This paper proposes a 3D model generation system that outputs intermediate3D shape models between two already existing 3D models by morphing. Although there have been a lot of computer animation software, it takes a long time to create a... more
This paper proposes a 3D model generation system that outputs intermediate3D shape models between two already existing 3D models by morphing. Although there have been a lot of computer animation software, it takes a long time to create a 3D shape model even using such computer animation software. Morphing is one of the techniques used to easily create 3D models. If we have two different 3D shape models, it is possible to generate intermediate 3D shape models between them by morphing. However, there are two main problems in the morphing of polygonal models. Those are vertex mismatch and semantic topology mismatch. In this paper, the authors propose an algorithm that is free from the vertex mismatch problem and that automatically determines the semantic topology match. The proposed system based on the algorithm decomposes both two polygonal models, makes decomposed element pairs between them, and then generates intermediate 3D shape models by morphing as for the decomposed element pairs automatically.
This paper proposes a skeleton based 3D model morphing system using Barycentric map. Although there have been many 3D model morphing systems, even it is still laborious to perform the 3D model morphing because it needs many manual... more
This paper proposes a skeleton based 3D model morphing system using Barycentric map. Although there have been many 3D model morphing systems, even it is still laborious to perform the 3D model morphing because it needs many manual operations. The most important task for the morphing is the vertex correspondence between two base models. When the vertex numbers and geometric topologies of two models are different, its 3D model morphing is difficult. For overcoming this problem, the proposed system automatically determines the vertex correspondence based on skeletons of two models. The overview of proposed processes is as follows: first of all, the user segments each of two models manually. Then the system generates bones of the each model based on the above segmentation. Next, the system defines the hierarchy of generated bones to generate the skeleton of the each model and then determines the correspondence between two bones of the two models based on the hierarchical structures of their skeletons. Finally, the system defines vertex correspondences between the two models using Barycentric mapping. Then the 3D model morphing between the two models will become possible. These processes except the first segmentation step are automatic.
Do you know Global Game Jam? Global Game Jam is an event for students, educators and professionals to build some teams and develop games beyond academic and industry domains. Even though the event is hosted by IGDA, the recognition and... more
Do you know Global Game Jam? Global Game Jam is an event for students, educators and professionals to build some teams and develop games beyond academic and industry domains. Even though the event is hosted by IGDA, the recognition and participators to the event are few in Japan. So I’ll introduce Global Game Jam based on my experience in the Netherlands that holds quit large scale Global Game Jam every year. The purpose of my poster session is to introduce Global Game Jam to students, educators and professionals in game development field and to drive them to join the event. Global Game Jam comes 3 times in next year. The event grows more and more large year by year. In this year, the event was held at 140 venues in 38 countries and about 900 games were developed. I think that the scale of the event will become larger in next year. In such a situation, we should think how we run Global Game Jam in Japan. So I want to discuss the issue with participators in my poster session. Additionally, I’ll talk about Global Game Jam Fukuoka 2011 that will be held next year in Fukuoka city by collaboration of academics, industries and government in Kyushu. I hope that many participators will get interested in Global Game Jam by my poster session.
This paper proposes a framework for human interface device for Video Games. Generally, a certain input device is designed to transmit its input data to its designated output devices. However, in some cases, it would be necessary to... more
This paper proposes a framework for human interface device for Video Games. Generally, a certain input device is designed to transmit its input data to its designated output devices. However, in some cases, it would be necessary to transmit the input data to other types of devices besides such designated output devices. For such situations, the proposed framework provides common protocols to exchange data among input and output devices based on Server-Client mechanism. Therefore, even when different developers individually make programs for each input and output devices, with the use of the framework, data communication among them will be possible without any modifications of the programs. To clarify the usefulness of the framework, this paper shows a serious game example, i.e., a rehabilitation game, developed using the framework.
The present thesis is on a construction of the system which supports exhibition evaluation of curators, which automatically collects, keeps, and totalizes objective data on visitor behavior in museums, and which comprehensively displays... more
The present thesis is on a construction of the system which supports exhibition evaluation of curators, which automatically collects, keeps, and totalizes objective data on visitor behavior in museums, and which comprehensively displays the results by tables and graphs. The system is composed by access point and mobile exhibition exposition devices in the museum operating together. Obtainable visitor information include a user number, an average staying period, contents use hour, and exhibition viewing frequency. Prototype experiment at museums shows that the system is effective in efficient data collection and exhibition evaluation and is expected to become an information collecting tool for visitor research and an exhibition evaluation tool for exhibition improvement.
Rehabilium is a game to support stand-up rehabilitation exercise, which is strongly recommended in a rehabilitation therapy. The game users grow up the tree by their stand-up movements collecting various kinds of items such as unique... more
Rehabilium is a game to support stand-up rehabilitation exercise, which is strongly recommended in a rehabilitation therapy. The game users grow up the tree by their stand-up movements collecting various kinds of items such as unique flowers, cards and medals and that enable the extremely tedious training to a fun game. Rehabilium is more than just an entertainment for the patients; it’s about the dependable partner for the therapists.
This paper proposes a device-to-device communication framework supporting indoor PS (positioning system) for location-aware interactive applications. The framework is useful for developing especially entertainment applications like ARG... more
This paper proposes a device-to-device communication framework supporting indoor PS (positioning system) for location-aware interactive applications. The framework is useful for developing especially entertainment applications like ARG (Alternate Reality Game) that uses geographical data because such a game employs a virtual game world mixed with the real world and the framework supports indoor PS data based on Wi-Fi technology for that. In ARG, we can often use mobile devices as HID (human interface devices) of the game because modern mobile devices have GPS and several sensors like a touch panel, an acceleration sensor. Generally, a certain device is not designed to transmit its sensor data to other devices so that usually we can’t use the device as any interface of a game running of a PC without making its dedicated interface programs. The proposed framework makes it possible to exchange sensor data including indoor PS data among several devices so that with the use of the framework, it is possible to develop entertainment applications like ARG easily without making any dedicated interface programs. To clarify the usefulness of the framework, this paper introduces one actual game and one prospective game example developed or to be developed using the framework.
This paper proposes a human interface device framework for interactive applications including educational contents in ubiquitous environments. Recently, mobile and portable devices such as iPad, iPhone and Android tablet PC have become... more
This paper proposes a human interface device framework for interactive applications including educational contents in ubiquitous environments. Recently, mobile and portable devices such as iPad, iPhone and Android tablet PC have become common and popular. We should use these devices for providing learners with more attractive educational contents supporting various intuitive interfaces. Using the proposed framework, it becomes possible to easily develop such educational contents. Furthermore, the combined use of the framework with WebIB, which is a software development system for Web 3D contents, it also becomes possible to develop more attractive educational contents using 3D graphics that run on Web and Digital TV. To clarify the usefulness of the framework, this paper introduces interactive application examples including 3D educational contents available on Web and Digital TV actually developed using the proposed framework and WebIB.
This paper proposes a method of network packets visualization using mixed reality technology. The purpose of this visualization is to detect an IoT device that has been altered into a “bot” which performs DDoS attack. To achieve the... more
This paper proposes a method of network packets visualization using mixed reality technology. The purpose of this visualization is to detect an IoT device that has been altered into a “bot” which performs DDoS attack. To achieve the objective, our solution addresses the following core concerns: (1) to clearly realize unusual situation that DDoS attack is happening, (2) to easily find which device is performing as a bot of DDoS attack, and (3) to immediately notice the beginning of DDoS attack in real-time. This paper introduces a visualization system that implements the above proposed method and presents some preliminary evaluation results.
Abstract The continuous development of wireless and mobile technologies has allowed the creation of an additional platform for supporting learning, one that can be embedded in the same physical space in which the learning is taking place.... more
Abstract The continuous development of wireless and mobile technologies has allowed the creation of an additional platform for supporting learning, one that can be embedded in the same physical space in which the learning is taking place. This paper describes a computer supported ubiquitous learning environment for language learning, called LOCH (language-learning outside the classroom with handhelds). In the environment, the teacher assigns field activities to the students, who go around the town to fulfil them and share their ...