VLDB 2026 Research / reviewers in the wild / expert
Kyzyl Monteiro
dblp:322/1799
· DBLP profile ↗
8ranked-venue papers
3as first author
8since 2021 · last 2026
0000-0002-2723-9500ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 3 first-author · 8 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Elemental Alchemist: A Generative Interface for Semantic Control of Particle Systems Across Dynamic Levels of AbstractionabstractEditing particle-system visual effects (VFX) is vital for digital storytelling, but achieving controllable, art-directable results remains challenging due to their multi-dimensional nature. Given a large collection of parameters, users must find the ones relevant to their creative goals—a task that requires a systematic understanding of the particle system and how parameters map to high-level intents, such as making a fire look angry. Elemental Alchemist is a generative interface that transforms user intent into contextualized controls for semantic editing of particle systems. The system introduces two components: a contextual brush palette that generates tools based on scene context, and a generative control panel that surfaces relevant technical parameters and abstracts them to generate mid-level semantic attributes and high-level conceptual controls. An evaluation with 10 novice and 5 expert VFX practitioners shows the system supported users in translating high-level creative goals into particle system parameters. Kyzyl Monteiro, Evan Atherton, George W. Fitzmaurice, Qian Zhou 0009 |
DIS | 1 |
| 2026 | Privy: Envisioning and Mitigating Privacy Risks for Consumer-facing AI Product ConceptsabstractAI creates and exacerbates privacy risks, yet practitioners lack effective resources to identify and mitigate these risks. We present Privy, a tool that guides practitioners without privacy expertise through structured privacy impact assessments to: (i) identify relevant risks in novel AI product concepts, and (ii) propose appropriate mitigations. Privy was shaped by a formative study with 11 practitioners, which informed two versions — one LLM-powered, the other template-based. We evaluated these two versions of Privy through a between-subjects, controlled study with 24 separate practitioners, whose assessments were reviewed by 13 independent privacy experts. Results show that Privy helps practitioners produce privacy assessments that experts deemed high quality: practitioners identified relevant risks and proposed appropriate mitigation strategies. These effects were augmented in the LLM-powered version. Practitioners themselves rated Privy as being useful and usable, and their feedback illustrates how it helps overcome long-standing awareness, motivation, and ability barriers in privacy work. Hao-Ping Lee, Yu-Ju Yang, Matthew Bilik, Isadora Krsek, Thomas Serban Von Davier, Kyzyl Monteiro, Shivani Agarwal 0008, Jodi Forlizzi, Sauvik Das |
CHI | 6 |
| 2025 | Video2MR: Automatically Generating Mixed Reality 3D Instructions by Augmenting Extracted Motion from 2D Videos
Keiichi Ihara, Kyzyl Monteiro, Mehrad Faridan, Rubaiat Habib Kazi, Ryo Suzuki 0001 |
IUI | 2 |
| 2025 | Imago Obscura: An Image Privacy AI Co-pilot to Enable Identification and Mitigation of Risks
Kyzyl Monteiro, Sauvik Das |
UIST | 1 |
| 2023 | Teachable Reality: Prototyping Tangible Augmented Reality with Everyday Objects by Leveraging Interactive Machine TeachingabstractThis paper introduces Teachable Reality, an augmented reality (AR) prototyping tool for creating interactive tangible AR applications with arbitrary everyday objects. Teachable Reality leverages vision-based interactive machine teaching (e.g., Teachable Machine), which captures real-world interactions for AR prototyping. It identifies the user-defined tangible and gestural interactions using an on-demand computer vision model. Based on this, the user can easily create functional AR prototypes without programming, enabled by a trigger-action authoring interface. Therefore, our approach allows the flexibility, customizability, and generalizability of tangible AR applications that can address the limitation of current marker-based approaches. We explore the design space and demonstrate various AR prototypes, which include tangible and deformable interfaces, context-aware assistants, and body-driven AR applications. The results of our user study and expert interviews confirm that our approach can lower the barrier to creating functional AR prototypes while also allowing flexible and general-purpose prototyping experiences. Kyzyl Monteiro, Ritik Vatsal, Neil Chulpongsatorn, Aman Parnami, Ryo Suzuki 0001 |
CHI | 1 |
| 2023 | RealityCanvas: Augmented Reality Sketching for Embedded and Responsive Scribble Animation EffectsabstractWe introduce RealityCanvas, a mobile AR sketching tool that can easily augment real-world physical motion with responsive hand-drawn animation. Recent research in AR sketching tools has enabled users to not only embed static drawings into the real world but also dynamically animate them with physical motion. However, existing tools often lack the flexibility and expressiveness of possible animations, as they primarily support simple line-based geometry. To address this limitation, we explore both expressive and improvisational AR sketched animation by introducing a set of responsive scribble animation techniques that can be directly embedded through sketching interactions: 1) object binding, 2) flip-book animation, 3) action trigger, 4) particle effects, 5) motion trajectory, and 6) contour highlight. These six animation effects were derived from the analysis of 172 existing video-edited scribble animations. We showcase these techniques through various applications, such as video creation, augmented education, storytelling, and AR prototyping. The results of our user study and expert interviews confirm that our tool can lower the barrier to creating AR-based sketched animation, while allowing creative, expressive, and improvisational AR sketching experiences. Zhijie Xia, Kyzyl Monteiro, Kevin Van, Ryo Suzuki 0001 |
UIST | 2 |
| 2022 | "Are You Still Watching?": Exploring Unintended User Behaviors and Dark Patterns on Video Streaming PlatformsabstractDark patterns in UI promote addictive behaviors. We explore how the effects of dark patterns in video streaming applications can be exacerbated by a range of temporal and contextual factors. Previous work has shown that excessive watching is potentially detrimental to physical and mental health. We conduct a diary study with 22 viewers over 228 sessions to gain insight into users’ states of mind and to identify users’ emotions while interacting with 4 popular streaming platforms. We analyze users during both the selection phase and the completion phase, finding meaningful correlations between user mood and contextual behaviors that highlight how particular individual characteristics and viewing situations can lead to negative behaviors. We discuss the implications of our findings, highlighting important UI design considerations to enhance digital wellbeing. Furthermore, we collect artifacts of problematic UIs, and present a novel taxonomy of dark patterns found in popular video streaming platforms from a user-centric perspective. Akash Chaudhary, Jaivrat Saroha, Kyzyl Monteiro, Angus G. Forbes, Aman Parnami |
Conference on Designing Interactive Systems | 3 |
| 2022 | Sketched Reality: Sketching Bi-Directional Interactions Between Virtual and Physical Worlds with AR and Actuated Tangible UIabstractThis paper introduces Sketched Reality, an approach that combines AR sketching and actuated tangible user interfaces (TUI) for bi-directional sketching interaction. Bi-directional sketching enables virtual sketches and physical objects to “affect” each other through physical actuation and digital computation. In the existing AR sketching, the relationship between virtual and physical worlds is only one-directional — while physical interaction can affect virtual sketches, virtual sketches have no return effect on the physical objects or environment. In contrast, bi-directional sketching interaction allows the seamless coupling between sketches and actuated TUIs. In this paper, we employ tabletop-size small robots (Sony Toio) and an iPad-based AR sketching tool to demonstrate the concept. In our system, virtual sketches drawn and simulated on an iPad (e.g., lines, walls, pendulums, and springs) can move, actuate, collide, and constrain physical Toio robots, as if virtual sketches and the physical objects exist in the same space through seamless coupling between AR and robot motion. This paper contributes a set of novel interactions and a design space of bi-directional AR sketching. We demonstrate a series of potential applications, such as tangible physics education, explorable mechanism, tangible gaming for children, and in-situ robot programming via sketching. Hiroki Kaimoto, Kyzyl Monteiro, Mehrad Faridan, Jiatong Li 0010, Samin Farajian, Yasuaki Kakehi, Ken Nakagaki, Ryo Suzuki 0001 |
UIST | 2 |