Demo Data from SIGIR 2026 / reviewers in the wild / expert
Isamu Endo
dblp:247/3818
· DBLP profile ↗
3ranked-venue papers
1as first author
2since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 2 since 2021Graphics, 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
2 papers |
Immersive interaction · 34% Interaction techniques and input · 34% Haptics and multimodal interaction · 25% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
head-mounted display |
0.5 | 1 | 2021 | ModularHMD: A Reconfigurable Mobile Head-Mounted Display Enabling Ad-hoc Peripheral Interactions with the Real World · UIST 2021 |
Interaction techniques and input › post-WIMP interaction
peripheral interaction |
0.5 | 1 | 2021 | ModularHMD: A Reconfigurable Mobile Head-Mounted Display Enabling Ad-hoc Peripheral Interactions with the Real World · UIST 2021 |
Virtual and augmented reality
immersive interaction |
0.4 | 1 | 2019 | Be Bait!: A Unique Fishing Experience with Hammock-based Underwater Locomotion Method · VR 2019 |
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments |
0.4 | 1 | 2019 | Be Bait!: A Unique Fishing Experience with Hammock-based Underwater Locomotion Method · VR 2019 |
Haptics and multimodal interaction
haptic feedback |
0.4 | 1 | 2019 | Be Bait!: A Unique Fishing Experience with Hammock-based Underwater Locomotion Method · VR 2019 |
Methods — techniques the papers use, named apart from their topics
haptic feedback · 0.8hammock-based locomotion · 0.8user study · 0.5proof-of-concept prototype · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | ModularHMD: A Reconfigurable Mobile Head-Mounted Display Enabling Ad-hoc Peripheral Interactions with the Real WorldabstractWe propose ModularHMD, a new mobile head-mounted display concept, which adopts a modular mechanism and allows a user to perform ad-hoc peripheral interaction with real-world devices or people during VR experiences. ModularHMD is comprised of a central HMD and three removable module devices installed in the periphery of the HMD cowl. Each module has four main states: occluding, extended VR view, video see-through (VST), and removed/reused. Among different combinations of module states, a user can quickly setup the necessary HMD forms, functions, and real-world visions for ad-hoc peripheral interactions without removing the headset. For instance, an HMD user can see her surroundings by switching a module into the VST mode. She can also physically remove a module to obtain direct peripheral visions of the real world. The removed module can be reused as an instant interaction device (e.g., touch keyboards) for subsequent peripheral interactions. Users can end the peripheral interaction and revert to a full VR experience by re-mounting the module. We design ModularHMD’s configuration and peripheral interactions with real-world objects and people. We also implement a proof-of-concept prototype of ModularHMD to validate its interactions capabilities through a user study. Results show that ModularHMD is an effective solution that enables both immersive VR and ad-hoc peripheral interactions. Isamu Endo, Kazuki Takashima, Maakito Inoue, Kazuyuki Fujita, Kiyoshi Kiyokawa, Yoshifumi Kitamura |
UIST | 1 |
| 2021 | Towards Balancing VR Immersion and Bystander AwarenessabstractHead-mounted displays (HMDs) increase immersion into virtual worlds. The problem is that this limits headset users' awareness of bystanders: headset users cannot attend to bystanders' presence and activities. We call this the HMD boundary. We explore how to make the HMD boundary permeable by comparing different ways of providing informal awareness cues to the headset user about bystanders. We adapted and implemented three visualization techniques (Avatar View, Radar and Presence++) that share bystanders' location and orientation with headset users. We conducted a hybrid user and simulation study with three different types of VR content (high, medium, low interactivity) with twenty participants to compare how these visualization techniques allow people to maintain an awareness of bystanders, and how they affect immersion (compared to a baseline condition). Our study reveals that a see-through avatar representation of bystanders was effective, but led to slightly reduced immersion in the VR content. Based on our findings, we discuss how future awareness visualization techniques can be designed to mitigate the reduction of immersion for the headset user. Yoshiki Kudo, Anthony Tang 0001, Kazuyuki Fujita, Isamu Endo, Kazuki Takashima, Yoshifumi Kitamura |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2019 | Be Bait!: A Unique Fishing Experience with Hammock-based Underwater Locomotion MethodabstractWe present “Be Bait!”, a unique virtual fishing experience that allows the user to become a bait by lying on the hammocks, instead of holding a fishing rod. We implement the hammock-based locomotion method with haptic feedback mechanisms. In our demonstration, users can enjoy exploring a virtual underwater world and fighting with fishes in direct and intuitive ways. Shotaro Ichikawa, Isamu Endo, Yuki Onishi, Aoi Suzuki, Daigo Hayashi, Anri Niwano, Akiyuki Ebi, Yoshifumi Kitamura |
VR | 2 |