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MMG-based Gesture Recognition:筋肉の振動を利用したジェスチャ検出手法

We propose a novel hand gesture recognition method based on MMG (mechanomyogram). Skeletal muscles generate sounds specific to their activity. MMG is the technology to evaluate muscles’ activity by recording and analyzing those sounds. In previous researches, microphones and accelerometers are often used to sense the sounds of muscles. However those sensors are easily obstructed by environmental condition such as acoustic noise and human motion itself. In this paper, we propose to use a piezo-based MMG to improve robustness to environmental condition. The preliminary evaluation shows that the proposed method is able to classify several hand gestures correctly at high accuracy at a certain situation. 我々は,MMGを用いた新たなジェスチャ認識手法を提案する.MMGとは,筋繊維の収縮に伴って発生する微細な振動や機械的な変位を皮膚表面上にて記録したもので,加速度センサやマイクロフォンで観測される.電気的な活動を記録したEMGと比べて,MMGは筋繊維の機械的な側面を反映するとされる.筋肉の機械的な活動とはつまり身体運動であり,ゆえにMMGの検出・認識は身体運動の推定につながると期待される.そこで我々は,MMGによってジェスチャ認識が行えるのではないかと考えた.従って本研究の目的は,MMGによって筋活動推定を行い,ジェスチャ認識へと応用することにある.本稿ではMMGの検出方法と,その解析のために行った実験結果を報告する. Publications: Shumpei Yamakawa, Takuya

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Vection field:ベクション場による歩行誘導手法

  Along public pathways, visual signs and audio cues are used by pedestrians to guide them into forming smoother pedestrian flows. However, often ignored or neglected, these signals require greater pedestrian attentiveness and appropriate conscious effort. To solve this problem, we have proposed the concept of “vection field”. This is a field of optical flow that cues movement according to a pedestrian’s motion. Visual stimulus within this optical flow leads pedestrians innately in specific directions without requiring direct interventions. We have implemented such a field by covering the ground with a lenticular lens screen; in this setup, neither power supply nor position tracking of pedestrians is necessary. An experimental result from

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Ego-motion analysis:運動計測システムの開発

In this paper, we present a new method to perform ego-motion analysis using intensity averaging of image data. The method can estimate general motions from two sequential images on pixel plane by calculating cross correlations. With distance information between camera and objects, this method also enables estimates of camera motion. This method is sufficiently robust even for out of focus image and the calculational overhead is quite low because it uses a simple averaging method. In the future, this method could be used to measure fast motions such as human head tracking, or robot movement. We present a detailed description of the proposed method, and experimental results demonstrating its basic

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Bidirectional Finger Braille Device:双方向型指点字デバイス

This study is development of bidirectional finger braille device for deaf-blind people. Finger braille is one of tactual communication media for deaf-blind people; the utterer superimpose his/her hand on listener’s hand and tap listener’s index, middle and ring finger. See finger braille as a means of interpersonal communication, the finger braille device should be able to exchange the role of utterer and listener dynamically and useful for daily life. So we propose a wearable finger braille device with speakers. In this paper, we carried out experiment about the way of input-output on speakers. It was shown that speakers are reasonable for input-output element. 指点字とは,視聴覚障害者のためのコミュニケーション 手段の一つである.この指点字では,発話者が受話者の左 右それぞれの示指・中指・薬指の上に自らの指を重ね,両 手各指を点字の各点に見立て直接叩くことで点字と同様 の表現が可能となっている.近年では感情の表現・伝達の 可能性が指摘されており,より高度なコミュニケーション 手段であることが伺われる.一方で,会話のためには直

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STRAVIGATION(A Vibrotactile Mobile Navigation): 探検的観光支援に関する研究

Exploration-like sightseeing is wandering around an unfamiliar place, and is a way of seeing sights and enjoying novel experiences that are not mentioned in guidebooks. However, the fear of getting lost prevents tourists from engaging in exploration-like sightseeing. Current navigation devices are capable of providing effective routes to specific places, which is not compatible for this mode of sightseeing. This is because tourists tend to focus on the recommended route displayed on the device and follow it faithfully. This prevents tourists from seeing surrounding sights. Here, we propose a new navigation method called stravigation. Stravigation is a vibrotactile mobile navigation for the tourist to be able to enjoy exploration-like sightseeing.

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TAMA(Trajectory chAnging, Motion bAll) インタラクティブボールの開発

we propose a novel ball type interactive interface device. Balls are one of the most important pieces of equipment used for entertainment and sports. Their motion guides a player’s response in terms of, for example, a feint or similar movement. Many kinds of breaking ball throws have been developed for various sports(e.g. baseball). However, acquiring the skill to appropriately react to these breaking balls is often hard to achieve and requires long-term training. Many researchers focus on the ball itself and have developed interactive balls with visual and acoustic feedbacks. However, these balls do not have the ability for motion control. In this paper, we introduce a ball-type motion control interface device.

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Shoe-Shaped I/O Interface 履き物を利用したエンターテイメントシステムの開発

In this research, we propose a shoe-shaped I/O interface. The benefits to users of wearable devices are significantly reduced if they are aware of them. Wearable devices should have the ability to be worn without requiring any attention from the user. However, previous wearable systems required users to be careful and be aware of wearing or carrying them. To solve this problem, we propose a shoe-shaped I/O interface. By wearing the shoes throughout the day, users soon cease to be conscious of them. Electromechanical devices are potentially easy to install in shoes. This report describes the concept of a shoe-shaped I/O interface, the development of a prototype system, and possible

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RPT(Retroreflective Propeller Display):再帰性投影ヘッドアップディスプレイ

The head up display (HUD) is becoming increasingly common in the aerospace field because it has many benefits such as enabling operations in poor visibility and improving flight safety. The HUD is a kind of augmented reality display that enables a pilot to observe the scene outside the cockpit while simultaneously viewing an artificial image of flight information. However, the HUD is too expensive and heavy for light airplanes. In this paper, we propose a new method to combine real and artificial images using Retro-reflective Projection Technology and rotating objects, and we apply the method to an airplane with a single propeller to compose a simple HUD. In this report,

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Augmented Vection:移動感の増強に関する研究

It is known that peripheral vision strongly contributes to the sense of self-motion, and that users of visual displays with a narrow field of view often findit hard to experience such sensations fully. In thisresearch, we propose a peripheral display thataugments the feeling of self-motion. This consists ofsimple displays that stimulate the user’s peripheralarea of vision. By changing the stimulus on theperipheral display, the system should be able toincrease or reduce the user’s sense of self-motion. Inthis report, we describe a prototype of the displaysystem and the result of its evaluation. 現在,パソコンを含めたゲーム用ハードウェアの普及により,個人が家でゲームを簡単に楽しむことができるようになっています.その一方で課程では,人間に対する感覚情報のフィードバックシステムは限られたものしか利用できないという問題があります.例えばフライトシミュレータのようなものを例にとって考えた場合,コックピット窓からの映像,パネル上の計器類などはディスプレイ上に視覚情報として再現することが可能ですが,その視野角や操縦桿の操作感,機体運動時の加速度感などについては,提示装置が大がかりになることもあり,家庭での実現はハードルが高いのが現状ですこの問題に対して我々は,特に速度感,加速度感を対象として,安価に,且つ簡便に速度感・加速度感の増強提示を可能にするシステムの開発を目指しています.フライトシミュレーションゲームを行う際に速度感・加速度感を増強する事によって,従来よりも実際の航空機操縦時の感覚に近い状態を再現する事が可能になると期待しています.また実際の航空機においても,ヘリコプターによる高々度でのホバリング,あるいは飛行機による横風の下での着陸と言った状況では,パイロットが得られる速度感・加速度感が乏しいことも影響して,操縦の難易度が上がってしまうという問題があります.この時,パイロットの速度感・加速度感を増強して提示する事が可能であるならば,操縦時の負荷軽減,ならびに安全性の向上が可能になると期待されます. Publications: 岡野 裕,橋本 悠希,梶本 裕之,野嶋 琢也:周辺視野選択的な運動知覚を実現する視覚刺激の提案,日本バーチャルリアリティ学会第14回大会予稿集,2009. (PDF) Takuya NOJIMA, Yoshihiko SAIGA, Yu Okano and Hiroyuki KAJIMOTO, “The Sleighing

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