Publication statistics

Pub. period:2008-2012
Pub. count:12
Number of co-authors:14



Co-authors

Number of publications with 3 favourite co-authors:

Hiroyuki Kajimoto:12
Masahiro Furukawa:5
Taku Hachisu:4

 

 

Productive colleagues

Shogo Fukushima's 3 most productive colleagues in number of publications:

Hiroyuki Kajimoto:29
Yuki Hashimoto:10
Takuya Nojima:9
 
 
 

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Shogo Fukushima

 

Publications by Shogo Fukushima (bibliography)

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2012
 
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Fukushima, Shogo and Kajimoto, Hiroyuki (2012): Facilitating a surprised feeling by artificial control of piloerection on the forearm. In: Proceedings of the 2012 Augmented Human International Conference 2012. p. 8. Available online

There have been many proposals that have added haptic stimulation to entertainment content such as music, games, and movies. These technologies enrich the quality of the experiences by improving the reality thereof. In contrast, we present a novel approach to enrich the quality of these experiences by facilitating the emotional feeling evoked by the content. In this paper, we focus on piloerection, which is a kind of involuntary emotional reaction. Our hypothesis is that not only is it an emotional "reaction", but it can also work as an emotional "input" that enhances the emotion itself. We have constructed a device that controls piloerection on the forearm through electrostatic force. Based on a psychophysical experiment, we confirm that the piloerection system enhances the feeling of surprise.

© All rights reserved Fukushima and Kajimoto and/or ACM Press

 
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Kuniyasu, Yuki, Sato, Michi, Fukushima, Shogo and Kajimoto, Hiroyuki (2012): Transmission of forearm motion by tangential deformation of the skin. In: Proceedings of the 2012 Augmented Human International Conference 2012. p. 16. Available online

When teaching device handling skills such as those required in calligraphy, sports or surgery, it is important that appropriate arm motion is transmitted from the trainer to the trainee. In this study, we present a novel, wearable haptic device that produces arm motion using force sensation. The device produces skin deformation and a pseudo-force sensation that is similarly to the force produced when the arm is "pulled". The device generates skin deformation in four directions, and in this paper we have evaluated the device using a directions perception experiment.

© All rights reserved Kuniyasu et al. and/or ACM Press

 
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Yokoyama, Maki, Okano, Yu, Sato, Michi, Fukushima, Shogo, Furukawa, Masahiro and Kajimoto, Hiroyuki (2012): Looming silhouette: an approaching visual stimulus device for pedestrians to avoid collisions. In: Proceedings of the 2012 Augmented Human International Conference 2012. p. 23. Available online

We are exposed daily to the risk of collision at numerous blind intersections. To avoid the risk of collision, we propose a system that elicits an "approaching sensation" by presenting a visual stimulus. Possible factors for the approaching sensation are the "expansion" and "motion" of a silhouette. We compared the effects of these two factors on the approaching sensation and found that to elicit an approaching sensation, the expansion factor is important, and the motion factor has a certain effect in alarming pedestrians. On the base of this result, we produced a system that presents an expanding and moving silhouette of an approaching pedestrian to the pedestrians user.

© All rights reserved Yokoyama et al. and/or ACM Press

 
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Kurihara, Yosuke, Kuniyasu, Yuki, Hachisu, Taku, Sato, Michi, Fukushima, Shogo and Kajimoto, Hiroyuki (2012): Augmentation of kinesthetic sensation by adding "rotary switch feeling" feedback. In: Proceedings of the 2012 Augmented Human International Conference 2012. p. 28. Available online

In sports, dancing and playing music, it is important to achieve correct body movement as it greatly affects performance. However, matching one's movement with ideal movement is fundamentally difficult, because we do not have a detailed perception of our own body movement. In this study, we propose to present "rotary switch feeling" feedback as a new haptic cue. A periodical ticking sensation, like that of a rotary switch, can be presented at each joint so that the user vividly perceives his/her movement. This paper presents a simple mechanical prototype that is attached to the elbow.

© All rights reserved Kurihara et al. and/or ACM Press

 
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Yoshikawa, Hiromi, Hachisu, Taku, Fukushima, Shogo, Furukawa, Masahiro, Kajimoto, Hiroyuki and Nojima, Takuya (2012): Studies of vection field II: a method for generating smooth motion pattern. In: Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012. pp. 705-708. Available online

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 our previous study shows that a vection field can direct pedestrians to one side. However, the quality of the optical flow such as image clarity and smoothness of motion was unsatisfactory in that it could cause a reduction in leading inducement. In this paper, we describe in detail a new display method involving a lenticular lens screen that yields an improvement in the quality of the vection field and ultimately pedestrian optical flow. Experiments showed improvements over previous attempts.

© All rights reserved Yoshikawa et al. and/or ACM Press

2011
 
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Kuniyasu, Yuki, Fukushima, Shogo, Furukawa, Masahiro and Kajimoto, Hiroyuki (2011): Weight illusion by tangential deformation of forearm skin. In: Proceedings of the 2011 Augmented Human International Conference 2011. p. 10. Available online

When we perform exercise or undergo rehabilitation, it is helpful to be supported by another person. To get this support, we normally take hold of a person's arm, and pull it. In this paper, we investigate the use of a special device to produce a "pulling arm" sensation on the forearm. Using a weight comparison task, we performed an experiment to confirm the sensation of illusory external force with our device. We concluded that our current device presented about 10g to 20g weight perception.

© All rights reserved Kuniyasu et al. and/or ACM Press

 
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Furukawa, Masahiro, Yoshikawa, Hiromi, Hachisu, Taku, Fukushima, Shogo and Kajimoto, Hiroyuki (2011): "Vection field" for pedestrian traffic control. In: Proceedings of the 2011 Augmented Human International Conference 2011. p. 19. Available online

Visual signs and audio cues are commonly used for pedestrian control in the field of general traffic research. Because pedestrians need to first acquire and then recognize such cues, time delays invariably occur between cognition and action. To better cope with this issue of delays, wearable devices have been proposed to control pedestrians more intuitively. However, the attaching and removing of the devices can be cumbersome and impractical. In this study, we propose a new visual navigation method for pedestrians using a "Vection Field" in which the optical flow is presented on the ground. The optical flow is presented using a lenticular lens, a passive optical element that generates a visual stimulus based on a pedestrian's movement without an electrical power supply. In this paper we present a design for the fundamental visual stimulus and evaluate the principle of our proposed method for directional navigation. Results revealed that the optical-flow of a stripe and random-dot pattern displaced pedestrian pathways significantly, and that implementation with a lenticular lens is feasible.

© All rights reserved Furukawa et al. and/or ACM Press

 
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Fukushima, Shogo and Kajimoto, Hiroyuki (2011): Palm touch panel: providing touch sensation through the device. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. pp. 79-82. Available online

We present a novel touch sensitive handheld device, called Palm Touch Panel, which provides electro-tactile feedback on the back of the device thus simulating the sensation of being able to touch the user's palm directly through the device. Users hold the mobile device, which has an electro-tactile display attached at the back. When a finger touches the visual cues on the front screen panel, such as a button or an icon, the electro-tactile display at the back transmits the unique tactile sensation associated with this behavior of the cues to the palm of the hand. As a result, we speculate that the user can manipulate visual information with less visual attention, or even potentially in an eyes-free manner. In this paper we discuss the creation of this unique mobile device that allows the palm to be used for tactile feedback, thus enhancing the touch screen experience.

© All rights reserved Fukushima and Kajimoto and/or ACM Press

 
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Hachisu, Taku, Sato, Michi, Fukushima, Shogo and Kajimoto, Hiroyuki (2011): HaCHIStick: simulating haptic sensation on tablet pc for musical instruments application. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 73-74. Available online

In this paper, we propose a novel stick-type interface, the "HaCHIStick," for musical performance on a tablet PC. The HaCHIStick is composed of a stick with an embedded vibrotactile actuator, a visual display, and an elastic sheet on the display. By combining the kinesthetic sensation induced by striking the elastic sheet with vibrotactile sensation, the system provides natural haptic cues that enable the user to feel what they strike with the stick, such as steel or wood. This haptic interaction would enrich the user's experience when playing the instruments. The interface is regarded as a type of haptic augmented reality (AR) system, with a relatively simple setup.

© All rights reserved Hachisu et al. and/or ACM Press

2010
 
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Fukushima, Shogo, Hashimoto, Yuki, Nozawa, Takashi and Kajimoto, Hiroyuki (2010): Laugh enhancer using laugh track synchronized with the user's laugh motion. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3613-3618. Available online

In television shows, we are familiar with the sound of artificial laughter, the so called "canned laughter" or "laugh track". It generally has an enhancing effect on the viewer's desire to laugh. However, if the sound is played when the user dislikes the content, it works negatively. To cope with this problem, we propose a system that produces the laugh track synchronized with the user's desire to laugh. We use a use a myoelectric signal from the diaphragmatic muscle to detect an initial laugh, and dolls around the user to produce the laugh sound. We speculated that although the initial laugh trigger from the user is necessary, the system can still effectively enhance the laugh activity, and even affect the subjective quality of the contents.

© All rights reserved Fukushima et al. and/or their publisher

 
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Aou, Kanako, Ishii, Asuka, Furukawa, Masahiro, Fukushima, Shogo and Kajimoto, Hiroyuki (2010): The enhancement of hearing using a combination of sound and skin sensation to the pinna. In: Proceedings of the 2010 ACM Symposium on User Interface Software and Technology 2010. pp. 415-416. Available online

Recent development in sound technologies has enabled the realistic replay of real-life sounds. Thanks to these technologies, we can experience a virtual real sound environment. However, there are other types of sound technologies that enhance reality, such as acoustic filters, sound effects, and background music. They are quite effective if carefully prepared, but they also alter the sound itself. Consequently, sound is simultaneously used to reconstruct realistic environments and to enhance emotions, which are actually incompatible functions. With this background, we focused on using tactile modality to enhance emotions and propose a method that enhances the sound experience by a combination of sound and skin sensation to the pinna (earlobe). In this paper, we evaluate the effectiveness of this method.

© All rights reserved Aou et al. and/or their publisher

2008
 
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Fukushima, Shogo, Hashimoto, Yuki and Kajimoto, Hiroyuki (2008): Tabletop interface using a table's circular vibration and controllable friction. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3801-3806. Available online

In tabletop interfaces, there have been many proposals to control moving objects on the table. But it was hard to miniaturize or simplify the system. In this paper we propose a new simple tabletop system using table's circular vibration and controllable friction of the moving object.

© All rights reserved Fukushima et al. and/or ACM Press

 
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