Publication statistics

Pub. period:1993-2012
Pub. count:48
Number of co-authors:101



Co-authors

Number of publications with 3 favourite co-authors:

Fumio Kishino:33
Yuichi Itoh:14
Kazuki Takashima:7

 

 

Productive colleagues

Yoshifumi Kitamura's 3 most productive colleagues in number of publications:

Karin Coninx:134
Carl Gutwin:116
Mel Slater:85
 
 
 
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Yoshifumi Kitamura

Ph.D

Picture of Yoshifumi Kitamura.
Personal Homepage:
riec.tohoku.ac.jp/~kitamura/

Current place of employment:
Tohoku University

Yoshifumi Kitamura received M.Sc. and Ph.D. degrees in Engineering from Osaka University in 1987 and 1996, respectively. From 1987 to 1992, he was at the Information Systems Research Center of Canon Inc. From 1992 to 1996, he was a researcher at the ATR Communication Systems Research Laboratories. From 1997, he was an Associate Professor at the Graduate School of Engineering and Graduate School of Information Science and Technology, Osaka University. Since April 2010, he has been a Professor at the Research Institute of Electrical Communication, Tohoku University, Japan. His current research interests include interactive content design and 3D user interfaces.

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Publications by Yoshifumi Kitamura (bibliography)

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2012
 
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Takashima, Kazuki, Fujita, Kazuyuki, Itoh, Yuichi and Kitamura, Yoshifumi (2012): Elastic scroll for multi-focus interactions. In: Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 19-20.

This paper proposes a novel and efficient multi-focus scroll interface that consists of a two-step operation using a con-tents distortion technique. The displayed content can be handled just like an elastic material that can be shrunk and stretched by a user's fingers. In the first operation, the user's dragging temporarily shows the results of the viewport transition of the scroll by elastically distorting the content. This operation allows the user to see both the newly obtained and the original focus on the viewport. Then, three types of simple gestures can be used to perform the second operation such as scrolling, restoring and zooming out to get the demanded focus (or foci).

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

2011
 
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Karnik, Abhijit, Henderson, Archie, Dean, Andrew, Pang, Howard, Campbell, Thomas, Sakurai, Satoshi, Herrmann, Guido, Izadi, Shahram, Kitamura, Yoshifumi and Subramanian, Sriram (2011): VORTEX: design and implementation of an interactive volumetric display. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2017-2022.

True 3D display systems like volumetric displays allow generation of autostereoscopic, multi-view 3D content that has real physical dimensions. However their uptake as a research tool within the HCI community is limited largely due to difficulties in buying or building such displays. The choice of commercially available systems is limited and constrains the flexibility of their use in terms of interaction capabilities, display features and integration with multi-display environments (MDEs). In this paper we describe the steps involved in creating custom volumetric display from easily available components. By building a touch-enabled volumetric display we walk-through the steps involved in the process. This will enable us to explore various interactive systems, associated techniques and challenges related to integration of the device into a MDE.

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

 
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Nakajima, Kosuke, Itoh, Yuichi, Tsukitani, Takayuki, Fujita, Kazuyuki, Takashima, Kazuki, Kitamura, Yoshifumi and Kishino, Fumio (2011): FuSA touch display: a furry and scalable multi-touch display. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. pp. 35-44.

We propose a furry and scalable multi-touch display called the "FuSA2 Touch Display." The furry type of tactile sensation of this surface affords various interactions such as stroking or clawing. The system utilizes plastic fiber optic bundles to realize a furry-type texture. The system can show visual feedback by projection and detects multi-touch input using a diffused illumination technique. We employed the optical feature of plastic fiber optics to integrate the input and output systems into such a simple configuration that the display becomes scalable. We implemented a 24-inch display, evaluated the visual feedback and touch detection features, and found that our implemented display encourages users to interact with it in various actions.

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

 
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Nakajima, Kosuke, Itoh, Yuichi, Tsukitani, Takayuki, Fujita, Kazuyuki, Takashima, Kazuki, Kitamura, Yoshifumi and Kishino, Fumio (2011): FuSA2 touch display. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. p. D5.

2010
 
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Shoemaker, Garth, Tsukitani, Takayuki, Kitamura, Yoshifumi and Booth, Kellogg S. (2010): Body-centric interaction techniques for very large wall displays. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 463-472.

We examine the design space of interaction techniques for very large wall displays by drawing from existing theory and practice for reality-based interfaces and whole-body interfaces. We also apply insights drawn from research in psychology about the human cognitive mechanisms that support sensorimotor operations in different coordinate spaces, as well as research in sociology examining how people manage coordination and privacy concerns in these spaces. Using guidelines obtained from these analyses, we designed and implemented a novel suite of body-centric interaction techniques. These were integrated into a map browsing and editing application for a very large (5m3m) wall display. The application was then used to gather user feedback to guide the further development of the interaction techniques.

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

 
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Shoemaker, Garth, Tsukitani, Takayuki, Kitamura, Yoshifumi and Booth, Kellogg S. (2010): Whole body large wall display interfaces. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4809-4812.

This video demonstrates an application that uses a body-centric approach to support interaction with very large wall displays. The design is centered on a virtual body model that represents the users in the context of the workspace, relative to one another as well as to the display(s). This concept of body-centric interaction serves both as a design philosophy and an implementation approach and is both general and powerful. Our approach is general because if the model is detailed enough, a broad range of interaction techniques can be implemented. It is powerful because it opens up an entire class of new interaction techniques: those that depend on properties of a users' body, such as arm or hand pointing direction, head direction, or body location or orientation. The video highlights some of the body-centric interaction techniques that we believe are of value based on how people use their bodies in the everyday world.

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

 
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Fujita, Kazuyuki, Itoh, Yuichi, Takashima, Kazuki, Kitamura, Yoshifumi, Tsukitani, Takayuki and Kishino, Fumio (2010): Anchored navigation: coupling panning operation with zooming and tilting based on the anchor point on a map. In: Proceedings of the 2010 Conference on Graphics Interface 2010. pp. 233-240.

We propose two novel map navigation techniques, called Anchored Zoom (AZ) and Anchored Zoom and Tilt (AZT). In these techniques, the zooming and tilting of a virtual camera are automatically coupled with users' panning displacements so that the anchor point determined by users always remains in a viewport. This allows users to manipulate a viewport without mode-switching among pan, zoom, and tilt while maintaining a sense of distance and direction from the anchor point. We conducted an experiment to evaluate AZ and AZT and compare them with Pan&Zoom (PZ) [17] and Speed-dependent Automatic Zooming (SDAZ) [10] in off-screen target acquisition tasks and spatial recognition tests. Results showed that our proposed techniques were more effective than those of competitors in reducing time to reach off-screen objects while maintaining users' sense of distance and direction as well as PZ.

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

 
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Kitamura, Yoshifumi, Kikukawa, Tetsuya, Mieda, Satoshi, Kunita, Yotaka, Isogai, Megumi and Kimata, Hideaki (2010): Image-based 3D telecopier: a system for sharing a 3D object by multiple groups of people at remote locations. In: Proceedings of the 2010 ACM Symposium on Virtual Reality Software and Technology 2010. pp. 51-54.

We propose a system that allows multiple groups of users at remote locations to naturally share a 3D image of real objects. All users can interactively observe a 3D stereoscopic image without distortion from their own viewpoints. The system basically consists of a combination of subsystems: imaging and display. The imaging subsystem generates images of the real object observed from arbitrary viewpoints based on image-based rendering technique implemented on GPU. The display system generates a 3D virtual image of the real object to be interactively observed by multiple people around the tabletop display. People at one place just put the real object on their imaging system to capture a set of its images from sparse viewpoints around it; other groups of multiple persons at remote places connected by networks observe its virtual image from arbitrary viewpoints, as if there is a copy of the real object, on their display systems. This paper describes details of the system configurations and algorithms. Then discussions are made based on experimental results.

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

 
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Kikukawa, Tetsuya, Kitamura, Yoshifumi, Ohno, Tsubasa, Sakurai, Satoshi, Yamaguchi, Tokuo, Kishino, Fumio, Kunita, Yutaka, Isogai, Megumi, Kimata, Hideaki and Matsuura, Norihiko (2010): An image-based system for sharing a 3D object by transmitting to remote locations. In: Lok, Benjamin, Klinker, Gudrun and Nakatsu, Ryohei (eds.) IEEE Virtual Reality Conference, VR 2010 March 20-24, 2010, Waltham, Massachusetts, USA. pp. 277-278.

 
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Figueroa, Pablo, Kitamura, Yoshifumi, Kuntz, Sebastien, Vanacken, Lode, Maesen, Steven, Weyer, Tom De, Notelaers, Sofie, Octavia, Johanna Renny, Beznosyk, Anastasiia, Coninx, Karin, Bacim, Felipe, Kopper, Regis, Leal, Anamary, Ni, Tao and Bowman, Doug A. (2010): 3DUI 2010 Contest Grand Prize Winners. In IEEE Computer Graphics and Applications, 30 (6) pp. 86-96.

2009
 
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Maekawa, Takuya, Itoh, Yuichi, Kawai, Norifumi, Kitamura, Yoshifumi and Kishino, Fumio (2009): MADO interface: a window like a tangible user interface to look into the virtual world. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 175-180.

 
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Bowman, Doug A., Frhlich, Bernd, Kitamura, Yoshifumi and Stuerzlinger, Wolfgang (2009): Current trends in 3D user interface research. In International Journal of Human-Computer Studies, 67 (3) pp. 223-224.

2008
 
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Takashima, Kazuki, Omori, Yasuko, Yoshimoto, Yoshiharu, Itoh, Yuich, Kitamura, Yoshifumi and Kishino, Fumio (2008): Effects of Avatar's Blinking Animation on Person Impressions. In: Proceedings of the 2008 Conference on Graphics Interface May 28-30, 2008, Windsor, Ontario, Canada. pp. 169-176.

Blinking is one of the most important cues for forming person impressions. We focus on the eye blinking rate of avatars and investigate its effect on viewer subjective impressions. Two experiments are conducted. The stimulus avatars included humans with generic reality (male and female), cartoon-style humans (male and female), animals, and unidentified life forms that were presented as a 20-second animation with various blink rates: 9, 12, 18, 24 and 36 blinks/min. Subjects rated their impressions of the presented stimulus avatars on a seven-point semantic differential scale. The results showed a significant effect of the avatar's blinking on viewer impressions and it was larger with the human-style avatars than the others. The results also lead to several implications and guidelines for the design of avatar representation. Blink animation of 18 blinks/min with a human-style avatar produces the friendliest impression. The higher blink rates, i.e., 36 blinks/min, give inactive impressions while the lower blink rates, i.e., 9 blinks/min, give intelligent impressions. Through these results, guidelines are derived for managing attractiveness of avatar by changing the avatar's blinking rate.

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

 
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Sakurai, Satoshi, Kitamura, Yoshifumi, Subramanian, Sriram and Kishino, Fumio (2008): Visibility control using revolving polarizer. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 161-168.

 
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Hamazaki, Hirofumi, Kitaoka, Shinya, Ozaki, Maya, Kitamura, Yoshifumi, Lindeman, Robert W. and Kishino, Fumio (2008): Extracting camera-control requirements and camera movement generation in a 3D virtual environment. In: Inakage, Masa and Cheok, Adrian David (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2008 December 3-5, 2008, Yokohama, Japan. pp. 126-129.

 
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Takashima, Kazuki, Subramanian, Sriram, Tsukitani, Takayuki, Kitamura, Yoshifumi and Kishino, Fumio (2008): Acquisition of Off-Screen Object by Predictive Jumping. In: Lee, Seongil, Choo, Hyunseung, Ha, Sungdo and Shin, In Chul (eds.) Computer-Human Interaction 8th Asia-Pacific Conference - APCHI 2008 July 6-9, 2008, Seoul, Korea. pp. 301-310.

 
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Kitamura, Yoshifumi, Rong, Rong, Hirano, Yoshinori, Asai, Kazuhiro and Kishino, Fumio (2008): Video agent: interactive autonomous agents generated from real-world creatures. In: Feiner, Steven K., Thalmann, Daniel, Guitton, Pascal, Frhlich, Bernd, Kruijff, Ernst and Hachet, Martin (eds.) VRST 2008 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology October 27-29, 2008, Bordeaux, France. pp. 30-38.

 
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Sakurai, Satoshi, Itoh, Yuichi, Kitamura, Yoshifumi, Nacenta, Miguel A., Yamaguchi, Tokuo, Subramanian, Sriram and Kishino, Fumio (2008): A Middleware for Seamless Use of Multiple Displays. In: Graham, T. C. Nicholas and Palanque, Philippe A. (eds.) DSV-IS 2008 - Interactive Systems. Design, Specification, and Verification, 15th International Workshop July 16-18, 2008, Kingston, Canada. pp. 252-266.

 
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Sakurai, Satoshi, Yamaguchi, Tokuo, Kitamura, Yoshifumi, Itoh, Yuichi, Fukazawa, Ryo, Kishino, Fumio, Nacenta, Miguel A. and Subramanian, Sriram (2008): M3: multi-modal interface in multi-display environment for multi-users. In: ACM SIGGRAPH ASIA artgallery emerging technologies 2008, Singapore. p. 45.

 
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Bowman, Doug A., Coquillart, Sabine, Froehlich, Bernd, Hirose, Michitaka, Kitamura, Yoshifumi, Kiyokawa, Kiyoshi and Strzlinger, Wolfgang (2008): 3D User Interfaces: New Directions and Perspectives. In IEEE Computer Graphics and Applications, 28 (6) pp. 20-36.

 Cited in the following chapter:

3D User Interfaces: [/encyclopedia/3d_user_interfaces.html]


 
2007
 
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Nacenta, Miguel A., Sakurai, Satoshi, Yamaguchi, Tokuo, Miki, Yohei, Itoh, Yuichi, Kitamura, Yoshifumi, Subramanian, Sriram and Gutwin, Carl (2007): E-conic: a perspective-aware interface for multi-display environments. In: Proceedings of the ACM Symposium on User Interface Software and Technology October 7-10, 2007, Newport, Rhode Island, USA. pp. 279-288.

Multi-display environments compose displays that can be at different locations from and different angles to the user; as a result, it can become very difficult to manage windows, read text, and manipulate objects. We investigate the idea of perspective as a way to solve these problems in multi-display environments. We first identify basic display and control factors that are affected by perspective, such as visibility, fracture, and sharing. We then present the design and implementation of E-conic, a multi-display multi-user environment that uses location data about displays and users to dynamically correct perspective. We carried out a controlled experiment to test the benefits of perspective correction in basic interaction tasks like targeting, steering, aligning, pattern-matching and reading. Our results show that perspective correction significantly and substantially improves user performance in all these tasks.

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

 
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Yamaguchi, Tokuo, Subramanian, Sriram, Kitamura, Yoshifumi and Kishino, Fumio (2007): Strategic Tabletop Negotiations. In: Baranauskas, Maria Ceclia 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. 169-182.

 
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Kitaoka, Shinya, Noma, Tsukasa, Kitamura, Yoshifumi and Yamamoto, Kunio (2007): Inverse rendering for artistic paintings. In: Braz, Jos, Vzquez, Pere-Pau and Pereira, Joo Madeiras (eds.) GRAPP 2007 - Proceedings of the Second International Conference on Computer Graphics Theory and Applications Volume GM-R March 8-11, 2007, Barcelona, Spain. pp. 293-298.

 
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Kitamura, Yoshifumi, Nakashima, Takashi, Tanaka, Keisuke and Johkoh, Takeshi (2007): The IllusionHole for Medical Applications. In: Sherman, William R., Lin, Ming C. and Steed, Anthony (eds.) IEEE Virtual Reality Conference, VR 2007 10-14 March, 2007, Charlotte, NC, USA. pp. 231-234.

2006
 
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Slater, Mel, Kitamura, Yoshifumi, Tal, Ayellet, Amditis, Angelos and Chrysanthou, Yiorgos (eds.) VRST 2006 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology November 1-3, 2006, Limassol, Cyprus.

 
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Kitamura, Yoshifumi, Nakayama, Tomokazu, Nakashima, Takashi and Yamamoto, Sumihiko (2006): The illusionhole with polarization filters. In: Slater, Mel, Kitamura, Yoshifumi, Tal, Ayellet, Amditis, Angelos and Chrysanthou, Yiorgos (eds.) VRST 2006 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology November 1-3, 2006, Limassol, Cyprus. pp. 244-251.

2005
 
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Asano, Takeshi, Sharlin, Ehud, Kitamura, Yoshifumi, Takashima, Kazuki and Kishino, Fumio (2005): Predictive interaction using the delphian desktop. In: Proceedings of the 2005 ACM Symposium on User Interface Software and Technology 2005. pp. 133-141.

This paper details the design and evaluation of the Delphian Desktop, a mechanism for online spatial prediction of cursor movements in a Windows-Icons-Menus-Pointers (WIMP) environment. Interaction with WIMP-based interfaces often becomes a spatially challenging task when the physical interaction mediators are the common mouse and a high resolution, physically large display screen. These spatial challenges are especially evident in overly crowded Windows desktops. The Delphian Desktop integrates simple yet effective predictive spatial tracking and selection paradigms into ordinary WIMP environments in order to simplify and ease pointing tasks. Predictions are calculated by tracking cursor movements and estimating spatial intentions using a computationally inexpensive online algorithm based on estimating the movement direction and peak velocity. In testing the Delphian Desktop effectively shortened pointing time to faraway icons, and reduced the overall physical distance the mouse (and user hand) had to mechanically traverse.

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

 
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Kitamura, Yoshifumi, Douko, Ken'ichi, Kitayama, Makoto and Kishino, Fumio (2005): Object deformation and force feedback for virtual chopsticks. In: Singh, Gurminder, Lau, Rynson W. H., Chrysanthou, Yiorgos and Darken, Rudolph P. (eds.) VRST 2005 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology November 7-9, 2005, Monterey, CA, USA. pp. 211-219.

 
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Murakami, Norishige, Onishi, Katsuhiko, Kitamura, Yoshifumi and Kishino, Fumio (2005): Modeling of Trees with 3D Gestures and Growth Simulation. In: Kjems, Eric and Blach, Roland (eds.) Proceedings of the 9th Int. Workshop on Immersive Projection Technology - 11th Eurographics Workshop on Virtual Environments - IPT-EGVE 2005 2005, Aalborg, Denmark. pp. 97-104.

2004
 
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Watanabe, Ryoichi, Itoh, Yuichi, Asai, Masatsugu, Kitamura, Yoshifumi, Kishino, Fumio and Kikuchi, Hideo (2004): The soul of ActiveCube: implementing a flexible, multimodal, three-dimensional spatial tangible interface. In: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology June 3-5, 2004, Singapore. pp. 173-180.

 
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Naito, Satoshi, Kitamura, Yoshifumi and Kishino, Fumio (2004): Steering Law in an Environment of Spatially Coupled Style with Matters of Pointer Size and Trajectory Width. In: Masoodian, Masood, Jones, Steve and Rogers, Bill (eds.) Computer Human Interaction 6th Asia Pacific Conference - APCHI 2004 June 29 - July 2, 2004, Rotorua, New Zealand. pp. 305-316.

 
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Sharlin, Ehud, Watson, Benjamin, Kitamura, Yoshifumi, Kishino, Fumio and Itoh, Yuichi (2004): On tangible user interfaces, humans and spatiality. In Personal and Ubiquitous Computing, 8 (5) pp. 338-346.

 
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Ichida, Hiroyasu, Itoh, Yuichi, Kitamura, Yoshifumi and Kishino, Fumio (2004): Interactive retrieval of 3D shape models using physical objects. In: Schulzrinne, Henning, Dimitrova, Nevenka, Sasse, Martina Angela, Moon, Sue B. and Lienhart, Rainer (eds.) Proceedings of the 12th ACM International Conference on Multimedia October 10-16, 2004, New York, NY, USA. pp. 692-699.

 
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Watanabe, Ryoichi, Itoh, Yuichi, Asai, Masatsugu, Kitamura, Yoshifumi, Kishino, Fumio and Kikuchi, Hideo (2004): The soul of ActiveCube: implementing a flexible, multimodal, three-dimensional spatial tangible interface. In Computers in Entertainment, 2 (4) p. 15.

 
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Frhlich, Bernd, Kitamura, Yoshifumi and Bowman, Doug A. (2004): Beyond Wand and Glove Based Interaction. In: IEEE Virtual Reality Conference 2004 VR 2004 27-31 March, 2004, Chicago, IL, USA. p. 268.

 
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Ichida, Hiroyasu, Itoh, Yuichi, Kitamura, Yoshifumi and Kishino, Fumio (2004): Interactive Retrieval of 3D Virtual Shapes using Physical Objects. In: IEEE Virtual Reality Conference 2004 VR 2004 27-31 March, 2004, Chicago, IL, USA. pp. 231-232.

2003
 
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Kitamura, Yoshifumi, Yamaguchi, Yoshihisa, Hiroshi, Imamizu, Kishino, Fumio and Kawato, Mitsuo (2003): Things happening in the brain while humans learn to use new tools. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 417-424.

 
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Fukatsu, Shinji, Kitamura, Yoshifumi and Kishino, Fumio (2003): Manipulation of Viewpoints in 3D Environment Using Interlocked Motion of Coordinate Pairs. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 327.

 
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Onishi, Katsuhiko, Hasuike, Shoichi, Kitamura, Yoshifumi and Kishino, Fumio (2003): Interactive modeling of trees by using growth simulation. In: VRST 2003 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology October 1-3, 2003, Osaka, Japan. pp. 66-72.

2002
 
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Sharlin, Ehud, Itoh, Yuichi, Watson, Benjamin, Kitamura, Yoshifumi, Sutphen, Steve and Liu, Lili (2002): Cognitive cubes: a tangible user interface for cognitive assessment. In: Terveen, Loren (ed.) Proceedings of the ACM CHI 2002 Conference on Human Factors in Computing Systems Conference April 20-25, 2002, Minneapolis, Minnesota. pp. 347-354.

 
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Kitamura, Yoshifumi, Ogata, Susumu and Kishino, Fumio (2002): A manipulation environment of virtual and real objects using a magnetic metaphor. In: Shi, Jiaoying, Hodges, Larry F., Sun, Hanqiu and Peng, Qunsheng (eds.) VRST 2002- Proceedings of the ACM Symposium on Virtual Reality Software and Technology November 11-13, 2002, Hong Kong, China. pp. 201-207.

2001
 
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Kitamura, Yoshifumi, Higashi, Tomohiko, Iida, Takayuki and Kishino, Fumio (2001): Interactive Computer Animation of Hand Gestures using Status Estimation with Multiple Regression Analysis. In Comput. Graph. Forum, 20 (3) .

1999
 
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Kitamura, Yoshifumi, Higashi, Tomohiko, Masaki, Toshihiro and Kishino, Fumio (1999): Virtual Chopsticks: Object Manipulation using Multiple Exact Interactions. In: VR 1999 1999. pp. 198-204.

1998
 
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Kitamura, Yoshifumi, Smith, Andrew, Takemura, Haruo and Kishino, Fumio (1998): A Real-Time Algorithm for Accurate Collision Detection for Deformable Polyhedral Objects. In Presence: Teleoperators and Virtual Environments, 7 (1) pp. 36-52.

 
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Kitamura, Yoshifumi, Yee, Amy and Kishino, Fumio (1998): A Sophisticated Manipulation Aid in a Virtual Environment using Dynamic Constraints among Object Faces. In Presence: Teleoperators and Virtual Environments, 7 (5) pp. 460-477.

 
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Fukatsu, Shinji, Kitamura, Yoshifumi, Masaki, Toshihiro and Kishino, Fumio (1998): Intuitive control of "bird's eye" overview images for navigation in an enormous virtual environment. In: VRST 1998 1998. pp. 67-76.

1997
 
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Kitamura, Yoshifumi and Kishino, Fumio (1997): Consolidated manipulation of virtual and real objects. In: VRST 1997 1997. pp. 133-138.

1993
 
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Chanezon, Alain, Takemura, Haruo, Kitamura, Yoshifumi and Kishino, Fumio (1993): A Study of an Operator Assistant for Virtual Space. In: VR 1993 1993. pp. 492-498.

 
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Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/yoshifumi_kitamura.html

Publication statistics

Pub. period:1993-2012
Pub. count:48
Number of co-authors:101



Co-authors

Number of publications with 3 favourite co-authors:

Fumio Kishino:33
Yuichi Itoh:14
Kazuki Takashima:7

 

 

Productive colleagues

Yoshifumi Kitamura's 3 most productive colleagues in number of publications:

Karin Coninx:134
Carl Gutwin:116
Mel Slater:85
 
 
 
Jul 11

Creative without strategy is called ‘art‘. Creative with strategy is called ‘advertising‘

-- Jef I. Richards

 
 

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

Kumar and Herger 2013: Gamification at Work: Designing Engaging Business Software...
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Whitworth and Ahmad 2013: The Social Design of Technical Systems: Building technologies for communities...
by Brian Whitworth and Adnan Ahmad

 
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Soegaard and Dam 2013: The Encyclopedia of Human-Computer Interaction, 2nd Ed....
by Mads Soegaard and Rikke Friis Dam

 
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