FOR IMMEDIATE RELEASE
27 May 2003
For further information:
Sheila Hoffmeyer/Ann Kilhoffer-Reichert
SIGGRAPH 2003 Media Relations
TWENTY-ONE REAL-TIME INTERACTIVE INSTALLATIONS IN
SIGGRAPH 2003 EMERGING TECHNOLOGIES PROGRAM
Installations Raise the Bar for Researchers Working in Real-Time Interactivity
(Chicago, IL) -- ACM SIGGRAPH today announced that there will be 21 real-time interactive installations from corporate labs, educational institutions, and individuals in the SIGGRAPH 2003 Emerging Technologies program. SIGGRAPH 2003 is the 30th International Conference on Computer Graphics and Interactive Techniques, being held 27-31 July, at the San Diego Convention Center, San Diego, California.
"The SIGGRAPH 2003 Emerging Technologies interactive installations raise the bar for researchers working in real-time interactivity," said Joshua Strickon SIGGRAPH 2003 Emerging Technologies chair from Apple Computer, Inc. "They go beyond what is currently available and give us a look at the future of robotics, music, displays technologies, "intelligent" environments, haptics, sensors, wireless, virtual and augmented reality, collaborative environments, art, and entertainment."
Below are a few of the 21 interactive installations what will be seen in the SIGGRAPH 2003 Emerging Technologies program:
atMOS: Self-Packaged Movie
Taku Kotabe, Keio University
In this location-based entertainment attraction, players generate movie clips that are synchronized with their body movements. The self-packaged movie can be viewed, sent, and traded with others on third-generation mobile phones.
Hiroo Iwata, University of Tsukuba
The Food Simulator integrates the auditory and chemical sensations of eating. The sound of biting is captured by a bone-vibration microphone and displayed by a bone-vibration speaker. It is synchronized with the biting action. Chemical sensations of taste are displayed using a micro injector installed in the end effecter (fork or spoon). The chemical sensation is synthesized from five elements of basic taste: sweet, sour, bitter, salty, and smell (displayed by a vaporizer).
Everday Devices that See: Electronic-Perception Technology
James Spare, Canesta, Inc.
Electronic-perception technology is a new, low-cost, single-chip imaging technology that creates 3D images of its nearby surroundings in real time, enabling everyday devices to "see." This project demonstrates the first application of this technology: a projection keyboard for mobile and wireless devices.
Building Intelligent Environments With Smart-Its
Lars Erik Holmquist, Future Applications Lab, Viktoria Institute
The Smart-Its project develops technology to realize a vision of "computation everywhere," or ubiquitous computing, where computer technology is seamlessly integrated in everyday life, supporting users in everyday tasks. The researchers approach this vision by creating a class of very small computers, which are equipped with wireless communication and a number of different sensors. By attaching these to everyday objects, it is possible to create "smart" artifacts with very little overhead. Do you need a coffee-cup that knows if it is full or empty, a table that tracks the objects you put on it, or a wine bottle that can tell if it has been stored correctly? No problem -- just attach a Smart-It!
Horace H.S. Ip, City University of Hong Kong
Body Brush creates a human-computer interface that transforms unique human body language into 3D paintings in real time. With a locally developed motion-analysis system that can effectively capture human 3D motion data, the interface enables users to interact intuitively with the machine and provides an unprecedented aesthetic experience.
SmartTouch: A New Skin Layer to Touch the Non-Touchable
Hiroyuki Kajimoto, The University of Tokyo
SmartTouch is a haptic augmented-reality system based on electrical stimulation to convert sensed information into skin sensation. It is composed of a thin electro-tactile display and sensors mounted on the skin, so the wearer can not only make physical contact with objects, but also touch surface information of any type.
The Walk-Through Fog Screen Experience
Ismo Rakkolainen, Tampere University of Technology
The walk-through fog screen is a novel and intriguing method for forming a superior-quality, physically penetrable fog projection screen. The image floats in thin air, and when you touch or walk through it, you can't feel anything. Applications include walk-through, play-with advertisements in shops or malls; walk-through screens in museums, science centers, or theaters; special effects; or theme-park entrances. The fog screen can also be used in CAVE-like virtual rooms to create fog walls. The fog screen is non-breakable, which enables safe gaming, exercise, or training, and unsupervised public presentations. It also enables the audience to enter and exit rapidly through the walls into virtual environments, which may be even sequential.
The complete list of SIGGRAPH 2003 Emerging Technologies installations
For registration information, see SIGGRAPH 2003 Registration or contact SIGGRAPH 2003 Conference Management, 401 North Michigan Avenue, Chicago, Illinois 60611 USA. +1.312.321.6830 phone; +1.312.321.6876 fax; SIGGRAPH 2003 Registration.
SIGGRAPH 2003 will bring nearly 25,000 computer graphics and interactive technology professionals from six continents to San Diego for the week-long conference, 27 31 July. A comprehensive technical program and special events focusing on research, art, animation, games, interactivity, and the web are planned. SIGGRAPH 2003 includes a three-day exhibition of products and services for the computer graphics and interactive marketplace from 29 31 July 2003.
ACM SIGGRAPH, the leading professional society for computer graphics and interactive techniques, sponsors SIGGRAPH 2003.
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