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Ishikawa Oku
Laboratory

{ JAPAN 日本 }
簡介 /


香港知專設計學院(HKDI)為VTC機構成員。HKDI於2007年成立,旨在成為卓越的設計院校,提供具國際水平的設計教育及持續進修課程。學院匯聚香港專業教育學院(IVE)多個設計學系的優勢,透過多元化的設計課程,加強學生對文化及環保的觸覺,促進跨學科的融匯交流,以啟發學生的創作思考。學院與業界保持緊密聯繫,透過與設計業界合辦的項目及實習計劃,讓學生汲取工作經驗。於調景嶺興建的全新中央校園,已於2010年啟用,提供設備先進、富啟發性的學習環境。

作為本地最具代表性的設計教育學院之一,香港知專設計學院致力提供全方位的設計教育課程去面對需求日益增長的業界及社會。其中,新媒體及互動媒體設計自二十一世纪以來大大改善了人類的溝通方式及提升了整體的生活質素;隨之新媒體及互動媒體設計亦於創意教育當中越見重要。有見及此,香港知專設計學院轄下的傳意設計及數碼媒體系一直致力開拓及提供一個集活力、創意及先進設施的學習環境;我們的創意媒體課程更結合創意思維、應用技術、文化觸感及國際視野之培訓於一體培育能掌握媒體設計技術及才能的下一代。作為今年微波國際新媒體藝術節的教育伙伴,我們相信是次合作必定會為學生、業界、大眾及廣至整國地區帶來更多元的新媒體經驗,擴闊各界對新媒體設計的國際視野及理解。
簡介 /


更了解真實的世界

石川奧研究室以並行處理方式作為基礎,使用科技及工程系統重塑人類互動的研究,專注以社會學的研究方式推展人類互動之間的心理研究。以科研技術仔細探究人類的感官,石川奧研究室旨在更深入地探究人類互動的存在和性質。由於所有物理的、社會的及心理的互動均是雙向,因此在研究過程中必須考慮到雙向互動的獨有特性。石川奧研究室一直在探索人類感官與互動的界限,目前研創的項目包括融合感應系列、動態影像控制系列、視覺芯片系列和多感知系列。
多感知系列 /


多感知系列

多感知是一套理論和研究實踐的總稱學說,這套理論和研究實踐著重於捕捉及處理常人和機器不能感受到的訊息。希望透過這樣的研究製造新的方法去感知世界並與科技,互動。借助結合這些技術意圖整合人與機器的感知,並創建一個新的跨學科研究領域。




喚起技倆
亞法羅·卡西尼及艾歷斯·鍚克 (2010~)

透過此項目,我們研究人能輕而易舉及無時無刻地發現及說明事物的本能
(透過物件及繪畫去模仿行為及場景)。




似有還無
亞法羅·卡西尼及義浩 渡辺 (2006~)

我們採用了一種名為體積切片顯示的方法及試用系統,這顯示系統以實在的屏幕作為互動介面探索數據的體積。該系統使用訂製的單眼高速視覺系統或現成的增強實境(Augmented Reality)硬件組合去偵測屏幕(由有機玻璃或紙組成)的形狀及位置,然後在由房間裡一個或多個的投影機就偵測到的訊號把相對的三維虛擬物件即時投影在屏幕上。




觸感
亞法羅·卡西尼及艾歷斯·鍚克 (2006~)

我們發明了一套可穿的裝置,用家穿上後,能夠活用觸覺,憑直角、不受阻的感受空間及作出反應。將來這觸覺的界面,或許能蓋於特定皮膚,甚至覆蓋全身,成為第二層肌膚,令觸覺更敏銳,並且可作調節。




幻燈陣
亞法羅·卡西尼及艾歷斯·鍚克 (2010)

幻燈陣把可見的光束幻燈陣投射在環境之中,以幻燈陣形成肢體的延伸,以之代表身體、身體的動作及姿態。有趣的是,這些光的線索除了使用者能看見,其他觀眾也看得見。




擴增實境雷射感應系統
亞法羅·卡西尼及艾歷斯·鍚克 (2008~)

雷射感應系統能於顯示平面顯示雷射圖形,並同時以光束構成激光雷達,
透過收集和光束相同或不同波長或偏振的資訊,探測出平面的位置、方位及形狀、質感、光譜反射率,甚至相對動態。




相思鏡
林智子、早川 智彥及卡森·雷諾茲 (2011~)

相思鏡是一面半反射的鏡子,特別為身處異地的伴侶或家庭成員而設,造就一種非常微妙和親切的溝通方式。




Touchy
蕭子文、智彥 早川及卡森·雷諾茲(特別鳴謝:明和電機)(2011~)

此計劃為社會互動實驗,透過將人變做相機,專注施與受的關係。為使之可能,藝術家將相機的功能,以一對快門、相機及互動螢幕,重組至一頭盔上。以往尋常的快門一按,已升格為心理上的聯繫,嚴然是「 眼睛為靈魂之窗」的最佳演譯。凝視一個人的雙目十秒,就可有一自拍照 — 這豈非詩情畫意的諷刺?
融合感應系列 /


融合感應系列

人類通過多種感官訊息認知周圍環境,融合感應系列的目的之一即是以集成多個感官訊息 實現新的傳感架構,而其二則是進一步發展有層次和分散的架構以重新認識人類。




巧手(2011)
妹尾 拓及山川 雄司

我們發明了一個機械人,這個機械人擁有一個高速操縱系統,而這高速操縱系統由幾部分組成,包括多隻有觸覺感應的手指、一只以線驅動的胳膊及一個立體的 主動視覺系統。機械人能對突發的情況作出迅速的反應,這個高速融合感官的驅動器不僅改善了現有機器人的操作速度,更為機械人提供了高速運動的技能。
視覺芯片系列 /


視覺芯片系列

這系列旨在實踐高速即時的視覺系統和發展三維感應、輸入介面、圖像媒體及新的圖像處理於各方面的應用。




看不見的動態 (1995~)
義浩 渡辺

高速能力帶領人類進入超乎想像的進步,我們的目標是要實踐一個實時系統,它會遠遠超過傳統視頻速率的高速圖像傳感技術。具體來說,我們通過幾項技術來創建高速識別系統,而當中的技術包括:超大規模集成電路技術、並行處理系統、圖像識別及測量工程。同時我們把系統應用在各個領域,包括:機械人、檢查過程、視頻媒體工程、人與機械互動及數碼存檔等等。
DIC系列 /


DIC系列

動態圖像控制(DIC)是一種特別的技術,這技術能把包含不同物理特性的動態現象以人類能理解的方式逞現出來,以超越現實世界中許多動態現象皆有阻礙人類清晰理解的現象。




控制動態圖像(2009~)
奥 寛雅及奥村 光平

控制動態圖像借助調節光學系統、照明和信號處理圖像,以輸出一個有特定用途的圖像。這項研究的目的是建立和發展一個劃時代意義的的媒體技術,一個建基於動態圖像控制的技術。這項研究的代表作有:掃視鏡(高速目光掃視鏡)和達尼幕(高速液體鏡頭)。
About HKDI/


The Hong Kong Design Institute (HKDI) is a member of VTC Group. HKDI was established in 2007 with the mission to be a leading provider of design education and lifelong learning. It brings together the strengths of design departments of the Hong Kong Institute of Vocational Education (IVE) to encourage synergy and interdisciplinary thinking in its broad range of design programmes. HKDI maintains a strong network with industry and provides its students with essential practical experience enriched with cultural sensitivities and sustainability. The brand new campus in Tiu Keng Leng opened in 2010 provides a creative, inspiring and vibrant learning environment for students.

As a leading provider of design education in the region, the Hong Kong Design Institute (HKDI) is committed to offering excellent learning opportunities in a cross-disciplinary manner to keep pace with the growing demand of the creative industries. New media and interactive design has been increasingly vital in design education recently as digital media enhances communication, revolutionizing living quality globally in the twentieth-first century. The Department of Communication Design and Digital Media of HKDI is devoted to stimulating and nurturing a dynamic, creative and technologically advanced learning environment of creative media to meet the demands of our fast-paced society. Specifically, our creative media programme nurtures students to integrate creative thinking, digital technological skills, cultural sensitivity and a global perspective. Being the Education Partner of Microwave International Media Arts Festival 2011, the collaboration will bring new international insights to students, industry and the general public, and thus benefit the broadest spectrum of society.

Introduction /


A BETTER UNDERSTANDING OF THE REAL WORLD

Pushing the envelope of sociology and psychology, Ishikawa Oku Laboratory embarks on the study of human interactions in a more scientific and systematic way taking into account the parallel phenomena in human interactions. Leveraging technological advancements, sensory information stemming from human interactions can be processed in a parallel manner and consequently be examined more accurately and contextually with a view to acquiring a better understanding of the real world.

Meta-Perception/


META-PERCEPTION

Meta-Perception is an umbrella term for the theory and research practice concerning the capture and manipulation of information that is normally inaccessible to humans and machines. In doing so, we hope to create new ways of perceiving the world and interacting with technology. By combining techniques we aim to integrate human and machine perception and as a consequence create a new interdisciplinary research area.




Invoked Computing: spatial audio and video AR invoked through miming (2010~)
by Alvaro Cassinelli and Alexis Zerroug

In this project we explore the scenario that a ubiquitous intelligence capable of discovering and instantiating affordances suggested by human beings (as mimicked actions and scenarios involving objects and drawings).




Volume Slicing Display (2006~)
by Alvaro Cassinelli and Yoshihiro Watanabe

We introduce a method and a prototype system for interactive exploration of volumetric data using a tangible screen, called the Volume Slicing Display. This experimental interface will enable multiple users to feel as if 3D virtual objects co-exist in real space, as well as to explore these interactively using cheap passive projection surfaces (Plexiglas or even paper). Coupling our Vision Chip system with a source of structured light we can also acquire the shape of a deformable screen in real time, thus enabling the definition of arbitrarily shaped “cutting surfaces”. The markers also serve as buttons setting different interaction modes.




Haptic Sensing (2006~)
by Alvaro Cassinelli, Alexis Zerroug, Carson Reynolds

We are developing a wearable and modular device that allows users to perceive and respond to spatial information using haptic cues in an intuitive and unobtrusive way. In future, this modular interface may cover precise skin regions or be distributed over the entire body surface, and then function as a double-skin with enhanced and tunable sensing capabilities.




Light Arrays (2010)
by Alvaro Cassinelli, Danielle Wilde and Alexis Zerroug

The Light Arrays project explores the extension of the body through an array of visible light beams projecting on the environment as a dynamic representation of the body, its movement and posture. Interestingly, these light cues are visible both for the user wearing the device as well as for others.




Laser Sensing Display for AR applications (including scoreLight) (2008~)
by Alvaro Cassinelli and Alexis Zerroug

The Laser Sensing Display is capable of displaying laser-based graphics on a variety of non-prepared surfaces, while simultaneously using the beam (at the same or different wavelength or polarization) as a LIDAR probe gathering information about that surface position, orientation and shape, fine texture, spectral reflectance and even relative motion.




Gaze Mirror (2011)
by Tomoko Hayashi, Tomohiko Hayakawa and Carson Reynolds

The Gaze Mirror is a semi-reflective surface especially designed for the rooms of long-distant partners or family members to communicate over distance in a very subtle and intimate manner.




Touchy (2011)
by Eric Siu, Tomohiko Hayakawa, Carson Reynolds, and with the support of Maywa Denki

This project is a phenomenological social interaction experiment that focuses on the relationship of giving and receiving by literally transforming a human into a camera. To make it possible, the artist transposes the functions of a camera to a wearable helmet device comprising a pair of automated shutters, a functioning camera and an interactive screen. What used to be a common mechanical process is now a transcending psychological connection that gives all its meaning to the expression: “the eyes are the window to the soul.”Isn’t it a lyrical irony that gazing into eyes of others for 10 seconds gives life to your self-portrait?
Sensor Fusion /


SENSOR FUSION

A human being recognises external environment by using many kinds of sensory information. The purpose of Sensor Fusion Project is to realise new sensing architecture by integrating multi-sensor information and to develop hierarchical and decentralized architecture for further recognizing human beings.




Dexterous Robot System Based on High-speed Sensory-Motor Fusion (2011)
by Taku Senoo and Yuji Yamakawa

We have developed a robot of high-speed manipulation system consisting of a multi-fingered hand with tactile sensors, a wire-drive arm, and a stereo active vision system. This robot system can react quickly to target motion in unpredictable conditions. The high-speed sensory-motor fusion improves not just the speed of existing robot manipulations, but robotic skills by introducing the features peculiar to high-speed motion.
Vision Chip/


VISION CHIP

The aim of this project is to realise a high-speed real-time vision system and to develop many other application systems in the fields of 3D sensing, input interface and image media, as well as research new image processing.




High-speed Vision for the Unseen Dynamics (1995~)
by Yoshihiro Watanabe

High-speed capability is a powerful factor for leading incredible advances. Our goal is to realize a truly real-time system technology centering on high-speed image sensing far exceeding the conventional video rate. Specifically, we create high-speed recognition systems through VLSI technology, parallel processing, image recognition, and measurement engineering, and generate new applications in various fields including robotics, inspection, video media engineering, human-computer interaction, digital archiving, and so on.
DIC/


DIC

Dynamic Image Control (DIC) is a technology for showing dynamic phenomena with various physical properties in a comprehensible and intelligible way to humans. Many dynamic phenomena in real world have immoderate characteristics that prevent clear human understanding.




Dynamic Image Control (2009~)
by Hiromasa Oku and Kohei Okumura

DIC modulates images by controlling optics, illuminations and signal processing so as to output adequate images for a given purpose. The purpose of this research is to create and develop an epoch-making media technology based on dynamic image control. As representative results of this research, Saccade Mirror, a high-speed gaze control system, and Dynamorph Lens, a high-speed liquid lens, are shown.