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Masato OGAKI, Yuki ENDO, Yoshihiro Kanamori, Jun MITANI
Session ID: 17-04-001
Published: 2018
Released on J-STAGE: July 01, 2020
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As a technique for bending hard materials like wood, using a slit pattern is known. However, it is difficult to simulate the physical properties of a cut material. Therefore, it is difficult to judge whether the designed curved surface can be made. In this research, we focused on the shape of the curved surface made by bending a cut material and proposed a method of designing the curved surface. We prepare a simple cut structure beforehand and measure the curvature shape that can be produced. This made it possible to design a 3D structure with smooth curved surfaces using cut materials by interactive operation.
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Akihiro IMADA, Issei FUJISHIRO
Session ID: 17-04-002
Published: 2018
Released on J-STAGE: July 01, 2020
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In the field of CG, billboards have been used to represent visual effects such as flames, smoke, and clouds. There are many known systems with such functionalities. However, since billboard representations do not depict the interior of objects, contradiction in appearance may occur depending on the location of the viewpoint. In addition, because of no accurate 3D depth information, the visual context may collapse when rendering with other objects. Furthermore, in a binocular virtual reality system, identical rendering results are generated for the left and right eyes, so that the closer the distance to the viewpoint is, the more three-dimensional cues get lost. In this research, we propose a system which can represent flames with minimal loss of stereoscopic effects from any viewpoint, and does not cause inconsistency in the binocular vision environment while providing an interface with common look and feel.
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Chihiro Suzuki, Takashi Kanai
Session ID: 17-04-003
Published: 2018
Released on J-STAGE: July 01, 2020
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Naoki HARUGUCHI, Youngha CHANG, Nobuhiko MUKAI
Session ID: 17-04-004
Published: 2018
Released on J-STAGE: July 01, 2020
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In this paper, we propose a 3D simulation of cracks generated on concrete walls by considering multiple factors such as drying shrinkage and alkali-aggregate reaction. The proposed method divides the concrete into small voxels, and voxels are connected with springs. The simulation model is 3D-RBSM (3 Dimensional Rigid Body Spring Model) so that each voxel is not deformed. In addition, cracks grow as time passes by changing the spring strength according to the crack growth. As the result of the simulation, we have confirmed that cracks generated on the concrete wall are expanded into the inside of the concrete.
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Eri HORII, Koh TAKEUCHI, Issei FUJISHIRO
Session ID: 17-04-005
Published: 2018
Released on J-STAGE: July 01, 2020
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There are known many animation works with the theme of music performance. Though they commonly aim at generating realistic motion of performers, sometimes they are not completely synchronized with music, and thus giving a sense of incompatibility. In order to make animation which is completely synchronized with music, tedious work are required. Therefore, in this research, we attempt to automatically generate blowing animation of characters playing wind instruments from sound sources.
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Takahiro SHIMIZU, Masanori NAKAYAMA, Issei FUJISHIRO
Session ID: 17-04-006
Published: 2018
Released on J-STAGE: July 01, 2020
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Breathing could be one of the effective animating elements for expressing emotions of living things. The main aim of this study is to expand this concept to abiotic things and to propose a method for generating animations expressing emotions through making them breathe in a pseudo manner. To begin with, we carried out a preliminary evaluation experiment regarding the emotional expressiveness of abiotic breathing animations, and we confirmed that several kind of emotion can be expressed even by the breathing motions applied to the abiotic object. When making the novel style of breathing animations, we specified a 2D ROI from an original image by surrounding it with a contour line, and then imposed a triangular mesh on the abiotic object. Then, from the resulting mesh, we extracted the submesh expressing the region of lungs, to which the operation of swelling and shrinking is applied. We succeeded in the effective expression of changes in internal state of individual abiotic objects and atmospheric situations suggested by different internal states of multiple objects.
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Takashi NISHIHAMA, Tetsuya MURAKAMI , Kohei TOKOI
Session ID: 17-04-007
Published: 2018
Released on J-STAGE: July 01, 2020
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In this presentation, we propose an interactive hair simulation method considering interaction between water and hair. The proposed method approximates hair as a set of mass points and line segments, and reproduces the deformation of the hair style by controlling the movement of the mass point using a spring damper model. The behavior of wet hair considering real-time rendering is reproduced by the calculation of the influence of the water surrounding the hair by the simulation of the motion of the fluid based on Euler's solution.
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- The Entertainment of Food and Cooking: Takoyaki Version -
Noriki AMANO
Session ID: 17-04-008
Published: 2018
Released on J-STAGE: July 01, 2020
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We aim to realize the entertainment of food and cooking by using IT. In this work, we applied projection mapping to “Takoyaki” and implemented a prototype system which is an interface of input/output for Takoyaki Projection Mapping (PM). Takoyaki PM means a case study of projection mapping that projects images and or animations onto Takoyaki. Then, the prototype system using Excel VBA receives strings from its input dialog and projects them onto holes of the Takoyaki plate as dots patterns. Takoyaki PM is also able to provide some information for customers waiting in line at stores. It is beneficial not only for the entertainment of food and cooking, but also a matter of practical business.
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Satoshi Furukawa, Ken Ishibashi
Session ID: 17-04-009
Published: 2018
Released on J-STAGE: July 01, 2020
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Recently,non-professional creators are possible to create dimensional representations by a projection mapping.
In addition, many studies have reported each projection method with an interactivity. However, there are not have studies focusing on users’ distance changes. Therefore, we developed an interactive projection mapping system which changes their projected images depending on the distance between users and the projected images. This paper describes the details of the developed system and the results of our experimental evaluations.
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Tao IWASAKI, Hiroki TAKAHASHI
Session ID: 17-04-010
Published: 2018
Released on J-STAGE: July 01, 2020
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Image feature keypoints of a natural image which is used as an AR marker are not uniformly. Furthermore, it is challenging problem to detect the marker which is changed such as folding or bending. Previous methods related with this study are proposed. For example, they are a method for detecting a nonplanar AR marker using depth information and a method of tracking the shape deformation of the marker from the state of the flat surface using movie. This paper aims to detect the nonplanar marker with a single camera. In order to estimate the shape of the nonplanar marker at the same time of the detection, we use keypoints of the AR marker divided into grid mesh. It, however, is difficult to detect the marker with the meshes, since there are not many the keypoints on each mesh. Assuming the keypoints of the marker are not uniformly, this paper proposes nonplanar marker detection with adaptive division mesh considering distribution of the keypoints and a method to complement the undetected meshes from the detected meshes.
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Megumi KIDO, Hiroki TAKAHASHI
Session ID: 17-04-011
Published: 2018
Released on J-STAGE: July 01, 2020
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Laundry folding has the role that makes laundry compact and easy to store. The work is, however, less preferred than other housework. This paper, therefore, describes to present folding procedure by using clothes model fitting for laundry folding support. A cloth model is constituted by mesh, where each node has its state transition, in order to keep cloth folding procedure in the same model. The cloth model fits to a target cloth based on an energy function. Each node is relocated to a surrounding pixel to minimize the energy. IoU(Intersection over Union) is greater than 0.97 for all tests and the average difference of the folds becomes 4.7pixel.
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Daiki HAYASHI, Sadahiro SHIGA, Ryutaro SUDA, Takashi OHTA
Session ID: 17-04-012
Published: 2018
Released on J-STAGE: July 01, 2020
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We design a digital signage content by which a consumer could feel like receiving a flyer directly from a person appears in display. We expect such an interaction would offer a fun experience and give a good impression that would encourage them to access the advertisement by themselves. In this article, we report the design and implementation of the system, and discuss the validity of our approach.
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Koji SHIMADA, Youngha CHANG, Nobuhiko MUKAI
Session ID: 17-04-013
Published: 2018
Released on J-STAGE: July 01, 2020
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In this paper, we propose a method of bending operation in Ikebana simulator by using haptic devices. In order to move multiple objects such as hand and flower in a virtual space, these models should be integrated. However, if one object such as a flower is integrated with the right hand, the object cannot be moved with the left hand. First, of all, the target object is divided into 3 parts. The first is integrated with the right hand, and the second is integrated with the left hand, and the third is not integrated with either hand. Then, we can operate the target object with both hands by integrating all 3 parts. In addition, bending operation is performed by transforming the target object according to the distortion calculated with the angle formed by 2 haptic devices. The proposed method has enabled the operation with both hands, and the user interface in Ikebana Simulator has been improved.
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Zhengnan YU, Hiroki TAKAHASHI
Session ID: 17-04-014
Published: 2018
Released on J-STAGE: July 01, 2020
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In this paper, we propose a novel approach of feature matching which uses line segments as feature in an input image instead of key-points. Moreover, we propose a 3D camera pose estimation method which utilizes corresponding feature segments. For evaluation, the proposed feature segments matching algorithm is compared to a key-points based feature matching algorithm, i.e. Oriented FAST and Rotated BRIEF(ORB) where ORB got 529 key-points and 53% inliers and proposed method got 99 line segments and 26% inliers, in textureless environment and reprojection errors of each segment are computed. Segments
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Shoki MIYAGAWA, Fumiaki ASHIKAGA, Yusuke UCHIMI , Kazuki YAMAKAWA
Session ID: 17-04-015
Published: 2018
Released on J-STAGE: July 01, 2020
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This paper reports the 17th Visual Information Processing Camp (VIP Camp) targeting students who study visual information processing. The VIP Camp is aimed at providing participating students with opportunities for presentation experience and face-to-face communication. We organized research presentation sessions and arranged various discussion projects. We set the catchword of VIP Camp as ‘Let's Jump!’ and planned the technical session by faculty newly. In this paper, we report how the 17th VIP Camp was planned and operated in detail.
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-Practice example to promote understanding of 3-dimensional virtual space-
Kyoko EGUCHI
Session ID: 17-04-016
Published: 2018
Released on J-STAGE: July 01, 2020
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The children now are accustomed to three-dimensional space through games. Even so, it is difficult for them to comprehend space and solids with computer monitors and to produce CG works. Here we will present examples of children's success in intuitive understanding of the virtual space, among the contents carried out in “CG lesson for Kids”.
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Seiya YAMADA, Hiroki HARADA, Junpei HASEGAWA, Ikuko TSUBAKI, Meeko KUW ...
Session ID: 17-04-017
Published: 2018
Released on J-STAGE: July 01, 2020
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In Japan, we decided to do programming education from 2020. However, because of investigating the current state of programming education at home and abroad and investigating problems of student's programming learning, it turned out that many children had problems in understanding programming. From this survey result, we created a device that can learn programming by combining blocks applied flow charts, so that young children can understand programming more easily.
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-On the educational effects for acquiring video languages using cinematography-
Takahiko Akiyama
Session ID: 17-04-018
Published: 2018
Released on J-STAGE: July 01, 2020
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In art education, the act of dessin (Fr., drawing) has been used since olden times for improvement of painting techniques and learning artistic skill. This includes not only the technical aspects of imitating existing pictures or representing three dimensional objects in two dimensions, but also various educational effects for determining the essence of things. In the field of cinematic education, the effects of imitating existing cinematic content is greater than merely viewing it. However, this is costly and labor intensive, making it unrealistic. To that end, it is comparatively easy to imitate the design by analogizing the story boards, V-Con (Story-reel) and previs that are traditionally done in pre-production of cinematic content. Especially creating previsualization (previs) using 3DCG tools to make a dessin of existing movie, it becomes possible to temporally and spatially decrypt the cinematic content, and concrete understand and analyze the elements that make up the cinematic work. This method is called cinematography dessin, and uses simple techniques to learn and master complex cinematic languages. This paper will present this method of raising the educational effects, including the results of demonstrative experiments.
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-Through a Case Study of Romantic Audio Drama for Female-
China MIYAZONO, Akinori ITO, Ken’ichiro ITO
Session ID: 17-04-019
Published: 2018
Released on J-STAGE: July 01, 2020
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No research has been conducted on the sound design of audio dramas composed only of sound. In this research, we used the method of video music/ acoustic research field traditionally done by Chion et al. I named audio dramas such as “for me” as “point of view shot type” audio drama. Based on the dichotomy which is the basis of the narrative function of movie music, Neumeyer advocated “5 binaries”. To my past research, timeline analysis was carried out by adding “Foreground/Background” from Neumeyer's 5 binaries. In this process, it was found that a lot of sounds equivalent to the middle of the voice and the sound effect were given in comparison with the movies. Especially, “Mouth Noise” proposed in this research turned out to be an important directing method.
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-The future of high-density audiovisual work and information society-
Takeshi KAWAMURA
Session ID: 17-04-020
Published: 2018
Released on J-STAGE: July 01, 2020
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The information society organized by ICT also has aspects of Innovation 4.0 in terms of industrial structure and Marketing 4.0 in terms of advertisement strategy. Therefore, it can be said that a new strategy and ground theory for harmonizing each academic field / industrial area are needed. Furthermore, we are said to be in the era of AI / Singularity, we must reconsider the following things. It is an interdisciplinary and hands-on wisdom based on biological historical views, especially emergence of new experience territory by resonance between art and science and re-creation of ethics / aesthetics. In this presentation, we focus on the trend of branded movie that are becoming the main stream of promotional video by implementing “from things to events ” and “ from goods to experiences” at high density as marketing strategies. Among the recent work of the researcher who is also a music creator, I have selected works with Mr. Shoyo Miyao, a world famous image creator. By experiencing it with you, we will consider the resonance of art and science, the audiovisual work to be densified and the future of information society.
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Kaito Chiba
Session ID: 17-04-021
Published: 2018
Released on J-STAGE: July 01, 2020
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Natsuki TAKAYAMA, Hiroki TAKAHASHI
Session ID: 17-04-022
Published: 2018
Released on J-STAGE: July 01, 2020
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Since building Japanese sign language corpus requires tedious work; which is collecting large scale of video data and annotating information, assistance is necessary. This paper describes one of the assistant methods for annotation tasks using Japanese sign language word recognition. The proposed words recognition is composed of body parts tracking, feature extraction, and words recognition. The recognition divides a video and annotates word labels automatically. Moreover, we apply the assistant method to a client-server system; which has interfaces for building Japanese sign language corpus. The system enables simultaneous work by many people. We build a video database of Japanese sign language words to evaluate the proposed method. The database includes 92 Japanese sign language words of 1380 videos which are signed by four deaf peoples. The paper reports evaluation results as 54.5% and 30.4% for words recognition accuracy and work reduction ratio of annotation tasks, respectively.
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Hiroto Nishizawa , Masahiro Ura, Kazunori Miyata
Session ID: 17-04-023
Published: 2018
Released on J-STAGE: July 01, 2020
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This research proposes a learning support system for drawing on actual human body model. For beginners at drawing picture, it is not easy to grasp the human body ratio of the model and to draw a picture in accordance with the skeletal structure. The proposed system extracts posture information from an actual human body model and drawn picture and generates skeleton line segments. Then, the system superimposes the skeleton line segments on the actual model using a transmission type display. Finally, the system gives an evaluation focused on the skeleton, using the posture data obtained by posture estimation from the drawn picture. In conclusion, we confirmed that the system improves skeletal cognitive ability and drawing skill, and is suitable for more practical drawing.
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Takuma Maeda, Shunta Shimizu, Hiroaki Sawano, Susumu Ishihara
Session ID: 17-04-024
Published: 2018
Released on J-STAGE: July 01, 2020
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Towards a safe survey of sewer pipe, we have proposed a drifting wireless network camera system with a spherical capsule. In this paper, we report the lighting subsystem for the sewer pipe survey system and a video rotation cancellation mechanism for the system. A strong lighting system is required to observe a crack in an underground pipe because a natural light is not available in the pipe. We clarified that the lighting system is sufficient to observe an evaluation image attached on the inside of an experimental sewer pipe. In addition, the effect of video rotation is reduced by using a gyro sensor introduced in the video rotation cancellation subsystem.
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Yosuke KINOSHITA, Hiroki TAKAHASHI
Session ID: 17-04-025
Published: 2018
Released on J-STAGE: July 01, 2020
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Human detection is a technology that is used in various fields. It is, however trade-off between detection accuracy and precise extraction of the human region. The purpose of this paper is, therefore, to extract a precise human region using Coarse-to-Fine method. First, multi-postures human is detected by using Coarse Detector. Next, a precise human region is extracted using a Fine Detector. The extraction results were evaluated by the detection accuracy and the precision of the extracted region. The proposed method, the detection accuracy is 0.615 by the F-measure, and the precision of the extracted region is 0.814 by the IoU (Intersection over Union). The proposed method gets superiority both of the detection accuracy and the precision of the extracted region.
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Takaaki Sato, Hiroaki Sawano, Yuri Suzuki, Seiji Hotta
Session ID: 17-04-026
Published: 2018
Released on J-STAGE: July 01, 2020
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Video production utilizing a comic requires its expert skill, and it is difficult for a beginner to get into this field. We propose a video effect method with speech balloon extraction by an image processing technique. The balloon is categorized according to three types that are rectangle, circle, and jaggy, and categorized precision are more than 70%. Significant differences, “good”, “readable”, and “funny”, are indicated in multiple choice questionnaire.
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Yukina NAKAJIMA, Tsukasa KIKUCHI
Session ID: 17-04-027
Published: 2018
Released on J-STAGE: July 01, 2020
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In recent years, the number of video works using CG has increased, and more realistic and near realistic expression is required. Among them, the expression of “weight feeling” is the most important of CG production and it is also one of difficult expressions. In this thesis, we will study the representation of weight sense from the viewpoint of “shaking of the screen”. We create videos with various tremors and conduct a questionnaire survey for 24 students against the animation to clarify the relationship between weight feeling and psychological effect given by the shake of the screen.
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Momoko Tsuchiya, Takayuki Itoh, Yoshihisa Nitta, Michael Neff, Yuhan ...
Session ID: 17-04-028
Published: 2018
Released on J-STAGE: July 01, 2020
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Light art represents various objects by a light stroke drawn in the air. It takes 10 to 20 seconds to create a light art picture. We could create a light art movie by binding the pictures. It is a time-consuming task because we need large number of frames to create a movie. Based on this discussion, we developed a light art video creation system which will let the users to create light art like video in real time. Also by creating an interactive artwork by this system, the viewer could incorporate with interactivity into light art like video. As an example application of this system, we created an interactive artwork.
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Takuma Yamamoto, Kureha SATO, Hiroyuki ITO, Rina ITO, Yuji FUJISHIGE, ...
Session ID: 17-04-029
Published: 2018
Released on J-STAGE: July 01, 2020
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In this paper, we introduce a video game “Koro Koro Dust Buster” developed by the authors. This game uses a dedicated device that is composed of an adhesive carpet cleaner with a mobile projector and sensors. The mobile projector of the device projects images of dust onto a floor, and the player sweeps them with the adhesive carpet cleaner of the device. It is expected that the floor will be cleared by clearing the game.
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Hongyu WANG , Masahiro URA , Kazunori MIYATA
Session ID: 17-04-030
Published: 2018
Released on J-STAGE: July 01, 2020
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When people feel nervous, the brain produces something that makes people feel happy in order to relieve tension and maintain the brain balance. The timid person who has the low level of patience with fear, cannot feel happy in a haunted house. Nevertheless, the courageous person who has a high tolerance for fear, they also cannot feel happy in the haunted house since they do not feel terror. This research establishes a VR haunted house which based on the user's heartbeat data to instantly adjust the terror level in order to provide users more effective and pleasant terror experience.
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〜A system that visualizes inside of certain space and sends it outside〜
Rina KATSUBE, Mitsuru NAKAZAWA, Soh MASUKO, Toshiaki UCHIYAMA
Session ID: 17-04-031
Published: 2018
Released on J-STAGE: July 01, 2020
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This work is a solution that visualizes inside of certain space and sends it outside. It reproduces the movement of the people inside with real time CG. By delivering the movie on live through internet, the privacy of the people inside can be protected and the inside situation is being delivered to the viewers all over the world on live.
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-A virtual reality experience focusing on film transition of 360 -degree video-
[in Japanese], [in Japanese], [in Japanese], [in Japanese]
Session ID: 17-04-032
Published: 2018
Released on J-STAGE: July 01, 2020
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-Based on Onomatopoeia Research and Analysis of Anime Moving Images-
Takuma HIRAYAMA, Akinori ITO, Kengo WATANABE, Ken'ichiro ITO
Session ID: 17-04-033
Published: 2018
Released on J-STAGE: July 01, 2020
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Onomatopoeia written in anime storyboard and trending film direction that anime setting and director and sound director is based on constructing network application and database that generating nonlinear system sound material preset project assuming animation. For under certain conditions, this system can actualize reduction of unproductive work hours, that possible semi-automatic deployment on sound nonlinear encoder for project preset that necessary preparation for sound effect production including materials load and track arrangement.
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Ryosuke SHIRASU, Sho KAMAKURA , Riiya ONO, Hisakazu HADA
Session ID: 17-04-034
Published: 2018
Released on J-STAGE: July 01, 2020
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To obtain refreshing feelings, We propose an AR content that destroys a wall by the hitting a canon. In this content, people swing their arm down to hit a canon. The system captures this motion by an accelerometer and sends to the application on smartphone-based HMD.
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[in Japanese], [in Japanese]
Session ID: 17-04-035
Published: 2018
Released on J-STAGE: July 01, 2020
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Kang ZHOU, Naoya TSURUTA, Kunio KONDO, Koji MIKAMI
Session ID: 17-04-036
Published: 2018
Released on J-STAGE: July 01, 2020
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The purpose of this research is to propose a new way of practice for presentation through the usage of the VR technology. Nervousness during presentation may cause presenter to concentrate excessively on the computer screen or the draft of the presentation. This is due to the difference in the real and virtual environment. Hence, we are developing a new practice system by using the HMD device, in which the eye movement can be detected, and the user can practice under the virtual environment. The system of this proposition can be used in recording the eye movement and speed. Thus, the user can make improvements through the feedback from the system.
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Tomoki KANEMARU, Naoto FUKUSHIMA, Syusaku ASAO, Ryosuke UTIYAMA, Sera ...
Session ID: 17-04-037
Published: 2018
Released on J-STAGE: July 01, 2020
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This paper proposes a new educational toy using an AR technology, called “AR Puzzle”. The AR puzzle is based on a silhouette puzzle. This AR puzzle aims to increase children’s curiosities when they try to the puzzle. We focus on the creation process of a silhouette puzzle and a sense of accomplishment when the puzzle is completed. Concretely, we implements the two functions: displaying some hints for solving the puzzle and the visual effect for enhancing the sense of accomplishment. When a smartphone camera captures a few pieces of the puzzle, a 3D object appears on the smartphone display. A user should create a correct silhouette using some hints. In addition, we added some visual and sound effects as the function for give a sense of accomplishment in the case of finishing the puzzle. We expect that these functions increase users curiosities in the educational toys.
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- (Pop-up books using mixed reality and the possibilities of communication using it)-
Ryo KOMATSUBARA, Yuri KOGISO, Ryu NAKAGAWA
Session ID: 17-04-038
Published: 2018
Released on J-STAGE: July 01, 2020
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We propose pop-up books using mixed reality (MR) and the possibilities of communication using that. In our proposal system, we use two pop-up books and two MR devices with Wi-Fi connection, and it’s for two participants. Two participants experience each pop-up book with wearing the MR device. The MR device generates virtual objects on the marker as a structure of the pop-up book. Each book with MR device functions as the MR pop-up book by itself, however we designed to enable interaction between each pop-up book. We think the system encourages interaction between participants.
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Sayuri OHASHI, Taku OTA, Ryu NAKAGAWA
Session ID: 17-04-039
Published: 2018
Released on J-STAGE: July 01, 2020
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This work is a VR content for disaster mitigation education in Bhutan using PC based VR, HTC Vive. We were aimed at disaster mitigation enlightenment of the people of Bhutan, and they are possible to experience a virtual earthquake within the rammed earth building where earthquake damage is concentrated in Bhutan. We conducted a number of investigations to design the space and the situation where Bhutanese can experience realistic earthquakes. We set details of VR experience design based on the obtained information. Physical calculation was used for object groups, and it expresses the falling of furniture due to earthquake shaking. Earthquake expressions which a collapse on a wall and dust were also used. A player can move freely within the VR space by using Vive. In addition, three Vive tracker that can track real space are attached to hands and a chair, and it strengthens the sense of presence by seamlessly connecting within VR space.
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Akihiro YONEYAMA, Akinori ITO, Koji MIKAMI
Session ID: 17-04-040
Published: 2018
Released on J-STAGE: July 01, 2020
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In order to try the method of directing the AR sound, we apply the concept of video audio production theory of M. Chion, R. Altman et al., The concept of “ Point of Audition ” and “for-me-ness”, the AR card game on the smartphone We created a demonstration game for studying the sound design assuming the sound design. I demonstrate the examination example of the sound design in the open visual environment which is not VR goggles.
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Hideo TAGASHIRA, Hideaki NAGASHIMA, Akihiro MATSUURA
Session ID: 17-04-041
Published: 2018
Released on J-STAGE: July 01, 2020
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We present a wireless slide control device that enables sliding of objects with a virtual condition of slide friction. Actuation of the device is done using a ultrasonic motor and the (angular) velocity of the device is changed through wireless voltage control. Since the vibration of a ultrasonic motor is not visible, the device is promising for use in VR and MR based on virtual physics.
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-Studies on Expression Methods of Dynamic Textures for AR Applications Using Programmable Shader-
Koki TAKEDA, Kengo WATANABE, Akinori ITO, Kunio KONDO
Session ID: 17-04-042
Published: 2018
Released on J-STAGE: July 01, 2020
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For AR applications, we implemented Metal's programmable shader included in iOS with Swift and tried to implement wood grain and glass beads on objects floating in the air. Furthermore, by adding interactivity, we examined artistic expressions in AR applications through the creation of multiple interactive kinetic art works floating in the air. The technical foundation of this work is being developed by the authors for the iOS application production exercise of the Tokyo University of Technology's Faculty of Media Studies. In this paper, we present expressions studied together with the basic technology of this work.
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Yutaka Hikino, Tomoaki Moriya, Tokiichiro Takahashi
Session ID: 17-04-043
Published: 2018
Released on J-STAGE: July 01, 2020
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In Japan, flood disaster is frequently caused by typhoons and torrential rain. However, people’s awareness of flood disaster is not high, and low evacuation rates are in question. Since existing research and contents only display the water depth and obstacles at flooding, it is difficult to fully tell the danger of flood damage. In this research, we aim to develop a system that can tell the risk of flood disaster through the experience of walking on a flooded road using virtual reality(VR).
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Tsuyoshi MATSUDO , Tokiichiro TAKAHASHI
Session ID: 17-04-044
Published: 2018
Released on J-STAGE: July 01, 2020
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Among remarkable attention VR contents production, the cenesthetic game type contents are attracting attention as content that suppresses VR sickness. However, this is only an obstruction to the feeling of immersion if it is simply used. In this research, we focused on the interface between the weight movement operation and the rotation operation, among the movement interface in the cenesthetic game type content, and verified which operation is effective in what kind of scene is reported.
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Yoshinori ITOH, Tokiichiro TAKAHASHI
Session ID: 17-04-045
Published: 2018
Released on J-STAGE: July 01, 2020
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Learning the field of mechanics is particularly important in physics studying in junior and senior high school. Problems to be presented in the field of mechanics can be solved by the equation of motion, but it is necessary to determine the force acting on the object in order to construct the equation. However, since the force acting on the object is a very abstract concept which is invisible in nature, it is difficult for junior and senior high school students to understand the relationship of the forces acting on the object. Therefore, in this research, we will develop AR application that can visualize the force acting on the object by utilizing AR (Augmented Reality).
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Kosuke IWASAKI, Tomoaki MORIYA, Tokiichiro TAKAHASHI
Session ID: 17-04-046
Published: 2018
Released on J-STAGE: July 01, 2020
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In the VR content, existing operation method that moves on the VR space has an operation method which impairs immersive feeling. Therefore, we realized a user interface to smoothly move on the virtual space while suppressing VR sickness by using the motion of arm swing when walking. For the movement of the arm which becomes the input part to the system, it detects by attaching a device which can trace movement to the arm. In addition, by not using button input to start walking, operation with a device that does not have a button was also realized.
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Koji OHKI, Ikuko TSUBAKI
Session ID: 17-04-047
Published: 2018
Released on J-STAGE: July 01, 2020
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The effects of VR on brain waves while playing VR games are investigated. A mobile simple electroencephalograph is utilized for measuring brain waves. The result that the time variation of brain waves increases by using VR is obtained from the measurement with and without VR.
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-Music Player by Picture Coloring-
Shiori NAKAYAMA , Masato MITSUDA , Shunya ISHIDA , Kazuto HASEGAWA , H ...
Session ID: 17-04-048
Published: 2018
Released on J-STAGE: July 01, 2020
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In this paper, we present the work that represents a relationship between colors and sounds.When people color picture, people hear the sound that creates from its color.Pitch and musical instruments that played sounds depend on colors that painted.This work presents synesthesia like sensation for non-synesthesia people by using a music player with a color sensing device. Keyword
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Reiko YOSHIHISA, Hayato OYA, Takayuki ITOH, Kazuki YAMAUCHI
Session ID: 17-04-049
Published: 2018
Released on J-STAGE: July 01, 2020
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Relationships between music and listeners are huge open data. We can observe interesting trends what types of music listeners prefer to listen to with such open datasets. This paper presents a technique to visualize the relationships between tunes and listeners. In detail, we construct bipartite graphs by treating tunes and listeners as two types of nodes, and relationships between tunes and listeners as edges. Our technique applies a clustering algorithm to a set of tunes and listeners respectively.
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Daiki FUKUNAGA, Yasunari OBUCHI
Session ID: 17-04-050
Published: 2018
Released on J-STAGE: July 01, 2020
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In this paper, we introduced automatic estimation of so-called key-sounds aiming at automatic generation of the game data in the games classified as “Rhythm Action Games”. A key sound is the sound object extracted from the music and played according to the player's action. We performed machine learning experiments to classify the sound object into key-sound and other using acoustic and time series features, and obtained the accuracy higher than 90% in some situations.
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