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Toshiro Kashiwagi

dblp:247/3861 · DBLP profile ↗
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2ranked-venue papers
2as first author
1since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 87% Immersive interaction · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › haptic feedback
passive haptic feedback
0.412019
Crystal Palace: Merging Virtual Objects and Physical Hand-held Tools · VR 2019
Haptics and multimodal interaction › haptic feedback
prop-based haptics
0.412019
Crystal Palace: Merging Virtual Objects and Physical Hand-held Tools · VR 2019
Immersive interaction
virtual reality interaction
0.112019
Crystal Palace: Merging Virtual Objects and Physical Hand-held Tools · VR 2019

Methods — techniques the papers use, named apart from their topics

spherical display · 0.4mixed reality · 0.4
YearPublicationVenuePosition
2025 Designing Physically Fiction: Suspension of Disbelief in Interaction with MR Environments
Toshiro Kashiwagi, Kumiyo Nakakoji
ICEC1
2019 Crystal Palace: Merging Virtual Objects and Physical Hand-held Tools
abstract
We developed a mixed-reality approach, called Crystal Palace, which provides prop-based passive haptic feedback for the 3DUI contest. In this system, we propose an interface of controlling virtual object with physical tools such as scissors, a spray and a screwdriver as game controllers. Our prop-based approach provides natural visual affordance and passive haptics by associating physical tools with various 3D tasks. Using 360 degrees spherical display, players will be able to use common real-world tools in an intuitive way to interact with 3D objects in a virtual escape room.
Toshiro Kashiwagi, Kaoru Sumi, Sidney S. Fels
VR1