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2022 Nicograph International (NicoInt)最新文献

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Motion Generation Of Conversational Character From Labeled Script 标记脚本会话角色的动作生成
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00029
Zhihao Song, Aohan Chen, Jeongsu Shin, Junichi Hoshino
In order to realize a character that can talk with voice, it is necessary to be able to control the transition of poses across multiple utterances and the expression of emotions according to the dialogue. In this paper, we propose a method for generating customer actors' performances that can represent various situations. We extract labels related to the conversation scenario and synthesize body motions, gestures, and head/eye motions of the customer actor according to different situations corresponding to different labels. We discuss the results of generating acting motions using a dialogue scene between a staff member and a customer in a customer service situation as a concrete example.
为了实现一个可以用声音说话的角色,需要能够根据对话控制多个话语之间的姿势转换和情绪表达。在本文中,我们提出了一种方法来生成可以代表各种情况的客户演员的表演。我们提取与对话场景相关的标签,并根据不同标签对应的不同情况,合成客户演员的身体动作、手势和头/眼动作。我们以一个工作人员和客户在客户服务情境中的对话场景为具体示例,讨论生成行为动作的结果。
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引用次数: 0
An Examination of Rounder Deformation Optimization Combining As-Rigid-As-Possible and Spherical Feature 结合尽可能刚性和球面特征的圆角变形优化研究
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00018
Xuemei Feng, Qing Fang, K. Konno, Katsutsugu Matsuyama
We propose a rounder deformation method combining as-rigid-as-possible and spherical feature. Focusing on the linear relationship between point normal vectors and position vectors, we construct an optimization model that can be solved numerically. We have applied our proposed method to basic shapes and confirmed that it successfully converges. We also discuss the limitations and problems of our method based on the experimental results.
我们提出了一种结合尽可能刚性和球面特性的更圆变形方法。针对点法向量与位置向量之间的线性关系,构造了一个可数值求解的优化模型。我们将所提出的方法应用于基本形状,并证实了它的收敛性。根据实验结果,讨论了该方法的局限性和存在的问题。
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引用次数: 0
Perceptual Control of Food Taste with Projection Mapping 基于投影映射的食物味觉知觉控制
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00011
Masanobu Ohyori, Kotaro Okino, Ryota Takigami, Shogo Yoshida, Yichen Peng, Haoran Xie, Toshiki Sato, K. Miyata
Spatial augmented reality techniques using projection mapping have been utilized extensively in our daily lives to augment the real world with virtual content, such as restaurant decorations that are intended to increase appetite. Although previous works have indicated that the projected visual effects on the food might change humans' taste impressions, it is still challenging to provide perceptual control of food taste, which allows apparent taste modifications along with specified projected colors. In this study, we focused on shaved ice for a simplified verification of controlling the food taste through the projection mapping technique. Based on our user study, we verified that the proposed perceptual control is suitable for the taste control of shaved ice with the projected visual effects of different colors.
使用投影映射的空间增强现实技术已广泛应用于我们的日常生活中,以虚拟内容增强现实世界,例如旨在增加食欲的餐厅装饰。尽管先前的研究表明,投射在食物上的视觉效果可能会改变人类的味觉印象,但提供对食物味道的感知控制仍然具有挑战性,这使得明显的味道改变以及特定的投射颜色成为可能。在本研究中,我们以刨冰为对象,通过投影映射技术来简化验证对食物味道的控制。基于我们的用户研究,我们验证了所提出的感知控制适用于具有不同颜色投影视觉效果的刨冰口味控制。
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引用次数: 0
Interactive Demonstration of Dynamic Music Composition Based on Cohn's “Voice-Leading Zones” Theory 基于科恩“声导区”理论的动态音乐创作互动演示
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00031
Jason Chan, A. Ito, Koji Mikami
In digital games, music that dynamically changes in real time in response to interaction is becoming a widely known technique in the game industry and academic side. In this study, we use Cohn's Voice-Leading Zones to analyze chord progressions and dynamic music pieces from the music with special modulation methods and create an interactive demo using Wwise.
在数字游戏中,音乐会随着互动而实时动态变化,这在游戏产业和学术界已经成为一种广为人知的技术。在本研究中,我们使用Cohn's Voice-Leading Zones以特殊的调制方法分析音乐中的和弦进行和动态音乐片段,并使用Wwise创建交互式演示。
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引用次数: 0
Emonotate: Development a Tool for Collecting Appraisal Trajectories for Time-Series Media Contents 情感化:开发一个收集时间序列媒体内容评价轨迹的工具
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00009
Tomoya Bansho, Mitsuyo Hashida, H. Katayose
In the field of storytelling and filmmaking, we are often aware of the viewer's subjective state, such as emotional state and so on. A similar concept is direction, which is often accumulated by the heuristic findings of creators. The issue is that the emotional state of the viewer is subjective, making it hard for computational approach. Our approach is utilizing appraisal trajectory. The appraisal trajectory is a line chart drawn the viewer's own emotional state from the beginning to the end of the content. We think that the appraisal trajectory enables us to handle the viewer's emotional state with a computer. We think to need accumulate basic findings about subjective trajectories; therefore, we develop a tool to collect subjective trajectories: emonotate. This tool provides some features: input and store the various emotional states of viewers and viewers intuitively agreeable input by visual feedback of arbitrary appraisal trajectories. In order to evaluate the validity, we conduct the experiment of 104 participants drawing subjective trajectories based on protagonist emotional state about 2 animation contents and the subjective quantity is the protagonist emotional state. Both works yielded intuitively correct results, demonstrating the realism of our tool. We think our experimental facts indicate the possibility of our tool collecting subjective trajectories and the issues.
在讲故事和电影制作的领域中,我们经常会意识到观众的主观状态,比如情绪状态等等。一个类似的概念是方向,这通常是由创造者的启发式发现积累起来的。问题是,观众的情绪状态是主观的,这使得计算方法很难实现。我们的方法是利用评估轨迹。评价轨迹是观众从内容的开始到结束所画的自己的情绪状态的折线图。我们认为评价轨迹使我们能够用电脑处理观众的情绪状态。我们认为需要积累关于主观轨迹的基本发现;因此,我们开发了一种工具来收集主观轨迹:情感化。该工具提供了一些功能:输入和存储观众的各种情绪状态和观众直观地同意输入的任意评价轨迹的视觉反馈。为了评估效度,我们对104名被试进行了基于主角情绪状态对2个动画内容绘制主观轨迹的实验,主观量为主角情绪状态。这两项工作都产生了直观正确的结果,证明了我们工具的真实性。我们认为我们的实验事实表明我们的工具收集主观轨迹和问题的可能性。
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引用次数: 0
Augmenting the Social Presence of Interactive Characters Using Real-time Speech Recognition 利用实时语音识别增强互动角色的社会存在感
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00024
Mizuki Yamano, Zhihao Song, Junichi Hoshino
Recently, in addition to games, interaction with real virtual agents has been used for job training. Furthermore, multimodal dialog using both voice and gesture recognition is used. However, there is a challenge with conventional batch processing speech recognition: it is difficult to make the virtual agent respond while the user is speaking. Therefore, in this study, we confirm the possibility of enhancing social presence by generating responses using real-time speech recognition in spoken dialog with characters. While the user speaks, by extracting keywords from the speech content in real-time, we generate the emotional response of the virtual agent. The experimental results demonstrate that our approach improves social presence compared with conventional spoken dialog.
最近,除了游戏之外,与真实虚拟代理的互动也被用于职业培训。此外,还使用了语音和手势识别的多模态对话。然而,传统的批处理语音识别存在一个挑战:当用户说话时,很难使虚拟代理做出响应。因此,在本研究中,我们确认了通过在与角色的口语对话中使用实时语音识别生成响应来增强社交存在的可能性。当用户说话时,我们通过实时从语音内容中提取关键词,生成虚拟代理的情绪反应。实验结果表明,与传统的口语对话相比,我们的方法提高了社交在场感。
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引用次数: 0
A Research On The Compatibility Between MR/VR Devices And Exergaming MR/VR设备与游戏的兼容性研究
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00010
Taiyo Taguchi, Tomokazu Ishikawa
In recent years, Exergaming which allows people to exercise easily indoors has been gaining attention. A lot of Exergaming is often played using VR devices or dedicated devices, however, since Exergaming is played indoors, there is a risk of colliding with objects in the room or people around the player. We hypothesized that Exergaming using MR devices would solve the problems of VR devices. Therefore, we conducted a comparison of Exergaming using MR and VR devices. Subjects were asked to play Exergaming with the same level using an MR device (HoloLens2) and a VR device (Oculus Quest 2), and then compared in three categories: “Breathability”, “Op-erability”, and “Safety”. Additionally, the difference in gaming sickness and heart rate between the two devices were investigated. An MR device was superior in terms of “Breathability” and “Safety”, and a VR device was superior in terms of “Operability”. For the difference in gaming sickness, VR Exergaming resulted in no problem in all items, however, MR gave serious symptoms in “Oculomotor disturbance”, “Disorientation” and “Total”. The difference in heart rate was not significant. The results of this experiment show that although MR devices are superior in terms of “Safety” and “Breathability”, there is a tendency that MR devices can easily make users feel bad, and MR devices are not always more comfortable to play than VR devices.
近年来,让人们在室内轻松锻炼的健身运动受到了人们的关注。许多《Exergaming》通常使用VR设备或专用设备进行体验,然而,由于Exergaming是在室内进行的,因此存在与房间中的物体或玩家周围的人发生碰撞的风险。我们假设使用MR设备玩游戏可以解决VR设备的问题。因此,我们对使用MR和VR设备的游戏进行了比较。受试者被要求使用MR设备(HoloLens2)和VR设备(Oculus Quest 2)玩相同级别的游戏,然后在“透气性”、“操作性”和“安全性”三个类别中进行比较。此外,研究人员还调查了两种设备在游戏病和心率方面的差异。MR设备在“透气性”和“安全性”方面更胜一筹,VR设备在“可操作性”方面更胜一筹。对于游戏病的差异,VR游戏在所有项目中都没有问题,而MR在“眼动障碍”,“定向障碍”和“Total”中出现严重症状。心率差异不显著。本实验结果表明,MR设备虽然在“安全性”和“透气性”方面更胜一筹,但MR设备有容易让用户感觉不好的倾向,MR设备玩起来并不总是比VR设备更舒适。
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引用次数: 0
Pedestrian Crossing Lights and Obstacles Detections for Visually Impaired Person 视障人士的行人过街灯和障碍物检测
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00034
Tshering Tenji Sherpa, Akinori Kimura
This research aims to develop a complete portable aid for visually impaired persons. It focuses on detecting the pedestrian traffic lights and obstacles in the way of a visually impaired person who crosses a pedestrian crossing. The system recognizes the pedestrian traffic lights in real-time with deep learning and provides signals to the visually impaired person to cross the pedestrian crossing in the form of audio output. It should work in both the day and night time and have good reliability. For the good reliability of the system, different sorts of images and video data have been collected, edited, and stored in a large amount of training data to get a good model.
本研究旨在为视障人士开发一种完整的便携式辅助设备。它的重点是检测行人交通灯和视障人士穿过人行横道时的障碍物。该系统通过深度学习实时识别行人交通灯,并以音频输出的形式向视障人士提供穿越人行横道的信号。它应该在白天和夜间都能工作,并且具有良好的可靠性。为了使系统具有良好的可靠性,对不同种类的图像和视频数据进行了采集、编辑,并存储在大量的训练数据中,以获得良好的模型。
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引用次数: 1
Development of Art Fashion by Integrating Digital Art and Digital Textile Printing 数字艺术与数字纺织印花融合的艺术时尚发展
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00012
Harumi Kawamura, Yuki Nemoto, Saeko Maruyama, Akiko Kozai, N. Tosa, R. Nakatsu
Recently digital art using digital technology has emerged and has been well recognized. On the other hand, digital textile printing technology has recently emerged in the fashion world, making it relatively easy to produce small-lot, high-mix garments. Combining this digital art with digital textile printing creates new possibilities for art to enter our everyday life as clothing. In this paper, we will describe the contents of our attempt to create fashion from digital art under the concept of “wearing art” through joint research between companies and universities.
近年来,利用数字技术的数字艺术已经兴起,并得到了广泛的认可。另一方面,数码纺织品印花技术最近在时尚界出现,使得生产小批量,高混合服装相对容易。将这种数字艺术与数字纺织印花相结合,为艺术以服装的形式进入我们的日常生活创造了新的可能性。在本文中,我们将描述我们尝试通过公司和大学的联合研究,在“穿着艺术”的概念下,从数字艺术中创造时尚的内容。
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引用次数: 0
Designing A Co-creative Communication Experience Utilizing Collaborative Drawing System 利用协同绘图系统设计一种共同创作的交流体验
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00033
Mayu Morioka, H. Takemura, Mitsunori Matsushita
The purpose of this research is to enable users to experience co-creative communication with a distant partner using multiple drawing systems. To share information in real-time is worth generating new ideas and stimulating communication, however, COVID-19 has made face-to-face communication difficult. Thus, it is necessary to realize an environment where people can communicate even at a distance. From these backgrounds, we developed a co-creative drawing system inspired by “performance calligraphy.” The performance calligraphy is a collaborative drawing with someone attending on body action. With this system, multiple users can draw together even when users are in different locations. This paper presents our developed system and evaluates the usability of this system.
本研究的目的是使用户能够使用多个绘图系统与远程合作伙伴进行共同创作交流。实时分享信息固然需要产生新的想法,促进交流,但新冠疫情却使面对面的交流变得困难。因此,有必要实现人们即使在远处也能交流的环境。在这些背景下,我们开发了一个受“表演书法”启发的共同创作绘画系统。表演书法是一种有肢体参与的协作绘画。使用该系统,即使用户在不同的位置,也可以将多个用户聚集在一起。本文介绍了我们开发的系统,并对系统的可用性进行了评价。
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引用次数: 0
期刊
2022 Nicograph International (NicoInt)
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