826 results on '"Hirose, Michitaka"'
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2. Learning Processes of Touchscreen Gesture Interaction in Older Adults and Children
3. Virtual Reality Training System Using an Autonomy Agent for Learning Hospitality Skills of a Retail Store
4. Case Study of Low-Code VR Platform for Training and Evaluating Employee’s Service Skills
5. Training Comic Dialog in VR to Improve Presentation Skills
6. Virtual Co-Embodiment: Evaluation of the Sense of Agency while Sharing the Control of a Virtual Body among Two Individuals
7. Redirection Controller Using Reinforcement Learning
8. The Possibility of Inducing the Proteus Effect for Social VR Users
9. VisionPainter: Authoring Experience of Visual Impairment in Virtual Reality
10. Semi-automatic Reply Avatar for VR Training System with Adapted Scenario to Trainee’s Status
11. Impact of Long-Term Use of an Avatar to IVBO in the Social VR
12. Perception of Illusory Body Tilt Induced by Electrical Tendon Stimulation
13. VisionPainter: Authoring Experience of Visual Impairment in Virtual Reality
14. A Study on Self-awareness Development by Logging and Gamification of Daily Emotions
15. Influencing Driver’s Behavior on an Expressway with Intrinsic Motivation
16. Evaluating Seniors’ Virtual Reality Experience Performed at a Local Community Event in Japan
17. Demonstration Experiment of AR Exhibition System Inducing User Behavior with Visual Incompatibility
18. Immersive Virtual Reality Environment to Test Interface of Advanced Driver Assistance Systems for Elder Driver
19. Senior’s Acceptance of Head-Mounted Display Using Consumer Based Virtual Reality Contents
20. Autonomous Avatar for Customer Service Training VR System
21. Semi-automatic Reply Avatar for VR Training System with Adapted Scenario to Trainee’s Status
22. Perception of Illusory Body Tilt Induced by Electrical Tendon Stimulation
23. Impact of Long-Term Use of an Avatar to IVBO in the Social VR
24. Effect of Pseudo-Haptic Feedback on Touchscreens on Visual Memory During Image Browsing
25. Basic Study on Creating VR Exhibition Content Archived Under Adverse Conditions
26. Evaluating a Smartphone-Based Social Participation App for the Elderly
27. Case Study of AR Field Museum for Activating Local Communities
28. Guidance Method to Allow a User Free Exploration with a Photorealistic View in 3D Reconstructed Virtual Environments
29. Facilitating Remote Communication Between Senior Communities with Telepresence Robots
30. Attention Sharing in a Virtual Environment Attracts Others
31. Basic Study on Connecting AR and VR for Digital Exhibition with Mobile Devices
32. Factors and Influences of Body Ownership Over Virtual Hands
33. Influencing Driver’s Behavior on an Expressway with Intrinsic Motivation
34. Evaluating Seniors’ Virtual Reality Experience Performed at a Local Community Event in Japan
35. Sharing Real-World Accessibility Conditions Using a Smartphone Application by a Volunteer Group
36. Livelog: Sensing and Inducing Japanese Idol Fan Activities with Smartphone
37. Diminished Agency: Attenuating a Sense of Agency for Problem Finding on Personal Physical Performance
38. Encouraging People to Interact with Interactive Systems in Public Spaces by Managing Lines of Participants
39. Crowd-Cloud Window to the Past: Constructing a Photo Database for On-Site AR Exhibitions by Crowdsourcing
40. Increasing User Appreciation of Spherical Videos by Finger Touch Interaction
41. Work Motivating Factors of the Communications in a Crowd-Powered Microvolunteering Site
42. Interactive Searching Interface for Job Matching of Elderly Workers
43. Augmented Live Communication Workspace Platform to Assist and Utilize Cognitive Abilities of Senior Workers
44. Senior-Oriented On-Demand Economy: Locality, Matching, and Scheduling are the Keys to Success
45. Self-Conscious Support on Walking Posture Through Mobile Avatar: Focusing on Women’s Frailty Prevention Toward Old Age
46. Transcendent Telepresence: Tele-Communication Better Than Face to Face Interaction
47. Making Emotion and Decision via Affecting Self-Perception
48. Effects of Virtual Co-embodiment on Declarative Memory-Based Motor Skill Learning
49. Smartphone-Based Gait Measurement Application for Exercise and Its Effects on the Lifestyle of Senior Citizens
50. Manseibashi Reminiscent Window: On-Site AR Exhibition System Using Mobile Devices
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