Virtual Museum with 4K/8K Ultra-High-Resolution Real-time CG


Virtual Museum service has been carried out in many places owing to the advanced video and network technology in recent years. We have been studying and developing a new type of virtual museum enabling people to participate the space with both active and passive way, by implementing various new functions. Our base system consists of 4K/8K ultra high-resolution real-time CG system with a special playback engine creating real-time CG animation telling narrative documentation and representation. It exhibits both 2D-pictures and 3D-artifacts digitized in high-resolution through local and distributed access. Currently in our lab, we have a 4K real-time CG imaging system with a 4K, 60-inch display and a high speed PC with GPU cards. Not only the virtual museum but also various researches are conducted on this platform.

Text-To-Vision (T2V)


T2V is a technology that enables the creation of TV-program-like CG animation generated automatically from text-based script. We have developed a PC application that we call the “T2V Player.” The application allows users to create animations instantly by simply typing in text in a customary fashion as when writing on a word processor. It is based on the TVML (TV program Making Language) technology that we have been developing for years, which is a computer language to describe TV-program-like animation in a text format.

The T2V Player is not only an animation tool for writers creating animations from their texts, but also an application of various text-to-vision services such as automatic animation generation form Web sites and other text sources. Numerous research activities are conducted using T2V technology, such as promotion of user-generated-content, automatic news generation, automatic talk show generator, interactive interview system, semantic TV and gamingTV project, etc. We distribute the T2V Player as freeware on the following site for the UGC promotion.

==> T2V Home Page

Measuring Engagement in Computer and Video Games


Engagement is a reported to be key factor in the player experience. To understand this engagement and correlation between player engagement and computer and video games, a multi-nodal approach is required. The approach is the study of physiological responses of in-game player experience for engagement.
We study real-time data acquisition from physiological responses generated during play sessions. The data acquisition is generated through, Eye-tracking, using a Tobii X2-30 Eye-tracker, temperature and galvanism in ngers, EEG, with the Emotive EEG, Neuroheadset, EPOC Neuroheadset and a 3D Brain Activity Map.
Real-time physiological data acquisition from the play session is recorded together with the game on a “4K,” extreme high-resolution 3840 x 2160 pixel display system. This provides optimized access to synchronized data for analysis.