世界巡業中です / World Touring



日仏会館, 2016年12月2日

Research and innovations of Virtual Reality for Entertainment systems between Japan and France

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

The First International Workshop on
coMics ANalysis, Processing and Understanding
To be held in conjunction with the 23rd International Conference on Pattern Recognition (ICPR2016).

Invited Speech 10:10 – 11:00
Manga Generator, a future of interactive manga media

☆プロシーディングはオープンアクセスジャーナルにしましたので、そのうちACM Portalからアクセスできるはずです。

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]



ちなみに泊まっているホテルは横に「Coco Bongo」という有名なクラブがありますので、土曜の夜は大変騒がしかったです。



Opening Ceremony
10:00 – 10:10
Invited Speech
10:10 – 11:00
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)
Lunch Time
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)
Coffee Break
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)
Coffee Break
15:45 – 16:15
Panel Discussion
16:15 – 17:30
17:30 – 17:40



2016/12/7-9, Little Rock, Arkansas, U.S.A.

ICAT-EGVE 2016 / 第26回人工現実感とテレイグジスタンス国際会議

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.



Paper Sessions

Session 1: For Your Eyes Only I

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




“Simultaneous Socio-Spatial Shared Signage”
Shirai, Akihiko; Yamaguchi, Yuta; Hsieh, Rex; Suzuki, Hisataka

Shirai, Akihiko, Yamaguchi, Yuta; Hsieh, Rex; Suzuki, Hisataka, “Simultaneous Socio-Spatial Shared Signage”,ICAT-EGVE2016 – Posters and Demos ,The Eurographics Association, p.25-26, 2016. [Web]



Fujisawa Yoshiki, Hisataka Suzuki, Rex Hsieh and Akihiko Shirai, “Web-based multiplex image synthesis for digital signage”, IWAIT2017, 2 pages. 2017. [SlideShare] [Demo]


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.



Academic publications:

Authored books: “The future of Game design – Science in Entertainment Systems” (2013), “WiiRemote Programming” (2009)


Hello Tomorrow Global Summit Top 500 startups “Multiplex World Augmentation Display”

Laval Virtual Award 2015 “ExPixel FPGA”

ACM Student Research Competition, Bronze Award,” ExPixel: PixelShader for multiplex-image hiding in consumer 3D flat panels” (supervised)

ACM SIGGRAPH ASIA 2012 Emerging Technologies Prize, “2x3D: Real-Time Shader for Simultaneous 2D/3D Hybrid Theater”

Websites: Twitter@o_ob



法事があって京都探訪中.世界文化遺産「下鴨神社」の糺の森(ただすのもり)一角にある河合神社の売店にて,水木しげる先生の「方丈記」(2013/4/25発行,小学館 創業90周年企画・マンガ古典文学シリーズ)を入手したのだけど,これは思いがけず名作だったので紹介します.
方丈記: 創業90周年企画 (マンガ古典文学シリーズ)












方丈記 第11章「遁世」(p.188-191)より引用
方丈記 第11章「遁世」(p.188-191)より引用






方丈記 第13章「『方丈記』成る」(p.208-211)より引用

方丈記 第13章「『方丈記』成る」(p.208-211)より引用




『月かげは 入る山の端も つらかりき たえぬひかりを みるよしもがな』



水木サンはこれを2013年のManga Generatorコラボさせていただいた頃に描いていらっしゃったのか!しかも91歳で!と思うとムネアツです.


なお水木しげる氏の一生としては「水木しげるの泉鏡花伝」(2015)が最終遺作のようなので,本作「方丈記: 創業90周年企画 (マンガ古典文学シリーズ)」はその1つ前ということになりますね.Amazonで調べてみると本作は「方丈記/水木しげるの泉鏡花伝 (水木しげる漫画大全集)」として,第92巻,2018年発刊予定の最終巻に収録されるようです.

方丈記/水木しげるの泉鏡花伝 (水木しげる漫画大全集)

















VARE2015 Day2

VARE2015 Day1 – メキシコ遠征日記: VARE2015初日まとめ 02:17:09

“Agumented Reality Stoytelling”
Ronald IZUMA, Intel Labs.

The most important question in Augmented Reality: How to establish a media?

One slide summary of AR applications

My answer to the question
– more than just “web on world”
– more than just “virtual content superimposed on reality”

Why story telling?
PLAY: Experiments conducted in a simlified, toy environment that condifies key charactreristics of a reali situation, where it is safe to make mistakes…

Importance of compelling storytelling experiences
Plimoth Plantation: I visited this 30 years ago and still remember stories.

Conceptual examle: Gettysburg

Westwood Experience

AR facade (Georgia Tech)
Leviathan: Bringing stories into our world
Lebiathan @ CES 2014


Three Angry Men

RealSense demo

Indirect AR

“Outdoor tracking using OpenStreetMap data”
TU Graz, Best paper at ISMAR 2015

Location-Based Mixed Reality

ISMAR 2016
ISMAR 2016, Walterio Mayol-Cuevas of the University of Bristol, announced during the closing ceremony of ISMAR 2015 that ISMAR 2016 will take place in Merida, Yucatan, Mexico from September 19 to September 23, 2016.

Virtual Reality Technology
Calorina Cruz-Neira


Lets be clear “VR = HMD” … NO!

VR = Technology that you take “there”

A look back into VR – 80 and 90s – Gaming

My early VR days

– My first VR experience -> 1991 HMD
– Very coold technology
– After the excitement, then some reflections:
– Lost myself, my body, my friends, my enviromenet = I am all alone.
– Cumbersome gear
– Cant envision a group in this setting ( yes, I know, you are thinking what about collaborate VR environments)

The “other” VR

I want to build a physical space that allows us to bring our “really confort elements”, yourself…

My goals with the cave

An environment to mix, real and virtual spaces. Bring your own body into the virtual experience and bring your buddies too!
Provide an social envionment in which multiple people could have discussions about topic bein explored.
Reduce the technology…

1995-2001 VR’s booming years

VR becames a tool.
Did you tried to build CAVE by yourself?

2012: VR is BACK

A look forward into VR 2015-2020 (same with 80-90s)

Emerging Analytics Center (EAC)?
What is big data at EAC?
– Big Data = not only about size ( Complex relationships, rate of avalavility)

Warehouse Fire Simulation

– Lets them move (2D moving floor in cave)
Virtual Hydrological Observatory
– NSF-funded: Recreating field expereinces for civil engineering undergraduates
– million dollars
“Assisted Living”
– Stage Performance
– NSF sponsored
– Network of Sensors
– RAs and REU
– All Eng and CS
– 3 nights
Anatomical Eyes
– Anatomy teachinig and leaning tool targeted to better diagnostics, better treatment and better outcomes.

  • Labo tour in Tecnológico Monterrey. Virtual/Actual Factory comparing. European project. #VARE2015 10:40:06
  • Mechanical club, human power vehicle challenge. 10:41:15
  • 18-19歳の学生プロジェクトだそうです。女子も大活躍。 #VARE2015 /Human Power Vehicle competition, Mechanical Group, Tech Monterrey, Mexico 10:44:00
  • Nanotechnology for hydrophobic. Nice neighborhood in same zone 🙂 10:53:29
  • 騒音もシミュレーションできるバーチャルファクトリー。 10:57:46
  • 鉄鋼・自動車工業などの工業を多く擁するモンテレイ工科大学。女子も多く(男女比半々か女子多いぐらい)様々なモノづくり系の研究が文字通り壁なく活動している。外では明日のオープンキャンパスに向けてMakerワークショップが準備されている。 11:11:06
  • 男女比は女子は目立つけど学科によってまちまちで、HPVやってる彼らの工学部 機械・電気学科では60名に対して女子は10名以下との事なので日本とあまり変わらないかも。
    ビジネス、医療、ヒューマニティ、アート&サイエンスに多いようです。 in reply to o_ob 11:23:31
  • 夜景すごい
    山側の立体感。 11:53:33
  • Dr. Eduardo Gonzalez Mendivil 先生。
    とても良い顔しておられる。 12:05:17
  • すごいのはじまった!
    Baile folklorico Mexicano
    文化民謡クラブの学生による熱いダンス! 12:08:37
  • I’ve got a new friend in the party. Cedric is very young researcher (of his mother) 🙂 12:32:49
  • It’s not scaring, training of smiling 😉 12:33:32
  • とてもラテンらしい、メキシコらしい、サルサらしい、というかモンテレイらしいダンスを観たよ! 12:36:28
  • このイヤイヤ的な動きが好き。
    駄々っ子で自己主張の強いセニョールを表現しているのだろうか。 12:38:32
  • Besos Indios: インディアン・キス という名のキャンディ。キャラメルクッキー的な味。右はGlorias Rillenas。
    練乳で作ったキャラメルで発酵臭がする。チョコレートに近い味。外国からの参加者に大ウケ。 12:54:46
  • It’s not scaring, training for smiling 🙂 in reply to o_ob 13:21:53
  • Dr. Dominic Gorecky also got a new friend. It’s not for experience X-) 14:03:10
  • 先日の私の講演を聞いたUANLの学生、マルコ( @DragooDragneel )とエイドリアンが学会会場の方にも来てくれました。
    日本語勉強中とか。頑張れ〜。 14:16:14
  • 明日はメキシコ遠征最終日。

あれ?忙しすぎてお土産買ってない….! 23:41:09



先日のTechnologico Monterrery Campus Pueblaでの講演がYouTubeにあがってました。自分で見るの恥ずかしいけど。

VARE2015 Day1 – メキシコ遠征日記: VARE2015初日まとめ


This is a draft report of my Mexico expedition for giving my keynote speech in VARE2015,  “International Conference Virtual and Augmented Reality in Education”, which is held at November 19-21, 2015. in Technologico de Monterrey, Monterrey, Mexico.
Sorry for mixing Japanese and English for my draft report.

Organizing committee

  • Dr. Eduardo González Mendívil – Tecnológico de Monterrey, México
  • Ing. Pablo Ramírez – Tecnológico de Monterrey, México
  • Dr. Jorge Martin Gutierrez – University of La Laguna. Spain.
  • Dr. Egils Ginters – Vidzame University of Applied Sciences.

Program Commitee

  • Eberhard Blümel – Fraunhofer Institute, Germany.
  • Abdel-Badeeh M Salem – Ain Shams University, Cairo-Egypt.
  • Atis Kapenieks – Riga Technical University, Latvia.
  • Poonpong Boonbrahm – Walailak University, Thailand.
  • Franziska Pürzel – Technische Universitat Chemnitz, Germany
  • Tina Haase – Fraunhofer Institute, Germany.
  • Hitoshi Nishizawa –Toyota National College of Technology, Japan.
  • Takayoshi Yoshioka –Toyota National College of Technology, Japan.
  • Vanessa Muñoz – Universidad de La Laguna, Spain.
  • Jesús Torres Jorge – Universidad de La Laguna, Spain
  • Polina Häfner – Karlsruhe Institute of Technology, Germany
  • Damian Grajewski – Poznan University of Technology Virtual Design and Automation Centre (VIDA), Poland
  • Filip Górski – Poznan University of Technology, Poland
  • Reimund Neugebauer – Chemnitz Univ of Technology, Germany.
  • Kaspars Osis – Vidzeme University of Applied Sciences, Latvia Dominik Grüntjens – University of Koblenz, Germany.
  • Gaby Neumann – Technical Univ of Applied Sci Wildau, Germany.
  • Janis Grundspenkis – Latvian Academy of Sciences, Latvia.
  • Dolores Meneses Fernández – Universidad de La Laguna, Spain.
  • Juris Binde – Latvijas Mobilais Telefons, Latvia.
  • Carlos E. Mora Luis – Universidad de La Laguna, Spain.
  • Klaus G. Troitzsch – University Koblenz-Landau, European Social Simulation Association (ESSA)
  • Leonid Novitski – Riga Technical University, Latvia.
  • Miquel Angel Piera Eroles – Unv. Autonoma of Barcelona, Spain.
  • Vytautas Paulausjas – Klaipeda University, Lithuania.
  • Antonio Guasch Petit – Universitat Politècnica de Catalunya, Spain.
  • Javier Pajares Gutiérrez – Universidad de Valladolid, Spain.
  • Adolfo López Paredes – Universidad de Valladolid, Spain.
  • Anna-María Gil-Lafuente – Universidad de Barcelona, Spain.
  • Vija Daukste – Vidzeme University of Applied Sciences, Latvia.
  • Sarma Cakula – Vidzeme University of Applied Sciences, Latvia.
  • Nikos E. Mastorakis – Technical University of Sofia, Bulgarian.
  • Juri Tolujew – Otto-von-Guericke University, Germany.
  • Manuel Contero González – Universidad Politécnica Valencia.Spain.
  • Kawa Nazemi – Fraunhofer Institute. Germany.
  • M. Montserrat Acosta González – Universidad de La Laguna. Spain.
  • Peña Fabiani Bencomo – Universidad de La Laguna. Spain.
  • David C. Pérez López – Universidad Politécnica Valencia.Spain.
  • Norma Patricia Salinas Martínez – Instituto Tecnológico de Monterrey
  • Leticia Neira – UANL , Universidad Autónoma de Nuevo Leon
  • Irving Hidrogo Montemayor – Instituto Tecnológico de Monterrey
  • Nora Argelia Aguilera González – Instituto Tecnológico de Monterrey
  • Fernando Suárez – Instituto Tecnológico de Monterrey
  • Angélica Santana Fierro – Instituto Tecnológico de Monterrey
  • Eliud Quintero Rodríguez – Instituto Tecnológico de Monterrey

Technical Committee

  • Angelica Santana Fierro – Tecnologico de Monterrey, Mexico
  • Fernando Suarez-Warden – Tecnologico de Monterrey, Mexico
  • Gabriel Pantoja – Tecnologico de Monterrey, Mexico
  • Irving Hidrogo – Tecnológico de Monterrey, CEDDIE Monterrey, Mexico
  • Leticia Neira – UANL , Universidad Autónoma de Nuevo Leon
  • Moraima Campbell – Tecnologico de Monterrey, Mexico
  • Norma Patricia Salinas Martinez – Tecnologico de Monterrey, Mexico



This conference is the 2nd edition of “education + AR/VR” international conference. At the opening address, the “Education” is defined not only in university but also focusing to education in industrial scenes.
Eduardo González Mendívil, Jorge Martin Gutierrez, Dominic Gorecky

From presentation by Domini Georecky

 Dominic Gorecky, German Research Center for Artificial Intelligence
“Technologie 4.0 ” from Germany.
The speaker had experienced in Korea, US, Japan.
Future Manufacturing trends
Advanced learning and Assistance Technology
Living lab for future production technology
“German Research Center for Artificial Intelligence (DFKI)”
“Introdustrie 4.0”
– The internet …
 1. “of people”
 2. “of things”
 3. “of services”, Uber, Product Scanner, Tracking & Tracing (DHL)
Drivers, Mobility, Microereltronics, and there is 4.0
Handelsblatt Adidas will schte dirkert im Geschaft produzieren.
“Adidas wants to produce shoes in the store”
Digitalization of Industry, IoT abailavle data.
Industoy 4.0: Applying the internet of things in the production domain
What about human?
 the factory ot the future is just as deserted as today’s office are paperless.
Industrie 4.0 is not Computer Integrated Manufacturing (CIM)
Human are good at…
Humans are limited at…
Control loop in Cyber-Physical Production Systems
New requirements for the Human
Boundary Conditions and Motivation fro Virtual Training
Information Model for Virtual Training
– no data formats
– Agregating data – semantic modulal method
Semantic Modularization
Reference architecture of the information interface
Training system
WiiRemote + Kinect
Computer Vision
AR factory Design System






Context make us smart…
– Indoor navigation
– Camera-based training
Adaptive support and Fading
Smart Manual Workstation



Discussion: “who is winning?”

(May public people think it as “Dangerous”….)
MyQ: What is the most hard work in your younger age, privately.
How can he, now he is working, be happy in Industrious?
They are already collaboration with AI, and wage will not satisfied him.
— It has a nice discussion for me, actually, the “blue-worker” goes past a way, and he can be an “petit boss” like local officer or local system integrator. I had remembered my experiences as a worker in Canon Fukushima factory. The Kaizen is a creative thing in the factory, and it was surely my pleasure of working. I think we are already living in Industrie 4.0. In Nissan factory, here are very important key parts, EV battery must be checked in HH (High tempartue and High-humidity) and LL room. to avoid explosion in actual user environments. So, it is very hard to work by human (actually I did it in Canon factory through QA process when I was young). Now it is configured with computer vision and robotics technologies by local engineering company. (I have some latest activities in Ricoh but), “Factory worker” is not as a robot worker. This is sure to comprehend now.















ExPixelのデモはIoTデバイスで問題なく動いています。 富士通SSLさんと共同開発のPowerPoint版ExPixelGenerator。 IVRCのフライヤーが人気です。












S’pore discovery centre “Battlefield Command” 3rd generation SAF

Play. Discover. Learn

『バトルフィールドコマンド・3rd generation』。
司令官、フォーミダブル級フリゲート(護衛艦)、戦車(Leopard A24)、ヘリ(Apache)という4者に分かれてシンガポールを守る大掛かりなもの。