TY - GEN
T1 - SMASH
T2 - SIGGRAPH Asia, SA 2015
AU - Iekura, Marie Stephanie
AU - Hayakawa, Hirohiko
AU - Onoda, Keisuke
AU - Kamiyama, Yoichi
AU - Minamizawa, Kouta
AU - Inami, Masahiko
PY - 2015/11/2
Y1 - 2015/11/2
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=84960875978&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84960875978&partnerID=8YFLogxK
U2 - 10.1145/2818427.2818439
DO - 10.1145/2818427.2818439
M3 - Conference contribution
AN - SCOPUS:84960875978
T3 - SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, SA 2015
BT - SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, SA 2015
PB - Association for Computing Machinery, Inc
Y2 - 2 November 2015 through 6 November 2015
ER -