Masashi Konyo
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Research Interests
Masashi Konyo has a total of 278 co-authors. Here are the top co-authors by number of shared publications:
- Satoshi Tadokoro
Tohoku University
96 shared publications Satoshi Tadokoro
Graduate School of Information Sciences Tohoku University Aramaki Aza Aoba Aoba 980- 8579 Sendai Miyagi Japan
58 shared publications- Kenjiro Tadakuma
Osaka University
45 shared publications - Eri Takane
Graduate School of Information Sciences, Tohoku University, Sendai, Japan
24 shared publications - Masahiro Watanabe
Graduate School of Engineering Science, Osaka University, Osaka, Japan
23 shared publications Takashi Maeno
Graduate School of System Design and Management, Keio University, 4-1-1 Hiyoshi, Kohoku-ku, Yokohama, Kanagawa, 223-8522, Japan
16 shared publications
Latest Publications
- 29 July 2026
- Published byĀ Springer Nature
- p. 127-144
Interpersonal Vibrotactile Transmission with Spatial Gradation and Tactile Expressiveness
- 29 July 2026
- Published byĀ Springer Nature
- p. 127-144
Interpersonal Vibrotactile Transmission with Spatial Gradation and Tactile Expressiveness
- Open Access
- 10 July 2025
- Published byĀ Institute of Electrical and Electronics Engineers (IEEE)Ā inĀ IEEE Robotics & Automation Magazine
- Vol.Ā 33 Ā (2) , 76-92
Drone Landing Performance in Windy Conditions: Comparing the Vertical and Horizontal Landing Approaches With the EAGLES Port
Drone docking stations promote efficient operations of drones, but they usually support only one vehicle and are accessible primarily through vertical landing. These limitations hinder multidrone operations and result in challenges for fast precise docking, particularly under severe wind conditions. This article assesses the EAGLES Port, which uses a horizontal landing approach to address these challenges, and makes a performance comparison between horizontal and vertical landing through analysis of wind tunnel data with manually controlled drones. Results show that horizontal landing decreases the average landing duration by 35.58% and can achieve 59.67% faster docking compared to vertical landing in optimal conditions. The system also provides near-zero position error at docking and supports multiple drones. These advantages stem from improved flight stability, quicker alignment with landing targets, and a 2.8Ć higher average velocity compared to vertical landing. These results indicate that vertical landing is better suited for missions with wider landing zones and where delays in landing have mild consequences, whereas horizontal landing excels in scenarios where rapid accurate landings are critical.
- 10 July 2025
- Published byĀ Institute of Electrical and Electronics Engineers (IEEE)Ā inĀ IEEE Robotics & Automation Magazine
- Vol.Ā 33 Ā (2) , 76-92
Open AccessDrone Landing Performance in Windy Conditions: Comparing the Vertical and Horizontal Landing Approaches With the EAGLES Port
Drone docking stations promote efficient operations of drones, but they usually support only one vehicle and are accessible primarily through vertical landing. These limitations hinder multidrone operations and result in challenges for fast precise docking, particularly under severe wind conditions. This article assesses the EAGLES Port, which uses a horizontal landing approach to address these challenges, and makes a performance comparison between horizontal and vertical landing through analysis of wind tunnel data with manually controlled drones. Results show that horizontal landing decreases the average landing duration by 35.58% and can achieve 59.67% faster docking compared to vertical landing in optimal conditions. The system also provides near-zero position error at docking and supports multiple drones. These advantages stem from improved flight stability, quicker alignment with landing targets, and a 2.8Ć higher average velocity compared to vertical landing. These results indicate that vertical landing is better suited for missions with wider landing zones and where delays in landing have mild consequences, whereas horizontal landing excels in scenarios where rapid accurate landings are critical.
- Open Access
- 9 December 2024
- Published byĀ Institute of Electrical and Electronics Engineers (IEEE)Ā inĀ IEEE Access
- Vol.Ā 12, 186573-186585
Validation of LLM-Generated Object Co-Occurrence Information for Understanding Three-Dimensional Scenes
This study delves into verifying the applicability of object co-occurrence information generated by a large-scale language model (LLM) to enhance a robotās spatial ability to understand objects in the real world. Co-occurrence information is crucial in enabling robots to perceive and navigate their surroundings. LLM can generate object co-occurrence information based on the learned representations acquired from the learning process. However, the challenge lies in determining whether the co-occurrence gleaned from linguistic data can effectively translate to real-world object relationships, a concept yet to be thoroughly examined. After providing category information about a specific situation, this paper compares and evaluates the co-occurrence degree (co-occurrence coefficient) output by gpt-4-turbo-2024-04-09 (GPT-4) against the object pair data from the ScanNet v2 dataset. The results revealed that GPT-4 achieved a high recall of 0.78 across various situation categories annotated by ScanNet v2, although its precision was relatively low at an average of 0.29. The root mean square error of the co-occurrence coefficient was 0.31. While GPT-4 tends to output slightly higher co-occurrence coefficients, it effectively captures the overall co-occurrence patterns observed in the ScanNet v2 dataset. GPT-4 produced co-occurrence information for more objects than those available in ScanNet v2 while covering co-occurrences among objects within ScanNet v2. These results demonstrate that integrating co-occurrence data from different sources could enhance the ability to recognize real-world objects and potentially strengthen robot intelligence.
- 9 December 2024
- Published byĀ Institute of Electrical and Electronics Engineers (IEEE)Ā inĀ IEEE Access
- Vol.Ā 12, 186573-186585
Open AccessValidation of LLM-Generated Object Co-Occurrence Information for Understanding Three-Dimensional Scenes
This study delves into verifying the applicability of object co-occurrence information generated by a large-scale language model (LLM) to enhance a robotās spatial ability to understand objects in the real world. Co-occurrence information is crucial in enabling robots to perceive and navigate their surroundings. LLM can generate object co-occurrence information based on the learned representations acquired from the learning process. However, the challenge lies in determining whether the co-occurrence gleaned from linguistic data can effectively translate to real-world object relationships, a concept yet to be thoroughly examined. After providing category information about a specific situation, this paper compares and evaluates the co-occurrence degree (co-occurrence coefficient) output by gpt-4-turbo-2024-04-09 (GPT-4) against the object pair data from the ScanNet v2 dataset. The results revealed that GPT-4 achieved a high recall of 0.78 across various situation categories annotated by ScanNet v2, although its precision was relatively low at an average of 0.29. The root mean square error of the co-occurrence coefficient was 0.31. While GPT-4 tends to output slightly higher co-occurrence coefficients, it effectively captures the overall co-occurrence patterns observed in the ScanNet v2 dataset. GPT-4 produced co-occurrence information for more objects than those available in ScanNet v2 while covering co-occurrences among objects within ScanNet v2. These results demonstrate that integrating co-occurrence data from different sources could enhance the ability to recognize real-world objects and potentially strengthen robot intelligence.
- Open Access
Reproduction of High-frequency Vibration Experience by a Sensory Equivalent Conversion Method for the Standard Haptic SDK of Meta Quest 3
In recent years, there has been a growing demand for realistic haptic experiences in VR. This study employs the Intensity Segment Modulation (ISM) method to convert high-frequency vibrations into low-frequency amplitude-modulated waves on VR devices. We verified the generation of high-immersion vibration stimuli synchronized with audio. Additionally, we compared the perception of ISM-converted vibrations between VR devices and other devices to evaluate the effectiveness of ISM in VR environments. A demonstration on the Meta Quest 3 was also developed, allowing users to experience the tactile sensation of handheld fireworks.
Open AccessReproduction of High-frequency Vibration Experience by a Sensory Equivalent Conversion Method for the Standard Haptic SDK of Meta Quest 3
In recent years, there has been a growing demand for realistic haptic experiences in VR. This study employs the Intensity Segment Modulation (ISM) method to convert high-frequency vibrations into low-frequency amplitude-modulated waves on VR devices. We verified the generation of high-immersion vibration stimuli synchronized with audio. Additionally, we compared the perception of ISM-converted vibrations between VR devices and other devices to evaluate the effectiveness of ISM in VR environments. A demonstration on the Meta Quest 3 was also developed, allowing users to experience the tactile sensation of handheld fireworks.
- Open Access
Out-of-body Localization of Virtual Vibration Sources Using a Limited Numbers of Transducers on the Torso
Stereohaptic vibration is an innovative vibrotactile technology that extends the conventional tactile localization to the surrounding space, representing a virtual vibration source in the external environment. Previously, we have developed displays on the forearms and soles. Today, we present a demonstration of a new jacket-type device, which enables localization at any position around the body by arranging multiple vibrators along the torso centered on the midline. In our demonstration, you can experience the footsteps and roars of a inosaur walking around you, and it provides an experience that is as if you are in a fantasy movie.
Open AccessOut-of-body Localization of Virtual Vibration Sources Using a Limited Numbers of Transducers on the Torso
Stereohaptic vibration is an innovative vibrotactile technology that extends the conventional tactile localization to the surrounding space, representing a virtual vibration source in the external environment. Previously, we have developed displays on the forearms and soles. Today, we present a demonstration of a new jacket-type device, which enables localization at any position around the body by arranging multiple vibrators along the torso centered on the midline. In our demonstration, you can experience the footsteps and roars of a inosaur walking around you, and it provides an experience that is as if you are in a fantasy movie.
- Open Access
Vibrotactile Feedback for a Remote Operated Robot with Noise Subtraction Based on Perceived Intensity
There is a growing demand for teleoperated robots. This paper presents a novel method for reducing vibration noise generated by robot's own motion, which can disrupt the quality of tactile feedback for teleoperated robots. Our approach focuses on perceived intensity, the amount of how humans experience vibration, to create a noise filter that aligns with human perceptual characteristics. This system effectively subtracts ego-noise while preserving the essential tactile signals, ensuring more accurate and reliable haptic feedback for operators. This method offers a refined solution to the challenge of maintaining high-quality tactile feedback in teleoperated systems.
Open AccessVibrotactile Feedback for a Remote Operated Robot with Noise Subtraction Based on Perceived Intensity
There is a growing demand for teleoperated robots. This paper presents a novel method for reducing vibration noise generated by robot's own motion, which can disrupt the quality of tactile feedback for teleoperated robots. Our approach focuses on perceived intensity, the amount of how humans experience vibration, to create a noise filter that aligns with human perceptual characteristics. This system effectively subtracts ego-noise while preserving the essential tactile signals, ensuring more accurate and reliable haptic feedback for operators. This method offers a refined solution to the challenge of maintaining high-quality tactile feedback in teleoperated systems.
- 10 April 2024
- Published byĀ ElsevierĀ inĀ Journal of Investigative Dermatology
- Vol.Ā 144 Ā (10) , 2332-2335.e5
Human Merkel Cells as the Initiator of Mechanotransduction in the Skin: Linking the Animal Model to Humans
- 10 April 2024
- Published byĀ ElsevierĀ inĀ Journal of Investigative Dermatology
- Vol.Ā 144 Ā (10) , 2332-2335.e5
Human Merkel Cells as the Initiator of Mechanotransduction in the Skin: Linking the Animal Model to Humans
- Open Access
- 3 February 2024
- Published byĀ ElsevierĀ inĀ Journal of the Mechanical Behavior of Biomedical Materials
- Vol.Ā 152, 106416
Skin viscoelasticity effects on the periodic mechanical stimuli propagation between skin layers
- 3 February 2024
- Published byĀ ElsevierĀ inĀ Journal of the Mechanical Behavior of Biomedical Materials
- Vol.Ā 152, 106416
Open AccessSkin viscoelasticity effects on the periodic mechanical stimuli propagation between skin layers
- 23 January 2024
- Published byĀ Institute of Electrical and Electronics Engineers (IEEE)Ā inĀ IEEE Transactions on Haptics
- Vol.Ā 17 Ā (1) , 86-91
Stereohaptic Vibration: Out-of-Body Localization of Virtual Vibration Source Through Multiple Vibrotactile Stimuli on the Forearms
This paper proposes a novel concept of āstereohaptic vibration,ā which employs distributed vibration to localize vibra- tion sources outside the body. Inspired by amplitude panning, a stereophonic sound display technique, we developed a method to localize a virtual vibration source (VVS) by polarizing the perceived intensity of multiple vibration stimuli to a specific orientation. Considering the perceptual characteristics of high- frequency vibration, the perceived intensity of the VVS was allocated to multiple vibrators according to the distance and direction of the target. The velocity discrimination performance was confirmed by utilizing four stimuli around the arm and one vibration stimulus to the palm to localize the movement of a VVS throughout the arm. Discrimination experiments of the trajectory of outgoing objects with a single arm and dual arms revealed that our approach could localize in three dimensions, even outside the body. The proposed technology for localizing external virtual vibration sources is expected to enhance the virtual reality experience.
- 23 January 2024
- Published byĀ Institute of Electrical and Electronics Engineers (IEEE)Ā inĀ IEEE Transactions on Haptics
- Vol.Ā 17 Ā (1) , 86-91
Stereohaptic Vibration: Out-of-Body Localization of Virtual Vibration Source Through Multiple Vibrotactile Stimuli on the Forearms
This paper proposes a novel concept of āstereohaptic vibration,ā which employs distributed vibration to localize vibra- tion sources outside the body. Inspired by amplitude panning, a stereophonic sound display technique, we developed a method to localize a virtual vibration source (VVS) by polarizing the perceived intensity of multiple vibration stimuli to a specific orientation. Considering the perceptual characteristics of high- frequency vibration, the perceived intensity of the VVS was allocated to multiple vibrators according to the distance and direction of the target. The velocity discrimination performance was confirmed by utilizing four stimuli around the arm and one vibration stimulus to the palm to localize the movement of a VVS throughout the arm. Discrimination experiments of the trajectory of outgoing objects with a single arm and dual arms revealed that our approach could localize in three dimensions, even outside the body. The proposed technology for localizing external virtual vibration sources is expected to enhance the virtual reality experience.