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List of explanations

Gamification / Interaction

Gamification / Interaction

Gamification / Interaction

Examples of research themes

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Examples of research themes

Research Achievements (Excerpts)

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Research Achievements (Excerpts)

Gamification / Interaction

List of explanations

Gamification is a technique for inducing human behavior by incorporating game elements into everyday life. Interaction is the interaction between humans and computers. When a computer recognizes the real-world environment through behavioral and image recognition and takes some interesting action in response, it can lead to improved human behavior and play. In our laboratory, we are developing a variety of gamification and interaction techniques, including the application of behavioral recognition research to interaction, the development of interactive keyboards, and learning support using VR-HMDs.

Examples of research themes

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Research Achievements (Excerpts)

Research Achievements (Excerpts)

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Research Achievements (Excerpts)

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

List of explanations

List of explanations

Gamification / Interaction

Gamification / Interaction

Examples of research themes

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Examples of research themes

Research Achievements (Excerpts)

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Research Achievements (Excerpts)

Gamification / Interaction

List of explanations

Gamification is a technique for inducing human behavior by incorporating game elements into everyday life. Interaction is the interaction between humans and computers. When a computer recognizes the real-world environment through behavioral and image recognition and takes some interesting action in response, it can lead to improved human behavior and play. In our laboratory, we are developing a variety of gamification and interaction techniques, including the application of behavioral recognition research to interaction, the development of interactive keyboards, and learning support using VR-HMDs.

Examples of research themes

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Research Achievements (Excerpts)

Research Achievements (Excerpts)

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Research Achievements (Excerpts)

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

List of explanations

List of explanations

Gamification / Interaction

Gamification / Interaction

Examples of research themes

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Examples of research themes

Research Achievements (Excerpts)

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Research Achievements (Excerpts)

Gamification / Interaction

List of explanations

Gamification is a technique for inducing human behavior by incorporating game elements into everyday life. Interaction is the interaction between humans and computers. When a computer recognizes the real-world environment through behavioral and image recognition and takes some interesting action in response, it can lead to improved human behavior and play. In our laboratory, we are developing a variety of gamification and interaction techniques, including the application of behavioral recognition research to interaction, the development of interactive keyboards, and learning support using VR-HMDs.

Examples of research themes

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Research Achievements (Excerpts)

Research Achievements (Excerpts)

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Research Achievements (Excerpts)

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

List of explanations

List of explanations

Gamification / Interaction

Gamification / Interaction

Examples of research themes

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Examples of research themes

Research Achievements (Excerpts)

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Research Achievements (Excerpts)

Gamification / Interaction

List of explanations

Gamification is a technique for inducing human behavior by incorporating game elements into everyday life. Interaction is the interaction between humans and computers. When a computer recognizes the real-world environment through behavioral and image recognition and takes some interesting action in response, it can lead to improved human behavior and play. In our laboratory, we are developing a variety of gamification and interaction techniques, including the application of behavioral recognition research to interaction, the development of interactive keyboards, and learning support using VR-HMDs.

Examples of research themes

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Research Achievements (Excerpts)

Research Achievements (Excerpts)

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Research Achievements (Excerpts)

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

List of explanations

List of explanations

Real-time comment scroll system

Knowledge-transfer type lectures often lack high interactivity, likely due to students' psychological barriers to asking questions. To lower this barrier, we developed a real-time comment scroll system (Nico Nico Douga-style comment system) and are implementing it in university lectures.

NINJA Keyboard

Practicing without looking at the keyboard is important for mastering touch typing, but many people develop a habit of looking down when unsure. To address this, we developed the NINJA Keyboard, which uses gaze detection and projection mapping to make key markings appear only when the user looks at them, otherwise remaining unmarked.

Smartphone addiction

We are developing a support system for self-managing smartphone dependency. The TIMER LOCK series, which locks smartphones for a set period, has exceeded 50,000 downloads in total. We are currently developing the latest version of the application.

Gamification / Interaction

Gamification / Interaction

Gamification / Interaction

Examples of research themes

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Examples of research themes

Research Achievements (Excerpts)

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Research Achievements (Excerpts)

Gamification / Interaction

List of explanations

Gamification is a technique for inducing human behavior by incorporating game elements into everyday life. Interaction is the interaction between humans and computers. When a computer recognizes the real-world environment through behavioral and image recognition and takes some interesting action in response, it can lead to improved human behavior and play. In our laboratory, we are developing a variety of gamification and interaction techniques, including the application of behavioral recognition research to interaction, the development of interactive keyboards, and learning support using VR-HMDs.

Examples of research themes

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Typing practice support using projection mapping, estimation of user preferences from brain waves, application to help improve smartphone addiction, etc.

Research Achievements (Excerpts)

Research Achievements (Excerpts)

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Research Achievements (Excerpts)

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

Application of gamification and quantitative evaluation of smartphone addiction improvement support app, IPSJ Journal of Education and Computers, 2019.
Interaction to support the learning of typing for beginners on physical keyboard by projection mapping, ICIT 2019, Shanghai, China, 2019.
Real-time comment scrolling system towards interactive class", IEEE ICEED 2019, Ishikawa, Japan, 2019.

List of explanations

List of explanations

Real-time comment scroll system

Knowledge-transfer type lectures often lack high interactivity, likely due to students' psychological barriers to asking questions. To lower this barrier, we developed a real-time comment scroll system (Nico Nico Douga-style comment system) and are implementing it in university lectures.

NINJA Keyboard

Practicing without looking at the keyboard is important for mastering touch typing, but many people develop a habit of looking down when unsure. To address this, we developed the NINJA Keyboard, which uses gaze detection and projection mapping to make key markings appear only when the user looks at them, otherwise remaining unmarked.

Smartphone addiction

We are developing a support system for self-managing smartphone dependency. The TIMER LOCK series, which locks smartphones for a set period, has exceeded 50,000 downloads in total. We are currently developing the latest version of the application.

Real-time comment scroll system

Knowledge-transfer type lectures often lack high interactivity, likely due to students' psychological barriers to asking questions. To lower this barrier, we developed a real-time comment scroll system (Nico Nico Douga-style comment system) and are implementing it in university lectures.

NINJA Keyboard

Practicing without looking at the keyboard is important for mastering touch typing, but many people develop a habit of looking down when unsure. To address this, we developed the NINJA Keyboard, which uses gaze detection and projection mapping to make key markings appear only when the user looks at them, otherwise remaining unmarked.

Smartphone addiction

We are developing a support system for self-managing smartphone dependency. The TIMER LOCK series, which locks smartphones for a set period, has exceeded 50,000 downloads in total. We are currently developing the latest version of the application.

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