SMASH: Synchronization media of athletes and spectator through haptic

Marie Stephanie Iekura, Hirohiko Hayakawa, Keisuke Onoda, Yoichi Kamiyama, Kouta Minamizawa, Masahiko Inami

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Citations (Scopus)

Abstract

What could we do if we were able to feel others experience in real time. SMASH is a system that provides sports experience of a per- son from a remote area to spectators at the stadium and television audience in real time. For example, in sports watching, the spec- Tator, by holding the actuator build-in device in the hand, is able to feel the heartbeat of the athlete and the tactile sensation that the player has during a game like shooting a ball, steps, or smashing a shuttle. Sports watching experience using player view point with HMD is said to be the most close to the player, but it shuts the user from other spectators. By feeling the players sensation in the palm, the spectator is able to feel the player closer while enjoying sports watching with others and share their emotions. This system used with television broadcast and at stadium should bring different stage of synchronization with the athlete depending on the situa- Tion. In 2020, with the Tokyo Olympic and Paralympic games, new system for sports watching are expected to emerge, using not only tactile information, but information system using extension of any of the human senses are expected to come out.

Original languageEnglish
Title of host publicationSIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, SA 2015
PublisherAssociation for Computing Machinery, Inc
ISBN (Print)9781450339285
DOIs
Publication statusPublished - 2015 Nov 2
EventSIGGRAPH Asia, SA 2015 - Kobe, Japan
Duration: 2015 Nov 22015 Nov 6

Other

OtherSIGGRAPH Asia, SA 2015
CountryJapan
CityKobe
Period15/11/215/11/6

Fingerprint

Sports
Synchronization
Stadiums
Television
Helmet mounted displays
Information systems
Actuators

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Computer Vision and Pattern Recognition
  • Human-Computer Interaction

Cite this

Iekura, M. S., Hayakawa, H., Onoda, K., Kamiyama, Y., Minamizawa, K., & Inami, M. (2015). SMASH: Synchronization media of athletes and spectator through haptic. In SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, SA 2015 [2818439] Association for Computing Machinery, Inc. https://doi.org/10.1145/2818427.2818439

SMASH : Synchronization media of athletes and spectator through haptic. / Iekura, Marie Stephanie; Hayakawa, Hirohiko; Onoda, Keisuke; Kamiyama, Yoichi; Minamizawa, Kouta; Inami, Masahiko.

SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, SA 2015. Association for Computing Machinery, Inc, 2015. 2818439.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Iekura, MS, Hayakawa, H, Onoda, K, Kamiyama, Y, Minamizawa, K & Inami, M 2015, SMASH: Synchronization media of athletes and spectator through haptic. in SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, SA 2015., 2818439, Association for Computing Machinery, Inc, SIGGRAPH Asia, SA 2015, Kobe, Japan, 15/11/2. https://doi.org/10.1145/2818427.2818439
Iekura MS, Hayakawa H, Onoda K, Kamiyama Y, Minamizawa K, Inami M. SMASH: Synchronization media of athletes and spectator through haptic. In SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, SA 2015. Association for Computing Machinery, Inc. 2015. 2818439 https://doi.org/10.1145/2818427.2818439
Iekura, Marie Stephanie ; Hayakawa, Hirohiko ; Onoda, Keisuke ; Kamiyama, Yoichi ; Minamizawa, Kouta ; Inami, Masahiko. / SMASH : Synchronization media of athletes and spectator through haptic. SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, SA 2015. Association for Computing Machinery, Inc, 2015.
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