著者
石津 貴弘 石躍 ゆい 坂本 眞人
出版者
宮崎大学工学部
雑誌
宮崎大學工學部紀要 = Memoirs of Faculty of Engineering, University of Miyazaki (ISSN:05404924)
巻号頁・発行日
no.48, pp.155-158, 2019-07

Tahitian dance is a traditional dance in Tahiti located in the Polynesian Islands. Bold and glamorous dancing using the body line unique to women attracts the hearts of the viewers. Costumes used for Tahitian dance are important things that influence the atmosphere of dance, and it was basic to handmade. Currently, although it is increasingly being marketed, the number isn't a lot and it is difficult to find a design that you like. In this study, we made a prototype which can design simple pareo design for the user can easily use. In this prototype, we prepare several types of Polynesian-like motifs to design in advance. The user can arbitrarily arrange, move and delete the motif selected here on the costume type, and design the entire pareo. In this paper, we post a pareo and a coconut bra & skirt design as an example of execution.
著者
迫間 健治 釜坂 岳人 坂本 眞人
雑誌
宮崎大学工学部紀要 = Memoirs of Faculty of Engineering University of Miyazaki (ISSN:05404924)
巻号頁・発行日
no.49, pp.199-202, 2020-09-30

In recent years, three-dimensional computer graphics (3DCG) technology has been applied in various fields such as AR / VR technology, movies, games, and virtual fitting of clothes. One of the problems is the problem of contact between clothes and other objects (such as the body). In this paper, we focused on that problem. The methods verified at that time are the Euler method, the FB Euler method, and the Runge-Kutta method. In this paper, we verified each simple animation using the above three methods. As a result of the verification, animation with the Euler method or Runge-Kutta method shows contact with the body, clothes moving away from the body, and heavy movement, etc.The FB Euler method creates a simple but stable animation Was completed. However, problems such as the need to manually change parameters and the large amount of calculation were raised. In addition, other issues such as the study of numerical calculation method and contact force calculation method other than the method verified this time and the study of texture mapping method to skirt were mentioned. In this paper, we were able to create simple animations, but there were still many issues such as the number of mass points and the reproducibility of the cloth, and there were many issues to be improved. Therefore, we want to pursue future research and aim for more realistic reproduction and practical research.
著者
篠田 貴大 坂本 眞人
出版者
宮崎大学工学部
雑誌
宮崎大学工学部紀要 (ISSN:05404924)
巻号頁・発行日
no.49, pp.177-189, 2020-09

In recent years, entertainment computing has received increasing attention in Japan. In this study, we focused on projection mapping. Projection mapping is a technology for creating a new space by synthesizing space and video using a projector. Many people have been fascinated by the work that combines dancer performance and projection mapping. However, in these tasks, it is necessary for the performer to accurately match the motion of the image object in the projection mapping, and it is difficult for many people. Therefore, we propose a participatory projection mapping that changes interactively according to the user's movement in order to entertain not only the people who view the projection mapping but also the performers. In this study, we focused on sports and implemented projection mapping that can perform pitching of baseball and lifting of soccer according to the user's skeleton coordinates using Kinect. Also, if the user hides from Kinect's field of view and then enters Kinect's field of view again, there is a problem that the re-following of the user's skeleton coordinates is not performed well. We approached the problem by using a cascade classifier to detect users. We asked five users to experience the projection mapping proposed in this study, and conducted a questionnaire to obtain evaluation. From the results of the questionnaire, we think that we could get a certain evaluation as to whether the performers could enjoy as well as the people who saw the projection mapping. Future tasks include the implementation of tutorial screens and texture mapping to make the operation easier to understand, so that even small children and people with physical disabilities can experience it.
著者
張 玉安 石崎 裕一朗 堀 将道 坪 井遼 飯干 淳志 坂本 眞人 三橋 幸四郎 兒玉 紫
出版者
電気・情報関係学会九州支部連合大会委員会
雑誌
電気関係学会九州支部連合大会講演論文集
巻号頁・発行日
vol.2017, pp.122, 2017

<p>国内宿泊旅行者数は、1990年まではゆるやかに増加してきたが、その後現在に至るまで目立った増加は見られない。そのため各地方の観光都市では、様々な取り組みを行っている。その一環として、県内観光都市のご当地キャラクターのアニメーション制作を試みることにした。そのアニメーション制作に関して中割り法が有名であるが、本研究ではデータを連続的に入力しない場合を考え、他方のキーフレームに直接依存せずに中間画像を生成するアルゴリズムを考案し、キャラクターのアニメーションを検討した。なお、今回は高千穂町のまろうど酒造の「ちほまろ」と言う商品のキャラクターを用いる。</p>
著者
黒木 竜馬 坂本 眞人 古谷 博史
出版者
電気・情報関係学会九州支部連合大会委員会
雑誌
電気関係学会九州支部連合大会講演論文集 平成24年度電気関係学会九州支部連合大会(第65回連合大会)講演論文集
巻号頁・発行日
pp.154, 2012-09-14 (Released:2014-12-17)

エンターテインメントの分野では正確さよりも速度やリアルタイム性が重要である場合が多い。一方、物理シミュレーションでは精度が要求される。すると、計算精度を上げるために数値計算法のタイムステップを小さくし、質点を増やさなければならない。その結果、計算量が膨大になり、リアルタイムシミュレーションは現実的ではない。さらに、実行速度はハードウェアに依存するため時間軸とのずれが懸念される。そこで、本論文では、時間軸を一致させた非リアルタイムシミュレーションを提案し、難しいとされる布を対象とした3DCGアニメーションを試みた。