The Studio at SIGGRAPH 2017: Cyborg Self

The Studio at SIGGRAPH 2017: Cyborg Self

Prepare for a broad range of concepts related to the convergence of the physical body and evolving technologies at the SIGGRAPH 2017 Studio. The new technologies you will experience in the Studio will change how we use innovative devices to experience the world within augmented bodies.

Watch the SIGGRAPH 2017 Studio Preview Trailer!

Here’s a listing of Studio highlights:

Act Mold

ActMold: Rapid Prototyping of Electronic Circuits on 2.5D Objects With Interactive Vacuum Forming
ActMold, which can quickly mold 2.5-dimensional (2.5D) objects, is an evolving solution to these issues. It combines a dynamical shape display and a vacuum-forming system that can reuse molded objects, and it prints patterns of conductive ink on a plastic sheet in advance, so the objects can work as electronic interfaces.
Authors: Junichi Yamaoka, Keio University; Yasuaki Kakehi, Keio University; Yoshihiro Kawahara; The University of Tokyo

 

Electronic Stimulation

Interactive Systems Based on Electrical Muscle Stimulation
In this hands-on demonstration of several interactive systems based on electrical muscle stimulation, wearable devices allow attendees, for example, to transform their arms in interactive plotters, physically learn how to manipulate objects they never seen before, feel walls and forces in virtual reality, etc.
Authors: Pedro Lopes, Hasso-Plattner-Institut für Softwaresystemtechnik GmbH; Patrick Baudisch, Hasso-Plattner-Institut für Softwaresystemtechnik GmbH

 

LeviFab

LeviFab: Stabilization and Manipulation of Digitally Fabricated Objects for Superconductive Levitation
This study focuses on superconductive levitation because it has not been well explored for entertainment applications. Superconductive levitation requires different elements compared to other methods of levitation.
Authors: Yoichi Ochiai, University of Tsukuba; Tatsuya Minagawa, University of Tsukuba; Takayuki Hoshi, The University of Tokyo; Daitetsu Sato, University of Tsukuba; Kazuki Takazawa, University of Tsukuba; Amy Koike, University of Tsukuba; Satoshi Hashizume, University of Tsukuba; Ippei Suzuki, University of Tsukuba; Atsushi Shinoda, University of Tsukuba; Kazuyoshi Kubokawa, University of Tsukuba

 

Magnetic Plotter

Magnetic Plotter: A Macrotexture-Design Method Using Magnetic Rubber Sheets
This method enables users to freely design magnetic fields with inexpensive commercially available materials as if they are drawing pictures, and when the magnetic sheets are rubbed together, unique haptic stimuli are displayed on the fingers.
Authors: Kentaro Yasuk, Nippon Telegraph and Telephone Corporation

 

Materialization of motion

Materialization of Motions: Tangible Representation of Dance Movements for Learning and Archiving
This system fabricates tangible 3D human forms to learn and archive dance movements.
Authors: Mose Sakashita, University of Tsukuba; Kenta Suzuki, University of Tsukuba; Keisuke Kawahara, University of Tsukuba; Kazuki Takazawa, University of Tsukuba; Yoichi Ochiai, University of Tsukuba

 

Textile ++

Textile++: Low Cost Textile Interface Using Principle of Resistive Touch Sensing
Textile++, a fiber-based system that can be applied to various fields, including wearable computing, confronts these cost challenges.
Authors: Keisuke Ono, Tokyo Metropolitan University; Tetsuaki Baba, Tokyo Metropolitan University; Shinichiro Iwamura, Tokyo Metropolitan University; Akira Ogie, Tokyo Metropolitan University; Paul Haimes, National Institute of Advanced Industrial Science and Technology (AIST)

 

Whoa Board

Whoa Board: Interactive Lighting for Wearables and Beyond
The Whoa Board is the first device that makes it possible to design interactive commodity-level EL materials, without requiring additional hardware or modification of the EL elements.
Authors: Josh Vekhter, University of Texas at Austin, Foolish Products, LLC; Josh Gordonson, Freelance Artist; Zanzie Addington-White, Freelance Artist; Yanina Vekhter, Foolish Products, LLC

Studio Workshops:
Hands-on: Rapid Interactive Application Prototyping for Media Arts and Stage Performance
Introducing a mashup of interaction technologies and OpenGL via Max/Jitter with multiple devices to allow for quick prototyping of advanced OpenGL applications for real-time stage performance.
Authors: Serguei Mokhov, Concordia University; Miao Song, Concordia University; Sudhir Mudur, Concordia University; Peter Grogono, Concordia University

A Processing Primer for Artists
This workshop is a hands-on programming primer for artists and designers who are interested in using programming and computational thinking as creative tools.
Authors: Susan Reiser, University of North Carolina at Asheville; Phil Conrad, University of California, Santa Barbara

Troubleshooting and Cleanup Techniques for 3D Printing
Learn hands-on techniques for identifying and cleaning up geometry for 3D printing.
Author: Lance Winkel, University of Southern California

Animal Drawing with Gary Geraths and “Tiny”
This workshop is designed to improve dynamic sketching by teaching the gestural, anatomical, and structural nature of animals. The “model” is Tiny, a three-year old, 12-foot giraffe.
Author: Gary Geraths, Otis College of Art and Design

WebAR: Creating Augmented Reality Experiences on Smart Glasses and Mobile Device Browsers
This workshop teaches participants how to view and create AR experiences using WebAR. Unlike AR SKDs, WebAR runs in web browsers and requires no native-app download.
Author: Pablo Mendigochea, HoloLeo Studios

Comparing Screen Printing and Direct-to- Garment Technologies using Digital Workflows
This workshop reviews the complete process of traditional screen printing from start to finish (design, separation creation, film print, screen developing, registration, and print), and compares and contrasts it with the process of direct-to-garment printing.
Authors: Eddie Murphy, Epson America, Inc.; Matt Kochanowski, Epson America, Inc.

Pursuing Perfect Color
The purpose of this workshop is to illustrate the proper technique and equipment needed for optimal color selection and color management throughout an image maker’s workflow.
Author: Bruce Wright, X-Rite, Incorporated

Real-Time Cinematics & Storytelling
This workshop allows users to evaluate this technology for a variety of applications, including interactive experiences, XR, games and gameplay cutscenes, film VFX, storyboarding, virtual set design, eSports broadcast, and more.
Author: Adam Myhill, Unity3d

Knitted Finger Sensors
With this workshop, you’ll assemble a pre-knitted finger sensor to fit your digit. No sewing skill needed.
Author: Jesse Seay, Columbia College Chicago

Getting Your Monitor and Inkjet Print to Match: Color Management and Printing
This workshop shows an inkjet print that matches the monitor, how to achieve it with practical methods.
Author: Eddie Murphy, Epson America, Inc.

Register today for SIGGRAPH 2017 to experience first-hand the most innovative technologies.

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