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Ryuji Hirayama

dblp:133/8536 · DBLP profile ↗
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5ranked-venue papers
0as first author
4since 2021 · last 2026
0000-0001-7007-3756ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 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.

Human-computer interaction and pervasive computing
4 papers
Haptics and multimodal interaction · 65% Personal fabrication and tangible interfaces · 28% Design research and methods · 6%
Artificial intelligence
1 paper
Reinforcement learning · 77% Motion planning and robot control · 23%
Computer graphics and multimedia
2 papers
Audio and music processing · 57% Rendering · 26% Virtual and augmented reality · 17%

Topics — the 7 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Personal fabrication and tangible interfaces › physical-digital interaction
data physicalization
0.712023
DataLev: Mid-air Data Physicalisation Using Acoustic Levitation · CHI 2023
Haptics and multimodal interaction › mid-air haptics
ultrasonic haptics
0.412020
GS-PAT: high-speed multi-point sound-fields for phased arrays of transducers · ACM Trans. Graph. 2020
Robotics › Motion planning and robot control › multi-robot control
decentralized control
0.312026
AcoustoReinforce: Multi-Particle Acoustophoretic Path Planning with Deep Reinforcement Learning · AAAI 2026
Rendering
volume rendering
0.212023
OpenMPD: A Low-Level Presentation Engine for Multimodal Particle-Based Displays · ACM Trans. Graph. 2023
Design research and methods › HCI theory
materiality
0.212023
DataLev: Mid-air Data Physicalisation Using Acoustic Levitation · CHI 2023
Haptics and multimodal interaction › multimodal interface
multimodal display
0.212023
DataLev: Mid-air Data Physicalisation Using Acoustic Levitation · CHI 2023
Virtual and augmented reality › 3d display
volumetric display
0.112020
GS-PAT: high-speed multi-point sound-fields for phased arrays of transducers · ACM Trans. Graph. 2020

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

swept-volume rendering · 1.3multi-rate synchronization · 1.3deep reinforcement learning · 1.0decentralized neural policy · 1.0constrained reinforcement learning · 1.0iterative optimization · 0.9GPU phase retrieval · 0.9simulation · 0.8autoencoder · 0.8anomaly detection · 0.8design space exploration · 0.7acoustophoresis · 0.7
YearPublicationVenuePosition
2026 AcoustoReinforce: Multi-Particle Acoustophoretic Path Planning with Deep Reinforcement Learning
abstract
Acoustophoresis uses sound waves to manipulate small objects in mid-air and has broad potential in various applications. However, stable multi-particle levitation remains challenging due to complex acoustic dynamics and limitations of existing models. We introduce AcoustoReinforce, a reinforcement learning-based path planner that autonomously controls the motion of multiple levitated particles. Leveraging a decentralized architecture, it learns local neural policies that generate particle trajectories independently, enabling scalable, communication-free control even in densely populated acoustic fields. To ensure physical feasibility, acoustic trapping strength is incorporated as a constraint during both training and inference, producing trajectories that are collision-free, acoustically stable, and physically realizable within real-world system constraints. Experiments on a real-world levitation platform show that AcoustoReinforce outperforms state-of-the-art planners, improving task success rates by up to 130% across diverse configurations. These results demonstrate the effectiveness of learning-based decentralized control for complex multi-object acoustophoresis in real environments.
Pengyuan Wei, Giorgos Christopoulos, Zhouyang Shen, Joshua Mukherjee, Ryuji Hirayama, Sriram Subramanian, Prateek Mittal
AAAI6
2024 StableLev: Data-Driven Stability Enhancement for Multi-Particle Acoustic Levitation
abstract
Acoustic levitation is an emerging technique that has found application in contactless assembly and dynamic displays. It uses precise phase control in an ultrasound transducer array to manage the positions and movements of multiple particles. Yet, maintaining stable mid-air particles is challenging, with unexpected drops disrupting the intended motion and position. Here, we present StableLev, a data-driven pipeline for the detection and amendment of instabilities in multi-particle levitation. We first curate a hybrid levitation dataset, blending optimized simulations with labels based on actual trajectory outcomes. We then design an AutoEncoder to detect anomalies in the simulated data, correlating closely with observed particle drops. Finally, we reconstruct the acoustic field at anomaly regions to improve particle stability and experimentally demonstrate successful dynamic levitation for trajectories within our dataset. Our work provides new insights into multi-particle levitation and enhances its robustness, which will be valuable in a wide range of applications.
Lei Gao 0007, Giorgos Christopoulos, Prateek Mittal, Ryuji Hirayama, Sriram Subramanian
CHI4
2023 DataLev: Mid-air Data Physicalisation Using Acoustic Levitation
abstract
Data physicalisation is a technique that encodes data through the geometric and material properties of an artefact, allowing users to engage with data in a more immersive and multi-sensory way. However, current methods of data physicalisation are limited in terms of their reconfigurability and the types of materials that can be used. Acoustophoresis—a method of suspending and manipulating materials using sound waves—offers a promising solution to these challenges. In this paper, we present DataLev, a design space and platform for creating reconfigurable, multimodal data physicalisations with enriched materiality using acoustophoresis. We demonstrate the capabilities of DataLev through eight examples and evaluate its performance in terms of reconfigurability and materiality. Our work offers a new approach to data physicalisation, enabling designers to create more dynamic, engaging, and expressive artefacts.
Lei Gao 0007, Pourang Irani, Sriram Subramanian, Gowdham Prabhakar, Diego Martínez 0001, Ryuji Hirayama
CHI6
2023 OpenMPD: A Low-Level Presentation Engine for Multimodal Particle-Based Displays
abstract
Phased arrays of transducers have been quickly evolving in terms of software and hardware with applications in haptics (acoustic vibrations), display (levitation), and audio. Most recently, Multimodal Particle-based Displays (MPDs) have even demonstrated volumetric content that can be seen, heard, and felt simultaneously, without additional instrumentation. However, current software tools only support individual modalities and they do not address the integration and exploitation of the multi-modal potential of MPDs. This is because there is no standardized presentation pipeline tackling the challenges related to presenting such kind of multi-modal content (e.g., multi-modal support, multi-rate synchronization at 10 KHz, visual rendering or synchronization and continuity). This article presents OpenMPD, a low-level presentation engine that deals with these challenges and allows structured exploitation of any type of MPD content (i.e., visual, tactile, audio). We characterize OpenMPD’s performance and illustrate how it can be integrated into higher-level development tools (i.e., Unity game engine). We then illustrate its ability to enable novel presentation capabilities, such as support of multiple MPD contents, dexterous manipulations of fast-moving particles, or novel swept-volume MPD content.
Roberto A. Montaño-Murillo, Ryuji Hirayama, Diego Martínez 0001
ACM Trans. Graph.2
2020 GS-PAT: high-speed multi-point sound-fields for phased arrays of transducers
abstract
Phased Arrays of Transducers (PATs) allow accurate control of ultrasound fields, with applications in haptics, levitation (i.e. displays) and parametric audio. However, algorithms for multi-point levitation or tactile feedback are usually limited to computing solutions in the order of hundreds of sound-fields per second, preventing the use of multiple high-speed points, a feature that can broaden the scope of applications of PATs. We present GS-PAT , a GPU multi-point phase retrieval algorithm, capable of computing 17K solutions per second for up to 32 simultaneous points in a mid-end consumer grade GPU (NVidia GTX 1660). We describe the algorithm and compare it to state of the art multi-point algorithms used for ultrasound haptics and levitation, showing similar quality of the generated sound-fields, and much higher computation rates. We then illustrate how the shift in paradigm enabled by GS-PAT (i.e. real-time control of several high-speed points) opens new applications for PAT technologies, such as in volumetric fully coloured displays, multi-point spatio-temporal tactile feedback, parametric audio and simultaneous combinations of these modalities.
Diego Martínez 0001, Ryuji Hirayama, Roberto A. Montaño-Murillo, Sriram Subramanian
ACM Trans. Graph.2