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165 results on '"Hirose, Michitaka"'

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1. Learning Processes of Touchscreen Gesture Interaction in Older Adults and Children

2. Virtual Reality Training System Using an Autonomy Agent for Learning Hospitality Skills of a Retail Store

3. Case Study of Low-Code VR Platform for Training and Evaluating Employee’s Service Skills

4. Training Comic Dialog in VR to Improve Presentation Skills

5. The Possibility of Inducing the Proteus Effect for Social VR Users

6. VisionPainter: Authoring Experience of Visual Impairment in Virtual Reality

7. Semi-automatic Reply Avatar for VR Training System with Adapted Scenario to Trainee’s Status

8. Impact of Long-Term Use of an Avatar to IVBO in the Social VR

9. Perception of Illusory Body Tilt Induced by Electrical Tendon Stimulation

10. A Study on Self-awareness Development by Logging and Gamification of Daily Emotions

11. Influencing Driver’s Behavior on an Expressway with Intrinsic Motivation

12. Evaluating Seniors’ Virtual Reality Experience Performed at a Local Community Event in Japan

13. Demonstration Experiment of AR Exhibition System Inducing User Behavior with Visual Incompatibility

14. Immersive Virtual Reality Environment to Test Interface of Advanced Driver Assistance Systems for Elder Driver

15. Senior’s Acceptance of Head-Mounted Display Using Consumer Based Virtual Reality Contents

16. Effect of Pseudo-Haptic Feedback on Touchscreens on Visual Memory During Image Browsing

17. Basic Study on Creating VR Exhibition Content Archived Under Adverse Conditions

18. Evaluating a Smartphone-Based Social Participation App for the Elderly

19. Case Study of AR Field Museum for Activating Local Communities

20. Guidance Method to Allow a User Free Exploration with a Photorealistic View in 3D Reconstructed Virtual Environments

21. Facilitating Remote Communication Between Senior Communities with Telepresence Robots

22. Attention Sharing in a Virtual Environment Attracts Others

23. Basic Study on Connecting AR and VR for Digital Exhibition with Mobile Devices

24. Factors and Influences of Body Ownership Over Virtual Hands

25. Sharing Real-World Accessibility Conditions Using a Smartphone Application by a Volunteer Group

26. Livelog: Sensing and Inducing Japanese Idol Fan Activities with Smartphone

27. Diminished Agency: Attenuating a Sense of Agency for Problem Finding on Personal Physical Performance

28. Encouraging People to Interact with Interactive Systems in Public Spaces by Managing Lines of Participants

29. Crowd-Cloud Window to the Past: Constructing a Photo Database for On-Site AR Exhibitions by Crowdsourcing

31. Work Motivating Factors of the Communications in a Crowd-Powered Microvolunteering Site

32. Interactive Searching Interface for Job Matching of Elderly Workers

33. Augmented Live Communication Workspace Platform to Assist and Utilize Cognitive Abilities of Senior Workers

34. Senior-Oriented On-Demand Economy: Locality, Matching, and Scheduling are the Keys to Success

35. Self-Conscious Support on Walking Posture Through Mobile Avatar: Focusing on Women’s Frailty Prevention Toward Old Age

36. Transcendent Telepresence: Tele-Communication Better Than Face to Face Interaction

38. Smartphone-Based Gait Measurement Application for Exercise and Its Effects on the Lifestyle of Senior Citizens

39. Manseibashi Reminiscent Window: On-Site AR Exhibition System Using Mobile Devices

40. Virtual Bogie: Exhibition System to Understand Mechanism of Bogie with Digital Display Case

41. Virtual Jizai-Ryu: Hi-Fidelity Interactive Virtual Exhibit with Digital Display Case

42. Changing Drinking Behavior and Beverage Consumption Using Augmented Reality

43. Induction of Human Behavior by Presentation of Environmental Acoustics

44. Basic Study of Evoking Emotion Through Extending One’s Body Image by Integration of Internal Sense and External Sense

45. An Entertainment System Using Thermal Feedback for Increasing Communication and Social Skills

46. Switching the Level of Abstraction in Digital Exhibitions to Provide an Understanding of Mechanisms

47. Training Archived Physical Skill through Immersive Virtual Environment

48. Evoking Emotions in a Story Using Tactile Sensations as Pseudo-body Responses with Contextual Cues

49. T-echo: Promoting Intergenerational Communication through Gamified Social Mentoring

50. Practical Use of a Remote Movable Avatar Robot with an Immersive Interface for Seniors

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