Takuro Nakao

ORCID: 0000-0003-0857-8766
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About
Contact & Profiles
Research Areas
  • Interactive and Immersive Displays
  • Tactile and Sensory Interactions
  • Virtual Reality Applications and Impacts
  • Gaze Tracking and Assistive Technology
  • Augmented Reality Applications
  • Inclusion and Disability in Education and Sport
  • Geographic Information Systems Studies
  • Teleoperation and Haptic Systems
  • Hearing Impairment and Communication
  • Action Observation and Synchronization
  • 3D Modeling in Geospatial Applications
  • Neural dynamics and brain function
  • Color perception and design
  • Assistive Technology in Communication and Mobility
  • Motor Control and Adaptation
  • Advanced Optical Imaging Technologies
  • Video Analysis and Summarization

Keio University
2016-2023

Media Design School
2018

Technologies that help users overcome their limitations and integrate with the human body are often termed "human augmentations". Such technologies now available on consumer market, potentially supporting people in everyday activities. To date, there is no systematic understanding of perception augmentations yet. address this gap build an how to design positive experiences augmentations, we conducted a mixed-method study augmented humans (AHs). We two scenario-based studies: interviews (n =...

10.1145/3544548.3581485 article EN 2023-04-19

This paper describes a design for smart glasses with peripheral vision display. We show that users are able to perceive information from our device. explore different animation patterns. The recognition rates over 8 patterns 80 %. also evaluate if can recognize the still while watching video (for 5 user of 90 %), 7 in total 637 shown. In an first application case, we just focus on notification. Yet as related work shows, interactions utilizing vision.

10.1145/2927929.2927938 article EN 2016-03-23

This paper suggests a demonstration to make users smile using electr ical muscle stimulation (EMS). We present our first insights in how use an unobtr usive EMS setup stimulate smiles and showed findings from entr y this year's student innovation competition at inter national HCI conference. also outline approach follow up exper iments potentially technology improve user's mood.

10.1145/3024969.3025097 article EN 2017-03-20

The tactile and kinesthetic sensation of pushing a button is usually lost when interacting with modern devices like touchscreens and/or virtual reality platforms. We present FingerFlex, standalone glove wearable actuating the metacarpophalangeal joint (MCP) each finger via shape memory alloy (SMA). SMA actuation subtle, silent, light, making it ideal for fingers which we use to simulate pressing button.

10.1145/3428361.3428404 article EN 2020-11-22

Current devices aim to be more hands-free by providing users with the means interact them using other forms of input, such as voice which can intrusive. We propose Make-a-Face; a wearable device that allows user use tongue, mouth, or cheek gestures via mask-shaped senses muscle movement on lower half face. The significance this approach is threefold: 1) It non-intrusive interaction, 2) we designed both hardware and software from ground-up accommodate sensor electrodes 3) proposed several...

10.1145/3230744.3230784 article EN 2018-08-12

We present ShareHaptics, a novel modular system to provide tactile and pressure feedback in mixed reality applications using actuator: shape memory alloy (SMA). apply it fingers, wrist foot ankle. Although can be used for haptic diverse set of use cases, we specifically focus on collaborative applications: ShareHaptics allows haptically jack-in remote environment via custom glove ankle braces. demonstrate wide range watching sports, gaming, discussions skill transfer.

10.1145/3306214.3338597 article EN 2019-07-25

Training for any kind of sports not only requires dedication, but also the correct way obtaining necessary information. To maximize training, we delve into understanding bridging between spectating and practice by virtual physical space. We introduce concept ubiquitous training in UbiTrain, where user is able to train anytime, anywhere with help mixed reality (MR) (VR). The contribution this work are following; 1) it leverages use space 2) adapts currently in, thus allowing usage, 3)...

10.1145/3267305.3267646 article EN 2018-10-08

What we wear (our clothes and wearable accessories) can represent our mood at the moment. We developed Emolleia to explore how make aesthetic wears more expressive become a novel form of non-verbal communication express emotional feelings. is an open kinetic display in three 3D printed flowers that dynamically close different speeds. With open-source platform, users define their own animated motions. In this paper, described prototype design, hardware considerations, user surveys (n=50)...

10.1145/3490149.3505581 article EN 2022-02-08

We present a platform to prototype spatial user interfaces for smart watches relative the user's body. show general feasibility and 2 applications. The first application scenario enable users "pin" applications in air around them get back by moving watch display at same position again. second shows zoom use case maps or other larger displays/visualizations. acts like digital "magnifying glass" enabling see details he cares about.

10.1145/3338286.3344412 article EN 2019-10-01

Effective training lives from a large degree of variation according to physiological research principles deliberate practice. In this paper, we introduce novel way by adding kinetic noise (randomized haptic vibrations) the process. Over vibrations, make process more difficult and hope add (an important aspect skill in psychology literature). We present an initial study (n=8) dart-throwing as system test. Four users train with sleeve (random vibro-tactile thermal actuation) 4 are control...

10.1145/3519391.3524036 article EN 2022-03-13
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