RESONA を、身体より大きな空間へRESONA, at a scale larger than the body
Tokyo Prototype 2027(アーティスト枠・機材と造作は自前)と、その先の美術館の 360° 空間に向けた技術計画。4つの案(S1〜S4)ごとに、空間・構造と暗さ・映像・センサー・音・コンピューター・電源・人と運営・設営・リスクを並べ、図(アイソメ図と、回して見られる 3D)と、その図を他の AI に描かせるためのプロンプトを付けた。床を映す意味と、すべての面が人に応えられるかを技術の面から検証し、カメラとプロジェクターの候補を挙げた。A technical plan for Tokyo Prototype 2027 (artist slot, self-built equipment) and, beyond it, a 360° museum room. For each of four plans (S1–S4) it covers space, structure and darkness, video, sensing, sound, computers, power, operation, build and risks, with drawings (isometric and an orbitable 3D view) and a prompt for other AIs to redraw them. It also checks whether the floor is worth projecting, whether every surface can respond to people, and recommends cameras and projectors.下のタブで、同線の有料事例と Takao の次の行動(David / 森永 / 公募の位置づけ)、依頼文も見られる。Use the tabs below for same-line paid-case studies, Takao’s next actions (David / Morinaga / open-call fit) and draft asks.
結論Summary
Tokyo Prototype の推奨は S2「L字=壁+床の 2面」3m×4m・同時 2〜3人。自前で用意できる範囲で、没入と費用の釣り合いが一番いい。For Tokyo Prototype, S2 "L-shape = wall + floor, 2 surfaces", 3 × 4 m, 2–3 people at once. Within a self-built budget it gives the best balance of immersion and cost.
面の数で数えると:S1 = 1面、S2 = 2面(壁+床)、S3 = 4面(壁3+床。床を省けば 3面)、S4 = 5面(壁4+床)。「L字」は横から見た断面、「コの字」は上から見た平面の名前なので、以降は面の数を併記する。Counted as surfaces: S1 = 1, S2 = 2 (wall + floor), S3 = 4 (3 walls + floor; 3 without the floor), S4 = 5 (4 walls + floor). "L-shape" names the section and "U-shape" names the plan, so the surface count is given alongside from here on.
床は必須ではない。ただし壁1面の次に足す 1面としては、横の壁より床が効く。条件は、機材を吊れる会場であることと、床のプロジェクターを壁側の梁から手前へ映して影を体験者の背中側へ落とすこと。吊れない会場なら床を捨てて S1 にする。The floor is not essential, but as the one surface to add after the wall, it beats side walls. Conditions: the venue allows rigging, and the floor projector hangs on the wall-side beam throwing outward so shadows fall behind the players. If rigging is not allowed, drop the floor and run S1.
どの面も人に応える面にできる。ただし読むものが違う。正面の壁は手と腕(骨格)、床は立ち位置と足(真上のカメラ、いちばん確実)、横と後ろの壁は位置と体の向き(包む面)。Every surface can respond, but each reads something different. The front wall responds to hands and arms (skeletons), the floor to position and feet (overhead camera, the most reliable), side and back walls to position and body direction (surround).
カメラは OAK-D Pro W PoE。LAN ケーブル 1本で電源と信号、100m まで延ばせ、IP65。暗いブースでは RGB ではなく IR 投光を当てたモノクロの画像で骨格を読む。Camera: OAK-D Pro W PoE. One LAN cable for power and data, runs up to 100 m, IP65. In a dark booth, skeletons come from mono images under the IR flood light, not RGB.
プロジェクター:壁は Epson EB-810E(超短焦点・5,000lm)、床は Epson EB-L690SE(6,000lm・投写比 0.5〜0.7)。超短焦点 1台で届く幅は約 3.5m なので、S2 の絵は 3.5m 幅にした。Projectors: Epson EB-810E for the wall (UST, 5,000 lm), Epson EB-L690SE for the floor (6,000 lm, throw 0.5–0.7). One UST unit reaches about 3.5 m wide, so the S2 images are 3.5 m wide.
出す作品は 10 作全部ではなく、全身で映える 鼓・墨・綾(2人版の「あいだ」)の3作を 1 プログラムにする。ソフトは作品を書き直さず、カメラの読み取り部分だけを「深度カメラ → 3D 骨格 → WebSocket」に差し替える。Show three pieces that read well at full-body scale — TSUZUMI, INK and AYA (the two-person BETWEEN) — as one programme. The works are not rewritten; only the camera input is swapped for "depth camera → 3D skeleton → WebSocket".
360° の多人数空間は美術館の規模の話(S4)。今回の展示はそのための試作と記録映像を残す場にする。The 360° multi-person room is museum scale (S4). This show is where the prototype and the footage for it get made.
没入を決めるのは「絵の枚数」ではなく、次の5つ。Immersion comes from five things, not from the number of screens.
① 視野の端まで絵がある ② 足元まで絵の中にいる(床) ③ 絵の縁が見えない暗さ ④ 音が周りから来る ⑤ 体を動かしてから光るまでが速い(60〜80ms 以内)。① Image to the edge of vision ② standing inside the image down to the feet (floor) ③ darkness that hides the image edges ④ sound from all around ⑤ a fast response from movement to light (within 60–80 ms).
S2 は ② を、黒い天幕は ③ を、4本のスピーカーは ④ を安く手に入れるための選択。⑤ はソフトとプロジェクターの設定で決まる。S2 buys ② cheaply, the black roof buys ③, four speakers buy ④. ⑤ comes from software and projector settings.
面の数(1・2・4・5面)Counting surfaces (1, 2, 4, 5)
「L字」と「コの字」は見る向きの違う名前なので混同しやすい。L字は横から見た断面(壁が立ち、床が伸びる)、コの字は上から見た平面(3方の壁)。床はどちらにもある。"L-shape" and "U-shape" are named from different viewpoints, which makes them easy to confuse. The L is the section seen from the side (a wall rising, a floor running out); the U is the plan seen from above (walls on three sides). Both include the floor.
配線:映像・カメラ(LAN/PoE)・音・電源Cables: video, camera (LAN/PoE), audio, power
立ち位置のライン(蓄光)Luminous floor line
体験者(明)・見学者Player (bright) and visitor
各案の図は「アイソメ図」と「3D(回せる)」を切り替えられる。上のボタンで構造・投影面・機材・光と視野・配線・人・寸法・番号・機材名を個別に出し入れでき、「配線だけ」「機材だけ」「体験だけ」でまとめて切り替えられる。凡例に触れると、図の同じ番号が光る。Each plan's drawing switches between isometric and an orbitable 3D view. The buttons show or hide structure, surfaces, equipment, light and view, cabling, people, dimensions, numbers and labels one by one, or together with "Cabling only", "Equipment only" and "Experience only". Hovering a legend entry highlights the same number in the drawing.
床は本当に要るか / 没入感をどう作るかIs the floor worth it? / How to build immersion
判断Verdict
床は必須ではない(作品はすべて壁だけで成立するように作る)。ただし 2面目を足すなら、横の壁より床が効く。床は視野の下半分を埋め、複数人が同じ絵の上に立つ「共有の場」になり、外からは「絵の中に立つ人」が見える。入れる条件は ① 機材を吊れる、② 天井 2.8m 以上、③ 床のプロジェクターを壁側から手前へ映す、の3つ。The floor is not essential (every piece must work on the wall alone). But if you add a second surface, the floor does more than a side wall. It fills the lower half of vision, becomes a shared ground several people stand on, and shows passers-by "people standing inside the picture". Add it if ① rigging is allowed, ② the ceiling is at least 2.8 m, and ③ the floor projector throws outward from the wall side.
床が効く理由(根拠)Why the floor works (evidence)
下の視野:壁から 1.5m に立って壁を見ると、床は視野の下半分を占める。下の視野の動きは、上の視野より強い自己運動感(ベクション)と姿勢の反応を起こすという研究がある。Lower visual field: standing 1.5 m from the wall and looking at it, the floor fills the lower half of vision. Studies find that motion in the lower field drives stronger self-motion (vection) and postural responses than the upper field.
CAVE の標準形:没入型の投影室の元祖(Cruz-Neira ほか 1993)は、壁3面に上から映す床を加えた形。The canonical CAVE (Cruz-Neira et al., 1993) is three walls plus a floor projected from above.
視野の広さ:没入感の研究 83 件のメタ分析では、内容の質よりも追従(体の動きへの応答)と視野の広さが効く(Cummings & Bailenson 2016)。Field of view: a meta-analysis of 83 studies found tracking and wider field of view matter more than content quality (Cummings & Bailenson 2016).
RESONA に固有の理由:墨の足跡、2人のあいだに張る糸、次の人が踏む残り香は、床の上でこそ成立する。Reasons specific to RESONA: ink footprints, a thread strung between two people, the trace the next group walks into — these only exist on a floor.
注意:床の有無だけを比べた対照実験は見つからなかった。上は間接の根拠。Caveat: no controlled with/without-floor study was found; the evidence above is indirect.
床の代償と、影の問題The costs, and the shadow problem
必要なもの:床用プロジェクター 1台・真上カメラ 1台・吊り元の梁・白い床シート。費用は S1 から約 60〜90万円増える(購入の場合)。What it takes: one floor projector, one overhead camera, a beam to hang them, white floor vinyl — roughly ¥600–900k more than S1 if bought.
影:上から映す限り、人は床に影を落とす。身長 h の人がレンズの真下から d 離れて立つと、影は足元から外へ d × h ÷(H − h) 伸びる(H はレンズの高さ)。Shadows: any projection from above makes people cast shadows. A person of height h standing d from the point below the lens casts a shadow d × h ÷ (H − h) long outward from the feet (H = lens height).
レンズの高さ HLens height H
係数(h = 1.7m)Factor (h = 1.7 m)
d = 0.5 m
d = 1.0 m
d = 1.5 m
当てはまる案Plan
2.6 m
1.89
0.94 m
1.89 m
2.83 m
S2・S3
3.5 m
0.94
0.47 m
0.94 m
1.42 m
S4
5.0 m
0.52
0.26 m
0.52 m
0.77 m
天井の高い美術館High-ceiling museum
影への対策(効く順)Dealing with shadows (most effective first)
壁側の梁から手前へ映す(S2 の推奨):光が壁の側から来るので、影は体験者の背中側に落ちる。本人の視野にも壁の絵にもかからない。光を遮るのは膝から下だけで、影は足の後ろ 0.5m ほど。レンズシフト付きの短焦点機が要る。レンズは体験者の目の高さより上・前方にあり、光の束に目が入ることはほぼないが、壁に顔を近づけると見えるので黒い覆い(フード)を付ける。Throw outward from the wall-side beam (recommended for S2): light comes from the wall, so shadows fall behind the players — off the wall image and out of their own view. Only the legs below the knee block the beam, leaving about 0.5 m of shadow behind the feet. Needs a short-throw unit with lens shift. The lens sits above and ahead of eye level, so the beam rarely reaches the eyes, but add a black hood for people leaning toward the wall.
2台を向かい合わせに重ねる(S3・S4):片方の影を、もう片方が半分の明るさで埋める。費用と合わせの手間が倍。Overlap two units from opposite sides (S3, S4): each fills the other's shadow at half brightness. Double the cost and alignment work.
天井を上げる:レンズを高くするほど影は短い(上の表)。美術館なら 5m 以上を求める。Go higher: the higher the lens, the shorter the shadow (table above). Ask a museum for 5 m or more.
描き方で目立たなくする:床は暗い地に明るい線を少しだけ描く。黒い所に落ちた影は見えない。影そのものを「墨だまり」として作品に取り込む。Design around it: keep the floor mostly dark with a few bright lines — a shadow on black is invisible — and use the shadow itself as an ink pool.
中央から真下へ吊るのは最後の手段。影が体の周り全方向へ 1〜2m 伸びる。Hanging straight down from the middle is the last resort: shadows spread 1–2 m around each body.
床を映せない会場のときWhen the floor cannot be projected
壁のスクリーン生地を床へ 0.5〜0.8m 垂らして曲面にし、壁の絵の下端を足元まで回す(ホリゾントの簡易版)。上端から映す超短焦点で曲面にどこまで乗るかは試作で確かめる。Run the wall fabric 0.5–0.8 m onto the floor as a curved sweep so the bottom of the wall image reaches the feet (a simple cyclorama). How far a top-mounted UST image carries onto the curve needs a test.
足元に光る帯(LED テープ)を置き、音と同期させる。安いが、絵の中に立つ感じは出ない。A light strip (LED tape) at the feet synced to sound. Cheap, but it does not put people inside the image.
黒いつや床に壁を映り込ませる手もあるが、真上の深度カメラの IR が鏡面で乱れるので、真上カメラを使う作品とは両立しにくい。A glossy black floor reflecting the wall is another trick, but it scatters the overhead camera's IR, so it conflicts with overhead sensing.
没入感をしっかり出すための順番(費用の安い順に効くもの)Building immersion, cheapest high-impact first
#
やることWhat
なぜ効くかWhy
費用Cost
1
暗さ:天幕・庇・前室で投影面 10lx 以下Darkness: roof, valance, vestibule; ≤10 lx on surfaces
絵の縁と黒幕の境が消え、絵が空間の大きさになるImage edges vanish into the drapes, so the image becomes the space
低Low
2
応答の速さ:動いてから光るまで 60〜80ms、上限 100msLatency: 60–80 ms from movement to light, 100 ms ceiling
50ms は 90ms より存在感と心拍の反応が高い(Meehan ほか 2003)。遅れると「自分が起こした」感じが崩れる50 ms beat 90 ms on presence and heart rate (Meehan et al. 2003). Lag breaks the sense of "I caused that"
低(設定とソフト)Low (settings, software)
3
等身大で、手のそばで起きるLife-size, at the hand
光が体の位置と大きさに一致すると、絵が自分の延長になるWhen light matches body position and scale, the image becomes an extension of the body
低(キャリブレーション)Low (calibration)
4
音が周りから:4ch+サブSound all around: 4 ch + sub
見えていない方向まで空間が広がる。低音は体で感じるExtends the space beyond what is visible; the low end is felt in the body
中Medium
5
足元(床)The floor
視野の下半分と、人と人の共有の場Lower half of vision, and shared ground between people
中Medium
6
機材を見せない:超短焦点は上に、配線は幕の裏Hide the equipment: UST units up high, cables behind drapes
機械が見えると「装置の前に立つ人」に戻るVisible machines turn people back into "someone standing in front of a device"
低Low
7
入口の切り替え:前室で 10秒、目を慣らすA threshold: 10 s in a vestibule to adapt
暗順応で黒が深くなり、細い光の線が見えるようになるDark adaptation deepens black and makes thin light lines visible
低〜中Low–medium
8
ほかの人の存在:2人以上で鳴る和音・張る糸Other people: chords and threads that need two
他者と同じ世界にいることが、没入のもう一つの軸になるBeing in the same world as someone else is a second axis of immersion
低(作品の設計)Low (design)
9
視野の端まで:横の壁(S3)To the edge of vision: side walls (S3)
周辺視まで絵になる。ただし 3〜4m のブースでは費用の割に効きが小さいFills peripheral vision, but in a 3–4 m booth it costs a lot for the gain
高High
技術の検証:どの面も人に応えられるかFeasibility: can every surface respond to people?
「映せる」ことと「応える」ことは別。応えるには、その面に向けた人の動きを、カメラが読めなければならない。Being projectable and being responsive are different. To respond, a camera has to read what people do toward that surface.
面Surface
映し方Projection
人の影Shadows
読むカメラCamera
読めるものWhat it reads
応え方Response
判定Verdict
正面の壁Front wall
超短焦点を上端からUST from the top
出ないNone
正面(2.2m・下向き)Front (2.2 m, tilted)
手・腕・骨格・前後の距離Hands, arms, skeleton, depth
手の先で起きる(叩く・描く)At the hand (strike, draw)
◎
床Floor
短焦点を壁側からShort-throw from the wall side
背中側に小さくSmall, behind
真上(2.7m)Overhead (2.7 m)
立ち位置・足・人と人の距離。上からは人が重ならないPosition, feet, distance between people; no overlap from above
足元で起きる(墨・糸)At the feet (ink, threads)
◎
横の壁(S3)Side walls (S3)
超短焦点を各壁の上端からUST from each wall top
出ないNone
真上+入口の上(任意)Overhead + above entrance (opt.)
位置・体の向き・腕の大まかな向きPosition, body direction, rough arm direction
包む(正面から流れる・位置で動く)Surround (flows from the front, follows position)
○
後ろ・全周の壁(S4)Back and all walls (S4)
業務用機を天井からPro units from the ceiling
天井が高ければ小さいSmall with a high ceiling
壁カメラ 4+真上 44 wall + 4 overhead
どちらを向いても骨格Skeletons in any direction
どちらを向いても応えるResponds in every direction
○(統合が要る)○ (needs fusion)
見える範囲Coverage
OAK-D Pro W のステレオは水平 127°・垂直 79.5°。正面カメラから 1.5m の距離で幅 約 6.0m × 高さ 約 2.5m が入り、2〜3人の全身が収まる。The OAK-D Pro W stereo pair covers 127° × 79.5°. At 1.5 m from the front camera that is about 6.0 m wide × 2.5 m tall — full bodies of 2–3 people.
真上 2.7m からは床の 約 10.8m × 4.5m、3.5m からは 約 14m × 5.8m。S2・S3 の床は 1台で覆える。From 2.7 m overhead it sees about 10.8 × 4.5 m of floor, and about 14 × 5.8 m from 3.5 m — one unit covers the S2/S3 floor.
深度の適正範囲は 0.4〜6m(基線 7.5cm)。広角なので遠くの深度は粗くなる。ブースの距離(1〜3m)では問題にならない。Useful depth is 0.4–6 m (7.5 cm baseline). Wide-angle depth gets noisy at range, which is not an issue at booth distances (1–3 m).
暗さの中で読むReading people in the dark
10lx の暗室で、体には投影の光が色を変えながら当たる。RGB の骨格推定はここで崩れる。In a 10 lx room, projected light keeps changing colour on bodies. RGB pose estimation breaks down here.
OAK-D Pro は 940nm の IR 投光とIR ドットを持ち、どちらもソフトで強さを 0〜1 に変えられる。フレームごとに交互(ドットの回で深度、投光の回で骨格)に点ける例も公式にある。モノクロのカメラは 940nm を通すので、暗くても人が写る。The OAK-D Pro has a 940 nm IR flood and an IR dot projector, each adjustable 0–1 in software, and an official example alternates them per frame (depth on dot frames, pose on flood frames). The mono cameras pass 940 nm, so people show up in the dark.
要確認:投影の可視光がモノクロ画像にどれだけ写り込むか(フィルターの特性は未確認)。下見で投影を点けたまま撮って確かめる。To check: how much projected visible light leaks into the mono images (filter response unverified). Test with the projection running on the site visit.
カメラを複数使うときSeveral cameras in one room
アクティブステレオは模様を解読しないので、他のカメラのドットは「模様が増える」だけで深度を壊さない(Intel RealSense の指針と同じ原理)。Active stereo does not decode the pattern, so another unit's dots just add texture rather than breaking depth (the same principle Intel documents for RealSense).
困るのは他のカメラの IR 投光が露出を飛ばすこと。露出を固定し、強さを下げ、M8 端子の同期(FSIN/STROBE)でそろえ、カメラ同士を向かい合わせない。The real problem is another unit's flood light washing out exposure. Lock exposure, lower intensities, sync through the M8 FSIN/STROBE pins, and keep cameras from facing each other.
PoE の帯域と遅れPoE bandwidth and delay
実測で下り約 800Mbps。深度を 1280×800・30fps のまま送ると約 490Mbps で余裕がない。400P(約 120Mbps)で送るか、カメラ内で絞った結果だけを送る。Measured about 800 Mbps down. Full 1280×800 depth at 30 fps is about 490 Mbps, too close. Send 400P (about 120 Mbps), or send only on-camera results.
ネットワークの遅れは軽い流れで平均 5ms 前後。カメラ内の推論の fps は USB より 15〜20% 下がるという報告がある。骨格は Mac 側で計算する方針なので影響は小さい。Network delay averages around 5 ms for light streams. On-camera inference runs 15–20% slower than over USB in one report; since skeletons are computed on the Mac, the impact is small.
遅れの配分(動いてから光るまで)Latency budget (movement to light)
段Stage
目安Typical
縮め方How to shorten
撮影と転送(モノクロ 400P)Capture and transfer (mono 400P)
10–25 ms
400P・高 fps。USB 版の公式値は 400P で 7.5ms400P, high fps; the official USB figure is 7.5 ms at 400P
骨格と部屋座標Skeleton and room coordinates
~15 ms
人数の上限を決める・軽いモデルCap the person count, lighter model
描画(1フレーム)Render (one frame)
~17 ms
60fps を守るHold 60 fps
プロジェクターの入力遅延Projector input lag
17–50 ms
フレーム補間・ノイズ低減を切る、低遅延モードTurn off frame interpolation and noise reduction; low-latency mode
合計Total
60–110 ms
目標 80ms 以下、上限 100ms。自分の体の遅れに気づくのは 200ms 前後からAim ≤80 ms, ceiling 100 ms. People notice delay on their own body from about 200 ms
検証の結論Conclusion
すべての面を人に応える面にできる。ただし応え方の細かさは面で違う。正面の壁は手の細かい動き、床は位置と足(いちばん確実)、横と後ろの壁は位置と向きで包む。S2 の 2面はどちらも「◎」の組み合わせで、S3 の横の壁と S4 の全周は、カメラを増やして統合する手間が加わる。Every surface can be made responsive, at different resolutions: the front wall follows fine hand movement, the floor follows position and feet (the most reliable), and side and back walls surround people by position and direction. S2's two surfaces are both "◎"; S3's side walls and S4's full surround add cameras and fusion work.
機材の選定:カメラとプロジェクターEquipment: camera and projectors
型番・明るさ・価格は 2026-09 時点の目安。価格は店頭価格の例で、買う前・借りる前に必ず見積もりを取る。Models, brightness and prices are 2026-09 estimates; prices are example street prices. Always get quotes before buying or renting.
深度カメラ:OAK-D Pro W PoEDepth camera: OAK-D Pro W PoE
ステレオStereo
OV9282 × 2(1280×800・全域シャッター)、視野 対角 150° / 水平 127° / 垂直 79.5°、基線 7.5cm、深度 0.4〜6m2 × OV9282 (1280×800, global shutter), 150° D / 127° H / 79.5° V, 7.5 cm baseline, 0.4–6 m depth
カラーColour
2種類:IMX378(12MP・ローリング)か OV9782(1MP・全域シャッター・対角 150°)。速い打撃のため OV9782 版を推奨Two variants: IMX378 (12 MP, rolling) or OV9782 (1 MP, global shutter, 150° D). The OV9782 version is recommended for fast strikes
IRIR
ドット(940nm・約 4,700 点)と投光(940nm)。強さはソフトで 0〜1、フレームごとの交互も可Dot projector (940 nm, ~4,700 dots) and flood (940 nm), each 0–1 in software, per-frame alternation supported
処理Compute
RVC2:4 TOPS(うち AI 1.4 TOPS)。カメラ内の骨格は YOLOv8-pose(17点・指なし)程度 → 骨格は Mac で計算RVC2: 4 TOPS (1.4 TOPS AI). On-camera pose is YOLOv8-pose class (17 points, no fingers) → skeletons run on the Mac
IP65、1/4 インチのねじ穴と VESA 75mmIP65, 1/4" thread and 75 mm VESA
価格Price
スイッチサイエンス ¥108,130(税込)、Luxonis 直販 約 $649Switch Science ¥108,130 incl. tax; about $649 direct from Luxonis
PoE で良くなること:LAN 1本で電源と信号、100m まで延ばせる(USB3 はアクティブケーブルでも扱いにくい)、防塵防水、同期端子。展示のトラスに這わせやすい。What PoE improves: one cable for power and data, runs up to 100 m (USB3 is awkward even with active cables), dust- and water-proof, sync connector. Easy to run along a truss.
PoE の注意:帯域は 1Gbps(深度は 400P で送る)。PoE スイッチ(802.3af・4ポート)が要る。Mac mini は本体の Ethernet、MacBook は USB-C の Ethernet アダプターを使う。PoE caveats: 1 Gbps link (send depth at 400P); needs an 802.3af 4-port PoE switch; Mac mini uses its built-in Ethernet, a MacBook a USB-C adapter.
「OAK-D Pro」と「OAK-D Pro W」は別の製品(W が広角)。ブースは距離が近いので W。"OAK-D Pro" and "OAK-D Pro W" are different products (W is wide-angle). The booth is close-range, so W.
将来の選択肢:OAK 4 D Pro(RVC4・52 TOPS・IP67・2.5GbE PoE)なら骨格をカメラ内で回せる。S4 で検討する。Future option: OAK 4 D Pro (RVC4, 52 TOPS, IP67, 2.5 GbE PoE) could run skeletons on-camera. Consider for S4.
プロジェクター ① 壁用(超短焦点)Projectors ① Wall (ultra-short-throw)
超短焦点 1台で届く最大の幅は約 3.5m(EB-810E の 160 型)。4.0m を 1台で埋めるなら、業務用機にゼロオフセットの超短焦点レンズ(Panasonic ET-ELU20・Epson ELPLX02)を付けて壁から約 1.4m に置くが、壁の近くの人の影が絵の下側に出る。The widest a single UST unit reaches is about 3.5 m (EB-810E at 160"). Filling 4.0 m needs a pro projector with a zero-offset UST lens (Panasonic ET-ELU20, Epson ELPLX02) about 1.4 m from the wall, which puts shadows of people near the wall on the lower image.
プロジェクター ② 床用(短焦点・吊り)Projectors ② Floor (short-throw, hung)
高さ 2.6m から幅 3.5〜4.0m を映すには投写比 0.55〜0.65。壁側から手前へ映すにはレンズシフトがあると設置が楽。超短焦点を床に向けるのは不向き(床から 0.3〜0.6m に置くことになり、光が低い角度から来て影が長い)。Filling 3.5–4.0 m from 2.6 m needs a throw of 0.55–0.65; lens shift makes the wall-side mount easy. Pointing a UST unit at the floor does not work well (it has to sit 0.3–0.6 m up, so light comes in low and shadows run long).
機種Model
明るさBrightness
解像度Resolution
投写比Throw
特徴Notes
目安価格Approx. price
Epson EB-L690SE(推奨)(recommended)
6,000 lm
WUXGA(4K 相当の強調)WUXGA (4K enhancement)
0.5–0.7 ズームzoom
上下左右のレンズシフト、360° 設置、36dBH/V lens shift, 360° install, 36 dB
¥700k+
BenQ LH820ST
3,600 lm
1080p
0.497 固定fixed
入力遅延 16.7ms、防塵。固定レンズなので絵が大きくなり、ソフトで切り詰める16.7 ms input lag, dust-resistant; fixed lens overshoots, crop in software
¥315k
Optoma ZH450ST
4,200 lm
1080p
0.496 固定fixed
360° と縦置き。国内の取り扱いは要確認360° and portrait; Japan availability to confirm
エッジブレンド内蔵、カメラで自動合わせ(PixAlign)Built-in blending, camera auto-alignment (PixAlign)
¥1.4M〜(レンズ別)¥1.4M+ (lens extra)
Panasonic PT-MZ882
8,200 lm
WUXGA
ET-ELU20 0.33–0.35 · ET-ELW22 0.79–0.98
静か(34/26dB)Quiet (34/26 dB)
¥1.2M〜
Panasonic PT-REZ80 / REQ80
8,000 lm
WUXGA / 4KWUXGA / 4K
超短焦点レンズ対応(要確認)UST lenses listed (TBC)
1チップ DLP、360°、28.7kgSingle-chip DLP, 360°, 28.7 kg
要見積Quote
どの機種も、フレーム補間とノイズ低減を切り、低遅延のモードにする(遅れが 1〜2フレーム減る)。Sony・Christie は未調査。On every model, turn off frame interpolation and noise reduction and use low-latency mode (saves 1–2 frames). Sony and Christie were not researched.
4つの案の比較The four plans compared
処理能力 = 同時人数 ×(60 ÷ 1回の分数)× 稼働率 0.85。費用は購入した場合の桁の目安で、レンタルや手持ちの機材で下がる。型番と価格は必ず見積もりで確かめる。Throughput = people at once × (60 ÷ minutes per session) × 0.85 utilisation. Costs are order-of-magnitude purchase estimates; rentals and owned gear lower them. Always confirm models and prices with quotes.
案Plan
広さSize
投影面Surfaces
見える範囲Field
同時人数At once
1回Session
1時間あたりPer hour
目標の暗さDarkness
自前の難しさSelf-build
費用の桁Cost
S1
2×3m
正面の壁(1面)Front wall (1)
前方 60〜90°60–90° ahead
1人1
60秒+交代15秒60 s + 15 s
約40人~40
≤30 lx
低Low
数十万円Hundreds of thousands of yen
S2
3×4m
壁+床(2面)Wall + floor (2)
前方+足元Ahead + feet
2〜3人2–3
75秒+15秒75 s + 15 s
約70〜100人~70–100
≤10–20 lx
中Medium
百数十万〜二百万円台¥1.3M–2.9M
S3
4×4–5m
壁3面+床(4面)3 walls + floor (4)
約180°~180°
3〜4人3–4
90秒+15秒90 s + 15 s
約100〜130人~100–130
≤5–10 lx
中〜高Medium–high
二百万〜四百万円台¥2M–4.9M
S4
8×8m+
壁4面+床(5面)4 walls + floor (5)
360°
6〜10人6–10
自由(滞在型)Free (dwell)
滞在型のため別計算Calculated separately
≤1 lx
高(チームが要る)High (needs a team)
一千万円〜¥10M+
3m×4m で何人まで遊べるかHow many can play in 3 × 4 m?
プレイエリアは約 3.5m × 1.5m。腕を大きく振る作品(鼓・墨)は1人に約 1.2m の幅が要るので、2人、詰めて3人。The play zone is about 3.5 × 1.5 m. Big-arm pieces (TSUZUMI, INK) need about 1.2 m per person: two, three at a squeeze.
ゆっくり動く作品(綾・間・鈴)なら3〜4人でも成立する。Slow pieces (AYA, BETWEEN, SUZU) work with 3–4.
常に4人で回したいなら S3(4m×4〜5m)。For a steady four, S3 (4 × 4–5 m).
開いた口か、閉じた部屋かOpen front or closed room?
開いた口を通路に向ける形を推奨。外から「光る巨大な壁の前で動く人のシルエット」が見え、それが最大の客寄せになる。Open the front to the aisle. Passers-by see silhouettes moving against a huge glowing wall — the strongest draw there is.
完全に閉じた部屋は没入が深いが、外から何も見えず、入口に説明が要る。S3 以上で、入口に幕を付けて選ぶ。A closed room is more immersive but invisible from outside and needs explaining at the door. Choose it from S3 up, with a curtained entrance.
会場の光を切るのに一番効くのは黒い天幕(屋根)。開いた口には 1m の庇を付けて、通路の光を切る。The most effective light block is a black roof; a 1 m valance over the opening cuts aisle light.
暗さの目安(投影面に当たる周囲の光):理想 10lx 以下、許容 30lx 以下。100lx あると黒が灰色に浮き、RESONA の細い光の線が消える。Darkness target (ambient light on the surfaces): ideally ≤10 lx, at most 30 lx. At 100 lx black turns grey and RESONA's thin light lines disappear.
明るい会場への保険として、明るい地(銀地)で描く作品を 1本用意しておく(華の R8 と同じ考え方)。As insurance for a bright venue, prepare one piece drawn on a light (silver) ground (same idea as HANA R8).
共通の仕組み(S1〜S3)Shared system (S1–S3)
カメラの読み取りだけを差し替え、描画は今のブラウザ版 RESONA のまま使う。Only the camera input changes; rendering stays in today's browser RESONA.
線の色:緑=カメラの LAN(PoE)、青=映像、橙=音。図と同じ色分けを、アイソメトリック図とプロンプトでも使っている。Line colours: green = camera LAN (PoE), blue = video, orange = audio — the same colours as the isometric drawings and prompts.
ソフトの構成Software
検出ブリッジ(これから作る):tools/exhibit-sensor/(Python)。depthai で IR 投光を当てたモノクロ画像と、それに合わせた深度を取り、骨格(最大4人)を推定して各関節の深度を引き、メートル単位の 3D 骨格にする。真上のカメラからは足元の位置を取り、両方を同じ部屋座標にそろえて ws://localhost へ送る。Sensing bridge (to build): tools/exhibit-sensor/ (Python). depthai delivers IR-lit mono images with aligned depth; pose estimation (up to 4 people) plus per-joint depth gives 3D skeletons in metres. The overhead camera adds foot positions; both are merged into one room coordinate system and sent to ws://localhost.
ブラウザ側(これから作る):src/runtime/sensing.ts に展示用の入力を足す。既存の PoseState の形で流し、z(メートル)と人の ID を加える。壁と床を1枚の展開図として持つ「展示ステージ」を加える。Browser side (to build): add an exhibition input to src/runtime/sensing.ts, streaming the existing PoseState shape plus z (metres) and person IDs, and an "exhibition stage" holding wall and floor as one unfolded sheet.
フォールバック:WebSocket が切れたら、今の Web カメラ版(ブラウザ内の MediaPipe)へ自動で戻る。体験は止めない。Fallback: if the WebSocket drops, switch automatically to today's webcam version (MediaPipe in the browser). The experience never stops.
骨格はカメラ内ではなく Mac で計算する。カメラ内で動く BlazePose は1人専用で、YOLOv8-pose は17点のみで指が無い。カメラは深度と IR 画像を担当させる。Skeletons run on the Mac, not the camera. On-camera BlazePose is single-person and YOLOv8-pose has 17 points without fingers; the camera handles depth and IR images.
映像は保存しない。処理はすべて Mac の中で閉じる。ブースに一行で掲示する。No video is stored. Everything stays inside the Mac; say so in one line at the booth.
台数を増やすと何が上がるかWhat more cameras buy
1台(正面):壁に向かう 1〜3人の全身と深度。S1 はこれで足りる。One (front): full bodies and depth for 1–3 people facing the wall. Enough for S1.
2台(正面+真上):前後に重なった人を分けられ、床の上の立ち位置が取れる(床投影と連動)。S2・S3。Two (front + overhead): separates people overlapping in depth and gives floor positions (drives the floor image). S2, S3.
3〜8台(周囲と天井):どちらを向いても骨格が取れる。人の統合とキャリブレーションが必要。S4。Three to eight (around and above): skeletons whichever way people face; needs person fusion and calibration. S4.
増えて良くなるのは死角の少なさで、1人あたりの細かさはほとんど上がらない。細かさを決めるのは、距離・解像度・fps。More cameras mean fewer blind spots, not finer detail per person — that comes from distance, resolution and frame rate.
いただいたメモの確認Checking the notes we received
正しい:センサー → 統合 → WebSocket → ブラウザで描く分散構成。固定焦点を選ぶこと。有線で直結すること(PoE ならさらに確実)。「人と人のあいだ」を主題にすること。Right: sensors → fusion → WebSocket → browser rendering; choosing fixed focus; wiring directly (PoE is even more robust); making "the space between people" the theme.
根拠が弱い:「カメラ内で 10〜20人の骨格」。BlazePose は1人専用で、複数人の YOLOv8-pose は 17点・指なしで、fps は確認できなかった。Weak: "10–20 skeletons on-camera". BlazePose is single-person; multi-person YOLOv8-pose has 17 points, no fingers, and no confirmed frame rate.
成り立たない:「大空間でも指先の繊細さが部屋中に響く」。部屋の規模では指は読めない。大空間に持ち込める RESONA の強みは、止まる・溜める・放す・間という時間の使い方と、人と人の距離。Doesn't hold: "fingertip subtlety resonating through a big room". Fingers can't be read at room scale. What RESONA brings to a big space is its use of time — stop, gather, release, pause — and the distance between people.
使わない:「世界初」「teamLab を凌駕」。前例を知る審査員に一発で信用を落とす。Don't use: "world first", "beyond teamLab". Jurors who know the precedents stop trusting you on the spot.
作品ごとの全身版の操作Full-body controls for each work
公開 10 作は、どれも作り変えられる。ただし 10 作とも指先を操作の中心にしている(つまむ・指の本数・口の形)ので、Pose へ単純に差し替えると操作が成り立たない。各作品の操作を全身の動きへ読み替える。All ten published works can be adapted, but all of them centre on the fingertips (pinch, finger count, mouth shape), so a plain swap to body pose breaks the controls. Each control is re-read as a full-body movement.
作品Work
今の操作Current control
全身版の操作Full-body control
展示向きFor shows
鼓 TSUZUMI
つまんで丸を描き、手のひらで叩くPinch to draw a circle, strike with the palm
両腕で大きな円を描くと太鼓ができる。手首が前(z)へ突いて反転した瞬間を打点にするBoth arms draw a big circle to make a drum; the hit is the moment the wrist thrusts forward (z) and reverses
◎ 主役◎ Lead
墨 INK
指先が筆、立てた指の本数で色Fingertip is the brush, finger count sets colour
手首が筆。色は腕の開きと高さで決まる。床では足跡から墨がにじむ。筆跡が残り、後の人に見えるThe wrist is the brush; colour comes from arm spread and height. On the floor ink bleeds from footprints, and traces stay for the next group
◎
綾 AYA / 間 BETWEEN
両手の指先のあいだに糸、手のあいだに場Threads between fingertips, a field between hands
1人なら両手首・肘・肩のあいだに糸。2人なら人と人のあいだに糸と和音Alone: threads between wrists, elbows and shoulders. Two people: threads and chords between them
◎ 「あいだ」を主題にできる◎ "Between" as the theme
鈴 SUZU
空をつまんで垂らし、扇いで鳴らすPinch the air to hang bells, fan to ring
片腕を上げて下ろすと吊られる。腕や体で扇ぐと風。何人もの風が重なるRaise and lower an arm to hang; fan with arms or body for wind; several people's winds overlap
○
鉢 HACHI
U の字を描いて置き、縁をなぞるDraw a U to place a bowl, trace the rim
両腕で掬う。腕の円運動で縁をなぞるScoop with both arms; circle the arms to trace the rim
△
張 TENSION
つまんで引いて離すPinch, pull, release
手を握って引き、開いて離す(近づいた人だけ指も使える)Close the hand to pull, open to release (fingers only when close)
△
灯 SPARKLER
つまむと火が点く、揺らすと落ちるPinch to light, shake and it drops
両手を合わせて点火、全身で静止を保つほど長く燃えるHands together to light; the stiller the whole body, the longer it burns
△
眼 GAZE
顔の向き・目を閉じるHead direction, closing the eyes
鼻と耳から頭の向きを取る。目を閉じる代わりにしゃがむHead direction from nose and ears; crouch instead of closing the eyes
△
声 VOICE
口の形Mouth shape
遠くからは口の形が読めないMouth shape can't be read from a distance
× 展示から外す× Leave out
プログラムは 10 分ごとに自動で切り替える(鼓 → 墨 → 綾)。運営は1人で回せる。The programme rotates automatically every 10 minutes (TSUZUMI → INK → AYA); one person can run it.
S1 一面(投影面 1面)S1 Single wall (1 surface)最小・2m×3mMinimum · 2 × 3 m
面積が 2m×3m しか取れなかったときの案。1人ずつ、正面の壁1面で体験する。The fallback when only 2 × 3 m is available. One person at a time, on a single front wall.
広さFootprint
2 m × 3 m
投影Image
壁 3.0 × 1.7m(1面)Wall 3.0 × 1.7 m (1 surface)
同時At once
1人1 person
1時間Per hour
約40人~40 people
電源Power
約 0.7kW・1系統~0.7 kW, 1 circuit
空間Space
外形 2m(奥行き)× 3m(幅)。3m の辺を投影の壁にし、開いた口を通路に向ける。Footprint 2 m deep × 3 m wide. The 3 m side is the projection wall; the open side faces the aisle.
プレイエリア:壁から 0.8〜1.8m の帯。床に立ち位置のテープ(蓄光)を 1本。Play zone: a band 0.8–1.8 m from the wall, marked by one luminous floor tape.
見学:通路側から。ブースの中に見学帯は作らない。Visitors watch from the aisle; there is no viewing strip inside.
天井高:2.4m 以上を前提(トラス上端 2.4m)。Ceiling: at least 2.4 m (truss top at 2.4 m).
構造と暗さStructure and darkness
枠:アルミトラス(角型 290mm 級)か単管で、2m × 3m × 高さ 2.4m の箱。足元にベースプレート。Frame: square aluminium truss (290 mm class) or scaffold tube, a 2 × 3 × 2.4 m box on base plates.
黒幕:左右の2面と天幕(屋根)を遮光の暗幕で覆う。防炎ラベル付きの素材であること(展示会場では必須)。Drapes: blackout drapes on both sides and the roof. They must carry a flame-retardant label (required at venues).
庇:開いた口の上に 1m の黒幕を垂らし、通路の光を切る。Valance: a 1 m black drape over the opening to cut aisle light.
投影面:白い防炎スクリーン生地を枠に張る。または白のつや消し塗装のパネル。Screen: white flame-retardant screen fabric on the frame, or a matte white painted panel.
目標照度:投影面で 30lx 以下。Target: 30 lx or less on the screen.
映像Video
超短焦点レーザープロジェクター 1台(3,000〜4,000lm 級)。壁の足元に置き、壁から 0.3〜0.5m で 3.0 × 1.7m を映す。機種は「機材の選定」の壁用を参照。One UST laser projector (3,000–4,000 lm) at the base of the wall, 0.3–0.5 m away, filling 3.0 × 1.7 m. See the wall models under Equipment.
用途:体験者の影が映らず、光が体に当たらない。前方投影でありながら「背後に機材がない」状態にする。Why: no player shadows and no light on the body — front projection without equipment behind the player.
明るさの計算:5.1㎡ × 300lx ÷ ゲイン 1.0 ≒ 1,500lm → 余裕を見て 3,000lm 級。Brightness: 5.1 m² × 300 lx ÷ gain 1.0 ≈ 1,500 lm → 3,000 lm class with headroom.
プロジェクターの前に黒い低い箱(高さ 0.3m)をかぶせて、足をぶつけないようにする。Cover the projector with a low black box (0.3 m) so nobody kicks it.
センサーSensing
OAK-D Pro W PoE × 1。投影面の上端中央、高さ約 2.2m。15〜20° 下に向ける。One OAK-D Pro W PoE at the top centre of the screen, about 2.2 m high, tilted 15–20° down.
配線:LAN ケーブル(Cat6)1本で電源と信号。PoE スイッチ(802.3af)を通して Mac の有線 LAN へ。USB と違い、長さの心配がない(最大 100m)。Cabling: one Cat6 LAN cable carries power and data, through an 802.3af PoE switch into the Mac's Ethernet. Unlike USB, length is not a concern (up to 100 m).
暗いブースでは RGB が暗すぎるので、骨格はIR 投光を当てたモノクロの画像で読む(Pro の強み)。The booth is too dark for RGB, so skeletons are read from the mono cameras under the IR flood light (why it has to be a Pro).
音Sound
アンプ内蔵のパワードスピーカー(5〜6 インチ級)× 2。投影面の左右、高さ 1.8m、プレイエリアの中心へ向ける。Two powered speakers (5–6 inch) either side of the screen at 1.8 m, aimed at the play zone.
サブウーファーは任意(低音の太鼓を効かせたいなら、壁の中央下に小型 1台)。Subwoofer optional (one small unit under the centre of the wall for the drum's low end).
接続:Mac → USB オーディオインターフェース(2出力)→ バランス(TRS–XLR)ケーブル → スピーカー。Chain: Mac → USB audio interface (2 out) → balanced TRS–XLR → speakers.
音量の目安:体験者の位置で 75〜80 dB(A)。隣のブースと事前に取り決める。Level: 75–80 dB(A) at the player; agree limits with neighbours in advance.
コンピューターComputer
Mac 1台で足りる(Apple Silicon の Mac mini か MacBook Pro)。検出ブリッジと描画を同じ機械で動かす。One Mac is enough (Apple Silicon Mac mini or MacBook Pro), running the sensing bridge and the renderer.
出力:HDMI 1本。カメラは有線 LAN(Mac mini は本体の Ethernet、MacBook は USB-C の Ethernet アダプター)。Outputs: one HDMI. Camera over wired Ethernet (built-in on the Mac mini, a USB-C adapter on a MacBook).
予備:同じ設定の MacBook を 1台(起動の手順書つき)。Spare: an identically configured MacBook with a start-up checklist.
電源・配線Power and cabling
プロジェクター約 300〜400W + Mac 約 100W + スピーカー約 100W + PoE スイッチ約 20W ≒ 0.7kW。100V 15A(1,500W)の 1系統で収まる。Projector ~300–400 W + Mac ~100 W + speakers ~100 W + PoE switch ~20 W ≈ 0.7 kW — one 100 V 15 A (1,500 W) circuit.
ケーブルはトラスの柱に沿って上げ、床を横切る箇所はケーブルプロテクターで養生する。Run cables up the truss; use a ramped protector wherever they cross the floor.
人と運営People and operation
スタッフ:1人(入口で案内と人数の管理)。休憩の交代要員を 1人確保する。Staff: one at the entrance, plus one for breaks.
体験者:1人。見学者は通路側に 5〜10人。One player; 5–10 watchers in the aisle.
流れ:入口で一言(「前に突くと鳴ります」)→ 60秒の体験 → 筆跡が残る → 退出。交代に 15秒。Flow: one line at the door ("thrust forward and it sounds") → 60 s play → the trace stays → exit. 15 s changeover.
待ち行列は通路に沿って。行列から画面が見えることが、待ち時間の体験になる。Queue along the aisle; seeing the screen from the queue is part of the wait.
設営と撤収Build and strike
設営:半日(枠 1時間、幕 1時間、機材と調整 2時間)。撤収:2時間。Build: half a day (frame 1 h, drapes 1 h, equipment and tuning 2 h). Strike: 2 h.
毎朝のチェック:電源 → Mac の自動起動 → カメラの認識 → 投影のゆがみ → 音量 → 自分で 1回体験。Every morning: power → Mac auto-start → camera detected → projection geometry → level → play once yourself.
リスクと保険Risks and fallbacks
会場が明るすぎる → 銀地の作品へ切り替える。Venue too bright → switch to the silver-ground piece.
カメラが外れる → Web カメラ版へ自動で戻る(予備の USB カメラを持参)。Camera drops out → automatic fallback to the webcam version (bring a spare USB webcam).
腕を振ってトラスに当たる → プレイエリアの床テープを壁から 0.8m 以上に取る。Arms hitting the truss → keep the floor tape at least 0.8 m from the wall.
STYLE: Clean technical isometric illustration, true 30-degree isometric projection (no perspective), pure white background, thin dark-grey 1px linework, flat muted fills, architectural exhibition-diagram style, 16:9, high detail. Aluminium truss = light grey. Black drapes = charcoal (#2b2b2b) at 85% opacity, drawn as a cutaway so the interior is fully visible. Projector light = translucent warm-white cone. Camera field of view = dashed cyan wedge. Speakers = small orange boxes with faint concentric sound arcs. Cables colour-coded thin lines: blue = video (HDMI), green = camera (PoE LAN), orange = audio, red = power. Projected content on every screen surface: deep black background with a few thin glowing gold ink-like brush strokes and hair-thin light threads. People = simple faceless grey mannequin figures, gender-neutral; the active player drawn slightly brighter. Dimension lines in metres. Numbered callouts (1, 2, 3 …) with an English legend panel on the right. No logos, no other text.
SCENE: "S1 — Single wall", a small exhibition booth 3.0 m wide × 2.0 m deep × 2.4 m high inside a large event hall with a light-grey floor. The booth is a box frame of square aluminium truss. The rear 3.0 m side is the projection wall: a white fabric screen stretched on the truss, showing a 3.0 × 1.7 m image. The left and right sides and the roof are covered with black drapes (roof cut away in the drawing). The front 3.0 m side is open to the aisle, with a 1.0 m black valance hanging from the top front beam.
EQUIPMENT (with callouts):
1. Ultra-short-throw laser projector on the floor at the base of the projection wall, 0.4 m from the wall, covered by a low black box; draw its light fanning steeply up onto the wall.
2. Depth camera (small black stereo box, OAK-D Pro W PoE, one LAN cable) at the top centre of the projection wall, 2.2 m high, tilted 15–20° down; dashed cyan wedge covering the play area.
3. Two powered speakers on the truss uprights left and right of the screen at 1.8 m high, angled toward the play area.
4. Mac mini, a small PoE switch and a USB audio interface on a small black shelf behind the left drape, at the rear corner (show them through the cutaway).
5. Cables: green PoE LAN cable from the camera down the truss to the PoE switch next to the Mac; blue HDMI from the Mac to the projector; orange audio from the interface to both speakers; red power to a power strip at the rear corner. Cables run along the truss and cross the floor under a ramped cable protector.
6. A luminous floor tape line 0.8 m from the wall marking the play zone (0.8–1.8 m from the wall).
PEOPLE: One player standing 1.3 m from the wall, left arm thrust forward toward the screen, right arm pulled back, as if striking a drum; a glowing gold ring and ripple appear on the screen where the arm points. Four visitors stand in the aisle outside the open front, watching; one of them holds up a phone. One staff member stands at the front-left corner of the booth, gesturing a welcome.
DIMENSIONS: 3.0 m (width), 2.0 m (depth), 2.4 m (height), image 3.0 × 1.7 m, play zone 0.8–1.8 m from the wall.
LEGEND (right side, English): 1 UST laser projector 3,000–4,000 lm · 2 Depth camera OAK-D Pro W PoE · 3 Powered speakers ×2 · 4 Mac + PoE switch + audio interface · 5 Cable routing (colour key) · 6 Play-zone line. Title at top-left: "RESONA — S1 Single Wall (3 × 2 m)".
Tokyo Prototype の本命。壁と床を1枚の絵としてつなぎ、足元まで絵の中に立つ。2人版の「あいだ」が成立する。「L字」は横から見た断面の形のこと。The main plan for Tokyo Prototype. Wall and floor are one continuous picture, so players stand inside the image down to their feet. The two-person BETWEEN works here. "L-shape" describes the section seen from the side.
広さFootprint
3 m × 4 m
投影Image
壁 3.5×2.0m + 床 3.5×2.0m(2面)Wall 3.5 × 2.0 m + floor 3.5 × 2.0 m (2 surfaces)
同時At once
2〜3人2–3 people
1時間Per hour
約70〜100人~70–100 people
電源Power
約 1.3kW・1〜2系統~1.3 kW, 1–2 circuits
空間Space
外形 3m(奥行き)× 4m(幅)。4m の辺を投影の壁にし、反対の 4m の辺を通路に向けて開ける。Footprint 3 m deep × 4 m wide. One 4 m side is the screen; the opposite 4 m side opens to the aisle.
絵の幅は壁も床も 3.5m(超短焦点1台で届く上限)。両端の 0.25m は黒幕と同じ暗さに溶かす。床は壁から 0〜2.0m。壁の絵と床の絵が壁の足元でつながる。Both images are 3.5 m wide (the most one UST unit reaches); the last 0.25 m on each side fades into the drape darkness. The floor image runs 0–2.0 m from the wall, and the two meet at the base of the wall.
プレイエリア:壁から 1.0〜2.5m(床の絵の上に立つ)。見学帯:口から 0.5m。Play zone: 1.0–2.5 m from the wall, standing on the floor image. Viewing strip: 0.5 m inside the opening.
天井高:2.8m 以上を前提(トラス上端 2.7m、床用プロジェクターを吊るため)。Ceiling: at least 2.8 m (truss top 2.7 m, to hang the floor projector).
構造と暗さStructure and darkness
枠:アルミトラスで 3m × 4m × 高さ 2.7m の箱。壁側の梁に壁用と床用のプロジェクターを吊り、中央に 4m の梁を1本渡して真上カメラを付ける。Frame: aluminium truss box 3 × 4 × 2.7 m. Both projectors hang on the wall-side beam; one 4 m beam across the middle carries the overhead camera.
黒幕:左右 2面と天幕を防炎の暗幕で覆う。開いた口の上に 1m の庇。Drapes: flame-retardant blackout on both sides and the roof; a 1 m valance over the opening.
投影面(壁):白い防炎スクリーン生地を枠に張る。下端は床まで下ろし、床の絵とつなげる。Wall screen: white flame-retardant fabric on the frame, down to the floor so it meets the floor image.
床:白〜明るい灰色の防炎の床シート(つや消しの塩ビ)を 4m × 2.5m に敷き、端をテープで押さえる。つまずかないよう段差をつけない。Floor: white to light-grey matte flame-retardant vinyl, 4 × 2.5 m, taped at the edges with no step to trip on.
目標照度:投影面で 10〜20lx 以下。会場の天井灯の真下を避けて区画をもらう。Target: 10–20 lx or less on the surfaces. Ask for a plot that is not directly under a ceiling light.
映像Video
壁:超短焦点レーザープロジェクター(5,000lm 級)× 1。壁の上端に逆さに吊り、下へ向けて映す。床の継ぎ目を機材でふさがないため。光は壁のすぐ近くを通るので、体験者の影は出ない。1台で届く幅は約 3.5m まで(EB-810E の 160 型 = 3.54 × 1.99m)。4.0m を埋めたいなら、業務用機+ゼロオフセットの超短焦点レンズを壁から約 1.4m 離して置くことになり、壁の近くに立つ人の影が絵の下側に出る。Wall: one UST laser projector (5,000 lm class), hung inverted at the top of the wall projecting down, so nothing blocks the wall–floor fold. The light grazes the wall, so players cast no shadow on it. One unit reaches about 3.5 m wide (EB-810E at 160" = 3.54 × 1.99 m). Filling 4.0 m needs a pro projector with a zero-offset UST lens about 1.4 m from the wall, which puts the shadows of people near the wall onto the lower image.
床:短焦点プロジェクター(6,000lm 級・投写比 0.5〜0.7・レンズシフト付き)× 1。壁側の梁に吊り、手前(通路側)へ向けて映す。光が壁の側から来るので、体験者の影は背中側に落ち、本人にも壁の絵にもかからない(膝から下だけが光を遮り、影は足の後ろ 0.5m ほど)。中央から真下へ吊ると、影が体から全方向へ 1〜2m 伸びる。Floor: one short-throw projector (6,000 lm class, throw 0.5–0.7, with lens shift), hung on the wall-side beam and throwing toward the aisle. With the light coming from the wall, player shadows fall behind them — off the wall image and out of their own view (only the legs below the knee block the beam, leaving about 0.5 m of shadow behind the feet). Hung from the middle pointing straight down, shadows would spread 1–2 m around each body.
明るさの計算:壁 7㎡ × 300lx ≒ 2,100lm → 5,000lm 級で余裕。床 7㎡ ÷ ゲイン約 0.8 × 300lx ≒ 2,600lm → 斜めに映す分の損失を見て 6,000lm 級。10lx の暗いブースでは明るさより黒の締まりが効く。Brightness: wall 7 m² × 300 lx ≈ 2,100 lm → a 5,000 lm unit has headroom. Floor 7 m² ÷ gain ≈0.8 × 300 lx ≈ 2,600 lm → 6,000 lm class to cover the oblique throw. In a 10 lx booth, black level matters more than brightness.
継ぎ目:壁と床を1枚の展開図として描く(折り目が壁の足元)。墨や糸が折り目をまたいで流れれば、90° の角でも一つの世界に見える。The fold: draw wall and floor as one unfolded sheet with the crease at the wall base. When ink and threads flow across the crease, the 90° corner reads as one world.
床の影(旧版の訂正):旧版は「真上からの投影なので影は体の真下にだけ落ちる」としていたが誤り。高さ 2.6m のレンズの真下から d 離れて立つ身長 1.7m の人の影は、足元から外へ約 1.9 × d 伸びる(d = 0.5m で約 1m)。だから壁側の梁から映す。詳しくは「床は本当に要るか」。Floor shadows (correction): the earlier version said straight-down projection keeps shadows under the body. That was wrong: a 1.7 m person standing d metres from the point below a 2.6 m lens casts a shadow about 1.9 × d long (≈1 m at d = 0.5 m). Hence the wall-side mount. Details under Is the floor worth it?
吊り機材には必ず落下防止ワイヤーを付ける。Every hung device gets a safety wire.
センサーSensing
OAK-D Pro W PoE × 2。Two OAK-D Pro W PoE.
正面:投影面の上端中央、高さ約 2.2m、15〜20° 下向き。骨格と前後の距離(z)を取る。Front: top centre of the screen, about 2.2 m, tilted 15–20° down. Reads skeletons and depth (z).
真上:中央の梁、高さ 2.7m、真下向き。全員の立ち位置と足元を取る(床の墨の出どころ)。上から見るので人と人が重ならず、いちばん安定して読める。Overhead: middle beam, 2.7 m, looking straight down. Reads everyone's position and feet (where the floor ink comes from). From above people never overlap, so this is the most reliable signal.
2台の IR ドットが干渉する場合は、真上の1台のドットを弱めるか切り、IR 投光だけで使う(現地で確認)。If the two IR dot patterns interfere, dim or switch off the overhead unit's dots and use its IR flood only (check on site).
配線:2台とも LAN ケーブルで PoE スイッチへ、スイッチから Mac の有線 LAN へ。ケーブルはトラス沿いに這わせ、長さの制約はない。Cabling: both cameras run LAN to the PoE switch, and the switch to the Mac's Ethernet. Runs follow the truss with no length limit to worry about.
キャリブレーション:床にマーカー(印刷した ArUco の板)を置き、2台と投影を同じ部屋座標にそろえる(これから作る手順)。Calibration: printed ArUco boards on the floor bring both cameras and both projections into one room coordinate system (procedure to be written).
配置:前の左右 2本は壁の両端、高さ 2.0m、内側へ向ける。後ろの 2本は通路側の角のトラス、高さ 2.2m、壁の方へ向ける。サブウーファーは壁の中央の足元。Front pair at both ends of the wall, 2.0 m, angled in; rear pair on the aisle-side corners at 2.2 m, angled toward the wall; sub at the centre of the wall base.
用途:鼓の低い響き(サブ)と、墨や糸が体の周りを回る音(4ch)。Purpose: the drum's low end (sub) and ink and threads moving around the body (4 ch).
接続:Mac → USB オーディオインターフェース(4出力以上)→ バランス(TRS–XLR)ケーブル → 各スピーカー。Chain: Mac → USB audio interface (4+ outputs) → balanced TRS–XLR → each speaker.
音量の目安:体験者の位置で 75〜85 dB(A)。後ろの 2本は通路へ音が漏れにくいよう低めにする。Level: 75–85 dB(A) at the players; keep the rear pair lower to limit spill into the aisle.
コンピューターComputer
Mac 1台(Apple Silicon の Mac mini、Pro 級の構成を推奨)。検出ブリッジ(2台のカメラ)と描画を同じ機械で動かす。One Mac (Apple Silicon Mac mini, Pro-class configuration) running the sensing bridge for both cameras and the renderer.
出力:2本(壁と床)。ブラウザは壁と床をまとめた 1枚のキャンバスを出す。表示できる画面数は機種で違うので、購入前に確認する。Outputs: two (wall and floor). The browser renders wall and floor as one canvas. Supported displays differ by model — check before buying.
PoE スイッチ(4ポート・802.3af)を 1台。カメラ2台の電源と信号をまとめる。One 4-port 802.3af PoE switch powers and connects both cameras.
予備:同じ設定の MacBook Pro を 1台。展示中に故障したら、ケーブルを差し替えて 5分で復帰できるよう手順書を用意する。Spare: an identically configured MacBook Pro, with a checklist to swap cables and recover in five minutes.
電源・配線Power and cabling
プロジェクター 2台 約 800〜1,000W + Mac 約 150W + スピーカーとサブ 約 250W + PoE 約 30W ≒ 1.3kW。余裕のため 2系統を依頼する(100V 15A = 1,500W / 系統)。Two projectors ~800–1,000 W + Mac ~150 W + speakers and sub ~250 W + PoE ~30 W ≈ 1.3 kW. Ask for two circuits for headroom (100 V 15 A = 1,500 W each).
プロジェクターは系統 A、Mac・音響・PoE は系統 B に分けると、音にノイズが乗りにくい。Projectors on circuit A, Mac, audio and PoE on circuit B keeps noise out of the sound.
ケーブルはすべてトラスに沿わせ、床を横切る箇所はケーブルプロテクターで養生する。All cables follow the truss; floor crossings get ramped protectors.
人と運営People and operation
スタッフ:1人(入口で案内と人数の管理)。交代要員を 1人確保する。Staff: one at the entrance, plus one relief.
体験者:2〜3人(ゆっくりの作品なら 4人)。見学者:見学帯と通路に 10〜15人。2–3 players (4 for slow pieces); 10–15 watching from the strip and the aisle.
流れ:入口で一言 → 立ち位置のマークへ → 75秒の体験 → 床の墨が残ったまま次の人へ → 15秒で交代。Flow: one line at the door → to the floor marks → 75 s play → the next group starts on the ink left behind → 15 s changeover.
外から見えるもの:光る壁の前で動く人のシルエットと、床に広がる墨。これが客寄せ。From outside: silhouettes moving against the glowing wall and ink spreading on the floor. That is the draw.
掲示:「映像は保存しません」「靴のままどうぞ」「腕を大きく振るので間隔をあけてください」。Signs: "No video is recorded", "Shoes on is fine", "Leave space — arms swing wide".
設営と撤収Build and strike
設営:1日(トラスと幕 3時間、吊り機材 2時間、配線 1時間、投影とカメラの調整 2時間)。撤収:3時間。Build: one day (truss and drapes 3 h, rigging 2 h, cabling 1 h, projection and camera tuning 2 h). Strike: 3 h.
キャリブレーション:床マーカーを置く → 2台のカメラを部屋座標にそろえる → 壁と床の投影の四隅を合わせる。Calibration: lay the floor markers → align both cameras to room coordinates → match the corners of both projections.
毎朝のチェック:電源 → Mac の自動起動 → カメラ 2台の認識 → 投影の合わせ → 4ch の音 → 自分で 1回体験。Every morning: power → Mac auto-start → both cameras detected → projection alignment → 4-ch sound → play once yourself.
リスクと保険Risks and fallbacks
吊り機材の落下 → 落下防止ワイヤーと、会場の吊り許可を事前に取る。Falling rigged equipment → safety wires, and get the venue's rigging approval in advance.
吊りが許可されない → 床を諦めて S1 相当(壁1面)に落とす。壁だけで成立するよう作っておく。Rigging not allowed → drop the floor and run as S1 (wall only); every piece must work on the wall alone.
床の白シートの汚れ → 予備のシートと、毎朝の拭き掃除。Dirty floor vinyl → a spare sheet and a wipe every morning.
面積が 2×3m に削られた → S1 に落とす。Plot cut to 2 × 3 m → fall back to S1.
真上カメラと正面カメラの干渉 → 片方のドットを切る。The two cameras interfere → switch off one unit's dots.
STYLE: Clean technical isometric illustration, true 30-degree isometric projection (no perspective), pure white background, thin dark-grey 1px linework, flat muted fills, architectural exhibition-diagram style, 16:9, high detail. Aluminium truss = light grey. Black drapes = charcoal (#2b2b2b) at 85% opacity, drawn as a cutaway so the interior is fully visible. Projector light = translucent warm-white cone. Camera field of view = dashed cyan wedge. Speakers = small orange boxes with faint concentric sound arcs. Cables colour-coded thin lines: blue = video (HDMI), green = camera (PoE LAN), orange = audio, red = power. Projected content on every screen surface: deep black background with a few thin glowing gold ink-like brush strokes and hair-thin light threads. People = simple faceless grey mannequin figures, gender-neutral; active players drawn slightly brighter. Dimension lines in metres. Numbered callouts (1, 2, 3 …) with an English legend panel on the right. No logos, no other text.
SCENE: "S2 — L-shape: wall + floor", an exhibition booth 4.0 m wide × 3.0 m deep × 2.7 m high inside a large event hall. Box frame of square aluminium truss, with one extra 4.0 m truss beam running across the middle of the roof for the overhead camera. The rear 4.0 m side is the projection wall: white fabric screen from the floor up to 2.25 m, carrying a 3.5 × 2.0 m image. The floor in front of the wall is covered with a white vinyl sheet 4.0 m × 2.5 m. Wall image (3.5 × 2.0 m) and floor image (3.5 × 2.0 m) are one continuous picture folding at the base of the wall: a single gold ink stroke flows down the wall and continues across the floor. Left and right sides and the roof are covered with black drapes (roof cut away in the drawing). The front 4.0 m side is open to the aisle, with a 1.0 m black valance hanging from the top front beam.
EQUIPMENT (with callouts):
1. Ultra-short-throw laser projector (4,000–5,000 lm) mounted upside-down at the top of the projection wall on the rear truss beam, projecting downward onto the wall; light cone hugging the wall surface.
2. Short-throw laser projector (6,000 lm, throw ratio 0.5–0.7, lens shift) hanging from the rear truss beam at the top of the projection wall, next to the wall projector, tilted to throw forward onto the floor away from the wall; safety wire visible; light cone covering the 3.5 × 2.0 m floor image, so player shadows fall behind them toward the aisle.
3. Front depth camera (OAK-D Pro W PoE) at the top centre of the wall, 2.2 m high, tilted 15–20° down; dashed cyan wedge covering the players.
4. Overhead depth camera (OAK-D Pro W PoE) alone on the middle roof beam, pointing straight down; dashed cyan cone covering the whole floor.
5. Four powered speakers: two on the rear truss uprights at 2.0 m high angled inward, two on the front (aisle-side) truss corners at 2.2 m high angled toward the wall. One subwoofer on the floor at the centre of the wall base, just outside the floor image.
6. Mac mini, spare MacBook, a 4-port PoE switch and a 4-output USB audio interface on a small black rack behind the right drape at the rear corner (visible through the cutaway).
7. Cables: green PoE LAN cables from both cameras along the truss to the PoE switch; blue HDMI from the Mac to both projectors; orange audio from the interface to the four speakers and the subwoofer; red power in two separate circuits (A: projectors, B: Mac and audio) from two power strips. All cables run along the truss; one ramped cable protector where they cross the floor.
8. Play-zone marks on the floor 1.0–2.5 m from the wall.
PEOPLE: Two players standing on the floor image about 1.5 m from the wall and 1.5 m apart, facing the wall; one has arms spread wide, the other reaches toward the first; a glowing gold thread with small light beads stretches between their hands across the wall, and gold ink pools spread on the floor around their feet. A third participant stands at the edge of the play zone, arm raised. Inside the 0.5 m viewing strip at the open front, two visitors watch. In the aisle outside, five more visitors watch the silhouettes of the players against the glowing wall; one holds up a phone. One staff member stands at the front-left corner, guiding the next visitor in.
DIMENSIONS: 4.0 m (width), 3.0 m (depth), 2.7 m (height), wall image 3.5 × 2.0 m, floor image 3.5 × 2.0 m, play zone 1.0–2.5 m from the wall, viewing strip 0.5 m.
LEGEND (right side, English): 1 Wall UST laser projector (inverted) · 2 Floor short-throw projector (wall-side beam) · 3 Front depth camera · 4 Overhead depth camera · 5 Speakers ×4 + subwoofer · 6 Mac + spare + PoE switch + audio interface · 7 Cable routing (colour key, circuits A/B) · 8 Play zone. Title at top-left: "RESONA — S2 L-Shape Wall + Floor (4 × 3 m)".
面積が取れたときの上限。3面の壁で視野の左右まで絵にする。自前でやれる範囲はここまで。「コの字」は上から見た平面の形。床も映せば 4面、床を省けば 3面。The upper limit when space allows: three walls fill the view to both sides. This is as far as a self-built booth can go. "U-shape" is the plan seen from above. With the floor it is 4 surfaces; without, 3.
外形 4m(幅)× 4〜5m(奥行き)。正面の壁と左右の壁の 3面に投影し、残りの 1辺を入口にする。Footprint 4 m wide × 4–5 m deep. Project onto the front and both side walls; the fourth side is the entrance.
入口に黒幕の前室(奥行き 1m)を設け、会場の光を 2段階で切る。A 1 m black-draped vestibule at the entrance cuts hall light in two stages.
プレイエリア:部屋の中央 2.5m × 2.5m。3〜4人。Play zone: the central 2.5 × 2.5 m, 3–4 people.
天井高:3.0m 以上を前提。Ceiling: at least 3.0 m.
構造と暗さStructure and darkness
枠:アルミトラスで 4m × 5m × 高さ 2.8m。中央に梁を 1本。Frame: aluminium truss 4 × 5 × 2.8 m with one middle beam.
投影面:3面とも白い防炎スクリーン生地。角は直角のままとし、絵を角でつなぐ(角を曲面にするホリゾント仕上げは費用が跳ね上がるので S4 で検討する)。Screens: white flame-retardant fabric on all three walls. Corners stay square and the image flows across them (curved cyclorama corners are costly — an S4 topic).
黒幕:天幕と前室。目標照度は投影面で 5〜10lx 以下。Drapes: roof and vestibule. Target 5–10 lx or less on the screens.
床:白いつや消しの防炎床シート(床を投影する場合)。Floor: white matte flame-retardant vinyl (if the floor is projected).
映像Video
壁 3面:超短焦点レーザープロジェクター(5,000lm 級)× 3。それぞれ壁の上端に逆さに吊る。1台で届く幅は約 3.5m なので、奥行き 5m の横の壁は 3.5m の絵を正面寄りに置くか、横の壁だけ 2台にする。Three walls: three UST laser projectors (5,000 lm class), each inverted at the top of its wall. One unit reaches about 3.5 m, so on the 5 m side walls either place a 3.5 m image toward the front or use two units per side wall.
床(任意):短焦点プロジェクター × 1〜2。S3 では体験者が 3方向を向くので「背中側」が決まらない。1台なら中央の梁から真下(影は出る前提で、床は暗い地に明るい線を少しだけ描く)、影を減らすなら左右の梁から 2台を重ねる。Floor (optional): one or two short-throw projectors. In S3 people face three ways, so there is no "behind". With one unit, hang it straight down from the middle beam and accept shadows (keep the floor mostly dark with few bright lines); to reduce shadows, overlap two units from the side beams.
出力:3〜5本。ブラウザには横長の1画面として見せ、映像分配器(1本の横長信号を複数のプロジェクターへ割る機器)で分ける方法が一番簡単。Outputs: 3–5. Simplest is to render one wide canvas and split it with a video wall splitter.
描き方:3面を1本の帯として展開し、角をまたいで絵を流す。3D の作品(綾)は、部屋の中心から見た視点で面ごとに描く。Rendering: unfold the three walls into one band and let the image cross the corners. 3D pieces (AYA) render each wall from the room centre's viewpoint.
センサーSensing
OAK-D Pro W PoE × 2〜3。正面の壁の上端に 1台(骨格)、中央の梁に真下向きで 1台(全員の位置と体の向き)。横の壁を向いて遊ぶ人が多ければ、入口側の上に正面を向く 1台を追加する。Two or three OAK-D Pro W PoE. One at the top of the front wall (skeletons), one on the middle beam looking down (everyone's position and body direction). If many people face the side walls, add one above the entrance facing in.
3台とも LAN で PoE スイッチへ。フレームのタイミングは M8 端子の同期信号(FSIN)でそろえる。All run LAN to the PoE switch; frame timing is aligned through the M8 sync line (FSIN).
音Sound
パワードスピーカー × 4(四隅、高さ 2.2m、中心へ向ける)+ サブウーファー × 1。Four powered speakers (corners, 2.2 m, aimed at the centre) + one subwoofer.
任意:天井の梁に 2本足して、上からの音(6ch)。Optional: two more on the roof beam for sound from above (6 ch).
接続:Mac → USB オーディオインターフェース(6〜8出力)→ バランスケーブル → 各スピーカー。Chain: Mac → USB audio interface (6–8 out) → balanced cables → speakers.
コンピューターComputer
Mac 1台(上位の構成)+ 映像分配器 + PoE スイッチ。描画の負荷が足りなければ、検出用に Mac をもう 1台に分ける(検出 1台・描画 1台、同じ LAN で WebSocket)。One high-spec Mac + video splitter + PoE switch. If rendering runs short, split sensing onto a second Mac (one senses, one renders, WebSocket over the same LAN).
予備:MacBook Pro 1台。Spare: one MacBook Pro.
電源・配線Power and cabling
プロジェクター 4台 約 1,600〜2,000W + Mac・音響・PoE 約 400W ≒ 2.2kW。3系統を依頼する。Four projectors ~1,600–2,000 W + Mac, audio and PoE ~400 W ≈ 2.2 kW. Ask for three circuits.
人と運営People and operation
スタッフ:2人(入口の案内 1人、中の見守り 1人)。Staff: two (one at the entrance, one inside).
体験者:3〜4人。見学は前室と入口から。外からは中が見えにくいので、入口の外に記録映像のモニターを置く。3–4 players. Watching happens from the vestibule and door; since outsiders cannot see in, put a monitor with recorded footage outside.
流れ:前室で目を慣らす(10秒)→ 90秒の体験 → 退出。Flow: 10 s in the vestibule to adapt → 90 s play → exit.
設営と撤収Build and strike
設営:1.5日。撤収:半日。3面の投影の合わせに時間を取る。Build: 1.5 days; strike: half a day. Allow time to align three projections.
リスクと保険Risks and fallbacks
自前の機材点数が多い → 1人では設営できない。設営日に 2〜3人の手を確保する。Lots of equipment → not a one-person build; line up 2–3 helpers for build day.
描画が重い → 床を切って壁 3面だけにする(劣化の段階を先に決めておく)。Rendering too heavy → drop the floor and run three walls (decide the degradation steps in advance).
STYLE: Clean technical isometric illustration, true 30-degree isometric projection (no perspective), pure white background, thin dark-grey 1px linework, flat muted fills, architectural exhibition-diagram style, 16:9, high detail. Aluminium truss = light grey. Black drapes = charcoal (#2b2b2b) at 85% opacity, drawn as a cutaway so the interior is fully visible. Projector light = translucent warm-white cone. Camera field of view = dashed cyan wedge. Speakers = small orange boxes with faint concentric sound arcs. Cables colour-coded thin lines: blue = video (HDMI), green = camera (PoE LAN), orange = audio, red = power. Projected content on every screen surface: deep black background with thin glowing gold ink-like strokes and hair-thin light threads. People = simple faceless grey mannequin figures, gender-neutral; active players drawn slightly brighter. Dimension lines in metres. Numbered callouts with an English legend panel on the right. No logos, no other text.
SCENE: "S3 — U-shape, three walls + floor (about 180°)", an enclosed booth 4.0 m wide × 5.0 m deep × 2.8 m high, aluminium truss frame with one middle roof beam. Three inner walls (front and both sides) are white fabric projection screens up to 2.25 m high; corners stay square, and one continuous gold ink stroke runs from the left wall across the front wall to the right wall, wrapping around the players. The floor carries a white vinyl sheet with a floor image. The roof is black drape (cut away in the drawing). The fourth side is the entrance with a 1.0 m deep black curtained vestibule (light lock) and a small monitor outside showing recorded footage.
EQUIPMENT (with callouts):
1. Three ultra-short-throw laser projectors, each mounted upside-down at the top of its wall, projecting downward.
2. One short-throw projector hanging from the middle roof beam, pointing straight down at the floor, with a safety wire.
3. Front depth camera (OAK-D Pro W PoE) at the top centre of the front wall, tilted down; overhead depth camera on the middle beam pointing straight down; optional third depth camera above the entrance facing inward. Dashed cyan wedges for all.
4. Four powered speakers in the four upper corners at 2.2 m, aimed at the centre; one subwoofer at the base of the front wall.
5. A Mac, a spare MacBook, a video splitter box, a PoE switch and a multi-output audio interface in a small black rack inside the vestibule.
6. Cables along the truss: green PoE LAN, blue HDMI through the splitter to four projectors, orange audio to five speakers, red power on three separate circuits.
7. Central play zone 2.5 × 2.5 m marked on the floor.
PEOPLE: Four players in the central zone: two facing the front wall with arms spread, a gold thread stretched between them; one turning toward the left wall sweeping an arm so a brush stroke travels along the wall; one crouching, touching the floor where gold ink spreads. One staff member inside near the entrance. Two visitors waiting in the vestibule. Three visitors outside watching the monitor.
DIMENSIONS: 4.0 m (width), 5.0 m (depth), 2.8 m (height), wall images 2.25 m high, vestibule 1.0 m, play zone 2.5 × 2.5 m.
LEGEND (right side, English): 1 Wall UST projectors ×3 · 2 Floor projector · 3 Depth cameras ×2–3 · 4 Speakers ×4 + subwoofer · 5 Mac + spare + video splitter + PoE switch + audio interface · 6 Cable routing (colour key, circuits A/B/C) · 7 Play zone. Title at top-left: "RESONA — S3 U-Shape 180° (4 × 5 m)".
S4 美術館 360°(壁4面+床=投影面 5面)S4 Museum room 360° (4 walls + floor = 5 surfaces)将来・8m×8m〜Future · 8 × 8 m and up
美術館やギャラリーへの提案用。個人の自前ではなく、テクニカルディレクターと施工・映像のチームで作る。For proposals to museums and galleries. Built with a technical director and a fabrication and video team, not self-built.
広さRoom
8m × 8m × 天井 3.5m〜8 × 8 m, 3.5 m ceiling and up
投影Image
壁4面+床=5面4 walls + floor = 5 surfaces
同時At once
6〜10人6–10 people
体験Visit
滞在型Stay as long as you like
電源Power
5kW〜・専用回路5 kW and up, dedicated
空間Space
8m × 8m 以上、天井 3.5m 以上の暗室。入口は L字に折った通路(光の遮断)。A dark room of at least 8 × 8 m with a 3.5 m+ ceiling, entered through an L-shaped light-lock corridor.
中心の思想:1人でも鳴るが、2人が近づき動きがそろうと、1人では鳴らない和音が壁を回る。Core idea: one person makes sound, but when two come close and move together, a chord that no one person can make travels around the walls.
構造と暗さStructure and darkness
壁は白塗装のパネル。角と床との境目は曲面(ホリゾント状の R)にして、継ぎ目を消す。White painted panels; corners and the wall–floor junction are curved (cyclorama coves) to remove seams.
完全な暗室(1lx 以下)。誘導灯の扱いは施設と協議する。Fully dark (1 lx or less); agree exit-sign treatment with the venue.
映像Video
壁 1面につき 2台をエッジブレンド(4面で 8台、8,000〜10,000lm 級・WUXGA 以上)。16:10 で高さ 3.5m の絵は幅 5.6m なので、8m の壁に 2台で約 3m の重なりが取れる。必要な投写比は 0.35〜0.57。Two edge-blended units per wall (8 in total, 8,000–10,000 lm, WUXGA or better). A 16:10 image 3.5 m tall is 5.6 m wide, so two per 8 m wall overlap by about 3 m. Required throw ratio: 0.35–0.57.
床:天井 3.5m から 64㎡ を 3台で覆うと 1画素が約 5mm と粗い。3〜6台をレンズと天井高で決め、重ねて影を埋める。天井が 5m 以上取れれば台数も影も減る。Floor: covering 64 m² with three units from 3.5 m gives about 5 mm per pixel — coarse. Plan three to six units depending on lens and height, overlapped to fill shadows. A 5 m+ ceiling cuts both the count and the shadows.
出力はメディアサーバー(TouchDesigner や Unreal の nDisplay などの、複数出力を同期させる仕組み)。ブラウザは作品を作る場として残し、会場の出力は専用の仕組みに任せる。Output via a media server (TouchDesigner, Unreal nDisplay or similar for synchronised multi-output). The browser stays the place to make the work; venue output goes to dedicated systems.
プロジェクターの自動キャリブレーション(カメラで投影を見て合わせる仕組み。例:Epson の PixAlign)を入れる。Automatic projector calibration (a camera watching the projection, e.g. Epson PixAlign).
センサーSensing
天井から真下を見る深度カメラ 4台(2×2 の格子):全員の位置と足元を死角なく取る。高さ 3.5m からの OAK-D Pro W は 1台で約 14m × 5.8m を見る。Four overhead depth cameras (2 × 2 grid) cover everyone's position and feet with no blind spots; from 3.5 m one OAK-D Pro W sees about 14 × 5.8 m.
壁ごとに前を見るカメラ 4台:どちらを向いても骨格を取る。Four wall cameras facing in read skeletons whichever way people face.
統合用の PC で、全カメラを 1つの部屋座標にまとめ、同じ人を判定する(ID を保つ)。M8 端子の同期信号で撮影のタイミングをそろえる。A fusion PC merges all cameras into one room coordinate system and keeps person IDs; the M8 sync line aligns capture timing.
候補:OAK-D Pro W PoE(LAN 1本・IP65)。骨格をカメラ内で回したいなら OAK 4 D Pro(RVC4・52 TOPS・IP67・2.5GbE)。Femto Bolt(ToF・骨格 SDK、NVIDIA GPU が必要)も比較する。Candidates: OAK-D Pro W PoE (one LAN cable, IP65). To run skeletons on-camera, OAK 4 D Pro (RVC4, 52 TOPS, IP67, 2.5 GbE). Also compare Femto Bolt (ToF with a body-tracking SDK; needs an NVIDIA GPU).
音Sound
8本のリング(高さ 2.5m)+ 上方 4本 + サブウーファー 2台。オブジェクトベースの立体音響で、音が人と一緒に部屋を回る。A ring of 8 at 2.5 m + 4 overhead + 2 subwoofers. Object-based spatial audio moves sound around the room with people.
DSP(音の調整機)とマトリクスで部屋の響きを補正する。A DSP and matrix correct the room response.
コンピューターComputers
検出用:Linux か Windows に NVIDIA GPU を積んだ PC 1〜2台。Sensing: 1–2 Linux or Windows PCs with NVIDIA GPUs.
制御用:ショーの開始・停止・監視をする小型 PC。Control: a small PC for show start, stop and monitoring.
予備:描画用と検出用を 1台ずつ。Spares: one render and one sensing machine.
電源・配線Power and cabling
5kW 以上。施設の専用回路(200V を含む)。映像はファイバーで延長し、機材室を分けて熱と騒音を体験空間から出す。カメラは LAN(PoE)でダクトを通す。5 kW and up on dedicated circuits (including 200 V). Video runs over fibre, and a separate equipment room keeps heat and noise out of the space. Cameras run LAN (PoE) through the duct.
人と運営People and operation
常時 2〜3人(入口、場内、機材室)。1回の人数の上限を決め、滞在時間で入れ替える。2–3 staff at all times (entrance, floor, equipment room). Cap occupancy and rotate by dwell time.
チーム:アーティスト(作品と表現)、テクニカルディレクター(センサー統合と出力)、施工と映像の業者。Team: the artist (work and expression), a technical director (sensor fusion and output), fabrication and AV contractors.
設営と撤収Build and strike
施工 1〜2週間、調整 1週間。常設なら毎朝の自動起動と自動キャリブレーション。1–2 weeks of fabrication, one week of tuning. For a permanent install, automatic start-up and calibration every morning.
リスクと保険Risks and fallbacks
予算と期間 → S2・S3 の記録映像とデータを提案書の根拠にする。Budget and schedule → use S2/S3 footage and data as the proposal's evidence.
人の統合が崩れる → 位置だけで成立する表現(床の墨・人と人の糸)を主にし、骨格は補助に回す。Person fusion breaks down → lead with position-only expression (floor ink, threads between people) and treat skeletons as a bonus.
STYLE: Clean technical isometric illustration, true 30-degree isometric projection (no perspective), pure white background, thin dark-grey 1px linework, flat muted fills, architectural diagram style, 16:9, high detail. Walls drawn as a cutaway (front two walls removed down to 0.5 m) so the interior is fully visible. Projector light = translucent warm-white cones. Camera fields of view = dashed cyan wedges. Speakers = small orange boxes with faint concentric sound arcs. Cables colour-coded thin lines: blue = video (fibre), green = camera (PoE LAN), orange = audio, red = power. Projected content: deep black background with thin glowing gold ink strokes and hair-thin light threads wrapping continuously around all four walls and the floor. People = simple faceless grey mannequin figures, gender-neutral. Dimension lines in metres. Numbered callouts with an English legend panel on the right. No logos, no other text.
SCENE: "S4 — Museum room, 360°", a dark gallery room 8.0 m × 8.0 m × 3.5 m high. All four walls and the floor are one continuous projection surface; wall-to-wall and wall-to-floor junctions are softly curved (cyclorama coves), so the image has no visible seams. Entrance through an L-shaped dark corridor at one corner. A separate small equipment room behind one wall, connected by a cable duct.
EQUIPMENT (with callouts):
1. Eight wall projectors (7,000–10,000 lm) on a ceiling grid, two per wall, with overlapping light cones showing the edge-blend zones.
2. Three floor projectors on the ceiling grid pointing down.
3. Four overhead depth cameras in a 2 × 2 grid on the ceiling pointing down, dashed cyan cones covering the whole floor.
4. Four wall-facing depth cameras, one at the top centre of each wall, tilted down toward the room centre.
5. Eight speakers in a ring at 2.5 m, four overhead speakers, two subwoofers in opposite corners.
6. Equipment room: sensing PC (GPU), two render workstations, a show-control PC, audio DSP rack, network switch; fibre video lines and PoE camera lines running through the duct.
7. Power: dedicated circuits into the equipment room.
PEOPLE: Eight visitors spread through the room. Two in the centre stand close with synchronised raised arms; a bright gold chord-ring of light travels around all four walls from them. Two others at a distance are linked by a long glowing thread across the floor. A child crouches, and gold ink spreads from their feet on the floor. Others watch or walk slowly. One staff member at the entrance corridor, one technician visible in the equipment room.
DIMENSIONS: 8.0 m × 8.0 m, 3.5 m high, corridor 1.2 m wide.
LEGEND (right side, English): 1 Wall projectors ×8 (edge-blended) · 2 Floor projectors ×3 · 3 Overhead depth cameras ×4 · 4 Wall depth cameras ×4 · 5 Speakers ×12 + subwoofers ×2 · 6 Equipment room (sensing PC, render workstations, show control, DSP) · 7 Dedicated power. Title at top-left: "RESONA — S4 Museum Room 360° (8 × 8 m)".
事務局と会場に確認することQuestions for the organiser and venue
アーティスト枠で 3m×4m(できれば 4m×4m)を取れるか。平面図を添えて相談する。Can the artist slot get 3 × 4 m (ideally 4 × 4 m)? Ask with a floor plan attached.
区画の場所:会場の天井灯の真下を避けられるか。通路のどちら側に口を向けられるか。Plot location: can it avoid sitting under a ceiling light, and which aisle can the opening face?
天井高。トラスの自立と、機材を吊ることの可否(吊り荷重の制限)。床を映すかどうかは、ここで決まる。Ceiling height, free-standing truss, and whether rigging is allowed (load limits). This decides whether the floor can be projected.
電源:100V 15A を何系統もらえるか。費用は別か。Power: how many 100 V 15 A circuits, and at what cost?
有線 LAN の要否:ブースの中で閉じるので会場のネットワークは不要(PoE スイッチを持ち込む)。Networking: none needed from the venue — the booth runs its own PoE switch.
音量の上限と、隣のブースとの取り決め。Sound level limits and agreements with neighbours.
防炎の規定(幕・床シート・スクリーン生地に防炎ラベルが要るか)。Fire rules: do drapes, floor vinyl and screen fabric need flame-retardant labels?
搬入出の時間、設営日数、夜間の機材の保管と施錠。Load-in and load-out times, build days, overnight storage and locking.
会期と、来場者数の見込み(処理能力の計画に使う)。Dates and expected attendance (for throughput planning).
下見の日:スマホの照度計で、区画の照度(床と壁の高さ)を測る。Site visit: measure lux on the plot (floor and wall height) with a phone meter.
応募書類での使い方Using this in the application
展示ステータスは「制作中」。遮光「はい」、音出し「はい」、重量機材「はい(トラス・吊りのプロジェクター)」。Status "in production"; light blocking yes; sound yes; heavy equipment yes (truss, rigged projectors).
展示イメージの欄には、S2 のアイソメトリック図(または 3D の画面)と、1時間あたりの処理能力(2〜3人 × 75秒 ≒ 70〜100人)を載せる。For the exhibition image, use the S2 isometric (or a 3D screenshot) and the hourly throughput (2–3 people × 75 s ≈ 70–100 people).
出典と注意Sources and caveats
機材の型番・明るさ・価格は 2026-09 時点の目安で、メーカーのページの多くは検索結果の抜粋から確認した。購入やレンタルの前に、必ず最新の仕様と見積もりを取る。影の計算・台数・遅延の配分は、公開資料ではなくこの計画のための計算。Models, brightness and prices are 2026-09 estimates, many checked through search extracts of manufacturer pages. Always get current specs and quotes before buying or renting. Shadow geometry, unit counts and the latency budget are this plan's own calculations, not published guidance.
OAK-D Pro W PoE — Luxonis docs(OV9282 ステレオ 150°/127°/79.5°、802.3af Class 3、M12、IP65)(OV9282 stereo 150°/127°/79.5°, 802.3af Class 3, M12, IP65)
Across these studios, paid work usually means one of the following — not inventing a totally different product from the art line. Takao’s first paid should stay on the Resona line (PoC / event install / workshop using Exhibition / large-screen), unless he deliberately chooses cash-separation like early teamLab.
(A)同じ芸術線の委嘱/適応(フェス・美術館・ブランド設置)Commission / adaptation of the SAME artistic line (festival / museum / brand install)
(B)隣接サービス(Web/開発)で現金を作りつつアート線を並行(teamLab初期、Rhizomatiks初期Web)Hybrid cash from adjacent services (web/dev) while keeping the art line — early teamLab, early Rhizomatiks web
盗める一点Steal this — 現金分離は「意図的なB」として選べるが、Takaoの第一推奨はResona線のPoC。Webはファネルのみ。Cash-separation (B) is optional and intentional — Takao’s default first paid stays on Resona PoC; free web = funnel only.
Commonsに適した静止画が薄い(ドローン映像のみ)。真鍋の公開デモ/CAREER HACKインタビューを参照。Few reusable stills on Commons (drone video only). See Manabe interviews / CAREER HACK. careerhack
Commonsなし。公式 Light Barrier シリーズを参照(権利不明のためホットリンクしない)。No Commons still. See official Light Barrier series (no hotlink — rights unclear). kimchiandchips.com
Kimchi and ChipsKimchi and Chips
ソウル · アーティスト・デュオ · 2009Seoul · artist duo · 2009
開始規模Start size
Mimi Son + Elliot Woods。2009デンマークのデザイン会議で出会いSon + Woods; met at Danish design conference 2009
最初の有料/発表First paid / show
家族のカフェ展示 Link → Design Korea 2010 にスケールCafe install Link → scaled to Design Korea 2010
作品ごとに外部ファブ(常時雇用人数ではない)External fab per piece (not permanent headcount)
盗める一点Steal this — 小さな公開実験をキュレーターに目撃させる。完成像未確定でも委嘱を受ける覚悟。Let curators witness a small public experiment; accept commissions before the final form is known.
Sosolimited — MIT卒3人、2003。夜ライブ/昼Small Design Firm → 2009フルタイム。博物館インタラクティブへ。MIT trio, 2003; nights live / days at Small Design Firm → full-time 2009; museum interactives.DigicultZach Lieberman — 教える/商業/アートを約1/3ずつ。oF・SFPC。スケッチ→クライアント化。~⅓ teach / commercial / art; oF & SFPC; sketches become client work.TGDQuayola — アート本業+可視性からのブランド案件を二系統。Art primary + brand work from visibility as a second track.LISAWOW Inc — 1997仙台発。広告/CM起点→2000年代半ば以降空間/インタラクティブ増。Sendai 1997; ads/CM first → spatial/interactive from mid-2000s.designboomMeow Wolf — 別プレイブック: DIYパーティ→投資・入場料常設。受託スタジオ型ではない。Different playbook: DIY parties → investors + ticketed permanents — not a client-studio path.
Free web = funnel only. Consumer SaaS / runtime mass = NO-GO/WAIT. Prices are hypothesis D (no verbal commitments): PoC $8–20K, event/day $5–15K, contractor 4–8wk $12–35K — see offer-poc-scope-draft.md.
This page’s S1–S4 plan is the commercial demo doc for venues. The consumer site is the social funnel. At venues, demo with Exhibition / large-screen intent; vertical clips are the doorway only.
どのサイトで何をするかWhat to post where
場所Channel
役割Role
投稿の型Post type
CTA
Instagram / TikTok(個人・Takao)
作家の真正性Artist authenticity
縦メイン。手で触るResonaVertical primary; hands-on Resona
試すURL/15分予約Try URL / book 15-min
CIE(creativity is everywhere)
スタジオ/クライアント向けStudio / client-facing
デュアル運用。個人と二者択一にしないDual — not either/or with personal
Success this meeting: 2 named intros + contact, or a reaction to a paid pilot shape. “Cool” alone = fail.
口頭のお願い(推奨)Verbal ask (recommended)今日のあと、体験系の決裁に近い人を2人だけ紹介してほしい。こちらから送る文は3行で作る。
代替: 社内のクリエイティブ/テクにこのURLを転送してほしい。転送文はこちらで書く。
避ける: 「何か一緒に」「雇って」「大きな提携」。After today, please intro exactly two people close to experiential decisions. I’ll write a 3-line forward.
Alt: Forward this URL to creative/tech internally — I’ll write the blurb.
Avoid: vague collab / hire me / big partnership.
3行の転送メール(貼るだけ・英語で送る)3-line forward email (paste-ready, send in English)Subject: Quick body→sound prototype from Takao (ArtCenter) — browser only
Hi [Name] — sharing a short on-device interactive by Takao Umehara (ArtCenter classmate). Browser + webcam; nothing leaves the device. Feels relevant for lobby / booth / short brand pilots. Live: https://www.resonamotion.com/ — happy to do a 15-min remote walkthrough.
一行ピッチ(英語で言う)One-line pitch (say it in English)I build on-device body-as-instrument experiences in the browser (RGB webcam only, no cloud video). Ready for a short corporate PoC or event burn-in — not a permanent install claim.
森永 — 1ページフォロー(議論ではなく日付)Morinaga — 1-page follow-up (dates, not more talk)
Talks already happened. Send the existing PoC scope as one page and ask for YES/NO + candidate dates.
メール骨子(日本語で送る)Email outline (send in Japanese — this is the one to send)件名: Resona — 身体ジェスチャー楽器の短PoC(候補日の確認)
お世話になっております。梅原です。
前回お話しした「短い企業PoC/業務委託」について、進め方を1枚にまとめました。
・成果物: デモURL、90秒シナリオ1系統、軽いスキン、プライバシー一文(映像は端末内)、振り返りメモ、クレジット1行
・技術: RGBウェブカムのみ/オンデバイス/同時2名保証(交渉最大3)/正面の安定光
・終わり: PoC実施終了+振り返り、またはキックオフから約4週の早い方
お願い: 下記のどちらかを、[日付+14日]までに一言ください。
A) YES — 候補週: ____ / ____(2週間パイロット想定)
B) NO — 今回は見送り
C) 保留 — 再連絡希望日: ____
ライブ: https://www.resonamotion.com/
(価格は暖談では書きません。進む場合に見積を出します。)
梅原貴生
Email outline in English (only if needed)Subject: Resona — short body-instrument PoC (date ask)
Hi — following up on our PoC / contractor discussion with a one-page scope:
Deliverables: live demo URL, 90s one-system scenario, light skin guide, privacy line (on-device video), retro note, credit line.
Tech: RGB webcam only / on-device / 2 players guaranteed / stable front light.
End: after PoC day + note, or ~4 weeks from kickoff — whichever first.
Please reply by [date+14d] with A) YES + two candidate weeks, B) NO, or C) hold + date to revisit.
Live: https://www.resonamotion.com/
(No price in this warm note — estimate if we proceed.)
— Takao Umehara