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SIGGRAPH 2004 Emerging Technologies Presents 30 Interactive Installations that Explore the Theme of Enhancing Life
Installations from Research Labs, Universities, Independent Artists, and Industry
(Chicago, IL - 18 May 2004) - ACM SIGGRAPH today announced the content of the Emerging Technologies exhibition for SIGGRAPH 2004, the 31st International Conference on Computer Graphics and Techniques, being held 8 -12 August, at the Los Angeles Convention Center. The SIGGRAPH 2004 Emerging Technologies exhibition will feature 30 interactive installations from research labs, universities, independent artists, and industry that explore the theme of enhancing life.
"In our daily routine we are surrounded by technology that enhances our life in many ways, both physically and psychologically," said Heather Elliott-Famularo, SIGGRAPH 2004 Emerging Technologies Chair from Bowling Green State University. "The SIGGRAPH 2004 Emerging Technologies exhibition showcases virtual and augmented reality, imaging and video technology, interactive displays, robotics, mobile communication, real-time graphics, sensors, haptics, wearables, and interactive fine art installations that may enhance our lives in the near and distant future."
Highlights from SIGGRAPH 2004 Emerging Technologies:
Hiroaki Yano and Hiroyuki Fukushima, University of Tsukuba and Haruo Noma, ATR
CirculaFloor is a locomotion interface created by a group of movable floors that employ a holonomic mechanism to achieve omni-directional motion. Circulation of the floors enables the users to maintain their position while walking in a virtual environment, allowing them to walk in any direction in the virtual world.
Healing is an interactive artwork containing a floor projection with a pattern that changes in response to users. When people interact, they create wounds in the design. When left alone, the pattern grows to cover these wounds, but is never the same as before it was wounded. As in nature, contact causes change, and therefore has a destructive quality, but change also forces growth, making it simulataneously regenerative.
Ramesh Raskar, MERL
Non-Photorealistic Camera is a multi-flash camera that automatically generates stylized images and videos. It enhances the imagery to make it easy to understand the relative depth, or 3D structure, of the objects in the scene. The approach is inspired by techniques used by digital artists to make images more comprehensible by accentuating important features and reducing visual clutter. The system works well in low-contrast conditions such as imaging mechanical parts, plants, or human surgery, and can also be used to stylize imaging in art and entertainment.
Jussi Angesleva, Media Lab Europe
Last is an analog clock that uses a live video feed to paint its face over time. Instead of displaying only the current moment, Last shows a time buffer of one minute, one hour and 12 hours in the trails of its hands, therefore providing an overview of the dynamics of a space. This rhythm, in turn, offers a means of reflection upon events, or can open a channel between two remote places through cross-streaming. This artwork enables people to feel each other's presence without having to use direct videoconferencing.
Lumisight Table: Interactive View-Dependent Display-Table Surrounded by Mutiple Users
Yasuaki Kakehi, The University of Tokyo
Lumisight Table can simultaneously display different information to four viewers at one table on a shared screen and capture their gestures, enabling face-to-face communication. In collaboration, nonverbal communication, such as eye contact, facial expressions, and the handling of physical objects, are essential, but often lost in computer presentations. Lumisight Table maintains this nonverbal communication and collaboration, potentially enhancing the efficiency of cooperative work in daily life.
The Invisible Train
Thomas Pintaric, Daniel Wagner, and Dieter Schmalstieg, Vienna University of Technology
The Invisible Train is a collaborative, multiplayer game that extends augmented reality to mobile devices. The game environment consists of a miniature wooden railroad track outfitted with fiducial markers for visual post-tracking. Unlike common toy trains, however, the actual wagons have been replaced with virtual ones that are visible to users only through their PDA display. Players control the game by changing speed and operating track switches, altering the paths of their virtual trains. In a multiplayer game, each player is assigned her own train and tries to prevent them from colliding. The game state is shared between clients and synchronized by wireless networking. The game ends after a certain time has elapsed or when players collide.
Maria Erwin and Verstappen Driessens
Tickle Salon is a haptic system that provides a sensual, soothing experience where users lay back and relax while a robot gently tickles and strokes their skin. Tickle Salon merges meta creativity, biology, artificial intelligence, and pleasure to create a machine that generates delicate bodily sensations that are normally considered out of the question in the context of robotics.
SIGGRAPH 2004 Emerging Technologies opens Sunday 8 August at 1:00 pm and closes Thursday 12 August at 5:00 pm.
Complete Emerging Technologies Information
For the first time, SIGGRAPH 2004 offers a One Day registration option.
SIGGRAPH 2004 Registration Management
11212 Waples Mill Road, Suite 104
Fairfax, Virginia, 22030 USA
registration (at) siggraph.org
SIGGRAPH 2004 will bring nearly 25,000 computer graphics and interactive technology professionals from six continents to Los Angeles for the week-long conference, 8 Ð 12 August. A comprehensive technical program and special events focusing on research, art, animation, games, interactivity, and the web are planned. SIGGRAPH 2004 includes a three-day exhibition of products and services for the computer graphics and interactive marketplace from 10 - 12 August 2004.
ACM SIGGRAPH, the leading professional society for computer graphics and interactive techniques, sponsors SIGGRAPH 2004.
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