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Panel talk in ICAT-EGVE2016:
Research and Commercialization of
Virtual Reality for Entertainment systems
between Japan and France
Akihiko Shirai, Ph.D
Associate professor
Kanagawa Institute of Technology, JAPAN
Twitter @o_ob
Biography
1973 Born in Yokohama, Japan
1983 (10) 1st programming
1988 (15) Play Nintendo too much.
1990 (17) News paper boy and arcade
game
1992-1998 Tokyo Polytechnic Institute
Photo Engineering, Virtual Reality in Lab
1998 Hired, Canon Inc. Printing company.
(Got a chance of planner in Namco)
2000 Moved to Video Game industry
Criterion Inc. Guildford U.K.
Real-time Rendering Engine for PS2
Meet up with Ph.D in Engineering
2001 Back to Academia
Tokyo Institute of Technology
Virtual Reality Entertainment Systems
for infancy. (Ph.D in Engineering)
2003-2004 Post-Doc in NHK ES.
2005-2007 Move to France
ENSAM Presence & Innovation Lab.
Prototype of VR Theme park project
2008-2009 Science Communicator
in 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
*VR Sickness has a chance!
Most accessed article…
• For 20 years, Laval has focused on Virtual Reality and has taken up the challenge
of developing and investing in these innovative technologies.
• This centre of excellence gathers many actors who play a significant part in creating a research
and technology transfer dynamic, driving economic development.
• Laval Virtual Campus with Laval Virtual Center and Laval Virtual University contribute to
strengthening 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 !
HRV
AR+
REALYZ
URANIOM
SIZZY
VIAMÉTRIS
EON REALITY
ON-X
SONIRIS
SYSTEM
OGONE
AF’ERGO
DEVOPTION
GENIUS-MUNDI
PILM INNOVATION
YOSAKA PRODUCTIONS
L’EFFET PAPILLON
ARA TECHNOLOGY
ENOZONE
INOD
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 – PARISTECH
Master’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 ACADEMY
By Eon Reality and IME
• LAVAL VRITUAL UNIVERSITY
By 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, it
manages and provides companies with a technological platform made up of immersive equipment, a
collaborative 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 ESIEA
Engineering School in Laval.
• LIUM laboratory from Maine University
LAVAL VIRTUAL, a unique event
multiple faces
The most important event showcasing
innovations and new technologies. Virtual
reality and augmented reality are the core to
the show. With more than 170 exhibitors and
40 countries represented, Laval Virtual is
essential for professionals from all sectors,
students, tech enthusiasts and curious novices.
Next edition
22>26 march 2017
See 2016 edition here :
https://www.youtube.com/watch?v=cuQlZix-
qis&feature=player_detailpage
LAVAL VIRTUAL: a unique event, multiple faces
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 all
over the world.
Developed with ON-X and Orange, Laval Virtual University is a learning tool to spread
technolgies into biggest compagines. Laval Virtual University is a professional training for project
managers 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
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 scaleups
Révinax 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 BOOSTER
Helping 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 INTERNATIONAL
Helping 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 MARKET
Helping 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
contact@laval-virtual.org
http://www.laval-virtual.org/en/contact-en.html
Laval Virtual
Laval Virtual
Academic Conference “ACM VRIC”
Award, Competition, Public Day
* Keynotes
* Workshop + Aural Presentation
ACM VRIC: Virtual Reality International Conference
Dr. Pattie Maes, MIT Media LaboratoryPr Alain Berthoz, College de France
Virtual avatars and real brains: how do they interact? AR and VR for learning and collaboration
Dr. Oliver Bimber, Johannes Kepler Univ. Linz
Light-Field Technology: A Revolution to Imaging and Display
Dr. Carolina Cruz-Neira, Emerging Analytics Center, University of Arkansas at Little Rock
Beyond Fun and Games: VR as a Tool of the Trade
Christine Perey, AR for Enterprise Alliance
The Future of Work with Augmented Reality
Dr. Skip Rizzo
Director 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
* Workshop + Aural Presentation
ACM VRIC: Virtual Reality International Conference
Glassless Augmented Display, KAIT
"Real Virtuality"
AR/VR Contents, and for the next year…
Thierry Frey, chair of AR/VR contents and VR Startup Contest. At Final day of Laval Virt
URANIOM in Laval
“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”, Nami
Ogawa (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
*Submission deadline: end of year (31/Dec/2016)
*Theme: TransHumanism++
See you next year in Laval J
Following slides are added after the panel discussion
supplements
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 Mask
Teaching 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

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Panel talk at ICAT-EGVE2016 on VR research and commercialization

  • 1. Panel talk in ICAT-EGVE2016: Research and Commercialization of Virtual Reality for Entertainment systems between Japan and France Akihiko Shirai, Ph.D Associate professor Kanagawa Institute of Technology, JAPAN Twitter @o_ob
  • 2. Biography 1973 Born in Yokohama, Japan 1983 (10) 1st programming 1988 (15) Play Nintendo too much. 1990 (17) News paper boy and arcade game 1992-1998 Tokyo Polytechnic Institute Photo Engineering, Virtual Reality in Lab 1998 Hired, Canon Inc. Printing company. (Got a chance of planner in Namco) 2000 Moved to Video Game industry Criterion Inc. Guildford U.K. Real-time Rendering Engine for PS2 Meet up with Ph.D in Engineering 2001 Back to Academia Tokyo Institute of Technology Virtual Reality Entertainment Systems for infancy. (Ph.D in Engineering) 2003-2004 Post-Doc in NHK ES. 2005-2007 Move to France ENSAM Presence & Innovation Lab. Prototype of VR Theme park project 2008-2009 Science Communicator in National Science Museum 2010 Kanagawa Institute of Technology
  • 3. “VR ZONE Project i Can” by Bandai Namco Entertainment * https://www.youtube.com/watch?v=Sik2Fsphe80 Commercialization of VR Ent. In Japan
  • 4. “Dr. Shirai’s VR Counseling room” in Mogura VR * http://www.moguravr.com/tag/shirai-hakase/ Researcher as a journalist
  • 5. *VR Sickness has a chance! Most accessed article…
  • 6.
  • 7. • For 20 years, Laval has focused on Virtual Reality and has taken up the challenge of developing and investing in these innovative technologies. • This centre of excellence gathers many actors who play a significant part in creating a research and technology transfer dynamic, driving economic development. • Laval Virtual Campus with Laval Virtual Center and Laval Virtual University contribute to strengthening the visibility and influence of Laval in Virtual Reality. WELCOME TO THE VIRTUAL AND AUGMENTED TECHNOLOGIES CAPITAL
  • 8. 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
  • 9. 20 COMPANIES AND STARTUPS TIPPED FOR A PROMISSING FUTUR ! HRV AR+ REALYZ URANIOM SIZZY VIAMÉTRIS EON REALITY ON-X SONIRIS SYSTEM OGONE AF’ERGO DEVOPTION GENIUS-MUNDI PILM INNOVATION YOSAKA PRODUCTIONS L’EFFET PAPILLON ARA TECHNOLOGY ENOZONE INOD
  • 10. 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 – PARISTECH Master’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 ACADEMY By Eon Reality and IME • LAVAL VRITUAL UNIVERSITY By Laval Virtual and ON-X
  • 11. 23/06/2016 TECHNICAL CENTERS AND LABORATORIES • CLARTE : a study and research technological transfer centre specialized in virtual and augmented reality, it manages and provides companies with a technological platform made up of immersive equipment, a collaborative 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 ESIEA Engineering School in Laval. • LIUM laboratory from Maine University
  • 12. LAVAL VIRTUAL, a unique event multiple faces The most important event showcasing innovations and new technologies. Virtual reality and augmented reality are the core to the show. With more than 170 exhibitors and 40 countries represented, Laval Virtual is essential for professionals from all sectors, students, tech enthusiasts and curious novices. Next edition 22>26 march 2017 See 2016 edition here : https://www.youtube.com/watch?v=cuQlZix- qis&feature=player_detailpage
  • 13. LAVAL VIRTUAL: a unique event, multiple faces
  • 14. 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 all over the world. Developed with ON-X and Orange, Laval Virtual University is a learning tool to spread technolgies into biggest compagines. Laval Virtual University is a professional training for project managers and trainers.
  • 15. 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
  • 16. LAVAL VIRTUAL CENTER, THE HEART OF VIRTUAL TECHNOLOGIES IN EUROPE
  • 17. 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)
  • 18. 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
  • 19. 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 scaleups Révinax 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 …
  • 20. 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…
  • 21. A 3 YEARS PROGRAM #VIRTUALTECH BOOSTER Helping 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
  • 22. #VIRTUALTECH INTERNATIONAL Helping 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
  • 23. #VIRTUALTECH MARKET Helping 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
  • 26. Laval Virtual Academic Conference “ACM VRIC” Award, Competition, Public Day
  • 27. * Keynotes * Workshop + Aural Presentation ACM VRIC: Virtual Reality International Conference Dr. Pattie Maes, MIT Media LaboratoryPr Alain Berthoz, College de France Virtual avatars and real brains: how do they interact? AR and VR for learning and collaboration Dr. Oliver Bimber, Johannes Kepler Univ. Linz Light-Field Technology: A Revolution to Imaging and Display Dr. Carolina Cruz-Neira, Emerging Analytics Center, University of Arkansas at Little Rock Beyond Fun and Games: VR as a Tool of the Trade Christine Perey, AR for Enterprise Alliance The Future of Work with Augmented Reality Dr. Skip Rizzo Director 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
  • 28. * Workshop + Aural Presentation ACM VRIC: Virtual Reality International Conference
  • 31.
  • 32. AR/VR Contents, and for the next year… Thierry Frey, chair of AR/VR contents and VR Startup Contest. At Final day of Laval Virt
  • 34. “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”, Nami Ogawa (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/
  • 35. 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
  • 36. *Submission deadline: end of year (31/Dec/2016) *Theme: TransHumanism++ See you next year in Laval J
  • 37. Following slides are added after the panel discussion supplements
  • 38. 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 Mask Teaching 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
  • 39. 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