Demo Data from SIGIR 2026 / reviewers in the wild / expert
Ryoichiro Shiraishi
dblp:143/6845
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Haptics and multimodal interaction · 87% Wearable and physiological sensing · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction
multimodal feedback |
0.4 | 1 | 2019 | Player Perception Augmentation for Beginners Using Visual and Haptic Feedback in Ball Game · VR 2019 |
Haptics and multimodal interaction › multimodal feedback
visuo-haptic feedback |
0.4 | 1 | 2019 | Player Perception Augmentation for Beginners Using Visual and Haptic Feedback in Ball Game · VR 2019 |
Methods — techniques the papers use, named apart from their topics
user study · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Player Perception Augmentation for Beginners Using Visual and Haptic Feedback in Ball GameabstractWe developed Sports Support System that augments the perception of beginner players and supports situation awareness to motivate beginners in multiplayer sports through visual and haptic feedback. Our system provides positional relationship of the opponents using visual feedback. In addition, the position of the opponent beyond the field of view was provided using haptic feedback. An experiment of pass interception as used to compare the visual and haptic feedback. The results confirmed the effectiveness and characteristics of these feedback processes in a multiplayer ball game. Yuji Sano, Koya Sato, Ryoichiro Shiraishi, Mai Otsuki |
VR | 3 |
| 2016 | Sports Support System: Augmented Ball Game for Filling Gap between Player Skill LevelsabstractIn order to fill the gap between various levels of ball game players, we propose the Sports Support System that can reduce the difference among the skills of various players by augmenting the traditional ball game. We implemented a system that visualizes the trajectory and velocity of the ball for soccer games, as one example of ball games. This visualization and the enhancement of the player positions in the field can help beginner players recognize what they should do next and improve their playing skills. This paper introduces the proposed system and discusses, through a user study, its effectiveness for improving reaction speed and enhancing the pleasure of playing sports. Based on the experiment results, the proposed system contributes to reaction time improvements in passing and receiving the ball, i.e., one of the most important skills in playing soccer. Yuji Sano, Koya Sato, Ryoichiro Shiraishi, Mai Otsuki |
ISS | 3 |