Takeo Igarashi

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Publications by Takeo Igarashi (bibliography)

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» 2009 «

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Zhao, Shengdong, Nakamura, Koichi, Ishii, Kentaro and Igarashi, Takeo (2009): Magic cards: a paper tag interface for implicit robot control. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 173-182. Available online

Typical Human Robot Interaction (HRI) assumes that the user explicitly interacts with robots. However, explicit control with robots can be unnecessary or even undesirable in certain cases, such as dealing with domestic services (or housework). In this paper, we propose an alternative strategy of interaction: the user implicitly controls a robot by issuing commands on corresponding real world objects and the environment. Robots then discover these commands and complete them in the background. We implemented a paper-tag-based interface to support such implicit robot control in a sensor-augmented home environment. Our initial user studies indicated that the paper-tag-based interface is particularly simple to use and provides users with flexibility in planning and controlling their housework tasks in a simulated home environment.

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Sakamoto, Daisuke, Honda, Koichiro, Inami, Masahiko and Igarashi, Takeo (2009): Sketch and run: a stroke-based interface for home robots. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 197-200. Available online

Numerous robots have been developed, and some of them are already being used in homes, institutions, and workplaces. Despite the development of useful robot functions, the focus so far has not been on user interfaces of robots. General users of robots find it hard to understand what the robots are doing and what kind of work they can do. This paper presents an interface for the commanding home robots by using stroke gestures on a computer screen. This interface allows the user to control robots and design their behaviors by sketching the robot's behaviors and actions on a top-down view from ceiling cameras. To convey a feeling of directly controlling the robots, our interface employs the live camera view. In this study, we focused on a house-cleaning task that is typical of home robots, and developed a sketch interface for designing behaviors of vacuuming robots.

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Kato, Jun, Sakamoto, Daisuke, Inami, Masahiko and Igarashi, Takeo (2009): Multi-touch interface for controlling multiple mobile robots. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3443-3448. Available online

We must give some form of a command to robots in order to have the robots do a complex task. An initial instruction is required even if they do their tasks autonomously. We therefore need interfaces for the operation and teaching of robots. Natural languages, joysticks, and other pointing devices are currently used for this purpose. These interfaces, however, have difficulty in operating multiple robots simultaneously. We developed a multi-touch interface with a top-down view from a ceiling camera for controlling multiple mobile robots. The user specifies a vector field followed by all robots on the view. This paper describes the user interface and its implementation, and future work of the project.

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» 2008 «

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Kobayashi, Masatomo and Igarashi, Takeo (2008): Ninja cursors: using multiple cursors to assist target acquisition on large screens. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 949-958. Available online

We propose the "ninja cursor" to improve the performance of target acquisition, particularly on large screens. This technique uses multiple distributed cursors to reduce the average distance to targets. Each cursor moves synchronously following mouse movement. We present the design and implementation of the proposed technique, including a method to resolve the ambiguity that results when multiple cursors indicate different targets simultaneously. We also conducted an experiment to assess the performance of the ninja cursor. The results indicate that it can generally reduce movement time. However, the performance is greatly affected by the number of cursors and target density. Based on these results, we discuss how our technique can be put into practical use. In addition to presenting a novel method to improve pointing performance, our study is the first to explore a variable number of cursors for performing pointing tasks.

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Ijiri, Takashi, Yokoo, Mihoshi, Kawabata, Saneyuki and Igarashi, Takeo (2008): Surface-based Growth Simulation for Opening Flowers. In: Proceedings of the 2008 Conference on Graphics Interface May 28-30, 2008, Windsor, Ontario, Canada. pp. 227-234.

We propose a biologically motivated method for creating animations of opening flowers. We simulate the development of petals based on the observation that flower opening is mainly caused by cell expansion. We use an elastic triangular mesh to represent a petal and emulate its growth by developing each triangular region. Our simulation process consists of two steps. The system first grows each triangle independently according to user-specified parameters and derives target rest edge lengths and dihedral angles. The system then updates the global shape to satisfy the rest lengths and dihedral angles as much as possible by means of energy minimization. We repeat these two processes to obtain keyframes of the flower opening animation. Our system can generate an animation in about 11.5 minutes. Applications include the creation of graphics animations, designing 3D plant models, and simulation for aiding biological study. In contrast to existing systems that simulate the development of flattened 2D petals, our system simulates the growth of petals as 3D surfaces. We show the feasibility of our method by creating animations of Asiatic lily and Eustoma grandiflorum.

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Nakamura, Toshio and Igarashi, Takeo (2008): An application-independent system for visualizing user operation history. In: Cousins, Steve B. and Beaudouin-Lafon, Michel (eds.) Proceedings of the 21st Annual ACM Symposium on User Interface Software and Technology October 19-22, 2008, Monterey, CA, USA. pp. 23-32. Available online

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Ijiri, Takashi, Mech, Radomír, Igarashi, Takeo and Miller, Gavin (2008): An Example-based Procedural System for Element Arrangement. In Comput. Graph. Forum, 27 (2) pp. 429-436

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Igarashi, Yuki, Igarashi, Takeo and Suzuki, Hiromasa (2008): Knitting a 3D Model. In Comput. Graph. Forum, 27 (7) pp. 1737-1743

» 2007 «

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Shin, HyoJong and Igarashi, Takeo (2007): Magic canvas: interactive design of a 3-D scene prototype from freehand sketches. In: Proceedings of the 2007 Conference on Graphics Interface 2007. pp. 63-70. Available online

Construction of a 3-D scene consisting of multiple objects can be tedious work. Existing 3-D editing tools require the user to choose an appropriate model in a database first and then carefully place it in the scene at a desired position combining various operations such as translation, rotation, and scaling. To simplify the process, we propose a system that takes simple 2D sketches of models in a scene as input for 3D scene construction. The system then automatically identifies corresponding models in a database and puts them in the appropriate location and posture so that their appearance matches the user's input sketches. The system combines a 3-D model search and a 3-D posture estimation to obtain the result. This system allows the user to construct a prototype of a 3-D scene quickly and intuitively. We conducted a user study to compare our interface with traditional menu-based UI and verified that our system was useful for constructing a 3-D scene prototype, especially for facilitating the exploration of various alternative designs. We expect our system to be useful as a prototyping tool for 3-D scene construction in various application areas such as interior design, communication, education, and entertainment.

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Maynes-Aminzade, Dan, Winograd, Terry and Igarashi, Takeo (2007): Eyepatch: prototyping camera-based interaction through examples. In: Proceedings of the ACM Symposium on User Interface Software and Technology October 7-10, 2007, Newport, Rhode Island, USA. pp. 33-42. Available online

Cameras are a useful source of input for many interactive applications, but computer vision programming is difficult and requires specialized knowledge that is out of reach for many HCI practitioners. In an effort to learn what makes a useful computer vision design tool, we created Eyepatch, a tool for designing camera-based interactions, and evaluated the Eyepatch prototype through deployment to students in an HCI course. This paper describes the lessons we learned about making computer vision more accessible, while retaining enough power and flexibility to be useful in a wide variety of interaction scenarios.

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Watanabe, Nayuko, Washida, Motoi and Igarashi, Takeo (2007): Bubble clusters: an interface for manipulating spatial aggregation of graphical objects. In: Proceedings of the ACM Symposium on User Interface Software and Technology October 7-10, 2007, Newport, Rhode Island, USA. pp. 173-182. Available online

Spatial layout is frequently used for managing loosely organized information, such as desktop icons and digital ink. To help users organize this type of information efficiently, we propose an interface for manipulating spatial aggregations of objects. The aggregated objects are automatically recognized as a group, and the group structure is visualized as a two-dimensional bubble surface that surrounds the objects. Users can drag, copy, or delete a group by operating on the bubble. Furthermore, to help pick out individual objects in a dense aggregation, the system spreads the objects to avoid overlapping when requested. This paper describes the design of this interface and its implementation. We tested our technique in icon grouping and ink relocation tasks and observed improvements in user performance.

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Kobayashi, Masatomo and Igarashi, Takeo (2007): Boomerang: suspendable drag-and-drop interactions based on a throw-and-catch metaphor. In: Proceedings of the ACM Symposium on User Interface Software and Technology October 7-10, 2007, Newport, Rhode Island, USA. pp. 187-190. Available online

We present the boomerang technique, which makes it possible to suspend and resume drag-and-drop operations. A throwing gesture while dragging an object suspends the operation, anytime and anywhere. A drag-and-drop interaction, enhanced with our technique, allows users to switch windows, invoke commands, and even drag other objects during a drag-and-drop operation without using the keyboard or menus. We explain how a throwing gesture can suspend drag-and-drop operations, and describe other features of our technique, including grouping, copying, and deleting dragged objects. We conclude by presenting prototype implementations and initial feedback on the proposed technique.

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Kurihara, Kazutaka, Goto, Masataka, Ogata, Jun, Matsusaka, Yosuke and Igarashi, Takeo (2007): Presentation sensei: a presentation training system using speech and image processing. In: Massaro, Dominic W., Takeda, Kazuya, Roy, Deb and Potamianos, Alexandros (eds.) Proceedings of the 9th International Conference on Multimodal Interfaces - ICMI 2007 November 12-15, 2007, Nagoya, Aichi, Japan. pp. 358-365. Available online

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Nishida, Takeshi and Igarashi, Takeo (2007): Bringing Round-Robin Signature to Computer-Mediated Communication. In: Proceedings of the Tenth European Conference on Computer-Supported Cooperative Work 2007. pp. 219-230. Available online

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.

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Kurihara, Kazutaka and Igarashi, Takeo (2007): A Flexible Presentation Tool for Diverse Multi-display Environments. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 430-433. Available online

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Nishida, Takeshi and Igarashi, Takeo (2007): Drag-and-Guess: Drag-and-Drop with Prediction. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 461-474. Available online

» 2006 «

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Kurihara, Kazutaka, Goto, Masataka, Ogata, Jun and Igarashi, Takeo (2006): Speech pen: predictive handwriting based on ambient multimodal recognition. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 851-860. Available online

It is tedious to handwrite long passages of text by hand. To make this process more efficient, we propose predictive handwriting that provides input predictions when the user writes by hand. A predictive handwriting system presents possible next words as a list and allows the user to select one to skip manual writing. Since it is not clear if people are willing to use prediction, we first run a user study to compare handwriting and selecting from the list. The result shows that, in Japanese, people prefer to select, especially when the expected performance gain from using selection is large. Based on these observations, we designed a multimodal input system, called speech-pen, that assists digital writing during lectures or presentations with background speech and handwriting recognition. The system recognizes speech and handwriting in the background and provides the instructor with predictions for further writing. The speech-pen system also allows the sharing of context information for predictions among the instructor and the audience; the result of the instructor's speech recognition is sent to the audience to support their own note-taking. Our preliminary study shows the effectiveness of this system and the implications for further improvements.

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Ijiri, Takashi, Owada, Shigeru and Igarashi, Takeo (2006): Seamless Integration of Initial Sketching and Subsequent Detail Editing in Flower Modeling. In Comput. Graph. Forum, 25 (3) pp. 617-624

» 2005 «

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Kurihara, Kazutaka, Vronay, David and Igarashi, Takeo (2005): Flexible timeline user interface using constraints. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1581-1584. Available online

Authoring tools routinely include a timeline representation to allow the author to specify the sequence of animations and interactions. However, traditional static timelines are best suited for static, linear sequences (such MIDI sequencers) and do not lend themselves to interactive content. This forces authors to supplement their timelines with scripted actions which are not represented. Timelines also force frame-accuracy on the author, which interferes with rapid exploration of different designs. We present a redesign of the timeline in which users can specify the relative ordering and causality of events without specifying exact times or durations. This effectively enables users to "work rough" in time. We then implement a prototype and perform a user study to investigate its efficiency.

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Nishida, T. and Igarashi, Takeo (2005): Lock-on-Chat: Boosting Anchored Conversation and Its Operation at a Technical Conference. In: Proceedings of IFIP INTERACT05: Human-Computer Interaction 2005. pp. 970-973. Available online

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.

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Okabe, Makoto, Owada, Shigeru and Igarashi, Takeo (2005): Interactive Design of Botanical Trees using Freehand Sketches and Example-based Editing. In Comput. Graph. Forum, 24 (3) pp. 487-496

» 2003 «

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Kobayashi, Makoto and Igarashi, Takeo (2003): Considering the direction of cursor movement for efficient traversal of cascading menus. In: Proceedings of the 16th annural ACM Symposium on User Interface Software and Technology November, 2-5, 2003, Vancouver, Canada. pp. 91-94. Available online

Cascading menus are commonly seen in most GUI systems. However, people sometimes choose the wrong items by mistake, or become frustrated when submenus pop up unnecessarily. This paper proposes two methods for improving the usability of cascading menus. The first uses the direction of cursor movement to change the menu behavior: horizontal motion opens/closes submenus, while vertical motion changes the highlight within the current menu. This feature can reduce cursor movement errors. The second causes a submenu to pop up at the position where horizontal motion occurs. This is expected to reduce the length of the movement path for menu traversal. A user study showed that our methods reduce menu selection times, shorten search path lengths, and prevent unexpected submenu appearance and disappearance.

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» 2002 «

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Igarashi, Takeo and Hughes, John F. (2002): Clothing manipulation. In: Beaudouin-Lafon, Michel (ed.) Proceedings of the 15th annual ACM symposium on User interface software and technology October 27-30, 2002, Paris, France. pp. 91-100. Available online

This paper presents interaction techniques (and the underlying implementations) for putting clothes on a 3D character and manipulating them. The user paints freeform marks on the clothes and corresponding marks on the 3D character; the system then puts the clothes around the body so that corresponding marks match. Internally, the system grows the clothes on the body surface around the marks while maintaining basic cloth constraints via simple relaxation steps. The entire computation takes a few seconds. After that, the user can adjust the placement of the clothes by an enhanced dragging operation. Unlike standard dragging where the user moves a set of vertices in a single direction in 3D space, our dragging operation moves the cloth along the body surface to make possible more flexible operations. The user can apply pushpins to fix certain cloth points during dragging. The techniques are ideal for specifying an initial cloth configuration before applying a more sophisticated cloth simulation.

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» 2001 «

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Igarashi, Takeo and Hughes, John F. (2001): Voice as sound: using non-verbal voice input for interactive control. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 155-156. Available online

We describe the use of non-verbal features in voice for direct control of interactive applications. Traditional speech recognition interfaces are based on an indirect, conversational model. First the user gives a direction and then the system performs certain operation. Our goal is to achieve more direct, immediate interaction like using a button or joystick by using lower-level features of voice such as pitch and volume. We are developing several prototype interaction techniques based on this idea, such as "control by continuous voice", "rate-based parameter control by pitch," and "discrete parameter control by tonguing." We have implemented several prototype systems, and they suggest that voice-as-sound techniques can enhance traditional voice recognition approach.

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Igarashi, Takeo and Hughes, John F. (2001): A suggestive interface for 3D drawing. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 173-181. Available online

This paper introduces a new type of interface for 3D drawings that improves the usability of gestural interfaces and augments typical command-based modeling systems. In our suggestive interface, the user gives hints about a desired operation to the system by highlighting related geometric components in the scene. The system then infers possible operations based on the hints and presents the results of these operations as small thumbnails. The user completes the editing operation simply by clicking on the desired thumbnail. The hinting mechanism lets the user specify geometric relations among graphical components in the scene, and the multiple thumbnail suggestions make it possible to define many operations with relatively few distinct hint patterns. The suggestive interface system is implemented as a set of suggestion engines working in parallel, and is easily extended by adding customized engines. Our prototype 3D drawing system, Chateau, shows that a suggestive interface can effectively support construction of various 3D drawings.

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» 2000 «

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Edwards, W. Keith, Igarashi, Takeo, LaMarca, Anthony and Mynatt, Elizabeth D. (2000): A Temporal Model for Multi-Level Undo and Redo. In: Ackerman, Mark S. and Edwards, Keith (eds.) Proceedings of the 13th annual ACM symposium on User interface software and technology November 06 - 08, 2000, San Diego, California, United States. pp. 31-40. Available online

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Igarashi, Takeo and Hinckley, Ken (2000): Speed-Dependent Automatic Zooming for Browsing Large Documents. In: Ackerman, Mark S. and Edwards, Keith (eds.) Proceedings of the 13th annual ACM symposium on User interface software and technology November 06 - 08, 2000, San Diego, California, United States. pp. 139-148. Available online

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Igarashi, Takeo, Edwards, W. Keith, LaMarca, Anthony and Mynatt, Elizabeth D. (2000): An Architecture for Pen-based Interaction on Electronic Whiteboards. In: Advanced Visual Interfaces 2000 2000. pp. 68-75.

» 1999 «

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Mynatt, Elizabeth D., Edwards, W. Keith, LaMarca, Anthony and Igarashi, Takeo (1999): Flatland: New Dimensions in Office Whiteboards. In: Altom, Mark W. and Williams, Marian G. (eds.) Proceedings of the ACM CHI 99 Human Factors in Computing Systems Conference May 15-20, 1999, Pittsburgh, Pennsylvania. pp. 346-353. Available online

Flatland is an augmented whiteboard interface designed for informal office work. Our research investigates approaches to building an augmented whiteboard in the context of continuous, long term office use. In particular, we pursued three avenues of research based on input from user studies: techniques for the management of space on the board, the ability to flexibly apply behaviors to support varied application semantics, and mechanisms for managing history on the board. Unlike some previously reported whiteboard systems, our design choices have been influenced by a desire to support long-term, informal use in an individual office setting.

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Honda, Masaaki, Igarashi, Takeo, Tanaka, Hidehiko and Sakai, Shuichi (1999): Integrated Manipulation: Context-Aware Manipulation of 2D Diagrams. In: Zanden, Brad Vander and Marks, Joe (eds.) Proceedings of the 12th annual ACM symposium on User interface software and technology November 07 - 10, 1999, Asheville, North Carolina, United States. pp. 159-160. Available online

Diagram manipulation in conventional CAD systems requires frequent mode switching and explicit placement of the pivot for rotation and scaling. In order to simplify this process, we propose an interaction technique called integrated manipulation, where the user can move, rotate, and scale without mode switching. In addition, the pivot for rotation and scaling automatically snaps to a contact point during moving operation. We performed a user study is performed using our prototype system and a commercial CAD system. The results showed that users could perform a diagram manipulation task much more rapidly using our technique.

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» 1998 «

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Chang, Bay-Wei, Mackinlay, Jock D., Zellweger, Polle T. and Igarashi, Takeo (1998): A Negotiation Architecture for Fluid Documents. 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. 123-132. Available online

The information presented in a document often consists of primary content as well as supporting material such as explanatory notes, detailed derivations, illustrations, and the like. We introduce a class of user interface techniques for fluid documents that supports the reader's shift to supporting material while maintaining the context of the primary material. Our approach initially minimizes the intrusion of supporting material by presenting it as a small visual cue near the annotated primary material. When the user expresses interest in the annotation, it expands smoothly to a readable size. At the same time, the primary material makes space for the expanded annotation. The expanded supporting material must be given space to occupy, and it must be made salient with respect to the surrounding primary material. These two aspects, space and salience, are subject to a negotiation between the primary and supporting material. This paper presents the components of our fluid document techniques and describes the negotiation architecture for ensuring that the presentations of both primary and supporting material are honored.

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Igarashi, Takeo, Kadobayashi, Rieko, Mase, Kenji and Tanaka, Hidehiko (1998): Path Drawing for 3D Walkthrough. 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. 173-174. Available online

This paper presents an interaction technique for walkthrough in virtual 3D spaces, where the user draws the intended path directly on the scene, and the avatar automatically moves along the path. The system calculates the path by projecting the stroke drawn on the screen to the walking surface in the 3D world. Using this technique, the user can specify not only the goal position, but also the route to take and the camera direction at the goal with a single stroke. A prototype system is tested using a display-integrated tablet, and experimental results suggest that the technique can enhance existing walkthrough techniques.

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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. Available online

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Igarashi, Takeo, Mackinlay, Jock D., Chang, Bay-Wei and Zellweger, Polle (1998): Fluid Visualization for Spreadsheet Structures. In: VL 1998 1998. pp. 118-125.

» 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. Available online

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.

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» 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. Available online

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Publication statistics

Publication period:1995-2009
Publication count:36
Number of co-authors:48



Productive colleagues

Takeo Igarashi's 3 most productive colleagues in number of publications:

Elizabeth D. Mynatt:60
Terry Winograd:56
W. Keith Edwards:44


Collaboration count

Number of publications with 3 favourite co-authors:

Hidehiko Tanaka:4
Kazutaka Kurihara:4
Satoshi Matsuoka:3

 

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Mar 19

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