Projects
Embodied Media - Project Archive

An overview of the research prototypes, public exhibitions, industrial products, and modern organizations created to enhance our everyday lives.

私たちの日常生活を向上させるために作成された研究プロトタイプ、公開展示会、工業製品、および現代の組織の概要。

Bridged Reality

BridgedReality is a toolkit that enables users to produce localized virtual effects in live scenes, without the need for an HMD nor any wearable devices or virtual controllers. This method uses body tracking and an illusory rendering technique to achieve large scale, depth-based, real time interaction with multiple light field projection display interfaces. This toolkit circumvented time-consuming 3D object classification, and packaged multiple proximity effects in a format understandable by novice programmers. This work offers a foundation for multidirectional holographic interfaces, GPU simulated interactions, teleconferencing and gaming activities, as well as live cinematic quality exhibitions.

XR
2021
Dementia Eyes

Dementia Eyes is a mobile AR experience simulating common visual symptoms of Alzheimer’s type of dementia based on pathology and medical workers’ experience with patients. The application was validated by professional medical workers in Japan, and the result advocates for the efficacy of the empathy we intended to bring to the medical workers.

Dementia Eyesは、アルツハイマー型認知症の一般的な視覚症状を、患者と接した経験のある医療従事者の経験と病理学に基づいてシミュレートしたモバイルAR体験です。 このアプリケーションは、日本のプロの医療従事者によって検証された結果、アルツハイマー型認知症に対する医療従事者への共感を誘発する有効性が示されました。

Social
XR
2021
Headspin Experience

Breaking is a sport that has been adopted as a new Olympic sport at the Paris 2024.
However, due to the difficulty of the technique, many people do not have the opportunity to experience Breaking easily.
Therefore, we developed a device that allows beginners to easily and safely experience the Breaking technique.
We focused on a Breaking skill called Headspin whitch is a technique where you turn upside down and rotate around your head.
The "Headspin Experience" will help the participant understand what is difficult about Headspin and which muscles need to be moved.

In the experience, the participant can experience two of the factors that make Headspin difficult.
• To bear the weight of the body with only the neck and head
• Turning the legs parallel to each other
It is expected that the Breaking competition at the Paris Olympics will be more enjoyable because the body will be able to recognize the ideal movement of Headspin.

ブレイキンは、2024年のパリ大会で新たなオリンピック種目として採用されたスポーツです。
しかしその技の難しさから、多くの方はブレイキンを体験する機会がありません。
そこで、Breakingの技の中でも、逆さになって頭を中心に回転するヘッドスピンという技に着目し、ヘッドスピンを安全かつ簡単に体験できる装置を開発しました。
ヘッドスピン体験では、ヘッドスピンの何が難しいのか、どの筋肉を動かせばいいのかを理解することができます。

体験内では、ヘッドスピンを難しくしている2つを体験することができます。
・首と頭で体重を支える
・脚を平行に回転させる
パリ五輪のブレーキング競技では、ヘッドスピンの理想的な動きを身体が認識することで、より楽しめるようになると期待されます。

XR
Human Augmentation
2021
Synesthesia Wear

This is Synesthesia Wear, a full-body, customizable haptic interface. This wear not only looks as flexible as ordinary cloth, but also the attached modules are powered and controlled through this conductive textile via two-dimensional signal transmission(2DST) technology. The haptic modules have a pin, badge-like connector, and it can be freely attached on the con- ductive textile, enabling users to personally customize the experience to their own liking. This module can render variations of haptic feedback to the torso and all limbs of the body, and visu- alize representations using LED light patterns. We also proposed a spatial computing experience inspired by the perceptual phenomenon called synesthesia. The system provides an sensory blended experience in which the user walks around freely in real space. The user can interact with real and virtual environments, in a reality-overlapping way by wearing Synesthesia Wear.

Haptics
XR
2019
昆虫体験 -かぶとりふと-

“Kabuto Lift” is the VR experience where you can become a beetle which will try to acquire own throughout the battle. In addition to visual images by HMD, by using haptic and tactile presentation by gyro moments, our experience will provide you with a sense that there are horns on your head, which humans do not have.

「かぶとりふと」は、自身がカブトムシとなり戦いを通じて、角をもった体験をすることができる VRコンテンツです。HMD による視覚提示に加えて、ジャイロモーメントを用いた力覚提示及び触覚提示を用い、人間にはない角が存在している感覚を体験することができます。

XR
2019
超・呼吸体験: VReath

呼吸は,私たちが生きる上で欠かせない身体活動の一つだが,その行為は普段意識されない。この作品は日常的に行う呼吸を拡張し、その身体感覚を用いて、非日常的な体験を提供する。体験者による息を「吸う」「吐く」行為をトリガーとしてVR空間内の映像と自身の身体への影響が同期すれば、通常人間が行える呼吸活動の範囲のまま、その能力の拡張を体験させることが可能となる。

XR
2019
Flow Zone

Flow Zone is a VR experience that provides a rich, synesthetic environment to center the player’s focus on the present moment and catalyze a flow state. We use body movement and poi as the medium to dynamically create and interact with music, enabling players to embody both DJ and dancer simultaneously. Music synchronizes with visuals and haptics using VR and our custom haptics suit to create a fully immersive experience where life melts away and only creative and self-expression remain. Find happiness and wellbeing through flow, and emerge rejuvenated by entering the Flow Zone.

「フローゾーン」は、体験者は自身の集中力を高めフロー状態へと導く、共感覚体験を提供します。 この体験ではPoi(と呼ばれるパフォーマンスジャグリングツール)を、身体の動きを使ってヨーヨーの様に操り、音楽を奏でます。 バーチャルリアリティの 映像と触感・身体動作を通した音楽とのシンクロの先には、深く集中しているときのよ うな没入感を促します。「フローゾーン」を通して、自身の深部に眠る幸福感を発見し、感覚を解き放ちましょう。

Arts & Performances
XR
2018
PINOSE

In the fairy tale "Pinocchio," "When Pinocchio tells a lie, his nose extends." What if it really happens to us human beings? PinocchioVR expresses the sensation of human noses extending using the Body Ownership illusion. We provide this illusion through a combination of HMD visuals and a nose-pulling sensation.

世界的に有名な童話の一つである「ピノキオ」。ピノキオは嘘をつくと「鼻が伸びる」。そこで私たちは、ピノキオの特徴的な身体変化である「鼻の変化」を体験できないかと考えた。本企画ではVR空間の映像に合わせて、鼻が伸びる触覚(身体拡張)変化、鼻の温度変化、嗅覚表現などによって、嘘をついた時のピノキオの「鼻体験」を実現することを目的とする。

Human Augmentation
XR
2018
華麗なる回転

近年、フィギュアスケートに高い関心が集められ
、競技人口は急激に増加している。しかし、4回転
ジャンプを跳ぶことができるのは高い身体能力を持つ世界トップク
ラスのフィギュアスケーターだけだ。本企画では、VR空間の映像に合わせて,床の回転,床下からの振動表現,風の変化などによって, 4回転ジャンプを体験することを目的とする。

XR
2018
蹴球インパクト

本企画は、サッカーアニメのようなシュートを蹴ってみたいという想いから作られた、必殺シュート体験である。蹴った時の衝撃、ボールと蹴る脚のせめぎあいの感覚、シュートの轟音などを組み合わせることで必殺シュートを体感する事ができる。体験者はインパクトの瞬間、まるで時が止まった様な足とボールとの” せめぎあい感覚 " を感じ、それが解放されると同時に必殺シュートを放つことができる。この体験を通じてキャプテン翼のような世界観で、アニメのようなシーンを再現することが今回の目的である。

XR
2018
Thermo VR

ThermoReality is a head mounted display that is capable of providing co-located thermal haptic feedback with the displayed visual content. With this device, we produce unique thermal experiences that are synchronized with the visual content to enhance the immersive experience of the user.

Haptics
XR
2017
Crystal Vibes

Experience body vibrations of candy colored psychedelic sound rippling through an endless crystal universe. Crystal Vibes is a virtual reality experience that demonstrates the cutting edge of spatial 3D audio, full-body 'Synesthesia Suit' vibro-tactile stimulation, and sound visualization that maps sound and light based on the science of the human senses, to push the frontiers of technology-mediated sensory experience in virtual reality. With the project's predecessor (Sound World VR) described as “transcendent” and “like traveling through a psychedelic kaleidoscope” (Forbes 2016), this piece ups the ante with music from producer Ott. and is all-new.

Arts & Performances
XR
2017
VR planet

The emergence of head-mount-displays(HMDs) have enabled us to experience virtual environments in an immersive mean. At the same time, omnidirectional cameras which capture real-life environments in all 360-degree angles in either still image or motion video are also getting attention. Using HMDs, we can view those captured omnidirectional images in immersion, as though we are actually "being there". However, as a requirement for immersion, our view of these omnidirectional images in the HMD is usually presented as first-person-view and limited by our natural field of view, i.e. we only see a fraction of the environment which we are facing, while the rest of the 360-degree environment is hidden from our view. This is even more problematic in telexistence situations where the scene is dynamic so setting a default facing direction for the HMD is impratical. We can often observe people, while wearing HMDs, turn their heads frantically trying to locate interesting occurrences in the omnidirectional environment they are viewing. We propose a "planet" view for visualizing an meta-view of the environment that a user is immersed in. Equirectangular images taken from a omnidirectional camera can be transformed into "planets". The planets are then placed at users' feet and becomes visible when look down. The planets capture the full omnidirectional scene so users can easily obtain a whole view of the environment, even those that are behind them. As these planets are around the user's feet, we further suggest natural feet-interaction with the planets to enhance our experience.

XR
2016
AnyOrbit

AnyOrbit is a 6DOF spatial navigation technique that utilises orbital trajectories. It can be applied to virtual and augmented reality (VR and AR), computer-aided design (CAD), data visualisation, and the consumption of other 3D content including 3D real-time sports and video. The key invention here is the use of spiral trajectories to navigate smoothly between orbital paths around different points of interest. We have demonstrated several regimes and use-cases including: user controlled point of interest selection; directed point of interest; and eye-tracked point of interest selection. The current direction of the research is to apply the technique to storytelling, data visualisation, and augmented reality CAD systems.

XR
2016
VR Sound World

VR Sound World is about exploring new sensory experiences that we can have using new media technologies such as virtual reality. The project builds on previous music visualisation work, and adds a whole new dimension of full-body high-fidelity haptic vibration provided colleagues at Embodied Media, Keio Media Design. The virtual environment consists of a succession of interactive environments made up using procedural meshes that respond to music. A natural mapping between sound and colour enhances immersion and presence by presenting consistent stimuli in visual and audial sensory channels, creating a world where our senses are hyper-connected, inspired by synesthesia. While the sound creates the geometries and colours in the kaleidoscopic environment, the geometries in turn reach out and touch the user's body causing vibrational stimuli to add another sensory channel by which the reality of the world becomes objective in the mind of the user. The result is a level of sensory integration not possible even in reality.

XR
2016
Dramagic

This research proposes augmenting physical experience with unreal sonic effects to intrigue children’s emotional experience and physical activities, and inspire their creativity. To explore the idea, we present Dramagic, a playful furniture that enhances authentic sounds occurring on the furniture with cartoon sonic effects. To validate the proposed design, we conducted a field test to observe children experiencing. The results indicated that augmenting sonic experience intrigued more physical actions, such as touching, scratching, and rubbing. Moreover, children became more creative and tend to make stories with the playful sound interactions.

テクノロジーを,技術的基盤を隠して「魔法」のように取り入れることで,子供達の生活において,より想像力を高める機会を増やすことを目指している.
そして,子供達がその想像力を用いて自らの手 で遊び方を広げる,クリエイションの場を形成することを目的としている.クリエイションの場として,子供達が自らの想像力で遊びを生み出し,共有することで周りの人間とコミュニケーションをとりながらその想像力を広げていくことを目指す.
決められた遊び方 や指定されたデバイス,アプリケーションにとらわれることなく,発想力を高めて自由に遊ぶことができる「場」として,子供のための机 Dramagicを実装し,提案する.

Arts & Performances
XR
2015
Jack and the Beanstalk

Most of us human beings have the fear of heights, although undoubtedly, those very same heights could offer a sense of excitement and thrill. This work, "Jack and the Beanstalk", attempts to encapsulate the experience of such thrills through immersing in a virtual reality game while interacting with a climbing rope device. As the name suggests, the game is deeply rooted around the the fairy tale, "Jack and the Beanstalk". As such, the game presents a high quality multisensory experience by providing auditory stimuli and vibrotactile feedback that also invokes a sense of insecurity (of heights) to the participant.

XR
2015
MeLight

本プロジェクトは凸版印刷株式会社と協力し、美術館や博物館の鑑賞体験をVR技術を用い、より豊かにすることを目的とし行われました。その中で開発した「Melight」は、大型スクリーンに懐中電灯型のコントローラをかざすと、 その部分に現在の地図が表示されたりするなど、身体的な行為を通して作品に対する興味を高めることが可能です。実物の作品鑑賞とテクノロジーを活用した体験の相乗効果によって、博物館ならではの「実感に基づく」鑑賞体験を実現します。

Arts & Performances
XR
2014
HaptoMIRAGE

"HaptoMIRAGE" is a multi-usered wide-angle aerial autostereoscopic display for Mixed reality. Seemless interaction with real and virtual spaces such as aerial 3D skeching and commucation with 3DCG characters in real environment can be achived.

"HaptoMIRAGE" is a multi-usered wide-angle aerial autostereoscopic display for Mixed reality. Seemless interaction with real and virtual spaces such as aerial 3D skeching and commucation with 3DCG characters in real environment can be achived.

XR
2014
Adaptive Parallax 3D LED display

"Autostereoscopic 3D displays" using static parallax barrier or lenticular lens are commercially available in these days. In these methods, however, the number of viewpoints is fixed at the time of manufacturing. Active parallax barrier [Perlin, 2000] and dynamic parallax barrier [Peterka, 2008] have been proposed to improve the resolution and number of viewpoints by moving the position of the parallax barriers. To implement an autostereoscopic display, with dynamic parallax barriers, dual-layered LCD panel is a common approach as is mentioned by [Hirsch, 2010]. And a method of optimizing the parallax barriers [Lanman, 2010] has been proposed to represent more perceptually-acceptable imagery. Remaining limitations of the dual-layered LCD method are the refresh rate and brightness of the LCD panel. Commonly used high-speed LCD has 120Hz in refresh rate and around 500cd/m2 in brightness so that conventional systems did not have enough quality to be used in public. To solve this problem, we propose an adaptive parallax autostereoscopic display composed of a high-density/high-frequency LED panel and a high-speed/high-contrast LCD panel.

XR
2011
RePro3D

"RePro3D" is a full-parallax 3D display system suitable for interactive 3D applications. The approach is based on a retro-reflective projection technology in which several images from a projector array are displayed on a retro-reflective screen. When viewers look at the screen through a half mirror, they see a 3D image superimposed on the real scene without glasses.
"RePro3D" has a sensor function to recognize user input, so it can support some interactive features, such as manipulation of 3D objects. To display smooth motion parallax, the system uses a high-density array of projection lenses in a matrix on a high-luminance LCD.
The array is integrated with an LCD, a half mirror, and a retro-reflector as a screen. An infrared camera senses user input.

「RePro3D」は,高輝度LCDとレンズからなる高密度プロジェクタアレイを用いた投影型の立体ディスプレイ手法です。上下・左右の運動視差を持ったCGが空中に結像した3D映像を裸眼で観察することができます。
また,赤外カメラによって手と3D映像の接触状態を認識し,指先に装着した触覚提示装置によってキャラクタに触ったときの触感を生成することができます。

XR
2010