Reports of the Technical Conference of the Institute of Image Electronics Engineers of Japan
Online ISSN : 2758-9218
Print ISSN : 0285-3957
Reports of the 281st Technical Conference of the Institute of Image Electronics Engineers of Japan
Displaying 1-50 of 104 articles from this issue
  • Fushiro UMEDA, Tsukasa KIKUCHI
    Session ID: 16-04-01
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In late years, and the technique to reflect a picture to an object and the space by projectors called the projection mapping has become widely known in general through large-scale events such as the projection mapping of Tokyo Station. However, in the present when projection mapping penetrated,the use as the entertainment becomes important. Therefore in this study I reflect a picture on stairs and try support of the going up and down movement to utilize projection mapping for real life. Keyword
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  • Shougo Yoshida, Junki Morikawa, Taiki Ogawa, Mika Iwasaki, Tomoe Sekid ...
    Session ID: 16-04-02
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Our group held an event using interactive projection mapping for restoration assistances of Kumamoto in the nonurban area that has no any media art events. We confirmed that the interactiveness possessed by the interactive projection mapping increases the entertainment. This paper provides the details of our developed interactive projection mapping and our observations based on users evaluations and responses.
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  • Hiromu Sato, Hiroyuki Kubo, Takuya Funatomi, Aki Takayanagi, Yoshitomo ...
    Session ID: 16-04-03
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In recent years, non-planar displays have been developed for data visualization, art, and exhibition. However, detail relationships between visual expression on non-planar display and human perception are unknown. In this study, we aim to quantify a perception in floating-expression on spherical display. We evaluate the floating-perception through an experiment using a spherical display and discuss the result.
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  • Kenji YANAGI, Chigusa KITA
    Session ID: 16-04-04
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Precedent researches warned the existence of smart-glasses users vulnerable to distractions. This paper tried to reassure the fact, and extract the features of such users. Through the user testing, we found such users tend to possess rootless self confidence in using smart-glasses.
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  • Toshiaki HIROOKA, Hiroki TAKAHASHI
    Session ID: 16-04-05
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    Gait is one of biological information which indicates how to walk. It is able to acquire gait from a distance and any views. It is, however difficult to identify a person with belongings. The purpose of this article is, therefore, to propose an effective identification method when the subject has a bag. First, GEI(Gait Energy Image) is generated with head position adjustment. Then, gradient of GEI for head, both arms and legs regions are obtained. Finally, features from each region except for the hand region with a bag and the bag itself in the leg region. The proposed method gets 95.0% identification ratio for back view gait with belongings.
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  • Masataka KUDOU, Hiroki TAKAHASHI
    Session ID: 16-04-06
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Recently,researches on automatic driving and driving assistance are actively discussed all over the world.In such researches, realization of safety driving is the most important issue.This paper, therefore, proposes a method to extract street gutter regions in residential area of Japan.In the proposed method,preprocess is applied to an image on a road photographed from automobiles,then,street gutter regions are extracted by using Probabilistic Hough transformation and projective geometric features.
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  • Akiyoshi Itoda, Masahiro Ura, Kazunori Miyata
    Session ID: 16-04-07
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    The recent increase in the number of patients with lifestyle diseases has become a global problem. One of the primary is stress. As a method to reduce accumulated stress, activities such as exercise and contact with nature should be performed. However, these are time consuming, and difficult for people who do not have much time to spare. This research proposes a system that reduces stress easily and rapidly. As a system structure, we first record the facial expressions when presenting some images and presenting natural images with relaxing effect. Secondly, by determining the order and time for displaying images so as to match the facial expression change at relaxation, the same facial expression change as at relaxation is induced. As a result of examining the amount of stress using the pulse, it was revealed that relaxation effect was higher by this method in 80% of subjects.
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  • Masashi SEKIGUCHI, Yoshihisa KANEMATSU, Naoya TSURUTA, Koji MIKAMI, Ku ...
    Session ID: 16-04-08
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    The director gives direction of characters’ emotions in the movies and the directions should be quickly shared among crews. In this paper, we propose a planning support method based on analysis of characters’ anger emotions. We analyzed scenes in the existing movies in which anger emotion appears and created a set of typical camera work templates. The user can search them by scenario information. User experiment shows that our system is useful when drawing storyboards, with a 78.1 percent satisfaction.
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  • Taihei MENO, Reiji TSURUNO
    Session ID: 16-04-09
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    There is a position-based fluid simulation method as a method to calculate fine fluids in real time. In this method, incompressibility of the fluid is given as a constraint on density, and the particle position is directly moved so as to satisfy the constraint. Although this method is capable of high speed and stable calculation, it is necessary to perform iterative calculation to satisfy the constraint, which is a problem in terms of calculation cost in real time application. In this paper, we propose a method to maintain incompressibility even with small iterative calculation by setting regional density correction model to complement density constraint. By using the proposed method, it is confirmed that the density can be stabilized more than the conventional method, and incompressibility can be realized with less calculation cost.
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  • Shuto SHIKAMA, Genichi KAWADA, Issei FUJISHIRO
    Session ID: 16-04-10
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Fine particles are defined as a mass of solid particles whose radii are smaller than 200µm. In particular, finer particles with radius smaller than 100µm are called adhesive fine particles, because those particles tend to adhere to one another. Adhesive fine particles are ubiquitous in our daily life; flour and powdered medicine are good examples of those. In this study, we attempted to model the behavior of adhesive fine-particles, which had never been reported in the literature. First, we adopted a representative particle model to narrow the dynamic range of the computation, though the existing model itself does not take inner frictions into account, which motivated us to allow each of the particles to hold its yield criteria. Our method successfully reduced the computational complexity and realized a feasible simulation of characteristic cracks on the surface of adhesive fine particles.
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  • Taisuke HASHIMOTO, Yoshihiro KANAMORI, Yuki ENDO, Jun MITANI
    Session ID: 16-04-11
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We propose a method for measuring reflectance with a simple setup based on bivariate BRDF, a simplified version of BRDF. Most measurement methods require large systems for illuminating target objects from various lighting directions. Our method reduces the number of lights by finding light directions suited for a target shape via combinatorial optimization. We also reduce artifacts occurring when recording reflectance, which stem from the narrow representation domain of bivariate BRDF. We further reduce the impact of clustering errors in case of objects containing multiple materials. In summary, we demonstrate our method can capture reflectance more accurately with less lights.
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  • Shin FUSHISHITA , Hiroyuki KUBO , Takuya FUNATOMI, Yasuhiro MUKAIGAWA
    Session ID: 16-04-12
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this research, we work on the fabrication of replica focusing on the reproduction of scattering properties of translucent objects. We propose reproduction of scattering property by mixing different optically liquids physically. We find a relationship between the mixture ratio and scattering property of mixed liquid by observation. According to the relationship, we attempt to estimate optimal mixture ratio for reproduction of given translucent objects. Finally, we evaluate the accuracy of the estimation and reproduced some translucent objects in experiments.
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  • Takuya TAKAHASHI, Kohe TOKOI
    Session ID: 16-04-13
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Controlling a behavior of Non-Player-Character (NPC) which appears in digital game has several tasks. In this research, by focus on ``communication" ``emotion" and ``mechanism of cooperation", we constructed ``NPC's decision-making model" which decides behavior based on the character assumed by the game designer. We constructed the model inspired by Hume's moral sentiment. We created a test case to confirm behavior, for 3D battle game, and confirmed the result. As a result, NPC's decision was made normally and no deadlock was confirmed. As future tasks, it needs to add test cases and add intuitively operable interfaces for game designers.
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  • Masato NAKADA, Issei FUJISHIRO
    Session ID: 16-04-14
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Hands are particularly eye-catching regions from the first-person point of view as well as from the second and third, because they most frequently interact with surrounding objects. General CG models consist of surface mesh and bones, whereas there exist organs such as tendons and muscles inside real hands. Their motion such as muscular contraction effects a change in the appearance of hands’ surface, and thereby moves characters more dynamically, which cannot be realized only with weighted mesh’s vertices for each bone. In this work, we propose a method to represent internal structures of hands as scalar functions and to implicitly model the hands’ surface based on the motion of internal structures.
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  • Masao YOKOYAMA, Haruka HIRAYAMA
    Session ID: 16-04-15
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Having the development of interactive multimedia system for brain-wave music applying the headband called MUSE, this research investigated the relationship between several events (factors) including stressor and brain reaction to them. While one performer’s data of brain waves, which is based on the relaxation ratio, is used as a source for drawing images and musical notes for a cellist, other performers play their roles such as playing the cello and creating live electronic sound in the extempore manner.
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  • - Towards the prevention of “TOJIKOMORI” and locomotive syndrome –
    Saika TANAKA, Meeko KUWAHARA
    Session ID: 16-04-16
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Japan's aging society has various problems. Among them, the ``TOJIKOMORI" problem of the elderly is one of serious problems. In this paper, study of maintain and improve the leg strength of elderly people, and consider tablet terminal games for prevention ``TOJIKOMORI".
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  • Kento WATANEBE, Hiroki TAKAHASHI
    Session ID: 16-04-17
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    It is said that the number of visually impaired persons becomes about 310,000 in Japan, and the number of visually impaired persons is increasing every year now. Tactile paving surfaces, therefore, take a very important role. A lot of tactile paving surfaces for inappropriate, however, exist. This paper is intended to detect deficient tactile paving surfaces. At first, tactile paving surfaces regions are extracted by color thresholding. Then, deficient tactile paving surfaces are judged by the outline tracing and the position estimation of the tactile paving surfaces.
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  • Tomoyuki NISHITA, Kaisei SAKURAI
    Session ID: 16-04-18
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    CG-ARTS have conducted e-learning as ``CG Technics Master Course" for examinees of CG examination since 2002. The teaching material was developed by programming language Java; however, the environment of Java has changed and it has become impossible to operate on the recent browsers. We report that UEI Research is developing the teaching material that includes the same contents with JavaScript so that learners can study CG on web browsers. Because this material is operated with popular mobile terminals, learners can experience CG basic techniques not only in classrooms, but also by self-study. The content consists of more than 50 CG basic techniques such as Z buffer method, ray tracing method, and image processing. The goal is to educate learners by this system and to disseminate knowledge of CG widely.
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  • -A Viewpoint of Information Education at Matsuyama University-
    Yuya DAN, Takeshi WADA
    Session ID: 16-04-19
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We overview recent CG education at Matsuyama University, such as game development, film making, Web design etc. as a course work of Faculty of Business Administration. Some viewpoints in project based activities are shared for improvement of the education. It becomes clear that students grow with much more commitment of the project activities of contents creation with seminar members all together. The result of CG-ARTS as qualifying exam will also be introduced here.
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  • -Brush up your observation skills.-
    Shinya Sasahara
    Session ID: 16-04-20
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This lecture will explore how Anima trains production staff in the fundamentals of art. Through our sketch and drawing classes we have received concrete results. We will show several examples from our classes and explain how this training has impacted our CG production.
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  • Kazuki Umeda , Chigusa Kita
    Session ID: 16-04-21
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
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  • Daichi NAGANO
    Session ID: 16-04-22
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
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  • -Practices on NicoNico Gakkai Beta-
    Ryuichi ONO, Hiroshi TAKAI, Akinori ITO, Koichiro ETO
    Session ID: 16-04-23
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    From 2011 to 2015, at the “NicoNico Gakkai Beta Symposium” which was held five times in Roppongi Nicofarre. The authors searched for visual and audio representation effect for developping varieties of presentations on surrounded LED screens around audiences and net distribution. In this presentation, we will show recorded video, materials, trends of expression, production methods and qualitative standards.
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  • - Production of The Motion Typography using Screen -
    Ryota Sato, Tsukasa Kikuchi
    Session ID: 16-04-24
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This It is to create motion typography from a certain law by combining motion typography, which is content based mainly on characters, and the golden ratio, which is regarded as important in making contents. By incorporating elements of golden ratio such as golden rectangle and logarithmic spiral, letting typography express rich expressiveness, effectively communicating messages from all aspects, appealing to the emotion and intelligence of the receiver of the message, appeal to the five senses, to bring in the opponent It is aimed to create motion typography that can read, understand and understand characters, to add elements to enjoy and watch, and to create video content that can be enjoyed even by people with hearing impairment.
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  • - Study to impress video advertisement on 360 degree movie -
    Yuto TAKAHASHI, Miki URANO, Tsukasa KIKUCHI
    Session ID: 16-04-25
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This movie is not a picture of VR advertisement. In recent years, VR has become popular since it is advertisement and game, it is said that VR is the first year in 2016. 360 degree camera used also for professional becomes inexpensive and becomes 360 degree video, Though 360 degree camera has become familiar, things like 360 degree video advertisement as video contents not in VR are few. This work is dare to shoot a video advertisement expressing the four seasons, shooting in one direction I thought that it would not be possible to impressively appreciate the four seasons by using a 360 degree movie that enables viewing in all directions without being a normal image that I did.
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  • -Study on a method to emphasize openness feeling and blockage feeling in 360 degree motion picture-
    Yuto TAKAHASHI, Tsukasa KIKUCHI
    Session ID: 16-04-26
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This movie is not a VR movie. In recent years, advertisements, images using VR in games and the like became popular, 2016 is said to be the first year of VR. In addition, 360 degree cameras that are used also by professionals became available at a low price, 360 degrees movies, 360 degree cameras became familiar. 360 degree movie is an image which can enjoy enjoying 360 degrees all around by shooting omnidirectional 180 degrees up and down 180 degrees and synthesizing it, and it is well utilized as VR content. However, in this movie it is not VR, but as one of the new expression of the video contents, I made using a 360 degree camera. We propose possibility of this movie as 360 degree movie which can enjoy omnidirectional viewing from images shot only in a certain direction we have seen so far as one of future new image expressions.
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  • -iNEXTION-
    Shota TABE, Hiroki YAMAGUCHI, Yuki HANAZAWA
    Session ID: 16-04-27
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    ``Projection mapping is delivered like a pizza." Although this is unprecedented, it seems easy for creators who have some knowledge of images and machines. But is it realistic or commercially easy? This work is an activity record that the projection mapping was delivered assuming that the image production group iNEXTION by the student is a commercial base. I wonder if the issues and reactions born by this will change the values of future projection mapping.
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  • -iNEXTION-
    Yuki HANAZAWA, Shota TABE, Hiroki YAMAGUCHI
    Session ID: 16-04-28
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    The cost of lighting which is troubles of many student bands. The cost is really high though what I'd like to stick to as desired, and live house lighting equipment is also plain. This work is a new lighting system devised by the student's video production group iNEXTION to overcome such lighting industry with application of projection technology. This will make it easier for student artists to have concert-class lighting system as part of the expression.
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  • Takashi CHIBA, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Session ID: 16-04-29
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    An impossible figure is a figure which looks realize at first glance, but is not actually realizable as perceived by the human eyes. In the conventional method to represent toroidal impossible figures, especially in the corner, using special processing to establishment of impossible figures. We proposed an extended optical illusion object for depicting toroidal impossible figures in usual rendering environments.
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  • - Production of 360°video in Hachioji student CM contest -
    Yuto TAKAHASHI, Miki URANO , Tsukasa KIKUCHI
    Session ID: 16-04-30
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We made a video work with the theme of ``Four seasons of Hachioji", As a practice of 360 ° video as video expression,
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  • Yuto TAKAHASHI , Tsukasa KIKUCHI
    Session ID: 16-04-31
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This research is not about VR. In recent years, advertisements, images using VR in games and the like became popular, 2016 is said to be the first year of VR. In addition, 360 degree cameras that are used also by professionals became available at a low price, 360 degrees movies, 360 degree cameras became familiar. 360 degree movie is an image which can enjoy enjoying 360 degrees all around by shooting omnidirectional 180 degrees up and down 180 degrees and synthesizing it, and it is well utilized as VR content. However, in this research, it is not VR, and as a new expression of video content, I used a 360 degree camera and conducted research. We propose possibility as 360 degree movie which can enjoy omnidirectional viewing from images shot only in a certain direction we have seen so far as one of future new image expressions.
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  • Yuto KATO, Junpei NAKANO, Kazuomi NAKAJIMA, Chihiro OGASAWARA, Shinya ...
    Session ID: 16-04-32
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this paper , we developed an interactive projection mapping on spheres “Mapping Q^3 ”. On this content ,a user touches each sphere and can enjoy interaction with images and sounds by beating or shaking the spheres. The system follows the position of each sphere by using a Kinect sensor three-dimensionally , recognizes the state of each sphere by analyzing the change of the positions and the value of acceleration sensor , and projects images to be matched with the positions of each sphere and generates sounds interactively. We exhibited the contents at the TOKYO DESIGN WEEK 2016 , and it was popular with many guests.
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  • Makoto TAKEDA, Hiromitsu SASAOKA, Makoto J. HIRAYAMA
    Session ID: 16-04-33
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Audio visual contents using large sphere displays, such as “Wonder Moment” or “Space Ball”, are attaractive but they are expensive and difficult to be made by individuals. Thus, a one-meter hemisphere geodesic dome screen was made using bold papers, and audio visual contents were projected to it using a single video projector. The contents were made using a smartphone video camera with a fish eye lens and binaural microphones put on both ears. Realistic contents with feeling of presense in scenes could be made.
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  • Go MATSUSHITA, Hayato TOMINAGA, Makoto J. HIRAYAMA
    Session ID: 16-04-34
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    There are driving simulators at driving schools. In many cases, their screens are flat and speakers are placed in the front only, thus reality cannot be felt by users. Safety confirmation before left or right turns or moves to neighbor lanes is very important to avoid traffic accidents, however, simulators do not display side or back of cars. Thus, a prototype of a driving simulator with 360 degree views and surround sounds was made to practice safety confirmations.
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  • Nobuteru ITO, Shinnya MINAMI, Hisakazu HADA
    Session ID: 16-04-35
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    When the head mounted display is attached, it interferes with the majority of the face of the user, so it is difficult to visually recognize the facial expression of the user. In this research, when the user's facial expression is photographed in advance and displayed with liquid crystal on the front of the HMD, the user's facial expression as seen from the outside when the user's facial expressions are ambiguous is not clear. Therefore, we propose visualization of facial expressions using 8 × 8 dot images as a visualization method of more effective facial expressions. Due to the dot image, subtle expressions are not displayed than the actual image, so it seems that you can more clearly understand the user's expression.
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  • Yuka TAKAHASHI, Hiroki TONE, Akihiro MATSUURA
    Session ID: 16-04-36
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    We focus on the rolling of convex solids of revolution on a plane and develop an interactive system that uses these solids for interface. We also develop action-based digital contents for the system. So far, we have implemented several tasks for the contents that effectively utilize rolling of convex solids, such as passing a narrow road and restricted area, and avoiding obstacles set on the display.
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  • -Method of arranging chapters,3D representation-
    So AGATSUMA, Aoi TAKASHIMA, Toshiaki OKUMURA, Tomoko SHIBUYA, Hitoshi ...
    Session ID: 16-04-37
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    In this paper, we propose a new reading method that makes full use of the characteristics of literary works through the visualization of Makuranosoushi, which is a famous Japanese classical essay in Heian period. Makuranosoushi is made up of about 300 chapters, there is a characteristic that you can start reading from anywhere. While conventional media such as books have a linear structure, we develop a system with a structure that allows you to freely read from anywhere you start reading. So, present to readers with expressions using 3DCG. Utilizing our system, readers can read Makuranosoushi as they like without flipping pages, and understand the background of each chapter from many sides. This approach is one of the effective methods to preserve literary works.
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  • -Laser Loop-
    Haruka SATO, Nozomi TANABE, Hisakazu HADA
    Session ID: 16-04-38
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    In this paper, we propose “Laser Loop,” which is a circular musical instrument like a harp without physical strings. In this system, We employ lasers instead of physical strings. Lasers are radially irradiated from center exposure to light sensors which are arranged in a circle. A performer will play with their entire body with continuous circular motion without turning. This system also provides playing Shepard tone by natural motion.
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  • Rio TAKIMOTO, Miki URANO, Tomoko SUMIYOSHI, Akira OKAZAKI, Tsukasa KIK ...
    Session ID: 16-04-39
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Children who are hospitalized are threatened by various things such as pain for treatment and anxiety about hospitalized life in hospitalized living. Among them, for children who are hospitalized, play is a compensation act of diverting any stress during hospitalization. We will adopt 'stress coping', which is a response to the environment that can be stressful in that play, and aim to reduce psychological anxiety of inpatient children. Therefore, we focus on the technology called AR (Augmented Reality), which has been exhibiting a lot of content such as games playfully interwoven, and we will propose stress-coping contents using AR for hospitalized children.
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  • Tomoya ITO, Naruhito KODAMA
    Session ID: 16-04-40
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    We introduce a case where we created an application to describe “Michinoku Maru” owned by Noheji-Town, Aomori Prefecture using tablet terminal. Currently, there is a plan to preserve this hull on land and exhibit it permanently. Our aim is to use as a tourist material in the exhibition hall and to use knowledge on “Michinoku Maru” as a learning material for a wide range of local residents to learn. This system consists of sending various contents using beacon, 3DCG of virtual reconstructed hull and information presentation function using AR technology.
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  • -Production extension by mobile interactive video projection system in live entertainment-
    Ryuichi ONO, Yukinori MUROSAKI, Yuki SAITO, Yuka SATO, Hisakazu HADA
    Session ID: 16-04-41
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this paper, we propose a new performing method by mobile image projection system. A spherical mobile device that moves over the stage or the venue displays a video on a device surface. Our spherical device equipped a small projector and LED. Although this system has a wireless communication and performer can control video, movement, and lights by remotely.
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  • Tatsuya UEKI, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Session ID: 16-04-42
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In recent years, traffic manners and traffic accidents of bicycles have become a social problem. Training by using a bicycle driving simulator is expected one of the solutions. There have been developed a few bicycle riding simulators, however, the views of their users were narrow or the flow of the traffics reproduced by the simulator was not real. In this paper, we aim to develop a realistic VR bicycle riding simulator that employs virtual reality (VR) in order to give experiences a feeling of immersion, learns the traffic manners and dangers of bicycles.
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  • Yuki OYAMA, Hiroki TAKAHASHI
    Session ID: 16-04-43
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    In AR(Augmented Reality) technology, it is important to synthesize realistic images that users do not feel strange. It is necessary in order to realize photometric registration for synthesizing realistic AR images. It should be estimated illumination environment in the real world. In this paper, questionnaire is taken from users to analyze factors that affect the users to feel strange with synthetic AR images. This paper proposes a simple method based on the human visual characteristics. A light source position estimation method is proposed by using a monocular camera and a cast shadow projected from a cylindrical object. AR images are generated using an estimated light source information. Usefulness of the proposed method is presented by the user questionnaire.
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  • Reo TAKAHASHI, Issei FUJISHIRO
    Session ID: 16-04-44
    Published: 2017
    Released on J-STAGE: July 01, 2020
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    The recent spread of head-mounted displays and hand-tracking controllers allows to create Virtual Reality (VR) games with virtual grasping. To realize a realistic sense of firm grasping, such VR games require many grasp animations that make fingertips precisely touch the target objects. However, each and every grasp animation is only adequate for an individual object, and cannot be reused. This article presents an animation technique taking into account affordance information to reduce the production cost. The proposed method enables to grasp target objects in a variety of postures, by interpolating grasp poses acquired from affordance information. For that reason, this method is applicable to the currently prevalent hand tracking controllers which cannot sufficiently capture the user’s finger movements.
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  • Takahiro IWAANAGUCHI, Mikio SHINYA, Michio SHIRAISHI
    Session ID: 16-04-45
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Camera positions and attitudes are necessary to synthesize and compose images of virtual objects in AR applications. Although markerless AR techniques using local sensors such as a GPS and a geomagnetic sensor are useful without specific preparations in the AR locations, accuracies in directional sensing limit their applications. In this study, we utilize both global sensors, such as GPS and Kinect, and local sensors, such as acceleration sensors and gyroscopes. By matching the two motion paths of a given device obtained by the both global and local sensors, we can estimate the camera attitude. Simulation experiments demonstrated positive results.
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  • Kana KURIHARA, Yohei SETA, Megumi KANEKO , Meeko KUWAHARA
    Session ID: 16-04-46
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this study, the impressions of onomatopoeia in Japanese language are visualized as patterns, and an experience-based augmented reality system using onomatopoeia is proposed. This proposed system is use location information and weather data. Display the current weather with an onomatopoeic pattern added.
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  • Masaki SAITO, Miki HIROHASHI, Takeshi YAMAGUCHI, Hiroshi YOSHIKAWA
    Session ID: 16-04-47
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We have been developing a printer for the volume hologram, which has wavelength selectivity and suitable for color hologram. In this paper, we have investigated red and green multi-color hologram exposed separately. The computational speed is accelerated up to 131 times with GPGPU calculation.
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  • Ryo UENO, Takeshi YAMAGUCHI, Hiroshi YOSHIKAWA
    Session ID: 16-04-48
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    When creating a computer-generated hologram,we convert 3D objects from polygons to sets of points. Conventionally,since the point light source data was generated from the scene information,it was necessary to recreate the scene with the 3DCG software when changing the arrangement of the object.Software developed in this research makes it easy to correct scenes by loading objects and allowing scenes to be constructed within point cloud generation software.
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  • Ryota Sato, Tsukasa Kikuchi
    Session ID: 16-04-49
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    ITE It is to create motion typography from a certain law by combining motion typography, which is content based mainly on characters, and the golden ratio, which is regarded as important in making contents. By incorporating elements of golden ratio such as golden rectangle and logarithmic spiral, letting typography express rich expressiveness, effectively communicating messages from all aspects, appealing to the emotion and intelligence of the receiver of the message, appeal to the five senses, to bring in the opponent It is aimed to create motion typography that can read, understand and understand characters, to add elements to enjoy and watch, and to create video content that can be enjoyed even by people with hearing impairment.
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  • Yusuke Kubota, Tomoaki Moriya, Tokiichiro Takahashi
    Session ID: 16-04-50
    Published: 2017
    Released on J-STAGE: July 01, 2020
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this research, we use Leap Motion to recognize the behavior of sand manipulation in the air of sand performance. It aims to develop a sand performance system that can detect the movement of sand on the canvas using a multi-touch compatible laptop computer and draw sand painting on the computer.
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