Waseda University · 컴퓨터과학
Risa Kimura 교수의 연구실은 디지털 플랫폼을 통해 인간의 감각 경험을 공유하고 확장하는 데 초점을 맞추고 있습니다. 특히 시각, 청각 등의 인간 감각을 디지털화해 집단적 시각이나 听각을 공유하는 공유형 플랫폼을 개발함으로써, 인간의 인식과 경험의 다양성을 탐구합니다. 이는 단순한 기술적 구현을 넘어, 삶의 질 향상과 더불어 보다 포용적이고 다각적인 세계관을 형성하는 데 기여합니다.
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
Abstract Digital platforms are becoming critical infrastructures for supporting a variety of innovative services that enhance our everyday lives. These platforms need to offer not only rational services but also ludic or slow services that focus on human pleasure. One important aspect of creating innovative digital platforms is that their concrete requirements and potential opportunities are vague before they are designed. Thus, designing, prototyping and evaluating digital platforms iteratively
Abstract To acquire information from the real world and respond appropriately to life's circumstances, vision is indispensable for humans. However, due to its ubiquitous nature, we often perceive the world unconsciously, thereby overlooking the opportunity to contemplate the significance of sight. Seeing goes beyond being a mere method of gathering information; it is an act of uncovering new perspectives and engaging in profound exploration. Theories on creative problem-solving strongly advocate
Our daily lives are becoming increasingly complex. We sometimes tend to forget what is essential in our daily lives. In the near future, wearable devices such as smart eyeglasses will have cameras, so people's eye views captured by the cameras of the devices may be shared with other people. Our approach projects collective human's eye views in a virtual reality space that can easily be used in our daily lives to help people reflect various issues in the world. To explore our approach, we built a
The sharing economy, which uses digital technologies to share a variety of physical resources in a peer-to-peer manner, has been attracting attention in recent years. There are already widespread services including delivery services using personal cars, accommodation services using private homes, and outsourcing services using each person’s spare time. Investigating the feasibility of sharing other types of previous unexplored physical resources in traditional sharing economy services, particula
People usually maintain their positive and openness by watching a variety of views in the world. However, the current situation such as epidemiological situations restricts people’s physical movement and may narrow people’s abilities. Additionally, current digital platforms, especially social media platforms, confine people to a narrow territory by filtering information to only their favorites. Thus, their happiness is achieved through a very narrow view. Sharing Collective Human Eye Views is a
Worldwide, people are hearing various natural and artificial sounds, but it is hard to imagine how hearing the sounds from people collectively can be effectively used in our everyday lives if those sounds become sharable. The paper presents a digital platform to share collective human hearing named CollectiveEars, and shows potential opportunities and pitfalls of the CollectiveEars prototype based on a preliminary user study.
One of the most important topics in future crowdsourcing is how to influence and coordinate collective people to perform micro-tasks towards their common goal achieved through crowdsourcing activities. For achieving the goal, crowdsourcing needs to take into account coordinating collective people not only encouraging individual people. This paper presents the Game as Rhetoric model that is a framework for designing digital rhetoric, which is embedded in the real world and influences participants
In this paper, we propose a conceptual-model called the virtualizing/reframing (V/R) twin model to construct a digitally enhanced real world. The V/R twin model simulates the real world, and is an extension of the conventional digital-twin model, which can accurately model the real world and provides a general-purpose method for building digital services that enhance the real world. The major difference between the proposed model and the conventional digital-twin model is its consideration of di