Michinari Kono

Orcid: 0000-0002-9689-0970

According to our database1, Michinari Kono authored at least 19 papers between 2012 and 2022.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2022
Is it Fun?: Understanding Enjoyment in Non-Game HCI Research.
CoRR, 2022

VCPoser: Interactive Pose Generation of Virtual Characters Corresponding to Human Pose Input.
Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology, 2022

2021
Playful Engagement for Public Spaces: A Case Study on a Mall Escalator.
Proc. ACM Hum. Comput. Interact., 2021

2020
Pre-Eating Play: Fabrication Experiences for Playful Human-Food Interaction.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

2019
Post-Data Augmentation to Improve Deep Pose Estimation of Extreme and Wild Motions.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

wavEMS: Improving Signal Variation Freedom of Electrical Muscle Stimulation.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Deep dive: deep-neural-network-based video extension for immersive head-mounted display experiences.
Proceedings of the 8th ACM International Symposium on Pervasive Displays, PerDis 2019, 2019

SottoVoce: An Ultrasound Imaging-Based Silent Speech Interaction Using Deep Neural Networks.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Fibritary: Rotary Jet-Spinning for Personal Fiber Fabrication.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Providing an Experimental Platform for Interfaces that Apply Electricity to the Human Body.
PhD thesis, 2018

Design Guideline for Developing Safe Systems that Apply Electricity to the Human Body.
ACM Trans. Comput. Hum. Interact., 2018

In-pulse: inducing fear and pain in virtual experiences.
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, 2018

Using deep-neural-network to extend videos for head-mounted display experiences.
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, 2018

Flufy: Recyclable and Edible Rapid Prototyping using Fluffed Sugar.
Proceedings of the 23rd International Conference on Intelligent User Interfaces Companion, 2018

Design and Study of a Multi-Channel Electrical Muscle Stimulation Toolkit for Human Augmentation.
Proceedings of the 9th Augmented Human International Conference, 2018

2017
JackIn Airsoft: localization and view sharing for strategic sports.
Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, 2017

Intentiō: power distribution through a potentialized human body.
Proceedings of the 8th Augmented Human International Conference, 2017

2014
lapillus bug: creature-like behaving particles based on interactive mid-air acoustic manipulation.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014

2012
tamable looper: creature-like expressions and interactions by movement and deformation of clusters of sphere magnets.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2012


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