v-IoT : Construction of Virtual IoT Infrastructure by AR and Selection Method of Appropriate Information-giving Objects Using Associative Concept, Kentaro Taninaka, Kazunori Takashio, The IEICE Transactions on Information and Systems

The miniaturization and decreasing cost of networking computers, along with the advancement of cloud infrastructure has eased the implementation of it in commercial products. However, it is difficult to give such function to the simple products like daily necessities, thus having devices such as
Smart Speakers providing wide variety of information. In this research, we propose v-IoT system, the
approach which add information-giving functions to consumables such as plastic bottles using augmented
reality technology. This system will determine the information and the action suggested the user to take
based on the verb and function of the object. The closest associable pairs of suggested action and object will be determined with reference to the Associative Concept Dictionary, enabling v-IoT to offer a notification system that is apparent and intelligible. The result showed proposed system can select objects which is easy to associate action for users.

Telepresence Robot Blended with a Real Landscape and Its Impact on User Experiences, Yuki Furuya, Kazunori Takashio, 2020 29th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN 2020), Aug to Sept, 2020

Telepresence robots using traditional video chats do not yet fully represent the presence of a remote user. To enhance that presence, we propose a novel approach that replaces the background of the remote user with a real-time captured image of the area behind the robot. We assumed that the background of the remote user, which was visible on the telepresence robot’s display, was one reason for the reduction in presence because it might remind local viewers that the remote user is in another place. We found that our approach effectively enhanced the presence of remote user and reduced the negative impression of a delay. In this paper, we describe the new approach, its implementation, and an evaluation of the system. We evaluated the subjective impressions of communication through the proposed system. This approach also protects the privacy of the remote user and makes it more acceptable to people using telepresence robots from private places, e.g., a sickroom in a hospital.

Virtual IoT: An IoT Platform with MR Technologies Realizing Low-cost and Flexible Notification of Life-support Information,Kentaro Taninaka, Kazunori Takashio, IoTaIS2019,Nov. 2019.

Virtual IoT: An IoT Platform with MR Technologies Realizing Low-cost and Flexible Notification of Life-support Information
Abstract : The miniaturization and decreasing cost of networking computers, along with the advancement of cloud infrastructure has eased the implementation of IoT products for manufacturers. The increase in such products has led to the rise in IoT devices with information provision function. However, it is difficult to make products display information in consideration of the design on the surface, like daily commodities, since it requires the device to have a wealth of computational resource. In this paper, we propose Virtual IoT System, the approach which adds information-giving functions to the non-computing objects using Mixed Reality technology. This system enables appropriate things to give adequate information at the appropriate timing. In this paper, we explain the detail and design of Virtual IoT System. In addition, we conduct an experiment to evaluate the usability and expressive power of Virtual IoT system.

Video Gaming with Emotion-Expressive Virtual Rival Agent, Shinsuke Kiyomoto, Kazunori Takashio, IEICE Tech. Rep., vol. 119, no. 267, CNR2019-38, pp. 79-80, Nov. 2019.

With the evolution of computer gaming hardware causing entertainment to change, on-screen PvP video games still remain to be the most popular option. Most of these games have a game mode versus CP(Computer Player). However the experience in such modes can lack satisfaction on the player side due to the lack of engagement, challenge, and involvement. This research will design and evaluate an auxiliary system that enhances the experience of playing against CP by using an on-screen virtual agent. Emotion will be synthesized through an emotion engine using the game state as an input, and the agent will display facial expressions and appropriate utterances.

, Development and Evaluation of Telepresence Robot with Transparent Background, Yuki Furuya, Takumi Horie, Kazunori Takashio, IEICE Tech. Rep., vol. 119, no. 267, CNR2019-37, pp. 77-78, Nov. 2019.

テレプレゼンスロボットなどに搭載されているビデオチャットでは,遠隔で会話に参加している相手の背景が見えてしまうことによって,相手が別の空間にいるということが意識されてしまう.そこで我々は,ビデオチャットにおける相手の映像の背景部分のみをテレプレゼンスロボットが置かれている場の背景映像に入れ替えることで,遠隔参加者との一体感が高まりコミュニケーションがより活発になる,という仮説を立て研究を行なっている.本研究ではシステムのプロトタイプの実装および評価実験を行い,背景をロボットが置かれている場の画像に置き換えることで会話の活発度や遠隔者の存在感の向上に寄与することが明らかになった.