Jury Members

Festival Platform Award

  • KAWAMURA Masashi

    Creative Director and CCO, Whatever Inc.

    Prior to joining Whatever as CCO, KAWAMURA was co-founder and Executive Creative Director of the creative lab, PARTY, and also served as CEO of PARTY New York, in charge of all global business. Also, having the role of CCO at WTFC, Inc., a joint-invested establishment with Tohokushinsha Film Corporation. His diverse activities include global campaigns for a variety of brands, development of numerous products and TV programs, and music video direction. Throughout his career, KAWAMURA has earned countless international awards, such as at the Cannes Lions International Festival of Creativity, and was also chosen by the American magazine Creativity as one of their “Creative 50,” as well as for Fast Company’s “100 Most Creative People in Business” and Nippon o Toppasuru Hyakunin (100 People to Break Through Japan).

  • MIZUGUCHI Tetsuya

    Founder and CEO, Enhance / Project Professor, Keio University Graduate School

    MIZUGUCHI has been continuing his creative work with the goal of further expanding the synesthesia experience. In 2001, he released Rez, a game that integrates images with music. His subsequent releases include Lumines (2004), a puzzle game of sounds and light; Child of Eden (2010), which allows players to experience synesthesia while maneuvering like a conductor; Rez Infinite (2016), a virtual reality (VR)-compatible expanded version of Rez; Tetris® Effect (2018), a VR-compatible expanded version of Tetris; Synesthesia Suit (2016), which spreads music throughout the entire body using lights and vibration; and Synesthesia X1-2.44 (2019), a synesthesia experience device. He is also a board member of Media Ambition Tokyo(MAT).

  • MIZUTANI Hitomi

    Sales & Marketing, THETA Business Division, Smart Vision Business Unit, Ricoh Company, Ltd

    Marketing director for 360-degree camera RICOH THETA. MIZUTANI has been in charge of marketing since the business was established in 2013, overseeing both website production and overseas marketing. Since 2014, she has been involved in designing new apps, and social media campaigns through Instagram and other platforms, to broaden the capacity of 360-degree video expression. As of 2018, she has worked on developing community marketing for THETA users, with a particular focus on activities to expand the 360-degree video market while increasing buzz among its core users.

Entry