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 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 |
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 |
ME |
2018-02-24 11:45 |
Kanagawa |
Kanto Gakuin Univ. |
A Consideration of 3DCG Character Animation System for Amateur Creator Hiroyoshi Kobayashi (Tokyo City Univ.), Seiki Inoue (NHK-MT), Nobuyuki Yagi (Tokyo City Univ.) |
Many video contents are posted on the video sharing service, but attractive videos of 3DCG character animation is not so... [more] |
ME2018-56 pp.45-48 |
AIT, IIEEJ, AS, CG-ARTS |
2017-03-14 13:00 |
Tokyo |
Ochanomizu Univ. |
A Study on Voice Actor Recommendation for Game Characters Erika Sakai (Ocha Univ.), Akinori Ito (Tokyo Univ. of Technology), Takayuki Itoh (Ocha Univ.) |
Animation and game are very popular in Japan. Many works in animation and game have been released, and many characters h... [more] |
AIT2017-99 pp.189-192 |
AIT, IIEEJ, AS, CG-ARTS |
2017-03-14 13:00 |
Tokyo |
Ochanomizu Univ. |
Natural eye movement for facing virtual character Tomoko Nakamoto, Reiji Tsuruno (Kyushu Univ.) |
Human eye does not move randomly. When we face to each other, we gaze right eye, left eye, and midface continuously. We ... [more] |
AIT2017-103 pp.205-208 |
AIT, IIEEJ, AS, CG-ARTS |
2017-03-14 14:45 |
Tokyo |
Ochanomizu Univ. |
Extraction of design elements to connect high concept and costume design Akinori Mutou, Tsukasa Kikuchi (TUT) |
Content industries such as animation and games are expected to be applied in various fields with the appearance of VR. A... [more] |
AIT2017-146 pp.347-350 |
AIT, IIEEJ, AS |
2016-03-09 10:40 |
Tokyo |
Tokyo Polytechnic Univ. |
Character Group Making based on an Analysis of Plot and Role Hiroki Iinuma (TUT), Ryuta Motegi, Yoshihisa Kanematsu (TMU), Naoya Tsuruta, Koji Mikami, Kunio Kondo (TUT) |
Previous studies about a design method for a cartoon character are focusing on the visual appearance. In this paper, we ... [more] |
AIT2016-72 pp.103-106 |
AIT, IIEEJ, AS |
2016-03-09 10:40 |
Tokyo |
Tokyo Polytechnic Univ. |
A Scrapbook for Character's Facial Expression based on a Cut Analysis Kohei Osawa (TUT), Ryuta Motegi, Yoshihisa Kanematsu (TMU), Naoya Tsuruta, Koji Mikami, Kunio Kondo (TUT) |
In this paper, we propose a scrapbook to support drawing of facial expressions. Facial expressions of cartoon characters... [more] |
AIT2016-73 pp.107-110 |
AIT, IIEEJ, AS |
2016-03-09 10:40 |
Tokyo |
Tokyo Polytechnic Univ. |
Analysis of a game character and voice quality Erika Sakai (Ocha Univ.), Akinori Ito (Tokyo Univ. of Technology), Takayuki Ito (Ocha Univ.) |
A lot of animations and games have been produced, and many characters have been designed every year. There have been rep... [more] |
AIT2016-78 pp.123-124 |
AIT, IIEEJ, AS |
2016-03-09 10:40 |
Tokyo |
Tokyo Polytechnic Univ. |
A simulation System for Drafting a Character with Weaponized Artificial Limbs Yuki Nagata (TUT), Ryuta Motegi, Yoshihisa Kanematsu (TMU), Naoya Tsuruta, Koji Mikami, Kondo Kunio (TUT) |
Humanoid characters which have artificial limbs or weapons on their bodies can be found in recent cartoons or animations... [more] |
AIT2016-116 pp.249-252 |
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 |
|