Hironori Mitake
Tokyo Institute of Technology
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Publication
Featured researches published by Hironori Mitake.
advances in computer entertainment technology | 2009
Takafumi Aoki; Hironori Mitake; Danial Keoki; Shoichi Hasegawa; Makoto Sato
In this paper, we propose a fingertip-mounted type haptic device to present haptic feedback for mixed reality environments with mobile devices. Our research goal is the realization of a device that causes no discomfort to the users and is virtually felt even during equipment. To achieve this, we realized a fingertip-mounted type device to present contact sensation to cutaneous sensation using thin wire to fulfill three required technical specifications; the weight must be lightweight (1.4g), has to have a fast response, and should have few obstacles on the fingertip abdomen. Our device can present virtual objects to users. Moreover, since a response of an actuator also improves, quality force sense presentation is achieved. And the device can overlay the sense of force without barring ordinary manipulation of real objects or other users. We believe that our work enables new entertainment expansion such as users will be able to touch CG character directly using their fingers.
augmented human international conference | 2012
Shoichi Hasegawa; Seiichiro Ishijima; Fumihiro Kato; Hironori Mitake; Makoto Sato
Control of body position is important in skiing. During turn, novice skiers often lean back and lose their control. Leaning back is natural reaction for people. They arc afraid of the slope or speed. We develop a device to provide realtime sonification feedback of the center of gravity of the skier. The device guides the position of skier. A preliminary experiment shows possibility of improvements that the user become to be able to control their position immediately and even to overcome the afraid of slope and speed.
international conference on computer graphics and interactive techniques | 2005
Takafumi Aoki; Takashi Matsushita; Yuichiro Iio; Hironori Mitake; Takashi Toyama; Shoichi Hasegawa; Rikiya Ayukawa; Hiroshi Ichikawa; Makoto Sato; Takatsugu Kuriyama; Kazuyuki Asano; Toshihiro Kawase; Itaru Matumura
One common way to create imaginary, virtual creatures is to overlay computer graphics images on real scenes. But this method is not sufficient, because it allows people to only see the imaginary creatures. In Kobito: Virtual Brownies, imaginary creatures interact with the real world. They move real objects, and people interact with them through the real objects. The real objects function as a kind of ”haptic interface.” This technology can be used in the fields of design, amusement, and healthcare because it conveys haptic information in addition to the visual information that is delivered in current artificial life systems.
Computer Graphics Forum | 2009
Hironori Mitake; Kazuyuki Asano; Takafumi Aoki; Salvati Marc; Makoto Sato; Shoichi Hasegawa
Various forms of art and entertainment involve many different characters, and advances in human interfaces have necessitated physical interactions in order to develop an improved sense of reality. In this paper we propose a method for generating the motions of characters using multidimensional keyframe animation in parallel with real‐time physical simulation. The method generates characters capable of physical interaction, and also allows animators to use traditional methods for designing character motion. We have implemented the system and confirmed its effectiveness experimentally.
international conference on human haptic sensing and touch enabled computer applications | 2016
Yusuke Yamazaki; Hironori Mitake; Shoichi Hasegawa
We propose a new vibroacoustic device that consists of a string and two motors, called a wearable tension-based vibroacoustic device (WTV). To demonstrate the superior performance of the WTV over conventional wearable devices, which contain vibrators, we conducted two experiments. First, we measured the amplitudes of vibration of the skin while subjects wore the WTV and Haptuators. We found out that WTV is better than Haptuators at transmitting low-frequency waves over a wide range throughout the body. Second, we examined subjective evaluations of acoustic vibration for both devices. Almost all participants considered the WTV to be a better option as a vibroacoustic device. We thus conclude that the WTV is a good option for applications requiring high-quality and strong stimuli, such as listening to music and virtual-reality gaming.
ieee virtual reality conference | 2007
Hironori Mitake; Shoichi Hasegawa; Yasuharu Koike; Makoto Sato
We create a framework for physical interaction with virtual human. The virtual human reacts to the input of the user in realtime. The virtual human has an ocular system model, which mimics human ocular system, to generate natural and human-like gaze motions and to create inputs for the cognitive model of the virtual human. The visual input for virtual human is generated from the dynamics simulator for the virtual world. The gaze target is chosen by vying of bottom-up and top-down attentions. The motion controller for the eyes and head is based on observations and models of human gaze motion. We create a virtual boxing game as an application of proposed framework. Proposed framework succeeds to create natural gaze reaction. In addition, by changing the balance of the bottom-up and top-down attention, looks of concentration of the virtual human can be tuned.
international conference on computer graphics and interactive techniques | 2012
Yohei Yamashita; Tatsuya Ishikawa; Hironori Mitake; Yutaka Takase; Fumihiro Kato; Ikumi Susa; Shoichi Hasegawa; Makoto Sato
Stuffed toys live with all ages and hold them in some physical and mental aspects. With the soft feel and cute characters, stuffed toys play with them, sleep together and listen to their complaints. These roles of stuffed toys show that people imagine stuffed toys are inter-active creature. Indeed, there are many stories and movies in which stuffed toys work as living characters. However, stuffed toys in real world are just dolls and they cannot move and react.
international conference on computer graphics and interactive techniques | 2009
Takafumi Aoki; Hironori Mitake; Shoichi Hasegawa; Makoto Sato
We propose a new method for Symmetrical Haptic Interaction System with Virtual Creatures (VCs) in Mixed Reality. Its achieved by small and light haptic interface and Reactive VCs with touch sensations. People can touch VCs directly by fingers and watch their reaction. And VCs also can touch us directly.
ieee haptics symposium | 2014
Ikumi Susa; Yukinobu Takehana; Alfonso Balandra; Hironori Mitake; Shoichi Hasegawa
Humans can discriminate materials by tapping objects such as metal and wood. When an object is tapped, some natural vibrations occur accordingly to the structure and the physical properties of the object. Humans perceive the natural vibrations through their tactile receptors and then discriminate between materials. In this study, we propose a haptic vibration rendering method based on a finite element vibration simulation. This method allows to display haptic material feelings using 3D models with different shapes and structures.
international conference on human haptic sensing and touch enabled computer applications | 2014
Shoichi Hasegawa; Yukinobu Takehana; Alfonso Balandra; Hironori Mitake; Katsuhito Akahane; Makoto Sato
Humans can discriminate object’s materials [5, 7, 9] and tapping position [8] perceiving tapping vibrations. Susa et al. [4] proposed to simulate natural vibration of object to present arbitrary structured objects. However, the vibration of the tapping finger and subsequent collisions between the finger and the object are not simulated.