Seita Kayukawa

dblp:218/0078 · DBLP profile ↗
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15ranked-venue papers
3as first author
13since 2021 · last 2026
0000-0002-0678-1157ORCID · verified

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

Human-computer interaction and ubiquitous computing · 15 · 3 first-author · 13 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Robot-Assisted Group Tours for Blind People
abstract
Group interactions are essential to social functioning, yet effective engagement relies on the ability to recognize and interpret visual cues, making such engagement a significant challenge for blind people. In this paper, we investigate how a mobile robot can support group interactions for blind people. We used the scenario of a guided tour with mixed-visual groups involving blind and sighted visitors. Based on insights from an interview study with blind people (n = 5) and museum experts (n = 5), we designed and prototyped a robotic system that supported blind visitors to join group tours. We conducted a field study in a science museum where each blind participant (n = 8) joined a group tour with one guide and two sighted participants (n = 8). Findings indicated users’ sense of safety from the robot’s navigational support, concerns in the group participation, and preferences for obtaining environmental information. We present design implications for future robotic systems to support blind people’s mixed-visual group participation.
Yaxin Hu 0002, Masaki Kuribayashi, Allan Wang, Seita Kayukawa, Daisuke Sato 0001, Bilge Mutlu, Hironobu Takagi, Chieko Asakawa
CHI4
2025 Engaging Visually Impaired People in Science Museums Through an Immersive Workshop: Practices, Challenges, and Opportunities
abstract
Figure 1: Our approach consists of two parts: (1) Workshop design (addressing RQ1), which followed a Human-Centered Design process involving multiple stakeholders, and was delivered and evaluated by visually impaired participants; and (2) Focus group interviews (addressing RQ2-RQ4) with museum staff and visually impaired workshop participants.Together, they informed a workshop design framework, accessibility guidelines for museum staff, and directions for technological action.
Seita Kayukawa, Hironobu Takagi, Chieko Asakawa
ASSETS2
2025 Beyond Omakase: Designing Shared Control for Navigation Robots with Blind People
abstract
Autonomous navigation robots can increase the independence of blind people but often limit user control-following what is called in Japanese an "omakase" approach where decisions are left to the robot. This research investigates ways to enhance user control in social robot navigation, based on two studies conducted with blind participants. The first study, involving structured interviews (N=14), identified crowded spaces as key areas with significant social challenges. The second study (N=13) explored navigation tasks with an autonomous robot in these environments and identified design strategies across different modes of autonomy. Participants preferred an active role, termed the "boss" mode, where they managed crowd interactions, while the "monitor" mode helped them assess the environment, negotiate movements, and interact with the robot. These findings highlight the importance of shared control and user involvement for blind users, offering valuable insights for designing future social navigation robots.
Rie Kamikubo, Seita Kayukawa, Yuka Kaniwa, Allan Wang, Hernisa Kacorri, Hironobu Takagi, Chieko Asakawa
CHI2
2024 ChitChatGuide: Conversational Interaction Using Large Language Models for Assisting People with Visual Impairments to Explore a Shopping Mall
abstract
To enable people with visual impairments (PVI) to explore shopping malls, it is important to provide information for selecting destinations and obtaining information based on the individual's interests. We achieved this through conversational interaction by integrating a large language model (LLM) with a navigation system. ChitChatGuide allows users to plan a tour through contextual conversations, receive personalized descriptions of surroundings based on transit time, and make inquiries during navigation. We conducted a study in a shopping mall with 11 PVI, and the results reveal that the system allowed them to explore the facility with increased enjoyment. The LLM-based conversational interaction, by understanding vague and context-based questions, enabled the participants to explore unfamiliar environments effectively. The personalized and in-situ information generated by the LLM was both useful and enjoyable. Considering the limitations we identified, we discuss the criteria for integrating LLMs into navigation systems to enhance the exploration experiences of PVI.
Yuka Kaniwa, Masaki Kuribayashi, Seita Kayukawa, Daisuke Sato 0001, Hironobu Takagi, Chieko Asakawa, Shigeo Morishima
Proc. ACM Hum. Comput. Interact.3
2024 Snap&Nav: Smartphone-based Indoor Navigation System For Blind People via Floor Map Analysis and Intersection Detection
abstract
We present Snap&Nav, a navigation system for blind people in unfamiliar buildings, without prebuilt digital maps. Instead, the system utilizes the floor map as its primary information source for route guidance. The system requires a sighted assistant to capture an image of the floor map, which is analyzed to create a node map containing intersections, destinations, and current positions on the floor. The system provides turn-by-turn navigation instructions while tracking users' positions on the node map by detecting intersections. Additionally, the system estimates the scale difference of the node map to provide distance information. Our system was validated through two user studies with 20 sighted and 12 blind participants. Results showed that sighted participants processed floor map images without being accustomed to the system, while blind participants navigated with increased confidence and lower cognitive load compared to the condition using only cane, appreciating the system's potential for use in various buildings.
Masaya Kubota, Masaki Kuribayashi, Seita Kayukawa, Hironobu Takagi, Chieko Asakawa, Shigeo Morishima
Proc. ACM Hum. Comput. Interact.3
2023 TouchPilot: Designing a Guidance System that Assists Blind People in Learning Complex 3D Structures
abstract
Making complex structures accessible to blind people is challenging due to the need for skilled explainers. Interactive 3D printed models (I3Ms) have been developed to enable independent learning of 3D models through activating audio labels. However, they present single-layered information and require users to identify interactive elements through a pinpointing action, which might be insufficient for learning complex and unfamiliar subjects. In this paper, we investigate I3Ms for complex structures. We propose TouchPilot, a guidance system designed based on a study that observed learner-explainer interaction styles. TouchPilot guides users step by step through navigation, exploration of hierarchical elements, and confirmation of their entire areas. A follow-up study found that the guidance system led to better learning outcomes and higher independence compared to a pinpointing system. Feedback suggests that being primed by the guidance system systematically, followed by pinpointing freely for review, is preferred for learning complex structures.
Seita Kayukawa, Hironobu Takagi, Chieko Asakawa
ASSETS2
2023 Enhancing Blind Visitor's Autonomy in a Science Museum Using an Autonomous Navigation Robot
abstract
Enabling blind visitors to explore museum floors while feeling the facility’s atmosphere and increasing their autonomy and enjoyment are imperative for giving them a high-quality museum experience. We designed a science museum exploration system for blind visitors using an autonomous navigation robot. Blind users can control the robot to navigate them toward desired exhibits while playing short audio descriptions along the route. They can also browse detailed explanations on their smartphones and call museum staff if interactive support is needed. Our real-world user study at a science museum during its opening hour revealed that blind participants could explore the museum safely and independently at their own pace. The study also showed that the sighted visitors who saw the participants walking with the robot accepted the assistive robot well. We finally conducted focus group sessions with the blind participants and discussed further requirements toward a more independent museum experience.
Seita Kayukawa, Daisuke Sato 0001, Masayuki Murata 0002, Tatsuya Ishihara, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa
CHI1
2023 PathFinder: Designing a Map-less Navigation System for Blind People in Unfamiliar Buildings
abstract
Indoor navigation systems with prebuilt maps have shown great potential in navigating blind people even in unfamiliar buildings. However, blind people cannot always benefit from them in every building, as prebuilt maps are expensive to build. This paper explores a map-less navigation system for blind people to reach destinations in unfamiliar buildings, which is implemented on a robot. We first conducted a participatory design with five blind people, which revealed that intersections and signs are the most relevant information in unfamiliar buildings. Then, we prototyped PathFinder, a navigation system that allows blind people to determine their way by detecting and conveying information about intersections and signs. Through a participatory study, we improved the interface of PathFinder, such as the feedback for conveying the detection results. Finally, a study with seven blind participants validated that PathFinder could assist users in navigating unfamiliar buildings with increased confidence compared to their regular aid.
Masaki Kuribayashi, Tatsuya Ishihara, Daisuke Sato 0001, Jayakorn Vongkulbhisal, Karnik Ram, Seita Kayukawa, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa
CHI6
2022 BentoMuseum: 3D and Layered Interactive Museum Map for Blind Visitors
abstract
Obtaining information before a visit is one of the priority needs and challenges for blind museum visitors. We propose BentoMuseum, a layered, stackable, and three-dimensional museum map that makes complex structural information accessible by allowing explorations on a floor and between floors. Touchpoints are embedded to provide audio-tactile interactions that allow a user to learn the museum’s exhibits and navigation when one floor is placed on a touch screen. Using a tour design task, we invited 12 first-time blind visitors to explore the museum building, chose exhibits that attracted them, and built a mental map with exhibit names and directions. The results show that the system is useful in obtaining information that links geometric shapes, contents, and locations to then build a rough mental map. The connected floors and spatial structures motivated users to explore. Moreover, having a rough mental map enhanced orientation and confidence when traveling through the museum.
Seita Kayukawa, Hironobu Takagi, Chieko Asakawa
ASSETS2
2022 How Users, Facility Managers, and Bystanders Perceive and Accept a Navigation Robot for Visually Impaired People in Public Buildings
abstract
Autonomous navigation robots have a considerable potential to offer a new form of mobility aid to people with visual impairments. However, to deploy such robots in public buildings, it is imperative to receive acceptance from not only robot users but also people that use the buildings and managers of those facilities. Therefore, we conducted three studies to investigate the acceptance and concerns of our prototype robot, which looks like a regular suitcase. First, an online survey revealed that people could accept the robot navigating blind users. Second, in the interviews with facility managers, they were cautious about the robot’s camera and the privacy of their customers. Finally, focus group sessions with legally blind participants who experienced the robot navigation revealed that the robot may cause trouble when it collides with those who may not be aware of the user’s blindness. Still, many participants liked the design of the robot which assimilated into the surroundings.
Seita Kayukawa, Daisuke Sato 0001, Masayuki Murata 0002, Tatsuya Ishihara, Akihiro Kosugi, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa
RO-MAN1
2022 Corridor-Walker: Mobile Indoor Walking Assistance for Blind People to Avoid Obstacles and Recognize Intersections
abstract
Navigating in an indoor corridor can be challenging for blind people as they have to be aware of obstacles while also having to recognize the intersections that lead to the destination. To aid blind people in such tasks, we propose Corridor-Walker, a smartphone-based system that assists blind people to avoid obstacles and recognize intersections. The system uses a LiDAR sensor equipped with a smartphone to construct a 2D occupancy grid map of the surrounding environment. Then, the system generates an obstacle-avoiding path and detects upcoming intersections on the grid map. Finally, the system navigates the user to trace the generated path and notifies the user of each intersection's existence and the shape using vibration and audio feedback. A user study with 14 blind participants revealed that Corridor-Walker allowed participants to avoid obstacles, rely less on the wall to walk straight, and enable them to recognize intersections.
Masaki Kuribayashi, Seita Kayukawa, Jayakorn Vongkulbhisal, Chieko Asakawa, Daisuke Sato 0001, Hironobu Takagi, Shigeo Morishima
Proc. ACM Hum. Comput. Interact.2
2021 LineChaser: A Smartphone-Based Navigation System for Blind People to Stand in Lines
abstract
Standing in line is one of the most common social behaviors in public spaces but can be challenging for blind people. We propose an assistive system named LineChaser, which navigates a blind user to the end of a line and continuously reports the distance and direction to the last person in the line so that they can be followed. LineChaser uses the RGB camera in a smartphone to detect nearby pedestrians, and the built-in infrared depth sensor to estimate their position. Via pedestrian position estimations, LineChaser determines whether nearby pedestrians are standing in line, and uses audio and vibration signals to notify the user when they should start/stop moving forward. In this way, users can stay correctly positioned while maintaining social distance. We have conducted a usability study with 12 blind participants. LineChaser allowed blind participants to successfully navigate lines, significantly increasing their confidence in standing in lines.
Masaki Kuribayashi, Seita Kayukawa, Hironobu Takagi, Chieko Asakawa, Shigeo Morishima
CHI2
2021 One-Shot Wayfinding Method for Blind People via OCR and Arrow Analysis with a 360-Degree Smartphone Camera
Yutaro Yamanaka, Seita Kayukawa, Hironobu Takagi, Yuichi Nagaoka, Yoshimune Hiratsuka, Satoshi Kurihara
MobiQuitous2
2019 BBeep: A Sonic Collision Avoidance System for Blind Travellers and Nearby Pedestrians
abstract
We present an assistive suitcase system, BBeep, for supporting blind people when walking through crowded environments. BBeep uses pre-emptive sound notifications to help clear a path by alerting both the user and nearby pedestrians about the potential risk of collision. BBeep triggers notifications by tracking pedestrians, predicting their future position in real-time, and provides sound notifications only when it anticipates a future collision. We investigate how different types and timings of sound affect nearby pedestrian behavior. In our experiments, we found that sound emission timing has a significant impact on nearby pedestrian trajectories when compared to different sound types. Based on these findings, we performed a real-world user study at an international airport, where blind participants navigated with the suitcase in crowded areas. We observed that the proposed system significantly reduces the number of imminent collisions.
Seita Kayukawa, Keita Higuchi, João Guerreiro 0002, Shigeo Morishima, Yoichi Sato 0001, Kris Makoto Kitani, Chieko Asakawa
CHI1
2019 A Study on the Sense of Burden and Body Ownership on Virtual Slope
abstract
This paper provides insight into the burden when people are walking up and down slopes in a virtual environment (VE) while actually walking on a flat floor in the real environment (RE). In RE, we feel a physical load during walking uphill or downhill. To reproduce such physical load in the VE, we provided visual stimuli to users by changing their step length. In order to investigate how the stimuli affect a sense of burden and body ownership, we performed a user study where participants walked on slopes in the VE. We found that changing the step length has a significant impact on a burden on the user and less correlation between body ownership and step length.
Ryo Shimamura, Seita Kayukawa, Takayuki Nakatsuka, Shoki Miyakawa, Shigeo Morishima
VR2