Professor Hiroshi HARASHIMA coordinated panel discussion B, with three panelists participating. The friendly discussions examined the casual themes of "creating," "walking," and "playing." Personal elements are performing an ever more important role in the new media, and broadcasting, too is being required to provide services that correspond to individual lifestyles. Broadcasting, as a popular part of contemporary culture, will have a greater need for mobility and new contents production tools that will assist in the dispatch of information to the public.
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Coordinator |
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Hiroshi HARASHIMA (Professor, University of Tokyo) |
Professor HARASHIMA is engaged in intellectual communication technology centering on video data structures, intellectual coding systems, "Kansei" communication processing, and space sharing communication technology, as well as other unique activities at Japan Academy of Facial Studies. |
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Panelists |
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Tsuyoshi TAKASHIRO (Hyper Media Creator)
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Mr. TAKASHIRO directs video clips. He has won various awards, including the Ministry of International Trade and Industry MMCA President Award, and held important posts such as special member of the Ministry of Posts and Telecommunications' Telecommunications Council. |
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Mari MATSUNAGA (Former Director, NTT DoCoMo Planning Department)
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Ms. MATSUNAGA established the Mari Matsunaga Office in April. After working as editor in chief of the employment information magazines "Shushoku Journal" and "Toraba-yu," Ms. MATSUNAGA hit a homerun with her development of "i-mode" as the Director of the NTT DoCoMo Planning Department. |
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Masaki HAYASHI (Senior Research Engineer, Multimedia Services Division, NHK Science & Technical Research Laboratories) |
Dr. HAYASHI researches contents production technology such as the virtual studio and TVML (TV Program Making Language). |
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HARASHIMA:This panel discussion's theme is how to generate interesting broadcasting, and I would especially like to center our discussion around dreams for the future. Such dreams will be made possible through the technology.
"Creating"
Presenter: Masaki HAYASHI |
In terms of contents, TV programs can be divided
into two categories; the first delivers news of what is happening, while
the second contains a more laissez-faire type of content.
In the world of the web or the Internet, the latter laissez-faire kind
of content has become very popular, because anybody can create it, making
it possible for them to become an information dispatcher. To realize
the same situation in the world of television, TVML (TV Program Making
Language), a television version of HTML, has been developed. This language
produces a real-time TV program based on a text-format manuscript, produced
on a word processor-like device. It makes it possible to enter the information
into a computer.
The broadcasting field in the 21st century will accept the participation
of anyone in the dispatch of information as a member of the popular
culture. I feel that research can now be shifted from the emphasis on
signal processing to the questions of how to deal with the content itself;
how to convert, process, and produce it.
HARASHIMA: Program production as a part
of the popular culture means that, with the help of tools, the possibility
will exist for amateurs to reveal their abilities in this area.
HAYASHI: That is correct. Just as some
people are already reediting other people's HTML pages and making them
their own, related abilities and creative sense will be refined in a
sort of lawless zone by people doing the same with TV programs, through
the use of TVML.
MATSUNAGA: This will lead to the development
of editing ability and also people having fun with editing.
TAKASHIRO: Since the volume of content
is increasing year by year, one question that this raises would be that
in everybody's busy lives, who would have the time to look at the kind
of information that anybody could create?
HARASHIMA: This can be seen within groups
of friends; that kind of information is the most fun. TAKASHIRO: People in Japan are not used
to creating contents or delivering them to others. We should give people
about 10 years to get accustomed to such a new medium.
"Walking"
Presenter: Mari MATSUNAGA |
Even though the human being is an animal that
generally wants to move around, technological devices usually require
the human being to approach them from the front. However, we are finally
entering an era in which technology can follow us while we are moving
around. When I was working on i-mode, I based its concept on "my concierge."
I felt that it would be nice if we could put that concierge service
into our pocket and walk around. It is my hope that any new ideas we
have will make life in the future richer and more convenient.
HARASHIMA: In the video we saw, I enjoyed
the scenes of the mobile conference, and the sitting on a bench reading
an electronic magazine. I think that the acquisition of style and fashion
will become important for future technologies as well.
TAKASHIRO: I don't think that we can secure
the kind of communication system that was seen in the video in the next
10 years. I have the feeling that the time range will put it closer
to 2017 or 2018.
HAYASHI: I regarded the conquering of physical
mass (of the mobile terminal) to be about a 100-year project.
TAKASHIRO: Digitization may advance without
restriction, but the basic camera lens and needs of illumination will
not change.
MATSUNAGA: It isn't necessary to deliver
contents in full-color all of the time; the latest information can be
dispatched in a single line of text.
HARASHIMA: Even a face does not have to
be seen in its natural color. An illustration is often good enough.
The most important issue for a mobile terminal is fashion.
MATSUNAGA: A key point for a cellular phone
is to make it in a size that fits in your hand; people feel a sense
of affection for things that can be held in the hand. A small thing
is adorable. It should be charming.
"Playing"
Presenter: Tsuyoshi TAKASHIRO |
The major directions in which contents development
have recently been moving will be reflected in the media over the next
ten years, with more and more content focusing on individuals. The first
problem seen in Japan, in comparison with the United States, is a lack
in terms of personal viewpoints and individual values. Instead, people
are more likely to hold common, uniform values; in other words, everybody
wants the same thing.
The second problem is what I call "AB." A is for content and B hardware.
The arrow can point both ways. This interaction, in the direction of
A to B, or mutual in some ways, will be very important. Although both
A and B are already digital, the arrow has not yet been digitized. One
example of this is terrestrial broadcasting, where the arrow can represent
networks, a way of thinking, the distribution system, or software portals.
This area is presently the least advanced, and this is where we have
to give the most thought. It is neither software nor hardware.
HARASHIMA: The precariousness of the arrow,
not being sure how things will turn out, depending on the combination,
seems important.
TAKASHIRO: This is the zone of excitement
or entertainment. Basically "playing" belongs there. It can be thought
of as the extent that you can be excited or amused.
MATSUNAGA: It seems important that contents
be summarized like the headlines of newspapers.
HAYASHI: Much content could die through
such summarization or fast forwarding.
MATSUNAGA: I think that contents will be
separated into some that have meaning after watching for 10 minutes,
and others that contain concentrated information. Combining the various
media should enhance convenience for users.
TAKASHIRO: The same as in the United States,
the number of people who simultaneously do multiple tasks, perhaps working
while chatting on the web and watching TV, will increase.
HAYASHI: The expressions, the Japanese
way or the Asian way, carry the image of a sort of chaotic and exotic
world. Trying to be American will not do for the Japanese people, even
after 10 years.
TAKASHIRO: We have to create a lifestyle
in a Japanese way and flavor. As for the future of Japanese television,
I think that TV itself will need to be mobile, fitting into a Japanese-style
digital culture.
HARASHIMA: We can add more and more possessions
to our property, but there is nothing we can do to increase the hours
in a day. Broadcasting, in a wide sense, needs to place emphasis on
how to support each person's 24-hour lifestyle. When good systems can
be constructed, individual lifestyles will become more significant.
MATSUNAGA: A desirable image is that of
making things easy and comfortable. Media can perform all kinds of functions,
but we can prioritize the comfort that we feel in selecting each medium.
HAYASHI: No long-cultivated culture can
be eradicated easily. It is important to maintain things which are deep-rooted
in Japanese culture and which bring a sense of comfort and relaxation,
not allowing it to be Americanized.
TAKASHIRO: I think that we should continue
proceeding in the direction we are heading. In order to seriously discuss
the issues, such as how the media should be in Japan, or the way technology
in Japan should advance, the best way is to consider things like, "what
Japan stands for," from the viewpoint of daily life.
HARASHIMA: The future agenda includes how
engineers will interpret what was discussed here in order to make it
their own and use it to promote studies. In that case, it is important
to think about the future, the year 2010 and beyond, and then come back
to the present to decide what should be done now instead of considering
the mere extension of present technologies. We will look forward to
hearing the research themes that the Science & Technical Research Laboratories
will offer to the public in the future.
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