panel talk in icat-egve2016: research and commercialization of virtual reality for entertainment...
TRANSCRIPT
Panel talk in ICAT-EGVE2016:Research and Commercialization of
Virtual Reality for Entertainment systemsbetween Japan and France
Akihiko Shirai, Ph.DAssociate professor
Kanagawa Institute of Technology, JAPANTwitter @o_ob
Biography
1973 Born in Yokohama, Japan1983 (10) 1st programming1988 (15) Play Nintendo too much.1990 (17) News paper boy and arcade game1992-1998 Tokyo Polytechnic InstitutePhoto Engineering, Virtual Reality in Lab
1998 Hired, Canon Inc. Printing company.(Got a chance of planner in Namco)
2000 Moved to Video Game industryCriterion Inc. Guildford U.K.Real-time Rendering Engine for PS2Meet up with Ph.D in Engineering
2001 Back to AcademiaTokyo Institute of TechnologyVirtual Reality Entertainment Systemsfor infancy. (Ph.D in Engineering)
2003-2004 Post-Doc in NHK ES.2005-2007 Move to FranceENSAM Presence & Innovation Lab.Prototype of VR Theme park project
2008-2009 Science Communicatorin National Science Museum
2010 Kanagawa Institute of Technology
“VR ZONE Project i Can” by Bandai Namco Entertainment* https://www.youtube.com/watch?v=Sik2Fsphe80
Commercialization of VR Ent. In Japan
“Dr. Shirai’s VR Counseling room” in Mogura VR* http://www.moguravr.com/tag/shirai-hakase/
Researcher as a journalist
• For 20 years, Laval has focused on Virtual Reality and has taken up the challengeof developing and investing in these innovative technologies.
• This centre of excellence gathers many actors who play a significant part in creating a researchand technology transfer dynamic, driving economic development.
• Laval Virtual Campus with Laval Virtual Center and Laval Virtual University contribute tostrengthening the visibility and influence of Laval in Virtual Reality.
WELCOME TO THE VIRTUAL AND AUGMENTED TECHNOLOGIES CAPITAL
650 students : a full educational scheme from bachelor to master degree
and PHD
A DYNAMIC BUILT OVER 20 YEARS
20 companies and Startups tipped for a
promissing futur !
Public and private partnerships
built over 20 years
Technical centers and research laboratories dedicated to virtual and
augmented reality
20 COMPANIES AND STARTUPS TIPPED FOR A PROMISSING FUTUR !
HRVAR+REALYZURANIOMSIZZYVIAMÉTRISEON REALITYON-XSONIRISSYSTEM
OGONEAF’ERGODEVOPTIONGENIUS-MUNDIPILM INNOVATIONYOSAKA PRODUCTIONSL’EFFET PAPILLONARA TECHNOLOGYENOZONEINOD
A FULL EDUCATIONAL SCHEME FROM BACHELOR TO MASTER DEGREE AND PHD
650 students
• ESIEA Engineering School - 2 Virtual Reality and Cryptology laboratories,
• UNIVERSITÉ DU MAINE IUT- department of Computer Science,
• LAVAL 3DINTERACTIVE High School of Digital Interactive Creation,
• ENSAM – PARISTECHMaster’s degree in Virtual Reality
• INSTITUT INFORMATIQUE APPLIQUÉE from BTS to BAC+5 level
• REAUMUR HIGH SCHOOL Professional Degree in Complex Shape and Car body Design
• VR INNOVATION ACADEMYBy Eon Reality and IME
• LAVAL VRITUAL UNIVERSITYBy Laval Virtual and ON-X
23/06/2016
TECHNICAL CENTERS AND LABORATORIES
• CLARTE : a study and research technological transfer centre specialized in virtual and augmented reality, itmanages and provides companies with a technological platform made up of immersive equipment, acollaborative workroom, force feedback systems and motion capture tools.
• “Presence & Innovation” laboratories from Arts et Métiers ParisTech
• “Virtual Reality and Embedded Systems” and Digital Interactions – Health and Handicap from ESIEAEngineering School in Laval.
• LIUM laboratory from Maine University
LAVAL VIRTUAL, a unique event multiple faces
The most important event showcasinginnovations and new technologies. Virtualreality and augmented reality are the core tothe show. With more than 170 exhibitors and40 countries represented, Laval Virtual isessential for professionals from all sectors,students, tech enthusiasts and curious novices.
Next edition22>26 march 2017
See 2016 edition here : https://www.youtube.com/watch?v=cuQlZix-
qis&feature=player_detailpage
NEW TOOLS TO PROMOTE VR/AR USES
One day events to promote various uses of VR/AR technologies :design, training, health, culture,marketing,…LV days are becoming the most important tool to promote AR/VR technologies allover the world.
Developed with ON-X and Orange, Laval Virtual University is a learning tool to spreadtechnolgies into biggest compagines. Laval Virtual University is a professional training for projectmanagers and trainers.
LAVAL VIRTUAL CAMPUS• 25 hectares dedicated to virtual / augmented reality and innovation
• At the heart of the city and VR/AR ecosystem, 70 minutes from Paris
LAVAL VIRTUAL CENTER, THE HEART OF VIRTUAL TECHNOLOGIES IN EUROPE
3000 m2• Equipement room (165 m2). A true test bench for hardware or software developing equipment• Innovative Agora (300 m2), a creativity workplace• Conference rooms• Co-working spaces• Showrooms (200 m2)• Experimental space (200 m2 ) • Educational Spaces (200 m2)• Laboratories (600 m2)
LAVAL VIRTUAL CENTER, THE TOOL OF ONE AMBITION
Gathering and leading a national and international network to :
- Help startups to emerge and grow - Imagine new uses - Stimulate innovation in VR and AR contents - Stimulate Cross-fertilisation
A PROGRAM FOR #VIRTUALTECHS
A NATIONAL NETWORK We are currently working with French Tech Network to lead a national network dedicated to emerging technologies such as VR and AR. This work is based on our 20 years of experience and our strong relationship with all the national and international VR/AR ecosystem.
Pôle I&R et l'IRT B-com à Rennes, Cap Digital Paris, Plaine Image à Lille, Val d’Oise technopole, Anger s Technopole, European Parliament
Clusters and public organisations
Startups and scaleupsRévinax Middle VR Augment/Digitage Giroptic Numix Holusion Laster Emotiontech Beloola Virtualis 3DsoundLab,….
Compagnies, technological partners and investors
Crédit Agricole, Total, ERDF, Orange, Lactalis, Radio France, Orange, So Local …
AN INTERNATIONAL NETWORK
More than 150 partners all over the world : MIT Media Lab, Tokyo University, Retzumeikan University, AREA, ACM SIGGRAPH, Johanne Keppler Universität, Keio Unviersity, Kait Shirai Lab, Tama University, Unviersity of Tsukuba, AFRV, Japan advenced Institute of Science and Techology, University of Southern California, Unity, Strate Design, Barco, Christies…
A 3 YEARS PROGRAM
#VIRTUALTECH BOOSTERHelping startups to emerge and grow
26 new startups among them 8 new champions
- Creating a 30 M€ Investment Fund dedicated to VR/AR- Creating a private Startup accelerator dedicated to VR/AR- Creating a Virtual French Tech network to give more visibilty to our startups VR/AR
Our 3 main actions
#VIRTUALTECH INTERNATIONALHelping RV/RA ecosystem to emerge on an international scale
9 new foreign companies in France
Our 3 main actions- Developing Laval Virtual all over the world, starting with a Laval Virtual Asia in 2018- Creating a market place dedicated to VR/AR content in 2017- Using Laval Virtual Center as an international Test Bench for advenced technologies
#VIRTUALTECH MARKETHelping RV/RA ecosystem to emerge on an international scale
60 Laval Virtual Days and 2 000 Laval Virtual University students in 2018
Our 3 main actions :- Developing cross-fertilization (in technologies IOT, Drone, 3D printing and markets culture, design, learning…)- Promoting RV/RA technologies through Laval Virtual University- Promoting uses through Laval Virtual Days
http://www.laval-virtual.org/en/Contact
[email protected]://www.laval-virtual.org/en/contact-en.html
* Keynotes* Workshop + Aural Presentation
ACM VRIC: Virtual Reality International Conference
Dr. Pattie Maes, MIT Media LaboratoryPr Alain Berthoz, College de FranceVirtual avatars and real brains: how do they interact? AR and VR for learning and collaboration
Dr. Oliver Bimber, Johannes Kepler Univ. LinzLight-Field Technology: A Revolution to Imaging and Display
Dr. Carolina Cruz-Neira, Emerging Analytics Center, University of Arkansas at Little RockBeyond Fun and Games: VR as a Tool of the Trade
Christine Perey, AR for Enterprise AllianceThe Future of Work with Augmented Reality
Dr. Skip RizzoDirector for Medical Virtual Reality Institute for Creative
Technologies - Research Professor USC Davis School of Gerontology and USC Keck School of Medicine Department of
Psychiatry & Behavioral Sciences
Beyond Video Games:A Virtual Reality Revolution in Behavioral Health
AR/VR Contents, and for the next year…
Thierry Frey, chair of AR/VR contents and VR Startup Contest. At Final day of Laval Virtual 2016
“SuperHumanSports”Real-Virtuality to TransHumanism++14:00-14:20 Opening Address “Real-Virtuality”, Prof. Akihiko SHIRAI (KAIT)14:20-14:30 “IVRC to Laval Virtual / Jack and the Beanstalk”, Mr. Shota SUGIMOTO, (Univ Keio)14:30-14:50 “Embodied Media”, Prof. Kouta MINAMIZAWA (Univ keio)14:50-15:00 “Metamorphosis Hand: Interactive Experience of Embodying Virtually Transformed Hands”, NamiOgawa (Univ of Tokyo)15:00-15:30 “VR to Superhuman Sports” Prof. Masahiko INAMI (Univ of Tokyo)15:30-16:00 Round table and debate, exchanges with the audience
ACM VRIC: Virtual Reality International Conference
http://superhuman-sports.org/
Open Competition of VR demo* Technical innovation / Interaction* Academic + Public demo testing* Theme “Real-Virtuality” in 2016
…Realizing Virtual, Bring real to virtual, Fantasy to be Real…
*TransHumanism++ in 2017
ReVolution
Product* VR Application Technology, It must connect to the
other fields.*Mass product: PSVR is a success, they have
experienced in past.* Consumer product: Ninja MaskTeaching is a key*Not a short time, but non-consumable human
resources and community - IVRC* Consulting by high-educated VR engineers* Reason why it is VR* VR must be a media like Photograph
Discussions ICAT 2016 Panel session
SONY “Glasstron” PL-50, 1996/6
“Ninja Mask” by Mogura VR
Product is my students*Manga Generator, FPGA, PSVR.* Consumer*Government investment products students.*Definition Industry
Timing*We have a time machine, international conference.* Study lot, write lot, feel the market.* Think reason why it is VR, old stuff has hints.
“Product” of Virtual Reality Researcher