PLAY: Entertainment Media Design

PLAY: Entertainment Media Design

Colors Everyday Scenes Filled with Playfulness
Since ancient times entertainment has played an integral role in attracting, inspiring, connecting, and moving people. The concept of the Social Entertainment Project is to unite this traditional purpose with social media to redefine the relationships between people, and with the physical world. These new media take a variety of forms including art and culture, toys and games, services, communication tools, and social values. By engaging with academic research networks we apply new technologies to innovative concepts of social media, for example, mobility, online to offline, and hybrid spaces. Through collaboration with our industry partners we focus on value creation by deploying our concepts into real world settings.

Directors

Masa Inakage / Atsuro Ueki

Activities

  1. 1. MOMENTS:

    MOMENTS Revolving around the concept of IoT (Internet of Things), which connects all types of things to the Internet, the MOMENTS project designs interactive relationships between “things and things” and “things and people” and future city lifestyles that are realized through these relationships, as well as their functions. This research is conducted jointly with the Swedish company Ericsson.

  2. 2. HAKKA:

    The Hakka project presents a new cultural experience game aimed at young people that utilizes augmented reality (AR) technology with the historical region of the Hakka, the traditional ethnic culture of Taiwan. The objective is to convey how interesting Hakka culture is by solving mysteries relating to its history, culinary traditions, and festivals through the use of smartphones and paper-made kits at actual historical sites.

  3. 3. Kick Can Project:

    The Kick Can Project aims to produce a new gaming experience using digital technology based on the traditional Japanese game “Kick the can.” The “Kick Can” device we have developed changes the gaming environment and nature of interactions, while extending the physical experience when playing.

  4. 4. STEP:

    Imagining the shoes of the future, the STEP project in collaboration with Fujitsu is creating Haptic Shoes that change the sensation of the soles of one’s feet. With these shoes, one can change one’s way of walking based on the sensory feedback from the soles of the shoes. Using multiple vibration motors and sensors, it is possible to produce various sensory experiences that are linked to the movement of the user’s feet. For example, it is possible to change the texture of the ground when stepped upon by controlling the rhythm and strength of the vibrations. Through this, we can realize new tactile experiences to add greater realistic and immersive sensations to games, music, and sports. With “Step,” we shall deliver “feet sensations” that have never been experienced before.

  5. 5. Disaster Prevention

    This project provides content on disaster prevention that elementary students in Japan and Taiwan can enjoy learning using virtual reality (VR). The aim is to raise disaster prevention awareness among elementary students of both countries by offering new disaster prevention education.

  6. 6. bouquet by the Social Flower Project (Completed)

    “bouquet” is a web service utilizing social networks that allows friends to come together and send bouquets of flowers. This project delivers experiences that touch people by linking social graphs and florists online.