PAST PROJECTS
PAST PROJECTS
Scented Graphics: Exploration in Ink-jet Scented Printing (2019)
Member(s): Yi-Ching Kang and Hiroki NISHINO
‘Scented Graphics’ is our artistic experiments with a scented-printing technique that utilizes an ink-jet printer.By mixing water-soluble aroma oils with inks, an ink-jet printer can be utilized to control scent-mixing with high-precision almost at no extra cost. Such features are hardly provided by existing scented-printing services at the same level of flexibility and cost-effectiveness.
We mimic the Swiss Graphic Design in our experiment as the style facilitate the preliminary investigation of this technique. As scent-mixing is a fundamental technique in olfactory art, our experiments can be beneficial as design exemplars as a preliminary exploration of the technique.
Published as:
Yi-Ching Kang and Hiroki Nishino. 2019. Scented graphics: exploration in inkjet scented-printing. In ACM SIGGRAPH 2019 Posters (SIGGRAPH '19). Association for Computing Machinery, New York, NY, USA, Article 6, 1–2. https://doi.org/10.1145/3306214.3338610
Meet in Rain: A Serious Game to help the better appreciation of Chinese Poems (2019)
Member(s): Ye-Ning Jiang and Hiroki Nishino.
Meet in Rain is Ye-Ning Jiang’s final year project. It is a serious game on Chinese poetry. Players must complete given tasks by exploring imaginary sceneries that depict Chinese poems while invoking various events, which help them for a better appreciation of the poems. Its graphics design also mimics Chinese paintings in the era when the poems were created.
As there exist only a few serious games for Chinese poetry and they mostly focus on the knowledge accusation, our work provides a rare design exemplar as a serious game that is designed with the intention to foster aesthetic appreciation ability for a cultural subject.
Published as:
Ye-Ning Jiang & H. Nishino, Meet in Rain: A Serious Game to help the better appreciation of Chinese Poems, The ACM SIGGRAPH Conference, LA, USA. 2019 July (accepted).
Unit-generator Graph as a Generator of Lazily Evaluated Audio-vector Trees (2018)
Member(s): Hiroki Nishino.
Computer music systems normally implement a unit-gen- erator graph as a network of unit generators, through which audio vectors are streamed and processed.
This paper proposes an alternative implementation technique for unit- generator-based sound synthesis, which views a unit-generator graph as a generator of audio-vector trees to be lazily evaluated. The simplest implementation of this technique allows to process sound synthesis and sound-control tasks in different threads even in a synchronous computer music system, making real-time sound synthesis more stable by amortizing the time costs for sound-control tasks over DSP cycles, while maintaining the low roundtrip latency between the audio input and processed output at the same time.
We also extend the discussion to the possible extensions of our technique for parallelization, distribution, and speculation in real-time sound synthesis. The investi- gation into such a novel implementation technique would benefit further research on high-performance real-time sound synthesis.
Published as
H. Nishino, Unit-generator Graph as a Generator of Lazily-evaluated Audio-vector Trees, The 5th Sound and Music Computing Conference (SMC 2018), Cyprus, 2018 July.
ON-STACK COMPUTATION OF AUDIO VECTORS FOR UNIT-GENERATOR-BASED SOUND SYNTHESIS (2018)
Member(s): Hiroki Nishino.
This paper describes a novel implementation technique for unit-generator-based sound synthesis, which allocates audio vectors on the stack frame. The computation is also performed on the stack and the same audio vectors can be shared and reused by sound synthesis modules (e.g., patches or instruments). As the number of audio vectors involved in sound synthesis can be significantly reduced in comparison with a straightforward implementation technique that allocates audio vectors for each unit generator in the heap area, our on-stack allocation technique is desirable for sound synthesis in a memory- limited embedded system. As the utilization of embedded systems is a topic of interest among the NIME (new interfaces for music expression) community, such a memory-efficient implementation technique for sound synthesis can benefit the research and practices in the field.
Published as
H. Nishino, On-stack Computation of Audio Vectors for Unit-generator-based Sound Synthesis, International Workshop on Computer Music and Audio Technology (WOCMAT), Hsinchu, Taiwan, 2018 Nov.
Prototyping Digital Signage Systems with High-Low Tech Interfaces (2017)
Member(s): Ting-Wen Chin, Yu-Yen Chuang, Yu-Ling Fan, Ye-Ning Jiang, Yi-Ching Kang, Wei-Hsin Kuo, Tzu-Wen To, and Hiroki Nishino.
We prototyped interactive digital signage systems with custom- made physical interfaces to investigate how the addition of physical interfaces extends the design space of digital signage. While our investigation is still in the preliminary phase and the prototypes just simply play back video files when triggered by the user’s action, this addition of physical interfaces seems to provide an interesting design space; the addition not only can be helpful for an intuitive interaction but also beneficial as a means of creative expressions for better message delivery.
Published as
T.W. Chin, Y.Y. Chuang, Y.L. Fan, Y.N. Jiang, Y.C. Kang, W.H. Kuo, T.W. To, & H. Nishino, Prototyping Digital Signage Systems with High-Low Tech Interfaces, The 10th ACM SIGGRAPH conference and Exhibition on Computer Graphics and Interactive Techniques in Asia (ACM SIGGRAPH ASIA 2017), Bangkok, Thailand, 2017 Nov.
Update-caching technique for Unit-generator-based Sound Synthesis (2017)
Member(s): Hiroki Nishino.
‘Update caching is a novel implementation technique for unit-generator-based sound synthesis that we developed. The trade-off between the computational efficiency benefit by the utilization of audio vectors and the resulting damage to timing precision in updating sound synthesis parameters is one of the most well-known problems in computer music software design.
Our new technique first processes all the tasks in a DSP cycle and caches update events of sound synthesis parameters with timestamps. Then, the cached events are processed inside the signal processing loops of unit-generators during the computation of output samples.
In most practical situations, such a technique allows sample-rate accurate updates of sound synthesis parameters without significant damage to the computational efficiency.
While it does not improve the minimum feedback time, which is another problem caused by audio vectors, our technique provides a practical solution to the long-standing trade-off between computational efficiency and timing accuracy in unit-generator-based sound synthesis.
Such an investigation into a novel implementation technique would be beneficial for the research and development of next-generation computer music systems.
Published as
H. Nishino, Update-caching technique for Unit-generator-based Sound Synthesis, The 43rd International Computer Music Conference (ICMC 2017), Shanghai, China, 2017 Oct.
SPECULATIVE DIGITAL SOUND SYNTHESIS (2016)
Member(s): Hiroki Nishino.
We propose a novel implementation technique, speculative digital sound synthesis, as a practical solution for the tradeoff between computational efficiency and sample-rate accurate control in sound synthesis. Our technique first optimistically assumes that there will be no change to the control parameters for sound synthesis and computes by audio vectors at the beginning of a DSP cycle. Then, after the speculation, when any change is made in the same cycle, it recomputes only the neces- sary amount of the output.
As changes to control parameters are normally quite sporadic in most situations, recomputation is rarely performed. Hence, the computational efficiency can be maintained mostly equivalent to the computation by au- dio vectors without any speculation, when no changed is made to the control parameters. Even when any change is made, the overhead can be reduced since the recomputation is only applied to those sound objects that had their control parameters updated, and the output samples in the past are not recomputed.
Thus, our speculative digital sound synthesis technique can provide both sample-rate accurate control in sound synthesis and better performance efficiency by the audio vectors in most practical situations. The tradeoff between these two issues has been a long-standing problem in computer music software design.
Published as
H. Nishino & A. Cheok, Speculative Digital Sound Synthesis, The 13th Sound and Music Computing Conference (SMC 2016), Hamburg, Germany, 2016 Aug. pp.358- 365.
LAZY EVALUATION IN MICROSOUND SYNTHESIS (2016)
Member(s): Hiroki Nishino.
The microsound synthesis framework in the LC computer music programing language integrates objects and library functions that can directly represent microsounds and re- lated manipulations for microsound synthesis. Together with the mechanism that enables seamless collaboration with the unit-generator-based sound synthesis framework, such abstraction can help provide a simpler and terser programing model for various microsound synthesis techniques.
However, while the microsound synthesis framework can achieve practical real-time sound synthesis performance in general, it was observed that temporal suspension in sound synthesis can occur, when a very large microsound object beyond microsound time-scale is manipulated, missing the deadline for real-time sound synthesis.
In this paper, we describe our solution to this problem. By lazily evaluating microsound objects, computation is delayed until when the samples are actually needed (e.g., for the DAC output), and, when performing the computation, only the amount of samples required at the point is computed; thus, temporal suspension in real-time sound synthesis can be avoided by distributing the computational cost among the DSP cycles. Such a solution is beneficial to extend the application domains of the sound synthesis framework design beyond microsound synthesis towards more general sound synthesis techniques.
Published as
H. Nishino & A. Cheok, Lazy Evaluation in Microsound Synthesis, The 13th Sound and Music Computing Conference (SMC 2016), Hamburg, Germany, 2016 Aug. pp.350- 357.
Alice and Her Friend: A Black “Picture Book” of Multisensory Interaction for Visually-Impaired Children (2014)
Member(s): Hiroki Nishino, Norihidayati Podari, Stefania Sini, Chamari Edirisinghe and Adrian D. Cheok
Alice and Her Friend is an interactive book for visually-impaired children. While we put a significant focus on multisensory interaction, the book is designed entirely in black, intending both to emphasize that visually-impaired people also enjoy rich multisensory experiences and to raises awareness of the needs that visually-impaired children have. We used the book to interview experts in related fields to investigate practical needs among visually-impaired children. Based on their insights, we also propose a novel research topic, “creative technologies for the disabled”; it is necessary to support people with disabilities to create what they need by themselves, since the degrees and types of visual impairment significantly differ among visually-impaired people.
Published as
H. Nishino, N. Podari, S. Sini, C. Edrisinghe & A. Cheok, Alice and Her Friend: A Black ‘Picture Book’ of Multisensory Interaction for Visually-Impaired Children, The 13th Conference on Advances in Entertainment Technology (ACE 2016), Osaka, Japan, 2016 Nov. pp.12:1-12:6
A Shape-Free, Designable 6-DoF Marker Tracking Method for Camera-Based Interaction in Mobile Environment (2010)
Member(s): Hiroki Nishino.
We developed a novel marker tracking method with shape-free, designable markers, which can be visually meaningful to users. The method can work fast enough to provide a real-time camera- based interaction even on low performance CPUs such as ones used in mobile Internet devices. Features such as visually communicative design and inexpensive computational cost are very desirable for users with mobile devices in the mobile/pervasive interaction environment.
Published as
H. Nishino, A Shape-free Designable 6DoF Marker Tracking Method for Camera-based Interaction in Mobile Environment, The 18th ACM International Conference on Multimedia (ACM MM 2010), Florence, Italy, 2010 Oct. pp.1055-1058
H. Nishino, A Shape-free Designable 6DoF Marker Tracking Method, The 37th ACM SIGGRAPH International Conference and Exhibition on Computer Graphics and Interactive Techniques (ACM SIGGRAPH 2010), CA, USA, 2010 Jul.
A 6DoF Fiducial Tracking Method Based on Topological Region Adjacency and Angle Information for Tangible Interaction (2010)
Member(s): Hiroki Nishino.
This new fiducial tracking method is based on the combination of topological region adjacency and angle information, whereas existing works by Johnston’s RAG target [3], Costanza’s D-Touch [2], and Kaltenbrunner’s reacTIVision [1] are all based on the uniqueness of the topological region adjacency structure.
Such a combination of the topological region adjacency and angle information enables a wider unique ID range, while maintaining the merit of fast and robust fiducial tracking in topology-based approach. Our method makes it possible to obtain the 6 degrees-of-freedom (6DoF). Such problems of a narrow unique ID range and lack of 6DoF information have been the main deficits in most systems based on topological region adjacency approach, when compared to other fiducial tracking methods.
References
Bencina, R., Kaltenbrunner, M. and Jorda, S. (2005). Improved Topological Fiducial Tracking in the reacTIVision System. Proc of IEEE Procams’05
Costanza, E .and Robinson, J.(2003). A region adjacency tree approach to the detection and design of fiducials, Proc of VVG 2003, pp.63-69
Johnston,D.(2001).UntetheredVR.Ph.Dthesis, University of Essex
Published as
H. Nishino, A 6DoF Fiducial Tracking Method Based on Topological Region Adjacency and Angle Information for Tangible Interaction, The Fourth ACM International conference on Tangible Embedded and Embodied Interaction (ACM TEI 2010) , MA, USA, 2010 Jan. pp.253-256
A Split-Marker Tracking Method Based on Topological Region Adjacency and Geometrical Information for Interactive Card Games (2009)
Member(s): Hiroki Nishino.
The extension of card games by interactive systems recently has been rapidly popular in gaming industry. Camera-based Tracking can play an important role to build such an interactive card games in low cost, without any special hardware. Split markers can be useful for such card games since the space between the markers can be placed a picture that is visually meaningful for players as in [1].
Among the criteria required for such a marker-tracking system for interactive card games, the robustness and the fast processing speed are important for better game experience; frequent false detection is a significant obstacle to identify and track the cards and slow processing speed is harmful for user interaction. We develop a novel split marker tracking method based on topological region adjacency and vector information. Our method can achieve fast processing speed and the robustness against false positive detection.
Reference
Bencina, R. et al, Improved Topological Fiducial Tracking in the reacTIVision, In Proc. Of PROCAMS’05
Published as
H. Nishino, A Split-Marker Tracking Method Based on Topological Region Adjacency and Geometrical Information for Interactive Card Games, The Second ACM SIGGRAPH Conference in Asia (ACM SIGGRAPH ASIA 2009), Yokohama, Japan, 2009, Dec.
Topolo Surface: A 2D Fiducial Tracking System based on Topological Region Adjacency and Angle Information (2009)
Member(s): Hiroki Nishino.
Topolo Surface is a 2D fiducial tracking system, which is a prototype system that we developed to implement a novel fiducial tracking method based on the combination of topological region adjacency and angle information.
Existing systems based only on topological region adja- cency information, such as D-Touch and ReacTIVision, have several desirable features including fast processing speed and robustness against false positive detection. Yet, the method used in these systems also has several deficits. The unique ID range in existing topology-based methods is very narrow and the cost to generate the set of such unique fiducial markers can be computationally very expensive, especially when compared to existing matrix-based systems. Also, several useful techniques to improve robustness, such as CRC or hamming distance, cannot be applied to existing topology-based systems.
Our novel fiducial tracking method utilizes the combination of topological region adjacency and angle information. By using topological information together with geometrical information, our prototype system achieved much larger unique ID range at very cheap computational cost to generate its fiducial markers. This is achieved while maintaining the desirable features of fast processing speed and robust- ness against false positives in a topology-based method. Also, CRC or hamming distance can be applied to our method to improve the robustness, if necessary.
Published as
H. Nishino, TopoloSurface: A 2D Fiducial Tracking System based on Topological Region Adjacency and Angle Information, Journal of Information Processing, Vol 18, No.2, Special Issue for Interaction Technique. Information Processing Society of Japan, 2010 Jun. pp.16-25 (2010)
H. Nishino, A 2D Fiducial Tracking Method Based on Topological Region Adjacency and Angle Information, The International Conference on New Interfaces for Musical Expression 2009, PA, USA, 2009 Jun (2009)