DubHap: A Sensory Substitution Based Superhuman Sport
George Chernyshov

Kirill Ragozin

Keio Media Design
chernyshov@kmd.keio.ac.jp

Keio Media Design
kirill@kmd.keio.ac.jp

Jiajun Chen

Kai Kunze

Keio Media Design
cyrilchan@kmd.keio.ac.jp

ABSTRACT
Presenting DubHap. A new Superhuman Sport based on the augmentation of human senses. The core idea of the game is to haveplayers perform the activities in a virtual environment that can besensed, perceived and interacted with only when the player’s eyes
are closed. Instead of perceiving the game field visually, the players
have to "scan" the environment with their hands and rely only on
the haptic sensations on their palms. Haptic feedback is given to
the players when they point at the virtual object and interact with
it. Mechanically, the game resembles a volleyball match. Two teams
occupy the territories on the opposite sides of a rectangular playing
field separated by some space in between. Each team has to deflectvirtual projectiles coming towards their area and send them to theiropponent. Interactions happen only on the team’s part of the field,
where each player can pull, push or hold the projectile. When the
projectile is missed, an opposing team scores a point. The amountof time that each player can spend in the virtual environment islimited, but restores when players open their eyes.

KEYWORDS
Superhuman Sports, Sensory Substitution, Human Augmentation,
Haptic Feedback, Thermal Feedback, Sport, Augmented Reality
ACM Reference Format:
George Chernyshov, Kirill Ragozin, Jiajun Chen, and Kai Kunze. 2018. DubHap: A Sensory Substitution Based Superhuman Sport. In Proceedings ofSuperhuman Sports Design Challenge. ACM, New York, NY, USA, 6 pages.
https://doi.org/10.1145/nnnnnnn.nnnnnnn

1

INTRODUCTION

In this paper we present our take on the Superhuman Sports byproposing the design of DubHap, a new Superhuman Sport. Before
we proceed with the main contents of the paper we would like totake a few moments to introduce the reader to the key aspects ofSuperhuman Sports as well as the vision and mission of the Superhuman Sports Society (S3). The design requirements for this projectare deduced from the core values and ideas of the SuperhumanSports Society (S3). S3 was established in Japan by a large group ofleading researchers, game designers, athletes, artists, and engineers
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https://doi.org/10.1145/3210299.3210303

Keio Media Design
kai@kmd.keio.ac.jp
in order to rethink and redesign existing sports and adapt them tothe new era. S3 is aiming at designing and implementing competitive sports that can equalize players using technology, allowing
people of different body built and physical abilities to compete as
equals. Technological augmentation makes natural human abilities
less important, bringing skills and the ability to harmonize withtechnology to the forefront. S3 considers competitiveness, physicalactivity, spectator’s entertainment and mere fun to be importantfactors as well. Designing new sports with all this in mind is a challenging task on many levels: engineering, visual design, philosophy,
game design, as well as PR and entertainment.
As the name suggests, the core idea behind Superhuman Sports
is augmenting the human abilities using technology in order to giveplayers certain "superpowers" that are used at the core of the gamemechanics. Indeed, using "superpowers" seems to be a viable way
to level the players, as none of the players have any "superpowers"
in everyday lives. This leads to lowering the impact that previous
experience and athletic abilities have, allowing novices to compete
on a par with professional athletes. All this turns the competitions
into a spectacular IT-powered event rather than a typical sports
competition. It is often used as a playground for research and engineering related to wearable technology, human augmentation,
sensory substitution, and many others. This explains the increasing interest of the Japanese as well as the International researchcommunities to the Superhuman Sports.
Still, defining the Superhuman Sports as "sports featuring superhuman powers" or "sports democratized by technological enhancements and augmentations" does not seem to be clear enoughand leaves us many questions. What are superpowers? How "super" should a power be to be considered a "superpower"? To which
degree players should be leveled? Completely wiping off the differences between amateurs and professionals would reduce thegame to a pure chance, which would make it rather a gamble than acompetition. And at last, what consists a sport? All those questions
have to be answered in order to define the design requirements forthis project. In the next section we will address each one of them.

2

DESIGN REQUIREMENTS AND
CONSTRAINTSFirst obvious ideas that come to mind when speaking of superpowers are comic book "superheroes" from North-American pop culture
or Japanese Anime and Manga. In this context a superpower can be
defined as an ability possessed by an individual or a group of thereof
that provides them with affordances unavailable to people without
such abilities. It is worth noting that the abilities as well as theSuperhuman Sports Design Challenge, July 2018, Delft, Netherlands

George Chernyshov, Kirill Ragozin, Jiajun Chen, and Kai Kunze

affordances they open do not always have to be beneficial or usefulto the individual nor the society. Examples of seemingly uselesspowers from the pop culture would be the Invisible Boy’s ability
to turn invisible when nobody is looking at him (Mystery Men),
Nana’s ability to have limitless power and control over bananas(Banana no Nana), or Rogue’s passive ability to "drain energy" frompeople by simply touching them, leaving them in a weakened state,
which strongly interferes with her everyday life (X-Men).
Based on the affordances provided, we can split all the superpowers into two big categories: Perception and Manipulation. The
affordances related to Perception alter the way individual perceives
the environment of material animate or inanimate objects, as well
as non-material energies, fields, etc. Manipulation affordances allow
individuals interact with the environment in a way that would not
be possible without the powers. One may argue that transformation abilities change the individual itself, rather than the way theindividual interacts or perceives the environment. However fromthe perspective of affordances, transformation into another shapeor form could only alter the affordances available to the individual,
so from this perspective the form and shape of the individual per
se does not matter.
In context of the Superhuman Sports we assume that a Superhuman Sport should be built around certain affordances provided
by the abilities supported by certain technological devices. In addition to that, the affordance should not be available or come atsignificantly higher expense or effort to the people who do not
use the mentioned technological devices. With this we can conclude what makes a sport superhuman and what turns a power
into "superpower". In the following paragraphs we will discuss ourunderstanding of what a sport is.
According to the Oxford dictionary, the definition of a sport isvery wide. From "An activity involving physical exertion and skill
in which an individual or team competes against another or othersfor entertainment" it extends to more dated "Entertainment; fun. A
source of amusement or entertainment". The Cambridge dictionary
definition closely follows the one by the Oxford dictionary, but
additionally highlights the necessity of rules: "...done according torules...". Still, even the combined definition leaves a lot of questions
and seems inconsistent with the everyday usage of the word.
For example chess, shooting, motorsports, and cybersports arestill considered "sports" even though they do not require physicalexertion as a part of the activity. Which seems to be a contradiction
to the definition of a sport. On the other hand it is obvious that those
sports require high skillfulness and concentration. Maintaining thestate of high concentration and peak mental condition imposes
high requirements on the physical stamina. Indeed, high cognitive
loads lead to increased blood flow, heart rate, respiration, and otherphysical responses characteristic to the high levels of stress. In
fact, many professional racing or chess champions state in theirinterviews the importance of a good physical condition[2, 5]. basedon this we can say that high mental concentration is somewhat
similar to physical exertion, as it also requires good physique. A
good physical condition is required for the sports, but not necessarily is directly used while playing. This interpretation seems tosolve the contradiction.

Based on the above we can conclude that sports are a form ofentertainment based on the competition of individuals or teams according to certain rules requiring good physical abilities. However,as it was stated before one of the core ideas of the SuperhumanSports is equalization of the players in order to allow people of different body built and physical abilities to compete as equals. Whichis achieved by technological aids replacing or enhancing the physical capabilities of our bodies. Thus in the context of SuperhumanSports the word "sport" looses a part of it’s meaning. Or to put it
another way, certain physical requirements that the word "sport"
implies, do not apply to the human body, but are externalized andtaken care of by the machines.
Even though in the Superhuman Sports the physical fitness requirements do not apply partially or completely to the human body,the skill requirements still hold true. A more skillful player is still
more likely to have an upper hand in a match. As we mentioned
before complete equalization of players will turn the game into agamble rather than a competition. It is also worth noting that since
the new affordances and abilities are obtained through technology,
the skills in the context of Superhuman Sports are more related tothe ability to utilize the technology effectively, unlike traditional
sports like football, basketball or athletics where skills are mostly
related to the control over player’s own body. This brings it closer
to the motorsports, where the ability to control the vehicle stands
above all.
Which brings us to the following requirements: The designed
sport has to have reduced requirements to the physical abilities ofplayers, while still giving advantage to the more skillful players. The
game rules and the core game mechanics should be based on certain
affordances and abilities provided by technological tools, otherwise
unachievable. The abilities can be a mere enhancement of natural
human abilities (e.g. strength improved by a power exoskeleton) or
be a completely new ability that humans normally don’t possess.
Important point to consider is the safety and ethical requirements,that are very important when speaking of enhancing human bodies,as it may lead to serious injuries. It has to be entertaining for
both, the audience and players. And last but not least it should
be competitive. Requirements and restrictions described in thisparagraph as well as the motivation described above are the basefor our concept.

3

CONCEPT DESIGNAs it was mentioned above, Superhuman Sports present a very
interesting playground for testing, polishing and applying newtechnologies. Since our interest lies in the fields of sensing, perception, and experience augmentation, we decided to concentrate onareas where we have more expertise, such as eye-tracking and sensory augmentation or substitution. With the requirements statedabove we had three ideation sessions in form of non-facilitatedfocus groups with three to four participants in each session. During the sessions we have discussed and analyzed many possible
concepts and ideas. General insights and highlights are presented
below.
Controlling and manipulating physical objects with the eyegaze
seems to be a very interesting "superpower", but after discussing it
we concluded that it is technically complicated, as the precision ofDubHap: A Sensory Substitution Based Superhuman Sport
modern eye-trackers is barely sufficient for sophisticated interactions, especially if the user is in motion. Having a stationary userinteracting with objects using his or her eyegaze qualifies as aninteresting "superpower" and a competitive sport, but may lose
some of the appeal to the audience, as the audience will have towatch two people diligently staring at a table or a wall during thewhole match. With this in mind the discussions proceeded to otherconcepts. Next concept worth mentioning is based on complete
sensory substitution, meaning all the gameplay is based on thestimuli induced through a technological medium. The inspiration
for this concept was drawn from legendary swordsmen able todeflect a flying arrow with their sword with the eyes closed, using
only their intuition and hearing. This demonstration of the sword
mastery is often portrayed in Asian folklore, examples from modern
culture are Xiao Mei from The House of Flying Daggers, or Ip Man.
Indeed, the idea of presenting the players with all the informationon the game environment using sensory substitution (e.g. acoustic
or vibrotactile cues on the direction, speed and distance of the arrow) seems very interesting and opens many possibilities for thegame mechanics. However for safety reasons the idea could not
be implemented with actual physical projectiles, and leaving the
projectiles in a purely virtual was concluded to be not entertaining
enough for the spectators. But still, our final concept stems fromthis idea.
Sensory substitution is replacement of the stimuli of one sensing modality with the other. For example rendering informationthat is normally perceived visually, such as color or distance using
haptics[3, 4]. The device that is responsible for the transformation of a stimulus into a stimulus of a different sensory modality
is electronic and often receives the input information from thesurrounding environment. But there is no reason not to use virtual environment as the input for the device. Meaning we can use
sensory substitution to display information about the virtual environment while keeping the users present in the real world. Thus
we can make the users simultaneously exist in both worlds, the real
one and the virtual, and let the game interactions be happening
in both of them in the same time. This approach gives us freedomof a virtual environment, where all the objects and events can begenerated by a computer, but still remains embodied and physical,
as the players have to act in the real world as well as the virtual.
This idea of two worlds coexisting in parallel is similar to many
mystical beliefs on the lines of paranormal activity, ghosts, spirits,
and such. Indeed, the idea of a force or an entity that exists, butcannot be perceived by an ordinary human in ordinary conditions
is deeply rooted in most of the human cultures. Which makes theconcept very easy to explain and understand to the public. Moreover,folklore often portrays how people who obtained special powers
can interact with such paranormal entities. Which perfectly fits theidea of "superpowers" described above. This presents us with aninteresting question: can we create the feeling of interaction with
an other-worldly entity, while being present in the real world? The
latest development of VR technology and consumer-grade HMDs
can display the virtual environment in visual and audio forms with
an impressive degree of immersiveness. But could it be possible toachieve the sense of presence of a virtual object without any visualor auditory cues, while the user is being present in the real world
where the virtual object has no physical avatar? This idea lies at

Superhuman Sports Design Challenge, July 2018, Delft, Netherlands
the core of our concept. This game is an attempt to use sensory
substitution to make players perceive a virtual object as it is real,and interact with it using physical body motion in the real world.
Such "superpower" is a very interesting concept. It is connectedto the folklore and mystical beliefs, so is not completely new tothe audience, which makes it much easier to understand. It gives
us a lot of room for design and implementation variations, since
the virtual world is under complete control of the designers. So
everything that is technically complicated or impossible in reality,
can be implemented within the virtual world. Creating the sense ofpresence of a virtual object is very interesting from purely research
perspective. And last but not least, interacting with another world
is simply exciting. However as we discussed above, a SuperhumanSport requires not only a superpower, but also a set of rules thatmakes it competitive. In the following section we discuss the proposed set of rules based on the concept of a "superpower" describedabove.

4

GAME RULES AND MECHANICS

The core game mechanics resemble the ones of volleyball or tennis.
Volleyball can be simply described as the following: players have to
make a ball hit certain area on the opponent’s half of the field, involleyball this area basically covers the whole half of the field. In
the same time each team has to protect their area from being hit bydeflecting the ball. Each time the ball hits team’s area, opponent’s
team gets a single point. Our idea uses same simple well acquainted
mechanics with some additions to it, that stem from exploiting thefreedom that Virtual Reality gives us.
First of all, in DubHap the ball or the projectile itself does notexist outside the virtual world, and cannot be perceived visually.
This is the reason we prefer the word projectile, as it is more vague
and does not specify the shape. But it behaves in a fashion similar toa ball, so it is a very close analogy. All the interactions with the projectile are happening in the virtual world. This allows us to diversify
the game experience by allowing players not only to physicallydeflect the projectile, but to interact with it by pushing, pulling it
towards themselves from a distance, which is hardly possible in
the real world. This gives the players a "superpower" to interact
with distant objects using their hands and gestures, similarly to
the Jedi knights from Star Wars. In the next few paragraphs we
discuss the teams, game field, game interactions, scoring system,
and various additions and limitations introduced to make the game
more balanced and engaging. The loose terminology that will be
used for the game description was chosen for artistic purposes anddoes not necessarily has to be interpreted literally. For example theword "energy" should not be regarded as the abstract scalar value
reflecting the capacity of a system for doing work, we encourage
the readers to use their artistic imagination instead.

4.1

Game

The one game consists of two rounds, 10 minutes each. With ashort break for gear check and maintenance in between. The teamhaving the higher score wins the game. The scoring mechanism is
described below.

Superhuman Sports Design Challenge, July 2018, Delft, Netherlands

4.2

George Chernyshov, Kirill Ragozin, Jiajun Chen, and Kai Kunze

Teams

The game is designed for two teams, team A and team B. Eachteam consists of two players, the red player and the blue player.
The blue player can interact only with the "cold" energy, while
the red only with the "hot". The details regarding the interactions
with the energies and between the two players are discussed in thecorresponding subsections.

4.3

Field setup

The physical field (10x4 meters) is split into two halves (5x4 meters),
one half for each team. The areas on the far ends of the field areconsidered to be the "goal", similar to the goal in football. Each of
the goal areas is 1x4 meters.
The virtual reality field is 20x8 meters, with the physical field
being located right in the center. This allows the virtual projectiles
to leave the physical field and move around it. However projectiles
cannot leave the virtual field and ricochet off the virtual walls
without loosing the speed. The virtual field is also split into two
halves, along the same line as the physical field.

4.4

Projectiles

As it was mentioned, there are two types of energy and two projectiles simultaneously present in the game. Projectiles are purely
virtual and do not exist nor have an avatar of any kind in the realworld. Projectiles have velocity and are not subject to friction forces.
Players can use their superpowers to alter the velocity of the projectile, as discussed in the next section. As soon as a projectile enters
the goal area of a team, the opposing team gets one point. As it occurs, the game is restarted. Projectile moves only within a 2D plane,parallel to the physical field meaning it has only 2 coordinates, X
and Y, and does not have height nor vertical position.

4.5

Interactions

The blue player can interact only with the blue, or "cold" energyand "cold" projectile, while the red player can interact only with thered, or "hot" energy and the "hot" projectile. Players can interact
with the projectile only if the projectile is on the team’s half of thevirtual field. Players can push, pull, catch and hold the projectiles.
If the projectile is caught, and held by a player it can be safely
carried over the goal area and this will not result in any points
given to the opponents. The push and pull interactions apply forces
to the projectile directed away or towards the interacting player andalter projectile’s velocity correspondingly to the forces applied. The
forces weaken as the distance between the player and the projectile
increases.
Player of one color can interact with the projectile of the othercolor only by deflecting it using his or her body. A 20 second penalty
follows each such deflection. Deflection can be done with the projectile of the player’s color as well.
All the interactions except deflection can be performed only if
players have "charge" and have their eyes closed. Each player canuse only one hand for the interactions, the other hand is used forsensing.

Figure 1: The first prototype sensing user tests.

4.6

Sensing

Players cannot see the projectiles, but can sense them when theirhand is pointed towards the projectile. Thus to find the projectile
players have to carefully sweep the surroundings with their hands
trying to locate it. The sensing of the projectile is purely haptic andis implemented using a glove with vibrotactile actuators. Players
can feel the vibration when they point the hand towards the ball.
The intensity of the vibration increases as the projectile gets closer.
The type of the ball can be perceived only using the thermal
feedback on the palm. Warmth for the "hot" projectiles and cold forthe "cold" ones. Players have to keep in mind that if both projectiles are in the same direction they will feel both, cold and warm
sensations, but no difference in the vibration.
Each player has only one hand equipped with thermal feedback
system, the interaction hand can also have vibrational feedback,but the feedback on the interaction hand can change depending on
the interactions being performed so it cannot be reliably used forsensing.
Players can "sense" only while they have "charge" and their eyes
are closed.

4.7

ChargeCharge is a scalar value. Players need their Charge to be above zero
to perform sensing or interactions. Charge is being depleted while
the eyes are closed and gets replenished when the eyes are open.
The maximum ammount of charge one player can have is limited
to 10, depletion and replenish rates are 1 per second.

4.8

Penalty

Penalized player looses all the charge immediately and cannot
recover it for 10 seconds.

5 IMPLEMENTATION
5.1 The GearIn this section we briefly discuss our first prototype (See Fig.1,2) anddesign of the second prototype (See Fig.3,4,5). The first prototype
was inspired by and made in form of ancient greek or roman bracers.
However we found out that the solid 3-D printed body of the bracers

DubHap: A Sensory Substitution Based Superhuman Sport

Figure 2: 10-channel PWM ERM vibrotactile actuator controller of the first prototype based on Nucleo-F446RE board
with IRLML6344 Power MOSFETs and LED indicators.

is not suitable for precise and crisp haptic feedback, as they are
conducting vibration too well. Solid structure with vibrotactile
actuators is vibrating as a one whole piece and our test users foundit hard to distinguish which actuators are in action. However the
final version is designed using soft materials that are not conducting
the vibration from the actuators. In addition to a different gear
design we also change the vibrotactile actuator type. The original
prototype is based on ERM actuators, which have longer responsetime and are harder to control. Instead of ERM we will be using
LRA actuators, as they have "crispier" feel and faster response times
and better frequency and intensity control. However if ERM can be
driven using PWM and a MOSFET, ERM require more complicatedcircuitry. Our prototypes are based on Allegro Microsystems A3909
dual full bridge drivers.
The whole setup is powered by a pack of 16500 Li-Poly batteries,
providing 3.3 to 4.7 volts. This voltage is sufficient for 3.3V powered
STM32 F303 MCU controlling the all the functions of the gear aswell as for the peltier elements and sensors. No 5V components areused in this setup.
Another noticeable improvement compared to the first prototype
is thermal feedback on the palm, that allows the users to distinguish between the two types of "energies". For thermal feedback
we use a couple of Peltier elements, driven by a PWM regulated
switched-mode power supply with adjustable voltage levels, whichallows precise control of the current and high efficiency, which
is very important for a mobile battery-driven setup. In addition
a current sensor together with MCU can virtually turn it into an
adjustable current source, which is the perfect way to drive thepeltier elements. Switched-mode PSU is necessary since the peltierelements have a high drop in efficiency when driven by PWM,
which results in increased heat emission and higher external cooling requirements, especially for the "cold" feedback element.
Even voltage or current regulated peltier elements tend to heatup and may require external cooling for "cold" feedback, especially
if the feedback is on for a long period of time. To solve this issue weare installing a water-based heat exchanger on the peltier devices(See Fig.6). Water-based heat exchangers are more efficient andSuperhuman Sports Design Challenge, July 2018, Delft, Netherlands

Figure 3: Eyewear with eye closure sensor.

Figure 4: Sensing Glove, second prototype design.

Figure 5: Action Glove, second prototype design.

Superhuman Sports Design Challenge, July 2018, Delft, Netherlands

George Chernyshov, Kirill Ragozin, Jiajun Chen, and Kai Kunze

6

CONCLUSIONSThis paper presents DubHap, a new Superhuman Sport based on
sensory substitution. We have discussed the motivation behind theconcept, proposed set of rules, and hardware implementation. It
is worth noting that the rules and hardware implementation may
undergo some changes in the future, as the proposed sport is still
being tested and hardware is polished.

ACKNOWLEDGMENTS
This work is supported by JST Sakigake grant JP-MJPR16D4.

REFERENCES

Figure 6: Peltier element with water cooling attachment.

lightweight compared to air-cooled radiators. Our test have shownthat with water cooling peltier elements can maintain constanttemperature of each side for over an hour, which is more thanenough for the game setup.
Players interact with projectiles using the action glove equippedwith an accelerometer for simple gesture recognition.
Initially we planned to use Kinect for player movement recognition and positioning in the virtual space, but initial tests showedthat HTC Vive Lighthouse based setup is more reliable for given
space size and the number of players. Good tracking system is absolutely necessary to assure good gameplay experience. Currently
this setup can be easily implemented using HTC Vive Trackers thatare commercially available.
For the eye closure detection we are using infrared photoreflective sensors mounted on eyewear, a well-explored and reliableapproach[1].

5.2Software

The virtual functionality is handled by Unity on the central server
PC. Unity renders the scene with the virtual projectiles layered
over a live video stream for the spectators and keeps track of thescore. The game field is represented as a 2D plane with 2 2D roundphysics bodies. The real game field and position of each player’sarms is mapped onto the virtual space. 2D physics engine assures
the realistic physical behaviour of the projectiles, application offorces, etc. Software on the server controls the haptic feedback oneach player’s gear and continuously queries the gear in order toaccount for players’ "charge", eye closure, etc. The gear connects
to the server via wireless transparent RS-232 bridges operatingin 418MHz-455MHz frequency band. Due to the frequency thisapproach is less susceptible to issues typical to big venues withoverloaded 2.4GHz band, used by Bluetooth and WiFi. Also RS-232 isvery hardware friendly and easy to set up in a form of a transparent
bridge, which greatly simplifies the setup while making it morereliable.

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checkmate-winning-life-strategies-chess-grandmaster. (2013).
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