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 Conference Papers (Available on Advance Programs)  (Sort by: Date Descending)
 Results 1 - 20 of 113  /  [Next]  
Committee Date Time Place Paper Title / Authors Abstract Paper #
AIT, IIEEJ, AS, CG-ARTS 2026-03-02
13:35
Tokyo Tokyo Polytechnic Univ. (Nakano) A Study on Furniture Color Scheme Tendencies in a Furniture Color Coordination Video Game -- Focusing on Differences in Color Unity between Material Colors and Fabric Color --
Jingyi Ge, Takashi Nakamura (Tokyo Polytechnic Univ.)
In recent years, video games that allow players to freely construct spaces and interiors have become increasingly common... [more] AIT2026-65
pp.94-97
AIT, IIEEJ, AS, CG-ARTS 2026-03-02
13:47
Tokyo Tokyo Polytechnic Univ. (Nakano) A Phenology-Based Procedural Shader Approach to Representing Autumn Foliage Transitions in Video Games
Nagi Ishizuka, Motonobu Kawashima (TUT)
Autumn foliage in trees is one of the methods used to represent seasonal change in video games. However, in existing wor... [more] AIT2026-66
pp.98-101
AIT, IIEEJ, AS, CG-ARTS 2026-03-02
14:11
Tokyo Tokyo Polytechnic Univ. (Nakano) Emotion-Driven Procedural Animation of Animal Ears for NPCs in Video Games Using Large Language Models
Mei Sato, Motonobu Kawashima (TUT)
Emotional expression through animal-like ear movements has become common in animation and video games. However, in dialo... [more] AIT2026-67
pp.102-105
AIT, IIEEJ, AS, CG-ARTS 2026-03-02
14:23
Tokyo Tokyo Polytechnic Univ. (Nakano) Design of Combat Experience Through NPC Behavior Control Using Game AI
Chai Haoyuan, Nagae Takanori (Tokyo Polytechnic Univ)
When playing action games, the combat is more realistic because the enemies change their behaviors according to the cond... [more] AIT2026-68
pp.106-109
AIT, IIEEJ, AS, CG-ARTS 2026-03-02
13:59
Tokyo Tokyo Polytechnic Univ. (Nakano) Proposed Method for Lightweight Adhesive Expression in Viscous Simulation Using Magnetic Force Simulation
Kyonosuke Ogawa (TUT)
In video games utilizing 3DCG, slime-like objects and viscous liquid effects appear in many titles. However, from a proc... [more] AIT2026-72
pp.122-125
AIT, IIEEJ, AS, CG-ARTS 2026-03-02
14:35
Tokyo Tokyo Polytechnic Univ. (Nakano) Procedural Animation for Magic Attacks Using Staffs in Video Games
Shingo Toyoshima, Motonobu Kawashima (TUT)
In contemporary video games, magic attack animations are often reused regardless of differences in attributes or power l... [more] AIT2026-81
pp.158-161
AIT, IIEEJ, AS, CG-ARTS 2026-03-02
10:30
Tokyo Tokyo Polytechnic Univ. (Nakano) Dynamic Priority Control of Behavior Trees using Supervised Learning
Mao Saotome, Taichi Watanabe (TUT)
While Behavior Trees are extensively utilized in game AI, their rigid structure presents challenges, such as the AI beco... [more] AIT2026-111
pp.262-263
AIT, IIEEJ, AS, CG-ARTS 2026-03-02
13:00
Tokyo Tokyo Polytechnic Univ. (Nakano) Perceptual Evaluation of Vertical Movement Sensation Induced by Sound in a Multi-Speaker Spatial Audio Environment
Ryota Murakami, Akinori Ito (TUT)
This study conducted impression evaluations on the relationship between the sense of movement involving elevation direct... [more] AIT2026-129
pp.321-324
AIT, IIEEJ, AS, CG-ARTS 2026-03-02
13:00
Tokyo Tokyo Polytechnic Univ. (Nakano) Evaluation of eye-tracking games for promoting eye movements
Chihiro Kogayama, Moe Omagari, Sae Nishitomi, Ai Shirataka, Kotaro Nakao, Ken Ishibashi (PUK)
In this study, we developed a gaze-based game designed to promote diverse eye movement patterns. We implemented a hands-... [more] AIT2026-136
pp.346-349
AIT, IIEEJ, AS, CG-ARTS 2026-03-02
14:30
Tokyo Tokyo Polytechnic Univ. (Nakano) An Action Game Play Support Method Using Repetitive Ghost Playback and Action Visualization
Ryoya Tsugueda, Wataru Kurihara, Koji Mikami (TUT)
This study focuses on ghost systems as a learning support method in action games. Conventional ghost systems often advan... [more] AIT2026-153
pp.396-399
AIT, IIEEJ, AS, CG-ARTS 2026-03-02
14:30
Tokyo Tokyo Polytechnic Univ. (Nakano) Comparative evaluation of three different tutorial formats in action games
Shoryu Ojima, Tomokazu Ishikawa (Toyo Univ.)
This study focuses on tutorial methods. This study provides three types of game tutorials: a written tutorial with a str... [more] AIT2026-156
pp.404-405
ME 2026-02-28
10:30
Online online Effect on Player's Perception of Gradual Changes in 3D Animation due to Decrease in Avatar's Health points
Katsuki Takahama, Asako Soga (Ryukoku Univ.)
In this study, we investigate how gradual changes in the 3D animation of in-game avatars affect player perceptions. We c... [more] ME2026-39
pp.7-8
AIT, IIEEJ, AS, CG-ARTS 2025-03-10
10:37
Tokyo Tokyo Polytechnic Univ. (Nakano) Poker Game AI Considering Facial Expression and Evaluation of Its Impact on Game Experience
Hibiki Nishimura, Wataru Kurihara, Yoshihisa Kanematsu, Suguru Matsuyoshi, Hirokazu Yasuhara, Koji Mikami (TUT)
In poker, reading facial expressions and gestures is crucial for strategic play. While some poker AIs make decisions bas... [more] AIT2025-47
pp.25-28
AIT, IIEEJ, AS, CG-ARTS 2025-03-10
11:13
Tokyo Tokyo Polytechnic Univ. (Nakano) A method for expressing dog grooming in a video game using toon rendering.
Yujiro Hara, Motonobu Kawasima (TUT)
In video games and animation, there are many scenes in which dog-themed characters have their fur stroked. In this study... [more] AIT2025-50
pp.37-40
AIT, IIEEJ, AS, CG-ARTS 2025-03-10
11:25
Tokyo Tokyo Polytechnic Univ. (Nakano) Path finding using the range goal
Haruto Nakadai, Mizuki Morishita, Takashi Imagire (TPU)
In digital games, path finding is performed to find the location of enemies. Although the virtual world of games continu... [more] AIT2025-56
pp.61-64
AIT, IIEEJ, AS, CG-ARTS 2025-03-10
14:50
Tokyo Tokyo Polytechnic Univ. (Nakano) A method based on games to create Glitch Art
Noriki Amano (Notre Dame Seishin Univ.)
We are exploring Glitch Art, which is based on the destructive manipulation of data. As part of this study, we propose a... [more] AIT2025-88
pp.178-181
AIT, IIEEJ, AS, CG-ARTS 2025-03-10
15:38
Tokyo Tokyo Polytechnic Univ. (Nakano) A method for generating cinematics using large-scale language models in video games
Kohei Noi, Motonobu Kawashima (TUT)
In recent years, video games using 3DCG have been produced with real-time rendered animations to show the events that oc... [more] AIT2025-92
pp.192-195
AIT, IIEEJ, AS, CG-ARTS 2025-03-10
10:35
Tokyo Tokyo Polytechnic Univ. (Nakano) Impact of National Team Victories in eSports Competitions on the Playing Population -- A quasi-experimental --
Ren Shimokawara, Kaimu Nakamura, Mitsuki Horie, Taro Shirai, Hiroyuki Egami (NU)
International sporting events are widely reported when good results are achieved, with support from governments and comp... [more] AIT2025-97
pp.211-214
AIT, IIEEJ, AS, CG-ARTS 2025-03-10
10:35
Tokyo Tokyo Polytechnic Univ. (Nakano) Impact of Recognizing a Calculation App's Purpose as Education or Entertainment on Play Behavior
Seiya Ogawa, Takashi Nakamura (Tokyo Polytechnic Univ.)
Educational games are often engaged with an awareness of their learning objectives. This study posits that the perceptio... [more] AIT2025-101
pp.227-230
AIT, IIEEJ, AS, CG-ARTS 2025-03-10
10:35
Tokyo Tokyo Polytechnic Univ. (Nakano) Development of the Okonomiyaki Experience Game "Kote no Meijin"
Yu Shimizu, Takashi Nakamura (Tokyo Polytechnic Univ.)
In this study, we developed Kote no Meijin, an Okonomiyaki Experience Game designed to be both simple and enjoyable, eve... [more] AIT2025-102
pp.231-234
 Results 1 - 20 of 113  /  [Next]  
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