| · | 1. Environmental Media Project
Graduate School of Media and Governance, Keio University, Tokyo, Japan.
1999-current
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| · | 2. Virtual Explorer
University of California, San Diego, CA.
1998
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| · | 3. VRML Projects
Telepresence Research, Inc., San Francisco, CA.
1996
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| · | 4. Virtual Brewery Adventure
Telepresence Research, Inc., San Francisco, CA.
1994
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| · | 5. Menagerie
Telepresence Research, Inc., San Francisco, CA.
1993
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| · | 6. Telepresence Mobile Robot
Telepresence Research, Inc., San Francisco, CA.
1991
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| · | 7. NASA VIEWlab
NASA Ames Research Center, Mountain View CA.
1985-90
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| · | 8. Viewpoint Dependent Imaging
Architecture Machine Group, MIT, Cambridge, MA.
1981
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| · | 9. Stereoscopic Workstation
Architecture Machine Group, MIT, Cambridge, MA.
1981
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| · | 10. Dancing Images
Architecture Machine Group, MIT, Cambridge, MA.
1981
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| · | 11. Stereoscopic Design Theater
Fiat/Lancia Design, Turin, Italy.
1979
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| · | 12. Stereoscopic Art Works
Center for Advanced Visual Studies, MIT, Cambridge, MA.
1974-76
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The Virtual Brewery Adventure is a Virtual Environment experience developed
for Sapporo Beer of Japan. The exhibit is permanently installed in the
Visitor's Center of Sapporo's new office building located in the Yebisu
Gardens Place Development in the Ebisu area of Tokyo - originally the site
of Sapporo's Yebisu Brewery built in 1887. The Virtual Brewery has had
over a million visitors since it opened to the general public 6 days a week in October 1994.
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The exhibit is an immersive experience that surrounds the user in a three-dimensional,
computer-generated world. The viewer uses a 3-D display device called a BOOM, developed
originally in our lab at NASA and later commercialized by Fakespace. We modified
the BOOM so that it was appropriate for a public installation--we ruggedized
it and put extra safety devices on it. Visitors at the exhibit also have the
option of looking through one of 12 passive viewers, which are essentially
BOOM heads without the mechanical linkage. Although visitors can't control
the viewpoint through the passive viewers, they do get the same immersive
experience. Further, large projection screens show 2-D images of what the
BOOM users are seeing. We also included 3-D sound, using the Acoustitron
II by Crystal River Engineering. Scott Foster, the president of the company,
worked in our group at NASA Ames With Dr. Beth Wenzel to develop this technology.
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We created the exhibit with different options to give people a choice of how interactive
and how immersive they wanted to be. If a visitor has only a few minutes, they can watch
the screen. If they prefer to wait, they can use the BOOM. With this setup, we can get 80
people a day to use the BOOM, plus 12 times that for the passive viewers. Daily, about
4,000 people can see the exhibit. The whole experience, from start to finish, is about
five minutes. Visitors getting into the BOOM first see a 3-D computer-generated model
of the old Sapporo brewery, which they can fly around until they eventually arrive at
the front door. After entering the brewery, they fly through a huge tank of bubbling beer.
A computer-generated tour guide leads them down a long hallway to a large, modern control
room, similar to ones in new breweries these days. The control room displays four
windows looking out on photorealistic, computer-generated images of the brewing
process. Here, the visitor has to choose which of the four processes they wish
to see, whether that is brewing, fermentation, filtration or bottling. They
look at the desired window, push a button on the BOOM handle, and are pulled
out into a microscopic world. The first window represents the brewing process.
Viewers travel along with the starches that are broken down into sugars. The
second view takes viewers through the fermentation process, where yeasts,
used to break down the beer into alcohol, carbon dioxide and other products,
bud and create colonies. The third perspective takes the viewer on a
roller-coaster ride through the filtration process, which ends with a
ceramic filter that blocks yeast and impurities out of the beer. The
last window is a surreal interpretation of the bottling process. Lines
of bottles float around in space. Beer comes out of nowhere to fill
the bottles; at some point, the caps land on the bottle tops. Finally,
the Sapporo labels slap onto the bottles.
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"Recent Developments in Virtual Experience Design and
Production," SPIE (1995)
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