Good media content has the power to enrich our lives. Its effectiveness is becoming more and more important in a wide variety of fields, such as industry, education, culture, and entertainment. Expectations of its use in the general public are also increasing. Although the word content might be used to refer to a single image or music we use the broader definition of content.
Content is provided to people through adequate output devices such as displays, such that people derive profound pleasure by interacting with it through an appropriate input device. Through these interactions with content on a computational device people can enhance their hedonistic feeling of satisfaction, happiness and excitement. Moreover, content is not always enjoyed alone but often in the company of others (e.g., friends, family, and so on) simultaneously. In these cases, it is necessary to consider the “environment” in which groups of people enjoy the content and “atmosphere” which is generated by the “environment.” Good interactive content has the potential to calm the “atmosphere” and in the process will often make the people in the environment more happy and friendly.
Thus, we focus on non-traditional content areas other than movies, music, and games, conducting comprehensive research on a variety of interactive content which creates new value through interactions with humans, by considering the atmosphere including the content and human. In this context, the focus of our group is in researching new and innovative techniques to interact with novel forms of content with the goal of enhancing the impact, effectiveness and hedonistic feelings of the content to improve and enrich people’s lives. We focus on non-traditional contents along side more traditional content like movies, music and games.
Topics
- April 26, 2025
Public lecture “CHI 2025 Symposium” will be held at Pacifico Yokohama.
We are serving as a steering committee member. - April 10, 2025
Dr. Donald DEGRAEN (HIT Lab NZ, University of Canterbury, New Zealand) visited us and gave us a talk.
- April 8, 2025
We enjoyed cherry-blossom viewing at Katahira campus.
- March 21, 2025
JST ASPIRE FOR TOP SCIENTISTS (Project: Mental Well-being Intelligence: A Community for Data-driven Mental Well-being Research) Kickoff Symposium was held at RIEC, Tohoku University
https://aspire-mwi.org/aspire-mwi-kickoff-symposium-at-tohoku-university/
- March 18, 2025
JST ASPIRE FOR TOP SCIENTISTS (Project: Mental Well-being Intelligence: A Community for Data-driven Mental Well-being Research)
Kickoff Symposium will be held at The University of Tokyo. - March 8-12, 2025
IEEE VR 2025 was held in Saint-Malo, France.
Mr. Kumpei Ogawa made an oral presentation, and Ms. Yuhui Wang made an oral presentation and a demo presentation.
Ms. Yuhui Wang received Honorable Mention Best Research Demo Award.
- Kumpei Ogawa, Kazuyuki Fujita, Kazuki Takashima, Yoshifumi Kitamura. Redirected Drawing: Expanding the Perceived Canvas Size in VR.
- Yuhui Wang, Kazuki Takashima, Masamitsu Ito, Takeshi Kobori, Tomo Asakura, Kazuyuki Fujita, Hong Guang, Yoshifumi Kitamura. VirtuEleDent: A Compact XR Tooth-Cutting Training System Using a Physical EMR-based Dental Handpiece and Teeth Model.
- Yuhui Wang, Kazuki Takashima, Masamitsu Ito, Takeshi Kobori, Tomo Asakura, Kazuyuki Fujita, Hong Guang, Yoshifumi Kitamura. Demonstration of VirtuEleDent: A Compact XR Tooth-Cutting Training System Using a Physical EMR-based Dental Handpiece and Teeth Model.