Demo Data from EDBT 2026 / reviewers in the wild / expert
Toshiro Kashiwagi
dblp:247/3861
· DBLP profile ↗
2ranked-venue papers
2as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 1 since 2021
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.
| Human-computer interaction and pervasive computing
1 paper |
Haptics and multimodal interaction · 87% Immersive interaction · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction › haptic feedback
passive haptic feedback |
0.4 | 1 | 2019 | Crystal Palace: Merging Virtual Objects and Physical Hand-held Tools · VR 2019 |
Haptics and multimodal interaction › haptic feedback
prop-based haptics |
0.4 | 1 | 2019 | Crystal Palace: Merging Virtual Objects and Physical Hand-held Tools · VR 2019 |
Immersive interaction
virtual reality interaction |
0.1 | 1 | 2019 | Crystal Palace: Merging Virtual Objects and Physical Hand-held Tools · VR 2019 |
Methods — techniques the papers use, named apart from their topics
spherical display · 0.4mixed reality · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Designing Physically Fiction: Suspension of Disbelief in Interaction with MR Environments
Toshiro Kashiwagi, Kumiyo Nakakoji |
ICEC | 1 |
| 2019 | Crystal Palace: Merging Virtual Objects and Physical Hand-held ToolsabstractWe developed a mixed-reality approach, called Crystal Palace, which provides prop-based passive haptic feedback for the 3DUI contest. In this system, we propose an interface of controlling virtual object with physical tools such as scissors, a spray and a screwdriver as game controllers. Our prop-based approach provides natural visual affordance and passive haptics by associating physical tools with various 3D tasks. Using 360 degrees spherical display, players will be able to use common real-world tools in an intuitive way to interact with 3D objects in a virtual escape room. Toshiro Kashiwagi, Kaoru Sumi, Sidney S. Fels |
VR | 1 |