Publication statistics

Pub. period:1992-2012
Pub. count:40
Number of co-authors:41



Co-authors

Number of publications with 3 favourite co-authors:

Toshiki Sato:11
Kentaro Fukuchi:7
Yoichi Sato:6

 

 

Productive colleagues

Hideki Koike's 3 most productive colleagues in number of publications:

Toshiyuki Masui:19
Yoshinori Kobayash..:13
Toshiki Sato:12
 
 
 

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Hideki Koike

Personal Homepage:
vogue.is.uec.ac.jp/members/koike

 

Publications by Hideki Koike (bibliography)

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2012
 
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Ozawa, Tomohiro, Kitani, Kris M. and Koike, Hideki (2012): Human-centric panoramic imaging stitching. In: Proceedings of the 2012 Augmented Human International Conference 2012. p. 20. Available online

We introduce a novel image mosaicing algorithm to generate 360 landscape images while also taking into account the presence of people at the boundaries between stitched images. Current image mosaicing techniques tend to fail when there is extreme parallax caused by nearby objects or moving objects at the boundary between images. This parallax causes ghosting or unnatural discontinuities in the image. To address this problem, we present an image mosaicing algorithm that is robust to parallax and misalignment, and is also able to preserve the important human-centric content, specifically faces. In particular, we find an optimal path between the boundary of two images that preserves color continuity and peoples' faces in the scene. Preliminary results show promising results of preserving close-up faces with parallax while also being able to generate a perceptually plausible 360 panoramic image.

© All rights reserved Ozawa et al. and/or ACM Press

 
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Tokui, Taro, Yamasaki, Masami and Koike, Hideki (2012): Image correction techniques for 3D interactive surface using a transparent elastic gels. In: Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012. pp. 164-167. Available online

There are many kinds of three dimensional displays that have been developed to date. Most of them provide 3D visual sensation to the users, but they do not provide 3D haptic feedback. On the other hand, an interactive surface system using transparent gels enables users to touch a 3D surface. The main issue of the system, however, is that the image is distorted due to "lens effect" of the gels. This paper describes a method to solve the image distortion through the use of a light field display (LFD) which is discussed in detail in section 2. By combining the LFD and transparent gel interface, it becomes possible to show correct 3D images on gels from any viewing position.

© All rights reserved Tokui et al. and/or ACM Press

 
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Takahashi, Nobuhiro, Matoba, Yasushi, Sato, Toshiki and Koike, Hideki (2012): SHIRI: buttocks humanoid that represents emotions with visual and tactual transformation of the muscles. In: Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012. pp. 792-793. Available online

In this paper, we propose a novel interface design for "human-robot" communication by focusing on visual and tactual transformation of the muscles. Since recent humanoids may appear as humanoid figures using human-like body gestures and behavior, it is hard to say that they have enough elements to cover the complex composition that is a human. The muscles that constitute the human body work by not only turning joints and generating limb and body movements, but also control skin surface shape and firmness, allowing the various levels of touch response. Therefore, we attempt to approach the creation of sensitive and subtle expression by a humanoid robot using organic constructs. In this project, we produce "SHIRI", which represents emotions with organic movements of the Gluteus Maximus Actuator (GMA). In addition, we also implement user interaction for SHIRI and consider how perceptions the user can obtain by communicating with SHIRI.

© All rights reserved Takahashi et al. and/or ACM Press

 
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Sato, Toshiki, Takahashi, Nobuhiro, Matoba, Yasushi and Koike, Hideki (2012): Interactive surface that have dynamic softness control. In: Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012. pp. 796-797. Available online

In the field of interface surface research, the idea of the 'softness' of a surface medium is one significant factor in determining a suitable means of interaction with the user. With direct touch input, for example, the degree of surface softness allows for the generation various touch sensations and tactile feedback. Additionally, the softness also affects the shape of the surface: a soft surface will allow the user to deform the surface at will while a hard surface will maintain its shape easier. In many traditional flexible surfaces to date, this element has been considered static and thus unchangeable. This project, in contrast, considers the softness of a surface to be dynamic and thus further explores the interaction possibilities with this type of surface. We demonstrate the possibilities of dynamically changing surfaces and their derived user interaction.

© All rights reserved Sato et al. and/or ACM Press

 
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Kitani, Kris, Horita, Kodai and Koike, Hideki (2012): BallCam!: dynamic view synthesis from spinning cameras. In: Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 87-88. Available online

We are interested in generating novel video sequences from a ball's point of view for sports domains. Despite the challenge of extreme camera motion, we show that we can leverage the periodicity of spinning cameras to generate a stabilized ball point-of-view video. We present preliminary results of image stabilization and view synthesis from a single camera being hurled in the air at 600 RPM.

© All rights reserved Kitani et al. and/or ACM Press

 
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Aihara, Noriyuki, Sato, Toshiki and Koike, Hideki (2012): Highly deformable interactive 3D surface display. In: Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 91-92. Available online

In this research, we focused on the flexibility limitation of a display material as one of the main causes for height constraints in deformable surfaces. We propose a method that does not only utilize the material flexibility but also allows for increased variations of shapes and their corresponding interaction possibilities. Using this method, our proposed display design can then support additional expansion via protrusion of an air-pressure-controlled moldable display surface using a residual cloth-excess method and a fixed airbag mount.

© All rights reserved Aihara et al. and/or ACM Press

2011
 
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Yoshida, Tsubasa, Kitani, Kris M., Koike, Hideki, Belongie, Serge and Schlei, Kevin (2011): EdgeSonic: image feature sonification for the visually impaired. In: Proceedings of the 2011 Augmented Human International Conference 2011. p. 11. Available online

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 recognize objects printed on flat surfaces or objects that can only be viewed from a distance, solely with our haptic senses. Our ultimate goal is to aid a visually impaired user to recognize basic object shapes, by transposing them to aural information. Our proposed method provides two types of image sonification: (1) local edge gradient sonification and (2) sonification of the distance to the closest image edge. Our method was implemented on a touch-panel mobile device, which allows the user to aurally explore image context by sliding his finger across the image on the touch screen. Preliminary experiments show that the combination of local edge gradient sonification and distance-to-edge sonification are effective for understanding basic line drawings. Furthermore, our tests show a significant improvement in image understanding with the introduction of proper user training.

© All rights reserved Yoshida et al. and/or ACM Press

 
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Matoba, Yasushi, Sato, Toshiki and Koike, Hideki (2011): Enhanced interaction with physical toys. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. pp. 57-60. Available online

We developed an entertainment system that enhances the experience of playing with tops by employing augmented reality technologies. A tabletop system tracks the positions and rotation speeds of multiple tops with a high-speed camera and displays audio and visual effects. A hand-held device, called an accelerator, enables virtual and physical contact between the user and top by allowing the user to move and accelerate the top and obtain force feedback from the top. We proposed a top battle game in which the player will interact with these tops.

© All rights reserved Matoba et al. and/or ACM Press

 
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Eto, Haruna, Matoba, Yasushi, Sato, Toshiki, Fukuchi, Kentaro and Koike, Hideki (2011): Biri-biri: pressure-sensitive touch interface with electrical stimulation. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. p. D4. Available online

 
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Sato, Toshiki, Matoba, Yasushi, Takahashi, Nobuhiro and Koike, Hideki (2011): Interactive surface that can dynamically change the shape and touch sensation. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. p. D8. Available online

2010
 
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Hyakutake, Akito, Ozaki, Koichiro, Kitani, Kris Makoto and Koike, Hideki (2010): 3-D interaction with a large wall display using transparent markers. In: Proceedings of the 2010 International Conference on Advanced Visual Interfaces 2010. pp. 97-100. Available online

In this paper we proposed a new interface for interacting with large displays via small video devices such as a cell phone. We estimate the location of the camera relative to the display using a matrix of transparent markers embedded on display. As a result, our interface allows the user to interact with digital contents without being distracted by opaque visual markers. Our interface enables intuitive interactions such as pointing, rotating, dragging and dropping. Moreover, our use of a small hand-held camera device allows for interaction with large scale displays without the need for direct contact with the display surface. Thus our system is well suited for interactions when there is some distance between the user and the display. Our proposed system has applications to large scale advertisement displays and can enable interactions between individuals and large scale digital content.

© All rights reserved Hyakutake et al. and/or their publisher

 
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Fukuchi, Kentaro, Sato, Toshiki, Mamiya, Haruko and Koike, Hideki (2010): Pac-pac: pinching gesture recognition for tabletop entertainment system. In: Proceedings of the 2010 International Conference on Advanced Visual Interfaces 2010. pp. 267-273. Available online

We present our new interaction technique for tabletop system and video game application using it. This technique is for recognizing a pinching gesture performed with the thumb and forefinger and tapping gestures with them by a ceiling camera above the table. The positions and orientations of multiple gestures are recognized at 200Hz, and the users around the table are tracked by their arm positions. This technique is useful for large-sized tabletop system for multiple users because it does not require any additional equipments to them nor registration process before using the system. Some pilot studies demonstrated the robustness and accuracy of the proposed technique with displaying appropriate guide on the display. We also developed a video game application called "Pac-pac". A player can shoot a bullet along the orientation of his hand by tapping, from any side of the table. We exhibited Pac-pac several time and well-received.

© All rights reserved Fukuchi et al. and/or their publisher

 
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Izuta, Osamu, Sato, Toshiki, Kodama, Sachiko and Koike, Hideki (2010): Bouncing Star project: design and development of augmented sports application using a ball including electronic and wireless modules. In: Proceedings of the 2010 Augmented Human International Conference 2010. p. 22. Available online

In our project, we created a new ball, "Bouncing Star" (Hane-Boshi in Japanese), comprised of electronic devices. We also created augmented sports system using Bouncing Star and a computer program to support an interface between the digital and the physical world. This program is able to recognize the ball's state of motion (static, rolled, thrown, bound, etc.) by analyzing data received through a wireless module. The program also tracks the ball's position through image recognition techniques. On this system, we developed augmented sports applications which integrate real time dynamic computer graphics and responsive sounds which are synchronized with the ball's characteristics of motion. Our project's goal is to establish a new dynamic form of entertainment which can be realized through the combination of the ball and digital technologies.

© All rights reserved Izuta et al. and/or ACM Press

2009
 
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Koike, Hideki, Nishikawa, Wataru and Fukuchi, Kentaro (2009): Transparent 2-D markers on an LCD tabletop system. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 163-172. Available online

Tabletop systems are currently being focused on and many applications using these systems are being developed. In such tabletop systems, how to recognize real objects on the table is an essential and important issue. In existing tabletop systems, 2-D markers have been often used. However, their black-and-white pattern, which means nothing to humans, spoils the appearance of the object. We developed transparent markers on a liquid crystal display (LCD) tabletop system by using the polarization features of the LCD and optical lms. In particular, through experiments with various kinds of optical films, we found that two halfwave plates make the markers rotation invariant. By using the transparent markers, tangible transparent Magic Lenses(TM) applications were developed.

© All rights reserved Koike et al. and/or ACM Press

 
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Sato, Toshiki, Mamiya, Haruko, Fukuchi, Kentaro and Koike, Hideki (2009): PAC-PAC: pinching gesture recognition for augmented tabletop video game. In: Proceedings of the 2009 ACM International Conference on Interactive Tabletops and Surfaces 2009. p. D8. Available online

A novel tabletop entertainment system that allows simultaneous interactions by multiple participants was developed. The newly developed interaction technique of this system recognizes a pinching gesture performed with the thumb and forefinger. This gesture recognition technique enables rapid response and high degree-of-freedom input for the players.

© All rights reserved Sato et al. and/or their publisher

 
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Sato, Toshiki, Mamiya, Haruko, Koike, Hideki and Fukuchi, Kentaro (2009): PhotoelasticTouch: transparent rubbery tangible interface using an LCD and photoelasticity. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2009. pp. 43-50. Available online

PhotoelasticTouch is a novel tabletop system designed to intuitively facilitate touch-based interaction via real objects made from transparent elastic material. The system utilizes vision-based recognition techniques and the photoelastic properties of the transparent rubber to recognize deformed regions of the elastic material. Our system works with elastic materials over a wide variety of shapes and does not require any explicit visual markers. Compared to traditional interactive surfaces, our 2.5 dimensional interface system enables direct touch interaction and soft tactile feedback. In this paper we present our force sensing technique using photoelasticity and describe the implementation of our prototype system. We also present three practical applications of PhotoelasticTouch, a force-sensitive touch panel, a tangible face application, and a paint application.

© All rights reserved Sato et al. and/or their publisher

2008
 
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Sato, Toshiki, Fukuchi, Kentaro and Koike, Hideki (2008): Implementation and evaluations of vision-based finger flicking gesture recognition for tabletops. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 137-144. Available online

2007
 
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Koike, Hideki, Kajiwara, Shintaro, Fukuchi, Kentaro and Sato, Yoichi (2007): Information Layout and Interaction on Virtual and Real Rotary Tables. In: Second IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2007 October 10-12, 2007, Newport, Rhode Island, USA. pp. 95-102. Available online

 
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Orimo, Emiko, Koike, Hideki, Masui, Toshiyuki and Takeuchi, Akikazu (2007): Analysis and Evaluation of Recommendation Systems. In: Smith, Michael J. and Salvendy, Gavriel (eds.) Symposium on Human Interface 2007 - Part I July 22-27, 2007, Beijing, China. pp. 144-152. Available online

2005
 
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Koike, Hideki, Ohno, Kazuhiro and Koizumi, Kanba (2005): Visualizing Cyber Attacks using IP Matrix. In: Ma, Kwan-Liu, North, Stephen C. and Yurcik, William (eds.) VizSEC 2005 - IEEE Workshop on Visualization for Computer Security 26 October, 2005, Minneapolis, MN, USA. p. 11. Available online

 
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Ohno, Kazuhiro, Koike, Hideki and Koizumi, Kanba (2005): IPMatrix: An Effective Visualization Framework for Cyber Threat Monitoring. In: IV 2005 - 9th International Conference on Information Visualisation 6-8 July, 2005, London, UK. pp. 678-685. Available online

2004
 
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Koike, Hideki and Ohno, Kazuhiro (2004): SnortView: visualization system of snort logs. In: Brodley, Carla E., Chan, Philip, Lippman, Richard and Yurcik, William (eds.) VizSEC/DMSEC 2004 - Workshop on Visualization and Data Mining for Computer Security 29 October, 2004, Washington DC, USA. pp. 143-147. Available online

2003
 
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Takada, Tetsuji and Koike, Hideki (2003): Awase-E: Image-Based Authentication for Mobile Phones Using User's Favorite Images. In: Chittaro, Luca (ed.) Human-Computer Interaction with Mobile Devices and Services - 5th International Symposium - Mobile HCI 2003 September 8-11, 2003, Udine, Italy. pp. 347-351. Available online

2002
 
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Nakanishi, Yasuto, Fujii, Takashi, Kiatjima, Kotaro, Sato, Yoichi and Koike, Hideki (2002): Vision-Based Face Tracking System for Large Displays. In: Borriello, Gaetano and Holmquist, Lars Erik (eds.) UbiComp 2002 Ubiquitous Computing - 4th International Conference September 29 - October 1, 2002, Gteborg, Sweden. pp. 152-159. Available online

 
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Takada, Tetsuji and Koike, Hideki (2002): Tudumi: Information Visualization System for Monitoring and Auditing Computer Logs. In: IV 2002 2002. pp. 570-576. Available online

 
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Oka, Kenji, Sato, Yoichi and Koike, Hideki (2002): Real-Time Fingertip Tracking and Gesture Recognition. In IEEE Computer Graphics and Applications, 22 (6) pp. 64-71. Available online

2001
 
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Koike, Hideki, Sato, Yoichi and Kobayashi, Yoshinori (2001): Integrating paper and digital information on EnhancedDesk: a method for realtime finger tracking on an augmented desk system. In ACM Transactions on Computer-Human Interaction, 8 (4) pp. 307-322. Available online

This article describes a design and implementation of an augmented desk system, named EnhancedDesk, which smoothly integrates paper and digital information on a desk. The system provides users an intelligent environment that automatically retrieves and displays digital information corresponding to the real objects (e.g., books) on the desk by using computer vision. The system also provides users direct manipulation of digital information by using the users' own hands and fingers for more natural and more intuitive interaction. Based on the experiments with our first prototype system, some critical issues on augmented desk systems were identified when trying to pursue rapid and fine recognition of hands and fingers. To overcome these issues, we developed a novel method for realtime finger tracking on an augmented desk system by introducing a infrared camera, pattern matching with normalized correlation, and a pan-tilt camera. We then show an interface prototype on EnhancedDesk. It is an application to a computer-supported learning environment, named Interactive Textbook. The system shows how effective the integration of paper and digital information is and how natural and intuitive direct manipulation of digital information with users' hands and fingers is.

© All rights reserved Koike et al. and/or ACM Press

 
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Sato, Yoichi, Saito, Makiko and Koike, Hideki (2001): Real-Time Input of 3D Pose and Gestures of a User's Hand and Its Applications for HCI. In: VR 2001 2001. pp. 79-. Available online

2000
 
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Koike, Hideki, Sato, Yoichi, Kobayashi, Yoshinori, Tobita, Hiroaki and Kobayashi, Motoki (2000): Interactive Textbook and Interactive Venn Diagram: Natural and Intuitive Interfaces on Augmented Desk System. In: Turner, Thea, Szwillus, Gerd, Czerwinski, Mary, Peterno, Fabio and Pemberton, Steven (eds.) Proceedings of the ACM CHI 2000 Human Factors in Computing Systems Conference April 1-6, 2000, The Hague, The Netherlands. pp. 121-128. Available online

This paper describes two interface prototypes which we have developed on our augmented desk interface system, EnhancedDesk. The first application is Interactive Textbook, which is aimed at providing an effective learning environment. When a student opens a page which describes experiments or simulations, Interactive Textbook automatically retrieves digital contents from its database and projects them onto the desk. Interactive Textbook also allows the student hands-on ability to interact with the digital contents. The second application is the Interactive Venn Diagram, which is aimed at supporting effective information retrieval. Instead of keywords, the system uses real objects such as books or CDs as keys for retrieval. The system projects a circle around each book; data corresponding the book are then retrieved and projected inside the circle. By moving two or more circles so that the circles intersect each other, the user can compose a Venn diagram interactively on the desk. We also describe the new technologies introduced in EnhancedDesk which enable us to implement these applications.

© All rights reserved Koike et al. and/or ACM Press

 
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Tobita, Hiroaki and Koike, Hideki (2000): Information retrieval system using real world objects. In: Designing Augmented Reality Environments 2000 2000. pp. 161-162. Available online

1999
 
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Orimo, Emiko and Koike, Hideki (1999): ZASH: A Browsing System for Multi-Dimensional Data. In: VL 1999 1999. pp. 288-295. Available online

1998
 
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Koike, Hideki and Kobayashi, Motoki (1998): EnhancedDesk: Integrating Paper Documents and Digital Documents. In: Third Asian Pacific Computer and Human Interaction July 15-17, 1998, Kangawa, Japan. pp. 57-62. Available online

1997
 
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Koike, Hideki and Chu, Hui-Chu (1997): Integrating Version Control and Module Management Using Three-Dimensional Visualization. In: Smith, Michael J., Salvendy, Gavriel and Koubek, Richard J. (eds.) HCI International 1997 - Proceedings of the Seventh International Conference on Human-Computer Interaction - Volume 2 August 24-29, 1997, San Francisco, California, USA. pp. 853-856.

 
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Koike, Hideki and Chu, Hui-Chu (1997): VRCS: Integrating Version Control and Module Management Using Interactive Three-Dimensional Graphics. In: VL 1997 1997. pp. 170-175.

 
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Koike, Hideki, Takada, Tetsuji and Masui, Toshiyuki (1997): VisuaLinda: A Framework for Visualizing Parallel Linda Programs. In: VL 1997 1997. pp. 176-182.

1995
 
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Koike, Hideki (1995): Fractal Views: A Fractal-Based Method for Controlling Information Display. In ACM Transactions on Information Systems, 13 (3) pp. 305-323. Available online

Computer users often must view large amounts of information through video displays which are physically limited in size. Although some methods, which automatically display/erase information units based on their degrees of importance, have been proposed, they lack an ability to keep the total amount of displayed information nearly constant. We propose a new method for information display based on fractal theory. By regarding the information structures used in computers as complex objects, we can abstract these objects as well as control their amount. Using our method, (1) the total amount of information is kept nearly constant even when users change their focuses of attention and (2) this amount can be set flexibly. Through mathematical analysis, we show our method's ability to control the amount. An application to program display is also shown. When this method is applied to the display of structured programs, it provides fisheye-like views which integrate local details around the focal point and major landmarks further away.

© All rights reserved Koike and/or ACM Press

 
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Koike, Hideki and Aida, Manuba (1995): A Bottom-Up Approach for Visualizing Program Behavior. In: VL 1995 1995. pp. 91-98. Available online

1993
 
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Koike, Hideki (1993): The Role of Another Spatial Dimension in Software Visualization. In ACM Transactions on Information Systems, 11 (3) pp. 266-286. Available online

The primary objective of this article is to demonstrate the use of 3D-computer graphics in visualizing shapeless software information by focusing on performance monitoring of parallel/concurrent computer systems. Issues are addressed from two different perspectives: expressiveness of output media and user cognition. The former describes the limitations of 2D output media. The latter refers to a user's cognitive load when using 2D representations in a multiple-window environment. We show how these problems can be minimized by using a 3D framework. A prototype visualization system called VOGUE has been developed. A 3D framework is used to visualize the execution pattern of two parallel/concurrent computer systems: an electric power control system and a parallel manipulator system. Through these visualizations, we show the effectiveness of our framework. The applications of 3D frameworks to other kinds of software information are also described.

© All rights reserved Koike and/or ACM Press

 
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Koike, Hideki and Yoshihara, Hirotaka (1993): Fractal Approaches for Visualizing Huge Hierarchies. In: Proceedings of the 1993 IEEE Workshop on Visual Languages August 24-27, 1993, Bergen, Norway. pp. 55-60.

1992
 
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Koike, Hideki (1992): An Application of Three-Dimensional Visualization to Object-Oriented Programming. In: Advanced Visual Interfaces 1992 1992. pp. 180-192.

 
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