The purpose of this project is to mitigate and solve issues regarding health care services such as rehabilitation and specific health guidance while alleviating spatio-temporal, economic, and cognitive constraints by establishing remote technology foundation. There are four themes in this project titled “Multimodal XR-AI (XR powered by AI) platform development for tele-rehabilitation and reciprocal care coupling with health guidance.” In theme #1, we have been developing MR3 (Multi-Modal Mixed Reality for Remote Rehab) devices consisting of Wear and Mannequin for supporting detailed assessments of users’ physical functions and tactile interaction respectively. The central issue of theme #2 is to support intrinsic motivation for rehabilitation and exercise training through XR technologies as in virtual co-embodiment and hand redirection. In addition, we have also been investigating how to deal with 1-to-N (a small number of providers) and 0-to-N (no providers) situations. Theme #3 has aimed on establishing AI technology foundation for creating, monitoring progress of, and updating tele-rehabilitation programs mainly for the upper limb. Systems for always-on monitoring during daily life and work developed in theme #4 is expected to serve as a common foundation for various tele-healthcare services.
蔵田武志, 尾形邦裕, 金澤周介, 今村由芽子, 佐藤章博, 小木曽里樹, 小林吉之, 一刈良介, 中江悟司, 多田充徳, 青山朋樹, 清水博己, 葛岡英明, 中村拓人, 腰原健, 黒田真朗, 返町秀光, 大島賢典, "「遠隔リハビリのための多感覚XR-AI技術基盤構築と保健指導との互恵ケア連携」で目指すところ", 日本バーチャルリアリティ学会第66回複合現実感研究会, Vol.25, No.2, MR2022-11, 2022.
Holographic Whisper - CHI2017 oral presentation by Yoichi OchiaiYoichi Ochiai
Project page: http://digitalnature.slis.tsukuba.ac.jp/2016/08/holographic_whisper
Pixie Dust Technologies, Inc.: http://pixiedusttech.com/
Holographic Whisper: Rendering Audible Sound Spots in Three-dimensional Space by Focusing Ultrasonic Waves
CHI 2017 Paper
Abstract:
We propose a novel method of three-dimensional spatial audio rendering by expanding the ultrasonic phased array technique. We employ an ultrasonic phased array as a holographic acoustic generator to focus ultrasound at arbitrary three-dimensional positions. The sound pressure at the ultrasonic focal points is sufficiently high to radiate audible sound based on the self-demodulation effect in air. Consequently, the ultrasonic focal points act as audible sound sources. This sound-point method enables us to control aerial audio distributions more flexibly and more precisely in comparison with conventional superdirectional (sound-beam) loudspeakers. This method can generate and vanish the sound sources freely in air. These point sound sources can deliver private messages or music to individuals.
Yoichi Ochiai * ***, Takayuki Hoshi** ***, Ippei Suzuki*
*University of Tsukuba, **The University of Tokyo, ***Pixie Dust Technologies, Inc.
Unite 2016 Tokyoで登壇した『Unityを使った個人ゲーム開発における「収益化」の現状と未来』の続編です。登壇者のゲーム作品『Back in 1995』の振り返りと現在の取り組みから、Unityの力によってどのように活動を拡大していったのか紹介します。また、この5年で大きく変化した、日本のインディーを取り巻く環境についてご紹介します。
・『狂気講演』から5年、あのゲームは結局売れたのか?
・日本のインディーを取り巻く環境の変化
・開発を効率化する:Unity Services事例
・インディー創作活動を持続するために必要なこと
The purpose of this project is to mitigate and solve issues regarding health care services such as rehabilitation and specific health guidance while alleviating spatio-temporal, economic, and cognitive constraints by establishing remote technology foundation. There are four themes in this project titled “Multimodal XR-AI (XR powered by AI) platform development for tele-rehabilitation and reciprocal care coupling with health guidance.” In theme #1, we have been developing MR3 (Multi-Modal Mixed Reality for Remote Rehab) devices consisting of Wear and Mannequin for supporting detailed assessments of users’ physical functions and tactile interaction respectively. The central issue of theme #2 is to support intrinsic motivation for rehabilitation and exercise training through XR technologies as in virtual co-embodiment and hand redirection. In addition, we have also been investigating how to deal with 1-to-N (a small number of providers) and 0-to-N (no providers) situations. Theme #3 has aimed on establishing AI technology foundation for creating, monitoring progress of, and updating tele-rehabilitation programs mainly for the upper limb. Systems for always-on monitoring during daily life and work developed in theme #4 is expected to serve as a common foundation for various tele-healthcare services.
蔵田武志, 尾形邦裕, 金澤周介, 今村由芽子, 佐藤章博, 小木曽里樹, 小林吉之, 一刈良介, 中江悟司, 多田充徳, 青山朋樹, 清水博己, 葛岡英明, 中村拓人, 腰原健, 黒田真朗, 返町秀光, 大島賢典, "「遠隔リハビリのための多感覚XR-AI技術基盤構築と保健指導との互恵ケア連携」で目指すところ", 日本バーチャルリアリティ学会第66回複合現実感研究会, Vol.25, No.2, MR2022-11, 2022.
Holographic Whisper - CHI2017 oral presentation by Yoichi OchiaiYoichi Ochiai
Project page: http://digitalnature.slis.tsukuba.ac.jp/2016/08/holographic_whisper
Pixie Dust Technologies, Inc.: http://pixiedusttech.com/
Holographic Whisper: Rendering Audible Sound Spots in Three-dimensional Space by Focusing Ultrasonic Waves
CHI 2017 Paper
Abstract:
We propose a novel method of three-dimensional spatial audio rendering by expanding the ultrasonic phased array technique. We employ an ultrasonic phased array as a holographic acoustic generator to focus ultrasound at arbitrary three-dimensional positions. The sound pressure at the ultrasonic focal points is sufficiently high to radiate audible sound based on the self-demodulation effect in air. Consequently, the ultrasonic focal points act as audible sound sources. This sound-point method enables us to control aerial audio distributions more flexibly and more precisely in comparison with conventional superdirectional (sound-beam) loudspeakers. This method can generate and vanish the sound sources freely in air. These point sound sources can deliver private messages or music to individuals.
Yoichi Ochiai * ***, Takayuki Hoshi** ***, Ippei Suzuki*
*University of Tsukuba, **The University of Tokyo, ***Pixie Dust Technologies, Inc.
Unite 2016 Tokyoで登壇した『Unityを使った個人ゲーム開発における「収益化」の現状と未来』の続編です。登壇者のゲーム作品『Back in 1995』の振り返りと現在の取り組みから、Unityの力によってどのように活動を拡大していったのか紹介します。また、この5年で大きく変化した、日本のインディーを取り巻く環境についてご紹介します。
・『狂気講演』から5年、あのゲームは結局売れたのか?
・日本のインディーを取り巻く環境の変化
・開発を効率化する:Unity Services事例
・インディー創作活動を持続するために必要なこと
EarAuthCam: Personal Identification and Authentication Method Using Ear Image...sugiuralab
Earphones are now used for longer hours than before with the advancement in wireless technology and miniaturization. In addition, the application of earphones has become more diverse, and opportunities to access highly confidential information through them have increased. We propose a method comprising a hearable device equipped with a small camera for user authentication from ear images. This method improves the security of the hearable device. Ear images are first captured with the camera. The ear regions in the images are then extracted using a mask region-based convolutional neural network. Finally, the user is identified using histograms of oriented gradient features and a support vector machine (SVM). Our method was able to identify 18 participants with an accuracy of 84.1%. Users are authenticated through unsupervised anomaly detection using an autoencoder with an error rate of 8.36%. This method facilitates hands- and eye-free operations without requiring any explicit authentication action by the user.
Seeing the Wind: An Interactive Mist Interface for Airflow Inputsugiuralab
Human activities can introduce variations in various environmental cues, such as light and sound, which can serve as inputs for interfaces. However, one often overlooked aspect is the airflow variation caused by these activities, which presents challenges in detection and utilization due to its intangible nature. In this paper, we have unveiled an approach using mist to capture invisible airflow variations, rendering them detectable by Time-of-Flight (ToF) sensors. We investigate the capability of this sensing technique under different types of mist or smoke, as well as the impact of airflow speed. To illustrate the feasibility of this concept, we created a prototype using a humidifier and demonstrated its capability to recognize motions. On this basis, we introduce potential applications, discuss inherent limitations, and provide design lessons grounded in mist-based airflow sensing.
Identification and Authentication Using Claviclessugiuralab
Identification and Authentication Using Clavicles
Yohei Kawasaki, Yuta Sugiura
2023 62nd Annual Conference of the Society of Instrument and Control Engineers (SICE), Mie, Japan, 2023
A Virtual Window Using Curtains and Image Projectionsugiuralab
A Virtual Window Using Curtains and Image Projection
Naoharu Sawada, Takumi Yamamoto, Yuta Sugiura
In Proceedings of the 15th Asia Pacific Workshop on Mixed and Augmented Reality (APMAR2023) , IEEE, August 18-19, 2023, Taipei, Taiwan.
【DLゼミ】XFeat: Accelerated Features for Lightweight Image Matchingharmonylab
公開URL:https://arxiv.org/pdf/2404.19174
出典:Guilherme Potje, Felipe Cadar, Andre Araujo, Renato Martins, Erickson R. ascimento: XFeat: Accelerated Features for Lightweight Image Matching, Proceedings of the 2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR) (2023)
概要:リソース効率に優れた特徴点マッチングのための軽量なアーキテクチャ「XFeat(Accelerated Features)」を提案します。手法は、局所的な特徴点の検出、抽出、マッチングのための畳み込みニューラルネットワークの基本的な設計を再検討します。特に、リソースが限られたデバイス向けに迅速かつ堅牢なアルゴリズムが必要とされるため、解像度を可能な限り高く保ちながら、ネットワークのチャネル数を制限します。さらに、スパース下でのマッチングを選択できる設計となっており、ナビゲーションやARなどのアプリケーションに適しています。XFeatは、高速かつ同等以上の精度を実現し、一般的なラップトップのCPU上でリアルタイムで動作します。
セル生産方式におけるロボットの活用には様々な問題があるが,その一つとして 3 体以上の物体の組み立てが挙げられる.一般に,複数物体を同時に組み立てる際は,対象の部品をそれぞれロボットアームまたは治具でそれぞれ独立に保持することで組み立てを遂行すると考えられる.ただし,この方法ではロボットアームや治具を部品数と同じ数だけ必要とし,部品数が多いほどコスト面や設置スペースの関係で無駄が多くなる.この課題に対して音𣷓らは組み立て対象物に働く接触力等の解析により,治具等で固定されていない対象物が組み立て作業中に運動しにくい状態となる条件を求めた.すなわち,環境中の非把持対象物のロバスト性を考慮して,組み立て作業条件を検討している.本研究ではこの方策に基づいて,複数物体の組み立て作業を単腕マニピュレータで実行することを目的とする.このとき,対象物のロバスト性を考慮することで,仮組状態の複数物体を同時に扱う手法を提案する.作業対象としてパイプジョイントの組み立てを挙げ,簡易な道具を用いることで単腕マニピュレータで複数物体を同時に把持できることを示す.さらに,作業成功率の向上のために RGB-D カメラを用いた物体の位置検出に基づくロボット制御及び動作計画を実装する.
This paper discusses assembly operations using a single manipulator and a parallel gripper to simultaneously
grasp multiple objects and hold the group of temporarily assembled objects. Multiple robots and jigs generally operate
assembly tasks by constraining the target objects mechanically or geometrically to prevent them from moving. It is
necessary to analyze the physical interaction between the objects for such constraints to achieve the tasks with a single
gripper. In this paper, we focus on assembling pipe joints as an example and discuss constraining the motion of the
objects. Our demonstration shows that a simple tool can facilitate holding multiple objects with a single gripper.