SearcharxivSearch

arXiv subjects

Ryo Suzuki

Publications and source records attributed to Ryo Suzuki.

At least 19 recordsLinked to original sources

Approximate Maintenance of Maximum Subarray Sum in the Sliding Window Model

In the sliding window model, we are required to maintain the target statistics over the most recent $n$ elements of a data stream, which is captured by a window of size $n$ sliding over the data stream. Exact computation usually requires space linear in $n$, and the central goal is approximate maintenance using sublinear space. In this paper, we study the problem of maintaining the maximum subarray sum in the sliding window model. While the classical Kadane's algorithm computes the exact answer using constant space in the static setting, it does not extend directly, because a new element makes the oldest one expire, which may invalidate the optimal subarray so far. Our first observation is that the so-called Smooth Histogram framework can lead to a constant-factor approximation (in the sense of relative error) using $O((\log n)^2)$ bits of space. We then refine this framework accordingly, which enables for any $\epsilon > 0$ to maintain a $(1 \pm \epsilon)$-approximation using $O(\epsilon^{-1}(\log n)^2)$ bits of space and $O(\epsilon^{-1}\log n)$ operations per update. The space complexity is asymptotically optimal.

cs.DS

Investigation of Automated Design of Quantum Circuits for Imaginary Time Evolution Methods Using Deep Reinforcement Learning

Efficient ground state search is fundamental to advancing combinatorial optimization problems and quantum chemistry. While the Variational Imaginary Time Evolution (VITE) method offers a useful alternative to Variational Quantum Eigensolver (VQE), and Quantum Approximate Optimization Algorithm (QAOA), its implementation on Noisy Intermediate-Scale Quantum (NISQ) devices is severely limited by the gate counts and depth of manually designed ansatz. Here, we present an automated framework for VITE circuit design using Double Deep-Q Networks (DDQN). Our approach treats circuit construction as a multi-objective optimization problem, simultaneously minimizing energy expectation values and optimizing circuit complexity. By introducing adoptive thresholds, we demonstrate significant hardware overhead reductions. In Max-Cut problems, our agent autonomously discovered circuits with approximately 37\% fewer gates and 43\% less depth than standard hardware-efficient ansatz on average. For molecular hydrogen ($H_2$), the DDQN also achieved the Full-CI limit, with maintaining a significantly shallower circuit. These results suggest that deep reinforcement learning can be helpful to find non-intuitive, optimal circuit structures, providing a pathway toward efficient, hardware-aware quantum algorithm design.

quant-ph

MemoryDiorama: Generating Dynamic 3D Diorama from Everyday Photos for Memory Recall

We present MemoryDiorama, a prototype system that introduces augmented memory cues, a concept that extends captured personal media with AI-generated contextual information to enhance autobiographical memory recall. MemoryDiorama transforms everyday photos into dynamic 3D dioramas in mixed reality by integrating LLM-based scene analysis with 3D object generation, animation, and spatial composition. The system extracts geographic information, object attributes, lighting conditions, and atmospheric elements from the photos. It then animates these elements with generative components such as object animations, human motion, geographical effects, and particle effects to provide richer cues for memory recall. We evaluated MemoryDiorama in a within-subject user study with 18 participants, comparing three conditions: Photo-Only, Static Diorama, and MemoryDiorama. Compared with both Photo-Only and Static Diorama, MemoryDiorama elicited more internal and in-cue details during recall. It also increased perceptual details and visual vividness ratings, suggesting richer recollective experience.

cs.HC

Semantic Reality: Interactive Context-Aware Visualization of Inter-Object Relationships in Augmented Reality

Bridging the physical and digital world through interaction remains a core challenge in augmented reality (AR). Existing systems target single objects, limiting support for planning, comparison, and assembly tasks that depend on relationships among multiple items. We present Semantic Reality, an AR system focused on surfacing inter-object connectivity and making it interactive. Leveraging multimodal reasoning, spatial anchoring, and physical action recognition, Semantic Reality maintains a persistent model of objects around the user and their relationships. Connections are visualized in-situ to highlight compatibility, reveal next steps, and reduce ambiguity during tasks. We contribute a connectivity-centered interaction paradigm and a system architecture that couples anchor tracking, action sensing, and model inference to construct a live connectivity graph. In an exploratory study comparing Semantic Reality to a single-object baseline, participants reported clearer inter-object understanding and higher engagement and satisfaction, without increased workload. A scenario study illustrates where connectivity aids planning, sequencing, and disambiguation.

cs.HC

VisionClaw: Always-On AI Agents through Smart Glasses

We present VisionClaw, an always-on wearable AI agent that integrates live egocentric perception with agentic task execution. Running on Meta Ray-Ban smart glasses, VisionClaw continuously perceives real-world context and enables in-situ, speech-driven action initiation and delegation via OpenClaw AI agents. Therefore, users can directly execute tasks through the smart glasses, such as adding real-world objects to an Amazon cart, generating notes from physical documents, receiving meeting briefings on the go, creating events from posters, or controlling IoT devices. We evaluate VisionClaw through a controlled laboratory study (N=12) and a longitudinal deployment study (N=5). Results show that integrating perception and execution enables faster task completion and reduces interaction overhead compared to non-always-on and non-agent baselines. Beyond performance gains, deployment findings reveal a shift in interaction: tasks are initiated opportunistically during ongoing activities, and execution is increasingly delegated rather than manually controlled. These results suggest a new paradigm for wearable AI agents, where perception and action are continuously coupled to support situated, hands-free interaction.

cs.HC

CinemaWorld: Generative Augmented Reality with LLMs and 3D Scene Generation for Movie Augmentation

We introduce CinemaWorld, a generative augmented reality system that augments the viewer's physical surroundings with automatically generated mixed reality 3D content extracted from and synchronized with 2D movie scenes. Our system preprocesses films to extract key features using multimodal large language models (LLMs), generates dynamic 3D augmentations with generative AI, and embeds them spatially into the viewer's physical environment on the Meta Quest 3. To explore the design space of CinemaWorld, we conducted an elicitation study with eight film students, which led us to identify several key augmentation types, including particle effects, surrounding objects, textural overlays, character-driven augmentation, and lighting effects. We evaluated our system through a technical evaluation (N=100 video clips), a user study (N=12), and expert interviews with film creators (N=8). Results indicate that CinemaWorld enhances immersion and enjoyment, suggesting its potential to enrich the film-viewing experience.

cs.HC

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

HumanoidTurk: Expanding VR Haptics with Humanoids for Driving Simulations

We explore how humanoid robots can be repurposed as haptic media, extending beyond their conventional role as social, assistive, collaborative agents. To illustrate this approach, we implemented HumanoidTurk, taking a first step toward a humanoid-based haptic system that translates in-game g-force signals into synchronized motion feedback in VR driving. A pilot study involving six participants compared two synthesis methods, leading us to adopt a filter-based approach for smoother and more realistic feedback. A subsequent study with sixteen participants evaluated four conditions: no-feedback, controller, humanoid+controller, and human+controller. Results showed that humanoid feedback enhanced immersion, realism, and enjoyment, while introducing moderate costs in terms of comfort and simulation sickness. Interviews further highlighted the robot's consistency and predictability in contrast to the adaptability of human feedback. From these findings, we identify fidelity, adaptability, and versatility as emerging themes, positioning humanoids as a distinct haptic modality for immersive VR.

cs.HC

Generative Lecture: Making Lecture Videos Interactive with LLMs and AI Clone Instructors

We introduce Generative Lecture, a concept that makes existing lecture videos interactive through generative AI and AI clone instructors. By leveraging interactive avatars powered by HeyGen, ElevenLabs, and GPT-5, we embed an AI instructor into the video and augment the video content in response to students' questions. This allows students to personalize the lecture material, directly ask questions in the video, and receive tailored explanations generated and delivered by the AI-cloned instructor. From a design elicitation study (N=8), we identified four goals that guided the development of eight system features: 1) on-demand clarification, 2) enhanced visuals, 3) interactive example, 4) personalized explanation, 5) adaptive quiz, 6) study summary, 7) automatic highlight, and 8) adaptive break. We then conducted a user study (N=12) to evaluate the usability and effectiveness of the system and collected expert feedback (N=5). The results suggest that our system enables effective two-way communication and supports personalized learning.

cs.HC

Map2Video: Street View Imagery Driven AI Video Generation

AI video generation has lowered barriers to video creation, but current tools still struggle with inconsistency. Filmmakers often find that clips fail to match characters and backgrounds, making it difficult to build coherent sequences. A formative study with filmmakers highlighted challenges in shot composition, character motion, and camera control. We present Map2Video, a street view imagery-driven AI video generation tool grounded in real-world geographies. The system integrates Unity and ComfyUI with the VACE video generation model, as well as OpenStreetMap and Mapillary for street view imagery. Drawing on familiar filmmaking practices such as location scouting and rehearsal, Map2Video enables users to choose map locations, position actors and cameras in street view imagery, sketch movement paths, refine camera motion, and generate spatially consistent videos. We evaluated Map2Video with 12 filmmakers. Compared to an image-to-video baseline, it achieved higher spatial accuracy, required less cognitive effort, and offered stronger controllability for both scene replication and open-ended creative exploration.

cs.HC

Guided Reality: Generating Visually-Enriched AR Task Guidance with LLMs and Vision Models

Large language models (LLMs) have enabled the automatic generation of step-by-step augmented reality (AR) instructions for a wide range of physical tasks. However, existing LLM-based AR guidance often lacks rich visual augmentations to effectively embed instructions into spatial context for a better user understanding. We present Guided Reality, a fully automated AR system that generates embedded and dynamic visual guidance based on step-by-step instructions. Our system integrates LLMs and vision models to: 1) generate multi-step instructions from user queries, 2) identify appropriate types of visual guidance, 3) extract spatial information about key interaction points in the real world, and 4) embed visual guidance in physical space to support task execution. Drawing from a corpus of user manuals, we define five categories of visual guidance and propose an identification strategy based on the current step. We evaluate the system through a user study (N=16), completing real-world tasks and exploring the system in the wild. Additionally, four instructors shared insights on how Guided Reality could be integrated into their training workflows.

cs.HC

InSituTale: Enhancing Augmented Data Storytelling with Physical Objects

Augmented data storytelling enhances narrative delivery by integrating visualizations with physical environments and presenter actions. Existing systems predominantly rely on body gestures or speech to control visualizations, leaving interactions with physical objects largely underexplored. We introduce augmented physical data storytelling, an approach enabling presenters to manipulate visualizations through physical object interactions. To inform this approach, we first conducted a survey of data-driven presentations to identify common visualization commands. We then conducted workshops with nine HCI/VIS researchers to collect mappings between physical manipulations and these commands. Guided by these insights, we developed InSituTale, a prototype that combines object tracking via a depth camera with Vision-LLM for detecting real-world events. Through physical manipulations, presenters can dynamically execute various visualization commands, delivering cohesive data storytelling experiences that blend physical and digital elements. A user study with 12 participants demonstrated that InSituTale enables intuitive interactions, offers high utility, and facilitates an engaging presentation experience.

cs.HC

MapStory: Prototyping Editable Map Animations with LLM Agents

We introduce MapStory, an LLM-powered animation prototyping tool that generates editable map animation sequences directly from natural language text by leveraging a dual-agent LLM architecture. Given a user written script, MapStory automatically produces a scene breakdown, which decomposes the text into key map animation primitives such as camera movements, visual highlights, and animated elements. Our system includes a researcher agent that accurately queries geospatial information by leveraging an LLM with web search, enabling automatic extraction of relevant regions, paths, and coordinates while allowing users to edit and query for changes or additional information to refine the results. Additionally, users can fine-tune parameters of these primitive blocks through an interactive timeline editor. We detail the system's design and architecture, informed by formative interviews with professional animators and by an analysis of 200 existing map animation videos. Our evaluation, which includes expert interviews (N=5) and a usability study (N=12), demonstrates that MapStory enables users to create map animations with ease, facilitates faster iteration, encourages creative exploration, and lowers barriers to creating map-centric stories.

cs.HC

Symbiotic AI: Augmenting Human Cognition from PCs to Cars

As AI takes on increasingly complex roles in human-computer interaction, fundamental questions arise: how can HCI help maintain the user as the primary agent while augment human cognition and intelligence? This paper suggests questions to guide researchers in considering the implications for agency, autonomy, the augmentation of human intellect, and the future of human-AI synergies. We observe a key paradigm shift behind the transformation of HCI, shifting from explicit command-and-control models to systems where users define high-level goals directly. This shift will be facilitated by XR technologies, whose multi-modal inputs and outputs offer a more seamless way to convey these goals. This paper considers this transformation through the lens of two cultural milestones: the personal computer and the automobile, moving beyond traditional interfaces like keyboards or steering wheels and thinking of them as vessels for everyday XR.

cs.HC

SLAMSpoof: Practical LiDAR Spoofing Attacks on Localization Systems Guided by Scan Matching Vulnerability Analysis

Accurate localization is essential for enabling modern full self-driving services. These services heavily rely on map-based traffic information to reduce uncertainties in recognizing lane shapes, traffic light locations, and traffic signs. Achieving this level of reliance on map information requires centimeter-level localization accuracy, which is currently only achievable with LiDAR sensors. However, LiDAR is known to be vulnerable to spoofing attacks that emit malicious lasers against LiDAR to overwrite its measurements. Once localization is compromised, the attack could lead the victim off roads or make them ignore traffic lights. Motivated by these serious safety implications, we design SLAMSpoof, the first practical LiDAR spoofing attack on localization systems for self-driving to assess the actual attack significance on autonomous vehicles. SLAMSpoof can effectively find the effective attack location based on our scan matching vulnerability score (SMVS), a point-wise metric representing the potential vulnerability to spoofing attacks. To evaluate the effectiveness of the attack, we conduct real-world experiments on ground vehicles and confirm its high capability in real-world scenarios, inducing position errors of $\geq$4.2 meters (more than typical lane width) for all 3 popular LiDAR-based localization algorithms. We finally discuss the potential countermeasures of this attack. Code is available at https://github.com/Keio-CSG/slamspoof

cs.RO

From Following to Understanding: Investigating the Role of Reflective Prompts in AR-Guided Tasks to Promote Task Understanding

Augmented Reality (AR) is a promising medium for guiding users through tasks, yet its impact on fostering deeper task understanding remains underexplored. This paper investigates the impact of reflective prompts -- strategic questions that encourage users to challenge assumptions, connect actions to outcomes, and consider hypothetical scenarios -- on task comprehension and performance. We conducted a two-phase study: a formative survey and co-design sessions (N=9) to develop reflective prompts, followed by a within-subject evaluation (N=16) comparing AR instructions with and without these prompts in coffee-making and circuit assembly tasks. Our results show that reflective prompts significantly improved objective task understanding and resulted in more proactive information acquisition behaviors during task completion. These findings highlight the potential of incorporating reflective elements into AR instructions to foster deeper engagement and learning. Based on data from both studies, we synthesized design guidelines for integrating reflective elements into AR systems to enhance user understanding without compromising task performance.

cs.HC

Everyday AR through AI-in-the-Loop

This workshop brings together experts and practitioners from augmented reality (AR) and artificial intelligence (AI) to shape the future of AI-in-the-loop everyday AR experiences. With recent advancements in both AR hardware and AI capabilities, we envision that everyday AR -- always-available and seamlessly integrated into users' daily environments -- is becoming increasingly feasible. This workshop will explore how AI can drive such everyday AR experiences. We discuss a range of topics, including adaptive and context-aware AR, generative AR content creation, always-on AI assistants, AI-driven accessible design, and real-world-oriented AI agents. Our goal is to identify the opportunities and challenges in AI-enabled AR, focusing on creating novel AR experiences that seamlessly blend the digital and physical worlds. Through the workshop, we aim to foster collaboration, inspire future research, and build a community to advance the research field of AI-enhanced AR.

cs.HC

Eigenvalue systems for integer orthogonal bases of multi-matrix invariants at finite N

Multi-matrix invariants, and in particular the scalar multi-trace operators of $\mathcal{N}=4$ SYM with $U(N)$ gauge symmetry, can be described using permutation centraliser algebras (PCA), which are generalisations of the symmetric group algebras and independent of $N$. Free-field two-point functions define an $N$-dependent inner product on the PCA, and bases of operators have been constructed which are orthogonal at finite $N$. Two such bases are well-known, the restricted Schur and covariant bases, and both definitions involve representation-theoretic quantities such as Young diagram labels, multiplicity labels, branching and Clebsch-Gordan coefficients for symmetric groups. The explicit computation of these coefficients grows rapidly in complexity as the operator length increases. We develop a new method for explicitly constructing all the operators with specified Young diagram labels, based on an $N$-independent integer eigensystem formulated in the PCA. The eigensystem construction naturally leads to orthogonal basis elements which are integer linear combinations of the multi-trace operators, and the $N$-dependence of their norms are simple known dimension factors. We provide examples and give computer codes in SageMath which efficiently implement the construction for operators of classical dimension up to 14. While the restricted Schur basis relies on the Artin-Wedderburn decomposition of symmetric group algebras, the covariant basis relies on a variant which we refer to as the Kronecker decomposition. Analogous decompositions exist for any finite group algebra and the eigenvalue construction of integer orthogonal bases extends to the group algebra of any finite group with rational characters.

hep-th