Demo Data from SIGIR 2026 / reviewers in the wild / expert
Nobuhito Kasahara
dblp:345/2185
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2026
0009-0007-3661-4046ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers |
Interaction techniques and input · 87% User interface design and tools · 13% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › goal-directed movement
pointing and steering |
0.8 | 1 | 2024 | Better Definition and Calculation of Throughput and Effective Parameters for Steering to Account for Subjective Speed-accuracy Tradeoffs · CHI 2024 |
Interaction techniques and input › target selection › pointing
speed-accuracy trade-off |
0.2 | 1 | 2024 | Better Definition and Calculation of Throughput and Effective Parameters for Steering to Account for Subjective Speed-accuracy Tradeoffs · CHI 2024 |
Methods — techniques the papers use, named apart from their topics
smartphone experiment · 1.0skewed dual normal distribution model · 1.0user study · 0.8fitts' law · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Skewed Dual Normal Distribution Model: Predicting 1D Touch Pointing Success Rate for Targets Near Screen EdgesabstractTypical success-rate prediction models for tapping exclude targets near screen edges; however, design constraints often force such placements. Additionally, in scrollable UIs any element can move close to an edge. In this work, we model how target–edge distance affects 1D touch pointing accuracy. We propose the Skewed Dual Normal Distribution Model, which assumes the tap coordinate distribution is skewed by a nearby edge. The results of two smartphone experiments showed that, as targets approached the edge, the distribution’s peak shifted toward the edge and its tail extended away. In contrast to prior reports, the success rate improved when the target touched the edge, suggesting a strategy of “tapping the target together with the edge.” By accounting for skew, our model predicts success rates across a wide range of conditions, including edge‑adjacent targets, thus extending coverage to the whole screen and informing UI design support tools. Nobuhito Kasahara, Shota Yamanaka, Homei Miyashita |
CHI | 1 |
| 2025 | Enhancing Freehand VR Interaction Using Fingertip Deformation on User PerformanceabstractThis study investigated the use of the deformation of the fingertips of a virtual hand to enhance depth perception during freehand interaction in a virtual reality (VR). Artificial fingertip deformation may generate mapping of real hand position and pseudo-haptics, improving UI usability. We conducted two experiments focusing on depth manipulation in both pointing and steering tasks. Our results revealed that changes in fingertip shape reduced operation time in pointing tasks and improved accuracy in steering tasks. Additionally, we conducted subjective evaluation surveys for both experiments, which showed improvements in pseudo-haptics, spatial perception, and user experience. Based on these results, we propose several applications and demonstrate that fingertip deformations in virtual hands can contribute to better 3D UI design. Kosuke Morimoto, Nobuhito Kasahara, Shota Yamanaka, Homei Miyashita, Keita Watanabe |
VRST | 2 |
| 2024 | Better Definition and Calculation of Throughput and Effective Parameters for Steering to Account for Subjective Speed-accuracy TradeoffsabstractIn Fitts’ law studies to investigate pointing, throughput is used to characterize the performance of input devices and users, which is claimed to be independent of task difficulty or the user’s subjective speed-accuracy bias. While throughput has been recognized as a useful metric for target-pointing tasks, the corresponding formulation for path-steering tasks and its evaluation have not been thoroughly examined in the past. In this paper, we conducted three experiments using linear, circular, and sine-wave path shapes to propose and investigate a novel formulation for the effective parameters and the throughput of steering tasks. Our results show that the effective width substantially improves the fit to data with mixed speed-accuracy biases for all task shapes. Effective width also smoothed out the throughput across all biases, while the usefulness of the effective amplitude depended on the task shape. Our study thus advances the understanding of user performance in trajectory-based tasks. Nobuhito Kasahara, Yosuke Oba, Shota Yamanaka, Anil Ufuk Batmaz, Wolfgang Stuerzlinger, Homei Miyashita |
CHI | 1 |
| 2024 | Verifying Finger-Fitts Models for Normalizing Subjective Speed-Accuracy BiasesabstractPrevious studies on the Finger-Fitts law (FFitts law) are lacking in sufficient experiments to verify its inherent potential. Since the FFitts law is originally a modified version of the effective width method to normalize speed-accuracy biases, the model fit would improve if multiple biases were mixed together and the throughputs would be more stable than using the nominal target width. In this study, we conduct an experiment in which participants tap 1D-bar and 2D-circular targets under three subjective biases: balancing the speed and accuracy, emphasizing speed, and emphasizing accuracy when they perform the tasks. The results showed that applying the effective width to Ko et al.'s refined FFitts law, which represents the touch ambiguity with a free parameter, was the most successful in normalizing biases. Reanalyzing another dataset on ray-casting pointing also led to the same conclusion. We thus recommend using Ko et al.'s model with effective width when researchers compare several experimental conditions such as devices and user groups. Shota Yamanaka, Hiroki Usuba, Yosuke Oba, Taiki Kinoshita, Ryuto Tomihari, Nobuhito Kasahara, Homei Miyashita |
Proc. ACM Hum. Comput. Interact. | 6 |