Focus
Shared sensation through haptics, robotics + HCI, and XR interaction development
Research / Embodied Media Lab
The research side of my practice focuses on haptics, embodied interaction, and XR systems that make otherwise invisible sensations legible through implementation and prototyping.
Current themes
Rather than separating concept from build, I approach research as something that needs to be implemented, tuned, and felt in order to be understood.
Shaping imagination into form.
Research into how tactile signals can help people share intention, presence, and felt understanding across bodies and distance.
Shaping imagination into form.
Prototyping interfaces that reshape relationships between people and environments by crossing robotics, control, and spatial interaction.
Shaping imagination into form.
Developing and validating XR interactions that shape bodily understanding, co-action, and presence through prototyping.
Master’s Research
This project is the clearest single frame for my current research direction: how tactile sharing can shape togetherness and presence during collaborative work in MR.
2025
A master’s research project centered on Sense-LinQuest, a system for tactile sharing in MR spaces designed to strengthen the sense of collaboration during co-located and remote collaborative work.
As multi-user work in mixed reality becomes increasingly feasible, sustaining a strong sense of presence and togetherness remains difficult, especially when tactile experience is absent. This project developed Sense-LinQuest, a system that shares haptic information in real time between participants so that each user can feel the consequences of another person’s interaction during collaborative work.
Contribution: Through the design and implementation of a tactile sharing system, the project established a basis for evaluating how shared haptics can influence togetherness and presence in MR collaboration.
Related lead-author study
Alongside the master’s research, this study shows another way I have approached tactile sharing and interpersonal understanding through visual intervention in XR.
2024
A foundational study of intersubjective design that examines how visual interventions on another body affect shared haptic sensation in XR.
This lead-author study examines how visual interventions on another person’s body in XR can alter self-perceived touch and interpersonal understanding when physical constraints are no longer reliable cues.
Role: Lead author, responsible for the research design, implementation, and evaluation.
Research Contributions
This part gathers both how I contribute to research and the papers or presentations that came out of that work.
How I contribute
Most of my research contributions emerge where systems need to move from idea to reality: hardware and software implementation, prototyping, and experimental integration.
Practice
Building the hardware and software systems that let research questions become testable.
Practice
Turning ideas into devices, interactions, and experiences that can be touched and revised.
Practice
Connecting sensors, control, capture, and presentation into cohesive experimental systems.
Selected papers and presentations
Lead-author and co-authored work are listed together here, with the emphasis placed on the specific role I played in each project.
Lead-author study
2024
Proceedings of the 29th Annual Conference of the Virtual Reality Society of Japan (September 2024)
Contribution: Lead author responsible for the study design, system implementation, and evaluation.
Co-authored publication
2026
TEI ’26: Proceedings of the Twentieth International Conference on Tangible, Embedded, and Embodied Interaction
Contribution: A co-authored study to which I contributed through cable-winch-related hardware implementation.
Co-authored publication
2025
SA Emerging Technologies ’25: Proceedings of the SIGGRAPH Asia 2025 Emerging Technologies
Contribution: A co-authored publication to which I contributed through hardware fabrication and spatial-capture rig design.
Co-authored publication
2025
Proceedings of the 30th Annual Conference of the Virtual Reality Society of Japan (September 2025)
Contribution: A co-authored publication to which I contributed across requirements definition, point-cloud capture, data processing, and interactive implementation.