EXHIBITION

Planning number:B07

Jin Nakazawa Laboratory

Presentation Group Representative : Jin Nakazawa (Faculty of Environment and Information Studies)

Tokyo Midtown East B1F Hall B07

Citizen Participation Monitoring System for Senior Citizens Using Smart Devices

Person in Charge of the Project:Yuki Furukawa

Declining birth rate and aging population, Japan is facing major problem on reduction of communication in a community and solitude elderly dying alone. So far, there have been many researches about monitoring system for senior citizens, but those were systems that monitors single senior citizen unilaterally. In this research, user accomplishes three types of mission: smile, exercise, and health. By sharing such information, we propose a monitoring system for senior citizens that will lead the community to be more active.

Kingyo Talk: Interaction system with ornamental fish through the aquarium

Person in Charge of the Project:Naohiro Isokawa

Aquarium fish is one of the most famous pets in the world. They relax us and enrich our daily lives. However, it is difficult to obtain the necessary data of breeding fish. In addition, monotonic repeated care causes boredness in breeding. To create optimal breeding environment for both fishes and the owners, I suggest interaction system with ornamental fish through the aquarium, named "Kingyo Talk." This system puts across the necessary data of breeding fish for the owner. The data will be displayed in speech balloons on the screen placed behind the aquarium, making owner communicate with fish possible.

System for User to Maintain Apposite Sleeping Hours

Person in Charge of the Project:Kazuki Egashira

In our daily living habits, "sleep" is one of the important factors along with exercise and eating, but it is still underdeveloped in the area of persuasive computing. Existing research only visualizes or share sleep hours in SNS, therefore it is not enough to promote a behavior modification for unconcerned users. This research proposes a method for user to maintain apposite sleeping hours. Wearable devices will be used to detect sleep, then promotes a behavior modification on user by using gamification.
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