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Interesting difference of
      VR research-style
between Japanese and French
     日仏VRにおける
  『面白い』研究スタイルの相違


    神奈川工科大学 白井暁彦
 Kanagawa Institute of Technology
      Akihiko SHIRAI, Ph.D
        shirai@mail.com
Conclusion at 1st page

       We should enjoy
the difference between
  Japanese and French,
     not as stressing 
Introduction

 Akihiko SHIRAI, Ph.D
 Doctor of Engineering (TITECH)
    New entertainment systems using haptics and large floor displays for children.

   Science communicator in Miraikan
    telling the future of information technology to the public

   Specialist in Entertainment Systems
    “Contents engineering and innovation”
Biography
1973 Born in Yokohama, Kanagawa, Japan.
1992-1998 Tokyo Institute of Polytechnics
  Photo engineering (bachelor) , Image processing (Master of
  Engineering)
1998- Canon, Inc. (Japan)
2000- Criterion, Inc. (UK,JP)
2001- Tokyo Institute of Technologies
  SPIDAR, haptics, real time physics (Prof.Sato Lab), Intelligent
  systems (Doctor of Engineering)
2003-2004 NHK-ES, Japan
2005-2007 ENSAM Presence & Innovation Lab, France
2008-2009 Miraikan, Japan. Science Communicator
2010 Kanagawa Institute of Technology, Information Media,
Associate Professor.
My works
Research interests in …
  Entertainment systems
  Virtual Reality
  Computer Vision
  Haptics, Robotics
  Computer Graphics
Plus…
 “Science Communicator”
    Sharing the future of technology between researcher and public.
   Volunteer works for IVRC and Laval Virtual
              IVRC http://ivrc.net
“Entertainment Systems”
Definition:
 Computer systems that was designed to
 affect to human amusements.

 Video Games, media arts, real time interactive and
 entertainment virtual reality are possible to be included.

 Cinemas and DVDs are also possible to be included but
 should focus to “computer system” like interactivity.
Laval Virutal and IVRC
 (Student competition)
  One of the big bridge
 between Japanese and
 French VR community
 Laval Virtual
     Laval Virtual in few words
     Where is Laval?
     Why in Laval?

 Laval Virtual and IVRC
     History
     Laval Virtual Awards at IVRC
Laval Virtual
   In few words

Created in 1999
LV gathers scientists, professionals, students and
general public
During 5 days
Topics: virtual/mixed/augmented reality, haptic,
realtime 3D, interactive techniques, robotic,
converging technologies

 Professional Exhibition – Le Salon
 Scientific & Professional Conference – VR Mix
 Demonstration Contest – ReVolution
 Student Competition – Virtual Fantasy
 Awards Ceremony - Laval Virtual Awards
Laval Virtual
   Where is Laval?

North-West part of France
Close to Brittany
1h30 from Paris by High-Speed Train (TGV)
Middle-size city: 50,000 inhabitants
Typical Mediaval French city

                               PARIS


              LAVAL
Laval Virtual
   Why in Laval?

Since 1999, Laval became a Pole of Excellence in
Virtual Reality
Start-up incubator
Research Laboratories
Higher Education
Technology Center (4-side CAVE, haptic devices, VR
workbench…)
In 2010, we have founded the cluster LVRC (Laval
Virtual Reality Capital)
Projects
           1998        Fantastic Phantom Slipper

           2000        RenderWare on PlayStation2

           2001-       SPIDAR and Springhead

           2002        the Labyrinth Walker

           2001-       Tangible Playroom series

           2004        Advanced 3DCG

           2005        LuminaStudio, RoboGamer series

           2006-       GPUVision series, WiiMedia series

           2008-       [Miraikan] Science Communicator, 4K Digital Cinema

           2010        [KAIT] Scritter series, ResBe



Slide 13
©Akihiko SHIRAI, Ph.D
Fantastic Phantom Slipper




           Real-time motion capture using slipper style
            interface.
           Special vibro-tactile, “Phantom Sensation”
Slide 14
           Semi-dome style immersive screen.
©Akihiko SHIRAI, Ph.D
RenderWare on PlayStation2

             RenderWare is a middleware for RT3D CG.
             Multiplatform coding environment.
              (PC,PS2,DC,Xbox,Gamecube…)
             Innovative speed up in producing method.

             Worked for development and
              implementation for Japanese game
              developers.

             Learned their technique, style, culture,
Slide 15
              future…
©Akihiko SHIRAI, Ph.D
SPIDAR and Springhead
                                                                 Artworks, “Dynamo::taboo”
         SPIDAR        (SPace Interface Device for Artificial
          Realities)

            Invented by Prof.Sato at 1991.
            String based haptics interface.
         Springhead
            Framework and SDK for SPIDAR.
             Artificial beetle            Spinning top and pinball
            Real-time physics engine.




Slide 16
©Akihiko SHIRAI, Ph.D
the Labyrinth Walker
       Locomotion interface without wearing interfaces.
       4 pressure sensors and motor controlled turn-
        table.
        It detects human walking steps and its orientation.
       Its artworks are imported from 3DSMax via VRML2.0 files.


       Demonstrated at SIGGRAPH2002 E-Tech as
        “A New Step-in-Place Locomotion Interface for
        Virtual Environment With Large Display System”.


       Some children museum
         had interest to use it.
Slide 17
©Akihiko SHIRAI, Ph.D
Tangible Playroom

               New entertainment system for future
                children
                 Replacing current home TV games.

                 Haptics, full body motion oriented.
                  Using large display and SPIDAR style force feedback devices.


                 Contents using Real-time Physics.
                  Not a fake, educational experience using human size VR.




Slide 18
©Akihiko SHIRAI, Ph.D
“Tangible Playroom”, version
                          2001


                                                  Exhibition project using virtual
                                                   reality technologies.
                                                  Big size SPIDAR(H4xW2xL3 m).
                                                  Immersive large floor screen
                                                   using network connected
                                                   multi-projection system.

                             At Osaka, Japan      A.I. and real time physics.
                                                   Players can interact with
                                                   artificial characters by their
                                                   whole body.
                                                  It could show a possibility of
                                                   “haptics entertainment” but it
Slide 19                                           was very huge to experiment.
©Akihiko SHIRAI, Ph.D
A content of
                         Tangible Playroom
     “Penguin Hockey”




     The first but most characteristic content of Tangible Playroom.
     Players have to recognize shape and touch of objects via haptics.
     The player is designed as a partner of loser penguin.
     To get a point, players have to put a snowman to each goal.
     The player can feel difference of the weights between snowmen and
     penguins.
Slide 20
©Akihiko SHIRAI, Ph.D
“Tangible Playroom”
                                    version 2002


                                                      Redesigned for future
                                                       home computer
                                                       entertainment system.
                                                      Implement to living room.
                                                       Experimented about
                                                       modes of haptics and
                                                       projection.
                                    Image sketch      It was suitable for
                                                       experiment but it couldn’t
                                                       experiment at outside of
                                                       the laboratory.
Slide 21
©Akihiko SHIRAI, Ph.D
                          At Sato Laboratory
“Tangible Playroom”
                                    version 2003


                                                     To get more natural data when
                                                      children play the game, it
                                                      should be mobile.
                                                     135cm cubic frame.


                                                      Experimented about difference
                                                      of behaviors between Japanese
                                                      and American children.

                        At SIGGRAPH2003 SIGKIDS
                                                     It can record players motion
                                                      naturally but it isn’t so enough
                                                      to walk freely.
Slide 22
©Akihiko SHIRAI, Ph.D
“Tangible Playroom”
                                    version 2004

 At Laval Virtual 2004
                                       To keep mobility and large field,
                                        the encoder motors can be
                                        attached to structures by
                                        clamps.
                                       All of systems can be carried
                                        by one person by his hand.




Slide 23
©Akihiko SHIRAI, Ph.D
Tangible Playroom
                         -content example 1-




                 “Geographic simulator” using force feedback.
Slide 24
©Akihiko SHIRAI, Ph.D
Tangible Playroom
                          -content example 2-




               Balloon simulator with wind force feedback.
Slide 25
                   The girl can play with a toy with image recognition.
©Akihiko SHIRAI, Ph.D
Evaluations of TangiblePlayroom

     Evaluations concept realization
     Activation behaviors of players
     Players categorization
     Questionnaire (subjective method)


     Biometrical (other evaluations be needed)



Slide 26
©Akihiko SHIRAI, Ph.D
Physical Evaluation of display methods
                          -raw data of motion sensor on player-




Slide 27
©Akihiko SHIRAI, Ph.D
Physical Evaluation of force feedback
                          -recorded data of SPIDAR pointer(FF-OFF)-




Slide 28
©Akihiko SHIRAI, Ph.D
Physical Evaluation of force feedback
                          -recorded data of SPIDAR pointer(FF-ON)-




Slide 29
©Akihiko SHIRAI, Ph.D
Physical Evaluation of force feedback
                          -recorded data of SPIDAR pointer(FF-OFF)-




Slide 30
©Akihiko SHIRAI, Ph.D
Physical Evaluation of force feedback
                          -recorded data of SPIDAR pointer(FF-ON)-




Slide 31
©Akihiko SHIRAI, Ph.D
Short Conclusion of TangiblePlayroom


     Concept to Development
     it was needed 4years, but not finished.
     Ordering concepts is very important!
      because huge system need huge resources.



     Develop several type and applications


     Separate and Evaluate it in physical measures.
     it can makes approach “mixed” works to scientific works.




Slide 32
©Akihiko SHIRAI, Ph.D
Advanced 3DCG
                         In NHK-ES

       Photo realistic real-time computer graphics for next
       generation TV environment.
       Global illumination, Image based lighting…




Slide 33
©Akihiko SHIRAI, Ph.D
Where is Laval ?
Why Laval?
Worm pesonality




Judo friends
               *Mr.Kanoh Jigoro
“LuminaStudio”

        Motivation: New keying tech.
             Focusing to develop
               the next generation of chroma-key.


             Chroma key is good but…
              + Traditional method.
              - The actors cannot see the objects.
              - “Keying color” should be robust.
                  (We would like to use more color for keying!)
Slide 36
©Akihiko SHIRAI, Ph.D
Supportive “invisible” display
                                       (for audience)
                                                    Final composite
                                                        (real time)
      Virtual studio


                                       Projection       Scene




                                              CG sources

        Actors can see the objects.
        Additional information from director.
Slide 37
        Cooperative with current virtual studio technologies.
©Akihiko SHIRAI, Ph.D
Concept of “Lumina Studio”


         Cheaper method using PC based tech.
              Simple setup
              GPU (Graphics Processing Unit) blending

         Cooperative with current methods.
              Non-exclusive use with chroma-key
              Luminance intensity from projector
               has possibility to make contrasts.
              Specialized Hardware will be possible,
               but it is not flexible and cheap.
Slide 38
©Akihiko SHIRAI, Ph.D
Lumina Studio

              Configuration
                                          Blue sheet
                                          (color is free!)
                           I can see!



                                         Transparent wall
                                         (A.k.a. glass)


                                         Projector
                                         ANSI 2000 Lumen



              If the blue illuminated area
              is overloaded by high-quality video,
Slide 39      it can make a new composing method!
©Akihiko SHIRAI, Ph.D
PixelShader technique
                                                       RGB – YCbCr conversion matrix
                                                                                        One line RGB texture
                                  Camera                 0.299
                                                        
                                                                   0.587  0.114 
                                                                                                            Luminance
                                                    C    0.172  0.339 0.511                             Chroma
 Rendering / Stream                    IEEE1394/SDI      0.511  0.428  0.083 
                                                                                                           Matt
                                                           1.000    0     1.371 
    CG source                     Capture               1
                                                                                         Tone profile
                                                       C  1.000  0.336  0.698 
                                                           1.000 1.732      0 
                Texture Locking                                                  


                                                  C     Color Space Conversion    C-1
                          Color Correction              (Matrix multiplication)         Tone curve        Lumina key
                                                               luminance                 correction
           Background                 Foreground                                                          Chroma key
                                                             chrominance
                                                Matt
                        Blend                                                                Blend
                                                Pixel Shader Compositions
                          Texture Unocking

                                      Texture                      Video source
        3D Effects
                                                       DVI-HDTV              H/W Keying

                                      Render                          Keying                          Broadcasting

  Combination of Chroma and Lumina keying using PixelShader.
Slide 40
©Akihiko SHIRAI, Ph.D
PixelShader technique
            Source (daylight)
  White screen             Blue screen




    Blue structure      Color bars           Lumina key   Chroma key
         Composed (real time)                                CG Source



                                     Blend



                                                          Matt
Slide 41
©Akihiko SHIRAI, Ph.D
Details
       Real-time Video composing software.
         Input source is IEEE1394 DV Capture (30FPS)
         Running on Laptop PC
          (CPU:1.7GHz, GPU:ATI Radeon9700)
         It runs over 100FPS. (not optimized!)
       “Tone Profile” is a small texture file.
        Then the tone correction easier than coding.

                                256x1 pixels RGB color
                                 Red :Lumina
                                 Green:Chroma
Slide 42
                                 Blue :Matting
    0
©Akihiko SHIRAI, Ph.D         255
Evaluation Experiment

      Focused to make a “training
       environment”
            Because its advantage is “visible”.



      Tasks for participants (6 French
       students)
       Play a weathercaster for 30 sec.
       Read an English script (non-native language).
       Playing with virtual character.
       2 Groups:“Paper-Lumina” or “Lumina-Paper”
Slide 43
©Akihiko SHIRAI, Ph.D
Result:time to finish
                                  Group A ( Paper - Lumina )                                                  Group B ( Lumina - Paper )
                         44                                                                          44
                                                                     B.D                                                                         D.C
                         42                                                                          42
                                                                     K.J                                                                         Y.A

                         40                                          G.B                             40                                          P.Y

                         38                                                                          38




                                                                                sec. (target = 30)
    sec. (target = 30)




                         36                                                                          36

                         34                                                                          34


                         32                                                                          32


                         30                                                                          30


                         28                                                                          28
                                                        PROPOSED                                          PROPOSED
                         26                                                                          26


                         24                                                                          24
                              1    2   3   4    5   6    7   8   9         10                             1    2   3   4   5    6   7   8    9         10

                                  trial ( 1-5: Paper, 6-10: Lumina)                                           trial ( 1-5: Lumina, 6-10: Paper)

      Suggested method decreased its training time.
Slide 44
©Akihiko SHIRAI, Ph.D
GPUVision
                   software design



              Camera                      Referential image
          USB/IEEE1394                        Parameter Textures


            Capture                                 Source video


                                                     float4 PS_TopHead(VS_OUTPUT IN) : COLOR0
                                                     {
                                                        float4 Col;
                                                        float2 pos;
                                                        Col = 0.0f;

                                                       Col.r += smoothstep( 0.2f, 0.45f , length( tex2D(movtex, IN.TexUV)
                                                     - tex2D(tex1, IN.TexUV)) ) * smoothstep(0.0f,0.5f,-cos( IN.TexUV.y * 3.141592));

                                                        Col.g += smoothstep( 0.2f, 0.45f , length( tex2D(movtex, IN.TexUV)
                                                      - tex2D(tex1, IN.TexUV)) ) * smoothstep(0.0f,0.5f,+cos( IN.TexUV.y * 3.141592));

         Pixel count                                 }
                                                        return Col;


                                                                              GPU Program (Text file)
                                                     Filtered

           Network
                               Position
       CPU Program                                           AceSpeeder2
Slide 45
                               UDP/IP
©Akihiko SHIRAI, Ph.D
GPUVision
                   screenshot



                  Source video   GPU Processing

                                                      Filtered image
                                                  [GPU Processing]
                                                  •Comparing with a
                                                  reference image

                                                  •Color toning by height




                                                    Detected position

                                                  [CPU Processing]
                                                  •Counting only for targeted
                                                  color (=green and red)




Slide 46
©Akihiko SHIRAI, Ph.D
GPUVision
                   one application for a racing game interface




     Input left or right, and boosting
     •With full body motion
     •Witouht markers
     •Auto calibration
     •Non limitation for users
         •Nationalities (skin colors)
         •Clothes
Slide 47
         •Heights (<120cm)
©Akihiko SHIRAI, Ph.D
Comparing interfaces




Slide 48
©Akihiko SHIRAI, Ph.D
Design Evaluation




Slide 49
©Akihiko SHIRAI, Ph.D
“RoboGamer”
                         Physically connected robotic game player




Slide 50
©Akihiko SHIRAI, Ph.D
Slide 51
©Akihiko SHIRAI, Ph.D
Short Conclusion of RoboGamer

     It can change and control current HI,
     Without modifying target game systems.


     New Human Interface research


     Standard Player


     Players Emulation
Slide 52
©Akihiko SHIRAI, Ph.D
Why I work in Laval?

             Academic vs Industrial
             Industrial engineers don’t focus to academic topics.
              Paper, presentation, knowledge sharing…

             Academic VR researchers don’t improve in the field.
              They should enlarge their technique for general public more.

             “Laval” has a chance.
             The base city of VR research.
             Collaboration with laboratories and companies.
             “Laval Virtual”, the biggest VR convention in Europe.
             A theme park project, “Parc de l‘Aventure Virtuelle”.
Slide 53     VR/Entertainment/Interactive need acceptance
©Akihiko SHIRAI, Ph.D
Laval Expertise Network in
                         Virtual Reality organization


                                        Enterprises




The general public                                    Research and
                                                       Education



Slide 54
©Akihiko SHIRAI, Ph.D
Laval Expertise Network in
                         Virtual Reality organization

                                                       Laval Mayenne Technopole
                                                               Haption(haptic device),
                                                                Nautilus(RT contents),
                                         Enterprises              Okenite(3D images),
                                                            Animazoo(motion capture),
                                                                Lingua(AI translation),
                                                               Bayezia(Expert system)




                                                            Presence & Innovation Lab.
                                                            Master course of VR
“Virtual Adventure”
Theme park
                                      Laval Virtual         Master course of IVI(soon)
                                                                       ESIEA(Info/Auto)
                                                                       ESTACA(Transport)
                        The general                       Research and ESCIN(Digital Arts)
                           public                           Education


Slide 55
©Akihiko SHIRAI, Ph.D
Basic research for
                          future entertainment platform


              Needs
             Full body interaction system with force feedback
             Attractions for the theme park
             Laval Virtual annual exhibition
             Stable, easy maintenance, and safe
             Of course, it should be fun! (…or educational)


              Seeds
             Wire based haptics system, SPIDAR.
             Real time rigid body simulation for haptics system, Springhead.
             Advanced 3D graphics running on real time.
Slide 56
©Akihiko SHIRAI, Ph.D
Core technologies



                   Haptics                                     Computer Vision
       SPIDAR      in CAVE                                   GPU     Image processing
       Safety,   stable, easy         A new generation of    Rapid     camera
                                    “Tangible Playroom”:      New     tracer method
                                    Entertainment Platform
                                      for future children

               Display Tech.                                      Evaluation
                                                             Physicalevaluation
         Real-time     Rendering                              (non subjective)
         New   display tech.                                Excitement      model
Slide 57   Stereo, Fog, HMD…
©Akihiko SHIRAI, Ph.D                                        Field   works
Haptics

               SPIDAR in CAVE Style Display
                Big size SPIDAR has some problem to keep its
                precision.


               Safety, stable, easy maintenance
                 Design, Looks & Feels
                 Robotics, controlling
                 Software technique
                 Hardware technique

Slide 58
©Akihiko SHIRAI, Ph.D
Computer Vision

             GPU Image processing and recognition
              New techniques on Graphics Processing Unit.


             Rapid camera
              300 FPS, IEEE1394 interface


             New tracer method
              Motion capture, human tracer, eye tracker…



             These technologies improve VR more!
Slide 59
©Akihiko SHIRAI, Ph.D
Roadmap in 2006


                                                       Evaluation


                                        Haptics

                        Display Tech.

                                                             Product
            Computer Vision                Prototype



       Enlarging Key Technologies        Integration       Realizing!

                 1st year               2nd year           3rd year



Slide 60
©Akihiko SHIRAI, Ph.D
Differences, Same things [Fr]
     Hierarchy in high education (Master Pro/Reserch)
     Professor works until 16h30. (some exception)
     Family is most important
     Long holiday in summer
     Hand maid (=bricorage, artisanale)
     Well optimized working style
     Work in a small, smart team.
     Mathematics, Philosophy and concepts
     Speak in French is much faster than English
     But speaking method is longer and complicated
Slide 61
©Akihiko SHIRAI, Ph.D
I had back to Japan, Miraikan

                                              1995 The Basic Law on Science and Technology
                                                        Enacted for Japan to become a scientifically
                                                        and technologically creative nation.
                                              1996 The Basic Plan for Science and Technology
                                                        Formulated to develop comprehensive and
                                                        strategic plans.
                                              1998 The construction of the “Tokyo Academic Park.”
                                                        – A base providing information in International
                                                        Exchange, Partnership among Industry,
                                                        Academia and Government, and the latest
                                                        Science and Technology.
                                              2000 The General Supervising Committee
                                                      Formed of members with academic experience.
   Lot Area : 19,636㎡
                                                      Mamoru Mohri (astronaut) was inducted as
   Exhibition Floor Area : 7,950㎡
                                                        Executive Director of Miraikan.
   Operation & Management Staffs : 137        2001 The National Museum of Emerging
                                                      Science and Innovation (Miraikan)opened.

   Symbol and Logotype
  ※Miraikan is operated by JST as one of the main activities of
  “Program for Promoting Public Understanding of Science and Technology.”
Slide 62
©Akihiko SHIRAI, Ph.D                                                                                     -1-
Miraikan’s Brand Slogan




                        Open your mind            See a whole
                        to science                new World
Slide 63
©Akihiko SHIRAI, Ph.D
日本科学未来館
『アナグラのうた~消えた博士と残された装置~』
レーザーセンシングによる非装着体験者追跡,
複数プロジェクタによる大規模な没入空間,
Slide 64
自動生成楽曲などにより情報科学の未来を楽しく伝える
©Akihiko SHIRAI, Ph.D
Differences, Same things [Jp]
     Big speaker take decisions
     Mostly works until midnight.
     Family is might be important
     Very optimized holiday in summer
     Hand maid (=maestro)
     Well optimized working style, especially in trains
     Work in a structural, flat team.
     Difference in “Ph.D” and “Dr.Eng”
     Speak in Japanese is sort of philosophy in Japanese
     “Speaking shortly” is cool. Kanji is helpful.
Slide 65
©Akihiko SHIRAI, Ph.D
Conclusion in middle

       We should enjoy
the difference between
  Japanese and French,
     not as stressing 
Collaboration techniques for Japanese
   “French” is not difficult, “Nihongo” is so.

   Don’t send a lot of emails on Monday

   Take a sleep but wake up early in France

   Believe, negotiate and enjoy 
Collaboration techniques for French
   “French” is not difficult, “Nihongo” is so.

   Don’t send a lot of emails on Monday

   Take a sleep but wake up early in France

   Believe, negotiate and enjoy 
SCRITTER – IMAGE HIDING USING 3D
2X3D – HYBRID 2D+3D

           Naked eye : 2D
       Single filtered glass: 3D
   Accepted by SIGGRAPH ASIA 2012 Emerging Technologies!
PARAOKE – NEW AR FOR KARAOKE

 “Parallel Augmented Reality for Audience-Oriented
  Karaoke Entertainment”
   聴衆志向のカラオケエンタテイメントのためのパラレルAR
   Laval Virtual ReVolution 2012
   Jean-Jaque Goldman “Je te donne”, “Sur le pont d’Avigion”,
    Hatsune Miku+ Crementine “Chocolatier enchantee”….
Mr. Koki Nagano says:
・馴れ初め
 3月の東工大卒業から、USCの2012年秋学期が始まるまで時間があったので、アメリカで先に研究
  を始めたいと思っていました。すでに合格をもらっていたUCFのSumanta Pattanaik先生に、卒業
  後しばらくの期間、一緒に研究ができないか聞いたところ、先生が4月の終わりから5月まで、フ
  ランスの共同研究者のKadi Bouatouch先生の所で一緒に研究をするので、「一緒に来てもいい」
  と言われ、行くことにしました。自費でも行くつもりでしたが、最終的に財団から補助をもらう
  ことが出来ました。
・受入機関
 IRISA (http://www.irisa.fr/) 建物はINRIAと共同で、同じ研究室でも所属がIRISAの人やINRIAの人な
  ど、様々な人が共同的に働けるような環境でした。ご存知かもしれませんが、IRISAやINRIA
  Rennesの周りには、グランゼコールのsupelecやINSAなどがあり、この一帯が学生の街というよう
  な感じでした。自分は、月277ユーロのINSAの学生寮に住んでいました。
・成果
 Sumanta先生のプロジェクトなので、どこまで詳細に書いていいのかわかりませんが、フランス
  では、偏光を考慮したVector Radiative Transfer Equation(ベクトル放射伝達方程式、通称VRTE)
  を解くための手法に関するプロジェクトに関わっていました。CGのボリュームレンダリングで必
  ず登場するRadiative Transfer Equation (放射伝達方程式 通称RTE)とは違い、VRTEでは偏光が考慮
  されるので、さらに物理的に忠実で写実的なレンダリングができるだろうというのがプロジェク
  トの狙いです。CGの分野では、偏光まで考慮したレンダリングなどはあまりなじみがないと思い
  ますが、VRTEの理論はリモートセンシングや熱工学、大気に関する学問では非常に多くの先行研
  究があります。インターン自体は、1か月と非常に短かったため、あまり多くの事は出来ません
  でしたが、先行研究の調査や、CGへの応用、今後のプロジェクトの方向性について話し合い、根
  幹となるレンダリング手法の開発として、SIGGRAPH論文
  (http://dl.acm.org/citation.cfm?id=1477933)の実装などをおこないました
  (煙のレンダリング)。
Mr. Koki Nagano says:
  ・研究スタイルで気がついたこと
   まず1番に思ったことは、みな朝早く(朝8時はすでに、オンキャンパスに住んでいる学生
    の登校時間のピーク)、帰りが早い(17時から18には、建物から学生も教授もほぼいなく
    なる)ということです。できるだけこちらの生活スタイルに合わせようと思いましたが、
    1か月でできる限りのことをやろうと思っていたので、朝早く登校、日没の夜22時くらい
    に誰もいないラボから1人帰宅という状況でした。また、5月は祝日と休日で半分くらいが
    休日で、かなりやすみが多かったので最初は休むことに戸惑いましたが、「自分の責任に
    おいて、休む時は休んで、その分頑張るときに頑張れば良い」と思うようになり、気持ち
    や生活にメリハリがつくようになりました。午前中には、ラボのみんなでコーヒーブレイ
    クに行き、お昼は先生が「ごはんを食べに行こう」とみんなを誘ってランチに出かけ、午
    後はまたコーヒーブレイクがあり、先生も学生指導に熱心で、研究室は非常にいいチーム
    でした。研究室のポルトガル人の学生が「フランスは、productivity(単位時間当たりの仕
    事量)が世界で1番高い国だと思う」と言っていたことが印象に残っていますが、その通
    りだと思います。
                                       In LIGHT STAGE, USC ICT

・その後
 USCのLight Stageは、偏光を使い
  measurementベースでレンダリングをする
  優れた技術を持っているので、今後フラ
  ンス側との共同研究に発展することを期
  待しています。その際は、両方の研究室
  に関わった自分が軸になれるように頑張
  りたいと思っています。
 Web:Luminohope.org
Laval Virtual and IVRC
   History

Cooperation between Laval Virtual and IVRC begun in
2003
Sharing demonstrations between France and Japan for
the mutual promotion of Virtual Reality and Knowledge


  Ants in the
  pants (2008)

                                  Yotaro (2009)

  Column Gear (2010)            Jory Jory (2011)




  Petanko Roller (2012)
                              Winner
                               2013
                                ???
Laval Virtual and IVRC
  Laval Virtual Awards at IVRC


Winner of Laval Virtual Award in
IVRC will be announced during IVRC
2012 Tokyo final Stage.

A team (3 members) will be invited
for Laval Virtual 2013
    - round-flight tickets, train
    - hotel
    - food
20th to 24th March in 2013
Professional 3 days + Public 2 days
      Best testing place of your innovation 
History of Laval Virtual, 15 years and more
• Laval Virtual was created in 1999. The idea of the project was launched by
  Mr François d'Aubert, Mayor of Laval at this time, and former French
  Minister of Research and Industry. The main idea of Laval Virtual was to
  create an event gathering professionals (users, manufacturers,
  scientists...), students and general public.
  Laval Virtual was the first step of a more important project. This project
  was to make Laval a pole of excellence in VR, with the creation of Laval
  Mayenne Technopole, CLARTE, some companies, laboratories, high-school
  education...

History of Laval Virtual ReVolution
•   First edition was in 2006. I've attached a complete list of ReVolution winners from
    2006 to 2012. Some details are missing for edition 2006 and 2008.

Collaboration with ACM
• Since 2005, with ACM, we have an in-cooperation agreement (TMRF)
• Since 2006, with ACM Siggraph, we have signed a Cooperation Agreement
  (Space exchange, complimentary registrations, promotion exchanges)
• Since 2006, with E-Tech, we have signed a Memorandum of
  Understandings, for demos exchanges.
Powder Screen Robogamer 3 SUIRIN Transparent Cool Wet-Free Water ReVolution 2007 Accepted Class "Invited" LivePic - Keio University (Japon)
BodyRevolution – National Taiwan University (Taïwan) Shared Design Space - Digital Media, Upper Austria University of Applied Sciences (Autriche)
Interactive Fountain – JAIST (Japon) Globe4D – Globe 4D (Pays-Bas)                     Accepted Class "Welcome" Tiny Dancing Robots: Display-Based
Computing for Multi-Robot Control System - University of Electro-Communications (Japon) Chronospheria - Tama University (Japon) CREATUREs
Thermoesthesia - Kumiko KUSHIYAMA, Shinji SASADA (Japon) Freqtric Drums: A Musical Instrument that Uses Skin Contact as an Interface - Tetsuaki
Baba, Kyushu University (Japon) Come Over Here, or Catch You! – NTT (Japon) Virtual Fencing - Escrime Virtuelle – P&I Lab. (France) Goemon:
Spiritual Forces Visualization – P&I Lab. (France) Class "special encouragement for student project" A Sand-Create – Gifu University (Japon) ReVolution
2008 Accepted Class "Invited" Comino Ant in the Pants Popping-Pump BYU-BYU-View: A Wind Communication Interface Kagekami Accepted Class
"Welcome" MOVE NRC Experience Systems Digital Rubbing Sound Quest "L'Oreiller Rêveur" ("The Dreaming Pillow") Phantasm Magnetosphere
Another photosharing application buit on IntuiFace Morpho Towers / Two Standing Spirals ReVolution 2009 Accepted Class "Invited" YOTARO,
University of Tsukuba LevelHead, N/A Copycat Hand for All, University of Tsukuba Space Trash, Institute of Graphics and Paralell Processing, JKU, Linz
Accepted Class "Welcome" Babbage Cabbage, Mixed Reality Lab, National University of Singapore Thermotaxis, Yonakani Musical "gugugugu" and "A~",
Otobane Project LightTwist, Laboratoire Vision3D La flèche de l'odeur, Kanazawa Technical College Catopsys project, University of Auvergne BrickLayer,
Kyoto University Joystick everywhere, University of Tsukuba Scoop-and-Release, Tama University Good-bye feet!, University of Tokyo and Tokyo
University of the Arts Surrounding of Firefly, The University of Electro-Communications Laval VRchive, Tokyo Metropoilitan University / Photon, Inc
ReVolution 2010 Accepted Class "Invited" PhotoelasticTouch: Transparent Organic User Interface using Photoelasticity, The Univ. of Electro-
Communications (Japan) CRISTAL - Control of Remotely Interfaced Systems using Touch-based Actions in Living spaces, Media Interaction Lab (Austria)
Spider Hero, Japan Advanced Institute of Science and Technology, Arts et me! tiers ParisTech (Japan and France) JishoDesk, Tama University / ESIEA
(Japan and France) ColumnGear, Toyohashi University of Technology Accepted Class "Welcome" Haptic Canvas, BioImaging Laboratory, Osaka
University (Japan) Pull-Navi, The University of Electro-Communications (Japan) Bubble Click, Sony CSL (Japan) Development of a pregnancy experience
system “Mommy Tummy”, Kanazawa Technical College and Kanazawa Institute of Technology (Japan) Camera-less Smart Laser Projector, Ishikawa
Komuro Laboratory – the University of Tokyo (Japan) Air-Hair, Tokyo Institute of Technology SSR (Japan) ProFORMA: Probabilistic Feature-based On-
line Rapid Model Acquisition, Cambridge University (United Kingdom) 3D Input Interface for Mobile Devices, University of Tokyo (Japan) Tiny Dreamy
Stories, University of Tokyo (Japan) ARPool, Queen's University (Canada) AR-View: An Augmented Reality Device for Digital Reconstruction of Historical
Sites, Beijing Institute of Technology (China) Tuvalu Visualization Project (4K UHD version), Graduate School of System Design, Tokyo Metropolitan
University (Japan) Immersive Music Painter, Université Technologique de Compiègne (France) Tactile mushroom, University of Tsukuba (Japan) A Note
of Sparking, Graduate School of Interdisciplinary Information Studies, University of Tokyo (Japan) Future Footsteps, The University of Tokyo (Japan)
Scritter , Tokyo Institute of Technology (Japan) ReVolution 2011 « Invited Class » Hinoco, Toyohashi University of Technology (Japan) Jory Jory,
Graduate School of Information Science and Technology, Osaka University (Japan) Sense-roid, The University of Electro-Communications (Japan) The
Interactive Tops, The University of Electro-Communications (Japan) « Welcome Class » Bird-Call Window, Tokyo Denki University (Japan) Biri-Biri, Meiji
University (Japan) CartooNect, KAIT Shirai Lab (Japan) CASMCam, Tama University (Japan) Ether Synthesizer, Roomoot (Japan) Forward To The Past,
Ville de Rennes (France) Invoked Computing, The University of Tokyo (Japan) Keyhole ?, Tokyo Interaction Center (Japan) Mr Spintop, Kanagawa
Institute of Technology (Japan) Sound Forest, Graduate School of Media Design, Keio University (Japan) Touchable 3D Television System, National
Institute of Advanced Industrial Science and Technology (AIST) (Japan) ReVolution 2012 « Invited Class » ClaytricSurface, Koike Laboratory, The
University of Electro-Communications (Japan) ePawn Arena, ePawn (France) MoleBot, Design Media Lab, KAIST (Korea) Petanko Roller, Kakehi Lab,
Keio University" (Japan) What a Loving, and Beautiful World, TEAM-LAB (Japan) « Welcome Class » Ethereal Flashcards, Tama University, Idehara
Laboratory (Japan) Haptic Duplicator, Tachi Lab, Keio University (Japan) Neu, Marco Marchesi (Italy) PARAOKE, KAIT, Kanagawa Institute of
Technology (Japan) RV-BorderGuards3, Ritsumeikan - Ohshima Lab (Japan) Silent Humming, Inami Lab, Keio University (Japan) smoon, JST Agency,
ERATO, IGARASHI Design UI Project, Inami Lab. (Japan) SplashDisplay, Koike Laboratory, The University of Electro-Communications (Japan)
TECHTILE toolkit, Tachi Lab, Keio University (Japan)
Laval Virtual Revolution is:
One of the final goal of IVRC projects,
The most close way to SIGGRAPH
Emerging Technology 2013,
And « the another world » for USA
and Japanse VR researchers

Further information on:
http://www.laval-virtual.org/revolution

DEADLINE WILL BE MID OF JANUARY
THEME:
The NEXT BIG STEP
                 (=not as a small technical demo!)
Conclusion at the final page
             We should enjoy
      the difference between
        Japanese and French,
           not as stressing 

Thanks for your participation!
         Akihiko SHIRAI shirai@mail.com

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Interesting difference of VR research-style between Japanese and French / 日仏VRにおける 『面白い』研究スタイルの相違

  • 1. Interesting difference of VR research-style between Japanese and French 日仏VRにおける 『面白い』研究スタイルの相違 神奈川工科大学 白井暁彦 Kanagawa Institute of Technology Akihiko SHIRAI, Ph.D shirai@mail.com
  • 2. Conclusion at 1st page We should enjoy the difference between Japanese and French, not as stressing 
  • 3. Introduction  Akihiko SHIRAI, Ph.D  Doctor of Engineering (TITECH) New entertainment systems using haptics and large floor displays for children.  Science communicator in Miraikan telling the future of information technology to the public  Specialist in Entertainment Systems “Contents engineering and innovation”
  • 4. Biography 1973 Born in Yokohama, Kanagawa, Japan. 1992-1998 Tokyo Institute of Polytechnics Photo engineering (bachelor) , Image processing (Master of Engineering) 1998- Canon, Inc. (Japan) 2000- Criterion, Inc. (UK,JP) 2001- Tokyo Institute of Technologies SPIDAR, haptics, real time physics (Prof.Sato Lab), Intelligent systems (Doctor of Engineering) 2003-2004 NHK-ES, Japan 2005-2007 ENSAM Presence & Innovation Lab, France 2008-2009 Miraikan, Japan. Science Communicator 2010 Kanagawa Institute of Technology, Information Media, Associate Professor.
  • 5. My works Research interests in … Entertainment systems Virtual Reality Computer Vision Haptics, Robotics Computer Graphics Plus…  “Science Communicator” Sharing the future of technology between researcher and public.  Volunteer works for IVRC and Laval Virtual IVRC http://ivrc.net
  • 6. “Entertainment Systems” Definition: Computer systems that was designed to affect to human amusements. Video Games, media arts, real time interactive and entertainment virtual reality are possible to be included. Cinemas and DVDs are also possible to be included but should focus to “computer system” like interactivity.
  • 7. Laval Virutal and IVRC (Student competition) One of the big bridge between Japanese and French VR community
  • 8.  Laval Virtual  Laval Virtual in few words  Where is Laval?  Why in Laval?  Laval Virtual and IVRC  History  Laval Virtual Awards at IVRC
  • 9. Laval Virtual In few words Created in 1999 LV gathers scientists, professionals, students and general public During 5 days Topics: virtual/mixed/augmented reality, haptic, realtime 3D, interactive techniques, robotic, converging technologies  Professional Exhibition – Le Salon  Scientific & Professional Conference – VR Mix  Demonstration Contest – ReVolution  Student Competition – Virtual Fantasy  Awards Ceremony - Laval Virtual Awards
  • 10.
  • 11. Laval Virtual Where is Laval? North-West part of France Close to Brittany 1h30 from Paris by High-Speed Train (TGV) Middle-size city: 50,000 inhabitants Typical Mediaval French city PARIS LAVAL
  • 12. Laval Virtual Why in Laval? Since 1999, Laval became a Pole of Excellence in Virtual Reality Start-up incubator Research Laboratories Higher Education Technology Center (4-side CAVE, haptic devices, VR workbench…) In 2010, we have founded the cluster LVRC (Laval Virtual Reality Capital)
  • 13. Projects  1998 Fantastic Phantom Slipper  2000 RenderWare on PlayStation2  2001- SPIDAR and Springhead  2002 the Labyrinth Walker  2001- Tangible Playroom series  2004 Advanced 3DCG  2005 LuminaStudio, RoboGamer series  2006- GPUVision series, WiiMedia series  2008- [Miraikan] Science Communicator, 4K Digital Cinema  2010 [KAIT] Scritter series, ResBe Slide 13 ©Akihiko SHIRAI, Ph.D
  • 14. Fantastic Phantom Slipper  Real-time motion capture using slipper style interface.  Special vibro-tactile, “Phantom Sensation” Slide 14  Semi-dome style immersive screen. ©Akihiko SHIRAI, Ph.D
  • 15. RenderWare on PlayStation2  RenderWare is a middleware for RT3D CG.  Multiplatform coding environment. (PC,PS2,DC,Xbox,Gamecube…)  Innovative speed up in producing method.  Worked for development and implementation for Japanese game developers.  Learned their technique, style, culture, Slide 15 future… ©Akihiko SHIRAI, Ph.D
  • 16. SPIDAR and Springhead Artworks, “Dynamo::taboo”  SPIDAR (SPace Interface Device for Artificial Realities)  Invented by Prof.Sato at 1991.  String based haptics interface.  Springhead  Framework and SDK for SPIDAR. Artificial beetle Spinning top and pinball  Real-time physics engine. Slide 16 ©Akihiko SHIRAI, Ph.D
  • 17. the Labyrinth Walker  Locomotion interface without wearing interfaces.  4 pressure sensors and motor controlled turn- table. It detects human walking steps and its orientation.  Its artworks are imported from 3DSMax via VRML2.0 files.  Demonstrated at SIGGRAPH2002 E-Tech as “A New Step-in-Place Locomotion Interface for Virtual Environment With Large Display System”.  Some children museum had interest to use it. Slide 17 ©Akihiko SHIRAI, Ph.D
  • 18. Tangible Playroom  New entertainment system for future children  Replacing current home TV games.  Haptics, full body motion oriented. Using large display and SPIDAR style force feedback devices.  Contents using Real-time Physics. Not a fake, educational experience using human size VR. Slide 18 ©Akihiko SHIRAI, Ph.D
  • 19. “Tangible Playroom”, version 2001  Exhibition project using virtual reality technologies.  Big size SPIDAR(H4xW2xL3 m).  Immersive large floor screen using network connected multi-projection system. At Osaka, Japan  A.I. and real time physics. Players can interact with artificial characters by their whole body.  It could show a possibility of “haptics entertainment” but it Slide 19 was very huge to experiment. ©Akihiko SHIRAI, Ph.D
  • 20. A content of Tangible Playroom “Penguin Hockey” The first but most characteristic content of Tangible Playroom. Players have to recognize shape and touch of objects via haptics. The player is designed as a partner of loser penguin. To get a point, players have to put a snowman to each goal. The player can feel difference of the weights between snowmen and penguins. Slide 20 ©Akihiko SHIRAI, Ph.D
  • 21. “Tangible Playroom” version 2002  Redesigned for future home computer entertainment system.  Implement to living room. Experimented about modes of haptics and projection. Image sketch  It was suitable for experiment but it couldn’t experiment at outside of the laboratory. Slide 21 ©Akihiko SHIRAI, Ph.D At Sato Laboratory
  • 22. “Tangible Playroom” version 2003  To get more natural data when children play the game, it should be mobile.  135cm cubic frame. Experimented about difference of behaviors between Japanese and American children. At SIGGRAPH2003 SIGKIDS  It can record players motion naturally but it isn’t so enough to walk freely. Slide 22 ©Akihiko SHIRAI, Ph.D
  • 23. “Tangible Playroom” version 2004 At Laval Virtual 2004  To keep mobility and large field, the encoder motors can be attached to structures by clamps.  All of systems can be carried by one person by his hand. Slide 23 ©Akihiko SHIRAI, Ph.D
  • 24. Tangible Playroom -content example 1- “Geographic simulator” using force feedback. Slide 24 ©Akihiko SHIRAI, Ph.D
  • 25. Tangible Playroom -content example 2- Balloon simulator with wind force feedback. Slide 25 The girl can play with a toy with image recognition. ©Akihiko SHIRAI, Ph.D
  • 26. Evaluations of TangiblePlayroom Evaluations concept realization Activation behaviors of players Players categorization Questionnaire (subjective method) Biometrical (other evaluations be needed) Slide 26 ©Akihiko SHIRAI, Ph.D
  • 27. Physical Evaluation of display methods -raw data of motion sensor on player- Slide 27 ©Akihiko SHIRAI, Ph.D
  • 28. Physical Evaluation of force feedback -recorded data of SPIDAR pointer(FF-OFF)- Slide 28 ©Akihiko SHIRAI, Ph.D
  • 29. Physical Evaluation of force feedback -recorded data of SPIDAR pointer(FF-ON)- Slide 29 ©Akihiko SHIRAI, Ph.D
  • 30. Physical Evaluation of force feedback -recorded data of SPIDAR pointer(FF-OFF)- Slide 30 ©Akihiko SHIRAI, Ph.D
  • 31. Physical Evaluation of force feedback -recorded data of SPIDAR pointer(FF-ON)- Slide 31 ©Akihiko SHIRAI, Ph.D
  • 32. Short Conclusion of TangiblePlayroom Concept to Development it was needed 4years, but not finished. Ordering concepts is very important! because huge system need huge resources. Develop several type and applications Separate and Evaluate it in physical measures. it can makes approach “mixed” works to scientific works. Slide 32 ©Akihiko SHIRAI, Ph.D
  • 33. Advanced 3DCG In NHK-ES Photo realistic real-time computer graphics for next generation TV environment. Global illumination, Image based lighting… Slide 33 ©Akihiko SHIRAI, Ph.D
  • 34. Where is Laval ? Why Laval?
  • 35. Worm pesonality Judo friends *Mr.Kanoh Jigoro
  • 36. “LuminaStudio” Motivation: New keying tech.  Focusing to develop the next generation of chroma-key.  Chroma key is good but… + Traditional method. - The actors cannot see the objects. - “Keying color” should be robust. (We would like to use more color for keying!) Slide 36 ©Akihiko SHIRAI, Ph.D
  • 37. Supportive “invisible” display (for audience) Final composite (real time) Virtual studio Projection Scene CG sources Actors can see the objects. Additional information from director. Slide 37 Cooperative with current virtual studio technologies. ©Akihiko SHIRAI, Ph.D
  • 38. Concept of “Lumina Studio” Cheaper method using PC based tech. Simple setup GPU (Graphics Processing Unit) blending Cooperative with current methods. Non-exclusive use with chroma-key Luminance intensity from projector has possibility to make contrasts. Specialized Hardware will be possible, but it is not flexible and cheap. Slide 38 ©Akihiko SHIRAI, Ph.D
  • 39. Lumina Studio Configuration Blue sheet (color is free!) I can see! Transparent wall (A.k.a. glass) Projector ANSI 2000 Lumen If the blue illuminated area is overloaded by high-quality video, Slide 39 it can make a new composing method! ©Akihiko SHIRAI, Ph.D
  • 40. PixelShader technique RGB – YCbCr conversion matrix One line RGB texture Camera  0.299  0.587 0.114   Luminance C    0.172  0.339 0.511  Chroma Rendering / Stream IEEE1394/SDI  0.511  0.428  0.083    Matt 1.000 0 1.371  CG source Capture 1   Tone profile C  1.000  0.336  0.698  1.000 1.732 0  Texture Locking   C Color Space Conversion C-1 Color Correction (Matrix multiplication) Tone curve Lumina key luminance correction Background Foreground Chroma key chrominance Matt Blend Blend Pixel Shader Compositions Texture Unocking Texture Video source 3D Effects DVI-HDTV H/W Keying Render Keying Broadcasting Combination of Chroma and Lumina keying using PixelShader. Slide 40 ©Akihiko SHIRAI, Ph.D
  • 41. PixelShader technique Source (daylight) White screen Blue screen Blue structure Color bars Lumina key Chroma key Composed (real time) CG Source Blend Matt Slide 41 ©Akihiko SHIRAI, Ph.D
  • 42. Details  Real-time Video composing software. Input source is IEEE1394 DV Capture (30FPS) Running on Laptop PC (CPU:1.7GHz, GPU:ATI Radeon9700) It runs over 100FPS. (not optimized!)  “Tone Profile” is a small texture file. Then the tone correction easier than coding. 256x1 pixels RGB color Red :Lumina Green:Chroma Slide 42 Blue :Matting 0 ©Akihiko SHIRAI, Ph.D 255
  • 43. Evaluation Experiment  Focused to make a “training environment” Because its advantage is “visible”.  Tasks for participants (6 French students) Play a weathercaster for 30 sec. Read an English script (non-native language). Playing with virtual character. 2 Groups:“Paper-Lumina” or “Lumina-Paper” Slide 43 ©Akihiko SHIRAI, Ph.D
  • 44. Result:time to finish Group A ( Paper - Lumina ) Group B ( Lumina - Paper ) 44 44 B.D D.C 42 42 K.J Y.A 40 G.B 40 P.Y 38 38 sec. (target = 30) sec. (target = 30) 36 36 34 34 32 32 30 30 28 28 PROPOSED PROPOSED 26 26 24 24 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 trial ( 1-5: Paper, 6-10: Lumina) trial ( 1-5: Lumina, 6-10: Paper) Suggested method decreased its training time. Slide 44 ©Akihiko SHIRAI, Ph.D
  • 45. GPUVision software design Camera Referential image USB/IEEE1394 Parameter Textures Capture Source video float4 PS_TopHead(VS_OUTPUT IN) : COLOR0 { float4 Col; float2 pos; Col = 0.0f; Col.r += smoothstep( 0.2f, 0.45f , length( tex2D(movtex, IN.TexUV) - tex2D(tex1, IN.TexUV)) ) * smoothstep(0.0f,0.5f,-cos( IN.TexUV.y * 3.141592)); Col.g += smoothstep( 0.2f, 0.45f , length( tex2D(movtex, IN.TexUV) - tex2D(tex1, IN.TexUV)) ) * smoothstep(0.0f,0.5f,+cos( IN.TexUV.y * 3.141592)); Pixel count } return Col; GPU Program (Text file) Filtered Network Position CPU Program AceSpeeder2 Slide 45 UDP/IP ©Akihiko SHIRAI, Ph.D
  • 46. GPUVision screenshot Source video GPU Processing Filtered image [GPU Processing] •Comparing with a reference image •Color toning by height Detected position [CPU Processing] •Counting only for targeted color (=green and red) Slide 46 ©Akihiko SHIRAI, Ph.D
  • 47. GPUVision one application for a racing game interface Input left or right, and boosting •With full body motion •Witouht markers •Auto calibration •Non limitation for users •Nationalities (skin colors) •Clothes Slide 47 •Heights (<120cm) ©Akihiko SHIRAI, Ph.D
  • 50. “RoboGamer” Physically connected robotic game player Slide 50 ©Akihiko SHIRAI, Ph.D
  • 52. Short Conclusion of RoboGamer It can change and control current HI, Without modifying target game systems. New Human Interface research Standard Player Players Emulation Slide 52 ©Akihiko SHIRAI, Ph.D
  • 53. Why I work in Laval?  Academic vs Industrial  Industrial engineers don’t focus to academic topics. Paper, presentation, knowledge sharing…  Academic VR researchers don’t improve in the field. They should enlarge their technique for general public more.  “Laval” has a chance.  The base city of VR research.  Collaboration with laboratories and companies.  “Laval Virtual”, the biggest VR convention in Europe.  A theme park project, “Parc de l‘Aventure Virtuelle”. Slide 53  VR/Entertainment/Interactive need acceptance ©Akihiko SHIRAI, Ph.D
  • 54. Laval Expertise Network in Virtual Reality organization Enterprises The general public Research and Education Slide 54 ©Akihiko SHIRAI, Ph.D
  • 55. Laval Expertise Network in Virtual Reality organization Laval Mayenne Technopole Haption(haptic device), Nautilus(RT contents), Enterprises Okenite(3D images), Animazoo(motion capture), Lingua(AI translation), Bayezia(Expert system) Presence & Innovation Lab. Master course of VR “Virtual Adventure” Theme park Laval Virtual Master course of IVI(soon) ESIEA(Info/Auto) ESTACA(Transport) The general Research and ESCIN(Digital Arts) public Education Slide 55 ©Akihiko SHIRAI, Ph.D
  • 56. Basic research for future entertainment platform Needs  Full body interaction system with force feedback  Attractions for the theme park  Laval Virtual annual exhibition  Stable, easy maintenance, and safe  Of course, it should be fun! (…or educational) Seeds  Wire based haptics system, SPIDAR.  Real time rigid body simulation for haptics system, Springhead.  Advanced 3D graphics running on real time. Slide 56 ©Akihiko SHIRAI, Ph.D
  • 57. Core technologies Haptics Computer Vision SPIDAR in CAVE GPU Image processing Safety, stable, easy A new generation of Rapid camera “Tangible Playroom”: New tracer method Entertainment Platform for future children Display Tech. Evaluation Physicalevaluation Real-time Rendering (non subjective) New display tech. Excitement model Slide 57 Stereo, Fog, HMD… ©Akihiko SHIRAI, Ph.D Field works
  • 58. Haptics  SPIDAR in CAVE Style Display Big size SPIDAR has some problem to keep its precision.  Safety, stable, easy maintenance  Design, Looks & Feels  Robotics, controlling  Software technique  Hardware technique Slide 58 ©Akihiko SHIRAI, Ph.D
  • 59. Computer Vision  GPU Image processing and recognition New techniques on Graphics Processing Unit.  Rapid camera 300 FPS, IEEE1394 interface  New tracer method Motion capture, human tracer, eye tracker…  These technologies improve VR more! Slide 59 ©Akihiko SHIRAI, Ph.D
  • 60. Roadmap in 2006 Evaluation Haptics Display Tech. Product Computer Vision Prototype Enlarging Key Technologies Integration Realizing! 1st year 2nd year 3rd year Slide 60 ©Akihiko SHIRAI, Ph.D
  • 61. Differences, Same things [Fr] Hierarchy in high education (Master Pro/Reserch) Professor works until 16h30. (some exception) Family is most important Long holiday in summer Hand maid (=bricorage, artisanale) Well optimized working style Work in a small, smart team. Mathematics, Philosophy and concepts Speak in French is much faster than English But speaking method is longer and complicated Slide 61 ©Akihiko SHIRAI, Ph.D
  • 62. I had back to Japan, Miraikan 1995 The Basic Law on Science and Technology Enacted for Japan to become a scientifically and technologically creative nation. 1996 The Basic Plan for Science and Technology Formulated to develop comprehensive and strategic plans. 1998 The construction of the “Tokyo Academic Park.” – A base providing information in International Exchange, Partnership among Industry, Academia and Government, and the latest Science and Technology. 2000 The General Supervising Committee Formed of members with academic experience. Lot Area : 19,636㎡ Mamoru Mohri (astronaut) was inducted as Exhibition Floor Area : 7,950㎡ Executive Director of Miraikan. Operation & Management Staffs : 137 2001 The National Museum of Emerging Science and Innovation (Miraikan)opened. Symbol and Logotype ※Miraikan is operated by JST as one of the main activities of “Program for Promoting Public Understanding of Science and Technology.” Slide 62 ©Akihiko SHIRAI, Ph.D -1-
  • 63. Miraikan’s Brand Slogan Open your mind See a whole to science new World Slide 63 ©Akihiko SHIRAI, Ph.D
  • 65. Differences, Same things [Jp] Big speaker take decisions Mostly works until midnight. Family is might be important Very optimized holiday in summer Hand maid (=maestro) Well optimized working style, especially in trains Work in a structural, flat team. Difference in “Ph.D” and “Dr.Eng” Speak in Japanese is sort of philosophy in Japanese “Speaking shortly” is cool. Kanji is helpful. Slide 65 ©Akihiko SHIRAI, Ph.D
  • 66. Conclusion in middle We should enjoy the difference between Japanese and French, not as stressing 
  • 67. Collaboration techniques for Japanese  “French” is not difficult, “Nihongo” is so.  Don’t send a lot of emails on Monday  Take a sleep but wake up early in France  Believe, negotiate and enjoy 
  • 68. Collaboration techniques for French  “French” is not difficult, “Nihongo” is so.  Don’t send a lot of emails on Monday  Take a sleep but wake up early in France  Believe, negotiate and enjoy 
  • 69. SCRITTER – IMAGE HIDING USING 3D
  • 70. 2X3D – HYBRID 2D+3D Naked eye : 2D Single filtered glass: 3D Accepted by SIGGRAPH ASIA 2012 Emerging Technologies!
  • 71. PARAOKE – NEW AR FOR KARAOKE  “Parallel Augmented Reality for Audience-Oriented Karaoke Entertainment”  聴衆志向のカラオケエンタテイメントのためのパラレルAR  Laval Virtual ReVolution 2012  Jean-Jaque Goldman “Je te donne”, “Sur le pont d’Avigion”, Hatsune Miku+ Crementine “Chocolatier enchantee”….
  • 72. Mr. Koki Nagano says: ・馴れ初め  3月の東工大卒業から、USCの2012年秋学期が始まるまで時間があったので、アメリカで先に研究 を始めたいと思っていました。すでに合格をもらっていたUCFのSumanta Pattanaik先生に、卒業 後しばらくの期間、一緒に研究ができないか聞いたところ、先生が4月の終わりから5月まで、フ ランスの共同研究者のKadi Bouatouch先生の所で一緒に研究をするので、「一緒に来てもいい」 と言われ、行くことにしました。自費でも行くつもりでしたが、最終的に財団から補助をもらう ことが出来ました。 ・受入機関  IRISA (http://www.irisa.fr/) 建物はINRIAと共同で、同じ研究室でも所属がIRISAの人やINRIAの人な ど、様々な人が共同的に働けるような環境でした。ご存知かもしれませんが、IRISAやINRIA Rennesの周りには、グランゼコールのsupelecやINSAなどがあり、この一帯が学生の街というよう な感じでした。自分は、月277ユーロのINSAの学生寮に住んでいました。 ・成果  Sumanta先生のプロジェクトなので、どこまで詳細に書いていいのかわかりませんが、フランス では、偏光を考慮したVector Radiative Transfer Equation(ベクトル放射伝達方程式、通称VRTE) を解くための手法に関するプロジェクトに関わっていました。CGのボリュームレンダリングで必 ず登場するRadiative Transfer Equation (放射伝達方程式 通称RTE)とは違い、VRTEでは偏光が考慮 されるので、さらに物理的に忠実で写実的なレンダリングができるだろうというのがプロジェク トの狙いです。CGの分野では、偏光まで考慮したレンダリングなどはあまりなじみがないと思い ますが、VRTEの理論はリモートセンシングや熱工学、大気に関する学問では非常に多くの先行研 究があります。インターン自体は、1か月と非常に短かったため、あまり多くの事は出来ません でしたが、先行研究の調査や、CGへの応用、今後のプロジェクトの方向性について話し合い、根 幹となるレンダリング手法の開発として、SIGGRAPH論文 (http://dl.acm.org/citation.cfm?id=1477933)の実装などをおこないました (煙のレンダリング)。
  • 73. Mr. Koki Nagano says: ・研究スタイルで気がついたこと  まず1番に思ったことは、みな朝早く(朝8時はすでに、オンキャンパスに住んでいる学生 の登校時間のピーク)、帰りが早い(17時から18には、建物から学生も教授もほぼいなく なる)ということです。できるだけこちらの生活スタイルに合わせようと思いましたが、 1か月でできる限りのことをやろうと思っていたので、朝早く登校、日没の夜22時くらい に誰もいないラボから1人帰宅という状況でした。また、5月は祝日と休日で半分くらいが 休日で、かなりやすみが多かったので最初は休むことに戸惑いましたが、「自分の責任に おいて、休む時は休んで、その分頑張るときに頑張れば良い」と思うようになり、気持ち や生活にメリハリがつくようになりました。午前中には、ラボのみんなでコーヒーブレイ クに行き、お昼は先生が「ごはんを食べに行こう」とみんなを誘ってランチに出かけ、午 後はまたコーヒーブレイクがあり、先生も学生指導に熱心で、研究室は非常にいいチーム でした。研究室のポルトガル人の学生が「フランスは、productivity(単位時間当たりの仕 事量)が世界で1番高い国だと思う」と言っていたことが印象に残っていますが、その通 りだと思います。 In LIGHT STAGE, USC ICT ・その後  USCのLight Stageは、偏光を使い measurementベースでレンダリングをする 優れた技術を持っているので、今後フラ ンス側との共同研究に発展することを期 待しています。その際は、両方の研究室 に関わった自分が軸になれるように頑張 りたいと思っています。 Web:Luminohope.org
  • 74. Laval Virtual and IVRC History Cooperation between Laval Virtual and IVRC begun in 2003 Sharing demonstrations between France and Japan for the mutual promotion of Virtual Reality and Knowledge Ants in the pants (2008) Yotaro (2009) Column Gear (2010) Jory Jory (2011) Petanko Roller (2012) Winner 2013 ???
  • 75. Laval Virtual and IVRC Laval Virtual Awards at IVRC Winner of Laval Virtual Award in IVRC will be announced during IVRC 2012 Tokyo final Stage. A team (3 members) will be invited for Laval Virtual 2013 - round-flight tickets, train - hotel - food 20th to 24th March in 2013 Professional 3 days + Public 2 days Best testing place of your innovation 
  • 76. History of Laval Virtual, 15 years and more • Laval Virtual was created in 1999. The idea of the project was launched by Mr François d'Aubert, Mayor of Laval at this time, and former French Minister of Research and Industry. The main idea of Laval Virtual was to create an event gathering professionals (users, manufacturers, scientists...), students and general public. Laval Virtual was the first step of a more important project. This project was to make Laval a pole of excellence in VR, with the creation of Laval Mayenne Technopole, CLARTE, some companies, laboratories, high-school education... History of Laval Virtual ReVolution • First edition was in 2006. I've attached a complete list of ReVolution winners from 2006 to 2012. Some details are missing for edition 2006 and 2008. Collaboration with ACM • Since 2005, with ACM, we have an in-cooperation agreement (TMRF) • Since 2006, with ACM Siggraph, we have signed a Cooperation Agreement (Space exchange, complimentary registrations, promotion exchanges) • Since 2006, with E-Tech, we have signed a Memorandum of Understandings, for demos exchanges.
  • 77. Powder Screen Robogamer 3 SUIRIN Transparent Cool Wet-Free Water ReVolution 2007 Accepted Class "Invited" LivePic - Keio University (Japon) BodyRevolution – National Taiwan University (Taïwan) Shared Design Space - Digital Media, Upper Austria University of Applied Sciences (Autriche) Interactive Fountain – JAIST (Japon) Globe4D – Globe 4D (Pays-Bas) Accepted Class "Welcome" Tiny Dancing Robots: Display-Based Computing for Multi-Robot Control System - University of Electro-Communications (Japon) Chronospheria - Tama University (Japon) CREATUREs Thermoesthesia - Kumiko KUSHIYAMA, Shinji SASADA (Japon) Freqtric Drums: A Musical Instrument that Uses Skin Contact as an Interface - Tetsuaki Baba, Kyushu University (Japon) Come Over Here, or Catch You! – NTT (Japon) Virtual Fencing - Escrime Virtuelle – P&I Lab. (France) Goemon: Spiritual Forces Visualization – P&I Lab. (France) Class "special encouragement for student project" A Sand-Create – Gifu University (Japon) ReVolution 2008 Accepted Class "Invited" Comino Ant in the Pants Popping-Pump BYU-BYU-View: A Wind Communication Interface Kagekami Accepted Class "Welcome" MOVE NRC Experience Systems Digital Rubbing Sound Quest "L'Oreiller Rêveur" ("The Dreaming Pillow") Phantasm Magnetosphere Another photosharing application buit on IntuiFace Morpho Towers / Two Standing Spirals ReVolution 2009 Accepted Class "Invited" YOTARO, University of Tsukuba LevelHead, N/A Copycat Hand for All, University of Tsukuba Space Trash, Institute of Graphics and Paralell Processing, JKU, Linz Accepted Class "Welcome" Babbage Cabbage, Mixed Reality Lab, National University of Singapore Thermotaxis, Yonakani Musical "gugugugu" and "A~", Otobane Project LightTwist, Laboratoire Vision3D La flèche de l'odeur, Kanazawa Technical College Catopsys project, University of Auvergne BrickLayer, Kyoto University Joystick everywhere, University of Tsukuba Scoop-and-Release, Tama University Good-bye feet!, University of Tokyo and Tokyo University of the Arts Surrounding of Firefly, The University of Electro-Communications Laval VRchive, Tokyo Metropoilitan University / Photon, Inc ReVolution 2010 Accepted Class "Invited" PhotoelasticTouch: Transparent Organic User Interface using Photoelasticity, The Univ. of Electro- Communications (Japan) CRISTAL - Control of Remotely Interfaced Systems using Touch-based Actions in Living spaces, Media Interaction Lab (Austria) Spider Hero, Japan Advanced Institute of Science and Technology, Arts et me! tiers ParisTech (Japan and France) JishoDesk, Tama University / ESIEA (Japan and France) ColumnGear, Toyohashi University of Technology Accepted Class "Welcome" Haptic Canvas, BioImaging Laboratory, Osaka University (Japan) Pull-Navi, The University of Electro-Communications (Japan) Bubble Click, Sony CSL (Japan) Development of a pregnancy experience system “Mommy Tummy”, Kanazawa Technical College and Kanazawa Institute of Technology (Japan) Camera-less Smart Laser Projector, Ishikawa Komuro Laboratory – the University of Tokyo (Japan) Air-Hair, Tokyo Institute of Technology SSR (Japan) ProFORMA: Probabilistic Feature-based On- line Rapid Model Acquisition, Cambridge University (United Kingdom) 3D Input Interface for Mobile Devices, University of Tokyo (Japan) Tiny Dreamy Stories, University of Tokyo (Japan) ARPool, Queen's University (Canada) AR-View: An Augmented Reality Device for Digital Reconstruction of Historical Sites, Beijing Institute of Technology (China) Tuvalu Visualization Project (4K UHD version), Graduate School of System Design, Tokyo Metropolitan University (Japan) Immersive Music Painter, Université Technologique de Compiègne (France) Tactile mushroom, University of Tsukuba (Japan) A Note of Sparking, Graduate School of Interdisciplinary Information Studies, University of Tokyo (Japan) Future Footsteps, The University of Tokyo (Japan) Scritter , Tokyo Institute of Technology (Japan) ReVolution 2011 « Invited Class » Hinoco, Toyohashi University of Technology (Japan) Jory Jory, Graduate School of Information Science and Technology, Osaka University (Japan) Sense-roid, The University of Electro-Communications (Japan) The Interactive Tops, The University of Electro-Communications (Japan) « Welcome Class » Bird-Call Window, Tokyo Denki University (Japan) Biri-Biri, Meiji University (Japan) CartooNect, KAIT Shirai Lab (Japan) CASMCam, Tama University (Japan) Ether Synthesizer, Roomoot (Japan) Forward To The Past, Ville de Rennes (France) Invoked Computing, The University of Tokyo (Japan) Keyhole ?, Tokyo Interaction Center (Japan) Mr Spintop, Kanagawa Institute of Technology (Japan) Sound Forest, Graduate School of Media Design, Keio University (Japan) Touchable 3D Television System, National Institute of Advanced Industrial Science and Technology (AIST) (Japan) ReVolution 2012 « Invited Class » ClaytricSurface, Koike Laboratory, The University of Electro-Communications (Japan) ePawn Arena, ePawn (France) MoleBot, Design Media Lab, KAIST (Korea) Petanko Roller, Kakehi Lab, Keio University" (Japan) What a Loving, and Beautiful World, TEAM-LAB (Japan) « Welcome Class » Ethereal Flashcards, Tama University, Idehara Laboratory (Japan) Haptic Duplicator, Tachi Lab, Keio University (Japan) Neu, Marco Marchesi (Italy) PARAOKE, KAIT, Kanagawa Institute of Technology (Japan) RV-BorderGuards3, Ritsumeikan - Ohshima Lab (Japan) Silent Humming, Inami Lab, Keio University (Japan) smoon, JST Agency, ERATO, IGARASHI Design UI Project, Inami Lab. (Japan) SplashDisplay, Koike Laboratory, The University of Electro-Communications (Japan) TECHTILE toolkit, Tachi Lab, Keio University (Japan)
  • 78. Laval Virtual Revolution is: One of the final goal of IVRC projects, The most close way to SIGGRAPH Emerging Technology 2013, And « the another world » for USA and Japanse VR researchers Further information on: http://www.laval-virtual.org/revolution DEADLINE WILL BE MID OF JANUARY THEME: The NEXT BIG STEP (=not as a small technical demo!)
  • 79. Conclusion at the final page We should enjoy the difference between Japanese and French, not as stressing  Thanks for your participation! Akihiko SHIRAI shirai@mail.com