Number of co-authors:11
Number of publications with 3 favourite co-authors:Hideki Koike:11Kentaro Fukuchi:6Yasushi Matoba:5
Toshiki Sato's 3 most productive colleagues in number of publications:Hideki Koike:40Kentaro Fukuchi:10Yasushi Matoba:5
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Publications by Toshiki Sato (bibliography)
Takahashi, Nobuhiro, Matoba, Yasushi, Sato, Toshiki and Koike, Hideki (2012): SHIRI: buttocks humanoid that represents emotions with visual and tactual transformation of the muscles. In: Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012. pp. 792-793. Available online
In this paper, we propose a novel interface design for "human-robot" communication by focusing on visual and tactual transformation of the muscles. Since recent humanoids may appear as humanoid figures using human-like body gestures and behavior, it is hard to say that they have enough elements to cover the complex composition that is a human. The muscles that constitute the human body work by not only turning joints and generating limb and body movements, but also control skin surface shape and firmness, allowing the various levels of touch response. Therefore, we attempt to approach the creation of sensitive and subtle expression by a humanoid robot using organic constructs. In this project, we produce "SHIRI", which represents emotions with organic movements of the Gluteus Maximus Actuator (GMA). In addition, we also implement user interaction for SHIRI and consider how perceptions the user can obtain by communicating with SHIRI.
© All rights reserved Takahashi et al. and/or ACM Press
Sato, Toshiki, Takahashi, Nobuhiro, Matoba, Yasushi and Koike, Hideki (2012): Interactive surface that have dynamic softness control. In: Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012. pp. 796-797. Available online
In the field of interface surface research, the idea of the 'softness' of a surface medium is one significant factor in determining a suitable means of interaction with the user. With direct touch input, for example, the degree of surface softness allows for the generation various touch sensations and tactile feedback. Additionally, the softness also affects the shape of the surface: a soft surface will allow the user to deform the surface at will while a hard surface will maintain its shape easier. In many traditional flexible surfaces to date, this element has been considered static and thus unchangeable. This project, in contrast, considers the softness of a surface to be dynamic and thus further explores the interaction possibilities with this type of surface. We demonstrate the possibilities of dynamically changing surfaces and their derived user interaction.
© All rights reserved Sato et al. and/or ACM Press
Aihara, Noriyuki, Sato, Toshiki and Koike, Hideki (2012): Highly deformable interactive 3D surface display. In: Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 91-92. Available online
In this research, we focused on the flexibility limitation of a display material as one of the main causes for height constraints in deformable surfaces. We propose a method that does not only utilize the material flexibility but also allows for increased variations of shapes and their corresponding interaction possibilities. Using this method, our proposed display design can then support additional expansion via protrusion of an air-pressure-controlled moldable display surface using a residual cloth-excess method and a fixed airbag mount.
© All rights reserved Aihara et al. and/or ACM Press
Matoba, Yasushi, Sato, Toshiki and Koike, Hideki (2011): Enhanced interaction with physical toys. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. pp. 57-60. Available online
We developed an entertainment system that enhances the experience of playing with tops by employing augmented reality technologies. A tabletop system tracks the positions and rotation speeds of multiple tops with a high-speed camera and displays audio and visual effects. A hand-held device, called an accelerator, enables virtual and physical contact between the user and top by allowing the user to move and accelerate the top and obtain force feedback from the top. We proposed a top battle game in which the player will interact with these tops.
© All rights reserved Matoba et al. and/or ACM Press
Eto, Haruna, Matoba, Yasushi, Sato, Toshiki, Fukuchi, Kentaro and Koike, Hideki (2011): Biri-biri: pressure-sensitive touch interface with electrical stimulation. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. p. D4. Available online
Sato, Toshiki, Matoba, Yasushi, Takahashi, Nobuhiro and Koike, Hideki (2011): Interactive surface that can dynamically change the shape and touch sensation. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. p. D8. Available online
Fukuchi, Kentaro, Nakabayashi, Ryusuke, Sato, Toshiki and Takada, Yuta (2011): Ficon: a tangible display device for tabletop system using optical fiber. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. p. D9. Available online
Fukuchi, Kentaro, Sato, Toshiki, Mamiya, Haruko and Koike, Hideki (2010): Pac-pac: pinching gesture recognition for tabletop entertainment system. In: Proceedings of the 2010 International Conference on Advanced Visual Interfaces 2010. pp. 267-273. Available online
We present our new interaction technique for tabletop system and video game application using it. This technique is for recognizing a pinching gesture performed with the thumb and forefinger and tapping gestures with them by a ceiling camera above the table. The positions and orientations of multiple gestures are recognized at 200Hz, and the users around the table are tracked by their arm positions. This technique is useful for large-sized tabletop system for multiple users because it does not require any additional equipments to them nor registration process before using the system. Some pilot studies demonstrated the robustness and accuracy of the proposed technique with displaying appropriate guide on the display. We also developed a video game application called "Pac-pac". A player can shoot a bullet along the orientation of his hand by tapping, from any side of the table. We exhibited Pac-pac several time and well-received.
© All rights reserved Fukuchi et al. and/or their publisher
Izuta, Osamu, Sato, Toshiki, Kodama, Sachiko and Koike, Hideki (2010): Bouncing Star project: design and development of augmented sports application using a ball including electronic and wireless modules. In: Proceedings of the 2010 Augmented Human International Conference 2010. p. 22. Available online
In our project, we created a new ball, "Bouncing Star" (Hane-Boshi in Japanese), comprised of electronic devices. We also created augmented sports system using Bouncing Star and a computer program to support an interface between the digital and the physical world. This program is able to recognize the ball's state of motion (static, rolled, thrown, bound, etc.) by analyzing data received through a wireless module. The program also tracks the ball's position through image recognition techniques. On this system, we developed augmented sports applications which integrate real time dynamic computer graphics and responsive sounds which are synchronized with the ball's characteristics of motion. Our project's goal is to establish a new dynamic form of entertainment which can be realized through the combination of the ball and digital technologies.
© All rights reserved Izuta et al. and/or ACM Press
Sato, Toshiki, Mamiya, Haruko, Fukuchi, Kentaro and Koike, Hideki (2009): PAC-PAC: pinching gesture recognition for augmented tabletop video game. In: Proceedings of the 2009 ACM International Conference on Interactive Tabletops and Surfaces 2009. p. D8. Available online
A novel tabletop entertainment system that allows simultaneous interactions by multiple participants was developed. The newly developed interaction technique of this system recognizes a pinching gesture performed with the thumb and forefinger. This gesture recognition technique enables rapid response and high degree-of-freedom input for the players.
© All rights reserved Sato et al. and/or their publisher
Sato, Toshiki, Mamiya, Haruko, Koike, Hideki and Fukuchi, Kentaro (2009): PhotoelasticTouch: transparent rubbery tangible interface using an LCD and photoelasticity. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2009. pp. 43-50. Available online
PhotoelasticTouch is a novel tabletop system designed to intuitively facilitate touch-based interaction via real objects made from transparent elastic material. The system utilizes vision-based recognition techniques and the photoelastic properties of the transparent rubber to recognize deformed regions of the elastic material. Our system works with elastic materials over a wide variety of shapes and does not require any explicit visual markers. Compared to traditional interactive surfaces, our 2.5 dimensional interface system enables direct touch interaction and soft tactile feedback. In this paper we present our force sensing technique using photoelasticity and describe the implementation of our prototype system. We also present three practical applications of PhotoelasticTouch, a force-sensitive touch panel, a tangible face application, and a paint application.
© All rights reserved Sato et al. and/or their publisher
Sato, Toshiki, Fukuchi, Kentaro and Koike, Hideki (2008): Implementation and evaluations of vision-based finger flicking gesture recognition for tabletops. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 137-144. Available online
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