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

  • June 12, 2024

    Professor Marianna Obrist from UCL (University College London) visited us and gave us a talk.

    The stay was part of a joint research project, A Cross-Cultural Dialogue on the Potential of the Sense of Smell for Health and Wellbeing, which is being funded by matching funds from Tohoku University and University College London.

  • May 11, 2024

    CHI 2024 (ACM Conference on Human Factors in Computing System) was held in Honolulu, Hawaii. Our lab. made the following three presentations.

    • Taichi Murakami, Kazuyuki Fujita, Kotaro Hara, Kazuki Takashima, Yoshifumi Kitamura: SwapVid: Integrating Video Viewing and Document Exploration with Direct Manipulation, Proceedings of the CHI Conference on Human Factors in Computing Systems, Article No.: 1035, 2024, https://doi.org/10.1145/3613904.3642515 (Papers).
    • Ryota Gomi, Ryo Suzuki, Kazuki Takashima, Kazuyuki Fujita, Yoshifumi Kitamura: InflatableBots: Inflatable Shape-Changing Mobile Robots for Large-Scale Encountered-Type Haptics in VR, Proceedings of the CHI Conference on Human Factors in Computing Systems, Article No. 423, 2024, https://doi.org/10.1145/3613904.3642069 (Papers).
    • Yuki Onishi, Eiko Onishi, Kazuki Takashima, Yoshifumi Kitamura: Anesth-on-the-Go: Designing Portable Game-based Anesthetic Simulator for Education, Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, Article No. 45, 2024, https://doi.org/10.1145/3613905.3650866 (Late-Breaking Work).
  • May 8, 2024

    Prof. Anatole Lecuyer of INRIA Rennes visited our lab.

    After a demonstration by a student, He gave us a talk.

  • April 8, 2024

    We enjoyed cherry-blossom viewing at Katahira campus.

  • April 3, 2024

    Prof. Tony Tang of Singapore Management Univerisity visited our lab and gave us a talk.

  • March 26, 2024

    Mr. Tetsushi Ikeda received the Dean of Engineering Award.

    https://www.eng.tohoku.ac.jp/news/detail-,-id,2832.html