Jun Kato 0001

dblp:31/5638-1 · DBLP profile ↗
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20ranked-venue papers
11as first author
7since 2021 · last 2025
0000-0003-4832-8024ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 17 · 10 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorSoftware engineering, systems software and programming languages · 1Databases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2025 Inter(sectional) Alia(s): Ambiguity in Voice Agent Identity via Intersectional Japanese Self-Referents
abstract
Conversational agents that mimic people have raised questions about the ethics of anthropomorphizing machines with human social identity cues. Critics have also questioned assumptions of identity neutrality in humanlike agents. Recent work has revealed that intersectional Japanese pronouns can elicit complex and sometimes evasive impressions of agent identity. Yet, the role of other "neutral" non-pronominal self-referents (NPSR) and voice as a socially expressive medium remains unexplored. In a crowdsourcing study, Japanese participants (N = 204) evaluated three ChatGPT voices (Juniper, Breeze, and Ember) using seven self-referents. We found strong evidence of voice gendering alongside the potential of intersectional self-referents to evade gendering, i.e., ambiguity through neutrality and elusiveness. Notably, perceptions of age and formality intersected with gendering as per sociolinguistic theories, especially boku and watakushi. This work provides a nuanced take on agent identity perceptions and champions intersectional and culturally-sensitive work on voice agents.
Takao Fujii, Katie Seaborn, Madeleine Steeds, Jun Kato 0001
CHI4
2025 Super Kawaii Vocalics: Amplifying the "Cute" Factor in Computer Voice
abstract
Kawaii" is the Japanese concept of cute, which carries sociocultural connotations related to social identities and emotional responses.Yet, virtually all work to date has focused on the visual side of kawaii, including in studies of computer agents and social robots.In pursuit of formalizing the new science of kawaii vocalics, we explored what elements of voice relate to kawaii and how they might be manipulated, manually and automatically.We conducted a four-phase study (grand 𝑁 = 512) with two varieties of computer voices: text-to-speech (TTS) and game character voices.We found kawaii "sweet spots" through manipulation of fundamental and formant frequencies, but only for certain voices and to a certain extent.Findings also suggest a ceiling effect for the kawaii vocalics of certain voices.We offer empirical validation of the preliminary kawaii vocalics model and an elementary method for manipulating kawaii perceptions of computer voice.
Yuto Mandai, Katie Seaborn, Tomoyasu Nakano, Xin Sun 0016, Yijia Wang 0001, Jun Kato 0001
CHI6
2025 Tweeq: Parameter-Tuning GUI Widgets by/for Creative Professionals
Baku Hashimoto, Jun Kato 0001
UIST2
2024 Griffith: A Storyboarding Tool Designed with Japanese Animation Professionals
abstract
The “E-conte,” storyboard in English, is commonly referred to as the “blueprint” in Japanese animation (anime) production, consisting of scene illustrations, timing information, and textual descriptions. This paper introduces “Griffith,” a digital system for creating these storyboards. Due to its highly cultural and domain-specific nature, the tool design entailed an in-depth study of the E-conte process and a longitudinal collaboration with an experienced anime director and producers. The resulting system contributes not only domain knowledge, but also generalizable insights into a creativity support environment for visual storytelling, including the importance of vertical timelines and discrete yet integrated tools. To reflect on the interaction design, we presented Griffith to professionals with diverse roles in anime production. Our findings highlight the benefits of the Griffith user interface and the need for a socio-technical focus in designing creativity support tools.
Jun Kato 0001, Nao Hirasawa
CHI1
2023 Lyric App Framework: A Web-based Framework for Developing Interactive Lyric-driven Musical Applications
abstract
Lyric videos have become a popular medium to convey lyrical content to listeners, but they present the same content whenever they are played and cannot adapt to listeners’ preferences. Lyric apps, as we name them, are a new form of lyric-driven visual art that can render different lyrical content depending on user interaction and address the limitations of static media. To open up this novel design space for programmers and musicians, we present Lyric App Framework, a web-based framework for building interactive graphical applications that play musical pieces and show lyrics synchronized with playback. We designed the framework to provide a streamlined development experience for building production-ready lyric apps with creative coding libraries of choice. We held programming contests twice and collected 52 examples of lyric apps, enabling us to reveal eight representative categories, confirm the framework’s effectiveness, and report lessons learned.
Jun Kato 0001, Masataka Goto
CHI1
2022 ODEN: Live Programming for Neural Network Architecture Editing
abstract
In deep learning application development, programmers tend to try different architectures and hyper-parameters until satisfied with the model performance. Nevertheless, program crashes due to tensor shape mismatch prohibit programmers, especially novice programmers, from smoothly going back and forth between neural network (NN) architecture editing and experimentation. We propose to leverage live programming techniques in NN architecture editing with an always-on visualization. When the user edits the program, the visualization can synchronously display tensor states and provide a warning message by continuously executing the program to prevent program crashes during experimentation. We implement the live visualization and integrate it into an IDE called ODEN that seamlessly supports the “edit→experiment→edit→···” repetition. With ODEN, the user can construct the neural network with the live visualization and transits into experimentation to instantly train and test the NN architecture. An exploratory user study is conducted to evaluate the usability, the limitations, and the potential of live visualization in ODEN.
Chunqi Zhao, I-Chao Shen, Tsukasa Fukusato, Jun Kato 0001, Takeo Igarashi
IUI4
2021 Guided Optimization for Image Processing Pipelines
abstract
Writing high-performance image processing code is challenging and labor-intensive. To address this, we propose a programming support method called “guided optimization.” Guided optimization provides programmers a set of valid optimization options and interactive feedback about their current choices, which enables them to comprehend and efficiently optimize image processing code without the time-consuming trial-and-error process of traditional text editors. We implemented a proof-of-concept system, Roly-poly, which integrates guided optimization, program visualization, and schedule cost estimation to support the comprehension and development of efficient image processing code. We conducted a user study with novice Halide programmers and confirmed that Roly-poly and its guided optimization was informative, increased productivity, and resulted in higher-performing schedules in less time.
Yuka Ikarashi, Jonathan Ragan-Kelley, Tsukasa Fukusato, Jun Kato 0001, Takeo Igarashi
VL/HCC4
2020 Lyric Video Analysis Using Text Detection and Tracking
Shota Sakaguchi, Jun Kato 0001, Masataka Goto, Seiichi Uchida
DAS2
2018 Reactile: Programming Swarm User Interfaces through Direct Physical Manipulation
abstract
We explore a new approach to programming swarm user interfaces (Swarm UI) by leveraging direct physical manipulation. Existing Swarm UI applications are written using a robot programming framework: users work on a computer screen and think in terms of low-level controls. In contrast, our approach allows programmers to work in physical space by directly manipulating objects and think in terms of high-level interface design. Inspired by current UI programming practices, we introduce a four-step workflow-create elements, abstract attributes, specify behaviors, and propagate changes-for Swarm UI programming. We propose a set of direct physical manipulation techniques to support each step in this workflow. To demonstrate these concepts, we developed Reactile, a Swarm UI programming environment that actuates a swarm of small magnets and displays spatial information of program states using a DLP projector. Two user studies-an in-class survey with 148 students and a lab interview with eight participants-confirm that our approach is intuitive and understandable for programming Swarm UIs.
Ryo Suzuki 0001, Jun Kato 0001, Mark D. Gross, Tom Yeh
CHI2
2018 Songle Sync: A Large-Scale Web-based Platform for Controlling Various Devices in Synchronization with Music
abstract
This paper presents Songle Sync, a web-based platform on which hundreds of Internet-connected devices - including smartphones, computers, and other physical computing devices - can be controlled to synchronize with music playback. It uses music-understanding technologies to dynamically synthesize music-driven multimedia performances from a musical piece of choice. To simultaneously control hundreds of devices, a conventional architecture keeps always-on connections between them. However, it does not scale and suffers from latency and jitter issues when there are various devices with potentially unstable networks. We address this with a novel autonomous control architecture in which each device is notified of forthcoming musical events (e.g., beats and chorus sections) to automatically drive various changes in multimedia performances. Moreover, we provide a development kit of an event-driven multimedia framework for JavaScript, example programs, and an interactive tutorial. To evaluate the platform, we compared latencies, jitters, and amounts of network traffic between ours and the conventional architecture. To examine use cases in the wild, we deployed the platform to drive over a hundred of a variety of devices. We also developed a web browser-based application for a multimedia performance with music playback. It provided audiences of hundreds with a bring-your-own-device experience of synchronized animations on smartphones. In addition, the development kit was used in a two-day hackathon. We report lessons learned from these studies and discuss the future of the Internet of Musical Things.
Jun Kato 0001, Masa Ogata, Takahiro Inoue, Masataka Goto
ACM Multimedia1
2018 DeployGround: A Framework for Streamlined Programming from API playgrounds to Application Deployment
abstract
Interactive web pages for learning programming languages and application programming interfaces (APIs), called “playgrounds,” allow programmers to run and edit example codes in place. Despite the benefits of this live programming experience, programmers need to leave the playground at some point and restart the development from scratch in their own programming environments. This paper proposes “DeployGround,” a framework for creating web-based tutorials that streamlines learning APIs on playgrounds and developing and deploying applications. As a case study, we created a web-based tutorial for browser-based and Node.js-based JavaScript APIs. A preliminary user study found appreciation of the streamlined and social workflow of the DeplovGround framework.
Jun Kato 0001, Masataka Goto
VL/HCC1
2017 f3.js: A Parametric Design Tool for Physical Computing Devices for Both Interaction Designers and End-users
abstract
Although the exploration of design alternatives is crucial for interaction designers and customization is required for end-users, the current development tools for physical computing devices have focused on single versions of an artifact. We propose the parametric design of devices including their enclosure layouts and programs to address this issue. A Web-based design tool called f3.js is presented as an example implementation, which allows devices assembled from laser-cut panels with sensors and actuator modules to be parametrically created and customized. It enables interaction designers to write code with dedicated APIs, declare parameters, and interactively tune them to produce the enclosure layouts and programs. It also provides a separate user interface for end-users that allows parameter tuning and dynamically generates instructions for device assembly. The parametric design approach and the tool were evaluated through two user studies with interaction designers, university students, and end-users.
Jun Kato 0001, Masataka Goto
Conference on Designing Interactive Systems1
2016 PlaylistPlayer: An Interface Using Multiple Criteria to Change the Playback Order of a Music Playlist
abstract
We propose a novel interface that allows the user to interactively change the playback order of multiple songs by choosing one or more criteria. The criteria include not only the song's title and artist name but also its content automatically estimated by music/singing signal processing and artist-level social analysis. The artist-level social information is discovered from Wikipedia and DBpedia. With regard to manipulating playback order, existing interfaces typically allow the user to change it manually or automatically by choosing one of a few types of criteria. The proposed interface, on the other hand, deals with nine properties and multiple integrations of them (e.g., vocal gender and beats per minute). To realize the ordering by multiple criteria, a distance matrix is computed from the criteria vectors and is then used to estimate paths for ascending, descending, and random orders by applying principle component analysis or to estimate a path for a smooth order by solving the travelling salesman problem.
Tomoyasu Nakano, Jun Kato 0001, Masahiro Hamasaki, Masataka Goto
IUI2
2015 TextAlive: Integrated Design Environment for Kinetic Typography
abstract
This paper presents TextAlive, a graphical tool that allows interactive editing of kinetic typography videos in which lyrics or transcripts are animated in synchrony with the corresponding music or speech. While existing systems have allowed the designer and casual user to create animations, most of them do not take into account synchronization with audio signals. They allow predefined motions to be applied to objects and parameters to be tweaked, but it is usually impossible to extend the predefined set of motion algorithms within these systems. We therefore propose an integrated design environment featuring (1) GUIs that designers can use to create and edit animations synchronized with audio signals, (2) integrated tools that programmers can use to implement animation algorithms, and (3) a framework for bridging the interfaces for designers and programmers. A preliminary user study with designers, programmers, and casual users demonstrated its capability in authoring various kinetic typography videos.
Jun Kato 0001, Tomoyasu Nakano, Masataka Goto
CHI1
2014 VisionSketch: integrated support for example-centric programming of image processing applications
Jun Kato 0001, Takeo Igarashi
Graphics Interface1
2014 Sharedo: to-do list interface for human-agent task sharing
abstract
In this paper, we propose a to-do list interface for sharing tasks between human and multiple agents including robots and software personal assistants. While much work on software architectures aims to achieve efficient (semi-)autonomous task coordination among human and agents, little work on user interfaces can be found for user-oriented flexible task coordination. Instead, most of the existing human-agent interfaces are designed to command a single agent to handle specific kinds of tasks. Meanwhile, our interface is designed to be a platform to share any kinds of tasks between users and multiple agents. When agents can handle the task, they ask for details and permission to execute it. Otherwise, they try supporting users or just keep silent. New tasks can be registered not only by humans but also by agents when errors occur that can only be fixed by human users. We present the interaction design and implementation of the interface, Sharedo, with three example agents, followed by brief user feedback collected from a preliminary user study.
Jun Kato 0001, Daisuke Sakamoto, Takeo Igarashi, Masataka Goto
HAI1
2013 Picode: inline photos representing posture data in source code
abstract
Current programming environments use textual or symbolic representations. While these representations are appropriate for describing logical processes, they are not appropriate for representing raw values such as human and robot posture data, which are necessary for handling gesture input and controlling robots. To address this issue, we propose Picode, a text-based development environment integrated with visual representations: photos of human and robots. With Picode, the user first takes a photo to bind it to posture data. S/he then drag-and-drops the photo into the code editor, where it is displayed as an inline image. A preliminary in-house user study implied positive effects of taking photos on the programming experience.
Jun Kato 0001, Daisuke Sakamoto, Takeo Igarashi
CHI1
2013 It's alive! continuous feedback in UI programming
abstract
Live programming allows programmers to edit the code of a running program and immediately see the effect of the code changes. This tightening of the traditional edit-compile-run cycle reduces the cognitive gap between program code and execution, improving the learning experience of beginning programmers while boosting the productivity of seasoned ones. Unfortunately, live programming is difficult to realize in practice as imperative languages lack well-defined abstraction boundaries that make live programming responsive or its feedback comprehensible.
Sebastian Burckhardt, Manuel Fähndrich, Jonathan de Halleux, Sean McDirmid, Michal Moskal, Nikolai Tillmann, Jun Kato 0001
PLDI7
2012 Phybots: a toolkit for making robotic things
abstract
There are many toolkits for physical UIs, but most physical UI applications are not locomotive. When the programmer wants to make things move around in the environment, he faces difficulty related to robotics. Toolkits for robot programming, unfortunately, are usually not as accessible as those for building physical UIs. To address this interdisciplinary issue, we propose Phybots, a toolkit that allows researchers and interaction designers to rapidly prototype applications with locomotive robotic things. The contributions of this research are the combination of a hardware setup, software API, its underlying architecture and a graphical runtime debug tool that supports the whole prototyping activity. This paper introduces the toolkit, applications and lessons learned from three user studies.
Jun Kato 0001, Daisuke Sakamoto, Takeo Igarashi
Conference on Designing Interactive Systems1
2012 DejaVu: integrated support for developing interactive camera-based programs
abstract
The increasing popularity of interactive camera-based programs highlights the inadequacies of conventional IDEs in developing these programs given their distinctive attributes and workflows. We present DejaVu, an IDE enhancement that eases the development of these programs by enabling programmers to visually and continuously monitor program data in consistency with the frame-based pipeline of computer-vision programs; and to easily record, review, and reprocess temporal data to iteratively improve the processing of non-reproducible camera input. DejaVu was positively received by three experienced programmers of interactive camera-based programs in our preliminary user trial.
Jun Kato 0001, Sean McDirmid
UIST1