著者
Sachiko Tsuruno Kiyoshi Tomimatsu
出版者
Asia Digital Art and Design Association
雑誌
International Journal of Asia Digital Art and Design Association (ISSN:17388074)
巻号頁・発行日
vol.21, no.1, pp.33-39, 2017 (Released:2017-09-08)
参考文献数
32

Impossible figures are known to be motifs of the Dutch artist M. C. Escher's lithographs. However, impossible figures cannot be strictly defined geometrically because they are mental images of solid objects. In other words, viewers perceive two-dimensional (2D) drawings as three-dimensional (3D) structures, although these structures cannot be realized in 3D space. Regardless of the mental images, viewers’ morphological different recognition of impossible figures have not been sufficiently researched; thus, we performed two experiments to address this gap. In the first experiment, the participants observed each sample figure individually in random order and then stated whether, according to them, it was an impossible or possible figure. Approximately half the participants labeled some sample figures as possible figures in spite of them being impossible geometrically. The results indicated that perceptions of impossible figures differ according to the individual and the figures themselves. We also obtained widely differing results between four inconsistent rectangles that had the external contours of possible rectangles. To address this variability, we focused on the inconsistent rectangles in the second experiment. The four rectangles were sub-classified into 28 categories, and the participants were asked whether each of the 28 figures was impossible or possible, similar to the procedure followed in the first experiment. The sub-classified rectangles were broken down into polygons to analyze the results. Finally, we extracted an element that led to participants' perception of possible figures and two elements that led to their perception of impossible figures.
著者
Xiaobo GAN Kai LENZ Tomoya ITO Yuriko TAKESHIMA Tsukasa KIKUCHI
出版者
Asia Digital Art and Design Association
雑誌
International Journal of Asia Digital Art and Design Association (ISSN:17388074)
巻号頁・発行日
vol.26, no.4, pp.65-74, 2022 (Released:2022-11-23)
参考文献数
29

In this paper, we propose a new method based on two existing methods for procedural modeling of common rice dishes and aggregates of natural objects such as salmon roe and shaved ice. One existing method, which is the most realistic but also the most time-consuming, uses full-length physical simulation to generate the aggregates. There are two steps: the shape and components specified by the user are used as inputs, the components fall under low gravity into the specified shape, and a full-length physical simulation from the initial state to the stable final state is performed using the XPBD method. This usually takes a few hundred frames. The other existing method is aperiodic space-filling. It has two steps. First, it requires components and shapes to be input by the user, and then it fills the specified shapes with components in a non-overlapping order. Each existing method has its own weaknesses; this paper introduces a new method that combines the advantages of the two existing methods, elastic aggregates based on aperiodic space-filling and XPBD simulation. We perform physical simulations to generate more realistic aggregates with parameters such as friction data input by the user.
著者
Adhika Sigit Ramanto Nur Ulfa Maulidevi
出版者
Asia Digital Art and Design Association
雑誌
International Journal of Asia Digital Art and Design Association (ISSN:17388074)
巻号頁・発行日
vol.21, no.1, pp.19-24, 2017 (Released:2017-09-08)
参考文献数
11

Music is a phenomenon common in most human cultures. In a lot of cases, music is played as an accompaniment to other forms of art and activities, such as movies, video games, theatre, or as simple as background music for restaurants and museums. The music in these cases serve to set the mood the artist intends to make the consumers feel. According to previous studies, there is indeed a link between human emotions and music. One of the case that makes people feel different emotions is through the composition of the music itself. Procedural content generation is a field in computer science which creates a random content or art algorithmically within a set constraint. The goal of this study is to create a system that could randomly generate music that fits the mood from a manual user input. Markov chain is a stochastic model used in modeling the components of music composition. For the procedurally generated to fulfill the mood set by the user, different parameter values for each composition component is allotted for each mood. These components include tempo, pitch range, note values, chord type dominance, and melody notes. The implementation of the procedural music generation system is then evaluated by survey and experiments. The evaluation yielded results which assures the capability of the music generation system to fit the mood input.
著者
Hyo Jun Kim Seungyon-Seny Lee
出版者
Asia Digital Art and Design Association
雑誌
International Journal of Asia Digital Art and Design Association (ISSN:17388074)
巻号頁・発行日
vol.25, no.1, pp.14-21, 2021 (Released:2021-03-26)
参考文献数
4

This paper aims to study the location of sound sources when playing immersive sound using multiple speaker systems in a live performance environment. In particular, this performance designated the visually impaired as the audience. Therefore, the layout design of the sound source was produced by applying immersive technology so that the audience can fully enjoy and immerse in the performance. The construction of an immersive sound system by installing a number of additional speakers in the existing grand theater performance hall and the effective delivery of immersive sound to the audience are intended in this study. In order to apply the immersive sound technology, an acoustic environment that can provide immersion to the audience by studying the process of selecting and installing the most efficient system and producing sound based on the theoretical background was established. Through the experiment, the results of the directionality of implementing the location of the immersive sound source using multiple speaker systems are summarized by the location of the sound sources. As a result, the sound source can be positioned anywhere in space, such as outside the installation location of the speaker or inside the listening seat, but it is difficult to recognize the exact location according to the direction. However, due to the characteristics of the plane wave that allows multiple listeners to perceive the same direction of the sound source, the direction of the sound source was the same in all seats of the listening seat.
著者
Naoya Tsuruta Sawa Hiraiwa Ryuta Motegi Kunio Kondo
出版者
Asia Digital Art and Design Association
雑誌
International Journal of Asia Digital Art and Design Association (ISSN:17388074)
巻号頁・発行日
vol.25, no.1, pp.8-13, 2021 (Released:2021-02-26)
参考文献数
9

Demand for complicated objects in digital contents has been rising as the quality of 3D computer graphics improved. Decorative modeling is useful for enhancing the appearance of objects, however, it is also a difficult task that requires knowledge of decorative patterns. We propose a support method for 3D geometric modeling of ancient Greek and Roman style decor for use in digital contents. Our approach is based on modeling by parts synthesis. These decor styles are characterized by organic shapes of foliage and scrolls; thus, we classified 3,313 parts obtained from 200 pictures of foliage decorations mainly contains acanthus plant according to their shapes and positions. We then extracted 34 representative parts required for decorative design and constructed a 3D model library of these parts. The users can design their original decor by assembling them with existing geometric modeling tools. We found the parts can be divided broadly into two categories: fundamental parts that have curves characterize the scroll pattern and the decoration parts that decorates the curves. Efficient geometric modeling of the European style decor can be achieved by arranging fundamental parts first then decoration parts. Experimental results demonstrate that the user can significantly reduce modeling time decor using our 3D model library.
著者
Masaki Hayashi Steven Bachelder Naoya Tsuruta Takehiro Teraoka Yoshihisa Kanematsu Kazuo Sasaki Kunio Kondo
出版者
Asia Digital Art and Design Association
雑誌
International Journal of Asia Digital Art and Design Association (ISSN:17388074)
巻号頁・発行日
vol.25, no.1, pp.1-7, 2021 (Released:2021-02-26)
参考文献数
12

To promote UGC (User Generated Content) on the Internet, several techniques have been developed to allow users to create CG animations only by writing scripts quickly. TVML (TV program Making Language) is a technology capable of obtaining TV-program-like CG animation by writing text scripts. This paper aims to propose an application that automatically converts blog posts into CG animations with news show format with the aid of TVML. The process is: 1) to fetch HTML of the blog posts and perform web scraping and natural language processing to obtain summarized speech texts, 2) to automatically give a show format received from the analysis of professional TV program to get TVML script, 3) to apply the CG character and artworks, etc. that fit the blog content to obtain the final CG animation. In this paper, we describe the process and explain the application that we developed based on the method, and explain the evaluations of the outcome produced from the blog posts.
著者
Lin Xiao Hyun Seok Lee
出版者
Asia Digital Art and Design Association
雑誌
International Journal of Asia Digital Art and Design Association (ISSN:17388074)
巻号頁・発行日
vol.24, no.2, pp.15-21, 2020 (Released:2020-11-20)
参考文献数
7

While viewing animation, audience members actually perceive the visual attributes of each animated character differently due to the disparity in knowledge audiences maintains for each Kansei image. This study combines semisemi-structured intervi ews with the KJ Method to investigate the influence of Kansei images on the design of animation characters. A group of twenty different audiences was recruited for the study. The animation Ne Zha was adopted as a case study. In their descriptions of Kansei images, the respondents adopted an overall descriptive method to a partial one. Results were more consistent for Kansei images with eye eye-catching features and vivid colors. The interviewees’ nationalities, professional backgrounds, and experience viewing t he animation had no significant influence on their Kansei image descriptions. The results of this study provide a reference for animation character designers to transfer script texts into images. Keywords:
著者
Mingoo Kwak Joonseo Lee
出版者
Asia Digital Art and Design Association
雑誌
International Journal of Asia Digital Art and Design Association (ISSN:17388074)
巻号頁・発行日
vol.24, no.2, pp.8-14, 2020 (Released:2020-11-20)
参考文献数
29

Background This research focuses on the transition from the product to service as a brand communication strategy, adopting a semiotic perspective with structural analysis. While sharing the same point of view from the existing service design research, that is focused on service as a business opportunity for manufacturers, this study analyzes the structure of brand communication to find the strategic orientation and to design the new form of strategy. Methods The theoretical base of this study is from Greimas’ Semiotic Square; the tool to analyze the structure and to understand the depth of journalism. The research carries out a case review to build an appropriate model by reconstructing the Semiotic Square. About ten communication practices from the global brands were analyzed: copy, situation, concept, and context to study the elements of brand communication. Results The analysis of the case review shapes the structure of brand communication. Strategy Square is a model reconstructed from the semiotic square, containing the elements found in each case review. The model has three stages; emotional, experience, and interpret. As a decoding feature, the model analysis finds three strategy types in automotive industry cases. As a result, this study leads to a new strategy developed specifically for Hyundai Motor Company. Conclusion Three strategy types are suggested through the case review. This strategy type provides a way to interpret manufacturers’ strategic orientation, but is also suggested as a tool to design service. Specifically, this study identifies the factors that the manufacturers capture in their intention to engage with customers. Furthermore, service design becomes an opportunity for both leading and following automotive corporate because of the changing paradigm of service strategy. The strategic orientation on service may determine the solidity and the clarity of brand communication.
著者
Alaa Alherz Naoya Tsuruta Kunio Kondo
出版者
Asia Digital Art and Design Association
雑誌
International Journal of Asia Digital Art and Design Association (ISSN:17388074)
巻号頁・発行日
vol.24, no.1, pp.1-7, 2020 (Released:2020-04-10)
参考文献数
20

Currently, children spend considerable time playing video games and watching videos, which affects their communication skills and speaking time. Previous studies have shown that visual art education helps young children to communicate their ideas. In addition, visual thinking programs improve the understanding of visual images and result in considerable improvement in mathematics, reading, and social emotional learning. In this study, we propose 2D interactive animation systems for children at different educational stages that can be used in visual art education programs. The proposed systems use a crowd simulation-based animation mechanism that does not require complicated keyframing or large amounts of hand drawings. Children have different abilities; thus, we developed two systems, one with minimum functions with voice input and the other with additional functions based on path-drawing input. The proposed systems were verified on primary school and kindergarten students. We allowed the students to use our systems freely by drawing anything and creating stories using their hand drawings. We observed that the students communicated with each other when they showed and talked about their work. The positive feedback obtained from discussion with teachers indicates that the proposed systems encourage communication between children.

1 0 0 0 OA Medallions

著者
Joe Takayama
出版者
Asia Digital Art and Design Association
雑誌
International Journal of Asia Digital Art and Design Association (ISSN:17388074)
巻号頁・発行日
vol.20, no.4, pp.97-102, 2017 (Released:2017-06-08)
参考文献数
14

"Medallions" is comprised of a series of wall plaques featuring ornate shapes. In this work, each medallion was procedurally generated, and 3D-printed. This project is an attempt at translation from traditional ornamentation to a modern algorithmic art by using a combination of a procedural approach in Computer Generated Imagery (CGI) and the rapidly expanding field of 3D-printing technology. As an element of the medallions, we used 2D metaballs, which are a kind of modeling method in CGI. A drawing algorithm of the metaballs was modi ed and optimized to generate complicated ornate patterns. Also, regular-polygonal shapes were used for the process of density calculation of each metaball. However, a generated 2D pattern cannot be converted into a 3D model directly because there is an inconsistency that lines with convex information overlap each other in the intersection points on the 2D pattern. To solve the issue, we used an algorithm that an accurate peak height level is calculated at each pixel; the algorithm enables us to generate lines without overlaps. In this way, generated patterns were converted into 3D models, and then the models were 3D-printed nally. The nished artworks were displayed at several art exhibitions, and gained a certain reputation.