International Journal of Asia Digital Art and Design
Online ISSN : 1738-8074
20 巻, 4 号
選択された号の論文の4件中1~4を表示しています
  • Hiroyuki Kanke, Tsutomu Terada, Masahiko Tsukamoto
    2017 年 20 巻 4 号 p. 69-75
    発行日: 2017年
    公開日: 2017/06/08
    ジャーナル オープンアクセス
    On playing drums, it is important to master the correct stroking order. Drummers are required to learn the drum rudiment to play drums efficiently. Generally, musical scores for drums do not have the annotation that indicates which hand drummers use to stroke each drum, left or right. Although drum teachers handwrite such annotation on the musical score, there is not the system that generates the musical score indicating the hitting hand on playing drums automatically. In this research, we proposed a musical score generating system that indicates the hitting hand to stroke each drum. Our proposed STICK TRACK recognizes the hitting hand on the basis of the data of a gyro sensor that are embedded in the drum sticks and MIDI message from an electronic drum. We constructed the prototype system and evaluated its effectiveness.
  • ARSurface - Dynamic Spatial Augmented Reality for Tangible Interface
    B.Sudario Anderson, Kiyoshi Tomimatsu
    2017 年 20 巻 4 号 p. 77-84
    発行日: 2017年
    公開日: 2017/06/08
    ジャーナル オープンアクセス
    We propose a novel concept of game, which allows players to experience tangible interaction with the virtual world of digital games by mixing motorised scenery with dynamic projection mapping. A specific hardware - which includes a controllable platform, on where players can setup customised polygonal shaped scenery to play games projected onto its surfaces, and a single, or a pair, of focus free laser pico-projectors pointed toward the platform direction - is proposed as a game console able to run this experiment. The controllable platform orientation is synchronised with the game play in a way the moving physical scenery and the projected virtual contents are constantly aligned. By designing 3-dimensional (3D) animations, which are rendered and projected in accordance with the physical surface orientations, we were able to enhance the illusion of depth toward these planar projection during the game play, while giving the chance for our flattened 2-dimensional (2D) main character to make use of all directions which surrounds him. The use of projection mapping is justified since we intent to exploit the characteristics of projected 2D light onto 3D objects in order to extend digital games means of expressions. In this paper we discuss about spatial actions, which are actions players can perform at physical object creases. When synchronised with motor movements, these actions extend the sense of volume in relation to the game character providing a tangible connection between players and digital content. We also discuss about the technical aspects regarding the development of this project and its application as a tangible game design tool.
  • Yosuke Sakai, Takayuki Ito, Mitsuhito Ando, Keina Konno, Tsubasa Nishi ...
    2017 年 20 巻 4 号 p. 85-93
    発行日: 2017年
    公開日: 2017/06/08
    ジャーナル オープンアクセス
    Yamaguchi Center for Arts and Media [YCAM] (herein after YCAM) is an art center focused on media technology. It produces artwork incorporating media technology, develops media technology, archives related information, and provides education. YCAM has open shared its works from some of its projects. To open share means to publish a work so that a third party can utilize it freely within certain conditions. In this paper, the introduction of open sharing at YCAM and the practice of implementing open sharing will be described and discussed.
  • 3D-printed Wall Plaques Featuring Procedurally-generated Ornate Shapes
    Joe Takayama
    2017 年 20 巻 4 号 p. 97-102
    発行日: 2017年
    公開日: 2017/06/08
    ジャーナル オープンアクセス
    "Medallions" is comprised of a series of wall plaques featuring ornate shapes. In this work, each medallion was procedurally generated, and 3D-printed. This project is an attempt at translation from traditional ornamentation to a modern algorithmic art by using a combination of a procedural approach in Computer Generated Imagery (CGI) and the rapidly expanding field of 3D-printing technology. As an element of the medallions, we used 2D metaballs, which are a kind of modeling method in CGI. A drawing algorithm of the metaballs was modi ed and optimized to generate complicated ornate patterns. Also, regular-polygonal shapes were used for the process of density calculation of each metaball. However, a generated 2D pattern cannot be converted into a 3D model directly because there is an inconsistency that lines with convex information overlap each other in the intersection points on the 2D pattern. To solve the issue, we used an algorithm that an accurate peak height level is calculated at each pixel; the algorithm enables us to generate lines without overlaps. In this way, generated patterns were converted into 3D models, and then the models were 3D-printed nally. The nished artworks were displayed at several art exhibitions, and gained a certain reputation.
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