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Taku Hachisu

dblp:43/9408 · DBLP profile ↗
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15ranked-venue papers
4as first author
1since 2021 · last 2026
0000-0001-8462-1282ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 15 · 4 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1

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
6 papers
Wearable and physiological sensing · 35% Haptics and multimodal interaction · 32% Interaction techniques and input · 15%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
haptic rendering
0.212015
Presentation of virtual liquid by modeling vibration of a Japanese sake bottle · VR 2015
Haptics and multimodal interaction › haptic feedback
force feedback
0.212014
VacuumTouch: attractive force feedback interface for haptic interactive surface using air suction · CHI 2014
Interaction techniques and input › input sensing
touch sensing
0.212013
HACHIStack: dual-layer photo touch sensing for haptic and auditory tapping interaction · CHI 2013
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback
0.212013
Virtual alteration of body material by periodic vibrotactile feedback · VR 2013
Collaborative and social computing › social interaction
social interaction support
0.112019
EnhancedTouchX: Smart Bracelets for Augmenting Interpersonal Touch Interactions · CHI 2019
Interaction techniques and input
touch interaction
0.122014
VacuumTouch: attractive force feedback interface for haptic interactive surface using air suction · CHI 2014
HACHIStack: dual-layer photo touch sensing for haptic and auditory tapping interaction · CHI 2013
Accessibility and assistive technology › autism
autism support
0.112016
EnhancedTouch: A Smart Bracelet for Enhancing Human-Human Physical Touch · CHI 2016
Immersive interaction
virtual reality
0.112015
Presentation of virtual liquid by modeling vibration of a Japanese sake bottle · VR 2015
Immersive interaction › embodiment
body ownership
0.012013
Virtual alteration of body material by periodic vibrotactile feedback · VR 2013

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

threshold classifier · 0.4experiment · 0.4user study · 0.2personal area network communication · 0.2vibration modeling · 0.2decaying sinusoid · 0.2quantitative evaluation · 0.2periodic vibrotactile stimulation · 0.2laboratory experiment · 0.2
YearPublicationVenuePosition
2026 Pufff: a touch-sensitive interactive toy for purposeful hand use in children with Rett Syndrome
abstract
Rett Syndrome is a rare neurodevelopmental disorder associated with severe intellectual and motor impairments. Among its core symptoms, children with Rett progressively lose purposeful hand use, limiting their ability to reach for, touch, and manipulate objects in the surrounding environment. Early intervention is therefore important to help maintain opportunities for functional hand use through repeated and motivating activities. To support this goal, we developed Pufff, a touch-sensitive interactive toy that provides visual feedback during touch-based interaction. Using signals acquired from a six-patch capacitive sensing array and a lightweight machine learning model, the system distinguishes three types of touch and triggers different responses accordingly. This interaction paradigm is intended to support future therapist-led activities aimed at encouraging purposeful hand use through play, while also enabling basic monitoring of touch interaction patterns. This paper presents an early implementation of the toy and demonstrates the technical feasibility of the approach.
Eleuda Nunez, Giampiero Bartolomei, Martina Semino, Michela Perina, Taku Hachisu, Gianluca Baldassarre, Valerio Sperati, Beste Özcan
IDC5
2019 EnhancedTouchX: Smart Bracelets for Augmenting Interpersonal Touch Interactions
abstract
EnhancedTouchX, a bracelet-type interpersonal body area network device, not only detects but also quantifies interpersonal hand-to-hand touch interactions. Without any wired connection, it can identify the direction and gestures of a touch. The developed device can connect to an external device via Bluetooth Low Energy for monitoring and logging where, when, how long, who, and how the touch interactions occurred. These daily augmented touch interactions provided by such contextual information would offer a variety of applications to facilitate social interactions. Our experiment, conducted with several pairs of participants, demonstrates that the devices can identify the direction of a touch (from one initiating the touch (active touch) to the one being touched (passive touch)) with 95% accuracy. In addition, the devices are also capable of identifying four types of touch gestures with 85% accuracy using a simple threshold classifier.
Taku Hachisu, Baptiste Bourreau, Kenji Suzuki 0002
CHI1
2017 Computational modeling of head-eye coordination in face-to-face behavior
abstract
In this paper, we propose a computational modeling method to investigate head-eye coordination in face-to-face behavior. The method looks into probability density of individuals' head orientation during looking at others' face. We conducted experiment under two different scenarios in human-human interaction. Under each scenario, individuals' head orientation could be fitted with one Gaussian distribution. Referring to the model, it is possible to calculate several ranges of head orientation, which could be used as surrogate for estimating visual focus of attention. The model also provides theoretical support to the design of automatic systems that measure face-to-face interaction.
Yadong Pan, Kenji Suzuki 0002, Taku Hachisu
SMC3
2016 EnhancedTouch: A Smart Bracelet for Enhancing Human-Human Physical Touch
abstract
We present EnhancedTouch, a novel bracelet-type wearable device for facilitating human-human physical touch. In particular, we aim to support children with autism spectrum disorder (ASD), who often exhibit particular communication patterns, such as lack of physical touch. EnhancedTouch is a unique device that can measure human-human touch events and provide visual feedback to augment touch interaction. We employ personal area network (PAN) technology for communication with partner devices via modulated electrical current flowing through the users' hands. Our user study show that the visual feedback provided by the developed bracelet motivates children with ASD to touch one another. Moreover, EnhancedTouch offers a function to record the time and duration of a touch event as well as the identity of the touched person. This allows us to identify and evaluate intervention based on physical touch in a quantitative manner.
Kenji Suzuki 0002, Taku Hachisu, Kazuki Iida
CHI2
2015 Presentation of virtual liquid by modeling vibration of a Japanese sake bottle
abstract
It is known that visual, auditory, and tactile modalities affect the experiences of eating and drinking. One such example is the “glug” sound and vibration from a Japanese sake bottle when pouring liquid. Our previous studies have modeled the wave of the vibration by summation of two decaying sinusoidal waves with different frequencies. In this paper, to enrich expression of various types of liquid, we included two new properties of liquid: the viscosity and the residual amount of liquid, both based on recorded data.
Sakiko Ikeno, Ryuta Okazaki, Taku Hachisu, Hiroyuki Kajimoto
VR3
2014 Haptic bed: bed-style haptic display for providing weight sensation
abstract
We developed a bed-style haptic display "Haptic Bed" that provides weight sensation to wide area of the user's body. This system comprises motors, belts, a cushion and a comforter to press and swing the user lying on the bed. Haptic Bed is a type of whole-body haptic interface, characterized by the presentation of low-frequency force with multiple degrees of freedom. The prototype system with two motors can present a weight sensation to approximately five regions of the abdomen. Although a sensation is only presented to the abdomen in this study, Haptic Bed can present a weight sensation to a wider area by increasing the number of motors. The system has the potential to enrich the audio visual experience in several ways, such as by expressing the sensation of a horrific ghost sitting on the user as part of entertainment content, or by presenting the existence of a remote relative as a telecommunication tool. Overall, the system changes a bed into a new medium through which immersive contents are presented in an immersive manner.
Masahiro Koge, Daichi Ogawa, Seiya Takei, Yuriko Nakai, Taira Nakamura, Takuto Nakamura, Ryuta Okazaki, Taku Hachisu, Michi Sato, Hiroyuki Kajimoto
Advances in Computer Entertainment8
2014 VacuumTouch: attractive force feedback interface for haptic interactive surface using air suction
abstract
We present VacuumTouch, a novel haptic interface architecture for touch screens that provides attractive force feedback to the user's finger. VacuumTouch consists of an air pump and solenoid air valves that connect to the surface of the touch screen and suck the air above the surface where the user's finger makes contact. VacuumTouch does not require the user to hold or attach additional devices to provide the attractive force, which allows for easy interaction with the surface. This paper introduces the implementation of the VacuumTouch architecture and some applications for enhancement of the graphical user interface, namely a suction button, a suction slider, and a suction dial. The quantitative evaluation was conducted with the suction dial and showed that the attractive force provided by VacuumTouch improved the performance of the dial menu interface and its potential effects. At the end of this paper, we discuss the current prototype's advantages and limitations, as well as possible improvements and potential capabilities.
Taku Hachisu, Masaaki Fukumoto
CHI1
2013 Audio-Haptic Rendering of Water Being Poured from Sake Bottle
Sakiko Ikeno, Ryuta Okazaki, Taku Hachisu, Michi Sato, Hiroyuki Kajimoto
Advances in Computer Entertainment3
2013 Virtual Robotization of the Human Body via Data-Driven Vibrotactile Feedback
Yosuke Kurihara, Taku Hachisu, Katherine J. Kuchenbecker, Hiroyuki Kajimoto
Advances in Computer Entertainment2
2013 HACHIStack: dual-layer photo touch sensing for haptic and auditory tapping interaction
abstract
We present a novel photo touch sensing architecture, HACHIStack. It can measure the approaching velocity of an object and predict its contact time with the touch screen using two optical sensing layers above the surface. The photo sensing layers form three unique capabilities: high-speed sampling, velocity acquisition, and contact time prediction. This work quantitatively examines these capabilities through two laboratory experiments, and confirms that the capabilities of HACHIStack are sufficient for multimodal interaction, in particular, touch-based interaction with haptic enhancement. We then present three applications with HACHIStack: 1) chromatic percussions (xylophone and glockenspiel) with haptic feedback; 2) no-delay haptic feedback with the sensation of tapping on various simulated materials (e.g., rubber, wood and aluminum); and 3) a virtual piano instrument that allows players to perform weak and strong strokes by changing the tapping velocity.
Taku Hachisu, Hiroyuki Kajimoto
CHI1
2013 Periodic tactile feedback for accelerator pedal control
abstract
Sensing the position and movement of the accelerator pedal in a vehicle is important for acceleration control and safety while driving. The accelerator pedal is controlled by the foot, but precise adjustment requires much training because the driver must rely on somatosensory cues, which provide limited feedback. In this study, we propose periodic tactile feedback for the accelerator pedal to provide an additional tactile cue. We conducted an experiment using a driving simulator to compare the lap time, the rate of off-track incidents and the subjective evaluation of controllability recorded in questionnaires. The experiment confirmed that the feedback makes the control of acceleration easier and facilitates safer driving.
Yosuke Kurihara, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto
World Haptics2
2013 Judged Consonance of Tactile and Auditory Frequencies
abstract
With the aim of augmenting auditory sensation by tactile stimuli, we investigated cross-modal relationships between the two modalities, focusing on frequency. The results showed that frequency consonance between tactile and audio stimuli depends on the relationship between harmonics, in a manner similar to auditory waves, but with broader peaks.
Ryuta Okazaki, Taku Hachisu, Michi Sato, Shogo Fukushima, Vincent Hayward, Hiroyuki Kajimoto
World Haptics2
2013 Virtual alteration of body material by periodic vibrotactile feedback
abstract
Characters with body materials that are different from that of humans, such as metal robots or rubber people, frequently appear in movies and comics. While the abilities of their synthetic bodies can be easily observed from their actions, their somatic sensations are more difficult to appreciat e. Our aim in this work is to simulate the alteration of the material of the human body by means of vibrotactile feedback. The feedback represents the properties of the materials and is periodically applied to the elbow joint in synchrony with the elbow angle. This simulated sensation of having a different body material gives us the feeling of those characters. This technique can also be applied to improve maneuverability in the teleoperation of master-slave systems because it gives the operator a robot-like sensation.
Yosuke Kurihara, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto
VR2
2012 Augmentation of Toothbrush by Modulating Sounds Resulting from Brushing
Taku Hachisu, Hiroyuki Kajimoto
Advances in Computer Entertainment1
2012 Studies of vection field II: a method for generating smooth motion pattern
abstract
Along public pathways, visual signs and audio cues are used by pedestrians to guide them into forming smoother pedestrian flows. However, often ignored or neglected, these signals require greater pedestrian attentiveness and appropriate conscious effort. To solve this problem, we have proposed the concept of "vection field". This is a field of optical flow that cues movement according to a pedestrian's motion. Visual stimulus within this optical flow leads pedestrians innately in specific directions without requiring direct interventions. We have implemented such a field by covering the ground with a lenticular lens screen; in this setup, neither power supply nor position tracking of pedestrians is necessary. An experimental result from our previous study shows that a vection field can direct pedestrians to one side. However, the quality of the optical flow such as image clarity and smoothness of motion was unsatisfactory in that it could cause a reduction in leading inducement. In this paper, we describe in detail a new display method involving a lenticular lens screen that yields an improvement in the quality of the vection field and ultimately pedestrian optical flow. Experiments showed improvements over previous attempts.
Hiromi Yoshikawa, Taku Hachisu, Shogo Fukushima, Masahiro Furukawa, Hiroyuki Kajimoto, Takuya Nojima
AVI2