この文であればGoogleTranslate関数の方が素直な訳でいいですね、GNMTによる日本語訳は英語に直すと「The story of technological innovation is a liar. Shut down and complete the work」、うそつきとシャットダウンが強く残ってしまっています。
"Shut up and get the work done" and "move your hand silently" are different. Shut upも"黙れ"じゃなく「やるべき事を終わらせるしかないだろ」的な。https://t.co/L27Uy1RSu4
Research and innovations of Virtual Reality for Entertainment systems between Japan and France
Abstract This talk contributes to the shared value of researches and innovations of entertainment systems, which affects human amusement.
The speaker, Akihiko SHIRAI, Ph.D has over 20 years of experience in research and development of entertainment systems. He has experiences in researches and developments of photograph, photo engineering, game making, game design, entrepreneurship, factory manufacturing process, real-time graphics engineering, haptics application, television organization, virtual reality industry, event promotion, science communication in national museum, multiplex hidden imagery, manga for VR, and augmented reality for public. The talk also contains discussions about future values and his challenge in Hello Tomorrow, IVRC, ReVolution in Laval Virtual.
December 4, 2016, Cancun Center, Cancun, Q.Roo, Mexico
Akihiko SHIRAI, “Manga Generator, a future of interactive manga media : Invited Talk Paper”,
MANPU ’16 Proceedings of the 1st International Workshop on coMics ANalysis, Processing and Understanding, Article No. 13, 5 pages, 2016. [PDF] [SlideShare]
Manga Generator, a future of interactive manga media Akihiko Shirai (Kanagawa Institute of Technology, Japan)
Oral Session 1 11:00 – 12:00
Manga109 Dataset and Creation of Metadata Azuma Fujimoto, Toru Ogawa, Kazuyoshi Yamamoto (The University of Tokyo, Japan), Yusuke Matsui (National Institute of Informatics, Japan), Toshihiko Yamasaki and Kiyoharu Aizawa (The University of Tokyo, Japan)
Detection of Comic Books Twin Pages with a Non-overlapping Stitching Method Clément Guérin, Jean-Christophe Burie and Jean-Marc Ogier (University of La Rochelle, France)
Retrieval of Comic Book Images Using Context Relevance Thanh Nam Le, Muhammad Muzzamil Luqman, Jean-Christophe Burie and Jean-Marc Ogier (University of La Rochelle, France)
12:00 – 13:00
Oral Session 2 13:00 – 14:00
Pose Estimation of Anime/Manga Characters: A Case for Synthetic Data Pramook Khungurn and Derek Chou (Cornell University, USA)
Comics image processing: learning to segment text Nina Hirata, Igor Dos Santos Montagner and Roberto Hirata Jr (University of São Paulo, Brazil)
Comic visualization on smartphones based on eye tracking Olivier Augereau, Mizuki Matsubara and Koichi Kise (Osaka Prefecture University, Japan)
14:00 – 14:15
Poster Session 14:15 – 15:45
Designing A Question-Answering System for Comic Contents Yukihiro Moriyama, Byeongseon Park, Shinnosuke Iwaoki and Mitsunori Matsushita (Kansai University, Japan)
Manga Content Analysis Using Physiological Signals Charles Lima Sanches, Olivier Augereau and Koichi Kise (Osaka Prefecture University, Japan)
Emotional arousal estimation while reading comics based on physiological signal analysis Mizuki Matsubara, Olivier Augereau, Charles Lima Sanches and Koichi Kise (Osaka Prefecture University, Japan)
Toward speech text recognition for comic books Christophe Rigaud, Srikanta Pal, Jean-Christophe Burie and Jean-Marc Ogier (University of La Rochelle, France)
Estimation of Structure of Four-Scene Comics by Convolutional Neural Networks Miki Ueno (Toyohashi University of Technology, Japan) , Naoki Mori (Osaka Prefecture University, Japan) , Toshinori Suenaga and Hitoshi Isahara (Toyohashi University of Technology, Japan)
A Sustainable Practice Method of Hand-drawing by Merging User’s Stroke and Model’s Stroke Natsumi Kubota, Shinjiro Niino, Satoshi Nakamura and Masaaki Suzuki (Meiji University, Japan)
ICAT (International Conference on Artificial Reality and Telexistence)は最も歴史あるバーチャルリアリティとテレイグジスタンスの国際会議であり本年で26回目の開催です．本年もEGVE(Eurographics Symposium on Virtual Environments)との共催となり，初めて米国（アーカンソー州リトルロック）にて開催されます．会期は2016年12月7日から9日まで，論文の投稿締切は9月30日となっております．今回は General Chair の Carolina Cruz-Neira 教授のご尽力によりクリントン大統領記念図書館での開催という快挙となりました．
Christian Scheel, Oliver Staadt, Tariqul Islam ABM
An efficient interpolation approach for low cost unrestrained gaze tracking in 3D space
Peter Passmore, Maxine Glancy, Adam Philpot, Amelia Roscoe, Andrew Wood, Bob Fields
Effects of viewing condition on user experience of panoramic video
Session 2: Use All Your Senses
Naoyuki Saka, Yasushi Ikei, Tomohiro Amemiya, Koichi Hirota, Michiteru Kitazaki
Passive arm swing motion for virtual walking sensation
Shogo Yamashita, Xinlei Zhang, Takashi Miyaki, Jun Rekimoto
AquaCAVE: An Underwater Immersive Projection System for Enhancing the Swimming Experience
Session 3: Going Wide: Degrees matter
Steve Cutchin, Yuan Li
View Dependent Tone Mapping of HDR Panoramas for Head Mounted Displays
Mehdi Moniri Mohammad, Andreas Luxenburger, Winfried Schuffert, Daniel Sonntag
Real-Time 3D Peripheral View Analysis
Ismo Rakkolainen, Matthew Turk, Tobias Hoellerer
A Superwide-FOV Optical Design for Head-Mounted Displays
Session 4: For Your Eyes Only II
Ja Eun Yu, Gerard Kim
Blurry (Sticky) Finger: Proprioceptive Pointing and Selection of Distant Objects for Optical See-through based Augmented Reality
Yuki Yano, Jason Orlosky, Kiyoshi Kiyokawa, Haruo Takemura
Dynamic View Expansion for Improving Visual Search in Video See-through AR
Session 5: When Virtual Is Not Enough
Hiroto Tsuruzoe, Satoru Odera, Hiroshi Shigeno, Ken-ichi Okada
MR Work Supporting System Using Pepper’s Ghost
Tomohiro Mashita, Alexander Plopski, Akira Kudo, Tobias Hoellerer, Kiyoshi Kiyokawa, Haruo Takemura
Simulation based Camera Localization under a Variable Lighting Environment
Steve Cutchin, Iker Vazquez
Synchronized Scene Views in Mixed Virtual Reality for Guided Viewing
Guillaume Claude, Valerie Gouranton, Benoit Caillaud, Bernard Gibaud, Pierre Jannin, Bruno Arnaldi
Derivation of scenarios for collaborative virtual environments for training to surgical procedures from real case observation
Session 6: Being There
Samratul Fuady, Shoichi Hasegawa
Natural Interaction in Asymmetric Teleconference using Stuffed-toy Avatar Robot
John O’Hare, CA Bendall Robert, John Rae, Graham Thomas, Bruce Weir, David Roberts
Is this seat taken? Behavioural analysis of the Telethrone: a novel situated tele-presence display
Sungchul Jung, E. Hughes Charles
The Effects of Indirect Real Body Cues of Irrelevant Parts on Virtual Body Ownership and Presence
Kangsoo Kim, Gerd Bruder, Divine Maloney, Greg Welch
The Influence of Real Human Personality on Social Presence with a Virtual Human in Augmented Reality
Fujisawa Yoshiki, Hisataka Suzuki, Rex Hsieh and Akihiko Shirai, “Web-based multiplex image synthesis for digital signage”, IWAIT2017, 2 pages. 2017. [SlideShare] [Demo]
SPECIAL KEYNOTE ON AR/VR
Research of VR Entertainment Systems, Its History, Interests, and Future
Date/Time: 10th JANUARY 2017 (9:45 am – 10:30 am)
Venue: Grand Ballroom, Equatorial Penang
Akihiko Shirai, PhD in Engineering
Department of Information Media, Kanagawa Institute of Technology (KAIT), Japan
Chair of Laval Virtual ReVolution (2006~)
Executive Committee of International collegiate Virtual Reality Contest (2002~)
ACM SIGGRAPH ASIA 2015 Youth Program Liaison
Recently virtual reality has become the hot topic in the tech and game industry, however, the question still remains how can we define the “Entertainment VR” ?
The speaker has interest in how human interacts with games, virtual reality, and science of play which can be seem from his past researches, development pieces, experience design in international opportunities, and his vision for the future of this domain.
Everyday we are constantly exposed to many forms of digital media entertainment products like smart phone and/or mobile games. Latest computer games may grab player’s interests, however its hard to link theoretical research with development cases. Speaker has interested in entertainment virtual reality, interactive systems, games (classic also), computer graphics, computer vision, intelligent systems, science communication, networking, education for a long time, and he has various professional creation experiences as video game engineer, haptic contents designer, virtual TV studio, theme park attractions in Laval, science communicator and exhibition concept designer in national science museum, Miraikan. His production and research methods for “Virtual Reality Entertainment systems” will be revealed in this presentation.
His extended experiences in organizing Laval Virtual ReVolution and IVRC, International collegiate Virtual Reality Contest, will be valuable in demonstrating how we can collaborate and formulate plans to encourage student innovation in project based learning which includes public field testing with social understanding.
Glimpses of the future of virtual reality domain will be disclosed in this presentation whose functionality extends beyond human amusement but to well being and existence between human and technology.
AKIHIKO SHIRAI, Ph.D in Engineering, has obtained a bachelor of Photo Engineering and master of Image Processing from Tokyo Institute of Polytechnics. Afterwards he worked for Canon and Criterion as a game development consultant to distribute RenderWare, a multi-platform graphics middleware for the game industry until 2001. He went back to academia to study intelligent systems and obtained a Ph.D. in the Tokyo Institute of Technology in Japan in 2004 with research concerning the “Tangible Playroom”, an entertainment system for young children using haptics, a floor screen and a physics engine. He was a R&D researcher at NHK-ES in Japan, focusing on the next generation’s TV production environment before moving to ENSAM Presence & Innovation Laboratory in France from 2004 to 2007 for R&D of a Virtual Reality theme park project.
He worked for National Museum of Emerging Science and Innovation (Miraikan), Tokyo Japan, as a science communicator and exhibition planner from 2008 to 2010.
Starting from 2010, he works in the Information Media Department at Kanagawa Institute of Technology (KAIT) as an associate professor.
Computer game class Introduction for English speaker
In this lecture, you will learn about what is being defined as fun, game, and entertainment system. The concept of creating entertaining and meaning game for other people to enjoy and play will also be discussed throughout the lecture. The lecture is not mainly focus on the actual design of the game itself, rather it’s a course that sparks student’s interest in designing fun and creative proposal for possible game ideas and discusses about many interesting technology news in the entertainment industry today.
The professor is a very knowledgeable person with many experiences in designing some break-through technology, and one will learn a lot from just simply listening to the lecture and having interaction with him. The textbook has many useful information and many interesting ideas that are very intriguing but most people would see them as something normal, which gave me quite a few changes in my thinking about the game design process.
For this class, there’s not that much to prepare for it, but definitely enjoy the lecture, join the discussion, and enjoy the time in the class. The homework isn’t time-consuming, if you think about the homework topic everyday, and then spend a day working on it, you will definitely get a very satisfying result. Also reading about the entertainment world news will also help too. If any questions related to the gaming design, or any interesting news about some cool technology, feel free to let the professor know and have a great discussion with him.
I’ve learned a lot in this class, even though it’s all taught in Japanese, I still really enjoyed it. I learned a lot about the newest technology, and some of the issues that can happen or some possible solution for better technology in Japan. Also, for me, I see a lot of different way of thinking in this class. Everyone has different background and a lot of the proposal is really interesting and really out-of-the-box compared to what I was thinking.
For English speaker taking this class, it’s definitely worth it. It’s fun, creative, and a cool class to take a break and not get too frustrated with other classwork. The professor is very nice, such that he will sometimes stop and explain things in English for me and try to get me into the discussion. But I still strongly recommended that taking this class with some level of Japanese, for me it was two years of Japanese, will be a lot more helpful. Listening isn’t very difficult, and it will definitely be a good practice, it’s worth the time spent in the classroom. Also you get to see the real Japanese discussion if you aren’t taking other Japanese lectured class. So don’t be afraid to take this class, and really do enjoy the time you have in this class.