Alvaro Cassinelli / Meta Perception Group leader

CTO/ Director R+D at Sinergia Tech à School of Creative Media, City University, Hong KOng
24 Jul 2014
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
Alvaro Cassinelli / Meta Perception Group leader
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Alvaro Cassinelli / Meta Perception Group leader

Notes de l'éditeur

  1. CV with Publications & Awards [pdf] Youtube channel [alvartube] / Flickr [Pixalvaros] Facebook / SlideShare /Mendeley / @alvarotwit Professional page at Ishikawa-Lab Thinking in the Mi(d)st [Blog] Current affiliation and contact: Assistant Professor / MetaPerception Group / Ishikawa-Oku Lab / The University of Tokyo Tel: +81-3-5841-6937 / Fax: +81-3-5841-6952 
  2. The group I am leading is concerned about Human Computer interfaces, using new technology developed in this group as well as others groups in our lab. We need to develop new technology to enable expand the design dimensions, and enable “new realities”. We need to implement proof-of-principle concepts to demonstrate them. Working in the field of the Media Arts: a space of “free” experimentation, un-controlled environment. Lots of important feedback. LINK: MetaPerception Group 
  3. There are four groups (2014) at the Ishikawa-Watanabe laboratory. The keyword is “high-speed” interaction. Meta-perception group was formerly concerned with “optoelectronics” applications (optical computing, optical networking). Since 2004, the group radically redefined its goals. It is about using technology developed in other groups (AND in this group) for building futuristic prototypes of human-computer interfaces.
  4. In this presentation I will concentrate mainly on my latest research areas: The “Physical cloud” is about how to interact PHYSICALLY with the digital world. Enabling technologies: corresponds to state-of-the-art technologies used to make these concepts a reality (ie. Virtual data that looks “real”) Mediated Self is basically about wearables, prosthetic and augmented perception. It is related to the above (interfaces to communicate with the “virtual digital cloud”), but it is also about interfaces to enhance human-to-human communication and human-to-world (i.e. augmented perception) interfaces, including assistive technologies.
  5. Have you noticed? Today’s smartphones look like soap bars.. I am sure this form factor will be a thing of the past very soon. The smartphone (or tablet) is just more of the same: a tiny computer with a rectangular pixilated window (this “window” is an opening to the digital world). Should this be like this? We are naturally capable of telling function from shape, or meaning from place – in the world referential. This is lost in today’s “window” paradigm. Body referential vs. world referential. Is it “wearing” them the solution? (google glass). Perhaps not, because we retain the paradigm of the “squarish, pixelated window” to the virtual world (the screen). What is needed is to “blend” the real and the digital, and manipulate both in a seamless way, using the BODY.
  6. Example projects: Khronos Projector / Deformable Desktop / Volume Slicing Display & Knowledge Voxels Key concepts: virtual data as a “volume” in space, or a “point” in space proprioception to make the exploration more intuitive the screen (the “window”) should be more than an opening to the digital, but the LOCUS of interaction Virtual and Real world “share” a common frame of reference that is MANTAINED (in front and behind the screen – i.e., there is no a “mouse” in one place, and a “screen” in another (the “membrane…). Tangible interfaces” can be seen as a subset of “physical/reality centered” interfaces.
  7. THE METAPHORS: 1) space as a knowledge container. 2) “alignement” between real and virtual coordinate frames We are naturally capable of organizing stuff in SPACE, before we categorize them more deeply, semantically speaking. - H. Poincare: to know where something is, is to imagine the series of motions that you need to perform to reach it PROCEDURAL MEMORY vs. declarative memory. How to use procedural memory to “annotate” reality (associate with other things - using something like multimodal virtual tags) HUMAN MEMORY IS DEEPLY SUBJECT TO CONTEXT Use of real space as a “scaffold” for organizing and retrieving information MEMORY BLOCKS: information visualization and visualization analytics TODAY (interactive+loads of data). Ex: genetics.
  8. http://www.k2.t.u-tokyo.ac.jp/perception/KhronosProjector/index-e.html Same than the Volume Slicing Display, but the screen is FIXED but DEFORMABLE. Created as a media art project, and content is TIME LAPSE PHOTOGRAPHY or VIDEO.
  9. http://www.k2.t.u-tokyo.ac.jp/members/alvaro/Khronos/
  10. http://www.k2.t.u-tokyo.ac.jp/perception/DeformableWorkspace/index-e.html Key concept: shared “frame of reference” between real and virtual world the screen is a membrane between the real and the virtual world. a physical attribute makes interaction more precise, even if this is PASSIVE FORCE FEEDBACK
  11. Now, the screen is rigid, but can move in space: full body proprioception help better understand the content. The screen is still the locus of control (no “mouse” there). http://www.k2.t.u-tokyo.ac.jp/perception/VolumeSlicingDisplay/index-e.html
  12. Latest concrete application of these ideas: not only superimpose on reality a “virtual object”, but a VIRTUAL SPATIALIZED DATABASE And also a space for “chatting” and exchanging information: a SPATIALIZED SOCIAL NETWORK. http://www.k2.t.u-tokyo.ac.jp/perception/MemoryBlocks/index-e.html
  13. http://www.k2.t.u-tokyo.ac.jp/perception/MemoryBlocks/index-e.html
  14. The idea is to cover the smartphone on a silicon case, couple light (from the screen or led) inside it, and use the smartphone camera to classify the patterns of internal reflections (using SVM). Example: sending emoticons based on the physical manipulation of a plastic avatar. http://www.k2.t.u-tokyo.ac.jp/perception/deformableInterface/index-e.html
  15. An example beyond projection mapping: tactile feedback from virtual objects. This is like “feeling ghosts”, force fields around co-located virtual objects. Details: tracking is done using ultrasound (time differences between pulses). http://www.k2.t.u-tokyo.ac.jp/perception/VirtualHapticRadar/index-e.html
  16. No space here, but I have been working on media art projects involving lots of wearable technology to “extend” the body, or “MIX” separated bodies into a LARGER PHYSICAL ENTITY (for dancers, experiments on psychology, etc). Examples: scratchBelt: http://www.k2.t.u-tokyo.ac.jp/members/alvaro/scratchBelt/index.html Light Arrays:
  17. Example of MINIMAL DISPLAYS: cartoon-like graphics http://www.k2.t.u-tokyo.ac.jp/perception/laserAura/index-e.html