Projects

Projects are important classes that carry the role of being the framework for students conducting their Master’s research. Projects determine the social significance of media creation, are strongly aware of production of results for society and collaborations with outside parties, and are operated cross-disciplinarily. Effectively integrating the know-how and experience of several disciplines through collaborative activities, projects aim for more advanced research results and technology development. Also, they aim for the acquisition of wide outlooks and planning ability, organizational capability, in addition to the management ability to guide ideas to actualization.

Art Thinking Project

Art Thinking Project

Research Representative(s):
Masahiro Kobayashi
Research Member(s):
Yasuhiko Ando

Research Period

2012 - Present

Research Outline

This project is one for supporting various student artistic practices and research, including the presentation and exhibition planning of artworks, performances, and critiques. The project is conducted in a seminar style with presentations and discussions of everyone’s activities, readings of literature, and the viewing and critique of exhibitions.
This year, we are thinking of having discussions by narrowing down themes using media art, “art and site-specificity”, and “art and body” as keywords.
By going to as many exhibitions and events as possible in various areas, we aspire to feel the “present of art” and will simultaneously read literature that deals with “expressions”.
The name of this project carries the two connotations of thinking about the expression of art itself, and using artworks and art creation to think about social and cultural problems.

Research Plan

Research (literature, digital books, exhibitions), discussion, viewing of exhibitions & the analysis of critical achievement reports

Reports


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“Prototyping tomorrow” Project

“Prototyping tomorrow” Project

Research Representative(s):
Nobuya Suzuki
Research Member(s):
Kyo Akabane

Research Period

2014 - Present

Research Outline

This project is one that, extracting social topics from the present state of affairs, conducts activities while keeping in mind the implementation of prototypes that focus on the future, the creation of a vision of the future through those prototypes, and the realization of prototypes. Prototypes – in addition to implementing interaction designs that take into account user experience, while utilizing information and communication technology and while considering its significance in society – are not limited to actual working “things”, but also include “matters” as trial efforts toward educational workshops and social foundation systems.

The thought tools and design processes used in order to realize something carry an important role in influencing the significance and value of a prototype. Therefore, in this project, while testing the prototyping methods devised at IAMAS as well as general design thinking, human centered design, service design thinking and the like, we will simultaneously examine those thought tools and design processes as the subject of our research. Also, in this project, we will not be creating individually, but will experience co-creating with fellow students, as well as faculty members, and the project also includes the acquisition of methodologies so that participants can further the project on their own.

Research Plan

Participants will experience the full sequence of prototyping, from setting the research theme, to creation of ideas for that theme, prototype realization and extraction of feedback from exhibitions and trials.
We will implement multiple faculty member and student planned study sessions, and, along with the acquisition of knowledge and techniques, we will lay the foundation for co-creating. We will also occasionally proceed with examinations related to thought tools, design processes, programming and the like.
In the first semester, we will be mainly active investigating research themes and acquiring techniques, as well as predominantly carrying out research work and idea creation. Then, in an effort to take part in the exhibition planned for August, we will actualize our prototypes. In addition, we will further our research through exhibitions that make use of iamasOS, as well as setting academic conferences taking place in September and March as milestones.

Reports


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New TOY Project

New TOY Project

Research Representative(s):
Ryota Kuwakubo
Research Member(s):
Tomoko Kanayama

Research Period

2016 - Present

Research Outline

Using the themes chosen by each participant, this project looks at the concept of new creation while cycling through the three processes of “create”, “convey”, and “think”.

The divergence of academism and populism can be cited as one of the big problems afflicting modern society. In the common ground between society and places of research, the more specialization is advanced, the more this divergence appears as a dilemma that cannot be conveyed to people.

Just as the connotation of “Who does the conveying?”, “Who do they convey to?”, and “How do they convey it?” becomes important, no matter how trivial an idea or discovery is, when researching media creation, while it goes without saying that questioning the content of that creation is important, one cannot ignore the problem of how to convey it. To that end, we will treat creation as the continuous process of “create”, “convey”, and “think”, and address it pragmatically.

For production, we will not limit ourselves to the ideas of “appropriateness” or “how something should be” which are envisioned by the existing genres of “art”, “design”, “entertainment” or “engineering”; we will freely delve into our interests, and, in order to dedicate ourselves to communicating with people and society, we will go forward, setting toys as our framework.

In the same way, for presentations, we will not fixate on conventional presentation formats. Responding to every theme, we will establish opportunities for presentations and discussions geared towards various places and people (such as commercial facilities, public spaces, schools, households, etc.), and through these toys, broadly attempt communication between people and society.

These approaches will not necessarily ignore each genre or specialized domain; ultimately we will view each context and re-evaluate them, and predict the placement of our own creations in relation to those contexts. In order to do so, we will invite specialists from each domain, both on and off campus, to give comments and participate in discussions.

Research Plan

  • Preliminary study
  • Research on reference literature, case examples, exhibitions, etc.
  • Individual creation & peer review
  • External presentations (exhibitions, workshops, etc.) & feedback
  • Guest-lead lectures/discussions
  • Performance evaluations for individual creations & project overall
HDII High-Definition Video Technology Creations Project

HDII High-Definition Video Technology Creations Project

Research Representative(s):
Shinjiro Maeda
Research Member(s):
Akira Segawa

Research Period

2014 - Present

Research Outline

It was the latter half of 2000 when large LCD TVs became popular in every home. Since 2012, when terrestrial television broadcasts became completely digital, it seemed that the previously sudden standardization of HD video stabilized, however the video environment surrounding us has been changing even more to high-resolution. It has also become common for smartphones to be able to record videos in 4K format. According to the roadmap created by the Ministry of Internal Affairs and Communications, in 2016, they will begin 8K format trial TV broadcasts with resolutions that are 16 times the current format. On the video-sharing site YouTube, they have already begun support for 8K videos even though the replay environment for said videos is not set up yet.

In the latter half of the 2000’s, immediately after HD format came out, there were probably not that many people who imagined that the present digital signage and photo frames would become this popularized. The change to high resolution in video is not so simple as to be the realization of depictions that are finer than ever before; there is the fact that it has created new forms of expression. The goal of this project is to explore even more visual expressions on the basis of the above.

In 2016, we will pragmatically promote video/film creation via the 8K format as well.

Research Plan

  • Survey / equipment test
  • Discussion
  • Create works / content
  • Collaborations with film/video industry
  • Results presentation
  • Ex: Open House
  • PJ Presentation, etc.

Reports


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Craft, Fabrication and Sustainability Project

Craft, Fabrication and Sustainability Project

Research Representative(s):
Shigeru Kobayashi
Research Member(s):
James Gibson

Research Period

2014 - Present

Research Outline

Working together with the Gifu Academy of Forest Science and Culture, TAB Inc., and Hida no Mori de Kuma wa Odoru (a.k.a. Hidakuma), we will share our skills, know-how, and methods, and research a platform for sustainable, small businesses that are a mix of manual work and digital fabrication.

Digital fabrication, which “creates” based on digital data through the use of digital machining tools such as 3D printers, laser cutters and CNCs, is being widely recognized as “Fab”, mainly in public studios equipped with digital machining tools and “FabLab”, a worldwide network of studios. On another front, even in the manual arts, which has developed around hand working, work that tries to incorporate Fab as a means has appeared. We will investigate the potential of new industrial regions created from the crossing of these two elements while also putting its economic sustainability in our sights.

Research Plan

Making use of digital machining tools, we will create various ideas for furniture and housing interiors in 1/1 scale while working with people from the industrial art field. We will then exhibit those works at events like Maker Faire, and through their experimental marketing, we will verify their feasibility as products. Furthermore, communication in this project will be done in Japanese and English.

Reports


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Enhanced Experience Environment Project

Enhanced Experience Environment Project

Research Representative(s):
Masami Hirabayashi
Research Member(s):
Takahiro Kobayashi

Research Period

2015 - Present

Research Outline

It is predicted that, in a world that has reached the Technological Singularity (where artificial intelligence has surpassed the intellectual power of all mankind), there will be a large change in the paradigm, including thinking via traditional prolongation and technical prediction becoming impossible. In this project, we will conduct research for creating an environment where our experiences will be enhanced while taking into account the impacts the Singularity will likely bring about.

In order to realize experiences that focus on the future, particularly with real-time time and space, Internet information spaces, and intelligence robots as the subject, we will progress by considering practical application by taking advantage of available technology, such as expressions as works and realizations as systems and services.

Research Plan

To begin with, we will provide time for sharing knowledge for predicting the future that commences with the singularity, as well as knowledge related to trend surveys for current research and basic technology in the form of study groups (will hold based on the need of participants, so at the beginning of the project student participants can get by with their current level of knowledge and motivation).

Supposing experiences that should be enhanced, as well as events and conditions as environments for realize those experiences as the target, participants will create individual or in teams.

We advocate providing opportunities for practical progress in events and exhibitions as environments for expanding experiences, so we also support promoting experiments, user tests, and improvements in the real world.

As for results, we place importance not only on whether you were able to create an environment for conducting experience enhancement as research, but also as expressions and as entertainment. So we expect progress in various methods, such as conference presentations, exhibitions at events, the implementation of events themselves, and exhibitions as works.

Reports


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IAMAS Library & Archive Project

IAMAS Library & Archive Project

Research Representative(s):
Masahiro Kobayashi
Research Member(s):
Masahiro MiwaShigeru MatsuiYasuko Imura

Research Period

2016 - Present

Research Outline

With media art – the result of the interaction between computer science and art – at its core, the “Library & Archive Project” operates with the validation of the “media creation” advocated by IAMAS from past, present, and future perspectives, as well as its redefinition as its primary theme.

A library is a place for systematically gathering, storing, and providing scholarly information. Currently, scholarly information does not stop at printed books, but is endlessly spreading to digital information, movies, SNS, and so on. And, in addition to the obvious application of this kind of information, the digitization of past printed materials, classification techniques, tagging, research on search methods, their application as intellectual property and other such matters will also become the basis for thinking about modern society’s institutional design.

This project positions libraries as a place to feel the cycle of “knowledge”, and implements work creation and media research with archival research (documentation through empirical information gathering and compilation, the innovation and reorganization of “knowledge”) as its method. In particular, we will operate by setting our sights on the collection of documents relating to media art works, compilation, the design of reading environments, exhibition, recreation, and re-enactment.

This is a project where, through this kind of research, we will think about the function of libraries, and create a “library befitting of IAMAS”.

Research Plan

  1. Planning & provision of public book society
  2. Design of library & improvement of layout
  3. Examination & implementation of digitization of book collection
  4. Proposal of original IAMAS library classification
  5. Implementation of archival research that uses the library
Neo Co-creation

Neo Co-creation

Research Representative(s):
Tomoko Kanayama
Research Member(s):
James GibsonTakahiro Kobayashi
Web:
http://neo.iamas.ac.jp/

Research Period

2015 - Present

Research Outline

This project aims to pursue a sustainable co-creation society, while having our external, creative members interact with the local residents, who, for hundreds of years, have created and carried on a variety of arts of living in the Neo district (formerly Neo Village) of Motosu City in Gifu Prefecture.

Neo is a district with abundant nature and cultural legacies, such as the Nōgō Hakusan Shrine, which was opened by Shonin Taicho; Nōgō Noh/Kyogen, which has been orally passed down since the Keichō era; and usuzumi cherry blossom trees that are more than 1500 years old. Like other rural districts, in a lifestyle where living and production have come together, they have created many modern conveniences and cultures.

At the same time, more than 40% of Neo is made up of marginal villages, and the people taking up problems specific to such areas – a super-aging society and a lack of successors, vacant houses and destructive animals, etc. – are increasing. Essentially, the residents of the Neo district foster skills and culture, and their will and sense for “living” is far stronger than that of “outsiders” or modern autonomous systems.

We will re-perceive the wisdom, skills, and experience which have been cultivated within an area in an era faced with a transition from a bloating civilization that continues to break what it has and create new things, in a time flowing along with nature, with new skills and perspectives, and think about the future sustainable, regional society and steady economy, and what “living” is.

Research Plan

This year, we will build a base that uses a vacant house in Neo, and conduct fieldwork that focuses on gathering amenities, customs, and methods, hold workshops by the local residents, and make use of closed schools. The project will move forward through the collaboration of local residents and regionally connect organizations, forestry cooperatives and the local government, schools, etc.

Reports


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Technology for Welfare Project

Technology for Welfare Project

Research Representative(s):
Koji Yamada
Research Member(s):
Takahiro Kobayashi

Research Period

2014 - Present

Research Outline

In this project, we will search for, and propose, solutions to various issues, including subjects relating to welfare – for example problems that aren’t limited to just disabled people, but also affect the elderly, etc. – as well as problems in lower-developed countries. “What are the problems?” “How can we solve them?” – by perceiving these questions from different perspectives, we will propose better solutions for these problems. In some cases, we will use information and communications technology, but will question again whether the proposal will really be a solution or not. We will also investigate the ideal state of solutions, including, after the problem has been solved, in what situation will the solutions be a merit for its users, or if the solutions pose any inconveniences. And, working together with the “Research Group for the Application of Smartphones and Tablet Devices in Welfare Fields”, we will work to understand the problems the disabled face, and think about how we can solve those problems from a disabled person’s view of interfaces and usage situation.

We will observe related organizations, including the above-mentioned research group, and have an exchange of ideas with their personnel. And, for the proposed method for each problem members want to tackle, we will occasionally provide opportunities to have an exchange of ideas with related groups. The project will proceed while also taking into account the schedule for conference presentations and various exhibitions.

Research Plan

We will observe related organizations, including the above-mentioned research group, and have an exchange of ideas with their personnel. And, for the proposed method for each problem members want to tackle, we will occasionally provide opportunities to have an exchange of ideas with related groups. The project will proceed while also taking into account the schedule for conference presentations and various exhibitions.

Activity status for 2015 (Reference):
May
Exchange of ideas with welfare companies and housing and employment support organizations
July
Participants presented the issues they were working on at Open House
Aug.
Presentation at the Society of Vocational Rehabilitation
Nov.
Exhibition at the Welfare Device Fair
Dec.
Presentation at the ATAC Conference Kyoto
Feb.
Exhibition at the Project Research Presentation
※As needed, we will work together with special needs schools and welfare organizations, and implement inspections in specific fields.

Reports


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Manufacturing Open Method Project

Manufacturing Open Method Project

Research Representative(s):
Shigeru Kobayashi
Research Member(s):
Shigeki Yoshida

Research Period

2012 - Present

Research Outline

This is a project that started in 2011 from the school cooperation between IAMAS and the National Institute of Technology, Gifu College and aims for the development of new manufacturing methods.

Due to the popularization of the Internet, communication cost has gotten exceedingly closer to zero, and with the popularization of digital fabrication, the hurdles for conducting manufacturing corresponding to diversity are being drastically lowered. In a situation such as this, by making use of this now familiar technology, we should be able to make our lives more plentiful.

Last year, in Neo district in Motosu, we worked together with specialists from a variety of fields (front-end devices and smartphone applications, web service, back-end, etc.) to research the potential and issues of the Internet of Things. This year, we will be continuing our research, while also setting our sights on energy and environments in actual fields.

Research Plan

Together with our outside partners, while providing our own greatest skills, and while repeating workshops, exhibitions, substantive experiments, etc., we will propose and implement plans that function effectively in the field and are made sustainable by the people of the region.

Reports


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Platform for Creation in Future

Platform for Creation in Future

Research Representative(s):
Akitsugu Maebayashi
Research Member(s):
Akira Segawa
Web:
http://sozonoplatform.blogspot.jp/

Research Period

2014 - Present

Research Outline

In this project, by touching on the knowledge of practitioners in various fields – art, design, thought, living, region, etc. – and investigating issues from modern society, we will broaden the range of motion of our thoughts, and search for the ideal state of “creation” in the coming ages.

Lectures and Workshops held so far

  • 1st Meeting – “Insectivory for survival”
    Instructor: Kenichi Nonaka (Professor at Rikkyo University)
  • 2nd Meeting – “The ideology of building your own home”
    Instructor: Yosuke Shimizu (Representative for Doppo Village), Daisuke Kurokawa (Chairman for Woodworking Studio yui)
  • 3rd Meeting – “The Nation and The Internet”
    Instructor: Shinichiro Wada (Associate Professor at Chubu University)
  • 4th Meeting – “Francis Alÿs – A Story Born on the Borderline”
    Instructor: Kazuhiko Yoshizaki (Curator at the Museum of Contemporary Art, Tokyo)
  • 5th Meeting – “Dietary Education for Adults” Workshop
    Instructor: Kousei & Megumi Shimizu (Management for “Tricolore” restaurant)
  • 6th Meeting – “Weak Robots – The Potential of Inability”
    Instructor: Michio Okada (Professor at Toyohashi University of Technology)
  • 7th Meeting – “Regions being built – Practices in Ibi District & the Town of Ikeda ”
    Instructor: Shuhei Tsuchikawa (Manager for Tsuchikawa Shoten)
  • 8th Meeting – “Draw draw draw a picture! – What you need for living the now”
    Instructor: Arthur Binard (Poet)
  • 9th Meeting – “Kinshozan & Myoujourin Temple”
    Instructor: Seiun Tomita (Chief Priest at the Kinshozan Myoujourin Temple)
  • 10th Meeting – “Small Hydroelectric Generation at Itoshiro – The power of latent autonomy”
    Instructor: Akihide Hirano (Vice President of NPO Regional Renaissance Agency)
  • 11th Meeting – “Listening to the voice of the earth & the voice of time – From living in Gujo Hachiman & vocation”
    Instructor: Hiroto Inoue (Producer for the Gujo Music Fes’)

Reports


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Media and Small Railways

Media and Small Railways

Research Representative(s):
Tomoko Kanayama
Research Member(s):
Masami HirabayashiAkira Segawa

Research Period

2013 - Present

Research Outline

In this project, we treat the local railways in Gifu as media or media space, and utilize them as venues for implementing IAMAS’s various projects.

Using our experiences of planning and implementing the re-enactment of John Cage’s prepaid train; the Christmas train that was equipped with AR (augmented reality); the Kaki Café Train that re-edited and design regional resources; and the Club Train that utilized sound, light and video, we have been conducting our activities as an official project since 2013.

In 2013, this project implemented Gifu Local Railway Association’s posters and fliers with AR, contributed to the expansion of railway fan demographics, and also the new initiative of creating a new communication channel with fans of the local railways.

In 2014, while working with other IAMAS projects, we repeated experiments, and implemented them as plans geared towards regular passengers (the Club Train and Christmas Train), and attempted to implement our research achievements to real society.

In 2015, using all our previous achievements, we were able to create demands for new values. (Okumino Soul Train @ Nagaragawa Railway, TrainSpotting @ Tarumi Railway)

In 2016, we will research and potential of new interactions.

In addition, a part of this project has received “User enhanced experience interaction design that utilizes mobile environments” special research grant from The OGAWA Science and Technology Foundation in 2013.

Reports


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NxPC.Lab

NxPC.Lab

Research Representative(s):
Masami Hirabayashi
Web:
http://nxpclab.info/

Research Period

2016 - Present

Research Outline

NxPC.Lab (Next-dimension Plural media Club experience Laboratory) is a project that expands the presence felt at music venues such as clubs or concerts, and does research and development of technologies that will lead communication within music spaces to the next stage.

In current media experiences, interactivity and participation are becoming the norm. Even at music experiences, by using technologies that stimulate mutual interactions of the artist/audience/venue/internet spaces, the experience expands, making it possible to bring about an expansion of the space’s presence.

In this project, we will advance our practical research through the survey, research, and development of new technologies applicable to music venues, as well as the implementation of music events as testing grounds for those technologies.

We will conduct experiments through events while performing acquisitions of technical platforms, holding study sessions as needed. It is possible to participate in a variety of positions, such as through new attempts in DJing or VJing, experiments at venue spaces, or event planning and operation.

In addition to events centered around the school, we are also aiming at collaborations with the Enhanced Experience Environment and Media and Small Railways projects, as well as a yearly external event in an urban area (Tokyo, Nagoya, Kyoto, etc.).

Kinshozan Project

Kinshozan Project

Research Representative(s):
Akitsugu Maebayashi
Research Member(s):
Akira Segawa

Research Period

2016 - Present

Research Outline

Kinshozan is home to the Myoujourin Temple, which was founded in the 7th century and has accepted people’s faith as the heart of the Kokuzo faith in Seino. The mountain is located close the center of Ogaki, and is rich with a variety of resources, producing iron ore, marble, and lime from old times, thereby supporting the prosperity of the region. And, the votive tablets that have remained in the temple, as well as the land snails and Hotaria parvula fireflies that inhabit the grounds, have drawn many worshippers every year as cultural resources and natural environment resources respectively. In addition, in recent years, it has garnered attention as a location – with the Fossilization Museum at its core – that provides valuable documentation related to the transitions in the global environment. While being encompassed by religion, industry, science, and culture in this way, we will take another look at our “present”, with Kinshozan, which has supported people’s daily activities, as one of our “looking glasses”.

Research Plan

  • Lectures & study sessions
  • Recording & exhibition of cultural resources, etc. around Kinshozan
  • Recording & exhibition of natural environment, scenery, etc. around Kinshozan