ITE Technical Report
Online ISSN : 2424-1970
Print ISSN : 1342-6893
ISSN-L : 1342-6893
37.17
Displaying 51-89 of 89 articles from this issue
  • Hiroyuki YANADA, Kouki ITO, Tsukasa KIKUCHI
    Article type: Article
    Session ID: AIT2013-83
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The change of charm to a user's arcade game is caught, gamification is applied to a game design or service, and the music game for arcades is proposed for the charm for which an arcade game is asked as an example.
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  • Yuki SAITO, Yosuke NAKAMURA, Koji MIKAMI, Kunio KONDO
    Article type: Article
    Session ID: AIT2013-84
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we propose a new criterion to judge of FPS game play skills. Investigate the FPS Beginners and FPS Experts play video, I found the elements of the play skill differences. To prove it can actually determine the element of play skills, incorporating a classification method to FPS game I made. I conducted an experiment with this game. As a result, it was found that player skill can be determined with an accuracy of certain six elements I proposed.
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  • Kai Lenz, Kensho Ando, Daiki Kamiyama, Shinichi Hosokawa, Yusuke Hioki ...
    Article type: Article
    Session ID: AIT2013-85
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    "Books of Hanoi" is a puzzle game for iOS that puts a book placed randomly in bookshelf. It followed rules of the famous puzzle game that about 100 years ago "Tower of Hanoi". We combine attribute of the bookshelf and simply game element of "Tower of Hanoi" in order to provides the pleasure of organizing and intellectual fun. We've implemented the graphic interaction suitable for the iOS device and sound interaction for better experience.
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  • Shun OHNO, Kazuki TAMURA, Satoshi IIDA, Seiya KAI, Tomoyuki TAKAMI
    Article type: Article
    Session ID: AIT2013-86
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We reproduced Maka Dai Shogi by reading and analyzing old documents. Maka Dai Shogi seems to have been created in the Kamakura period. It is much different from modern shogi in its rules and the number of pieces. We here present a digital shogi board with LEDs as a game support system for beginners that we developed. We also introduce the characteristics of Maka Dai Shogi and how to play it.
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  • Daisuke KANNO, Yuya AOYAMA, Kai LENZ, Koji MIKAMI, Kunio KONDO
    Article type: Article
    Session ID: AIT2013-87
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Information of the scene, the information of the characters, and the dialogue is written in the scenario. Scenario is a blueprint of the video content. The purpose of this study is to support the creation of scenarios. In this study, we analyzed the main story and sub-stories from the scene of the video content. Based on the results, we propose a system for visualizing the structure of the main story and sub-story. And, we evaluated practicality of the proposed system by experiment.
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  • Fumitaka MATANO, Daisuke KANNO, Kai LENZ, Koji MIKAMI, Kunio KONDO
    Article type: Article
    Session ID: AIT2013-88
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Grasp of the contents proposed the plot composition support template which becomes easy. Since brief grasp of the contents of a story is called for, the plot needs to incorporate configuration information appropriately in a plot. The item which constitutes a text was analyzed from the official outline of movie contents, or the plot. And the component and its arrangement method of each item were extracted. A short sentence is made using the extracted item and writing of the plot including information sufficient by connecting it is attained.
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  • Fumika Yanagisawa, Daisuke Kanno, Kai Lenz, Koji Mikami, Kunio Kondo
    Article type: Article
    Session ID: AIT2013-89
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Research with the aim of clarifying the change of scenario. I took note of "the purpose of the main character" and "action to achieve the objectives". I evaluated the situation of the main character and visualize it. I have proposed a method to evaluate the situation of the main character. Create a graph of three for Visualization. It's "comprehensive situation assessment of a main character" graph and "good situation assessment for a main character" graph, "bad situation assessment for a main character" graph. Using these graph, I visualize the situation changes. The purpose of this research is clarifying of drama situation curve which is necessary for scenario. In this paper, we propose a visualization method for main character situation.
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  • Kai Lenz, Keiichi Ishikawa, Daisuke Kanno, Koji Mikami, Kunio Kondo
    Article type: Article
    Session ID: AIT2013-90
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we have developed a system to support multi-ending scenario writing. Multi ending scenario is different from the typical scenario, it is necessary to produce a plurality of stories and in accordance with the selected option presented to the player during writing, the more the amount of required information. Analyze the existing scenario of the game, We extracted the structure of the story after the branching.
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  • Kanami TANOUE, Yumiko YOSHII, Mitiru KANEKO, Keiko MITSUISHI, Jyun ISH ...
    Article type: Article
    Session ID: AIT2013-91
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Hologram collages have never yet been seen or dealt with so much. In the world of collage, we tried to restructure something, using some existing works of holograms that had been already completed. This was an attempt to pursue the potential, the space region, the space representation and so on for hologram collages. As the theme of our study, this is an experiment to discover something different with hologram collages. Having received comments from people involved in holography, we saw the possibility of this subject.
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  • Taisho NISHIKAWA
    Article type: Article
    Session ID: AIT2013-92
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Tomorou Akagawa, Nobuhiko Takada
    Article type: Article
    Session ID: AIT2013-93
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Download PDF (661K)
  • Ryoichi Tamura
    Article type: Article
    Session ID: AIT2013-94
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Atsushi MIYAZAWA, Itsuha SAKURAI, Ko HAYASHI
    Article type: Article
    Session ID: AIT2013-95
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    From prehistoric paintings on cave walls to modern flat panel displays, plane media have always been a versatile means for showing projected images of three-dimensional objects. If dimensional analogy is correct, one may suppose that stereoscopic displays could be used to represent the projection into three dimensions of objects from a four-dimensional world. Adding one more dimension will bring various benefits. For instance, it is well known that the calculation of total circuit impedance can be simplified by using complex number representation. However, it is generally not easy for us, living in three-dimensional space, to use our intuitive imagination to understand the four-dimensional world. A story about a square that lives in a two-dimensional world, which was narrated by Edwin Abbott Abbott in the book "Flatland," is almost the only glimpse for non-mathematicians of a shift into higher dimensions. In 1982, the author attempted to graph complex functions by superimposing graphs of the functions that map a real part of a complex number to a complex number. By making the most of today's advances in stereoscopic systems, we can understand the projection of a one-dimensional complex manifold more intuitively. The purpose of this paper is to introduce some studies relating to the visualization of a one-dimensional complex manifold, and to discuss analytical approaches and methodologies. Using recent stereoscopic systems to gain another view of classical mathematics may contribute to educational improvement.
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  • Yuki MICHIYAMA, Shigeo HIYAMA
    Article type: Article
    Session ID: AIT2013-96
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The story goes to like a rainbow. The color has some spiritual aspects. Red indicates a face of emotion, orange of love, overflowing yellow, green of adults, blue of soft head, talkative indigo, and purple of independence. The casts of the film are only women. It is the director's attempt to express the character, "feniale," instead of explaining the specific meaning of the "color" as she shots women for reflecting by herself. It is also the behavior like painting over on the photosensitive film that has been burned. This film directs the sense of turning a page of a fashion magazine when the scene of the color has been changed. The color has never been combined. This film is 16mm. The theme is that rainbow has each character and different senses. It is composed by seven chapters.
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  • Kohei MIURA, Youngha CHANG, Nobuhiko MUKAI
    Article type: Article
    Session ID: AIT2013-97
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We have recognized fingerspellings in Japanese sign language from hand images. We can discriminate the front and back of hand by detecting nails. Also, by detecting the positions of the wrist and fingertips, we generate vectors for the recognition. Then, the vector generated based on the nail and wrist positions is compared with the one in database, and then the fingerspelling is recognized. As the result of the experiment for 41 fingerspellings without movement, the recognition rate was 75.6% for 7 examinees.
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  • Ken-ichiro KOBAYASHI, Yukio FUKUI, Yoshihiro KANAMORI, Jun MITANI
    Article type: Article
    Session ID: AIT2013-98
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Object images created from photographs are useful as the source material of image compositing. However it is difficult to create manually a huge amount of object images. In this paper, we proposed a semi-automated object extraction system. This system utilizes the users' operation of their performing content-based image retrieval by query image. The proposed system utilizes both the query and the user-selected result images. The system estimates pixels of object region and that of background region from this pair of images. Using these pixels, object image is automatically extracted using a conventional image segmentation method. With our system, object images are created whenever users perform content-based image retrieval.
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  • Masataka TOZUKA, Kunihiko TAKANO, Koki SATO, Makoto OHKI
    Article type: Article
    Session ID: AIT2013-99
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We add a lens term to a phase hologram by the electronic holography using an interference-fringes type computer -generated holography. We have checked that the reproduction image which a real image and a virtual image make bokeh intentionally according to the effect of a lens in an experiment was obtained. Therefore, the real image and the virtual image inquired to realization of selection by focal control of the hologram. From now on, we will aim at reproduction of the virtual image which I choose using bokeh with a lens. We propose the method of removing the conjugate image. Moreover, we recorded the animation using the optical system and confirmed the usefulness of the proposal technique.
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  • Masaki NAKAMURA, Takeshi YAMAGUCHI, Hiroshi YOSHIKAWA
    Article type: Article
    Session ID: AIT2013-100
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The computer-generated holograms (CGH) can reproduce virtual objects as complete 3D image in real space. In our previous research, we could not create point cloud that depicts the caustics and Fresnel reflection at incidents for clear objects, because the radiosity method is used. In this report, we adopt progressive photon mapping (PPM) in a generating process of point cloud. As a result, we realize to generate point cloud for more photo realistic CGH. Then, we create CGH from the realistic point cloud.
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  • Satoshi KAJIRO, Takeshi YAMAGUCHI, Hiroshi YOSHIKAWA
    Article type: Article
    Session ID: AIT2013-101
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The Hologram is known that can reconstruct three-dimensional images perfectly. The Computer-Generated Image Hologram (CGIH) is the hologram that is calculated interference phenomenon by computer, and reconstructed image placed near the hologram plane. In our previous study, because of improvement of the output device, it has been possible to output high resolution and refinement CGIH. However, the distortion of the reconstructed image caused by the approximated calculation for high-speed computing has become a serious problem. In previous report, we abolish approximate calculation by fast computation using the GPU, and get the appropriate reconstructed image. In this paper, we improved the Image quality of near the hologram-plane and calculation speed by using optimized the point-source data and made full-color CGIH with proposed method.
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  • Taiki KITADA, Yuto NARA, Takasi WADA, Akihiko SHIRAI
    Article type: Article
    Session ID: AIT2013-102
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This article issues a case study about tendency of the experient in a science museum exhibition, "Science Quest" project which had been held in Niigata Science Museum from July 21, 2012 to September 2. The exhibition was physical human scale interactive system which uses science quiz, RFID and projection mapping to tell elemental science as a special exhibition in a summer holiday. Through a player analysis using post data from answered database of the experients, it reports a state of experients' science understanding and difficulty in vocal interaction devices. Then it proposes actual method using paper media for a better science understanding.
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  • Tomohito YASHIRO, Kazushi MUKAIYAMA
    Article type: Article
    Session ID: AIT2013-103
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Increasing popularization of computers, programming is used by not only professionals but also ordinal people. Therefore, we need more easy-to-use programming environment rapidly. Scratch is a good example because beginners can make a program easier such as building blocks on screen. However, Scratch will not be able to assemble the block directly by hand. So, we made real blocks of Scratch and also made a total programming development environment using with real blocks. Additionally, we observed people who use this environment in an exhibition.
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  • Shoichi OKADA, Akihiro MATSUURA
    Article type: Article
    Session ID: AIT2013-104
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We present a sonification system of addition by writing. The processes of writing two numbers, adding each digit, making carries, and having an answer are all given sounds or sound effects with rhythms; accordingly, the whole process is visualized and sonified. We checked some sound sources to strengthen the entertaining part of the system.
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  • Hiroki AKEHATA, Mitsunori MAKINO
    Article type: Article
    Session ID: AIT2013-105
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, an interactive visualization system on Microsoft PixelSense is proposed, which represents relationship between researchers in an organization such as professors in a university. In the proposed system, a human network, which represents the relationship, is determined by research fields and research topics(keywords) for each researcher from researcher database. By using real-time computer graphics technology, The relationship is visualized as a network of which length of edges represents strength of the relationship between two nodes (researchers or research fields). Through the system, users (research coordinators, for example) can easily understand strength of the organization in each research field, and may easily notice relationship between researchers and research fields. Since the system enables users to manipulate simultaneously and interactively with multi-touch feature of Microsoft PixelSense, the system enhances easy understanding.
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  • Takahiro SANO, Issei FUJISHIRO
    Article type: Article
    Session ID: AIT2013-106
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The recent spread of low-cost, high-performance digital cameras and smartphones allows us to share a large-scale imagery data on the Web. However, most of such images were taken subjectively in terms of composition and chosen targets. This article presents an ambient visualization system which makes up for the semi-structured properties of still images so that the users can comprehend the surrounding environment as well as photographed objects in an objective manner. To that end, the proposed system organizes a collection of input images is into a tree-of-graph structure called abstraction hierarchy, and provides the users with two specific types of view transformation, i.e., vertical view scaling and horizontal view scrolling.
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  • Xinxin ZHOU, Kenichi SUGIHARA, Takahiro MURASE
    Article type: Article
    Session ID: AIT2013-107
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we describe an application of the 3 dimensional CG in history education by showing the historic building ruins and important cultural property with the 3D models. We generated the 3D models of the ancient building based on the map of ancient excavations, and developed a support system for history education. This system automatically generates a 3D model of the ancient building by using MaxScript of 3dsMAX. The 3D models of ancient Japanese buildings were represented virtually on Google Earth and can be used as the content of history education. This system also had the function of augmented reality that can display the visual 3D model on the real book pages by using a web camera on a notebook PC. In addition, we also expanded this system to the mobile devices with the Android OS by using Java language. The efficiency and usefulness were shown in the preliminary experiments.
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  • Ryohei TSURUOKA, Mitsunori MAKINO
    Article type: Article
    Session ID: AIT2013-108
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, We proposed a system which is possible to experience virtual security incidents first response. The proposed system consists of two modes of learning and experience. The learning mode presented texts and images about security threats. The experience mode express effects due to security thereats and measures using animation. Also the proposed system has high usability and interactivity with Microsoft PixelSense which has multi-touch and object recognition. As a result. the proposed system is possible to provide virtual experience about security incidents which are difficult to learn from practical interactivity and users acquire knowledge and increase the depth of understanding.
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  • Makiko MIYOSHI, Takayuki ITOH, Kei YURA
    Article type: Article
    Session ID: AIT2013-110
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Protein is the major component of the organism. It has a unique typical three-dimensional structure determined by the sequence of, amino acids. A hole (pocket) on the surface of a protein is known to be the best target for a drug to react. We started analyzing how "druggability" of proteins related to the locations amino acids in a pocket. For a starter of this study, this paper presents a visualization tool for distance distribution analysis between two types of amino acids in a pocket. When protein surface is provided by triangular meshes, this tool first identifies a pocket from the protein surface, specifies the deepest position of the pockets, and calculates distances between atoms of an amino acid and the deepest positions of the pocket. This tool then visualizes the distribution of the distances by scatterplots. This paper proposes the a biological interpretation of the visualization results.
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  • Shirou KITAYAMA, Kazushi MUKAIYAMA
    Article type: Article
    Session ID: AIT2013-111
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    A cup of drink in a party takes an important role to make a friendship with others. However, in some case to even attend a party, it is not enough to feel familiar with others in a first meeting. Therefore, we assumed that enjoyable eating and drinking make smooth communication between unacquainted people. In this study, we propose SounDrink, a glass cup embedded a sensor to detect biological impedance to let people fun in a party.
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  • Nao Matsufuji, Moe Takeuchi, Izumi Uchino, Kengo Watanabe, Akinori Ito ...
    Article type: Article
    Session ID: AIT2013-112
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We provide a time management application based on traditional Japanese-Style, named "SAKURA Scheduler". Generally, some conventional time management methods consist of the time span by minutes, hours, and days. On the other hand, traditional time management method such as sundial has been show beginning and end of each schedule. We propose a revival of ancient time management. In particular, we make a circle graph which look like clocks to emphasize a rate of time left on each schedule. Finally, we demonstrate our application to show efficient time management style.
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  • Ayumi Kuse, Hidekazu Tsujiai
    Article type: Article
    Session ID: AIT2013-113
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Kamon is the family crest of the house or shared.Kamon type, the presence of more than about 25,000 have been identified. One of the reasons why there are so many Kamon, I did increase the variation based on one Kamon. For example, adding to Kamon a "Ring", "Angle", Increasing the number of Kamon, and so on. There is also omitted, alteration, synthesis, separation. First, we examine the pattern of many variations from what is the basis of this one. And I was produced using JavaScript in InDesign.
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  • Naoki WADA, Mikio SHINYA, Michio SHIRAISHI
    Article type: Article
    Session ID: AIT2013-114
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Identification management has been recognized very important to improve qualities and safety of foods. Although radio-frequency identification (RFID) tags are widely used in identification management, the cost of RFID is economically heavy in pig farming. This paper investigates pig face recognition to establish cost-effective pig identification management systems. Eigenspace methods are known to be effective to human face recognition, and we applied them to pig face recognition. From experimental results, we found that pig eyes are the most effective feature for recognition. We obtained 97.9% recognition rate for 16 categories with 16 samples/category training data, suggesting some potential of the method.
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  • [in Japanese], [in Japanese]
    Article type: Article
    Session ID: AIT2013-115
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Hitokimi Ryu, Tokiichiro Takahashi, Tomoaki Moriya
    Article type: Article
    Session ID: AIT2013-116
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    People are easily throw when the balance is lost. But this time is so short that judo beginner can't be captured it. In order to support judo beginner we have developed a virtual character model with sense balance. The character can control the speed of Rebalance according to the judo beginner skill level. By repeat to practice, judo beginner can caught the timing of throw.
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  • Mitsuhisa OKU, Tatsuo UNEMI
    Article type: Article
    Session ID: AIT2013-117
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The proposal in this study is to design a tone creation supporting system based on KANSEI information. The recent computer innovation brought many things that used to be difficult to realize. However, it is hard for inexperienced persons to make a tone from the present Desk Top Music Software. With in a technical term, it is hard for them to imagine what kind of tone to be heard. If technical terms are transposed to KANSEI words, we will be able to imagine a tone easier than now. This study is a challenge to build the system based on the KANSEI information from which everyone can make a tone more freely. This study uses the wavelet transform to analyze sounds, the factor analysis which used the maximum likelihood estimate method to analyze the subjectivity evaluation value acquired by the semantic differential method.
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  • Atsumi TAKETOMI, Hiroki TAKAHASHI
    Article type: Article
    Session ID: AIT2013-118
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Current navigation systems give us some difficulty to understand displayed information intuitively. Moreover, they are unsuitable for a stroll. This paper investigates transpiring information representation for constructing an AR (Augmented Reality)-based stroll support system. First, an AR-based pseudo-stroll support application was generated. Next, background colors of stroll information are investigated based on visual perception. Finally, validity of the proposed system was confirmed.
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  • Jun SHIWAKU, Hiroki TAKAHASHI
    Article type: Article
    Session ID: AIT2013-119
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Ground Truth is used for the precision evaluation of lane detection systems. To generate Ground Truth takes many times. In this paper, we suggest efficient method of generation Ground Truth. First, I compensated by SSD of Time Slice image of the bottom line to cancel the meandering of the vehicle for the lane. Next, I generated Ground Truth using center information of lane from extracting outline of lane. Finally, I performed precision evaluation of this algorithm.
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  • Article type: Appendix
    Pages App1-
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Article type: Appendix
    Pages App2-
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Download PDF (82K)
  • Article type: Appendix
    Pages App3-
    Published: March 08, 2013
    Released on J-STAGE: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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