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Dive into the research topics where Satoshi Saga is active.

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Featured researches published by Satoshi Saga.


Sensor Review | 2007

High‐resolution tactile sensor using the deformation of a reflection image

Satoshi Saga; Hiroyuki Kajimoto; Susumu Tachi

Purpose – The aim of this paper is to create a sensor that can measure the contact status with high‐resolution than ever.Design/methodology/approach – This paper proposes a new type of optical tactile sensor that can detect surface deformation with high precision by using the principle of optical lever. A tactile sensor is constructed that utilizes the resolution of a camera to the maximum by using transparent silicone rubber as a deformable mirror surface and taking advantage of the reflection image.Findings – It has been found that the sensor can sense the deformation by the object with 1 percent error rate in simulation. In implementation of this time, the error rate results 10 percent.Research limitations/implications – This sensor can be used with broad applications by combining with other devices. As one of future work, the zero method will be used by using active patterns and get more accurate information.Practical implications – Using the transparent silicone rubbers the sensor enables very simple...


international conference on computer graphics and interactive techniques | 2005

Haptic video

Satoshi Saga; Kevin Vlack; Hiroyuki Kajimoto; Susumu Tachi

The instruction of professional skills is typically performed with conventional educational materials like video, demonstrating the operations of an expert. There is a multitude of means for knowledge transmission in academic training, but there are relatively few methods to transmit physical skills. Since haptic devices were introduced with the development of VR technology, some instruction systems using force feedback have been proposed. Most systems construct a virtual model of an actual working environment, and present a simulation through computer graphics and a haptic device [Kuroda et al. 2003 ]. There are also proposed systems that convey skill information to the trainee by recording the movement of the expert, and reproducing it through a haptic device [ Yokokohji et al. 1996]. However, instruction is most effective when the haptic sense is proactive. We propose “Haptic Video”, a system that records an expert’s operations and reproduces them dynamically through haptic devices.


international conference on human haptic sensing and touch enabled computer applications | 2016

Reconsideration of Ouija Board Motion in Terms of Haptics Illusions

Takahiro Shitara; Yuriko Nakai; Haruya Uematsu; Yem Vibol; Hiroyuki Kajimoto; Satoshi Saga

Bodily movements caused involuntarily, for example while using a Ouija board, are called ideomotor actions. Our goal is to clarify the conditions under which Ouija board motion occurs, comparing visual, force, and vibrotactile cues and using a novel pseudo haptic illusion. In this study, we used a fingertip-type tactile display to find the conditions of occurrence of ideomotor action with the Ouija board. Results showed that vibrotactile cues lead to the occurrence of Ouija board motion, and that visual cues reinforce the displacement of motion.


International Conference on Collaboration Technologies | 2017

Children's Social Behavior Analysis System Using BLE and Accelerometer.

Shuta Nakamae; Shumpei Kataoka; Can Tang; Simona Vasilache; Satoshi Saga; Buntarou Shizuki; Shin Takahashi

We present an IoT-based children’s social behavior analysis system aimed at young children and elementary school students. Our system uses BLE-based ID logs to analyze daily social behaviors, such as how a child spent the day with his/her friends. Furthermore, we also use accelerometer logs to detect the period when the user (i.e., a child) was with friends or not, and what kind of activity (e.g., walking or staying in one place) the user was involved in. We conducted a five-day experiment with four families using our system. We also interviewed the families’ parents and compared their responses with the analyzed results to investigate the accuracy of the above detection and usability of our system. The result shows that our system can detect the period when the child was with other friends or alone, as well as the activity (s)he was involved in.


International AsiaHaptics conference | 2016

Reconsideration of Ouija Board Motion in Terms of Haptics Illusions (II)—Development of a 1-DoF Linear Rail Device

Takahiro Shitara; Yuriko Nakai; Haruya Uematsu; Vibol Yem; Hiroyuki Kajimoto; Satoshi Saga

The Ouija board is a game associated with involuntary motion called ideomotor action. Our goal is to clarify the conditions under which Ouija board motion occurs, comparing visual, force, and vibrotactile cues. In this paper, we demonstrated a newly developed 1-degree of freedom (DoF) Linear Rail Device, which we used to study these ideomotor actions with less friction and inertia.


International AsiaHaptics conference | 2016

Multi-electrodes-Based Electrostatic Tactile Display.

Hirobumi Tomita; Satoshi Saga; Hiroyuki Kajimoto

Haptic interaction with objects, e.g. sculpting with clay, is a fundamental creative activity. To realize such kind of interface with touchscreen, multiple stimulation toward each finger will do. In this research we propose multi-electrode-based electrostatic tactile display and a control method of the charge distribution.


international conference on computer graphics and interactive techniques | 2015

Lateral-force-based haptic display

Satoshi Saga

Touching through a screen to a displayed object has been one of a goal of human interface. Several researchers employ vibrations in order to display texture information. However no systems realize to display geometrical shapes and textures. In this research we propose a method of feeling both large bump and precise textures simultaneously through a touchscreen. Our methXod employs lateral force and high frequency direction-controlled vibration. Vibration, normal to moving direction of finger enables independent display between geometrical and texture information. The technology realizes not only geometrical shapes but also textures to be felt.


international conference on human interface and management of information | 2018

Classification Method of Rubbing Haptic Information Using Convolutional Neural Network

Shotaro Agatsuma; Shinji Nakagawa; Tomoyoshi Ono; Satoshi Saga; Simona Vasilache; Shin Takahashi

In previous research, we proposed a method to collect accelerations in daily haptic behaviors using a ZigBee-based microcomputer. However, the method for classifying the collected data was not sufficiently implemented. We therefore propose applying collected data to classify rubbing haptic information. In this paper, we implemented a classification approach for haptic information collected by our method. We used a convolutional neural network (CNN) to classify the information. We performed a classification experiment in which the CNN classified 18 types of information, 93.2% on average. We also performed an experiment to classify rubbed objects in real-time. The CNN was able to classify five types of objects, about 67.7% on average.


Proceedings of the 6th International Conference on Information and Education Technology | 2018

Faculty development camp for project based learning

Yoshihide Chubachi; Hiroyuki Chishiro; Miho Nagase; Satoshi Saga; Chiemi Watanabe; Ayumi Kizuka; Kei Ito

Project Based Learning (PBL) is a teaching and learning method in which students actively solve real-world problems and gain knowledge and skills. The teaching experiences, materials, and methods for PBL have diversity and are not shared with universities. We present the Faculty Development (FD) camp for PBL, in order to share them. The FD camp provides the place of discussing the PBL to the participants, in order to solve subjects of PBL. We hold three FD camps with Open Space Technology (OST), which is a simple way to run productive meetings. Evaluations in questionnaires show that most of the participants have good impressions in the FD camp with OST. We mainly learn that the contribution of the FD camp is to build the faculty community.


international conference on social computing | 2017

BLE-Based Children’s Social Behavior Analysis System for Crime Prevention

Shuta Nakamae; Shumpei Kataoka; Can Tang; Yue Pu; Simona Vasilache; Satoshi Saga; Buntarou Shizuki; Shin Takahashi

We propose an IoT-based children’s behavior analysis system for crime prevention, aimed at infants and elementary school students. The system logs children’s behavior with accelerometers and Bluetooth low energy (BLE). We conducted a preliminary experiment with a test application to examine whether BLE-based ID logs can be used to analyze daily social behaviors, such as how a child spent the day with his or her friends. The results suggest that the history of behavior with a child’s friends was acquired accurately. Furthermore, the system could detect the period when the user (that is, a child) was with friends or not, and what kind of activity (for example, walking or staying in one place) the user was involved in.

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Hiroyuki Kajimoto

University of Electro-Communications

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Can Tang

University of Tsukuba

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Haruya Uematsu

University of Electro-Communications

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