NISHIDA Takeshi | ![]() |
Graduate School of Intercultural Studies / Department of Culture and Globalization | |
Associate Professor | |
Electro-Communication Engineering |
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We discuss what EC researchers can do to and what EC researchers can get from the “game center culture” in Japan, in the context of its recent declining trend. We bring up the following issues related to the both viewpoints: game-based community, time/money balance of EC contents, and diversified survival strategies of the gaming arcades.
Aug. 2015, 研究報告エンタテインメントコンピューティング(EC), 2015-EC-37 (6), 1 - 2, JapaneseSymposium
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Large difference in pronunciation between languages often causes technical and mental difficulty in listening comprehension as well as in speech production. In spite of the rationale provided for native speakers to support non-native speakers in international contexts, negative reactions to foreign accents are common. To promote intercultural awareness in communication, we implemented a prototype system to convert native speech to have a foreign accent by combining speech recognition and text-to-speech engines. © 2014 Author.
Association for Computing Machinery, 2014, CABS 2014 - Proceedings of the 5th ACM International Conference on Collaboration Across Boundaries, 83 - 86, English[Refereed]
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Drag-and-guess is an extension of drag-and-drop that uses predictions which is based on application specific knowledge. As the user begins to drag an object, the system predicts the drop target and presents the result to the user. When the target is hidden in a closed folder or beneath other windows, the system makes it temporarily visible. This frees users from manual preparation such as expanding a folder tree or uncovering the target location. The user can accept the prediction by throwing the object, which then flies to the target. Or, if the prediction is unsatisfactory, the user can ignore it and perform the operation as usual. We built three prototype applications (email client, spreadsheet and overlapping windows) to show that DnG is useful in many applications. Results of the user study show that the proposed technique can improve task performance when the task is difficult to complete manually and reasonable prediction algorithm is available.
SPRINGER-VERLAG BERLIN, 2007, HUMAN-COMPUTER INTERACTION - INTERACT 2007, PT 1, PROCEEDINGS, 4662, 461 - 474, English[Refereed]
International conference proceedings
In computer-mediated group communication, anonymity enables participants to post controversial comments without risking accusations of improper behavior. While this may encourage more open and frank discussion, it diminishes accountability. In addition, anonymous comments are perceived as weaker than non-anonymous comments. We propose a communication protocol that allows a user to send a strong message to the group without having to assume sole individual responsibility. The system posts an anonymous comment, and then calls for supporters. When sufficient numbers of supporters have been gathered, the system reveals the names of all supporters as a round-robin signature. This prevents the originator from being identified. We describe the implementation of this protocol in a text-based chat system, and report our experience operating it at two technical conferences.
SPRINGER-VERLAG LONDON LTD, 2007, ECSCW 2007: PROCEEDINGS OF THE 10TH EUROPEAN CONFERENCE ON COMPUTER-SUPPORTED COOPERATIVE WORK, 219 - +, English[Refereed]
International conference proceedings
This paper introduces a text-based chat system Lock-on-Chat, designed to support conversations anchored to specific locations of shared images and reports our experience in operating it at technical conferences. Our system is unique in that it focuses on supporting communications scattered around among multiple images, while other systems for anchored conversations are designed for deeper discussions within a single document. Our system was used at technical conferences as a space for anchored conversations over presentation slides and we observed that audiences actively participated in discussions during the presentation. Lock-on-Chat was used in many ways in response to various presentations. © 2006, Japan Society for Software Science and Technology. All rights reserved.
2006, Computer Software, 23 (4), 69 - 75, English[Refereed]
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This paper introduces a text-based chat system designed to support conversations anchored to specific locations of shared images and reports our experience in operating it at a technical conference. Our system is unique in that it focuses on supporting communications scattered around among multiple images, while other systems for anchored conversations are designed for deeper discussions within a single document. Our system was used in a technical conference as a space for anchored conversations over presentation slides and we observed that audiences actively participated in discussions during the presentation. The detailed chat log was also useful for both audiences and presenters.
SPRINGER-VERLAG BERLIN, 2005, HUMAN-COMPUTER INTERACTION - INTERACT 2005, PROCEEDINGS, 3585, 970 - 973, English[Refereed]
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本稿ではWISS(Workshop on Interactive Systems and Software)2004から10年以上にわたって開発・運用を続けてきた様々なチャットシステムや,夕食時の席を決めるシステムなど,様々なシステム開発を通じてWISSのコミュニケーションを促進してきた活動を振り返る.これまで開発・運用してきたシステムの機能や設計理念の紹介を中心として,長年開発を続ける中で見えてきた,WISSというコミュニティの特殊性やコミュニティの一員としてシステム開発を続けることの意義についても述べる.
Apr. 2015, 情報処理, 56 (5), 458 - 464, Japanese[Invited]
Introduction scientific journal
コミュニケーンョンはそれ自体,楽しくて遊び心に満ちたものであり,楽しんでこそ良い結果が生じやすいものであると思われるが,話題の深刻さ・参加者の気質・会議や議論といった状況によっては堅苦しく,つまらないものにもなってしまう.本発表では,そういったつまらなくなりがちなコミュニケーション場面において,話すことそのものの楽しさや話の中で刺激される遊び心を引き出せるようなコミュニケーンョンシステムのデザインについて 3 つの論点を提示する.
一般社団法人情報処理学会, 16 Nov. 2013, 研究報告エンタテインメントコンピューティング(EC), 2013 (5), 1 - 2, Japanese[Invited]
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