From rick@cs.arizona.edu  Thu Jun  1 17:36:25 1995
Subject: ATIP Report: Virtual Reality (VR) Activities in Japan
Date: 1 Jun 1995 17:36:10 -0700
Organization: University of Arizona CS Department, Tucson AZ

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       ASIAN TECHNOLOGY INFORMATION PROGRAM (ATIP)

REPORT:  ATIP95.27 :  Virtual Reality (VR) Activities in Japan

To: Distribution
From: D.K.Kahaner, [kahaner@atip.or.jp]
Date: 06/01/95 [MM/DD/YY]
This is file name ATIP95.27

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Date: June 1, 1995
REPORT:  ATIP95.27  Title:  Virtual Reality (VR) Activities in Japan

ABSTRACT:
Summary of virtual reality activities in Japan, based on a study done by
Ivo Kwee. During mid 1994, Ivo M. Kwee, a Dutch physicist was commissioned
by the Dutch Embassy in Japan to perform a study on VR (Virtual Reality)
research and product development in Japan. Kwee had spent the preceding two
years at Hokkaido University engaged in research on optical holography.
Kwee's summary covers most of the important R&D projects and many of the
products (or soon-to-be products) as of the dates of his study. It
represents an excellent resource for those looking into the topic and a
wonderful starting point for making further contacts and learning about
subsequent work. The complete report contains more than 60 figures, photos,
and diagrams (available from ATIP), and over 70 references.



     VIRTUAL REALITY IN JAPAN
          IVO M. KWEE


       TABLE OF CONTENTS

       Foreword
   1: Introduction
       1.1 About this report
       1.2 Present state of Virtual Reality in Japan
       1.3 Towards industrial Virtual Reality
       1.4 Future expectations of Virtual Reality in Japan
   2: Virtual Reality: a new technology?
       2.1 History of Virtual Reality
       2.2 Virtual Reality pioneers in Japan
       2.3 VR evolving from various disciplines
       2.4 Classification of Virtual Reality systems
       2.5 Autonomy, interaction, and presence
       2.6 "Kansei" technology and "human-media" in Japan
   3: Government, universities, and national projects
       3.1   Government support for Virtual Reality projects in Japan
       3.1.1 MITI's leading research for VR technology
       3.1.2 Virtual Reality as an Academic Priority Area
       3.1.3 Gifu VR-Techno Center Inc. (VRTC)
       3.1.4 Removal of Volcanic Material at Mount Unzen Area
       3.1.5 The "Green-Space" project
       3.1.6 The Intellectually Creative Society of the 21 st Century
       3.1.7 Government involvement in other projects
       3.2   Universities and National Laboratories
       3.2.1 Universities
       3.2.2 National Laboratories
       3.3   Associations and Academic Societies
       3.3.1 Laboratories for Image Science and Technology (LIST)
       3.3.2 Japan Technology Transfer Association (JTTAS), and the ICAT
       3.3.3 Reed Exhibitions: Industrial VR Conference and Exhibition
       3.3.4 Institute for Electronics, Information and Communication
                Engineers (IEICE)
       3.3.5 Society of Instrument and Control Engineers (SICE)
   4: VR products and related technologies
       4.1   Computer hardware and VR software
       4.1.1 Graphic engines
       4.1.2 Software toolkits
       4.1.3 Systems
       4.2   Tactile, kinesthetic, and haptic displays
       4.3   Visual displays
       4.3.1 Head Mounted Displays
       4.3.2 Lenticular screens
       4.3.3 Other 3D display technologies
       4.4   Audio and 3D sound
       4.5   Gesture recognition
       4.5.1 Image processing techniques for gesture recognition
       4.5.2 CyberFinger
       4.6   Other technologies
       4.6.1 The Ultimate Interface: Silent Speech
       4.6.2 Tele-existence robots
   5: Applications of Virtual Reality
       5.1   Tele-existence and bilateral robotics
       5.1.1 Tele-existence in "3K" environments
       5.1.2 Space tele-robotics
       5.2   Amusement and simulators
       5.2.1 VR entertainment
       5.2.1.1 Amusement theme parks
       5.2.1.2 Home entertainment
       5.2.2 Simulators
       5.2.2.1 Virtual ski
       5.2.2.2 Driving simulators
       5.3   Interactive CAD design and virtual prototyping
       5.3.1 Virtual Kitchen and VSDSS
       5.3.2 Virtual Prototyping
       5.4   Multi-media and networked VR
       5.4.1 Tele-conferencing
       5.4.2 Computer Supported Cooperative Work (CSCW)
       5.5   Artificial Life and cyberspaces
       5.5.1 Artificial Life
       5.5.2 Cyberspaces: Habitat and InterSpace
       5.6   Virtual Reality on the stage
       5.6.1 Virtual studio
       5.6.2 Virtual actors and real-time animations
       5.7   VR in medicine
       5.7.1 Laparoscopy, "Nintendo surgery", and medical micro-robots
       5.7.2 Surgical planning and high-definition television
       5.7.2.1 Surgical planning
       5.7.2.2 High definition medical imaging
       5.7.3 Rehabilitation and amenity
       5.7.4 Virtual hospitals and tele-medicine
       5.8   Other applications
       5.8.1 Software visualization
       5.8.2 Virtual museum
       5.9 VR's advertising value
     List of Interviewees and addresses

=====================END OF REPORT ATIP95.27============================



