Updated on 2024/04/26

写真a

 
TSURUTA Naoya
 
Organization
School of Engineering Department of Fundamental Engineering / Information, Electronics, and Optics Course Assistant Professor
Title
Assistant Professor

Degree

  • 博士(工学) ( 2015.3   筑波大学 )

Research Areas

  • Informatics / Computational science

Research History

  • Utsunomiya University   School of Engineering   Assistant Professor

    2023.9 - Present

  • Toyo University   Faculty of Information Networking for Innovation And Design   Assistant Professor

    2020.4 - 2023.9

  • Tokyo University of Technology   of Bionics, Computer and Media Sciences, Graduate School

    2016.4 - 2020.3

  • Tokyo University of Technology   School of Media Science, Department of Media Science

    2016.4 - 2019.3

  • Special researcher of the Japan Society for the Promotion of Science

    2013.4 - 2015.3

Professional Memberships

  • 情報処理学会

  • 日本図学会

Committee Memberships for Association and Group

  • 日本図学会   理事  

    2023.6 - 2025.6   

      More details

    Committee type:Academic society

 

Papers

  • Development, Deployment and Evaluation of the Content Management System Generating CG Animations Automatically from Blog Entries

    Hayashi Masaki,Bachelder Steven,Sasaki Kazuo,Tsuruta Naoya,Kanematsu Yoshihisa,Kondo Kunio

    International Journal of Asia Digital Art and Design Association   25 ( 3 )   59 - 65   2021

     More details

    Language:English   Publisher:Asia Digital Art and Design Association  

    There is a wide variety of information on the Internet, and it is vital to organize and disseminate the information that people
    want to know based on this information. Expressing the data in a way that people can easily understand is an important
    task for the media. We have developed a system that automatically converts WordPress blog entries into CG animations.
    By incorporating the required functionality into a WordPress theme, users can choose this theme and build a blog where
    readers can watch CG animations instead of reading blog entries. CG animation is created by TVML (TV Program Making
    Language) technology that enables to create a TV program-like animation with CG characters with synthesized voices,
    image data display, sound playback, and superimposing, etc. In addition to contributing to theWordPress community, which
    is expected to be an auxiliary function of blog services in particular. It may also function as a production tool for creating
    various types of CG animation, not just blog support. In this research, we have developed a functioning software application
    working on a PC and an Android hand-held device to visualize the blog entries. the WordPress is specifically used for our
    purpose as the blog system in this research. We successfully showed this in several exhibitions and also conducted a web
    survey to evaluate the system. This paper describes the proposed system in detail and the evaluation test.

    DOI: 10.20668/adada.25.3_59

  • Classification of Foliage Patterns for 3D Decorative Modeling in Digital Contents

    Tsuruta Naoya,Hiraiwa Sawa,Motegi Ryuta,Kondo Kunio

    International Journal of Asia Digital Art and Design Association   25 ( 1 )   8 - 13   2021

     More details

    Language:English   Publisher:Asia Digital Art and Design Association  

    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 requiresknowledge of decorative patterns. We propose a support method for 3D geometric modeling of ancient Greek and Romanstyle decor for use in digital contents. Our approach is based on modeling by parts synthesis. These decor styles arecharacterized by organic shapes of foliage and scrolls; thus, we classified 3,313 parts obtained from 200 pictures of foliagedecorations mainly contains acanthus plant according to their shapes and positions. We then extracted 34 representative partsrequired for decorative design and constructed a 3D model library of these parts. The users can design their original decorby 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. Efficientgeometric 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.

    DOI: 10.20668/adada.25.1_8

  • Automatic Generation of News Contents from Blog Posts

    Hayashi Masaki,Bachelder Steven,Tsuruta Naoya,Teraoka Takehiro,Kanematsu Yoshihisa,Sasaki Kazuo,Kondo Kunio

    International Journal of Asia Digital Art and Design Association   25 ( 1 )   1 - 7   2021

     More details

    Language:English   Publisher:Asia Digital Art and Design Association  

    To promote UGC (User Generated Content) on the Internet, several techniques have been developed to allow users to createCG animations only by writing scripts quickly. TVML (TV program Making Language) is a technology capable of obtainingTV-program-like CG animation by writing text scripts. This paper aims to propose an application that automatically convertsblog posts into CG animations with news show format with the aid of TVML. The process is: 1) to fetch HTML of the blogposts and perform web scraping and natural language processing to obtain summarized speech texts, 2) to automatically givea show format received from the analysis of professional TV program to get TVML script, 3) to apply the CG character andartworks, etc. that fit the blog content to obtain the final CG animation. In this paper, we describe the process and explainthe application that we developed based on the method, and explain the evaluations of the outcome produced from the blog posts.

    DOI: 10.20668/adada.25.1_1

  • Multiple-character Animation Systems for Children at Different Educational Stages

    Alherz Alaa,Tsuruta Naoya,Kondo Kunio

    International Journal of Asia Digital Art and Design Association   24 ( 1 )   1 - 7   2020

     More details

    Language:English   Publisher:Asia Digital Art and Design Association  

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

    DOI: 10.20668/adada.24.1_1

  • Analysis of Scare Effects for Timing of Revealing Threats in Horror Contents

    HEIMDAHL Liselotte,KANEMATSU Yoshihisa,TSURUTA Naoya,MOTEGI Ryuta,MIKAMI Koji,KONDO Kunio

    Journal of Graphic Science of Japan   53 ( 2 )   3 - 3   2019

     More details

    Language:English   Publisher:Japan Society for Graphic Science  

    Sometimes not seeing a threat can be worse than actually seeing it. Even so, at a certain point it will change into becoming a more effective scare if the audience gets to see just what they feared. To be able to affect the audience in the way intended by the producer, it is important to understand the effects of timing when using different methods such as camerawork, for presenting a scene and current targets. In this paper we look into how the timing of revealing threats in horror contents affects the level of fear perceived by the audience.

    DOI: 10.5989/jsgs.53.2-3_3

  • 3D Drafting System based on Shape Analysis of Super Deformed Characters Reviewed

    MOTEGI RYUTA,SATO KAZUKI,KANEMATSU YOSHIHISA,TSURUTA NAOYA,MIKAMI KOJI,KONDO KUNIO

    International Journal of Asia Digital Art and Design Association   23 ( 2 )   9 - 15   2019

     More details

    Language:English   Publisher:Asia Digital Art and Design Association  

    Super deformed (SD) character is a style where characters have oversized heads and short limbs. The demand for SDcharacter is increasing as icons or stickers on communication tools have become popular. In this paper, we propose a systemto support producing a draft for SD characters. We collected illustrations of existing SD characters and classified them byshape and pose. The user can generate 3D super deformed model by choosing and adjusting body parts and pose using oursystem.

    DOI: 10.20668/adada.23.2_9

  • Plot writing support system for Ensemble cast based on analysing movies

    KANEMATSU YOSHIHISA,ONO CHIAKI,MOTEGI RYUTA,TSURUTA NAOYA,MIKAMI KOJI,KONDO KUNIO

    International Journal of Asia Digital Art and Design Association   23 ( 3 )   35 - 42   2019

     More details

    Language:English   Publisher:Asia Digital Art and Design Association  

    An ensemble cast is a method of dramatic production in which all members of the cast have equal amounts of screen timeand importance. The structure of the ensemble cast is complicated because it aims to emphasize the interconnectivity ofcharacters by unifying different parallel plot lines, and existing story support methods cannot be applied. In this paper, wepropose a system for supporting the scriptwriting with an ensemble cast. We analyze the existing movies with and withoutensemble cast to clarify the difference between them. Our system shows scene compositions extracted from existingmovies, which contains a given number of sub-stories and a given number of scenes. User experiments show that oursystem is useful for the scriptwriting with an ensemble cast.

    DOI: 10.20668/adada.23.3_35

  • A Support System for Designing Camera Blocking of Battle Scenes in Robot Anime Reviewed

    Hongyi Xu,Yoshihisa Kanematsu,Ryuta Motegi,Naoya Tsuruta,Koji Mikami,Kunio Kondo

    Journal of Graphic Science of Japan   52 ( 4 )   11 - 17   2018.12

     More details

    Language:English   Publishing type:Research paper (scientific journal)   Publisher:Japan Society for Graphic Science  

  • An Interactive Design System for Deltahedron-based Modular Origami Reviewed

    Naoya Tsuruta

    Origami^7 Volume 3: Engineering One   1009 - 1016   2018.9

     More details

    Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:Tarquin Publications  

    In this paper, we propose an interactive design system for modular origami that have the underlying geometry of deltahedra. By using operations such as augmentation and elongation, various deltahedra can be generated. Our system helps users create physical models by first visualizing assembled forms of them by placing simple unit-like models on each edge.

  • Color Scheme Simulation for the Design of Character Groups Reviewed

    Ryuta Motegi,Yoshihisa Kanematsu,Naoya Tsuruta,Koji Mikami,Kunio Kondo

    JOURNAL FOR GEOMETRY AND GRAPHICS   21 ( 2 )   253 - 262   2017.12

     More details

    Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:HELDERMANN VERLAG  

    Characters in visual contents are as important as the script in the initial production phase. A Design Engine was proposed to improve the efficiency of character development by providing aid in the planning phase, where character blueprints are drawn based on literal information provided by the producer. Many existing methods for creating color schemes cannot be applied to character design. We proposed a design method using a color scheme simulation system for one character at the time. This paper aims to provide a character color scheme support system using a color scheme scrapbook containing color palettes of existing characters. This is a part of the Design Engine for character making with literal information. The concept of a Digital Scrapbook is to set up a personal database in a computer that will help producers and directors to pin down the appearance or looks of the character they want their designers to sketch.

  • ロボットアニメーションにおけるポーズ制作支援システムの開発 Reviewed

    兼松祥央,竹本祐太,茂木龍太,鶴田直也,三上浩司,近藤邦雄

    画像電子学会誌   46 ( 1 )   165 - 169   2017.1

     More details

    Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:画像電子学会  

    ポーズはキャラクターのデザインだけでなく、そのキャラクターの性格や感情を表現する上で重要なものである。アニメーションにおいても、キャラクターを1枚絵で魅せることはよく行われている。本研究では、特にポーズで感情表現を行うと考えられるロボット作品に着目し、ロボットキャラクターのためのポーズシミュレーションシステムを提案する。既存のロボットキャラクター678体のポーズを調査し、それらをカメラの視点や手足の向きから10種類に分類した。ユーザは提示されたポーズを選択するだけで、ロボットの3Dモデルに反映させることができる。

  • Random Realization of Polyhedral Graphs as Deltahedra Reviewed

    Naoya Tsuruta,Jun Mitani,Yoshihiro Kanamori,Yukio Fukui

    Journal of Geometry and Graphics   19 ( 2 )   227 - 236   2016.2

     More details

    Language:English   Publishing type:Research paper (scientific journal)   Publisher:Heldermann Verlag  

    In this paper, we propose a method for realizing a polyhedral graph as a deltahedron, i.e., a polyhedron with congruent equilateral triangles as faces. Our experimental result shows that there are graphs that are not realizable as deltahedra. We provide an example of non-realizable graphs which are obtained by trying to construct deltahedra from each of the simple cubic polyhedral graphs with up to 10 vertices. We also show that the infinite families of non-realizable graphs can be obtained by solving the graph isomorphism problem.

  • Simple Flat Origami Exploration System with Random Folds Reviewed

    Naoya Tsuruta,Jun Mitani,Yoshihiro Kanamori,Yukio Fukui

    Origami^6   2016.1

     More details

    Language:English   Publishing type:Research paper (scientific journal)   Publisher:American Mathematical Society  

  • Interactive Design of 3D Geometry Made by Bending Inextensible Sheet Material Containing Slits Reviewed

    Naoya Tsuruta,Jun Mitani,Yoshihiro Kanamori,Yukio Fukui

    Online Journal   13 ( 2 )   23 - 29   2013

     More details

    Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:International Journal of CAD/CAM  

    Most manufacturing materials, such as wooden boards, metal sheets, and paper, are planar and nearly inextensible. Bending such materials not only allows us to form objects, but also avoids wastes and reduces gluing costs. However, the resulting shape is limited to developable surfaces. Due to this limitation, this method lacks flexibility in design. This problem can be addressed by adding slits to the materials, thereby allowing the conformation of a single sheet into expressive surfaces with high flexibility. In this paper, we propose an interactive design system for flexible geometry. A rectangular sheet material containing parallel slits is used in this work. The regions between the slits are called strips, and by bending them, we can simulate the desired shape. Both flexibility and geometric constraints are satisfied by a numerical optimization approach. The proposed system optimizes a bending shape of the strips by considering the smoothness of the surface and the user input. We show the effectiveness of our system using evaluation experiments.

  • 形状列挙に基づく幼児向け折り紙作品の創作支援システム Reviewed

    鶴田直也,三谷純,金森由博,福井幸男

    折り紙の科学   2 ( 1 )   2012.8

     More details

    Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:日本折紙学会  

    近年では折り紙の数理に関する研究の成果により、複雑な折り紙作品を創作するための設計手法が提案されている。しかし、幼児らを対象とした、少ない手順で簡単に折れる折り紙作品の創作については、これまでに十分な研究がされてこなかった。そこで本稿では、限られた回数(提案システムでは 4 回)以下の折り操作で作ることができる形状を列挙し、そこから目的の形を検索するアプローチで、単純な折り紙作品の創作を支援するシステムを提案する。

  • A CAD System for Diagramming Origami with Prediction of Folding Processes Reviewed

    Naoya Tsuruta,Jun Mitani,Yoshihiro Kanamori,Yukio Fukui

    ORIGAMI(5): FIFTH INTERNATIONAL MEETING OF ORIGAMI SCIENCE, MATHEMATICS, AND EDUCATION   335 - 345   2011

     More details

    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:CRC PRESS-TAYLOR & FRANCIS GROUP  

    In this paper, we propose a CAD system that supports drawing diagrams of flat-foldable origami pieces. Our system predicts possible folds that can occur in the current state of an origami piece and lists these candidates. This prediction is made based on the first four axioms of the Huzita-Hatori (Huzita-Justin) Axioms, a series of seven basic methods for folding a sheet of paper by referring to points and lines. All possible folding lines are generated by applying these axioms in our system, and then valley folded shapes are calculated and listed as candidates for the next step. When the user selects one of these candidates, the shape is automatically appended to the origami diagram as the latest step. We implemented this feature intending to reduce the cost of drawing diagrams. Our prediction feature is effective for easy origami pieces with a few folding steps, which aimed at the children and the beginners.

▼display all

MISC

  • Geometry Processing for 3D Printing

    TSURUTA Naoya,MITANI Jun

    Journal of Printing Science and Technology   51 ( 4 )   241 - 245   2014

     More details

    Language:Japanese   Publisher:The Japanese Society of Printing Science and Technology  

    Three-dimensional (3D) printers have become popular in recent years as a means of generating geometries designed on CAD or 3D graphic systems. The price of 3D printers has been decreasing, and some are now even within the reach of ordinary consumers. The importance of the software for designing 3D objects will then increase when 3D printers become commonplace household items. In this article, we present an overview of the recent trend in 3D printing and introduce the geometry processing technologies studied in CAD and CG communities. Because the surface of an object that is to be printed has to be closed without any tiny holes, several techniques to generate watertight solid models from standard 3D data have been studied. Further, adding physical functions by modifying the object geometry is one of the recent research trends. We introduce recent studies and show two of our research projects on designing 3D objects for 3D printing: one is the design of ornaments with geometrical symmetry, which is the same as that of regular polyhedra, and the other is the design of a geometrical toy named sphericon. Both design systems employ voxel-like data structure to ensure that the surface is closed. Finally, we conclude our studies by discussing the potential of 3D printing technology.

    DOI: 10.11413/nig.51.241

Presentations

  • Polyhedral Realization as Deltahedra using Subgraph Isomorphism Test International conference

    Naoya Tsuruta

    Proceedings of the 21th International Conference on Geometry and Graphics (ICGG2024)  2024.8  the International Society for Geometry and Graphics (ISGG)

     More details

    Event date: 2024.8

    Language:English   Presentation type:Oral presentation (general)  

    In general, characters in the video content has a great influence on the works they play a role in. The creation method in the pre-production still depends on the experience and sensitivity of the creators. For that reason, there is a problem of the communication-gap, and it is always created with the same members to avoid frequent occurrence such as re-take. The current state of video content creation education is often done by educators with experience of production, and it is done with empirical rules and sensitivity of each educator. Therefore, there are a lot of relatively technical education, education to solve production problems is very difficult. The authors have developed various proposal methods for the DREAM method. A literal template is a template that can summarize necessary information at the planning stage and can describe character settings and stories. The collage system is a system that makes it easy to create visual materials even for the creators who cannot draw pictures well. The lighting scrapbook and the camera work scrapbook is a camera work and lighting simulation system for planning the optimum lighting in the directing scheme. In addition to these, the authors have developed a system for the emotional expression, the color scheme and the modeling of characters. These various proposal methods are aimed at solving the communication gap in creation. In this research we report examples of using them as an educational tool for character making.

  • YOLOを用いた乳房病変検出のためのデータ拡張に関する研究

    千葉裕太, 長谷川まどか, 鶴田直也

    画像電子学会 第307回研究会  2024.2 

     More details

    Event date: 2024.2

    Presentation type:Oral presentation (general)  

  • マルチタスク学習による蜂巣の画像解析に関する研究

    永木圭太, 長谷川まどか, 鶴田直也

    画像電子学会 第307回研究会  2024.2 

     More details

    Event date: 2024.2

    Presentation type:Oral presentation (general)  

  • Classification of Acanthus Pattern for 3D Architectural Decor Modeling

    Naoya Tsuruta,Sawa Hiraiwa,Ryuta Motegi,Kunio Kondo

    Proceedings - NICOGRAPH International 2020, NicoInt 2020  2020.6 

     More details

    Event date: 2020.6

    In this paper, we propose a support method for 3D modeling of architectural decor, which used in the Corinthian order of ancient Greek and Roman. Since this architectural style is characterized by decoration with acanthus leaves and scrolls, we classified 1291 parts obtained from 200 pictures of architecture with acanthus patterns by their shapes and positions. We then extracted 34 representative parts necessary for decor design and build a 3D model library of them. The user can use desired parts by importing them from existing 3D modeling tool. Experimental results show that the user can greatly reduce the time for modeling decor using our library.

  • アカンサス模様の3次元モデルパーツ分類に基づく装飾デザイン手法

    平岩 沙和,鶴田 直也,茂木 龍太,近藤 邦雄

    大会学術講演論文集  2019  日本図学会

     More details

    Event date: 2019

    Language:Japanese  

  • Character Making Education by DREAM Process

    Ryuta Motegi,Yoshihisa Kanematsu,Naoya Tsuruta,Koji Mikami,Kunio Kondo

    Proceedings of the 18th International Conference on Geometry and Graphics (ICGG2018)  2018.8  the International Society for Geometry and Graphics (ISGG)

     More details

    Event date: 2018.8

    Language:English  

    In general, characters in the video content has a great influence on the works they play a role in. The creation method in the pre-production still depends on the experience and sensitivity of the creators. For that reason, there is a problem of the communication-gap, and it is always created with the same members to avoid frequent occurrence such as re-take. The current state of video content creation education is often done by educators with experience of production, and it is done with empirical rules and sensitivity of each educator. Therefore, there are a lot of relatively technical education, education to solve production problems is very difficult. The authors have developed various proposal methods for the DREAM method. A literal template is a template that can summarize necessary information at the planning stage and can describe character settings and stories. The collage system is a system that makes it easy to create visual materials even for the creators who cannot draw pictures well. The lighting scrapbook and the camera work scrapbook is a camera work and lighting simulation system for planning the optimum lighting in the directing scheme. In addition to these, the authors have developed a system for the emotional expression, the color scheme and the modeling of characters. These various proposal methods are aimed at solving the communication gap in creation. In this research we report examples of using them as an educational tool for character making.

  • Support Method based on Analysis of Angry Characters

    Yoshihisa Kanematsu,Ryuta Motegi,Naoya Tsuruta,Koji Mikami,Kunio Kondo

    Proceedings of the 18th International Conference on Geometry and Graphics (ICGG2018)  2018.8  the International Society for Geometry and Graphics (ISGG)

     More details

    Event date: 2018.8

    Language:English  

    Direction is an important factor affecting the impression and quality of video contents. Therefore, the director must carefully decide the direction scheme. Especially unless the character’s emotions are directed effectively, viewers cannot empathize. Therefore, the director must carefully design the direction based on the theme and intention. Among them, lighting and composition are important factors directly affecting visual appearance. Therefore, careful design of lighting and composition is necessary. However, the direction depends on the experience and sense of the director. In other words, it is difficult to reuse the direction method and to preliminarily confirm the effect of the direction. Therefore, in this research, we focused on anger even in the character’s emotions. Furthermore, support to design of the composition and lighting for directing angry characters. In this research, we investigated and analyzed human anger. There are various causes and behaviors involved in anger. The impression to angry characters of viewer is varies depending on the causes of anger. Therefore, we classified each shots that angry character appears. This classification is based on the cause of anger. Furthermore, we analyzed lighting and composition of each shot. Based on these analysis results, we developed data library. In addition, we developed a template that can reproduce the lighting and composition of the analyzed shot with 3DCG. With this template, users can apply the lighting and composition of analyzed shots to arbitrary character models. It is possible to more effectively design the directing for angry character by using the proposed system.

  • 提示音と誘導点を用いたプレゼンテーション時の視線矯正VRシステム

    周康,兼松祥央,鶴田直也,近藤邦雄,三上浩司

    映像表現・芸術科学フォーラム2019(Expressive Japan 2019)  2019.3 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 触覚を視覚的に伝えるインタラクティブ苔表現システム

    武田孝騎,鶴田直也,近藤邦雄

    映像表現・芸術科学フォーラム2019(Expressive Japan 2019)  2019.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • 映像シナリオ制作における伏線作成支援

    橋都純,兼松祥央,鶴田直也,近藤邦雄,三上浩司

    映像表現・芸術科学フォーラム2019(Expressive Japan 2019)  2019.3 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 身体動揺とSSQを利用した前進色と後退色がVR酔いに与える影響に関する研究

    蔡暁然,兼松祥央,鶴田直也,近藤邦雄

    第9回日本デジタルゲーム学会年次大会  2019.3 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 心拍数とその変動に基づくVRホラーゲームの恐怖制御システムの研究

    趙博新,兼松祥央,鶴田直也,近藤邦雄,三上浩司

    第9回日本デジタルゲーム学会年次大会  2019.3 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 『かげえのおりがみ』にみるシルエットと折り手順についての考察

    鶴田直也

    第25回折り紙の科学・数学・教育 研究集会  2018.12 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • Wordpress-based Blog System with a Capability of Showing Entries by TV-program-like CG Animations

    Masaki Hayashi,Steven Bachelder,Kazuo Sasaki,Naoya Tsuruta,Kunio Kondo

    The 16th International Conference of Asia Digital Art and Design (ADADA2018)  2018.11 

     More details

    Language:English   Presentation type:Poster presentation  

  • Multiple Characters Animation System for Kids Based on Waveform Following

    Alaa Alherz,Naoya Tsuruta,Koji Mikami,Kunio Kondo

    The 16th International Conference of Asia Digital Art and Design (ADADA2018)  2018.11 

     More details

    Language:English   Presentation type:Poster presentation  

  • Color Scheme and Material Simulation for Robot Character Draft Design

    Pitchaporn Lertariyasakchai,Ryuta Motegi,Naoya Tsuruta,Kunio Kondo

    The 16th International Conference of Asia Digital Art and Design (ADADA2018)  2018.11 

     More details

    Language:English   Presentation type:Poster presentation  

  • An Interactive Design System for Deltahedron-based Modular Origami

    鶴田直也

    The 7th International Meeting on Origami in Science, Mathematics and Education (7OSME)  2018.9 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • インタラクティブ なAR苔生成システム

    武田孝騎,鶴田直也,近藤邦雄

    第5回ADADAJapan学術大会  2018.9 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • Hand Drawn Multi-character Animation System for Kids Based on Path Following Using Waveform

    Alaa ALHERZ,Naoya TSURUTA,Koji MIKAMI,Kunio KONDO

    第5回ADADAJapan学術大会  2018.9 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • Automatic Generation of TV Program from Blog Entry

    Masaki Hayashi,Steven Bachelder,Naoya Tsuruta,Takehiro Teraoka,Kazuo Sasaki,Wataru Usami,Koji Mikami,Tsukasa Kikuchi,Yuriko Takeshima,Kunio Kondo

    ACM International Conference on Interactive Experiences for Television and Online Video (TVX2018)  2018.6 

     More details

    Language:English   Presentation type:Poster presentation  

  • 図学会と私 Invited

    日本図学会創立50周年記念大会パネルディスカッション  2017.8 

     More details

    Event date: 2017.8

    Language:Japanese  

  • Education for Media Content Production Using a Method of Character Making

    茂木龍太,茂木龍太,菅野太介,兼松祥央,鶴田直也,三上浩司,近藤邦雄

    情報処理学会研究報告(Web)  2017 

     More details

    Event date: 2017

  • 魔法少女・魔女キャラクターの衣服デザイン制作支援システム

    掛川萌絵,茂木龍太,鶴田直也,近藤邦雄

    映像表現・芸術科学フォーラム 2018 (Expressive Japan 2018)  2018.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • 物語上の時系列管理における伏線作成支援手法の提案

    橋都純,鶴田直也,近藤邦雄,三上浩司

    映像表現・芸術科学フォーラム 2018 (Expressive Japan 2018)  2018.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • 動物的要素をもつキャラクターのデザイン支援システム

    宮﨑稚菜,茂木龍太,鶴田直也,近藤邦雄

    映像表現・芸術科学フォーラム 2018 (Expressive Japan 2018)  2018.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • 敵キャラクター登場シーンにおける恐怖演出支援システム

    高村侑理華,兼松祥央,茂木龍太,鶴田直也,三上浩司,近藤邦雄

    映像表現・芸術科学フォーラム 2018 (Expressive Japan 2018)  2018.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • 作画に着せるジェネラティブアートによるアニメーション制作手法

    滝野翔,鶴田直也,近藤邦雄

    映像表現・芸術科学フォーラム 2018 (Expressive Japan 2018)  2018.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • 学校を舞台としたアニメキャラクター制作支援のスクラップブック制作

    野副諒太,茂木龍太,鶴田直也,近藤邦雄

    映像表現・芸術科学フォーラム 2018 (Expressive Japan 2018)  2018.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • アニメーション作品における回避カットの設計支援システム

    中釜健太,兼松祥央,鶴田直也,三上浩司,近藤邦雄

    映像表現・芸術科学フォーラム 2018 (Expressive Japan 2018)  2018.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • アイドルキャラクターが歌う楽曲の印象を用いた配色シミュレーション

    桶川真子,茂木龍太,鶴田直也,近藤邦雄

    映像表現・芸術科学フォーラム 2018 (Expressive Japan 2018)  2018.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • VR技術を用いたプレゼンテーション練習システム

    周康,三上浩司,近藤邦雄,鶴田直也

    映像表現・芸術科学フォーラム 2018 (Expressive Japan 2018)  2018.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • TV Show Template for Text Generated TV

    Naoya Tsuruta,Takehiro Teraoka,Kunio Kondo,Masaki Hayashi

    International Workshop on Advanced Image Technology (IWAIT2018)  2018.1 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • Plot Writing Support System for Ensemble Cast based on Analysing Movies

    Yoshihisa KANEMATSU,Chiaki ONO,Ryuta MOTEGI,Naoya TSURUTA,Koji MIKAMI,Kunio KONDO

    11th Asian Forum on Graphic Science (AFGS2017)  2017.8 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • Multi Character Animation System based on Path Following for Kids

    Alaa ALHERZ,Naoya TSURUTA,Koji MIKAMI,Kunio KONDO

    11th Asian Forum on Graphic Science (AFGS2017)  2017.8 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • Facial Expression Scrapbook for Character Making based on Shot Analysis

    Ryuta MOTEGI,Yutaka YONEKURA,Yoshihisa KANEMATSU,Naoya TSURUTA,Koji MIKAMI,Kunio KONDO

    11th Asian Forum on Graphic Science (AFGS2017)  2017.8 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • Effects for Timing of Revealing Threats in Horror Contents

    Liselotte HEIMDAHL,Yoshihisa KANEMATSU,Naoya TSURUTA,Ryuta MOTEGI,Koji MIKAMI,Kunio KONDO

    11th Asian Forum on Graphic Science (AFGS2017)  2017.8 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • A Support System for Designing Cut Segmentation and Composition of Robot Animation’s Battle Scenes

    Hongyi XU,Yoshihisa KANEMATSU,Ryuta MOTEGI,Naoya TSURUTA,Koji MIKAMI,Kunio KONDO

    11th Asian Forum on Graphic Science (AFGS2017)  2017.8 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • Color Scheme Simulation for Design of Character Groups

    Ryuta Motegi,Miku Igarashi,Naoya Tsuruta,Yoshihisa Kanematsu,Koji Mikami,Kunio Kondo

    Proceeding on the 17th International Conference on Geometry and Graphics (ICGG2016)  2016.8  the International Society for Geometry and Graphics (ISGG)

     More details

    Event date: 2016.8

    Language:Japanese  

    Characters in visual contents are as important as the script in the visual contents production initial phase. Each character should have an attractive appearance, however, assigning different characteristic is not easy. Previous methods for the color scheme design cannot be applied to the character design. In this paper, we proposed a character color simulation system with a color scheme scrapbook. Our color scheme scrapbook contains sets of color palette extracted from existing character groups. Users input line drawings of their original characters and then specify regions of body parts. A desired set of color palette in the scrapbook can be applied to them.

  • Analysis of Camera Work in Horror Movies

    Liselotte Heimdahl,Yoshihisa Kanematsu,Naoya Tsuruta,Ryuta Motegi,Koji Mikami,Kunio Kondo

    Proceedings of SIGRAD 2016, May 23rd and 24th, Visby, Sweden  2016.5  Linköping University Electronic Press, Linköpings universitet

     More details

    Event date: 2016.5

    Language:English  

    A crucial part of creating movies, but also games, is the usage of camera work. After creating a story that is to be conveyed to the audience it should also be presented in a way that will make them feel the way that was intended. This can be done in a number of ways such as sounds and effects but even if the effects were to be the same there would be a great difference in affect if it was to be seen from a long distance or close up. The purpose of this study is to analyse the camera work in horror movies and find trends that can later be used to reproduce camera work automatically in digital contents.

    Other Link: https://dblp.uni-trier.de/conf/sigrad/2016

  • A supporting system for creating camera blocking of the humanoid robot anime's battle scenes

    Hongyi Xu,Yoshihisa Kanematsu,Ryuta Motegi,Naoya Tsuruta,Koji Mikami,Kunio Kondo

    Proceedings NICOGRAPH International 2016  2016  IEEE

     More details

    Event date: 2016

    Language:English  

    Robot anime is one of the most popular genres in Japanese anime, and it is very popular in all around the world. In this study, we have focused on "battle scenes", a popular characteristic which is usually composed by large number of shots showing robots actions, power, speed and so on. The purpose of this study is to create a supporting system, which include camera blocking for when producing battle scenes. In this research, we have analyzed robots' common actions with the characteristic of camera blocking from existing robot anime, organized the screen structure that characterizes robot anime, and we were able to found out the trending of these works. After doing so, we were able to create a supporting system for camera blocking for when producing robot anime's battle scenes using the data found in this research. The support system also shows reference information for producing structure or shot design for battle scenes.

  • A Support System for Adaptive Color Replacement by the Preference from User Collected Digital Images

    HARA Yuriko,WATANABE Kengo,UCHINO Izumi,ITO Akinori,TSURUTA Naoya,KONDO Kunio

    ITE Technical Report  2016  The Institute of Image Information and Television Engineers

     More details

    Event date: 2016

    Language:Japanese  

    In this paper, we propose a support system of color correction and replacement from user collected digital images semi-automatically. This system works in three steps. First, it calculates the histograms of HSV data from user collecting digital images. These histograms that can be interpret as a "user preference" act as a color filter. Second, it calculates a set of histograms from one image which user inputs into it to want to modify the part of colors. Simultaneously, the resemble data are selected by histogram intersection from phase 1. Third, the system replaces or corrects the colors in the target image. As a result, users can correct the color of image by the "implicit" preference.

  • 表情・エフェクトの組み合わせによるキャラクターの感情表現制作支援システムの開発

    米倉悠高,茂木龍太,鶴田直也,三上浩司,近藤邦雄

    映像表現・芸術科学フォーラム2017(Expressive Japan 2017)  2017.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • 作品分析に基づく群像劇ストーリー制作支援手法

    小野千彰,兼松祥央,茂木龍太,鶴田直也,三上浩司,近藤邦雄

    映像表現・芸術科学フォーラム2017(Expressive Japan 2017)  2017.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • ロボットアニメーションにおける戦闘シーンの制作支援システムの開発

    山口耀,茂木龍太,鶴田直也,三上浩司,近藤邦雄

    映像表現・芸術科学フォーラム2017(Expressive Japan 2017)  2017.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • デフォルメキャラクターのための3Dデザイン原案制作システムの開発

    佐藤和貴,茂木龍太,鶴田直也,三上浩司,近藤邦雄

    映像表現・芸術科学フォーラム2017(Expressive Japan 2017)  2017.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • キャラクターの怒り要素分析に基づいた演出支援手法の提案

    関口雅史,兼松祥央,鶴田直也,三上浩司,近藤邦雄

    映像表現・芸術科学フォーラム2017(Expressive Japan 2017)  2017.3 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • 対話的な寄せ絵の制作支援システム

    片野 絵理香,鶴田 直也,三上 浩司,近藤 邦雄

    2016年度日本図学会秋季大会  2016.11 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 少ない色数のカラーパレットによる画像生成手法

    原 祐里子,鶴田 直也,渡邉 賢悟,伊藤 彰教,三上 浩司,近藤 邦雄

    2016年度日本図学会秋季大会  2016.11 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • カードバトルゲームのための適応的ナラティブ提供システムの研究

    山田 彰人,鶴田 直也,三上 浩司,近藤 邦雄

    日本デジタルゲーム学会2016年夏季研究発表大会  2016.8 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • アニメのカット分析に基づくキャラクター表情スクラップブック

    茂木 龍太,大澤 洸平,兼松 祥央,鶴田 直也,三上 浩司,近藤 邦雄

    Visual Computing / グラフィクスとCAD合同シンポジウム  2016.6 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • An Interactive System for Generating and Exploring Simple Origami Invited

    International Symposium of KMUTT and TUT on: Computer, Information technology and Multimedia technology (KTCIM2016)  2016.6  King Mongkut’s University of Technology Thonburi

     More details

    Language:Japanese  

  • 映像分析に基づく会話カットの構図設計支援システムの開発

    兼松 祥央,東海林 直也,茂木 龍太,鶴田 直也,三上 浩司,近藤 邦雄

    2016年度日本図学会春季大会  2016.5 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • A Design Support Technique for Gothic Lolita Fashion Character

    香山侑子,茂木龍太,兼松祥央,鶴田直也,三上浩司,近藤邦雄

    映像情報メディア学会技術報告  2016.3  一般社団法人映像情報メディア学会

     More details

    Event date: 2016.3

    Language:Japanese  

    Gothic Lolita is a fashion originally characterized by darker make-up and clothing. However, In recent years, it has various types and colors in Japan. Although it can be seen both in real life and in a cartoon, the design rules are quite different. In this paper, we propose a digital scrapbook which helps designing Gothic Lolita style characters. We collected 108 characters from existing cartoon animations and games, and classified them into 7 types by silhouette and decoration.

  • Character Group Making based on an Analysis of Plot and Role

    飯沼弘樹,茂木龍太,兼松祥央,鶴田直也,三上浩司,近藤邦雄

    映像情報メディア学会技術報告  2016.3  一般社団法人 映像情報メディア学会

     More details

    Event date: 2016.3

    Language:Japanese  

    Previous studies about a design method for a cartoon character are focusing on the visual appearance. In this paper, we propose a scrapbook for supporting the creation of characters and the setting of their roles in an episode. We collected setting information from 66 episodes in seven different works of TV animation. Our experimental results show that the user can create characters while flexibly changing the number of people and roles.

  • Key Poses Simulation for the Robot Animation

    竹本祐太,茂木龍太,兼松祥央,鶴田直也,三上浩司,近藤邦雄

    映像情報メディア学会技術報告  2016.3  一般社団法人映像情報メディア学会

     More details

    Event date: 2016.3

    Language:Japanese  

    Designing a pose of a character is important because a pose expresses an emotion and a personality. It is particularly important in robot animation. In this paper, we propose a simulation system for designing poses of robot characters. We collected 678 examples of robot characters from product packages and classified them into 10 typical types by camera position and direction of arms and legs. The user can simulate a pose by simply choosing from collected poses.

  • 左右対称性を考慮したランダムな折り畳み形状生成による折り紙作品の発見支援

    鶴田直也,三谷純,金森由博

    日本図学会春季大会学術講演論文集  2015.5 

     More details

    Event date: 2015.5

    Language:Japanese  

  • リアルタイム3DCGにおける動きに伴う輪郭線のゆがみ表現

    王 亦龍,鶴田 直也,三上 浩司,近藤 邦雄

    日本デジタルゲーム学会2015年度年次大会  2016.2 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • リグテンプレートを用いたセルアニメ風誇張表情の生成手法

    ヨウ コウイ,鶴田 直也,三上 浩司,菊池 司,近藤 邦雄

    芸術科学会NICOGRAPH2015  2015.11 

     More details

    Language:Japanese   Presentation type:Poster presentation  

  • 左右対称性を考慮したランダムな折り畳み形状生成による折り紙作品の発見支援

    鶴田直也,三谷純,金森由博

    2015年度日本図学会春季大会  2015.5 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 折紙の幾何的な制約を考慮した形状設計 Invited

    第4回計算力学シンポジウム  2014.12  総合工学委員会・機械工学委員会合同 計算科学シミュレーションと工学設計分科会

     More details

    Event date: 2014.12

    Language:Japanese  

    Venue:日本学術会議講堂, 東京  

  • Enumeration of Deltahedral Graphs with up to 10 Vertices

    Naoya Tsuruta,Jun Mitani,Yoshihiro Kanamori,Yukio Fukui

    Proceedings of the 16th International Conference on Geometry and Graphics (ICGG2014)  2014.8  the International Society for Geometry and Graphics (ISGG)

     More details

    Event date: 2014.8

    Language:English  

    In this paper, we enumerate the polyhedral graphs that are realizable as deltahedra with up to ten vertices. We call these deltahedral graphs. This result was achieved by an experimentalapproach that trying to construct deltahedra from each of the simple cubic polyhedral graphs. Wealso provide examples of the graphs that are not realizable as deltahedra. We show that the infinite families of such nonrealizable graphs can be obtained by solving the graph isomorphism problem.

  • Simple Flat Origami Exploration System with Random Folds

    Naoya Tsuruta,Jun Mitani,Yoshihiro Kanamori,Yukio Fukui

    The 6th International Meeting on Origami in Science, Mathematics and Education (6OSME)  2014.8 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 左右対称性を考慮したランダムな折りたたみ形状生成

    第15回折り紙の科学・数学・教育研究集会  2013.12 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • An Exploring Tool for Simple Flat Origami based on Random Foldings

    Naoya Tsuruta,Jun Mitani,Yoshihiro Kanamori,Yukio Fukui

    International Conference on Simulation Technology (JSST2013)  2013.9 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • ユニット折り紙の写実的な3次元モデル生成

    鶴田直也,三谷純,金森由博,福井幸男

    日本応用数理学会2013年度年会  2013.9 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • ぐらい折りを含むランダムな折り紙作品の発見支援ツール

    第14回折り紙の科学・数学・教育研究集会  2013.6 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • Interactive Design of 3D Geometry Made by Bending Inextensible Sheet Material Containing Slits

    Naoya Tsuruta,Jun Mitani,Yoshihiro Kanamori,Yukio Fukui

    Asian Conference on Design and Digital Engineering (ACDDE2012)  2012.12 

     More details

    Event date: 2012.12

    Language:English  

    Most manufacturing materials, such as wooden boards, metal sheets, and paper, are planar and nearly inextensible. Bending such materials not only allows us to form objects, but also avoids wastes and reduces gluing costs. However, the resulting shape is limited to developable surfaces. Due to this limitation, this method lacks flexibility in design. This problem can be addressed by adding slits to the materials, thereby allowing the conformation of a single sheet into expressive surfaces with high flexibility. In this paper, we propose an interactive design system for flexible geometry. A rectangular sheet material containing parallel slits is used in this work. The regions between the slits are called strips, and by bending them, we can simulate the desired shape. Both flexibility and geometric constraints are satisfied by a numerical optimization approach. The proposed system optimizes a bending shape of the strips by considering the smoothness of the surface and the user input. We show the effectiveness of our system using evaluation experiments.

  • スリット入り平板素材の折り曲げによる形状の設計支援システム

    鶴田直也,三谷純,金森由博,福井幸男

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)  2012.6 

     More details

    Event date: 2012.6

    Language:Japanese  

  • スリット入り平板素材の曲げ形状設計

    鶴田直也,三谷純,金森由博,福井幸男

    Dynamics and Design Conference 2012  2012.9 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 面数が16以下の非凸デルタ多面体の数え上げ

    三谷純,金森由博,福井幸男

    2012年度日本図学会秋季大会  2012.12 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 正三角形を基本単位とする立体の生成システム

    鶴田直也,三谷純,金森由博,福井幸男

    2011年度日本図学会春季大会  2011.5 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • スリット入り平板素材を折り曲げてできる形状の設計支援ツール

    鶴田直也,三谷純,金森由博,福井幸男

    第146回グラフィクスとCAD研究会  2012.2 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 正三角形を構成要素にもつユニット折りのための立体編集システム

    第10回折り紙の科学・数学・教育 研究集会  2011.7 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 幼児向け折り紙作品の創作支援システム

    鶴田直也,三谷純,金森由博,福井幸男

    情報処理学会シンポジウム論文集  2011.3 

     More details

    Event date: 2011.3

    Language:Japanese  

  • A CAD System for Diagramming Origami with Prediction of Folding Processes

    Naoya Tsuruta,Jun Mitani,Yoshihiro Kanamori,Yukio Fukui

    The 5th International Conference on Origami in Scicence, Mathematics and Education (5OSME)  2010.7 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 折り回数の少ない折り紙作品の発見支援システム

    第9回折り紙の科学・数学・教育研究集会  2010.12 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 折り紙形状の自動生成と検索システム

    鶴田直也,三谷純,金森由博,福井幸男

    2010年度日本図学会秋季大会  2010.11 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 折り図作成支援ツールにおける手順予測機能の提案

    鶴田直也,三谷純

    第7回折り紙の科学・数学・教育研究集会  2009.12 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

  • 折り紙の公理に基づく可能な折り方の列挙

    鶴田直也,三谷純

    日本応用数理学会 第6回研究部会報告会  2010.3 

     More details

    Language:Japanese   Presentation type:Oral presentation (general)  

▼display all

Awards for Research Activities

  • JSST2013 Student Presentation Award

    2013.9  

     More details

    Award type:Award from international society, conference, symposium, etc. 

    JSST2013で発表された講演のうち、優れたプレゼンテーションを行った学生に与えられるもの

  • 筑波大学大学院 ソリューション型研究開発/特別プロジェクト優秀賞

    2012.3   筑波大学大学院  

     More details

    Award type:Award from Japanese society, conference, symposium, etc. 

    学生が自主的にテーマを設定するソリューション型研究開発プロジェクトにおいて、優れた成果をあげたチームの代表に与えられるもの

  • 第146回グラフィクスとCAD研究会 優秀研究発表賞

    2012.2  

     More details

    Award type:Award from Japanese society, conference, symposium, etc. 

    情報処理学会グラフィクスとCAD研究会で発表された一般講演のうち、研究内容・プレゼンテーションともに優れた発表論文の登壇発表者に与えられるもの

  • 2010年度日本図学会秋季大会 研究奨励賞

    2010.11  

     More details

    Award type:Award from Japanese society, conference, symposium, etc. 

    大会で発表された若手発表者の研究発表を対象とし、優秀な研究に贈呈されるもの

  • 第9回NICOGRAPH春季大会 優秀論文賞

    2010.3  

     More details

    Award type:Award from Japanese society, conference, symposium, etc. 

    芸術科学会NICOGRAPHで発表された論文のうち、優れた研究論文に与えられるもの

Research Projects

  • AIを用いた切り込み入り平面からの展開構造デザインの研究

    2017.4 - 2022.3

    松村誠一郎

      More details

    Grant type:Competitive

  • 見立て遊びを通したデザイン支援と良い形の自動生成に関する研究

    2018.4 - 2020.3

    若手研究 

      More details

    Grant type:Competitive

  • 個人適応型ニュース配信プロジェクト

    2017.4 - 2019.3

    近藤邦雄

      More details

    Grant type:Competitive

 

Social Activities

  • 開発した折り紙アプリケーションを体験するワークショップを開催した

    Lecturer

    2013.8