Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
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 |
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 |
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 |
IIEEJ, AIT |
2021-10-28 10:40 |
Osaka |
(Primary: On-site, Secondary: Online) |
Improvement of illustration style rendering in game contents Miki Tachibana, Kawashima Motonobu, Daichi Hayakawa (TUT) |
There are two types of art settings for game content drawn by artists: those in which outlines and fills are completely ... [more] |
AIT2021-150 pp.39-42 |
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 |
Research on game-like quality of TRPG using VR technology Takeru Ishii, Tomokazu Ishikawa (Toyo Univ) |
In recent years, contents using 3D technologies have become common in TV, movies, and games. Furthermore, with the atten... [more] |
AIT2021-116 pp.291-292 |
AIT, IIEEJ, AS, CG-ARTS |
2018-03-16 10:45 |
Tokyo |
Tokyo University of Technology |
Effects of movement interface for VR Cenesthesic Game Contents Tsuyoshi Matsudo (TDU), Tokiichiro Takahashi (TDU/AstroDesign) |
Among remarkable attention VR contents production, the cenesthesic game type contents are attracting attention as conten... [more] |
AIT2018-87 pp.161-164 |
AIT, IIEEJ, AS |
2015-03-14 16:30 |
Tokyo |
|
Contents development for the system Stick'n Roll with Curved Display Haruka Ohshima, Takayuki Matsukawa, Akihiro Matsuura (Tokyo Denki Univ.) |
The authors have presented a system called Stick’n Roll in which stick-like interfaces are rolled on a series of convex ... [more] |
AIT2015-81 pp.163-164 |
3DMT, IDY |
2009-06-16 13:45 |
Kyoto |
NiCT |
[Invited Talk]
New value of 3-D images Yukihiro Deguchi (ROKKON) |
The time has come for the world of digital 3D, which has diversity, to attract attention. The world of digital 3D drasti... [more] |
IDY2009-56 3DIT2009-40 p.5 |
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 |
|