Shio Miyafuji

dblp:175/7323 · DBLP profile ↗
← Back
18ranked-venue papers
3as first author
13since 2021 · last 2026
0000-0002-5133-9069ORCID · verified

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

Human-computer interaction and ubiquitous computing · 16 · 3 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 since 2021
YearPublicationVenuePosition
2026 DirectionalIllusion: Displaying Different Images Based on Gaze Movement Directions using a High-Speed Projector
abstract
Projectors and large displays are effective for presenting information to large, unspecified audiences without additional devices such as head-mounted displays. However, they are unable to deliver content to individual viewers. The ability to display varied visual content based on individual user states facilitates rapid and appropriate access to necessary information. We propose DirectionalIllusion, a novel image display technique that uses high-speed projection to present different images depending on the user’s gaze movement direction. Our method projects stripe-based frames at high refresh rates; when a user moves their gaze in a specific direction, hidden visual content becomes perceptible due to temporal interference patterns. By changing the direction of gaze, users can selectively reveal different images embedded within the same visual field, enabling direction-dependent information access. Our results demonstrated that directional gaze shifts reliably trigger the intended image perception. We also propose application scenarios for both intentional and unintentional gaze movements, demonstrating how each can be utilized in different interaction contexts.
Ryusuke Miyazaki, Shio Miyafuji, Hideki Koike
AVI2
2026 Chromotion: Controlling Motion-Induced Color on Object Motion Paths via High-Speed Temporal Additive Projection
abstract
We present Chromotion, a high-speed projection method that renders intended colors along the motion trajectories of moving objects. When an object moves across a high speed temporally multiplexed frame sequence, its occlusion of the projected patterns can, through persistence of vision, produce motion dependent colors along its path. Chromotion exploits this phenomenon by decomposing each static image into a short sequence in which target color frames are interleaved with a single complementary color frame. This temporal design allows moving objects to sample the sequence so that the perceived color along their motion paths converges to the target color, while stationary regions still integrate to the original static color. We built a prototype and conducted a camera based technical evaluation together with a user evaluation. The results show that Chromotion reliably produces the target color on motion trajectories without degrading static color fidelity. Because the approach requires no body or gaze tracking and no decoding of embedded information, it scales to public settings and supports multiuser and multimodal interactions. We also discuss limitations, and outline application scenarios such as public, ambient displays that blend into the environment.
Shio Miyafuji, Arisa Kohtani, Hideki Koike
CHI1
2026 Supporting Gaze Training for Microsurgical Suturing Using Task-Region Highlighting
Shun Iwatake, Shio Miyafuji
ETRA2
2025 Eye Guidance System Applying Rhythm Game
Yuto Makimoto, Hideki Koike, Shio Miyafuji
ETRA3
2025 Enhancing Skill Acquisition in High Sensitivity Situations: A VR-Based Gaze Guidance Approach
Hayato Yamaguchi, Shio Miyafuji
ETRA2
2025 An Experiment on a High-Speed Image Projection Perceived Only During Smooth Pursuit using Striped Patterns
abstract
We have proposed a novel image display technique that uses high-speed projection to present different images depending on the user’s gaze movement direction. This method projects stripe-based frames at high refresh rates; when a user moves their gaze in a specific direction, previously hidden visual content becomes perceptible due to temporal interference patterns. In this method, the optimal gaze velocity is determined from parameters such as the decomposition parameters of the striped patterns and the projection speed of these images. However, it is known that in the human visual system, gaze velocity lags behind the target object’s velocity during pursuit eye movements. Therefore, we conducted an experiment with human subjects to compare the theoretically optimal gaze velocity with the actual measured velocity. The results suggest that the velocity of the guide point used to induce gaze movement should be set to approximately 1.5 times the theoretical optimal gaze velocity.
Ryusuke Miyazaki, Shio Miyafuji, Hideki Koike
VRST2
2025 Saccaidance: Saccade-Aware Pattern Embedding for Gaze Guidance on High-Speed Displays
abstract
Gaze guidance is essential for directing user attention to specific areas of interest. However, conventional visual cues generate persistent visual noise that hinders concentration during tasks. We propose Saccaidance, a gaze-guidance method that appears only when users move their gaze. Saccaidance employs temporal additive color mixing and 480 Hz high-speed displays to shift the color phase of guidance patterns. This renders the patterns barely visible during fixation and makes them appear transiently when users move their gaze as a color-breaking effect. This intermittent gaze guidance appears only during gaze transitions, providing effective guidance without interfering with focused work or requiring eye-tracking hardware. We conducted experiments with 24 participants under four conditions that involved search tasks: an unmodified baseline, conventional explicit guidance, and our proposed method using oval and radial patterns. The results show that our approach effectively constrains the exploration area while preserving subjective naturalness. We also outline application scenarios of our method, including document highlighting.
Masahiro Nara, Ryusuke Miyazaki, Yuichi Hiroi, Takefumi Hiraki, Yuta Itoh 0001, Shio Miyafuji
VRST6
2025 StringWall: A Low-Budget, Projection-Based Tangible User Interface
abstract
Efficient space division is increasingly important as space is decreasing for both apartments and offices, where the average person spends most of their time. Therefore, it is essential to explore additional ways to separate and cover space without preventing its accessibility, while also providing possibilities for personalization by the individual. To achieve this, we present StringWall, a tangible, projection-based user interface created from low-cost materials that can be integrated into any space or size. It consists of rubber strings tracked by a depth camera that can be adapted to the user's needs in terms of size and orientation. To evaluate our system, we conducted visibility tests for the projection and background under different conditions. Furthermore, we conducted two preliminary studies to explore the users' preferences in terms of different interaction methods and use cases, as well as the haptic feedback capabilities of our system. The results show that users found the system and proposed use cases engaging, and that the system is suitable for providing extended haptic feedback when physical restraints align with the user's expectations. We further provide a demonstration of two versions of a shelf prototype incorporating the StringWall and its interactions.
Jana Hoffard, Shio Miyafuji, Hideki Koike
Proc. ACM Hum. Comput. Interact.2
2024 MR MANE: MR Microsurgical Suturing Skill Acquisition for Novice Using Imitation of Example
abstract
The training of microsurgical suturing techniques in neurosurgery requires a considerable amount of time, and there is a need for training methods that enhance efficiency. Especially for novices, imitation of examples and receiving feedback from professionals are crucial elements in improving training efficiency. This paper proposes MR MANE, an MR application that applies the learning method of imitating examples and receiving real-time feedback to the training of microsurgical suturing techniques, aiming to enhance the efficiency of skill acquisition for novices. We conducted a user experiment involving 10 participants to verify whether imitating examples and real-time feedback enhances the efficiency of novices’ training in microsurgical suturing. The results demonstrated that imitating examples and real-time feedback effectively improves the skills of novices in a short period.
Yusuke Kojima, Shio Miyafuji, Yuka Tashiro, Satoshi Kiyofuji, Hideki Koike
AVI2
2024 MOSion: Gaze Guidance with Motion-triggered Visual Cues by Mosaic Patterns
abstract
We propose a gaze-guiding method called MOSion to adjust the guiding strength reacted to observers’ motion based on a high-speed projector and the afterimage effect in the human vision system. Our method decomposes the target area into mosaic patterns to embed visual cues in the perceived images. The patterns can only direct the attention of the moving observers to the target area. The stopping observer can see the original image with little distortion because of light integration in the visual perception. The precomputation of the patterns provides the adaptive guiding effect without tracking devices and computational costs depending on the movements. The evaluation and the user study show that the mosaic decomposition enhances the perceived saliency with a few visual artifacts, especially in moving conditions. Our method embedded in white lights works in various situations such as planar posters, advertisements, and curved objects.
Arisa Kohtani, Shio Miyafuji, Keishiro Uragaki, Hidetaka Katsuyama, Hideki Koike
CHI2
2024 VabricBeads : Variable Stiffness Structured Fabric using Artificial Muscle in Woven Beads
abstract
Woven beads, a structured fabric category, comprises interconnected rows of beads joined by fiber strands. While the stiffness of woven beads can be adjusted by relying on fiber tension during fabrication, the resulting shape and stiffness properties remain fixed. This study explores the potential of tunable shape and stiffness in woven beads, offering adaptability in comfort, functionality, and form factor. By leveraging Pneumatic Artificial Muscles (PAMs), we employ a state-of-the-art technique for dynamically modulating fabric stiffness through mechanical constraints in bead form. This approach enables a modular and scalable fabrication process, fostering programmability in mechanical properties. Our investigation encompasses diverse bead iterations and stitching patterns to broaden their applicability in fabric behavior including degree of freedom, stretchability, permeability, and textures. We evaluate the mechanical properties to differentiate design capabilities, and present techniques for locally adjusting stiffness. We showcase the versatility through applications, including variable stiffness wearables and shape-changing everyday objects.
Jefferson Pardomuan, Shio Miyafuji, Nobuhiro Takahashi, Hideki Koike
CHI2
2024 MR Microsurgical Suture Training System with Level-Appropriate Support
abstract
The integration of advanced technologies in healthcare necessitates the development of systems accommodating the daily routines in medical practices. Neurosurgeons, in particular, require extensive practice in microsurgical suturing in the long term, even in the busy routine of a medical practice. This study collaboratively developed a Mixed Reality system with neurosurgeons to support self-training in microscopic suturing. Based on the neurosurgeons’ opinions, we implemented a level-appropriate microsurgical suture training system. For novices, the system offers shadow-matching training to support the practice of precise movements under the high-sensitivity environment of the microscope. For intermediates, it provides a real-time feedback system, which allows users to practice attention to details. Evaluation involved testing the novice system on students with no medical background and the intermediate system on neurosurgery residents. The effectiveness of the system was demonstrated through the experimental results and subsequent discussion.
Yuka Tashiro, Shio Miyafuji, Yusuke Kojima, Satoshi Kiyofuji, Taichi Kin, Takeo Igarashi, Hideki Koike
CHI2
2022 OmniLantern: Design and Implementations of a Portable and Coaxial Omnidirectional Projector-Camera System
abstract
Projector-camera (ProCam) systems have been widely used to develop the interactive spatial augmented reality (SAR) environment. However, since the projection angle of the existing ProCams is narrow, it is necessary to deploy multiple ProCams to make an omnidirectional SAR environment. These ProCams need to be calibrated and cannot be moved after calibration. To solve this limitation, we introduce OmniProCam, which is a portable coaxial ProCam combining with an ultra-fisheye lens. The ultra-fisheye lens enables omnidirectional projection and interaction, and the coaxial ProCam enables calibration-free. In order to prove the availability of the OmniProcam system, we develop a prototype named OmniLantern, a portable and omnidirectional device in the shape of Lantern. In this paper, we describe the implementation details of the OmniLantern prototype that bases on the retroreflective markers, distortion correction, gesture recognition, and touch detection. We also introduce some applications which show the advantages of OmniLantern. Finally, we summarize the issue of the OmniLantern and the future potential of the OmniProCam system.
Ruopeng Xu, Toshiki Sato, Shio Miyafuji, Hideki Koike
AVI3
2019 OmniGlobe: An Interactive I/O System For Symmetric 360-Degree Video Communication
abstract
Video communication systems have been suffered from the narrow field of view. To solve this limitation, one study proposed symmetric 360° video communication system by combining an omnidirectional camera and a hemispherical display. However, the system still had several issues, e.g., the invisibility of hemisphere which was at the opposite side from a user caused the inconvenience of observing the remote environment. To solve these issues, we introduce OmniGlobe, a novel symmetric full 360° video communication system which incorporates an omnidirectional camera, a full spherical display, and several visual or interactive techniques. Based on an experiment, we could indicate that our system is effective in reducing the inconvenience of observing the remote environment and increased the remote space awareness and user's gaze awareness to support remote collaboration. We also discuss the takeaways, limitations and application areas in our system which help improve the system.
Zhengqing Li, Shio Miyafuji, Erwin Wu, Hideaki Kuzuoka, Naomi Yamashita, Hideki Koike
Conference on Designing Interactive Systems2
2018 How Display Shapes Affect 360-Degree Panoramic Video Communication
abstract
Field-of-view limitation has been a long-standing issue in video communication systems. With the advancement of omnidirectional panoramic technology, the omnidirectional camera, which can provide a 360° field of view, has become increasingly popular in the last few years. Previous research indicated that one-way video communication systems with a wider field of view improve task efficiency. Therefore, we propose to utilize omnidirectional cameras in a symmetrical video communication system and study how this configuration affects remote collaboration. In this study, we conducted experiments based on two conditions, which are an omnidirectional camera with a spherical display and an omnidirectional camera with a horizontally placed 2D flat display. Under these conditions, we analyzed how the display types affected remote collaboration. Our results show that participants marginally preferred the spherical display to the 2D flat display. We also show the advantages and disadvantages of each display. The findings contribute to our understanding of how to design an environment for remote collaboration that captures and shows a 360° panoramic view of a remote site.
Zhengqing Li, Shio Miyafuji, Toshiki Sato, Hideki Koike, Naomi Yamashita, Hideaki Kuzuoka
Conference on Designing Interactive Systems2
2018 OmniEyeball: An Interactive I/O Device For 360-Degree Video Communication
abstract
We propose OmniEyeball (OEB), which is a novel interactive 360° image I/O system combining a spherical display system with an omnidirectional camera. We also present our experimental design of a user interface on the OEB, including a vision-based touch detection technique as well as several visual and interactive features. Our proposed techniques may contribute to solving the weak awareness of the opposite side of the spherical display as well as the workload caused by walking around in the 360° symmetric video communication.
Zhengqing Li, Shio Miyafuji, Erwin Wu, Toshiki Sato, Hideaki Kuzuoka, Hideki Koike
ISS2
2017 Qoom: An Interactive Omnidirectional Ball Display
abstract
We present a sphere-shaped interactive display system, named Qoom, as a new input and output device. Unlike existing sphere-shaped displays, Qoom is a perfectly spherical ball that can be rotated, thrown, or even kicked. First, we discuss how spherical displays can be used in daily life and describe how users interact with spheres. Then, we show how we developed the Qoom prototype that uses touch and rotation detection, real-time object tracking, and spherical projection mapping. We implemented actions including touching, rotating, bouncing and throwing as controls. We also developed applications for Qoom that utilize the unique advantages of ball displays.
Shio Miyafuji, Toshiki Sato, Zhengqing Li, Hideki Koike
UIST1
2016 Ballumiere: Real-Time Tracking and Spherical Projection for High-Speed Moving Balls
abstract
Projections on moving objects have a problem in that the projection may slip because of the delay between tracking and projection. Here, we propose a new prediction method combining a Kalman filter and a three-frame feedback model that switches between these models according to the ball's state of motion. We developed a real-time tracking and projection system named "Ballumiere", which uses motion capture cameras for tracking and multiple projectors for spherical projection. We conducted a comparative experiment with an existing prediction model and showed that our method minimizes slipping and increases the accuracy of the projection.
Shio Miyafuji, Masato Sugasaki, Hideki Koike
ISS1