{"title":"Interactive Projection System for Calligraphy Practice","authors":"Zhizhou He, Haoran Xie, K. Miyata","doi":"10.1109/NicoInt50878.2020.00018","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00018","url":null,"abstract":"Calligraphy is representative art from East Asia that fascinates people around the world. However, beginners in calligraphy commonly encounter difficulties in understanding calligraphy features, such as the balance of font characters, stroke orders, and thickness, which may cause frustration during calligraphy practice. To solve these issues, we propose an interactive projection system that supports the calligraphy practice of learners. The proposed system includes three stages: image matching, image blending, and font guidance projection. It provides adaptive calligraphy guidance featuring blended font alternatives according to their matching degrees with the current writing state. Therefore, the proposed system can support calligraphy learners of different mastery levels. Our user study findings verify that the proposed system can effectively support calligraphy learners.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123200238","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hiroshi Yokoyama, Masanori Fukui, Takahiro Matsumoto, Yoshitatsu Mori, T. Takami
{"title":"Use Gameplay RPA as Programming Materials","authors":"Hiroshi Yokoyama, Masanori Fukui, Takahiro Matsumoto, Yoshitatsu Mori, T. Takami","doi":"10.1109/NicoInt50878.2020.00028","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00028","url":null,"abstract":"In recent years, RPA has been widely used to automate office work. In this study, we use this RPA for playing digital games. The purpose of this research is to utilize the programming techniques used in RPA for game play as teaching materials for programming. As a first step, we examined what areas of programming learning would be possible with gameplay RPA. In recent ICT environments, programming of images and sounds frequently occurs. There are also many opportunities to use Web API and machine learning libraries. We think that it is necessary to create new teaching materials in response to changes in the programming environment. Gameplay RPA will also have a great effect on raising the motivation for learning.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"122 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130158528","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Learning Rubik's Cube through User Operation History","authors":"Shuhei Ajisaka, Shinichiro Hara, Moe Matsuchi, Shuyang Luo, Shogo Yoshida, Haoran Xie, K. Miyata","doi":"10.1109/NicoInt50878.2020.00015","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00015","url":null,"abstract":"In this work, we propose a learning framework of the Rubik's Cube through a user operation history. The proposed system utilizes a spatial user interface by projection mapping of virtual Rubik's Cube onto a display cube. The user can play with the projected cube with predefined gestures via gesture recognition, and the system records the operation history automatically. As our case study shows, the user can explore the operation history on the tangible cube surface and retrieve previous operations with the gesture input. We confirm that the proposed framework is helpful in the learning and playing processes.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125999415","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Intellectual Property of Character Design based on Local Content of Ngada District, Indonesia","authors":"Ika Yulianti, Yusup Sigit Martyastiadi","doi":"10.1109/NicoInt50878.2020.00012","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00012","url":null,"abstract":"Ngada district, East Nusa Tenggara, Indonesia has geopolitics, socio-culture, history, tourism and infrastructure, which are highly valued by the local community. This is one of the uniqueness and identity that can be appointed as a work of the nation's children. This article will describe the process of character design based on the cultural characteristics of Ngada. This uniqueness and identity have been adopted as animation works with local content through a process of research on the community, the behavior of the local community, accessories, and traditional dress motifs in the Ngada district, Flores, Indonesia. This research employs visual design methods, the following stages are conceptualization, making alternative designs, and ending with a solid finishing outline. This solidity is needed to meet the pre-production standards of animation so that it is ready to be produced into animation movie and other developments. The concept of simplification is used to transform ideas into character visualization. Then this visualization becomes the main material characterizations in shaping stories in animation movie. The results of this study create character designs including the concepts of physiological, psychological and sociological characterizations. The concept of threedimensional development is employed as a visual determination and the quality of the results of the design character design.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121503403","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Method for Generating Mazes with Length Constraint using Genetic Programming","authors":"Kiotaka Okano, Katsutsugu Matsuyama","doi":"10.1109/NicoInt50878.2020.00014","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00014","url":null,"abstract":"We examine a method to automatically generate mazes with length constraint. Assuming that the user creates a text including branches, our prototype arranges the input text on a maze space. In this study, we employ genetic programming and define commands to structure our maze generation program. We implemented our program, and as a result, we were able to generate the desired maze for simple input text.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132327043","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Usage of Vocal Emotion Recognition as a Game Mechanism","authors":"Thomas Aubart, K. Ochi, Y. Obuchi","doi":"10.1109/NicoInt50878.2020.00029","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00029","url":null,"abstract":"The main purpose of this research is to see how voice-centric gameplay could impact a video game experience. The game we developed resembles a visual novel, the main difference being that the player has to vocally express his/her emotion to choose a path and to progress in the story. We'll see how the emotion-triggered game mechanism fares when combined with an unpopular video game feature, the usage of voice as a controller.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128341645","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"From Spiritual to Virtual: An Interactive Digital Art Creation of Virtual Reality Borobudur","authors":"Yusup Sigit Martyastiadi","doi":"10.1109/NicoInt50878.2020.00011","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00011","url":null,"abstract":"This research is triggered by the lack of studies of spiritual meaning as content for digital games. In addition, the idea of art creation is also initiated by the visual sensation of the Borobudur temple that felt by the researcher in his childhood until now. This visual sensation could be deemed as dynamics sublimation of the Borobudur. According to egotistic reflection, these dynamics sublimation were influenced by researcher’s visual perception due to his experiences of having life full of struggle. And then got a vision of life enlightenment as related as philosophy of Buddhism in the visualization of the Borobudur temple. Basically, this spiritual experience will be developed as main concept of the game design with virtual reality technology. The whole idea of this study is investigating the contribution of spiritual element of the Borobudur to the aesthetics of interaction. However, this paper focuses on preliminary of the practice-led research methodology of VR Borobudur art creation. Exploratory hypothesis is the spiritual of life enlightenment could be employed as contents of digital game of VR Borobudur. The end of the project will use the VR Borobudur for play test observation as one of method to investigating the contribution of the aesthetics of interaction in the game with virtual reality technology. In initial summary, the researcher estimates the design method of interactive digital arts creation based on religious substance need more depth understanding in synthesis of spiritual philosophy and cultural studies.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128108831","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Example-based Tone Mapping Algorithm for Monochrome Image","authors":"Chunzhi Gu, Chao Zhang","doi":"10.1109/NicoInt50878.2020.00033","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00033","url":null,"abstract":"We propose an example-based tone mapping algorithm for monochrome image. Specifically, the distribution of pixel intensity of the example image is modeled with Gaussian mixture model (GMM) whose centroids are initialized by the source image. With GMM centriods iteratively shifted by expectation-maximization (EM) optimization, tone of the source image gradually approximates the example image. Experiment with qualitative results validate the effectiveness of our method.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123146131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Multi-level Query Analysis for NLT-based Synthesizer Interface","authors":"Lucian Meinicke, K. Ochi, Y. Obuchi","doi":"10.1109/NicoInt50878.2020.00019","DOIUrl":"https://doi.org/10.1109/NicoInt50878.2020.00019","url":null,"abstract":"A synthesizer is an electronic musical instrument, which can produce a variety of tones, but requires long-term training and highly skilled knowledge to obtain the desired tone. Therefore we developed an interface for software synthesizers utilizing natural language processing so that even beginners can use it easily. This paper describes a new method to select a timbre from a database of presets by using word-level information from a sentence, and an additional function that applies a sound effect to the produced tone using a sentence-level information. We have been researching ways to use natural language processing for synthesizers to select timbre from words and phrases input by users. In this research, by analyzing input sentences at multi-level basis, it becomes possible to call out timbres with more variety than ever. In addition to calling timbre at the word level, the system performs language analysis at the sentence level and uses the results to apply certain sound effects to the synthesizer sounds. We plan to explore more appropriate relationships between sentences and effects to provide easy-to-use synthesizer interface.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124507846","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}