Reports of the Technical Conference of the Institute of Image Electronics Engineers of Japan
Reports of the 277th Technical Conference of the Institute of Image Electronics Engineers of Japan
Showing 1-50 articles out of 95 articles from the selected issue
  • Nobuhiko Jin, Naoki Haga, Issei Fujishiro
    Session ID: 15-04-01
    Published: 2016
    Released: June 01, 2020
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    “Groove”, the sense of rhythmic “feel”or musical “swing”, is one of the most essential factors for a good musical performance. Groove visualization can assist ones to acquire groove sensation and share impressive expressionsofmusic,regardlessofpersonal hearingability ormusicalsense. Inthisarticle,weproposeanintuitive visualization system called “SeeGroove2”, which converts MIDI musical inputs into graphical form interactively. Rhythm patterns are rendered to various shapes by plotting each played note as a point and smoothly interpolating them. Becauseshapeschangeinteractivelyasthemusicperformanceprogresses,theusercanvisuallyfeeltransitionsin the music. The Groove2 system was implemented in a multithreaded fashion, by coupling threads of input processing at 1,920 Hz and threads of rendering at 60 Hz.
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  • Chihiro TANABE, Tsukasa KIKUCHI
    Session ID: 15-04-02
    Published: 2016
    Released: June 01, 2020
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    In this paper, we used the classical music is generally known as music with a relaxation was analyzed for both viewing of the music is actually played and the score is one of the human physiological response clarify the elements that form the relaxation effect by the measurement of the reaction changes in heart rate. As a specific method, and analyzed the pattern for relaxation found on score, the impression and emotional expressions given by the music using the heart rate variation and the questionnaire seen in humans when listening to music, extraction pattern the attempt.
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  • Goshiro YAMAMOTO, Toshiyuki AMANO
    Session ID: 15-04-03
    Published: 2016
    Released: June 01, 2020
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    Calligraphy work shows various expressions by using shades of the ink and textures of the papers, although the appearance seems to be just black and white at a glance. This appearance acts as the only interface through which calligraphers can express their intention to appreciators. At exhibition places, such as museums or galleries, lighting is an important element to prepare the best appearance for displaying these art works. In this study, we apply a projector-camera system as novel lighting for exhibitions instead of conventional lighting. The camera captures delicate expressions of the calligraphy work and the light projection enhances the expressions. First, we extracted kansei words from calligraphy evaluations by professionals, then we made a positioning map. Second, we conducted experiments to find projection modes corresponding to parts of the map using real calligraphy works. Finally, we discussed “Intention Augmentation” exemplified by our novel lighting for exhibitions.
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  • Hiroki HAYASHI , Masahiro URA, Kazunori MIYATA
    Session ID: 15-04-04
    Published: 2016
    Released: June 01, 2020
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    The spatial frequency is a physical quantity necessary for the formation of a texture. Onomatopoeia are used in representing the various sensory expressions such as sound, movement and texture. The purpose of this research is to clarify the relevance of texture perception by analyzing the characteristics of the spatial frequency for each onomatopoeia. We carried out an impression evaluation of 5 out of 6 onomatopoeias with 49 images of various materials. To analyze the result, we grouped together similar onomatopoeias. We performed two-dimensional Fourier transform and converted them into a spatial frequency space. We found out that people can distinguish texture from the difference of spatial frequency, and that there is a characteristic of spatial frequency for each onomatopoeia.
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  • Yuriko KOBAYASHI, Hiroki TAKAHASHI
    Session ID: 15-04-05
    Published: 2016
    Released: June 01, 2020
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    Fruit ripeness is conventionally sorted and ranked by the visual appearance and it is done manually with human visual ability. As the consequences, a number of fruits that are classified in the same rank actually have individual diversity. The research investigates the variation among visually same rank of ripe fruit and classifies it into five categories by analyzing the fruit skin glossiness. Considering the physical appearance features, apple is chosen as experiment object. In this paper, classification criteria are based on evaluation is conducted by comparing the result with the ground truth and the result is 78% accurate.
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  • Chikako SHIBATA, Natsuki TAKAYAMA, Hiroki TAKAHASHI
    Session ID: 15-04-06
    Published: 2016
    Released: June 01, 2020
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    Skin care has attracted much attention in recent years. This paper proposes a method to measure daily skin health based on a skin texture analysis. Skin texture is composed of sulcus cutis and cristae cutis, and the fineness of the texture shows the skin health. The proposed method detects cristae cutis from a skin image, and measures the daily skin health based on areas of cristae cutis. First, the proposed method uses a smart phone with a close-up lens to obtain a skin image. Next, CLAHE(Contrast Limited Adaptive Histogram Equalization) is applied to the skin image to improve the contrast between sulcus cutis and cristae cutis. Finally, watershed segmentation are used to divide and detect cristae cutis. Daily skin health can be measured by calculating areas of detected cristae cutis. This paper analyzes daily skin health from summer to winter.
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  • Tomonori KUNO, Hiroki TAKAHASHI
    Session ID: 15-04-07
    Published: 2016
    Released: June 01, 2020
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    Recently, security camera has been widely used in security system. Some method for behavior classification are also interesting topic for many researchers, CHLAC and subspace are method used in behavior classification. However, this method are not able to classify the behavior of the same type of motion occurred in different speeds. Therefore, this paper proposes a different approach that considers the speed invariant and perform behavior classification without depending on the motion speed. The experiment is carried out using seven types of motion behavior in three different speeds. Finally, evaluation is conducted for the effectiveness.
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  • Takeshi OKUYA, Shigekazu SAKAI
    Session ID: 15-04-08
    Published: 2016
    Released: June 01, 2020
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    In the inking process of cartoon rendering, the line was given change and the method of changing the thickness of the line was developed. For representation of the cartoon graphics like hand-drawn animation, the method of changing the thickness of the line by the curvature like a pencil line was developed. However, sometimes the method didn’t match projection coordinate curvature because it used 3D model curvature. In this paper, we developed the method compute 2D curvature of each line, and it drew line which thickness changes with each 2D curvature in real-time.
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  • Takuya TAKAHASHI, Kohe TOKOI
    Session ID: 15-04-09
    Published: 2016
    Released: June 01, 2020
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    Falling motion of light objects like petal and leaves are affected by gravity and air resistance powerfully. As a result, a course of falling motion of light objects will be irregular. Previous methods for simulating falling motion of light objects are expressed by simulating physical motion in real world. However, an animation of falling motion of light objects are used for adding feeling in visual expression and it expressed by a designer. Therefore, it needs to solve the two abovementioned problem. In our work, we develop the model of simulating falling motion of light objects witch is works at high speed and can control and edit the course of falling interactively by using Boids for simulating falling motion of light objects.
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  • Akichika SAHARA, Issei FUJISHIRO
    Session ID: 15-04-10
    Published: 2016
    Released: June 01, 2020
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    Bursts of objects enclosed by thin films, such as balloons and cushions, are ubiquitous in our daily life while accurate models to simulate such phenomena have not been well studied yet. In this study, burst was defined as omnidirectional splashing outflow of content liquid accompanied with many droplets owing to break of the enclosing film, and a designated computational model was developed. The salient feature of the proposed model lies in its two-way coupling simulation, which takes into account the effects from the deformed thin films to the dynamics of the content liquid, and vice versa. Specifically, finite element analysis was used for stress computation with representation schemes to discretize the thin films and content liquid into triangular and tetrahedral elements, respectively. Since triangular and tetrahedral meshes provide the explicit boundary surfaces, they can strictly define the computation of collision and friction. After each of the time-steps, re-meshing is carried out for maintaining the accuracy of the simulation together with plausible fraction generation. Through the qualitative comparison with the high-speed camera video, it was empirically proven that the proposed model can accurately simulate bursts triggered by breaking thin films, which has not been realized by any other existing numerical schemes.
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  • Toshiya KIRA, Kohe TOKOI
    Session ID: 15-04-11
    Published: 2016
    Released: June 01, 2020
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    In the video game, the battle that between the characters is popular. The game on the battlefield needs to generate a realistic battlefield by the battle between the avatars without the player. In this study, we developed a technique of generating the behavior of the game avatars by the simulation of battle between plural avatars in order to represent inartificial battle scene in real time. This paper, we propose the model that can represent strategic battle utilizing the battlefield terrain. The proposed method use affordance theory. An affordance of terrains has information of strategy and tactics. Avatars decide the next action using information showed by environment.
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  • Takuya Mori, Taichi Watanabe
    Session ID: 15-04-12
    Published: 2016
    Released: June 01, 2020
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    In the drawing animation, animators to draw the movement and texture representation, drawing anime own movement and techniques of texture representation exists. If although it is possible to create an animation of the hair bundle by using the products using morphing technology, to create a movement of fine hair bundle, it takes a long time in the production of animation. Technique In this study, carried out the shape deformation of the hair bundle by using the axial deformation FFD is a technique that improves the Free-form Deformation, to automatically generate the animation of the hair bundle to do with the division of the hair bundle binding, control of hair width Suggest.
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  • Takayoshi MORI, Tsukasa KIKUCHI
    Session ID: 15-04-13
    Published: 2016
    Released: June 01, 2020
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    In late years many people use the media because the Internet developed. It is the times when a company must grope for an effective advertisement now. This research analyzes an existing logo design and generates the most suitable motion graphics. I turned a viewpoint to the element which constituted logo mark, a logotype, a color, the logo movie such as the motion and investigated it. I already classified existing logos by an impression evaluation and clarified an image by performing the impression evaluation about the motion. I propose the combination of most suitable logo design and motion from the result.
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  • Masaki SAITO, Shinnitiro SAWAMURA, Hiroshi YOSHIKAWA, Takeshi YAMAGUCH ...
    Session ID: 15-04-14
    Published: 2016
    Released: June 01, 2020
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    In recent years, a head-mounted display (HMD) is again noted along with improvement in performance of hardware. It is commercially available from a number of companies and it is now easily available so 3D gaming and simulation software supporting the HMD is increasing. Therefore, 3D modeling is becoming more important for those applications. However, there are a number of technical hurdles for the modeling beginners. Therefore, we develop an interface suitable for 3D workplace using the augmented reality (AR) and we propose a modeling software that operation is simplified in pile up blocks. Finally conducted a user test and its results are shown.
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  • Katsuma AKAMATSU, Yuta MURAKI, Koji NISHIO, Ken-ichi KOBORI
    Session ID: 15-04-15
    Published: 2016
    Released: June 01, 2020
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    Recently, projection mapping(PM) has been attracting attention. Especially, it has been used in the entertainment and promotion field. It is difficult to realize 3D image in the PM, because it requires high level creation techniques and lot of time to make contents of the PM. 3D image can be expressed unrealistic 3D space, such as appearance of virtual objects in the real space using trick art technique. In this paper, we propose a method to create the contents of 3D image PM. The method provides an easy use of 3D objects and creation of immersive contents in PM.
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  • - Watercolor rendering in a standard working environment -
    Shota ICHIKAWA, Koji IIGURA
    Session ID: 15-04-16
    Published: 2016
    Released: June 01, 2020
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    In contrast to Cel shading, a painterly rendering images consist of many brush strokes. Therefore, it is impossible to get a painterly rendering image by tuning the shader parameters. It is necessary to use a specialized rendering system for painterly renderings. However, the change in renderer has a big impact on the existing image generation workflow. In this paper, we propose a novel painterly rendering method that generates brush stroke objects as general CG objects for the painterly rendering, enabling a standard photorealistic renderer to generate a painterly rendering image, resulting in a smaller impact to the existing workflow. Additionally, the ability to edit the order of brush stroke is important because a painter draws strokes subjectively, however there is no correct mathematically order. In the proposed method, each brush stroke is converted into an ordinary CG object in the scene, allowing modification of the stroke order directly and easily.
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  • Go ARAI, Mitsunori MAKINO
    Session ID: 15-04-17
    Published: 2016
    Released: June 01, 2020
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    Business continuity plan (BCP) is essentially important for companies to keep their losses at a minimum.In order to formulate BCP,they have to understand all risks on their businesses in advance.Although the so-called risk map is common visualization of the risks,the map usually does not visualize other risks carried by a risk.Therefore in this article,an interactive visualization of risk chain for corporate risk management is proposed in this article.The proposed visualization enhances the so-called bubble chart,in which risk chains are represented as animation.Also equipping features related to "focus+context", the proposed visualization provides easy understanding of the risk chains.
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  • - 3DCG Animation -
    Shinji YANAGIDA, Shigeo HIYAMA
    Session ID: 15-04-18
    Published: 2016
    Released: June 01, 2020
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    It was hoped in a shooting star that an animal escaped from a star. The animal is a Steller sea lion. The Steller sea lion is takes a new shooting star and travels.3DCG animation works.
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  • Naoto Suzuki
    Session ID: 15-04-19
    Published: 2016
    Released: June 01, 2020
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    This work a short movie that represents a small struggle of people to find the restroom.
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  • Takuma MIYAWAKI, Tsukasa KIKUCHI
    Session ID: 15-04-20
    Published: 2016
    Released: June 01, 2020
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    This work is a live-action video work using the concept to 360 degrees shooting " Tokyo that the country sees" .
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  • Hidekazu TSUJIAI, Hiroe MAEDA, Naoko SOYA, Shiori IOZAKI, Ayaka KITAMU ...
    Session ID: 15-04-21
    Published: 2016
    Released: June 01, 2020
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    A Eaves Projection Mapping is the new mapping way it's just as it is and to cut the atmosphere of the streets begun from Takaoka Yamachosuji Dozotsukuri festival 2015 with this projection mapping. A projection place used 6m lengthwise 1m next to the house bottom with trowel art by this festival. 4 copies of contents are composition in the motif of Takaoka in Tomiyama.
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  • Kazushi MUKAIYAMA
    Session ID: 15-04-22
    Published: 2016
    Released: June 01, 2020
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    Projection Mapping(PJM), a technique for displaying visuals onto buildings or walls using projectors, has been known in public in the world today. Also, there were many events in Japan after Tokyo Station PJM, because PJM has the effect to attract many people. This work at Towada Art Center has made the same reason as an event by Towada city, Aomori prefecture. This paper describes the story and the evaluation as one sample to understand the way to make a similar PJM work.
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  • Kazuhiro Nagai
    Session ID: 15-04-23
    Published: 2016
    Released: June 01, 2020
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  • Masahiro Higashikokubaru
    Session ID: 15-04-24
    Published: 2016
    Released: June 01, 2020
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  • Junpei TOYAMA
    Session ID: 15-04-25
    Published: 2016
    Released: June 01, 2020
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  • [in Japanese]
    Session ID: 15-04-26
    Published: 2016
    Released: June 01, 2020
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  • Ryota Muraoka, Issei Fujishiro
    Session ID: 15-04-27
    Published: 2016
    Released: June 01, 2020
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    Variation is a form of classical music, which consists of a simple melody, called theme, followed by varied theme in terms of harmony and rhythm. For understanding variations, it is important to catch how the theme is varied while it is difficult even for people with musical experience to do it only from scores and/or sound sources. In this study, a new method was developed, which allows instrument players or music lovers to visually understand the structure of variations. The system takes a MIDI dataset of a variation as input, and visualizes its musical structure by placing corresponding geometric objects in a designated 3D space, where a set of visual mappings are devised to associate each of the known variation forms with the parameters of the rendered objects. The system also provides visual information seeking functions so that the users can comprehend the structure of the variation interactively. Two types of experiments have been carried out to prove the effectiveness of the proposed method in terms of mapping intuitiveness and variation comprehensibility.
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  • Rumiko Fukada, Akinori Ito, Ken’ichiro Ito
    Session ID: 15-04-28
    Published: 2016
    Released: June 01, 2020
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    The musical which explains a story by lyrics has to plan the musical structure, a storyboard, lyrics and the picture construction organically. But this system is difficult to plan in NLS. This research made a scene with a lot of cuts the subject by a musical movie and a drama and also considered the organic structure on the production technique from an investigation of a cut analysis, a music analysis and a phoneme investigation. In parallel, Synthetic visualizing with the organic structure was considered on the picture production by a storyboard, the score and a phoneme symbol.
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  • Midori YANO, Satsuki KUMATANI, Yumi INOUE, Takayuki ITOH
    Session ID: 15-04-29
    Published: 2016
    Released: June 01, 2020
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    We introduce a case study of heatmap-based time-varying data visualization technique to the time-varying visualization of ocean flow around Japan calculated by the Earth Simulator. We extracted particular grid-points in two regions where Kuroshio and Oyashio run through respectively and visualized that the temporal changes of scalar values including salinity and velocity.
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  • Miki URANO, Yuriko TAKESHIMA, Tsukasa KIKUCHI
    Session ID: 05-04-30
    Published: 2016
    Released: June 01, 2020
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    In recent years, a user by the spread of social media, such as blogs and SNS is increasing, more and more opportunities to transmit the opinion by the Internet, seems to change in the people of the form of communication is happening. So we are aimed to capture the trend of the interest of the people by visualizing a particular hash tag that has become a trend on Twitter as an object in 3D.
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  • Hiroki IINUMA, Ryuta MOTEGI, Yoshihisa KANEMATSU, Naoya TSURUTA, Koji ...
    Session ID: 15-04-31
    Published: 2016
    Released: June 01, 2020
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    Previous studies about a design method for a cartoon character are focusing on the visual appearance. In this paper, we propose a scrapbook for supporting the creation of characters and the setting of their roles in an episode. We collected setting information from 66 episodes in seven different works of TV animation. Our experimental results show that the user can create characters while flexibly changing the number of people and roles.
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  • Kohei OSAWA, Ryuta MOTEGI, Yoshihisa KANEMATSU, Naoya TSURUTA, Koji M ...
    Session ID: 15-04-32
    Published: 2016
    Released: June 01, 2020
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    In this paper, we propose a scrapbook to support drawing of facial expressions. Facial expressions of cartoon characters are composed of the combination of eyebrows, eyes, mouth and other expression components such as tears and sweat. We have collected 763 pieces from existing cartoon animations and classified them into 6 eyebrow patterns, 9 eye patterns and 8 mouth patterns by their shape. Our experiment results show that the users can increase the variation of facial expressions by using our scrapbook.
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  • Yuta TAKEMOTO, Ryuta MOTEGI, Yoshihisa KANEMATSU, Naoya TSURUTA, Koji ...
    Session ID: 15-04-33
    Published: 2016
    Released: June 01, 2020
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  • Nana SATOU, Akinori ITO, Koji MIKAMI
    Session ID: 15-04-34
    Published: 2016
    Released: June 01, 2020
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    Sound effect is the important part of fantastical scene in ANIME, especially for girls ANIME. However the sound design method is still closed and not enough researched. Moreover, the recent digital sound design tools become to make 'American taste' sounds, not to fit for ANIME sound. In this paper, we propose the sound design testing tools in procedural way. Before the development, we survey more than 50 sounds from the scenes of emitting magic, changing the clothing, magical flying and so on in ANIME for girls. The attributes uncovered by the survey served as a basis of the parameters of developing tools. The tool is built with associated by a Unity and Supercollider. It enables to make and confirm the sounds for magical ANIME image elements interactively.
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  • Shizuka UCHIYAMA, Tsukasa KIKUCHI
    Session ID: 15-04-35
    Published: 2016
    Released: June 01, 2020
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  • Koki Takizawa, Tomohiko Mukai
    Session ID: 15-04-36
    Published: 2016
    Released: June 01, 2020
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    In this study, we develop a system that can create original hair models of 3D characters without special knowledge. Our method introduces interactive evolutional computation method to allow users to edit the hair models based on qualitative judgment rather than the quantitative criteria. The proposed system efficiently generates desirable hair models reflecting by learning the preferences of the users.
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  • Erika SAKAI, Akinori ITO, Takayuki ITO
    Session ID: 15-04-37
    Published: 2016
    Released: June 01, 2020
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    A lot of animations and games have been produced, and many characters have been designed every year. There have been reports that voice tone covers approximately 40% of the impression in the human communication. It is therefore an important factor to select appropriate voice actors so that we can appropriate impress the characters. Based on this idea, we recorded talks from portable games and calculated the acoustic features. We then visualized fundamental frequency by using a histogram and a scatterplot to analyze them. A goal of this study is to develop a system to recommend characteristics of voice actors from a personality of a character.
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  • Yuki NAKAGAWARA, Tomohiko MUKAI
    Session ID: 15-04-38
    Published: 2016
    Released: June 01, 2020
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    Cartoon-like effects in cel animations are provided by distorting the figure of models and characters. On the other hand, 3DCG animations rarely introduce such distortion-based cartoon-like effects. The purpose of this study is to verify the possibility of expressing cartoon-like effects by using several types of keyframe interpolation method that provides various style of deformation of character models.
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  • Ryohei Suzuki, Issei Fijishiro
    Session ID: 15-04-39
    Published: 2016
    Released: June 01, 2020
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    Research on crowd movement started with addressing human perception issues and has been developing in a diversified way up to the present. Demands for models to automatically generate crowd movements have a wide spectrum. Taking a closer look at entertainment models, it has become a prime virtue to maintain the plausibility of crowd movements for a variety of scenes without loss of computation speed. In this article, we place more focus on the pleasing quality of human movements under the condition of real-time scene representation, and propose a robust and efficient model to trace movements of a crowd whose density distribution changes drastically, without camera blockings. We take into account the movements of individuals as well as small pedestrian groups consisting of a few people, to gain the plausibility of the model.
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  • Momoko TSUCHIYA, Yoshihisa NITTA
    Session ID: 15-04-40
    Published: 2016
    Released: June 01, 2020
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    This paper presents an interactive light art system with a human body recognition technique. This system extracts the edges of human body, and then displays them as light art. Alternatively losing the detailed appearance of the humans, we can anonymously represent shapes and behavior of them. This feature is useful while developing various applications with this system.
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  • Akiko KOMATSU, Takayuki ITOH
    Session ID: 15-04-41
    Published: 2016
    Released: June 01, 2020
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    Portrait icons have been increasingly used in various scenes including social networking services(SNS). Popular commercial systems to electronically create cartoons require users to select part images similarly looking to the users’ faces. Although these systems can generate cartoons with simple operation, it cannot adjust the fine shape of part images and it also needs to prepare a lot of sample part images. In this paper, we present a face cartoon generation system that could adjust the fine shape of part images by applying morphing. This system also relieves the number of sample part images by generating interpolation images.
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  • Takaaki ORIKASA, Akihiro MATSUURA
    Session ID: 15-04-42
    Published: 2016
    Released: June 01, 2020
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    In this note, we present a mechanical puzzle based on the Reuleaux tetrahedron with a hollow in the center. The mechanism of rotation is designed on the touching surfaces of the peripheral pieces by fully making use of the convexity of the tetrahedron. The puzzle was designed with 3DCAD software and the main pieces were fabricated with a 3D printer. Through actual manipulation, we confirmed the rotational functionality of the puzzle.
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  • Takahiro ARAI, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Session ID: 15-04-43
    Published: 2016
    Released: June 01, 2020
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    Leaners who have mastered a programing language and CG programing can acquire ability to develop elementary games by using learned several animation programing techniques. However, comprehensive software design and implementation techniques are required to them in order to develop full-fledged games. We propose a comprehensive framework in order to ensure that learners who have mastered elementary game development aim full-fledged game development. We provide more concrete and comprehensive software design and implementations by proposing an open source framework library of which the target genre is dedicated to 2D shooting games. The users can advance development avoiding refactoring and matching their skill.
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  • Nonoka Watanabe, Akinori Ito, Ken’ichiro Ito
    Session ID: 15-04-44
    Published: 2016
    Released: June 01, 2020
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    The visual expressions of games associated with game-mechanics are divided into two types, one is an event as a trigger, and the other is continuous changing event. On the other hands, the generation mechanism of game sound is instantaneous trigger basically. Therefore, the design on sound trigger for occasioning the players' judgements is important during the continuous visual expression. That kinds of artifice have been popular in the actual games but still not be enough patterned in the academic area. In this research, we surveyed and cataloged the sound trigger components and developed the confirmation tools for assembling the design pattern for game-mechanics and sound trigger. Through the developing, we focused on the aspect of "continuous vs instantaneous" and gradually changed visual expressions.
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  • Tomoyuki TAKAMI, Yasuyuki NAKANE, Hisako HARA
    Session ID: 15-04-45
    Published: 2016
    Released: June 01, 2020
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    It is known from several old documents that there were large shogi variants, Dai shogi, Dai dai shogi, Maka dai shogi in Heian period, for example. The present shogi uses 40 pieces but Maka dai shogi and Dai dai shogi use 192 pieces. We studied the order of appearance of these large shogi variants.
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  • Hiroe MAEDA, Hidekazu TSUJIAI
    Session ID: 15-04-46
    Published: 2016
    Released: June 01, 2020
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    The Game-Nics theory is used such as UI design of the game. This is the work of applying that theory to social game WEB site. How used in the WEB site, thought about the five principles each the Game-Nics. This time I produced the introduction site of the original game. In order to produce the WEB site, it is also included attempts to take advantage of this know-how in order to tell view of the world of the game.
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  • Honoka MASUDA, Shuhei KODAMA, Yuki MORIMOTO, Tomoaki MORIYA, Tokiichir ...
    Session ID: 15-04-47
    Published: 2016
    Released: June 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    It requires a certain amount of knowledge and experience to draw a line drawing with stereoscopic effect, such as the ability to grasp the shape of things accurately, knowledge of vanishing point and perspective and how to add the strength and weakness of a line. These elements make it difficult to draw a line with stereoscopic effect for illustration beginners. In this study, we propose a method to improve stereoscopic effect of line drawing by using monocular depth cue.
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  • Yuya USHIKAWA, Saori KURATA, Hiroshi MORI, Fubito TOYAMA, Kenji ...
    Session ID: 15-04-48
    Published: 2016
    Released: June 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    There is a new method which automatically colrorize freehand drawings. As an earlier study for automatic coloring,there is a method to automatically colored with line drawings based on the pixel values of the reference image. In this study, I propose to implement these processes using Photoshop Which is a raster graphics editor software.
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  • Yuriko HARA, Kengo WATANABE, Izumi UCHINO, Akinori ITO, Naoya TSURUTA, ...
    Session ID: 15-04-49
    Published: 2016
    Released: June 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED 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 phase1. Third, the system replaces or corrects the colors in the target image. As a result, users can correct the color of image by the &quuot; implicit " preference.
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  • Takuma MIYAWAKI, Tsukasa KIKUCHI
    Session ID: 15-04-50
    Published: 2016
    Released: June 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED 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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