| 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 |