International Promotion for AI Creators AIDX Lecture And Learning Media Media Publication for Creators (Book, Web, Kindle) Professional Visual Dev “AI Driven” Social Media X@AICUai
Entertainment R&D Manga from my book ”The future of game design - Science in Entertainment systems” (2013) 1973[born] in Yokohama, Japan 1983[10y.o.] Studied programming by magazine. Made 3D flight-sim by character graphics in PC-6001mkII. 1988[15y.o.] Played NES until forget high school admission. Met camera, publishing (news paper editing) and sciences. 1990[18y.o.] Worked arcade games operator and paperboy. (Financially, difficult to go university directly) In 1992 to 1998. I studied in Tokyo Polytechnic University. "Photo engineering" contains a lot. Optics, functional chemicals, electronics, laser holographics, printings...and CG As a club activity, I immersed into art photography. Fortunately, I met to photoshop and Ray tracing program in 1994. And my first laboratory, Prof Yuichiro Kume give an opportunity to study virtual reality, I was fevered about real time graphics. Because it is a latest technology since the video game. In 1998, I was offered a job at Namco as a planner (rare). However, joined Canon, it was offered a job on the recommendation of his professor. Then, I assigned to the office administration section at the Fukushima Plant.
Entertainment R&D Manga from my book ”The future of game design - Science in Entertainment systems” (2013) In 2000, I moved to Criterion, Inc. in UK. It was game engine developer named "RenderWare", which was applied as an official game engine for PlayStation2. So, I got a chance to become a game development consultant in a family of canon. It was very good opportunity to study about game development and its industry. After launch fever of PlayStation2, I have some hit titles thanks to the middle ware, multi-platform technologies and shaders in early GPU environment. In this era, there were common sense "Once graphics become greater, the games becomes more fun." but in my mind, I also had a different hypothesis, "Exploring VR experience makes it more interesting and meaningful". In 2001, I moved to Tokyo Institute of Technology, as a full time PhD student. (Prof. Sato’s lab, well-known about SPIDAR interface) After years of practice about the Japanese mass product industry and its work in IT division,
“Phantom Sensation”, a special psycho-physical phenomenon on human skin. When two mechanical stimuli of the same intensity are applied to different locations of skin surface with appropriate spacing, the two stimuli are fused and one sensation is perceived. When the intensity of one stimulus increases, the location of fused sensation shifts to the location of stronger stimulus. This psycho-physical phenomenon has been known as phantom sensation, which was found by Bekesy, a Novel Prize Winner in 1961. This project was realized before the rumble pad of game controllers as known as vibrotactile in 1997. The system has been realized with a real-time optical motion capture system using PSD and Infrared-LEDs. In the system, two LEDs are fixed on each slipper. The locations and directions of slippers on the floor are measured in real-time. Since feet are usually on the floor, two dimensional measurement is sufficient for this application. The similar technology of this is used into Nintendo's WiiRemote as its image sensor with sensor bar in later.
Best Multilingual and/or Omnilingual award. "Tangible Playroom" was designed as a future computer entertainment system for children. It can provide some Virtual Reality contents with a safe force feedback and a large floor image. Players can interact with content's world using their full body. To feel force feedback, player grasps a tangible (graspable, perceptible by touch) grip like a cork ball. It is linked to encoder motors by strings. Then it can input 3D location to system. When player touch to some objects, system calculate a correct force feedback to player via string and tangible grip. Our system can provide high quality force representation with safe rather than metal linked arm system. "Penguin Hockey" is a typical demonstration content. It is a simple 3D hockey game playing with automotive penguins. The pucks are snowmen. To get points, players should throw snowmen to the enemy's goal hole. Our software has a real-time dynamics simulator then children can interact with computer-generated characters with real reactions.
Using WiiRemote Programming using the "WiiRemote," the distinctive controller of the popular home video game console "Wii," on a PC has been attracting attention. With the introduction of the WiiRemote, it has become inexpensive and readily available, and many people are interested in it. With the advent of WiiRemote, it has become cheap and readily available, and many people are interested. This book explains how to program the WiiRemote from a PC for beginning programmers who are interested in applying the WiiRemote. As a hardware-oriented introduction to game programming, it explains the source code step by step. You can learn interaction techniques by yourself while developing specific samples. Languages supported include C/C++, C#, ActionScript 3, and Processing.
Entertainment R&D Manga from my book ”The future of game design - Science in Entertainment systems” (2013) 2003-2005 [Post-doc in NHK-ES] Axi-Vision & Projection Lighting for next-generation digital TV broadcasting and production environments. 2005-2007 [Post-doc in Laval France] ENSAM Presence & Innovation Lab, in Laval France. Studying theme park attraction development and social deployment through “Laval Virtual ReVolution” exposition. 2008-2010 [Science Communicator in Museum “Miraikan”] At a national science museum in the Tokyo Bay area, she learned the specialized skills of communicators, interpreters and service engineering through her work in the science communicator training program, and developed exhibits that incorporate entertainment ideas into the world of science.
Entertainment R&D Manga from my book ”The future of game design - Science in Entertainment systems” (2013) 2010-2018 [Teacher] Associate Professor In Information Media in KAIT, Japan. “Creating people who create!” 2018- Visiting Professor in Digital Hollywood University Graduate School
2018, working in R&D management of the GREE VR Studio Laboratory, the R&D department of REALITY Corporation, which develops and operates the REALITY metaverse for smartphones, which has achieved 10 million downloads worldwide, and as a professor at Digital Hollywood University. He has written two technical books "Collaborate with AI to become a god painter" within two months of the release of the much talked about AI image generation "Stable Diffusion" (2018/Oct) outside of work while working as a professor at the University of Digital Hollywood.
Creator / Serial entrepreneur Specialist of i-CEO, COO, CFO, Venture Capitalist, Technology & Financial Consultant, Focused on Data Science, Artificial Intelligence, AI business. Builder, Hard learner of AI/Machine Learning
Founder Director AIDX Graphics, VTuber R&D 25years in UX Dev Multi-Language Ja/En/Fr/Zh Sho Wagatsuma @flymywife LLM UX AWS ChatBot Dev Kokushin @kokushing Front-End React TypeScript Web3D Node MiraP VTuber Producer Live Entertainment Character Dev Live2D Illustration haneco @hane_desu IP management Experienced in Anime company, And Hatsune Miku Live Stages Misoshita @Misositaworks Metaverse Producer Live Entertainment Music AI - VJ Fortnite - UEFN IP dev
International Promotion for AI Creators AIDX Lecture And Learning Media Media Publication for Creators (Book, Web, Kindle) Professional Visual Dev “AI Driven” Social Media X@AICUai
media: Book, Web, Kindle Common sense/confidence-building through books Workshop/Event/contest organisation Supporting top runners in computer graphics domain. Building public opinion with significant creator users → New prosumer UGC Expansion of B2B2C market Creating people who create! Business field through expansion of Creative AI's 'sunny side' AICU media AIDX Lab International Certification [2B consulting Services] International Creative AI consulting Workshop development PoC development Intellectual property dev. AI Ethics Assessment Training service Investment in new AI BizDev (SDSD, NISHIKI-E) [2C/2B Services] Professional License, recognition and affiliations
skies Trash-free beach New vehicles before launch (undisclosed) Sandy beaches with no tyre tracks Nice surfing It is "not impossible" to make pictures by hand, but it takes too much luck and manpower! (almost impossible)
with disabilities can create their own character trading card and their original manga story using REALITY and IbisPaint on iPad. Organized by Kanagawa Prefecture, Executed by REALITY xr cloud Inc. AIDX Lab “Communication” 10 years old girl on stretcher Face expression collaboration 8 person max in 2 hours workshop
work as your Profiles site! FAQ: Is it only for Kawaii characters? -Yes! You can bring yourself, if you want! = We donʼt limit chatbots as your copy. FAQ: Can we bring our services to AICuty? - Yes! It is a smooth Interface in GenAI era.
Edition 5 USD/m - ProEdition for web [TBD] - ProEdition for signage [ASK] Users Profit Revenue 12 24 36 48 64 [months] Userbase & Release Milestones Marketplace▼ [Free Edition] ・Free Persona + [Renting][OfficialIP] ・SNS Proxy (Basic) ・Marketplace & Inventory: PlugIns [CreatorEdition] can release UGC to Marketplace AICuty components can be sold then get revenue! ・Skin[Shell] ・Persona[Ghost] ・[Voice] ・Knowledge Base [Amazon Affiliate], [Dictionary] ・[PlugIns] Hubspot, OpenAI, Twilio,... [Revenue share with users creations] (Ex) Renting a ProAICUty for a day to a month Dynamic Price ・Visual Creator Fee 25% ・AI Creator Fee 15% ← Prompt/Dictionary ONLY! ・Voice Creator Fee 10% ・Platform 50% (Dev,CPU,Marketplace,Corp,Promo) Creator/Free rate will be very high (+20%) Creator Encourage Events AMA, Workshop, Creator Awards, AnimeExpo… Collaboration (Live2D, CoeFont, OpenAI, StabilityAI…) ▼1M users AppleVision Pro Edition & World famous IP Release▼ Multi-Persona▼ Seasonal Fashion▼ IP Collabo Assets▼ SNS Plug▼
global Japanese animation market is approaching 20B USD (3 trillion yen). In addition, top studios are seeking further efficiency and cutting-edge expression through CreativeAI. AICU will drive this 10%. 世界での⽇本アニメ市場は3兆円にむかっ ています。さらにトップスタジオは CreativeAIによる更なる効率化と先端的な 表現を模索しています。この10%をAICU が牽引します。 日本動画協会 The Association of Japanese Animations https://aja.gr.jp/info/2049 trillion yen
media: Book, Web, Kindle Common sense/confidence-building through books Workshop/Event/contest organisation Supporting top runners in computer graphics domain. Building public opinion with significant creator users → New prosumer UGC Expansion of B2B2C market Creating people who create! Business field through expansion of Creative AI's 'sunny side' AICU media AIDX Lab International Certification [2B consulting Services] International Creative AI consulting Workshop development PoC development Intellectual property dev. AI Ethics Assessment Training service Investment in new AI BizDev (SDSD, NISHIKI-E) [2C/2B Services] Professional License, recognition and affiliations