PROJECT // 02

Augmentation of Human Motor Performance身体運動の拡張

身体運動の拡張Augmentation of Human Motor Performance

Overview概要

Human bodily experience and interaction with the outside world can change substantially through the intervention of other people or computers. My work focuses in particular on human augmentation: I develop interactions that accelerate bodily movement with electrical muscle stimulation (EMS) and exoskeletons, as well as parallel-body and shared-body interactions using VR and robot arms. Through these interactions, I examine how the human sense of agency changes and how far it can be extended. My current focus is on enhancing abilities through human augmentation and on maintaining those gains.ヒトの身体経験や外界とのインタラクションは,他者やコンピュータの介入によって大きく変化しうる.私は特に身体拡張(Human Augmentation)に着目し,筋電刺激(EMS)や外骨格を用いた身体運動の加速,VRやロボットアームを用いた並列身体・共有身体インタラクションの開発に取り組んでいる.そして,こうしたインタラクションにおいてヒトの主体感がどのように変化し,どこまで拡張されうるのかを検討している.現在は特に,身体拡張による能力の向上と,その維持に焦点を当てている.

Videos動画04

  • Parallel Ping-Pong (SIGGRAPH Asia 2021 Emerging Technologies)Parallel Ping-Pong(SIGGRAPH Asia 2021 Emerging Technologies)

  • Parallel Ping-Pong (Augmented Humans 2022)Parallel Ping-Pong(Augmented Humans 2022)

  • ShadowClones (Augmented Humans 2023)ShadowClones(Augmented Humans 2023)

  • Preserving agency during EMS training (CHI 2021, 100-second video)EMS 訓練中の運動主体感の保持(CHI 2021,100秒動画)

References参考文献10

Academic Journals (Non-Peer-Reviewed / Preprints)学術雑誌(査読なし・プレプリント)

  1. Tanaka, T., & Takada, K. (2026). Temporal binding between stimulus and response. PsyArXiv. https://doi.org/10.31234/osf.io/pf5qw_v1[Preprint, under review]

International Conferences (Peer-Reviewed)国際会議(査読あり)

  1. Hashiura, K., Takada, K., Hagiwara, T., Wakisaka, S., & Minamizawa, K. (2025). “When to Take the Lead?” Mediation of Motion Intention in Collaborative Avatar Manipulation. Proceedings of the Augmented Humans International Conference 2025, 139–151. https://doi.org/10.1145/3745900.3746072
  2. Takada, K., Kumasaki, N., Froese, T., Shibata, K., Nishida, J., & Kasahara, S. (2023). ShadowClones: an Interface to Maintain a Multiple Sense of Body-space Coordination in Multiple Visual Perspectives. Proceedings of the Augmented Humans International Conference 2023, 171–178. https://doi.org/10.1145/3582700.3582706
  3. Takada, K., Kawaguchi, M., Uehara, A., Nakanishi, Y., Armstrong, M., Verhulst, A., Minamizawa, K., & Kasahara, S. (2022). Parallel Ping-Pong: Exploring Parallel Embodiment through Multiple Bodies by a Single User. Augmented Humans 2022, 121–130. https://doi.org/10.1145/3519391.3519408
  4. Takada, K., Kawaguchi, M., Nakanishi, Y., Uehara, A., Armstrong, M., Verhulst, A., Minamizawa, K., & Kasahara, S. (2021). Parallel Ping-Pong: Demonstrating Parallel Interaction through Multiple Bodies by a Single User. SIGGRAPH Asia 2021 Emerging Technologies, 1–2. https://doi.org/10.1145/3476122.3484836
  5. Kasahara, S., Takada, K., Nishida, J., Shibata, K., Shimojo, S., & Lopes, P. (2021). Preserving Agency During Electrical Muscle Stimulation Training Speeds up Reaction Time Directly After Removing EMS. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, 1–9. https://doi.org/10.1145/3411764.3445147

Domestic Conferences & Symposia国内会議・シンポジウム等

  1. 髙田一真, 谷口創太郎, 渡邉克巳, 笠原俊一. 協調課題におけるオンライン運動調整と操作感の調査. 第19回Motor Control研究会, 2025年.
  2. 髙田一真, 近藤亮太, 杉本麻樹. 複数身体を介して遅延制御対象に運動主体感を生起させる手法. 日本バーチャルリアリティ学会第29回大会, 2024年9月.
  3. 髙田一真. 先行して駆動するインタフェースがSense of Agencyに及ぼす影響. Young Perceptionists' Seminar 2023, 2023年9月.
  4. 萩原隆義, 髙田一真, 田中由浩, 笠原俊一, 南澤孝太. 動的スイッチングによる複数ロボットアバター操作に関する基礎的検討 ―分身・融合による身体と経験拡張―. 日本機械学会ロボティクス・メカトロニクス講演会2022, 2022年6月.