Curriculum Vitaes

Hiroo Iwata

  (岩田 洋夫)

Profile Information

Affiliation
Professor, Faculty of Data Science, Musashino University

J-GLOBAL ID
200901054938589225
researchmap Member ID
1000047946

Papers

 268
  • Naoki Ishibashi, Tsukasa Fukuda, Yosuke Tsuchiya, Yuki Enzaki, Hiroo Iwata
    Frontiers in Artificial Intelligence and Applications, Jan 16, 2024  
    This paper introduces Art Sensorium Project that is founded in Asia AI Institute of Musashino University. A main target of the project is to design and implement a system architecture of unified art collections for virtual art experiences. To provide art experiences, a projection-based VR system, called Data Sensorium, is used to stage art materials in a form of real-sized virtual reality. Furthermore, a system architecture of a multidatabase system for heterogeneous art collection archives is presented, so a set of integrated art data is applied to Data Sensorium for newly generated art experiences.
  • Tanabe, Takeshi, Yano, Hiroaki, Endo, Hiroshi, Ino, Shuichi, Iwata, Hiroo
    IEEE/ASME Transactions on Mechatronics, 26(1) 203-213, Feb, 2021  Peer-reviewed
    When presented with asymmetric vibrations, humans experience an illusory force, similar to the sensation of being pulled in a particular direction. A pulling illusion has also been used in new display elements for a virtual reality content and a pedestrian navigation system. However, the basic design of asymmetric vibration stimuli that can induce this illusion has not yet been determined. In particular, it is unclear as to which part of the vibration waveform should be asymmetric to induce an illusion. To better understand the design of asymmetric vibration stimuli that can induce a pulling illusion, we evaluated the effect of the illusion corresponding to the waveform deformation due to a change in phase difference of asymmetric-vibration frequency components. The results of a psychophysical experiment demonstrate that when the phase differences of the fundamental and second harmonic waves of the asymmetric vibration are close to 0 degrees or -180 degrees, the illusion is more likely to occur. This result implies that the difference in the rate by which the acceleration changes at each polarity contributes to the illusion.
  • Brumley, John, Taylor, Charles, Suzuki, Reiji, Ikegami, Takashi, Vesna, Victoria, Iwata, Hiroo
    AI & SOCIETY, 35(1) 87-101, Mar, 2020  
    The Bird Song Diamond (BSD) project is a series of multifaceted and multidisciplinary installations with the aim of bringing contemporary research on bird communication to a large public audience. Using art and technology to create immersive experiences, BSD allows large audiences to embody bird communication rather than passively observe. In particular, BSD Mimic, a system for mimicking bird song, asks participants to grapple with both audition and vocalization of birdsong. The use of interactive installations for public outreach provides unique experiences to a diverse audience, while providing direct feedback for artists and researchers interested in the success of such outreach. By following an iterative design process, both artists and researchers have been able to evaluate the effectiveness of each installation for promoting audience engagement with the subject matter. The execution and evaluation of each iteration of BSD is described throughout the paper. In addition, the process of interdisciplinary collaboration in our project has led to a more defined role of the artist as a facilitator of specialists. BSD Mimic has also led to further questions about the nature of audience collaboration for an engaged experience.
  • Takeshi Tanabe, Hiroaki Yano, Hiroshi Endo, Shuichi Ino, Hiroo Iwata
    Haptics: Science, Technology, Applications, 471-479, 2020  
  • Masuda,Takumi, Yano,Hiroaki, Shibuya,Takeshi, Tanaka,Naoki, Iwata,Hiroo
    Transactions of the Virtual Reality Society of Japan, 25(3) 196-205, 2020  Peer-reviewed
    <p>This study proposes a semi-voluntarily motion presentation system based on the force applied to the arm swing mechanism in a locomotion interface (LI) that can present arm swing motion in addition to foot motion during walking. It is considered that the device can be operated by using the force of the arm swing even when the user cannot move the foot voluntarily. We performed a comparative experiment of walking with the automatic method and walking with the proposed method. As a result, it was confirmed that there was a difference in the rotation angle of the body, and the usefulness of the semi-automatic LI that moves by swinging the arm was confirmed.</p>
  • IWATA,Hiroo
    Journal of The Society of Instrument and Control Engineers, 59(6) 398-402, 2020  
  • Takeshi Tanabe, Hiroaki Yano, Hiroo Iwata
    Springer Singapore Haptic Interaction, 27-32, May, 2019  Peer-reviewed
  • Jazbec, Masa, Arden, Floris Erich, Iwata, Hiroo
    AI & SOCIETY, 33(4) 573-582, Nov, 2018  Peer-reviewed
    The idMirror project consists of a tablet computer, specially equipped with a small mirror and a newly developed android app. The Android application uses face recognition to detect the location of the user's face in relation to the device and based on this renders a computer graphic at the location of his or her reflection. The goal of the idMirror project setting as a research tool was to make an exploratory study on cultural differences at exhibition venues. For this study, we have analyzed 150 participants' face images aged between 18 and 75; among them, 50 (25 females and 25 males) participants' face images collected in Europe, 50 (25 females and 25 males) participants' face images collected in the USA, and 50 (25 females and 25 males) participants' face images collected in Japan. We found global exhibitions a good research platform for random sampling of the subjects. For the study, we examined the first 50 (25 female and 25 male) participants at each exhibition and we found some significant differences. Through the explanatory study in the form of an art installation, we wanted to learn if the facial expression upon one's own self-observation is a function of gender and place of exhibition setting origin.
  • Chacin, Aisen C, Iwata, Hiroo, Vesna, Victoria
    AI & SOCIETY, 33(4) 583-597, Nov, 2018  Peer-reviewed
    Assistive Device Art derives from the integration of Assistive Technology and Art, involving the mediation of sensorimotor functions and perception from both, psychophysical methods and conceptual mechanics of sensory embodiment. This paper describes the concept of ADA and its origins by observing the phenomena that surround the aesthetics of prosthesis-related art. It also analyzes one case study, the Echolocation Headphones, relating its provenience and performance to this new conceptual and psychophysical approach of tool design. This ADA tool is designed to aid human echolocation. They facilitate the experience of sonic vision, as a way of reflecting and learning about the construct of our spatial perception. Echolocation Headphones are a pair of opaque goggles which disable the participant's vision. This device emits a focused sound beam which activates the space with directional acoustic reflection, giving the user the ability to navigate and perceive space through audition. The directional properties of parametric sound provide the participant a focal echo, similar to the focal point of vision. This study analyzes the effectiveness of this wearable sensory extension for aiding auditory spatial location in three experiments; optimal sound type and distance for object location, perceptual resolution by just noticeable difference, and goal-directed spatial navigation for open pathway detection, all conducted at the Virtual Reality Lab of the University of Tsukuba, Japan. The Echolocation Headphones have been designed for a diverse participant base. They have both the potential to aid auditory spatial perception for the visually impaired and to train sighted individuals in gaining human echolocation abilities. Furthermore, this Assistive Device artwork instigates participants to contemplate on the plasticity of their sensorimotor architecture.
  • Boem, Alberto, Iwata, Hiroo
    AI & SOCIETY, 33(4) 599-619, Nov, 2018  Peer-reviewed
    Based on the concept of data physicalization, we developed Vital+Morph, an interactive surface for remote connection and awareness of clinical data. It enables users located in remote places to monitor and feel the vital signs measured from a hospitalized person through shape-change. We propose shape-changing interfaces as a way of making data physicalization a richer, intriguing and memorable experience that communicates complex information and insights about data. To demonstrate and validate our proposed concept, we developed an exploratory study about the design and its implications. For evaluating the social impact of shape-changing interfaces in the context of remote monitoring, we presented Vital+Morph in several Media Art festivals. We collected and analyzed the feedback from the visitors during the exhibitions, and discussed the possibilities of the proposed system. A preliminary evaluation shows how shape-changing displays are perceived by users, which establishes not only the potential benefits but also highlights the concerns that several users have raised. Through this study, we aim to contribute to the design of remote monitoring systems by providing a novel approach for displaying clinical data that consider the richness of the physical world. In today's information-driven society, we should not just focus on how abstract data are collected and analyzed, but also on how it can be presented and incorporated into our daily lives.
  • Takeshi Tanabe, Hiroaki Yano, Hiroo Iwata
    IEEE Transactions on Haptics, 11(2) 220-231, Apr 1, 2018  Peer-reviewed
    This paper describes the perceptual characteristics of a sense of a force induced by asymmetric vibration using a vibration speaker-type non-grounded haptic interface. We confirm that the vibration speaker generates a perceived force that pulls or pushes a user's hand in a particular direction when an asymmetric amplitude signal that is generated by inverting a part of a sine wave is input. In this paper, to verify the system with respect to various factors of force perception caused by asymmetric vibration, we conducted six experiments and the following results were obtained. (1) The force vector can be controlled by reversing the asymmetric waves. (2) By investigating the physical characteristics of the vibration, asymmetric vibration was confirmed. (3) The presentation of vibration in the shear direction on the finger pad is effective. (4) The point of subjective equality of the perceived force can be controlled by up to 0.43 N by changing the amplitude voltage of the input signals. (5) The minimum stimulation time required for force perception is 66.7 ms. (6) When the vibration is continuously presented for 40 to 50 s, the perceived force decreases because of adaptation. Hence, we confirmed that we can control both the direction and magnitude of the reaction force by changing the input signal of the vibration speaker.
  • Kosuke Sato, Keita Watanabe, Hiroaki Yano, Hiroo Iwata
    Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology(VRST), 107-2, 2018  
  • Takayuki Ishikawa, Hiroaki Yano, Hiroo Iwata
    Lecture Notes in Electrical Engineering, 432 467-472, 2018  Peer-reviewed
    This paper describes development of a visual and haptic feedback interface by using a direct input touch panel display and 2 Degree-of-Freedom (DOF) indirect haptic interface. In this system, a user should wear no gear on his/her fingertip, and can touch the objects with it. The system consists of a display, a motion tracker, and a 2-DOF haptic interface equipped with a force sensor. The systems measure the position of the fingertip of a user and produce an appropriate horizontal force on the thenar eminence (the group of muscles on the palm of the human hand at the base of the thumb) of the user. Through an evaluation test, it was verified that the effectiveness of the system for perceiving the hardness of virtual object at the fingertip.
  • KAI,Shigeru, NAITO,Yuki, YANO,Hiroaki, IWATA,Hiroo
    The Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec), 2018 2P2-H13, 2018  
    <p>Generally, when operating an unmanned aerial vehicle (UAV) in remote places, an operator watches images captured by a camera attached to the UAV and operates them with a controller. However, the operator cannot feel as if he is moving as a UAV. Walking is the most innate locomotion strategy in the real world for us. Therefore, in order to generate feelings as if walking in remote places by his/her own feet, it is sufficient to operate the UAV by using operator's walking motion. In this research, we use a locomotion interface named Torus Treadmill. By using this interface, the operator can walk infinitely to any directions. In addition, since the operator is maintained his/her position on the interface, grounded devices such as haptic devises or medical equipment can be used at the same time. In this study, we developed a prototype system and confirmed that the UAV can arrive to target positions by operating with operator's walking motion.</p>
  • IWATA,Hiroo
    Oukan (Journal of Transdisciplinary Federation of Science and Technology), 12(2) 108-112, 2018  
    This document describes the history and future prospects of the Virtual Reality Society ofJapan. The society runs unique events including International collegiate Virtual Reality Contest andqualification tests for VR technology. The load map of VR for 2040 was drawn up in 2013.
  • Tanabe, Takeshi, Yano, Hiroaki, Iwata, Hiroo
    IEEE Transactions on Haptics, 11(2) 220-231, Aug, 2017  Peer-reviewed
  • Kosuke Sato, Keita Watanabe, Shuichi Mizuno, Masayoshi Manabe, Hiroaki Yano, Hiroo Iwata
    Proceedings - IEEE International Conference on Robotics and Automation, 1036-1041, Jul 21, 2017  Peer-reviewed
    This paper presents a system that consists of three robots to imitate the motion of top volleyball blockers. In a volleyball match, in order to score by spiking, it is essential to improve the spike decision rate of each spiker. To increase the spike decision rates, iterative spiking training with actual blockers is required. Therefore, in this study, a block machine system was developed that can be continuously used in an actual practice field to improve attack practice. In order to achieve the required operating speed and mechanical strength each robot has five degrees of freedom. This robot performs high speed movement on 9 m rails that are arranged in parallel with the volleyball net. In addition, an application with a graphical user interface to enable a coach to manipulate these robots was developed. It enables the coach to control block motions and change the parameters such as the robots' positions and operation timing. Through practical use in the practice field, the effectiveness of this system was confirmed.
  • Takeshi Tanabe, Hiroaki Yano, Hiroo Iwata
    Springer Singapore Haptic Interaction, 187-192, Jul, 2017  Peer-reviewed
  • Takeshi Tanabe, Hiroaki Yano, Hiroo Iwata
    Proceedings of IEEE World Haptics Conference 2017, 310-315, Jun, 2017  Peer-reviewed
  • Aisen C. Chacin, Takeshi Oozu, Hiroo Iwata
    PROCEEDINGS OF THE TENTH ANNIVERSARY CONFERENCE ON TANGIBLE EMBEDDED AND EMBODIED INTERACTION (TEI16), 392-397, 2016  
    IrukaTact is an open source assistive underwater glove that translates ultrasonic range finding data into haptic feedback. This paper describes the development of new models for underwater haptic actuation and the ongoing prototype development process necessary for creating this tool. Our objective is to create a system that detects underwater topographies to assist the location of sunken objects in flooded areas by sending haptic signals to wearer's fingertips produced by micro-pumps that propel water of varying pressures. This feedback system extends current haptic technologies by providing hybrid actuation including pressure and vibration underwater, while preserving the wearer's natural ability to grasp objects. This technology has many potential applications beyond underwater echo-haptic location, such as new interfaces for virtual reality object simulation in aqueous environments.
  • Hikaru Takatori, Hiroaki Yano, Hiroo Iwata
    Lecture Notes in Electrical Engineering, 277 277-284, 2015  Peer-reviewed
    This paper describes a technique for developing an immersive walk-through system that implements a rendering method for superimposing computer graphics onto a panoramic movie in an immersive walk-through system. The system is composed of a locomotion interface and an immersive spherical display. In this study, we analyze the camera path from the movie to stabilize the orientation of the camera for rendering an immersive image. Further, the system superimposes computer graphics (CG) onto the image according to the system coordinates from the movie. We implemented the proposed rendering method to realize a free viewpoint image with the movie and the CG by moving the viewpoint.
  • Yoshiyuki Yamashita, Hiroaki Yano, Hiroo Iwata
    Lecture Notes in Electrical Engineering, 277 305-310, 2015  Peer-reviewed
    This paper proposes a system that enables users to recognize the shapes and textures of remote objects with 1-degree of freedom (DOF) haptic feedback. The system consists of a camera platform and a handheld haptic interface. The platform is equipped with a laser range finder, which can be tilted and panned. The handheld interface can generate a 1-DOF reaction force proportional to the distance measured by using a laser range finder (LRF) on the camera platform. The LRF rotates synchronously according to the translational and rotational motion of the handheld interface. In addition, a stereoscopic display indicates a real-time stereoscopic video image of a remote site captured by a stereo camera.
  • Kosuke Sato, Yuki Hashimoto, Hiroaki Yano, Hiroo Iwata
    Lecture Notes in Electrical Engineering, 277 261-265, 2015  Peer-reviewed
    The ball game robot has attracted considerable research attention in recent years. This paper describes the research and development of a ball game robot based on human physical properties and defensive motion. In particular, we focus on reproducing defensive motion. We will develop a defense robot that can be used in a training field and aim at building an interactive system. Considering the problem of strength and stability control, we attached weight to important operations. Because the arms and hands of the robot were built to imitate human physical properties, the robot can bounce a ball realistically. We conducted a quality assessment experiment to determine whether the robot operations indeed imitate a defensive motion and verified the validity of the experiment.
  • Taniguchi Shoichiro, Yano Hiroaki, Iwata Hiroo
    Transactions of the Virtual Reality Society of Japan, 19(4) 585-588, 2014  Peer-reviewed
    This paper describes a development of indirect force feedback system, which consists of a mouse pointer, and a 2-degree of freedom (DOF) pantograph haptic interface. The 2DOF interface consists of four-bar linkage, mouse sensor to the pointing, and computer graphics image display. The interface can display only vertical force to a user's hand. This interface separates the pointing area, which is at the fingertip, from force feedback area, which is on the ball of the thumb of the user, even though they are on one point in ordinary haptic interface. It was verified that users could feel as if they were touching virtual objects through an evaluation test.
  • Enzaki, Yuki, Yano, Hiroaki, Oshiro, Yukio, Kim, Sangtae, Iwata, Hiroo, Ohkohchi, Nobuhiro
    ICAT2013: The 23rd International Conference on Artificial Reality and Telexistence, Dec, 2013  Peer-reviewed
  • IWATA,Hiroo, YANO,Hiroaki, ENZAKI,Yuki, SUZUKI,Kazuhiro
    Transactions of the Virtual Reality Society of Japan, 18(3) 197-206, Sep, 2013  Peer-reviewed
    This paper presents a locomotion interface using torus-shaped treadmill. Traveling on foot is the most intuitive way for locomotion. An infinite surface driven by actuators is an ideal device for creation of sense of walking. The Torus Treadmill employs 14 sets of treadmills. These treadmills are connected side-by-side and driven in perpendicular direction. The effect of infinite surface is generated by the motion of the treadmills. The walker can go in any direction while his/her position remains localized in the real world. The device has modular structure that enables portability for exhibition. It was exhibited in Ars Electronica 2011 in Linz Austria
  • YOSHIDA,Teruyuki, YANO,Hiroaki, IWATA,Hiroo
    Transactions of the Virtual Reality Society of Japan, 18(2) 131-140, Jun, 2013  Peer-reviewed
    This paper describes a Pseudo-Haptic rendering method for presenting torsional torques with a haptic interface. The pseudo-haptic torque is calculated based on a motion equation of a virtual object, which includes a viscous resistance when the virtual object is rotated. We have developed a one degree-of-freedom haptic interface equipped with a DC servomotor and a rotary encoder as a prototype system. Through experiments for comparing the pseudo-haptic rendering method, real haptic method, and, combination of these haptic rendering methods, effectiveness of the proposed method was verified.
  • YAMASHITA,Yoshiyuki, YANO,Hiroaki, IWATA,Hiroo
    Technical report of IEICE. Multimedia and virtual environment, 113(109) 77-82, Jun, 2013  
    This paper describes development of a system, which enables a user to touch a remote object in real time. The system consists of an electric camera platform and a 1DOF handheld haptic interface. The camera platform is equipped with a laser range finder. The handheld interface can generate reaction force proportional to distance measured by using the camera platform that rotates synchronously with the interface. Validity of this system was confirmed through experiments and questionnaires.
  • YANO,Hiroaki, SUZUKI,Hiroshi, IWATA,Hiroo
    Technical report of IEICE. HIP, 112(483) 149-154, Mar, 2013  
    This paper describes haptic rendering methods for a 1-degree of freedom haptic interface. When rendering a shape like a cube, which has side surfaces perpendicular to the ground, the user's fingertip is forced to move rapidly upwards with the interface. Sometimes this may cause an unwanted vibration and make the user feel uncomfortable. In this study, force limit method and a haptic slant method were proposed to overcome this incongruity. By using the prototype system, the effectiveness of those methods is evaluated through experiments.
  • Iwata,Hiroo
    Proceedings of ACHI2013: The Sixth International Conference on Advances in Computer-Human Interactions, 309-314, Feb, 2013  Peer-reviewed
  • 朴,成洙, 矢野,博明, 岩田,洋夫
    Technical report of IEICE. Multimedia and virtual environment, 112(106) 113-118, Jun, 2012  
    This paper describes development of an anchorless 2 Degree of Freedom haptic interface using a pantograph manipulator for presenting 2-dimentional shapes of virtual objects. The interface consists of a haptic pantograph interface and a personal computer that displays images of a virtual environment. This haptic interface has a finger hole that holds a user's index fingertip and has very small movable area. However the interface is not fixed on a desk so that the interface itself can be moved by the user's hand. When the user aims to touch a place out of the interface's working area, the user can touch there by moving the interface. Through experiments, the effectiveness of the interface, which can present shapes of huge virtual objects, is shown.
  • 朴, 成洙, 矢野, 博明, 岩田, 洋夫
    映像情報メディア学会技術報告, 36(25) 113-118, Jun, 2012  
  • IWATA,Hiroo
    The journal of the Institute of Image Information and Television Engineers, 66(3) 219-222, Mar, 2012  
  • Iwata,Hiroo
    Presence:Teleoperators and Virtual Environments, 21(1) 16-30, Mar, 2012  Peer-reviewed
    This paper describes the development of a gait rehabilitation system with a locomotion interface (LI) for training patients to climb stairs. The LI consists of two 2-DOF manipulators equipped with footpads. These can move the patient's feet while his or her body remains stationary. The footpads follow the prerecorded motion of the feet of healthy individuals. For gait training, the patient progresses sequentially through successively more advanced modes. In this study, two modes, the enforced climbing of stairs and interactive climbing of stairs, were developed. In the interactive mode, foot pressure sensors are used to realize interactive walking. Comparisons were made between the modes for healthy individuals and a patient. The effectiveness of the system was examined using electromyography (EMG) and foot pressure data. © 2012 by the Massachusetts Institute of Technology.
  • IWATA,Hiroo
    ヒューマンインタフェース学会論文誌, 14(1) 21-29, Feb 25, 2012  Peer-reviewed
  • Hiroaki Yano, Shintaro Tamefusa, Naoki Tanaka, Hideyuki Saito, Hiroo Iwata
    Presence: Teleoperators and Virtual Environments, 21(1) 16-30, 2012  Peer-reviewed
    This paper describes the development of a gait rehabilitation system with a locomotion interface (LI) for training patients to climb stairs. The LI consists of two 2-DOF manipulators equipped with footpads. These can move the patient's feet while his or her body remains stationary. The footpads follow the prerecorded motion of the feet of healthy individuals. For gait training, the patient progresses sequentially through successively more advanced modes. In this study, two modes, the enforced climbing of stairs and interactive climbing of stairs, were developed. In the interactive mode, foot pressure sensors are used to realize interactive walking. Comparisons were made between the modes for healthy individuals and a patient. The effectiveness of the system was examined using electromyography (EMG) and foot pressure data. © 2012 by the Massachusetts Institute of Technology.
  • 岩田, 洋夫
    日本バーチャルリアリティ学会誌 = Journal of the Virtual Reality Society of Japan, 16(4) 234-237, Dec, 2011  
  • 岩田, 洋夫
    日本バーチャルリアリティ学会誌 = Journal of the Virtual Reality Society of Japan, 16(4) 222-222, Dec, 2011  
  • Manaka,Yuta, Yano,Hiroaki, Iwata,Hiroo
    Transactions of the Virtual Reality Society of Japan, 16(3) 449-458, Sep, 2011  Peer-reviewed
    Robot Tile is one of the circulating field types of Locomotion interface which consists of five Omni-directional moveable robots. The user can keep walking in any direction with this device while it is in the place. An immersive projection display named the Rear Dome consists of a spherical rear projection screen and eight projectors. The Rear Dome can project omnidirectional images on the screen. A user can see the omnidirectional image inside the screen. We integrated the Robot Tile and the Rear Dome, and conducted the evaluation experiment.
  • Enzaki,Yu-uki, Yano,Hiroaki, Iwata,Hiroo
    Transactions of the Virtual Reality Society of Japan, 16(3) 327-334, Sep, 2011  Peer-reviewed
    This paper presents a work carried out for a project to develop a new interactive technique that combines haptic sensation with computer graphics. The project has two goals. The first one is to provide users with a spatially continuous surface on which they can effectively touch an image using any part of their bare hand, including the palm. The second is to present visual and haptic sensation simultaneously by using a single device that doesn't oblige the users to wear any equipment. In order to achieve these goals, we have developed balloon array volumetric haptic display named Volflex. The Volflex, however, has small range of displayed volume. In this paper, we focus on expanding the ability to present varied shape of virtual object from flat surface to volumetric surface. We designed a new volumetric haptic display named Volflex+. It is composed of a group of air balloons controlled by air cylinders. Each air cylinder is attached to a linear actuator so that each balloon is able to move up/down. This configuration drastically expands presented volume..
  • 矢野, 博明, 爲房, 新太朗, 岩田, 洋夫
    Orthopaedic surgery and traumatology, 53(11) 1299-1304, Oct, 2010  
  • Enzaki,Yu-uki, Sato,Ryota, Yano,Hiroaki, Iwata,Hiroo
    Transactions of the Virtual Reality Society of Japan, 15(3) 417-426, Sep, 2010  Peer-reviewed
    Device art is a new concept of art that shows essence of technology. Works of device art are often created in bottom-up process. The Device Art Toolkit is a tool for creation of these works. It is intended to achieve usability as well as scalability. The toolkit has modular structure consisting of control modules, input modules, output modules and communication modules. It also has actuator modules. The structure enables easy try-and-error in creation process.
  • 岩田, 洋夫
    日本バーチャルリアリティ学会誌 = Journal of the Virtual Reality Society of Japan, 15(1) 45-45, Mar, 2010  
  • Shintaro Tamefusa, Hiroaki Yano, Naoki Tanaka, Hideyuki Saitou, Hiroo Iwata
    2010 3RD IEEE RAS AND EMBS INTERNATIONAL CONFERENCE ON BIOMEDICAL ROBOTICS AND BIOMECHATRONICS, 7-14, 2010  Peer-reviewed
    This paper describes the development of a gait rehabilitation system with a locomotion interface (LI) for stair climbing or descending. The LI consists of two 2 DOF manipulators equipped with footpads. These can move the user's feet while his or her body remains stationary. The footpads follow the prerecorded motion of the feet of a healthy individual. For gait training, the user progresses iteratively through successively more advanced modes. In this study, three modes, enforced stair climbing/descending, semi-voluntary stair climbing/descending, and real stair climbing/descending were used. Especially gait trajectories for the stairs climbing/descending were improved to realize valid weight shift motion. Comparisons were made between the modes for healthy individuals and a patient. The effectiveness of the system was examined using EMG and foot pressure data.
  • Tokiwa Takuji, Kusahara Machiko, Iwata Hiroo
    Transactions of the Virtual Reality Society of Japan, 15(3) 427-437, 2010  Peer-reviewed
    This paper reports Deviceart Archive, which the authors has been developing, and qualitative analysis using interview videos with some Deviceart artists and researchers. Deviceart Archive records and presents interview videos in which the artists talked about the concept of their artworks for the exhibition "Deviceart Garelly" at The National Museum of Emerging Science and Innovation (Miraikan), and the videos recorded at Deviceart symposiums. This style is similar to citation system of online academic journal repositories.
  • Tokiwa Takuji, Kusahara Machiko, Iwata Hiroo
    Transactions of the Virtual Reality Society of Japan, 15(3) 427-437, 2010  Peer-reviewed
    This paper reports Deviceart Archive, which the authors has been developing, and qualitative analysis using interview videos with some Deviceart artists and researchers. Deviceart Archive records and presents interview videos in which the artists talked about the concept of their artworks for the exhibition "Deviceart Garelly" at The National Museum of Emerging Science and Innovation (Miraikan), and the videos recorded at Deviceart symposiums. This style is similar to citation system of online academic journal repositories.
  • 岩田, 洋夫
    日本バーチャルリアリティ学会誌 = Journal of the Virtual Reality Society of Japan, 14(4) 232-232, Dec, 2009  
  • 岩田, 洋夫
    日本バーチャルリアリティ学会誌 = Journal of the Virtual Reality Society of Japan, 14(4) 226-227, Dec, 2009  
  • Yano,Hiroaki, Nakajima,Yousuke, Tanaka,Naoki, Saitou,Hideyuki, Iwata,Hiroo
    Transactions of the Virtual Reality Society of Japan, 14(4) 455-462, Dec, 2009  Peer-reviewed
    This paper describes the development of a gait rehabilitation system using a locomotion interface. The locomotion interface can move a user's feet while it keeps their bodies in the real world. In this study, a locomotion interface was designed for using a hospital. Some conditions were considered in prototype development. The prototype system was placed in a hospital. A half year experiment with 12 hemiplegic patients was conducted in the hospital. And the effectiveness of the system was confirmed.
  • IWATA Hiroo
    The Journal of the Institute of Electronics, Information, and Communication Engineers, 92(11) 946-948, Nov, 2009  

Misc.

 57

Books and Other Publications

 17
  • Tamefusa, Shintaro, Yano, Hiroaki, Tanaka, Naoki, Saitou, Hideyuki, Iwata, Hiroo (Role: Contributor, Motion Improvement for Stairs Climbing and Descending with Gait Rehabilitation System)
    IEEE, Jan, 2010 (ISBN: 9781424477098)
    This paper describes the development of a gait rehabilitation system with a locomotion interface (LI) for stair climbing or descending. The LI consists of two 2 DOF manipulators equipped with footpads. These can move the user's feet while his or her body remains stationary. The footpads follow the prerecorded motion of the feet of a healthy individual. For gait training, the user progresses iteratively through successively more advanced modes. In this study, three modes, enforced stair climbing/descending, semi-voluntary stair climbing/descending, and real stair climbing/descending were used. Especially gait trajectories for the stairs climbing/descending were improved to realize valid weight shift motion. Comparisons were made between the modes for healthy individuals and a patient. The effectiveness of the system was examined using EMG and foot pressure data.
  • 舘暲, 佐藤誠, 廣瀬通孝編, 岩田, 洋夫 (Role: Editor)
    工業調査会, Dec, 2009
  • Yano, Hiroaki, Tamefusa, Shintaro, Tanaka, Naoki, Saitou, Hideyuki, Iwata, Hiroo (Role: Contributor, Gait Rehabilitation for Stair Climbing with a Locomotion Interface)
    IEEE, Jan, 2009 (ISBN: 9781424437887)
    This paper describes the development of a gait rehabilitation system with a locomotion interface (LI). The LI consists of two 2 DOF manipulators equipped with footpads. These can move the user's feet while his or her body remains stationary. The footpads follow the prerecorded motion of the feet of a healthy individual. For gait training, the user progresses iteratively through successively more advanced modes. In this study, three modes, enforced stair climbing, semi-voluntary stair climbing, and real stair climbing were used. Comparisons were made between the modes for healthy individuals and a patient. The effectiveness of the system was examined using NIRS and foot pressure distribution data.
  • Yano, Hiroaki, Miyamoto, Yuichi, Iwata, Hiroo (Role: Contributor, Haptic Interface for Perceiving Remote Object Using a Laser Range Finder)
    IEEE, Jan, 2009 (ISBN: 9781424438587)
    This paper describes development of a haptic interface using a laser range finder. The system consists of a laser range finder, a 1 degree-of-freedom haptic apparatus and a computer. The haptic apparatus can generate a reaction force based on a distance to a remote object that is measured by the laser range finder. A user can feel the shape of a remote object by holding this interface and pointing the object. Three haptic rendering algorithms were developed. Through some experiments, the effectiveness of this system was confirmed.
  • Martin, Grunwald, 岩田, 洋夫
    Brikhauser, Oct, 2008

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