Reports of the Technical Conference of the Institute of Image Electronics Engineers of Japan
Online ISSN : 2758-9218
Print ISSN : 0285-3957
[volume title in Japanese]
Displaying 51-55 of 55 articles from this issue
  • Masahiro KAMEOKA, Masaki HAYASHI, Toshihiro FURUKAWA
    Session ID: 14-03-52
    Published: 2015
    Released on J-STAGE: February 28, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this study, as one of the content production technology aiming at re-use of Web content, we attempt the automatic generation of quiz content from Web News Source. Whereas the related researches mainly use analytical methods, we use a heuristic method to simulate the way of thinking a person makes a quiz from an original sentence stating the knowledge of the quiz. We examined the automatic quiz generation by our heuristic method and discussed the result.
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  • Azusa HAYASHI, Daisuke KANNO, Koji MIKAMI, Kunio KONDO
    Session ID: 14-03-53
    Published: 2015
    Released on J-STAGE: February 28, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Recently, in accordance with the expansion of motion picture contents, the demand of scenario is increasing. In this study, we aim to support efficient creation of planning documents required for producing a story that contains the elements of human death. First, we have analyzed scenes of existing works which include human death. By the result of analysis, we proposed a worksheet that can compensate human death elements for the planning documents. To evaluate our method, we ask novice scenario writer to create the planning documents which contain the elements of human death using proposed method. By using our proposed method, we’ve found it can be effective to produce the planning documents including elements of human death in scenario writing.
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  • Takahiro TANAKA, Mikio SHINYA, Michio SHIRAISHI
    Session ID: 14-03-54
    Published: 2015
    Released on J-STAGE: February 28, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    3D puzzles have been recognized as a popular type of computer games. The Sudoku is a popular puzzle game and has been attempted to extend into 3D Sudoku but not commercially successful yet. We analyzed that complicated 3D operations required in current 3D Sudoku applications largely discourage players. In this study, we proposed a simple interface for the 3D Sudoku that displays necessary information to solve the puzzle with a single mouse click. The experimental results show a significant improvement on the play speed over a current game application.
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  • Sho MANABE, Mikio SHINYA, Michio SHIRAISHI
    Session ID: 14-03-55
    Published: 2015
    Released on J-STAGE: February 28, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Recently, geographic data, such as panoramic street photos and terrain/building CG models, have been freely distributed and widely used in virtual tourism and route-previewing. Meanwhile, the performance and costs of head-mounted display (HMDs) have been largely improved, which motivated us to couple geographic data and HMDs. In this study, we developed a 3D virtual tourism application, “Oculus Earth”, utilizing the Oculus Rift and the Google Earth. We conducted evaluation experiments and obtained positive results from users.
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  • -An Interactive Artwork by Compiling Some Plants Trait Algorithm-
    Naruki MATSUO, Kengo WATANABE, Akinori ITO, Kunio KONDO
    Session ID: 14-03-56
    Published: 2015
    Released on J-STAGE: February 28, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This artwork aims to generate various morphological form based on ordinary plants. In order to generate the abstract, imaginary new plants forms, we selected the algorithms and parameters for making stems, ramifications, leaves and petals. In the next step, we reconstructed these parts for the system which make a new image and added the interactivity to modify some parameters on Processing.
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