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 |