Kento Shigyo

dblp:259/9327 · DBLP profile ↗
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6ranked-venue papers
1as first author
6since 2021 · last 2025
0000-0002-5095-7500ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 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.

Computer graphics and multimedia
2 papers
Visualization and visual analytics · 67% Virtual and augmented reality · 33%
Human-computer interaction and pervasive computing
3 papers
Health and well-being technologies · 50% Learning and educational technologies · 17% Collaborative and social computing · 17%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.912025
VisTellAR: Embedding Data Visualization to Short-Form Videos Using Mobile Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2025
Visualization and visual analytics › visual analytics
visual analytics for education
0.912025
StuGPTViz: A Visual Analytics Approach to Understand Student-ChatGPT Interactions · IEEE Trans. Vis. Comput. Graph. 2025
Visualization and visual analytics
visualization authoring
0.912025
VisTellAR: Embedding Data Visualization to Short-Form Videos Using Mobile Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2025
Health and well-being technologies
mental health technology
0.812024
VR-Mediated Cognitive Defusion: A Comparative Study for Managing Negative Thoughts · ACM Multimedia 2024
Collaborative and social computing › social media
social media content creation
0.312025
VisTellAR: Embedding Data Visualization to Short-Form Videos Using Mobile Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction
virtual reality interaction
0.212024
VR-Mediated Cognitive Defusion: A Comparative Study for Managing Negative Thoughts · ACM Multimedia 2024

Methods — techniques the papers use, named apart from their topics

thematic analysis · 1.7temporal pattern analysis · 1.7formative study · 1.7design probe · 1.7cognitive level coding · 1.7standardized questionnaires · 0.8co-design · 0.8
YearPublicationVenuePosition
2025 StuGPTViz: A Visual Analytics Approach to Understand Student-ChatGPT Interactions
abstract
The integration of Large Language Models (LLMs), especially ChatGPT, into education is poised to revolutionize students' learning experiences by introducing innovative conversational learning methodologies. To empower students to fully leverage the capabilities of ChatGPT in educational scenarios, understanding students' interaction patterns with ChatGPT is crucial for instructors. However, this endeavor is challenging due to the absence of datasets focused on student-ChatGPT conversations and the complexities in identifying and analyzing the evolutional interaction patterns within conversations. To address these challenges, we collected conversational data from 48 students interacting with ChatGPT in a master's level data visualization course over one semester. We then developed a coding scheme, grounded in the literature on cognitive levels and thematic analysis, to categorize students' interaction patterns with ChatGPT. Furthermore, we present a visual analytics system, StuGPTViz, that tracks and compares temporal patterns in student prompts and the quality of ChatGPT's responses at multiple scales, revealing significant pedagogical insights for instructors. We validated the system's effectiveness through expert interviews with six data visualization instructors and three case studies. The results confirmed StuGPTViz's capacity to enhance educators' insights into the pedagogical value of ChatGPT. We also discussed the potential research opportunities of applying visual analytics in education and developing AI-driven personalized learning solutions.
Zixin Chen, Jiachen Wang 0001, Meng Xia 0002, Kento Shigyo, Dingdong Liu, Rong Zhang 0011, Huamin Qu
IEEE Trans. Vis. Comput. Graph.4
2025 VisTellAR: Embedding Data Visualization to Short-Form Videos Using Mobile Augmented Reality
abstract
With the rise of short-form video platforms and the increasing availability of data, we see the potential for people to share short-form videos embedded with data in situ (e.g., daily steps when running) to increase the credibility and expressiveness of their stories. However, creating and sharing such videos in situ is challenging since it involves multiple steps and skills (e.g., data visualization creation and video editing), especially for amateurs. By conducting a formative study (N=10) using three design probes, we collected the motivations and design requirements. We then built VisTellAR, a mobile AR authoring tool, to help amateur video creators embed data visualizations in short-form videos in situ. A two-day user study shows that participants (N=12) successfully created various videos with data visualizations in situ and they confirmed the ease of use and learning. AR pre-stage authoring was useful to assist people in setting up data visualizations in reality with more designs in camera movements and interaction with gestures and physical objects to storytelling.
Wai Tong, Kento Shigyo, Linping Yuan, Mingming Fan 0001, Ting-Chuen Pong, Huamin Qu, Meng Xia 0002
IEEE Trans. Vis. Comput. Graph.2
2024 VR-Mediated Cognitive Defusion: A Comparative Study for Managing Negative Thoughts
abstract
The growing prevalence of psychological disorders underscores the critical importance of mental health research in today's society. In psychotherapy, particularly Acceptance and Commitment Therapy (ACT), cognitive exercises employing mental imagery are used to manage negative thoughts. However, the challenge of maintaining vivid imagery diminishes their therapeutic effectiveness. Virtual reality (VR) offers untapped potential for increasing engagement and therapeutic efficacy. However, there is still a gap in exploration regarding how to effectively leverage the potential of VR to enhance traditional cognitive exercises with mental imagery. This study investigates the effective HCI design and the comparative efficacy of a VR-mediated exercise for promoting cognitive defusion to address negative thoughts grounded in ACT. Using a co-design approach with clinicians and potential users of postgraduate students, we developed a VR system that materializes negative thoughts into tangible objects. This allows users to visually modify and transpose these objects onto a surface, facilitating mental detachment from negative thoughts. In an evaluation study with 20 non-clinical participants, divided into VR and mental imagery groups, we assessed the impact of the cognitive defusion exercise on their perception of negative thoughts and psychological measures using standardized questionnaires. Results show improvement in both groups, with significant enhancements in negative thought perception and mental detachment from negative thoughts exclusively in the VR group, whereas the mental imagery group did not demonstrate significant changes. Interviews emphasize the VR's capability to present vivid visualizations of negative thoughts effortlessly, highlighting its effectiveness and engagement in psychotherapy to facilitate cognitive exercises.
Kento Shigyo, Yifan Cao 0001, Kentaro Takahira, Mingming Fan 0001, Huamin Qu
ACM Multimedia1
2023 FoodWise: Food Waste Reduction and Behavior Change on Campus with Data Visualization and Gamification
abstract
Food waste presents a substantial challenge with significant environmental and economic ramifications, and its severity on campus environments is of particular concern. In response to this, we introduce FoodWise, a dual-component system tailored to inspire and incentivize campus communities to reduce food waste. The system consists of a data storytelling dashboard that graphically displays food waste information from university canteens, coupled with a mobile web application that encourages users to log their food waste reduction actions and rewards active participants for their efforts.
Sophia Yi, Leo Yu-Ho Lo, Kento Shigyo, Liwenhan Xie, Jeffry Wicaksana, Kwang-Ting Cheng, Huamin Qu
COMPASS5
2023 NFTeller: Dual-centric Visual Analytics for Assessing Market Performance of NFT Collectibles
abstract
Non-fungible tokens (NFTs) have recently gained widespread popularity as an alternative investment. However, the lack of assessment criteria has caused intense volatility in NFT marketplaces. Identifying attributes impacting the market performance of NFT collectibles is crucial but challenging due to the massive amount of heterogeneous and multi-modal data in NFT transactions, e.g., social media texts, numerical trading data, and images. To address this challenge, we introduce an interactive dual-centric visual analytics system, NFTeller, to facilitate users’ analysis. First, we collaborate with five domain experts to distill static and dynamic impact attributes and collect relevant data. Next, we derive six analysis tasks and develop NFTeller to present the evolution of NFT transactions and correlate NFTs’ market performance with impact attributes. Notably, we create an augmented chord diagram with a radial stacked bar chart to explore intersections between NFT collection projects and whale accounts. Finally, we conduct three case studies and interview domain experts to evaluate the effectiveness and usability of this system. As such, we gain in-depth insights into assessing NFT collectibles and detecting opportune moments for investment.
Yifan Cao 0001, Meng Xia 0002, Kento Shigyo, Furui Cheng, Qianhang Yu, Xingxing Yang 0005, Yang Wang 0020, Wei Zeng 0004, Huamin Qu
VINCI3
2022 Misinformed by Visualization: What Do We Learn From Misinformative Visualizations?
abstract
Abstract Data visualization is powerful in persuading an audience. However, when it is done poorly or maliciously, a visualization may become misleading or even deceiving. Visualizations give further strength to the dissemination of misinformation on the Internet. The visualization research community has long been aware of visualizations that misinform the audience, mostly associated with the terms “lie” and “deceptive.” Still, these discussions have focused only on a handful of cases. To better understand the landscape of misleading visualizations, we open‐coded over one thousand real‐world visualizations that have been reported as misleading. From these examples, we discovered 74 types of issues and formed a taxonomy of misleading elements in visualizations. We found four directions that the research community can follow to widen the discussion on misleading visualizations: (1) informal fallacies in visualizations, (2) exploiting conventions and data literacy, (3) deceptive tricks in uncommon charts, and (4) understanding the designers' dilemma. This work lays the groundwork for these research directions, especially in understanding, detecting, and preventing them.
Leo Yu-Ho Lo, Kento Shigyo, Aoyu Wu, Enrico Bertini, Huamin Qu
Comput. Graph. Forum3