7. [WiiRemote Programming] Cover Illustrated by Yukari Tanaka
Agenda
• ごあいさつ
• 書籍『WiiRemoteプログラミング』
• 各講師のプレゼンテーション(各20分)
o 『WiiRemoteで世界に飛び出す』小坂崇之
o 『インタラクティブ学生生活』木村秀敬
o 『エンタテイメントシステムの研究』
白井暁彦
o ディスカッション
• プログラミングワークショップ
14:30-17:30
•C#を使った
「部品としてのゲームコントローラー」
8. [WiiRemote Programming] Cover Illustrated by Yukari Tanaka
ごあいさつ
• 自己紹介
• 書籍『WiiRemoteプログラミング』
• メッセージ
o 買って、読んで、
o プログラミングは難しくない!
o “インタラクティブ技術”って奥深い!
o 他の人に勧めて欲しい
o 教科書にも…!
12. Biography
• 1973 Born at Yokohama, Kanagawa, Japan.
• 1992-1998 Tokyo Institute of Polytechnics
– Photo engineering (bachelor)
– Image processing (Master of Engineering)
• 1998- Canon, Inc. (Japan)
• 2000- Criterion, Inc. (UK,JP)
• 2001- Tokyo Institute of Technologies
– SPIDAR, haptics, real time physics (Prof.Sato Lab)
– Intelligent systems (Doctor of Engineering)
• 2003- NHK-ES, Japan
• 2005- ENSAM, France
• 2008- Miraikan, Japan
13. My works
Research and development for…
• Entertainment systems
• Virtual Reality
• Computer Vision
• Haptics, Robotics
• Computer Graphics
Plus…
• Volunteer works for IVRC and Laval Virtual.
14. “Entertainment Systems”
• Definition
– Computer systems that was designed to affect
to human amusements.
– Video Games, media arts, real time interactive and
entertainment virtual reality are possible to be
included.
– Cinemas and DVDs are also possible to be included but
should focus to “computer system” like interactivity.
15. “Entertainment is not a game”
New entertainment system makes industries.
(hardware, contents and markets…)
Nintendo controllers
Music games
Force feedback
Joy stick
16. “Entertainment is not a game”
(Example) A new concept makes a new entertainment system
then it can get a new game players category
Nintendo DS
A touch panel with double screens
17. “Entertainment is not a game”
• A new human interface of “Nintendo Revolution” will enlarge style of
games.
• It will also enlarge the game markets. But…
• It will also affects the methods of contents developers.
• Then it will also change the meaning of “playing the game”
18. “Future Entertainment Systems”
-casting a future of the future (at 2006)-
“What will be the Future after the Revolution?”
• Human player will input various information to the system.
• There are 3 cases between Human(I) and System(O)…
– I > O…Too much input but low responses (ex:old/slow computer).
– I < O…Small input but high responses(ex:DVD player)
– I = O…Ideal condition,
it can start a game between human and system correctly and evenly.
• Of course, we needs kinematics of human dynamics(swing,
shoot,etc ) via a controller that includes motion sensors.
19. Projects
1998 Fantastic Phantom Slipper
2000 RenderWare on PlayStation2
2001- SPIDAR and Springhead
2002 the Labyrinth Walker
2001- Tangible Playroom series
2004 Advanced 3DCG
2005 LuminaStudio
2005- RoboGamer series
2006- WiiMedia series
20. Fantastic Phantom Slipper
Real-time motion capture using slipper style interface.
Special vibro-tactile, “Phantom Sensation”
Semi-dome style immersive screen.
Demonstration at SIGGRAPH’98 Enhanced Reality.
21. RenderWare on PlayStation2
RenderWare is a middleware for RT3D CG.
Multiplatform coding environment.
(PC,PS2,DC,Xbox,Gamecube…)
Innovative speed up in development phase.
Worked for development and
implementation for Japanese game developers
as “game development consultant”.
Experienced their technique, style, culture, limitation
and future…
22. SPIDAR and Springhead
SPIDAR (SPace Interface Device for Artificial Realities)
Invented by Prof.Sato at 1991.
String based haptics interface.
Springhead
Framework and SDK for SPIDAR.
Real-time physics engine.
Spinning top and pinball
Artworks, “Dynamo::taboo”
Artificial beetle
23. the Labyrinth Walker
Locomotion interface without wearing interfaces.
4 pressure sensors and motor controlled turn-table.
It detects human walking steps and its orientation.
Its artworks are imported from 3DSMax via VRML2.0 files.
Demonstrated at SIGGRAPH2002 E-Tech as
“A New Step-in-Place Locomotion Interface for Virtual
Environment With Large Display System”.
Some children museum
had interest to use it.
24. Tangible Playroom
New entertainment system for future children
Replacing current home TV games.
Haptics, full body motion oriented.
Using large display and SPIDAR style force feedback devices.
Contents using Real-time Physics.
Not a fake, educational experience using human size VR.
25. “Tangible Playroom”, version 2001
Exhibition project using virtual reality
technologies.
Big size SPIDAR(H4xW2xL3 m).
Immersive large floor screen using
network connected multi-projection
system.
A.I. and real time physics.
• Players can interact with artificial
characters by their whole body.
It could show a possibility of “haptics
entertainment” but it was very huge
to experiment.
At Osaka, Japan
26. A content of Tangible Playroom
• “Penguin Hockey”
• The first but most characteristic content of Tangible Playroom.
• Players have to recognize shape and touch of objects via haptics.
• The player is designed as a partner of loser penguin.
• To get a point, players have to put a snowman to each goal.
• The player can feel difference of the weights between snowmen and penguins.
27. “Tangible Playroom”
version 2002
Redesigned for future home
computer entertainment
system.
Implement to living room.
• Experimented about modes of
haptics and projection.
It was suitable for experiment
but it couldn’t experiment at
outside of the laboratory.
At Sato Laboratory
Image sketch
28. “Tangible Playroom”
version 2003
To get more natural data when
children play the game, it should be
mobile.
135cm cubic frame.
• Experimented about difference of
behaviors between Japanese and
American children.
It can record players motion naturally
but it isn’t so enough to walk freely.
At SIGGRAPH2003 SIGKIDS
29. “Tangible Playroom”
version 2004
To keep mobility and large field, the
encoder motors can be attached to
structures by clamps.
All of systems can be carried by one
person by his hand.
At Laval Virtual 2004
30. Evaluations of TangiblePlayroom
• Evaluations concept realization
• Activation behaviors of players
• Players categorization
• Questionnaire (subjective method)
• Biometrical (other evaluations be needed)
43. Tangible Playroom
-content example 2-
A balloon simulator with wind force feedback.
The girl can play with a toy with image recognition.
44. Advanced 3DCG
In NHK-ES
• Photo realistic real-time computer graphics
for next generation TV environment.
• Global illumination, Image based lighting…
45. Core technologies at 2006
HapticsHaptics Computer VisionComputer Vision
A new generation of
“Tangible Playroom”:
Entertainment Platform
for future children
A new generation of
“Tangible Playroom”:
Entertainment Platform
for future children
SPIDAR in CAVE
Safety, stable, easy
GPU Image
processing
Rapid camera
New tracer method
Real-time Rendering
New display tech.
Stereo, Fog, HMD…
Physical evaluation
(non subjective)
Excitement model
Field works
Display Tech.Display Tech. EvaluationEvaluation
46. Lumina Studio
• Configuration
• If the blue illuminated area
is overloaded by high-quality video,
it can make a new composing method!
Blue sheet
(color is free!)
Projector
ANSI 2000 Lumen
Transparent wall
(A.k.a. glass)
I can see!
47. CG Source
Blue structure
White screen Blue screen
Color bars Lumina key Chroma key
Source (daylight)
Composed (real time)
Matt
Blend
PixelShader technique
48. Implementation Details
Real-time Video composing software.
– Input source is IEEE1394 DV Capture (30FPS)
– Running on Laptop PC
(CPU:1.7GHz, GPU:ATI Radeon9700)
– It runs over 100FPS. (not optimized!)
“Tone Profile” is a small texture file.
Then the tone correction easier than coding.
256x1 pixels RGB color
Red :Lumina
Green:Chroma
Blue :Matting
0 255
49. Evaluation Experiment
Focused to make a “training environment”
Because its advantage is “visible”.
Tasks for participants (6 French students)
• Play a weathercaster for 30 sec.
• Read an English script (non-native language).
• Playing with virtual character.
• 2 Groups:“Paper-Lumina” or “Lumina-Paper”
50. Result:time to finish
Group B ( Lumina - Paper )Group B ( Lumina - Paper )Group B ( Lumina - Paper )Group B ( Lumina - Paper )
24
26
28
30
32
34
36
38
40
42
44
1 2 3 4 5 6 7 8 9 10
trial ( 1-5: Lumina, 6-10: Paper)
sec.(target=30)
D.C
Y.A
P.Y
Group A ( Paper - Lumina )Group A ( Paper - Lumina )Group A ( Paper - Lumina )Group A ( Paper - Lumina )
24
26
28
30
32
34
36
38
40
42
44
1 2 3 4 5 6 7 8 9 10
trial ( 1-5: Paper, 6-10: Lumina)
sec.(target=30)
B.D
K.J
G.B
PROPOSED PROPOSED
Suggested method decreased its training time.
52. Function of RoboGamer
• Recognition objects on the game screen
• Collaborative play via force feedback
Autonomous or assisting
• man-machine interface conversion and adding
without modification for original game system.
• Possibilities to analyze human playing behaviors
Development for a new AI algorithm that can play a game like a
human.
53.
54. GPUVision
concepts
• A new computer vision project:
– Cost effective solution for interaction
– Ultra fast response speed with GPU processing
GPU=Graphics Processing Unit (nVidia, ATI,…)
– Useful for artistic and prototype
55. GPUVision
competitors (1)
• “OpenVidia”
– Linux Platform SDK
– Specialized for nVidia GPU
– Multi GPU cards supported
– Optical Flow based 6DoF detection
Some interesting results for AR applications
• “OpenCV”
– Windows Platform SDK, specialized for Intel CPU
– Performance is depended on CPU speed
– A lot of implementations of past CV techniques
56. GPUVision
competitors (2)
• “AR Toolkit”
– Multi Platform SDK
– Specialized for Artificial Reality
– 2D pre-resisted marker based 6DoF detection
– 30-60 FPS in maximum (depends on camera and CPU)
– Multiple marker detection in same frame
– Issues…
• A lot of demo and artworks had been developed.
• But 2D marker limits to create new applications.
Ex. Look and feel, fitting time, etc…
• Users have to see the camera and the screen to get a feedback
57. GPUVision
specifications
• For interaction
– Cost effective with high performance using GPU
– Specialized for 2D color tracking
• Ultra fast
– Over 600 FPS on 4 color detection
• Useful for artistic and prototype
– SDK has a hazards for artist and prototyping
– Analyzing algorithms are prepared
– Parameter setting by text and image files
• re-compiling on VC.NET is not needed!
– Network connection to Virtools
59. GPUVision
screenshot
Source video GPU Processing
Filtered image
Detected position
[GPU Processing]
•Comparing with a
reference image
•Color toning by height
[CPU Processing]
•Counting only for targeted
color (=green and red)
60. GPUVision
one application for a racing game interface
Input left or right, and boosting
•With full body motion
•Witouht markers
•Auto calibration
•Non limitation for users
•Nationalities (skin colors)
•Clothes
•Heights (<120cm)
61. GPUVision
Future
• For interaction
– Direction detecting (3-6DoF)
• Ultra fast
– Multi camera support
• Over 600fps = 60 fps with 10 cameras!
• Useful for artistic and prototype
– Documentation and semi-opensource
– Evaluating with actual artworks
ex. Theme park attractions, Laval Virtual, TP, etc
62. Physical Evaluation for
Entertainment System
• How to evaluate it?
Questionnaires have a lot of limitation to evaluate for age, language,
culture, backgrounds, etc..
• What is “Entertainment system”?
It needs a clear definition to evaluate.
• “Usability” is not equal for
“Entertainment”.
Ex. Play a piano,
63. Definition of “Entertainment System”
• Based on Roger Caillois, “Les jeux et les hommes”, 1958
Freedom
Separation
non-profit
Image
Regulations
Place
Action
Material
Etc..
Entertainment System
•Non pressure, non forcing
•unrestricted deployment
•Can quit it immediately
•Separated from daily life
(time and place)
•hard-and-fast rule
•Law in the real world stops
•Non gain to the real world
•Non producing in the real
•Estate transferring is allowed
•Can understand as unreal
•Photo-realistic is allowed
Interface
Player
(unspecified number )
“Playing condition” be accrued at the time.
Push button
Image output
Chose adverse
Happy end
Payment fee
determining
[I/O examples]
Exit game
Qui Game
64. AceSpeeder2
• Creating and evaluating new interfaces.
• Scientific research with actual game product.
• “AceSpeeder”, high speed anti-gravity game
that has sold 100,000 copies in Japan.
• Marker less motion interface using GPUVision
65. Environment for evaluation
• Normal “playing” condition
Not in the Laboratory!
• Huge anonymous to cancel particular errors
• Measure with “Physical” parameters
– Played time
– Chosen design
– Body movements
68. WiiMedia:
motion analysis methods and applications
using a consumer video game controller
–Akihiko SHIRAI ( ENSAM P&I Lab, France /
JSPS ),
–Erik GESLIN ( ESCIN, France ) and
Simon RICHIR ( ENSAM P&I Lab, France )
69. Introduction:warring state periods
The war breaks out every 5 years...
PS2
2001
GC
Xbox
PS3
2006
Wii
Xbox360
[mainfields]
Graphics
Connectivity
Graphics
Network
Graphics
[mainfields]
Graphics
Full HD
Graphics
Network
Interface
Virtual Console
70. Introduction:
“A destiny of entertainment”
1.All stimulus will be blunt, not be sharp.
2.Monotonicity helps to tire the games.
3.“Lost market” might be a loser of games.
Because, higher skill players always win.
Is WiiRemote a killer solution? Probably not...
The future is entrusted to the game developpers. For example, it used for;
A substitute of buttons / Just swinging actions
Violent actions that may gives a heavy load
Highly difficult timing inputs...
if they don't provide any innovative experiments,
we can lose the “lost market” again.
71. Concept: WiiRemote to WiiMedia
New interactive media for...
Scientists
Media Artists
Hobby developers
Small game developers
What will we give?
Advanced hardware usages with working case studies
APIs, Plug-Ins and examples to create innovative media
72. Bluetooth connection
WiiRemote allows connection with PC via Bluetooth.
Detected as a HID (human interface device).
No passwords.
No guarantee and compatibility.
Of course, unofficial way.
Cost effective.
($49 values $1000+)
73. References
Resources for WiiRemote
WiinRemote ... CBuilder based mouse emulator
GlovePIE ... Joystick emulator with a script
engine.
WiiLi.org ... Wiki for hackers.
Official middle-ware
AI-Live ( http://www.ailive.net/ )
“context learning” based algorithm
74. WiiMedia:USB Sensorbar
Infrared (900nm) LED emitters
USB Bus powered (5V)
20cm version
Small version
2 1
3 4
1 2 3 4
+5V Vbus
GND
USB Plug
1:Vbus(+5V)
4:GND
4x Infrared LED
(i.e. SFH409, IF =100mA,
tP = 20ms: 950±20nm)
20 ohm- 20 ohm-
2x Color LED (Pilot lamp)
75. WiiMedia API
Programming interface for C/C++.
Building Blocks for “Virtools Dev”
WiiMedia Basic APIs
OpenHID
CloseHID
StartCapture
EndCapture
InitIR
GetButtonStatus
GetBattery
GetAcceleration
GetIR
SetLED
SetVibration
WiiMedia Utility APIs
SaveLog
GetMagnitude
GetPosture
GetGravity
GetFrequency
SetInitialPosture
ClassifierTargetPosture
GetApproximation
Get3D
Get6D
*developmental
76. CaseStudy1: AceSpeeder2
A high speed “Anti-Gravity” Racing game
Motion input already done with GPUVision (2006)
Very small project (3 persons for development!)
78. AceSpeeder2: Conclusion
Positive
No button driving is possible with WiiMedia
APIs
Gravity detection for handling
Motion (double swing) for action
Jump, swing and twist are possible to use.
Future problem
Conflicting with game physics
There are no feedbacks to users...“pseudo haptics” may
solve it.
79. “WiiMedia: Papier Poupee Painter”;
a new usage of a game controller
for infancy art media
Introduction
Drawing softwares for children as a new media
Especially for early childhood (3 to 5 years old)
Using a new intuitive device
New usage of Non-Photorealistic Rendering (NPR)
techniques
80. Related works
Simplified drawing softwares for children
KidPix, TuxPaint, etc... + Mouse (4 years old or more)
Paint application with a new device
“Drawing prism” (brush shape on special optics) (Greene,1985)
“Charcoal sketching” + stylus (Bleser, 1988)
“DAB” using Phantom (Baxter, 2001)
Interactive NPR(Non-Photorealistic Rendering)
[tools] Oil painting, pen-and-ink, water color, pencil, colored
pencil, charcoal and so on.
There are not so many interactive NPR applications with
a new intuitive device, especially for young children...
81. Technical challenge & issues
A new drawing media for early childhood
Realistic but simple
Drawn picture should be real as a new media,
however the operation should be simple.
Using a new intuitive device
Drawing with a mouse is more difficult than with a pencil.
New application fields of NPR techniques
“NPR for kids drawing” , especially sketching
may be suitable experience for children.
82. Pastel Draw EngineStroke directions
Behavior of
pigment
Pigment
adhension
model
The top of surfaces are removed for the stroke direction.
84. Pastel Draw Engine: Video
Allows
This is the effect of multiple texture for pastel-like drawing. Usually only one
texture for drawing is enough. But when we use multiple textures according to
the drawing direction, we can get more realistic appearance for drawing
strokes.
Fish Drawing
This demo shows an easy scrabble example. This is the simplest stroke for
drawing a fish's silhouette. Then we select Canson paper to add coarse texture
on the fish's body. We change color here and add some strokes. Here we change
drawing type. The pen pressure interpolation traversing the stroke's width
shows different stroke appearance. Finally we select paper color.
85. Pastel Draw Engine
Realistic drawing stroke simulator using a professional tablet.
The full function operation needs Azimuth, Altitude, Position and
Pressure. (=too complicated for children)
Developed by Kyoko Murakami, Ph.D (2006)
Original Operation by a professional tablet[Stroke examples]
86. Using WiiRemote for Drawing
Technical issues
Using infrared sensor
Detecting 2D coordinates in1024 levels for width.
Output coordinates of IR sensors are not absolute 3D
position.
It has a limitation of the viewing area (36 deg.)
[!] It is a too narrow space for drawing.
Using acceleration sensor
Detecting 3 rotation axis in 256 levels each.
Can we emulate the original operation that uses
Azimuth, Altitude, Position and Pressure with
uncomplicated actions?
87. IR LEDs
d=200mm
Experiment for infrared sensor
X
Z
Detectionarea
Infrared
detection
area
0 to 1023
[output values of the sensor]
2 groups of IR, non-indexed
(IrX1, IrY1) (IrX2, IrY2)
88. Characteristics of infrared sensor
IR Detection area is very narrow (≈36
degrees).
Outputs are not linear & can be
misunderstood under different
conditions.
[Misunderstanding Case 1]
If it can see only one IR LED...
[ex] “IrX = 640” (Zone Red)
It has many possibilities in actual
physical position.
[Misunderstanding Case 2]
Difference (X1-X2) is not linear.
91. Improvement:Spray can method
“Spray can” interaction
on a projected screen
Integration with gravity
g g
IR-LED IR-LED
Smaller
USB IR-LED
Wider detection area
92. Simplified:Shaking method
For early childhood (3-5 years old)
Using acceleration sensor only
Velocity is assigned to (X,Y) position and thickness
Colors are given by acceleration.
4 years old
93. Comparison
Methods, input channels and targets for player age groups
*Acceleration is assign to color,
position and thickness is given by velocity.
(*)
"Shaking" methods have advantages for young children
95. Future Improvement
Preciseness
More preciseness with robustness
Stroking detection with natural action.
Multimedia
Sound, vibrator and animation.
Functions
Paper and color palette function with motion input.
96. CaseStudy3:JaWii's Virtual Fencing
A game project of classic fencing fight
to celebrating Alfred Jarry at 2007.
Alfred JARRY, Dramatist (1873-1907)
98. JaWii:Motion Analysis issue
Blue arrows are lost parts of detection.
lower acceleration parts in the end of one swing
Cancellation by the gravity? Or rotation force?
Reconstruction of 3D position with acceleration sensors.
[a sword swinging motion ]
99. JaWii: A solution
Optical motion capture data by several swinging motions with WiiRemote of the attack front, left
and right. Red colored arrows are defined by an evaluation function for a target vector.
Vector evaluation function: defined by other motion capture
100. JaWii: other solutions
Using “WiiMedia Utility” APIs
SaveLog
Watch the motion log first, it tells us something.
GetMagnitude
Simply, “final blow” makes a big magnitude.
GetPosture
Useful for a static motion like “Defending”.
ClassifierTargetPosture
A targeted motion often has one target posture.
This function obtains the nearest target posture.
GetApproximation
It defines a difficulty. An expected target vector is too precise for players.
101. WiiMedia: Conclusions
Concept: New interactive media using WiiRemote for...
Scientists, media artists, hobby developers and small
game developers.
Base developments: USB Sensorbar, WiiMedai API
Applications:
AceSpeeder2 WiiMedia Edition
A racing game with no button operations.
Papier Poupee Painter
NPR drawing for several age groups.
JaWii's Virtual Fencing
Sword fighting by vector evaluation functions.
104. Symbol and Logotype
History and Background of Miraikan
※Miraikan is operated by JST as one of the main activities of
“Program for Promoting Public Understanding of Science and Technology.”
1995 The Basic Law on Science and Technology1995 The Basic Law on Science and Technology1995 The Basic Law on Science and Technology1995 The Basic Law on Science and Technology
Enacted for Japan to become a
scientifically and technologically creative
nation.
1996 The Basic Plan for Science and Technology1996 The Basic Plan for Science and Technology1996 The Basic Plan for Science and Technology1996 The Basic Plan for Science and Technology
Formulated to develop comprehensive and
strategic plans.
1998199819981998 The construction of thehe construction of thehe construction of thehe construction of the “Tokyo AcademicTokyo AcademicTokyo AcademicTokyo Academic
Park.Park.Park.Park.” – A base providing information in
International Exchange, Partnership among
Industry, Academia and Government, and
the latest Science and Technology.
2000200020002000 The General Supervising CommitteeThe General Supervising CommitteeThe General Supervising CommitteeThe General Supervising Committee
Formed of members with academic
experience.
MamoruMamoruMamoruMamoru Mohri(astronautMohri(astronautMohri(astronautMohri(astronaut)))) was
inducted as Executive Director ofExecutive Director ofExecutive Director ofExecutive Director of
MiraikanMiraikanMiraikanMiraikan.
2001200120012001 The National Museum of EmergingThe National Museum of EmergingThe National Museum of EmergingThe National Museum of Emerging
Science and Innovation (Science and Innovation (Science and Innovation (Science and Innovation (Miraikan)openedMiraikan)openedMiraikan)openedMiraikan)opened....
Lot Area : 19,636㎡
Exhibition Floor Area : 7,950㎡
Operation & Management Staffs : 137
105. Features of Miraikan ~General Exhibit Themes – Dreams for the 21st
century~
●Four themes -
“The Earth Environment and Frontier”
“Life Science”
“Information Science and Technology for Society”
“Innovation and the Future”
●Focusing on the relationship between
society and science technology; exhibitions
are designed by leading scientists and
researchers.
Leading scientists join in
the framework and supervision.
●“Science and technology specialists” develop
and introduce new methods to disseminate, in
an understandable way, the latest in science
and technology
●“Interpreters” provide explanations on the
latest science and technology in understandable
terms, and dialogue with visitors.
●Includes laboratories for research, conference
rooms and halls
Technique development by experts,
Explanation, Demonstration and Dialogue
Various exchange facilities
Laboratories for research
State-of-the-art technology is exhibited
in a fun and easy-to-understand way
Explanation,
Demonstration and
Dialogue
Science and Technology
Specialists & Interpreters
Base for the communication of
cutting edge science/technology information
106. Miraikan’s Brand Slogan
Open your mindOpen your mindOpen your mindOpen your mind
to scienceto scienceto scienceto science
See a whole newSee a whole newSee a whole newSee a whole new
WorldWorldWorldWorld
108. Science
museums
home
and abroad
Media
Volunteers
Member’s club
Visitors
IndustryGovernment
Schools
Researchers
Engineers
Connecting networks for Miraikan’s Activities with Society
About 710,000 visitors in fiscal year
2005
About 35,450 join Member’s club as of
end of Jan. 2006
808 volunteers registered
****704 times exposure in the mass
media (as of Feb. 2006)
****Special Exhibition collaborating with
mass media
・"Brain! Exploring Wondrous Mysteries” with
THE YOMIURI SHIMBUN from Mar. 2006
・”Yukagir Mommoth” exhibition with Fuji
Television Network, Inc. from July 2006.****Collaboration with Science Council
of Japan
****Human resource development and
outsourcing
*Figures and text above are based on the results in 2005 and the prospects in 2006
47 out of 82 Super Science High
schools are cooperated with Miraikan
****Exhibition tour to Poland
“Exploration of TIME!” (Mar. to Oct. 2006)
****Australia-Japan Joint Exhibition due
to 2006 is the Australia-Japan Year
of Exchange
****Cooperation of Science Museums all
across Japan
****Introduction of Partnership system
****Exhibition collaborating Industry
Collaboration with Ministry of Education,
Culture, Sports, Science and Technology
and Cabinet Office
****”Science and Technology Week” events
Society Society