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An interactive toy, “Hangul Gangul”, which helps users learn Hangul characters using a tangible interface. Using this system, users can enjoy learning Hangul characters by combining physical blocks representing vowel and consonant characters. This system aims to encourage collaborative learning between children and adults.
A fork-type sensing device and smartphone game to address children’s eating problems based on their eating behaviors. The fork-type sensing device called SensingFork that detects the eating behavior of children, that is food choice and eating actions, and the play-based eating game called HungryPanda, which works with the SensingFork. This game focuses on motivating children to eat all kinds of food on the table.
“EducaTableware (Educate/Tableware)” is interactive tableware devices that makes eating more fun and improves daily eating habits through auditory feedback to encourage specific mealtime behaviors. We have developed two kinds of device: “EaTheremin” is a fork-type device used for eating, and “TeaTheremin” is a cup-type device used for drinking. These devices emit sounds when a user is consuming items.
MagNail, which is a nail augmented with a magnet that allows the detection of user interactions with a smart device. In this system, a user places a small magnet on a specific nail and the magnetic sensor on the smart device can detect the user’s hand posture. The smart device detects natural interactions based on the finger’s status. We designed and implemented MagNail. We also developed basic applications as a possible use for the MagNail system.
An innovative control method for home electronics that detects user gestures, where the prompts for gestures are projected onto the user’s body. We also designed gestures and a GUI, which are highly intuitive and easy to understand. We refer to this system as “U-Remo” (ubiquitous + you are the remote control). As an example of this method, we applied the U-Remo system to an air conditioner.
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Mankind has been repeated a number of evolutions in the past., while, we have lost a lot of the organs in that history. In this study, in order to regrow the lost organs, we focus on a tail. Tails are controlled by the muscles of the buttocks that animals have and they often represents the feelings. We therefore develop the wearable tail-type I/O device called "GIO", which detects user's muscles of buttocks and move these signals.
CASPER is a remote telepresence exercise system for elderly people, which solves the problems of the existing remote system by proposing a mirror-like image composition method in which all the participants and the instructor are shown on the same screen. Then both sides can understand the situation clearly. We also introduce an airy haptic device to remotely send tactile feedback for further enhancing sensations.