Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
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 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 12:40 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
A device that expresses the difference in collision distance using multiple vibrations Tetta Morisaka, Hironori Hara (TPU) |
By giving players detailed feedback, we thought we could bring the in-game experience closer to reality. In this paper, ... [more] |
AIT2023-105 pp.249-251 |
AIT, IIEEJ, AS, CG-ARTS |
2023-03-06 12:40 |
Tokyo |
Tokyo Polytechnic Univ. (Nakano) (Primary: On-site, Secondary: Online) |
Color difference generation system for game character illustration using U-Net Aoi Maeda, Chen Qing, Hironobu Abe (Tokyo Denki Univ.) |
To partially process or change the color of a digital illustration, each part must have its own separate color layer. Ho... [more] |
AIT2023-115 pp.283-286 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 09:31 |
Online |
Online |
Interactive viscous expression method using VAT Mikihiro Kagoshima, Motonobu Kawashima, Daichi Hayakawa (TUT) |
This research is for improving the expression of viscous body in video game contents. In this research, simulations of v... [more] |
AIT2022-45 pp.29-32 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 15:37 |
Online |
Online |
Awareness Games: Research on entertainment games that lead to unintentional learning
-- Qualitative survey of learning methods and content -- Luna Matsukawa, Masanobu Endo (TPU) |
Serious games are developed for the purpose of learning and solving problems. In contrast, there are entertainment games... [more] |
AIT2022-80 pp.161-163 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
A reserach of Players' Perspective on Adventure Games Li Zerui, Endou Masanobu (Tokyo Polytechnic Univ.) |
Adventure game is a type of digital game in which player solve a mystery to advance the story. It is an experience simil... [more] |
AIT2022-104 pp.257-260 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
Cost-constrained multi-agent route search maximizing the total value of transited nodes Kanau Shibayama, Masaki Abe, Taichi Watanabe (TUT) |
The current Vehicle Routing Problem always traverses all nodes, which makes the cost unrealistic depending on the situat... [more] |
AIT2022-108 pp.271-272 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
A Study on the Enjoyment Players Get from Choices that Do Not Affect the End Result Yudai Takahashi, Hiroki Hase, Masanobu Endoh (Tokyo Polytechnic Univ.) |
Decision-making in games is an important element that makes them interesting through a sense of agency. In digital games... [more] |
AIT2022-110 pp.275-277 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
A VR otome game that you can feel the character's body temperature using peltier devices Ayano Yamanaka, Ryu Nakagawa (Nagoya City Univ.) |
This work is a VR otome game that you can feel the body temperature of the target character with a self-made warm tactil... [more] |
AIT2022-115 pp.291-294 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
Assisting pinpoint melee attacks in VR Kyousuke Kurihara, Masaki Abe, Taichi Watanabe (Tokyo Univ Tec.) |
Melee attacks are a common action in many games that involve fighting enemies. It is no different in VR games using HMDs... [more] |
AIT2022-116 pp.295-296 |
AIT, IIEEJ, AS, CG-ARTS |
2022-03-08 10:30 |
Online |
Online |
Proposal for a device using temperature stimulation to enhance AR table game experience Suguru Hasegawa, Yoshihisa Kanematsu (TUT), Ryuta Motegi (TMU), Suguru Matsuyoshi, Koji Mikami (TUT) |
Compared to regular digital table games, AR table games is able to touch pseudo the objects in the game. So, it can make... [more] |
AIT2022-128 pp.333-336 |
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