Changing Perspectives by Egocentric Interactions

for Minding the Embodied and Cognitive Gaps in the fields of Rehabilitation, Education, and Design


In the field of rehabilitation, it is important to share kinesthetic information, such as muscle activity which is hardly observed by visual sensation, between a physical therapist and a patient. For product designers and nursing teachers, it would be valuable embodied experience to see and explorer classrooms or hospital space from a child's lower stature. We never know how Parkinson's patients manage eating utensils with hand tremors. These embodied experiences are usually difficult to be fully transferred to or reproduced on an another person through conversations or visual materials.


In order to assist in understanding one’s physical and cognitive characteristics in an embodied manner, we aim to establish an environment in our body in which a leaner can acquire one’s embodied knowledge based on the learner’s egocentric embodied interactions in a real space, rather than presenting one’s embodied informations on a computer screen. To achieve this concept, I have developed several wearable devices such as:
1) a wearable Augmented Reality device which provides a child’s visual perspective by modifying the wearer’s height of line of sight;
2) a pair of hand exoskeletons which provides a child’s haptic perspective by scaling down the wearer’s hand dimension;
3) a pair of wearable stimulation devices which provides a patient’s kinesthetic perspective by sharing muscle activity, such as Parkinson's tremor, among people.


These devices allow the wearers to acquire one’s embodied knowledge from their subjective and egocentric experiences by modifying their perceptions of body. I defined such embodied and subjective perspectives as HYPERSPECTIVE (hyper + perspective). I explore hyperspective technologies for assisting mutual understanding and cooperation among people in the fields of rehabilitation, education, and design process, and would like to contribute to the establishment of an infrastructure for realizing a society, in which all people, with or without disabilities, can maximize their own ability and support each other.


HYPERSPECTIVE: 自己主体的なインタラクションに基づく超主体視点の獲得

for Minding the Embodied and Cognitive Gaps in the fields of Rehabilitation, Education, and Design




1) 自分の頭部の位置を変えることで小児の視覚的視点を得られる装着型デバイス,
2) 自身の手を縮小することで小児の"力覚的視点"を再現する手指外骨格,
3) さらに患者と自身の筋活動を共有することで患者の"運動覚的視点"を得られる筋活動共有デバイス


HYPERSPECTIVE (hyper + perspective,超主体視点)と定義し,この視点の提供を通して人々の間の自発的な身体知の獲得を促進し,リハビリテーションや教育,デザインにおける相互理解の深化を支援します.このような超主体視点技術の研究開発を通して,年齢・性別・言語・障害の有無などの格差なく,個々人がそれぞれの能力を最大限に発揮できる社会の構築を人間情報学の側面から支援します.

Forbes Japan 編集部, "身体をハックするテクノロジーで「人類の想像力」を拡張せよ", Forbes Japan 30 Under 30 西田惇, Forbes Japan, 2018 (web)
Jun Nishida, "HYPERSPECTIVE: Changing Perspectives by Wearable I/O Devices to Understand, Communicate and Cooperate with People", Dagstuhl Seminar "Human-Computer Integration", 2018 (web)
, 高橋 英之, 細田 , 鳴海 拓志, 西田 , 福島 宏器, "日常体験を記述せずに科学する方法論の新展開 -心理学と最先端テクノロジーとの対話-", 日本心理学会公募シンポジウム, SS-095, 2017 (web)
Robb Mitchell,
Jun Nishida, Enrique Encinas and Shunichi Kasahara, "We-Coupling! Designing New Forms of Embodied Interpersonal Connection", ACM TEI Studio, 2017 (PDF)
西田惇"装着型機器による身体認知機能の最大化に基づく人々のエンパワーメント ", 総務省異能vation審査会, Sept. 2017
Jun Nishida
, "Empowered Human", 2017 GCR Hackathon Workshop Series 2016 Microsoft Hackathon Highlight Projects Sharing, Beijing, Jul. 2017
西田惇,鈴木健嗣, "他者の身体・認知特性の理解を支援するウェアラブルデバイス", つくば医工連携フォーラム, つくば, Jan. 2017
西田惇"インタラクションの拡張に基づく気づき・デザイン・リハビリテーションの支援", 産業技術総合研究所デジタルヒューマンリサーチグループ セミナー, 東京, Dec.7, 2015