Demo Data from EDBT 2026 / reviewers in the wild / expert
Kentaro Takahira
dblp:294/0801
· DBLP profile ↗
5ranked-venue papers
3as first author
5since 2021 · last 2026
0009-0003-5613-610XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 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.
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 61% Visualization and visual analytics · 39% | |
| Human-computer interaction and pervasive computing
3 papers |
Immersive interaction · 52% Health and well-being technologies · 36% Collaborative and social computing · 12% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Distributed systems · 100% | |
| Theoretical computer science
1 paper |
Algorithmic game theory and mechanism design · 100% |
Topics — the 10 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › augmented reality
augmented reality interaction |
0.9 | 1 | 2025 | TangibleNet: Synchronous Network Data Storytelling through Tangible Interactions in Augmented Reality · CHI 2025 |
Visualization and visual analytics
graph visualization |
0.9 | 1 | 2025 | TangibleNet: Synchronous Network Data Storytelling through Tangible Interactions in Augmented Reality · CHI 2025 |
Virtual and augmented reality › augmented reality
projection-based augmented reality |
0.9 | 1 | 2025 | TangibleNet: Synchronous Network Data Storytelling through Tangible Interactions in Augmented Reality · CHI 2025 |
Immersive interaction › augmented reality
augmented reality storytelling |
0.9 | 1 | 2025 | InSituTale: Enhancing Augmented Data Storytelling with Physical Objects · UIST 2025 |
Health and well-being technologies
mental health technology |
0.8 | 1 | 2024 | VR-Mediated Cognitive Defusion: A Comparative Study for Managing Negative Thoughts · ACM Multimedia 2024 |
Distributed systems
distributed coordination |
0.5 | 1 | 2021 | Contract-based Inter-user Usage Coordination in Free-floating Car Sharing · AAAI 2021 |
Algorithmic game theory and mechanism design › mechanism design
auction design |
0.5 | 1 | 2021 | Contract-based Inter-user Usage Coordination in Free-floating Car Sharing · AAAI 2021 |
Visualization and visual analytics
data storytelling |
0.3 | 1 | 2025 | InSituTale: Enhancing Augmented Data Storytelling with Physical Objects · UIST 2025 |
Collaborative and social computing › computer-supported cooperative work
synchronous collaboration |
0.3 | 1 | 2025 | TangibleNet: Synchronous Network Data Storytelling through Tangible Interactions in Augmented Reality · CHI 2025 |
Immersive interaction
virtual reality interaction |
0.2 | 1 | 2024 | VR-Mediated Cognitive Defusion: A Comparative Study for Managing Negative Thoughts · ACM Multimedia 2024 |
Methods — techniques the papers use, named apart from their topics
user evaluation · 1.7interview study · 1.7design workshop · 1.7augmented reality · 1.7theoretical efficiency bound analysis · 1.5simulation · 1.5auction mechanism · 1.5standardized questionnaires · 0.8co-design · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | LandSAR: Visceralizing Landslide Data for Enhanced Situational Awareness in Immersive Analytics
Kamkwai Wong, Yi-Lin Ye, Wai Tong, Haobo Li 0003, Kentaro Takahira, Aastha Bhatta, Sunil Poudyal, Charles Wang Wai Ng, Huamin Qu, Leni Yang |
PacificVis | 5 |
| 2025 | TangibleNet: Synchronous Network Data Storytelling through Tangible Interactions in Augmented RealityabstractSynchronous data-driven storytelling with network visualizations presents significant challenges due to the complexity of real-time manipulation of network components. While existing research addresses asynchronous scenarios, there is a lack of effective tools for live presentations. To address this gap, we developed TangibleNet, a projector-based AR prototype that allows presenters to interact with node-link diagrams using double-sided magnets during live presentations. The design process was informed by interviews with professionals experienced in synchronous data storytelling and workshops with 14 HCI/VIS researchers. Insights from the interviews helped identify key design considerations for integrating physical objects as interactive tools in presentation contexts. The workshops contributed to the development of a design space mapping user actions to interaction commands for node-link diagrams. Evaluation with 12 participants confirmed that TangibleNet supports intuitive interactions and enhances presenter autonomy, demonstrating its effectiveness for synchronous network-based data storytelling. Kentaro Takahira, Kamkwai Wong, Leni Yang, Takanori Fujiwara, Huamin Qu |
CHI | 1 |
| 2025 | InSituTale: Enhancing Augmented Data Storytelling with Physical Objects
Kentaro Takahira, Takanori Fujiwara, Ryo Suzuki 0001, Huamin Qu |
UIST | 1 |
| 2024 | VR-Mediated Cognitive Defusion: A Comparative Study for Managing Negative ThoughtsabstractThe 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 Multimedia | 3 |
| 2021 | Contract-based Inter-user Usage Coordination in Free-floating Car SharingabstractWe propose a novel distributed user-car matching method based on a contract between users to mitigate the imbalance problem between vehicle distribution and demand in free-floating car sharing. Previous regulation methods involved an incentive system based on the predictions of origin-destination (OD) demand obtained from past usage history. However, the difficulty these methods have in obtaining accurate data limits their applicability. To overcome this drawback, we introduce contract-based coordination among drop-off and pick-up users in which an auction is conducted for drop-off users' intended drop-off locations. We theoretically analyze the proposed method regarding the upper bound of its efficiency. We also compare it with a baseline method and non-regulation scenario on a free-floating car-sharing simulator. The experimental results show that the proposed method achieves a higher social surplus than the existing method. Kentaro Takahira, Shigeo Matsubara |
AAAI | 1 |