Kouta Minamizawa ACM SIGGRAPH Member Profile

Member Profile: Kouta Minamizawa

1. What do you do, and how long have you been doing it?

As a professor at Keio University’s Graduate School of Media Design (KMD), I have been leading the Embodied Media research group since 2015. Our mission is to create emerging media technologies that bridge distances and enhance human capabilities beyond physical limitations. Our research field includes cutting-edge technologies such as Haptics, XR, and Telexistence, as well as accessible interaction design and social inclusion.

Since 2020, I have also been directing a research project called “Project Cybenetic being”  under the Moonshot R&D program funded by the Japanese government, and working with diverse researchers and stakeholders to deploy these technologies into society to create a better future.

2. What was your first job?

After earning my Ph.D. in 2010, I joined KMD as an assistant professor, marking the start of my academic career.

Prior to that, I was directing a small IT company with my friends when I was a master’s student and served as its CEO from 2005 to 2006 (but I quit it when I became a PhD student).

3. Where did you complete your formal education?

I completed my bachelor’s thesis on two-dimensional communication technology at the University of Tokyo under the supervision of Prof. Hiroyuki Shinoda in 2005. Subsequently, from 2005 to 2010, I pursued my master’s and doctoral studies on wearable haptics under the supervision of Prof. Susumu Tachi.

4. How did you first get involved with ACM SIGGRAPH?

My first SIGGRPAH was in 2005 in Los Angeles. When I entered the L.A. convention center, I found a real-scale X-wing, and the keynote speaker was George Lucus. Wow!! I visited the conference just to support a senior student project in Emerging Technologies, but the impactful experience at SIGGRAPH left a strong impression and led me to pursue my career in this research field.

5. What is your favorite memory of a SIGGRAPH conference?

My first project as a corresponding author at SIGGRAPH was ‘Gravity Grabber,’ showcased in SIGGRAPH 2007 Emerging Technologies. On the first day, I barely remember anything—I was so busy running my first-ever demonstration in SIGGRAPH.

However, from the second day, I began to notice something remarkable: many attendees were bringing their friends to my booth, saying, ‘You have to try this—it’s amazing!’”

This is my precious memory in SIGGRAPH, and ever since, when designing demo experiences, I always try to create them in a way that makes people want to bring their friends.

6. Describe a project that you would like to share with the ACM SIGGRAPH community.

Out of 60 demos I have presented in the past SIGGRAPH & SIGGRAPH Asia Emerging Technologies and XR,”Synesthesia Suit’ was a project we developed in 2015 and showcased at SIGGRAPH 2016 VR Village.

In collaboration with visionary game designer Tetsuya Mizuguchi and the innovative creative company Rhizomatiks, this project created a full-body haptic suit and designed an immersive haptic experience to complement the high-quality VR game ‘Rez Infinite’ on Sony’s PlayStation VR. As a haptic researcher and designer, it was a truly memorable experience to work closely with amazing creators from various disciplines.

This project also inspired me to launch the Haptic Design Project, aimed at promoting the transformative potential of design in the field of haptics.

7. If you could have dinner with one living or non-living person, who would it be and why?

Walt Disney – I grew up in the city home to Tokyo Disneyland, where I was constantly inspired by its fantastic imagination and creativity.

I would like to express my gratitude to him and also learn what drives him to turn his dreams into reality.

8. What is something most people don’t know about you?

During COVID, I developed a new skill—sometimes, while speaking in one online meeting with my right ear tuned in, my left ear is following another meeting, and my body is cooking for my kids.

9. From which single individual have you learned the most in your life? What did they teach you?

From my PhD supervisor, Prof. Susumu Tachi, who is the pioneer of Virtual Reality research in Japan.

I learned not only about academic research but also how to cultivate a curious environment, engage with people effectively, and bring new ideas to life in the real world.

10. Is there someone in particular who has influenced your decision to work with ACM SIGGRAPH?

Prof. Masahiko Inami, who first introduced us to SIGGRAPH, cultivated a culture within the Japanese VR community to participate in Emerging Technologies regularly.

11. What can you point to in your career as your proudest moment?

When I see my former students featured in the news showcasing their new products or activities, I feel honored to be not just a researcher but also an educator.