• OpticalCamouflage

    • 1998
    • 2004
    • 2010
    • display
    • sight
    • AR/MR/DR

    Abstract Optical Camouflage uses the Retro–reflective Projection Technology, a projection–based augmented–reality system composed of a projector with a small iris and a retroreflective screen. The object that needs to be made transparent is painted or covered with retroreflective material. Then a projector projects the background image on it making the masking object virtually transparent. 1.

  • Augmented Coliseum

    • 2005
    • sensing
    • sight
    • AR/MR/DR
    • entertainment

    Abstract We propose a novel display–based game environment using augmented reality technology with small robots. In this environment, the small robots can be augmented by a display image according to their positions and postures.The augmentation activity reinforces the fun of playing with such small robots in the real world.

  • Electric Dance Revolution

    • 2004
    • display
    • balance
    • AR/MR/DR
    • entertainment

    発表文献杉本麻樹,永谷直久,新居英明,稲見昌彦,Electric Dance Revolution:前庭感覚刺激による音楽体感システム, エンタテインメントコンピューティング2004論文集, pp.35-38, 2004.

  • Slow Display

    • 2010
    • display
    • sight
    • AR/MR/DR
    • entertainment

    Publication Daniel Saakes, Kevin Chiu, Tyler Hutchison, Biyeun M. Buczyk, Naoya Koizumi, Masahiko Inami, Ramesh Raskar. Slow display. In ACM SIGGRAPH 2010 Emerging Technologies, ACM,New York, NY, USA, SIGGRAPH ’10, 22:1–22:1, 2010. a22-saakes.pdf ACM DL
    Links Project web site 4Gamer.net「[SIGGRAPH]製品化前の次世代バーチャルリアリティ技術が盛りだくさん。「Emerging Technologies」展示セクションレポート(2)」 NewScientist ”Future ・・・

  • minirobo

    • 2005
    • robotics
    • multi/cross modal
    • tangible
    • entertainment

    minirobo:A Game Environment Using Small Robots with Mixed Reality
    複合現実感技術と小型ロボットを用いたゲーム環境

  • Smart Tool

    • 2001
    • interaction
    • touch
    • Augmented Human
    • medical

    Previous research on augmented reality has been mainly focused on augmentation of visual or acoustic information. However, humans can receive information not only through vision and acoustics, but also through haptics. Haptic sensation is very intuitive, and some researchers are focusing on making use of haptics in augmented reality systems. While most previous research on haptics is based on static data, such as that generated from C・・・

  • Smart Finger

    • 2002
    • interaction
    • touch
    • Augmented Human
    • daily life

    "Smart Finger" is a novel type of tactile display for Augmented Reality (AR) that is wearable, like a press-on fingernail.  This device allows the user to feel various textures while tracing his or her fingers along smooth objects. This wearable AR interface can supplement bump mapping information to real objects.

  • Stop Motion Goggle

    • 2008
    • interaction
    • sight
    • Augmented Human
    • entertainment

    Stop Motion Goggle (SMG) expands visual perception by al- lowing users to perceive visual information selectively through a high speed shutter. In this system, the user can easily ob- serve not only periodic rotational motion such as rotating fans or wheels, but also random motion like bouncing balls. In this research, we developed SMG and evaluated the effect of SMG on visual perception of high speed moving objects. Furthermore this paper describ・・・

  • SUI - Strawlike User Interface

    • 2006
    • display
    • taste
    • VR
    • foods

    The Straw-like User Interface is a novel interface system that allows us to virtually experience the sensations of drinking. These sensations are created based on referencing sample data of actual pressure, vibration and sound produced by drinking from an ordinary straw attached to the system. This research of presenting virtual drinking sensations to mouth and lips is the first in the world to have been attempted, and comes with high academic e・・・

  • Robotic UserInterface

    • 2006
    • robotics
    • multi/cross modal
    • tangible
    • daily life

    The concept of using a robot as an interface between the real and information worlds can be referred to as a Robotic User Interface (RUI). In RUI, though the robot is able to be used as an interface that has both input ans and output, the robot was actually often used only as an input device in a previous system. Against this, we develop the system that pays attention to the function of output of visual Information on RUI.

  • ARMS-II

    • 1993
    • interaction
    • touch
    • VR
    • daily life

    東京工業大学 ロボット技術研究会 ARMS (Artificial Reality Management Systems) Project ARMS-II at the first Inter-collegiate Virtual Reality Contest (IVRC) in 1993. A DC-motor-based haptic display and an electrical-muscle-stimulation-based haptic display for the grasping sensation were achieved. This work was chosen as a winner and the Technical Award of IVRC 1993.

  • BYU BYU View

    • 2008
    • interaction
    • multi/cross modal
    • tangible
    • communication

    BYU-BYU-View is a novel interface realized with the symbiosis of the input/output of wind and the computer graphics. "BYU-BYU" is a japanese onomatopoeia for a howling wind. It adds a new element, that is, "wind", to the direct interaction with a user and a virtual environment, and the communication through a network, by integrating the graphic presentation with the input and output of wind on a special screen.

  • Chewing Jockey

    • 2011
    • interaction
    • taste
    • AR/MR/DR
    • foods

    "Chewing Jockey" augments food texture by introducing sound, based on the cross-modality effect. Users can experience munching “super” crispy potato chip, biting “live” food or eating “artificial” materials. We aim to improve eating experience to encourage healthy habits, and to make the eating process entertaining.

  • CRISTAL

    • 2009
    • interaction
    • sight
    • AR/MR/DR
    • daily life

    The amount of digital appliances and media found in domestic environments has risen drastically over the last decade, for example, digital TVs, DVD and Blu-ray players, digital picture frames, digital gaming systems, electronically moveable window blinds, and robotic vacuum cleaners. As these devices become more compatible to Internet and wireless networking (e.g. Internet-ready TVs, streaming digital picture frames, and WiFi gaming sy・・・

  • Fur Display

    • 2000
    • interaction
    • multi/cross modal
    • tangible
    • entertainment

    Fur Display makes invisible information visible. It not only delivers dynamic movements of appealing, bushy fur, but it is also a feathery, visual, tactile display that invites touch and interaction. Earlier versions of this concept often used rigid surfaces like tabletops, but Fur Display presents touchable fur with surprising dynamic movement. The device is simple and small, so it can be placed on clothing, appliances, or personal belongings, where it beco・・・

  • Motion Sphere

    • 2005
    • sensing
    • sight
    • Telexistence
    • sports

    This image-processing technology stabilizes the trembling in images captured with a rotating camera in real time, and because of its "sphere" characteristics, it can track objects no matter how fast or where they are moving.

  • Robot Phone

    • 2000
    • robotics
    • multi/cross modal
    • Telexistence
    • communication

    RobotPHONE is a Robotic User Interface (RUI) that uses robots as physical avatars for interpersonal communication.Using RobotPHONE, users in remote locations can communicate shapes and motion with each other. In this paper we present the concept of RobotPHONE, and describe implementations of two prototypes.

  • Silent Humming

    • 2011
    • display
    • hearing
    • Augmented Human
    • entertainment

    it is so much fun to hum. But to the people around you, it's just a nuisance. In this research, we propose "Silent Humming", a device that allows users to hum without people around them hearing it, much like Silent Piano and Silent Violin.

  • Stickable Bear

    • 2007
    • robotics
    • multi/cross modal
    • tangible
    • entertainment

    A Motion Sharing Robot with Display Based Computing

  • Walky

    • 2011
    • robotics
    • embodiment
    • Telexistence
    • entertainment

    Walky: Operating Method for a Bipedal Walking Robot through Personalized Gestures Expression of Fingers Yuta Sugiura, Gota Kakehi, Anusha Withana, Charith Fernando, Daisuke Sakamoto, Masahiko Inami, and Takeo Igarashi
    Abstract We propose a novel operating method for a bipedal walking robot through personalized gesture expressions of fingers. Bipedal walking robo・・・

  • haramaky

    • 2012
    • sensing
    • embodiment
    • foods

    Abstract We proposed a fabrication method for stretchable sensor. The stretchable sensor consist of a photo reflector (made up of a photo transistor and an infrared LED) and a spring. The photoreflector is embedded in the spring. When the spring is not stretched, the emitted IR light will reflect back to the phototransistor. However, when the spring is stretched, some of the emitted IR light can flow out through the aperture of the spring, reducing ・・・

  • Multi touch handle

    • 2014
    • sensing
    • touch
    • tangible
    • transportation

    multitouchhandle:Multi-touch Steering Wheel for In-car Tertiary Applications using Infrared Sensors
    This system can recognize hand gestures at any position on the steering wheel by utilizing 120 infrared (IR) sensors embedded in it. The sensors are lined up in an array surrounding the whole wheel. An Support Vector Machine (SVM) algorithm is used to learn and recognize the different gestures t・・・

  • PHOENIX-LETTERS

    • 2010
    • display
    • sight
    • daily life

    Shreya Deshmukh, Masaki Aijima, Hirokazu Kawana, Yuta Sugiura, Naoya KOIZUMI, and Masahiko Inami, PHOENIX-LETTERS: Designing Special Messages with Burning Patterns in a Microwave Oven.

  • Pressure Detection

    • 2014
    • sensing
    • touch
    • tangible
    • entertainment

    This paper proposes a method to detect pressure asserted on a mobile phone by utilizing the back camera and flash on the phone. There is a gap between the palm and camera when the phone is placed on the palm. This allows the light from the flashlight to be reflected to the camera. However, when pressure is applied on the phone, the gap will reduce, reducing the brightness captured by the camera. This phenomenon is applied to detect t・・・

  • Puppet

    • 2012
    • robotics
    • embodiment
    • tangible
    • entertainment

    An Actuated Physical Puppet as an Input Device for Controlling a DigitalManikin Wataru Yoshizaki, Yuta Sugiura, Albert C. Chiou, Sunao Hashimoto,Masahiko Inami, Takeo Igarashi, Yoshiaki Akazawa, Katsuaki Kawauchi,Satoshi Kagami, Masaaki Mochimaru

  • Reality Jockey

    • 2013
    • interaction
    • multi/cross modal
    • AR/MR/DR
    • entertainment

    Reality jockey: lifting the barrier between alternate realities through audio and haptic feedback

    Abstract We present Reality Jockey, a system that confuses the participant's perception of the reality by mixing in a recorded past-reality. The partici・・・

  • ImpAct

    • 2011
    • interaction
    • touch
    • tangible
    • daily life

    ImpAct is a stylus which can dynamically change its effective length and it is equipped with sensors to calculate its orientation in world coordinates. When a user pushes it against a touch screen, physical stylus shrinks and a rendered projection of the stylus is drawn inside the screen giving the llusion that it submerged into the display device. Once user can see the stylus immersed into the digital world below the screen, he/she can manipulate and ・・・

  • JINS MEME

    • 2014
    • sensing
    • sight
    • Augmented Human
    • daily life

    JINS MEME offers insights into your mood and current level of fatigue.
    The world’s first eyewear that lets you see yourself.

  • Foldy

    • 2009
    • robotics
    • prototyping
    • daily life

    Foldy: Graphical Instruction for Garment-Folding Robot Yuta Sugiura, Takeo Igarashi, Hiroki Takahashi, Tabare A. Gowon, Charith L. Fernando, Maki Sugimoto, and Masahiko Inami

  • RoboJockey

    • 2010
    • robotics
    • embodiment
    • prototyping
    • entertainment

    RoboJockey: real-time, simultaneous, and continuous creation of robot actions for everyone. Shigeo Yoshida, Takumi Shirokura, Daisuke Sakamoto, Yuta Sugiura, Tetsuo Ono, Masahiko Inami, and Takeo Igarashi

  • Cooky

    • 2010
    • robotics
    • multi/cross modal
    • prototyping
    • foods

    Cooking with Robots: Designing a Household System Working in Open Environments Yuta Sugiura, Teruki Shinohara, Anusha Withana, Masayasu Ogata, Daisuke Sakamoto, Masahiko Inami, and Takeo Igarashi

  • Animated Paper

    • 2010
    • display
    • multi/cross modal
    • prototyping
    • daily life

    Animated Paper is a new wireless prototyping platform that combines paper, shape memory alloy (SMA), retro-reflective material, and copper foil. This platform makes it possible to create a moving paper craft. This platform makes it possible to create moving toys out of ordinary print paper with minimal modification to the physical composition of the paper itself, facilitating simple trial-and-error modifications.We also implemented a laser control syste・・・

  • PINOKY

    • 2011
    • robotics
    • embodiment
    • tangible
    • entertainment

    PINOKY is a wireless ring-like device that can be externally attached to any plush toy as an accessory that animates the toy by moving its limbs. A user is thus able to instantly convert any plush toy into a soft robot. The user can control the toy remotely or input the movement desired by moving the plush toy and having the data recorded and played back. Unlike other methods for animating plush toys, PINOKY is non-intrusive, so alterations to the toy a・・・

  • FuwaFuwa

    • 2011
    • sensing
    • touch
    • tangible
    • daily life

    FuwaFuwa: Detecting Shape Deformations on Soft Objects Using Directional Photo-reflectivity Measurements Yuta Sugiura, Gota Kakehi, Anusha Withana, Calista Lee, Daisuke Sakamoto, Maki Sugimoto, Masahiko Inami and Takeo Igarashi
    Abstract We present the FuwaFuwa sensor module, a round, hand-size, wireless device for measuring the shape deformations of soft objects such as・・・

  • PukapuCam

    • 2011
    • sensing
    • sight
    • Telexistence
    • entertainment

    PukaPuCam is an application service which utilizes a camera attached to balloons, to capture users' unconscious activity continuously from a third-person view. PukaPuCam records the interaction between the users, their surrounding objects and even the people they meet. The direction of the balloon is influenced by the wind, air resistance and tension applied from the yarn. Through this, PukaPuCam can capture the users from random an・・・

  • MetaSkin

    • 2011
    • sensing
    • touch
    • tangible
    • daily life

    A Thin Stretchable Interface for Tangential Force Measurement Yuta Sugiura, Masahiko Inami, and Takeo Igarashi

    Abstract We have developed a simple skin-like user interface that can be easily attached to curved as well as flat surfaces and used to measure tang・・・

  • Move-it

    • 2011
    • display
    • multi/cross modal
    • tangible
    • daily life

    "Move-it” is constructed by some clip-shaped devices that have sensors and actuators. With this system, users can make sticky notes move by just clipping it.The recognition system using the photo interrupter module as a sensor, each clip device can recognize which note has been pinched by calculating how much infrared light is reflected by the grayscale image printed on the flip side of each note.And the actuation system that is a combi・・・

  • Shader Printer

    • 2012
    • display
    • sight
    • prototyping
    • daily life

    Shader Printer Daniel Saakes, Masahiko Inami, Takeo Igarashi, Naoya Koizumi, Ramesh Raskar

    Abstract We introduce a novel concept of a stateful projector display that uses bi-stable color changing inks. We augment non-planar and complex p・・・

  • POPAPY

    • 2012
    • robotics
    • multi/cross modal
    • tangible
    • entertainment

    POPAPY Daniel Saakes, Masahiko Inami, Takeo Igarashi, Naoya Koizumi, Ramesh Raskar
    POPAPY is an instant paper craft that is made up in a microwave oven. With ordinary paper and designed special sheet, we can get 3D paper craft by 1-minute microwave cooking.

  • Cuddly

    • 2013
    • interaction
    • multi/cross modal
    • tangible
    • entertainment

    We proposed a display technology that utilizes the phenomenon whereby the shading properties of fur change as the fibers are raised or flattened. One can erase drawings by first flattening the fibers by sweeping the surface by hand in the fiber's growth direction, and then draw lines by raising the fibers by moving the finger in the opposite direction. These material properties can be found in various items such as carpets in our living environments. W・・・

  • MyRin

    • 2013
    • robotics
    • multi/cross modal
    • prototyping
    • entertainment

    MyRin: 二次元通信シートを用いた近接エネルギー供給の時空間操作によるロボットの制御

  • Graffiti Fur

    • 2014
    • display
    • sight
    • tangible
    • daily life

    "In this research, we propose an interactive device where users can draw any pictures or characters on the carpet as they like. To
    implement this system, we utilize the lighting and shading properties of the carpet when one rubs the surface from a constant
    direction. These properties leave tracks on the carpet. As it is needless to modify the carpet, user can redraw patterns and

  • プクプカメラ

    • 2014
    • sensing
    • sight
    • Telexistence
    • entertainment

    " プクプカメラ:ダイビングにおける三人称視点からの遊泳記録手法 (2014,AH 2015 poster).
    発表文献
    "

  • Gravity Spice

    • 2014
    • interaction
    • multi/cross modal
    • AR/MR/DR
    • foods

    Gravity Spice: Entertainment System by Changing the Weight of Food Interactively. The flavor of food is not just limited to the sense of taste, but it changes according to the perceived information from other perception such as from the auditory, visual, tactile sense or through individual experience or cultural background etc. Our proposed entertainment system "Gravity Spice" focuses on the cross modal of our perception, where we perceive th・・・

  • 透明プリウス

    • 2012
    • display
    • sight
    • AR/MR/DR
    • transportation

    "概要
    車の壁を視覚的に透明にすることによって、車両操作性の向上を目指して行いました。
    このシステムを利用することによって、車内から車外を、まるで車の内部が透明になったかのように見ることが出来るようになります。

  • Rojikoma × Optical Camouflage

    • 2014
    • display
    • sight
    • AR/MR/DR
    • entertainment

    Rojikoma × Optical Camouflage.
    ロジコマ光学迷彩

  • 音手

    • 2011
    • robotics
    • touch
    • entertainment

    "等身大拍手マシン
    軟質ウレタンの肉とアルミニウムの骨でできた人工の手を叩き合わせることで「パチパチ」というリアルな拍手の音を出すことに成功しました。
    音楽に合わせて手拍子させたり、遠隔操作で拍手を遠くに伝えたり意外と使えます。"

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