ITE Technical Report
Online ISSN : 2424-1970
Print ISSN : 1342-6893
ISSN-L : 1342-6893
38.16
Showing 1-50 articles out of 73 articles from the selected issue
  • Type: Cover
    Pages Cover1-
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Type: Index
    Pages Toc1-
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Koichi TAKEUCHI
    Type: Article
    Session ID: AIT2014-28
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Generally giant TV set has big and flat screen. At 2014 Consumer Electronics Show in USA, Korean electronics maker demonstrated new cylindrical curved screen big TV From 1971 my first Video Projector sony were using concave spherical screen by the reason of brightness and natural viewing. We can get natural reality images by concave screen. It is the wonder human vision and biological brain effect. We can get natural reality and beauty.
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  • Masayuki Kobayashi, Kazushi Mukaiyama
    Type: Article
    Session ID: AIT2014-29
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We performed projection mapping at old city hall in Hakodate on september 22, 2013 for end of the 2nd Festival of Dounan. We used university's equipments (eg. computers and softwares) to limit the cost lower than 800,000 Yen. And we prepared projectors using rental service. Then, the festival had visitors 3 times much than last year.
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  • Junko SUGIMORI, Shinji OZAWA
    Type: Article
    Session ID: AIT2014-30
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Projection mapping which projects to the three-dimensional architecture has attracted much attention as a new representation of the video content. In this study, two methods for automatically generating a mask image from the projection image are proposed and implemented. The former is by obtaining the object's image from the substantially same position as the projector, and by extracting silhouette. The latter is by extracting a shadow of the tube which is projected on the wall. Using the objects created by bending the aluminum flex tube and a production process of the projection mapping, two media art exhibition were carried out.
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  • Hiroyo ISHIKAWA, Yamato MIYASHITA, Kunitake KANEKO, Hideo SAITO, Takam ...
    Type: Article
    Session ID: AIT2014-31
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper we propose a digital content viewing system which visualizes the polymorphic relationships between digital content interactively and uses it as a visual interface. The relationships are expressed by classifying and corresponding of the content and shown by directed graphs. On the graphs, nodes mean the content files and the groups, and edges mean group members or correspondences. The graphs are archived as relation catalogues separately from content files. We visualize the relations of content on a directed graph. To visualize the graphs, we use a method of locating nodes by horizontal directions and height. Nodes linked with a target node will be located on a horizontal circle and their height is decided by their relation catalogue. After deciding the node location, nodes and links are drawn using 3D graphics and animation. The visualization result called "polymorphic view" is used as a visual interface for selecting content. Selecting content on the visualized graph will expand new links and new content nodes additionally. We can show another content by tracing graph links. It becomes easy to understand the relations between digital content, because we can change the direction and size of the directed graph.
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  • Masataka TOZUKA, Kunihiko TAKANO, Makoto OHKI, Mitsuji MATSUMOTO, Koki ...
    Type: Article
    Session ID: AIT2014-32
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we present a method to perform digital communication of an interference fringe type computer-generated hologram using IrSimple. IrSimple was defined according to the IrDA technical standard and was developed to send image data at high speeds using infrared light. We performed visible light digital communications using the uni-directional mode of IrSimple to transmit a bitmap file. Visible light digital communication was performed using a modified IrSimple system. The results showed that the modified visible light communications system are performed well.
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  • Mutsuki Hiradate, Yasushi Hosokawa, Akio Doi, Toyoo Takata
    Type: Article
    Session ID: AIT2014-33
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Recently, successors of a female diver are decreasing, because it is hard to experience. So our laboratory had been developing "Amavia-W" system which can experience of diving and getting marine-products by Virtual Reality. However, "Amavia-W" has problem. In spite of hand position, marine-products can obtain. The reason is the obtain area in virtual space is determined by view direction. Therefore, actual operation differs from operation of virtual space. So, in this research, 3D hand position is measured by "Stereo Computer Vision". And this position is applied to Virtual Space.
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  • Hiroshi AOKI, Jun MITANI, Yoshihiro KANAMORI, Yukio FUKUI
    Type: Article
    Session ID: AIT2014-34
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In recent years, 3D printers have been widely spread for outputting geometries designed on 3DCG systems. However, it is sometimes difficult for general consumers to design their own objects with standard 3DCG software due to the complexity of its user interface. Furthermore, the models designed on 3DCG software often have geometrical problems to be printed out by a 3D printer. We propose a novel 3D modeling system with an air-spray like interface in AR (Augmented Reality). We further propose a new data structure called "pyramid voxel" for representing designed model so that the model is ensured as a completed solid. The target shapes are based on regular polyhedron, and our system is suitable for designing geometrical ornament. Finally, we conducted a user test. We confirmed that that the users can design their own ornaments in a short time with simple user interface intuitively. On the other hand, it is also clarified that there exist some issues we have to resolve about AR technology to improve the user interface.
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  • Yuta Ikeshima, Youngha Chang, Nobuhiko Mukai
    Type: Article
    Session ID: AIT2014-35
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In Augmented Reality (AR), which is a technique to display virtual objects in the real space, the shadow of a virtual object cannot be displayed correctly unless real light sources are correctly estimated. In this paper, we propose a method that can estimate the directions of multi light sources by using pattern matching between the shadow of a 3D marker and shadow images in database even if the camera and the marker move. It can be possible to have AR optically correct by drawing the shadow of the virtual object based on the information of the position and the posture of the marker and the results estimated for the light source directions.
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  • Tomohiro SHIMOJO, Akihiro MATSUURA
    Type: Article
    Session ID: AIT2014-36
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    A permutation puzzles is a one-player game that permutes multiple objects to complete specified arrangement. We present a game system that enables users to create and play permutation puzzles on a tessellation of equilateral triangles, squares, or equilateral hexagons. Users create initial and final arrangements of the board by placing colored pieces and pieces for rotation of several sizes. After creating a puzzle, they can output it as a game file, play it, and pass it to others. We show some puzzles created with the system and also argue the possibility of effectively assisting creating puzzles.
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  • Yasuomi SAKAI, Youngha CHANG, Nobuhiko MUKAI
    Type: Article
    Session ID: AIT2014-38
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We have tried to perform 3D simulation of a waterfall as a whole from the lip to the basin because there are little works related to waterfalls. In the method, we divide a waterfall into 3 parts: water stream, splashing spray and clouds of spray, and apply the best equation to each part. It has become possible to express not only water stream but also splashing spray being sent out of water stream and clouds of spray that covers the waterfall. As the result of the simulation, we have been able to express the behavior of a waterfall observed in real one, where water blocks collide each other and are dispread, and also clouds of spray blow up from the basin.
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  • Takuya IMAI, Yoshihiro KANAMORI, Yukio FUKUI, Jun MITANI
    Type: Article
    Session ID: AIT2014-39
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In interactive applications such as games, particle-based liquids are often used for simulation. Such liquids are rendered with only a single refraction at the front-facing surface, which damages photorealism because it cannot express the thickness of liquids. In this paper, we propose an approach to render particle-based liquid with twice refraction at front- and back-facing surfaces in real time. We use two existing approaches, i.e., one is to generate the liquid surface from particles in real time, and the other is to render a polygon mesh considering two-sided refraction in real time. Additionally, we accelerate the intersection calculation of the back-facing surface and viewing rays by secant method.
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  • Takuma KITANO, Yukio FUKUI, Jun MITANI, Yoshihiro KANAMORI
    Type: Article
    Session ID: AIT2014-40
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper describes a method to simulate approximately inflating balloon using nonlinear mass-spring model. Balloon modeling is the assembling and shaping of many long and narrow balloons (pencil balloons) into many kinds of shapes such as animals and vehicles. We represent the elasticity of the rubber membrane using nonlinear mass-spring model for the tension, and using linear spring model for the bending moment. The air in the balloon is modeled using the particle method. By calculating distances, we avoid interference of air particles, mutual interference between air particles and the rubber membrane, and self-interference between the parts of rubber membrane. In order to model the change of the elastic modulus, we measure the force applied to the balloon when it is expanded. Then we estimate the hysteresis property of elastic modulus of the balloon based on analysis. We confirmed the validity of this model by simulating the behavior of inflating process.
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  • Daiki SATOI, Hisanao NAKADAI, Junichi HOSHINO
    Type: Article
    Session ID: AIT2014-41
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We propose an approach that takes into account both the knowledge anatomical and physiological of fishes and animacy perception of human, in addition to the diversity and agility of the motion, and generates a swimming motion of fish that fits various shapes. By expressed using two parameters the shape of the fish, it is allowed to correspond with the fish shape typical six to produce a stroke suitable for the shape of the CG model fish inputted.
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  • Noriaki FUJISHIMA, Kiyoshi HOSHINO
    Type: Article
    Session ID: AIT2014-42
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Virtual nail art systems require a nail chip superposition method corresponding to the wrist rotation. In this study, we propose it using the relationship between the center of gravity of a fingernail and a fingertip and the gap of the center of gravity position of a nail to the central axis of a finger. We investigated results of the nail chip superposition using our proposed method. As a result, we confirmed nail chips were superimposed to the hand image.
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  • Yinkai Ma, Qipu Sun, Takuto Asaka, Sachi Urano, Junichi Hoshino
    Type: Article
    Session ID: AIT2014-43
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we have proposed a facial image entertainment system, which can assume virtual backbone and virtual fat of user or modify the parts of user. To define virtual backbone, we used snake and template matching methods to detect the contour of user, and other parts, like eyes, nose and so on. And we use EM method to make a simulation of virtual fat. With the defined virtual backbone, system modifies 3D model, and map the special make-up to compose the output image. User can modify image, so that user can make an image without any disharmony. This proposal can handle many kinds of situation. E.g. different face colors, face shapes, view of cameras, proposed system can handle stably.
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  • Yuto KASE, Jun MITANI, Yukio FUKUI, Yoshihiro KANAMORI
    Type: Article
    Session ID: AIT2014-44
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We propose a method to design axisymmetric structures that can be folded flat. The flat configuration of the model is obtained by pushing the structure downwards. Our model is represented by a polyhedron with a vertical symmetry axis. The edges that are not coplanar to the axis are hinges that connect two faces allowing their dihedral angle to change. The other edges are open during the folding process, binding two faces only in the original 3D configuration. The design interface consists in using mouse clicks to input an arbitrary outline formed by connected line segments. This outline is the desired axial cross section of the model. Usually, the input produces structures that are not flat-foldable and, therefore, we have to adjust the length and position of the line segments to enable flat-foldability. This is an optimization process, changing the outline the minimum possible. In this process, we consider the assignment of the fold directions on hinges in order to make the folding process easier. Finally, we output the data of a flat-foldable model, the assignment of fold directions and the animation of the folding process.
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  • Shuhei KODAMA, Yuki MORIMOTO, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Type: Article
    Session ID: AIT2014-45
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The hierarchical Poisson disk sampling technique is one of the most powerful NPR techniques to generate watercolor painting images from input images. It can generate various kinds of watercolor painting images by varying parameter values according to user's preferences. However, the hierarchical Poisson disk sampling technique has a weak point that it takes long time. We have developed a fast hierarchical Poisson disk sampling technique by using pre-sampled data. We also realized a fast stroke drawing technique by space sub-division.
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  • Tatsuya MATSUSHIMA, Taichi WATANABE
    Type: Article
    Session ID: AIT2014-46
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Pixel art is a description technique of the computer graphics. The artists produce the lusterware image to be able to recognize the summary of a character and the object by using Pixel art technique. This technique is still used and for a long time in the video game for low resolution graphics. Tile pattern gradation is a technique for expressing the gradation in a peculiar dot arrangement by a little number of colors. In recent years, Tile pattern is used from the deep-rooted popularity at a lot of chances like the expression of texture etc. However, it takes a lot of labors and time to produce from details and the difficulty of work. In this paper, we focused on the Tile pattern of pixel art and suggest technique to generate the gradation by the automatic operation.
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  • Takahiro TAGUCHI, Mikio SHINYA, Michio SHIRAISHI
    Type: Article
    Session ID: AIT2014-47
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Realistic human illustration drawing involves a labor-intensive hair painting process to portray hair fineness. This study proposes a hair painting method using a 2.5 D hair model to reduce artists' load in interactive illustration drawing. We are implementing the method as a Photoshop plug-in in order to reduce labor duties in realistic illustration drawing.
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  • Nobuo TAKAHAHI, Kiyofumi MOTOYAMA, Takami YAUDA
    Type: Article
    Session ID: AIT2014-48
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    When compositing CG and photographic images, resolution adjustment of the CG images is essential in order to join the two seamlessly. In regular CG production settings, resolution adjustment depends on the sensibility of the operator, which gives rise to variations in the level of live-action compositing. Herein is proposed a technique to simulate resolution characteristics of photographic images by gaussian filtering of CG images using ISO 12233 Resolution measurements Chart. Seamless image synthesis is possible with this technique because the resolutions of the CG and photographic images generally agree.
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  • Ryuhei Hamada, Maiya Hori, Hiroki Yoshimura, Yoshio Iwai
    Type: Article
    Session ID: AIT2014-49
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We aim at construction of a framing support system that considers user's request and intention. The proposed system can evaluate automatically aesthetic quality in real time using a pre-evaluated photo database that contains multiple aesthetic features. Furthermore, the system can support a framing of the user by teaching the camera position at which can shoot pictures of high evaluation. In the experiments, We show our system can evaluate aesthetic quality correctly using a pre-evaluated photo database.
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  • Yuta TAGUCHI, Yuki MORIMOTO, Tokiichiro TAKAHASHI
    Type: Article
    Session ID: AIT2014-50
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This work is an animation art work using kinetic typography with shape deformation. We created our art work according to following two constraints. First, we model characters by deforming words. Then we animate them. Second, the models form what these words mean. Our animation art work is represented in mixed 2D and 3D style, which is archieved by 3DCG software Autodesk Maya.
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  • Noboru KASAI
    Type: Article
    Session ID: AIT-2014-51
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This work is the short animation in which you are using only After Effects. It expresses the anguish of when a person is to product the work.
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  • Kosuke Miyamoto
    Type: Article
    Session ID: AIT2014-52
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This work's main theme is "Visual Effects". It used to make short movie. In near future may we have "Glass Phone", "Media Glass Device" and so on. Those duplicated Visual Effects and 3DCG. Genre is horror and Science-fiction. But it is not normal horror. Ghost of horror in japan style.
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  • Steven BACHELDER, Masaki HAYASHI, Masayuki NAKAJIMA
    Type: Article
    Session ID: AIT2014-53
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper we will explore the production of a Serious Game for education and some of the challenges faced when producing a third-person RPG for sustainable development. The paper will examine the educational game we produced and how some established game design practices were departed from in order to better facilitate learning process occurring in the game. The use of The Descriptive Methodology of Design (DMD) as a central production tool will also be explained. Lastly, we will explain coming initiatives for the further development of the DMD for the production of educational games.
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  • Masaki HAYASHI, Steven BACHELDER, Masayuki NAKAJIMA, Takesato NIGORIKA ...
    Type: Article
    Session ID: AIT2014-54
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    T2V (Text-To-Vision) is the technology which enables to generate TV-program-like CG animation by computer from a given script. In this time, we have developed a system development kit (SDK) which makes it possible for developers to create various interactive applications in the Unity with utilizing the T2V technology. We first explain the SDK and its usage. Secondly, we introduce two applications made using SDK: 1) Automatic generation of talk show from a bulletin board in the Internet, 2) Interactive quiz application with multi-story structure.
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  • Ryoma Tanabe, Tomoaki Moriya, Yuki Morimoto, Tokiichiro Takahashi
    Type: Article
    Session ID: AIT2014-55
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Rust is indispensable in order to synthesize realistic computer generated images. There are two kinds of rust. One is a kind of rust that iron was corroded actually, and another is a kind of rust that has been peeled from rusted iron surfaces and drifted flow of rainwater. We have developed a rust simulation system based on a cellular automaton that generates rust aging textures considering two kinds of rust. Several simulation results verify that two kinds of rust is effective to generate rust aging textures compared with real rust photos.
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  • Yutaro Arakawa, Kouki Itoh, Tsukasa Kikuchi
    Type: Article
    Session ID: AIT2014-56
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    As opposed to visual simulation fireworks, we will study a target visual simulation and controllable fireworks in this study. Go to propose changes in the shape of method of fireworks in a natural way than using them by the simulation to understand the types and characteristics of the fireworks As we proceed with the research.
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  • Ryoichi HIRASAWA, Hiroki TAKAHASHI
    Type: Article
    Session ID: AIT2014-57
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The author tried facial expression identification in supposed state, that some part of the face is hidden, especially the nose and the mouth is hidden by the mask. 8 feature points around the eyes were extracted by using Active Appearance Models. The author defined feature values as square of the distance between the feature points, and angle. Machine learning was carried out by Support Vector Machine based on the feature value. The recall was 37.58% and the precision was 37.12%.
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  • Saori KURATA, Hiroshi MORI, Fubito TOYAMA, Kenji SHOJI
    Type: Article
    Session ID: AIT2014-58
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We present a method for real-time coloring to freehand line drawings in parallel with being drawn on a tablet in online. The proposed method is based on our previous one for coloring to freehand drawings so that it allows general users including beginners to complete art-like works in a short time. For freehand lines that a user draws onto a photograph as a reference image, coloring is accomplished by a Delaunay triangulation for the set of sampling points on the drawn lines, sampling of color in each triangle on the reference image, smoothing of color among neighboring triangles, and painting of each triangle with the smoothed color. In real-time coloring, the coloring result is displayed and updated every time a freehand stroke is added to the drawings.
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  • Nobutoshi SHIMIZU, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Type: Article
    Session ID: AIT2014-59
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    It takes time to design pixel art images which are used in games because of trials and errors. Expertized knowledge and techniques are also required. In recent years, it is needed to generate various kinds of pixel art images as well as animated pixel art images. We propose an automatic generation method of pixel art images from 3DCG models in order to improve the efficiency of pixel art image design. In pixel art images, contours are dominant. We have developed a new method to detect contours automatically and precisely from 3DCG models, and darken these detected contours. Our method generates pixel images efficiently.
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  • Akiko KOMTASU, Takayuki ITO
    Type: Article
    Session ID: AIT2014-60
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We present a face generation technique that does not have any limitations of the number of sample images, featuring a face expression control technique. This technique generates cartoons by applying a parts-by-parts morphing, and pattern-bases transformation for face expressions. Our system can represent the own features of the faces while protecting the privacy. We also expect the system enables smooth communications on the social networking services.
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  • Yudai TANIGUCHI, Sho NAKAMURA, Makoto J. HIRAYAMA
    Type: Article
    Session ID: AIT2014-61
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    High-end digital cameras can make several artistic representations by replacing their lenses to several special effects lenses. However, they requires high level skill and knowledge. Also, they are expensive for amateur camera men. Thus, software filters to enable fisheye and macro lenses' effects are proposed and developed, as plugin of picture editing software. Fisheye effect by orthographic projection algorithm, vignetting, and color change functions were implemented. As macro lens effects, area selection and depth of field change functions were implemented.
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  • Hiroko Uehara
    Type: Article
    Session ID: AIT2014-62
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In late years 3DCG comes to be introduced into animation production of Japan positively. However, does this expression not have the contradiction? In addition, by this thing, what kind of change does the expression of "the animated cartoon" which has been told to represent "Japanese originality" do? In this article, I considered difference between "realistic expression" and "expression of the animated cartoon" through structure of 3DCG.
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  • [in Japanese], [in Japanese], [in Japanese], [in Japanese], [in Japane ...
    Type: Article
    Session ID: AIT2014-63
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Shin Oh, Yoshihisa Kanematsu, Ryuta Motegi, Koji Mikami, Kunio Kondo
    Type: Article
    Session ID: AIT2014-64
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    According to the existing movies, extract part of the content; Reproduce camera work for the content what was extracted by CG soft(Maya), Data of the camera work have to classification, Support for producers to composition and production by setting the camera work scrapbook.
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  • Naoki ENDO, Hiroki TAKAHASHI
    Type: Article
    Session ID: AIT2014-65
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Hand gesture recognitions using vision based devices are user friendly but have self-occlusion problems which some fingers or parts of the hand are hidden from a device. This paper proposes estimation method of hand posture for self-occlusion when using a vision based device. A hidden finger is estimated by using Neural Network learned some finger constraints during hand motions. Some experiments show that estimation results are based on some finger constraints when the occlusion are continued for middle finger or ring finger.
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  • Takashi KASAMATSU, Mikio SHINYA, Michio SHIRAISHI
    Type: Article
    Session ID: AIT2014-66
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Most 3D models of trees represent their leaf by a single polygon, which makes specular highlights from leaves flat and unrealistic. Although leaf models with curved geometry can reduce the problem, this increases the number of meshes and decreases display speed. In this study, we approximated curved leaves by simple bump maps described by linear functions. We also proposed an analytic anti-aliasing method for the proposed leaf bump map. Synthesized images by the proposed method demonstrated realistic specular reflection of leaves both in near and far scenes.
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  • Lin Gan, Kunio Kondo, Koji Mikami
    Type: Article
    Session ID: AIT2014-67
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In the Cartoon animation, based on the action line method, which is used when you want to create an exaggerated series of movements or poses , proposed a method of action line editing support for 3DCG animation.
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  • Satoshi NAKAJIMA, Mikio SHINYA, Michio SHIRAISHI, Hidetsugu KATSURAGAW ...
    Type: Article
    Session ID: AIT2014-68
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Performance of Tai Chi Chuan consists of complicated movements and most beginners learn the movements from video materials. We have developed CG-based video materials for Tai Chi Chuan self-study using Flash video, and recognized it necessary to improve user interactivity and to reduce data size. In this study, we implemented our video material as a real-time rendering program using the Unity Game Engine. In addition, we realized several functions such as a display speed control, visualization of weight shift of instructor's body and his breathing. The materials were implemented for Smart Phones and Tablet PCs, which allows users to display either on a monitor or an HMD.
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  • Kazuki TAMURA, Satoshi IIDA, Tomoyuki TAKAMI
    Type: Article
    Session ID: AIT2014-69
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Maka Dai Shogi is difficult to play for beginners because it is much different from modern shogi in its rules and the number of pieces. We here present the advanced Maka Dai Shogi which is another type of Maka Dai Shogi and uses computer programs to play Maka Dai Shogi game easier. We can concentrate to play games with advanced Maka Dai Shogi.
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  • Noriko KITAO, Masafumi MUTA, Toshiaki UCHIYAMA, Junichi HOSHINO
    Type: Article
    Session ID: AIT2014-70
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Showa Nanjakorya is a quiz game that shows the picture of the things that were used in the Showa era, and asks how to use them. These things are nostalgic for the elderly, and fresh for the young. People can play this game with a smart phone or tablet PC at hand, gathering around a large screen such as a television. Players can enjoy unique answer from the young who have no idea of the correct answer, and admire the experiences such as "It has been using like this!" from the elderly. As a tool to produce a positive communication between the elderly and the young, Showa Nanjakorya can be expected to be used in such as welfare facilities, school, and museum.
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  • Tomohito KASAI, Yoshiyuki KOSADA, Takahiro FUJITA, Tomoyuki TAKAMI
    Type: Article
    Session ID: AIT2014-71
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We produced the external form and internal structure of board game pieces for digital board games with 3D printers. The pieces include a Microcomputer, color LEDs, infrared sensors, magnetic sensors, and accelerator sensors inside. These game pieses can make interaction between board pieces or between board pieces and a player. We make plans of digital board games with these game pieces.
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  • Steven BACHELDER, Ryo SHIMIZU, Brandon MCINNIS, Masaki HAYASHI, Masayu ...
    Type: Article
    Session ID: AIT2014-72
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper we introduce the work package process as a new part of the undergraduate course curriculum at the Department of Game Design, Uppsala University, Campus Gotland, Sweden. Firstly, the concept and design of the work-package will be explained, as the undergraduate work-package is different from the research work-package presented at this conference last year. Secondly, we will explain the particular work-package of Enchant.js, held for 1st year students as an example of the undergraduate work-package methodology. This will be exemplified by the resulting games produced during one day by first year students studying game-graphics and game programming. Lastly, we will explain our plans for future collaborative work-packages.
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  • Takuma HARADA, Akihiro MATSUURA
    Type: Article
    Session ID: AIT2014-73
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper presents a system that recognizes and visualizes the wall of pantomime created by a performer in front of Kinect. The main Characteristics of the system are the following: (i) The system estimates the timing and place a performer intends to create a wall and visualizes it on the real image. (ii) To distinguish the segments of wall, we visualize them using squares of size and degree of transparency proportional to the depth of the wall from the sensor. (iii) After the action of making the segments of wall, they are all included in one image with 3D-view and are also evaluated with regard to their angles from the perfect wall and the distribution of their depths. In the presentation, we plan to make demo using Kinect.
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  • Takayuki OHISHI, Daisuke KANNO, Kai LENZ, Koji MIKAMI, Kunio KONDO
    Type: Article
    Session ID: AIT2014-74
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    To reduce the risk in the motion picture production, there is a work of scenario analysis to analyze and evaluate the scenario. Its necessary to analyses the scenario within a limited amount of time. Therefore, there are problems that an analyst can't find the exact point of the analysis or written mistake would occur in analysis writing. We proposed a method which is to store the attention of analyst and visualize it because of helping analyst read through of scenario analysis. We developed a tool to support scenario analysis with the functions of displaying scenario automatically and inputting, storing and graphing the attention.
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  • Kai LENZ, Yuichi ADACHI, Koji MIKAMI, Kunio KONDO
    Type: Article
    Session ID: AIT2014-75
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Multi-ending scenario presents a choice to the player, the story changes according to the selection results. It is difficult to understand the whole story when writing scenario. In this research, we manage the information of each episode in the form of a directed graph. And have developed a system for displaying a story on the route to the selected episode from the beginning of the story by performing a route search.
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  • Qi Le, Katuhiko Hayasi, Kazuo Sasaki
    Type: Article
    Session ID: AIT2014-76
    Published: March 10, 2014
    Released: September 21, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The Japanese thriller has a great development and progress in the later 1990s. And [The ring] is a typical representative among series of horror movies in japan, which creates the Asian horrors to make the audiences around the world have a big surprises. On the other hand, Chinese even though there is a popular horror film of China, I was no longer meet satisfy the request of the audience. At the meanwhile, the income of box office of China might have no chance to match the [The Ring]. Moreover, due to the similar culture in Japanese movies, Japanese horrors could be highly accepted by Asian audiences. However, there are some similar between Chinese and Japanese horrors. As a result it is a problem for Chinese horror movies market to use the successful experiences of Japanese horrors to film themselves' ones, then make audiences pay more attentions on them. This dizzertation focuses on studying the differences between Chinese and Japanese films. According to the real situation of China movies, and use the experiences of Japanese horrors, to find the right way and effetive means for China to film.
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