芸術科学会論文誌
Online ISSN : 1347-2267
ISSN-L : 1347-2267
11 巻, 3 号
選択された号の論文の6件中1~6を表示しています
NICOGRAPH論文特集
  • 益子 宗, 加茂 浩之, 阿部 浩士, 竹中 孝真
    原稿種別: 研究論文
    2012 年 11 巻 3 号 p. 37-46
    発行日: 2012/09/30
    公開日: 2023/04/01
    ジャーナル フリー
    オンラインショッピングなどの消費者向けEC 市場が年々拡大している一方で,オンラインショップ利用者の多くがネットでの購買にためらいを感じていることが報告されている.そのため,利用者のネットでの購買を促すために,他の購買者のクチコミや購買数といった商品評価情報や賑わい感をWEB ページ上に提示することが重要となってきている.そこで,本稿では購買者の属性や商品購買数といった購買状況を行列表現によってWEB ページ上に可視化する手法HITOKE を提案し,利用者に商品の新たな評価情報を提供することを試みた.最後に,提案手法を実際のオンラインショップに適用した結果,商品ページへのアクセス数や商品購買数に増加傾向を確認でき,提案手法が利用者の購買を促進する可能性を示した.
  • 木下 勉, 村木 祐太, 松山 克胤 , 今野 晃市
    原稿種別: 研究論文
    2012 年 11 巻 3 号 p. 47-58
    発行日: 2012/09/30
    公開日: 2023/04/01
    ジャーナル フリー
    遺物である土器は,多くの場合が砕けた状態で遺跡から出土する.出土した土器片は,土器の分類から,組み立て,復元までを手作業で行っている場合が多い.このとき,欠落部分は石膏などを用いて人手により埋める必要がある.本論文では,破片が欠落している部分に着目して,欠落部分の周りの形状から,欠落部分を表す曲面形状を表現する手法について述べる.本手法は,まず土器表面にローパスフィルタを施し,表面から文様を取り除く.次に,文様を取り除いた表面を利用して,穴をふさぐ曲面をフィッティングにより生成する.最後に,穴の境界を構成し,その境界とフィッティングした曲面により,トリム曲面を構成する.
  • Kenneth Chan, Koji Mikami, Kunio Kondo
    原稿種別: research-article
    2012 年 11 巻 3 号 p. 59-68
    発行日: 2012/09/30
    公開日: 2023/04/01
    ジャーナル フリー
    Traditional single player first person shooter (FPS) games adopt a generally linear level design. Players are not given much choice as to where to go next, and thus it is paramount that the designer is able to keep the player interested throughout the whole level. It is widely accepted that in order to keep the player's interest, it is important to offer the player a varied gaming experience by presenting high interest and low interest encounters in an alternating fashion. However, while there are general theories and rules of thumb as to how this can be done, there is little formal knowledge about how exactly high or low interest levels can be achieved. Our goal is to create a better understanding on how to design encounters that affect interest levels in linear FPS games. Specifically, how exactly a player's interest levels can be raised intentionally. To accomplish this, we developed a method for measuring and comparing player interest levels based on electroencephalogram (EEG) data measured using a “Neurosky Mindset” unit, which is a commercially available EEG device. We measured player EEG data for the first 4 levels of the FPS game “Call of Duty: Modern Warfare 2” and calculated player interest levels for the entire length of gameplay. By referring to recorded gameplay videos, we were able to associate each increase in interest levels for each player to a specific point in game. From this data, we found and isolated points in each level where most players showed a rise in interest levels, and discovered that certain patterns existed between these situations. These findings led to another study where we further analyzed these situations and found out what factors caused most players to show a rise in interest levels. We were able to divide these factors into 6 different categories called Triggers: “Anticipation”, “Concentration”, “Surprise”, “Frustration”, “Overwhelm” and “Fear”. As these triggers represent mutually exclusive elements that affect a player's interest levels, we found that in most situations where many test subjects showed a rise in interest levels, more than one trigger is present, a phenomenon we call Stacking. While our study is still ongoing, we believe that by using these triggers as guidelines, game designers will be able to intentionally plan and control the player's interest level for FPS games with a certain level of guarantee.
一般論文
  • 岩瀬 雄祐, 鈴木 麗璽, 有田 隆也
    原稿種別: 研究論文
    2012 年 11 巻 3 号 p. 69-78
    発行日: 2012/09/30
    公開日: 2023/04/01
    ジャーナル フリー
    生物や社会等の複雑なシステムは,構成要素間のミクロな相互作用によって自己組織化し,マクロレベルの振舞いを生じる.しかしながら,マクロレベルの振舞いは,他の自己組織系を含む,外界との相互作用によって変化し得ると考えられる.本研究では,マクロレベルで外界と相互作用する自己組織系の理解と応用を目的として,タッチパネルを介してセルオートマトンと人間がインタラクションでき,さらに,対話型進化計算によってセルオートマトンの遷移規則をカスタマイズできるシステムを提案する.本システムで,遊びの要素を含む,多様なマクロレベルのインタラクションが出現した.こうしたインタラクションは自己組織系のさらなる理解や,アートや教育への応用につながると考えられる.
  • Janyl Tynystanova, Norishige Chiba
    原稿種別: research-article
    2012 年 11 巻 3 号 p. 79-91
    発行日: 2012/09/30
    公開日: 2023/04/01
    ジャーナル フリー
    電子付録
    In this paper we propose an efficient new method for modeling the natural motion of cloth flapping based on a stochastic method for wind simulation and a P-type Fourier descriptor. Many have studied cloth behavior through modeling and animation, but only a few studies have combined a stochastic method for wind generation with the physical properties of cloth motion. However, the integration of artificial forces may alter the flapping and fluttering motion. We do not use physical simulation and forces; instead we apply the generated wind value directly to the cloth motion. We apply the 1/ fβ noise in the angles that define the curvature of fibers, using a Fourier descriptor because of its smoothing properties. This allows us to create a natural cloth shape. Since this approach does not require physical simulation based on equations describing the motion, we can easily tune the implementation using parameters that control the cloth motion in real time. Moreover, we propose a few simple techniques to improve the visual realism of fluttering, the appearance of swirling, and wrinkle effects.
  • Gantulga TSEDENDORJ, Norishige CHIBA
    原稿種別: research-article
    2012 年 11 巻 3 号 p. 92-101
    発行日: 2012/09/30
    公開日: 2023/04/01
    ジャーナル フリー
    電子付録
    We present a simple and efficient method for animating different types of water flows with emphasis on a surging wave. The method employs a stochastic approach of extending 2D simulation data into 3D animation space. For the reality of a wave motion along the direction of its dominant propagation, we utilize a physically-based, particle simulation at the pre-processing step and extract surface and splash particles only. At the animation step, these 2D surface frames are stochastically sampled along the transverse direction in the animation time and slice (called time-slice) domain with the aid of a user-defined noise function. For the surface reconstruction in 3D, we use a geometrical technique with a smoothing filter in order to remedy undesired 2D artifacts that result from the slice sampling. In conjunction with appropriate supplements, we apply our method to other types of water flows, indicating further interesting applications of a ripple wave and a whirlpool rotation.
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