2006年11月15日 JAIST::MiyataLab 3
Introduction
Akihiko SHIRAI
Doctor of Engineering (TITECH)
New entertainment systems using haptics and large floor
displays.
Working at Ingénierium.
Prof. Simon Richir, ENSAM Presence & Innovation
Laboratory in Laval
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Biography
1973 Born at Yokohama, Kanagawa, Japan.
1992-1998 Tokyo Institute of Polytechnics
Photo engineering (bachelor)
Image processing (Master of Engineering)
1998- Canon, Inc. (Japan)
2000- Criterion, Inc. (UK,JP)
2001- Tokyo Institute of Technologies
SPIDAR, haptics, real time physics (Prof.Sato Lab)
Intelligent systems (Doctor of Engineering)
2003- NHK-ES, Japan
2005- ENSAM, France
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My works
Research and development for…
Entertainment systems
Virtual Reality
Computer Vision
Haptics, Robotics
Computer Graphics
Plus…
Volunteer works for IVRC and Laval Virtual.
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“Entertainment Systems”
Definition
Computer systems that was designed to affect to
human amusements.
Video Games, media arts, real time interactive and
entertainment virtual reality are possible to be included.
Cinemas and DVDs are also possible to be included but
should focus to “computer system” like interactivity.
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Projects
1998 Fantastic Phantom Slipper
2000 RenderWare on PlayStation2
2001- SPIDAR and Springhead
2002 the Labyrinth Walker
2001- Tangible Playroom series
2004 Advanced 3DCG
2005 LuminaStudio
2005- RoboGamer series
2006- GPUVision series
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Fantastic Phantom Slipper
Real-time motion capture using slipper style interface.
Special vibro-tactile, “Phantom Sensation”
Semi-dome style immersive screen.
Demonstration at SIGGRAPH’98 Enhanced Reality.
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RenderWare on PlayStation2
RenderWare is a middleware for RT3D CG.
Multiplatform coding environment.
(PC,PS2,DC,Xbox,Gamecube…)
Innovative speed up in development phase.
Worked for development and
implementation for Japanese game developers
as “game development consultant”.
Experienced their technique, style, culture,
limitation and future…
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SPIDAR and Springhead
SPIDAR (SPace Interface Device for Artificial Realities)
Invented by Prof.Sato at 1991.
String based haptics interface.
Springhead
Framework and SDK for SPIDAR.
Real-time physics engine.
Spinning top and pinball
Artworks, “Dynamo::taboo”
Artificial beetle
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the Labyrinth Walker
Locomotion interface without wearing interfaces.
4 pressure sensors and motor controlled turn-table.
It detects human walking steps and its orientation.
Its artworks are imported from 3DSMax via VRML2.0 files.
Demonstrated at SIGGRAPH2002 E-Tech as
“A New Step-in-Place Locomotion Interface for Virtual
Environment With Large Display System”.
Some children museum
had interest to use it.
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Tangible Playroom
New entertainment system for future children
Replacing current home TV games.
Haptics, full body motion oriented.
Using large display and SPIDAR style force feedback devices.
Contents using Real-time Physics.
Not a fake, educational experience using human size VR.
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“Tangible Playroom”, version 2001
Exhibition project using virtual
reality technologies.
Big size SPIDAR(H4xW2xL3 m).
Immersive large floor screen using
network connected multi-
projection system.
A.I. and real time physics.
Players can interact with artificial
characters by their whole body.
It could show a possibility of
“haptics entertainment” but it was
very huge to experiment.
At Osaka, Japan
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A content of Tangible Playroom
“Penguin Hockey”
The first but most characteristic content of Tangible Playroom.
Players have to recognize shape and touch of objects via haptics.
The player is designed as a partner of loser penguin.
To get a point, players have to put a snowman to each goal.
The player can feel difference of the weights between snowmen and penguins.
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“Tangible Playroom”
version 2002
Redesigned for future home
computer entertainment
system.
Implement to living room.
Experimented about modes
of haptics and projection.
It was suitable for
experiment but it couldn’t
experiment at outside of the
laboratory.
At Sato Laboratory
Image sketch
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“Tangible Playroom”
version 2003
To get more natural data when
children play the game, it should
be mobile.
135cm cubic frame.
Experimented about difference of
behaviors between Japanese and
American children.
It can record players motion
naturally but it isn’t so enough to
walk freely.
At SIGGRAPH2003 SIGKIDS
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“Tangible Playroom”
version 2004
To keep mobility and large field,
the encoder motors can be
attached to structures by clamps.
All of systems can be carried by
one person by his hand.
At Laval Virtual 2004
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Tangible Playroom
-content example 2-
A balloon simulator with wind force feedback.
The girl can play with a toy with image recognition.
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Advanced 3DCG
In NHK-ES
Photo realistic real-time computer graphics
for next generation TV environment.
Global illumination, Image based lighting…
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Current works in Laval
Entertainment System development
Lumina Studio
RoboGamer
GPUVision
IVRC-Laval Virtual cooperation
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Basic research for
future entertainment platform
Needs
Full body interaction system with force feedback
Attractions for the theme park
Laval Virtual annual exhibition
Stable, easy maintenance, and safe
Of course, it should be fun! (…or educational)
Seeds
Wire based haptics system, SPIDAR.
Real time rigid body simulation for haptics system, Springhead.
Advanced 3D graphics running on real time.
Computer Vision on GPU
Master course students specialized for Virtual Reality in Laval.
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Core technologies
Haptics Computer Vision
A new generation of
“Tangible Playroom”:
Entertainment Platform
for future children
SPIDAR in CAVE
Safety, stable, easy
GPU Image processing
Rapid camera
New tracer method
Real-time Rendering
New display tech.
Stereo, Fog, HMD…
Physical evaluation
(non subjective)
Excitement model
Field works
Display Tech. Evaluation
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Agenda and Timing
Started at December 2004.
Haptics
Computer Vision
Display Tech.
Evaluation
1st
year 2nd
year 3rd
year
Enlarging Key Technologies Integration Realizing!
Prototype
Product
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Lumina Studio
Realtime video composing on GPU
Configuration
If the blue illuminated area
is overloaded by high-quality video,
it can make a new composing method!
Blue sheet
(color is free!)
Projector
ANSI 2000 Lumen
Transparent wall
(A.k.a. glass)
I can see!
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CG Source
Blue structure
White screen Blue screen
Color bars Lumina key Chroma key
Source (daylight)
Composed (real time)
Matt
Blend
PixelShader technique
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Function of RoboGamer
Recognition objects on the game screen
Collaborative play via force feedback
Autonomous or assisting
man-machine interface conversion and adding
without modification for original game system.
Possibilities to analyze human playing behaviors
Development for a new AI algorithm that can play a game like a human.
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GPUVision
concepts
A new computer vision project:
Cost effective solution for interaction
Ultra fast response speed with GPU processing
GPU=Graphics Processing Unit (nVidia, ATI,…)
Useful for artistic and prototype
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GPUVision
competitors (1)
“OpenVidia”
Linux Platform SDK
Specialized for nVidia GPU
Multi GPU cards supported
Optical Flow based 6DoF detection
Some interesting results for AR applications
“OpenCV”
Windows Platform SDK, specialized for Intel CPU
Performance is depended on CPU speed
A lot of implementations of past CV techniques
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GPUVision
competitors (2)
“AR Toolkit”
Multi Platform SDK
Specialized for Artificial Reality
2D pre-resisted marker based 6DoF detection
30-60 FPS in maximum (depends on camera and CPU)
Multiple marker detection in same frame
Issues…
A lot of demo and artworks had been developed.
But 2D marker limits to create new applications.
Ex. Look and feel, fitting time, etc…
Users have to see the camera and the screen to get a feedback
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GPUVision
specifications
For interaction
Cost effective with high performance using GPU
Specialized for 2D color tracking
Ultra fast
Over 600 FPS on 4 color detection
Useful for artistic and prototype
SDK has a hazards for artist and prototyping
Analyzing algorithms are prepared
Parameter setting by text and image files
re-compiling on VC.NET is not needed!
Network connection to Virtools
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GPUVision
screenshot
Source video GPU Processing
Filtered image
Detected position
[GPU Processing]
•Comparing with a
reference image
•Color toning by height
[CPU Processing]
•Counting only for targeted
color (=green and red)
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GPUVision
one application for a racing game interface
Input left or right, and boosting
•With full body motion
•Witouht markers
•Auto calibration
•Non limitation for users
•Nationalities (skin colors)
•Clothes
•Heights (<120cm)
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GPUVision
Future
For interaction
Direction detecting (3-6DoF)
Ultra fast
Multi camera support
Over 600fps = 60 fps with 10 cameras!
Useful for artistic and prototype
Documentation and semi-opensource
Evaluating with actual artworks
ex. Theme park attractions, Laval Virtual, TP, etc
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Physical Evaluation for
Entertainment System
How to evaluate it?
Questionnaires have a lot of limitation to evaluate for age, language,
culture, backgrounds, etc..
What is “Entertainment system”?
It needs a clear definition to evaluate.
“Usability” is not equal for “Entertainment”.
Ex. Play a piano,
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Definition of
“Entertainment System”
Based on Roger Caillois, “Les jeux et les hommes”, 1958
Freedom
Separation
non-profit
Image
Regulations
Place
Action
Material
Etc..
Entertainment System
•Non pressure, non forcing
•unrestricted deployment
•Can quit it immediately
•Separated from daily life
(time and place)
•hard-and-fast rule
•Law in the real world stops
•Non gain to the real world
•Non producing in the real
•Estate transferring is allowed
•Can understand as unreal
•Photo-realistic is allowed
Interface
Player
(unspecified number )
“Playing condition” be accrued at the time.
Push button
Image output
Chose adverse
Happy end
Payment fee
determining
[I/O examples]
Exit game
Qui Game
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AceSpeeder2
Creating and evaluating new interfaces.
Scientific research with actual game product.
“AceSpeeder”, high speed anti-gravity game
that has sold 100,000 copies in Japan.
Marker less motion interface using GPUVision
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Environment for evaluation
Normal “playing” condition
Not in the Laboratory!
Huge anonymous to cancel particular errors
Measure with “Physical” parameters
Played time
Chosen design
Body movements