Projection Mapping (PJM) is a technique for displaying visuals such as computer graphics onto buildings or walls using projectors. This paper proposes a new interactive PJM system with a flashlight-type spotlight for cultural heritages, that supports audience's active learning. And this paper introduces one example that a show of the national treasure "Hollow Cray Figure" in Hokkaido, projecting a movie to revive textures onto it. An audience who has a spotlight can change movie textures on the area in which he/she is interested. This paper describes evaluation of this proposal system from analyzing audience's behaviors.
3D puzzles have been recognized as a popular type of computer games. The Sudoku is a popular puzzle game and has been attempted to extend into 3D Sudoku but not commercially successful yet. We analyzed that complicated 3D operations required in current 3D Sudoku applications largely discourage players. In this study, we proposed a simple interface for the 3D Sudoku that displays necessary information to solve the puzzle with a single mouse click. The experimental results show a significant improvement on the play speed over a current game application.
When trying to display semi-transparent only human in human images, the processing of background covered with human becomes a problem. In this study, we have developed a method to express images of semi-transparent human without discomfort by generating background image from background around human semi-automatically and adding gloss.
The CG character animation is required to appear as natural as human motion. Toward that goal, there is an approach where the expression appears as natural as the human expression by adding gaze behavior to the contextual situation, and the environment to the general behavior animation. In this paper, we propose a method for generating character gaze animation based on a viewer's subjective evaluation using the Interactive Genetic Algorithm (IGA). We incorporate users watching a character animation into the optimization system. Then, the suitable parameters of the gaze controller are calculated from the viewer's subjective evaluation.