Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
ME, IEICE-EMM, IEICE-IE, IEICE-LOIS, IEE-CMN, IPSJ-AVM [detail] |
2024-09-05 16:50 |
Hiroshima |
Hiroshima Institute of Technology (Primary: On-site, Secondary: Online) |
[Invited Talk]
Current Topics in Computer Graphics.
-- Report of SIGGRAPH2024 -- Masayuki Nakajima (TIT) |
CG, human-computer interaction, multimedia, and virtual reality technologies are advancing rapidly, impacting various fi... [more] |
ME2024-87 pp.41-47 |
AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 11:12 |
Tokyo |
Tokyo University of Technology |
Interactive Manga Expression Using Godot Yufeng Zou, Yasuo Kuhara (TPU) |
Digital manga was born about 30 years ago. At the current stage, manga media is not only moving towards digitalization b... [more] |
AIT2024-38 pp.27-28 |
AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 10:55 |
Tokyo |
Tokyo University of Technology |
Research on Color Images that can be used for Worldview Construction Nanami Yasaku, Masanobu Endoh (TPU) |
Digital games can use full color images without limitations. The world of the game is created by the characters and item... [more] |
AIT2024-42 pp.41-42 |
AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 10:55 |
Tokyo |
Tokyo University of Technology |
Automatic Generation of 3D Maps Considering Level Design Zhang Shengjie, Masaki Abe, Taichi Watanabe (TUT) |
In this study, we propose a method for automatically generating 3D maps suitable for
applications requiring small-scale... [more] |
AIT2024-50 pp.61-64 |
AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 10:55 |
Tokyo |
Tokyo University of Technology |
Research and Study on Cover Design of Game Packages yuta iwahara, tsukasa kikuchi (TUT) |
This paper analyzes the influence of game package cover design on consumers' willingness to purchase games. This paper a... [more] |
AIT2024-51 pp.65-68 |
AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 13:00 |
Tokyo |
Tokyo University of Technology |
Enhancing the Game Experience in VR Horror Games through Olfactory Stimulation Keita Kojima, Yoshihisa Kanematsu, Suguru Matsuyoshi, Koji Mikami (TUT) |
In recent years, olfactory displays that can switch between smells have attracted attention among VR technologies, and t... [more] |
AIT2024-83 pp.185-188 |
AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 15:04 |
Tokyo |
Tokyo University of Technology |
A proposal of multi-colored switching animation and an active memory game Karen Tsurume, Noriki Amano (Mukogawa Women's Univ) |
In this research, we propose a multi-colored switching animation using a stage light and realize a memory game based on ... [more] |
AIT2024-105 pp.250-253 |
AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 14:30 |
Tokyo |
Tokyo University of Technology |
Proposal of a Method for Extracting Scoring Display Scenes in a Broadcast Ball Game Video Naoya Inagaki, Takeshi Masuda, Hiroaki Sawano (AIT) |
In the analysis of video footage of ball sports, it is necessary for the analyst to watch all of the game footage and re... [more] |
AIT2024-118 pp.297-300 |
AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 14:30 |
Tokyo |
Tokyo University of Technology |
Study on the Impact of Biological Functions and Personality Traits on Shooting Operations in FPS Games Ryotaro Arai, Tomokazu Ishikawa (Toyo Univ.) |
This paper analyzes the effects of players' biological functions and personality traits on shooting maneuvers in order t... [more] |
AIT2024-119 pp.301-302 |
AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 14:30 |
Tokyo |
Tokyo University of Technology |
Card game AI applying reinforcement learning with Unity ML-Agents Tatsuya Watanabe, Junichi Yamamoto (THCU) |
In recent years, there has been active research in game AI, with AI agents reaching the level of professional players in... [more] |
AIT2024-138 pp.375-376 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 11:01 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Research on content development using VR and 3D game engine technology Wenzhen Wang, Hiroyuki Kose, Takashi Mihara (Toyo Univ.), Hapnes Toba, Sulaeman Santo (Maranatha Christian Univ.), Terutoshi Tada (Toyo Univ.) |
The purposes of this research are "Content development to manipulate real space from virtual space" and "Content develop... [more] |
AIT2023-43 pp.29-32 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 13:50 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Perspective Exaggeration technique without Distorting the Faces of CG Characters in Video Games Miyuka Mori, Motonobu Kawashima, Daichi Hayakawa (TUT) |
In recent years, CG works using toon rendering have become a common sight in video games and animation productions. Thes... [more] |
AIT2023-55 pp.73-76 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 14:14 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Brushstroke-Style Visual Effects with Contoured Lines in Video Games Reo Nanami, Motonobu Kawashima, Daichi Hayakawa (TUT) |
Among the visual effects in video games, brushstroke effects are often different from actual brushstroke-style. In this ... [more] |
AIT2023-57 pp.81-84 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 15:51 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
An automatic generation system of facial images with expression differences for game characters based on StyleGAN2 Qing Chen, Hironobu Abe (Tokyo Denki Univ.) |
In recent years, an increasing number of AI-based services have been used to automatically generate live-action and anim... [more] |
AIT2023-70 pp.131-134 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 15:40 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Emotional expression method of Ahoge considering camera work in video games Hironobu Hosoya, Motonobu Kawashima, Daichi Hayakawa (TUT) |
In recent years, many characters in animated works and video game productions have a bunch of hair that spring out from ... [more] |
AIT2023-75 pp.147-150 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 15:52 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Procedural Modeling Method for Irimoya Tile Roofs in Game Contents Tomoya Sakamoto, Motonobu Kawashima, Daichi Hayakawa (TUT) |
In recent years, methods such as procedural modeling and generating models from satellite photographs have been used to ... [more] |
AIT2023-76 pp.151-154 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
A Study on Camera Control in FPS Game Match Xiang Li, Masaki Abe, Taichi Watanabe (TUT) |
In FPS game matches, it is common for a cameraman to operate the in-game Observer system to provide a match screen to sp... [more] |
AIT2023-84 pp.177-178 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Traffic Dynamic Coordination of General Vehicles in an Open World Racing Game Yuki Kuimoto, Masaki Abe, Taichi Watanabe (TUT) |
In an open-world racing game, in addition to the player, there are general vehicles on the map that follow the traffic r... [more] |
AIT2023-87 pp.187-188 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
The Impact of Auto-respawn on Player Motivation in Hard Games Mutsuki Tanaka, Hirokazu Yasuhara, Koji Mikami (TUT) |
In games, failure is a necessary element to provide a sense of accomplishment. However, if the difficulty level of the g... [more] |
AIT2023-93 pp.205-207 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Influence Evaluation of Segmentation Parameters in Automatic Score Generation for Music Games Masato Mitsuda, Yasunari Obuchi (TUT) |
"Music games" are games in which the player performs certain actions to the rhythm of music played automatically to scor... [more] |
AIT2023-101 pp.235-238 |
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