Akihiko Shirai
Arts et Métiers ParisTech
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Featured researches published by Akihiko Shirai.
international conference on computer graphics and interactive techniques | 2014
Hisataka Suzuki; Rex Hsieh; Akihiko Shirai
classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. SIGGRAPH 2014, August 10 – 14, 2014, Vancouver, British Columbia, Canada. 2014 Copyright held by the Owner/Author. ACM 978-1-4503-2958-3/14/08 ExPixel: PixelShader for multiplex-image hiding in consumer 3D flat panels
virtual reality international conference | 2016
Akihiko Shirai; Hisataka Suzuki; Yuta Yamaguchi; Kazuhisa Yanaka
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 enlarges virtuality, without any glasses and/or developmental hardwares for user side, into the public space like stadiums, parks, public halls and restaurants and used for displaying various contents such as sports games and concerts by audiences movement.
virtual reality international conference | 2014
Yannick Littfass; Yukua Koide; Hisataka Suzuki; Akihiko Shirai
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 hidden imaging technique to the public and content creators. We then introduce a plug-in designed for the Unity3D Game Engine to help content creators and artist get more easily involved in the search for innovative content using multiplex hidden imaging. We eventually review the potential applications we explored so far, and suggest new fields of investigation where the Scritter series could add a significant value regarding entertainment, social experiences, and utility.
international conference on computer graphics and interactive techniques | 2007
Kaisei Sakurai; Akihiko Shirai; Fabien Goslin; Kazunori Miyata
We have built a simple model for crepe texture without fluid simulation.
international conference on computer graphics and interactive techniques | 2005
Akihiko Shirai; Masafumi Takahashi; Kazunori Miyata; Makoto Sato; Simon Richir
“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 force feedback display SPIDAR and a program that made with GPU fast image recognition without any modification for original video game system. RoboGamer has three functions that are autonomous play, augmented effects like force feedback and/or rich graphics for original old video game and collaboration play with A.I. and human player via force feedback on the joystick.
international conference on computer graphics and interactive techniques | 2005
Akihiko Shirai; Masafumi Takahashi; Kiichi Kobayashi; Hideki Mitsumine; Simon Richir
This paper describes a new supportive information projecting technique for virtual TV studio environments with a back projected screen which is not visible for the audience, but visible for actors. Traditional TV studios use blue or green back chroma-key for video composition, thus the actors cannot see the final composite without the preview monitor. When the actors point or watch a point on the background image, they need an extensive experience or rehearsals. In our system, the actors can see and point the supportive information displays; such as computer generated background, virtual actors, scripts and/or final composites around them.
international conference on computer graphics and interactive techniques | 2007
Akihiko Shirai; Erik Geslin; Simon Richir
advances in computer entertainment technology | 2005
Akihiko Shirai; Lionel Dominjon; Masafumi Takahashi
international conference on computer graphics and interactive techniques | 2009
Akihiko Shirai; Simon Richir; Takuya Iwamoto; Takayuki Kosaka; Hidetaka Kimura
Archive | 2012
Wataru Fujimura; Yukua Koide; Takuya Sakai; Songer Robert; Takayuki Kosaka; Akihiko Shirai