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 Conference Papers (Available on Advance Programs)  (Sort by: Date Descending)
 Results 1 - 20 of 26  /  [Next]  
Committee Date Time Place Paper Title / Authors Abstract Paper #
HCS, CNR 2023-11-06
10:00
Tokyo Kogakuin University
(Primary: On-site, Secondary: Online)
Relationships between Paying in Video Games and Collective Playing, Age, and Gender
Sayoko Yamashita, Kairi Sugimoto, Katsumi Watanabe (Waseda Univ.) CNR2023-19 HCS2023-81
Although studies of video game experience and addiction have been conducted, only a few comprehensive studies has focuse... [more] CNR2023-19 HCS2023-81
pp.68-72
IMQ, IE, MVE, CQ
(Joint) [detail]
2023-03-15
13:15
Okinawa Okinawaken Seinenkaikan (Naha-shi)
(Primary: On-site, Secondary: Online)
A Fundamental Study on Optimum Durations of Hit-Stop to Improve User Experience in Video Games
Shoyu Fukuda, Hiroto Inoue, Nobuji Tetsutani (Tokyo Denki Univ.) IMQ2022-34 IE2022-111 MVE2022-64
In three-dimensional computer graphics (3DCG) action video games, when your avatar hits an attack on an enemy, it is com... [more] IMQ2022-34 IE2022-111 MVE2022-64
pp.89-92
IMQ, IE, MVE, CQ
(Joint) [detail]
2023-03-15
13:40
Okinawa Okinawaken Seinenkaikan (Naha-shi)
(Primary: On-site, Secondary: Online)
A Fundamental Study on Perception of Bistable Motion Illusion with Hit Stop
Tomoya Tanaka, Hiroto Inoue, Nobuji Tetsutani (Tokyo Denki Univ.) IMQ2022-35 IE2022-112 MVE2022-65
In attack scenes of computer graphics (CG) animations and video games, it is common to add an effect that slightly pause... [more] IMQ2022-35 IE2022-112 MVE2022-65
pp.93-96
IMQ, IE, MVE, CQ
(Joint) [detail]
2023-03-15
14:05
Okinawa Okinawaken Seinenkaikan (Naha-shi)
(Primary: On-site, Secondary: Online)
A Usability Testing of Countermeasures for Occlusion in 3DCG Video Games
Suzuka Jikihara, Hiroto Inoue, Nobuji Tetsutani (Tokyo Denki Univ.) IMQ2022-36 IE2022-113 MVE2022-66
When we play action video games of third-person perspective, we often observe occlusion, where obstacles enter spaces be... [more] IMQ2022-36 IE2022-113 MVE2022-66
pp.97-102
NC, MBE
(Joint)
2023-03-15
14:50
Tokyo The Univ. of Electro-Communications
(Primary: On-site, Secondary: Online)
Differences in Prefrontal Cortex Activation by Video Game Proficiency
Takashi Oyama, Fumiya Chiba, Teruaki Ito (Okayama Prefectural Univ.) NC2022-117
The activation of the prefrontal cortex during rhythm action game was analyzed by using NIRS. Participants were classifi... [more] NC2022-117
pp.135-138
IN, NS
(Joint)
2023-03-03
11:00
Okinawa Okinawa Convention Centre + Online
(Primary: On-site, Secondary: Online)
Free Viewpoint Video Streaming for Reducing the Amount of Transferred Data in the Core Network by Separating and Transmitting Motion-Extracted Video and Re-Synthesizing Background Video
Ryuta Murakami, Hikaru Yamaguchi, Saeko Maeda, Takashi Kurimoto, Satoru Okamoto, Naoaki Yamanaka (Keio Univ.) NS2022-227
Virtual Reality (VR) contents are expected to be utilized in various fields such as education, medicine, and entertainme... [more] NS2022-227
pp.345-350
IE, ITS, ITE-MMS, ITE-ME, ITE-AIT [detail] 2023-02-21
11:30
Hokkaido Hokkaido Univ. A Note on Accurate Shoot Prediction Considering Players' Spatio-temporal Relations in Soccer Videos -- Introduction of Complete Bipartite Graph Based on Players' Team Information --
Ryota Goka, Yuya Moroto, Keisuke Maeda, Takahiro Ogawa, Miki Haseyama (Hokkaido Univ.)
This paper presents the introduction of a complete bipartite graph based on the team information of players for improvin... [more]
HIP 2022-12-23
09:30
Miyagi Research Institute of Electrical Communication
(Primary: On-site, Secondary: Online)
Relationships between Loot Box Use in Video Games and Psychological Traits
Yuki Suzuki, Kairi Sugimoto, Katsumi Watanabe (Waseda Univ.) HIP2022-65
The purpose of this study was to exploratorily examine how paying for video games and using a loot box would be related ... [more] HIP2022-65
pp.39-43
AI 2022-12-21
10:40
Fukuoka   Density-based Bias-Free Automatic Chart Generation for Rhythm Games
Zhao Yifan, Tsunenori Mine (Kyushu Univ.) AI2022-35
Automatic chart generation methods for rhythm games often use both acoustic features and difficulty information when bui... [more] AI2022-35
pp.13-17
CQ 2021-08-04
09:55
Online Online A Speculative Video Transmission Method for Low Latency of Cloud Gaming Systems
Takumasa Ishioka (Osaka Univ.), Ryota Shiina, Tatsuya Fukui, Hiroya Ono, Toshihisa Fujiwara, Tomohiro Taniguchi (NTT), Takuya Fujihashi, Shunsuke Saruwatari, Takashi Watanabe (Osaka Univ.) CQ2021-26
As networks become more sophisticated, there is growing interest in cloud gaming, a service that allows users to play ga... [more] CQ2021-26
pp.26-31
IE, ITS, ITE-MMS, ITE-ME, ITE-AIT [detail] 2021-02-18
17:05
Online Online A Note on Prediction of Important Scenes in Baseball Videos via Multimodal Variational Autoencoder Using Tweets and Videos
Kaito Hirasawa, Keisuke Maeda, Takahiro Ogawa, Miki Haseyama (Hokkaido Univ.)
This paper presents a prediction method of important scenes in baseball videos based on multimodal variational autoencod... [more]
EA, EMM 2019-11-23
09:30
Ishikawa Kanazawa Institute of Technology [Invited Talk] Studies of Affective Engineering on Music and Character Voices in the Context of Multimedia Contents -- Construction of Scientific Design Methods to Produce Contents --
Masashi Yamada (KIT) EA2019-63 EMM2019-91
The author has been empirically studying on the multimedia contents, where videos combined with music and character voic... [more] EA2019-63 EMM2019-91
pp.57-61
HCS, HIP, HI-SIGCOASTER [detail] 2018-05-22
15:00
Okinawa Okinawa Industry Support Center The existence of a competitor increases enthusiasm when playing the VR video games -- An investigation based on the event-related potential (ERP) component (P300) --
Ryuzaburo Nakata, Nobuyuki Kawai (Nagoya Univ.) HCS2018-27 HIP2018-27
Previous studies on video games suggest that the existence of competitive players increases motivation and enjoyment, wh... [more] HCS2018-27 HIP2018-27
pp.191-196
ET 2014-03-08
16:40
Kochi Kochi National College of Technology A therapeutic exercise game system with a "tailor-made video-game image" that accommodates anyone irrespective of athletic ability
Kazumoto Tanaka, Takayuki Fujino, Takayuki Kataoka (Kinki Univ.) ET2013-133
Sports games conducted as a group are a form of therapeutic exercise for aged people with decreased strength and for peo... [more] ET2013-133
pp.233-236
MVE, IE, WIT, IMQ, CQ
(Joint) [detail]
2013-03-12
11:35
Fukuoka Fukuoka Institute of Technology Event Detection based on Twitter Enthusiasm Degree for Making a Sports Highlight Video
Taishi Tomita (Nagoya Univ.), Keisuke Doman (Chukyo Univ.), Ichiro Ide, Daisuke Deguchi, Hiroshi Murase (Nagoya Univ.) IMQ2012-76 IE2012-180 MVE2012-137 WIT2012-86
In this report, to create a sports highlight video, we propose a method for detecting events based on "Twitter enthusias... [more] IMQ2012-76 IE2012-180 MVE2012-137 WIT2012-86
pp.233-238
ITS, IE, ITE-AIT, ITE-HI, ITE-ME [detail] 2012-02-21
11:40
Hokkaido Hokkaido Univ. A note on estimation of pitcher's condition based on pitching motion in baseball video and scorebook
Junki Kubo, Sho Takahashi, Takahiro Ogawa, Miki Haseyama (Hokkaido Univ.)
This paper presents an estimation method of pitcher's condition based on pitching motion in baseball video and scorebook... [more]
IE 2010-04-26
10:10
Tochigi   Play Estimation in Base-ball Games based on Motion Compensation Information in MPEG-1 Video
Kohei Asai, Kyota Aoki (Utsunomiya Univ.) IE2010-1
Motion compensation information is generated as a motion vector and maintained in the block unit between adjacent frames... [more] IE2010-1
pp.1-6
ITE-AIT, IE, ITE-HI, ITE-ME, ITS 2010-02-15
10:25
Hokkaido Graduate School of Information and Technology, Hokkaido Univ. Detailed Estimation of Pitches in Baseball Games Based on Similar Image Retrieval on Motion Space-Time Images
Kyota Aoki (Utsunomiya Univ.) ITS2009-38 IE2009-132
There are many videos about sports. In sports videos, the motions carry much information about shots. This paper propose... [more] ITS2009-38 IE2009-132
pp.5-10
NLP 2009-11-13
14:25
Kagoshima   New video synthesis based on flocking-behavior simulation and its speed-up
Yasutami Chigusa, Ryutaro Okabe (Tokyo Univ. of Tech), Taizoh Hattori (Tokyo Inter. Univ.) NLP2009-107
In this paper, we present the combination of two well known techniques which are video synthesis and flocking behavior b... [more] NLP2009-107
pp.143-148
SIP, IE, IPSJ-SLDM [detail] 2009-10-15
16:20
Fukui Awara Onsen "Matsuya Sensen" Video Retrieval using SIFT on Space-Time Images Representing Motions
Kyota Aoki (Utsunomiya Univ.) SIP2009-65 IE2009-90
There are many videos about sports. In sports videos, the motions carry much information about shots. This paper propose... [more] SIP2009-65 IE2009-90
pp.53-58
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