EDBT 2026 Demo / reviewers in the wild / expert
Ryohei Nagao
dblp:204/4122
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 77% Visualization and visual analytics · 23% | |
| Human-computer interaction and pervasive computing
1 paper |
Haptics and multimodal interaction · 77% Immersive interaction · 23% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › locomotion
redirected walking |
0.4 | 1 | 2019 | Estimation of Detection Thresholds for Redirected Turning · VR 2019 |
Haptics and multimodal interaction › haptic feedback
passive haptic feedback |
0.3 | 1 | 2018 | Ascending and Descending in Virtual Reality: Simple and Safe System Using Passive Haptics · IEEE Trans. Vis. Comput. Graph. 2018 |
Visualization and visual analytics › perception › visual perception
detection thresholds |
0.1 | 1 | 2019 | Estimation of Detection Thresholds for Redirected Turning · VR 2019 |
Immersive interaction
virtual reality locomotion |
0.1 | 1 | 2018 | Ascending and Descending in Virtual Reality: Simple and Safe System Using Passive Haptics · IEEE Trans. Vis. Comput. Graph. 2018 |
Methods — techniques the papers use, named apart from their topics
psychophysical experiment · 0.4viewpoint manipulation · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Estimation of Detection Thresholds for Redirected TurningabstractRedirection makes it possible to walk around a vast virtual space in a limited real space while providing a natural walking sensation by applying a gain to the amount of movement in a real space. However, manipulating the walking path while keeping it and maintaining the naturalness of walking when turning at a corner cannot be achieved by the existing methods. To realize natural manipulation for turning at a corner, this study proposes novel “turning gains”, which refer to the increase in real and virtual turning degrees. The result of an experiment which aims to estimate the detection thresholds of turning gains indicated that when the turning radius is 0.5 m, discrimination is more difficult compared with the rotation gains (r = 0.0m). Junya Mizutani, Keigo Matsumoto, Ryohei Nagao, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose |
VR | 3 |
| 2018 | Ascending and Descending in Virtual Reality: Simple and Safe System Using Passive HapticsabstractThis paper presents a novel interactive system that provides users with virtual reality (VR) experiences, wherein users feel as if they are ascending/descending stairs through passive haptic feedback. The passive haptic stimuli are provided by small bumps under the feet of users; these stimuli are provided to represent the edges of the stairs in the virtual environment. The visual stimuli of the stairs and shoes, provided by head-mounted displays, evoke a visuo-haptic interaction that modifies a user's perception of the floor shape. Our system enables users to experience all types of stairs, such as half-turn and spiral stairs, in a VR setting. We conducted a preliminary user study and two experiments to evaluate the proposed technique. The preliminary user study investigated the effectiveness of the basic idea associated with the proposed technique for the case of a user ascending stairs. The results demonstrated that the passive haptic feedback produced by the small bumps enhanced the user's feeling of presence and sense of ascending. We subsequently performed an experiment to investigate an improved viewpoint manipulation method and the interaction of the manipulation and haptics for both the ascending and descending cases. The experimental results demonstrated that the participants had a feeling of presence and felt a steep stair gradient under the condition of haptic feedback and viewpoint manipulation based on the characteristics of actual stair walking data. However, these results also indicated that the proposed system may not be as effective in providing a sense of descending stairs without an optimization of the haptic stimuli. We then redesigned the shape of the small bumps, and evaluated the design in a second experiment. The results indicated that the best shape to present haptic stimuli is a right triangle cross section in both the ascending and descending cases. Although it is necessary to install small protrusions in the determined direction, by using this optimized shape the users feeling of presence of the stairs and the sensation of walking up and down was enhanced. Ryohei Nagao, Keigo Matsumoto, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose |
IEEE Trans. Vis. Comput. Graph. | 1 |