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EMP Open Studio 2016 will be held.

EMP Open Studio 2016 Abstract

Empowerment Informatics will hold a research exhibition “EMP Open Studio 2016” on the 6th and 7th of May 2016. This Exhibition includes the program and administration information session, research project exhibition and symposium. Please make a reservation if you wish to attend this event. We look forward to meeting you.

Program

Date:
2016.5.6 (Fri.) 17:00 – 19:00
2016.5.7 (Sat.) 10:00 – 16:00

Address:
Empowerment Studio, Area 3, University of Tsukuba

Schedule:

May 6th (Fri.)

 

17:00 – 19:00

Exhibition

18:00 – 19:00

Program Introduction

 

May 7th (Sat.)

 

10:00 – 16:00

Exhibition

11:15 – 12:00

Program Introduction

15:00 – 16:00

Symposium (*Reservation Required)

 

Symposium Reservation : http://goo.gl/forms/uDgr5SdWq5

 

Contact

EMP Open Studio 2016 Committee: exhibition.committee@emp.tsukuba.ac.jp

Committee Member:
Shota Ekuni : Project leader
Koichi Murata
Yasunari Asakura
Koya Sato
Karlos Ishac
Tadayuki Tone

 

Introduction of Projects

CHILDHOOD

CHILDHOOD is a wearable suit that transforms the wearer’s embodiment into that of a child by reproducing a child’s visual and haptic sensation. It consists of passive hand exoskeletons and a viewpoint translator. The former is a mechanical globe-type hand exoskeleton for simulating a child’s tiny hand. The wearer is able to experience the difficulty in grabbing objects with tiny hands. The latter is a wearable stereo camera with a head mounted display for simulating a child’s lower stature. The wearer is able to understand how children observe the environment from the viewpoint.


 

Cyber Protection Suit

“Cyber Protection Suit” is the new wearable support system for protecting from shock.  Our system consists of Pneumatic Artificial Muscles (PAM) which have characteristic features, stiffness and elasticity. PAM are controlled by the wearerʼ s protection intention from the body. So we are able to empower wearers to protect from shock without reduction of the mobility when wearers have no protection intention. By using reinforced fiber, this suit might have the possibility of protection from severe shock such as slashing and shooting.


 

Bionic Scope

We proposed and developed a novel wearable interface system for visual extension triggered by BES(Bioelectrical Signal). This system magnifies the user’s central visual field according to his/her operational intention. When the user chews or squints, sensors of the system detect BES that leak around an eye. The system estimates the user’s intention using the signal and operates zoom lens of a camera included in the system. Therefore, by using this system, the user is able to magnify the user’s present vision intuitively with hands-free, and experience visual sensation that is a significantly exceeded sight of an ordinary person.


 

Carry Otto

Using the technology of augmented human by expanding the body’s ability, anyone can participate “Superhuman Sports”. We have developed CarryOtto because we are inspired by the Chariot Race of ancient Roman times. This is a completely new sport to operate an in-wheel motor using the reins. Because this sport has been designed to allow everyone (regardless of age, gender, physique, wheelchair passenger, handicapped person) to participate, everyone is possible to compete in the same field. With the spread of this sport, it is possible to promote the movement participation of many people. This is not only a means to solve the lack of exercise which has become a social problem in recent years, it is expected to lead to the promotion of social interaction and understanding of the disabled.


 

Sports Support System

The purpose of this study is to develop the system, named “Sports Support Systems”, for reducing the differences of the abilities among various players and augmenting sports. Sports have a positive effect for healthy, so we can enjoy the benefits of sports such as mental, emotional and physical benefits through playing sports. As additional benefits, participating in team sports provides players with a way to meet new people and expand your social network. For a game of sports including victory and defeat, tactics, speed of responses and some skills are very important to get advantages. There are large differences of the abilities among professional players, beginners and the disabled players. So, Supports Support System aims to reduce the differences of the abilities among various players and augment existing sports into new sports, experiences and enjoyments.


 

LifeChair

With LifeChair any chair can become a smart chair. It is personalized to its user and aims to track and improve their working lifestyle to reduce stress, elevate their mood and increase productivity. LifeChair uses vibrational feedback to actively correct the user’s posture when they are slouching or reclining. In this manner, sitting upright becomes intuitive. The LifeChair also regulates the seating time and water intake of the user through interval notifications via the LifeChair smart phone app. Through a specialized neural network we have constructed a model for upright sitting posture. The energy expenditure of upright sitting has been proven to use up to 60kj more when compared to slouching. Based on this, when you use LifeChair to sit upright, you are toning your core, back and upper leg muscles as you burn up to 20% more calories at your desk. LifeChair is clever comfort for a smarter life.


 

Levitas

Levitas aims at exploring a new type of movement control interface for 3D spaces. By using a combination of electrophysiological signals and active commands, it allows people to flight around a large space. The two proposed modalities are similar to breathing. Whereas electrophysiological signals are passive and automatic, active commands are consciously activated by the user. These embodied interactions enable people to take the role of a magician flying to explore a virtual environment.


 

tDCS

Transcranial direct-current stimulation (tDCS) has been known as it activates or deactivates our brain activity. It means that this device can accelerate or inhibit our brain ability. In this project, I focus on the brain acceleration ability of this device, and I am trying to reinforce our visual recognition ability. My final goal is following condition: we can see the object in the display that we can’t see without tDCS. In this demo, I show the progress of this research.


 

Ultra small moving robot

Tiny robot that can be put on your hand. By now, we do not have any platform for tiny, fast to run, and inexpensive mobile robot. If we need it, we should make it by ourselves. This project helps people those who need this kind of robots. The robot under development is designed to be tiny, inexpensive and easy to use as it is Arduino-compatible. Moreover, it has Bluetooth connection and AD/DA conversion ability so that it can be used for many applications.


 

Kamebo

In recent years the aging population is rapidly growing. This phenomenon has been termed‘global aging’ . It has been proven that the chances of getting dementia is higher as people get older, and the estimated global population of elderly with dementia is 47.5 million. One of the issues that dementia patients have is the loss of their independence due to memory loss and cognitive impairments caused by the disease. By using our developed robot, Kamebö, the elderly can move to places where they want to go by following the guidance of the robot. Also, as an additional feature, it can offer medications to the elderly from the top of its shell so that they can take their medication in proper t iming. Kamebö is the actualization of the benefits of personalized embedded artificial intelligence, through which dementia patients may become more active and regain their independence.


 

Mimicking sense of touch (Kani Kabuko)

Kani Kabuko installation consists of 3 parts; a Kani VR helmet, a small underwater robot KaniTe and a tele-operating haptic system.

Participants are invited to wear a specially designed Kani VR helmet on his/her head, which replaces his/her visual and audio experience with the small underwater robot KaniTe in a fish tank. KaniTe robot is equipped with a small 360˚ waterproof camera from which a real time video footage and sound are sent to the Kani VR helmet.

Vision may provide the majority of our sensory input, but touch is the key to building this thoroughly believable illusion. Viewed from phylogenetic and ontogenetic perspectives, the sense of touch plays a relatively central role in relation to the other senses. KaniTe is tele-operated with a specially designed haptic system. A participant can manipulate the underwater KaniTe robot with just two fingers. VR is capable of manipulating the senses to the point of creating a mental sensation of being in the body of another. Under the right set of conditions, the mind can be tricked into believing that it is feeling the sensations that the external/another body feels. To achieve a convincing immersion in the Kani Kabuko project we have created a Kani VR helmet which is equipped with KaniTe legs on the surface. They produce a crackling sound. In the inside of the helmet we have installed motors which provide the participant with the sensation of moving of the KaniTe robot legs.

The whole mobility experience of the underwater KaniTe robot is actually transmitted to the Kani VR helmet.

The setting is carefully arranged by the artists, but the content of the experience is up to the participants.


 

Trolley Case Robot: Panther

Panther is a trolley case robot for assistance to a user. Since this robot with built-in motors cooperates with a user, he can carry even heavy loads with lower labor. We are developing 2 types. One is a completely-following robot that detects a user and surroundings by a depth sensor. The other is an assisting robot that detects an angle of itself and drives only when it is leaning. Not only healthy people but also senior citizens and wheelchair users are supposed as the users of Panther. Therefore, it is expected to be a way to substitute care givers in our country, where care will be more important.