Learn More
Economic incentives are a powerful way of shaping consumer behavior towards more commercially efficient and environmentally sustainable patterns. In this paper, we explore the idea of combining pervasive computing techniques with electronic payment systems to create activity-based micro-incentives. Users who consume additional resources by e.g., occupying(More)
This paper describes a context information acquisition framework for a personal device that equips a variety of sensors. The framework captures context information about a user and his/her surrounding environment; and the information is used to adapt the behavior of applications running on the personal device. Our framework adopts the blackboard(More)
While pervasive technologies explore new gaming styles, traditional games, such as cards and tabletop games are still appealing and have various irreplaceable flavors. We point out that tangible game objects and spatial interactions amplify emotional impacts in gaming; and the advantage cannot be reproduced in completely digitalized games. Thus we propose(More)
In this paper, we propose a reality-oriented augmentation approach to support training activities. The approach aims at adding new value and playful features to traditional training environments with keeping their original look-and-feel. For example, a game monitoring service enables to automatically record game events so that players can review a gaming(More)
The augmented reality (AR)-based learning support has several advantages over virtual reality or PC applications. AR enables to maintain the physical interaction that an activity originally offers, thus the skills and knowledge acquired in an augmented learning process can be intuitively applied to practice use. Whereas lots of AR-based self-learning(More)
Context-awareness is one of the exciting research topics in a ubiquitous computing environment, which is expected to create some new business and/or services by using sensors and actuators. Especially, context information from cyber space allows a system to extend its information space both temporalily and spatially. However, many applications do not regard(More)
In this paper we propose a novel approach to persuasive technology, based on children-parent interaction, to be implemented in a smart pad ludic application; to contribute to the natural resource consumption problem, not only by raising awareness, but by encouraging informed decisions on their use. We conducted a survey to see which natural resources are(More)
Implementing an electronic payment system involves striking a balance between usability and security. Systems that allow payments to be completed with little effort on the part of the consumer, such as smart cards, carry a higher probability of incorrect payments. Systems that eliminate the possibility of incorrect payments by requiring explicit approval(More)
In the future, every material will contain a computer and become smart. We call these materials sentient materials. Sentient materials can detect their state, and enable an application to change their behaviors according to its surrounding environments in a context-aware way. However, there are many difficulties about building a sentient material, which is(More)
vices to provide seamless user experience in diversified situations. However, while many research activities have addressed the im- portance of adaptation, proposed scenarios have mainly focused on user's stationary situations and not on continuously moving state. In this paper, we scoped the user interface adaptation for walking users and proposed an(More)