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Yuki Shimizu 0004

dblp:49/1165-4 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2025
0000-0003-2090-6152ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Artificial intelligence and machine learning · 1 · 1 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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Health and well-being technologies · 77% Haptics and multimodal interaction · 23%
Artificial intelligence
1 paper
Autonomous driving · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › spatial perception › self-motion perception
motion perception
0.912025
Enhancing Perception of Hyper-Acceleration in Automated Vehicle · HRI 2025
Health and well-being technologies › mental health › mental healthcare
anxiety reduction
0.712023
Hype D-Live: XR Live Music System to Entertain Passengers for Anxiety Reduction in Autonomous Vehicles · ISMAR 2023
Haptics and multimodal interaction
multimodal interaction
0.212023
Hype D-Live: XR Live Music System to Entertain Passengers for Anxiety Reduction in Autonomous Vehicles · ISMAR 2023

Methods — techniques the papers use, named apart from their topics

within-participant study · 1.3wilcoxon signed rank test · 1.3friedman test · 1.3
YearPublicationVenuePosition
2025 Enhancing Perception of Hyper-Acceleration in Automated Vehicle
abstract
The number of studies examining the potential of immersive entertainment in automated vehicles is increasing. It has been demonstrated that synchronizing the visual content of virtual reality (VR) with the movements of the vehicle and matching the passenger's visual and experiential senses can enhance the immersive experience. In consideration of the preceding studies, this study proposes a novel immersive automatic driving system that prioritizes the vehicle's behavior during acceleration. The objective is to enable passengers to perceive a sense of hyper-acceleration that exceeds the actual acceleration, thereby facilitating a more immersive experience in automatic driving VR entertainment through the manipulation of vehicle behavior.
Taishi Sawabe, Yuki Shimizu 0004, Shohei Noguchi, Ryosuke Shigeto
HRI2
2023 Hype D-Live: XR Live Music System to Entertain Passengers for Anxiety Reduction in Autonomous Vehicles
abstract
Passengers in autonomous vehicles enjoy the comfort of being free from driving tasks, but they inevitably experience anxiety caused by autonomous vehicle stress (AVS). AVS encompasses vehicle behavior stress due to unpredictable acceleration, and external environmental stress due to potential collisions. Past research has explored approaches to improve passengers’ comfort through behavior control and information presentation. However, methods that utilize stressful vehicle behavior in Extended Reality (XR) entertainment to distract from AVS-related anxiety are limited. Hence, the goal of this study was to maximize passenger comfort in automated vehicles. To achieve this goal, we implemented an XR entertainment system that utilizes vehicle behavior and evaluated its effect on reducing anxiety. In this study, we proposed “Hype D-Live”, an XR live music system designed to reduce anxiety by providing multimodal visual, auditory, force, and vestibular stimuli using a hemispherical display and motion platform mounted on a vehicle. We developed system functions to adjust the force and vestibular senses according to the excitement level of the music and the direction of stressful acceleration and to reproduce moshing, a characteristic behavior at live music venues. However, we hypothesized that passengers might not fully enjoy the entertainment and could experience anxiety if the video content makes them aware of the external environment. Therefore, we conducted an experiment with a within-participant design, involving 24 participants (14 males and 10 females), comparing 3 types of video content for XR entertainment inside the autonomous vehicle: a real external environment, a virtual simulation of the external environment, and a virtual live music venue. The Wilcoxon signed rank test with the Bonferroni correction after the Friedman test revealed that, without the moshing function, the virtual live music venue video significantly enhanced enjoyment and reduced anxiety, compared to the real one.
Takuto Akiyoshi, Yuki Shimizu 0004, Yusaku Takahama, Koki Nagata, Taishi Sawabe
ISMAR2
2022 Hype Dlive: XR Live Performance System for Improving Passenger Comfort in Autonomous Driving
abstract
One of the stress factors for passengers in an autonomous vehicle is the stress from vehicle behavior caused by unpredictable acceleration, deceleration, and route changes. Although there are researches on stress reduction methods using behavior control and information presentation to realize a comfortable autonomous vehicle, there are still few methods for stress reduction and dissipation through application to XR entertainment. In this work, we propose "Hype Dlive", a system that utilizes vehicle behavior as XR live music performance, and aims to improve passenger comfort by utilizing vehicle behavior as tactile and vestibular stimuli to generate a sense of presence and excitement.
Takuto Akiyoshi, Masashi Abe, Yuki Shimizu 0004, Yusaku Takahama, Koki Nagata, Yosuke Okami, Taishi Sawabe
HAI3