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Kouta Minamizawa

Publications and source records attributed to Kouta Minamizawa.

15 recordsLinked to original sources

ITO: Real-time Browser Tab Orchestration Through Intent Detection

People routinely interleave activities while browsing the web, often simultaneously and with overlapping boundaries. Yet organizational primitives in modern browsers treat every tab uniformly, offering no structural awareness of which items serve which purpose. While task-based organization approaches exist, they typically require users to manually organize or invoke reorganization features, and quickly fall out of sync as user intents evolve. To address this, we present Ito, a mixed-initiative approach that infers user intent in real time and organizes browsing activities into dynamic collections called Flows. Ito continuously reads unfolding user context, determines moment-to-moment focus, and creates, restructures, hibernates, and awakens Flows in real time while preserving user control through a mixed-initiative loop of proposals and corrections. In a controlled lab study (N=12) and a two-week field study (N=11), results suggest that Ito's intent-driven Flows aligned more closely with participants' mental models, facilitated task switching and navigation more effectively, and reduced management burden without loss of perceived control.

cs.HC

The Missing Link of XR: Empathy-Driven Reality for XR and Beyond

Extended reality (XR) for socialising is becoming increasingly popular. However, unlike conventional social platforms, XR prioritises embodiment and immersion, factors that strongly impact one's physical and mental states. We envision a future for XR where all users, regardless of abilities and backgrounds, can understand one another, participate, and find safe socialisation spaces. An Empathy-Driven Reality (EDR) is a space where understanding each other's emotional, physical, and cognitive states takes centre stage. It has the potential to enhance empathy beyond how we normally perceive it. To explore this concept, we conducted a hybrid-style workshop over two months with 27 industry and academic researchers in XR, emotion, physiology, assistive technology, and social science. This paper reports on the findings and aims to establish a structure and reference for the 1) design guidelines, 2) research challenges, and 3) potential applications for the future of XR as an EDR. We frame EDR as a conceptual design framework rather than a validated system: a structured design space that links requirements to design mechanisms, together with a research agenda for empathy-centred XR.

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Abstraction Beats Realism: Physiological Visualizations Enhance Arousal Synchrony in VR Concert Recreations

Live cultural experiences like concerts generate shared physiological arousal among audience members, a collective resonance that contributes to their emotional power. Recreating such experiences in virtual reality therefore requires not just audiovisual fidelity, but reproduction of this physiological dimension. Yet current VR evaluation methods rely on post-hoc self-reports that interrupt immersion and cannot capture moment-to-moment arousal dynamics. We propose cross-temporal physiological synchrony as an unobtrusive methodology for evaluating VR cultural recreations: measuring how closely a VR participant's arousal patterns align with those of the original live audience. In a two-phase study, we recorded electrodermal activity from 40 live concert attendees, then created three VR recreations with varying abstraction levels (realistic 360-degree video, mixed video-plus-visualization, and fully abstract physiological representations) and measured synchrony with 22 laboratory participants using Dynamic Time Warping. Contrary to assumptions favoring realism, abstract visualizations achieved the strongest synchrony with live audiences. During musical climaxes, the abstract condition maintained correlation while realistic video showed none. These findings suggest that abstract physiological representations may be more effective than realistic footage for evoking authentic collective engagement in VR cultural recreations.

cs.HC

Portable Silent Room: Exploring VR Design for Anxiety and Emotion Regulation for Neurodivergent Women and Non-Binary Individuals

Neurodivergent individuals, particularly those with Autism and Attention Deficit Hyperactivity Disorder (ADHD), frequently experience anxiety, panic attacks, meltdowns, and emotional dysregulation due to societal pressures and inadequate accommodations. These challenges are especially pronounced for neurodivergent women and non-binary individuals navigating intersecting barriers of neurological differences and gender expectations. This research investigates virtual reality (VR) as a portable safe space for emotional regulation, addressing challenges of sensory overload and motion sickness while enhancing relaxation capabilities. Our mixed-methods approach included an online survey (N=223) and an ideation workshop (N=32), which provided key design elements for creating effective calming VR environments. Based on these findings, we developed and iteratively tested VR prototypes with neurodivergent women and non-binary participants (N=12), leading to a final version offering enhanced adaptability to individual sensory needs. This final prototype underwent a comprehensive evaluation with 25 neurodivergent participants to assess its effectiveness as a regulatory tool. This research contributes to the development of inclusive, adaptive VR environments that function as personalized "portable silent rooms" offering neurodivergent individuals on-demand access to sensory regulation regardless of physical location.

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Cuddle-Fish: Exploring a Soft Floating Robot with Flapping Wings for Physical Interactions

Flying robots, such as quadrotor drones, offer new possibilities for human-robot interaction but often pose safety risks due to fast-spinning propellers, rigid structures, and noise. In contrast, lighter-than-air flapping-wing robots, inspired by animal movement, offer a soft, quiet, and touch-safe alternative. Building on these advantages, we present Cuddle-Fish, a soft flapping-wing floating robot designed for close-proximity interactions in indoor spaces. Through a user study with 24 participants, we explored their perceptions of the robot and experiences during a series of co-located demonstrations in which the robot moved near them. Results showed that participants felt safe, willingly engaged in touch-based interactions with the robot, and exhibited spontaneous affective behaviours, such as patting, stroking, hugging, and cheek-touching, without external prompting. They also reported positive emotional responses towards the robot. These findings suggest that the soft floating robot with flapping wings can serve as a novel and socially acceptable alternative to traditional rigid flying robots, opening new potential for applications in companionship, affective interaction, and play in everyday indoor environments.

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Augmented Body Communicator: Enhancing daily body expression for people with upper limb limitations through LLM and a robotic arm

Individuals with upper limb movement limitations face challenges in interacting with others. Although robotic arms are currently used primarily for functional tasks, there is considerable potential to explore ways to enhance users' body language capabilities during social interactions. This paper introduces an Augmented Body Communicator system that integrates robotic arms and a large language model. Through the incorporation of kinetic memory, disabled users and their supporters can collaboratively design actions for the robot arm. The LLM system then provides suggestions on the most suitable action based on contextual cues during interactions. The system underwent thorough user testing with six participants who have conditions affecting upper limb mobility. Results indicate that the system improves users' ability to express themselves. Based on our findings, we offer recommendations for developing robotic arms that support disabled individuals with body language capabilities and functional tasks.

cs.HC

Haptic Empathy: Investigating Individual Differences in Affective Haptic Communications

Nowadays, touch remains essential for emotional conveyance and interpersonal communication as more interactions are mediated remotely. While many studies have discussed the effectiveness of using haptics to communicate emotions, incorporating affect into haptic design still faces challenges due to individual user tactile acuity and preferences. We assessed the conveying of emotions using a two-channel haptic display, emphasizing individual differences. First, 24 participants generated 187 haptic messages reflecting their immediate sentiments after watching 8 emotionally charged film clips. Afterwards, 19 participants were asked to identify emotions from haptic messages designed by themselves and others, yielding 593 samples. Our findings suggest potential links between haptic message decoding ability and emotional traits, particularly Emotional Competence (EC) and Affect Intensity Measure (AIM). Additionally, qualitative analysis revealed three strategies participants used to create touch messages: perceptive, empathetic, and metaphorical expression.

cs.HC

Living Bento: Heartbeat-Driven Noodles for Enriched Dining Dynamics

To enhance focused eating and dining socialization, previous Human-Food Interaction research has indicated that external devices can support these dining objectives and immersion. However, methods that focus on the food itself and the diners themselves have remained underdeveloped. In this study, we integrated biofeedback with food, utilizing diners' heart rates as a source of the food's appearance to promote focused eating and dining socialization. By employing LED lights, we dynamically displayed diners' real-time physiological signals through the transparency of the food. Results revealed significant effects on various aspects of dining immersion, such as awareness perceptions, attractiveness, attentiveness to each bite, and emotional bonds with the food. Furthermore, to promote dining socialization, we established a "Sharing Bio-Sync Food" dining system to strengthen emotional connections between diners. Based on these findings, we developed tableware that integrates biofeedback into the culinary experience.

cs.HC

Bridging Player Intentions: Exploring the Potential of Synchronized Haptic Controllers in Multiplayer Game

In multiplayer cooperative video games, players traditionally use individual controllers, inferring others' actions through on-screen visuals and their own movements. This indirect understanding limits truly collaborative gameplay. Research in Joint Action shows that when manipulating a single object, motor performance improves when two people operate together while sensing each other's movements. Building on this, we developed a controller allowing multiple players to operate simultaneously while sharing haptic sensations. We showcased our system at exhibitions, gathering feedback from over 150 participants on how shared sensory input affects their gaming experience. This approach could transform player interaction, enhance cooperation, and redefine multiplayer gaming experiences.

cs.HC

"I Wanted to Create my Ideal Self": Exploring Avatar Perception of LGBTQ+ Users for Therapy in Virtual Reality

In this paper we explore the potential of utilizing Virtual Reality (VR) as a therapeutic tool for supporting individuals in the LGBTQ+ community, who often face elevated risks of mental health issues. Specifically, we investigated the effectiveness of using pre-existing avatars compared to allowing individuals to create their own avatars through a website, and their experience in a VR space when using these avatars. We conducted a user study (n=10) measuring heart rate variability (HRV) and gathering subjective feedback through semi-structured interviews conducted in VR. Avatar creation was facilitated using an online platform, and conversations took place within a two-user VR space developed in a commercially available VR application. Our findings suggest that users significantly prefer creating their own avatars in the context of therapy sessions, and while there was no statistically significant difference, there was a consistent trend of enhanced physiological response when using self-made avatars in VR. This study provides initial empirical support for the importance of custom avatar creation in utilizing VR for therapy within the LGBTQ+ community.

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Impact of Vibrotactile Triggers on Mental Well-Being through ASMR Experience in VR

Watching Autonomous Sensory Meridian Response (ASMR) videos is a popular approach to support mental well-being, as the triggered ASMR tingling sensation supports de-stressing and regulating emotions. Therefore, there is increasing research on how to efficiently trigger ASMR tingling sensation. Tactile sensation remains unexplored because current popular ASMR approaches focus on the visual and audio channels. In this study, we explored the impact of tactile feedback on triggering ASMR tingling sensation in a Virtual Reality (VR) environment. Through two experimental studies, we investigated the relaxation effect of a tactile-enabled ASMR experience, as well as the impact of vibrotactile triggers on the ASMR experience. Our results showed that vibrotactile feedback is effective in increasing the likelihood of ASMR tingling sensation and enhancing the feeling of comfort, relaxation, and enjoyment.

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SealMates: Supporting Communication in Video Conferencing using a Collective Behavior-Driven Avatar

The limited nonverbal cues and spatially distributed nature of remote communication make it challenging for unacquainted members to be expressive during social interactions over video conferencing. Though it enables seeing others' facial expressions, the visual feedback can instead lead to unexpected self-focus, resulting in users missing cues for others to engage in the conversation equally. To support expressive communication and equal participation among unacquainted counterparts, we propose SealMates, a behavior-driven avatar in which the avatar infers the engagement level of the group based on collective gaze and speech patterns and then moves across interlocutors' windows in the video conferencing. By conducting a controlled experiment with 15 groups of triads, we found the avatar's movement encouraged people to experience more self-disclosure and made them perceive everyone was equally engaged in the conversation than when there was no behavior-driven avatar. We discuss how a behavior-driven avatar influences distributed members' perceptions and the implications of avatar-mediated communication for future platforms.

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Cymatics Cup: Shape-Changing Drinks by Leveraging Cymatics

To enhance the dining experience, prior studies in Human-Computer Interaction (HCI) and gastrophysics have demonstrated that modifying the static shape of solid foods can amplify taste perception. However, the exploration of dynamic shape-changing mechanisms in liquid foods remains largely untapped. In the present study, we employ cymatics, a scientific discipline focused on utilizing sound frequencies to generate patterns in liquids and particles to augment the drinking experience. Utilizing speakers, we dynamically reshaped liquids exhibiting five distinct taste profiles and evaluated resultant changes in taste perception and drinking experience. Our research objectives extend beyond merely augmenting taste from visual to tactile sensations; we also prioritize the experiential aspects of drinking. Through a series of experiments and workshops, we revealed a significant impact on taste perception and overall drinking experience when mediated by cymatics effects. Building upon these findings, we designed and developed tableware to integrate cymatics principles into gastronomic experiences.

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The Empathic Metaverse: An Assistive Bioresponsive Platform For Emotional Experience Sharing

The Metaverse is poised to be a future platform that redefines what it means to communicate, socialize, and interact with each other. Yet, it is important for us to consider avoiding the pitfalls of social media platforms we use today; cyberbullying, lack of transparency and an overall false mental model of society. In this paper, we propose the Empathic Metaverse, a virtual platform that prioritizes emotional sharing for assistance. It aims to cultivate prosocial behaviour, either egoistically or altruistically, so that our future society can better feel for each other and assist one another. To achieve this, we propose the platform to be bioresponsive; it reacts and adapts to an individual's physiological and cognitive state and reflects this via carefully designed avatars, environments, and interactions. We explore this concept in terms of three research directions: bioresponsive avatars, mediated communications and assistive tools.

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'I am both here and there' Parallel Control of Multiple Robotic Avatars by Disabled Workers in a Café

Robotic avatars can help disabled people extend their reach in interacting with the world. Technological advances make it possible for individuals to embody multiple avatars simultaneously. However, existing studies have been limited to laboratory conditions and did not involve disabled participants. In this paper, we present a real-world implementation of a parallel control system allowing disabled workers in a café to embody multiple robotic avatars at the same time to carry out different tasks. Our data corpus comprises semi-structured interviews with workers, customer surveys, and videos of café operations. Results indicate that the system increases workers' agency, enabling them to better manage customer journeys. Parallel embodiment and transitions between avatars create multiple interaction loops where the links between disabled workers and customers remain consistent, but the intermediary avatar changes. Based on our observations, we theorize that disabled individuals possess specific competencies that increase their ability to manage multiple avatar bodies.

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