Hidenori Watanave

dblp:54/6765 · DBLP profile ↗
← Back
7ranked-venue papers
1as first author
3since 2021 · last 2026
0000-0001-6281-4606ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Behavioral Markers of Sustained Viewing in VR Museum Exploration: Head Stability, Gaze Dynamics, and Pupillary Response
abstract
We analyze behavioral markers of sustained object viewing during free VR museum exploration using 6DoF head motion, gaze dynamics, and pupil diameter (N=20). Viewing episodes were reviewed using retrospective think-aloud (RTA) data, yielding 758 episodes for analysis. In a linear mixed model controlling for subject and exhibit, lower head rotational velocity was associated with longer dwell time (β =-0.280, p<.001). For episodes exceeding 3 seconds, gaze behavior exhibited a temporal shift: dispersion decreased while spatial entropy increased, indicating that gaze converged on a narrower region while becoming more evenly distributed within that region. Event-related pupil responses time-locked to gaze onset were larger for long-dwell than short-dwell episodes (difference=0.107mm, p=.007, d=0.30), but this pupil result should be treated as exploratory. These findings identify behavioral cues associated with sustained viewing that may inform future trigger design in VR museums.
Kosuke Shimizu, Shohei Komatsu, Hidenori Watanave
ETRA3
2025 Floating Captions: Eyetracking-based Context-aware Captioning System for Immersive VR Contents
Kosuke Shimizu, Shohei Komatsu, Hidenori Watanave
ETRA3
2025 The Effect of an Avatar on Gaze Guidance: An Eye-Tracking Study of Historical Photograph Appreciation
abstract
This study investigated the influence of a 3D avatar on viewers’ gaze patterns as they observed historical photographs presented on large-scale 2D displays. We used Head Mount Display as a controlled platform for eye-tracking. We compared gaze data from nine participants across two conditions: a narration-only condition and an avatar-guided condition, where a virtual agent pointed to specific regions of interest on the photograph. Our results show the avatar significantly improved temporal gaze synchrony, reducing the time to first fixation on an ROI by 57% and increasing scanpath similarity among participants. However, the avatar’s effect on the spatial dispersion of attention—measured by 2D entropy and Root Mean Square distance—varied with the photograph’s composition and the avatar’s position, highlighting a trade-off between focused attention and exploratory viewing. These findings suggest that designing effective virtual agents for educational contexts requires balancing the speed of guidance against the desired degree of focused attention.
Shohei Komatsu, Kosuke Shimizu, Hidenori Watanave
HAI3
2016 Visualization of hierarchicaltransaction network
abstract
Our aim was to compare the industrial cluster's features and the overall structure of business-to-business networks, primarily on various auto manufacturers; therefore, we have created a higher level Visualization by altering the heights of the nodes which plots out the nodes on every transaction level and by clustering the nodes and the links. This allowed users to grasp the picture of companies' accumulation degrees per area and of the differences among business-to-business networks per industrial cluster. The method introduced by the authors provided an easier comparison of business-to-business networks and fostered grasping the transaction structure.
Kohei Arimoto, Hidenori Watanave
ICIS2
2015 The Interface Design for Serendipity with Collective Intelligence
abstract
The authors' research theme is to give the useful and new insight of daily life which cannot get their actual world from the internet to the ordinary people. In this paper, we want to discuss about the "serendipity" to follow the previous theme. Serendipity has been attracted attention at the point of the system of information retrieval. However, in this paper, we want to focus to the interface design to publish the information. We will show some of our works which are designed by the point of the interface design for serendipity.
Makiko Harada, Hidenori Watanave
VINCI2
2009 Tuvalu Visualization Project
abstract
Visualization Project is an artistic visualization using Google Earth. This project is composed of two elements: Visualization and communication system Build the Future with 10,000 Tuvaluan for NPO Tuvalu Overview, and Mapping that is constructed of 3300 photographs. The purpose of this project is disclosing actual information about People and Scenery in Tuvalu to the world. It is said that global warming is exposing Tuvalu to the sea level rising. However, we suppose that it is important to understand not only the problem of global warming, but also the real situation of Tuvalu. The Internet is an effective tool for collecting information, but before it was difficult to obtain information of the real situation of Tuvalu on the Internet. Therefore, we produced this project to present the realities of People and Scenery of Tuvalu, to increase interest in Tuvalu, and to receive feedback from all over the world.
Makiko Suzuki, Yuichi Watanabe, Hidenori Watanave, Shuichi Endo
SIGGRAPH ASIA Sketches3
2008 Contents Oriented Space
abstract
"Archidemo" is an experimental architecture and urbanism in 3Di (3D-Internet) space utilizing multi-disciplinary collaboration.
Hidenori Watanave
CW1