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Hayato Saiki

dblp:368/2210 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0005-8374-9483ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging 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
2 papers
Learning and educational technologies · 22% Human-AI interaction · 22% Health and well-being technologies · 22%

Topics — the 1 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
skill training
1.012026
ViSTAR: Virtual Skill Training with Augmented Reality with 3D Avatars and LLM coaching agent · CHI 2026

Methods — techniques the papers use, named apart from their topics

pose tracking · 1.0large language model · 1.0controlled user study · 1.0behavioral skills training framework · 1.03d reconstruction · 1.03d motion reconstruction · 1.0
YearPublicationVenuePosition
2026 ViSTAR: Virtual Skill Training with Augmented Reality with 3D Avatars and LLM coaching agent
abstract
We present ViSTAR, a Virtual Skill Training system in AR that supports self-guided basketball skill practice, with feedback on balance, posture, and timing. From a formative study with basketball players and coaches, the system addresses three challenges: understanding skills, identifying errors, and correcting mistakes. ViSTAR follows the Behavioral Skills Training (BST) framework-instruction, modeling, rehearsal, and feedback. It provides feedback through visual overlays, rhythm and timing cues, and an AI-powered coaching agent using 3D motion reconstruction. We generate verbal feedback by analyzing spatio-temporal joint data and mapping features to natural-language coaching cues via a Large Language Model (LLM). A key novelty is this feedback generation: motion features become concise coaching insights. In two studies (N=16), participants generally preferred our AI-generated feedback to coach feedback and reported that ViSTAR helped them notice posture and balance issues and refine movements beyond self-observation.
Chunggi Lee, Hayato Saiki, Tica Lin, Eiji Ikeda, Kenji Suzuki 0002, Chen Zhu-Tian, Hanspeter Pfister
CHI2
2026 BRIDGE: Borderless Reconfiguration for Inclusive and Diverse Gameplay Experience via Embodiment Transformation
abstract
Training resources for parasports are limited, reducing opportunities for athletes and coaches to engage with sport-specific movements and tactical coordination. To address this gap, we developed BRIDGE, a system that integrates a reconstruction pipeline, which detects and tracks players from broadcast video to generate 3D play sequences, with an embodiment-aware visualization framework that decomposes head, trunk, and wheelchair base orientations to represent attention, intent, and mobility. We evaluated BRIDGE in two controlled studies with 20 participants (10 national wheelchair basketball team players and 10 amateur players). The results showed that BRIDGE significantly enhanced the perceived naturalness of player postures and made tactical intentions easier to understand. In addition, it supported functional classification by realistically conveying players’ capabilities, which in turn improved participants’ sense of self-efficacy. This work advances inclusive sports learning and accessible coaching practices, contributing to more equitable access to tactical resources in parasports.
Hayato Saiki, Chunggi Lee, Hikari Takahashi, Tica Lin, Hidetada Kishi, Kaori Tachibana, Yasuhiro Suzuki, Hanspeter Pfister, Kenji Suzuki 0002
CHI1
2023 A Sleeve Device using Electrical Impedance for Coaching Jump Shots in Basketball
abstract
The amount of force and the timing of force application are necessary training skills in basketball free-throw practice. Coaches cannot readily assess the shooter's motion and provide instructions because the throwing motion is performed in a short time, and because the applied force cannot be directly observed by a second person. In this work we propose a wearable device that measures the wearer's force control during throwing based on electrical impedance and acceleration measurement of the forearm, and provides feedback such that the wearer can adjust their motion appropriately. Temporal features of the electrical impedance and acceleration measured during throwing are determined experimentally to differentiate between experts and beginners. Using these features, we propose a training system for force control using the proposed device and verify its effectiveness in free-throw training.
Kazuma Takaishi, Hayato Saiki, Masakazu Hirokawa, Modar Hassan, Kenji Suzuki 0002
SMC2