VLDB 2026 Research / reviewers in the wild / expert
Ryo Suzuki 0001
dblp:94/909-1
· DBLP profile ↗
45ranked-venue papers
11as first author
31since 2021 · last 2026
0000-0003-3294-9555ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 39 · 11 first-author · 28 since 2021Artificial intelligence and machine learning · 5 · 3 since 2021Systems, architecture and hardware · 4 · 2 since 2021Software engineering, systems software and programming languages · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Editing Reality: Designing In-Situ Co-Creation with Generative AI in Mixed RealityabstractWe present Editing Reality, a mixed reality system that enables in-situ co-creation with generative AI directly within physical environments. Rather than treating generation as a one-shot command, the system supports embodied and iterative creation through speech, sketching, and direct manipulation, allowing users to generate, modify, erase, and retexture real-anchored virtual and reconstructed scene elements in place. Using a Research Through Design approach, we investigate how co-creation unfolds through iterative system development, a formative workshop, and expert review. From this process, we articulate a set of designerly framings that characterize in-situ co-creation as a negotiated, spatial, and temporal practice shaped by previews, accumulation, waiting, embodied evaluation, and learning the system as a spatial actor. We instantiate these ideas in a working system and report expert feedback highlighting both its creative potential and its design implications. Our work contributes a conceptual lens for understanding generative AI in mixed reality not as a one-shot automation tool, but as part of an embodied, situated creative process. Suibi Che-Chuan Weng, Shih-Yu Ma, Sawyer Reinig, Pritalee Kadam, Ada Yi Zhao, Amy Banic, Ryo Suzuki 0001, Ellen Yi-Luen Do |
DIS | 7 |
| 2026 | Challenges in Synchronous & Remote Collaboration Around VisualizationabstractWe characterize 16 challenges faced by those investigating and developing remote and synchronous collaborative experiences around visualization. Our work reflects the perspectives and prior research efforts of an international group of 29 experts from across human-computer interaction and visualization sub-communities. The challenges are anchored around five collaborative activities that exhibit a centrality of visualization and multimodal communication. These activities include exploratory data analysis, creative ideation, visualization-rich presentations, joint decision making grounded in data, and real-time data monitoring. The challenges also reflect the changing dynamics of these activities in the face of recent advances in extended reality (XR) and artificial intelligence (AI). As an organizing scheme for future research at the intersection of visualization and computer-supported cooperative work, we align the challenges with a sequence of four sets of research and development activities: technological choices, social factors, AI assistance, and evaluation. Matthew Brehmer, Maxime Cordeil, Christophe Hurter, Takayuki Itoh, Wolfgang Büschel, Mahmood Jasim, Arnaud Prouzeau, David Saffo, Lyn Bartram, Sheelagh Carpendale, Chen Zhu-Tian, Andrew Cunningham, Tim Dwyer, Samuel Huron, Masahiko Itoh, Alark Joshi, Kiyoshi Kiyokawa, Hideaki Kuzuoka, Bongshin Lee, Gabriela Molina León, Harald Reiterer, Bektur Ryskeldiev, Jonathan A. Schwabish, Brian A. Smith 0001, Yasuyuki Sumi, Ryo Suzuki 0001, Anthony Tang 0001, Yalong Yang 0001, Jian Zhao 0010 |
CHI | 26 |
| 2026 | TingleTouch: Touch Guidance through Electrical Stimulation in Resistance TrainingabstractIn resistance training, trainers employ touch guidance to help trainees control posture and activate muscles. Haptic feedback can extend this support to solitary workouts, but translating the nuances of touch into effective haptic patterns remains challenging. In this paper, we categorize the instructional messages conveyed through trainers’ touch guidance and design electrical stimulation patterns to replicate them. A preliminary study with six trainers and six trainees identified six core messages underlying touch guidance. We then designed electrical stimulation patterns for each message and refined them with two sports scientists and a UX designer, ensuring usability and grounding. Finally, sixteen gymgoers evaluated these patterns in a controlled exercise task. Participants reliably distinguished the feedback and used the instructed muscles accordingly, achieving accuracies of 97.14% and 99.22% across two sessions, cross-checked with EMG and pose estimation. These findings demonstrate that the proposed electrical stimulation feedback is intuitive and learnable. Dong-Uk Kim, Hye-Young Jo, Hankyung Kim, Ryo Suzuki 0001, Seungwoo Je |
CHI | 4 |
| 2026 | HumanoidTurk: Expanding VR Haptics with Humanoids for Driving SimulationsabstractWe explore how humanoid robots can be repurposed as haptic media, extending beyond their conventional role as social, assistive, collaborative agents. To illustrate this approach, we implemented HumanoidTurk, taking a first step toward a humanoid-based haptic system that translates in-game g-force signals into synchronized motion feedback in VR driving. A pilot study involving six participants compared two synthesis methods, leading us to adopt a filter-based approach for smoother and more realistic feedback. A subsequent study with sixteen participants evaluated four conditions: no-feedback, controller, humanoid+controller, and human+controller. Results showed that humanoid feedback enhanced immersion, realism, and enjoyment, while introducing moderate costs in terms of comfort and simulation sickness. Interviews further highlighted the robot’s consistency and predictability in contrast to the adaptability of human feedback. From these findings, we identify fidelity, adaptability, and versatility as emerging themes, positioning humanoids as a distinct haptic modality for immersive VR. Daeho Lee 0002, Ryo Suzuki 0001, Jin-Hyuk Hong |
CHI | 2 |
| 2025 | From Following to Understanding: Investigating the Role of Reflective Prompts in AR-Guided Tasks to Promote User UnderstandingabstractAugmented Reality (AR) is a promising medium for guiding users through tasks, yet its impact on fostering deeper task understanding remains underexplored. This paper investigates the impact of reflective prompts -- strategic questions that encourage users to challenge assumptions, connect actions to outcomes, and consider hypothetical scenarios -- on task comprehension and performance. We conducted a two-phase study: a formative survey and co-design sessions (N=9) to develop reflective prompts, followed by a within-subject evaluation (N=16) comparing AR instructions with and without these prompts in coffee-making and circuit assembly tasks. Our results show that reflective prompts significantly improved objective task understanding and resulted in more proactive information acquisition behaviors during task completion. These findings highlight the potential of incorporating reflective elements into AR instructions to foster deeper engagement and learning. Based on data from both studies, we synthesized design guidelines for integrating reflective elements into AR systems to enhance user understanding without compromising task performance. Nandi Zhang, Yukang Yan, Ryo Suzuki 0001 |
CHI | 3 |
| 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 | 5 |
| 2025 | MapStory: Prototyping Editable Map Animations with LLM Agents
Aditya Gunturu, Ben Pearman, Keiichi Ihara, Morteza Faraji, Bryan Wang, Rubaiat Habib Kazi, Ryo Suzuki 0001 |
UIST | 7 |
| 2025 | InSituTale: Enhancing Augmented Data Storytelling with Physical Objects
Kentaro Takahira, Takanori Fujiwara, Ryo Suzuki 0001, Huamin Qu |
UIST | 4 |
| 2025 | Guided Reality: Generating Visually-Enriched AR Task Guidance with LLMs and Vision ModelsabstractLarge language models (LLMs) have enabled the automatic generation of step-by-step augmented reality (AR) instructions for a wide range of physical tasks. However, existing LLM-based AR guidance often lacks rich visual augmentations to effectively embed instructions into spatial context for a better user understanding. We present Guided Reality, a fully automated AR system that generates embedded and dynamic visual guidance based on step-by-step instructions. Our system integrates LLMs and vision models to: 1) generate multi-step instructions from user queries, 2) identify appropriate types of visual guidance, 3) extract spatial information about key interaction points in the real world, and 4) embed visual guidance in physical space to support task execution. Drawing from a corpus of user manuals, we define five categories of visual guidance and propose an identification strategy based on the current step. We evaluate the system through a user study (N=16), completing real-world tasks and exploring the system in the wild. Additionally, four instructors shared insights on how Guided Reality could be integrated into their training workflows. Ada Yi Zhao, Aditya Gunturu, Ellen Yi-Luen Do, Ryo Suzuki 0001 |
UIST | 4 |
| 2025 | DesignMemo: Integrating Discussion Context into Online Collaboration with Enhanced Design Rationale TrackingabstractRemote collaborative design has become increasingly popular, but current design tools often overlook the importance of contextual communication during synchronized design activities, which is critical for understanding the rationale and decisions behind design choices. In this paper, we introduce DesignMemo, a proof-of-concept system that integrates the verbal context of remote discussions into visual design history tracking. The system automatically labels the visual elements with an annotation, which is linked to a certain transcript of the meeting, so that the user can easily recall the context of the visual design by clicking the element. The system also integrates an LLM agent for annotation-oriented summarization based on global context tracking, so users can quickly follow the rationale of the design without reading the lengthy transcript. Our user study with 24 participants suggests that the ability to track communication context makes the iterative design process smoother and more efficient. Boyu Li 0007, Linjie Qiu, Duotun Wang, Qianxi Liu, Ryo Suzuki 0001, Mingming Fan 0001, Zeyu Wang 0003 |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2025 | PantographHaptics: A Technique for Large-Surface Passive Haptic Interactions using Pantograph MechanismsabstractIn Virtual Reality (VR), existing hand-scale passive interaction techniques are unsuitable for continuous large-scale renders: room-scale proxies lack portability, and wearable robotic arms are energy-intensive and induce friction. This paper presents a technique for providing wall haptics in VR which supports portable, passive, and large-scale user interactions. We propose a potential solution, PantographHaptics, a technique which uses the scaling properties of a pantograph to passively render two-degree-of-freedom body-scale surfaces to overcome the limitations present in existing methods. We demonstrate PantographHaptics through two prototypes: HapticLever, a grounded system, and Feedbackpack, a wearable device. We evaluate these prototypes with technical and user evaluations. Our 9-participant first study compares HapticLever against traditional haptic modalities, while our 7-participant second study verifies Feedbackpack's usability and interaction fidelity. Marcus Friedel, Zachary McKendrick, Ehud Sharlin, Ryo Suzuki 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | RealityEffects: Augmenting 3D Volumetric Videos with Object-Centric Annotation and Dynamic Visual EffectsabstractThis paper introduces RealityEffects, a desktop authoring interface designed for editing and augmenting 3D volumetric videos with object-centric annotations and visual effects. RealityEffects enhances volumetric capture by introducing a novel method for augmenting captured physical motion with embedded, responsive visual effects, referred to as object-centric augmentation. In RealityEffects, users can interactively attach various visual effects to physical objects within the captured 3D scene, enabling these effects to dynamically move and animate in sync with the corresponding physical motion and body movements. The primary contribution of this paper is the development of a taxonomy for such object-centric augmentations, which includes annotated labels, highlighted objects, ghost effects, and trajectory visualization. This taxonomy is informed by an analysis of 120 edited videos featuring object-centric visual effects. The findings from our user study confirm that our direct manipulation techniques lower the barriers to editing and annotating volumetric captures, thereby enhancing interactive and engaging viewing experiences of 3D volumetric videos. Jian Liao 0002, Kevin Van, Zhijie Xia, Ryo Suzuki 0001 |
Conference on Designing Interactive Systems | 4 |
| 2024 | InflatableBots: Inflatable Shape-Changing Mobile Robots for Large-Scale Encountered-Type Haptics in VRabstractWe introduce InflatableBots, shape-changing inflatable robots for large-scale encountered-type haptics in VR. Unlike traditional inflatable shape displays, which are immobile and limited in interaction areas, our approach combines mobile robots with fan-based inflatable structures. This enables safe, scalable, and deployable haptic interactions on a large scale. We developed three coordinated inflatable mobile robots, each of which consists of an omni-directional mobile base and a reel-based inflatable structure. The robot can simultaneously change its height and position rapidly (horizontal: 58.5 cm/sec, vertical: 10.4 cm/sec, from 40 cm to 200 cm), which allows for quick and dynamic haptic rendering of multiple touch points to simulate various body-scale objects and surfaces in real-time across large spaces (3.5 m x 2.5 m). We evaluated our system with a user study (N = 12), which confirms the unique advantages in safety, deployability, and large-scale interactability to significantly improve realism in VR experiences. Ryota Gomi, Ryo Suzuki 0001, Kazuki Takashima, Kazuyuki Fujita, Yoshifumi Kitamura |
CHI | 2 |
| 2024 | CollageVis: Rapid Previsualization Tool for Indie Filmmaking using Video CollagesabstractPrevisualization, previs, is essential for film production, allowing cinematographic experiments and effective collaboration. However, traditional previs methods like 2D storyboarding and 3D animation require substantial time, cost, and technical expertise, posing challenges for indie filmmakers. We introduce CollageVis, a rapid previsualization tool using video collages. CollageVis enables filmmakers to create previs through two main user interfaces. First, it automatically segments actors from videos and assigns roles using name tags, color filters, and face swaps. Second, it positions video layers on a virtual stage and allows users to record shots using mobile as a proxy for a virtual camera. These features were developed based on formative interviews by reflecting indie filmmakers’ needs and working methods. We demonstrate the system’s capability by replicating seven film scenes and evaluate the system’s usability with six indie filmmakers. The findings indicate that CollageVis allows more flexible yet expressive previs creation for idea development and collaboration. Hye-Young Jo, Ryo Suzuki 0001 |
CHI | 2 |
| 2024 | 3D Printing Locally Activated Visual-Displays Embedded in 3D Objects via Electrically Conductive and Thermochromic Materialsabstract3D printed displays promise to create unique visual interfaces for physical objects. However, current methods for creating 3D printed displays either require specialized post-fabrication processes (e.g., electroluminescence spray and silicon casting) or function as passive elements that simply react to environmental factors (e.g., body and air temperature). These passive displays offer limited control over when, where, and how the colors change. In this paper, we introduce ThermoPixels, a method for designing and 3D printing actively controlled and visually rich thermochromic displays that can be embedded in arbitrary geometries. We investigate the color-changing and thermal properties of thermochromic and conductive filaments. Based on these insights, we designed ThermoPixels and an accompanying software tool that allows embedding ThermoPixels in arbitrary 3D geometries, creating displays of various shapes and sizes (flat, curved, or matrix displays) or displays that embed textures, multiple colors, or that are flexible. Kongpyung Moon, Zofia Marciniak, Ryo Suzuki 0001, Andrea Bianchi |
CHI | 3 |
| 2024 | RoboVisAR: Immersive Authoring of Condition-based AR Robot VisualisationsabstractWe introduce RoboVisAR, an immersive augmented reality (AR) authoring tool for in-situ robot visualisations. AR robot visualisations, such as the robot's movement path, status, and safety zones, have been shown to benefit human-robot collaboration. However, their creation requires extensive skills in both robotics and AR programming. To address this, RoboVisAR allows users to create custom AR robot visualisations without programming. By recording an example robot behaviour, users can design, combine, and test visualisations in-situ within a mixed reality environment. RoboVisAR currently supports six types of visualisations (Path, Point of Interest, Safety Zone, Robot State, Message, Force/Torque) and four types of conditions for when they are displayed (Robot State, Proximity, Box, Force/Torque). With this tool, users can easily present different visualisations on demand and make them context-aware to avoid visual clutter. An expert user study with three participants suggests that users appreciate the customizability of the visualisations, which could easily be authored in less than ten minutes. Rasmus S. Lunding, Mille Skovhus Lunding, Tiare M. Feuchtner, Marianne Graves Petersen, Kaj Grønbæk, Ryo Suzuki 0001 |
HRI | 6 |
| 2024 | Augmented Physics: Creating Interactive and Embedded Physics Simulations from Static Textbook DiagramsabstractWe introduce Augmented Physics, a machine learning-integrated authoring tool designed for creating embedded interactive physics simulations from static textbook diagrams. Leveraging recent advancements in computer vision, such as Segment Anything and Multi-modal LLMs, our web-based system enables users to semi-automatically extract diagrams from physics textbooks and generate interactive simulations based on the extracted content. These interactive diagrams are seamlessly integrated into scanned textbook pages, facilitating interactive and personalized learning experiences across various physics concepts, such as optics, circuits, and kinematics. Drawing from an elicitation study with seven physics instructors, we explore four key augmentation strategies: 1) augmented experiments, 2) animated diagrams, 3) bi-directional binding, and 4) parameter visualization. We evaluate our system through technical evaluation, a usability study (N=12), and expert interviews (N=12). Study findings suggest that our system can facilitate more engaging and personalized learning experiences in physics education. Aditya Gunturu, Nandi Zhang, Jarin Thundathil, Rubaiat Habib Kazi, Ryo Suzuki 0001 |
UIST | 6 |
| 2024 | SHAPE-IT: Exploring Text-to-Shape-Display for Generative Shape-Changing Behaviors with LLMsabstractThis paper introduces text-to-shape-display, a novel approach to generating dynamic shape changes in pin-based shape displays through natural language commands. By leveraging large language models (LLMs) and AI-chaining, our approach allows users to author shape-changing behaviors on demand through text prompts without programming. We describe the foundational aspects necessary for such a system, including the identification of key generative elements (primitive, animation, and interaction) and design requirements to enhance user interaction, based on formative exploration and iterative design processes. Based on these insights, we develop SHAPE-IT, an LLM-based authoring tool for a 24 x 24 shape display, which translates the user’s textual command into executable code and allows for quick exploration through a web-based control interface. We evaluate the effectiveness of SHAPE-IT in two ways: 1) performance evaluation and 2) user evaluation (N= 10). The study conclusions highlight the ability to facilitate rapid ideation of a wide range of shape-changing behaviors with AI. However, the findings also expose accuracy-related challenges and limitations, prompting further exploration into refining the framework for leveraging AI to better suit the unique requirements of shape-changing systems. Wanli Qian, Chenfeng Gao, Anup Sathya, Ryo Suzuki 0001, Ken Nakagaki |
UIST | 4 |
| 2023 | Physica: Interactive Tangible Physics Simulation based on Tabletop Mobile Robots Towards Explorable Physics EducationabstractIn this paper, we introduce Physica, a tangible physics simulation system and approach based on tabletop mobile robots. In Physica, each tabletop robot can physically represent distinct simulated objects that are controlled through an underlying physics simulation, such as gravitational force, molecular movement, and spring force. It aims to bring the benefits of tangible and haptic interaction into explorable physics learning, which was traditionally only available on screen-based interfaces. The system utilizes off-the-shelf mobile robots (Sony Toio) and an open-source physics simulation tool (Teilchen). Built on top of them, we implement the interaction software pipeline that consists of 1) an event detector to reflect tangible interaction by users, and 2) target speed control to minimize the gap between the robot motion and simulated moving objects. To present the potential for physics education, we demonstrate various application scenarios that illustrate different forms of learning using Physica. In our user study, we investigate the effect and the potential of our approach through a perception study and interviews with physics educators. Jiatong Li 0010, Ryo Suzuki 0001, Ken Nakagaki |
Conference on Designing Interactive Systems | 2 |
| 2023 | ChameleonControl: Teleoperating Real Human Surrogates through Mixed Reality Gestural Guidance for Remote Hands-on ClassroomsabstractWe present ChameleonControl, a real-human teleoperation system for scalable remote instruction in hands-on classrooms. In contrast to existing video or AR/VR-based remote hands-on education, ChameleonControl uses a real human as a surrogate of a remote instructor. Building on existing human-based telepresence approaches, we contribute a novel method to teleoperate a human surrogate through synchronized mixed reality hand gestural navigation and verbal communication. By overlaying the remote instructor’s virtual hands in the local user’s MR view, the remote instructor can guide and control the local user as if they were physically present. This allows the local user/surrogate to synchronize their hand movements and gestures with the remote instructor, effectively teleoperating a real human. We deploy and evaluate our system in classrooms of physiotherapy training, as well as other application domains such as mechanical assembly, sign language and cooking lessons. The study results confirm that our approach can increase engagement and the sense of co-presence, showing potential for the future of remote hands-on classrooms. Mehrad Faridan, Bheesha Kumari, Ryo Suzuki 0001 |
CHI | 3 |
| 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 | 5 |
| 2023 | Augmented Math: Authoring AR-Based Explorable Explanations by Augmenting Static Math TextbooksabstractWe introduce Augmented Math, a machine learning-based approach to authoring AR explorable explanations by augmenting static math textbooks without programming. To augment a static document, our system first extracts mathematical formulas and figures from a given document using optical character recognition (OCR) and computer vision. By binding and manipulating these extracted contents, the user can see the interactive animation overlaid onto the document through mobile AR interfaces. This empowers non-technical users, such as teachers or students, to transform existing math textbooks and handouts into on-demand and personalized explorable explanations. To design our system, we first analyzed existing explorable math explanations to identify common design strategies. Based on the findings, we developed a set of augmentation techniques that can be automatically generated based on the extracted content, which are 1) dynamic values, 2) interactive figures, 3) relationship highlights, 4) concrete examples, and 5) step-by-step hints. To evaluate our system, we conduct two user studies: preliminary user testing and expert interviews. The study results confirm that our system allows more engaging experiences for learning math concepts. Neil Chulpongsatorn, Mille Skovhus Lunding, Nishan Soni, Ryo Suzuki 0001 |
UIST | 4 |
| 2023 | HoloBots: Augmenting Holographic Telepresence with Mobile Robots for Tangible Remote Collaboration in Mixed RealityabstractThis paper introduces HoloBots, a mixed reality remote collaboration system that augments holographic telepresence with synchronized mobile robots. Beyond existing mixed reality telepresence, HoloBots lets remote users not only be visually and spatially present, but also physically engage with local users and their environment. HoloBots allows the users to touch, grasp, manipulate, and interact with the remote physical environment as if they were co-located in the same shared space. We achieve this by synchronizing holographic user motion (Hololens 2 and Azure Kinect) with tabletop mobile robots (Sony Toio). Beyond the existing physical telepresence, HoloBots contributes to an exploration of broader design space, such as object actuation, virtual hand physicalization, world-in-miniature exploration, shared tangible interfaces, embodied guidance, and haptic communication. We evaluate our system with twelve participants by comparing it with hologram-only and robot-only conditions. Both quantitative and qualitative results confirm that our system significantly enhances the level of co-presence and shared experience, compared to the other conditions. Keiichi Ihara, Mehrad Faridan, Ayumi Ichikawa, Ikkaku Kawaguchi, Ryo Suzuki 0001 |
UIST | 5 |
| 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 | 4 |
| 2022 | Augmented Reality and Robotics: A Survey and Taxonomy for AR-enhanced Human-Robot Interaction and Robotic InterfacesabstractThis paper contributes to a taxonomy of augmented reality and robotics based on a survey of 460 research papers. Augmented and mixed reality (AR/MR) have emerged as a new way to enhance human-robot interaction (HRI) and robotic interfaces (e.g., actuated and shape-changing interfaces). Recently, an increasing number of studies in HCI, HRI, and robotics have demonstrated how AR enables better interactions between people and robots. However, often research remains focused on individual explorations and key design strategies, and research questions are rarely analyzed systematically. In this paper, we synthesize and categorize this research field in the following dimensions: 1) approaches to augmenting reality; 2) characteristics of robots; 3) purposes and benefits; 4) classification of presented information; 5) design components and strategies for visual augmentation; 6) interaction techniques and modalities; 7) application domains; and 8) evaluation strategies. We formulate key challenges and opportunities to guide and inform future research in AR and robotics. Ryo Suzuki 0001, Adnan Karim, Hooman Hedayati, Nicolai Marquardt |
CHI | 1 |
| 2022 | ElectroVoxel: Electromagnetically Actuated Pivoting for Scalable Modular Self-Reconfigurable RobotsabstractThis paper introduces a cube-based reconfigurable robot that utilizes an electromagnet-based actuation framework to reconfigure in three dimensions via pivoting. While a variety of actuation mechanisms for self-reconfigurable robots have been explored, they often suffer from cost, complexity, assembly and sizing requirements that prevent scaled production of such robots. To address this challenge, we use an actuation mechanism based on electromagnets embedded into the edges of each cube to interchangeably create identically or oppositely polarized electromagnet pairs, resulting in repulsive or attractive forces, respectively. By leveraging attraction for hinge formation, and repulsion to drive pivoting maneuvers, we can reconfigure the robot by voxelizing it and actuating its constituent modules-termed Electrovoxels-via electromagnetically actuated pivoting. To demonstrate this, we develop fully untethered, three-dimensional self-reconfigurable robots and demonstrate 2D and 3D self-reconfiguration using pivot and traversal maneuvers on an air-table and in microgravity on a parabolic flight. This paper describes the hardware design of our robots, its pivoting framework, our reconfiguration planning software, and an evaluation of the dynamical and electrical characteristics of our system to inform the design of scalable self-reconfigurable robots. Martin Nisser, Leon Cheng, Yashaswini Makaram, Ryo Suzuki 0001, Stefanie Mueller 0001 |
ICRA | 4 |
| 2022 | Selective Self-Assembly using Re-Programmable Magnetic PixelsabstractThis paper introduces a method to generate highly selective encodings that can be magnetically “programmed” onto physical modules to enable them to self-assemble in chosen configurations. We generate these encodings based on Hadamard matrices, and show how to design the faces of modules to be maximally attractive to their intended mate, while remaining maximally agnostic to other faces. We derive guarantees on these bounds, and verify their attraction and agnosticism experimentally. Using cubic modules whose faces have been covered in soft magnetic material, we show how inexpensive, passive modules with planar faces can be used to selectively self-assemble into target shapes without geometric guides. We show that these modules can be easily re-programmed for new target shapes using a CNC-based magnetic plotter, and demonstrate self-assembly of 8 cubes in a water tank. Martin Nisser, Yashaswini Makaram, Faraz Faruqi, Ryo Suzuki 0001, Stefanie Mueller 0001 |
IROS | 4 |
| 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 | 8 |
| 2022 | RealityTalk: Real-Time Speech-Driven Augmented Presentation for AR Live StorytellingabstractWe present RealityTalk, a system that augments real-time live presentations with speech-driven interactive virtual elements. Augmented presentations leverage embedded visuals and animation for engaging and expressive storytelling. However, existing tools for live presentations often lack interactivity and improvisation, while creating such effects in video editing tools require significant time and expertise. RealityTalk enables users to create live augmented presentations with real-time speech-driven interactions. The user can interactively prompt, move, and manipulate graphical elements through real-time speech and supporting modalities. Based on our analysis of 177 existing video-edited augmented presentations, we propose a novel set of interaction techniques and then incorporated them into RealityTalk. We evaluate our tool from a presenter’s perspective to demonstrate the effectiveness of our system. Jian Liao 0002, Adnan Karim, Shivesh Singh Jadon, Rubaiat Habib Kazi, Ryo Suzuki 0001 |
UIST | 5 |
| 2022 | Mixels: Fabricating Interfaces using Programmable Magnetic PixelsabstractIn this paper, we present Mixels, programmable magnetic pixels that can be rapidly fabricated using an electromagnetic printhead mounted on an off-the-shelve 3-axis CNC machine. The ability to program magnetic material pixel-wise with varying magnetic force enables Mixels to create new tangible, tactile, and haptic interfaces. To facilitate the creation of interactive objects with Mixels, we provide a user interface that lets users specify the high-level magnetic behavior and that then computes the underlying magnetic pixel assignments and fabrication instructions to program the magnetic surface. Our custom hardware add-on based on an electromagnetic printhead and hall effect sensor clips onto a standard 3-axis CNC machine and can both write and read magnetic pixel values from magnetic material. Our evaluation shows that our system can reliably program and read magnetic pixels of various strengths, that we can predict the behavior of two interacting magnetic surfaces before programming them, that our electromagnet is strong enough to create pixels that utilize the maximum magnetic strength of the material being programmed, and that this material remains magnetized when removed from the magnetic plotter. Martin Nisser, Yashaswini Makaram, Lucian Covarrubias, Amadou Bah, Faraz Faruqi, Ryo Suzuki 0001, Stefanie Mueller 0001 |
UIST | 6 |
| 2021 | HapticBots: Distributed Encountered-type Haptics for VR with Multiple Shape-changing Mobile RobotsabstractHapticBots introduces a novel encountered-type haptic approach for Virtual Reality (VR) based on multiple tabletop-size shape-changing robots. These robots move on a tabletop and change their height and orientation to haptically render various surfaces and objects on-demand. Compared to previous encountered-type haptic approaches like shape displays or robotic arms, our proposed approach has an advantage in deployability, scalability, and generalizability—these robots can be easily deployed due to their compact form factor. They can support multiple concurrent touch points in a large area thanks to the distributed nature of the robots. We propose and evaluate a novel set of interactions enabled by these robots which include: 1) rendering haptics for VR objects by providing just-in-time touch-points on the user’s hand, 2) simulating continuous surfaces with the concurrent height and position change, and 3) enabling the user to pick up and move VR objects through graspable proxy objects. Finally, we demonstrate HapticBots with various applications, including remote collaboration, education and training, design and 3D modeling, and gaming and entertainment. Ryo Suzuki 0001, Eyal Ofek, Mike Sinclair, Daniel Leithinger, Mar González-Franco |
UIST | 1 |
| 2020 | RoomShift: Room-scale Dynamic Haptics for VR with Furniture-moving Swarm RobotsabstractRoomShift is a room-scale dynamic haptic environment for virtual reality, using a small swarm of robots that can move furniture. RoomShift consists of nine shape-changing robots: Roombas with mechanical scissor lifts. These robots drive beneath a piece of furniture to lift, move and place it. By augmenting virtual scenes with physical objects, users can sit on, lean against, place and otherwise interact with furniture with their whole body; just as in the real world. When the virtual scene changes or users navigate within it, the swarm of robots dynamically reconfigures the physical environment to match the virtual content. We describe the hardware and software implementation, applications in virtual tours and architectural design and interaction techniques. Ryo Suzuki 0001, Hooman Hedayati, Clement Zheng, James L. Bohn, Daniel Szafir, Ellen Yi-Luen Do, Mark D. Gross, Daniel Leithinger |
CHI | 1 |
| 2020 | PufferBot: Actuated Expandable Structures for Aerial RobotsabstractWe present PufferBot, an aerial robot with an expandable structure that may expand to protect a drone's propellers when the robot is close to obstacles or collocated humans. PufferBot is made of a custom 3D-printed expandable scissor structure, which utilizes a one degree of freedom actuator with rack and pinion mechanism. We propose four designs for the expandable structure, each with unique characterizations for different situations. Finally, we present three motivating scenarios in which PufferBot may extend the utility of existing static propeller guard structures. Hooman Hedayati, Ryo Suzuki 0001, Daniel Leithinger, Daniel Szafir |
IROS | 2 |
| 2020 | LiftTiles: Constructive Building Blocks for Prototyping Room-scale Shape-changing InterfacesabstractLarge-scale shape-changing interfaces have great potential, but creating such systems requires substantial time, cost, space, and efforts, which hinders the research community to explore interactions beyond the scale of human hands. We introduce modular inflatable actuators as building blocks for prototyping room-scale shape-changing interfaces. Each actuator can change its height from 15cm to 150cm, actuated and controlled by air pressure. Each unit is low-cost (8 USD), lightweight (10 kg), compact (15 cm), and robust, making it well-suited for prototyping room-scale shape transformations. Moreover, our modular and reconfigurable design allows researchers and designers to quickly construct different geometries and to explore various applications. This paper contributes to the design and implementation of highly extendable inflatable actuators, and demonstrates a range of scenarios that can leverage this modular building block. Ryo Suzuki 0001, Ryosuke Nakayama, Yasuaki Kakehi, Mark D. Gross, Daniel Leithinger |
TEI | 1 |
| 2020 | RealitySketch: Embedding Responsive Graphics and Visualizations in AR through Dynamic SketchingabstractWe present RealitySketch, an augmented reality interface for sketching interactive graphics and visualizations. In recent years, an increasing number of AR sketching tools enable users to draw and embed sketches in the real world. However, with the current tools, sketched contents are inherently static, floating in mid-air without responding to the real world. This paper introduces a new way to embed dynamic and responsive graphics in the real world. In RealitySketch, the user draws graphical elements on a mobile AR screen and binds them with physical objects in real-time and improvisational ways, so that the sketched elements dynamically move with the corresponding physical motion. The user can also quickly visualize and analyze real-world phenomena through responsive graph plots or interactive visualizations. This paper contributes to a set of interaction techniques that enable capturing, parameterizing, and visualizing real-world motion without pre-defined programs and configurations. Finally, we demonstrate our tool with several application scenarios, including physics education, sports training, and in-situ tangible interfaces. Ryo Suzuki 0001, Rubaiat Habib Kazi, Li-Yi Wei, Stephen DiVerdi, Wilmot Li, Daniel Leithinger |
UIST | 1 |
| 2019 | MorphIO: Entirely Soft Sensing and Actuation Modules for Programming Shape Changes through Tangible InteractionabstractWe introduce MorphIO, entirely soft sensing and actuation modules for programming by demonstration of soft robots and shape-changing interfaces.MorphIO's hardware consists of a soft pneumatic actuator containing a conductive sponge sensor.This allows both input and output of three-dimensional deformation of a soft material.Leveraging this capability, MorphIO enables a user to record and later playback physical motion of programmable shape-changing materials.In addition, the modular design of MorphIO's unit allows the user to construct various shapes and topologies through magnetic connection.We demonstrate several application scenarios, including tangible character animation, locomotion experiment of a soft robot, and prototyping tools for animated soft objects.Our user study with six participants confirms the benefits of MorphIO, as compared to the existing programming paradigm. Ryosuke Nakayama, Ryo Suzuki 0001, Satoshi Nakamaru, Ryuma Niiyama, Yoshihiro Kawahara, Yasuaki Kakehi |
Conference on Designing Interactive Systems | 2 |
| 2019 | ShapeBots: Shape-changing Swarm RobotsabstractWe introduce shape-changing swarm robots. A swarm of self-transformable robots can both individually and collectively change their configuration to display information, actuate objects, act as tangible controllers, visualize data, and provide physical affordances. ShapeBots is a concept prototype of shape-changing swarm robots. Each robot can change its shape by leveraging small linear actuators that are thin (2.5 cm) and highly extendable (up to 20cm) in both horizontal and vertical directions. The modular design of each actuator enables various shapes and geometries of self-transformation. We illustrate potential application scenarios and discuss how this type of interface opens up possibilities for the future of ubiquitous and distributed shape-changing interfaces. Ryo Suzuki 0001, Clement Zheng, Yasuaki Kakehi, Tom Yeh, Ellen Yi-Luen Do, Mark D. Gross, Daniel Leithinger |
UIST | 1 |
| 2018 | PEP (3D Printed Electronic Papercrafts): An Integrated Approach for 3D Sculpting Paper-Based Electronic DevicesabstractWe present PEP (Printed Electronic Papercrafts), a set of design and fabrication techniques to integrate electronic based interactivities into printed papercrafts via 3D sculpting. We explore the design space of PEP, integrating four functions into 3D paper products: actuation, sensing, display, and communication, leveraging the expressive and technical opportunities enabled by paper-like functional layers with a stack of paper. We outline a seven-step workflow, introduce a design tool we developed as an add-on to an existing CAD environment, and demonstrate example applications that combine the electronic enabled functionality, the capability of 3D sculpting, and the unique creative affordances by the materiality of paper. HyunJoo Oh 0001, Tung D. Ta, Ryo Suzuki 0001, Mark D. Gross, Yoshihiro Kawahara, Lining Yao |
CHI | 3 |
| 2018 | Reactile: Programming Swarm User Interfaces through Direct Physical ManipulationabstractWe 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 |
CHI | 1 |
| 2018 | Dynablock: Dynamic 3D Printing for Instant and Reconstructable Shape FormationabstractThis paper introduces Dynamic 3D Printing, a fast and reconstructable shape formation system. Dynamic 3D Printing can assemble an arbitrary three-dimensional shape from a large number of small physical elements. Also, it can disassemble the shape back to elements and reconstruct a new shape. Dynamic 3D Printing combines the capabilities of 3D printers and shape displays: Like conventional 3D printing, it can generate arbitrary and graspable three-dimensional shapes, while allowing shapes to be rapidly formed and reformed as in a shape display. To demonstrate the idea, we describe the design and implementation of Dynablock, a working prototype of a dynamic 3D printer. Dynablock can form a three-dimensional shape in seconds by assembling 3,000 9 mm blocks, leveraging a 24 x 16 pin-based shape display as a parallel assembler. Dynamic 3D printing is a step toward achieving our long-term vision in which 3D printing becomes an interactive medium, rather than the means for fabrication that it is today. In this paper, we explore possibilities for this vision by illustrating application scenarios that are difficult to achieve with conventional 3D printing or shape display systems. Ryo Suzuki 0001, Junichi Yamaoka, Daniel Leithinger, Tom Yeh, Mark D. Gross, Yoshihiro Kawahara, Yasuaki Kakehi |
UIST | 1 |
| 2017 | FluxMarker: Enhancing Tactile Graphics with Dynamic Tactile MarkersabstractFor people with visual impairments, tactile graphics are an important means to learn and explore information. However, raised line tactile graphics created with traditional materials such as embossing are static. While available refreshable displays can dynamically change the content, they are still too expensive for many users, and are limited in size. These factors limit wide-spread adoption and the representation of large graphics or data sets. In this paper, we present FluxMaker, an inexpensive scalable system that renders dynamic information on top of static tactile graphics with movable tactile markers. These dynamic tactile markers can be easily reconfigured and used to annotate static raised line tactile graphics, including maps, graphs, and diagrams. We developed a hardware prototype that actuates magnetic tactile markers driven by low-cost and scalable electromagnetic coil arrays, which can be fabricated with standard printed circuit board manufacturing. We evaluate our prototype with six participants with visual impairments and found positive results across four application areas: location finding or navigating on tactile maps, data analysis, and physicalization, feature identification for tactile graphics, and drawing support. The user study confirms advantages in application domains such as education and data exploration. Ryo Suzuki 0001, Abigale Stangl, Mark D. Gross, Tom Yeh |
ASSETS | 1 |
| 2017 | Learning syntactic program transformations from examplesabstractAutomatic program transformation tools can be valuable for programmers to help them with refactoring tasks, and for Computer Science students in the form of tutoring systems that suggest repairs to programming assignments. However, manually creating catalogs of transformations is complex and time-consuming. In this paper, we present REFAZER, a technique for automatically learning program transformations. REFAZER builds on the observation that code edits performed by developers can be used as input-output examples for learning program transformations. Example edits may share the same structure but involve different variables and subexpressions, which must be generalized in a transformation at the right level of abstraction. To learn transformations, REFAZER leverages state-of-the-art programming-by-example methodology using the following key components: (a) a novel domain-specific language (DSL) for describing program transformations, (b) domain-specific deductive algorithms for efficiently synthesizing transformations in the DSL, and (c) functions for ranking the synthesized transformations. We instantiate and evaluate REFAZER in two domains. First, given examples of code edits used by students to fix incorrect programming assignment submissions, we learn program transformations that can fix other students' submissions with similar faults. In our evaluation conducted on 4 programming tasks performed by 720 students, our technique helped to fix incorrect submissions for 87% of the students. In the second domain, we use repetitive code edits applied by developers to the same project to synthesize a program transformation that applies these edits to other locations in the code. In our evaluation conducted on 56 scenarios of repetitive edits taken from three large C# open-source projects, REFAZER learns the intended program transformation in 84% of the cases using only 2.9 examples on average. Reudismam Rolim de Sousa, Gustavo Soares, Loris D'Antoni, Oleksandr Polozov, Sumit Gulwani, Rohit Gheyi, Ryo Suzuki 0001, Björn Hartmann |
ICSE | 7 |
| 2017 | Writing Reusable Code Feedback at Scale with Mixed-Initiative Program SynthesisabstractIn large introductory programming classes, teacher feedback on individual incorrect student submissions is often infeasible. Program synthesis techniques are capable of fixing student bugs and generating hints automatically, but they lack the deep domain knowledge of a teacher and can generate functionally correct but stylistically poor fixes. We introduce a mixed-initiative approach which combines teacher expertise with data-driven program synthesis techniques. We demonstrate our novel approach in two systems that use different interaction mechanisms. Our systems use program synthesis to learn bug-fixing code transformations and then cluster incorrect submissions by the transformations that correct them. The MistakeBrowser system learns transformations from examples of students fixing bugs in their own submissions. The FixPropagator system learns transformations from teachers fixing bugs in incorrect student submissions. Teachers can write feedback about a single submission or a cluster of submissions and propagate the feedback to all other submissions that can be fixed by the same transformation. Two studies suggest this approach helps teachers better understand student bugs and write reusable feedback that scales to a massive introductory programming classroom. Andrew Head, Elena L. Glassman, Gustavo Soares, Ryo Suzuki 0001, Lucas Figueredo, Loris D'Antoni, Björn Hartmann |
L@S | 4 |
| 2017 | TraceDiff: Debugging unexpected code behavior using trace divergencesabstractRecent advances in program synthesis offer means to automatically debug student submissions and generate personalized feedback in massive programming classrooms. When automatically generating feedback for programming assignments, a key challenge is designing pedagogically useful hints that are as effective as the manual feedback given by teachers. Through an analysis of teachers' hint-giving practices in 132 online Q&A posts, we establish three design guidelines that an effective feedback design should follow. Based on these guidelines, we develop a feedback system that leverages both program synthesis and visualization techniques. Our system compares the dynamic code execution of both incorrect and fixed code and highlights how the error leads to a difference in behavior and where the incorrect code trace diverges from the expected solution. Results from our study suggest that our system enables students to detect and fix bugs that are not caught by students using another existing visual debugging tool. Ryo Suzuki 0001, Gustavo Soares, Andrew Head, Elena L. Glassman, Ruan Reis, Melina Mongiovi, Loris D'Antoni, Björn Hartmann |
VL/HCC | 1 |
| 2016 | Atelier: Repurposing Expert Crowdsourcing Tasks as Micro-internshipsabstractExpert crowdsourcing marketplaces have untapped potential to empower workers' career and skill development. Currently, many workers cannot afford to invest the time and sacrifice the earnings required to learn a new skill, and a lack of experience makes it difficult to get job offers even if they do. In this paper, we seek to lower the threshold to skill development by repurposing existing tasks on the marketplace as mentored, paid, real-world work experiences, which we refer to as micro-internships. We instantiate this idea in Atelier, a micro-internship platform that connects crowd interns with crowd mentors. Atelier guides mentor-intern pairs to break down expert crowdsourcing tasks into milestones, review intermediate output, and problem-solve together. We conducted a field experiment comparing Atelier's mentorship model to a non-mentored alternative on a real-world programming crowdsourcing task, finding that Atelier helped interns maintain forward progress and absorb best practices. Ryo Suzuki 0001, Niloufar Salehi, Michelle S. Lam, Juan C. Marroquin, Michael S. Bernstein |
CHI | 1 |