JST Japan Science and Technology Agency Foundation of technology supporting the creation of digital media contents
Foundation of technology supporting the creation of digital media contents
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Research Area
Research Area Foundation of technology supporting the creation of digital media contents
Research Supervisor Hiroshi Harashima
Affiliation Professor Emeritus, The University of Tokyo
Outline of Research Area This research area targets research which will create advanced and innovative expression techniques that will support the production of works with regard to a new culture which is called media art, that has shown a rapid progress due to the development of information science and technology and a novel basic technology which will realize these.
Specifically, such research is research related to technologies for the input, processing, editing and expression of reflection and image, interface technologies, network technologies, etc. for the purpose of increasing quality (including the number of dimension) of films, animation and game software, for which electronic technologies such as computers are freely used, and CG art, network art works, etc. which will be the basis for them. Research into technologies for an artificial reality that enable expression of senses other than the sense of sight and the sense of hearing, technologies for a composite sense of reality which superimposes the real space and an artificial space is included. It is also for research into novel expression techniques for which the characteristics of digital media are utilized, research into expression techniques which take the sensitivity of human beings into account from the viewpoints of comfort and safety, research into techniques for manufacturing high performance contents which enable the production of superior works in terms of the story, research into software and hardware which enable anybody to produce digital media works freely and efficiently, etc.
 
Research Theme
PRESTO
 
The Design Language and Media Environment
Ichiroh Kanaya
( Department of Systems Innovation,Graduate School of Engineering Science,Osaka University )
  This research aims to develop a novel methodology of design and a new media environment based on it. The design is a process of creation with the synergy of human's sense and sensibility, however, it has been difficult to analyze or synthesize design process. We build a new concept named design language to overcome these problems. The new media environment based on the design language will not only aid professional artists, creators, and designers to make their works but also help non-experts to create their own designs.

Media technologies for Creating and Publishing Narrative Contents
Takashi Kiriyama
( Associste Professor, Graduate School of Film and New Media, Tokyo University of the Arts)
  The goal of this research is to develop media technologies for creating and publishing interactive contents. An ontology of digital narratives will be developed, which provides a foundation of semantic interactions such as moving the focus on the story from one part to another depending on the question given by the viewer. This research hopes to lead to a digital content marketplace that takes advantage of interactive technologies to facilitate communication between the creator and the consumer.

Abstract Rendering for ANIME creation
Imari Sato
( Graduate School of Interdisciplinary Information Studies, The University of Tokyo )
  In Japanese Animation (ANIME), animators often employ expressive or non-realistic representations for adding so called hyper-reality to their works. In contrast, computer graphics have been developed for achieving photographic realism of synthesized images, and therefore they are generally not suitable for supporting ANIME production. In this study, we will develop a technique we call "abstract rendering" that can synthesize expressive shading as well as exaggerated character motions based on the analysis of hyper-reality pursued in ANIME.

MEMS Texture-Scanner
Sumito Nagasawa
( The University of TokyoGraduate School of Information Science and Technology )
  A system that aids us in making high quality computer graphics with ease is desirable in the field of creating digital contents. Our MEMS texture-scanner will easily get detailed texture information from real objects by measuring physical characteristics on the surface: roughness, reflection, interference and so on. A new method for expressing high quality texture and a handy type device built by MEMS (Micro Electro Mechanical Systems) techniques are expected in this research.

Creation of sensory motion integrated autonomous virtual creatures
Shoichi Hasegawa
( Human Interface SectionAdvanced Information Processing DivisionPrecision and Intelligence LaboratoryTokyo Institute of Technology )
  This research creates computational models of sensory motion system of creatures such as humans or animals and generates realistic motion of virtual creatures. Makings of creature motions take a lot of time in recent game developments. This research does away with the boring task to make creators concentrate to creations of original fun of games and contributes development of game industries.
DoReMitchi: Development of Growing Virtual Player
(Dr.) Masatoshi Hamanaka
( Assistant Professor,University of Tsukuba, Graduate School of Systems and Information Engineering )
  The goal of this research is to make it possible for user to interact with a virtual player called "DoReMitchi" which has a musical personality grows by improvising with the user or listening to the user's favorite songs. By implementing DoReMitchi on a PDA, user can interact whenever he or she likes. User can enjoy music like a band owner by collecting favorite virtual musicians for improvising his or her favorite songs.

Development of the sense of sight and touch display technology aimed for production support of touch expression
Kumiko Kushiyama
(Professor,Tokyo Metropolitan University, Faculty of System Design )
  With development of information-intensive society, an ideal method of direct communication with a person and a person came to attract attention. I research and develop the sense of sight and touch display technology aimed for production support of touch and interactive expression a direct person touch it as soft interface to conclude ubiquitous information-intensive society with a person. By new technology, I suggest possibility of sense of touch digital contents to help everyday information activity as well as media art expression.

An investigation of a model for the generation of "the intended random action"
Miki Goan
( Visiting Researcher,ATR Media Information Science Laboratories )
  This study presents a model of motion generation based on ecological psychology, which emphasizes a cycle of perception and action. The model proposed here deals with the generation of "the intended random action." It is intended to improve the realization of the movements of a CG character. The idea of "the intended random action" has been derived from a study of dramas directed by Oriza Hirata, who works with the perception of reality. In this study, actors’ actions are captured by motion analysis system and a fine motion model is constructed.

Research and development of input-output device for all direction and minimum area image
Norihisa Hashimoto
( Researcher and Part-time Lecturer,Musashino Art University Department of Imaging Arts and Sciences. )
  This research aims to develop realtime input-output PANORAMA BALL system and high resolution and deep focus area scanner. The panorama ball is a presentation system which shows all direction image to outside of the globe. The research of this wide and narrow angle is useful to understand the natural world deeply, and can contribute to the creation of new contents industry.

Development of kinetic color control system based on human perception
Tsutomu Mutoh
( Researcher , International Media Research Foundation)
  Modern creators who explore new artistic expression on computer are confronting with difficult needs for technical knowledge everyday because of the rapid change of the media. Creators generally requires technical skills additional to the traditional artistic experiences based on human perception to express their total creativity on the digital media. I explore system that control kinetic colors as an important element for media art from the point of view of interactivity and expressive technique. The system is aimed for people to develop their creativities in media art with less technical difficulties and to challenge artistic frontier of the media.

Fundamental Science and Technology for New Tactile/Haptic Expressions
Junji Watanabe
( Japan Society for the Promotion of Science)
  Pursuing techniques based on insight of human perception may reveal many new possibilities for artistic expressions. In this research, I investigate the fundamental science of tactile/haptic perception and new tactile/haptic interfaces, which can effectively expand the range of artistic media.

Development of Real-World Oriented Interactive Media for Supporting Artistic Expressions.
Yasuaki Kakehi
( Ph.D Candidate Student, Graduate School of Interdisciplinary Information Studies , The Univesity of Tokyo)
  This research aims to support artistic expressions in the field of interactive art. We will develop novel real-world oriented interactive media that target our living spaces. In particular, our research focuses on novel display systems that can show appropriate information according to the environment and the situation, and intuitive and natural interaction methods as well. Furthermore, we will create interactive art works based on these technologies and develop platforms for supporting other artists.

Seven-tool-style interaction device enhancing spatial media contents
Asako Kimura
(Associate Professor, College of Information Science and Engineering , Ritsumeikan University)
  The objective of this study is to propose and provide various new tool-shaped interaction devices which are widely used in spatial interactive art and entertainment, facilitate interactive operation, improve the value of media contents, and fuel the spark of imagination of artists. In this study, intuitive interaction devices with real tool-grip-feeling and operational feeling will be developed, and then they will be applied to spatial media contents. My aspiration is to develop the devices that could also survive as a general human interface in the near future.
 
The development of data visualization system for art/culture using Locative Media
Yasushi Noguchi
(Assistant Professor , Department of Media Art, Faculty of Arts, Tokyo Polytechnic University )
  This project aims to develop "geographical and chronological" mapping system integrated with the internet and database. It will also be designed to visualize data using computer vision and GPS devices. By offering APIs and software to the public, it is intended that anyone can take advantage of Locative Media technology for new media arts, especially in the case of developing historical/cultural achieved media.

Fundamental technology for constructing digital archive of Origami and its applications
Jun Mitani
(Assistant Professor, Department of Computer Science Graduate School of System and Information Engineering , University of Tsukuba )
  I will construct a digital archive of Origami with the digitalization of crease pattern information of various foldings. Accompanies with this, I will develop a special editor for inputting the crease patterns of Origami and some applications such as calculating the folded conformations from the patterns. The retrieval methods and classification methods are realized by this research, and these can be useful tools for designing new works and other fundamental ones. Moreover, I will advance this research to the field of engineering, mathematics, art, and culture based on the theory of Origami.

Digital contents for infant's cognitive development
Masami K Yamaguchi
(Professor,Faculty of Literature , Chuo University)
  We will produce digital contents for infants and toddlers. By using the recent new findings of the infant's brain research, we will produce the digital contents that would promote infants' brain development.



CREST
 
The Research of Ubiquitous Content Production Authoring System
Masahiko Inakage
( Professor, Faculty of Environmental Information / Graduate School of Media and Governance, Keio University )
  In this research, we propose a new ubiquitous content as a digital content domain for the 21st century and develop a system to support the ubiquitous content production. Also, this research aims to establish the content design theory as a guideline to assist the creation of a high quality content. Futhermore, by using the ubiquitous content production authoring system and the design theory, high quality ubiquitous contents will be produced to demonstrate the effectiveness and validity of the research.

Technology to Create Digital Public Art
Michitaka Hirose
( Professor, Research Center for Advanced Science and Technology (RCAST), The University of Tokyo )
  Public art has three essential aspects, the spatiality of the environment, the tangibility of objects, and the sensation of participation. This project focuses on pursuing novel artistic expressions by extending these aspects by applying leading-edge media technology. Research topics of the project include the implementation of a space-filling display that can produce spatiality, the development of a tactile interface device that takes advantage of tangibility, and the application of visual sensing technology to support interaction in large exhibition spaces.

Creating 21st century art form based on digital media
Masaki Fujihata
( Professor, Faculty of Fine Arts, Tokyo University of the Arts )
  Through the collaboration between artists and scientists, the objective of this research project is developing fundamental technology for realizing artistic expression by using digital media. Painting and photography are mainly targeted for analysing the process of its works by means of digital technology and try to conclude for creating digital tools and media for the art in the 21st century, which is not realized yet.

Fundamental Research for Contents Creation with Low Cost and High Efficiency
Shigeo Morishima
( Professor, School of Science and Engineering, Waseda University )
  The project aims to renew a current Japanese animation production workflow by developing fundamental technologies necessary to realize automatic and efficient creation of various futuristic expressions. The fundamental technologies to be developed in the project are Directable-shader to manipulate creator's sense, Toon-simulator to create non-photo-realistic natural phenomenon effectively, Behave-sync to generate character motion synchronous with scenario or voice, and Reusable-corpus to recycle garbage contents. These technologies will be integrated into a new animation authoring tool, and used for realization of new Japanese animation and its evaluation.

Expressive Science and Technology for Device Art
Hiroo Iwata
( Professor,Graduate School of Systems and Informaiton Engineering, University of Tsukuba )
  Device art is composed of interactive work that expresses essence of mechanical and digital technologies. This project has two goals; (1) systematizing technologies used in device art and (2) studying methodologies in creation and evaluation of device art. In order to achieve the goals, a new facility named “Gadgetrium” is planned to establish. It is a combination of research laboratory, exhibition space, and venture business. This project contributes to manufacturing industry by commercializing the art work.

Development of Design Reuse Technology for Nonverbal Time-Series Media
Haruhiro Katayose
( Professor,School of Science and Technology, Kwansei Gakuin University )
  This research project aims to develop technology for assistance in the content production of nonverbal time-series media using a design reuse approach. This technology is based on common human sensibilities to artifacts and a consideration of the cognitive principles involved with a time-series media representation of music. This study is intended to (1) provide a music production environment that both amateur and professional producers can use and (2) contribute to an increase in Japan's competitive power in the multimedia field through the embodiment of an active experience in the appreciation of art and the formulation of new means of entertainment.

Mixed Reality Pre-Visualization As Pre-Production Tool in Film-Making
Hideyuki Tamura
( Professor,School of Information Science and Engineering, Ritsumeikan University )
  Our target is to develop new pre-visualization methods and tools for film-making by using mixed reality technology which merge real and virtual worlds. Those methods enable the real-time mixture of computer generated or pre-captured live action sequence and real background scene such as large set in sound stage, open set, and location site. The research results will be implemented into several interactive authoring tools including "object layout in 3D space," "camera work authoring," "total live action editing," etc. Also, those tools will be evaluated through trial use in film-making education.

Development support and evaluation of on-line games
Hitoshi Matsubara
( Professor, School of Systems Information Science , Future University-Hakodate )
  On-line games are considered to become more popular in the world, but there are several serious problems (rises of development costs, bad influence on young generations, etc.).Japan are leading video game industry now, but is likely to lose the position in the near future. This project evaluates on-line games scientifically and establishes methodology of effective development of on-line games. We want to realize socially acceptable on-line games.

Technology which creates the advanced space of new traditional arts using super high resolution images and interactive biological objects
Yoichiro Kawaguchi
(Professor , The University of Tokyo )
  Our aim is development of the biological CG technology by natural modeling beauty, and the expression technology of a high resolution image (super Hi-Vision) and the mechanical modeling technology which reacts overly like a living thing. These technology and traditional performing arts of Japan are interlocked organically, and development of the creation technology of the space for tip-izing as "new traditional performing arts" is performed for "advanced translation into art of scientific beauty" which does not have a similar case in the world, either.

Technology to Display 3D Contents into Free Space
Hideo Saito
(Professor ,Keio University)
  The purpose of this research is to develop a practical device technology for displaying real 3D images into free space where nothing exists except for the air, based on the plasma light emission induced in the air by laser radiation. We also aim to open up a new industrial market of 3D contents along with the development of the technology. To achieve those purposes, we will perform the research and development for the 3D display device with high quality and large display space, and for the basic technology to create 3D contents for the 3D display device. We will also investigate social demands for 3D media contents along with empirical experiments applying the 3D display device to practical advertisements.

Platform Design for Emerging "People's Art"
Takeshi Sunaga
(Professor , Tama Art University)
  "People's Art" are recently emerging as people generate, exhibit and exchange various and numerous narrative and visual expressions in the form of Blogs and Social Network Services. This project creates fundamental technologies which will be necessary to develop an open platform to assist such "People's Art" and to finally realize "Societies of Expressions".

Generation and Control Technology of Human-entrained Embodied Media
Tomio Watanabe
(Professor ,Okayama Prefectural University)
  With the aim of creating embodied media that unify performers and audiences for supporting the creation of digital media arts for entertainment and education, we will develop a generation and control technology of human-entrained embodied media by developing and integrating the following three technologies: (1) “embodied entrainment media technology” to set embodied media alight with virtual audiences’ entrained responses; (2) “embodied space and image media technology” to integrate and display special media with embodied audiences; and (3) “embodied acoustic media technology” to produce music and embodied acoustics from body motions.