Publication statistics

Pub. period:1991-1998
Pub. count:14
Number of co-authors:19



Co-authors

Number of publications with 3 favourite co-authors:

Shin Takahashi:6
Akinori Yonezawa:5
Takeo Igarashi:3

 

 

Productive colleagues

Satoshi Matsuoka's 3 most productive colleagues in number of publications:

Takeo Igarashi:66
Jun Rekimoto:60
Shin Takahashi:20
 
 
 

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Satoshi Matsuoka

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Publications by Satoshi Matsuoka (bibliography)

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1998
 
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Ayatsuka, Yuji, Rekimoto, Jun and Matsuoka, Satoshi (1998): Popup Vernier: A Tool for Sub-Pixel-Pitch Dragging with Smooth Mode Transition. In: Mynatt, Elizabeth D. and Jacob, Robert J. K. (eds.) Proceedings of the 11th annual ACM symposium on User interface software and technology November 01 - 04, 1998, San Francisco, California, United States. pp. 39-48.

Dragging is one of the most useful and popular techniques in direct manipulation graphical user interfaces. However, dragging has inherent restrictions caused by pixel resolution of a display. Although in some situations the restriction could be negligible, certain kinds of applications, e.g., real world applications where the range of adjustable parameters vastly exceed the screen resolution, require sub-pixel-pitch dragging. We propose a sub-pixel-pitch dragging tool, popup vernier, plus a methodology to transfer smoothly into 'vernier mode' during dragging. A popup vernier consists of locally zoomed grids and vernier scales displayed around them. Verniers provide intuitive manipulation and feedback of fine grain dragging, in that pixel-pitch movements of the grids represent sub-pixel-pitch movements of a dragged object, and the vernier scales show the object's position at a sub-pixel accuracy. The effectiveness of our technique is verified with a proposed evaluation measure that captures the smoothness of transition from standard mode to vernier mode, based on the Fitts' law.

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

 
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Ayatsuka, Yuji, Matsuoka, Satoshi and Rekimoto, Jun (1998): Layered Penumbrae: An Effective 3D Feedback Technique. In: Third Asian Pacific Computer and Human Interaction July 15-17, 1998, Kangawa, Japan. pp. 202-209.

 
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Kawachiya, Sachiko, Igarashi, Takeo, Matsuoka, Satoshi and Tanaka, Hidehiko (1998): Reduction of Overhead in Drawing Figures with Computer: Detailed Analyses of Drawing Tasks. In: Third Asian Pacific Computer and Human Interaction July 15-17, 1998, Kangawa, Japan. pp. 11-18.

1997
 
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Igarashi, Takeo, Matsuoka, Satoshi, Kawachiya, Sachiko and Tanaka, Hidehiko (1997): Interactive Beautification: A Technique for Rapid Geometric Design. In: Robertson, George G. and Schmandt, Chris (eds.) Proceedings of the 10th annual ACM symposium on User interface software and technology October 14 - 17, 1997, Banff, Alberta, Canada. pp. 105-114.

We propose interactive beautification, a technique for rapid geometric design, and introduce the technique and its algorithm with a prototype system Pegasus. The motivation is to solve a problem with current drawing systems: too many complex commands and unintuitive procedures to satisfy geometric constraints. The Interactive beautification system receives the user's free stroke and beautifies it by considering geometric constraints among segments. A single stroke is beautified one after another, preventing accumulation of recognition errors or catastrophic deformation. Supported geometric constraints include perpendicularity, congruence, symmetry, etc., which were not seen in existing free stroke recognition systems. In addition, the system generates multiple candidates as a result of beautification to solve the problem of ambiguity. Using this technique, the user can draw precise diagrams rapidly satisfying geometric relations without using any editing commands. Interactive beautification is achieved by three sequential processes: 1) inferring underlining geometric constraints based on the spatial relationships among the input stroke and the existing segments, 2) generating multiple candidates by combining inferred constraints appropriately, and 3) evaluating the candidates to find the most plausible candidate and to remove the inappropriate candidates. A user study was performed using the prototype system, a commercial CAD tool, and an OO-based drawing system. The result showed that users can draw required diagrams more rapidly and more precisely using the prototype system.

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

 
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Toyoda, Masashi, Shizuki, Buntarou, Takahashi, Shin, Matsuoka, Satoshi and Shibayama, Etsuya (1997): Supporting Design Patterns in a Visual Parallel Data-flow Programming Environment. In: VL 1997 1997. pp. 76-83.

1996
 
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Ayatsuka, Yuji, Matsuoka, Satoshi and Rekimoto, Jun (1996): Penumbrae for 3D Interactions. In: Kurlander, David, Brown, Marc and Rao, Ramana (eds.) Proceedings of the 9th annual ACM symposium on User interface software and technology November 06 - 08, 1996, Seattle, Washington, United States. pp. 165-166.

We propose a new feedback technique for 3D interaction using penumbrae which the objects cast. Rather than generating a real penumbra, which is computationally expensive, a fast, simplified algorithm is employed, which also is better suited for position feedback purposes. User studies show that 1) compared to orthographic shadow projections, 3D spatial recognition and placement tasks are substantially faster with our penumbrae, and 2) the users feel the feedback to be more natural.

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

1995
 
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Igarashi, Takeo, Matsuoka, Satoshi and Masui, Toshiyuki (1995): Adaptive Recognition of Implicit Structures in Human-Organized Layouts. In: VL 1995 1995. pp. 258-266.

1994
 
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Miyashita, Ken, Matsuoka, Satoshi, Takahashi, Shin and Yonezawa, Akinori (1994): Interactive Generation of Graphical User Interfaces by Multiple Visual Examples. In: Szekely, Pedro (ed.) Proceedings of the 7th annual ACM symposium on User interface software and technology November 02 - 04, 1994, Marina del Rey, California, United States. pp. 85-94.

The construction of application-specific Graphical User Interfaces (GUI) still needs considerable programming partly because the mapping between application data and its visual representation is complicated. This study proposes a system which generates GUIs by generalizing multiple sets of application data and its visualization examples. The most notable characteristic of the system is that programmers can interactively modify the mapping by "correcting" the system-generated visualization examples that represent the system's current notion of programmer's intentions. Conflicting mappings are automatically resolved via the use of constraint hierarchies.

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

 
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Takahashi, Shin, Miyashita, Ken, Matsuoka, Satoshi and Yonezawa, Akinori (1994): A Framework for Constructing Animations via Declarative Mapping Rules. In: VL 1994 1994. pp. 314-322.

1992
 
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Miyashita, Ken, Matsuoka, Satoshi, Takahashi, Shin, Yonezawa, Akinori and Kamada, Tomihisa (1992): Declarative Programming of Graphical Interfaces by Visual Examples. In: Mackinlay, Jock D. and Green, Mark (eds.) Proceedings of the 5th annual ACM symposium on User interface software and technology November 15 - 18, 1992, Monteray, California, United States. pp. 107-116.

Graphical user interfaces (GUI) provide intuitive and easy means for users to communicate with computers. However, construction of GUI software requires complex programming that is far from being intuitive. Because of the "semantic gap" between the textual application program and its graphical interface, the programmer himself must conceptually maintain the correspondence between the textual programming and the graphical image of the resulting interface. Instead, we propose a programming environment based on the programming by visual example (PBVE) scheme, which allows the GUI designers to "program" visual interfaces for their applications by "drawing" the example visualization of application data with a direct manipulation interface. Our system, TRIP3, realizes this with (1) the bi-directional translation model between the (abstract) application data and the pictorial data of the GUI, and (2) the ability to generate mapping rules for the translation from example application data and its corresponding example visualization. The latter is made possible by the use of generalization of visual examples, where the system is able to automatically generate generalized mapping rules from a given set of examples.

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

 
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Matsuoka, Satoshi, Takahashi, Shin, Kamada, Tomihisa and Yonezawa, Akinori (1992): A General Framework for Bidirectional Translation between Abstract and Pictorial Data. In ACM Transactions on Information Systems, 10 (4) pp. 408-437.

The merits of direct manipulation are now widely recognized. However, direct manipulation interfaces incur high cost in their creation. To cope with this problem, we present a model of bidirectional translation between pictures and abstract application data, and a prototype system, TRIP2, based on this model. Using this model, general mapping from abstract data to pictures and from pictures to abstract data is realized merely by giving declarative mapping rules, allowing fast and easy creation of direct manipulation interfaces. We apply the prototype system to the generation of the interfaces for kinship diagrams, Graph Editors, E-R diagrams, and an Othello game.

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

 
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Salpeter, Alice, Sasakura, Mariko, Iwama, Kenzo and Matsuoka, Satoshi (1992): Animation for on-Line Documents-an End-User System Using Object-Oriented Constraints. In: Proceedings of the 1992 IEEE Workshop on Visual Languages September 15-18, 1992, Seattle, Washington, USA. pp. 219-221.

 
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Tonouchi, Toshio, Nakayama, Ken, Matsuoka, Satoshi and Kawai, Satoru (1992): Creating Visual Objects by Direct Manipulation. In: Proceedings of the 1992 IEEE Workshop on Visual Languages September 15-18, 1992, Seattle, Washington, USA. pp. 95-101.

1991
 
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Takahashi, Shin, Matsuoka, Satoshi and Yonezawa, Akinori (1991): A General Framework for Bi-Directional Translation between Abstract and Pictorial Data. In: Rhyne, James R. (ed.) Proceedings of the 4th annual ACM symposium on User interface software and technology Hilton Head, South Carolina, United States, 1991, Hilton Head, South Carolina, United States. pp. 165-174.

The merits of direct manipulation (DM) are now widely recognized. However, DM interfaces incur high cost in their creation. To cope with this problem, we present a model of bi-directional translation between internal abstract data of applications and pictures, and create a prototype system TRIP2 based on this model. Using this model, general mapping from abstract data to pictures, and from pictures to abstract data, is realized merely by giving declarative mapping rules, allowing fast and effortless creation of DM interfaces. We also apply the prototype system to the generation of the interfaces for kinship diagrams, graph diagrams, and an Othello game.

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

 
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Changes to this page (author)

16 Jun 2009: Modified
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Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/satoshi_matsuoka.html

Publication statistics

Pub. period:1991-1998
Pub. count:14
Number of co-authors:19



Co-authors

Number of publications with 3 favourite co-authors:

Shin Takahashi:6
Akinori Yonezawa:5
Takeo Igarashi:3

 

 

Productive colleagues

Satoshi Matsuoka's 3 most productive colleagues in number of publications:

Takeo Igarashi:66
Jun Rekimoto:60
Shin Takahashi:20
 
 
 

Upcoming Courses

go to course
User-Centred Design - Module 2
89% booked. Starts in 6 days
go to course
Design Thinking: The Beginner's Guide
88% booked. Starts in 7 days
 
 

Featured chapter

Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !

 
 

Our Latest Books

 
 
Gamification at Work: Designing Engaging Business Software
by Janaki Mythily Kumar and Mario Herger
start reading
 
 
 
 
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
start reading
 
 
 
 
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
start reading