Kiyoharu Aizawa
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Research Interests
Kiyoharu Aizawa has a total of 173 co-authors. Here are the top co-authors by number of shared publications:
- Toshihiko Yamasaki
The University of Tokyo
17 shared publications - Satoshi Ikehata
National Institute of Informatics (NII)
12 shared publications - Yoko Yamakata
The University of Tokyo, Tokyo, Japan
10 shared publications - Go Irie
Keio University
9 shared publications - Yusuke Matsui
The University of Tokyo
7 shared publications - Koki Tsubota
Dept. of Information and Communication Engineering, The University of Tokyo
6 shared publications
Latest Publications
- 11 September 2026
- Published by Springer Nature
- p. 676-693
360CityArena: A Realistic Virtual Urban Navigation Benchmark for Embodied Agents
- 11 September 2026
- Published by Springer Nature
- p. 676-693
360CityArena: A Realistic Virtual Urban Navigation Benchmark for Embodied Agents
- Open Access
- 15 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 2867-2871
Realistic Virtual Flood Experience System Using 360° Videos and 3D City Models Constructed from Building Footprints
Virtual flood experience systems, which enable users to vividly experience flooding, are attracting increasing attention as effective tools for communicating flood risks. However, existing systems typically rely on virtual cities that do not correspond to real locations and often lack sufficient photorealism, limiting users’ ability to relate scenarios to their own surroundings. Although 360° video-based virtual environments offer a simple and scalable way to visually replicate real-world scenes, effective 3D flood visualization in these environments typically requires 3D building geometry of the target area, which is not readily available in many regions. To address this limitation, we propose a new virtual flood experience framework that integrates 360° videos with 3D models automatically constructed from widely available 2D building footprints. By extruding footprints to plausible heights and spatially aligning the constructed models with 360° videos, our framework enables 3D flood visualization in photorealistic environments without relying on pre-existing city models such as CityGML. We demonstrate the framework in Memuro, Hokkaido, Japan, an area vulnerable to river flooding. A user study with local residents showed that the proposed system enhances users’ ability to envision location-specific flood evacuation situations, demonstrating its potential as an effective tool for disaster risk communication and education.
- 15 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 2867-2871
Open AccessRealistic Virtual Flood Experience System Using 360° Videos and 3D City Models Constructed from Building Footprints
Virtual flood experience systems, which enable users to vividly experience flooding, are attracting increasing attention as effective tools for communicating flood risks. However, existing systems typically rely on virtual cities that do not correspond to real locations and often lack sufficient photorealism, limiting users’ ability to relate scenarios to their own surroundings. Although 360° video-based virtual environments offer a simple and scalable way to visually replicate real-world scenes, effective 3D flood visualization in these environments typically requires 3D building geometry of the target area, which is not readily available in many regions. To address this limitation, we propose a new virtual flood experience framework that integrates 360° videos with 3D models automatically constructed from widely available 2D building footprints. By extruding footprints to plausible heights and spatially aligning the constructed models with 360° videos, our framework enables 3D flood visualization in photorealistic environments without relying on pre-existing city models such as CityGML. We demonstrate the framework in Memuro, Hokkaido, Japan, an area vulnerable to river flooding. A user study with local residents showed that the proposed system enhances users’ ability to envision location-specific flood evacuation situations, demonstrating its potential as an effective tool for disaster risk communication and education.
- Open Access
Agreement Between an Artificial Intelligence-Based Meal Image Recognition System and the Weighed Dietary Record for Estimating Energy and Nutrient Intakes
Objectives: In Japan, smartphone applications are increasingly used for dietary recording in healthcare settings. This study aimed to examine the agreement between energy and nutrient intake estimates obtained using an artificial intelligence (AI)-based dietary recording application and those obtained using the weighed dietary record (WDR). Methods: The AI-based dietary recording method (FoodLog Athl method) was compared with WDR. Thirty-six university students (35 women and 1 man) simultaneously recorded their dietary intake using FoodLog Athl (FLA) and the WDR for 10 consecutive days. Energy and nutrient intakes were estimated using each method, and correlations and agreement between the two methods were evaluated. Results: Significant positive correlations were observed between the two methods for energy and most nutrients, except for iron, vitamin B1, and sodium chloride equivalent (p < 0.01). Compared with the WDR, the FLA method showed systematic overestimation of energy and major macronutrients (protein, fat, and carbohydrate) and underestimation of total dietary fiber. Bland–Altman analysis indicated fixed bias and relatively wide limits of agreement for several nutrients. Conclusions: The FLA method demonstrated moderate agreement with the WDR, with systematic bias observed for selected nutrients. These findings suggest that the application may be useful for monitoring overall dietary trends or relative intake over time, but caution is warranted when precise individual-level nutrient quantification is required. Professional review by registered dietitians may help improve estimation accuracy and reduce bias.
Open AccessAgreement Between an Artificial Intelligence-Based Meal Image Recognition System and the Weighed Dietary Record for Estimating Energy and Nutrient Intakes
Objectives: In Japan, smartphone applications are increasingly used for dietary recording in healthcare settings. This study aimed to examine the agreement between energy and nutrient intake estimates obtained using an artificial intelligence (AI)-based dietary recording application and those obtained using the weighed dietary record (WDR). Methods: The AI-based dietary recording method (FoodLog Athl method) was compared with WDR. Thirty-six university students (35 women and 1 man) simultaneously recorded their dietary intake using FoodLog Athl (FLA) and the WDR for 10 consecutive days. Energy and nutrient intakes were estimated using each method, and correlations and agreement between the two methods were evaluated. Results: Significant positive correlations were observed between the two methods for energy and most nutrients, except for iron, vitamin B1, and sodium chloride equivalent (p < 0.01). Compared with the WDR, the FLA method showed systematic overestimation of energy and major macronutrients (protein, fat, and carbohydrate) and underestimation of total dietary fiber. Bland–Altman analysis indicated fixed bias and relatively wide limits of agreement for several nutrients. Conclusions: The FLA method demonstrated moderate agreement with the WDR, with systematic bias observed for selected nutrients. These findings suggest that the application may be useful for monitoring overall dietary trends or relative intake over time, but caution is warranted when precise individual-level nutrient quantification is required. Professional review by registered dietitians may help improve estimation accuracy and reduce bias.
- Open Access
FoodLogAthl-218: Constructing a Real-World Food Image Dataset Using Dietary Management Applications
Food image classification models are crucial for dietary management applications because they reduce the burden of manual meal logging. However, most publicly available datasets for training such models rely on web-crawled images, which often differ from users' real-world meal photos. In this work, we present FoodLogAthl-218, a food image dataset constructed from real-world meal records collected through the dietary management application FoodLog Athl. The dataset contains 6,925 images across 218 food categories, with a total of 14,349 bounding boxes. Rich metadata, including meal date and time, anonymized user IDs, and meal-level context, accompany each image. Unlike conventional datasets-where a predefined class set guides web-based image collection-our data begins with user-submitted photos, and labels are applied afterward. This yields greater intra-class diversity, a natural frequency distribution of meal types, and casual, unfiltered images intended for personal use rather than public sharing. In addition to (1) a standard classification benchmark, we introduce two FoodLog-specific tasks: (2) an incremental fine-tuning protocol that follows the temporal stream of users' logs, and (3) a context-aware classification task where each image contains multiple dishes, and the model must classify each dish by leveraging the overall meal context. We evaluate these tasks using large multimodal models (LMMs). The dataset is publicly available at https://huggingface.co/datasets/FoodLog/FoodLogAthl-218.
Open AccessFoodLogAthl-218: Constructing a Real-World Food Image Dataset Using Dietary Management Applications
Food image classification models are crucial for dietary management applications because they reduce the burden of manual meal logging. However, most publicly available datasets for training such models rely on web-crawled images, which often differ from users' real-world meal photos. In this work, we present FoodLogAthl-218, a food image dataset constructed from real-world meal records collected through the dietary management application FoodLog Athl. The dataset contains 6,925 images across 218 food categories, with a total of 14,349 bounding boxes. Rich metadata, including meal date and time, anonymized user IDs, and meal-level context, accompany each image. Unlike conventional datasets-where a predefined class set guides web-based image collection-our data begins with user-submitted photos, and labels are applied afterward. This yields greater intra-class diversity, a natural frequency distribution of meal types, and casual, unfiltered images intended for personal use rather than public sharing. In addition to (1) a standard classification benchmark, we introduce two FoodLog-specific tasks: (2) an incremental fine-tuning protocol that follows the temporal stream of users' logs, and (3) a context-aware classification task where each image contains multiple dishes, and the model must classify each dish by leveraging the overall meal context. We evaluate these tasks using large multimodal models (LMMs). The dataset is publicly available at https://huggingface.co/datasets/FoodLog/FoodLogAthl-218.
- Open Access
- 27 October 2025
- Published by Association for Computing Machinery (ACM)
- p. 13206-13212
FoodLogAthl-218: Constructing a Real-World Food Image Dataset Using Dietary Management Applications
- 27 October 2025
- Published by Association for Computing Machinery (ACM)
- p. 13206-13212
Open AccessFoodLogAthl-218: Constructing a Real-World Food Image Dataset Using Dietary Management Applications
- Open Access
- 27 October 2025
- Published by Association for Computing Machinery (ACM)
- p. 748-756
A Highly Clean Recipe Dataset with Ingredient States Annotation for State Probing Task
- 27 October 2025
- Published by Association for Computing Machinery (ACM)
- p. 748-756
Open AccessA Highly Clean Recipe Dataset with Ingredient States Annotation for State Probing Task
- 20 October 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (2) , 2420-2426
360CityGML: Realistic and Interactive Urban Visualization System Integrating CityGML Model and 360$^{\circ }$ Videos
We introduce a novel urban visualization system that integrates 3D urban model (CityGML) and $360^{\circ }$ walkthrough videos. By aligning the videos with the model and dynamically projecting relevant video frames onto the geometries, our system creates photorealistic urban visualizations, allowing users to intuitively interpret geospatial data from a pedestrian view.
- 20 October 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (2) , 2420-2426
360CityGML: Realistic and Interactive Urban Visualization System Integrating CityGML Model and 360$^{\circ }$ Videos
We introduce a novel urban visualization system that integrates 3D urban model (CityGML) and $360^{\circ }$ walkthrough videos. By aligning the videos with the model and dynamically projecting relevant video frames onto the geometries, our system creates photorealistic urban visualizations, allowing users to intuitively interpret geospatial data from a pedestrian view.
- Open Access
360CityGML: Realistic and Interactive Urban Visualization System Integrating CityGML Model and 360° Videos
We introduce a novel urban visualization system that integrates 3D urban model (CityGML) and 360° walkthrough videos. By aligning the videos with the model and dynamically projecting relevant video frames onto the geometries, our system creates photorealistic urban visualizations, allowing users to intuitively interpret geospatial data from a pedestrian view.
Open Access360CityGML: Realistic and Interactive Urban Visualization System Integrating CityGML Model and 360° Videos
We introduce a novel urban visualization system that integrates 3D urban model (CityGML) and 360° walkthrough videos. By aligning the videos with the model and dynamically projecting relevant video frames onto the geometries, our system creates photorealistic urban visualizations, allowing users to intuitively interpret geospatial data from a pedestrian view.
- Open Access
Building and Evaluating a Realistic Virtual World for Large Scale Urban Exploration from 360° Videos
We propose to build realistic virtual worlds, called 360RVW, for large urban environments directly from 360° videos. We provide an interface for interactive exploration, where users can freely navigate via their own avatars. 360° videos record the entire environment of the shooting location simultaneously leading to highly realistic and immersive representations. Our system uses 360° videos recorded along streets and builds a 360RVW through four main operations: video segmentation by intersection detection, video completion to remove the videographer, semantic segmentation for virtual collision detection with the avatar, and projection onto a distorted sphere that moves along the camera trajectory following the avatar's movements. Our interface allows users to explore large urban environments by changing their walking direction at intersections or choosing a new location by clicking on a map. Even without a 3D model, the users can experience collision with buildings using metadata produced by semantic segmentation. Furthermore, we stream the 360° videos so users can directly access 360RVW via their web browser. We fully evaluate our system, including a perceptual experiment comparing our approach to previous exploratory interfaces. The results confirm the quality of our system, especially regarding the presence of users and the interactive exploration, making it most suitable for a virtual tour of urban environments.
Open AccessBuilding and Evaluating a Realistic Virtual World for Large Scale Urban Exploration from 360° Videos
We propose to build realistic virtual worlds, called 360RVW, for large urban environments directly from 360° videos. We provide an interface for interactive exploration, where users can freely navigate via their own avatars. 360° videos record the entire environment of the shooting location simultaneously leading to highly realistic and immersive representations. Our system uses 360° videos recorded along streets and builds a 360RVW through four main operations: video segmentation by intersection detection, video completion to remove the videographer, semantic segmentation for virtual collision detection with the avatar, and projection onto a distorted sphere that moves along the camera trajectory following the avatar's movements. Our interface allows users to explore large urban environments by changing their walking direction at intersections or choosing a new location by clicking on a map. Even without a 3D model, the users can experience collision with buildings using metadata produced by semantic segmentation. Furthermore, we stream the 360° videos so users can directly access 360RVW via their web browser. We fully evaluate our system, including a perceptual experiment comparing our approach to previous exploratory interfaces. The results confirm the quality of our system, especially regarding the presence of users and the interactive exploration, making it most suitable for a virtual tour of urban environments.
- Open Access
- 25 April 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-7
Analyzing Viewer Perception of Generative AI-Based Editing in 360° Images Across Display Modalities
- 25 April 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-7
Open AccessAnalyzing Viewer Perception of Generative AI-Based Editing in 360° Images Across Display Modalities