International Journal of Asia Digital Art and Design
Online ISSN : 1738-8074
19 巻, 3 号
選択された号の論文の3件中1~3を表示しています
  • Ai NAKAJIMA
    2015 年 19 巻 3 号 p. 65-71
    発行日: 2015年
    公開日: 2019/09/26
    ジャーナル フリー
    This study proposes a new brainstorming method, Text Montage . The term montage refers to the famous experiment in film editing by Lev Kuleshov , who demonstrated the effect when people try to interpret the meaning from a pair of images subliminally. In the case of Text Montage people can make leaps of imagination with neologisms (new phrases) generated in a pair of words To verify the validity and usefulne ss of th e method, we designed a novel brain storming groupware KOTOBA JAM. In the usual brainstorming methods , participants find it difficult to come up ideas that are outside the box. KOTOBA JAM originally a chat bot system, generates completely unexpected neologism s by combining keyword s of the discussed subject with randomly picked modifiers from various designed modifier selections The system keep s mumbling phrases as an additional participant in brainstorming session s In this study, we focused on the effect of the neologisms , which created in the method of Text on the activity of idea creati on . T o increase the probability of inspiration, we designed the neologism generation system with a linguistic approach . We created a designed modifier database , which con sists of several types of modifiers based on Onomatopoeia, c artoon expression and the theory of inventive problem solving in engineering TRIZ . W e performed a u sability testing to observe users’ reactions to each neologism generated by KOTOBA JAM Then w e attempted to discover which types of modifiers increase the possibility of new ideas for products or services. During the usability testing , we discovered tendencies to create new ideas 1.The modifier s based on TRIZ functioned effectively as a trigger of new ideas for both designers and general users (non designers)designers). 2. Designers can be inspired even by a randomly selected modifier from a language dictionary. 3.Onomatopoeia was helpful for general users who ha d limited brainstorming experiences
  • Tomoyo Matsuda, Daewoong Kim, Tatsuro Ishii
    2015 年 19 巻 3 号 p. 73-82
    発行日: 2015年
    公開日: 2019/09/26
    ジャーナル オープンアクセス
    3D computer animation has become popular all over the world, and different styles have emerged. However, 3D animation styles vary within Japan because of its 2D animation culture. There has been a trend to flatten 3D animation into 2D animation by using 2 D look shading and limited animation techniques to crea te 2D looking 3D computer animation to attract the Japanese audience. However, the effect of these flattening trends in the audience’s satisfaction is still unclear and no research has been done officially. T herefore, this research aims to evaluate how the combination s of the flattening techniques affect the audience’s preference and the sense of depth. Consequently, we categorized shadings and animation styles used to create 2D look 3D animation, created sample movies, and finally evaluated each combinatio n with Thurston’s method of paired comparisons. We categorized shadings into three types; 3D rendering with realistic shadow, 2D rendering with flat shadow and outline, and 2.5D rendering which is between 3D rendering and 2D renderin g and has semi realisti c shadow and outline. We also prepared two different animations that have the same key frames; 24fps full animation and 12fps limited animation, and tested combinations of each of them for the evaluation experiment. The result of the study showe d that peop le prefer 24fps to 12fps, and 2.5D rendering to the other renderings. It also presented a cultural difference in which Japanese spectators tend to like 2D rendering more than 3D rendering, but spectators of other nationalities tend to like 3D rendering mor e than 2D rendering. 2D look 3D animation is beneficial in some degree for Japanese audience; however, there seems to be room for exploring new styles between 2D and 3D to attract more audience.
  • Hong YAN, Taketoshi USHIAMA
    2015 年 19 巻 3 号 p. 83-88
    発行日: 2015年
    公開日: 2019/09/26
    ジャーナル オープンアクセス
    Nowadays, with the wide spread of smart phone, many users turn to use their smart phones frequently on online shopping instead of immovable devices such as desktop PCs. For providing high quality service, the user’s evaluations on shopping items are useful for recommendation and search of items that the user would prefer to. However, it is not easy to obtain user’s manual evaluations on items. It is not convenient for user to make evaluations manually on each item. In this paper, we propose a simple and effective idea to estimate user’s preference on online shopping items that the user has already browsed without manual evaluation, based on the user’s browsing behaviors. This is performed under the hypothesis that the user’s preference of browsed items is reflected by the operation behavior on the smart phone. This hypothesis is verified by experiment, using our original application. The experimental results show the correlation between browsing behaviors and evaluation of product items by using statistical analysis. In addition, by using machine-learning techniques, the results show that the user’s preference of browsed item can be estimated effectively based on the user’s browsing behaviors.
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