ITE Technical Report
Online ISSN : 2424-1970
Print ISSN : 1342-6893
ISSN-L : 1342-6893
24.15
Displaying 1-16 of 16 articles from this issue
  • Article type: Cover
    Pages Cover1-
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Article type: Index
    Pages Toc1-
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Masaki Omata, Kazunori Tanoue, Kentaro Go, Atsumi Imamiya
    Article type: Article
    Session ID: NIM2000-71
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper describes the desnig and prototype of a virtual test room. The virtual test room is a central system of Usability Testing Virtual Laboratory for evaluation on usability of Human-Computer Interaction at a remote location. It provides the following functions: (1)three-dimensional interactive test room, (2)three-dimensional cursor that points and moves a laboratory equipment, (3)camera view that arranges video cameras at a remote location, (4)eye tracking and forearm tracking systems that collect usability data and, (5)video canferencing system that transmits users'voices, facial expressions, and eye positions.
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  • Kozo Satoda, Ryuichi Hiraike
    Article type: Article
    Session ID: NIM2000-72
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper describes multi-party teleconferencing system, CyberCircle, which provides a virtual conference environment for various meeting types. On this system, remote participants are extracted from remote-sites' images by subject-background separation and synthesized in the virtual meeting room as if they were in the same space. A synthesized virtual environment is displayed on the large screen. CyberCircle achieves multiple eye-contacts by transmitting live video images of each participant taken from the three different directions. At each site, the appropriate image is selected according to the sitting position of the participant in the virtual environment and synthesized in the virtual meeting room.
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  • Hayato Yoshimori, Masatoshi Matsumiya, Hidehiko Iwasa, Haruo Takemura, ...
    Article type: Article
    Session ID: NIM2000-73
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper proposes a hybrid 3-D modeling system that inherits advantages of both modeling on 2-D plane and modeling in 3-D space. To integrate 2-D and 3-D modeling environments into a single modeling space, we employ a slant rear-projection display as a drafting table that gives users 2-D constraints and provides a 3-D work place by using LCD shutter glasses. In the proposed system, users can perform several modeling operations both on 2-D plane and in 3-D space according to the nature of each operation. As a result, each operation in the proposed system becomes more powerful than those of conventional 3-D-CG softwares, so users can create complex models easily and efficiently.
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  • Kotaro Hirano
    Article type: Article
    Session ID: NIM2000-74
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, an efficient approach to express human emotion is presented by means of 3D animation along with a text message. The expression of emotion in comic is first rreviewd, and the basic patterns for 3D animation have been developed in order to transfer an emotion to other persons. Then, an efficient use of emotion expression is applied to human communication among friends and family members. Finally, the 3D animation with a stream of story is proposed to apply in a daily communication.
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  • Hidetoshi Furuhashi, Toshihiro Masaki, Yoshifumi Kitamura, Fumio Kishi ...
    Article type: Article
    Session ID: NIM2000-75
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper describes a real-time morphing technique in virtual environment. The proposed technique automatically makes features of source object to correspond to those of target one. Textures and shapes are deformed separately, because source and target objects are renewed frame by frame. The proposed morphing technique can replace the virtual object with the other in database without influencing others in virtual worlds. and it is implemented in the supporting system to creat real-time contents. It is shown that the proposed technique is able to deform objects in real-time.
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  • Hideki Sunahara
    Article type: Article
    Session ID: NIM2000-76
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    JB Project has started since summer in 1999. The backbone network of JB Project is consisting of on the Japan Gigabit Network. This paper describes research topics of JB Project: IPv6, Reliable Multicast Technology, and QoS Technology. Actual applications are also described. Finally, social impact of Gigabit Networking is discussed.
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  • Yoshinobu TONOMURA
    Article type: Article
    Session ID: NIM2000-77
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper reports on interactive features of digital video which are said to be promising in coming digital era. The essence of interactivity and its functions are considered with technology which supports the functions. Actual examples of interactive video tools are also introduced to give an image of interactive video applications.
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  • Shunichi Iisaku
    Article type: Article
    Session ID: NIM2000-78
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper describes the human friendly multimedia communication technologies for welfare and medical applications, such as the communication systems for the elderly, welfare and medical purposes, the human care interface technology, the human communication mechanism, and so on.
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  • Hidehiko Okada, Shin'ichi Fukuzumi, Toshiyuki Asahi
    Article type: Article
    Session ID: NIM2000-79
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We propose methods for automatically checking graphical user interface (GUI) design from the viewpoint of design standards. The methods automatically extract design standards from GUI design data of multiple applications and automatically check whether the GUI design of another application under evaluation conforms to the extracted design standards. Design standards are the design that are common in GUIs of many existing applications. Of the 21 design properties for standards (e.g., terminology, location, size, key assignment, menu hierarchy), 11 properties can be automatically checked. We propose checking methods for the 11 properties. We will develop a computer tool that implements the proposed methods. The tool enables automatic checking of standards which is one of the ten usability attributes in our "usability map".
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  • Kiyoshi Kiyokawa, Yoshinori Kurata, Hiroyuki Ohno
    Article type: Article
    Session ID: NIM2000-80
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    For realizing mixed reality, which seamlessly integrates both real and virtual worlds, video see-through displays degrade real images with system latency. Traditional optical see-through displays convey real images as they are, however, they cannot display real images covered with virtual images because they use half mirrors for superimposition. We developed a novel optical see-through display that can represent mutual occlusion of real and virtual worlds by using a transparent LCD panel.
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  • Shunsuke KONAGAI, Machio MORIUCHI, Satoshi ISHIBASHI
    Article type: Article
    Session ID: NIM2000-81
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We developed a multiuser audio communication system for wide range of digital networks: form the internet to upcoming Gigabit networks. The system employs a mechanism to reflect speaker and listner's will to audio data distribution. With this mechanism, the system achieved more natural conversation in multiuser virtual space than existing systems.
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  • Yuan ZONG, Takayuki TSUTSUI, Hiroshi DOHI, Mitsuru ISHIZUKA
    Article type: Article
    Session ID: NIM2000-82
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    As of multimedia contents in the WWW, multimodal presentation using interactive life-like agents is attractive and becoming important. However, it is not easy for many people to write such multimodal presentations, because of the complexity of describing various behaviors of character agent and their interactions for particular character system with an individual (often low-level) description language. In order to overcome this complexity and to allow many people to write attractive multimodal presentations easily, MPML (Multimodal Presentation Markup Language) has been developed to provide a medium-level description language commonly applicable to many character systems. In this paper, we present a new emotion function attached to MPML. With this function, we are able to express emotion-rich behaviors of the character agent in MPML. Some multimodal presentation contents are produced in the new version of MPML to show the effectiveness of the new emotion function.
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  • Sumio Yano, Shinji Ide
    Article type: Article
    Session ID: NIM2000-83
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We evaluated the visual fatigue caused from viewing stereoscopic and two-dimensional images for about one hour under long viewing distance. In the experiment, we examined the visual fatigue by measuring the change of accommodation responses before and after viewing images, and evaluating the subjective visual strain by 5 grade scale test. We also extracted visual-uncomfort image scene using subjective continuous evaluation method in the experiment. The results of our study showed that the cause of visual fatigue was not only the cue conflict between accommodation and convergence, was also depended on the binocular disparity. Moreover, the results showed that visual-uncomfort scenes were caused from the low ability of binocular fusion for the moving images.
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  • Article type: Appendix
    Pages App1-
    Published: February 21, 2000
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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