- Interactive and Immersive Displays
- Tactile and Sensory Interactions
- Virtual Reality Applications and Impacts
- Augmented Reality Applications
- Teleoperation and Haptic Systems
- Gaze Tracking and Assistive Technology
- Innovative Human-Technology Interaction
- Robotics and Sensor-Based Localization
- Robotic Path Planning Algorithms
- Personal Information Management and User Behavior
- Spatial Cognition and Navigation
- Multimedia Communication and Technology
- Evacuation and Crowd Dynamics
- Video Analysis and Summarization
- Image Retrieval and Classification Techniques
- Context-Aware Activity Recognition Systems
- Dental Research and COVID-19
- Ergonomics and Musculoskeletal Disorders
- Modular Robots and Swarm Intelligence
- Music Technology and Sound Studies
- Diversity and Impact of Dance
- Human Motion and Animation
- Action Observation and Synchronization
- Social Robot Interaction and HRI
- Simulation and Modeling Applications
Tohoku University
2018-2025
Tohoku University Hospital
2018-2020
Osaka University
2009-2013
Museum of Japanese Art Yamato Bunkakan
2013
Kyoto University
2010
Shizuoka University
2003-2005
Ryukoku University
2004-2005
Nagoya Institute of Technology
2003-2005
Traditionally, sports commentators provide viewers with diverse information, encompassing in-game developments and player performances. Yet young adult football increasingly use mobile devices for deeper insights during matches. Such into players on the pitch performance statistics support viewers' understanding of game stakes, creating a more engaging viewing experience. Inspired by commentators' traditional roles to incorporate information single platform, we developed AiCommentator,...
Jumping is a fundamental movement in our daily lives that often used many video games. However, little research has been done on jumping and its possible use as redirection technique virtual reality (VR). In this study we explore Redirected Jumping, novel which enables us to purposefully manipulate the mapping of user's physical movements (e.g., distance direction) space, allowing richer more active VR experiences within limited tracking area. To demonstrate possibilities afforded by...
Head-mounted displays (HMDs) increase immersion into virtual worlds. The problem is that this limits headset users' awareness of bystanders: users cannot attend to bystanders' presence and activities. We call the HMD boundary. explore how make boundary permeable by comparing different ways providing informal cues user about bystanders. adapted implemented three visualization techniques (Avatar View, Radar Presence++) share location orientation with users. conducted a hybrid simulation study...
We focus on the problem of simulating haptic infrastructure a virtual environment (i.e. walls, doors). Our approach relies multiple ZoomWalls---autonomous robotic encounter-type wall-shaped props---that coordinate to provide feedback for room-scale reality. Based user's movement through physical space, ZoomWall props are coordinated predict-and-dispatch architecture just-in-time objects user is about touch. To refine our system, we conducted simulation studies different prediction...
Abstract Research efforts have previously explored various components of physical/virtual workspaces that adaptively interact with knowledge workers in order to support them their work. In this paper, we propose an encompassing framework for these efforts, which refer as Human-Workspace Interaction (HWI), the goal increasing awareness and understanding research area encouraging its further development. Specifically, present a taxonomy HWI focusing on types components, approaches, interaction...
Accurate drone positioning is challenging because pilots only have a limited position and direction perception of flying from their perspective. This makes conventional joystick-based speed control inaccurate more complicated significantly degrades piloting performance. We propose PinpointFly, an egocentric interface that allows to arbitrarily rotate using position-control direct interactions on see-through mobile AR where the are visualized with virtual cast shadow (i.e., drone's orthogonal...
We propose WaddleWalls, a room-scale interactive partitioning system using swarm of robotic partitions that allows occupants to interactively reconfigure workspace satisfy their privacy and interaction needs. The can automatically arrange the partitions' layout designed by user on demand. specifies target partition's position, orientation, height controller's 3D manipulations. In this work, we discuss design considerations partition implement WaddleWalls' proof-of-concept prototype assembled...
We propose RedirectedDoors, a novel space-efficient technique for redirection in VR focused on door-opening behavior. This manipulates the user's walking direction by rotating entire virtual environment (VE) at certain angular ratio of door being opened. is called rotation gain. At same time, door's position kept unmanipulated so that realistic user experience can be ensured. designed and implemented rotational manipulation algorithm two types interfaces; with without doorknob-type passive...
RedirectedDoors is a visuo-haptic door-opening redirection technique in VR, and it has shown promise its ability to efficiently compress the physical space required for room-scale VR experience. However, previous implementation only supported laboratory experiments with single door opening at fixed location. To significantly expand this we have developed RedirectedDoors+, robot-based system that permits consecutive haptics. Specifically, our mainly achieved use of three components: (1)...
In this paper, we investigate the effectiveness of records user's activities in Twitter, which is a popular microblogging site, for estimating his/her depressive tendency. We construct multiple regression model to estimate tendency from frequencies words used by user. perform experiments participants' tendencies using constructed model. Our experimental results show that there exists medium positive correlation (correlation coefficient r ≃ 0.45) between Zung's Self-rating Depression Scale,...
We propose TiltChair, an actuated office chair that physically manipulates the user’s posture by actively inclining chair’s seat to address problems associated with prolonged sitting. The system controls inclination angle and motion speed aim of achieving manipulative but unobtrusive guidance. To demonstrate its potential, we first built a prototype TiltChair could be tilted pneumatic control. then investigated effects seat’s motions on task performance overall sitting experience through two...
Jumping onto steps is a promising action for creating an instant height movement in VR, but installing physical impractical. We propose PseudoJumpOn, novel locomotion technique using common VR setup that allows the user to experience virtual step-up jumping motion by applying two types of viewpoint-manipulation methods jump on flat floor. The core idea replicate characteristics ascending jumps, and thus we designed methods: gain manipulation, which differentiates ascent descent height, peak...
We introduce InflatableBots, shape-changing inflatable robots for large-scale encountered-type haptics in VR. Unlike traditional shape displays, which are immobile and limited interaction areas, our approach combines mobile with fan-based structures. This enables safe, scalable, deployable haptic interactions on a large scale. developed three coordinated robots, each of consists an omni-directional base reel-based structure. The robot can simultaneously change its height position rapidly...
We propose Third-Person Piloting, a novel drone manipulation interface that increases situational awareness using an interactive third-person perspective from second, spatially coupled drone. The pilot uses controller with manipulatable miniature Our algorithm understands the relationship between pilot's eye position and ensures same spatial is maintained two real drones in sky. This allows to obtain various perspectives by changing orientation of while maintaining standard primary control...
In this paper, we report some observations related to a haptic illusion called the velvet hand (VHI) in which can feel strange velvety sensation when lightly rub wire mesh of hexagonal pattern between our hands, keeping hands pressed gently together. Moving line stimuli are used find conditions for eliciting order understand its mechanism deeply.
We propose a furry and scalable multi-touch display called the "FuSA2 Touch Display." The type of tactile sensation this surface affords various interactions such as stroking or clawing. system utilizes plastic fiber optic bundles to realize furry-type texture. can show visual feedback by projection detects input using diffused illumination technique. employed optical feature optics integrate output systems into simple configuration that becomes scalable. implemented 24-inch display,...
People often communicate with others using social touch interactions including hugging, rubbing, and punching. We propose a soft social-touchable interface called "Emoballoon" that can recognize the types of interactions. The proposed consists balloon some sensors barometric pressure sensor inside balloon, has surface ability to detect force input. construct prototype Emoballoon simple configuration based on features evaluate implemented prototype. evaluation indicates our implementation...
Room-scale VR has been considered an alternative to physical office workspaces. For activities, users frequently require planar input methods, such as typing or handwriting, quickly record annotations virtual content. However, current off-the-shelf HMD setups rely on mid-air interactions, which can cause arm fatigue and decrease accuracy. To address this issue, we propose UbiSurface, a robotic touch surface that automatically reposition itself physically present (VR whiteboard, canvas, etc.)...
We propose a room-shaped information environment called Ambient Suite that enhances communication among multiple participants. In Suite, the room itself works as both sensors to estimate conversation states of participants and displays present stimulate conversation. Such nonverbal cues utterances, positions, gestures are measured sense participant states. The surrounded by so various types can be given based on their Although this system is adaptable wide range situations where groups talk...
We propose PinpointFly, an egocentric drone interface that allows users to arbitrarily position and rotate a flying using control interactions on see-through mobile AR where the direction of are visually enhanced with virtual cast shadow. Unlike traditional speed methods, hold smartphone precisely edit drone's motions directions by dragging shadow or slider bar touchscreen.
We propose ModularHMD, a new mobile head-mounted display concept, which adopts modular mechanism and allows user to perform ad-hoc peripheral interaction with real-world devices or people during VR experiences. ModularHMD is comprised of central HMD three removable module installed in the periphery cowl. Each has four main states: occluding, extended view, video see-through (VST), removed/reused. Among different combinations states, can quickly setup necessary forms, functions, visions for...