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 296th Technical Conference of the Institute of Image Electronics Engineers of Japan
Displaying 1-50 of 103 articles from this issue
  • Koya Abe, Hisashi Sato
    Session ID: 20-03-001
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Head-mounted displays are becoming cheaper and various functions are being integrated. Among them, a function called hand tracking was implemented in Oculus Quest. However, the key input using the hand tracking implemented by default is almost the same as the key input using the controller, and it feels a little inconvenient if it is used for hand tracking. In this research, we focus on the inconvenient part that is implemented by default. Propose and produce a key input method suitable for new hand tracking using Oculus Quest.
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  • -Non-contact picture scroll appreciation tool using Leap Motion-
    Narumi ARAYA, Hidekazu TSUJIAI
    Session ID: 20-03-002
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Nowadays COVID-19 is prevalent in every nation in the world. Public facilities restricted admission in order to prevent infection, and many museums are forced to close. Because of this situation, I propose a museum exhibition environment using ICT where visitors can feel safe and secure, paying attention to infectious disease control.
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  • Chishun KANAYAMA
    Session ID: 20-03-003
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This research aims to develop a handwriting input device that can feel the writing taste of a brush by attaching a 9-DOF IMU to real brush and measuring the movement during writing. The position and pose of the brush are estimated from the data of the acceleration, gyro, and orientation sensors measured by the 9-DOF IMU, and we are planning to verify whether sufficient accuracy can be obtained as an input device.
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  • Takehiro FUKUDA, Akihiro MATSUURA
    Session ID: 20-03-004
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this paper, we propose a method for rotating by intuitive hand gestures a four-dimensional hypercube visualized in the three-dimensional space using perspective projection. In this method, we first define hand gestures for the three types of four-dimensional rotations, and designed a method for recognizing these gestures, among which an intuitive gesture input is possible even for the rotation with the rotation-invariant plane that includes the fourth axis orthogonal to the three-dimensional space. Moreover, we created a visualization system of these rotations using an infrared sensor for the gesture recognition, and confirmed that the basic rotations can be realized using the proposed gestures.
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  • -Realization of non-verbal communication between performers and audience online-
    Yusuke YAMAZAKI, Akihiko SHIRAI
    Session ID: 20-03-005
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We develop VibeShare, which enables non-verbal communication between performers and audiences in online lectures, conferences, live streaming, and other events. The system can be completed using a smartphone and a web browser, and the audience can send emotes to the performers by simply scanning the QR code displayed on the screen. The performers can visually check the emotes sent to them, and by wearing a haptic device, they can perceive the haptic stimuli corresponding to the emote in real time during the performance. In the field experiment conducted in the online lecture, emotes were concentrated when the performers asked questions to the audience, equipment trouble occurred, and the presentation ended. This suggest emotes functioned as facial expressions, nods, and applause, achieving non-verbal communication between performers and audience online.
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  • Riwano IKEDA, Issei FUJISHIRO
    Session ID: 20-03-006
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    Effects such as flames, smoke, and liquids play an important role in illustrations. However, it requires a great deal of effort and artistic expertise to draw them well. In this study, we present a novel drawing interface for illustrations containing stereoscopic effects. Users are allowed to use 3D pottery wheel-type transparent canvases in order to design three-dimensional flow effects that surround the target efficiently and effectively.
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  • Natsuka HASEGAWA, Motonobu KAWASHIMA, Daichi Hayakawa
    Session ID: 20-03-007
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    Visual expression in game contents in recent years has become more sophisticated. Realistic works are so realistic that they are indistinguishable from live-action works, and illustration-like works can express the beauty of the original picture almost as it is as a game. However, as the world that can be expressed has become large, the balance of the picture may be lost due to the combination of the background and the characters that appear and the activation status of special effects, resulting in a situation where visibility is lost. In this study, we propose a method to dynamically improve the visibility of game visuals from an artistic point of view by utilizing Impressionist painting techniques.
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  • Taichi SUGINOSHITA, Toshie MISU, Hideki MITSUMINE, Jun ARAI
    Session ID: 20-03-008
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    This paper introduces our 3D acquisition studio for model-based versatile production including 2D, 3D, AR, and VR contents. CG-based simulations are applied in designing the optimal arrangements of the twenty-four cameras in the studio for 3D acquisition of a few persons on the stage. We developed an original trinocular stereo algorithm that utilizes visual hull constraints and applied it to the captured images to evaluate the precision of acquired point clouds. The technical issues are also extracted from the viewpoint of further improving the quality.
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  • —Reproduction of audience interaction—
    Ryo OJI , Ruizhe LI, Masanori NAKAYAMA, Issei FUJISHIRO
    Session ID: 20-03-009
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Humanoid non–player characters (NPC’s) in video games generally behave like a robot performing only their predetermined tasks. Such unnatural behaviors often make the game players feel uncomfortable, and thus prevent their immersion into the video game world. In this study, we attempt to generate natural–looking animated crowd scenes with NPC’s each of whose behavior reflects their affection determined from a variety of influential factors. By making use of an arousal–valence model which expresses human affection in two dimensions, we define the affection state of an NPC as a pair of arousal (A) and valence (V) values. For a given scene, our system reproduces interactive audience by classifying individual affection states using a support vector machine network, and then by keeping track of the A–V values for each of the NPC’s interacting with one another.
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  • Huazheng Niu, Terutoshi Tada, Hiroyuki Kose
    Session ID: 20-03-010
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    The purpose is to research the development method of contents for 4K and 8K resolution in the field of broadcasting and communication, which is expected to be used in various fields with the development of network infrastructure. As a result of four prototypes, the system worked well in a 4G Internet environment. This research will serve as a reference case for contents to be viewed using 4K and 8K display devices and future 5G high-capacity communication networks.
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  • Mizuho BABA, Motonobu KAWASHIMA, Daichi HAYAKAWA
    Session ID: 20-03-011
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In recent years,there have been an increasing number of cases where game engines are used in video production sites. It is expected that the efficiency of production will be improved by using the game engine even at the CM production site,but the existing game engine has not yet prepared the function for creating the live-action compositing effect required for CM production. In this research,we propose a method that can efficiently create a live-action compositing effect of a commercial by using the input of a game engine and a sensor camera.
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  • - An installation art experience with a standalone VR-
    Akari KAMIYA, Ryu NAKAGAWA
    Session ID: 20-03-012
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This work is a VR installation art in the motif of a kaleidoscope. A participant can experience a new spread and a surreal phenomenon of space to rearrange or compose a lot of installed objects (things) and mirrors. Using a cheap standalone VR device that anyone could easily get, we aimed to design a VR experience which use a two meters square space that anyone could easily make in their own room. Furthermore based on recent Covid-19 situation, we created a social VR edition for multi-participant experience.
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  • Yuki OSHIRO, Ryu NAKAGAWA
    Session ID: 20-03-013
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    < Sound Architecture > is a VR audiovisual installation art work that explores a new connection circuit between social VR and body. The person who experienced this work wears an HMD and an EMS device, and freely places / arranges / configures sound objects (SO) that play a sound in the form of a chair in the space constructed in VRChat. When the experiencer's avatar touches the effect-object created when SOs collide with each other, the experiencer receives electrical stimulation through the EMS device.
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  • Kotaro KISHIE, Yuki OSHIRO, Kotomi KOSEKI, Haruka NAKAHARA, Kaito KAKI ...
    Session ID: 20-03-014
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This art work is a VRChat(VRC) world work that focuses on the VRC’s site-specificity. Participants can travel between frontier and gallery areas in this VRC world. Then, in the frontier area, participants can ride helicopters and hot air balloons and see the mysterious structure from the summit. At the structure, participants will encounter surreal experiences. On the other hand, in the gallery area, participants will interact with art works related to the frontier area. By providing these experiences, we aimed to create a new shared space for emerging critical discourse on the structure of reality, art experiences, and a meaning generation circuits after Social VR.
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  • -A study of new reality with VR rotoscoped animation-
    Suzuka TOMIISHI, Ryu NAKAGAWA
    Session ID: 20-03-015
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This art experience is a 360-degree video experience on the theme of “viewpoint” and “seeing” . This work is an update of “Rotoscope 360 ver.2” to use VRChat. The viewer can experience spherical rotoscoped animation in VRChat. Rotoscoping is an animation technique for tracing live-action images to create an animation, that has a unique realism that is differ from reality and cell animation. The purpose of this work is to pursue expressions, and to create a place where the viewer can think speculatively “seeing” and new reality through the experience.
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  • - As a New Form of Open House, Website, or Communication Space with Social VR -
    Ken SONOBE, Natsuki ITO, Atom KATAOKA, Ryu NAKAGAWA
    Session ID: 20-03-016
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This artwork is a virtual seminar room duplicated / extended the seminar room we use for creation and research, to the VRChat, one of the social VRs. As the one of the methods in order to carry out the annually open house of our laboratory in this Covid-19 term, we planned and produced this virtual space. Based on the concept of “open house of university laboratory,” we reproduced the seminar room and arranged with playful mind the items of the members of the laboratory. In this paper, we discuss about awareness gained through this production and possibilities of this virtual space.
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  • Kaito KAKIUCHI, Ryu NAKAGAWA
    Session ID: 20-03-017
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    This work is an avatar of VRChat(VRC) which focus on specifications, characteristic and grotesque expression about VRC avatars which are the appearance of users playing VRC. Users can wear this avatar and experience the deformations which are incorporated into it. On the other hand, if this avatar is cloned and spread among users as if an internet meme, it can be a trigger for new communication. These experiences intend to be opportunities of thinking about expression and whole concept of our bodies and our communication after Social VR or XR.
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  • Kotomi KOSEKI, Ryu NAKAGAWA
    Session ID: 20-03-018
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This work is a VRChat world work where you can experience bugs such as out-of-body experience in social VR “VRChat”. By joining this world with VRChat, you can experience the out-of-body bug and browse the research data related to the experience, including the description about the finding of the bug, a recorded video of the bug, hypotheses of the cause of the bug, etc. Through this experience, we aim to deepen your understanding of the medium characteristics of VRChat and the communication within VRChat. By extension, we think this work will be a place to think about relationships with people after VR.
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  • Haruka NAKAHARA, Ryu NAKAGAWA
    Session ID: 20-03-019
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This art piece is inspired by an article “The Importance of Mind-Wandering” (Jonah Lehrer, 2011) in WIRED NEWS. In the article, the author reports that Mind-Wanderings are far more complicated and creative than how they have taken to be. The author also tells that some people are able to “Mind-Wonder” with their consciousness of their having dream-like experiences, and such people tends to have higher creativity. This art piece seeks for more vibrant feelings of such experience using VR technology. By using the technology, one can experience Mind- Wandering situations through first person view, which makes the experience far more private and intensive to one’s insight. this scheme ends up as his/her output, which leads them to a more creative view.
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  • [in Japanese], [in Japanese]
    Session ID: 20-03-020
    Published: 2021
    Released on J-STAGE: March 31, 2023
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  • Masato Sekiguchi, Hisakazu Hada
    Session ID: 20-03-021
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    This article focuses on the turning points where human vision changes when operating machines and experiencing entertainment. The purpose is to verify the difference between the senses of ”height” and ”large”.
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  • Honoka Onishi, Hisakazu Hada
    Session ID: 20-03-022
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    In everyday life, we cannot check YouTube so frequently. Therefore, if personal belongings tell whether the video was posted or not, it’s very convenient. We proposed a blooming artificial flower when the new video is posted on YouTube.
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  • Tatsuki Tezuka, Tomokazu Ishikawa
    Session ID: 20-03-023
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    In recent years, the field of xR has begun to penetrate the world, and it is being used in various situations, and research is becoming more and more active. In this paper, we examine and investigate how users would like to be supported during cooking by MR visual information presentation via HoloLens2. We prepare three patterns of cooking recipe presentation method to let the users see: “fixed,” “free arrangement,” and “tracking,” and conducted a survey in which subjects were asked to evaluate and rank each pattern. The “free placement” presentation pattern, which allowed the user to freely change recipe's position and size, is found to be the best, with a statistical test indicating that the “intuitive” evaluation item is a factor.
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  • Tomoaki MASAKI, Ryuichi AKIBA, Yoshihito YAMADA, Hisakazu HADA
    Session ID: 20-03-024
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In VR experience, there is no continuous coordinate movement of the whole body, so it is difficult to obtain a sense of movement, and there is a gap between the image and the experience. This research provides the same feeling when riding on a slope by applying vibration to the carry bag according to the HMD based images.
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  • Hiroaki TANAKA, Hironori HARA
    Session ID: 20-03-025
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    At concerts and live performances, the timing for changing the color of the penlight is roughly determined by the song. Many audience members are unaware of this, and some change the color while looking at their surroundings, while others do not use penlights because they do not have the confidence to match the color. In this research, we thought that if there were a penlight that changed color to match the surroundings by pressing a button when the user wanted to change the color, the user could enjoy the fun of changing the color by themselves while concentrating on the concert. We created a penlight that recognizes the color of the surrounding environment and automatically changes color when the button is pressed, and had people use it to see if they could concentrate on the screen.
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  • -Effect of fear on bees-
    Naoki MIURA, Hironori HARA
    Session ID: 20-03-026
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    I thought that the production could affect the sense of touch of people. In this paper, we asked the subject to put his arm in the box and used a solenoid to drop a thin iron rod on his wrist from above. At that time, the experiment was conducted under two conditions: when a tape with hair attached was applied around the wrist while playing the sound of a bee flying, and when there was no sound and nothing was applied. As a result of verifying by questionnaire which one felt the sensation on the wrist more strongly, it became clear that the production affects the tactile sensation.
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  • Chenyi HAN, Yoshihisa KANEMATSU, Koji MIKAMI
    Session ID: 20-03-027
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In order to convey the user's emotions in communicating with others on smartphones, not only linguistic expressions but also non-verbal information such as facial expressions and various actions are important. The user can change the facial expression, gesture, and action of the avatar through operation functions such as flicking and button pressing, but the strength of the action for controlling the emotional expression of the avatar on the smartphone is not considered. In addition, it is difficult for the user to select an appropriate emotion and degree according to the communication situation. Therefore, in this research, we propose a method that can express emotions by sensing the force of pressing the user's screen and changing the intensity of the action of “anger” of the avatar, with the aim of realizing rich emotional expression.
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  • Yuka SUNAHARA, Ikuko TSUBAKI
    Session ID: 20-03-028
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    We propose a method of “fluttering kick while lying down” as a way to increase the immersive feeling of underwater VR contents. In the actual experiment, the experience of operation by flluter kick in the prone position was more than twice as immersive as the experience of operation with a controller in the sitting position.
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  • Xiaohan SUN, Kunio KONDO, Kazuo SASAKI
    Session ID: 20-03-029
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    In China's preschool education, due to children's childhood dialect, pronunciation habits and other problems, can not cultivate the correct pronunciation. For the correct pronunciation and sound method education, an application program for 2-6 years old children in the form of audiobooks is proposed to practice the pronunciation of the minimum unit “Pinyin” in Chinese. On this APP, children can choose the pinyin they want to learn ,hear the correct pronunciation,or read aloud, APP can judge right and wrong and give scores. This can stimulate children's desire for knowledge and interest in learning.
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  • Wanle BAI, Kunio KONDO, Kazuo SASAKI
    Session ID: 20-03-030
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    With the technological advances of the last few years, it could be a great potential in amblyopia recovery: the use of VR technology not only solves the problems of binocular stereoscopic training in traditional treatment modalities, but also innovates the way training is carried out and reduces boredom during training. In this study, we proposed an application based on previous studies. Images captured by multiple lenses are played back to the amblyopic patient using VR technology. Unlike the traditional monocular occlusion, the direct binocular vision training is targeted, which not only provides a good therapeutic effect, but also facilitates the improvement of binocular vision and the maintenance of the therapeutic effect.
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  • Long MA, Kunio KONDO, Kazuo SASAKI
    Session ID: 20-03-031
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    According to a social survey, nearly 80% of the elderly feel “socially isolated” and “lonely.” Accordingly, the number of people with dementia will increase year by year. And for the elderly, reducing loneliness is said to be an essential factor in preventing dementia. With the development of information technology in recent years, the utilization of ICT in the welfare industry is required. In order to reduce the feeling of loneliness, the purpose of this study is to reduce the feeling of loneliness and prevent dementia through retrospectives of old people and things, triggered by a memorial memorial. To that end, we propose an app that uses AR technology to reduce the feeling of loneliness in the elderly. The proposed app digitizes souvenirs and other items that elderly people living alone have come up with, records their living environment and memories of things, and shares them with family and friends in the future. We aim to prevent dementia by remembering the elderly and being stimulated.
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  • Nian LIAN, Kunio KONDO, Kazuo SASAKI
    Session ID: 20-03-032
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    Recently, along with the widespread use of ICT in the tourism field, the means of providing information have changed. In the realistic location of the animation stage, the so-called “holy land tour” is very popular. For animation enthusiasts, they look forward to more interaction. In this study, in order to support the stage of “holy land tour” for anime fans, the application used AR technology to reproduce the photographic perspective for tourism support is proposed. The proposal system can smoothly shoot in popular attractions through photographic information, and tourists can commemoratively shoot with AR characters in the local area. In addition, according to the demands of animation fans, the interactive content of AR is cleverly combined, so it has the function of tourist experience. Through the usage of AR, the interaction of tourists in the holy land can be improved, and tourists who don't understand foreign languages can also use it.
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  • Hideaki Suda, Hisakazu Hada
    Session ID: 20-03-033
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    Stress is considered one of the triggers for various diseases,such as lifestyle-related diseases other than neuropsychiatric diseases. In order to release stress,we developed a game that destroys“things.” As a result of experiments, it was confirmed that the stress was released because the stress index became low after playing the game.
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  • Haruka Toyoshima, Hisakazu Hada
    Session ID: 20-03-034
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    In this study, we conducted an experiment on the effect of wind direction perception on redirected walking. As for the content of the experiment, in order to investigate the limit of the size of the radius of curvature and the change in the radius of curvature due to the size of the stride, the stride was calculated using the average height of men and women and the conditions were set. From the experimental results, it was possible to perform RDW up to a radius of curvature of 6m without giving the subject a feeling of discomfort. Most of the subjects answered that walking was more likely to be induced by wind stimulation, and the discomfort caused by RDW video manipulation was reduced.
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  • Yuma YAMAZAKI , Kaoruko IWASE, Shintaro OYA, Hisakazu HADA
    Session ID: 20-03-035
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    In recent years, due to the rapid expansion of the VR market, people who have never been interested in VR are increasingly using HMDs for entertainment and work. In this research, we propose a method to overcome VR sickness by using images of riding amusement devices, and aim to improve the symptoms of those who suffer from VR sickness.
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  • Saori Okamoto, Hisakazu Hada
    Session ID: 20-03-036
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    In this paper, we improve reality on gameplay with wind stimulation when a character moves. We developed a game to feel a floating sensation. We also examined the strength of floating and falling sensation between gaming with wind stimulation and not. As a result, we were able to obtain the feeling of falling was strengthened with wind stimulation.
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  • Sumire YOKOTA, Hisakazu HADA
    Session ID: 20-03-037
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    Moving lights play an important role in live shows and concerts. Moving light consoles are more complicated and difficult to operate than a console for general lighting equipment. We propose a new method to control a moving light using a laser pointer to resolve this problem.
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  • Hiroto YAJIMA, Hisakazu HADA
    Session ID: 20-03-038
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    This study aims to reproduce the discomfort by giving a thermal stimulus and the Audio- Visual stimulus simultaneously. The thermal grill illusion was employed for thermal stimulation. As a result of the experiment, many subjects felt discomfort compared to the case without thermal grill stimulation.
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  • Riku Hamaie, Ryosuke Shirasu, Hisakazu Hada
    Session ID: 20-03-039
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    In this study, we verified that the food’s flavor changed when the aroma was presented from inside the mouth. The results showed that the more the subjects were unable to concentrate, the more their faces shook. As a result, it was shown that the aroma could change the taste from inside the mouth.
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  • Taisei INOUE, Norimasa Yoshida, Motonori ISHIBASHI
    Session ID: 20-03-040
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    From previous studies, it is known that when drawing a line based on a point cloud, the drawn straight line may vary. In this study, we investigated the relationship between the variance of line drawing in a straight line drawing task and the attentional control in a simulated driving task. The line drawing task was performed three times with 18 experimental participants at least one day apart for 17 point clouds and then simulated driving work was performed. As a result, a correlation (r = 0.39 to 0.51) was obtained between the variance of the drawn lines in the three experiments and the reaction time in the simulated operation work for specific point clouds. From the result, it can be considered that a person who can draw a similar line every time tend to have a fast reaction time and a high ability of attention control.
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  • Toshiya HASEBE, Hirokazu YASUHARA, Koji MIKAMI
    Session ID: 20-03-041
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    Human beings perceive the flow of time to be shorter or longer depending on their physical condition and environment at the time, even if the time is the same length. This subjective estimation of the length of time is called “time evaluation”. Recent studies have shown that time evaluation varies depending on the tempo of stimuli such as background music and heart rate. However, these studies were conducted under passive conditions, and there are no studies on active game play. In this study, we investigated the effect of game tempo on time evaluation by having participants play digital games with different tempos in order to measure time evaluation in an active state.
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  • Kazuki ITO, Kyoka ISHII, Mari IZUNAGA, Syuta UCHIYAMA , Hikaru OKUMURA ...
    Session ID: 20-03-042
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    Risks of crimes and traffics from behind are higher because our backward can be the blind spot, e.g., snatchers and overtaking vehicles. Nevertheless, most of the existing security apps are developed for the purpose of preventing secondary accidents. In particular, a supporting system for users’ backward risks in real-time is unreleased. Therefore, we develop a novel system using a depth camera for avoiding some backward risks. Our system can detect users’ risks in real-time and solve the above issues.
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  • Masashi NISHIKAWA, Atsuo YOSHITAKA
    Session ID: 20-03-043
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    Video taken by ordinary users are used for a variety of purposes. In particular, video that record the photographer's daily life are used for looking back on personal activities. Since it takes the same amount of time to view a video as it was shot, there are video summarization methods that greatly reduce the viewing time by extracting only the important parts of the video. However, most video summarization methods are limited in video types and there are few effective studies for a long video without cut. In this study, we focus on redundant scenes, by detecting them based on the clustering of CNN features, and propose a method to summarize the video.
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  • Shohei Kaneko, Makoto J. Hirayama
    Session ID: 20-03-044
    Published: 2021
    Released on J-STAGE: March 31, 2023
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    When users of a video distribution site search for viewing contents, what are the important factors to select a program to be watched? A survey was conducted for users to ask factors to select a video program during search. For thumbnail, title, numbers of watching, date, time, icon, explanation sentence, channel name are the displayed factors. As a result, thumbnail and tile were the most important factors to select the contents and date and explanation were less important.
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  • -Application study of the Benham's top and rubber pencil illusions for video expression-
    Tomohiko HAYAKAWA, Himari TOCHIOKA, Yuki KUBOTA, Ryota MIMA, Masatoshi ...
    Session ID: 20-03-045
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    The development of visual expressions using optical illusions in CG utilize is progressing. However, there are many illusions whose perceptual characteristics have not yet been clarified. In particular, the frame rate of general-purpose displays is usually 60fps, and the frame rate dependence of the illusion has not been sufficiently investigated. In this study, we investigated the frame-rate dependence of the color and shape illusions of the Benham's Top and the rubber pencil illusion, respectively, by presenting images at different frame rates from 10 fps to 240 fps to subjects. The results showed that the perception started around 30 fps and improved up to around 120 fps for both illusions. It is expected that this method will be used in the future to examine the frame rate that can sufficiently express the reality of the illusion in CG images.
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  • Kai LENZ
    Session ID: 20-03-046
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In stories such as anime and dramas, the fact that multiple characters talk or act for the same purpose is sometimes called “Karami” (meaning entwined in Japanese). In this research, we analyze the number of scenes in which the characters act together, and use that information for visualization using a force directed model. A force directed model consists of nodes that have forces that repel each other and edges that connect the nodes and add attractive forces. By using the behavior information between the characters as an edge, it is reproduced as an entanglement on the force directed model, and the relationship between the characters is visualized.
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  • Tsukasa FUJIKAWA, Ken ISHIBASHI
    Session ID: 20-03-047
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Acquisition of correct forms is the most important training when beginners take up boxing. However, acquirement of correct forms is difficult for the beginners without any coach because of the less-judgment knowledge for punch forms’ qualities. The wrong training brings the beginners to acquire the wrong forms. The aim of this study is to solve the above problem by our proposed self-training system with AR. Our AR self-training system has three functions: feedforward, comparison of punch forms, and feedback. We confirmed that the effectiveness of our system via experimental evaluations using three functions.
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  • : A Simulation of Sports Kite with Drones
    Noriki AMANO
    Session ID: 20-03-048
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We are exploring the unique usage and availability of drones. As part of that, we aim to simulate a sports kite (competition kite) using a drone. Specifically, we attach lines (threads) to a drone, and operate it through the lines. We simulate sports kite with drones like this. Then, by realizing three modes: manual, auto, and natural, we aim to realize a simulation that can be enjoyed by beginners to advanced users. Therefore, we try to realize the drone's lines operation by using the drone's sensors, etc. This research not only expands the application area of drones, but also proposes a simple and intuitive user interface for operating drones with threads.
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  • Daichi TOMOHIRO, Kojiro HASHIMOTO, Noritaka UCHIBORI, Tadashi MIYOSAWA
    Session ID: 20-03-049
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In order to regain the vibrancy of the area around Suwa Taisha Shrine, we will restore the former ruins (Jingu-ji) using AR / VR technology and develop a system that will be useful for regional development. The results of the questionnaire were highly valuated, and improvements were found.
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  • Reiya KAWAKAMI, Ryou KAMAKURA, Yuuya MIYASAKA, Tadashi MIYOSAWA
    Session ID: 20-03-050
    Published: 2021
    Released on J-STAGE: March 31, 2023
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    The purpose is to build a “VR system” that is useful for tourism and urban development in Chino City, and to lead to regional development. The results of the questionnaire were highly evaluated.
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