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 Conference Papers (Available on Advance Programs)  (Sort by: Date Descending)
 Results 1 - 17 of 17  /   
Committee Date Time Place Paper Title / Authors Abstract Paper #
AIT, IIEEJ, AS, CG-ARTS 2024-03-05
10:55
Tokyo Tokyo University of Technology Research on Color Images that can be used for Worldview Construction
Nanami Yasaku, Masanobu Endoh (TPU)
Digital games can use full color images without limitations. The world of the game is created by the characters and item... [more] AIT2024-42
pp.41-42
AIT, IIEEJ, AS, CG-ARTS 2024-03-05
10:55
Tokyo Tokyo University of Technology Research and Study on Cover Design of Game Packages
yuta iwahara, tsukasa kikuchi (TUT)
This paper analyzes the influence of game package cover design on consumers' willingness to purchase games. This paper a... [more] AIT2024-51
pp.65-68
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
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
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 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 2021-03-08
11:15
Online Online Proposal of a method for improving the visibility of game visuals using impressionist techniques
Natsuka Hasegawa, Motonobu Kawashima, Daichi Hayakawa (TUT)
Visual expression in game contents in recent years has become more sophisticated. Realistic works are so realistic that ... [more] AIT2021-35
pp.25-28
AIT, IIEEJ, AS, CG-ARTS 2021-03-08
15:00
Online Online Study on Route Graph Optimization Using Reduced Phase Manipulation in Route Search
Daiki Kosaka, Masaki Abe, Taichi Watanabe (TUT)
When performing a route search, a route graph that represents the route information in a graph structure is used. In the... [more] AIT2021-115
pp.289-290
AIT, IIEEJ, AS, CG-ARTS 2020-03-13
11:20
Tokyo Tokyo University of Technology
(Cancelled)
Realization of coexistence method for long-term goal achievement and local problem solving in game AI
Maho Furukawa, Masaki Abe, Taichi Watanabe (TUT)
In recent years, game AI is regarded as important. We focused on goal-based AI used in many works. In this method, a lon... [more] AIT2020-86
pp.129-130
AIT, IIEEJ, AS, CG-ARTS 2017-03-14
13:00
Tokyo Ochanomizu Univ. Research about Character's Growth, Timing and Motivation in RPG
Natsumi Hirata, Yosuke Nakamura, Koji Mikami, Kunio Kondo (TUT)
In this research, we developed two kinds of games, "game including Boredom Avoidance Elements(BAE)" and "not included ga... [more] AIT2017-101
pp.197-200
AIT, IIEEJ, AS 2013-03-15
15:05
Kanagawa Keio Univ. Reproduction of Maka Dai Shogi
Syun Ohno, Kazuki Tamura, Satoshi Iida, Seiya Kai, Tomoyuki Takami (OECU)
We reproduced Maka Dai Shogi by reading and analyzing old documents. Maka Dai Shogi seems to have been created in the Ka... [more] AIT2013-86
pp.171-174
AIT, IIEEJ 2010-03-12
12:00
Tokyo Tokyo Denki Univ. [Poster Presentation] 'Tom Tit Tot'-An Action Game
Yuko Ogawa (Toho Univ.), Satomi Ohara (RIZ), Mikio Shinya, Michio Shiraishi (Toho Univ.)
We developed an action game, named ’Tom Tit Tot’, with the game engine Irrlicht. An action game is a computer game in wh... [more] AIT2010-57
pp.31-34
AIT, ME 2008-05-26
11:30
Kyoto ATR Selction of evaluation terms for video game contents using cluster analysis
Junji Yoshida, Hiroshi Hasegawa, Masao Kasuga (Utsunomiya Univ.)
In this study, for selecting appropriate evaluation terms for video game contents, many game evaluation terms were colle... [more] ME2008-71 AIT2008-64
pp.9-12
 Results 1 - 17 of 17  /   
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