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Toshiro Kashiwaqi

dblp:247/3862 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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
Immersive interaction · 77% Collaborative and social computing · 23%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality interaction
virtual reality pointing
0.412019
I Got Your Point: An Investigation of Pointing Cues in a Spherical Fish Tank Virtual Reality Display · VR 2019
Virtual and augmented reality › virtual reality
fish tank virtual reality
0.112019
I Got Your Point: An Investigation of Pointing Cues in a Spherical Fish Tank Virtual Reality Display · VR 2019
Collaborative and social computing › computer-mediated communication
non-verbal cues
0.112019
I Got Your Point: An Investigation of Pointing Cues in a Spherical Fish Tank Virtual Reality Display · VR 2019

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

user study · 0.8
YearPublicationVenuePosition
2019 I Got Your Point: An Investigation of Pointing Cues in a Spherical Fish Tank Virtual Reality Display
abstract
Pointing is a fundamental building block in human communication. While it is ubiquitous in our daily interactions within the real world, it is difficult to precisely interpret a virtual agent's pointing direction to the physical world, considering its complex and subtle gesture cues, such as the movements of the human hand and head. Fish Tank Virtual Reality (FTVR) display has the potential to provide accurate pointing cues as it creates a compelling 3D spatial effect by rendering perspective-corrected vision. In this paper, we conducted a study with pointing cues of three levels (Head-only, Hand-only, and Hand+Head) to evaluate how the head and hand gesture cues affect observers' performance in interpretation of where a virtual agent is pointing in a spherical FTVR display. The results showed that the hand gesture significantly helps people interpret the pointing both accurately and quickly for fine pointing (15°), with 19.4% higher accuracy and 1.42 seconds faster than the head cue. The combination of the head and hand yielded a small improvement on the accuracy (4.4%) with even slightly longer time (0.38 seconds) compared to the hand-only cue. However, for coarse pointing (30°), head cue appears to be sufficient with the accuracy of 90.2%. The result of this study provides guidelines on cues selection for designing pointing in the virtual environment.
Kyoungwon Seo, Toshiro Kashiwaqi, Sidney S. Fels
VR4