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Ryo Suzuki

Publications and source records attributed to Ryo Suzuki.

At least 37 records · Page 2Linked to original sources

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↗

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↗

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↗

SHAPE-IT: Exploring Text-to-Shape-Display for Generative Shape-Changing Behaviors with LLMs

This paper introduces text-to-shape-display, a novel approach to generating dynamic shape changes in pin-based shape displays through natural language commands. By leveraging large language models (LLMs) and AI-chaining, our approach allows users to author shape-changing behaviors on demand through text prompts without programming. We describe the foundational aspects necessary for such a system, including the identification of key generative elements (primitive, animation, and interaction) and design requirements to enhance user interaction, based on formative exploration and iterative design processes. Based on these insights, we develop SHAPE-IT, an LLM-based authoring tool for a 24 x 24 shape display, which translates the user's textual command into executable code and allows for quick exploration through a web-based control interface. We evaluate the effectiveness of SHAPE-IT in two ways: 1) performance evaluation and 2) user evaluation (N= 10). The study conclusions highlight the ability to facilitate rapid ideation of a wide range of shape-changing behaviors with AI. However, the findings also expose accuracy-related challenges and limitations, prompting further exploration into refining the framework for leveraging AI to better suit the unique requirements of shape-changing systems.

cs.HC↗

Augmented Physics: Creating Interactive and Embedded Physics Simulations from Static Textbook Diagrams

We introduce Augmented Physics, a machine learning-integrated authoring tool designed for creating embedded interactive physics simulations from static textbook diagrams. Leveraging recent advancements in computer vision, such as Segment Anything and Multi-modal LLMs, our web-based system enables users to semi-automatically extract diagrams from physics textbooks and generate interactive simulations based on the extracted content. These interactive diagrams are seamlessly integrated into scanned textbook pages, facilitating interactive and personalized learning experiences across various physics concepts, such as optics, circuits, and kinematics. Drawing from an elicitation study with seven physics instructors, we explore four key augmentation strategies: 1) augmented experiments, 2) animated diagrams, 3) bi-directional binding, and 4) parameter visualization. We evaluate our system through technical evaluation, a usability study (N=12), and expert interviews (N=12). Study findings suggest that our system can facilitate more engaging and personalized learning experiences in physics education.

cs.HC↗

Augmented Conversation with Embedded Speech-Driven On-the-Fly Referencing in AR

This paper introduces the concept of augmented conversation, which aims to support co-located in-person conversations via embedded speech-driven on-the-fly referencing in augmented reality (AR). Today computing technologies like smartphones allow quick access to a variety of references during the conversation. However, these tools often create distractions, reducing eye contact and forcing users to focus their attention on phone screens and manually enter keywords to access relevant information. In contrast, AR-based on-the-fly referencing provides relevant visual references in real-time, based on keywords extracted automatically from the spoken conversation. By embedding these visual references in AR around the conversation partner, augmented conversation reduces distraction and friction, allowing users to maintain eye contact and supporting more natural social interactions. To demonstrate this concept, we developed \system, a Hololens-based interface that leverages real-time speech recognition, natural language processing and gaze-based interactions for on-the-fly embedded visual referencing. In this paper, we explore the design space of visual referencing for conversations, and describe our our implementation -- building on seven design guidelines identified through a user-centered design process. An initial user study confirms that our system decreases distraction and friction in conversations compared to smartphone searches, while providing highly useful and relevant information.

cs.HC↗

Video2MR: Automatically Generating Mixed Reality 3D Instructions by Augmenting Extracted Motion from 2D Videos

This paper introduces Video2MR, a mixed reality system that automatically generates 3D sports and exercise instructions from 2D videos. Mixed reality instructions have great potential for physical training, but existing works require substantial time and cost to create these 3D experiences. Video2MR overcomes this limitation by transforming arbitrary instructional videos available online into MR 3D avatars with AI-enabled motion capture (DeepMotion). Then, it automatically enhances the avatar motion through the following augmentation techniques: 1) contrasting and highlighting differences between the user and avatar postures, 2) visualizing key trajectories and movements of specific body parts, 3) manipulation of time and speed using body motion, and 4) spatially repositioning avatars for different perspectives. Developed on Hololens 2 and Azure Kinect, we showcase various use cases, including yoga, dancing, soccer, tennis, and other physical exercises. The study results confirm that Video2MR provides more engaging and playful learning experiences, compared to existing 2D video instructions.

cs.HC↗

HoloDevice: Holographic Cross-Device Interactions for Remote Collaboration

This paper introduces holographic cross-device interaction, a new class of remote cross-device interactions between local physical devices and holographically rendered remote devices. Cross-device interactions have enabled a rich set of interactions with device ecologies. Most existing research focuses on co-located settings (meaning when users and devices are in the same physical space) to achieve these rich interactions and affordances. In contrast, holographic cross-device interaction allows remote interactions between devices at distant locations by providing a rich visual affordance through real-time holographic rendering of the device's motion, content, and interactions on mixed reality head-mounted displays. This maintains the advantages of having a physical device, such as precise input through touch and pen interaction. Through holographic rendering, not only can remote devices interact as if they are co-located, but they can also be virtually augmented to further enrich interactions, going beyond what is possible with existing cross-device systems. To demonstrate this concept, we developed HoloDevice, a prototype system for holographic cross-device interaction using the Microsoft Hololens 2 augmented reality headset. Our contribution is threefold. First, we introduce the concept of holographic cross-device interaction. Second, we present a design space containing three unique benefits, which include: (1) spatial visualization of interaction and motion, (2) rich visual affordances for intermediate transition, and (3) dynamic and fluid configuration. Last we discuss a set of implementation demonstrations and use-case scenarios that further explore the space.

cs.HC↗

RealityEffects: Augmenting 3D Volumetric Videos with Object-Centric Annotation and Dynamic Visual Effects

This paper introduces RealityEffects, a desktop authoring interface designed for editing and augmenting 3D volumetric videos with object-centric annotations and visual effects. RealityEffects enhances volumetric capture by introducing a novel method for augmenting captured physical motion with embedded, responsive visual effects, referred to as object-centric augmentation. In RealityEffects, users can interactively attach various visual effects to physical objects within the captured 3D scene, enabling these effects to dynamically move and animate in sync with the corresponding physical motion and body movements. The primary contribution of this paper is the development of a taxonomy for such object-centric augmentations, which includes annotated labels, highlighted objects, ghost effects, and trajectory visualization. This taxonomy is informed by an analysis of 120 edited videos featuring object-centric visual effects. The findings from our user study confirm that our direct manipulation techniques lower the barriers to editing and annotating volumetric captures, thereby enhancing interactive and engaging viewing experiences of 3D volumetric videos.

cs.HC↗

LiDAR Spoofing Meets the New-Gen: Capability Improvements, Broken Assumptions, and New Attack Strategies

LiDAR (Light Detection And Ranging) is an indispensable sensor for precise long- and wide-range 3D sensing, which directly benefited the recent rapid deployment of autonomous driving (AD). Meanwhile, such a safety-critical application strongly motivates its security research. A recent line of research finds that one can manipulate the LiDAR point cloud and fool object detectors by firing malicious lasers against LiDAR. However, these efforts face 3 critical research gaps: (1) considering only one specific LiDAR (VLP-16); (2) assuming unvalidated attack capabilities; and (3) evaluating object detectors with limited spoofing capability modeling and setup diversity. To fill these critical research gaps, we conduct the first large-scale measurement study on LiDAR spoofing attack capabilities on object detectors with 9 popular LiDARs, covering both first- and new-generation LiDARs, and 3 major types of object detectors trained on 5 different datasets. To facilitate the measurements, we (1) identify spoofer improvements that significantly improve the latest spoofing capability, (2) identify a new object removal attack that overcomes the applicability limitation of the latest method to new-generation LiDARs, and (3) perform novel mathematical modeling for both object injection and removal attacks based on our measurement results. Through this study, we are able to uncover a total of 15 novel findings, including not only completely new ones due to the measurement angle novelty, but also many that can directly challenge the latest understandings in this problem space. We also discuss defenses.

cs.CR↗

An HCI-Centric Survey and Taxonomy of Human-Generative-AI Interactions

Generative AI (GenAI) has shown remarkable capabilities in generating diverse and realistic content across different formats like images, videos, and text. In Generative AI, human involvement is essential, thus HCI literature has investigated how to effectively create collaborations between humans and GenAI systems. However, the current literature lacks a comprehensive framework to better understand Human-GenAI Interactions, as the holistic aspects of human-centered GenAI systems are rarely analyzed systematically. In this paper, we present a survey of 291 papers, providing a novel taxonomy and analysis of Human-GenAI Interactions from both human and Gen-AI perspectives. The dimensions of design space include 1) Purposes of Using Generative AI, 2) Feedback from Models to Users, 3) Control from Users to Models, 4) Levels of Engagement, 5) Application Domains, and 6) Evaluation Strategies. Our work is also timely at the current development stage of GenAI, where the Human-GenAI interaction design is of paramount importance. We also highlight challenges and opportunities to guide the design of Gen-AI systems and interactions towards the future design of human-centered Generative AI applications.

cs.HC↗

More on the tensionless limit of pure-Ramond-Ramond AdS3/CFT2

In a recent letter we presented the equations which describe tensionless limit of the excited-state spectrum for strings on $AdS_3\times S^3\times T^4$ supported by Ramond-Ramond flux, and their numerical solution. In this paper, we give a detailed account of the derivation of these equations from the mirror TBA equations proposed by Frolov and Sfondrini, discussing the contour-deformation trick which we used to obtain excited-state equations and the tensionless limit. We also comment at length on the algorithm for the numerical solution of the equations in the tensionless limit, and present a number of explicit numerical results, as well as comment on their interpretation.

hep-th↗

RealityCanvas: Augmented Reality Sketching for Embedded and Responsive Scribble Animation Effects

We introduce RealityCanvas, a mobile AR sketching tool that can easily augment real-world physical motion with responsive hand-drawn animation. Recent research in AR sketching tools has enabled users to not only embed static drawings into the real world but also dynamically animate them with physical motion. However, existing tools often lack the flexibility and expressiveness of possible animations, as they primarily support simple line-based geometry. To address this limitation, we explore both expressive and improvisational AR sketched animation by introducing a set of responsive scribble animation techniques that can be directly embedded through sketching interactions: 1) object binding, 2) flip-book animation, 3) action trigger, 4) particle effects, 5) motion trajectory, and 6) contour highlight. These six animation effects were derived from the analysis of 172 existing video-edited scribble animations. We showcase these techniques through various applications, such as video creation, augmented education, storytelling, and AR prototyping. The results of our user study and expert interviews confirm that our tool can lower the barrier to creating AR-based sketched animation, while allowing creative, expressive, and improvisational AR sketching experiences.

cs.HC↗

HoloBots: Augmenting Holographic Telepresence with Mobile Robots for Tangible Remote Collaboration in Mixed Reality

This paper introduces HoloBots, a mixed reality remote collaboration system that augments holographic telepresence with synchronized mobile robots. Beyond existing mixed reality telepresence, HoloBots lets remote users not only be visually and spatially present, but also physically engage with local users and their environment. HoloBots allows the users to touch, grasp, manipulate, and interact with the remote physical environment as if they were co-located in the same shared space. We achieve this by synchronizing holographic user motion (Hololens 2 and Azure Kinect) with tabletop mobile robots (Sony Toio). Beyond the existing physical telepresence, HoloBots contributes to an exploration of broader design space, such as object actuation, virtual hand physicalization, world-in-miniature exploration, shared tangible interfaces, embodied guidance, and haptic communication. We evaluate our system with twelve participants by comparing it with hologram-only and robot-only conditions. Both quantitative and qualitative results confirm that our system significantly enhances the level of co-presence and shared experience, compared to the other conditions.

cs.HC↗

Augmented Math: Authoring AR-Based Explorable Explanations by Augmenting Static Math Textbooks

We introduce Augmented Math, a machine learning-based approach to authoring AR explorable explanations by augmenting static math textbooks without programming. To augment a static document, our system first extracts mathematical formulas and figures from a given document using optical character recognition (OCR) and computer vision. By binding and manipulating these extracted contents, the user can see the interactive animation overlaid onto the document through mobile AR interfaces. This empowers non-technical users, such as teachers or students, to transform existing math textbooks and handouts into on-demand and personalized explorable explanations. To design our system, we first analyzed existing explorable math explanations to identify common design strategies. Based on the findings, we developed a set of augmentation techniques that can be automatically generated based on the extracted content, which are 1) dynamic values, 2) interactive figures, 3) relationship highlights, 4) concrete examples, and 5) step-by-step hints. To evaluate our system, we conduct two user studies: preliminary user testing and expert interviews. The study results confirm that our system allows more engaging experiences for learning math concepts.

cs.HC↗

The Tensionless Limit of Pure-Ramond-Ramond AdS3/CFT2

Despite impressive advances in the AdS3/CFT2 correspondence, the setup involving Ramond-Ramond backgrounds, which is related to the D1-D5 system of branes, remained relatively poorly understood. We use the Mirror TBA equations recently constructed by Frolov and Sfondrini to study the spectrum of pure Ramond-Ramond $AdS_3\times S^3\times T^4$ strings. We find that the leading-order contribution to the anomalous dimensions at small tension is due to the gapless worldsheet excitations, i.e. to the $T^4$ bosons and their superpartners, whose interactions are nontrivial.

hep-th↗

Conserved charges in the quantum simulation of integrable spin chains

When simulating the time evolution of quantum many-body systems on a digital quantum computer, one faces the challenges of quantum noise and of the Trotter error due to time discretization. The Trotter error in integrable spin chains can be under control if the discrete time evolution preserves integrability. In this work we implement, on a real quantum computer and on classical simulators, the integrable Trotterization of the spin-1/2 Heisenberg XXX spin chain. We study how quantum noise affects the time evolution of several conserved charges, and observe the decay of the expectation values. We in addition study the early time behaviors of the time evolution, which can potentially be used to benchmark quantum devices and algorithms in the future. We also provide an efficient method to generate the conserved charges at higher orders.

quant-ph↗