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Homei Miyashita

Publications and source records attributed to Homei Miyashita.

6 recordsLinked to original sources

Blur Effects on User Performance in Target-Pointing Tasks

In projectors and head-mounted displays, an out-of-focus image appears blurred. Even when a display itself is in focus, computer operation may be hindered if the display is far from the user or if a user has poor visual acuity, because the user cannot see the screen clearly. In this study, we conducted an experiment in which participants performed a pointing task under blurred display conditions and investigated the relationship between blur strength and user performance. The results showed that movement time and error rate increased as blur became stronger, and that the effect of blur on movement time was larger when targets were smaller. We further showed that movement time can be estimated with high accuracy by a model that improves on Fitts' law. In a follow-up experiment to examine the applicability of this model, we adjusted target size for each participant and showed that the effect of blur level on movement time could be reduced. These findings suggest potential use in tools that adapt user interfaces to users' visual acuity.

cs.HC↗

Skewed Dual Normal Distribution Model: Predicting Touch Pointing Success Rates for Targets Near Screen Edges and Corners

Typical success-rate prediction models for tapping exclude targets near screen edges. However, design constraints often force such placements, and in scrollable user interfaces, any element can move close to the screen edges. In this work, we model how target-edge distance affects touch pointing accuracy. We propose the Skewed Dual Normal Distribution Model, which assumes the tap-coordinate distribution is skewed by a nearby edge. The results showed that as targets approached the edge, the distribution's peak shifted toward the edge, and its tail extended away. In contrast to prior reports, the success rate improved when the target touched the edge, suggesting a strategy of ``tapping the target together with the edge.'' Our model predicts success rates across a wide range of conditions, including edge-adjacent targets. Through three experiments of horizontal, vertical, and 2D pointing, we demonstrated the generalizability and utility of our proposed model.

cs.HC↗

Skewed Dual Normal Distribution Model: Predicting 1D Touch Pointing Success Rate for Targets Near Screen Edges

Typical success-rate prediction models for tapping exclude targets near screen edges; however, design constraints often force such placements. Additionally, in scrollable UIs any element can move close to an edge. In this work, we model how target--edge distance affects 1D touch pointing accuracy. We propose the Skewed Dual Normal Distribution Model, which assumes the tap coordinate distribution is skewed by a nearby edge. The results of two smartphone experiments showed that, as targets approached the edge, the distribution's peak shifted toward the edge and its tail extended away. In contrast to prior reports, the success rate improved when the target touched the edge, suggesting a strategy of ``tapping the target together with the edge.'' By accounting for skew, our model predicts success rates across a wide range of conditions, including edge-adjacent targets, thus extending coverage to the whole screen and informing UI design support tools.

cs.HC↗

A Tool for Estimating Success Rates of Raycasting-Based Object Selection in Virtual Reality

As XR devices become widespread, 3D interaction has become commonplace, and UI developers are increasingly required to consider usability to deliver better user experiences. The HCI community has long studied target-pointing performance, and research on 3D environments has progressed substantially. However, for practitioners to directly leverage research findings in UI improvements, practical tools are needed. To bridge this gap between research and development in VR systems, we propose a system that estimates object selection success rates within a development tool (Unity). In this paper, we validate the underlying theory, describe the tool's functions, and report feedback from VR developers who tried the tool to assess its usefulness.

cs.HC↗

SynapticRAG: Enhancing Temporal Memory Retrieval in Large Language Models through Synaptic Mechanisms

Existing retrieval methods in Large Language Models show degradation in accuracy when handling temporally distributed conversations, primarily due to their reliance on simple similarity-based retrieval. Unlike existing memory retrieval methods that rely solely on semantic similarity, we propose SynapticRAG, which uniquely combines temporal association triggers with biologically-inspired synaptic propagation mechanisms. Our approach uses temporal association triggers and synaptic-like stimulus propagation to identify relevant dialogue histories. A dynamic leaky integrate-and-fire mechanism then selects the most contextually appropriate memories. Experiments on four datasets of English, Chinese and Japanese show that compared to state-of-the-art memory retrieval methods, SynapticRAG achieves consistent improvements across multiple metrics up to 14.66% points. This work bridges the gap between cognitive science and language model development, providing a new framework for memory management in conversational systems.

cs.CL↗

"My agent understands me better": Integrating Dynamic Human-like Memory Recall and Consolidation in LLM-Based Agents

In this study, we propose a novel human-like memory architecture designed for enhancing the cognitive abilities of large language model based dialogue agents. Our proposed architecture enables agents to autonomously recall memories necessary for response generation, effectively addressing a limitation in the temporal cognition of LLMs. We adopt the human memory cue recall as a trigger for accurate and efficient memory recall. Moreover, we developed a mathematical model that dynamically quantifies memory consolidation, considering factors such as contextual relevance, elapsed time, and recall frequency. The agent stores memories retrieved from the user's interaction history in a database that encapsulates each memory's content and temporal context. Thus, this strategic storage allows agents to recall specific memories and understand their significance to the user in a temporal context, similar to how humans recognize and recall past experiences.

cs.HC↗