Number of co-authors:10
Number of publications with 3 favourite co-authors:Hiroyuki Kajimoto:5Shogo Fukushima:4Yuki Kuniyasu:2
Taku Hachisu's 3 most productive colleagues in number of publications:Hiroyuki Kajimoto:29Shogo Fukushima:12Takuya Nojima:9
It's all about one thing: creative problem-solving to get the story out.
-- Robert Greenberg, R/GA, 2006
Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess
User Experience and Experience Design !
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Publications by Taku Hachisu (bibliography)
Zhao, Shuyang, Hachisu, Taku, Ishii, Asuka, Kuniyasu, Yuki and Kajimoto, Hiroyuki (2012): Augmentation of obstacle sensation by enhancing low frequency component for horror game background sound. In: Proceedings of the 2012 Augmented Human International Conference 2012. p. 24.
Computer games provide users with a mental stimulation that the real world cannot. Especially, horror games are a popular category. Current horror games can provide the user with a visible ghost and the stereo background sound to thrill the user. Inspired by obstacle sense -- the ability of blind people localizing themselves only with hearing, a novel method to augment the sense of existence in the game background sound is proposed in this paper. We found that an effective sense can be created by decreasing high frequency component and increasing low frequency component simultaneously.
© All rights reserved Zhao et al. and/or ACM Press
Kurihara, Yosuke, Kuniyasu, Yuki, Hachisu, Taku, Sato, Michi, Fukushima, Shogo and Kajimoto, Hiroyuki (2012): Augmentation of kinesthetic sensation by adding "rotary switch feeling" feedback. In: Proceedings of the 2012 Augmented Human International Conference 2012. p. 28.
In sports, dancing and playing music, it is important to achieve correct body movement as it greatly affects performance. However, matching one's movement with ideal movement is fundamentally difficult, because we do not have a detailed perception of our own body movement. In this study, we propose to present "rotary switch feeling" feedback as a new haptic cue. A periodical ticking sensation, like that of a rotary switch, can be presented at each joint so that the user vividly perceives his/her movement. This paper presents a simple mechanical prototype that is attached to the elbow.
© All rights reserved Kurihara et al. and/or ACM Press
Yoshikawa, Hiromi, Hachisu, Taku, Fukushima, Shogo, Furukawa, Masahiro, Kajimoto, Hiroyuki and Nojima, Takuya (2012): Studies of vection field II: a method for generating smooth motion pattern. In: Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012. pp. 705-708.
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.
© All rights reserved Yoshikawa et al. and/or ACM Press
Furukawa, Masahiro, Yoshikawa, Hiromi, Hachisu, Taku, Fukushima, Shogo and Kajimoto, Hiroyuki (2011): "Vection field" for pedestrian traffic control. In: Proceedings of the 2011 Augmented Human International Conference 2011. p. 19.
Visual signs and audio cues are commonly used for pedestrian control in the field of general traffic research. Because pedestrians need to first acquire and then recognize such cues, time delays invariably occur between cognition and action. To better cope with this issue of delays, wearable devices have been proposed to control pedestrians more intuitively. However, the attaching and removing of the devices can be cumbersome and impractical. In this study, we propose a new visual navigation method for pedestrians using a "Vection Field" in which the optical flow is presented on the ground. The optical flow is presented using a lenticular lens, a passive optical element that generates a visual stimulus based on a pedestrian's movement without an electrical power supply. In this paper we present a design for the fundamental visual stimulus and evaluate the principle of our proposed method for directional navigation. Results revealed that the optical-flow of a stripe and random-dot pattern displaced pedestrian pathways significantly, and that implementation with a lenticular lens is feasible.
© All rights reserved Furukawa et al. and/or ACM Press
Hachisu, Taku, Sato, Michi, Fukushima, Shogo and Kajimoto, Hiroyuki (2011): HaCHIStick: simulating haptic sensation on tablet pc for musical instruments application. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 73-74.
In this paper, we propose a novel stick-type interface, the "HaCHIStick," for musical performance on a tablet PC. The HaCHIStick is composed of a stick with an embedded vibrotactile actuator, a visual display, and an elastic sheet on the display. By combining the kinesthetic sensation induced by striking the elastic sheet with vibrotactile sensation, the system provides natural haptic cues that enable the user to feel what they strike with the stick, such as steel or wood. This haptic interaction would enrich the user's experience when playing the instruments. The interface is regarded as a type of haptic augmented reality (AR) system, with a relatively simple setup.
© All rights reserved Hachisu et al. and/or ACM Press
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