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Takumi Kasai

dblp:63/6739 · DBLP profile ↗
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18ranked-venue papers
7as first author
1since 2021 · last 2021
—ORCID · none

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

Theory of computation · 15 · 7 first-authorApplied, interdisciplinary, general and emerging computing · 2Software engineering, systems software and programming languages · 1Human-computer interaction and ubiquitous computing · 1 · 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 · 44% Interaction techniques and input · 44% Ubiquitous computing and smart environments · 13%
Theoretical computer science
5 papers
Computational complexity · 69% Distributed computing theory · 10% Combinatorics and discrete mathematics · 10%

Topics — the 13 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
touch interaction
0.512021
Midair Balloon Interface: A Soft and Lightweight Midair Object for Proximate Interactions · UIST 2021
Computational complexity › computational models
nondeterministic turing machines
0.011986
A Note on some Simultaneous Relations among Time, Space, and Reversal for Single Work Tape Nondeterministic Turing Machines · Inf. Control. 1986
Computational complexity
time-space tradeoffs
0.011986
A Note on some Simultaneous Relations among Time, Space, and Reversal for Single Work Tape Nondeterministic Turing Machines · Inf. Control. 1986
Computational complexity › complexity measures
turing machine complexity
0.011986
A Note on some Simultaneous Relations among Time, Space, and Reversal for Single Work Tape Nondeterministic Turing Machines · Inf. Control. 1986
Combinatorics and discrete mathematics
combinatorial game
0.011984
Some Combinatorial Game Problems Require Omega(nk) Time · J. ACM 1984
Distributed computing theory › distributed complexity
time complexity lower bounds
0.011984
Some Combinatorial Game Problems Require Omega(nk) Time · J. ACM 1984
Computational complexity › space complexity
pebble game
0.021984
Classes of Pebble Games and Complete Problems · SIAM J. Comput. 1979
Some Combinatorial Game Problems Require Omega(nk) Time · J. ACM 1984
Computational complexity › complexity classes › PSPACE
PSPACE-completeness
0.011981
Low Level Complexity for Combinatorial Games · STOC 1981
Computational complexity › complexity classes
complete sets
0.011979
Classes of Pebble Games and Complete Problems · SIAM J. Comput. 1979
Computational complexity
game complexity
0.011979
Classes of Pebble Games and Complete Problems · SIAM J. Comput. 1979
Algorithmic game theory and mechanism design › game solving
winning strategies
0.011979
Classes of Pebble Games and Complete Problems · SIAM J. Comput. 1979
Automata and formal languages
turing machines
0.011986
A Note on some Simultaneous Relations among Time, Space, and Reversal for Single Work Tape Nondeterministic Turing Machines · Inf. Control. 1986
Automata and formal languages › formal grammars
context-free grammar
0.011975
A Universal Context-Free Grammar · Inf. Control. 1975

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

stereo camera tracking · 0.5amplitude-modulated ultrasound · 0.5airborne ultrasound phased array · 0.5multitape turing machine lower bound · 0.0diagonalization · 0.0reducibility · 0.0reduction · 0.0
YearPublicationVenuePosition
2021 Midair Balloon Interface: A Soft and Lightweight Midair Object for Proximate Interactions
abstract
This paper introduces a midair balloon interface, a fast and soft interactive object in mid-air. Our approach tackles the trade-off between safety and speed by controlling a soft helium-filled balloon with external actuators and sensors. We developed a prototype system that uses airborne ultrasound phased arrays to propel a balloon and high-speed stereo cameras to track its motion. This configuration realizes both a high thrust/weight ratio and such a soft body that is safe-to-collide. We describe a sight-based interaction and a touch-based interaction that leverage the safety and speed of a midair balloon interface. A sight-based interaction allows the user to keep the object inside her/his view within reach by controlling a balloon to follow the direction of the user’s face. A touch-based interaction allows the user to manipulate the object directly with his/her hand, issue a command by moving his/her finger on the surface, and receive vibrotactile feedback produced by vibrating the balloon with amplitude-modulated ultrasound. We describe the implementation and evaluation of the prototype and explore the application scenarios.
Takuro Furumoto, Takumi Kasai, Masahiro Fujiwara, Yasutoshi Makino, Hiroyuki Shinoda 0001
UIST2
2000 Spinal-Formed Context-Free Tree Grammars
Akio Fujiyoshi, Takumi Kasai
Theory Comput. Syst.2
1994 The Othello game on an n*n board is PSPACE-complete
Shigeki Iwata, Takumi Kasai
Theor. Comput. Sci.2
1993 Relations among Simultaneous Complexity Classes of Nondeterministic and Alternating Turing Machines
Shigeki Iwata, Takumi Kasai, Etsuro Moriya
Acta Informatica2
1987 Simultaneous (Poly-Time, Log-Space) Lower Bounds
Shigeki Iwata, Takumi Kasai
Theor. Comput. Sci.2
1986 A Note on some Simultaneous Relations among Time, Space, and Reversal for Single Work Tape Nondeterministic Turing Machines
Etsuro Moriya, Shigeki Iwata, Takumi Kasai
Inf. Control.3
1985 Gradually Intractable Problems and Nondeterministic Log-Space Lower Bounds
Takumi Kasai, Shigeki Iwata
Math. Syst. Theory1
1984 Some Combinatorial Game Problems Require Omega(nk) Time
abstract
The first "natural" languages are established as solvable m deterministic polynomial time, for the recogmtion of which polynomial-time lower bounds can be shown.The k-pebble game problem Is to determine whether the first player has a forced win in the pebble game using only k pebbles.The main result of this paper is that the k-pebble game problem requires ft(n (~-~)/4-') time for its recogmUon on multitape Tunng machines for any ~ > 0. The problem is solvable m deterministic polynomial time.Then we consider other combinatorial game problems that also have nontrivlal polynomial deterministic lower time bounds.
Akeo Adachi, Shigeki Iwata, Takumi Kasai
J. ACM3
1982 Homomorphisms between Models of Parallel Computation
Takumi Kasai, Raymond E. Miller
J. Comput. Syst. Sci.1
1982 Space Complexity in On-Line Computation
Hajime Machida, Takumi Kasai
J. Comput. Syst. Sci.2
1981 Low Level Complexity for Combinatorial Games
abstract
There have been numerous attempts to discuss the time complexity of problems and classify them into hierarchical classes such as P, NP, PSPACE, EXP, etc. A great number of familiar problems have been reported which are complete in NP (nondeterministic polynomial time). Even and Tarjan considered generalized Hex and showed that the problem to determine who wins the game if each player plays perfectly is complete in polynomial space. Shaefer derived some two-person game from NP complete problems which are complete in polynomial space. A rough discussion such as to determine whether or not a given problem belongs to NP is independent of the machine model and the way of defining the size of problems, since any of the commonly used machine models can be simulated by any other with a polynomial loss in running time and by no matter what criteria the size is defined, they differ from each other by polynomial order. However, in precise discussion, for example, in the discussion whether the computation of a problem requires O(n k) time or O(nk+l) time, the complexity heavily depends on machine models and the definition of size of problems. From these points, we introduce somewhat stronger notion of the reducibility.
Akeo Adachi, Shigeki Iwata, Takumi Kasai
STOC3
1980 A Characterization of Time Complexity by Simple Loop Programs
Takumi Kasai, Akeo Adachi
J. Comput. Syst. Sci.1
1979 Comparing models of parallel computation by homomorphisms
abstract
Since the early 1960's many different models of parallel computation have been developed, some being based on finite state n1achine approaches, others on program schemata models, with many having underlying directed graph representations.[1,2,7,8,10,14,16,17] On the surface these models often appear quite different from one another. Also, the particular types of parallelism problems studied, and the results obtained, seemed often to bear no relation to one another. Thus, the area of modelling parallel computation seemed rather fragmented. In attempts to help unify the area, papers have been written comparing the various models and showing relationships between them. [2.9-13,15] Thus, results obtained in terms of one model often could be translated into results in another model. It is fairly well known by now, for example, that vector addition systems are in some sense "equivalent" to Petri nets,[6,13,16] and that some of the other graphical models for parallel computation are somehow "less powerful" than Petri nets or vector addition systems. This paper presents a comparative study of models of parallel computation using a rather general notion of a homomorphism between computation systems. This notion provides a precise relationship of one computation system being simulated by another computation system. In comparison to previous studies, this approach provides a more precise and deeper understanding of how the properties of the various models are interrelated. Many of the previously discovered relationships follow as corollaries of results obtained here. In particular, the concept of an "isomorphism" between two models turns out to be a particular type of homomorphism which is shown to be both length preserving and bijective. Results in this paper that may be of particular interest include a long list of properties that are preserved under homomorphism, that vector replacement systems can be simulated by vector addition systems, and that generalized Petri nets can be simulated by Petri nets. Here we outline our approach without giving all the precise definitions, and we omit all proofs. A more complete account is given in [9].
Raymond E. Miller, Takumi Kasai
COMPSAC2
1979 A Theoretical Study of the Time Analysis of Programs
Akeo Adachi, Takumi Kasai, Etsuro Moriya
MFCS2
1979 Classes of Pebble Games and Complete Problems
abstract
A “pebble game” is introduced and some restricted pebble games are considered. It is shown that in each of these games the problem to determine whether there is a winning strategy (two-person game) is harder than the solvability problem (one-person game). We also show that each of these problems is complete in well-known complexity classes. Several familiar games are presented whose winning strategy problems are complete in exponential time.
Takumi Kasai, Akeo Adachi, Shigeki Iwata
SIAM J. Comput.1
1975 A Universal Context-Free Grammar
Takumi Kasai
Inf. Control.1
1974 Translatability of Flowcharts into While Programs
Takumi Kasai
J. Comput. Syst. Sci.1
1970 An Hierarchy Between Context-Free and Context-Sensitive Languages
Takumi Kasai
J. Comput. Syst. Sci.1