Projects
Embodied Media - Project Archive

An overview of the research prototypes, public exhibitions, industrial products, and modern organizational designs that enhance our everyday lives.

Embodied Media では、日常生活を豊かにするテクノロジーの開発、プロダクトのデザイン、未来の表現や社会の仕組みを提案する研究活動に取り組んでいます。

Tangible Pads

Tangible Pads is an interactive experience that combines sound, lighting, movement and haptics. Each Tangible Pad represents a different instrument and is only activated when the user interacts with it. The more people join the experience the more instruments get activated. The music builds up in response to movement. This way, participants are able to motivate each other to move. They are also able to collaborate through dance to make more complex sounds. Each Tangible Pad is equipped with an actuator that provides haptic feedback and lights that change to the beat of music. These parameters coupled with sound help provide an immersive experience. Through this experience users are able to align their movement with the music, build off each others' movements and contribute to the making of the music.

Haptics
Arts & Performances
2017
HaptI/O

We propose the concept of the “Internet of Haptics” (IoH) that enables sharing experiences of others with the sense of touch. IoH allows to multicast haptic sensation from one Sensor-Node to multiple Actuator-Node and to multicast from multiple Sensor-Node to multiple Actuator-Node via the Internet. As a proof of concept, we developed the “HaptI/O” device which is a physical network node that can perform as a gateway to input or output the haptic information to/from the human body or tangible objects. Multiple HaptI/O would be connected on the IoH server and transmit the haptic information from one node to multiple nodes as well as one to one mutual connection so that HaptI/O enables us to share our experiences with the sense of touch.

情報技術と触覚技術の発展に伴い,人の触体験をネットワーク越しに共有することが可能となってきた.このようなネットワーク上における触覚を用いた身体的経験の共有システムの概念をInternet of Haptics (IoH)と名付け,触体験の共有における触覚伝送のプラットフォームの確立を行う.本概念を確立するため,触覚情報を伝送するプラットフォームまた,身体や有体物の触覚情報の入出力のためのゲートウェイとして機能する物理ネットワークノード「HaptI/O」を開発した.複数の HaptI/Oがサーバーに接続され,1つのノードから複数のノードまた,1対1の相互接続を提供することで,HaptI/Oを使用して他者の身体的経験の中で得られる触体験を共有することができる.

Haptics
2017
Spatial Haptics Interface

Proposing in the nineteenth and twentieth century, architectural theory evolved into a notion of embodiment, where spatial experience is related to physiological responses of observers. Knowing that body plays an important medium of sensing the space around us, our movement is then performed responsively by how we percept the environment. Body itself acts as an interface between virtual and real space, and in recent year, dependence of technology resulted enhancement of our embodiment. Therefore, it would like to enhance our behaviour by feeling the inatngible spaces in a real space. Spatial indications are digitally provided to indicate the movement, and the thesis mainly focuses on the design of haptization towards our embodiment.
studying how those indications influence our cognition on behaviour.

Haptics
2017
Touch the Sound Picnic

イヤーマフを付けて音が遮断された状態で,音を振動に変換するデヴァイスを手に持って,ピクニックにでかけます.耳で音をとらえられなくなったとき,私たちはふだん身の回りで起こっている状況を,耳だけでなく,目や鼻,あるいは肌といった体全体でとらえていたことに気づくでしょう.音を触感として感じることで,聴覚によらないサウンド・インスタレーション作品の鑑賞方法を提案します

Haptics
2017
atmoSphere

The atmoSphere is a system that provides users immersive music experiences using spatial audio and haptic feedback. We use cross-modal correspondence -the interaction between two or more sensory modalities- to create an engaging user experience.

The atmoSphere consists of a spatialized music and a sphere shaped device which provides haptic feedback. It provides users imagination of large sound environment although they feel haptic sensation in their hands.

Haptics
Arts & Performances
2017
Altered Touch

We developed a fingertip haptic display with integrated force, tactile and thermal feedback in a miniature form-factor such that it can be worn easily and used with augmented reality applications without affecting the existing tracking technologies. By using the force display, we proposed the concept of "Altered Touch", that can be used to alter the haptic properties of real objects by rendering projected visual, and haptic feedbacks.

簡単に着用して拡張現実感アプリケーションで使用できるように、小型のフォームファクターで力覚、触覚、熱フィードバックを統合した指先触覚ディスプレイを開発しました。指先触覚ディスプレイを使用することで、投影された視覚と触覚フィードバックをレンダリングすることによって実際の物体の触覚特性を変えることができる「Altered Touch」の概念を提案します。

Haptics
2017
Submerged Haptics

We present a novel method of creating a waterproof wearable fingertip haptic display "AeroFinger" that is very light and small enough to fit on the fingertip and uses no electro-mechanical actuation. The display consists of 4 miniature airbags which are made out of 3D printed Rubber-Like material so that the display size, strength and shape can be customized by the user. A small sized full range speaker is mounted on a closed air chamber where the air is transferred back and forth through a tiny nozzle to the airbag. The Speaker movements creates a difference in air pressure and translated into airbag inflation and deflation. Therefore, AeroFinger can display the low frequency vibrations as force sensation and high frequency vibrations as tactile sensation. Unlike most ungrounded haptic devices which contains electrical components such as motors or vibration actuators, AeroFinger uses no electro-mechanical actuation and thus can be completely submerged on water or could be used in magnetic resonance environments.

『AeroFinger』は3Dプリンターで作成した指先に装着する触感ディバイスです。軽量なこと、また電子部品一切入っていないことが特徴です。そのため、水の中で使用することも可能です。エアーバッグが膨らむことによって指先に圧力やテクスチャーなどの触覚フィードバックを与えます。
1つのデバイスに4つのマイクロエアーバッグが付いており、空気を別々のエアーバッグに出し入れし、三軸の方向情報が提供できます。空気の制御はスピーカーの動きにより実現しています。

Haptics
2017
Thermo VR

ThermoReality is a head mounted display that is capable of providing co-located thermal haptic feedback with the displayed visual content. With this device, we produce unique thermal experiences that are synchronized with the visual content to enhance the immersive experience of the user.

Haptics
XR
2017
Telexistence Toolkit

Our world now is becoming a connected village of information and social experiences, but we still experience it as spectators and from the personal point of view. Telexistence Toolkit, or TxKit, is a compact, novel communication device that virtually transports you from one physical location to another, allowing you to experience the world from your point of view. Designed based on essential sensory feedback and in humanoid factor, TxKit provides the means for stereoscopic vision, binaural audio, speaking, and head motion. Using this design, both user and remote participants can have natural and mutual communication as if both were in the same location.

Telexistence
2017
Telexistence Inc.

Our mission at TX inc is to industrialize telexistence technology to dramatically change lives, organizations, and society.
“TELEXISTENCE” is a concept that was first proposed in 1980 by Dr. Susumu Tachi, Professor Emeritus of the University of Tokyo and the chairman of TX inc, which refers to the notion of human beings in effect being in a place other than where he or she actually existsand being able to act freely in that remote environment – essentially expanding the presence of human beings – as well as the technological systems that make this possible.

テレイグジスタンス(TELEXISTENCE/遠隔存在)とは、TX incの創業者の一人でTX会長でもある東京大学名誉教授 舘暲氏が1980年に世界で初めて提唱した、人間が、自分自身が現存する場所とは異なった場所に実質的に存在し、その場所で自在に行動するという人間の存在拡張の概念であり、また、それを可能とするための技術体系です。
TX incのミッションはこの技術の産業化を実現し、個人、企業、社会の生産性を飛躍的に向上させることです。

Telexistence
2017
Crystal Vibes

Experience body vibrations of candy colored psychedelic sound rippling through an endless crystal universe. Crystal Vibes is a virtual reality experience that demonstrates the cutting edge of spatial 3D audio, full-body 'Synesthesia Suit' vibro-tactile stimulation, and sound visualization that maps sound and light based on the science of the human senses, to push the frontiers of technology-mediated sensory experience in virtual reality. With the project's predecessor (Sound World VR) described as “transcendent” and “like traveling through a psychedelic kaleidoscope” (Forbes 2016), this piece ups the ante with music from producer Ott. and is all-new.

Arts & Performances
XR
2017
tOURs

City Wander has become a popular hobby in recent years. People enjoy exploring the city by walking, it is a hobby to relax oneself, and to discover new treasure of the city and one’s life. In this research, I designed a City Wander recording and sharing service with wearable devices, which visualizes the heartbeat information on a map to show the relationship between human body and urban landscape, so that we can realize the embodiment of urban landscape. I firstly hypothesized that one’s heart rate rises when he or she sees something he or she is curious about, and then test this using my first prototype device. I conducted an experiment with four participants, in popular City Wander areas such as Akihabara and Asakusa area in Tokyo. The data suggests that heart rate is significantly higher when participants see what they consider an interesting spot when compared with spots they are indifferent towards, implying that my concept is supported by quantitative physiological data responses. With the second prototype, which is a new kind of Instagram Service, I had a deeper study on the relationship between urban landscape and human emotion, and also to show the actual scenario possibilities of this research. Perspectives of this research direction are discussed in terms of the relationship between city and human body and even the emotion.

近年、街歩きは個人の趣味として人気が上昇しています。人々は街を歩いて探索し、休日にリラックスすることを楽しんでいます。この研究では、ウェアラブルデバイスを使って、使用者の心拍情報をマップ上に視覚化することによって、街歩きを記録とシェアするサービスをデザインしました。心拍情報の視覚化によって人の体と街の関係性を表すことで、都市ランドスケープの身体化が実現できます。「人は興味があるものを見ると心拍数が上がる」という仮説をもとに、秋葉原や浅草など有名な観光地で実験を行わってきました。得られた研究データは仮説を支持しており、この研究コンセプトが定量生体データにより有効だと証明されました。その他、研究の詳細検討では心拍数を使った新しいインスタグラムサービスを応用例としてデザインしました。当研究は、心拍マップを生成し、人の体や感情と街の関係性を討論しました。

Social
2017
ASMR articulate emotional geometry

本研究は、人へ聴覚刺激を与えることで、 身体的な感覚へ影響を及ぼす新しい音楽体験をデザインすることを目的とします。作品に用いた音源は、バイノーラル録音法を利用した立体音響信号であり、その中でも特にASMRと呼ばれる現象を引き起こすものを選定しました。ASMRとは、Autonomous Sensory Meridian Response(自発的に心地よい感覚が生じる反応)の略語であり、聴覚刺激によって「ソワソワした感覚」や「リラックスした感覚」を引き起こすことが知られています。本研究では、ASMR現象を引き起こす音響信号を、主に自然物によるマテリアル素材から集め、その主観評価を検討するとともに、この現象を組み合わせた音響信号の合成と、このASMR現象がもたらす身体的な感覚を誘起することを意図した音楽作品の制作を行います。

Social
2017
MetaLimbs

We propose “MetaLimbs” is a prototype exploring a research question “How we can edit or design our body?”. The system is constructed by robotic arms/hands which are mounted on a user and motion tracking which uses socks type sensor device and optical motion trackers, it can modulate from user’s legs/feet movement and posture to the motion of robotic arms/hands. User’s body perception and schema will be changed or augmented by multiple limb interactions.

「MetaLimbs」は、“身体性を自由自在に編集することはできるのか?"を明らかにするためのプロトタイプです。ユーザーに装着した2つのロボットアームを左右それぞれの足に対応づけて、靴下型デバイスで足指の動き、つま先と膝に取り付けた光学式マーカーで脚の動きを計測することで動かします。複数の腕によるインタラクションはユーザーの身体認知を変化させて身体感覚を拡張します。

Human Augmentation
2017
Musiarm

In this research, we developed a device that combines an artificial arm and a musical instrument. “Musiarm” aims to bring an entertainment aspect to prosthetic arms as well as motivate users to play musical instruments. We identified a physical value in people with disabilities and attempted to realize a design that transcends physical limitations. "Muisarm" was prototyped alongside prosthetists and people missing a forearm who do not usually play music. In conclusion, “Musiarm” revealed the possibility to stimulate the interest of people with disabilities regarding music performance. “Musiarm” explores the expansion of the artificial arm functionality to performance art through a combination of music and body movement.

本研究では、義手と楽器を融合させ楽器演奏を実現し、義手のエンターテイメント性の拡張、及び義手利用者の楽器演奏に対するモチベーションを向上させることを目的とした「Musiarm」を開発した。当事者の身体的な特性を「価値」と考え、身体の制限を超えて直感的な演奏を実現する。普段演奏を行わない前腕欠損の当事者、義肢装具士と対話して試作を行なった。Musiarmによって、演奏行為に対する当事者の興味を喚起できる可能性が明らかになった。身体表現と音楽表現の融合によって、義手による表現の拡張を提案する。

Human Augmentation
2017
Unconstrained Neck

Humans are born with physiological limitations in terms of the sensory and motor abilities. Due to the narrow range of motion of the neck and the small visual field of the eyes, the human visual sense is limited in terms of the spatial range. We address this visual limitation by proposing a programmable neck that can leverage the range of motion limits. Unconstrained Neck, a head-mounted robotic neck, is a substitution neck system which provides a wider range of motion enabling humans to overcome the physical constraints of the neck. Using this robotic neck, it is possible to control the visual/motor gain which allows the user to thus control the range and speed of his effective neck motion or visual motion.

Human Augmentation
2017
Exploring Thermal Perception

To develop a VR immersive thermal display, it’s important to know how human perceive and interpret thermal stimuli and what kind of information can be conveyed to the user through the thermal stimuli. If we can utilize thermal stimuli in the same way as it affects human in real world, it’s possible to simulate the real world in thermal aspect. So my subject here is to prove the hypothesis: thermal stimuli on body extremities lead to different recognition and interpretation. I conducted three experiment to exam the thermal perception on forehead, on wrist and on the bottom of foot. In the research, I successfully present spatial awareness and passing-through illusion to user and also introduce some principle for the thermal experience design on the foot.

Human Augmentation
2017
Superhuman Sports Hackathon

By utilizing the cutting edge technology to the civic tech, Superhuman Sports had been developed with repeated tries and error, is an epoch-making creation method.

This project is creating a new kind of community and the field of people from various kinds of background and named the trend of creation of combining the sports, technology and creativity as Sports Creation.

We are pursuing the generating the value of the company and the local area, discover and recruit of creative persons and creation of new culture and community by holding Superhuman Sports Hackathon in Tokyo and Superhuman Sports Project from Iwate Pref. which created local sports.

最新のテクノロジーから、シビックテックまでを駆使し、様々な試行錯誤を繰り返して創り上げられる超人スポーツは、まさに新しい時代のモノづくり、クリエイティビティの一つです。

本プロジェクトでは、この活動を推し進めるため「スポーツ×テクノロジー×クリエイティビティ」の潮流を『スポーツクリエーション』と名付け、様々なバックグラウンドを持つ人々が集い、共に創る場・コミュニティづくりを行っています。

東京で実施した「超人スポーツハッカソン」、地域発のスポーツを生み出した「岩手発・超人スポーツプロジェクト」をはじめとして、スポーツクリエーションを通じた「企業や地域の価値発信」「創造人材の発掘・支援」「新たな文化・コミュニティの醸成」に挑戦しています。

Human Augmentation
2017