Akihiko Shirai

Akihiko Shirai
REALITY Inc · GREE VR Studio Laboratory

Ph.D (Dr.Eng)

About

71
Publications
9,888
Reads
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220
Citations
Introduction
Since 2018, He backed to game industry again as director of GREE VR Studio Lab in WFLE (Wright Flyer Live Entertainment, subsider of GREE, Inc.), which promotes new industrial research for vTuber driven VR live entertainment.
Additional affiliations
June 2018 - present
GREE
Position
  • Managing Director
Description
  • Director of GREE VR Studio Lab in WFLE (Wright Flyer Live Entertainment, subsider of GREE, Inc.), which promotes new industrial research for vTuber driven VR live entertainment.
April 2010 - April 2018
Kanagawa Institute of Technology
Position
  • Professor (Associate)
Description
  • http://www.shirai.la
April 2010 - present
Tokyo Institute of Technology
Position
  • Professor (Associate)

Publications

Publications (71)
Conference Paper
The advancement in technology brought about the introduction of eLearning to educational institutes. By supplementing traditional courses with eLearning materials, instructors are able to introduce new learning methods without completely deviating from standard education programs [Basogain et al. 2017]. Some of the most popular forms of E-Learning...
Conference Paper
In this poster, we propose a new haptic rendering algorithm that dynamically modulates wave parameters to convey distance, direction, and object type by utilizing neck perception and the Hapbeat-Duo, a haptic device composed of two actuators linked by a neck strap. This method is useful for various VR use cases because it provides feedback without...
Conference Paper
Full-text available
"REALITY" is a live entertainment creation service for virtual avatars aka VTubers. It was created to enable a live entertainment ecosystem staffed with real time CG characters. The platform not only allows interaction with audience and VTubers using a professional motion capture studio, but also formatting virtual beings encouraging community enga...
Conference Paper
This article reports the effectiveness of high frame rate facial animated avatar and voice transformer in eLearning. Three avatars: (Real male professor, Male avatar, Female avatar) were combined with male professor's voice or VT-4 vocoder transformed voice to create 6 distinguished videos which were then viewed university freshmen students. A tota...
Conference Paper
The number of Virtual Reality applications has increased tremendously in the recent years to the point where every single digital entertainment company is investing heavily in VR systems. This increase in VR products demands the improvement in the evaluation of VR experience since current evaluations require an attendee per survey taker and can onl...
Article
"Real Baby - Real Family" is a Virtual Reality baby nursery simulator that aims at conveying the parental and family love to the audiences. It has since been exhibited at Laval Virtual 2017, Anime Expo 2017, and SIGGRAPH 2017. This article will attempt to discuss the feedback and reviews gathered during the international exhibitions and shed light...
Conference Paper
This research, "Real Baby - Real Family" - VR Entertainment Baby Interaction System, is a project aimed at generating virtual baby avatars from any 2D facial images. By pulling specific facial features from photographs, analyzing them, and then merging the obtained data together, the virtual baby avatars whose face closely resembles that of subject...
Conference Paper
This project "Real Baby - Real Family" is a project aimed at expressing love and family ties utilizing Virtual Reality system (VR). In this paper, we described the version presented at the International collegiate Virtual Reality Contest (IVRC 2016). It reports system design and implementation, user evaluation during exhibition, and future possibil...
Conference Paper
Full-text available
This article contributes to the realization of an immersive role playing manga generating advertising system named "Manga Generator". The project began as a student virtual reality project and had underwent various collaborations with professional manga artists and governmental agencies. It was exhibited at many international exhibitions and is cur...
Article
This project realizes spatial augmented reality in public. We developed Glassless Augmented Display( GAD) which can show multiple different images to different direction simultaneously. Spatial augmented reality allows audiences to watch their preferred images and audios on public signage. It is a highly applicable technology configured by a consum...
Conference Paper
Augmented TV is an augmented reality system for making TV video to appear to come out of the screen. With Augmented TV, a television program is viewed through the camera of a tablet PC, and related content such as three-dimensional computer graphics (3DCG) is overlaid and displayed on the tablet PC. To provide users with age-targeted content, we ha...
Conference Paper
This project realizes the spatial augmented reality in the public. Audiences can watch their preferred images and audios on the public signage. It is high applicative technology cause, it is configured by the consumer based 4K LCD, super-directive speakers, lenticular lens and Multi-view Images Synthesizer implemented into an Unity application. It...
Conference Paper
IVRC, International collegiate Virtual Reality Contest is competition of student virtual reality pieces which is evaluated by originality, technical challenge and impact on innovation, and it has given honors to young talents since 1993. This workshop shares experiences from the past 23 years of IVRC. And audiences can be inspired innovative idea f...
Conference Paper
In recent years, 3D technology has become so widespread that the technology alone no longer fascinates the viewers. To achieve further technical innovations on display experience, we should explore the limitations of 3D devices.
Conference Paper
In this paper, we describe a case study about gamification and construction of a virtual field museum using external game design of Ingress, an augmented reality game on smartphones platform. In this case study, a game is used as a tool to construct a virtual field museum in Sagamihara, Japan. The project extend the original game design of Ingress...
Conference Paper
The Face à la mode application is an immersive entertainment system prototype that can turn a childhood dream of being a fashion model into reality using RealSense and Kinect v2. This application utilizes a virtual studio that can manipulate the facial expressions and poses of players to turn them into models or actors. In addition, a player can be...
Article
This article contributes to build a method and case study to link the natural movement and display effects of the user emotional in automatic cartoon generation using natural user input interface (NUI) like Kinect. As a suggested method, "KinEmotion" has posture evaluation functions which is configured with contribution ratios for each joint (bone...
Conference Paper
In conventional three-dimensional computer graphic (3DCG) technologies, a rendered image is two-dimensional. No information except that seen from a single viewpoint is included in the rendered image, although 3D models are used to construct a 3D scene. Even when rendering for binocular stereopsis is performed, the viewpoints are only two. This char...
Conference Paper
In this paper, we will be introducing a technological solution enabling the use of multiplex imaging technique on the living room television screen. FamiLinkTV allows all the family members to enjoy an experience that goes far beyond the simple screen sharing together: instead of having different family members watching their own contents in their...
Conference Paper
In this paper, we establish a roadmap of Scritter, a promising multiplex hidden imaging technology enabling multiple users to watch different contents on the same display at the same time. After explaining how we adapted Scritter to current home display technologies, we present the major applications developed in order to promote the multiplex hidd...
Conference Paper
Recently, cartoon contents are applying to various media like interactive systems. In a near future, the desire of user may become to immerse their live experience into a cartoon content deeply. In automatic cartoon generation environment using NUI (Natural User Interface) like Kinect, we can comprehend the importance of linking emotion expression...
Conference Paper
This paper reports a methodology of automatically generating an immersive posing role playing game that reflects the personality of the player who acts out the part of the hero, using pre-installed speech bubbles, backgrounds, effects, and all the other elements that comprise manga.
Conference Paper
Full-text available
In recent years, stereoscopic displays paired with glasses that make 3D movies possible are a popular research topic and continue to become widespread. These stereoscopic displays can create the appearance of three-dimensional images by simply wearing a pair of special glasses; however, when seen with the naked eye, the images for the left and righ...
Article
This article contributes to the improvement of natural user interfaces (NUI) using depth-based kinematics recognition tools like the Microsoft Kinect. The proposed method, "AccuMotion" is comprised of tracking sequential key poses as accumulated motion. The AccuMotion recognition algorithm is based on multiple kinematics evaluation functions that e...
Article
Full-text available
We propose a system that enables the display of multiplex-hidden images for selected users with highly accessible polarizing filters. This system requires no electronic devices for users. It is designed with high dynamic range (HDR) projection technology and realizes the display of multiplexed content with HDR. Recently, research into HDR projectio...
Conference Paper
The purpose of our project is to develop digital tools that will help to simplify the task of creature design in large-scale media projects. When working on an animation or game that requires hundreds of unique creature designs, many artists find it challenging to maintain consistency and quality in every new design. As a result, even the most crea...
Conference Paper
Full-text available
This article reports a new method and tools for exaggerated real-time character animation control method for full-body gesture interaction systems. Game Action Motion Interaction Controller (GAMIC) is a motion interaction design tool that can be used by motion interaction designer with KINECT andWiiRemote. It comprises a generic evaluation function...
Conference Paper
Full-text available
We have enabled the superimposition of multiplexed images on the same screen at the same time with tangible and stable equipment. Our multiplex images can be seen by wearing special configured polarized glasses, and the image projection method is designed to be based on current 3D stereoscopic technology, which is now prevalent and making rapid pro...
Conference Paper
Programming education is very important in engineering education; however it is a challenge to find attractive issues for students that can motivate them. Students especially, need complex skills to develop new interactive projects that use noble devices. Kosaka, a lecturer of programming in the "Global Information Technology department at Kanazawa...
Article
Full-text available
"WiiMedia" is a study using the WiiRemote, a new consumer video game controller from Nintendo's, for media art, pedagogical applications, scientific research and innovative unprecedented entertainment systems. Normally, consumer hardwares, like standard controllers of new video game platforms, are closed to public developers. The Nintendo's WiiRemo...
Article
抄録 本解説では,グラフィックプロセッサ(GPU)を取り巻く環境やその利用法,開発環境の現状,およびGPUのコンピュータビジョンへの適用事例を紹介し,GPUコンピューティングの可能性を探る.GPUはプログラマブルシェーダの導入後,シェーダのバージョンアップにあわせてスペックの向上が行われてきた.またCPUと比較して制約は多いが,プログラミングを工夫することにより速度向上が可能である.GPUは幅広く利用されているが,特筆すべき適用事例としてコンピュータビジョン,物理シミュレーションがあり,汎用計算においては分散コンピューティングによるナノテクへの応用も報告されている.本解説では,GPUに加えて最近のCPUアーキテクチャの革新であるマルチコアプロセッサCPUについても触れるとともに,最新OSのひ...
Article
This research paper describes a new method in which the discovery and construction of man-made structures, specifically medieval castles, in a three dimensional environment can be intelligently constructed given only a random terrain and simple user-defined ...
Conference Paper
"RoboGamer" is a robotic system which is able to play a video game togather with a human player. In previous computer game systems, the computers are always designed as enemies to the human. However, in this project, we realized a physically connected friendly computer player by a simple robotic system that is composed of a video camera, wire based...
Conference Paper
"RoboGamer" is a robotic system which is able to play a video game togather with a human player. In previous computer game systems, the computers are always designed as enemies to the human. However, in this project, we realized a physically connected friendly computer player by a simple robotic system that is composed of a video camera, wire based...
Article
This research paper describes a new method in which the discovery and construction of man-made structures, specifically medieval castles, in a three dimensional environment can be intelligently constructed given only a random terrain and simple user-defined ...
Conference Paper
Full-text available
This paper describes three applications of human-scale virtual reality in demonstrative systems. The first application is a demonstrative system, the “Tangible Playroom”. It was designed as a computer entertainment system for children. It provides virtual reality entertainment with a room-scale force-feedback display, an immersive floor image, and...
Article
Various virtual reality systems on the basis of 3-dimensional computer graphics have been researched. Applications involving two or more persons cooperating work were made for an experiment. In cooperative work in virtual space, communication and a high of reality are important. However, this research did not consider evaluating the operation accur...
Article
Full-text available
This paper describes a new archiving system for TV broadcasting studios using the Axi-Vision depth camera and global illumination with high-dynamic-range images (HDRI). Axi-Vision is a depth camera using near-infrared LED arrays, image intensifier, and coaxial optical systems separated by a dichroic prism. It can simultaneously generate in real-tim...
Article
Full-text available
https://www.art-science.org/journal/v3n1/v3n1pp022/artsci-v3n1pp022.pdf
Chapter
We have developed a Virtual Reality amusement system called “Penguin Hockey”. Most previous work on virtual reality amusement systems has targeted the players aged approximately 10–15. However, our system targets younger children, of elementary school age (6–12). We believe that Virtual Reality systems for a younger age group require robustness and...
Article
We have suggested an entertainment application system for children named as "Tangible Playroom". It has been designed as a basic system for future computer entertainment system. It uses a large floor screen, string based force display, "SPIDAR" and real-time physics simulator to realize our concepts, usual space, direct manipulation and emotional w...
Article
We have developed an interactive installation called ”Penguin Hockey”. It is a demonstration content of ”Tangible Playroom” for children. Tangible playroom looks an empty children′s room but it has large tangible image space with projector and big spatial force feedback display. Children can interact with not only computer-generated objects but als...
Article
A mixed reality amusement system employing foot interface, "Fantastic Phantom Slipper", has been developed. The system includes slipper-like wearable devices, optical motion capture and a hemispherical floor screen with a video projector. Phantom sensation is elicited by vibrators in the soles of the slippers to transmit information from floor. Mos...
Article
Full-text available
If shoes or slipper-like interfaces were developed, we could walk in virtual environments by walking in the real world and physical, and psychological discomforts caused by wearing special devices would be minimized. In order to transmit information from the system, tactile sensations by multiple vibrators on the soles were studied. Fundamental cha...
Article
We have built a simple model for crepe texture without fluid simulation.
Article
This article reports a new method and tools for exaggerated real- time character animation control method for full-body gesture in- teraction systems. Game Action Motion Interaction Controller (GAMIC) is a motion interaction design tool that can be used by motion interaction designer with KINECT, WiiRemote, it com- prises a generic evaluation funct...
Article
CartooNect is a VR game system that used KINECT by the motion of whole body based on child's imagination by manga actions. In our plan of experiment, children or adult draw a picture by hand drawing on paper that background and properties like the world in manga and/or picture book. When a player stand in front of the system, the player's whole bod...
Article
本論文では, コンピュータビジョンにおける各種演算をプログラマブルGPU上で行うシステムの提案を行う.本システムは, GPUのプログラムコードが実行ファイルから独立していることに着眼して, 画像処理のアルゴリズムのモジュール化を行う.そして, このモジュールの処理順序をグラフィカルなインターフェイスで組み換え可能な, コンピュータビジョンに関するアプリケーション開発の支援環境を試作した. : This paper proposes a system which performs various operations for computer vision process on programmable GPU. Program codes of GPU are independent fro...

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Projects (6)