Shuto Takashita

dblp:361/4859 · DBLP profile ↗
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4ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0001-6291-0673ORCID · verified

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

Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 4 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
4 papers
Human-robot interaction · 55% Collaborative and social computing · 18% Haptics and multimodal interaction · 16%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Network and information security
1 paper
Usable security · 100%

Topics — the 7 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
avatar embodiment
1.012026
Escape From Human: An Interview Study of Social VR Players Practicing Self-Expression Through Avatars that Self-Identify as "Non-Human" · CHI 2026
Human-robot interaction › multi-robot systems › spatial formation
proxemics
1.012026
SRL Proxemics: Spatial Guidelines for Supernumerary Robotic Limbs in Near-Body Interactions · CHI 2026
Collaborative and social computing › collaborative virtual environments
social virtual reality
1.012026
Escape From Human: An Interview Study of Social VR Players Practicing Self-Expression Through Avatars that Self-Identify as "Non-Human" · CHI 2026
Human-robot interaction › physical human-robot interaction
supernumerary robotic limbs
1.012026
SRL Proxemics: Spatial Guidelines for Supernumerary Robotic Limbs in Near-Body Interactions · CHI 2026
Haptics and multimodal interaction › sensory feedback
proprioceptive feedback
0.912025
Imaginary Joint: Proprioceptive Feedback for Virtual Body Extensions via Skin Stretch · UIST 2025
Interaction techniques and input › post-WIMP interaction
embodied interaction
0.312026
SRL Proxemics: Spatial Guidelines for Supernumerary Robotic Limbs in Near-Body Interactions · CHI 2026
Human-robot interaction
motion retargeting
0.212024
Embodied Tentacle: Mapping Design to Control of Non-Analogous Body Parts with the Human Body · CHI 2024

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

interview study · 3.0user study · 1.5subjective evaluation · 1.5wizard-of-oz study · 1.0think-aloud · 1.0physiological signals · 1.0skin stretch stimulation · 0.9
YearPublicationVenuePosition
2026 Escape From Human: An Interview Study of Social VR Players Practicing Self-Expression Through Avatars that Self-Identify as "Non-Human"
abstract
In social virtual reality (VR) platforms, players can embody “non-human” avatars, which are representations whose appearance or skeletal structure diverge from typical human characteristics. This capability fosters the emergence of distinctive cultures of social interaction. This paper reports on interviews with users who employ such avatars, investigating (1) motivations for their adoption, (2) their impact on social interactions, and (3) challenges encountered when employing them in social contexts. Our findings reveal that users adopt “non-human” avatars both to escape the expectations and norms associated with the human body—thereby enabling more relaxed social communication—and to gain access to new forms of embodied experience and creative self-expression. The study also provides empirical evidence and discussion on the cultures of social interaction mediated by alternative embodiments, changes in bodily perception resulting from prolonged use, functional and social challenges related to avatar use, and the design strategies and etiquette practices developed to overcome them.
Shuto Takashita, Yuji Hatada, Takuji Narumi, Masahiko Inami
CHI1
2026 SRL Proxemics: Spatial Guidelines for Supernumerary Robotic Limbs in Near-Body Interactions
abstract
Wearable supernumerary robotic limbs (SRLs) sit at the intersection of human augmentation and embodied AI, promising to function as extensions of the human body. However, their movements within the intimate near-body space raise unresolved challenges for perceived safety, user control, and trust. In this paper, we present results from a Wizard-of-Oz study (n=18), where participants completed near-body collaboration tasks with SRLs to explore these challenges. We collected qualitative data through think-aloud protocols and semi-structured interviews, complemented by physiological signals and post-task ratings. Findings indicate that greater autonomy did not inherently enhance perceived safety or trust. Instead, participants identified near-body zones and paired them with clear coordination rules. They also expressed expectations for how different arm components should behave, shaping preferences around autonomy, perceived safety, and trust. Building on these insights, we introduce SRL Proxemics, a zone- and segment-level design framework showing that autonomy is not monolithic: perceived safety hinges on spatially calibrated, legible behaviors, not on autonomy level alone.
Chia-An Fan, Yihao Dong, Shuto Takashita, Masahiko Inami, Zhanna Sarsenbayeva, Anusha Withana
CHI4
2025 Imaginary Joint: Proprioceptive Feedback for Virtual Body Extensions via Skin Stretch
Shuto Takashita, Jürgen Steimle, Masahiko Inami
UIST1
2024 Embodied Tentacle: Mapping Design to Control of Non-Analogous Body Parts with the Human Body
abstract
Manipulating a non-humanoid body using a mapping approach that translates human body activity into different structural movements enables users to perform tasks that are difficult with their innate bodies. However, a key challenge is how to design an effective mapping to control non-analogous body parts with the human body. To address this challenge, we designed an articulated virtual arm and investigated the effect of mapping methods on a user’s manipulation experience. Specifically, we developed an unbranched 12-joint virtual arm with an octopus-like appearance. Using this arm, we conducted a user study to compare the effects of several mapping methods with different arrangements on task performance and subjective evaluations of embodiment and user preference. As a result, we identified three important factors in mapping: “Visual and Configurational Similarity”, “Kinematics Suitability for the User”, and “Correspondence with Everyday Actions.” Based on these findings, we discuss a mapping design for non-humanoid body manipulation.
Shuto Takashita, Ken Arai, Hiroto Saito, Michiteru Kitazaki, Masahiko Inami
CHI1