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Yujiro Okuya

dblp:131/8905 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2020
0009-0003-4069-0704ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author

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
3 papers
User interface design and tools · 28% Collaborative and social computing · 28% Haptics and multimodal interaction · 28%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing
collaborative design
0.412020
Investigating Collaborative Exploration of Design Alternatives on a Wall-Sized Display · CHI 2020
User interface design and tools › display technology
wall-sized display
0.412020
Investigating Collaborative Exploration of Design Alternatives on a Wall-Sized Display · CHI 2020
Interaction techniques and input
touch interaction
0.112020
Investigating Collaborative Exploration of Design Alternatives on a Wall-Sized Display · CHI 2020
Immersive interaction
virtual reality
0.122015
Third person's footsteps enhanced moving sensation of seated person · VR 2015
Five senses theatre project: Sharing experiences through bodily ultra-reality · VR 2015

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

usability study · 0.4controlled experiment · 0.4vibrotactile stimulation · 0.2vection · 0.2spatial sound · 0.2proprioceptive stimulation · 0.2lifelog · 0.2
YearPublicationVenuePosition
2020 Investigating Collaborative Exploration of Design Alternatives on a Wall-Sized Display
abstract
Industrial design review is an iterative process which mainly relies on two steps involving many stakeholders: design discussion and CAD data adjustment. We investigate how a wall-sized display could be used to merge these two steps by allowing multidisciplinary collaborators to simultaneously generate and explore design alternatives. We designed ShapeCompare based on the feedback from a usability study. It enables multiple users to compute and distribute CAD data with touch interaction. To assess the benefit of the wall-sized display in such context, we ran a controlled experiment which aims to compare ShapeCompare with a visualization technique suitable for standard screens. The results show that pairs of participants performed a constraint solving task faster and used more deictic instructions with ShapeCompare. From these findings, we draw generic recommendations for collaborative exploration of alternatives.
Yujiro Okuya, Olivier Gladin, Nicolas Ladeveze, Cédric Fleury, Patrick Bourdot
CHI1
2015 Five senses theatre project: Sharing experiences through bodily ultra-reality
abstract
The Five Senses Theatre project was established for the development of a basic technology that enables the user to relive a spatial motion of other persons as if the user him/her-self experienced it in person. This technology aims to duplicate a bodily experience performed in the real space and to pass it to the other person. In other words, the user experiences another person's body that moved in a real space as if the user moved in that real space. The spatial motion may be a walking tour to the world heritage, a legend run of a top athlete, and etc. More specifically, the system creates the sensation of a self-body motion without a voluntary motion of the user by providing physical motion to the real body. The sensation of self-body motion is generated by not only a visually induced vection but proprioceptive and tactile sensations of the body passively evoked. The Five Senses Theatre provides multisensory stimuli to the user to make use of the user's body as medium to project the valuable experience from others to the user's cognition. The research issues include the following: 1) Cognitive mechanism of passive stimulation perceived as an active motion sensation (pseudo agency), and body ownership transfer (virtual body). 2) Device development of the mutisensory display system, rendering/projection algorithms, and a lifelog data system.
Yasushi Ikei, Seiya Shimabukuro, Shunki Kato, Kohei Komase, Yujiro Okuya, Koichi Hirota, Michiteru Kitazaki, Tomohiro Amemiya
VR5
2015 Third person's footsteps enhanced moving sensation of seated person
abstract
The present paper describes the system to present a pseudo-walking sensation to a sitting participant. The vibration was added to the heel and toe to imitate cutaneous sensation of the sole during walking. The sound of footsteps was also provided to the participant through headphones simultaneously. In this sound presentation, we used a spatial sound of footsteps of another walker as well as own footstep sound. Another walker's sound was moved along several trajectories in a VR space. We conducted an experiment to elucidate the effect of third person's footstep sound moved differently on the walking sensation of a participant. The result showed that third person's sound enhanced not only walking sensation but also translational sensation of a sitting participant. Furthermore, the effect was the highest when third person's sound came from front to backward of the participant in a VR space.
Yujiro Okuya, Yasushi Ikei, Tomohiro Amemiya, Koichi Hirota
VR1