International Journal of Asia Digital Art and Design
Online ISSN : 1738-8074
Volume 17, Issue 2
Displaying 1-6 of 6 articles from this issue
  • Yi-Chen Hsu
    2013 Volume 17 Issue 2 Pages 38-43
    Published: 2013
    Released on J-STAGE: August 23, 2019
    JOURNAL OPEN ACCESS
    This research intends to design better agent interfaces for users to enable superior interaction during language practice. Subsequent to previous two surveys [1][2] that investigated the affective feelings of users towards different agent interfaces, the outcomes that resulted from the two surveys have been adopted in conjunction with some existing guidelines in order to develop this multi-agent website. The development of this multi-agent website for inexperienced English learners has been developed with respect to the research results of the previous two surveys [1][2]. These results include the preferred agent interface design for language learners and the facial expressions of agents that attract users to engage in the learning tasks. Therefore, this is a website designed with preferred agent interfaces that is likely to attract users to further their engagement in the language practice tasks. The website also incorporates ten characters equipped with six basic expressions as well as one neutral face, and these were created as CompanionBots. Moreover, this website provides some significant design, computer science and psychological challenges in terms of agent character design (user impression in a learning task), agent emotional expression design (evoking users‟ affective responses), the Emotional Keyword Filter (emotional keywords lead to agent expression exchanges), device compatibility (suitable use on computers and smart mobile devices) and the IELTS (International English Language Testing System)-Bot (designed for IELTS rehearsal use). In truth, this website has been devices via certain computer science techniques and psychological theories. Also, this website intends to implement these design guidelines into practical use in order to develop better agent interfaces.
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  • Yuh-Shihng Chang
    2013 Volume 17 Issue 2 Pages 44-49
    Published: 2013
    Released on J-STAGE: August 23, 2019
    JOURNAL OPEN ACCESS
    Using on the arduino microcomputer chip, the iconic image of Marilyn Monroe in the film, “The Seven Year Itch” is used with movements made by wind as interactive media. The artwork uses a large fan to bring Monroe to life. The creation takes one of Andy Warhol's classic Pop Art works – “Marilyn Monroe” as the original concept which is combined with interactive media to let audiences interact with the Pop Art style of Marilyn Monroe with the essence of Pop Art in spirit. Modern Pop Art demonstrates a series of visual images. In digital technology and the art aesthetics trend, this creation combined digital pop art with interactive devices allows users to participate and become the part of the art work, then create an experience for the visual pleasure of a continuous, dynamic image.
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  • Yi-Lin Yu
    2013 Volume 17 Issue 2 Pages 50-59
    Published: 2013
    Released on J-STAGE: September 05, 2019
    JOURNAL OPEN ACCESS
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  • Meng Jae Young, Etsuo Genda
    2013 Volume 17 Issue 2 Pages 60-67
    Published: 2013
    Released on J-STAGE: September 05, 2019
    JOURNAL OPEN ACCESS
    The authors have often experienced that impression extremely changes with slight deformation of profile and molding in the face modeling by 3DCG. Therefore, in this paper, the authors aim at clarifying how variation of the facial structure affects that of psychological impression and at proposing modeling device by determining structure of various face impression. Impression evaluation with plane illustration and photos, which are two-dimensional images, have been studied by a number of researchers so far. In this paper, facial 3D models were produced by direct operation on monitor. Digitizing each facial part enabled to have facial images deformed at will. Moreover, quantity of transformed location can be grasped as an advantage and it is a unique system on the premise of creation of a real 3D face model
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  • Banung Grahita, Toshihiro Komma, Kumiko Kushiyama
    2013 Volume 17 Issue 2 Pages 68-75
    Published: 2013
    Released on J-STAGE: September 05, 2019
    JOURNAL OPEN ACCESS
    Wayang is a traditional medium for storytelling in Indonesia. Wayang isn‟t popular today. The Digital technology gives opportunities to develop new types of wayang which could be interesting to the new generation. Our research attempts to develop a new form of wayang using 3D computer graphics animation technology. We want to make a CG animated wayang based on the visual form of wayang beber especially wayang beber of Pacitan. Wayang beber is a distinct type of wayang. Unlike the other types of wayang, wayang beber is not a puppet, but a sequence of picture drawn on several scrolls. Wayang beber is known as the oldest type of wayang. One of the wayang beber types is wayang beber of Pacitan. Wayang beber of Pacitan especially the character figure has a unique visual form. It is a flat 2 dimensional graphic with limited colors but rich with ornamental details. We use a non-photorealistic rendering technique to simulate the wayang beber of Pacitan visual features on a 3D CG model. One of the important wayang beber of Pacitan visual features is the outline.The wayang beber of Pacitan outline has some incorrectness qualities, such as a variation of thickness and wiggliness. These qualities are typical characteristics of a human drawing. The first step of our research is generating an outline of a 3D CG figure that has these incorrect qualities. In this paper we explain the development of the shader for generating the desired outline qualities that could work in the Renderman interface. We developed a shader algorithm that can displace an object‟s surface point with the gradual and random distance. This algorithm can be used to generate an outline with a variation of thickness and wiggliness.
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  • Hwang Rok Yun, Dae Woong Kim, Tatsuro Ishii
    2013 Volume 17 Issue 2 Pages 77-84
    Published: 2013
    Released on J-STAGE: September 05, 2019
    JOURNAL OPEN ACCESS
    This research is about creating contents about the origin and history of Mojiko station using Projection Mapping one of the new digital media techniques, and designing video expression and evaluation in order to develop a new genre of Projection Mapping. We investigate the characteristics of recent various Projection Mapping creations expressed in each purpose and method, then we test Projection Mapping through experimentation and propose the process of using cultural property as a material for contents and a way to develop contents using cultural property and validate the outcome. In order to perfect the techniques based on this research we think it is important to clarify how to develop the contents of Projection Mapping and techniques by testing them and experimenting under various conditions.
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