Paper-Conference

Neural Scanning: Rendering and determining geometry of household objects using Neural Radiance Fields

In this paper we present a hardware and software framework for Neural Scanning of household objects using Neural Radiance Fields (NeRF). The NeRF technique tries to learn a probabilistic representation of radiance and density, that can be used to render objects and to export objects' geometry. Our framework allows for easy scanning of the objects by rotating the object while using cameras in a static position. The objects we scan are mostly taken from the Yale-CMU-Berkeley (YCB) object set, and we release our scans as part of a public dataset.

floris-erich

CANVAS: A Drawing Tool for AR-aided Special Needs Education using Interactive Floor Projection

In this paper, we propose a novel floor projection drawing tool for AR-aided special needs education, called CANVAS, which can be easily used by teachers or practitioners. We propose a method of using floor projection to support the activities of children with neurodevelopmental disorders (ND) by summarizing the used elements of past activities: Positions (Points), Lines, Areas, and Symbols (PLAS method). This PLAS method fulfills the design requirements of the content that can be created on CANVAS, which is a tablet type drawing system. The content is transmitted in realtime to the gym projectors to realize realtime and interactive activities based on the projection of geometric shapes, at the intended place on the floor. Experimental results demonstrate that simple shapes such as circles and lines are sufficient to support cognition and changes in the physical behaviors of children with ND.

mika-oki

ウェアラブルデバイスを用いたワークショップにおける対面行動の評価 | Evaluation of Face-to-Face Behavior in Workshops Using Wearable Devices

The objective of this study is to observe the relationship between a frequency of face-to-face behavior and an evaluation of an idea presented in a discussion. Therefore, we conducted workshop experiments and analyzed the frequency of face-to-face behavior, the pulse rate, the evaluation value of ideas, and the order of explaining the ideas. As a result, we observed a positive correlation between the frequency of face-to-face behavior and the evaluation value. In addition, the ideas described in the second half showed that the face-to-face behavior decreased somewhat as the "description order" was earlier.

tomohiro-nishida

EnhancedTouchX: Smart Bracelets for Augmenting Interpersonal Touch Interactions

EnhancedTouchX, a bracelet-type interpersonal body area network device, not only detects but also quantifies interpersonal hand-to-hand touch interactions. Without any wired connection, it can identify the direction and gestures of a touch. The developed device can connect to an external device via Bluetooth Low Energy for monitoring and logging where, when, how long, who, and how the touch interactions occurred. These daily augmented touch interactions provided by such contextual information would offer a variety of applications to facilitate social interactions. Our experiment, conducted with several pairs of participants, demonstrates that the devices can identify the direction of a touch (from one initiating the touch (active touch) to the one being touched (passive touch)) with 95% accuracy. In addition, the devices are also capable of identifying four types of touch gestures with 85% accuracy using a simple threshold classifier.

taku-hachisu

視覚教示による学習支援のための大規模床面投影システム | Large-scale floor projection system to support learning through visual instruction

Research on visual information presentation systems and content design for learning support in school education has been active. In order to explore new possibilities for learning support activities, we have realized a large-scale video projection system that uses the floor of a gymnasium, one of the important places for children's learning, as a screen, and are engaged in research on content design for educational support activities using this system. In this paper, we describe the construction method of the large-scale floor projection system. We design a content (mopping guide) on the proposed system to support children with neurodevelopmental disabilities in learning to clean the floor, and verify the effectiveness of the large-scale floor projection system in supporting children's learning. The effectiveness of the system in supporting children's learning will be confirmed by comparing the results of cleaning effects before and after the teaching of the mop/guide.

jun-xie

FaceLooks: A Smart Headband for Signaling Face-to-Face Behavior

Eye-to-eye contact and facial expressions are key communicators, yet there has been little done to evaluate the basic properties of face-to-face; mutual head orientation behaviors. This may be because there is no practical device available to measure the behavior. This paper presents a novel headband-type wearable device called FaceLooks, used for measuring the time of the face-to-face state with identity of the partner, using an infrared emitter and receiver. It can also be used for behavioral healthcare applications, such as for children with developmental disorders who exhibit difficulties with the behavior, by providing awareness through the visual feedback from the partner's device. Two laboratory experiments showed the device's detection range and response time, tested with a pair of dummy heads. Another laboratory experiment was done with human participants with gaze trackers and showed the device's substantial agreement with a human observer. We then conducted two field studies involving children with intellectual disabilities and/or autism spectrum disorders. The first study showed that the devices could be used in the school setting, observing the children did not remove the devices. The second study showed that the durations of children's face-to-face behavior could be increased under a visual feedback condition. The device shows its potential to be used in therapy and experimental fields because of its wearability and its ability to quantify and shape face-to-face behavior.

taku-hachisu

Designing Interactive Visual Supports for Children with Special Needs in a School Setting

Visual support (VS) is one of the effective ways of facilitating activities of children with neurodevelopmental disorder (ND). This paper reports on an interactive VS provided by a large-scale floor projection system in an augmented gymnasium called FUTUREGYM, designed for children with ND. The study focuses on students' cleaning, and two interactive VS activities-Mop Game, an exergame involving group cleaning, and Mop Guide, a VS for training about vocational cleaning-were designed with the teachers with the aim of motivating students toward cleaning and help them acquire fundamental cleaning skills. The study attempts to design a VS for cleaning that is suitable for the students by conducting an empathic design approach, which helps us understand what are the problems, obtain new perspectives, and gather ideas into demonstrative prototypes by sharing values and thoughts with the teachers and their students. This is a case study of deploying an empathic design approach in a special needs school setting.

issey-takahashi

複数人による双方向の対面行動を計量する頭部装着型デバイス | A Head-Mounted Device for Measuring Mutual Facing Behavior among Individuals

In this paper, we describe the development of a head-mounted device that weighs and realizes in real time the interactive face-to-face behavior of multiple people. First, we define face-to-face interaction as a state in which two people's faces are positioned within ±20 degrees of each other's head direction, and describe the implementation of a head-mounted device that weighs face-to-face behavior based on the relative head directions of multiple people. This device uses an infrared communication module whose optical axis is aligned with the head direction to measure face-to-face behavior based on the state of established communication with other devices. It is also capable of showing the weighing results in real time by emitting light, and recording the start time, duration, and partner of the face-to-face state by interfacing with an Android terminal. Next, we analyze the subject's eye and head movements while looking at the other person's face to verify the validity of the defined face-to-face behavior. Then, we evaluate the performance of the developed device through laboratory experiments. From the experimental results, we confirmed that the device has a face-to-face detection threshold of approximately ±20 degrees and a response time of approximately 330 milliseconds. The face-to-face action measurements by the device and the video observer were compared, and the results showed statistically high agreement.

taku-hachisu

Function of eye contact and face-to-face during dyadic conversation

Previous studies have reported that the results of experiments on social attention differ in physical face-to-face and mediated face-to-face (e.g., real people vs. images of people). These results do not indicate only the difference between laboratory setting and daily life, but suggests that the control variables of social attention difficult to control in the laboratory might have a great influence on social attention in the daily living environment. In this paper, we outline the previous studies related to eye contact and face-to-face during dyadic conversation and introduces the experimental plan using wearable eye-tracker and device that measures face-to-face.

soichiro-matsuda

発達支援のための物理的に相互作用できる球体ロボットの開発 | Development of a Physically Interactive Spherical Robot for Developmental Support

In this study, we developed a spherical robot that can play tag in a gymnasium for students of special-needs schools, with the aim of promoting the development of physical and cognitive abilities and social adaptability. This is a possible way to alleviate the imbalance in participation opportunities due to differences in ability. In this presentation, we report on two points: the control method of the spherical robot and the detection of the robot's position in the gymnasium using the ceiling camera.

takahiro-ishii