Living Wall Display is an autonomous interactive display that augments the representation of 2D content spatially by physically moving the screen in concert with the animation presented on the screen. To demonstrate its potential, we design three application scenarios, a first-person shooting game, a baseball pitching game and a driving simulator. User feedback from our study and demonstrations shows the potential of Living Wall Display to augment content expressiveness and user experiences. Based on these findings, we conduct a perceptual study to explore the perceptual effects of physical movement of display. We found that the perception of some movement of virtual objects appears to be exaggerated with Living Wall Display. Lastly, we discuss the benefits and the possibility of improvement of Living Wall Display as the novel 3D display.
Photography is trimming of spatiotemporal information of the real world. The clues to know behind the scene of photography will exist in the outside of the photo, such as the surrounding situation, the photographer's motivation, and the process of the shooting. We propose a photo media "Behind the Photo" showing behind the scene of photography. Our proposed method shows photography experience by presenting the frame and the taken photo on the spherical video. We believe that our method will provide a way for photographers to make their content more enjoyable and attractive, and help appreciators to understand the presented photos. In this research, we developed a camera device and a viewer for "Behind the Photo", and evaluated the experiences of photography and appreciation.
Shape-changing displays and interfaces have attracted much attention for enabling intuitive expressions and physical interactions. Furthermore, integrating other modalities, such as color change, on the shape change can be one of the next challenge on this field. In this project, we propose a new method for changing shapes and colors simultaneously, making full use of the characteristic of the material. Each pixel has a layer of elastic elastomers with different color and can be controlled individually by air. On this system, it is possible to change pixel size and color. The array of the pixels can express 2.5D move and the change of the color. Each pixel also has a touch sensing function that enables users to interact with it intuitively. In this paper, we describe the concept of COLORISE, related work, system design, evaluation, implementation of interaction, and user experience of the exhibition.
Virtual reality (VR) has long been used to impart a heightened sense of reality to the user by artificially generating various stimuli. We hypothesize that generating emotions during a VR experience helps to enhance the immersive experience. Therefore, we developed an interactive walk-through system named Emotion Hacking VR (EHVR) that measures user heart rate and provides false vibrotactile feedback to amplify the VR fear experience. To determine the effectiveness of the false vibrotactile feedback, we conducted a comparative experiment to evaluate three calculation methods used to generate the false heart rate. We adapted the most effective method to accelerate the user heart rate in the EHVR system and conducted a hands-on exhibition at the Asia Digital Art Award 2017 exhibition at Fukuoka Asian Art Museum. The objective and subjective results obtained from participants indicate that the increased real heart rate caused by EHVR affected the VR fear experience.
We are developing a virtual reality entertainment system using a car as a motion platform. The feasibility and usefulness of this system has been evaluated on prototypes based on an electric car. However, the prototype has two problems, one is feeling of mismatch between the images and the movements, and the other is lack of realism for situations with shaking. As these issues were supposed to be caused by limited bandwidth of the car motion, we propose to add vibrators on the system and to combine the car movement with the vibrotactile stimulus. The vibrators expand the frequency limit of vibration stimulus by the car, as well as the car movement itself compensates the lack of the vibrators' power. The results of user evaluation showed that the mismatches were reduced and the shaking feeling was improved.
We built an entertainment VR system that provides the experience of Mochitsuki. This system reproduces the unique feel when pounding rice cake with a pestle. We chose an approach that breaks down the haptic experience into multiple elements and assigns devices to each element, either a physical device or an electronically-controllable device. With this configuration, direct interactions between the user and the system are all performed by physical devices to ensure the quality of experience, while the parameters affecting the experience can be controlled by electronic devices and mechanisms. In this thesis, we report the findings obtained up to the present time.
For wheelchair beginners, practicing wheelchairs is tedious and it is difficult to maintain their motivation of exercise, which causes a decrease in the amount of exercise. On the other hand, in recent years, the Somatic Game, is effective in exercise promotion and releasing stress. Also, these game devices and systems using wheelchairs have been reported. However, many games using wheelchairs are video games. It is difficult to do wheelchair's movement practice and gaze at the game display at the same time. And the operation of wheelchair used for game input does not cause the actual movement for wheelchair practice. In this paper, we use a wheelchair device that uses color information of the floor, and implemented a prototype of a game that moved to the required color paper. In response to sound instruction and feedback, we conducted a preliminary experiment to clarify the characteristics of the time and distance when a wheelchair user moved to the required color. We created a game which is based on the experiment's result. And we summarized the user's opinions and experiences in the game through the exhibitions.
We propose a method to acquire interactions to axial objects with a sensor sheet equipped with many magnets and several magnetic sensors that can be wrapped around various axial objects. It can cover an axial object, and when a force is applied to the sensor sheet, it deforms, and the embedded magnets are moved. Thus, the magnetic flux density on the sensor sheet is changed according to the applied force, the magnetic sensors can detect the transformation, and finally the system calculates the applied force. In this paper, we confirmed that proposed system can classify the interactions and estimate the intensity.
Nishijin textile is a generic term for pre-dyed figured textile produced in Kyoto. Nishijin textile has realized various designs and functions by incorporating materials such as foils cut from paper. We integrated functional materials and digital technology into this traditional Nishijin textile. Heteroweave is a work that integrates functions by weaving different materials in the weft. Heteroweave have unique characteristics that are diffcult by conventional Nishijin textiles, such as "color change", "superimposition of digital information", "retention of solid shape" to the environment. Heteroweave also follows the traditional Nishijin textile manufacturing process, and shows that it is possible to incorporate various media expressions without changing the original design. This design concept is a widely applicable method for functionalizing weaving textiles. In this paper, we summarize the concept, basic design, details of concrete prototypes, and the method of exhibition.
In this research, we propose a tube display, TuVe as a novel flexible display applicable to various shapes of surface. It is possible to wrap the tube around the surface of an object and present information. In this paper, first, we investigate the system configuration to generate droplets. Next, we discuss about the method to control positions of the droplets. In addition, we also propose a calibration method to define the relationships between the pump drive time and droplets' positions. Then, we evaluate the performance of proposed system with experiments. As a result, we confirmed that it was possible to control the positions accurately of colored droplets by the proposed calibration method.
Shape-changing interfaces can change their physical appearance according to situations or assigned functions. While various types of shape-changing interfaces have been proposed, it is still challenging to meet the requirements of flexibility for the shape-change and stiffness for bearing load applied on them. Toward this issue, we propose a new system called xSlate, a shape- and scale-changing interface with stiffness control for the surface. It is enabled by a deformable frame structure that consists of linear actuators, and an elastic skin surface that can configure its stiffness by pneumatic jamming. We also developed a touch sensor on xSlate for interactive usage. In this paper, we describe the specific design and fabrication methods of xSlate. We also propose four applications, including a size-changing racket, deformable table, size-changing packing material, and shape-changing smart device.
"Astral Body" is an art installation for viewers to reveal the origin of life by showing the sense of life. A dead body and an artificial sign of life with dead matter are presented so that the viewers could think of relationship of the two. Astral Body has a kinetic surface made with ferromagnetic powder to present creature-like movements and human interaction. We have expressed the movements by using an automatic running robot with a magnet. Through the exhibitions, we have collected reactions and opinions from the attendees, and observed them. In this paper, we will conclude the overview, concept, design, implementation, and outcomes from the exhibitions.
Peripersonal space (PPS) is the space immediately surrounding the human body parts. PPS is important because humans directly interact with their surrounding environment within this space. Previous studies have shown that PPS expands during self-motion perception and that an increase in the speed of an approaching object increases the range of PPS. However, it is not clear how self-motion speed influences the range of PPS. The present study investigates this issue by using visually induced forward self-motion perception (vection). The PPS range was measured using visuotactile interaction. The experimental conditions included the slow (1.5 m/s) and fast (6.0 m/s) self-motion speed conditions and the control condition (without-vection). Participants wore head-mounted displays (HMDs) and were asked to quickly respond to tactile stimuli delivered to their chest while seeing vection-inducing stimuli and a visual stimulus approaching their chest from various distances (1.3 m, 1.95 m, 2.6 m, 3.25 m, and 3.9 m). While reaction time reduction (compared to the tactile-only condition) was observed only close to the body (1.3 m) for the control condition, it was observed for all the distance conditions during vection irrespective of its speed. This suggests that PPS boundaries expand more for self-motion than for control condition, and that differences in self-motion speed may be observed when objects approach from farther distances or when larger speed differences are used.
Vection is an illusion of self-motion perception induced by large-field visual motion stimuli. Previous studies have shown that auditory stimuli influence vection. The present study investigates how sex differences influence the effect of auditory stimuli on vection. While rightward/leftward linear vection was induced, the auditory motion stimuli in either consistent or inconsistent direction were presented. The results showed that auditory stimuli significantly prolonged vection duration only for females when the sound was loud (75 dB) as compared to 55 dB, regardless of the directional consistency between auditory and visual stimuli. These results suggest that there are some sex differences in how auditory information is integrated with information from other sensory modalities in self-motion perception.