e-* and Collaborations http://www.apan.net/meetings/tokyo2006/proposals/e-collaboration.ht... e-* and Collaborations Home | e-Culture | e-Culture BoF | e-Science| Next Generation Application Over Next Generation Exchanges | Organizing chairs: e-Culture 1.Takaharu Kameoka and Yoshinori Sato, Mie Univeisity, JAPAN Date: 23rd Jan 2006 2. Piyawut Srichaikul, NECTEC, Thailand Time: 11:00-15:30 Objectives: e-Culture is an interdisciplinary research which covers contemporary politics, economics, social issues and Place: Room 5B1 culture. Of course, eCulture should be connected to other APAN contents. ECulture workshop brings together participants from academia, industry and government to learn and to discuss about eCulture activities in the APAN countries. Target audience: E-learning, Museum, Digital archive, Educator, Librarian, Anthropologist, Historian Session Plan: Session-1 (11:00-12:30) :Cultural topics arising from Internet-era - Chair: Faridah Noor Mohd Noor 1. Research on Tangible Virtual Museum Speakers:Yong-Moo Kwon, Jinwook Kim, Heedong Ko IMRC, Korea Institute of Science & Technology, Seoul, Korea ymk@kist.re.kr, jwkim@imrc.kist.re.kr, ko@kist.re.kr, ABSTRACT : Virtual heritage has become increasingly important in the conservation, preservation, and interpretation of our cultural and natural history. Based on the technology fusion of information technology to cultural and natural heritage, virtual heritage technology has been emerging in the framework of the virtual reality (VR) based culture technology (CT). Especially, new media technologies, from 3D media technology to virtual reality, are very promising ones expected to satisfy heritage representation such as the naturalness, the sensation of depth, realism and tangibility (Refsland et al., 2000). It should be emphasized that the virtual heritage has played an important role in the conservation, preservation, and understanding of cultural heritage with the rapid development of digital technologies. Moreover, virtual heritage technology can provide us the virtual exploration of heritage through the virtual reality environment. In view of virtual heritage creation, our developed virtual heritage techniques are introduced. Various kinds of imaging techniques used for building virtual museum are introduced, such as, infrared reflectography, X-Ray imaging, 3D laser scanning, IBMR (Image Based Rendering and Modeling) techniques. Based on these techniques, our experiences for virtual heritage creation of Buddha, stone monument, wooden engraving block, old sword, oriental mural underdrawing are introduced. . The concept of virtual museum is revisited and compared with the real museum based on the definition of museum. The mediated interface schemes for the comprehensive heritage exploration are investigated in view of virtual museum services. This paper also introduce a networked virtual museum demonstration between KIST, Korea and IMK, Germany that had been prepared for the final DHX (EU Project, IST 5th framework program ) review meeting. In KIST, a CAVE-like system is implemented using four PC and Linux OS. For haptic interaction, human scale SPIDAR is installed in KIST CAVE-like system under the cooperation between KIST, Korea and TIT, Japan. The SPIDAR is developed by Professor Makoto Sato. It is a new string-based display, in which the word "SPIDAR" stands for Space Interface Device for Artificial Reality. The CAVE+SPIDAR demo was applied to Shilla Kingdom Culture Contents (Haptic-based virtual experience of Royal Dragon temple: Hwangryong-Temple). The scenario is like that Open Wooden Door with SPIDAR, Go to Bell and Hit the Bell with SPIDAR, and Go to Stone Pagoda and Feel the 3D shape of Pagoda with SPIDAR. 2. A new image for otaku market Speaker: Ken Kitabayashi, Nomura Research Institute, Ltd. (NRI) ABSTRACT : Nomura Research Institute, Ltd. (NRI) conducted a survey on the actual conditions and business value of the domestic enthusiast consumer group (known as otaku) in 12 major fields, including animation and comics. NRI defines otaku as a universal phenomenon in consumer society. The analysis showed a new image for otaku, one that is broader and more encompassing than generally considered.Policy and Procedure considerations 3.History of Akihabara: New human communications technique and city development . Speaker: Nemoto, Naoki Net-One Systems Corp. ABSTRACT : I describe the history of "Akihabara" and the outline of "2-channel". Akihabara is various cities where peculiar development is accomplished in Japan. It has changed into the city where various personal hobbies were strongly reflected recently though Akihabara has developed as an electronics quarter. The role that the personal computer played in various personal hobbies is very important. Furthermore, the personal computer communicated through the Internet and various personal hobbies and opinions came to intersect. As a result, new communications means like 2-channel appeared. Key Words: Akihabara, 2-channel, personal, hobby, computer, communication 4. Significance of "Puppeteer" in Shirow Masamune's The Ghost in the Shell: Nature of the "I" identity in the net society Speaker: Ryuta KOIKE Lecturer, Yonezawa Women's Junior College of Yamagata Prefecture ABSTRACT : In the active internationalization of Japanese animation works, or Japanimations, some manga writers have come newly into the spotlight. Shirow Masamune (1961-) is one of such writers, and widely known with animation works such as Ghost in the Shell (dir. Mamoru Oshii, 1995) , Ghost in the Shell2--Innocence (Oshii, 2004) and Appleseed (dir. Shinji Arakaki, 2004), all of which originated from his manga works and concepts. It is generally agreed that Shirow Masamune describes today's net society, and apocalyptically, its destination. This presentation analyzes these animation works and their original manga pieces, The Ghost in the Shell (Kodansha, 1991) and Manmachine Interface (Kodansha, 2001), especially focusing on "Puppeteer" character in the former, a life form on the net. Thus Shirow Masamune's vicariously expressed thoughts on individual personality and dignity in the net society of today are examined. Through a minute reading of these works, what guarantees the "I" identity in their world of highly-advanced information, where everything is networked, is explored. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Session-2 (14:00-15:30) :Case studies from various eCultural aspects - Chair: Sanggyun Kim 1. Current Status of Indian Classical Dance Virtual Prototype Project Speakers: Faridah Noor Mohd Noor, Selvanathan Narainasamy, Suhaimi Napis, Harun Jantrik and Azmir. 1University of Malaya, 2Universiti Putra Malaysia, 3Multimedia Development Corporation, Malaysia. ABSTRACT : The presentation reports on the progress that has been made since the last APAN Meeting held in August 2005. Malaysia is endowed with a rich cultural heritage derived from different ethnic groups. Traditional dances are part of each ethnic cultural heritage and the present generation owes it to the future generation to keep a record with a purpose to preserve and hand down to them how these dances can be performed. The aim of this presentation is to share a collaborative research project to capture the motions of a traditional Indian dance to mark the beginning of a continuous chain of collaborative research between the Arts and IT disciplines. This virtual dance invites the audience to interact within a three-dimensional environment created by a software, which drives multiple projectors strategically placed so as to create the three dimensional effect. The three dimensional dance framework is first created by strategically placing sensors on the parts of dancer body which involves rapid or intricate movements. These movements are captured by the motion camera which registers the input (position and orientation) and integrates with the computer generated 3-D environment. The image generated in the computer is a new wire frame three-dimensional image which contains the vital information of position, orientation, acceleration and proximity integrated within a three- dimensional environment created by computer software. The dynamic wire frame is rendered to give it a suitable body and face. The raw motion capture data on the intricate moves of the dancer has been captured and kept in archive as an audio-virtual library of this art form. Using body scanner, the whole body scan of a different dancer complete with costumes has been captured and the data has been combined with the earlier motion capture data to create a virtual dancer with full costume. It is hoped that eventually this three dimensional image can be viewed either by 1 of 4 1/22/2006 6:42 PM
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