VLDB 2026 Research / reviewers in the wild / expert
Jotaro Shigeyama
dblp:211/1518
· DBLP profile ↗
7ranked-venue papers
1as first author
3since 2021 · last 2022
0000-0002-4761-681XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7 · 1 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | FoolProofJoint: Reducing Assembly Errors of Laser Cut 3D Models by Means of Custom Joint PatternsabstractWe present FoolProofJoint, a software tool that simplifies the assembly of laser-cut 3D models and reduces the risk of erroneous assembly. FoolProofJoint achieves this by modifying finger joint patterns. Wherever possible, FoolProofJoint makes similar looking pieces fully interchangeable, thereby speeding up the user's visual search for a matching piece. When that is not possible, FoolProofJoint gives finger joints a unique pattern of individual finger placements so as to fit only with the correct piece, thereby preventing erroneous assembly. In our benchmark set of 217 laser-cut 3D models downloaded from kyub.com, FoolProofJoint made groups of similar looking pieces fully interchangeable for 65% of all groups of similar pieces; FoolProofJoint fully prevented assembly mistakes for 97% of all models. Keun-Woo Park, Conrad Lempert, Muhammad Abdullah 0002, Shohei Katakura, Jotaro Shigeyama, Thijs Roumen, Patrick Baudisch |
CHI | 5 |
| 2021 | FastForce: Real-Time Reinforcement of Laser-Cut StructuresabstractWe present fastForce, a software tool that detects structural flaws in laser cut 3D models and fixes them by introducing additional plates into the model, thereby making models up to 52x stronger. By focusing on a specific type of structural issue, i.e., poorly connected sub-structures in closed box structures, fastForce achieves real-time performance (106x faster than finite element analysis, in the specific case of the wheelbarrow from Figure 1). This allows fastForce to fix structural issues continuously in the background, while users stay focused on editing their models and without ever becoming aware of any structural issues. Muhammad Abdullah 0002, Martin Taraz, Yannis Kommana, Shohei Katakura, Robert Kovacs, Jotaro Shigeyama, Thijs Roumen, Patrick Baudisch |
CHI | 6 |
| 2021 | Trusscillator: a System for Fabricating Human-Scale Human-Powered Oscillating DevicesabstractTrusscillator is an end-to-end system that allows non-engineers to create human-scale human-powered devices that perform oscillatory movements, such as playground equipment, workout devices, and interactive kinetic installations. While recent research has been focusing on generating mechanisms that produce specific movement-path, without considering the required energy for the motion (kinematic approach), Trusscillator supports users in designing mechanisms that recycle energy in the system in the form of oscillating mechanisms (dynamic approach), specifically with the help of coil-springs. The presented system features a novel set of tools tailored for designing the dynamic experience of the motion. These tools allow designers to focus on user experience-specific aspects, such as motion range, tempo, and effort while abstracting away the underlying technicalities of eigenfrequencies, spring constants, and energy. Since the forces involved in the resulting devices can be high, Trusscillator helps users to fabricate from steel by picking out appropriate steal springs, generating part lists, and producing stencils and welding jigs that help weld with precision. To validate our system, we designed, built, and tested a series of unique playground equipment featuring 2-4 degrees of movement. Robert Kovacs, Lukas Rambold, Lukas Fritzsche, Dominik Meier, Jotaro Shigeyama, Shohei Katakura, Ran Zhang 0007, Patrick Baudisch |
UIST | 5 |
| 2020 | Kerf-Canceling Mechanisms: Making Laser-Cut Mechanisms Operate across Different Laser CuttersabstractGetting laser-cut mechanisms, such as those in micro-scopes, robots, vehicles, etc., to work, requires all their components to be dimensioned precisely. This precision, however, tends to be lost when fabricating on a differ-ent laser cutter, as it is likely to remove more or less mate-rial (aka 'kerf'). We address this with what we call kerf-canceling mechanisms. Kerf-canceling mechanisms replace laser-cut bearings, sliders, gear pairs, etc. Unlike their tradi-tional counterparts, however, they keep working when manufactured on a different laser cutter and/or with different kerf. Kerf-canceling mechanisms achieve this by adding an additional wedge element per mechanism. We have created a software tool KerfCanceler that locates traditional mecha-nisms in cutting plans and replaces them with their kerf-canceling counterparts. We evaluated our tool by converting 17 models found online to kerf-invariant models; we evaluated kerf-canceling bearings by testing with kerf values ranging from 0mm and 0.5mm and find that they perform reliably independent of this kerf. Thijs Roumen, Ingo Apel, Jotaro Shigeyama, Muhammad Abdullah 0002, Patrick Baudisch |
UIST | 3 |
| 2019 | Transcalibur: A Weight Shifting Virtual Reality Controller for 2D Shape Rendering based on Computational Perception ModelabstractHumans can estimate the shape of a wielded object through the illusory feeling of the mass properties of the object obtained using their hands. Even though the shape of hand-held objects influences immersion and realism in virtual reality (VR), it is difficult to design VR controllers for rendering desired shapes according to the perceptions derived from the illusory effects of mass properties and shape perception. We propose Transcalibur, which is a hand-held VR controller that can render a 2D shape by changing its mass properties on a 2D planar area. We built a computational perception model using a data-driven approach from the collected data pairs of mass properties and perceived shapes. This enables Transcalibur to easily and effectively provide convincing shape perception based on complex illusory effects. Our user study showed that the system succeeded in providing the perception of various desired shapes in a virtual environment. Jotaro Shigeyama, Takeru Hashimoto, Shigeo Yoshida, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose |
CHI | 1 |
| 2019 | SpringFit: Joints and Mounts that Fabricate on Any Laser CutterabstractJoints are crucial to laser cutting as they allow making three-dimensional objects; mounts are crucial because they allow embedding technical components, such as motors. Unfortunately, mounts and joints tend to fail when trying to fabricate a model on a different laser cutter or from a different material. The reason for this lies in the way mounts and joints hold objects in place, which is by forc-ing them into slightly smaller openings. Such "press fit" mechanisms unfortunately are susceptible to the small changes in diameter that occur when switching to a ma-chine that removes more or less material ("kerf"), as well as to changes in stiffness, as they occur when switching to a different material. We present a software tool called springFit that resolves this problem by replacing the problematic press fit-based mounts and joints with what we call canti¬lever-based mounts and joints. A cantilever spring is simply a long thin piece of material that pushes against the object to be held. Unlike press fits, cantilever springs are robust against variations in kerf and material; they can even handle very high variations, simply by using longer springs. SpringFit converts models in the form of 2D cutting plans by replacing all contained mounts, notch joints, finger joints, and t-joints. In our technical evaluation, we used springFit to convert 14 models downloaded from the web. Thijs Roumen, Jotaro Shigeyama, Julius Cosmo Romeo Rudolph, Felix Grzelka, Patrick Baudisch |
UIST | 2 |
| 2018 | DualPanto: A Haptic Device that Enables Blind Users to Continuously Interact with Virtual WorldsabstractWe present a new haptic device that enables blind users to continuously interact with spatial virtual environments that contain moving objects, as is the case in sports or shooter games. Users interact with DualPanto by operating the me handle with one hand and by holding on to the it handle with the other hand. Each handle is connected to a pantograph haptic input/output device. The key feature is that the two handles are spatially registered with respect to each other. When guiding their avatar through a virtual world using the me handle, spatial registration enables users to track moving objects by having the device guide the output hand. This allows blind players of a 1-on-1 soccer game to race for the ball or evade an opponent; it allows blind players of a shooter game to aim at an opponent and dodge shots. In our user study, blind participants reported very high enjoyment when using the device to play (6.5/7). Oliver Schneider 0006, Jotaro Shigeyama, Robert Kovacs, Thijs Roumen, Sebastian Marwecki, Nico Boeckhoff, Daniel Amadeus Gloeckner, Jonas Bounama, Patrick Baudisch |
UIST | 2 |