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Hiroyuki Manabe

dblp:34/1905 · DBLP profile ↗
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16ranked-venue papers
7as first author
4since 2021 · last 2025
0000-0002-3613-0216ORCID · verified

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

Human-computer interaction and ubiquitous computing · 12 · 6 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 1

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
6 papers
Interaction techniques and input · 60% Ubiquitous computing and smart environments · 21% Wearable and physiological sensing · 10%
Artificial intelligence
1 paper
Legged, aerial and field robots · 100%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%

Topics — the 6 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Legged, aerial and field robots
aerial robots
0.412019
ZeRONE: Safety Drone with Blade-Free Propulsion · CHI 2019
Interaction techniques and input › input device
pointing devices
0.312018
CamTrackPoint: Camera-Based Pointing Stick Using Transmitted Light through Finger · UIST 2018
Interaction techniques and input › input sensing › touch sensing
capacitive touch sensing
0.312017
A Capacitive Touch Sensing Technique with Series-connected Sensing Electrodes · UIST 2017
Interaction techniques and input › input sensing › touch sensing
multi-touch sensing
0.312017
A Capacitive Touch Sensing Technique with Series-connected Sensing Electrodes · UIST 2017
Interaction techniques and input › touch interaction
touch input
0.312017
A Capacitive Touch Sensing Technique with Series-connected Sensing Electrodes · UIST 2017
Wearable and physiological sensing › optical sensing
depth camera sensing
0.212014
Tag system with low-powered tag and depth sensing camera · UIST 2014

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

ultrasonic propulsion · 0.8persistence of vision · 0.6LED tape rotation · 0.6piezo-elements · 0.4piezo elements · 0.4transmitted light sensing · 0.3finger tracking · 0.3user calibration · 0.3capacitance measurement · 0.3infrared depth sensing · 0.2calibration · 0.1
YearPublicationVenuePosition
2025 An Inner-Wrist Trackball Interaction Technique for Pointing and Gesture Input through Body-Rubbing
abstract
With the increasing adoption of smart glasses, there is a growing need for efficient and precise input techniques in augmented reality (AR) environments. Current input options, like smartphones and hand-tracking, have limitations, such as requiring external devices to be picked up or needing sufficient space in front of the user. We propose an inner wrist-worn device with a trackball that allows users to operate it by sliding their wrist against their body. This technique provides precise, long-range pointing without extensive motion space and enables continuous interaction. Experiments show that this technique achieves reliable pointing performance regardless of user posture or sliding area. Potential applications we developed include shooting games, gesture control, and smartwatch input, demonstrating its effectiveness for compact and precise interactions in AR/VR environment and daily use.
Jin Okii, Hiroyuki Manabe
VRST2
2025 Multi-Wheel Input for Smart Glasses and XR Devices
abstract
Smart glasses provide a large-screen viewing experience and integrate well into daily life, making them suitable for mobile computing. However, current input methods have limitations for standalone use. To address this, we proposed incorporating eight wheels into the glasses’ temples, which can be controlled by rotating and pressing with non-thumb fingers. Our two user experiments evaluated the technique for ease of operation and text input speed, achieving 9.78 words per minute (WPM). The developed applications include multi-monitor text input, rhythm games, and pixel art creation, designed to showcase the technique and facilitate the transition to extended reality (XR) while retaining the portability of smart glasses.
Yuya Oku, Hiroyuki Manabe
VRST2
2024 Hybrid Input Technique for VR Combining Head Mounted Keyboard with Head Pointing
abstract
The Head Mounted Keyboard (HMK) is a text input method that attaches a physical split keyboard to the head mounted display (HMD). It allows high-speed text input by utilizing the touch-typing skills that many PC users have. However, numeric input with HMK is challenging because the user cannot see the keyboard. Our solution is a hybrid technique that combines HMK with head pointing. The technique, inputs letters via the HMK while numeric input uses head pointing to a virtual keyboard. In an experiment on typing tasks, the proposed technique outperforms the conventional alternatives. Some application examples were implemented to explore the application space of the technique.
Ryoto Nohara, Hironori Ishikawa, Hiroyuki Manabe
VRST3
2023 Estimation of Brush Type Passive Stylus Angles Using Capacitive Image
abstract
Smartphones have limited input vocabularies compared with PCs. In this paper, we propose a method for estimating the stylus angle of a passive brush from capacitive images. The technique allows us to expand the input vocabulary without complicating the smartphone or the stylus. We conducted experiments that showed the estimation error (MAE) was 6.63° for pitch and 5.97° for roll. Two applications were implemented to show the feasibility of the technique.
Takumi Suzuki, Hiroyuki Manabe
TEI2
2020 Gravity of Location-Based Service: Analyzing the Effects for Mobility Pattern and Location Prediction
Keiichi Ochiai, Yusuke Fukazawa, Wataru Yamada, Hiroyuki Manabe, Yutaka Matsuo
ICWSM4
2019 ZeRONE: Safety Drone with Blade-Free Propulsion
abstract
We present ZeRONE, a new indoor drone that does not use rotating blades for propulsion. The proposed device is a helium blimp type drone that uses the wind generated by the ultrasonic vibration of piezo elements for propulsion. Compared to normal drones with rotating propellers, the drone is much safer because its only moving parts are the piezo elements whose surfaces vibrate at the order of micrometers. The drone can float for a few weeks and the ultrasonic propulsion system is quiet. We implement a prototype of the drone and evaluate its performance and unique characteristics in experiments. Moreover, application scenarios in which ZeRONE coexists with people are also discussed.
Wataru Yamada, Hiroyuki Manabe, Daizo Ikeda
CHI2
2019 ShearSheet: Low-Cost Shear Force Input with Elastic Feedback for Augmenting Touch Interaction
abstract
We propose ShearSheet, a low-cost, feasible, and simple DIY method that enables tangential (shear) force input on a touchscreen using a rubber-mounted slim transparent sheet. The sheet has tiny conductive material(s) attached to specific positions on the underside so that displacement of the sheet is recognized as touch input(s). This allows the system to distinguish between normal touch input and shear force input depending on whether the sheet moves or not, without requiring any external sensors or power. We first introduce ShearSheet's simple implementation for a smartphone and then discuss several promising interaction techniques that augment shear interaction with one- and two-finger operations. We demonstrate the effectiveness of ShearSheet's smooth transition between position- and rate-based control through a controlled user study using simple scrolling tasks. The results confirm that ShearSheet offers improved performance such as fewer operations and higher subjective preference, suggesting its substantial benefits and potential applications.
Mengting Huang, Kazuyuki Fujita, Kazuki Takashima, Taichi Tsuchida, Hiroyuki Manabe, Yoshifumi Kitamura
ISS5
2018 CamTrackPoint: Camera-Based Pointing Stick Using Transmitted Light through Finger
abstract
We present CamTrackPoint, a new input interface that can be controlled by finger gestures captured by front or rear cameras of a mobile device. CamTrackPoint mounts a 3D-printed ring on the camera's bezel, and it senses the movements of the user's finger by tracking the light passed through the finger. The proposed method provides mobile devices with a new input interface that offers physical force feedback like a pointing stick. The cost of our method is low as it needs only a simple ring-shaped part on the camera bezel. Moreover, the ring doesn't disturb the functions of the camera, unless a user uses the interface. We implement a prototype for a smartphone; two CamTrackPoint rings are made for the front and rear cameras. We evaluate its performance and characteristics in an experiment. The proposed technique provides smooth scrolling and would give better game experience on the available smartphone.
Wataru Yamada, Hiroyuki Manabe, Daizo Ikeda
UIST2
2017 A Capacitive Touch Sensing Technique with Series-connected Sensing Electrodes
abstract
Touch sensing with multiple electrodes allows expressive touch interactions. The adaptability and flexibility of the sensor are important in efficiently prototyping touch based systems. The proposed technique uses capacitive touch sensing and simplifies the connections as the electrodes are connected in series via capacitors and the interface circuit is connected to the electrode array by just two wires. The touched electrode is recognized by measuring the capacitance changes while switching the polarity of the signal. We show that the technique is capable of detecting different touches through simulations and actual measurements. User tests show that ten electrodes are successfully recognized after user calibration. They also show the proposal's other novel capabilities of multi-touch (2-touch) and `capacitor-free' design. Various forms of electrodes and applications are examined to elucidate the application range.
Hiroyuki Manabe, Wataru Yamada
UIST1
2017 iSphere: Self-Luminous Spherical Drone Display
abstract
We present iSphere, a flying spherical display that can display high resolution and bright images in all directions from anywhere in 3D space. Our goal is to build a new platform which can physically and directly emerge arbitrary bodies in the real world. iSphere flies by itself using a built-in drone and creates a spherical display by rotating arcuate multi light-emitting diode (LED) tapes around the drone. As a result of the persistence of human vision, we see it as a spherical display flying in the sky. The proposed method yields large display surfaces, high resolution, drone mobility, high visibility and 360° field of view. Previous approaches fail to match these characteristics, because of problems with aerodynamics and payload. We construct a prototype and validate the proposed method. The unique characteristics and benefits of flying spherical display surfaces are discussed and we describe application scenarios based on iSphere such as guidance, signage and telepresence.
Wataru Yamada, Kazuhiro Yamada, Hiroyuki Manabe, Daizo Ikeda
UIST3
2015 Conductive rubber electrodes for earphone-based eye gesture input interface
Hiroyuki Manabe, Masaaki Fukumoto, Tohru Yagi
Pers. Ubiquitous Comput.1
2014 EOG-based eye gesture input with audio staging
abstract
Eye tracking techniques have moved from the laboratory into everyday life; examples include input interfaces for the severely handicapped and object-of-interest selection in the camera finder. They will bring great benefits when they can be used easily in everyday life. However, the current major tracking devices are not accepted widely because they set cameras in front of the user's face which plays several extremely important roles in everyday life. Desktop devices or special personal devices can be used but they impose their own limitations.
Hiroyuki Manabe, Tohru Yagi
ETRA1
2014 Tag system with low-powered tag and depth sensing camera
abstract
A tag system is proposed that offers a practical approach to ubiquitous computing. It provides small and low-power tags that are easy to distribute; does not need a special device to read the tags (in the future), thus enabling their use anytime, anywhere; and has a wide reading range in angle and distance that extends the design space of tag-based applications. The tag consists of a kind of liquid crystal (LC) and a retroreflector, and it sends its ID by switching the LC. A depth sensing camera that emits infrared (IR) is used as the tag reader; we assume that it will be part of the user's everyday devices, such as a smartphone. Experiments were conducted to confirm its potential, and a regular IR camera was also tested for comparison. The results show that the tag system has a wide readable range in terms of both distance (up to 8m) and viewing angle offset. Several applications were also developed to explore the design space. Finally, limitations of the current setup and possible improvements are discussed.
Hiroyuki Manabe, Wataru Yamada, Hiroshi Inamura
UIST1
2011 Tap control for headphones without sensors
abstract
A tap control technique for headphones is proposed. A simple circuit is used to detect tapping of the headphone shell by using the speaker unit in the headphone as a tap sensor. No additional devices are required in the headphone shell and cable, so the user can use their favorite headphones as a controller while listening music. A prototype is implemented with several calibration processes to compensate the differences in headphones and users' tapping actions. Tests confirm that the user can control a music player by tapping regular headphones.
Hiroyuki Manabe, Masaaki Fukumoto
UIST1
2007 MILKey: multi illuminated indicator for KEYpad
abstract
An indicator with switchable faces that suits the cellular phone keypad is proposed and implemented. The prototype, which can show 3 patterns, consists of notch filters (each of which yields a different pattern) and light sources. Each pattern, which emits in a different color, can be activated simply by switching the same color of the illuminating light. Since the patterns do not disturb each other, large characters can be covered on the whole keytop. This indicator is also suitable for handheld/portable devices, such as PDA or notebook PC.
Hiroyuki Manabe, Masaaki Fukumoto
Mobile HCI1
2003 Speech recognition using EMG; mime speech recognition
Hiroyuki Manabe, Akira Hiraiwa, Toshiaki Sugimura
INTERSPEECH1