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Koichi Mori

dblp:59/2014 · DBLP profile ↗
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21ranked-venue papers
3as first author
0since 2021 · last 2020
0000-0002-6210-6850ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 11Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-authorArtificial intelligence and machine learning · 5Systems, architecture and hardware · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 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
Collaborative and social computing · 40% Learning and educational technologies · 30% Human-AI interaction · 12%
Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
family communication
0.222011
Hello, is grandma there? let's read! StoryVisit: family video chat and connected e-books · CHI 2011
Family story play: reading with young children (and elmo) over a distance · CHI 2010
Collaborative and social computing › family technology
joint media engagement
0.212013
Electric agents: fostering sibling joint media engagement through interactive television and augmented reality · CSCW 2013
Information retrieval
personalized search
0.112011
Myngle: unifying and filtering web content for unplanned access between multiple personal devices · UbiComp 2011
Human-AI interaction
conversational agents
0.112011
Interactive rich reading: enhanced book reading experience with a conversational agent · ACM Multimedia 2011
Interaction techniques and input
cross-device interaction
0.112011
Myngle: unifying and filtering web content for unplanned access between multiple personal devices · UbiComp 2011
Learning and educational technologies
literacy learning
0.112010
Family story play: reading with young children (and elmo) over a distance · CHI 2010
Immersive interaction
augmented reality
0.012013
Electric agents: fostering sibling joint media engagement through interactive television and augmented reality · CSCW 2013
Collaborative and social computing › video conferencing
video chat
0.012011
Hello, is grandma there? let's read! StoryVisit: family video chat and connected e-books · CHI 2011
Personal fabrication and tangible interfaces
tangible interaction
0.012010
Family story play: reading with young children (and elmo) over a distance · CHI 2010

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

category-based filtering · 0.2prototype · 0.2pilot testing · 0.2video compositing · 0.1text-to-speech · 0.1speech-to-text · 0.1interviews · 0.1field study · 0.1video conferencing · 0.1sensor-enhanced frame · 0.1
YearPublicationVenuePosition
2020 MotiMul: A significant discriminative sequence motif discovery algorithm with multiple testing correction
abstract
Sequence motifs play essential roles in intermolecular interactions such as DNA-protein interactions. The discovery of novel sequence motifs is therefore crucial for revealing gene functions. Various bioinformatics tools have been developed for finding sequence motifs, but until now there has been no software based on statistical hypothesis testing with statistically sound multiple testing correction. Existing software therefore could not control for the type-l error rates. This is because, in the sequence motif discovery problem, conventional multiple testing correction methods produce very low statistical power due to overly-strict correction. We developed MotiMul, which comprehensively finds significant sequence motifs using statistically sound multiple testing correction. Our key idea is the application of Tarone's correction, which improves the statistical power of the hypothesis test by ignoring hypotheses that never become statistically significant. For the efficient enumeration of the significant sequence motifs, we integrated a variant of the PrefixSpan algorithm with Tarone's correction. Simulation and empirical dataset analysis showed that MotiMul is a powerful method for finding biologically meaningful sequence motifs. The source code of MotiMul is freely available at https://github.com/ko-ichimo-ri/MotiMul.
Koichi Mori, Haruka Ozaki, Tsukasa Fukunaga
BIBM1
2018 Automatic Evaluation of Soft Articulatory Contact for Stuttering Treatment
Keiko Ochi, Koichi Mori, Naomi Sakai
INTERSPEECH2
2016 Automatic Discrimination of Soft Voice Onset Using Acoustic Features of Breathy Voicing
Keiko Ochi, Koichi Mori, Naomi Sakai, Nobutaka Ono
INTERSPEECH2
2015 Latency analysis of speech shadowing reveals processing differences in Japanese adults who do and do not stutter
Rong Na A, Koichi Mori, Naomi Sakai
INTERSPEECH2
2013 Electric agents: fostering sibling joint media engagement through interactive television and augmented reality
abstract
Electric Agents is a multi-player game that uses augmented reality on mobile phones to facilitate in-room collaboration and promote joint media engagement around interactive educational television content in the home. Joint media engagement describes 'collaborative' consumption of media and has potential learning benefits. Our research examines whether technology can support joint media engagement, through the use of a series of prototypes that combine handheld augmented reality with web-based video. In pilot testing, sibling play patterns showed evidence of the kind of in-room collaboration and joint media engagement that previous research has shown to facilitate children in making sense of media content.
Rafael Ballagas, Thérèse E. Dugan, Glenda Revelle, Koichi Mori, Maria Sandberg, Janet Go, Emily Reardon, Mirjana Spasojevic
CSCW4
2011 Electric Agents: combining television and mobile phones for an educational game
abstract
Electric Agents is a cross-media game that presents new ways for children to actively engage with television content. In the game Manny, a member of the Pranksters, steals words out of the mouth of Hector, a member of The Electric Company team, and hides them to prevent the story from progressing. Children collaborate through a mobile augmented reality experience to find and collect the missing vocabulary words relevant to the show narrative. The players return the stolen words back to the show by "throwing" the words towards the television using their mobile devices. This blend of a narrative and a game strives to make educational television content more engaging and participatory while fostering collaborative play and use of specific vocabulary words.
Rafael Ballagas, Glenda Revelle, Kyle Buza, Hiroshi Horii, Koichi Mori, Hayes Raffle, Mirjana Spasojevic, Janet Go, Kristin Cook, Emily Reardon, Yun-Ta Tsai, Christopher Paretti
IDC5
2011 Pop goes the cell phone: asynchronous messaging for preschoolers
abstract
This paper outlines a series of experiments to develop asynchronous messaging systems for preschool aged children. Three unique systems build on a foundational design called Toaster, a jack-in-the box toy with embedded mobile phone that allows children to playfully take and share electronic media. Orange Toaster allows children to create and share self-portraits; Family Toast allows children to browse family photos with physical tokens, and shares their self-portrait reactions with remote family members; Play with Elmo allows children and distant adults to asynchronously share playful video messages. Observations with over 30 children suggest that asynchronous photographic or video messaging with very young children is possible. The results of these studies indicate specific guidelines including (1) children's UI's need to be playful and immediate (2) UI designs for children should create the "here and now" feel of real-time interaction, and (3) adults' UI's must provide emotionally meaningful feedback from children to engage adult users.
Hayes Raffle, Rafael Ballagas, Glenda Revelle, Koichi Mori, Hiroshi Horii, Christopher Paretti, Mirjana Spasojevic
IDC4
2011 Pokaboo: a networked toy for distance communication and play
abstract
How might we build on the physical interactivity of children's play to help children communicate over a distance? Pokaboo is a networked toy for children ages 2--5 to physically play even when they are far apart. Envisioned almost like a low-frame rate video chat, the system combines physically-linked buttons with photo and audio communication. A child will press a button down to take their own photo, and their self-portrait will pop up on their partner's device. The device was tested with both photo sharing and video chat. Children were most engaged when the buttons were part of a mobile video chat, where one child could press a button down and see their partner's button pop up in front of their far-away playmate. When the playmate responded with a button press, their button would magically pop up in front of them, in a form of physical call-and-response. Pokaboo shows how networked toys can help children to form engaging connections through physical play over a distance.
Hayes Raffle, Koichi Mori, Rafael Ballagas, Mirjana Spasojevic
IDC2
2011 Hello, is grandma there? let's read! StoryVisit: family video chat and connected e-books
abstract
StoryVisit allows children and long-distance adults to experience a sense of togetherness by reading children's story books together over a distance. StoryVisit combines video conferencing and connected books: remote grown-up and child readers can see and hear each other, and can also see and control the same e-book. We report on research with 61 families - over 200 users including parents, children and long-distance readers - who used StoryVisit in their homes with a long-distance reader for at least one reading session. In addition, we report qualitative findings regarding nineteen of the families who participated in telephone interviews and four families who were monitored and interviewed by researchers at home. Results show that connected e-book video chat sessions last about five times as long as the typical video chats reported in previous research on families with young children. Moreover, the addition of an animated character increased session lengths by another 50%. StoryVisit usage peaked for families with three year olds, showing that sustained distance interactions with very young children are possible if communication technologies incorporate joint activities that engage children and adults.
Hayes Raffle, Glenda Revelle, Koichi Mori, Rafael Ballagas, Kyle Buza, Hiroshi Horii, Joseph Kaye, Kristin Cook, Natalie Freed, Janet Go, Mirjana Spasojevic
CHI3
2011 Myngle: unifying and filtering web content for unplanned access between multiple personal devices
abstract
Users often engage in tasks that span multiple personal devices. Although many current solutions exist to provide ubiquitous access to one's data, users continue to struggle with cross-device tasks. These solutions often require them to plan ahead for their information needs. In this paper, we present Myngle, a device-agnostic system that lets users quickly find the information they are looking for from previously visited web pages without having to plan ahead. Myngle provides a unified web history from multiple personal devices, and allows users to filter their history based on high-level categories influenced by common mobile information need categories (e.g., address, phone number). We evaluated Myngle with 32 users and found that our category-based method of filtering eases the burden of continuing cross-device tasks.
Timothy Sohn, Frank Chun Yat Li, Agathe Battestini, Vidya Setlur, Koichi Mori, Hiroshi Horii
UbiComp5
2011 Interactive rich reading: enhanced book reading experience with a conversational agent
abstract
In this work, we introduce Interactive Rich Reading, a new enhanced book experience designed to run on smartphones and a tablet device. Interactive Rich Reading is characterized by a video-based conversational agent that asks questions or makes comments about the current page and is specifically designed to promote engagement with the contents of children's books. We use video compositing techniques to overlay the conversational agent directly over the book contents, creating a magical experience for children by bringing the book to life. We describe technical issues related to enabling this experience on mobile platforms for easier adoption of this technique by other researchers and practitioners.
Koichi Mori, Rafael Ballagas, Glenda Revelle, Hayes Raffle, Hiroshi Horii, Mirjana Spasojevic
ACM Multimedia1
2010 Supporting unplanned activities through cross-device interaction
abstract
People interact with numerous personal devices on a daily basis. Sharing content among these devices is often done depending on the device capabilities and context of use; following turn-by-turn directions is more appropriate when mobile. Although several solutions exist to share content among one's devices, these solutions rely on the user planning ahead for the data he may need on another device. In this paper, we describe a system that addresses the unplanned activities, by automatically extracting addresses and points of interest that users view in their web browser and making those readily available through an in-car interface.
Timothy Sohn, Agathe Battestini, Hiroshi Horii, Elizabeth S. Bales, Vidya Setlur, Koichi Mori
AutomotiveUI6
2010 Family story play: reading with young children (and elmo) over a distance
abstract
We introduce Family Story Play, a system that supports grandparents to read books together with their grandchildren over the Internet. Family Story Play is designed to improve communication across generations and over a distance, and to support parents and grandparents in fostering the literacy development of young children. The interface encourages active child participation in the book reading experience by combining a paper book, a sensor-enhanced frame, video conferencing technology, and video content of a Sesame Street Muppet (Elmo). Results with users indicate that Family Story Play improves child engagement in long-distance communication and increases the quality of interaction between young children and distant grandparents. Additionally, Family Story Play encourages dialogic reading styles that are linked with literacy development. Ultimately, reading with Family Story Play becomes a creative shared activity that suggests a new kind of collaborative story telling.
Hayes Raffle, Rafael Ballagas, Glenda Revelle, Hiroshi Horii, Sean Follmer, Janet Go, Emily Reardon, Koichi Mori, Joseph Kaye, Mirjana Spasojevic
CHI8
2010 Addressing mobile information overload in the universal inbox through lenses
abstract
Increasingly, smartphones are being used to access all manner of information: email messages, Facebook status updates, tweets, RSS feeds, photographs and more. Approaches to dealing with this multi-faceted information stream developed on the desktop, such as switching between multiple applications or multiple browser windows, are unwieldy and scale poorly for mobile devices. In this paper, we propose the combination of the universal inbox and a system called 'Lenses' for extracting information of interest as part of a solution to this problem. These mechanisms allow the user to easily specify ways to sort, filter and manage their universal inbox in an intuitive way. We culminate with a discussion of implications for mobile phone interface design.
Timothy Sohn, Vidya Setlur, Koichi Mori, Joseph Kaye, Hiroshi Horii, Agathe Battestini, Rafael Ballagas, Christopher Paretti, Mirjana Spasojevic
Mobile HCI3
2010 Sensory vision - Development of a course for physical interaction and graphics
Taeko Ariga, Koichi Mori
Comput. Graph.2
2007 Development of Low Power ISDB-T One-Segment Decoder by Mobile Multi-Media Engine SoC (S1G)
abstract
TOSHIBA has developed mobile multi-media engine SoC, we call as S1G, which can realize low power ISDB-T one-segment decode in 42mW for eight months short period of time. Since MPEG2 TS (transport stream) de-multiplexing, AAC decoding and H.264 decoding should be simultaneously processed in ISDB-T one-segment decode, two TOSHIBA MeP (media embedded processor) processors and one DSP and hardware blocks are used effectively with pipeline operation in this LSI. Although it is generally considered that dedicated hardware accelerator should be used to realize low power operation for ISDB-T one-segment decode, TOSHBA succeeded in developing low power ISDB-T one-segment decoder using maximum software resources.
Koichi Mori, Masakazu Suzuki, Yasuo Ohara, Satoru Matsuo, Atsushi Asano
ASP-DAC1
2005 Mobile camera-based adaptive viewing
abstract
In this paper, we present an approach for facilitating user interaction on mobile devices, focusing on camera-enabled mobile phones. A user interacts with an application by moving their device. An on-board camera is used to capture incoming video and the scrolling direction and magnitude are estimated using a computer vision-based algorithm. The direction is used as the scroll direction in the application, and the magnitude is used to set the zoom level. The camera is treated as a pointing device and zoom level control in applications. Our approach generates mouse events, so any application that is mouse-driven can make use of this technique. The user is free to browse through large data sets on a limited size display with one hand, ideal for the mobile domain.
Antonio Haro, Koichi Mori, Vidya Setlur, Tolga K. Çapin
MUM2
2002 An Empirical Study of the Minimum Required Size and the Minimum Number of Targets for Pen Input on the Small Display
Sachi Mizobuchi, Koichi Mori, Xiangshi Ren, Michiaki Yasumura
Mobile HCI2
2000 An approximation of data points by piecewise polynomial functions and their dual orthogonal functions
Motoko Obata, Koichi Wada 0002, Kazuo Toraichi, Koichi Mori, Masakazu Ohira
Signal Process.4
1998 Plasticity of non-native phonetic perception and production: a training study
abstract
Audiovisual perceptual training of non-native phonetic contrasts was conducted for 10 naive Japanese adults using audiovisual recordings of 13 native English speakers articulating 90 rl minimal word pairs, and analyzed changes in perceptual and articulatory representations of non-native phonetic contrasts. The speech identification score drastically improved during the training. The improvement in non-native rl perceptual distinction was clearly associated with the changes in the perceptual and articulatory representations, which represents perceptual/articulatory dissimilarities between the non-native and native phonemes as maps created using a multi-dimensional scaling analysis (MDS). Results suggested that the new nonnative phonetic categories can be acquired through proper training even in adulthood so that distances among exemplars within each of the acquired categories shrunk and distances between the categories stretch considerably compared to those of pretraining stage in the perceptual and articulatory representations.
Satoshi Imaizumi, Hidemi Itoh, Yuji Tamekawa, Toshisada Deguchi, Koichi Mori
ICSLP5
1998 PaRM: A parallel relaxation machine for handwritten character recognition
Koichi Wada 0002, Koichi Mori, Kazuo Toraichi
Pattern Recognit. Lett.2