ITE Technical Report
Online ISSN : 2424-1970
Print ISSN : 1342-6893
ISSN-L : 1342-6893
39.14
Showing 1-50 articles out of 60 articles from the selected issue
  • Type: Cover
    Pages Cover1-
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Type: Index
    Pages Toc1-
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • [in Japanese]
    Type: Article
    Session ID: AIT2015-35
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Sho KITAMI, Issei FUJISHIRO
    Type: Article
    Session ID: AIT2015-36
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In the field of computer graphics, many studies on how to represent "cloth" of "clothing, food and housing" have been widely conducted and used for various video works in games, movies and so on. Realistic cloth dynamics stems mainly from that of its wrinkles and creases. Existing research attempts at cloth simulation can generally be divided into two approaches; physics-based, which pursues the physical correctness of cloth dynamics, and position-based, which relies on simpler models to simulate "plausible looking" of cloth. The former taxes complex computation and complicated parameter adjustment for more physical simulation results. In this article, we focused rather on the latter approach. Indeed, we proposed a new method for simulating the creases on cloth by taking full advantage of Position Based Dynamics (abbreviated to PBD). PBD approaches do not strictly obey the real world physics, but can simulate cloth with a relatively simpler algorithm with more abstract parameter adjustment. They are more suitable for real time applications such as video games because it becomes more important to take into account "plausible looking and ease of parameter adjustments".
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  • Naoaki NISHIBE, Youngha CHANG, Nobuhiko MUKAI
    Type: Article
    Session ID: AIT2015-37
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    There are not so many researches that represent the whole behavior of a waterfall from the lip to the basin, especially there have not be reported the study that simulates the soaring up of the spray cloud, which appears from the water stream. In this paper, we propose a method that simulates the soaring up of the spray cloud into the air by considering the density difference of the air. The method divides a waterfall into 3 parts: water streams, splashing spray and spray cloud, and an appropriate equation is applied to each part. As a result, we can present not only waterfall but also splashing spray that appears from the waterfall, and spray cloud that flows around the waterfall. Especially, we simulate the waterfall behavior by considering rising-up airflow caused by the density difference of the air, and the terrain around the basin.
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  • Junko SUGIMORI
    Type: Article
    Session ID: AIT2015-38
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The projection mapping presentation titled "Dreaming the future" was designed as the 20^<th> anniversary of the Toyota Commemorative Museum of Industry and Technology in December 2014. It celebrates the history of manufacturing and technological development of the Toyota Group companies at this world-leading museum that is famous for its exhibits moving the machine. This report explains how the projection mapping presentation was made from planning to exhibition in detail.
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  • Kazushi MUKAIYAMA, Masayuki KOBAYASHI
    Type: Article
    Session ID: AIT2015-39
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Projection Mapping (PJM) is a technique for displaying visuals such as computer graphics onto buildings or walls using projectors. This paper proposes a new exhibition system for cultural heritages, and introduces one example that a show of a cultural heritage in Hokkaido south region, projecting a movie to revive textures onto it. This paper describes evaluation of this proposal system.
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  • Tomoya Omae, Atsushi Shiraki, Hirotaka Nakayama, Takashi Kakue, Tomoyo ...
    Type: Article
    Session ID: AIT2015-40
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    By using the technology of paper craft and projection mapping, to fabricate a large globe that can be portable. The 20cm of spheres produced with paper craft as basic research, and the projection of the image of the globe. Furthermore, it detects a gesture by using the Kinect, it was possible globe is projecting an image to be rotated. Also performed to verify the portability, and compares the sphere and real large globe was manufactured by Craft, it was confirmed that is superior spheres manufactured in paper craft.
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  • Takahiro SANO, Issei FUJISHIRO
    Type: Article
    Session ID: AIT2015-41
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Due to the recent spread of low-cost and high-performance digital cameras and smart phones, an individual can easily possess a large collection of image data, and thus we often see image data flood on the Web. However, when performing image browsing and search an unstructured set of image data, point of view does not always remain consistent with respect to the subject, which may possibly disrupt a cognitive map of the user. In order to tackle the problem, we proposed a method to organize a collection of input images into a tree-of-graph structure in terms of the coverage (scope) of the images. Furthermore, we developed a novel image viewer tailored for intercommunicating between the different layers. In this article, we also report an application of the viewer to browsing of travel photographs, where the users are allowed to perform spatiotemporal browsing of travel photographs selectively.
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  • Kazuki HAGIWARA, Tomokazu ISHIKAWA, Tsukasa KIKUCHI, Masanori KAKIMOTO
    Type: Article
    Session ID: AIT2015-42
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This study proposes a method for displaying structured layouts that are the same as "comprehensive layouts" on web browsers. Our proposed method recognizes the positions of web image materials derived from "comprehensive layout," and descrive image tags based on them in HTML. First, our system carries out template matching to recognize the coordinates of a corner of each web image material. Then, the system embeds the absolute coordinates into the output HTML text file so that each image material can be displayed on a browser in the same locations as the corresponding material position that is specified in the comprehensive layout. Depending on all loaded web image materials to perform this processing, the positions of all web image materials are specified, and HTML files that include this information are output. Our method enables the users to achieve web page layout that looks the same as the comprehensive layout.
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  • Shota NAKAMA, Koji NISHIO, Ken-ichi KOBORI
    Type: Article
    Session ID: AIT2015-43
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Color information is an important means for information transmission. In general, color scheme is determined as an ordinary people can distinguish the difference of color. In such cases, the color vison defect person may not be able to distinguish the colors. In the conventional method of re-color scheme, it has a problem that the change of impression of the color scheme is large. In this paper, we propose a method to re-color scheme with small change from the original color scheme. The proposed method uses luminosity and color confusion line to change color. As a result, we achieve the re-color scheme that maintains the impression of color scheme.
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  • Shinji Nakatsuka, Koji Nishio, Ken-ichi Kobori
    Type: Article
    Session ID: AIT2015-44
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Volume data, that can express the inside of the object, is used for an image diagnosis in the medical field and non-destructive testing in the industrial field. By the way, several volume data for the same object, has the deviations of color, translation or rotation caused by the measurement situation. Thus, it is not possible to compare two volume data by superimposing without alignment. However, accurate alignment is not easy. In this paper, we propose a feature quantity of volume data by using D2 feature quantity that is invariant with rotation, and a method of regional search of volume data.
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  • Ken ISHIBASHI, Kazunori MIYATA
    Type: Article
    Session ID: AIT2015-45
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper provides an easy font search method for users who have no significant knowledge of font. The proposed font search method shows some font candidates by deforming a displayed letter image into a font resembling a user's desired font. General methods have been adopted the usage of font categories or font tags regarding human impressions such as "Cute", and a search from a font list. However, there is each problem: it is required the knowledge of font categories, human impressions from fonts vary by users, and using a font list is tedious as the font candidates are increased. We expect that the proposed method can solve these problems because it allows users to search a font by easy operation.
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  • Norihide KANEKO, Reo TAKAHASHI, Issei FUJISHIRO
    Type: Article
    Session ID: AIT2015-46
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Motion retargeting is a well-known method to generate character animation in computer graphics, where an original motion of actor can be transferred to an avatar with different skeletal structure and/or limbs' length. Retargeting that manipulates various characters interactively is referred to as puppetry. However, previous learning-based works lack interactivity or require a large amount of metadata about the avatar's skeleton as well as training data. We attempted to combine existing methods by taking into account skeletal similarities between a user and an avatar, to come up with an interactive and intuitive motion retargeting method that only requires training animation and simple input data. Moreover, by classifying avatar's body parts in a procedural manner, a more flexible motion puppetry was realized, where the user is allowed to specify desirable part-to-part correspondences.
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  • Antoine Jouet, Pierre Gac, Masaki Hayashi, Steven Bachelder, Masayuki ...
    Type: Article
    Session ID: AIT2015-47
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper explains and details an automated TV News Show program, using the Text-To-Vision (T2V) technology. Today, 3D CG environments are more and more often used, even in the classic media like TV. However, there is not any fully virtual TV News Show coming yet, staring only virtual characters with being completely automated, using news source available on the Internet. We made it possible to create this kind of automatic news show system owing to the T2V, with interactive avatars, facial expressions and multiple modular and dynamic scenes.
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  • Takaya NAKANO, Koji NISHIO, Ken-ichi KOBORI
    Type: Article
    Session ID: AIT2015-48
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Photocollage is the one of application software using photo images. Photo collage application have variety functions and Automatic image layout is one of them. However, the conventional method has the problem that the object in a picture is covered with other pictures. Therefore, in this paper we propose a method that generates a photo collage layout in consideration of subjects in the pictures. Our method extracts subjects form the pictures, decide the stacking order of the pictures and evades of overlaps of subjects each other by using the distance field.
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  • Koichi TAKEUCHI
    Type: Article
    Session ID: AIT2015-49
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    When I created the world's first hone video projector to 45years ago in 1970. I found that I saw it like three-dimensionally when I watched a photograph with the big lens and produced view system. It was the splendor of the human sight phenomenon. Actually, there was the same technique that the photograph looked like a three-dimensional picture for the color woodblock print era in old days 250years ago before a photograph appeared.
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  • Takurou YAMAKI
    Type: Article
    Session ID: AIT2015-50
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This work is a CG animation that was the birth of life on the theme.
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  • Tomoka HIRAKAWA
    Type: Article
    Session ID: AIT2015-52
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This is video work that summarize a result of making an attempt to representation methods about "the rotting book". The story is about the rotting books and new books born of old books.
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  • Shinichiro SHIMOEDA, Michio SHIRAISHI, Mikio SHINYA
    Type: Article
    Session ID: AIT2015-53
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Photomosaic is a technique for representing a single image by arranging small images in a grid. In general, the input image is divided into a grid and a small image whose average color is closest to the average color of grid is chosen, however, important features such as contours can be lost. In this paper, we propose a method for creating photomosaics with saliency map to take shape features in the input image into account.
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  • Sonoko TOBE, Daisuke KANNO, Koji MIKAMI, Kunio KONDO
    Type: Article
    Session ID: AIT2015-54
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In recent years, the demand of scenarios is increasing as the motion picture contents are increasing. Foreshadowing is one of the scenario techniques. Foreshadowing can be used for every kind of scenarios, and play an important role in the scenario writing. However, Foreshadowing is often used by authors sensibly, so there are many problems, which is from author's sense, with using the foreshadowing. In this paper, we studied how to use effective foreshadowing with the purpose to support scenario writing. More concretely we analyzed the existing motion picture contents and extracted the foreshadowing elements in them. In addition, we developed a scrapbook that can be registered and search the foreshadowing elements, which will support the idea of scenario writing. Moreover we conducted the evaluation experiment of the foreshadowing scrapbook in order to confirm the usefulness of it. The results of the experiment, using the foreshadowing scrapbook can make it possible to add new another foreshadowing element and to produce strongly related foreshadowing to the main story, and it was possible to ascertain the usefulness of foreshadowing scrapbook.
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  • Ryuji HIRAYAMA, Hirotaka NAKAYAMA, Atsushi SHIRAKI, Takashi KAKUE, Tom ...
    Type: Article
    Session ID: AIT2015-55
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We developed an algorithm for designing a three-dimensional object which can display multiple two-dimensional images with directivity. The object designed by the proposed algorithm displays different images depending on the viewpoints. The algorithm can remove conventional constraint on number and combination of images displayed from the object. We succeeded in showing the usefulness of the proposed algorithm by the computer graphics simulation and implementation by laser processing. In addition, we indicated a possibility of the algorithm to design an object displaying multiple color motion pictures.
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  • Ken TSUCHIYA, Yosuke NAKAMURA, Koji MIKAMI, Kunio KONDO
    Type: Article
    Session ID: AIT2015-56
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Crack of asphalt by root-up of the trees is a phenomenon that can be seen frequently. In the motion picture and game contents, this phenomenon represented by the polygon causes the increase of processing time and load. In this study, we use the L-system, to simulate the root by using Spline curve. Then, it processes the rendered image, and expresses the asphalt cracks using a normal map. We accomplished a reduction of prosessing time and load by using our method.
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  • Bodacheng, Koji Mikami, Kunio Kondo
    Type: Article
    Session ID: AIT2015-57
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In conventional hand drawing animation, "Cartoon Blur", a non-photorealistic motion blur is used in order to emphasis a character motion. In previous researches, cartoon blur is divided into three types: Lines, After-Images, and Deformation. Beside three types of cartoon blur, there is another type of cartoon blur which also widely used in cel-animation. This kind of cartoon blur is a phenomenon of surfaces' colors remain as trace of their motion then combine at further distance. We named the phenomenon as "Pseudo Afterimage", and propose method to express it in real time 3DCG.
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  • Takuma MIYAWAKI, Tsukasa KIKUCHI
    Type: Article
    Session ID: AIT2015-58
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In spite of an image obtained by photographing the actual scene, there is a video work like looks like a miniature. In this research, evident in such "miniature video", what kind of image elements (shooting depression, focal distance, blur, and color, etc.) whether has led to the displacement of the sense of the observer by subjective evaluation experiment is, the more in any imaging target it was verified whether satisfied.
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  • Akinori URAYAMA, Miho WATANABE, Youngha CHANG, Nobuhiko MUKAI
    Type: Article
    Session ID: AIT2015-59
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We propose a new text-based CAPTCHA that cannot be recognized by computers but can be easily done by human being. CAPTCHA destructors are placed randomly on the text so that computers cannot recognize the text. Our experimental results show that computers can recognize 0% of CAPTCHAs while humans can do 97%.
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  • Aghawsee Muhannad
    Type: Article
    Session ID: AIT2015-60
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Yuriko HARA, Kengo WATANABE, Akinori ITO, Kunio KONDO
    Type: Article
    Session ID: AIT2015-61
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The interactive artwork on iPad unifies various colors and musical pitch. Ordinary people, particularly children, are able to play imaginatively to unify those two. Even in artistic field, the composers with synaesthesia like Scriabin, Messiaen and so on, created some pieces and concept models of instruments. This application aims to two experience for user, the one is to provide the artistic experience of the great composers, the other is provide the free combinations color and pitch to the ordinary user. It is developed on iPad by Swift language.
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  • Takuma Nakajima, Yoshihisa Kanematsu, Ryuta Motegi, Koji Mikami, Kunio ...
    Type: Article
    Session ID: AIT2015-62
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    There are lots of camera shooting techniques but it is difficult to share the opinion among the production workers such as: director and theater director because the discussion is much more spokenly while the visual imaginary is important. in this study, we present the camera work scrapbook for supporting the animation creation. Our system used existing animation movie parameter such as camera shooting parameter which we semi-automatically extracted by matchmoving software. We made the camerawork scrapbook based by existing examples and found that our method is effective for creating previz which is useful for making animation.
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  • Takahiro IWAANAGUCHI, Mikio SHINYA, Michio SHIRAISHI
    Type: Article
    Session ID: AIT2015-63
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Tai Chi Chuan is a popular Chinese martial art, practiced all over the world. Its performance consists of complicated movements and most beginners learn the movements using video materials. The authors developed CG-based video materials and found that head-mounted displays (HMDs) were particularly useful for self-learning. In this study, we demonstrated that gyroscope feedbacks of users' postures from HMDs can enhance CG-based training of Tai Chi.
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  • Naoki HAGA, Masanori NAKAYAMA, Issei FUJISHIRO
    Type: Article
    Session ID: AIT2015-64
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    "Groove" is a global feature of musical performance which generalizes surges of a sound stemming from a sense of propulsive rhythmic feel and giving rise to togetherness. Groove is an essential element for a good performance, though it is claimed that some degree of musical expertise is needed for expression of groove at will. In this work, we propose a general visualization system, called SeeGroove, that allows performers to efficiently comprehend groove in various music genres. For each genre, a MIDI dataset extracted from actual performances of professional players is stored. The system takes the differences between the chosen genre template and the input performance dataset to quantify the degree of its groove. To visualize the differences, the user is allowed to rely on any combination of two modes and two views of designated visualization in accordance with his/her preferences and target information.
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  • Ryuichiro GODA, Hiroki TAKAHASHI
    Type: Article
    Session ID: AIT2015-65
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Nowadays, it is easier to share the information in a large framework compared with the past, as for it, the numbers of discussions are rising extremely. First, I will reconsider to organize information and privacy and their handling in Modern. Thereby, the concept of privacy in modem Japanese society, I described that is based on the self-information control rights. And, as a means of self-information control rights, I consider phased information disclosure techniques. It is about increasing the power of self-information control rights of the data subject by phased information disclosure as much as possible keeping concealment of personal identification.
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  • Hiroki TAKAHASHI, Takashi NAMEKAWA
    Type: Article
    Session ID: AIT2015-66
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In recent years, along with the equipment for crime prevention to spread, crime prevention awareness of suspicious behavior called "shoplifting" is increasing. But when you have suffered from shoplifting, it is difficult to identify the perpetrator with only the video of security camera. Therefore, we detect a shoplifting behavior as suspicious behavior from the video of the camera, and it is necessary to consider a method of identifying where the person is in the moving. In this paper, we focus on the movement of the hand with the item, shoplifting operation as a detection object, we consider the method of a suspicious behavior detection based on the characteristic of motion of the hand movements when holding items.
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  • Naoya Yoda, Yoshihisa Kanematsu, Ryuta Motegi, Koji Mikami, Kunio Kond ...
    Type: Article
    Session ID: AIT2015-67
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Characters called "Tsundere" are expressed from a variety of factors, such as conversations, gestures and story deployment. This expression is not given only by appearance. The purpose of this research is to create a digital scrapbook for design support of Tsundere characters. Therefore, in order to create new characters, we collected existing characters and analyzed the factors. And we created the digital scrapbook which had the library collecting the various elements of Tsundere characters.
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  • Katsutoshi SHIRAKO, Yoshihisa KANEMATSU, Ryuta MOTEGI, Koji MIKAMI, Ku ...
    Type: Article
    Session ID: AIT2015-68
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Mascot characters attract attention from many people. There are many ways to making mascot characters not only general persons entrust a designer to professional, but it has other ways with designing the concept of mascot characters by generals and genareals as public subscription. However, in the design making of the mascot character, in the case of subscriptions, many people often had a hard time and says "I cannot do it in form for a self-image well" by lack of skills to creating any characters. In this study, we will propose a system which could design the new mascot character, targeting for novice such as "who can't create the character easier that we imagined by expression well".
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  • Hiroaki Suzuki, Yoshihisa Kanematsu, Ryuta Motegi, Koji mikami, Kunio ...
    Type: Article
    Session ID: AIT2015-69
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    There is the character category called "Demi Human character". The Demi human characters are used to synthesize certain features of animals and plants, the body. It is difficult to design a Demi Human character from the beginning. In this study, we will deploy a system of Demi Human character by using 3D models to improve the work for creating their demi human character.
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  • Toshiya KIRA, Kohe TOKOI
    Type: Article
    Session ID: AIT2015-70
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this study, we developed a technique of generating the behavior of the game avatars by the simulation of free fight between plural avatars in order to represent inartificial battle scene. The proposed method uses the model that each avatar behave autonomously depending on the surrounding environment instead of the large number of the conditional branches to generate irregular motion without artificiality. Here, the surrounding environment of the avatar consist of the information of the terrain and enemies/friends identification around the avatar. This technique uses the potential method to generate the behavior of the avatar. The avatar decides its action by the surrounding potential field that dynamically changed by the situation around the avatar.
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  • Akiko KOMATSU, Takayuki ITOH
    Type: Article
    Session ID: AIT2015-71
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we present a face cartoon generation technique that does not have any limitation of the number of sample images. The technique calculates each value of the face image's characteristics and selects several similar sample part images. Then, the technique synthesizes the part cartoons by applying morphing.
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  • Kiyotsugu SATO, Shugo KUWATANI, Kazuo OHZEKI
    Type: Article
    Session ID: AIT2015-72
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Typically, the average face is created by processing the shape and texture of the two faces to 1/2. However, in practice, there are cases where the average face cannot be obtained. We examined the effect on the average face of such brightness, contrast, personal characteristics of the image. By using high-resolution average face tool, we report the experimental results.
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  • Keito SAKASHITA, Hiroki TAKAHASHI
    Type: Article
    Session ID: AIT2015-73
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Recently, knowledge of the effect on the skin giving a stimulus to the skin, such as UV rays are penetrated by many. Therefore, many people care the skin. On the other hand, sometimes the care hurt skin. When determining the skin condition, the various elements of the skin such as spots and freckles are targeted. In this paper, focus on the skin texture and take a picture of the skin texture by using a close-up lens and smartphone. In addition, to perform a colored skin groove using the eyeliner is a makeup tool. Then, using images taken, by performing edge enhancement and Hikou extraction, calculates the region area, we have proposed a technique for skin analysis.
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  • Taku GOTO, Hiroshi MORI, Fubito TOYAMA, Kenji SHOJI
    Type: Article
    Session ID: AIT2015-74
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We propose a new method which simplifies coloring freehand drawings. As our earlier study for automatic coloring, a method to automatically colorize line drawings based on the pixel values of the reference images was proposed. In this study, we prepared a pen for coloring line drawing images. This method simplifies coloring line drawing images.
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  • Masanori GOMA, Saori KURATA, Hiroshi MORI, Fubito TOYAMA, Kenji SHOJI
    Type: Article
    Session ID: AIT2015-75
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Freehand line drawings are used effectively for telling our ideas and visual images. A freehand perspective line drawing is usually completed shorter time period than CAD and easy to redraw. However, it is hard to get freehand perspective line drawings which are looked from different positions while it is easy for CAD. So, we propose an interactive editing method to change a point of view for perspective line drawings using vanishing point detection and perspective transform.
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  • Takeshi OKUYA, Daiki OKUYA, Ken YABUNO, Shigekazu SAKAI
    Type: Article
    Session ID: AIT2015-76
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    When trying to display semi-transparent only human in human images, the processing of background covered with human becomes a problem. In this study, we have developed a method to express images of semi-transparent human without discomfort by generating background image from background around human and adding gloss.
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  • Rui Wang, Kazuo Sasaki
    Type: Article
    Session ID: AIT2015-77
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Based on a form of traditional Japanese ghosts, the writer supposes to give advice on how to create new ghost characters. There are more than 300 kinds of ghost's legends which can be fond in Japanese traditional works. This paper, firstly, will collect scholar's definitions about Japanese ghost, and classify those definitions. Secondly, the writer will use the method of Puzzles to analyze and redefine the image of ghost. As targets of this study, the writer will create new ghost characters based on the method of Puzzles. Polishing and enriching the new characters.
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  • Wataru Akase
    Type: Article
    Session ID: AIT2015-78
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Download PDF (5986K)
  • Ying Xiao, Kazuo Sasaki
    Type: Article
    Session ID: AIT2015-79
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    I I study the characteristic of the work with international picture music composer Jiyo Hisaishi in the daytime about Zhao Jiping and analyze it what you received a high evaluation because of globally. Then I have you know the true Japanese good point for a Chinese tourist visiting Japan using their music to attract the movie fan of the two countries in the daytime. In addition, I suggest the trip music tourism in the new times when I assume various "the cruise courses" by movie contents to come up of their music and supply the guide information that is flexible in total as an area for to the needs of the tourist and can discover a place connected with Japanese culture and the history.
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  • Noriji OISHI
    Type: Article
    Session ID: AIT2015-80
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The animation displayed by the conventional apparatus comprising a lenticular lens and the printed image was limited to repeat the number of frames that the upper limit is determined by the pitch and the printing resolution. In this study, a method to display the animation with no limit on the number of frames is designed using an optical system that changes frames by moving the lenticular lens and the transmission image together, fixing the relative position of each other, in front of the point light source.
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  • Haruka OHSHIMA, Takayuki MATSUKAWA, Akihiro MATSUURA
    Type: Article
    Session ID: AIT2015-81
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In [1], the authors presented a system called Stick'n Roll in which stick-like interfaces are rolled on a series of convex surfaces and make input with their touching information with the surfaces, as well as some applications. In this article, we first present a new type of music game that uses figures in the display to sound the musical notes in the right timing with the rolling sticks. This application accepts music in the standard MIDI format. Next, we develop an emulator for Stick'n Roll with which we can emulate the images on the curved display that proceed by the touching of sticks to the display. This makes it possible to test the execution of applications for Stick'n Roll by virtually emulating it with a computer.
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  • Takuya TAKAHASHI, Kohe TOKOI
    Type: Article
    Session ID: AIT2015-82
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this study we have developed a notation of game scene based on the protocol definition. The purpose is to improve the productivity of the game development by separating the description of behavior selection of NPC (Non-Player-Character) from a game scenario. NPC, the autonomous character to act in the game, is not operated by the player. In battle scene of the game, each NPC has one of the states in five. The states are "Default," "Request-Action," "Send-Information," "Reflect-Value" and "Get-Information". NPC do the state transition by the "action selection". The action is selected by the motivation of the organic emotion based model.. The motivation is updated by the messaging between NPCs. Thus, each NPC repeat the state transition by biological relationships with other NPCs, and their autonomous behavior is generated.
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  • Yasuko SAKAUCHI, Yoshihisa KANEMATSU, Ryuta MOTEGI, Koji MIKAMI, Kunio ...
    Type: Article
    Session ID: AIT2015-83
    Published: March 07, 2015
    Released: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Characters are one of the most important elements in the content production. There are some problems when it comes to group of characters creation, if the appearance of one of the characters in the group is similar to another, the charm of the population is lost. The goal of this research is to create a group of charming characters. We proposed a method of characters group making. Our approach is, instead of looking at each character individually, the character production process is determined by the balance of the body type's group. We have developed a group character scrapbook that can be referred to when determining the character body type balance of the group. The creators find the existing character group for characters production using the scrapbook and they produce a body type silhouette of character group using the silhouette template. We also performed a series of experiments using the built system in order to probe the usefulness of our research. Therefore, it is possible to produce attractive distinctive characters by eliminating similar appearance in the group.
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