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Committee Date Time Place Paper Title / Authors Abstract Paper #
NC, MBE
(Joint)
2023-03-15
14:50
Tokyo The Univ. of Electro-Communications
(Primary: On-site, Secondary: Online)
Differences in Prefrontal Cortex Activation by Video Game Proficiency
Takashi Oyama, Fumiya Chiba, Teruaki Ito (Okayama Prefectural Univ.) NC2022-117
The activation of the prefrontal cortex during rhythm action game was analyzed by using NIRS. Participants were classifi... [more] NC2022-117
pp.135-138
HCS 2021-01-23
15:00
Online Online Basic study of sound design for acoustic cursor on a video game for visually impaired
Zhaohong Deng, Shunichi Yonemura (SIT) HCS2020-55
In the action games for visually impaired, it is necessary for players to recognize game objects by sound. In the previo... [more] HCS2020-55
pp.17-22
WIT, HI-SIGACI 2016-12-14
16:35
Tokyo AIST Tokyo Waterfront The sound interface supporting moving operation of action game for visually impaired people
Atsushi Kondo, Shunichi Yonemura (SIT) WIT2016-53
In this study, in order to enable bisually impaired people to play action games, we establish design guideline of sound ... [more] WIT2016-53
pp.45-50
WIT, SP, ASJ-H, PRMU 2015-06-19
15:15
Niigata   The sound interface supporting movement operation of the electronic game for visually impaired people
Atsushi Kondo, Shunichi Yonemura (SIT) PRMU2015-60 SP2015-29 WIT2015-29
The spread of computers has made games enable to be played easily, but visually impaired people could not play much of t... [more] PRMU2015-60 SP2015-29 WIT2015-29
pp.163-168
WIT 2014-12-11
10:30
Tokyo AIST Tokyo Waterfront Analysis of direction perception in the sound interface of the electronic game for visually impaired people
Atsushi Kondo, Shunichi Yonemura (Shibaura Inst. of Tech.) WIT2014-56
The growth of the internet has made games enable to be played easily, but visually impaired people could not play much o... [more] WIT2014-56
pp.17-21
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