Reiya Itatani
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Reiya Itatani has a total of 24 co-authors. Here are the top co-authors by number of shared publications:
- Nuria Pelechano
Universitat Politecnica de Catalunya, Barcelona, Spain
4 shared publications - Hamed Mahzoon
Institute for Open and Transdisciplinary Research Initiatives, Osaka University, Suita, Japan
2 shared publications - Jose Luis Ponton
Universitat Politecnica de Catalunya, Barcelona, Spain
2 shared publications - Kazuki Nakayama
The University of Osaka, Osaka, Japan
2 shared publications - Kexiang Huang
Beijing Institute of Technology, China
2 shared publications - Oscar Argudo
Universitat Politecnica de Catalunya, Barcelona, Spain
2 shared publications
Latest Publications
- Open Access
- 25 August 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-10
Understanding Collision Avoidance Cues in Virtual Humans
- 25 August 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-10
Open AccessUnderstanding Collision Avoidance Cues in Virtual Humans
- Open Access
- 22 April 2026
- Published by JMIR Publications Inc. in JMIR Formative Research
- Vol. 10 (1) , e88338
Counterclockwise Virtual Reality–Based Embodiment of a Younger Self and Revisit of a Past Iconic Event in Older Adults: Between-Groups Study of Cognitive and Physical Performance
Background: The original counterclockwise study carried out in the late 1970s provided an extreme example of “reminiscence therapy,” reporting improvements in older adults’ cognitive and physical functioning after they had lived for 5 days in a house set up as if decades earlier (the 1950s). We tested a virtual reality (VR) analog of this approach, enhanced by embodying participants in a virtual body that looked like themselves at the corresponding younger age. Objective: This study aimed to examine whether brief VR exposures combining (1) embodiment in a virtual body as one’s younger self and (2) immersion in an iconic past event improve age-related subjective and performance outcomes compared with a current-self VR control condition. Methods: We carried out a between-groups study with 23 healthy older adults (aged 65‐85 years; mean age 71.2, SD 4.03 years). Participants were randomly allocated to either a Young Self condition (n=11; mean 72.3, SD 4.17), where they were embodied in a virtual body that looked like themselves from the 1960s, or in a Current Self control condition (n=12; mean 70.1, SD 3.75), where participants were embodied in their current body. There were 5 sessions. In Session 1, participants completed a baseline assessment. There were then 2 VR exposures, approximately 1 week apart (Sessions 2‐3), and follow-ups at 1 week (Session 4) and approximately 2 weeks (Session 5) after the final VR exposure. Outcomes included subjective age, awareness of age-related change, World Health Organization–Five Well-Being Index, Trail Making Test performance, and physical functioning (eg, grip strength). Results: A hierarchical Bayesian analysis revealed that 1 week after the final VR exposure, those in the Young Self condition demonstrated lower subjective age than those in the Current Self condition (prob=.95). They had higher awareness of positive age-related change (prob=.89) and a higher score on the World Health Organization–Five Well-Being Index (prob=.84). Moreover, with respect to performance variables, they took less time to trace a trail (prob≥.99), made fewer mistakes in doing so (prob=.89), had greater right-hand (prob=.85) and left-hand (prob≥.99) grip strength. However, 2 weeks after their final VR exposure, these differences diminished apart from positive awareness of age-related change (prob=.82), trail-making mistakes (prob=.83), and left-hand grip strength (prob≥.99). Here, “prob” refers to posterior probability. Conclusions: The results demonstrate that even 2 short VR exposures, where people were embodied in their younger body and immersed in an iconic event from more than 50 years earlier, resulted in improvement in some age-related responses. This is encouraging for further research with more extensive VR experiences over a longer time period.
- 22 April 2026
- Published by JMIR Publications Inc. in JMIR Formative Research
- Vol. 10 (1) , e88338
Open AccessCounterclockwise Virtual Reality–Based Embodiment of a Younger Self and Revisit of a Past Iconic Event in Older Adults: Between-Groups Study of Cognitive and Physical Performance
Background: The original counterclockwise study carried out in the late 1970s provided an extreme example of “reminiscence therapy,” reporting improvements in older adults’ cognitive and physical functioning after they had lived for 5 days in a house set up as if decades earlier (the 1950s). We tested a virtual reality (VR) analog of this approach, enhanced by embodying participants in a virtual body that looked like themselves at the corresponding younger age. Objective: This study aimed to examine whether brief VR exposures combining (1) embodiment in a virtual body as one’s younger self and (2) immersion in an iconic past event improve age-related subjective and performance outcomes compared with a current-self VR control condition. Methods: We carried out a between-groups study with 23 healthy older adults (aged 65‐85 years; mean age 71.2, SD 4.03 years). Participants were randomly allocated to either a Young Self condition (n=11; mean 72.3, SD 4.17), where they were embodied in a virtual body that looked like themselves from the 1960s, or in a Current Self control condition (n=12; mean 70.1, SD 3.75), where participants were embodied in their current body. There were 5 sessions. In Session 1, participants completed a baseline assessment. There were then 2 VR exposures, approximately 1 week apart (Sessions 2‐3), and follow-ups at 1 week (Session 4) and approximately 2 weeks (Session 5) after the final VR exposure. Outcomes included subjective age, awareness of age-related change, World Health Organization–Five Well-Being Index, Trail Making Test performance, and physical functioning (eg, grip strength). Results: A hierarchical Bayesian analysis revealed that 1 week after the final VR exposure, those in the Young Self condition demonstrated lower subjective age than those in the Current Self condition (prob=.95). They had higher awareness of positive age-related change (prob=.89) and a higher score on the World Health Organization–Five Well-Being Index (prob=.84). Moreover, with respect to performance variables, they took less time to trace a trail (prob≥.99), made fewer mistakes in doing so (prob=.89), had greater right-hand (prob=.85) and left-hand (prob≥.99) grip strength. However, 2 weeks after their final VR exposure, these differences diminished apart from positive awareness of age-related change (prob=.82), trail-making mistakes (prob=.83), and left-hand grip strength (prob≥.99). Here, “prob” refers to posterior probability. Conclusions: The results demonstrate that even 2 short VR exposures, where people were embodied in their younger body and immersed in an iconic event from more than 50 years earlier, resulted in improvement in some age-related responses. This is encouraging for further research with more extensive VR experiences over a longer time period.
- 30 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (5) , 3583-3593
Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds
Rule-breaking behaviors, such as jaywalking or skipping queues, are common in crowds but difficult to study in real-world settings due to limited control and observability. Virtual reality (VR) provides a controlled alternative, but its validity depends on whether VRelicits realistic rule-breaking behavior. We conducted a VR study with 65 participants navigating a virtual city with four scenarios differing in social norms: walking on grass, crossing outside a crosswalk, jaywalking at a red light, and skipping a line. In each scenario, the proportion of rule-breaking virtual characters was manipulated (0%, 25%, 50%). Participants' movements and gaze were recorded to assess behavior and attention. Results showed higher rule-breaking as the number of violators increased, except in the low-stakes crossing scenario. Rule-breakers attended more to violating characters, whereas rule-followers focused on compliant ones. Participants cited efficiency, safety, and social norms as key factors guiding their decisions. Overall, VR reproduced natural patterns of social compliance and noncompliance, supporting its use for studying rule-breaking and applications in crowd simulation, urban design, safety training, and immersive media.
- 30 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (5) , 3583-3593
Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds
Rule-breaking behaviors, such as jaywalking or skipping queues, are common in crowds but difficult to study in real-world settings due to limited control and observability. Virtual reality (VR) provides a controlled alternative, but its validity depends on whether VRelicits realistic rule-breaking behavior. We conducted a VR study with 65 participants navigating a virtual city with four scenarios differing in social norms: walking on grass, crossing outside a crosswalk, jaywalking at a red light, and skipping a line. In each scenario, the proportion of rule-breaking virtual characters was manipulated (0%, 25%, 50%). Participants' movements and gaze were recorded to assess behavior and attention. Results showed higher rule-breaking as the number of violators increased, except in the low-stakes crossing scenario. Rule-breakers attended more to violating characters, whereas rule-followers focused on compliant ones. Participants cited efficiency, safety, and social norms as key factors guiding their decisions. Overall, VR reproduced natural patterns of social compliance and noncompliance, supporting its use for studying rule-breaking and applications in crowd simulation, urban design, safety training, and immersive media.
- Open Access
- 10 November 2025
- Published by Association for Computing Machinery (ACM)
- p. 464-466
Enhancing Observational Learning of Full-Body Movements in Sports via Synchronized Visuo-Motor and Visuo-Tactile Stimuli
- 10 November 2025
- Published by Association for Computing Machinery (ACM)
- p. 464-466
Open AccessEnhancing Observational Learning of Full-Body Movements in Sports via Synchronized Visuo-Motor and Visuo-Tactile Stimuli
- Open Access
- 7 July 2025
- Published by Elsevier in Computers & Graphics
- Vol. 131
Social crowd simulation: Improving realism with social rules and gaze behavior
- 7 July 2025
- Published by Elsevier in Computers & Graphics
- Vol. 131
Open AccessSocial crowd simulation: Improving realism with social rules and gaze behavior
- Open Access
- 21 November 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Social Crowd Simulation: Improving Realism with Social Rules and Gaze Behavior
This paper proposes a novel approach to enhance the realism of a rule-based crowd simulation model by incorporating social rules and gaze-driven attention with consistent animations. Current crowd simulation models focus mostly on steering towards a goal while avoiding collision based on the agent’s direction of movement. This leads to robot-like simulations since agents’ appear to always have their attention perfectly aligned with the direction of movement. In the real world we observe that humans move in a crowd performing collision avoidance driven by attention, gaze, and non-verbal coordination with incoming traffic. In addition, humans exhibit different steering strategies based on whether they walk alone or in a group, whether they can look ahead and plan their best local movement, or react more abruptly because their gaze diverts from their direction of movement. Human gaze can be driven by movement but also by distractions such as being engaged in conversation with other people or using mobile phones. These human features are overlooked in crowd simulation leading often to perfectly smooth local movements of individuals. Our proposed method enhances existing crowd simulation frameworks by integrating social behavior models that affect both individual and collective dynamics, and drives gaze behavior to better simulate attention. By applying these models at both the steering and animation levels, we significantly improve the realism of the crowd simulation. A user study shows that our model was perceived as being more realistic and consistent with social behaviors when compared to a more traditional collision avoidance with just locomotion or with random animations.
- 21 November 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessSocial Crowd Simulation: Improving Realism with Social Rules and Gaze Behavior
This paper proposes a novel approach to enhance the realism of a rule-based crowd simulation model by incorporating social rules and gaze-driven attention with consistent animations. Current crowd simulation models focus mostly on steering towards a goal while avoiding collision based on the agent’s direction of movement. This leads to robot-like simulations since agents’ appear to always have their attention perfectly aligned with the direction of movement. In the real world we observe that humans move in a crowd performing collision avoidance driven by attention, gaze, and non-verbal coordination with incoming traffic. In addition, humans exhibit different steering strategies based on whether they walk alone or in a group, whether they can look ahead and plan their best local movement, or react more abruptly because their gaze diverts from their direction of movement. Human gaze can be driven by movement but also by distractions such as being engaged in conversation with other people or using mobile phones. These human features are overlooked in crowd simulation leading often to perfectly smooth local movements of individuals. Our proposed method enhances existing crowd simulation frameworks by integrating social behavior models that affect both individual and collective dynamics, and drives gaze behavior to better simulate attention. By applying these models at both the steering and animation levels, we significantly improve the realism of the crowd simulation. A user study shows that our model was perceived as being more realistic and consistent with social behaviors when compared to a more traditional collision avoidance with just locomotion or with random animations.
- Open Access
- 6 December 2022
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Investigating the Effects of Synchronized Visuo-Tactile Stimuli for Inducing Kinesthetic Illusion in Observational Learning of Whole-Body Movements
Skill improvement in sports is an essential factor in keeping the motivation to continue. Previous studies showed that kinesthetic illusion enhances observational learning. However, such studies have only dealt with the learning of movements using a single part of the body, and whether kinesthetic illusion can be induced in observational learning of whole-body movements has not been clarified. In this study, we conducted an experiment involving human subjects and confirmed that synchronized visuo-tactile stimuli can induce kinesthetic illusion even in whole-body movements. Moreover, we also demonstrated a complete mediation model in which the synchronization of visuo-tactile stimuli influences kinesthetic illusion mediated by body ownership.
- 6 December 2022
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Open AccessInvestigating the Effects of Synchronized Visuo-Tactile Stimuli for Inducing Kinesthetic Illusion in Observational Learning of Whole-Body Movements
Skill improvement in sports is an essential factor in keeping the motivation to continue. Previous studies showed that kinesthetic illusion enhances observational learning. However, such studies have only dealt with the learning of movements using a single part of the body, and whether kinesthetic illusion can be induced in observational learning of whole-body movements has not been clarified. In this study, we conducted an experiment involving human subjects and confirmed that synchronized visuo-tactile stimuli can induce kinesthetic illusion even in whole-body movements. Moreover, we also demonstrated a complete mediation model in which the synchronization of visuo-tactile stimuli influences kinesthetic illusion mediated by body ownership.