Reports of the Technical Conference of the Institute of Image Electronics Engineers of Japan
Online ISSN : 2758-9218
Print ISSN : 0285-3957
Reports of the304th Technical Conference of the Institute of Image Electronics Engineers of Japan
Displaying 51-90 of 90 articles from this issue
  • Ryoto FUKUDA, Yoshihisa KANEMATSU, Suguru MATSUYOSHI, Koji MIKAMI
    Session ID: 22-04-51
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    When expressing the texture of clothing in 3DCG, it is necessary to set up materials that take into account the characteristics and differences of each fabric. However, in many cases, the characteristics of each fabric are often expressed by textures. In this study, we clarified the characteristics of fabrics by establishing items for “number of counts,” “number of twists,” and “yarn density” that constitute the fabric. We then developed a fabric modification system that allows the material settings of the garment model to be switched to data for each type of fabric based on the analysis results, and the number of twists involved in coloration can be freely adjusted.
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  • – The border of the presence due to visibility. –
    Yuri TAKIGUCHI , Koyuki OSIRO, Aoi KASAI, Hisakazu HADA
    Session ID: 22-04-52
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    The seat across from me is obstructed by a partition, and I get the impression that someone is working on a computer, but when I check the opposite side, no one is there. However, the keyboard and mouse of the computer are moving, making me feel as if there is someone there. If I don’t see it, I feel an ”impression,” but if I see it, I don’t feel the impression, but rather an ”invisible person” seems to be present, as if it were an installation work.
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  • Yuki Kukimoto, Masaki Abe, Taichi Watanabe
    Session ID: 22-04-53
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In an open-world racing game, in addition to the player, there are general vehicles on the map that follow the traffic rules in the game. In the traffic flow formed by this general vehicle, each vehicle often runs individually, which is different from the actual traffic flow. Focusing on the traffic flow of this general vehicle, the dynamic adjustment of the traffic flow taking into account the feature of the open world racing game, “the player drives at high speed while exploring a vast map”. The purpose was to make the internal traffic flow closer to the actual traffic flow.
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  • Feng GAO, Masaki Abe, Taichi WATANABE
    Session ID: 22-04-54
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Real-time rendering of human skin is difficult because of the huge computational effort required tosimulatethesub-surface scattering phenomena that occur inside the object. In order to increase rendering efficiency, many games ignore the transmitted light effect of the skin. Based on the Pre-Integrated Skin Shading method, the angle between the light and the normal and the skin thickness are used as parameters, and the transmitted light effect from the depth map-based pre-calculation can be saved in an LUTtoreadthe color values in a look-up table and used as transmitted luminance in the lighting calculation. This improves the calculation speed.
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  • Riku FUKAYA, Tsukasa KIKUCHI
    Session ID: 22-04-55
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In recent years, with the development of computer technology, 3D computer graphics have been widely used in various fields such as games, animation, and movies. Research on methods of food representation is also active. This study aims to understand the characteristics of pizza dough and to establish a method to reproduce it, which is expected to enable efficient representation of pizza dough and to expand the range of visual expression.
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  • Takumi WATANABE, Suguru MATSUYOSHI, Yoshihisa KANEMASTU, Koji MIKAMI
    Session ID: 22-04-56
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Game streaming has become popular since around 2020. Among them, those who are known as “face-to-face distributors” have difficulty performing other activities with their hands because their hands are occupied in order to play the game. Therefore, in this study, we developed a system for inputting text by tracing the positions of both feet using images from a web camera. In a demonstration experiment, we measured the time required to input 10 kana characters and obtained excellent results. Future improvements should be made to enable faster input.
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  • Kento Niwayama, Hirokazu Yasuhara, Koji Mikami
    Session ID: 22-04-57
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In action games, when a discrepancy occurs between a player's skill level and difficulty level, it can lead to disengagement from the game and loss of a sense of accomplishment. To address this issue, this study focused on slow motion and investigated the effect of practice in a slow state on improvement. The results of the survey showed that it is effective for gimmicks that have elements that measure the controllability and timing of the character in the air. On the other hand, it was found to be ineffective for gimmicks that have elements that change the response depending on timing.
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  • Tatsuya HASEGAWA, Hirokazu YASUHARA, Koji MIKAMI
    Session ID: 22-04-58
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In this study, we investigated whether different methods of presenting advertisements in a VR space would produce different advertising effects. A city with five landmarks was created in VR, and participants in the experiment were asked to experience the VR space along a road. At each landmark, pull-type and push-type advertisements were displayed, and after the VR experience, a test and questionnaire were conducted to confirm what kind of content the advertisement was. The results of the experiment showed that when the contrast within the advertisements was small, it was the pull-type advertisements that were often seen, whereas it was the content of the push-type advertisements that were easily remembered.
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  • Mutsuki TANAKA, Hirokazu YASUHARA, Koji MIKAMI
    Session ID: 22-04-59
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In games, failure is a necessary element to provide a sense of accomplishment. However, if the difficulty level of the game is high and the players fail continuously, they may quit the game before reaching a sense of accomplishment. Therefore, it is important to design games that maintain motivation in games with high difficulty levels. Many games have a system in which the next game starts automatically after a failure, which is also common in games with high difficulty levels. However, we conducted an experiment to clarify the relationship between this system and motivation.
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  • Akifumi Tanimura, Suguru Matsuyoshi, Yoshihisa Kanematsu, Koji Mikami
    Session ID: 22-04-60
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Character introductions on websites tend to describe the character's personality. The purpose of this study is to clarify the distribution of characterization phrases in character introductions. Characterization phrases are, for example, “kind,” “cheerful,” “honest,” etc. Since there are many synonyms for these words, we first used a thesaurus to group them into about 205 representative phrases. We report the results of our analysis of 1375 existing characters.
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  • Kiyoaki OKUSHI, Hirokazu YASUHARA, Koji MIKAMI
    Session ID: 22-04-61
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Some “incomplete information games” have low strategic potential and are described as uninteresting as games. In this study, we used games to investigate whether adding “drafting” as a method to improve strategy in incomplete information games improves the game experience, as well as the strategy and fun of the game. We employed “rock-paper-scissors” as a representative of uninteresting incomplete information games, and used “drafting” to select moves that can be played in rock-paper-scissors.
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  • Yu Kikuchi, Yoshihisa Kanematsu, Suguru Matsuyoshi, Koji Mikami
    Session ID: 22-04-62
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Human-like characteristics of AI are obtained by reproducing human characteristics. Therefore, in this study, we focused on feinting as a behavior that makes game AI more human-like. However, we considered that too many effective feints would be perceived as a strong game AI, making it difficult for it to feel human-like. Therefore, we conducted an experiment to see if feints that fail and cause the AI to move closer to the opponent could be evaluated as “human-like feints” and if they could be evaluated as human-like. The results of the experiment confirmed that feints affect human-like, although the results of the experiment showed no significant differences.
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  • Yui Ono, Tukasa Kikuchi
    Session ID: 22-04-63
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In recent years, computer graphics technology has become indispensable for visual works such as movies and animations. However, even with the widespread use of computer graphics, it is not uncommon to shoot live-action flames in order to express flames. The reason for this is that it is difficult to express flames using CG, and it is possible to capture more realistic images using live-action filming. However, it is not impossible to express realistic flames using CG. Therefore, research was conducted to make it possible to easily change the shape of flames using CG.
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  • Ayane OTANI, Yoshihisa KANEMATSU, Koji MIKAMI
    Session ID: 22-04-64
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    There is a method of improving concentration and immersion by reducing the amount of information outside the effective field of view, but important information for play is also included in the effective field of view. In this study, we investigated the impact of blurring the effective field of view on the play experience of FPS games. We analyzed the effects of blurring on the playing experience of FPS games, dividing them into novice players and others, and found that advanced players often felt that blurring was distracting, while novice players often felt that blurring assisted the player in processing information.
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  • Maria KURODA, Yoshihisa KANEMATSU, Suguru MATSUYOSHI, Hirokazu YASUHAR ...
    Session ID: 22-04-65
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Speech recognition games are progressing day by day, mainly through the improvement of natural language processing technology, so that even ambiguous utterances of the player can be processed. However, existing game productions have not taken into account what is described as “tone of voice” which can contain information about the speaker's intentions and emotions. Therefore, this study focuses on the human tone of voice. We developed SEReN, a system that infers emotions from players' speech and changes NPCs' reactions and responses according to estimated emotions. Subsequently, we conducted system evaluation experiments. The emotional connection to the NPC character was evaluated using a questionnaire. The study revealed a significant difference between SEReN and the conventional system for some of the questions.
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  • Keisuke Abe, Kai Lenz, Yuriko Takeshima
    Session ID: 22-04-66
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Many digital games have been created up to the present day, and games are becoming more and more diversified. This has made it necessary to create a unified image of the work when developing it. However, it is not easy to verbalize the image of the finished product, and even if an existing work is used as an example, it may be misinterpreted. Therefore, in this study, we created a prototype of a tool for easily communicating the direction of a game, and investigated its usefulness.
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  • Masato MITSUDA, Yasunari OBUCHI
    Session ID: 22-04-67
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    “Music games” are games in which the player performs certain actions to the rhythm of music played automatically to score points and try to obtain a set number of points. Generating music score data for music games is a time-consuming task, and various studies have been conducted to automate the process. In this paper, we propose a method to automatically generate music game score data by using a single WAV audio file as input, and by using sound source separation and tempogram change point detection. We evaluate the effect of the number of tempogram divisions on the game experience. In this evaluation experiment, we were not able to capture the impact of the number of tempogram divisions, but we were able to improve the experimental method. Further experiments may reveal new findings.
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  • Kota KUDO, Shuntaro HISAMATSU, Kano KUWAJIMA, Wakana NAKAGAWA, Kazuki ...
    Session ID: 22-04-68
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Typically, sounds are utilized for alarm clocks, however, they are not suitable for use in public settings. As a method that generates minimal noise and improves the degree of awakening, this study focuses on the use of cooling stimuli. A wearable mask-type device that enables localized cooling on highly responsive cooling sites was created. As a result, it was possible to provide sufficient cooling stimulation to the cheeks.
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  • Weiyi Xia, Suguru Saito
    Session ID: 22-04-69
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Currently, in animation production, while full digital production on the computer using 3DCG is the mainstream overseas, Japanese animation production involves a production method that includes the hand-drawing process derived from cel animation. Therefore, it is significant to smoothly manage data transmission and reception between collaborative work. This paper reports on a production support system that enables online data management and archive construction, which is suitable for the production process of Japanese animation.
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  • ZongQi YU, Yoshihisa KANEMATSU, Hirokazu YASUHARA, Koji MIKAMI
    Session ID: 22-04-70
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Fighting games are becoming more realistic as development technologies and game equipment evolve. At the same time, ensuring playability has become an important issue in the pursuit of reality. To achieve both reality and playability,we developed three fighting games: a fighting game that implements a part damage system based on damage and an attack speed system based on the number of attacks received and the number of attacks, and a conventional fighting game. As a result of evaluation experiments, the game with this system was rated higher than the conventional game in terms of fun and reality.
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  • Tetta MORISAKA, Hironori HARA
    Session ID: 22-04-71
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    By giving players detailed feedback, we thought we could bring the in-game experience closer to reality. In this paper, we created a rod-shaped device that expresses the collision position by mounting multiple transducers and changing the vibration time of each. I created a game of watermelon splitting as an example where differences in collision positions occur. For verification, we conducted an experiment in which the player swung the device while looking at the screen and gave feedback according to the position of the stick that hit the watermelon. As a result, although we could not recognize the difference in the exact position, many players were able to recognize the difference between hitting the stick in front of and behind it.
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  • Rin OKUYAMA, Hirotoshi KONO, Yohei YAMADA, Touta KAKEFUDA, Hisakazu HA ...
    Session ID: 22-04-72
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    The phenomenon of Slipping is occurred only in particular situation such as stepping on the ice, fluid or sometimes on banana. This time, we focused on magnetic repulsion and developed a device allowing us to experience ”Slipping” anywhere. We attached magnets to shoe sole and floorboard, stepping on the board by wearing shoe device, and tried to reproduce that phenomenon. If it were to be put to practical use, it is expectable to be introduced into VR-gaming or field of amusement.
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  • ChenYi WANG, Yoshihisa KANEMATSU, Hirokazu YASUHARA, Koji MIKAMI
    Session ID: 22-04-73
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    The viewing angle of the HMD has been widened to nearly match the actual viewing angle of a human. However, the area that humans can clearly perceive is not that wide, and there are individual differences. In this study, we thought that by considering individual differences in the visual field, the subtle direction at the boundary of the visual field could be made suitable for each person. To this end, this study developed a method for measuring the field of view of players wearing HMDs and created a mechanism that enables position contrivance based on the field of view data.
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  • Takeya HIRAKAWA, Masaki Abe, Taichi Watanabe
    Session ID: 22-04-74
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Since route search is performed in real time in the game field, it is important to shorten the calculation time. A route graph is used for route search, but the more routes in the route graph, the more time it takes to calculate the route search. Therefore, in order to shorten the calculation time of route search, a method of determining the degree of importance of routes and reducing routes has been proposed. However, when the route graph is generated in real time, it is important to shorten the calculation time for determining the importance of routes in order to reduce the number of routes. In this research, we proposed and verified a speed-up method for calculating the importance of a route by finding the shortest route of the vertices around the deleted route.
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  • Shu Saito, Hisakazu Hada
    Session ID: 22-04-75
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In the VR space, this study focuses on the olfactory senses and aims to expand the representation methods. With a focus on the role of direction recognition in avoiding the dangers of olfaction, the study examines direction guidance by odor. A device was created using fans and ultrasonic vibrators to allow for the presentation of odor from the front and from the left and right. The olfactory display was used in the form of an HMD and experiments were conducted to identify the direction from which the odor was coming. The results showed that the direction was recognized with a 77.5% accuracy rate.
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  • Chisa MURAKAWA, Rina IKUNO, Hisakazu HADA
    Session ID: 22-04-76
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Wearing clothes not only adjusts the temperature, but also changes the psychological state of the wearer by its color and shape. In this study, by wearing clothes of a pretty guardian in anime and manga works, the goal is to reproduce the transformation scene, thinking that it will be possible to have a strong and gentle feeling that the girls has. Focusing on the light and movement during the transformation from the clothes before transformation to the clothes after transformation, we created clothes that change into multiple forms using wires and LEDs.
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  • Miho WATANABE, Kazutoshi SAKAMOTO, Yoshihisa KANEMATSU, Koji MIKAMI
    Session ID: 22-04-78
    Published: 2023
    Released on J-STAGE: January 31, 2024
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In recent years, the use of video distribution content such as YouTube and Zoom has been increasing. However, real-time streaming makes it impossible for the streamer to edit the video themselves, since the video is streamed to the viewer without time to edit the video. In this study, we developed a system that displays effects in conjunction with the emotions of the user streaming the video in real time, and allows the streamer to change the effects intentionally. We asked participants in the experiment to watch a video delivered without effects and a video streamed using the system, and conducted a questionnaire survey, and found that the video with effects was more popular.
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  • Ryota HORIKOSHI, Akihiro MATSUURA
    Session ID: 22-04-79
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    In this study, we present a kitchen knife device that provides sensation of cutting food objects. The device consists of subdivided blade parts that independently move up and down by motors and realize local change of pressure, which lets users experience shapes and hardness of objects. So far, we realized the pressure setting of uniformly soft/hard food objects.
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  • Rintaro Yamada, Makoto J. Hirayama
    Session ID: 22-04-80
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    To help the visually impaired get to their destination without getting lost, we have developed a prototype application that provides voice directions when a QR code is attached to a wall or other surface and is detected by pointing a smartphone at it. This makes it possible to provide inexpensive directions simply by attaching a QR code. The prototype application was evaluated by visually impaired people who actually used it and confirmed that it was useful.
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  • Aoi MAEDA, Qing CHEN, Hironobu ABE
    Session ID: 22-04-81
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    To partially process or change the color of a digital illustration, each part must have its own separate color layer. However, for illustrations without separate layers, it was necessary to manually separate the layers. In this study, we propose a method to automatically recognize the eye and hair parts of a game character illustration generated automatically by StyleGAN2 using U-Net, and to automatically generate color difference images. We also report on the development of a system based on the proposed method and the results of an evaluation of its effectiveness.
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  • Mao Midorikawa, Michio Shiraishi
    Session ID: 22-04-82
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    We propose a method of recommending new animated films based on personal preferences. Development of an application to support the selection of new animated films.
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  • Honoka Onishi, Hisakazu Hada
    Session ID: 22-04-83
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    Stress arises from sudden changes in emotions. Self-care is important to protect the mind from stress. Therefore, I devised hardware that encourages mental self-care. The interior is similar to the tree, and anyone can recognize their own emotions by looking at it. Emotions are detected from Twitter. In this study, I analyzed emotions from Twitter, and developed an interior which looks like single tree, that visualizes emotions by opening the leaves of joy, anger, sadness and relaxed. Using the emotion analysis model, I also created a program that detects emotions from tweets of a single Twitter user. Information obtained from Twitter is used to control interior movement and visualize emotions. In the performance evaluation, I used four Twitter accounts and compared the rate of detected emotions and the degree of leaf opening. As a result, each rate of emotions and result of leaves were consistent. In addition, it’s possible to understand the most posted emotions at a glance.
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  • Yu ICHIMURA, Kazufumi MATSUMOTO, Junichi SUGITA
    Session ID: 22-04-84
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    Auscultation is one of the basic techniques in physical assessment to determine a patient's condition by listening to sounds inside the patient's body using a stethoscope. During auscultation, it is necessary to be aware of the position of the organ being listened to, but this is difficult for beginners. This study aims to develop an educational system to bridge the gap between auscultation techniques and knowledge of anatomy by AR displaying images of organs such as lungs and hearts on the human body. We developed a system that can display organ images in real time without using AR markers by calculating the display position of the organ images based on pose estimation.
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  • Haruki ONUMA, Kizuki MOROHASHI, Junichi SUGITA
    Session ID: 22-04-85
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    Patients with amyotrophic lateral sclerosis (ALS) have limited mobility in the terminal stages of the disease. Therefore, eye movements are used as an input for communication tools for people with severely physically disabled persons, such as ALS, because there is a relatively small functional decline in eye movements even in the terminal stage of the disease. In this study, we aim to develop an interface to input characters using blinking eyes. The system detects landmarks on the left and right sides of the eyes from the camera movie and detects the blinking of the right eye, left eye, and both eyes based on the detected landmarks. In addition, we studied a method for inputting characters using blinking of the right eye, left eye, and both eyes.
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  • Mayu NAMAI, Issei FUJISHIRO
    Session ID: 22-04-86
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    A variety of summarization techniques have recently been published to manage the growing volume of media data, but most of them are oriented toward homogeneous media conversion and are limited in terms of compression ratio. In this study, we focus on vignette illustration, which expresses the story content of a video work or game in a compact way and allows the viewer to understand the world perspective with a single glance. If video can be converted to vignette illustration, it is expected to provide a more highly compressed summary of the media information. In this article, we propose a method for semiautomatic generation of vignette illustration that reflects viewer’s preferences through eye tracking.
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  • MircoHitomu TANAKA, Shuhei KODAMA, Tokiichiro TAKAHASHI
    Session ID: 22-04-87
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    A vignette-style image is a background image that looks like a part of the world where characters live. The vignette-style backgrounds are used in many situations for any character, regardless of head-to-body proposition. However, to make the character more attractive in the vignette-style backgrounds, it is necessary to have a good knowledge of the composition. In this paper, we propose a system to support the placement of a 3D character and other 3D models considering triangular composition even if the users do not have enough knowledge on composition to make the vignette-style backgrounds.
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  • Ikuko TSUBAKI
    Session ID: 22-04-88
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    When translating a comic into English, path of gaze from a speech balloon to the next sometimes changes from original. A text placement method for speech balloon is presented to keep cartoonist’s gaze leading.
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  • Yuta TSUKADA, Suguru MATSUYOSHI
    Session ID: 22-04-89
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    Heroines of romantic comedy in Japanese light novels have various combinations of characteristics and traits. While this makes romantic comedy novels attractive, it is difficult for a beginner to write a story in the genre. We propose a heatmap of assisting a writer make plots of school festivals for each combination of a heroine’s characteristics and traits. The heatmap for a combination of them represents statistically-preferable periods of events of improving the hero’s image and damaging the hero’s image along the time axis.
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  • Toranosuke KUBOKAWA, Suguru MATSUYOSHI
    Session ID: 22-04-90
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    The object of this work is to clarify minimum quality level of edits required for high-rating posted videos. We targeted the following four types of edits: 1. insertion of captions and supplementary images, 2. addition of sound effects and BGMs, 3. insertion of scene transition effects, and 4. thumbnail edit. We originally defined levels of edits for them and created a video for each of the quality levels. The experiments suggest a candidate of minimum quality level for each of the four edit types.
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  • Yuki Akachi, Junichi Yamaoka
    Session ID: 22-04-91
    Published: 2023
    Released on J-STAGE: January 31, 2024
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    We propose a kit for designers to create a flexible 3D display by controlling air, water, etc. using an elastomer and an air control device. This kit expands the design area of existing displays by connecting balloon-shaped modules. General displays have been two-dimensional projections using monitors and projectors. This kit supports the designer by creating dynamic and lifelike movements through the flexibility and lightness of the modular functionality. This paper describes its features, implementation process, and future prospects.
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