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。

Bridged Reality

BridgedReality is a toolkit that enables users to produce localized virtual effects in live scenes, without the need for an HMD nor any wearable devices or virtual controllers. This method uses body tracking and an illusory rendering technique to achieve large scale, depth-based, real time interaction with multiple light field projection display interfaces. This toolkit circumvented time-consuming 3D object classification, and packaged multiple proximity effects in a format understandable by novice programmers. This work offers a foundation for multidirectional holographic interfaces, GPU simulated interactions, teleconferencing and gaming activities, as well as live cinematic quality exhibitions.

Dementia Eyes

Dementia Eyes is a mobile AR experience simulating common visual symptoms of Alzheimer’s type of dementia based on pathology and medical workers’ experience with patients. The application was validated by professional medical workers in Japan, and the result advocates for the efficacy of the empathy we intended to bring to the medical workers.

Dementia Eyesは、アルツハイマー型認知症の一般的な視覚症状を、患者と接した経験のある医療従事者の経験と病理学に基づいてシミュレートしたモバイルAR体験です。 このアプリケーションは、日本のプロの医療従事者によって検証された結果、アルツハイマー型認知症に対する医療従事者への共感を誘発する有効性が示されました。

Spatial Animacy

Spatial Animacy is an ongoing experience design research project, imagining and prototyping future spaces and responsive environments that can sense human needs and engage with users in meaningful ways, in a material-driven interaction design approach.
Prototyped in a High-Tech x Slow-Craft philosophy, a hand-folded origami surface is kinetically animated by a network of actuators using real-time spatial sensing data of users. In the form of an interactive kinetic origami surface, it explores ways that kinesthetic empathy can lead to perceived animacy in architectural space.

Headspin Experience

Breaking is a sport that has been adopted as a new Olympic sport at the Paris 2024.
However, due to the difficulty of the technique, many people do not have the opportunity to experience Breaking easily.
Therefore, we developed a device that allows beginners to easily and safely experience the Breaking technique.
We focused on a Breaking skill called Headspin whitch is a technique where you turn upside down and rotate around your head.
The "Headspin Experience" will help the participant understand what is difficult about Headspin and which muscles need to be moved.

In the experience, the participant can experience two of the factors that make Headspin difficult.
• To bear the weight of the body with only the neck and head
• Turning the legs parallel to each other
It is expected that the Breaking competition at the Paris Olympics will be more enjoyable because the body will be able to recognize the ideal movement of Headspin.



Human Augmentation
Collaborative Avatar Platform

We developed a system in which two users are integrated into one actual robot arm to collaborate with each other. The method of dividing the roles allows flexible movements that is not dependent on the range of movement and rotational freedom of the human arm, and enables movements that are impossible for a single person. The mixing of movements in adjustable ratio allows an expert to support a beginner to make more stable movements, and induces collaboration between users with different perspectives. Additionally, we implement tactile feedback to enable interaction between users and between users and the robot. We investigate the effects of these on usability and cognitive behavior. This system is expected to become a new method of collaboration in the cyber-physical society.


Human Augmentation
Slide Rift

In this study, a new racing sport that can be competed with or without lower limb disability was developed using the medium, which provides a new athletic ability of drifting to diverse bodies.
Analysis was conducted based on performance information obtained from actual competitions by 3 participants with lower limb disabilities, ranging in age from under 10 to 40, and 3 participants without lower limb disabilities, ranging in age from their 20s to 40s.
As the result, we have found that we can provide thrills and fun for all participants, regardless of whether they have a lower limb disability or not.
This shows that the system concept and event was a 'superhuman sport' in which all users can participate equally.


Human Augmentation
Parallel Ping-Pong


Human Augmentation
Frisson Waves

We present the concept of sharing frisson and the artifact of “Frisson Waves” by enhancing and transmuting aesthetic chills into emotion circle waves. We explores the intimate reactions and enables a way of inward perception that was transformative, individual as well as collective by facilitating the interpersonal transmission of frisson sensation. We describe an open integrated wearable system that consists of a wrist band, back-end processing, and output. Our proposed system enables the capturing and translating of physiological signals into thermal information to induce frisson.

私たちは,フリソンを共有するというコンセプトのもと,鳥肌感覚を向上させ,感情の波に変換する「Frisson Waves」というアート作品を作成しました.鳥肌感覚の他人への伝達を容易にすることで,お互いの反応を知ることができ,個人的にも集団的にも変容する内的な知覚の方法を可能にしました.私たちは,リストバンド,バックエンド処理,および出力からなる,オープンな統合ウェアラブルシステムを提案します.このシステムは,生理的信号を取り込み,熱情報に変換することで,フリソンを誘発することができます.

Arts & Performances
Haptic Empathy

Haptic Empathy is defined as an individual ability to express and understand emotional meaning through haptics. Several studies have been conducted and showed support for the viability of the proposed concept framework. It seems that people possess an intrinsic ability to express and perceive emotional connotations through simple vibrotactile patterns. Based on this theoretical concept, one application was designed and applied in the field of emotion education. It is an interactive system that can promote autistic children to create their own emotional vibration patterns, and help them express and understand emotions in a simpler and more creative way by embodying emotions.

Haptic Empathyは、触覚を通じて感情的な意味を表現し、理解する個人の能力と定義されています。いくつかの研究が行われ、提案されたコンセプトフレームワークの実行可能性を支持する結果が得られています。人は、単純な振動触覚のパターンを通して、感情的な意味合いを表現し、理解する本質的な能力を持っていると思われます。この理論的コンセプトに基づき、1つのアプリケーションが設計され、感情教育の分野で応用されています。それは、自閉症児が自分の感情振動パターンを作ることを促進し、感情を体現することによって、よりシンプルで創造的な方法で感情を表現し理解することができるインタラクティブなシステムである。

Sonitecture: Module 1

Sonitecture: Module 1 is a sonic and sculptural installation. Several abstract beings respond to the audience’s presence and physiological sensing through responsive lighting and sound, creating a meditative and communicative feedback loop between the digital and the human worlds.

Sonitecture: Module 1 は人の身体の反応や感情の移り変わりを測定・解析し、光と影、音や振動と共に浮遊するデジタル生物に反映するインスタレーションである。感情や経験がデジタルツインを通じてアバターと接続される未来像の一端を体験することで来場者は自分と身体とマインド、空間とのつながりを再発見する。

Arts & Performances

People who are forced to isolate themselves, like hospitalized patients, rarely have the opportunity to communicate and interact with their loved ones properly. Even though tools like  phone callings, video calling services exist, they do not promote a sense of co-presence and the importance of informal communication among loved ones.
We propose Comado.
Comado facilitates informal communication via 2 key features: screen blur and tactile sharing (haptic transmission (feedback)).

本デバイス『Comado』は、画面から離れるとぼやける「画面のぼかし」機能と、「触覚の共有」という2つの機能を追加したビデオ通話によって、遠隔地同士に"同じ家で暮らしているような感覚" = インフォーマルなコミュニケーションをもたらします。