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Kiyoshi Kiyokawa

Publications and source records attributed to Kiyoshi Kiyokawa.

16 recordsLinked to original sources

Comparing Haptic Feedback Across Hand Tracking and Controllers in VR Object Interaction Tasks

Hand tracking offers natural VR interaction but lacks controllers' inherent tactile feedback, while haptic feedback across input methods remains understudied. We conducted a participant study comparing vibration, impulse, and no feedback in hand- and controller-based VR interaction across grasp-, pinch-, and tap-like gestures assessing performance, workload, and preference. A custom glove and controller-mounted device provided both feedback types, aiming for consistency across input modalities. Controllers were faster for grasp and pinch, whereas hand tracking was more accurate for pinch and preferred overall. Haptics had limited performance effects, although impulse reduced grasp accuracy with controllers. Participants preferred vibration and impulse over no haptic feedback, favouring vibration overall. Our findings reveal a more nuanced relationship between haptic feedback, input device, and interaction context than suggested by previous work.

cs.HC↗

Varifocal Displays Reduce the Impact of the Vergence-Accommodation Conflict on 3D Pointing Performance in Augmented Reality Systems

This paper investigates whether a custom varifocal display can improve 3D pointing performance in augmented reality (AR), where the vergence-accommodation conflict (VAC) is known to impair interaction. Varifocal displays have been hypothesized to alleviate the VAC by dynamically matching the focal distance to the user's gaze-defined target depth. Following prior work, we conducted a within-subject study with 24 participants performing an ISO 9241-411 pointing task under varifocal and fixed-focal viewing. Overall, varifocal viewing yielded significantly higher performance than the fixed-focal baseline across key interaction metrics, although the magnitude and even the direction of the benefit varied across individuals. In particular, participants' responses exhibited a baseline-dependent pattern, with smaller improvements (or occasional degradation) observed for those with better baseline performance. Our findings suggest that varifocal technology can improve AR pointing performance relative to fixed-focal viewing, while highlighting substantial individual differences that should be considered in design and evaluation.

cs.HC↗

ARMS: Anchor-Relational Motion Streaming for Seamless Solo-Social Motion Transitions

Generating temporally continuous and socially coherent human motion from text remains a fundamental challenge, particularly in realistic streams where people act alone, enter interactions, and later disengage. Most existing methods generate fixed-length motion clips under static agent configurations, which makes them brittle to solo-social transitions and unsuitable for incremental generation over long horizons. We propose ARMS, an Anchor-Relational Motion Streaming framework that unifies solo motion and human-human interaction within a single causal generative process. ARMS introduces a dynamics-asymmetric representation that decouples per-person temporal evolution from inter-person alignment via a partner-referenced relative-translation term, enabling seamless switching of social coupling without sacrificing long-horizon stability or spatial consistency between agents. On top of a causal latent space, a causal relational diffusion model progressively refines motion segment by segment using only past context, capturing both intra-person temporal dependencies and inter-person relations. Mode-aware relational gating activates or masks cross-agent connections, allowing the same model to support both solo and interaction generation. Experiments show that ARMS improves transition smoothness and social coherence compared to interaction-centric baselines, while also achieving competitive results on human-human interaction benchmarks.

cs.CV↗

EMA: Effort Metric Attention for Anatomical Effort-Guided Human Motion Diffusion

Human motion diffusion models can synthesize action sequences from text, but controlling motion intensity remains challenging. Existing approaches rely on effort-related adverbs, which are ambiguous and fail to capture quantitative aspects such as pacing, often resulting in flat and monotonous dynamics. We propose an intensity-control framework based on Effort Metric Attention (EMA), a cross-attention module that conditions diffusion on numerical effort signals. Inspired by Laban Movement Analysis (LMA), the framework focuses on the Time and Weight effort factors. We approximate these factors using two kinematic metrics: peak joint positional change for pacing and collective joint positional change for motion amount. EMA enables fine-grained, region-wise control without costly post-hoc optimization. We introduce two evaluation tasks, metric-to-motion consistency and body-part-level effort modulation, to assess numerical fidelity and localized control. Experiments and a user study show near-monotonic alignment between specified effort levels, generated motion dynamics, and established LMA descriptors. These results indicate effective and interpretable control of effort dynamics in practice.

cs.CV↗

Challenges in Synchronous & Remote Collaboration Around Visualization

We characterize 16 challenges faced by those investigating and developing remote and synchronous collaborative experiences around visualization. Our work reflects the perspectives and prior research efforts of an international group of 29 experts from across human-computer interaction and visualization sub-communities. The challenges are anchored around five collaborative activities that exhibit a centrality of visualization and multimodal communication. These activities include exploratory data analysis, creative ideation, visualization-rich presentations, joint decision making grounded in data, and real-time data monitoring. The challenges also reflect the changing dynamics of these activities in the face of recent advances in extended reality (XR) and artificial intelligence (AI). As an organizing scheme for future research at the intersection of visualization and computer-supported cooperative work, we align the challenges with a sequence of four sets of research and development activities: technological choices, social factors, AI assistance, and evaluation.

cs.HC↗

GHAR: GeoPose-based Handheld Augmented Reality for Architectural Positioning, Manipulation and Visual Exploration

Handheld Augmented Reality (HAR) is revolutionizing the civil infrastructure application domain. The current trend in HAR relies on marker tracking technology. However, marker-based systems have several limitations, such as difficulty in use and installation, sensitivity to light, and marker design. In this paper, we propose a markerless HAR framework with GeoPose-based tracking. We use different gestures for manipulation and achieve 7 DOF (3 DOF each for translation and rotation, and 1 DOF for scaling). The proposed framework, called GHAR, is implemented for architectural building models. It augments virtual CAD models of buildings on the ground, enabling users to manipulate and visualize an architectural model before actual construction. The system offers a quick view of the building infrastructure, playing a vital role in requirement analysis and planning in construction technology. We evaluated the usability, manipulability, and comprehensibility of the proposed system using a standard user study with the System Usability Scale (SUS) and Handheld Augmented Reality User Study (HARUS). We compared our GeoPose-based markerless HAR framework with a marker-based HAR framework, finding significant improvement in the aforementioned three parameters with the markerless framework.

cs.GR↗

Mind Your Vision: Multimodal Estimation of Refractive Disorders Using Electrooculography and Eye Tracking

Refractive errors are among the most common visual impairments globally, yet their diagnosis often relies on active user participation and clinical oversight. This study explores a passive method for estimating refractive power using two eye movement recording techniques: electrooculography (EOG) and video-based eye tracking. Using a publicly available dataset recorded under varying diopter conditions, we trained Long Short-Term Memory (LSTM) models to classify refractive power from unimodal (EOG or eye tracking) and multimodal configuration. We assess performance in both subject-dependent and subject-independent settings to evaluate model personalization and generalizability across individuals. Results show that the multimodal model consistently outperforms unimodal models, achieving the highest average accuracy in both settings: 96.207\% in the subject-dependent scenario and 8.882\% in the subject-independent scenario. However, generalization remains limited, with classification accuracy only marginally above chance in the subject-independent evaluations. Statistical comparisons in the subject-dependent setting confirmed that the multimodal model significantly outperformed the EOG and eye-tracking models. However, no statistically significant differences were found in the subject-independent setting. Our findings demonstrate both the potential and current limitations of eye movement data-based refractive error estimation, contributing to the development of continuous, non-invasive screening methods using EOG signals and eye-tracking data.

eess.IV↗

UMotion: Uncertainty-driven Human Motion Estimation from Inertial and Ultra-wideband Units

Sparse wearable inertial measurement units (IMUs) have gained popularity for estimating 3D human motion. However, challenges such as pose ambiguity, data drift, and limited adaptability to diverse bodies persist. To address these issues, we propose UMotion, an uncertainty-driven, online fusing-all state estimation framework for 3D human shape and pose estimation, supported by six integrated, body-worn ultra-wideband (UWB) distance sensors with IMUs. UWB sensors measure inter-node distances to infer spatial relationships, aiding in resolving pose ambiguities and body shape variations when combined with anthropometric data. Unfortunately, IMUs are prone to drift, and UWB sensors are affected by body occlusions. Consequently, we develop a tightly coupled Unscented Kalman Filter (UKF) framework that fuses uncertainties from sensor data and estimated human motion based on individual body shape. The UKF iteratively refines IMU and UWB measurements by aligning them with uncertain human motion constraints in real-time, producing optimal estimates for each. Experiments on both synthetic and real-world datasets demonstrate the effectiveness of UMotion in stabilizing sensor data and the improvement over state of the art in pose accuracy.

cs.GR↗

MagicCraft: Natural Language-Driven Generation of Dynamic and Interactive 3D Objects for Commercial Metaverse Platforms

Metaverse platforms are rapidly evolving to provide immersive spaces for user interaction and content creation. However, the generation of dynamic and interactive 3D objects remains challenging due to the need for advanced 3D modeling and programming skills. To address this challenge, we present MagicCraft, a system that generates functional 3D objects from natural language prompts for metaverse platforms. MagicCraft uses generative AI models to manage the entire content creation pipeline: converting user text descriptions into images, transforming images into 3D models, predicting object behavior, and assigning necessary attributes and scripts. It also provides an interactive interface for users to refine generated objects by adjusting features such as orientation, scale, seating positions, and grip points. Implemented on Cluster, a commercial metaverse platform, MagicCraft was evaluated by 7 expert CG designers and 51 general users. Results show that MagicCraft significantly reduces the time and skill required to create 3D objects. Users with no prior experience in 3D modeling or programming successfully created complex, interactive objects and deployed them in the metaverse. Expert feedback highlighted the system's potential to improve content creation workflows and support rapid prototyping. By integrating AI-generated content into metaverse platforms, MagicCraft makes 3D content creation more accessible.

cs.HC↗

MagicItem: Dynamic Behavior Design of Virtual Objects with Large Language Models in a Consumer Metaverse Platform

To create rich experiences in virtual reality (VR) environments, it is essential to define the behavior of virtual objects through programming. However, programming in 3D spaces requires a wide range of background knowledge and programming skills. Although Large Language Models (LLMs) have provided programming support, they are still primarily aimed at programmers. In metaverse platforms, where many users inhabit VR spaces, most users are unfamiliar with programming, making it difficult for them to modify the behavior of objects in the VR environment easily. Existing LLM-based script generation methods for VR spaces require multiple lengthy iterations to implement the desired behaviors and are difficult to integrate into the operation of metaverse platforms. To address this issue, we propose a tool that generates behaviors for objects in VR spaces from natural language within Cluster, a metaverse platform with a large user base. By integrating LLMs with the Cluster Script provided by this platform, we enable users with limited programming experience to define object behaviors within the platform freely. We have also integrated our tool into a commercial metaverse platform and are conducting online experiments with 63 general users of the platform. The experiments show that even users with no programming background can successfully generate behaviors for objects in VR spaces, resulting in a highly satisfying system. Our research contributes to democratizing VR content creation by enabling non-programmers to design dynamic behaviors for virtual objects in metaverse platforms.

cs.HC↗

Ensemble Learning to Assess Dynamics of Affective Experience Ratings and Physiological Change

The congruence between affective experiences and physiological changes has been a debated topic for centuries. Recent technological advances in measurement and data analysis provide hope to solve this epic challenge. Open science and open data practices, together with data analysis challenges open to the academic community, are also promising tools for solving this problem. In this entry to the Emotion Physiology and Experience Collaboration (EPiC) challenge, we propose a data analysis solution that combines theoretical assumptions with data-driven methodologies. We used feature engineering and ensemble selection. Each predictor was trained on subsets of the training data that would maximize the information available for training. Late fusion was used with an averaging step. We chose to average considering a ``wisdom of crowds'' strategy. This strategy yielded an overall RMSE of 1.19 in the test set. Future work should carefully explore if our assumptions are correct and the potential of weighted fusion.

cs.LG↗

Force Rendering and Its Evaluation of a Friction-based Walking Sensation Display for a Seated User

Most existing locomotion devices that represent the sensation of walking target a user who is actually performing a walking motion. Here, we attempted to represent the walking sensation, especially a kinesthetic sensation and advancing feeling (the sense of moving forward) while the user remains seated. To represent the walking sensation using a relatively simple device, we focused on the force rendering and its evaluation of the longitudinal friction force applied on the sole during walking. Based on the measurement of the friction force applied on the sole during actual walking, we developed a novel friction force display that can present the friction force without the influence of body weight. Using performance evaluation testing, we found that the proposed method can stably and rapidly display friction force. Also, we developed a virtual reality (VR) walk-through system that is able to present the friction force through the proposed device according to the avatar's walking motion in a virtual world. By evaluating the realism, we found that the proposed device can represent a more realistic advancing feeling than vibration feedback.

cs.HC↗

Integration of Independent Heat Transfer Mechanisms for Non-Contact Cold Sensation Presentation With Low Residual Heat

Thermal sensation is crucial to enhancing our comprehension of the world and enhancing our ability to interact with it. Therefore, the development of thermal sensation presentation technologies holds significant potential, providing a novel method of interaction. Traditional technologies often leave residual heat in the system or the skin, affecting subsequent presentations. Our study focuses on presenting thermal sensations with low residual heat, especially cold sensations. To mitigate the impact of residual heat in the presentation system, we opted for a non-contact method, and to address the influence of residual heat on the skin, we present thermal sensations without significantly altering skin temperature. Specifically, we integrated two highly responsive and independent heat transfer mechanisms: convection via cold air and radiation via visible light, providing non-contact thermal stimuli. By rapidly alternating between perceptible decreases and imperceptible increases in temperature on the same skin area, we maintained near-constant skin temperature while presenting continuous cold sensations. In our experiments involving 15 participants, we observed that when the cooling rate was -0.2 to -0.24 degree celsius per second and the cooling time ratio was 30 to 50 %, more than 86.67 % of the participants perceived only persistent cold without any warmth.

cs.HC↗

Smart Dimming Sunglasses for Photophobia Using Spatial Light Modulator

We present a smart sunglasses system engineered to assist individuals experiencing photophobia, particularly those highly sensitive to light intensity. The system integrates a high dynamic range (HDR) camera and a liquid crystal spatial light modulator (SLM) to dynamically regulate light, adapting to environmental scenes by modifying pixel transmittance through a specialized control algorithm, thereby offering adaptable light management to meet the users' visual needs. Nonetheless, a conventional occlusion mask on the SLM, intended to block incoming light, emerges blurred and insufficient due to a misaligned focal plane. To address the challenge of imprecise light filtering, we introduce an optimization algorithm that meticulously adjusts the light attenuation process, effectively diminishing excessive brightness in targeted areas without adversely impacting regions with acceptable levels of luminance.

cs.HC↗

Telelife: The Future of Remote Living

In recent years, everyday activities such as work and socialization have steadily shifted to more remote and virtual settings. With the COVID-19 pandemic, the switch from physical to virtual has been accelerated, which has substantially affected various aspects of our lives, including business, education, commerce, healthcare, and personal life. This rapid and large-scale switch from in-person to remote interactions has revealed that our current technologies lack functionality and are limited in their ability to recreate interpersonal interactions. To help address these limitations in the future, we introduce "Telelife," a vision for the near future that depicts the potential means to improve remote living better aligned with how we interact, live and work in the physical world. Telelife encompasses novel synergies of technologies and concepts such as digital twins, virtual prototyping, and attention and context-aware user interfaces with innovative hardware that can support ultrarealistic graphics, user state detection, and more. These ideas will guide the transformation of our daily lives and routines soon, targeting the year 2035. In addition, we identify opportunities across high-impact applications in domains related to this vision of Telelife. Along with a recent survey of relevant fields such as human-computer interaction, pervasive computing, and virtual reality, the directions outlined in this paper will guide future research on remote living.

cs.HC↗

Plane-Casting: 3D Cursor Control with a SmartPhone

We present Plane-Casting, a novel technique for 3D object manipulation from a distance that is especially suitable for smartphones. We describe two variations of Plane-Casting, Pivot and Free Plane-Casting, and present results from a pilot study. Results suggest that Pivot Plane-Casting is more suitable for quick, coarse movements whereas Free Plane-Casting is more suited to slower, precise motion. In a 3D movement task, Pivot Plane-Casting performed better quantitatively, but subjects preferred Free Plane-Casting overall.

cs.HC↗