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)
Technologies for Internet of Things (IoT) such as sensor, network and data processing are advancing rapidly. Thanks to the evolution, many potential applications have been developed in the fields of analysis and automation. In this paper, a platform was designed to connect sensor data with users daily life. As an application of it, AnyControl - a home(More)
Digital signage systems have found many interesting applications in the areas of advertising, entertainment and education. There are a variety of digital signage architectures in use. Through this paper we present Infoshare, a distributed and scalable multimedia signage system. Infoshare is based on the architecture of a collection of autonomous signage(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)
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)
Visualizing the Internet activities has been an interesting and challenging research issue. Many successful efforts were concentrated around visualizing a single aspect of the Internet. However such fixed application user interfaces cannot cope with visualizing the diversity of network information and ever changing nature of the Internet. We present(More)
In this paper we are proposing a new system for the production of VR stories that allow users seamless interaction with the content. Our system plays real life footage rather than animation allowing for interactive live-action experiences. The unaware empowered users take subliminal decisions by focusing their attention at predefined ROIs. The moment a(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)