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Shun Takenaka

dblp:384/2634 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2025
0009-0008-8049-988XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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
Learning and educational technologies · 44% Immersive interaction · 44% Accessibility and assistive technology · 13%

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

TopicWeightPapersLastEvidence papers
Immersive interaction › embodiment › virtual embodiment
avatar embodiment
0.912025
Multiple Self-Avatar Effect: Effects of Using Diverse Self-Avatars on Memory Acquisition and Retention of Sign-Language Gestures · IEEE Trans. Vis. Comput. Graph. 2025
Learning and educational technologies › immersive learning
virtual reality learning
0.912025
Multiple Self-Avatar Effect: Effects of Using Diverse Self-Avatars on Memory Acquisition and Retention of Sign-Language Gestures · IEEE Trans. Vis. Comput. Graph. 2025
Accessibility and assistive technology › sign language technologies
sign language learning
0.312025
Multiple Self-Avatar Effect: Effects of Using Diverse Self-Avatars on Memory Acquisition and Retention of Sign-Language Gestures · IEEE Trans. Vis. Comput. Graph. 2025

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

between-participants study · 0.9
YearPublicationVenuePosition
2025 Multiple Self-Avatar Effect: Effects of Using Diverse Self-Avatars on Memory Acquisition and Retention of Sign-Language Gestures
abstract
This study proposes a new learning method that employs multiple embodied self-avatars during learning, to use the potential benefit of virtual reality (VR) for effective learning and training. In this study, by taking advantage of the benefit of virtual reality (VR), we propose a new learning method that employs multiple embodied self-avatars during learning. Based on the multiple-context effect, which posits that learning in diverse situations can prevent forgetting and enhance memory retention, we conducted a between-participants study under two conditions: the varied avatar condition, in which participants learned sign languages with different self-avatars in six iterations, and the constant avatar condition, in which the same self-avatar was used consistently. We employed sign language as a learning material that naturally draws attention to self-avatars and is suitable for investigating the effects of varying self-avatars. Initially, the varied avatar condition performed worse than the constant avatar condition. However, in a test conducted after one week in the real world, the varied avatar condition showed significantly less forgetting and better retention than the constant avatar condition. Furthermore, our results suggested a positive correlation between the degree of embodiment toward the avatars and the effectiveness of the proposed method. This study presents an innovative design approach for the use of self-avatars in VR-based education.
Takato Mizuho, Shun Takenaka, Takuji Narumi, Hideaki Kuzuoka
IEEE Trans. Vis. Comput. Graph.2
2024 Effects of Human and Animal Partner-Avatars on Profile Memory in Virtual Reality
abstract
Advancements in virtual reality technology have facilitated users in freely changing their appearance during communication. Notably, it has become evident that the perceptual and cognitive responses of users vary when their partner uses an animal avatar compared to those when using a human avatar. This study aimed to clarify the effects of partner-avatars on memory through experiments wherein participants were tasked with memorizing the profiles spoken by the partner-avatars. A preliminary experiment validated the assumption that both the animal avatars and the virtual environments could be integrated into processes of profile memory. Subsequently, the primary experiment examined differences in performance in remembering partners’ profiles when the partners were animal avatars versus human avatars. The results showed that the animal avatar condition was marginally inferior to the human avatar condition. Moreover, the perceived intimacy and the presence of others were significantly lower in the animal avatar condition. These findings suggested that interacting with animal avatars may have specific drawbacks in terms of profile memory and engagement in social interactions within virtual environments.
Shun Takenaka, Takato Mizuho, Takuji Narumi, Hideaki Kuzuoka
SAP1