Akifumi Takahashi

dblp:203/6367 · DBLP profile ↗
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6ranked-venue papers
4as first author
4since 2021 · last 2025
0000-0002-7804-6645ORCID · verified

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

Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 1 since 2021
YearPublicationVenuePosition
2025 Enhancing Pseudo-Haptics on the Hand by Viewpoint Shifts in VR
abstract
We present a pseudo-haptic technique that modulates perceived weight in full-body virtual reality by jointly scaling virtual-hand motion and user viewpoint. Unlike prior study that manipulates the hand alone, our method leverages visual self-motion cues, extending pseudo-haptics beyond seated interactions. A threshold study isolated perceptually salient gains, and a within-subjects lifting experiment ($N=23$) crossed the two factors. Both manipulations significantly modulated perceived weight ratings ($p<.001$), and their effects combined additively. However, presence ratings declined specifically under conditions designed to produce strong lightness illusions-namely, when the virtual hand moved more than its real-world counterpart, while the virtual viewpoint moved less ($p_{\text {Holm }}<.05$). In contrast, when the virtual hand moved more slowly or matched the real hand's motion, manipulating the virtual viewpoint had relatively little impact on presence, which remained stable. Hand scaling thus serves as a low-cost primary cue and viewpoint manipulation as a complementary channel for modulating the perceived weight without sacrificing presence. The technique provides actionable guidance for VR training, rehabilitation, and exergames that demand convincing sensations of physical effort.
Riku Watanabe, Mitsuru Ito, Akifumi Takahashi, Tomohiro Amemiya, Yuki Ban
ISMAR3
2024 Can a Smartwatch Move Your Fingers? Compact and Practical Electrical Muscle Stimulation in a Smartwatch
abstract
Smartwatches gained popularity in the mainstream, making them into today’s de-facto wearables. Despite advancements in sensing, haptics on smartwatches is still restricted to tactile feedback (e.g., vibration). Most smartwatch-sized actuators cannot render strong force-feedback. Simultaneously, electrical muscle stimulation (EMS) promises compact force-feedback but, to actuate fingers requires users to wear many electrodes on their forearms. While forearm electrodes provide good accuracy, they detract EMS from being a practical force-feedback interface. To address this, we propose moving the electrodes to the wrist—conveniently packing them in the backside of a smartwatch. In our first study, we found that by cross-sectionally stimulating the wrist in 1,728 trials, we can actuate thumb extension, index extension & flexion, middle flexion, pinky flexion, and wrist flexion. Following, we engineered a compact EMS that integrates directly into a smartwatch’s wristband (with a custom stimulator, electrodes, demultiplexers, and communication). In our second study, we found that participants could calibrate our device by themselves <?TeX $\sim 50 \%$?> Math 1 faster than with conventional EMS. Furthermore, all participants preferred the experience of this device, especially for its social acceptability & practicality. We believe that our approach opens new applications for smartwatch-based interactions, such as haptic assistance during everyday tasks.
Akifumi Takahashi, Yudai Tanaka, Archit Tamhane, Alan Shen, Shan-Yuan Teng, Pedro Lopes 0001
UIST1
2023 Interactive Benefits from Switching Electrical to Magnetic Muscle Stimulation
abstract
Electrical muscle stimulation (EMS) became a popular method for force-feedback without mechanical-actuators. While much has been written about the advantages of EMS, not much work has investigated circumventing its key limitations: (1) as impulses traverse the skin, they cause an uncomfortable “tingling”; (2) impulses are delivered via gelled-electrodes, which not only require direct skin contact (must be worn under clothes); but, also (3) dry up after a few hours. To tackle these, we explore switching from electrical to magnetic muscle stimulation (MMS), via electromagnetic fields generated by coils. The first advantage is that MMS coils do not require direct skin contact and can actuate up to 5 cm away (Study#1)—this enables applications not possible with EMS, such as stimulation over the clothes and without ever replacing electrodes. Second, and more important, MMS results in ∼50 % less discomfort caused by tingling than EMS (Study#2). We found that reducing this tingling discomfort has two downstream effects for interactive systems: (1) participants rated MMS force-feedback as more realistic than that of EMS (Study#3); and (2) participants could more accurately perceive the pose actuated by the interactive system (Study#4). Finally, we demonstrated applications where our proposed switch from EMS to MMS improves user experience, including for VR feedback, gaming, and pose-control.
Yudai Tanaka, Akifumi Takahashi, Pedro Lopes 0001
UIST2
2021 Increasing Electrical Muscle Stimulation's Dexterity by means of Back of the Hand Actuation
abstract
We propose a technique that allows an unprecedented level of dexterity in electrical muscle stimulation (EMS), i.e., it allows interactive EMS-based devices to flex the user's fingers independently of each other. EMS is a promising technique for force feedback because of its small form factor when compared to mechanical actuators. However, the current EMS approach to flexing the user's fingers (i.e., attaching electrodes to the base of the forearm, where finger muscles anchor) is limited by its inability to flex a target finger's metacarpophalangeal (MCP) joint independently of the other fingers. In other words, current EMS devices cannot flex one finger alone, they always induce unwanted actuation to adjacent fingers. To tackle the lack of dexterity, we propose and validate a new electrode layout that places the electrodes on the back of the hand, where they stimulate the interossei/lumbricals muscles in the palm, which have never received attention with regards to EMS. In our user study, we found that our technique offers four key benefits when compared to existing EMS electrode layouts: our technique (1) flexes all four fingers around the MCP joint more independently; (2) has less unwanted flexion of other joints (such as the proximal interphalangeal joint); (3) is more robust to wrist rotations; and (4) reduces calibration time. Therefore, our EMS technique enables applications for interactive EMS systems that require a level of flexion dexterity not available until now. We demonstrate the improved dexterity with four example applications: three musical instrumental tutorials (piano, drum, and guitar) and a VR application that renders force feedback in individual fingers while manipulating a yo-yo.
Akifumi Takahashi, Jas Brooks, Hiroyuki Kajimoto, Pedro Lopes 0001
CHI1
2019 Haptic interface using tendon electrical stimulation with consideration of multimodal presentation
abstract
Background Our previous studies have shown that electrical stimulation from the skin surface to the tendon region (Tendon Electrical Stimulation: TES) can elicit a force sensation, and adjusting the current parameters can control the amount of the sensation. TES is thought to present a proprioceptive force sensation by stimulating receptors or sensory nerves responsible for recognizing the magnitude of the muscle contraction existing inside the tendon, so it can be a proprioceptive module of a small-size, low-cost force feedback device. But there is also suspect that TES presents only strong, noisy skin sensation. From previous study, it was found that TES has some limitation on varying sensations. Methods In this study, in addition to characterizing the proprioceptive sensation induced by TES, we constructed a multimodal presentation system reproducing a situation in which force is applied to the hand was offered, so as to investigate whether TES contributed to the reproduction of haptics cooperating with other modalities, rather than disturbing them. Specifically, we used vibration to present a cutaneous sensation and a visual head mounted display (HMD) system to present simultaneous images. Using this system, we also evaluated the efficacy of TES itself and that of the multimodal system involving TES. Results We found that TES, along with visual and vibration stimulation, contributed to the perception of a certain force. Conclusions Thus, TES appears to be an effective component of multimodal force sense presentation systems.
Akifumi Takahashi, Kenta Tanabe, Hiroyuki Kajimoto
Virtual Real. Intell. Hardw.1
2018 Investigation on the cutaneous/proprioceptive contribution to the force sensation induced by electrical stimulation above tendon
abstract
A method to present force sensation based on electrical stimulation to the tendon has been suggested, and the occurrence of the sensation was considered due to the contribution of proprioceptors such as Golgi tendon organs. However, there was no clear evidence about the contributing receptors and because the method uses percutaneous electrical stimulation, there are other candidates, the cutaneous receptors. In this paper, we conducted experiments to determine whether the force sensation generated by this method is due to cutaneous sensation or proprioception, by changing the effective depth of electrical stimulation with electrodes spacing. As a result, it was shown that when the electrical stimulation could reach to deep tissue receptors, the force sensation was felt clearer, suggesting possible contribution of the proprioceptor.
Akifumi Takahashi, Kenta Tanabe, Hiroyuki Kajimoto
VRST1