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360-degree transparent holographic screen display
- Tomoharu Nakamura,
- Tomoya Yano,
- Kohki Watanabe,
- Yui Ishii,
- Hideki Ono,
- Ippei Tambata,
- Nobuki Furue,
- Yuji Nakahata
We propose a technique for creating a feeling of reality to 2D images. We have succeeded in fabricating a holographic screen with higher transparency and luminance compared to one based on conventional technology. With the combination of a 360-degree ...
A compact retinal scan near-eye display
- Katsuyuki Akutsu,
- Susumu Seino,
- Yusuke Ogawa,
- Kenji Ohki,
- Atsushi Takahashi,
- Daisuke Ueda,
- Ryo Ogawa,
- Teppei Imamura,
- Akira Yoshikaie
A compact full color laser beam scanning (LBS)-based Augmented Reality (AR) near-eye display has been developed. By the unique relay optical system adopting a novel holographic grating to compensate the color dispersion of holographic image combiner in ...
A design for optical cloaking display
In the graphics research context, optical cloaking that hides an object by relaying a light field is also a kind of display. Despite much interest in the cloaking, large-size cloaking has not been achieved without some limitations and/or assumptions. To ...
A stretch-sensing soft glove for interactive hand pose estimation
We present a stretch-sensing soft glove to interactively capture full hand poses with high accuracy and without requiring an external optical setup. Our device can be fabricated with simple tools available in most fabrication labs. The pose is ...
A transparent display with per-pixel color and opacity control
We propose a new display system that composites matted foreground animated graphics and video, with per-pixel controllable emitted color and transparency, over real-world dynamic objects seen through a transparent display. Multiple users can participate ...
Active textile tailoring
Active Textile Tailoring is a new process for creating smart textiles in which its fibers change shape and structure in response to heat. This adaptive textile can create a new type of sizing customization or aesthetic patterning for the preference of ...
AffectiveHMD: facial expression recognition in head mounted display using embedded photo reflective sensors
- Masaaki Murakami,
- Kosuke Kikui,
- Katsuhiro Suzuki,
- Fumihiko Nakamura,
- Masaaki Fukuoka,
- Katsutoshi Masai,
- Yuta Sugiura,
- Maki Sugimoto
We propose a facial expression mapping technology between virtual avatars and Head-Mounted Display (HMD) users. HMDs allow people to enjoy an immersive Virtual Reality (VR) experience. A virtual avatar can be a representative of the user in the virtual ...
Arque: artificial biomimicry-lnspired tail for extending innate body functions
For most mammals and vertebrate animals, tail plays an important role for their body providing variant functions to expand their mobility, or as a limb that allows manipulation and gripping. In this work, Arque, we propose an artificial biomimicry-...
ChicMR: immersive mixed reality system using video-see-thru HMD and 3D LiDAR scanner
In this paper, we propose a mixed-reality system that provides an immersive interaction space for both real and virtual objects. Using a custom-made video-see-thru (VST) HMD, the system streams high-resolution stereo images of what the user is currently ...
Demonstrating preemptive reaction: accelerating human reaction using electrical muscle stimulation without compromising agency
In this demonstration we enable preemptive force-feedback systems to speed up human reaction time without fully compromising the user's sense of agency. Typically these haptic systems speed up human reaction time by means of electrical muscle ...
Eigen zoetrope
Zoetrope is an animation display that produces the illusion of motion via a displayed sequence of pictures; this device was invented in 1833. The traditional Zoetrope consists of a rotational disk and a strobe light. The disk has some plates that are ...
EyeHacker: gaze-based automatic reality manipulation
In this study, we introduce EyeHacker, which is an immersive virtual reality (VR) system that spatiotemporally mixes the live and recorded/edited scenes based on the measurement of the users' gaze. This system updates the transition risk in real time by ...
GlideReality: a highly immersive VR System augmented by a novel multi-modal and multi-contact cutaneous wearable display
The user's palm plays a relevant role in the detection and manipulation of objects. The GlideReality system was designed to increase the immersive Virtual Reality (VR) experience and make it more interactive, providing multi-contact and multi-modal ...
Golf training system using sonification and virtual shadow
This paper proposed a golf training system using real-time audio-visual feedback. The system captures user's motion with an optical motion tracking system and projects his/her posture as a virtual shadow on the ground. Unlike other golf training systems,...
HAPTIC PLASTeR: soft, thin, light and flexible haptic display using DEA composed of slide-ring material for daily life
Recently, many wearable haptic displays have been widely explored aiming the enriched user experience through various application such as the virtual reality (VR) and Telexistence. Many such proposed wearable haptic displays so far are composed of rigid ...
Liquid printed pneumatics
Liquid Printed Pneumatics is a project developed by the MIT, Self-Assembly Lab and Swiss designer Christophe Guberan that focuses on the 3D printing of pneumatically activated objects. Rapid Liquid Printing (RLP), a new additive manufacturing process ...
MagniFinger: magnified perception by a fingertip probe microscope
We propose MagniFinger, a fingertip-worn microscopy device that augments the limited abilities of human visual and tactile sensory systems in micrometer-scale environments. MagniFinger makes use of the finger's dexterous motor skills to achieve precise ...
Matching prescription & visual acuity: towards AR for humans
- Jonghyun Kim,
- Michael Stengel,
- Jui-Yi Wu,
- Ben Boudaoud,
- Josef Spjut,
- Kaan Akşit,
- Rachel Albert,
- Trey Greer,
- Youngmo Jeong,
- Ward Lopes,
- Zander Majercik,
- Peter Shirley,
- Morgan McGuire,
- David Luebke
An increasingly important part of usuable near-eye displays to allow use by users who use vision correction such as that provided by glasses and contact lenses. Recent research indicates that over 20% of world population is myopic, and this percentage ...
Melody slot machine
We developed an interactive music system called the "Melody Slot Machine, " which provides an experience of manipulating a music performance. The melodies used in the system are divided into multiple segments, and each segment has multiple variations of ...
PickHits: hitting experience generation with throwing motion via a handheld mechanical device
Experiences of hitting targets cause a great feeling. We propose a system for generating this experience computationally. This system consists of external tracking cameras and a handheld device for holding and releasing a thrown object. As a proof-of-...
PinocchioVR
In the Pinocchio fairy tale, the nose of a boy extends when he lies. Inspired by this tale, we created a Pinocchio VR system that presents the feeling of the nose extending through body ownership illusion. This illusion is created by pulling the nose ...
Shading atlas streaming demonstration
Streaming high quality rendering for virtual reality applications requires minimizing perceived latency. Shading Atlas Streaming (SAS) [Mueller et al. 2018] is a novel object-space rendering framework suitable for streaming virtual reality content. SAS ...
ShapeSense: a 2D shape rendering VR device with moving surfaces that controls mass properties and air resistance
We introduce "ShapeSense," a VR device with moving surfaces for rendering various shape perceptions with a single device. Shape-Sense can simultaneously control the mass properties and air resistance in order to represent the target shape seen in VR. ...
Space walk: a combination of subtle redirected walking techniques integrated with gameplay and narration
Redirected walking (RDW) denotes a collection of techniques for immersive virtual environments (IVEs), in which users are unknowingly guided on paths in the real world that vary from the paths they perceive in the IVE. For this Emerging Technologies ...
TeeVR: spatial template-based acquisition, modeling, and rendering of large-scale indoor spaces
Conventional image-based rendering has limited applicability for large-scale spaces. In this study, we demonstrate an efficient alternative to conventional image-based rendering. Our key approach is based on a spatial template (ST), which solely ...
TeleSight: enabling asymmetric collaboration in VR between HMD user and Non-HMD users
In this paper, we propose "TeleSight", proof-of-concept prototype enabling asymmetric collaboration in VR between HMD user and Non-HMD users. TeleSight provides two interaction layers for designing asymmetric interaction, a physical layer for direct ...
Transfantome: transformation into bodies of various scale and structure in multiple spaces
Transfantome is a novel robot interaction in which the user seamlessly changes or simultaneously uses different "Bodies" of different sizes, structures, and positions. By combining various multiple bodies, we expand our range of power, dexterity, and ...
Index Terms
- ACM SIGGRAPH 2019 Emerging Technologies
Recommendations
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH '11 | 432 | 82 | 19% |
SIGGRAPH '10 | 390 | 103 | 26% |
SIGGRAPH '09 | 439 | 78 | 18% |
SIGGRAPH '08 | 518 | 90 | 17% |
SIGGRAPH '07 | 455 | 108 | 24% |
SIGGRAPH '06 | 474 | 86 | 18% |
SIGGRAPH '05 | 461 | 98 | 21% |
SIGGRAPH '04 | 478 | 83 | 17% |
SIGGRAPH '03 | 424 | 81 | 19% |
SIGGRAPH '02 | 358 | 67 | 19% |
SIGGRAPH '01 | 300 | 65 | 22% |
SIGGRAPH '00 | 304 | 59 | 19% |
SIGGRAPH '99 | 320 | 52 | 16% |
SIGGRAPH '98 | 303 | 45 | 15% |
SIGGRAPH '97 | 265 | 48 | 18% |
SIGGRAPH '96 | 247 | 52 | 21% |
SIGGRAPH '95 | 257 | 56 | 22% |
SIGGRAPH '94 | 242 | 57 | 24% |
SIGGRAPH '93 | 225 | 46 | 20% |
SIGGRAPH '92 | 213 | 45 | 21% |
SIGGRAPH '90 | 210 | 43 | 20% |
SIGGRAPH '89 | 190 | 38 | 20% |
SIGGRAPH '88 | 161 | 34 | 21% |
SIGGRAPH '87 | 140 | 33 | 24% |
SIGGRAPH '85 | 175 | 35 | 20% |
SIGGRAPH '84 | 118 | 41 | 35% |
SIGGRAPH '81 | 132 | 38 | 29% |
SIGGRAPH '80 | 140 | 52 | 37% |
SIGGRAPH '79 | 110 | 43 | 39% |
SIGGRAPH '78 | 120 | 64 | 53% |
Overall | 8,601 | 1,822 | 21% |