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-Best shot imaging system for animals-
Rin TAKAHASHI, Takayuki ONO, Toshitaka AMAOKA
Session ID: 18-04-001
Published: 2019
Released on J-STAGE: March 31, 2023
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In this research, we propose a camera device that shoots the best shots of animals utilizing face recognition. We defined the best shots of animal as frontal shots. Our proposed camera device detects frontal shots utilizing image processing based on machine learning and save as images automatically. For not missing the best shots, camera device saves the sequence and then process sequence images to detect frontal face. When it detects frontal face, it saves that frame as a image file. From the result of evaluation experiment, our proposed camera device shoots the best shots easily.
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Takeya KOIZUMI, Tsukasa KIKUCHI
Session ID: 18-04-002
Published: 2019
Released on J-STAGE: March 31, 2023
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I focused on fonts of "utterance telop" often used in television programs and the like, I investigated whether changes in the emotion received by the viewer from the speech in the video appear depending on the change in the font. I investigated the strength of sensitivity received from fonts, sounds, and video with a telop with respect to five kinds of "emotions" such as joy, sorrow, anger, fear, love. I made a conclusion by verifying whether the evaluation of the emotion of a video with a telop is influenced by the evaluation of telop rather than voice. As a result, we found that when we combine fonts and sounds with different emotions, the viewer feels stronger the emotion from the font than the voice.
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Yuya IINO, Meeko KUWAHARA, Kazuya UEKI
Session ID: 18-04-004
Published: 2019
Released on J-STAGE: March 31, 2023
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Various methods can be considered for scene search, but in this paper we propose application of image recognition technology for movie scene search. After extracting an image per second from videos, we search a scene by using pre-trained models such as image captioning, object detection, and image classification to search a scene. The effectiveness of the recognition model was evaluated by calculating word2vec similarity between a query sentence and an output from pre-trained models and outputting ranking in ascending order.
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Yangbin LIN, Xu WANG, Masaki ABE, Taichi WATANABE
Pages
13-16
Published: 2019
Released on J-STAGE: March 31, 2023
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In recent years, the digital content market has grown dramatically, the need to digitize old books is
increasing. In the proposed method, We used the segmentation method to divide the left page and right page region of the
input image by using learn base method of FCN .Pages are separated using the image processing method for the output
result of FCN. Contour detection is performed on the image. We propose a method of dividing the contour into upper, lower,
right and left four lines, using the curve part of the outline, generating a grid, and performing projective transformation on
the page locality.
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Xudong DAI, Guangming AN, Masaki ABE, Taichi WATANABE
Session ID: 18-04-006
Published: 2019
Released on J-STAGE: March 31, 2023
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We propose a method to automatically generate portrait drafts from face photographs. Prior
approaches are methods of combining finite number of parts and methods of applying image processing to generate
a portrait style image. However, the method of combining parts is mediocre, and image processing can not express
exaggeration peculiar to caricatures. In this research, we realized a method to automatically generate draft of
portrait by free curves.
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-A Proposal of a Crack Detection Method and Design of the Camera System-
Shunta Shimizu, Yuya Sano, Hiroaki Sawano, Susumu Ishihara
Session ID: 18-04-007
Published: 2019
Released on J-STAGE: March 31, 2023
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Towards a safe sewer screening inspection, we have proposed a drifting network camera system.
In this paper, we report a method for detecting cracks from recorded videos in a sewer pipe, and the design of
the camera system for the screening inspection. The camera system designed using a light Raspberry Pi Zero
and able to float through a pipe in black water. A crack detection method using Gabor filters is proposed, and
results from an experiment in constructed mock-up from PVC pipes showed that all evaluation images were
detected. An experiment for the camera's utility in an actual environment resulted in water droplets being
reflected in the recorded video, clearly showing areas of improvement for video quality in practical use.
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Yuya KATO, Jun MITANI, Yoshihiro KANAMORI
Session ID: 18-04-008
Published: 2019
Released on J-STAGE: March 31, 2023
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Modeling 3D origami pieces using conventional software is hard. Targeting the use in visual content, we propose a
modeling system with plausible outer shapes, while omitting accurate inner structures. By focusing on flat origami models
with a front-and-back symmetry, our system realizes easy and quick modeling. Finally, our user study demonstrates that even
novice users without the specialized knowledge and experience on origami and 3D modeling can create plausible origami
models quickly.
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Kosuke SASAKI, Yoshihiro KANAMORI, Jun MITANI
Session ID: 18-04-009
Published: 2019
Released on J-STAGE: March 31, 2023
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In origami design, a shape having curved surfaces is created by folding along curved lines. Computational
simulation is a way to preview the folded shape. However, the Origami Simulator, which is one of the most popular simulators,
only supports straight lines. In this paper, we aim to approximately realize curved folding using the Origami Simulator. First, the
curved lines are approximated by polylines. And then auxiliary lines are placed so that the curved surfaces are approximated by
polygons. Because the surfaces made with a sheet of paper are limited to ruled-surfaces, we placed the auxiliary lines to
approximate the rulings as much as possible. With our method, smooth surfaces approximated with triangles are generated with
the Origami Simulator.
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Narumi NOGAWA, Jun MITANI, Yoshihiro KANAMORI
Session ID: 3618-04-010
Published: 2019
Released on J-STAGE: March 31, 2023
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The shape of the origami with curved foldings may be different from that of general folding paper and it is
difficult to grasp the shape when indirectly observing. Origami consisting of developable surfaces consists of straight lines
called rulings. In this research, we propose a system which can draw rulings interactively by a simple user interface for the
purpose of grasping the shape of curved origami easily. This makes it possible to draw rulings quickly on the 2D image.
Moreover, it can be applied to 3D shape reconstruction of origami with curved foldings using development.
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-Focus on language learning-
Masatoshi TEZUKA, Youhei SETA, Anna KATO, Yuankai GAO, Ikuko TUBAKI, ...
Session ID: 18-04-011
Published: 2019
Released on J-STAGE: March 31, 2023
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In recent years, the penetration rate of e-books has different preferences by genre and age group. With the development of digitization of information, the perception about convenience and usefulness of e-books have been greatly increased. Although there is a lot of digitization of Paper-Media’s data, the penetration rate is low except for the free application about browsing comics. In this thesis, pay attention to " picture book for infant ", investigate the cause and make a proposal about low utilization ratio of the penetration rate of e-books. In addition, as a means of increasing the penetration rate of e-books, pay attention to not only the "picture book" but also "gimmick" and "English education" and make some proposals about e-books. Finally, consider the effectiveness of the proposal. It will help the spread of e-book for young children through these proposals
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Jun HASHIDUME, Yoshihisa KANEMATSU, Naoya TSURUTA, Kunio KONDO, Koji M ...
Session ID: 18-04-012
Published: 2019
Released on J-STAGE: March 31, 2023
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Demands for video and character contents are increasing from market expansion due to mixed media, and the same is also true for crucial elements for stories creation. This research deals with clues which is one of the story production methods. In order to match authors′ intention, the cause and effect from clue was supported by writing the ploy in scenario production narrative. The hypothesis pattern and the trend of the numbers and placements of clues was investigated by analyzing the existing works. Based on this result, "data library" was developed, this allows authors to register discovered clues and simulated clues arrangement freely search for clues and a hypothesis writing support system which can register simulated placement by simulating placement. It was confirmed that "foreshadowing" can be produced by the system created as a result of the experiment.
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YiKang Li , Haoran Xie, Kazunori Miyata
Session ID: 018-04-013
Published: 2019
Released on J-STAGE: March 31, 2023
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The balance toy is traditional and popular toy, called YAJIROBEE in Japan. The common structure of this balance toy is composed of three parts: the central part with a thin rob (e.g., shape of human), the left and right parts which are connected with some heavier objects. Within this structure, the balance toy can maintain a good balance. The toy does not drop down even with shaking. The principle of this type of balance toy is that the position of center of mass should be below the vertical direction of the fulcrum. However, it is difficult to find the center of mass position in actual design for common users. If the shapes of the left and right parts are different, the design work is more difficult. The purpose of this study is to help common users design the balance toy easily. We propose the user interface for the design support of balance toy in which the user can adjust the balance of the toy.
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Nobutaka NATSUI, Hisaki NATE, Kazuo ISHIKAWA
Session ID: 18-04-014
Published: 2019
Released on J-STAGE: March 31, 2023
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When observing a binocular stereoscopic image, the observer sometimes evaluates that it felt unnatural. In this experiment, we
examined occlusion, which is considered to be one of the factors affecting stereoscopic vision. We measured the depth distances of the left
and right edges and the center of the target affected by half occlusion by the foreground. As a result of the experiment, under the condition
that the shielding amount is small, the left and right and the center tend to compress slightly from the theoretical value. Under conditions
with a large amount of shielding, the right and left and the center converge to a fixed value, but it stretched more than the theoretical value.
In the condition that the amount of shielding on the right side of the target is large, the left and the center are compressed compared with the
theoretical value and become equal to the right side.
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Kouta KIKUCHI, Ryuta NOHARA, Masayuki HORIKOSHI, YUANKAI GAO , Meeko ...
Session ID: 18-04-015
Published: 2019
Released on J-STAGE: March 31, 2023
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The aim of the current study was to make a photography application measures and recognizes image at the time of stop motion animation shooting photography by using RICOH THETA S 360°omnidirectional camera. When shoot photography by 360°omnidirectional camera, existing photographic applications are often used. However, because stop motion animation is not considered in existing photographic applications. It takes a long time to confirms that the current frame is difference from the previous frame. This study that the application installed alarm function at shoot photography by 360°omnidirectional camera when the current frame is great difference from the previous frame. We think that the application can improve in detect discrepancies and the photograph was taken of a foreign body at time of shoot photography.
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Shotaro YAMANA, Tomohiko MUKAI, Nobuhiko MUKAI
Session ID: 18-04-016
Published: 2019
Released on J-STAGE: March 31, 2023
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Although blend-shape-rig is widely used for facial animation, there is less freedom of expression compared to computation time. On the other hand, skinning-rig is also popular, and used as a method for the complement of this drawback. However, artistic skill is required to construct the rigs. This paper proposes a rigging method to automatically convert a blend-shape-rig to the skinning-rig so that weight-map and control points are suitably and easily placed for facial animation creation.
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Shu Uchida, Hiroaki Sawano, Seiji Hotta
Session ID: 18-04-017
Published: 2019
Released on J-STAGE: March 31, 2023
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A video adding an effect to a manga is named a motion comic. An impressive frame from the
comic is subjectively selected by a video producer in the motion comic. Therefore, the authors investigated
a trend of frame selection in some motion comics. In the experimental result, the selected frame has features
that are a wide width or a large area, and the ratio of total is more than 70 %. In addition, a frame selection
method is discussed with the investigation result.
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Yuiho ISHIDA, Suguru SAITO
Session ID: 18-04-018
Published: 2019
Released on J-STAGE: March 31, 2023
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To create an animation film, it is necessary to specify not only a standard color but also other colors for various skylight conditions. However, it requires experience of a color specialist.
In our method, a user specifies a scene skylight calculated using a physical radiative transfer model and a customized palette for the skylight condition is decided from the reflectances of a palette of the user-defined standard colors.
We show the obtained customized palettes for various skylight conditions.
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Takumi MIKI, Suguru SAITO
Session ID: 18-04-019
Published: 2019
Released on J-STAGE: March 31, 2023
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Recent years, animations created with 3DCG are increasing. It often causes excessive
three-dimensionality when composed with traditional drawing keyframe animations. Assuming consistent optical
flows give three-dimensionality, a metric to estimate three-dimensionality is proposed
in previous work. In this paper, we apply it to decades of Japanese animations and investigate the
trend.
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-Visual Design Development of International Collaborative Student Projects -
Miho AOKI, William JOEL, Anna URSYN, Johannes DE YOUNG, Wei-chung ...
Session ID: 18-04-020
Published: 2019
Released on J-STAGE: March 31, 2023
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This paper focuses on the visual design development for the Massive Collaborative Animation Projects.
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Keiko NAKAMOTO, Akihiko FUJII, Takumi KAMIYAMA, Shoki MIYAGAWA
Session ID: 18-04-021
Published: 2019
Released on J-STAGE: March 31, 2023
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We report the 18th Visual Information Processing Camp (VIP Camp) held from 22th to 24th, September 2018. The VIP Camp is taken place for the students who study visual information processing and other related research fields. The VIP Camp is planned and operated every year by voluntary university students from all over Japan. The primary purpose of the Camp is to provide opportunities for practicing their research presentations and face-to-face discussion on them. The catchword of the Camp this year is “Let's Start Study”. As represented by the catchword, we arranged poster sessions with fast-forward presentations, and a group work session in which the participants discuss research papers presented in international conferences. In this paper, we report the organizing activities for the 18th VIP Camp and discuss possibilities to improve the future VIP Camps by analyzing the answers in participant questionnaires.
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Yuka NAMBOKU, Hiroki TAKAHASHI
Session ID: 18-04-022
Published: 2019
Released on J-STAGE: March 31, 2023
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Diminished Reality (DR), which removes real objects visually, is expected in various scenes. It is, however, difficult to remove an object in some scenes with textureless backgrounds. This paper, therefore, proposes a method to realize DR in textureless scenes. Missing backgrounds are filled by each divided background plane based on geometric information. The background is divided by boundaries of the background planes obtained by using Line Segment Detector (LSD), Hough transformation and the condition for concurrency of three straight lines. A removal object is tracked by feature point matching. 2D missing background completion fills in background plane regions obtained at each frame. In 3D background completion, missing backgrounds are filled in the first frame. Background regions obtained by projecting background boundaries are overlaid by the complemented backgrounds.
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Kang ZHOU, Yoshihisa KANEMATSU, Naoya TSURUTA, Kunio KONDO, Koji ...
Session ID: 18-04-23
Published: 2019
Released on J-STAGE: March 31, 2023
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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 the person to concentrate excessively on the computer screen or the draft of the presentation. Hence, we are developing a new practice system by using the head mounted display device (HMD), in which the eye movement can be detected, and the user can practice under the virtual environment. In this research, in addition to this system, when the user is watching the material all the time, we used sound to grab the user's attention. Furthermore, when the user is watching the audience, the guidance point helps to evenly see the audience seats so the presenter does not focus on the same place all the time. Through these, we correct the gaze at the time of presentation.
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Yudai Makioka, Kazue Kamuro, Hiroshi Goto , Taketsugu Furuie, Yuki ...
Session ID: 18-04-024
Published: 2019
Released on J-STAGE: March 31, 2023
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Existing interactive projection mapping demos require users’ actions in front of the audience. This advantage is the interaction, nevertheless some of the audience refrained from participating. Therefore, we try to solve the problem by proposing a new projection mapping system. The proposed system uses a model of shrine which contains several sensors. When users shake the model or put cottons over it, the proposed system changes the projection images. Consequently, this system allows users of all ages who have negative mind for the existing interactive projection mapping, to increase their motivation for the participation.
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Soshi AKATSUKA, Yoshiki NAGATA, Youhei SETA, Kazuya UEKI, Meeko KUW ...
Session ID: 18-04-025
Published: 2019
Released on J-STAGE: March 31, 2023
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In this paper, when buying glasses, there is a problem that people who need a strong corrective to their eyes will find it hard to imagine appearance of wearing glasses. If the corrective lenses are too strong, the person's eyes size will look different from the front. In this thesis, we propose an application for trying to wear corrective lenses considering the effect of lens strength. Through this application can simulate the actual situation that wear corrective lenses.
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Yoshiki Nagata, Keisuke Aihara, Jinichi Yamaguti, Kazuya Ueki, Mee ...
Session ID: 18-04-026
Published: 2019
Released on J-STAGE: March 31, 2023
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In recent years, the need that offer hospitality to guests by robots has increased due to the appearance of "strange hotels". But it is difficult to do "hospitality" among the existing functions of the hospitality robot "PINOKKURU®" in Hino City. Therefore, we used the existing functions of the hospitality robot and discussed about the methods for efficient utilization of "hospitality". Finally, because of the hospitality robot do "hospitality" with autonomous moving and body motion, helping the robot be used efficiently as the hospitality robot by proposing to improve the security performance and the interactive function accompanied by moving and body movement.
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Yushi Ikeda, Hiroshi Yoshikawa, Takeshi Yamaguchi
Session ID: 18-04-027
Published: 2019
Released on J-STAGE: March 31, 2023
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This study is intended to increase the viewing zone, by applying a synthetic aperture technique to lensless Fourier digital holography. Numerical reconstructions in different visual points are demonstrated to prove extension of the viewing zone. Also, zeroth-order light and twin image are eliminated by phase-shifting. So get over the limitation in acquisition of 3-D image of large objects.
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-Fusion of digital and analog-
Tatsuhiko HIBINO
Session ID: 18-04-028
Published: 2019
Released on J-STAGE: March 31, 2023
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We've provided development, manufacturing and sales of pachinko machines.
Using VR technology, we built a revolutionary system that enables anyone in a remote area to experience a new pachinko machine in real time. This system realized that customers can actually experience new pachinko machine's video production, gimmicks, LEDs etc. Please experience a new sense of analog operation of digital equipment.
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Haruki Yamamoto, Takashi NAKAMURA, Kazunori MIYATA, Hisashi SATO
Session ID: 18-04-029
Published: 2019
Released on J-STAGE: March 31, 2023
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The SD method ( Semantic Differential Method ) is widely used in several research as a method for quantifying
and measuring the impression given by such as words and visual images. In order to evaluate the impression by using the SD
method, it is necessary to select adjective pairs as scales according to the target concept and research purpose. The purpose of
this study is to select adjective pairs for evaluating the image of audiovisual effects in video games by the SD method. We
conducted a questionnaire by SD method after collecting 37 adjective pairs from free description, comments on the effects in a
contest and a past study. We got eight factors as the result of factor analysis using the result of the questionnaire by SD method.
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Takuma Irokawa, Tsukasa Kikuchi
Session ID: 18-04-030
Published: 2019
Released on J-STAGE: March 31, 2023
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Ice mass melting phenomenon was expressed by procedural animation
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Yasutsugu Kimura, Atsushi Kokubo, Shinsuke Takase, Tomoya Ito
Session ID: 18-04-031
Published: 2019
Released on J-STAGE: March 31, 2023
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One of the research targets for natural disaster countermeasure is analysis of avalanche phenomenon by numerical calculation. By calculating the physical behavior of the avalanche phenomenon on the slope, it obtains detailed information on the movement and spread considered as an object of a continuum of avalanche. However, visualization of numerical analysis results shows results in three dimensional space, but it is insufficient in terms of comprehensibility. In this research, CG images were produced by adding visual effects for improving appearance processed based on mesh model of numerical analysis result.
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Satoshi YAMAGUCHI, Yoshihiro KANAMORI, Jun MITANI
Session ID: 18-04-032
Published: 2019
Released on J-STAGE: March 31, 2023
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We propose a technique for semantic segmentation of 3D human models. Existing techniques for general 3D objects solely rely on geometric information, which may suffer from distinguishing, e.g., skin and thin clothes. Our method thus exploits texture information as well. Specifically, our method first generates 2D data via projection from multiple viewpoints and feeds the data to neural networks to obtain likelihoods of semantic labels, which are then back-projected onto the human model. Note that likelihoods for some polygons are not available due to low-resolution 2D data and occlusion. We finally assign semantic labels for the entire mesh via graphcut.
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Masato WATANABE, Yoshihiro KANAMORI, Jun MITANI
Session ID: 18-04-033
Published: 2019
Released on J-STAGE: March 31, 2023
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Facial models of 3DCG characters have large variations even for an identical character and modeling such
variations from scratch is labor-intensive. In this study, we present a method for deforming an input facial model such that it
resembles a reference model. We apply non-rigid registration to the input model using a coarse graph structure that
approximates the model geometry. Specifically, we explicitly integrate the landmark points of characteristic shapes such as
eyes and nose into the coarse graph to retain the characteristic shapes during deformation. Consequently, we expect that the
proposed method can reduce designers’ burden of manual tasks substantially.
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Shiho NAKAMURA, Tsukasa KIKUCHI
Session ID: 18-04-034
Published: 2019
Released on J-STAGE: March 31, 2023
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In current hair modeling, a method
of automatically generating information by reading hairstyle information from a person's
photograph has become mainstream. However, this method is impossible for things that can not read the direction of hair such
as braids, bun s, and short hair too. So , t he hairstyle that can be modeled is limited, making it difficult to freely make hair that
you want to make. Therefore, in this research we propose hair modeling by procedural method to efficiently produce
complicated hair such as braid braid.
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Takuya SUGA, Masanori NAKAYAMA, Issei FUJISHIRO
Session ID: 18-04-035
Published: 2019
Released on J-STAGE: March 31, 2023
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Due to today's advancement of information technology and online video platforms, we watch more and
more videos on the web on a daily basis. However, personal video viewing history has not commonly been attracted
by the viewers for the purpose of reflecting on a lot of videos they have ever watched. In this article, we present new
visualizations of web video viewing history, which enable a user to reminisce about his/her own web video viewing
experiences and to realize his/her personal interests which appear in the watch history data. The proposed system,
named “rewind”, visualizes YouTube video viewing history of a single user by giving meanings to the sizes and positions
of thumbnail images of the watched videos.
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Chengbo WEI, Tsukasa KIKUCHI
Session ID: 18-04-036
Published: 2019
Released on J-STAGE: March 31, 2023
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In this
research , taking into account the characteristics of temperature, altitude, humidity, engine output, etc. affecting the
contrail , before the Navier-Stokes equation is used as the velocity field of the contrail diffusion, the conditions and Limit (noise,
motion limit, orientation). This method can easily supplement the conditions such as the humidity of the expression Navier-Stokes equation, and because it is a procedural animation , only need to adjust the value to generate a completely different contrail. This way it saves a lot of time and effort in the special effects of the contrail.
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Noriki AMANO
Session ID: 18-04-037
Published: 2019
Released on J-STAGE: March 31, 2023
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We aim to realize how to enjoy music in a new way and open an entertainment world. In this study, we intend to
add “wearable” to how to enjoy music. Concretely speaking, we form images of colorful costumes in real-time from music and
aim at wearing by projecting them to people. For this purpose, we propose three methods in this study. The first is a method to
represent music three-dimensional way and add color to music. The second is a method to form images of costumes from
music. The third is a method to wear the images of music. From this study, we are also able to have the prospect of
unconventional entertainment based on the fusion between music and costumes.
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-- Interior using Natural phenomenon --
Ren SATO, Takayuki ONO, Toshitaka AMAOKA
Session ID: 18-04-038
Published: 2019
Released on J-STAGE: March 31, 2023
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Considering that the interior decorates the space, it can be said that there is a close relationship between light and
space. Because of the color of light and the brightness, the natural light poured through the window is a big factor to change indoor atmosphere. Therefore, we focused on natural light in which how natural light varies in chronological order. In this
research, natural light is dispersed by a prism and the spectroscopic lights are projected on a canvas by passing through an
optical fiber. Thereby, we create an interior which utilizes both visible and invisible lights. “ Re-define” proposed in this
research gives the chance to the audience to redefine the phenomenon of light which we can not recognize in ordinary life.
Furthermore, “Re-define” have healing power because the fluctuation of natural light is used for the representation.
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-Two dimensional drawing system using three dimensional motion.-
Taiki TANOUE, Takayuki ONO, Toshitaka AMAOKA
Session ID: 18-04-039
Published: 2019
Released on J-STAGE: March 31, 2023
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In recent years, media art has drawn attention due to the improvement and wide spread of computer technology.
In this research, we focus on generative art, which is one of the abstract expressions in media art. Our work “indef.D” is a new
drawing system. It is constituted by a holographic pen device and a tabletop drawing canvas. Drawn 2D painting on the tabletop
drawing canvas is based on the algorithmic motion of holographic 3D graphics and user’s manipulation of holographic pen
device. The feature of our work is the existence of “uncertain dimension” which represents intersection dimension between 2D
and 3D. Users are able to make 2D painting utilizing intersection dimension. From the result of evaluation experience, our work
could provide new interaction experience to users.
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Kai Lenz, Kensho Ando, Takeo Matsumoto, Yusuke Hioki, Shinichi Hosoka ...
Session ID: 18-04-040
Published: 2019
Released on J-STAGE: March 31, 2023
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We developed a game that generates generative art using user's operation as a parameter. Operate and shoot a large
number of particles flying around in the screen directly through the touch panel, and generate art from the play result. Describe
the sounds, graphics, interactions and the implementation of the interaction and the implementation to provide experiences as
games and experiences of art creation.
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-An Interactive Art in Use of Leap Motion-
Yuuya YAMASHITA, Takanori NAGAE, Laize XIA
Session ID: 18-04-041
Published: 2019
Released on J-STAGE: March 31, 2023
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We create an artwork interacting virtual scenes using Leap motion. We can touch the 3D objects with our own
hands. A gold fish is spawned in a virtual pool when the hands make a ball-grabbing pose. The pose starts glowing, the hands
shoot rainbow particles systems , which makes us feel as if we perform a fantastic magic. We can also touch the spawned fish
by the virtual hands. We could say that this artwork is an aquarium in use of Leap motion in the virtual space.
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-Kenneikyouseki(The vestige of sword and hero)-
Laize XIA, Takanori NAGAE
Session ID: 18-04-042
Published: 2019
Released on J-STAGE: March 31, 2023
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This work is a media art work which designates the swordman as theme. It is not just reducing the traditional
martial arts motion, It aims to combine the imagination and technology to make experiencers feel interesting.
We did
the animation which Based on the ancient martial arts of China and Japan for studing the new efficient production
flow of 3DCG through Unreal engine ’s real time rendering function. Furthermore, according to Maslow's desire stage theory,
explain how to satisfy users as a 3DCG animator from desire of physiology to spirit step by step. I'd like to encourage
experienced people to feel like “ that has a good response, and I want to know the background behind that motion”.
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Jiali ZHAO, Takanori NAGAE
Session ID: 18-04-043
Published: 2019
Released on J-STAGE: March 31, 2023
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This work is This work is a media art work on the theme of various kinds of effects. It combines effects and Animation, giving audiences visual impetus. Explosion effects as an example, explosion effect structure We explain the production process from parts such as fireball, shockwave, and light, in order, and explain how to create an effective effect.
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Ryuichi TAKAYAMA
Session ID: 18-04-044
Published: 2019
Released on J-STAGE: March 31, 2023
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A Public Information VR Content of SATREPS BHUTAN Project for Bhutanese People
Sayuri OHASHI, Taku OTA, Ryu NAKAGAWA
Session ID: 18-04-045
Published: 2019
Released on J-STAGE: March 31, 2023
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We propose a public information VR content of SATREPS BHUTAN project for Bhutanese people. We planned to use the VR space as an exhibition site to report the results of the research project. This VR space is regarded as one form of “virtual museum” possibility, and in the space, materials related to the project are installed. In consideration of opportunities for many Bhutanese people to experience, it’s based on experiences of Oculus Go which is a portable stand-alone VR headset that is excellent in portability and is inexpensive. Our purpose is to increase disaster mitigation awareness among Bhutanese people through the project’s activities, so we have aimed at the space design suitable for the Bhutan's culture and simple operation. Players can freely experience the activities while moving in the VR space using the Oculus Go controller.
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Kohei TAKEUCHI, Akira ASADA, Masaki HAYASHI, Makoto J. HIRAYAMA
Session ID: 18-04-046
Published: 2019
Released on J-STAGE: March 31, 2023
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For realistic and comfortable museum experiences, research and development of virtual museum are done. In the
previous research, a head mounted display connected to PC were used. At this time, for easier and feasible viewing environment , the virtual museum is transported to a standalone type head mounted display. The Unity game engine and C# are used for the development. As a standalone head mounted display, Oculus Go is used. By this development, users can enjoy the virtual museum easily in everywhere at home.
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Shinju Shibuya, Kai Lenz, Masanori Kakimoto
Session ID: 18-04-047
Published: 2019
Released on J-STAGE: March 31, 2023
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We developed a lifting training system using AR technology as an experiment for efficiently carrying out physical exercise training for improving sports. Kick the real foot against the virtual ball displayed on the transparent display of the AR device. Lifting is difficult to continue training due to gravity and variation in direction of repulsion. In this system, by using AR device, by controlling gravity and repulsion direction in virtual space, assist the beginner to continue training. Use the AR marker for estimating the position of the foot. Moreover, by adding tactile and auditory feedback when kicking the ball, it increases reality.
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Hideki YAMAMOTO, Tokiichiro TAKAHASHI
Session ID: 18-04-048
Published: 2019
Released on J-STAGE: March 31, 2023
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When searching for eyeglasses at optician's store, it is usual to try on eyeglass frames with lenses of plain glass. However, the impression may differ greatly between the face when wearing the eyeglass frame with lenses of plain glass and the face when wearing the eyeglass frame with prescription lenses. We propose a system that can display user’s faces when wearing the eyeglass frame with prescription lenses by using 3D computer graphics. Our system supports the task of selecting eyeglass frames with prescription lenses which suits to individual users.
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Toki SUGIYAMA, Hidekazu TSUJIAI
Session ID: 18-04-049
Published: 2019
Released on J-STAGE: March 31, 2023
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Production method and contents of animation for VR produced using only 3D modeling software Blender.
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Keito Tanizaki, Tokiichiro Takahashi
Session ID: 18-04-050
Published: 2019
Released on J-STAGE: March 31, 2023
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We have developed a physical book interface that prints AR markers on pages as an interface for reading a book
in VR space. Our interface measures how bent the page of the book is from the positions of the AR markers. Based on the measured results, the page can be bent and displayed on the VR space. It was verified that evaluation experiment improved the reality of the page displayed on VR.
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Yuki OGURO, Yoshihisa KANEMATSU, Koji MIKAMI
Session ID: 18-04-051
Published: 2019
Released on J-STAGE: March 31, 2023
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In recent years , the field of virtual reality has developed, and in order to make the experiences on the virtual
space realistic, various human-type devices are used. However, there are no studies that provide sensation like a ride on a floating object, which is often used in games and the like. In this study, we developed “OGRone (Ogloon)” which gives floating feeling according to the operation by the controller, considering the mechanism to support the effect of multi rotor for giving floating feeling to users.
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