The search functionality is under construction.

Author Search Result

[Author] Noritaka OSAWA(6hit)

1-6hit
  • Jigsaw-Puzzle-Like 3D Glyphs for Visualization of Grammatical Constraints

    Noritaka OSAWA  

     
    PAPER-Computer Graphics

      Vol:
    E91-D No:6
      Page(s):
    1804-1812

    Three-dimensional visualization using jigsaw-puzzle-like glyphs, or shapes, is proposed as a means of representing grammatical constraints in programming. The proposed visualization uses 3D glyphs such as convex, concave, and wireframe shapes. A semantic constraint, such as a type constraint in an assignment, is represented by an inclusive match between 3D glyphs. An application of the proposed visualization method to a subset of the Java programming language is demonstrated. An experimental evaluation showed that the 3D glyphs are easier to learn and enable users to more quickly understand their relationships than 2D glyphs and 1D symbol sequences.

  • Enhanced Hand Manipulation Methods for Efficient and Precise Positioning and Release of Virtual Objects

    Noritaka OSAWA  

     
    PAPER-Multimedia Pattern Processing

      Vol:
    E91-D No:10
      Page(s):
    2503-2513

    Automatic adjustment methods for efficient, precise positioning and release of a virtual 3D object by direct hand manipulation in an immersive virtual reality environment are described and evaluated. The proposed methods are release adjustment, position adjustment, viewpoint adjustment, and virtual hand size adjustment. Combining these methods enables users to manipulate a virtual object efficiently and precisely. An experimental evaluation showed that these methods were effective and useful in terms of the number of task completions and the subjective preference, particularly for a small virtual target.

  • An Efficient, Programmable and Interchangeable Code System: EPICS

    Noritaka OSAWA  Toshitsugu YUBA  

     
    PAPER-Software Systems

      Vol:
    E83-D No:4
      Page(s):
    797-806

    This paper proposes and evaluates a character or symbol code system called EPICS for multilingual information processing. EPICS integrates a variable-length coding system using 16-bit units and a smart virtual machine. EPICS enhances the interchangeability of data. The variable-length coding system provides a huge code space. This huge space can include not only standardized code sets but also non-standardized codes of ancient symbols and user-specific symbols. The smart virtual machine executes inputs as instructions and is dynamically customizable. It allows us to define and modify instructions during runtime and provides us with customization facilities. Customization facilities can be used to specify a sorting order and normalization. Customization also makes it possible for an information producer (sender) to express his intentions or annotations in data and for an information consumer (receiver) to process the data depending on his needs. Moreover, customization enables one to send compressed data and decompression program fragments incrementally and efficiently without predefined decompression algorithms.

  • Virtual 3D Gearbox Widget Technique for Precise Adjustment by Hand Motion in Immersive VR

    Noritaka OSAWA  Xiangshi REN  

     
    PAPER-Multimedia Pattern Processing

      Vol:
    E87-D No:10
      Page(s):
    2408-2414

    Direct manipulation by hand is an intuitive and simple way of positioning objects in an immersive virtual environment. However, this technique is not suitable for making precise adjustments to virtual objects in an immersive environment because it is difficult to hold a hand unsupported in midair and to then release an object at a fixed point. We therefore propose an alternative technique using a virtual 3D gearbox widget that we have designed, which enables users to adjust values precisely. We tested the technique in a usability study along with the use of hand manipulation and a slider. The results showed that the gearbox was the best of the three techniques for precise adjustment of small targets, in terms of both performance data and subject preference.

  • Visualization of Inheritance Relationships Using Glyphs

    Noritaka OSAWA  

     
    PAPER-Computer Graphics

      Vol:
    E85-D No:1
      Page(s):
    275-282

    This paper describes glyph representation, that is, shape representation of inheritance relationships between a superclass and subclasses in an object-oriented programming language. The inheritance relationships in object-oriented programming languages are usually represented in a visual programming environment by a diagram of a tree graph or a nested structure. That diagram is not integrated with a code view showing control and data flows. Using the proposed representation, one can understand the inheritance relationships of classes and the assignment compatibility or type conformance just by seeing the glyphs. One thus does not need to look at a hierarchy diagram in order to recognize them. The inheritance relationships are represented by inclusion relationships of glyphs. Methods for generating suitable glyphs from a class hierarchy are also described, as is a prototype system for glyph generation. Experiments using the Java 2 Standard Edition (J2SE), which has more than 1,500 classes, show that one can recognize inheritance relationships in the proposed representation faster than in the usual textual representation. Consequently the proposed representation can facilitate the understanding of inheritance in visual object-oriented programming environments.

  • An Evaluation on Two-Handed and One-Handed Control Methods for Positioning Object in Immersive Virtual Environments

    Noritaka OSAWA  Kikuo ASAI  

     
    PAPER-Human-computer Interaction

      Pubricized:
    2015/03/20
      Vol:
    E98-D No:7
      Page(s):
    1316-1324

    A two-handed distance control method is proposed for precisely and efficiently manipulating a virtual 3D object by hand in an immersive virtual reality environment. The proposed method enhances direct manipulation by hand and is used to precisely control and efficiently adjust the position of an object and the viewpoint using the distance between the two hands. The two-handed method is evaluated and compared with the previously proposed one-handed speed control method, which adjusts the position of an object in accordance with the speed of one hand. The results from experimental evaluation show that two-handed methods, which make position and viewpoint adjustments, are the best among six combinations of control and adjustment methods.