Mission– Augment human ability temporally and spatially using information technologies – Design “reality” by controlling human perception – Develop interaction techniques that connects human and information environment freely
Sponsors & PartnersJST CREST / ERATO, JSPS, SCOPE, Digital Content Association of Japan, Microsoft Research Asia, Kyokko Inc., Nippon Mektron Ltd, Toppan Printing Co. Ltd., Car companies, YCAM, National Museum of Emerging Science and Innovation (Miraikan) and others.
1. Living Lab Tokyo
Living Lab Tokyo aims to create a space for researchers to collaborate with users, to create new innovations, utilizing new technologies and products. With our concept of Soft Computing, our research focuses on different interaction settings, starting from the fundamentals of soft object measurement.
2. TECHTILE toolkit
TECHTILE toolkit is a rapid prototyping device for designing haptic feeling, which enables record, edit, and playback and even to share haptic feeling easily everywhere via Internet.
＊Good Design Award / Laval Virtual 2012 PRIX Emerging Technologies
3. Transparent Prius
“Transparent Prius” is an in-vehicle visual assistance system, that allows the driver to ”see through” the backseat and observe the rear blind zone.
＊Digital Contents Expo 2012 Innovative technologies Special Award
4. TELESAR V
“TELESAR V” enables a user to bind with a dexterous robot and have a real-time sensation of being somewhere else, and feel the robot’s body through visual, auditory and haptic sensation.
＊IROS 2012 Best Application Paper Finalist & Best Student Paper Finalist
5. New, Engaging Experience of Viewing Cultural Assets
Toppan Printing and KMD “Interactive Museum” KMD Associate Professor Kouta Minamizawa led a team of students working on “the creation of novel viewing experience at museums,” a Real Project with Toppan Printing. Their goal was to create interactive experiences to allow visitors to more actively engage with the exhibits.This co-research project investigated ways to use Toppan Printing’s VR (virtual reality) theater service that is offered at such cultural institutions as museums, to create “physical interaction designs.” One of the results of the past two years of research was an event for elementary and junior-high school students held in conjunction with a VR experience called “Map of Japan created by Ino Tadataka “that was shown in the summer of 2014 at the TNM & TOPPAN Museum Theater, co-produced by the Tokyo National Museum and Toppan Printing. Koichi Yoshino, who researches VR at Toppan Printing’s Technical Research Institute, headed the project. “Our biggest achievement was to discover a new kind of viewing experience for visitors. For me, one of the big attractions of the Real Project was the environment in which we worked. We shared the project task from the beginning, and then set about building a system based on findings from a user research,” he recalled. The co-developed interactive installation used a flashlight-shaped controller that visitors could wave in front of the display to see a modern map superimposed on the “Map of Japan (Medim-sized map or Ino Chuzu),” an “Important Cultural Property.” The controller’s “magnifying glass-effect” allowed the visitor to enlarge the image. A number of people viewed the large screen installed in front of the Museum Theater while individual visitors wandered through the locations on the map that interested them. The interactive installation was highly evaluated as it gave viewers a new and free perspective to experience the Ino Chuzu. It also helped to deepen their understanding of their VR experience in the Museum Theater and the actual artifacts on display in the Exhibit Hall. Participants in the “Pacing Workshop,” which was held at the courtyard of the Tokyo National Museum in parallel to the Museum Theater exhibition, used 19th century surveying methods to create a simple map of Japan based on their own measurements. The synergy between the workshop and the VR presentation gave visitors a new and more realistic experience. “I think we were successful because we were working in an actual museum and were able to prototype a number of ideas from the very first stages of the project. One of the things that set KMD Real Projects apart is that we actually turn our ideas into reality through technology in the course of joint research. In this case, we tried to find new ways to bring art and history to life, and create interactive installations that stimulate the creativity of younger viewers. We think there are broader applications to be explored,” says Associate Professor Minamizawa.