Please see also Workshops for Design.
Following and based on the concept of the Studio Phones's Mathematica package, KSS has been providing a couple of modified packages for Mathematicians since 2010. FPTS-kitchen is a micro production pipeline toolkit for Film Making, and is accompanied by the same fundamental architecture of the above package. In this talk, we will explain the architecture of FPTS-kitchen and their use-cases, and will discuss their possibilities on Mathematical Research.
"FPTS-kitchen" is a micro production pipeline toolkit as an OSS-project (note: "kitchen" is in its early stages of development), and has been developed by Polygon Pictures Inc. and Studio Phones, based on many seminars on FPTS.
The main purpose of this discussion is to share common perceptions of possible use-cases of "FPTS-kitchen" (a micro production pipeline toolkit) for Mathematical research.
"FPTS-kitchen" is a micro production pipeline toolkit as an OSS-project (note: "kitchen" is in its early stages of development), and has been developed by Polygon Pictures Inc. and Studio Phones, based on many seminars on FPTS.
Light transport simulation is about simulating how light travels inside a scene which is often used for creating photorealistic images. It is commonly done by estimating a definite integral of the contributions along light paths toward each pixel. The most popular method to do so is Monte Carlo integration, where we take the average of random samples as an estimate of the integral. There are many different techniques to improve the efficiency of estimators for Monte Carlo integration, however, they are all still within the basic paradigm of Monte Carlo integration. We propose two techniques that leverage other branches of mathematics to modify the traditional Monte Carlo estimator and show how they might provide better results under the same computation time. Our broad goal is to rethink the computation under light transport simulation.
For the past ten years, Studio Phones has provided a Mathematica package for mathematical research, and has constructed a web-framework called "kitchen" for our film making. Recently, based on many seminars on FPTS, Polygon Pictures Inc. and our studio have begun to develop a micro production pipeline toolkit "FPTS-kitchen" as an OSS-project (note: "kitchen" is in its early stages of development). The main topic in this talk is their architecture where some server-side service for research and production pipeline is implemented by Go Language. We will give a talk on some typical use-cases for film making and mathematical research.
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I will give an overview of the theory of stabilizing algebraic algorithms which was proposed by Moss Sweedler and myself in 1995, and reached the age of twenty years last year. This theory was created to moderate the instability of algebraic algorithms derived from approximation of input data or approximate computation. Starting with the motivation, I will talk about the stabilization techniques based on the theory as well as their various applications. Finally, I would like to mention the ISCZ method (Interval-Symbol method with Correct Zero rewriting) for reducing the amount of exact computations, which has been recently developed based on the stabilization techniques.
The adaptivity of the brain is based on synaptic plasticity, through which the neuronal activity induces changes in the network connections.
We studied a theoretical model of oscillatory neurons coupled with activity-dependent synaptic connections and found that this dynamical system exhibits three kinds of asymptotic behavior: a two-cluster state, a coherent state with a fixed phase relation, and a chaotic state with frustration.
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Polynomial optimization problem (POP) is the problem of minimizing a polynomial objective function over a set defined by polynomial equalities and/or inequalities. It is well-known that in general, it is difficult to find the global minimum and the solution of POP. Lasserre and Parrilo independently proposed approaches to find lower bounds of the global minimum. They report that the exact values are obtained for some POPs. Sum of square polynomials and semidefinite programming problems are key techniques in their approaches. In this talk, we present a survey on their approaches and our recent work on [1].
[1] M. Muramatsu, H. Waki and L. Tuncel, "A Perturbed Sums of Squares Theorem for Polynomial Optimization and its Applications", preprint, available from arXiv:1304.0065
In this talk we review basic facts on quantifier elimination.
In this talk, I will introduce the game "Region Select" which was invented in collaboration with Akio Kawauchi and Ayaka Shimizu. "Region Select" is a game based on knot theory, but mathematical knowledge is not required . I will describe a brief introduction to knot theory and explain a mathematical background of "Region Select".
Talk about steal personal information via e-mail or web by using real-life metaphor. To estimate of the pay-balance in such criminals. To think of the divulging of personal information via social networks like Twitter and Facebook. To think about potential impacts of the information asymmetry, moral hazard, and the lack of ethics that exists between entrepreneurs, system developers and end-uses of the new services. What do we do in preventing the divulging of information?
In this article, "Digital Game" means any kind of game such as action, role-playing, and RTS game in commercial, indie, or serious games. Artificial Intelligence has very important roles in Digital Game.
Digital Game has over 40 years history, and especially consumer game has over 30 years history. It has important roles in the real world to give new experience to many people every day in their everyday life.
Digital Game makes user's experience through user's sense of hearing, sight, and active interactions. AI technologies are running in the front-end of users and back-end of game system.
An application example of Artificial Intelligence in Digital Game is NPCs (Non Player Characters) which are enemies, monsters, and buddies controlled by AI software. AI technologies are used to make NPC's intelligence enough to move around smartly in 3D complex environment.
In these years, more intelligent abilities of NPC have been needed such as situation analysis, planning of its action, and understanding user's conversation enough to have a long and enjoyable adventure with player.
There is another type of AI to control user's situation in game in real-time . It is called as "meta-AI". Meta-AI keeps observing what happens in game from outside of game, and changes user's situation on the fly to make it more exciting. For example, meta-AI changes number of enemies and distribution of them corresponding user's game skill level, makes and branches new stories by his actions (in RPG), and keeps game situation by watching user's inputs from game pad.
In these 10 years, the big fundamental system of Digital Game AI has been built on many of knowledge and technology stacked by many game AI developers in past 40 years. Further it faces a new turning point to next-generation by incorporating new AI technologies such as learning and auto-generation technology.
In this lecture, Digital Game AI fundamental theory and historical development are explained precisely.
An artificial brain project "Can a Robot Pass the University of Tokyo Entrance Exam?" (Todai Robot Project) with Japan's National Institute of Informatics at its core, has been launched in 2011. The goal of the project is to enable an artificial brain to cross the threshold required for admission to University of Tokyo by 2021.
Fujitsu Laboratories Limited has been researching formula manipulation and computer algebra, which are necessary to exactly solve mathematical problems related to mathematical analysis and optimization technologies. Fujitsu Laboratories participated in the math team of Todai Robot Project in 2012 to leverage the technological foundation it has already built.
In this talk, I will show our approach for Todai Robot Project in terms of computer algebra.
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We are using Mathematica for several purposes of our work. I will talk about my opinion of Mathematica.
We will discuss reseacher's views of "made in Japan" and "the possibilities of symbolic computation".
The topics included in this talk are numerical simulation and formula manipulation. Before programming of the numerical simulation for Finite Differential Method, we performed formula manipulation. Because we expected improve accuracy of using the exact solution of the diffusion equation and even less computation time. The exact solution has a complicated coefficient. So we preprocess it by software having formula manipulation.
When creating synthetic images of outdoor scenes, clouds play important roles to enhance the realism. The research on the synthesis of realistic clouds has a long history and has attracted many researcher's interest. In this talk, I would present our researches on the visual simulation of clouds. Topics included in this talk are simulation and control of cloud motion using cellular automata/fluid simulation, modeling of clouds from photographs, efficient rendering of clouds using GPU, and accurate rendering of clouds taking into account multiple scattering.
The theoretical evaluation of security of hash functions with fixed parameters is known to be difficult. In this talk, by using a simple model of hash functions, we pose a new method to evaluate the security of hash functions in the form of some mathematical problem which may be useful to other areas of information security. This is a joint work with Koji Nuida, Shizuo Kaji, Toshiaki Maeno and Yasuhide Numata.
For any high-level mathematical language and its interactive environment, it is important to make a calculation without any errors. It is all the more so with industrial users who use such environments to model high-integrity systems within the automotive industry. In this talk, we summarize how such environments we can demonstrate their compliance with ISO 26262, a standard for road vehicle functional safety.
Do you know Mathematica, a unique software that covers not only natural sciences and engineering areas, but social sciences ? The latest version v8 provides the brand-new free format input as well as 3,000 build-in functions when you use advanced calculations, interactive interface, powerful graphics, and rich multimedia processing. In this seminar, you can see the new direction that Mathematica leads you in educational and many research areas. I worked at IBM Japan Development Labolatory, and I am working at Wolfram now. At IBM, I worked for the researches about computer graphics, so I will try to explain the possibilities of Mathematica's CUDA and GPU for the frontier of creation of computer graphics. Features of Mathematica v8: 1) Free form input 2) Dynamic interactivity 3) Mathematica as a authoring tool. 4) Ultra-rich graphics 5) Powerful environment of calculation 6) Computable data in various research areas 7) Knowledge engine in the future 8) Computable Document Format
In bioscience, bioresources are important and essential elements which constitute the science infrastructure. We, RIKEN BRC archive and provide various bioresources that are indispensable to scientific experiments. On the other side of science, we, scientists have a history of "science of science". This research domain, now called scientometrics, provides us with methods applicable to evaluate the performance of ourselves. At the seminar, I talk about the challenge and the application of scientometrics for our enterprise.
In recent years, several people have suggested the various kinds of sculpt and drawing formulated in the language used in their own field of study. In this talk, I begin with a short introduction to classical and contemporary art, for example, via the works of P.Klee, A.Giacometti, K.Malevich, etc. The main theme of this talk is to discuss several methods of computer graphics and contemporary art which also serve as strategic tools to study similar methods in the process of creating 3D computer graphics. And more, I will talk about some topics of contemporary computer graphics, especially, file compatibilities of several softwares and some techniques of procedural modeling by bezier function. (using Modo, CityEngine, Terragen2, Blender, Indigo render, Mathematica, etc.) Finally, I will explain some possibilities about real and abstract "graphics" in the context of non-recognizability.
For a part of computer graphics on the blockbuster "taiheiyo-no-kiseki" worked in collaboration with Japanese production unit, American production unit, and SFX unit, last year, I worked. I will talk about some techniques about the production of computer graphics, especially, between real-sculpture and abstract-sculputure, we can think some technical perspectives via the differences between handicrafts and computer graphics. In this talk, we will discuss some details about computer graphics with "my" knowledges of real-sculpture.
At AW 2010 Paris collection, ISSEY MIYAKE planed a show titled 'Poincare odyssey', where they made dresses with an advanced mathematical theme 'Poincare conjecture and Thurston's geometry'. The speaker was invited to MIYAKE design studio as a mathematics coach and made lectures for dress designers three times. In this talk, we will think possibilities of collaboration of dress designing and mathematics.
On contemporary art and classical art, almost every knowledges exist in media, or spaces or both. We have a large stock of knowledge, but our knowledges are somewhat complicated. One of natural questions is "how do we grasp the meaning of our knowledges?". In this talk, I will discuss some gaps between "design" and "art" by symbols. We can dissolve their gaps in the context of our symbolic nature. Moreover, I will talk about "if we fix some goals, then some gaps are rising" and "the importance of their gaps".