NIHON GAZO GAKKAISHI (Journal of the Imaging Society of Japan)
Online ISSN : 1880-4675
Print ISSN : 1344-4425
ISSN-L : 1344-4425
Volume 56, Issue 4
Displaying 1-13 of 13 articles from this issue
Regular Paper
  • Kazuhiro OTSUKI, Makoto OMODANI
    2017 Volume 56 Issue 4 Pages 322-326
    Published: August 10, 2017
    Released on J-STAGE: August 13, 2017
    JOURNAL FREE ACCESS

    We can know better about human vision as a result of revealing unknown mechanisms of various visual illusions. We can see rotation in the Fraser-Wilcox motion illusion. We focused on analysis of the rotating mechanism which can explain the reverse motion against the direction suggested by the conventional explanation for the Fraser-Wilcox motion illusion. In this study, we used arrowhead pattern, which shows us opposite motion direction against the direction predicted by the conventional explanation. The direction of rotation supposed for the quasi-arrowhead parts in the Fraser-Wilcox pattern is opposite against the motion direction explained by the conventional explanation. This result suggest us that there could be different two rotation mechanisms for explaining bi-direction rotation in the Fraser-Wilcox motion illusion;one is conventional explanation based on contrast effect and the other is our new explanation based on arrowhead pattern effect.

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  • Katsushi HARA, Takumi KANEKO, Tomokazu YANAI
    2017 Volume 56 Issue 4 Pages 327-334
    Published: August 10, 2017
    Released on J-STAGE: August 13, 2017
    JOURNAL FREE ACCESS

    In glossy photographic printing, black density and color reproducibility are an important image quality to evaluate. For quantification method for color, lightness (CIEL*a*b*) and optical density (OD) based on spectral reflectance measurement method (45 degree illumination by ring-shaped light source, 0 degree viewing) had been used. However, there often be a case that the measured L*a*b* and result from subjective evaluation does not match depending on observed ambient lights. Therefore we examined new evaluation method, which has high correlation to the subjective evaluation. And we used the new evaluation method to develop the new “imagePROGRAF PRO” series printers, and realized high black density and good color.

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Imaging Today
  • Akihiro KURODA, Shuichi MAEDA
    2017 Volume 56 Issue 4 Pages 336-340
    Published: August 10, 2017
    Released on J-STAGE: August 13, 2017
    JOURNAL FREE ACCESS

    The history of 3D technology has connections with fashion and cosmetic technology, since It is dependent on the sensitivity of human beings. Therefore, we constantly pursue new products when we got bored old products and the markets are repeating the growing and shrinking. Many technological developments such as shadowed letters, hologram projections, stereoscopic projection by left and right parallax, projection mapping, VR goggles, and the like have been made in the past. It is very useful to know the current state of the art in order to know what kind of technology plays the leading role of the next generation 3D technology. This paper introduces several new 3D technologies and the possibility of our 3D multilayered screens.

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  • Hirotsugu YAMAMOTO
    2017 Volume 56 Issue 4 Pages 341-351
    Published: August 10, 2017
    Released on J-STAGE: August 13, 2017
    JOURNAL FREE ACCESS

    Aerial information display has been expected to handle information in real space. This paper introduces aerial imaging by retro-reflection (AIRR) and its applications for aerial LED signage and 3D interactive interfaces. AIRR forms an aerial screen that features an extremely wide viewing angle with a mass-productive retro-reflector. Because AIRR also features a large-size scalability, we have realized a life-scale aerial display by use of a 96-inch full-color LED panel. In order to enlarge viewing zones of the aerial LED screen, we have installed a transparent retro-reflector on an LED panel. Furthermore, in combination of the aerial display with the 3D gesture recognition camera, interactive interface systems have been realized. We can handle the aerial image directly in the mid-air.

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  • Minoru YAMADA
    2017 Volume 56 Issue 4 Pages 352-359
    Published: August 10, 2017
    Released on J-STAGE: August 13, 2017
    JOURNAL FREE ACCESS

    Most of Japanese cultural facilities are managed by local government indirectly or directly.

    Along with a social environment, circumstances of science museums and culture facilities has changed.

    I have planned and created the spherical displays which would fulfill their demands at low cost.

    I would report about problems and solutions with the presentation process.

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  • Masayuki MOMIUCHI
    2017 Volume 56 Issue 4 Pages 360-365
    Published: August 10, 2017
    Released on J-STAGE: August 13, 2017
    JOURNAL FREE ACCESS

    Many displays of quasi-three dimensions by VR and AR are developed and becoming popular. But formation of pseudo-three-dimensional images by a parallax causes so-called three-dimensional drunkenness, and it sometimes make people physiological unpleasant feelings. Furthermore, we must wear special devices such as goggles or we must stand the special location to see 3D images. It was our long dream to draw three-dimensional images in the space nothing but air literally without any screen and to see them without any devices in crowds at the same time.

    We have proved three-dimensional image forming without a screen to be possible by plasma emission using a pulse laser for the first time in the world. Development of contents and equipment have been advanced in order to draw higher-definition animations. We would like to introduce the drawing principle of visible image formation technology in the air, Aerial 3D Display as a proof machine, and SRV (Super Real Vison) which is a small general-purpose machine. Then, we discuss future development and research.

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  • Hideaki TAKADA
    2017 Volume 56 Issue 4 Pages 366-373
    Published: August 10, 2017
    Released on J-STAGE: August 13, 2017
    JOURNAL FREE ACCESS

    To achieve natural telecommunication, we have been researching an immersive live experience system using several technologies. It reproduces a variety of events with an ultra-high realistic sensation modality using real-size image, high fidelity audio and media transport technology. Our research results enabled us to propose an immersive telepresence concept “Kirari!” for providing immersive live experiences and develop a life-size “Kirari!” prototype system. Experiments were conducted to evaluate the influence of content expression from reality and experience in a platform for the “Kirari!” system. This result indicated that “Kirari!” is suitable for large-scale public viewing.

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  • Yasuhiro TAKAKI
    2017 Volume 56 Issue 4 Pages 374-379
    Published: August 10, 2017
    Released on J-STAGE: August 13, 2017
    JOURNAL FREE ACCESS

    Holography is an ideal three-dimensional display technique. However, its electronic implementation requires light modulation by huge number of pixels whose pitch should be comparable to the wavelength of light. In this paper, several techniques proposed to overcome the above difficulty are shown;the technique using multiple spatial light modulators (SLMs), the time-multiplexing technique, the technique using acousto-optic modulators, the resolution redistribution technique, and the technique using an eye-tracking. The horizontally scanning technique using the MEMS SLMs, which has been developed by the author's group, is explained in detail in this paper. It is realized using either the screen scanning system or the viewing-zone scanning system. The two-channel viewing-zone scanning system having a screen size of 7.4 in. and a viewing zone angle of 42 degrees was demonstrated. Moreover, the 360-degrees holographic display is also realized based on the viewing-zone scanning system.

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  • Naoki HASHIMOTO
    2017 Volume 56 Issue 4 Pages 380-390
    Published: August 10, 2017
    Released on J-STAGE: August 13, 2017
    JOURNAL FREE ACCESS

    In recent years, image generation technology, such as computer graphics is undergoing rapid evolution, which enables a variety of realistic representation by the image. The image has given a major impact in the entertainment and education fields, because it has the quality that makes you feels as if virtual objects really existed in the world. In this paper, we focus on the image projection technology to achieve a high immersive experience by integrating us into the projected image more deeply. This technology can realize a virtual world projected with the image into our living space. In particular, we describe two techniques;one is “everywhere display” technique which can make our living room into a surrounded image projection environment, and another is a dynamic projection mapping which achieves a feeling as if we were touching the image itself.

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  • Munekazu DATE
    2017 Volume 56 Issue 4 Pages 391-399
    Published: August 10, 2017
    Released on J-STAGE: August 13, 2017
    JOURNAL FREE ACCESS

    The popularization of three-dimensional (3D) display technologies has been boosted by the impacts of surprising or poignant experiences in entertainment applications such as attractions in amusement parks or movies in theaters. However, I believe that the next generation technologies will be those for achieving the intrinsic target of 3D displays, i.e. providing feel of existence in displayed images with high reality. In this paper, we introduce basics of vison as a basis of display technology and various 2D and 3D displays to express existence. Since the quantity of information in next generation 3D displays will be huge, an approach to reduce it using characteristics of human vision is shown.

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Imaging Highlight
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