Shoto Hayakawa

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Works

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CV

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Mail
contact@shotohayakawa.org

2025.08.08 - 09.15

I participated in the exhibition ICC Kids Program 2025 “Mixed Realities: Finding Your ‘Compass’ in the Information Jungle”. ↗

ICC キッズ・プログラム 2025「みくすとりありてぃーず—まよいの森とキミのコンパス」に出展しています  ↗

2025.05.16 - 06.02

I participated in the exhibition “見せるエゴ、見させないエゴ”. ↗

「見せるエゴ、見させないエゴ」に出展しています ↗

2025.03.10

《BOX SEAT》was awarded Y-SILVER at “Yamanashi Media Arts Award 2024-25”. ↗

《BOX SEAT》が「やまなしメディア芸術アワード 2024-25」でY-SILVERを受賞しました  ↗

2025.03.08 - 03.30

I participated in the exhibition “Yamanashi Media Arts Award 2024-25”. ↗

「やまなしメディア芸術アワード 2024-25」に出展しています ↗

2025.02.15 - 02.24

I participated in the exhibition “ENCOUNTERS”. ↗

「ENCOUNTERS」に出展しています ↗

2024.11.02 - 12.01

I participated in the exhibition “ATAMI ART GRANT 2024”. ↗

「ATAMI ART GRANT 2024」に出展しています ↗

2024.08.09

《Five Years Old Memories》, a project by Komitsu, in which I participate as an engineer, has been released. ↗

エンジニアとして参加しているKomitsuによるプロジェクト《Five Years Old Memories》がリリースされました ↗

2024.07.03

I planned and designed the screen for “KOISHIKAWA XROSS”. ↗

「KOISHIKAWA XROSS」の企画, 画面デザインを担当しました ↗

2023.04.29 - 04.30

I held the exhibition “BOX SEAT—Early Access”. ↗

「BOX SEAT—Early Access」を開催しています ↗

2023.02.04 - 02.14

I participated in the exhibition “ENCOUNTERS”. ↗

「ENCOUNTERS」に出展しています ↗

2022.12.01 - 2023.03.26

I participated in the project《The Planet of Faces》by Shota Yamauchi as an engineer. ↗

山内祥太によるプロジェクト《カオの惑星》にエンジニアとして参加しています ↗

2022.08.01

My new project has been selected for The Project to Support Emerging Media Arts Creators.↗

メディア芸術クリエイター育成支援事業でプロジェクトが採択されました ↗

2021.12.10 - 12.19

I participated in the exhibition “Digital Art Festival Taipei 2021—Borderless Shelter”. ↗

「Digital Art Festival Taipei 2021—無邊庇護所」に出展しています ↗

2021.12.03 - 12.26

I participated in the exhibition “Over the Fence”. ↗

「Over the Fence」に出展しています ↗

2021.10.16

I participated in the post talk  “A Woman who cleans up”. ↗

「清掃する女」のポスト・トークに参加しました ↗

2021.09.03

I designed graphics for "New Identity" serialized in the web magazine "BOLD". ↗

ウェブマガジン「BOLD」で連載されている「ニュー・アイデンティティ」のグラフィックを担当しました。↗

2021.04.03

I released the iOS App《Lost My》on the TestFlight. ↗

iOS App《Lost My》をTestFlightでリリースしました ↗

2021.03.01

《kaki》was selected in “Tokyo TDC Award 2021”. ↗

「東京TDC賞 2021」にて《kaki》が入選しました ↗

2021.02.20 - 03.14

I participated in the project《Yamahyo Crossing》by Shota Yamauchi as an engineer. ↗

山内祥太によるプロジェクト《あつまるな!やまひょうと森》にエンジニアとして参加しています ↗

2021.01.20 - 03.31

I published my work at “AMC OPEN LAB 2021—System Preference”. ↗

「AMC OPEN LAB 2021—環境設定」に出展しています ↗

2020.12.20 -

I designed the main graphic for “GUNDAM FACTORY YOKOHAMA”. ↗

「GUNDAM FACTORY YOKOHAMA」のメイングラフィックを担当しました ↗

2020.12.05

I designed the website for “ESP Cultural Magazine”. ↗

「ESP Cultural Magazine」のウェブデザインを担当しました ↗

2020.10.02 - 10.18

I designed the website for “OPEN STUDIO 2020-ONLINE”. ↗

「OPEN STUDIO 2020-ONLINE」のウェブデザインを担当しました ↗

BOX SEAT

Arcade Game 2024.11

BOX SEAT is a ride-type arcade game that treats the audience’s facial expressions as input. Set in the box seats found in public transportation and restaurants, the audience progresses through scenes by completing “facial expression training sessions” with a digital human who appears on the screen. Drawing on the basic emotions proposed by facial-expression researcher Paul Ekman, the work uses four expressions—happiness, surprise, anger, and sadness—as input commands, making it, in effect, a “face game.”

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The work uses OpenFace for facial recognition, detecting the audience’s facial movements in real time. However, because OpenFace is primarily trained on Western facial samples, there can be moments when Asian expressions do not align with the system’s classification. As technology advances, convenience can come at the cost of a new kind of inequality: a spectrum of “easy to recognize / hard to recognize,” through which racial and cultural differences re-emerge as disparity. Faces outside the Western norm are not recognized as “faces” by the machine’s eye with sufficient resolution—and that discomfort seeps into the game’s progression itself.

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Each session begins with a tutorial, where the audience forms the prompted expression and confirms that their input is being recognized. The experience then moves through a sequence of tasks: responding with an expression to images like those used in psychology experiments; imitating the facial expressions of film actors; recreating expressions described in text; and completing mini-games that occur between sessions. By switching expressions and clearing each task, the audience transitions to the next scene.

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A camera installed next to the monitor captures the audience, and chroma-key compositing generates an image that makes it appear as if they are facing the digital human. To encourage shifts in facial expression, not only the on-screen visuals but also location changes, video game-like effects, lighting, sound, and seat vibrations are synchronized—transforming the entire enclosure into a “training ground.”

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In urban life, where the machine’s eye arbitrarily quantifies our physical and mental states, exaggerating and training facial expressions can become a form of fitness for the near future—or a way of conditioning the body to deceive the machine’s eye. A body that adapts to technology, and a body recalculated from the fact of not being recognized—BOX SEAT lets the audience experience that mismatch and resistance as a game.

観客の表情を入力として扱うライド型アーケードゲーム。交通機関や飲食店にあるボックスシートを舞台に、 観客は画面内で対峙するデジタルヒューマンと表情を鍛えるセッションをこなしていくことでシーンを展開する。 表情研究者であるポール・エクマンが提唱した基本感情のうち「幸福」「驚き」「怒り」「悲しみ」の表情を入力コマンドとして扱う、いわば「顔ゲー」である。心身の状態が無作為に数値化されてしまう都市生活において、過剰に表情を作って鍛えることは来るべき未来に向けたフィットネスとなるだろう。テクノロジーにフィットした身体づくりである。


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Construction Design: Nobuhiko Kawahara
Sound Design: Chiku Komiya
Technical Support: Takuro Yamakawa, Shinya Matsuyama
Install Support: Hiroki Akiyama
Support: CG-ARTS, ATAMI ART GRANT, Project to Support Emerging Media Arts Creators