ICC


Research cases are obtained and presented from the NTT research laboratories, government sponsored development projects, and from academic institutions. Future predictions created by engineers and educational institutions are presented. The Research Development Corner also acts as a collaborative research environment for new technology. While seeking technological development, future predictions of human communication and sensibilities are presented from the perspective of "research development" or "technology" with a focus on the cultural impacts of technology and its context.
Exhibiting Works
"Gainer Kaidan"
IAMAS PDP (Programmable Device Project)
"Gainer" is a tool kit for creating interactive works or interfaces that involves physical input and output in a short period of time. To create works, users combine this kit with a breadboard, which is used in trial production of electronic circuits, and freely modify the circuit by trial and error. "Gainer Kaidan" was developed through a collaborative project, in which members from diverse backgrounds used Gainer as their common language.
"Tablescape Plus"
KAKEHI Yasuaki + NAEMURA Takeshi + MATSUSHITA Mitsunori
"Tablescape Plus" is an interactive tabletop video theater. Different images are projected onto the respective tiny screens placed upright on the table. As the user moves the screens, the images change. Moreover, users can develop new stories by changing the arrangement of the screens. For example, when the screens are placed side-by-side, the images on the respective screens react to one another. Users can be involved in the world of these tiny imageries, which is like a living miniature garden.
"through the looking glass"
KAKEHI Yasuaki + NAEMURA Takeshi
"through the looking glass" defies the conventional wisdom that the world in the mirror is the same world extending in front of the mirror, by enabling you to play a hockey game with your reflection in the mirror. The screen in front of the mirror and the screen in the mirror show different images, and the puck you hit goes into the world of mirror instead of bouncing off the mirror. The user must confront himself, or play two roles, going back and forth between the outside and the inside of the mirror to hit the puck.
"Pega-Pega"
Claudio PINHANEZ + Mark PODLASECK
The virtual "frog" in the exhibition space runs away as the viewer gets close to it, and will never be caught. "Pega-Pega" is the "game of tag," the most common children's game in the world, but extended with the latest technology.