Arturo Nakasone

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We motivate an approach to evaluating the utility of life-like interface agents that is based on human eye movements rather than questionnaires. An eye tracker is employed to obtain quantitative evidence of a user's focus of attention. The salient feature of our evaluation strategy is that it allows us to measure important properties of a user's interaction(More)
Physiologically interactive (or affective) gaming refers to research on the evocation and detection of emotion during game play [21]. In this paper, we first describe the two building blocks of our approach to affective gaming. The building blocks correspond to two independently conducted research strands on affective human–computer interaction: one on an(More)
Developed in the Second Life 3D online multiuser environment, AstroSim (astrophysics simulation) provides synchronous collaborative visualization for astronomers. Users can play, halt, and rewind simulations and annotate stars interactively to track individual stars and gain a better understanding of stellar dynamics and astrophysics phenomena. This article(More)
Most storytelling model approaches consider stories formed by sequences of a particular type of event. These sequences are mostly constructed using the inherent temporal characteristic of each linked event and this limitation makes it difficult to adapt the models to other kinds of events. In order to develop a more generic model to create storytelling(More)
The aim of this paper is two-fold. First, it describes a scripting language for specifying communicative behavior and interaction of computer-controlled agents ("bots”) in the popular three-dimensional (3D) multiuser online world of "Second Life” and the emerging "OpenSimulator” project. While tools for designing avatars and in-world(More)
In this paper, we describe a framework for synchronous collaborative visualization and remote control in the agricultural domain. The framework builds on “Second Life” (SL), a popular networked online 3D virtual world, where users are represented as avatars (graphical self-representations). Co-presence in SL takes the form of instant (real-time) two-way(More)
In this paper, we present the results of a systematic review involving the use of usability techniques in software developments where agile methodologies were used. The search strategy identified 307 studies, where only 32 were finally selected for the review. We found that complementary techniques are the most frequent techniques used with agile(More)
While objects of our focus of attention (“where we are looking at”) and accompanying affective responses to those objects is part of our daily experience, little research exists on investigating the relation between attention and positive affective evaluation. The purpose of our research is to process users’ emotion and attention in real-time, with the goal(More)