VLDB 2026 Research / reviewers in the wild / expert
Chihiro Sato
dblp:79/8737
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11ranked-venue papers
1as first author
9since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 11 · 1 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Creating Empowering Counter-Narratives through Collective Digital Art by Disabled PeopleabstractArt has long been a powerful means by which disabled people and other minority group have established counter-narratives, pushing back against damaging stereotypes. These efforts become particularly meaningful when bringing together the work and stories of multiple disabled people, helping to move away from individual, while striving to preserve the uniqueness of everyone’s contribution. In this paper, we document a collective digital art project led by an internationally acclaimed disabled artist involving 16 local disabled people in Japan, featuring a series of workshops where participants created self-portraits using iPads subsequently included in a larger inflatable sculpture. The generated art piece was exhibited to the local community during a series of events organised for the International Day of People with Disability. We reflect on our experiences to suggest key methodological learnings around peer-led collaborative art for counter-narrative creation and examine the role of technology in the context of curation. Giulia Barbareschi, Chihiro Sato, Dunya Chen, Eimi Koga, Jason Wilsher-Mills, Kai Kunze |
DIS | 2 |
| 2026 | Using Generative AI to Design a Recreational Service in a Japanese Aging CommunityabstractAs the population of older adults continues to grow, there is increasing need to explore how technology-enhanced recreation can support well-being. While Generative AI (GenAI) shows promise in this area, its role in recreational activities for older adults remains underexplored. We report on a two-year engagement with a suburban Japanese aging community aimed at identifying design considerations for image-based GenAI-supported recreational activities. Through four workshops conducted using a Research-through-Design approach—individual prompting, collective prompting, prompt guessing, and curating prompts—we examined how different forms of participation shaped engagement with GenAI. Our findings suggest that although older adults show clear interest in image-based GenAI, it becomes more meaningful when embedded in culturally recognizable practices and socially mediated infrastructures, rather than framed primarily as an individual creativity or literacy tool. Based on these insights, we discuss implications for integrating GenAI into meaningful community-based recreational activities for older adults. Jianrui Zhao, Shengtian Li, Ximing Shen, Seray Senyer Sukuti, Giulia Barbareschi, Chihiro Sato |
DIS | 6 |
| 2026 | Cyanotype as Slow Technology for Japanese Older AdultsabstractAs everyday photography becomes faster, more automated, and increasingly frictionless, image-making is often oriented toward the efficient production of visual outcomes. This paper examines cyanotype as a form of slow technology for older adults, asking how the intervals within cyanotype practice support reflection and meaning-making. Based on four workshops in a suburban Japanese aging community, we show how the process of selecting, arranging, exposing, rinsing, and sharing cyanotype prints transformed waiting into shared attention, material uncertainty into personal interpretation, and finished prints into socially meaningful objects. Drawing on the Japanese concept of ma and Benjamin’s notion of aura, we argue that cyanotype’s value lies in the temporal, material, and relational conditions through which images gradually emerge. The study contributes an empirical account of how legacy photographic technologies can support reflective creative practice in later life, and suggests the continuing value of slowness in an era increasingly shaped by fast-paced technology. Jianrui Zhao, Chihiro Sato |
Creativity & Cognition | 3 |
| 2025 | Crafting the Unspoken: Engaging Japanese Older Adults with Data Physicalization WorkshopsabstractFigure 1: On the left: Participants crafting during the workshop for event organizers.In the middle: The round table setup for the data physicalization workshop.On the right: A group photo from the second workshop with participants and researchers holding their completed crafts. Chengtian Li, Jianrui Zhao, Kayoko Nohara, Chihiro Sato |
Conference on Designing Interactive Systems | 4 |
| 2025 | Explore Movement Skills Development in Individuals with Profound Intellectual Disabilities through Collaborative Art CreationabstractFigure 1: (A) Art sample demonstrating how to create animals using handprints: selecting colors, stamping handprints, and applying templates.(B) Participant P3 stamping their handprint during the workshop.(C) The completed zoo-themed artwork.(D) The group photo six participants holding their personal art creation in front of the collective creation AbstractIndividuals with profound intellectual disabilities (ID) often experience limited physical activity due to a lack of accessible exercise programs and difficulty understanding abstract health concepts.This study presents a preliminary qualitative exploration of Fundamental Movement Skills (FMS) in this population.Six participants engaged in a large-scale, collaborative art workshop designed to encourage physical movement through creative expression.We categorized participants' existing FMS and investigated how artmaking could serve as a motivating medium for further FMS development.Through observational data and caregiver feedback, we identified current FMS competency and concluded design recommendations for the HCI community.Our findings highlight the Giulia Barbareschi, Yifan Xu 0022, Chih Ling Kuo, Dunya Chen, Chihiro Sato |
ASSETS | 6 |
| 2025 | Sticking With Electronics for Crafting Practices: An Inclusive Approach to Promote Making Literacy Among Older Adults
Giulia Barbareschi, Chihiro Sato, Seray Senyer Sukuti, Michael Pan Junpeng, Jianrui Zhao, Dunya Chen, Kirsten Ellis, Kai Kunze |
CHI | 2 |
| 2025 | A Reflective Journey for Individuals with Intellectual Disabilities: Rediscovering Competency Through AI-Enhanced Iron Beads Crafting
Danyang Peng, Giulia Barbareschi, Dunya Chen, Chihiro Sato |
CHI | 5 |
| 2025 | The Role of ICT Tools through a Community Program Co-creation in a Japanese Aging Community
Jianrui Zhao, Dunya Chen, Giulia Barbareschi, Chihiro Sato |
CHI | 4 |
| 2024 | Building Collaborative Art Creation Environment for People with Intellectual Disabilities through Adaptive Fabric Art WorkshopsabstractThis study focuses on designing and implementing adaptive fabric art workshops within a collaborative art creation environment tailored for individuals with intellectual disabilities. Conducted in an inclusive gallery setting, these workshops aimed to enhance self-expression for individuals with intellectual disabilities through simplified art-making processes and user-friendly materials and tools. Following these workshops, the created artworks were exhibited at the gallery. Based on reflections with stakeholders, we suggest the development of online sharing platforms that could facilitate ongoing learning and collaboration for supporters, ultimately promoting inclusivity and accessibility in community art activities for individuals with intellectual disabilities. Qianrong Fu, Giulia Barbareschi, Chihiro Sato |
ASSETS | 3 |
| 2012 | Where Buddhism Encounters Entertainment Computing
Daisuke Uriu, Naohito Okude, Masahiko Inami, Takafumi Taketomi, Chihiro Sato |
Advances in Computer Entertainment | 5 |
| 2010 | TTI model: model extracting individual's curiosity level in urban spacesabstractRecommendation systems have become widespread, however these systems only determine information inputted from the customers through a browser, and cannot be used when actually moving around outside. This paper presents TTI Model, a model extracting individual's curiosity level in urban spaces on their spare time by collecting behavior data from sensors. It calculates person's real time curiosity level by analyzing behavior depending on the walking speed within the city, such as window shopping or just hanging around by themselves. This paper evaluates this model with a sensor device prototype, and elaborates possibilities when understanding individuals in detail, by extracting the curiosity predicted from current behaviors using sensors. Chihiro Sato, Shigeyuki Takeuchi, Takuo Imbe, Shuichi Ishibashi, Masahiko Inami, Masa Inakage, Naohito Okude |
Conference on Designing Interactive Systems | 1 |