family communication
0.012011
Smiling makes us happier: enhancing positive mood and communication with smile-encouraging digital appliances · UbiComp 2011

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

visual smile recognition · 0.1user feedback · 0.1network communication · 0.1sensor-equipped furniture · 0.1field study · 0.1touch sensing · 0.1
YearPublicationVenuePosition
2014 Inconvenient interactions: an alternative interaction design approach to enrich our daily activities
abstract
While most traditional user interfaces are intended to pursue "convenience" by eliminating user operations and by typically automating tasks, some new categories of HCI, such as health support, may require explicit human participation and effort to achieve long-term benefits. In these areas, interfaces that require interactions that promote users to perform explicit activities, rather than interfaces that solely perform tasks on behalf of users, are becoming increasingly important. This trend can be a further challenge of interaction design, and we refer it as "inconvenient interactions". In this paper, we discuss why carefully designed inconveniences can enrich our lives, and provide preliminary but concrete examples. We also propose our guidelines for the design of these inconvenient interactions.
Jun Rekimoto, Hitomi Tsujita
AVI2
2011 Smiling makes us happier: enhancing positive mood and communication with smile-encouraging digital appliances
abstract
William James, the noted psychologist and philosopher, believed that smiling has a positive effect on our mind. James' view, which was confirmed by several psychological studies, was that we become happier when we laugh. In this paper, we propose a new digital appliance that encourages the act of smiling in our daily lives. This system is designed for people who may not always realize when they are in low spirits and/or have difficulty with smiling. In addition, we believe that this system will foster casual conversation and prompt communications with other people. Our appliance, called the HappinessCounter, combines visual smile recognition, user feedback, and network communication. We conducted two trials of the HappinessCounter system, the first with a single occupant and the second with a couple living together. The system had positive effects on user's mood and prompted communication among family members, thereby increasing their positive mood as well.
Hitomi Tsujita, Jun Rekimoto
UbiComp1
2010 Complete fashion coordinator: a support system for capturing and selecting daily clothes with social networks
abstract
For some people, selecting the clothes you wear is sometimes tedious, difficult and requires you to remember what you have previously worn. While there are many fashion SNS (Social Networking Services) sites and related research devoted to addressing certain aspects of this issue, there is no system that combines both the automated cataloguing of one's own clothes with near real-time recommendation by their social network. In this paper, we propose a novel system which allows users to easily organize and optimize their daily clothing selection based on historical data. By combining historical information about what the user has worn with several options such as the user's planned activities and the weather, it can help the user in coordinating what to wear. In order to simplify and automate the capture, storage and cataloging of image of the users clothing, we propose a system which allows for the automatic and standardized capturing of a person's clothes by simply hanging an item on a hook built into a cabinet. Furthermore, by utilizing the internet and common SNS sites, it allows friends, family living apart and/or romantic couples to seamlessly share the catalogued photos of their clothes, initiate conversation and help select what is appropriate to wear.
Hitomi Tsujita, Koji Tsukada, Keisuke Kambara, Itiro Siio
AVI1
2010 InPhase: evaluation of a communication system focused on "happy coincidences" of daily behaviors
abstract
To supplement existing forms of communication such as telephone and e-mail, this research proposes a new method of communicating "awareness" between people who are separated by long distances. In this paper, we investigate cases where coincidences in daily activities lead to casual conversation and thus intimacy and togetherness. We propose a new method of communicating these "happy coincidences" between a pair of remotely located locations. By equipping furniture and appliances such as doors, sofas, refrigerators and televisions with sensors, we developed a system wherein these items are connected to remote equivalents and their near simultaneous use is communicated. We conducted a two month field test of the system in a laboratory setting and a three month field test in an actual home. The study showed that the participant felt the presence of other people and thought about, imagined or even confirmed the habits of others by intentionally triggering the coincidence notification.
Hitomi Tsujita, Koji Tsukada, Itiro Siio
CHI1
2008 SyncDecor: communication appliances for virtual cohabitation
abstract
Despite the fact that various means of communication such as mobile phones, instant messenger and e-mail are now widespread; many romantic couples separated by long distances worry about the health of their relationships. Likewise, these couples have a greater desire to feel a sense of connection and synchronicity with their partners than traditional inter-family bonds. In many prior research projects, unique devices were developed that required a level of interpretation which did not directly affect one's daily routine - and therefore were more casual in nature. However, this paper concentrates on the use of common, day-to-day items and modifying them to communicate everyday actions while maintaining a sustained and natural usage pattern for strongly paired romantic couples. For this purpose, we propose the "SyncDecor" system, which pairs traditional appliances and allow them to remotely synchronize and provide awareness or cognizance about their partners - thereby creating a virtual "living together" feeling. We present evidence, from a 3-month long field study, where traditional appliances provided a significantly more natural, varied and sustained usage patterns which ultimately enhanced communications between the couples.
Hitomi Tsujita, Koji Tsukada, Itiro Siio
AVI1
2006 Mobile interaction using paperweight metaphor
abstract
Conventional scrolling methods for small sized display in PDAs or mobile phones are difficult to use when frequent switching of scrolling and editing operations are required, for example, browsing and operating large sized WWW pages.In this paper, we propose a new user-interface method to provide seamless switching between scrolling and other operations such as editing, based on "Paperweight Metaphor". A sheet of paper that has been placed on a slippery table is difficult to draw on. Therefore, in order to write or draw something on the sheet of paper, a person must secure the paper with his/her palm to avoid the paper from moving. This will be a good metaphor to design switching operation of scroll and editing modes.We have made prototype systems by placing a touch sensor under each PDA display where user's palm will be hit. Three application programs - map browser, WWW browser, and photograph browser - that switch between scrolling and other operation modes depending on sensor output have been developed. We have carried out user tests on this mode switching method and have received favorable feedback on the same.
Itiro Siio, Hitomi Tsujita
UIST2