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
敷田 麻実
出版者
日本沿岸域学会
雑誌
日本沿岸域会議論文集
巻号頁・発行日
vol.7, pp.79-91, 1995-03

Many studies have been performed focusing on the management of the Great Barrier Reef Marine Park Authority (GBRMPA), which is regarded as a successful model for coastal zone management. However, no study has ever attempted to examine the mechanism of coastal zone management of GBRMPA from a financial and organizational point of view. This paper attempts to analyze the development and zoning of GBRMPA with particular reference to financial and administration issues. The result shows that the authority's financial condition has improved proportionally to the enlargement of the zoned area. GBRMPA has succeeded in increasing its budget in the area of day-to-day management research, and monitoring while decreasing its administrative services budget.
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.
著者
辻村伊助著
出版者
梓書房
巻号頁・発行日
1936
著者
辻村伊助著
出版者
思索社
巻号頁・発行日
1949

1 0 0 0 ハイランド

著者
辻村伊助著
出版者
梓書房
巻号頁・発行日
1930

1 0 0 0 ハイランド

著者
辻村伊助著
出版者
大修館書店
巻号頁・発行日
1975
著者
辻村伊助著
出版者
大修館書店
巻号頁・発行日
1975
著者
辻村伊助著
出版者
梓書房
巻号頁・発行日
1930

1 0 0 0 ハイランド

著者
辻村伊助著
出版者
平凡社
巻号頁・発行日
1998
著者
辻村伊助著
出版者
日本文芸社
巻号頁・発行日
1968