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 Conference Papers (Available on Advance Programs)  (Sort by: Date Descending)
 Results 1 - 20 of 23  /  [Next]  
Committee Date Time Place Paper Title / Authors Abstract Paper #
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
15:40
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
MMS, ME, AIT, IEICE-IE, IEICE-ITS [detail] 2023-02-21
11:30
Hokkaido Hokkaido Univ. A Note on Accurate Shoot Prediction Considering Players' Spatio-temporal Relations in Soccer Videos -- Introduction of Complete Bipartite Graph Based on Players' Team Information --
Ryota Goka, Yuya Moroto, Keisuke Maeda, Takahiro Ogawa, Miki Haseyama (Hokkaido Univ.)
This paper presents the introduction of a complete bipartite graph based on the team information of players for improvin... [more] MMS2023-5 ME2023-25 AIT2023-5
pp.23-28
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
13:50
Online Online Seamless video branching using HMD -- 『Switch』 --
Takamura Tamaki (Tokyo Polytechnic Univ.)
This work uses a head-mounted display to create a visual experience in which the narrative branches seamlessly according... [more] AIT2022-153
pp.405-408
IEICE-IE, IEICE-ITS, MMS, ME, AIT [detail] 2021-02-18
17:05
Online Online A Note on Prediction of Important Scenes in Baseball Videos via Multimodal Variational Autoencoder Using Tweets and Videos
Kaito Hirasawa, Keisuke Maeda, Takahiro Ogawa, Miki Haseyama (Hokkaido Univ.)
This paper presents a prediction method of important scenes in baseball videos based on multimodal variational autoencod... [more] MMS2021-14 ME2021-14 AIT2021-14
pp.71-75
HI, IEICE-IE, IEICE-ITS, MMS, ME, AIT [detail] 2020-02-28
16:35
Hokkaido Hokkaido Univ.
(Cancelled)
A Note on Event Classification in Soccer Videos Using Bidirectional LSTM
Tomoki Haruyama, Sho Takahashi, Takahiro Ogawa, Miki Haseyama (Hokkaido Univ.)
This paper presents a method for event classification using Bidirectional LSTM (Bi-LSTM) in soccer videos. In soccer com... [more] MMS2020-48 HI2020-48 ME2020-76 AIT2020-48
pp.371-375
AIT, IIEEJ, AS, CG-ARTS 2019-03-12
15:00
Tokyo Waseda Univ. Selecting Pairs of Adjectives for Semantic Differential Method for Evaluating Impression given by Video Game Effects
Haruki Yamamoto, Takashi Nakamura (KAIT), Kazunori Miyata (JAIST), Hisashi Sato (KAIT)
The SD method ( Semantic Differential Method ) is widely used in several research as a method for quantifying and measur... [more] AIT2019-77
pp.109-112
AIT, IIEEJ, AS, CG-ARTS 2019-03-12
14:00
Tokyo Waseda Univ. Proposal of Visualization Method of Movable Area Based on Player's Posture in Soccer Video Game
Shuto Aoyagi, Yoshihisa Kanematsu, Koji Mikami (TUT)
The purpose of this research is to support the situation judgment of beginners of soccer games. The authors investigated... [more] AIT2019-166
pp.405-408
ME, SIP 2018-12-17
16:10
Tokyo The University of Electro-Communications [Special Talk] Human motion analysis using images
Hidetaka Okada (UEC)
Image plays an important role in analyzing human movement in competitive sports and daily life. Analysis of human moveme... [more] ME2018-111
pp.29-30
AIT, IIEEJ, AS, CG-ARTS 2018-03-16
10:45
Tokyo Tokyo University of Technology KoroKoro Dust Buster
Takuma Yamamoto, Kureha Sato, Hiroyuki Ito, Rina Ito, Yuji Fujishige, Shunsuke Shimizu, Yosuke Morishita, Kazuyoshi Fujisawa, Shinji Mizuno (Aichi Institute of Technology)
In this paper, we introduce a video game "Koro Koro Dust Buster" developed by the authors. This game uses a dedicated de... [more] AIT2018-72
pp.111-114
SIP, ME 2017-11-26
15:30
Kagoshima NIFS A Study on Detection of Similar Scenes based on Player Positions in Soccer Videos
Sho Takahashi, Miki Haseyama (Hokkaido Univ.)
This paper proposes a method for detecting similar scenes in soccer videos. In soccer games, the pass and players' forma... [more] ME2017-114
pp.5-8
ME, SIP [detail] 2016-12-05
14:00
Tokyo Waseda Univ. A Study on Detection of Similar Scenes based on Pass Regions in Soccer Videos
Sho Takahashi, Miki Haseyama (Hokkaido Univ.)
This paper proposes a pass region-based method for detecting similar scenes in soccer videos. In the soccer games, since... [more] ME2016-127
pp.9-12
ME, SIP [detail] 2016-12-05
14:30
Tokyo Waseda Univ. Camera Pose Measurement using Straight Lines on Court for Recording Basketball Game
Yuto Idaka, Koya Yasuda, Yihsin Ho, Kan Okubo, Norio Tagawa (Tokyo Metropolitan Univ.)
In basketball analysis, a ball and players are often hidden by other players, which is called an occlusion, and such a c... [more] ME2016-128
pp.13-16
ME 2015-12-10
13:30
Kanagawa Toin Univ. of Yokohama A Study on High Performance Parallel Computing for Active Net-based Pass Region Estimation in Soccer Videos
Sho Takahashi, Miki Haseyama (Hokkaido Univ.)
This paper proposes a high performance parallel computing for Active net-based pass region estimation in soccer videos. ... [more] ME2015-118
pp.1-6
ME 2015-12-10
14:20
Kanagawa Toin Univ. of Yokohama Basketball game analysis using multi-view images captured by portable video camera
Yuto Idaka, Kouya Yasuda, Yihsin Ho, Norio Tagawa (Tokyo Metro. Univ.)
In basketball analysis, resolution of the occlusion the ball and players is hidden to the other players is important. Th... [more] ME2015-120
pp.13-16
AIT, IIEEJ, AS 2013-03-15
10:30
Kanagawa Keio Univ. Implementation of T2V: Text-To-Visio on Game Engine UNITY
Masaki Hayashi, Masayuki Nakajima, Steven Bachelder (Gotland Univ.), Takesato Nigorikawa (Progmind)
We have been developing T2V (Text-To-Vision) technology which enables to produce CG animation from given script. We have... [more] AIT2013-58
pp.91-92
AIT, IIEEJ, AS 2013-03-15
15:05
Kanagawa Keio Univ. The music video game for arcades applied gamification.
Hiroyuki Yanada, Kouki Ito, Tsukasa Kikuchi (Takushoku Univ.)
The change of charm to a user's arcade game is caught, gamification is applied to a game design or service, and the musi... [more] AIT2013-83
pp.165-166
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