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,
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.
of ReVolution. • The role of ReVolution ◦ Bring experiences on new technology, or futures to Laval Virtual since 2006. ◦ For the ReVo exhibitor: chance to get feedback from VR industries and general public . ◦ Art festival “RectoVRso” had launched since 2017, now ReVolution can make focus to technology revolutions from all of the world. • The theme [2019] VR5.0 [2018] 1+1=∞ (one plus one equals unlimited) [2017] TransHumanism++ [2016] REAL VIRTUALITY [2015] Kiddy Dream in Virtual Reality [2014] Frontier village in Virtual Reality [2013] The NEXT BIG STEP [2012] Virtual Reality That Moves You [2011] Converging [2010] Diverseness [2009] ReVolution Causes Revolutions [2008]World Performance of VR Applications
Bidirectional Remote Haptic Live Entertainment by Virtual Beings (full mix ver.) https://youtu.be/yTrDRKazksM REALITY - Real Time Live! in SIGGRAPH Asia 2018 Tokyo - behind the scenes https://youtu.be/zj2fe4A87GA
The Sword of Damocles (only in Sutherland’s Lab) [VR2.0] VR Wave ( GWS, OpenGL/DirectX, only in Lab ) ⇒ Someone said “There are no killer contents!” [VR3.0] Personal HMD craze Game Engine + Mobile phone Technology + Contents Building “Reason why we need VR?” [VR4.0] (HM-Display is not a primary media anymore!) Social network (not only LAN), Commerce, AI, Blockchain = Building “Human Ecosystem” in Virtual ...Then we will re-obtain new humanity in VR5.0 era Re-incarnation between “VR3.0 and VR4.0” Did Covid-19 situation solved this reincarnation?
Core Initiatives: The Three Pillars of “Creating People Who Create” 世界が期待する⽇本の⽣成AI⽂化 Global Expectations Toward Japan’s Generative AI Culture 現実:制度と社会のギャップ Reality Check: Legal and Social Gaps in Japan 現場からの声:AICUクリエイターの挑戦と成果 Voices from the Field: Stories from AICU Creators 国際的視点から⾒る⽣成AIのパラドックス Global Paradox in Generative AI Policy and Practice いま求められる「対話」と「共創によるルール設計」 The Need for Dialogue and Co-Designed Rules ⽂化的背景を考慮した基盤技術と知財保護 Culturally-Aware Infrastructure and IP Protection Technologies “ArtCert”:認定AIアートとしての新しい価値 “ArtCert”: New Value of Certified AI Artworks まとめ:未来は「つくる⼈」から Conclusion: The Future Belongs to Creators MarketDev of Creative AI from Local to Global ‒ The Challenge of AICU: AI Creators Union
▪The true value of AI is not cheap or fast, but "making the impossible possible" Dentsu News 2024/10/04 https://dentsu-ho.com/articles/9068 AIの真価は安い‧速いではなく「不可能を可能にする」こと 電通報 2024/10/04 斧 涼之介 株式会社 電通‧⽩井 暁彦 AICU Inc. ▪Workshop and hackathon using cloud GPU for 175 Dentsu employees at the same time! 電通グループ175名同時に⽣成AIクリエイティブハッカソンを4⽇間のプログラムで実施 ▼Art-photo by AICU Creative ▼Textbook [Stable Diffusion Start Guide」(published by Softbank Creative)
Who Create” • AICUの主⼒事業は、メディア発信‧学習と認定‧R&Dの3本柱で展開されています。 [2C Media Services] Empowering Creator-Consumers and Prosumers • Trusted knowledge media: Books, Web, Kindle → Building creative literacy and confidence • Events & Workshops: → Contests and community support for top talent • Community-led visibility: → Influential UGC creators shaping public discourse → Driving B2B2C ecosystem expansion 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 Metaverse R&D [2C/2B Services] Professional License, recognition and affiliations
one year まいにち最低1件の「つくる人をつくる」記事投稿 At least one "Creating creators" article posted every day 一度も下降したことがない Number of followers has never declined 書籍の販売などのイベントで急増する Surges at events such as book sales SIGGRAPH Asia 2024↓ ↑Book Released [Stable Diffusion Start Guide] ↑ComfyUI MasterGuide
(2022) The 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
Director AIDX Graphics, VTuber R&D 25years in UX Dev Multi-Language Ja/En/Fr/Zh Inusawa Bow @InsBow Lead Artist Character Design AI Illustration Kaho Fujiyoshi CCO Communication AI Character Production Koji Tokuda Interim CFO Founder AICU Inc. (USA) Banker Karabee @KARA_Beee Collabo Creator Manga “Youkai” R5 @R5Revo Engineer & Creator
⼤企業でやれること、クリエイターコミュニティで取り組むべきこと ‒ What can be done in enterprise, and what the creator community should address. • 注⽬すべきは⽇本のクリエイティブAIコミュニティ ‒ The Japanese creative AI community is worth noting. • 画質やキャラクターの愛らしさなどを含めた技術⼒の⾼さは⼤事。 ‒ A high level of technical skill, including image quality and the appeal of the characters, is important. • ⾃然なエンタメに組み込み、発信、対話といった新たなコミュニケーションに繋げ る設計。 ‒ The design should integrate this into natural entertainment, leading to new forms of communication such as broadcasting and dialogue. 世界にクリエイティブAIの「まだ⾒ぬ価値」を作っていきます! ‒ We will create the "yet-unseen value" of creative AI for the world!