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2022 Nicograph International (NicoInt)最新文献

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Semi-Automatic Colorization Pipeline for Anime Characters and its Evaluation in Production 动漫角色半自动上色管道及其在生产中的评价
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00014
Akinobu Maejima, Hiroyuki Kubo, Seitaro Shinagawa, Takuya Funatomi, T. Yotsukura, Satoshi Nakamura, Y. Mukaigawa
Improving the efficiency of a colorization process in anime productions is necessary to enhance the quality of animes. In this paper, we introduce a semi-automatic anime character colorization pipeline based on few-shot patch-based learning which is specific to the anime style. Our pipeline requires only a small number of line-drawings and their colorized images, which is intermediate products in their current workflow as training data. The advantage of our method is that it is possible to complete the training process of a sequence-specific colorization model on the fly. To evaluate the effectiveness of our pipeline, we conduct a questionnaire survey for colorization artists after several trials of our colorization pipeline in an actual anime production. As a result, our pipeline has proven to be effective in improving the colorization process efficiency.
提高动画制作中着色过程的效率是提高动画质量所必需的。本文介绍了一种针对动画风格的基于少镜头补片学习的动画角色半自动上色管道。我们的流水线只需要少量的线条图和它们的彩色图像,这是它们当前工作流程中的中间产品,作为训练数据。我们的方法的优点是可以在飞行中完成序列特定着色模型的训练过程。为了评估我们的管道的有效性,我们在实际的动画制作中对我们的着色管道进行了几次试验后,对着色艺术家进行了问卷调查。因此,我们的管道已被证明是有效的提高着色过程效率。
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引用次数: 0
Color Optimization for Reducing Artifacts on Barrier-Based Multi-View Displays 基于屏障的多视图显示中减少伪影的颜色优化
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00017
Kaisei Sakurai, K. Miyata
Ghosting artifacts unexpectedly appear resultant of crosstalk in multi-view displays. In this paper, we propose an algorithm that controls ghosting, assuming that crosstalk occurs. The target of this paper is a barrier-based multi-view display. Our method generates a pattern for the back layer on the display. Many previous methods attempted to reduce crosstalk, and consequently, it reduces ghosting. In contrast, we will focus only on reducing ghosts in displaying images. We assume that ghosting occurs when crosstalk makes a distribution of colors in displaying images. So, if the distribution will become small, then the ghosts are reduced. From our assumption, we develop an optimization that does not change structures in displaying images. In this paper, we only discuss how to generate the pattern on the back layer. We will show the results of our method as a simulation.
在多视点显示中,由于串扰会意外出现重影。在本文中,我们提出了一种控制重影的算法,假设串扰发生。本文的研究目标是基于障碍物的多视图显示。我们的方法为显示器的背面层生成一个图案。以前的许多方法都试图减少串扰,从而减少了重影。相比之下,我们将只关注在显示图像时减少鬼影。我们假设,当串音在显示图像时使颜色分布时,就会出现重影。所以,如果分布变小,幽灵就会减少。根据我们的假设,我们开发了一种不改变显示图像结构的优化方法。在本文中,我们只讨论如何在背面层上生成图案。我们将以模拟的形式展示我们方法的结果。
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引用次数: 0
An Inclusive Video Game For Players With Autism Spectrum Disorders 一款面向自闭症谱系障碍玩家的包容性电子游戏
Pub Date : 2022-06-01 DOI: 10.1109/nicoint55861.2022.00027
M. Addoum, Daniel Alonso, Hugo Broissiat, Valentin Denat, Maxime Leroux, Sébastien Oddon, Florent Raynaud, Samuel Touati, Loïc Prenovault, Mathieu Kennedy, Stéphane Rampin, Azad Lusbaronian
A new inclusive video game is designed to provide autonomy for autistic users in understanding the game objectives and to promote social cooperation. The players' experiences show that the game-play is well accessible and adapted for autistics while begin enjoyable and engaging.
一款新的包容性视频游戏旨在为自闭症用户提供理解游戏目标的自主权,并促进社会合作。玩家的体验表明,游戏玩法很容易接近,适合自闭症患者,同时开始令人愉快和吸引人。
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引用次数: 0
Sketch2Makizushi: Interactive Guidance System for Decorative Sushi Rolls with User Sketches Sketch2Makizushi:带有用户草图的装饰寿司卷的交互式指导系统
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00016
Yoshiki Funahashi, W. Omori, Shogo Yoshida, Yichen Peng, Haoran Xie, S. Okada, K. Miyata
Decorative sushi rolls are produced to look like flowers or cartoon characters at their cross-sections. They are prepared by placing vinegared rice and other ingredients on a laver, which is then rolled. To create unique decorative sushi rolls, it is difficult to come up with a recipe containing descriptions regarding the number and size of the laver, the amount of vinegared rice, and the arrangement of ingredients. To address this issue, we propose using Sketch2Makizushi, an interactive guidance system that allows users to make their desired decorative sushi rolls using a sketch as an input. The proposed system can automatically calculate the recipe for the decorative sushi rolls according to the input sketch and present the cooking process. The proposed system enables the free design of decorative sushi rolls compared with conventional production approaches. We conducted an evaluation study to assess the proposed system to confirm its effectiveness and obtain information on user experience.
装饰性寿司卷的横截面看起来像花朵或卡通人物。它们的制作方法是将醋米饭和其他食材放在紫菜上,然后将紫菜卷起来。要制作出独特的装饰寿司卷,很难制定出一份食谱,说明紫菜的数量和大小、醋饭的数量、材料的排列。为了解决这个问题,我们建议使用Sketch2Makizushi,这是一个交互式指导系统,允许用户使用草图作为输入来制作他们想要的装饰性寿司卷。该系统可以根据输入的草图自动计算出装饰寿司卷的配方,并呈现出烹饪过程。与传统的生产方法相比,所提出的系统可以自由设计装饰性寿司卷。我们进行了一项评估研究,以评估拟议的系统,以确认其有效性,并获得有关用户体验的信息。
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引用次数: 0
Polygon Subdivision Control Using SVM With CSF 基于CSF的SVM多边形细分控制
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00030
Naoto Yoshii, S. Saito
In 3D computer graphics, less is better if reducing the number of polygons in a model has no visual impact. In this paper, assuming a method that controls polygon subdivision level to reduce the rendering computational cost, we propose a method that uses a Support Vector Machine (SVM) to choose one from two subdivision levels by the perceptibility difference between the adjacent level of detail. The SVM takes four features obtained in the rendering procedure as input and performs a binary classification to determine whether a polygon should be divided or not. Our experimental results show that the trained SVM performs a binary classification with 72% accuracy.
在3D计算机图形中,如果减少模型中多边形的数量不会对视觉产生影响,那么越少越好。在本文中,我们假设一种控制多边形细分层次以降低渲染计算成本的方法,提出了一种使用支持向量机(SVM)根据相邻细节层次之间的可感知性差异从两个细分层次中选择一个细分层次的方法。SVM以绘制过程中得到的四个特征作为输入,进行二值分类,判断多边形是否需要分割。实验结果表明,训练后的支持向量机进行二值分类的准确率为72%。
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引用次数: 0
Prototype System of Dance Movement Creation by VR Experience of Augmented Human Body 基于增强人体VR体验的舞蹈动作创作原型系统
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00039
Takumu Matsushita, A. Soga
In this study, we developed a prototype of a dance motion creation system by experiencing an augmented body in a VR space for the purpose of supporting dance creation. The aim is to provide new perspectives and inspirations that can trigger the creation of new dance choreography by experiencing an augmented body in a VR space. As an example of a motion, we implemented Bind, a motion in which one body part is moved in relation to another body part.
在这项研究中,我们通过在VR空间中体验增强身体来开发舞蹈动作创作系统的原型,以支持舞蹈创作。目的是通过在VR空间中体验增强的身体,提供新的视角和灵感,从而引发新的舞蹈编舞的创作。作为一个运动的例子,我们实现了Bind,一个身体部分相对于另一个身体部分移动的运动。
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引用次数: 0
Impossible Objects of Your Choice: Designing Any 3D Objects from a 2D Line Drawing 你选择的不可能的对象:从2D线条绘制设计任何3D对象
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00015
Haruka Kanayama, S. Hidaka
There is a class of line drawings, called impossible objects, that are perceived as 3D structures but are impossible to completely construct in 3D space. Sugihara [1] proposes a systematic method for creating a type of impossible objects. This method provides a way to judge the existence of possible three-dimensional (3D) coordinate for a line drawing, and a way to compute it, if possible. There are, however, some technical difficulties in using Sugihara's method. Firstly, Sugihara's method requires to introduce a large number of variables for use in a set of equations, which requires some intense labor for a designer of impossible objects when programming. Secondly, in theory, there are an infinite number of possible 3D coordinates for the same line drawing, but Sugihara's method can only determine one of them for a pre-defined set of parameters. In practice, a designer of impossible objects may also wish to arrange the 3D coordinates' undetermined degree of freedom for a given two-dimensional (2D) line drawing. Given these technical issues in Sugihara's method, we propose a new method to explore not just some but all 3D coordinates for a 2D line drawing that the designer can use at will. The proposed method requires both a minimal number of variables in its computation, resulting in it being computationally cheap, and less manual programming. Moreover, the proposed method provides a user interface that the designer can use to manually adjust the degree of freedom in the class of constructible impossible objects. This allows the designer to create impossible objects that reflect their tastes.
有一类线条画,被称为不可能的物体,它们被认为是3D结构,但不可能在3D空间中完全构建。Sugihara[1]提出了一种系统的方法来创造一种不可能的物体。该方法提供了一种判断线条绘制是否存在可能的三维(3D)坐标的方法,以及在可能的情况下计算它的方法。然而,使用杉原的方法存在一些技术上的困难。首先,Sugihara的方法需要在一组方程中引入大量的变量,这对于不可能对象的设计者来说,在编程时需要大量的劳动。其次,从理论上讲,同样的线条绘制有无限多个可能的三维坐标,但杉原的方法只能在预定义的一组参数下确定其中的一个。在实践中,不可能对象的设计者也可能希望为给定的二维(2D)线条绘制安排3D坐标的未确定自由度。考虑到杉原方法中的这些技术问题,我们提出了一种新的方法来探索设计师可以随意使用的2D线条绘制的所有3D坐标,而不仅仅是一些。所提出的方法在计算中需要的变量数量最少,从而降低了计算成本,并且减少了人工编程。此外,该方法还提供了一个用户界面,设计人员可以使用该界面在可构造的不可能对象类中手动调整自由度。这使得设计师能够创造出反映他们品味的不可能的物品。
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引用次数: 0
A Study On The Recognition Typefaces Of Chinese Characters In Package Design 包装设计中汉字识别字体的研究
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00013
Yao-Feng Huang, Peng Jiang, Takamitsu Tanaka
This study designed two experiments to determine whether consumers in countries and region where Chinese characters are used in Japan, China, and Taiwan have different preferences for the packaging of the same written Chinese character font. Experiment 1 integrated 16 types of fonts and conducted a font-impression survey on 90 participants from each country and region through a frequency allocation survey. The results of Experiment 1 were used to further analyze the font preferences through Experiment 2. The one-way ANOVA was used to analyze the two samples from the survey on 60 participants from the countries and region. The results shown in Experiment 1 were as follows: (1) most Japanese people can distinguish their own fonts, (2) bold or handwritten fonts are generally considered non-Japanese font, and (3) some fonts are mixed with other fonts and will not interfere with the judgment of the font. The results of Experiment 2, show that the Japanese have a greater preference for Mincho and Meiryo; the Chinese for Microsoft YaHei, Song, and MingLiu; and the Taiwanese for Round, Official Script, and Art Nouveau. Therefore, future packaging applications can use these font designs for original and regional packaging in specific region.
本研究设计了两个实验,以确定日本、中国大陆和台湾这三个使用汉字的国家和地区的消费者对同一种书面汉字字体的包装是否有不同的偏好。实验1整合了16种字体,通过频率分配调查对来自各个国家和地区的90名参与者进行了字体印象调查。实验1的结果通过实验2进一步分析字体偏好。本研究采用单因素方差分析对来自不同国家和地区的60名参与者的两个样本进行分析。实验1的结果显示:(1)大多数日本人可以区分自己的字体;(2)粗体或手写字体一般被认为是非日语字体;(3)有些字体与其他字体混合使用,不会干扰字体的判断。实验2的结果表明,日本人对“名cho”和“名yo”的偏好更大;微软的中文名是YaHei, Song和MingLiu;台湾代表圆形、隶书和新艺术。因此,未来的包装应用可以使用这些字体设计的原创性和区域包装在特定地区。
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引用次数: 0
Visual Effect System for Projection Mapping with Japanese Drum Performance 日本鼓表演投影映射视觉效果系统
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00022
K. Ishibashi, Shuta Uchiyama, Hiroshi Goto
Recently, there have been several collaborations between new projection mapping projects and various performances. To remake it, we collaborated with a traditional Japanese drum performance. Since unity is an essential factor for a drum performance, we developed two systems to increase the sense of unity between a drum performance and visual effects on projection mapping. One of the systems employed an acceleration sensor and classified different drumming patterns using deep learning. The system synchronized each drumming pattern with a corresponding visual effect. The other system was used for floor projection visual effects. In our collaborated performance, we were unable to install any sensors due to the restrictions of the event. Thus, we used an optical see-through device to operate some visual effects interactively. This system enabled an operator to place and relocate each visual effect according to the location of each performer. These two systems will help in improving the sense of unity in a collaborated performance.
最近,有几个新的投影映射项目和各种表演之间的合作。为了重新制作它,我们与传统的日本鼓表演合作。由于统一性是鼓表演的基本因素,我们开发了两个系统来增加鼓表演和投影映射视觉效果之间的统一性。其中一个系统采用了加速度传感器,并使用深度学习对不同的击鼓模式进行分类。该系统将每个击鼓模式与相应的视觉效果同步。另一个系统用于地板投影视觉效果。在我们的合作表现中,由于事件的限制,我们无法安装任何传感器。因此,我们使用了一个光学透视装置来交互操作一些视觉效果。该系统使操作人员能够根据每个表演者的位置放置和重新定位每个视觉效果。这两个系统将有助于提高合作演出的统一性。
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引用次数: 0
Facilitating rearward visibility by controlling eye direction in HMD viewing of panoramic images 在HMD观看全景图像时,通过控制眼睛方向来促进向后可见性
Pub Date : 2022-06-01 DOI: 10.1109/NicoInt55861.2022.00035
Seitaro Inagaki, Kenji Funahashi
The development of HMDs for home use has progressed, and many people can now enjoy VR easily at home. Most VR services for 360-degree image viewing are used in a seated position. However, it is difficult for humans to look rearward in a seated position while rotating the neck and hips [1]. Although it is easy to look rearward when sitting in a swivel chair, it has been reported that the rotation of the seat surface amplifies the user's body movements and increases sensory discrepancy when viewing a 360-degree video with an HMD [2]. In this paper, we propose a new method that enables rearward visibility while sitting in a chair. The direction in which you are looking is called the eye direction. A rearward scenery that is different from the actual eye direction will be presented on the HMD to enable to look rearward without lifting the hips.
家用头显的发展已经取得了进展,许多人现在可以在家里轻松享受VR。大多数360度图像观看的VR服务都是在坐姿下使用的。然而,人类很难在旋转颈部和臀部的坐姿中向后看。虽然坐在转椅上很容易向后看,但据报道,在使用HMD[2]观看360度视频时,座椅表面的旋转会放大使用者的身体运动,并增加感官差异。在本文中,我们提出了一种新的方法,可以使坐在椅子上时向后看。你看的方向叫做眼睛的方向。在HMD上呈现的是与实际视线方向不同的后方风景,可以在不抬起臀部的情况下向后看。
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引用次数: 0
期刊
2022 Nicograph International (NicoInt)
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