Prototyping Human Interaction

New From The Lab

New Members Page!


Two weeks ago, I started working with the legendary Mike Gold on ways to update our FRL website.  The first thing we decided to work on is creating a members page. In order to create this page, I first learned how to run WordPress using MAMP, a software that would allow me to run a […]

Audience Data!


Happy October! The weather is getting colder (yay) and it’s raining a lot more (boo, or yay?) What is “audience data”? How do we collect it? I believe the ultimate data you could collect from an audience would be what they’re thinking in realtime, but I suspect that collecting that would be extremely difficult and […]

NavMesh


Recently I tried Unity’s NavMesh to implement a prototype of collision avoidance module for our physical therapy balance project. Rather than using connected points and graphs to search and represent the optimal path, NavMesh(navigation mesh) defines the walkable space by polygons, and objects can walk through the polygons to reach the waypoints. Currently, in our […]

Multi-user Experience


We have been working on multi-user experience in mixed reality for a while, because we have faith that people want to spend time together. However, I have confusion on both developing social interaction and enjoying that. It is always tedious and complicated to me during developing multi-user experience, including both hardware and software. For co-located […]

White Mirror


If we assume that in five years (more or less) smartphones will be replaced by wearables, I think we can see from Marta’s very thoughtful post yesterday how many negative consequences there can be for face-to-face social interaction between people. Yet there is still time for us to help shape the outcome in a more […]

Responsibility


I am aware that this topic has been touched upon many times already, but certain painful observations over the last weeks have led me to write this post. Forgive me if my analysis will seem shallow, as I know the problem is much more sophisticated and complex than I am able to address here. But […]

Cinema 4D at the Lab


At SIGGRAPH 2018, the president of Maxon Cinema 4D saw CAVE and was blown away by it. He was also thrilled to hear that C4D was used by Eric Chang and I to do CAVE’s particle effects and concept art. Since then, Maxon has been very interested in what we’re doing at the lab and […]

Onwards


Sebastian sketched out the timeline for Ken’s research plan for the coming year, in which practically everything we’ve been working on collectively will be combined into an assortment of ambitious projects. Among other items on the agenda, we’re already talking about SIGGRAPH 2019, which, much like the previous project, will have multiple components to it, including […]

Rokoko and iPads


Hello from Japan! Been a bit busy, but wanted to show you guys a little sneak peek of some thing I’ve been working on with a person in a Rokoko Suit puppeteering a character in AR on the iPad!

Reality 2.0 (beta branch)


In my very first post, I talked about Virtual Reality, Augmented Reality, and their eventual merge. A couple weeks ago, I learned that “eventually” was coming sooner than I originally thought. Google has announced that they will be supporting “See-Through Mode” on their standalone HMDs, allowing you to wear a headset, be aware of your environment, […]