ITE Technical Report
Online ISSN : 2424-1970
Print ISSN : 1342-6893
ISSN-L : 1342-6893
40.11 Artistic Image Technology(AIT)
Displaying 51-100 of 100 articles from this issue
  • Yuriko HARA, Kengo WATANABE, Izumi UCHINO, Akinori ITO, Naoya TSURUTA, ...
    Article type: Article
    Session ID: AIT2016-90
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we propose a support system of color correction and replacement from user collected digital images semi-automatically. This system works in three steps. First, it calculates the histograms of HSV data from user collecting digital images. These histograms that can be interpret as a "user preference" act as a color filter. Second, it calculates a set of histograms from one image which user inputs into it to want to modify the part of colors. Simultaneously, the resemble data are selected by histogram intersection from phase 1. Third, the system replaces or corrects the colors in the target image. As a result, users can correct the color of image by the "implicit" preference.
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  • Takuma MIYAWAKI, Tsukasa KIKUCHI
    Article type: Article
    Session ID: AIT2016-91
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    360-degree video is a video that can enjoy the appreciation of the entire circumference by shooting up, down, left and right all directions unlike ordinary video to shoot only certain direction synthesis . In this study, we built a really workflow production. It analyzes the problems of 360-degree video obtained therefrom-discussed considerations.
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  • Yohei SHIDA, Takeshi YAMAGUCHI, Hiroshi YOSHIKAWA
    Article type: Article
    Session ID: AIT2016-92
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The animated hologram can reconstruct moving three-dimensional image when observer change the viewing position. In case of the animated computer-generated hologram, calculation system required the set of the point light source which is generated from animated CG data. However, create of the motion file requires a lot of time and dedicated technology. In this paper, to use the KinectV2, system generates a motion file from the body action. Then, it is possible to reduce the time cost and technical costs. We have developed a motion capture system using the KinectV2. Moreover, we have developed point light source generation system which calculates from the motion file, and calculated the animated computer-generated cylindrical hologram.
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  • Kentaro NAKANIWA, Takeshi YAMAGUCHI, Hiroshi YOSHIKAWA
    Article type: Article
    Session ID: AIT2016-93
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We have developed stereoscopic portrait photography system using a lenticular method. In our previous study, we had proposed the lenticular portrait system with four USB cameras. Therefore, we could take the parallax images of a moving object. However, previous system required a lot of time for image position adjustment by the hand. In this paper, we have developed the lenticular portrait system with eight USB cameras. New output lenticular image can provide the better 3D effect, compared with the previous one. Also, to use the SIFT or SURF algorithm, proposed system can adjust the parallax image automatically. As a result, we could shorten the time of image synthesis.
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  • Yuka MURAMATSU, Akito NAKANO, Hisakazu HADA
    Article type: Article
    Session ID: AIT2016-94
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we propose the ambient display system using the sparkle of jewelry. A typical crystal glass sparkles by reflecting the light entered from above. In our system, we constructed a system that creates sparkles made by reflected light from small LEDs placed on the surface of the glass. It is possible to brighten a part of the crystal glass by controlling each LED, leading to its further application such as an ambient display system.
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  • Masaki HAYASHI, Steven BACHELDER, Masayuki NAKAJIMA
    Article type: Article
    Session ID: AIT2016-95
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We have developed a Virtual Museum with real-time 3DCG with a capability of exhibiting planar artifacts such as paintings just by choosing image files to be displayed. The artifact images are appropriately aligned on the wall and each picture has its picture frame and an automatically made caption. The museum space is realistically modeled with high resolution in sophisticated illumination where a user can wallcthrough within the space to feel its ambience like a real museum experience.
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  • Shinya TACHIHARA, Takehiko YAMAGUCHI, Naoki ISHIURA, Tetsuya HARADA, M ...
    Article type: Article
    Session ID: AIT2016-96
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Cerebral Palsy refers to abnormal development or damage to areas of the brain responsible for various motor functions. This occurs most often during pregnancy, childbirth, or shortly thereafter. Physiotherapy with high motivation is considered beneficial for patients. We have developed a VR game and physiotherapy system that is designed to intrinsically motivate and engage patients. The system provides physiotherapy with upper body movement coupled with hand and eye coordination. The game system is developed to document and monitor physiological data and performance in participating test subjects in order to provide post play session analysis. This analysis is then used to measure patient performance and to adjust and improve the game system further. It is our view that an engaging system will increase intrinsic motivation in patients and thus potentially provide increased hours of play and physiotherapy. In the current stage of development, we hypothesized that by increasing in-game variables such as the velocity, direction and frequency of moving target objects during the session, which test subjects would demonstrate increased oculomotor changes correspondingly. The results indicated that oculomotor levels do vary in relation to task levels, but this data is not sufficient to explain the level of test subject's engagement. Additional work will be done measuring other biological data in relation to the in-game challenges.
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  • Mika KOJIMA, Iwao HARUGUCHI
    Article type: Article
    Session ID: AIT2016-97
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In recent years, virtual reality has undergone a further development by the advancement of technology. Such virtual reality of variants and also say Augmented Reality (below AR) has attracted attention as a promotional tool. The AR application with current technology is presented in this paper, through consideration of the way of AR technology used in the world.
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  • Hiroki MATSUZAKI, Kazushi MUKAIYAMA
    Article type: Article
    Session ID: AIT2016-98
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This study has produced a system that adds a variety of effects to Menko-game, and reviewed effects to increase people's fun. Modem games, such as video games have rich animations and sounds. However, old games such as Menko don't have them. This study assume that people's fun would be increased if old games had rich effects like modem ones. The purpose of this study is to check how people's fun is increased by effects, using a system that consist of a special stage of Menko-game with Mixed Reality. Mixed Reality is that of technology in general for fusing the virtual information in the real world.
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  • Yuka FUNADA, Motonobu KAWASHIMA, Daichi HAYAKAWA, Kouji MIKAMI, Kunio ...
    Article type: Article
    Session ID: AIT2016-99
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This research increases to use the motion capture data for the production of 3DCG contents. Today, it is rare that motion data are reused. This is waste of the time and money. We propose a scrapbook system that searches in a motion database intuitively for a more efficient production. We calculate the correlation between motion data and the characteristics of the character animation from the production management information. The scrapbook shows the result on a virtual 3D space and places motion data in a grid by category relevance. In addition, we use a Head Mount Display and a motion sensor device for the operation of searching the database.
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  • Masaaki USUI, Youngha CHANG, Nobuhiko MUKAI
    Article type: Article
    Session ID: AIT2016-100
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We suggest a new augmented reality method that estimates the position and the posture of a camera, which obtains the image of the real space, and represents virtual objects by considering the consistency between the real space and the virtual space, where virtual objects do not have markers. The proposed method can estimate the position and the posture of a camera, and represent virtual objects without the limitation of the number and the size of the marker. With the proposed method, we can change virtual objects in the real space as soon as they are changed in the virtual space.
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  • Xinxin ZHOU, Kenichi SUGIHARA, Takahiro MURASE
    Article type: Article
    Session ID: AIT2016-101
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we propose a method to create a binocular stereo image of ancient world cultural heritage sites, as well as a 3D game which history students can play using Kinect. We developed the application for history study by reconstructing historic building ruins with 3D models using computer graphics. The 3D models of the ancient Japanese buildings have been presented virtually on Google Earth and can be used as content in history education.
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  • Masaharu Mori, Tomoaki Moriya, Tokiichiiro Takahashi
    Article type: Article
    Session ID: AIT2016-102
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We have developed a live karaoke system that allows its user (singer) to enjoy a musical live experience by using a HMD and a Kinect. Our system reproduces the singer's sense of unity with the virtual audiences who shake chemical lights synchronizing the singer's movement measured by Kinect. The HMD improves the singer's sense of a higher immersion feeling.
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  • Kei Matsuhashi, Kazuo Sasaki
    Article type: Article
    Session ID: AIT2016-103
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this report, I investigated a construction and the model construction of the sightseeing image with the media in Hachinohe-city. Also, I suggest the condition that the area that does not have a base of the main media is successful.
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  • Katsuaki Tanaka, Zheren Yu, Shigekazu Sakai
    Article type: Article
    Session ID: AIT2016-104
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In virtual space, it is able to represent beyond reality space. It is not only able to do representation that ignore physics, but also be able to do representation that beyond three-dimensional space in virtual space. This study aimed at representation adopt time as the element except three-dimension
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  • Saki KIYOMI, Yoshiki NAGAI, Akihiro MATSUURA
    Article type: Article
    Session ID: AIT2016-105
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this note, we present a game application for iPhone/iPad in which main processes in addition and subtraction by writing, such as calculations at one column and the carry and borrow of digits, emerge naturally in the intuitive and entertaining tasks of the game. Without directly making drills of calculation by writing, players can enjoy playing the game while training such skills of calculation.
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  • Ryo SUGIMOTO, Megumi KANEKO, Meeko KUWAHARA
    Article type: Article
    Session ID: AIT2016-106
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Onomatopoeia has effect of prompting greater understanding to an explanation when added to it. In Japanese, onomatopoeia is frequently used in daily conversation to Japanese speaker, it is suitable for intuitive representation and have at least similar impressions. In this study, the impressions of onomatopoeia in Japanese language are visualized as patterns, and an Augmented Reality system using onomatopoeia is proposed. We have studied the common impression using the visualization pattern and proposed system.
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  • Fumiaki KUDO, Kana ITO, Takashi OHTA
    Article type: Article
    Session ID: AIT2016-107
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We created an installation work that records audience's dancing movement and displays it with graphical representation. When a person stands in front of the screen and dances, the system starts to record it by using human pose recognition. After recorded dance movement, the system displays it as CG of various different visual effects. We expect the work gives a fun experience by seeing own image to be incorporated into the installation work and dancing on the screen with the others.
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  • Natsum FUJISHIRO, Tsukasa KIKUCHI
    Article type: Article
    Session ID: AIT2016-108
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In recent years, there are various communication tools. Use ratio of digital communication tools among them is higher in proportion to the smart phone penetration rate. Mainly a lot more than 10 generations of utilization, it is rare to be used by younger children, but difficult, use of the portrait is increasing in the digital communication tool. However, younger children it is difficult to use. On the other hand, there is a portrait painter song with the likes of communication media. The song artist, a music and painting has been directly linked unique to Japan of the overall play, is also a communication tool of children to each other is a play to draw while expecting a sensibility by drawing while singing one by one the picture of parts. Used regardless of age by multiplying these proposes a digital communication tool that can.
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  • Hiroaki HOSHINO, Youngha CHANG, Nobuhiko MUKAI
    Article type: Article
    Session ID: AIT2016-109
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we propose a method to simulate sliding and falling snow by using particle method. By setting the density distribution of snow according to a research result on snow, and changing the spring force between particles depending on the density distribution, we express the division of snow. As a result, we have confirmed that the division and falling behavior of the simulated snow is similar to the real one by comparing the simulation results and a movie on real snow.
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  • Masaki SEYA, Youngha CHANG, Nobuhiko MUKAI
    Article type: Article
    Session ID: AIT2016-110
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    There are some studies related to the interaction behavior between liquid and solid; however, there are little studies dealing with the behavior of water falling onto a concave-formed object. In this paper, we propose a method to represent the behavior of film formed by liquid falling onto a concave-formed object. This study uses a particle method called SPH (Smoothed Particle Hydrodynamics) for analyzing the behavior of liquid, and Navier-Stokes equations are solved for the simulation. In addition, the liquid particles are affected by the concave-formed object according to the distance between them. Furthermore, air resistance, surface tension, and artificial viscosity are considered to represent the behavior more realistically.
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  • Yutaka UCHIDA, Tsukasa KIKUCHI
    Article type: Article
    Session ID: AIT2016-111
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This study the fluid simulation is applied to motion blur, we propose a method to represent the motion blur of the new perspective, at the moment the object was moving at high speed, the winding occur turbulence around the object in the form of visualization. Emit particles from the object to be moved at high speed, make a fluid simulation calculated by the grid-based. And using the simulated particle, it performs visualization particle-based volume rendering. This method enables the generation of motion blur that changes with complex sway.
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  • Ayaka KITAMURA, Hidekazu TSUJIAI
    Article type: Article
    Session ID: AIT2016-112
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This work is a summary of the 3D model production method of the garden lanterns by Autodesk Memento. Autodesk Memento is the capture software which can make high definition 3D model from multiple photos. 3D model is automatically created by uploading the photograph of the object which I photographed to cloud service. A photograph method and the choice of the photograph material are important by the 3D production by Autodesk Memento. I summarized the 3D data production method including the photography method of a good material photograph. This time I produced the 3D datas with view to data preservation and utilization of cultural assets. I made a database of the stone lanterns which is installed the Zuiryuji Temple, Haccho street and tomb of the Kagahan feudal lord Maeda Toshinaga in Takaoka city, Toyama prefecture.
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  • Takashi YUASA, Mikio SHINYA, Michio SHIRAISHI
    Article type: Article
    Session ID: AIT2016-113
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Shafts of light are observed when laser beams illuminate participating media, for example. In image syntheses of heavy fog scenes, it is important to deal with multiple scattering events to capture nicely blurred shafts. We applied the narrow beam theory and propose an efficient method of shaft-of-light simulation that takes account of multiple scattering.
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  • Natsumi HASEGAWA, Yosuke NAKAMURA, Koji MIKAMI, Kunio KONDO
    Article type: Article
    Session ID: AIT2016-114
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    It costs a lot of money and time to create 3DCG models of a cluster of buildings in a residential area in order to replicate landscape of a city. One approach is to measure the real space with a laser scanner and reproduce it a 3DCG model, but this requires a costly machine and a high skill to operate the machine. Accordingly, aiming at the automatic generation of 3D buildings considering roof shapes using easily available map data and aerial photographs, this study developed a "RSD Tool" system which discerns roof shapes in aerial photographs and a "RMAC Tool" which automatically generates 3DCG models of buildings with the data of roof shapes and Fundamental Geospatial Data. Proving test showed that the RSD Tool can discern 60.8% of roof shapes precisely, and the RMAC Tool can replicate 51.0% of roofs automatically.
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  • Miku Igarashi, Naoya Tsuruta, Ryuta Motegi, Yoshihisa Kanematsu, Kouji ...
    Article type: Article
    Session ID: AIT2016-115
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Most of characters in a comic and an animation constitute a group that is composed of a number of people. The color schemes of characters who belong to the same group should be consistent or well-dispersed. However, it is not easy to keep consistency during manual color setting. In this paper, we propose a color scheme simulation system for character groups. We extracted color information from 26 works of TV animation and stored them in group units. The user first inputs line drawings of characters and specifies the area of hair, face, cloth and so on. Then color setting will be applied to all the characters at once by simply choosing one from stored groups. Our system reduces the cost for repainting and enables quick color setting.
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  • Yuki Nagata, Ryuta Motegi, Yoshihisa Kanematsu, Naoya Tsuruta, Koji Mi ...
    Article type: Article
    Session ID: AIT2016-116
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Humanoid characters which have artificial limbs or weapons on their bodies can be found in recent cartoons or animations. In this paper, we propose a simulation system for supporting the production of humanoid characters with weaponized artificial limbs. We collected examples of characters from existing animations and classified them into 50 types by their shape and position on the body. The user can design and make a draft of a character with weaponized artificial limbs by simply choosing an installing part of a human body and an attachable weapon.
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  • Yuko Kayama, Ryuta Motegi, Yoshihisa Kanematsu, Naoya Tsuruta, Koji Mi ...
    Article type: Article
    Session ID: AIT2016-117
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Gothic Lolita is a fashion originally characterized by darker make-up and clothing. However, In recent years, it has various types and colors in Japan. Although it can be seen both in real life and in a cartoon, the design rules are quite different. In this paper, we propose a digital scrapbook which helps designing Gothic Lolita style characters. We collected 108 characters from existing cartoon animations and games, and classified them into 7 types by silhouette and decoration.
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  • Kaya OKADA, Takayuki ITO, Naruhito TOYODA, Kotaro ODA
    Article type: Article
    Session ID: AIT2016-118
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We have studied on 3D modeling of micro-geometry of human skins, mainly for representation and impression analysis of various conditions of human skins using computer graphics technologies. This paper presents an evaluation of trade-offs between quality and computational costs while adjusting polygon resolutions of the computer-represented human skins.
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  • Anri KOBAYASHI, Issei FUJISHIRO
    Article type: Article
    Session ID: AIT2016-119
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this article, we propose a system that generates videos in response to an impromptu performance of a musical instrumental player. The system evaluates the input signals in an affective way and generates a corresponding video based on the results of the evaluation. Then, the player tends to change his/her performance while being inspired by the resultant video, and giving further triggers for the system to change the video output. The final goal of this study is to establish such an affective loop, where the system acts as a "co-player" who continues to have an influence on the performance of the real player.
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  • Kazuhito Goshi, Kazuo Sasaki
    Article type: Article
    Session ID: AIT2016-120
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this study, I proposed two implementations of techniques to visualize the sound by the video. In this research's first half, an implementation of the system similar to the visualizer for visualizing the sound by using the waveform data of the sound. I found a problem from the visualization of the waveform sound. the solution of that problem became this research's goal.
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  • Hiroki ECHIGO, Homei MIYASHITA
    Article type: Article
    Session ID: AIT2016-121
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In the paper, we deal with Paper-Tape Music Box Manga that can enjoy a story and music at the same time. In Paper-Tape Music Box Manga, position of the hole is necessary that not only play the music but also be suited for a design. However, we can't return holes when we make it in the paper. Therefore, it is difficult to produce it without making trial and error. We propose and produce "PomPom", which is production support system for Paper-Tape Music Box Manga in this paper. We can try listening to music by standing for holes on this system and draw illustrations in reference to holes by "PomPom".
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  • Reina HAYASAKA, Natsuki TAKAYAMA, Hiroki TAKAHASHI
    Article type: Article
    Session ID: AIT2016-122
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Generally, electronical slides are used in presentations and meetings. This paper propose a gesture-based marking operation for slide interface, because audiences sometimes miss important parts. Gestures are classified by using HMM (Hidden Markov Model). Some angles of arm joint and hand shape are used as feature value. The experiments are carried out using 3 kinds of HMMs. The first one is Left-to-Right HMM. The second one is combination of Left-to-Right HMM and Ergodic HMM. The last one is weighted combination of Left-to-Right HMM. The best classification performance is achieved by the last HMM with 85% accuracy.
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  • Kota TAKAIZUMI, Saori KURATA, Hiroshi MORI, Fubito TOYAMA, Kenji SHOJI
    Article type: Article
    Session ID: AIT2016-123
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    A method for 3D modeling by freehand drawings on color images with depth maps is proposed. The data of color images with depth maps are obtained in advance using a RGBD sensor. The 3D modeling is completed by the procedure where freehand drawings on color images are divided into many small triangles by Delaunay triangulation, and the depth data are given to the vertices of the triangles.
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  • Nobuto OKABAYASHI, Youngha CHANG, Nobuhiko MUKAI
    Article type: Article
    Session ID: AIT2016-124
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Some operations using the Western tableware such as shrimp shell peeling are difficult even for Westerners. In this study, as the first training system for such difficult operations, we have developed a system with which people can practice cutting meat with a knife and a fork. In the system, physical characteristics of meat is considered, and people can experience the transformation of meat tactilely as well as visually when meat is cut with a knife. In the system, FEM (Finite Element Method) is used because it can handle the transformation of elastic body with physical characteristics such as Young's modulus and Poisson ratio, and also it can calculate precise deformation and force feedback. In addition, Young's modulus of each element is automatically calculated according to the ratio of fatty parts to the meat by using image processing technology. With this system, people can experience real cutting of meat.
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  • Tatsuya MIKAJIRI, Daisuke KANNO, Koji MIKAMI, Kunio KONDO
    Article type: Article
    Session ID: AIT2016-125
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The purpose of this study, support for setting concept and timing when making a draft. The author extracts the trial elements from existing works or from their own works, and put it together as a database. Tobe able to create a plot containing trial elements using this database, we have developed supporting tool where you can set the timing and insert ordeal elements smoothly. In order to prove the usefulness of this tool, we preformed experiments were we compared the results of user setting concepts and timing before and after using our support tool. Test results show that the test subject was able to create more plots when using our support tool.
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  • Ryo NISHIGUCHI, Daisuke KANNO, Koji MIKAMI, Kunio KONDO
    Article type: Article
    Session ID: AIT2016-126
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Recently, motion picture market is expanding, in addition, the act of making a motion picture and publish it on the web is easily anyone. The demand of scenario production is increasing, so opportunity for writing a dialogue of screenplay is also increasing. Writing a dialogue is a part of scenario production. However, current auxiliary methods for writing a technique depend on sense and past experience. In this study propose new auxiliary method for writing a dialogue of screenplay. This method is indicates graph data by analyze the trend pattern and the basic structure, of dialogue. Result of evaluation experiment, all subjects was able to increase the number of dialogue without depending on sense and past experience, by using the new method. Therefore, this method was improve current status that depend on sense and past experience when write a dialogue.
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  • Hokuto IMAI, Daisuke KANNO, Koji MIKAMI, Kunio KONDO
    Article type: Article
    Session ID: AIT2016-127
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In recent years, it has also increased the demand of the scenario by picture contents increasing. This study aimed to support scenario writing. Its content is the supporting role of behavior and dialogue for the main character. To investigate the existing movies. Appeared in time was defined as the main character the longest person. And at the center of the characters that are in contact several times a hero, It was extracted depiction of attitude toward the hero of the supporting role. Then, the extracted information was abstracted into a verb, It was classified in reference to previous studies. We have developed a tool that can search and register the attitude portrayed by the results based on, It has proposed support to the idea of supporting role attitude depiction. To confirm the effectiveness of the supporting tool, an experiment was conducted to confirm the evaluation. As a result, experiment collaborators were able to come up with the idea of attitude expressed by using the support tool.
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  • Kazuki YOSHIKAWA, Kyosuke OYA, Kenichi KIMURA, Toshio KAWASHIMA, Kazus ...
    Article type: Article
    Session ID: AIT2016-128
    Published: March 02, 2016
    Released on J-STAGE: 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 study proposed a new exhibition method using PJM onto a cultural heritage to let audiences learn information of cultural heritage. In detail, "Baidarka", an animal-skin boat by Aleut has been used. This boat has been collected in Hakodate City Museum of Northern Peoples and has many historical information. This study has been exhibited at Hakodate City Museum. It was the evaluation of the exhibition by questionnaire. The results show us that this PJM method is useful to enhance interests and understanding of audiences. There were many favorable opinions from audiences. In addition, have heard some opinions of organizers. On the other hand, It was reconsidered contents of this study.
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  • Yunosuke KINOSHITA, Yasushi HARADA, Motoshige DATE, Kazushi MUKAIYAMA
    Article type: Article
    Session ID: AIT2016-129
    Published: March 02, 2016
    Released on J-STAGE: 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. Playing projection movies can makes illusion as moving and deforming of projection target. As the results, audiences tend not to bore when watching PJM. This study was to propose an exhibition using PJM for cultural heritages. In particular, this study reproduced the 16 kinds of KABUTO stored in the Museum using Omunidirectional PJM. This method has the advantage no damages in exhibition. Not only this advantage also, this method can add historical information on the surface of cultural heritages. This papar describes a production method of content, and finding obtained at the exhibition.
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  • Naoko SOYA, Hidekazu TSUJIAI
    Article type: Article
    Session ID: AIT2016-130
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We challenged Eaves projection mapping "Takaoka Emaki" at the festival in Takaoka city Yamachousuji on August 2015. We used the space under the eaves of Sugano house for the projection mapping. Without worring about the weather, you can enjoy looking up the video image projected on the eaves ceiling. I use the Kotee which has been subjected to under the eaves ceiling of Sugano house for one of the projection mapping, "Damashi Kotee" .I expressed or looked to three the original only two Kotee, or color changes, the fun that would be illusion as the state of the ceiling is going to change in "Damashi Kotee".
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  • Sayaka TSUKADAIRA, Masahiro URA, Kazunori MIYATA
    Article type: Article
    Session ID: AIT2016-131
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Projection mapping can make a strong impression on people by allowing a large amount of viewers to watch its dynamic expression at the same time. Therefore, viewers are getting more concerned about it, irrespective of age; however it is not easy for many people, especially children, to create projection mapping. In this study, we propose a framework to produce a projection mapping for children, by children. The framework consists of three elements as follow: "a three-dimensional card as projected object", "projector made with a smartphone and a magnifying glass" and "animation." Moreover, it is designed so that "children can create without particular device at home."
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  • Toshiki TOMONARI, Yohei HISHIDA, Makoto J. HIRAYAMA
    Article type: Article
    Session ID: AIT2016-132
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Digital signage enables solicit advertisement with audio and video. For restaurants, realistic and attractive food samples or signs are essential for customers to decide to enter a restaurant. In this report, a realistic food displaying system is proposed. The system use projection mapping and binaural acoustic playing with hyper-directional speakers. A prototype contents of cooking food using moving pictures and their binaural acoustics are developed.
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  • Manami SUZUKI, Tsukasa KIKUCHI
    Article type: Article
    Session ID: AIT2016-133
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we are focusing on the day-to-day operation of "carrying the foot" of human beings, as to climb the stairs or walking, it is possible to feel comfortably operation verify. The method is to projection mapping the video to stimulate the visual-induced self-motion sensation (Vection) to stairs and passage. We used projection mapping to stairs image using Vection, an experiment was conducted to get up the stairs to the subject. As a result, we have a regular movement to suit each stage of the stairs, Vection video moving at the same speed as much as possible ranks people, revealed that to lighten the load also mental and physical. In addition, it is because it would give a sense of crisis, it has been found that effective to use a friendly color in order to lighten the mental load to change suddenly the color.
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  • Fujiko YOSHIMURA, Yuri YAMAMOTO, Suguru SAITO
    Article type: Article
    Session ID: AIT2016-134
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    There are many projection methods used in paintings. In this paper, we propose an unified projection method, which can merge perspective, orthographic and oblique projections smoothly, and implement an interface, which allows user to control the projection intuitively. We show results of a 3D street scene by the method.
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  • Hiroki TONE, Masato OHNO, Akihiro MATSUURA
    Article type: Article
    Session ID: AIT2016-135
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this manuscript, we present a digital picture book system played on curved display with baton-like interface. Our system employs a pair of large curved display set like an opened picture book on which to roll the interface for turning pages and for playing physical and interactive tasks. As the content of the book, we created one in which a player engages in action with batons in sceneries of the four seasons.
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  • Yuta KIDO, Tsukasa KIKUCHI
    Article type: Article
    Session ID: AIT2016-136
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This work is an installation work that was allowed to coexist interaction due to the operation and visualization of environmental sound. This indicates there is no installation of the way in until now by the visualization by not boring us the video and interactive inspiring creativity by interaction. Further, it is an object be provided with more closely involved with the content by interaction. What is the future of the installation is going to become a problem as a problem, we consider throughout this study. Then, describe the current of the current installation on in light of the results of the last in the present study.
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  • Article type: Appendix
    Pages App1-
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Download PDF (79K)
  • Article type: Appendix
    Pages App2-
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Download PDF (79K)
  • Article type: Appendix
    Pages App3-
    Published: March 02, 2016
    Released on J-STAGE: September 22, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Download PDF (79K)
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