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Masa Inakage

dblp:04/838 · also Masahiko Inakage · DBLP profile ↗
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18ranked-venue papers
3as first author
2since 2021 · last 2024
0000-0003-2959-0705ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 12 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 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
5 papers
Games and playful interaction · 42% Ubiquitous computing and smart environments · 28% Haptics and multimodal interaction · 16%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 6 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › ambient intelligence
ambient media
0.112009
furimifurazumi: a lighting device for sensuous media of rainy scene · SIGGRAPH ASIA Sketches 2009
Games and playful interaction
interactive art
0.112009
PHOROL: interactive wall clock art of online shared snapshots · SIGGRAPH ASIA Sketches 2009
Virtual and augmented reality
mixed reality
0.012003
Little red: storytelling in mixed reality · SIGGRAPH 2003
Collaborative and social computing › social media › media sharing
online photo sharing
0.012009
PHOROL: interactive wall clock art of online shared snapshots · SIGGRAPH ASIA Sketches 2009
Ubiquitous computing and smart environments › pervasive computing infrastructure
sensor network
0.012009
furimifurazumi: a lighting device for sensuous media of rainy scene · SIGGRAPH ASIA Sketches 2009
Immersive interaction
head-mounted display
0.012003
Little red: storytelling in mixed reality · SIGGRAPH 2003

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

sound · 0.1lighting · 0.1visualization · 0.1vibration feedback · 0.1physiological sensing · 0.1biofeedback · 0.1
YearPublicationVenuePosition
2024 Take Me to the Dancing: Experiencing Presence of Remote Friend at Our Own Physical Space while Dancing with Him or Her
abstract
The experience of dancing with remote friends can provide the opportunity to deepen intimacy in distance. However, existing remote dancing platforms have proven insufficient in conveying the presence of friends in our physical atmosphere. In this paper, we explore ‘ how can we design the presence of a remote friend’ during the dance. To achieve this objective we employed a visual design approach called “sharing the same ground”.Our experimental prototype enables two individuals to engage in dancing within their respective physical space, while simultaneously visualizing their footsteps movement to each other in real-time. Using motion sensors to capture foot position and rotation, we project calculated footsteps visuals on the floor to facilitate dancing. Through qualitative analysis, we concluded that the prototype establishes the strong presence of friends engaged in remote dancing.
Gargi Guchhait, Atsuro Ueki, Masa Inakage
TEI3
2022 Assistive or Artistic Technologies? Exploring the Connections between Art, Disability and Wheelchair Use
abstract
Art has deep connections with both disability and HCI research. From disabled bodies becoming avatars of novel forms of expression, to artistic work being created as an act of resistance, art has been a powerful tool to subvert ableist narratives. Artistic practices have also helped to inspire, innovate and push the boundaries of HCI, giving rise to new technologies and interaction possibilities. Our paper presents the exploration of the experiences and practices of 17 artists who used wheelchairs for mobility. Through the thematic analysis of interviews, we conceptualize three themes: (1) Personal journeys through art and disability; (2) Social encounters through art, (3) Skills and technology in art making. From these themes, we reflect on how art can help HCI researchers to capture the complexity of the experiences of disability and assistive technology use and how collaboration with disabled artists could help to rethink the design of disruptive artistic technologies.
Giulia Barbareschi, Masa Inakage
ASSETS2
2020 AromaCue - A Scent Toolkit To Cope with Stress using the 4-7-8 Breathing Method
abstract
In this paper, we present AromaCue, an initial design for a scent-based toolkit to cope with stressful situations using scent conditioning. The AromaCue toolkit consists of two parts: a breath training device using multiple stimuli and a wearable scent-emitting device (with a stress ball as an activator). Scent can trigger emotional memories. In the initial design, we utilized the properties of various scents as retrieval cues for consciousness breathing. In a comparative experiment, eight participants showed a significant heart rate decrease several minutes after a stressor (the Stroop test) when a scent cue was present, but not without it. One week of user study revealed significant improvement on Depression Anxiety and Stress Scale (DASS-21) scores. Therefore, AromaCue can help users to cope with stress.
Zilan Lin, Kai Kunze, Atsuro Ueki, Masa Inakage
TEI4
2018 AURA: Urban Personal Projection to Initiate the Communication
abstract
We present a concept of AURA, an urban personal projection to initiate the communication. In this work, we focus on how to break the ice with strangers through technology in urban public space. The Aura, as an enliven spiritual pet, floats around user's feet. We introduce a simple interaction scenario, attracting a person who comes within personal distance of the user who carries the AURA. To break the ice between strangers, a projected butterfly as the Aura is moved toward a person who comes within 2m of the user, and then back and forth to attract that person. We believe that externalized interactive representation of the user in the form of a spiritual pet can ease and facilitate the communication, serve as a conversation starter, and make the interactions between people more fun.
Miyo Okada, Laura Lugaresi, Dingding Zheng, Roshan Lalintha Peiris, Katrin Wolf 0001, Cristian Norlin, Mikael Anneroth, Kai Kunze, Masa Inakage
ISS9
2013 Ninja track: design of electronic toy variable in shape and flexibility
abstract
In this paper, we introduce a design for an electronic toy that is variable in shape and flexibility by using a structural object called "Ninja Track," which is a belt-shaped object that consists of ABS parts hinged both longitudinally and transversely. When lying flat, Ninja Track is adequately flexible. When the user folds Ninja Track at the longitudinal hinges, it loses its flexibility and becomes a rigid stick. We have created two types of electronic toys as applications of this structure. During the toy prototyping process, we discovered five interactional considerations for Ninja Track. Whilst showing toys at public exhibitions over a period of two weeks, we discovered a few problems with Ninja Track, and we have implemented solutions to these problems.
Yuichiro Katsumoto, Satoru Tokuhisa, Masa Inakage
TEI3
2010 TTI model: model extracting individual's curiosity level in urban spaces
abstract
Recommendation systems have become widespread, however these systems only determine information inputted from the customers through a browser, and cannot be used when actually moving around outside. This paper presents TTI Model, a model extracting individual's curiosity level in urban spaces on their spare time by collecting behavior data from sensors. It calculates person's real time curiosity level by analyzing behavior depending on the walking speed within the city, such as window shopping or just hanging around by themselves. This paper evaluates this model with a sensor device prototype, and elaborates possibilities when understanding individuals in detail, by extracting the curiosity predicted from current behaviors using sensors.
Chihiro Sato, Shigeyuki Takeuchi, Takuo Imbe, Shuichi Ishibashi, Masahiko Inami, Masa Inakage, Naohito Okude
Conference on Designing Interactive Systems6
2010 Myglobe: a navigation service based on cognitive maps
abstract
Myglobe is a user generated navigation service that enables users to share each cognitive map with one another. Cognitive map is a personalized map, shape of which is emphasized according to user's preference and activity in the city. It facilitates users to look back on their own city and have a new understanding by using an application in smart phones and physically interacting with a globe shaped device. In this paper, we present Myglobe service for users to achieve a new city experience with cognitive maps.
Takuo Imbe, Fumitaka Ozaki, Shin Kiyasu, Yusuke Mizukami, Shuichi Ishibashi, Masa Inakage, Naohito Okude, Adrian David Cheok, Masahiko Inami, Maki Sugimoto
TEI6
2009 furimifurazumi: a lighting device for sensuous media of rainy scene
abstract
"furimifurazumi" is a lighting device that let users intuitively know about the sign of rain in architectural space by using ambient media, a light and sound. This device works with various expression of lighting and sound, which are generated by the precipitation data from internet and Live E! system[1]. Our system in connection with meteorological sensor node enables the user to feel the outside atmosphere in the room.
Yasuhito Tsukahara, Yoshitaka Tomari, Takuya Shiotani, Yusuke Yamamoto, Masa Inakage
SIGGRAPH ASIA Sketches5
2009 PHOROL: interactive wall clock art of online shared snapshots
abstract
Photographic technology that appeared in the early 19th century has been integrated into many aspects of our lives with many technical innovations such as snapshots of 35 mm films, digital photography and snapshots, and online photo sharing service. As a result, today many people can enjoy expressiveness of photography compared to the fact that only limited people were allowed to use photography when it was emerged.
Daisuke Uriu, Naruhiko Shiratori, Izumi Yagi, Satoru Hashimoto, Masa Inakage, Naohito Okude
SIGGRAPH ASIA Sketches5
2009 xtel: a development environment to support rapid prototyping of "ubiquitous content"
abstract
This paper describes the "xtel" development environment for "Ubiquitous Content". Ubiquitous contents are real space applications that are embedded in day-to-day life and intended for use by consumers. This is content that is experienced through interaction with people, objects and environments that exist in real space. Xtel comprises three tools: the "moxa" MCU board that connects to sensors and actuators and is capable of short-distance wireless communications; the "Talktic" programming/runtime environment for the MCU board that contains a JavaScript parser, compiler, VM and library; and the "Entity Collaborator" P2P network library that is capable of handling continuous information such as video and audio in addition to the discrete information from sensors. Its use both accelerates development and makes development itself easier. As sample applications, this paper also contains an overview of three rapid prototypes developed for use in demonstrations at Maker Faire 2008.
Satoru Tokuhisa, Takaaki Ishizawa, Yoshimasa Niwa, Kenji Kasuya, Atsuro Ueki, Sho Hashimoto, Kazuhiko Koriyama, Masa Inakage
TEI8
2008 Facilitating public awareness - the design of information distribution for communication in future workplaces
abstract
Abstract We present Emo System that extends e‐mail communication system in a workspace environment. In this system, the emotional information included in e‐mail message is extracted and shared in the public space, while reserving the private exchange of messages. As a result, people in the public space become aware of the ‘emotional’ information. This paper discusses how we extract and segment the information to share the emotional information. Copyright © 2008 John Wiley & Sons, Ltd.
Atsuro Ueki, Masa Inakage
Comput. Animat. Virtual Worlds2
2007 Amagatana
abstract
In this paper, we propose Amagatana (the name means "rainy sword" in Japanese), which is a mystical sword for enjoying the blithe feeling after the rain. Amagatana seems to be just a plastic umbrella. However, it makes a sound of swords clashing in response to the player's swing. Amagatana also gives us the consciousness "What is your reality is not everybody's reality".
Yuichiro Katsumoto, Masa Inakage
ACM Multimedia2
2007 miXer: the communication entertainment content by using "entrainment phenomenon" and "bio-feedback"
abstract
We suggest a new communication entertainment content to create a nonverbal connecting in communication by using human physical information. The miXer we produce is a content of attraction type for two people by applying medical discovery such bio-feedback and entrainment phenomenon. In the miXer it senses a physical information and feed back them in the information like visualization, sound, and vibration we can recognize, so you can enjoy an unprecedented communication in this fantastic space.
Tomohisa Tomida, Atsuro Ueki, Masa Inakage
ACM Multimedia3
2004 atMOS: self expression movie generating system for 3G mobile communication
abstract
This research focuses on movies as a new communication tool, and proposes a self expression movie generating system "atMOS". The purpose of this research is to encourage mobile movie communication. Therefore, this system adopts the concept of exchangeability, expressivity and reproducibility for mobile movie contents.In "atMOS", based on the sub-concept of "self packaging movie", users can make an original promotion movie of themselves which can be viewed on 3G cellular phones. Users can enjoy the original movie not only by themselves but also with other people by exchanging these movies as a communication tool, using the cellular phone.
Satoru Tokuhisa, Taku Kotabe, Masa Inakage
MUM3
2003 Little red: storytelling in mixed reality
abstract
This proposal discusses utilizing Mixed Reality (MR) systems as an interface for storytelling, using a picture book as a metaphor. "Little Red" implements methods of re-creating literary work in 3D using MR techniques and a head-mounted display (HMD).
Tomoki Issac Saso, Kenji Iguchi, Masa Inakage
SIGGRAPH3
1992 Infinite reflection models for the visual arts
abstract
Abstract Artists do not always pursue photographic realism. The image abstraction and deformation of three‐dimensional scenes are methods to communicate ideas. Images are the visual interpretation of real life or imaginary scenes. This paper describes the idea of an infinite reflection model in which synthetic objects to be rendered are surrounded by closed reflective surfaces. The closed mirror surfaces create the ‘feedback’ effect which deforms objects inside the reflective space. Lens distortion effects are achieved by surrounding infinitely reflective curved surfaces. This technique provides a new visual tool for artists and graphic designers.
Masa Inakage
Comput. Animat. Virtual Worlds1
1991 Volume tracing of atmospheric environments
Masa Inakage
Vis. Comput.1
1986 Caustics and specular reflection models for spherical objects and lenses
Masa Inakage
Vis. Comput.1