Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 13:04 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Animation Creation Support Method Using Visualization of the condition of Gravity of a Two-Headed Character Kotojiro Hanazawa, Motonobu Kawashima, Daichi Hayakawa (TUT) |
In the creation of CG content, key poses are set for characters and motion is applied to them. Correctly expressing the ... [more] |
AIT2023-52 pp.61-64 |
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 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 10:25 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Categorization of Japanese Animation Characters Based on Statistical Analysis of the Description of the Traits Akifumi Tanimura, Suguru Matsuyoshi, Yoshihisa Kanematsu, Koji Mikami (TUT) |
Character introductions on websites tend to describe the character's personality. The purpose of this study is to clarif... [more] |
AIT2023-94 pp.209-212 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:05 |
Online |
Online |
Concurrent Color Scheme Timelines in Animation Yuki Narayama, Kai Lenz, Kakimoto Masanori (TUT) |
Nowadays, tools and methods for more efficient production are being developed and researched on a daily basis.The produc... [more] |
AIT2022-52 pp.57-60 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 13:50 |
Online |
Online |
Series composition support based on story analysis of anime with original screenplays Takunori Sone, Yoshihisa Kanematsu (TUT), Ryuta Motegi (TMU), Suguru Matsuyoshi, Koji Mikami (TUT) |
The series structure of TV animation is implicit and unclear in many aspects. It is difficult to organize the number and... [more] |
AIT2022-133 pp.353-356 |
AIT, IIEEJ, AS, CG-ARTS |
2021-03-08 11:45 |
Online |
Online |
Generating Naturally Animated Crowd Scenes with Non-Player Characters Based on Arousal-Valence Model
-- Reproduction of Audience Interaction -- Ryo Oji, Ruizhe Li, Masanori Nakayama, Issei Fujishiro (Keio Univ.) |
Humanoid non-player characters (NPC's) in video games generally behave like a robot performing only their predetermined ... [more] |
AIT2021-37 pp.33-36 |
AIT, IIEEJ, AS, CG-ARTS |
2021-03-08 13:30 |
Online |
Online |
High-Detailing of Low-Detail Motion of CG Characters Rikuto Tazawa, Hiroshi Mori, Fubito Toyama (Utsunomiya Univ.) |
The motion of a CG character is one of important elements in CG contents. Motion capture and keyframe interpolation are ... [more] |
AIT2021-82 pp.185-186 |
AIT, IIEEJ, AS, CG-ARTS |
2020-03-13 14:20 |
Tokyo |
Tokyo University of Technology (Cancelled) |
Research on support system for anime character settings based on analysis of characters personality Akifumi Tanimura, Yoshihisa Kanematsu, Koji Mikami, Kunio Kondo (TUT) |
The character personality is considered by the viewer based on the character's characteristics, habit, behavior, and the... [more] |
AIT2020-142 pp.307-310 |
AIT, IIEEJ, AS, CG-ARTS |
2019-03-12 11:15 |
Tokyo |
Waseda Univ. |
Impression design support method of characters based on analysis of Anime movie Akifumi Tanimura, Yoshihisa Kanematsu (TUT), Ryuta Motegi (TMU), Koji Mikami, Kunio Kondo (TUT) |
The character plays an important role of leaving the impression to an unspecified number of viewers. In this research, w... [more] |
AIT2019-125 pp.267-269 |
AIT, IIEEJ, AS, CG-ARTS |
2019-03-12 14:00 |
Tokyo |
Waseda Univ. |
GAN Framework of Fitting Preference Distribution of "Kawaii" Wu Shuangmei, Xie Haoran, Miyata Kazunori (JAIST) |
To study male characters reflecting user's preferences in the generation results is a challenging task. In this work, we... [more] |
AIT2019-135 pp.301-304 |
AIT, IIEEJ, AS, CG-ARTS |
2018-03-16 12:00 |
Tokyo |
Tokyo University of Technology |
Automatic Generation of Blowing Animation Taking Physical Movements Synchronized with Digital Music into Account Eri Horii, Koh Takeuchi, Issei Fujishiro (Keio Univ.) |
There are known many animation works with the theme of music performance. Though they commonly aim at generating realist... [more] |
AIT2018-48 pp.17-20 |
AIT, IIEEJ, AS, CG-ARTS |
2018-03-16 14:15 |
Tokyo |
Tokyo University of Technology |
Difference of expression between 2DCG and 3DCG in effect composition Hirotaka Hasegawa, Ikuko Tsubaki (TUT) |
In the process called composition of CG animation production, characters are combined with background and special effect... [more] |
AIT2018-127 pp.309-310 |
AIT, IIEEJ, AS, CG-ARTS |
2017-03-14 12:30 |
Tokyo |
Ochanomizu Univ. |
Implicit Modeling of Hands Taking Anatomical Structures and Their Behaviors into Account Masato Nakada, Issei Fujishiro (Keio Univ.) |
Hands are particularly eye-catching regions from the first-person point of view as well as from the second and third, b... [more] |
AIT2017-58 pp.53-56 |
AIT, IIEEJ, AS, CG-ARTS |
2017-03-14 14:45 |
Tokyo |
Ochanomizu Univ. |
Representing Animacy by Stretching Animation Yuki Miyahara, Masanori Nakayama, Issei Fujishiro (Keio Univ.) |
With the development of computer graphics, we have come to feel as if CG characters were alive. Such kind of things are ... [more] |
AIT2017-135 pp.309-312 |
AIT, IIEEJ, AS |
2016-03-09 10:40 |
Tokyo |
Tokyo Polytechnic Univ. |
Key Pose Simulation System for the Robot Animation Yuta Takemoto (TUT), Ryuta Motegi, Yoshihisa Kanematsu (TMU), Naoya Tsuruta, Kouji Mikami, Kunio Kondo (TUT) |
Designing a pose of a character is important because a pose expresses an emotion and a personality. It is particularly i... [more] |
AIT2016-74 pp.111-114 |
AIT, IIEEJ, AS |
2015-03-14 16:00 |
Tokyo |
|
Motion Puppetry Taking Skeletal Similarity into Account Norihide Kaneko, Reo Takahashi, Issei Fujishiro (Keio Univ.) |
Motion retargeting is a well-known method to generate character animation in computer graphics, where an o... [more] |
AIT2015-46 pp.43-46 |
HI |
2013-12-06 16:15 |
Okinawa |
Okinawa Industry Support Center |
Analysis of Face Drawing of Characters at Turning in Japanese Hand-Drawn Animation Wataru Mano (Tokyo Tech), Suguru Saito (Ochanomizu Univ.) |
Character motion in hand-drawn animations are illustrated by unrealistic way. However, we seldom mind the difference bet... [more] |
HI2013-68 pp.25-28 |
|