| Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
| 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) |
Supporting Phase Structure Using Character Deaths for Plot Writing Sena Koseki, Yoshihisa Kanematsu (TUT) |
This study focuses on how a character’s death functions as a catalyst for change that drives narrative progression, and ... [more] |
AIT2026-118 pp.288-289 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Support in Substory Production for Depicting Character Settings According to Types of Antagonists in Marvel Works Haruki Takeshita, Yoshihisa Kanematsu (TUT) |
[more] |
AIT2026-120 pp.294-295 |
| AIT, IIEEJ, AS, CG-ARTS |
2026-03-02 10:30 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Scenario Design Support Focusing on Roles Within Groups Based on Character Behavior Analysis in Slice-of-Life Animation Toshiki Kishi, Yoshihisa Kanematsu (TUT) |
In slice-of-life anime works, changes in character relationships serve to advance the story. Designing this function req... [more] |
AIT2026-121 pp.296-297 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 10:37 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Poker Game AI Considering Facial Expression and Evaluation of Its Impact on Game Experience Hibiki Nishimura, Wataru Kurihara, Yoshihisa Kanematsu, Suguru Matsuyoshi, Hirokazu Yasuhara, Koji Mikami (TUT) |
In poker, reading facial expressions and gestures is crucial for strategic play. While some poker AIs make decisions bas... [more] |
AIT2025-47 pp.25-28 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 10:49 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Evaluation of a Dynamic Difficulty Adjustment Methods for High-Difficulty Action Games that are Less Likely to be Noticed by Players Kaito Araki, Wataru Kurihara, Yoshihisa Kanematsu, Suguru Matsuyoshi, Hirokazu Yasuhara, Koji Mikami (TUT) |
[more] |
AIT2025-48 pp.29-32 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 11:59 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Improving the social tipping experience with smartphone device using resistance control Ayaka Tsurube, Wataru Kurihara, Yoshihisa Kanematsu, Suguru Matsuyoshi, Hirokazu Yasuhara, Koji Mikami (TUT) |
In this research, we focused on haptics, which is widely used to enhance user experience in gaming and developed a lever... [more] |
AIT2025-60 pp.77-80 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 10:35 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Mitigation of Repeated Retry Stress by Granting Items According to Game Over Situations Shintaro Ishikawa, Wataru Kurihara, Yoshihisa Kanematsu, Koji Mikami (TUT) |
In recent years, as the difficulty of games has increased, there has been an increase in cases where players feel stress... [more] |
AIT2025-114 pp.268-271 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 10:35 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Design Support System for Goblin Concept Creation Based on Character Silhouette Analysis Hirotomo Okouchi, Wataru Kurihara, Yoshihisa Kanematsu, Koji Mikami (TUT) |
[more] |
AIT2025-115 pp.272-275 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 10:35 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
An Investigation of Command Input Grace Frame in Fighting Games Ryohei Tomida, Wataru Kurihara, Yoshihisa Kanematsu, Koji Mikami (TUT) |
One of the challenges in digital games is "game abandonment," which requires game design that helps maintain player moti... [more] |
AIT2025-116 pp.276-279 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 13:00 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Supporting FPS Beginners through Identification of Key Engagement Points and Behavioral Guidance Shouma Ichikawa, Wataru Kurihara, Yoshihisa Kanematsu, Koji Mikami (TUT) |
[more] |
AIT2025-117 pp.280-283 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 13:00 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Analysis of Story Structure in Match Scenes of Sports Animation So Sugita, Yoshihisa kanematsu (TUT) |
[more] |
AIT2025-118 pp.284-287 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 13:00 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Scene composition design method for creating character appearance scene Taiki Odaka, Yoshihisa Kanematsu (TUT) |
In video contents, highlight scenes are crucial elements that enhance viewer satisfaction. Among them, entrance scenes a... [more] |
AIT2025-120 pp.292-295 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 13:00 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
camera work support method in MOBA games for live streaming based on analysis of match highlights Makoto Kiuchi, Yoshihisa Kanematsu (TUT) |
[more] |
AIT2025-121 pp.296-299 |
| AIT, IIEEJ, AS, CG-ARTS |
2025-03-10 13:00 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) |
Co-occurrence Analysis of Personality-Setting Phrases Based on the Analysis of Anime Character Introduction Akifumi Tanimura, Suguru Matsuyoshi, Wataru Kurihara, Yoshihisa Kanematsu, Hirokazu Yasuhara, Koji Mikami (TUT) |
The creation of character settings is largely dependent on the experience and sense of the creator, and there is no clea... [more] |
AIT2025-123 pp.303-306 |
| AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 13:00 |
Tokyo |
Tokyo University of Technology |
Proposal for an Information Sharing Method Using Time-series Character Transition Diagrams for Scenario Writing by Multiple People Shion Nakagawa, Kai Lenz, Yoshihisa Kanematsu, Suguru Matsuyoshi, Koji Mikami (TUT) |
When multiple people create a scenario, various problems may occur due to lack of information or different interpretatio... [more] |
AIT2024-82 pp.181-184 |
| 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 13:00 |
Tokyo |
Tokyo University of Technology |
Supporting Consistent Dialogue Writing Using Character Emotion Extraction Kousei Mochizuki, Yoshihisa Kanematsu, Suguru Matsuyoshi, Koji Mikami (TUT) |
Character dialogues should reflect the character's personality and setting, but it is unclear whether they are communica... [more] |
AIT2024-84 pp.189-192 |
| AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 13:00 |
Tokyo |
Tokyo University of Technology |
Thigh deformation from socks compression using multi-layered soft body based on art anatomy Hiromi Karasawa, Yoshihisa Kanematsu, Suguru Matsuyosi, Koji Mikami (TUT) |
Recent 3D character models have detailed expressions such as simulation of clothing and fluttering of hair. However, the... [more] |
AIT2024-88 pp.203-206 |
| AIT, IIEEJ, AS, CG-ARTS |
2024-03-05 13:00 |
Tokyo |
Tokyo University of Technology |
Estimating Player Skill Using Pre-Aim in Tactical Shooting Games Asahi Murakami, Yoshihisa Kanematsu, Suguru Matsuyoshi, Koji Mikami (TUT) |
[more] |
AIT2024-93 pp.219-222 |
|