首页 > 最新文献

2020 Nicograph International (NicoInt)最新文献

英文 中文
Method for Creating Motion Comic from Printed Comic 从印刷漫画创建运动漫画的方法
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00017
Ryota Onishi, Kaito Tanaka, Hiroaki Sawano, Yuri Suzuki, S. Hotta
Motion comics, which are used to advertise printed comics, are created by adding video effects and a sound source to panels from the original (printed) comics. We propose a method for creating a motion comic which consists of the following steps: extracting a panel from a printed page, adding video effects, and switching the panel in time with sound effects. Because it is difficult for beginners in video production to perform these steps, we have devised a method that automatically creates a motion comic using the printed comic pages and sound. In our experimental evaluations, the precision of our proposed panel extraction was greater than 0.75, and we successfully implemented our proposed video effects and panel switching method.
用于宣传印刷漫画的动态漫画,是通过在原始(印刷)漫画的面板上添加视频效果和声源而创建的。我们提出了一种创建动态漫画的方法,该方法由以下步骤组成:从打印页面中提取面板,添加视频效果,并随声音效果及时切换面板。由于初学者在视频制作中很难执行这些步骤,我们设计了一种方法,可以使用打印的漫画页面和声音自动创建动态漫画。在我们的实验评估中,我们提出的面板提取的精度大于0.75,我们成功地实现了我们提出的视频效果和面板切换方法。
{"title":"Method for Creating Motion Comic from Printed Comic","authors":"Ryota Onishi, Kaito Tanaka, Hiroaki Sawano, Yuri Suzuki, S. Hotta","doi":"10.1109/NicoInt50878.2020.00017","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00017","url":null,"abstract":"Motion comics, which are used to advertise printed comics, are created by adding video effects and a sound source to panels from the original (printed) comics. We propose a method for creating a motion comic which consists of the following steps: extracting a panel from a printed page, adding video effects, and switching the panel in time with sound effects. Because it is difficult for beginners in video production to perform these steps, we have devised a method that automatically creates a motion comic using the printed comic pages and sound. In our experimental evaluations, the precision of our proposed panel extraction was greater than 0.75, and we successfully implemented our proposed video effects and panel switching method.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126326419","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Cross-cultural design of facial expressions for humanoid robots 仿人机器人面部表情的跨文化设计
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00034
Meina Tawaki, I. Kanaya, Keiko Yamamoto
research, the authors surveyed emotional impressions of simplified face. Elements of the simplified face are two eyes and a mouth, which are transformed to make facial expressions geometrically. The facial expression patterns made by the geometric elements and transformations were composed employing three dimensions of visual information that had been suggested by many previous researches, slantedness of the mouth, openness of the face, and slantedness of the eyes. The authors found that facial expressions can be classified into 10 emotions: happy, angry, sad, disgust, fear, surprised, angry*, fear*, neutral (positive), and neutral (negative). These emotions were portrayed by different geometric transformations.
研究中,作者调查了简化后的脸的情感印象。简化脸的元素是两只眼睛和一张嘴,它们被转换成几何形状的面部表情。由几何元素和变换组成的面部表情模式采用了先前许多研究提出的视觉信息的三个维度,即嘴倾斜、脸张开和眼睛倾斜。作者发现,面部表情可以分为10种情绪:快乐、愤怒、悲伤、厌恶、恐惧、惊讶、愤怒、恐惧、中性(积极)和中性(消极)。这些情绪通过不同的几何变换来表现。
{"title":"Cross-cultural design of facial expressions for humanoid robots","authors":"Meina Tawaki, I. Kanaya, Keiko Yamamoto","doi":"10.1109/NicoInt50878.2020.00034","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00034","url":null,"abstract":"research, the authors surveyed emotional impressions of simplified face. Elements of the simplified face are two eyes and a mouth, which are transformed to make facial expressions geometrically. The facial expression patterns made by the geometric elements and transformations were composed employing three dimensions of visual information that had been suggested by many previous researches, slantedness of the mouth, openness of the face, and slantedness of the eyes. The authors found that facial expressions can be classified into 10 emotions: happy, angry, sad, disgust, fear, surprised, angry*, fear*, neutral (positive), and neutral (negative). These emotions were portrayed by different geometric transformations.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132525787","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Improving GPU Real-Time Wide Terrain Tessellation Using the New Mesh Shader Pipeline 使用新的网格着色器管道改进GPU实时宽地形镶嵌
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00025
Benjamin Santerre, Masaki Abe, Taichi Watanabe
This paper proposes a terrain tessellation technique using the new GPU mesh pipeline, and compares it to the classically used tessellation pipeline. We explain how we can use it to greatly increase the tessellation capability within the draw call while keeping similar performances. We then show how it can be used to limit the CPU load as well as the data transfer to the GPU for rendering wide terrains.
本文提出了一种基于新的GPU网格管道的地形镶嵌技术,并将其与传统的网格管道进行了比较。我们解释了如何使用它在保持类似性能的同时大大增加draw调用中的镶嵌能力。然后,我们展示了如何使用它来限制CPU负载以及渲染宽地形的数据传输到GPU。
{"title":"Improving GPU Real-Time Wide Terrain Tessellation Using the New Mesh Shader Pipeline","authors":"Benjamin Santerre, Masaki Abe, Taichi Watanabe","doi":"10.1109/NicoInt50878.2020.00025","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00025","url":null,"abstract":"This paper proposes a terrain tessellation technique using the new GPU mesh pipeline, and compares it to the classically used tessellation pipeline. We explain how we can use it to greatly increase the tessellation capability within the draw call while keeping similar performances. We then show how it can be used to limit the CPU load as well as the data transfer to the GPU for rendering wide terrains.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126652471","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
KUI Based Puppet 基于KUI的木偶
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00031
Kouta Kikuchi, Toshitaka Amaoka
We have proposed "Kage User Interface(KUI)" which uses the real shadow in the real world as an interface. In this research, we propose a "KUI Based Puppet" to provide an intuitive manipulation and edit shadow pictures in direct contact, alternative way of a conventional shadow puppet. A conventional shadow puppet is changed it's shape by manipulating poles attached to the limbs of puppet. The KUI Based Puppet enables users to manipulate a puppet shadow in direct contact.
我们提出了“Kage用户界面(KUI)”,它使用现实世界中的真实影子作为界面。在本研究中,我们提出了一种“基于KUI的皮影木偶”,提供了一种直观的操作和直接接触的影图编辑,替代了传统皮影木偶的方式。传统的皮影是通过操纵木偶四肢上的杆子来改变形状的。基于KUI的木偶使用户能够在直接接触中操纵木偶影子。
{"title":"KUI Based Puppet","authors":"Kouta Kikuchi, Toshitaka Amaoka","doi":"10.1109/NicoInt50878.2020.00031","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00031","url":null,"abstract":"We have proposed \"Kage User Interface(KUI)\" which uses the real shadow in the real world as an interface. In this research, we propose a \"KUI Based Puppet\" to provide an intuitive manipulation and edit shadow pictures in direct contact, alternative way of a conventional shadow puppet. A conventional shadow puppet is changed it's shape by manipulating poles attached to the limbs of puppet. The KUI Based Puppet enables users to manipulate a puppet shadow in direct contact.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128315986","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Classification of Acanthus Pattern for 3D Architectural Decor Modeling 三维建筑装饰建模中的棘纹分类
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00010
Naoya Tsuruta, Sawa Hiraiwa, Ryuta Motegi, K. Kondo
In this paper, we propose a support method for 3D modeling of architectural decor, which used in the Corinthian order of ancient Greek and Roman. Since this architectural style is characterized by decoration with acanthus leaves and scrolls, we classified 1291 parts obtained from 200 pictures of architecture with acanthus patterns by their shapes and positions. We then extracted 34 representative parts necessary for decor design and build a 3D model library of them. The user can use desired parts by importing them from existing 3D modeling tool. Experimental results show that the user can greatly reduce the time for modeling decor using our library.
本文提出了一种用于古希腊罗马科林斯式建筑装饰三维建模的支撑方法。由于这种建筑风格的特点是棘叶和卷轴装饰,我们从200幅棘叶图案建筑图片中获得1291个部分,根据它们的形状和位置进行分类。然后,我们提取了装饰设计所需的34个代表性部件,并建立了它们的3D模型库。用户可以通过从现有的3D建模工具导入所需的部件来使用它们。实验结果表明,使用该库可以大大减少建模装饰的时间。
{"title":"Classification of Acanthus Pattern for 3D Architectural Decor Modeling","authors":"Naoya Tsuruta, Sawa Hiraiwa, Ryuta Motegi, K. Kondo","doi":"10.1109/NicoInt50878.2020.00010","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00010","url":null,"abstract":"In this paper, we propose a support method for 3D modeling of architectural decor, which used in the Corinthian order of ancient Greek and Roman. Since this architectural style is characterized by decoration with acanthus leaves and scrolls, we classified 1291 parts obtained from 200 pictures of architecture with acanthus patterns by their shapes and positions. We then extracted 34 representative parts necessary for decor design and build a 3D model library of them. The user can use desired parts by importing them from existing 3D modeling tool. Experimental results show that the user can greatly reduce the time for modeling decor using our library.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131060820","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Investigation of Method Presented Nonverbal Information Using Tactile Sensations of Real Objects 利用实物触觉呈现非语言信息的方法研究
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00021
Yuriho Higuchi, Mitsunori Matsushita
The objective of this study is to aid visually impaired people by presenting them with nonverbal information regarding aspects such as the atmosphere, object state, and facial expressions through the incorporation of tactile sensations of real objects. Such information is often helpful in stimulating one’s imagination and in comprehending or predicting a situation without using words, and it comprises multiple elements such as emotions, motions, and relationships among objects. Furthermore, it is difficult to express such information by employing a single scale, and it is thus necessary to present multiple elements. In this context, the sense of touch can be employed for simultaneously presenting multiple elements and reading tactile sensations. In this study, tactile sensations of objects were utilized for presenting nonverbal information. A prototype system was developed for combining tactile sensations associated with softness, smoothness, and flatness. This study also investigated the number and variety of tactile sensations presented by the proposed system that could be recognized by sighted people. The obtained results indicate that approximately 80% of the people can recognize the sensation of smoothness presented by the system, and more than 50% of the people can recognize the sensations of softness and flatness.
本研究的目的是通过结合真实物体的触觉,向视障人士提供有关环境、物体状态和面部表情等方面的非语言信息,以帮助视障人士。这些信息通常有助于激发一个人的想象力,在不使用语言的情况下理解或预测一个情况,它包括多种元素,如情绪、动作和物体之间的关系。此外,使用单一尺度难以表达这些信息,因此有必要呈现多个元素。在这种情况下,触觉可以用于同时呈现多个元素和阅读触觉。在本研究中,利用物体的触觉来呈现非语言信息。开发了一个原型系统,用于结合与柔软,平滑和平坦相关的触觉。本研究还调查了所提出的系统所呈现的触觉的数量和种类,这些触觉可以被视力正常的人识别。结果表明,大约80%的人能识别出系统所呈现的平滑感,超过50%的人能识别出系统所呈现的柔软感和平坦感。
{"title":"Investigation of Method Presented Nonverbal Information Using Tactile Sensations of Real Objects","authors":"Yuriho Higuchi, Mitsunori Matsushita","doi":"10.1109/NicoInt50878.2020.00021","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00021","url":null,"abstract":"The objective of this study is to aid visually impaired people by presenting them with nonverbal information regarding aspects such as the atmosphere, object state, and facial expressions through the incorporation of tactile sensations of real objects. Such information is often helpful in stimulating one’s imagination and in comprehending or predicting a situation without using words, and it comprises multiple elements such as emotions, motions, and relationships among objects. Furthermore, it is difficult to express such information by employing a single scale, and it is thus necessary to present multiple elements. In this context, the sense of touch can be employed for simultaneously presenting multiple elements and reading tactile sensations. In this study, tactile sensations of objects were utilized for presenting nonverbal information. A prototype system was developed for combining tactile sensations associated with softness, smoothness, and flatness. This study also investigated the number and variety of tactile sensations presented by the proposed system that could be recognized by sighted people. The obtained results indicate that approximately 80% of the people can recognize the sensation of smoothness presented by the system, and more than 50% of the people can recognize the sensations of softness and flatness.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125327432","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
An Extended Approach for the Automatic Solution of Tangram Puzzles Using Permutation Heuristics 利用排列启发式自动解七巧板的扩展方法
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00016
Fernanda Miyuki Yamada, Hiroki Takahashi, H. C. Batagelo, João Paulo Gois
The Tangram is a geometric puzzle composed of seven polygonal pieces that can be combined to form different patterns. In combinatorial optimization, the task of solving Tangram puzzles is known to be NP-hard. In this paper, we present an extension of a recent computational method for the automatic solution of Tangram puzzles. The original work considers the largest-first heuristic, in which the pieces are positioned inside the puzzle region following a sequence from the largest to the smallest in area size. We present three additional permutation heuristics that generate different sequences to guide the pieces positioning inside the puzzle region. The effectiveness of the proposed heuristics is indicated by the application of the extended method on the solution of different Tangram puzzles. Combining the executed experiments, the extended method solved 93.33% of the patterns included in a dataset in an average time of 53.0s, while the original implementation solved 86.67% of the same dataset in an average time of 51.4s.
七巧板是由七个多边形组成的几何拼图,可以组合成不同的图案。在组合优化中,解决七巧板拼图的任务是np困难的。在本文中,我们提出了一个新的计算方法的扩展,用于自动解决七巧板难题。最初的工作考虑了最大优先启发式,其中的碎片被放置在拼图区域内,按照面积大小从最大到最小的顺序。我们提出了三个额外的排列启发式,产生不同的序列,以指导拼图区域内的碎片定位。将扩展方法应用于不同七巧板难题的求解,验证了启发式算法的有效性。结合已执行的实验,扩展方法在平均53.5 s的时间内解决了93.33%的数据集中包含的模式,而原始实现在平均51.4s的时间内解决了86.67%的数据集中包含的模式。
{"title":"An Extended Approach for the Automatic Solution of Tangram Puzzles Using Permutation Heuristics","authors":"Fernanda Miyuki Yamada, Hiroki Takahashi, H. C. Batagelo, João Paulo Gois","doi":"10.1109/NicoInt50878.2020.00016","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00016","url":null,"abstract":"The Tangram is a geometric puzzle composed of seven polygonal pieces that can be combined to form different patterns. In combinatorial optimization, the task of solving Tangram puzzles is known to be NP-hard. In this paper, we present an extension of a recent computational method for the automatic solution of Tangram puzzles. The original work considers the largest-first heuristic, in which the pieces are positioned inside the puzzle region following a sequence from the largest to the smallest in area size. We present three additional permutation heuristics that generate different sequences to guide the pieces positioning inside the puzzle region. The effectiveness of the proposed heuristics is indicated by the application of the extended method on the solution of different Tangram puzzles. Combining the executed experiments, the extended method solved 93.33% of the patterns included in a dataset in an average time of 53.0s, while the original implementation solved 86.67% of the same dataset in an average time of 51.4s.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125281513","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
An Examination of a Support Tool for Designing Shadow Box Art 暗影盒艺术设计辅助工具的考察
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00020
Daisuke Chiba, Katsutsugu Matsuyama
We examine a system that supports creating shadow box art works. The creators of shadow box art carefully determine the number of layers and their shapes to cut out, considering how shadows fall and the thickness of the frame. We investigate the crafting process and design our prototype functions: (1) a user interface for designing shadow box art, (2) a simple viewer considering shadows using 3DCG, and, (3) reducing paper footprint by rearranging cut-out parts. Through creating actual artworks, we confirm that our system enables the user to make layer design smoothly and the creation of shadow box art relatively easily.
我们研究了一个支持创建皮影艺术作品的系统。皮影盒艺术的创造者仔细地决定要切割的层数和它们的形状,考虑到阴影的下落和框架的厚度。我们研究了制作过程并设计了我们的原型功能:(1)设计阴影盒艺术的用户界面,(2)使用3DCG考虑阴影的简单查看器,以及(3)通过重新排列切割零件来减少纸张占用。通过实际作品的创作,我们证实了我们的系统使用户能够顺利地进行图层设计,并且相对容易地创建阴影盒艺术。
{"title":"An Examination of a Support Tool for Designing Shadow Box Art","authors":"Daisuke Chiba, Katsutsugu Matsuyama","doi":"10.1109/NicoInt50878.2020.00020","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00020","url":null,"abstract":"We examine a system that supports creating shadow box art works. The creators of shadow box art carefully determine the number of layers and their shapes to cut out, considering how shadows fall and the thickness of the frame. We investigate the crafting process and design our prototype functions: (1) a user interface for designing shadow box art, (2) a simple viewer considering shadows using 3DCG, and, (3) reducing paper footprint by rearranging cut-out parts. Through creating actual artworks, we confirm that our system enables the user to make layer design smoothly and the creation of shadow box art relatively easily.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126515871","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Benchmark on Face Image Retrieval From Learning Attributes 基于学习属性的人脸图像检索基准
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00035
Tomohiro Hibino, Haoran Xie, K. Miyata
Choosing the most desirable image from many images can be a hard task for a user. In this study, we developed an image selection system based on 4 ways of calculating similarity. We conducted an experiment to validate the usability of the system and decide the best method for recommendation. It was confirmed that our system significantly helps users and Principal Component Analysis is a good way to calculate characteristics from many images.
对于用户来说,从众多图像中选择最理想的图像可能是一项艰巨的任务。在本研究中,我们开发了一个基于4种相似度计算方法的图像选择系统。我们进行了一个实验来验证系统的可用性,并确定最佳的推荐方法。实验证明,我们的系统对用户有很大的帮助,主成分分析是一种很好的方法,可以从许多图像中计算特征。
{"title":"Benchmark on Face Image Retrieval From Learning Attributes","authors":"Tomohiro Hibino, Haoran Xie, K. Miyata","doi":"10.1109/NicoInt50878.2020.00035","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00035","url":null,"abstract":"Choosing the most desirable image from many images can be a hard task for a user. In this study, we developed an image selection system based on 4 ways of calculating similarity. We conducted an experiment to validate the usability of the system and decide the best method for recommendation. It was confirmed that our system significantly helps users and Principal Component Analysis is a good way to calculate characteristics from many images.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133242730","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Adjusting the game difficulty by changing AI behaviors with Reinforcement Learning 通过使用强化学习改变AI行为来调整游戏难度
Pub Date : 2020-06-01 DOI: 10.1109/NicoInt50878.2020.00030
Louis. Schmidt, Taichi Watanabe, Koji Mikami
The main purpose of this research is to adjust the game difficulty with Reinforcement Learning. We aim to adjust the AI behavior according to the player skill. The developed game looks like a 2D fighting game. The goal of the paper is to create an AI which learns from the player, but not in order to become stronger, but to adapt it behavior in order to give a good game experience to the player.
本研究的主要目的是利用强化学习来调整游戏难度。我们的目标是根据玩家的技能调整AI行为。开发后的游戏看起来像一款2D格斗游戏。本文的目标是创造一种能够向玩家学习的AI,但不是为了变得更强大,而是为了给玩家提供良好的游戏体验而调整其行为。
{"title":"Adjusting the game difficulty by changing AI behaviors with Reinforcement Learning","authors":"Louis. Schmidt, Taichi Watanabe, Koji Mikami","doi":"10.1109/NicoInt50878.2020.00030","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00030","url":null,"abstract":"The main purpose of this research is to adjust the game difficulty with Reinforcement Learning. We aim to adjust the AI behavior according to the player skill. The developed game looks like a 2D fighting game. The goal of the paper is to create an AI which learns from the player, but not in order to become stronger, but to adapt it behavior in order to give a good game experience to the player.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133607279","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
期刊
2020 Nicograph International (NicoInt)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1