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SIGGRAPH
2001
Emerging Technologies Fact Sheet
Conference: 12 - 17 August 2001
Exhibition: 14 - 16 August 2001
Los Angeles Convention Center
Los Angeles, California USA
www.siggraph.org/s2001
How will you play today? "The Emerging Technologies program
celebrates the technology we develop to play, and the play we
all enjoy in exploring technologies," said Mk Haley from
Walt Disney Imagineering Research and Development, SIGGRAPH
2001 Emerging Technologies chair. "Imagine a multi-user
puzzle that actually generates music, or furniture that can
give you feedback on your posture. You can enjoy it all at the
SIGGRAPH 2001 Emerging Technologies venue where technologies
presented range from research lab prototypes, to student research
projects and industry beta tests."
Emerging Technologies Highlights
Alpha Wolf
Bill Tomlinson, Massachusetts Institute of Technology
Imagine if you could become part of an actual wolfpack social
group.This installation, featuring compelling characters with
a novel multi-person interface in an expressive graphical setting,
allows participants to socially interact with a pack of autonomous
wolves. It is an extension of previous work by the MIT Media
Lab's Synthetic Characters Group on the creation of autonomous
virtual creatures.
Everywhere Displays
Claudio Pinhanez, IBM T.J. Watson Research Center
Imagine if your work and games were no longer confined to the
desktop, but utilized physical space around you. This multi-surface
projector uses a rotating mirror to transform any surface into
an interactive display. User interaction is detected by a video
camera. In this playful demonstration, a projector helps visitors
collaboratively render an image composed of M&Ms. This is a
responsive projection of information onto real world surfaces.
FEELEX
Hiroo Iwata, The University of Tsukuba
Imagine if doctors could dynamically feel changing physical
surfaces that simulate human organs. FEELEX is a haptic-visual
display composed of a flexible screen, an actuator array, and
a projector that allows viewers to touch and feel the image
with their bare hands. A rubber sponge and an array of rods
display the rigidity distribution of virtual objects. It is
a high-resolution, unencumbered haptic-feedback device.
i-ball: Interactive Information Display Like a Crystal Ball
Hiromi Ikeda, The University of Tokyo
Imagine if the classic Princess Leia effect* actually worked.
This object-oriented, spherical spatial display captures images
of human behavior. The i-ball enables both interactive displays
and image communication. It is a collaborative 3D display.
* Note: While close, this is not actually the Princess Leia
display.
Informative Art
Tobias Skog, PLAY, Interactive Institute
Imagine if you knew what the freeway traffic was like by glancing
at your Mondrian. This installation shows how computer displays
can be integrated into the everyday environment. Informative
Art borrows from the language of traditional art to create digital
displays that convey dynamic information. For example, an abstract
painting indicates the amount of unread email in an office.
It is an innovative way of using technology to display information.
An Interface for Touching the Interface
Takuya Nojima, The University of Tokyo
Imagine if you could physically feel non-physical boundaries
in our world. New augmented-reality technology that uses real-time
sensors and a haptic display to haptize a dynamically changing
real environment. In this application, the technology ''touches''
the interface between two liquids. It converts chemical boundaries
into physical feedback.
Just Follow Me: A VR-Based Motion Training System
Ungyeon Yang, Pohang University of Science and Technology
Imagine if you had a trainer with you all the > time. This virtual
reality motion-training system based on the "ghost"
metaphor allows for interactive real-time human motion training
for dance and sports.
Pirates!
Peter Ljungstrand , PLAY, Interactive Institute
Imagine if the world and devices around you every day could
engage your friends and strangers in a compelling adventure
game. A mobile, multi-user, context-aware computer game that
runs on PDAs in a wireless network and is experienced in physical
space. Unlike most computer games, the experience depends just
as much on social interaction with people in the real world
as on the computer-mediated game elements.
RobotPHONE: RUI for Interpersonal Communication
Dairoku Sekiguchi, The University of Tokyo
Imagine if you could have your child's toy wave goodnight for
you from 3000 miles away. This installation is a user interface
that uses robots as physical avatars for interpersonal communication.
It enables users in remote locations to communicate and interact
with each other by exchanging the shape and motion of the robot.
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