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Researcher's Profile

Masahiko INAMI

Information Somatics


Tel: 03-5841-8695

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2018 Research book (PDF: 679KB)


1999.03   PhD, School of Engineering, Univ. of Tokyo (UTokyo)
1999.04   Research Associate, CCR, UTokyo
2001.09   Research Assistant, Graduate School of Information Science and Technology, UTokyo
2003.04   Lecturer, Faculty of Electro-Communications, Univ. of Electro-Communinations
2003.10   PRESTO Researcher, JST
2005.04   Assistant Professor, Faculty of Electro-Communications, Univ. of Electro-Communinations
2005.03   Visiting Scientist, CSAIL, MIT
2006.04   Professor, Faculty of Electro-Communications, Univ. of Electro-Communinations
2008.01   Group Leader, ERATO IGARASHI Design Interface Project, JST
2008.04   Professor, Graduate School of Media Design, Keio Univ.
2015.11   Professor, Graduate School of Inforation Science and Technology, UTokyo
2015.11   Visiting Professor, Graduate School of Media Design, Keio Univ.
2016.04   Professor, RCAST, Utokyo

Research Interests

What are the challenges in creating interfaces that allow a user to intuitively act and express his/her intentions? Today's Human-Computer Interaction (HCI) systems include virtual / aungmented reality are limited, and exploit only visual and auditory sensations. However, in daily life, we exploit a variety of input and output modalities, and modalities that involve contact with our bodies can dramatically affect our ability to experience and express ourselves in physical and virtual worlds. Using modern physiological understandings of sensation and perception, emerging electronic devices, and agile computational methods, we now have an opportunity to design a new generation of "Human-Computer Integrated" systems.
We have archived several improvements that use multi/cross modal interfaces for enhancing human I/O. They include Transparent Cockpit, Stop-Motion Goggle, Galvanic Vestibular Stimulation, JINS MEME (electrooculography (EOG)-based smart glasses) and Superhuman Sports.
Our challenges include:
(1) Understding human factors
(2) Enhancing human I/O
(3) Designing new body schema
(4) Experience engineering and entertainment computing



Superhuman Sports


Understanding human factors, Enhancing human I/O, Designing new body schema, Experience engeering and entertainment computing

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