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Showing posts with label Thierry Frey. Show all posts
Showing posts with label Thierry Frey. Show all posts
13 August 2014
SIGGRAPH 2014 Emerging Technologies Media Tour
Labels:
Birdly,
Computer Graphics,
Emerging Technologies,
Film and Game Production,
Haptics,
Interactive Techniques,
Robotics,
SIGGRAPH,
Thierry Frey,
Virtual Reality
30 July 2014
SIGGRAPH 2014 RELEASES EMERGING TECHNOLOGIES PREVIEW
SIGGRAPH 2014 has released its list of 2014 Emerging Technologies highlights to be featured at this years conference at the Vancouver Convention Centre. Out of almost 90 submissions to the program, 24 were accepted, with more than 20 pieces from submitters outside of the United States.
Each year, SIGGRAPH-selected emerging technologies allow
conference attendees to play with the latest interactive and graphics
developments. The program also presents demonstrations of research in several
fields — like displays, input devices, collaborative environments, and robotics
— through Talks and a close partnership with the SIGGRAPH Studio.
"This years content is very diverse," explained Thierry Frey,
SIGGRAPH 2014 Emerging Technologies Chair. "For example, we brought forward a
call for invisible technologies, i.e. installations and projects that leave
technology in the background to focus on the user/usage, and have a selection
of pieces that fall close to that science."
Access to the 2014 Emerging Technologies program is available
with Full Conference, Select Conference, and Exhibits Plus pass values. Prices
start as low as $50.00 USD.
SIGGRAPH 2014 Emerging Technologies Highlights:
Birdly
Authors: Max Rheiner, Fabian
Troxler, Thomas Tobler, Thomas Erdin, Zürcher Hochschule der Künste

Birdly is an installation that explores the experience of a bird
in flight. It tries to capture the mediated flying experience with several
methods. Unlike a common flight simulator, users do not control a machine.
Instead, they embody a bird, the Red Kite. To evoke this embodiment, the system
mainly relies on sensory-motor coupling. Participants control the simulator
with their hands and arms, which directly correlate to the wings and the
primary feathers of the bird. Those inputs are reflected in the flight model of
the bird and displayed physically by the simulator through nick, roll, and
heave movements.
Spheree: A 3D Perspective-Corrected Interactive Spherical
Scalable Display
Authors: Fernando Teubi
Ferreira, Marcio Cabral, Olavo da Rosa Belloc, Roseli de Deus Lopes, Marcelo
Zuffo, Universidade de São Paulo; Gregor Miller, Sidney Fels, The University of
British Columbia; Celso Kurashima, Universidade Federal do ABC; Junia Anacleto,
Universidade de São Carlos; Ian Stavness, University of Saskatchewan

Spheree is a personal spherical display that arranges multiple
blended and calibrated mini-projectors to transform a translucent globe into a
high-resolution perspective-corrected 3D interactive display. It tracks both
the user and Spheree to render user-targeted views onto the surface of the
sphere. This provides motion parallax, occlusion, shading, and perspective
depth cues to the user. One of the emerging technologies that makes Spheree
unique is that it uses multiple mini-projectors, calibrated and blended
automatically to create a uniform pixel space on the surface of the sphere. The
calibration algorithm allows for as many projectors as needed for virtually any
size of sphere, providing a linear scalability cost for higher-resolution
spherical displays.
Above Your Hand: Direct and Natural Interaction with an Aerial
Robot
Authors: Kensho Miyoshi, Ryo
Konomura, Koichi Hori, The University of Tokyo

Above Your Hand is a new application of a quadcopter that
follows hand directions with two onboard cameras. The system is unique, because
it does not require external devices such as controllers or motion tracking.
All the processing is executed within the onboard computer. You and the
quadcopter can freely walk around without worrying about external-camera views
or wifi networks.
Monsters in the Orchestra: A Surround Computing VR Experience
Authors: Rémi Arnaud,
Emanuel Marquez, Bill Herz, AMD, Inc.

Monsters in the Orchestra is an interactive and immersive
demonstration of surround computing as experienced in a VR environment. Participants
are immersed in a stereoscopic world of monsters playing real-world instruments
with positional audio and 3D x 360-degree gesture control. The original system,
demonstrated at CES 2014, allowed participants to be fully immersed in a
30-foot-diameter dome driven by six HD projectors, creating a 360-degree view
from floor to apex. Real-time positional audio was introduced via hidden 32.4
speakers in three rings at different heights. Audio equalization and reverb
were processed using AMD True Audio. The monsters were conducted or controlled
by a human conductor using 3D x 360-degree gestures. At SIGGRAPH 2014,
participants will be immersed in the same experience using virtual reality
headsets, such as the new Morpheus VR head-gear from Sony, with 3D spatialized
audio delivered to each participant using stereo headphones.
Pixie Dust: Graphics Generated by Levitate and Animated Objects
in Computational Acoustic-Potential Field
Authors: Yoichi Ochiai, Jun
Rekimoto, The University of Tokyo; Takayuki Hoshi, Nagoya Institute of
Technology

This novel graphics system is based on expansion of 3D-acoustic-manipulation technology. In the conventional study of acoustic levitation, small objects are trapped in the acoustic beams of standing waves. Here, this method is expanded by changing the distribution of the acoustic-potential field (APF), which generates the graphics using levitated small objects. The system makes available many expressions, such as expression by materials and nondigital appearance.
Labels:
3D,
Computer Graphics,
Displays,
Drones,
Emerging Technologies,
Input Devices,
Interactive Techniques,
Morpheus VR,
Robotics,
SIGGRAPH,
Thierry Frey
16 June 2014
SIGGRAPH 2014 Releases Sneak Peek Emerging Technologies Video
The SIGGRAPH 2014 Emerging Technologies program showcases the latest interactive and graphics technologies before they transform the way we live and work. Emerging Technologies presents demonstrations of research from several fields, including displays, input devices, collaborative environments, gaming, computer vision, biometrics, wearable computing, scientific visualization, medicine, robotics, and design. Here's the new preview video to get you an early peek of the wonderful tech coming to Vancouver.
Labels:
3D,
Computer Graphics,
Display Technologies,
Displays,
Game Development,
Graphics Research,
Haptics,
Interactive Techniques,
Mobile Devices,
Robotics,
scientific visualization,
SIGGRAPH,
Thierry Frey
11 June 2014
Q&A With SIGGRAPH 2014 Emerging Technologies Chair Thierry Frey
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| "Physical Painting With a Digital Paintbrush" |
We received almost 90 submissions and accepted 24. We also have an additional two curated pieces. One of these received the SIGGRAPH Emerging Technologies prize at the partner conference, Laval Virtual, and thus was invited to SIGGRAPH ["Cyberith Virtualizer"].
How many submissions were from outside of the United States?
Out of 26 accepted pieces, more than 20 are from outside the USA.
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| Thierry Frey |
Not exactly, even though we had a special call for "invisible technologies," i.e. installations and projects that leave technology in the background to focus on the user and/or the usage.
In a few sentences, how would you describe this year’s content?
Very diverse. Some of the selected submissions fall close to the special call. One, for instance, uses a technology that is known, though not extensively used, but in a manner that could help innovate storytelling. Others are more typical of Emerging Technologies, being very scientific or technical.
How will the venue be physically organized this year?
As in the past years, the venue will share space with Art Gallery and Studio. We have tried to emulate last year's design, where a single path leads attendees through all installations, starting with the more technical installations and taking them towards the more practical and tangible. The latter ones are located closer to the Studio, which is all about experience. Studio and Emerging Technologies are actually working together to share a few installations.
What do you think will be a few of the technologies that will really create a buzz?
“Pixie Dust,” for sure! It demonstrates the manipulation and movement in a 3D volume light objects, such as very small pieces of Styrofoam.
I also think that “Birdly” and “Direct and Natural Interaction With an Aerial Robot” will be extremely popular with the attendees. They are both related to flight, something that we all yearn for, don't we?
What were some of the biggest challenges the jury faced this year?
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| "Tangible and Modular Input Device for Character Articulation" |
And once we have identified the top and bottom tiers, we have to rank the middle tiers. That takes even more time, because there's a facet to each installation that makes it worthy of being accepted. But, we have to make the cut somewhere.
How did you choose your jury?
I submitted the names of some persons I wanted to have on the unified jury and Ann McNamara, SIGGRAPH 2014 General Submissions Chair, made the final selection.
Outside of Emerging Technologies, what other areas of the conference are you particularly excited about?
First of all, Studio, because it has a lot of ties with Emerging Technologies. They are both what I call "experience programs" or hands-on, where attendees can interact and/or create digital content or tangible objects.
Another favorite is the exhibition, which can sometimes be considered as a natural "next step" for some of what is showcased in Emerging Technologies. An innovative and/or disruptive concept can be displayed in Emerging Technologies and then appear as a full-fledged product in the exhibition as early as the following year.
You have a bit of history with SIGGRAPH, in that regard what advice would you give to someone tackling the conference for their first time?
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| "Janus" - a transparent, double-sided display. |
It can definitely be overwhelming! The first concession to make to oneself is that it's impossible to see everything, and choices must be made. Personal areas of interest will naturally help make some of those choices, favoring one program over another, for example, Production Sessions over Technical Papers (or the reverse!) I think you need to plan for the few things that you absolutely don't want to miss, and then also leave some room for wandering around, letting fate/chance guide you.
Most of the content is or will be accessible online after the conference, but not the venues that have to do with "experience,"such as Emerging Technologies, Studio and Art Gallery.
Finally, and probably most importantly, engage with other attendees, contributors and exhibitors.
One of your hobbies is flying gliders, how did you get into that sport and how has it impacted you professionally?
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| Thierry at the controls. |
My father worked for Dassault Aviation, which manufactures the Falcon line of business jets as well as military jets such as the Mirage 2000 and the Rafale. He is himself a private plane and sailplane pilot, so I've heard constantly about flying machines all of my childhood.
I started flying at 15 and received my sailplane license at 16 and my plane licence at 17. In fact, in France, you're legally allowed to fly an aircraft solo before driving a car! After about a 10 years hiatus, I started flying again about 10 years ago and got my sailplane flight instructor certification 5 years ago. I believe that learning how to fly has had as strong impact on me, both personally and professionally.
Personally, the biggest lesson was probably when my instructor let me fly solo for the first time. We were flying runway circuits when he said, "Stop here, let me down, and keep going!" He was basically telling me "I trust you to bring yourself back in one piece." While my parents had actually taught me that lesson earlier, it really dawned on me then, when the consequence of a small problem can really be dramatic.
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| Thierry in mid-flight. |
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