| Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
| SIP, IEICE-PRMU, IPSJ-CVIM, IEICE-IBISML [detail] |
2026-03-24 14:20 |
Tokushima |
|
Investigation of Worker Tracking Methods Using Omnidirectional Camera Images Shozo Sato, Yusaku Asai (IPUT Nagoya) |
[more] |
|
| 3DMT |
2026-03-03 15:30 |
Tokyo |
Tokyo University of Agriculture and Technology (Primary: On-site, Secondary: Online) |
Extending Imaging Distance Using Surface Reflection and Polarization in Time Division Type Cylindrical Aerial Display Masaki Aihara, Kengo Fujii (Nagaoka Univ. Tech.), Tomohiro Yendo (TCU), Masahiro Iwahashi (Nagaoka Univ. Tech.) |
This research aims to overcome forward viewing limits and imaging distance-dependent scaling to achieve a compact 360 de... [more] |
3DMT2026-13 pp.49-52 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:42 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Proposal of Avatar Gaze Control based on User Landmarks for Digital Signage Interaction Simba Ito, Motonobu Kawashima (TUT) |
To address the unnaturalness caused by the fixed gaze of avatars in existing digital signage, this study proposes a gaze... [more] |
AIT2026-48 pp.36-39 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 13:47 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A Phenology-Based Procedural Shader Approach to Representing Autumn Foliage Transitions in Video Games Nagi Ishizuka, Motonobu Kawashima (TUT) |
Autumn foliage in trees is one of the methods used to represent seasonal change in video games. However, in existing wor... [more] |
AIT2026-66 pp.98-101 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 14:11 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Emotion-Driven Procedural Animation of Animal Ears for NPCs in Video Games Using Large Language Models Mei Sato, Motonobu Kawashima (TUT) |
Emotional expression through animal-like ear movements has become common in animation and video games. However, in dialo... [more] |
AIT2026-67 pp.102-105 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 14:11 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Proposal of a Shadow Rendering Technique Using Decals Based on Anime Drawing Techniques for Character Model Contact in Video Games Rin Nagao, Motonobu Kawashima (TUT) |
[more] |
AIT2026-79 pp.150-153 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 14:35 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Procedural Animation for Magic Attacks Using Staffs in Video Games Shingo Toyoshima, Motonobu Kawashima (TUT) |
In contemporary video games, magic attack animations are often reused regardless of differences in attributes or power l... [more] |
AIT2026-81 pp.158-161 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 15:24 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Comparison of Viewer Emotions Estimated from Film Screenplay Dialogue and Emotions Experienced During Viewing Iori Nakamoto, Yuriko Takeshima, Kai Lenz (TUT) |
In film production, screenplays function as essential materials for determining whether a project proceeds to adaptation... [more] |
AIT2026-84 pp.170-173 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 15:00 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Support for Creating Distant-View Models of Robot Characters Based on Information Reduction Techniques in Animation Drawing Kindo Cho, Motonobu Kawashima (TUT) |
[more] |
AIT2026-91 pp.198-201 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 15:12 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A Silhouette Improvement Method Using Contour-Based Mesh Warping for Animation Production Sotaro Mogi, Motonobu Kawashima (TUT) |
[more] |
AIT2026-92 pp.202-205 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 15:24 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A drawing technique utilizing frame-by-frame animation for depicting the follow-through motion in animation Daisuke Kurakake, Motonobu Kawashima (TUT) |
In recent years, animation production has increasingly incorporated 3D computer graphics techniques. However, when integ... [more] |
AIT2026-93 pp.206-209 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A research on Supporting Foreshadowing Design in Character Settings According to Story Progression in Deferent Worlds Reincarnation Animation MichaelDavid Lewis, Yoshihisa Kanematsu (TUT) |
[more] |
AIT2026-98 pp.224-227 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Music videos where viewers create the story Hiroto Iijima, Narumi Satake, Shion Suzuki, Kyogo Takada, Hisakazu Hada (TUT) |
In contemporary society, in which we live, information is constantly cut and pasted, circu-lating while gradually losing... [more] |
AIT2026-100 pp.232-233 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Enhancing Understanding of the Global Warming Crisis through Interactive 3D Models Yimin Sun, Kunihiro Kato, Takashi Ohta (Tokyo Univ. of Technology) |
[more] |
AIT2026-103 pp.240-242 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A Proposal for Sound-Based Spatial Art Creation and Appreciation Experiences Xiuxing Wu, Kunihiro Kato, Takashi Ohta (Tokyo Univ. of Technology) |
[more] |
AIT2026-104 pp.243-245 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Dynamic RPG Quest Generation Based on Knowledge Graph Search Zhenrong He, Taichi Watanabe (TUT) |
Scenario production in RPGs is high-cost and faces the issue of losing freshness in subsequent playthroughs. While LLM-b... [more] |
AIT2026-105 pp.246-247 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
A Personalized Difficulty Adjustment Method Based on a Player Behavior Evaluation Model in 2D Platform Games Feng Simiao, Taichi Watanabe (TUT) |
[more] |
AIT2026-106 pp.248-249 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Development of Utility-based AI with Threat Maps for Single-lane Tower Defense Games Rento Yamamoto, Taichi Watanabe (TUT) |
[more] |
AIT2026-107 pp.250-251 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Dynamic Priority Control of Behavior Trees using Supervised Learning Mao Saotome, Taichi Watanabe (TUT) |
While Behavior Trees are extensively utilized in game AI, their rigid structure presents challenges, such as the AI beco... [more] |
AIT2026-111 pp.262-263 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Exploration of easily processable materials with different hardness for cylindrical game devices using vibration feedback Ryota Matsuda, Wataru Kurihara, Koji Mikami (TUT) |
Vibration feedback is used in games. With the spread of digital fabrication, it has become possible to create a variety ... [more] |
AIT2026-117 pp.284-287 |
|