Taro Maeda

Osaka University, Suika, Ōsaka, Japan

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Publications (117)45 Total impact

  • [Show abstract] [Hide abstract]
    ABSTRACT: "The illusion of agency" arises when individuals look at own and other's hand motions alternately from a first person perspective (Takumi Yokosaka, 2014). Here, agency is a kind of cognition whereby people perceive both congruent movement (CM) and incongruent movement (IM) as a united, single, and continuous motion of one's own hand. The report says apparent motion (AM) perceived between CM and IM. Then, we consider there are two directional AM repeatedly (from own hand toward other's one and vice versa) and integration between the two occurs. So, to make AM occurrence denser despite, a CM-IM sequence lasts 250ms despite the former 500ms. And to prevent from interaction between the lasting time ratio of CM:IM and the two AM velocity difference, we used 1:1 despite the former 1:2. IM is a recorded movement of a gloved hand. We asked subject to keep his hand close to the IM. We experimented under three conditions below: (#1) CM lasts 125ms and IM does 125ms without black frame, (#2) 83ms black frame inserted after the sequence of 83ms CM and 83ms IM, (#3) after 83ms CM, two split 41ms-black frames were inserted before and after 83ms IM. As a result, the three in four subjects told the recorded movement is observed in each trial under the condition #1 and #3 while hardly did under #2. "The illusion of agency" was relatively observed under all condition. The fact that the CM and IM were not integrated as a single movement under #1 and #3 indicates the illusion was weaker than #2. Supposing the inserted black frame makes the AM slower, the two-AM-velocity difference is dominant. Therefore, the integrated difference yields the polarity of direction towards the other's hand. This seems to induce own hand's predicted position closer to the other's hand unconsciously. Meeting abstract presented at VSS 2015.
    Journal of Vision 09/2015; 15(12):970. DOI:10.1167/15.12.970 · 2.39 Impact Factor
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    ABSTRACT: Galvanic vestibular stimulation (GVS) can be applied to induce the feeling of directional virtual head motion by stimulating the vestibular organs electrically. Conventional studies used a two-pole GVS, in which electrodes are placed behind each ear, or a three-pole GVS, in which an additional electrode is placed on the forehead. These stimulation methods can be used to induce virtual head roll and pitch motions when a subject is looking upright. Here, we proved our hypothesis that there are current paths between the forehead and mastoids in the head and show that our invented GVS system using four electrodes succeeded in inducing directional virtual head motion around three perpendicular axes containing yaw rotation by applying different current patterns. Our novel method produced subjective virtual head yaw motions and evoked yaw rotational body sway in participants. These results support the existence of three isolated current paths located between the mastoids, and between the left and right mastoids and the forehead. Our findings show that by using these current paths, the generation of an additional virtual head yaw motion is possible.
    Scientific Reports 05/2015; 5:10168. DOI:10.1038/srep10168 · 5.58 Impact Factor
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    ABSTRACT: Neurofeedback is a strong direct training method for brain function, wherein brain activity patterns are measured and displayed as feedback, and trainees try to stabilize the feedback signal onto certain desirable states to regulate their own mental states. Here, we introduce a novel neurofeedback method, using the mismatch negativity (MMN) responses elicited by similar sounds that cannot be consciously discriminated. Through neurofeedback training, without participants' attention to the auditory stimuli or awareness of what was to be learned, we found that the participants could unconsciously achieve a significant improvement in the auditory discrimination of the applied stimuli. Our method has great potential to provide effortless auditory perceptual training. Based on this method, participants do not need to make an effort to discriminate auditory stimuli, and can choose tasks of interest without boredom due to training. In particular, it could be used to train people to recognize speech sounds that do not exist in their native language and thereby facilitate foreign language learning.
    Scientific Reports 10/2014; 4:6729. DOI:10.1038/srep06729 · 5.58 Impact Factor
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    ABSTRACT: We report a novel illusion whereby people perceive both congruent and incongruent hand motions as a united, single, and continuous motion of one's own hand (i.e. a sense of agency). This arises when individuals watch congruent and incongruent hand motions alternately from a first person perspective. Despite an individual knowing that s/he is not performing the motion, this illusion still can arise. Although a sense of agency might require congruency between predicted and actual movements, united motion is incongruent with predicted movement because the motion contains oscillating movement which results from switching hand movement images. This illusion offers new insights into the integration mechanism of predicted and observed movements on agency judgment. We investigated this illusion from a subjective experience point of view and from a motion response point of view.
    Scientific Reports 08/2014; 4:6201. DOI:10.1038/srep06201 · 5.58 Impact Factor
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    ABSTRACT: The principle of glasses-free 3D displays (each eye sees a different image without wearing glasses) can create a fully natural sensation of depth. In conventional principles, lenticular lenses or parallax barriers are placed in front of an image source, such as a liquid crystal display, to allow it to show a stereoscopic image. A disadvantage of the technology is that the resolution of perceived images is limited by the diffraction at the lenticular lenses or parallax barrier. To overcome this limit, we improved the technique by using the human perceptual feature known as slit viewing. When a figure moves behind stationary narrow slits, observers can see the moving figure as an integrated whole, a phenomenon known as slit viewing.
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    ABSTRACT: There are a lot of skills that it takes time for us to learn in our life. To be precise, it is not clear what and how to learn. For example, one of the biggest problems in the language learning is that learners cannot recognize novel sounds that do not exist in their native language, and it is difficult to gain a listening ability for these novel sounds [1]. Here, we developed a novel neurofeedback (NF) method, using the mismatch negativity (MMN) responses elicited by similar sounds, that can help people to unconsciously improve their auditory perceptual skills. In our method, the strength of the participants' MMN as a measure of perceptual discriminability is presented as visual feedback to provide a continuous, not binary, cue for learning. We found evidence that significant performance improvement for behavioral auditory discrimination and neurophysiological measure occurs unconsciously. Based on our findings, the method has great potential to provide effortless auditory perceptual training and develop an unconscious learning interface device.
    Proceedings of the 5th Augmented Human International Conference; 03/2014
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    ABSTRACT: This study reports that the effect of galvanic vestibular stimulation (GVS) can be enhanced by giving a countercurrent before the normal current stimulation in the forward direction. In order to investigate the effect of the countercurrent on GVS, we applied various kinds of amplitudes and durations of the countercurrent before the normal stimulation. The strength of the effect was measured by the subjective response and body sway. As a result, the enhancing effect by the countercurrent does not only appear in the objective response but also in the subjective reports and we found that the effect of the countercurrent was enhanced in response to the amount of charges of the countercurrent before normal stimulations. Our result implies that there is a capacitor on the current path that enhances the GVS effect by the countercurrent.
    2013 23rd International Conference on Artificial Reality and Telexistence (ICAT); 12/2013
  • Hiroyuki Iizuka · Hideyuki Ando · Taro Maeda ·
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    ABSTRACT: This study presents an extended dynamic neural network model of homeostatic adaptation as the first step toward constructing a model of mental imagery. In the homeostatic adaptation model, higher-level dynamics internally self-organized from sensorimotor dynamics are associated with desired behaviors. These dynamics are regenerated when drastic changes occur, which might break the internal dynamics. Due to the weak link between desired behavior and internal homeostasis in the original homeostatic adaptation model, adaptivity is limited. In this paper, we improve on the homeostatic adaptation model to create a stronger link between desired behavior and internal homeostasis by introducing a metabolic causation in a plasticity mechanism and show that it becomes more adaptive. Our results show that our model has three different time scales in the adaptive behaviors, which are discussed with our cognition and mental imagery.
    Adaptive Behavior 08/2013; 21(4):263-273. DOI:10.1177/1059712313488426 · 0.86 Impact Factor
  • Junji Watanabe · Taro Maeda · Hideyuki Ando ·
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    ABSTRACT: When a single column of light sources flashes quickly in a temporal pattern during a horizontal saccade eye movement, two-dimensional images can be perceived in the space neighboring the light source. This perceptual phenomenon has been applied to light devices for visual arts and entertainment. However, a serious drawback in exploiting this perceptual phenomenon for a visual information display is that a two-dimensional image cannot be viewed if there is any discrepancy between the ocular motility and the flicker timing. We overcame this drawback by combining the saccade-based display with an electro-ocular-graph-based sensor for detecting the saccade. The saccade onset is measured with the electro-ocular-graph-based sensor in real time and the saccade-based display is activated instantaneously as the saccade begins. The psychophysical experiments described in this article demonstrates that the method that we used can detect saccades with low latency and allows the saccade-based display to convey visual information more effectively than when the light sources continuously blink regardless of the observer's eye movements.
    ACM Transactions on Applied Perception 06/2012; 9(2):1-12. DOI:10.1145/2207216.2207217 · 0.65 Impact Factor
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    ABSTRACT: In this paper, we present an experiment that integrates a semiotic investigation with a dynamical perspective on embodied social interactions. The primary objective is to study the emergence of a communication system between two interacting individuals, where no dedicated communication modalities are predefined and the only possible interaction is very simple, non-directional, and embodied. Throughout the experiment, we observe the following three phenomena: (1) the spontaneous emergence of turn-taking behaviour that allows communication in non-directional environments; (2) the development of an association between behaviours and perceptive categories; (3) the acquisition of novel meaning by exploiting the notion of complementary set theory.
    Psychological Research 02/2012; 77(1). DOI:10.1007/s00426-012-0420-5 · 2.47 Impact Factor
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    ABSTRACT: If the feeling of the presence can be transferred to a different place from rather than the place where we actually exist, our life style will change drastically. By extending robot-human telexistence [1] technology to human-human situations, we are developing an environment where a skilled person, who actually exists at a different place, can work with high efficacy on the ground instead of non-skilled person. In order to realize such a telexistence environment in human interactions, we are developing remote communication technologies exploiting sensemotion sharing. In this project, we have developed a view sharing system to share first person perspectives between remote two people [2]. The system consists of a head mounted display and cameras, which make possible a video see though (VST-HMD). The user wearing the HMD can see his own view and the partner's view, and also send his own view to the partner. Our aim is to share experience and to transmit the skills from one to another by sharing vision and motions [3]. We developed a new view sharing system to improve effectiveness and expand its applications.
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    ABSTRACT: Our aim of this paper is to investigate the human communication in terms of two following questions. One is how human can know the fact that an interacting partner is human. Another is how non-communicative behaviour can become communicative. To answer these questions, we performed two experiments exploiting the idea of perceptual crossing experiments. As a result, we will show that the turn-taking structure supports humanlikeness and human communication in the primitive non-verbal interaction. Our results will be discussed with ambient interface technology.
    01/2012; DOI:10.1109/VR.2012.6180953

  • THE EVOLUTION OF LANGUAGE - the 9th International Conference (EVOLANG9); 01/2012
  • Hideyuki Ando · Taro Maeda ·

    01/2012; 30(5):481-482. DOI:10.7210/jrsj.30.481
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    ABSTRACT: We developed a new pseudo-attraction force display using four vibrating motors. The advantage of this device is that it uses phase difference control to alter the time width of pulses to generate asymmetric oscillation. It does not require altering the frequency of the vibrating motors. In this study, we investigated the influence of the pulse width generated in the device using vibrating motors on the perceptive intensity of pseudo-attraction force. From the result, the oscillation having shorter pulse widths within the range of 10–20 ms induced the “being-pulled” sensation more strongly.
    01/2012; DOI:10.1109/VR.2012.6180850
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    ABSTRACT: To control the startup/shutdown of a conventional brain-computer interface (BCI) that is always running for daily use, we proposed and developed a new BCI system called a BCI master switch. We designed it with on/off switching functions by detecting the contingent negative variation (CNV)--related potentials. We chose CNV to improve the single-trial discrimination of user intentions to switch because CNV had a high signal-to-noise ratio and needed high concentration for its elicitation. We also applied a support vector machine (SVM) to improve the single-trial detection of CNV-related potentials. As the best parameters of SVM were estimated and applied, the offline evaluation's best performance achieved a CNV detection rate of 99.3% for the intention to switch and 2.1% for the intention not to switch. Remarkably, this performance was achieved from single-trial detection, imaginary response of user's intention without physical reaction, and the data from only one recording electrode. These results suggest that our proposed BCI system might work as a master switch by single-trial detection.
    Conference proceedings: ... Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Conference 08/2011; 2011:4629-32. DOI:10.1109/IEMBS.2011.6091146
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    ABSTRACT: This paper reports a study of augmenting human motions by manipulating visual images displayed to users. The target motion is not only the motion that can be seen in the subject's views (i.e. hands or foots motion) but also the full-body motion that cannot be captured from their own perspective. As a result, it is shown that the motions are modulated without any physical contacts only by manipulated images.
    Proceedings of the 2nd Augmented Human International Conference, AH 2011, Tokyo, Japan, March 13, 2011; 01/2011
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    ABSTRACT: It is known that galvanic vestibular stimulation can cause ocular movement. Our final goal is to use GVS to support ocular movements. However, the effects of GVS to ocular movements are basically investigated while gazing at a certain point despite the fact that we have two different strategies to follow a moving target such as saccade and smooth pursuit. The effect might be different because those two use different mechanism. Therefore, this paper investigates the GVS effects during saccade. As a result, we show that the effect of GVS depends on the timing when GVS is given after the target marker moves.
    Proceedings of the 2nd Augmented Human International Conference, AH 2011, Tokyo, Japan, March 13, 2011; 01/2011
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    ABSTRACT: We are developing 'view sharing' system for supporting a remote corporative work. The view sharing is constructed from the video-see-through head mounted displays (VST-HMD) and motion trackers. This system allows two users in remote places to share their first-person views each other. The users can share what the other user is seeing, and furthermore the users can correspond their spatial perception, motion and head movement. By sharing those sensations, the non-verbal skills can be transmitted from skilled person to the non-skilled person. Using this system expert in remote place can instruct the non-skilled person to improve task performance.
    Proceedings of the 2nd Augmented Human International Conference, AH 2011, Tokyo, Japan, March 13, 2011; 01/2011
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    ABSTRACT: The Parasitic Humanoid (PH) is a wearable robotic human interface for sampling, modeling, and assisting nonverbal human behavior. This anthropomorphic robot senses the behavior of the wearer and has the internal models to learn the process of human sensory motor integration, thereafter it begins to predict the next behavior of the wearer using the learned models. When the reliability of the prediction is sufficient, the PH outputs the difference from the actual behavior as a request for motion to the wearer by motion induction using sensory illusion. Through the symbiotic interaction, the internal model and the process of human sensory motor integration approximate each other asymptotically. This process is available to transmit modalities such as senses of sight, hearing, touch, force and balance with human embodiment. This synergistic multimodal communication between distant people wearing PH can realize experience-sharing, skill transmission, and human behavior supports.
    Proceedings of the 2nd Augmented Human International Conference, AH 2011, Tokyo, Japan, March 13, 2011; 01/2011

Publication Stats

800 Citations
45.00 Total Impact Points


  • 2008-2015
    • Osaka University
      • • Graduate School of Information Science and Technology
      • • Department of Bioinformatic Engineering
      Suika, Ōsaka, Japan
  • 2010-2013
    • Osaka City University
      Ōsaka, Ōsaka, Japan
  • 2011
    • Le Centre de Recherche en Économie et Statistique
      Malakoff, Île-de-France, France
  • 2002-2011
    • Japan Science and Technology Agency (JST)
      Edo, Tōkyō, Japan
  • 2002-2008
    • NTT Communication Science Laboratories
      • Human Information Science Laboratory
      Kioto, Kyoto, Japan
  • 1991-2008
    • The University of Tokyo
      • • Graduate School of Information Science and Technology
      • • Department of Medical Engineering
      • • Department of Mathematical Engineering and Information Physics
      • • Department of Mechanical Engineering
      Tokyo, Tokyo-to, Japan
  • 2001
    • Wakayama University
      Wakayama, Wakayama, Japan