“Research Challenge 2009” – ACM SIGGRAPH HISTORY ARCHIVES

“Research Challenge 2009”

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    Research Challenge 2009

Description:


    SIGGRAPH 2009 introduces the SIGGRAPH Annual Research Challenge competition. Individuals and teams develop innovative solutions to a challenge problem, demonstrating their creativity, design, and execution skills. Selected finalists will present their work to a panel of distinguished judges in a public session in competition for final awards.

     


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    The Challenge

    All animals, including people, experience the world in different ways. Every animal has unique sensory equipment and a unique way of processing the information it receives. Some animals sense things that people are unaware of, and others sense the same things people do but interpret them differently. For example, bees can see in the ultraviolet range, some starfish have “eyes” all over their bodies, flies have multi-faceted vision, and sharks and some birds can sense electromagnetic fields.

    The SIGGRAPH 2009 Research Challenge problem is to choose a specific animal, or a specific animal’s sense, and develop a system that will enable a person to experience the physical or social world as that animal does.

    The Finalists


    The P-War: Interactive Social Game Based on Dogs’ Territorial Behaviors
    Dogs have been human companions for ages, and we humans often assume that we understand them better than we actually do. P-War is an experimental game that uses GPS and mobile technologies that allows players to experience dog social dynamics from a dog’s point of view while physically interacting with each other and exploring territories they mark as dogs would, using the custom-designed P-War mobile screen interface.

    Younghui Kim
    Sanghwa Hong
    Jaeseok So
    Hyuna Choi
    Soomi Jeong
    Hyunhee Kim
    Hongik University

    Catalyst: Seeing Through the Eyes of a Cat
    This simulation of the cat visual system is based on neuroscientific research. It illustrates four of the major differences between the cat and human visual systems, and maps those contrasts into a space that can be readily observed by humans. This project also includes an educational game that is designed to teach players about how their vision differs from cat vision.

    Jeremy Long
    Anthony Estey
    David Bartle
    Sven Olsen
    Amy Gooch
    University of Victoria


    Project: Prey
    Project: Prey simulates the auditory and visual experiences of animals of prey, including (among others) rabbits, deer, and squirrels. It allows human users to experience “hearing” with two ears that rotate 180 degrees, independently of each other. The project also provides users an opporutnity to “see” with monocular vision. Both experiences are markedly different from the auditory and visual capabilities of human beings.

    Dan Mikesell
    City University of New York, New York City College of Technology

    Matt Canada
    Felicia Collum
    David Martinez
    Chris Ozone
    Toija Riggins
    Aaron Yaw
    Kara Bohnenstiel
    New York City College of Technology


    An Ant’s Life
    In this first person interactive game, players experience the world as members of an ant colony, from hatching through successive life phases in and around the nest. The game’s interface maps the antÕs dominant senses (smell, taste, and touch) to a first-person interactive audiovisual display, conveying a localized and qualitative perception of the environment. The game takes place in a fully accessible and interactive simulation of the colony and its environment, populated by other ants and critters. As the ants mature, they grow larger and stronger, their senses become more refined, and their range increases.

    Alexandre Francois
    Ian Altgilbers
    Jessie Berlin
    Alissa Cooper
    Eric Gustavson
    Greg Harris
    Matthew Knowles
    Huy Ngu
    Gregory Scott
    Rashmi Singhal
    Eric Stewart
    Daniel Thayer
    Lindsay Verola
    Sonny Zhao
    Tufts University

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