Koji Yatani

I am a Ph.D. candidate working with Prof. Khai N. Truong at Dynamic Graphics Project, University of Toronto. My research interests include Human-Computer Interaction (HCI) and ubiquitous computing, mainly developing novel user interaction techniques for various devices and user contexts. More specifically, I am interested in
  • developing interaction techniques for mobile devices;
  • understanding user practices and uncovering problems in difficult interaction contexts;
  • building systems and tools to support user tasks in difficult interaction contexts; and
  • developing novel hardware to support user interactions in mobile/ubiquitous computing environments.
  Contact
Office: Bahen Center, 40 St. George St. Rm. 5170, Toronto, Ontario, M5S 2E4, CANADA
e-mail: [my_first_name]@dgp.toronto.edu

Research / Publication / Video / CV / Professional Activities / Photos / My Favorite News

Myself
We won the 2nd prize at UIST Student Competition!
Frank, Alyssa, Leila, and I won the 2nd prize of "most useful interfaces" on the Microsoft pressure-based keyboard at UIST Student Competition. Check our Rollotext interface on the UIST conference page and youtube.
The most hilarious name tag I have ever had
This is a real name tag I got when I visited Microsoft Research Center in Silicon Valley. I didn't notice that I am "wild" until I got this.
My flag
I made this here. Try out your flag too!
My flickr collection
Enjoy my photos taken in various places. For more photos, please go here.


Research    
SemFeel: A User Interface with Semantic Tactile Feedback for Mobile Touch-screen Devices 2008 - 2009
SemFeel is a tactile feedback system which informs the user about the presence of an object where she touches on the screen and can offer additional semantic information about that item. Through multiple vibration motors that we attached to the back side of a mobile touch-screen device, SemFeel can generate different patterns of vibration, such as ones that flow from right to left or from top to bottom, to help the user interact a mobile device.
 
 
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Understanding How and Why Open Source Contributors Use Diagrams in the Development of Ubuntu 2008
We investigate how and why Ubuntu contributors use diagrams in their work. Our study shows that diagrams are not actively used in many scenarios where they commonly would in co-located software development. We found differences in the use and practices of diagramming, their possible reasons, and developed design considerations for potential systems aimed at better supporting diagram use in OSS development.
 
 
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Escape: A Target Selection Technique Using Visually-cued Gestures 2007
Many mobile devices have touch-sensitive screens that people interact with using fingers or thumbs. However, such interaction is difficult because targets become occluded, and because fingers and thumbs have low input resolution. Recent research has addressed occlusion through visual techniques. However, the poor resolution of finger and thumb selection still limits selection speed. We address the selection speed problem through a new target selection technique called Escape. In Escape, targets are selected by gestures cued by icon position and appearance.
 
 
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An Evaluation of Stylus-based Text Entry Methods on Handheld Devices in Stationary and Mobile Scenarios 2006 - 2007
Although text entry in a mobile device has been heavily explored, most of the existing techniques have been studied only in a stationary scenario. Furthermore, we observed that the thumb of the non-dominant hand is available for the secondary input while a user is holding a device. Based on this observation, we designed a two-handed software keyboard with the stylus and the thumb. We compared four different stylus-based text entry techniques, including ours, in one stationary scenario and two mobile scenarios.
 
 
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ARHunter: A Computer-enhanced Whack-A-Mole Game Environment 2005
ARHunter is a computer-enhanced multi-player whack-a-mole game. It realizes an immersive entertainment environment combined with gestural input and location recognition technologies, which aims at increasing the level of players' engagement and excitement.
 
 
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Toss-It: Intuitive Information Transfer Techniques for Mobile Devices 2003 - 2005
Toss-It provides intuitive information transfer techniques for mobile devices, by fully utilizing their mobility. With Toss-It, a user can send information from the user's PDA to other electronic devices with a “toss” or “swing” action, as the user would toss a ball or deals cards to others.
 
 
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Musex: A Collaborative Learning Tool in a Museum 2002 - 2003
Musex supports children in learning and exploring collaboratively in a museum with PDAs (Personal Digital Assistant). Musex provides quizzes about exhibitions that are less interactive, such as explanatory panels and VTRs. Then, children pay their attention to these exhibitions natually. Through using Musex, children interact with exhibitions more actively and solve quizzes collaboratively.
 
 
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Pi_book: Enhancing Children's Learning Experience in a Museum 2002 - 2003
Pi_book provides scaffolding contents about exhibitions in a museum with PDAs. Scaffolding contents in PDAs are interactive in order to attract children's attention to exhibitions and PDAs. Children can learn difficult scientific phenomina through interacting exhibitions and PDAs.
 
 
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Professional Activities

Reviewer (Journal) IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences, IEICE Transactions on Information and Systems
Reviewer (Conference) 3DUI (2009), CHI (2008 -- 2010), CSCW (2010), Internet of Things Conference (2008), IUI (2010), MobileHCI (2008, 2009), Pervasive (2010), TableTop (2008), Ubicomp (2009), UIST (2008, 2009)