HyperPaint is a 3D block and drawing toy  for kids. In the virtual 3D space, we can create a cube easily, and we can draw them intuitively. Kids will improve space formation power,  solid composition power, imaginative power and  application power for playing this toy.
1.easy modeling - In
HyperPaint, we can create a model by composing cubes. After selecting a pen tool, we can create a new cube. A cube is generated to the side of the selected cube.
2.intuitive drawing -  HyperPaint's drawing is 3D drawing system. The point and line is computed to 3D.
3.funny interface - HyperPaint's interface is funny, so it is easy to enter HyperPaint for kids.
4.one click - In
HyperPaint, we can select the operation quickly to press the icon. And we can see all icons, so we know the operation we can do.
5.quick print - we can print the image to press the print icon. Kids can show their work quickly. :-)

siggraph2005 abstruct[pdf](5.46MB)
siggraph2005 poster[pdf](1.26MB)

(C) 2004 Jun Fujiki 






Incompatible BLOCK

Incompatible BLOCK is a 3D modeling software with an interface of wonders. For interface design, the elements of enhancing user curiosity as well as intuitiveness and intelligibility are important. I incorporate wonders born from the discrepancy between three dimensions and two dimensions into the interface to enhance user curiosity. The wonders of the conversion into three dimensions, as expected by the user, are projected to make the interface predictable to some extent. 
In Incompatible BLOCK, user can generate a form by combining cubes and can draw lines for the form, floor, and background by a 2D operation. The Incompatible BLOCK has the following four wonders and also an operational interface that allows results to be predicted to some extent. 
[Moving a Cube] 
If a cube is moved to a screen position on the screen by dragging, the Incompatible BLOCK judges the destination and places the cube at the expected position in 3D space, as described below. 
1. If a cube moved onto a 2D floor, the software places the cube on a 3D floor. 
2. If a cube is moved to a look-as stacking position on the screen, it can be placed to be touched other cubes. 
3. A cube in empty space is moved vertically or horizontally from the start position. 
Additionally, by dragging, the floor can be moved along the XZ plane. 
[Changing a Cube Height] 
In addition to Rule 3 above, there are two methods of changing a cube height. One method uses a "shadow". A shadow can be pulled out from a cube by dragging the bottom of the cube down. The height of the cube is changed in the 3D space so that it will look afloat. Actually, the cube moves in the direction of view each time the shadow is moved down. 
If a cube is added upward to the bottom of a form adjacent to the floor, the added cube looks as if it is under or over the floor. In the real world, however, a form buried in a floor cannot be seen. By considering this, the Incompatible BLOCK shifts the whole form up so that the form will be adjacent to the top of the floor. 
[Changing the Number of Cubes by Using Shadow] 
User can increase the number of cubes by pulling out several shadows from a single cube. In the real world, this can be compared to several building blocks lined in the direction of view, and the same number of cubes as shadows can be added to 3D space. In contrast, the number of cubes can be reduced by pulling out a small number of shadows when several cubes are overlapping and look like one. In other words, the number of shadows corresponds to the number of cubes. 
[Changing a Pen Size] 
The Incompatible BLOCK enables the user to draw lines directly on the screen for the cube, floor, or background by 2D operation. Since lines can be drawn only on the visible sides, the back of the form is not painted. And, the apparent boldness of a drawn line is fixed, irrespective of space zooming. In other words, zoom-out makes a pen thick and zoom-in makes it thin. 

CHI2006 extended abstract(349KB)


(C) 2005 Jun Fujiki 






OLE Coordinate System

The optical illusion expression, which is not possible in real world or makes viewer to interpret it, is often used in still image and animation. By using computer, I enhance it to the interactive optical illusion that allows the user to operate it. I present some interactive illusion expressions that enable the character to act an impossible motion on the block and the stairs in the virtual 3D world. For instance, the character can move between blocks placed away that seem to be connecting and he can land on a block placed away that seem to be positioning under him. Although an optical illusion in a still image and animation allows after editing, it is necessary to design the algorithm to make it for interaction. Here, I developed a new technique that used the individual space of each character besides a 3D space and it was achieved. I present the new mysterious experience to the user and expect the causing of the intellectual curiosity about the existing of the theory for achieving it.


(C) 2006 Jun Fujiki 







I propose Constellation, which point-based animation system with cognitive morphing expression. In the Constellation, characters such as human, dog and bird are constructed by several points. The system allows a user to generate a character and delete points and rotate the view angle. While characters move around at random, the system creates an unreal animation, called as cognitive morphing, using the characteristic of the points. For example of the cognitive morphing, the system generates a character by using several points or metamorphoses a character by using points constructing another character. I expect the user to get a new cognitive experience.


(C) 2007 Jun Fujiki 







While Einstein had proposed the general theory of relativity that states time is not absolute, we try to emphasize in our work the difference of subjective distance and motions, either from the user's global sight or the virtual characters' individual views. Our work is strongly motivated by the appeal of optical illusion, which is caused by failure of space recognition system in our brain. Actually, it is a fact that subjective interpretation of images may not be correct. We hope theRelativity will motivate people to reconsider the relation between our surroundings (such as distance, time, relative motion, and so on), which tends to be considered as absolute. We proposed theRelativity with four modes of the concept based on the difference of subjective distance and motions. We continue to create new expressions about a reconsideration of the relation of elements surrounding human and us.

more info...
version 1.1 download(419KB)
version 1.0 download(418KB)

(C) 2008 Jun Fujiki & Shigeru Owada






Shadow-dependent Field

Light reaches the ground except that which is blocked en route. This dark area is called a shadow. The relationship between light and shadow is inhomogeneous. Light generates a shadow behind an object, but shadows cannot influence the light source. Shadows have been considered a byproduct of light. However, in our artwork, the relationship between the two is reversed in distinct ways of the screen-based system. The user controls a mouse cursor, and the shadow of the cursor moves to follow the cursor as in usual GUIs. As a characteristic of our work, the movements of the shadow can be modulated by the shadow manipulating tools, as if the shadows are substantial objects, and in addition, the modulated movements of the shadow cause positional shifts of the light source so that the shadow’s movements are complemented. 

more info...

(C) 2009 Jun Fujiki & Junji Watanabe







I propose a new visual system that switches its displayed information seamlessly based on human cognition principles. For example, a new scene can be seen in points by zooming-in, zooming out or moving the points. I expect that when the user sees such movements in a moving points, they imagine themselves hopping from a scene to another.
- Left click...To subjective view
- Right click...To objective view
- Esc key...To close session



(C) 2010 Jun Fujiki 







In P055E5510N, you operate one character of many characters. You find your character and lead the character to the flag. After the character touch the flag, your character changes to another character.
- Arrow key...To move a character
- Tab key...To change character
- Space key...Hint
- Esc key...To close session



(C) 2011 Jun Fujiki 







Planarian is an interactive point animation system. The character consists of points. Cutting points by moving cursor, the character is separated. Also, the characters can be fusion.
- Mouse...To move cursor cell
- Esc key...To close session



(C) 2014 Jun Fujiki