EDBT 2026 Demo / reviewers in the wild / expert
Ayumi Ohnishi
dblp:201/9794
· DBLP profile ↗
17ranked-venue papers
4as first author
14since 2021 · last 2026
0000-0003-3583-6118ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Applied, interdisciplinary, general and emerging computing · 6 · 1 first-author · 6 since 2021Databases, data management, data science and information retrieval · 3 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | A Wearable System for Promoting Decision Diversity Through Detection and Recall of Previous Considered Options
Kanata Utsunomiya, Ayumi Ohnishi, Tsutomu Terada, Masahiko Tsukamoto |
PERSUASIVE | 2 |
| 2025 | Investigating the Impact of Defocus on Font Visibility in Transparent Displays
Masakatsu Ezumi, Ayumi Ohnishi, Tsutomu Terada, Masahiko Tsukamoto |
iiWAS | 2 |
| 2025 | Automatic Facial Mist Application Skincare Based on Skin Condition Analysis
Natsumi Matsui, Ayumi Ohnishi, Ayaka Uyama, Teizo Sugino, Tsutomu Terada, Masahiko Tsukamoto |
iiWAS | 2 |
| 2025 | Vectorigger: A Method of Inducing Vection Using a Wearable LED Array
Ayumi Ohnishi, Kazuki Ohmura, Tsutomu Terada, Masahiko Tsukamoto |
ICEC | 1 |
| 2025 | System to Support Acquiring Midfoot Strike Running through Intermittent Feedback of Foot Pressure Balance
Ayumi Ohnishi, Tsutomu Terada, Masahiko Tsukamoto |
MoMM | 2 |
| 2025 | Step-Based Sensor Data Segmentation Using Foot Pressure Sensors
Ayumi Ohnishi, Tsutomu Terada, Masahiko Tsukamoto |
MoMM | 2 |
| 2024 | Dynamics and Sociality of Synchronized Arousal between Dancer and Audience in Breakdance Battle Scenes
Daichi Shimizu, Shuhei Tsuchida, Ayumi Ohnishi, Tsutomu Terada, Masahiko Tsukamoto |
CogSci | 3 |
| 2024 | Investigating Choking Under Pressure in Dance Performance with Motion and Physiological Information Analysis
Shuhei Tsuchida, Ayumi Ohnishi, Kae Mukai, Ken Watanabe, Katsumi Watanabe, Tsutomu Terada, Masahiko Tsukamoto |
MoMM | 2 |
| 2023 | A Knee Injury Prevention System by Continuous Knee Angle Recognition Using Stretch Sensors
Ayumi Ohnishi, Kota Kirinoe, Tsutomu Terada, Masahiko Tsukamoto |
MoMM | 1 |
| 2023 | Wearable Device Supporting Light/Dark Adaptation
Ayumi Ohnishi, Tsutomu Terada, Masahiko Tsukamoto |
MoMM | 2 |
| 2022 | Color-Path: Hair Arrangement Reproduction Support System by Displaying Target Motion in ARabstractCurling irons can create curled hair by heating it. However, because the operation of the curling iron involves six degrees of freedom (6DoF) movements, such as translation and rotation, it is difficult to understand and reproduce by simply watching instructional videos. In this study, we proposed Color-Path, a smart mirror-shaped system that allows users to easily understand how to move a curling iron. The proposed system acquires the moving paths of the curling iron using a camera on a smart mirror and an accelerometer on the curling iron. The system displays the curling iron paths of the target hairstyle on a smart mirror in Augmented Reality (AR). From the evaluation experiments, we confirmed that the system contributed to the reproduction of the moving paths of the curling iron through quantitative evaluation. However, a subjective evaluation showed that our system could not reproduce the appearance of the target hairstyle. The results indicate that the time to heat the hair should be considered. Natsumi Matsui, Ayumi Ohnishi, Tsutomu Terada, Masahiko Tsukamoto |
COMPSAC | 2 |
| 2022 | A Stumble Detection Method for Programming with Multi-modal Information
Hiroki Oka, Ayumi Ohnishi, Tsutomu Terada, Masahiko Tsukamoto |
MoMM | 2 |
| 2021 | A Labeling Support System for Participants' Situated Assessments by Multi-modal SensingabstractThis research aims to build a system that estimates assessment expressions to others by machine learning, collects them in real time, and feeds them back to the participants, and this study proposes two techniques that are necessary for this purpose. First, we propose a method to estimate the evaluative behavior to others, which is simplified to positive, negative, and neutral, from the facial images and head acceleration of participants in the conversation. The supervised machine learning algorithm requires ground-truth labeling. To analyze the expression of a large number of people, such as in a classroom, ground-truth labeling becomes a challenge in analysis and system construction. Second, to ease the labeling process we propose and implement a method to recommend the estimated labels on the labeling software. The accuracy of the proposed method is approximately 0.45 in F-value. Considering the time-series information, the proposed method recognizes major changes in positive evaluation behaviors. Presenting recommended labels on our labeling support system increase with time for the ground-truth labeling. However, the accuracy of labeling positive assessments improve in five out of six subjects. Ayumi Ohnishi, Kyosuke Kondo, Hiroshi Kato, Tsutomu Terada, Hideaki Kuzuoka, Yoshihiko Kubota, Hideyuki Suzuki, Masahiko Tsukamoto |
iiWAS | 1 |
| 2021 | Design and Implementation of Push Pass Practice Support System for Field Hockey with Auditory FeedbackabstractField hockey is a popular global sport played with a stick and hard ball, in which stick manipulation is difficult. In field hockey, a push pass is the most basic and common pass to teammates. For the best push pass, the stick should stay in contact with the ball for a long time until it is released for the pass. However, it is difficult for beginners to perceive the contact point of the stick by themselves. This study proposed a system to enable the user hear the movement path of the contact position of the ball on the stick to improve the push pass technique. In the proposed system, eight pressure sensors are placed on a hockey stick. The system detects the contact path of the ball, and feedback sounds with different pitches depending on the contact positions of the piezoelectric speaker are produced in real time. According to the evaluation experiment conducted over a period of two months, the average distance of the movement path of the ball on the stick was significantly longer when the auditory feedback was provided than when it was not given. This confirms the effectiveness of auditory feedback utilizing the proposed system. Munehiro Iwamoto, Ayumi Ohnishi, Tsutomu Terada, Masahiko Tsukamoto |
MUM | 2 |
| 2020 | DeskWalk: an exercise system by replacing key inputs with body movementsabstractWe propose DeskWalk, which is an exercise system that replaces key inputs with body movements. Prolonged sitting significantly compromises health. Previous studies have shown that walking and standing during sedentary work can reduce the negative effects of prolonged sitting. However, these movements interrupt the work of the user. DeskWalk allows a user to exercise during his/her work. It recognizes the body movements using stretch sensors attached to the lower limbs and replaces them with preassigned key inputs. In preliminary experiments, we determined three target movements that involved muscle activities equivalent to walking. The average F-value of the motion recognition rate was 0.99. We implemented a system to measure steps using a smartphone and to perform exercises similar to the walking motion with DeskWalk. Yusuke Shimizu, Ayumi Ohnishi, Tsutomu Terada, Masahiko Tsukamoto |
MoMM | 2 |
| 2020 | Wearable statues game: a real-world multiplayer game using automatic judgment with accelerometersabstractIn sports, automatic judgments made by electronic devices such as sensors are more accurate than those made by humans. However, automatic judgments are not always satisfactory to players and audiences. In sports that involve ambiguous judging criteria based on the subjectivity of human judges, rigorous automatic judgments may decrease the satisfaction of players and audiences. This decrease hinders the installation of automatic judging, even though computerized officiating is more effective than human judgment in several ways. In this study, we aim to construct an automatic judgment system that satisfies both players and audiences. To investigate the factors that affect the conviction of players and audiences, we implemented an automatic judgment system used for the Japanese statues game. Our system recognizes human motion using an acceleration sensor and automatically judges whether the players are moving. We conducted a user study to compare two threshold patterns for the recognition of the motion. Haruka Yagyu, Takahiko Miki, Ayumi Ohnishi, Shuhei Tsuchida, Tsutomu Terada, Masahiko Tsukamoto |
MoMM | 3 |
| 2019 | An Auditory Feedback System to Improve the Foot Pressure Balance for RunnersabstractThis paper proposes an auditory feedback system for adjusting the foot pressure balance of runners equally between the left and right feet. A wireless shoe system that measures foot plantar pressure in real time was proposed, and two types of auditory feedback mechanisms were provided and evaluated: 1) "Footstep" with a constant 440-Hz sound presented at the time of contact and 2) "Pitch change" that adaptively changes the sound to 880 Hz for the foot when a higher foot load is detected. The results of the user studies did not show a significant change in foot pressure difference with the proposed technique. The influence of the two auditory feedbacks on foot pressure was different for each subject; however, we confirmed the change of foot pressure balance by the change of sound. Ayumi Ohnishi, Isao Nishiyama, Tsutomu Terada, Masahiko Tsukamoto |
MoMM | 1 |