著者
渡辺 哲也 小林 真 南谷 和範
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.20, no.1, pp.13-20, 2018-02-25 (Released:2018-02-25)
参考文献数
17

A user survey on Braille transcription and audio recording services for the blind was conducted. The use rates of these two services were both more than 40%. The top two providers of these services were either of Braille transcription or audio recording circles and Braille libraries. Nearly half of the users were using these services at a frequency of once in a few months. The problems faced when using these services were long waiting times for the books to be translated. The difference between these two services were documents to be translated and the frequency: Braille transcription service was used mostly for work-related documents, product manuals, music materials, and technical books whereas audio recording service was used for novels, technical books, magazines, and non-fictions: A certain amount of people were using audio recoding service more frequently, once in a week to a few times a month, than Braille transcription service.
著者
杉原 太郎
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会誌 (ISSN:13447254)
巻号頁・発行日
vol.14, no.2, pp.115-120, 2012

4回にわたる本シリーズでは、初学者のためのリサーチデザインの導入と位置づけ、工学系研究と社会科学系研究の考え方の違い、定量調査と定性的調査と実験の各々の特徴について解説する。自ら実装したシステムの評価をしたいと考えたり、開発されたシステムを現場に持ち込み人々の営みがどのように変容するかを調査したいと企図したりする場合の、最も基礎となる部分についての原稿である。本稿はその第1回目として、調査と実験の基本的な考え方およびプロセスについて概観する。筆者は、工学系出身でありながら、社会科学の研究に関わることになった経験を有する。その経験を生かし、特に工学系研究者が陥りやすい落とし穴について概説することに重点を置く。内容は、HI2011 およびHI2012 の講習会で説明したものをベースにした。
著者
松下 仁美 香川 真人 山村 祐之 岡田 美智男
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.20, no.2, pp.255-268, 2018-05-25 (Released:2018-05-25)
参考文献数
13

Disuencies in spontaneous speech is often regarded as speaker's speech error, and it is often explained by attributing it to the internal mechanism of the speaker. On the other hand, it can also be regarded that disuencies were created as a result of the interaction between the speaker and the hearer. From this point of view, an utterance generation system “Talking-Ally” has been constructed. In this study, the objective is to explore the factors that create disuencies by a constructive approach. In particular, it focuses on the conversation adjustment function related to maintaining the conversational situation when the hearer's eye-gaze deviates from the conversation. First, we constructed a model to adjust the utterance strategies while adapting it to the hearer, then conducted an interaction experiment by using this model. And we discussed how disuencies of utterances can work.
著者
杉原 太郎
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会誌 (ISSN:13447254)
巻号頁・発行日
vol.14, no.3, pp.195-202, 2012

本シリーズは、HI 研究の評価において、最も基礎となる考え方についての稿である。前稿では、初学者のためのリサーチデザインの導入として、実験・定量的調査・定性的調査(質的調査とも言う)の考え方、基本的なプロセスを解説した。本稿は4回シリーズの第2回目として、定量的・定性的調査の特性、そのプロセス、各々で得られるデータの特性について説明する。前回述べたのは総括的なプロセスの説明であったが、今回は各調査と実験の特性を踏まえて、対比的に説明する。また、定量的調査あるいは実験と、定性的調査のいずれを選択するのが妥当かを考える上で重要となる、調査・実験を用いた研究の構成要件およびスタイルについても述べる。
著者
中道 上 中下 航 大町 怜司 渡辺 恵太 木浦 幹雄 山田 俊哉
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.18, no.4, pp.385-394, 2016-11-25 (Released:2019-07-01)
参考文献数
18

This paper proposes a new visualization method for fluctuating gazing points using future lines to assist in following subjects' gazing points. We have conducted experiments to evaluate the effectiveness of this method. From the results of the experiments, the time lag following gazing points was shortened by the method. In addition, surveys for the gazing points' followers were conducted, and results showed that future lines were considered to positively impact their tasks related to following gazing points. These results revealed that the proposed method of adding the future lines contributes to the improvement of gazing points' followability.
著者
永井 正太郎 福本 梨乃 山下 久仁子 岡田 明
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.20, no.4, pp.469-478, 2018-11-25 (Released:2018-11-25)
参考文献数
15
被引用文献数
1

Touchscreens are common in personal devices as well as in public devices such as ATMs and vending machines, because they are customizable and require less mental and physical load. However, touchscreens are subject to human error and visual overload, because a touchscreen interface doesn’t have haptic clues. Furthermore, the elderly may tend to be more affected by these issues. We conducted the experiment by measuring finger movement and finger contact force while using a touchscreen, to ascertain suitable feedback from haptic clue for both the elderly(62-75 years old) and younger people(20-30years old) . The findings were as follows: The amount of finger movement and finger contact force of elderly participants were significantly more than that of the younger participants (p < 0.01). Increased finger movement was due to tremors and decreased dexterity caused by aging. Increased finger contact force was due to two reasons: first, a response to less haptic feedback than what elderly participants are accustomed to experience, such as in the operation of a mechanical button; second, an attempt to prevent an error in movement due to their tremor. In addition to the physiological measurements, interviews of the participants revealed that the reason for their differences in using ICT devices is not a lack of experience, but physiological issues, such as tremors, decreased sensation in aging. The study further confirmed that touchscreen designs should include larger buttons and text display and a haptic experience that is attuned to strong finger contact force to promote greater usability for elderly users.
著者
高椋 慎也 雨宮 智浩 伊藤 翔 五味 裕章
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.18, no.2, pp.87-94, 2016-05-25 (Released:2019-07-01)
参考文献数
18

Haptic feedback in current consumer game machines is limited to symmetric vibrations and impulses except for few types of controllers dedicated to certain types of games. Force display technology based on asymmetric vibration is of particular interest in enriching the feedback due to its capability of producing illusory sensations of directional forces by portable miniature vibrators. Here, we introduce a novel fishing game based on this technology. When participants approached virtual fishes displayed on a touchscreen with a contactor hung from a pinched vibrator, asymmetric vibrations were applied to the fingertips to give a sensation that the fish nibbled and pulled the string. Subjective reports collected at exhibitions confirmed that the vibration successfully induced pulling force sensations with minimum numbness. Experimental results further suggested that perceived strength of pulling force, roughness of vibration, reality as pulls of fishes, and impression of fish size can be modulated by systematically controlling the gain and frequency of the vibration, and that variations in the latter two are explained by the former two factors. Our study sheds light on the possibility of representing kinetic interactions with live creatures by portable miniature vibrators, and suggests its application to games with such interactions.
著者
盛川 浩志 河合 隆史
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.10, no.2, pp.191-198, 2008-05-25 (Released:2019-09-04)
参考文献数
25

The 'body image' is a sense of ownership of our own body. Some report shows the body image is induced by the integration of cross-modal perception, such as, visual, tactile and proprioceptive perception. Other report indicates that synchronized cross-modal stimuli could induce the body image to visible object and subjects experienced that the visible object was recognizable as a part of their body. Accordingly, the development of new interface system for virtual reality is expected by using the body image. However, the body image is subjective experience and is hard to observe objectively. In this paper, we examine whether the measurement of brain activation using Near Infra-red Spectroscopy (NIRS) would able to observe the body image which is induced by cross-modal stimulation. In this experiment, the brain activation was measured around the temporal lobe to the occipital lobe, and asynchronously visual and proprioception stimuli have given to the subjects synchronously to change their body image. As a result, brain activities were observed around the Superior Temporal Sulcus (STS), the inferior parietal areas and the Extrastriate Body Area (EBA) which is reported that related to distinction of other body. Controversially, Subjects reported that they experienced the body image to the CG model displayed as visual stimuli. Our result shows there are some possibilities that the body image would be induced by some inconsistent cross-modal stimuli.
著者
長谷川 孔明 林 直樹 岡田 美智男
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.21, no.3, pp.279-292, 2019-08-25 (Released:2019-08-25)
参考文献数
18

How do we interact with mechanical systems? Users command something, and the systems always accept and react it. In other words, it is a "Leader-follower" relationship. Thinking about a scene where you walk in a park with your friend, on the other hand, there are neither a definite leader nor a follower. They co-adjust the walking direction and the pace by considering each other from implicit body movements. We named the relationship that people co-adjust each other "Side-to-side relationship." In this research, we attempt to construct "Side-to-side relationship" between a human and a robot by utilizing a robot platform "Mako-no-te" that can walk hand in hand with its human partner. We conducted an experiment with three conditions; human leading condition, robot leading condition, and co-adjusting condition. As a result, the robot of the co-adjusting condition was evaluated more favorable, active, and lifelike than one of other conditions.
著者
横山 諒 加藤 恒夫 山本 誠一
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.21, no.3, pp.325-334, 2019-08-25 (Released:2019-08-25)
参考文献数
13

Flick text entry on smartphones is so popular that a majority of users prefer it to the more conventional QWERTY keyboard. Yet, the typing speed and accuracy of such text entry varies greatly depending on the individual. Focusing on eye-gaze behavior, we analyzed typing data of 33 individuals recorded with a touch logger and eye tracking data of 31 individuals recorded with a glass-type eye tracker to clarify what causes the individual variability. Correlation analysis revealed the following four findings. 1) The typing speed and the reciprocal of time interval from a release to the next landing showed a high correlation over 0.90. 2) The higher the gazing ratio at the keyboard was, the slower the typing speed and the higher the accuracy tended to be. 3) Some expert users achieved a fast typing speed and a high accuracy. 4) The majority of errors were landing errors to adjacent keys. On the basis of these findings, we propose a keyboard layout that considers eye gaze.
著者
中道 上 川野 由香子 浜 信彦 渡辺 恵太
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.20, no.4, pp.427-434, 2018-11-25 (Released:2018-11-25)
参考文献数
17

In an evacuation behavior analysis, records of behavior such as straying are dependent on participants' memory. Therefore, there is a loss of some of behavior records. In this research, we propose pair-testing method for supplementing records. A participant pair with an observer and records the behavior of participant. As a result of evacuation experiment, the behavior of participants was supplemented by the observer by 47.5%. It is expected that evacuation behavior will be verified from the relationship between these behavior data and context-dependent data.
著者
岡橋 さやか 淺野 真琴 生島 悠貴 諏訪 敏幸 二木 淑子
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.20, no.2, pp.153-162, 2018-05-25 (Released:2018-05-25)
参考文献数
30

Nowadays, Information and Communications Technology (ICT) makes rapid progress in our community life and healthcare support system. Our objective was to explore the effect of tele-rehabilitation on memory impairment after traumatic brain injury. Studies about tele-rehabilitation on memory in adults with traumatic brain injury were reviewed. Four database searches were conducted: MEDLINE, Cochrane Library, CINAHL, and PsycINFO. Of the 523 studies identified in the search, 8 studies (including 2 RCTs) met the inclusion criteria, which involved 207 participants. There were 12 kinds of remote intervention: television assisted controlled prompting, Google Calendar, spaced retrieval training as errorless learning, and so on. A common evaluation index; Community Integration Questionnaire (CIQ) was conducted in two studies. Results from several studies indicated that remote interventions on memory impairment improve the proportion of prospective intentions completed in the patients’ daily life. Further research and meta-analysis are needed based on RCTs.
著者
杉原 太郎
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会誌 (ISSN:13447254)
巻号頁・発行日
vol.15, no.1, pp.31-42, 2013

本シリーズは、HI研究の評価において、最も基礎となる考え方についての稿である。初回は、初学者のためのリサーチデザインの導入として、実験・定量的調査・定性的調査(質的調査とも言う)の考え方、基本的なプロセスを、第2回目は定量的・定性的調査の特性、そのプロセス、各々で得られるデータの特性を、第3回は定量的調査および心理学的実験を概観した。本稿は、4回シリーズの最終回として、定性的調査の思想的基盤を説明した後に、調査的面接法と観察法を取り上げる。 HI研究では、人とのインタラクションを志向した技術開発を目指すため、人を対象にした評価を行うことが求められる。しかし、新しい技術をユーザがどのように用いるのかが、開発時にはっきりしない場合も珍しくない。特殊な状況下や、実際の現場の中での技術適用範囲を模索することもある。障害者を対象とした研究では、テイラーメイド的な技術開発になる場合もある。多様な形態の情報機器と人とのインタラクションが研究の主対象であることは、両者の関係性がダイナミックに変化する問題を扱うことを意味する。このように様々な事情で、HI分野の研究は数値でユーザあるいは技術の特性を表現する事が難しい、あるいは数値表現が不適切な場合に採用される方法が、定性的な手法である。本稿では、この手法について概説する。
著者
小泉 直也 橋本 悠希 苗村 健
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.18, no.1, pp.27-34, 2016-02-25 (Released:2019-07-01)
参考文献数
14

We propose a design method that processes the surface of Urushi, a Japanese traditional coating material, with computer technology and ultraviolet (UV) light control. Urushi changes their physical condition by absorbing UV light energy. Our research introduces design method with this physical feature for digital fabrication. Our contribution is to realize imprinting method on urushi coated surface with computerdesigned pattern. We use two methods to control of the light. One method is laser method that uses laser and galvanomirror. The other one is mask method that uses a lamp and mask pattern. We introduce suitable material and procedure for these methods, and demonstrate the potential of them.
著者
栗原 龍之典 諸岡 遼 濵中 咲希 田中 久弥 馬原 孝彦 都河 明人 羽生 春夫
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.21, no.1, pp.21-30, 2019-02-25 (Released:2019-02-25)
参考文献数
15
被引用文献数
1

We have studied the screening tool for dementia patients using a P300-based spelling-BCI to develop a new cognitive function evaluation method. We quantified a low attention with dementia using the average distance from the incorrect characters to the correct characters on the Japanese alphabet screen. We called the character distance to Spelling-Error Distance Value (SEDV). We conducted experiments for 24 elderly subjects, and performed regression analysis between SEDV and neuropsychological testing (MMSE, FAB, TMT and DST). As the results, there was a significant negative correlation between MMSE and SEDV (r = −0.41, p < 0.05), and there was a significant negative correlation between FAB and SEDV (r = −0.65, p < 0.001). Next, 24 subjects divided into five groups according to the MMSE scores. There was a difference of SEDV 2.58 characters between MMSE average of 10.5 point group and MMSE average score of 27.6 point group, 2.89 characters between the 10.5 point group and the 24.9 point group. Therefore, SEDV could be an index of the low attention with dementia in the limited MMSE average group. In addition, because of significant negative correlation between FAB and SEDV in less than 24 point of MMSE (r = −0.95, p < 0.05), SEDV could be an index of frontal lobe function deterioration limitedly.
著者
岸 遼 筧 康明 苗村 健
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.14, no.1, pp.1-8, 2012-02-25 (Released:2019-07-01)
参考文献数
19

This paper proposes a new type of display system by which images come out in an open space according to the motion of users or devices. This is an application of the specialized projector with a function of pixel-by-pixel visible light communication, which the authors have previously developed. This projector permits image data as invisible high-speed flickering signals into the open space. In the space filled with the invisible image data, by scanning a specialized device, we can make the image show up. Based on this concept, this paper introduces two implementations: "SteganoScan" and "SteganoScan Orbs." SteganoScan is a kind of persistence of vision display. When a performer waves an array of LED module with photo-detectors quickly in the projection light, viewers can perceive floating 2D images caused by the effect of retinal afterimage. SteganoScan Orbs consists of tens of balls which glow like moving pixels and form an image.