International Journal of Asia Digital Art and Design
Online ISSN : 1738-8074
Volume 26, Issue 4
Displaying 1-6 of 6 articles from this issue
  • Seen through the research presentations at the International Conferences of Asia Digital Art and Design Association from 2005 to 2021
    Hiroyuki Kajihara, Kao-Hua Liu, Chien-Hsu Chen, Kiyoshi Tomimatsu
    2022 Volume 26 Issue 4 Pages 31-36
    Published: 2022
    Released on J-STAGE: November 16, 2022
    JOURNAL OPEN ACCESS
    Twenty years have passed since the Asia Digital Art and Design Association was born in the Far East. Have they been able to establish Asian design trends in the last twenty years? In this paper, three research purposes are set: whether there are significant research trends in their international conferences, which countries and regions the researchers are committed to, and what Asian typical contents are being researched. 697 studies presented at their international conferences from 2005 to 2021 were examined. As a result, it turns out that while the number of studies in the field of computer graphics has traditionally been high, the second field has not yet grown, the number of participants from Indonesia, Malaysia, and Taiwan has increased after Japan and South Korea, and research on the themes of Asian literature, arts, food, clothing and housing, and folk beliefs are particularly often studied. In the next twenty years, it will be necessary to clearly pursue the uniqueness of Asia as an international conference in/of Asia.
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  • Takashi Ohta, Kimiya Fujisawa, Fuminori Kato, Shogo Kawaguchi, Ryo ...
    2022 Volume 26 Issue 4 Pages 37-44
    Published: 2022
    Released on J-STAGE: November 16, 2022
    JOURNAL OPEN ACCESS
    We conceived an idea to employ digital signage to caution against bad manners in public spaces. We notice that direct warnings such as vocal announces and advertisements are easily ignored, we conceived the idea of nudging a person to deter from continuing it, as a different approach to caution against such behavior. At the same time, many digital applications are concentrated on mobile phones, and the use of these applications in the device leads to addiction issues. Considering these situations, we aim to design a warning with an interactive function and seamlessly integrate it into a daily living environment. To demonstrate the concept, we designed digital signage content that interactively reacts to smoking. The characters in the content will start to cough or wave a hand to indicate that smoking at that place is not appropriate in the surroundings. We adopt a non-direct expression to nudge a person to stop the act instead of making a direct warning and embed the function into the environment. We implemented the content that dynamically reacts and the system that controls the multiple signages simultaneously by detecting the smoking gesture. We examined this approach by setting three signages at a place and confirmed that they appeared as a standard advertisement in a normal state and functioned as planned when a person exhibited gestures associated with smoking in the area. We also conducted supplemental surveys on an improved gesture detection method and effective content representations. Through this work, we were able to confirm that designing a digital function in such a way that it can be seamlessly integrated into the background environment is feasible. Future research should focus on the impact on anonymous people in real-world circumstances.
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  • Voraphan Vorakitphan, Kunihiro Kato, Takashi Ohta
    2022 Volume 26 Issue 4 Pages 45-54
    Published: 2022
    Released on J-STAGE: November 23, 2022
    JOURNAL OPEN ACCESS
    People can often be observed violating public manner in public spaces. In these cases, posters or vocal announcements do not seem to be effective warnings. To solve this problem, we propose creating digital sound stimuli which nudge people to stop the unmannered activity. This research intends to design such stimuli by molding digital technique-mediated nudging to affect people psychologically, unlike a simple notification. In this research, we call such a designed stimulus a “nudge”. This study highlights the design of this mechanism, embedded in a real living environment, from the perspective of interaction. We aim to create a new type of interaction between digital functions and people which does not require intentional interaction. We built a system that can intuitively nudge a person to perform a specific task in response to their environmental changes. We created a virtual representation which incorporates the natural phenomenon of mimicking sound usage in a specific situation. The sound patterns were generated using multi-channel speakers to create directional 3D audio effects. We examined whether our approach could nudge a person who was not attending to his surroundings, through the social distance scenario. The results demonstrated the potential of the proposed system, which can induces a person’s instinctive action desired in a specific situation. This designed stimulus can act as a nudge and would alter a person’s behavior, such that they unintentionally adjust oneself in social distancing. We also addressed system design flaws. The findings of this study may be useful to scholars and practitioners who want to examine or design nudging stimulus for human living environments.
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  • Public Art with self-disclosure dialogues for mental health
    Yuki Minamii, Daewoong Kim
    2022 Volume 26 Issue 4 Pages 55-64
    Published: 2022
    Released on J-STAGE: November 23, 2022
    JOURNAL OPEN ACCESS
    The recent global pandemic has prompted people to refrain from being socially active. It caused mental health issues, such as loneliness and anxiety, and community inert. Therefore, we created a public art piece entitled Talking Tree. It was exhibited on a university campus and shrine. Visitors can reveal their worries and anxieties to a camphor tree through a black rotary telephone and engage in realistic dialogue through this artwork. It was found that the exhibit was well received by people of all ages and generated many dialogues involving self-disclosures.
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  • Xiaobo GAN, Kai LENZ, Tomoya ITO, Yuriko TAKESHIMA, Tsukasa KIKUCHI
    2022 Volume 26 Issue 4 Pages 65-74
    Published: 2022
    Released on J-STAGE: November 23, 2022
    JOURNAL OPEN ACCESS
    In this paper, we propose a new method based on two existing methods for procedural modeling of common rice dishes and aggregates of natural objects such as salmon roe and shaved ice. One existing method, which is the most realistic but also the most time-consuming, uses full-length physical simulation to generate the aggregates. There are two steps: the shape and components specified by the user are used as inputs, the components fall under low gravity into the specified shape, and a full-length physical simulation from the initial state to the stable final state is performed using the XPBD method. This usually takes a few hundred frames. The other existing method is aperiodic space-filling. It has two steps. First, it requires components and shapes to be input by the user, and then it fills the specified shapes with components in a non-overlapping order. Each existing method has its own weaknesses; this paper introduces a new method that combines the advantages of the two existing methods, elastic aggregates based on aperiodic space-filling and XPBD simulation. We perform physical simulations to generate more realistic aggregates with parameters such as friction data input by the user.
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  • A 3D Animated Short, “Splendor”
    Joe Takayama
    2022 Volume 26 Issue 4 Pages 75-84
    Published: 2022
    Released on J-STAGE: January 12, 2023
    JOURNAL OPEN ACCESS
    This project attempted a procedural approach to depict the geometrical beauty of the ornate patterns found in traditional Japanese crafts. Kumiko (wooden lattice work) and kiriko (cut-glass) were examined and their patterns were procedurally described through a technique called the L-system, which was developed to simulate plant growth. This approach succeeded in describing the patterns that were faithful to traditional styles and their growth. Finally, an animated short that maximized the beauty of the patterns was produced. Since the L-system approach can describe the various processes of pattern growth by modifying its rules, it is expected to have further applicability.
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