Updated on 2024/10/08

Information

 

写真a

 
FUKUSHIMA SHOGO
 
Organization
Faculty of Information Science and Electrical Engineering Department of Advanced Information Technology Associate Professor
School of Engineering Department of Electrical Engineering and Computer Science(Concurrent)
Graduate School of Information Science and Electrical Engineering Department of Information Science and Technology(Concurrent)
Joint Graduate School of Mathematics for Innovation (Concurrent)
Title
Associate Professor
Contact information
メールアドレス
Tel
0928023579
Homepage
External link

Research Areas

  • Informatics / Entertainment and game informatics

  • Humanities & Social Sciences / Educational technology

  • Informatics / Kansei informatics

  • Informatics / Learning support system

  • Informatics / Human interface and interaction

Degree

  • Ph.D. in Engineering

Research History

  • The University of Tokyo Interfaculty Initiative in Information Studies Graduate School of Interdisciplinary Information Studies 助教(流動) 

    2018.7 - 2022.3

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  • The University of Tokyo The Graduate School of Information Science and Technology Assistant Professor 

    2018.4 - 2022.3

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  • National Institute of Advanced Industrial Science (AIST) Digital Human Research Group Human Informatics Research Institute 外来(客員)研究員 

    2017.4 - 2022.3

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  • 2011-2013 日本学術振興会・特別研究員(DC2) 2016-2018 科学技術振興機構・戦略研究推進部・さきがけ専任研究員 2016-2022 国立研究開発法人・産業技術総合研究所・人間情報研究部門デジタルヒューマン研究グループ・外来(客員)研究員   

    2011-2013 日本学術振興会・特別研究員(DC2) 2016-2018 科学技術振興機構・戦略研究推進部・さきがけ専任研究員 2016-2022 国立研究開発法人・産業技術総合研究所・人間情報研究部門デジタルヒューマン研究グループ・外来(客員)研究員

  • 2013-2017 東京大学・大学院情報理工学系研究科・特任研究員 2018-2022 東京大学・大学院情報理工学系研究科・助教 2018-2022 東京大学・大学院情報学環・助教(流動)   

Research Interests・Research Keywords

  • Research theme: CALL (Computer Assisted Language Learning)

    Keyword: CALL (Computer Assisted Language Learning)

    Research period: 2024

  • Research theme: Haptic Interface

    Keyword: Haptic Interface

    Research period: 2024

  • Research theme: Behavior Change

    Keyword: Behavior Change

    Research period: 2024

  • Research theme: Intelligence Amplification

    Keyword: Intelligence Amplification

    Research period: 2024

  • Research theme: Emotion Interface

    Keyword: Emotion Interface

    Research period: 2024

  • Research theme: Real-world oriented interface

    Keyword: Real-world oriented interface

    Research period: 2024

  • Research theme: Augmented Reality

    Keyword: Augmented Reality

    Research period: 2024

  • Research theme: TEL (Technology Enhanced Learning)

    Keyword: TEL (Technology Enhanced Learning)

    Research period: 2024

Awards

  • 最優秀プレゼンテーション賞

    2022.10   第30回 マルチメディア通信と分散処理ワークショップ (DPSWS2022)   リアルタイム感情フィードバックによるカメラオフ会議でのコミュニケーションの円滑化

  • 最優秀プレゼンテーション賞

    2022.10   第30回 マルチメディア通信と分散処理ワークショップ (DPSWS2022)   リアルタイム感情フィードバックによるカメラオフ会議でのコミュニケーションの円滑化

    甲斐 貴一朗, 織 睦樹, 江口 直輝, 大平 祐大, 中村 優吾, 福嶋 政期, 荒川 豊

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  • FIT奨励賞受賞

    2022.9   電子情報通信学会第21回情報科学技術フォーラム(FIT2022)   動画に重畳した不可視マーカの頑健な認識―デュアルカメラによる同時撮影―

  • FIT奨励賞受賞

    2022.9   電子情報通信学会第21回情報科学技術フォーラム(FIT2022)   動画に重畳した不可視マーカの頑健な認識―デュアルカメラによる同時撮影―

    覚井 優希, 荒木 航太, 韓 燦教, 福嶋 政期, 苗村 健

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  • ヒューマンコミュニケーション賞

    2022.6   電子情報通信学会MVE研究会   卓上直立空中像を4方向に提示する光学系における迷光低減手法の検討

  • MVE賞

    2022.6   電子情報通信学会MVE研究会   卓上直立空中像を4方向に提示する光学系における迷光低減手法の検討

  • MVE賞

    2022.6   電子情報通信学会MVE研究会   卓上直立空中像を4方向に提示する光学系における迷光低減手法の検討

    武縄 瑞基, 矢作 優知, 菊池 知世, 福嶋 政期, 苗村 健

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  • The Nomiation for the Best Poster Award 選出

    2022.3   IEEE VR 2021   The Nomiation for the Best Poster Award 選出

  • The Nomiation for the Best Poster Award 選出

    2022.3   IEEE VR 2021   AIR-range: Arranging optical systems to present mid-AIR images with continuous luminance on and above a tabletop

    Tomoyo Kikuchi, Yuchi Yahagi, Shogo Fukushima, Saki Sakaguchi, and Takeshi Naemura

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  • MVE賞

    2021.10   電子情報通信学会   可視光通信プロジェクタの高画質化のための光源制御による輝度補正

  • Finalist – Falling Walls Breakthroughs of the Year 2021, Future Learning category

    2021.7   Falling Walls Foundation gGmbH  

  • Ubicomp/ISWC best presentation nominate

    2020.9   Proc. ACM Interact. Mob. Wearable Ubiquitous Technol. vol. 3, no. 4, Article 135   VocaBura: A Method for Supporting Second Language Vocabulary Learning While Walking

  • 第64号計測部門論文賞

    2019.8   計測自動制御学会   第64号計測部門論文賞

  • ヒューマンコミュニケーション賞

    2018.12   電子情報通信学会   可視光通信プロジェクタの高画質化・高効率化を実現する符号化方式

  • MVE

    2018.3   電子情報通信学会   場所に関連した単語の音声提示による偶発的語彙学習手法

  • MVE賞

    2018.1   電子情報通信学会 信学技報 MVE2017-62   可視光通信プロジェクタの高画質化・高効率化を実現する符号化方式

  • ヒューマンインタフェース学会論文賞

    2017.3   ヒューマンインタフェース学会   爆笑カメラ:笑い声により自然な笑顔を撮影するカメラシステム

  • Innovative Technologies

    2016.10   経済産業省   フィジタルフィールド

  • インパクト賞

    2016.9   ヒューマンインタフェース学会 ヒューマンインタフェースシンポジウム   ロボットのうなずき表出に向けた人のうなずき行動の分析

  • MVE賞

    2015.10   電子情報通信学会 信学技報 MVE2015-3   可視光通信プロジェクタを用いた映像上における群ロボット制御の基礎検討

  • MVE賞

    2014.10   電子情報通信学会 信学技報 MVE2013-23   可視光通信プロジェクタの多重化に関する基礎検討

  • デモ発表賞

    2014.9   情報処理学会 エンタテインメントコンピューティング2014   笑い声呈示により自然な笑顔を撮影するカメラの提案

  • 優秀講演賞

    2012.12   第13回計測自動制御学会システムインテグレーション部門講演会   サーマルグリル錯覚を用いたローラー型痒み抑制器の開発

  • インタラクティブ発表賞ファイナリスト

    2012.3   情報処理学会 インタラクション2012   自己の心拍を触覚提示するデバイスの検討

  • Best Paper Award (1st)

    2012.3   3rd Augmented Human International Conference (AH ’12)   Best Paper Award (1st)

  • Best Paper Award (2nd)

    2012.3   3rd Augmented Human International Conference (AH ’12)   Best Paper Award (2nd)

  • インタラクティブ論文賞ファイナリスト

    2012.3   情報処理学会 インタラクション2012   PC作業時の集中力向上のための作業用壁紙

  • インタラクティブ論文賞ファイナリスト

    2012.3   情報処理学会 インタラクション2012   手部への電気刺激を用いたタッチインタフェースのための触力覚提示手法の検討

  • インタラクティブ発表賞(PC推薦)

    2011.3   情報処理学会 インタラクション2011   ベクション場による歩行誘導手法の提案

  • Best Paper Award

    2011.3   2nd Augmented Human International Conference (AH ’11)   Best Paper Award

  • 論文賞

    2009.9   情報処理学会 エンタテイメントコンピューティング2009   笑い動作検出に基づいたラフトラック再生手法による笑いの増幅

  • 平成20年(第12回)文化庁メディア芸術祭 アート部門審査員会推薦作品

    2009.2   文化庁   虫HOW?

  • 対話発表賞

    2007.12   日本ソフトウェア科学会   水平振動を用いた机上群ロボットシステム

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Papers

  • LightSub: Unobtrusive Subtitles with Reduced Information and Decreased Eye Movement

    Nishi, Y; Nakamura, Y; Fukushima, S; Arakawa, Y

    MULTIMODAL TECHNOLOGIES AND INTERACTION   8 ( 6 )   2024.6   eISSN:2414-4088

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    Publisher:Multimodal Technologies and Interaction  

    Subtitles play a crucial role in facilitating the understanding of visual content when watching films and television programs. In this study, we propose a method for presenting subtitles in a way that considers cognitive load when viewing video content in a non-native language. Subtitles are generally displayed at the bottom of the screen, which causes frequent eye focus switching between subtitles and video, increasing the cognitive load. In our proposed method, we focused on the position, display time, and amount of information contained in the subtitles to reduce the cognitive load and to avoid disturbing the viewer’s concentration. We conducted two experiments to investigate the effects of our proposed subtitle method on gaze distribution, comprehension, and cognitive load during English-language video viewing. Twelve non-native English-speaking subjects participated in the first experiment. The results show that participants’ gazes were more focused around the center of the screen when using our proposed subtitles compared to regular subtitles. Comprehension levels recorded using LightSub were similar, but slightly inferior to those recorded using regular subtitles. However, it was confirmed that most of the participants were viewing the video with a higher cognitive load using the proposed subtitle method. In the second experiment, we investigated subtitles considering connected speech form in English with 18 non-native English speakers. The results revealed that the proposed method, considering connected speech form, demonstrated an improvement in cognitive load during video viewing but it remained higher than that of regular subtitles.

    DOI: 10.3390/mti8060051

    Web of Science

    Scopus

  • CoVR+: Design of Visual Effects for Promoting Joint Attention During Shared VR Experiences via a Projection of HMD User's View

    Akiyoshi SHINDO, Shogo FUKUSHIMA, Ari HAUTASAARI, Takeshi NAEMURA

    IEICE Transactions on Information and Systems   E107.D ( 3 )   374 - 382   2024.3

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    Language:Others   Publishing type:Research paper (scientific journal)  

    DOI: 10.1587/transinf.2023hcp0011

  • Text Presentation Methods in OSTHMDs Considering Periodic Walking Motion

    Yamauchi Koki, Hautasaari Ari, Fukushima Shogo, Naemura Takeshi

    Transactions of the Virtual Reality Society of Japan   28 ( 3 )   199 - 210   2023.9   ISSN:1344011X eISSN:24239593

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    Language:Japanese   Publisher:THE VIRTUAL REALITY SOCIETY OF JAPAN  

    <p>By using an optical see-through head-mounted display (OSTHMD), it is possible to read text while walking without holding a smartphone in one’s hand. Previous studies have conducted experiments investigating the effects of various parameters related to text presentation on an OSTHMD while walking, but the text presentation distance has not yet been evaluated in detail. In this study, we report on the results of an experiment to investigate the effects of text presentation distance on readability and vertical head sway when reading text on an OSTHMD while walking on a treadmill.</p>

    DOI: 10.18974/tvrsj.28.3_199

    CiNii Research

  • [Paper] AIR-range: Designing optical systems to present a tall mid-AIR image with continuous luminance on and above a tabletop

    Tomoyo Kikuchi, Yuchi Yahagi, Shogo Fukushima, Saki Sakaguchi, Takeshi Naemura

    ITE Transactions on Media Technology and Applications   11 ( 2 )   75 - 87   2023.4   eISSN:21867364

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    Language:Others   Publishing type:Research paper (scientific journal)   Publisher:The Institute of Image Information and Television Engineers  

    <p>Mid-air images in a three-dimensional space beyond a screen enable users to observe virtual content without wearing any devices. When using a symmetrical mirror structure with dual slit-mirror arrays, the system enables the display of a large mid-air image by integrating multiple imaging paths. However, in the mirror design used in previous research, the luminance was discontinuous. In this study, we propose a novel tabletop system in which a tall mid-air image with continuous luminance is superimposed onto physical objects. Our proposed system, called “AIR-range”, presents mid-air images that appear seamlessly from the table surface to mid-air. By theorizing the relationship between the parameters of optical systems and luminance of mid-air images, we optimized the optical systems to minimize the difference in luminance between the imaging paths. The results of the comparison with the previous method showed an improvement in luminance continuity.</p>

    DOI: 10.3169/mta.11.75

    Scopus

    CiNii Research

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  • A Color Vibration Method Robust to Interframe Difference for Embedding Imperceptible Markers in Videos Reviewed

    Araki Kota, Kakui Yuki, Tanaka Ryotaro, Han Changyo, Fukushima Shogo, Naemura Takeshi

    The Journal of The Institute of Image Information and Television Engineers   77 ( 1 )   141 - 148   2023.1   ISSN:13426907 eISSN:18816908

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    Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:The Institute of Image Information and Television Engineers  

    A Color Vibration Method Robust to Interframe Difference for Embedding Imperceptible Markers in Videos

    DOI: 10.3169/itej.77.141

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  • ReQTable: Square tabletop display that provides dual-sided mid-air images to each of four users.

    Mizuki Takenawa, Tomoyo Kikuchi, Yuchi Yahagi, Shogo Fukushima, Takeshi Naemura

    SIGGRAPH Emerging Technologies   8 - 2   2022.7   ISBN:9781450393638

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    Language:Others   Publishing type:Research paper (other academic)   Publisher:Proceedings - SIGGRAPH 2022 Emerging Technologies  

    We propose "ReQTable", an optical system displaying dual-sided mid-air images to each of four users with less stray light. Dual Slit Mirror Arrays (dual SMAs) can produce a mid-air image that multiple people can view simultaneously without wearing special equipment. Dual SMAs are rectangular and can theoretically display mid-air images in the four surrounding directions. However, they also produce unwanted light, called stray light, which is especially noticeable when mid-air images are displayed in some directions. It is difficult for users to identify stray lights, and they cannot concentrate on viewing only the mid-air images. To improve a user experience, it is necessary to suppress stray light. ReQTable displays mid-air images in four directions with stray light reduction.

    DOI: 10.1145/3532721.3535563

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    Other Link: https://dblp.uni-trier.de/db/conf/siggraph/siggraph2022et.html#TakenawaKYFN22

  • Comparing World and Screen Coordinate Systems in Optical See-Through Head-Mounted Displays for Text Readability while Walking. Reviewed

    Shogo Fukushima, Takeo Hamada, Ari Hautasaari

    2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)   649 - 658   2020.11

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    Language:English   Publishing type:Research paper (other academic)  

    Comparing World and Screen Coordinate Systems in Optical See-Through Head-Mounted Displays for Text Readability while Walking.

    DOI: 10.1109/ISMAR50242.2020.00093

  • CoVR: Co-located Virtual Reality Experience Sharing for Facilitating Joint Attention via Projected View of HMD Users. Reviewed

    Ikuo Kamei, Changyo Han, Takefumi Hiraki, Shogo Fukushima, Takeshi Naemura

    SIGGRAPH ASIA2020 Emerging Technologies   14 - 2   2020.11

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    Language:Others   Publishing type:Research paper (other academic)  

    DOI: 10.1145/3415255.3422883

  • Suppression of floating image degradation using a mechanical vibration of a dihedral corner reflector array Reviewed

    Yuchi Yahagi, Shogo Fukushima, Saki Sakaguchi, Takeshi Naemura

    Optics Express   28 ( 22 )   33145 - 33156   2020.10

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    Language:English   Publishing type:Research paper (scientific journal)  

    Suppression of floating image degradation using a mechanical vibration of a dihedral corner reflector array
    Dihedral corner reflector arrays (DCRAs) are imaging devices that form real images and are used in a variety of applications, including floating virtual touchscreens and image presentation around physical objects. However, they induce several types of degradations to floating images. It is desirable to suppress these degradations to provide better viewing experiences. This paper proposes a method of suppressing degradations which appear as high-frequency noise by using mechanical vibration. The effects of vibrating the DCRA were confirmed through an analysis of the floating image quality in the frequency domain. (C) 2020 Optical Society of America under the terms of the OSA Open Access Publishing Agreement

    DOI: 10.1364/OE.406005

  • ViPlate: Suppressing Mid-Air Image Degradation by Vibrating a Retro-Transmissive Plate

    Yuchi Yahagi, Shogo Fukushima, Saki Sakaguchi, Hajime Itsukaichi, Takeshi Naemura

    ACM SIGGRAPH 2020 EMERGING TECHNOLOGIES   17 - 2   2020.8

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    Language:English   Publishing type:Research paper (other academic)  

    We propose an imaging system, "ViPlate," for suppressing degradations of a mid-air image. A retro-transmissive plate (RT plate) can form a mid-air image that can be seen by multiple users simultaneously with their naked eyes. However, the actual RT plate causes certain image degradations, for instance, visible lattice patterns of the RT plate, discontinuous distortions, and blurring. To improve a user's viewing experience, it is desirable to improve the image quality. ViPlate smoothens the discontinuous distortions and makes the lattice pattern invisible by vibrating the RT plate. Therefore, mid-air images can be made clear and easily visible.

    DOI: 10.1145/3388534.3407305

  • VocaBura: A Method for Supporting Second Language Vocabulary Learning While Walking. Reviewed

    Ari Hautasaari, Takeo Hamada, Kuntaro Ishiyama, Shogo Fukushima

    IMWUT   3 ( 4 )   135 - 23   2019.12

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    Language:English   Publishing type:Research paper (scientific journal)  

    Second language (L2) learners often lack opportunities or motivation to dedicate their time to vocabulary learning over other daily activities. In this work, we introduce a mobile application that allows L2 learners to instead leverage their "dead time", such as when walking to and from school or work, to study new vocabulary items. The application combines audio learning and location-based contextually relevant L1-L2 word pairs to allow L2 learners to "discover" new foreign language words while walking. We report on the evaluation of the approach from three aspects: L2 vocabulary retention after 1 month, system usability and workload.

    DOI: 10.1145/3369824

  • EmoTan: enhanced flashcards for second language vocabulary learning with emotional binaural narration Reviewed

    福嶋 政期

    Research and Practice in Technology Enhanced Learning   14 ( 1 )   16 - 16   2019.11

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    Language:English   Publishing type:Research paper (scientific journal)  

    EmoTan: enhanced flashcards for second language vocabulary learning with emotional binaural narration
    We report on the design and evaluation of a flashcard application, enhanced with emotional binaural narration to support second language (L2) vocabulary learning. Typically, the voice narration used in English vocabulary learning is recorded by native speakers with a standard accent to ensure accurate pronunciation and clarity. However, a clear but monotonous narration may not always aid learners in retaining new vocabulary items in their semantic memory. As such, enhancing textual flashcards with emotional narration in the learner's native language can foster the retention of new L2 words in episodic rather than semantic memory as greater emotive expression reinforces episodic memory retention. We evaluated the effects of binaural emotive narration with traditional textual flashcards on L2 word retention (immediate and delayed) in laboratory experiments with native Japanese-speaking English learners. Our results suggest that the learners were able to retain approximately 60&#37; more L2 words long-term with the proposed approach compared to traditional flashcards.

    DOI: 10.1186/s41039-019-0109-0

  • Analyzing User Behavior in Scenario-based Virtual Reality Environments using Knowledge Graphs Reviewed

    Kensuke Taninaka, Yoshiki Furuya, Keigo Sakamoto, Tsunenori Mine, Shogo Fukushima

    16th International Congress on Advanced Applied Informatics (IIAI AAI 2024)   2024.7

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    Authorship:Last author   Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:16th International Congress on Advanced Applied Informatics (IIAI AAI 2024)  

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  • Estimating Psychological States during Communication through Non-invasive Multimodal Sensing Methods Reviewed

    Toshiki Hayashida, Yugo Nakamura, Hyuckjin Choi, Shogo Fukushima, Yutaka Arakawa

    ASSET Symposium in conjunction with ACM MobiSys2024   2024.6

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    Authorship:Last author   Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:ASSET Symposium in conjunction with ACM MobiSys2024  

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  • Design and Implementation of Persuasive Public Wi-Fi to Derive Prosocial Network Usage Reviewed

    Naoki Eguchi, Hyuckjin Choi, Yugo Nakamura, Shogo Fukushima, Yutaka Arakawa

    The 38th International Conference on Information Networking   2024.1

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    Language:English   Publishing type:Research paper (other academic)  

  • Desk Activity Recognition Using On-desk Low-cost WiFi Transceiver

    Choi, H; Nakamura, Y; Fukushima, S; Arakawa, Y

    PROCEEDINGS OF THE 2024 THE 22ND ANNUAL INTERNATIONAL CONFERENCE ON MOBILE SYSTEMS, APPLICATIONS AND SERVICES, MOBISYS 2024   702 - 703   2024   ISBN:979-8-4007-0581-6

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    Publisher:MOBISYS 2024 - Proceedings of the 2024 22nd Annual International Conference on Mobile Systems, Applications and Services  

    Since office work has become large-scale and diversified in companies or organizations, work engagement and efficiency have been always an important index of a team's or group's evaluation because it is directly connected to their outcomes. In order to identify the group work context, we first need to recognize for what and how long the individual members are spending their time at their desks, but without privacy concerns and underestimation of their actual work. In this paper, we propose and evaluate the base system of personal desk activity recognition by using a low-cost compact WiFi node and its WiFi channel state information (CSI), which can lead to a lightweight group work context identification system. As a result, we achieved 94.2% desk activity recognition accuracy using the on-desk receiver, in recognizing five different classes.

    DOI: 10.1145/3643832.3661452

    Web of Science

    Scopus

  • A Space Information-Enhanced Dense Video Caption for Indoor Human Action Recognition

    Chen B., Nakamura Y., Fukushima S., Arakawa Y.

    2024 8th International Conference on Robotics, Control and Automation, ICRCA 2024   423 - 427   2024   ISBN:9798350344721

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    Publisher:2024 8th International Conference on Robotics, Control and Automation, ICRCA 2024  

    Dense video captioning tasks are used to detect interesting events and provide descriptive text for these events from untrimmed videos. This technology has the potential to be used in security surveillance and human care applications. However, current methods often overlook the relationships between objects in the video, which limits their applicability and makes it challenging to adapt them to specific domains, such as video summarization for indoor human activities. In these scenarios, human activities are closely intertwined with the objects in the scene. In this paper, we propose a plug-and-play module designed to enhance existing dense video captioning methods with spatial information. Specifically, we extract spatial information about the interesting objects using Red-Green-Blue-Depth (RGB-D) images and the results of image segmentation. We then integrate this information into the captions generated by the Dense Video Captioning (DVC) method using a fine-tuned Large Language Model (LLM). We evaluate the performance of our model on a custom dataset and demonstrate that our system provides a convenient and effective approach for obtaining space-enhanced captions.

    DOI: 10.1109/ICRCA60878.2024.10649311

    Scopus

  • WatchLogger: Keyboard Typing Words Recognition Based on Smartwatch

    Gangkai Li, Yutaka Arakawa, Yugo Nakamura, Hyuckjin Choi, Shogo Fukushima, Wei Wang

    2023 Fourteenth International Conference on Mobile Computing and Ubiquitous Network (ICMU)   2023.11

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    Language:Others   Publishing type:Research paper (other academic)  

    DOI: 10.23919/icmu58504.2023.10412218

  • ToonMeet: A Real-time Portrait Toonification Framework with Frame Interpolation Fine-tuned for Online Meeting Reviewed

    Chenhao Chen, Shogo Fukushima, Yugo Nakamura, Yutaka Arakawa

    2023 IEEE 35th International Conference on Tools with Artificial Intelligence (ICTAI)   30 - 37   2023.11   ISSN:1082-3409 ISBN:979-8-3503-4273-4

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    Language:Others   Publishing type:Research paper (other academic)   Publisher:IEEE  

    In this paper, we propose ToonMeet, a hybrid frame-work for high-resolution and style-controllable online meeting toonification that ensures real-time operation speed. ToonMeet applies video frame interpolation to traditional portrait toonification pipelines, allowing for the synthesis of intermediate frames between adjacent toonified keyframes, significantly accelerating the overall process and saving computational resources. However, this approach brings a new problem, where prevailing flow-based video frame interpolation methods tend to cause more ghost and blur artifacts in toonified scenes compared to non-toonified scenes, especially when fast-moving objects exist. We study this previously undiscussed problem and explore its causes. To address this, we introduce a new dataset called TM3B (Toonified Multi-modal Meeting Behaviors), offering high-resolution and cross-platform multi-modal stylized meeting data of Japanese youth in various scenarios. Then, we fine-tune ToonMeet on these tailored data and the resulting model presents improved optical flow estimation ability on toonified videos. Extensive experiments demonstrate that ToonMeet can achieve great spatiotemporal performance and perform high-quality toonification of online meetings with real-time operation speed.

    DOI: 10.1109/ictai59109.2023.00013

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  • Effects of Binaural Audio on English Vocabulary Learning

    Shimizu K., Fukushima S., Naemura T.

    30th International Conference on Computers in Education Conference, ICCE 2022 - Proceedings   2   665 - 667   2022.11   ISBN:9786269689002

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    The English Picture Dictionary is a dictionary of stock pictures that represent meanings of English words. Following this, our aim was to create an audio repository of stock sounds that similarly represent meanings of English words. To effectively express the meaning of various English words through sound, we used binaural recording technology. For example, when recording the word "fetch, " it was represented as a sound movement by moving a dummy microphone head from side to side, while pronouncing the word. This paper reports the results of a comparison between the effects of binaural and monaural audio on the learning of English vocabulary.

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  • Using a Dual-Camera Smartphone to Recognize Imperceptible 2D Barcodes Embedded in Videos.

    Yuki Kakui, Kota Araki, Changyo Han, Shogo Fukushima, Takeshi Naemura

    UIST (Adjunct Volume)   87 - 3   2022.10   ISBN:978-1-4503-9321-8

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    Invisible screen-camera communication is promising in that it does not interfere with the video viewing experience. In the imperceptible color vibration method, which displays two colors of the same luminance alternately at high speed for each pixel, embedded information is decoded by taking the difference between distant frames on the time axis. Therefore, the interframe differences of the original video contents affect the decoding performance. In this study, we propose a decoding method which utilizes simultaneously captured images using a dual-camera smartphone with different exposure times. This allows taking the color difference between the frames that are close to each other on the time axis. The feasibility of this approach is demonstrated through several application examples.

    DOI: 10.1145/3526114.3558672

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    Other Link: https://dblp.uni-trier.de/db/conf/uist/uist2022a.html#KakuiAHFN22

  • AIR-range: Arranging optical systems to present mid-AIR images with continuous luminance on and above a tabletop.

    Tomoyo Kikuchi, Yuchi Yahagi, Shogo Fukushima, Saki Sakaguchi, Takeshi Naemura

    2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops   722 - 723   2022.3   ISBN:9781665484022

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    We propose "AIR-range"- a system that seamlessly connects mid-air images from the surface of a table to mid-air space. This system can display tall mid-air images in the three-dimensional (3D) space beyond the screen. AIR-range is implemented using a symmetrical mirror structure that displays a large image by integrating multiple imaging paths. The mirror arrangement in previous research had a problem in that the luminance was discontinuous. In this study, we theorize the relationship between the parameters of optical elements and the appearance of mid-air images and optimize an optical system to minimize the difference in luminance between image paths.

    DOI: 10.1109/VRW55335.2022.00212

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  • Imperceptible Color Vibration for Screen-Camera Communication via 2D Binary Pattern Reviewed

    Satoshi Abe, Takefumi Hiraki, Shogo Fukushima, Takeshi Naemura

    8 ( 3 )   170 - 185   2020.7

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    Imperceptible Color Vibration for Screen-Camera Communication via 2D Binary Pattern
    Communication between screens and cameras has attracted attention as a ubiquitous information source, motivated by the widespread use of smartphones and the increase of public information screens. The method that encodes data into visible patterns impairs the user's visual experience. Previously, embedding matrix barcodes into images on displays by utilizing imperceptible color vibration was proposed. In this approach, the visual experience is maintained considering that barcodes are imperceptible, and it can be implemented on almost any display and camera. Herein, we describe a sophisticated modulation protocol and restoration procedure whereby device characteristics such as the display's gamma feature and the smartphone's rolling shutter are taken into consideration. Extensive experiments reveal the parameters for the modulation and that this system works under practical situations. In addition, scenarios of potential practical applications and a user study examining imperceptibility of barcodes and usability of the system are presented to illustrate the technological capabilities.

    DOI: 10.3169/mta.8.170

  • NavigaTorch: Projection-based Robot Control Interface using High-speed Handheld Projector. Reviewed

    Takefumi Hiraki, Shogo Fukushima, Yoshihiro Kawahara, Takeshi Naemura

    SIGGRAPH Asia 2019 Emerging Technologies, SA 2019, Brisbane, QLD, Australia, November 17-20, 2019   31 - 33   2019.11

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    DOI: 10.1145/3355049.3360538

  • Dynamic PVLC: Pixel-level Visible Light Communication Projector with Interactive Update of Images and Data Reviewed

    Takefumi Hiraki, Shogo Fukushima, Hiroshi Watase, Takeshi Naemura

    ITE Transactions on Media Technology and Applications   7 ( 4 )   160 - 168   2019.10

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    Dynamic PVLC: Pixel-level Visible Light Communication Projector with Interactive Update of Images and Data
    We previously studied methods leveraging pixel-level visible light communication (PVLC) that embeds imperceptible information for human eyes in each pixel of an image. The PC computation load and amount of data transferred between the PC and projector in previous PVLC systems were excessive because the PC executed both the video and data encoding processes. As a result, it was impossible to achieve both high-dynamic-range images and dynamic updates of the images and data. In this paper, we propose a dynamic PVLC system that offers high video quality and interactively updates the PVLC information through hardware encoding processing. Our system can project a 24-bit gradation color PVLC video that contains 64-bit data at 120 fps by synchronously controlling the ON/OFF states of the DMD and LED light sources at the given performance limit of the projector.

    DOI: 10.3169/mta.7.160

  • PILC Projector: Image Projection With Pixel-Level Infrared Light Communication Reviewed

    Ikuo Kamei, Takefumi Hiraki, Shogo Fukushima, Takeshi Naemura

    in IEEE Access   7   160768 - 160778   2019.10

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    PILC Projector: Image Projection With Pixel-Level Infrared Light Communication
    Invisible-light communication between a projector and multiple devices on the projection plane enables humancomputer interaction applications such as movable displays and pointing devices. In this paper, we propose a pixel-level infrared light communication (PILC) projector that can project rich, invisible position-dependent information on high-contrast, full-color visible images. Although previous methods for such communication sacrificed the image quality, the amount of information, or other features, our method meets all the requirements by adding an infrared light source to a full-color DLP projector. This system alternately projects visible images and invisible data sequences with visible and infrared light, respectively. As proof of concept, we built a functional prototype and confirmed that its image contrast is more than 60 times that of a previous method while maintaining pixel-level position accuracy. In addition, we investigated flicker-perception rates in response to different amounts of embedded information and discovered that we could send rich information (up to approximately 2 kbps) with imperceptible flicker. Finally, we built a tabletop application with the proposed system, in which users can simultaneously see both an aerial photograph and a map through movable displays.

    DOI: 10.1109/ACCESS.2019.2950068

  • Imperceptible AR Markers for Near-Screen Mobile Interaction. Reviewed

    Akira Matsumoto, Satoshi Abe, Takefumi Hiraki, Shogo Fukushima, Takeshi Naemura

    IEEE Access   7   79927 - 79933   2019.6

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    Owing to the pervasive use of displays and smartphones, mobile interactions with display screens have gained attention within the advertising and gaming industries as well as in human-computer interaction research. Communication through QR code-like markers and localization via AR markers are common examples of such interactions. However, these visible markers interfere with the display content; this problem is critical for localization over a wide range of interactions, and fewer markers result in less reliability and accuracy. Although some studies have addressed this issue, few have focused on near-screen interaction without additional hardware. To address this problem, we propose an easy-to-install localization method that uses an array of AR markers, which are made imperceptible to the human eye through chromaticity vibration at 30 Hz. We mainly focus on applications, such as digital signage, where users point their smartphones at the display content. Through four evaluations, we confirm that the pointing error is within 1 mm, and that the proposed system works, when the distance between the screen and smartphone is 4-24 times the size of the AR marker. In addition, we establish that our system is robust against rotation. Finally, we present two potential application scenarios, advertising and navigation.

    DOI: 10.1109/ACCESS.2019.2921580

  • Second Language Vocabulary Learning While Walking. Reviewed

    Shogo Fukushima, Ari Hautasaari, Takeo Hamada

    Proceedings of the 10th Augmented Human International Conference 2019, Reims, France, March 11-12, 2019   3 ( 4 )   44 - 2   2019.3

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    Second language (L2) learners often lack opportunities or motivation to dedicate their time to vocabulary learning over other daily activities. In this work, we introduce a mobile application that allows L2 learners to instead leverage their "dead time", such as when walking to and from school or work, to study new vocabulary items. The application combines audio learning and location-based contextually relevant L1-L2 word pairs to allow L2 learners to "discover" new foreign language words while walking. We report on the evaluation of the approach from three aspects: L2 vocabulary retention after 1 month, system usability and workload.

    DOI: 10.1145/3311823.3311866

  • Design of Enhanced Flashcards for Second Language Vocabulary Learning with Emotional Binaural Narration. Reviewed

    Shogo Fukushima

    Proceedings of the 10th Augmented Human International Conference 2019, Reims, France, March 11-12, 2019   117 ( 484(IE2017 116-158) )   46:1-46:2 - 2   2019.3

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    Design of Enhanced Flashcards for Second Language Vocabulary Learning with Emotional Binaural Narration.
    In this paper, we report on the design of a flashcard application with which learners experience the meaning of written words with emotional binaural voice narrations to enhance second language vocabulary learning. Typically, voice used in English vocabulary learning is recorded by a native speaker with no accent, and it aims for accurate pronunciation and clarity. However, the voice can also be flat and monotonous, and it can be difficult for learners to retain the new vocabulary in the semantic memory. Enhancing textual flashcards with emotional narration in the learner's native language helps the retention of new second language vocabulary items in the episodic memory instead of the semantic memory. Further, greater emotionality in the narration reinforces the retention of episodic memory.

    DOI: 10.1145/3311823.3311867

  • PILC Projector: RGB-IR Projector for Pixel-level Infrared Light Communication Reviewed

    Ikuo Kamei, Takefumi Hiraki, Shogo Fukushima, Takeshi Naemura

    Proceedings of the 26th IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR 2019)   1004 - 1005   2019.3

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    PILC Projector: RGB-IR Projector for Pixel-level Infrared Light Communication
    The projection of invisible data on visible images can facilitate seamless interactive projection, since data embedded in regular images is unobtrusive to human viewers. However, the previous techniques sacrificed one of the following key goals: 1) calibration-free setup; 2) full-color projection; or 3) high contrast image. In this paper, we propose a Pixel-level Infrared Light Communication (PILC) projector that achieves all these requirements by adding an infrared light source to the full-color projector. To provide a proof of concept, we built a functional prototype, evaluated its performance, and presented a basic application.

    DOI: 10.1109/VR.2019.8797714

  • Pixel-level Visible Light Communication Projector with Interactive Update of Images and Data Reviewed

    Takefumi Hiraki, Shogo Fukushima, Hiroshi Watase, Takeshi Naemura

    Proceedings of International Display Workshops (IDW 2018)   1192 - 1195   2018.12

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    Pixel-level Visible Light Communication Projector with Interactive Update of Images and Data

  • Screen-Camera Communication via Matrix Barcode Utilizing Imperceptible Color Vibration. Reviewed

    Satoshi Abe, Takefumi Hiraki, Shogo Fukushima, Takeshi Naemura

    The 31st Annual ACM Symposium on User Interface Software and Technology Adjunct Proceedings, UIST 2018, Berlin, Germany, October 14-17, 2018   166 - 168   2018.10

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    Screen-Camera Communication via Matrix Barcode Utilizing Imperceptible Color Vibration.
    Communication between screens and cameras has attracted attention as a ubiquitous information source, motivated by the widespread use of smartphones and the increase of public advertising and information screens. We propose embedding matrix barcodes into images projected on displays by utilizing imperceptible color vibration. This approach maintains the visual experience as the barcodes are imperceptible and can be implemented on almost any display and camera for the technology to be pervasive. In fact, the color vibration can be generated by ordinary 60 Hz LCDs and captured by 120 fps smartphone cameras. To illustrate the technology capabilities, we present scenarios of potential practical applications.

    DOI: 10.1145/3266037.3271638

  • Phygital Field: an Integrated Field with Physical Robots and Digital Images using Projection-based Localization and Control Method Reviewed

    Takefumi Hiraki, Shogo Fukushima, Yoshihiko Kawahara, Takeshi NAEMURA

    SICE JCMSI(Journal of Control, Measurement, and System Integration)   11 ( 4 )   302 - 311   2018.7

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    Phygital Field: an Integrated Field with Physical Robots and Digital Images using Projection-based Localization and Control Method

  • Tracky Notes:個々の付箋を頑健に識別可能なマーカー

    梶原善之, 福嶋政期, 会田大也, 苗村健

    ヒューマンインタフェース学会論文誌(CD-ROM)   20 ( 1-4 )   2018.2

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    Tracky Notes: A Marker for Sticky Notes to be Tracked Robustly

  • Imperceptible color vibration for embedding pixel-by-pixel data into LCD images Reviewed

    Satoshi Abe, Atsuro Arami, Takefumi Hiraki, Shogo Fukushima, Takeshi Naemura

    Conference on Human Factors in Computing Systems - Proceedings   127655   1464 - 1470   2017.5

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    In addition to displaying images, graphic display devices can be configured to transmit information to nearby computing devices, to facilitate human interaction with the image. However, some existing methods require the use of visible markers, which impairs the visual experience, while others require specially modified projectors.. To solve these problems, we propose a novel method that employs imperceptible color vibration to embed pixel-by-pixel data into images on an ordinary LCD display
    this is achieved by fixing the luminance and vibrating only the chromaticity of the color of each pixel. We show that five different data values can be embedded and detected with adequate responsiveness for human-computer interaction (HCI). It is expected that our method will be applied to wearable tactile displays, robot controls, and other similar technologies.

    DOI: 10.1145/3027063.3053074

  • Inter-personal displays: Augmenting the physical world where people get together Reviewed

    Takeshi Naemura, Yasuaki Kakehi, Shunsuke Yoshida, Tomoko Hashida, Naoya Koizumi, Shogo Fukushima

    Human-Harmonized Information Technology   2   173 - 196   2017.4

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    © Springer Japan KK 2017. All rights reserved. The aim of this project is to design and demonstrate the future of information environment where people get together. Personal computers and smart devices have succeeded in augmenting the ability of each person. At now, even when people meet at a place, they tend to gaze at their own displays. As a result, they cannot concentrate on face-to-face communication among them. This means that current information technology well designed for personal activities is insufficient for group ones. The authors believe that this problem is mainly caused by the limitation of current display technology. For exceeding this limitation, this article introduces three approaches: (1) privacy control of display content for promoting discussion in groups, (2) projection-based control of physical objects for suppressing the incompatibility between the physical and digitalworlds and (3) spatial imaging for augmented reality among people without wearable displays. These contributions can transform existing personal display technology to novel inter-personal one which is useful for people getting together.

    DOI: 10.1007/978-4-431-56535-2_6

  • Wobble Strings: Spatially divided stroboscopic effect for augmenting wobbly motion of string instruments Reviewed

    Shogo Fukushima, Takeshi Naemura

    Entertainment Computing   19   101 - 111   2017.3

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    Visual stimuli in the form of special lighting effects are often used to provide additional entertainment when musicians perform. Many technologies have been developed to synchronize visual and audio effects
    for example, a CMOS camera can be used to capture the motions of the strings of string instruments as a visual medium. However, because a CMOS sensor scans video line-by-line in sequence, fast moving objects are distorted during the scanning sequence. This morphing and distortion are known as the rolling-shutter effect, which is considered an artistic photographic technique such as strip photography and slit-scan photography. This effect can only be seen in a camera viewfinder or on a PC screen and is usually not perceived by the naked eye. We aimed to overcome this problem by developing a system to allow the rolling-shutter effect to be observed in real time using spatially divided stroboscopic projection. The system produces a wobbly slow-motion effect by animating the sweep lines. Our system also alters the color and texture of strings using a projection of the color and texture sweep lines. Furthermore, it can also change the shape of strings to arbitrary two-dimensional shapes such as geometric patterns or patterns consisting of characters.

    DOI: 10.1016/j.entcom.2016.11.004

  • Projection-based Localization and Navigation Method for Multiple Mobile Robots with Pixel-level Visible Light Communication Reviewed

    Takefumi Hiraki, Shogo Fukushima, Takeshi Naemura

    2016 IEEE/SICE INTERNATIONAL SYMPOSIUM ON SYSTEM INTEGRATION (SII)   862 - 868   2016.12

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    We propose a novel method for the localization and navigation of multiple mobile robots. Our method uses coded light superimposed onto a visual image and projected onto the robots. Robots localize their position by receiving and decoding the projected light, and can follow a target using the coded velocity vector field. Localization and navigation information can be independently conveyed in each pixel, and we can change this information over time. The entire system only requires a projector to navigate the robot swarm; thus, it can be used on any projection surface. To navigate the robots, they only need to be placed within the projection area. We experimentally assess the localization accuracy of our system for both stationary and moving robots. To further illustrate the utility of our proposed system, we demonstrate the navigation of multiple mobile robots in vector fields that vary both spatially and temporally.

    DOI: 10.1109/SII.2016.7844108

  • Analysis of human nodding behavior during group work for designing nodding robots Reviewed

    Hayato Kihara, Shogo Fukushima, Takeshi Naemura

    Proceedings of the International ACM SIGGROUP Conference on Supporting Group Work   13-16-   433 - 436   2016.11

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    Nodding has various communicative functions in humans, such as agreement, emphasis and turn-taking and can also create various positive impressions in communication by the person exhibiting the behavior. The ultimate aim of our research is to facilitate communication by implementing nodding behavior in robots. This study analyzed videos of human conversations in groups and focused on three aspects of people's nodding behavior as they listened to others: 1) Time period to complete a nodding cycle and each nods, 2) Time delay before initiating a nodding response, and 3) Number of continuous nods used at one time. We found that: 1) The mode time period to a nod was 0.27 s, with 96&#37; of all nods occurring within 0.17∼0.57 s. 2) The mode time delay before initiating a nodding response was 0.30 s, with 95&#37; of all nods occurring within -0.78∼1.4 s. 3) Fewer than six continuous nods were used 97&#37; of the time one nod, 55&#37;, two nods, 24&#37;, three nods, 12&#37;, four nods, 3.0&#37;, and five nods, 2.1&#37;. Ultimately, the research findings serve as guidelines for implementing accurate human nodding behavior in robots. Copyright is held by the owner/author(s).

    DOI: 10.1145/2957276.2996287

  • Tracky notes: Trackable sticky notes for indexing a video of meetings Reviewed

    Yoshiyuki Kajiwara, Shogo Fukushima, Daiya Aida, Takeshi Naemura

    Proceedings of the International ACM SIGGROUP Conference on Supporting Group Work   13-16-   425 - 428   2016.11

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    Video records are sometimes used during meetings nowadays in order to compensate for the incompleteness of hand-written minutes. To use video effectively to record the minutes of a meeting, indices are considered necessary in addition to standard functions of movie players. Some systems can form indices by sensing human actions in the world, but such indices are not directly relevant to the contents of the discussions that occur in meetings. In this study, we propose an automated meeting index system based on people's discussions during daily meetings in the world. In our system, indices based on the contents of discussion can be automatically formulated in meetings if only paper, writing implements, and a camera are arranged in a certain manner. To this end, we develop trackable sticky notes, called "Tracky Notes," as indices. Tracky Notes can be tracked with visible markers through a camera, and is robust against occlusion. We then propose a meeting viewer where Tracky Notes are used as indices. Finally, we report the result of a user study conducted in a university classroom. The study revealed the appropriate region of visible markers and the robustness against occlusion of Tracky Notes. We also measured the effectiveness of our system comparing with standard functions of movie players. Copyright is held by the owner/author(s).

    DOI: 10.1145/2957276.2996285

  • Phygital field: An integrated field with a swarm of physical robots and digital images Reviewed

    Takefumi Hiraki, Shogo Fukushima, Takeshi Naemura

    SA 2016 - SIGGRAPH ASIA 2016 Emerging Technologies   2:1-2:2 - 2   2016.11

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    Collaboration between computer graphics and multiple robots has attracted increasing attention in several areas. To preserve the seamless connection between them, the system needs to be able to accurately determine the position and state of the robots and be able to control them easily and instantly. However, realizing a responsive control system for a large number of mobile robots without complex settings and at the same time avoiding the system load problem is not trivial. Our system, called "Phygital Field", can project two types of information: visible images for humans and data patterns for mobile robots in the same location by utilizing pixel-level visual light communication (PVLC) technology. Phygital Field offers two technical innovations: an initialization-free and marker-free localization and control method, and a system noted for its simplicity and scalability. Phygital Field enables the robots to always recognize their own positions and states immediately, the measurement devices are not required because localization and control of the robots are realized through projection. These features are very important to improve the reconfigurability of the system. The idea of controlling robots by using information embedded in projected images allows users to easily design an integrated environment for the physical robots and digital images to preserve the seamless connection between them.

    DOI: 10.1145/2988240.2988242

  • Practical study of positive-feedback button for brainstorming with interjection sound effects Reviewed

    Natsuko Yoshida, Shogo Fukushima, Daiya Aida, Takeshi Naemura

    Conference on Human Factors in Computing Systems - Proceedings   07-12-   1322 - 1328   2016.5

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    There are three key factors that can reduce the productivity of brainstorming. In this study, we focus on evaluation apprehension, whereby the fear of negative evaluations from other members prevents subjects from generating and presenting their ideas. To mitigate evaluation apprehension problem, we propose a novel approach that reduces the effort required to give positive feedback. We introduce a physical analogue to Facebook's "Like" button, enabling people to give positive feedback expressly and casually with a physical button in face-to-face brainstorming. We examined how this system can be used "in the wild.".

    DOI: 10.1145/2851581.2892418

  • 可視光通信プロジェクタの表現力向上に向けたデータ転送と光源制御の研究

    平木剛史, 小泉実加, ZHOU Leijie, 福嶋政期, 苗村健

    日本バーチャルリアリティ学会論文誌   21 ( 1 )   197‐206 - 206   2016.3

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    Reconfigurable Pixel-level Visible Light Communication with Light Source Control
    PVLC (Pixel-level Visible Light Communication) is a method that can embed human-imperceptible metadata in projected images with high-speed flickering. A significant advantage of the method is that no displacement or offset problems occur without a separate position measurement step. However, previous projection systems utilize PVLC can update neither invisible data nor visible images in real time due to its technical limitation. To solve this problem, we propose RPVLC (Reconfigurable Pixel-level Visible Light Communication) system that can update the data and the images dynamically, reconfigure the trade-off between image frame rate and image resolution, and control full color LED light source. In this paper, RPVLC system design, method, implementation, and its performance evaluations are detailed.

    DOI: 10.18974/tvrsj.21.1_197

  • 爆笑カメラ:笑い声により自然な笑顔を撮影するカメラシステム

    伏見遼平, 福嶋政期, 苗村健

    ヒューマンインタフェース学会論文誌(CD-ROM)   18 ( 1-4 )   153‐161 - 161   2016.2

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    爆笑カメラ:笑い声により自然な笑顔を撮影するカメラシステム

  • Sensible Shadow: Tactile Feedback from Your Own Shadow Reviewed

    Takefumi Hiraki, Shogo Fukushima, Takeshi Naemura

    PROCEEDINGS OF THE 7TH AUGMENTED HUMAN INTERNATIONAL CONFERENCE (AUGMENTED HUMAN 2016)   23:1-23:4 - 4   2016.2

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    This paper proposes a new shadow interface system that provides tactile feedback from a user's shadow to physical body. When users obstruct the projected image by their bodies, wearable photoreactive tactile displays receive the light information; they decode it and transmit tactile sensation. The proposed system does not require complex sensing, complicated settings and communication systems; it can perform high speed tactile feedback with the information directly received from the projected light. Perspective projection of the projected image and occluding objects that generate shadows is preserved in principle; all the users have to do is obstructing the projected light. In this paper, we present the concept, the first prototype of the system, and basic evaluations. The system can easily serve as a human interaction system with touch sensitive shadow, and it has potential applications in the areas of interactive entertainment and user interfaces.

    DOI: 10.1145/2875194.2875199

  • Wobble strings: Spatially divided stroboscopic effect for augmenting wobbly motion of stringed instruments Reviewed

    Shogo Fukushima, Takeshi Naemura

    ACM SIGGRAPH 2015 Emerging Technologies, SIGGRAPH 2015   14:1   2015.7

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    When we snap strings playing with a CMOS camera, the strings seems to vibrate in a wobbly slow motion pattern. Because a CMOS sensor scans one line of video in sequence, fast moving objects are distorted during the scanning sequence. The morphing and distorting are called a rolling shutter effect, which is considered to be an artistic photographic techniques like strip photography and slitscan photography. However, the effect can only be seen on a camera finder or a PC screen
    the guitar player and audience are quite unlikely to notice it by the naked eye.

    DOI: 10.1145/2782782.2792485

  • Wobble strings: Spatially divided stroboscopic effect for augmenting wobbly motion of stringed instruments Reviewed

    Shogo Fukushima, Takeshi Naemura

    ACM SIGGRAPH 2015 Emerging Technologies, SIGGRAPH 2015   14:1 - 1   2015.7

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    When we snap strings playing with a CMOS camera, the strings seems to vibrate in a wobbly slow motion pattern. Because a CMOS sensor scans one line of video in sequence, fast moving objects are distorted during the scanning sequence. The morphing and distorting are called a rolling shutter effect, which is considered to be an artistic photographic techniques like strip photography and slitscan photography. However, the effect can only be seen on a camera finder or a PC screen
    the guitar player and audience are quite unlikely to notice it by the naked eye.

    DOI: 10.1145/2782782.2792485

  • Phygital field: Integrated field with visible images and robot swarm controlled by invisible images Reviewed

    Takefumi Hiraki, Issei Takahashi, Shotaro Goto, Shogo Fukushima, Takeshi Naemura

    ACM SIGGRAPH 2015 Posters, SIGGRAPH 2015   85:1 - 1   2015.7

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    Forming images by using a swarm of mobile robots has emerged as a new platform for computer entertainment. Each robot has col- ored lighting, and the swarm represents various abstract patterns by using the lighting and the locomotion. The aim of our research is to create a novel display field named Phygital Field, which integrates the physical world created by robot swarms and the digital world produced by a graphical display. To integrate them, we used a pixel-level visible light communica- Tion (PVLC) projector [Kimura et al. 2008], which can superimpose data patterns on pixels by human-imperceptible high speed flicker. This data patterns contains coordinates, control instructions, and more types of information that you want to program. By combin- ing a swarm of robots and the graphical display, each type of image can be augmented. So far, several types of systems for the symbiosis of robots and computer graphics have been proposed [Sugimoto et al. 2005]. Compared with these works, Phygital Field has three technical in- novations: An initialization-free and marker-free display method, the simplicity of the total system, customizable data transmission.

    DOI: 10.1145/2787626.2792604

  • Laughin'Cam: Active camera system to induce natural smiles Reviewed

    Ryohei Fushimi, Shogo Fukushima, Takeshi Naemura

    Conference on Human Factors in Computing Systems - Proceedings   18   1959 - 1964   2015.4

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    When taking a photo, such verbal prompts as "cheese", or "smile", are often used by photographers to get natural smiles from their subjects. However, since the obtained smiles usually look forced or resemble a grimace, capturing a natural smile is difficult. We propose an active camera system called "Laughin'Cam", that obtains natural-looking portraits by eliciting spontaneous smiles by presenting the sound of laughter. The proposed system utilizes an emotional contagion effect, which is the tendency of emotional behavior to spread from person to person. We conducted an evaluation experiment with our proposed system using computer vision and also performed a subjective experiment. Our results suggested that our system could efficiently induce naturally-looking and spontaneous smiles.

    DOI: 10.1145/2702613.2732721

  • 心動:音響に同期した耳介への触刺激による情動の増幅

    福嶋政期, 粟生馨奈子, 中田明日香, 梶本裕之

    日本バーチャルリアリティ学会論文誌   19 ( 4 )   467 - 476   2014.12

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    Emotional Vibration: Enhancement of emotion using a Combination of Sound and Skin Sensation to the Pinna
    Most people often experience music with accompanying emotion in every day of their lives, and the emotion sometimes become critical in determining the quality of the music experience. The goal of this paper is to enrich quality of the music experience with directly facilitating the emotion. To facilitate emotion in music, this paper presents a method that simultaneously presents sound and skin sensation to the pinna. The emotion enhancement effect of the method is evaluated in user studies, and the effect was compared between the other body parts (back, arms, fingers). The findings show that the method can enhance emotion that induces sympathetic nerve activity, and pinna is one of the most effective parts to enhance the sympathetic emotion.

    DOI: 10.18974/tvrsj.19.4_467

  • Dynamically Reconfigurable Framework for Pixel-level Visible Light Communication Projector Reviewed

    Leijie Zhou, Shogo Fukushima, Takeshi Naemura

    EMERGING DIGITAL MICROMIRROR DEVICE BASED SYSTEMS AND APPLICATIONS VI   8979   89790J - 89790J-14   2014.2

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    We have developed the Pixel-level Visible Light Communication (PVLC) projector based on the DLP (Digital Light Processing) system. The projector can embed invisible data pixel by pixel into a visible image to realize augmented reality applications. However, it cannot update either invisible or visible contents in real time. In order to solve the problem, we improve the projector so that a PC can dynamically control the system and enable us to achieve a high-frame-rate feature by resolution conversion. This paper proposes the system framework and the design method for the dynamically reconfigurable PVLC projector.

    DOI: 10.1117/12.2041936

  • Harmonized Inter-Personal Display Project Reviewed

    Takeshi Naemura, Yasuaki Kakehi, Shunsuke Yoshida, Shogo Fukushima, Naoya Koizumi, Shohei Takei, Tomoko Hashida, Daniel Saakes

    PROCEEDINGS OF 2013 23RD INTERNATIONAL CONFERENCE ON ARTIFICIAL REALITY AND TELEXISTENCE (ICAT 2013)   137 - 142   2013.12

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    The project aims to pioneer a new field of information media technology for providing intuitive understanding and promoting face-to-face communication in everyday living environments and public spaces. Moreover, the project will explore some methodologies for producing emergent effects such as spurring intellectual curiosity and creative drive. Current information media technology is located in the confined situation in physical displays. As a result, our daily activities are divided into two categories: using digital equipment or not. It is time to explore a new technological field to pull down the barrier separating real and information worlds. For this purpose, the project develops methods that extend our real world by information technology. Especially, the project will focus on the nature of " spatial interaction," "compatibility," and "openness" in order to eliminate the physical constraints of display devices, enhance the compatibility between daily commodities and information devices, and activate the face-to-face communication by giving high priority concern to privacy issues.

    DOI: 10.1109/ICAT.2013.6728919

  • Evaluation of Roller-Type Itch-Relief Device Employing Hot and Cold Alternating Stimuli Reviewed

    Ryo Watanabe, Michi Sato, Naoki Saito, Yuichiro Mori, Taku Hachisu, Shogo Fukushima, Hiroyuki Kajimoto

    Conference on Human Factors in Computing Systems - Proceedings   2013-   403 - 408   2013.4

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    An itch is a significant problem for many diseases and relief of itch without side effect is required. We focused on the fact that painful thermal stimulation inhibits the itch sensation. Based on two well-known phenomena, thermal grill illusion and synthetic heat, which can generate pain or burning sensation without physical damage, we tried to achieve similar effect with harmless-range thermal stimulation.We developed a roller-type itch-relief device. The roller is composed of two parts. One part is set hot and the other is set cold by embedded Peltier devices. When the device is rolled on the user’s skin, the skin is exposed to hot and cold stimuli alternatively. We also evaluated the elicited sensation and confirmed that it could partly deliver pain sensation.

    DOI: 10.1145/2468356.2468428

  • Periodic Tactile Feedback for Accelerator Pedal Control Reviewed

    Yosuke Kurihara, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    2013 WORLD HAPTICS CONFERENCE (WHC)   187 - 192   2013.4

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    Sensing the position and movement of the accelerator pedal in a vehicle is important for acceleration control and safety while driving. The accelerator pedal is controlled by the foot, but precise adjustment requires much training because the driver must rely on somatosensory cues, which provide limited feedback. In this study, we propose periodic tactile feedback for the accelerator pedal to provide an additional tactile cue. We conducted an experiment using a driving simulator to compare the lap time, the rate of off-track incidents and the subjective evaluation of controllability recorded in questionnaires. The experiment confirmed that the feedback makes the control of acceleration easier and facilitates safer driving.

    DOI: 10.1109/WHC.2013.6548406

  • Judged Consonance of Tactile and Auditory Frequencies Reviewed

    Ryuta Okazaki, Taku Hachisu, Michi Sato, Shogo Fukushima, Vincent Hayward, Hiroyuki Kajimoto

    2013 WORLD HAPTICS CONFERENCE (WHC)   663 - 666   2013.4

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    With the aim of augmenting auditory sensation by tactile stimuli, we investigated cross-modal relationships between the two modalities, focusing on frequency. The results showed that frequency consonance between tactile and audio stimuli depends on the relationship between harmonics, in a manner similar to auditory waves, but with broader peaks.

    DOI: 10.1109/WHC.2013.6548487

  • Input Method Using Divergence Eye Movement Reviewed

    Shinya Kudo, Hiroyuki Okabe, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    Conference on Human Factors in Computing Systems - Proceedings   2013-   1335 - 1340   2013.4

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    A gaze input interface offers hands-free operation by using the view-point position as the cursor coordinates on the display. However, the selection operation of a button is indistinguishable from viewing
    this is known as the Midas touch problem. We propose a new input method that measures divergence eye movement, thereby enabling users to “press” a button by moving their viewpoint forward. Comparison of our method and the conventional blinking input method confirms that input speed and accuracy are similar.

    DOI: 10.1145/2468356.2468594

  • Optimal selection of electrodes for muscle electrical stimulation using twitching motion measurement Reviewed

    Manami Katoh, Narihiro Nishimura, Maki Yokoyama, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    In Proceedings of the 4th Augmented Human International Conference (AH ’13)   237 - 238   2013.3

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    Optimal selection of electrodes for muscle electrical stimulation using twitching motion measurement
    Muscle electrical stimulation envisions a wide range of human augmentation application. However, the applications commonly have issue of optimal electrodes placement. In this paper, we propose a method to select the optimal electrodes placement for finger flexion using twitching motion measurement. We delivered electrical stimulation producing twitching motion and measured the acceleration. By summing and averaging the acceleration waveforms and taking the difference between the maximum and minimum value, we measured the contribution of the electrical stimulation and used it to select the optimal electrodes pair for the movement. Preliminary experiment with four electrodes showed feasibility of our method. Copyright 2013 ACM.

    DOI: 10.1145/2459236.2459279

  • Virtual Alteration of Body Material by Periodic Vibrotactile Feedback Reviewed

    Yosuke Kurihara, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    2013 IEEE VIRTUAL REALITY CONFERENCE (VR)   31 - 34   2013.3

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    Characters with body materials that are different from that of humans, such as metal robots or rubber people, frequently appear in movies and comics. While the abilities of their synthetic bodies can be easily observed from their actions, their somatic sensations are more difficult to appreciate. Our aim in this work is to simulate the alteration of the material of the human body by means of vibrotactile feedback. The feedback represents the properties of the materials and is periodically applied to the elbow joint in synchrony with the elbow angle. This simulated sensation of having a different body material gives us the feeling of those characters. This technique can also be applied to improve maneuverability in the teleoperation of master-slave systems because it gives the operator a robot-like sensation.

    DOI: 10.1109/VR.2013.6549354

  • Development of roller-type itch-relief device employing alternating hot and cold stimuli Reviewed

    Ryo Watanabe, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto, Naoki Saito, Yuichiro Mori

    In Proceedings of the 4th Augmented Human International Conference (AH ’13)   43 - 46   2013.3

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    Development of roller-type itch-relief device employing alternating hot and cold stimuli
    Painful thermal stimulation is known to inhibit itch, which is a significant problem in many diseases. We focused on thermal grill illusion and synthetic heat, which are well-known phenomena that can generate pain or burning sensation without physical damage
    we tried to achieve a similar effect via a harmless-range thermal stimulation. We developed a roller-type itch-relief device. When the device is rolled onto the user's skin, the skin is alternately exposed to hot and cold stimuli. The roller is composed of an aluminum pipe cut into two parts along the longitudinal axis. One part is set to hot and the other is set to cold by embedded Peltier devices. When the device is rolled on the user's skin, the skin is alternately exposed to hot and cold stimuli. In addition, vibration is applied so that a virtual scratching feeling is presented without damage to the skin. We evaluated the device by eliciting an itch using a lactic acid solution and then applying the device. The results showed that the device provides effective temporal relief from itch and that its effect continues for a few minutes. Copyright 2013 ACM.

    DOI: 10.1145/2459236.2459244

  • Evaluation of a tactile device for augmentation of audiovisual experiences with a pseudo heartbeat Reviewed

    Narihiro Nishimura, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    In Proceedings of the 4th Augmented Human International Conference (AH ’13)   242 - 242   2013.3

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    Evaluation of a tactile device for augmentation of audiovisual experiences with a pseudo heartbeat
    The impression that the viewer has of characters is an important factor affecting the viewer's opinion of audiovisual media, such as movies, television and video games. In particular, when we feel affection toward characters, we sometimes go so far as to identify ourselves as one of them, leading to extreme immersion in the content of the media. Therefore, there is the possibility that content technology can control affective feelings towards characters and create an immersive environment. We propose a device that can be used to facilitate the affection of the user by controlling their positive feelings toward characters in the media content. Previous studies have shown that emotional or physiological states can be altered by the visual and auditory presentation of false heartbeats [1, 2, 3]. However, if these techniques are applied to audiovisual media such as movies, television, or video games, the audio and visual heartbeat cues may interfere with and pollute the audiovisual content. Copyright 2013 ACM.

    DOI: 10.1145/2459236.2459282

  • Control of ridge by using visuotactile cross-modal phenomenon Reviewed

    Maki Yokoyama, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    ITS 2012 - Proceedings of the ACM Conference on Interactive Tabletops and Surfaces   335 - 338   2012.11

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    Currently, touch panels are used in many devices, and there have been many proposals to add tactile sensation to touch panels, which require additional electro-mechanical components. In this paper, we propose a simple method of adding a tactile sensation of a ridge, using just a thin sheet. The sheet has ridges that are haptically imperceptible, but once a visual cue such as a line is presented, visuotactile cross-modal response induces a haptic ridge. We tested the effects of the visual cue and height of the ridge. The result showed that the visual cue definitely enhances feeling of a ridge. © 2012 Authors.

    DOI: 10.1145/2396636.2396694

  • Quantitative evaluation of an illusion of fingertip motion Reviewed

    Hiroyuki Okabe, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    ITS 2012 - Proceedings of the ACM Conference on Interactive Tabletops and Surfaces   327 - 330   2012.11

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    In recent years, touch panels have become widespread as an intuitive means to activate device operations. Because the touch panel has a space over which a finger and a corresponding cursor moves, certain actions become intuitive compared to force input-type devices such as a pointing stick. If we could add an illusory feeling of finger motion with the force input interface, it would become more intuitive. We have found a new haptic illusion of "motion", which occurs when an electrical tactile flow is presented on the fingertip while experiencing a shearing force. We have also investigated occurrence conditions, focusing on the relation between shear force and movement speed of the electrical tactile stimulation. In our study, we investigated directional characteristic focusing on the illusory position of the finger perceived using a new electrocutaneous display mounted on a six-axis force sensor. © 2012 Authors.

    DOI: 10.1145/2396636.2396692

  • Augmentation of acoustic shadow for presenting a sense of existence Reviewed

    Shuyang Zhao, Asuka Ishii, Yuki Kuniyasu, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    Proceedings International Workshop on Modern Science and Technology (IWMST2012)   2012.8

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  • Chilly chair: Facilitating an emotional feeling with artificial piloerection Reviewed

    Shogo Fukushima, Hiroyuki Kajimoto

    ACM SIGGRAPH 2012 Emerging Technologies, SIGGRAPH'12   5 - 5   2012.8

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    In audio-visual entertainment such as listening to music, game playing, and viewing movies, people frequently seek a richer experience. However the improvement in experience that can be obtained by improving audio and visual quality is reaching its limit. © 2012 ACM.

    DOI: 10.1145/2343456.2343461

  • Augmentation of acoustic shadow for presenting a sense of existence Reviewed

    Shuyang Zhao, Asuka Ishii, Yuki Kuniyasu, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    Proceedings International Workshop on Modern Science and Technology (IWMST2012)   2012.8

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  • Augmentation of material property by modulating vibration resulting from tapping Reviewed

    Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   7282 ( 1 )   173 - 180   2012.6

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    We present a new haptic augmented reality system that modulates the perceived stiffness of a real object by changing the perceived material with vibratory subtraction and addition. Our system consists of a stick with a vibrotactile actuator and a pad with an elastic sheet. When a user taps the pad, the innate vibration resulting from the tapping is absorbed by the elastic surface. Simultaneously, the vibrotactile actuator provides the intended vibration, which represents a modulated perceived material property such as rubber, wood, or aluminum. The experimental results showed that the participants were able to discern the three materials by tapping. © 2012 Springer-Verlag.

    DOI: 10.1007/978-3-642-31401-8_16

  • Facilitation of affection by tactile feedback of false heratbeat. Reviewed

    Narihiro Nishimura, Asuka Ishii, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    CHI Conference on Human Factors in Computing Systems, CHI '12, Extended Abstracts Volume, Austin, TX, USA, May 5-10, 2012   2321 - 2326   2012.4

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    Facilitation of affection by tactile feedback of false heratbeat.

    DOI: 10.1145/2212776.2223796

  • Studies of Vection Field II: a method for generating smooth motion pattern Reviewed

    Hiromi Yoshikawa, Taku Hachisu, Shogo Fukushima, Masahiro Furukawa, Hiroyuki Kajimoto, Takuya Nojima

    PROCEEDINGS OF THE INTERNATIONAL WORKING CONFERENCE ON ADVANCED VISUAL INTERFACES   705 - 708   2012.4

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    Along public pathways, visual signs and audio cues are used by pedestrians to guide them into forming smoother pedestrian flows. However, often ignored or neglected, these signals require greater pedestrian attentiveness and appropriate conscious effort. To solve this problem, we have proposed the concept of "vection field". This is a field of optical flow that cues movement according to a pedestrian's motion. Visual stimulus within this optical flow leads pedestrians innately in specific directions without requiring direct interventions. We have implemented such a field by covering the ground with a lenticular lens screen; in this setup, neither power supply nor position tracking of pedestrians is necessary. An experimental result from our previous study shows that a vection field can direct pedestrians to one side. However, the quality of the optical flow such as image clarity and smoothness of motion was unsatisfactory in that it could cause a reduction in leading inducement. In this paper, we describe in detail a new display method involving a lenticular lens screen that yields an improvement in the quality of the vection field and ultimately pedestrian optical flow. Experiments showed improvements over previous attempts.

    DOI: 10.1145/2254556.2254689

  • Transmission of forearm motion by tangential deformation of the skin Reviewed

    Yuki Kuniyasu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    In Proceedings of the 3rd Augmented Human International Conference (AH ’12)   16 - 16   2012.3

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    Transmission of forearm motion by tangential deformation of the skin
    When teaching device handling skills such as those required in calligraphy, sports or surgery, it is important that appropriate arm motion is transmitted from the trainer to the trainee. In this study, we present a novel, wearable haptic device that produces arm motion using force sensation. The device produces skin deformation and a pseudo-force sensation that is similarly to the force produced when the arm is "pulled". The device generates skin deformation in four directions, and in this paper we have evaluated the device using a directions perception experiment. Copyright 2012 ACM.

    DOI: 10.1145/2160125.2160141

  • Augmentation of kinesthetic sensation by adding "rotary switch feeling" feedback Reviewed

    Yosuke Kurihara, Yuki Kuniyasu, Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    In Proceedings of the 3rd Augmented Human International Conference (AH ’12)   Article 28   28 - 28   2012.3

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    Augmentation of kinesthetic sensation by adding "rotary switch feeling" feedback
    In sports, dancing and playing music, it is important to achieve correct body movement as it greatly affects performance. However, matching one's movement with ideal movement is fundamentally difficult, because we do not have a detailed perception of our own body movement. In this study, we propose to present "rotary switch feeling" feedback as a new haptic cue. A periodical ticking sensation, like that of a rotary switch, can be presented at each joint so that the user vividly perceives his/her movement. This paper presents a simple mechanical prototype that is attached to the elbow. Copyright 2012 ACM.

    DOI: 10.1145/2160125.2160153

  • Facilitating a surprised feeling by artificial control of piloerection on the forearm Reviewed

    Shogo Fukushima, Hiroyuki Kajimoto

    In Proceedings of the 3rd Augmented Human International Conference (AH ’12)   8 - 8   2012.3

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    Facilitating a surprised feeling by artificial control of piloerection on the forearm
    There have been many proposals that have added haptic stimulation to entertainment content such as music, games, and movies. These technologies enrich the quality of the experiences by improving the reality thereof. In contrast, we present a novel approach to enrich the quality of these experiences by facilitating the emotional feeling evoked by the content. In this paper, we focus on piloerection, which is a kind of involuntary emotional reaction. Our hypothesis is that not only is it an emotional "reaction", but it can also work as an emotional "input" that enhances the emotion itself. We have constructed a device that controls piloerection on the forearm through electrostatic force. Based on a psychophysical experiment, we confirm that the piloerection system enhances the feeling of surprise. Copyright 2012 ACM.

    DOI: 10.1145/2160125.2160133

  • Looming silhouette: An approaching visual stimulus device for pedestrians to avoid collisions Reviewed

    Maki Yokoyama, Yu Okano, Michi Sato, Shogo Fukushima, Masahiro Furukawa, Hiroyuki Kajimoto

    23 - 23   2012.3

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    Looming silhouette: An approaching visual stimulus device for pedestrians to avoid collisions
    We are exposed daily to the risk of collision at numerous blind intersections. To avoid the risk of collision, we propose a system that elicits an "approaching sensation" by presenting a visual stimulus. Possible factors for the approaching sensation are the "expansion" and "motion" of a silhouette. We compared the effects of these two factors on the approaching sensation and found that to elicit an approaching sensation, the expansion factor is important, and the motion factor has a certain effect in alarming pedestrians. On the base of this result, we produced a system that presents an expanding and moving silhouette of an approaching pedestrian to the pedestrians user. Copyright 2012 ACM.

    DOI: 10.1145/2160125.2160148

  • Fingertip Slip Illusion with an Electrocutaneous Display Reviewed

    Hiroyuki Okabe, Shogo Fukushima, Michi Sato, Hiroyuuki Kajimoto

    The 21st International Conference on Artificial Reality and Telexistenc (ICAT ’11)   10 - 14   2011.11

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    Fingertip Slip Illusion with an Electrocutaneous Display

  • Palm Touch Panel: Providing touch sensation through the device Reviewed

    Shogo Fukushima, Hiroyuki Kajimoto

    Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, ITS'11   79 - 82   2011.11

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    We present a novel touch sensitive handheld device, called Palm Touch Panel, which provides electro-tactile feedback on the back of the device thus simulating the sensation of being able to touch the user's palm directly through the device. Users hold the mobile device, which has an electro-tactile display attached at the back. When a finger touches the visual cues on the front screen panel, such as a button or an icon, the electro-tactile display at the back transmits the unique tactile sensation associated with this behavior of the cues to the palm of the hand. As a result, we speculate that the user can manipulate visual information with less visual attention, or even potentially in an eyes-free manner. In this paper we discuss the creation of this unique mobile device that allows the palm to be used for tactile feedback, thus enhancing the touch screen experience. © 2011 ACM.

    DOI: 10.1145/2076354.2076370

  • 口腔内動作を入出力とする触覚コミュニケーションデバイス

    高橋宣裕, 國安裕生, 佐藤未知, 福嶋政期, 古川正紘, 橋本悠希, 梶本裕之

    ヒューマンインタフェース学会論文誌   13 ( 4 )   335 - 343   2011.11

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    口腔内動作を入出力とする触覚コミュニケーションデバイス
    <p>In this study, we propose a novel communication device for intimate users. We focus on kisses, since kisses are haptic communications that can express deep emotion. We considered that if we mutually present the haptic sensation to each mouth, we can convey the expression of emotion, deepen their relationship. We made a first prototype using water-balloons, and a second prototype using bended rods. We also conducted an experiment to evaluate the effect of the device to the relationship between users, by measuring frequencies of eye-contact and smiles, and confirmed the effectiveness of our device.</p>

    DOI: 10.11184/his.13.4_335

  • 口腔内動作を入出力とする触覚コミュニケーションデバイス

    高橋宣裕, 國安裕生, 佐藤未知, 福嶋政期, 古川正紘, 橋本悠希, 梶本裕之

    ヒューマンインタフェース学会論文誌   13 ( 4 )   335 - 343   2011.11

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    口腔内動作を入出力とする触覚コミュニケーションデバイス

  • HaCHIStick: Simulating haptic sensation on tablet PC for musical instruments application Reviewed

    Taku Hachisu, Michi Sato, Shogo Fukushima, Hiroyuki Kajimoto

    UIST'11 Adjunct - Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology   73 - 74   2011.10

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    In this paper, we propose a novel stick-type interface, the "HaCHIStick," for musical performance on a tablet PC. The HaCHIStick is composed of a stick with an embedded vibrotactile actuator, a visual display, and an elastic sheet on the display. By combining the kinesthetic sensation induced by striking the elastic sheet with vibrotactile sensation, the system provides natural haptic cues that enable the user to feel what they strike with the stick, such as steel or wood. This haptic interaction would enrich the user's experience when playing the instruments. The interface is regarded as a type of haptic augmented reality (AR) system, with a relatively simple setup. © is held by the owner/author(s).

    DOI: 10.1145/2046396.2046429

  • Tactile enhancement structure mimicking hair follicle receptors Reviewed

    Ryuta Okazaki, Michi Sato, Shogo Fukushima, Masahiro Furukawa, Hiroyuki Kajimoto

    2011 IEEE World Haptics Conference, WHC 2011   335 - 337   2011.6

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    We propose a tactile enhancement structure inspired by hair follicle receptors. Unlike other receptors, part of the hair follicle receptor is exposed to the outside. Recent research has shown that skin hair contributes to perception of minute forces that cannot be perceived with glabrous skin. We considered how the skin perceives these minute forces. Our tactile enhancement device mimics the structure of hair follicle receptors. A matrix structure simulating artificial body hair is driven by minute forces external to the skin surface. This structure can be used on any surface of the human body because it is fully composed of passive elements. © 2011 IEEE.

    DOI: 10.1109/WHC.2011.5945508

  • Weight illusion by tangential deformation of forearm skin Reviewed

    Yuki Kuniyasu, Shogo Fukushima, Masahiro Furukawa, Hiroyuki Kajimoto

    In Proceedings of the 2nd Augmented Human International Conference (AH ’11)   10 - 10   2011.3

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    Weight illusion by tangential deformation of forearm skin
    When we perform exercise or undergo rehabilitation, it is helpful to be supported by another person. To get this support, we normally take hold of a person's arm, and pull it. In this paper, we investigate the use of a special device to produce a "pulling arm" sensation on the forearm. Using a weight comparison task, we performed an experiment to confirm the sensation of illusory external force with our device. We concluded that our current device presented about 10g to 20g weight perception. Copyright © 2011 ACM.

    DOI: 10.1145/1959826.1959836

  • "Vection field" for pedestrian traffic control Reviewed

    Hiromi Yoshikawa, Taku Hachisu, Shogo Fukushima, Masahiro Furukawa, Hiroyuki Kajimoto

    ACM SIGGRAPH 2011 Emerging Technologies, SIGGRAPH'11   21 - 21   2011.3

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    Public pathways, in areas such as stations and concert halls, can present pedestrian crowds with difficulties, for example, congestions and collisions (Figure 1-a). Although visual signs and audio cues are commonly used for smoother pedestrian flow, they are often ignored or neglected because they require some time to be understood. For more intuitive navigation, wearable devices have been proposed, some of which induce motion using a haptic device [Kojima et al. 2009] or vestibular stimuli [Maeda et al. 2005]. However, these personal navigation devices are not suitable for congestion scenarios because numerous devices are required for controlling pedestrian flow, which is quite impractical. In this paper, we propose a novel method to control pedestrian flow using an environmental visual cue, which is produced by the placement of large lenticular lenses on the floor.

    DOI: 10.1145/2048259.2048280

  • "Vection Field" for pedestrian traffic control Reviewed

    Masahiro Furukawa, Hiromi Yoshikawa, Taku Hachisu, Shogo Fukushima, Hiroyuki Kajimoto

    In Proceedings of the 2nd Augmented Human International Conference (AH ’11)   19 - 19   2011.3

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    "Vection Field" for pedestrian traffic control
    Visual signs and audio cues are commonly used for pedestrian control in the field of general traffic research. Because pedestrians need to first acquire and then recognize such cues, time delays invariably occur between cognition and action. To better cope with this issue of delays, wearable devices have been proposed to control pedestrians more intuitively. However, the attaching and removing of the devices can be cumbersome and impractical. In this study, we propose a new visual navigation method for pedestrians using a "Vection Field" in which the optical flow is presented on the ground. The optical flow is presented using a lenticular lens, a passive optical element that generates a visual stimulus based on a pedestrian's movement without an electrical power supply. In this paper we present a design for the fundamental visual stimulus and evaluate the principle of our proposed method for directional navigation. Results revealed that the optical-flow of a stripe and random-dot pattern displaced pedestrian pathways significantly, and that implementation with a lenticular lens is feasible. Copyright 2011 ACM.

    DOI: 10.1145/1959826.1959845

  • Embedded motion: Generating the perception of motion in peripheral vision Reviewed

    Yu Okano, Shogo Fukushima, Masahiro Furukawa, Hiroyuki Kajimoto

    ACM SIGGRAPH ASIA 2010 Posters, SA'10   41:1 - 1   2010.12

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    We aimed to generate a visual sensation of motion in any direction, with both video and still images. In drawings such as comics, radial or parallel patterns are often used to represent the direction of motion and velocity of objects. In recent years, another approach has been developed, using characteristics of the human visual system to induce the perception of motion. One such example is the Fraser illusion [Chi et al. 2008]. In all these approaches, the background is hidden, which decreases the realism of the image. We propose a new method of conveying motion, utilizing characteristics of foveal and peripheral vision. Our method recognizes that users can perceive motion without image distortion.

    DOI: 10.1145/1900354.1900400

  • The enhancement of hearing using a combination of sound and skin sensation to the pinna Reviewed

    Kanako Aou, Asuka Ishii, Masahiro Furukawa, Shogo Fukushima, Hiroyuki Kajimoto

    UIST 2010 - 23rd ACM Symposium on User Interface Software and Technology, Adjunct Proceedings   415 - 416   2010.10

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    Recent development in sound technologies has enabled the realistic replay of real-life sounds. Thanks to these technologies, we can experience a virtual real sound environment. However, there are other types of sound technologies that enhance reality, such as acoustic filters, sound effects, and background music. They are quite effective if carefully prepared, but they also alter the sound itself. Consequently, sound is simultaneously used to reconstruct realistic environments and to enhance emotions, which are actually incompatible functions. With this background, we focused on using tactile modality to enhance emotions and propose a method that enhances the sound experience by a combination of sound and skin sensation to the pinna (earlobe). In this paper, we evaluate the effectiveness of this method.

    DOI: 10.1145/1866218.1866248

  • 笑い増幅器:笑い増幅効果の検証

    福嶋政期, 橋本悠希, 野澤孝司, 梶本裕之

    ヒューマンインタフェース学会論文誌   12 ( 3 )   199 - 207   2010.8

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    笑い増幅器:笑い増幅効果の検証

  • 笑い増幅器:笑い増幅効果の検証

    福嶋政期, 橋本悠希, 野澤孝司, 梶本裕之

    ヒューマンインタフェース学会論文誌   12 ( 3 )   199 - 207   2010.8

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    笑い増幅器:笑い増幅効果の検証

  • Laugh enhancer using laugh track synchronized with the user's laugh motion Reviewed

    Shogo Fukushima, Yuki Hashimoto, Takashi Nozawa, Hiroyuki Kajimoto

    Conference on Human Factors in Computing Systems - Proceedings   3613 - 3618   2010.4

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    In television shows, we are familiar with the sound of artificial laughter, the so called "canned laughter" or "laugh track". It generally has an enhancing effect on the viewer's desire to laugh. However, if the sound is played when the user dislikes the content, it works negatively. To cope with this problem, we propose a system that produces the laugh track synchronized with the user's desire to laugh. We use a use a myoelectric signal from the diaphragmatic muscle to detect an initial laugh, and dolls around the user to produce the laugh sound. We speculated that although the initial laugh trigger from the user is necessary, the system can still effectively enhance the laugh activity, and even affect the subjective quality of the contents. © 2010 Copyright is held by the author/owner(s).

    DOI: 10.1145/1753846.1754027

  • Pull-navi: a novel tactile navigation interface by pulling the ears. Reviewed

    Yuichiro Kojima, Yuki Hashimoto, Shogo Fukushima, Hiroyuki Kajimoto

    ACM SIGGRAPH 2009 Emerging Technologies, SIGGRAPH '09, New Orleans, Louisiana, USA, August 3-7, 2009   19:1 - 1   2009.8

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    Pull-navi: a novel tactile navigation interface by pulling the ears.

    DOI: 10.1145/1597956.1597975

  • Ants in the Pants -Ticklish Tactile Display Using Rotating Brushes- Reviewed

    Yoshimi Sato, Keiji Sato, Michi Sato, Shogo Fukushima, Yu Okano, Kanako Matsuo, Sayaka Oshima, Yuichiro Kojima, Rika Matsue, Satsuki Nakata, Yuki Hashimoto, Hiroyuki Kajimoto

    2008 PROCEEDINGS OF SICE ANNUAL CONFERENCE, VOLS 1-7   430 - 435   2008.8

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    We created a new entertainment called "Ants in the Pants". A user can see many ants moving around on a visual display. The user's hand is placed into a tactile display in the form of a glove that has a matrix of small motors with brushes inside it. When the user places their gloved hand on the visual display, the user can feel a sensation as if ants are crawling up their arm. We have tested the system with more than 500 participants. In response to a questionnaire, about 75% of users responded that the experience was "enjoyable" and 54% that it was "realistic". Moreover, our work was able to entertain most people regardless of their reaction to the experience. We believe our "Ants in the Pants" opened the door to a new type of "uncomfortable, creepy but enjoyable" entertainment.

    DOI: 10.1109/SICE.2008.4654699

  • Ants in the Pants. Reviewed

    Keiji Sato, Yoshimi Sato, Michi Sato, Shogo Fukushima, Yu Okano, Kanako Matsuo, Sayaka Ooshima, Yuichiro Kojima, Rika Matsue, Satsuki Nakata, Yuki Hashimoto, Hiroyuki Kajimoto

    International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2008, Los Angeles, California, August 11-15, 2008, New Tech Demos Proceedings   3 - 3   2008.8

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    Ants in the Pants.

    DOI: 10.1145/1401615.1401618

  • Tabletop interface using a table's circular vibration and controllable friction Reviewed

    Shogo Fukushima, Yuki Hashimoto, Hiroyuki Kajimoto

    Conference on Human Factors in Computing Systems - Proceedings   3801 - 3806   2008.4

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    There have been many proposals for controlling moving objects with a tabletop interface. However it has been difficult to miniaturize or simplify the system. We propose a new simple tabletop system using the table's circular vibration and controllable friction of the moving object.

    DOI: 10.1145/1358628.1358933

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Books

  • Inter-Personal Displays: Augmenting the Physical World Where People Get Together

    Takeshi Naemura, Yasuaki Kakehi, Shunsuke Yoshida, Tomoko Hashida, Naoya Koizumi, Shogo Fukushima(Role:Joint author)

    Springer  2017.4 

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    Inter-Personal Displays: Augmenting the Physical World Where People Get Together

  • Inter-Personal Displays: Augmenting the Physical World Where People Get Together

    Takeshi Naemura, Yasuaki Kakehi, Shunsuke Yoshida, Tomoko Hashida, Naoya Koizumi, Shogo Fukushima(Role:Joint author)

    Springer  2017.4 

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    Inter-Personal Displays: Augmenting the Physical World Where People Get Together

Presentations

  • 枠から人を解放するためのReality Virtually Augmentation Invited

    福嶋 政期

    デジタルヒューマン研修会  2024.9 

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    Event date: 2024.9

    Language:Japanese   Presentation type:Public lecture, seminar, tutorial, course, or other speech  

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  • ウェアラブルデバイスを用いた行動変容のための体験設計 Invited

    福嶋 政期, 中村 優吾

    第10回 ウェアラブルEXPO  2024.1 

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    Event date: 2024.1

    Language:Japanese   Presentation type:Public lecture, seminar, tutorial, course, or other speech  

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  • 実世界や心に働きかけるディスプレイ技術 Invited

    福嶋 政期

    電子情報通信学会 魅力工学研究会シンポジウム2021  2021.9 

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    Event date: 2021.9

    Language:Japanese  

    Country:Other  

  • 実世界や人を変容させる情報メディア Invited

    福嶋 政期

    東京大学情報学環教育部情報技術論講義6「HCI概論」  2019.6 

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    Event date: 2019.6

    Language:Japanese  

    Country:Other  

  • 第二言語の映像視聴時の認知負荷を考慮した字幕提示手法の提案

    西 優己, 中村 優吾, Billy Dawton, 福嶋 政期, 荒川 豊

    マルチメディア、分散、協調とモバイル (DICOMO2023) シンポジウム  2023.7 

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    Country:Japan  

  • 実世界・人間指向情報メディア~投影型情報メディア,対話や情動を促す情報メディア~ Invited

    福嶋 政期

    2016.7 

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  • 対話や情動を促す情報メディア Invited

    福嶋 政期

    Diverse株式会社 定例会  2016.6 

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  • 実世界指向情報メディアと情動インタフェース Invited

    福嶋 政期

    早稲田大学大学院講義ヒューマンメディアテクノロジー  2015.10 

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  • 情動インタフェースのエンタテインメントとコミュニケーションへの応用 Invited

    福嶋 政期

    第七回クロスモーダルデザインWS ~“きもち”を動かす場をデザインする~  2014.8 

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  • Harmonized Inter-Personal Display Project Invited International conference

    Takeshi Naemura, Yasuaki Kakehi, Shunsuke Yoshida, Shogo Fukushima, Naoya Koizumi, Shohei Takei, Tomoko Hashida, Daniel Saakes

    in Proceeding of The 23rd International Conference on Artificial Reality and Telexistenc (ICAT)  2013.12 

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    Harmonized Inter-Personal Display Project

  • 笑い増幅器 Invited

    福嶋 政期

    関西大学 第3回 関大笑い講  2009.1 

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    笑い増幅器

  • 実世界・人間指向情報メディア~投影型情報メディア,対話や情動を促す情報メディア~ Invited

    福嶋 政期

    2016.7 

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    Country:Other  

  • 対話や情動を促す情報メディア Invited

    福嶋 政期

    Diverse株式会社 定例会  2016.6 

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    Country:Other  

  • 実世界指向情報メディアと情動インタフェース Invited

    福嶋 政期

    早稲田大学大学院講義ヒューマンメディアテクノロジー  2015.10 

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    Country:Other  

  • 情動インタフェースのエンタテインメントとコミュニケーションへの応用 Invited

    福嶋 政期

    第七回クロスモーダルデザインWS ~“きもち”を動かす場をデザインする~  2014.8 

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    Country:Other  

  • Harmonized Inter-Personal Display Project Invited International conference

    Takeshi Naemura, Yasuaki Kakehi, Shunsuke Yoshida, Shogo Fukushima, Naoya Koizumi, Shohei Takei, Tomoko Hashida, Daniel Saakes

    in Proceeding of The 23rd International Conference on Artificial Reality and Telexistenc (ICAT)  2013.12 

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    Harmonized Inter-Personal Display Project

  • 笑い増幅器 Invited

    福嶋 政期

    関西大学 第3回 関大笑い講  2009.1 

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    笑い増幅器

  • HMD映像の投影によるVR体験共有において共同注意を促す映像表現手法

    新道 明吉, 福嶋 政期, ハウタサーリ アリ, 苗村 健

    信学技報 MVE2022-56  2023.3 

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    Country:Japan  

    A Design of Visual Effects for Promoting Joint Attention During Shared VR Experiences via a Projection of HMD User’s View

  • IVRにおけるユーザーの動作に基づく学習語彙の生成手法に関する基礎検討

    阪本 啓悟, 福嶋政期

    電子情報通信学会MVE研究会  2023.3 

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    Country:Japan  

    Initial Study on Learning Vocabulary Generation Methods for Language Acquisition from User Actions in IVR

  • VR酔いを軽減するための周辺視野コントラスト低減手法の基礎検討

    田中 稜太郎, 福嶋 政期, ハウタサーリ アリ, 苗村 健

    信学技報 MVE2022-55  2023.3 

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  • 中学生を対象とした授業に向けたリアクションボタンシステムの基礎検討

    田中 宏昌, 福元 達也, 山本 健吾, 東野 友昭, 福嶋 政期

    電子情報通信学会MVE研究会  2023.1 

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    Initial Design of a Real-time Feedback System for Encouraging Reactions from Junior High School Students during Regular and Cram School Lessons

  • 再帰反射による空中結像における飛び出し距離の拡張

    古谷 佳輝, 福嶋 政期

    一般社団法人情報処理学会シンポジウムインタラクション2023  2023.3 

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    Country:Japan  

  • 音刺激による情動性瞳孔反応を再現するための光刺激に関する基礎調査

    酒井 鴻, 中村 優吾, 福嶋 政期, 荒川 豊

    電子情報通信学会MVE研究会  2023.5 

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    Initial Study on Light Stimuli to Reproduce Emotional Pupillary Responses Induced by Sound Stimuli

  • リアルタイム感情フィードバックによるカメラオフ会議でのコミュニケーションの円滑化

    甲斐 貴一朗, 織 睦樹, 江口 直輝, 大平 祐大, 中村 優吾, 福嶋 政期, 荒川 豊

    第30回 マルチメディア通信と分散処理ワークショップ (DPSWS2022)  2022.10 

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    Country:Japan  

  • 抽選における高揚感の要因分析

    高尾 亮太, 中村 優吾, 福嶋 政期, 荒川 豊

    情報処理学会DICOMOシンポジウム 2022  2022.7 

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    Factor Analysis of Elation in the Lottery

  • モード選択と手指動作入力を用いた対話的なアバターのモーション制御

    荒巻美南海, HAUTASAARI Ari, HAN Changyo, 福嶋政期, 苗村健, 苗村健

    電子情報通信学会技術研究報告(Web)  2022.6 

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    Live Control of Avatar Motion Using Mode Selection and Hand Movement Input

  • 動画に重畳した不可視マーカの頑健な認識-デュアルカメラによる同時撮影-

    覚井優希, 荒木航太, HAN Changyo, 福嶋政期, 苗村健

    情報科学技術フォーラム講演論文集  2022.9 

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    Robust Recognition of Imperceptible Markers Embedded in Videos: A Dual Camera System for Simultaneous Capturing

  • 卓上直立空中像を4方向に提示する光学系における迷光低減手法の検討

    武縄瑞基, 矢作優知, 菊池知世, 福嶋政期, 苗村健, 苗村健

    電子情報通信学会技術研究報告(Web)  2022.6 

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    Suppressing stray light of tabletop display that provides dual-sided mid-air images in four directions

  • ウェアラブル微表情検出のための筋電図分析の基礎検討

    島﨑大翠, 正井克俊, 崔赫秦, 中村優吾, 峯恒憲, 福嶋政期, 荒川豊

    インタラクション2024  2024.3 

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    Country:Japan  

  • オンライン会議参加者のリアルタイムな気持ちの共有による会議活性化の検討

    早川昭二, 上村拓也, 烏谷彰, 島﨑大翠, 中村優吾, 福嶋政期, 荒川豊

    第122回CN研究発表会  2024.3 

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  • 単語記憶力向上のための適応的瞳孔径操作の基礎検討

    酒井鴻, 正井克俊, 崔赫秦, 中村優吾, 峯恒憲, 荒川豊, 福嶋政期

    インタラクション2024  2024.3 

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    Country:Japan  

  • 呼吸状態の誘導が認知的な笑いに与える影響の調査

    田中宏昌, 正井克俊, 崔赫秦, 中村優吾, 峯恒憲, 福嶋政期, 荒川豊

    インタラクション2024  2024.3 

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  • 映像集中を目的とした第二言語字幕における音声変化を考慮した字幕提示手法

    西 優己, 中村優吾, 福嶋 政期, 荒川 豊

    第16回データ工学と情報マネジメントに関するフォーラム(DEIM2024)  2024.2 

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    Country:Japan  

  • DNSクエリログを活用した国籍判定手法による多言語デジタルサイネージシステムの提案

    江口 直輝, 崔 赫秦, 中村 優吾, 福嶋 政期, 荒川 豊

    マルチメディア、分散、協調とモバイル (DICOMO2023) シンポジウム  2023.7 

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  • モバイルゲーム依存の抑制に向けた介入戦略: 画面グレースケール化とロード時間延長がプレイ時間に及ぼす影響の調査

    高尾亮太, 中村 優吾, 福嶋 政期, 荒川 豊

    第108回 情報処理学会モバイルコンピューティングと新社会システム(MBL)研究会  2023.9 

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  • 向社会的なネットワーク利用を説得的に促す公衆Wi-Fiの設計と実装

    江口直輝, 崔赫秦, 中村優吾, 福嶋政期, 荒川豊

    情報処理学会IoT行動変容学研究グループ 第6回研究会(BTI6)  2023.12 

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MISC

  • 香り体験を言葉に接地させた単語学習法の検討 Reviewed

    本田 祐大,谷澤 健太,正井 克俊,中村 優吾,崔 赫秦,福嶋 政期

    第29回日本バーチャルリアリティ学会大会   2024.9

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  • 仰臥位でのVR体験向け非装着型空中浮遊HMDの基礎検討 Reviewed

    古谷 佳輝,矢作 優知,菊池 知世,余合 彩子,清川 清,福嶋 政期

    第29回日本バーチャルリアリティ学会大会   2024.9

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  • 歩行時の前庭動眼反射が光学透過型HMD上のテキスト可読性に与える影響 Reviewed

    谷中 健介,中村 優吾,崔 赫秦,福嶋 政期

    第29回日本バーチャルリアリティ学会大会   2024.9

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  • 漫符を顔の周りに提示する椅子型空中像インタフェースの基礎検討 Reviewed

    森 登志樹,古谷 佳輝,崔 赫秦,中村 優吾,ハウタサーリ アリ,福嶋 政期

    第29回日本バーチャルリアリティ学会大会   2024.9

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  • 椅子型体動センサを用いた 会議中の体動と心理的安全性の関係性調査 Reviewed

    林田 宗樹, 中村 優吾, 福嶋 政期, Hyuckjin Choi, 池田 浩, 荒川 豊

    マルチメディア、分散、協調とモバイル DICOMO 2024 シンポジウム   2024.6

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  • コンテキストに即した応答生成のための対話型AIプロンプトの検証 Reviewed

    古賀勇大, 崔赫秦, 福嶋政期, 峯恒憲, 荒川豊

    マルチメディア、分散、協調とモバイル DICOMO2024シンポジウム   2024.6

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  • ムーミンムーブにおけるグループ機能がユーザの歩数に与える影響の分析 Reviewed

    喜田周作, 織 睦樹, 中村優吾, 福嶋政期, 荒川 豊, 阿部邦威, 中村佑介, 宮角遥奈

    マルチメディア、分散、協調とモバイル DICOMO 2024 シンポジウム   2024.6

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  • 指輪型デバイスを用いたフィンガージェスチャーによるドローン操縦方式の提案 Reviewed

    谷澤 健太, 中村 優吾, 福嶋 政期, 荒川 豊, 峯 恒憲

    マルチメディア、分散、協調とモバイル DICOMO2024シンポジウム   2024.6

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  • ウェアラブル微表情検出のための筋電図分析の基礎検討

    島﨑大翠, 正井克俊, 崔赫秦, 中村優吾, 峯恒憲, 福嶋政期, 荒川豊

    インタラクション2024   2024.3

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  • Study on meeting activation by sharing real-time feelings of online meeting participants

    早川昭二, 上村拓也, 烏谷彰, 島崎大翠, 中村優吾, 福嶋政期, 荒川豊

    情報処理学会研究報告(Web)   2024 ( CN-122 )   2024.3

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  • 単語記憶力向上のための適応的瞳孔径操作の基礎検討

    酒井鴻, 正井克俊, 崔赫秦, 中村優吾, 峯恒憲, 荒川豊, 福嶋政期

    インタラクション2024   2024.3

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  • 瞬目誘発のための眼の乾燥を考慮した空気圧式眼鏡型デバイスの基礎検討

    森登志樹, 正井克俊, 崔赫秦, 中村優吾, 峯恒憲, 福嶋政期, 荒川豊

    インタラクション2024   2024.3

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  • 呼吸状態の誘導が認知的な笑いに与える影響の調査

    田中宏昌, 正井克俊, 崔赫秦, 中村優吾, 峯恒憲, 福嶋政期, 荒川豊

    インタラクション2024   2024.3

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  • 映像集中を目的とした第二言語字幕における音声変化を考慮した字幕提示手法

    西 優己, 中村優吾, 福嶋 政期, 荒川 豊

    第16回データ工学と情報マネジメントに関するフォーラム(DEIM2024)   2024.2

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  • Analysis of Changes in Walking Behavior According to Characteristics and Enthusiasm of Moomin Move Users Reviewed

    織睦樹, 喜田周作, 宮角遥奈, 中村佑介, 阿部邦威, 中村優吾, 福嶋政期, 荒川豊

    情報処理学会研究報告(Web)   2024 ( UBI-82 )   2024

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  • 対話型進化計算法を使用したドラムワンショット音源選択支援システム Reviewed

    清瀬一志, 福嶋政期, 荒川豊

    情報処理学会研究報告(Web)   2024 ( MUS-141 )   2024

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  • 軽量Wi-Fiセンシングによるデスクワーク行動認識システムの検討 Reviewed

    崔赫秦, 中村優吾, 福嶋政期, 荒川豊

    情報処理学会研究報告(Web)   2024 ( DPS-199 )   2024

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  • 向社会的なネットワーク利用を説得的に促す公衆Wi-Fiの設計と実装

    江口直輝, 崔赫秦, 中村優吾, 福嶋政期, 荒川豊

    情報処理学会IoT行動変容学研究グループ 第6回研究会(BTI6)   2023.12

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  • モバイルゲーム依存の抑制に向けた介入戦略: 画面グレースケール化とロード時間延長がプレイ時間に及ぼす影響の調査

    高尾亮太, 中村 優吾, 福嶋 政期, 荒川 豊

    第108回 情報処理学会モバイルコンピューティングと新社会システム(MBL)研究会   2023.9

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  • DNSクエリログを活用した国籍判定手法による多言語デジタルサイネージシステムの提案

    江口 直輝, 崔 赫秦, 中村 優吾, 福嶋 政期, 荒川 豊

    マルチメディア、分散、協調とモバイル (DICOMO2023) シンポジウム   2023.7

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  • 第二言語の映像視聴時の認知負荷を考慮した字幕提示手法の提案

    西 優己, 中村 優吾, Billy Dawton, 福嶋 政期, 荒川 豊

    マルチメディア、分散、協調とモバイル (DICOMO2023) シンポジウム   2023.7

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  • Initial Study on Light Stimuli to Reproduce Emotional Pupillary Responses Induced by Sound Stimuli

    酒井鴻, 中村優吾, 福嶋政期, 荒川豊

    電子情報通信学会技術研究報告(Web)   123 ( 60 )   36 - 41   2023.5   ISSN:2432-6380

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  • A Design of Visual Effects for Promoting Joint Attention During Shared VR Experiences via a Projection of HMD User’s View

    新道明吉, 福嶋政期, HAUTASAARI Ari, 苗村健

    電子情報通信学会技術研究報告(Web)   122 ( 440 )   44 - 49   2023.3   ISSN:2432-6380

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  • 再帰反射による空中結像における飛び出し距離の拡張 Reviewed

    古谷 佳輝, 福嶋 政期

    一般社団法人情報処理学会シンポジウムインタラクション2023   340 - 343   2023.3

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  • VR酔いを軽減するための周辺視野コントラスト低減手法の基礎検討

    田中 稜太郎, 福嶋 政期, ハウタサーリ アリ, 苗村 健

    信学技報 MVE2022-55   122 ( 440 )   38 - 43   2023.3   ISSN:2432-6380

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  • Initial Study on Learning Vocabulary Generation Methods for Language Acquisition from User Actions in IVR

    阪本啓悟, 福嶋政期

    電子情報通信学会技術研究報告(Web)   122 ( 440 )   50 - 55   2023.3   ISSN:2432-6380

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  • Initial Design of a Real-time Feedback System for Encouraging Reactions from Junior High School Students during Regular and Cram School Lessons

    田中宏昌, 福元達也, 山本健吾, 東野友昭, 福嶋政期

    電子情報通信学会技術研究報告(Web)   122 ( 367 )   54 - 59   2023.1   ISSN:2432-6380

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  • リアルタイム感情フィードバックによるカメラオフ会議でのコミュニケーションの円滑化 Reviewed

    甲斐 貴一朗, 織 睦樹, 江口 直輝, 大平 祐大, 中村 優吾, 福嶋 政期, 荒川 豊

    第30回 マルチメディア通信と分散処理ワークショップ (DPSWS2022)   2022.10

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  • Factor Analysis of Elation in the Lottery

    高尾亮太, 中村優吾, 福嶋政期, 荒川豊

    情報処理学会シンポジウムシリーズ(CD-ROM)   2022 ( 1 )   2022.7   ISSN:1882-0840

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  • Suppressing stray light of tabletop display that provides dual-sided mid-air images in four directions

    武縄瑞基, 矢作優知, 菊池知世, 福嶋政期, 苗村健, 苗村健

    電子情報通信学会技術研究報告(Web)   122 ( 74(MVE2022 1-8) )   2022.6   ISSN:2432-6380

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  • 空間分割型可視光通信における隣接領域混信検出による位置情報の復号率向上

    臼井一貴, 覚井優希, 菊池知世, 福嶋政期, 苗村健, 苗村健, 苗村健

    電子情報通信学会技術研究報告(Web)   2022.3

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    Improving the Decoding Success Rate of Position Data with Interference Detection between Surrounding Subregions in Pixel-level Visible Light Communication

  • Improving the Decoding Success Rate of Position Data with Interference Detection between Surrounding Subregions in Pixel-level Visible Light Communication

    臼井一貴, 覚井優希, 菊池知世, 福嶋政期, 苗村健, 苗村健, 苗村健

    電子情報通信学会技術研究報告(Web)   121 ( 420(IMQ2021 10-69) )   2022.3   ISSN:2432-6380

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  • 光学透過型ヘッドマウントディスプレイにおけるテキストの提示距離が歩行中の可読性および頭の鉛直方向の揺れに与える影響

    山内 孔貴, 福嶋 政期, ハウタサーリ アリ, 苗村 健

    信学技報 MVE2021-10-21   2021.10

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  • 英単語学習時の実演効果を誘発するVRアプリケーションのデザイン ~ 背景描画の効果 ~

    宮澤 要二, 福嶋 政期, ハウタサーリ アリ, 苗村 健

    信学技報 MVE2021-10-21   2021.10

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    Designing a VR Application for Eliciting Enactment Effect during English Vocabulary Learning-Effects of Environment Rendering-

  • 光学透過型ヘッドマウントディスプレイにおけるテキストの提示距離が歩行中の可読性および頭の鉛直方向の揺れに与える影響

    山内 孔貴, 福嶋 政期, ハウタサーリ アリ, 苗村 健

    信学技報 MVE2021-10-21   2021.10

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    Effects of Optical See-Through Head-Mounted Displays Text Presentation Distance on Readability and Vertical Head Sway While Walking

  • 英単語学習時の実演効果を誘発するVRアプリケーションのデザイン ~ 背景描画の効果 ~

    宮澤 要二, 福嶋 政期, ハウタサーリ アリ, 苗村 健

    信学技報 MVE2021-10-21   2021.10

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  • “AIR-range: 輝度連続性を考慮した空中像のテーブル面から中空までの配置手法

    菊池 知世, 矢作 優知, 福嶋 政期, 阪口 紗季, 苗村 健

    第26回バーチャルリアリティ学会大会   2021.9

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  • “AIR-range: 輝度連続性を考慮した空中像のテーブル面から中空までの配置手法

    菊池 知世, 矢作 優知, 福嶋 政期, 阪口 紗季, 苗村 健

    第26回バーチャルリアリティ学会大会   2021.9

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    AIR-range: Arranging mid-AIR images from the table surface to the mid-air space considering luminance continuity

  • 可視光通信プロジェクタの高画質化のための光源制御による輝度補正

    覚井優希, 亀井郁夫, 高木健, HAN Changyo, 福嶋政期, 苗村健, 苗村健

    電子情報通信学会技術研究報告(Web)   2021.6

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    Improving the Contrast Ratio of Pixel-level Visible Light Communication Projectors Using Blinking Control of Light Sources

  • 動画像に不可視マーカを埋め込むためのフレーム間差分に頑健な色振動方式の基礎検討

    荒木航太, 田中稜太郎, 覚井優希, HAN Changyo, 福嶋政期, 苗村健

    画像符号化シンポジウム・映像メディア処理シンポジウム   2021.6

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    A Color Vibration Method Robust to Interframe Difference for Embedding Imperceptible Markers in Videos

  • 映像における色振動方式不可視マーカの読み取り可能距離の拡張

    田中稜太郎, 亀井郁夫, 高木健, HAN Changyo, 福嶋政期, 苗村健, 苗村健

    電子情報通信学会技術研究報告(Web)   2021.6

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    Extending the Readable Range of Imperceptible Fiducial Markers with Color Vibration for Screen-Camera Communication

  • ディスプレイ映像の色振動を用いた不可視QRコードの研究

    阿部知史, 福嶋政期, 苗村健, 平木剛史

    画像ラボ   2021.3

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    Imperceptible QR Code on Display Using Image Color Vibration

  • HMD視点映像のプロジェクタ投影によるVR体験の共有

    亀井郁夫, HAN Changyo, 平木剛史, 福嶋政期, 苗村健

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2020.9

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  • さきがけ 研究予算獲得の物語 語学探求の三年間

    福嶋政期

    日本バーチャルリアリティ学会誌   2020.9

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  • グループワークの振り返り支援に向けた付箋の分類履歴のプロジェクション

    祐村昌秀, 阪口紗季, 福嶋政期, 苗村健

    電子情報通信学会技術研究報告(Web)   2020.6

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    Projecting the Grouping History of Sticky Notes for Reflecting Groupwork Discussion

  • MVEが狙うメディアエクスペリエンス研究を展望する-2018年度~2019年度のMVE研究会でのテーマ討論を振り返る-

    間瀬健二, 井原雅行, 青木良輔, 平山高嗣, 西口敏司, 横山正典, 福嶋政期

    電子情報通信学会技術研究報告   2020.3

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  • AR用ヘッドマウントディスプレイでのテキストの提示座標系が可読性に与える影響

    福嶋政期, 福嶋政期, 濱田健夫, HAUTASAARI Ari

    電子情報通信学会技術研究報告   2020.2

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    Effects of Text Anchoring Position on Readability with Augmented Reality Head-Mounted Displays

  • 歩行時のスマートグラスにおける縦書きと横書きの可読性に関する比較

    宗健智, 九鬼慧太, HAUTASAARI Ari, 福嶋政期, 福嶋政期, 苗村健

    電子情報通信学会技術研究報告   2020.2

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    Comparing the Readability of Japanese Vertical and Horizontal Writing on Smart Glasses While Walking

  • 歩行中のスマートグラス使用が視覚的注意に及ぼす影響

    宗健智, 九鬼慧太, HAUTASAARI Ari, 福嶋政期, 福嶋政期, 苗村健

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2019.9

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  • 映画を用いた英単語学習における話者追従字幕がコンテンツの記憶保持に与える影響

    九鬼慧太, 上久保竜輝, 宗健智, 福嶋政期, 福嶋政期, 苗村健

    電子情報通信学会技術研究報告   2019.8

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    The Effects of Speaker-following Subtitles on Memory Retention of Video-based Vocabulary Learning Content

  • 写真撮影によって日常空間と単語を紐付ける英単語学習

    上久保竜輝, 九鬼慧太, 宋健智, 福嶋政期, 福嶋政期, 苗村健

    電子情報通信学会技術研究報告   2019.3

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    English Vocabulary Learning by Associating Words with Living Spaces Using Photography

  • 映像と情報の動的更新を実現する可視光通信プロジェクタの開発

    平木 剛史, 福嶋 政期, 渡瀬 宏, 苗村 健

    第23回 日本バーチャルリアリティ学会大会   2018.9

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  • 不可視の色振動を用いたARマーカによるカメラ位置推定の基礎検討

    松本晟, 阿部知史, 平木剛史, 福嶋政期, 苗村健, 苗村健

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2018.9

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  • 不可視の色振動を用いた2次元パターンによるディスプレイ-カメラ間通信

    阿部知史, 平木剛史, 福嶋政期, 苗村健

    画像符号化シンポジウム・映像メディア処理シンポジウム   2018.9

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  • 赤外領域まで拡張した可視光通信プロジェクタの開発

    亀井 郁夫, 平木 剛史, 福嶋 政期, 苗村 健

    第23回 日本バーチャルリアリティ学会大会   2018.9

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  • 映像と情報の動的更新を実現する可視光通信プロジェクタの開発

    平木 剛史, 福嶋 政期, 渡瀬 宏, 苗村 健

    第23回 日本バーチャルリアリティ学会大会   2018.9

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  • 赤外領域まで拡張した可視光通信プロジェクタの開発

    亀井 郁夫, 平木 剛史, 福嶋 政期, 苗村 健

    第23回 日本バーチャルリアリティ学会大会   2018.9

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  • 場所に関連した単語の音声提示による偶発的語彙学習手法 (メディアエクスペリエンス・バーチャル環境基礎)

    濱田 健夫, 福嶋 政期, ハウタサーリ アリ

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2018.3

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  • 場所に関連した単語の音声提示による偶発的語彙学習手法 (メディアエクスペリエンス・バーチャル環境基礎)

    濱田 健夫, 福嶋 政期, ハウタサーリ アリ

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2018.3

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  • 可視光通信プロジェクタの高画質化・高効率化を実現する符号化方式

    荒見 篤郎, 平木 剛史, 福嶋 政期, 苗村 健

    電子情報通信学会技術研究報告, MVE2017-62   2018.1

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    Encoding Scheme for Improving Image Quality and Data Transfer Rate of PVLC Projector

  • 英単語暗記システムのための綴りの類似性に関する基礎検討

    中村光貴, 荒見篤郎, 上久保竜輝, 福嶋政期, 福嶋政期, 苗村健

    電子情報通信学会技術研究報告   2018.1

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    Fundamental study on spelling similarity for English vocabulary building system

  • グループワークにおける付箋のクラスタリング

    小松崎涼一朗, 中村光貴, 梶原善之, 福嶋政期, 苗村健

    電子情報通信学会技術研究報告   2018.1

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    Clustering of Sticky notes in Groupwork

  • 可視光通信プロジェクタの高画質化・高効率化を実現する符号化方式

    荒見 篤郎, 平木 剛史, 福嶋 政期, 苗村 健

    電子情報通信学会技術研究報告, MVE2017-62   2018.1

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    Encoding Scheme for Improving Image Quality and Data Transfer Rate of PVLC Projector

  • ハンドヘルドプロジェクタを用いた空間分割型可視光通信の提案

    平木 剛史, 福嶋 政期, 川原 圭博, 苗村 健

    第22回 日本バーチャルリアリティ学会大会   2017.9

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  • 不可視の色振動を用いた2次元パターンによるディスプレイ–カメラ間通信の基礎検討

    阿部 知史, 荒見 篤郎, 平木 剛史, 福嶋 政期, 苗村 健

    第22回 日本バーチャルリアリティ学会大会   2017.9

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  • ハンドヘルドプロジェクタを用いた空間分割型可視光通信の提案

    平木 剛史, 福嶋 政期, 川原 圭博, 苗村 健

    第22回 日本バーチャルリアリティ学会大会   2017.9

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  • 不可視の色振動を用いた2次元パターンによるディスプレイ–カメラ間通信の基礎検討

    阿部 知史, 荒見 篤郎, 平木 剛史, 福嶋 政期, 苗村 健

    第22回 日本バーチャルリアリティ学会大会   2017.9

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  • 場所法を応用したAR英単語学習システムに向けた基礎検討

    中村光貴, 福嶋政期, 福嶋政期, 苗村健

    情報処理学会全国大会講演論文集   2017.3

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    場所法を応用したAR英単語学習システムに向けた基礎検討

  • 聞き手ロボットにおけるうなずきパラメータの検討 (マルチメディア・仮想環境基礎)

    木原 快, 福嶋 政期, 苗村 健

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2017.3

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    A Study on Nodding Parameters of Listener Robots

  • 場所法を応用したAR英単語学習システムに向けた基礎検討

    中村光貴, 福嶋政期, 福嶋政期, 苗村健

    情報処理学会全国大会講演論文集   2017.3

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    場所法を応用したAR英単語学習システムに向けた基礎検討

  • 聞き手ロボットにおけるうなずきパラメータの検討 (マルチメディア・仮想環境基礎)

    木原 快, 福嶋 政期, 苗村 健

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2017.3

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    A Study on Nodding Parameters of Listener Robots

  • ロボットのうなずき表出に向けた人のうなずき行動の分析

    木原快, 福嶋政期, 苗村健, 苗村健

    ヒューマンインタフェースシンポジウム論文集(CD-ROM)   2016.9

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    ロボットのうなずき表出に向けた人のうなずき行動の分析

  • 可視光通信プロジェクタの映像品質改善のための符号化方式の基礎検討

    荒見篤郎, 福嶋政期, 苗村健

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2016.9

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    可視光通信プロジェクタの映像品質改善のための符号化方式の基礎検討

  • LCDカラー映像に情報を重畳するための不可視な色変調方式の基礎検討

    阿部知史, 荒見篤郎, 平木剛史, 福嶋政期, 苗村健

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2016.9

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    LCDカラー映像に情報を重畳するための不可視な色変調方式の基礎検討

  • ロボットのうなずき表出に向けた人のうなずき行動の分析

    木原快, 福嶋政期, 苗村健, 苗村健

    ヒューマンインタフェースシンポジウム論文集(CD-ROM)   2016.9

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    ロボットのうなずき表出に向けた人のうなずき行動の分析

  • A-9-19 空間分割型可視光通信におけるグレイ符号を拡張したマッピングによるMPPM方式の提案(A-9.ワイドバンドシステム,一般セッション)

    荒見 篤郎, 高橋 一成, 平木 剛史, 福嶋 政期, 苗村 健

    電子情報通信学会基礎・境界ソサイエティ/NOLTAソサイエティ大会講演論文集   2016.3

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    A-9-19 A Proposal of MPPM using Gray-Code-like Mapping for Pixel-level Visible Light Communication

  • 空間分割型可視光通信におけるグレイ符号を拡張したマッピングによるMPPM方式の提案

    荒見篤郎, 高橋一成, 平木剛史, 福嶋政期, 苗村健

    電子情報通信学会大会講演論文集(CD-ROM)   2016.3

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    空間分割型可視光通信におけるグレイ符号を拡張したマッピングによるMPPM方式の提案

  • なるほどボタン:褒める効果音ボタンを用いたブレインストーミング支援システムの検討

    吉田夏子, 福嶋政期, 会田大也, 苗村健

    情報処理学会研究報告(Web)   2016.3

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    なるほどボタン:褒める効果音ボタンを用いたブレインストーミング支援システムの検討

  • A-9-19 空間分割型可視光通信におけるグレイ符号を拡張したマッピングによるMPPM方式の提案(A-9.ワイドバンドシステム,一般セッション)

    荒見 篤郎, 高橋 一成, 平木 剛史, 福嶋 政期, 苗村 健

    電子情報通信学会基礎・境界ソサイエティ/NOLTAソサイエティ大会講演論文集   2016.3

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    A-9-19 A Proposal of MPPM using Gray-Code-like Mapping for Pixel-level Visible Light Communication

  • 空間分割型可視光通信におけるグレイ符号を拡張したマッピングによるMPPM方式の提案

    荒見篤郎, 高橋一成, 平木剛史, 福嶋政期, 苗村健

    電子情報通信学会大会講演論文集(CD-ROM)   2016.3

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    空間分割型可視光通信におけるグレイ符号を拡張したマッピングによるMPPM方式の提案

  • なるほどボタン:褒める効果音ボタンを用いたブレインストーミング支援システムの検討

    吉田夏子, 福嶋政期, 会田大也, 苗村健

    情報処理学会研究報告(Web)   2016.3

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    なるほどボタン:褒める効果音ボタンを用いたブレインストーミング支援システムの検討

  • 可視光通信プロジェクタ映像の色表現向上に向けた色空間選択手法 (マルチメディア・仮想環境基礎)

    高橋 一成, 平木 剛史, 福嶋 政期

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2016.1

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    Color Space Selection Method for Improving Color Representation of PVLC Projector

  • 可視光通信プロジェクタ映像の色表現向上に向けた色空間選択手法 (マルチメディア・仮想環境基礎)

    高橋 一成, 平木 剛史, 福嶋 政期

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2016.1

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    Color Space Selection Method for Improving Color Representation of PVLC Projector

  • 全周映像を用いたグループワーク振り返り支援システムRONGの基礎検討

    梶原 善之, 福嶋 政期, 会田 大也, 苗村 健

    HCGシンポジウム2015論文集   2015.12

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  • 全周映像を用いたグループワーク振り返り支援システムRONGの基礎検討

    梶原 善之, 福嶋 政期, 会田 大也, 苗村 健

    HCGシンポジウム2015論文集   2015.12

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  • 効果音ボタンを用いたブレインストーミング支援システムの基礎検討 (ヒューマンコミュニケーション基礎) -- (テーマセッション「コミュニケーションと関係構築」)

    吉田 夏子, 福嶋 政期, 会田 大也

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2015.8

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    Brainstorming support using a voting button with interjection sound effects

  • HI講義紹介 東京大学全学体験ゼミナール Groupwork of Future : テクノロジーでつくる未来のディスカッション

    福嶋 政期, 小泉 直也, 会田 大也

    ヒューマンインタフェース学会誌 = Human interface = Journal of Human Interface Society   2015.8

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    Field Work Lecture at The University of Tokyo : Groupwork of Future : Future Discussion with Technology

  • 効果音ボタンを用いたブレインストーミング支援システムの基礎検討 (ヒューマンコミュニケーション基礎) -- (テーマセッション「コミュニケーションと関係構築」)

    吉田 夏子, 福嶋 政期, 会田 大也

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2015.8

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    Brainstorming support using a voting button with interjection sound effects

  • 可視光通信プロジェクタにおける複数光源の点滅制御 (マルチメディア・仮想環境基礎)

    小泉 実加, 平木 剛史, 福嶋 政期

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2015.7

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    Blinking Control of Light Sources on Pixel-level Visible Light Communication Projector

  • 可視光通信プロジェクタにおける複数光源の点滅制御 (ヒューマンインフォーメーション 人工現実感)

    小泉 実加, 平木 剛史, 福嶋 政期

    映像情報メディア学会技術報告 = ITE technical report   2015.7

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    Blinking Control of Light Sources on Pixel-level Visible Light Communication Projector

  • 可視光通信プロジェクタにおける複数光源の点滅制御 (マルチメディア・仮想環境基礎)

    小泉 実加, 平木 剛史, 福嶋 政期

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2015.7

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    Blinking Control of Light Sources on Pixel-level Visible Light Communication Projector

  • 可視光通信プロジェクタにおける複数光源の点滅制御 (ヒューマンインフォーメーション 人工現実感)

    小泉 実加, 平木 剛史, 福嶋 政期

    映像情報メディア学会技術報告 = ITE technical report   2015.7

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    Blinking Control of Light Sources on Pixel-level Visible Light Communication Projector

  • 可視光通信プロジェクタを用いた映像上における群ロボット制御の基礎検討 (マルチメディア・仮想環境基礎)

    平木 剛史, 高橋 一成, 福嶋 政期

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2015.6

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    Controlling Swarms of Robots using a PVLC Projector

  • 可視光通信プロジェクタを用いた映像上における群ロボット制御の基礎検討 (マルチメディア・仮想環境基礎)

    平木 剛史, 高橋 一成, 福嶋 政期

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2015.6

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    Controlling Swarms of Robots using a PVLC Projector

  • サブディスプレイを用いたグループワークにおける対面的情報共有の実践 (マルチメディア・仮想環境基礎)

    甲斐 貴之, 福嶋 政期, 苗村 健

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2015.3

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    Practical Study on a Face-to-face Information Sharing System with Sub Displays in Groupwork
    If you bring laptops or PCs into groupwork situations, discussion is hardly conducted actively. Therefore, we developed systems for information sharing by placing a sub display on the back of the PC. We have used these systems in groupwork lecture. However there are problems of the previous systems in a practical environment, such as trouble of network load and not switching window. In this paper, we implement a system to solve this problem. We used this system in groupwork lecture practically.

  • サブディスプレイを用いたグループワークにおける対面的情報共有の実践 (マルチメディア・仮想環境基礎)

    甲斐 貴之, 福嶋 政期, 苗村 健

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2015.3

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    Practical Study on a Face-to-face Information Sharing System with Sub Displays in Groupwork
    If you bring laptops or PCs into groupwork situations, discussion is hardly conducted actively. Therefore, we developed systems for information sharing by placing a sub display on the back of the PC. We have used these systems in groupwork lecture. However there are problems of the previous systems in a practical environment, such as trouble of network load and not switching window. In this paper, we implement a system to solve this problem. We used this system in groupwork lecture practically.

  • 情動インタフェースのエンタテインメントとコミュニケーションへの応用

    福嶋政期

    日本ロボット学会誌   2014.10

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    Emotion Interface in the Fields of Entertainment and Communication

    DOI: 10.7210/jrsj.32.692

  • 全周カメラを用いたグループワーク記録手法の基礎検討

    梶原 善之, 福嶋 政期, 苗村 健

    日本教育工学会, 2a-101-05   2014.9

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  • 頸部への温熱刺激が音楽鑑賞に与える影響の基礎検討

    福嶋 政期, 苗村 健

    日本バーチャルリアリティ学会大会論文集 Proceedings of the Virtual Reality Society of Japan, Annual Conference   2014.9

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    A Basic Study on Neck Heat Application Effect on Music Experience

  • 背面投影式空間分割型可視光通信のスクリーン近傍への拡張

    後藤正太郎, 福嶋政期, 苗村健

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2014.9

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    背面投影式空間分割型可視光通信のスクリーン近傍への拡張

  • 笑い声呈示により自然な笑顔を撮影するカメラの提案

    伏見 遼平, 福嶋 政期, 苗村 健

    エンタテインメントコンピューティングシンポジウム2014論文集   2014.9

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    A camera system for taking a picture of natural smile with presenting laughter sound

  • 全周カメラを用いたグループワーク記録手法の基礎検討

    梶原 善之, 福嶋 政期, 苗村 健

    日本教育工学会, 2a-101-05   2014.9

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  • 頸部への温熱刺激が音楽鑑賞に与える影響の基礎検討

    福嶋 政期, 苗村 健

    日本バーチャルリアリティ学会大会論文集 Proceedings of the Virtual Reality Society of Japan, Annual Conference   2014.9

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    A Basic Study on Neck Heat Application Effect on Music Experience

  • 背面投影式空間分割型可視光通信のスクリーン近傍への拡張

    後藤正太郎, 福嶋政期, 苗村健

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2014.9

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    背面投影式空間分割型可視光通信のスクリーン近傍への拡張

  • 笑い声呈示により自然な笑顔を撮影するカメラの提案

    伏見 遼平, 福嶋 政期, 苗村 健

    エンタテインメントコンピューティングシンポジウム2014論文集   2014.9

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    A camera system for taking a picture of natural smile with presenting laughter sound

  • PCを利用したグループワーク講義における対面的画面共有の実践(第2報)

    福嶋 政期, 上田 健太郎, 武井 祥平, 飯田 誠, 苗村 健

    日本教育工学会 第29回全国大会, 課題研究部門K-02 協調学習支援とシステム開発(ものつくり)の接続   2013.9

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  • 可視光通信プロジェクタの多重化に関する基礎検討 (マルチメディア・仮想環境基礎)

    田中 恭太郎, 福嶋 政期, 苗村 健

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2013.9

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    A Basic Study on Multiplexing of PVLC Projectors
    These days, research on multi-projection is emerging which enable us to spread projected image and create novel interactions. We believe that PVLC Projector which conveys optical bit data signal while shows image is suit for combining with multi-projection technology, because that enable us to multiplex visual images and bit data. There is not research for method and feasibility of multiplexing PVLC projectors, so we propose multiplexing methods using directivity of photo sensors, polarizer and Lumisty Film, then examine this method&#039;s feasibility by measuring accuracy of communication.

  • 対面共同ウェブ検索支援システムRound-Table Browsingの実践利用 (マルチメディア・仮想環境基礎)

    上田 健太郎, 福嶋 政期, 飯田 誠, 苗村 健

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2013.9

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    Practical user study of Round-Table Browsing : a system for supporting face-to-face collaborative web search
    Recent years researches about facilitating communication between members and improving efficiency of web search have been done. Especially Inter-Personal Browsing(IPB) has solved a problem that using PC within group works makes it lack of face-to-face communication. In this paper, we introduce Round-Table Browsing, which is an improved system about sharing browse histories and report results of a practical use of the system.

  • 対面共同ウェブ検索支援システムRound-Table Browsingの実践利用 (第102回 ヒューマンインタフェース学会研究会 人工現実感および一般)

    上田 健太郎, 福嶋 政期, 飯田 誠

    ヒューマンインタフェース学会研究報告集   2013.9

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    Practical user study of Round-Table Browsing : a system for supporting face-to-face collaborative web search

  • 可視光通信プロジェクタの多重化に関する基礎検討 (第102回 ヒューマンインタフェース学会研究会 人工現実感および一般)

    田中 恭太郎, 福嶋 政期, 苗村 健

    ヒューマンインタフェース学会研究報告集   2013.9

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    A Basic Study on Multiplexing of PVLC Projectors

  • 対面共同ウェブ検索支援システムRound-Table Browsingの実践利用 (マルチメディア・仮想環境基礎)

    上田 健太郎, 福嶋 政期, 飯田 誠, 苗村 健

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2013.9

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    Practical user study of Round-Table Browsing : a system for supporting face-to-face collaborative web search
    Recent years researches about facilitating communication between members and improving efficiency of web search have been done. Especially Inter-Personal Browsing(IPB) has solved a problem that using PC within group works makes it lack of face-to-face communication. In this paper, we introduce Round-Table Browsing, which is an improved system about sharing browse histories and report results of a practical use of the system.

  • 可視光通信プロジェクタの多重化に関する基礎検討 (マルチメディア・仮想環境基礎)

    田中 恭太郎, 福嶋 政期, 苗村 健

    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報   2013.9

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    A Basic Study on Multiplexing of PVLC Projectors
    These days, research on multi-projection is emerging which enable us to spread projected image and create novel interactions. We believe that PVLC Projector which conveys optical bit data signal while shows image is suit for combining with multi-projection technology, because that enable us to multiplex visual images and bit data. There is not research for method and feasibility of multiplexing PVLC projectors, so we propose multiplexing methods using directivity of photo sensors, polarizer and Lumisty Film, then examine this method&#039;s feasibility by measuring accuracy of communication.

  • PCを利用したグループワーク講義における対面的画面共有の実践(第2報)

    福嶋 政期, 上田 健太郎, 武井 祥平, 飯田 誠, 苗村 健

    日本教育工学会 第29回全国大会, 課題研究部門K-02 協調学習支援とシステム開発(ものつくり)の接続   2013.9

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  • 1A1-E04 徳利振動の変調による液体の粘性感操作(ハプティックインタフェース(1))

    池野 早紀子, 岡崎 龍太, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2013.5

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    1A1-E04 Operation of Liquid Viscous Feeling by Modulating the Vibration of Being Poured from a Japanese Sake Bottle(Haptic Interface (1))
    The impression of food can be affected by "rendition"-i.e., the surrounding environment such as the appearance of the food and the dish-not just by its taste. We focused on the sound and vibration of liquid being poured from a Japanese Sake bottle as a haptic rendition of liquid. We expect that these sounds and vibrations affect the subjective impression of the liquid in the bottle. To examine this idea, we propose a method that reproduces the vibration of being poured liquid from a Japanese Sake bottle by measuring and modeling real vibrations. We measured the vibration of water by tilting a Sake bottle, and created a model consisting of two decaying sinusoidal waves with different frequencies. By measuring and modeling the vibration of different liquids with various viscosities, we found that subjective viscosity can be represented by modulating amplitudes of the two decaying waves.

  • 触覚‐聴覚間における周波数的協和性

    岡崎龍太, 蜂須拓, 蜂須拓, 佐藤未知, 佐藤未知, 福嶋政期, 福嶋政期, HAYWARD Vincent, 梶本裕之, 梶本裕之

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2013.5

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    触覚‐聴覚間における周波数的協和性
    With the aim of augmenting auditory sensation by tactile stimuli, we investigated cross-modal relationships between the two modalities, focusing on frequency. The results showed that frequency consonance between tactile and audio stimuli may depend on the relationship between harmonics, in manner similar to auditory waves, but with broader peaks.

  • 温冷刺激を用いたローラー型痒み抑制器の開発

    渡辺亮, 齋藤直輝, 森雄一郎, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2013.5

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    温冷刺激を用いたローラー型痒み抑制器の開発
    Painful thermal stimulation is known to relieve itch, which is a significant problem in many diseases. We focused on thermal grill illusion and synthetic heat, which are well-known phenomena that can generate pain or burning sensation without physical damage; we tried to achieve a similar effect via a harmless-range thermal stimulation. We developed a roller-type itch-relief device. When the device is rolled onto the user&#039;s skin, the skin is alternately exposed to hot and cold stimuli. The roller is composed of aluminum parts. One part is set to hot and the other is set to cold by embedded Peltier devices. When the device is rolled on the user&#039;s skin, the skin is alternately exposed to hot and cold stimuli. In addition, vibration is applied so that a virtual scratching feeling is presented without damage to the skin. We evaluated the device by eliciting an itch using a lactic acid solution and then applying the device. The results showed that the device provides effective temporal relief from itch and that its effect continues for a few minutes.

  • 徳利振動の変調による液体の粘性感操作

    池野早紀子, 岡崎龍太, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2013.5

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    Language:Japanese  

    徳利振動の変調による液体の粘性感操作
    The impression of food can be affected by "rendition"-i.e., the surrounding environment such as the appearance of the food and the dish-not just by its taste. We focused on the sound and vibration of liquid being poured from a Japanese Sake bottle as a haptic rendition of liquid. We expect that these sounds and vibrations affect the subjective impression of the liquid in the bottle. To examine this idea, we propose a method that reproduces the vibration of being poured liquid from a Japanese Sake bottle by measuring and modeling real vibrations. We measured the vibration of water by tilting a Sake bottle, and created a model consisting of two decaying sinusoidal waves with different frequencies. By measuring and modeling the vibration of different liquids with various viscosities, we found that subjective viscosity can be represented by modulating amplitudes of the two decaying waves.

  • ピクピク運動計測による筋電気刺激の最適な電極配置の選択手法の検討

    加藤愛実, 西村奈令大, 横山牧, 蜂須拓, 蜂須拓, 佐藤未知, 佐藤未知, 福嶋政期, 福嶋政期, 梶本裕之, 梶本裕之

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2013.5

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    ピクピク運動計測による筋電気刺激の最適な電極配置の選択手法の検討
    Muscle electrical stimulation envisions a wide range of human augmentation application. However, the applications commonly have the issue of optimal electrode placement. The electrode moves according to the body position; thereby, the calibration of the optimal electrode placement is needed every time the body moves. In this paper, we propose a method to select an optimal electrode pair for finger flexion using twitching motion measurement. We delivered electrical stimulation producing twitching motion via four electrode pairs and measured the acceleration. Using the acceleration value, we selected the optimal electrode pair that twitched the finger the most. Preliminary experiment with four electrodes showed feasibility of our method.

  • Reality‐Basedな周期的衝撃感呈示による身体材質感の変調

    栗原洋輔, 蜂須拓, 佐藤未知, 福嶋政期

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2013.5

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    Reality‐Basedな周期的衝撃感呈示による身体材質感の変調
    Characters with body materials that are different from that of humans, such as metal robots or rubber people, frequently appear in movies and comics. While the abilities of their synthetic bodies can be easily observed from their actions, their somatic sensations are more difficult to appreciate. Our aim in this work is to simulate the alteration of the material of the human body by means of reality-based vibrotactile feedback. The feedback represents the properties of the materials and is periodically applied to the elbow joint in synchrony with the elbow angle. This simulated sensation of having a different body material gives us the feeling of those characters. This technique can also be applied to improve maneuverability in the teleoperation of master-slave systems because it gives the operator a robot-like sensation.

  • 2P1-G08 ピクピク運動計測による筋電気刺激の最適な電極配置の選択手法の検討(感覚・運動・計測(3))

    加藤 愛実, 西村 奈令大, 横山 牧, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2013.5

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    2P1-G08 Automatic Selection of Optimal Electrodes for Muscle Electrical Stimulation Using Twitching Motion Measurement(Sense, Motion and Measurement (3))
    Muscle electrical stimulation envisions a wide range of human augmentation application. However, the applications commonly have the issue of optimal electrode placement. The electrode moves according to the body position; thereby, the calibration of the optimal electrode placement is needed every time the body moves. In this paper, we propose a method to select an optimal electrode pair for finger flexion using twitching motion measurement. We delivered electrical stimulation producing twitching motion via four electrode pairs and measured the acceleration. Using the acceleration value, we selected the optimal electrode pair that twitched the finger the most. Preliminary experiment with four electrodes showed feasibility of our method.

  • 2A2-G03 Reality-Basedな周期的衝撃感呈示による身体材質感の変調(感覚・運動・計測(2))

    栗原 洋輔, 蜂須 拓, 佐藤 未知, 福嶋 政期, KUCHENBECKER Katherine J, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2013.5

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    2A2-G03 Virtual Alteration of Body Material by reality-Based Periodic Vibrotactile Feedback(Sense, Motion and Measurement (2))
    Characters with body materials that are different from that of humans, such as metal robots or rubber people, frequently appear in movies and comics. While the abilities of their synthetic bodies can be easily observed from their actions, their somatic sensations are more difficult to appreciate. Our aim in this work is to simulate the alteration of the material of the human body by means of reality-based vibrotactile feedback. The feedback represents the properties of the materials and is periodically applied to the elbow joint in synchrony with the elbow angle. This simulated sensation of having a different body material gives us the feeling of those characters. This technique can also be applied to improve maneuverability in the teleoperation of master-slave systems because it gives the operator a robot-like sensation.

  • 2A2-A14 触覚-聴覚間における周波数的協和性(触覚と力覚(2))

    岡崎 龍太, 蜂須 拓, 佐藤 未知, 福嶋 政期, HAYWARD Vincent, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2013.5

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    Language:Japanese  

    2A2-A14 Frequency Consonance between Tactile and Auditory(Tactile and Force Sensing (2))
    With the aim of augmenting auditory sensation by tactile stimuli, we investigated cross-modal relationships between the two modalities, focusing on frequency. The results showed that frequency consonance between tactile and audio stimuli may depend on the relationship between harmonics, in manner similar to auditory waves, but with broader peaks.

  • 2A2-A13 温冷刺激を用いたローラー型痒み抑制器の開発(触覚と力覚(2))

    渡辺 亮, 齋藤 直輝, 森 雄一郎, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2013.5

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    2A2-A13 Development of Roller-Type Itch-Relief Device Employing Alternating Temperature Stimuli(Tactile and Force Sensing (2))
    Painful thermal stimulation is known to relieve itch, which is a significant problem in many diseases. We focused on thermal grill illusion and synthetic heat, which are well-known phenomena that can generate pain or burning sensation without physical damage; we tried to achieve a similar effect via a harmless-range thermal stimulation. We developed a roller-type itch-relief device. When the device is rolled onto the user&#039;s skin, the skin is alternately exposed to hot and cold stimuli. The roller is composed of aluminum parts. One part is set to hot and the other is set to cold by embedded Peltier devices. When the device is rolled on the user&#039;s skin, the skin is alternately exposed to hot and cold stimuli. In addition, vibration is applied so that a virtual scratching feeling is presented without damage to the skin. We evaluated the device by eliciting an itch using a lactic acid solution and then applying the device. The results showed that the device provides effective temporal relief from itch and that its effect continues for a few minutes.

  • 1A1-E04 徳利振動の変調による液体の粘性感操作(ハプティックインタフェース(1))

    池野 早紀子, 岡崎 龍太, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2013.5

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    Language:Japanese  

    1A1-E04 Operation of Liquid Viscous Feeling by Modulating the Vibration of Being Poured from a Japanese Sake Bottle(Haptic Interface (1))
    The impression of food can be affected by "rendition"-i.e., the surrounding environment such as the appearance of the food and the dish-not just by its taste. We focused on the sound and vibration of liquid being poured from a Japanese Sake bottle as a haptic rendition of liquid. We expect that these sounds and vibrations affect the subjective impression of the liquid in the bottle. To examine this idea, we propose a method that reproduces the vibration of being poured liquid from a Japanese Sake bottle by measuring and modeling real vibrations. We measured the vibration of water by tilting a Sake bottle, and created a model consisting of two decaying sinusoidal waves with different frequencies. By measuring and modeling the vibration of different liquids with various viscosities, we found that subjective viscosity can be represented by modulating amplitudes of the two decaying waves.

  • 触覚‐聴覚間における周波数的協和性

    岡崎龍太, 蜂須拓, 蜂須拓, 佐藤未知, 佐藤未知, 福嶋政期, 福嶋政期, HAYWARD Vincent, 梶本裕之, 梶本裕之

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2013.5

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    触覚‐聴覚間における周波数的協和性

  • 温冷刺激を用いたローラー型痒み抑制器の開発

    渡辺亮, 齋藤直輝, 森雄一郎, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2013.5

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    温冷刺激を用いたローラー型痒み抑制器の開発

  • 徳利振動の変調による液体の粘性感操作

    池野早紀子, 岡崎龍太, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2013.5

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    徳利振動の変調による液体の粘性感操作

  • ピクピク運動計測による筋電気刺激の最適な電極配置の選択手法の検討

    加藤愛実, 西村奈令大, 横山牧, 蜂須拓, 蜂須拓, 佐藤未知, 佐藤未知, 福嶋政期, 福嶋政期, 梶本裕之, 梶本裕之

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2013.5

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    ピクピク運動計測による筋電気刺激の最適な電極配置の選択手法の検討

  • Reality‐Basedな周期的衝撃感呈示による身体材質感の変調

    栗原洋輔, 蜂須拓, 佐藤未知, 福嶋政期

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2013.5

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    Reality‐Basedな周期的衝撃感呈示による身体材質感の変調

  • 2P1-G08 ピクピク運動計測による筋電気刺激の最適な電極配置の選択手法の検討(感覚・運動・計測(3))

    加藤 愛実, 西村 奈令大, 横山 牧, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2013.5

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    Language:Japanese  

    2P1-G08 Automatic Selection of Optimal Electrodes for Muscle Electrical Stimulation Using Twitching Motion Measurement(Sense, Motion and Measurement (3))
    Muscle electrical stimulation envisions a wide range of human augmentation application. However, the applications commonly have the issue of optimal electrode placement. The electrode moves according to the body position; thereby, the calibration of the optimal electrode placement is needed every time the body moves. In this paper, we propose a method to select an optimal electrode pair for finger flexion using twitching motion measurement. We delivered electrical stimulation producing twitching motion via four electrode pairs and measured the acceleration. Using the acceleration value, we selected the optimal electrode pair that twitched the finger the most. Preliminary experiment with four electrodes showed feasibility of our method.

  • 2A2-G03 Reality-Basedな周期的衝撃感呈示による身体材質感の変調(感覚・運動・計測(2))

    栗原 洋輔, 蜂須 拓, 佐藤 未知, 福嶋 政期, KUCHENBECKER Katherine J, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2013.5

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    Language:Japanese  

    2A2-G03 Virtual Alteration of Body Material by reality-Based Periodic Vibrotactile Feedback(Sense, Motion and Measurement (2))
    Characters with body materials that are different from that of humans, such as metal robots or rubber people, frequently appear in movies and comics. While the abilities of their synthetic bodies can be easily observed from their actions, their somatic sensations are more difficult to appreciate. Our aim in this work is to simulate the alteration of the material of the human body by means of reality-based vibrotactile feedback. The feedback represents the properties of the materials and is periodically applied to the elbow joint in synchrony with the elbow angle. This simulated sensation of having a different body material gives us the feeling of those characters. This technique can also be applied to improve maneuverability in the teleoperation of master-slave systems because it gives the operator a robot-like sensation.

  • 2A2-A14 触覚-聴覚間における周波数的協和性(触覚と力覚(2))

    岡崎 龍太, 蜂須 拓, 佐藤 未知, 福嶋 政期, HAYWARD Vincent, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2013.5

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    Language:Japanese  

    2A2-A14 Frequency Consonance between Tactile and Auditory(Tactile and Force Sensing (2))
    With the aim of augmenting auditory sensation by tactile stimuli, we investigated cross-modal relationships between the two modalities, focusing on frequency. The results showed that frequency consonance between tactile and audio stimuli may depend on the relationship between harmonics, in manner similar to auditory waves, but with broader peaks.

  • 2A2-A13 温冷刺激を用いたローラー型痒み抑制器の開発(触覚と力覚(2))

    渡辺 亮, 齋藤 直輝, 森 雄一郎, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2013.5

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    Language:Japanese  

    2A2-A13 Development of Roller-Type Itch-Relief Device Employing Alternating Temperature Stimuli(Tactile and Force Sensing (2))
    Painful thermal stimulation is known to relieve itch, which is a significant problem in many diseases. We focused on thermal grill illusion and synthetic heat, which are well-known phenomena that can generate pain or burning sensation without physical damage; we tried to achieve a similar effect via a harmless-range thermal stimulation. We developed a roller-type itch-relief device. When the device is rolled onto the user&#039;s skin, the skin is alternately exposed to hot and cold stimuli. The roller is composed of aluminum parts. One part is set to hot and the other is set to cold by embedded Peltier devices. When the device is rolled on the user&#039;s skin, the skin is alternately exposed to hot and cold stimuli. In addition, vibration is applied so that a virtual scratching feeling is presented without damage to the skin. We evaluated the device by eliciting an itch using a lactic acid solution and then applying the device. The results showed that the device provides effective temporal relief from itch and that its effect continues for a few minutes.

  • 開散性眼球運動による奥行き方向への視線入力手法

    工藤慎也, 岡部浩之, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    情報処理学会研究報告(CD-ROM)   2013.4

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    Input Method Using Divergence Eye Movement
    A gaze input interface offers hands-free operation by using the view-point position as the cursor coordinates on the display. However, the selection operation of a button is indistinguishable from viewing
    this is known as the Midas touch problem. We propose a new input method that measures divergence eye movement, thereby enabling users to “press” a button by moving their viewpoint forward. Comparison of our method and the conventional blinking input method confirms that input speed and accuracy are similar.

    DOI: 10.1145/2468356.2468594

  • 開散性眼球運動による奥行き方向への視線入力手法

    工藤慎也, 岡部浩之, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    情報処理学会研究報告(CD-ROM)   2013.4

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    Language:English  

    Input Method Using Divergence Eye Movement
    A gaze input interface offers hands-free operation by using the view-point position as the cursor coordinates on the display. However, the selection operation of a button is indistinguishable from viewing
    this is known as the Midas touch problem. We propose a new input method that measures divergence eye movement, thereby enabling users to “press” a button by moving their viewpoint forward. Comparison of our method and the conventional blinking input method confirms that input speed and accuracy are similar.

    DOI: 10.1145/2468356.2468594

  • 視覚障がい者のための近傍環境におけるラインセンシング型触知覚インタフェース (ヒューマン情報処理)

    中村 紗誉, 栗原 洋輔, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    電子情報通信学会技術研究報告 : 信学技報   2013.3

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    Line-Sensing Haptic Interface for Visually Impaired
    Numerous electronic travel aids (ETA) for visually impaired people have been proposed. However, they often take a long time to scan and understand the surrounding environment. In this paper, we propose a novel ETA based on combination of 1-D line depth sensing and 2-D tactile display. We conducted an experiment to compare the efficiency of the proposed system compared to the existing device. The result showed that with the proposed device, users could detect obstacles more efficiently while walking.

  • 視触覚クロスモーダル現象を用いたタッチパネルへの触覚フィードバックの付加

    横山牧, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    電子情報通信学会技術研究報告   2013.3

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    Adding tactile sensation to touch panel by using visuo-tactile cross-modal phenomenon

  • 視触覚クロスモーダル現象を用いたタッチパネルへの触覚フィードバックの付加 (ヒューマン情報処理)

    横山 牧, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    電子情報通信学会技術研究報告 : 信学技報   2013.3

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    Adding tactile sensation to touch panel by using visuo-tactile cross-modal phenomenon
    There have been many proposals to add tactile sensation to touch panels, but most of them require additional electro-mechanical components and not suitable for mobile terminals. In this paper, we propose a simple method of adding tactile sensation of a bump, just by a thin sheet. The sheet has bumps that are haptically imperceptible, but once a visual stimulus such as a line is presented, visuo-tactile cross-modal mechanism induces haptic bump. We reported two experiments. First experiment tested whether these tactile sensation improves the performance of flick input. Second experiment tested how much subjective ridge height was emphasized by this phenomenon.

  • 視覚障がい者のための近傍環境におけるラインセンシング型触知覚インタフェース

    中村紗誉, 栗原洋輔, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    電子情報通信学会技術研究報告   2013.3

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    Line-Sensing Haptic Interface for Visually Impaired

  • 視覚障がい者のための近傍環境におけるラインセンシング型触知覚インタフェース (ヒューマン情報処理)

    中村 紗誉, 栗原 洋輔, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    電子情報通信学会技術研究報告 : 信学技報   2013.3

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    Line-Sensing Haptic Interface for Visually Impaired
    Numerous electronic travel aids (ETA) for visually impaired people have been proposed. However, they often take a long time to scan and understand the surrounding environment. In this paper, we propose a novel ETA based on combination of 1-D line depth sensing and 2-D tactile display. We conducted an experiment to compare the efficiency of the proposed system compared to the existing device. The result showed that with the proposed device, users could detect obstacles more efficiently while walking.

  • 視触覚クロスモーダル現象を用いたタッチパネルへの触覚フィードバックの付加

    横山牧, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    電子情報通信学会技術研究報告   2013.3

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    Adding tactile sensation to touch panel by using visuo-tactile cross-modal phenomenon

  • 視触覚クロスモーダル現象を用いたタッチパネルへの触覚フィードバックの付加 (ヒューマン情報処理)

    横山 牧, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    電子情報通信学会技術研究報告 : 信学技報   2013.3

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    Adding tactile sensation to touch panel by using visuo-tactile cross-modal phenomenon
    There have been many proposals to add tactile sensation to touch panels, but most of them require additional electro-mechanical components and not suitable for mobile terminals. In this paper, we propose a simple method of adding tactile sensation of a bump, just by a thin sheet. The sheet has bumps that are haptically imperceptible, but once a visual stimulus such as a line is presented, visuo-tactile cross-modal mechanism induces haptic bump. We reported two experiments. First experiment tested whether these tactile sensation improves the performance of flick input. Second experiment tested how much subjective ridge height was emphasized by this phenomenon.

  • 視覚障がい者のための近傍環境におけるラインセンシング型触知覚インタフェース

    中村紗誉, 栗原洋輔, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    電子情報通信学会技術研究報告   2013.3

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    Line-Sensing Haptic Interface for Visually Impaired

  • 開散性眼球運動による奥行き方向への視線入力手法

    工藤 慎也, 岡部 浩之, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    研究報告ヒューマンコンピュータインタラクション(HCI)   2013.1

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    Input method using divergence eye movement
    PC の入力手法として提案されている視線入力は,ディスプレイ上の視点位置をカーソル座標として用いることで手を使わない操作が可能となるが,ボタン等の選択動作が視線移動と区別されにくいという問題が存在する.そこで我々は,開散性眼球運動を計測することで画面奥行き方向への視点移動を検出し,その奥行き方向への移動を選択動作とする手法を提案する.本稿では,ボタン押し込み動作における提案手法の有用性を従来手法と比較した.Gaze input interface offers hands-free operation by using the view point position as the cursor coordinates on the display. However, it has a problem that the selecting operation of the button is undistinguishable from viewing eye movement. We propose a new input method by measuring the divergence eye movement, so that when the users move their viewpoints forward, the button is naturally "pressed". In this paper, we compared this method with conventional method by selection task and evaluated the effectiveness of the proposed method.

  • 開散性眼球運動による奥行き方向への視線入力手法

    工藤 慎也, 岡部 浩之, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    研究報告ヒューマンコンピュータインタラクション(HCI)   2013.1

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    Input method using divergence eye movement
    PC の入力手法として提案されている視線入力は,ディスプレイ上の視点位置をカーソル座標として用いることで手を使わない操作が可能となるが,ボタン等の選択動作が視線移動と区別されにくいという問題が存在する.そこで我々は,開散性眼球運動を計測することで画面奥行き方向への視点移動を検出し,その奥行き方向への移動を選択動作とする手法を提案する.本稿では,ボタン押し込み動作における提案手法の有用性を従来手法と比較した.Gaze input interface offers hands-free operation by using the view point position as the cursor coordinates on the display. However, it has a problem that the selecting operation of the button is undistinguishable from viewing eye movement. We propose a new input method by measuring the divergence eye movement, so that when the users move their viewpoints forward, the button is naturally "pressed". In this paper, we compared this method with conventional method by selection task and evaluated the effectiveness of the proposed method.

  • サーマルグリル錯覚を用いたローラー型痒み抑制器の開発

    渡辺 亮, 齋藤 直輝, 森 雄一郎, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    第13回計測自動制御学会システムインテグレーション部門講演会   2012.12

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  • サーマルグリル錯覚を用いたローラー型痒み抑制器の開発

    渡辺 亮, 齋藤 直輝, 森 雄一郎, 蜂須 拓, 佐藤 未知, 福嶋 政期, 梶本 裕之

    第13回計測自動制御学会システムインテグレーション部門講演会   2012.12

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  • アクセルペダルへのクリック感付与による操作性向上

    栗原洋輔, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2012.9

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    アクセルペダルへのクリック感付与による操作性向上

  • 電気刺激を用いた滑り感提示における方向特性

    岡部浩之, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2012.9

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    電気刺激を用いた滑り感提示における方向特性

  • 視触覚クロスモーダルによる凹凸知覚の鋭敏化

    横山牧, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2012.9

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    視触覚クロスモーダルによる凹凸知覚の鋭敏化

  • アクセルペダルへのクリック感付与による操作性向上

    栗原洋輔, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2012.9

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    アクセルペダルへのクリック感付与による操作性向上

  • 電気刺激を用いた滑り感提示における方向特性

    岡部浩之, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2012.9

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    電気刺激を用いた滑り感提示における方向特性

  • 視触覚クロスモーダルによる凹凸知覚の鋭敏化

    横山牧, 蜂須拓, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2012.9

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    視触覚クロスモーダルによる凹凸知覚の鋭敏化

  • 1P1-A04 触覚刺激提示部位への温度感覚転写現象の解明(触覚と力覚(3))

    渡辺 亮, 大原 淳, 國安 祐生, 佐藤 未知, 福嶋 政期, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2012.5

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    1P1-A04 Understanding the Mechanism of Addition of Thermal Sensation to Tactile Stimulation(Tactile and Force Sensing(3))
    When the heat stimulation is presented to tip of the index finger and the vibratory stimulation is presented to tip of the middle finger, the middle finger is also perceived to be warm. This phenomenon is known as a kind of the thermal illusion called Thermal Referral. To reveal the mechanism of the Thermal Referral, we focused on tactile mechanoreceptors. We varied the frequencies of vibratory stimulation to stimulate different mechanoreceptors, and we evaluate the mechanoreceptors concerned with Thermal Referral.

  • 触覚刺激提示部位への温度感覚転写現象の解明

    渡辺亮, 大原淳, 國安祐生, 佐藤未知, 福嶋政期, 梶本裕之

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2012.5

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    触覚刺激提示部位への温度感覚転写現象の解明
    When the heat stimulation is presented to tip of the index finger and the vibratory stimulation is presented to tip of the middle finger, the middle finger is also perceived to be warm. This phenomenon is known as a kind of the thermal illusion called Thermal Referral. To reveal the mechanism of the Thermal Referral, we focused on tactile mechanoreceptors. We varied the frequencies of vibratory stimulation to stimulate different mechanoreceptors, and we evaluate the mechanoreceptors concerned with Thermal Referral.

  • 1P1-A04 触覚刺激提示部位への温度感覚転写現象の解明(触覚と力覚(3))

    渡辺 亮, 大原 淳, 國安 祐生, 佐藤 未知, 福嶋 政期, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2012.5

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    1P1-A04 Understanding the Mechanism of Addition of Thermal Sensation to Tactile Stimulation(Tactile and Force Sensing(3))
    When the heat stimulation is presented to tip of the index finger and the vibratory stimulation is presented to tip of the middle finger, the middle finger is also perceived to be warm. This phenomenon is known as a kind of the thermal illusion called Thermal Referral. To reveal the mechanism of the Thermal Referral, we focused on tactile mechanoreceptors. We varied the frequencies of vibratory stimulation to stimulate different mechanoreceptors, and we evaluate the mechanoreceptors concerned with Thermal Referral.

  • 触覚刺激提示部位への温度感覚転写現象の解明

    渡辺亮, 大原淳, 國安祐生, 佐藤未知, 福嶋政期, 梶本裕之

    日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)   2012.5

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    触覚刺激提示部位への温度感覚転写現象の解明

  • PC作業時の集中力向上のための作業用壁紙

    橘卓見, 岡部浩之, 佐藤未知, 福嶋政期, 梶本裕之

    情報処理学会シンポジウム論文集   2012.3

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    PC作業時の集中力向上のための作業用壁紙

  • 自己の心拍を触覚提示するデバイスの検討

    西村奈令大, 石井明日香, 佐藤未知, 福嶋政期, 梶本裕之

    情報処理学会シンポジウム論文集   2012.3

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    自己の心拍を触覚提示するデバイスの検討

  • 手部への電気刺激を用いたタッチインタフェースのための触力覚提示手法の検討

    宇戸和樹, 岡崎龍太, 佐藤未知, 福嶋政期, 梶本裕之

    情報処理学会シンポジウム論文集   2012.3

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    手部への電気刺激を用いたタッチインタフェースのための触力覚提示手法の検討

  • ソファを介した「隣り合う」遠隔コミュニケーション

    熊谷真吾, 横山牧, 佐藤未知, 福嶋政期, 梶本裕之

    情報処理学会シンポジウム論文集   2012.3

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    ソファを介した「隣り合う」遠隔コミュニケーション

  • PC作業時の集中力向上のための作業用壁紙

    橘卓見, 岡部浩之, 佐藤未知, 福嶋政期, 梶本裕之

    情報処理学会シンポジウム論文集   2012.3

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    PC作業時の集中力向上のための作業用壁紙

  • 自己の心拍を触覚提示するデバイスの検討

    西村奈令大, 石井明日香, 佐藤未知, 福嶋政期, 梶本裕之

    情報処理学会シンポジウム論文集   2012.3

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    自己の心拍を触覚提示するデバイスの検討

  • 手部への電気刺激を用いたタッチインタフェースのための触力覚提示手法の検討

    宇戸和樹, 岡崎龍太, 佐藤未知, 福嶋政期, 梶本裕之

    情報処理学会シンポジウム論文集   2012.3

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    手部への電気刺激を用いたタッチインタフェースのための触力覚提示手法の検討

  • ソファを介した「隣り合う」遠隔コミュニケーション

    熊谷真吾, 横山牧, 佐藤未知, 福嶋政期, 梶本裕之

    情報処理学会シンポジウム論文集   2012.3

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    ソファを介した「隣り合う」遠隔コミュニケーション

  • 虫How? 気持ち悪さを提示する触覚ディスプレイ

    佐藤未知, 松尾佳菜子, 佐藤淑美, 佐藤圭二, 岡野裕, 福嶋政期, 梶本裕之

    横幹連合コンファレンス(CD-ROM)   2011.11

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    虫How? 気持ち悪さを提示する触覚ディスプレイ
    "mushi-How?"(Ants in the Pants) is a tactile interaction system presenting senses that ants move around on human skin. The tactile display is different with existing display such as vibrlotactile display. Our display presents walking ants that have high speed and low torque hitting nylon line to the skin using compact mortor.

    DOI: 10.11487/oukan.2011.0.27.0

  • 前腕皮膚変形による腕動作伝達―前後方向の試作と評価―

    國安裕生, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    前腕皮膚変形による腕動作伝達―前後方向の試作と評価―

  • 前腕部体毛の立毛制御による驚き感情の増幅

    福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    前腕部体毛の立毛制御による驚き感情の増幅

  • 前腕部への触刺激に対する温度感覚の重畳

    渡辺亮, 大原淳, 國安裕生, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    前腕部への触刺激に対する温度感覚の重畳

  • 手部筋肉への機能的電気刺激による指先に対する触覚提示

    宇戸和樹, 岡崎龍太, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    手部筋肉への機能的電気刺激による指先に対する触覚提示

  • ベクション場 歩行者群に作用する誘導力ベクトルの実現

    古川正紘, 吉川博美, 蜂須拓, 福嶋政期, 梶本裕之

    日本感性工学会大会予稿集(CD-ROM)   2011.9

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    ベクション場 歩行者群に作用する誘導力ベクトルの実現

  • 胸部への触覚提示を用いた好意の生起

    西村奈令大, 粟生馨奈子, 石井明日香, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    胸部への触覚提示を用いた好意の生起

  • 注意領域への集中力向上を目的とした領域外における視覚刺激

    橘卓見, 岡部浩之, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    注意領域への集中力向上を目的とした領域外における視覚刺激

  • 手部触覚による奥行き情報の提示

    石井明日香, 佐藤未知, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    手部触覚による奥行き情報の提示

  • 手部筋肉への機能的電気刺激による指先に対する触覚提示

    宇戸和樹, 岡崎龍太, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    手部筋肉への機能的電気刺激による指先に対する触覚提示

  • 前腕部体毛の立毛制御による驚き感情の増幅

    福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    前腕部体毛の立毛制御による驚き感情の増幅

  • 前腕部への触刺激に対する温度感覚の重畳

    渡辺亮, 大原淳, 國安裕生, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    前腕部への触刺激に対する温度感覚の重畳

  • 前腕皮膚変形による腕動作伝達―前後方向の試作と評価―

    國安裕生, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    前腕皮膚変形による腕動作伝達―前後方向の試作と評価―

  • 胸部への触覚提示を用いた好意の生起

    西村奈令大, 粟生馨奈子, 石井明日香, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    胸部への触覚提示を用いた好意の生起

  • 注意領域への集中力向上を目的とした領域外における視覚刺激

    橘卓見, 岡部浩之, 佐藤未知, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    注意領域への集中力向上を目的とした領域外における視覚刺激

  • 手部触覚による奥行き情報の提示

    石井明日香, 佐藤未知, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2011.9

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    手部触覚による奥行き情報の提示

  • 2A2-O01 電気刺激を用いた滑り感提示における指先の水平力と電気刺激の方向依存性(触覚と力覚(1))

    岡部 浩之, 大原 淳, 福嶋 政期, 古川 正紘, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2011.5

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    2A2-O01 Directional Dependency of Fingertip Shear Force and Electrical Stimulation Flow in a Slipping Illusion(Tactile and Force Sensing (1))
    When electrical stimulation constantly presents moving pattern to a finger, and shearing force is applied to the finger simultaneously, the participants feel as if their fingers slip though they do not actually move. We named this phenomenon "slipping illusion", and we proposed a pointing-stick-type GUI input device that applied this phenomenon, hoping that owing to the illusion, it can reproduce operation feeling of touchpad where the finger actually moves. In this paper, we investigated the occurrence condition of the slipping illusion focusing on the directional dependency of fingertip shear force and electrical stimulation flow.

  • 2A2-O01 電気刺激を用いた滑り感提示における指先の水平力と電気刺激の方向依存性(触覚と力覚(1))

    岡部 浩之, 大原 淳, 福嶋 政期, 古川 正紘, 梶本 裕之

    ロボティクス・メカトロニクス講演会講演概要集   2011.5

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    2A2-O01 Directional Dependency of Fingertip Shear Force and Electrical Stimulation Flow in a Slipping Illusion(Tactile and Force Sensing (1))
    When electrical stimulation constantly presents moving pattern to a finger, and shearing force is applied to the finger simultaneously, the participants feel as if their fingers slip though they do not actually move. We named this phenomenon "slipping illusion", and we proposed a pointing-stick-type GUI input device that applied this phenomenon, hoping that owing to the illusion, it can reproduce operation feeling of touchpad where the finger actually moves. In this paper, we investigated the occurrence condition of the slipping illusion focusing on the directional dependency of fingertip shear force and electrical stimulation flow.

  • 「接吻」に着目した触覚コミューケションデバイス

    高橋宣裕, 國安裕生, 佐藤未知, 福嶋政期, 古川正紘, 橋本悠希, 梶本裕之

    情報処理学会シンポジウム論文集   2011.3

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    「接吻」に着目した触覚コミューケションデバイス

  • 曲がり角における出会い頭の衝突回避を目的とした周辺視野への接近感提示装置の制作

    横山牧, 岡野裕, 福嶋政期, 古川正紘, 梶本裕之

    情報処理学会シンポジウム論文集   2011.3

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    曲がり角における出会い頭の衝突回避を目的とした周辺視野への接近感提示装置の制作

  • 掌タッチパネル

    福嶋政期, 梶本裕之

    情報処理学会シンポジウム論文集   2011.3

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    掌タッチパネル

  • ペクション場による歩行誘導手法の提案

    吉川博美, 蜂須拓, 福嶋政期, 古川正紘, 梶本裕之

    情報処理学会シンポジウム論文集   2011.3

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    ペクション場による歩行誘導手法の提案

  • 「接吻」に着目した触覚コミューケションデバイス

    高橋宣裕, 國安裕生, 佐藤未知, 福嶋政期, 古川正紘, 橋本悠希, 梶本裕之

    情報処理学会シンポジウム論文集   2011.3

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    「接吻」に着目した触覚コミューケションデバイス

  • 曲がり角における出会い頭の衝突回避を目的とした周辺視野への接近感提示装置の制作

    横山牧, 岡野裕, 福嶋政期, 古川正紘, 梶本裕之

    情報処理学会シンポジウム論文集   2011.3

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    曲がり角における出会い頭の衝突回避を目的とした周辺視野への接近感提示装置の制作

  • 掌タッチパネル

    福嶋政期, 梶本裕之

    情報処理学会シンポジウム論文集   2011.3

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    掌タッチパネル

  • ペクション場による歩行誘導手法の提案

    吉川博美, 蜂須拓, 福嶋政期, 古川正紘, 梶本裕之

    情報処理学会シンポジウム論文集   2011.3

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    ペクション場による歩行誘導手法の提案

  • ファントムセンセーションを用いた手掌部への貫通感提示

    石井 明日香, 福嶋 政期, 古川 正紘, 梶本 裕之

    第11回システムインテグレーション部門講演会(SI2010)   2010.12

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  • 手掌への触覚提示により生起するバーチャルな倒立振子の再現

    山川 隼平, 加藤 寛士, 福嶋 政期, 古川 正紘, 梶本 裕之

    第11回システムインテグレーション部門講演会(SI2010)   2010.12

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  • 体毛-毛包受容器構造に着目した触覚増強機構

    岡崎 龍太, 佐藤 未知, 古川 正紘, 福嶋 政期, 梶本 裕之

    第11回システムインテグレーション部門講演会(SI2010)   2010.12

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  • ファントムセンセーションを用いた手掌部への貫通感提示

    石井 明日香, 福嶋 政期, 古川 正紘, 梶本 裕之

    第11回システムインテグレーション部門講演会(SI2010)   2010.12

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  • 手掌への触覚提示により生起するバーチャルな倒立振子の再現

    山川 隼平, 加藤 寛士, 福嶋 政期, 古川 正紘, 梶本 裕之

    第11回システムインテグレーション部門講演会(SI2010)   2010.12

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  • 体毛-毛包受容器構造に着目した触覚増強機構

    岡崎 龍太, 佐藤 未知, 古川 正紘, 福嶋 政期, 梶本 裕之

    第11回システムインテグレーション部門講演会(SI2010)   2010.12

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  • 電気刺激を用いた指先への滑り感提示

    岡部 浩之, 大原 淳, 蜂須 拓, 古川 正紘, 福嶋 政期, 梶本 裕之

    力触覚の提示と計算 第5回研究会   2010.11

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  • 電気刺激を用いた指先への滑り感提示

    岡部 浩之, 大原 淳, 蜂須 拓, 古川 正紘, 福嶋 政期, 梶本 裕之

    力触覚の提示と計算 第5回研究会   2010.11

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  • 体毛‐毛包受容器構造を模した触覚増強機構

    岡崎龍太, 佐藤未知, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    体毛‐毛包受容器構造を模した触覚増強機構

  • 電気触覚ディスプレイを用いた指先への滑り錯覚の提示

    岡部浩之, 大原淳, 蜂須拓, 古川正紘, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    電気触覚ディスプレイを用いた指先への滑り錯覚の提示

  • 歩行誘導における自己運動を用いたベクション場の設計

    吉川博美, 蜂須拓, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    歩行誘導における自己運動を用いたベクション場の設計

  • 手掌部への触覚刺激による自己受容感覚拡張デバイス

    山川隼平, 加藤寛士, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    手掌部への触覚刺激による自己受容感覚拡張デバイス

  • 周辺視野選択的な運動知覚を実現する視覚刺激(第2報)―複数運動提示のためのフロー検討―

    岡野裕, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    周辺視野選択的な運動知覚を実現する視覚刺激(第2報)―複数運動提示のためのフロー検討―

  • 出会い頭の衝突回避を目的とした周辺視野への接近感提示

    横山牧, 岡野裕, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    出会い頭の衝突回避を目的とした周辺視野への接近感提示

  • 体毛‐毛包受容器構造を模した触覚増強機構

    岡崎龍太, 佐藤未知, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    体毛‐毛包受容器構造を模した触覚増強機構

  • 電気触覚ディスプレイを用いた指先への滑り錯覚の提示

    岡部浩之, 大原淳, 蜂須拓, 古川正紘, 福嶋政期, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    電気触覚ディスプレイを用いた指先への滑り錯覚の提示

  • 歩行誘導における自己運動を用いたベクション場の設計

    吉川博美, 蜂須拓, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    歩行誘導における自己運動を用いたベクション場の設計

  • 手掌部への触覚刺激による自己受容感覚拡張デバイス

    山川隼平, 加藤寛士, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    手掌部への触覚刺激による自己受容感覚拡張デバイス

  • 周辺視野選択的な運動知覚を実現する視覚刺激(第2報)―複数運動提示のためのフロー検討―

    岡野裕, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    周辺視野選択的な運動知覚を実現する視覚刺激(第2報)―複数運動提示のためのフロー検討―

  • 出会い頭の衝突回避を目的とした周辺視野への接近感提示

    横山牧, 岡野裕, 福嶋政期, 古川正紘, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2010.9

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    出会い頭の衝突回避を目的とした周辺視野への接近感提示

  • 手掌部へのテクスチャ感提示における質感向上手法

    石井 明日香, 福嶋 政期, 橋本 悠希, 梶本 裕之

    手掌部へのテクスチャ感提示における質感向上手法   2009.12

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  • 手掌部へのテクスチャ感提示における質感向上手法

    石井 明日香, 福嶋 政期, 橋本 悠希, 梶本 裕之

    手掌部へのテクスチャ感提示における質感向上手法   2009.12

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  • 空気圧変動による手掌部へのテクスチャ感提示

    石井明日香, 福嶋政期, 橋本悠希, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2009.9

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    空気圧変動による手掌部へのテクスチャ感提示

  • 笑い動作検出に基づいたラフトラック再生手法による笑いの増幅

    福嶋 政期, 橋本 悠希, 野澤 孝司, 梶本 裕之

    エンタテイメントコンピューティング2009   2009.9

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  • 空気圧変動による手掌部へのテクスチャ感提示

    石井明日香, 福嶋政期, 橋本悠希, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2009.9

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    空気圧変動による手掌部へのテクスチャ感提示

  • 笑い動作検出に基づいたラフトラック再生手法による笑いの増幅

    福嶋 政期, 橋本 悠希, 野澤 孝司, 梶本 裕之

    エンタテイメントコンピューティング2009   2009.9

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  • 筋活動の計測を用いた笑いの増幅

    福嶋政期, 橋本悠希, 野澤孝司, 梶本裕之

    情報処理学会シンポジウム論文集   2009.2

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    筋活動の計測を用いた笑いの増幅

  • 筋活動の計測を用いた笑いの増幅

    福嶋政期, 橋本悠希, 野澤孝司, 梶本裕之

    情報処理学会シンポジウム論文集   2009.2

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    筋活動の計測を用いた笑いの増幅

  • 水平振動を利用した群ボタンロボの提案

    福嶋政期, 橋本悠希, 梶本裕之

    日本ロボット学会学術講演会予稿集(CD-ROM)   2008.9

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    Button Robots Using Horizontal Vibration

  • 水平振動を利用した群ボタンロボの提案

    福嶋政期, 橋本悠希, 梶本裕之

    日本ロボット学会学術講演会予稿集(CD-ROM)   2008.9

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    Button Robots Using Horizontal Vibration

  • CHI2008参加報告

    福嶋 政期, 梶本 裕之

    情報処理学会研究報告. HCI, ヒューマンコンピュータインタラクション研究会報告 = IPSJ SIG technical reports   2008.5

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    2008年4月5日から10日の6日間、ACMSIGCHIが主催する国際会議CHI2008(Conference on Human Factor in Computing Systems)が開催された。CHIはHuman-Computer Interactionに関する最高峰の国際会議である。今年は、ルネサンス発祥の地として名高いイタリアのフィレンツェで開催された。フィレンツェは、町の至る所に美術館、教会、石像等があり、また、屋根は赤褐色で統一されており、町全体が一つの美術館のようであった。会場は、「バッソ要塞」(図1)と呼ばれる五角形の大建築物であった。今年の参加登者数は約2300人であった。会議内容の統計は以下通りである。全採択数は582件(全投稿数1969,採択率29.56%)、論文発表は157件(投稿件数714件,採択率22%)、ショートトーク61件(投稿件数341件、採択率18%)であった。なお、全投稿件数はこれまでで最多であった。6日間のうち初めの2日間はプリカンファレンス(Workshops, Doctoral Consortium等)であり、残り4日間がテクニカルプログラムであった。会議初日にはIrene McAra-McWilliam氏によるOpening Plenary、また、最終日には、Bill Boxton氏によるClosing Plenaryが行われた。会議は、毎日朝にその日のセッションの発表者が30秒で自分の発表の広告を行うCHI Madnessというイベントが行われた。その後はPapers/Notes, Case studies、Panel等に加え、デモ展示、企業展示、ポスター発表なども平行して行われた。筆者にとって初めての国際学会であったこともあり、休み時間の間は常にプログラムと睨みあっていた。また、3日目の夜はMicrosoft, Google等のHospitality Events(図2)が行われた。イベント会場内は多くの人で溢れかえっていた。個人的な話で恐縮であるが著者はMicrosoftのイベントでの抽選でZune(80GB)を頂いてしまった。今年は、ベストペーパー7件、ベストノート3件が選ばれた(プログラムの24ページに記載されている。http://www.chi2008.org/program.html) 。

  • CHI2008参加報告

    福嶋 政期, 梶本 裕之

    情報処理学会研究報告. HCI, ヒューマンコンピュータインタラクション研究会報告 = IPSJ SIG technical reports   2008.5

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    2008年4月5日から10日の6日間、ACMSIGCHIが主催する国際会議CHI2008(Conference on Human Factor in Computing Systems)が開催された。CHIはHuman-Computer Interactionに関する最高峰の国際会議である。今年は、ルネサンス発祥の地として名高いイタリアのフィレンツェで開催された。フィレンツェは、町の至る所に美術館、教会、石像等があり、また、屋根は赤褐色で統一されており、町全体が一つの美術館のようであった。会場は、「バッソ要塞」(図1)と呼ばれる五角形の大建築物であった。今年の参加登者数は約2300人であった。会議内容の統計は以下通りである。全採択数は582件(全投稿数1969,採択率29.56&#37;)、論文発表は157件(投稿件数714件,採択率22&#37;)、ショートトーク61件(投稿件数341件、採択率18&#37;)であった。なお、全投稿件数はこれまでで最多であった。6日間のうち初めの2日間はプリカンファレンス(Workshops, Doctoral Consortium等)であり、残り4日間がテクニカルプログラムであった。会議初日にはIrene McAra-McWilliam氏によるOpening Plenary、また、最終日には、Bill Boxton氏によるClosing Plenaryが行われた。会議は、毎日朝にその日のセッションの発表者が30秒で自分の発表の広告を行うCHI Madnessというイベントが行われた。その後はPapers/Notes, Case studies、Panel等に加え、デモ展示、企業展示、ポスター発表なども平行して行われた。筆者にとって初めての国際学会であったこともあり、休み時間の間は常にプログラムと睨みあっていた。また、3日目の夜はMicrosoft, Google等のHospitality Events(図2)が行われた。イベント会場内は多くの人で溢れかえっていた。個人的な話で恐縮であるが著者はMicrosoftのイベントでの抽選でZune(80GB)を頂いてしまった。今年は、ベストペーパー7件、ベストノート3件が選ばれた(プログラムの24ページに記載されている。http://www.chi2008.org/program.html) 。

  • CHI2008参加報告

    福嶋 政期, 梶本 裕之

    情報処理学会研究報告. [音楽情報科学]   2008.5

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    Language:Japanese  

    2008年4月5日から10日の6日間、ACMSIGCHIが主催する国際会議CHI2008(Conference on Human Factor in Computing Systems)が開催された。CHIはHuman-Computer Interactionに関する最高峰の国際会議である。今年は、ルネサンス発祥の地として名高いイタリアのフィレンツェで開催された。フィレンツェは、町の至る所に美術館、教会、石像等があり、また、屋根は赤褐色で統一されており、町全体が一つの美術館のようであった。会場は、「バッソ要塞」(図1)と呼ばれる五角形の大建築物であった。今年の参加登者数は約2300人であった。会議内容の統計は以下通りである。全採択数は582件(全投稿数1969,採択率29.56%)、論文発表は157件(投稿件数714件,採択率22%)、ショートトーク61件(投稿件数341件、採択率18%)であった。なお、全投稿件数はこれまでで最多であった。6日間のうち初めの2日間はプリカンファレンス(Workshops, Doctoral Consortium等)であり、残り4日間がテクニカルプログラムであった。会議初日にはIrene McAra-McWilliam氏によるOpening Plenary、また、最終日には、Bill Boxton氏によるClosing Plenaryが行われた。会議は、毎日朝にその日のセッションの発表者が30秒で自分の発表の広告を行うCHI Madnessというイベントが行われた。その後はPapers/Notes, Case studies、Panel等に加え、デモ展示、企業展示、ポスター発表なども平行して行われた。筆者にとって初めての国際学会であったこともあり、休み時間の間は常にプログラムと睨みあっていた。また、3日目の夜はMicrosoft, Google等のHospitality Events(図2)が行われた。イベント会場内は多くの人で溢れかえっていた。個人的な話で恐縮であるが著者はMicrosoftのイベントでの抽選でZune(80GB)を頂いてしまった。今年は、ベストペーパー7件、ベストノート3件が選ばれた(プログラムの24ページに記載されている。http://www.chi2008.org/program.html) 。

  • 机上インタフェースのための高速移動可能な群ロボットシステム

    福嶋政期, 橋本悠希, 梶本裕之

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   2007.9

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    Language:Japanese  

    Group Robots system for desktop interface

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Professional Memberships

  • 情報処理学会

    2024.4 - Present

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  • 電子情報通信学会

    2018.9 - Present

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  • 電子情報通信学会

  • HUMAN INTERFACE SOCIETY

  • THE VIRTUAL REALITY SOCIETY OF JAPAN

  • 電子情報通信学会

  • HUMAN INTERFACE SOCIETY

  • THE VIRTUAL REALITY SOCIETY OF JAPAN

  • THE VIRTUAL REALITY SOCIETY OF JAPAN

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  • HUMAN INTERFACE SOCIETY

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Committee Memberships

  • 情報処理学会九州支部   支部幹事  

    2024.4 - Present   

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    Committee type:Academic society

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  • 九州大学マルチバース社会デザイン研究拠点センター   協力教員  

    2024.4 - Present   

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    Committee type:Other

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  • ヒューマンインタフェース学会論文誌編集委員会   幹事  

    2024.3 - Present   

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    Committee type:Academic society

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  • 九州大学データ駆動イノベーション推進本部スマートラーニングデザイン研究ユニット   ユニットメンバー  

    2023.9 - Present   

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    Committee type:Academic society

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  • 九州大学価値創造型半導体人材育成センター半導体社会実装学部門   協力教員  

    2023.6 - Present   

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    Committee type:Academic society

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  • 九州大学データ駆動イノベーション推進本部ICT行動変容研究ユニット   副ユニット長  

    2022.4 - Present   

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    Committee type:Academic society

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  • 電子情報通信学会   学会誌編集委員  

    2022.4 - 2024.3   

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    Committee type:Academic society

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  • ACM Symposium on Virtual Reality Software and Technology (VRST)   Program Committee  

    2021.4 - 2022.3   

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    Committee type:Academic society

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  • 電子情報通信学会 メディアエクスペリエンス・バーチャル環境基礎(MVE研究会)   Organizer   Domestic

    2019.4 - 2023.3   

  • 日本バーチャルリアリティ学会 ニューズレター編集委員会   編集委員長   Domestic

    2019.4 - 2023.3   

  • 日本バーチャルリアリティ学会   ニューズレター編集委員 編集委員長  

    2019.4 - 2023.3   

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    Committee type:Academic society

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  • 電子情報通信学会 メディアエクスペリエンス・バーチャル環境基礎(MVE研究会)   幹事  

    2019.4 - 2023.3   

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  • 計測自動制御学会 SI部門 触覚部会   委員  

    2018.4 - Present   

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Academic Activities

  • TREASURER International contribution

    ACM VRST 2022 Program Committee  ( Japan ) 2022.11 - 2022.12

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    Type:Competition, symposium, etc. 

    Number of participants:200

  • ACM VRST 2022 Program Committee

    Role(s): Planning, management, etc.

    ACM VRST  2022.11 - 2022.12

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    Type:Academic society, research group, etc. 

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  • 査読

    IEEE ISMAR2022(International Symposium on Mixed and Augmented Reality)  ( Japan ) 2022.10

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    Type:Competition, symposium, etc. 

  • IEEE ISMAR2022(International Symposium on Mixed and Augmented Reality)

    Role(s): Peer review

    IEEE ISMAR  2022.10

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    Type:Peer review 

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  • 査読

    情報処理学会 コンシューマ・デバイス&システム(CDS)研究会 トランザクション  ( Japan ) 2022.8

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    Type:Competition, symposium, etc. 

  • 情報処理学会 コンシューマ・デバイス&システム(CDS)研究会 トランザクション

    Role(s): Peer review

    情報処理学会  2022.8

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    Type:Peer review 

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  • 査読

    ヒューマンインタフェース学会論文誌  ( Japan ) 2022.6

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    Type:Competition, symposium, etc. 

  • 査読

    Springer Virtual Reality  ( Japan ) 2022.6

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    Type:Competition, symposium, etc. 

  • Springer Virtual Reality

    Role(s): Peer review

    Springer Virtual Reality  2022.6

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    Type:Peer review 

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  • ヒューマンインタフェース学会論文誌

    Role(s): Peer review

    ヒューマンインタフェース学会  2022.6

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    Type:Peer review 

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  • 電子情報通信学会 学会誌編集委員会

    2022.4 - 2026.3

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    Type:Academic society, research group, etc. 

  • 査読

    VR学会論文誌  ( Japan ) 2022.2

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    Type:Competition, symposium, etc. 

  • VR学会論文誌

    Role(s): Peer review

    VR学会  2022.2

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    Type:Peer review 

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  • Screening of academic papers

    Role(s): Peer review

    2022

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    Type:Peer review 

    Number of peer-reviewed articles in foreign language journals:2

    Number of peer-reviewed articles in Japanese journals:4

    Proceedings of International Conference Number of peer-reviewed papers:2

  • 企画立案・運営等

    電子情報通信学会 メディアエクスペリエンス・バーチャル環境基礎(MVE研究会)幹事  ( Japan ) 2019.4 - 2022.3

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    Type:Competition, symposium, etc. 

  • 日本バーチャルリアリティ学会 ニューズレター編集委員 編集委員長

    Role(s): Planning, management, etc.

    日本バーチャルリアリティ学会  2019.4 - 2022.3

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    Type:Academic society, research group, etc. 

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  • 電子情報通信学会 メディアエクスペリエンス・バーチャル環境基礎(MVE研究会)幹事

    Role(s): Planning, management, etc.

    電子情報通信学会 メディアエクスペリエンス・バーチャル環境基礎(MVE研究会)  2019.4 - 2022.3

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  • 日本バーチャルリアリティ学会 ニューズレター編集委員 編集委員長

    2019.4 - 2022.3

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Research Projects

  • Manipulation theory applying ambiguity between Umwelt and sound cognition

    Grant number:24H00892  2024 - 2026

    Japan Society for the Promotion of Science・Ministry of Education, Culture, Sports, Science and Technology  Grants-in-Aid for Scientific Research  Grant-in-Aid for Transformative Research Areas (B)

    善甫 啓一, 若槻 尚斗, 三浦 智史, 福嶋 政期, 矢野 博明

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    Authorship:Coinvestigator(s)  Grant type:Scientific research funding

    本研究では,音声認識AI,対話型AI,生成系AI等の活用で,通常は他者から観測が出来ない個々人の環世界をVR空間としてデータ化し,さらにその領域ごとの曖昧性を定義することで,個人の認知変容・介入のための音を使った環世界マニピュレーションの基礎的な方法の探索を行う。これにより,自然言語で対話可能な者(人間)の環世界を観測し,望ましくない認知の歪みの補正方法を計算可能とすることで,A02班_井野ともに治療への応用を図る。また,A03班_坂口と,睡眠中における音刺激による環世界マニュピレーション効果を検証する。

    CiNii Research

  • Social and Emotional Learningに向けた情動誘導ゲームの開発

    2023

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    Grant type:Donation

  • 個々人の学習効果を随時予 測・改善する教育・学習基盤 の実現

    2021 - 2022

    JST Strategic Basic Research Program (Ministry of Education, Culture, Sports, Science and Technology)

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    Authorship:Coinvestigator(s)  Grant type:Contract research

  • Design of a speech training method using VR technology for transferring articulation and sound symbols of native English speakers

    Grant number:20K19936  2020 - 2022

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research  Early-Career Scientists

    Fukushima Shogo

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    Grant type:Scientific research funding

    In order for English learners to learn correct articulation and language sense, we examined an articulation learning system that transforms and presents the native English speaker's voice and face into that of the learner. We also studied a learning system that reproduces the meaning of words by using the body and tools in a virtual space in order to understand English language senses. In the former case, we developed a technology to convert a native English speaker's voice into a learner's voice, and verified its applicability to shadowing learning. For the latter, we implemented and evaluated a learning system that reproduces the meaning of words in a virtual space by using body and tools in order to understand the sense of English language, and also worked on generating learnable transitive verbs from objects in the virtual environment.

    CiNii Research

  • 情報投影基盤技術の確立に向けた画素単位での通信を可能にする映像投影システムの実現

    2016 - 2018

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research  Grant-in-Aid for Scientific Research (A)

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    Grant type:Scientific research funding

  • 情動や運動の記憶保持機能を基盤とした次世代語彙学習システムの設計

    2016 - 2018

    JST Strategic Basic Research Program (Ministry of Education, Culture, Sports, Science and Technology)

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    Authorship:Principal investigator  Grant type:Contract research

  • 情動の潜在機能を引き出す情報基盤技術の構築と活用

    2016 - 2017

    Grants-in-Aid for Scientific Research  Grant-in-Aid for Young Scientists (B)

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    Authorship:Principal investigator  Grant type:Scientific research funding

  • ヒトの情動体験の人為的な増幅に関する研究

    2011 - 2012

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research  Grant-in-Aid for JSPS Fellows

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    Authorship:Principal investigator  Grant type:Scientific research funding

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Class subject

  • 【通年】情報理工学研究Ⅰ

    2023.4 - 2024.3   Full year

  • 【通年】情報理工学講究

    2023.4 - 2024.3   Full year

  • 【通年】情報理工学演習

    2023.4 - 2024.3   Full year

  • 情報理工学読解

    2023.4 - 2023.9   First semester

  • 情報理工学論議Ⅰ

    2023.4 - 2023.9   First semester

  • 情報理工学論述Ⅰ

    2023.4 - 2023.9   First semester

  • プログラミング論Ⅰ(B)

    2023.4 - 2023.6   Spring quarter

  • プログラミング論(EC)

    2023.4 - 2023.6   Spring quarter

  • 電気情報工学入門

    2023.4 - 2023.6   Spring quarter

  • 情報理工学論議Ⅱ

    2022.10 - 2023.3   Second semester

  • 情報理工学論述Ⅱ

    2022.10 - 2023.3   Second semester

  • 情報理工学演示

    2022.10 - 2023.3   Second semester

  • 情報理工学研究Ⅰ

    2022.4 - 2023.3   Full year

  • 情報理工学講究

    2022.4 - 2023.3   Full year

  • 情報理工学演習

    2022.4 - 2023.3   Full year

  • 情報理工学読解

    2022.4 - 2022.9   First semester

  • 情報理工学論議Ⅰ

    2022.4 - 2022.9   First semester

  • 情報理工学論述Ⅰ

    2022.4 - 2022.9   First semester

  • プログラミング論(EC)

    2022.4 - 2022.6   Spring quarter

  • プログラミング論Ⅰ(B)

    2022.4 - 2022.6   Spring quarter

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Visiting, concurrent, or part-time lecturers at other universities, institutions, etc.

  • 2022  東京大学大学院情報理工学系研究科  Classification:Affiliate faculty  Domestic/International Classification:Japan 

Other educational activity and Special note

  • 2023  Class Teacher  学部

Social Activities

  • 経済産業省AKATSUKIプロジェクト2023「未踏的な地方の若手人材発掘」の福岡未踏的人材発掘・育成コンソーシアムにおいて、PM/メンターに就任し、県内の若手人材の研究推進支援を行った。

    経済産業省AKATSUKIプロジェクト2023「未踏的な地方の若手人材発掘」  2023.4

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    Audience:Infants, Schoolchildren, Junior students, High school students

    Type:Other

  • 大阪府立和泉市立郷荘中学校・THINK FUTURE 英語学院と共同で「インタラクティブな授業に向けたリアクションボタンシステムの研究」に関する実証実験を実施。

    大阪府立和泉市立郷荘中学校、THINK FUTURE 英語学院 結果を下記で発表。 田中 宏昌, 福元 達也, 山本 健吾, 東野 友昭, 福嶋 政期: “中学生を対象とした授業に向けたリアクションボタンシステムの基礎検討”, 信学技報, vol. 122, no. 367, MVE2022-44, pp. 54 – 59, 2023.1.  2022.4

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    Audience:Infants, Schoolchildren, Junior students, High school students

    Type:Seminar, workshop

  • 東京大学グローバルサイエンスキャンパスで高校生を受け入れ、研究指導を行った。 結果、国際会議で成果を発表することができた。

    山形県立東桜学館高等学校 Kosuke Shimizu, Shogo Fukushima, and Takeshi Naemura: “Effects of binaural audio on English vocabulary learning”, The 30th Intern. Conf. on Computers in Education (ICCE 2022), Poster No. 187, 2022.12.  2022.2

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    Audience:Infants, Schoolchildren, Junior students, High school students

    Type:Other