Demo Data from VLDB 2026 / reviewers in the wild / expert
Yuki Shimomura
dblp:307/7233
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0009-4425-8795ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 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.
| Computer graphics and multimedia
2 papers |
Rendering · 80% Virtual and augmented reality · 10% Visual content generation and editing · 9% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › material appearance
gloss perception |
1.0 | 1 | 2026 | Gloss Perception in VR at Long Viewing Distances: Effects of Binocular Highlight Intensity Asymmetry · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
material appearance |
1.0 | 1 | 2026 | Gloss Perception in VR at Long Viewing Distances: Effects of Binocular Highlight Intensity Asymmetry · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality › immersive display
head-mounted display |
0.3 | 1 | 2026 | Gloss Perception in VR at Long Viewing Distances: Effects of Binocular Highlight Intensity Asymmetry · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
physically based rendering |
0.3 | 1 | 2026 | Gloss Perception in VR at Long Viewing Distances: Effects of Binocular Highlight Intensity Asymmetry · IEEE Trans. Vis. Comput. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
dichoptic display · 1.7binocular rivalry · 1.7psychophysical experiment · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Gloss Perception in VR at Long Viewing Distances: Effects of Binocular Highlight Intensity AsymmetryabstractA prevailing assumption in Virtual Reality is that the perception of surface gloss attenuates with viewing distance due to the resolution limitations of head-mounted displays (HMDs). While prior work indicates that resolution loss can degrade cues such as highlight sharpness and binocular highlight consistency, the direct linkage between viewing distance and perceived gloss has not been systematically established in VR. This study systematically investigates this relationship, focusing on binocular highlight intensity asymmetry. Contrary to the common assumption, under physically based rendering, our results show no reliable decrease in perceived gloss with distance within the tested range, despite resolution limitations. Moreover, participants' gloss judgments appeared to be more strongly modulated by monocular cues (e.g., highlight luminance, contrast, and temporal information) than by the binocular asymmetry manipulation tested here under our tested conditions. Finally, we find that moderate departures from physically correct binocular highlight consistency did not, within a tested tolerance, undermine perceived realism. These findings provide a new basis for designing efficient rendering techniques that preserve gloss fidelity over distance in VR, suggesting that computational resources might be better allocated to preserving monocular cues. Juro Hosoi, Yuki Shimomura, Yuki Ban, Shin'ichi Warisawa |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Visual Presentation Method for Paranormal Phenomena Through Binocular Rivalry Induced by Dichoptic Color DifferencesabstractParanormal visual effects, such as spirits and miracles, are frequently depicted in visual games and media design. However, current methods do not express paranormal experiences as aspects of the sixth sense. We propose utilizing binocular rivalry to provide a new visual presentation method by displaying different images in each eye. In this study, we conducted two experiments. Experiment 1 assessed paranormal sensation, color perception controllability, and visual discomfort caused by mismatched colors in each eye in relation to color difference. Experiment 2 assessed our proposed visual presentation method in three application scenarios. The results indicate that our proposed method improves the visual experience of more realistic paranormal phenomena. Moreover, the sensation of paranormal activity, color perception controllability, and visual discomfort increase as the color difference between the colors displayed in the two eyes increases. Juro Hosoi, Yuki Shimomura, Yuki Ban, Shin'ichi Warisawa |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | Presenting Sense of Loud Vocalization Using Vibratory Stimuli to the Larynx and Auditory StimuliabstractIn recent years, technologies related to virtual reality (VR) have continued to advance. As a method to enhance the VR experience, we focused on loud vocalization. This is because we believe that loud vocalization can enable us to engage with the VR environment in a more interactive way. Also, as loud vocalization is an action that is thought to be closely related to stress reduction and a sense of exhilaration, the stress reduction through VR with loud vocalization is also expected. But loud vocalization itself has disadvantages for physical, mental, and social reasons. Then, we hypothesized that loud vocalization itself is not necessary for such benefits; but the sense of loud vocalization plays an important role. Therefore, we focused on a method of substituting experience by presenting sensory stimuli. In this paper, we proposed a way to present the sense of loud vocalization through vibratory stimuli to the larynx and auditory stimuli to users who are actually vocalizing quietly with the expectation for the sense of loud vocalization. Our user study showed that the proposed method can extend the sense of vocalization and realize pseudo-loud vocalization. In addition, it was also shown that the proposed method can cause a sense of exhilaration. By contrast, excessively strong vibratory stimuli spoil the sense of loud vocalization, and thus the intensity of the vibration should be appropriately determined. Yuki Shimomura, Yuki Ban, Shin'ichi Warisawa |
VRST | 1 |