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.

Stimulated Percussions

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