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 308th Technical Conference of the Institute of Image Electronics Engineers of Japan
Displaying 101-111 of 111 articles from this issue
  • Yuya SUZUKI, Suguru MATSUYOSHI
    Session ID: 23-04-101
    Published: 2024
    Released on J-STAGE: June 30, 2025
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We analyzed scene transitions in Japanese high-fantasy novels which beginners and experts wrote. We found that the numbers of scene transitions per 1,000 letters for beginners’ novels were bigger than those for experts’ novels. Five annotators estimated travel distance and time for each scene transition in the novels. The experiments show that scene transitions in experts’ novels give ambiguous travel distance to readers while ones in beginners’ novels do not, and that scene transitions in both of beginners’ and experts’ novels have clear travel time implicitly.
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  • Tsz Chun LAM, Suguru MATSUYOSHI
    Session ID: 23-04-102
    Published: 2024
    Released on J-STAGE: June 30, 2025
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We have developed an interesting game for Japanese people to learn Cantonese for traveling in Hong Kong. We adopt simple Katakana representation for Cantonese words. We employ Kahoot!+ to implement multiple-choice questions and word-sorting questions about Cantonese and its pronunciation. We took photographs in Hong Kong, which are used in questions for understanding vehicles and coins in Hong Kong. The experiments show that the proposed game is superior to an existing application for learning Cantonese.
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  • Takeshi Imai, Hirohito Nishi, Kyoji Matsushima
    Session ID: 23-04-103
    Published: 2024
    Released on J-STAGE: June 30, 2025
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Full-Parallax High-Definition Computer-Generated Holograms (FPHD-CGH) can reconstruct amazing deep 3D scenes. However, computing large-scale CGHs with wide viewing angle requires long computation time. It is also difficult to create a CGH whose 3D scene has a large background covering the entire field of view. In this paper, by improving a method to compute a large monochromatic background using single-step Fresnel propagation, a novel technique is proposed for computing full-color FPHD-CGH with large background image. A full-color 3D image created by the proposed method is demonstrated.
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  • Honoka KIN , Shuhei KODAMA, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Session ID: 23-04-104
    Published: 2024
    Released on J-STAGE: June 30, 2025
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Nowadays, an environment is becoming established that allows individuals to easily create visual works such as 3D computer graphics. There are many situations where plant motifs are required, and although real plants can be generated using existing methods, it may be difficult to create unique plants in genres such as fantasy. Additionally, L-system exists as a model to describe plant growth, but it requires specialized knowledge and is not user-friendly. To address this issue, this research aimed to develop a system based on the L-system that can intuitively generate 3D models of imaginary plants without any specialized knowledge, and to support ideas and creativity. Although the system has some issues with usability, it has been shown to be useful in terms of creativity and design.
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  • Kaishu IINUMA, Katsuaki KOBAYASHI, Issei SHINOZAKI, Yukiko SHIMAZAKI, ...
    Session ID: 23-04-105
    Published: 2024
    Released on J-STAGE: June 30, 2025
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    We have developed a VR system that enables to experience evacuation from a tsunami flooding a high school building reconstructed as a 3DCG model in virtual space. By using our VR system, we have developed a disaster prevention education tool that allows students to imagine what would happen if a tsunami flooded their school.
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  • Kengo TADA, Hirohito NISHI, Kyoji MATSUSHIMA
    Session ID: 23-04-106
    Published: 2024
    Released on J-STAGE: June 30, 2025
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    The method using ray-sampling plane (RSP) is a useful technique for creating full-parallax high-definition computer-generated holograms (CGH) of real objects. In this method, CGHs are created by converting the ray obtained from multi-viewpoint images (MVI) that is captured near the object into the wavefield to calculate the object wave. However, it takes a long time to capture multi-viewpoint images, and the relation between the size of the real object and captured images has not been understood yet. In this study, the camera settings and equipment are improved to speed up capturing MVI. We exhibit the full-color 3D image of an FPHD-CGH, produced using RSP whose technique is improved by precise comparison between the real object and reconstructed image.
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  • Taiki HAMADA, Takanobu SUZUKI, Hiroki SUZUKI, Atuto HEIMA, Hisakazu HA ...
    Session ID: 23-04-107
    Published: 2024
    Released on J-STAGE: June 30, 2025
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    This study aims to enhance user satisfaction in virtual reality(VR) experiences through improved content quality. This paper focuses on VR content that simulates the sensation of emitting energy from the hands. We introduce a newly developed device designed to synchronize with VR imagery, providing a tactile sensation akin to energy emission from the user’s hands. This device combines haptic feedback via vibrations with visual VR stimuli, enhancing the overall sensory experience. Integrating tactile information is posited to significantly elevate the quality of VR visual and gaming experiences, augmenting user engagement and satisfaction.
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  • Tatsuya WATANABE, Junichi YAMAMOTO
    Session ID: 23-04-108
    Published: 2024
    Released on J-STAGE: June 30, 2025
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    In recent years, there has been active research in game AI, with AI agents reaching the level of professional players in board games such as Shogi and Go. However, achieving a strong agent in imperfect information games like card games, where the opponent's hand is unknown, is challenging. Therefore, this study aims to develop an agent for an original card game that is as strong as a human. Two approaches were employed for agent implementation: supervised learning, considering the winner's action history as labeled data, and reinforcement learning using Unity ML-Agents. Experimental battles were conducted among these two agents and the author. As a result, the reinforcement learning-based agent was able to achieve the same level of strength as the author, who is also the game creator.
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  • Hiroki SEKI, Shuhei KODAMA, Tomoaki MORIYA, Tokiichiro TAKAHASHI
    Session ID: 23-04-109
    Published: 2024
    Released on J-STAGE: June 30, 2025
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Converting rough sketches into line drawings is a mechanical and simple process in illustration production. Therefore, it is desirable to automate the process. Previous methods for automatically generating line drawings from rough sketches produce uniform line drawings. In this paper, we propose a method that automatically converts rough sketches into nonuniform line drawings by estimating the thickness from the rough sketch and adding the thickness to the uniform line drawing. The non-uniform line drawings with the proposed method were evaluated as generally reflecting the thickness of the rough sketch and giving a three-dimensional feeling. Manually adding the thickness takes approximately 20 to 30 minutes, while our proposed method can produce a non-uniform line drawing in 1 to 2 seconds, resulting in a significant reduction in processing time.
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  • Tamaki NISHIZUMI, Tokiichiro TAKAHASHI
    Session ID: 23-04-110
    Published: 2024
    Released on J-STAGE: June 30, 2025
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    Online live streaming, which broadcasts live events in real time, has been becoming popular. Everyone can watch it anywhere. It has many advantages, such as being inexpensive to watch and easy to participate in. However, there are some issues with the sense of immersion. This report focuses on the color and movement of penlights used for cheering behavior during online live performances, and dynamically changes each performance of online live performances according to the audience's reactions in order to improve the audience's sense of immersion and participation.
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  • Tomoya YAMAMOTO, Shunsuke FUJIKI, Hirohito NISHI, Kyoji MATSUSHIMA
    Session ID: 23-04-111
    Published: 2024
    Released on J-STAGE: June 30, 2025
    CONFERENCE PROCEEDINGS RESTRICTED ACCESS
    A stacked CGVH composed of three stacked computer-generated volume holograms (CGVH) reconstructs bright and sharp full-color 3D images. Although only small stacked CGVHs with approximately 5 cm square could be fabricated before because of limitation imposed by the output of the transfer light source, a novel technique of tiling contact-copy makes it possible to remove the limitation and fabricate large-scale stacked CGVHs. High-quality full-color stacked CGVHs more than 10 cm square is reported in this paper and will be exhibited in the conference site.
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