Shunichi Kasahara

Orcid: 0000-0002-4353-7620

According to our database1, Shunichi Kasahara authored at least 54 papers between 2007 and 2024.

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Bibliography

2024
AgiLimb: Embodied Agile Robotic Arm by Integrating Digital Reflex and Seamless Action Takeover.
Proceedings of the SIGGRAPH Asia 2024 Emerging Technologies, 2024

Demonstrating Magnus: A Magnetic Hand Exoskeleton for Fast and Dexterous Finger Actuation.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference Emerging Technologies, 2024

2023
'I am both here and there' Parallel Control of Multiple Robotic Avatars by Disabled Workers in a Café.
CoRR, 2023

A Demonstration of Morphing Identity: Exploring Self-Other Identity Continuum through Interpersonal Facial Morphing.
Proceedings of the ACM SIGGRAPH 2023 Emerging Technologies, 2023

SyncArms: Gaze-Driven Target Object-oriented Manipulation for Parallel Operation of Robot Arms in Distributed Physical Environments.
Proceedings of the ACM SIGGRAPH 2023 Emerging Technologies, 2023

Morphing Identity: Exploring Self-Other Identity Continuum through Interpersonal Facial Morphing Experience.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

"I am both here and there" Parallel Control of Multiple Robotic Avatars by Disabled Workers in a Café.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

ShadowClones: an Interface to Maintain a Multiple Sense of Body-space Coordination in Multiple Visual Perspectives.
Proceedings of the Augmented Humans International Conference 2023, 2023

2022
<i>Whose Touch is This?</i>: Understanding the Agency Trade-Off Between User-Driven Touch vs. Computer-Driven Touch.
ACM Trans. Comput. Hum. Interact., 2022

MultiSoma: Motor and Gaze Analysis on Distributed Embodiment With Synchronized Behavior and Perception.
Frontiers Comput. Sci., 2022

Accessible Parallel Embodiment of Multiple Robotic Avatars in a Cafe.
XRDS, 2022

Shadow Clones: an Unattended Visual Interface to Enhance the Task Performance in Multiple Space using Gaze-Switching.
Proceedings of the Symposium on Spatial User Interaction, 2022

Demonstrating Parallel Adaptation: How Switching between Two Virtual Bodies with Different Perspectives Enables Dual Motor Adaptation.
Proceedings of the SIGGRAPH Asia 2022 XR, Daegu, Republic of Korea, December 6-9, 2022, 2022

Low-Latency Motion Transfer with Electromagnetic Actuation for Joint Action.
Proceedings of the SIGGRAPH Asia 2022 Emerging Technologies, 2022

Parallel Adaptation: Switching between Two Virtual Bodies with Different Perspectives Enables Dual Motor Adaptation.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2022

Machine-Mediated Teaming: Mixture of Human and Machine in Physical Gaming Experience.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Parallel Ping-Pong: Exploring Parallel Embodiment through Multiple Bodies by a Single User.
Proceedings of the AHs 2022: Augmented Humans 2022, Hybrid Event / Munich, Germany, March 13, 2022

Synchronous and Asynchronous Manipulation Switching of Multiple Robotic Embodiment Using EMG and Eye Gaze.
Proceedings of the AHs 2022: Augmented Humans 2022, Hybrid Event / Munich, Germany, March 13, 2022

Human Latent Metrics: Perceptual and Cognitive Response Correlates to Distance in GAN Latent Space for Facial Images.
Proceedings of the SAP '22: ACM Symposium on Applied Perception 2022, Virtual Event, September 22, 2022

2021
Stealth Updates of Visual Information by Leveraging Change Blindness and Computational Visual Morphing.
ACM Trans. Appl. Percept., 2021

Transparency in Human-Machine Mutual Action.
J. Robotics Mechatronics, 2021

LighterBody: RNN based Anticipated Virtual Body Makes You Feel Lighter.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Parallel Ping-Pong: Demonstrating Parallel Interaction through Multiple Bodies by a Single User.
Proceedings of the SA '21: SIGGRAPH Asia 2021 Emerging Technologies, Tokyo, Japan, December 14, 2021

Behind The Game: Implicit Spatio-Temporal Intervention in Inter-personal Remote Physical Interactions on Playing Air Hockey.
Proceedings of the SIGGRAPH 2021: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2021

Preserving Agency During Electrical Muscle Stimulation Training Speeds up Reaction Time Directly After Removing EMS.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

MultiSoma: Distributed Embodiment with Synchronized Behavior and Perception.
Proceedings of the AHs '21: Augmented Humans Conference 2021, 2021

2020
Investigating the Influence of Odors Visuals Representations on the Sense of Smell, a pilot study.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

The Tight Game: Implicit Force Intervention in Inter-personal Physical Interactions on Playing Tug of War.
Proceedings of the SIGGRAPH 2020: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2020

2019
Prolonged Aftereffect of Visuomotor Adaptation to Gradually Distorted Reality Displayed on a See-Through Head-Mounted Device.
Int. J. Hum. Comput. Interact., 2019

MagniFinger: fingertip-mounted microscope for augmenting human perception.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

MagniFinger: magnified perception by a fingertip probe microscope.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

Demonstrating preemptive reaction: accelerating human reaction using electrical muscle stimulation without compromising agency.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

Fragment shadow: generating fragmented shadows with multi-projectors geometry and color calibration.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

Preemptive Action: Accelerating Human Reaction using Electrical Muscle Stimulation Without Compromising Agency.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

MagniFinger: Fingertip probe microscope with direct micro movements.
Proceedings of the 10th Augmented Human International Conference 2019, 2019

2018
Generating Spherical Hyperlapse Videos via Recursive Intelligent Sampling for StratoJump.
Proceedings of the 2018 ACM International Conference on Interactive Surfaces and Spaces, 2018

Headlight: egocentric visual augmentation by wearable wide projector.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

2017
JackIn Head: Immersive Visual Telepresence System with Omnidirectional Wearable Camera.
IEEE Trans. Vis. Comput. Graph., 2017

We-Coupling!: Designing New Forms of Embodied Interpersonal Connection.
Proceedings of the Tenth International Conference on Tangible, 2017

Wired muscle: generating faster kinesthetic reaction by inter-personally connecting muscles.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

Malleable Embodiment: Changing Sense of Embodiment by Spatial-Temporal Deformation of Virtual Human Body.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Parallel eyes: exploring human capability and behaviors with paralleled first person view sharing.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

2015
JackIn head: immersive visual telepresence system with omnidirectional wearable camera for remote collaboration.
Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology, 2015

First Person Omnidirectional Video: System Design and Implications for Immersive Experience.
Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video, 2015

LiveSphere: Sharing the Surrounding Visual Environment for Immersive Experience in Remote Collaboration.
Proceedings of the Ninth International Conference on Tangible, 2015

JackIn head: an immersive human-human telepresence system.
Proceedings of the SIGGRAPH Asia 2015 Emerging Technologies, 2015

Directional communication using spatial sound in human-telepresence.
Proceedings of the 6th Augmented Human International Conference, 2015

2014
LiveSphere: immersive experience sharing with 360 degrees head-mounted cameras.
Proceedings of the adjunct publication of the 27th annual ACM symposium on User interface software and technology, 2014

JackIn: integrating first-person view with out-of-body vision generation for human-human augmentation.
Proceedings of the 5th Augmented Human International Conference, 2014

2013
Demo hour.
Interactions, 2013

exTouch: spatially-aware embodied manipulation of actuated objects mediated by augmented reality.
Proceedings of the Seventh International Conference on Tangible, 2013

Smarter objects: using AR technology to program physical objects and their interactions.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Second surface: multi-user spatial collaboration system based on augmented reality.
Proceedings of the SIGGRAPH Asia 2012 Emerging Technologies, Singapore, November 28, 2012

2007
Rhythm Interaction System Based on rhythm Association.
Proceedings of the 2007 International Computer Music Conference, 2007


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