[ Japanese/ English ]
Date: 16:00-18:30, Sep. 18, 2005
Place: The Holonpia Hall, The Museum of Nature and Human Activities, Hyogo
(called Hyogo ken-ritsu hito to shizen no hakubutsukan: HITOHAKU in Japanese)
6 chome Yayoigaoka, Sanda, Hyogo, 669-1546 JAPAN
Fee: admission-free
Sponsored by: Sanda Media Festival Local Committee
Cooperation: ICEC Local Committee, EC2005 Local Committee
Co-relationship: Kwansei Gakuin University, Team Tsukamoto
PA: Hot Staff
Related Event: International Conference on Entertainment Computing


I. Short Lecture

II. Interactive Performing Art for VJ with DIPS
"rebound, reflection, repercussion and residue"


III. Wearable Computing Fashion Show

<ACT I> Wearable Musical Show

<ACT II> Creation

<ACT III> Japanese Elegance and "Space Matrix"

Players & Creators

Yuichi Ise


Yuichi Ise studied percussion with Shin-ichi Ueno, Tomoyuki Okada and Yuko Nakamura at the Kunitachi College of Music. He performs solo and as a member of ensembles and orchestras playing a wide range of music such as classical, contemporary, computer music and improvisational music. He also collaborates with architects, designers, dancers and recordings artists. (e.g., Ryu-ichi Sakamoto's "ZERO LANDMINE" campaign at the TBS 50th Anniversary Special ZERO Landmine "The First Prayer of the 21st Century".) Furthermore, he composes music for percussion ensembles, modern ballet and rhythmic gymnastics.

Three CDs of his have been released:
"recordor" - collaboration with the Sonology Dept. of the Kunitachi College of Music, 1997
"[cut]" - yu-ism/1999
"Life in the never ending flow of time" - momonga lab./2001

(photo by Hiroshi Kiuchi)

Shu Matsuda

Composer / Engineer

Shu Matsuda was born in Japan in 1974. He studied computer music, composition and computer programming with Takayuki Rai at the Sonology Department, Kunitachi College of Music in Tokyo. As an undergraduate and post graduate student he also studied Max for ISPW and Max/MSP programming with Cort Lippe and Erik Ona. In 1994 he developed a motion detection system called 'Edge'. It was presented at the ICMC 1995 in Banff. In 1997 he started developing DIPS, Digital Image Processing with Sound, a new application that enables real-time image processing in the Max programming environment. His papers about DIPS have been presented several times at the ICMC since 2000 and at several other occasions. Also, his musical work has been selected for performance at the ICMC. In addition to teaching computer music at the Kurashiki Sakuyo University and the Shobi University, he has been doing software engineering for Digital Art Creation in Japan.


VJ YUTORIS is a team of interactive performance formed at 2003, which members are active on visual and music genre. They pursue the concept of extension of visual and auditory senses through live performances with their computer software and devices they developed

Mizuko Oe

Fashion Designer/
Principal of Ueda College of Fashion/
Co-chair of Team Tsukamoto

Mizuko Oe started creative activity around fashion education with technology of haute couture such as Christian Dior, Balenciaga and Givenchy. For five years, she has produced haute couture, Pret-a-porteCmore fashion with wearable computing: production of wearable musical show as entertainment, development of fashion products including a computer, a camera and a head-mount display. She is one of exponents who advocate importance of fashion design on wearable computing.

Team Tsukamoto

Team Tsukamoto is the name of an industry-government-academia research group that focuses on wearable, ubiquitous and head-mounted displays.

Prof. M.asahiko Tsukamoto
The chair of Team Tsukamoto
Engineering of Kobe University

In these times of Ubiquitous Computing, Wearable Computing is the leading field concerned with the development of computers that can be used anywhere, anytime. Due to various factors Wearable Computing has been much slower to become part of our daily lives than researchers had anticipated. However, the recent widespread use of devices that use multi-media communications technology such as mobile phones, digital cameras and note book computers has made Wearable Computing increasingly more relevant. Wearable Computing has the following benefits: (1) these devices could be used in everyday life and for field work anywhere, anytime; (2) userfs hands would be free to carry out other activities. Wearable Computing technology would be able to be effectively used in events and media coverage. Based on our research, we aim to promote Wearable Computing in the short term and open up a large potential market.

Kentaro Fukuchi

Assistant professor (research associate), Graduate School of Information Systems University of Electro-Communications

Kentaro Fukuchi is interested in user interfaces (Human-Computer interfaces), information visualization, real-time image processing and entertainment computing. His interactive works are an application of his findings. The EffecTV (2001), a system that generates real-time images in response to human movements in front of a camera, has been highly acclaimed due to the novel effects that can be created. It has been used in many VJ stages and theatres around the world.

The Marble Market, a video game utilising a sensor that detects a human's shape (The SmartSkin), is displayed as part of a permanent exhibition at the Sony Explorer Science museum, Odaiba in Japan.