Tetsuaki Baba

dblp:29/3535 · DBLP profile ↗
← Back
8ranked-venue papers
1as first author
4since 2021 · last 2025
0000-0003-1792-881XORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 1 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author
YearPublicationVenuePosition
2025 Tangible VFX : Dialogue with the Fourth Dimension
abstract
Figure 1: Photograph of Jomon pottery to which this method was applied, visually affected by RGB chromatic aberration.
Ryuichi Ono, Tetsuaki Baba
TEI2
2024 Calligraphy Z: A Method For Supporting Physical Writing Typography Animation
abstract
Even though digital and printing technologies have advanced, it is challenging to reproduce ink blotches and shaky brushstrokes completely digitally. Therefore, in our previous study, we produced accidental changes that are difficult to reproduce in digital printing by using a writing brush as output against digital input. This paper builds on our previous work and focuses on parametric control of direct handwriting. We propose direct writing with effects as regular or three-dimensional distortion unique to computer control to provide more expressive techniques for artists off-screen, which is difficult to achieve with handwriting, and also uses this technique to create a physical writing motion typography. In this paper, we present a specific implementation of the effects and show the results of pressure-applied writing with five different effects. It also shows the results of creating physical writing motion typography by repeatedly writing with a constant amount of parameter changes.
Hinako Kuroki, Tetsuaki Baba
TEI2
2024 Tangible VFX: Physical Objects with Added VFX Effects
abstract
The author has been engaged in research and creation of works aimed at applying VFX used in video expressions to tangible objects. In this paper, we refer to the outcomes of such endeavors as Tangible VFX. The device developed for this purpose is capable of applying visual effects categorized under "bokeh" and "glitch," commonly utilized in video expressions, to physical objects. This paper details the methodology that employs vibration actuators and LEDs to apply effects corresponding to bokeh and glitch directly onto tangible objects. Furthermore, two content pieces utilizing this device were created and showcased to five video creators, followed by a survey evaluation.
Ryuichi Ono, Tetsuaki Baba
TEI2
2024 Extail: Wearable Hair Device that Enables Body Motion Exaggerations
abstract
Despite advancements in actually reproducing movie representations, it remains difficult to reproduce them on the human body due to physical limitations. Therefore, we focus on “motion exaggeration” in animation and reproduce it with hair physically. We have developed “Extail,” a wearable hair extension-type device that exaggerates the motion of hair bundle. This device blends in with the wearer’s appearance and does not affect the impression of motion. To evaluate the exaggerated motion we implemented, we conducted a controlled experiment in which we subjected the device-mounted base to the same motion with and without exaggeration. We asked 40 people to compare their impressions of the hair bundle motion, and more than 70% of them judged that the motion with exaggeration appeared larger. This research realizes body motion augmentation in a way that the mechanism is unobtrusive and provides a new perspective on the fusion of movie representations and the body.
Yuiko Suyama, Tetsuaki Baba
TEI2
2017 Fuji-chan: A unique IoT ambient display for monitoring Mount Fuji's conditions
abstract
Fuji-chan is a simple ambient display device, which uses a wireless internet connection to monitor two important characteristics of Mount Fuji, Japan's largest mountain. This system utilises two internet-based data feeds to inform people of the weather conditions at the peak of the mountain, along with the current level of volcanic eruption risk. We consider the latter information in particular to be of great importance. These two data feeds are communicated via LEDs placed at the top and base of the device, along with aural output to indicate volcanic eruption warning levels. We also created a simple web interface for this information. By creating this device and application, we aim to reimagine how geospatial information can be presented, while also creating something which is visually appealing. Through the demonstration of this multimodal system, we also aim to promote the idea of an "Internet of Beautiful Things", where IOT technology is applied to interactive artworks.
Paul Haimes, Tetsuaki Baba, Hiroya Suda, Kumiko Kushiyama
MMSys2
2016 Taifūrin: Wind-Chime Installation As A Novel Typhoon Early Warning System
abstract
Taifūrin is a novel typhoon early warning system that informs people when a typhoon is approaching. We combined a traditional Japanese wind-chime (known as fūrin) with near real-time remotely-sensed typhoon data and electronic components connected to a single-circuit board computer to create a unique IoT (Internet of Things) device in the form of a simple art installation. In doing so, we aimed to combine modern interactivity with a traditional sense of Japanese aesthetics, known as wabi-sabi.
Paul Haimes, Tetsuaki Baba, Kumiko Kushiyama
ACE2
2013 Musical Interaction Design for Real-Time Score Recognition towards Applications for Musical Learning and Interactive Art
Tetsuaki Baba, Yuya Kikukawa, Toshiki Yoshiike, Kumiko Kushiyama
Advances in Computer Entertainment1
2012 Hangul Gangul: interactive toy for Hangul learning
abstract
We propose an interactive toy, "Hangul Gangul", which helps users learn Hangul characters using a tangible interface. Using our system, users can enjoy learning Hangul characters by combining physical blocks representing vowel and consonant characters. Our system aims to encourage collaborative learning between children and adults.
Azusa Kadomura, Koji Tsukada, Tetsuaki Baba, Kumiko Kushiyama
TEI3