Demo Data from SIGIR 2026 / reviewers in the wild / expert
Takumi Kiriu
dblp:228/5941
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
1 paper |
Games and playful interaction · 46% Immersive interaction · 27% Health and well-being technologies · 27% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
gamification |
0.4 | 1 | 2019 | Development of an Acoustic AR Gamification System to Support Physical Exercise · ACM Multimedia 2019 |
Immersive interaction › augmented reality
audio augmented reality |
0.1 | 1 | 2019 | Development of an Acoustic AR Gamification System to Support Physical Exercise · ACM Multimedia 2019 |
Immersive interaction
augmented reality |
0.1 | 1 | 2019 | Development of an Acoustic AR Gamification System to Support Physical Exercise · ACM Multimedia 2019 |
Health and well-being technologies › physical activity
exercise |
0.1 | 1 | 2019 | Development of an Acoustic AR Gamification System to Support Physical Exercise · ACM Multimedia 2019 |
Health and well-being technologies › physical activity promotion
running support |
0.1 | 1 | 2019 | Development of an Acoustic AR Gamification System to Support Physical Exercise · ACM Multimedia 2019 |
Methods — techniques the papers use, named apart from their topics
virtual runner · 0.4acoustic feedback · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Development of an Acoustic AR Gamification System to Support Physical ExerciseabstractIn recent years, running has become increasingly popular as an effective exercise activity which could help improve and maintain one's physical health. However, it is generally difficult to motivate people to adhere to their fitness regimens and persist in such activities. To help address this problem, we developed a Gamified Acoustic AR running support system where we use the previous running records of a user to project a "Virtual runner" into an augmented reality space for runners to compete against. The presence of the virtual runner is conveyed through the sound of running footsteps and breathing: users hear the sound of the virtual runner while they are running and are able to virtually compete against themselves in real time. In this paper, we describe how such a system could be implemented and discuss the results of an experiment study which highlights the effectiveness of our Gamified AR system. Takumi Kiriu, Mohit Mittal, Panote Siriaraya, Yukiko Kawai, Shinsuke Nakajima |
ACM Multimedia | 1 |