EDBT 2026 Demo / reviewers in the wild / expert
Atsushi Hiyama
dblp:83/6754
· DBLP profile ↗
15ranked-venue papers
2as first author
2since 2021 · last 2021
0000-0001-7495-004XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 12 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorApplied, 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 |
Human-robot interaction · 34% Immersive interaction · 20% Collaborative and social computing · 20% | |
| Computer graphics and multimedia
4 papers |
Virtual and augmented reality · 98% Computational photography and imaging · 2% |
Topics — the 10 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
telepresence |
0.5 | 1 | 2021 | Generating the Presence of Remote Mourners: a Case Study of Funeral Webcasting in Japan · CHI 2021 |
Collaborative and social computing
remote participation |
0.5 | 1 | 2021 | Generating the Presence of Remote Mourners: a Case Study of Funeral Webcasting in Japan · CHI 2021 |
Human-robot interaction
physical human-robot interaction |
0.4 | 1 | 2020 | Dynamic Motor Skill Synthesis with Human-Machine Mutual Actuation · CHI 2020 |
Immersive interaction
telepresence |
0.4 | 1 | 2019 | ExLeap: Minimal and highly available telepresence system creating leaping experience · VR 2019 |
Ubiquitous computing and smart environments › context recognition
material recognition |
0.2 | 1 | 2015 | SpecTrans: Versatile Material Classification for Interaction with Textureless, Specular and Transparent Surfaces · CHI 2015 |
Wearable and physiological sensing
optical sensing |
0.2 | 1 | 2015 | SpecTrans: Versatile Material Classification for Interaction with Textureless, Specular and Transparent Surfaces · CHI 2015 |
Ubiquitous computing and smart environments › internet of things
smart objects |
0.1 | 1 | 2021 | Floral Tribute Ritual in Virtual Reality: Design and Validation of SenseVase with Virtual Memorial · CHI 2021 |
Immersive interaction › augmented reality
projected augmented reality |
0.1 | 1 | 2011 | Ubiquitous augmented reality: expanding augmented reality environment with wireless tags and visible light communication projector · UbiComp 2011 |
Virtual and augmented reality › tracking
marker-based tracking |
0.1 | 1 | 2007 | Indoor Marker-based Localization Using Coded Seamless Pattern for Interior Decoration · VR 2007 |
Wireless sensing and localization › optical sensing › optical localization
visible light communication localization |
0.0 | 1 | 2011 | Ubiquitous augmented reality: expanding augmented reality environment with wireless tags and visible light communication projector · UbiComp 2011 |
Methods — techniques the papers use, named apart from their topics
expert interviews · 1.0design validation · 1.0case study · 1.0360-degree telepresence · 1.0omnidirectional camera · 0.8crossfade · 0.8videoconferencing · 0.5video conferencing · 0.5user study · 0.4robotic handheld device · 0.4classification · 0.2visible light communication · 0.1structured light projection · 0.1fiducial marker decoding · 0.13d position estimation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Floral Tribute Ritual in Virtual Reality: Design and Validation of SenseVase with Virtual MemorialabstractWhile floral tributes are commonly used for the public commemoration of victims of disasters, war, and other accidents, flowers in vases color everyday life. In this research, these features of flowers are intertwined with the recent phenomenon of online memorials to develop a virtual floral tribute concept that includes physical rituals. We designed SenseVase, a smart vase to detect flowers placed in it, and a 3DCG Virtual Memorial that illustrates floral tributes given by people using SenseVases at home. This paper describes how we developed our design concept by reviewing previous literature and social aspects, and presents a video illustrating the concept. To validate the current concept, we interviewed several experts knowledgeable in public commemorations, virtual and online communities, and the floral business. Through a discussion of our findings from the design process and interviews, we propose a new direction for how HCI technology can contribute to public commemoration in addition to personal memorialization. Daisuke Uriu, Noriyasu Obushi, Zendai Kashino, Atsushi Hiyama, Masahiko Inami |
CHI | 4 |
| 2021 | Generating the Presence of Remote Mourners: a Case Study of Funeral Webcasting in JapanabstractFunerals are irreplaceable events, especially for bereaved family members and relatives. However, the COVID-19 pandemic has prevented many people worldwide from attending their loved ones’ funerals. The authors had the opportunity to assist one family faced with this predicament by webcasting and recording funeral rites held near Tokyo in June, 2020. Using our original 360-degree Telepresence system and smartphones running Zoom, we enabled the deceased’s elder siblings to remotely attend the funeral and did our utmost to make them feel present in the funeral hall. Despite the webcasting via Zoom contributing more to their remote attendances than our system, we discovered thoughtful findings which could be useful for designing remote funeral attendances. From the findings, we also discuss how HCI designers can contribute to this highly sensitive issue, weaving together knowledge from various domains including techno-spiritual practices, thanato-sensitive designs; and other religious and cultural aspects related to death rituals. Daisuke Uriu, Kenta Toshima, Minori Manabe, Takeru Yazaki, Takeshi Funatsu, Atsushi Izumihara, Zendai Kashino, Atsushi Hiyama, Masahiko Inami |
CHI | 8 |
| 2020 | Dynamic Motor Skill Synthesis with Human-Machine Mutual ActuationabstractThis paper presents an approach for coupling robotic capability with human ability in dynamic motor skills, called "Human-Machine Mutual Actuation (HMMA)." We focus specifically on throwing motions and propose a method to control the release timing computationally. A system we developed achieves our concept, HMMA, by a robotic handheld device that acts as a release controller. We conducted user studies to validate the feasibility of the concept and clarify related technical issues to be tackled. We recognized that the system successfully performs on throwing according to the target while it exploits human ability. These empirical experiments suggest that robotic capability can be embedded into the users' motions without losing their senses of control. Throughout the user study, we also revealed several issues to be tackled in further research contributing to HMMA. Azumi Maekawa, Seito Matsubara, Sohei Wakisaka, Daisuke Uriu, Atsushi Hiyama, Masahiko Inami |
CHI | 5 |
| 2020 | Exploring in the City with Your Personal Guide: Design and User Study of T-Leap, a Telepresence SystemabstractThis paper describes a field study conducted with our system, T-Leap, a telepresence system connecting one person (the Viewer), situated indoors, with multiple destinations (the Nodes), that roam outdoors. Here, each Node is a person wearing a module that includes a 360-degree camera and a microphone-speaker. Through our study, we demonstrate that T-Leap enables the Viewer to perform various interactions with the Nodes including being helped by them, collaborating with them, and guiding them. These interactions were demonstrated through three studies completing different tasks: 1) Nodes purchasing souvenirs for the Viewer, 2) Nodes finding objects in the park, and 3) Viewer guiding Nodes to purchase things. The studies were primarily conducted with Taiwanese locals and Japanese visitors in Taipei. Throughout the studies, we found that T-Leap worked especially well for mediating communication between a Viewer with local knowledge acting as a guide and several Nodes who were being guided. To conclude the paper, we broadly discuss our findings, the lessons we learned from our field study, and present recommendations for the future development of mobile and wearable telepresence systems. Minori Manabe, Daisuke Uriu, Takeshi Funatsu, Atsushi Izumihara, Takeru Yazaki, I-Hsin Chen, Yi-Ya Liao, Kang-Yi Liu, Ju-Chun Ko, Zendai Kashino, Atsushi Hiyama, Masahiko Inami |
MUM | 11 |
| 2019 | Intergenerational shared action games for promoting empathy between Japanese youth and eldersabstractJapan is a super-aging society, one marked by a steadily silvering population and shrinking birthrates. Social effects range from a decline in intergenerational homes to new tensions between the generations as elders delay retirement or return to work. Towards improving relations between the generations, two versions of an inclusive, intergenerational game employing “shared action,” or time-movement synchrony, were developed: a finger-based version inspired by medical exercise technology from gerontology and a smart shoe-based version as a familiar form factor. A series of three exploratory studies were conducted with young Japanese adults and elders. Findings suggest that the foot version was most suitable overall and reveal initial, complex effects of age and gender on empathy measures that can inform affective computing initiatives within and beyond the cultural milieu of modern Japan. Katie Seaborn, Nina Lee, Marla Narazani, Atsushi Hiyama |
ACII | 4 |
| 2019 | ExLeap: Minimal and highly available telepresence system creating leaping experienceabstractWe propose “ExLeap”, a minimal telepresence system that creates leaping experience. Multiple “nodes” with an omnidirectional camera, mic and speaker transmit the video to clients, and on the client, videos are rendered in 3D space. When moving to another node, by crossfading two videos, the user can feel as if she/he leaps between two places. Also, on each node, the user can talk with people in that place. Each node consists of very simple hardware, so we can put them on multiple places we want to go to. Moreover, because the system can be used 24/7 by multi-user simultaneously and is very easy to use, it creates various types of chances of communications. Atsushi Izumihara, Daisuke Uriu, Atsushi Hiyama, Masahiko Inami |
VR | 3 |
| 2016 | Sharing Real-World Accessibility Conditions Using a Smartphone Application by a Volunteer Group
Takahiro Miura, Ken-ichiro Yabu, Takeshi Noro, Tomoko Segawa, Kei Kataoka, Akihito Nishimuta, Masaya Sanmonji, Atsushi Hiyama, Michitaka Hirose, Tohru Ifukube |
ICCHP (2) | 8 |
| 2015 | SpecTrans: Versatile Material Classification for Interaction with Textureless, Specular and Transparent SurfacesabstractSurface and object recognition is of significant importance in ubiquitous and wearable computing. While various techniques exist to infer context from material properties and appearance, they are typically neither designed for real-time applications nor for optically complex surfaces that may be specular, textureless, and even transparent. These materials are, however, becoming increasingly relevant in HCI for transparent displays, interactive surfaces, and ubiquitous computing. We present SpecTrans, a new sensing technology for surface classification of exotic materials, such as glass, transparent plastic, and metal. The proposed technique extracts optical features by employing laser and multi-directional, multi-spectral LED illumination that leverages the material's optical properties. The sensor hardware is small in size, and the proposed classification method requires significantly lower computational cost than conventional image-based methods, which use texture features or reflectance analysis, thereby providing real-time performance for ubiquitous computing. Our evaluation of the sensing technique for nine different transparent materials, including air, shows a promising recognition rate of 99.0%. We demonstrate a variety of possible applications using SpecTrans' capabilities. Munehiko Sato, Shigeo Yoshida, Alex Olwal, Boxin Shi, Atsushi Hiyama, Tomohiro Tanikawa, Michitaka Hirose, Ramesh Raskar |
CHI | 5 |
| 2015 | Smartphone-Based Gait Measurement Application for Exercise and Its Effects on the Lifestyle of Senior Citizens
Takahiro Miura, Ken-ichiro Yabu, Atsushi Hiyama, Noriko Inamura, Michitaka Hirose, Tohru Ifukube |
INTERACT (3) | 3 |
| 2013 | Social platform for sharing accessibility information among people with disabilities: evaluation of a field assessmentabstractAccessibility information can allow disabled people to identify suitable pathways to reach their destinations, but it is difficult to obtain new accessible pathway information rapidly because of limited local information disclosure. Thus, it is necessary to develop a comprehensive system that acquires barrier-free information from various sources and makes that information available in an intuitive form. In this study, we aimed to develop a social platform to obtain and present appropriate information depending on the user's situation, such as the user's disabilities and location, and to share the barrier-free information provided by other users. Takahiro Miura, Ken-ichiro Yabu, Masatsugu Sakajiri, Mari Ueda, Junya Suzuki, Atsushi Hiyama, Michitaka Hirose, Tohru Ifukube |
ASSETS | 6 |
| 2011 | Ubiquitous augmented reality: expanding augmented reality environment with wireless tags and visible light communication projectorabstractIn this paper, we propose a ubiquitous augmented reality system that expands projected augmentations in wide area by using visible light communication and wireless tag. The system consists of wireless tags and a high-speed projector (DMD Discovery 3000), operating in 8kHz, attached on mobility platform. The projector transmits structured light patterns that contain different information in each pixel. Wireless tags can recognize their own locations in projected area by receiving structured light patterns projected from the projector. Since 3D coordinates of individual tag is stored in the system, projection point is estimated with 3D coordinates and pixel coordinates of each tag in projected area. According to the estimated position and orientation, augmented reality content is superimposed. The set of structured light patterns are projected in sufficient speed that human eye can only perceive the superimposed content. We have also evaluated the accuracy of superimposing augmented reality content on real world from moving projection points. Atsushi Hiyama, Hiroshi Fujino, Go Kashiwagi, Michitaka Hirose |
UbiComp | 1 |
| 2011 | Elderly User Evaluation of Mobile Touchscreen Interactions
Masatomo Kobayashi, Atsushi Hiyama, Takahiro Miura, Chieko Asakawa, Michitaka Hirose, Tohru Ifukube |
INTERACT (1) | 2 |
| 2009 | Robustness enhancement of a localization system using interior decoration with coded patternabstractSeveral indoor positioning systems have been studied to offer a public service based on one's location information. We have studied an indoor localization system using original fiducial markers. The original markers can be designed freely by users; therefore, they can be used for interior decoration. Using this system, you can obtain the three-dimensional position and pose of your camera by capturing the image of the markers arranged on the floor. However, there are some problems associated with the use of this system in a public space, such as a decline in the marker recognition rate by a change in the surrounding light condition and an instability in the marker recognition rate depending on the type of marker used and the camera angle. In this study, we enhanced the robustness of an indoor localization system used in a public space and increased the number of recognizable markers. Shinya Nishizaka, Atsushi Hiyama, Tomohiro Tanikawa, Michitaka Hirose |
VRST | 2 |
| 2007 | Indoor Marker-based Localization Using Coded Seamless Pattern for Interior DecorationabstractBecause marker-based position tracking system is inexpensive and easy to use, it has the potential to make the system more feasible for homes or businesses and broaden the current suite of augmented reality (AR) techniques. To apply marker-based systems to homes or businesses, blending markers with environments naturally is important. Our innovative approach to marker-based 3D position tracking uses seamless patterns encrypted with positional data. Although users can obtain 3D positional data by processing marker images similar to many existing marker-based systems, our markers are designed with interior decoration in mind. That way they can be installed in walls, floors, or ceilings. Unlike existing systems whose fiducial markers were designed first and foremost to be processed by computers, ours are visually attractive. By integrating positional information within the interior design, our system enables users to enjoy the benefits of position tracking without being constantly aware of the system's presence. We developed a method for making patterns in which positional information is encrypted and a method for calculating the 3D position of a user by decoding those patterns. We then constructed a system using three patterns that were made by the proposed method and evaluated that system Shigeru Saito, Atsushi Hiyama, Tomohiro Tanikawa, Michitaka Hirose |
VR | 2 |
| 2007 | Design flexibility in seamless coded pattern for localizationabstractRecent development in mobile and ubiquitous computing technology with broadband wireless network has realizing the location based application for mobile and wearable computers. According to the wide spreading number of cellular phone with GPS receiver, it has become easy to provide location based application in outdoor scene. On the contrary, there are several positioning technologies for indoor scene, such using wireless sensors or image processing technology. However, those technologies are still not utilized in daily environment due to the cost inefficiency and the complexity in system setup. Considering the problems in previous positioning system, it is necessary to overcome the following four features to utilize the system in daily scene. Atsushi Hiyama, Shigeru Saito, Tomohiro Tanikawa, Michitaka Hirose |
VRST | 1 |