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Reigo Ban

dblp:291/9874 · DBLP profile ↗
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3ranked-venue papers
3as first author
3since 2021 · last 2026
0000-0002-7385-4424ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
2 papers
Immersive interaction · 71% Haptics and multimodal interaction · 19% Interaction techniques and input · 10%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
3d object manipulation
1.012026
Hitchhiking Hands: Enabling "Virtually Direct" VR Manipulation by Switching Multiple Hand Avatars with Gaze · CHI 2026
Immersive interaction
embodiment
0.612022
Wormholes in VR: Teleporting Hands for Flexible Passive Haptics · ISMAR 2022
Haptics and multimodal interaction › haptic feedback
passive haptic feedback
0.612022
Wormholes in VR: Teleporting Hands for Flexible Passive Haptics · ISMAR 2022
Immersive interaction
virtual reality
0.612022
Wormholes in VR: Teleporting Hands for Flexible Passive Haptics · ISMAR 2022
Interaction techniques and input › spatial interaction › 3d interaction
6-DOF manipulation
0.312026
Hitchhiking Hands: Enabling "Virtually Direct" VR Manipulation by Switching Multiple Hand Avatars with Gaze · CHI 2026

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

user study · 1.0embodiment evaluation · 1.0wormhole teleportation · 0.6redirected hands · 0.6
YearPublicationVenuePosition
2026 Timelines and Topographies: Harnessing Attentional Control in Interface Design
abstract
Why do certain interfaces feel effortless while others feel exhausting? This paper proposes Timelines and Topographies as a conceptual framework to answer this question, reinterpreting interface design through the lens of human attention. We distinguish between timelines—a linear mode where the system serializes information to offload the cognitive cost of attentional control (e.g., social media feeds)—and topographies—a spatial mode where the system’s structural relations are directly presented to the user (e.g., folder hierarchies, canvas UIs). We apply this framework to analyze a wide spectrum of interfaces, ranging from classic desktop metaphors to modern Personal Information Management tools like Slack and Notion. Furthermore, we identify Large Language Models as bidirectional translators that bridge these modes by converting complex topographic structures into conversational timelines, and vice versa. Finally, we provide design guidelines for harnessing both modes, enabling interfaces that support fluid transitions between subjective timelines and objective topographies.
Reigo Ban, Yuji Hatada, Rintaro Chujo, Motohiro Ito, Takuji Narumi
DIS1
2026 Hitchhiking Hands: Enabling "Virtually Direct" VR Manipulation by Switching Multiple Hand Avatars with Gaze
abstract
Dexterous freehand manipulation in virtual reality offers rich interaction but is limited by physical reach. Existing indirect remote manipulation techniques often sacrifice this dexterity. We address this by defining “virtually direct” manipulation, a conceptual framework for techniques that break from a purely direct or indirect model by decoupling the virtual hand from the physical one. Within this framework, we present Hitchhiking Hands (HH), a novel implementation designed to preserve the rich dexterity of direct manipulation at a distance. HH allows users to instantly switch control between multiple pre-defined virtual hands using gaze. We evaluated HH in two user studies. A first study showed our approach, which consistently maintains direct-touch properties, surpasses an established baseline in 6DoF manipulation performance and embodiment. A second qualitative study revealed HH excels in structured spaces but is ill-suited for unstructured global tasks, highlighting a trade-off between flexibility and learnability.
Reigo Ban, Keigo Matsumoto, Takuji Narumi
CHI1
2022 Wormholes in VR: Teleporting Hands for Flexible Passive Haptics
abstract
Presenting haptic feedback in virtual reality (VR) is a long-standing challenge, with passive haptics being one way of presenting haptic feedback inexpensively. However, passive haptics requires props in physical environments that are co-located with their virtual counterparts, which is often not the case in the real world. Although redirected hands and other methods have previously been proposed to solve this problem, significant differences between the displayed and actual hand positions can cause the degradation of presence and sense of embodiment, limiting the range of presentable environments. In this study, we present a new hand displacement method called wormholes, in which the virtual hand is teleported discontinuously as the user inserts their hand into the hole. The experiment showed that the wormhole could maintain the sense of embodiment, presence, and task performance even with large hand displacements. Our method enables to apply passive haptics even when the actual and virtual environments are quite different, contributing to the realization of inexpensive and flexible haptic presentation in VR applications.
Reigo Ban, Keigo Matsumoto, Takuji Narumi, Hideaki Kuzuoka
ISMAR1