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Emerging Technologies

Conference: 8 - 12 August 2004
Exhibition: 10 - 12 August 2004

The Facts
  • SIGGRAPH 2004 Emerging Technologies includes 30 installations selected by a jury of industry experts from a record 114 submissions.
  • SIGGRAPH 2004 Emerging Technologies features a wide variety of interactive installations that enhance, or could potentially enhance, our daily life. There will be a series of panel discussions on the technologies, implications, and challenges associated with each Emerging Technologies project during the conference.
  • Ranging from cutting-edge technology with a major emphasis on display technology to thought-provoking immersive art installations, the works represent a broad cross-section of research in virtual and augmented reality, mobile communication, real-time graphics, sensors, haptics, wearables, and fine art.
  • Installations are from research labs, universities, independent artists, and industry from around the world.
A Quote from the SIGGRAPH 2004 Emerging Technologies Chair

"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 both scientific advances and fine art, with a major emphasis this year in display technology. Attendess will experience 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 the SIGGRAPH 2004 Emerging Technologies Program

Hiroaki Yano and Hiroyuki Fukushima, University of Tsukuba, and Haruo Noma, ATR Media Information Research Labs
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 user to maintain their position while walking in a virtual environment, allowing them to walk in any direction in the virtual world.

Brian Knep
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.

Non-Photorealistic Camera
Ramesh Raskar, Mitsubishi Electric Research Laboratories (MERL)
Nonphotorealistic 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.

Tickle Salon
Erwin Driessens and Maria Verstappen
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.

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Conference 8-12 August, Exhibition 10-12 August.  In Los Angeles, CA