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Hiroshi Furuya

dblp:61/1796 · DBLP profile ↗
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5ranked-venue papers
0as first author
3since 2021 · last 2026
0000-0001-7320-5769ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 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 · 84% Interaction techniques and input · 9% Usability and user experience research · 7%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
1.012026
From One World to Another: Interfaces for Efficiently Transitioning Between Virtual Environments · CHI 2026
Immersive interaction › 3d user interface
world-in-miniature
1.012026
From One World to Another: Interfaces for Efficiently Transitioning Between Virtual Environments · CHI 2026
Interaction techniques and input
selection techniques
0.312026
From One World to Another: Interfaces for Efficiently Transitioning Between Virtual Environments · CHI 2026
Usability and user experience research › experimental design
human-subject experiments
0.212024
Exploring Spatial Cognitive Residue and Methods to Clear Users' Minds When Transitioning Between Virtual Environments · ISMAR 2024

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

controlled within-subjects experiment · 1.0spatial recall task · 0.8human-subject experiment · 0.8
YearPublicationVenuePosition
2026 From One World to Another: Interfaces for Efficiently Transitioning Between Virtual Environments
abstract
Personal computers and handheld devices provide keyboard shortcuts and swipe gestures to enable users to efficiently switch between applications, whereas today’s virtual reality (VR) systems do not. In this work, we present an exploratory study on user interface aspects to support efficient switching between worlds in VR. We created eight interfaces that afford previewing and selecting from the available virtual worlds, including methods using portals and worlds-in-miniature (WiMs). To evaluate these methods, we conducted a controlled within-subjects empirical experiment (N=22) where participants frequently transitioned between six different environments to complete an object collection task. Our quantitative and qualitative results show that WiMs supported rapid acquisition of high-level spatial information while searching and were deemed most efficient by participants while portals provided fast pre-orientation. Finally, we present insights into the applicability, usability, and effectiveness of the VR world switching methods we explored, and provide recommendations for their application and future context/world switching techniques and interfaces.
Matthew Gottsacker, Yahya Hmaiti, Mykola Maslych, Hiroshi Furuya, Jasmine DeGuzman, Gerd Bruder, Greg Welch, Joseph J. LaViola Jr.
CHI4
2024 Exploring Spatial Cognitive Residue and Methods to Clear Users' Minds When Transitioning Between Virtual Environments
abstract
In most cases, retaining memories of things we have experienced in the past is desirable, but in some cases, we want to clear our minds so that we may focus completely on subsequent activities. When someone switches from one task to another, they commonly incur some “cognitive residue” where some of their cognitive resources such as working memory and attention remain devoted to their previous task even after they try to switch their focus to their new task. This residue could have a negative impact on their performance in the next task, and in such circumstances, it is important to reduce that residue. In this paper, we explore the concept of cognitive residue in the context of switching between virtual reality (VR) environments. We conducted a human-subject experiment (N=24) with a spatial recall task to investigate how different visual transitions might reduce participants’ spatial cognitive residue. In this instance, more errors on the recall task corresponds to less spatial cognitive residue. We found that transitions that lasted one minute successfully reduced spatial cognitive residue: they significantly reduced participants’ abilities to recall the positions of objects in their previous VE compared to an instantaneous cut transition. Additionally, for transitions that showed a nature scene, greater head movement significantly correlated with more spatial memory errors (i.e., less spatial cognitive residue). We discuss how these findings can be applied to support users transitioning between virtual tasks and environments in VR task switching scenarios.
Matthew Gottsacker, Hiroshi Furuya, Laura Battistel, Carlos Pinto Jimenez, Nicholas LaMontagna, Gerd Bruder, Greg Welch
ISMAR2
2024 Investigating the relationships between user behaviors and tracking factors on task performance and trust in augmented reality
Matthew Gottsacker, Hiroshi Furuya, Zubin Datta Choudhary, Austin Erickson, Ryan Schubert, Gerd Bruder, Michael P. Browne, Greg Welch
Comput. Graph.2
2019 Improving Efficiency of Remote Construction by using Adaptive Video Streaming
abstract
Although areas devastated by natural disasters must be promptly reconstructed, reconstruction works involving construction machinery are dangerous and bring a significant risk of a second disaster. A remote construction system is thus often used, which enables an operator to conduct reconstruction work from a remote and safe place while viewing on-site videos. However, the remote construction has a major problem: it has much lower work efficiency than manned construction because videos are delayed and impaired in a wireless network environment. In this paper, we present a remote construction system using our proposed adaptive video streaming method that dynamically adjusts the video bitrate on the basis of the predicted communication throughput variation. The experiments show that the proposed remote construction system using adaptive video streaming reduces operation time by 25.5%, which corresponds to a 34.3% improvement in work efficiency.
Hiroshi Yoshida, Tatsuya Yoshimoto, Takaharu Innami, Kazunori Ohashi, Hiroshi Furuya, Naoki Mori
CCNC5
2019 Improving Workload of Long-Distance Remote Construction Through a WLAN and the Internet
abstract
In the construction industry, remote construction has been introduced in specified cases such as restoration work after natural disasters in order to improve safety. Remote construction can also contribute to allocating limited labor resources efficiently and solving the labor scarcity problem. For this, long-distance remote construction though networks such as a wireless local area network (WLAN) and the Internet must be made possible. However, long-distance networks can have large transmission delays and packet loss, which cause bottlenecks that result in low operability and increased workload. We propose a remote construction system based on adaptive remote control techniques for improving video streaming and operation with considerations made for delays and packet loss. We also conduct an experiment to evaluate how the proposed remote construction system reduces workloads. Our experiment shows that the proposed system reduces the number of manipulations for a certain task by 25%. It also reduces the duration of operations by 16%, which corresponds to a 20% improvement in work efficiency.
Tatsuya Yoshimoto, Hiroshi Yoshida, Takaharu Innami, Kazunori Ohashi, Hiroshi Furuya, Naoki Mori
CCNC5