Satoshi Hashizume / 橋爪智 / University of Tsukuba
Satoshi Hashizume / 橋爪智 portfolio
SonovortexWe present a new method of rendering aerial haptics that uses aerodynamic vortex and focused ultrasound. In conventional aerial haptics research, a single physical quantity such as focused ultrasound, aerodynamic vortex, laser induced plasma, or magnetic force and magnet is used to render haptic texture. In contrast, our research combines multiple physical quantities to present multi-resolution tactile feedback. While these fields have no direct interference, our system enables users to feel the tactile feedback of both stimuli simultaneously. We conducted user studies with aerodynamic haptics and ultrasonic haptics separately and tested their superposition perception and resolution. We believe that the results of this study contribute to expanding the expression of aerial haptic displays based on other principles.Satoshi Hashizume, Amy Koike, Takayuki Hoshi, Yoichi Ochiai.Satoshi Hashizume, Amy Koike, Takayuki Hoshi, and Yoichi Ochiai. 2017. Sonovortex: rendering multi-resolution aerial haptics by aerodynamic vortex and focused ultrasound. In ACM SIGGRAPH 2017 Posters (SIGGRAPH ’17). ACM, New York, NY, USA, Article 57, 2 pages. DOI: https://doi.org/10.1145/3102163.3102178
Morpho SculpturesIn this study, we introduce new design method of the shape changing user interface that can be embedded as surface of user interfaces. Conventional kinetic components such like hydraulic pressure actuator and they need large areas to be embedded. This property is an obstacle for shape changing user interfaces to be embedded in everyday lives. Therefore, we develop and evaluate the new actuation methods that has shorter thickness to conquer the weak point of the conventional kinetic components. We introduce the method to de sign the shape changing interface from 2D flat material. Our propose actuator consists of electric coils to generate magnetic field. By utilizing these structures, we implemented to secure the movable stroke in short thickness structures. This method is applicable to display tactile feedback and to move object on its surface. We conducted the user study on tactile impression, and actuation in order to evaluate our design methods.Kazuki Takazawa, Satoshi Hashizume, Yoichi OchiaiUnibersity of Tasukuba
LeviFabAerial manipulation of material objects is fascinating and is used in many performance situations. Many scientific demonstrations and magic shows employ these levitations. Acoustic, magnetic, electric, and superconductive levitation are used in many situations. Adding controllability and increasing the design space of these levitation methods are often studied for use in entertainment applications in graphics and HCI communities. In this study, we focus on superconductive levitation because it has not been well explored for entertainment applications. Superconductive levitation requires different elements compared to other methods of levitation. It requires low temperature for superconductive materials and to satisfy this condition, liquid nitrogen is often used. These superconductive levitation requirements impose various difficulties. Moreover, the demonstration of superconductive levitation shows levitation itself as “contents”. Thus, its levitated structure, manipulate path, and interactions have not been well considered for entertainment applications. We are strongly motivated to redesign the demonstration of superconductive levitation in a more fascinating way by computational fabrication and manipulation methods. Computational design methods of superconductive levitation have wide applications in not only entertainment but also other HCI context. Now superconductive levitation is limited levitation time because of the temperature limit of superconductive material however, 10 min levitation is enough to use in many HCI usages such as showing the demo of 3D manipulation, discussion with levitated physical icons, and discuss with 3D actuated characters. We need to solve several problems in both fabrication and manipulation to achieve the 3D printed object levitation and manipulation by ways of superconductive levitation.Yoichi Ochiai†§, Tatsuya Minagawa†, Takayuki Hoshi‡§, Daitetsu Sato†, Satoshi Hashizume†, Kazuki Takazawa†, Amy Koike†, Ippei Suzuki†, Atsushi Shinoda†, Kazuyoshi Kubokawa††University of Tsukuba, ‡The University of Tokyo, §Pixie Dust Technologies, Inc.
TelewheelchairTelewheelchair is divided into two parts: a wheelchair part and a base station part for operating a wheelchair. We propose a telepresence system which enables us to provide care from a remote place by installing telepresence function in a wheelchair. The caregiver who drives the wheelchair can see environments around the handicapped person through the omnidirectional camera mounted on wheelchair. The caregiver wears HMD to view this image, and hold controller to control wheelchair. In order to safely operation, we employ Human-detection system by using YOLO. If person come close to the wheelchair, system stop wheelchair and display a caution on HMD. To assist operation in narrow area such like corridor, we employ environment recognition using SLAM. In future work, if a plurality of wheelchairs are connected and one operator person can assist with switching among these wheelchairs, the cost of nursing care can be reduced, and more people can receive the nursing care.Satoshi Hashizume, Kazuki Takazawa, Ippei Suzuki, Ryuichiro Sasaki, Yoshikuni Hashimoto, Yoichi OchiaiUniversity of Tsukuba, AISIN Seiki Co., Ltd.
Stimulated PercussionsAbstract :We propose Stimulated Percussions, a new method designed to beat out rhythm by controlling human bodies with percussions using electrical muscle stimulation (EMS). Numerous studies in the fields of both science and art have been carried out to expand the possibilities for untrained people to be able to play musical instruments. Especially, in some studies, EMS capable of controlling the human body is applied to play a particular musical instrument. However, these studies have focused on movements of the human body for playing one specific instrument that requires movement of the whole body. Therefore, in this study, we used EMS to evaluate the body movements associated with different muscles. Moreover, we set up individual rhythms to these body movements and discussed the instrument that could be played by using these rhythms. We believe this design method would be able to expand the possibility for support to play a musical instrument.Ayaka Ebisu, Satoshi Hashizume, Kenta Suzuki, Akira Ishii, Mose Sakashita, Yoichi OchiaiUniversity of Tsukuba本研究はEMS（電気筋肉刺激）を用いて打楽器を演奏する人間の体を制御する新しい手法である。芸術や科学分野で訓練を受けていない人々が楽器を演奏できるようになる可能性を拡張するための研究はなされてきた。特に、人間の体を制御できるEMSは特定の楽器を演奏することに応用されてきた。これらの研究は体全体の動きを必要としない特定の１つの楽器を演奏するための人体の動きに焦点を当てている。本研究は、EMSを用いた時の、体の各部分の動きを評価し、リズムを刻むように信号を与え、その動きがどの楽器に適用可能かを調査した。我々は本デザイン手法が楽器演奏を助ける可能性を押し広げると信じている。蛭子綾花、橋爪智、鈴木健太、石井晃、坂下申世、落合陽一筑波大学