Kazunori Sugiura

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—For higher streaming quality, a data sender adjusts the data transmission rate according to the network condition between the sender and receiver. The sender and the receiver exchange information about the network condition to decide the appropriate transmission rate. However, monitoring each data flow in real time is difficult, and controlling the sender(More)
The traditional models of content delivery and creation as well as the roles of content producer and content consumer are being challenged in an environment of increasing user generated content. While the amount of user generated content is growing, there is an imbalance with respect to its quality and variety. In this paper, we discuss our research into(More)
We introduce a study investigating the impact of high frame rate videos on viewer's eye blink frequency. A series of videos with varying combinations of motion complexities and frame rates were shown to participants, while their eye blinks were counted with J!NS MEME (smart eye wear). Lower frame rates and lower motion complexity caused higher blink(More)
We present a novel technique of implementing customized hardware that uses eye gaze focus depth as an input modality for virtual reality applications. By utilizing eye tracking technology, our system can detect the point in depth the viewer focusses on, and therefore promises more natural responses of the eye to stimuli, which will help overcoming VR(More)
We propose a unique system that allows real-time adaption of video settings to a viewer's physical state. A custom made program toggles between videos according to the average eye blink frequency of each viewer. The physical data is harnessed with J!NS MEME smart glasses that utilize electrooculography (EOG). To the best of our belief, this is the first(More)
UPDATED---31 October 2015. This paper discusses an educational game for kindergarten children to encourage collaboration between them. A game (Tata N Taro Adventure) was designed for children from 4 to 6 years old to encourage collaborations between children in remote and local environments. For this purpose, two classrooms are connected via the Internet.(More)