ITE Technical Report
Online ISSN : 2424-1970
Print ISSN : 1342-6893
ISSN-L : 1342-6893
26.3
Displaying 1-9 of 9 articles from this issue
  • Article type: Cover
    Pages Cover1-
    Published: January 17, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Article type: Index
    Pages Toc1-
    Published: January 17, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Azam Bastanfard, Hussein Karam, Hiroki Takahashi, Masayuki Nakajima
    Article type: Article
    Session ID: MIP2002-1/AIT2002-1/
    Published: January 17, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Facial aging(senility) is a representation of difference of human face after passing years. Applications of facial aging are widespread. They include animation, face recognition, entertainment, criminal objects like finding murders after number of years, finding missing people, and it can be used for medical surgery and reconstruction of face. This paper presents a new method for creating realistic facial aging based on medical information. The approach discusses facial declination based on the medical face anthropometry, and simulates wrinkle with lighting technique to make realistic senility on the face. Comparing with other proposed methods our proposed algorithm is easy because it does not need to collect a lot of images. Experimental results demonstrate this approach with a variety of facial senility.
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  • Isao Nishihara, Takashi Imai, Shizuo Nakano, Tomoji Toriyama, Yasushi ...
    Article type: Article
    Session ID: MIP2002-2/AIT2002-2/
    Published: January 17, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We propose two methods for assessing the level of presence as perceived during remote education. The recent increase in network .speed allows moving image transmission to be realized more easily. This trend seems to support students who want to receive lectures by top-class lecturers regardless of student location; the key demand is that the lectures must offer high presence. We discussed how high the level of virtual presence should be. In the past, when systems were optimized by changing something, we were asking if the changes were beneficial or not. Although this allows for small improvements, it remains unclear as to what level of presence is possible. This paper examines the factors influencing the level of presence achieved in remote education.
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  • Romanes Piperakis, Hiroki Takahashi, Masayuki Nakajima
    Article type: Article
    Session ID: MIP2002-3/AIT2002-3/
    Published: January 17, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Computer animation and virtual reality applications continue to gain popularity and be the focus of increasingly extensive research. However the shortcomings of a virtual environment are numerous and in order to create realistic scenes one must address a lot of practical issues. This paper presents a realistic navigation algorithm for collisionfree agent movement. In the scope of this paper, an agent is considered to be an autonomous, computer assisted or computer controlled entity, which unlike general collision detection and navigation algorithms relies on purely local geometric information of its surroundings to find a path towards a goal position. The approach taken is using depth information directly from the agent's view rendering pipeline to create a repelling force field around obstacles. More specifically the z-buffer of the agent's view is used to estimate a vector field around the obstacles that lie in the agent's path. By making use of the z-buffer the navigation strategy implemented is based solely on information the agent can acquire from its sensors at his present position. This makes the algorithm suitable for autonomous agents in either static or dynamic, unstructured environments, where no a priori information on the topology of the virtual world is known. Furthermore, the algorithm is simple and fast and could be easily extended to real world robots equipped with depth lenses.
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  • Hussein KARAM, Masayuki NAKAJIMA
    Article type: Article
    Session ID: MIP2002-4/AIT2002-4/
    Published: January 17, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The study of fractal patterns gained its great deal from the study of the quadratic maps. Using quadratic maps many interesting fractal patterns maps are naturally visualized by plots on the Complex plane. A matrix of color values can specify a 2-D computer image, but 3-D objects are still aspiring goals, challenging tasks and harder to be described. In this paper we propose an extension algorithm of quadratic fractal maps for visualizing points in the complement of the 3-D fractal patterns. The proposed algorithm has fast computations and simple representation whereby a computer can automatically select parameters and generate a large collection of aesthetically appealing 3-D fractal patterns. Moreover, the speed of the computation of our proposed algorithm allows visible surface rendering to be performed simply and efficiently, and in addition makes rendering 3-D fractal patterns reliable for interactive machines.
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  • Kiyoyuki Kashihara, Yasutada Sakamoto, Ichirou Fukuda
    Article type: Article
    Session ID: MIP2002-5/AIT2002-5/
    Published: January 17, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    A discrete-depth plane type three-dimensional display is proposed. It is possible to display on a real space. The three-dimensional display that the authors propose has the following characteristics: (1) In real space, a three-dimensional display is possible. (2) The brightness of the screens is constant in front and rear. (3) It can display color moving pictures. The three-dimensional display system is constructed by a notebook personal computer, a switching circuit, an AC power supply, the liquid crystal projection display that projects the picture on the liquid crystal screen, and multiple liquid crystal screens arranged at a regular interval.
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  • Article type: Appendix
    Pages App1-
    Published: January 17, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Article type: Appendix
    Pages App2-
    Published: January 17, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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