Demo Data from VLDB 2026 / reviewers in the wild / expert
Ken Arai
dblp:278/6687
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0005-4165-6000ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
1 paper |
Human-robot interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 1 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction
motion retargeting |
0.2 | 1 | 2024 | Embodied Tentacle: Mapping Design to Control of Non-Analogous Body Parts with the Human Body · CHI 2024 |
Methods — techniques the papers use, named apart from their topics
user study · 1.5subjective evaluation · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Embodied Tentacle: Mapping Design to Control of Non-Analogous Body Parts with the Human BodyabstractManipulating a non-humanoid body using a mapping approach that translates human body activity into different structural movements enables users to perform tasks that are difficult with their innate bodies. However, a key challenge is how to design an effective mapping to control non-analogous body parts with the human body. To address this challenge, we designed an articulated virtual arm and investigated the effect of mapping methods on a user’s manipulation experience. Specifically, we developed an unbranched 12-joint virtual arm with an octopus-like appearance. Using this arm, we conducted a user study to compare the effects of several mapping methods with different arrangements on task performance and subjective evaluations of embodiment and user preference. As a result, we identified three important factors in mapping: “Visual and Configurational Similarity”, “Kinematics Suitability for the User”, and “Correspondence with Everyday Actions.” Based on these findings, we discuss a mapping design for non-humanoid body manipulation. Shuto Takashita, Ken Arai, Hiroto Saito, Michiteru Kitazaki, Masahiko Inami |
CHI | 2 |