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Top2: Virtual Realities and New Entertainment
Monday 23 August 2004
Organiser
Ryohei Nakatsu (Kwansei Gakuin University, Japan), nakatsu@ksc.kwansei.ac.jp
Overview
Although various kinds of virtual reality (VR) technologies have been studied and developed, VR has been adopted to only a few applications. We believe that entertainment is the most appropriate application area of VR. Recently by the advancement of computers and networks, new types of entertainment have been emerging such as video games, entertainment robots, and network games. By applying VR technologies we can expect that more and more new entertainment will emerge. Also it is expected that various kinds of business and education applications would emerge starting from these new entertainment.
The goal of this topical day is to give the audience the information on the most advanced VR technologies and the possibilities of new entertainment utilizing these technologies. Since our lectures have very different backgrounds and expertise, it is expected that the audience would grasp the whole trends in the area of VR and entertainment through the talk of the lecturers.
Programme
13h30 - 15h: VR Technologies and Entertainment
Chair:
Ryohei Nakatsu (Kwansei Gakuin U., Japan)
Storytelling in virtual world - Mark Cavazza (U. Teesside, UK)
Connecting real world and virtual world through gaming - Adrian David Cheok (National U. Singapore, Singapore)
How the experience in virtual world affects our behaviors? - Matthias Rauterberg (Technical U. Eindhoven, Netherlands)
15h30 - 17h30: Innovative Entertainment System
Chair: Matthias Rauterberg (Technical U. of Eindhoven, Netherlands)
Physical interactions with humanoid robot in virtual world - Ryohei Nakatsu (Kwansei Gakuin U., Japan)
Understanding Japanese culture through the virtual Zen dialogue - Naoko Tosa (Entertainment Computing Laboratory, Japan)
Future room that can sense human mood/emotion and respond to it - Henry Thomas (France Telecom R&D, France)
Concluding panel

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