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KANDO http://kando.vision/en/ KANDOは、クリエイティビティ、サイエンス/テクノロジー、ファイナンス/ビジネスの三位一体によって、より良き未来と新たな文化を具現化していきます。 Wed, 10 Jun 2020 10:19:48 +0000 en-US hourly 1 https://wordpress.org/?v=4.9.7 CHAIN Logo Design http://kando.vision/en/1169/ http://kando.vision/en/1169/#respond Wed, 10 Jun 2020 10:10:56 +0000 http://kando.vision/?p=1169 Logo design for Hokkaido University Center for Human Nature, Artificial Intelligence, and Neuroscience. It represents the creation of new human intelligence by chaining philosophy, neuroscience, and AI as three chained rings. https://www.chain.hokudai.ac.jp/

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Logo design for Hokkaido University Center for Human Nature, Artificial Intelligence, and Neuroscience. It represents the creation of new human intelligence by chaining philosophy, neuroscience, and AI as three chained rings.

https://www.chain.hokudai.ac.jp/

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MELTANT-β http://kando.vision/en/1094/ http://kando.vision/en/1094/#respond Tue, 31 Mar 2020 08:36:34 +0000 http://kando.vision/?p=1094 Overview of MELTANT-β The MELTANT-α concept model used cable-driven operating mechanisms and was designed to draw attention to MELTIN’s core technologies. MELTANT-β continues to use the same mechanisms but incorporates practical solutions aimed at working environments, including protection against dust and sparks. These improvements allow MELTANT-β to perform tool-based work processes. There are significant enhancements between the two models. Improvements in the beta include increased mobility, haptics that allow for actual sensations to be felt (alongside the alpha model’s pressure sensing), increased gripping strength and freedom of movement, and resistance to dust. Optimizations have also been made to the routing of cables to increase flexibility and reduce the chance of…

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Overview of MELTANT-β
The MELTANT-α concept model used cable-driven operating mechanisms and was designed to draw attention to MELTIN’s core technologies. MELTANT-β continues to use the same mechanisms but incorporates practical solutions aimed at working environments, including protection against dust and sparks. These improvements allow MELTANT-β to perform tool-based work processes.
There are significant enhancements between the two models. Improvements in the beta include increased mobility, haptics that allow for actual sensations to be felt (alongside the alpha model’s pressure sensing), increased gripping strength and freedom of movement, and resistance to dust.
Optimizations have also been made to the routing of cables to increase flexibility and reduce the chance of being caught by edges.

All of the above results in multifaceted improvements such as:
• Hand versatility (power, fluidity, freedom of movement, etc.)
• Robustness (dust and drip resistance, durability of materials, etc.)
• Mobility (omnidirectional movement, movement characteristics, speed, etc.)
• Operability (visual clarity when using VR interfaces, real-time operability, haptics)

Use Case
Resolving Labor Shortages in the Construction Industry
MELTANT-β’s practical utility can be seen through the progress MELTIN has made with partnerships in the construction industry.
As a whole, society is facing major issues such as laborers shifting from secondary to tertiary industries, as well as worker shortages due to declining birthrates and aging populations. The construction industry, in particular, is facing many serious issues related to these shortages, including:
1) Fewer recruits due to harsh working environments (dust, noise, vibration, physical effects of high heat/humidity/heat
stroke, risk of injuries or accidents, etc.)
2) Experienced workers with advanced knowledge and skillsets growing older and retiring

Working at a construction site requires the ability to make detailed confirmations and flexible decisions. A high level of experience is also needed. Robots that can only repetitively perform tasks they are certified for are not suitable for these situations. We believe that MELTANT-β will be able to supplement the labor shortages faced by the construction industry, improving productivity. MELTANT-β provides the following, specific solutions to this issue:
1) The ability to work from a safe and comfortable environment, reducing the threshold for entering the industry, and
easing labor shortages.
2) As physical strength is not required to operate avatar robots, it opens up these roles up to elderly specialists which
also allows them to train and educate new employees.
3) The ability to switch between avatars in several environments ensures optimal use of resources, allowing one
operator to work in multiple areas.

Strategy
Development and Market Entry of a Mass Production Model

MELTIN plans to use the results of field tests performed with MELTANT-β to develop a practical mass production model, which will be gradually introduced into the market. The company is constructing a business model that allows for swift responses to customers’ needs. This model will use MELTIN-developed designs as a base that can be customized for a variety of purposes. MELTIN’s strategy for developing a practical mass production model and introducing it to the market is as follows:

1. Maximizing Costs vs. Benefits
There are numerous difficulties involved in introducing traditional robots to the market. These difficulties include manufacturing and maintenance costs, as well as the relatively low capabilities of these robots. The MELTANT series utilizes MELTIN’s technologies and focus on remote operability.
MELTIN remains aware of the social backgrounds of differing industries, while focusing on generalpurpose work performance and creating improvements that enable mass production and easy maintenance. All of these aspects will contribute to maximizing costs versus benefits for customers.

2. Expansion of Functionality
Future development will focus on strengthening functions that provide the following practical benefits:
1) Mobility on uneven surfaces
2) Ability to cope with dust, contaminated water, mud, etc.
3) Ability to cope in environments with weak transmission signals
4) Ability to deal with dangerous situations, including heat, explosions, and radiation
5) Further improvements to power and speed

3. Mass Production
The following actions will allow for mass production to be realized :
1) Acquisition of partners for verification tests and expanded use cases
2) Deeper connections with businesses that possess manufacturing technologies and production facilities
3) Planning and testing for mass production
4) Selection of suitable materials for mass production and ensuring quality control

4. Business Benefits
Businesses can expect the following benefits when introducing mass-production models:
1) Reduced direct employment costs
2) Reductions in recruiting and training costs
3) Reduced labor risks
4) Reduced need for workers to be present in dangerous environments
5) Reductions in physically demanding work processes, leading to an increase in applicants
6) Reduced time/employment costs relating to remote work

5. Partnerships
Over the past year, MELTIN has conducted demonstrations at major events such as the G20 Osaka Summit, the Moonshot International Symposium, and the Council for Science, Technology and Innovation held at the Prime Minister’s official residence (See “MELTIN’s One-Year History” below for details). The positive feedback we received from many government officials and industry leaders makes us feel that MELTANT’s applications will bring about fundamental changes to the concept of “labor,” leading to the creation of a new economic system.

MELTIN is searching for partners who need to perform general-purpose work in hazardous environments/remotely, and who can perform on-site verifications using our technology. We are also aiming to create new value through promoting partnerships with businesses/groups facing difficulties that only MELTANT can solve.

 

 

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WHILL MaaS Vision http://kando.vision/en/1080/ http://kando.vision/en/1080/#respond Tue, 08 Jan 2019 03:20:45 +0000 http://kando.vision/?p=1080 WHILL is a startup company that has created a new “wheelchair standard” for the digital age. The high-performance chair with a stylish look and powerful motor is designed to provide “vitality” to the rider by overcoming the hurdles faced by people with lower body disabilities, allowing them to meet people in ways and places where they couldn’t previously reach.   WHILL, which has until now enjoyed a reputation of reliability within the healthcare sector, aims to bring together mobility and city services into a next-generation concept with MaaS (Mobility as a Service) and will push forward with making it a reality. Why is WHILL aiming to make MaaS (Mobility as…

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WHILL is a startup company that has created a new “wheelchair standard” for the digital age. The high-performance chair with a stylish look and powerful motor is designed to provide “vitality” to the rider by overcoming the hurdles faced by people with lower body disabilities, allowing them to meet people in ways and places where they couldn’t previously reach.

 

WHILL, which has until now enjoyed a reputation of reliability within the healthcare sector, aims to bring together mobility and city services into a next-generation concept with MaaS (Mobility as a Service) and will push forward with making it a reality.
Why is WHILL aiming to make MaaS (Mobility as a Service) a reality?
WHILL wants to bring its ability to “provide vitality to people’s lives” to more than just people with disabilities of the lower body, expanding beyond the idea of “abled/disabled” to make the lives of all citizens easier. They aim to do this by making WHILL a part of cities’ infrastructure, combining with the city functions (food, clothing, shelter, recreation, beauty, etc.) to improve the lives of all people. This movie accelerates the cooperation with businesses and is the start of a grand concept to bring this world view into reality.

[Thought Experiment Process]
Thought Experiment vol.1 | Emotional Moving

Make clear the emotional aspect that goes beyond the functionality of WHILL.

Keywords:
・Rebellious spirit
・Anytime, Anywhere for everyone.
・Building (developing) a path to Will
・The link between emotion and operation
・New expressive people
・Freedom
・Partnership, biology

The keywords we can see from the extracted words.
“Vitality” = “WHILL’s liveliness as a tool, like love” “A sense of dynamism from WHILL’s sense of natural operation”

 

Thought Experiment vol.2 | Scalability of technology

With the themes of “Vitality” and “Infra Mobility,” consider “WHILL-like Infra Mobility” from the following two viewpoints
・Personal stories
・City simulations (city simulations based on maps)

“Trouble Travel”
Collect episodes of “troubles” met while traveling (mainly en route). From there, extract the compatibility of WHILL with public transport systems and memories and feelings related to the town. The theme of this homework explores the encounters that most affect the emotions of WHILL passengers, through which they feel the most significant change to their daily lives. “Travel troubles” is a metaphor to relive the experiences and situations in the WHILL passengers’ daily lives, and refers to the way the people around them react to the unforeseen situation faced by a stranger with a different physical body to themselves.

 

Thought Experiment vol.3 | WHILL’s vision and brand

Think about WHILL’s vision and uniqueness from the points of view of “Vitality”, “Infra Mobility” and from personal stories.

After the thought experiments, we visualized the vision based on “Vitalize your Life” that is the conclusion concept through the workshops.

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SHIBUYA STREAM http://kando.vision/en/1037/ http://kando.vision/en/1037/#respond Fri, 14 Sep 2018 02:55:31 +0000 http://kando.vision/?p=1037 SHIBUYA STREAM|2018 Background of the Project Shibuya Stream is a large scale composite facility, created from redeveloping the old Tokyu Toyoko Line Shibuya Station platform, track, and surrounding area. The project began with the concept of creating a new “stream” for the next generation, a “Mecca for creative workers”; a place where new things created through the experiences, interactions, and challenges taken, would be sent out into the world. The project aims to generate a new culture in Shibuya and to bring new life to the Southern Area of Shibuya Station. It is targeted at creative people and is intended as a place that provides them with daily inspiration. We…

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SHIBUYA STREAM|2018

Background of the Project
Shibuya Stream is a large scale composite facility, created from redeveloping the old Tokyu Toyoko Line Shibuya Station platform, track, and surrounding area. The project began with the concept of creating a new “stream” for the next generation, a “Mecca for creative workers”; a place where new things created through the experiences, interactions, and challenges taken, would be sent out into the world.

The project aims to generate a new culture in Shibuya and to bring new life to the Southern Area of Shibuya Station. It is targeted at creative people and is intended as a place that provides them with daily inspiration.

We were in charge of the design of the 100-meter walkway connecting the second floor to Shibuya Station, the giant wall projection set up at the entrance and the large staircase connecting the building to Meiji Street. WOW was also responsible for planning the experiences that could be had in the space.

Missions
Great care was taken to avoid restricting creativity and talent when designing Shibuya Stream, which would become an iconic facility in the Shibuya Station Southern Area. Regeneration of the Shibuya River Area was already being carried out by the public and private sectors. On the pedestrian deck, we aimed to draw out the innate creativity of people going about their daily lives and people just passing through by creating a natural setting with a “gentle barrier” of sound that would alleviate outside noise.

The concept is “INNER STREAM” and we created three environments.

1. Invisible Stream – Huge wall projection located in Shibuya Stream’s second floor entrance
Creative workers’ entire thinking process, from conceptualization to completion, is visualized in the form of an “invisible stream”. Using “stream” as a motive, water, rivers, fog, and light are projected along with various study processes from “Finished Work”, computer graphics and programming. The aim is to connect with the onlooker’s power of imagination and enable each individual to have a different visual experience.

2. Fall Stream – Video system embedded into the staircase connected to Meiji Street
Varied projections that surge up into the staircase from a vortex of sound. By using motives of natural phenomena, such as water and waterfalls, it should be space where people wanting to connect with the harmony of Shibuya River can feel at ease.

3. Barrier Stream – Sonic architecture throughout the second floor walkway
Created in collaboration with the musician and sonic artist, Evala. The concept was of a wind blowing across the open space of Shibuya Stream. Furthermore, the sound cancels out the noise from trains and cars which could otherwise be heard in the building. Mixing field recordings from Shibuya River with the sound of the wind blowing through the trees and waves crashing, a highly original melody is created, where the same sound will not be heard twice. By using speakers to block out the noise of the city, an environment which fosters creativity is realized.

evala [See by Your Ears]
Musician, sonic artist
As well as releasing cutting edge electronic music both in Japan and overseas, Evala is a master of the 3D audio sound system. In 2016 Evala started the project “See by Your Ears”, which stimulates auditory experiences. A new musical method of “sonic architecture” is presented whereby sound is constructed in a way that makes it seem alive.

SHIBUYA STREAM
Address: 3-21-3 Shibuya-ku Shibuya Tokyo, Japan

Credits
Visual Creation: WOW
Art Director: Takuma Nakazi
Conceptor/Creative Director: Yuki Tazaki
Designer: Kazunori Kojima/Tomoya Kimpara/Shota Oga/Hiroshi Takagishi
Technical Director: Shunsaku Ishinabe
Producer: Shinichi Saeki

Sound Creation: See by Your Ears
Sound Artist: evala
Project Management: Arina Tsukada

Project Produce: Tokyu Agency Inc.
Producer: Tsuneyoshi Uchiumi
Director: Takayuki Irie

Space Creation: TAKT PROJECT Inc.
Creative Director: Satoshi Yoshiizumi
Designer: Satoshi Yoshiizumi/Takeshi Miyazaki/Atsushi Honda/Yukimi Kushige

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MELTIN http://kando.vision/en/941/ http://kando.vision/en/941/#respond Mon, 12 Mar 2018 10:27:51 +0000 http://kando.vision/cms/?p=941 The first step in a cyborg project that seriously aims to build the future was announced in March this year. It is not a type of project along the model of existing design work that receives orders and produces them accordingly. It is a vision-driven project where technology, finance, and creation are integrated into one. Its driving force represents future roles of creative initiatives and design.

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A vision-driven initiative ─ A cyborg concept model MELTANT-α

The first step in a cyborg project that seriously aims to build the future was announced in March this year. It is not a type of project along the model of existing design work that receives orders and produces them accordingly. It is a vision-driven project where technology, finance, and creation are integrated into one. Its driving force represents future roles of creative initiatives and design.

MELTIN’s technological advantage

MELTANT-α is a concept model of cyborg MELTANT being developed by MELTIN. CEO of MELTIN Masahiro Mark Kasuya says, “The human body enables us to move but it also restricts us. Our vision is to overcome that physical restriction and create a world that draws out 100% of human creativity. As the human brain is tied to the body, the human being should be able to evolve further by acquiring a new body.”
What’s characteristic about its hardware is the design that imitates human arms. Tatsuya Seki, one of the founding members and CTO of MELTIN, explains, “Many conventional robotic hands adopted a design with actuators built within their fingers, but it’s difficult to embed such parts inside the finger. The human finger doesn’t have much muscle in itself to begin with and most of the muscles that move it are in the forearm. So, MELTANT-α that moves the joints via the muscles on the outside emulates the structure of the human body.”
As to the software that is paired with the hardware, Seki says, “We accumulated experience and knowhow through a lot of trial and error, and came up with a theorem to move the difficult-to-control mechanism.” The acquisition of the control algorithm, as Seki says, enables smooth movement that was previously impossible.
MELTANT-α that realized both power and dexterity from development of hardware and software is envisioned for use in hazardous environments, such as nuclear power plants and outer space.
In addition to technology in mechanical control, another core technology MELTIN boasts is biosignal processing. From the electric signals running through the human body, various movements can be analyzed. Combining these two core technologies, MELTIN aims for future realization of “melt between person and machine.”
Mizuki Komasa of venture capital Real Tech Fund who provides hands-on support in business aspects including business strategy, finance, and intellectual property laws, and who is also participating in MELTIN as an auditor, says, “The MELTANT-α technology has an advantage as it is protected by patent and knowhow that are difficult for other companies in the field to imitate. Having this unrivaled technology that enables it to keep winning in the market is appealing even from the perspective of finance.”
Having said that, simply having technology does not lead to business. In the aspects of getting the products to be accepted by society and their market value to be recognized, Komasa points out the importance of creations that communicate superiority in technology and vision. He says, “In the field of real tech (innovative technology), cases in which technology, business, and finance are tied are increasing, but cases of incorporating aspects of creativity as with MELTIN are still rare. The power of creativity is essential in promoting understanding and enhancing expectations regarding how splendid the vision and technology are.”

 

Instilling soul with product design

The person in charge of product design for MELTANT-α was Satoshi Yoshiizumi of TAKT PROJECT. Yoshiizumi says a process called the “thought experiment” was indispensable in the development. Thought experiment is a workshop-style session participated by the development members, and aimed at sharing the vision as Kasuya and Seki hoped for. They shared their opinions on such direct subjects as “What is a cyborg?” and more ethical aspects in future cyborg society including “the agony of living forever” and “what will happen to affection when reproductive activity becomes unnecessary?”
Conceptor Yuki Tazaki of Visual Design Studio WOW led the thought experiment that started in the summer of 2017. Tazaki thought the project would eventually collapse unless they introduced a process of vision sharing, and explains, “Since it’s a project being developed or a completely new market, it was necessary to thoroughly establish the vision beforehand.”

By going through the thought experiment, the understanding by Yoshiizumi actually deepened considerably. A prototype that was dedicated to the hand movement of MELTANT-α was a passing point towards a grand vision that leads to “a future when people choose their own bodies” after realizing the cyborgs. The robot arm that is their core technology at this point is also a means to express the future that MELTIN advocates.
After several thought experiment sessions, Yoshiizumi proposed a concept called “anima/design that instills soul.” Using the Latin word for life or soul, he expressed a vision that redefined physicality. Moreover, they set the product design concept as “Highlight the Motion” and endeavored to embody design that is instilled with soul with three elements: “contrast,” “posture,” and “wire.” “Contrast” is an idea to focus solely on some points of the body including the arm, face, and back. By accentuating those parts, the presence and movement of MELTANT-α appear to stand out. A posture instilled with soul is expressed by keeping the cowl that covers the body to a minimum and doing away with unnecessary parts. The cowl on the backside gives an overall impression of the backbone and shoulder blades. As the wires that extends supplely from the cowl to the arms function as muscles and tendons, they straightforwardly express the characteristics of MELTANT-α that imitates the structure of the human body.
Yoshiizumi says, “Most of the existing robotic design is predominantly the design of the cowl, and has a rigid impression. With MELTANT-α, the wires that are the core technology are exposed to impart the image of muscles and express supple textures. Wires that are elements of the internal structure are normally treated as noise from the perspective of product design, but the precious characteristics would’ve been diluted if we’d hidden them.”


Envision Design assumes the role of leading the industry into future

Tazaki, who assumed the post of CCO at MELTIN, not only designs thought experiment processes as described above, but also handles direction for communication inside and outside MELTIN that is developing cyborgs for practical use employing graphic design and visualization technology among other fields. Behind his activity is a concept he himself advocates called “Envision Design.”

Tazaki says, “The technology-driven 20th century ended, and vision is indispensable for business in the 21st century in order to encourage social changes through the embodiment of vision. What is required for realizing such visions are ‘creation’ including philosophy, art, and design, truly innovative ‘technology’ and ‘finance’ that is necessary for accelerating research and development as well as making it into business at maximum speed. Moreover, those who think in layers that are different from capitalism including investors, scientists, and artists show visions and can lead us into the future. However, creation and design that are not art are not treated as subjects for investment and can’t breakthrough the wall of the capitalistic structure with the system of receiving and placing orders as represented by client works.”
Envision Design is a venue where players from creation, technology, and finance gather, and aim toward the realization of a single vision. The first project and implementation case of the endeavor turned out to be MELTANT-α. The driving force for executing an unprecedented project suggests future roles of creation and design. We look forward to the endeavor and future development of a new game changer that earnestly aims to change the world.

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Future Center Hakodate http://kando.vision/en/973/ http://kando.vision/en/973/#respond Sat, 15 Oct 2016 13:59:11 +0000 http://kando.vision/cms/?p=973 Future Center Hakodate and Kids Plaza Hakodate opened in Hakodate city, Hokkaido on October 15, 2016. It has opened as a regional exchange center after two and half years of cooperation with Sony PCL. We have taken comprehensive responsibility for the establishment of these facilities aimed to revitalize the area. Along with creating contents for the large LED display ‘Media Wall’ requested by the city at the time of project planning, we also designed the concept of the facility, cooperated with Future University Hakodate and worked with students through workshops to design the logo and website. Hakodate City has been dedicated to disseminating science as the city’s new attraction since…

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Future Center Hakodate and Kids Plaza Hakodate opened in Hakodate city, Hokkaido on October 15, 2016. It has opened as a regional exchange center after two and half years of cooperation with Sony PCL.

We have taken comprehensive responsibility for the establishment of these facilities aimed to revitalize the area. Along with creating contents for the large LED display ‘Media Wall’ requested by the city at the time of project planning, we also designed the concept of the facility, cooperated with Future University Hakodate and worked with students through workshops to design the logo and website.

Hakodate City has been dedicated to disseminating science as the city’s new attraction since 15 years ago, and Future Univeristy Hakodate was founded for that purpose. With the creation of the nation’s first complex systems science department, it has been progressing in the fields of artificial intelligence, advanced technology education and design education. Future Center Hakodate and Kids Plaza Hakodate aim to use science as a base to nurture the strengths (the ability to recognize and solve problems independently) necessary for the next generation to uphold the world of the 21st century. We have called this strength ‘Odoroku Chikara’ (Sense of wonder) and used it as the concept to develop these facilities. By utilizing the location in front of the station, we hope to revitalize the area through the development of these facilities.

Media Wall

We have produced the contents listed below on the Media Wall. All of them will tickle the intellectual curiosity of children, and were produced with the objective of deepening their experience by interacting with the videos.

 

The secret of the herd

The secret of the herd: An interactive aquarium that allows children to learn about the ecology of squids while having fun.

 

Size and speed

An animated reference book that allows one to experience the size and speed of animals, cars, and bullet trains via full-scale CG.

 

The deviation of time

An interactive visual expression using one’s own body to learn about “time” and its lag and deviation.

 

Hakodate Musical

A fun video series introducing Hakodate, created by filmmaker Inoue Ryo, who is in charge of the NHK program “Bijutune!”

 

360 Studio

A space to enjoy the interaction of sound and videos. 

 

HAKOUSTIC ORCHESTRA

One of the representative sounds of Hakodate, the rarely experienced pipe organ, can be played at will using your body.

 

HAKODATE REMIX

A physical DJ application where you use your body to play your own recorded voice. Learn fundamental musical rhythm and notes while having fun.

 

Credits

WOW
Conceptor:Yuki Tazaki
Creative Director : Hiroshi Ouchi / Shigeru Makino
Designer : Tsutomu Miyajima /Tatsuki Kondo / Shota Oga / Misaki Horai
UI Designer : Haruka Kanno
Programmer:Hiroki Sato / Atsushi Yoshimura / Seiya Takasawa
Producer : Yasuaki Matsui

Partners
Technical Constructor:Masato Tsutsui (Arque)
Sound : Masato Hatanaka
Sound Programmer:Yuichi Matsumoto
Sound Producer:Takafumi Tamura (TV MAN UNION)
Cinematographer : Daisuke Oki
Sound Effect : Yusuke Tamaki(PUTBALSOUND)
Artist : Ryo Inoue supported by NHK education
Management / Workshop:Myeong-hee Lee
Backend system development (Media Wall) : Rhizomatiks

Special thanks
Future University Hakodate

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KOHTEI http://kando.vision/en/966/ http://kando.vision/en/966/#respond Sun, 11 Sep 2016 13:52:27 +0000 http://kando.vision/cms/?p=966 The KOHTEI art pavilion stands on the campus of Shinshoji Zen Museum and Gardens in the mountains of Fukuyama, Hiroshima Prefecture. Along with the temple’s other facilities, it is a place for visitors to contemplate the spirit of Zen through the experience of Zen practices.

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The KOHTEI art pavilion stands on the campus of Shinshoji Zen Museum and Gardens in the mountains of Fukuyama, Hiroshima Prefecture. Along with the temple’s other facilities, it is a place for visitors to contemplate the spirit of Zen through the experience of Zen practices.
There is an installation that is collaboration artwork by Kohei Nawa and WOW.

Strolling the gently sloping walkway up and entering the interior of the vessel-shaped structure through the small entrance, one finds an ocean spreading in the darkness. Viewing the shimmering lights on the quietly rippling waves in the dark silence, one can spend a meditative time. Indeed, staring at the glimmers reflected on the waves, one’s vision and auditory sense are curiously sharpened. This contemporary art installation was created in collaboration with visual design studio WOW. Today, we are constantly showered with information created with a variety of visual media. The lights and images flooding commercial areas are designed to send messages to people in an instant to whet consumer appetites. An experience of perception away from such an environment, however, can directly reach a person’s core sensibility. A meditative time/space can be experienced differently by each viewer. Although it was not my intention to express Zen directly, if viewers retain the memories of their visit here and have the opportunity to consider the sensibility and philosophy of Zen later, I would be very happy.
Nawa, K., An Architecture That Floats on Waves Surrounded by Hills. In: Shinkenchiku,ed.2016. Shinkenchiku-sha Co., Ltd. pp.74-85.

Moving images are reduced to ‘light’ by ‘waves.’ Image resolution will most probably continue its march toward greater definition, from 8K to 16K and beyond. But this work, where images are always reduced to ‘light’ no matter how high their resolution, will in all likelihood survive into the future with its intrinsic value intact. By being reduced to ‘light,’ the medium of moving images for the first time acquires reproducibility of phenomena, narrative, and permanence, despite its transient nature. This represents an essential change for expressions employing moving images, a change born out of silence and darkness, the seedbed of meditation.




 

Credits

WOW
Conceptor: Yuki Tazaki
Creative Director: Takuma Nakazi
Programmer: Tomohiro Nagasaki, Shunsaku Ishinabe
Sound Engineer: Hikari Mutaguchi (White Light)

KOHTEI Project Members:
Planning: Shinshoji temple and Kohei Nawa | SANDWICH
Project management: Toshiko Ferrier of Office Ferrier
Installation: Kohei Nawa | SANDWICH with WOW
Sound: Marihiko Hara
Cooperation: NICCON and SUPER FACTORY

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Enceladus http://kando.vision/en/960/ http://kando.vision/en/960/#respond Wed, 17 Aug 2016 13:44:20 +0000 http://kando.vision/cms/?p=960 The day is nearing when, for the first time in human history, the existence of extraterrestrial life will be a reality. Recently, through cutting-edge space research, including the efforts of NASA, environments have been discovered around Jupiter and Saturn which satisfy the conditions for the birth of life.

投稿 EnceladusKANDO に最初に表示されました。

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The day is nearing when, for the first time in human history, the existence of extraterrestrial life will be a reality. Recently, through cutting-edge space research, including the efforts of NASA, environments have been discovered around Jupiter and Saturn which satisfy the conditions for the birth of life.

In collaboration with astrobiologist Kousuke Fujishima (of the Tokyo Institute of Technology ELSI / the Earth-Life Science Institute) and his team based in the NASA Ames Research Center, this movie was made in anticipation of their project to launch a space probe toward Enceladus, one of Saturn’s moons. The surface of Enceladus is covered with ice while the inside contains hot water. This creates “plumes,” or geysers, which erupt out toward the void of space. According to the data gathered by Cassini–Huygens, a probe from some years back, these plumes contain salts similar to the primary components in Earth’s alkaline sea waters. Fujishima’s team wants to gather and analyze some of this water to bring to light the existence of the protein peptides which form the foundation of life. This plan has become one of the seven leading contenders to be selected for NASA’s 2020 mission. The team’s dream is steadily becoming a reality.

This movie was made not only to gather interest and support from the public for this project and the researchers trying to make it a reality, but also as a response to WOW’s artistic goal to stimulate thought about the existence of the “anima,” or soul, through expressions of movement, bringing us closer to the true nature of the wonder of life.




Lastly, this work can be seen as a prologue, which marks the beginning of grand story surrounding the history of life and space, in which mankind will learn, for the first time, of the existence of new life.

(TEXT BY ARINA TSUKADA / Curator)

関連リンク:宇宙生物学からALife(人工生命)まで、「生命の起源」を探る実践
http://boundbaw.com/world-topics/articles/8

 

Credits

WOW
Conceptor: Yuki Tazaki
Director:Tyler Bowers
3D Artists:Takuma Sasaki, Kenji Tanaka, Yusuke Mizuno
Sound Design:Tomohiro Nagasaki
ELSI Scientific Supervisor:Kosuke Fujishima
Curator:Arina Tsukada

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UNITY of MOTION http://kando.vision/en/954/ http://kando.vision/en/954/#respond Thu, 07 Jan 2016 13:35:11 +0000 http://kando.vision/cms/?p=954 WOW's new and interactive art piece grants the user a physical experience of WOW's artistic pursuit, “new life through visual expressions,” by using an artificial life program to blend the living with the non-living.

投稿 UNITY of MOTIONKANDO に最初に表示されました。

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WOW’s new and interactive art piece grants the user a physical experience of WOW’s artistic pursuit, “new life through visual expressions,” by using an artificial life program to blend the living with the non-living.
Joining the natural organisms that represent life itself with a lifeless machine in a virtual space, this piece presents a new, visual living phenomenon set in motion by the user’s very heartbeat which give’s testimony to their being alive.

The piece consists of three apparatuses, which represent the above-mentioned three elements: the HEART, the NATURE, and the MACHINE. The beating of the user’s heart, as captured by the HEART, gives life to the NATURE and the MACHINE in the form of motion. Blended through that motion, machine (non-living) and nature (living) are reborn as a form of movement, creating a new living phenomenon.
This cycle weaves a singular and individual tale of life, death and rebirth, drawing unique movements every time, based on the user’s heartbeat and machine/nature algorithms.

HEART (Sensor Sculpture)

The HEART is an interface device which uses an infrared sensor to gather data on the user’s heart rate from the palm of their hand and then vibrates in sync with that heartbeat. The shape on the upper end is built from an actual engine piston, the heart of an automobile. This “sensor sculpture” is the origin point for the movement of the this artwork’s living phenomenon.


NATURE (Media Wall 1)


The NATURE is a massive monitor which creates a visualization of the movement of life-forms in the natural world. Using the heart rate data gathered by the HEART, an artificial life simulation program called Boids[1] generates bodies of movement similar to that of groups of life-forms such as birds and fish. While each individual organism is set to move according to some simple rules, they create a whole which moves in extremely complex patterns.

[1] Boids is an artificial life program developed in 1987 by Craig Reynolds, an American animation programmer. It simulates the movement of a group of individual life-forms, such as a flock of birds or a school of fish.

MACHINE (Media Wall 2)


The MACHINE is a monitor meant to symbolize the movement of machines, set in the shape of a “v.”
In standby mode, it displays a trigonometric function (sine and cosine waves) related to the circular movement of the engine piston. When the HEART detects a pulse, both waves synchronize with the heartbeat, shifting from a systematic cyclical motion to dazzling fluctuations and creating movements similar to a group of organisms.

 

Behind the Scene

 

Credits

WOW
Yuki Tazaki | Conceptor
Takuma Nakazi | Artistic Director
Kohei Nakama | Visual Artist
Atsushi Yoshimura | Visual Programmer
Tomohiro Nagasaki | Composer
Fumito Anzai | Project Manager
Hiroshi Takahashi | Executive Producer

Collaborators
Masato Tsutsui (arque) | Technical Director
Hikari Mutaguchi (White Light) | Sound Engineer
Daisuke Ohki | Photographer/Cinematographer
Yasuko Yubisui | Assistant Curator, NTT InterCommunication Center [ICC]
Andreas Stuhlmann | English translation

Artist Collaborator
Everyware | Media Artists Group
For following items:
Sensor sculpture design / fabrication
Sensor programming development
Housing fabrication

Special Thanks to
Boony Hur (HYUNDAI Motorstudio)

投稿 UNITY of MOTIONKANDO に最初に表示されました。

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