This study demonstrates that by opening and closing the human pinna, we can change the direction of sound perceived by humans. Each ear was independently transformed into a 100% open, 50% open, and 100% closed state, and all 9 combinations of these ear transformations were tested to evaluate the perceived direction of the sound output from 7 speakers placed 180 degrees around the subject. We demonstrate that by deforming the pinna, we could change the perception of the direction of sound, or make it illusory. We also found that except for 1 out of 7 speakers (or directions of sound), closing 100% of the ear on the side of the speaker where the sound is coming from and 50% of the ear on the other side of the speaker tends produce the most alteration to the perceived direction of sound.
The origin of dance was in "ceremonies" and "festivals" where there was no boundary dancers and audience. Boiling Mind creates a bond between dancers and audience by using “sensation sharing” that dancers have unconsciously gained. During the performance, the audiences wear a heart rate sensor and eye tracking device to generate data that will be visualized later on. The visualization will become a part of the stage design and create the connection between the dancer and the audience.
ダンスの起源は，ダンサー/鑑賞者との境界のない”儀式”や”祭”のなかに あった. Boiling Mindは，ダンサーが無意識に体得している「感覚共有」を演出方法に活用することで，ダンサーと鑑賞者とのボンディングを生むことを目的としたダンスパフォーマンスである.
公演中，鑑賞者は心拍センサ，アイトラッキングデバイスを装着し，そのデータを映像化する.映像は，舞台美術 の一部として， ダンサーと鑑賞者とを繋ぐ.
Boiling Mind 実施映像(2019年11月4日@神楽坂セッションハウス)
This is Synesthesia Wear, a full-body, customizable haptic interface. This wear not only looks as flexible as ordinary cloth, but also the attached modules are powered and controlled through this conductive textile via two-dimensional signal transmission(2DST) technology. The haptic modules have a pin, badge-like connector, and it can be freely attached on the con- ductive textile, enabling users to personally customize the experience to their own liking. This module can render variations of haptic feedback to the torso and all limbs of the body, and visu- alize representations using LED light patterns. We also proposed a spatial computing experience inspired by the perceptual phenomenon called synesthesia. The system provides an sensory blended experience in which the user walks around freely in real space. The user can interact with real and virtual environments, in a reality-overlapping way by wearing Synesthesia Wear.
Affective Haptic Furniture is a directional vibration pattern system which generates different type of basic emotions (e.g. happy, calming, etc). We implemented it onto a chair-like cushion to create more accessibility for people to regulate their emotions during daily cognitive tasks. We embedded 8 vibro-transducers on upper and lower back, bottom and leg area of the chair to allow seated users experience the vibration across the body.
The skin is a natural interface between the inside and outside of our body. It holds us into shape, as well as it shapes the way we behave. Wearing clothes would significantly lower the interactivity of this interface. This research is focused to create a new “organ extension” of our skin by modularizing the haptic interaction of the covered skin. This new extension would allow creating a transparent medium beyond the worn fabric and would reshape our skin function by augmenting touch sensation through the mechanism of the combination of shape-memory alloy (SMA) actuators and the mechanical structures. This research has potential applications in creating new forms of reprogrammable haptic modules utilized on a wide area of skin in virtual reality (VR) environments.
For most vertebrate animals, tail plays an important role for their body, providing variant functions to expand their mobility. In this work, Arque, we propose an artificial biomimicry-inspired anthropomorphic tail to allow us to alter our body momentum for assistive and haptic feedback applications.
“Kabuto Lift” is the VR experience where you can become a beetle which will try to acquire own throughout the battle. In addition to visual images by HMD, by using haptic and tactile presentation by gyro moments, our experience will provide you with a sense that there are horns on your head, which humans do not have.
「かぶとりふと」は、自身がカブトムシとなり戦いを通じて、角をもった体験をすることができる VRコンテンツです。HMD による視覚提示に加えて、ジャイロモーメントを用いた力覚提示及び触覚提示を用い、人間にはない角が存在している感覚を体験することができます。