Generate waka and calligraphy with Ryōkan
Web appCompose a poem and see it written in Ryōkan's hand by the generative system.ryocan.streamlit.app
Open (opens in a new tab)TeleAbsence Gaming — restoring the presence of a historical poet-monk through embodied pilgrimage play. The player walks Ryōkan's landscape, traces his calligraphy with a real brush, and recites his waka aloud — and with each act, Ryōkan returns to the world a little more.
The project is built in two stages. First, TeleAbsence Writing — the system that learns Ryōkan's hand from the Furusato manuscript and writes new sheets. Then, TeleAbsence Gaming — the pilgrimage built on it, where the player's own hand, voice, and steps bring that writing back into the world.
Ryōkan (良寛, 1758–1831) is one of the most beloved figures of Japanese cultural history: a Zen monk of the Sōtō school who declined temple rank to live in a mountain hermitage, played temari with village children, and left behind waka and calligraphy that are treasured to this day. Yet the living memory of such figures thins with each generation — the landscapes they walked are redeveloped, their works retreat into museum cases, and their presence survives only as text.
The project asks a design question: not merely to learn facts about Ryōkan, but to restore his presence through bodily acts. It answers with a playable system, Ryōkan Pilgrimage, and a genre proposal, TeleAbsence Gaming — extending the Tangible Media Group's TeleAbsence vision, interface media that evoke the presence of those who are absent, from communication media into interactive play.
The world remembers Ryōkan a little more … Ryōkan is once again present in the world.
Not score, loot, or territory. A counter — memories: n/4 — tracks how much of Ryōkan's memory has returned to the world, and every feedback line speaks the vocabulary of remembering.
Walking the pilgrimage route, tracing calligraphy stroke by stroke, reciting waka aloud, playing temari. Combat exists, but the sword is a brush.
Poems stand as ink monuments along the route, and the route itself is inscribed in the terrain — recovered by the same algorithm that reads the calligraphy.
In the fiction, a demon king has devoured the world's memory of Ryōkan. The player — the last pilgrim who remembers him — walks a stylized Echigo landscape of rice terraces, bamboo groves, and ridgelines rendered in a sumi-e-informed look, along a 3.4 km circular route that begins and ends at the same point, echoing the go-and-return structure of pilgrimage. Four ink monuments, each bearing one of Ryōkan's waka — the temari ball, cherry blossoms, the moon, and snow — stand along the way.
A real calligraphy brush with a colored marker band, tracked by webcam. Draw a circle in the air for an ink slash; open a fist to throw a temari; press palms together to enter the chanting stance.
Approaching a monument opens Ryōkan's calligraphy, hidden under hexagonal chocolate tiles. Tracing at calligraphic pace melts them away; when the sheet is complete, the brushwork revives as a wave of ink, and a translucent hand — Ryōkan's ghost — writes along.
Say the wake word, name the poem, and recite the full waka karaoke-style: each phrase lights up in gold as an offline recognizer confirms it. Recitation, not selection, is the point.
Stepping in place drives the avatar forward; steering follows the route with purpose-aware deviation toward unresolved encounters. The whole pilgrimage can be completed by walking alone.
Along the route stand statues of Teishin-ni, Ryōkan's disciple and poetic correspondent. Each opens a poetry-exchange event in which the player composes a waka of their own, guided by mora counting. The poem is rendered in Ryōkan's hand at runtime by the generative system below, joins the recitable repertoire, and can be mounted with chosen ink and paper and exported outside the game — the pilgrimage yields a real artifact: a poem of one's own in the hand of the remembered.
The training source is an authentic manuscript (shinpitsu, 真筆) of Furusato, Ryōkan's self-selected anthology of waka and a work widely regarded as the summit of his calligraphic art — acquired by the first author as an art collector and digitized for this research. From the manuscript, a generation model learns Ryōkan's letterforms and produces new calligraphic sheets for arbitrary Japanese text in his hand.
Two hallmark qualities of classical brush writing that letterform synthesis alone cannot supply are modeled explicitly: renmen (連綿), the joining of consecutive characters in one continuous gesture, and sumitsugi (墨継ぎ), the cycle of loading the brush with ink and its gradual depletion across characters.
Honest illusion. Inside the fiction, the monuments are attributed to "TeleAbsence Writing" — an intelligence that continues to write in Ryōkan's hand after his erasure — not to Ryōkan. The game declares the provenance of its artifacts truthfully, inside its own story.
Every completed sheet records, per cell, when it was melted, from which direction, and at what brush speed — a human judgment of how this calligraphy is written, produced as a side effect of play.
Animated calligraphy that replays as living ink; the ghost of the writing hand, whose tempo, pauses, and pressure become data-driven as the corpus grows; and supervision for generation, closing the loop back into TeleAbsence Writing.
Across seven iterations, gating ink flow by brush speed — too fast or too slow deposits nothing — proved the single strongest contributor to the feeling of writing. The generative side arrived at the same principle independently.
A lecture deck on the writing system behind the game — why a love letter is hard to write even with a smartphone and AI in hand, how Ryōkan can serve as a love interface, and a case study that passes a poem by Hakushu Kitahara through the hands of poets, calligraphers, and painters until it becomes a letter of one's own.
The system runs entirely on one consumer macOS machine with a built-in webcam and microphone. The game automatically spawns a Python perception process at startup and talks to it over local UDP: gesture, voice, and walk events flow into the game, while state queries and a live annotated camera wipe flow back to the HUD, so the player can always see what the camera sees.
One algorithm, two readings. The same skeletonization pipeline recovers a brush trajectory from calligraphy and a walkable road from terrain — "following the brush" and "following the path" become a single interaction principle.
A comparative user study — guided play of Ryōkan Pilgrimage against a curated book on the same four poems and 83 knowledge cards — is designed but not yet conducted. It will test whether embodied play yields higher engagement, stronger retention after two weeks, greater felt presence of Ryōkan, and more transfer toward his heritage, while expecting books to hold a slight edge in immediate factual recall. The reading, if confirmed: books teach; embodied play teaches durably and engages.
The research is built from small, open instruments. They are arranged in the traditional order of mastery — shu (守, learn the form), ha (破, break it), ri (離, leave it).
Compose a poem and see it written in Ryōkan's hand by the generative system.ryocan.streamlit.app
Open (opens in a new tab)Trace a sheet with your own hand and export the path — the tracing layer of the game, outside the game.narukama.com/ryokan/embody/
Open (opens in a new tab)The generated brushwork, drawn on paper by a pen plotter.youtu.be/eU3-bTb5yog
Watch (opens in a new tab)Turn characters into snowflake geometry ready for plotting.narukama.com/ryokan/plot/
Open (opens in a new tab)Watch snowflake calligraphy form stroke by stroke.narukama.com/ryokan/play/
Open (opens in a new tab)Snowflake calligraphy drawn on paper.youtu.be/ktS3CbBy8Dg
Watch (opens in a new tab)Write characters with falling snow — a simulation of 4,096 nozzles depositing snow onto a mask of each kana.narukama.com/ryokan/snow/
Open (opens in a new tab)narukama.com/ryokan/legacy_generate/
Opennarukama.com/ryokan/legacy_embody/
Opennarukama.com/ryokan/legacy_snowflake/
OpenAn earlier essay by the author on learning Buddhist thought with generative AI (Japanese).medium.com/@koishiyama
ReadNames. In academic and research contexts, Ko Narukama uses the name Ko Ishiyama. The project is conducted as a Research Affiliate of the Tangible Media Group at the MIT Media Lab.