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New Face Award



Product [Japan]

This work uses motion tracking cameras and robot hand to computationally generate the “experience of hitting a target.” Its system keeps track of the positional relationship between the object and the target and continuously calculates the fl ight trajectory of the object. In doing so, and in accordance with human arm movement, the robot hand releases the object only at the precise moment when it fi nds the ideal trajectory; the object is then thrown toward the target. Although a human is fl inging the arm, the decisions on the timing of the release and its execution are made by a machine. As such, people who fl ing the robot hand experience a strange sensation of not quite knowing whether they or the machine performed the throw. This work synthesizes a single action by merging human and machine movements, thereby exploring the respective boundaries of their motor behavior and mutual interaction, while also stepping into human psychological sensations.

©︎ 2019 Azumi Maekawa.




Born in Aichi Prefecture, 1992. Ph.D. student, Graduate School of Engineering, The University of Tokyo. With a focus on the body motion, explores new relationships between humans and artifacts through prototyping.

( 2020 )



Born in Kanagawa Prefecture, 1995. Ph.D. student,Graduate School of Information Science and Technology, The University ofTokyo. Engaged in research concerning perceptual integration of bodily motion and machine motion.

( 2020 )

Award Reason

This work is an extraordinary embodiment of the philosophy that the classics of information science called cybernetics aim for, while attempting to gain a unifi ed understanding of humans and machinery by seeing them as a single control system. The project is remarkable in that the line between what is of voluntary human will and what is entrusted to machines is made ambiguous. It allows you to explore, through the enjoyable experience of tossing an object, the feeling of your own somatic sensations expanding. It will not only let people experience success but will also arouse a sense of game-like challenge while they attempt to outsmart the machine and cause it to fail. The system that hones in on the boundary between R&D and entertainment will make you want to give it a try. (NAKAGAWA Daichi)

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