In recent years , dance has been featured in a variety of media . However , in the opportunity to see the dance is large, it seems like the opportunity of better to quite a few dance . You can do if action want to challenge or to go outside from yourself, it is hard to do easily. In this study , it is possible to experience the fun of moving the elementary and is the body of dance , also , already for those that are working to dance and then propose a device that is able to extend its performance .
Not only in childhood but also adulthood, we need some trainings to read music scores, which sometimes make music hard to learn and enjoy. In this article, we shall propose the system that enables users to play their handwritten musical notations by our musical interface.
Since 1960s, Optical Music Recognition (OMR) has become matured in the field of printed score. In recent, Yamamoto proposed musical interactive system that directly utilizes printed music score as a instrument with keypoints matching. However, few researches on handwritten notations have been done, as well as on interactive system for OMR. We combined notating with performing in order to make the music more intuitive for users and give aids to learn music to users.
Tetsuaki Baba, Yuya Kikukawa, Kumiko Kushiyama, Gocen: Appropriating Simplified Handwritten Notation as a Musical Interface, Journal of Asia Digital Art and Design Association, ADADA, Vol.18, No.1, 2014 [PDF]
This research integrates interactive media technologies, such as motion detectors, light sensors and motion actuators, into the design of architectural modular screen structures in order to create new types of intelligent, interactive screen wall systems. The results will have multiple practical and artistic applications, including architectural sun shading, privacy screening and varied interactive media applications. This work will combine the beauty, utility and spatial qualities found in architectural screen design with the intelligence and interface of interactive media.
This research proposes an interface where users can build cooperative relationships through visual and auditory communication. In this context, “cooperative relationship” refers to users determining their actions while being aware of another user’s actions. We made a transparent screen that measures touch position by using depth camera, and visually mapped sound harmonics by Lissajous curve.
Shiftbeatはユーザが直感的に音楽演奏ができるインタフェースです。静電容量センサーによるジェスチャー認識を用いて直感的な入力を実現しました。入力センサに触る強さ、時間などの触り方の変化でパラメーターを調整できます。本作では、既存の音楽インタフェースでは入力しづらかった人為的なリズムのズレや音の強弱などを表現することを目標としました。 Shiftbeat is an interface that allows the user to intuitively perform music. Intuitive input was created by using gesture recognition through the use of a capacitive sensor. By adjusting the amount of pressure applied to the input sensor, you can adjust parameters, such as time intervals. We aimed to produce an artificial rhythm and an efficient way of producing sound that is not possible to perform with existing musical interfaces.
Hand Writing is a system which can efficiently improve the ability to read and write Chinese characters of elementary school students. We created a fun interactive gameplay system where students can practice Chinese characters using a digital pen. By writing Chinese characters with the digital pen, the system recognizes the hand-written characters and compares them with the Chinese characters stored in database. It is possible to manipulate characters on the screen. Different characters have different tones, and sounds play when characters collide. We aimed to utilize the interactive system to provide students with a more enjoyable experience when writing Chinese characters, thus increasing their willingness to learn. The system currently contains 80 characters from the first grade of school. A future research goal is to provide all the Chinese characters that students learn in upper grades of school.
In recent years, due to the inclusion of popular dance in compulsory education, and the popularity of dance idols, there is a growing interest in dance. However, dance is often carried out in accordance with the music and video, rather than the sound and video responding to the dance. Therefore, we proposed a device for directing multimedia. For the purpose of this study, we focused on the dance genre known as “Lock”, which features prominent hand motions when compared to other styles of dance. When worn by the performer, this device – through various sensors – recognizes the speed and force of the performer’s movements, which affects the music and video accordingly.
ComBand is a wristband device and communication system to allow haptic communication between remote locations. This device obtains the position and pressure of the user touching the device, and transmits the information to a communication partner by tactile display using a vibration motor and rotary motor. We enable haptic conversations through this device.
Previously, there has been extensive research regarding the measurement of movement within the context of sports skills. In this research, we focused on football – one of the most famous sports in the world. Specifically, we focused on football juggling: one of the most practical exercises for novice footballers to obtain fundamental skills such as kicking, passing, dribbling and trapping. The aim of this study is to utilize a smartphone’s accelerometer as a sensor to measure football juggling skills. Unique points of this study included the use of machine leaning and frequency analysis. To score the football juggling skills of a user, we developed a prediction model to measure their skills, as well as a smartphone application.
By incorporating digital technology in spaces, this research aims to explore new possibilities beyond conventional spatial design. By unifying the technology as module mechanisms, we believe digital technology can more easily be applied to spatial design. In this study, we focus on interactive indirect lighting products using module mechanisms. By using these module mechanisms of ambient media, we are developing an indirect lighting system that users can freely design the shape and behavior of.