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Masayasu Ogata

dblp:89/11299 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2013
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 4 · 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
4 papers
Interaction techniques and input · 66% Personal fabrication and tangible interfaces · 11% Wearable and physiological sensing · 11%

Topics — the 7 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › input device
wearable input device
0.322013
SenSkin: adapting skin as a soft interface · UIST 2013
iRing: intelligent ring using infrared reflection · UIST 2012
Interaction techniques and input › touch interaction
on-skin input
0.212013
SenSkin: adapting skin as a soft interface · UIST 2013
Interaction techniques and input › gesture input
finger gesture input
0.112012
iRing: intelligent ring using infrared reflection · UIST 2012
Wearable and physiological sensing › smart wearable
smart ring
0.112012
iRing: intelligent ring using infrared reflection · UIST 2012
Personal fabrication and tangible interfaces
soft robotics
0.112012
PINOKY: a ring that animates your plush toys · CHI 2012
Haptics and multimodal interaction › haptic feedback
tactile feedback
0.012013
SenSkin: adapting skin as a soft interface · UIST 2013
Interaction techniques and input › interaction techniques
wearable controller
0.012012
iRing: intelligent ring using infrared reflection · UIST 2012

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

visible light communication · 0.2support vector machine · 0.2infrared reflective sensing · 0.2capacitive touch · 0.2user study · 0.1motion recording and playback · 0.1infrared reflection sensing · 0.1
YearPublicationVenuePosition
2013 FlashTouch: data communication through touchscreens
abstract
FlashTouch is a new technology that enables data communication between touchscreen-based mobile devices and digital peripheral devices. Touchscreen can be used as communication media using visible light and capacitive touch. In this paper, we designed a stylus prototype to describe the concept of FlashTouch. With this prototype, users can easily transfer data from one mobile device to another. It eliminates the complexity associated with data sharing among mobile users, which is currently achieved by online data sharing services or wireless connections for data sharing that need a pairing operation to establish connections between devices. Therefore, it can prove to be of particular significance to people who are not adept at current software services and hardware functions. Finally, we demonstrate the valuable applications in online settlements via mobile device, and data communication for mobile robots.
Masayasu Ogata, Yuta Sugiura, Hirotaka Osawa, Michita Imai
CHI1
2013 SenSkin: adapting skin as a soft interface
abstract
We present a sensing technology and input method that uses skin deformation estimated through a thin band-type device attached to the human body, the appearance of which seems socially acceptable in daily life. An input interface usually requires feedback. SenSkin provides tactile feedback that enables users to know which part of the skin they are touching in order to issue commands. The user, having found an acceptable area before beginning the input operation, can continue to input commands without receiving explicit feedback. We developed an experimental device with two armbands to sense three-dimensional pressure applied to the skin. Sensing tangential force on uncovered skin without haptic obstacles has not previously been achieved. SenSkin is also novel in that quantitative tangential force applied to the skin, such as that of the forearm or fingers, is measured. An infrared (IR) reflective sensor is used since its durability and inexpensiveness make it suitable for everyday human sensing purposes. The multiple sensors located on the two armbands allow the tangential and normal force applied to the skin dimension to be sensed. The input command is learned and recognized using a Support Vector Machine (SVM). Finally, we show an application in which this input method is implemented.
Masayasu Ogata, Yuta Sugiura, Yasutoshi Makino, Masahiko Inami, Michita Imai
UIST1
2012 PINOKY: a ring that animates your plush toys
abstract
PINOKY is a wireless ring-like device that can be externally attached to any plush toy as an accessory that animates the toy by moving its limbs. A user is thus able to instantly convert any plush toy into a soft robot. The user can control the toy remotely or input the movement desired by moving the plush toy and having the data recorded and played back. Unlike other methods for animating plush toys, PINOKY is non-intrusive, so alterations to the toy are not required. In a user study, 1) the roles of plush toys in the participants' daily lives were examined, 2) how participants played with plush toys without PINOKY was observed, 3) how they played with plush toys with PINOKY was observed, and their reactions to the device were surveyed. On the basis of the results, potential applications were conceptualized to illustrate the utility of PINOKY.
Yuta Sugiura, Calista Lee, Masayasu Ogata, Anusha Withana, Yasutoshi Makino, Daisuke Sakamoto, Masahiko Inami, Takeo Igarashi
CHI3
2012 iRing: intelligent ring using infrared reflection
abstract
We present the iRing, an intelligent input ring device developed for measuring finger gestures and external input. iRing recognizes rotation, finger bending, and external force via an infrared (IR) reflection sensor that leverages skin characteristics such as reflectance and softness. Furthermore, iRing allows using a push and stroke input method, which is popular in touch displays. The ring design has potential to be used as a wearable controller because its accessory shape is socially acceptable, easy to install, and safe, and iRing does not require extra devices. We present examples of iRing applications and discuss its validity as an inexpensive wearable interface and as a human sensing device.
Masayasu Ogata, Yuta Sugiura, Hirotaka Osawa, Michita Imai
UIST1