Takeo Igarashi (Unv. of Tokyo, CG+HCI)
"Design Tools in the Age of Personal Fabrication"
Computational fabrication devices make production of high-quality artifacts accessible to everyone. However, the design of these artifacts still requires skills and experience, making it difficult for individuals to design customized artifacts that satisfies their specific needs. To address this problem, our group has been developing various easy-to-use tools for individuals to design their own original artifacts such as toys, clothing, musical instruments, and furniture. This talk will introduce some of these tools with live demonstrations.
Stefano Baldassi (Meta company, VR/AR)
"Science, Product and the building of the Natural Machine "
The ultimate wearable, gesture-control augmented reality (AR) technology is the one that delivers seamless interactions with both the digital and the physical environment. This is what I define a "Natural Machine". For this to happen, several domains of the greater area of Cognitive Neuroscience need to be integrated in Product Engineering. In my talk, I will highlight some key milestones of the scientific and professional pathway that I followed in the last four years and that took me from a perception research lab into leading a team of researchers for delivering one of the world’s most advanced AR technologies. With a long road ahead to better and better products, I will try to give evidence of how Science, Product Engineering and Human Centered Design Thinking need to converge in order to deliver the best possible user experience and performance while interacting with digital tools.
Poster session + Lunch
Masataka Goto (AIST, Music Technology)
"Intelligent Music Interfaces "
Automatic music-understanding technologies (automatic analysis of music signals) make possible the creation of intelligent music interfaces that enrich music experiences and open up new ways of listening to music. In the past, it was common to listen to music in a somewhat passive manner; in the future, people will be able to enjoy music in a more active manner by using music technologies. Listening to music through active interactions is called active music listening. In this talk I first introduce active music listening interfaces demonstrating how end users can benefit from music-understanding technologies based on signal processing and/or machine learning. By analyzing the music structure (chorus sections), for example, the SmartMusicKIOSK interface enables people to access their favorite part of a song directly (skipping other parts) while viewing a visual representation of the song's structure. I then introduce our recent challenge of deploying such research-level music interfaces as web services open to the public. Those services augment people's understanding of music, enable music-synchronized control of computer-graphics animation and robots, and provide various bird's-eye views on a large music collection. In the future, further advances in music-understanding technologies and music interfaces based on them will make interaction between people and music even more active and enriching.
Edward Shanken (UC Santa Cruz, New Media Art)
"INVENTING THE FUTURE: Collaborative Research at the Intersections of Science, Engineering, Art, and Design "
An analysis of historic artist-engineer collaborations at Bell Labs and Philips Corporation provides the basis for considering the potentials and challenges of contemporary hybrid labs and transdisciplinary research. On a philosophical level, if the fruits of experimental research are not strictly art, science, or engineering, what exactly are they? What new knowledge do they produce or enable? What is their function in the world? On a practical level, the future sustainability of such research depends on answering these questions, because the labs themselves, like the careers of artists and scholars whose work fuses disciplines, will be prematurely curtailed if their contributions are not recognised and rewarded. As an integral part of their mission, labs must develop rigorous criteria for evaluating and documenting the processes and products of the transdisciplinary collaborations they facilitate. They must develop compelling rationales for the importance of such research as an engine for innovation – innovation not just as an immediately marketable commodity but as constituting more subtle and perhaps more insidious and profound shifts in the conception and construction of knowledge and society. Labs must also play a pivotal role in cultivating broader public recognition of the cultural value of research at the intersections of art, science, and engineering and in helping to make resources and expertise more widely distributed.
Dinner + Music Performance + DJ Party
(International Center W2-1)