Fundamental Study on Human Machine Interface of Ultra-Compact Electric Vehicle - Evaluation of Driver’s Reading Performance Based on Landolt Ring and Visual Device –
R. Paul LEGE (Graduate School of Law, Nagoya University), Ryota KIMURA (Graduate School of Information Science, Nagoya University), Takahiro TOHYAMA (School of Engineering, Nagoya University), Takahiro TOTANI, Toshiaki MIYAO (HMD Business Management Department, Seiko Epson Corporation), Takehito KOJIMA (Department of Nursing, Chubu Gakuin University), Ichizo MORITA (Department of Nursing, Japanese Red Cross Toyota College of Nursing), Fumiya KINOSHITA (Institute of Innovation for Future Society, Nagoya University), Tatsuya YAMAKAWA, Masaru MIYAO (Graduate School of Information Science, Nagoya University), Hiromu ISHIO (Department of Urban Management, Fukuyama City University)
Abstract
Recently, binocular see-through smart glasses have become available. These glasses overlay a virtual image stereoscopically on a real world image and are used as a form of augmented reality (AR). People can utilize these working devices in many ways but are useful in industrial environments. The aim of this study is to quantitatively estimate the efficiency of information seeking when using the smart glasses. In the study, we employed a “Route Tracking Test (RTT)” uniquely developed in using 3D imaging and AR technologies. With the help of 142 volunteers participating with the RTT, we evaluated the ease and accuracy of informational seeking task while also checking for fatigue. A comparison was made between using the smart glasses and not using the devices. We found that the smart glasses used in the study significantly increased the ease and accuracy of the task while decreasing the visual fatigue of the participants. We finally confirm the advantage of the smart glasses compared to the conventional way of operational work with paper instructions.
Keywords
see-through smart glasses, work efficiency, information seeking, 3D imaging and augmented reality
A System of Recording and Presenting Activities by Using User’s Smartphone for writing a Diary
著者
村田 和義(青山学院大学), 最上 聖也,渋谷 雄(京都工芸繊維大学)
Abstract
A diary is used for recording and recalling daily person’s activities and feelings. However, sometimes people cannot keep a diary because it might be difficult for them to recall their activities. Therefore, we propose a system which makes it easy to recall the activities. To recall activities easily, the system presents activity logs such as location logs, tweets, and photos by using a smartphone when the user writes his/her diary. We conducted an experiment to evaluate our proposed system. The results of subjective evaluation show that activity logs make it easy for participants to recall their activities.
Development of a micro touch board for character input that can be attached on a band of a smart watch
著者
坂 香太朗(名城大学理工学研究科), 田中 敏光,佐川 雄二(名城大学理工学部)
Abstract
We have been developing the character input method for smart watches. By using the method, a user can choose a character by one-stroke gestures and one tap. However, during the operations the screen is often hidden by user’s finger. To eliminate this problem, we developed the 20mm×20mm touch board. Each of the gestures is defined as a finger movement along screen edge from a corner to another corner. Position of the tap is one of 4 screen corners or one of 4 midpoints of screen edges. Thus, requirement to the board is just to detect that 8 points. However, if 20 mm is equally divided into three, the length is shorter than the width of an index finger that is about 10 mm. We solved this problem by placing eight radial touch areas on the board. When two adjacent areas are touched simultaneously, our board detects the position of their border. In addition, we placed a dome-shaped non-touch area at the center of the board to avoid touching a finger to opposite areas. In the computer experiment with the prototype board, the recognition rate of two-strokes gestures was 99.4%, and the recognition rate of single taps was 99.7%.
キーワード
スマートウォッチ,文字入力,専用ハード,ジェスチャー,ユーザーインターフェース
Keywords
smartwatch, character input, dedicated hardware, gesture, and user interface
Platform creations of regional enhancement by analog and digital - A Case Study of “FURUMACHI QUEST”-
著者
藤田 美幸(新潟国際情報大学 情報文化学部)
Abstract
In this research, we developed “Hybrid strolling”. This model is a stroll in the town that combines gamification analog and digital. This increases the value of regional resources. The researcher experiments to prove “Hybrid strolling” of gamification. “Gamification” describes the broad trend of applying game mechanics to non-game environments to motivate people and change behavior. This model experiment was done in Niigata City. As a result, participants who increased social communication fell in love with the town and stayed longer, spent more money and were satisfied more than the other general people. “Hybrid strolling” enables walking in the town to be more flexible, so that they can move faster in developing their regional innovations in their dynamic environments.
Detection of Individual Feature Amount by using Non-Contact Human Movement Monitoring Technique
著者
栗田 耕一(近畿大学工学部)
Abstract
In this paper, we have presented a new direction for daily performance without the use of a camera or video images. The change in the electric potential of the human body that is caused by the daily performance induces an electrostatic induction current in the electrode placed at a distance of a few meters from the human body. Using this technology, we have developed an effective non-contact technique for the detection of human daily performance by detecting the change in this human-generated body charge. This technique based on the detection of an electrostatic induction current of the order of approximately sub-picoamperes flowing through an electrode that is placed at a distance of 5 m from the subject. This technique effectively explains the behavior of the waveform of the electrostatic induction current flowing through a given measurement electrode through a capacitance model of the human body. We have detected the motion of settle down on the bed and get out of the bed as an example of daily performance. Obtained results suggest that the proposed technique based on the detection of subtle differences in the daily performance can be successfully applied for the extraction of unique human characteristics.
Study on Adaptation of the Rating Scale Mental Effort (RSME) for use in Japan
著者
大門 樹, 土屋 有加(慶應義塾大学理工学部)
Abstract
The Rating Scale Mental Effort (RSME) is a unidimensional scale used to measure subjective mental workload. Original version of the RSME consists of a line with a length of 150 mm marked with nine anchor points, each accompanied by a descriptive label in Dutch indicating a degree of effort. The RSME has been widely used in Europe and North America. A past study has adopted the RSME to Indonesian and it has also been reported that the sensitivity is related to national culture or to the translation of the scale. This study aims to adapt the RSME to Japanese. In the experiment, the English labels of RSME were translated to Japanese and each Japanese label was rated against the 150mm line. A new seven-anchor point version of the RSME was created and the new version of the RSME was compared with the nine-anchor point version in a questionnaire with 72 participants. Moreover, the new version of the RSME was compared with the NASA-TLX in an experiment in which 10 participants performed a memory and response task of different levels of difficulty. Through these questionnaire and experiment, the adapted Rating Scale Mental Effort (RSME) is expected to be useful for use by Japanese.
Character input method by thumb gesture for tablet PC that is added the automatic shrink function of the input area
著者
秋田 光平, 田中 敏光,佐川 雄二(名城大学理工学部)
Abstract
We are developing a character input system by thumb gesture for tablet PC. With the system, an expert can enter about 60 characters per minute (cpm). Beginners can enter about 18 [cpm] in average after only 20 minutes training. The system hides only small area of screen that is for the guide, since the input area is transparent. However, a user can not touch behind of the area. To solve the problem, we added the reduction function for the input area. When the gesture is not done for a certain second, the area shrinks in automatic. The area returns to normal size immediately after the thumb touch the area. To achieve the usability in character input same to the system without the reduction function, the position of the first touch must be on the reduced area. However, the distribution of the positions varies by each person. So that, we developed the method for computing the size and the position of the area from the record of touch points. Experimental results proved that the proposed method can determine the shrunken area that is optimized for each user.
キーワード
タブレット, ユーザーインターフェース, ジェスチャー, 文字入力, 両手持ち
Keywords
tablet, user interface, gesture, character input, both hands holding