Mose Sakashita

dblp:185/9944 · DBLP profile ↗
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12ranked-venue papers
5as first author
8since 2021 · last 2026
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 12 · 5 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Evolving Enactions of Expertise: Software Engineers' Evaluation and Demonstration of Coding Expertise with AI Coding Assistants
abstract
AI coding assistants are changing how software engineers engage in coding work. This shift raises a key question: does the changing of coding work also alter how software engineers evaluate and demonstrate coding expertise? We explore this question through a simulated live coding interview involving two software engineers, one as evaluator and the other as candidate, with AI tools allowed. Participants continued to rely on familiar criteria but adjusted the evidence they sought, as AI assistants both introduced new forms of demonstrating expertise and obscured some established workflows. The importance of these evolving enactions varied with evaluators’ emphasis on implementation versus planning. Lacking a clear link to expertise, heightened productivity expectations created additional tensions around these evolving enactions. We conclude by discussing how extended enactions can be supported through AI-focused tools and training, and how tensions between diminished enactions and productivity call for collaborative attention.
Yeonju Jang, Mose Sakashita, Koichiro Niinuma, Aakar Gupta
CHI2
2024 EchoWrist: Continuous Hand Pose Tracking and Hand-Object Interaction Recognition Using Low-Power Active Acoustic Sensing On a Wristband
abstract
Our hands serve as a fundamental means of interaction with the world around us. Therefore, understanding hand poses and interaction contexts is critical for human-computer interaction (HCI). We present EchoWrist, a low-power wristband that continuously estimates 3D hand poses and recognizes hand-object interactions using active acoustic sensing. EchoWrist is equipped with two speakers emitting inaudible sound waves toward the hand. These sound waves interact with the hand and its surroundings through reflections and diffractions, carrying rich information about the hand’s shape and the objects it interacts with. The information captured by the two microphones goes through a deep learning inference system that recovers hand poses and identifies various everyday hand activities. Results from the two 12-participant user studies show that EchoWrist is effective and efficient at tracking 3D hand poses and recognizing hand-object interactions. Operating at 57.9 mW, EchoWrist can continuously reconstruct 20 3D hand joints with MJEDE of 4.81 mm and recognize 12 naturalistic hand-object interactions with 97.6% accuracy.
Chi-Jung Lee, Devansh Agarwal, Tianhong Catherine Yu, Vipin Gunda, Oliver Lopez, James Kim, Sicheng Yin, Boao Dong, Ke Li 0013, Mose Sakashita, François Guimbretière, Cheng Zhang 0022
CHI11
2024 EyeEcho: Continuous and Low-power Facial Expression Tracking on Glasses
abstract
In this paper, we introduce EyeEcho, a minimally-obtrusive acoustic sensing system designed to enable glasses to continuously monitor facial expressions. It utilizes two pairs of speakers and microphones mounted on glasses, to emit encoded inaudible acoustic signals directed towards the face, capturing subtle skin deformations associated with facial expressions. The reflected signals are processed through a customized machine-learning pipeline to estimate full facial movements. EyeEcho samples at 83.3 Hz with a relatively low power consumption of 167mW. Our user study involving 12 participants demonstrates that, with just four minutes of training data, EyeEcho achieves highly accurate tracking performance across different real-world scenarios, including sitting, walking, and after remounting the devices. Additionally, a semi-in-the-wild study involving 10 participants further validates EyeEcho’s performance in naturalistic scenarios while participants engage in various daily activities. Finally, we showcase EyeEcho’s potential to be deployed on a commercial-off-the-shelf (COTS) smartphone, offering real-time facial expression tracking.
Ke Li 0013, Boao Chen, Mose Sakashita, François Guimbretière, Cheng Zhang 0022
CHI5
2024 SharedNeRF: Leveraging Photorealistic and View-dependent Rendering for Real-time and Remote Collaboration
abstract
Collaborating around physical objects necessitates examining different aspects of design or hardware in detail when reviewing or inspecting physical artifacts or prototypes. When collaborators are remote, coordinating the sharing of views of their physical environment becomes challenging. Video-conferencing tools often do not provide the desired viewpoints for a remote viewer. While RGB-D cameras offer 3D views, they lack the necessary fidelity. We introduce SharedNeRF, designed to enhance synchronous remote collaboration by leveraging the photorealistic and view-dependent nature of Neural Radiance Field (NeRF). The system complements the higher visual quality of the NeRF rendering with the instantaneity of a point cloud and combines them through carefully accommodating the dynamic elements within the shared space, such as hand gestures and moving objects. The system employs a head-mounted camera for data collection, creating a volumetric task space on the fly and updating it as the task space changes. In our preliminary study, participants successfully completed a flower arrangement task, benefiting from SharedNeRF’s ability to render the space in high fidelity from various viewpoints.
Mose Sakashita, Balasaravanan Thoravi Kumaravel, Nicolai Marquardt, Andrew D. Wilson
CHI1
2023 ReMotion: Supporting Remote Collaboration in Open Space with Automatic Robotic Embodiment
abstract
Design activities, such as brainstorming or critique, often take place in open spaces combining whiteboards and tables to present artefacts. In co-located settings, peripheral awareness enables participants to understand each other’s locus of attention with ease. However, these spatial cues are mostly lost while using videoconferencing tools. Telepresence robots could bring back a sense of presence, but controlling them is distracting. To address this problem, we present ReMotion, a fully automatic robotic proxy designed to explore a new way of supporting non-collocated open-space design activities. ReMotion combines a commodity body tracker (Kinect) to capture a user’s location and orientation over a wide area with a minimally invasive wearable system (NeckFace) to capture facial expressions. Due to its omnidirectional platform, ReMotion embodiment can render a wide range of body movements. A formative evaluation indicated that our system enhances the sharing of attention and the sense of co-presence enabling seamless movement-in-space during a design review task.
Mose Sakashita, Michael Russo, Cheng Zhang 0022, Malte F. Jung, François Guimbretière
CHI1
2023 VRoxy: Enabling Remote Collaboration in Large Spaces Beyond Local Boundaries via a VR-Driven Robotic Proxy
abstract
Recent research in robotic proxies has demonstrated that one can automatically reproduce many non-verbal cues important in co-located collaboration. However, they often require a symmetrical hardware setup in each location. We present the VRoxy system, designed to enable access to remote spaces through a robotic embodiment, using a VR headset in a much smaller space, such as a personal office. VRoxy maps small movements in VR space to larger movements in the physical space of the robot, allowing the user to navigate large physical spaces easily. Using VRoxy, the VR user can quickly explore and navigate in a low-fidelity rendering of the remote space. Upon the robot’s arrival, the system uses the feed of a 360 camera to support real-time interactions. The system also facilitates various interaction modalities by rendering the micro-mobility around shared spaces, head and facial animations, and pointing gestures on the proxy. We demonstrate how our system can accommodate mapping multiple physical locations onto a unified virtual space. In a formative study, users could complete a design decision task where they navigated and collaborated in a complex 7.5m x 5m layout using a 3m x 2m VR space.
Mose Sakashita, Brandon J. Woodard, François Guimbretière
UIST1
2022 RemoteCoDe: Robotic Embodiment for Enhancing Peripheral Awareness in Remote Collaboration Tasks
abstract
Collaborative design activities are often centered around physical artifacts. Depending on the design activity, this can be the model of a building, paper crafts, carving artwork, or a new circuit to be debugged and evaluated. In a typical setting, collaborators are seated around a table and divide their attention between the design artifact under review, at least one laptop supporting measurements and information foraging, and of course their collaborators. Although these activities involve complex sets of tools and configurations, people can easily work together when they are present in the same space. This is because the physical presence of a partner affords peripheral awareness to inform where the partner's attention is and what they are doing. This peripheral awareness allows collaborators to coordinate actions and manage coupling to achieve a shared task. For example, it is quite easy to know when your partner switches their focus from a breadboard to you as a request to start a face to face discussion.
Mose Sakashita, Elizabeth Ricci, Jatin Arora 0009, François Guimbretière
Proc. ACM Hum. Comput. Interact.1
2021 Interactive Vignettes: Enabling Large-Scale Interactive HRI Research
abstract
We propose the use of interactive vignettes as an alternative to traditional text- and video-based vignettes for conducting large-scale Human-Robot Interaction (HRI) studies. Interactive vignettes maintain the advantages of traditional vignettes while offering additional affordances for participant interaction and data collection through interactive elements. We discuss the core affordances of interactive vignettes, including explorability, responsiveness, and non-linearity, and look into how these affordances can enable HRI research with more complex scenarios. To demonstrate the strength of the approach, we present a case study of our own research project with N=87 participants and show the data we collect through interactive vignettes. We suggest that the use of interactive vignettes can benefit HRI researchers in learning how participants interact with, respond to, and perceive a robot’s behavior in pre-defined scenarios.
Wen-Ying Lee, Mose Sakashita, Elizabeth Ricci, Houston Claure, François Guimbretière, Malte F. Jung
RO-MAN2
2020 Again, Together: Socially Reliving Virtual Reality Experiences When Separated
abstract
To share a virtual reality (VR) experience remotely together, users usually record videos from an individual's point of view and then co-watch these videos. However, co-watching recorded videos limits users to reliving their memories from the perspective from which the video was captured. In this paper, we describe ReliveInVR, a new time-machine-like VR experience sharing method. ReliveInVR allows multiple users to immerse themselves in the relived experience together and independently view the experience from any perspective. We conducted a 1x3 within-subject study with 26 dyads to compare ReliveInVR with (1) co-watching 360-degree videos on desktop, and (2) co-watching 360-degree videos in VR. Our results suggest that participants reported higher levels of immersion and social presence in ReliveInVR. Participants in ReliveInVR also understood the shared experience better, discovered unnoticed things together and found the sharing experience more fulfilling. We discuss the design implications for sharing VR experiences over time and space.
Cheng Yao Wang, Mose Sakashita, Upol Ehsan, Jingjin Li, Andrea Stevenson Won
CHI2
2019 RelivelnVR: Capturing and Reliving Virtual Reality Experiences Together
abstract
We present a new type of sharing VR experience over distance which allows people to relive their recorded experience in VR together. We describe a pilot study examining the user experience when people share their VR experience together remotely. Finally, we discuss the implications for sharing VR experiences over time and space.
Cheng Yao Wang, Mose Sakashita, Upol Ehsan, Jingjin Li, Andrea Stevenson Won
VR2
2017 You as a Puppet: Evaluation of Telepresence User Interface for Puppetry
abstract
We propose an immersive telepresence system for puppetry that transmits a human performer's body and facial movements into a puppet with audiovisual feedback to the performer. The cameras carried in place of puppet's eyes stream live video to the HMD worn by the performer, so that performers can see the images from the puppet's eyes with their own eyes and have a visual understanding of the puppet's ambience. In conventional methods to manipulate a puppet (a hand-puppet, a string-puppet, and a rod-puppet), there is a need to practice manipulating puppets, and there is difficulty carrying out interactions with the audience. Moreover, puppeteers must be positioned exactly where the puppet is. The proposed system addresses these issues by enabling a human performer to manipulate the puppet remotely using his or her body and facial movements. We conducted several user studies with both beginners and professional puppeteers. The results show that, unlike the conventional method, the proposed system facilitates the manipulation of puppets especially for beginners. Moreover, this system allows performers to enjoy puppetry and fascinate audiences.
Mose Sakashita, Tatsuya Minagawa, Amy Koike, Ippei Suzuki, Keisuke Kawahara, Yoichi Ochiai
UIST1
2016 Transformed Human Presence for Puppetry
abstract
We propose a system for transmitting a human performer's body and facial movements to a puppet with audiovisual feedback to the performer. The system consists of a head-mounted display (HMD) that shows the performer the video recording of the puppet's view, a microphone for voice capture, and photoreflectors for detecting the mouth movements of the human performer. In conventional puppetry, there is also the need for practice in the manipulation of the puppets to achieve good performance. The proposed telepresence system addresses these issues by enabling the human performer to manipulate the puppet through their own body and facial movements. The proposed system is expected to contribute to the development of new applications of puppetry and expand the interactivity of puppetry and the scope of entertainment.
Keisuke Kawahara, Mose Sakashita, Amy Koike, Ippei Suzuki, Kenta Suzuki, Yoichi Ochiai
ACE2