ACM Siggraph 2009 (4日目)
今日は4日目。早くも、もう後半です。今日の見学聴講予定は、下記です。
# 現地のインタネット接続が大分、重たいので、写真は、帰国後、アップします。
-- 8:30am-10:15am ---
【Auditorium C: The Art History of Games (Panel)】
パネリストは、
John Sharp調査会社によると、ゲームの18.25%がアート。ゲームのシーンの構図や色合いに、日本の浮世絵と共通性を感じるとか?
Savannah College of Art and Design
Ian Bogost
Georgia Institute of Technology
Frank Lantz
Area/Code
Michael Nitsche
Georgia Institute of Technology
Peter Weishar
Savannah College of Art and Design
# それにしても、シューティングゲームの話が含まれてないが、
# パネリストは、アクションゲームやアドベンチャゲームが本業?
--- 10:30am-12:15pm ---
【Hall E 1-2: Effects Omelette (Talks)】
★Concurrent Monoscopic and Stereoscopic Animated Film Production
色眼鏡が配布。作品「BOLT」の3D作品の制作パイプラインの紹介など。
# 昼食は、すしの折り詰めを会場内で買えるので、それで済ましてます。
# 最近では、ニューオリンズでもすしが食べられますが、ご飯が少々、固い感じ。
その他、食事の写真
--- 1:45pm-3:30pm ---
【Hall E 1-2: Visual, Cut, Paste, and Search (Papers)】
★Coordinates for Instant Image Cloning
これ何か、凄いかも。ベストケースかもしれない。不得意なペーストのケースは?
★Paint Selection
★Video SnapCut: Robust Video Object Cutout Using Localized Classifiers
# 上2件、どちらもヒント情報の付与が必要。
--- 3:45pm-5:30pm ---
【Auditorium C:Captureing and Visualizing Animation (Talks)】
★Medial Axis Techniques for Stereoscopic Extraction
ディスニ。2Dアニメで、3D化の制作事例?
★Realistic Eye Motion Using Procedural Geometric Methods
これは、リアリティの高い顔モデル用のまぶたや目の動き。
【Hall E1-2: FJORG! & GameJam! Ceremony】
今年も、強者達が参加。入選作品は、この短期間での制作とは思えないできだ。
--- 8:00pm-10:00pm ---
会場への道すがら、カーニバル用の大道具が勢揃いの場所、、、、
【Siggraph Reception】
例年並みに盛況だった。飛行機が安くなった時期のせいか、東海岸での開催だが、日本人も目立っていた。
こんな、感じでした。あと、事後だが、上記のパネル「The Art History of Games」へ以下のメッセージを電子メールで送ってみたよ(^^。
Subject: My questions for the panel discussion in Siggraph 2009
Dears,
Thank you for the panel discussions in ACM Siggraph 2009, “The Art History of Games”, in 6th, Aug. I am a fun of games from a table tennis, an invader video games. Currently, I like to play massive shooting games with easy mode, and an online game, “GungHo Emil Chonicle Online”. Sorry, I send my questions and messages for the discussion by e-mail, because I can speak English very little.
As my questions and messages, I would like to know why you don’t pick up a kind of a shooting game. I think that a shooting game have a little history from Invader and Galaxian games. However, in the current game package market, major game makers don’t almost release any shooting game, because the business had become to too small.
So, I would like to introduce an interesting one of the current shooting games in Japan. Massive shooting game by Team Shanghai Alice ( http://www16.big.or.jp/~zun/ ) is famous in Japanese OTAKU market. And I think that they have many art parts of original and unique music and unique visual effects for 2D ( http://the.nerd.jp/blogs/digip/archives/photo/07092301.jpg ). While, I feel very little bad that you can’t have find them, because the site is only in Japanese language.
Major makers have continued to release their game products in category with big business. Where market do new games out of the category go? In Japanese, they have come to OTAKU market as Akihabara game shops, comic market (a major flea market) and so on. Otherwise, many legacy shooting games have been ported as such a mobile application as NTT Docomo i-Appli, and so on, and menus of Wii Console.
So, I think that you should study Japanese market history and eco for games, also.
Thank you.
明日の見学聴講予定は、、、、
--- 8:30am-10:15am ---
【Ballroom: Afternoon Theater (CAF)】
and/or
【Auditorium C: Rendering (Talks)】
--- 9:15am-10:15am ---
【Hall E3: Doing it With Game Engines (Talks)】
--- 10:30am-12:15pm ---
【Hall E3: Vector Graphics and Point Distributions (Paper)】
--- 1:45pm-3:00pm ---
【Hall E1-2: Physically Based Modeling: From Contact to Capture (Paper)】
and/or
【Hall E3: Rendering and Visibility (Paper)】
--- 3:45pm-5:30pm ---
【Hall E1-2: Computational Cameras (Paper)】
and/or
【Rooms 260-262: Rendering and Visualization (Talks)】
これで、今年の見学聴講は終了。
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> However, in the current game package market,
> major game makers don’t almost release any
> shooting game, because the business had
> become to too small.
"too small"という表現は少々、正確でなかったかな。"into a logn tail market"と書いた方が良かったかな。