Arashi Shimazaki, Yuta Sugiura, Dan Mikami, Toshitaka Kimura, M. Sugimoto
{"title":"MuscleVR: detecting muscle shape deformation using a full body suit","authors":"Arashi Shimazaki, Yuta Sugiura, Dan Mikami, Toshitaka Kimura, M. Sugimoto","doi":"10.1145/3041164.3041184","DOIUrl":"https://doi.org/10.1145/3041164.3041184","url":null,"abstract":"The research proposes a full body suit to detect muscle shape deformations. The suit consists of a stretchable sensor composed of a photo reflector (made up of a photo transistor and an infrared(IR) LED) and a spring. The photoreflector is embedded in the spring. When the spring is not stretched, the emitted IR light will reflect back to the phototransistor. However, when the spring is stretched, some of the emitted IR light can flow out through the aperture of the spring, reducing the light reflecting back to the transistor. Therefore, the more the spring is stretched, the less the amount of light would be detected. Here, a virtual reality(VR) system that can synchronize avatar bodies with users' muscle shape deformations.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115746482","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"5th limb: development of augmented expression system using extra limb","authors":"Shori Kano, Rintaro Takashima, Yasunari Asakura, Ryoichiro Shiraishi","doi":"10.1145/3041164.3041208","DOIUrl":"https://doi.org/10.1145/3041164.3041208","url":null,"abstract":"Technology for augmenting expressions is actively researched in fields such as social media, entertainment, and arts. It is being established as a business. Dancing to videos that are programmed in advance is one example. This method effectively augments the expressions in dancing; however, it is difficult to improvise. Although it can be interactive, it requires large-scale devices such as motion captures or a large number of cameras. The purpose of this study is to develop a wearable device that augments expressions and evaluate the effectiveness of this device for augmentation of expressions. The shape of this device is identical to the tail of an animal. The shape of the device changes using information from the body of the wearer and acts as a \"5th\" limb. It then augments the expressions of the wearer. The required information for changing shape includes back muscle tension, gait, and angle of the arm. This information is collected through measurements and estimates of bioelectrical signals, sole pressure, and angles of the arms. The device estimates the emotions and behavior of the user. In the experiments, the device is attached to a performer. The values of the sensor and the motions of the device are measured. Hence, it is confirmed that the device moves when it detects the behavior of the performer. In other words, the device mirrors the behavior of the people who use the system. Therefore, this system augments the expression of performers. In conclusion, a wearable device for augmenting expressions is developed, and it is considered that this system can augment the expression of performers on stage.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127031115","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Trajectory adjustment system for learning based on electrical stimulation","authors":"Sho Tatsuno, T. Hayakawa, M. Ishikawa","doi":"10.1145/3041164.3041197","DOIUrl":"https://doi.org/10.1145/3041164.3041197","url":null,"abstract":"Electrical stimulation is a well-known technology in medicine used for stimulating human muscles that has been applied in rehabilitation. Recently, electrical stimulation has been spotlighted for generating haptic sensations in human interface applications. Existing methods of generating haptic sensations are mainly mechanical. However, electrical stimulation can generate much stronger stimulation than mechanical force generators with the same energy. In this study, we consider applications of electrical stimulation to skill learning. Through simple tasks to learn trajectory, we assessed the learning rate using electrical stimulation compared with learning using vibration.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123300541","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Daiki Higuchi, K. Aoyama, M. Furukawa, T. Maeda, H. Ando
{"title":"Position shift of phosphene and attention attraction in arbitrary direction with galvanic retina stimulation","authors":"Daiki Higuchi, K. Aoyama, M. Furukawa, T. Maeda, H. Ando","doi":"10.1145/3041164.3041179","DOIUrl":"https://doi.org/10.1145/3041164.3041179","url":null,"abstract":"Recently, a Head Mounted Display (HMD) has become popular in applications such as Virtual Reality (VR) and Augmented Reality (AR). For example, Google Glass and Microsoft HoloLens are popular as HMDs specialized for AR. The HMDs for AR give information by convoluting annotations with objects in the real world. Therefore, the objects to attach annotations are required to exist within the range HMDs can present images. However, the devices can mostly present a narrow range of images. Thus, an HMD user cannot frequently obtain necessary information because the object on which an annotation should be displayed does not exist within the visual field range of the HMD. Then, if the head of the user is guided so that the object enters within an HMD's visual field range, the problem will be solved without increasing the weight of the devices. In this work, we focus on the visual presentation method called Galvanic Retina Stimulation (GRS), and we verify the effect using GRS for presenting a clue to guide the subjects' heads.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"02 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127429306","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Stimulated percussions: method to control human for learning music by using electrical muscle stimulation","authors":"Ayaka Ebisu, Satoshi Hashizume, Kenta Suzuki, Akira Ishii, Mose Sakashita, Yoichi Ochiai","doi":"10.1145/3041164.3041202","DOIUrl":"https://doi.org/10.1145/3041164.3041202","url":null,"abstract":"In musical performances, it is important to produce rhythms correctly. However, when beginners play musical instruments, it can be difficult for them to understand rhythms using only visual and auditory rhythm information. To solve this problem, we propose the Stimulated Percussions (SP) system, which generates rhythms on a computer and transfers them to a user's muscles. In this study, we control the user's arms and legs using electrical muscle stimulation (EMS). We attach electrodes near certain arm and leg muscles, and provide stimulation in a manner that allows users to reproduce the correct movement when they play instruments. Our system enables a single player or multiple players to correctly reproduce generated rhythms. Experimental results show that our system is useful for beginners learning musical instruments, because it allows accurate rhythms to be mastered through bodily sensations.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123797614","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Disambiguating touch with a smart-ring","authors":"Andrea Bianchi, Seungwoo Je","doi":"10.1145/3041164.3041196","DOIUrl":"https://doi.org/10.1145/3041164.3041196","url":null,"abstract":"Capacitive touchscreens have changed the way in which people interact with computational devices. In fact, direct touch input on screens is immediately understandable and appealing to both novice and advanced users and, more importantly, it leverages people's natural ability to use multiple fingers for input gestures. However, currently off-the-shelves touchscreens are unable to disambiguate among different fingers or to determine whether different touch-points belong to the same user, reducing the expressiveness of finger touches to that of multiple pointers. In this paper, we propose to augment human touch using a smart-ring. When the finger wearing the ring is in contact with the touchscreen, a unique ID is transmitted through vibration patterns from the ring to the touched device. It therefore becomes possible to distinguish touch between different users, or to associate different meanings to different touches for the same user. In this paper, we explore this design space and present a set of applications to demonstrate the feasibility of this technique.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124877619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Takuya Iwamoto, K. Kurihara, Maya Esora, Kazushi Nishimoto
{"title":"Towards soft landing in an online dating service: bridging the ideal-real gap","authors":"Takuya Iwamoto, K. Kurihara, Maya Esora, Kazushi Nishimoto","doi":"10.1145/3041164.3041213","DOIUrl":"https://doi.org/10.1145/3041164.3041213","url":null,"abstract":"With the penetration of the internet, the popularity of online dating services has surged, beginning with the United States as one of the main markets. Previous research has shown that the responses to the online profile increase with the attractiveness of the profile picture. This has led some users, particularly women, to use photo manipulating applications to beautify their photos. However, online dating eventually leads to meetings in person, and beautified pictures can generate negative impressions when the user is not as appealing in real life as in the profile images. This paper proposes a solution where, over time and with frequent interaction, users' profile photos are reversed to the original versions before heavy editing. Experiments have proven the potential of this method as test subjects could barely perceive the gradual change in profile pictures. Implementation of this method in dating services can prevent negative impressions that arise due to the gap between the beautified picture and the real life appearance and even allows for a better first impression.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125439385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Satoshi Fujisawa, Takeo Hamada, Ryota Kondo, Ryohei Okamoto, M. Kitazaki
{"title":"A body odyssey: exploring the human body as digested food","authors":"Satoshi Fujisawa, Takeo Hamada, Ryota Kondo, Ryohei Okamoto, M. Kitazaki","doi":"10.1145/3041164.3041209","DOIUrl":"https://doi.org/10.1145/3041164.3041209","url":null,"abstract":"We developed a full-body telepresence system through which users can crawl to travel through the human body, and gain insight into the structures of digestive organs through visual, tactile, and auditory sensations. Digestive organs (esophagus, stomach, duodenum, small intestine, large intestine, rectum) are created in detail with 3-D images so that users can view them using a head-mounted display, and an appropriate feeling of touch is presented to the abdomens and thighs of users by vibrotactile devices. Pressure sensors detect the crawling action of users so that they can travel in the digestive organs while hearing realistic 3-D sounds. Participants feel as if their own body becomes smaller while moving inside of another person's body. Thus, this system gives users the sensation of a reduced body size and provides a telepresence at improbable locations such as the stomach. This system can serve as an interactive, educational experience by simulating the contents of the human digestive system.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127670743","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Directional cueing of gaze with a vibrotactile headband","authors":"Jussi Rantala, J. Kangas, R. Raisamo","doi":"10.1145/3041164.3041176","DOIUrl":"https://doi.org/10.1145/3041164.3041176","url":null,"abstract":"Augmented attention is one of the ways human action can be enhanced with technologies. Still, more research is needed to find out effective ways to direct human attention to objects that have been determined as important to pay attention to. We investigated how vibrotactile stimulation given to the forehead could be used to cue gaze direction. We built a headband with an array of six vibrotactile actuators that presented short, tap like cues on the forehead. In an experiment, a horizontal line was shown on a computer display, and the participant's task was to look at the point of the line that they thought the vibrotactile cue was pointing to. Information of participant's gaze points was recorded using an eye tracker attached to the display. Analysis of the gaze points showed that for the majority of participants there were statistically significant differences between cues from different actuators. This indicated that the six actuators could successfully direct the participant's gaze to different areas of the visual field. On average, the precision of gaze points related to each actuator was comparable to the width of two to three fingers at arm's length. The findings of this study showed that there is potential in using vibrotactile cueing of gaze direction, for example, for directing visual attention and providing navigation cues with wearable devices such as headbands, head-mounted displays, and virtual reality headsets.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127942589","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Disheng Yang, Jian Tang, Yang Huang, Chaonan Xu, Jinyang Li, Liang Hu, G. Shen, C. Liang, Hengchang Liu
{"title":"TennisMaster: an IMU-based online serve performance evaluation system","authors":"Disheng Yang, Jian Tang, Yang Huang, Chaonan Xu, Jinyang Li, Liang Hu, G. Shen, C. Liang, Hengchang Liu","doi":"10.1145/3041164.3041186","DOIUrl":"https://doi.org/10.1145/3041164.3041186","url":null,"abstract":"Tennis sport has become more popular all over the world in recent years. While tennis lovers wish to improve their tennis skill set for better performance, unfortunately only few of them could be guided under professional training. Especially, serve is probably the most important skill in tennis skill set. In this paper, we present TennisMaster, an online diagnosis and feedback system, that aims at performing online assessment of tennis serve during the training process using IMU sensors. In particular, we propose a hierarchical evaluation approach based on the fusion of two IMU sensors mounted on the racket and shank of the player. In order to achieve online serve assessment, we first develop an online serve extraction algorithm to identify the serve segments and filter the non-serve events. Then we use Hidden Markov Model (HMM) to segment the serve process into eight stages. By extracting unique features on the basis of the serve segmentation, we build a regression model which outputs the score of a serve. We conduct experiments to collect 1,030 serves involving 12 subjects at various professional levels. Evaluation results show that our system achieves high accuracy of performance assessment for tennis serves.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"304 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132746207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}