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Virtual Experience in Reality:
ACE 2016 Vol.2

During the late afternoon of November 9th 2016 — while the while the US presidential election results were trickling into various devices and the reality of the next four years was setting in for the people of the US and around the world — a group of researchers, academics and students gathered in Osaka to […]

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Virtual Experience in Reality:
ACE 2016 Vol.1

Osaka is famous for its food, nightlife, people comedy and people. During the second week of November, one of Japan’s liveliest cities also played host to the ACE 2016 (http://ace2016.net/). ACE, which is short for Advancements in Computer Entertainment, is one of the leading international academic conferences covering the latest developments in technology and computing […]

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CGWORLD vol.221: ‘Saya’ ver.2016

I wrote about the Virtual Human Project in CGWORLD vol.221 “Saya” ver.2016, which will be released on Saturday, December 10, 2016. I was responsible for the “History” and “Workflow” chapters in the feature. Released on Saturday, December 10, 2016 CGWORLD vol. 221 (January 2017 issue) 『Saya』ver.2016 ・Introduction・History・ Setup・ Performance Capture・ Workflow ・Rendering ・Consideration

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The Sharp AQUOS and the ultra-realistic 8K high school girl CG “Saya”

The world’s first 45-inch 4K Sharp AQUOS is aiming for the top share of the market, and the ultra-realistic 8K high school girl CG “saya” is also available.

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“There’s no Map to Human Behaviour”
Björk Digital

The nature of her homeland Iceland is the most important source of inspiration for her, a nature without trees, but with dark days in the winter and bright nights in the summer. Björk has been making music for over 30 years, and sold over 20 million records. She become the first female pop-star who had […]

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CGWORLD Special Interview: The article “Drone Aerial Photography for 360 Degree Video/VR”

In recent years, with the increasing complexity of video production, it has become more and more common to collaborate with various specialists. This time, we asked CGWORLD.jp for an interview on the subject of “Drone aerial photography for 360-degree video/VR” between JUE Corporation and LOGOSCOPE Corporation, which is in a collaborative relationship for 360-degree drone […]

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Virtual Experiences in Reality:
Canon EXPO 2015

Once every 5 years, Canon holds the “Canon Expo”. In 2015 the Canon Expo was held in Paris, New York and Tokyo*. For Canon, the expo serves as platform to show not only what Canon has been able to achieve thus far, but also as a launching pad for what the company is working on, […]

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Virtual Experiences in Reality:
Scope+

Scope+ Dr. Yu-Hsuan Huang and his team at the National Taiwan University saw a need for augmented reality applications in remote-collaborative settings when they undertook their research and development of Scope+. Scope+ is a stereoscopic video see-through augmented reality microscope. Dr. Huang is an ophthalmologist by training in addition to being a doctoral student in […]

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Virtual Experiences in Reality:
JackIn Head

Virtual Experiences in Reality Remotely and virtually connecting people has been an ongoing challenge and pursuit of people in modern society. Engaging and interacting with remote users who are in different locations has been realized and widely used for quite some time through the dissemination of commercially available video chat/conference applications. While these applications suffice […]

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CGWORLD vol.176 “Scene Linear Workflow Basic Explanation” was supervised.

The April issue of CGWORLD vol.176 features the first 26-page special feature, “Basic Explanation of Scene Linear Workflow”. The content of this article is the construction method of a scene linear workflow based on the IIF-ACES standard, which we have been verifying since last summer.  Scene linear is digital data that is a physically accurate […]