The Department of Intermedia Art and Science
provides the ideal environment for a structured approach
to education and research across diverse media,
where science intersects and fuses with artistic expression.

Our Mission

The Intermedia Art and Science major was established in 2007 within the School of Fundamental Science and Engineering at Waseda University. A fusion of science with artistic expression was formed to meet the challenges inherent in responding to new needs and realizing fresh forms of creation in today’s world. Any envisioning of new cultural expression and industrial innovations born out of recent media technology development is accompanied by inevitable challenges that must be surmounted including the risks of insufficient quality or quantity, or even incompatibility with human sensorial experience. In order to solve those issues and take a comprehensive examination of lifestyles and social systems that make use of cutting-edge media, there is a need to employ science, technology and creativity to understand and represent the living bodies in diverse formats, including emotional resonances and alternative methods of communication. The Department of Intermedia Art and Science aims to activate with understanding of these sensitivities, building upon them to nurture students who can respond to the social needs of our contemporary world, birthing innovative new forms of creation through the fusion of technology and art.

News

2025.07.17 Updated the design of this website.

Course of Study

The Department of Intermedia Art and Science’s undergraduate and graduate programs were established to tackle the quest for a methods of discourse that fuse science with artistic expression, and in doing so launch a new academic field. The department maintains a fluid form between the undergraduate and graduate schools, through which education and research go hand in hand.

Project Study

Oikawa Research Lab

In Oikawa Lab., various acoustical topics from basics to applications (including: sound measurement and visualization; creating acoustical devices and software; physics of musical instruments; acoustical signal analysis and processing) are actively studied.

Ogata Research Lab

Our research interest is on a machine intelligence which interacts with the dynamic environment. We are challenging this theme by taking constructivist approaches with robot systems and neural network model (deep learning). The approach includes imitation learning, linguistic-behavioral integration, human-machine cooperation, and multi-modal active sensing.

Kawai Research Lab

“Ergonomics in Advanced Media” conducts experimental researches on psychophysiological effects and utilization of systems such as stereoscopic images, virtual reality and mixed reality.

Gunji Research Lab

Examples of Graduation Thesis: Foraging strategy using landmarks in ants; Does human go straight without landmark? ; Ouija board illusion in virtual reality; Sense of agency and ownership for body and spatial perception; Application and limits of circle packing model in ORIGAMI; Analysis and model for swarm of soldier crabs. Figures show trajectories of swarm of soldier crabs, Mictyris guinotae.

Kore-eda and Tsuchida Research Lab

Screening of a work by the students attended “Video Production Course” at Ca Foscari Short Film Festival in Italy – From planning to screening, students team up and spend a year to complete movies. Some of their works are screened at overseas film festivals as well as at “Waseda Shochiku,” a movie theater near the university.

Jack Research Studio

This studio focuses on artistic expression and creative research including ecological relationships between human and more than humans today through exhibitions including Setouchi Triennale, documenta (Kassel) and diverse art festivals.

Hashida Research Lab

This lecture covers our research and development of novel media technologies that integrate diverse analogue (including natural phenomena and artifacts) and digital technologies. We will also describe how these technologies were practically examined through exhibitions and user studies.

Fukusato Research Lab

In our lab, we do research actiities on “analyzing and reproducing techniques of professional designers” and “developping interactive systems that allow users to efficiently and intuitively design 2D/3D digital contents,” focusing on the fields of computer graphics (CG) and human-computer interaction (HCI).

Morimoto Lab

We study and explore new ways of sonic design and musical expressions.

Watanabe Research Lab

Students will learn how to study human mind, behavior, and brain mainly from the perspective of experimental psychology, cognitive science, and brain science. However, the methodology and topic are not confined to the mentioned above.

Professors

OIKAWA Yasuhiro

Professor, Doctor of Engineering

Sound is essential for communication. It involves changes in the density of air and is transmitted as longitudinal waves in the air. Our research aims to measure acoustical communication transmissions from the sound source position to the receiving point through the transmitting space, thus creating communication aids. In particular, we study the following topics: sound field measurements using lasers and high-speed cameras, visualization of sound field using recent AR/VR techniques, communication aids by bone conduction via teeth, sound field control using high-speed 1bit signal processing, signal processing based on human phonatory and auditory features, musical instrument physics and signal processing and the description and transmission of sound fields, etc.

OGATA Tetsuya

Professor, Doctor of Engineering

We focus on the understanding the emergence mechanism of communication scheme “intelligence dynamics and representation” and the robotics applications for open-ended interaction with humans. Our approach is based on a neuro-dynamical perspective utilizing deep learning models. Our research targets for intelligence robots and systems include imitation learning, multi-modal integration, human-robot interaction, linguistic-behavioral integration, self and other recognition, tool-body assimilation and so on.

KAWAI Takashi

Professor, Ph.D. in Human Sciences

Ergonomics / human factors is the scientific discipline concerned with the understanding of interactions among humans and other elements of a system. In my laboratory, we are conducting advanced media systems expected to spread in the near future using ergonomic approaches. For example, in researches on stereoscopic images (3D), we have examined from cognitive and emotional aspects, and the results are actually utilized in 3D film productions. In researches on virtual / mixed reality systems, we are challenging to reduce discomfort such as cyber sickness and improve user experience.

GUNJI Yukio(GUNJI Pegio Yukio)

Professor, Doctor of Science

What is “expression”? Is it to present something inside you to the outside? But is there such “something” that exists independent of the external? We think expression is a realization of myself, or human, or living entity that inevitably emerges through interactions with the external world. In this sense, embodiment, behavior, or act of living itself is such “expression”, we would argue. We would also think it is difficult to explicitly describe what exactly expression is. This is because it is not possible for us to perceive or recognize the external as it is. In other words, asking “what is expression?” effectively means deciphering the interactions with the external that we (as the internal) cannot directly know. An interaction between the internal and external is essentially an encounter of two foreign things, in the sense that one can never know the other. Understanding what is expression is thus not manipulating symbols in a homogeneous data-based world, but understanding the world based on this foreignness. Our laboratory is devoted to pursue this question of “what is expression?” in diverse ways through theoretical models, animal behavior experiments, human cognitive experiments, and so on.

KORE-EDA Hirokazu

Professor

In creating films, the filmmaker makes full use of their eyes and ears – as well as the camera – as tools for encountering the world in all its richness. I believe that the willingness to open oneself up to this richness is the starting point for the creative process. From this vantage point, I hope to experience amazement, struggle, and discovery in tandem with our students.

HASHIDA Tomoko

Professor, Ph.D. in Interdisciplinary Information Studies

I am working on finding unexpected functions and new value by slightly modifying various familiar objects, from natural things such as plants, daily necessities, and gadgets to artificial things, and by exercising associative power. I believe that media technology and expressions that bring to the surface such “alternative ways of being” of these objects leave the receiver with a sense of “seeming familiar but surprising, unfamiliar but possibly conceivable,” and produce the joy of rediscovering the objects and autonomous thinking.

WATANABE Katsumi

Professor, Ph.D.

Research in the laboratory aims at using cognitive science to understand various issues in our everyday life from the scientific perspective and to develop the basis of interdisciplinary collaborations. The main themes are: (1) scientific investigations on explicit and implicit processes in human perception, cognition and action, (2) interdisciplinary approaches to cognitive science, and (3) real-life applications of knowledge of cognitive science. The research methods include but not limited to experimental psychology, cognitive science, and brain science.

James JACK

Associate Professor, Ph.D.(Fine Art)

James Jack is an artist who engages with living environments and communities to build positive relationships today. Research focuses on contemporary art praxis grounded in stories, sea and land as collaborators. Artistic methodologies range from ecological, collective, archipelagic and alternative approaches. Through creation, reflection and connection borders are crossed in imaginative ways to revive links with art at the center.

MORIMOTO Yota

Associate Professor, Composer

Why do we make music? Why do certain sounds or music so irresistibly resonate with us? Music is a device which we have, over the vast expanse of time, collectively shaped, with which we communicate and share musical feelings. To study this fascinating piece of technology, we will need as many approaches from acoustic and psychoacoustics, to organology (that of musical instruments) and theories of composition. And in this pursuit, the unity-of-action-and-knowledge (知行合一)becomes crucial. Let’s open our ears, use our hands and make noise! We are a part of a new sonic culture and we shape future music.

TSUCHIDA Tamaki

Associate Professor

It’s fair to say that a film only truly becomes a film when it is watched by an audience on a big screen for the first time. The shared experience of watching it in a cinema or a public space, rather than just continually looking at it on a monitor while sitting in a room somewhere, has the power to transform the images into something richer. In films, the acts of making, watching, and showing are inseparably intertwined; My research will be conducted to investigate the relationship between them. As well as analyzing the films themselves, we will examine critical awareness of the creative process and ethics, technologies and ideas supporting new forms of expression, and dissemination within society and the systems for this, viewing them through the prism of film history, as well as cinemas and film festivals. This will doubtless lead us to reconsider the relationship between the maker and the recipient of a work, as conventionally understood in the arts.

FUKUSATO Tsukasa

Associate Professor, Ph.D. in Engineering

To produce 3DCG (or hand-drawn) animations, it is essential for professional designers to do “manual work.” However, this approach is time-consuming and tedious, and requires special but empirical skills. If such problem cannot be solved, their skills will be lost in the future. I tackle the challenge of formulating their skills and implementing various interactive systems from the aspects of computer graphics (CG) and human-computer interaction (HCI) fields.

BANCHI Yoshihiro

Assistant Professor, Doctor of Engineering

There is a lot of “human data”. I research human behavior that is both subjective and objectively expressed, conscious and unconscious, in the context of human factors and ergonomics, as well as data science methods, with a particular interest in advanced systems. I am seeking out what human data represents as the “real world”.

After Graduation

Applying your studies in the real world

Now emphasis is on the importance of diversity and the creation of new values by people who can play an active role in the practice of advanced expression based on an understanding of science and art. In the development of technology to broaden the scope of communication, future creatives from The Department of Intermedia Art and Science are expected to be in demand from a wide range of professional fields. Integrated education and research system between the undergraduate and master’s degree programs encourage students to acquire advanced and specialized knowledge and abilities. In the master’s program, students not only deepen their own research, but also learn how to tackle social issues and the significance of their research in a practical manner through joint research with companies and internships.

Where do our graduates go? 2017-2024

Upon completion of the BA degree

Graduate School: Graduate School (Department of Intermedia Art and Science, other)
Electrical, Machinery and Manufacturing: NEC, Nikon, etc.
Publishing and Advertising: Kadokawa, Sanrio, Dentsu, Toho, etc.
Information and Communication Technology: ANA Systems, NTT docomo, IBM Japan, Nomura Research Institute, Rakuten, etc.
Broadcasting: NHK, etc.
Others: AWS Japan, Oriental Land, Canon Marketing Japan, Goldman Sachs, Resona Holdings, etc

Upon completion of the MA degree

Graduate School: Graduate School
Electrical, Machinery and Manufacturing: Sony, Nintendo, Panasonic Holdings, Mitsubishi Electric, etc.
Publishing and Advertising: teamLab, Dentsu, Hakuhodo, etc.
Information and Communication Technology: Koei Tecmo Holdings, Fujitsu, IBM Japan, Nomura Research Institute, etc.
Broadcasting: NHK, etc.
Others: Accenture, Itochu Modepal, Development Bank of Japan, Morgan Stanley Holdings, etc.

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