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2020 Nicograph International (NicoInt)最新文献

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Interactive Projection System for Calligraphy Practice 书法练习互动投影系统
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00018
Zhizhou He, Haoran Xie, K. Miyata
Calligraphy is representative art from East Asia that fascinates people around the world. However, beginners in calligraphy commonly encounter difficulties in understanding calligraphy features, such as the balance of font characters, stroke orders, and thickness, which may cause frustration during calligraphy practice. To solve these issues, we propose an interactive projection system that supports the calligraphy practice of learners. The proposed system includes three stages: image matching, image blending, and font guidance projection. It provides adaptive calligraphy guidance featuring blended font alternatives according to their matching degrees with the current writing state. Therefore, the proposed system can support calligraphy learners of different mastery levels. Our user study findings verify that the proposed system can effectively support calligraphy learners.
书法是东亚的代表性艺术,吸引着全世界的人。然而,书法初学者在理解书法特征方面,如字体字符的平衡、笔画顺序、粗细等方面,通常会遇到困难,这可能会在书法练习中造成挫折。为了解决这些问题,我们提出了一个支持学习者书法练习的交互式投影系统。该系统包括三个阶段:图像匹配、图像混合和字体引导投影。它提供了自适应书法指导,根据其与当前写作状态的匹配程度,提供了混合字体替代品。因此,所提出的系统可以支持不同掌握水平的书法学习者。我们的用户研究结果验证了所提出的系统可以有效地支持书法学习者。
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引用次数: 9
Use Gameplay RPA as Programming Materials 使用玩法RPA作为编程材料
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00028
Hiroshi Yokoyama, Masanori Fukui, Takahiro Matsumoto, Yoshitatsu Mori, T. Takami
In recent years, RPA has been widely used to automate office work. In this study, we use this RPA for playing digital games. The purpose of this research is to utilize the programming techniques used in RPA for game play as teaching materials for programming. As a first step, we examined what areas of programming learning would be possible with gameplay RPA. In recent ICT environments, programming of images and sounds frequently occurs. There are also many opportunities to use Web API and machine learning libraries. We think that it is necessary to create new teaching materials in response to changes in the programming environment. Gameplay RPA will also have a great effect on raising the motivation for learning.
近年来,RPA被广泛用于自动化办公工作。在这项研究中,我们将这种RPA用于玩数字游戏。本研究的目的是利用RPA游戏中使用的编程技术作为编程教学材料。作为第一步,我们检查了哪些领域的编程学习可以通过游戏玩法RPA实现。在最近的ICT环境中,图像和声音的编程经常发生。还有很多使用Web API和机器学习库的机会。我们认为有必要创建新的教材来应对编程环境的变化。玩法RPA对提高学习动机也有很大的影响。
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引用次数: 1
Learning Rubik's Cube through User Operation History 通过用户操作历史学习魔方
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00015
Shuhei Ajisaka, Shinichiro Hara, Moe Matsuchi, Shuyang Luo, Shogo Yoshida, Haoran Xie, K. Miyata
In this work, we propose a learning framework of the Rubik's Cube through a user operation history. The proposed system utilizes a spatial user interface by projection mapping of virtual Rubik's Cube onto a display cube. The user can play with the projected cube with predefined gestures via gesture recognition, and the system records the operation history automatically. As our case study shows, the user can explore the operation history on the tangible cube surface and retrieve previous operations with the gesture input. We confirm that the proposed framework is helpful in the learning and playing processes.
在这项工作中,我们通过用户操作历史提出了一个魔方的学习框架。该系统利用空间用户界面,将虚拟魔方投影到显示魔方上。通过手势识别,用户可以用预定义的手势来玩投影的立方体,系统会自动记录操作历史。正如我们的案例研究所示,用户可以在有形的立方体表面上探索操作历史,并通过手势输入检索以前的操作。我们确认所提出的框架在学习和游戏过程中是有帮助的。
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引用次数: 4
Intellectual Property of Character Design based on Local Content of Ngada District, Indonesia 基于印尼Ngada地区本地内容的文字设计知识产权
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00012
Ika Yulianti, Yusup Sigit Martyastiadi
Ngada district, East Nusa Tenggara, Indonesia has geopolitics, socio-culture, history, tourism and infrastructure, which are highly valued by the local community. This is one of the uniqueness and identity that can be appointed as a work of the nation's children. This article will describe the process of character design based on the cultural characteristics of Ngada. This uniqueness and identity have been adopted as animation works with local content through a process of research on the community, the behavior of the local community, accessories, and traditional dress motifs in the Ngada district, Flores, Indonesia. This research employs visual design methods, the following stages are conceptualization, making alternative designs, and ending with a solid finishing outline. This solidity is needed to meet the pre-production standards of animation so that it is ready to be produced into animation movie and other developments. The concept of simplification is used to transform ideas into character visualization. Then this visualization becomes the main material characterizations in shaping stories in animation movie. The results of this study create character designs including the concepts of physiological, psychological and sociological characterizations. The concept of threedimensional development is employed as a visual determination and the quality of the results of the design character design.
印尼东努沙登加拉地区的地缘政治、社会文化、历史、旅游和基础设施受到当地社区的高度重视。这是一件具有独特性和身份的作品,可以被指定为全国儿童的作品。本文将根据《那达达》的文化特点,描述其文字设计的过程。通过对印度尼西亚弗洛雷斯Ngada地区的社区、当地社区的行为、配饰和传统服装图案的研究,这种独特性和身份被采用为具有当地内容的动画作品。本研究采用视觉设计方法,接下来的阶段是概念化,进行替代设计,并以一个坚实的整理大纲结束。这种坚固性是满足动画前期制作标准所需要的,这样才能准备好制作成动画电影等发展。简化的概念被用来将思想转化为人物形象。这种视觉化成为动画电影故事塑造的主要材料表征。本研究的结果创造了包括生理、心理和社会学特征概念的角色设计。立体发展的概念被用来作为视觉上的决定和品质的设计结果的人物设计。
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引用次数: 2
A Method for Generating Mazes with Length Constraint using Genetic Programming 基于遗传规划的长度约束迷宫生成方法
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00014
Kiotaka Okano, Katsutsugu Matsuyama
We examine a method to automatically generate mazes with length constraint. Assuming that the user creates a text including branches, our prototype arranges the input text on a maze space. In this study, we employ genetic programming and define commands to structure our maze generation program. We implemented our program, and as a result, we were able to generate the desired maze for simple input text.
研究了一种具有长度约束的迷宫自动生成方法。假设用户创建了包含分支的文本,我们的原型将输入文本安排在迷宫空间中。在本研究中,我们采用遗传规划和定义命令来构建迷宫生成程序。我们实现了我们的程序,结果,我们能够为简单的输入文本生成所需的迷宫。
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引用次数: 0
Usage of Vocal Emotion Recognition as a Game Mechanism 声音情绪识别作为一种游戏机制的应用
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00029
Thomas Aubart, K. Ochi, Y. Obuchi
The main purpose of this research is to see how voice-centric gameplay could impact a video game experience. The game we developed resembles a visual novel, the main difference being that the player has to vocally express his/her emotion to choose a path and to progress in the story. We'll see how the emotion-triggered game mechanism fares when combined with an unpopular video game feature, the usage of voice as a controller.
这项研究的主要目的是了解以语音为中心的游戏玩法如何影响电子游戏体验。我们开发的游戏类似于视觉小说,主要区别在于玩家必须通过声音表达自己的情感来选择道路并在故事中前进。我们将看到当情感触发游戏机制与不受欢迎的电子游戏功能(即使用语音作为控制器)结合在一起时的表现。
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引用次数: 1
From Spiritual to Virtual: An Interactive Digital Art Creation of Virtual Reality Borobudur 从精神到虚拟:虚拟现实婆罗浮屠的互动数字艺术创作
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00011
Yusup Sigit Martyastiadi
This research is triggered by the lack of studies of spiritual meaning as content for digital games. In addition, the idea of art creation is also initiated by the visual sensation of the Borobudur temple that felt by the researcher in his childhood until now. This visual sensation could be deemed as dynamics sublimation of the Borobudur. According to egotistic reflection, these dynamics sublimation were influenced by researcher’s visual perception due to his experiences of having life full of struggle. And then got a vision of life enlightenment as related as philosophy of Buddhism in the visualization of the Borobudur temple. Basically, this spiritual experience will be developed as main concept of the game design with virtual reality technology. The whole idea of this study is investigating the contribution of spiritual element of the Borobudur to the aesthetics of interaction. However, this paper focuses on preliminary of the practice-led research methodology of VR Borobudur art creation. Exploratory hypothesis is the spiritual of life enlightenment could be employed as contents of digital game of VR Borobudur. The end of the project will use the VR Borobudur for play test observation as one of method to investigating the contribution of the aesthetics of interaction in the game with virtual reality technology. In initial summary, the researcher estimates the design method of interactive digital arts creation based on religious substance need more depth understanding in synthesis of spiritual philosophy and cultural studies.
这项研究是由于缺乏对数字游戏内容的精神意义的研究而引发的。此外,艺术创作的想法也是由研究者从小到现在对婆罗浮屠寺的视觉感受所引发的。这种视觉感受可以看作是婆罗浮屠的动态升华。从自私自利的反思来看,这些动态升华是受到研究者的视觉感知的影响,因为他经历了充满斗争的生活。然后在婆罗浮屠寺的形象化中得到了与佛教哲学相关的人生启蒙的愿景。基本上,这种精神体验将作为虚拟现实技术的游戏设计的主要概念。本研究的整体思想是探讨婆罗浮屠的精神元素对互动美学的贡献。然而,本文主要是对VR婆罗浮屠艺术创作实践主导的研究方法论的初步探讨。探索性假设是人生启蒙的精神,可以作为VR婆罗浮屠数字游戏的内容。项目结束时,将使用VR婆罗浮屠进行游戏测试观察,作为研究虚拟现实技术对游戏交互美学贡献的方法之一。在初步的总结中,研究者认为基于宗教物质的交互式数字艺术创作的设计方法需要在精神哲学和文化研究的综合中有更深入的理解。
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引用次数: 2
An Example-based Tone Mapping Algorithm for Monochrome Image 基于实例的单色图像色调映射算法
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00033
Chunzhi Gu, Chao Zhang
We propose an example-based tone mapping algorithm for monochrome image. Specifically, the distribution of pixel intensity of the example image is modeled with Gaussian mixture model (GMM) whose centroids are initialized by the source image. With GMM centriods iteratively shifted by expectation-maximization (EM) optimization, tone of the source image gradually approximates the example image. Experiment with qualitative results validate the effectiveness of our method.
提出了一种基于实例的单色图像色调映射算法。具体来说,用高斯混合模型(GMM)对样例图像的像素强度分布进行建模,该模型的质心由源图像初始化。通过期望最大化优化(EM)迭代移动GMM质心,源图像的色调逐渐逼近样例图像。定性实验结果验证了该方法的有效性。
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引用次数: 0
NicoInt 2020 Committees NicoInt 2020委员会
Pub Date : 2020-06-01 DOI: 10.1109/nicoint50878.2020.00007
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引用次数: 0
Multi-level Query Analysis for NLT-based Synthesizer Interface 基于nlp的合成器接口多级查询分析
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00019
Lucian Meinicke, K. Ochi, Y. Obuchi
A synthesizer is an electronic musical instrument, which can produce a variety of tones, but requires long-term training and highly skilled knowledge to obtain the desired tone. Therefore we developed an interface for software synthesizers utilizing natural language processing so that even beginners can use it easily. This paper describes a new method to select a timbre from a database of presets by using word-level information from a sentence, and an additional function that applies a sound effect to the produced tone using a sentence-level information. We have been researching ways to use natural language processing for synthesizers to select timbre from words and phrases input by users. In this research, by analyzing input sentences at multi-level basis, it becomes possible to call out timbres with more variety than ever. In addition to calling timbre at the word level, the system performs language analysis at the sentence level and uses the results to apply certain sound effects to the synthesizer sounds. We plan to explore more appropriate relationships between sentences and effects to provide easy-to-use synthesizer interface.
合成器是一种电子乐器,它可以产生各种各样的音调,但需要长期的训练和高度熟练的知识才能获得所需的音调。因此,我们开发了一个使用自然语言处理的软件合成器接口,这样即使是初学者也可以轻松使用它。本文描述了一种利用句子的词级信息从预设数据库中选择音色的新方法,以及一个利用句子级信息对生成的音调应用声音效果的附加功能。我们一直在研究如何使用自然语言处理来让合成器从用户输入的单词和短语中选择音色。在本研究中,通过对输入句子进行多层次的分析,可以获得比以往更多样化的音色。除了在单词级别调用音色外,系统还在句子级别执行语言分析,并使用结果将某些声音效果应用于合成器声音。我们计划探索句子和效果之间更合适的关系,以提供易于使用的合成器界面。
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2020 Nicograph International (NicoInt)
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