Abstract: This paper examines Japanese life expectancy, and the declining birth rate to investigate the Japanese people’s view of death, and their consciousness of death. To support their perspectives toward death, “Eitai Kuyobo,” and tombs with Japanese animation will be focused as Japanese citizens have created unique tombs designs of their own tombs. With the methodological aspects, Japan’s birth and mortality rates, Japan’s average life expectancy, history of tombs, creation of one’s own tombs and types of marriage will be significant. By examining the Japanese history of tombs, social change and unique tombs, and the increase of mortality rate in Japanese super-aging society, this study contributes the change of people’s view toward tombs, and a view toward life and death. Accordingly, focusing on the change of people’s view toward tombs it is concluded that the change is caused by the increase of mortality rate in Japanese super-aging society.
Abstract: A Japanese manga character, Doraemon, was made by
Fujiko F. Fujio in 1969, was made into animation in 1973. The main
character, Doraemon, is a robot cat, and is a well-known Japanese
animated character. However, Doraemon is not only regarded as an
animation character but it is also used in educational and technological
programs in Japan.
This paper focuses on the background of Doraemon, educational
and technological perspectives on Doraemon, and comparison of the
original Japanese animation and the US remade version, and the
animator Fujiko’s dreams and hopes for Doraemon will be examined.
Since Doraemon has been exported as animation and manga to
overseas, perspectives toward Doraemon have changed. For example,
changes of stories and characters can been seen in the present
Doraemon animation. Not only the overseas TV productions which
broadcast Doraemon but also the Japanese production has to consider
violence, sexuality, etc. when editing episodes. Because of
representation of cultural differences, Japanese animation is thought to
contain more violence, discrimination, and sexuality in animation.
With responses from overseas, the Japanese production was cautious
about the US remade version. They cared about the US Broadcast
Standard, and tried to consider US customs and culture in the US
remade version. Seeing the difference, acculturation is necessary for
exports of animation overseas. Moreover, observing different aspects
of Doraemon domestically, Doraemon provides dreams and hopes to
children.
Abstract: The paper describes a Chinese shadow play animation
system based on Kinect. Users, without any professional training, can
personally manipulate the shadow characters to finish a shadow play
performance by their body actions and get a shadow play video
through giving the record command to our system if they want. In our
system, Kinect is responsible for capturing human movement and
voice commands data. Gesture recognition module is used to control
the change of the shadow play scenes. After packaging the data from
Kinect and the recognition result from gesture recognition module,
VRPN transmits them to the server-side. At last, the server-side uses
the information to control the motion of shadow characters and video
recording. This system not only achieves human-computer interaction,
but also realizes the interaction between people. It brings an
entertaining experience to users and easy to operate for all ages. Even
more important is that the application background of Chinese shadow
play embodies the protection of the art of shadow play animation.
Abstract: The research studied and examined the
competitiveness of the animation industry in Thailand. Data were
collected based on articles, related reports and websites, news,
research, and interviews of key persons from both public and private
sectors. The diamond model was used to analyze the study. The
major factor driving the Thai animation industry forward includes a
quality workforce, their creativity and strong associations. However,
discontinuity in government support, infrastructure, marketing, IP
creation and financial constraints were factors keeping the Thai
animation industry less competitive in the global market.
Abstract: This analysis of Kuosheng nuclear power plant (NPP)
was performed mainly by TRACE, assisted with FRAPTRAN and
FRAPCON. SNAP v2.2.1 and TRACE v5.0p3 are used to develop the
Kuosheng NPP SPU TRACE model which can simulate the turbine
trip without bypass transient. From the analysis of TRACE, the
important parameters such as dome pressure, coolant temperature and
pressure can be determined. Through these parameters, comparing
with the criteria which were formulated by United States Nuclear
Regulatory Commission (U.S. NRC), we can determine whether the
Kuoshengnuclear power plant failed or not in the accident analysis.
However, from the data of TRACE, the fuel rods status cannot be
determined. With the information from TRACE and burn-up analysis
obtained from FRAPCON, FRAPTRAN analyzes more details about
the fuel rods in this transient. Besides, through the SNAP interface, the
data results can be presented as an animation. From the animation, the
TRACE and FRAPTRAN data can be merged together that may be
realized by the readers more easily. In this research, TRACE showed
that the maximum dome pressure of the reactor reaches to 8.32 MPa,
which is lower than the acceptance limit 9.58 MPa. Furthermore,
FRAPTRAN revels that the maximum strain is about 0.00165, which
is below the criteria 0.01. In addition, cladding enthalpy is 52.44 cal/g
which is lower than 170 cal/g specified by the USNRC NUREG-0800
Standard Review Plan.
Abstract: At this paper, we will present the development of mobile application Social Guidance and Counseling (GC) that called “m-NingBK: Social GC”. The application is used for GC services that run on mobile devices. The application is designed specifically for Junior High School student. The methods are a combination of interactive multimedia approaches and educational psychology. Therefore, the design process is carried out three processes, which are digitizing of material social GC services, visualizing wisely and making interactive. This method is intended to make students not only hear and see but also "do" the virtual. There are five components used in multimedia applications "m-NingBK: Social GC" i.e. text, images / graphics, audio / sound, animation and video. Four menus provided by this application is the potential self, social, Expert System and about. The application is built using the Java programming language. This application was tested using a Smartphone with Android Operating System. Based on the test, people give rating: 16.7% excellent, 61.1% good, 19.4% adequate, and 2.8% poor.
Abstract: The purpose of this study is to analyze the visual
preference of patterns in pedestrian roads. In this study, animation was
applied for the estimation of dynamic streetscape. Six patterns of
pedestrian were selected in order to analyze the visual preference. The
shapes are straight, s-curve, and zigzag. The ratio of building's height
and road's width are 2:1 and 1:1. Twelve adjective pairs used in the
field investigation were selected from adjectives which are used
usually in the estimation of streetscape. They are interesting-boring,
simple-complex, calm-noisy, open-enclosed, active-inactive,
lightly-depressing, regular-irregular, unique-usual, rhythmic-not
rhythmic, united-not united, stable-unstable, tidy-untidy.
Dynamic streetscape must be considered important in pedestrian
shopping mall and park because it will be an attraction. So, s-curve
pedestrian road, which is the most beautiful as a result of this study,
should be designed in this area. Also, the ratio of building's height and
road's width along pedestrian road should be reduced.
Abstract: The purpose of the study is to determine secondary prospective mathematics teachers- views related to using flash animations in mathematics lessons and to reveal how the sample presentations towards different mathematical concepts altered their views. This is a case study involving three secondary prospective mathematics teachers from a state university in Turkey. The data gathered from two semi-structural interviews. Findings revealed that these animations help understand mathematics meaningfully, relate mathematics and real world, visualization, and comprehend the importance of mathematics. The analysis of the data indicated that the sample presentations enhanced participants- views about using flash animations in mathematics lessons.
Abstract: With a rapid growth in 3D graphics technology over the last few years, people are desired to see more flexible reacting motions of a biped in animations. In particular, it is impossible to anticipate all reacting motions of a biped while facing a perturbation. In this paper, we propose a three-level tracking method for animating a 3D humanoid character. First, we take the laws of physics into account to attach physical attributes, such as mass, gravity, friction, collision, contact, and torque, to bones and joints of a character. The next step is to employ PD controller to follow a reference motion as closely as possible. Once the character cannot tolerate a strong perturbation to prevent itself from falling down, we are capable of tracking a desirable falling-down action to avoid any falling condition inaccuracy. From the experimental results, we demonstrate the effectiveness and flexibility of the proposed method in comparison with conventional data-driven approaches.
Abstract: Face and facial expressions play essential roles in
interpersonal communication. Most of the current works on the facial
expression recognition attempt to recognize a small set of the
prototypic expressions such as happy, surprise, anger, sad, disgust
and fear. However the most of the human emotions are
communicated by changes in one or two of discrete features. In this
paper, we develop a facial expressions synthesis system, based on the
facial characteristic points (FCP's) tracking in the frontal image
sequences. Selected FCP's are automatically tracked using a crosscorrelation
based optical flow. The proposed synthesis system uses a
simple deformable facial features model with a few set of control
points that can be tracked in original facial image sequences.
Abstract: This paper presents a solution for the behavioural
animation of autonomous virtual agent navigation in virtual environments.
We focus on using Dempster-Shafer-s Theory of Evidence
in developing visual sensor for virtual agent. The role of the visual
sensor is to capture the information about the virtual environment
or identifie which part of an obstacle can be seen from the position
of the virtual agent. This information is require for vitual agent to
coordinate navigation in virtual environment. The virual agent uses
fuzzy controller as a navigation system and Fuzzy α - level for
the action selection method. The result clearly demonstrates the path
produced is reasonably smooth even though there is some sharp turn
and also still not diverted too far from the potential shortest path.
This had indicated the benefit of our method, where more reliable
and accurate paths produced during navigation task.
Abstract: In this paper we present the PC cluster built at R.V.
College of Engineering (with great help from the Department of
Computer Science and Electrical Engineering). The structure of the
cluster is described and the performance is evaluated by rendering of
complex 3D Persistence of Vision (POV) images by the Ray-Tracing
algorithm. Here, we propose an unexampled method to render such
images, distributedly on a low cost scalable.
Abstract: This paper presents an interactive modeling system of
polyhedra using the isomorphic graphs. Especially, Conway
polyhedron notation is implemented. The notation can be observed as
interactive animation.
Abstract: This paper describes a 3D modeling system in
Augmented Reality environment, named 3DARModeler. It can be
considered a simple version of 3D Studio Max with necessary
functions for a modeling system such as creating objects, applying
texture, adding animation, estimating real light sources and casting
shadows. The 3DARModeler introduces convenient, and effective
human-computer interaction to build 3D models by combining both
the traditional input method (mouse/keyboard) and the tangible input
method (markers). It has the ability to align a new virtual object with
the existing parts of a model. The 3DARModeler targets nontechnical
users. As such, they do not need much knowledge of
computer graphics and modeling techniques. All they have to do is
select basic objects, customize their attributes, and put them together
to build a 3D model in a simple and intuitive way as if they were
doing in the real world. Using the hierarchical modeling technique,
the users are able to group several basic objects to manage them as a
unified, complex object. The system can also connect with other 3D
systems by importing and exporting VRML/3Ds Max files. A
module of speech recognition is included in the system to provide
flexible user interfaces.
Abstract: There has been a growing interest in implementing humanoid avatars in networked virtual environment. However, most existing avatar communication systems do not take avatars- social backgrounds into consideration. This paper proposes a novel humanoid avatar animation system to represent personalities and facial emotions of avatars based on culture, profession, mood, age, taste, and so forth. We extract semantic keywords from the input text through natural language processing, and then the animations of personalized avatars are retrieved and displayed according to the order of the keywords. Our primary work is focused on giving avatars runtime instruction from multiple natural languages. Experiments with Chinese, Japanese and English input based on the prototype show that interactive avatar animations can be displayed in real time and be made available online. This system provides a more natural and interesting means of human communication, and therefore is expected to be used for cross-cultural communication, multiuser online games, and other entertainment applications.
Abstract: The goal of the study reported in the paper was to
determine whether Ambient Occlusion Shading (AOS) has a significant effect on users' perception of American Sign Language (ASL) finger spelling animations. Seventy-one (71) subjects
participated in the study; all subjects were fluent in ASL. The participants were asked to watch forty (40) sign language animation
clips representing twenty (20) finger spelled words. Twenty (20) clips did not show ambient occlusion, whereas the other twenty (20) were
rendered using ambient occlusion shading. After viewing each animation, subjects were asked to type the word being finger-spelled and rate its legibility. Findings show that the presence of AOS had a significant effect on the subjects perception of the signed words.
Subjects were able to recognize the animated words rendered with AOS with higher level of accuracy, and the legibility ratings of the animations showing AOS were consistently higher across subjects.
Abstract: We introduce, a new interactive 3D simulation system of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). The system is comprised of: (1) a physiologically accurate parameterized 3D model of the eyes, eyelids, and eyebrow regions; and (2) a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D eye simulation system, created using state-of-the-art computer animation technology and 'optimized' for use with an interactive and web deliverable platform, is, to our knowledge, the most advanced/realistic available so far for applications to character animation and medical pedagogy.
Abstract: The rapid development of the BlackBerry games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games on BlackBerry in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive educational games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) and 1 output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform
Abstract: A procedural-animation-based approach which rapidly
synthesize the adaptive locomotion for quadruped characters that they
can walk or run in any directions on an uneven terrain within a
dynamic environment was proposed. We devise practical motion
models of the quadruped animals for adapting to a varied terrain in a
real-time manner. While synthesizing locomotion, we choose the
corresponding motion models by means of the footstep prediction of
the current state in the dynamic environment, adjust the key-frames of
the motion models relying on the terrain-s attributes, calculate the
collision-free legs- trajectories, and interpolate the key-frames
according to the legs- trajectories. Finally, we apply dynamic time
warping to each part of motion for seamlessly concatenating all desired
transition motions to complete the whole locomotion. We reduce the
time cost of producing the locomotion and takes virtual characters to
fit in with dynamic environments no matter when the environments are
changed by users.
Abstract: This paper explores the opportunity of using tri-axial
wireless accelerometers for supervised monitoring of sports
movements. A motion analysis system for the upper extremities of
lawn bowlers in particular is developed. Accelerometers are placed
on parts of human body such as the chest to represent the shoulder
movements, the back to capture the trunk motion, back of the hand,
the wrist and one above the elbow, to capture arm movements. These
sensors placement are carefully designed in order to avoid restricting
bowler-s movements. Data is acquired from these sensors in soft-real
time using virtual instrumentation; the acquired data is then
conditioned and converted into required parameters for motion
regeneration. A user interface was also created to facilitate in the
acquisition of data, and broadcasting of commands to the wireless
accelerometers. All motion regeneration in this paper deals with the
motion of the human body segment in the X and Y direction, looking
into the motion of the anterior/ posterior and lateral directions
respectively.