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Featured researches published by Satoru Tokuhisa.


advances in computer entertainment technology | 2007

Rhythmism: a VJ performance system with maracas based devices

Satoru Tokuhisa; Yukinari Iwata; Masa Inakage

We propose a nonconventional VJ performance system rhythmism which uses an original maraca based device that has 2 different functions, material maraca and effect maraca. Rhythmism uses the structure characteristic and the operating characteristics of maracas and adopts the interface to ensure the freedom of the users physical movement and to realize the powerful attraction of the performance itself and aims to attain the multi-functionality and the arbitrary controllability.allIn this paper, we introduce the advantages and the interaction techniques of the maracas based device when used for VJ performances.


conference on computability in europe | 2006

MYSQ:: an entertainment system based on content creation directly linked to communication

Satoru Tokuhisa; Susuke Okubo; Ken Suguro; Taku Kotabe; Masa Inakage

This article is a description of MYSQ, an entertainment system that allows users to create original music video clips (ex:MTV) and share the resulting video with friends via cellular phones. The original movie is original because it is generated using video of the user, combined with video effects that use the users dance movements as parameters. The MYSQ concept is communication through the process as well as the product of content creation. The MYSQ system can be characterized as: simple operation, multilayered interaction, collaboration, the conversion from player experience to content, and making experience transferable by converting it to media form. This article will then analyze the system with game flow, based on Csikszentmihalyis FLOW theory, to evaluate the systems entertainment value as a game, and the effectiveness of the characteristics above.


international conference on ultra modern telecommunications | 2009

Aequorin: Design of a system for reduction of the user's stress in one day

Satoru Tokuhisa

This paper describes the design of aequorin which is the system for measurement and reduction of the users stress for a day. This system consists of a wearable device which is composed of a pulse sensor, MCU (Micro Control Unit) board and iPodTouch and also a rocking chair with biofeedback function embedded with LED lights and a display for stress reduction experience. After the user comes back home, the user experiences the stress reduction with the log data measured for the day through the wearable device. The system adopts two approaches for stress reduction; one is an indirect presentation of the stress information as biofeedback in which the system illuminates the LED lights with 1/f noise according to the amount of stress, and the other is a direct presentation of the stress information composed of stress values and their time codes as biofeedback to the display. After introducing the design and implementation of stress reduction, this paper describes about a hearing to validate these approaches, and introduces the limitations of this system.


International Journal of Technology and Human Interaction | 2009

Designing Ubiquitous Content for Daily Lifestyle

Masa Inakage; Atsuro Ueki; Satoru Tokuhisa; Yuichiro Katsumoto

This article presents a design theory for an emerging genre in digital content called Ubiquitous Contents. To design entertaining experience, the article introduces the design concept of the Experience Chain. Examples are shown to illustrate how people, artifacts, and environment can be seamlessly connected to design emotional and entertaining experiences through the interaction.


virtual reality international conference | 2017

MeLight: Embodied Appreciation of "Inouzu"

Mina Shibasaki; Karin Iwazaki; Minato Takeda; Youichi Kamiyama; Koichi Obata; Koichi Yoshino; Shimizu Endo; Satoru Tokuhisa; Kouta Minamizawa

The purpose of this study was to make the appreciation in the museum that visitors understood precious cultural artifacts more deeply. We designed an embodied appreciation system called MeLight that allows various visitors including children to actively appreciate exhibits they are interested in. MeLight was installed in the Tokyo National Museum. We observed users during use of MeLight, and it seemed that they often traced the contour of coastlines with the flashlight device. As a result, it was effective to design, implement and introduce a system in which visitors used physical interaction to trigger active appreciation of and interest in the museums cultural assets.


conference on computability in europe | 2014

Personal, Physical, Social, and Creative Contextual Design for Art Education: How to Achieve Fun in Art Education for Children

Satoru Tokuhisa; Yusuke Kamiyama; Takuji Tokiwa

This paper proposes a Situation Design that designs not only the experience of behavior itself, but also the experience of the environment around the behavior. The research question of this paper is how to motivate children to paint. To find answers, we implemented an iPhone application. The app we came up with was The World Is Canvas; using it, one will be able to enjoy coloring based on a Situation Design. We adopted physical interaction, the function of which is to paint on the screen with fingers, as a design of a painting experience itself. We also adopted social interaction as a design of the environment around behavior, with the goal of offering fun. For social interaction, we adopted a mobile device with a network connection and a function to generate a draft for coloring by using a photo taken by the user. We conducted user evaluation tests on 111 children to analyze their user experience, and we demonstrated that they enjoyed themselves through these approaches.


ubiquitous computing | 2013

OpenLight: a concept of urban lighting to make urbanites aware of each other

Noriyuki Fujimura; Masa Inakage; Hideki Sunahara; Satoru Tokuhisa; Atsuro Ueki; Masato Yamanouchi

hough there are many examples of attempts to create interactive lighting installations in urban public space, its meaning for urbanites has not been fully explored and defined. What could interactive lighting contribute to urban public space? Using the concept of Third Place, this research focuses on the social potential of urban public space using the concepts of, especially the role of space in connecting people and fostering social capital. Our hypothesis is that interactive urban lighting can assist this role of urban public space. Openlight is a concept of networked interactive lighting that provides urbanites with open access to penetrate psychological barriers between individuals and groups in urban public space. Hence the interaction would provide more possibilities for urbanites becoming more aware of and getting to know each other. For this first attempt, we have created a scaled prototype for a Café/Restaurant setting.


Archive | 2010

Designing for Entertaining Everyday Experiences

Masa Inakage; Takahiro Arakawa; Kenji Iguchi; Yuichiro Katsumoto; Makoto Katsura; Takeshi Osawa; Satoru Tokuhisa; Atsuro Ueki

Entertainment is one of the essential elements in the human society. Entertainment includes “fun” in our everyday life activities, from meeting friends to relaxing at hot spas. Everyday artifacts can become entertaining media if these artifacts and environment are designed to be responsive. This chapter discusses the researches of entertaining artifacts to share how to design responsive artifacts for entertaining experience in our everyday life.


advances in computer-human interaction | 2009

Nervixxx: A Video Performance System with Neural Interfaces

Satoru Tokuhisa

Nervixxx introduces neural computing to overcome the limit of conventional performance systems that uses tangible computing and physical computing.Specifically, we utilized the EEG(electroencephalogram) which is the most informative of the biosignals, and the EMG (electromyogram)which has a high controllability. Users manipulate the tangible objects that are the major function of this system. This intuitively enables to mix and apply visual effects as a motion graphics data. At the same time,users can control the playing speed and the parameter for each effect by wearing wireless EMG sensors on each of their arms. Also, users’ brain waves can be used in real-time as a motion graphics data by wearing an EEG sensor. By introducing neural computing to tangible computing, it not only realizes the intuitive manipulation of applications but also increases the attractiveness of the actual performance. Moreover, the individuality of each user is reflected in the performers ability to express him or herself.


Archive | 2008

Interaction Design for Ubiquitous Content

Masa Inakage; Satoru Tokuhisa; Eri Watanabe; Yu Uchida

Ubiquitous Content is an emerging genre that uses everyday and everywhere media as a platform for creative content. This chapter covers key components for designing Ubiquitous Content to achieve emotional and entertaining experience.

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