SIGGRAPH 2002 Emerging Technologies Fact Sheet

Conference: 21-26 July 2002
Exhibition: 23-25 July 2002

Henry B. Gonzalez Convention Center
San Antonio, Texas USA

www.siggraph.org/s2002

The installations in the SIGGRAPH 2002 Emerging Technologies program extend the boundaries of man-and-machine integration. From robots in the physical world to humans in a virtual world and augmented worlds in between, from new display technologies to new input devices, including audio and haptics, Emerging Technologies reveals the latest interactive technologies from the leading research and corporate labs.

"On one hand, the interface between man and machine has never been clean. All research presented is about arcing the gap at that interface. On the other hand, our map of interactive techniques is constantly being refined but continues to show spans of the unknown," said Scott Senften, SIGGRAPH 2002 Emerging Technologies chair from SGI. "The goal of the SIGGRAPH 2002 Emerging Technologies program is to continue to define, estimate, and chart the edges of human/machine integration and provide a reference point which will inspire othersı vision and exploration."

EMERGING TECHNOLOGIES HIGHLIGHTS

The Interactive Window
Joseph Paradiso, Massachusetts Institute of Technology, Media Laboratory
See a common pane of glass turned into an interactive surface using simple passive acoustic pickups and a low-power microwave radar. At SIGGRAPH 2002, attendeesı gestures (knocks and taps) on the Interactive Window will enable them to create music.

Future application: A future use for the Interactive Window may be retail. For example, it will enable a new era of window shopping, where tapping on a storefront window lets the user control what and how virtual data is displayed. This technology may also be used for interactive museum cases where a knock near a particular object enables the viewer to hear its story.

Lewis the Robotic Photographer
Cindy Grimm, Washington University in St. Louis
Lewis is a human-sized robot who acts like a photographer at a wedding. He moves through the crowd searching for "good" pictures. Over time, the best of the photos are accumulated into a photo album that party participants can print or keep electronically. Lewis will travel the SIGGRAPH 2002 Emerging Technologies venue interacting with and photographing attendees.

Future application: Robots will be developed that can handle more complicated, task-driven interactions to offer more value to humans.

Public Anemone: An Organic Robot Creature
Cynthia Breazeal, Massachusetts Institute of Technology, Media Laboratory
This SIGGRAPH 2002 installation features a robotic sea anemone-like creature with a flexible body, realistic skin, and sensate tentacles. Submerged in a pool of oil and glowing goo, the robotic creature will visually perceive and emotively respond to people's gestures and tank tapping.

Future application: The more real a robotic creature appears, the more comfortable a human will be interacting with it. Therefore, as research in robotics continues, you will see the technology implemented in this project used to create more realistic robots.

SmartFinger
Hideyuki Ando, Japan Science and Technology Corporation
Smart Finger is a new type of tactile display for augmented reality that is wearable, like a nail-chip. At SIGGRAPH 2002, the person wearing SmartFinger will be able to have a computer-generated tactile experience.

Future application: The SmartFinger technology may be used to extend the capability of visually impaired people.

TWISTER: A Media Booth
Kenji Tanaka, The University of Tokyo
TWISTER (Telexistence Wide-Angle Immersive STEReoscope) is an immersive full-color autostereoscopic display that enables people in distant locations to communicate as if they were in the same virtual 3D space. Autostereoscopic display technology will allow SIGGRAPH 2002 attendees to see in 3D without wearing glasses or a head-mounted display and communicate with other attendees in different locations.

Future application: Humans in distant locations can experience the same virtual environment at the same time, thus improving communication.

Ultrasound Visualization With the Sonic Flashlight
Damion Shelton, Carnegie Mellon University
This is a hand-held ultrasound device. The Sonic Flashlight shown at SIGGRAPH 2002 allows situational visualization of real-time ultrasound images without expensive or cumbersome hardware.

Future application: This technology has the potential to greatly improve the accuracy and ergonomics of ultrasound-guided medical procedures.

Virtual Chanbara
Daijiro Koga, The University of Tokyo
Chanbara is the sword battle of Samurai. This installation allows Chanbara participants to feel the impact of an enemy attack and the force thatıs required to block the enemy. This new force-feedback device represents the next generation of virtual experience ­ feeling feedback from others who share a virtual space.

Future application: The technology in Virtual Chanbara may be seen in numerous games. It may also be used as a tool for teaching.

The Virtual Showcase: A Projection-Based Multi-User Augmented Reality Display
Oliver Bimber, Fraunhofer Center for Research in Computer Graphics
The Virtual Showcase is a projection-based, multi-user, augmented-reality display that offers a new way of accessing, presenting, and interacting with scientific and cultural content. The SIGGRAPH 2002 installation is a museum application that augments viewersı experience by mixing virtual content with physical (real) content.

Future application: The technology used in The Virtual Showcase may be applied in areas ranging from space design to paleontology.


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