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- 91-10/Bob.Japan.3
- From: cyberoid@milton.u.washington.edu (Robert Jacobson)
- Subject: Japan Report, Part 3: September 1991, Osaka, Tokyo, Yokohama
- Date: Fri, 11 Oct 1991 06:25:44 GMT
- Organization: Human Interface Technology Lab, Univ. of Wash., Seattle
-
-
-
- My Trip Report, Part Three: Osaka, Tokyo, and Yokohama, September 1991
-
- Scratch everything I wrote last month about virtual worlds
- technology in Japan. My early observation was that Japan's progress
- in the field would parallel that of researchers elsewhere: it would be
- halting, with occasional breakthroughs and slow but steady accep-
- tance by the domestic industry.
-
- What I learned on my last trip to Japan, conducted from 22-29
- September 1991, has convinced me that Japan's future involvement
- in the virtual worlds business will be significant, substantial, and
- quite possibly immediate.
-
- This third of my three trips this year was as a stand-in for the
- HIT Lab's executive director, Dr. Thomas Furness, who was scheduled to
- speak at the Osaka conference, Computer World 91, sponsored by the
- Kansai Institute for Information Science. The conference, held on 24-
- 26 September, featured a coming together of researchers working in
- the fields of interface and AI technology. (This type of awkward
- combination results from a popular perception that there is a close
- relation between the two domains, which can be debated.)
-
- Unfortunately, the audience for Computer World 91, which is
- supposed to demonstrate the Kansai province's industrial and
- intellectual equality with the Tokyo region, was not well-attended.
- However, the conference was held during the workweek, so some
- falling off could be expected.
-
- The stimulating keynote was delivered by Dr. Michael Cooley,
- one of the directors of the European Community's FAST Project.
- FAST studies the impacts of information technology on the quality of
- life, in the workplace and during leisure, and has recently become
- quite influential with the EC as it promotes what used to be called
- "appropriate technology." Cooley, who is a remarkably erudite and
- extremely literate Welshman, gained some infamy in industry circles
- when he led a workers revolt at the Lucas Company, manufacturer of
- electronic goods. (Under Cooley's direction as chief designer, the
- workers, who feared massive downsizing after a corporate takeover,
- came up with over 100 new product prototypes that could be
- profitably manufactured by Lucas. Despite this unprecedented
- accomplishment, Cooley was not appreciated by his new employers,
- who resented his intrusion on their managerial turf; and he was let
- go.) Cooley's speech at Computer World 91 was truly outstanding,
- but it probably suffered a bit in translation. The English-speakers in
- the audience were impressed by Cooley's call for intelligent, people-
- centered design. This was a theme I would hear repeated many
- times over in the ensuing days.
-
- Most of the Computer World panels were focused on narrow
- topics of limited interest to me, like computer-vision and CASE
- methods. The one presentation which I HAD to attend was delivered
- by ATR's Nobuji Tetsutani, a senior researcher in the AI Department
- who explained the workings of the ATR version of the Video
- Window. This wall-size display simulates 3D presence and uses head
- and eye-tracking to position the video presentation. ATR's eye-
- tracking technology uses an "area of interest" technique to reduce
- computational requirements, at a steep price in terms of the user's
- experience of inclusion. When I pointed out the disparity that area-
- of-interest techniques would produce for the user, in terms of
- reduced sense of presence, Tetsutani-san replied, none too
- convincingly, "That's an issue to be resolved when we go to 3D
- presentations. We in Japan are still working in 2D, unlike you in the
- U.S. [!]" (Pardon my skepticism...) Unfortunately, time constraints
- prevented me from accepting AI Department Head Fumio Kishino's
- invitation to visit ATR and see what they're really up to at that
- esteemed establishment. However, for those fortunate to travel to
- Japan, ATR should be on your itinerary. It is, everyone told me it,
- where things are happening.
-
- While in Osaka I visited the headquarters of Matsushita
- Electronic Industry's excellent design team led by Dr. Junji Nomura.
- This energetic group of young men and, equally, young women has
- built the SVirtual Kitchen," part of a larger sales-to-manufacturing
- system that Dr. Nomura is successfully promoting to Matsushita's
- executive corps. The essence of this system (of which only part, the
- showroom simulation, was featured at SIGGRAPH 91) is to link con-
- sumers directly to the manufacturing process. In theory, as one
- peruses and selects items from the virtual kitchen, idea goes, signals
- are transmitted to CAM factories for immediate production and dis-
- tribution of the product to the consumer. Obviously, such a system
- can be translated into many commercial sectors beyond home goods;
- and this is Dr. Nomura's intent.
-
- Nightlife in Osaka is slightly less hectic than in Tokyo, but with
- no less attention to the quality of the dining experience. (The beer
- bars looked a bit more restrained, too.) I had dinner with Dr.
- Nomura and his center director, a charming man, Mr. Ishizawa, who
- recited this bit of Matsushita corporate wisdom to me: "Be neither
- too near nor too far," a phrase first spoken at the turn of the century
- by Mr. Matsushita himself. Mr. Ishizawa interpreted this directive to
- mean "about three years -- three years from the start of a project,
- we should see a return from our work. Not sooner, not later."
- Evidently, we are now in year one of "Cooking in Dr. Nomura's Virtual
- Kitchen...."
-
- After traveling to Tokyo (I HIGHLY recommend enthusiastic
- ANA over stodgy JAL, as do my Japanese friends), I had lunch in the
- Mitsui Club with Mitsui & Co. Technical Division deputy director Mr.
- Matsuo and my fax friend, Mr. Okuda of the Life Science wing, now
- renamed like "Human Technology Branch." (Oops, there's that
- "human" thing again! What does this signify, I wondered? I would
- find out soon. More below....) Mitsui, as mentioned in an earlier
- posting, is a huge company with annual revenues over $100 billion.
- We discussed the many changes going on within Mitsui and Japan's
- other *sogo shoshan,* the big trading companies. Apparently,
- technology-research divisions like Mssrs. Matsuo's and Okuda's are
- fast assuming greater importance in the Japanese corporate scheme
- of things, as industry shifts from merely doing "more of the same,
- better" to "better, and more of it." And artificial reality (i.e., virtual
- worlds technology) is something in which both Mr. Matsuo and Mr.
- Okuda find much "betterness." I expect to see Mitsui moving in this
- arena before too long.
-
- That afternoon, I travelled to visit Dr. M. Kawahata, executive
- director of the Fujitsu Research Institute. This was a short business
- visit, capped with an after-hours schmooze around a very long table,
- The entire FRI downtown staff was there, and once more I enjoyed a
- sense of "intimate community" too often absent at the usual cocktail
- parties in the U.S.
-
- Friday was the day of major revelations. I had planned to visit
- with Hitachi, but the hours were drawing short and leaving Japan via
- Narita International Airport requires two and sometime three hours
- of preflight formalities, so I restricted my touring to the Nomura
- Research Institute (NRI) in Yokohama, another city contending for
- the role of industrial leader in Japan.. I had been contacted by a U.S.
- representative of NRI before leaving the U.S., to arrange an interview
- at the HIT Lab. Instead, I visited at the NRI headquarters building --
- a truly inspiring piece of architecture, as unusual in Japan as it would
- have been in the U.S.
-
- My host was Dr. Makoto Yokozawa, NRI Technology Manage-
- ment Strategy Department, a nuclear engineer by training, who was
- completing a report on *kansei* media for a consortium of 12 large
- companies. Later we were joined by his superior, Mr. Sawaaki
- Yamada, manager and senior consultant in the department.
- Together, in the third week of October, they will present their report
- on kansei media to the sponsor groups, who will decide on the
- appropriate technologies in which they will invest and which they
- will develop over this decade. Artificial reality is one of those kansei
- technologies at the top of the list. At last, the Japanese industrial
- establishment is prepared to enter the field, in a big way. Howard
- Rheingold, in VIRTUAL REALITY, was off by about a year: the real
- progress in Japan is now about to begin.
-
- So what is this kansei, around which all of the industrial initia-
- tives are organized? It's a way of seeing things, perhaps derived
- from the Shinto tradition of reverence for nature. Kansei is many
- things: harmony with the environment, sensibility, resonance,
- sensitivity -- in Western terms, weakly, "friendliness." Kansei is the
- new theme in Japan. After two decades of merely building machines,
- the Japanese now have decided to focus on the person. MITI's new
- "Human Technology Project," funded to the tune of $150 million,
- applies kansei principles across the universe of consumer products
- including automobiles, educational systems, home appliances, and
- media. (I remember the glee with which American analysts greeted
- MITI's 1990 announcement that it would focus on meeting human
- needs, rather than blindly pursuing industrial development. These
- analysts thought that Japan was faltering in its vision. Far from it.
- The vision has grown, perhaps unrecognizably so to those stuck in
- the past.)
-
- Thus, multimedia, which allegedly responds more closely to
- human information-processing behavior, is targeted as the next
- immediate goal of the Japanese information industry ... and, after
- that, artificial reality follows. In firm after firm, I was struck by the
- almost unanimous Japanese adherence to the concept of kansei and
- the firms' confident understanding of its implications for industry in
- the 1990s and beyond.
-
- I promised not to reveal the precise contents of our discussion
- at NRI, except to announce these general themes. A short paper on
- the general topic, _The Human Technology Project in Japan,_
- authored by Yamada-san and Harold E. (Smoke) Price, an American
- living in New Mexico, is available from NRI. (The address is Nomura
- Research Institute, Ltd., 134, Godo-cho, Hodogaya-ku, Yokohama 240,
- Japan; fax, (81) (45) 336-1403.) As one researcher at the HIT Lab
- noted on reading the brief, "there's nothing profound about any of
- this. It's commonly known." Yes, but in Japan, it is not only known
- but also being acted upon. Like "quality control," a concept deve-
- loped in the U.S., "human technology" -- "the practical use of high
- technology to fulfill the demand for more and higher-level human
- needs -- has become a Japanese property.
-
- Ironically, this bodes well for American and European
- researchers in the virtual worlds field, who already adhere to the
- human-technology perspective. Convincing our domestic industries
- to adopt this paradigm for the most part has been like pulling teeth.
- Finally, there will be resources available to us, from Japan, to
- produce the products and services we believe will improve the
- quality of life and ultimately (we hope) the human condition.
-
- But this means that we in the West must rapidly improve our
- own design methods and technology, so that we can deal as equals
- with our colleagues in the East. This may be a tall order for a bud-
- ding R&D community, but for me the message was clear as I boarded
- my tired old Continental DC-10, the last to make the Tokyo-Seattle
- run: now is our time. Neither too near nor too far. Sayonara.
- --
-