The second Augmented Human International Conference (AH'11) has again gathered scientific papers from many different disciplines: information technology, human computer interface, brain computing interface, sport and human performance, augmented reality, wearable computing, economics... This second edition is quite multidisciplinary for a research domain that requires even more interdisciplinarity as it touches the human person. Many papers concentrated on building the human augmentation technologies, which is necessary for them to emerge in the real world. However, again as last year, few papers were investigating the ethical or safety issues of augmented human technologies. The next edition may bring more papers on this essential aspect that must be taken into account for a long term success of these technologies.
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Interacting with smart walls: a multi-dimensional analysis of input technologies for augmented environments
This paper reports on a multi-dimensional evaluation of three typical interaction devices for wall-sized displays in augmented environments. Touch, trackpad and gesture input were evaluated regarding a variety of usability dimensions in order to ...
Interactive bookshelf surface for in situ book searching and storing support
We propose an interactive bookshelf surface to augment a human ability for in situ book searching and storing. In book searching support, when a user touches the edge of the bookshelf, the cover image of a stored book located above the touched position ...
Homunculus: the vehicle as augmented clothes
In this paper we propose to add a new system with valuable functionalities to vehicles. We call it "Homunculus". It is based on a new concept of interactions between humans and vehicles. It promotes and augments nonverbal communicability of humans in ...
Full body interaction for serious games in motor rehabilitation
Serious games and especially their use in healthcare applications are an active and rapidly growing area of research. A key aspect of games in rehabilitation is 3D input. In this paper we present our implementation of a full body motion capture (MoCap) ...
The PhantomStation: towards funneling remote tactile feedback on interactive surfaces
We present the PhantomStation, a novel interface that communicates tactile feedback to remote parts of the user's body. Thus, touch input on interactive surfaces can be augmented with synchronous tactile sensations. With the objective to reduce the ...
Acquisition of 3D gaze information from eyeball movements using inside-out camera
We propose a method for obtaining 3D gaze information using inside-out camera. Such information on 3D gaze points can be useful not only to clarify higher cognitive processes in humans but also to reproduce the 3D shape of an object from eyeball ...
Flying sports assistant: external visual imagery representation for sports training
Mental imagery is a quasi-perceptual experience emerging from past experiences. In sports psychology, mental imagery is used to improve athletes' cognition and motivation. Eminent athletes often create their mental imagery as if they themselves are the ...
Peripheral vision annotation: noninterference information presentation method for mobile augmented reality
Augmented-reality (AR) systems present information about a user's surrounding environment by overlaying it on the user's real-world view. However, such overlaid information tends to obscure a user's field of view and thus impedes a user's real-world ...
Ego-motion analysis using average image data intensity
In this paper, we present a new method to perform ego-motion analysis using intensity averaging of image data. The method can estimate general motions from two sequential images on pixel plane by calculating cross correlations. With distance information ...
Weight illusion by tangential deformation of forearm skin
When we perform exercise or undergo rehabilitation, it is helpful to be supported by another person. To get this support, we normally take hold of a person's arm, and pull it. In this paper, we investigate the use of a special device to produce a "...
EdgeSonic: image feature sonification for the visually impaired
We propose a framework to aid a visually impaired user to recognize objects in an image by sonifying image edge features and distance-to-edge maps. Visually impaired people usually touch objects to recognize their shape. However, it is difficult to ...
An augmented reality learning space for PC DIY
Because of the advances of computer hardware and software, Computer Aided Instruction (CAI) makes learning effective and interesting through the use of interactive multimedia technology. Recently, Augmented Reality (AR) technology has begun to surge as ...
Audiolizing body movement: its concept and application to motor skill learning
We propose a concept of "audiolization of body movement," which transforms the posture/movement of the human body or human-controlled-tools into acoustic signals and feeds them back to the users in a real-time manner. It aims at helping people being ...
ClippingLight: a method for easy snapshots with projection viewfinder and tilt-based zoom control
In this paper, we present a novel method to take photos with a hand-held camera. Cameras are being used for new purposes in our daily lives these days, such as to augment human memory or scan visual markers (e.g. QR-codes) and opportunities to take ...
Designing the sports prosthetic leg
From a prosthesis hidden under clothing to a one comes on spotlight. Our common recognition is changing through sports. For amputee's more beautiful form in running, we've developed prostheses specially focused on usability, exterior, and safety. Here ...
Head orientation sensing by a wearable device for assisted locomotion
In this paper, we propose a novel wearable sensor device for the measurement of the head orientation and relative position against the body trunk in real-time. It is known that in natural walking, human locomotion is preceded by changes in head ...
Earthlings Attack!: a ball game using human body communication
- Masato Takahashi,
- Charith Lasantha Fernando,
- Yuto Kumon,
- Shuhey Takeda,
- Hideaki Nii,
- Takuji Tokiwa,
- Maki Sugimoto,
- Masahiko Inami
In this paper, we describe a ball game "Earthlings Attack!" that uses the contact between users and an active ball device as an information channel to the game content. When the ball device with built-in transmitter comes in contact with the user who ...
Parasitic Humanoid: the wearable robotics as a behavioral assist interface like oneness between horse and rider
The Parasitic Humanoid (PH) is a wearable robotic human interface for sampling, modeling, and assisting nonverbal human behavior. This anthropomorphic robot senses the behavior of the wearer and has the internal models to learn the process of human ...
"Vection field" for pedestrian traffic control
Visual signs and audio cues are commonly used for pedestrian control in the field of general traffic research. Because pedestrians need to first acquire and then recognize such cues, time delays invariably occur between cognition and action. To better ...
Skill transmission for hand positioning task through view-sharing system
In this paper, we describe the skill transmission through our view-sharing system that can mix or exchange the first person perspectives from the exact the partner's viewpoints. Since a non-skilled person can see the first person perspective of a ...
Smart skincare system: remote skincare advice system using life logs
Many women find it difficult to maintain beautiful skin as skincare approaches require a great deal of effort, time, and special knowledge. Women often ask experts in cosmetic stores for skincare advice. However, this approach has limitations in terms ...
Skill evaluation method based on variability of antagonism power of EMG
We can more effectively take the physical skills of individual people into consideration from various points of view when we focus on evaluating their skills while exercising. We can focus on their maximum levels of speed and power, their smoothness ...
Coordinated behavior between visually coupled dyads
We describe how visually coupled people start their synchronized behavior with two visual coupling conditions: view-swapping and view-blending. In the view-swapping condition, two people's views are changed from the first-person perspective so that both ...
The emotional economy for the augmented human
Happiness research findings are increasingly being taken into account in standard economics. However, most findings are based on a posteriori surveys trying to infer how happy people have been. In this paper, we argue that the advances in wearable ...
Wearable MC system a system for supporting MC performances using wearable computing technologies
A master of ceremonies (MC) plays an important role to ensure all events progress smoothly because unexpected interruption make them unsuccessful. MCs must have various abilities such as being able to memorize the content of given scenarios and manage ...
View sharing system for motion transmission
We are developing 'view sharing' system for supporting a remote corporative work. The view sharing is constructed from the video-see-through head mounted displays (VST-HMD) and motion trackers. This system allows two users in remote places to share ...
HASC Challenge: gathering large scale human activity corpus for the real-world activity understandings
- Nobuo Kawaguchi,
- Nobuhiro Ogawa,
- Yohei Iwasaki,
- Katsuhiko Kaji,
- Tsutomu Terada,
- Kazuya Murao,
- Sozo Inoue,
- Yoshihiro Kawahara,
- Yasuyuki Sumi,
- Nobuhiko Nishio
Understandings of human activity through wearable sensors will enable the next-generation human-oriented computing. However, most of researches on the activity recognition so far are based on small number of test subjects, and not well adapted for real ...
Effective galvanic vestibular stimulation in synchronizing with ocular movement
It is known that galvanic vestibular stimulation can cause ocular movement. Our final goal is to use GVS to support ocular movements. However, the effects of GVS to ocular movements are basically investigated while gazing at a certain point despite the ...
Catchy account: a system for acquiring a realistic sense of expenditures
In this paper, we propose a new household accounting system for realistically sensing expenditures. In 2D mode, expenditures are visualized through the placement of rectangles whose areas are proportional to the amount spent; thus, each item can be ...
Designing augmented environment with hybrid prototyping using virtual simulation and physical device
In this paper, we describe hybrid prototyping that combines virtual simulation with physical device, and argue the possibility of hybrid prototyping through a simulation of an augmented environment.
Cited By
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Creutzburg R, Akopian D, Pleban J, Band R and Creutzburg R (2014). Hacking and securing the AR.Drone 2.0 quadcopter: Investigations for improving the security of a toy IS&T/SPIE Electronic Imaging, 10.1117/12.2044868, , (90300L), Online publication date: 18-Feb-2014.
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Liao W, Nguyen T, Munguia V and Calderon J (2014). Prosthetic leg powered by MR brake and SMA wires SPIE Smart Structures and Materials + Nondestructive Evaluation and Health Monitoring, 10.1117/12.2049398, , (90572S), Online publication date: 1-Apr-2014.
- Proceedings of the 2nd Augmented Human International Conference