Kyushu University Academic Staff Educational and Research Activities Database
Researcher information (To researchers) Need Help? How to update
Ryoko Ueoka Last modified date:2018.07.05

Associate Professor / Interaction Design
Department of Content and Creative Design
Faculty of Design


Graduate School
Undergraduate School
Other Organization
Other


E-Mail
Homepage
http://ryoko-ueoka.tumblr.com
My research and lecture activities are introduced. .
Academic Degree
Ph.D. (Engineering)
Field of Specialization
Virtual Reality, Human Interface
Outline Activities
Body of mortality / consciousness is my main concern of the research. Through developing Virtual Reality technology, I and students develop novel interface to augment, actualize, modify the body or consciousness of the self.
Research
Research Interests
  • Virtual Reality,E-textile Interface
    keyword : virtual reality, electronics textile
    2008.01.
Academic Activities
Presentations
1. Ryoko Ueoka, Kenta Iwasa, Godzilla meets ‘F’ museum - Case Study of Hands-on Museum Event with Augmented Reality Technology, HCII2017(19th Int'l Conference on Human-Computer Interaction) Springer International Publishing Switzerland 2017 pp.301-312, 2017.07, We planned and organized a museum exhibition and an experiential event with a related story, as a concrete example of an AR technology event. Specifically, an AR backyard tour “Godzilla meets ‘F’ museum” was conducted on August 2–6, 2016, as an event related to “Godzilla at the Museum: Creative Tracks of Daikaiju” exhibition in Fukuoka City Museum of Art, held from July 15 to August 31, 2016 [8]. In this paper, we describe the characteristics and implementation state of this event, using a questionnaire-based survey obtained from the event participants. From the results, we discuss the significance of holding AR technology-based art museum exhibitions and the novelty of related events..
2. Yuka Sato, Ryoko Ueoka, Investigating Haptic Perception of and Physiological Responses to Air Vortex Rings on a User's Cheek, CHI 2017 , pp. 3083-3094, 2017.05, Haptic perception is one of the primary means of interaction with the world. Recent research on affective haptics suggests that it can affect emotional and behavioral responses. In this study, we evaluate user perceptions of haptic stimuli generated by air vortex rings on the cheek and investigate the effects on their physiological responses. To develop a cheek haptic display, we investigated and found that the cheek had enough resolution to perceive the differences in haptic stimuli in a two-point discrimination threshold test of the face. Additionally, the intensities of the haptic stimuli for experiments were determined by investigating the subjective impressions of different stimuli pairs. Finally, we conducted experiments to evaluate quantitatively the effects of four different combinations of haptic stimuli on the physiological responses in terms of stress modification, brainwave activities, task performance, and subjective assessment. The results suggest that different stimuli affect physiological responses and task performance..
3. Ayaka Shimasaki, RYoko Ueoka, Laugh Log: E-textile Bellyband Interface for Laugh Logging, CHI 2017,pp. 2084-2089, 2017.05, In this study, we propose Laugh Log, an e-textile bellyband interface for laugh detection. Laugh Log measures pressure on the abdomen and detects laughter based on pressure changes. In this paper, we developed a corset type Laugh Log prototype system that measures abdominal pressure unobtrusively. We conducted a pilot experiment to investigate whether our proposed system could detect laughter based on pressure changes. During the experiment, subjects viewed some funny movies while wearing Laugh Log. We analyzed logged data and observed features of pressure change when subjects laughed. Although further experiments are required, the results suggest that it is possible to detect laughter using Laugh Log..
4. Ryoko Ueoka, Ali AlMutawa, Hikaru Katsuki, Emotion hacking VR (EH-VR): amplifying scary VR experience by accelerating real heart rate using false vibrotactile biofeedback, SIGGRAPH ASIA 2016, Article No.7, 2016.12, Emotion hacking virtual reality (EH-VR) system is an interactive system that hacks one's heartbeat and controls it to accelerate scary VR experience. The EH-VR system provides vibrotactile biofeedback, which resembles a heartbeat, from the floor. The system determines false heartbeat frequency by detecting user's heart rate in real time and calculates false heart rate, which is faster than the one observed according to the quadric equation model. With the system, we demonstrate "Pressure of unknown" which is a CG VR space originally created to express the metaphor of scare. A user experiences this space by using a wheel chair as a controller to walk through a VR world displayed via HMD while receiving vibrotac-tile feedback of false heartbeat calculated from its own heart rate from the floor..
5. Ryoko Ueoka, Mami Yamaguchi, Yuka Sato, Interactive Cheek Haptic Display with Air Vortex Rings for Stress Modification, CHI 2016,pp. 1766-1771, 2016.05, We conducted preliminary evaluation on how people perceive haptic stimuli generated by air vortex rings of different intensity and how these stimuli affect their emotional experience with respect to stress. We developed a prototype cheek haptic display th.
6. Ryoko Ueoka, Evaluation of foot massage interface adapting velvet hand illusion with a blood flow sensor, Bio4Apps2015, 2015.12.
7. Haruna Ishimatsu, Ryoko Ueoka, Finding the right feedback for self-posture adjustment system for "BITAIKA", Siggraph Asia 2015, Article No.25, 2015.11, We define "BITAIKA" as a self-posture adjustment system while sitting in order to correct its posture. We developed BITAIKA with visual feedback as a firs step and found out it may be effective to correct a user’s posture with visual assistance..
8. Kouya Ishigaki, Ryoko Ueoka, Development of the Horror Emotion Amplification System by Means of Biofeedback Method, HCII2015(17th Int'l Conference on Human-Computer Interaction) Organized Session Virtual Reality and cross modality Springer International Publishing Switzerland 2015 pp.657-665, 2015.08, Current 3D digital film gives us a more realistic sensation. However
there is still some problem that keeps us away from immersing the horror
contents. In order to find an effective way to amplify horror emotion to viewers,
we propose cross modal display system to enhance horror emotion. As a first
step, we developed a pseudo heart beat feedback system to give vibrotactile
feedback. We made a locker-type 3d movie watching environment while generating
heart beat-like vibration on the sole of the foot. We conducted the
experiment to view the horror movie with the system. In this experiment, we
gave two types of pseudo heart beat vibration. One is to raise heart beat
vibration by referring a user’s heart rate real time. Other is to raise heart beat
vibration in a stepwise manner up to predetermined heart rate value. We evaluated
which method is effective to raise viewer’s real heartbeat..
9. Ryoko Ueoka, Naoto Kamiyama, Fortune Air: An Interactive Fortune Telling System Using Vortex Air Cannon, HCII2015(17th Int'l Conference on Human-Computer Interaction) Organized Session Digital Museum Springer International Publishing Switzerland 2015 pp.646-656, 2015.08, In Japan, people visit shrines in order to pray for good fortune. By determining our fortune, we draw fortune telling paper slips called Omikuji. Omikuji contains predictions ranging from daikichi ("great good luck") to daikyo ("great bad luck") As a novel interactive fortune telling system, we propose "Fortune Air". By generating the adequate pattern of vortex rings with the smoke of the incense aroma according to a prayer's interaction, visual, olfactory and tactile feedback is realized. As a first step of this interactive system, we implemented a prototype of fortune air. For generating the pattern of vortex air rings, we use two air cannons placed side by side. Vortex rings shot by each air cannon make various patterns of air such as merging or repelling. We define four patterns of vortex rings and adapt them as special meaning of couple matching fortune telling system. In this paper we performed two basic experiments to determine the parameters of controlling the pattern of double vortex rings. From the results, we confirmed that distance of air cannons and combination of value of air pressure will increase the probability to generate a designated pattern though it is difficult to control all of the patterns of vortex air rings under everyday environment. Finally we made a fortune air system to evaluate the performance..
10. Ryoko Ueoka, Naoto Kamiyama, Fortune Air: An Interactive Fortune Telling System Using Vortex Air Cannon(oral presentation only), HCII2014, 2014.06, In Japan, people visit shrines in order to pray for good fortune. By determining our fortune, we draw fortune telling paper slips called Omikuji. Omikuji contains predictions ranging from daikichi ("great good luck") to daikyo ("great bad luck") As a novel interactive fortune telling system, we propose "Fortune Air". By generating the adequate pattern of vortex rings with the smoke of the incense aroma according to a prayer's interaction, visual, olfactory and tactile feedback is realized. As a first step of this interactive system, we implemented a prototype of fortune air. For generating the pattern of vortex air rings, we use two air cannons placed side by side. Vortex rings shot by each air cannon make various patterns of air such as merging or repelling. We define four patterns of vortex rings and adapt them as special meaning of couple matching fortune telling system. In this paper we performed two basic experiments to determine the parameters of controlling the pattern of double vortex rings. From the results, we confirmed that distance of air cannons and combination of value of air pressure will increase the probability to generate a designated pattern though it is difficult to control all of the patterns of vortex air rings under everyday environment. Finally we made a fortune air system to evaluate the performance..
11. Kouya Ishigaki, Ryoko Ueoka, Development of tactile biofeedback system for amplifying horror experience, Augmented Human 2014, 2014.03, [URL], Adding physical effect to a 3D film is called 4D. This attraction system becomes a common entertainment system which generates more realistic sensation. In our laboratory, previous study concludes changing the viewing environment amplified horror experience of the viewers. Developing a further horror amplifying system we focus attention on biofeedback. In this paper, our tactile biofeedback system's prototype is described and preliminary experiment is conducted to evaluate the effect of feedback of heart rate and pseudo feedback of heart rate whether the tactile feedback causes entrainment of subjects' heart rate..
12. Haruna Ishimatsu, Ryoko Ueoka, BITAIKA: development of self posture adjustment system, Augmented Human 2014, 2014.03, [URL], We define "BITAIKA" as a self posture adjustment system while sitting for correcting its posture. As a first step of developing BITAIKA system, we developed a system visually inducing a user to correct its posture. BITAIKA monitors one's posture to find a continuous bad posture using kinect and multiple piezoelectric sensors. When a bad posture continues, a window to assist for adjusting a posture pops up on PC monitor. We conducted the prototype experiment to evaluate the effectiveness of the system while PC work and confirmed that BITAIKA will effectively work as a posture adjustment system..
13. Yuya Kiuchi, Ryoko Ueoka, Velvety Massage Interface (VMI): Tactile Massage System Applied Velvet Hand Illusion, 8th International Conference on Tangible, Embedded and Embodied Interaction (TEI 2014), 2014.02, [URL], Velvet Hand Illusion (VHI) is a tactile illusion that generates sensation of soft and smooth feelings. We propose to apply this illusion to develop the novel interface called Velvety Massage Interface (VMI). This system gives realistic sensation of being massaged on surface of sole of foot like reflexology. We conducted an experiment to verify if the VHI is generated to the sole of foot and if the VHI has an effect on the body in order to make a prototype device. It was observed that the device was able to generate VHI automatically and had some reflexology effect. It suggests the possibility that VHI is applied to tactile displays, which generate smooth feeling of massage..
14. Air Based Facial Tactile Display Using Vortex Air Cannon.
15. "Interactive Pray System" using Vortex Air Cannon.
16. Hashiguchi Satoshi, Omori Nao, Yamamoto Shuhei, Ueoka Ryoko, Takeda Takashi, Application to the 3D theater using a air pressured facial tactile display
, ADADA(Asia Digital Art and Design Association) International Conference 2012 pp.118-121, 2012.12, We propose an air pressured facial tactile display using vortex air canon applied for 3D theater system. First of all, small vortex air canon system has been developed and multiple of those system were unified so as to be attached to a large screen for 3D theater system.
We also assessed that different strength of air canon generates various tactile expressions by subjective evaluation. And as for an overall system evaluation of the effectiveness of reality or entertainment, we used 3D theater system with air pressured facial tactile display for playing horror movie and conducted questionnaire to participants. Result shows positive effect of the air pressure when to correlate to the contents of the movie.
.
Membership in Academic Society
  • Japanese Society for the Science of Design
  • The Textile Machinery Society of Japan
  • Human Interface Society
  • The Virtual Reality Society of Japan
Awards
  • RFID Textile ( woven RFID yarn) is awarded as one of the most creative textile.
Educational
Educational Activities
Virtual Reality, Programming for interactive media tools and Academic English are courses I teach.