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Takumi Kiriu

dblp:228/5941 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Games and playful interaction
gamification
0.412019
Development of an Acoustic AR Gamification System to Support Physical Exercise · ACM Multimedia 2019
Immersive interaction › augmented reality
audio augmented reality
0.112019
Development of an Acoustic AR Gamification System to Support Physical Exercise · ACM Multimedia 2019
Immersive interaction
augmented reality
0.112019
Development of an Acoustic AR Gamification System to Support Physical Exercise · ACM Multimedia 2019
Health and well-being technologies › physical activity
exercise
0.112019
Development of an Acoustic AR Gamification System to Support Physical Exercise · ACM Multimedia 2019
Health and well-being technologies › physical activity promotion
running support
0.112019
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
YearPublicationVenuePosition
2019 Development of an Acoustic AR Gamification System to Support Physical Exercise
abstract
In 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 Multimedia1