Kumiko Kushiyama
Tokyo Metropolitan University
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Publication
Featured researches published by Kumiko Kushiyama.
international conference on computer graphics and interactive techniques | 2012
Tetsuaki Baba; Yuya Kikukawa; Toshiki Yoshiike; Tatsuhiko Suzuki; Rika Shoji; Kumiko Kushiyama; Makoto Aoki
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.
international conference on computer graphics and interactive techniques | 2008
Kumiko Kushiyama; Shinji Sasada
This simulation of a natural landscape is a tactile artwork that interactively expresses images and movements of clouds. Images and tactile sensations incorporating the soft movements of clouds interact simultaneously to create a tactile display that reacts to human contact. This work could be used as a universal display for the disabled and for various other forms of global communications.
advances in computer entertainment technology | 2016
Paul Haimes; Tetsuaki Baba; Kumiko Kushiyama
Taifūrin is a novel typhoon early warning system that informs people when a typhoon is approaching. We combined a traditional Japanese wind-chime (known as fūrin) with near real-time remotely-sensed typhoon data and electronic components connected to a single-circuit board computer to create a unique IoT (Internet of Things) device in the form of a simple art installation. In doing so, we aimed to combine modern interactivity with a traditional sense of Japanese aesthetics, known as wabi-sabi.
international conference on culture and computing | 2013
Banung Grahita; Toshihiro Komma; Kumiko Kushiyama
This paper is a part of our research to develop an animated film based on the wayang beber Pacitan visual form. Wayang beber Pacitan is one of the wayang beber types, an Indonesian traditional picture. We describe the programming approach to generate a pattern of wayang beber Pacitan characters cloth. This cloth has three typical patterns: a line pattern, color pattern, and wavy shape pattern. We create a new shader algorithm based on the Sors shader algorithm, s and t coloration, and surface displacement to generate these three types of patterns.
advances in computer entertainment technology | 2013
Tetsuaki Baba; Yuya Kikukawa; Toshiki Yoshiike; Kumiko Kushiyama
Not only in childhood but also adulthood, we need some training 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 mature in the field of printed score. In recent, some products were released on market that uses OMR for music composition and playing. However, few research on handwritten notations have been done, as well as an interactive system for OMR. We combined notating with performing in order to make the music more intuitive for users and give aid for learning music. Furthermore, we applied our technique to an interactive work, which is kind of vision based record disc.
international conference on computer graphics and interactive techniques | 2010
Tetsuaki Baba; Kumiko Kushiyama; Kouki Doi
Today, many researchers reports studies about haptic, tactile or tangible art and entertainment. Particularly about temperature sensation, few interaction system has ever been presented because of it does not have good responsiveness. In this study, we shall design the video game interaction system that uses temperature sensation to users. First of all we investigate the relation of the rapidity of temperature change and user response time by using prototyped controller. Our game controller can offer temperature to users dynamically according to game situations. As a result, It was able to propose a basis of interaction system to take the temperate sensation to the game interaction.
international conference on computer graphics and interactive techniques | 2004
Kumiko Kushiyama
The system captures an image from a from touch screen in real time and extracts a position and shape, then narrows down the information required to generate a drop of water and transmits a message to the image-generation component. This component shapes generation of the drop of water and animates it in real time. The shape-generation algorithm for the water drop uses a meta-ball-generation algorithm to generate the drop’s shape and behavior.
international conference on computer graphics and interactive techniques | 2008
Kumiko Kushiyama; Ryou Ikei; Shinji Sasada
international conference on computer graphics and interactive techniques | 2009
Kensuke Takada; Kyoko Higurashi; Tatsuhiko Suzuki; Misako Ota; Tetsuaki Baba; Kumiko Kushiyama
Transactions of Japan Society of Kansei Engineering | 2012
Kouki Doi; Takahiro Nishimura; Akihiko Seo; Kumiko Kushiyama; Testuaki Baba