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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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