著者
田中 孝昌 外山 史 宮道 壽一 東海林 健二
出版者
一般社団法人 映像情報メディア学会
雑誌
映像情報メディア学会誌 (ISSN:13426907)
巻号頁・発行日
vol.64, no.12, pp.1933-1939, 2010-12-01 (Released:2011-03-01)
参考文献数
13
被引用文献数
7 1

Today, the demand is increasing for comic contents on cellular phones and speech software for the visually impaired. When speech software reads aloud a comic character's speech, it is useful for both the visually impaired and unimpaired to have the character's voice injected with his/her feeling, which is inferred from types of speech balloons. As a result, comic contents come to life. In this research, a method has been developed to detect speech balloons on comic pages and then classify them into four types. In this method, speech balloon candidates are extracted based on speech text information detected by AdaBoost, and then speech balloons are selected and classified using SVM. Experimental results show that the proposed method successfully detected and classified 86 percent of 2844 speech balloons.
著者
滝本 裕則 吉森 聖貴 満倉 靖恵
出版者
一般社団法人 映像情報メディア学会
雑誌
映像情報メディア学会誌 (ISSN:13426907)
巻号頁・発行日
vol.66, no.11, pp.J399-J406, 2012 (Released:2012-10-25)
参考文献数
18
被引用文献数
1 1

In this paper, we propose a technique for automatic generation of pixel art from character images based on color-difference tolerance. Pixel art is one of image expressions for digital images and is based on the pixel level. Character images that are expressed by pixel art are composed of edge lines and a few colors. The proposed technique is for automatically generating pixel art from a photograph where there was only a single object. However, in the conventional method, it is difficult to determine several parameters of edge detection and decrease color for automatic generation of pixel art. In this paper, to create the optimal decreased color image for each target image, we propose a clustering method using a maximum distance algorithm (MDA) based on the human color-difference tolerance. Moreover, the complete automation of making pixel art is achieved by using the result obtained by clustering using the MDA for the threshold decision of the Canny edge detector. As a result, it is shown that several optimum parameters for pixel art are obtained by using the proposed method.
著者
佐藤 誠 甲斐 創 梓沢 曜平 土屋 隆 岡田 直紀 高橋 一徳
出版者
一般社団法人 映像情報メディア学会
雑誌
映像情報メディア学会誌 (ISSN:13426907)
巻号頁・発行日
vol.70, no.1, pp.J2-J5, 2016 (Released:2015-12-21)
参考文献数
1

日本テレビの制作現場では,音楽番組やドラマでの演出として映像の回転効果や,ロードレース番組で移動中継車の走行の揺れによる映像のブレを軽減させたいといった要望がある.映像の回転については,カメラの光学ブロックを物理的に回転できる専用のカメラを独自に開発しており,映像のブレ軽減については,移動中継車等にカメラの防振台を搭載し使用している.何れも機能としては高性能であるが,専用の高額な機材であるため,運用面,コストおよびメンテナンス性の点で課題があり,簡易に使用できる機器の開発が求められていた.今回,専用の回転カメラやカメラ防振台が使用できない状況でも,4Kカメラ等の信号から映像信号処理で回転やブレ補正を行い,HD信号として出力できる装置を開発した.今まで,機材やコスト面で運用制限を受けていた撮影現場での利用や,予備系システムとしての構築利用にも期待している.

3 0 0 0 OA ImageMagick

著者
高橋 克彦
出版者
一般社団法人 映像情報メディア学会
雑誌
映像情報メディア学会誌 (ISSN:13426907)
巻号頁・発行日
vol.61, no.12, pp.1725-1728, 2007-12-01 (Released:2010-01-29)
参考文献数
1
被引用文献数
1
著者
秋田 純一 谷越 大峰 北川 章夫
出版者
一般社団法人 映像情報メディア学会
雑誌
映像情報メディア学会誌 (ISSN:13426907)
巻号頁・発行日
vol.60, no.7, pp.1068-1071, 2006-07-01 (Released:2008-03-07)
参考文献数
5
被引用文献数
1 2

Conventional image display devices and image acquisition devices consist of regularly located pixels. The pixels are located in a matrix for ease of implementation. Matrix placement of pixels intrinsically has directional singularity in the representation of images. The clarity of represented images is significantly dependent on the directions that objects in the image, such as lines, are facing. For example, horizontal lines are perfectly represented by matrix pixels, while the slanted lines have the jagged edges.We developed a pseudorandom pixel placement architecture that has no directional singularity in the representation of images, and we evaluated its characteristics and layout implementation.
著者
諫山 大輔 田口 亮 梅崎 太造 保黒 政大
出版者
一般社団法人 映像情報メディア学会
雑誌
映像情報メディア学会誌 (ISSN:13426907)
巻号頁・発行日
vol.65, no.2, pp.211-217, 2011-02-01 (Released:2011-05-01)
参考文献数
12

We describe an unbeatable rock-scissors-paper (janken) game system which defeats the opponent without fail and never has any delay in the presentation of the hand. This system recognizes the shape of the opponent's hand with pictures taken by a 60-fps camera and displays the hand form that can win a game on the screen before the opponent completes their hand form. When a 60-fps camera used, the whole process, which includes image acquisition, preprocessing the image, recognition of the hand shape and a display of the winning hand form, is done within about 16 msec. The optimal display time is decided on the basis of experience, recognition of the hand form and the time needed to present one of the three symbols without giving the opponent, who has average reactions a feeling of delay.
著者
橋本 直己 櫻井 淳一
出版者
一般社団法人 映像情報メディア学会
雑誌
映像情報メディア学会誌 (ISSN:13426907)
巻号頁・発行日
vol.67, no.2, pp.J60-J63, 2013 (Released:2013-01-25)
参考文献数
5
被引用文献数
1

We propose an interactive projection mapping that provides ultra-realistic effects by mixing realistic and diverse visual effects with the users interactions. To achieve high quality and real-time generation of the visual effects, we create pre-rendered movies with layered architecture including the target itself, its background, and additional effects. Based on the user's interactions estimated with a depth camera, the movies are superimposed for various visual patterns in real time. These movies are projected on a real space by using common 3D projection mapping techniques, and it feels like the resultant projection is part of the real world. In this research, we implemented a wall breaking game by throwing a virtual and an actual ball at a real wall.