Updated on 2024/04/25

写真a

 
MORISHIMA, Shigeo
 
Affiliation
Faculty of Science and Engineering, School of Advanced Science and Engineering
Job title
Professor
Degree
Doctror of Engineering
Mail Address
メールアドレス

Research Experience

  • 2004.04
    -
    Now

    Waseda University   Faculty of Science and Engineering   Professor

  • 2010.04
    -
    2014.03

    NICT   Spoken Language and Communication Research institute   Invited Researcher

  • 1999.04
    -
    2010.03

    ATR   Invited Resercher

  • 2001.04
    -
    2004.03

    Seikei University   Faculty of Engineering   Professor

  • 1988.04
    -
    2001.03

    Seikei University   Faculty of Engineering   Associate Professor

  • 1994.07
    -
    1995.08

    University of Toronto   Department of Computer Science   Visiting Professor

  • 1987.04
    -
    1988.03

    Seikei University   Faculty of Engineering   Permanent Lecturer

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Education Background

  • 1982.04
    -
    1987.03

    University of Tokyo   Graduate School of Engineerng   Department of Electronics  

  • 1978.04
    -
    1982.03

    University of Tokyo   Faculty of Engineering   Department of Electronics  

Committee Memberships

  • 2023.09
    -
    Now

    JST  ASPIREアドバイザー

  • 2021.08
    -
    Now

    Pacific Graphics 2022  General Chair

  • 2018.04
    -
    Now

    JST CREST  Advisor

  • 2022.08
    -
     

    JST  Sohatsu Project Advisor

  • 2020.04
    -
    2021.03

    ACM VRST 2021  Sponsorship Chair

  • 2016.05
    -
    2020.05

    画像電子学会ビジュアルコンピューティング研究専門委員会  委員長

  • 2018.12
    -
    2019.12

    ACM VRST 2019  Program Chair

  • 2018.12
     
     

    ACM SIGGRAPH ASIA 2018  VR/AR Advisor

  • 2018.11
    -
    2018.12

    ACM VRST 2018  General Chair

  • 2014.05
    -
    2016.05

    画像電子学会  副会長

  • 2015.11
     
     

    ACM SIGGRAPH ASIA 2015  Workshop/Partner Event Chair

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Professional Memberships

  •  
     
     

    THE SOCIETY FOR ART AND SCIENCE

  •  
     
     

    JAPANESE ACADEMY OF FACIAL STUDIES

  •  
     
     

    THE INSTITUTE OF IMAGE INFORMATION AND TELEVISION ENGINEERS

  •  
     
     

    INFORMATION PROCESSING SOCIETY OF JAPAN

  •  
     
     

    THE INSTITUTE OF IMAGE ELECTRONICS ENGINEERS OF JAPAN

  •  
     
     

    IEEE

  •  
     
     

    ACM

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Research Areas

  • Intelligent informatics

Research Interests

  • Deep Learning

  • Audio Signal Processing

  • Face Image Processing

  • Multimedia Information Processing

  • Human Computer Interaction

  • Computer Vision

  • Computer Graphics

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Awards

  • IBM Academic Research Award

    2022.02   IBM   Real-world Accessibility in New Era

    Winner: Shigeo Morishima(Waseda University

  • Azusa Ono Memorial Award

    2021.03   Waseda University   Multi-Instrument Music Transcription Based on Deep Spherical Clustering of Spectrograms and Pitchgrams

    Winner: Keitaro Tanaka, Takayuki Nakatsuka, Ryo Nishikimi, Kazuyoshi Yoshii, Shigeo Morishima

  • Azusa Ono Memorial Award

    2021.03   Waseda University   Line Chaser: Smart Phone Based Blind People Assistance System for Line Tracing

    Winner: Masaki Kuribayashi, Seita Kayukawa, Hironobu Takagi, Chiko Asakawa, Shigeo Morishima

  • Best Paper Award

    2020.12   Japan Society for Software Science and Technology   Line Chaser: Smart Phone Based Blind People Assistance System for Line Tracing

    Winner: Masaki Kuribayashi, Seita Kayukawa, Takanobu Takagi, Chieko Asakawa, Shigeo Morishima

  • CG Japan Award

    2020.11   The Society for Art and Science   Innovative Research and its Application of CG, CV and Music Information Processing

    Winner: Shigeo Morishima

  • Hagura Award Forum Eight Award

    2020.11   State of the Art Technologies Expression Association   Automatic Singing and Dancing Photorealistic Character Animation Generation from Single Snapshot

    Winner: Shigeo Morishima, Naoya Iwamoto, Takuya Kato, Takayuki Nakatsuka, Shugo Yamaguchi

  • Best Paper Award Finalist

    2019.06   IEEE CVPR 2019   SiCloPe: Silhouette-Based Clothed People

    Winner: Ryota Natsume, Shunsuke Saito, Zeng Huang, Weikai Chen, Chongyang Ma, Hao Li, Shigeo Morishima

  • Interaction 2019 Best Paper Award

    2019.03   Information Processing Society Japan  

    Winner: Seita Kayukawa, Keita Higuchi, João Guerreiro, Shigeo Morishima, Yoichi Sato, Kris Kitani, Chieko Asakawa

  • Paper Award Gold Prize

    2017.12   14th International Conference on Advances in Computer Entertainment Technology (ACE 2017)   DanceDJ: A 3D Dance Animation Authoring System for Live Performance

    Winner: Naoya Iwamoto, Takuya Kato, Hubert P, H. Shum, Ryo Kakitsuka, Kenta Hara, Shigeo Morishima

  • Paper Award Gold Prize

    2017.12   14th International Conference on Advances in Computer Entertainment Technology (ACE 2017)   Voice Animator: Automatic Lip-Synching in Limited Animation by Audio

    Winner: Shoichi Furukawa, Tsukasa Fukusato, Shugo Yamaguchi, Shigeo Morishima

  • VC Symposium, Outstanding Presentation Award

    2017.06   IIEEJ  

    Winner: Fumiya Narita, Shunsuke Saito, Tsukasa Fukusato, Shigeo Morishima

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Papers

  • Event-based Camera Simulation using Monte Carlo Path Tracing with Adaptive Denoising Yuta Tsuji, Tatsuya Yatagawa, Hiroyuki Kubo, Shigeo Morishima

    Yuta Tsuji, Tatsuya Yatagawa, Hiroyuki Kubo, Shigeo Morishima

       2023.10  [Refereed]

  • SCAPEGOAT GENERATION FOR PRIVACY PROTECTION FROM DEEPFAKE

    Gido Kato, Yoshihiro Fukuhara, Mariko Isogawa, Hideki Tsunashima, Hirokatsu Kataoka, Shigeo Morishima

    IEEE International Conference on Image Processing, ICIP2023    2023.10  [Refereed]

  • Gaze-Driven Sentence Simplification for Language Learners: Enhancing Comprehension and Readability

    Taichi Higasa, Keitaro Tanaka, Qi Feng, Shigeo Morishima

    The 25th International Conference on Multimodal Interaction, ICMI 2023    2023.10  [Refereed]

    DOI

    Scopus

  • Enhancing Perception and Immersion in Pre-Captured Environments through Learning-Based Eye Height Adaptation

    Qi Feng, Hubert P.H. Shum, Shigeo Morishima

    The 22nd IEEE International Symposium on Mixed and Augmented Reality, ISMAR2023    2023.10  [Refereed]

  • Audio-Visual Speech Enhancement With Preserving Specific Off-Screen Speech

    Tomoya Yoshinaga, Keitaro Tanaka, Shigeo Morishima

    VC2023 short, 39    2023.09  [Refereed]

  • Detecting Unknown Multiword Expressions in Natural English Reading via Eye Gaze

    Taichi Higasa, Asuka Hirata, Keitaro Tanaka, Qi Feng, Shigeo Morishima

    VC2023 short, 38    2023.09  [Refereed]

  • オブジェクトモーションブラー低減のための変形可能なNeRF

    佐藤 和仁, 山口 周悟, 武田 司, 森島 繁生

    VC2023 short, 29    2023.09  [Refereed]

  • 通常発声と無音発声の動画を用いた発話内容推測における距離学習に基づく精度差改善手法

    柏木 爽良, 田中 啓太郎, 森島 繁生

    VC2023 long, 37    2023.09  [Refereed]

  • 半陰解法を用いた浅水方程式による保存的な流体シミュレーション

    平江 陽香, 森島 繁生, 安東 遼一

    VC2023 long, 33, VC学生研究賞    2023.09  [Refereed]

  • Audio-Visual Speech Enhancement With Selective Off-Screen Speech Extraction

    Tomoya Yoshinaga, Keitaro Tanaka, Shigeo Morishima

    The 31st European Signal Processing Conference, EUSIPCO2023, Best Student Paper Contest Finalist    2023.09  [Refereed]

  • Improving the Gap in Visual Speech Recognition Between Normal and Silent Speech Based on Metric Learning

    Sara Kashiwagi, Keitaro Tanaka, Qi Feng, Shigeo Morishima

    INTERSPEECH 2023    2023.08  [Refereed]

  • A Conservative Semi-Implicit Scheme for Shallow Water Equations

    Haruka Hirae, Shigeo Morishima, Ryoichi Ando

    Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation    2023.08  [Refereed]

    DOI

    Scopus

  • Deformable Neural Radiance Fields for Object Motion Blur Removal

    Kazuhito Sato, Shugo Yamaguchi, Tsukasa Takeda, Shigeo Morishima

    Proceedings - SIGGRAPH 2023 Posters    2023.08  [Refereed]

     View Summary

    In this paper, we present a novel approach to remove object motion blur in 3D scene renderings using deformable neural radiance fields. Our technique adapts the hyperspace representation to accommodate shape changes induced by object motion blur. Experiments on Blender-generated datasets demonstrate the effectiveness of our method in producing higher-quality images with reduced object motion blur artifacts.

    DOI

    Scopus

  • Efficient 3D Reconstruction of NeRF using Camera Pose Interpolation and Photometric Bundle Adjustment

    Tsukasa Takeda, Shugo Yamaguchi, Kazuhito Sato, Kosuke Fukazawa, Shigeo Morishima

    Proceedings - SIGGRAPH 2023 Posters    2023.08  [Refereed]

    DOI

    Scopus

  • Scapegoat Generation for;Privacy Protection from Malicious Deepfake

    Gido Kato, Yoshihiro Fukuhara, Mariko Isogawa, Hideki Tsunashima, Hirokatsu Kataoka, Shigeo Morishima

       2023.07  [Refereed]

  • Textual and Directional Sign Recognition Algorithm for People with Visual Impairment by Linking Texts and Arrows

    Masaki Kuribayashi, Hironobu Takagi, Chieko Asakawa, Shigeo Morishima

    The IEEE/CVF Conference on Computer Vision and Pattern Recognition 2023 Workshop (CVPR 2023 Workshop)    2023.06  [Refereed]

  • Memory Efficient Diffusion Probabilistic Models via Patch-based Generation

    Shinei Arakawa, Hideki Tsunashima, Daichi Horita, Keitaro Tanaka, Shigeo Morishima

    the Generative Models for Computer Vision workshop at CVPR 2023    2023.06  [Refereed]

  • 3DMovieMap: an Interactive Route Viewer for Multi-Level Buildings

    Seita Kayukawa, Keita Higuchi, Shigeo Morishima, Ken Sakurada

    Conference on Human Factors in Computing Systems - Proceedings    2023.04  [Refereed]

     View Summary

    We present an interactive route viewer system, 3DMovieMap, which generates and shows navigation movies walking through multi-level buildings, such as a science museum, airport, and university building. Movie map systems can provide users with visual cues by synthesizing navigation movies based on their inputs of routes. However, existing systems are limited to flat areas such as city areas. We aim to extend Movie Map to generate navigation movies for multi-level buildings. The 3DMovieMap system generates a movie map from an equirectangular movie via a visual Simultaneous Localization and Mapping technology. Users select waypoints on the floor maps. 3DMovieMap calculates the shortest path that visits these points and generates a navigation movie along the route. We created four movie maps of buildings and asked two participants to use our system and provide feedback for further improvements. We will be releasing an open dataset of equirectangular movies captured in a science museum.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • PathFinder: Designing a Map-less Navigation System for Blind People in Unfamiliar Buildings

    Masaki Kuribayashi, Tatsuya Ishihara, Daisuke Sato, Jayakorn Vongkulbhisal, Karnik Ram, Seita Kayukawa, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa

    Conference on Human Factors in Computing Systems - Proceedings    2023.04  [Refereed]

     View Summary

    Indoor navigation systems with prebuilt maps have shown great potential in navigating blind people even in unfamiliar buildings. However, blind people cannot always benefit from them in every building, as prebuilt maps are expensive to build. This paper explores a map-less navigation system for blind people to reach destinations in unfamiliar buildings, which is implemented on a robot. We first conducted a participatory design with five blind people, which revealed that intersections and signs are the most relevant information in unfamiliar buildings. Then, we prototyped PathFinder, a navigation system that allows blind people to determine their way by detecting and conveying information about intersections and signs. Through a participatory study, we improved the interface of PathFinder, such as the feedback for conveying the detection results. Finally, a study with seven blind participants validated that PathFinder could assist users in navigating unfamiliar buildings with increased confidence compared to their regular aid.

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • Enhancing Blind Visitor's Autonomy in a Science Museum Using an Autonomous Navigation Robot

    Seita Kayukawa, Daisuke Sato, Masayuki Murata, Tatsuya Ishihara, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa

    Conference on Human Factors in Computing Systems - Proceedings    2023.04  [Refereed]

     View Summary

    Enabling blind visitors to explore museum floors while feeling the facility's atmosphere and increasing their autonomy and enjoyment are imperative for giving them a high-quality museum experience. We designed a science museum exploration system for blind visitors using an autonomous navigation robot. Blind users can control the robot to navigate them toward desired exhibits while playing short audio descriptions along the route. They can also browse detailed explanations on their smartphones and call museum staff if interactive support is needed. Our real-world user study at a science museum during its opening hour revealed that blind participants could explore the museum safely and independently at their own pace. The study also showed that the sighted visitors who saw the participants walking with the robot accepted the assistive robot well. We finally conducted focus group sessions with the blind participants and discussed further requirements toward a more independent museum experience.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • Exploration of Sonification Feedback for People with Visual Impairment to Use Ski Simulator

    Yusuke Miura, Erwin Wu, Masaki Kuribayashi, Hideki Koike, Shigeo Morishima

    The Augmented Humans 2023, AHs2023     147 - 158  2023.03  [Refereed]

     View Summary

    Training opportunities for visually impaired (VI) skiers are limited because it is essential for them to have sighted people who guide them with their voices. This study investigates an auditory feedback system that enables ski training using a ski simulator for VI skiers alone. Based on the results of interviews with actual VI skiers and their guides, we designed the following three types of sounds: 1) a single sound (ATS: Advance Turn Sound) that conveys information about turns; 2) a continuous sound (CES: Continuous Error Sound) that is emitted according to the difference between the user's future position and the position he/she should progress to; and 3) a single sound (Gate-Passed Sound) which is emitted when a user passed through a gate. We conducted an evaluation experiment with four blind skiers and three sighted guides. Results showed that three out of four skiers performed better under the conditions in which ATS and gate-passed sound were emitted than the condition in which a human guide gave calls. The result suggests that a sonification-based method such as ATS is effective for ski training on the ski simulator for VI skiers.

    DOI

    Scopus

  • A Study on Sonification Method of Simulator-Based Ski Training for People with Visual Impairment

    Yusuke Miura, Masaki Kuribayashi, Erwin Wu, Hideki Koike, Shigeo Morishima

    Proceedings - SIGGRAPH Asia 2022 Posters    2022.12

     View Summary

    People with visual impairment (PVI) are eager to push their limits in extreme sports such as alpine skiing. However, training skiing is very difficult as it always requires assistance from an experienced guide. This paper explores sonification-based methods that enable PVI to train skiing using a simulator, which will allow them to train without a guide. Two types of sonification feedback for PVI are proposed and studied in our experiment. The results suggest that users without any visual information can also pass through over 80% of the poles compared to with visual information on average.

    DOI

    Scopus

  • 視線情報と比喩度に基づく英語フレーズの理解度推定

    樋笠 泰祐, 平田 明日香, 田中 啓太郎, 森島 繁生

    第30回インタラクティブシステムとソフトウェアに関するワークショップ , WISS 2022    2022.12  [Refereed]

  • 視覚障害者がスキーシミュレータを用いるための聴覚フィードバックの検討

    三浦 悠輔, Wu Erwin, 栗林 雅希, 小池 英樹, 森島 繁生

    第30回インタラクティブシステムとソフトウェアに関するワークショップ , WISS 2022    2022.12  [Refereed]

  • Unsupervised Disentanglement of Timbral, Pitch, and Variation Features From Musical Instrument Sounds With Random Perturbation

    Keitaro Tanaka, Yoshiaki Bando, Kazuyoshi Yoshii, Shigeo Morishima

    2022 Asia-Pacific Signal and Information Processing Association Annual Summit and Conference (APSIPA ASC)     709 - 716  2022.11

     View Summary

    This paper describes an unsupervised disentangled representation learning method for musical instrument sounds with pitched and unpitched spectra. Since conventional methods have commonly attempted to disentangle timbral features (e.g., instruments) and pitches (e.g., MIDI note numbers and FOs), they can be applied to only pitched sounds. Global timbres unique to instruments and local variations (e.g., expressions and playstyles) are also treated without distinction. Instead, we represent the spectrogram of a musical instrument sound with a variational autoencoder (VAE) that has timbral, pitch, and variation features as latent variables. The pitch clarity or percussiveness, brightness, and FOs (if existing) are considered to be represented in the abstract pitch features. The unsupervised disentanglement is achieved by extracting time-invariant and time-varying features as global timbres and local variations from randomly pitch-shifted input sounds and time-varying features as local pitch features from randomly timbre-distorted input sounds. To enhance the disentanglement of timbral and variation features from pitch features, input sounds are separated into spectral envelopes and fine structures with cepstrum analysis. The experiments showed that the proposed method can provide effective timbral and pitch features for better musical instrument classification and pitch estimation.

    DOI

  • Geometric Features Informed Multi-person Human-Object Interaction Recognition in Videos

    Tanqiu Qiao, Qianhui Men, Frederick W. B. Li, Yoshiki Kubotani, Shigeo Morishima, Hubert P. H. Shum

    Lecture Notes in Computer Science     474 - 491  2022.10  [Refereed]

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • 運指と運弓を反映した音響信号からのヴァイオリン演奏アニメーションの自動生成

    平田 明日香, 田中 啓太郎, 浜中 雅俊, 森島繁生

    VC + VCC 2022, short    2022.10  [Refereed]

  • Corridor-Walker: Mobile Indoor Walking Assistance for Blind People to Avoid Obstacles and Recognize Intersections

    Masaki Kuribayashi, Seita Kayukawa, Jayakorn Vongkulbhisal, Chieko Asakawa, Daisuke Sato, Hironobu Takagi, Shigeo Morishima

    Proceedings of the ACM on Human-Computer Interaction   6 ( MHCI )  2022.09

     View Summary

    Navigating in an indoor corridor can be challenging for blind people as they have to be aware of obstacles while also having to recognize the intersections that lead to the destination. To aid blind people in such tasks, we propose Corridor-Walker, a smartphone-based system that assists blind people to avoid obstacles and recognize intersections. The system uses a LiDAR sensor equipped with a smartphone to construct a 2D occupancy grid map of the surrounding environment. Then, the system generates an obstacle-avoiding path and detects upcoming intersections on the grid map. Finally, the system navigates the user to trace the generated path and notifes the user of each intersection’s existence and the shape using vibration and audio feedback. A user study with 14 blind participants revealed that Corridor-Walker allowed participants to avoid obstacles, rely less on the wall to walk straight, and enable them to recognize intersections.

    DOI

    Scopus

    11
    Citation
    (Scopus)
  • Audio-Driven Violin Performance Animation with Clear Fingering and Bowing

    Asuka Hirata, Keitaro Tanaka, Masatoshi Hamanaka, Shigeo Morishima

    Proceedings - SIGGRAPH 2022 Posters    2022.07

     View Summary

    This paper presents an audio-to-animation synthesis method for violin performance. This new approach provides a fine-grained violin performance animation using information on playing procedure consisting of played string, finger number, position, and bow direction. We demonstrate that our method is capable of synthesizing natural violin performance animation with fine fingering and bowing through extensive evaluation.

    DOI

    Scopus

  • Real-time Shading with Free-form Planar Area Lights using Linearly Transformed Cosines

    Takahiro Kuge, Tatsuya Yatagawa, Shigeo Morishima

       2022.05  [Refereed]

  • How Users, Facility Managers, and Bystanders Perceive and Accept a Navigation Robot for Visually Impaired People in Public Buildings

    Seita Kayukawa, Daisuke Sato, Masayuki Murata, Tatsuya Ishihara, Akihiro Kosugi, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa

    RO-MAN 2022 - 31st IEEE International Conference on Robot and Human Interactive Communication: Social, Asocial, and Antisocial Robots     546 - 553  2022

     View Summary

    Autonomous navigation robots have a considerable potential to offer a new form of mobility aid to people with visual impairments. However, to deploy such robots in public buildings, it is imperative to receive acceptance from not only robot users but also people that use the buildings and managers of those facilities. Therefore, we conducted three studies to investigate the acceptance and concerns of our prototype robot, which looks like a regular suitcase. First, an online survey revealed that people could accept the robot navigating blind users. Second, in the interviews with facility managers, they were cautious about the robot's camera and the privacy of their customers. Finally, focus group sessions with legally blind participants who experienced the robot navigation revealed that the robot may cause trouble when it collides with those who may not be aware of the user's blindness. Still, many participants liked the design of the robot which assimilated into the surroundings.

    DOI

    Scopus

    7
    Citation
    (Scopus)
  • The Sound of Bounding-Boxes.

    Takashi Oya, Shohei Iwase, Shigeo Morishima

    CoRR   abs/2203.15991   9 - 15  2022

     View Summary

    In the task of audio-visual sound source separation, which leverages visual
    information for sound source separation, identifying objects in an image is a
    crucial step prior to separating the sound source. However, existing methods
    that assign sound on detected bounding boxes suffer from a problem that their
    approach heavily relies on pre-trained object detectors. Specifically, when
    using these existing methods, it is required to predetermine all the possible
    categories of objects that can produce sound and use an object detector
    applicable to all such categories. To tackle this problem, we propose a fully
    unsupervised method that learns to detect objects in an image and separate
    sound source simultaneously. As our method does not rely on any pre-trained
    detector, our method is applicable to arbitrary categories without any
    additional annotation. Furthermore, although being fully unsupervised, we found
    that our method performs comparably in separation accuracy.

    DOI

  • Community-Driven Comprehensive Scientific Paper Summarization: Insight from cvpaper.challenge.

    Shintaro Yamamoto, Hirokatsu Kataoka, Ryota Suzuki 0006, Seitaro Shinagawa, Shigeo Morishima

    CoRR   abs/2203.09109  2022

     View Summary

    The present paper introduces a group activity involving writing summaries of
    conference proceedings by volunteer participants. The rapid increase in
    scientific papers is a heavy burden for researchers, especially non-native
    speakers, who need to survey scientific literature. To alleviate this problem,
    we organized a group of non-native English speakers to write summaries of
    papers presented at a computer vision conference to share the knowledge of the
    papers read by the group. We summarized a total of 2,000 papers presented at
    the Conference on Computer Vision and Pattern Recognition, a top-tier
    conference on computer vision, in 2019 and 2020. We quantitatively analyzed
    participants' selection regarding which papers they read among the many
    available papers. The experimental results suggest that we can summarize a wide
    range of papers without asking participants to read papers unrelated to their
    interests.

    DOI

  • 360 Depth Estimation in the Wild - the Depth360 Dataset and the SegFuse Network.

    Qi Feng, Hubert P. H. Shum, Shigeo Morishima

    VR     664 - 673  2022

     View Summary

    Single-view depth estimation from omnidirectional images has gained
    popularity with its wide range of applications such as autonomous driving and
    scene reconstruction. Although data-driven learning-based methods demonstrate
    significant potential in this field, scarce training data and ineffective 360
    estimation algorithms are still two key limitations hindering accurate
    estimation across diverse domains. In this work, we first establish a
    large-scale dataset with varied settings called Depth360 to tackle the training
    data problem. This is achieved by exploring the use of a plenteous source of
    data, 360 videos from the internet, using a test-time training method that
    leverages unique information in each omnidirectional sequence. With novel
    geometric and temporal constraints, our method generates consistent and
    convincing depth samples to facilitate single-view estimation. We then propose
    an end-to-end two-branch multi-task learning network, SegFuse, that mimics the
    human eye to effectively learn from the dataset and estimate high-quality depth
    maps from diverse monocular RGB images. With a peripheral branch that uses
    equirectangular projection for depth estimation and a foveal branch that uses
    cubemap projection for semantic segmentation, our method predicts consistent
    global depth while maintaining sharp details at local regions. Experimental
    results show favorable performance against the state-of-the-art methods.

    DOI

    Scopus

    6
    Citation
    (Scopus)
  • 3D car shape reconstruction from a contour sketch using GAN and lazy learning.

    Naoki Nozawa, Hubert P. H. Shum, Qi Feng, Edmond S. L. Ho, Shigeo Morishima

    Vis. Comput.   38 ( 4 ) 1317 - 1330  2022

     View Summary

    3D car models are heavily used in computer games, visual effects, and even automotive designs. As a result, producing such models with minimal labour costs is increasingly more important. To tackle the challenge, we propose a novel system to reconstruct a 3D car using a single sketch image. The system learns from a synthetic database of 3D car models and their corresponding 2D contour sketches and segmentation masks, allowing effective training with minimal data collection cost. The core of the system is a machine learning pipeline that combines the use of a generative adversarial network (GAN) and lazy learning. GAN, being a deep learning method, is capable of modelling complicated data distributions, enabling the effective modelling of a large variety of cars. Its major weakness is that as a global method, modelling the fine details in the local region is challenging. Lazy learning works well to preserve local features by generating a local subspace with relevant data samples. We demonstrate that the combined use of GAN and lazy learning produces is able to produce high-quality results, in which different types of cars with complicated local features can be generated effectively with a single sketch. Our method outperforms existing ones using other machine learning structures such as the variational autoencoder.

    DOI

    Scopus

    16
    Citation
    (Scopus)
  • Audio-Oriented Video Interpolation Using Key Pose

    Takayuki Nakatsuka, Yukitaka Tsuchiya, Masatoshi Hamanaka, Shigeo Morishima

    International Journal of Pattern Recognition and Artificial Intelligence   35 ( 16 )  2021.12

     View Summary

    This paper describes a deep learning-based method for long-term video interpolation that generates intermediate frames between two music performance videos of a person playing a specific instrument. Recent advances in deep learning techniques have successfully generated realistic images with high-fidelity and high-resolution in short-term video interpolation. However, there is still room for improvement in long-term video interpolation due to lack of resolution and temporal consistency of the generated video. Particularly in music performance videos, the music and human performance motion need to be synchronized. We solved these problems by using human poses and music features essential for music performance in long-term video interpolation. By closely matching human poses with music and videos, it is possible to generate intermediate frames that synchronize with the music. Specifically, we obtain the human poses of the last frame of the first video and the first frame of the second video in the performance videos to be interpolated as key poses. Then, our encoder-decoder network estimates the human poses in the intermediate frames from the obtained key poses, with the music features as the condition. In order to construct an end-to-end network, we utilize a differentiable network that transforms the estimated human poses in vector form into the human pose in image form, such as human stick figures. Finally, a video-to-video synthesis network uses the stick figures to generate intermediate frames between two music performance videos. We found that the generated performance videos were of higher quality than the baseline method through quantitative experiments.

    DOI

    Scopus

    3
    Citation
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  • Light Source Selection in Primary-Sample-Space Neural Photon Sampling

    Yuta Tsuji, Tatsuya Yatagawa, Shigeo Morishima

    Proceedings - SIGGRAPH Asia 2021 Posters, SA 2021    2021.12

     View Summary

    This paper proposes a light source selection for photon mapping combined with recent deep-learning-based importance sampling. Although applying such neural importance sampling (NIS) to photon mapping is not difficult, a straightforward approach can sample inappropriate photons for each light source because NIS relies on the approximation of a smooth continuous probability density function on the primary sample space, whereas the light source selection follows a discrete probability distribution. To alleviate this problem, we introduce a normalizing flow conditioned by a feature vector representing the index for each light source. When the neural network for NIS is trained to sample visible photons, we achieved lower variance with the same sample budgets, compared to a previous photon sampling using Markov chain Monte Carlo.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Analysis of Use of Figures and Tables in Computer Vision Papers Using Image Recognition Technique

    YAMAMOTO Shintaro, SUZUKI Ryota, SHINAGAWA Seitaro, KATAOKA Hirokatsu, MORISHIMA Shigeo

    Journal of the Japan Society for Precision Engineering   87 ( 12 ) 995 - 1002  2021.12

     View Summary

    In scientific publications, information is conveyed in the form of figure and table as well as text. Among the many fields of research, computer vision focuses on visual information like image and video. Therefore, figure and table are useful to convey information in computer vision paper such as image used in the experiment or output of the proposed method. In the field of computer vision, conference papers are important, which is different from journal publications considered important in other fields. In this work, we study the use of figures and tables in computer vision papers in conference proceedings. We utilize object detection and image recognition techniques to extract and label figures in papers. We conducted the experiments from five aspects including (1) comparison with other field, (2) comparison among different conferences in computer vision, (3) comparison with workshop papers, (4) temporal change, and (5) comparison among different research topics in computer vision. Thorough the experiments, we observed that the use of figure and table has been changing between 2013 and 2020. We also revealed that the tendency in the use of figure is different among topics even in computer vision papers.

    DOI CiNii

  • Bowing-Net: Motion Generation for String Instruments Based on Bowing Information

    Asuka Hirata, Keitaro Tanaka, Ryo Shimamura, Shigeo Morishima

    Special Interest Group on Computer Graphics and Interactive Techniques Conference Posters, SIGGRAPH 2021    2021.08

     View Summary

    This paper presents a deep learning based method that generates body motion for string instrument performance from raw audio. In contrast to prior methods which aim to predict joint position from audio, we first estimate information that dictates the bowing dynamics, such as the bow direction and the played string. The final body motion is then determined from this information following a conversion rule. By adopting the bowing information as the target domain, not only is learning the mapping more feasible, but also the produced results have bowing dynamics that are consistent with the given audio. We confirmed that our results are superior to existing methods through extensive experiments.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • A case study on user evaluation of scientific publication summarization by Japanese students

    Shintaro Yamamoto, Ryota Suzuki, Tsukasa Fukusato, Hirokatsu Kataoka, Shigeo Morishima

    Applied Sciences (Switzerland)   11 ( 14 )  2021.07

     View Summary

    Summaries of scientific publications enable readers to gain an overview of a large number of studies, but users’ preferences have not yet been explored. In this paper, we conduct two user studies (i.e., short-and long-term studies) where Japanese university students read summaries of English research articles that were either manually written or automatically generated using text summarization and/or machine translation. In the short-term experiment, subjects compared and evaluated the two types of summaries of the same article. We analyze the characteristics in the generated summaries that readers regard as important, such as content richness and simplicity. The experimental results show that subjects are mainly judged based on four criteria, including content richness, simplicity, fluency, and format. In the long-term experiment, subjects read 50 summaries and answered whether they would like to read the original papers after reading the summaries. We discuss the characteristics in the summaries that readers tend to use to determine whether to read the papers, such as topic, methods, and results. The comments from subjects indicate that specific components of scientific publications, including research topics and methods, are important to judge whether to read or not. Our study provides insights to enhance the effectiveness of automatic summarization of scientific publications.

    DOI

    Scopus

    1
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    (Scopus)
  • Pitch-Timbre Disentanglement Of Musical Instrument Sounds Based On Vae-Based Metric Learning

    Keitaro Tanaka, Ryo Nishikimi, Yoshiaki Bando, Kazuyoshi Yoshii, Shigeo Morishima

    ICASSP 2021 - 2021 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP)   2021-June   111 - 115  2021.06

     View Summary

    This paper describes a representation learning method for disentangling an arbitrary musical instrument sound into latent pitch and timbre representations. Although such pitch-timbre disentanglement has been achieved with a variational autoencoder (VAE), especially for a predefined set of musical instruments, the latent pitch and timbre representations are outspread, making them hard to interpret. To mitigate this problem, we introduce a metric learning technique into a VAE with latent pitch and timbre spaces so that similar (different) pitches or timbres are mapped close to (far from) each other. Specifically, our VAE is trained with additional contrastive losses so that the latent distances between two arbitrary sounds of the same pitch or timbre are minimized, and those of different pitches or timbres are maximized. This training is performed under weak supervision that uses only whether the pitches and timbres of two sounds are the same or not, instead of their actual values. This improves the generalization capability for unseen musical instruments. Experimental results show that the proposed method can find better-structured disentangled representations with pitch and timbre clusters even for unseen musical instruments.

    DOI

  • LSTM-SAKT: LSTM-Encoded SAKT-like Transformer for Knowledge Tracing

    Takashi Oya, Shigeo Morishima

    CoRR   abs/2102.00845  2021.01

     View Summary

    This paper introduces the 2nd place solution for the Riiid! Answer
    Correctness Prediction in Kaggle, the world's largest data science competition
    website. This competition was held from October 16, 2020, to January 7, 2021,
    with 3395 teams and 4387 competitors. The main insights and contributions of
    this paper are as follows. (i) We pointed out existing Transformer-based models
    are suffering from a problem that the information which their query/key/value
    can contain is limited. To solve this problem, we proposed a method that uses
    LSTM to obtain query/key/value and verified its effectiveness. (ii) We pointed
    out 'inter-container' leakage problem, which happens in datasets where
    questions are sometimes served together. To solve this problem, we showed
    special indexing/masking techniques that are useful when using RNN-variants and
    Transformer. (iii) We found additional hand-crafted features are effective to
    overcome the limits of Transformer, which can never consider the samples older
    than the sequence length.

  • Property analysis of adversarially robust representation

    Yoshihiro Fukuhara, Takahiro Itazuri, Hirokatsu Kataoka, Shigeo Morishima

    Seimitsu Kogaku Kaishi/Journal of the Japan Society for Precision Engineering   87 ( 1 ) 83 - 91  2021.01

     View Summary

    In this paper, we address the open question: "What do adversarially robust models look at?" Recently, it has been reported in many works that there exists the trade-off between standard accuracy and adversarial robustness. According to prior works, this trade-off is rooted in the fact that adversarially robust and standard accurate models might depend on very different sets of features. However, it has not been well studied what kind of difference actually exists. In this paper, we analyze this difference through various experiments visually and quantitatively. Experimental results show that adversarially robust models look at things at a larger scale than standard models and pay less attention to fine textures. Furthermore, although it has been claimed that adversarially robust features are not compatible with standard accuracy, there is even a positive effect by using them as pre-trained models particularly in low resolution datasets.

    DOI

    Scopus

  • RLTutor: Reinforcement Learning Based Adaptive Tutoring System by Modeling Virtual Student with Fewer Interactions.

    Yoshiki Kubotani, Yoshihiro Fukuhara, Shigeo Morishima

    CoRR   abs/2108.00268  2021

     View Summary

    A major challenge in the field of education is providing review schedules
    that present learned items at appropriate intervals to each student so that
    memory is retained over time. In recent years, attempts have been made to
    formulate item reviews as sequential decision-making problems to realize
    adaptive instruction based on the knowledge state of students. It has been
    reported previously that reinforcement learning can help realize mathematical
    models of students learning strategies to maintain a high memory rate. However,
    optimization using reinforcement learning requires a large number of
    interactions, and thus it cannot be applied directly to actual students. In
    this study, we propose a framework for optimizing teaching strategies by
    constructing a virtual model of the student while minimizing the interaction
    with the actual teaching target. In addition, we conducted an experiment
    considering actual instructions using the mathematical model and confirmed that
    the model performance is comparable to that of conventional teaching methods.
    Our framework can directly substitute mathematical models used in experiments
    with human students, and our results can serve as a buffer between theoretical
    instructional optimization and practical applications in e-learning systems.

  • Comprehending Research Article in Minutes: A User Study of Reading Computer Generated Summary for Young Researchers.

    Shintaro Yamamoto, Ryota Suzuki 0006, Hitokatsu Kataoka, Shigeo Morishima

    Human Interface and the Management of Information. Information Presentation and Visualization - Thematic Area   12765 LNCS   101 - 112  2021

     View Summary

    The automatic summarization of scientific papers, to assist researchers in conducting literature surveys, has garnered significant attention because of the rapid increase in the number of scientific articles published each year. However, whether and how these summaries actually help readers in comprehending scientific papers has not been examined yet. In this work, we study the effectiveness of automatically generated summaries of scientific papers for students who do not have sufficient knowledge in research. We asked six students, enrolled in bachelor’s and master’s programs in Japan, to prepare a presentation on a scientific paper by providing them either the article alone, or the article and its summary generated by an automatic summarization system, after 15 min of reading time. The comprehension of an article was judged by four evaluators based on the participant’s presentation. The experimental results show that the completeness of the comprehension of the four participants was higher overall when the summary of the paper was provided. In addition, four participants, including the two whose completeness score reduced when the summary was provided, mentioned that the summary is helpful to comprehend a research article within a limited time span.

    DOI

    Scopus

  • LineChaser: A Smartphone-Based Navigation System for Blind People to Stand in Lines.

    Masaki Kuribayashi, Seita Kayukawa, Hironobu Takagi, Chieko Asakawa, Shigeo Morishima

    CHI '21: CHI Conference on Human Factors in Computing Systems(CHI)     33 - 13  2021

    DOI

  • Self-Supervised Learning for Visual Summary Identification in Scientific Publications.

    Shintaro Yamamoto, Anne Lauscher, Simone Paolo Ponzetto, Goran Glavas, Shigeo Morishima

    Proceedings of the 11th International Workshop on Bibliometric-enhanced Information Retrieval co-located with 43rd European Conference on Information Retrieval (ECIR 2021)(BIR@ECIR)     5 - 19  2021

  • Visual Summary Identification From Scientific Publications via Self-Supervised Learning.

    Shintaro Yamamoto, Anne Lauscher, Simone Paolo Ponzetto, Goran Glavas, Shigeo Morishima

    Frontiers in Research Metrics and Analytics   6   719004 - 719004  2021  [International journal]

     View Summary

    The exponential growth of scientific literature yields the need to support users to both effectively and efficiently analyze and understand the some body of research work. This exploratory process can be facilitated by providing graphical abstracts-a visual summary of a scientific publication. Accordingly, previous work recently presented an initial study on automatic identification of a central figure in a scientific publication, to be used as the publication's visual summary. This study, however, have been limited only to a single (biomedical) domain. This is primarily because the current state-of-the-art relies on supervised machine learning, typically relying on the existence of large amounts of labeled data: the only existing annotated data set until now covered only the biomedical publications. In this work, we build a novel benchmark data set for visual summary identification from scientific publications, which consists of papers presented at conferences from several areas of computer science. We couple this contribution with a new self-supervised learning approach to learn a heuristic matching of in-text references to figures with figure captions. Our self-supervised pre-training, executed on a large unlabeled collection of publications, attenuates the need for large annotated data sets for visual summary identification and facilitates domain transfer for this task. We evaluate our self-supervised pretraining for visual summary identification on both the existing biomedical and our newly presented computer science data set. The experimental results suggest that the proposed method is able to outperform the previous state-of-the-art without any task-specific annotations.

    DOI PubMed

    Scopus

    2
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    (Scopus)
  • Vocal-Accompaniment Compatibility Estimation Using Self-Supervised and Joint-Embedding Techniques

    Takayuki Nakatsuka, Kento Watanabe, Yuki Koyama, Masahiro Hamasaki, Masataka Goto, Shigeo Morishima

    IEEE ACCESS   9   101994 - 102003  2021

     View Summary

    We propose a learning-based method of estimating the compatibility between vocal and accompaniment audio tracks, i.e., how well they go with each other when played simultaneously. This task is challenging because it is difficult to formulate hand-crafted rules or construct a large labeled dataset to perform supervised learning. Our method uses self-supervised and joint-embedding techniques for estimating vocal-accompaniment compatibility. We train vocal and accompaniment encoders to learn a joint-embedding space of vocal and accompaniment tracks, where the embedded feature vectors of a compatible pair of vocal and accompaniment tracks lie close to each other and those of an incompatible pair lie far from each other. To address the lack of large labeled datasets consisting of compatible and incompatible pairs of vocal and accompaniment tracks, we propose generating such a dataset from songs using singing voice separation techniques, with which songs are separated into pairs of vocal and accompaniment tracks, and then original pairs are assumed to be compatible, and other random pairs are not. We achieved this training by constructing a large dataset containing 910,803 songs and evaluated the effectiveness of our method using ranking-based evaluation methods.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • MirrorNet: A Deep Reflective Approach to 2D Pose Estimation for Single-Person Images

    Takayuki Nakatsuka, Kazuyoshi Yoshii, Yuki Koyama, Satoru Fukayama, Masataka Goto, Shigeo Morishima

    Journal of Information Processing   29   406 - 423  2021

     View Summary

    This paper proposes a statistical approach to 2D pose estimation from human images. The main problems with the standard supervised approach, which is based on a deep recognition (image-to-pose) model, are that it often yields anatomically implausible poses, and its performance is limited by the amount of paired data. To solve these problems, we propose a semi-supervised method that can make effective use of images with and without pose annotations. Specifically, we formulate a hierarchical generative model of poses and images by integrating a deep generative model of poses from pose features with that of images from poses and image features. We then introduce a deep recognition model that infers poses from images. Given images as observed data, these models can be trained jointly in a hierarchical variational autoencoding (image-to-pose-to-feature-to-pose-to-image) manner. The results of experiments show that the proposed reflective architecture makes estimated poses anatomically plausible, and the pose estimation performance is improved by integrating the recognition and generative models and also by feeding non-annotated images.

    DOI

  • Self-supervised learning for visual summary identification in scientific publications

    Shintaro Yamamoto, Anne Lauscher, Simone Paolo Ponzetto, Goran Glavaš, Shigeo Morishima

    CEUR Workshop Proceedings   2847   5 - 19  2021

     View Summary

    Providing visual summaries of scientific publications can increase information access for readers and thereby help deal with the exponential growth in the number of scientific publications. Nonetheless, efforts in providing visual publication summaries have been few and far apart, primarily focusing on the biomedical domain. This is primarily because of the limited availability of annotated gold standards, which hampers the application of robust and high-performing supervised learning techniques. To address these problems we create a new benchmark dataset for selecting figures to serve as visual summaries of publications based on their abstracts, covering several domains in computer science. Moreover, we develop a self-supervised learning approach, based on heuristic matching of inline references to figures with figure captions. Experiments in both biomedical and computer science domains show that our model is able to outperform the state of the art despite being self-supervised and therefore not relying on any annotated training data.

  • Do We Need Sound for Sound Source Localization?

    Takashi Oya, Shohei Iwase, Ryota Natsume, Takahiro Itazuri, Shugo Yamaguchi, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   12627 LNCS   119 - 136  2021

     View Summary

    During the performance of sound source localization which uses both visual and aural information, it presently remains unclear how much either image or sound modalities contribute to the result, i.e. do we need both image and sound for sound source localization? To address this question, we develop an unsupervised learning system that solves sound source localization by decomposing this task into two steps: (i) “potential sound source localization”, a step that localizes possible sound sources using only visual information (ii) “object selection”, a step that identifies which objects are actually sounding using aural information. Our overall system achieves state-of-the-art performance in sound source localization, and more importantly, we find that despite the constraint on available information, the results of (i) achieve similar performance. From this observation and further experiments, we show that visual information is dominant in “sound” source localization when evaluated with the currently adopted benchmark dataset. Moreover, we show that the majority of sound-producing objects within the samples in this dataset can be inherently identified using only visual information, and thus that the dataset is inadequate to evaluate a system’s capability to leverage aural information. As an alternative, we present an evaluation protocol that enforces both visual and aural information to be leveraged, and verify this property through several experiments.

    DOI

    Scopus

    5
    Citation
    (Scopus)
  • Song2Face: Synthesizing Singing Facial Animation from Audio

    Shohei Iwase, Takuya Kato, Shugo Yamaguchi, Tsuchiya Yukitaka, Shigeo Morishima

    SIGGRAPH Asia 2020 Technical Communications, SA 2020    2020.12  [Refereed]

     View Summary

    We present Song2Face, a deep neural network capable of producing singing facial animation from an input of singing voice and singer label. The network architecture is built upon our insight that, although facial expression when singing varies between different individuals, singing voices store valuable information such as pitch, breathe, and vibrato that expressions may be attributed to. Therefore, our network consists of an encoder that extracts relevant vocal features from audio, and a regression network conditioned on a singer label that predicts control parameters for facial animation. In contrast to prior audio-driven speech animation methods which initially map audio to text-level features, we show that vocal features can be directly learned from singing voice without any explicit constraints. Our network is capable of producing movements for all parts of the face and also rotational movement of the head itself. Furthermore, stylistic differences in expression between different singers are captured via the singer label, and thus the resulting animations singing style can be manipulated at test time.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Audio-visual object removal in 360-degree videos

    Ryo Shimamura, Qi Feng, Yuki Koyama, Takayuki Nakatsuka, Satoru Fukayama, Masahiro Hamasaki, Masataka Goto, Shigeo Morishima

    VISUAL COMPUTER   36 ( 10-12 ) 2117 - 2128  2020.10  [Refereed]

     View Summary

    We present a novel conceptaudio-visual object removalin 360-degree videos, in which a target object in a 360-degree video is removed in both the visual and auditory domains synchronously. Previous methods have solely focused on the visual aspect of object removal using video inpainting techniques, resulting in videos with unreasonable remaining sounds corresponding to the removed objects. We propose a solution which incorporates direction acquired during the video inpainting process into the audio removal process. More specifically, our method identifies the sound corresponding to the visually tracked target object and then synthesizes a three-dimensional sound field by subtracting the identified sound from the input 360-degree video. We conducted a user study showing that our multi-modal object removal supporting both visual and auditory domains could significantly improve the virtual reality experience, and our method could generate sufficiently synchronous, natural and satisfactory 360-degree videos.

    DOI

    Scopus

    6
    Citation
    (Scopus)
  • LinSSS: linear decomposition of heterogeneous subsurface scattering for real-time screen-space rendering

    Tatsuya Yatagawa, Yasushi Yamaguchi, Shigeo Morishima

    VISUAL COMPUTER   36 ( 10-12 ) 1979 - 1992  2020.10  [Refereed]

     View Summary

    Screen-space subsurface scattering is currently the most common approach to represent translucent materials in real-time rendering. However, most of the current approaches approximate the diffuse reflectance profile of translucent materials as a symmetric function, whereas the profile has an asymmetric shape in nature. To address this problem, we propose LinSSS, a numerical representation of heterogeneous subsurface scattering for real-time screen-space rendering. Although our representation is built upon a previous method, it makes two contributions. First, LinSSS formulates the diffuse reflectance profile as a linear combination of radially symmetric Gaussian functions. Nevertheless, it can also represent the spatial variation and the radial asymmetry of the profile. Second, since LinSSS is formulated using only the Gaussian functions, the convolution of the diffuse reflectance profile can be efficiently calculated in screen space. To further improve the efficiency, we deform the rendering equation obtained using LinSSS by factoring common convolution terms and approximate the convolution processes using a MIP map. Consequently, our method works as fast as the state-of-the-art method, while our method successfully represents the heterogeneity of scattering.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • Guiding Blind Pedestrians in Public Spaces by Understanding Walking Behavior of Nearby Pedestrians

    Seita Kayukawa, Tatsuya Ishihara, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa

    Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies   4 ( 3 ) 85 - 22  2020.09  [Refereed]

     View Summary

    We present a guiding system to help blind people walk in public spaces while making their walking seamless with nearby pedestrians. Blind users carry a rolling suitcase-shaped system that has two RGBD Cameras, an inertial measurement unit (IMU) sensor, and light detection and ranging (LiDAR) sensor. The system senses the behavior of surrounding pedestrians, predicts risks of collisions, and alerts users to help them avoid collisions. It has two modes: The "on-path"mode that helps users avoid collisions without changing their path by adapting their walking speed; and the "off-path"mode that navigates an alternative path to go around pedestrians standing in the way Auditory and tactile modalities have been commonly used for non-visual navigation systems, so we implemented two interfaces to evaluate the effectiveness of each modality for collision avoidance. A user study with 14 blind participants in public spaces revealed that participants could successfully avoid collisions with both modalities. We detail the characteristics of each modality.

    DOI

    Scopus

    24
    Citation
    (Scopus)
  • Resolving hand-object occlusion for mixed reality with joint deep learning and model optimization

    Qi Feng, Hubert P. H. Shum, Shigeo Morishima

    COMPUTER ANIMATION AND VIRTUAL WORLDS   31 ( 4-5 )  2020.07  [Refereed]

     View Summary

    By overlaying virtual imagery onto the real world, mixed reality facilitates diverse applications and has drawn increasing attention. Enhancing physical in-hand objects with a virtual appearance is a key component for many applications that require users to interact with tools such as surgery simulations. However, due to complex hand articulations and severe hand-object occlusions, resolving occlusions in hand-object interactions is a challenging topic. Traditional tracking-based approaches are limited by strong ambiguities from occlusions and changing shapes, while reconstruction-based methods show a poor capability of handling dynamic scenes. In this article, we propose a novel real-time optimization system to resolve hand-object occlusions by spatially reconstructing the scene with estimated hand joints and masks. To acquire accurate results, we propose a joint learning process that shares information between two models and jointly estimates hand poses and semantic segmentation. To facilitate the joint learning system and improve its accuracy under occlusions, we propose an occlusion-aware RGB-D hand data set that mitigates the ambiguity through precise annotations and photorealistic appearance. Evaluations show more consistent overlays compared with literature, and a user study verifies a more realistic experience.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • Asynchronous Eulerian Liquid Simulation

    T. Koike, S. Morishima, R. Ando

    Computer Graphics Forum   39 ( 2 ) 1 - 8  2020.05  [Refereed]

     View Summary

    We present a novel method for simulating liquid with asynchronous time steps on Eulerian grids. Previous approaches focus on Smoothed Particle Hydrodynamics (SPH), Material Point Method (MPM) or tetrahedral Finite Element Method (FEM) but the method for simulating liquid purely on Eulerian grids have not yet been investigated. We address several challenges specifically arising from the Eulerian asynchronous time integrator such as regional pressure solve, asynchronous advection, interpolation, regional volume preservation, and dedicated segregation of the simulation domain according to the liquid velocity. We demonstrate our method on top of staggered grids combined with the level set method and the semi-Lagrangian scheme. We run several examples and show that our method considerably outperforms the global adaptive time step method with respect to the computational runtime on scenes where a large variance of velocity is present.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • MirrorNet: A Deep Bayesian Approach to Reflective 2D Pose Estimation from Human Images

    Takayuki Nakatsuka, Kazuyoshi Yoshii, Yuki Koyama, Satoru Fukayama, Masataka Goto, Shigeo Morishima

    CoRR   abs/2004.03811  2020.04

     View Summary

    This paper proposes a statistical approach to 2D pose estimation from human
    images. The main problems with the standard supervised approach, which is based
    on a deep recognition (image-to-pose) model, are that it often yields
    anatomically implausible poses, and its performance is limited by the amount of
    paired data. To solve these problems, we propose a semi-supervised method that
    can make effective use of images with and without pose annotations.
    Specifically, we formulate a hierarchical generative model of poses and images
    by integrating a deep generative model of poses from pose features with that of
    images from poses and image features. We then introduce a deep recognition
    model that infers poses from images. Given images as observed data, these
    models can be trained jointly in a hierarchical variational autoencoding
    (image-to-pose-to-feature-to-pose-to-image) manner. The results of experiments
    show that the proposed reflective architecture makes estimated poses
    anatomically plausible, and the performance of pose estimation improved by
    integrating the recognition and generative models and also by feeding
    non-annotated images.

  • Data compression for measured heterogeneous subsurface scattering via scattering profile blending

    Tatsuya Yatagawa, Hideki Todo, Yasushi Yamaguchi, Shigeo Morishima

    VISUAL COMPUTER   36 ( 3 ) 541 - 558  2020.03  [Refereed]

     View Summary

    Subsurface scattering involves the complicated behavior of light beneath the surfaces of translucent objects that includes scattering and absorption inside the object's volume. Physically accurate numerical representation of subsurface scattering requires a large number of parameters because of the complex nature of this phenomenon. The large amount of data restricts the use of the data on memory-limited devices such as video game consoles and mobile phones. To address this problem, this paper proposes an efficient data compression method for heterogeneous subsurface scattering. The key insight of this study is that heterogeneous materials often comprise a limited number of base materials, and the size of the subsurface scattering data can be significantly reduced by parameterizing only a few base materials. In the proposed compression method, we represent the scattering property of a base material using a function referred to as the base scattering profile. A small subset of the base materials is assigned to each surface position, and the local scattering property near the position is described using a linear combination of the base scattering profiles in the log scale. The proposed method reduces the data by a factor of approximately 30 compared to a state-of-the-art method, without significant loss of visual quality in the rendered graphics. In addition, the compressed data can also be used as bidirectional scattering surface reflectance distribution functions (BSSRDF) without incurring much computational overhead. These practical aspects of the proposed method also facilitate the use of higher-resolution BSSRDFs in devices with large memory capacity.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Adversarial Knowledge Distillation for a Compact Generator.

    Hideki Tsunashima, Hirokatsu Kataoka, Junji Yamato, Qiu Chen, Shigeo Morishima

    25th International Conference on Pattern Recognition(ICPR)     10636 - 10643  2020

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Multi-Instrument Music Transcription Based on Deep Spherical Clustering of Spectrograms and Pitchgrams.

    Keitaro Tanaka, Takayuki Nakatsuka, Ryo Nishikimi, Kazuyoshi Yoshii, Shigeo Morishima

    Proceedings of the 21th International Society for Music Information Retrieval Conference(ISMIR)     327 - 334  2020

  • Garment transfer for quadruped characters

    F. Narita, S. Saito, T. Kato, T. Fukusato, S. Morishima

    European Association for Computer Graphics - 37th Annual Conference, EUROGRAPHICS 2016 - Short Papers     57 - 60  2020  [Refereed]

     View Summary

    Modeling clothing to characters is one of the most time-consuming tasks for artists in 3DCG animation production. Transferring existing clothing models is a simple and powerful solution to reduce labor. In this paper, we propose a method to generate a clothing model for various characters from a single template model. Our framework consists of three steps: scale measurement, clothing transformation, and texture preservation. By introducing a novel measurement of the scale deviation between two characters with different shapes and poses, our framework achieves pose-independent transfer of clothing even for quadrupeds (e.g., from human to horse). In addition to a plausible clothing transformation method based on the scale measurement, our method minimizes texture distortion resulting from large deformation. We demonstrate that our system is robust for a wide range of body shapes and poses, which is challenging for current state-of-the-art methods.

    DOI

    Scopus

    1
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  • Hypermask talking head projected onto real object

    Shigeo Morishima, Tatsuo Yotsukura, Kim Binsted, Frank Nielsen, Claudio Pinhanez

    Multimedia Modeling: Modeling Multimedia Information and Systems, MMM 2000     403 - 412  2020

     View Summary

    HYPERMASK is a system which projects an animated face onto a physical mask, worn by an actor. As the mask moves within a prescribed area, its position and orientation are detected by a camera, and the projected image changes with respect to the viewpoint of the audience. The lips of the projected face are automatically synthesized in real time with the voice of the actor, who also controls the facial expressions. As a theatrical tool, HYPERMASK enables a new style of storytelling. As a prototype system, we propose to put a self-contained HYPERMASK system in a trolley (disguised as a linen cart), so that it projects onto the mask worn by the actor pushing the trolley.

  • Foreground-aware dense depth estimation for 360 images

    Qi Feng, Hubert P.H. Shum, Ryo Shimamu, Shigeo Morishima

    Journal of WSCG   28 ( 1-2 ) 79 - 88  2020

     View Summary

    With 360 imaging devices becoming widely accessible, omnidirectional content has gained popularity in multiple fields. The ability to estimate depth from a single omnidirectional image can benefit applications such as robotics navigation and virtual reality. However, existing depth estimation approaches produce sub-optimal results on real-world omnidirectional images with dynamic foreground objects. On the one hand, capture-based methods cannot obtain the foreground due to the limitations of the scanning and stitching schemes. On the other hand, it is challenging for synthesis-based methods to generate highly-realistic virtual foreground objects that are comparable to the real-world ones. In this paper, we propose to augment datasets with realistic foreground objects using an image-based approach, which produces a foreground-aware photorealistic dataset for machine learning algorithms. By exploiting a novel scale-invariant RGB-D correspondence in the spherical domain, we repurpose abundant non-omnidirectional datasets to include realistic foreground objects with correct distortions. We further propose a novel auxiliary deep neural network to estimate both the depth of the omnidirectional images and the mask of the foreground objects, where the two tasks facilitate each other. A new local depth loss considers small regions of interests and ensures that their depth estimations are not smoothed out during the global gradient’s optimization. We demonstrate the system using human as the foreground due to its complexity and contextual importance, while the framework can be generalized to any other foreground objects. Experimental results demonstrate more consistent global estimations and more accurate local estimations compared with state-of-the-arts.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Audio-guided Video Interpolation via Human Pose Features

    Takayuki Nakatsuka, Masatoshi Hamanaka, Shigeo Morishima

    PROCEEDINGS OF THE 15TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS, VOL 5: VISAPP   5   27 - 35  2020

     View Summary

    This paper describes a method that generates in-between frames of two videos of a musical instrument being played. While image generation achieves a successful outcome in recent years, there is ample scope for improvement in video generation. The keys to improving the quality of video generation are the high resolution and temporal coherence of videos. We solved these requirements by using not only visual information but also aural information. The critical point of our method is using two-dimensional pose features to generate high-resolution in-between frames from the input audio. We constructed a deep neural network with a recurrent structure for inferring pose features from the input audio and an encoder-decoder network for padding and generating video frames using pose features. Our method, moreover, adopted a fusion approach of generating, padding, and retrieving video frames to improve the output video. Pose features played an essential role in both end-to-end training with a differentiable property and combining a generating, padding, and retrieving approach. We conducted a user study and confirmed that the proposed method is effective in generating interpolated videos.

    DOI

  • Single Sketch Image based 3D Car Shape Reconstruction with Deep Learning and Lazy Learning

    Naoki Nozawa, Hubert P. H. Shum, Edmond S. L. Ho, Shigeo Morishima

    PROCEEDINGS OF THE 15TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS, VOL 1: GRAPP   1   179 - 190  2020

     View Summary

    Efficient car shape design is a challenging problem in both the automotive industry and the computer animation/games industry. In this paper, we present a system to reconstruct the 3D car shape from a single 2D sketch image. To learn the correlation between 2D sketches and 3D cars, we propose a Variational Autoencoder deep neural network that takes a 2D sketch and generates a set of multi-view depth and mask images, which form a more effective representation comparing to 3D meshes, and can be effectively fused to generate a 3D car shape. Since global models like deep learning have limited capacity to reconstruct fine-detail features, we propose a local lazy learning approach that constructs a small subspace based on a few relevant car samples in the database. Due to the small size of such a subspace, fine details can be represented effectively with a small number of parameters. With a low-cost optimization process, a high-quality car shape with detailed features is created. Experimental results show that the system performs consistently to create highly realistic cars of substantially different shape and topology.

    DOI

  • Smartphone-Based Assistance for Blind People to Stand in Lines

    Seita Kayukawa, Hironobu Takagi, Joao Guerreiro, Shigeo Morishima, Chieko Asakawa

    CHI'20: EXTENDED ABSTRACTS OF THE 2020 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS     1 - 8  2020

     View Summary

    We present a system to allow blind people to stand in line in public spaces by using an off-the-shelf smartphone only. The technologies to navigate blind pedestrians in public spaces are rapidly improving, but tasks which require to understand surrounding people's behavior are still difficult to assist. Standing in line at shops, stations, and other crowded places is one of such tasks. Therefore, we developed a system to detect and notify the distance to a person in front continuously by using a smartphone with a RGB camera and an infrared depth sensor. The system alerts three levels of distance via vibration patterns to allow users to start/stop moving forward to the right position at the right timing. To evaluate the effectiveness of the system, we performed a study with six blind people. We observed that the system enables blind participants to stand in line successfully, while also gaining more confidence.

    DOI

    Scopus

    9
    Citation
    (Scopus)
  • BlindPilot: A Robotic Local Navigation System that Leads Blind People to a Landmark Object

    Seita Kayukawa, Tatsuya Ishihara, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa

    CHI'20: EXTENDED ABSTRACTS OF THE 2020 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS     1 - 9  2020

     View Summary

    Blind people face various local navigation challenges in their daily lives such as identifying empty seats in crowded stations, navigating toward a seat, and stopping and sitting at the correct spot. Although voice navigation is a commonly used solution, it requires users to carefully follow frequent navigational sounds over short distances. Therefore, we presented an assistive robot, BlindPilot, which guides blind users to landmark objects using an intuitive handle. BlindPilot employs an RGB-D camera to detect the positions of target objects and uses LiDAR to build a 2D map of the surrounding area. On the basis of the sensing results, BlindPilot then generates a path to the object and guides the user safely. To evaluate our system, we also implemented a sound-based navigation system as a baseline system, and asked six blind participants to approach an empty chair using the two systems. We observed that BlindPilot enabled users to approach a chair faster with a greater feeling of security and less effort compared to the baseline system.

    DOI

    Scopus

    19
    Citation
    (Scopus)
  • Automatic sign dance synthesis from gesture-based sign language

    Naoya Iwamoto, Hubert P.H. Shum, Wakana Asahina, Shigeo Morishima

    Proceedings - MIG 2019: ACM Conference on Motion, Interaction, and Games    2019.10

     View Summary

    Automatic dance synthesis has become more and more popular due to the increasing demand in computer games and animations. Existing research generates dance motions without much consideration for the context of the music. In reality, professional dancers make choreography according to the lyrics and music features. In this research, we focus on a particular genre of dance known as sign dance, which combines gesture-based sign language with full body dance motion. We propose a system to automatically generate sign dance from a piece of music and its corresponding sign gesture. The core of the system is a Sign Dance Model trained by multiple regression analysis to represent the correlations between sign dance and sign gesture/music, as well as a set of objective functions to evaluate the quality of the sign dance. Our system can be applied to music visualization, allowing people with hearing difficulties to understand and enjoy music.

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • 3D car shape reconstruction from a single sketch image

    Naoiki Nozawa, Hubert P.H. Shum, Edmond S.L. Ho, Shigeo Morishima

    Proceedings - MIG 2019: ACM Conference on Motion, Interaction, and Games    2019.10

     View Summary

    Efficient car shape design is a challenging problem in both the automotive industry and the computer animation/games industry. In this paper, we present a system to reconstruct the 3D car shape from a single 2D sketch image. To learn the correlation between 2D sketches and 3D cars, we propose a Variational Autoencoder deep neural network that takes a 2D sketch and generates a set of multiview depth & mask images, which are more effective representation comparing to 3D mesh, and can be combined to form the 3D car shape. To ensure the volume and diversity of the training data, we propose a feature-preserving car mesh augmentation pipeline for data augmentation. Since deep learning has limited capacity to reconstruct fine-detail features, we propose a lazy learning approach that constructs a small subspace based on a few relevant car samples in the database. Due to the small size of such a subspace, fine details can be represented effectively with a small number of parameters. With a low-cost optimization process, a high-quality car with detailed features is created. Experimental results show that the system performs consistently to create highly realistic cars of substantially different shape and topology, with a very low computational cost.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Real-time Indirect Illumination of Emissive Inhomogeneous Volumes using Layered Polygonal Area Lights

    Takahiro Kuge, Tatsuya Yatagawa, Shigeo Morishima

    COMPUTER GRAPHICS FORUM   38 ( 7 ) 449 - 460  2019.10

     View Summary

    Indirect illumination involving with visually rich participating media such as turbulent smoke and loud explosions contributes significantly to the appearances of other objects in a rendering scene. However, previous real-time techniques have focused only on the appearances of the media directly visible from the viewer. Specifically, appearances that can be indirectly seen over reflective surfaces have not attracted much attention. In this paper, we present a real-time rendering technique for such indirect views that involves the participating media. To achieve real-time performance for computing indirect views, we leverage layered polygonal area lights (LPALs) that can be obtained by slicing the media into multiple flat layers. Using this representation, radiance entering each surface point from each slice of the volume is analytically evaluated to achieve instant calculation. The analytic solution can be derived for standard bidirectional reflectance distribution functions (BRDFs) based on the microfacet theory. Accordingly, our method is sufficiently robust to work on surfaces with arbitrary shapes and roughness values. In addition, we propose a quadrature method for more accurate rendering of scenes with dense volumes, and a transformation of the domain of volumes to simplify the calculation and implementation of the proposed method. By taking advantage of these computation techniques, the proposed method achieves real-time rendering of indirect illumination for emissive volumes.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Interactive Face Retrieval Framework for Clarifying User's Visual Memory

    Yugo Sato, Tsukasa Fukusato, Shigeo Morishima

    ITE TRANSACTIONS ON MEDIA TECHNOLOGY AND APPLICATIONS   7 ( 2 ) 68 - 79  2019

     View Summary

    This paper presents an interactive face retrieval framework for clarifying an image representation envisioned by a user. Our system is designed for a situation in which the user wishes to find a person but has only visual memory of the person. We address a critical challenge of image retrieval across the user's inputs. Instead of target-specific information, the user can select several images that are similar to an impression of the target person the user wishes to search for. Based on the user's selection, our proposed system automatically updates a deep convolutional neural network. By interactively repeating these process, the system can reduce the gap between human-based similarities and computer-based similarities and estimate the target image representation. We ran user studies with 10 participants on a public database and confirmed that the proposed framework is effective for clarifying the image representation envisioned by the user easily and quickly.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • A Study on the Sense of Burden and Body Ownership on Virtual Slope

    Ryo Shimamura, Seita Kayukawa, Takayuki Nakatsuka, Shoki Miyakawa, Shigeo Morishima

    2019 26TH IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR)     1154 - 1155  2019

     View Summary

    This paper provides insight into the burden when people are walking up and down slopes in a virtual environment (VE) while actually walking on a flat floor in the real environment (RE). In RE, we feel a physical load during walking uphill or downhill. To reproduce such physical load in the VE, we provided visual stimuli to users by changing their step length. In order to investigate how the stimuli affect a sense of burden and body ownership, we performed a user study where participants walked on slopes in the VE. We found that changing the step length has a significant impact on a burden on the user and less correlation between body ownership and step length.

    DOI

    Scopus

  • Melody Slot Machine

    Masatoshi Hamanaka, Takayuki Nakatsuka, Shigeo Morishima

    ACM SIGGRAPH 2019 EMERGING TECHNOLOGIES (SIGGRAPH '19)    2019

     View Summary

    We developed an interactive music system called the "Melody Slot Machine," which provides an experience of manipulating a music performance. The melodies used in the system are divided into multiple segments, and each segment has multiple variations of melodies. By turning the dials manually, users can switch the variations of melodies freely. When you pull the slot lever, the melody of all segments rotates, and melody segments are randomly selected. Since the performer displayed in a hologram moves in accordance with the selected variation of melody, users can enjoy the feeling of manipulating the performance.

    DOI

    Scopus

    5
    Citation
    (Scopus)
  • GPU smoke simulation on compressed DCT space

    D. Ishida, R. Ando, S. Morishima

    European Association for Computer Graphics - 40th Annual Conference, EUROGRAPHICS 2019 - Short Papers     5 - 8  2019

     View Summary

    This paper presents a novel GPU-based algorithm for smoke animation. Our primary contribution is the use of Discrete Cosine Transform (DCT) compressed space for efficient simulation. We show that our method runs an order of magnitude faster than a CPU implementation while retaining visual details with a smaller memory usage. The key component of our method is an on-the-fly compression and expansion of velocity, pressure and density fields. Whenever these physical quantities are requested during a simulation, we perform data expansion and compression only where necessary in a loop. As a consequence, our simulation allows us to simulate a large domain without actually allocating full memory space for it. We show that albeit our method comes with some extra cost for DCT manipulations, such cost can be minimized with the aid of a devised shared memory usage.

    DOI

    Scopus

  • Generating Video from Single Image and Sound.

    Yukitaka Tsuchiya, Takahiro Itazuri, Ryota Natsume, Shintaro Yamamoto, Takuya Kato, Shigeo Morishima

    IEEE Conference on Computer Vision and Pattern Recognition Workshops     17 - 20  2019

  • BBeep: A Sonic Collision Avoidance System for Blind Travellers and Nearby Pedestrians

    Seita Kayukawa, Keita Higuchi, Joao Guerreiro, Shigeo Morishima, Yoichi Sato, Kris Kitani, Chieko Asakawa

    CHI 2019: PROCEEDINGS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS     52 - 52  2019

     View Summary

    We present an assistive suitcase system, BBeep, for supporting blind people when walking through crowded environments. BBeep uses pre-emptive sound notifications to help clear a path by alerting both the user and nearby pedestrians about the potential risk of collision. BBeep triggers notifications by tracking pedestrians, predicting their future position in real-time, and provides sound notifications only when it anticipates a future collision. We investigate how different types and timings of sound affect nearby pedestrian behavior. In our experiments, we found that sound emission timing has a significant impact on nearby pedestrian trajectories when compared to different sound types. Based on these findings, we performed a real-world user study at an international airport, where blind participants navigated with the suitcase in crowded areas. We observed that the proposed system significantly reduces the number of imminent collisions.

    DOI

    Scopus

    76
    Citation
    (Scopus)
  • Real-time Rendering of Layered Materials with Anisotropic Normal Distributions

    Tomoya Yamaguchi, Tatsuya Yatagawa, Yusuke Tokuyoshi, Shigeo Morishima

    SA'19: SIGGRAPH ASIA 2019 TECHNICAL BRIEFS   6 ( 1 ) 87 - 90  2019

     View Summary

    This paper proposes a lightweight bidirectional scattering distribution function (BSDF) model for layered materials with anisotropic reflection and refraction properties. In our method, each layer of the materials can be described by a microfacet BSDF using an anisotropic normal distribution function (NDF). Furthermore, the NDFs of layers can be defined on tangent vector fields, which differ from layer to layer. Our method is based on a previous study in which isotropic BSDFs are approximated by projecting them onto base planes. However, the adequateness of this previous work has not been well investigated for anisotropic BSDFs. In this paper, we demonstrate that the projection is also applicable to anisotropic BSDFs and that they can be approximated by elliptical distributions using covariance matrices.

    DOI

    Scopus

    6
    Citation
    (Scopus)
  • Audio-based automatic generation of a piano reduction score by considering the musical structure

    Hirofumi Takamori, Takayuki Nakatsuka, Satoru Fukayama, Masataka Goto, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   11296 LNCS   169 - 181  2019  [Refereed]

     View Summary

    This study describes a method that automatically generates a piano reduction score from the audio recordings of popular music while considering the musical structure. The generated score comprises both right- and left-hand piano parts, which reflect the melodies, chords, and rhythms extracted from the original audio signals. Generating such a reduction score from an audio recording is challenging because automatic music transcription is still considered to be inefficient when the input contains sounds from various instruments. Reflecting the long-term correlation structure behind similar repetitive bars is also challenging; further, previous methods have independently generated each bar. Our approach addresses the aforementioned issues by integrating musical analysis, especially structural analysis, with music generation. Our method extracts rhythmic features as well as melodies and chords from the input audio recording and reflects them in the score. To consider the long-term correlation between bars, we use similarity matrices, created for several acoustical features, as constraints. We further conduct a multivariate regression analysis to determine the acoustical features that represent the most valuable constraints for generating a musical structure. We have generated piano scores using our method and have observed that we can produce scores that differently balance between the ability to achieve rhythmic characteristics and the ability to obtain musical structures.

    DOI

    Scopus

    7
    Citation
    (Scopus)
  • Automatic arranging musical score for piano using important musical elements

    Hirofumi Takamori, Haruki Sato, Takayuki Nakatsuka, Shigeo Morishima

    Proceedings of the 14th Sound and Music Computing Conference 2017, SMC 2017     35 - 41  2019  [Refereed]

     View Summary

    There is a demand for arranging music composed using multiple instruments for a solo piano because there are several pianists who wish to practice playing their favorite songs or music. Generally, the method used for piano arrangement entails reducing original notes to fit on a two-line staff. However, a fundamental solution that improves originality and playability in conjunction with score quality continues to elude approaches proposed by extant studies. Hence, the present study proposes a new approach to arranging a musical score for the piano by using four musical components, namely melody, chords, rhythm, and the number of notes that can be extracted from an original score. The proposed method involves inputting an original score and subsequently generating both right- and left-hand playing parts of piano scores. With respect to the right part, optional notes from a chord were added to the melody. With respect to the left part, appropriate accompaniments were selected from a database comprising pop musical piano scores. The selected accompaniments are considered to correspond to the impression of an original score. High-quality solo piano scores reflecting original characteristics were generated and considered as part of playability.

  • Understanding Fake Faces

    Ryota Natsume, Kazuki Inoue, Yoshihiro Fukuhara, Shintaro Yamamoto, Shigeo Morishima, Hirokatsu Kataoka

    COMPUTER VISION - ECCV 2018 WORKSHOPS, PT III   11131   566 - 576  2019  [Refereed]

     View Summary

    Face recognition research is one of the most active topics in computer vision (CV), and deep neural networks (DNN) are now filling the gap between human-level and computer-driven performance levels in face verification algorithms. However, although the performance gap appears to be narrowing in terms of accuracy-based expectations, a curious question has arisen; specifically, Face understanding of AI is really close to that of human? In the present study, in an effort to confirm the brain-driven concept, we conduct image-based detection, classification, and generation using an in-house created fake face database. This database has two configurations: (i) false positive face detections produced using both the Viola Jones (VJ) method and convolutional neural networks (CNN), and (ii) simulacra that have fundamental characteristics that resemble faces but are completely artificial. The results show a level of suggestive knowledge that indicates the continuing existence of a gap between the capabilities of recent vision-based face recognition algorithms and human-level performance. On a positive note, however, we have obtained knowledge that will advance the progress of face-understanding models.

    DOI

    Scopus

  • Automatic Paper Summary Generation from Visual and Textual Information

    Shintaro Yamamoto, Yoshihiro Fukuhara, Ryota Suzuki, Shigeo Morishima, Hirokatsu Kataoka

    ELEVENTH INTERNATIONAL CONFERENCE ON MACHINE VISION (ICMV 2018)   11041   V101  2019  [Refereed]

     View Summary

    Due to the recent boom in artificial intelligence (AI) research, including computer vision (CV), it has become impossible for researchers in these fields to keep up with the exponentially increasing number of manuscripts. In response to this situation, this paper proposes the paper summary generation (PSG) task using a simple but effective method to automatically generate an academic paper summary from raw PDF data. We realized PSG by combination of vision-based supervised components detector and language-based unsupervised important sentence extractor, which is applicable for a trained format of manuscripts. We show the quantitative evaluation of ability of simple vision-based components extraction, and the qualitative evaluation that our system can extract both visual item and sentence that are helpful for understanding. After processing via our PSG, the 979 manuscripts accepted by the Conference on Computer Vision and Pattern Recognition (CVPR) 2018 are available 1. It is believed that the proposed method will provide a better way for researchers to stay caught with important academic papers.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Preface

    Shigeo Morishima

    Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST     13  2018.11

  • Automatic Paper Summary Generation from Visual and Textual Information

    Shintaro Yamamoto, Yoshihiro Fukuhara, Ryota Suzuki, Shigeo Morishima, Hirokatsu Kataoka

    CoRR   abs/1811.06943  2018.11  [Refereed]

     View Summary

    Due to the recent boom in artificial intelligence (AI) research, including
    computer vision (CV), it has become impossible for researchers in these fields
    to keep up with the exponentially increasing number of manuscripts. In response
    to this situation, this paper proposes the paper summary generation (PSG) task
    using a simple but effective method to automatically generate an academic paper
    summary from raw PDF data. We realized PSG by combination of vision-based
    supervised components detector and language-based unsupervised important
    sentence extractor, which is applicable for a trained format of manuscripts. We
    show the quantitative evaluation of ability of simple vision-based components
    extraction, and the qualitative evaluation that our system can extract both
    visual item and sentence that are helpful for understanding. After processing
    via our PSG, the 979 manuscripts accepted by the Conference on Computer Vision
    and Pattern Recognition (CVPR) 2018 are available. It is believed that the
    proposed method will provide a better way for researchers to stay caught with
    important academic papers.

  • Occlusion for 3D Object Manipulation with Hands in Augmented Reality

    Q Feng, H Shum, S Morishima

    24th ACM Symposium on Virtual Reality Software and Technology (VRST2018),   24 ( 1166 ) 119  2018.11  [Refereed]

     View Summary

    Due to the need to interact with virtual objects, the hand-object interaction has become an important element in mixed reality (MR) applications. In this paper, we propose a novel approach to handle the occlusion of augmented 3D object manipulation with hands by exploiting the nature of hand poses combined with tracking-based and model-based methods, to achieve a complete mixed reality experience without necessities of heavy computations, complex manual segmentation processes or wearing special gloves. The experimental results show a frame rate faster than real-time and a great accuracy of rendered virtual appearances, and a user study verifies a more immersive experience compared to past approaches. We believe that the proposed method can improve a wide range of mixed reality applications that involve hand-object interactions.

    DOI

    Scopus

    8
    Citation
    (Scopus)
  • Efficient Metropolis Path Sampling for Material Editing and Re-rendering

    Tomoya Yamaguchi, Tatsuya Yatagawa, Shigeo Morishima

    Proceedings of Pacific Graphics 2018    2018.10  [Refereed]

     View Summary

    This paper proposes efficient path sampling for re-rendering scenes after material editing. The proposed sampling is based on Metropolis light transport (MLT) and dedicates path samples more to pixels receiving greater changes by editing. To roughly estimate the amount of the changes in pixel values, we first render the difference between images before and after editing. In this step, we render the difference image directly rather than taking the difference of the images by separately rendering them. Then, we sample more paths for the pixels with larger difference values, and render the scene after editing following a recent approach using the control variates. As a result, we can obtain fine rendering results with a small number of path samples. We examined the proposed sampling with a range of scenes and demonstrated that it achieves lower estimation errors and variances over the state-of-the-art method.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Understanding Fake Faces

    Ryota Natsume, Kazuki Inoue, Yoshihiro Fukuhara, Shintaro Yamamoto, Shigeo Morishima, Hirokatsu Kataoka

    CoRR   abs/1809.08391  2018.09  [Refereed]

     View Summary

    Face recognition research is one of the most active topics in computer vision
    (CV), and deep neural networks (DNN) are now filling the gap between
    human-level and computer-driven performance levels in face verification
    algorithms. However, although the performance gap appears to be narrowing in
    terms of accuracy-based expectations, a curious question has arisen;
    specifically, "Face understanding of AI is really close to that of human?" In
    the present study, in an effort to confirm the brain-driven concept, we conduct
    image-based detection, classification, and generation using an in-house created
    fake face database. This database has two configurations: (i) false positive
    face detections produced using both the Viola Jones (VJ) method and
    convolutional neural networks (CNN), and (ii) simulacra that have fundamental
    characteristics that resemble faces but are completely artificial. The results
    show a level of suggestive knowledge that indicates the continuing existence of
    a gap between the capabilities of recent vision-based face recognition
    algorithms and human-level performance. On a positive note, however, we have
    obtained knowledge that will advance the progress of face-understanding models.

  • RSGAN: Face swapping and editing using face and hair representation in latent spaces

    Ryota Natsume, Tatsuya Yatagawa, Shigeo Morishima

    ACM SIGGRAPH 2018 Posters, SIGGRAPH 2018     69:1-69:2  2018.08  [Refereed]

     View Summary

    This abstract introduces a generative neural network for face swapping and editing face images. We refer to this network as "region-separative generative adversarial network (RSGAN)". In existing deep generative models such as Variational autoencoder (VAE) and Generative adversarial network (GAN), training data must represent what the generative models synthesize. For example, image inpainting is achieved by training images with and without holes. However, it is difficult or even impossible to prepare a dataset which includes face images both before and after face swapping because faces of real people cannot be swapped without surgical operations. We tackle this problem by training the network so that it synthesizes synthesize a natural face image from an arbitrary pair of face and hair appearances. In addition to face swapping, the proposed network can be applied to other editing applications, such as visual attribute editing and random face parts synthesis.

    DOI

    Scopus

    41
    Citation
    (Scopus)
  • How makeup experience changes how we see cosmetics?

    Kanami Yamagishi, Takuya Kato, Shintaro Yamamoto, Ayano Kaneda, Shigeo Morishima

    Proceedings of ACM Symposium on Applied Perception (SAP2018)    2018.08  [Refereed]

  • RSGAN: Face Swapping and Editing Via Region Separation in Latent Spaces

    Ryota Natsume, Tatsuya Yatagawa, Shigeo Morishima

    ACM SIGGRAPH 2018 posters    2018.08  [Refereed]

     View Summary

    This poster proposes a new deep generative model that we refer to as region separative generative adversarial network (RSGAN), which can achieve face swapping between arbitrary image pairs and can robustly perform the swapping compared to previous methods using 3DMM.

  • High-Fidelity Facial Reflectance and Geometry Inference From an Unconstrained Image

    Shugo Yamaguchi, Shunsuke Saito, Koki Nagano, Yajie Zhao, Weikai Chen, Kyle Olszewski, Shigeo Morishima, Hao Li

    ACM TRANSACTIONS ON GRAPHICS   37 ( 4 ) 162-1 - 162-14  2018.08  [Refereed]

     View Summary

    We present a deep learning-based technique to infer high-quality facial reflectance and geometry given a single unconstrained image of the subject, which may contain partial occlusions and arbitrary illumination conditions. The reconstructed high-resolution textures, which are generated in only a few seconds, include high-resolution skin surface reflectance maps, representing both the diffuse and specular albedo, and medium-and high-frequency displacement maps, thereby allowing us to render compelling digital avatars under novel lighting conditions. To extract this data, we train our deep neural networks with a high-quality skin reflectance and geometry database created with a state-of-the-art multi-view photometric stereo system using polarized gradient illumination. Given the raw facial texture map extracted from the input image, our neural networks synthesize complete reflectance and displacement maps, as well as complete missing regions caused by occlusions. The completed textures exhibit consistent quality throughout the face due to our network architecture, which propagates texture features from the visible region, resulting in high-fidelity details that are consistent with those seen in visible regions. We describe how this highly underconstrained problem is made tractable by dividing the full inference into smaller tasks, which are addressed by dedicated neural networks. We demonstrate the effectiveness of our network design with robust texture completion from images of faces that are largely occluded. With the inferred reflectance and geometry data, we demonstrate the rendering of high-fidelity 3D avatars from a variety of subjects captured under different lighting conditions. In addition, we perform evaluations demonstrating that our method can infer plausible facial reflectance and geometric details comparable to those obtained from high-end capture devices, and outperform alternative approaches that require only a single unconstrained input image.

    DOI

    Scopus

    92
    Citation
    (Scopus)
  • Face retrieval framework relying on user's visual memory

    Yugo Sato, Tsukasa Fukusato, Shigeo Morishima

    ICMR 2018 - Proceedings of the 2018 ACM International Conference on Multimedia Retrieval     274 - 282  2018.06  [Refereed]

     View Summary

    This paper presents an interactive face retrieval framework for clarifying an image representation envisioned by a user. Our system is designed for a situation in which the user wishes to find a person but has only visual memory of the person. We address a critical challenge of image retrieval across the user's inputs. Instead of target-specific information, the user can select several images (or a single image) that are similar to an impression of the target person the user wishes to search for. Based on the user's selection, our proposed system automatically updates a deep convolutional neural network. By interactively repeating these process (human-in-the-loop optimization), the system can reduce the gap between human-based similarities and computer-based similarities and estimate the target image representation. We ran user studies with 10 subjects on a public database and confirmed that the proposed framework is effective for clarifying the image representation envisioned by the user easily and quickly.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • Placing Music in Space: A Study on Music Appreciation with Spatial Mapping

    Shoki Miyagawa, Yuki Koyama, Jun Kato, Masataka Goto, Shigeo Morishima

    Proceedings of the ACM Symposium on Designing Interactive Systems (DIS2018)     39 - 43  2018.06  [Refereed]

     View Summary

    We investigate the potential of music appreciation using spatial mapping techniques, which allow us to “place” audio sources in various locations within a physical space. We consider possible ways of this new appreciation style and list some design variables, such as how to define coordinate systems, how to show visually, and who to place the sound sources. We conducted an exploratory user study to examine how these design variables affect users’ music listening experiences. Based on our findings from the study, we discuss how we should develop systems that incorporate these design variables for music appreciation in the future.

  • 基本材質の拡散プロファイル混合による実測BSSRDFデータの圧縮

    Tatsuya Yatagawa, Hideki Todo, Yasushi Yamaguchi, Shigeo Morishima

    Visual Computing 2018 (VC 2018)    2018.06  [Refereed]

  • 分オートエンコーダを用いた領域特徴抽出による顔領域入れ替えを含む画像編集法

    Ryota Natsume, Tatsuya Yatagawa, Shigeo Morishima

    Visual Computing 2018 (VC 2018)    2018.06  [Refereed]

  • Thickness-aware voxelization

    Zhuopeng Zhang, Shigeo Morishima, Changbo Wang

    COMPUTER ANIMATION AND VIRTUAL WORLDS   29 ( 3-4 )  2018.05  [Refereed]

     View Summary

    Voxelization is a crucial process for many computer graphics applications such as collision detection, rendering of translucent objects, and global illumination. However, in some situations, although the mesh looks good, the voxelization result may be undesirable. In this paper, we describe a novel voxelization method that uses the graphics processing unit for surface voxelization. Our improvements on the voxelization algorithm can address a problem of state-of-the-art voxelization, which cannot deal with thin parts of the mesh object. We improve the quality of voxelization on both normal mediation and surface correction. Furthermore, we investigate our voxelization methods on indirect illumination, showing the improvement on the quality of real-time rendering.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • RSGAN: Face Swapping and Editing using Face and Hair Representation in Latent Spaces

    Ryota Natsume, Tatsuya Yatagawa, Shigeo Morishima

    CoRR   abs/1804.03447  2018.04  [Refereed]

     View Summary

    In this paper, we present an integrated system for automatically generating
    and editing face images through face swapping, attribute-based editing, and
    random face parts synthesis. The proposed system is based on a deep neural
    network that variationally learns the face and hair regions with large-scale
    face image datasets. Different from conventional variational methods, the
    proposed network represents the latent spaces individually for faces and hairs.
    We refer to the proposed network as region-separative generative adversarial
    network (RSGAN). The proposed network independently handles face and hair
    appearances in the latent spaces, and then, face swapping is achieved by
    replacing the latent-space representations of the faces, and reconstruct the
    entire face image with them. This approach in the latent space robustly
    performs face swapping even for images which the previous methods result in
    failure due to inappropriate fitting or the 3D morphable models. In addition,
    the proposed system can further edit face-swapped images with the same network
    by manipulating visual attributes or by composing them with randomly generated
    face or hair parts.

  • Dynamic object scanning: Object-based elastic timeline for quickly browsing first-person videos

    Seita Kayukawa, Keita Higuchi, Ryo Yonetani, Masanori Nakamura, Yoichi Sato, Shigeo Morishima

    Conference on Human Factors in Computing Systems - Proceedings   2018-April  2018.04  [Refereed]

     View Summary

    Copyright is held by the author/owner(s). This work presents the Dynamic Object Scanning (DO-Scanning), a novel interface that helps users browse long and untrimmed first-person videos quickly. The proposed interface offers users a small set of object cues generated automatically tailored to the context of a given video. Users choose which cue to highlight, and the interface in turn fast-forwards the video adaptively while keeping scenes with highlighted cues played at original speed. Our experimental results have revealed that the DO-Scanning arranged an efficient and compact set of cues, and this set of cues is useful for browsing a diverse set of first-person videos.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • Dynamic object scanning: Object-based elastic timeline for quickly browsing first-person videos

    Seita Kayukawa, Keita Higuchi, Ryo Yonetani, Masanori Nakamura, Yoichi Sato, Shigeo Morishima

    Conference on Human Factors in Computing Systems - Proceedings   2018-April  2018.04  [Refereed]

     View Summary

    Copyright is held by the author/owner(s). This work presents the Dynamic Object Scanning (DO-Scanning), a novel interface that helps users browse long and untrimmed first-person videos quickly. The proposed interface offers users a small set of object cues generated automatically tailored to the context of a given video. Users choose which cue to highlight, and the interface in turn adaptively fast-forwards the video while keeping scenes with highlighted cues played at original speed. Our experimental results have revealed that the DO-Scanning has an efficient and compact set of cues arranged dynamically and this set of cues is useful for browsing a diverse set of first-person videos.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Dynamic Object Scanning: Object-Based Elastic Timeline for Quickly Browsing First-Person Videos

    Seita Kayukawa, Keita Higuchi, Ryo Yonetani, Masanori Nakamura, Yoichi Sato, Shigeo Morishima

    Proceedings of 2018 CHI Conference on Human Factors in Computing Systems (CHI '18)    2018.04  [Refereed]

     View Summary

    This work presents the Dynamic Object Scanning (DO- Scanning), a novel interface that helps users browse long and untrimmed first-person videos quickly. The proposed interface offers users a small set of object cues generated automatically tailored to the context of a given video. Users choose which cue to highlight, and the interface in turn adaptively fast-forwards the video while keeping scenes with highlighted cues played at original speed. Our experimental results have revealed that the DO-Scanning has an efficient and compact set of cues arranged dynamically and this set of cues is useful for browsing a diverse set of first-person videos.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • RSGAN: Face Swapping and Editing using Face and Hair Representation in Latent Spaces

    Ryota Natsume, Tatsuya Yatagawa, Shigeo Morishima

    arXiv    2018.04

     View Summary

    In this paper, we present an integrated system for automatically generating and editing face images through face swapping, attribute-based editing, and random face parts synthesis. The proposed system is based on a deep neural network that variationally learns the face and hair regions with large-scale face image datasets. Different from conventional variational methods, the proposed network represents the latent spaces individually for faces and hairs. We refer to the proposed network as region-separative generative adversarial network (RSGAN). The proposed network independently handles face and hair appearances in the latent spaces, and then, face swapping is achieved by replacing the latent-space representations of the faces, and reconstruct the entire face image with them. This approach in the latent space robustly performs face swapping even for images which the previous methods result in failure due to inappropriate fitting or the 3D morphable models. In addition, the proposed system can further edit face-swapped images with the same network by manipulating visual attributes or by composing them with randomly generated face or hair parts.

  • DanceDJ: A 3D Dance Animation Authoring System for Live Performance

    Naoya Iwamoto, Takuya Kato, Hubert P. H. Shum, Ryo Kakitsuka, Kenta Hara, Shigeo Morishima

    ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY, ACE 2017   10714   653 - 670  2018  [Refereed]

     View Summary

    Dance is an important component of live performance for expressing emotion and presenting visual context. Human dance performances typically require expert knowledge of dance choreography and professional rehearsal, which are too costly for casual entertainment venues and clubs. Recent advancements in character animation and motion synthesis have made it possible to synthesize virtual 3D dance characters in real-time. The major problem in existing systems is a lack of an intuitive interfaces to control the animation for real-time dance controls. We propose a new system called the DanceDJ to solve this problem. Our system consists of two parts. The first part is an underlying motion analysis system that evaluates motion features including dance features such as the postures and movement tempo, as well as audio features such as the music tempo and structure. As a pre-process, given a dancing motion database, our system evaluates the quality of possible timings to connect and switch different dancing motions. During run-time, we propose a control interface that provides visual guidance. We observe that disk jockeys (DJs) effectively control the mixing of music using the DJ controller, and therefore propose a DJ controller for controlling dancing characters. This allows DJs to transfer their skills from music control to dance control using a similar hardware setup. We map different motion control functions onto the DJ controller, and visualize the timing of natural connection points, such that the DJ can effectively govern the synthesized dance motion. We conducted two user experiments to evaluate the user experience and the quality of the dance character. Quantitative analysis shows that our system performs well in both motion control and simulation quality.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Voice animator: Automatic lip-synching in limited animation by audio

    Shoichi Furukawa, Tsukasa Fukusato, Shugo Yamaguchi, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   10714 LNCS   153 - 171  2018  [Refereed]

     View Summary

    © Springer International Publishing AG, part of Springer Nature 2018. Limited animation is one of the traditional techniques for producing cartoon animations. Owing to its expressive style, it has been enjoyed around the world. However, producing high quality animations using this limited style is time-consuming and costly for animators. Furthermore, proper synchronization between the voice-actor’s voice and the character’s mouth and lip motion requires well-experienced animators. This is essential because viewers are very sensitive to audio-lip discrepancies. In this paper, we propose a method that automatically creates high-quality limited-style lip-synched animations using audio tracks. Our system can be applied for creating not only the original animations but also dubbed ones independently of languages. Because our approach follows the standard workflow employed in cartoon animation production, our system can successfully assist animators. In addition, users can implement our system as a plug-in of a standard tool for creating animations (Adobe After Effects) and can easily arrange character lip motion to suit their own style. We visually evaluate our results both absolutely and relatively by comparing them with those of previous works. From the user evaluations, we confirm that our algorithms is able to successfully generate more natural audio-mouth synchronizations in limited-style lip-synched animations than previous algorithms.

    DOI

    Scopus

    6
    Citation
    (Scopus)
  • FSNet: An Identity-Aware Generative Model for Image-based Face Swapping.

    Ryota Natsume, Tatsuya Yatagawa, Shigeo Morishima

    CoRR   abs/1811.12666  2018  [Refereed]

  • Resolving Occlusion for 3D Object Manipulation with Hands in Mixed Reality

    Qi Feng, Hubert P. H. Shum, Shigeo Morishima

    24TH ACM SYMPOSIUM ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY (VRST 2018)     119:1-119:2  2018  [Refereed]

     View Summary

    Due to the need to interact with virtual objects, the hand-object interaction has become an important element in mixed reality (MR) applications. In this paper, we propose a novel approach to handle the occlusion of augmented 3D object manipulation with hands by exploiting the nature of hand poses combined with tracking-based and model-based methods, to achieve a complete mixed reality experience without necessities of heavy computations, complex manual segmentation processes or wearing special gloves. The experimental results show a frame rate faster than real-time and a great accuracy of rendered virtual appearances, and a user study verifies a more imnersive experience compared to past approaclies. We believe that the proposed method can improve a wide range of mixed reality applications that involve hand-object interactions.

    DOI

    Scopus

    8
    Citation
    (Scopus)
  • Wrinkles individuality preserving aged texture generation using multiple expression images

    Pavel A. Savkin, Tsukasa Fukusato, Takuya Kato, Shigeo Morishima

    VISIGRAPP 2018 - Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications   4   549 - 557  2018  [Refereed]

     View Summary

    Copyright © 2018 by SCITEPRESS - Science and Technology Publications, Lda. All rights reserved. Aging of a human face is accompanied by visible changes such as sagging, spots, somberness, and wrinkles. Age progression techniques that estimate an aged facial image are required for long-term criminal or missing person investigations, and also in 3DCG facial animations. This paper focuses on aged facial texture and introduces a novel age progression method based on medical knowledge, which represents an aged wrinkles shapes and positions individuality. The effectiveness of the idea including expression wrinkles in aging facial image synthesis is confirmed through subjective evaluation.

    DOI

    Scopus

  • Face Retrieval Framework Relying on User's Visual Memory

    Yugo Sato, Tsukasa Fukusato, Shigeo Morishima

    ICMR '18: PROCEEDINGS OF THE 2018 ACM INTERNATIONAL CONFERENCE ON MULTIMEDIA RETRIEVAL     274 - 282  2018  [Refereed]

     View Summary

    This paper presents an interactive face retrieval framework for clarifying an image representation envisioned by a user. Our system is designed for a situation in which the user wishes to find a person but has only visual memory of the person. We address a critical challenge of image retrieval across the user's inputs. Instead of target-specific information, the user can select several images (or a single image) that are similar to an impression of the target person the user wishes to search for. Based on the user's selection, our proposed system automatically updates a deep convolutional neural network. By interactively repeating these process (human-in-the-loop optimization), the system can reduce the gap between human-based similarities and computer-based similarities and estimate the target image representation. We ran user studies with 10 subjects on a public database and con firmed that the proposed framework is effective for clarifying the image representation envisioned by the user easily and quickly.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • Placing Music in Space: A Study on Music Appreciation with Spatial Mapping

    Shoki Miyagawa, Shigeo Morishima, Yuki Koyama, Jun Kato, Masataka Goto

    DIS 2018: COMPANION PUBLICATION OF THE 2018 DESIGNING INTERACTIVE SYSTEMS CONFERENCE     39 - 43  2018  [Refereed]

     View Summary

    We investigate the potential of music appreciation using spatial mapping techniques, which allow us to "place" audio sources in various locations within a physical space. We consider possible ways of this new appreciation style and list some design variables, such as how to define coordinate systems, how to show visually, and how to place the sound sources. We conducted an exploratory user study to examine how these design variables affect users' music listening experiences. Based on our findings from the study, we discuss how we should develop systems that incorporate these design variables for music appreciation in the future.

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • Latent topic similarity for music retrieval and its application to a system that supports DJ performance

    Tatsunori Hirai, Hironori Doi, Shigeo Morishima

    Journal of Information Processing   26   276 - 284  2018.01  [Refereed]

     View Summary

    © 2018 Information Processing Society of Japan. This paper presents a topic modeling method to retrieve similar music fragments and its application, Music- Mixer, which is a computer-aided DJ system that supports DJ performance by automatically mixing songs in a seamless manner. MusicMixer mixes songs based on audio similarity calculated via beat analysis and latent topic analysis of the chromatic signal in the audio. The topic represents latent semantics on how chromatic sounds are generated. Given a list of songs, a DJ selects a song with beats and sounds similar to a specific point of the currently playing song to seamlessly transition between songs. By calculating similarities between all existing song sections that can be naturally mixed, MusicMixer retrieves the best mixing point from a myriad of possibilities and enables seamless song transitions. Although it is comparatively easy to calculate beat similarity from audio signals, considering the semantics of songs from the viewpoint of a human DJ has proven difficult. Therefore, we propose a method to represent audio signals to construct topic models that acquire latent semantics of audio. The results of a subjective experiment demonstrate the effectiveness of the proposed latent semantic analysis method. MusicMixer achieves automatic song mixing using the audio signal processing approach; thus, users can perform DJ mixing simply by selecting a song from a list of songs suggested by the system.

    DOI

    Scopus

  • Voice Animator: Automatic Lip-Synching in Limited Animation by Audio

    Shoichi Furukawa, Tsukasa Fukusato, Shugo Yamaguchi, Shigeo Morishima

    ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY, ACE 2017   10714   153 - 171  2018  [Refereed]

     View Summary

    Limited animation is one of the traditional techniques for producing cartoon animations. Owing to its expressive style, it has been enjoyed around the world. However, producing high quality animations using this limited style is time-consuming and costly for animators. Furthermore, proper synchronization between the voice-actor's voice and the character's mouth and lip motion requires well-experienced animators. This is essential because viewers are very sensitive to audio-lip discrepancies. In this paper, we propose a method that automatically creates high-quality limited-style lip-synched animations using audio tracks. Our system can be applied for creating not only the original animations but also dubbed ones independently of languages. Because our approach follows the standard workflow employed in cartoon animation production, our system can successfully assist animators. In addition, users can implement our system as a plug-in of a standard tool for creating animations (Adobe After Effects) and can easily arrange character lip motion to suit their own style. We visually evaluate our results both absolutely and relatively by comparing them with those of previous works. From the user evaluations, we confirm that our algorithms is able to successfully generate more natural audio-mouth synchronizations in limited-style lipsynched animations than previous algorithms.

    DOI

    Scopus

    6
    Citation
    (Scopus)
  • Cosmetic Features Extraction by a Single Image Makeup Decomposition

    Kanami Yamagishi, Shintaro Yamamoto, Takuya Kato, Shigeo Morishima

    PROCEEDINGS 2018 IEEE/CVF CONFERENCE ON COMPUTER VISION AND PATTERN RECOGNITION WORKSHOPS (CVPRW)   2018-June   1965 - 1967  2018  [Refereed]

     View Summary

    In recent years, a large number of makeup images have been shared on social media. Most of these images lack information about the cosmetics used, such as color, glitter or etc., while they are difficult to infer due to the diversity of skin color or lighting conditions. In this paper, our goal is to estimate cosmetic features only from a single makeup image. Previous work has measured the material parameters of cosmetic products from pairs of images showing the face with and without makeup, but such comparison images are not always available. Furthermore, this method cannot represent local effects such as pearl or glitter since they adapted physically-based reflectance models. We propose a novel image-based method to extract cosmetic features considering both color and local effects by decomposing the target image into makeup and skin color using Difference of Gaussian (DoG). Our method can be applied for single, standalone makeup images, and considers both local effects and color. In addition, our method is robust to the skin color difference due to the decomposition separating makeup from skin. The experimental results demonstrate that our method is more robust to skin color difference and captures characteristics of each cosmetic product.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Latent topic similarity for music retrieval and its application to a system that supports DJ performance

    Tatsunori Hirai, Hironori Doi, Shigeo Morishima

    Journal of Information Processing   26 ( 3 ) 276 - 284  2018.01  [Refereed]

     View Summary

    This paper presents a topic modeling method to retrieve similar music fragments and its application, Music- Mixer, which is a computer-aided DJ system that supports DJ performance by automatically mixing songs in a seamless manner. MusicMixer mixes songs based on audio similarity calculated via beat analysis and latent topic analysis of the chromatic signal in the audio. The topic represents latent semantics on how chromatic sounds are generated. Given a list of songs, a DJ selects a song with beats and sounds similar to a specific point of the currently playing song to seamlessly transition between songs. By calculating similarities between all existing song sections that can be naturally mixed, MusicMixer retrieves the best mixing point from a myriad of possibilities and enables seamless song transitions. Although it is comparatively easy to calculate beat similarity from audio signals, considering the semantics of songs from the viewpoint of a human DJ has proven difficult. Therefore, we propose a method to represent audio signals to construct topic models that acquire latent semantics of audio. The results of a subjective experiment demonstrate the effectiveness of the proposed latent semantic analysis method. MusicMixer achieves automatic song mixing using the audio signal processing approach
    thus, users can perform DJ mixing simply by selecting a song from a list of songs suggested by the system.

    DOI

    Scopus

  • Naoya Iwamoto, Takuya Kato(joint first author), Hubert P. H. Shum, Ryo Kakitsuka, Kenta Hara, Shigeo Morishima

    DanceDJ: A, D, Dance Animation Authoring, System for Live Performance

    14TH INTERNATIONAL CONFERENCE ON ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY (ACE 2017)   10714   653 - 670  2017.12  [Refereed]

     View Summary

    Dance is an important component of live performance for expressing emotion and presenting visual context. Human dance performances typically require expert knowledge of dance choreography and professional rehearsal, which are too costly for casual entertainment venues and clubs. Recent advancements in character animation and motion synthesis have made it possible to synthesize virtual 3D dance characters in real-time. The major problem in existing systems is a lack of an intuitive interfaces to control the animation for real-time dance controls. We propose a new system called the DanceDJ to solve this problem. Our system consists of two parts. The first part is an underlying motion analysis system that evaluates motion features including dance features such as the postures and movement tempo, as well as audio features such as the music tempo and structure. As a pre-process, given a dancing motion database, our system evaluates the quality of possible timings to connect and switch different dancing motions. During run-time, we propose a control interface that provides visual guidance. We observe that disk jockeys (DJs) effectively control the mixing of music using the DJ controller, and therefore propose a DJ controller for controlling dancing characters. This allows DJs to transfer their skills from music control to dance control using a similar hardware setup. We map different motion control functions onto the DJ controller, and visualize the timing of natural connection points, such that the DJ can effectively govern the synthesized dance motion. We conducted two user experiments to evaluate the user experience and the quality of the dance character. Quantitative analysis shows that our system performs well in both motion control and simulation quality.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Qasi-developable garment transfer for animals

    Fumiya Narita, Shunsuke Saito, Tsukasa Fukusato, Shigeo Morishima

    SIGGRAPH Asia 2017 Technical Briefs, SA 2017     26:1-26:4  2017.11  [Refereed]

     View Summary

    ' 2017 ACM. In this paper, we present an interactive framework to model garments for animals from a template garment model based on correspondences between the source and the target bodies. We address two critical challenges of garment transfer across significantly different body shapes and postures (e.g., for quadruped and human); (1) ambiguity in the correspondences and (2) distortion due to large variation in scale of each body part. Our efficient cross-parameterization algorithm and intuitive user interface allow us to interactively compute correspondences and transfer the overall shape of garments. We also introduce a novel algorithm for local coordinate optimization that minimizes the distortion of transferred garments, which leads a resulting model to a quasi-developable surface and hence ready for fabrication. Finally, we demonstrate the robustness and effectiveness of our approach on a various garments and body shapes, showing that visually pleasant garment models for animals can be generated and fabricated by our system with minimal effort.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Outside-in monocular IR camera based HMD pose estimation via geometric optimization

    Pavel A. Savkin, Shunsuke Saito, Jarich Vansteenberge, Tsukasa Fukusato, Lochlainn Wilson, Shigeo Morishima

    Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST   Part F131944   7:1-7:9  2017.11  [Refereed]

     View Summary

    © 2017 ACM. Accurately tracking a Head Mounted Display (HMD) with a 6 degree of freedom is essential to achieve a comfortable and a nausea free experience in Virtual Reality. Existing commercial HMD systems using synchronized Infrared (IR) camera and blinking IR-LEDs can achieve highly accurate tracking. However, most of the o-the-shelf cameras do not support frame synchronization. In this paper, we propose a novel method for real time HMD pose estimation without using any camera synchronization or LED blinking. We extended over the state of the art pose estimation algorithm by introducing geometrically constrained optimization. In addition, we propose a novel system to increase robustness to the blurred IR-LEDs paerns appearing at high-velocity movements. The quantitative evaluations showed signicant improvements in pose stability and accuracy over wide rotational movements as well as a decrease in runtime.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Simulating the friction sounds using a friction-based adhesion theory model

    Takayuki Nakatsuka, Shigeo Morishima

    The 20th International Conference on Digital Audio Effects (DAFX2017)     32 - 39  2017.09  [Refereed]

     View Summary

    Synthesizing a friction sound of deformable objects by a computer is challenging. We propose a novel physics-based approach to synthesize friction sounds based on dynamics simulation. In this work, we calculate the elastic deformation of an object surface when the object comes in contact with other objects. The principle of our method is to divide an object surface into microrectangles. The deformation of each microrectangle is set using two assumptions: the size of a microrectangle (1) changes by contacting other object and (2) obeys a normal distribution. We consider the sound pressure distribution and its space spread, consisting of vibrations of all microrectangles, to synthesize a friction sound at an observation point. We express the global motions of an object by position based dynamics where we add an adhesion constraint. Our proposed method enables the generation of friction sounds of objects in different materials by regulating the initial value of microrectangular parameters.

  • Beautifying Font: Effective Handwriting Template for Mastering Expression of Chinese Calligraphy

    Masanori Nakamura, Shugo Yamaguchi, Shigeo Morishima

    SIGGRAPH 2017 posters    2017.08  [Refereed]

     View Summary

    We propose a novel font called Beautifying Font to assist learning techniques in writing Chinese calligraphy. Chinese calligraphy has various expressions but they are hard to acquire for beginners. Beautifying Font visualizes the speed and pressure of brush-strokes so that users can intuitively understand how to write.

  • Court-aware volleyball video summarization

    Takahiro Itazuri, Tsukasa Fukusato, Shugo Yamaguchi, Shigeo Morishima

    ACM SIGGRAPH 2017 Posters, SIGGRAPH 2017     74:1-74:2  2017.07  [Refereed]

     View Summary

    We propose a rally-rank evaluation based on the court transition information for volleyball video summarization considering the contents of the game. Our method uses the court transition information instead of non-robust visual features such as the position of a ball and players. Experimental results demonstrate the effectiveness that our method reflects viewers' preferences over previous methods.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Beautifying font: Effective handwriting template for mastering expression of Chinese calligraphy

    Masanori Nakamura, Shugo Yamaguchi, Shigeo Morishima

    ACM SIGGRAPH 2017 Posters, SIGGRAPH 2017     3:1-3:2  2017.07  [Refereed]

     View Summary

    © 2017 Copyright held by the owner/author(s). We propose a novel font called Beautifying Font to assist learning techniques in writing Chinese calligraphy. Chinese calligraphy has various expressions but they are hard to acquire for beginners. Beautifying Font visualizes the speed and pressure of brush-strokes so that users can intuitively understand how to write.

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • 3D model partial-resizing via normal and texture map combination

    Naoki Nozawa, Tsukasa Fukusato, Shigeo Morishima

    ACM SIGGRAPH 2017 Posters, SIGGRAPH 2017     1:1-1:2  2017.07  [Refereed]

     View Summary

    © 2017 Copyright held by the owner/author(s). Resizing of 3D model is necessary for computer graphics animation and application such as games and movies. In general, when users deform a target model, they built on a bounding box or a closed polygon mesh (cage) to enclose a target model. Then, the resizing is done by deforming the cage with target model. However, these approaches are not good for detailed adjustment of 3D shape because they do not preserve local information. In contrast, based on a local information (e.g., edge set and weight map), Sorkine et al. [Sorkine and Alexa 2007; Sorkine et al. 2004] can generate smooth and conformal deformation results with only a few control points. While these approaches are useful for some situations, the results depend on resolution and topology of the target model. In addition, these approaches do not consider texture (UV) information.

    DOI

    Scopus

  • Court-aware volleyball video summarization

    Takahiro Itazuri, Tsukasa Fukusato, Shugo Yamaguchi, Shigeo Morishima

    ACM SIGGRAPH 2017 Posters, SIGGRAPH 2017    2017.07  [Refereed]

     View Summary

    © 2017 Copyright held by the owner/author(s). We propose a rally-rank evaluation based on the court transition information for volleyball video summarization considering the contents of the game. Our method uses the court transition information instead of non-robust visual features such as the position of a ball and players. Experimental results demonstrate the effectiveness that our method reflects viewers' preferences over previous methods.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • 3D model partial-resizing via normal and texture map combination

    Naoki Nozawa, Tsukasa Fukusato, Shigeo Morishima

    ACM SIGGRAPH 2017 Posters, SIGGRAPH 2017    2017.07  [Refereed]

     View Summary

    Resizing of 3D model is necessary for computer graphics animation and application such as games and movies. In general, when users deform a target model, they built on a bounding box or a closed polygon mesh (cage) to enclose a target model. Then, the resizing is done by deforming the cage with target model. However, these approaches are not good for detailed adjustment of 3D shape because they do not preserve local information. In contrast, based on a local information (e.g., edge set and weight map), Sorkine et al. [Sorkine and Alexa 2007
    Sorkine et al. 2004] can generate smooth and conformal deformation results with only a few control points. While these approaches are useful for some situations, the results depend on resolution and topology of the target model. In addition, these approaches do not consider texture (UV) information.

    DOI

    Scopus

  • Retexturing under self-occlusion using hierarchical markers

    Shoki Miyagawa, Yoshihiro Fukuhara, Fumiya Narita, Norihiro Ogata, Shigeo Morishima

    ACM SIGGRAPH 2017 Posters, SIGGRAPH 2017     27:1-27:2  2017.07  [Refereed]

     View Summary

    © 2017 Copyright held by the owner/author(s). Marker-based retexturing is to superimpose the texture on a target object by detecting and identifying markers from within the captured image. We propose a new marker that can be identified under a large deformation that involves self-occlusion, which was not taken into consideration in the following markers. Bradley et al. [Bradley et al. 2009] designed the independent markers, but it is difficult to recognize them under complicated occlusion. Scholz et al.[Scholz and Magnor 2006] created a circular marker with a single color selected from multiple colors. They created ID corresponding to the alignment of colors by one marker and the markers around it and identified by placing the marker so that the ID would be unique. However, when some markers are covered by self-occlusion, the positional relationship of the markers appears to be different from the original, so markers near the self-occlusion are failed to identify. Narita et al. [Narita et al. 2017] considered self-occlusion by improving the identification algorithm. They succeeded in improving the accuracy of identification by creating triangle meshes whose vertices are the center of gravity of markers and assuming that they are close to a right isosceles triangle. However, since outliers are removed using angles, identification of markers may fail in the case of the object that is likely to be deformed in the shear direction like a cloth. Therefore, we considered self-occlusion by designing hierarchical markers so that they can be refferred to in a global scope. We designed a color based marker for easy recognition even at low resolution.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Facial video age progression considering expression change

    Shintaro Yamamoto, Pavel A. Savkin, Takuya Kato, Shoichi Furukawa, Shigeo Morishima

    ACM International Conference Proceeding Series   128640   5:1-5:5  2017.06  [Refereed]

     View Summary

    This paper proposes an age progression method for facial videos. Age is one of the main factors that changes the appearance of the face, due to the associated sagging, spots, and wrinkles. These aging features change in appearance depending on facial expressions. As an example, we see wrinkles appear in the face of the young when smiling, but the shape of wrinkles changes in older faces. Previous work has not considered the temporal changes of the face, using only static images as databases. To solve this problem, we extend the texture synthesis approach to use facial videos as source videos. First, we spatio-temporally align the videos of database to match the sequence of a target video. Then, we synthesize an aging face and apply the temporal changes of the target age to the wrinkles appearing in the facial expression image in the target video. As a result, our method successfully generates expression changes specific to the target age.

    DOI

    Scopus

  • Facial video age progression considering expression change

    Shintaro Yamamoto, Pavel A. Savkin, Takuya Kato, Shoichi Furukawa, Shigeo Morishima

    ACM International Conference Proceeding Series   Part F128640  2017.06  [Refereed]

     View Summary

    © 2017 ACM. This paper proposes an age progression method for facial videos. Age is one of the main factors that changes the appearance of the face, due to the associated sagging, spots, and wrinkles. These aging features change in appearance depending on facial expressions. As an example, we see wrinkles appear in the face of the young when smiling, but the shape of wrinkles changes in older faces. Previous work has not considered the temporal changes of the face, using only static images as databases. To solve this problem, we extend the texture synthesis approach to use facial videos as source videos. First, we spatio-temporally align the videos of database to match the sequence of a target video. Then, we synthesize an aging face and apply the temporal changes of the target age to the wrinkles appearing in the facial expression image in the target video. As a result, our method successfully generates expression changes specific to the target age.

    DOI

    Scopus

  • コート情報に基づくバレーボール映像の鑑賞支援

    板摺貴大, 福里司, 山口周悟, 森島繁生

    Visual Computing 2017 (VC 2017)    2017.06  [Refereed]

  • 表情変化データベースを用いた経年変化顔動画合成

    山本晋太郎, サフキンパーベル, 加藤卓哉, 佐藤優伍, 古川翔一, 森島繁生

    Visual Computing / グラフィクスとCAD 合同シンポジウム 2017    2017.06  [Refereed]

     View Summary

    本研究では,老化に伴う表情変化の違いを考慮した経年変化顔の動画像合成を行う.動画中の人物の経年変化は,映画のような映像作品における年齢変化表現において重要である.老化に伴って発生する顔特徴の一つである皺に注目すると,表情変化に伴う皺の変化は年齢に大きく依存する.静止画を対象とした経年変化顔合成手法は数多く存在するが,いずれも皺の動的な変化に焦点を置いていないため,年齢による表情変化の違いを表現することができない.そこで本研究では,データベースとして目標年代の人物の表情変化動画を用いることにより,表情変化に伴う皺の動的な変化を表現する.具体的には,入力動画の各表情に対して,データベースの類似表情を用いて,老化時の顔の構築を行う.また,対象人物の皺の深さを,目標年代の変化と一致するように操作する.以上により,表情変化による皺の動的変化を考慮した経年変化顔の動画合成を実現した.

  • 可展面制約を考慮したテンプレートベース衣服モデリング

    成田 史弥, 齋藤 隼介, 福里 司, 森島 繁生

    Visual Computing / グラフィクスとCAD 合同シンポジウム 2017    2017.06  [Refereed]

     View Summary

    本稿では,衣服のモデリングにおける労力削減を目的とし,テンプレートとなる1つの衣服モデルから,任意のキャラクタの体型に適合した衣服モデルと型紙を生成する手法を提案する. 生成される衣服の概形を確認しながらソースの身体とターゲット身体の対応関係をインタラクティブに修正できるインターフェースの導入により,身体のモデルの頂点数や頂点間の接続情報に依存しない衣服転写を実現する. また,ソースの衣服の形状を反映する最適化処理を行った後に可展面近似を行うことで,ソースの衣服のデザインから形状が大きく離れることを防ぎ,もっともらしい衣服モデルを生成することを実現する. 提案手法は生成した衣服モデルの型紙を出力することが可能なため,例えば人間とペットのペアルックの衣服制作など,現実世界におけるものづくり支援への応用が期待される.

  • Authoring System for Choreography Using Dance Motion Retrieval and Synthesis

    Ryo Kakitsuka, Kosetsu Tsukuda (AIST, Satoru Fukayama (AIST, Naoya Iwamoto, Masataka Goto (AIST, Shigeo Morishima

    The 30th International Conference on Computer Animation and Social Agents(CASA 2017)    2017.05  [Refereed]

     View Summary

    Dance animations of a three-dimensional (3D) character rendered with computer graphics (CG) have been created by using motion capture systems or 3DCG animation editing tools. Since these methods require skills and a large amount of work from the creator, automated choreography has been developed to make synthesizing dance motions much easier. However, due to the limited variations of the results, users could not reflect their preferences to the output. Therefore, supporting the user’s preference in dance animation is still important.<br />
    <br />
    We propose a novel dance creation system which supports the user to create choreography with their preferences. A user first selects a preferred motion from the database, and then assigns it to an arbitrary section of the music. With a few mouse clicks, our system helps a user search for alternative dance motion that reflect his or<br />
    her preference by using relevance feedback. The system automatically synthesizes a continuous choreography with the constraint condition that the motions specified by the user are fixed. We conducted user studies and found that users could create new dance motions easily with their preferences by using the system.

  • Fiber-dependent Approach for Fast Dynamic Character Animation

    Ayano Kaneda, Shigeo Morishima

    The 30th International Conference on Computer Animation and Social Agents(CASA 2017)    2017.05  [Refereed]

     View Summary

    Creating secondary motion of character animation including jiggling of fat is demanded in the computer animation. In general, secondary motion from the primary motion of the character are expressed based on shape matching approaches. However, the previous methods do not account for the directional stretch characteristics and local stiffness at the same time, that is problematic to represent the effect of anatomical structure such as muscle fiber. Our framework allows user to edit the anatomical structure of the character model corresponding to creature’s body containing muscle and fat from the tetrahedral model and bone motion. Our method then simulates the elastic deformation considering anatomical structures defined directional stretch characteristics and stiffness on each layer. In addition, our method can add the constraint for local deformation (e.g. biceps) considering defined model’s characteristics.

  • 2. IIEEJ activities of conferences and events: 2-1 IIEEJ annual conferences

    Shigeo Morishima

    Journal of the Institute of Image Electronics Engineers of Japan   46 ( 1 ) 6 - 8  2017

    DOI

    Scopus

  • Screen Space Hair Self Shadowing by Translucent Hybrid Ambient Occlusion

    Zhuopeng Zhang, Shigeo Morishima

    SMART GRAPHICS, SG 2015   9317   29 - 40  2017  [Refereed]

     View Summary

    Screen space ambient occlusion is a very efficient means to capture the shadows caused by adjacent objects. However it is incapable of expressing transparency of objects. We introduce an approach which behaves like the combination of ambient occlusion and translucency. This method is an extension of the traditional screen space ambient occlusion algorithm with extra density field input. It can be applied on rendering mesh objects, and moreover it is very suitable for rendering complex hair models. We use the new algorithm to approximate light attenuation though semi-transparent hairs at real-time. Our method is implemented on common GPU, and independent from pre-computation. When it is used in environment lighting, the hair shading is visually similar to however one order of magnitude faster than existing algorithm.

    DOI

    Scopus

  • Screen space hair self shadowing by translucent hybrid ambient occlusion

    Zhuopeng Zhang, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   9317 LNCS   29 - 40  2017  [Refereed]

     View Summary

    © Springer International Publishing AG 2017. Screen space ambient occlusion is a very efficient means to capture the shadows caused by adjacent objects. However it is incapable of expressing transparency of objects. We introduce an approach which behaves like the combination of ambient occlusion and translucency. This method is an extension of the traditional screen space ambient occlusion algorithm with extra density field input. It can be applied on rendering mesh objects, and moreover it is very suitable for rendering complex hair models. We use the new algorithm to approximate light attenuation though semi-transparent hairs at real-time. Our method is implemented on common GPU, and independent from pre-computation. When it is used in environment lighting, the hair shading is visually similar to however one order of magnitude faster than existing algorithm.

    DOI

    Scopus

  • Dynamic Subtitle Placement Considering the Region of Interest and Speaker Location

    Wataru Akahori, Tatsunori Hirai, Shigeo Morishima

    PROCEEDINGS OF THE 12TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (VISIGRAPP 2017), VOL 6   6   102 - 109  2017  [Refereed]

     View Summary

    This paper presents a subtitle placement method that reduces unnecessary eye movements. Although methods that vary the position of subtitles have been discussed in a previous study, subtitles may overlap the region of interest (ROI). Therefore, we propose a dynamic subtitling method that utilizes eye-tracking data to avoid the subtitles from overlapping with important regions. The proposed method calculates the ROI based on the eye-tracking data of multiple viewers. By positioning subtitles immediately under the ROI, the subtitles do not overlap the ROI. Furthermore, we detect speakers in a scene based on audio and visual information to help viewers recognize the speaker by positioning subtitles near the speaker. Experimental results show that the proposed method enables viewers to watch the ROI and the subtitle in longer duration than traditional subtitles, and is effective in terms of enhancing the comfort and utility of the viewing experience.

    DOI

    Scopus

    7
    Citation
    (Scopus)
  • Court-based Volleyball Video Summarization Focusing on Rally Scene

    Takahiro Itazuri, Tsukasa Fukusato, Shugo Yamaguchi, Shigeo Morishima

    2017 IEEE CONFERENCE ON COMPUTER VISION AND PATTERN RECOGNITION WORKSHOPS (CVPRW)   2017-July   179 - 186  2017  [Refereed]

     View Summary

    In this paper, we propose a video summarization system for volleyball videos. Our system automatically detects rally scenes as self-consumable video segments and evaluates rally-rank for each rally scene to decide priority. In the priority decision, features representing the contents of the game are necessary; however such features have not been considered in most previous methods. Although several visual features such as the position of a ball and players should be used, acquisition of such features is still non-robust and unreliable in low resolution or low frame rate volleyball videos. Instead, we utilize the court transition information caused by camera operation. Experimental results demonstrate the robustness of our rally scene detection and the effectiveness of our rally-rank to reflect viewers' preferences over previous methods.

    DOI

    Scopus

    5
    Citation
    (Scopus)
  • Outside-in Monocular IR Camera based HMD Pose Estimation via Geometric Optimization

    Pavel A. Savkin, Shunsuke Saito, Jarich Vansteenberge, Tsukasa Fukusato, Lochlainn Wilson, Shigeo Morishima

    VRST'17: PROCEEDINGS OF THE 23RD ACM SYMPOSIUM ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY   131944  2017  [Refereed]

     View Summary

    Accurately tracking a Head Mounted Display (HMD) with a 6 degree of freedom is essential to achieve a comfortable and a nausea free experience in Virtual Reality. Existing commercial HMD systems using synchronized Infrared (IR) camera and blinking IR-LEDs can achieve highly accurate tracking. However, most of the off-the-shelf cameras do not support frame synchronization. In this paper, we propose a novel method for real time HMD pose estimation without using any camera synchronization or LED blinking. We extended over the state of the art pose estimation algorithm by introducing geometrically constrained optimization. In addition, we propose a novel system to increase robustness to the blurred IR-LEDs patterns appearing at high-velocity movements. The quantitative evaluations showed significant improvements in pose stability and accuracy over wide rotational movements as well as a decrease in runtime.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Facial fattening and slimming simulation based on skull structure

    Tsukasa Fukusato, Masahiro Fujisaki, Takuya Kato, Shigeo Morishima

    Journal of the Institute of Image Electronics Engineers of Japan   46 ( 1 ) 197 - 205  2017  [Refereed]

     View Summary

    © 2017 Institute of Image Electronics Engineers of Japan. All rights reserved. In this paper, we introduce a technique of facial fattening (or slimming) simulation from a frontal facial image. In previous work, data-driven approaches enable a rapid design of fattening and slimming images that reflect realistic facial shapes; however, they focus only on facial surface such as facial landmarks, so it is difficult to consider any anatomical model such as skull structure. Then, we construct a novel facial database, which contains sets of frontal facial image and MRI image. Based on our database, we estimate 2D skull structure from the input image, and define a fattening (or slimming) rule and a skull-based constraint. As a result, we can generate a natural deformed image for fattening and slimming simulation.

    DOI

    Scopus

  • Fast subsurface light transport evaluation for real-time rendering using single shortest optical paths

    Tadahiro Ozawa, Tatsuya Yatagawa, Hiroyuki Kubo, Shigeo Morishima

    Journal of the Institute of Image Electronics Engineers of Japan   46 ( 4 ) 533 - 546  2017  [Refereed]

     View Summary

    © 2017 Institute of Image Electronics Engineers of Japan. All rights reserved. To synthesize photo-realistic images, simulating the subsurface scattering is highly important. However, physically accurate simulation of the subsurface scattering requires computationally complex integration over various optical paths going through translucent materials. On the other hand, the powers of light rays are immediately decreased when they pass through limitedly translucent materials. We leverage this observation to compute the light contribution approximately by only considering a single ray that has the most dominant contribution. The proposed method is based on an empirical assumption where the light ray having passed such a dominant path has the largest influence for the final rendering result. By only considering the single dominant path to evaluate the radiance, visually plausible rendering results can be obtained in real-time, while the rendering process itself is not based on the strict physics, nevertheless. This lightweight rendering process is particularly important for inhomogeneous translucent objects that include different translucent materials inside, which have been one of the targets that is difficult to render in real-time due to its high computational complexity.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Face Texture Synthesis from Multiple Images via Sparse and Dense Correspondence

    Shugo Yamaguchi, Shigeo Morishima

    ACM SIGGRAPH ASIA 2016 Technical Brief    2016.12  [Refereed]

     View Summary

    We have a desire to edit images for various purposes such as art, entertainment, and film production so texture synthesis methods have been proposed. Especially, PatchMatch algorithm [Barnes et al.2009] enabled us to easily use many image editing tools. However, these tools are applied to one image. If we can automatically synthesize from various examples, we can create new and higher quality images. Visio-lization [Mohammed et al. 2009] generated average face by synthesis of face image database. However, the synthesis was applied block-wise so there were artifacts on the result and free form features of source images such as wrinkles could not be preserved. We proposed a new synthesis method for multiple images. We applied sparse and dense nearest neighbor search so that we can preserve both input and source database image features. Our method allows us to create a novel image from a number of examples.

  • トレーシングとデータベースを併用する2Dアニメーション作成支援システム

    Tsukasa Fukusato, Shigeo Morishima

    WISS 2016   ( 78 )  2016.12  [Refereed]

    J-GLOBAL

  • Face texture synthesis from multiple images via sparse and dense correspondence

    Shugo Yamaguchi, Shigeo Morishima

    SA 2016 - SIGGRAPH ASIA 2016 Technical Briefs     14  2016.11  [Refereed]

     View Summary

    © 2016 ACM. We have a desire to edit images for various purposes such as art, entertainment, and film production so texture synthesis methods have been proposed. Especially, PatchMatch algorithm [Barnes et al. 2009] enabled us to easily use many image editing tools. However, these tools are applied to one image. If we can automatically synthesize from various examples, we can create new and higher quality images. Visio-lization [Mohammed et al. 2009] generated average face by synthesis of face image database. However, the synthesis was applied block-wise so there were artifacts on the result and free form features of source images such as wrinkles could not be preserved. We proposed a new synthesis method for multiple images. We applied sparse and dense nearest neighbor search so that we can preserve both input and source database image features. Our method allows us to create a novel image from a number of examples.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • 3D facial geometry reconstruction using patch database

    Tsukasa Nozawa, Takuya Kato, Pavel A. Savkin, Naoki Nozawa, Shigeo Morishima

    SIGGRAPH 2016 - ACM SIGGRAPH 2016 Posters     24:1-24:2  2016.07  [Refereed]

     View Summary

    3D facial shape reconstruction in the wild environments is an important research task in the field of CG and CV. This is because it can be applied to a lot of products, such as 3DCG video games and face recognition. One of the most popular 3D facial shape reconstruction techniques is 3D Model-based approach. This approach approximates a facial shape by using 3D face model, which is calculated by principal component analysis. [Blanz and Vetter 1999] performed a 3D facial reconstruction by fitting points from facial feature points of an input of single facial image to vertex of template 3D facial model named 3D Morphable Model. This method can reconstruct a facial shape from a variety of images which include different lighting and face orientation, as long as facial feature points can be detected. However, representation quality of the result depends on the number of 3D model resolution.

    DOI

    Scopus

  • Automatic dance generation system considering sign language information

    Wakana Asahina, Naoya Iwamoto, Hubert P.H. Shum, Shigeo Morishima

    SIGGRAPH 2016 - ACM SIGGRAPH 2016 Posters     23:1-23:2  2016.07  [Refereed]

     View Summary

    In recent years, thanks to the development of 3DCG animation editing tools (e.g. MikuMikuDance), a lot of 3D character dance animation movies are created by amateur users. However it is very difficult to create choreography from scratch without any technical knowledge. Shiratori et al. [2006] produced the dance automatic generation system considering rhythm and intensity of dance motions. However each segment is selected randomly from database, so the generated dance motion has no linguistic or emotional meanings. Takano et al. [2010] produced a human motion generation system considering motion labels. However they use simple motion labels like "running" or "jump", so they cannot generate motions that express emotions. In reality, professional dancers make choreography based on music features or lyrics in music, and express emotion or how they feel in music. In our work, we aim at generating more emotional dance motion easily. Therefore, we use linguistic information in lyrics, and generate dance motion.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • Video reshuffling: Automatic video dubbing without prior knowledge

    Shoichi Furukawa, Takuya Kato, Pavel Savkin, Shigeo Morishima

    SIGGRAPH 2016 - ACM SIGGRAPH 2016 Posters     19:1-19:2  2016.07  [Refereed]

     View Summary

    Numerous video have been translated using "dubbing," spurred by the recent growth of video market. However, it is very difficult to achieve the visual-audio synchronization. That is to say in general a new audio does not synchronize with actor's mouth motion. This discrepancy can disturb comprehension of video contents. There-fore many methods have been researched so far to solve this problem.

    DOI

    Scopus

    5
    Citation
    (Scopus)
  • Perception of drowsiness based on correlation with facial image features

    Yugo Sato, Takuya Kato, Naoki Nozawa, Shigeo Morishima

    Proceedings of the ACM Symposium on Applied Perception, SAP 2016     139  2016.07  [Refereed]

     View Summary

    © 2016 Copyright held by the owner/author(s). This paper presents a video-based method for detecting drowsiness. Generally, human beings can perceive their fatigue and drowsiness through looking at faces. The ability to perceive the fatigue and the drowsiness has been studied in many ways. The drowsiness detection method based on facial videos has been proposed [Nakamura et al. 2014]. In their method, a set of the facial features calculated with the Computer Vision techniques and the k-nearest neighbor algorithm are applied to classify drowsiness degree. However, the facial features that are ineffective against reproducing the perception of human beings with the machine learning method are not removed. This factor can decrease the detection accuracy.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Aged Wrinkles Individuality Considering Aging Simulation

    Shigeo Morishima

    IPSJ Journal   57 ( 7 ) 1627 - 1637  2016.07  [Refereed]

     View Summary

    An appearance of a human face changes with aging: sagging, spots, somberness, and wrinkles would be observed. Considering these changes, aging simulation techniques that estimate an aged facial image is required for a long-term criminal or missing person investigation. One of the latest works proposed a photorealistic aging simulation method using a patch-based facial image reconstruction. However, including this method, the latest works had a problem that they cannot represent an individuality of wrinkles which is one of the most important features that represent the human individuality. The individuality of wrinkles is defined by the shape and the position. In this paper, we introduce a novel aging simulation method with patch-based facial image reconstruction, which could overcome problem mentioned above. To preserve a wrinkles individuality, wrinkles which is in an expressive facial image is synthesized to an input image based on a medical knowledge. Our method represents the individuality of wrinkles, and subjective evaluation results describe that our method generates more accurate results when compared our work and the previous work with the ground truth.

    CiNii

  • Region-of-interest-based subtitle placement using eye-tracking data of multiple viewers

    Wataru Akahori, Shigeo Morishima, Tatsunori Hirai, Shunya Kawamura

    TVX 2016 - Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video     123 - 128  2016.06  [Refereed]

     View Summary

    Copyright is held by the owner/author(s). We present a subtitle-placement method that reduces viewer's eye movement without interfering with the target region of interest (ROI) in a video scene. Subtitles help viewers understand foreign-language videos. However, subtitles tend to attract viewers' line of sight, which cause viewers to lose focus on the video content. To address this problem, previous studies have attempted to improve viewer experiences by dynamically shifting subtitle positions. Nevertheless, in their user studies, some participants felt that the visual appearance of such subtitles was unnatural and caused them fatigue. We propose a method that places subtitles below the ROI, which is calculated by eye-tracking data from multiple viewers. Two experiments were conducted to evaluate viewer impression and compare line of sight for videos with subtitles placed by the proposed and previous methods.

    DOI

    Scopus

    11
    Citation
    (Scopus)
  • LyricsRadar: A Lyrics Retrieval Interface Based on Latent Topics of Lyrics

    Shoto Sasaki, Kazuyoshi Yoshii, Tomoyasu Nakano, Masataka Goto, Shigeo Morishima

    IPSJ Journal   57 ( 5 ) 1365 - 1374  2016.05  [Refereed]

  • 四肢キャラクタ間の衣装転写システムの提案

    Fumiya Narita, Shunsuke Saito, Tsukasa Fukusato, Shigeo Morishima

    IPSJ Journal   57 ( 3 ) 863 - 872  2016.03  [Refereed]

  • Acquiring Curvature-Dependent Reflectance Function from Translucent Material

    Midori Okamoto, Hiroyuki Kubo, Yasuhiro Mukaigawa, Tadahiro Ozawa, Keisuke Mochida, Shigeo Morishima

    Proceedings NICOGRAPH International 2016     182 - 185  2016  [Refereed]

     View Summary

    Acquiring scattering parameters from real objects is still a challenging work. To obtain the scattering parameters, physics-based analysis is ineffective because huge computational cost is required to simulate subsurface scattering effect accurately. Thus, we focus on Curvature-Dependent Reflectance Function (CDRF), the plausible approximation of the subsurface scattering effect. In this paper, we propose a novel technique to obtain scattering parameters from real objects by revealing the relation between curvature and translucency.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Friction sound synthesis of deformable objects based on adhesion theory.

    T. Nakatsuka, Shigeo Morishima

    Poster Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Zurich, Switzerland, July 11-13, 2016     6:1 - 1  2016  [Refereed]

  • A choreographic authoring system for character dance animation reflecting a user's preference.

    Ryo Kakitsuka, Kosetsu Tsukuda, Satoru Fukayama, Naoya Iwamoto, Masataka Goto, Shigeo Morishima

    Poster Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Zurich, Switzerland, July 11-13, 2016     5:1  2016  [Refereed]

  • Creating a realistic face image from a cartoon character.

    Masanori Nakamura, Shugo Yamaguchi, Tsukasa Fukusato, Shigeo Morishima

    Poster Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Zurich, Switzerland, July 11-13, 2016     2:1 - 1  2016  [Refereed]

  • Frame-wise continuity-based video summarization and stretching

    Tatsunori Hirai, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   9516   806 - 817  2016  [Refereed]

     View Summary

    © Springer International Publishing Switzerland 2016. This paper describes a method for freely changing the length of a video clip, leaving its content almost unchanged, by removing video frames considering both audio and video transitions. In a video clip that contains many video frames, there are less important frames that only extend the length of the clip. Taking the continuity of audio and video frames into account, the method enables changing the length of a video clip by removing or inserting frames that do not significantly affect the content. Our method can be used to change the length of a clip without changing the playback speed. Subjective experimental results demonstrate the effectiveness of our method in preserving the clip content.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • MusicMixer: Automatic DJ system considering beat and latent topic similarity

    Tatsunori Hirai, Hironori Doi, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   9516   698 - 709  2016  [Refereed]

     View Summary

    © Springer International Publishing Switzerland 2016. This paper presents MusicMixer, an automatic DJ system that mixes songs in a seamless manner. MusicMixer mixes songs based on audio similarity calculated via beat analysis and latent topic analysis of the chromatic signal in the audio. The topic represents latent semantics about how chromatic sounds are generated. Given a list of songs, a DJ selects a song with beat and sounds similar to a specific point of the currently playing song to seamlessly transition between songs. By calculating the similarity of all existing pairs of songs, the proposed system can retrieve the best mixing point from innumerable possibilities. Although it is comparatively easy to calculate beat similarity from audio signals, it has been difficult to consider the semantics of songs as a human DJ considers. To consider such semantics, we propose a method to represent audio signals to construct topic models that acquire latent semantics of audio. The results of a subjective experiment demonstrate the effectiveness of the proposed latent semantic analysis method.

    DOI

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  • Computational cartoonist: A comic-style video summarization system for anime films

    Tsukasa Fukusato, Tatsunori Hirai, Shunya Kawamura, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   9516   42 - 50  2016  [Refereed]

     View Summary

    © Springer International Publishing Switzerland 2016. This paper presents Computational Cartoonist, a comicstyle anime summarization system that detects key frame and generates comic layout automatically. In contract to previous studies, we define evaluation criteria based on the correspondence between anime films and original comics to determine whether the result of comic-style summarization is relevant. To detect key frame detection for anime films, the proposed system segments the input video into a series of basic temporal units, and computes frame importance using image characteristics such as motion. Subsequently, comic-style layouts are decided on the basis of pre-defined templates stored in a database. Several results demonstrate the efficiency of our key frame detection over previous methods by evaluating the matching accuracy between key frames and original comic panels.

    DOI

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    6
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  • A SOUNDTRACK GENERATION SYSTEM TO SYNCHRONIZE THE CLIMAX OF A VIDEO CLIP WITH MUSIC

    Haruki Sato, Tatsunori Hirai, Tomoyasu Nakano, Masataka Goto, Shigeo Morishima

    2016 IEEE INTERNATIONAL CONFERENCE ON MULTIMEDIA & EXPO (ICME)   2016-August   1 - 6  2016  [Refereed]

     View Summary

    In this paper, we present a soundtrack generation system that can automatically add a soundtrack with the length and climax points aligned to those of a video clip. Adding a soundtrack to a video clip is an important process in video editing. Editors tend to add chorus sections to the climax points of the video clip by replacing and concatenating musical segments. However, this process is time-consuming Our system automatically detects climaxes of both the video clips and music based on feature extraction and analysis. This enables the system to add a soundtrack in which the climax is synchronized to the climax of the video clip. We evaluated the generated soundtracks through a subjective evaluation.

    DOI

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    3
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  • RSViewer: An Efficient Video Viewer for Racquet Sports Focusing on Rally Scenes.

    Shunya Kawamura, Tsukasa Fukusato, Tatsunori Hirai, Shigeo Morishima

    Proceedings of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2016) - Volume 2: IVAPP, Rome, Italy, February 27-29, 2016.     249 - 256  2016  [Refereed]

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  • Real-time rendering of heterogeneous translucent materials with dynamic programming

    Tadahiro Ozawa, Midori Okamoto, Hiroyuki Kubo, Shigeo Morishima

    European Association for Computer Graphics - 37th Annual Conference, EUROGRAPHICS 2016 - Posters     3 - 4  2016  [Refereed]

     View Summary

    © 2016 The Eurographics Association. Subsurface scattering is important to express translucent materials such as skin, marble and so on realistically. However, rendering translucent materials in real-time is challenging, since calculating subsurface light transport requires large computational cost. In this paper, we present a novel algorithm to render heterogeneous translucent materials using Dijkstra's Algorithm. Our two main ideas are follows: The first is fast construction of the graph by solid voxelization. The second is voxel shading like initialization of the graph. From these ideas, we obtain maximum contribution of emitted light on whole surface in single calculation. We realize real-time rendering of animated heterogeneous translucent objects with simple compute and our approach does not require any precomputation.

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  • Real-time rendering of heterogeneous translucent objects using voxel number map

    Keisuke Mochida, Midori Okamoto, Hiroyuki Kubo, Shigeo Morishima

    European Association for Computer Graphics - 37th Annual Conference, EUROGRAPHICS 2016 - Posters     1 - 2  2016  [Refereed]

     View Summary

    © 2016 The Eurographics Association. Rendering of tranlucent objects enhances the reality of computer graphics, however, it is still computationally expensive. In this paper, we introduce a real-time rendering technique for heterogeneous translucent objects that contain complex structure inside. First, for the precomputation, we convert mesh models into voxels and generate Look-Up-Table in which the optical thickness between two surface voxels is stored. Second, we compute radiance in real-time using the precomputed optical thickness. At this time, we generate Voxel-Number-Map to fetch the texel value of the Look-Up-Table in GPU. Using Look-Up-Table and Voxel-Number-Map, our method can render translucent objects with cavities and different media inside in real-time.

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  • Wrinkles individuality representing aging simulation

    Pavel A. Savkin, Daiki Kuwahara, Masahide Kawai, Takuya Kato, Shigeo Morishima

    SIGGRAPH Asia 2015 Posters, SA 2015     37:1  2015.11  [Refereed]

     View Summary

    An appearance of a human face changes due to aging: sagging, spots, lusters, and wrinkles would be observed. Therefore, facial aging simulation techniques are required for long-term criminal investigation. While the appearance of an aged face varies greatly from person to person, wrinkles are one of the most important features which represent the human individuality. An individuali-ty of wrinkles is defined by wrinkles shape and position. [Maejima et al. 2014] proposed an aging simulation method that preserves facial parts individuality using a patch-based facial image reconstruction. Since few wrinkles can be observed on an input young face, it is difficult to represent wrinkles appearance only by the reconstruction. Therefore, a statistical wrinkles aging pattern model is introduced to produce natural looking wrinkles by selecting appropriate patches in an age-specific patch database. However, the variation of the statistical wrinkles patterns model is too limited to represent wrinkles individuality. Additionally, an appropriate size of a patch and feature value had to be applied for each facial region to get a plausible aged facial image. In this paper, we introduce a novel aging simulation method us-ing the patch-based image reconstruction, which can overcome problems mentioned above. Based on a medical knowledge [Piér-ard et al. 2003], wrinkles in an expressive facial image (defined as expressive wrinkles) of a same person are synthesized to the input image instead of the statistical wrinkles pattern model to represent wrinkles individuality. Furthermore, different sizes of the patch and feature values are applied for each facial region to achieve high representation of both the wrinkles individuality and the age-specific features. The entire process is performed automatically, and a plausible aged facial image is generated.

    DOI

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  • Automatic facial animation generation system of dancing characters considering emotion in dance and music

    Wakana Asahina, Narumi Okada, Naoya Iwamoto, Taro Masuda, Tsukasa Fukusato, Shigeo Morishima

    SIGGRAPH Asia 2015 Posters, SA 2015     11:1  2015.11  [Refereed]

     View Summary

    In recent years, a lot of 3D character dance animation movies are created by amateur users using 3DCG animation editing tools (e.g. MikuMikuDance). Whereas, most of them are created manually. Then automatic facial animation system for dancing character will be useful to create dance movies and visualize impressions effec- tively. Therefore, we address the challenging theme to estimate dancing character's emotions (we call "dance emotion"). In previ- ous work considering music features, DiPaola et al. [2006] pro- posed music-driven emotionally expressive face system. To de- tect the mood of the input music, they used a hierarchical frame- work (Thayer model), and achieved to generate facial animation that matches music emotion. However, their model can't express subtleties of emotion between two emotions because input music divided into few moods sharply using Gaussian mixture model. In addition, they decide more detailed moods based on the psychologi- cal rules that uses score information, so they requires MIDI data. In this paper, we propose "dance emotion model" to visualize danc- ing character's emotion as facial expression. Our model is built by the coordinate information frame by frame on the emotional space through perceptional experiment using music and dance mo- tion database without MIDI data. Moreover, by considering the displacement on the emotional space, we can express not only a certain emotion but also subtleties of emotions. As the result, our system got a higher accuracy comparing with the previous work. We can create the facial expression result soon by inputting audio data and synchronized motion. It is shown the utility through the comparison with previous work in Figure 1.

    DOI

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    3
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  • Region-based painting style transfer

    Shugo Yamaguchi, Takuya Kato, Tsukasa Fukusato, Chie Furusawa, Shigeo Morishima

    SIGGRAPH Asia 2015 Technical Briefs, SA 2015   45 ( 1 ) 8:1-8:4  2015.11  [Refereed]

     View Summary

    © 2015 ACM. In this paper, we present a novel method for creating a painted im- Age from a photograph using an existing painting as a style source. The core idea is to identify the corresponding objects in the two images in order to select patches more appropriately. We automat- ically make a region correspondence between the painted source image and the target photograph by computing color and texture feature distances. Next, we conduct a patch-based synthesis that preserves the appropriate source and target features. Unlike previ- ous example-based approaches of painting style transfer, our results successfully reflect the features of the source images even if the in- put images have various colors and textures. Our method allows us to automatically render a new painted image preserving the features of the source image.

    DOI J-GLOBAL

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  • Multi-layer Lattice Model for Real-Time Dynamic Character Deformation

    Naoya Iwamoto, Hubert P.H. Shum, Longzhi Yang, Shigeo Morishima

    Computer Graphics Forum   34 ( 7 ) 99 - 109  2015.10  [Refereed]

     View Summary

    © 2015 The Author(s) Computer Graphics Forum. Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques to generate primary deformation from skeletal movement, simulating realistic and stable secondary deformation such as jiggling of fats remains challenging. On one hand, traditional volumetric approaches such as the finite element method require higher computational cost and are infeasible for limited hardware such as game consoles. On the other hand, while shape matching based simulations can produce plausible deformation in real-time, they suffer from a stiffness problem in which particles either show unrealistic deformation due to high gains, or cannot catch up with the body movement. In this paper, we propose a unified multi-layer lattice model to simulate the primary and secondary deformation of skeleton-driven characters. The core idea is to voxelize the input character mesh into multiple anatomical layers including the bone, muscle, fat and skin. Primary deformation is applied on the bone voxels with lattice-based skinning. The movement of these voxels is propagated to other voxel layers using lattice shape matching simulation, creating a natural secondary deformation. Our multi-layer lattice framework can produce simulation quality comparable to those from other volumetric approaches with a significantly smaller computational cost. It is best to be applied in real-time applications such as console games or interactive animation creation.

    DOI

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    16
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  • Multi-layer Lattice Model for Real-Time Dynamic Character Deformation

    Naoya Iwamoto, Hubert P. H. Shum, Longzhi Yang, Shigeo Morishima

    COMPUTER GRAPHICS FORUM   34 ( 7 ) 99 - 109  2015.10  [Refereed]

     View Summary

    Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques to generate primary deformation from skeletal movement, simulating realistic and stable secondary deformation such as jiggling of fats remains challenging. On one hand, traditional volumetric approaches such as the finite element method require higher computational cost and are infeasible for limited hardware such as game consoles. On the other hand, while shape matching based simulations can produce plausible deformation in real-time, they suffer from a stiffness problem in which particles either show unrealistic deformation due to high gains, or cannot catch up with the body movement. In this paper, we propose a unified multi-layer lattice model to simulate the primary and secondary deformation of skeleton-driven characters. The core idea is to voxelize the input character mesh into multiple anatomical layers including the bone, muscle, fat and skin. Primary deformation is applied on the bone voxels with lattice-based skinning. The movement of these voxels is propagated to other voxel layers using lattice shape matching simulation, creating a natural secondary deformation. Our multi-layer lattice framework can produce simulation quality comparable to those from other volumetric approaches with a significantly smaller computational cost. It is best to be applied in real-time applications such as console games or interactive animation creation.

    DOI

    Scopus

    16
    Citation
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  • Automatic generation of photorealistic 3D inner mouth animation only from frontal images

    Masahide Kawai, Tomoyori Iwao, Akinobu Maejima, Shigeo Morishima

    Journal of Information Processing   23 ( 5 ) 693 - 703  2015.09  [Refereed]

     View Summary

    © 2015 Information Processing Society of Japan. In this paper, we propose a novel method to generate highly photorealistic three-dimensional (3D) inner mouth animation that is well-fitted to an original ready-made speech animation using only frontal captured images and small-size databases. The algorithms are composed of quasi-3D model reconstruction and motion control of teeth and the tongue, and final compositing of photorealistic speech animation synthesis tailored to the original. In general, producing a satisfactory photorealistic appearance of the inner mouth that is synchronized with mouth movement is a very complicated and time-consuming task. This is because the tongue and mouth are too flexible and delicate to be modeled with the large number of meshes required. Therefore, in some cases, this process is omitted or replaced with a very simple generic model. Our proposed method, on the other hand, can automatically generate 3D inner mouth appearances by improving photorealism with only three inputs: an original tailor-made lip-sync animation, a single image of the speaker’s teeth, and a syllabic decomposition of the desired speech. The key idea of our proposed method is to combine 3D reconstruction and simulation with two-dimensional (2D) image processing using only the above three inputs, as well as a tongue database and mouth database. The satisfactory performance of our proposed method is illustrated by the significant improvement in picture quality of several tailor-made animations to a degree nearly equivalent to that of camera-captured videos.

    DOI

    Scopus

  • Automatic generation of photorealistic 3D inner mouth animation only from frontal images

    Masahide Kawai, Tomoyori Iwao, Akinobu Maejima, Shigeo Morishima

    Journal of Information Processing   23 ( 5 ) 693 - 703  2015.09  [Refereed]

     View Summary

    In this paper, we propose a novel method to generate highly photorealistic three-dimensional (3D) inner mouth animation that is well-fitted to an original ready-made speech animation using only frontal captured images and small-size databases. The algorithms are composed of quasi-3D model reconstruction and motion control of teeth and the tongue, and final compositing of photorealistic speech animation synthesis tailored to the original. In general, producing a satisfactory photorealistic appearance of the inner mouth that is synchronized with mouth movement is a very complicated and time-consuming task. This is because the tongue and mouth are too flexible and delicate to be modeled with the large number of meshes required. Therefore, in some cases, this process is omitted or replaced with a very simple generic model. Our proposed method, on the other hand, can automatically generate 3D inner mouth appearances by improving photorealism with only three inputs: an original tailor-made lip-sync animation, a single image of the speaker’s teeth, and a syllabic decomposition of the desired speech. The key idea of our proposed method is to combine 3D reconstruction and simulation with two-dimensional (2D) image processing using only the above three inputs, as well as a tongue database and mouth database. The satisfactory performance of our proposed method is illustrated by the significant improvement in picture quality of several tailor-made animations to a degree nearly equivalent to that of camera-captured videos.

    DOI

    Scopus

  • VRMixer: 動画コンテンツと現実世界の融合とその適用可能性の検証

    牧 良樹, 中村聡史, 平井辰典, 湯村 翼, 森島繁生

    Entertainment Computing 2015講演論文集     1 - 9  2015.09

  • 3D face reconstruction from a single non-frontal face image

    Naoki Nozawa, Daiki Kuwahara, Shigeo Morishima

    ACM SIGGRAPH 2015 Posters, SIGGRAPH 2015    2015.07  [Refereed]

     View Summary

    A reconstruction of a human face shape from a single image is an important theme for criminal investigation such as recognition of suspected people from surveillance cameras with only a few frames. It is, however, still difficult to recover a face shape from a non-frontal face image. Method using shading cues on a face depends on the lighting circumstance and cannot be adapted to images in which shadows occurs, for example [Kemelmacher et al. 2011]. On the other hand, [Blanz et al. 2004] reconstructed a shape by 3D Morphable Model (3DMM) only with facial feature points. This method, however, requires the pose-wise correspondences of vertices in the model to feature points of input image because a face contour cannot be seen when the facial direction is not the front. In this paper, we propose a method which can reconstruct a facial shape from a non-frontal face image only with a single general correspondence table. Our method searches for the correspondences of points on a facial contour in the iterative reconstruction process, and makes the reconstruction simple and stable.

    DOI

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    1
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  • Texture preserving garment transfer

    Fumiya Narita, Shunsuke Saito, Takuya Kato, Tsukasa Fukusato, Shigeo Morishima

    ACM SIGGRAPH 2015 Posters, SIGGRAPH 2015     91:1  2015.07  [Refereed]

     View Summary

    Dressing virtual characters is necessary for many applications, while modeling clothing is a significant bottleneck. Therefore, it has been proposed that the idea of Garment Transfer for transfer-ring clothing model from one character to another character [Brouet et al. 2012]. In recent years, this idea has been extended to be applicable between characters in various poses and shapes [Narita et al. 2014]. However, texture design of clothing is not preserved in their method since they deform the source clothing model to fit the target body (see Figure 1(a)(c)). We propose a novel method to transfer garment while preserving its texture design. First, we cut the transferred clothing mesh model along the seam. Second, we follow the similar method to "as-rigid-as-possible" deformation, we deform the texture space to reflect the shape of transferred clothing mesh model. Our method keeps consistency of the texture as clothing by cutting them along a seam. In order not to generate the inversion, we modify the ex-pression of "as-rigid-as-possible". Our method allows users not only to preserve texture uniformly on transferred clothing (see Figure 1(b)), but also in particular location the user specified, such as the location with an appliqué (see Figure 1(e)). Our meth-od is the pioneer of Texture Preserving Garment Transfer.

    DOI

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    3
    Citation
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  • BG maker: Example-based anime background image creation from a photograph

    Shugo Yamaguchi, Chie Furusawa, Takuya Kato, Tsukasa Fukusato, Shigeo Morishima

    ACM SIGGRAPH 2015 Posters, SIGGRAPH 2015     45:1  2015.07  [Refereed]

     View Summary

    Anime designers often paint actual sceneries to serve as background images based on photographs to complement characters. As paint- ing background scenery is time consuming and cost ineffective, there is a high demand for techniques that can convert photographs into anime styled graphics. Previous approaches for this purpose, such as Image Quilting [Efros and Freeman 2001] transferred a source texture onto a target photograph. These methods synthesized corresponding source patches with the target elements in a photo- graph, and correspondence was achieved through nearest-neighbor search such as PatchMatch [Barnes et al. 2009]. However, the near- est-neighbor patch is not always the most suitable patch for anime transfer because photographs and anime background images differ in color and texture. For example, real-world color need to be con- verted into specific colors for anime; further, the type of brushwork required to realize an anime effect, is different for different photo- graph elements (e.g. sky, mountain, grass). Thus, to get the most suitable patch, we propose a method, wherein we establish global region correspondence before local patch match. In our proposed method, BGMaker, (1) we divide the real and anime images into re- gions; (2) then, we automatically acquire correspondence between each region on the basis of color and texture features, and (3) search and synthesize the most suitable patch within the corresponding re- gion. Our primary contribution in this paper is a method for au- Tomatically acquiring correspondence between target regions and source regions of different color and texture, which allows us to generate an anime background image while preserving the details of the source image.

    DOI

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    1
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  • Automatic synthesis of eye and head animation according to duration and point of gaze

    Hiroki Kagiyama, Masahide Kawai, Daiki Kuwahara, Takuya Kato, Shigeo Morishima

    ACM SIGGRAPH 2015 Posters, SIGGRAPH 2015     44:1  2015.07  [Refereed]

     View Summary

    In movie and video game productions, synthesizing subtle eye and corresponding head movements of CG character is essential to make a content dramatic and impressive. However, to complete them costs a lot of time and labors because they often have to be made by manual operations of skilled artists. [Itti et al. 2006] and [Yeo et al. 2012] proposed an automatic eyes and head's motion control method by measuring a real person watching a displayed gaze point. However, in both approaches, a rotational angle and speed of eyes and head are treated together uniformly depending on the gaze point location. Specifically, dis-playing duration time of gaze target strongly influences the motion of eyes and head because the shorter the blink interval of a gaze target is, the more quickly a human response becomes to chase the target by the combination of eye rotation and head movement. In this paper, we propose a method to automatically control eyes and head by taking account of both gaze target location and its blink time duration. As a result, eye and head movement are mod-eled combined with measured data by a function whose arguments are gaze point angle and duration time. So a variety of gaze action along with head motion including Ves-tibule-ocular Reflex can be generated automatically by changing the parameters of a gaze angle and duration.

    DOI

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  • A music video authoring system synchronizing climax of video clips and music via rearrangement of musical bars

    Haruki Sato, Tatsunori Hirai, Tomoyasu Nakano, Masataka Goto, Shigeo Morishima

    ACM SIGGRAPH 2015 Posters, SIGGRAPH 2015     42:1  2015.07  [Refereed]

     View Summary

    This paper presents a system that can automatically add a sound-track to a video clip by replacing and concatenating an existing song's musical bars considering a user's preference. Since a soundtrack makes a video clip attractive, adding a soundtrack to a clip is one of the most important processes in video editing. To make a video clip more attractive, an editor of the clip tends to add a soundtrack considering its timing and climax. For example, editors often add chorus sections to the climax of the clip by re-placing and concatenating musical bars in an existing song. How-ever, in the process, editors should take naturalness of rearranged soundtrack into account. Therefore, editors have to decide how to replace musical bars in a song considering its timing, climax, and naturalness of rearranged soundtrack simultaneously. In this case, editors are required to optimize the soundtrack by listening to the rearranged result as well as checking the naturalness and synchro-nization between the result and the video clip. However, this repe-titious work is time-consuming. [Feng et al. 2010] proposed an automatic soundtrack addition method. However, since this meth-od automatically adds soundtrack with data-driven approach, this method cannot consider timing and climax which a user prefers. Our system takes all the patterns of rearranged musical bars into account and finds the most natural soundtrack considering a user's preference of intention for an audio-visual alignment and a climax of the resulting soundtrack. Specifically, musical sections between user's specified points and the beginning and the ending of the song are automatically interpolated by replacing and concatenat-ing musical bars based on dynamic programming. To consider user's intention for a climax of the soundtrack, the system allows the user to specify the intended climax by an editing interface. The system immediately reflects the intention and the soundtrack will be interactively re-rearranged. These semi-automated pro-cesses of rearranging soundtrack for a video clip help the users adding songs without considering naturalness of the rearranged song by their own.

    DOI

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    4
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  • キャラクターの身体構造を考慮した実時間肉揺れ生成手法

    Naoya Iwamoto, Shigeo Morishima

    IPSJ Journal   44 ( 3 ) 502 - 511  2015.07  [Refereed]

     View Summary

    This paper presents a method to synthesize a high speed soft body character animation in real time. Especially, not only primary but also secondary physics based deformation in an under skin fat structure driven by a skeletal motion are considered. However, as a high fidelity soft body animation method, high cost FEM based methods are usually introduced, the method which represents a high speed and robust soft body animation using simplified elastic simulation method was proposed. In this method, they applied skinning result to fat and skin, and then a vibration was limited to be a very small and unnatural. So in this paper, we proposed a method to divide skinning and simulation by modeling an inside structure under skin approximately and automatically. As a result, by controlling parameters such as volume and elastic parameter at each layer freely. Consequently, by a user interaction with parameter adjustment, a definition of soft body material according to the location can be implemented to generate and edit a proper soft body motion. After an evaluation of soft body motion synthesis based on a several character models, this method is approved to be very effective to make a character animation with soft body characters.

    DOI CiNii

  • VoiceDub:複数タイミング情報をともなう映像エンタテイメント向け音声同期収録支援システム

    Shinichi Kawamoto, Shigeo Morishima, Satoshi Nakamura

    IPSJ Journal   56 ( 4 ) 1142 - 1151  2015.04  [Refereed]

  • VRMixer: 動画セグメンテーションによる動画コンテンツと現実世界の融合

    平井辰典, 中村聡史, 湯村 翼, 森島繁生

    インタラクション2015講演論文集     1 - 6  2015.03

  • ラリーシーンに着目した映像自動要約によるラケットスポーツ動画鑑賞システム

    Toshiya Kawamura, Tsukasa Fukusato, Tatsunori Hirai, Shigeo Morishima

    IPSJ Journal   56 ( 3 ) 1028 - 1038  2015.03  [Refereed]

  • FG2015 Age Progression Evaluation

    Andreas Lanitis, Nicolas Tsapatsoulis, Kleanthis Soteriou, Daiki Kuwahara, Shigeo Morishima

    2015 11TH IEEE INTERNATIONAL CONFERENCE AND WORKSHOPS ON AUTOMATIC FACE AND GESTURE RECOGNITION (FG), VOL. 3    2015  [Refereed]

     View Summary

    The topic of face-aging received increased attention by the computer vision community during the recent years. This interest is motivated by important real life applications where accurate age progression algorithms can be used. However, age progression methodologies may only be used in real applications provided that they have the ability to produce accurate age progressed images. Therefore it is of utmost importance to encourage the development of accurate age progression algorithms through the formulation of performance evaluation protocols that can be used for obtaining accurate performance evaluation results for different algorithms reported in the literature. In this paper we describe the organization of the, first ever, pilot independent age progression competition that aims to provide the basis of a robust framework for assessing age progression methodologies. The evaluation carried out involves the use of several machine-based and human-based indicators that were used for assessing eight age progression methods.

  • FG2015 Age Progression Evaluation

    Andreas Lanitis, Nicolas Tsapatsoulis, Kleanthis Soteriou, Daiki Kuwahara, Shigeo Morishima

    2015 11TH IEEE INTERNATIONAL CONFERENCE AND WORKSHOPS ON AUTOMATIC FACE AND GESTURE RECOGNITION (FG), VOL. 1    2015  [Refereed]

     View Summary

    The topic of face-aging received increased attention by the computer vision community during the recent years. This interest is motivated by important real life applications where accurate age progression algorithms can be used. However, age progression methodologies may only be used in real applications provided that they have the ability to produce accurate age progressed images. Therefore it is of utmost importance to encourage the development of accurate age progression algorithms through the formulation of performance evaluation protocols that can be used for obtaining accurate performance evaluation results for different algorithms reported in the literature. In this paper we describe the organization of the, first ever, pilot independent age progression competition that aims to provide the basis of a robust framework for assessing age progression methodologies. The evaluation carried out involves the use of several machine-based and human-based indicators that were used for assessing eight age progression methods.

  • FG2015 Age Progression Evaluation

    Andreas Lanitis, Nicolas Tsapatsoulis, Kleanthis Soteriou, Daiki Kuwahara, Shigeo Morishima

    2015 11TH IEEE INTERNATIONAL CONFERENCE AND WORKSHOPS ON AUTOMATIC FACE AND GESTURE RECOGNITION (FG), VOL. 5    2015  [Refereed]

     View Summary

    The topic of face-aging received increased attention by the computer vision community during the recent years. This interest is motivated by important real life applications where accurate age progression algorithms can be used. However, age progression methodologies may only be used in real applications provided that they have the ability to produce accurate age progressed images. Therefore it is of utmost importance to encourage the development of accurate age progression algorithms through the formulation of performance evaluation protocols that can be used for obtaining accurate performance evaluation results for different algorithms reported in the literature. In this paper we describe the organization of the, first ever, pilot independent age progression competition that aims to provide the basis of a robust framework for assessing age progression methodologies. The evaluation carried out involves the use of several machine-based and human-based indicators that were used for assessing eight age progression methods.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • FG2015 Age Progression Evaluation

    Andreas Lanitis, Nicolas Tsapatsoulis, Kleanthis Soteriou, Daiki Kuwahara, Shigeo Morishima

    2015 11TH IEEE INTERNATIONAL CONFERENCE AND WORKSHOPS ON AUTOMATIC FACE AND GESTURE RECOGNITION (FG), VOL. 2    2015  [Refereed]

     View Summary

    The topic of face-aging received increased attention by the computer vision community during the recent years. This interest is motivated by important real life applications where accurate age progression algorithms can be used. However, age progression methodologies may only be used in real applications provided that they have the ability to produce accurate age progressed images. Therefore it is of utmost importance to encourage the development of accurate age progression algorithms through the formulation of performance evaluation protocols that can be used for obtaining accurate performance evaluation results for different algorithms reported in the literature. In this paper we describe the organization of the, first ever, pilot independent age progression competition that aims to provide the basis of a robust framework for assessing age progression methodologies. The evaluation carried out involves the use of several machine-based and human-based indicators that were used for assessing eight age progression methods.

  • Affective music recommendation systembased on the mood of input video

    Shoto Sasaki, Tatsunori Hirai, Hayato Ohya, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   8936   299 - 302  2015  [Refereed]

     View Summary

    © Springer International Publishing Switzerland 2015. We present an affective music recommendation system just fitting to an input video without textual information. Music that matches our current environmental mood can enhance a deep impression. However, we cannot know easily which music best matches our present mood from huge music database. So we often select a well-known popular song repeatedly in spite of the present mood. In this paper, we analyze the video sequence which represent current mood and recommend an appropriate music which affects the current mood. Our system matches an input video with music using valence-arousal plane which is an emotional plane.

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  • Facial aging simulator by data-drivencomponent-based texture cloning

    Daiki Kuwahara, Akinobu Maejima, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   8936   295 - 298  2015  [Refereed]

     View Summary

    © Springer International Publishing Switzerland 2015. Facial aging and rejuvenation simulation is a challenging topic because keeping personal characteristics in every age is difficult problem. In this demonstration, we simulate a facial aging/rejuvenating only from a single photo. Our system alters an input face image to aged face by reconstructing every facial component with face database for target age. An appropriate facial components image are selected by a special similarity measurement between current age and target age to keep personal characteristics asmuch as possible. Our systemsuccessfully generated aged/ rejuvenated faces with age-related features such as spots, wrinkles, and sagging while keeping personal characteristics throughout all ages.

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    3
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  • Focusing patch: Automatic photorealistic deblurring for facial images by patch-based color transfer

    Masahide Kawai, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   8935   155 - 166  2015  [Refereed]

     View Summary

    © Springer International Publishing Switzerland 2015. Facial image synthesis creates blurred facial images almost without high-frequency components, resulting in flat edges. Moreover, the synthesis process results in inconsistent facial images, such as the conditions where the white part of the eye is tinged with the color of the iris and the nasal cavity is tinged with the skin color. Therefore, we propose a method that can deblur an inconsistent synthesized facial image, including strong blurs created by common image morphing methods, and synthesize photographic quality facial images as clear as an image captured by a camera. Our system uses two original algorithms: patch color transfer and patch-optimized visio-lization. Patch color transfer can normalize facial luminance values with high precision, and patch-optimized visio-lization can synthesize a deblurred, photographic quality facial image. The advantages of our method are that it enables the reconstruction of the high-frequency components (concavo-convex) of human skin and removes strong blurs by employing only the input images used for original image morphing.

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    2
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  • Facial Fattening and Slimming Simulation Based on Skull Structure

    Masahiro Fujisaki, Shigeo Morishima

    ADVANCES IN VISUAL COMPUTING, PT II (ISVC 2015)   9475   137 - 149  2015  [Refereed]

     View Summary

    In this paper, we propose a novel facial fattening and slimming deformation method in 2D images that preserves the individuality of the input face by estimating the skull structure from a frontal face image and prevents unnatural deformation (e.g. penetration into the skull). Our method is composed of skull estimation, optimizing fattening and slimming rules appropriate to the estimated skull, mesh deformation to generate fattening and slimming face, and generation background image adapted to the generated face contour. Finally, we verify our method by comparison with other rules, precision of skull estimation, subjective experiment, and execution time.

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    Scopus

  • Dance motion segmentation method based on choreographic primitives

    Narumi Okada, Naoya Iwamoto, Tsukasa Fukusato, Shigeo Morishima

    GRAPP 2015 - 10th International Conference on Computer Graphics Theory and Applications; VISIGRAPP, Proceedings     332 - 339  2015  [Refereed]

     View Summary

    Copyright © 2015 SCITEPRESS - Science and Technology Publications. All rights reserved. Data-driven animation using a large human motion database enables the programing of various natural human motions. While the development of a motion capture system allows the acquisition of realistic human motion, segmenting the captured motion into a series of primitive motions for the construction of a motion database is necessary. Although most segmentation methods have focused on periodic motion, e.g., walking and jogging, segmenting non-periodic and asymmetrical motions such as dance performance, remains a challenging problem. In this paper, we present a specialized segmentation approach for human dance motion. Our approach consists of three steps based on the assumption that human dance motion is composed of consecutive choreographic primitives. First, we perform an investigation based on dancer perception to determine segmentation components. After professional dancers have selected segmentation sequences, we use their selected sequences to define rules for the segmentation of choreographic primitives. Finally, the accuracy of our approach is verified by a user-study, and we thereby show that our approach is superior to existing segmentation methods. Through three steps, we demonstrate automatic dance motion synthesis based on the choreographic primitives obtained.

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    Scopus

    3
    Citation
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  • FG2015 Age Progression Evaluation

    Andreas Lanitis, Nicolas Tsapatsoulis, Kleanthis Soteriou, Daiki Kuwahara, Shigeo Morishima

    2015 11TH IEEE INTERNATIONAL CONFERENCE AND WORKSHOPS ON AUTOMATIC FACE AND GESTURE RECOGNITION (FG), VOL. 4     1 - 6  2015  [Refereed]

     View Summary

    The topic of face-aging received increased attention by the computer vision community during the recent years. This interest is motivated by important real life applications where accurate age progression algorithms can be used. However, age progression methodologies may only be used in real applications provided that they have the ability to produce accurate age progressed images. Therefore it is of utmost importance to encourage the development of accurate age progression algorithms through the formulation of performance evaluation protocols that can be used for obtaining accurate performance evaluation results for different algorithms reported in the literature. In this paper we describe the organization of the, first ever, pilot independent age progression competition that aims to provide the basis of a robust framework for assessing age progression methodologies. The evaluation carried out involves the use of several machine-based and human-based indicators that were used for assessing eight age progression methods.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • MusicMixer: Computer-Aided DJ System based on an Automatic Song Mixing

    Tatsunori Hirai, Hironori Doi, Shigeo Morishima

    12TH ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY CONFERENCE (ACE15)   16-19-November-2015   41:1-41:5  2015  [Refereed]

     View Summary

    In this paper, we present MusicMixer, a computer-aided DJ system that helps DJs, specifically with song mixing. MusicMixer continuously mixes and plays songs using an automatic music mixing method that employs audio similarity calculations. By calculating similarities between song sections that can be naturally mixed, MusicMixer enables seamless song transitions. Though song mixing is the most fundamental and important factor in DJ performance, it is difficult for untrained people to seamlessly connect songs. MusicMixer realizes automatic song mixing using an audio signal processing approach; therefore, users can perform DJ mixing simply by selecting a song from a list of songs suggested by the system, enabling effective DJ song mixing and lowering entry barriers for the inexperienced. We also propose personalization for song suggestions using a preference memorization function of MusicMixer.

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    2
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  • Pose-independent garment transfer

    Fumiya Narita, Shunsuke Saito, Takuya Kato, Tsukasa Fukusato, Shigeo Morishima

    SIGGRAPH Asia 2014 Posters, SIGGRAPH ASIA 2014     12  2014.11  [Refereed]

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    4
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  • VRMixer: Mixing video and real world with video segmentation

    Tatsunori Hirai, Satoshi Nakamura, Tsubasa Yumura, Shigeo Morishima

    ACM International Conference Proceeding Series   2014-November   30 - 7  2014.11  [Refereed]

     View Summary

    Copyright © 2014 ACM. This paper presents VRMixer, a system that mixes real world and a video clip letting a user enter the video clip and realize a virtual co-starring role with people appearing in the clip. Our system constructs a simple virtual space by allocating video frames and the people appearing in the clip within the user's 3D space. By measuring the user's 3D depth in real time, the time space of the video clip and the user's 3D space become mixed. VRMixer automatically extracts human images from a video clip by using a video segmentation technique based on 3D graph cut segmentation that employs face detection to detach the human area from the background. A virtual 3D space (i.e., 2.5D space) is constructed by positioning the background in the back and the people in the front. In the video clip, the user can stand in front of or behind the people by using a depth camera. Real objects that are closer than the distance of the clip's background will become part of the constructed virtual 3D space. This synthesis creates a new image in which the user appears to be a part of the video clip, or in which people in the clip appear to enter the real world. We aim to realize "video reality," i.e., a mixture of reality and video clips using VRMixer.

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    4
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  • Automatic depiction of onomatopoeia in animation considering physical phenomena

    Tsukasa Fukusato, Shigeo Morishima

    Proceedings - Motion in Games 2014, MIG 2014     161 - 169  2014.11  [Refereed]

     View Summary

    Copyright © ACM. This paper presents a method that enables the estimation and depiction of onomatopoeia in computer-generated animation based on physical parameters. Onomatopoeia is used to enhance physical characteristics and movement, and enables users to understand animation more intuitively. We experiment with onomatopoeia depiction in scenes within the animation process. To quantify onomatopoeia, we employ Komatsu's [2012] assumption, i.e., onomatopoeia can be expressed by n-dimensional vector. We also propose phonetic symbol vectors based on the correspondence of phonetic symbols to the impressions of onomatopoeia using a questionnaire-based investigation. Furthermore, we verify the positioning of onomatopoeia in animated scenes. The algorithms directly combine phonetic symbols to estimate optimum onomatopoeia. They use a view-dependent Gaussian function to display onomatopoeias in animated scenes. Our method successfully recommends optimum onomatopoeias using only physical parameters, so that even amateur animators can easily create onomatopoeia animation.

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    11
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  • VRMixer: 動画と現実の融合による新たなコンテンツの生成

    平井辰典, 中村聡史, 森島繁生, 湯村 翼

    OngaCRESTシンポジウム2014予稿集     27 - 27  2014.08

  • 歌手映像と歌声の解析に基づく音楽動画中の歌唱シーン検出

    平井辰典, 中野倫靖, 後藤真孝, 森島繁生

    OngaCRESTシンポジウム2014予稿集     20 - 20  2014.08

  • 顔の印象類似検索のための髪特徴量の提案

    藤 賢大, 福里 司, 佐々木将人, 増田太郎, 平井辰典, 森島繁生

    第17回画像の認識・理解シンポジウム(MIRU2014)講演論文集     1 - 2  2014.07

  • ラケットスポーツ動画のラリーシーンの特徴に基づく映像要約

    河村俊哉, 福里 司, 平井辰典, 森島繁生

    第17回画像の認識・理解シンポジウム(MIRU2014)講演論文集     1 - 2  2014.07

  • A Visuomotor Coordination Model for Obstacle Recognition

    Tomoyoti Iwao, Hiroyuki Kubo, Akinobu Maejima, Shigeo Morishima

    journal of WSCG   22 ( 1-2 ) 49 - 56  2014.07  [Refereed]

  • エンタテインメント応用のための人物顔パターン計測・合成技術

    Shigeo Morishima

    計測と制御   53 ( 7 ) 593 - 598  2014.07  [Refereed]

    DOI CiNii

  • 歌手映像と歌声の解析に基づく音楽動画中の歌唱シーン検出手法の検討

    平井辰典, 中野倫靖, 後藤真孝, 森島繁生

    研究報告音楽情報科学(MUS)   2014 ( 54 ) 1 - 8  2014.05

     View Summary

    本稿では,ライヴ動画や PV などに代表される音楽動画において,歌手が歌っているシーンである 「歌唱シーン」 を検出する手法について検討する.音楽において歌手は最も主要な役割を担っており,音楽動画における歌唱シーンも同様に動画のハイライトの一つであると言える.歌唱シーンは動画サムネイル生成や,大量の音楽動画の短時間ブラウジングなどにおいて有用である.歌唱シーンを検出するためには,歌手の顔認識,楽曲中の歌声区間検出といった要素手法及びそれらを組み合わせる手法についての検討が必要である.本稿では,顔認識を用いた映像解析,歌声区間検出を用いた音響解析,それらを複合した Audio-visual 解析のそれぞれについて比較・検討しながら歌唱シーン検出の実現可能性について議論する.

    CiNii

  • Macroscopic and microscopic deformation coupling in up-sampled cloth simulation

    Shunsuke Saito, Nobuyuki Umetani, Shigeo Morishima

    COMPUTER ANIMATION AND VIRTUAL WORLDS   25 ( 3-4 ) 437 - 446  2014.05  [Refereed]

     View Summary

    Various methods of predicting the deformation of fine-scale cloth from coarser resolutions have been explored. However, the influence of fine-scale deformation has not been considered in coarse-scale simulations. Thus, the simulation of highly nonhomogeneous detailed cloth is prone to large errors. We introduce an effective method to simulate cloth made of nonhomogeneous, anisotropic materials. We precompute a macroscopic stiffness that incorporates anisotropy from the microscopic structure, using the deformation computed for each unit strain. At every time step of the simulation, we compute the deformation of coarse meshes using the coarsened stiffness, which saves computational time and add higher-level details constructed by the characteristic displacement of simulated meshes. We demonstrate that anisotropic and inhomogeneous cloth models can be simulated efficiently using our method. (c) 2014 The Authors. Computer Animation and Virtual Worlds published by John Wiley & Sons, Ltd.

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  • Facial Aging Simulation by Patch-Based Texture Synthesis with Statistical Wrinkle Aging Pattern Model

    Akinobu maejima, Ai Mizokawa, Daiki Kuwahara, Shigeo Morishima

    Mathematical Progress in Expressive Image Synthesis     161 - 170  2014.02  [Refereed]

  • Driver Drowsiness Estimation from Facial Expression Features Computer Vision Feature Investigation using a CG Model

    Taro Nakamura, Akinobu Maejima, Shigeo Morishima

    PROCEEDINGS OF THE 2014 9TH INTERNATIONAL CONFERENCE ON COMPUTER VISION, THEORY AND APPLICATIONS (VISAPP 2014), VOL 2   2   207 - 214  2014  [Refereed]

     View Summary

    We propose a method for estimating the degree of a driver's drowsiness on the basis of changes in facial expressions captured by an IR camera. Typically, drowsiness is accompanied by drooping eyelids. Therefore, most related studies have focused on tracking eyelid movement by monitoring facial feature points. However, the drowsiness feature emerges not only in eyelid movements but also in other facial expressions. To more precisely estimate drowsiness, we must select other effective features. In this study, we detected a new drowsiness feature by comparing a video image and CG model that are applied to the existing feature point information. In addition, we propose a more precise degree of drowsiness estimation method using wrinkle changes and calculating local edge intensity on faces, which expresses drowsiness more directly in the initial stage.

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    22
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  • Measured curvature-dependent reflectance function for synthesizing translucent materials in real-time

    Midori Okamoto, Shohei Adachi, Hiroaki Ukaji, Kazuki Okami, Shigeo Morishima

    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014     96:1  2014  [Refereed]

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  • Patch-based fast image interpolation in spatial and temporal direction

    Shunsuke Saito, Ryuuki Sakamoto, Shigeo Morishima

    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014     70:1  2014  [Refereed]

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    1
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  • Face retrieval system by similarity of impression based on hair attribute

    Takahiro Fuji, Tsukasa Fukusato, Shoto Sasaki, Taro Masuda, Tatsunori Hirai, Shigeo Morishima

    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014     65:1  2014  [Refereed]

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  • Efficient video viewing system for racquet sports with automatic summarization focusing on rally scenes

    Shunya Kawamura, Tsukasa Fukusato, Tatsunori Hirai, Shigeo Morishima

    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014     62:1  2014  [Refereed]

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    5
    Citation
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  • Automatic deblurring for facial image based on patch synthesis

    Masahide Kawai, Tomoyori Iwao, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014     58:1  2014  [Refereed]

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  • Photorealistic facial image from monochrome pencil sketch

    Ai Mizokawa, Taro Nakamura, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014     39:1  2014  [Refereed]

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  • Facial fattening and slimming simulation considering skull structure

    Masahiro Fujisaki, Daiki Kuwahara, Taro Nakamura, Akinobu Maejima, Takayoshi Yamashita, Shigeo Morishima

    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014     35:1  2014  [Refereed]

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  • The efficient and robust sticky viscoelastic material simulation

    Kakuto Goto, Naoya Iwamoto, Shunsuke Saito, Shigeo Morishima

    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014     15:1  2014  [Refereed]

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    1
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  • Quasi 3D rotation for hand-drawn characters

    Chie Furusawa, Tsukasa Fukusato, Narumi Okada, Tatsunori Hirai, Shigeo Morishima

    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014     12:1  2014  [Refereed]

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    2
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  • Material parameter editing system for volumetric simulation models

    Naoya Iwamoto, Shigeo Morishima

    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014     10:1  2014  [Refereed]

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  • Example-based blendshape sculpting with expression individuality

    Takuya Kato, Shunsuke Saito, Masahide Kawai, Tomoyori Iwao, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014     7:1  2014  [Refereed]

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  • Application friendly voxelization on GPU by geometry splitting

    Zhuopeng Zhang, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   8698 LNCS   112 - 120  2014  [Refereed]

     View Summary

    In this paper, we present a novel approach that utilizes the geometry shader to dynamically voxelize 3D models in real-time. In the geometry shader, the primitives are split by their Z-order, and then rendered to tiles which compose a single 2D texture. This method is completely based on graphic pipeline, rather than computational methods like CUDA/OpenCL implementation. So it can be easily integrated into a rendering or simulation system. Another advantage of our algorithm is that while doing voxelization, it can simultaneously record the additional mesh information like normal, material properties and even speed of vertex displacement. Our method achieves conservative voxelization by only two passes of rendering without any preprocessing and it fully runs on GPU. As a result, our algorithm is very useful for dynamic application. © 2014 Springer International Publishing.

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    5
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  • LyricsRadar: A Lyrics Retrieval System Based on Latent Topics of Lyrics.

    Shoto Sasaki, Kazuyoshi Yoshii, Tomoyasu Nakano, Masataka Goto, Shigeo Morishima

    Proceedings of the 15th International Society for Music Information Retrieval Conference, ISMIR 2014, Taipei, Taiwan, October 27-31, 2014     585 - 590  2014  [Refereed]

  • Spotting a query phrase from polyphonic music audio signals based on semi-supervised nonnegative matrix factorization

    Taro Masuda, Kazuyoshi Yoshii, Masataka Goto, Shigeo Morishima

    Proceedings of the 15th International Society for Music Information Retrieval Conference, ISMIR 2014     227 - 232  2014  [Refereed]

     View Summary

    © Taro Masuda, Kazuyoshi Yoshii, Masataka Goto, Shigeo Morishima. This paper proposes a query-by-audio system that aims to detect temporal locations where a musical phrase given as a query is played in musical pieces. The “phrase” in this paper means a short audio excerpt that is not limited to a main melody (singing part) and is usually played by a single musical instrument. A main problem of this task is that the query is often buried in mixture signals consisting of various instruments. To solve this problem, we propose a method that can appropriately calculate the distance between a query and partial components of a musical piece. More specifically, gamma process nonnegative matrix factorization (GaP-NMF) is used for decomposing the spectrogram of the query into an appropriate number of basis spectra and their activation patterns. Semi-supervised GaP-NMF is then used for estimating activation patterns of the learned basis spectra in the musical piece by presuming the piece to partially consist of those spectra. This enables distance calculation based on activation patterns. The experimental results showed that our method outperformed conventional matching methods.

  • Data-driven speech animation synthesis focusing on realistic inside of the mouth

    Masahide Kawai, Tomoyori Iwao, Daisuke Mima, Akinobu Maejima, Shigeo Morishima

    Journal of Information Processing   22 ( 2 ) 401 - 409  2014  [Refereed]

     View Summary

    Speech animation synthesis is still a challenging topic in the field of computer graphics. Despite many challenges, representing detailed appearance of inner mouth such as nipping tongue's tip with teeth and tongue's back hasn't been achieved in the resulting animation. To solve this problem, we propose a method of data-driven speech animation synthesis especially when focusing on the inside of the mouth. First, we classify inner mouth into teeth labeling opening distance of the teeth and a tongue according to phoneme information. We then insert them into existing speech animation based on opening distance of the teeth and phoneme information. Finally, we apply patch-based texture synthesis technique with a 2,213 images database created from 7 subjects to the resulting animation. By using the proposed method, we can automatically generate a speech animation with the realistic inner mouth from the existing speech animation created by previous methods. © 2014 Information Processing Society of Japan.

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    12
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  • Data-driven speech animation synthesis focusing on realistic inside of the mouth

    Masahide Kawai, Tomoyori Iwao, Daisuke Mima, Akinobu Maejima, Shigeo Morishima

    Journal of Information Processing   22 ( 2 ) 401 - 409  2014  [Refereed]

     View Summary

    Speech animation synthesis is still a challenging topic in the field of computer graphics. Despite many challenges, representing detailed appearance of inner mouth such as nipping tongue's tip with teeth and tongue's back hasn't been achieved in the resulting animation. To solve this problem, we propose a method of data-driven speech animation synthesis especially when focusing on the inside of the mouth. First, we classify inner mouth into teeth labeling opening distance of the teeth and a tongue according to phoneme information. We then insert them into existing speech animation based on opening distance of the teeth and phoneme information. Finally, we apply patch-based texture synthesis technique with a 2,213 images database created from 7 subjects to the resulting animation. By using the proposed method, we can automatically generate a speech animation with the realistic inner mouth from the existing speech animation created by previous methods. © 2014 Information Processing Society of Japan.

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    12
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  • Automatic photorealistic 3D inner mouth restoration from frontal images

    Masahide Kawai, Tomoyori Iwao, Akinobu Maejima, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   8887   51 - 62  2014  [Refereed]

     View Summary

    © Springer International Publishing Switzerland 2014. In this paper, we propose a novel method to generate highly photorealistic three-dimensional (3D) inner mouth animation that is well-fitted to an original ready-made speech animation using only frontal captured images and a small-size database. The algorithms are composed of quasi-3D model reconstruction and motion control of teeth and the tongue, and final compositing of photorealistic speech animation synthesis tailored to the original.

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    4
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  • Automatic Music Video Generation System by Reusing Posted Web Content with Hidden Markov Model

    Hayato Ohya, Shigeo Morishima

    IIEEJ Transactions on Image Electronics and Visual Computing   11 ( 1 ) 65 - 73  2013.12  [Refereed]

    CiNii

  • 率モデルに基づく対話時の眼球運動の分析及び合成

    Tomoyori Iwao, Daisuke Mima, Hiroyuki Kubo, Akinobu Maejima, Shigeo Morishima

    IIEEJ Transactions on Image Electronics and Visual Computing   42 ( 5 ) 661 - 670  2013.09  [Refereed]

     View Summary

    It is important to generate realistic eye movements by Computer Graphics. However, previous methods require a lot of expense and work when we generate eye movements in conversations. In this paper, we propose a method which automatically generates eye movements during conversation based on probability models derived from actual measurements. First, we measure eye movements with blinks in conversations and fixation eye movements. Second, we classify eye movements into saccades and fixation eye movements based on measurement result. Third, we approximate saccades, fixation eye movements and blinks using probability models and apply them to characters. As a result, we can generate realistic eye movements automatically.

    DOI CiNii

  • Automatic Comic-Style Video Summarization of Anime Films by Key-frame Detection

    Tsukasa Fukusato, Tatsunori Hirai, Hayato Ohya, Shigeo Morishima

    Proceedings of the Expressive 2013    2013.07  [Refereed]

  • アニメ作品におけるキーフレーム自動抽出に基づく映像要約手法の提案

    Tsukasa Fukusato, Tatsunori Hirai, Hayato Ohya, Shigeo Morishima

    IIEEJ Transactions on Image Electronics and Visual Computing   42 ( 4 ) 448 - 456  2013.07  [Refereed]

     View Summary

    Recently, in purpose of video summarization, methods of comic-like video summarization by play-log or image features are proposed. In many previous methods, there is no mention about amount and granularity of information to summarize video properly. This is because there is evaluation scale to decide whether the key-frames which obtained by these previous methods are appropriate as a comic. Therefore, we propose a scale to evaluate video summarization by using matching rate of animation and original comic. In addition, we propose method to decide key-frames which summarize video properly as a comic by image features. By calculating importance of both shot and frame after segmenting video into each scenes, we improved appropriateness of key-frames as a comic.

    DOI CiNii

  • 既存音楽動画の再利用による音楽に合った動画の自動生成システム

    Tatsunori Hirai, Hayato Ohya, Shigeo Morishima

    IPSJ Journal   54 ( 4 ) 1254 - 1262  2013.04  [Refereed]

  • 注目領域中の画像類似度に基づく動画中のキャラクター登場シーンの推薦手法

    増田太郎, 平井辰典, 大矢隼士, 森島繁生

    第75回全国大会講演論文集   2013 ( 1 ) 601 - 602  2013.03

     View Summary

    本研究では,ある動画のシーンに類似した別の動画のシーンを検索するための映像特徴量間の類似尺度を提案する。類似動画検索に関する多くの研究は,特徴量の計算を画面全体に対して行っているため,画面の中で重要な部分とそうでない部分を等しく扱っている。そこで本手法では,映像において人の注意を引き付けやすい領域を推定し,その局所領域内での特徴を抽出する。これに画面全体の特徴も加味することで,大局的な特徴と局所的な特徴の両方を考慮した動画間の類似尺度を構成する。クエリとなる入力動画のシーンと最も類似度の高い動画シーンをデータベースから探索することで類似動画の検索を行った。また,実験により本手法の有効性についても検討した。

    CiNii

  • Reflectance estimation of human face from a single shot image

    Kazuki Okami, Naoya Iwamoto, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2013 Posters, SIGGRAPH 2013     105  2013  [Refereed]

     View Summary

    Simulation of the reflectance of translucent materials is one of the most important factors in the creation of realistic CG objects. Estimating the reflectance characteristics of translucent materials from a single image is a very efficient way of re-rendering objects that exist in real environments. However, this task is considerably challenging because this approach leads to problems such as the existence of many unknown parameters. Munoz et al. [2011] proposed a method for the estimation of the bidirectional surface scattering reflectance distribution function (BSSRDF) from a given single image. However, it is difficult or impossible to estimate the BSSRDF of materials with complex shapes because this method's target was the convexity of objects therefore, it used a rough depth recovery technique for global convex objects. In this paper, we propose a method for accurately estimating the BSSRDF of human faces, which have complex shapes. We use a 3D face reconstruction technique to satisfy the above assumption. We are able to acquire more accurate geometries of human faces, and it enables us to estimate the reflectance characteristics of faces.

    DOI

    Scopus

  • Real-time dust rendering by parametric shell texture synthesis

    Shohei Adachi, Hiroaki Ukaji, Takahiro Kosaka, Shigeo Morishima

    ACM SIGGRAPH 2013 Posters, SIGGRAPH 2013     104  2013  [Refereed]

     View Summary

    When we synthesize a realistic appearance of dust-covered object by CG, it is necessary to express a large number of fabric components of dust accurately with many short fibers, and as a result, this process is a time-consuming task. The dust amount prediction function suggested by Hsu [1995] proposed modeling and rendering techniques for dusty surfaces. These techniques only describe dust accumulation as a shading function, however, they cannot express the volume of dust on the surfaces. In this study, we present a novel method to model and render the appearance and volume of dust in real-time by using shell texturing. Each shell texture, which can express several components, is automatically generated in our procedural approach. Therefore, we can draw any arbitrary appearance of dust rapidly and interactively by solely controlling simple parameters.

    DOI

    Scopus

  • Affective music recommendation system using input images

    Shoto Sasaki, Tatsunori Hirai, Hayato Ohya, Shigeo Morishima

    ACM SIGGRAPH 2013 Posters, SIGGRAPH 2013     90  2013  [Refereed]

     View Summary

    Music that matches our current mood can create a deep impression, which we usually want to enjoy when we listen to music. However, we do not know which music best matches our present mood. We have to listen to each song, searching for music that matches our mood. As it is difficult to select music manually, we need a recommendation system that can operate affectively. Most recommendation methods, such as collaborative filtering or content similarity, do not target a specific mood. In addition, there may be no word exactly specifying the mood. Therefore, textual retrieval is not effective. In this paper, we assume that there exists a relationship between our mood and images because visual information affects our mood when we listen to music. We now present an affective music recommendation system using an input image without textual information.

    DOI

    Scopus

    5
    Citation
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  • Photorealistic aged face image synthesis by wrinkles manipulation

    Ai Mizokawa, Hiroki Nakai, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2013 Posters, SIGGRAPH 2013     64  2013  [Refereed]

     View Summary

    Many studies on an aged face image synthesis have been reported with the purpose of security application such as investigation for criminal or kidnapped child and entertainment applications such as movie or video game.

    DOI

    Scopus

    6
    Citation
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  • Driver drowsiness estimation using facial wrinkle feature

    Taro Nakamura, Tatsuhide Matsuda, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2013 Posters, SIGGRAPH 2013     30  2013  [Refereed]

     View Summary

    In recent years, the rate of fatal motor vehicle accidents caused by distracted driving resulting from factors such as sleeping at the wheel has been increasing. Therefore, an alert system that detects driver drowsiness and prevents accidents as a result by warning drivers before they fall asleep is urgently required. Non-contact measuring systems using computer vision techniques have been studied, and in vision approach, it is important to decide what kind of feature we should use for estimating drowsiness.

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • Photorealistic inner mouth expression in speech animation

    Masahide Kawai, Tomoyori Iwao, Daisuke Mima, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2013 Posters, SIGGRAPH 2013     9  2013  [Refereed]

     View Summary

    We often see close-ups of CG characters' faces in movies or video games. In such situations, the quality of a character's face (mainly in dialogue scenes) primarily determines that of the entire movie. Creating highly realistic speech animation is essential because viewers watch these scenes carefully. In general, such speech animations are created manually by skilled artists. However, creating them requires a considerable effort and time.

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • Generating eye movement during conversations using markov process

    Tomoyori Iwao, Daisuke Mima, Hiroyuki Kubo, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2013 Posters, SIGGRAPH 2013     6  2013  [Refereed]

     View Summary

    Generating realistic eye movements is a significant topic in Computer Graphics(CG) contents production field. Appropriate modeling and synthesis for eye movements are greatly difficult because they have a lot of important features. Gu et al[2007] proposed a method for automatically synthesizing realistic eye movements during conversations according to probability models. Despite eye movements during conversations include both saccades and fixational eye movements (FEMs), they synthesized only saccades which are relatively large eye movements.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Expressive dance motion generation

    Narumi Okada, Kazuki Okami, Tsukasa Fukusato, Naoya Iwamoto, Shigeo Morishima

    ACM SIGGRAPH 2013 Posters, SIGGRAPH 2013     4  2013  [Refereed]

     View Summary

    The power of expression such as accent in motion and movement of arms is an indispensable factor in dance performance because there is a large difference in appearance between natural dance and expressive motions. Needless to say, expressive dance motion makes a great impression on viewers. However, creating such a dance motion is challenging because most of the creators have little knowledge about dance performance. Therefore, there is a demand for a system that generates expressive dance motion with ease. Tsuruta et al. [2010] generated expressive dance motion by changing only the speed of input motion or altering joint angles. However, the power of expression was not evaluated with certainty, and the generated motion did not synchronize with music. Therefore, the generated motion did not always satisfy the viewers.

    DOI

    Scopus

  • Efficient speech animation synthesis with vocalic lip shapes

    Daisuke Mima, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2013 Posters, SIGGRAPH 2013     2  2013  [Refereed]

     View Summary

    Computer-generated speech animations are commonly seen in video games and movies. Although high-quality facial motions can be created by the hand crafted work of skilled artists, this approach is not always suitable because of time and cost constraints. A data-driven approach [Taylor et al. 2012], such as machine learning to concatenate video portions of speech training data, has been utilized to generate natural speech animation, while a large number of target shapes are often required for synthesis. We can obtain smooth mouth motions from prepared lip shapes for typical vowels by using an interpolation of lip shapes with Gaussian mixture models (GMMs) [Yano et al. 2007]. However, the resulting animation is not directly generated from the measured lip motions of someone's actual speech.

    DOI

    Scopus

  • Real-time hair simulation on mobile device

    Zhuopeng Zhang, Shigeo Morishima

    Proceedings - Motion in Games 2013, MIG 2013     127 - 132  2013  [Refereed]

     View Summary

    Hair rendering and simulation is a fundamental part in the representation of virtual characters. But intensive calculation for the dynamic on thousands of hair strands makes the task much challengeable, especially on a portable device. The aim of this short paper is to solve the problem of how to perform real-time hair simulation and rendering on mobile device. In this paper, the process of hair simulation and rendering is adapted according to the property of mobile device hardware. To increase the number of hair strands of simulation, we adopted the Dynamic follow-the-leader (DFTL) method and altered it by our new method of interpolation. We also pictured a rendering strategy basing on the survey of the limitation of mobile GPU. Lastly we present an innovational method that carried out order independent transparency at a relatively inexpensive cost. © 2013 ACM.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Automatic Mash Up Music Video Generation System by Remixing Existing Video Content

    Hayato Ohya, Shigeo Morishima

    2013 INTERNATIONAL CONFERENCE ON CULTURE AND COMPUTING (CULTURE AND COMPUTING 2013)     157 - 158  2013  [Refereed]

     View Summary

    Music video is a short film which presents a visual representation of recent music. In these days, there is a trend that amateur users create music video in the video sharing website. Especially, the music video which is created by cutting and pasting existing video is called mashup music video. In this paper, we proposed the system that users can easily create mushup music video by using existing music videos. In addition, we conducted assessment evaluation experiment for our system. The system firstly extracts music features and video features from existing music videos. Then, the each feature is clustered and the relationship between each feature is learned by Hidden Markov Model. At last, the system cuts learned video scene which is the closest feature among learned videos and pastes it synchronizing with input song. Experiment shows that our method can generate more synchronized video than a previous method.

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • Affective Music Recommendation System Reflecting the Mood of Input Image

    Shoto Sasaki, Tatsunori Hirai, Hayato Ohya, Shigeo Morishima

    2013 INTERNATIONAL CONFERENCE ON CULTURE AND COMPUTING (CULTURE AND COMPUTING 2013)     153 - 154  2013  [Refereed]

     View Summary

    We present an affective music recommendation system using input images without textual information. Music that matches our current mood can create a deep impression. However, we do not know which music best matches our present mood. As it is difficult to select music manually, we need a recommendation system that can operate affectively. In this paper, we assume that there exists a relationship between our mood and images because visual information affects our mood when we listen to music. Our system matches an input image with music using valence-arousal plane which is an emotional plane.

    DOI

    Scopus

    10
    Citation
    (Scopus)
  • Interactive Aged-Face Simulation with Freehand Wrinkle Drawing

    Ai Mizokawa, Akinobu Maejima, Shigeo Morishima

    2013 SECOND IAPR ASIAN CONFERENCE ON PATTERN RECOGNITION (ACPR 2013)     765 - 769  2013  [Refereed]

     View Summary

    Recently, many studies on facial aging synthesis have been reported for the purpose of security applications such as criminal investigation, kidnappings, and entertainment applications such as movies or video games. However, the representation of wrinkles, which is one of the most important elements when reflecting age characteristics, remains difficult. Additionally, the influence of lighting conditions and every individual's skin color is significant, and it is difficult to infer the location and shape of future wrinkles because they depend on factors such as one's living environment, eating habits, and DNA. Therefore, we must consider several possibilities for the locations of wrinkles. In this paper, we propose a facial aging synthesis method that can create plausible aged facial images, and is able to represent wrinkles at any desired location by drawing artificial freehand wrinkles while retaining photoreafistic quality.

    DOI

    Scopus

  • Detection of Driver's Drowsy Facial Expression

    Taro Nakamura, Akinobu Maejima, Shigeo Morishima

    2013 SECOND IAPR ASIAN CONFERENCE ON PATTERN RECOGNITION (ACPR 2013)     749 - 753  2013  [Refereed]

     View Summary

    We propose a method for the estimation of the degree of a driver's drowsiness on basis of changes in facial expressions captured by an IR camera. Typically, drowsiness is accompanied by falling of eyelids. Therefore, most of the related studies have focused on tracking eyelid movement by monitoring facial feature points. However, textural changes that arise from frowning are also very important and sensitive features in the initial stage of drowsiness, and it is difficult to detect such changes solely using facial feature points. In this paper, we propose a more precise drowsiness-degree estimation method considering wrinkles change by calculating local edge intensity on faces that expresses drowsiness more directly in the initial stage.

    DOI

    Scopus

    18
    Citation
    (Scopus)
  • Facial Aging Simulator Based on Patch-based Facial Texture Reconstruction

    Akinobu Maejima, Ai Mizokawa, Daiki Kuwahara, Shigeo Morishima

    2013 SECOND IAPR ASIAN CONFERENCE ON PATTERN RECOGNITION (ACPR 2013)     732 - 733  2013  [Refereed]

     View Summary

    We propose a facial aging simulator which can synthesize a photorealistic human aged-face image for criminal investigation. Our aging simulator is based on the patch-based facial texture reconstruction with a wrinkle aging pattern model. The advantage of our method is to synthesize an aged-face image with detailed skin texture such as spots and somberness of facial skin, as well as age-related facial wrinkles without blurs that are derived from lack of accurate pixel-wise alignments as in the linear combination model, while maintaining the identity of the original face.

    DOI

    Scopus

  • Automatic Mash up Music Video Generation System by Perceptual Synchronization of Music and Video Features

    Tatsunori Hirai, Hayato Ohya, Shigeo Morishima

    Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH '12, Los Angeles, CA, USA, 2012, Poster Proceedings     449:1  2012.08  [Refereed]

  • Automatic Feature Point Detection Using Linear Predictors with Facial Shape Constraint

    MATSUDA Tatsuhide, HARA Tomoya, MAEJIMA Akinobu, MORISHIMA Shigeo

    The IEICE transactions on information and systems (Japanese edetion)   95 ( 8 ) 1530 - 1540  2012.08  [Refereed]

    CiNii J-GLOBAL

  • Acquiring shell textures from a single image for realistic fur rendering

    Hiroaki Ukaji, Takahiro Kosaka, Tomohito Hattori, Hiroyuki Kubo, Shigeo Morishima

    ACM SIGGRAPH 2012 Posters, SIGGRAPH'12     100  2012  [Refereed]

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Fast-automatic 3D face generation using a single video camera

    Tomoya Hara, Hiroyuki Kubo, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2012 Posters, SIGGRAPH'12     91  2012  [Refereed]

    DOI

    Scopus

  • Facial aging simulator considering geometry and patch-tiled texture

    Yusuke Tazoe, Hiroaki Gohara, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2012 Posters, SIGGRAPH'12     90  2012  [Refereed]

     View Summary

    People can estimate an approximate age of others by looking at their faces. This is because faces have certain elements by which people can judge a person's age. If computers can extract and manipulate such information, wide variety of applications for entertainment and security purpose would be expected. © 2012 ACM.

    DOI

    Scopus

    43
    Citation
    (Scopus)
  • Analysis and synthesis of realistic eye movement in face-to-face communication

    Tomoyori Iwao, Daisuke Mima, Hiroyuki Kubo, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2012 Posters, SIGGRAPH'12     87  2012  [Refereed]

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • 3D human head geometry estimation from a speech

    Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2012 Posters, SIGGRAPH'12     85  2012  [Refereed]

     View Summary

    We can visualize acquaintances' appearance by just hearing their voice if we have met them in past few years. Thus, it would appear that some relationships exist in between voice and appearance. If 3D head geometry could be estimated from a voice, we can realize some applications (e.g, avatar generation, character modeling for video game, etc.). Previously, although many researchers have been reported about a relationship between acoustic features of a voice and its corresponding dynamical visual features including lip, tongue, and jaw movements or vocal articulation during a speech, however, there have been few reports about a relationship between acoustic features and static 3D head geometry. In this paper, we focus on estimating 3D head geometry from a voice. Acoustic features vary depending on a speech context and its intonation. Therefore we restrict a context to Japanese 5 vowels. Under this assumption, to estimate 3D head geometry, we use a Feedforward Neural Network (FNN) trained by using a correspondence between an individual acoustic features extracted from a Japanese vowel and 3D head geometry generated based on a 3D range scan. The performance of our method is shown by both closed and open tests. As a result, we found that 3D head geometry which is acoustically similar to an input voice could be estimated under the limited condition. © 2012 ACM.

    DOI

    Scopus

  • Hair motion capturing from multiple view videos

    Tsukasa Fukusato, Naoya Iwamoto, Shoji Kunitomo, Hirofumi Suda, Shigeo Morishima

    ACM SIGGRAPH 2012 Posters, SIGGRAPH'12     58  2012  [Refereed]

    DOI

    Scopus

  • Automatic music video generating system by remixing existing contents in video hosting service based on hidden Markov model

    Hayato Ohya, Shigeo Morishima

    ACM SIGGRAPH 2012 Posters, SIGGRAPH'12     47  2012  [Refereed]

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Rapid and authentic rendering of translucent materials using depth-maps from multi-viewpoint

    Takahiro Kosaka, Tomohito Hattori, Hiroyuki Kubo, Shigeo Morishima

    SIGGRAPH Asia 2012 Posters, SA 2012     45  2012  [Refereed]

     View Summary

    We present a real-time rendering method of translucent materials with complex shape by estimating object's thickness between light source and view point precisely. Wang et al. [2010] has already proposed a real-time rendering method treating arbitrary shapes, but it requires such huge computational costs and graphics memories that it is very difficult to implement in a practical rendering pipe-line. Inside a trans-lucent object, the energy of incident light attenuates highly depends on the object's optical thickness. Translucent Shadow Maps (TSM) [2003] is able to compute object's thickness using depth map at light position. However, TSM is not able to calculate thickness accurately in concave objects. In this paper, we propose a novel technique to compute object's thickness precisely and as a result, we achieve a real-time rendering of translucent materials with complex shapes only by adding one render-ing pass to conventional TSM. Copyright is held by the author / owner(s).

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Fast-Accurate 3D Face Model Generation Using a Single Video Camera

    Tomoya Hara, Hiroyuki Kubo, Akinobu Maejima, Shigeo Morishima

    2012 21ST INTERNATIONAL CONFERENCE ON PATTERN RECOGNITION (ICPR 2012)     1269 - 1272  2012  [Refereed]

     View Summary

    In this paper, we present a new method to generate a 3D face model, based on both Data-Driven and Structure-from-Motion approach. Considering both 2D frontal face image constraint, 3D geometric constraint, and likelihood constraint, we are able to reconstruct subject's face model accurately, robustly, and automatically. Using our method, it is possible to create a 3D face model in 5.8 [sec] by only shaking own head freely in front of a single video camera.

  • Automatic Face Replacement for a Humanoid Robot with 3D Face Shape Display

    Akinobu Maejima, Takaaki Kuratate, Brennand Pierce, Shigeo Morishima, Gordon Cheng

    2012 12TH IEEE-RAS INTERNATIONAL CONFERENCE ON HUMANOID ROBOTS (HUMANOIDS)     469 - 474  2012  [Refereed]

     View Summary

    In this paper, we propose a method to apply any new face to a retro-projected 3D face system, the Mask-bot, which we have developed as a human-robot interface. The robot face using facial animation projected onto a 3D face mask can be quickly replaced by a new face based on a single frontal image of any person. Our contribution is to apply an automatic face replacement technique with the modified texture morphable model fitting to the 3D face mask. Using our technique, a face model displayed on Mask-bot can be automatically replaced within approximately 3 seconds, which makes Mask-bot widely suitable to applications such as video conferencing and cognitive experiments.

    DOI

    Scopus

    7
    Citation
    (Scopus)
  • Curvature-approximated Estimation of Real-time Ambient Occlusion.

    Tomohito Hattori, Hiroyuki Kubo, Shigeo Morishima

    GRAPP & IVAPP 2012: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, Rome, Italy, 24-26 February, 2012     268 - 273  2012  [Refereed]

  • Development of an integrated multi-modal communication robotic face

    Brennand Pierce, Takaaki Kuratate, Akinobu Maejima, Shigeo Morishima, Yosuke Matsusaka, Marko Durkovic, Klaus Diepold, Gordon Cheng

    2012 IEEE WORKSHOP ON ADVANCED ROBOTICS AND ITS SOCIAL IMPACTS (ARSO)     104 - +  2012  [Refereed]

     View Summary

    This paper presents an overview of the new version of our multi-model communication face "Mask-Bot", a rear-projected animated robotic head, including our display system, face animation, speech communication and sound localization.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • Analysis of Relation between Movement of Smile Expression Process and Impression

    FUJISHIRO Hiroki, MAEJIMA Akinobu, MORISHIMA Shigeo

    The Transactions of the Institute of Electronics, Information and Communication Engineers. A   95 ( 1 ) 128 - 135  2012.01  [Refereed]

    CiNii J-GLOBAL

  • Identifying Scenes with the Same Person in Video Content on the Basis of Scene Continuity and Face Similarity Measurement

    平井辰典, 中野倫靖, 後藤真孝, 森島繁生

    映像情報メディア学会誌(Web)   66 ( 7 ) 251 - 259  2012  [Refereed]

    J-GLOBAL

  • 顔・人体メディアが拓く新産業の画像技術

    Masato Kawade, Masaaki Mochimaru, Shigeo Morishima

    映像情報メディア学会誌   65 ( 11 ) 1534 - 1544  2011.11  [Refereed]

  • Curvature-Dependent Reflectance Function for Interactive Rendering of Subsurface Scattering

    Hiroyuki Kubo, Yoshinori Dobashi, Shigeo Morishima

    The International Journal of Virtual Reality   10 ( 1 ) 41 - 47  2011.05  [Refereed]

    DOI

  • A Proposal of Innovative Entertainment System "Dive Into the Movie"

    MORISHIMA Shigeo, YAGI Yasushi, NAKAMURA Satoshi, ISE Sirou, MUKAIGAWA Yasuhiro, MAKIHARA Yasushi, MASHITA Tomohiro, KONDO Kazuaki, ENOMOTO Seigo, KAWAMOTO Shinichi, YOTSUKURA Tatsuo, IKEDA Yusuke, MAEJIMA Akinobu, KUBO Hiroyuki

    The Journal of the Institute of Electronics, Information and Communication Engineers   94 ( 3 ) 250 - 268  2011.03  [Refereed]

    CiNii

  • Example-based Deformation with Support Joints

    Kentaro Yamanaka, Akane Yano, Shigeo Morishima

    WSCG 2011: COMMUNICATION PAPERS PROCEEDINGS     83 - +  2011  [Refereed]

     View Summary

    In character animation field, many deformation techniques have been proposed. Example-based deformation methods are widely used especially for interactive applications. Example-based methods are mainly divided into two types. One is Interpolation. Methods in this type are designed to interpolate examples in a pose space. The advantage is that the deformed meshes can precisely correspond to the example meshes. On the other hand, the disadvantage is that larger number of examples is needed to generate arbitrary plausible interpolated meshes between each example. The other is Example-based Skinning which optimizes particular parameters referencing examples to represent example meshes as accurately as possible. These methods provide plausible deformations with fewer examples. However they cannot perfectly depict example meshes. In this paper, we present an idea that combines techniques belonging to the two types, taking advantages of both types. We propose an example-based skinning method to be combined with Pose Space Deformation (PSD). It optimizes transformation matrices in Skeleton Subspace deformation (SSD) introducing "support joints". Our method itself generates plausible intermediate meshes with a small set of examples as well as other example-based skinning methods. Then we explain the benefit of combining our method with PSD. We show that provided examples are precisely represented and plausible deformations at arbitrary poses are obtained by our integrated method.

  • 3D reconstruction of detail change on dynamic non-rigid objects

    Daichi Taneda, Hirofumi Suda, Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH 2011 Posters, SIGGRAPH'11     56  2011  [Refereed]

    DOI

    Scopus

  • Estimating fluid simulation parameters from videos

    Naoya Iwamoto, Ryusuke Sagawa, Shoji Kunitomo, Shigeo Morishima

    ACM SIGGRAPH 2011 Posters, SIGGRAPH'11     3  2011  [Refereed]

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Real-Time and Interactive Rendering for Translucent Materials Such as Human Skin

    Hiroyuki Kubo, Yoshinori Dobashi, Shigeo Morishima

    HUMAN INTERFACE AND THE MANAGEMENT OF INFORMATION: INTERACTING WITH INFORMATION, PT 2   6772   388 - 395  2011  [Refereed]

     View Summary

    To synthesize a realistic human animation using computer graphics, it is necessary to simulate subsurface scattering inside a human skin. We have developed a curvature-dependent reflectance functions (CDRF) which mimics the presence of a subsurface scattering effect. In this approach, we provide only a single parameter that represents the intensity of incident light scattering in a translucent material. We implemented our algorithm as a hardware-accelerated real-time renderer with a HLSL pixel shader. This approach is easily implementable on the GPU and does not require any complicated pre-processing and multi-pass rendering as is often the case in this area of research.

    DOI

    Scopus

  • The online gait measurement for characteristic gait animation synthesis

    Yasushi Makihara, Mayu Okumura, Yasushi Yagi, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   6773 ( 1 ) 325 - 334  2011  [Refereed]

     View Summary

    This paper presents a method to measure online the gait features from the gait silhouette images and to synthesize characteristic gait animation for an audience-participant digital entertainment. First, both static and dynamic gait features are extracted from the silhouette images captured by an online gait measurement system. Then, key motion data for various gaits are captured and a new motion data is synthesized by blending key motion data. Finally, blend ratios of the key motion data are estimated to minimize gait feature errors between the blended model and the online measurement. In experiments, the effectiveness of gait feature extraction were confirmed by using 100 subjects from OU-ISIR Gait Database and characteristic gait animations were created based on the measured gait features. © 2011 Springer-Verlag.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Realistic facial animation by automatic individual head modeling and facial muscle adjustment

    Akinobu Maejima, Hiroyuki Kubo, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   6774 ( 2 ) 260 - 269  2011  [Refereed]

     View Summary

    We propose a technique for automatically generating a realistic facial animation with precise individual facial geometry and characteristic facial expressions. Our method is divided into two key methods: the head modeling process automatically generates a whole head model only from facial range scan data, the facial animation setup process automatically generates key shapes which represent individual facial expressions based on physics-based facial muscle simulation with an individual muscle layout estimated from facial expression videos. Facial animations considering individual characteristics can be synthesized using the generated head model and key shapes. Experimental results show that the proposed method can generate facial animations where 84% of subjects can identify themselves. Therefore, we conclude that our head modeling techniques are effective to entertainment system like a Future Cast. © 2011 Springer-Verlag.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Instant movie casting with personality: Dive into the movie system

    Shigeo Morishima, Yasushi Yagi, Satoshi Nakamura

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   6774 ( 2 ) 187 - 196  2011  [Refereed]

     View Summary

    "Dive into the Movie (DIM)" is a name of project to aim to realize a world innovative entertainment system which can provide an immersion experience into the story by giving a chance to audience to share an impression with his family or friends by watching a movie in which all audience can participate in the story as movie casts. To realize this system, we are trying to model and capture the personal characteristics instantly and precisely in face, body, gait, hair and voice. All of the modeling, character synthesis, rendering and compositing processes have to be performed on real-time without any manual operation. In this paper, a novel entertainment system, Future Cast System (FCS), is introduced as a prototype of DIM. The first experimental trial demonstration of FCS was performed at the World Exposition 2005 in which 1,630,000 people have experienced this event during 6 months. And finally up-to-date DIM system to realize more realistic sensation is introduced. © 2011 Springer-Verlag.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Personalized voice assignment techniques for synchronized scenario speech output in entertainment systems

    Shin-Ichi Kawamoto, Tatsuo Yotsukura, Satoshi Nakamura, Shigeo Morishima

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   6774 ( 2 ) 177 - 186  2011  [Refereed]

     View Summary

    The paper describes voice assignment techniques for synchronized scenario speech output in an instant casting movie system that enables anyone to be a movie star using his or her own voice and face. Two prototype systems were implemented, and both systems worked well for various participants, ranging from children to the elderly. © 2011 Springer-Verlag.

    DOI

    Scopus

  • Rapid Rendering of Translucent Materials Using Curvature-Dependent Reflectance Functions

    KUBO Hiroyuki, DOBASHI Yoshinori, MORISHIMA Shigeo

    The IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences (Japanese edition) A   93 ( 11 ) 708 - 717  2010.11  [Refereed]

    CiNii

  • The effects of virtual characters on audiences' movie experience

    Tao Lin, Shigeo Morishima, Akinobu Maejima, Ningjiu Tang

    INTERACTING WITH COMPUTERS   22 ( 3 ) 218 - 229  2010.05  [Refereed]

     View Summary

    In this paper, we first present a new audience-participating movie form in which 3D virtual characters of audiences are constructed by computer graphics (CC) technologies and are embedded into a in a pre-rendered movie as different roles. Then, we investigate how the audiences respond to these virtual characters using physiological and subjective evaluation methods. To facilitate the investigation, we present three versions of a movie to an audience a Traditional version, its SDIM version with the participation of the audience's virtual character, and its SFDIM version with the co-participation of the audience and her/his friends' virtual characters. The subjective evaluation results show that the participation of virtual characters indeed causes increased subjective sense of spatial presence and engagement, and emotional reaction; moreover, SFDIM performs significantly better than SDIM, due to the co-participation of friends' virtual characters. Also, we find that the audiences experience not only significantly different galvanic skin response (GSR) changes on average changing trend over time and number of fluctuations but they also show the increased phasic GSR responses to the appearance of their own or friends' virtual 3D characters on the screen. The evaluation results demonstrate the success of the new audience-participating movie form and contribute to understanding how people respond to virtual characters in a role-playing entertainment interface. (C) 2009 Elsevier B.V. All rights reserved.

    DOI

    Scopus

    7
    Citation
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  • Automatic generation of head models and facial animations considering personal characteristics

    Akinobu Maejima, Hiroto Yarimizu, Hiroyuki Kubo, Shigeo Morishima

    Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST     71 - 78  2010  [Refereed]

     View Summary

    We propose a new automatic head modeling system to generate individualized head models which can express person-specific facial expressions. The head modeling system consists of two core processes. The head modeling process with the proposed automatic mesh completion generates a whole head model only from facial range scan data. The key shape generation process generates key shapes for the generated head model based on physics-based facial muscle simulation with an individual muscle layout estimated from subject's facial expression videos. Facial animations considering personal characteristics can be synthesized using the individualized head model and key shapes. Experimental results show that the proposed system can generate head models where 84% of subjects can identify themselves. Therefore, we conclude that our head modeling system is effective to games and entertainment systems like a Future Cast System. Copyright © 2010 by the Association for Computing Machinery, Inc.

    DOI

    Scopus

    5
    Citation
    (Scopus)
  • Curvature-dependent reflectance function for rendering translucent materials

    Hiroyuki Kubo, Yoshinori Dobashi, Shigeo Morishima

    ACM SIGGRAPH 2010 Talks, SIGGRAPH '10     a46  2010  [Refereed]

     View Summary

    Simulating sub-surface scattering is one of the most effective ways for realistically synthesizing translucent materials such as marble, milk and human skin. In previous work, the method developed by Jensen et al. [2002] significantly improved the speed of the simulation. However, the process is still not fast enough to produce realtime rendering. Thus, we have developed a curvature-dependent reflectance function (CDRF) which mimics the presence of a subsurface scattering effect.

    DOI

    Scopus

    5
    Citation
    (Scopus)
  • Curvature depended local illumination approximation of ambient occlusion

    Tomohito Hattori, Hiroyuki Kubo, Shigeo Morishima

    ACM SIGGRAPH 2010 Posters, SIGGRAPH '10   2009 ( 6 ) 122:1  2010  [Refereed]

     View Summary

    This paper discusses an approach for computing the ambient occlusion by curvature depended approximation of occlusion. Ambient occlusion is widely used to improve the realism of fast lighting simulation. The ambient occlusion is defined as follows. © ACM 2010.

    DOI J-GLOBAL

    Scopus

    4
    Citation
    (Scopus)
  • Optimization of cloth simulation parameters by considering static and dynamic features

    Shoji Kunitomo, Shinsuke Nakamura, Shigeo Morishima

    ACM SIGGRAPH 2010 Posters, SIGGRAPH '10     15:1  2010  [Refereed]

     View Summary

    Realistic drape and motion of virtual clothing is now possible by using an up-to-date cloth simulator, but it is even difficult and time consuming to adjust and tune many parameters to achieve an authentic looking of a real particular fabric. Bhat et al. [2003] proposed a way to estimate the parameters from the video data of real fabrics. However, this projects structured light patterns on the fabrics, so it might not be possible to estimate the accurate value of the parameters if fabrics have colors and textures. In addition to the structured light patterns, they use a motion capture system to track how the fabrics move. In this paper, we will introduce a new method using only a motion capture system by attaching a few markers on fabric surface without any other devices. Moreover, animators can easily estimate the parameters of many kinds of fabrics with this method. Authentic looking and motion of simulated fabrics are realized by minimizing error function between captured motion data and synthetic motion considering both static and dynamic cloth features. © ACM 2010.

    DOI

    Scopus

    12
    Citation
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  • Data driven in-betweening for hand drawn rotating face

    Hiroaki Gohara, Shiori Sugimoto, Shigeo Morishima

    ACM SIGGRAPH 2010 Posters, SIGGRAPH '10     7:1  2010  [Refereed]

     View Summary

    In anime production, some key-frames are drawn by artist precisely and then a great number of in-betweening frames are drawn by assistants' hands. However, it is seriously time-consuming and skilled work to draw many characters especially including face rotation. In this paper, we propose an automatic in-betweening technique for rotating face of hand drawn character only from a front image and a diagonal image (Fig. 1). Baxter [2009] represented generating in-betweening using image morphing technique. However, their approach doesn't consider reflecting the artist's style and touch. Accordingly, we represent reflecting style and touch using morphing technique trained by his own database and introduced especially to generate a rotational in-betweening faces. This database contains center of gravity of each part (right eye, left eye, nose, mouth, eyebrow) and the contours on the facial image. © ACM 2010.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • A skinning technique considering the shape of human skeletons

    Hirofumi Suda, Kentaro Yamanaka, Shigeo Morishima

    ACM SIGGRAPH 2010 Posters, SIGGRAPH '10     4:1  2010  [Refereed]

     View Summary

    We propose a skinning technique to improve expressive power of Skeleton Subspace Deformation (SSD) by adding the influence of the shape of skeletons to the deformation result by postprocessing. © ACM 2010.

    DOI

    Scopus

  • Learning arm motion strategies for balance recovery of humanoid robots

    Masaki Nakada, Brian Allen, Shigeo Morishima, Demetri Terzopoulos

    Proceedings - EST 2010 - 2010 International Conference on Emerging Security Technologies, ROBOSEC 2010 - Robots and Security, LAB-RS 2010 - Learning and Adaptive Behavior in Robotic Systems     165 - 170  2010  [Refereed]

     View Summary

    Humans are able to robustly maintain balance in the presence of disturbances by combining a variety of control strategies using posture adjustments and limb motions. Such responses can be applied to balance control in two-armed bipedal robots. We present an upper-body control strategy for improving balance in a humanoid robot. Our method improves on lowerbody balance techniques by introducing an arm rotation strategy (ARS). The ARS uses Q-learning to map sensed state to the appropriate arm control torques. We demonstrate successful balance in a physically-simulated humanoid robot, in response to perturbations that overwhelm lower-body balance strategies alone. © 2010 IEEE.

    DOI

    Scopus

    10
    Citation
    (Scopus)
  • Interactive Shadow design tool for Cartoon Animation -KAGEZOU-.

    Shiori Sugimoto, Hidehito Nakajima, Yohei Shimotori, Shigeo Morishima

    Journal of WSCG   18 ( 1-3 ) 25 - 32  2010  [Refereed]

  • Interactive shadowing for 2D Anime

    Eiji Sugisaki, Hock Soon Seah, Feng Tian, Shigeo Morishima

    COMPUTER ANIMATION AND VIRTUAL WORLDS   20 ( 2-3 ) 395 - 404  2009.06  [Refereed]

     View Summary

    In this paper, we propose all instant shadow generation technique for 2D animation, especially Japanese Anime. In traditional 2D Anime production, the entire animation including shadows is drawn by hand so that it takes long time to complete. Shadows play all important role in the creation of symbolic visual effects. However shadows are not always drawn due to time constraints and lack of animators especially When the production schedule is tight. To solve this problem, We develop all easy shadowing approach that enables animators to easily create a layer of shadow and its animation based on the character's shapes. Our approach is both instant and intuitive. The only inputs required tire character or object shapes in input animation sequence With alpha value generally used in the Anime production pipeline. First, shadows are automatically rendered on a virtual plane by using a Shadow Map(1) based oil these inputs. Then the rendered shadows call be edited by simple operations and simplified by the Gaussian Filter. Several special effects such as blurring call be applied to the rendered shadow at the same time. Compared to existing approaches, ours is more efficient and effective to handle automatic shadowing in real-time. Copyright (C) 2009 John Wiley & Sons, Ltd.

    DOI

    Scopus

    5
    Citation
    (Scopus)
  • Facial expression recognition after orthodontic treatment using computer graphics

    TERADA Kazuto, YOSHIDA Mitsuru, SANO Natsuki, SAITO Isao, MIYANAGA Michiyo, MORISHIMA Shigeo, HU Min

    J Oromax Biomech   14 ( 1 ) 1 - 13  2009.03  [Refereed]

  • Dive into the movie: an instant casting and immersive experience in the story.

    Shigeo Morishima

    Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST 2009, Kyoto, Japan, November 18-20, 2009     9  2009  [Refereed]

    DOI

  • Muscle-based facial animation considering fat layer structure captured by MRI.

    Hiroto Yarimizu, Yasushi Ishibashi, Hiroyuki Kubo, Akinobu Maejima, Shigeo Morishima

    International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2009, New Orleans, Louisiana, USA, August 3-7, 2009, Poster Proceedings    2009  [Refereed]

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Example based skinning with progressively optimized support joints

    Kentaro Yamanaka, Akane Yano, Shigeo Morishima

    ACM SIGGRAPH ASIA 2009 Posters, SIGGRAPH ASIA '09     55:1  2009  [Refereed]

     View Summary

    Skeleton-Subspace Deformation (SSD), which is the most popular method for articulated character animation, often causes some artifacts. Animators have to edit mesh each time, which is seriously tedious and time-consuming. So example based skinning has been proposed. It employs edited mesh as target poses and generates plausible animation efficiently. In this technique, character mesh should be deformed to accurately fit target poses. Mohr et al. [2003] introduced additional joints. They expect animators to embed skeleton precisely.

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • Accurate skin deformation model of forearm using MRI

    Kentaro Yamanaka, Shinsuke Nakamura, Shota Kobayashi, Akane Yano, Masashi Shiraishi, Shigeo Morishima

    SIGGRAPH 2009: Posters, SIGGRAPH '09    2009  [Refereed]

     View Summary

    This paper presents a new methodology for constructing a skin deformation model using MRI and generating accurate skin deformations based on the model. Many methods to generate skin deformations have been proposed and they are classified into three main types. The first type is anatomically based modeling. Anatomically accurate deformations can be reconstructed but computation time is long and controlling generated motion is difficult. In addition, modeling whole body is very difficult. The second is skeleton-subspace deformation (SSD). SSD is easy to implement and fast to compute so it is the most common technique today. However, accurate skin deformations can't be easily realized with SSD. The last type consists of data-driven approaches including example-based methods. In order to construct our model from MRI images, we employ an example-based method. Using examples obtained from medical images, skin deformations can be modeled related to skeleton motions. Retargeting generated motions to other characters is generally difficult with this kind of methods. Kurihara and Miyata realize accurate skin deformations from CT images [Kurihara et al. 2004], but it doesn't mention the possibility of retargeting. With our model, however, generated deformations can be retargeted. Once the model is constructed, accurate skin deformations are easily generated applying our model to a skin mesh. In our experiment, we construct a skin deformation model which reconstructs pronosupination, rotational movement of forearm, and we use range scan data as a skin mesh to apply our model and generate accurate skin deformations.

    DOI

    Scopus

  • Expressive facial subspace construction from key face selection.

    Ryo Takamizawa, Takanori Suzuki, Hiroyuki Kubo, Akinobu Maejima, Shigeo Morishima

    International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2009, New Orleans, Louisiana, USA, August 3-7, 2009, Poster Proceedings    2009  [Refereed]

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Directable anime-like shadow based on water mapping filter.

    Yohei Shimotori, Shiori Sugimoto, Shigeo Morishima

    International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2009, New Orleans, Louisiana, USA, August 3-7, 2009, Poster Proceedings    2009  [Refereed]

    DOI

    Scopus

  • Characteristic gait animation synthesis from single view silhouette

    Shinsuke Nakamurai, Masashi Shiraishi, Shigeo Morishima, Mayu Okumura, Yasushi Makihara, Yasushi Yagi

    SIGGRAPH 2009: Posters, SIGGRAPH '09    2009  [Refereed]

     View Summary

    Characteristics of human motion, such as walking, running or jumping vary from person to person. Differences in human motion enable people to identify oneself or a friend. However, it is challenging to generate animation where individual characters exhibit characteristic motion using computer graphics. Our goal is to construct a system that synthesizes characteristic gait animation automatically. As a result, when crowd animation is generated for instance, the motion with the variation can be made using our system. In our system, we first acquire a silhouette image as input data using a video camera. Second, we extract gait feature from single view silhouette. Finally we automatically synthesize 3D gait animation using the method blending a small number of motion data [KOVAR, L et al 2003].This blending weight is estimated using the gait feature automatically.

    DOI

  • Human head modeling based on fast-automatic mesh completion

    Akinobu Maejima, Shigeo Morishima

    ACM SIGGRAPH ASIA 2009 Posters, SIGGRAPH ASIA '09     53:1  2009  [Refereed]

     View Summary

    The need to rapidly create 3D human head models is still an important issue in game and film production. Blanz et al have developed a morphable model which can semi-automatically reconstruct the facial appearance (3D shape and texture) and simulated hairstyles of "new" faces (faces not yet scanned into an existing database) using photographs taken from the front or other angles [Blanz et al. 2004]. However, this method still requires manual marker specification and approximately 4 minutes of computational time. Moreover, the facial reconstruction produced by this system is not accurate unless a database containing a large variety of facial models is available. We have developed a system that can rapidly generate human head models using only frontal facial range scan data. Where it is impossible to measure the 3D geometry accurately (as with hair regions) the missing data is complemented using the 3D geometry of the template mesh (TM). Our main contribution is to achieve the fast mesh completion for the head modeling based on the "Automatic Marker Setting" and the "Optimized Local Affine Transform (OLAT)". The proposed system generates a head model in approximately 8 seconds. Therefore, if users utilize a range scanner which can quickly produce range data, it is possible to generate a complete 3D head model in one minute using our system on a PC.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Curvature-dependent local illumination approximation for translucent materials.

    Hiroyuki Kubo, Mai Hariu, Shuhei Wemler, Shigeo Morishima

    International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2009, New Orleans, Louisiana, USA, August 3-7, 2009, Poster Proceedings    2009  [Refereed]

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Aging model of human face by averaging geometry and filtering texture in database.

    Satoko Kasai, Shigeo Morishima

    International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2009, New Orleans, Louisiana, USA, August 3-7, 2009, Poster Proceedings    2009  [Refereed]

    DOI CiNii

  • A natural smile synthesis from an artificial smile.

    Hiroki Fujishiro, Takanori Suzuki, Shinya Nakano, Akinobu Maejima, Shigeo Morishima

    International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2009, New Orleans, Louisiana, USA, August 3-7, 2009, Poster Proceedings    2009  [Refereed]

    DOI

  • AUTOMATIC VOICE ASSIGNMENT TOOL FOR INSTANT CASTING MOVIE SYSTEM

    Yoshihiro Adachi, Shinichi Kawamoto, Tatsuo Yotsukura, Shigeo Morishima, Satoshi Nakamura

    2009 IEEE INTERNATIONAL CONFERENCE ON ACOUSTICS, SPEECH, AND SIGNAL PROCESSING, VOLS 1- 8, PROCEEDINGS     1897 - +  2009  [Refereed]

     View Summary

    In Instant Casting movie System, a personal CG character is automatically generated. The character resembles a participant in a face geometry and texture. However, the voice of a character was an alternative voice determined by the gender of the participant. Therefore sometimes it's not enough to identify the personality of a CG character.In this paper, an automatic pre-scored voice assignment tool for a personal CG character is presented. Voice is essential to identify a personal character as well as a face feature. Our proposed system selects the most similar voice to the participants from voice database, and assigns it as a voice of CG character. Voice similarity criterion is presented by combination of eight acoustic features. After assigning voice data to a personal character, the voice track is played back in synchronization with the movement of the CG character. 60 voice variations have been prepared to our voice database. Validity of the assigned voice has been evaluated by MOS value. The proposed method has achieved 68% of the theoretical figure that is calculated by preliminary experiments.

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • "Dive into the Movie" audience-driven immersive experience in the story

    Shigeo Morishima

    IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS   E91D ( 6 ) 1594 - 1603  2008.06  [Refereed]

     View Summary

    "Dive into the Movie (DIM)" is a name of project to aim to realize a world innovative entertainment system which can provide an immersion experience into the story by giving a chance to audience to share an impression with his family or friends by watching a movie in which all audience can participate in the story as movie casts. To realize this system, several techniques to model and capture the personal characteristics instantly in face, body, gesture, hair and voice by combining computer graphics, computer vision and speech signal processing technique. Anyway, all of the modeling, casting, character synthesis, rendering and compositing processes have to be performed on real-time without any operator, In this paper, first a novel entertainment system, Future Cast System (FCS), is introduced which can create DIM movie with audience's participation by replacing the original roles' face in a pre-created CG movie with audiences' own highly realistic 3D CG faces. Then the effects of DIM movie on audience experience are evaluated subjectively. The result suggests that most of the participants are seeking for higher realism, impression and satisfaction by replacing not only face part but also body, hair and voice. The first experimental trial demonstration of FCS was performed at the Mitsui-Toshiba pavilion of the 2005 World: Exposition in Aichi Japan. Then, 1,640,000 people have experienced this event during 6 months of exhibition and FCS became one of the most popular events at Expo.2005.

    DOI

    Scopus

    5
    Citation
    (Scopus)
  • Instant casting movie theater: The Future Cast Systems

    Akinobu Maejima, Shuhei Wemler, Tamotsu Machida, Masao Takebayashi, Shigeo Morishima

    IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS   E91D ( 4 ) 1135 - 1148  2008.04  [Refereed]

     View Summary

    We have developed a visual entertainment system called "Future Cast" which enables anyone to easily participate in a pre-recorded or pre-created film as an instant CG movie star. This system provides audiences with the amazing opportunity to join the cast of a movie in real-time. The Future Cast System can automatically perform all the processes required to make this possible, from capturing participants' facial characteristics to rendering them into the movie. Our system can also be applied to any movie created using the same production process. We conducted our first experimental trial demonstration of the Future Cast System at the Mitsui-Toshiba pavilion at the 2005 World Exposition in Aichi Japan.

    DOI

    Scopus

    16
    Citation
    (Scopus)
  • Instant casting movie theater: The Future Cast Systems

    Akinobu Maejima, Shuhei Wemler, Tamotsu Machida, Masao Takebayashi, Shigeo Morishima

    IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS   E91D ( 4 ) 1135 - 1148  2008.04  [Refereed]

     View Summary

    We have developed a visual entertainment system called "Future Cast" which enables anyone to easily participate in a pre-recorded or pre-created film as an instant CG movie star. This system provides audiences with the amazing opportunity to join the cast of a movie in real-time. The Future Cast System can automatically perform all the processes required to make this possible, from capturing participants&apos; facial characteristics to rendering them into the movie. Our system can also be applied to any movie created using the same production process. We conducted our first experimental trial demonstration of the Future Cast System at the Mitsui-Toshiba pavilion at the 2005 World Exposition in Aichi Japan.

    DOI

    Scopus

    16
    Citation
    (Scopus)
  • Synthesizing facial animation using dynamical property of facial muscle

    Hiroyuki Kubo, Yasushi Ishibashi, Akinobu Maejima, Shigeo Morishima

    SIGGRAPH'08 - ACM SIGGRAPH 2008 Posters     110  2008  [Refereed]

    DOI

    Scopus

  • Hair animation and styling based on 3D range scanning data

    Shiori Sugimoto, Shigeo Morishima

    SIGGRAPH'08 - ACM SIGGRAPH 2008 Posters     107  2008  [Refereed]

    DOI

    Scopus

  • Automatic and accurate mesh fitting based on 3D range scanning data

    Shinya Nakano, Yusuke Nonaka, Akinobu Maejima, Shigeo Morishima

    SIGGRAPH'08 - ACM SIGGRAPH 2008 Posters     104  2008  [Refereed]

    DOI

    Scopus

  • 3D facial animation from high speed video

    Takanori Suzuki, Yasushi Ishibashi, Hiroyuki Kubo, Akinobu Maejima, Shigeo Morishima

    SIGGRAPH'08 - ACM SIGGRAPH 2008 Posters     1  2008  [Refereed]

    DOI

    Scopus

  • An empirical study of bringing audience into the movie

    Tao Lin, Akinobu Maejima, Shigeo Morishima

    SMART GRAPHICS, PROCEEDINGS   5166   70 - 81  2008  [Refereed]

     View Summary

    In this paper we first present all audience-participating movie experience DIM, in which the photo-realistic 3D virtual actor of audience is constructed by computer graphic technologics, and then evaluate the effects of DIM on audience experience using physiological and subjective methods. The empirical results suggest that the participation of virtual actors causes increased subjective sense of presence and engagement, and more intensive emotional responses as compared to traditional movie form: interestingly, there also significantly different physiological responses caused by the participation of virtual actors, objectively indicating the improvement of interaction between audience and movie.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • Post-recording tool for instant casting movie system

    Shin-Ichi Kawamoto, Shigeo Morishima, Tatsuo Yotsukura, Satoshi Nakamura

    MM'08 - Proceedings of the 2008 ACM International Conference on Multimedia, with co-located Symposium and Workshops     893 - 896  2008  [Refereed]

     View Summary

    This paper proposes a universal user-friendly post-recording tool for an Instant Casting Movie System (ICS) that enables anyone to be a movie star using his or her own voice and faces. A personal CG character is automatically generated by scanning one's face geometry and image in ICS. Voice is as essential to identify a person as face. However, a character's voice is only based on gender in ICS. We proposed a novel voice recording tool for participants of all ages in a short time. Post-recording tasks are very difficult because speakers should speak in synchronization with the mouth movements of the CG characters. Therefore this task is generally recorded by professional voice actors. Our proposed tool has the following four features: 1) various supporting information for synchronization with voice and mouth movement timing for users
    2) automatic post-processing of recorded voices for compositing mixed audio
    3) intuitively displays operation for people of all ages
    and 4) handles multiple users in parallel for quick recording. We developed a prototype speech synchronization system using a post-recording tool and conducted subjective evaluation experiments of it. Over 60% of the subjects responded that the tool's interface can be operated easily. © 2009 IEEE.

    DOI

    Scopus

  • Perceptual similarity measurement of speech by combination of acoustic features

    Yoshihiro Adachi, Shinichi Kawamoto, Shigeo Morishima, Satoshi Nakamura

    2008 IEEE INTERNATIONAL CONFERENCE ON ACOUSTICS, SPEECH AND SIGNAL PROCESSING, VOLS 1-12     4861 - +  2008  [Refereed]

     View Summary

    Future cast system is a new entertainment system where participant's face is captured and rendered into the movie as an instant Computer Graphics (CG) movie star, which had been first exhibited at the 2005 World Exposition in Aichi Japan. We are working to add new functionality which enables mapping not only faces but also speech individualities to the cast. Our approach is to find a speaker with the closest speech individuality and apply voice conversion. This paper inves tigates acoustic features to estimate perceptual similarity of speech individuality. We propose a method linearly combined eight acoustic features related to the perception of speech individualities. The proposed method optimizes weights for the acoustic features considering perceptual similarities. We have evaluated performance of our method with Spearman's rank correlation coefficients to perceptual similarities. As the results, the experiments evidenced that the proposed method achieves a correlation coefficient of 0.66.

    DOI

    Scopus

    11
    Citation
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  • Directable and stylized hair simulation

    Yosuke Kazama, Eiji Sugisaki, Shigeo Morishima

    GRAPP 2008: PROCEEDINGS OF THE THIRD INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS THEORY AND APPLICATIONS     316 - 321  2008  [Refereed]

     View Summary

    Creating natural looking hair motion is considered to be one of the most difficult and time consuming challenges in CG animation. A detailed physics-based model is essential in creating convincing hair animation. However, hair animation created using detailed hair dynamics might not always be the result desired by creators. For this reason, a hair simulation system that is both detailed and editable is required in contemporary Computer Graphics. In this paper we therefore, propose the use of External Force Field (EFF) to construct hair motion using a motion capture system. Furthermore, we have developed a system for editing the hair motion obtained using this process. First, the environment around a subject is captured using a motion capture system and the EFF is defined. Second, we apply our EFF-based hair motion editing system to produce creator-oriented hair animation. Consequently, our editing system enables creators to develop desired hair animation intuitively without physical discontinuity.

  • Preliminary evaluation of the audience-driven movie

    Tao Lin, Akinobu Maejima, Shigeo Morishima, Atsumi Imamiya

    Conference on Human Factors in Computing Systems - Proceedings     3273 - 3278  2008  [Refereed]

     View Summary

    In this paper we introduce an audience-driven theater experience, DIM Movie, in which audience participates in a pre-created CG movie as its roles, and report the subjective and physiological evaluations for the audience experience offered by DIM movie. Specifically, we present three different experiences to an audience-a traditional movie, its SeIf-DIM (SDIM) version with the audience's participation, and its Self-Friend-DIM (SFDIM) version with co-participation of the audience and his friends. The evaluation results show that the DIM movies (SDIM and SFDIM) elicit greater subjective sense of presence, engagement, and emotional reaction, and stronger physiological response (galvanic skin response, GSR) as compared with the traditional movie form
    moreover, audiences show a phasic GSR increase responding to the appearance of their own or friends' CG characters on the movie screen.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • Using subjective and physiological measures to evaluate audience-participating movie experience

    Tao Lin, Akinobu Maejima, Shigeo Morishima

    Proceedings of the Workshop on Advanced Visual Interfaces AVI     49 - 56  2008  [Refereed]

     View Summary

    In this paper we subjectively and physiologically investigate the effects of the audiences' 3D virtual actor in a movie on their movie experience, using the audience-participating movie DIM as the object of study. In DIM, the photo-realistic 3D virtual actors of audience are constructed by combining current computer graphics (CG) technologies and can act different roles in a pre-rendered CG movie. To facilitate the investigation, we presented three versions of a CG movie to an audience-a Traditional version, its Self-DIM (SDIM) version with the participation of the audience's virtual actor, and its Self-Friend-DIM (SFDIM) version with the coparticipation of the audience and his friends' virtual actors. The results show that the participation of audience's 3D virtual actors indeed cause increased subjective sense of presence and engagement, and emotional reaction
    moreover, SFDIM performs significantly better than SDIM, due to increased social presence. Interestingly, when watching the three movie versions, subjects experienced not only significantly different galvanic skin response (GSR) changes on average-changing trend over time, and number of fluctuations-but they also experienced phasic GSR increase when watching their own and friends' virtual 3D actors appearing on the movie screen. These results suggest that the participation of the 3D virtual actors in a movie can improve interaction and communication between audience and the movie. Copyright 2008 ACM.

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  • Tweakable Shadows for Cartoon Animation

    Hidehito Nakajima, Eiji Sugisaki, Shigeo Morishima

    WSCG 2007, FULL PAPERS PROCEEDINGS I AND II     233 - 240  2007  [Refereed]

     View Summary

    The role of shadow is important in cartoon animation. Shadows in hand-drawn animation reflect the expression of the animators' style, rather than mere physical phenomena. However shadows in 3DCG cannot express such an animators' touch. In this paper we propose a novel method for editing the shadow with both advantages of hand drawn animation and 3DCG technology. In particular, we discuss two phases that enable animators to transform and deform the shadow tweakably. The first phase is that a shadow projection matrix is applied to deform the shape of the shadow. The second one is that we manipulate vectors to transform the shadow such as scaling and translation. These vectors are used in shadow volume method. The shadows are edited directably by integration of these two phases. Our approach enables animators to edit the shadow by simple mouse operations. As a result, the animators can not only produce shadows automatically but also reflect their style easily. Once the shape and location of shadow are decided by animators' style in our method, 3DCG techniques can produce consistent shadow in object motion interactively.

  • Interactive shade control for cartoon animation.

    Yohei Shimotori, Hidehito Nakajima, Eiji Sugisaki, Akinobu Maejima, Shigeo Morishima

    34. International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2007, San Diego, California, USA, August 5-9, 2007, Posters     170  2007  [Refereed]

  • Hair motion reconstruction using motion capture system.

    Takahito Ishikawa, Yosuke Kazama, Eiji Sugisaki, Shigeo Morishima

    34. International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2007, San Diego, California, USA, August 5-9, 2007, Posters     78  2007  [Refereed]

  • Data-driven efficient production of cartoon character animation

    Shigeo Morishima, Shigeru Kuriyama, Shinichi Kawamoto, Tadamichi Suzuki, Masaaki Taira, Tatsuo Yotsukura, Satoshi Nakamura

    ACM SIGGRAPH 2007 Sketches, SIGGRAPH'07     76  2007  [Refereed]

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    3
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  • Designing a new car body shape by PCA of existing car database.

    Tatsunori Hayakawa, Yusuke Sekine, Akinobu Maejima, Shigeo Morishima

    34. International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2007, San Diego, California, USA, August 5-9, 2007, Posters     43  2007  [Refereed]

  • Variable rate speech animation synthesis.

    Akane Yano, Hiroyuki Kubo, Yoshihiro Adachi, Demetri Terzopoulos, Shigeo Morishima

    34. International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2007, San Diego, California, USA, August 5-9, 2007, Posters     28 - 28  2007  [Refereed]

  • Facial muscle adaptation for expression customization.

    Yasushi Ishibashi, Hiroyuki Kubo, Akinobu Maejima, Demetri Terzopoulos, Shigeo Morishima

    34. International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2007, San Diego, California, USA, August 5-9, 2007, Posters     26 - 26  2007  [Refereed]

  • Acoustic features for estimation of perceptional similarity

    Yoshibiro Adachi, Shinichi Kawamoto, Shigeo Morishima, Satoshi Nakamura

    ADVANCES IN MULTIMEDIA INFORMATION PROCESSING - PCM 2007   4810   306 - +  2007  [Refereed]

     View Summary

    This paper describes an examination of acoustic features for the estimation of perceptional similarity between speeches. We firstly extract some acoustic features including personality from speeches of 36 persons. Secondly, we calculate each distance between extracted features using Gaussian Mixture Model (GMM) or Dynamic Time Warping (DTW), and then we sort speeches based on the physical similarity. On the other hand, there is the permutation based on the perceptional similarity which is sorted according to the subject. We evaluate the physical features by the Spearman's rank correlation coefficient with two permutations. Consequently, the results show that DTW distance with high STRAIGHT Cepstrum is an optimum feature for estimation of perceptional similarity.

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  • Car designing tool using multivariate analysis

    Yusuke Sekine, Akinobu Maejima, Eiji Sugisaki, Shigeo Morishima

    ACM SIGGRAPH 2006 Research Posters, SIGGRAPH 2006     94  2006.07  [Refereed]

    DOI

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    2
    Citation
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  • Facial animation by the manipulation of a few control points subject to muscle constraints

    Hiroyuki Kubo, Hiroaki Yanagisawa, Akinobu Maejima, Demetri Terzopoulos, Shigeo Morishima

    ACM SIGGRAPH 2006 Research Posters, SIGGRAPH 2006     65  2006.07  [Refereed]

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    1
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  • Hair motion re-modeling from cartoon animation sequence

    Yosuke Kazama, Eiji Sugisaki, Natsuko Tanaka, Akiko Sato, Shigeo Morishima

    ACM SIGGRAPH 2006 Research Posters, SIGGRAPH 2006     4  2006.07  [Refereed]

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  • Hair motion cloning from cartoon animation sequences

    Eiji Sugisaki, Yosuke Kazama, Shigeo Morishima, Natsuko Tanaka, Akiko Sato

    COMPUTER ANIMATION AND VIRTUAL WORLDS   17 ( 3-4 ) 491 - 499  2006.07  [Refereed]

     View Summary

    This paper describes a new approach to create cartoon hair animation that allows users to use existing cel character animation sequences. We demonstrate the generation of cartoon hair animation accentuated in 'anime-like' motions. The novelty of this method is that users can choose the existing cel animation of a character's hair animation and apply environmental elements such as wind to other characters With a three-dimensional structure. In fact, users can reuse existing cartoon sequences as input to endow another character with environmental elements as if both characters exist in the same scene. A three-dimensional character's hair motions are created based on hair motions from input cartoon animation sequences. First, users extract hair shapes at each frame from input sequences from Which they then construct physical equations. 'Anime-like' hair motion is created by using these physical equations. Copyright (c) 2006 John Wiley & Soils, Ltd.

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    5
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  • 表情筋制約モデルを用いた少ない制御点の動きからの表情合成

    久保尋之, 柳澤博昭, 前島謙宣, 森島繁生

    日本顔学会論文誌    2006.01  [Refereed]

  • Construction of audio-visual speech corpus using motion-capture system and corpus based facial animation

    T Yotsukura, S Morishima, S Nakamura

    IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS   E88D ( 11 ) 2477 - 2483  2005.11  [Refereed]

     View Summary

    An accurate audio-visual speech corpus is inevitable for talking-heads research. This paper presents our audio-visual speech corpus collection and proposes a head-movement normalization method and a facial motion generation method. T he audio-visual corpus contains speech data, movie data on faces, and positions and movements of facial organs. The corpus consists of Japanese phoneme-balanced sentences uttered by a female native speaker. An accurate facial capture is realized by using an optical motion-capture system. We captured high-resolution 3D data by arranging many markers on the speaker's face. In addition, we propose a method of acquiring the facial movements and removing head movements by using affine transformation for computing displacements of pure facial organs. Finally, in order to easily create facial animation from this motion data, we propose a technique assigning the captured data to the facial polygon model. Evaluation results demonstrate the effectiveness of the proposed facial motion generation method and show the relationship between the number of markers and errors.

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    Scopus

    4
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  • Special section on life-like agent and its communication

    M Ishizuka, S Morishima

    IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS   E88D ( 11 ) 2443 - 2444  2005.11  [Refereed]

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  • Automatic head-movement control for emotional speech

    Shin-Ichi Kawamoto, Tatsuo Yotsukura., Shigeo Morishima., Satoshi Nakamura

    ACM SIGGRAPH 2005 Posters, SIGGRAPH 2005     28  2005.07  [Refereed]

     View Summary

    Head movements could be automatically generated from speech data. The expression of head movement could be also controlled by user-defined emotional factors, as shown in the video demonstration.

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  • Speech to talking heads system based on hidden Markov models

    Tatsuo Yotsukura, Shigeo Morishima, Satoshi Nakamura

    ACM SIGGRAPH 2005 Posters, SIGGRAPH 2005     27  2005.07  [Refereed]

     View Summary

    Facial animation using the proposed talking heads was created from input speech signals, as shown in the video demonstration. We have confirmed facial animations of various facial objects.

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    Scopus

    1
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  • Future cast system

    Shigeo Morishima, Akinobu Maejima, Shuhei Wemler, Tamotsu Machida, Masao Takebayashi

    ACM SIGGRAPH 2005 Sketches, SIGGRAPH 2005     20  2005.07  [Refereed]

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    5
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  • Simulation-Based Cartoon Hair Animation.

    Eiji Sugisaki, Yizhou Yu, Ken Anjyo, Shigeo Morishima

    The 13-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2005, WSCG 2005, University of West Bohemia, Campus Bory, Plzen-Bory, Czech Republic, January 31 - February 4, 2005     117 - 122  2005  [Refereed]

  • Reconstructing motion using a human structure model.

    Shohei Nishimura, Shoichiro Iwasawa, Eiji Sugisaki, Shigeo Morishima

    32. International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2005, Los Angeles, California, USA, July 31 - August 4, 2005, Posters     109  2005  [Refereed]

    DOI

  • Quantitative representation of face expression using motion capture system.

    Hiroaki Yanagisawa, Akinobu Maejima, Tatsuo Yotsukura, Shigeo Morishima

    32. International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2005, Los Angeles, California, USA, July 31 - August 4, 2005, Posters     108  2005  [Refereed]

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  • Interactive speech conversion system cloning speaker intonation automatically.

    Yoshihiro Adachi, Shigeo Morishima

    32. International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2005, Los Angeles, California, USA, July 31 - August 4, 2005, Posters     77  2005  [Refereed]

    DOI

  • Multimodal translation system using texture-mapped lip-sync images for video mail and automatic dubbing applications

    S Morishima, S Nakamura

    EURASIP JOURNAL ON APPLIED SIGNAL PROCESSING   2004 ( 11 ) 1637 - 1647  2004.09  [Refereed]

     View Summary

    We introduce a multimodal English-to-Japanese and Japanese-to-English translation system that also translates the speaker's speech motion by synchronizing it to the translated speech. This system also introduces both a face synthesis technique that can generate any viseme lip shape and a face tracking technique that can estimate the original position and rotation of a speaker's face in an image sequence. To retain the speaker's facial expression, we substitute only the speech organ's image with the synthesized one, which is made by a 3D wire-frame model that is adaptable to any speaker. Our approach provides translated image synthesis with an extremely small database. The tracking motion of the face from a video image is performed by template matching. In this system, the translation and rotation of the face are detected by using a 3D personal face model whose texture is captured from a video frame. We also propose a method to customize the personal face model by using our GUI tool. By combining these techniques and the translated voice synthesis technique, an automatic multimodal translation can be achieved that is suitable for video mail or automatic dubbing systems into other languages.

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    6
    Citation
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  • Mocap+MRI=?

    Shoichiro Iwasawa, Kenji Mase, Shigeo Morishima

    ACM SIGGRAPH 2004 Posters, SIGGRAPH 2004     116  2004.08  [Refereed]

     View Summary

    This poster proposes a basic idea to observe differences that exist between skeletal postures coming from two methods: postures generated by an only ordinary mocap process, and anatomically and individually accurate skeletal postures generated by a ordinary mocap process together with a medical imaging method such as MRI.

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  • Face expression synthesis based on a facial motion distribution chart

    Tatsuo Yotsukura, Shigeo Morishima, Satoshi Nakamura

    ACM SIGGRAPH 2004 Posters, SIGGRAPH 2004     85  2004.08  [Refereed]

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • Cartoon hair animation based on physical simulation

    Eiji Sugisaki, Yizhou Yu, Ken Anjyo, Shigeo Morishima

    ACM SIGGRAPH 2004 Posters, SIGGRAPH 2004     27  2004.08  [Refereed]

    DOI

    Scopus

    1
    Citation
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  • Galatea: Open-Source Software for Developing Anthropomorphic Spoken Dialog Agents.

    Shinichi Kawamoto, Hiroshi Shimodaira, Tsuneo Nitta, Takuya Nishimoto, Satoshi Nakamura, Katsunobu Itou, Shigeo Morishima, Tatsuo Yotsukura, Atsuhiko Kai, Akinobu Lee, Yoichi Yamashita, Takao Kobayashi, Keiichi Tokuda, Keikichi Hirose, Nobuaki Minematsu, Atsushi Yamada, Yasuharu Den, Takehito Utsuro, Shigeki Sagayama

    Life-like characters - tools, affective functions, and applications.     187 - 212  2004  [Refereed]

  • How to capture absolute human skeletal posture

    Shoichiro Iwasawa, Kiyoshi Kojima, Kenji Mase, Shigeo Morishima

    ACM SIGGRAPH 2003 Sketches and Applications, SIGGRAPH 2003    2003.07  [Refereed]

     View Summary

    Commercially available motion capture products give us fairly precise movements of human body segments but do not measure enough information to define skeletal posture in its entirety. This sketch describes how to obtain the complete posture of skeletal structure with the help of marker locations relative to bones that are derived from MRI data sets.

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    1
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  • Face analysis and synthesis for interactive entertainment

    Shoichiro Iwasawa, Tatsuo Yotsukura, Shigeo Morishima

    IFIP Advances in Information and Communication Technology   112   157 - 164  2003  [Refereed]

     View Summary

    A stand-in is a common technique for movies and TV programs in foreign languages. The current stand-in that only substitutes the voice channel results awkward matching to the mouth motion. Videophone with automatic voice translation are expected to be widely used in the near future, which may face the same problem without lip-synchronized speaking face image translation. In this paper, we propose a method to track motion of the face from the video image and then replace the face part or only mouth part with synthesized one which is synchronized with synthetic voice or spoken voice. This is one of the key technologies not only for speaking image translation and communication system, but also for an interactive entertainment system. Finally, an interactive movie system is introduced as an application of entertainment system. © 2003 by Springer Science+Business Media New York.

    DOI

  • Model-based talking face synthesis for anthropomorphic spoken dialog agent system.

    Tatsuo Yotsukura, Shigeo Morishima, Satoshi Nakamur

    Proceedings of the Eleventh ACM International Conference on Multimedia, Berkeley, CA, USA, November 2-8, 2003     351 - 354  2003  [Refereed]

    DOI CiNii

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    6
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  • Magical face: Integrated tool for muscle based facial animation

    Tatsuo Yotsukura, Mitsunori Takahashi, Shigeo Morishima, Kazunori Nakamura, Hirokazu Kudoh

    ACM SIGGRAPH 2002 Conference Abstracts and Applications, SIGGRAPH 2002     212  2002.07  [Refereed]

     View Summary

    In recent years, tremendous advances have been achieved in the 3D computer graphics used in the entertainment industry, and in the semiconductor technologies used to fabricate graphics chips and CPUs. However, although good reproduction of facial expressions is possible through 3D CG, the creation of realistic expressions and mouth motion is not a simple task.

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  • HyperMask - projecting a talking head onto a real object

    T Yotsukura, S Morishima, F Nielsen, K Binsted, C Pinhanez

    VISUAL COMPUTER   18 ( 2 ) 111 - 120  2002.04  [Refereed]

     View Summary

    HyperMask is a system which projects an animated face onto a physical mask worn by an actor. As the mask moves within a prescribed area, its position and orientation are detected by a camera and the projected image changes with respect to the viewpoint of the audience. The lips of the projected face are automatically synthesized in real time with the voice of the actor, who also controls the facial expressions. As a theatrical tool, HyperMask enables a new style of storytelling. As a prototype system, we put a self-contained HyperMask system in a trolley (disguised as a linen cart), so that it projects onto the mask worn by the actor pushing the trolley.

    DOI

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    22
    Citation
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  • Styling and animating human hair

    Keisuke Kishi, Shigeo Morishima

    Systems and Computers in Japan   33 ( 3 ) 31 - 40  2002.03  [Refereed]

     View Summary

    Synthesizing facial images by computer graphics (CG) has attracted attention in connection with the current trends toward synthesizing virtual faces and realizing communication systems in cyberspace. In this paper, a method for representing human hair, which is known to be difficult to synthesize in computer graphics, is presented. In spite of the fact that hair is visually important in human facial imaging, it has frequently been replaced by simple curved surfaces or a part of the background. Although the methods of representing hair by mapping techniques have achieved results, such methods are inappropriate in representing motions of hair. Thus, spatial curves are used to represent hair, without using textures or polygons. In addition, hair style design is simplified by modeling hair in units of tufts, which are partially concentrated areas of hair. This paper describes the collision decisions and motion representations in this new hair style design system, the modeling of tufts, the rendering method, and the four-branch (quadtree) method. In addition, hair design using this hair style design system and the animation of wind-blown hair are illustrated. © 2002 Scripta Technica, Syst. Comp. Jpn.

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  • Multi-modal translation system and its evaluation

    S Morishima, S Nakamura

    FOURTH IEEE INTERNATIONAL CONFERENCE ON MULTIMODAL INTERFACES, PROCEEDINGS     241 - 246  2002  [Refereed]

     View Summary

    Speech-to-speech translation has been studied to realize natural human communication beyond language barriers. Toward further multi-modal natural communication, visual information such as face and lip movements will be necessary In this paper, we introduce a multi-modal English-to-Japanese and Japanese-to-English translation system that also translates the speaker's speech motion while synchronizing it to the translated speech. To retain the speaker's facial expression, we substitute only the speech organ's image with the synthesized one, which is made by a three-dimensional wire-frame model that is adaptable to any speaker. Our approach enables image synthesis and translation with an extremely small database. We conduct subjective evaluation tests using the connected digit discrimination test using data with and without audio-visual lip-synchronization. The results confirm the significant quality of the proposed audio-visual translation system and the importance of lip-synchronization.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Audio-visual speech translation with automatic lip synchronization and face tracking based on 3-D read model

    S Morishima, S Ogata, K Murai, S Nakamura

    2002 IEEE INTERNATIONAL CONFERENCE ON ACOUSTICS, SPEECH, AND SIGNAL PROCESSING, VOLS I-IV, PROCEEDINGS     2117 - 2120  2002  [Refereed]

     View Summary

    Speech-to-speech translation has been studied to realize natural human communication beyond language barriers. Toward further multi-modal natural communication, visual information such as face and lip movements will be necessary. In this paper, we introduce a multi-modal English-to-Japanese and Japanese-to-English translation system that also translates the speaker's speech motion while synchronizing it to the translated speech. To retain the speaker's facial expression, we substitute only the speech organ's image with the synthesized one, which is made by a three-dimensional wire-frame model that is adaptable to any speaker. Our approach enables image synthesis and translation with an extremely small database. We conduct subjective evaluation by connected digit discrimination using data with and without audiovisual lip-synchronicity. The results confirm the sufficient quality of the proposed audio-visual translation system.

    DOI

  • An open source development tool for anthropomorphic dialog agent - Face image synthesis and lip synchronization

    T Yotsukura, S Morishima

    PROCEEDINGS OF THE 2002 IEEE WORKSHOP ON MULTIMEDIA SIGNAL PROCESSING     272 - 275  2002  [Refereed]

     View Summary

    We describe the design and report the development of an open source ware toolkit for building an easily customizable anthropomorphic dialog agent. This toolkit consist of four modules for multi-modal dialog integration, speech recognition, speech synthesis, and face image synthesis. In this paper, we focus on the construction of an agent's face image synthesis.

    DOI

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    3
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  • Audio-Video Tracking System for Multi-Modal Interface

    D. Zotkin, K. Takahashi, T. Yotsukura, S. Morishima, N. Tetsutani

    Journal of IIEEJ   30 ( 4 ) 452 - 463  2001  [Refereed]

     View Summary

    In this paper, a front end system which uses audio and video information to track the people or other sound sources in the ordinary room has developed. The microphone array is used for determining the spatial location of the sound; the active video camera acquires the image of the area where the sound is detected, detects the people in the image by using skin color and can zoom and track a speaker. Several add-ons to the system include various visualization tools such as on-screen displays of waveforms, correlation plots, spectrum plots, spatial acoustic energy distribution, running time-frequency acoustic energy plots, and the possibility of real-time beamforming with real-time output to the headphones. The system can be used as a front-end for the non-encumbering human-computer interaction by video and audio means.

    DOI CiNii

  • Model-based lip synchronization with automatically translated synthetic voice toward a multi-modal translation system

    Shin Ogata, Kazumasa Murai, Satoshi Nakamura, Shigeo Morishima

    Proceedings - IEEE International Conference on Multimedia and Expo     28 - 31  2001  [Refereed]

     View Summary

    In this paper, we introduce a multi-modal English-to-Japanese and Japanese-to-English translation system that also translates the speaker's speech motion while synchronizing it to the translated speech. To retain the speaker's facial expression, we substitute only the speech organ's image with the synthesized one, which is made by a three-dimensional wire-frame model that is adaptable to any speaker. Our approach enables image synthesis and translation with an extremely small database.

    DOI

    Scopus

    9
    Citation
    (Scopus)
  • Automatic face tracking and model match-move automatic face tracking and model match-move in video sequence using 3D face model in video sequence using 3D face model

    Takafumi Misawa, Kazumasa Murai, Satoshi Nakamura, Shigeo Morishima

    Proceedings - IEEE International Conference on Multimedia and Expo     234 - 236  2001  [Refereed]

     View Summary

    A stand-in is a common technique for movies and TV programs in foreign languages. The current stand-in that only substitutes the voice channel results awkward matching to the mouth motion. Videophone with automatic voice translation are expected to be widely used in the near future, which may face the same problem without lip-synchronized speaking face image translation. In this paper, we propose a method to track motion of the face from the video image, that is one of the key technologies for speaking image translation. Almost all the old tracking algorithms aim to detect feature points of the face. However, these algorithms had problems, such as blurring of a feature point between frames and occlusion of the hidden feature point by rotation of the head, and so on. In this paper, we propose a method which detects movement and rotation of the head given the three dimensional shape of the face, by template matching using a 3D personal face wireframe model. The evaluation experiments are carried out with the measured reference data of the head. The proposed method achieves 0.48 angle error in average. This result confirms effectiveness of the proposed method.

    DOI

    Scopus

    1
    Citation
    (Scopus)
  • HyperMask: Talking head projected onto moving surface

    S Morishima, T Yotsukura

    2001 INTERNATIONAL CONFERENCE ON IMAGE PROCESSING, VOL III, PROCEEDINGS     947 - 950  2001  [Refereed]

     View Summary

    HYPERMASK is a system which projects an animated face onto a physical mask, worn by an actor. As the mask moves within a prescribed area, its position and orientation are detected by a camera, and the projected image changes with respect to the viewpoint of the audience. The lips of the projected face are automatically synthesized in real time with the voice of the actor, who also controls the facial expressions. As a theatrical tool, HYPERMASK enables a new style of storytelling. As a prototype system, we propose to put a self-contained HYPERMASK system in a trolley (disguised as a linen cart), so that it projects onto the mask worn by the actor pushing the trolley.

    DOI

  • Multimodal translation.

    Shigeo Morishima, Shin Ogata, Satoshi Nakamur

    Auditory-Visual Speech Processing, AVSP 2001, Aalborg, Denmark, September 7-9, 2001     98 - 103  2001  [Refereed]

    CiNii

  • マルチモーダル擬人化インタフェースとその感性基盤機能

    石塚 満, 橋本周司, 森島繁生, 小林哲則, 金子正秀, 相澤清晴, 苗村 健, 伊庭斉志, 土肥 浩

    感性的ヒューマンインタフェース公開シンポジウム資料,2000.11.22     99 - 111  2000.11

  • 3D face expression estimation and generation from 2D image based on a physically constraint model

    T Ishikawa, S Morishima, D Terzopoulos

    IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS   E83D ( 2 ) 251 - 258  2000.02  [Refereed]

     View Summary

    Muscle based face image synthesis is one of the most realistic approaches to the realization of a life-like agent in computers. A facial muscle model is composed of facial tissue elements and simulated muscles. In this model, forces are calculated effecting a facial tissue element by contraction of each muscle string, so the combination of each muscle contracting force decides a specific facial expression. This muscle parameter is determined on a trial and error basis by comparing the sample photograph and a generated image using our Muscle-Editor to generate a specific face image. In this paper, we propose the strategy of automatic estimation of facial muscle parameters from 2D markers' movements located on a face using a neural network. This corresponds to the non-realtime 3D facial motion capturing from 2D camera image under the physics based condition.

  • Networked Theater - Movie Production System Based on a Networked Environment

    K. Takahashi, J. Kurumisawa, S. Morishima, T. Yotsukura, S. Kawato

    Proceedings of the Computer Graphics Annual Conference Series, 2000 (SIGGRAPH2000)     92  2000  [Refereed]

  • Human body postures from trinocular camera images

    Shoichiro Iwasawa, Jun Ohya, Kazuhiko Takahashi, Tatsumi Sakaguchi, Kazuyuki Ebihara, Shigeo Morishima

    Proceedings - 4th IEEE International Conference on Automatic Face and Gesture Recognition, FG 2000     326 - 331  2000  [Refereed]

     View Summary

    This paper proposes a new real-time method for estimating human postures in 3D from trinocular images. In this method, an upper body orientation detection and a heuristic contour analysis are performed on the human silhouettes extracted from the trinocular images so that representative points such as the top of the head can be located. The major joint positions are estimated based on a genetic algorithm-based learning procedure. 3D coordinates of the representative points and joints are then obtained from the two views by evaluating the appropriateness of the three views. The proposed method implemented on a personal computer runs in real-time. Experimental results show high estimation accuracies and the effectiveness of the view selection process. © 2000 IEEE.

    DOI

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    19
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  • Multi-Media Ambiance Communication Based on Actual Moving Pictures.

    Tadashi Ichikawa, Tetsuya Yoshimura, Kunio Yamada, Toshifumi Kanamaru, Hiromichi Suga, Shoichiro Iwasawa, Takeshi Naemura, Kiyoharu Aizawa, Shigeo Morishima, Takahiro Saito

    Proceedings of the 1999 International Conference on Image Processing, ICIP '99, Kobe, Japan, October 24-28, 1999     36 - 40  1999  [Refereed]

    DOI

  • Face-To-Face Communicative Avatar Driven by Voice.

    Shigeo Morishima, Tatsuo Yotsukura

    Proceedings of the 1999 International Conference on Image Processing, ICIP '99, Kobe, Japan, October 24-28, 1999     11 - 15  1999  [Refereed]

    DOI CiNii

  • Multiple points face-to-face communication in cyberspace using multi-modal agent.

    Shigeo Morishima

    Human-Computer Interaction: Communication, Cooperation, and Application Design, Proceedings of HCI International '99 (the 8th International Conference on Human-Computer Interaction), Munich, Germany, August 22-26, 1999, Volume 2   2   177 - 181  1999  [Refereed]

    CiNii

  • Physics-model-based 3D facial image reconstruction from frontal images using optical flow.

    Shigeo Morishima, Takahiro Ishikawa, Demetri Terzopoulos

    ACM SIGGRAPH 98 Conference Abstracts and Applications, Orlando, Florida, USA, July 19-24, 1998   258   258  1998  [Refereed]

    DOI CiNii

  • Dynamic modeling of human hair and GUI based hair style designing system.

    Keisuke Kishi, Shigeo Morishima

    ACM SIGGRAPH 98 Conference Abstracts and Applications, Orlando, Florida, USA, July 19-24, 1998     255  1998  [Refereed]

    DOI CiNii

  • Facial muscle parameter decision from 2D frontal image

    S Morishima, T Ishikawa, D Terzopoulos

    FOURTEENTH INTERNATIONAL CONFERENCE ON PATTERN RECOGNITION, VOLS 1 AND 2     160 - 162  1998  [Refereed]

     View Summary

    Muscle based face image synthesis is one of the most realistic approach to realize life-like agent in computer. Facial muscle model is composed of facial tissue elements and muscles. In this model, forces are calculated effecting facial tissue element by contraction of each muscle strength, so the combination of each muscle parameter decide a specific facial expression. Now each muscle parameter is decided on trial and error procedure comparing the sample photograph and generated image using our Muscle-Editor to generate a specific face image.
    In this paper we propose the strategy of automatic estimation of facial muscle parameters from 2D marker movements using neural network.
    This is also 3D motion estimation from 2D point or flow information in captured image under restriction of physics based face model.

    DOI

  • Real-time human posture estimation using monocular thermal images

    S Iwasawa, K Ebihara, J Ohya, S Morishima

    AUTOMATIC FACE AND GESTURE RECOGNITION - THIRD IEEE INTERNATIONAL CONFERENCE PROCEEDINGS     492 - 497  1998  [Refereed]

     View Summary

    This paper introduces a new real-lime method to estimate the posture of a human from thermal images acquired by an infrared camera regardless of the background and lighting conditions. Distance transformation is performed for the human body area extracted from the thresholded thermal image for the calculation of the center of gravity. After the orientation of the zipper half of the body is obtained by calculating the moment of inertia, significant points such as the top of the head, the tips oft he hands and foot are heuristically located. In addition, the elbow and knee positions are estimated from the detected (significant) points using a genetic algorithm based learning procedure.
    The experimental results demonstrate the robustness of the proposed algorithm and real-time (faster than 20 frames per second) performance.

  • Facial image reconstruction by estimated muscle parameter

    T Ishikawa, H Sera, S Morishima, D Terzopoulos

    AUTOMATIC FACE AND GESTURE RECOGNITION - THIRD IEEE INTERNATIONAL CONFERENCE PROCEEDINGS     342 - 347  1998  [Refereed]

     View Summary

    Muscle based face image synthesis is one of the most realistic approach to realize life-like agent in computer.
    Facial muscle model is composed of facial tissue elements and muscles. In this model, forces are calculated effecting facial tisssue element by contraction of each muscle strength, so the combination of each muscle parameter decide a specific facial expression.
    Now each muscle parameter is decided on trial and error procedure comparing the sample photograph and generated image using our Muscle-Editor to generate a specific face image. In this paper, we propose the strategy of automatic estimation of facial muscle parameters front 2D marker movements using neural network. This corresponds to the non-realtime 3D facial motion tracking from 2D image under the physics based condition.

  • Real-time Talking Head Driven by Voice and its Application to Communication and Entertainment.

    Shigeo Morishima

    Auditory-Visual Speech Processing, AVSP '98, Sydney, NSW, Australia, December 4-6, 1998     195 - 200  1998  [Refereed]

  • 3D Estimation of Facial Muscle Parameter from the 2D Marker Movement Using Neural Network.

    Takahiro Ishikawa, Hajime Sera, Shigeo Morishima, Demetri Terzopoulos

    Computer Vision - ACCV'98, Third Asian Conference on Computer Vision, Hong Kong, China, January 8-10, 1998, Proceedings, Volume II     671 - 678  1998  [Refereed]

    DOI CiNii

    Scopus

    1
    Citation
    (Scopus)
  • Expression recognition and synthesis for face-to-face communication

    S Morishima

    DESIGN OF COMPUTING SYSTEMS: SOCIAL AND ERGONOMIC CONSIDERATIONS   21   415 - 418  1997  [Refereed]

     View Summary

    Muscle based face image synthesis [1] [2] is one of the most realistic approach to realize interface agent. Facial muscle model is composed of facial tissue elements and muscles. In this model, forces affecting facial tisssue element are calculated by contraction of each muscle strength, so the combination of each muscle parameter decide a specific facial expression.
    In this paper, we introduce the facial muscle model and the strategy of automatic estimation of facial muscle parameters from 2-D marker movements.

  • Real-time estimation of human body posture from monocular thermal images

    S Iwasawa, K Ebihara, J Ohya, S Morishima

    1997 IEEE COMPUTER SOCIETY CONFERENCE ON COMPUTER VISION AND PATTERN RECOGNITION, PROCEEDINGS     15 - 20  1997  [Refereed]

     View Summary

    This paper introduces a new;real-time method to estimate the posture of a human from thermal images acquired by an infrared camera regardless of the background and lighting conditions. Distance transformation is performed for the human body area extracted from the thresholded thermal image for the calculation of the center of gravity. After the orientation of the upper half of the body is obtained by calculating the moment of inertia, significant points such as the top of the head, the tips of the hands and foot are heuristically located. In addition, the elbow and knee positions are estimated from the detected (significant) points using a genetic algorithm based learning procedure.
    The experimental results demonstrate the robustness of the proposed algorithm and rear-time (faster than 20 frames per second) performance.

    DOI

  • Face feature extraction from spatial frequency for dynamic expression recognition

    Tatsumi Sakaguchi, Shigeo Morishima

    Proceedings - International Conference on Pattern Recognition   3   451 - 455  1996  [Refereed]

     View Summary

    A new facial feature extraction technique for expression recognition is proposed. We employ the spatial frequency domain information to obtain robust performance to the random noise on a image or the lighting conditions. It exhibited high ability sufficiently even if combined with a low-performance region tracking method. As an application of this technique, we have constructed a dynamic facial expression recognition system. We use hidden Markov models to utilize temporal changes in the facial expressions. The spatial frequency information and the temporal information make better rates of facial expression recognition. In the experiment, we established a correct response rate of approximately 84.1% of recognition with six categories. © 1996 IEEE.

    DOI

    Scopus

    4
    Citation
    (Scopus)
  • Construction and Psychological Evaluation of 3-D Emotion Space

    KAWAKAMI FUMIO, YAMADA HIROSHI, MORISHIMA SHIGEO, HARASHIMA HIROSHI

    International Journal of Biomedical Soft Computing and Human Sciences: the official journal of the Biomedical Fuzzy Systems Association   1 ( 1 ) 33 - 41  1995

     View Summary

    The goal of research is to realize natural human-machine communication system by givig a facial expression to computer. To realize this environment, it′s necessary for the machine to recognize human′s emotion condition appearing in the human′ face, and synthesize the reasonable facial image of machine. For this purpose, the machine should have emotion model based on parameterized faces which can express an emotion conditon quantitatively. Especially, both mapping and inverse mapping from face to the model have to be achieve. Facial expression of parameterized with Facial Action Coding System (FACS) which is translated to the grids′ motion of face model. An emotion condition is described compactly by the pint in a 3D space generated by 5-layered neural network and its evaluation result shows the high performance of this model.

    DOI CiNii

  • 3-D emotion space for interactive communication

    F Kawakami, M Ohkura, H Yamada, H Harashima, S Morishima

    IMAGE ANALYSIS APPLICATIONS AND COMPUTER GRAPHICS   1024   471 - 478  1995  [Refereed]

     View Summary

    In this paper, the methods for modeling racial expression and emotion are proposed. This Emotion Model, called 3-D Emotion Space can represent both human and computer emotion conditions appearing on the face as a coordinate in the 3-D Space.
    For the construction of this 3-D Emotion Space, 5-layer neural network which is superior in non-linear mapping performance is applied. After the network training with backpropagation to realize Identity Mapping, both mapping from facial expression parameters to the 3-D Emotion Space and inverse mapping from the Emotion Space to the expression parameters were realized.
    As a result a system which can analyze acid synthesize the facial expression were constructed simultaneously.
    Moreover, this inverse mapping to the facial expression is evaluated by the subjective evaluation using the synthesized expressions as Lest images. This evaluation result proved the high performance to describe natural facial expression and emotion condition with this model.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Expression and motion control of hair using fast collision detection methods

    M Ando, S Morishima

    IMAGE ANALYSIS APPLICATIONS AND COMPUTER GRAPHICS   1024   463 - 470  1995  [Refereed]

     View Summary

    A trial to generate the object in the natural world by computer graphics is now actively done. Normally, huge computing power and storage capacity are necessary to make real and natural movement of the human's hair. In this paper, a technique to synthesize human's hair with short processing time and little storage capacity is discussed. A new Space Curve Model and Rigid Segment Model are proposed. And also high speed collision detection with the human's body is discussed.

    DOI

    Scopus

    5
    Citation
    (Scopus)
  • FACIAL EXPRESSION SYNTHESIS BASED ON NATURAL VOICE FOR VIRTUAL FACE-TO-FACE COMMUNICATION WITH MACHINE

    S MORISHIMA, H HARASHIMA

    IEEE VIRTUAL REALITY ANNUAL INTERNATIONAL SYMPOSIUM     486 - 491  1993  [Refereed]

    DOI

  • FACIAL ANIMATION SYNTHESIS FOR HUMAN-MACHINE COMMUNICATION-SYSTEM

    S MORISHIMA, H HARASHIMA

    HUMAN-COMPUTER INTERACTION, VOL 2   19   1085 - 1090  1993  [Refereed]

  • IMAGE SYNTHESIS AND EDITING SYSTEM FOR A MULTIMEDIA HUMAN INTERFACE WITH SPEAKING HEAD

    S MORISHIMA, H HARASHIMA

    INTERNATIONAL CONFERENCE ON IMAGE PROCESSING AND ITS APPLICATIONS   354   270 - 273  1992  [Refereed]

  • A MEDIA CONVERSION FROM SPEECH TO FACIAL IMAGE FOR INTELLIGENT MAN-MACHINE INTERFACE

    S MORISHIMA, H HARASHIMA

    IEEE JOURNAL ON SELECTED AREAS IN COMMUNICATIONS   9 ( 4 ) 594 - 600  1991.05  [Refereed]

     View Summary

    An automatic facial motion image synthesis scheme, driven by speech, and a real-time image synthesis design are presented. The purpose of this research is to realize an "intelligent" human-machine interface or "intelligent" communication system with talking head images. A human face is reconstructed on the display of a terminal using a 3-D surface model and texture mapping technique. Facial motion images are synthesized naturally by transformation of the lattice points on 3-D wire frames. Two driving motion methods, a text-to-image conversion scheme, and a voice-to-image conversion scheme are proposed in this paper. In the first method, the synthesized head image can appear to speak some given words and phrases naturally. In the latter case, some mouth and jaw motions can be synthesized in synchronization with voice signals from a speaker. Facial expressions, other than mouth shape and jaw position, also can be added at any moment, so it is easy to make the facial model appear angry, to smile, to appear sad, etc., by special modification rules. These schemes were implemented on a parallel image computer system. A real-time image synthesizer was able to generate facial motion images on the display, at a TV image video rate.

    DOI

    Scopus

    75
    Citation
    (Scopus)
  • A realtime model‐based facial image synthesis based on multiprocessor network

    Shigeo Morishima, Seiji Kobayashi, Hiroshi Harashima

    Systems and Computers in Japan   22 ( 13 ) 59 - 69  1991  [Refereed]

     View Summary

    Model‐based image coding has been highlighted recently as a high‐efficiency coding method for TV telephone and TV conference systems. In a model‐based coding system, an ultralow‐rate image transmission is realized by obtaining common models of a facial image at both sides of a communication and by transmitting only modification parameters between them. However, it is difficult to realize a realtime processing of a model‐based coding with a conventional iterative‐processing type computer since the amount of material to analyze and synthesize at both sides is very large. Realtime processing is absolutely necessary to realize a practical system using this method, i.e., highspeed processings at both the transmitter and receiver are required. This paper describes a realtime facial image synthesis method based on a multiprocessor construction with a transputer. The transputer is a microcomputer having a communication capability with multiple processors and 10 MIPS CPU performance. Using this system in a pipeline processing with 20 processors, it is possible to synthesize realtime facial images at a rate of about 16 frames per second. If only a part around the lips is transmitted, it is possible to synthesize an image at a rate of about 40 frames per second with a network using five processors. Copyright © 1991 Wiley Periodicals, Inc., A Wiley Company

    DOI

    Scopus

  • A facial motion synthesis for intelligent man‐machine interface

    Shigeo Morishima, Shin'Ichi Okada, Hiroshi Harashima

    Systems and Computers in Japan   22 ( 5 ) 50 - 59  1991  [Refereed]

     View Summary

    A facial motion image synthesis method for intelligent man‐machine interface is examined. Here, the intelligent man‐machine interface is a kind of friendly man‐machine interface with voices and pictures in which human faces appear on a screen and answer questions, compared to the currently existing user interfaces which primarily uses letters. Thus what appears on the screen is human faces, and if speech mannerisms and facial expressions are natural, then the interactions with the machine are similar to those with actual human beings. To implement such an intelligent man‐machine interface it is necessary to synthesize natural facial expressions on the screen. This paper investigates a method to synthesize facial motion images based on given information on text and emotion. The proposed method utilizes the analysis‐synthesis image coding method. It constructs facial images by assigning intensity data to the parameters of a 3‐dimensional (3‐D) model matching the person in question. Moreover, it synthesizes facial expressions by modifying the 3‐D model according to the predetermined set of rules based on the input phonemes and emotion, and also synthesizes reasonably natural facial images. Copyright © 1991 Wiley Periodicals, Inc., A Wiley Company

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Automatic Rule Extraction from Statistical Data and Fuzzy Tree Search

    Shigeo Morishima, Hiroshi Harashima

    Systems and Computers in Japan   19 ( 5 ) 26 - 37  1988  [Refereed]

     View Summary

    Generally speaking, it is necessary to extract knowledge from an expert in a given discipline and implement this knowledge into a system when constructing an expert system. However, it is not easy to extract knowledge in such fields as medical diagnosis or pattern recognition because the inference logic depends on the experience and intuition of the expert. This paper proposes an automatic rule extraction mechanism using statistical analysis. In this system, production rules are expressed in the form of the threshold function. Because the threshold function can describe any kinds of inference logic, it is expressed easily as a linear combination of input vectors and weighting coefficients. Thus weighting coefficients can be calculated by the same method as a discriminant function. If only one threshold is defined, general Boolean logic an be expressed. Moreover, an ambiguous inference rule can be expressed when the threshold levels are multidefined and a membership function is defined at each category. Further, the Fuzzy Tree Search algorithm which combines ambiguous inference and tree search is proposed at the end of this paper. This algorithm can search and determine an optimum cluster with little calculation and good performance. In practice, a medical diagnostic system applied to psychiatry which has most ambiguous diagnostic logic, has been constructed based on this algorithm and inference rules have been extracted automatically. By this experiment, Fuzzy Tree Search is as fast as the tree search technique and has as good a performance as a full search clustering technique. Copyright © 1988 Wiley Periodicals, Inc., A Wiley Company

    DOI

    Scopus

    3
    Citation
    (Scopus)

▼display all

Research Projects

  • A Study on Multi-modal Automatic Simultaneous Interpretation System and Evaluation Method

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (S)

    Project Year :

    2021.07
    -
    2026.03
     

  • Privacy preserved AI framework based on distributed anonymization

    JST 

    Project Year :

    2019.11
    -
    2026.03
     

    Hideo Saito, Shigeo Morishima

  • 認識・生成過程の統合に基づく視聴覚音楽理解

    日本学術振興会  科学研究費助成事業 基盤研究(B)

    Project Year :

    2019.04
    -
    2023.03
     

    吉井 和佳, 河原 達也, 森島 繁生

     View Summary

    2019年度は、聴覚系による音楽理解の定量化として、まず、生成モデルと認識モデルの統合に基づく統計的自動採譜に取り組んだ。具体的には、コード認識タスクにおいて、コード系列から音響的特徴量系列が生成される過程を確率的生成モデルとして定式化し、その逆問題を解く、すなわち、音響的特徴量系列からコード系列を推定するための認識モデルを、償却型変分推論の枠組みで導入することで、両者を同時に最適化する方法を考案した。これにより、コードラベルが付与されていない音響信号も用いた半教師あり学習を可能にした。これは、人間が音楽を聴いて、そのコードを認識する際に、そのコードからどのような響きの音が発生するのかを同時に想像し、元の音楽との整合性を無意識的に考慮していることに相当していると考えられる。また、音楽の記号的な側面にも着目して研究を展開した。具体的には、ピアノの運指推定や、メロディのスタイル変換などの課題において、運指モデルや楽譜モデルを事前分布に導入し、身体的あるいは音楽的に妥当な推定結果を得るための統計的枠組みを考案した。さらに、音声理解の定量化して、音声スペクトルの深層生成モデルを事前分布に基いた音声強調法を開発すると同時に、高精度かつ高速なブラインド音源分離技術も考案し、音源モデル・空間モデルの両面から音理解の定量化に迫ることができた。一方、視覚系によるダンス動画理解の定量化に向けた第一段階として、画像中の人間の姿勢推定の研究の取り組みも開始した。また、楽器音を入力とすることで、高品質かつ音に合った自然な演奏映像の生成を実現した。具体的には、人の姿勢特徴量を介すことで、音と人物映像といった異なるドメイン間をマッピングするEnd-to-End学習が可能になった。

  • Analysis of Reality Distorted Spatio-Temporal Field to Improve Human Skill and Motivation

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (A)

    Project Year :

    2019.04
    -
    2022.03
     

    Morishima Shigeo

     View Summary

    Previous state-of-the-art research topics in VR/AR are focusing mainly on expansion or distortion of 3D virtual space. There are rarely research topic about the control of the time scale in virtual information space. Not only 3D space but also time scale are modified subjectively natural in this research project and the influence of this Reality Distorted Spatio-Temporal Field to human activity or perception in physical world is accessed. Sports training and a language training are picked up as application examples and a concrete Reality Distorted Spatio-Temporal Field is designed and constructed. And the result of system evaluation shows the superiority that the sports or language training in our space-time distorted space brings effectively a feedback to trainees in physical world.

  • Next generation speech translation research

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (S)

    Project Year :

    2017.05
    -
    2022.03
     

    Nakamura Satoshi

     View Summary

    With the goal to develop a speech translation system having an equal ability to human simultaneous interpreters, we conducted research on automatic incremental speech translation with consideration of sentence structure difference between languages, paralinguistic speech translation to extract, preserve and reproduce speaker’s emotion, emphasis, and individuality, as well as video caption translation by using lip sync for videos. Moreover, we created 330 hours corpora of JP-EN speech translation. As an achievement of the research, we established the basic technologies for the English-Japanese simultaneous speech translation, the paralinguistic speech translation, and the video caption translation, and built up a prototype containing these technologies.

  • Building Foundations and Developing Applications for Next-Generation Media Content Ecosystem Technologies

    JST  Strategic Basic Research Programs, ACCEL

    Project Year :

    2016.04
    -
    2021.03
     

    Masataka Goto, Shigeo Morishima, Kazuyoshi Yoshii, Satoshi Nakamura

  • Photo-realistic Face Analysis and Synthesis in Image and Video to Generate Personal Characteristics

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)

    Project Year :

    2014.04
    -
    2017.03
     

    Morishima Shigeo

     View Summary

    This research project has succeeded to produce 6 systems concerning to face image analysis and synthesis considering personal characteristics as follows. 1) Face montage system effective to criminal investigation by considering an aging and slim/fat effect handling. 2) High quality pixel by pixel 3D face geometry reconstruction by single shot image with only small database. 3) Video lip synchronization system by video re-shuffling method applicable to translated voice without any 3D model for entertainment application. 4) High quality instant casting system for dance character reflecting personal characteristics in face and body. 5) Aging face video generation system reflecting personal characteristics in expression transition. 6) Automatic photo-realistic image generation from facial caricature keeping personal feature in original image.

  • Building a Similarity-aware Information Environment for a Content-Symbiotic Society

    JST  Strategic Basic Research Programs CREST

    Project Year :

    2011.04
    -
    2016.03
     

    Masataka Goto, Shigeo Morishima, Kazuyoshi Yoshii, Satoshi Nakamura

  • Criminal Investigation Support System by Human Image Analysis

    Ministry of Education, Culture, Sports, Science and Technology  Strategic Funds for the Promotion of Science and Technology

    Project Year :

    2010.04
    -
    2015.03
     

    Yasushi Yagi, Shigeo Morishima, Kouichi Kise, Toshikazu Wada, Ryuzo Okada

  • Face Analysis and Synthesis Model Expressing Individual Characteristics and Aging Features with High Reality

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)

    Project Year :

    2010
    -
    2012
     

    MORISHIMA Shigeo, SHIMADA Kazuyuki

     View Summary

    In the several properties of human face, we focused on personal characteristics, age, emotion and health condition, and then a parametric face model has been realized with high reality and accuracy. First of all, we produced an individual face model with variation of muscles location and fat layer structure on face by anatomical analysis of real face by collaboration with Prof. Shimada. Next, we found the statistical rules in a human face structure and constructed a generic 3D face model by analysis of huge face database including 3D range scan data and frontal snap shots. At first, we proposed the algorithm to extract feature points stably and robustly on frontal face image by linear predictors. Then we proposed new method to extract individual 3D feature of face accurately and constructed a real-time and automatic 3D face reconstruction system by camera captured photo. Also we found the wrinkles are very important to produce an aged face, and then we constructed an interactive aged face simulator by controlling shape of face, textures and wrinkles. Moreover, based on this proposed face model generation platform, we contributed to the research area of face image processing strongly by proposing a face authentication system robust to aging effect, driver’s drowsiness estimation system, face image synthesis system with wrinkles control, lip synchronization system and face recognition system between natural and artificial smile.

  • Fundamental Research for Contents Creation with Low Cost and High Efficiency

    JST  Strategic Basic Research Programs CREST

    Project Year :

    2004.04
    -
    2010.03
     

    Shigeo Morishima, Ken Anjyo, Satoshi Nakamura

  • 新映像技術ダイブイントゥザムービーの研究

    文部科学省  科学技術振興調整費

    Project Year :

    2006.08
    -
    2009.03
     

    森島繁生, 八木康史, 中村哲, 伊勢史郎

  • A Biometrics Person Authentication Algorithm by Dynamic Feature of Facial Expression

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)

    Project Year :

    2006
    -
    2009
     

    MORISHIMA Shigeo, YAMADA Hiroshi, NAKAMUEA Satoshi

     View Summary

    The target of this research is a construction of high quality biometrics person authentication system by face image considering a dynamic feature of facial expression or 3-d face geometry information. Moreover, a modeling and synthesis of aging face, a feature extraction and synthesis of natural smile, and high performance 3D face estimation only from frontal or profile face snapshot are studied as an element technology to contribute to construct not only a face authentication system but also a criminal investigation assistance system. As a result, high performance is achieved to be suitable for practical use.

  • A study concerning the development of a support system for studying English emotions using synthesized audio and audiovisual models

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)

    Project Year :

    2007
    -
    2008
     

    ISEI-JAAKKOLA Toshiko, HIROSE Keikichi, MORISHIMA Shigeo

  • Study of the relationship between facial expression and the psychological state in patients undergoing orthognathic surgery

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)

    Project Year :

    2004
    -
    2006
     

    TERADA Kazuto, MORISHIMA Shigeo, MIYANAGA Michiyo, SHICHIRI Kayo

     View Summary

    We attempted to obtain harmonization between the psychological state and the facial expressions after orthognathic surgery. For the evaluation, we examined the relationship between the psychological state and facial expressions in patients before and after orthognathic surgery in this research. The results were as follows.
    1. Two- and three-dimensional measurements were performed under two facial expression states of neutral and smiling, before and after orthognathic surgery. The movements of the facial skin became smooth after the treatment, because the concavity in the middle region of face reduced and the balance between the hard and soft tissues of the face improved after orthognathic surgery. The soft tissue movements in the buccal and mid facial regions became smoother and wider while the patient smiled, after the treatment. Then upper and lower lips formed a more beautiful bow shape after the surgery, because the angles of the mouth were raised upwards and outwards. Thus, fine facial expressions were obtained after the surgery.
    2. Patients with dentofacial deformity may exhibit long-term problems of disharmony between the mental state and the facial expression, for example, because of facial asymmetry or mandibular protrusion, which may have adverse psychological consequences. Thus, the purpose of this study was to investigate the psychological changes after orthognathic surgery. We investigated the psychological state and trait anxieties in the patients undergoing orthognathic surgery using the STAI (State-Trait Anxiety Inventory, Japanese edition) questionnaire. More favorable scores were obtained in the treated patients than in the control group, both groups consisting of general students.
    The soft tissues showed smoother and more harmonious movements with changes of facial expressions after orthognathic surgery. Thus, the psychological state of the patients showed a favorable change after the treatment. The results suggested that the psychological state of patients with dentofacial deformity is closely related to their appearance.

  • HIGH FIDELITY FACIAL MUSCLE MODELING AND ITS DYNAMIC CONTROL BY ANATOMICALAPPROACH

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)

    Project Year :

    2001
    -
    2004
     

    MORISHIMA Shigeo, SHIMADA Kazuyuki

     View Summary

    The purpose of this research is to realize a high quality facial animation synthesis by constructing personal facial muscle model which simulate high fidelity muscle tissues' dynamics. Each flat facial muscle tissue is modeled by group of springs spread on a plane and the motion of each muscle is simulated by solving motion equation by considering force and contraction. Collision detection of each muscle, resistance force from skull surface and muscle volume are also considered to generate natural model of facial dynamics.
    Objective evaluation method of muscle action using EMG is proposed and also evaluation method of lip synchronization using noise added voice is proposed.
    To customize a generic facial muscle model to each person, GUI based face fitting tool is designed. Firstly by putting feature points to captured face texture manually, automatically generic facial muscle model is modified to fit onto personal range data. Then 3D location of each muscle tissue is also customized. By minor adjustment of each muscle location and checking motion of face skin surface, personal facial muscle model is completed.
    Facial animation control tool by manipulating each muscle is constructed to generate several variation of face expression. And we define each basic target face considering FACS by combination of facial muscle spring forces. This result is included in the face synthesis module in the open source toollkit for anthropomorphic spoken dialog agent. And some of the result from this research contributed to "Future Cast System" which is developed for Expo 2005.

  • Effects of orthognathic surgery on facial expression recognition

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)

    Project Year :

    2000
    -
    2001
     

    TERADA Kazuto, MIYANAGA Michiyo, MORISHIMA Shigeo

     View Summary

    The purpose of the present study was to investigate the effects of orthognathic surgery on facial expressions by using a special computer system.
    A facial expression is defined as a movement of grid points in a generic three dimensional face model. A personal frontal face image was manually adjusted to a generic model. Facial expressions of a personal facial model could be produced according to Action Units on Facial Action Coding System. Six averaged facial images were made of three groups with consisted of facial photos of pre and post treatment. One group was treated for mandibular protrusion, the second for maxillary protrusion and the third for crowding. Each group was consisted of 5 female patients. Six expressions (Surprise, Fear, Disgust, Anger, Happiness and Sadness) were produced from the averaged facial image before and after orthodontic treatment. Ninety-nine Japanese subjects and forty Chinese subjects had their expressions estimated.
    Happy, surprise, fear, disgust and sad faces produced from the averaged face ori the post orthognathic surgery were expressed in the deeper way than ones produced from pre orthognathic surgery. Happy face produced from the post treatment of the maxillary protrusion was expressed in a deeper way than the other same one. Fear, disgust and sad faces produced from the averaged face on the post treatment of the crowding, were expressed in a deeper way than the other same one. Surprise produced from pretreatment of the maxillary protrusion was expressed in the deeper way than the other same one.
    The form of the lip changed by the orthognathic surgery, and the facial expression also changed. The present study was suggested that facial expression become rich after orthognathic surgery.

  • A Common Platform for Analysis and Synthesis of Face to Realize a Kansei Communication

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)

    Project Year :

    1999
    -
    2001
     

    HARASHIMA Hiroshi, HASHIMOTO Shuji, HARA Fumio, YACHIDA Masahiko, YAMADA Hiroshi, MORISHIMA Shigeo

     View Summary

    Until now, several research institutes and university have tried a face recognition and face image synthesis schemes and they just have come to produce a commercial product. However, most of the elemental technologies are realized about case by case requirement and they don't have a common interface with other technologies and extension function. In this background, our project tried to realize to construct a common software system about face image processing with generalized hierarchical function. The major element of this software system is composed of a common face processing library which can treat both face recognition and face synthesis. In the face recognition system, an extraction and parameterization of face and face parts, tracking of face in video sequence, basic tool for person identification and expression recognition are included. And also API is produced to make generalization of system. In the face image synthesis system, 3D model and facial expression rule to generate a natural and real face image and animation are constructed. A generic face model is modified to be fitted automatically to face frontal picture based on feature points extraction result by face recognition system to make customization of face model. One new point of our research is a combination of each algorithm produced independently by several research institutes to make generalization of system. A major improvement of animation quality of facial expression is second point. As an interaction technology, a treatment of emotion condition and communication through narrow band network is also considered, and common markup language to realize a communication on WEB page is also proposed as a new result. By psychological analysis, facial expression animation rule on time scale is exactly treated.

  • Verification of a hypothesis on the categorization process of facial expressions of emotion : Including the memory experimental paradigm.

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B).

    Project Year :

    1998
    -
    2000
     

    YAMADA Hiroshi, SUZUKI Ryuta, MORISHIMA Shigeo, ITUKUSHIMA Yukio

     View Summary

    The present research addresses the issue of the semantic information processing of emotional facial expressions. The main purpose was to investigate whether the classification or categorization of facial expressions was done as a function of the distances between the target facial expressions to be classified and the prototype stored in the memory on the affective semantic space. Our works and achievements during three years were as follows.
    1. Development of experimental system of facial image processing and preparation of stimuli. First of all, we developped the experimental system of facial image processing, which adopted the recent technology of intelligent image coding. Then we used it to make virtual realistic images of facial expressions as stimuli.
    2. Experiment of semantic differential ratings. The first experiment made subjects rate stimuli on the semantic differential scales. A factor analysis on the obtained data reconfirmed the existence of the dimensions of affective meanings which traditional research and our previous one had found : namely pleasantness and activity.
    3. Experiment of measuring the reaction time in the judgments of facial expressions of emotion. The second experiment made subjects judge the categories of emotion from stimuli as quickly as possible and measured the reaction times in their judgments as well as the judged categories of stimuli.
    4. Memory experiment. We also conducted the memory experiment where subjects were first shown several persons' faces with emotional expressions and later asked to identify the previously presented faces in the recognition task.
    5. Verification of our hypothesis. Based on the result of the first (semantic differential rating) experiment, we mapped stimuli on the multi-dimentional space of affective meanings. Then we calculated the distances between stimuli and the prototypes of facial expressions on the space and analyzed the distributions of judgments and the reaction times, which were obtained from the above experiments. The result that the tendencies of judgments and their reaction times might be explained by the distances between the percept and the prototypes on the semantic space seems to support our hypothesis.

  • Construction of Prototype Multi-modal Interface by Lifelike Agent

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)

    Project Year :

    1997
    -
    1999
     

    MORISHIMA Shigeo, YAMADA Hiroshi

     View Summary

    Prototype communication system between multiple clients in face-to-face style is constructed. Lifelike agent appears in cyberspace driven by other client interactively. This system is composed of one server and multiple clients, and each client has a camera and microphone. Voice captured from microphone is transmitted to server frame by frame. And then voice signal is analyzed and converted to mouth shape parameters by neural network. This mouth shape parameter is transmitted to each client through network and, expression and lip movement of lifelike agent copying other side client are controlled by this parameter. Voice signal is also transmitted to each client and played back by speaker at each client system synchronizing with synthesized face image. Basic expression can be selected by pushing function key to change the face image of lifelike agent displayed at other clients. Two mode is prepared in this system ; walk through mode and fly through mode. In the walk through mode, each user can communicate by eye contact with others and change the location and direction of agent eye. In the fly mode, user can be an observer in communication.
    By using this prototype communication system, the experiment in which three users communicate each other is performed. Synthesis rate is 10 frames per second. And natural communication environment can be achieved.

  • Effects of orthognathic surgery on facial expressions

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (C)

    Project Year :

    1997
    -
    1998
     

    TERADA Kazuto, MORISHIMA Shigeo

     View Summary

    The purpose of the present study was to investigate the effects of orthognathic surgery on facial expression by using a computer system, and to examine a training system for facial expression after treatment.
    A facial expression is defined as a movement of grid points in a generic three dimensional face model. A personal frontal face image was manually adjusted to a generic model. Facial expressions of a personal facial model could be produced according to Action Units on Facial Action Coding System.
    Six expressions (Surprise, Fear, Disgust, Anger, Happiness and Sadness) were produced from facial images before and after orthognathic surgery. Forty-two subjects estimated their expressions. Surprise, Fear and Disgust produced from a facail image after the treatment impressed deeply than before the treatment.
    It is useful to train for facial expressions, as a user shows and compares own facial expressions with facial expressions produced from user's frontal face image by this system.
    The present study was suggested to study the effect of orthognathic surgery on changing facial expressions.

  • 音声における感情情報の記述・分類と感情音声認識・合成

    日本学術振興会  科学研究費助成事業 奨励研究(A)

    Project Year :

    1997
    -
    1998
     

    森島 繁生

     View Summary

    音声に含まれるノンバーバル情報のうち感情の特徴に着目して、無感情の音声に感情を付加する感情音声合成、さらに感情を込めて発話された音声を分析して感情のカテゴライズを行う感情音声認識を目的に研究を進めた。
    まず音声に含まれる感情特徴パラメータの決定のため、ピッチ、パワー、時間構造、アクセントを任意に変化させて、韻律変換できるツールを完成させた。このツールを用いて各パラメータを試行錯誤で変化させて、無感情で発話された音声に対して、喜び、怒り悲しみの感情をそれぞれ付加して、センテンスによらず、話者によらず感情音声合成が可能となった。
    次にピッチ、パワー、発話速度をパラメータとして音声を上記の3つの感情カテゴリーに分類するシステムを構築した。ピッチ抽出はケプストラムに基づき、また発話速度は分析フレーム間のスペクトル距離に基づいて独自の抽出アルゴリズムを開発し、リアルタイムで逐次認識結果を出力できるシステムを完成させた。感情カテゴリー分類には多重判別分析を用いた。このシステムと従来から検討を進めている3次元表情合成とをリンクし、入力された音声にリアルタイムに反応して、その時の感情状態にしたがって表情を変化させる擬人化エージェントシステムも完成させた。

  • Experimental verification of a model for the cognitive process of facial expressions of emotion.

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (B)

    Project Year :

    1995
    -
    1996
     

    YAMADA Hiroshi, MORISHIMA Shigeo

     View Summary

    The present research addresses the issue of the cognitive processes of facial expressions of emotion. The main purpose was to verify a process model as suggested by our previous research and to find new evidences. Our warks and achievements during two years were as follows.
    1. Preparation of stimuli. We made the facial images as stimuli, which were the average images of real persons'facial expressions of 5 basic emotions by emotion with the use of our facial image processing system.
    2. Experiment of semantic differential ratings. The first experiment made subjects rate stimuli on the semantic differential scales used in our previous research. A factor analysis on the obtained data reconfirmed the existence of the dimensions of affective meanings which traditional research and our previous one had found : namely pleasantness and activity.
    3. Experiment of measuring the reaction time in the judgments of facial expressions of emotion. The second experiment made subjects judge the categories of emotion from stimuli as quickly as possible and measured the reaction times in their judgments as well as the judged categories of stimuli.
    4. Modeling of the cognitive information processing. First of all, using the result of the first (semantic differential rating) experiment, we mapped stimuli on the multi-dimentional space of affective meanings. We also mapped the concepts of the basic emotions on the same space. Then we calculated the distances between stimuli and the prototypes of facial expressions as well as the distances between stimuli an the concepts on the space and analyzed the distributions of judgments and the reaction times, which were obtained from the second experiment, in terms of those distance measures. As a result, it was suggested that the tendencies of judgments and their reaction times might be explained by the distances between the percept and the prototypes on the semantic space.

  • CONSTRUCTION OF QUANTITATIVE ESTIMATION SYSTEM OF FACE EXPRESSION BASED ON 3D HUMAN HEAD STRUCTURAL MODEL

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Scientific Research (A)

    Project Year :

    1994
    -
    1996
     

    OOKURA Motohiro, HARASHIMA Hiroshi, CHIBA Hirohiko, YAMADA Hiroshi, MORISHIMA Shigeo

     View Summary

    In this research, firstly a system for measuring 3d struction of face is constructed. In this system, markers are located on surface of the face and geometry is captured by 2 cameras located on front and side by tracking each marker. By using this system, quantitative description of Facial Action Coding System and feature of lip shape when utterance are realized. And this system make it possible to synthesized facial expression as it is by modifying 3d wireframe and texture mapping of frontal face image.
    Next, six basic expression are realized by combination of action unit and 3d emotion space is constructed by neural network for identity mapping. Specific facial expression is described by the point in 3d emotion space and this emotion space can realize both analysis and synthesis of facial expression. By estimation of this emotion space, expression is defined continuously in this space and it is approved this emotion space is good in psychological meanings.
    Finaly, automatic face expression recognition is realized without any markers. In this system, spatial frequency in mouth and eye region is calculated and converted to one of the emotion categories by neural network. This system is running in real time and recognition performance is similar to human subjective recognition.

  • 音響情報からの感情情報抽出とそのヒューマンインタフェースへの応用

    日本学術振興会  科学研究費助成事業 重点領域研究

    Project Year :

    1993
     
     
     

    森島 繁生, 斎藤 隆弘

     View Summary

    基本的な感情情報(喜び、悲しみ、怒り、嫌悪)と無感情状態を音声信号のみから認識するための、音響特徴パラメータの抽出を行った。演劇経験者の発声した感情音声を試行錯誤的に分析して、ピッチ統計、時間構造に着目した結果、顕著な差異が現われていることが分かった。特に喜びと怒りはパワーが大きく、ピッチが上昇する傾向にある。悲しみではピッチが一律に下降する。また嫌悪では語尾に行くにしたがってピッチが上昇する傾向が現われ、時間構造に特徴が見いだされた。このパラメータ変化情報に基づいて、無感情音声のピッチと時間構造を変換し特定の感情を付加することが可能となった。この聴取実験結果から感情が付加されているようすが確認された。
    一方、感情情報自体の定量化についても検討を行った。これは各感情を表現していると判断される表情パラメータの分析から、基本感情の相対的な空間的位置づけを決定する試みであると同時に、表情から感情認識を行ったり、指定された感情情報から表情への変換を実現することが目的である。具体的にはパラメータ記述された表情を恒等写像を実現するニューラルネットに入力して、このデータに含まれる内部構造を獲得する手法をとった。感情空間の次元数を3、5階層のネットワークを利用して検討を行った結果、従来からの心理学の分野で提案されている感情空間と強い相関があることが実証された。すなわち喜びと怒り、驚きと悲しみが対局的な位置づけとなり、怒りと悲しみの中間に嫌悪、悲しみと驚きの中間に恐れが位置づけられる結果となった。これによって、心理学分野へ大きなインパクトを与えた。

  • Media Conversion for User-friendly Human-Machine Interface

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for General Scientific Research (C)

    Project Year :

    1992
    -
    1993
     

    MORISHIMA Shigeo

     View Summary

    In 1992, I proposed media conversion system from both text and voice to facial image. Lip motion is controlled by the analysis results of text and voice. At first, segment boundaries of vowel positions are extracted using spectrum and power transition. Strict vowel and consonant positions are decided by DP matching of segmentation result and text information. By this algorithm, accurate phoneme segmentation using text information is realized. This system can be applied to speech synthesis, too. The keyframes of mouth animation are located on the segment boundary decided by segmentation result. Standard mouth shapes and durations are decided by the text analysis. The parameters between keyframes are decided by 3-D Spline interpolation, so the motion becomes smooth and natural.
    In 1993, I constructed Scenario Making System to describe facial animation easily. Expression is realized by the modification of 3D wire frame model. Operator only has to decide the keyframes position by locating the Iconized facial expression on the time axis. Using this system, I realized proto-type e-mail interface system with facial expression. User of transmitter side only gives text, voice and expression positions. Only few parameters are transmitted and after a few delay, the facial motion image synchronized with the voice appears at the terminal of receiver. Ultra low bit rate image transmittion can be realized by our system. The facial expression recognition is our future subject.

  • 音響情報からの感情情報抽出とそのヒューマンインタフェースへの応用

    日本学術振興会  科学研究費助成事業 重点領域研究

    Project Year :

    1992
     
     
     

    森島 繁生, 斎藤 隆弘

     View Summary

    自然音声に含まれる感情の定量化を試み、音声信号から言語情報や感情情報を自動抽出して、表情動画像を合成する新たなメディア変換技術を目指して検討を進めている。
    今年度は人種によりず表出されると推定される喜び、悲しみ、怒り、嫌悪、恐怖と無感情の6つの基本感情について、実際の音声においてこの特徴がどう表現できるか検討を行なった。まず分析対象となる音声刺激を作成するため、感性表出に熟練していると考えられる劇団員数名と一般学生により、ある情景を相像してもらい演技してもらった。発声する音声は言語情報自体に感情がこめられていないものを選択した。又、発声者と聴取者との主観の違いが生じないように、録音した音声に対して十数名の被験者による聞き取りテストを実施し、その音声からどのような感情が聞き取れるかを答えてもらった。この結果に基づいて客観的に特定の感情が顕著に現われていると思われる刺激を選び出し分析対象とした。分析法は合成による分析への発展を考慮して、パラメータ変化させやすい簡単なものに留めた。すなわちピッチ周期の頻度分布とその時間的な変動、そしてパワースペクトラムの平均と時間変化に着目した。時間変化については個人差が大きく出現し、感情による違いは顕著に現われなかった。しかし、音声区間全体で平均特徴としては無感情時からのピッチ周期変化と高周波パワーの占める割合で6つの基本感情が空間的に特徴づけられることが解かった。一方、顔面表情の定量化を試みとして、多層ニュートラルネットの恒等写像学習による2次元感情空間の自動獲得の試みを行なった。この結果により人物の任意の表情は2次元空間上の座標値によって記述され、表情変化は空間上の軌跡として表現できる。次年度以降は音声から抽出された特徴パラメータから、この感情空間へのマッピングを実現して、音声のみから表情を自動合成できるシステムの実現を目指す。

  • Development of the dynamic system of analyzing and synthezising images of facial expressions in terms of image processing and computer graphics techniques, and its application for human behavioral researches.

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research Grant-in-Aid for Developmental Scientific Research

    Project Year :

    1989
    -
    1991
     

    HARASHIMA Hiroshi, SUZUKI Naoto, MAIYA Kiyoshi, CHIBA Hirohiko, YAMADA Hiroshi, MORISHIMA shigeo

     View Summary

    The achievements of our research during last three years are listed as followings.
    1. Basic design of the system of analyzing and synthesizing inases of facial expressions.
    In the first place, the architecture of the system was examined. Secondly, softwares including ones for image processing and computer graphics to be necessary for developing the system were implenented into the graphic work station. Then, the method of systematic descriptions of inases of face, and facial expressions in terns of knowledge-based lmase codins approach developed by this head investigator and his co-workers. As a result, the advantage of the knowledge-based inase coding approach was verified.
    2. Development of application softwares for analyzing iiiages of facial expressions.
    The software of detecting the head notion and extracting parameters of shape concerning expressions was developed.
    3. Development of application softwares for synthesizing images of facial expressions.
    To synthesize natural images of facial expressions only in terms of parameters of shape concerning expressions, the way of deforming a model of face of the system was examined from psychological point of view, so that it can simulate real facial actions. Consequently, based on FACS, the generation rules for synthesizing images of facial expressions were constructed.
    4. Psychological Assessment
    Extracted facial parameters of expressions and synthesized images of facial expressions were assessed by the psychological experiments. As a result, the validity of our developmental system of analyzing and synthesizins images of facial expressions were confirmed.
    5. Examination of the application of our' system for the researches in Psychology and Behay ioral Science.
    Significant researches on facial expressions and nonverbal communication in Psychology and Behavioral Science were surveyed. And the role of our developmental svstell to take in those research areas was examined.

  • 顔画像の知的符号化による高次コミュニケーションの基礎研究

    日本学術振興会  科学研究費助成事業 重点領域研究

    Project Year :

    1989
     
     
     

    原島 博, 相沢 清晴, 森島 繁生, 斎藤 隆弘

     View Summary

    本研究は、知的画像符号化の開発を通じて、将来の知的通信や知的マンマシンインタフェースの基盤となる高次コミュニケーション技術を確立することを目的としている。本年度は、人物顔画像を対象とした知的画像符号化のキーテクノロジーである次の項目について検討した。
    1.動画像からの3次元構造情報の自動抽出に関する検討
    知的画像符号化において汎用的な符号器を実現するには、予めモデルを用意するのではなく、動画像そのものから3次元構造情報が自動的に抽出できることが望ましい。ここでは、次の2通りの手法を検討した。
    (1)単眼動画像からの3次元構造・運動推定
    (2)ステレオ動画像からの3次元構造・運動推定
    2.顔画像の表情パラメータの抽出ならびに表情合成の検討
    顔画像の知的符号化方式における顔面表情の分析と合成手法として、次の2通りのアプローチを検討した。
    (1)FACSに基づく表情分析・合成手法の検討
    (2)中割りに基づく表情分析・合成手法の検討
    3.音声・テキスト情報からの口唇画像の合成に関する検討
    知的画像符号化におけるメディア変換の一例として、音声およびテキスト情報から受信側において口唇画像を合成する手法を開発した。さらに、この手法と2.で述べた顔面表情の合成法を組み合わせることにより、よりリアルな顔画像を合成することを試みた。

  • 音声と画像の知的インタラクティブ符号化の研究

    日本学術振興会  科学研究費助成事業 奨励研究(A)

    Project Year :

    1989
     
     
     

    森島 繁生

  • 顔画像の知的符合化による高次コミュニケーションの基礎研究

    日本学術振興会  科学研究費助成事業 重点領域研究

    Project Year :

    1988
     
     
     

    原島 博, 相沢 清晴, 森島 繁生, 斉藤 隆弘

     View Summary

    本研究は、知的画像符合化の開発を通じて、将来の知的通信や知的マンシマンインタフェースの基盤となる高次コミュニケーション技術を確立することを目的としている。本年度は、人物顔画像を対象とした知的画像符合化のキーテクノロジーである次の項目について検討した。
    (1)3次元構造モデルの構成と同定手法の検討:
    知的画像符合化方式では、送信側と受信側で対象画像に関する3次元構造モデルを知識として共有する。画像が人物肩上像に限定できる場合は、顔および頭部についての3次元構造モデルが中心となる。その構成法として、本研究では「符合化対象の標準的な3次元形状(ワイヤフレームモデル)を予め知識として用意しておく方法」と、「入力動画像系列から直接動きパラメータ、奥行きなどの情報を推定し、予め用意された知識なしに符合化対象の3次元構造を復元する手法」を検討した。
    (2)顔画像の合成ならびに表示手法の検討:
    受信側における顔画像の合成法として、本研究では、顔の3次元ワイヤフレームモデルに対象人物の顔写真(正面像)を投影して貼り付け、これを回転して任意方向の顔画像を合成する手法を開発した。
    (3)動き情報の検出・符合化と動き合成の検討:
    顔画像の3次元的な動き情報の検出を目的として、頭部の動きパラメータと特徴点の奥行き座標を同時に推定する手法を開発した。また併せて、このような動き推定を可能にする特徴点の選択法と自動抽出法について検討を加えた。
    (4)表情パラメータの抽出・符合化と表情合成の検討:
    顔の表情の忠実な伝送を目的として「はめこみ合成法」と「構造変形による合成法」を提案し、本年度は特に後者について、表情に関連するパラメータの抽出法および表情の規則的な合成法の検討をおこなった。

  • 音声と画像の知的インタラクティブ符号化の研究

    日本学術振興会  科学研究費助成事業 奨励研究(A)

    Project Year :

    1988
     
     
     

    森島 繁生

▼display all

Misc

  • イベント間の共起構造を導入した隠れセミマルコフモデルに基づく音響イベント検出

    吉永 朋矢, 坂東 宜昭, 井本 桂右, 大西 正輝, 森島 繁生

    日本音響学会第150回(2023年秋季)研究発表会, 2-1-3    2023.09

  • 時刻非同期の動画を入力としたDynamic NeRFの検討

    佐々木馨, 山口周悟, 佐藤和仁, 武田司, 森島繁生

    VC2023 poster, P32, VCポスター賞    2023.09

  • 拡散モデルを用いたパッチ単位の任意スケール画像生成

    荒川 深映, Erik Härkönen, 綱島 秀樹, 堀田 大地, 森島 繁生

    VC2023 poster, P20, VCポスター賞    2023.09

  • オブジェクトモーションブラー除去のための変形可能なNeRF

    佐藤和仁, 山口周悟, 武田司, 森島繁生

    画像の認識・理解シンポジウム, MIRU2023    2023.07

  • Visual Dialogueにおける人間の応答ミス指摘の検討

    大島遼祐, 品川政太朗, 綱島秀樹, 馮起, 森島繁生

    画像の認識・理解シンポジウム, MIRU2023    2023.07

  • NeRFの効率的な三次元再構成のためのカメラポーズ補間手法の提案

    武田司, 山口周悟, 佐藤和仁, 深澤康介, 森島繁生

    画像の認識・理解シンポジウム, MIRU2023    2023.07

  • パッチ分割による拡散確率モデルのメモリ消費量削減の検討

    荒川 深映, 綱島 秀樹, 堀田 大地, 田中 啓太郎, 森島 繁生

    画像の認識・理解シンポジウム, MIRU2023    2023.07

  • ブレンドシェイプを用いて個人の表情や個性を反映した3D顔モデルのリターゲティング

    疋田善地, 山口周悟, 岩本尚也, 森島繁生

    画像の認識・理解シンポジウム, MIRU2023    2023.07

  • ブレンドシェイプを用いた個人の表情や個性を反映した3D顔モデルのリターゲティング

    疋田 善地, 山口 周悟, 岩本 尚也, 森島 繁生

    情報処理学会 第85回全国大会, 全国大会 学生奨励賞    2023.03

  • 視覚情報に基づくタスク指向型対話における人間の返答に対する間違い指摘の検討

    大島 遼祐, 品川 政太朗, 綱島 秀樹, 森島 繁生

    情報処理学会 第85回全国大会, 全国大会 学生奨励賞    2023.03

  • 口パク動画の発話内容推測における距離学習に基づく精度向上手法

    柏木 爽良, 田中 啓太郎, 森島 繁生

    情報処理学会 第85回全国大会, 全国大会 学生奨励賞    2023.03

  • 覚醒度と感情価に基づく音楽による画像スタイル変換

    神庭 有花, 田中 啓太郎, 平田 明日香, 森島 繁生

    情報処理学会 第85回全国大会, 全国大会 学生奨励賞    2023.03

  • 動画内話者の音声強調における特定背景音声の透過

    吉永 朋矢, 田中 啓太郎, 森島 繁生

    情報処理学会 第85回全国大会    2023.03

  • 複数解像度で画像を生成可能な拡散確率モデル

    荒川 深映, 綱島 秀樹, 堀田 大地, 森島 繁生

    情報処理学会 第85回全国大会, 全国大会 学生奨励賞    2023.03

  • 保存型浅水方程式を用いた流体シミュレーションの検討

    平江 陽香,森島 繁生,安東 遼一

    情報処理学会 第85回全国大会, 全国大会 学生奨励賞    2023.03

  • ノイズを含むレンダリング動画に対する重み付き局所線形回帰によるイベント映像生成

    辻 雄太, 谷田川 達也, 久保 尋之, 森島 繁生

    情報処理学会コンピュータグラフィックスとビジュアル情報学研究会, 第189回コンピュータグラフィックスとビジュアル情報学研究発表会    2023.02

  • A Combined Finite Element and Finite Volume Method for Liquid Simulation

    Tatsuya Koike, Shigeo Morishima, Ryoichi Ando

       2023.01

     View Summary

    We introduce a new Eulerian simulation framework for liquid animation that
    leverages both finite element and finite volume methods. In contrast to
    previous methods where the whole simulation domain is discretized either using
    the finite volume method or finite element method, our method spatially merges
    them together using two types of discretization being tightly coupled on its
    seams while enforcing second order accurate boundary conditions at free
    surfaces. We achieve our formulation via a variational form using new shape
    functions specifically designed for this purpose. By enabling a mixture of the
    two methods, we can take advantage of the best of two worlds. For example,
    finite volume method (FVM) result in sparse linear systems; however, complexity
    is encountered when unstructured grids such as tetrahedral or Voronoi elements
    are used. Finite element method (FEM), on the other hand, result in comparably
    denser linear systems, but the complexity remains the same even if unstructured
    elements are chosen; thereby facilitating spatial adaptivity. In this paper, we
    propose to use FVM for the majority parts to retain the sparsity of linear
    systems and FEM for parts where the grid elements are allowed to be freely
    deformed. An example of this application is locally moving grids. We show that
    by adapting the local grid movement to an underlying nearly rigid motion,
    numerical diffusion is noticeably reduced; leading to better preservation of
    structural details such as sharp edges, thin sheets and spindles of liquids.

  • マルチ解像度で画像を生成可能な拡散確率モデル

    荒川 深映, 綱島 秀樹, 堀田 大地, 森島 繁生

    VCワークショップ2022    2022.11

  • 入力動画に対する動画内話者と特定背景話者の同時音声抽出

    吉永 朋矢, 田中 啓太郎, 森島 繁生

    VCワークショップ2022    2022.11

  • 口パク動画の発話内容推測における距離学習に基づく精度向上手法の検討

    柏木 爽良, 田中 啓太郎, 森島 繁生

    VCワークショップ2022    2022.11

  • 大きく異なるモーション間でも使用可能なMotion Style Transferの提案

    深澤康介, 森島繁生

    VC + VCC 2022, poster    2022.10

  • クロスシミュレーションのための深層学習に基づく部分空間Projective Dynamics

    田中瑞城, 谷田川達也, 森島繁生

    VC + VCC 2022, poster    2022.10

  • 画素対応を用いた自動着色手法の提案

    沖川翔太, 山口周悟, 森島繁生

    VC + VCC 2022, poster    2022.10

  • リアルタイムレンダリング可能なNeRFの動的シーンへの拡張

    武田司, 山口周悟, 佐藤和仁, 岩瀬翔平, 森島繁生

    VC + VCC 2022, poster    2022.10

  • AFSM: Adversarial Facial Style Modification for Privacy Protection from Deepfake

    加藤義道, 福原吉博, 森島繁生

    VC + VCC 2022, poster    2022.10

  • カメラポーズが未知の環境下での少ない画像からのNeRFの学習

    佐藤和仁, 森島繁生

    VC + VCC 2022, poster    2022.10

  • HyperNeRF を用いた任意視点・表情コントロール可能な発話動画生成

    山口周悟, 武富貴史, 森島繁生

    VC + VCC 2022, poster    2022.10

  • リアルタイムレンダリング可能なNeRFの動的シーンへの拡張

    武田, 司, 山口, 周悟, 岩瀬, 翔平, 佐藤, 和仁, 森島, 繁生

    第84回全国大会講演論文集   2022 ( 1 ) 265 - 266  2022.02

     View Summary

    NeRF:Neural Radiance Fieldsは、入力座標・視線方向を入力とし、輝度値と密度を出力するニューラルネットワークを構築することで、高品質な新規視点画像生成手法を行う手法である。しかし、基本的に対象が静的なシーンに限定されることや、レンダリング時間が長い等の制約がある。そこで我々は、静的なシーンに限定されるものの、レンダリング時間を大幅に高速化したPlenOctrees[Yu et al.2021]を動的なシーンに拡張することで、2つの制約を解消することを試みる。具体的には、(1)入力に時刻を加えたNeRFの学習を行い、(2)各時刻におけるPlenOctreeを時刻分生成する。加えて(3)レンダラーを時刻方向に拡張することで、動的なシーンにおけるNeRFのレンダリング時間の高速化を目指す。

  • 視線情報を用いた英語フレーズの理解度推定

    樋笠, 泰祐, 平田, 明日香, 田中, 啓太郎, 森島, 繁生

    第84回全国大会講演論文集   2022 ( 1 ) 559 - 560  2022.02

     View Summary

    本稿では、複数の英単語で意味をなす英語フレーズに対する読者の理解度を視線情報から推定する手法について述べる。近年、単語を理解度の推定対象として、アイトラッカで得られる視線情報と単語の難易度を入力特徴量とするサポートベクトルマシン(SVM)が提案されている。しかし、フレーズが平易な単語で構成される場合、既存手法では読者が理解していないフレーズを検出できない問題がある。本研究では、新たな視線情報を考慮した、単語の難易度に依らない手法を提案する。具体的には、フレーズを読み切るまでの時間やフレーズからの返り読みの回数をSVMの入力特徴量に追加する。被験者実験を通して、提案手法の有用性を検証する。

  • カメラポーズが未知の環境下での少ない画像からの深度画像を用いたNeRF

    佐藤, 和仁, 武田, 司, 岩瀬, 翔平, 山口, 周悟, 森島, 繁生

    第84回全国大会講演論文集   2022 ( 1 ) 273 - 274  2022.02

     View Summary

    Neural Radiance Fields(NeRF)は優れた合成品質により、3Dシーンの再構成で大きな注目を集めている。しかし、NeRFの制約として、3Dシーン表現を学習するために多くの入力画像と正確なカメラポーズを必要とすることがある。本研究では、少ない画像かつ不完全なカメラポーズから深度画像を用いてNeRFを学習する手法を提案する。モデルによって推定された深度が正解の深度に近づくように損失を追加した。これにより、少ない画像からNeRFとカメラポーズを同時に最適化が可能となることを示す。

  • 性能の異なるコンピュータからなるクラスタによる流体の移流計算の高速化

    生田目大地, 森島繁生, 安東遼一

    第84回全国大会講演論文集   2022 ( 1 ) 231 - 232  2022.02

     View Summary

    流体CGの移流計算はクラスタを用いた並列分散処理により高速化できるものの、各コンピュータに均等な量のタスクを分散した場合、それらの性能が等しくない限り、効率的な高速化が困難なことがある。本研究は、性能が一様でないコンピュータから構成されるクラスタを計算環境とし、流体の移流計算を効率的に高速化する手法を提案する。まず、プログラム実行時に各コンピュータにサンプル問題の計算を行わせ、処理時間を測定する。次に、測定した情報をもとに、各コンピュータの処理時間と通信コストの合計が一様になるようなタスク分散の割合を求める。提案手法をMacCormack法による移流計算に適用し、有効性を評価した。

  • Deepfakeを破壊する摂動の転移性調査と効率的な最適化手法の検討

    加藤, 義道, 福原, 吉博, 森島, 繁生

    第84回全国大会講演論文集   2022 ( 1 ) 219 - 220  2022.02

     View Summary

    Deepfakeは深層学習を用いたメディア合成技術である。これにより、人の印象を悪くするような悪意ある偽動画が作成され問題になっている。これを解決するために、人が認識できない微弱な摂動を用いてDNN変換モデルを破壊する手法が注目されている。既存手法では、最適化したモデルに対しては効率的な破壊がされていたが、異なるモデルへの転移性の調査は行われていなかった。我々は、複数の変換モデルにおける摂動の転移性を網羅的に調査した。既存手法ではノイズを大きくすることである程度の転移を確認したが、大きな摂動を加えることで画像の品質が低下した。これを踏まえて、大きな摂動を加えても画像の品質が劣化しないような手法を検討した。

  • 主成分分析を用いた次元削減によるクロスシミュレーションの高速化

    田中, 瑞城, 森島, 繁生, 安東, 遼一

    第84回全国大会講演論文集   2022 ( 1 ) 223 - 224  2022.02

     View Summary

    XRやゲーム等インタラクティブなコンテンツにおけるクロスシミュレーションの需要が今後見込まれる。しかし現在では計算時間の制約により、実用では粗いメッシュによる計算や物理に忠実でないモデルの利用が一般的であり、シワ等布特有の挙動の再現は困難である。本研究は有限要素法によるクロスのシミュレーションを次元削減した部分空間で解くことによって計算の高速化を行う。部分空間は、事前計算により得た頂点データに対して主成分分析を行うことで構成する。さらに、クロスが不自然に伸びることを拘束条件により制限することでアーティファクトを防ぐ。本手法をクロスと剛体のインタラクションを含むシーンに適用し計算時間を評価した。

  • スタイル変換を用いた多様な動作合成研究

    深澤, 康介, Shum, Hubert, 森島, 繁生

    第84回全国大会講演論文集   2022 ( 1 ) 251 - 252  2022.02

     View Summary

    本研究では、動作スタイル変換を用いることで動作のContent(歩くなど)に対してStyle(怒るなど)を追加し、多様な動作を合成する手法を提案する。ゲームなどの大規模な人間動作制作では、多様な動作表現をすべて記録する場合多くの労力を要する。これを削減するために、動作のContentを保持したまま別のStyleに変換する動作スタイル変換が存在する。合成される動作は一意的に定まるのではなく、いくつかの候補から人間が選択可能にすることで汎用性の高いものになると考えられる。本手法では、既存の動作スタイル変換を拡張することで、ContentとStyleの1つのペアから、いくつかの候補動作を合成する。

  • 強化学習を用いた最適指導法獲得について

    久保谷 善記, 福原 吉博, 森島 繁生

      2021 ( 1 ) 343 - 344  2021.03

     View Summary

    近年、インターネットを利用した教育様式が広まりつつある。こうしたツールを利用する場合、学習者が自身のペースで学習を進められるという長所がある一方で、個々人に最適な指導を提供することが難しいという欠点がある。本研究では、マスデータから学習者の知識状態を推定するKnowledge Tracingと、環境との相互作用を繰り返す中で最適な方策を学習する強化学習の手法を組み合わせることで、少ない相互作用で個々人に最適な指導法を獲得することを目指した。

    CiNii

  • アニメ制作過程における画素対応を用いた作画ミス検出

    沖川 翔太, 山口 周悟, 森島 繁生

    情報処理学会研究報告(Web)   2021 ( 1 ) 139 - 140  2021.03

     View Summary

    アニメ制作においてはミスの発見・修正を行うために膨大な量のアニメーション画像を精査しなければならず大きな負担となっている。そこで精査するべき画像の枚数を減らして負担を軽減する必要がある。本論文ではアニメーション画像の連続性を利用して、色の塗りミスを検出することを目標としている。まず連続するフレーム同士で画素ごとに意味的な対応を取る。片方の画像に色の塗りミス箇所がある場合対応関係がうまく取れない箇所が出てくる。そのため、対応関係がうまく取れない場合を異常画像とする。本手法を用いることで、さまざまな種類の色の塗りミスの検出をすることに成功した。

    CiNii J-GLOBAL

  • 弓動作を反映した演奏モーションの自動生成

    平田 明日香, 田中 啓太郎, 島村 僚, 森島 繁生

      2021 ( 1 ) 263 - 264  2021.03

     View Summary

    本稿では,弦楽器の演奏音響信号から弓動作を反映した演奏モーションを自動生成する手法について述べる.弓を用いる弦楽器において自然な演奏モーションを生成するためには,特に音色と強く結びついている右手の弓動作を反映する必要がある.近年,深層学習を用いた演奏モーション生成手法が提案されているものの,多くの場合音響信号から直接モーションを生成しており,また既存手法を用いて推定されたポーズを正解としている.そのため出力結果は音源に合わせて右手が充分に動いていない不自然なものとなる.本研究では,使用弦と弓の切り返しを音響特徴量から推定し,その結果からルールベースで演奏モーション生成を行うことで,弓動作を反映したより自然なモーションを生成する.

    CiNii

  • 変分自己符号化器を用いた距離学習による楽器音の音高・音色分離表現

    田中啓太郎, 錦見亮, 坂東宜昭, 吉井和佳, 森島繁生

    情報処理学会研究報告(Web)   2021 ( MUS-131 )  2021

    J-GLOBAL

  • 画素対応を用いた自動着色

    沖川翔太, 森島繁生

    情報処理学会研究報告(Web)   2021 ( CG-184 )  2021

    J-GLOBAL

  • Corridor-Walker:視覚障害者が障害物を回避し交差点を認識するためのスマートフォン型屋内歩行支援システム

    栗林雅希, 粥川青汰, 粥川青汰, VONGKULBHISAL Jayakorn, 浅川智恵子, 佐藤大介, 高木啓伸, 森島繁生

    日本ソフトウェア科学会研究会資料シリーズ(Web)   ( 94 )  2021

    J-GLOBAL

  • Verification of Cyclical Annealing for Object-oriented Representation Learning

    小林篤史, 綱島秀樹, 綱島秀樹, 大川武彦, 相澤宏旭, YUE Qiu, 片岡裕雄, 森島繁生

    電子情報通信学会技術研究報告(Web)   121 ( 304(PRMU2021 24-59) )  2021

    J-GLOBAL

  • 個人情報保護のための写真内の指紋情報自動除去

    中村 和也, 夏目 亮太, 土屋 志高, 森島 繁生

      2020 ( 1 ) 137 - 138  2020.02

     View Summary

    近年、技術の発達に伴い高解像度の写真を撮影できるデジタルカメラが普及している。一方で、従来のデジタルカメラでは取得困難な指紋の情報が、写真から取得されてしまう可能性が高まっている。そのため、指紋の情報が意図せず含まれた自分の写真をインターネット上に公開してしまい、その指紋が不正ログインなどに悪用される危険性がある。本研究では、個人で撮影した自分の写真に含まれる指紋情報の自動除去手法を提案する。写真内の指紋を指定した別の指紋に置換し、かつ自然な見た目の写真を生成することで、写真の質を損なわない指紋情報の除去を行う。また、提案手法の適用がユーザーの満足度に与える影響をユーザーテストにより評価する。

    CiNii

  • 深層クラスタリングを用いた任意楽器パートの自動採譜

    田中 啓太郎, 中塚 貴之, 錦見 亮, 吉井 和佳, 森島 繁生

      2020 ( 1 ) 365 - 366  2020.02

     View Summary

    本研究では、任意の複数楽器で演奏された音楽音響信号に対して、各パートを自動採譜する手法を提案する。近年、深層学習によって識別性能や表現学習が大幅に向上したことによって、複数楽器の自動採譜が提案されるようになった。しかし多くの場合、採譜したい楽器について教師データを用意する必要があり、多様な楽器や音源全てに対し事前に学習することは現実的ではない。任意の音楽音響信号に対する採譜を行うため、楽器ラベルによる分類ではなくクラスタリングを用いることで、教師なし学習を行う枠組みを提案する。ネットワーク全体の最適化を通じて音源分離とパート譜採譜のマルチタスク学習を行うことで、各パートの採譜を実現する。

    CiNii

  • スペクトログラムとピッチグラムの深層クラスタリングに基づく複数楽器パート採譜

    田中啓太郎, 中塚貴之, 錦見亮, 吉井和佳, 森島繁生

    情報処理学会研究報告(Web)   2020 ( MUS-128 )  2020

    J-GLOBAL

  • LineChaser:視覚障碍者が列に並ぶためのスマートフォン型支援システム

    栗林雅希, 粥川青汰, 高木啓伸, 浅川智恵子, 森島繁生

    日本ソフトウェア科学会研究会資料シリーズ(Web)   ( 91 )  2020

    J-GLOBAL

  • 分離型畳み込みカーネルを用いた非均一表面下散乱の効率的な計測と実時間レンダリング法

    谷田川達也, 山口 泰, 森島繁生

    Visual Computing 2019 論文集   P26  2019.06

  • What Do Adversarially Robust Models Look At?

    Takahiro Itazuri, Yoshihiro Fukuhara, Hirokatsu Kataoka, Shigeo Morishima

       2019.05

     View Summary

    In this paper, we address the open question: "What do adversarially robust
    models look at?" Recently, it has been reported in many works that there exists
    the trade-off between standard accuracy and adversarial robustness. According
    to prior works, this trade-off is rooted in the fact that adversarially robust
    and standard accurate models might depend on very different sets of features.
    However, it has not been well studied what kind of difference actually exists.
    In this paper, we analyze this difference through various experiments visually
    and quantitatively. Experimental results show that adversarially robust models
    look at things at a larger scale than standard models and pay less attention to
    fine textures. Furthermore, although it has been claimed that adversarially
    robust features are not compatible with standard accuracy, there is even a
    positive effect by using them as pre-trained models particularly in low
    resolution datasets.

  • 音響情報を用いた一枚画像からの動画生成

    土屋 志高, 板摺 貴大, 夏目 亮太, 加藤 卓哉, 山本 晋太郎, 森島 繁生

      2019 ( 1 ) 169 - 170  2019.02

     View Summary

    人間は音のような聴覚情報から動画のような視覚情報を想像することが可能である.このような機能をコンピュータで実現する研究として,顔の特徴点や体のボーンといった特徴量を用いることで,口や体の動きを生成する研究がある.しかし,これらの手法では対象に特化した特徴量を用いているため,音と動きが連動したあらゆる現象に対して適用できないという問題点がある.本論文では,一枚の入力画像と数秒の入力音から,これらに合った動画を生成する問題に一般的に適用可能な深層学習を用いた手法を提案する.実験において,口や体の動きだけでなく,海の波や花火などの様々な動画において提案手法が有効であるかを検証した.

    CiNii

  • 4‒2 Visual Computing 4‒2‒1 IIEEJ SIG on Visual Computing

    MORISHIMA Shigeo

    The Journal of the Institute of Image Electronics Engineers of Japan   48 ( 1 ) 25 - 26  2019

    DOI CiNii

  • Introduction to the Special Issue on Visual Computing

    MORISHIMA Shigeo

    The Journal of the Institute of Image Electronics Engineers of Japan   48 ( 4 ) 487 - 487  2019

    DOI

  • 一枚画像と音情報を用いた動画生成

    土屋志高, 板摺貴大, 夏目亮太, 加藤卓哉, 山本晋太郎, 森島繁生

    情報処理学会研究報告(Web)   2019 ( CG-173 )  2019

    J-GLOBAL

  • Linearly Transformed Cosinesを用いた非等方関与媒質のリアルタイムレンダリング

    久家隆宏, 谷田川達也, 森島繁生

    画像電子学会誌(CD-ROM)   48 ( 1 )  2019

    J-GLOBAL

  • VRによる視覚操作を用いた仮想勾配昇降時の知覚調査

    島村僚, 粥川青汰, 中塚貴之, 宮川翔貴, 森島繁生

    画像電子学会誌(CD-ROM)   48 ( 1 )  2019

    J-GLOBAL

  • GPUによる大規模煙シミュレーションとその高速化手法

    石田大地, 安東遼一, 森島繁生

    画像電子学会誌(CD-ROM)   48 ( 1 )  2019

    J-GLOBAL

  • 深層学習を用いた顔画像レンダリング

    山口周悟, 斉藤隼介, 斉藤隼介, 斉藤隼介, 長野光希, LI Hao, LI Hao, LI Hao, 森島繁生

    画像電子学会誌(CD-ROM)   48 ( 1 )  2019

    J-GLOBAL

  • Singing Facial Animation Synthesis Using Singing Voice and Musical Information

    加藤卓哉, 深山覚, 中野倫靖, 後藤真孝, 森島繁生

    画像電子学会誌(CD-ROM)   48 ( 2 )  2019

    J-GLOBAL

  • PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization

    Shunsuke Saito, Zeng Huang, Ryota Natsume, Shigeo Morishima, Angjoo Kanazawa, Hao Li

    2019 IEEE/CVF INTERNATIONAL CONFERENCE ON COMPUTER VISION (ICCV 2019)   2019-October   2304 - 2314  2019

     View Summary

    We introduce Pixel-aligned Implicit Function (PIFu), an implicit representation that locally aligns pixels of 2D images with the global context of their corresponding 3D object. Using PIFu, we propose an end-to-end deep learning method for digitizing highly detailed clothed humans that can infer both 3D surface and texture from a single image, and optionally, multiple input images. Highly intricate shapes, such as hairstyles, clothing, as well as their variations and deformations can be digitized in a unified way. Compared to existing representations used for 3D deep learning, PIFu produces high-resolution surfaces including largely unseen regions such as the back of a person. In particular, it is memory efficient unlike the voxel representation, can handle arbitrary topology, and the resulting surface is spatially aligned with the input image. Furthermore, while previous techniques are designed to process either a single image or multiple views, PIFu extends naturally to arbitrary number of views. We demonstrate high-resolution and robust reconstructions on real world images from the DeepFashion dataset, which contains a variety of challenging clothing types. Our method achieves state-of-the-art performance on a public benchmark and outperforms the prior work for clothed human digitization from a single image.

    DOI

  • 分離型畳み込みカーネルを用いた非均一表面下散乱の効率的推定法

    谷田川達也, 山口泰, 森島繁生

    情報処理学会研究報告(Web)   2019 ( CG-174 ) 1 - 8  2019

    J-GLOBAL

  • SiCloPe: Silhouette-Based Clothed People

    Ryota Natsume, Shunsuke Saito, Zeng Huang, Weikai Chen, Chongyang Ma, Hao Li, Shigeo Morishima

    2019 IEEE/CVF CONFERENCE ON COMPUTER VISION AND PATTERN RECOGNITION (CVPR 2019)   2019-June   4475 - 4485  2019

     View Summary

    We introduce a new silhouette-based representation for modeling clothed human bodies using deep generative models. Our method can reconstruct a complete and textured 3D model of a person wearing clothes from a single input picture. Inspired by the visual hull algorithm, our implicit representation uses 2D silhouettes and 3D joints of a body pose to describe the immense shape complexity and variations of clothed people. Given a segmented 2D silhouette of a person and its inferred 3D joints from the input picture, we first synthesize consistent silhouettes from novel view points around the subject. The synthesized silhouettes which are the most consistent with the input segmentation are fed into a deep visual hull algorithm for robust 3D shape prediction. We then infer the texture of the subject's back view using the frontal image and segmentation mask as input to a conditional generative adversarial network. Our experiments demonstrate that our silhouette-based model is an effective representation and the appearance of the back view can be predicted reliably using an image-to-image translation network. While classic methods based on parametric models often fail for single-view images of subjects with challenging clothing, our approach can still produce successful results, which are comparable to those obtained from multi-view input.

    DOI

  • FSNet: An Identity-Aware Generative Model for Image-Based Face Swapping

    Ryota Natsume, Tatsuya Yatagawa, Shigeo Morishima

    COMPUTER VISION - ACCV 2018, PT VI   11366   117 - 132  2019

     View Summary

    This paper presents FSNet, a deep generative model for image-based face swapping. Traditionally, face-swapping methods are based on three-dimensional morphable models (3DMMs), and facial textures are replaced between the estimated three-dimensional (3D) geometries in two images of different individuals. However, the estimation of 3D geometries along with different lighting conditions using 3DMMs is still a difficult task. We herein represent the face region with a latent variable that is assigned with the proposed deep neural network (DNN) instead of facial textures. The proposed DNN synthesizes a face-swapped image using the latent variable of the face region and another image of the non-face region. The proposed method is not required to fit to the 3DMM; additionally, it performs face swapping only by feeding two face images to the proposed network. Consequently, our DNN-based face swapping performs better than previous approaches for challenging inputs with different face orientations and lighting conditions. Through several experiments, we demonstrated that the proposed method performs face swapping in a more stable manner than the state-of-the-art method, and that its results are compatible with the method thereof.

    DOI

  • パーツ分離型敵対的生成ネットワークによる髪型編集手法

    夏目, 亮太, 谷田川, 達也, 森島, 繁生

    第80回全国大会講演論文集   2018 ( 1 ) 207 - 208  2018.03

     View Summary

    本研究は、深層学習による生成モデルであるVAEとGANを組み合わせて、顔写真上での髪型編集法を提案する。通常の生成モデルでは、顔写真全体を単一の潜在変数ベクトルから生成するが、提案法では顔領域と髪領域の両者に対応する二つの潜在変数ベクトルから顔画像を生成する。学習時は、顔写真を顔と髪の領域に分割したデータセットを用意し、二つのVAEが顔写真から顔領域、髪領域を抽出する。GANは二つのVAEの中間層に現れる潜在変数ベクトルから元の顔写真を復元する。このように顔、髪の領域に対応した潜在変数ベクトルを取り出したことで、他人の髪型の試着、色や長さといった外観の編集、類似顔、類似髪型検索などの多様な応用を一度に実現した。

    CiNii

  • Vision and Language for Automatic Paper Summary Generation

    山本晋太郎, 福原吉博, 鈴木亮太, 片岡裕雄, 森島繁生

    電子情報通信学会技術研究報告   118 ( 362(PRMU2018 75-95)(Web) )  2018

    J-GLOBAL

  • 音響特徴量を考慮したミュージックビデオの色調編集手法

    井上和樹, 中塚貴之, 柿塚亮, 高森啓史, 宮川翔貴, 森島繁生, 森島繁生

    情報処理学会全国大会講演論文集   80th ( 3 ) 3.271‐3.272  2018

    J-GLOBAL

  • 領域分離型敵対的生成ネットワークによる髪型編集手法

    夏目亮太, 谷田川達也, 森島繁生, 森島繁生

    情報処理学会全国大会講演論文集   80th ( 2 ) 2.207‐2.208  2018

    J-GLOBAL

  • 複数色の重ね合わせによるユーザーの好みを反映した化粧色推薦

    山岸奏実, 加藤卓哉, 古川翔一, 山本晋太郎, 森島繁生

    情報処理学会全国大会講演論文集   80th ( 4 ) 4.167‐4.168  2018

    J-GLOBAL

  • 楽曲構造を考慮した音楽音響信号からの自動ピアノアレンジ

    高森啓史, 中塚貴之, 深山覚, 後藤真孝, 森島繁生

    情報処理学会研究報告(Web)   2018 ( MUS-120 ) Vol.2018‐MUS‐120,No.11,1‐6 (WEB ONLY)  2018

    J-GLOBAL

  • Qasi-developable garment transfer for animals

    Fumiya Narita, Shunsuke Saito, Tsukasa Fukusato, Shigeo Morishima

    SIGGRAPH Asia 2017 Technical Briefs, SA 2017    2017.11

     View Summary

    In this paper, we present an interactive framework to model garments for animals from a template garment model based on correspondences between the source and the target bodies. We address two critical challenges of garment transfer across significantly different body shapes and postures (e.g., for quadruped and human)
    (1) ambiguity in the correspondences and (2) distortion due to large variation in scale of each body part. Our efficient cross-parameterization algorithm and intuitive user interface allow us to interactively compute correspondences and transfer the overall shape of garments. We also introduce a novel algorithm for local coordinate optimization that minimizes the distortion of transferred garments, which leads a resulting model to a quasi-developable surface and hence ready for fabrication. Finally, we demonstrate the robustness and effectiveness of our approach on a various garments and body shapes, showing that visually pleasant garment models for animals can be generated and fabricated by our system with minimal effort.

    DOI

  • ラリーシーンに着目したラケットスポーツ映像鑑賞システム—An Efficient Video Viewing System for Racquet Sports Focusing on Rally Scenes

    板摺 貴大, 福里 司, 河村 俊哉, 森島 繁生

    画像ラボ / 画像ラボ編集委員会 編   28 ( 6 ) 12 - 19  2017.06

    CiNii

  • 物体の形状による堆積への影響を考慮した埃の描画手法の提案

    佐藤, 樹, 森島, 繁生, 谷田川, 達也, 小澤, 禎裕, 持田, 恵佑

    第79回全国大会講演論文集   2017 ( 1 ) 145 - 146  2017.03

     View Summary

    CGにおける汚れ表現の中でも埃の表現は経年変化を想起させ,また現実世界でも目にすることの多い重要な要素である.しかし,埃の繊維を正確に再現,描画するには一般に多くの手間と時間を要することが知られている.そこで,本研究では埃繊維のモデリング及びレンダリングをより少ない時間と手間で実現する.毛皮等のレンダリングに用いられるShell法におけるShellテクスチャを埃を模したテクスチャにおきかえることによって繊維構造に由来とする埃の立体的な特徴を高速に表現することに成功した.埃のレンダリングの際には,シャドウマップ等の実時間レンダリグにおいて用いられる陰影計算法を応用して,物体自身の遮蔽による埃の体積範囲への影響を再現した.これにより,現実世界の現象に近い埃の堆積を再現することに成功した.

    CiNii

  • 密な画素対応による例示ベースのテクスチャ合成

    山口周悟, 森島繁雄

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2017  2017

    J-GLOBAL

  • 一人称視点映像の高速閲覧に有効なキューの自動生成手法

    粥川青汰, 樋口啓太, 中村優文, 米谷竜, 佐藤洋一, 森島繁生

    日本ソフトウェア科学会研究会資料シリーズ(Web)   ( 81 ) WEB ONLY  2017

    J-GLOBAL

  • DanceDJ:ライブパフォーマンスを実現する実時間ダンス生成システム

    岩本尚也, 岩本尚也, 加藤卓哉, 柿塚亮, SHUM Hubert P.H, 原健太, 森島繁生

    日本ソフトウェア科学会研究会資料シリーズ(Web)   ( 81 ) ROMBUNNO.2‐A07 (WEB ONLY)  2017

    J-GLOBAL

  • コート情報に基づくバレーボール映像の鑑賞支援と戦術解析への応用の検討

    板摺貴大, 福里司, 山口周悟, 森島繁生, 森島繁生

    電子情報通信学会技術研究報告   116 ( 411(PRMU2016 127-151) ) 227‐234  2017

    J-GLOBAL

  • Facial Fattening and Slimming Simulation Based on Skull Structure

    福里司, 藤崎匡裕, 加藤卓哉, 森島繁生

    画像電子学会誌(CD-ROM)   46 ( 1 ) 197‐205  2017

    J-GLOBAL

  • 曲率に依存する反射関数を用いた半透明物体における法線マップ推定手法の提案

    久保尋之, 岡本翠, 向川康博, 森島繁生

    画像ラボ   28 ( 2 ) 14‐21  2017

    J-GLOBAL

  • Arranging Music for Piano using Musical Features of Original Score

    高森啓史, 佐藤晴紀, 中塚貴之, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2017 ( MUS-114 ) Vol.2017‐MUS‐114,No.16,1‐6 (WEB ONLY)  2017

    J-GLOBAL

  • 表情変化を考慮した経年変化顔動画合成

    山本晋太郎, サフキン パーベル, 加藤卓哉, 山口周悟, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2017 ( CG-166 ) Vol.2017‐CG‐166,No.3,1‐6 (WEB ONLY)  2017

    J-GLOBAL

  • キャラクタの局所的な身体構造を考慮したリアルタイム二次動作自動生成

    金田綾乃, 福里司, 福原吉博, 中塚貴之, 森島繁生

    情報処理学会研究報告(Web)   2017 ( CG-166 ) Vol.2017‐CG‐166,No.2,1‐5 (WEB ONLY)  2017

    J-GLOBAL

  • 笑顔動画データベースを用いた顔動画の経年変化

    山本晋太郎, SAVKIN Pavel, 佐藤優伍, 加藤卓哉, 森島繁生, 森島繁生

    情報処理学会全国大会講演論文集   79th ( 4 ) 4.103‐4.104  2017

    J-GLOBAL

  • 物体の形状による堆積への影響を考慮した埃の高速描画手法の提案

    佐藤樹, 小澤禎裕, 持田恵佑, 谷田川達也, 森島繁生, 森島繁生

    情報処理学会全国大会講演論文集   79th ( 4 ) 4.145‐4.146  2017

    J-GLOBAL

  • キャラクタの局所的な身体構造を考慮した二次動作自動生成

    金田綾乃, 福里司, 福原吉博, 中塚貴之, 森島繁生, 森島繁生

    情報処理学会全国大会講演論文集   79th ( 4 ) 4.89‐4.90  2017

    J-GLOBAL

  • 原曲の楽譜情報に基づいたピアノアレンジ譜面の生成

    高森啓史, 佐藤晴紀, 中塚貴之, 森島繁生, 森島繁生

    情報処理学会全国大会講演論文集   79th ( 2 ) 2.91‐2.92  2017

    J-GLOBAL

  • コート情報に基づくバレーボール映像の鑑賞支援とラリー解析

    板摺貴大, 福里司, 山口周悟, 森島繁生, 森島繁生

    情報処理学会全国大会講演論文集   79th ( 2 ) 2.317‐2.318  2017

    J-GLOBAL

  • ラリーシーンに着目したラケットスポーツ映像鑑賞システム

    板摺貴大, 福里司, 河村俊哉, 森島繁生

    画像ラボ   28 ( 6 ) 12‐19  2017

    J-GLOBAL

  • 可展面制約を考慮したテンプレートベース衣服モデリング

    成田史弥, 齋藤隼介, 福里司, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2017   ROMBUNNO.22  2017

    J-GLOBAL

  • 表情変化データベースを用いた経年変化顔動画合成

    山本晋太郎, SAVKIN Pavel, 加藤卓哉, 佐藤優伍, 古川翔一, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2017   ROMBUNNO.18  2017

    J-GLOBAL

  • 自己遮蔽下におけるリテクスチャリングのための階層型マーカの提案

    宮川翔貴, 福原吉博, 成田史弥, 小形憲弘, 森島繁生, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2017   ROMBUNNO.37  2017

    J-GLOBAL

  • 局所的な異方性と硬さを考慮した高速なキャラクタの二次動作生成の提案

    金田綾乃, 福里司, 福原吉博, 中塚貴之, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2017   ROMBUNNO.29  2017

    J-GLOBAL

  • コート情報に基づくバレーボール映像の鑑賞支援

    板摺貴大, 福里司, 山口周悟, 森島繁生, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2017   ROMBUNNO.09  2017

    J-GLOBAL

  • Automatic Piano-Arrangement Based on Music Elements Obtained from Music Audio Signals

    高森啓史, 深山覚, 後藤真孝, 森島繁生

    情報処理学会研究報告(Web)   2017 ( MUS-116 ) Vol.2017‐MUS‐116,No.13,1‐5 (WEB ONLY)  2017

    J-GLOBAL

  • Fast Subsurface Light Transport Evaluation for Real-Time Rendering Using Single Shortest Optical Paths

    小澤禎裕, 谷田川達也, 久保尋之, 森島繁生

    画像電子学会誌(CD-ROM)   46 ( 4 ) 533‐546  2017

    J-GLOBAL

  • 物体検出とユーザ入力に基づく一人称視点映像の高速閲覧手法

    粥川青汰, 樋口啓太, 米谷竜, 中村優文, 佐藤洋一, 森島繁生

    情報処理学会研究報告(Web)   2017 ( DCC-17 ) Vol.2017‐DCC‐17,No.4,1‐8 (WEB ONLY)  2017

    J-GLOBAL

  • Simulating the friction sounds using a friction-based adhesion theory model

    Takayuki Nakatsuka, Shigeo Morishima

    DAFx 2017 - Proceedings of the 20th International Conference on Digital Audio Effects     32 - 39  2017

     View Summary

    Synthesizing a friction sound of deformable objects by a computer is challenging. We propose a novel physics-based approach to synthesize friction sounds based on dynamics simulation. In this work, we calculate the elastic deformation of an object surface when the object comes in contact with other objects. The principle of our method is to divide an object surface into microrectangles. The deformation of each microrectangle is set using two assumptions: the size of a microrectangle (1) changes by contacting other object and (2) obeys a normal distribution. We consider the sound pressure distribution and its space spread, consisting of vibrations of all microrectangles, to synthesize a friction sound at an observation point. We express the global motions of an object by position based dynamics where we add an adhesion constraint. Our proposed method enables the generation of friction sounds of objects in different materials by regulating the initial value of microrectangular parameters.

  • Dynamic subtitle placement considering the region of interest and speaker location

    VISIGRAPP 2017 - Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications   6   102 - 109  2017.01

     View Summary

    © 2017 by SCITEPRESS - Science and Technology Publications, Lda. This paper presents a subtitle placement method that reduces unnecessary eye movements. Although methods that vary the position of subtitles have been discussed in a previous study, subtitles may overlap the region of interest (ROI). Therefore, we propose a dynamic subtitling method that utilizes eye-Tracking data to avoid the subtitles from overlapping with important regions. The proposed method calculates the ROI based on the eye-Tracking data of multiple viewers. By positioning subtitles immediately under the ROI, the subtitles do not overlap the ROI. Furthermore, we detect speakers in a scene based on audio and visual information to help viewers recognize the speaker by positioning subtitles near the speaker. Experimental results show that the proposed method enables viewers to watch the ROI and the subtitle in longer duration than traditional subtitles, and is effective in terms of enhancing the comfort and utility of the viewing experience.

  • 要素間補間による共回転系弾性体の高速化

    福原, 吉博, 斎藤, 隼介, 成田, 史弥, 森島, 繁生

    第78回全国大会講演論文集   2016 ( 1 ) 181 - 182  2016.03

     View Summary

    共回転系弾性体は大きな変形に対してロバストであるため、コンピュータグラフィクス(CG)において広く用いている弾性体モデルの1つである。しかし、共回転系弾性体のシミュレーションを行うためには各ステップで全ての要素について特異値分解を行い、回転行列を計算しなければならないため、計算時間のボトルネックの1つとなっている。本研究では、弾性体の要素のうち、サンプリングされた少数の要素についてのみ特異値分解を行い、厳密な回転行列を計算する。残りの要素の回転行列についてはクォータニオンブレンディングによって近似的に補完することによって、より高速なシミュレーションを行うことを可能とした。

    CiNii

  • Volleyball video summarization based on rally scene extraction and analysis

    ITAZURI Takahiro, FUKUSATO Tsukasa, YAMAGUCHI Shugo, MORISHIMA Shigeo

    PROCEEDINGS OF THE ITE WINTER ANNUAL CONVENTION   2016   25C-1  2016

     View Summary

    We propose a method for watching volleyball video effectively. We focus on rally scene because volleyball is a rally point system game, so we propose rally shot detection algorithm and court detection algorithm. By combining these techniques, we can successfully detect rally scenes and add event information to them automatically.

    DOI CiNii

  • motebi~文字を手書きで美しく書くための支援ツール~

    中村優文, 山口周悟, 森島繁生

    日本ソフトウェア科学会研究会資料シリーズ(Web)   ( 78 ) ROMBUNNO.2‐A06 (WEB ONLY)  2016

    J-GLOBAL

  • 視線情報と話者情報とを組み合わせた動画への動的字幕配置手法

    赤堀渉, 平井辰典, 森島繁生

    日本ソフトウェア科学会研究会資料シリーズ(Web)   ( 78 ) ROMBUNNO.1‐A10 (WEB ONLY)  2016

    J-GLOBAL

  • トレーシングとデータベースを併用する2Dアニメーション作成支援システム

    福里司, 森島繁生

    日本ソフトウェア科学会研究会資料シリーズ(Web)   ( 78 ) WEB ONLY  2016

    J-GLOBAL

  • Dance DJ:ライブパフォーマンスのためのダンス動作ミックスシステム

    岩本尚也, 加藤卓哉, 原健太, 柿塚亮, 森島繁生

    日本ソフトウェア科学会研究会資料シリーズ(Web)   ( 78 ) ROMBUNNO.1‐A02 (WEB ONLY)  2016

    J-GLOBAL

  • 曲率に依存した反射関数を用いた半透明物体の照度差ステレオ法

    岡本翠, 久保尋之, 向川康博, 森島繁生

    画像電子学会誌(CD-ROM)   45 ( 1 ) 119‐120  2016

    J-GLOBAL

  • ラリーシーンに着目したラケットスポーツ動画鑑賞システム

    河村俊哉, 福里司, 平井辰典, 森島繁生

    画像電子学会誌(CD-ROM)   45 ( 1 ) 121‐122  2016

    J-GLOBAL

  • Region-based Painting Style Transfer

    山口周悟, 加藤卓哉, 福里司, 古澤知英, 森島繁生

    画像電子学会誌(CD-ROM)   45 ( 1 ) 125‐126  2016

    J-GLOBAL

  • フレームリシャッフリングに基づく事前知識を用いない吹替映像の生成

    古川翔一, 加藤卓哉, 野澤直樹, PAVEL Savkin, 森島繁生, 森島繁生

    情報処理学会全国大会講演論文集   78th ( 4 ) 4.107-4.108  2016

    J-GLOBAL

  • 顔画像特徴と眠気の相関に基づくドライバーの眠気検出

    佐藤優伍, 野澤直樹, 森島繁生

    情報処理学会全国大会講演論文集   78th ( 3 ) 3.331-3.332  2016

    J-GLOBAL

  • 要素間補間による共回転系弾性体シミュレーションの高速化

    福原吉博, 齋藤隼介, 成田史弥, 森島繁生

    情報処理学会全国大会講演論文集   78th ( 4 ) 4.181-4.182  2016

    J-GLOBAL

  • 似顔絵の個性を考慮した実写化手法の提案

    中村優文, 山口周悟, 福里司, 古澤知英, 森島繁生

    情報処理学会全国大会講演論文集   78th ( 4 ) 4.93-4.94  2016

    J-GLOBAL

  • 凝着説に基づく物体表面の弾性変形を考慮した摩擦音の生成手法の提案

    中塚貴之, 森島繁生, 森島繁生

    情報処理学会全国大会講演論文集   78th ( 4 ) 4.187-4.188  2016

    J-GLOBAL

  • 好みを反映したダンス生成のための振付編集手法

    柿塚亮, 柿塚亮, 岩本尚也, 岩本尚也, 朝比奈わかな, 朝比奈わかな, 森島繁生, 森島繁生

    情報処理学会全国大会講演論文集   78th ( 4 ) 4.103-4.104  2016

    J-GLOBAL

  • パッチ単位の法線推定による三次元顔形状復元

    野沢綸佐, 加藤卓哉, 野澤直樹, PARVEL Savkin, 森島繁生, 森島繁生

    情報処理学会全国大会講演論文集   78th ( 2 ) 2.113-2.114  2016

    J-GLOBAL

  • 不均一な半透明物体の描画のためのTranslucent Shadow Mapsの拡張

    持田恵佑, 岡本翠, 久保尋之, 森島繁生

    情報処理学会全国大会講演論文集   78th ( 4 ) 4.57-4.58  2016

    J-GLOBAL

  • 輝度の最大寄与値を用いた半透明物体のリアルタイムレンダリング

    小澤禎裕, 岡本翠, 森島繁生

    情報処理学会全国大会講演論文集   78th ( 4 ) 4.55-4.56  2016

    J-GLOBAL

  • Garment Transfer between Biped and Quadruped Characters

    成田史弥, 齋藤隼介, 福里司, 森島繁生

    情報処理学会論文誌ジャーナル(Web)   57 ( 3 ) 863‐872 (WEB ONLY)  2016

    J-GLOBAL

  • LyricsRadar: A Lyrics Retrieval Interface Based on Latent Topics of Lyrics

    佐々木将人, 吉井和佳, 中野倫靖, 後藤真孝, 森島繁生

    情報処理学会論文誌ジャーナル(Web)   57 ( 5 ) 1365‐1374 (WEB ONLY)  2016

    J-GLOBAL

  • 寄与の大きな表面下散乱光の高速取得による半透明物体のリアルタイムレンダリング

    小澤禎裕, 久保尋之, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2016   ROMBUNNO.28  2016

    J-GLOBAL

  • 要素間補間による共回転系弾性体シミュレーションの高速化

    福原吉博, 斎藤隼介, 成田史弥, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2016   ROMBUNNO.13  2016

    J-GLOBAL

  • Voxel Number Mapを用いた不均一半透明物体のリアルタイムレンダリング

    持田恵佑, 久保尋之, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2016   ROMBUNNO.29  2016

    J-GLOBAL

  • フレームリシャッフリングに基づく音素情報を用いない吹替え映像の生成

    古川翔一, 加藤卓哉, SAVKIN Pavel, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2016   ROMBUNNO.16  2016

    J-GLOBAL

  • 好みを反映した3Dダンス制作のための振付編集手法

    柿塚亮, 岩本尚也, 朝比奈わかな, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2016   ROMBUNNO.26  2016

    J-GLOBAL

  • 複数人の視線追跡データから推定される関心領域に基づく動画への動的字幕配置手法

    赤堀渉, 平井辰典, 河村俊哉, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2016   ROMBUNNO.39  2016

    J-GLOBAL

  • CGアニメーションのための物体表面の凝着を考慮した摩擦音の生成

    中塚貴之, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2016   ROMBUNNO.20  2016

    J-GLOBAL

  • 頭蓋骨形状に基づいた顔の三次元肥痩シミュレーション

    藤崎匡裕, 鍵山裕貴, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2016   ROMBUNNO.25  2016

    J-GLOBAL

  • 法線情報を含むパッチデータベースを用いた三次元顔形状復元

    野沢綸佐, 加藤卓哉, SAVKIN Pavel, 山口周悟, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2016   ROMBUNNO.07  2016

    J-GLOBAL

  • 肖像画実写化手法の提案

    中村優文, 山口周悟, 福里司, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2016   ROMBUNNO.09  2016

    J-GLOBAL

  • Aged Wrinkles Individuality Considering Aging Simulation

    SAVKIN Pavel A., 加藤卓哉, 福里司, 森島繁生

    情報処理学会論文誌ジャーナル(Web)   57 ( 7 ) 1627‐1637 (WEB ONLY)  2016

    J-GLOBAL

  • A choreographic authoring system reflecting a user’s preference

    柿塚亮, 佃洸摂, 深山覚, 岩本尚也, 後藤真孝, 森島繁生

    情報処理学会研究報告(Web)   2016 ( MUS-112 ) Vol.2016‐MUS‐112,No.16,1‐6 (WEB ONLY)  2016

    J-GLOBAL

  • 肖像画からの写実的な顔画像生成手法

    中村優文, 山口周悟, 福里司, 森島繁生

    情報処理学会研究報告(Web)   2016 ( CG-163 ) Vol.2016‐CG‐163,No.10,1‐6 (WEB ONLY)  2016

    J-GLOBAL

  • 似顔絵から顔を知る~似顔絵実写化の可能性~

    中村優文, 森島繁生

    日本顔学会誌   16 ( 1 ) 36  2016

    J-GLOBAL

  • 顔の変化による眠そうな顔の認知

    佐藤優伍, 加藤卓哉, 野澤直樹, 森島繁生

    日本顔学会誌   16 ( 1 ) 71  2016

    J-GLOBAL

  • 顔の発話動作と音声とを同期させた映像を生成する手法の提案

    古川翔一, 加藤卓哉, サフキン パーベル, 森島繁生

    日本顔学会誌   16 ( 1 ) 38  2016

    J-GLOBAL

  • ラリーシーンの自動抽出と解析に基づくバレーボール映像の要約手法の提案

    板摺貴大, 福里司, 山口周悟, 森島繁生

    映像情報メディア学会冬季大会講演予稿集(CD-ROM)   2016   ROMBUNNO.25C‐1  2016

    J-GLOBAL

  • Automatic Generation of Photorealistic 3D Inner Mouth Animation only from Frontal Images

    Masahide Kawai, Tomoyori Iwao, Akinobu Maejima, Shigeo Morishima

      56 ( 9 )  2015.09

    CiNii

  • 実写画像を入力とする画風を考慮したアニメ背景画像生成システム

    山口, 周悟, 古澤, 知英, 福里, 司, 森島, 繁生

    第77回全国大会講演論文集   2015 ( 1 ) 71 - 72  2015.03

     View Summary

    手描きアニメーション制作において背景画像は非常にコストがかかるため、簡易的な生成が求められる。本稿は,実写の風景画像をアニメ調に変換する手法を提案する.従来手法は、変換が画像全体に画一的であるため、アニメ作品上の背景画像の特徴である「色使い」「鮮明な輪郭」「ブラシの塗り方」を表現することが困難である.そこで提案手法では、入力として実写とアニメ背景画像を用意し、3段階の自動的な工程を踏む。実写とアニメの領域の分割と、領域の対応付けを行う。さらに、アニメから実写へテクスチャの転写を行うことにより、アニメ背景画像の特徴が反映された新たな背景画像を生成する。

    CiNii

  • 単一楽曲の切り貼りによる動画の盛り上がりに同期したBGM自動付加手法

    佐藤 晴紀, 平井 辰典, 中野 倫靖, 後藤 真孝, 森島 繁生

    第77回全国大会講演論文集   2015 ( 1 ) 375 - 376  2015.03

     View Summary

    本稿では、動画とその盛り上がり箇所、BGMとしたい楽曲とその箇所を入力として与えると、動画の盛り上がりと楽曲の指定箇所が合うように楽曲を自動付加する手法を提案する。従来、BGMと映像の関係を事前に学習しておくことで、新たな動画にBGMを付加する手法が提案されているが、「動画の決定的なシーンに楽曲のサビの部分を合わせたい」といったユーザの意図の反映は検討されてこなかった。そこで本研究では、ユーザが楽曲のサビ区間をいつ再生するのか指定することで、楽曲と動画の始端及び終端を揃えながら、指定時刻にサビがくるように楽曲を断片的につなぎ合わせる。具体的には、動的計画法を用いた小節単位での楽曲の切り貼りによって、ユーザの意図を反映したBGM自動付加を実現する。

    CiNii

  • ダンスモーションにシンクロした音楽印象推定手法の提案とダンサーの表情自動合成への応用

    朝比奈わかな, 岡田成美, 岩本尚也, 増田太郎, 福里司, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2015 ( 23 ) 1 - 6  2015.02

    CiNii J-GLOBAL

  • 映像の盛り上がり箇所に音楽のサビを同期させるBGM付加支援手法

    佐藤晴紀, 佐藤晴紀, 平井辰典, 中野倫靖, 後藤真孝, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2015 ( 10 ) 1 - 6  2015.02

    CiNii J-GLOBAL

  • 実写画像に基づく特定画風を反映したアニメ背景画像への自動変換

    山口周悟, 古澤知英, 福里司, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2015 ( 14 ) 1 - 6  2015.02

    CiNii J-GLOBAL

  • 人物の皺の発生位置と形状を反映した経年変化顔画像合成

    サフキン パーベル, 桑原大樹, 川井正英, 加藤卓哉, 森島繁生

    情報処理学会研究報告(Web)   2015 ( 12 ) 1 - 8  2015.02

    CiNii J-GLOBAL

  • 注視点の変化に追随するゲームキャラクタの頭部および眼球運動の自動合成

    鍵山裕貴, 川井正英, 桑原大樹, 森島繁生

    情報処理学会研究報告(Web)   2015 ( 13 ) 1 - 7  2015.02

    CiNii J-GLOBAL

  • 半透明物体における曲率と透過度合の相関分析

    岡本 翠, 安達 翔平, 久保 尋之, 向川 康博, 森島 繁生

    研究報告コンピュータビジョンとイメージメディア(CVIM)   2015 ( 26 ) 1 - 6  2015.01

     View Summary

    本研究では,半透明物体の内部で生じる光線の表面下散乱現象の解析を目的として,物体表面の曲率と表面下散乱現象との相関を検討する.コンピュータグラフィックス分野では,画像の生成を目的として表面下散乱現象のモデル化が積極的に行われてきたが,物理ベースの光学シミュレーションは計算負荷が高いため,このようなモデルを用いて画像の解析を行うことは非常に困難である.そこで本研究は,表面下散乱現象のモデルとして,計算コストが低い近似的なモデルである曲率に依存する反射関数 (CDRF) に着目する.様々な曲率の半透明物体における表面下散乱の計測結果をもとに,曲率と光の透過度合との相関を分析することによって,CDRF を用いた半透明物体の画像解析の有効性を検証する.

    CiNii

  • 似顔絵からのフォトリアルな顔画像生成

    溝川あい, 森島繁生

    画像センシングシンポジウム講演論文集(CD-ROM)   21st   ROMBUNNO.IS3-32  2015

    J-GLOBAL

  • 半透明物体における曲率と透過度合の相関分析

    岡本翠, 安達翔平, 久保尋之, 向川康博, 森島繁生

    電子情報通信学会技術研究報告   114 ( 410(MVE2014 49-73) ) 147 - 152  2015

    J-GLOBAL

  • A System for Viewing Racquet Sports Video with Automatic Summarization Focusing on Rally Scene

    河村俊哉, 福里司, 福里司, 平井辰典, 森島繁生, 森島繁生

    情報処理学会論文誌ジャーナル(Web)   56 ( 3 ) 1028-1038 (WEB ONLY)  2015

    J-GLOBAL

  • ダンスモーションに同期した表情自動合成のための楽曲印象解析手法の提案

    朝比奈わかな, 岡田成美, 岩本尚也, 増田太郎, 福里司, 森島繁生

    情報処理学会全国大会講演論文集   77th ( 2 ) 2.383-2.384  2015

    J-GLOBAL

  • 単一楽曲の切り貼りによる動画の盛り上がりに同期したBGM自動付加手法

    佐藤晴紀, 平井辰典, 中野倫靖, 後藤真孝, 森島繁生

    情報処理学会全国大会講演論文集   77th ( 2 ) 2.375-2.376  2015

    J-GLOBAL

  • 皺の個人性を考慮した経年変化顔画像合成

    SAVKIN Pavel, 桑原大樹, 川井正英, 加藤卓哉, 森島繁生

    情報処理学会全国大会講演論文集   77th ( 4 ) 4.111-4.112  2015

    J-GLOBAL

  • 実測に基づくゲームキャラクタの頭部および眼球運動の自動合成

    鍵山裕貴, 川井正英, 桑原大樹, 森島繁生

    情報処理学会全国大会講演論文集   77th ( 4 ) 4.109-4.110  2015

    J-GLOBAL

  • 顔画像のシルエット情報に基づく3次元顔形状復元

    野澤直樹, 桑原大樹, 森島繁生

    情報処理学会全国大会講演論文集   77th ( 2 ) 2.525-2.526  2015

    J-GLOBAL

  • フィッティングを保持した体型の変化に頑健な衣装転写システムの提案

    成田史弥, 齋藤隼介, 加藤卓哉, 福里司, 森島繁生

    情報処理学会全国大会講演論文集   77th ( 4 ) 4.105-4.106  2015

    J-GLOBAL

  • 雑音下での音源定位・音源分離に与える伝達関数測定法の影響の評価

    赤堀渉, 増田太郎, 奥乃博, 森島繁生

    情報処理学会全国大会講演論文集   77th ( 2 ) 2.119-2.120  2015

    J-GLOBAL

  • 実写画像に基づく画風を考慮したアニメ背景画像生成システム

    山口周悟, 古澤知英, 福里司, 森島繁生

    情報処理学会全国大会講演論文集   77th ( 4 ) 4.71-4.72  2015

    J-GLOBAL

  • 外科的矯正治療後のスマイルについて

    寺田員人, 佐野奈都貴, 寺嶋縁里, 亀田剛, 小原彰浩, 齋藤功, 森島繁生

    顎顔面バイオメカニクス学会誌   19/20 ( 1 ) 64‐70  2015

    J-GLOBAL

  • VoiceDub: Post-scoring System with Multiple Timing Information for Visual Entertainment

    川本真一, 森島繁生, 中村哲

    情報処理学会論文誌ジャーナル(Web)   56 ( 4 ) 1142-1151 (WEB ONLY)  2015

    J-GLOBAL

  • 音声と映像の変化に注目したフレーム間引きによる動画要約手法

    平井辰典, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2015 ( MUS-107 ) VOL.2015-MUS-107,NO.18 (WEB ONLY)  2015

    J-GLOBAL

  • 頬のシルエット情報を活用した単一斜め向き顔画像に対する顔形状3次元復元手法

    野澤直樹, 森島繁生

    情報処理学会研究報告(Web)   2015 ( CG-159 ) VOL.2015-CG-159,NO.7 (WEB ONLY)  2015

    J-GLOBAL

  • 手描き画像の特徴を保存した実写画像への画風転写

    山口周悟, 加藤卓哉, 福里司, 古澤知英, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2015   ROMBUNNO.32  2015

    J-GLOBAL

  • 注視点の変化に追随するゲームキャラクタの頭部および眼球運動の自動合成

    鍵山裕貴, 川井正英, 桑原大樹, 加藤卓哉, 藤崎匡裕, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2015   ROMBUNNO.23  2015

    J-GLOBAL

  • 中割り自動生成による手描きストロークベースのキーフレームアニメーション作成支援ツール

    福里司, 古澤知英, 森島繁生, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2015   ROMBUNNO.22  2015

    J-GLOBAL

  • ポーズに依存しない4足キャラクタ間の衣装転写システムの提案

    成田史弥, 齋藤隼介, 加藤卓哉, 福里司, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2015   ROMBUNNO.07  2015

    J-GLOBAL

  • 単一楽曲の切り貼りにより映像と楽曲の指定箇所を同期させるBGM付加支援インタフェース

    佐藤晴紀, 佐藤晴紀, 平井辰典, 中野倫靖, 後藤真孝, 森島繁生, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2015   ROMBUNNO.26  2015

    J-GLOBAL

  • ダンスにシンクロした楽曲印象推定によるダンスキャラクタの表情アニメーション生成手法の提案

    朝比奈わかな, 朝比奈わかな, 岡田成美, 岡田成美, 岩本尚也, 岩本尚也, 増田太郎, 増田太郎, 福里司, 森島繁生, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2015   ROMBUNNO.09  2015

    J-GLOBAL

  • 皺の発生過程を考慮した経年変化顔画像合成

    SAVKIN Pavel, 桑原大樹, 川井正英, 加藤卓哉, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2015   ROMBUNNO.03  2015

    J-GLOBAL

  • 似顔絵実写化手法の提案

    溝川あい, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2015   ROMBUNNO.01  2015

    J-GLOBAL

  • 多重レイヤーボリューム構造を考慮したキャラクターのリアルタイム肉揺れアニメーション生成手法

    岩本尚也, 岩本尚也, 森島繁生, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2015   ROMBUNNO.08  2015

    J-GLOBAL

  • ラリーシーンに着目したラケットスポーツ動画の効率的鑑賞システム

    河村俊哉, 福里司, 平井辰典, 森島繁生

    画像ラボ   26 ( 7 ) 1 - 7  2015

    J-GLOBAL

  • Flesh Jigging Method Considered in Character Body Structure in Real-Time

    岩本尚也, 岩本尚也, 森島繁生, 森島繁生

    画像電子学会誌(CD-ROM)   44 ( 3 ) 502 - 511  2015

    DOI J-GLOBAL

  • 要素間補間による共回転系弾性体シミュレーションの高速化

    福原吉博, 斎藤隼介, 成田史弥, 森島繁生

    情報処理学会研究報告(Web)   2015 ( CG-160 ) VOL.2015-CG-160,NO.8 (WEB ONLY)  2015

    J-GLOBAL

  • MusicMixer:ビート及び潜在トピックの類似度を用いたDJシステム

    平井辰典, 土井啓成, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2015 ( MUS-108 ) VOL.2015-MUS-108,NO.3,HIRAI (WEB ONLY)  2015

    J-GLOBAL

  • 楽曲のビート類似度及び潜在トピックの類似度に基づくDJプレイの自動化

    平井辰典, 土井啓成, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2015 ( MUS-108 ) VOL.2015-MUS-108,NO.14 (WEB ONLY)  2015

    J-GLOBAL

  • キャラクタの個性的な表情特徴を反映した表情モデリング法の提案

    加藤卓哉, 森島繁生

    日本顔学会誌   15 ( 1 ) 102  2015

    J-GLOBAL

  • 楽曲印象に基づくダンスモーションに同期したダンスキャラクタの表情自動合成

    朝比奈わかな, 朝比奈わかな, 岡田成美, 岡田成美, 岩本尚也, 岩本尚也, 増田太郎, 増田太郎, 福里司, 森島繁生, 森島繁生

    日本顔学会誌   15 ( 1 ) 124  2015

    J-GLOBAL

  • 骨格を基にした顔の肥痩シミュレーション

    藤崎匡裕, 森島繁生

    日本顔学会誌   15 ( 1 ) 140  2015

    J-GLOBAL

  • 似顔絵実写化手法の提案

    中村優文, 森島繁生

    日本顔学会誌   15 ( 1 ) 125  2015

    J-GLOBAL

  • 曲率依存反射関数を用いた半透明物体における照度差ステレオ法の改善

    岡本翠, 久保尋之, 向川康博, 森島繁生

    電子情報通信学会技術研究報告   115 ( 224(PRMU2015 67-91) ) 129 - 133  2015

    J-GLOBAL

  • パッチタイリングを用いた法線推定による3次元顔形状復元

    野沢綸佐, 加藤卓哉, 藤崎匡裕, サフキン パーベル, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2015 ( CVIM-199 ) VOL.2015-CVIM-199,NO.26 (WEB ONLY)  2015

    J-GLOBAL

  • 動的計画法を用いた半透明物体のリアルタイムレンダリング

    小澤禎裕, 岡本翠, 久保尋之, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2015 ( CVIM-199 ) VOL.2015-CVIM-199,NO.1 (WEB ONLY)  2015

    J-GLOBAL

  • 三次元形状を考慮した半透明物体のリアルタイムレンダリング

    持田恵佑, 岡本翠, 小澤禎裕, 久保尋之, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2015 ( CVIM-199 ) VOL.2015-CVIM-199,NO.2 (WEB ONLY)  2015

    J-GLOBAL

  • 主成分分析に基づく類似口形状検出によるビデオ翻訳動画の生成

    古川翔一, 加藤卓哉, 野澤直樹, サフキン パーベル, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2015 ( CVIM-199 ) VOL.2015-CVIM-199,NO.14 (WEB ONLY)  2015

    J-GLOBAL

  • 視線追跡データから算出された注目領域に基づく視線移動の少ない字幕配置法の提案と評価

    赤堀渉, 平井辰典, 森島繁生, 森島繁生

    情報処理学会研究報告(Web)   2015 ( EC-38 ) VOL.2015‐EC‐38,NO.8 (WEB ONLY)  2015

    J-GLOBAL

  • Musicmean: Fusion-based music generation

    Tatsunori Hirai, Shoto Sasaki, Shigeo Morishima

    Proceedings of the 12th International Conference in Sound and Music Computing, SMC 2015     323 - 327  2015

     View Summary

    © 2015 Tatsunori Hirai et al. In this paper, we propose MusicMean, a system that fuses existing songs to create an "in-between song" such as an "average song," by calculating the average acoustic pitch of musical notes and the occurrence frequency of drum elements from multiple MIDI songs. We generate an inbetween song for generative music by defining rules based on simple music theory. The system realizes the interactive generation of in-between songs. This represents new interaction between human and digital content. Using MusicMean, users can create personalized songs by fusing their favorite songs.

  • Flesh jigging method considered in character body structure in real-time

    Naoya Iwamoto, Shigeo Morishima

    Journal of the Institute of Image Electronics Engineers of Japan   44 ( 3 ) 502 - 511  2015

     View Summary

    This paper presents a method to synthesize a high speed soft body character animation in real time. Especially, not only primary but also secondary physics based deformation in an under skin fat structure driven by a skeletal motion are considered. However, as a high fidelity soft body animation method, high cost FEM based methods are usually introduced, the method which represents a high speed and robust soft body animation using simplified elastic simulation method was proposed. In this method, they applied skinning result to fat and skin, and then a vibration was limited to be a very small and unnatural. So in this paper, we proposed a method to divide skinning and simulation by modeling an inside structure under skin approximately and automatically. As a result, by controlling parameters such as volume and elastic parameter at each layer freely. Consequently, by a user interaction with parameter adjustment, a definition of soft body material according to the location can be implemented to generate and edit a proper soft body motion. After an evaluation of soft body motion synthesis based on a several character models, this method is approved to be very effective to make a character animation with soft body characters.

  • Automatic singing voice to music video generation via mashup of singing video clips

    Tatsunori Hirai, Yukara Ikemiya, Kazuyoshi Yoshii, Tomoyasu Nakano, Masataka Goto, Shigeo Morishima

    Proceedings of the 12th International Conference in Sound and Music Computing, SMC 2015     153 - 159  2015

     View Summary

    © 2015 Tatsunori Hirai et al. This paper presents a system that takes audio signals of any song sung by a singer as the input and automatically generates a music video clip in which the singer appears to be actually singing the song. Although music video clips have gained the popularity in video streaming services, not all existing songs have corresponding video clips. Given a song sung by a singer, our system generates a singing video clip by reusing existing singing video clips featuring the singer. More specifically, the system retrieves short fragments of singing video clips that include singing voices similar to that in target song, and then concatenates these fragments using a technique of dynamic programming (DP). To achieve this, we propose a method to extract singing scenes from music video clips by combining vocal activity detection (VAD) with mouth aperture detection (MAD). The subjective experimental results demonstrate the effectiveness of our system.

  • Estimation of Reflectance Function by Measuring Translucent Materials for Real-time Rendering

    Midori Okamoto, Shohei Adachi, Hiroaki Ukaji, Kazuki Okami, Shigeo Morishima

    IPSJ SIG Notes   2014 ( 3 ) 1 - 7  2014.02

     View Summary

    It is important to render translucent materials realistically in computer graphics. In this paper, we propose a method of rendering translucent materials in real-time by actual measurement. First, we irradiate several translucent spheres of varying radii to measure actual subsurface scattering. Next, we acquire radiance and angle between normal and light vector on each point of the sphere. After that, we revise radiance by analyzing radiance and angle between normal and view vector. As a translucent material, we relate curvature and radiance. Finally, we can prepare fast and realistic rendering results of translucent materials.

    CiNii J-GLOBAL

  • Estimation of Onomatopoeia Considering Physical Phenomena

    Tsukasa Fukusato, Shigeo Morishima

    IPSJ SIG Notes   2014 ( 10 ) 1 - 8  2014.02

     View Summary

    This paper presents a technology that enables to estimate onomatopoeias based on physical parameters. Onomatopoeias often are used to emphasize material and character's motion in Non-photorealistic Animation (NPR), and enable users to understand anime contents intuitively. However, animators empirically select onomatopoeia according to the situations and character references. Therefore, we propose a method to quantify and recommend onomatopoeia using physical parameters which is computed within the animation process. This makes it possible to visualize the information (material and speed etc.).

    CiNii J-GLOBAL

  • Facial Fattening Simulation Based on Skull Bone

    Masahiro Fujisaki, Daiki Kuwahara, Ai Mizokawa, Tomoyori Iwao, Taro Nakamura, Akinobu Maejima, Shigeo Morishima

    IPSJ SIG Notes   2014 ( 20 ) 1 - 7  2014.02

     View Summary

    A precise facial fattening simulation is strongly required in beautification, health, and entertainment. In previous works, the individuality of facial deformation was ignored because they applied the same fattening rule to all people. Although, they defined the rule of facial fattening based on only structures of facial surface, the faces were deformed unnaturally ignoring the shape of skull bone. Therefore, we proposed a method of the facial fattening deformation that preserves the individuality of facial deformation by estimating the shape of skull bone from the frontal facial image. We also prevent the deformation that facial surfaces penetrate into the skull bone due to ignoring the shape of skull bone. We realized a realistic face fattening simulation while keeping the individuality of facial deformation and preventing unnatural deformation.

    CiNii J-GLOBAL

  • Realistic Facial Retargeting with Individual Characteristics

    Takuya Kato, Masahide Kawai, Shunsuke Saito, Tomoyori Iwao, Akinobu Maejima, Shigeo Morishima

    IPSJ SIG Notes   2014 ( 15 ) 1 - 8  2014.02

     View Summary

    Although facial retargeting using Blendshape Animation has been a major method to create CG facial animations, scalping its Blendshapes has been a drawback since it causes enormous labor. In this paper, we propose a method to create mapping between Blendshapes without individual characteristics and the training examples, and apply them onto the input facial model created by transferring geometry of other characters. Our system transfers the individual characteristics defined on couple of training examples to efficiently achieve facial retargeting for Blendshape Animation with individual characteristics.

    CiNii J-GLOBAL

  • LYRICS RADAR:歌詞の潜在的意味分析に基づく歌詞検索インタフェース

    佐々木将人, 吉井和佳, 中野倫靖, 後藤真孝, 森島繁生

    情報処理学会研究報告(Web)   2014 ( MUS-102 ) VOL.2014-MUS-102,NO.26 (WEB ONLY)  2014

    J-GLOBAL

  • Query by Phrase:半教師あり非負値行列因子分解を用いた音楽信号中のフレーズ検出

    増田太郎, 吉井和佳, 後藤真孝, 森島繁生

    情報処理学会研究報告(Web)   2014 ( MUS-102 ) VOL.2014-MUS-102,NO.25 (WEB ONLY)  2014

    J-GLOBAL

  • 話者類似度の時間的変化を用いた多人数音声モーフィングに基づく話者変換

    浜崎皓介, 河原英紀, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2014   ROMBUNNO.3-6-1  2014

    J-GLOBAL

  • ラケットスポーツ動画の構造解析に基づく映像要約と鑑賞インタフェースの提案

    河村俊哉, 福里司, 平井辰典, 森島繁生

    情報処理学会全国大会講演論文集   76th ( 2 ) 2.117-2.118  2014

    J-GLOBAL

  • キャラクタに固有な表情変化の特徴を反映したキーシェイプ自動生成手法の提案

    加藤卓哉, 川井正英, 桑原大樹, 斉藤隼介, 岩尾知頼, 前島謙宣, 森島繁生

    情報処理学会全国大会講演論文集   76th ( 4 ) 4.339-4.340  2014

    J-GLOBAL

  • 髪の特徴に基づく類似顔画像検索

    藤賢大, 福里司, 増田太郎, 平井辰典, 森島繁生

    情報処理学会全国大会講演論文集   76th ( 1 ) 1.539-1.540  2014

    J-GLOBAL

  • 実測に基づく反射関数による半透明物体のリアルタイムレンダリング

    岡本翠, 安達翔平, 宇梶弘晃, 岡見和樹, 森島繁生

    情報処理学会全国大会講演論文集   76th ( 4 ) 4.301-4.302  2014

    J-GLOBAL

  • 正面および側面の手描き顔画像からの顔回転シーン自動生成

    古澤知英, 福里司, 岡田成美, 平井辰典, 森島繁生

    情報処理学会全国大会講演論文集   76th ( 4 ) 4.345-4.346  2014

    J-GLOBAL

  • 頭蓋骨の形状を考慮した顔の肥痩シミュレーション

    藤崎匡裕, 桑原大樹, 溝川あい, 中村太郎, 前島謙宣, 森島繁生

    情報処理学会全国大会講演論文集   76th ( 2 ) 2.283-2.284  2014

    J-GLOBAL

  • 歌手映像と歌声の解析に基づく音楽動画中の歌唱シーン検出手法の検討

    平井辰典, 中野倫靖, 後藤真孝, 森島繁生

    電子情報通信学会技術研究報告   114 ( 52(SP2014 1-45) ) 271 - 278  2014

    J-GLOBAL

  • 物理現象を考慮した映像シーンへの擬音語自動付加の研究

    福里司, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2014   ROMBUNNO.16  2014

    J-GLOBAL

  • 正面口内画像群からのリアルな三次元口内アニメーションの自動生成

    川井正英, 岩尾知頼, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2014   ROMBUNNO.22  2014

    J-GLOBAL

  • キャラクタ固有の表情特徴を考慮した顔アニメーション生成手法

    加藤卓哉, 斉藤隼介, 川井正英, 岩尾知頼, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2014   ROMBUNNO.37  2014

    J-GLOBAL

  • 曲率依存反射関数の実測に基づく半透明物体のリアルタイムレンダリング

    岡本翠, 安達翔平, 宇梶弘晃, 岡見和樹, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2014   ROMBUNNO.50  2014

    J-GLOBAL

  • ラケットスポーツのラリーシーンに着目した映像要約と効率的鑑賞インタフェース

    河村俊哉, 福里司, 平井辰典, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2014   ROMBUNNO.4  2014

    J-GLOBAL

  • 2枚の手描き顔画像を用いたキャラクタ顔回転シーン自動生成

    古澤知英, 福里司, 岡田成美, 平井辰典, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2014   ROMBUNNO.35  2014

    J-GLOBAL

  • 頭蓋骨形状に基づいた顔の肥痩シミュレーション

    藤崎匡裕, 桑原大樹, 溝川あい, 中村太郎, 前島謙宣, 山下隆義, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2014   ROMBUNNO.20  2014

    J-GLOBAL

  • 髪の特徴に基づく顔の印象類似検索システム

    藤賢大, 福里司, 佐々木将人, 増田太郎, 平井辰典, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2014   ROMBUNNO.41  2014

    J-GLOBAL

  • 正面および側面のイラストからのキャラクタ顔回転シーンの自動生成

    古澤知英, 福里司, 岡田成美, 平井辰典, 森島繁生

    情報処理学会研究報告(Web)   2014 ( CG-156 ) VOL.2014-CG-156,NO.8 (WEB ONLY)  2014

    J-GLOBAL

  • 振り付けの構成要素を考慮したダンスモーションのセグメンテーション手法の提案

    岡田成美, 福里司, 岩本尚也, 森島繁生

    情報処理学会研究報告(Web)   2014 ( CG-156 ) VOL.2014-CG-156,NO.9 (WEB ONLY)  2014

    J-GLOBAL

  • 個人性を保持したデータドリブンなパーツベース経年変化顔画像合成

    桑原大樹, 前島謙宣, 藤崎匡裕, 森島繁生

    情報処理学会研究報告(Web)   2014 ( CVIM-194 ) VOL.2014-CVIM-194,NO.23 (WEB ONLY)  2014

    J-GLOBAL

  • Automatic Photorealistic 3D Inner Mouth Restoration from Frontal Images

    Masahide Kawai, Tomoyori Iwao, Akinobu Maejima, Shigeo Morishima

    ADVANCES IN VISUAL COMPUTING (ISVC 2014), PT 1   8887   51 - 62  2014

     View Summary

    In this paper, we propose a novel method to generate highly photorealistic three-dimensional (3D) inner mouth animation that is well-fitted to an original ready-made speech animation using only frontal captured images and a small-size database. The algorithms are composed of quasi-3D model reconstruction and motion control of teeth and the tongue, and final compositing of photorealistic speech animation synthesis tailored to the original.

  • A visuomotor coordination model for obstacle recognition

    Tomoyori Iwao, Hiroyuki Kubo, Akinobu Maejima, Shigeo Morishima

    Journal of WSCG   22 ( 2 ) 49 - 56  2014.01

     View Summary

    In this paper, we propose a novel method for animating CG characters that while walking or running pay heed to obstacles. Here, our primary contribution is to formulate a generic visuomotor coordination model for obstacle recognition with whole body movements. In addition, our model easily generates gaze shifts, which expresses the individuality of characters. Based on experimental evidence, we also incorporate the coordination of eye movements in response to obstacle recognition behavior via simple parameters related to the target position and individuality of the characters&#039;s gaze shifts. Our overall model can generate plausible visuomotor coordinated movements in various scenes by manipulating parameters of our proposed functions.

  • Character transfer: Example-based individuality retargeting for facial animations

    22nd International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, WSCG 2014, Full Papers Proceedings - in co-operation with EUROGRAPHICS Association     121 - 129  2014.01

     View Summary

    A key disadvantage of blendshape animation is the labor-intensive task of sculpting blendshapes with individual expressions for each character. In this paper, we propose a novel system &quot;Character Transfer&quot;, that automatically sculpts blendshapes with individual expressions by extracting them from training examples; this extraction creates a mapping that drives the sculpting process. Comparing our approach with the nave method of transferring facial expressions from other characters, Character Transfer effectively sculpted blendshapes without the need to create such unnecessary blendshapes for other characters. Character Transfer is applicable even the training examples are limited to only a few number by using region segmentations of the face and the blending of the mappings.

  • ラケットスポーツ動画の構造解析による映像要約手法の提案

    河村俊哉, 福里司, 平井辰典, 森島繁生

    情報処理学会研究報告. CVIM, [コンピュータビジョンとイメージメディア]   2013 ( 15 ) 1 - 6  2013.11

     View Summary

    近年,スポーツ動画を手軽に鑑賞できるようになり,効率的な鑑賞方法が必要とされている.その解決策として,従来のラケットスポーツ動画に対する映像要約では,重要なラリーシーンの要約映像を生成したが,ラリーシーンの検出及びその評価方法に問題点が見られ,要約映像の効率的な鑑賞方法についても考慮が無かった.そこで本稿では,ラケットスポーツ動画に対する新たなラリーシーンの検出方法と各ラリーの重要度を用いた映像要約手法及びその鑑賞方法を提案する.提案手法では,ショット分割された動画に対し類似ショットのクラスタリング及びラリーを含むクラスタの選定により,精度の高いラリーシーンの検出方法を実現する.その後,各ラリーに対して音響情報を考慮した重要度評価を行い,その結果をユーザが調整することで,任意の時間内での動画の鑑賞を可能とする.さらに,ラケットスポーツに特化した高速再生による動画視聴方法を提案し,さらなる効率的な動画の鑑賞方法を実現する.

    CiNii

  • Conversion of a Motion Captured Dance into Expressive Motion

    Narumi Okada, Tsukasa Fukusato, Shigeo Morishima

    IPSJ SIG Notes   2013 ( 4 ) 1 - 7  2013.06

     View Summary

    We propose a method that transforms arbitrary dance motion into more expressive motion by filtering in accent and power. Original dance motion is divided into segments and converted to expressive dance to keep the original tempo. The expression conversion rule is extracted by analyzing motion capture data from training dance motions that include neutral and expressive motions labeled by subjective assessment.

    CiNii J-GLOBAL

  • 顔形状による制約を考慮した線形回帰に基づく顔特徴点自動検出

    松田龍英, 前島謙宣, 森島繁生

    画像ラボ   24 ( 6 ) 32 - 38  2013.06

    CiNii J-GLOBAL

  • レコむし:画像と楽曲の印象の一致による楽曲推薦システム

    佐々木将人, 平井辰典, 大矢隼士, 森島繁生

    研究報告エンタテインメントコンピューティング(EC)   2013 ( 10 ) 1 - 6  2013.03

     View Summary

    入力した画像に対して感性的にマッチした楽曲を推薦するシステム,レコむし (RECOmmendation of MUSic using an input Image) を提案する.音楽を楽しむ上で,現在の情景は重要な要素の一つである.なぜなら,楽曲の印象がその情景と調和しているほど,楽曲を聴いたときの感動は増すためである.しかし,膨大な楽曲群の中から現在の情景に的確にマッチした楽曲を手動で探し出すことは容易ではない.そこで本研究では,AV (Arousal-Valence) 空間と呼ばれる心理空間に画像と楽曲を配置することで,情景に対する印象と楽曲に対する印象を対応付ける.レコむしはこの対応付けを用いることで,現在の情景に合った印象を与える楽曲をプレイリストとして推薦する.また,ランダム選曲による楽曲と比較することで,レコむしの評価を行った.

    CiNii

  • レコむし:画像と楽曲の印象の一致による楽曲推薦システム

    佐々木将人, 平井辰典, 大矢隼士, 森島繁生

    研究報告音楽情報科学(MUS)   2013 ( 10 ) 1 - 6  2013.03

     View Summary

    入力した画像に対して感性的にマッチした楽曲を推薦するシステム,レコむし (RECOmmendation of MUSic using an input Image) を提案する.音楽を楽しむ上で,現在の情景は重要な要素の一つである.なぜなら,楽曲の印象がその情景と調和しているほど,楽曲を聴いたときの感動は増すためである.しかし,膨大な楽曲群の中から現在の情景に的確にマッチした楽曲を手動で探し出すことは容易ではない.そこで本研究では,AV (Arousal-Valence) 空間と呼ばれる心理空間に画像と楽曲を配置することで,情景に対する印象と楽曲に対する印象を対応付ける.レコむしはこの対応付けを用いることで,現在の情景に合った印象を与える楽曲をプレイリストとして推薦する.また,ランダム選曲による楽曲と比較することで,レコむしの評価を行った.

    CiNii

  • 年齢別パッチを用いた画像再構成による経年変化顔画像合成

    前島謙宣, 溝川あい, 松田龍英, 森島繁生

    研究報告コンピュータビジョンとイメージメディア(CVIM)   2013 ( 28 ) 1 - 6  2013.03

     View Summary

    安全安心な社会実現を目的とした犯罪捜査支援システム構築のため,顔写真から対象者の過去・未来の顔を合成可能な経年変化顔合成技術が求められている.本稿では,同一環境で撮影された顔画像のデータベースから構成される年齢別の小片画像群を用いて顔を再構成することで,経年変化顔画像を合成する手法を提案する.提案手法は,入力顔の再構成を通じて従来手法では困難であったしみやくすみといった細かな肌の特徴を表現し,さらに皺の統計モデルを用いて再構成の結果を変調することで経年変化をシミュレーションすることが可能である.提案手法の有効性を検証するため,年齢推定と個人識別に関する主観評価実験を行い,提案手法が,元の人物の印象を持つ目標年齢らしい経年顔画像を合成可能であることを示す.

    CiNii

  • Interactive Facial Aging Synthesis by user's simple operation

    溝川 あい, 中井 宏紀, 前島 謙宣, 森島 繁生

    研究報告コンピュータビジョンとイメージメディア(CVIM)   2013 ( 29 ) 1 - 5  2013.03

     View Summary

    近年,エンタテイメントやセキュリティへの応用を目的とした顔の経年変化画像を合成する研究が多くなされている.Tazoeらの提案した経年変化顔合成手法では,きめの乱れやくすみといった年齢特有の肌の質感の表現が可能である.しかし,皺が鮮明に表現できないといった問題や,結果が元画像の照明環境や肌の色に大きく影響されるという問題があった.また,加齢に伴う皺の付き方は多岐に渡るため,多様な皺を考慮する必要がある.本稿では,皺領域を二値化し照明環境や肌の色による影響を軽減し,且つユーザが書き足した曲線からリアルな年齢皺を付加した経年変化顔合成手法を提案する.Many studies on an aged face image synthesis have been reported with the purpose of security application such as investigation for criminal or kidnapped child and entertainment applications. Tazoe et al. proposed a facial aging technique that described skin texture such as rough or dull skin which helped in determining a person&#039;s age. However, in their method, representing wrinkles―one of the most important elements in reflecting age characteristics―is difficult. Additionally, the influence by lighting conditions and individual skin color is significant. Also, It is difficult to infer the location and shape of future wrinkles because they depend on individual factors. Therefore, we have to consider several possibilities of wrinkles locations. In this paper, we propose an aged face image synthesis method that can create plausible aged face images and is able to represent wrinkles at any optional location user want to add them by adding artificial freehand wrinkles with photorealistic quality.

    CiNii

  • A Study of Age-Invariant Face Authentication Based on the Edge of a Face Parts

    中井 宏紀, 平井 辰典, 前島 謙宣, 森島 繁生

    研究報告コンピュータビジョンとイメージメディア(CVIM)   2013 ( 30 ) 1 - 6  2013.03

     View Summary

    顔認証において,同一の被写体であっても顔の外見に経年変化が生じる場合は認証精度が低下するという問題がある.本稿では,経年変化が生じても見た目に大きな変化を及ぼさない顔器官(目・鼻・口等)の輪郭情報を特徴量にすることで経年変化を含む顔認証の精度向上を目指す.具体的には,顔の幾何学特徴として先行研究と同様に顔グラフを,テクスチャ特徴として顔特徴点周辺のHistogram of Oriented Gradient(HOG)特徴量を認証に用いた.結果として,公開顔画像データベースであるFG-NET Aging Databaseを用いた認証実験により,先行研究を上回る認証精度を示し,本手法の有効性を確認した.Face authentication accuracy falls by change of the face appearance due to aging. In this paper, we propose an age-invariant face authentication system which uses the edge of face parts to improve the face authentication accuracy for the image database with age variation. Specifically, we use face image graph as geometry feature and Histogram of Oriented Gradient (HOG) in the neighborhood of feature points as texture feature. As a result, for public facial aging database: FG-NET, we confirmed the effectiveness of proposed method through the evaluation experiment.

    CiNii

  • 短繊維を考慮した埃の描画手法

    安達翔平, 宇梶弘晃, 小坂昂大, 森島繁生

    全国大会講演論文集   2013 ( 1 ) 299 - 301  2013.03

     View Summary

    様々な汚れの表現手法の中でも、埃の体積は物体の経年変化を表す重要な要素である。従来の手法では堆積位置の関数化や反射特性の実測に基づいた描画を行っていたが、埃の構成要素である繊維や、堆積に由来する立体構造は考慮されていなかった。よって、本研究では上記の問題を改善し、写実的な描画を提案する。埃の堆積量については、高速処理が可能な階層上のテクスチャマッピングとして知られるShell法を用いて擬似的な立体表現を行った。繊維の表現に対しては、堆積した繊維の屈曲方向が無秩序であることから、UV平面上の点にランダムな運動を与えることで繊維の表現が可能なテクスチャのプロシージャル生成を実現した。

    CiNii

  • リアルな口内表現を実現する発話アニメーションの自動生成

    川井正英, 岩尾知頼, 三間大輔, 前島謙宣, 森島繁生

    全国大会講演論文集   2013 ( 1 ) 229 - 231  2013.03

     View Summary

    近年、映像コンテンツにおいて実写ベースのCGアニメーションを目にする機会が増加している。中でも発話シーンの合成においては、従来手法では、舌の複雑な動きや口内構造の表現において課題が残されていた。そこで本研究では、口内表現が不十分な発話顔画像を入力とし、予め取得した口唇画像群を利用して、入力画像の口内領域を補完することにより、実写品質の発話顔画像を自動生成する手法を提案する。具体的には、ある一人物の歯画像と舌画像を、開口距離情報と音素情報を用いて入力画像に挿入し、多人数の口唇領域のパッチ画像を合成された入力画像上にタイリングする。これにより、従来手法では特に表現が困難であった複雑な口内表現が可能となった。

    CiNii J-GLOBAL

  • D-12-31 Face Aging Synthesis by Addition of Artificial Wrinkles to the Face Image

    Mizokawa Ai, Nakai Hiroki, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2013 ( 2 ) 124 - 124  2013.03

    CiNii J-GLOBAL

  • D-12-39 Precision inprovement in 3D Face Reconstruction with Integration of Structure From Motion and Photometric Stereo

    Kuwahara Daiki, Matsuda Tatsuhide, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2013 ( 2 ) 133 - 133  2013.03

    CiNii J-GLOBAL

  • Rapid Dust Rendering by Generating Short Fiber Texture with Perlin Noise

    安達翔平, 宇梶弘晃, 小坂昂大, 森島繁生

    情報処理学会研究報告(CD-ROM)   2013 ( 6 ) 1 - 7  2013.02

    CiNii J-GLOBAL

  • Data-Driven Speech Animation Synthesis Focusing on Realistic Inside of the Mouth

    川井 正英, 岩尾 知頼, 三間 大輔, 前島 謙宣, 森島 繁生

    研究報告グラフィクスとCAD(CG)   2013 ( 2 ) 1 - 8  2013.02

     View Summary

    CG 発話アニメーションの自動生成手法は既に数多く提案されている.しかし,音節/θe/のような舌を噛む動きや舌の裏側といった細部の表現は未だ課題が残されている.そこで本研究では,口内画像を,開口距離情報がラベル付けされた歯画像と,音素ごとの動きに分類した舌画像とに分離し,任意の方法で生成された発話アニメーションの口内領域に挿入した後,複数人の口唇画像を用いてパッチタイリングを施すことで,複雑な口内表現を可能にした.Speech animation synthesis is still a challenging topic in computer graphics area. Despite of lots of challenge, representing detailed appearance of inner mouth such as nipping tongue&#039;s tip with teeth and tongue&#039;s back hasn&#039;t been achieved in the resulting animation. To solve this problem, we propose a method of data-driven speech animation synthesis especially focusing on realistic inside of the mouth. First, we classify inner mouth into teeth labeling opening distance of the teeth and a tongue according to phoneme information. We then insert them into pre-created speech animation based on opening distance of the teeth and phoneme information. Finally, we apply patch-based texture synthesis technique with 2213 images database created from 7 subject to the resulting animation. By using the proposed method, we can automatically generate a speech animation with the realistic inner mouth from the pre-created speech animation created by previous methods.

    CiNii J-GLOBAL

  • Facial Feature Point Tracking using Linear Predictors with Time Continuity and Geometrical Constraint

    MATSUDA Tatsuhide, MAEJIMA Akinnobu, MORISHIMA Shigeo

    Technical report of IEICE. PRMU   112 ( 385 ) 145 - 150  2013.01

     View Summary

    In this paper, we propose a novel method that tracks facial feature points using linear predictors with time continuity and geometrical constraint. In previous studies, a facial feature point tracking method using linear predictors was proposed which is a recursive linear regression method for displacement vectors from the current position to the correct position by considering pixel features around a target point. This method can accurately track feature points using multiple frames in a target facial video in training. In our proposed method, we performed facial feature point tracking for unknown persons robustly with time continuity using optical flow and geometrical constraint using PCA.

    CiNii

  • Facial Feature Point Tracking using Linear Predictors with Time Continuity and Geometrical Constraint

    MATSUDA Tatsuhide, MAEJIMA Akinnobu, MORISHIMA Shigeo

    Technical report of IEICE. Multimedia and virtual environment   112 ( 386 ) 145 - 150  2013.01

     View Summary

    In this paper, we propose a novel method that tracks facial feature points using linear predictors with time continuity and geometrical constraint. In previous studies, a facial feature point tracking method using linear predictors was proposed which is a recursive linear regression method for displacement vectors from the current position to the correct position by considering pixel features around a target point. This method can accurately track feature points using multiple frames in a target facial video in training. In our proposed method, we performed facial feature point tracking for unknown persons robustly with time continuity using optical flow and geometrical constraint using PCA.

    CiNii J-GLOBAL

  • 経年変化顔シミュレータ

    前島謙宣, 森島繁生

    画像センシングシンポジウム講演論文集(CD-ROM)   19th   ROMBUNNO.DS2-01  2013

    J-GLOBAL

  • 疑似的な皺の付加による加齢変化顔合成

    溝川あい, 中井宏紀, 前島謙宜, 森島繁生

    画像センシングシンポジウム講演論文集(CD-ROM)   19th   ROMBUNNO.IS2-13  2013

    J-GLOBAL

  • Facial Feature Point Tracking using Linear Predictors with Time Continuity and Geometrical Constraint

    松田龍英, 前島謙宣, 森島繁生

    電子情報通信学会技術研究報告   112 ( 385(PRMU2012 84-129) ) 145 - 150  2013

    J-GLOBAL

  • アニメ作品のコミック画像解析に基づく動画要約手法の提案

    福里司, 岩本尚也, 森島繁生

    画像電子学会誌(CD-ROM)   42 ( 1 ) 117  2013

    J-GLOBAL

  • 音素情報からの口唇動作推定を利用した発話アニメーションの生成

    三間大輔, 前島謙宣, 森島繁生

    画像電子学会誌(CD-ROM)   42 ( 1 ) 118  2013

    J-GLOBAL

  • 動画フレームの時間連続性と顔類似度に基づく動画コンテンツの同一人物抽出手法

    平井辰典, 中野倫靖, 後藤真孝, 森島繁生

    画像電子学会誌(CD-ROM)   42 ( 1 ) 116  2013

    J-GLOBAL

  • 対話時の感情を反映した眼球運動の分析及び合成

    岩尾知頼, 三間大輔, 久保尋之, 前島謙宣, 森島繁生

    画像電子学会誌(CD-ROM)   42 ( 1 ) 117  2013

    J-GLOBAL

  • 繊維構造を考慮した埃の高速描画手法

    安達翔平, 宇梶弘晃, 小坂昂大, 森島繁生

    情報処理学会全国大会講演論文集   75th ( 4 ) 4.299-4.300  2013

    J-GLOBAL

  • リアルな口内表現を実現する発話アニメーションの自動生成

    川井正英, 岩尾知頼, 三間大輔, 前島謙宣, 森島繁生

    情報処理学会全国大会講演論文集   75th ( 4 ) 4.229-4.230  2013

    J-GLOBAL

  • 注目領域中の画像類似度に基づく動画中のキャラクター登場シーンの推薦手法

    増田太郎, 平井辰典, 大矢隼士, 森島繁生

    情報処理学会全国大会講演論文集   75th ( 2 ) 2.601-2.602  2013

    J-GLOBAL

  • 入力画像に感性的に一致した楽曲を推薦するシステム

    佐々木将人, 平井辰典, 大矢隼士, 森島繁生

    情報処理学会全国大会講演論文集   75th ( 2 ) 2.45-2.46  2013

    J-GLOBAL

  • ダンスモーションにおける表現のバリエーション生成

    岡田成美, 岡見和樹, 福里司, 岩本尚也, 森島繁生

    情報処理学会全国大会講演論文集   75th ( 4 ) 4.227-4.228  2013

    J-GLOBAL

  • 年齢別パッチを用いた画像再構成による経年変化顔画像合成

    前島謙宣, 溝川あい, 松田龍英, 森島繁生

    情報処理学会研究報告(CD-ROM)   2012 ( 6 ) ROMBUNNO.CVIM-186,NO.28  2013

    J-GLOBAL

  • Data-Driven Speech Animation Synthesis Focusing on Realistic Inside of the Mouth

    川井正英, 岩尾知頼, 三間大輔, 前島謙宣, 森島繁生

    情報処理学会研究報告(CD-ROM)   2012 ( 6 ) ROMBUNNO.CG-150,NO.2  2013

    J-GLOBAL

  • レコむし:画像と楽曲の印象の一致による楽曲推薦システム

    佐々木将人, 平井辰典, 大矢隼士, 森島繁生

    情報処理学会研究報告(CD-ROM)   2012 ( 6 ) ROMBUNNO.MUS-98,NO.10  2013

    J-GLOBAL

  • A Study of Age-Invariant Face Authentication Based on the Edge of a Face Parts

    中井宏紀, 平井辰典, 前島謙宣, 森島繁生

    情報処理学会研究報告(CD-ROM)   2012 ( 6 ) ROMBUNNO.CVIM-186,NO.30  2013

    J-GLOBAL

  • Interactive Facial Aging Synthesis by user’s simple operation

    溝川あい, 中井宏紀, 前島謙宣, 森島繁生

    情報処理学会研究報告(CD-ROM)   2012 ( 6 ) ROMBUNNO.CVIM-186,NO.29  2013

    J-GLOBAL

  • An Automatic Music Video Generation System by Reusing Existent Music Video

    平井辰典, 平井辰典, 大矢隼士, 大矢隼士, 森島繁生, 森島繁生

    情報処理学会論文誌ジャーナル(Web)   54 ( 4 ) 1254 - 1262  2013

    CiNii J-GLOBAL

  • 音楽と映像が同期した音楽動画の自動生成システム

    平井辰典, 大矢隼士, 森島繁生

    情報処理学会研究報告(Web)   2013 ( MUS-99 ) WEB ONLY VOL.2013-MUS-99,NO.26  2013

    J-GLOBAL

  • 視線計測に基づく対話時の眼球運動の分析と合成

    岩尾知頼, 三間大輔, 久保尋之, 前島謙宣, 森島繁生

    画像ラボ   24 ( 5 ) 32 - 40  2013

    J-GLOBAL

  • 繊維構造を考慮したShell Textureのプロシージャル生成による埃の高速描画手法

    安達翔平, 宇梶弘晃, 小坂昂大, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2013   ROMBUNNO.30  2013

    J-GLOBAL

  • 顔領域の画像類似度に基づく動画中のキャラクタ登場シーン推薦

    増田太郎, 福里司, 平井辰典, 大矢隼士, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2013   ROMBUNNO.45  2013

    J-GLOBAL

  • 皺特徴の簡易的付加による加齢変化顔の合成

    溝川あい, 中井宏紀, 前島謙宜, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2013   ROMBUNNO.4  2013

    J-GLOBAL

  • 自動領域分割によるブレンドシェイプのためのリアルな表情転写

    小坂昂大, 前島謙宣, 久保尋之, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2013   ROMBUNNO.18  2013

    J-GLOBAL

  • 時系列性を考慮した感情を含んだ眼球運動の分析及び合成

    岩尾知頼, 三間大輔, 久保尋之, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2013   ROMBUNNO.33  2013

    J-GLOBAL

  • 均質化法を用いた詳細な布の変形シミュレーションの高速化

    斉藤隼介, 梅谷信行, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2013   ROMBUNNO.28  2013

    J-GLOBAL

  • 画像の感じ方に基づいた楽曲推薦を行うシステム

    佐々木将人, 平井辰典, 大矢隼士, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2013   ROMBUNNO.15  2013

    J-GLOBAL

  • 写実性豊かな口内表現を実現する発話アニメーションの自動生成

    川井正英, 岩尾知頼, 三間大輔, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2013   ROMBUNNO.17  2013

    J-GLOBAL

  • 一枚顔画像を入力とした顔の反射特性推定

    岡見和樹, 岩本尚也, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2013   ROMBUNNO.35  2013

    J-GLOBAL

  • アニメ作品のキーフレーム検出による漫画形式の映像要約手法の提案

    福里司, 平井辰典, 大矢隼士, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2013   ROMBUNNO.19  2013

    J-GLOBAL

  • 母音口形に基づく効率的な発話アニメーション生成手法の提案

    三間大輔, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2013   ROMBUNNO.49  2013

    J-GLOBAL

  • Automatic Video Summarization Based-on Key-frame Detection from Animated Film

    福里司, 平井辰典, 大矢隼士, 森島繁生, 森島繁生

    画像電子学会誌(CD-ROM)   42 ( 4 ) 448 - 456  2013

    DOI J-GLOBAL

  • Analysis and Synthesis of Eye Movement in Face-to-Face Conversation Based on Probability Model

    岩尾知頼, 三間大輔, 久保尋之, 前島謙宣, 森島繁生

    画像電子学会誌(CD-ROM)   42 ( 5 ) 661 - 670  2013

    DOI J-GLOBAL

  • ラケットスポーツ動画の構造解析による映像要約手法の提案

    河村俊哉, 福里司, 平井辰典, 森島繁生

    情報処理学会研究報告(Web)   2013 ( CG-153 ) WEB ONLY VOL.2013-CG-153,NO.15  2013

    J-GLOBAL

  • 髪の特徴に基づく顔画像の印象類似検索

    藤賢大, 福里司, 増田太郎, 平井辰典, 森島繁生

    情報処理学会研究報告(Web)   2013 ( CG-153 ) WEB ONLY VOL.2013-CG-153,NO.17  2013

    J-GLOBAL

  • A-15-10 Analysis and synthesis of involuntary eye movements in conversations

    Iwao Tomoyori, Mima Daisuke, Kubo Hiroyuki, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2012   230 - 230  2012.03

    CiNii J-GLOBAL

  • A-15-21 Modeling Walking Motion Transformation Related to Ground Condition

    Okami Kazuki, Iwamoto Naoya, Kunitomo Shoji, Suda Hirofumi, Morishima Shigeo

    Proceedings of the IEICE General Conference   2012   241 - 241  2012.03

    CiNii J-GLOBAL

  • D-12-72 Hair Motion Capture based on Multi Views Analysis

    Fukusato Tsukasa, Iwamoto Naoya, Kunitomo Shoji, Suda Hirofumi, Morishima Shigeo

    Proceedings of the IEICE General Conference   2012 ( 2 ) 166 - 166  2012.03

    CiNii J-GLOBAL

  • D-12-79 Real-time Fur Rendering from Realistic Single Image

    Ukaji Hiroaki, Kosaka Takahiro, Hattori Tomohito, Kubo Hiroyuki, Morishima Shigeo

    Proceedings of the IEICE General Conference   2012 ( 2 ) 173 - 173  2012.03

     View Summary

    近年の3DCGコンテンツにおいて,動物がキャラクターとして登場する場面は数多く挙げられる.動物はその大部分が毛皮で覆われているため,毛皮の描画の写実性はシーン全体の質を大きく左右する.実時間処理が可能な毛皮の描画手法の代表として,Shell法があげられる.Shell法は毛皮の断面図に相当するShell Textureを積層状に描画することによって毛皮を表現する手法であり,リアルタイムで比較的写実性の高い毛皮の描画が可能となっている.しかしShell法によって写実的な毛を生成する際には,目的の質感をもった毛皮を描画できるShell Textureをあらかじめ積層数分だけ用意しなければならず,テクスチャの準備の段階でコストを要するという問題が挙げられる.本手法では,毛皮の実写画像一枚のみを入力として,指定した枚数のShell Textureを自動的に生成する.これにより,入力画像に見られる毛並を3Dオブジェクト上に再現させることが可能である.各層のテクスチャは入力画像一枚から自動的に生成されるため,従来法と比較してテクスチャを準備するコストが削減可能となっている.なお提案手法では描画においてシェーダに転送する画像は入力一枚に留めているため,グラフィックメモリの使用量を抑えることができる.

    CiNii J-GLOBAL

  • A Method to Identify Artist's Name and Its Performance Scenes in Music Video Content

    Tatsunori Hirai, Tomoyasu Nakano, Masataka Goto, Shigeo Morishima

    IPSJ SIG Notes   2012 ( 24 ) 1 - 8  2012.01

     View Summary

    In this paper, we propose a method that can automatically annotate when and which artist is appearing in a music video clip. Previous face recognition methods were not robust against different shooting conditions such as variable lighting and face directions in a music video clip, and had difficulties identifying artist's name and its performance scenes. To overcome such difficulties, our method groups consecutive video frames (scenes) into clusters each having the same artist's face, and identifies an art ist by using many video frames in each cluster. In our experiments, accuracy with our method was approximately two or three times higher than a previous method recognizing a face in each frame. Furthermore, we discuss possible improvements by using relationship between the appearance of a vocalist in a video clip and sung sections in its song.

    CiNii J-GLOBAL

  • Analysis and synthesis of saccades and involuntary eye movements in fixation during conversations

    IWAO Tomoyori, MIMA Daisuke, KUBO Hiroyuki, MAEJIMA Akinobu, MORISHIMA Shigeo

    Technical report of IEICE. Multimedia and virtual environment   111 ( 380 ) 239 - 244  2012.01

     View Summary

    For generation of human motions naturally, it is important to synthesize realistic human eye movements in Computer Graphics. In this research, we generate probability models of eye movements according to measuring data. First, we separate eye movements by two different types, saccades and involuntary eye movements in fixation. Second, we approximate these movements as probability models respectively, then, we apply the models to CG characters. As a result, we realize to synthesize realistic eye movements automatically.

    CiNii

  • Analysis and synthesis of saccades and involuntary eye movements in fixation during conversations

    IWAO Tomoyori, MIMA Daisuke, KUBO Hiroyuki, MAEJIMA Akinobu, MORISHIMA Shigeo

    Technical report of IEICE. PRMU   111 ( 379 ) 239 - 244  2012.01

     View Summary

    For generation of human motions naturally, it is important to synthesize realistic human eye movements in Computer Graphics. In this research, we generate probability models of eye movements according to measuring data. First, we separate eye movements by two different types, saccades and involuntary eye movements in fixation. Second, we approximate these movements as probability models respectively, then, we apply the models to CG characters. As a result, we realize to synthesize realistic eye movements automatically.

    CiNii J-GLOBAL

  • パッチタイリングを用いた顔画像復元に基づく顔形状推定

    郷原裕明, 前島謙宣, 森島繋生

    画像センシングシンポジウム講演論文集(CD-ROM)   18th  2012

    J-GLOBAL

  • 笑顔表出過程の表情の動きと受け手の印象の相関分析

    藤代裕紀, 前島謙宣, 森島繁生

    電子情報通信学会論文誌 A   J95-A ( 1 ) 128 - 135  2012

    J-GLOBAL

  • Analysis and synthesis of saccades and involuntary eye movements in fixation during conversations

    岩尾知頼, 三間大輔, 久保尋之, 前島謙宣, 森島繁生

    電子情報通信学会技術研究報告   111 ( 380(MVE2011 56-94) ) 239 - 244  2012

    J-GLOBAL

  • 足元条件の変化に伴う歩行動作特徴変化のモデリング

    岡見和樹, 岩本尚也, 國友翔次, 須田洋文, 森島繁生

    電子情報通信学会大会講演論文集   2012   241  2012

    J-GLOBAL

  • 会話時の不随意な眼球運動の分析及び合成手法の提案

    岩尾知頼, 三間大輔, 久保尋之, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2012   230  2012

    J-GLOBAL

  • 実写画像に基づく毛皮の実時間描画手法

    宇梶弘晃, 小坂昂大, 服部智仁, 久保尋之, 森島繁生

    電子情報通信学会大会講演論文集   2012   173  2012

    J-GLOBAL

  • 母音スペクトルのブレンドを用いた母音交換による話者変換

    浜崎皓介, 田中茉莉, 河原英紀, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2012   ROMBUNNO.3-11-13  2012

    J-GLOBAL

  • 複数台のビデオ映像解析による頭髪モーションキャプチャ

    福里司, 岩本尚也, 國友翔次, 須田洋文, 森島繁生

    電子情報通信学会大会講演論文集   2012   166  2012

    J-GLOBAL

  • Feature Extraction and Real-time Rendering of Fur from Realistic Image

    宇梶弘晃, 小坂昂大, 服部智仁, 久保尋之, 森島繁生

    情報処理学会研究報告(CD-ROM)   2011 ( 6 ) ROMBUNNO.CG-146,NO.22  2012

    J-GLOBAL

  • Proposal of Music Video Similarity Measuring scale

    長谷川裕記, 森島繁生

    情報処理学会研究報告(CD-ROM)   2011 ( 6 ) ROMBUNNO.EC-23,NO.21  2012

    J-GLOBAL

  • Realistic Hair Motion Reconstruction based on Multi Views Analysis

    福里司, 岩本尚也, 國友翔次, 須田洋文, 森島繁生

    情報処理学会研究報告(CD-ROM)   2011 ( 6 ) ROMBUNNO.CG-146,NO.1  2012

    J-GLOBAL

  • Modeling Walking Motion Transformation Related to Ground Condition Based on Usual Walking

    岡見和樹, 岩本尚也, 國友翔次, 須田洋文, 森島繁生

    情報処理学会研究報告(CD-ROM)   2011 ( 6 ) ROMBUNNO.CG-146,NO.21  2012

    J-GLOBAL

  • テクスチャの周波数解析に基づく年齢変化顔の生成

    中井宏紀, 松田龍英, 田副佑典, 前島謙宣, 森島繁生

    画像センシングシンポジウム講演論文集(CD-ROM)   18th   ROMBUNNO.IS1-05  2012

    J-GLOBAL

  • 形状変形とパッチタイリングに基づく顔のエージングシミュレーション

    田副佑典, 郷原裕明, 前島謙宣, 森島繁生

    画像センシングシンポジウム講演論文集(CD-ROM)   18th   ROMBUNNO.IS1-07  2012

    J-GLOBAL

  • SfMと顔変形モデルに基づく動画像からの3次元顔モデル高速自動生成

    原朋也, 前島謙宣, 森島繁生

    画像センシングシンポジウム講演論文集(CD-ROM)   18th   ROMBUNNO.IS1-08  2012

    J-GLOBAL

  • 顔のしわ特徴を考慮したドライバーの眠気度合推定

    中村太郎, 松田龍英, 原朋也, 前島謙宣, 森島繁生

    画像センシングシンポジウム講演論文集(CD-ROM)   18th   ROMBUNNO.IS1-04  2012

    J-GLOBAL

  • 形状変形とパッチタイリングに基づくテクスチャ変換による年齢変化顔シミュレーション

    田副佑典, 郷原裕明, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.2  2012

    J-GLOBAL

  • 実写画像1枚からのShell Texture自動生成手法の提案

    宇梶弘晃, 小坂昂大, 服部智仁, 久保尋之, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.12  2012

    J-GLOBAL

  • 既存の音楽動画を用いて音楽に合った映像を自動生成するシステム

    平井辰典, 大矢隼士, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.18  2012

    J-GLOBAL

  • 会話時のリアルな眼球運動の分析及び合成手法の提案

    岩尾知頼, 三間大輔, 久保尋之, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.4  2012

    J-GLOBAL

  • 事前知識とStructure‐from‐Motionを併用した1台のビデオ画像からの3次元顔モデル高速自動生成手法

    原朋也, 久保尋之, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.1  2012

    J-GLOBAL

  • パッチタイリング手法による正面顔画像と両目位置情報からの顔3次元形状推定

    郷原裕明, 川井正英, 松田龍英, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.43  2012

    J-GLOBAL

  • スキニングを用いた三色光源下における動的な次元立体形状の再現

    須田洋文, 岡見和樹, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.21  2012

    J-GLOBAL

  • 動画サイトコンテンツ再利用によるHMMに基づく音楽からの動画自動生成システム

    大矢隼士, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.50  2012

    J-GLOBAL

  • ステレオカメラ画像の色相検出に基づくマーカレス頭髪モーションキャプチャ

    福里司, 岩本尚也, 國友翔次, 須田洋文, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.40  2012

    J-GLOBAL

  • 人の発話特性を考慮したリップシンクアニメーションの生成

    三間大輔, 小坂昂大, 久保尋之, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.44  2012

    J-GLOBAL

  • モーションブラーシャドウのリアルタイム生成手法

    小坂昂大, 服部智仁, 久保尋之, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.36  2012

    J-GLOBAL

  • 単母音に含まれる音響特徴からの3次元頭部形状推定に関する一検討

    前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.45  2012

    J-GLOBAL

  • 正面顔画像からの形状ディスプレイ用テクスチャ自動生成

    前島謙宣, 倉立尚明, PIERCE Brennand, CHENG Gordon, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2012   ROMBUNNO.42  2012

    J-GLOBAL

  • 顔形状の制約を付加したLinear Predictorsに基づく特徴点自動検出

    松田龍英, 原朋也, 前島謙宣, 森島繁生

    電子情報通信学会論文誌 D   J95-D ( 8 ) 1530 - 1540  2012

    J-GLOBAL

  • Aging Face Composition Based on Frequency Analysis for Skin Texture

    中井宏紀, 松田龍英, 前島謙宣, 森島繁生

    映像情報メディア学会技術報告   36 ( 35(AIT2012 101-108) ) 5 - 8  2012

    J-GLOBAL

  • 実測に基づいた対話時の眼球運動の分析及び合成

    岩尾知頼, 三間大輔, 久保尋之, 前島謙宣, 森島繁生

    日本顔学会誌   12 ( 1 ) 166  2012

    J-GLOBAL

  • Identifying Scenes with the Same Person in Video Content on the Basis of Scene Continuity and Face Similarity Measurement

    Hirai Tatsunori, Nakano Tomoyasu, Goto Masataka, Morishima Shigeo

    The Journal of The Institute of Image Information and Television Engineers   66 ( 7 ) J251 - J259  2012

     View Summary

    We present a method that can automatically annotate when and who is appearing in a video stream that is shot in an unstaged condition. Previous face recognition methods were not robust against different shooting conditions, such as those with variable lighting, face directions, and other factors, in a video stream and had difficulties identifying a person and the scenes the person appears in. To overcome such difficulties, our method groups consecutive video frames (scenes) into clusters that each have the same person's face, which we call a &ldquo;facial-temporal continuum,&rdquo; and identifies a person by using many video frames in each cluster. In our experiments, accuracy with our method was approximately two or three times higher than a previous method that recognizes a face in each frame.

    DOI CiNii J-GLOBAL

  • Aging Face Composition Based on Frequency Analysis for Skin Texture

    NAKAI Hiroki, MATSUDA Tatsuhide, MAEJIMA Akinobu, MORISHIMA Shigeo

    ITE Technical Report   36 ( 0 ) 5 - 8  2012

     View Summary

    In this paper, aging face composition method based on frequency analysis is proposed. First, in the aging texture, we use two-dimensional Fourier transform for the flat area from the face image in the database, and determine the correlation coefficient between the age and the frequency components in frequency space. Next, we convert to a target age about frequency component of high correlation coefficient, and get a target texture by inverse Fourier transformation. In the proposed method, we can generate aging face to maintain personal skin.

    DOI CiNii

  • 3D Face Reconstruction From A Facial Image based on Texture-Depth Patch Techniques

    郷原 裕明, 前島 謙宣, 森島 繁生

    研究報告コンピュータビジョンとイメージメディア(CVIM)   2011 ( 20 ) 1 - 7  2011.11

     View Summary

    本稿では,正面顔画像から 3 次元形状を推定する,新たな手法を提案する.提案手法では,3 次元形状を持つ顔モデルからカラーマップとデプスマップを取得し,パッチに区切りデータベースを生成する.そして,入力顔画像のカラーとデータベース中のパッチのカラーマップと比較し,評価関数によりパッチを選択しパッチタイリングを行う.その際にデプスマップも同様に選択しタイリングをすることでテクスチャ情報と奥行情報の関係を利用した,テクスチャ-デプスパッチタイリングに基づく正面顔画像からの 3 次元顔形状推定なる新たな手法を提案する.The paper presents an adaptation of the image quilting algorithm for 3D reconstruction and synthesis from 2D images. We build a DB of 3D faces that are normalized and converted into depth-maps. Next, given a 2D image, we compute its 3D depth-map by synthesizing texture-depth patches from the database using a minimization framework.

    CiNii

  • Automatic 3D Face Generation from Video based on Sparse Feature Points and Deformable Face Model

    原 朋也, 前島 謙宣, 森島 繁生

    研究報告コンピュータビジョンとイメージメディア(CVIM)   2011 ( 25 ) 1 - 8  2011.11

     View Summary

    本稿では,1 台のビデオカメラで撮影された顔を自由に振る動作の動画像から,対象人物の 3 次元顔モデルを高速自動生成する手法を提案する.著者らは先行研究において,顔変形モデルと顔形状の尤度制約を用いた顔の奥行推定に基づき,正面顔画像から高速に 3 次元顔モデルを生成する手法を提案している.しかしながら,従来手法は奥行推定に入力顔画像から得られる特徴点の 2 次元位置座標を用いており,3 次元的な制約がないため,鼻の高さや頬部分の凹凸などの個人特徴を忠実に再現できないという問題点があった.そこで,提案手法では,一般的な 3 次元復元手法として知られる Structure-from-Motion のフレームワークと顔変形モデルに基づく手法を統合することで,より対象人物に近い 3 次元顔モデルの生成を実現した.In this paper, we propose a 3D face reconstruction method with hybrid approach that combines Structure-from-Motion(SfM) approach based on &quot;Factorization Method&quot; to estimate an accurate 3D point depth information and generic-model approach based on &quot;Deformable Face Model&quot; to keep an appropriate local face shape. Unlike other methods, our method requires no manual operations from image capturing to 3D face model output and is executed quickly. In consequence, our method succeed to express more plausible facial geometry compared with previous method.

    CiNii

  • 3D Face Reconstruction From A Facial Image based on Texture-Depth Patch Techniques

    郷原 裕明, 前島 謙宣, 森島 繁生

    研究報告グラフィクスとCAD(CG)   2011 ( 20 ) 1 - 7  2011.11

     View Summary

    本稿では,正面顔画像から 3 次元形状を推定する,新たな手法を提案する.提案手法では,3 次元形状を持つ顔モデルからカラーマップとデプスマップを取得し,パッチに区切りデータベースを生成する.そして,入力顔画像のカラーとデータベース中のパッチのカラーマップと比較し,評価関数によりパッチを選択しパッチタイリングを行う.その際にデプスマップも同様に選択しタイリングをすることでテクスチャ情報と奥行情報の関係を利用した,テクスチャ-デプスパッチタイリングに基づく正面顔画像からの 3 次元顔形状推定なる新たな手法を提案する.The paper presents an adaptation of the image quilting algorithm for 3D reconstruction and synthesis from 2D images. We build a DB of 3D faces that are normalized and converted into depth-maps. Next, given a 2D image, we compute its 3D depth-map by synthesizing texture-depth patches from the database using a minimization framework.

    CiNii J-GLOBAL

  • Automatic 3D Face Generation from Video based on Sparse Feature Points and Deformable Face Model

    原 朋也, 前島 謙宣, 森島 繁生

    研究報告グラフィクスとCAD(CG)   2011 ( 25 ) 1 - 8  2011.11

     View Summary

    本稿では,1 台のビデオカメラで撮影された顔を自由に振る動作の動画像から,対象人物の 3 次元顔モデルを高速自動生成する手法を提案する.著者らは先行研究において,顔変形モデルと顔形状の尤度制約を用いた顔の奥行推定に基づき,正面顔画像から高速に 3 次元顔モデルを生成する手法を提案している.しかしながら,従来手法は奥行推定に入力顔画像から得られる特徴点の 2 次元位置座標を用いており,3 次元的な制約がないため,鼻の高さや頬部分の凹凸などの個人特徴を忠実に再現できないという問題点があった.そこで,提案手法では,一般的な 3 次元復元手法として知られる Structure-from-Motion のフレームワークと顔変形モデルに基づく手法を統合することで,より対象人物に近い 3 次元顔モデルの生成を実現した.In this paper, we propose a 3D face reconstruction method with hybrid approach that combines Structure-from-Motion(SfM) approach based on &quot;Factorization Method&quot; to estimate an accurate 3D point depth information and generic-model approach based on &quot;Deformable Face Model&quot; to keep an appropriate local face shape. Unlike other methods, our method requires no manual operations from image capturing to 3D face model output and is executed quickly. In consequence, our method succeed to express more plausible facial geometry compared with previous method.

    CiNii J-GLOBAL

  • Imaging Technologies of Face and Human Body for New Industries

    KAWADE Masato, MOCHIMARU Masaaki, MORISHIMA Shigeo

    The Journal of The Institute of Image Information and Television Engineers   65 ( 11 ) 1534 - 1544  2011.11

    DOI CiNii

  • 三色光源下における動物体の高精度かつ詳細な三次元形状再現

    須田洋文, 前島謙宣, 森島繁生

    画像の認識・理解シンポジウム(MIRU2011)論文集   2011   1466 - 1472  2011.07

    CiNii

  • 特徴量の経年変化解析に基づく個人識別手法の検討

    原田健希, 田副佑典, 前島謙宣, 森島繁生

    画像の認識・理解シンポジウム(MIRU2011)論文集   2011   780 - 785  2011.07

    CiNii

  • 幾何学的制約を考慮したLinear Predictorsに基づく顔特徴点自動検出

    松田龍英, 原朋也, 前島謙宣, 森島繁生

    画像の認識・理解シンポジウム(MIRU2011)論文集   2011   773 - 779  2011.07

    CiNii

  • An automatic dance video creation system based on comprehension of image using annotation

    長谷川 裕記, 前島 謙宣, 森島 繁生

    研究報告音楽情報科学(MUS)   2011 ( 20 ) 1 - 6  2011.07

     View Summary

    本研究では動画に付随するアノテーション情報とユーザーが指定した情報に基き、画像に描写されているターゲット要素の特徴を機械学習することによって、データベース内の動画選択を行い音楽にマッチしたダンス動画を自動生成するシステムを構築した。画像内の輪郭特徴を表す特徴量、アノテーション情報を表す動画コンテンツに割り振られたタグ情報を用いて画像内容推定を行っており、先行研究より画像内の構図を考慮したダンス動画生成ができ、ユーザーがシステムを利用する際の自由度を上げる事が可能となった。This paper presents a system that automatically generates a dance video clip appropriate to music by segmenting and concatenating existing dance video clips. This system is based on machine learning for annotation and features of image. We create system can consider what object draw in the image, so user can control system more flexible than prior study. Because we use features express shape of object in image, and annotation attended videos in internet to guess what draw in the image.

    CiNii J-GLOBAL

  • Proposal and Implementation of Curvature-Dependent Reflectance Function as a Real-time Skin Shader

    久保 尋之, 土橋 宜典, 津田 順平, 森島 繁生

    研究報告 グラフィクスとCAD(CG)   2011 ( 2 ) 1 - 6  2011.06

     View Summary

    人間の肌のような半透明物体のリアルな質感を再現するためには、表面下散乱を考慮して描画することが必要不可欠である。そこで本研究では半透明物体の高速描画を目的とし、曲率に依存する反射関数 (CDRF) を提案する。実際の映像作品ではキャラクタの肌はそれぞれに特徴的で誇張した表現手法がとられるため、本研究では材質の散乱特性の調整だけでなく、曲率自体を強調する手法を導入することで、表面下散乱の影響が誇張された印象的な肌を表現可能なスキンシェーダを実現する。Simulating sub-surface scattering is one of the most effective ways to realistically synthesize translucent materials, especiallyhuman skin. This paper describes a technique of Curvature-Dependent Reflectance Function (CDRF) as a real-time skin shader and its implementation for a practical usage. For a production pipeline, we build a simple workflow, and prepare a method for exaggeration of scattering effects to describe a character&#039;s skin individuality.

    CiNii J-GLOBAL

  • An Automatic Music Video Creation System By Reusing Music Video Contents

    HIRAI Tatsunori, OHYA Hayato, HASEGAWA Yuki, MORISHIMA Shigeo

    IEICE technical report   111 ( 76 ) 143 - 148  2011.05

     View Summary

    In this paper, we propose music video creation system by cut-and-paste the existent video contents based on perceptual synchronization between music and video features. The synchronization method of this system is to match video features such as flicker and movement of existent video contents with RMS of the input song. This synchronization method is the way which human tend to feel music and video are synchronized well and it is evaluated by subjective evaluation experiment of this research. In movie creation of this system, first thing to do is to make a database from existent video contents' information about flicker and movement. We acquired them from optical-flow of the video and luminous of each frame in the video. The process to create music video is to search the data column of video features in database which show best correlation to the RMS of the input music, and connect all video fragments together with music.

    CiNii J-GLOBAL

  • An Automatic Music Video Creation System By Reusing Music Video Contents

    HIRAI Tatsunori, OHYA Hayato, HASEGAWA Yuki, MORISHIMA Shigeo

    IEICE technical report   111 ( 77 ) 143 - 148  2011.05

     View Summary

    In this paper, we propose music video creation system by cut-and-paste the existent video contents based on perceptual synchronization between music and video features. The synchronization method of this system is to match video features such as flicker and movement of existent video contents with RMS of the input song. This synchronization method is the way which human tend to feel music and video are synchronized well and it is evaluated by subjective evaluation experiment of this research. In movie creation of this system, first thing to do is to make a database from existent video contents' information about flicker and movement. We acquired them from optical-flow of the video and luminous of each frame in the video. The process to create music video is to search the data column of video features in database which show best correlation to the RMS of the input music, and connect all video fragments together with music.

    CiNii

  • Dance Video Creation System by Synchronization between Music and Video Features

    平井 辰典, 大矢 隼士, 長谷川 裕記, 森島 繁生

    研究報告 音楽情報科学(MUS)   2010 ( 6 ) 1 - 6  2011.04

     View Summary

    本稿では,主観評価実験によって評価された音楽と映像の同期手法に基づいて,入力された音楽から,人間が同期していると感じるダンス動画を生成するシステムを提案する.本システムの土台となる音楽と映像の同期手法は,音楽のエネルギーを示す特徴量であるRMSに対し,映像のアクセント (明滅や動きの速さなど) を付加するというものである.これは,本研究において主観評価実験により人が音楽と映像が 「合っている」 と感じると確かめられた同期手法である.本システムでの動画生成は,まずデータベースの構築として既存のダンス動画シーケンスから人物領域のみを抽出し,Optical flow の計算を行う.それに対し入力音楽を分割した素片の RMS の挙動に最も近い挙動を示す Optical flow のダンスシーケンスをデータベース中から選択し,それらの映像シーケンスの切り貼りを行うことで,音楽に最も同期しているダンス動画の生成を行うというものである.In this paper, we propose dance video creation system by the synchronization between music and video feature which evaluated by human&#039;s subjective judgment experiment. The video which created from the system matches with the criterion of synchronization which human tend to feel the music and the pictures are synchronized. The criterion of synchronization is that when RMS energy of music matches to the accent of video, people tends to feel the music and pictures are synchronized. In movie creation of this system, first thing to do is to make a database from existent dance movie&#039;s information about dance. We acquired them from optical-flow of the movies. The process to create dance movie is to cut the pieces of pictures that optical-flow shows best correlation to the RMS of the input music, and connect them together.

    CiNii

  • D-12-9 Rapid Rendering of Translucent Materials Using Multi-view Depth-Maps

    Kosaka Takahiro, Hattori Tomohito, Kubo Hiroyuki, Morishima Shigeo

    Proceedings of the IEICE General Conference   2011 ( 2 ) 112 - 112  2011.02

    CiNii

  • D-12-10 Estimating Fluid Simulation Parameters Considering Dynamic Liquid Surface

    Iwamoto Naoya, Kunitomo Shoji, Morishima Shigeo

    Proceedings of the IEICE General Conference   2011 ( 2 ) 113 - 113  2011.02

    CiNii J-GLOBAL

  • D-12-30 Dynamic 3D Shape Reconstruction from Multi-View Videos by Deformation of Standard Shape

    Taneda Daichi, Yamanaka Kentaro, Kunitomo Shoji, Suda Hirofumi, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2011 ( 2 ) 133 - 133  2011.02

    CiNii J-GLOBAL

  • D-12-37 A Study on Face Identification considering Age Progression

    Harada Tatsuki, Tazoe Yusuke, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2011 ( 2 ) 140 - 140  2011.02

    CiNii J-GLOBAL

  • D-12-38 Automatic Facial Feature Points Extraction using Linear Predictors with Geometry Constraints

    Matsuda Tatsuhide, Hara Tomoya, Maejima Akinobu, Morishima Sigeo

    Proceedings of the IEICE General Conference   2011 ( 2 ) 141 - 141  2011.02

    CiNii J-GLOBAL

  • D-12-39 Expression Generation with Illumination Variance

    Mima Daisuke, Yarimizu Hiroto, Kubo Hiroyuki, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2011 ( 2 ) 142 - 142  2011.02

    CiNii J-GLOBAL

  • Natural Smile Synthesis Considering Impression of Facial Expression Process

    FUJISHIRO Hiroki, MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   110 ( 459 ) 31 - 36  2011.02

     View Summary

    Facial expression is important for communicating emotion to others smoothly. There are many researches on smile expression because smile gives us good impression in our life. The most of research treat an impression on still face image mainly. However, it is suggested that the transient feature of facial expression change affects the impression recently. In this paper, we focus on the transient feature of smile about which facial part contributes to the natural impression of smile. By analysis of captured smiling videos, we define the rule to make the original smile more natural. As a result of subjective assessment of synthesized smile, naturalness is improved by our method.

    CiNii

  • Dancereproducer: An automatic mashup music video generation system by reusing dance video clips on the web

    Proceedings of the 8th Sound and Music Computing Conference, SMC 2011    2011.01

     View Summary

    We propose a dance video authoring system, DanceReProducer, that can automatically generate a dance video clip appropriate to a given piece of music by segmenting and concatenating existing dance video clips. In this paper, we focus on the reuse of ever-increasing user-generated dance video clips on a video sharing web service. In a video clip consisting of music (audio signals) and image sequences (video frames), the image sequences are often synchronized with or related to the music. Such relationships are diverse in different video clips, but were not dealt with by previous methods for automatic music video generation. Our system employs machine learning and beat tracking techniques to model these relationships. To generate new music video clips, short image sequences that have been previously extracted from other music clips are stretched and concatenated so that the emerging image sequence matches the rhythmic structure of the target song. Besides automatically generating music videos, DanceReProducer offers a user interface in which a user can interactively change image sequences just by choosing different candidates. This way people with little knowledge or experience in MAD movie generation can interactively create personalized video clips. © 2011 Tomoyasu Nakano et al.

  • Automatic generation of facial wrinkles according to expression changes

    Daisuke Mima, Hiroyuki Kubo, Akinobu Maejima, Shigeo Morishima

    SIGGRAPH Asia 2011 Posters, SA'11    2011

     View Summary

    In order to synthesize attractive facial expressions, it is necessary to consider detailed expression changes such as facial wrinkles. Nevertheless, most techniques of expression synthesis (i.e. blend shape, image morphing, simulation of mimic muscle and so on) focus entirely on large-scale deformation of a face and ignore small-scale details such as wrinkles and bulges. Therefore, hand crafted work of skilled artists is inevitable to make a face attractive finally, unless using a huge photographic equipment.

    DOI

  • Automatic 3D face generation from video with sparse point constraint and dense deformable model

    Tomoya Hara, Akinobu Maejima, Shigeo Morishima

    SIGGRAPH Asia 2011 Posters, SA'11    2011

     View Summary

    3D face models have been widely applied in various fields (e.g. biometrics, movies, video games). Especially, it is one of the most popular and challenging tasks in computer vision and computer graphics to reconstruct a 3D face model only with single camera without attaching landmarks and projecting laser dots or structured light patterns on a face. For example, Maejima proposed a method, based on generic-model approach, which can quickly reconstruct a 3D face model from 2D single photograph using a deformable face model [Maejima et al. 2008]. However, since it supposes input as a frontal face image, this method cannot express the individual facial parts' geometry such as height of nose and cheek contour accurately.

    DOI

  • Real time ambient occlusion by curvature dependent occlusion function

    Tomohito Hattori, Hiroyuki Kubo, Shigeo Morishima

    SIGGRAPH Asia 2011 Posters, SA'11    2011

     View Summary

    We present the novel technique to compute ambient occlusion [2008] on real-time graphics hardware. Because current real-time ambient occlusion techniques like SSAO need at least 16 rays sampling and too high computational cost to implement on computer games. Our method approximates occlusion as a local illumination model by introducing curvature-dependent function.

    DOI

  • 音楽と映像と同期手法に基づくダンス動画生成システム

    平井辰典, 大矢隼士, 長谷川裕記, 森島繁生

    音楽音響研究会資料   29 ( 7 ) 153 - 163  2011

    J-GLOBAL

  • 経年変化を考慮した個人識別手法の検討

    原田健希, 田副佑典, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2011   140  2011

    J-GLOBAL

  • 顔画像における陰影変化を伴う表情生成

    三間大輔, 鑓水裕刀, 久保尋之, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2011   142  2011

    J-GLOBAL

  • 複数視点からの深度マップを用いた半透明物体の高速描画

    小坂昂大, 服部智仁, 久保尋之, 森島繁生

    電子情報通信学会大会講演論文集   2011   112  2011

    J-GLOBAL

  • Natural Smile Synthesis Considering Impression of Facial Expression Process

    藤代裕紀, 前島謙宣, 森島繁生

    電子情報通信学会技術研究報告   110 ( 459(HCS2010 56-69) ) 31 - 36  2011

    J-GLOBAL

  • 動的な水の表面形状を考慮した流体のパラメータ推定

    岩本尚也, 國友翔次, 森島繁生

    電子情報通信学会大会講演論文集   2011   113  2011

    J-GLOBAL

  • 基準形状変形による多視点動画像からの動的立体形状再現

    種田大地, 山中健太郎, 國友翔次, 須田洋文, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2011   133  2011

    J-GLOBAL

  • 幾何学的制約を考慮したLinear Predictorsによる顔特徴点自動抽出

    松田龍英, 原朋也, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2011   141  2011

    J-GLOBAL

  • A Proposal of Innovative Entertainment System "Dive Into the Movie"

    森島繁生, 八木康史, 中村哲, 伊勢史郎, 向川康博, 槇原靖, 間下以大, 近藤一晃, 榎本成悟, 川本真一, 四倉達夫, 池田雄介, 前島謙宣, 久保尋之

    電子情報通信学会誌   94 ( 3 ) 250 - 268  2011

    CiNii J-GLOBAL

  • 既存の動画を再利用して音楽に合わせた動画を自動生成するシステムの提案

    大矢隼士, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2011   ROMBUNNO.3-1-10  2011

    J-GLOBAL

  • 主観評価に基づく音楽と映像の同期手法を用いた音楽動画生成システム

    平井辰典, 大矢隼士, 長谷川裕記, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2011   ROMBUNNO.3-1-11  2011

    J-GLOBAL

  • An Automatic Music Video Creation System By Reusing Music Video Contents

    平井辰典, 大矢隼士, 長谷川裕記, 森島繁生

    電子情報通信学会技術研究報告   111 ( 76(DE2011 1-26) ) 143 - 148  2011

    J-GLOBAL

  • 複数視点からの深度マップ利用による半透明物質の実時間描画法

    小坂昂大, 服部智仁, 久保尋之, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2011   POSUTAHAPPYO,FUKUSUSHITENKARANOSHINDOMAPPURIYO  2011

    J-GLOBAL

  • 顔画像における表情変化に伴う表情皺の自動生成手法の提案

    三間大輔, 久保尋之, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2011   POSUTAHAPPYO,KAOGAZONIOKERUHYOJOHENKA  2011

    J-GLOBAL

  • 動的な水の表面形状を考慮した流体パラメータ推定

    岩本尚也, 國友翔次, 佐川立昌, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2011   POSUTAHAPPYO,DOTEKINAMIZUNOHYOMENKEIJO  2011

    J-GLOBAL

  • 三色光源下における非剛体の動的立体形状再現

    種田大地, 須田洋文, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2011   KEIJOFUKUGEN,TANEDADAICHI  2011

    J-GLOBAL

  • Proposal and Implementation of Curvature-Dependent Reflectance Function as a Real-time Skin Shader

    久保尋之, 土橋宜典, 津田順平, 森島繁生

    情報処理学会研究報告(CD-ROM)   2011 ( 2 ) ROMBUNNO.CG-143,NO.2  2011

    J-GLOBAL

  • An automatic dance video creation system based on comprehension of image using annotation

    長谷川裕記, 前島謙宣, 森島繁生

    情報処理学会研究報告(CD-ROM)   2011 ( 2 ) ROMBUNNO.MUS-91,NO.20  2011

    J-GLOBAL

  • 医用画像を用いた個性を反映した表情アニメーション生成

    鑓水裕刀, 久保尋之, 前島謙宣, 森島繁生

    日本顔学会誌   11 ( 1 ) 154  2011

    J-GLOBAL

  • 表情の個性を表現するための解剖学的アプローチ

    三間大輔, 久保尋之, 前島謙宣, 森島繁生, 島田和幸

    日本顔学会誌   11 ( 1 ) 169  2011

    J-GLOBAL

  • 表情変化に伴う顔画像への表情皺の自動付加手法の提案

    三間大輔, 久保尋之, 前島謙宣, 森島繁生

    日本顔学会誌   11 ( 1 ) 188  2011

    J-GLOBAL

  • 個人性を反映した話者交換法に有効な話者分類の検討

    田中茉莉, 河原英紀, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2011   ROMBUNNO.2-8-2  2011

    J-GLOBAL

  • 自然発話スペクトログラム再現法による母音交換に基づく母音変換

    浜崎皓介, 山本達也, 田中茉莉, 河原英紀, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2011   ROMBUNNO.2-8-3  2011

    J-GLOBAL

  • Imaging technologies of face and human body for new industries

    Masato Kawade, Masaaki Mochimaru, Shigeo Morishima

    Kyokai Joho Imeji Zasshi/Journal of the Institute of Image Information and Television Engineers   65 ( 11 ) 1534 - 1544  2011

    DOI J-GLOBAL

  • Automatic 3D Face Generation from Video based on Sparse Feature Points and Deformable Face Model

    原朋也, 前島謙宣, 森島繁生

    情報処理学会研究報告(CD-ROM)   2011 ( 4 ) ROMBUNNO.CG-145,NO.25  2011

     View Summary

    3D face models have been widely applied in various fields (e.g. biometrics, movies, video games). Especially, it is one of the most popular and challenging tasks in computer vision and computer graphics to reconstruct a 3D face model only with single camera without attaching landmarks and projecting laser dots or structured light patterns on a face. For example, Maejima proposed a method, based on generic-model approach, which can quickly reconstruct a 3D face model from 2D single photograph using a deformable face model [Maejima et al. 2008]. However, since it supposes input as a frontal face image, this method cannot express the individual facial parts' geometry such as height of nose and cheek contour accurately.

    DOI J-GLOBAL

  • 3D Face Reconstruction From A Facial Image based on Texture-Depth Patch Techniques

    郷原裕明, 前島謙宣, 森島繁生

    情報処理学会研究報告(CD-ROM)   2011 ( 4 ) ROMBUNNO.CG-145,NO.20  2011

    J-GLOBAL

  • Acoustic features affecting speaker identification by imitated voice analysis

    20th International Congress on Acoustics 2010, ICA 2010 - Incorporating Proceedings of the 2010 Annual Conference of the Australian Acoustical Society   5   3677 - 3680  2010.12

     View Summary

    In this paper, physical correlates of perceived personal identity are investigated using imitated 16 utterances spoken by 11 mimicry speakers and 24 test subjects. Our unique strategy to use non-professional impersonators enabled to prepare test utterances with wide range of perceived similarities. Reasonably high correlations (0.46 and 0.44) in multiple regression analysis were attained by grouping subjects into three groups based on cluster analysis of the subjective test results. Without clustering, the correlation was only 0.17. Cluster analysis also revealed differences in their focusing physical correlates between three groups indicating importance of individual differences both in speakers and listeners.

  • BT-2-2 Consumer Participable Digital Contents

    MORISHIMA Shigeo

    Proceedings of the Society Conference of IEICE   2010 ( 2 ) "SS - 92"-"SS-95"  2010.08

    CiNii J-GLOBAL

  • A study of relationship between speaker identification and acoustic features using perceptual similarity of imitated voice

    TANAKA Mari, KAWAHARA Hideki, MORISHIMA Shigeo

    IEICE technical report   110 ( 143 ) 1 - 5  2010.07

     View Summary

    Physical correlates of perceived personal identity are investigated using imitated 16 utterances spoken by 11 mimicry speakers and 24 test subjects. Our unique strategy to use non-professional impersonators enabled to prepare test utterances with wide range of perceived similarities. Reasonably high correlations (0.46 and 0.44) in multiple regression analysis were attained by grouping subjects into three groups based on cluster analysis of the subjective test results. Without clustering, the correlation was only 0.17. The cluster analysis also revealed differences in their focusing physical correlates between three groups indicating importance of individual differences both in speakers and listeners.

    CiNii

  • 3D Face Reconstruction from Multi-view Images

    HARA Tomoya, FUJISHIRO Hiroki, NAKANO Shinya, MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   109 ( 471 ) 73 - 78  2010.03

     View Summary

    3D face models have become widely applied in various fields such as a filmmaking and an individual identification. We proposed a method which can quickly constructs a 3D face model from 2D facial image based on deformable head model without 3D scanner. However, the method could not express accurately the individual facial parts such as height of the nose and the cheek contour. In this paper, we propose a method of synthesizing a 3D face model which can express more close to original face shape through the process that constructs 3D face models from multi-view images taken from different face angles and integrate them by optimizing weight on each facial region. Compared with the previous method, we can find the improvement of accuracy especially in nose and mouth regions.

    CiNii

  • Fast-Automatic 3D Face Model Generation from Single Snapshot

    MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   109 ( 471 ) 145 - 150  2010.03

     View Summary

    In this paper, we have developed a method to fast-automatically generate an individual 3D face model with a plausible 3D geometry estimated from a facial snapshot using a prior knowledge of the 3D facial geometry. This prior knowledge consists of the deformable face model and the Gaussian Mixture Model learnt from 1,153 male/female and young/elderly of premodeled face models. A 3D geometry is estimated by optimizing an energy function for parameters of the deformable face model and deforming it according to the optimum parameters. The energy function is designed as the combination the vertex error term and the likelihood term. The vertex error term is defined as the sum of the Euclid distance between each feature point detected from a input snapshot and its corresponding vertex for the deformable face model. The likelihood term consisted of the GMM constrains parameters of the deformable face model to be guaranteed that the estimated 3D geometry does not collapse. Through the evaluation experiment, we show that the proposed method can generate a 3D face model with 2.1 [mm] estimation error in 1.2 seconds.

    CiNii

  • Aging Simulation of Personal Face Based on Conversion of 3D Geometry and Texture

    TAZOE Yusuke, FUJISHIRO Hiroki, NAKANO Shinya, KASAI Satoko, MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   109 ( 471 ) 151 - 156  2010.03

     View Summary

    In this paper, we have developed a method to synthesize the aging or antiaging face which added age characteristics to both of 3D geometry and texture to an individual face model generated from an accurately range scanned data. Next, the 3D geometry of the individual face model is converted into the target age by adding the age feature vector learned from the age-specific facial database. And, the facial texture is converted into the target age by adding the difference with luminance of between average facial texture of generation containing individual face and average facial texture of target generation. Finally, aging or anti-aging face is synthesized by integrating them. The proposed method enables to represent the variation of the facial geometry and the texture such as the freckle and the wrinkles with aging.

    CiNii

  • Dynamic Shape Reconstruction from Multiple Views using Three Colored Lightings

    KOBAYASHI Shota, MORISHIMA Shigeo

    IEICE technical report   109 ( 471 ) 157 - 162  2010.03

     View Summary

    Recent years, the methods to reconstruct 3D shape from 2D images using shading information are researched by many researchers. However, it is difficult to reconstruct dynamic and whole 3D model by such methods. In this paper, we obtain some shading information using 3 colored lightings, and estimate normal vector of initial shape by the shading information. To estimate normal vector, we make reflection model specific to each camera and lighting setting by collect sufficient data. Finally, we estimate initial shape's vertex coordinate using estimated normal vector.

    CiNii

  • 3D Face Reconstruction from Multi-view Images

    HARA Tomoya, FUJISHIRO Hiroki, NAKANO Shinya, MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   109 ( 470 ) 73 - 78  2010.03

     View Summary

    3D face models have become widely applied in various fields such as a filmmaking and an individual identification. We proposed a method which can quickly constructs a 3D face model from 2D facial image based on deformable head model without 3D scanner. However, the method could not express accurately the individual facial parts such as height of the nose and the cheek contour. In this paper, we propose a method of synthesizing a 3D face model which can express more close to original face shape through the process that constructs 3D face models from multi-view images taken from different face angles and integrate them by optimizing weight on each facial region. Compared with the previous method, we can find the improvement of accuracy especially in nose and mouth regions.

    CiNii J-GLOBAL

  • Fast-Automatic 3D Face Model Generation from Single Snapshot

    MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   109 ( 470 ) 145 - 150  2010.03

     View Summary

    In this paper, we have developed a method to fast-automatically generate an individual 3D face model with a plausible 3D geometry estimated from a facial snapshot using a prior knowledge of the 3D facial geometry. This prior knowledge consists of the deformable face model and the Gaussian Mixture Model learnt from 1,153 male/female and young/elderly of pre-modeled face models. A 3D geometry is estimated by optimizing an energy function for parameters of the deformable face model and deforming it according to the optimum parameters. The energy function is designed as the combination the vertex error term and the likelihood term. The vertex error term is defined as the sum of the Euclid distance between each feature point detected from a input snapshot and its corresponding vertex for the deformable face model. The likelihood term consisted of the GMM constrains parameters of the deformable face model to be guaranteed that the estimated 3D geometry does not collapse. Through the evaluation experiment, we show that the proposed method can generate a 3D face model with 2.1 [mm] estimation error in 1.2 seconds.

    CiNii J-GLOBAL

  • Aging Simulation of Personal Face Based on Conversion of 3D Geometry and Texture

    TAZOE Yusuke, FUJISHIRO Hiroki, NAKANO Shinya, KASAI Satoko, MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   109 ( 470 ) 151 - 156  2010.03

     View Summary

    In this paper, we have developed a method to synthesize the aging or antiaging face which added age characteristics to both of 3D geometry and texture to an individual face model generated from an accurately range scanned data. Next, the 3D geometry of the individual face model is converted into the target age by adding the age feature vector learned from the age-specific facial database. And, the facial texture is converted into the target age by adding the difference with luminance of between average facial texture of generation containing individual face and average facial texture of target generation. Finally, aging or and-aging face is synthesized by integrating them. The proposed method enables to represent the variation of the facial geometry and the texture such as the freckle and the wrinkles with aging.

    CiNii

  • Dynamic Shape Reconstruction from Multiple Views using Three Colored Lightings

    KOBAYASHI Shota, MORISHIMA Shigeo

    IEICE technical report   109 ( 470 ) 157 - 162  2010.03

     View Summary

    Recent years, the methods to reconstruct 3D shape from 2D images using shading information are researched by many researchers. However, it is difficult to reconstruct dynamic and whole 3D model by such methods. In this paper, we obtain some shading information using 3 colored lightings, and estimate normal vector of initial shape by the shading information. To estimate normal vector, we make reflection model specific to each camera and lighting setting by collect sufficient data. Finally, we estimate initial shape's vertex coordinate using estimated normal vector.

    CiNii J-GLOBAL

  • A-15-10 Aging Simulation of Face by Converting Both 3D Geometry and Texture

    Tazoe Yusuke, Fujishiro Hiroki, Nakano Shinya, Nonaka Yusuke, Kasai Satoko, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2010   192 - 192  2010.03

    CiNii J-GLOBAL

  • A-15-11 Skinning Technique Considering the Shape of Human Skeletons

    Suda Hirofumi, Nakamura Shinsuke, Yamanaka Kentaro, Morishima Shigeo

    Proceedings of the IEICE General Conference   2010   193 - 193  2010.03

     View Summary

    We propose a skinning technique to improve expressive power of Skeleton Subspace Deformation (SSD) by adding the influence of the shape of skeletons to the deformation result by postprocessing. © ACM 2010.

    DOI CiNii J-GLOBAL

  • A-16-10 Estimating Cloth Simulation Parameters Considering Static and Dynamic Features

    Kunitomo Shoji, Nakamura Shinsuke, Morishima Shigeo

    Proceedings of the IEICE General Conference   2010   228 - 228  2010.03

     View Summary

    Realistic drape and motion of virtual clothing is now possible by using an up-to-date cloth simulator, but it is even difficult and time consuming to adjust and tune many parameters to achieve an authentic looking of a real particular fabric. Bhat et al. [2003] proposed a way to estimate the parameters from the video data of real fabrics. However, this projects structured light patterns on the fabrics, so it might not be possible to estimate the accurate value of the parameters if fabrics have colors and textures. In addition to the structured light patterns, they use a motion capture system to track how the fabrics move. In this paper, we will introduce a new method using only a motion capture system by attaching a few markers on fabric surface without any other devices. Moreover, animators can easily estimate the parameters of many kinds of fabrics with this method. Authentic looking and motion of simulated fabrics are realized by minimizing error function between captured motion data and synthetic motion considering both static and dynamic cloth features. © ACM 2010.

    DOI CiNii J-GLOBAL

  • D-11-81 Cartoon facial animation with minimal 2D input based on non-linear morphing

    Gohara Hiroaki, Sugimoto Shiori, Morishima Shigeo

    Proceedings of the IEICE General Conference   2010 ( 2 ) 81 - 81  2010.03

    CiNii J-GLOBAL

  • D-12-8 3D Face Reconstruction considering Weights of Each Facial-parts from Multi-view Images

    Hara Tomoya, Fujishiro Hiroki, Nakano Shinya, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2010 ( 2 ) 119 - 119  2010.03

    CiNii J-GLOBAL

  • Voice Output System Considering Personal Voice for Instant Casting Movie

    川本 真一, 足立 吉広, 大谷 大和, 四倉 達夫, 森島 繁生, 中村 哲

    情報処理学会論文誌   51 ( 2 ) 250 - 264  2010.02

     View Summary

    In this paper, we propose an improved Future Cast System (FCS) that enables anyone to be a movie star while retaining their individuality in terms of how they look and how they sound. The proposed system produces voices that are significantly matched to their targets by integrating the results of multiple methods: similar speaker selection and voice morphing. After assigning one CG character to the audience, the system produces voices in synchronization with the CG character's movement. We constructed the speech synchronization system using a voice actor database with 60 different kinds of voices. Our system achieved higher voice similarity than conventional systems; the preference score of our system was 56.5% over other conventional systems.

    CiNii

  • Gait Animation Synthesis Exaggerated Characteristics Based on Perception Similarity

    NAKAMURA Shinsuke, MORISHIMA Shigeo

    研究報告グラフィクスとCAD(CG)   138 ( 6 ) F1 - F6  2010.02

     View Summary

    人間の歩行動作には、個人性情報が含まれており,最近では歩容個人認証の研究も盛んである。しかし個人の特徴を強調し,反映する歩容アニメーションを作ることは困難である.本研究では,歩行動作における個人性とは平均的な歩行動作からの差異によって表現されるものであると仮定し,その差異を増大させることによって個人性を強調した歩行動作を合成する.合成される歩行動作は,複数のサンプル歩行動作の主成分分析によって構築される空間において表現する.また,増大させる差異の大きさについては,複数の人物の歩行動作の中から特定の人物の歩行動作を探す主観評価実験によって最も認識率の高くなる割合を推定し,それを用いる.Characteristics of human motion, such as walking, running or jumping vary from person to person. Differences in human motion enable people to identify oneself or a friend. However, it is challenging to generate animation where individual characters exhibit characteristic motion using computer graphics. In our research, differences between an average motion in sample motions and a target motion are considered as characteristics target motion includes. We are enable to synthesize gait animation exaggerated characteristics by increasing this differences. The synthesized motion is represented as PCA score in PCA space composed of sample motions. In the experiment that subjects look for a target motion from crowd, we estimate the degree of exaggerated characteristics by the reaction time when subjects find the target motion most quickly.

    CiNii

  • Ambient Occlusion by Curvature Depended Local Illumination Approximation of Occlusion

    HATTORI Tomohito, KUBO Hiroyuki, MORISHIMA Shigeo

    ACM SIGGRAPH 2010 Posters, SIGGRAPH '10   138 ( 13 ) M1 - M6  2010.02

     View Summary

    This paper discusses an approach for computing the ambient occlusion by curvature depended approximation of occlusion. Ambient occlusion is widely used to improve the realism of fast lighting simulation. The ambient occlusion is defined as follows. © ACM 2010.

    DOI CiNii

  • Voice Output System Considering Personal Voice for Instant Casting Movie

    川本 真一, 足立 吉広, 大谷 大和, 四倉 達夫, 森島 繁生, 中村 哲

       2010.02

     View Summary

    In this paper, we propose an improved Future Cast System (FCS) that enables anyone to be a movie star while retaining their individuality in terms of how they look and how they sound. The proposed system produces voices that are significantly matched to their targets by integrating the results of multiple methods: similar speaker selection and voice morphing. After assigning one CG character to the audience, the system produces voices in synchronization with the CG character's movement. We constructed the speech synchronization system using a voice actor database with 60 different kinds of voices. Our system achieved higher voice similarity than conventional systems; the preference score of our system was 56.5% over other conventional systems.

    CiNii

  • 3次元計上とテクスチャを用いた年連変化顔シミュレーション

    森島 繁生

    第16回画像センシングシンポジウム(SSII2010)    2010  [Refereed]

  • 顔計上事前知識に基づく顔画像からの3次元顔も出る高速自動生成

    森島 繁生

    第16回画像センシングシンポジウム(SSII2010)    2010  [Refereed]

  • 3次元形状変形とテクスチャ変換に基づく年齢変化顔モデルの生成

    森島 繁生

    画像の認識・理解シンポジウム(MIRU2010)    2010  [Refereed]

  • 顔変形モデルと顔形状分布制約に基づく単一顔画像からの3次元顔モデル高速自動生成

    森島 繁生

    画像の認識・理解シンポジウム(MIRU2010)    2010  [Refereed]

  • 複数顔向き画像に基づく3次元顔モデル生成

    森島 繁生

    第16回画像センシングシンポジウム(SSII2010)    2010  [Refereed]

  • アクティブスナップショット

    森島 繁生

    第15回日本顔学会フォーラム顔学2010   Vol.10   104  2010

  • Facial animation reflecting personal characteristics by automatic head modeling and facial muscle adjustment

    Akinobu Maejima, Hiroyuki Kubo, Shigeo Morishima

    ISCIT 2010 - 2010 10th International Symposium on Communications and Information Technologies     7 - 12  2010

     View Summary

    We propose a new automatic character modeling system which can generate an individualized head model only from a facial range scan data and an individualized facial animation with expression change. The head modeling system consists of two core modules: the head modeling module which can generate a head model from a personal facial range scan data using automatic mesh completion, and the key shape generation module which can generate key shapes for the generated head model based on physics-based facial muscle simulation with a personal muscle layout estimated from subject's facial expression videos. As a result, we can generate a head model which can synthesize facial expressions and impression similar to the target person. The experimental result shows that we archive to synthesize CG characters that subjects can identify themselves with 84%. Therefore, we conclude that our head modeling system is effective to games and entertainment systems like the Future Cast. ©2010 IEEE.

    DOI

  • Voice Output System Considering Personal Voice for Instant Casting Movie

    川本真一, 川本真一, 足立吉広, 足立吉広, 大谷大和, 四倉達夫, 森島繁生, 森島繁生, 中村哲, 中村哲

    情報処理学会論文誌ジャーナル(CD-ROM)   51 ( 2 ) 250 - 264  2010

    J-GLOBAL

  • 音楽特徴量と印象語の分析に基づく楽曲のサムネイル表現技術

    長谷川裕記, 室伏空, 山本達也, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2010   ROMBUNNO.2-8-20  2010

    J-GLOBAL

  • 物まね音声の知覚特性を反映した音声類似度評価尺度の提案

    田中茉莉, 山本達也, 室伏空, 河原英紀, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2010   ROMBUNNO.1-7-11  2010

    J-GLOBAL

  • 人体の骨格形状を考慮したスキニング手法の提案

    須田洋文, 中村槙介, 山中健太郎, 森島繁生

    電子情報通信学会大会講演論文集   2010   193  2010

    J-GLOBAL

  • 非線形モーフィングに基づく手描き顔アニメーションの中割り画像生成

    郷原裕明, 杉本志織, 森島繁生

    電子情報通信学会大会講演論文集   2010   81  2010

    J-GLOBAL

  • 多視点顔画像に基づく顔器官毎の重みを考慮した3次元顔形状推定

    原朋也, 藤代裕紀, 中野真也, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2010   119  2010

    J-GLOBAL

  • 静的・動的特徴を考慮した布の物理パラメータ推定

    國友翔次, 中村槙介, 森島繁生

    電子情報通信学会大会講演論文集   2010   228  2010

    J-GLOBAL

  • 3次元形状とテクスチャの双方の変換による年齢変化顔の生成

    田副佑典, 藤代裕紀, 中野真也, 野中悠介, 笠井聡子, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2010   192  2010

    J-GLOBAL

  • Aging Simulation of Personal Face Based on Conversion of 3D Geometry and Texture

    田副佑典, 藤代裕紀, 中野真也, 笠井聡子, 前島謙宣, 森島繁生

    電子情報通信学会技術研究報告   109 ( 471(HIP2009 118-210) ) 151 - 156  2010

    J-GLOBAL

  • Fast-Automatic 3D Face Model Generation from Single Snapshot

    前島謙宣, 森島繁生

    電子情報通信学会技術研究報告   109 ( 471(HIP2009 118-210) ) 145 - 150  2010

    J-GLOBAL

  • 3D Face Reconstruction from Multi-view Images

    原朋也, 藤代裕紀, 中野真也, 前島謙宣, 森島繁生

    電子情報通信学会技術研究報告   109 ( 471(HIP2009 118-210) ) 73 - 78  2010

    J-GLOBAL

  • Dynamic Shape Reconstruction from Multiple Views using Three Colored Lightings

    小林昭太, 森島繁生

    電子情報通信学会技術研究報告   109 ( 471(HIP2009 118-210) ) 157 - 162  2010

    J-GLOBAL

  • Ambient Occlusion by Curvature Depended Local Illumination Approximation of Occlusion.

    服部智仁, 久保尋之, 森島繁生

    情報処理学会研究報告(CD-ROM)   2009 ( 6 ) ROMBUNNO.CG-138,13  2010

    J-GLOBAL

  • Gait Animation Synthesis Exaggerated Characteristics Based on Perception Similarity

    中村槙介, 森島繁生

    情報処理学会研究報告(CD-ROM)   2009 ( 6 ) ROMBUNNO.CG-138,6  2010

    J-GLOBAL

  • 遮蔽度の曲率近似を用いたアンビエントオクルージョンの局所照明モデル化

    服部智仁, 久保尋之, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2010   MODERINGU,HATTORITOMOHITO  2010

    J-GLOBAL

  • 半透明物体の高速描画に向けた曲率に依存する反射関数の近似式

    久保尋之, 土橋宜典, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2010   MODERINGU,KUBOHIROYUKI  2010

    J-GLOBAL

  • 静的・動的特徴を考慮した布シミュレーションの物理パラメータ推定

    國友翔次, 中村槙介, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2010   MODERINGU,KUNITOMOSHOJI  2010

    J-GLOBAL

  • コンシューマ参加型デジタルコンテンツ

    森島繁生

    電子情報通信学会大会講演論文集   2010   SS.92-SS.95  2010

    J-GLOBAL

  • 人肌などの半透明物体の高速描画法

    久保尋之, 土橋宜典, 森島繁生

    日本顔学会誌   10 ( 1 ) 111  2010

    J-GLOBAL

  • 話速変化に応じたリップシンクアニメーションの作成

    高見澤涼, 矢野茜, 久保尋之, 前島謙宣, 森島繁生

    日本顔学会誌   10 ( 1 ) 132  2010

    J-GLOBAL

  • Gait Animation Synthesis having Characteristics Exaggeration by Perceptual Similarity Basis

    中村槙介, 森島繁生

    画像電子学会誌   39 ( 5 ) 615 - 620  2010

     View Summary

    Characteristics of human motion, such as walking, running or jumping vary from person to person. Differences in human motion enable people to identify oneself or a friend. However, it is challenging to generate animation where individual characters exhibit characteristic motion using computer graphics. In our research, differences between an average motion in some sample motions and a target motion are considered as characteristics target motion includes. We are able to synthesize gait animation having exaggerated characteristics by increasing the differences. The synthesized motion is represented as PCA (Principal Component Analysis) score in PCA space composed of sample motions. In the experiment of looking for a target motion from crowd, we estimate the optimum degree of exaggerated characteristics to minimize the finding time of the target motion. © 2010, The Institute of Image Electronics Engineers of Japan. All rights reserved.

    DOI J-GLOBAL

  • 曲率に依存する反射関数を用いた半透明物体の高速レンダリング

    久保尋之, 土橋宜典, 森島繁生

    電子情報通信学会論文誌 A   J93-A ( 11 ) 708 - 717  2010

    J-GLOBAL

  • Gait Animation Synthesis having Characteristics Exaggeration by Perceptual Similarity Basis

    NAKAMURA Shinsuke, MORISHIMA Shigeo

    The Journal of the Institute of Image Electronics Engineers of Japan   39 ( 5 ) 615 - 620  2010

     View Summary

    Characteristics of human motion, such as walking, running or jumping vary from person to person. Differences in human motion enable people to identify oneself or a friend. However, it is challenging to generate animation where individual characters exhibit characteristic motion using computer graphics. In our research, differences between an average motion in some sample motions and a target motion are considered as characteristics target motion includes. We are able to synthesize gait animation having exaggerated characteristics by increasing the differences. The synthesized motion is represented as PCA (Principal Component Analysis) score in PCA space composed of sample motions. In the experiment of looking for a target motion from crowd, we estimate the optimum degree of exaggerated characteristics to minimize the finding time of the target motion.

    DOI CiNii J-GLOBAL

  • プログラム担当より

    森島 繁生

    日本バーチャルリアリティ学会誌 = Journal of the Virtual Reality Society of Japan   14 ( 4 ) 207 - 208  2009.12

    CiNii

  • 座長からの報告

    渡邊 淳司, 藤田 欣也, 加藤 博一, ピトヨ ハルトノ, 苗村 健, 昆陽 雅司, 小林 稔, 酒井 幸仁, 筧 康明, 梶本 裕之, 北崎 充晃, 宮崎 慎也, 唐山 英明, 池井 寧, 柳田 康幸, 森島 繁生, 広田 光一, 前田 太郎, 中口 俊哉, 長谷川 晶一, 小木 哲朗, 井原 雅行, 妹尾 武治, 稲見 昌彦, 清川 清, 橋本 直己, 安藤 英由樹, 宮田 一乘, 吉田 俊介, 大田 友一, 原田 哲也, 寺林 賢司, 北島 律之, 松本 光春, 綿貫 啓一, 青木 義満

    日本バーチャルリアリティ学会誌 = Journal of the Virtual Reality Society of Japan   14 ( 4 ) 213 - 223  2009.12

    CiNii

  • Development of a toolkit for spoken dialog systems with an anthropomorphic agent: Galatea

    Takuya Nishimoto, Yoichi Yamashita, Tsuneo Nitta

    APSIPA ASC 2009 - Asia-Pacific Signal and Information Processing Association 2009 Annual Summit and Conference     148 - 153  2009.12

     View Summary

    The Interactive Speech Technology Consortium (ISTC) has been developing a toolkit called Galatea that comprises four fundamental modules for speech recognition, speech synthesis, face synthesis, and dialog control, that can be used to realize an interface for spoken dialog systems with an anthropomorphic agent. This paper describes the development of the Galatea toolkit and the functions of each module; in addition, it discusses the standardization of the description of multi-modal interactions.

  • High Realistic Contents that Make Audience Dive Into the Movie

    MORISHIMA Shigeo

    電気学会研究会資料. EDD, 電子デバイス研究会   2009 ( 81 ) 27 - 32  2009.11

    CiNii

  • High realistic contents that make audience dive into the movie

    森島 繁生

    研究会講演予稿   247   27 - 32  2009.11

    CiNii J-GLOBAL

  • High Realistic Contents that Make Audience Dive Into the Movie

    MORISHIMA Shigeo

    IEICE technical report   109 ( 267 ) 27 - 32  2009.10

     View Summary

    We have proposed a new movie contents style which makes all audience participate in the story as a movie casts and give an experience of immersive sensation into the story. In 2005, at Mitsui-Toshiba pavilion of Aichi Expo., Future Cast System is implemented first in the world and 1,630,000 people have experienced the sensational contents "Grand Odyssey". This system is commercially succeeded as Future Cast Theater at HUIS TEN BOSCH, Nagasaki in 2007. It is very important factor to succeed to customize CG character full automatically and instantly without any stress to the audience. In this paper, we propose new character customization method with full automatic reflection of personality in facial expression, body size, gait, voice quality and hair style in a few minutes. Also real-time full body motion synthesis and rendering including hair is realized and as a result self-awareness rate at which one can recognize himself in the screen improves almost 90% comparing with 59% of EXPO.2005.

    CiNii

  • An Automatic Music Video Creation System by Reusing Dance Video Content

    MUROFUSHI SORA, NAKANO TOMOYASU, GOTO MASATAKA, MORISHIMA SHIGEO

    研究報告音楽情報科学(MUS)   81 ( 21 ) U1 - U7  2009.07

     View Summary

    本研究では、既存のダンス動画コンテンツの複数の動画像を分割して連結(切り貼り)することで、音楽に合ったダンス動画を自動生成するシステムを提案する。従来、切り貼りに基づいた動画の自動生成に関する研究はあったが、音楽{映像間の多様な関係性を対応付ける研究はなかった。本システムでは、そうした多様な関係性をモデル化するために、Web 上で公開されている二次創作された大量のコンテンツを利用し、クラスタリングと複数の線形回帰モデルを用いることで音楽に合う映像の素片を選択する。その際、音楽{映像間の関係だけでなく、生成される動画の時間的連続性や音楽的構造もコストとして考慮することで、動画像の生成をビタビ探索によるコスト最小化問題として解いた。This paper presents a system that automatically generates a dance video clip appropriate to music by segmenting and concatenating existing dance video clips. Although there were previous works on automatic music video creation, they did not support various associations between music and video. To model such various associations, our system uses a large amount of fan-fiction content on the web, and selects video segments appropriate to music by using linear regression models for multiple clusters. By introducing costs representing temporal continuity and music structure of the generated video clip as well as associations between music and video, this video creation problem is solved by minimizing the costs by Viterbi search.

    CiNii

  • Automatic Head Model Generation Based on Optimized Local Affine Transform Using Facial Range Scan Data

    MAEJIMA Akinobu, MORISHIMA Shigeo

    The Journal of the Institute of Image Electronics Engineers of Japan   38 ( 4 ) 404 - 413  2009.07

     View Summary

    We propose an automatic 3D human head modeling method using both a frontal facial image and geometry. In general, template mesh fitting methods are used to create a face model from a facial range data obtained by range scanner. However, previous fitting techniques need to manually specify markers to the scanned 3D geometry and to manually correct the 3D geometry of the missing parts that it is impossible to accurately measure the head geometry of the hair region. We therefore complement this region's 3D geometry with the template mesh's one. Our technique can generate the head model that the scanned 3D face geometry and the template mesh's one are seamlessly connected. The computational time of our method is much faster than previous template mesh fitting methods. We therefore conclude that proposed method is effective to create a large amount of head models in game and film industry and an entertainment system.

    DOI CiNii J-GLOBAL

  • Voice conversion based on vowel-change using coarticulation model

    YAMAMOTO Tatsuya, MUROFUSHI Sora, MORISHIMA Shigeo

    IEICE technical report   109 ( 139 ) 37 - 42  2009.07

     View Summary

    The statistical and spectrum conversion method is researched from of old as the voice conversion technology of the synthesized voice. It is known that the speaker conversion with high quality or more becomes possible by having to acquire the utterance data from the speaker who becomes a target in the statistical and spectrum conversion method beforehand, and obtaining a lot of utterance data. However, receiving huge utterance data from the speaker who becomes a target on the other hand becomes a large encumbrance for the speaker. On the other hand, the speaker conversion by the vowel change method can convert the speaker into the content of all the utterances by acquiring only the vowel from the speaker who becomes a target. Authors proposed the technique for synthesizing a natural voice by using the modulation uniting model for the vicinity of the phoneme boundary to improve the discontinuity of the voice that was the problem of the vowel exchange method. It proposes the technique for synthesizing a voice near a more natural utterance by studying the application section of the modulation uniting model from the content of the input speaker's utterance in the present study.

    CiNii

  • Generating Forearm Motion with Skin Deformation Model Based on MRI images

    YAMANAKA Kentaro, NAKAMURA Shinsuke, KOBAYASHI Shota, MORISHIMA Shigeo

    Human Interface   11 ( 2 ) 85 - 90  2009.05

    CiNii

  • Generating Forearm Motion with Skin Deformation Model Based on MRI images

    YAMANAKA Kentaro, NAKAMURA Shinsuke, KOBAYASHI Shota, MORISHIMA Shigeo

    IEICE technical report   109 ( 29 ) 85 - 90  2009.05

     View Summary

    This paper presents a new methodology for constructing an example-based skin deformation model of human forearm based on MRI images. Generating realistic skin animation of forearm movement is generally difficult in CG domain because there is a crucial difference between a structure of forearm of a virtual human and a real human. So we propose a new kind of skin deformation model based on MRI images. Using MRI images, we can model example skin shapes associated with location of bones with accuracy. We also mention how to apply the model to characters to generate skin animation. For this purpose, we employ RBF, Radial Basis Functions. Once the model is constructed, skin animation is easily generated by applying the model to the forearm of a character by means of RBF. In this paper, we describe how to construct our model, first. Then we explain the method to apply the model to characters and generate skin animation.

    CiNii

  • Generating Forearm Motion with Skin Deformation Model Based on MRI images

    YAMANAKA Kentaro, NAKAMURA Shinsuke, KOBAYASHI Shota, MORISHIMA Shigeo

    IEICE technical report   109 ( 27 ) 85 - 90  2009.05

     View Summary

    This paper presents a new methodology for constructing an example-based skin deformation model of human forearm based on MRI images. Generating realistic skin animation of forearm movement is generally difficult in CG domain because there is a crucial difference between a structure of forearm of a virtual human and a real human. So we propose a new kind of skin deformation model based on MRI images. Using MRI images, we can model example skin shapes associated with location of bones with accuracy. We also mention how to apply the model to characters to generate skin animation. For this purpose, we employ RBF, Radial Basis Functions. Once the model is constructed, skin animation is easily generated by applying the model to the forearm of a character by means of RBF. In this paper, we describe how to construct our model, first. Then we explain the method to apply the model to characters and generate skin animation.

    CiNii

  • Generating Forearm Motion with Skin Deformation Model Based on MRI images

    YAMANAKA Kentaro, NAKAMURA Shinsuke, KOBAYASHI Shota, MORISHIMA Shigeo

    IEICE technical report   109 ( 28 ) 85 - 90  2009.05

     View Summary

    This paper presents a new methodology for constructing an example-based skin deformation model of human forearm based on MRI images. Generating realistic skin animation of forearm movement is generally difficult in CG domain because there is a crucial difference between a structure of forearm of a virtual human and a real human. So we propose a new kind of skin deformation model based on MRI images. Using MRI images, we can model example skin shapes associated with location of bones with accuracy. We also mention how to apply the model to characters to generate skin animation. For this purpose, we employ RBF, Radial Basis Functions. Once the model is constructed, skin animation is easily generated by applying the model to the forearm of a character by means of RBF. In this paper, we describe how to construct our model, first. Then we explain the method to apply the model to characters and generate skin animation.

    CiNii

  • CGキャラクタの存在感

    森島 繁生

    日本バーチャルリアリティ学会誌 = Journal of the Virtual Reality Society of Japan   14 ( 1 ) 23 - 28  2009.03

    CiNii J-GLOBAL

  • D-14-4 Speaker Conversion System Based on Vowel Change Using Coarticulation Correcting

    Yamamoto Tatsuya, Murofushi Sora, Kondo Kojiro, Morishima Shigeo

    Proceedings of the IEICE General Conference   2009 ( 1 ) 167 - 167  2009.03

    CiNii

  • D-11-109 Data Driven GUI Development for Car Shape Design

    Nakada Masaki, Hayakawa Tatsunori, Sugimoto Shiori, Morishima Shigeo

    Proceedings of the IEICE General Conference   2009 ( 2 ) 109 - 109  2009.03

    CiNii J-GLOBAL

  • A-10-2 Correction system for overtone mistakes using template matching

    Fujisawa Kentaro, Murofushi Sora, Kondo Kojiro, Morishima Shigeo

    Proceedings of the IEICE General Conference   2009   197 - 197  2009.03

    CiNii

  • A-15-14 Construction of Facial Muscle Model based on Controlling Fat-Layer Thickness using MRI

    Yarimizu Hiroto, Ishibashi Yasushi, Kubo Hiroyuki, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2009   250 - 250  2009.03

    CiNii J-GLOBAL

  • A-15-17 Construction of Facial Eigen-space for Synthesizing Various Facial Expressions

    Takamizawa Ryo, Suzuki Takanori, Kubo Hiroyuki, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2009   253 - 253  2009.03

    CiNii

  • A-15-16 A Classification of Artificial Smile and Natural Smile based on Optical Flow in HD Video Sequence

    Fujishiro Hiroki, Suzuki Takanori, Nakano Shinya, Nonaka Yusuke, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2009   252 - 252  2009.03

    CiNii J-GLOBAL

  • A-15-15 Accurate Reconstruction of Skin Deformation during Forearm Movement Using MRI

    Yamanaka Kentaro, Nakamura Shinsuke, Yano Akane, Morishima Shigeo

    Proceedings of the IEICE General Conference   2009   251 - 251  2009.03

    CiNii

  • MRIに基づく皮膚下構造を反映した顔面筋肉モデルの構築

    鑓水裕刀, 石橋康, 久保尋之, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2009   250  2009

    J-GLOBAL

  • 楽器音テンプレートマッチングによる倍音誤り補正システム

    藤澤賢太郎, 室伏空, 近藤康治郎, 森島繁生

    電子情報通信学会大会講演論文集   2009   197  2009

    J-GLOBAL

  • MRIを用いた前腕運動時の皮膚形状変化の精密な再現

    山中健太郎, 中村槙介, 矢野茜, 森島繁生

    電子情報通信学会大会講演論文集   2009   251  2009

    J-GLOBAL

  • 調音結合補正を用いた母音交換法に基づく話者変換法

    山本達也, 室伏空, 近藤康治郎, 森島繁生

    電子情報通信学会大会講演論文集   2009   167  2009

    J-GLOBAL

  • データベースに基づく車体形状デザインGUIの構築

    仲田真輝, 早川達順, 杉本志織, 森島繁生

    電子情報通信学会大会講演論文集   2009   109  2009

    J-GLOBAL

  • 多様な表情を合成可能な固有顔空間の構築

    高見澤涼, 鈴木孝章, 久保尋之, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2009   253  2009

    J-GLOBAL

  • 顔動画像のオプティカルフローに基づく作り笑い・自然な笑いの識別

    藤代裕紀, 鈴木孝章, 中野真也, 野中悠介, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2009   252  2009

    J-GLOBAL

  • 英語情動文的“I love you”中国語話者による認知と音響特性相関(2)

    ヤーッコラ伊勢井敏子, 広瀬啓吉, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2009   ROMBUNNO.2-P-16  2009

    J-GLOBAL

  • 音と同期した3DCGを用いた日本人英語学習者に苦手な構音運動のためのトレーニングシステム―唇の突き出し

    ヤーッコラ(伊勢井, 敏子, 鈴木茂樹, 広瀬啓吉, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2009   ROMBUNNO.3-6-13  2009

    J-GLOBAL

  • アンドロイドやエージェントに感じる人の存在感 CGキャラクタの存在感

    森島繁生

    日本バーチャルリアリティ学会誌   14 ( 1 ) 23-28,1(1)  2009

    J-GLOBAL

  • Generating Forearm Motion with Skin Deformation Model Based on MRI images

    山中健太郎, 中村槙介, 小林昭太, 森島繁生

    電子情報通信学会技術研究報告   109 ( 29(WIT2009 1-47) ) 85 - 90  2009

    J-GLOBAL

  • MRI計測から獲得される皮膚下の厚みを適用した顔面筋肉モデルの構築

    鑓水裕刀, 石橋康, 久保尋之, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2009   ROMBUNNO.31  2009

    J-GLOBAL

  • MRIを用いた前腕運動に伴う皮膚形状変化モデルの構築

    山中健太郎, 中村槙介, 小林昭太, 白石允梓, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2009   ROMBUNNO.21  2009

    J-GLOBAL

  • Voice conversion based on vowel-change using coarticulation model

    山本達也, 室伏空, 森島繁生

    電子情報通信学会技術研究報告   109 ( 139(SP2009 41-48) ) 37 - 42  2009

    J-GLOBAL

  • Automatic Head Model Generation Based on Optimized Local Affine Transform Using Facial Range Scan Data

    前島謙宣, 森島繁生

    画像電子学会誌   38 ( 4 ) 404 - 413  2009

     View Summary

    We propose an automatic 3D human head modeling method using both a frontal facial image and geometry. In general, template mesh fitting methods are used to create a face model from a facial range data obtained by range scanner. However, previous fitting techniques need to manually specify markers to the scanned 3D geometry and to manually correct the 3D geometry of the missing parts that it is impossible to accurately measure the head geometry of the hair region. We therefore complement this region's 3D geometry with the template mesh's one. Our technique can generate the head model that the scanned 3D face geometry and the template mesh's one are seamlessly connected. The computational time of our method is much faster than previous template mesh fitting methods. We therefore conclude that proposed method is effective to create a large amount of head models in game and film industry and an entertainment system. © 2009, The Institute of Image Electronics Engineers of Japan. All rights reserved.

    DOI J-GLOBAL

  • An Automatic Music Video Creation System by Reusing Dance Video Content

    室伏空, 中野倫靖, 後藤真孝, 森島繁生

    情報処理学会研究報告(CD-ROM)   2009 ( 2 ) ROMBUNNO.MUS-NO.81(21)  2009

    J-GLOBAL

  • 多波長照明を用いた多視点画像からの動的立体形状再現

    小林昭太, 森島繁生

    日本バーチャルリアリティ学会大会論文集(CD-ROM)   14th   ROMBUNNO.1A4-1  2009

    J-GLOBAL

  • 平均顔を用いた実験用日本人表情刺激作成の試み

    木村あやの, 鈴木竜太, 吉田宏之, 渡邊伸行, 續木大介, CHANDRASIRI Naiwala P, 小泉憲生, 時田学, 森島繁生, 山田寛

    日本顔学会誌   9 ( 1 ) 53 - 69  2009

    J-GLOBAL

  • MRI画像に基づく皮膚下の厚みを反映した顔面筋肉モデルの構築

    鑓水裕刀, 久保尋之, 前島謙宣, 森島繁生

    日本顔学会誌   9 ( 1 ) 196  2009

    J-GLOBAL

  • 同世代女性の疲労感と表情の関係

    鈴木めぐみ, 永嶋義直, 矢田幸博, 森島繁生, 山田寛

    日本顔学会誌   9 ( 1 ) 245  2009

    J-GLOBAL

  • High Realistic Contents that Make Audience Dive Into the Movie

    森島繁生

    画像電子学会研究会講演予稿   247th   27 - 32  2009

    J-GLOBAL

  • High Realistic Contents that Make Audience Dive Into the Movie

    MORISHIMA Shigeo

    ITE Technical Report   33 ( 0 ) 27 - 32  2009

     View Summary

    We have proposed a new movie contents style which makes all audience participate in the story as a movie casts and give an experience of immersive sensation into the story. In 2005, at Mitsui-Toshiba pavilion of Aichi Expo., Future Cast System is implemented first in the world and 1,630,000 people have experienced the sensational contents "Grand Odyssey". This system is commercially succeeded as Future Cast Theater at HUIS TEN BOSCH, Nagasaki in 2007. It is very important factor to succeed to customize CG character full automatically and instantly without any stress to the audience. In this paper, we propose new character customization method with full automatic reflection of personality in facial expression, body size, gait, voice quality and hair style in a few minutes. Also real-time full body motion synthesis and rendering including hair is realized and as a result self-awareness rate at which one can recognize himself in the screen improves almost 90% comparing with 59% of EXPO.2005.

    DOI CiNii

  • Visual Entertainment System Considering Personal Voice

    足立 吉広, 大谷 大和, 川本 真一, 四倉 達夫, 森島 繁生, 中村 哲

    情報処理学会論文誌   49 ( 12 ) 3908 - 3917  2008.12

     View Summary

    In this paper, we propose an improved Future Cast System (FCS) that enables anyone to be a movie star with own individuality in voice as well as faces. Previous system created a CG character which closely resembles the face of the audience; however the voice of the character was selected only considering gender. Therefore, the voice of a CG character is not enough to identify oneself from others. The proposed system produces much closer voice to the audience by selecting one from a voice actor database, where voice similarity of speaker is estimated using a combined feature of 8 acoustic features. After assigning one CG character to the audience, the system produces voices in synchronization with the CG character's movement. We constructed the speech synchronization system using voice actor database with 60 voice quality, and conducted the subjective evaluation experiments of voice similarity in five-grades. Achievement rate of the proposal method for theoretical figure that considered the allowance rate of selected speaker to the database size is 68%.

    CiNii

  • Face Synthesis and its Emotional Evaluation

    MORISHIMA Shigeo

    The Journal of The Institute of Image Information and Television Engineers   62 ( 12 ) 1924 - 1927  2008.12

    DOI CiNii

  • アニメ作品制作の高能率化をめざす研究開発

    森島 繁生

    画像ラボ   19 ( 7 ) 34 - 39  2008.07

    CiNii J-GLOBAL

  • A Psychophysical Research on Perception of Facial Expressions using a Virtual Realistic Facial Image Processing System : Especially on the relationship between the strength of basic expressions and our sensation

    YAMADA Hiroshi, NAKAMURA Hironobu, MORISHIMA Shigeo, HARASHIMA Hiroshi

    Technical report of IEICE. HCS   95 ( 477 ) 15 - 20  2008.05

     View Summary

    Recent progress of the facial image processing technology has made it possible to study on the perception of facial expressions by means of the method of psychophysics with the use of realistic facial stimuli. This paper reported three experiments as our first step along with it. Each experiment attempted to clarify about the relationship between the strength of facial expressions and our sensation. Experiment 1 measured the thresholds of the perceived differences in facial appearance at 5different levels of strength of expressions for 'surprise' and 'anger'. Experiment 2 measured the same ones but for 'happiness' and 'Sadness'. Those results showed that there exist two types of relationship between the physical strength of expressions and the perceived one, which seem to be caused by two different visual properties of expressions. Experiment 3 confirmed the certainity that subjects in the previous experiments made their judgments of deifferences of facial images based on perceiving the expressions on the images by means of measuring the same thresholds for the inverted stimuli of 'surprise.

    CiNii

  • An attempt to develop tongue movement and sound by 3DCG for teaching English pronunciation: link to lexicon

    ヤーッコラ伊勢井敏子, ヤーッコラ伊勢井敏子, 鈴木茂樹, 森島繁生, 広瀬啓吉

    ITE technical report   32 ( 15 ) 29 - 32  2008.03

    CiNii J-GLOBAL

  • Data-Driven Modeling of Backbone Motions Based on Actual Bone Structure of Vertebra

    SEKINE Takao, MORISHIMA Shigeo

    IPSJ SIG Notes   130 ( 14 ) 11 - 16  2008.02

     View Summary

    In this research, we create a 3-Dimentional backbone model with the shape of vertebra based on the structure of actual humans. Additionally we develop a system generating natural backbone motions of character in CG. With the technological advancement in CG, character animations are drawn using skeleton models in movies and video games. It is difficult for users to model a backbone composed of detailed bones compared to other parts of a body such as arms and feet with a simple composition. Therefore, we create natural backbone motions and control these motions by dividing a backbone into three parts: lumbar vertebra, thoracic vertebra and cervical vertebra.

    CiNii J-GLOBAL

  • "Dive into the Move" Project to realize an immersive experience in the story

    MORISHIMA Shigeo, YAGI Yasushi, KAWAMOTO Shinichi, KAWAMOTO Shinichi

    IPSJ SIG Notes. CVIM   161 ( 3 ) 121 - 128  2008.01

     View Summary

    "Dive into the Movie" is world new entertainment system which can provide two styles of immersion experience into the story by giving a chance to audience to share an impression with his family or friend by watching a movie in which all audience can participate in the story as movie casts and by giving a chance to experience the panoramic scene and acoustic environment surrounding with the movie cast by special environment capturing and playback system. To realize this system, several techniques not only to model and capture the personal characteristics instantly in face, body, gesture and voice, but also to capture and playback high fidelity acoustic and visual environment automatically.

    CiNii

  • "Dive into the Move" Project to realize an immersive experience in the story

    MORISHIMA Shigeo, YAGI Yasushi, KAWAMOTO Shinichi, KAWAMOTO Shinichi

    IEICE technical report   107 ( 427 ) 153 - 160  2008.01

     View Summary

    "Dive into the Movie" is world new entertainment system which can provide two styles of immersion experience into the story by giving a chance to audience to share an impression with his family or friend by watching a movie in which all audience can participate in the story as movie casts and by giving a chance to experience the panoramic scene and acoustic environment surrounding with the movie cast by special environment capturing and playback system. To realize this system, several techniques not only to model and capture the personal characteristics instantly in face, body, gesture and voice, but also to capture and playback high fidelity acoustic and visual environment automatically.

    CiNii

  • 英語流音学習のための音と同期した3DCGによる構音運動

    ヤーッコラ伊勢井 敏子, 森島 繁生, 広瀬 啓吉

    日本音響学会秋季大会講演論文集     339 - 340  2008

  • 英語情動文“1 love you"の中国語話者による認知と音響特性相関(1)

    広瀬 啓吉, 森島 繁生

    日本音響学会秋季大会講演論文集     331 - 332  2008

  • 顎矯正手術後のスマイル作成時の軟組織変化

    吉田満, 寺田員人, 杉野伸一郎, 佐野奈都貴, 長谷川優, 小原彰浩, 齋藤功, 森島繁生

    日本矯正歯科学会大会プログラム・抄録集   67th   213  2008

    J-GLOBAL

  • 「デジタルメディア作品の制作を支援する基盤技術」2008 コンテンツ制作の高能率化のための要素技術研究

    森島繁生, 安生健一, バクスター ウィリアム, 中村哲, 四倉達夫, 川本真一

    デジタルメディア作品の制作を支援する基盤技術 第2回領域シンポジウム 平成20年     14 - 15  2008

    J-GLOBAL

  • コンテンツ制作の高能率化のための要素技術研究

    森島繁生

    戦略的創造研究推進事業研究年報(CD-ROM)   2008   DEJITARUMEDIA,MORISHIMA  2008

    J-GLOBAL

  • “Dive into the Move” Project to realize an immersive experience in the story

    森島繁生, 八木康史, 中村哲

    情報処理学会研究報告   2008 ( 3(CVIM-161) ) 121 - 128  2008

    J-GLOBAL

  • Highly Efficient Character Animation Production

    Morishima Shigeo, Kuriyama Shigeru, Kawamoto Shinichi

    The Journal of The Institute of Image Information and Television Engineers   62 ( 2 ) 156 - 160  2008

    DOI CiNii J-GLOBAL

  • An Interactive Tool for Editing Shadows in Cartoon Animation

    Nakajima Hidehito, Sugisaki Eiji, Morishima Shigeo

    The Journal of The Institute of Image Information and Television Engineers   62 ( 2 ) 234 - 239  2008

     View Summary

    Shadows in cartoon animation are generally used for dramatizing scenes. In hand-drawn animation, these shadows reflect the animators' intention and style rather than physical phenomena. On the other hand, shadows in 3 DCG animation are photorealistically rendered, and animators can not fully reflect their intention. This is because, in 3DCG animation, shadows are automatically generated once the light source is defined. Therefore, we develop an interactive tool for editing shadows that combines the advantages of hand-drawn animation and 3DCG technology. the advantage of our tool is that shadow attributes are inherited once animators edit the shape and location of shadows. Animators are only required mouse operations for editing shadows. Consequently, our tool enables animators to create shadows automatically and easily to reflect their intention and style.

    DOI CiNii J-GLOBAL

  • Data-Driven Modeling of Backbone Motions Based on Actual Bone Structure of Vertebra

    関根孝雄, 森島繁生

    情報処理学会研究報告   2008 ( 14(CG-130) ) 11 - 16  2008

    J-GLOBAL

  • 複数音響特徴量の統合による音声の知覚的類似度推定

    足立吉広, 川本真一, 森島繁生, 中村哲

    日本音響学会研究発表会講演論文集(CD-ROM)   2008   ROMBUNNO.1-11-14  2008

    J-GLOBAL

  • 表情筋運動モデルの過渡特性を考慮した表情アニメーション

    久保尋之, 石橋康, 前島謙宣, 森島繁生

    Visual Computing/グラフィクスとCAD合同シンポジウム予稿集(CD-ROM)   2008   ROMBUNNO.20  2008

    J-GLOBAL

  • アニメ作品制作の高能率化をめざす研究開発

    森島繁生

    画像ラボ   19 ( 7 ) 34 - 39  2008

    J-GLOBAL

  • 英語情動文“I love you”中国語話者による認知と音響特性相関(1)

    ヤーッコラ(伊勢井, 敏子, 広瀬啓吉, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2008   ROMBUNNO.1-Q-5  2008

    J-GLOBAL

  • 音声モーフィングを用いた類似話者の評価

    近藤康治郎, 足立吉広, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2008   ROMBUNNO.1-Q-18  2008

    J-GLOBAL

  • 音声の知覚的類似度推定のための音響特徴量の選択

    足立吉広, 川本真一, 森島繁生, 中村哲

    日本音響学会研究発表会講演論文集(CD-ROM)   2008   ROMBUNNO.2-P-20  2008

    J-GLOBAL

  • メロディの楽譜と採譜された演奏記録を教師データに用いた演奏表情のモデリング

    室伏空, 近藤康治郎, 足立吉広, 森島繁生

    日本音響学会研究発表会講演論文集(CD-ROM)   2008   ROMBUNNO.1-9-18  2008

    J-GLOBAL

  • 高速度カメラを用いた3次元表情アニメーション生成

    鈴木孝章, 石橋康, 久保壽之, 前島謙宣, 森島繁生

    日本顔学会誌   8 ( 1 ) 195  2008

    J-GLOBAL

  • 筋配置のカスタマイズが可能な表情生成シミュレータの提案

    久保尋之, 上村周平, 石橋康, 前島謙宣, 森島繁生

    日本顔学会誌   8 ( 1 ) 189  2008

    J-GLOBAL

  • いま“顔”が面白い~顔の画像処理とその応用~3.顔表情のCG合成と感動評価

    森島繁生

    映像情報メディア学会誌   62 ( 12 ) 1924-1927,1910-1911 - 1927  2008

    DOI J-GLOBAL

  • Visual Entertainment System Considering Personal Voice

    足立吉広, 足立吉広, 大谷大和, 川本真一, 四倉達夫, 森島繁生, 中村哲

    情報処理学会論文誌ジャーナル(CD-ROM)   49 ( 12 ) 3908 - 3917  2008

    J-GLOBAL

  • Art with Science, Science with Art : Artist-friendly 3DCG Techniques for Efficient Anime Production

    MORISHIMA Shigeo, ANJYO Ken, NAKAMURA Satoshi

    IPSJ Magazine   48 ( 12 ) 1351 - 1358  2007.12

    CiNii

  • Audience Participation Type Entertainment "Dive Into the Movie"

    MORISHIMA Shigeo

    IPSJ SIG Notes   128 ( 84 ) 29 - 34  2007.08

     View Summary

    In this paper, we describe about a new entertainment system called "Dive Into the Movie" in which all audience can participate in the story as actors and actresses. After character models very close to the audience are automatically generated in a short time, real-time character animation can be generated in a main story. This is the world first entertainment system. To realize this system, several techniques to express personal characteristics are necessary to be solved. Computer vision and speech signal processing technique are also considered to capture personal features automatically as well as CG technique.

    CiNii J-GLOBAL

  • Three-Dimensional Motion Analysis of Lip Movement in Patients with Mandibular Prognathism

    MATSUBARA TAIKI, TERADA KAZUTO, NAKAMURA YASUO, HAYASHI TOYOHIKO, MORISHIMA SHIGEO, SAITO ISAO

    The Japanese Journal of Jaw Deformities   17 ( 3 ) 189 - 199  2007.08

     View Summary

    Aim: The purpose of this study was to introduce our newly developed three-dimensional system of analyzing the lip movement synchronized with mandibular movement and to analyze the relationships between lip movement and mandibular movement before and after orthognathic surgery in skeletal Class III patients using this system.<BR>Materials and Methods: The subjects comprised 8 skeletal Class III patients who had undergone bilateral sagittal splitting mandibular ramus osteotomy and 8 persons with individual normal occlusion. Materials consisted of three-dimensional movement values obtained by a motion capture system equipped with two infrared CCD cameras, and three-dimensional static values measured by the three-dimensional optical laser scanner. Four landmarks affixed on the soft tissue around the mouth and four other landmarks to estimate the lower incisor movement were measured for 30 seconds during habitual mouth opening and closing movement. The relationships between lip movement and the lower incisor movement were compared between the pre-and post-operation and the normal groups.<BR>Results: The system developed in this study enabled three-dimensional measurement of lip and lower incisor movements during habitual mouth opening and closing at the same time. The landmarks on the lower lip, the right and left angles of the mouth and the chin point moved further in the pre-operation group than those in the post-operation and normal groups during habitual mouth opening and closing. Three-dimensional movement values after surgery showed a tendency to be close to those in the normal group.<BR>Conclusion: The present system may be useful for accurately measuring the movement of the lip synchronized with the lower incisor movement. Post-operative smooth movement of the soft tissue around the mouth suggests that tension of the muscles between the hard and soft tissues observed before surgery might decrease after surgery.

    DOI CiNii J-GLOBAL

  • Motion Capturing Approach for Hair Animation

    SUGISAKI Eiji, KAZAMA Yousuke, ISHIKAWA Takahito, SHIRAISHI Masashi, NISHIMURA Shohei, MORISHIMA Shigeo

    The Journal of the Institute of Image Electronics Engineers of Japan   36 ( 4 ) 398 - 406  2007.07

     View Summary

    Motion capturing approach has researched topics of Human Motion Expressions and Facial Expressions, and has been used in the entertainment industries such as movies. Motion capturing using Motion Capture System is one of the most effective motion reconstruction methods as a data-driven approach. In this paper, we propose an approach for creation of hair animation by using Motion Capture System. The advantage of our approach is that we can reconstruct hair motion by using only 25 hair strands. We attach the motion capture markers on hairs and then hair strands allocate on the head based on the layer model which hair stylists when they actually use to design the human hair style. Since humans have about 100 thousand hairs on their head averagely, it is impossible to attach the motion capture markers on all of hair strands. Therefore, we allocate hairs with the markers at the edge of the layer as represents of layer&#039;s hairs. Then, the hairs are interpolated between them. By this means, we achieve the hair motion based on the motion data capturing approach.

    DOI CiNii

  • Attractive expressions and reality of the characters

    The Journal of artistic anatomy   11 ( 1 ) 30 - 41  2007.07

    CiNii

  • Dynamic angling side-view mirror for supporting recognition of a vehicle in the blind spot

    KUWANA Junpei, ITOH Makoto, INAGAKI Toshiyuki, MIURA Fumihiro, MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   107 ( 60 ) 59 - 64  2007.05

     View Summary

    In this paper, we propose an authentication system using 3D face geometry. We perform the principal component analysis for coordinates of 515 vertices of 3D mesh model adjusted to 3D personal face range scan data. And then principal components are treated as personal feature. First, this system quantizes nonlinearly principal component on an each component axis by normalizing distribution to reduce calculation cost. Second, using integration value of Gaussian function as a distance measure, this system authenticates the candidate. As an experimental result, HER is recorded with 4.53% when the 3D face database is composed of 2782 people and all of people are registrants. Additionally when the registrants are 15 people with 2782 outsiders, EER is 2.32(%).

    CiNii

  • Face authentication system for large scale database by PCA of 3D face model fitted to range scan data

    NONAKA Yusuke, YAMANA Nobuhiro, INBE Akito, MIURA Fumihiro, MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   106 ( 539 ) 61 - 66  2007.02

     View Summary

    In this paper, we propose an authentication system using 3D face geometry. We perform the principal component analysis for coordinates of 515 vertices of 3D mesh model adjusted to 3D personal face range scan data. And then principal components are treated as personal feature. First, this system quantizes nonlinearly principal component on an each component axis by normalizing distribution to reduce calculation cost. Second, using integration value of Gaussian function as a distance measure, this system authenticates the candidate. As an experimental result, HER is recorded with 4.53% when the 3D face database is composed of 2782 people and all of people are registrants. Additionally when the registrants are 15 people with 2782 outsiders, EER is 2.32(%).

    CiNii

  • 外科的矯正治療後のスマイルの三次元的変化

    寺田員人, 吉田満, 佐野奈都貴, 松原大樹, 小原彰浩, 齋藤功, 森島繁生

    日本矯正歯科学会大会プログラム・抄録集   66th   251  2007

    J-GLOBAL

  • 「デジタルメディア作品の制作を支援する基盤技術」コンテンツ制作の高能率化のための要素技術研究

    森島繁生

    戦略的創造研究推進事業研究年報(CD-ROM)   2007   DEJITARUMEDIA,MORISHIMA  2007

    J-GLOBAL

  • Face authentication system for large scale database by PCA of 3D face model fitted to range scan data

    野中悠介, 山名信弘, 井辺昭人, 三浦文裕, 前島謙宣, 森島繁生

    電子情報通信学会技術研究報告   106 ( 539(PRMU2006 221-234) ) 61 - 66  2007

    J-GLOBAL

  • 話者類似性知覚における年齢・性別・発話スタイルの影響の検討

    足立吉広, 川本真一, 森島繁生, 中村哲

    日本音響学会研究発表会講演論文集(CD-ROM)   2007   1-Q-10  2007

    J-GLOBAL

  • Facial Information Norm Database (FIND): Constructing a database of Japanese facial images

    Watanabe Nobuyuki, Yamada Hiroshi, Suzuki Ryuta, Yoshida Hiroyuki, Tsuzuki Daisuke, Bamba Ayano, Chandrasiri Naiwala P., Tokita Gaku, Wada Maki, Morishima Shigeo

    JAPANESE JOURNAL OF RESEARCH ON EMOTIONS   14 ( 1 ) 39 - 53  2007

     View Summary

    This paper offers a database of facial images of Japanese, available for various kinds of studies on face and facial expressions. The Facial Information Norm Database (FIND) currently includes more than 13,000 images of 150 Japanese neutral faces, seven prototypical facial expressions of emotion (happiness, surprise, fear, sadness, anger, disgust, and contempt), and facial behaviors of single Action Unit (AU) and AU combinations based on the Facial Action Coding System (FACS; Ekman et al., 2002). FIND also contains information on each image such as a demographics, facial structural (shape) information by fitting a facial wireframe model onto the image, cognitive judgment data, and psychophysiological data obtained in judgment studies. We call the images and all other information mentioned above &ldquo;facial information.&rdquo; This paper describes the FIND and efforts to establishing the environment of capturing the pictures, procedures for obtaining the pictures, an interface for database access, and the issue of personal information protection of the participants appearing in the images.

    DOI CiNii J-GLOBAL

  • 表情筋モデルを用いた表情の再現と個人表情の表現

    石橋康, 久保尋久, 柳澤博昭, 前島謙宣, 森島繁生

    Visual Computing グラフィクスとCAD合同シンポジウム予稿集   2007   263 - 268  2007

    DOI J-GLOBAL

  • 標準モデルによる車体形状表現および車体形状合成GUIの構築

    早川達順, 関根佑介, 前島謙宣, 森島繁生

    Visual Computing グラフィクスとCAD合同シンポジウム予稿集   2007   285 - 289  2007

    DOI J-GLOBAL

  • Motion Capturing Approach for Hair Animation

    杉崎英嗣, 風間祥介, 石川貴仁, 白石允梓, 西村昌平, 森島繁生

    画像電子学会誌   36 ( 4 ) 398 - 406  2007

     View Summary

    Motion capturing approach has researched topics of Human Motion Expressions and Facial Expressions, and has been used in the entertainment industries such as movies. Motion capturing using Motion Capture System is one of the most effective motion reconstruction methods as a data-driven approach. In this paper, we propose an approach for creation of hair animation by using Motion Capture System. The advantage of our approach is that we can reconstruct hair motion by using only 25 hair strands. We attach the motion capture markers on hairs and then hair strands allocate on the head based on the layer model which hair stylists when they actually use to design the human hair style. Since humans have about 100 thousand hairs on their head averagely, it is impossible to attach the motion capture markers on all of hair strands. Therefore, we allocate hairs with the markers at the edge of the layer as represents of layer's hairs. Then, the hairs are interpolated between them. By this means, we achieve the hair motion based on the motion data capturing approach.

    DOI CiNii J-GLOBAL

  • Audience Participation Type Entertainment “Dive Into the Movie”

    森島繁生

    情報処理学会研究報告   2007 ( 84(CG-128) ) 29 - 34  2007

    J-GLOBAL

  • 話者類似度推定のための音響特徴量

    足立吉広, 川本真一, 森島繁生, ナカムラ サトシ

    日本音響学会研究発表会講演論文集(CD-ROM)   2007   3-4-18  2007

    J-GLOBAL

  • 顔情報デジタルアーカイブ構築における個人情報取り扱いの問題

    吉田宏之, 鈴木竜太, 渡邊伸行, 續木大介, 番場あやの, CHANDRASIRI Naiwala P, 時田学, 和田万紀, 森島繁生, 山田寛

    日本顔学会誌   7 ( 1 ) 147 - 159  2007

    J-GLOBAL

  • 平均顔を用いた実験用日本人表情刺激作成の試み

    番場あやの, 吉田宏之, 鈴木竜太, 渡邊伸行, 續木大介, CHANDRASIRI Naiwala P, 小泉憲生, 時田学, 和田万紀, 森島繁生, 山田寛

    日本顔学会誌   7 ( 1 ) 248  2007

    J-GLOBAL

  • Face Authentication System using 3D Frequency Component of Moving Image

    YAMANA Nobuhiro, INBE Akito, MIURA Fumihiro, MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   106 ( 73 ) 13 - 18  2006.05

     View Summary

    This paper proposes the face authentication system of which the amount of the feature is 3D frequency components calculated by using 3D Fourier transform of a moving image that includes a face that changes the expression. We show that use of faces which changes the expression has effectiveness for prevention against impersonation attacks which is feared in face authentication that uses the still picture. As one of the characteristic of this system, the system authenticates without extracting face areas by using the frequency components as amount of feature. The used frequency terms is selected by Variance Analysis. Moreover, the authentication processing is watch-list form, and done by combining Multiple Discriminant Analysis and Mahalanobis' generalized distance measurement serially and using them.

    CiNii J-GLOBAL

  • Face Authentication System using 3D Frequency Component of Moving Image

    YAMANA Nobuhiro, INBE Akito, MIURA Fumihiro, MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   106 ( 75 ) 13 - 18  2006.05

     View Summary

    This paper proposes the face authentication system of which the amount of the feature is 3D frequency components calculated by using 3D Fourier transform of a moving image that includes a face that changes the expression. We show that use of faces which changes the expression has effectiveness for prevention against impersonation attacks which is feared in face authentication that uses the still picture. As one of the characteristic of this system, the system authenticates without extracting face areas by using the frequency components as amount of feature. The used frequency terms is selected by Variance Analysis. Moreover, the authentication processing is watch-list form, and done by combining Multiple Discriminant Analysis and Mahalanobis' generalized distance measurement serially and using them.

    CiNii

  • Estimation of Facial Muscles Contraction Parameters for Realistic Facial Expression Synthesis

    KUBO Hiroyuki, YANAGISAWA Hiroaki, MAEJIMA Akinobu, MORISHIMA Shigeo

    IEICE technical report   105 ( 682 ) 31 - 36  2006.03

     View Summary

    In this paper, an automatic facial expression synthesis by manipulating a very few control points under facial muscles constraint is proposed. We constructed a facial model from scanned range data using 3D scanner for synthesizing facial expression based on facial muscles contraction of the model. And the motion of facial geometry with emotion is measured by motion capture. We use positions of the motion capture markers on the face as control points. Comparing the control points and synthesized facial expression, we propose the method of estimating facial muscles contraction parameters for realistic facial expression synthesis. A facial model's deformation is defined uniquely to those parameters, so all of the vertex on the face not measured by motion capture can be well described based on the deformation rules of facial muscles contraction. In this way, we create various kinds of realistic facial expressions by facial muscles contraction.

    CiNii J-GLOBAL

  • Construction of Interactive Speaker Conversion System

    INOUE Takahiro, ADACHI Yoshihiro, MORISHIMA Shigeo

    IEICE technical report   105 ( 682 ) 37 - 42  2006.03

     View Summary

    In this paper, a speech conversion system which enables to modify only speaker's feature in natural voice with maintaining an intonation. First, to realize speaker conversion, we need to construct phoneme database. All of the syllables or vowels of target speaker have to be precaptured and analyzed to get each of their spectrogram. Second, the input speech is analyzed to get the spectrogram as a model speech and we exchange each syllable part of a model speech with target speaker's phoneme spectrogram. And then output speech is played back with STRAIGHT. The output speeches by "Syllable Change" or "Vowel Change" keep the intonation of model speech authentically. In addition, they show equivalent quality with maintaining a feature of target speaker. So especially "Vowel Change" enables speaker conversion by relatively small database.

    CiNii J-GLOBAL

  • Modeling of Realistic Head Movement

    SEKINE Takao, ADACHI Yoshihiro, MORISHIMA Shigeo

    IEICE technical report   105 ( 683 ) 13 - 18  2006.03

     View Summary

    This research aims at generation of natural head movement in a human synthesis by computer graphics. Paying attention to nod operation which is one of the motions frequently performed in head operation, the system which generates a motion of the natural head in a nod is proposed. A posture is made by rotation of not only the bone of a head but the whole backbone when people bow their head. In case a motion of a head is made, a means to calculate the joint angle of the bone by the concept of Invers Kinematics can be considered. Since nod operation by IK has the fixed length between joints, it cannot express head operation in the upper model from the shoulder. So, in this research, by considering the combination of the rotation of every joint and expansion/contraction of each segment, we can generate the natural nodding action.

    CiNii J-GLOBAL

  • B-18-2 Face Authentication System using 3D Frequency Component

    Yamana Nobuhiro, Inbe Akito, Miura Fumihiro, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2006 ( 2 ) 536 - 536  2006.03

    CiNii

  • A-15-3 Modeling of Realistic Head Movement

    Sekine Takao, Adachi Yoshihiro, Morishima Shigeo

    Proceedings of the IEICE General Conference   2006   239 - 239  2006.03

    CiNii

  • D-11-80 Directable Shadow for Cartoon Animation

    Nakajima Hidehito, Sugisaki Eiji, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2006 ( 2 ) 80 - 80  2006.03

    CiNii J-GLOBAL

  • D-11-81 Hair Motion Reproduction by Motion Model from Animation Sequence

    Kazama Yosuke, Sugisaki Eiji, Morishima Shigeo

    Proceedings of the IEICE General Conference   2006 ( 2 ) 81 - 81  2006.03

    CiNii J-GLOBAL

  • D-11-114 Construction of Car Design Tool by Car Feature Parameterization

    Sekine Yusuke, Maejima Akinobu, Sugisaki Eiji, Morishima Shigeo

    Proceedings of the IEICE General Conference   2006 ( 2 ) 114 - 114  2006.03

    CiNii J-GLOBAL

  • Prosody, Voice Quality and Speaker Conversion System using Reference Speech

    ADACHI Yoshihiro, MORISHIMA Shigeo

    IEICE technical report   105 ( 571 ) 37 - 42  2006.01

     View Summary

    In this paper, we present an interactive speech conversation system that can modify prosody, voice quality and speaker feature of any original uttered voice. When a reference voice spoken by another speaker, an utterance speed, a fundamental frequency (f_0) pattern and a volume pattern are extracted automatically and then the prosody of original voice is controlled. In the voice quality conversation, a spectrum pattern of vowel part is converted. And we assume that speaker feature is strongly dependent on both prosody and voice quality, then we realize the speaker conversion by controlling prosody parameters and spectrogram patterns.

    CiNii J-GLOBAL

  • Making of Future Cast System and its Future

    MORISHIMA Shigeo

    IEICE technical report   105 ( 542 ) 39 - 44  2006.01

     View Summary

    A new entertainment system called "Future Cast System" is presented in this paper. This system is realized first in the world as Mitsui-Toshiba Pavilion in Aichi World Expo 2005. Especially, making story of this Future Cast System and its future vision are introduced. In this system, all of the audience with 240 people are appeared on the screen as casts of story. An avater can speak and act with emotion and then audience is involved into the story. All of the processes with 3D scanning, character generation and story playback with real-time rendering are realized by full automatic manner. By analysis of audience on September, average 93.4% people could be appeared on the screen.

    CiNii

  • 動画像の時空間周波数を用いた顔認識システム

    森島 繁生

    「画像の認識・理解シンポジウム(MIRU2006)」ダイジェスト冊子 ISI-40     388  2006

  • Subjective evaluation of a synthetic talking face in an acoustically noisy environment

    A Maejima, T Yotsukura, S Morishima, S Nakamura

    ELECTRONICS AND COMMUNICATIONS IN JAPAN PART III-FUNDAMENTAL ELECTRONIC SCIENCE   89 ( 5 ) 39 - 52  2006

     View Summary

    The realization of an anthropomorphic agent which looks like a real human is an important research topic for the broadening of the range of human-to-human communications through the use of a computer. We have proposed a technique for synthesizing natural talking-face animation that permits such communications. How to evaluate the performance of talking-face animation, however, has remained an outstanding issue. The performance of talking-face animation is determined in three parameters: (1) Does it reproduce human talking to an extent that permits lipreading? (2) Does it appear visually natural? (3) Is it accurately synchronized with voice? In this paper, we first presented talking-face animation along with the voice to subjects and conducted experiments on how well the subjects heard the contents of the spoken words to examine Parameter (1). In the next step, with regard to Parameter (2), the visual naturalness of the talking-face animation and the smoothness of the motion of the talking mouth were evaluated on a scale of 5 points. Lastly, with regard to Parameter (3), talking-face animation in which the synchronization of the animation with sound was off by a fixed interval was shown to subjects to investigate the subjective perception of the synchronization gap, and the extent of the resulting strange feeling was evaluated on a scale of 5 points. In addition, the effect of the synchronization gap between voice and talking-face animation on the manner in which the spoken words are understood was also evaluated. Through these evaluation experiments, the quality of synthetic talking-face animation proposed by the authors was evaluated, and we studied naturally-appearing synchronization between synthetic talking-face animation and voice. (c) 2006 Wiley Periodicals, Inc.

    DOI

  • コンテンツ制作の高能率化のための要素技術研究

    森島繁生

    戦略的創造研究推進事業研究年報(CD-ROM)   2006   DEJITARUMEDIASAKUHIN,MORISHIMA  2006

    J-GLOBAL

  • Making of Future Cast System and its Future

    森島繁生

    電子情報通信学会技術研究報告   105 ( 542(HCS2005 55-62) ) 39 - 44  2006

    J-GLOBAL

  • Prosody, Voice Quality and Speaker Conversion System using Reference Speech

    足立吉広, 森島繁生

    電子情報通信学会技術研究報告   105 ( 571(SP2005 139-149) ) 37 - 42  2006

    J-GLOBAL

  • 手本音声を用いた声質変換システム

    井上隆大, 足立吉広, 森島繁生

    電子情報通信学会大会講演論文集   2006   144  2006

    J-GLOBAL

  • 顔動画像の3次元周波数成分を用いた顔認証システムの研究

    山名信弘, 井辺昭人, 三浦文裕, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2006   536  2006

    J-GLOBAL

  • アニメ映像からの頭髪運動の構築

    風間祥介, 杉崎英嗣, 森島繁生

    電子情報通信学会大会講演論文集   2006   81  2006

    J-GLOBAL

  • アニメーションのための影編集ツールの開発

    中嶋英仁, 杉崎英嗣, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2006   80  2006

    J-GLOBAL

  • リアルな頭部動作のモデリング

    関根孝雄, 足立吉広, 森島繁生

    電子情報通信学会大会講演論文集   2006   239  2006

    J-GLOBAL

  • 車体形状の定量表現によるカーデザインツールの構築

    関根佑介, 前島謙宜, 杉崎英嗣, 森島繁生

    電子情報通信学会大会講演論文集   2006   114  2006

    J-GLOBAL

  • Estimation of Facial Muscles Contraction Parameters for Realistic Facial Expression Synthesis

    久保尋之, 柳沢博昭, 前島謙宣, 森島繁生

    電子情報通信学会技術研究報告   105 ( 682(HIP2005 154-167) ) 31 - 36  2006

    J-GLOBAL

  • Modeling of Realistic Head Movement

    関根孝雄, 足立吉広, 森島繁生

    電子情報通信学会技術研究報告   105 ( 683(MVE2005 69-81) ) 13 - 18  2006

    J-GLOBAL

  • Construction of Interactive Speaker Conversion System

    井上隆大, 足立吉広, 森島繁生

    電子情報通信学会技術研究報告   105 ( 682(HIP2005 154-167) ) 37 - 42  2006

    J-GLOBAL

  • Face Authentication System using 3D Frequency Component of Moving Image

    山名信弘, 井辺昭人, 三浦文裕, 前島謙宣, 森島繁生

    電子情報通信学会技術研究報告   106 ( 75(MI2006 20-38) ) 13 - 18  2006

    J-GLOBAL

  • アニメ頭髪運動の再構築手法の提案

    風間祥介, 杉崎英嗣, 田中懐子, 佐藤暁子, 森島繁生

    Visual Computing グラフィクスとCAD合同シンポジウム予稿集   2006   125 - 130  2006

    DOI J-GLOBAL

  • 車体形状の定量表現によるカーデザインツールの構築

    関根佑介, 前島謙宣, 杉崎英嗣, 森島繁生

    Visual Computing グラフィクスとCAD合同シンポジウム予稿集   2006   147 - 152  2006

    DOI J-GLOBAL

  • D-14-20 Speech Conversion System Using Reference Speech

    Inoue Takahiro, Adachi Yoshihiro, Morishima Shigeo

    Proceedings of the IEICE General Conference     144 - 144  2006

    CiNii

  • The Third Report of Constructing Facial Information Norm Database : The Evaluation, Reliability of Facial Expressions on Database

    SUZUKI Ryuta, YOSHIDA Hiroyuki, WATANABE Nobuyuki, MAEDA Aki, BANBA Ayano, TSUZUKI Daisuke, KITAMURA Mari, TOKITA Gaku, WADA Maki, MORISHIMA Shigeo, YAMADA Hiroshi

    ITE technical report   29 ( 64 ) 93 - 98  2005.11

    CiNii

  • The Third Report of Constructing Facial Information Norm Database : The Evaluation, Reliability of Facial Expressions on Database

    SUZUKI Ryuta, YOSHIDA Hiroyuki, WATANABE Nobuyuki, MAEDA Aki, BANBA Ayano, TSUZUKI Daisuke, KITAMURA Mari, TOKITA Gaku, WADA Maki, MORISHIMA Shigeo, YAMADA Hiroshi

    IEICE technical report   105 ( 385 ) 93 - 98  2005.11

     View Summary

    Recently the scientific interests in facial information processing has been growing. We have proceeded the project aimed at constructing a facial information database that can be provided the researchers for the benefits of producing experimental materials. Presently, we are doing collect substantial facial information with the established environment and procedure of having facial images. In this report, we examined cognitive evaluation of the facial expressions on our facial information database and explore advancement of reliability of facial expressions. Consequently, our facial information database enter a new phase that take a stepping stone to their further development.

    CiNii

  • Future Cast System/Mitsui Toshiba Pavilion

    MORISHIMA Shigeo

    The Journal of The Institute of Image Information and Television Engineers   59 ( 4 ) 522 - 524  2005.04

    DOI DOI2 CiNii

  • Motion Capturing of Bone and Joint using MRI

    NISHIMURA Shouhei, KOJIMA Kiyoshi, IWASAWA Shoichiro, MORISHIMA Shigeo

    Technical report of IEICE. HIP   104 ( 747 ) 19 - 24  2005.03

     View Summary

    In this paper, we reproduce a human bone structure truthfully by measuring inside of the subject's body by MRI. In addition, we achieve more accurate human body motions using the 3D distance data captured by Motion Capture System and the data obtained from MRI. We construct a human body model from the bone data obtained by photo data of MRI. And then, we place markers by one-to-one correspondence virtually on the skin of the human body model when capturing the data by Motion Capture System. Though Joint positions have been decided by the rule of the bone construction that is defined from the position of the Motion Capture markers, achieving this technique makes subject's joint and bone positions possible to adjust his or her own positions. Moreover, we verify the transition of positional relationships between skins and bones while the human is moving.

    CiNii

  • Face Authentication System using 3D Feature Points

    INBE Akito, SATO Yasuyuki, MAEJIMA Akinobu, MORISHIMA Shigeo

    Technical report of IEICE. Multimedia and virtual environment   104 ( 748 ) 25 - 30  2005.03

     View Summary

    In this paper, we propose the Face Authentication System that uses 3D Feature Points. The authentication accuracy can be improved using three-dimensional data to the personal authentication obtained from the range scanner. If we use all three-dimensional data of the face for the personal authentication, however, volume data and the computational effort become huge. Therefore, we define the 3D Feature Points of the face to reduce the data amount in the first step. Then, we compare the authentication accuracy between the 2D surface(x, y) data of the 3D Feature Points and original 3D Feature Points in order to verify the 3D data's superiority. Also, in order to examine the possibility to reduce the data amount without decreasing the authentication accuracy, we implement an analysis of variance to the 3D Feature Points and then, use the 3D Feature Points, which have the large variance ratio, to the personal authentication.

    CiNii J-GLOBAL

  • Face Authentication Based On Lip Movements Associated With Utterance Of Numbers

    MIURA Fumihiro, SATO Yasuyuki, MORISHIMA Shigeo

    Technical report of IEICE. Multimedia and virtual environment   104 ( 748 ) 31 - 34  2005.03

     View Summary

    We aimed at the improvement of the facial individual identification accuracy by using person's facial animation when uttering numbers. First of all, we defined "feature point" in a feature position of the facial organ (eyes, noses, and mouths, etc.) in the acquired face dynamic scene, and coordinates of the feature points described each individual. The feature points' coordinates were normalized by the Affine-Transformation, because the position, the inclination, and the sizes of experimental subjects' faces were different between the samples. The feature points were put on the Discriminant Analysis after being normalized them, and the identification result was obtained. We compared the identification rates when only an initial frame of the facial animation was used for identification and when ten frames of the facial animation were used. And the effectiveness of the authentication by animation was shown.

    CiNii J-GLOBAL

  • Quantitative Representation of Face Expression by Motion Capture

    YANAGISAWA Hiroaki, SOGAWA Shinji, MAEJIMA Akinobu, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Technical report of IEICE. HCS   104 ( 744 ) 7 - 12  2005.03

     View Summary

    In this paper, we describe a new method of facial expression synthesis from the facial expression data measured by Motion Capture System. Also, as a result of Principal Component Analysis, we can obtain the data that are not correlated with the facial amount of characteristics. Then, we use these data to define how these characteristics make a contribution to facial expressions. The 64 kinds of facial expression data can be obtained by capturing the action unit based on FACS and the combination of those. We put 146 markers on the subject's face and then, use a motion capture system to capture the 3D detailed distance of the marker, while facial expression is changing. After these processes, we apply the obtained distance data to the 3D face model that has been fitting the subject's front picture in order to synthesize the facial expressions. Additionally, we implement Principal Component Analysis in incremental steps to each 3D distance of facial expression and normalize each of these. Through these processes, we propose the parameters of facial expressions that do not correlate with each other.

    CiNii J-GLOBAL

  • B-18-2 Face Authentication System by 3D Feature Points

    Inbe Akito, Sato yasuyuki, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2005 ( 2 ) 530 - 530  2005.03

    CiNii J-GLOBAL

  • B-18-3 Face Authentication System by Moving Images

    Miura Fumihiro, Sato Yasuyuki, Morishima Shigeo

    Proceedings of the IEICE General Conference   2005 ( 2 ) 531 - 531  2005.03

    CiNii

  • A-15-10 An Evaluation of Impression by Presenting an Emotional Voice and an Expression Face Simultaneously

    Hiruma Yousuke, Adachi Yoshihiro, Morishima Shigeo

    Proceedings of the IEICE General Conference   2005   253 - 253  2005.03

    CiNii J-GLOBAL

  • A-15-12 Bone and Joint Motion Capturing

    Nishimura Shouhei, Kojima Kiyoshi, Iwasawa Shoichiro, Morishima Shigeo

    Proceedings of the IEICE General Conference   2005   255 - 255  2005.03

    CiNii

  • Bone Extraction from MRI Images and High fidelity Motion Capturing of Bone and Joint

    KOJIMA Kiyoshi, NISHIMURA Shohei, IWASAWA Shoichiro, MORISHIMA Shigeo

    IPSJ SIG Notes. CVIM   148 ( 18 ) 101 - 108  2005.03

     View Summary

    In this paper, we present an extraction method of full-body bone structure precisely from MRI Image and a method for high fidelity motion capture of bone and joint from optical markers. Generic bone model is modified to fit to a personal bone structure to customize full body bone model. After initializing the position of virtual markers on the custom model, a link between model world and real marker world is completed and the transformation from several marker positions to bone location are decided. And then automatically bone motion are generated by the marker motion. Complex bone motion variation in rotational action and marker skidding on a skin surface are also considered to realize high fidelity bone and joint motion capturing.

    CiNii J-GLOBAL

  • コンテンツ制作の高能率化のための要素技術研究

    森島繁生

    戦略的創造研究推進事業研究年報(CD-ROM)   2005   DEJITARUMEDIASAKUHIN,MORISHIMA  2005

    J-GLOBAL

  • Subjective Evaluation of Synthetic Talking Face in Acoustically Noisy Environments

    前島謙宣, 四倉達夫, 森島繁生, 中村哲

    電子情報通信学会論文誌 A   J88-A ( 1 ) 71 - 82  2005

    J-GLOBAL

  • Interactive Speech Conversion System Tracing Speaker Intonation Automatically

    足立吉広, 森島繁生

    情報処理学会シンポジウム論文集   2005 ( 4 ) 261 - 268  2005

    J-GLOBAL

  • Bone Extraction from MRI Images and High fidelity Motion Capturing of Bone and Joint

    小島潔, 西村昌平, 岩沢昭一郎, 森島繁生

    情報処理学会研究報告   2005 ( 18(CVIM-148) ) 101 - 108  2005

    J-GLOBAL

  • 骨格モーションキャプチャ

    西村昌平, 小島潔, 岩沢昭一郎, 森島繁生

    電子情報通信学会大会講演論文集   2005   255  2005

    J-GLOBAL

  • 特徴点の3次元情報を利用した顔認証システム

    井辺昭人, 佐藤康之, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2005   530  2005

    J-GLOBAL

  • 感情音声と表情動画像を同時に提示した場合の印象評価

    比留間庸介, 足立吉広, 森島繁生

    電子情報通信学会大会講演論文集   2005   253  2005

    J-GLOBAL

  • 表情動画像に基づく顔認証システムの構築

    三浦文裕, 佐藤康之, 森島繁生

    電子情報通信学会大会講演論文集   2005   531  2005

    J-GLOBAL

  • Face Authentication System using 3D Feature Points

    井辺昭人, 佐藤康之, 前島謙宣, 森島繁生

    電子情報通信学会技術研究報告   104 ( 748(MVE2004 69-76) ) 25 - 30  2005

    J-GLOBAL

  • Face Authentication Based On Lip Movements Associated With Utterance Of Numbers

    三浦文裕, 佐藤康之, 森島繁生

    電子情報通信学会技術研究報告   104 ( 748(MVE2004 69-76) ) 31 - 34  2005

    J-GLOBAL

  • Quantitative Representation of Face Expression by Motion Capture

    柳沢博昭, 祖川慎治, 前島謙宣, 四倉達夫, 森島繁生

    電子情報通信学会技術研究報告   104 ( 744(HCS2004 49-59) ) 7 - 12  2005

    J-GLOBAL

  • Motion Capturing of Bone and Joint using MRI

    西村昌平, 小島潔, 岩沢昭一郎, 森島繁生

    電子情報通信学会技術研究報告   104 ( 747(HIP2004 100-112) ) 19 - 24  2005

    J-GLOBAL

  • Future Cast System/Mitsui Toshiba Pavilion

    MORISHIMA Shigeo

    The Journal of The Institute of Image Information and Television Engineers   59 ( 4 ) 522 - 524  2005

    DOI CiNii J-GLOBAL

  • 顔の3次元構造に着目した特徴点情報による認証システムの研究

    井辺昭人, 佐藤康之, 前島謙宣, 森島繁生

    画像センシングシンポジウム講演論文集   11th   353 - 356  2005

    J-GLOBAL

  • Future Cast System: Mitsui-Toshiba pavilion

    前島謙宣, 森島繁生

    3D映像   19 ( 2 ) 45 - 48  2005

    J-GLOBAL

  • A proposal of person authentication system based on 3D face feature points

    井辺昭人, 佐藤康之, 前島謙宣, 森島繁生

    情報処理学会シンポジウム論文集   2005   IS2-63  2005

    J-GLOBAL

  • フューチャーキャストシステム三井・東芝館

    森島繁生

    画像ラボ   16 ( 9 ) 25 - 28  2005

    J-GLOBAL

  • The Third Report of Constructing Facial Information Norm Database-The Evaluation, Reliability of Facial Expressions on Database-

    鈴木竜太, 吉田宏之, 渡辺伸行, 前田亜希, 番場あやの, 続木大介, 北村麻梨, 時田学, 和田万紀, 森島繁生, 山田寛

    電子情報通信学会技術研究報告   105 ( 385(HCS2005 38-54) ) 93 - 98  2005

    J-GLOBAL

  • Subjective Evaluation of Synthetic Talking Face in Acoustically Noisy Environments

    MAEJIMA Akinobu, YOTSUKURA Tatsuo, MORISHIMA Shigeo, NAKAMURA Satoshi

    The Transactions of the Institute of Electronics, Information and Communication Engineers A   88 ( 1 ) 71 - 82  2005.01

     View Summary

    人間のような見た目をもつ擬人化エージェントの実現は,コンピュータを介して人間同士のコミュニケーションの幅を広げるための重要な研究課題である.筆者らは,このようなコミュニケーションを可能にするための,自然な発話顔アニメーションの合成手法を提案している.しかし,発話顔アニメーションに対する性能の評価方法は課題として残されていた.発話顔アニメーションの性能は,(1)読唇をできる程度に再現されているか,(2)視覚的に自然であるか,(3)音声と正確に同期しているかの3点により決定される.本論文では,まず雑音環境下において発話顔アニメーションと音声とを被験者に提示し,発話内容の聞き取り実験を行うことにより(1)を検証する.次に(2)について,発話顔アニメーションの視覚的な自然さ及び発話口形の滑らかさを5段階評価する.最後に(3)について,ある一定間隔で音声と発話顔アニメーションとの同期をずらしたものを被験者に提示し,同期のずれの主観値を調査するとともに,違和感の程度を5段階評価により評価する.加えて音声と発話顔アニメーションとの同期のずれが音声の知覚に及ぼす影響についても評価する.これらの評価実験を通じて,筆者らが提案する合成発話顔アニメーションの品質を評価するとともに,合成発話顔アニメーションと音声との自然な同期について検証した.

    CiNii J-GLOBAL

  • 感情音声と表情画像を同時に提示した場合のマルチモーダル印象の評価

    比留間 庸介, 足立 吉弘, 森島 繁生

    言語・音声理解と対話処理研究会   42   7 - 12  2004.11

    CiNii

  • An evaluation of multimodal impression by presenting an emotional voice and an expression face simultaneously

    HIRUMA Yousuke, ADACHI Yoshihiro, MORISIMA Shigeo

    Technical report of IEICE. HCS   104 ( 445 ) 7 - 12  2004.11

     View Summary

    An emotion information is essential in human-human communication. An emotion in speech and that in face are transimitted to others without inconsistency in natural conversation scene. In a life-like agent system. because of immaturity of emotion synthesis technique, a natural synthetic emotional voice and a very realistic emotional facial expression cannot always be realized. So sometimes an impression of emotion becomes unnatural or weak. In this paper, several combination of stimuli between natural emotional voice, synthetic emotional voice and video cantured emotional face are presented to subjects and which modality is more influential in each emotion condition is estimated. In experiment, hearing test for natural voice and synthetic voice is given and then emotional labeling to speech stimuli is performed. Then video captured emotional facial expression is presented without audio and subjective categorization of emotion is performed. And finally, multimodal evaluation is done with several combination of audio and video including inconsistent emotion pair sometimes.

    CiNii J-GLOBAL

  • Construction of Audio-Visual Speech Corpus using Motion Capture System

    YOTSUKURA Tatsuo, MORISHIMA Shigeo, NAKAMURA Satoshi

    情報処理学会研究報告. HI,ヒューマンインタフェース研究会報告   110   19 - 24  2004.09

     View Summary

    In this paper, we describe the construction and the processing method of the multi-modal speech corpus, which contain speech data, facial movie data and position and movements of facial organs. One female speaker uttered ATR Japanese phoneme balanced sentences. Measurement of the facial movements is done by an optical motion capture system. We captured high-resolution 3D data by arranging many makers on the speaker' s face. Furthermore, we propose the method of acquiring the facial movements and removing head movements using affine transformation for computing displacements of pure facial organs. Finally in order to represent facial animation from this motion data easily, we describe the technique of assigning the facial polygon model.

    CiNii

  • The Second Report of Constructing Facial Information Norm Database : Capturing Environment and Searching Interface of Images

    YOSHIDA Hiroyuki, SUZUKI Ryuta, WATANABE Nobuyuki, YAMAGUCHI Takuto, OGAWA Yoshiko, KITAMURA Mari, MAEDA Aki, TSUZUKI Daisuke, TOKITA Gaku, WADA Maki, MORISHIMA Shigeo, YAMADA Hiroshi

    Technical report of IEICE. HCS   104 ( 198 ) 13 - 16  2004.07

     View Summary

    We have been developing the Facial Information Norm Database for various facial studies. It contains photographs of facial expressions, their structural and textual information, cognitive and psychophysiological data to images and the like. This study reports that is our capturing environments, a current interface of the database and our policy for privacy matters.

    CiNii J-GLOBAL

  • Realtime Animation Tool for Hair Motion

    SUGIMORI Daisuke, MORISHIMA Shigeo

    Technical report of IEICE. Multimedia and virtual environment   103 ( 745 ) 37 - 42  2004.03

     View Summary

    This paper suggests some technique for realtime animation systei of hair motion, such as subdivision of hair segments and induction of voxel to express wind and collision. Although we can't synthesize super-real animation using our technique, this technique enables large curtailment of processing time. Therefore our system can synthesize animation at the rate of 10 [frame/sec].

    CiNii J-GLOBAL

  • A Real Facial Expression Synthesis by Polygon Subdivision and Texture Blending

    IWAGAMI Keigo, OHASHI Syunsuke, MORISHIMA Shigeo

    Technical report of IEICE. HCS   103 ( 742 ) 13 - 18  2004.03

     View Summary

    Recently, a facial expression synthesis is focused to realize a communication in cyberspace with anthropomorphic agent. Conventional approach to facial expression sythesis with texture mapping has the problem about the recovery of wrinkles. In this paper, very fine wireframe model considering wrinkles is proposed and very natural wrinkles can be generated by exact fitting of wireframe to face image. By blending several basic face texture, any facial expression can be generated without missing of wrinkles. And by introducing sub-division algorithm of polygon and range data, more accurate head model reflecting personal feature can be generated

    CiNii J-GLOBAL

  • The Intonation Conversion System by Prosodic Parameter Conversion

    NAKANO Atsushi, ADACHI Yoshihiro, MORISHIMA Shigeo

    Technical report of IEICE. HCS   103 ( 742 ) 53 - 58  2004.03

     View Summary

    In this paper, a voice conversion method which can emphasize an emotional factor of utterance or can change intonation relating with reginal dialect is proposed. Several researches about controlling intonation or prosody are going on, however, degradation of speech quality is unavoidable in case of wave form processing. So spectrogram is modified to convert intonation to minimize the degradation of intelligibility. By this system, utterance speed, pitchsequence and power sequence are analized automatically from reference spoken voice and then these prosody information can be copied to stored natural voice sequence to convert into target emotion or dialect.

    CiNii

  • Subjective Evaluation of Synthetic Utterance Animation in Acoustically Noisy Enviroments

    MAEJIMA Akinobu, YOTSUKURA Tatsuo, MORISHIMA Shigeo, NAKAMURA Satoshi

    Technical report of IEICE. HCS   103 ( 742 ) 59 - 64  2004.03

     View Summary

    Authors have proposed a synthesis method of natural talking face. However, an evaluation method of talking animation quality is normally based on a subjective test. In this paper, a new evaluation test method of talking face including an objective evaluation is proposed. Quality of talking face will be evaluated by following three factors. Lip reading is possible? Visually natural? Synchronizing with speech? Lip reading quality is evaluated by the rate of correct answer of words when taling face and speech are presented to a subject under acoustically noisy environment and getting a listener's answer about uttered contents of speech. Secondary, visually naturalness of talking face and smoothness of lip movement are evaluated by five-level MOS rating. Finally, talking face and speech signal are presented asynchronously, then a subjective score depending on starting time difference between image and audio track is investigated. The quality of our synthetic talking face is evaluated by these methods and natural synchronization between a synthetic talking face and speech are verified.

    CiNii J-GLOBAL

  • Precise Motion Estimation of the Bone using MRI and The Motion Capture System

    TASHIRO Kazuki, KOJIMA Kiyoshi, IWASAWA Shoichiro, MORISHIMA Shigeo

    Technical report of IEICE. HIP   103 ( 743 ) 47 - 52  2004.03

     View Summary

    Motion capture is very popularly utilized to project a real motion onto a character to realize a realistic human animation. In this paper, a recovery method of skelton motion from motion capture data to realize a more realistic and accurate body animation. In this paper, an arm position is focus especially and a skeleton model is generated by layered bone positions from MRI data. This skeleton model is controlled with high accuracy by optical motion capture data by transformation between skin surface and real bone position considering a sliding error of marker on a skin surface. As a result, more realistic and more accurate human motion can be realized than a conventional skeleton model automatically generated by motion capture data.

    CiNii

  • An Editable Hairstyle Design System per Hair Strand

    KATO Ayako, FURUKAWA Toshihiro, MORISHIMA Shigeo

    IEICE technical report. Circuits and systems   103 ( 717 ) 87 - 91  2004.03

     View Summary

    Hairstyle plays an important parts which represents the parsonal image. Many people express themselves in hairstyle by changing length or color. So researchers work how to show hair of head in Computer Graphics(CG). This study describes a hairstyle design system using CG. In this system, the head hair is expressed in B-Spline curve, and head is approximated by NURBS surface. This system has problem that the system can represent only limited hairstyles, because a number of surface is few, and that hair is edited per every area. In this study, we added functions to this system to represent more hairstyles. One is haircut function using division of B-Spline curve. Furthermore, we subdevided area in head to edit hair per strand.

    CiNii J-GLOBAL

  • An Editable Hairstyle Design System per Hair Strand

    KATO Ayako, FURUKAWA Toshihiro, MORISHIMA Shigeo

    Technical report of IEICE. DSP   103 ( 719 ) 87 - 91  2004.03

     View Summary

    Hairstyle plays an important parts which represents the parsonal image. Many people express themselves in hairstyle by changing length or color. So researchers work how to show hair of head in Computer Graphics(CG). This study describes a hairstyle design system using CG. In this system, the head hair is expressed in B-Spline curve, and head is approximated by NURBS surface. This system has problem that the system can represent only limited hairstyles, because a number of surface is few, and that hair is edited per every area. In this study, we added functions to this system to represent more hairstyles. One is haircut function using division of B-Spline curve. Furthermore, we subdevided area in head to edit hair per strand.

    CiNii

  • An Editable Hairstyle Design System per Hair Strand

    KATO Ayako, FURUKAWA Toshihiro, MORISHIMA Shigeo

    IEICE technical report. Communication systems   103 ( 721 ) 87 - 91  2004.03

     View Summary

    Hairstyle plays an important parts which represents the parsonal image. Many people express themselves in hairstyle by changing length or color. So researchers work how to show hair of head in Computer Graphics(CG). This study describes a hairstyle design system using CG. In this system, the head hair is expressed in B-Spline curve, and head is approximated by NURBS surface. This system has problem that the system can represent only limited hairstyles, because a number of surface is few, and that hair is edited per every area. In this study, we added functions to this system to represent more hairstyles. One is haircut function using division of B-Spline curve. Furthermore, we subdevided area in head to edit hair per strand.

    CiNii

  • D-8-11 Face Model Synthesis Tool for Anthropomorphic Spoken Dialog Agent System

    Hayashi Takeshi, Sogawa Shinji, Yotsukura Tatsuo, Morisima Shigeo

    Proceedings of the IEICE General Conference   2004 ( 1 ) 98 - 98  2004.03

    CiNii J-GLOBAL

  • D-14-5 Intonation Conversion of Natural Sound using Utterance Speed, Pitch and Power Control.

    Nakano Atsushi, Adachi Yoshihiro, Maejima Akinobu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2004 ( 1 ) 146 - 146  2004.03

    CiNii J-GLOBAL

  • D-11-141 Real-Time Animation of Hair Motion with Variation in Control Points

    Tsuchida Youhei, Sugimori Daisuke, Morishima Shigeo

    Proceedings of the IEICE General Conference   2004 ( 2 ) 141 - 141  2004.03

    CiNii

  • D-11-142 Construction of Various Human Movements using Synthesis of fundamental Motion

    Yoshida Norihiko, Nakano Yousuke, Kojima Kiyoshi, Morishima Shigeo

    Proceedings of the IEICE General Conference   2004 ( 2 ) 142 - 142  2004.03

    CiNii J-GLOBAL

  • D-11-143 Motion Estimation of the Forearm Bone

    Tashiro Kazuki, Kojima Kiyoshi, Iwasawa Shoichiro, Morishima Shigeo

    Proceedings of the IEICE General Conference   2004 ( 2 ) 143 - 143  2004.03

    CiNii

  • D-12-52 The Best Angle of the Face for Individual Recognition using the Depth Information

    Takahashi Yu, Morishima Shigeo

    Proceedings of the IEICE General Conference   2004 ( 2 ) 218 - 218  2004.03

    CiNii J-GLOBAL

  • D-12-96 Multipurpose Expression Synthesis Using 3D Range Sensor

    YAMAGUCHI Tomoyuki, OHASHI Syunsuke, SOGAWA Shinji, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2004 ( 2 ) 262 - 262  2004.03

    CiNii

  • D-12-98 Building Expression using Texture and Synthesis of Subdivision

    Iwagami Keigo, Ohashi Syunsuke, Morishima Shigeo

    Proceedings of the IEICE General Conference   2004 ( 2 ) 264 - 264  2004.03

    CiNii J-GLOBAL

  • Activities of Interactive Speech Technology Consortium (ISTC) targeting open software development for MMI systems

    T Nitta, S Sagayama, Y Yamashita, T Kawahara, S Morishima, S Nakamura, A Yamada, K Ito, M Kai, A Li, M Mimura, K Hirose, T Kobayashi, K Tokuda, N Minematsu, Y Den, T Utsuro, T Yotsukura, H Shimodaira, M Araki, T Nishimoto, N Kawaguchi, H Banno, K Katsurada

    RO-MAN 2004: 13TH IEEE INTERNATIONAL WORKSHOP ON ROBOT AND HUMAN INTERACTIVE COMMUNICATION, PROCEEDINGS     165 - 170  2004

     View Summary

    Interactive Speech Technology Consortium (ISTC), established on November 2003 after three years activity of the Galatea project supported by Information-technology Promotion Agency (IPA) of Japan, aims at supporting open-source free software development of Multi-Modal Interaction (MM) for human-like agents. The software named Galatea-toolkit developed by 24 researchers of 16 research institutes in Japan includes a Japanese speech recognition engine, a Japanese speech synthesis engine, and a facial image synthesis engine used for developing an anthropomorphic agent, as well as dialogue manager that can integrates multiple modalities, interprets them, and decides an action with differentiating it to multiple media of voice and facial expression. ISTC provides members a one-day technical seminar and one-week training course to master Galatea-toolkit, as well as a software set (CDROM) every year.

  • Face and gesture capturing and cloning for life-like agent

    S Morishima

    RO-MAN 2004: 13TH IEEE INTERNATIONAL WORKSHOP ON ROBOT AND HUMAN INTERACTIVE COMMUNICATION, PROCEEDINGS     171 - 176  2004

     View Summary

    Face and gesture cloning is essential to make a life-like agent more believable and to give it a personality and a character of target person. To realize cloning, an accurate face capture and motion capture are inevitable to get corpus data about face expressions, speaking scenes and gestures. In this paper, our recent approach to capture the personal feature of face and gesture is presented.
    For the face capturing, a face location and angles are estimated from video sequence with personal 3D face model and then a synthetic face model data is imposed into frames to realize automatic stand-in system or multimodal translation system..
    A stand-in is a common technique for movies and TV programs in foreign languages. The current stand-in that only substitutes the voice channel results awkward matching to the mouth motion. Videophone with automatic voice translation are expected to be widely used in the near future, which may face the same problem without lip- synchronized speaking face image translation. In this paper, we introduce a method to track motion of the face from the video image and then replace the face part or only mouth part with synthesized one which is synchronized with synthetic voice or spoken voice. This is one of the key technologies not only for speaking image translation and communication system, but also for an interactive entertaimnent system. Also, an interactive movie system is introduced as an application of entertaimnent system.
    Capturing and copying a facial expression based on a physics base facial muscle constraint has been already presented[6]. So in this paper, this part is not described.
    For a gesture capturing, commercially available motion capture products give us fairly precise movements of human body segments but do not measure enough information to define skeletal posture in its entirety. This paper describes how to obtain the complete posture of skeletal structure with the help of marker locations relative to bones that are derived from MRI data sets.

  • コンテンツ制作の高能率化のための要素技術研究

    森島繁生

    戦略的創造研究推進事業研究年報(CD-ROM)   2004   DEJITARUMEDIASAKUHIN,MORISHIMA  2004

    J-GLOBAL

  • 前腕部の骨格動作推定

    田代和己, 小島潔, 岩沢昭一郎, 森島繁生

    電子情報通信学会大会講演論文集   2004   143  2004

    J-GLOBAL

  • 制御点の増減による頭髪アニメーション合成のリアルタイム処理

    土田洋平, 杉森大輔, 森島繁生

    電子情報通信学会大会講演論文集   2004   141  2004

    J-GLOBAL

  • 3次元レンジセンサを利用した表情合成における汎用性の実現

    山口智之, 大橋俊介, 祖川慎治, 森島繁生

    電子情報通信学会大会講演論文集   2004   262  2004

    J-GLOBAL

  • 基本動作の合成による多様な人物動作の作成

    吉田憲彦, 仲野陽介, 小島潔, 森島繁生

    電子情報通信学会大会講演論文集   2004   142  2004

    J-GLOBAL

  • 奥行き情報を用いた個人認証における顔の最適な角度の検討

    高橋悠, 森島繁生

    電子情報通信学会大会講演論文集   2004   218  2004

    J-GLOBAL

  • 発話速度,ピッチ,パワー制御による自然音声のイントネーション変換

    中野篤志, 足立吉広, 前島謙宣, 森島繁生

    電子情報通信学会大会講演論文集   2004   146  2004

    J-GLOBAL

  • 擬人化音声対話システム構築のための顔モデル生成ツールの開発

    林壮, 祖川慎治, 四倉達夫, 森島繁生

    電子情報通信学会大会講演論文集   2004   98  2004

    J-GLOBAL

  • テクスチャと細分割を利用したしわのある表情合成の構築

    岩上圭吾, 大橋俊介, 森島繁生

    電子情報通信学会大会講演論文集   2004   264  2004

    J-GLOBAL

  • An Editable Hairstyle Design System per Hair Strand

    加藤絢子, 古川利博, 森島繁生

    電子情報通信学会技術研究報告   103 ( 721(CS2003 178-197) ) 87 - 91  2004

    J-GLOBAL

  • Realtime Animation Tool for Hair Motion

    杉森大輔, 森島繁生

    電子情報通信学会技術研究報告   103 ( 745(MVE2003 121-131) ) 37 - 42  2004

    J-GLOBAL

  • Subjective Evaluation of Synthetic Utterance Animation in Acoustically Noisy Environments

    前島謙宣, 四倉達夫, 森島繁生, 中村哲

    電子情報通信学会技術研究報告   103 ( 742(HCS2003 56-70) ) 59 - 64  2004

    J-GLOBAL

  • Precise Motion Estimation of the Bone using MRI and The Motion Capture System

    田代和己, 小島潔, 岩沢昭一郎, 森島繁生

    電子情報通信学会技術研究報告   103 ( 743(HIP2003 126-136) ) 47 - 52  2004

    J-GLOBAL

  • A Real Facial Expression Synthesis by Polygon Subdivision and Texture Blending

    岩上圭吾, 大橋俊介, 森島繁生

    電子情報通信学会技術研究報告   103 ( 742(HCS2003 56-70) ) 13 - 18  2004

    J-GLOBAL

  • The Intonation Conversion System by Prosodic Parameter Conversion

    中野篤志, 足立吉広, 森島繁生

    電子情報通信学会技術研究報告   103 ( 742(HCS2003 56-70) ) 53 - 58  2004

    J-GLOBAL

  • The Second Report of Constructing Facial Information Norm Database-Capturing Environment and Searching Interface of Images-

    吉田宏之, 鈴木竜太, 渡辺伸行, 山口拓人, 続木大介, 時田学, 和田万紀, 森島繁生, 山田寛

    電子情報通信学会技術研究報告   104 ( 198(HCS2004 10-17) ) 13 - 16  2004

    J-GLOBAL

  • Construction of Audio-Visual Speech Corpus using Motion Capture System

    四倉達夫, 森島繁生, 中村哲

    情報処理学会研究報告   2004 ( 90(HI-110) ) 19 - 24  2004

    J-GLOBAL

  • An evaluation of multimodal impression by presenting an emotional voice and an expression face simultaneously

    比留間庸介, 足立吉広, 森島繁生

    電子情報通信学会技術研究報告   104 ( 445(HCS2004 22-29) ) 7 - 12  2004

    J-GLOBAL

  • Development of Anthropomorphic Spoken Dialogue Agent Toolkit

    SAGAYAMA Shigeki, ITOU Katsunobu, UTSURO Takehito, KAI Atsuhiko, KOBAYASHI Takao, SHIMODAIRA Hiroshi, DEN Yasuharu, TOKUDA Keiichi, NAKAMURA Satoshi, NISHIMOTO Takuya, NITTA Tsuneo, HIROSE Keikichi, MINEMATSU Nobuaki, MORISHIMA Shigeo, YAMASHITA Yoichi, YAMADA Atsushi, LEE Akinobu

    IPSJ SIG Notes   49 ( 124 ) 319 - 324  2003.12

     View Summary

    This paper describes the outline of "Galatea," a software toolkit of anthropomorphic spoken dialog agent developed by the authors. Major functions such as speech recognition, speech synthesis and face animation generation are integrated and controlled under a dialog control. To emphasize customizability as the dialog research platform, this system features easily replaceable face, speaker-adaptive speech synthesis, easily modification of dialog control script, exchangeable function modules, and multi-processor capability. This toolkit is ready for download with an open-source and license-free policy.

    CiNii

  • Development of Anthropomorphic Spoken Dialogue Agent Toolkit

    SAGAYAMA Shigeki, ITOU Katsunobu, UTSURO Takehito, KAI Atsuhiko, KOBAYASHI Takao, SHIMODAIRA Hiroshi, DEN Yasuharu, TOKUDA Keiichi, NAKAMURA Satoshi, NISHIMOTO Takuya, NITTA Tsuneo, HIROSE Keikichi, MINEMATSU Nobuaki, MORISHIMA Shigeo, YAMASHITA Yoichi, YAMADA Atsushi, LEE Akinobu

    IEICE technical report. Natural language understanding and models of communication   103 ( 518 ) 73 - 78  2003.12

     View Summary

    This paper describes the outline of "Galatea," a software toolkit of anthropomorphic spoken dialog agent developed by the authors. Major functions such as speech recognition, speech synthesis and face animation generation are integrated and controlled under a dialog control. To emphasize customizability as the dialog research platform, this system features easily replaceable face, speaker-adaptive speech synthesis, easily modification of dialog control script, exchangeable function modules, and multi-processor capability. This toolkit is ready for download with an open-source and license-free policy.

    CiNii

  • Development of Anthropomorphic Spoken Dialogue Agent Toolkit

    SAGAYAMA Shigeki, ITOU Katsunobu, UTSURO Takehito, KAI Atsuhiko, KOBAYASHI Takao, SHIMODAIRA Hiroshi, DEN Yasuharu, TOKUDA Keiichi, NAKAMURA Satoshi, NISHIMOTO Takuya, NITTA Tsuneo, HIROSE Keikichi, MINEMATSU Nobuaki, MORISHIMA Shigeo, YAMASHITA Yoichi, YAMADA Atsushi, LEE Akinobu

    IEICE technical report. Speech   103 ( 520 ) 73 - 78  2003.12

     View Summary

    This paper describes the outline of "Galatea," a software toolkit of anthropomorphic spoken dialog agent developed by the authors. Major functions such as speech recognition, speech synthesis and face animation generation are integrated and controlled under a dialog control. To emphasize customizability as the dialog research platform, this system features easily replaceable face, speaker-adaptive speech synthesis, easily modification of dialog control script, exchangeable function modules, and multi-processor capability. This toolkit is ready for download with an open-source and license-free policy.

    CiNii

  • Measurement and Rule Definition of Facial Expression by Using a Range Sensor

    OHASHI Syunsuke, YAMAGUCHI Tomoyuki, MORISHIMA Shigeo

    ITE technical report   27 ( 53 ) 1 - 6  2003.09

    CiNii

  • Measurement and Rule Definition of Facial Expression by Using a Range Sensor

    OHASHI Syunsuke, YAMAGUCHI Tomoyuki, MORISHIMA Shigeo

    Technical report of IEICE. HCS   103 ( 328 ) 1 - 6  2003.09

     View Summary

    Recently, face image synthesis by computer graphics is focused in research areas like communication system and human interface with avatar. To realize very natural communication environment between computer and human, face-to-face style communication is essential and non-verbal information like face expression has to be synthesized. In this paper, an accurate measurement method of facial expression using a range sensor is presented. Modification rule for each basic expression is defined as the difference between neutral face and each basic face. Basically, a generic face model is fitted to both neutral face and each basic expression and then the rule is defined as a movement of each vertex. And also an Facial Motion Distribution chart is introduced as the interpolation of movement of each vertex and an user defined face model with any arbitral geometry structure can be control led with this expression rule.

    CiNii

  • Three Dimensional Motion Analysis System

    Shigeo MORISHIMA, Masaaki SHIBATA

    Technical reports of Seikei University   40 ( 2 ) 91 - 92  2003.09

    CiNii

  • Face Analysis and Synthesis and its Application

    MORISHIMA Shigeo

    IPSJ SIG Notes. CVIM   139 ( 66 ) 107 - 114  2003.07

     View Summary

    Copying human action accurately is main scheme in entertainment or communication application to control and generate a virtual human in a screen. Motion capture system is generally used to generate a crone human in the scene of motion picture or interactive game, however, huge manual operation at post processing is inevitable to generate high quality image. In this paper, especially copying facial action is focused on and high quality and accurate method to generate and copy natural impression of face with semi-interactive process using face image analysis and synthesis scheme. Finally, some application systems in entertainment area are introduced.

    CiNii

  • Anthropomorphic Interface

    森島 繁生

    Human interface   5 ( 2 ) 109 - 112  2003.05

    CiNii

  • テクスチャブレンディングによる皺の表現と口形アニメーション

    石山, 慎一郎, 高橋, 光紀, 大橋, 俊介, 森島, 繁生

    第65回全国大会講演論文集   2003 ( 1 ) 59 - 60  2003.03

    CiNii

  • モーションキャプチャシステムによる複雑な人物動作の表現

    仲野, 陽介, 四倉, 達夫, 杉崎, 英嗣, 森島, 繁生

    第65回全国大会講演論文集   2003 ( 1 ) 179 - 180  2003.03

    CiNii

  • 影響力マップを用いた顔画像合成の提案

    祖, 川慎治, 四倉, 達夫, 森島, 繁生

    第65回全国大会講演論文集   2003 ( 1 ) 197 - 198  2003.03

    CiNii

  • モデル・テクスチャ・皺のブレンディングによる顔表情の表現

    高橋, 光紀, 森島, 繁生

    第65回全国大会講演論文集   2003 ( 1 ) 199 - 200  2003.03

    CiNii

  • Bone and Joint Motion Capturing using Motion Capture System

    KOJIMA Kiyoshi, SUGISAKI Eiji, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    HIP   102 ( 736 ) 19 - 24  2003.03

     View Summary

    Motion capture system is usually utilized to measure body motion and regeneration of model animation in a production process of motion picture or game software. However, there is a limitation in measurement accuracy, so creator has to make many complex post processing by manual operation to realize natural motion. In this paper, new technique to measure body motion accurately is proposed by using motion capture system. New marker locations and new skeleton model are introduced to realize high fidelity motion capturing. This skeleton is composed of accurate bone models. Because a bone is located inside body and each marker is located on the body surface, so MRI is introduced to get accurate relation between markers and bones. This system is used to capture a classic ballet dancing whose motion is very complex and modeling is difficult. And then accurate bone and joint capturing are realized and realistic ballet dancing animation is generated.

    CiNii J-GLOBAL

  • Construction of the Intonation Conversion System by Audio Parameter Conversion

    ADACHI Yoshihiro, MAEJIMA Akinobu, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Technical report of IEICE. HCS   102 ( 734 ) 1 - 6  2003.03

     View Summary

    In this paper, a new technique to convert speech intonation in natural voice or synthetic voice is proposed to modify emotional condition, emphasize utterance or put a regional dialect. In a previous work about controlling rhythm and intonation, speech wave has been directly modified, so a degradation of speech is evidently detected. An idea of STRAIGHT is introduced in this research to generate high quality voice conversion and a voice conversion system to change rhythm and intonation of sample voice is constructed by controlling duration, pitch and power in each segmented syllable section. By using this system, utterance speed, pitch transition and power change are automatically extracted from reference voice and voice conversion by copying these original rhythm and intonation to sample voice can be achieved.

    CiNii J-GLOBAL

  • Individual Recognition and Expression Conversion from a Still Image using 3D Face Template

    TAKAHASHI Yu, YASHIMA Takashi, MORISHIMA Shigeo

    Technical report of IEICE. HCS   102 ( 734 ) 31 - 36  2003.03

     View Summary

    Recently, digital cameras are becoming very popular, and many snap shots are stored in PC so often. It is sometimes necessary to search and find photos of target person and target expression from a huge snap shots database without any manual labeling operation. In this paper, based on a 3D accurate face model of target person captured by range sensor, a searching algorithm for snap shot including target person and target facial expression. And also automatic fitting algorithm of 3D model onto target face in a shot is proposed. By considering geometric change in a facial expression transition, searching for a target expression in snap shots is also realized by model based approach. Face location and rotation angle arc also estimated in this system by 3D template matching with texture color normalization, so facial expression conversion in target face is also possible by replacing face texture with a synthetic one.

    CiNii J-GLOBAL

  • Construction of the 3D Facial Expression Model Independent of a Person by the Equalization of Geometric Structure and a Texture

    OHASHI Syunsuke, INOUE Mami, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2003   253 - 253  2003.03

    CiNii J-GLOBAL

  • Construction of the Intonation Conversion System by Audio Parameter Conversion

    ADACHI Yoshihiro, MAEJIMA Akinobu, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2003   254 - 254  2003.03

    CiNii J-GLOBAL

  • Facial Video Sequence Conversion of Multiple Speakers for Audio-visual Speech Translation

    MAEJIMA Akinobu, MORISHIMA Shigeo, NAKAMURA Satoshi

    Proceedings of the IEICE General Conference   2003   255 - 255  2003.03

    CiNii J-GLOBAL

  • Face Reality and its Modeling for Anthropomorphic Agent

    MORISHIMA Shigeo

    IPSJ SIG Notes   45 ( 14 ) 47 - 50  2003.02

     View Summary

    Facial Action Coding System is one of the popular modeling method of facial expression. This defines the geometry movement in each part of face mainly. In this paper, the method to realize detail expression like wrinkles is proposed which is one of the most difficult problems. The basic faces with wrinkle texture are prepared and any face is synthesized by blending geometries and textures of these basic faces. Visual speech animation is also realized by blending basic VISEME models with geometry and texture.

    CiNii J-GLOBAL

  • Galatea : An Anthropomorphic Spoken Dialogue Agent Toolkit

    SAGAYAMA Shigeki, KAWAMOTO Shin-ichi, SHIMODAIRA Hiroshi, NITTA Tsuneo, NISHIMOTO Takuga, NAKAMURA Satoshi, ITOU Katsunobu, MORISHIMA Shigeo, YOTSUKURA Tatsuo, KAI Atsuhiko, LEE Akinobu, YAMASHITA Yoichi, KOBAYASHI Takao, TOKUDA Keiichi, HIROSE Keikichi, MINEMATSU Nobuaki, YAMADA Atsushi, DEN Yasuharu, UTSURO Takehito

    IPSJ SIG Notes   45 ( 14 ) 57 - 64  2003.02

     View Summary

    This paper describes the outline of "Galatea," a software toolkit of anthropomorphic spoken dialog agent developed by the authors. Major functions such as speech recognition, speech synthesis and face animation generation are integrated and controlled under a dialog control. To emphasize customizability as the dialog research platform, this system features easily replaceable face, speaker-adaptive speech synthesis, easily modification of dialog control script, exchangeable function modules, and multi-processor capability. This toolkit is to be released shortly to prospective users with an open-source and license-free policy.

    CiNii J-GLOBAL

  • Video Sequence Translation of Multi-Speakers Conversation Scene

    MAEJIMA Akinobu, MORISHIMA Shigeo, NAKAMURA Satoshi

    Technical report of IEICE. HCS   102 ( 598 ) 13 - 18  2003.01

     View Summary

    In the paper, we describe a technique of a video-sequence translation in two or more speaker's conversation scene. In a conversation scene, a movement of the face of the person in a video-sequence is estimated, and an utterance judging is performed about each speaker who exists in an image. By replacing the mouth part with synthesized image synchronizing with the sound prepared independently, lip-synchronization to other language of the changed contents of utterance is realized.

    CiNii J-GLOBAL

  • Facial Expression Synthesis on Any User Defined Face Model Using an Geometry Movement Map

    SOGAWA Shinji, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Technical report of IEICE. HCS   102 ( 598 ) 19 - 24  2003.01

     View Summary

    Generating avatar with real facial expression is focuse on recently to realize face-to-face style communication system or human interface. However, a conventional technique to synthesize facial expression is strongly depending on a face model, so a special face wireframe model is necessary to be prepared on which detail facial expression rules are defined precisely. In this paper, to eralize a model independent facial expression synthesis, a geometry movement map with very fine mesh is definedoriginally to copy 3D facial expression control rules from a specific face model and paste these rules onto arbitral face model defined by user. This Radial Basis Function can realize vertex correspondence between a rule-defined face model and an user-defined face model. So rule conversion between the models with deferent mesh structure and vertex number can he realized and this process is easily performed with GUI tool.

    CiNii J-GLOBAL

  • 解剖学から始めるフェイシャルアニメーション

    森島 繁生

    CG WORLD 2003年5月号     32 - 43  2003

  • Face analysis and synthesis for interactive entertainment

    Shoichiro Iwasawa, Tatsuo Yotsukura, Shigeo Morishima

    IFIP Advances in Information and Communication Technology   112   157 - 164  2003

     View Summary

    A stand-in is a common technique for movies and TV programs in foreign languages. The current stand-in that only substitutes the voice channel results awkward matching to the mouth motion. Videophone with automatic voice translation are expected to be widely used in the near future, which may face the same problem without lip-synchronized speaking face image translation. In this paper, we propose a method to track motion of the face from the video image and then replace the face part or only mouth part with synthesized one which is synchronized with synthetic voice or spoken voice. This is one of the key technologies not only for speaking image translation and communication system, but also for an interactive entertainment system. Finally, an interactive movie system is introduced as an application of entertainment system. © 2003 by Springer Science+Business Media New York.

    DOI

  • Facial Expression Synthesis on Any User Defined Face Model Using an Geometry Movement Map.

    祖川慎治, 四倉達夫, 森島繁生

    電子情報通信学会技術研究報告   102 ( 598(HCS2002 28-36) ) 19 - 24  2003

    J-GLOBAL

  • Video Sequence Translation of Multi-Speakers Conversation Scence.

    前島謙宣, 森島繁生, 中村哲

    電子情報通信学会技術研究報告   102 ( 598(HCS2002 28-36) ) 13 - 18  2003

    J-GLOBAL

  • Galatea: An Anthropomorphic Spoken Dialogue Agent Toolkit.

    嵯峨山茂樹, 川本真一, 新田恒雄, 中村哲, 伊藤克亘, 森島繁生, 甲斐充彦, 李晃伸, 山下洋一

    情報処理学会研究報告   2003 ( 14(SLP-45) ) 57 - 64  2003

    J-GLOBAL

  • Face Reality and its Modeling for Anthropomorphic Agent.

    森島繁生

    情報処理学会研究報告   2003 ( 14(SLP-45) ) 47 - 50  2003

    J-GLOBAL

  • 複数人話者会話シーンにおける動画像翻訳システムの構築

    前島謙宣, 森島繁生, 中村哲

    電子情報通信学会大会講演論文集   2003   255  2003

    J-GLOBAL

  • 古典バレエのモーションキャプチャリング

    小島潔, 杉崎英嗣, 四倉達夫, 森島繁生

    電子情報通信学会大会講演論文集   2003   148  2003

    J-GLOBAL

  • 音声のパラメータ変換によるイントネーション変換システムの構築

    足立吉広, 前島謙宣, 四倉達夫, 森島繁生

    電子情報通信学会大会講演論文集   2003   254  2003

    J-GLOBAL

  • 幾何構造とテクスチャの平均化による人物に依存しない表情変形モデルの構築

    大橋俊介, 井上真実, 森島繁生

    電子情報通信学会大会講演論文集   2003   253  2003

    J-GLOBAL

  • Construction of the Intonation Conversion System by Audio Parameter Conversion

    足立吉広, 前島謙宣, 四倉達夫, 森島繁生

    電子情報通信学会技術研究報告   102 ( 734(HCS2002 47-56) ) 1 - 6  2003

    J-GLOBAL

  • Individual Recognition and Expression Conversion from a Still Image using 3D Face Template

    高橋悠, 八島隆, 森島繁生

    電子情報通信学会技術研究報告   102 ( 734(HCS2002 47-56) ) 31 - 36  2003

    J-GLOBAL

  • Bone and Joint Motion Capturing using Motion Capture System

    小島潔, 杉崎英嗣, 四倉達夫, 森島繁生

    電子情報通信学会技術研究報告   102 ( 736(HIP2002 77-82) ) 19 - 24  2003

    J-GLOBAL

  • スナップ写真中の人物の同定,表情認識,表情変換

    八島隆, 高橋悠, 森島繁生

    情報処理学会全国大会講演論文集   65th ( 2 ) 2.83-2.84  2003

    J-GLOBAL

  • テクスチャブレンディングによるしわの表現と口形アニメーション

    石山慎一郎, 高橋光紀, 大橋俊介, 森島繁生

    情報処理学会全国大会講演論文集   65th ( 4 ) 4.59-4.60  2003

    J-GLOBAL

  • 影響力マップ用いた任意表情モデル上での表情合成

    祖川慎治, 四倉達夫, 森島繁生

    情報処理学会全国大会講演論文集   65th ( 5 ) 5.427-5.430  2003

    J-GLOBAL

  • モーションキャプチャシステムを用いた複雑な人物動作の表現

    仲野陽介, 杉崎英嗣, 四倉達夫, 森島繁生

    情報処理学会全国大会講演論文集   65th ( 5 ) 5.391-5.394  2003

    J-GLOBAL

  • 擬人化音声対話エージェントのための顔画像合成モジュールの開発

    四倉達夫, 森島繁生

    情報処理学会全国大会講演論文集   65th ( 5 ) 5.423-5.426  2003

    J-GLOBAL

  • 場を用いて擬似的に表現した風の力による頭髪の運動アニメーション

    浅井崇, 杉森大輔, 杉崎英嗣, 森島繁生

    情報処理学会全国大会講演論文集   65th ( 4 ) 4.49-4.50  2003

    J-GLOBAL

  • グラフマッチングを利用した顔特徴部位の位置推定と追跡

    大室学, 森島繁生

    情報処理学会全国大会講演論文集   65th ( 2 ) 2.77-2.78  2003

    J-GLOBAL

  • モデル・テクスチャ・しわのブレンディングによる顔表情の表現

    高橋光紀, 森島繁生

    情報処理学会全国大会講演論文集   65th ( 5 ) 5.431-5.434  2003

    J-GLOBAL

  • GUIを越えて―Beyond Desktop特集 擬人化インタフェース

    森島繁生

    ヒューマンインタフェース学会誌   5 ( 2 ) 109 - 112  2003

    J-GLOBAL

  • フォトリアリスティックな空間共有コミュニケーション技術

    望月研二, 相沢清晴, 森島繁生, 斉藤隆弘

    3次元画像コンファレンス講演論文集   2003   209 - 212  2003

    J-GLOBAL

  • Face Analysis and Synthesis and its Application

    森島繁生

    情報処理学会研究報告   2003 ( 66(CVIM-139) ) 107 - 114  2003

    J-GLOBAL

  • Measurement and Rule Definition of Facial Expression by Using a Range Sensor

    大橋俊介, 山口智之, 森島繁生

    電子情報通信学会技術研究報告   103 ( 328(HCS2003 14-19) ) 1 - 6  2003

    J-GLOBAL

  • Motion Capturing of a Classical Ballet

    KOJIMA Kiyoshi, SUGISAKI Eiji, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference     148 - 148  2003

    CiNii

  • Face Synthesis for Anthropomorphic Spoken Dialog Agent System

    YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Technical report of IEICE. HCS   102 ( 342 ) 1 - 6  2002.09

     View Summary

    The multi-modal communication between man and machine style is to have a virtual human or an agent appearing on the computer terminal that should be able to understand and express not only linguistic information but also non-verbal information. This is similar to human-to-human communication with a face-to-face style. Very important factor to make an agent look believable or alive depends on how well an agent can duplicate a real human's expression and impression on a face precisely. Especially in case of communication application using agent, a real-time processing with low delay is inevitable. In this paper, we describe a current situation of our face image synthesis technology.

    CiNii

  • TAO-5 Multimedia Ambiance Communication Project

    Saito Takahiro, Morishima Shigeo, Aizawa Kiyoharu, Mochizuki Kenji

    情報科学技術フォーラム学術系・企業系予稿集   2002   42 - 43  2002.09

    CiNii

  • Multimedia Ambiance Communication Project

    SAITO Takahiro, MORISHIMA Shigeo, AIZAWA Kiyoharu, MOCHIZUKI Kenji

    Journal of The Society of Instrument and Control Engineers   41 ( 9 ) 653 - 658  2002.09

    DOI CiNii J-GLOBAL

  • Design of Software Toolkit for Anthropomorphic Spoken Dialog Agent Software with Customization-oriented Features

    KAWAMOTO Shin-ichi, SHIMODAIRA Hiroshi, NITTA Tsuneo, NISHIMOTO Takuya, NAKAMURA Satoshi, ITOU Katsunobu, MORISHIMA Shigeo, YOTSUKURA Tatsuo, KAI Atsuhiko, LEE Akinobu, YAMASHITA Yoichi, KOBAYASHI Takao, TOKUDA Keiichi, HIROSE Keikichi, MINEMATSU Nobuaki, YAMADA Atsushi, DEN Yasuharu, UTSURO Takehito, SAGAYAMA Shigeki

    Transactions of Information Processing Society of Japan   43 ( 7 ) 2249 - 2263  2002.07

     View Summary

    This paper discusses the design and architecture of a software toolkit for building an easily customizable anthropomorphic spoken dialog agent (ASDA). Human-like spoken dialogue agent is one of the promising man-machine interface for the next generation. Simply combining, however, the existing software modules for speech recognition, speech synthesis, faceanimation synthesis and dialogue control do not lead to a satisfying agent system as might be expected. ASDA requires more sophisticated functions of the modules than those when the modules are used independently, as well as the integration mechanism. Another problem with ASDA was that it required great customization effort for any user-system interaction task. Therefore, developing an easy-to-customize software platform for ASDA is quite meaningful, though it is still a great challenge in both research and development aspects. This paper discusses basic and essential requirements for ASDA systems, and software modules for the system are designed to fulfill the requirements. Using this software toolkit, A prototype agent system has been developed on a UNIX-based system using this software toolkit. Finally, we discuss current achievements of the toolkit.

    CiNii

  • Project for Development of Anthropomorphic Spoken-Dialog Agent

    SAGAYAMA Shigeki, ITOU Katsunobu, UTSURO Takehito, KAI Atsuhiko, KOBAYASHI Takao, SHIMODAIRA Hiroshi, DEN Yasuharu, TOKUDA Keiichi, NAKAMURA Satoshi, NISHIMOTO Takuya, NITTA Tsuneo, HIROSE Keikichi, MORISHIMA Shigeo, MINEMATSU Nobuaki, YAMASHITA Yoichi, YAMADA Atsushi, LEE Akinobu

    日本音響学会研究発表会講演論文集   2002 ( 1 ) 27 - 28  2002.03

    CiNii

  • Construction of 3D Facial Expression Editor by using Range Finder

    OHASHI Syunsuke, SUGISAKI Eiji, ITO Kei, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2002   291 - 291  2002.03

    CiNii J-GLOBAL

  • Automatic Fitting of Generic Face Model to Frontal Face Image using Depth Information

    INOUE Hironobu, OHMURO Manabu, ITOH Kei, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2002   292 - 292  2002.03

    CiNii J-GLOBAL

  • Real-time Face-parts Recognition and Reappearing Expression Using Spatial Frequency and Cross Template

    Nakamura Kazuo, Ohmuro Manabu, Shimada Masami, Morishima Shigeo

    Proceedings of the IEICE General Conference   2002   297 - 297  2002.03

    CiNii J-GLOBAL

  • Constructing Tongue Model of Virtual Agent and Creating Spoken Animation

    TORIKAI Tomomi, ITO Kei, OGATA Shin, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2002   354 - 354  2002.03

    CiNii J-GLOBAL

  • Making of Wrinkles using Texture-Blending and A Construction of Emotion Space by Basic Expression

    YANAGISAWA Hiroaki, TAKAHASHI Mitsunori, MOROSHIMA Shigeo

    Technical report of IEICE. HCS   101 ( 693 ) 17 - 24  2002.02

     View Summary

    In this paper, we propose a method that a specific face image is generatedby blending of 3D geometries and textures of 11 basic face expressionmodels captured by range sensor and digital camera. In this system, it is possible to make wrinkles and a delicate facial expression can be generated by defining the blending weight of each expression. An emotion space is constructed by giving blending weights to both input and output layers of 5 layer neural network to learn an identity mapping and picking up a middle layer output as a 3D coordinate. By this emotion space, very real and delicate facial animation can be generated easily by manipulation of the point in 3D space and treating last 3 layers as image synthesis system.

    CiNii

  • Automatic Face Tracking in Video Sequence with Zoom Change and Face Image Synthesis by Match-moving

    OSADA Takahiro, OHMURO Manabu, OGATA Shin, MORISHIMA Shigeo

    Technical report of IEICE. HCS   101 ( 693 ) 25 - 32  2002.02

     View Summary

    In a special effect of movie creation, a manual match-moving can realize the replacement of the face in film with movie star, however, this process need a creator's experience and long time working. Also in stand-in system of foreign movie, lip synchronization is not achieved and sometimes spoken work is limited by mouth movement. In this paper, the location and angle of face are automatically estimated in video sequence and full face expression or mouth movement are replaced with new one. 3D face template is introduced to realize an accurate face tracking to realize automatic match-moving and stand-in system.

    CiNii

  • A Design of Anthropomorphic Spoken Dialog Agent Toolkit

    KAWAMOTO Shin-ichi, SHIMODAIRA Hiroshi, NITTA Tsuneo, NISHIMOTO Takuya, NAKAMURA Satoshi, ITOU Katsunobu, MORISHIMA Shigeo, YOTSUKURA Tatsuo, KAI Atsuhiko, LEE Akinobu, YAMASHITA Yoichi, KOBAYASHI Takao, TOKUDA Keiichi, HIROSE Keikichi, MINEMATSU Nobuaki, YAMADA Atsushi, DEN Yasuharu, UTSURO Takehito, SAGAYAMA Shigeki

    情報処理学会研究報告. HI,ヒューマンインタフェース研究会報告   97   61 - 66  2002.02

     View Summary

    This paper discusses a design and architecture of a software toolkit to develop an anthropomorphic spoken dialog agent (ASDA) that is easy to customize. Such human-like voice dialogue agent is one of the promising man-machine interface for next generations. To develop such a software toolkit, this paper firstly discusses the basic requirements that ASDA system should have, and then designs the software modules of the systems to fulfill the requirements. A prototype agent system has been developed on the UNIX-base systems by using the software toolkit that is under development. Discussions of the current achievement of the toolkit that will become publicly available as a free software are given finally.

    CiNii

  • Facial Expression Synthesis for Life-like Spoken Communication Agent

    YOTSUKURA Tatsuo, MORISHIMA Shigeo

    情報処理学会研究報告. HI,ヒューマンインタフェース研究会報告   97   79 - 84  2002.02

     View Summary

    The multi-modal communication between man and machine style is to have a virtual human or an avatar appearing on the computer terminal that should be able to understand and express not only linguistic information but also non-verbal information. This is similar to human-to-human communication with a face-to-face style. Very important factor to make an avatar look believable or alive depends on how well an avatar can duplicate a real human's expression and impression on a face precisely. Especially in case of communication application using avatar, a real-time processing with low delay is inevitable. In this paper, we describe a current situation of our face image synthesis technology.

    CiNii

  • Facial Expression Synthesis for Life-like Spoken Communication Agent

    YOTSUKURA Tatsuo, MORISHIMA Shigeo

    IPSJ SIG Notes   2002 ( 10 ) 79 - 84  2002.02

     View Summary

    The multi-modal communication between man and machine style is to have a virtual human or an avatar appearing on the computer terminal that should be able to understand and express not only linguistic information but also non-verbal information. This is similar to human-to-human communication with a face-to-face style. Very important factor to make an avatar look believable or alive depends on how well an avatar can duplicate a real human's expression and impression on a face precisely. Especially in case of communication application using avatar, a real-time processing with low delay is inevitable. In this paper, we describe a current situation of our face image synthesis technology.

    CiNii J-GLOBAL

  • Construction of 3D Facial Expression Editor and Definition of Modification Rules by using a Range Finder

    OHASHI Syunsuke, SUGISAKI Eiji, ITO Kei, MORISHIMA Shigeo

    Technical report of IEICE. HCS   101 ( 610 ) 1 - 6  2002.01

     View Summary

    Recently, face image synthesis by computer graphics is focused in research areas like communication system and human interface with avatar. To realize very natural communication environment between computer and human, face-to-face style communication is essential and nun-verbal information like face expression has to be synthesized. In this paper, our face image synthesis system using FACS is improved by introducing a range sensor to capture an accurate movement rule of face surface with 3D style. Actually, we define 3D face synthesis rule for each Action Unit. And we proposed face editor to realize any arbitral face expression by combination of action units.

    CiNii

  • Analysis of Facial Movements and Synthesis Spontaneously Elicited and Posed Expressions of Emotion Using High-Speed Camera

    YOTSUKURA Tatsuo, UCHIDA Hideko, YAMADA Hiroshi, AKAMATSU Shigeru, TETSUTANI Nobuji, MORISHIMA Shigeo

    Technical report of IEICE. HCS   101 ( 610 ) 7 - 12  2002.01

     View Summary

    The present study investigated the dynamic aspects of facial movements in spontaneously elicited and posed facial expressions of emotion. We also simulated facial sunthesis by using results from an analysis, the animations that we produced confirmed differences in the intensity of the facial expressiveness. We recorded participants' facial movements when they were shown a set of emotional eliciting films, and when they posed typical facial expressions. We measured facial movements frame by frame in terms of displacements of facial feature points. Such micro-temporal analysis showed that, although it was very subtle, there exits the characteristic onset asynchrony of each part's movement. Furthermore, it was found the commonality of each part's movement in temporal change although the speed and the amount of each movement varied along with expressional conditions and emotions.

    CiNii

  • Multi-modal Translation Interface

    Morishima Shigeo, Yotsukura Tatsuo

    SICE Division Conference Program and Abstracts   si2002   117 - 117  2002

     View Summary

    Speech-to-speech translation has been studied to realize natural human communication beyond language barriers. Toward further multi-modal natural communication, visual information such as face and lip movements will be necessary. In this paper, we introduce a multi-modal English-to-Japanese and Japanese-to-English translation system that also translates the speaker’s speech motion while synchronizing it to the translated speech.

    DOI CiNii

  • Multi-modal Translation and Evaluation of Lip-synchronization using Noise Added Voice

    MORISHIMA Shigeo

    The First International Joint Conference on Autonomous Agents & Multi-Agent Systems, Proc. of Workshop 14 : Embodied conversational agents-let's specify and evaluate them!, 2002    2002

    CiNii

  • Audio-visual speech translation with automatic lip synchronization and face tracking based on 3-D read model

    S Morishima, S Ogata, K Murai, S Nakamura

    2002 IEEE INTERNATIONAL CONFERENCE ON ACOUSTICS, SPEECH, AND SIGNAL PROCESSING, VOLS I-IV, PROCEEDINGS   2   2117 - 2120  2002

     View Summary

    Speech-to-speech translation has been studied to realize natural human communication beyond language barriers. Toward further multi-modal natural communication, visual information such as face and lip movements will be necessary. In this paper, we introduce a multi-modal English-to-Japanese and Japanese-to-English translation system that also translates the speaker's speech motion while synchronizing it to the translated speech. To retain the speaker's facial expression, we substitute only the speech organ's image with the synthesized one, which is made by a three-dimensional wire-frame model that is adaptable to any speaker. Our approach enables image synthesis and translation with an extremely small database. We conduct subjective evaluation by connected digit discrimination using data with and without audiovisual lip-synchronicity. The results confirm the sufficient quality of the proposed audio-visual translation system.

  • Development of personified speech interaction agent with real facial expressions.

    四倉達夫, 森島繁生

    エージェント合同シンポジウム(JAWS2002)講演論文集 平成14年     142 - 143  2002

    J-GLOBAL

  • HYPERMASK: Reactive Talking Head for Storytelling.

    四倉達夫, BINSTED K, NIELSEN F, PHINHANEZ C, 鉄谷信二, 中津良平, 森島繁生

    電子情報通信学会論文誌 D-2   J85-D-2 ( 1 ) 36 - 45  2002

    J-GLOBAL

  • Analysis of Facial Movements and Synthesis Spontaneously Elicited and Posed Expressions of Emotion Using High-Speed Camera.

    四倉達夫, 内田英子, 山田寛, 赤松茂, 鉄谷信二, 森島繁生

    電子情報通信学会技術研究報告   101 ( 610(HCS2001 32-46) ) 7 - 12  2002

    J-GLOBAL

  • Construction of 3D Facial Expression Editor and Definition of Modification Rules by using a Range Finder.

    大橋俊介, 杉崎英嗣, 伊藤圭, 森島繁生

    電子情報通信学会技術研究報告   101 ( 610(HCS2001 32-46) ) 1 - 6  2002

    J-GLOBAL

  • A Design of Anthropomorphic Spoken Dialog Agent Toolkit.

    川本真一, 新田恒雄, 西本卓也, 中村哲, 伊藤克亘, 森島繁生, 甲斐充彦, 山下洋一, 嵯峨山茂樹

    情報処理学会研究報告   2002 ( 10(HI-97 SLP-40) ) 61 - 66  2002

    J-GLOBAL

  • Facial Expression Synthesis for Life-like Spoken Communication Agent.

    四倉達夫, 森島繁生

    情報処理学会研究報告   2002 ( 10(HI-97 SLP-40) ) 79 - 84  2002

    J-GLOBAL

  • レンジファインダと複数アングル画像を用いた3次元顔モデルの生成とその表情合成

    伊藤圭, 森島繁生

    電子情報通信学会大会講演論文集   2002   299  2002

    J-GLOBAL

  • ズーム変化を含む動画中の顔自動トラッキング

    長田誉弘, 大室学, 緒方信, 森島繁生

    電子情報通信学会大会講演論文集   2002   276  2002

    J-GLOBAL

  • Maging of Wrinkles using Texture-Blending and A Construction of Emotion Space by Basic Expression.

    柳沢尋輝, 高橋光紀, 森島繁生

    電子情報通信学会技術研究報告   101 ( 693(HCS2001 47-53) ) 17 - 24  2002

    J-GLOBAL

  • パンチルト制御可能な複数のカメラの連携による顔領域追跡

    島田昌実, 森島繁生

    電子情報通信学会大会講演論文集   2002   190  2002

    J-GLOBAL

  • テクスチャブレンディングによるしわの表現と基本顔モデルによる感情空間の構築

    柳沢尋輝, 高橋光紀, 森島繁生

    電子情報通信学会大会講演論文集   2002   298  2002

    J-GLOBAL

  • 自然な頭髪の運動と髪型を保存する復元力の表現

    杉森大輔, 杉崎英嗣, 佐野和成, 森島繁生

    電子情報通信学会大会講演論文集   2002   173  2002

    J-GLOBAL

  • 仮想人物の舌モデル構成と発話アニメーション作成

    鳥飼友美, 伊藤圭, 緒方信, 森島繁生

    電子情報通信学会大会講演論文集   2002   354  2002

    J-GLOBAL

  • 人物モデルの構築と歩行動作のルール化によるアニメーション生成

    佐藤大, 杉崎英嗣, 佐野和成, 森島繁生

    電子情報通信学会大会講演論文集   2002   170  2002

    J-GLOBAL

  • Automatic Face Tracking in Video Sequence with Zoom Change and Face Image Synthesis by Match-moving.

    長田誉弘, 大室学, 緒方信, 森島繁生

    電子情報通信学会技術研究報告   101 ( 693(HCS2001 47-53) ) 25 - 32  2002

    J-GLOBAL

  • レンジファインダを用いた表情編集ツールの構築

    大橋俊介, 杉崎英嗣, 伊藤圭, 森島繁生

    電子情報通信学会大会講演論文集   2002   291  2002

    J-GLOBAL

  • 有声音区間の対応づけによる自動イントネーション変換

    前島謙宣, 緒方信, 森島繁生

    電子情報通信学会大会講演論文集   2002   289  2002

    J-GLOBAL

  • 奥行き情報を利用した正面顔画像への標準顔モデルの自動整合

    井上洋信, 大室学, 伊藤圭, 森島繁生

    電子情報通信学会大会講演論文集   2002   292  2002

    J-GLOBAL

  • 空間周波数成分と十字テンプレートを用いたリアルタイム顔器官形状認識と表情合成

    中村一雄, 大室学, 島田昌実, 森島繁生

    電子情報通信学会大会講演論文集   2002   297  2002

    J-GLOBAL

  • スナップ写真データベース中の人物検索

    高橋悠, 伊藤圭, 緒方信, 森島繁生

    電子情報通信学会大会講演論文集   2002   288  2002

    J-GLOBAL

  • 人物アニメーションに同期した頭髪の運動表現

    佐野和成, 森島繁生

    電子情報通信学会大会講演論文集   2002   169  2002

    J-GLOBAL

  • コンピュータグラフィックスによる髪型を保存する復元力を用いた頭髪の自然な運動表現

    杉森大輔, 杉崎英嗣, 森島繁生

    Visual Computing グラフィクスとCAD合同シンポジウム予稿集   2002   83 - 86  2002

    J-GLOBAL

  • Spoken Language Processing and Applications. Design of Software Toolkit for Anthropomorphic Spoken Dialog Agent Software with Customization-oriented Features.

    川本真一, 新田恒雄, 西本卓也, 中村哲, 伊藤克亘, 森島繁生, 甲斐充彦, 李晃伸, 嵯峨山茂樹

    情報処理学会論文誌   43 ( 7 ) 2249 - 2263  2002

    J-GLOBAL

  • 複合現実 空間共有コミュニケーションプロジェクト

    斉藤隆弘, 森島繁生, 相沢清晴, 望月研二

    計測と制御   41 ( 9 ) 653 - 658  2002

    DOI J-GLOBAL

  • 空間共有コミュニケーションプロジェクト

    斉藤隆弘, 森島繁生, 相沢清晴, 望月研二

    情報科学技術フォーラム   FIT 2002   42 - 43  2002

    J-GLOBAL

  • Face Synthesis for Anthropomorphic Spoken Dialog Agent System.

    四倉達夫, 森島繁生

    電子情報通信学会技術研究報告   102 ( 342(HCS2002 22-27) ) 1 - 6  2002

    J-GLOBAL

  • Photo-realistic Virtual Communication System for Multimedia Ambiance Communication: BEOEB.

    望月研二, 山田邦男, 岩沢昭一郎, 吉田俊介, 鳥羽美奈子, 相沢清晴, 森島繁生, 斉藤隆弘

    映像情報メディア学会技術報告   26 ( 70(ME2002 64-69) ) 13 - 16  2002

    J-GLOBAL

  • Face Analysis and Synthesis for Entertainment.

    森島繁生

    日本バーチャルリアリティ学会論文誌   7 ( 4 ) 533 - 541  2002

     View Summary

    Copying human action accurately is main scheme in entertainment VR area to control and generate a virtual human or cartoon character in a screen. Motion capture system is generally used to generate a crone human in the scene of motion picture or interactive game, however, huge manual operation at post processing is inevitable to generate high quality image. In this paper, especially copying facial action is focused on and high quality and accurate method to generate and copy natural impression of face with semi-interactive process using face image analysis and face image synthesis scheme. Finally, some application systems in entertainment area are introduced.

    DOI CiNii J-GLOBAL

  • Automatic Intonation Conversion By Matching Voiced Segment

    Maejima Akinobu, Ogata Shin, Morishima Shigeo

    Proceedings of the IEICE General Conference     289 - 289  2002

    CiNii

  • Making of Wrinkles using Texture-Blending and A Construction of Emotion Space by Basic Expression

    YANAGISAWA Hiroaki, TAKAHASHI Mitsunori, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2002 ( 693(HCS2001 47-53) ) 298 - 298  2002

    CiNii J-GLOBAL

  • Facial Modeling And Expression Generation by Range Finder And Multi Angle Textures

    Ito Kei, Morishima Shigeo

    Proceedings of the IEICE General Conference     299 - 299  2002

    CiNii

  • Photo-realistic Virtual Communication System for Multimedia Ambiance Communication : BEOEB

    MOCHIZUKI Kenji, YAMADA Kunio, IWASAWA Shoichiro, YOSHIDA Shunsuke, TOBA Minako, AIZAWA Kiyoharu, MORISHIMA Shigeo, SAITO Takahiro

    ITE Technical Report   26 ( 0 ) 13 - 16  2002

     View Summary

    A three dimensional (3D) image information will be more required in the telecommunication media. The 3D image scene representation/processing technique based on 3 layers-structured space model which combined a photo-realistic image and CG for "Multimedia Ambiance Communication" was proposed. This report describes advanced 3D image technologies for sharing photo-realistic virtual space and the realization techniques of a photo-realistic representation carried out by the experimental system : BEOEB.

    DOI CiNii

  • Face Analysis and Synthesis for Entertainment

    MORISHIMA Shigeo

    Transactions of the Virtual Reality Society of Japan   7 ( 4 ) 533 - 541  2002

     View Summary

    Copying human action accurately is main scheme in entertainment VR area to control and generate a virtual human or cartoon character in a screen. Motion capture system is generally used to generate a crone human in the scene of motion picture or interactive game, however, huge manual operation at post processing is inevitable to generate high quality image. In this paper, especially copying facial action is focused on and high quality and accurate method to generate and copy natural impression of face with semi-interactive process using face image analysis and face image synthesis scheme. Finally, some application systems in entertainment area are introduced.

    DOI CiNii

  • HYPERMASK: Reactive Talking Head for Storytelling

    YOTSUKURA Tatsuo, BINSTED Kim, NIELSEN Frank, PINHANEZ Claudio, TETSUTANI Nobuji, NAKATSU Ryohei, MORISHIMA Shigeo

    The Transactions of the Institute of Electronics,Information and Communication Engineers.   85 ( 1 ) 36 - 45  2002.01

     View Summary

    HYPERMASKとは従来単一の顔表情や人物を表現する仮面の概念を進化させ, 一つの仮面からあらゆる表情や人物を自由に生成及び表現可能なシステムである.本システムを用いることで, その仮面を装着した役者の表現の幅や新しい演出方法が生み出されていくと考えられる.顔の表出手法として, 仮面に装着された五つのLEDを, カメラにより追跡することで仮面の位置及び方向を求め, プロジェクタによって算出されたパラメータをもとに顔画像の投影を行う.また投影されている顔画像は演技者の音声を分析することによりリアルタイムで音声同期して口形状のアニメーションを行い, 顔表情や人物の切換はユーザが任意に選択可能である.本論文ではHYPERMASKシステムを用いた演出支援装置を紹介し, 新たな仮面の表現技法の確立を目指す.

    CiNii J-GLOBAL

  • A Design of Anthropomorphic Spoken Dialog Agent Toolkit

    Kawamoto Shin-ichi, Shimodaira Hiroshi, Nitta Tsuneo, Nishimoto Takuya, Nakamura Satoshi, Itou Katsunobu, Morishima Shigeo, Yotsukura Tatsuo, Kai Atsuhiko, Lee Akinobu, Yamashita Yoichi, Kobayashi Takao, Tokuda Keiichi, Hirose Keikichi, Minematsu Nobuaki, Yamada Atsushi, Den Yasuharu, Utsuro Takehito, Sagayama Shigeki

    IPSJ SIG Notes   2002 ( 10 ) 61 - 66  2002

     View Summary

    This paper discusses a design and architecture of a software toolkit to develop an anthropomorphic spoken dialog agent (ASDA) that is easy to customize. Such human-like voice dialogue agent is one of the promising man-machine interface for next generations. To develop such a software toolkit, this paper firstly discusses the basic requirements that ASDA system should have, and then designs the software modules of the systems to fulfill the requirements. A prototype agent system has been developed on the UNIX-base systems by using the software toolkit that is under development. Discussions of the current achievement of the toolkit that will become publicly available as a free software are given finally.

    CiNii J-GLOBAL

  • Novel 3D image structure, processing and communications technologies based on hyper-realistic image for multi-media ambiance communication

    Takahiro Saito

    SID Conference Record of the International Display Research Conference     1353 - 1356  2001.12

     View Summary

    3D image structure, processing and communications technologies based on hyper-realistic images for multi-media ambiance communication were proposed. Technique to integrate high accuracy texture data captured with a digital camera at identification point with range data was adopted. Analysis showed that realization of advanced multi-media ambiance communication could be expected by putting it together with a display device.

    CiNii

  • A Micro-Temporal Analysis and Simulation of Facial Movements Spontaneously Elicited and Posed Expressions of Emotion

    YOTSUKURA Tatsuo, UCHIDA Hideko, YAMADA Hiroshi, AKAMATSU Shigeru, MORISHIMA Shigeo

    Technical report of IEICE. HCS   101 ( 333 ) 39 - 46  2001.09

     View Summary

    The present study investigated the dynamic adpects of facial movements in spontaneously elicited and posed facial expressions of emotion. We also simulated facial sunthesis by using results from an analysis, the animations that we produced confirmed differences in the intensity of the facial expressiveness. We recorded participants' facial movements when they were shown a seto of emotional eliciting films, and when they posed typical facial expressions. We measured facial movements frame by frame in terms of displacements of facial feature points. Such micro-temporal analysis showed that, although it was very subtle, there exits the characteristric onset asynchrony of each part's movement. Furthermore, it was found the commonality of each part's movement in temporal change although the speed and the amount of each movement varied along with expressional conditions and emotions.

    CiNii

  • A Micro-Temporal Analysis of Facial Movements and Synthesis Spontaneously Elicited and Posed Expressions of Emotion Using High-Speed Camera

    YOTSUKURA Tatsuo, UCHIDA Hideko, YAMADA Hiroshi, AKAMATSU Shigeru, TETSUTANI Nobuji, MORISHIMA Shigeo

    Technical report of IEICE. OFC   101 ( 298 ) 15 - 22  2001.09

     View Summary

    The present study investigated the dynamic aspects of facial movements in spontaneously elicited and posed facial expressions of emotion. We also simulated facial sunthesis by using results from an analysis, the animations that we produced confirmed differences in the intensity of the facial expressiveness. We recorded participants' facial movements when they were shown a set of emotional eliciting films. and when they posed typical facial expressions. We measured facial movements frame by frame in terms of displacements of facial feature points. Such micro-temporal analysis showed that, although it was very subtle, there exits the characteristic onset asynchrony of each part's movement. Furthermore, it was found the commonality of each part's movement in temporal change although the speed and the amount of each movement varied along with expressional conditions and emotions.

    CiNii

  • A Micro-Temporal Analysis of Facial Movements and Synthesis Spontaneously Elicited and Posed Expressions of Emotion Using High-Speed Camera

    YOTSUKURA Tatsuo, UCHIDA Hideko, YAMADA Hiroshi, AKAMATSU Shigeru, TETSUTANI Nobuji, MORISHIMA Shigeo

    IEICE technical report. Image engineering   101 ( 300 ) 15 - 22  2001.09

     View Summary

    The present study investigated the dynamic aspects of facial movements in spotaneously elicited and posed facial expressions of emotion. We also simulated facial sunthesis by using results from an analysis, the animations that we produced confirmed differences in the intensity of the facial expressiveness. We recorded participants' facial movements when they were shown a set of emotional eliciting films, and when they posed typical facial expressions. We measured facial movements frame by frame in terms of displacements of facial feature points. Such micro-temporal analysis showed that, although it was very subtle, there exits the characteristic onset asynchrony of each part's movement. Furthermore, it was found the commonality of each part's movement in temporal change although the speed and the amount of each movement varied along with expressional conditions and emotions.

    CiNii

  • Do you use CV technology for Measuring Humans?

    YAMAMOTO M., MINOH M., IWAI Y., SHIRAI Y., UEDA H., OKAMOTO H., HACHIMURA K., SAKAMOTO H., MORISHIMA S., NAKAMURA Y.

    IPSJ SIG Notes. CVIM   128 ( 66 ) 111 - 111  2001.07

     View Summary

    We organize a panel session on the special session featuring Vision for Measuring Humans. Several active researchers in various fields will participate the discussion, ask their questions, and give their opinions. Through the discussion, we will promote a better understanding, and seek for the future direction on computer vision for human measurements. We expect deep discussion on "Why should do we use vision sensors?, "What kind of features are used?", "the merits and demerits of using vision sensors", "What does vision technique make easier or more difficult?", or "the required models for measurements".

    CiNii

  • A Human Face Tracking Using Color Histogram Intersection Matching Method

    YOSHIMURA Tetsuya, ICHIKAWA Tadashi, MORISHIMA Shigeo, AIZAWA Kiyoharu, SAITO Takahiro

    The Journal of The Institute of Image Information and Television Engineers   55 ( 3 ) 412 - 416  2001.03

     View Summary

    人物頭部が動いたり, 顔表情が変化しても顔を抽出するため, 色ヒストグラムインタセクションの類似尺度を用いて物体を抽出する手法を改良し, 顔の抽出に適用した.改良では, 従来のアクティブ探索法をより高速化する手法を考案した.本手法を用いて, 顔抽出実験を行い, 顔抽出の安定性と処理速度に関する評価を行った.

    DOI CiNii

  • AUTOMATIC FACE TRACKING AND MODEL MATCH-MOVE PROCESSING IN VIDEO SEQUENCE USING 3D PERSONAL FACE MODEL

    MISAWA Takafumi, MURAI Kazumasa, NAKAMURA Satoshi, MORISHIMA Shigeo

    Technical report of IEICE. Multimedia and virtual environment   100 ( 716 ) 1 - 8  2001.03

     View Summary

    Videophone with automatic voice translation are expected to be widely used in the near future, which may race the problem without lip-synchronized speaking face image translation. In this paper, we propose a method to track motion of the face from the video image, that is one of the key technologies for speaking image translation. Almost all the old tracking algorithms aim to detect feature points of the face. However, these algorithms had problems, such as blurring of a feature point between frames and occlusion of the hidden feature point by rotation of the head, and so on. we propose a method which detects movement and rotation of the head given the 3D shape of the face, by template matching using a 3D personal face wire-frame model. The evaluation experiments are carried out with the measured reference data of the head. The proposed method achieves 0.28 angle error in average. This result confirms effectiveness of the proposed method.

    CiNii J-GLOBAL

  • Hair Style Designing by Direct Manipulation of Control Points on Spline Curve and Cutting Function

    SUGISAKI Eiji, SANO Kazushige, MORISHIMA Shigeo

    Technical report of IEICE. Multimedia and virtual environment   100 ( 716 ) 9 - 16  2001.03

     View Summary

    Synthesized virtual character is focused recently. Although the hair designing is most important factor to make a character look natural, it is very difficult to construct a GUI tool enough to manipulate hair style arbitrary. This paper proposes new hair designing scheme by manipulating hair directly and also introducing cutting function. The head model is divided into 9 layers according to hair characteristics. Our GUI helps to generate a hair style to each layer, In this tool, designer can control each point on B-Spline curve directly and cut a hair piece at each segment boundary to modify a hair style. When cutting hair segment, automatically control points on each hair piece are compensated to keep original feature. By this tool, duplicating a original hairstyle is easily performed and cutting simulation becomes possible.

    CiNii

  • A Micro-Temporal Analysis of Facial Movements in Spontaneously Elicited and Posed Expressions of Emotion with the Use of a High-Speed Camera

    YAMADA Hiroshi, UCHIDA Hideko, YOTSUKURA Tatsuo, MORISHIMA Shigeo, TETSUTANI Nobuji, AKAMATSU Shigeru

    Technical report of IEICE. HCS   100 ( 712 ) 27 - 34  2001.03

     View Summary

    The present study investigated the dynamic aspects of facial movements in spontaneously elicited and posed facial expressions of emotion. We recorded participants' facial movements when they were shown a set of emotional eliciting films, and when they posed typical facial expressions. Those facial movements were recorded by a high speed camera of 250 frames per second. We measured facial movements frame by frame in terms of displacements of facial feature points. Such micro-temporal analysis showed that, although it was very subtle, there exits the characteristic onset asynchrony of each part's movement. Furthermore, it was found the commonality of each part's movement in temporal change although the speed and the amount of each movement varied along with expressional conditions and emotions.

    CiNii J-GLOBAL

  • Network Theater

    Takahashi Kazuhiko, Kurumisawa Jun, Yotsukura Tatsuo, Morishima Shigeo, Tetsutani Nobuji

    Proceedings of the IEICE General Conference   2001   282 - 282  2001.03

    CiNii

  • Communication Sytem for a large number of people by using Cyber Space

    Ito Kei, Yotsukura Tatsuo, Morishima Shigeo

    Proceedings of the IEICE General Conference   2001   294 - 294  2001.03

    CiNii

  • Automatic Fitting of Generic Face Model to Frontal Face Image by Extracting

    SAKAMOTO Masato, ITOH Kei, MISAWA Takahumi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2001   295 - 295  2001.03

    CiNii

  • Analysis of Face Movement using High Speed Video Camera and Regeneration of Delicate Facial Expression

    HASEKAWA Yoshiyuki, YOTSUKURA Tatsuo, UCHIDA Hideko, YAMADA Hiroshi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2001   297 - 297  2001.03

    CiNii J-GLOBAL

  • Lip Synchronization System with Automatic Translated Synthetic Voice by using Captured Image and Wireframe Model

    OGATA Shin, NAKAMURA Satoshi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2001   299 - 299  2001.03

    CiNii J-GLOBAL

  • Automatic Tracking and Feature Analysis of Mouth and Eye by Multiple Camera for Face Synthesis

    SHIMADA Naoyuki, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2001   309 - 309  2001.03

    CiNii J-GLOBAL

  • Real-time Lip Image Synthesis Synchronizing with Spoken Voice by On-line Lip Feature Analysis from Video and Voice

    OHMURO Manabu, ITO Kei, SHIMADA Naoyuki, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2001   310 - 310  2001.03

    CiNii

  • A Construction of Emotion Space using Identity Mapping Learning with Several Basic Expression

    TAKAHASHI Mitsunori, ITOH Daisuke, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2001   323 - 323  2001.03

    CiNii

  • Realistic Mouth Shape Model for English Viseme and Spoken Animation Including Tongue Model

    Ishikawa Koichi, Ito Kei, Misawa Takafumi, Morishima Shigeo

    Proceedings of the IEICE General Conference   2001   328 - 328  2001.03

    CiNii J-GLOBAL

  • HyperMask-Generation of Taking Head for Storytelling

    Yotsukura Tatsuo, Binsted Kim, Nielsen Frank, Claudio Pinhanez, Tetsutani Nobuji, Morishima Shigeo

    Proceedings of the IEICE General Conference   2001 ( 2 ) 110 - 110  2001.03

    CiNii

  • Hair Style Designing System with Hair Style Control by Manipulating Points on Space Curve and Cutting Control Function

    SUGISAKI Eiji, SANO Kazushige, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2001 ( 2 ) 113 - 113  2001.03

    CiNii J-GLOBAL

  • Features Tracking by Multistage System of Pan-Tilt Cameras

    SHIMADA Masami, SHIMADA Naoyuki, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2001 ( 2 ) 199 - 199  2001.03

    CiNii J-GLOBAL

  • Real-time Gaze Tracking and Blinking Detection by using Cross Shape Template

    Kasasima Kengo, Shimada Naoyuki, Morishima Shigeo

    Proceedings of the IEICE General Conference   2001 ( 2 ) 202 - 202  2001.03

    CiNii

  • A human face tracking using color histogram intersection matching method

    Ybshimura Tetsuya, Ichikawa Tadashi, Morishima Shigeo, Aizawa Kiyoharu, Saito Takahiro

    Kyokai Joho Imeji Zasshi/Journal of the Institute of Image Information and Television Engineers   55 ( 3 ) 412 - 416  2001.03

    DOI DOI2 CiNii

  • Investigation of 3D Shared Space Communication : Approaching to Photo Realistic Image-based Multimedia Ambiance Communication

    MOCHIZUKI Kenji, SAITO Takahiro, ICHIKAWA Tadashi, MORISHIMA Shigeo, AIZAWA Kiyoharu, YAMADA Kunio, SUGA Hiromichi, IWASAWA Shoichiro, YAMAMOTO Kenichiro, KODAMA Kazuya, NAEMURA Takeshi, SAITO Hideo

    Technical report of IEICE. PRMU   100 ( 633 ) 47 - 54  2001.02

     View Summary

    The sense where the remote persons are sharing the same space mutually by constructing the sharing space of 3D image with the reality feeling in the remote place and the thing used for CSCW etc.is requested in the future progressive communication. The good one of the quality cannot be achieved yet by the method to compose the sharing space of 3D image based on a picture captured by a video camera or a digital camera. The reality feeling is possible based on the idea of three layer structure of an inside long-range view and mid-range view and near-range view or one of the setting representation, and it is high and an efficient 3D display is possible based on person's sight caracteristic. In this paper, the method of constructing 3D shared space for multimedia ambiance communication in which an approximate representation for the binocular vision based on the aspect is used is described.

    CiNii J-GLOBAL

  • Automatic Segmentation of Spoken Voice by Text Information and Its Application to Emotional Voice Analysis

    Yoshizumi Satoru, Ogata Shin, Morishima Shigeo

    Proceedings of the IEICE General Conference     277 - 277  2001

    CiNii

  • Video translation system using face tracking and lip synchronization

    S. Morishima, Shin Ogata, S. Nakamura

    Proceedings - IEEE International Conference on Multimedia and Expo     649 - 652  2001

     View Summary

    We introduce a multi-modal English-to-Japanese and Japanese-to-English translation system that also translates the speaker's speech motion while synchronizing it to the translated speech. To retain the speaker's facial expression, we substitute only the speech organ's image with the synthesized one, which is made by a three-dimensional wire-frame model that is adaptable to any speaker. Our approach enables image synthesis and translation with an extremely small database. Also, we propose a method to track motion of the face from the video image. In this system, movement and rotation of the head is detected by template matching using a 3D personal face wire-frame model. By this technique, an automatic video translation can be achieved.

    DOI

  • Model-based lip synchronization with automatically translated synthetic voice toward a multi-modal translation system

    Shin Ogata, Kazumasa Murai, Satoshi Nakamura, Shigeo Morishima

    Proceedings - IEEE International Conference on Multimedia and Expo     28 - 31  2001

     View Summary

    In this paper, we introduce a multi-modal English-to-Japanese and Japanese-to-English translation system that also translates the speaker's speech motion while synchronizing it to the translated speech. To retain the speaker's facial expression, we substitute only the speech organ's image with the synthesized one, which is made by a three-dimensional wire-frame model that is adaptable to any speaker. Our approach enables image synthesis and translation with an extremely small database.

    DOI

  • Face analysis and synthesis: For duplication expression and impression

    Shigeo Morishima

    IEEE Signal Processing Magazine   18 ( 3 ) 26 - 34  2001

     View Summary

    A report on synthesis of virtual human or avatar to project the features with a realistic texture-mapped face to generate facial expression and action controlled by a multimodal input signal is reported. The report covers the face fitting tool from multiview camera images to make 3-D face model and the voice signal is used to determine the mouth shape feature when an avatar is speaking.

    DOI

  • Three-dimensional image capturing and representation for multimedia ambiance communication

    T Ichikawa, S Iwasawa, K Yamada, T Kanamaru, T Naemura, K Aizawa, S Morishima, T Saito

    STEREOSCOPIC DISPLAYS AND VIRTUAL REALITY SYSTEMS VIII   4297   132 - 140  2001

     View Summary

    Multimedia Ambiance Communication is as a means of achieving shared-space communication in an immersive environment consisting of an arch-type stereoscopic projection display. Our goal is to enable shared-space communication by creating a photo-realistic three-dimensional (3D) image space that users can feel a part of. The concept of a layered structure defined for painting, such as long-range, mid-range, and short-range views, can be applied to a 3D image space. New techniques, such as two-plane expression, high quality panorama image generation and setting representation for image processing, 3D image representation and generation for photo-realistic 3D image space have been developed. Also, we propose a life-like avatar within the 3D image space. To obtain the characteristics of user's body, a human subject is scanned using a Cyberware (TM) whole body scanner. The output from the scanner, a range image, is a good start for modeling the avatar's geometric shape. A generic human surface model is fitted to the range image. The obtained model is topologically equivalent even if our method is applied to another subject. If a generic model with motion definitions is employed, and common motion rules can be applied to all models made from the generic model.

    DOI

  • Automatic face tracking and model match-move automatic face tracking and model match-move in video sequence using 3D face model in video sequence using 3D face model

    Takafumi Misawa, Kazumasa Murai, Satoshi Nakamura, Shigeo Morishima

    Proceedings - IEEE International Conference on Multimedia and Expo     234 - 236  2001

     View Summary

    A stand-in is a common technique for movies and TV programs in foreign languages. The current stand-in that only substitutes the voice channel results awkward matching to the mouth motion. Videophone with automatic voice translation are expected to be widely used in the near future, which may face the same problem without lip-synchronized speaking face image translation. In this paper, we propose a method to track motion of the face from the video image, that is one of the key technologies for speaking image translation. Almost all the old tracking algorithms aim to detect feature points of the face. However, these algorithms had problems, such as blurring of a feature point between frames and occlusion of the hidden feature point by rotation of the head, and so on. In this paper, we propose a method which detects movement and rotation of the head given the three dimensional shape of the face, by template matching using a 3D personal face wireframe model. The evaluation experiments are carried out with the measured reference data of the head. The proposed method achieves 0.48 angle error in average. This result confirms effectiveness of the proposed method.

    DOI

  • Multimedia ambiance communication: Based on actual images

    Tadashi Ichikawa, Kunio Yamada, Toshifumi Kanamaru, Takeshi Naemura, Kiyoharu Aizawa, Shigeo Morishima, Takahiro Saito

    IEEE Signal Processing Magazine   18 ( 3 ) 43 - 50  2001

     View Summary

    A report on creating photo-realistic image space that looks natural and inviting while minimizing the computer power needed was presented. The creation of image was done by layering different types of images to create the 3-D image space. The laws of perpective and the characteristics of human visual perception are used to alter the actual images to make them more realistic.

    DOI

  • Dynamic micro aspects of facial movements in elicited and posed expressions using high-speed camera

    S Morishima, T Yotsukura, H Yamada, H Uchida, N Tetsutani, S Akamatsu

    ROBOT AND HUMAN COMMUNICATION, PROCEEDINGS     371 - 376  2001

     View Summary

    The present study investigated the dynamic aspects of facial movements in spontaneously, elicited and posed facial expressions of emotion. Me recorded participants' facial movements when they were shown a set of emotional eliciting films, and when they, posed typical facial expressions. Those facial movements it-ere recorded by a high-speed camera of 250 frames per second. We measured facial movements frame by frame in terms of displacements of facial feature points. Such micro-temporal analysis showed that, although it was very subtle, there exits the characteristic onset as synchrony of each part's movement. Furthermore, it was found the commonality v of each pail's movement in temporal change although the speed and the amount of each movement varied along with expressional conditions and emotions.

  • Dynamic micro aspects of facial movements in elicited and posed expressions using high-speed camera

    S Morishima, T Yotsukura, H Yamada, H Uchida, N Tetsutani, S Akamatsu

    ROBOT AND HUMAN COMMUNICATION, PROCEEDINGS     371 - 376  2001

     View Summary

    The present study investigated the dynamic aspects of facial movements in spontaneously, elicited and posed facial expressions of emotion. Me recorded participants' facial movements when they were shown a set of emotional eliciting films, and when they, posed typical facial expressions. Those facial movements it-ere recorded by a high-speed camera of 250 frames per second. We measured facial movements frame by frame in terms of displacements of facial feature points. Such micro-temporal analysis showed that, although it was very subtle, there exits the characteristic onset as synchrony of each part's movement. Furthermore, it was found the commonality v of each pail's movement in temporal change although the speed and the amount of each movement varied along with expressional conditions and emotions.

    DOI

  • Remarks on Gender/Race Classification from Low Resolution Facial Image.

    高橋和彦, 四倉達夫, 森島繁生, 鉄谷信二

    インテリジェント・システム・シンポジウム講演論文集   11th   529 - 534  2001

    J-GLOBAL

  • Investigation of 3D Shared Space Communication. Approaching to Photo Realistic Image-based Multimedia Ambiance Communication.

    望月研二, 斉藤隆弘, 市川忠嗣, 森島繁生, 相沢清晴, 山本健一郎, 児玉和也, 苗村健, 斎藤英雄

    電子情報通信学会技術研究報告   100 ( 633(PRMU2000 186-192) ) 47 - 54  2001

    J-GLOBAL

  • 映像処理研究用標準ディジタル動画像の作成とその評価 (放送文化基金S)

    斎藤隆弘, 相沢清晴, 柴田正啓, 全へい東, 外村佳伸, 森島繁生

    研究報告放送文化基金   ( 19 ) 52 - 57  2001

    J-GLOBAL

  • Multi-modal Translation System. Model Based Lip Synchronization with Automatically Translated Synthetic Voice.

    緒方信, 中村哲, 森島繁生

    情報処理学会シンポジウム論文集   2001 ( 5 ) 239 - 246  2001

    J-GLOBAL

  • パンチルトカメラの多段接続により顔の特徴部位追跡

    島田昌実, 島田直幸, 森島繁生

    電子情報通信学会大会講演論文集   2001   199  2001

    J-GLOBAL

  • ネットワークシアタ

    高橋和彦, くるみ沢順, 四倉達夫, 森島繁生, 鉄谷信二

    電子情報通信学会大会講演論文集   2001   282  2001

    J-GLOBAL

  • 複数のカメラによる口・目領域追跡と表情合成のための特徴分析

    島田直幸, 森島繁生

    電子情報通信学会大会講演論文集   2001   309  2001

    J-GLOBAL

  • 顔特徴点抽出に基づく正面顔画像への標準顔モデルの自動フィッティング

    坂本将人, 伊藤圭, 三沢貴文, 森島繁生

    電子情報通信学会大会講演論文集   2001   295  2001

    J-GLOBAL

  • 細分割曲面を用いた顔表情合成

    伊東大介, 森島繁生

    電子情報通信学会大会講演論文集   2001   298  2001

    J-GLOBAL

  • 実画像とワイヤフレームモデルを併用した自動翻訳合成音声とのリップシンクシステムの構築

    緒方信, 中村哲, 森島繁生

    電子情報通信学会大会講演論文集   2001   299  2001

    J-GLOBAL

  • 舌モデルの付加によるリアルな英語口形の実現と発話アニメーション

    石川行一, 伊藤圭, 三沢貴文, 森島繁生

    電子情報通信学会大会講演論文集   2001   328  2001

    J-GLOBAL

  • 十字型テンプレートを利用したリアルタイム視線追跡と瞬き検出

    笠嶋健吾, 島田直幸, 森島繁生

    電子情報通信学会大会講演論文集   2001   202  2001

    J-GLOBAL

  • 空間曲線上の点の直接操作による頭髪スタイル制御とカット機能を有するヘアスタイルデザインシステム

    杉崎英嗣, 佐野和成, 森島繁生

    電子情報通信学会大会講演論文集   2001   113  2001

    J-GLOBAL

  • Automatic Face Tracking and Model Match-Move in Video Sequence using 3D Face Model

    MISAWA Takafumi, MURAI Kazumasa, NAKAMURA Satoshi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2001 ( 2 ) 293 - 293  2001

    CiNii J-GLOBAL

  • HyperMask 任意表情及び人物表出可能な仮面の構築

    四倉達夫, BINSTED K, NIELSEN F, CLAUDIO P, 鉄谷信二, 森島繁生

    電子情報通信学会大会講演論文集   2001   110  2001

    J-GLOBAL

  • 高速度カメラを用いた表情表出時の顔面動作の分析および微妙な表情の合成

    長谷川佳之, 四倉達夫, 内田英子, 山田寛, 森島繁生

    電子情報通信学会大会講演論文集   2001   297  2001

    J-GLOBAL

  • 韻律情報のコピーおよび自由制御可能な声質変換のためのGUIツールの作成

    田野泰史, 緒方信, 森島繁生

    電子情報通信学会大会講演論文集   2001   278  2001

    J-GLOBAL

  • 複数の基本顔の恒等写像学習による感情空間構成

    高橋光紀, 伊東大介, 森島繁生

    電子情報通信学会大会講演論文集   2001   323  2001

    J-GLOBAL

  • 唇の特徴点抽出と音声分析を併用した音声に同期する唇画像の実時間合成

    大室学, 伊藤圭, 島田直幸, 森島繁生

    電子情報通信学会大会講演論文集   2001   310  2001

    J-GLOBAL

  • 仮想空間を用いた多人数コミュニケーションシステム構築

    伊藤圭, 四倉達夫, 森島繁生

    電子情報通信学会大会講演論文集   2001   294  2001

    J-GLOBAL

  • 映像情報の検索技術と編集処理 色ヒストグラムインターセクションを用いたリアルタイム人物顔抽出

    吉村哲也, 市川忠嗣, 森島繁生, 相沢清晴, 斉藤隆弘

    映像情報メディア学会誌   55 ( 3 ) 412 - 416  2001

    DOI J-GLOBAL

  • A Micro-Temporal Analysis of Facial Movements in Spontaneously Elicited and Posed Expressions of Emotion with the Use of a High-Speed Camera.

    山田寛, 内田英子, 四倉達夫, 森島繁生, 鉄谷信二, 赤松茂

    電子情報通信学会技術研究報告   100 ( 712(HCS2000 56-61) ) 27 - 34  2001

    J-GLOBAL

  • Hair Style Designing by Direct Manipulation of Control Points on Spline Curve and Cutting Function.

    杉崎英嗣, 佐野和成, 森島繁生

    電子情報通信学会技術研究報告   100 ( 716(MVE2000 112-127) ) 9 - 16  2001

    J-GLOBAL

  • Automatic face tracking and model match-move processing in video sequence using 3D personal face model.

    三沢貴文, 村井和昌, 中村哲, 森島繁生

    電子情報通信学会技術研究報告   100 ( 716(MVE2000 112-127) ) 1 - 8  2001

    J-GLOBAL

  • 顔表情認知におけるサイズの効果

    川嶋英嗣, 小田浩一, 四倉達夫, 森島繁生

    Vision   13 ( 3 ) 206 - 207  2001

    J-GLOBAL

  • リアルな英語口形と発話アニメーション

    石川行一, 森島繁生, 柴田昌明

    電気学会産業応用部門大会講演論文集   2001 ( 2 ) 993  2001

    J-GLOBAL

  • A Micro-Temporal Analysis of Facial Movements and Synthesis Spontaneously Elicited and Posed Expressions of Emotion Using High-Speed Camera.

    四倉達夫, 内田英子, 山田寛, 赤松茂, 鉄谷信二, 森島繁生

    電子情報通信学会技術研究報告   101 ( 298(OFS2001 20-28) ) 15 - 22  2001

    J-GLOBAL

  • Networked Theater: Contents Production Systems Using Virtual Environment and Computer Network.

    高橋和彦, くるみ沢順, 四倉達夫, 森島繁生, 鉄谷信二, 中津良平

    画像電子学会誌   30 ( 5 ) 555 - 564  2001

     View Summary

    This paper proposes a new concept for a movie production system that utilizes a virtual environment and a computer network. The basis of the concept is that via a computer network anybody can be: (1) a performer, (2) a producer, and (3) the audience. A prototype composed of a server and client computers has been developed and is used to produce a movie based on both motion capture systems and CG animation. Experimental results confirm the feasibility of the system. © 2001, The Institute of Image Electronics Engineers of Japan. All rights reserved.

    DOI J-GLOBAL

  • A Micro-Temporal Analysis and Simulation of Facial Movements Spontaneously Elicited and Posed Expressions of Emotion.

    四倉達夫, 内田英子, 山田寛, 赤松茂, 森島繁生

    電子情報通信学会技術研究報告   101 ( 333(HCS2001 26-31) ) 39 - 46  2001

    J-GLOBAL

  • A Design of Anthropomorphic Spoken Dialog Agent for High Interactivity.

    川本真一, 下平博, 嵯峨山茂樹, 新田恒雄, 西本卓也, 中村哲, 伊藤克亘, 森島繁生, 宇津呂武仁

    人工知能学会言語・音声理解と対話処理研究会資料   33rd   63 - 68  2001

    J-GLOBAL

  • Facial expression Synthesis by Subdivision surface

    ITOH Daisuke, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   298   298 - 298  2001

    CiNii J-GLOBAL

  • A Micro-Temporal Analysis of Facial Movements and Synthesis Spontaneously Elicited and Posted Expressions of Emotion Using High-Speed Camera

    YOTSUKURA Tatsuo, UCHIDA Hideko, YAMADA Hiroshi, AKAMATSU Shigeru, TETSUTANI Nobuji, MORISHIMA Shigeo

    ITE Technical Report   25 ( 0 ) 15 - 22  2001

     View Summary

    The present study investigated the dynamic aspects of facial movements in spontaneously elicited and posed facial expressions of emotion. We also simulated facial sunthesis by using results from an analysis, the animations that we produced confirmed differences in the intensity of the facial expressiveness. We recorded participants' facial movements when they were shown a set of emotional eliciting films, and when they posed typical facial expressions. We measured facial movements frame by frame in terms of displacements of facial feature points. Such micro-temporal analysis showed that, although it was very subtle, there exits the characteristic onset asynchrony of each part's movement. Furthermore, it was found the commonality of each part's movement in temporal change although the speed and the amount of each movement varied along with expressional conditions and emotions.

    DOI CiNii

  • Networked Theater: Contents Production Systems Using Virtual Environment and Computer Network

    TAKAHASHI Kazuhiko, KURUMISAWA Jun, YOTSUKURA Tatsuo, MORISHIMA Sigeo, TETSUTANI Nobuji, NAKATSU Ryohei

    The Journal of the Institute of Image Electronics Engineers of Japan   30 ( 5 ) 555 - 564  2001

     View Summary

    This paper proposes a new concept for a movie production system that utilizes a virtual environment and a computer network. The basis of the concept is that via a computer network anybody can be: (1) a performer, (2) a producer, and (3) the audience. A prototype composed of a server and client computers has been developed and is used to produce a movie based on both motion capture systems and CG animation. Experimental results confirm the feasibility of the system.

    DOI CiNii J-GLOBAL

  • Modeling and Animating Human Hair

    KISHI Keisuke, MORISHIMA Shigeo

    The Transactions of the Institute of Electronics,Information and Communication Engineers.   83 ( 12 ) 2716 - 2724  2000.12

     View Summary

    サイバースペースにおける仮想人物の合成やコミュニケーションシステムの実現に向け, コンピュータグラフィックスによる人物画像合成等が注目を集めている.本論文では, 特に人物のCGの中でも合成が難しいとされる頭髪の表現方法について述べる.人物画像において頭髪は視覚的に重要であるにもかかわらず, 簡単な曲面や背景の一部で代用されることが多い, 頭髪をマッピング技術を用いて表現する手法が成果をあげているが運動の表現には不適当である.そこで頭髪の表現にテクスチャやポリゴンを用いずに空間曲線を用いる.更に頭髪の部分的な集まりである房単位にモデル化することでヘアスタイルデザインを簡略化する.本論文では, この新しいヘアスタイルデザインシステム, 房のモデル化手法, レタリング手法, 4分岐法による衝突判定, 運動表現について述べる.また, 実際にこのヘアスタイルデザインシステムを用いて頭髪をデザインし, 風になびかせるアニメーションを実現した.

    CiNii

  • 2. 通信・放送機構 本郷空間共有リサーチセンターの研究紹介 : 空間共有コミュニケーションプロジェクト

    市川 忠嗣, 相澤 清晴, 森島 繁生, 齊藤 隆弘

    画像電子学会誌   29 ( 6 ) 854 - 857  2000.11

    CiNii J-GLOBAL

  • Hyper Mask:表情・口形状制御可能な顔モデルを用いた仮面の構築

    四倉 達夫, 鉄谷 信二, 森島 繁生

    研究会講演予稿   182   1 - 6  2000.11

    CiNii J-GLOBAL

  • A Key Technology Toward a Life-like Spoken Communication Agent : (3) Face Image Synthesis in Communication

    MORISHIMA Shigeo, YOTSUKURA Tatsuo

    IPSJ SIG Notes   33 ( 101 ) 13 - 18  2000.10

     View Summary

    Recently, research into creating friendly human interfaces has flourished remarkably. Such interfaces smooth communication between a computer and a human. One style is to have a virtual human or an avatar appearing on the computer terminal who should be able to understand and express not only linguitic information but also non-verbal information. This is similar to human-to-human communication with a face-to-face style. Very important factor to make an avatar look believable or alive depends on how well an avatar can duplicate a real human's expression and impression on a face precisely. Especially in case of communication application using avatar, a realtime processing with low delay is inevitable. In this paper, we describe a current situation of our face image synthesis technology and make clear our contribution towards a life-like spoken communication agent.

    CiNii J-GLOBAL

  • Analysis of Movements of Facial Expressions by High Speed Camera

    UCHIDA Hideko, YOTSUKURA Tatsuo, MORISHIMA Shigeo, YAMADA Hiroshi, OHYA Jun, AKAMATSU Shigeru

    Technical report of IEICE. HIP   99 ( 722 ) 1 - 6  2000.03

     View Summary

    The purpose of this study was to examine patterns of facial movements of "posed" (intended) facial expressions and "elicited" (unintended) emotional responding by feature point tracking. We videotaped participants' facial movements of intended and unintended facial expressions of emotion by a high speed camera which allowed us to analyze facial movements very closely in image sequences. The experiment consisted of two parts. First, the participants task was to produce the six expressions (anger, disgust, fear, happiness, sadness, and surprise). In the second part of the experiment, participants were shown a set of film stimuli that elicited each of emotional states (amusemet, anger, disgust, fear, sadness, and surprise). We recorded the participants' facial expressions to the film stimuli.

    CiNii J-GLOBAL

  • Multimedia Ambiance Communication based on Video and Image

    ICHIKAWA Tadashi, YOSHIMURA Tetsuya, YAMADA Kunio, KANAMARU Toshifumi, SUGA Hiromichi, IWASAWA Shoichiro, NAEMURA Takeshi, AIZAWA Kiyoharu, MORISHIMA Sigeo, SAITO Takahiro

    The Journal of The Institute of Image Information and Television Engineers   54 ( 3 ) 435 - 439  2000.03

     View Summary

    ビデオカメラやディジタルカメラで撮影された実写画像を用い, 遠景, 中景, 近景のレイヤ構造で表現し, 再構成するフォトリアリスティックな3次元画像空間を提案すると共に, この画像空間によるコミュニケーションを提案し, その実現方法を報告する.

    DOI CiNii J-GLOBAL

  • Collision detect method using voxel represent and hair animation using spring model

    KISHI Keisuke, MOROSHIMA Shigeo

    Proceedings of the IEICE General Conference   2000 ( 2 ) 113 - 113  2000.03

    CiNii J-GLOBAL

  • Estimation of the 3 dimensional expression parameter from facial motion analysis to regenerate facial expression

    ONO Tetsuji, ITOH Daisuke, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2000 ( 2 ) 284 - 284  2000.03

    CiNii

  • Representation of Hair Motion by Fluid Dynamics and judgmentcollision

    OKUTANI Atsushi, KISHI Keishuke, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2000 ( 2 ) 353 - 353  2000.03

    CiNii

  • Append Emotional Information to Natural Voice based on Emotional Voice Analysis

    KAGAWA Daishiro, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2000   258 - 258  2000.03

    CiNii J-GLOBAL

  • GUI Tool to Synthesize Emotional Voice for Controlling Articulation Information

    OGATA Shin, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2000   259 - 259  2000.03

    CiNii

  • Analysis of Facial Behevior by Using High-Speed Camera

    Yotsukura Tatsuo, Uchida Hideko, Yamada Hiroshi, Morishima Shigeo, Akamatsu Shigeru, Ohya Jun

    Proceedings of the IEICE General Conference   2000   260 - 260  2000.03

    CiNii J-GLOBAL

  • 3D Head Model Generation using Multi-angle Images and Facial Expression Generation

    KAWAI Joji, MISAWA Takafumi, MUTO Junichi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2000 ( 582(HIP99 64-75) ) 261 - 261  2000.03

    CiNii J-GLOBAL

  • Real Time Lip Sync by Integrating Image and Voice

    KAWAMATA Shota, SHIMADA Naoyuki, MUTOH Jun-ichi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2000   285 - 285  2000.03

    CiNii

  • Emotional Estimation from Speech Using Discriminant Analysis and Real-Time Media Conversion System

    HIROSE Yohsuke, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2000   286 - 286  2000.03

    CiNii

  • Construction of 3-D Head Model using Multi-angle images

    Mutoh Jun-ichi, Morishima Shigeo

    Proceedings of the IEICE General Conference   2000   329 - 329  2000.03

    CiNii J-GLOBAL

  • 3D Head Model Generation using Multi-angle Images and Facial Expression Generation

    ITO Kei, MISAWA Takafumi, MUTO Junichi, MORISHIMA Shigeo

    Technical report of IEICE. HIP   99 ( 582 ) 7 - 12  2000.01

     View Summary

    To construct a communication system it cyberspace, an avatar copying user's face and head has to be generated without-special equipment like 3D rangesensor. In this paper, 3D head model generation method using multipleimages is presented. A generic wireframe model is fitted onto multi-anglecamera captured head images by using our original GUI tool. Especially, frontal image and profile image are used to generate head texture byblending each other at the boundaries. And also mouth parameter to define autterance mouth shape is modified and very natural 3D mouth shape can begenerated from any angle.

    CiNii

  • Voice Conversion to Append Emotional Impression by Controlling Articulation Information

    OGATA Shin, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Technical report of IEICE. HIP   99 ( 582 ) 53 - 58  2000.01

     View Summary

    Emotional voice is essential for non-verbal communication between human and machine. Also emotional voice synthesizer can generate a new communication system to help man-man communication easier. To append emotional information to natural voice, it is very important to keep original voice quality, utterance contents and speaker information when modifying articulation information. In this paper, pitch control to vowel sequence is introduced and intonation is changed in a sillable unit. And also utterance speed and power are also controlled to append emotion information by using GUI tool. By this tool, emotional voice synthesis can be realized from neutral natural voice by keeping original voice quality.

    CiNii J-GLOBAL

  • 対話システムにおける顔面像生成

    森島繁生

    情報処理学会研究報告     13 - 18  2000

    CiNii

  • 3D face expression estimation and generation from 2D image based on a physically constraint model

    ISHIKAWA T.

    IEICE Transactions on Information and Systems   E83-D ( 2 ) 251 - 258  2000.01

     View Summary

    Muscle based face image synthesis is one of the most realistic approaches to the realization of a life-like agent in computers. A facial muscle model is composed of facial tissue elements and simulated muscles. In this model, forces are calculated effecting a facial tissue element by contraction of each muscle string, so the combination of each muscle contracting force decides a specific facial expression. This muscle parameter is determined on a trial and error basis by comparing the sample photograph and a generated image using our Muscle-Editor to generate a specific face image. In this paper, we propose the strategy of automatic estimation of facial muscle parameters from 2D markers&#039; movements located on a face using a neural network. This corresponds to the non-realtime 3D facial motion capturing from 2D camera image under the physics based condition.

    CiNii

  • Multimedia ambience communication based on actual moving pictures in a stereoscopic projection display environment

    K Yamada, T Ichikawa, T Naemura, K Aizawa, S Morishima, T Saito

    STEREOSCOPIC DISPLAYS AND VIRTUAL REALITY SYSTEMS VII   3957   303 - 311  2000

     View Summary

    Multi-media Ambiance Project of TAO has been researching and developing an image space, that can be shared by people in different locations and can lend a real sense of presence. The image space is mainly based on photo-realistic texture, and some deformations which depend on human vision characteristics or pictorial expressions are being applied. We aim to accomplish shared-space communication by an immersive environment consisting of the image space stereoscopically projected on an arched screen. We refer to this scheme as "ambiance communication."
    The first half of this paper presents global descriptions on basic concepts of the project, the display system and the 3-camera image capturing system. And the latter half focuses on two methods to create a photo-realistic image space using the captured images of a natural environment.
    One is the divided expression of the long-range view and ground, which not only gives more realistic setting of the ground but commands more natural view when synthesized with other objects and gives potentialities of deformations for some purposes.
    The other is the high quality panorama generation based on even-odd field integration and image enhancement by a two dimensional quadratic Volterra filter.

  • Realtime face analysis and synthesis using neural network

    S Morishima

    NEURAL NETWORKS FOR SIGNAL PROCESSING X, VOLS 1 AND 2, PROCEEDINGS   1   13 - 22  2000

     View Summary

    In this paper we describe a recent research results about how to generate an avatar's face on a real-time process exactly copying a real person's face. It is very important for synthesis of a real avatar to duplicate emotion and impression precisely included in original face image and voice. Face fitting tool from multi-angle camera images is introduced to make a real 3D face model with real texture and geometry very close to the original. When avatar is speaking something voice signal is very essential to decide a mouth shape feature. So real-time mouth shape control mechanism is proposed by conversion from speech parameters to lip shape parameters using multilayered neural network. For dynamic modeling of facial expression, muscle structure constraint is introduced to generate a facial expression naturally with a few parameters. We also tried to get muscle parameters automatically to decide an expression from local motion vector on face calculated by optical flow in video sequence. Finally an approach that enables the modeling emotions appearing on faces. A system with this approach helps to analyze, synthesize and code face images at the emotional level.

  • Real-time Tracking of Face Features by using Pan-, Tilt-, Zoom-controllable Camera.

    森島繁生, 島田直幸

    成けい大学工学研究報告   37 ( 1 ) 1 - 6  2000

    J-GLOBAL

  • Voice Conversion to Append Emotional Impression by Controlling Articulation Information.

    緒方信, 四倉達夫, 森島繁生

    電子情報通信学会技術研究報告   99 ( 582(HIP99 64-75) ) 53 - 58  2000

    J-GLOBAL

  • 3D Head Model Generation using Multi-angle Images and Facial Expression Generation.

    伊藤圭, 三沢貴文, 武藤淳一, 森島繁生

    電子情報通信学会技術研究報告   99 ( 582(HIP99 64-75) ) 7 - 12  2000

    J-GLOBAL

  • EMGによる筋肉モデルの制御と精密な表情合成

    塚田章之, 伊東大介, 森島繁生

    電子情報通信学会大会講演論文集   2000   284  2000

    J-GLOBAL

  • レイヤモデルによるヘアスタイルデザインシステムの構築

    佐野和成, 岸啓輔, 森島繁生

    電子情報通信学会大会講演論文集   2000   114  2000

    J-GLOBAL

  • 空間共有コミュニケーションにおける表情入力のための人物顔追跡機能の実現

    吉村哲也, 市川忠嗣, 森島繁生, 相沢清晴, 斉藤隆弘

    電子情報通信学会大会講演論文集   2000   293  2000

    J-GLOBAL

  • 仮想空間上におけるリアルな三次元口形状の作成

    伊藤圭, 三沢貴文, 武藤淳一, 森島繁生

    電子情報通信学会大会講演論文集   2000   328  2000

    J-GLOBAL

  • 画像と音声を併用したリアルタイムリップシンク

    川又正太, 島田直幸, 武藤淳一, 森島繁生

    電子情報通信学会大会講演論文集   2000   285  2000

    J-GLOBAL

  • 動画像分析からの3次元表情パラメータの推定と表情再合成

    小野哲治, 伊東大介, 森島繁生

    電子情報通信学会大会講演論文集   2000   284  2000

    J-GLOBAL

  • 複数視点画像を用いた3次元頭部モデルの構築

    武藤淳一, 森島繁生

    電子情報通信学会大会講演論文集   2000   329  2000

    J-GLOBAL

  • ボクセル表現による衝突判定法とバネモデルによる頭髪運動表現

    岸啓輔, 森島繁生

    電子情報通信学会大会講演論文集   2000   113  2000

    J-GLOBAL

  • 流体場を用いた頭髪アニメーションと頭部との衝突判定法

    奥谷敦, 岸啓輔, 森島繁生

    電子情報通信学会大会講演論文集   2000   353  2000

    J-GLOBAL

  • 複数アングル画像からの3次元頭部モデルの生成と表情合成

    河合丈治, 三沢貴文, 武藤淳一, 森島繁生

    電子情報通信学会大会講演論文集   2000   261  2000

    J-GLOBAL

  • 韻律情報制御のための感情音声合成GUIツール

    緒方信, 四倉達夫, 森島繁生

    電子情報通信学会大会講演論文集   2000   259  2000

    J-GLOBAL

  • 判別分析法による音声の感情推定及び実時間メディア変換システム

    広瀬陽介, 四倉達夫, 森島繁生

    電子情報通信学会大会講演論文集   2000   286  2000

    J-GLOBAL

  • 高速度カメラを用いた顔面動作の分析

    四倉達夫, 内田英子, 山田寛, 森島繁生, 赤松茂, 大谷淳

    電子情報通信学会大会講演論文集   2000   260  2000

    J-GLOBAL

  • 自然音声の分析に基づく音声への感情情報の付加

    加川大志郎, 四倉達夫, 森島繁生

    電子情報通信学会大会講演論文集   2000   258  2000

    J-GLOBAL

  • Image Processing Tools for Human Facial Analysis and Synthesis

    MORISHIMA Shigeo, YAGI Yasushi

    SYSTEMS, CONTROL AND INFORMATION   44 ( 3 ) 121 - 127  2000

    DOI CiNii J-GLOBAL

  • Multimedia Ambiance Communication based on Video and Image

    Tadashi Ichikawa, Tetsuya Yoshimura, Kunio Yamada, Toshifumi Kanamaru, Hiromichi Suga, Shoichiro Iwasawa, Takeshi Naemura, Kiyoharu Aizawa, Sigeo Morishima, Takahiro Saito

    The Journal of The Institute of Image Information and Television Engineers   54 ( 3 ) 435 - 439  2000

    DOI J-GLOBAL

  • Analysis of Movements of Facial Expressions by High Speed Camera.

    内田英子, 四倉達夫, 森島繁生, 山田寛, 大谷淳, 赤松茂

    電子情報通信学会技術研究報告   99 ( 722(HIP99 76-81) ) 1 - 6  2000

    J-GLOBAL

  • 顔の認識・合成と新メディアの可能性

    森島繁生

    画像センシングシンポジウム講演論文集   6th   415 - 424  2000

    J-GLOBAL

  • The Personification Technology. Expression Analysis and Synthesis for the Real Communication Environment Generation.

    森島繁生

    ヒューマンインタフェース学会誌   2 ( 3 ) 183 - 188  2000

    CiNii J-GLOBAL

  • A Key Technology Toward a Life-like Spoken Communication Agent. (3). Face Image Synthesis in Communication.

    森島繁生, 四倉達夫

    情報処理学会研究報告   2000 ( 101(SLP-33) ) 13 - 18  2000

    J-GLOBAL

  • HYPER MASK 表情・口形状制御可能な顔モデルを用いた仮面の構築

    四倉達夫, BINSTED K, NIELSEN F, PINHANEZ C, 鉄谷信二, 森島繁生

    画像電子学会研究会講演予稿   182nd   1 - 6  2000

    J-GLOBAL

  • 通信・放送機構 本郷空間共有リサーチセンターの研究紹介 空間共有コミュニケーションプロジェクト

    市川忠嗣, 相沢清晴, 森島繁生, 斎藤隆弘

    画像電子学会誌   29 ( 6 ) 854 - 857  2000

    J-GLOBAL

  • Modeling and Animating Human Hair.

    岸啓補, 森島繁生

    電子情報通信学会論文誌 D-2   J83-D-2 ( 12 ) 2716 - 2724  2000

    J-GLOBAL

  • Hair Styling Designing System using layer model

    SANO Kazushige, KISHI Keisuke, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   2000   114 - 114  2000

    CiNii J-GLOBAL

  • Human Face Tracking for "Multi-Media Ambiance Communication"

    YOSHIMURA Tetsuya, ICHIKAWA Tadashi, MORISHIMA Shigeo, AIZAWA Kiyoharu, SAITO Takahiro

    Proceedings of the IEICE General Conference   12   293 - 293  2000

    CiNii

  • The control of the muscle model by EMG and precise synthesis of expression

    TSUKADA Akiyuki, ITO Daisuke, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference     284 - 284  2000

    CiNii

  • 3D Lip Expression Generation by using New Lip Parameters

    Ito Kei, Misawa Takafumi, Muto Junichi, Morishima Shigeo

    Proceedings of the IEICE General Conference     328 - 328  2000

    CiNii

  • Image Processing Tools for Human Facial Analysis and Synthesis

    MORISHIMA Shigeo, YAGI Yasushi

    SYSTEMS, CONTROL AND INFORMATION   44 ( 3 ) 121 - 127  2000

    DOI CiNii

  • Real-time Tracking of Face Features by using Pan-, Tilt-,Zoom-controllable Camera

    Morishima Shigeo, Shimada Naoyuki

    The Journal of the Faculty of Engineering, Seikei University   37 ( 1 ) 1 - 6  2000.01

    CiNii

  • Real-time voice driven facial animation system

    Proceedings of the IEEE International Conference on Systems, Man and Cybernetics   6  1999.12

     View Summary

    Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, we realize an avatar which has a real face in cyberspace to construct a multi-user communication system by voice transmission through network. Voice from microphone is transmitted and analyzed, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time. And also we introduce an entertainment application of a real-time voice driven synthetic face. This project is named &#039;Fifteen Seconds of Fame&#039; which is an example of interactive movie.

  • Eye and Lip Detection and Tracking Using Active Camera

    YOTSUKURA Tatsuo, SHIMADA Naoyuki, MORISHIMA Shigeo, OHYA Jun

    Technical report of IEICE. HIP   99 ( 451 ) 31 - 36  1999.11

     View Summary

    We propose a technique to track user's eye and mouth by using two Pan-Tilt-Zoom controllable cameras. Mouth and eye zones are detected by combine the binary images from the camera. The zoom, rotation direction, and capturing rate of the cameras are automatically changed depends on the results of the captured images. By studying the characteristics of the extracted binary images, we are able to track lip and eye movements such as Lip Reading and blink. Experiments using the technique have shown satisfactory result.

    CiNii J-GLOBAL

  • Effects of Orthodontic Treatment on Facial Expressions with Computer Graphics

    TERADA Kazuto, MIYANAGA Michiyo, MORISHIMA Shigeo, HANADA Kooji

    歯科審美 = Journal of esthetic dentistry   12 ( 1 ) 37 - 51  1999.09

    CiNii

  • Facial Muscle Model using Psychophysiological Approach

    ITOH Daisuke, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Technical report of IEICE. HCS   99 ( 122 ) 17 - 24  1999.06

     View Summary

    Recently, facial expression synthesized by computer graphics is becoming very realistic and close to a photograph. And it is very popular to introduce a synthetic face to a special effect of motion pictures and a believable agent in human interface. However, it takes much labor of animators and much money to complete reality. In this paper, facial muscle model including skin and muscles is introduce to realize an interactive facial image synthesis and to control each muscle, EMG from real face is introduced. As a result, a realistic mouth shape control is accomplished by multi channel EMG signals.

    CiNii J-GLOBAL

  • Consruction of Face Model by Facial Muscle Dynamics Model

    ISHIKAWA TAKAHIRO, MORISHIMA SHIGEO

    Technical report of IEICE. HCS   98 ( 682 ) 21 - 28  1999.03

     View Summary

    Muscle based face image synthesis is one of the most realistic approach to realize life-like agent in computer. Facial muscle model is composed of facial tissue elements and muscles. In this model, forces are calculated effecting facial tissue element by contraction of each muscle strength, so the combination of each muscle parameter decide a specific facial expression. Now in our faical muscle model, muscle is represented by linear muscle. We propose a facial muscle modeling with volume and shape. Jaw dynamics was also implemented as rigid model. Musle contraction force causes jaw motion. By facial muscle and skull modeling, face model comes near anatomy human face.

    CiNii

  • Generation of a Life-Like Agent in CyberSpace using Media Conversion

    YOTSUKURA Tatsuo, MUTO Junichi, IMAMURA Tatsuya, FUJII Eishi, MORISHIMA Shigeo

    Technical report of IEICE. HIP   98 ( 683 ) 39 - 46  1999.03

     View Summary

    Recent advances in computer performance can generate an interaction environment in which multiple users can share cyberspace and communicate each other to make a cooperative work. An avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, we realize an avatar that has a real face in cyberspace and construct a multi-user communication system by voice transmission through network. Voice from microphone is analyzed and transmitted, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time.

    CiNii J-GLOBAL

  • Motion Capture of Mouth Reazion Using Spatial Frequency

    KAWAMATA Mitsuru, MUTOH Jun-ichi, KONDO Atsushi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1999 ( 2 ) 245 - 245  1999.03

    CiNii J-GLOBAL

  • Estimation of the facial muscle parameter from optical flow to regenerate facial expression

    ITOH Daisuke, IWAASAWA Shoichiro, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1999 ( 2 ) 255 - 255  1999.03

    CiNii

  • Human Body Posture Estimation from Trinocular Silhouette Images

    Iwasawa Shoichiro, Ohya Jun, Morishima Shigeo

    Proceedings of the IEICE General Conference   1999 ( 2 ) 264 - 264  1999.03

    CiNii

  • Representation of Hair Motion by Fluid Dynamics

    HIRAYAMA Satoshi, KISHI Keisuke, MORISHIMA shigeo

    Proceedings of the IEICE General Conference   1999 ( 2 ) 327 - 327  1999.03

    CiNii J-GLOBAL

  • Realistic 3D Expression Editor

    CHIAKI Taro, FUJII Eishi, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1999   304 - 304  1999.03

    CiNii J-GLOBAL

  • Emotion Estimation from Speech and Real-Time Media Conversion System

    IMAMURA Tatsuya, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1999   305 - 305  1999.03

    CiNii J-GLOBAL

  • 3D Emotion Space Based on Facial Muscle Parameter

    SHIGEMATU Yoji, ISHIKAWA Takahiro, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1999   330 - 330  1999.03

    CiNii

  • Facial Expression Recognition Using Gabor Wavelet in Face Image

    KONDO Atsushi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1999   341 - 341  1999.03

    CiNii

  • Construction of facial muscle dynamics model with volume

    ISHIKAWA Takahiro, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1999   343 - 343  1999.03

    CiNii J-GLOBAL

  • Construction of 3-D Avatar and Real-Time Communications System

    MISAWA Takafumi, YOTSUKURA Tatsuo, FUJII Eishi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1999   367 - 367  1999.03

    CiNii J-GLOBAL

  • Real-Time Media Conversion Using 3-D Head Model

    FUJII Eishi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1999   368 - 368  1999.03

    CiNii J-GLOBAL

  • Realtime Face -to- face Communication System in Cyberspace Using Voice Driven Avatar with Texture Mapped Face

    YOTSUKURA Tatsuo, FUJII Eishi, MORISHIMA Shigeo

    Transactions of Information Processing Society of Japan   40 ( 2 ) 677 - 686  1999.02

     View Summary

    Recent advances in computer performance can generate an interaction environment in which multiple user can share cyberspace and communicate each other to make a cooperative work. An avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, we realize an avatar which has a real face in cyberspace and construct a multiuser communication system by voice transmission through network. Voice from microphone is analyzed and transmitted, then mouth shape of avatar are synchronously estimated and synthesized on real time. And also facial expression is controlled on real-time by key-input.

    CiNii J-GLOBAL

  • Face-to-face Communication in Cyberspace using Analysis and Synthesis of Facial Expression

    MORISHIMA Shigeo

    IEICE technical report. Image engineering   98 ( 551 ) 61 - 68  1999.01

     View Summary

    Recently computer can make cyberspace to walk through by an interactive virtual reality technique.An avatar in cyberspace can bring us a virtual face-to-face communication environment.In this paper, an avatar is realized which has a real face in cyberspace and a multi-user communication system is constructed by voice transmission through network.Voice from microphone is transmitted and analized, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time.And also an entertainment application of a real-time voice driven synthetic face is introduced and this is an example of interactive movie.Finally, face motion capture system using physics based face model is introduced.

    CiNii

  • Real-time, 3D estimation of human body postures from trinocular images

    Shoichiro Iwasawa, Jun Ohya, Kazuhiko Takahashi, Tatsumi Sakaguchi, Sinjiro Kawato, Kazuyuki Ebihara, Sigeo Morishima

    Proceedings - IEEE International Workshop on Modelling People, MPeople 1999     3 - 10  1999

     View Summary

    This paper proposes a new real-time method for estimating human postures in 3D from trinocular images. In this method, an upper body orientation detection and a heuristic contour analysis are performed on the human silhouettes extracted from the trinocular images so that representative points such as the top of the head can be located. The major joint positions are estimated based on a genetic algorithm based learning procedure. 3D coordinates of the representative points and joints are then obtained from the two views by evaluating the appropriateness of the three views. The proposed method implemented on a personal computer runs in real-time (30 frames/second). Experimental results show high estimation accuracies and the effectiveness of the view selection process.

    DOI

  • Human Interface and Interaction. Realtime Face-to-face Communication System in Cyberspace Using Voice Driven Avatar with Texture Mapped Face.

    四倉達夫, 藤井英史, 森島繁生

    情報処理学会論文誌   40 ( 2 ) 677 - 686  1999

    J-GLOBAL

  • 筋肉パラメータに基づく3次元感情空間の構築

    重松陽志, 石川貴博, 森島繁生

    電子情報通信学会大会講演論文集   1999   330  1999

    J-GLOBAL

  • GaborWaveletを使用した動画像からの顔表情認識

    近藤淳, 森島繁生

    電子情報通信学会大会講演論文集   1999   341  1999

    J-GLOBAL

  • オプティカルフローによる筋肉パラメータの自動推定と表情再合成

    伊東大介, 岩沢昭一郎, 森島繁生

    電子情報通信学会大会講演論文集   1999   255  1999

    J-GLOBAL

  • Pan Tilt Zoom Controllable Cameraによる目及び唇形状抽出・追跡

    島田直幸, 武藤淳一, 森島繁生

    電子情報通信学会大会講演論文集   1999   244  1999

    J-GLOBAL

  • 空間周波数を用いた口領域のモーションキャプチャ

    川俣充, 武藤淳一, 近藤淳, 森島繁生

    電子情報通信学会大会講演論文集   1999   245  1999

    J-GLOBAL

  • 3次元アバタの構築とリアルタイム対話システム

    三沢貴文, 四倉達夫, 藤井英史, 森島繁生

    電子情報通信学会大会講演論文集   1999   367  1999

    J-GLOBAL

  • 流体力学に基づくCGによる風になびくリアルな頭髪の運動表現

    平山聡, 岸啓補, 森島繁生

    電子情報通信学会大会講演論文集   1999   327  1999

    J-GLOBAL

  • 音声からの感情推定と実時間メディア変換システム

    今村達也, 四倉達夫, 森島繁生

    電子情報通信学会大会講演論文集   1999   305  1999

    J-GLOBAL

  • 体積を持った表情筋運動モデルによる顔面モデルの構築

    石川貴博, 森島繁生

    電子情報通信学会大会講演論文集   1999   343  1999

    J-GLOBAL

  • 3次元頭部モデルを用いた実時間メディア変換

    藤井英史, 森島繁生

    電子情報通信学会大会講演論文集   1999   368  1999

    J-GLOBAL

  • 全身像の三眼シルエット画像に基づく姿勢推定の検討

    岩沢昭一郎, 大谷淳, 森島繁生

    電子情報通信学会大会講演論文集   1999   264  1999

    J-GLOBAL

  • リアルな3次元表情編集ツールの作成

    千明太郎, 藤井英史, 四倉達夫, 森島繁生

    電子情報通信学会大会講演論文集   1999   304  1999

    J-GLOBAL

  • 音声に含まれる感情のモデル化と感情音声合成ツール

    古村祐子, 四倉達夫, 森島繁生

    電子情報通信学会大会講演論文集   1999   308  1999

    J-GLOBAL

  • Construction of Face Model by Facial Muscle Dynamics Model.

    石川貴博, 森島繁生

    電子情報通信学会技術研究報告   98 ( 682(HCS98 46-48) ) 21 - 28  1999

    J-GLOBAL

  • Generation of a Life-Like Agent in CyberSpace using Media Conversion.

    四倉達夫, 武藤淳一, 今村達也, 藤井英史, 森島繁生

    電子情報通信学会技術研究報告   98 ( 683(HIP98 52-61) ) 39 - 46  1999

    J-GLOBAL

  • Facial Muscle Model using Psychophysiological Approach.

    伊東大介, 四倉達夫, 森島繁生

    電子情報通信学会技術研究報告   99 ( 122(HCS99 6-11) ) 17 - 24  1999

    J-GLOBAL

  • 顔表情の実時間変形によるインタラクティブムービーの提案

    岩沢昭一郎, 森島繁生

    電気学会電子・情報・システム部門大会講演論文集   1999   495 - 496  1999

    J-GLOBAL

  • Effects of Orthodontic Treatment on Facial Expressions with Computer Graphics.

    寺田員人, 宮永美知代, 森島繁生, 花田晃治

    歯科審美   12 ( 1 ) 37 - 51  1999

    J-GLOBAL

  • Eye and Lip Detection and Tracking Using Active Camera.

    四倉達夫, 島田直幸, 森島繁生, 大谷淳

    電子情報通信学会技術研究報告   99 ( 451(HIP99 33-46) ) 31 - 36  1999

    J-GLOBAL

  • 空間共有コミュニケーションにおける表情入力のための顔抽出

    吉村哲也, 市川忠嗣, 森島繁生, 相沢清晴, 斉藤隆弘

    映像情報メディア学会冬季大会講演予稿集   1999   35  1999

    J-GLOBAL

  • Eye and Lip Detection and Tracking Using Pan Tilt Zoom Controlable Camera

    SHIMADA Naoyuki, MUTOH Jun-ichi, MORISHIMA shigeo

    Proceedings of the IEICE General Conference     244 - 244  1999

    CiNii

  • Multi-media Ambiance Communication based on Video

    ICHIKAWA Tadashi, YOSHIMURA Tetsuya, YAMADA Kunio, Kanamaru Toshifumi, SUGA Hiromichi, IWASAWA Shoichiro, NAEMURA Takeshi, AIZAWA Kiyoharu, MORISHIMA Sigeo, SAITO Takahiro

    Proceedings of the IEICE General Conference   16   398 - 398  1999

    CiNii

  • Face-to-face Communication in Cyberspace using Analysis and Synthesis of Facial Expression

    MORISHIMA Shigeo

    ITE Technical Report   23 ( 0 ) 61 - 68  1999

     View Summary

    Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, an avatar is realized which has a real face in cyberspace and a multi-user communication system is constructed by voice transmission through network. Voice from microphone is transmitted and analyzed, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time. And also an entertainment application of a real-time voice driven synthetic face is introduced and this is an example of interactive movie. Finally, face motion capture system using physics based face model is introduced.

    DOI CiNii

  • 1-3 Human Face Tracking for "Multi-Media Ambiance Communication"

    YOSHIMURA Tetsuya, ICHIKAWA Tadashi, MORISHIMA Shigeo, AIZAWA Kiyoharu, SAITO Takahiro

    PROCEEDINGS OF THE ITE WINTER ANNUAL CONVENTION   1999 ( 0 ) 35 - 35  1999

    DOI CiNii

  • コンピュ-タを利用した表情の研究 (特集 顔学入門)

    森島 繁生

    言語   27 ( 12 ) 70 - 78  1998.12

    CiNii

  • Real-Time Human Body Posture Estimation from Multiple Images

    Iwasawa Shoichiro, Takematsu Katsuhiro, Ohya Jun, Morishima Shigeo

    Proceedings of the Society Conference of IEICE   1998   308 - 308  1998.09

    CiNii J-GLOBAL

  • 10)房モデルによるヘアスタイルデザインシステムの開発(ネットワーク映像メディア研究会)

    岸 啓輔, 三枝 太, 森島 繁生

    映像情報メディア学会誌 : 映像情報メディア   52 ( 7 ) 958 - 958  1998.07

    CiNii

  • 11)音声による実時間口形・表情制御可能なサイバースペース上での仮想人物の実現(ネットワーク映像メディア研究会)

    四倉 達夫, 藤井 英史, 小林 智典, 森島 繁生

    映像情報メディア学会誌 : 映像情報メディア   52 ( 7 ) 958 - 958  1998.07

    CiNii

  • Facial Expression Recognition and Re-synthesis Using Spatial Frequency

    MUTOH Jun-ichi, FUJII Eishi, MORISHIMA Shigeo

    IPSJ SIG Notes. CVIM   110 ( 26 ) 49 - 56  1998.03

     View Summary

    A realtime facial expression recognition and re-synthesis system using spatial frequency is presented. Eye and mouth square region is automatically tracked in a camera captured face image. Spatial frequency is calculated by FFT in each square region. Each band power is given into neural network to decide a specific facial expression described by Action Unit values of FACS. By comparing original facial image with re-synthesized one, impression of both images are very similar. Also our system can generate face which is not included in training sequence and is very robust to the location of square region because we only use the envelope of spatial frequency.

    CiNii J-GLOBAL

  • Facial Image Processing Environment

    YAGI Yasushi, MORISHIMA Shigeo, KANEKO Masahide, HARASHIMA Hiroshi, YACHIDA Masahiko, HARA Fumio, HASHIMOTO Shuji

    IPSJ SIG Notes. CVIM   110 ( 26 ) 65 - 72  1998.03

     View Summary

    The aim of Advanced Agent Project, supported by Information Technology Promotion Agency(IPA), is to develop the image processing environment for analysis and synthesis of human facial images. This report is mainly concerned with an introduction of an overview of the project and the developed environment for the facial image processing.

    CiNii

  • Synthesis of Facial Expression with Anatomy-baced Facial Muscle Model

    SERA Hajime, IDO Tetsuya, MORISHIMA Shigeo

    Technical report of IEICE. HCS   97 ( 605 ) 9 - 16  1998.03

     View Summary

    Recently, facial expression synthesis by computer graphics is focused in several applications. Physics based facial muscle modeling is one of the most effective and natural method to simulate the skin structure and modification by the contraction or expansion of muscle springs. So the quality of image is depending on the exact modeling of face structure. This paper proposes the anatomy based face model which is including a skull model and exact muscle structures. Because of the exact skull and jaw structure, and their fitting method to a specific person's face, natural motion of jaw and biting action can be achieved. The new model is also including the expression of wrinkles by modifing model surface structure. We translated Action Unit of FACS by combination of each muscle strength and developed a facial expression editing system.

    CiNii J-GLOBAL

  • Presumption of muscle parameters using optical flow from frontal facial image

    YAZAKI Kazuhiko, ISHIKAWA Takahiro, MORISHIMA Shigeo

    Technical report of IEICE. PRMU   97 ( 596 ) 121 - 128  1998.03

     View Summary

    Facial Muscle Model is effective for facial expression image synthesis by Computer Graphics. This model has skin tissue elements and facial muscles. This model calculates skin tissue deformation, which causes facial expressions. Combination of muscle contraction(muscle parameters)decides a specific facial expression. However, We have to decide muscle parameters by the method of trial and error. In this paper. We tried automatic presumption of muscle parameters using optical flow only from frontal facial image.

    CiNii J-GLOBAL

  • Construction of Standard Software for Face Recognition and Synthesis

    MORISHIMA Shigeo, YAGI Yasush, KANEKO Masahide, HARASHIMA Hiroshi, YACHIDA Masahiko, HARA Fumio

    Technical report of IEICE. PRMU   97 ( 596 ) 129 - 136  1998.03

     View Summary

    The activity for constructing a standard software tool for face image processing is called "Advance Agent Project"and is supported by IPA. This project starts in 1995 and ends in 1998. As a result, the standard software for face recognition and synthesis is completed. This system contributes to the researchers in not only engineering area but also several area like psychologist, medical doctor and dentist.

    CiNii

  • GUI Hair Style Designing System Using Tuft Model

    Kishi Keisuke, Saegusa Futoshi, Morishima Shigeo

    Proceedings of the IEICE General Conference   1998 ( 2 ) 316 - 316  1998.03

    CiNii J-GLOBAL

  • Presumption of facial muscle parameters used optical flow

    YAZAKI Kazuhiko, ISIKAWA Takahiro, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1998 ( 2 ) 342 - 342  1998.03

    CiNii J-GLOBAL

  • Recognition of Shape of Facial Organs and Resynthesis Uging Spatial Frequency

    MUTOH Jun-ichi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1998 ( 2 ) 343 - 343  1998.03

    CiNii J-GLOBAL

  • Facial Expression Synthesis Based on Impressive-Words

    TAKEYAMA Satoshi, FUJII Eishi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1998   322 - 322  1998.03

    CiNii J-GLOBAL

  • Construction of Facial Muscle Model with Anatomical Structure

    SERA Hajime, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1998   323 - 323  1998.03

    CiNii J-GLOBAL

  • Construction of Facial Expression using Muscle Model and Winkle Model

    IDO Tetsuya, SERA Hajime, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1998   342 - 342  1998.03

    CiNii

  • Generation of Natural Hair Animation and Automatic Collision Detection with Head Model

    IMAMURA Akira, SAEGUSA Futoshi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1998   377 - 377  1998.03

    CiNii J-GLOBAL

  • Construction of Real-Time Interaction System to Comprehend Emotion

    KOBAYASHI Tomonori, FUJII Eishi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1998   388 - 388  1998.03

    CiNii

  • Development of Hair Style Designing System Using Tuft Model

    KISHI Keisuke, SAEGUSA Futoshi, MORISIMA Shigeo

    Technical report of IEICE. Multimedia and virtual environment   97 ( 566 ) 67 - 74  1998.02

     View Summary

    A trial generate the object in the natural world by computer graphics is actively done. Normally, to generate hair style is very difficult because human's hairs are so many and so complicated. There are methods which are regarding hair as one object. But they can't generate movement. Then we draw up hair by space curve, not by texture mapping. In this paper, we propose a hair style designing system by modeling tuft partially gathering of hair, show a method of modeling tuft and a rendering method and illustrate images by using this system.

    CiNii

  • Generation of a Life-Like Agent in CyberSpace using Media Conversion

    YOTSUKURA Tatsuo, FUJII Eishi, KOBAYASHI Tomonori, MORISHIMA Shigeo

    Technical report of IEICE. Multimedia and virtual environment   97 ( 566 ) 75 - 82  1998.02

     View Summary

    Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, we realize an avatar whichhas a real face in cyberspace and construct a multi-user communication system by voice transmission through network.Voice from microhone is analyzed and tranmitted, then mouth shape and facial expression of avatar are synchromously estimated and synthesized on real time.

    CiNii

  • The Fifteen Seconds of Fame : 視聴者参加型インタラクティブ映画の提案

    森島繁生

    フォーラム顔学 '98 第3回日本顔学会大会予稿集    1998

    CiNii

  • Processing of facial information by computer

    Osamu Hasegawa, Shigeo Morishima, Masahide Kaneko

    Electronics and Communications in Japan, Part III: Fundamental Electronic Science (English translation of Denshi Tsushin Gakkai Ronbunshi)   81 ( 10 ) 36 - 57  1998

     View Summary

    Faces are very familiar to everyone and convey various information, including information that is specific to the individual and information that is part of mutual communication. Usually verbal media is not able to describe such information appropriately. Recently, detailed studies on facial information processing by computer have been carried out in the engineering field for application to communication media and human interfaces. Two main topics are recognition of human faces and synthesis of facial images. The objective of the former is to enable computers to recognize human faces and that of the latter is to provide a natural and impressive interface in the form of a "face" for communication media. These technologies have also been found to be useful in various fields related to the face, such as psychology, anthropology, cosmetology, and dentistry. Although most of the studies in these fields have been carried out independently, the above technologies provide for a common study tool among them. This paper focuses on processing facial information by computer. First, recent research trends on the synthesis of facial images and recognition of facial expressions are outlined. After considering the various characteristics of the face, the engineering applications of facial information are discussed from two standpoints: the support of face-to-face communication between humans, and communication between human and machine using facial information. The tools and databases used in studying facial information processing and some related topics are also described. ©1998 Scripta Technica.

    DOI

  • Recent Technology of Synthesis and Recognition of Facial Expression for Human-Computer Interaction.

    森島繁生

    成けい大学工学研究報告   35 ( 1 ) 19 - 31  1998

    J-GLOBAL

  • Development of Hair Style Designing System Using Tuft Model.

    岸啓輔, 三枝太, 森島繁生

    Human Interface News and Report   13 ( 1 ) 75 - 82  1998

    J-GLOBAL

  • Generation of a Life-Like Agent in CyberSpace using Media Conversion.

    四倉達夫, 藤井英史, 小林智典, 森島繁生

    Human Interface News and Report   13 ( 1 ) 83 - 90  1998

    J-GLOBAL

  • Development of Hair Style Designing System Using Tuft Model.

    岸啓補, 三枝太, 森島繁生

    電子情報通信学会技術研究報告   97 ( 566(MVE97 93-103) ) 67 - 74  1998

    J-GLOBAL

  • Generation of a Life-Like Agent in CyberSpace using Media Conversion.

    四倉達夫, 藤井英史, 小林智典, 森島繁生

    電子情報通信学会技術研究報告   97 ( 566(MVE97 93-103) ) 75 - 82  1998

    J-GLOBAL

  • GUI Hair Style Designing System Using Tuft Model.

    岸啓補, 三枝太, 森島繁生

    電子情報通信学会大会講演論文集   1998   316  1998

    J-GLOBAL

  • COnstruction of Facial Muscle Model with Anatomical Structure.

    世良元, 森島繁生

    電子情報通信学会大会講演論文集   1998   323  1998

    J-GLOBAL

  • Communication system for large number of people on cyberspace which uses the media conversion from voice to image.

    四倉達夫, 小林智典, 藤井英史, 森島繁生

    情報処理学会シンポジウム論文集   98 ( 5 ) 133 - 134  1998

    J-GLOBAL

  • Presumption of facial muscle parameters used optical flow.

    矢崎和彦, 石川貴博, 森島繁生

    電子情報通信学会大会講演論文集   1998   342  1998

    J-GLOBAL

  • Facial Expression Synthesis Based on Impressive-Words.

    武山聡史, 藤井英史, 森島繁生

    電子情報通信学会大会講演論文集   1998   322  1998

    J-GLOBAL

  • Multi-user-communication system on cyberspace.

    四倉達夫, 藤井英史, 森島繁生

    電子情報通信学会大会講演論文集   1998   375  1998

    J-GLOBAL

  • Construction of Real-Time Interaction System to Comprehend Emotion.

    小林智典, 藤井英史, 森島繁生

    電子情報通信学会大会講演論文集   1998   388  1998

    J-GLOBAL

  • Generation of Natural Hair Animation and Automatic Collision Detection with Head Model.

    今村顕, 三枝太, 森島繁生

    電子情報通信学会大会講演論文集   1998   377  1998

    J-GLOBAL

  • Construction of Facial Expression using Muscle Model and Winkle Model.

    井土哲也, 世良元, 森島繁生

    電子情報通信学会大会講演論文集   1998   342  1998

    J-GLOBAL

  • Recognition of Shape of Facial Organs and Resynthesis Using Spatial Frequency.

    武藤淳一, 森島繁生

    電子情報通信学会大会講演論文集   1998   343  1998

    J-GLOBAL

  • Synthesis of Facial Expression with Anatomy-baced Facial Muscle Model.

    世良元, 井土哲也, 森島繁生

    電子情報通信学会技術研究報告   97 ( 605(HCS97 30-32) ) 9 - 16  1998

    J-GLOBAL

  • Presumption of muscle parameters using optical flow from frontal facial image.

    矢崎和彦, 石川貴博, 森島繁生

    電子情報通信学会技術研究報告   97 ( 596(PRMU97 266-282) ) 121 - 128  1998

    J-GLOBAL

  • Construction of Standard Software for Face Recognition and Synthesis.

    森島繁生, 八木康史, 金子正秀, 原島博, 谷内田正彦, 原文雄

    電子情報通信学会技術研究報告   97 ( 596(PRMU97 266-282) ) 129 - 136  1998

    CiNii J-GLOBAL

  • Facial Image Processing Environment.

    八木康史, 森島繁生, 金子正秀, 原島博, 谷内田正彦, 原文雄, 橋本周司

    情報処理学会研究報告   98 ( 26(CVIM-110) ) 65 - 72  1998

    J-GLOBAL

  • Facial Expression Recognition and Re-synthesis Using Spatial Frequency.

    武藤淳一, 藤井英史, 森島繁生

    情報処理学会研究報告   98 ( 26(CVIM-110) ) 49 - 56  1998

    J-GLOBAL

  • Development of Hair Style Designing System for Natural Hair Modeling, and rendering and Animation Method of Hair.

    岸啓補, 森島繁生

    Visual Computing グラフィクスとCAD合同シンポジウム予稿集   1998   109 - 114  1998

    J-GLOBAL

  • Real time recognition and synthesis offacial expression information using the spatial frequency component of images.

    武藤淳一, 藤井英史, 森島繁生

    情報処理学会シンポジウム論文集   98 ( 10 Pt.2 ) II.325-II.330  1998

    J-GLOBAL

  • Real-Time Human Body Posture Estimation from Multiple Images.

    岩沢昭一郎, 竹松克浩, 大谷淳, 森島繁生

    電子情報通信学会大会講演論文集   1998   308  1998

    J-GLOBAL

  • Modeling of emotion comprised in voice and Emotional voice synthesizer

    KOMURO Yuko, YOTSUKURA Tatsuo, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1999   308 - 308  1998

    CiNii J-GLOBAL

  • Multi-user-communication system on cyberspace

    YOTSUKURA Tatsuo, FUJII Eishi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference     375 - 375  1998

    CiNii

  • Development of Hair Style Designing System Using Tuft Model

    Kishi Keisuke, Saegusa Futoshi, Morisima Shigeo

    ITE Technical Report   22 ( 0 ) 67 - 74  1998

     View Summary

    A trial generate the object in the natural world by computer graphics is actively done. Normally, to generate hair style is very diffficult because human's hairs are so many and so complicated. There are methods which are regarding hair as one object. But they can't generate movement. Then we draw up hair by space curve, not by texture mapping. In this paper, we propose a hair style designing system by modeling tuft partially gathering of hair, show a method of modeling tuft and a rendering method and illustrate images by using this system.

    DOI CiNii

  • Generation of a Life-Like Agent in CyberSpace using Media Conversion

    Yotsukura Tatsuo, Fujii Eishi, Kobayashi Tomonori, Morishima Shigeo

    ITE Technical Report   22 ( 0 ) 75 - 82  1998

     View Summary

    Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, we realize an avatar whichhas a real face in cyberspace and construct a multi-user communication system by voice transmission through network. Voice from microphone is analyzed and transmitted, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time.

    DOI CiNii

  • HTMLブラウザを用いた感情音声刺激のSD法評価実験(研究発表B,IV.第16回大会発表要旨)

    佐藤 順, 森島 繁生, 山田 寛

    基礎心理学研究   16 ( 2 ) 118 - 118  1998

    DOI CiNii

  • Facial tracking and reconstruction based facial muscle model

    ISHIKAWA Takahiro, YAZAKI Kazuhiko, SERA Hajime, MORISHIMA Shigeo

    Technical report of IEICE. HIP   97 ( 388 ) 39 - 46  1997.11

     View Summary

    Muscle based face image synthesis is one of the most realistic approach to realize life-like agent in computer. Facial muscle model is composed of facial tissue elements and muscles. In this model, forces are calculated effecting facial tisssue element by contraction of each muscle strength, so the combination of each muscle parameter decide a specific facial expression. Now each muscle parameter is decided on trial and error procedure comparing the sample photograph and generated image using our Muscle-Editor to generate a specific face image. In this paper, we propose the strategy of automatic estimation of facial muscle parameters from movements of facial expression using neural network. This corresponds to the non-realtime 3D facial motion tracking from 2D image under the physics based condition.

    CiNii

  • Technical Problems in Facial Expression Recognition and Synthesis

    MORISHIMA Shigeo

    Technical report of IEICE. HIP   97 ( 388 ) 83 - 92  1997.11

     View Summary

    Facial Expression Recognition and Synthesis play a important role in next generation human interface to realize face-to-face communication with machine. In this paper, mainly the state of the art in facial image synthesis is introduced and the technical proble and future work is discussed. Expeically, modeling of face expression, modeling of emotion, hair styling and dynamics and lip sync method are presented.

    CiNii

  • Facial tracking and reconstruction based facial muscle model

    ISHIKAWA Takahiro, YAZAKI Kazuhiko, SERA Hajime, MORISHIMA Shigeo

    Technical report of IEICE. PRMU   97 ( 386 ) 47 - 54  1997.11

     View Summary

    Muscle based face image synthesis is one of the most realistic approach to realize life-like agent in computer. Facial muscle model is composed of facial tissue elements and muscles. In this model, forces are calculated effecting facial tisssue element by contraction of each muscle strength, so the combination of each muscle parameter decide a specific facial expression. Now each muscle parameter is decided on trial and error procedure comparing the sample photograph and generated image using our Muscle-Editor to generate a specific face image. In this paper, we propose the strategy of automatic estimation of facial muscle parameters from movements of facial expression using neural network. This corresponds to the non-realtime 3D facial motion tracking from 2D image under the physics based condition.

    CiNii J-GLOBAL

  • Technical Problems in Facial Expression Recognition and Synthesis

    MORISHIMA Shigeo

    Technical report of IEICE. PRMU   97 ( 386 ) 91 - 100  1997.11

     View Summary

    Facial Expression Recognition and Synthesis play a important role in next generation human interface to realize face-to-face communication with machine. In this paper, mainly the state of the art in facial image synthesis is introduced and the technical proble and future work is discussed. Expeically, modeling of face expression, modeling of emotion, hair styling and dynamics and lip sync method are presented.

    CiNii J-GLOBAL

  • Representation of Motion for Human Hair based on Dynamics Model

    SAEGUSA Futoshi, MORISHIMA Shigeo

    IPSJ SIG Notes   87 ( 98 ) 25 - 30  1997.10

     View Summary

    A trial to generate the object in the natural world by computer graphics is now actively done. Normally, huge computer power and storage capacity are necessary to make real and natural movement of the human's hair. In this paper, a technique to synthesize humanness' hair with short processing time and little storage capacity is discussed. A new Collision Buffer for high speed collision detection with the human's body is discussed. Moreover, new rendering method using Image Buffer of a few times as large as resolution of CRT to synthesize more natural hair image is also proposed.

    CiNii J-GLOBAL

  • Processing of Facial Information by Computer

    HASEGAWA Osamu, MORISHIMA Shigeo, KANEKO Masahide

    The Transactions of the Institute of Electronics,Information and Communication Engineers.   80 ( 8 ) 2047 - 2065  1997.08

     View Summary

    「顔」は人間にとって非常に身近な存在であると共に, 顔の持ち主である一人一人の人間における個人的な情報, コミュニケーションに係わる情報を始めとした, 言語的手段では表現しにくいようなさまざまな情報を担っている. 近年, 工学分野では主としてコミュニケーションメディアやヒューマンインタフェースへの応用の観点から,「顔」の工学的取扱いに対する研究が活発に行われている. 具体的には, ユーザである人間を対象とした視覚機能をコンピュータにもたせるための顔の認識技術と, コンピュータあるいはコミュニケーションメディアに表現力豊かな顔をもたせるための顔の合成技術である. これらの研究成果は, 従来個別に検討が行われていた顔関連の心理学, 人類学, 美容, 歯科等さまざまな分野においても活用されつつある. 本論文では, このような観点からコンピュータによる顔情報処理に焦点を当て, まず要素技術としての顔画像合成と表情認識について最近の技術動向を概観する. 次に,「顔」の諸特性について考察した後に, 人と人との対面コミュニケーションの支援, 人と機械との間の顔情報を介したコミュニケーションという二つの立場から「顔」の工学的応用について述べる. また,「顔」情報処理の研究のためのツールやデータベース等についても紹介する.

    CiNii

  • Processing of Facial Information by Computer

    HASEGAWA Osamu, MORISHIMA Shigeo, KANEKO Masahide

    The Transactions of the Institute of Electronics,Information and Communication Engineers. A   80 ( 8 ) 1231 - 1249  1997.08

     View Summary

    「顔」は人間にとって非常に身近な存在であると共に, 顔の持ち主である一人一人の人間における個人的な情報, コミュニケーションに係わる情報を始めとした, 言語的手段では表現しにくいようなさまざまな情報を担っている. 近年, 工学分野では主としてコミュニケーションメディアやヒューマンインタフェースへの応用の観点から,「顔」の工学的取扱いに対する研究が活発に行われている. 具体的には, ユーザである人間を対象とした視覚機能をコンピュータにもたせるための顔の認識技術と, コンピュータあるいはコミュニケーションメディアに表現力豊かな顔をもたせるための顔の合成技術である. これらの研究成果は, 従来個別に検討が行われていた顔関連の心理学, 人類学, 美容, 歯科等さまざまな分野においても活用されつつある. 本論文では, このような観点からコンピュータによる顔情報処理に焦点を当て, まず要素技術としての顔画像合成と表情認識について最近の技術動向を概観する. 次に,「顔」の諸特性について考察した後に, 人と人との対面コミュニケーションの支援, 人と機械との間の顔情報を介したコミュニケーションという二つの立場から「顔」の工学的応用について述べる. また,「顔」情報処理の研究のためのツールやデータベース等についても紹介する.

    CiNii J-GLOBAL

  • Construction and Evaluation of 3-D Emotion Space Based on Facial Image Analysis

    SAKAGUCHI Tatsumi, YAMADA Hiroshi, MORISHIMA Shigeo

    The Transactions of the Institute of Electronics,Information and Communication Engineers. A   80 ( 8 ) 1279 - 1284  1997.08

     View Summary

    人間の感情状態をコンピュータ内で擬似的に表現するために, 感情モデルを構築する研究を進めている. この感情モデルを顔表情の記述に利用することで, 顔表情画像の圧縮伝送等に応用が可能となる. 既に5層ニューラルネットワークを表情記述パラメータにより恒等号像学習を行うことで, その中間層に内部構造としての2次元感情空間(感情モデル)を構築する手法を提案しているが, 心理学的に不十分な解釈しか行われていなかった. 本論文では感情モデルを3次元に拡張し, 作成された感情空間の心理学的な妥当性の検証, および表情認識システムの構築も行った. 多数の被験者による主観評価実験により空間内の位置と心理学的評価の対応関係を明らかにし, この感情モデルによる表情の認識手法では, より人間に近い反応が得られることを示す.

    CiNii

  • Advanced Agent with Facial Images

    KANEKO Masahide, MORISHIMA Shigeo

    The Journal of the Institute of Image Information and Television Engineers   51 ( 8 ) 1169 - 1174  1997.08

    DOI CiNii

  • Real-Time Estimation of Human Body Postures from Monocular Thermal Images

    IWASAWA Shoichiro, EBIHARA Kazuyuki, OHYA Jun, NAKATSU Ryohei, MORISHIMA Shigeo

    The Journal of The Institute of Image Information and Television Engineers   51 ( 8 ) 1270 - 1277  1997.08

     View Summary

    This paper proposes a new real-time method for estimating human body postures from thermal images acquired by an infrared camera, regardless of the background and lighting conditions. Distance transformation is performed for the human body area extracted from the thresholded thermal image, in order to calculate the center of gravity. After the orientation of the upper half of the body is obtained by calculating the moment of inertia, significant points such as the top of the head and the ends of the hands and feet are heuristically located. In addition, the elbow and knee positions are estimated from the detected (significant) points, using a genetic-algorithm-based learning procedure. The experimental results demonstrate the robustness of the proposed algorithm and real-time performance (faster than 20 frames per second).

    DOI CiNii J-GLOBAL

  • Representation of Feel and Motion of Human Hair

    SAEGUSA Futoshi, MORISHIMA Shigeo

    Proceedings of the Society Conference of IEICE   1997   256 - 256  1997.08

     View Summary

    人物の画像の中でも特にCGによる合成が難しい頭髪を表現する手法について述べる。これまでに, 頭髪を「空間曲線」によって近似し, 空間曲線を極めて細い円筒形チューブである仮定し,曲線上の任意の点における法線ベクトルを計算することで空間曲線のレンダリングを可能にする手法や, 「剛体セグメントモデル」を用いて頭髪の運動を制御する手法を提案してきた。本稿では, ディスプレイの数倍の解像度を持つイメージバッファを用いたアンチエイリアシング手法について述べ, 従来では考慮されていなかったセグメント相互の影響を考慮した運動モデルを提案する。

    CiNii J-GLOBAL

  • Real-Time Facial Expression Recognition Using Spatial Frequency in Face Image

    KONDO Atsushi, MORISHIMA Shigeo

    Proceedings of the Society Conference of IEICE   1997   186 - 186  1997.08

     View Summary

    人間とコンピュータとの自然なコミュニケーションを実現するため、顔画像の解析により顔表情の認識を行う。顔表情認識には空間周波数の有効性が指摘されている。それにより得られた特徴をもとに顔表情を基本6表情(怒り、嫌悪、恐れ、喜び、悲しみ、驚き)に分類する。 本研究では、実時間顔表情認識システムを提案する。各表情の特徴を取得するため、表情変化の際に大きな形状変化をする目、口領域を抽出する。各領域を空間周波数領域に変換し、その帯域分割を行い、各帯域における周波数特徴を取得する。その特徴をもとに、顔表情認識を行う。

    CiNii J-GLOBAL

  • The Subjective Evaluation of Emotional Speech

    Sato Jun, Morishima Shigeo

    Proceedings of the Society Conference of IEICE   1997   194 - 194  1997.08

     View Summary

    我々は音声に含まれる感情情報の分析, およびニューラルネットワークを用いた感情情報のモデル化の試みを行っている。しかし, 現在のところ決定的な感情情報のモデル化の方法は見いだせていない。そこで, 人間が音声に込められた感情を理解するメカニズムを解明する手がかりを得るために, 感情が込められた音声の主観評価実験を行った。 本研究では, まず音声資料をテレビドラマから収集し, これらの音声資料に感情が込められているか, またどのような感情であるかを調べるために聴取実験を行った。次にSD法による主観評価実験で用いる形容詞をサンプリングし, これらが感情を込めた音声を評価するのに妥当であるか調べるために評価実験を行った。最後に, SD法による主観評価実験を行った。なお, 全ての刺激の提示と回答はHTMLブラウザを用い, 被験者がコンピュータを直接操作して行った。 本稿では, 上述の評価実験の実験方法と, 結果に対して因子分析を行い, 得られた知見について報告する。

    CiNii J-GLOBAL

  • Real-Time Facial Expression Recognition Based on the 2-Dimensional DCT

    SAKAGUCHI Tatsumi, MORISHIMA Shigeo

    The Transactions of the Institute of Electronics,Information and Communication Engineers.   80 ( 6 ) 1547 - 1554  1997.06

     View Summary

    人物顔表情の認識は, 心理学や工学などさまざまな分野での応用を期待され, 多くの研究がなされている. しかしそのほとんどは, 認識の精度と計算量とのトレードオフにより実時間での処理は困難であった. 本論文では比較的低速なワークステーションやPC上での動作を前提とした実時間表情認識システムを提案する. 顔の領域抽出はフレーム間差分画像によりまばたきを検出することで行い, 動画像中の領域追跡では1次元の相関マッチングを利用する. この手法は単純なアルゴリズムで実現されるため高速であり, 表情の特徴を空間周波数成分から得る本手法と組み合わせる場合において十分な性能をもっている. 表情認識は離散コサイン変換 (DCT) とニューラルネットワークにより行う. 特定個人の4表情認識では, 動画像中の領域追跡も含め, 90%以上の精度が得られることを確認できた.

    CiNii

  • Dimentional Analysis of Emotional Speech in terms of Sementic Differential Technique

    SATO JUN, MORISHIMA SHIGEO

    Technical report of IEICE. HCS   97 ( 99 ) 21 - 28  1997.06

     View Summary

    This report proposes a dimentional analysis of emotional speech in terms of sementic differential technique. First of all, we sampled 400 utterances from TV series dramas. Then these utterances are classified to eight categories (anger, disgust, feat, happiness, sadness, surprise, neutral and others) by the ten subjects as Experiment 1, and we obtained 103 utterances as emotional speech. In Experiment 2, pairs of epithet which is used in Experiment 3 were selected by the same subjects in the Experiment 1. As Experiment 3, 72 subjects evaluated emotional speeches by the SD(Semantic Differntial) method. Then we obtained two factors which is "Activity" and "Pleasantness" by the result of the factor analysis.

    CiNii

  • Facial muscle parameter decision from marker movement by neural network

    ISHIKAWA Takahiro, SERA Hajime, MORISHIMA Shigeo

    Technical report of IEICE. HCS   96 ( 604 ) 29 - 36  1997.03

     View Summary

    Facial muscle model is one of human-image synthesis by Computer Graphics. Facial muscle model have facial tissue element and muscle model. Facial muscle model calculate forces effecting facial tisssue element model by muscle model accuating. Muscle parameter decide a specific facial image. We decide manually a muscle parameter correspinding with a specific facial image. But this paper show way of auto decision of facial muscle parameter from 2-D marker movement by neural network. this means 3-D facial motion capturing from 2-D image under facial muscle model.

    CiNii

  • Study of Real-Time Human Posture Estimation from Thermal Images

    IWASAWA SHOICHIRO, EBIHARA KAZUYUKI, OHYA JUN, MORISHIMA SHIGEO

    Technical report of IEICE. HCS   96 ( 604 ) 37 - 44  1997.03

     View Summary

    This report proposes a new real-time method that estimates the posture of a human from a thermal image acquired by an infrared camera regardless of background and lighting conditions. Distance transformation is performed for the human body area extracted from the thresholded thermal image so that the center of gravity of body is calculated. After the orientation of the upper half of the body is obtained from calculating the moment of inertia, significant points such as the top of the head, the tips of the hands and foot are heuristically located. In addition, the elbow and knee positions are estimated from the siginificant points using a genetic algorithm based learning procedure. This method does not require to be put any type of device on a body and it can be applied for arbitrary person.

    CiNii J-GLOBAL

  • Representation of Hair Motion by Measurement

    KONDO Atsushi, SAEGUSA Futoshi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1997 ( 2 ) 390 - 390  1997.03

     View Summary

    現在、コンピュータグラフィックスによる人物画像の合成が、さまざまな分野で行なわれており、よりリアルな人物の合成画像が求められている。人物頭部領域においては、これまでに頭髪を「空間曲線」によって近似し、「剛体セグメントモデル」を用いて運動を制御する方法を提案してきた。しかし従来の方法は頭髪の運動を統括的に制御せず、部分的なセグメントの運動を考えているため時間の経過と共に運動に破綻をきたすといった問題があった。そこで運動を統括的に制御するため糸状物体の運動の実計測を行ない、それを運動アニメーションに反映させることによって、よりリアルな頭髪の運動を表現する。

    CiNii J-GLOBAL

  • A Control of Mouth Shape Using 3-D Facial Model

    FUJII Eishi, MIYASHITA Naoya, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1997 ( Sogo Pt 1 ) 317 - 317  1997.03

     View Summary

    コンピュータと人間とのコミュニケーションを円滑に行うには、人と人が直接対話しているような環境を実現することが理想である。このためには、画像と音声の同期がとれることはもちろんのこと、発話時の口の動きを自然に表現することが求められる。現在、実時間メディア変換システム[1]に用いられている口形動作には違和感があるため、その口形動作のクオリティの向上が必要である。本稿では、日本語と英語の基本口形を実測に基づいて作成し、これらの時間方向の補間により自然なアニメーションを実現した。

    CiNii J-GLOBAL

  • Construction of Real-Time Interaction System

    MIYASHITA Naoya, SATO Masayo, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1997   318 - 318  1997.03

     View Summary

    人間同様の顔を持つエージェント (擬人化エージェント)がヒューマンインタフェース分野のホットなトピックとなっている. これは, あたかも人と人とが直接, 接しているような高度な現実感を持った環境を実現することが要求される. その第一の条件としてエージェントが作り物であることをユーザに意識させない, 自然な顔表情合成と実時間での音声との同期表示が挙げられる. このような環境の実現に向けて, マイクから入力された, あるいは記録された自然音声の分析に基づいて会話時の口唇の動き, および表情をリアルタイムに合成するリアルタイムメディア変換システムを提案する. 本稿では, ユーザとエージェントとのインタラクション[1]を実現するプロトタイプシステムについて報告する.

    CiNii

  • Mouth shapes control by a muscle Model for speaking English

    SEKIYA Masaki, SERA Hajime, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1997 ( Sogo Pt 1 ) 344 - 344  1997.03

     View Summary

    筋肉モデル[1]を用いて口形を作成する研究を進めている。今まで日本語の口形が作成されてきた[2]。しかし、従来のままでは英語特有の口形([f],[v],[θ],[δ] )の表現が出来ない。また日本語よりも英語の方が、より多くの口形があるために、より幅広い筋肉の制御レンジが必要となる。そこで、モデルの筋肉の形状、顎の制御の改良を行い、モデルに舌を加えた。また現実感のある画像の作成のために、口内のモデルを付加した。

    CiNii J-GLOBAL

  • Presumption of facial muscle parameters from 2-D marker movement in frotal image

    ISHIKAWA Takahiro, SERA Hajime, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1997 ( Sogo Pt 1 ) 347 - 347  1997.03

     View Summary

    顔面筋肉モデル[1]は、モデル化された皮膚組織及び表情筋を持ち筋肉が皮膚組織に与える影響力を計算し、皮膚組織を変形させることによって、表情表出が可能である。表情を決定するパラメータは、筋肉の力(筋肉パラメータ)である。筋肉のパラメータから顔表情への変換は、力の重ね合わせによって行われるが、特定の表情に対応する筋肉パラメータの決定は、試行錯誤的に行う必要があった。が、本稿では1台のカメラで撮影した顔面上のマーカの2次元移動量から筋肉パラメータを自動推定する試みを行った. これは同時に筋肉モデルという制約下のもとで正面画像のみから得られる2次元のマーカ情報から3次元の表情のモーションキャプチャをすることに相当している.

    CiNii J-GLOBAL

  • Real-Time Facial Expression Synthesis Using Spatial Frequency Feature in Face Image

    SAKAI Noriko, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1997 ( Sogo Pt 1 ) 353 - 353  1997.03

     View Summary

    人間とコンピュータとのインタラクティブな対話を実現するための環境の構築を目指している。すでに筆者らの提案した表情分析・合成システムでは、合成画像の顔器官上の特徴点の移動量を表情パラメータに変換し、顔表情を合成している[1]。しかし、静止画像をターゲットとしていた点や表情表出過程における度合いの弱い表情の分析が難しいといった問題点があった。そこで、本論文では、無表情から表情表出までの顔動画像を合成する方法を提案する。分析対象となる実動画像の領域抽出および領域追跡を画像の2値化と加算投影により行い、顔表情分析は高速フーリエ変換(FFT)とニューラルネットを用いて特徴点の移動量を推定し、表情合成を行う。

    CiNii J-GLOBAL

  • 表情筋の3次元物理モデルに基づく人物表情の分析 合成

    森島繁生

    3D映像   11 ( 2 ) 7 - 18  1997

    CiNii

  • Virtual Face-to-Face Communication Driven by Voice Through Network

    MORISHIMA Shigeo

    Proceedings of Workshop on Perceptual User Interfaces (PUI'97), Oct.    1997

    CiNii

  • 3D estimation of facial muscle parameter from the 2D marker movement using neural network

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)   1352   671 - 678  1997.01

     View Summary

    © 1997, Springer Verlag. All rights reserved. Muscle based face image synthesis is one of the most realistic approach to realize life-like agent in computer. Facial muscle model is composed of facial tissue elements and muscles. In this model, forces are calculated effecting facial tisssue element by contraction of each muscle strength, so the combination of each muscle parameter decide a specific facial expression. Now each muscle parameter is decided on trial and error procedure comparing the sample photograph and generated image using our Muscle-Editor to generate a specific face image. In this paper, we propose the strategy of automatic estimation of facial muscle parameters from 2D marker movements using neural network. This corresponds to the non-reattime 3D facial motion tracking from 2D image under the physics based condition.

  • A Real-time Media Conversion from Voice to Image for Human-Computer Interaction.

    宮下直也, 坂口竜己, 森島繁生

    情報処理学会シンポジウム論文集   97 ( 1 ) 53 - 54  1997

    J-GLOBAL

  • Construction of Real-Time Interaction System.

    宮下直也, 佐藤昌代, 森島繁生

    電子情報通信学会大会講演論文集   1997 ( Sogo Pt 1 ) 318  1997

    J-GLOBAL

  • Representation of Hair Motion by Measurement.

    近藤淳, 三枝太, 森島繁生

    電子情報通信学会大会講演論文集   1997 ( Sogo Pt 7 ) 390  1997

    J-GLOBAL

  • Real-Time Estimation of Human Body Posture from Thermal Images.

    岩沢昭一郎, 海老原一之, 大谷淳, 森島繁生

    電子情報通信学会大会講演論文集   1997 ( Sogo Pt 7 ) 365 - 365  1997

    CiNii J-GLOBAL

  • Mouth shapes control by a muscle model for speaking English.

    関矢正樹, 世良元, 森島繁生

    電子情報通信学会大会講演論文集   1997 ( Sogo Pt 1 ) 344  1997

    J-GLOBAL

  • A Control of Mouth Shape Using 3-D Facial Model.

    藤井英史, 宮下直也, 森島繁生

    電子情報通信学会大会講演論文集   1997 ( Sogo Pt 1 ) 317  1997

    J-GLOBAL

  • Presumption of facial muscle parameters from 2-D marker movement in frotal image.

    石川貴博, 世良元, 森島繁生

    電子情報通信学会大会講演論文集   1997 ( Sogo Pt 1 ) 347  1997

    J-GLOBAL

  • Real-Time Facial Expression Synthesis Using Spatial Frequency Feature in Face Image.

    酒井典子, 森島繁生

    電子情報通信学会大会講演論文集   1997 ( Sogo Pt 1 ) 353  1997

    J-GLOBAL

  • Development of Hair Style Modeling Tool.

    酒井文騰, 三枝太, 森島繁生

    電子情報通信学会大会講演論文集   1997 ( Sogo Pt 7 ) 398  1997

    J-GLOBAL

  • Study of Real-Time Human Posture Estimation from Thermal Images.

    岩沢昭一郎, 海老原一之, 大谷淳, 森島繁生

    電子情報通信学会技術研究報告   96 ( 604(HCS96 44-49) ) 37 - 44  1997

    J-GLOBAL

  • Facial muscle parameter decision from marker movement by neural network.

    石川貴博, 世良元, 森島繁生

    電子情報通信学会技術研究報告   96 ( 604(HCS96 44-49) ) 29 - 36  1997

    J-GLOBAL

  • Real-Time Facial Expression Recognition Based on the 2-Dimensional DCT.

    坂口竜己, 森島繁生

    電子情報通信学会論文誌 D-2   J80-D-2 ( 6 ) 1547 - 1554  1997

    J-GLOBAL

  • Dimentional Analysis of Emotional Speech in terms of Sementic Differential Technique.

    佐藤順, 森島繁生

    電子情報通信学会技術研究報告   97 ( 99(HCS97 1-6) ) 21 - 28  1997

    J-GLOBAL

  • Facial muscle parameter decision from 2-D marker movement.

    石川貴博, 世良元, 森島繁生

    映像情報メディア学会年次大会講演予稿集   1997   373 - 374  1997

    J-GLOBAL

  • Construction of Speaking Animation with 3-D Facial Model.

    藤井英史, 宮下直也, 森島繁生

    映像情報メディア学会年次大会講演予稿集   1997   68 - 69  1997

    J-GLOBAL

  • Processing of Facial Information by Computer.

    長谷川修, 森島繁生, 金子正秀

    電子情報通信学会論文誌 A   J80-A ( 8 ) 1231 - 1249  1997

    J-GLOBAL

  • Processing of Facial Information by Computer.

    長谷川修, 森島繁生, 金子正秀

    電子情報通信学会論文誌 D-2   J80-D-2 ( 8 ) 2047 - 2065  1997

    J-GLOBAL

  • Real-Time Estimation of Human Body Postures from Monocular Thermal Images.

    岩沢昭一郎, 海老原一之, 大谷淳, 中津良平, 森島繁生

    映像情報メディア学会誌   51 ( 8 ) 1270 - 1277  1997

     View Summary

    This paper proposes a new real-time method for estimating human body postures from thermal images acquired by an infrared camera, regardless of the background and lighting conditions. Distance transformation is performed for the human body area extracted from the thresholded thermal image, in order to calculate the center of gravity. After the orientation of the upper half of the body is obtained by calculating the moment of inertia, significant points such as the top of the head and the ends of the hands and feet are heuristically located. In addition, the elbow and knee positions are estimated from the detected (significant) points, using a genetic-algorithm-based learning procedure. The experimental results demonstrate the robustness of the proposed algorithm and real-time performance (faster than 20 frames per second).

    DOI J-GLOBAL

  • Image Engineering of Human Face and Body. Applications. Advanced Agent with Facial Images.

    金子正秀, 森島繁生

    映像情報メディア学会誌   51 ( 8 ) 1169 - 1174  1997

    DOI CiNii J-GLOBAL

  • Construction and Evaluation of 3-D Emotion Space Based on Facial Image Analysis.

    坂口竜己, 山田寛, 森島繁生

    電子情報通信学会論文誌 A   J80-A ( 8 ) 1279 - 1284  1997

    J-GLOBAL

  • The Subjective Evaluation of Emotional Speech.

    佐藤順, 森島繁生

    電子情報通信学会大会講演論文集   1997   194  1997

    J-GLOBAL

  • Representation of Feel and Motion of Human Hair.

    三枝太, 森島繁生

    電子情報通信学会大会講演論文集   1997   256  1997

    J-GLOBAL

  • Real-Time Facial Expression Recognition Using Spatial Frequency in Face Image.

    近藤淳, 森島繁生

    電子情報通信学会大会講演論文集   1997   186  1997

    J-GLOBAL

  • Representation of Motion for Human Hair based on Dynamics Model.

    三枝太, 森島繁生

    情報処理学会研究報告   97 ( 98(CG-87) ) 25 - 30  1997

    J-GLOBAL

  • Facial tracking and reconstruction based facial muscle model.

    石川貴博, 矢崎和彦, 世良元, 森島繁生

    電子情報通信学会技術研究報告   97 ( 386(PRMU97 129-151) ) 47 - 54  1997

    J-GLOBAL

  • Technical Problems in Facial Expression Recognition and Synthesis.

    森島繁生

    電子情報通信学会技術研究報告   97 ( 386(PRMU97 129-151) ) 91 - 100  1997

    J-GLOBAL

  • Development of Hair Style Modeling Tool

    SAKAI Fumitaka, SAEGUSA Futoshi, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference     398 - 398  1997

     View Summary

    自然物体の形状、質感、及び運動表現は複雑であり、この中で特に頭髪などの細く、柔らかい糸状物体はCGによる表現は困難とされ確立された表現方法はない。すでに、頭部モデルへのインタラクティブな頭髪の生成方法について報告しているが、固定された頭髪生成領域や、2枚の編集画面による間接的な頭髪の生成方法など、まだ忠実にイメージどうりのヘアスタイルを表現するのは容易ではなかった。本稿ではこの問題点を考慮し、マウスを用いて、より複雑なヘアスタイルを簡単にデザインできるモデリングツールを開発した。

    CiNii

  • Construction of Speaking Animation with 3-D Facial Model

    Fujii Eishi, Miyashita Naoya, Morishima Shigeo

    PROCEEDINGS OF THE ITE ANNUAL CONVENTION   1997 ( 0 ) 68 - 69  1997

     View Summary

    コンピュータ上で表情や口形状の動きを表現する方法として、3次元モデルを用いている。口形状に関しては、各制御点に各口形のパラメータ値を定め、口形状の動きを表現している。表情に関しては、Action Unit(AU)と呼ばれる44種類の顔各部の動きの単位を組み合わせることにより、表情の表出を行っている。そこで、本稿では口形状の動きを自然に表現するために、2台のカメラを用いて顔面上のマーカの移動量を求め、各口形パラメータ値を決定した。このパラメータを用いて各口形を合成し、それを滑らかに表現するアニメーション作成システムの構築を行った。

    DOI CiNii J-GLOBAL

  • Facial muscle parameter decision from 2-D marker movement

    ISHIKAWA Takahiro, SERA Hajime, MORISHIMA Shigeo

    PROCEEDINGS OF THE ITE ANNUAL CONVENTION   1997 ( 0 ) 373 - 374  1997

     View Summary

    コンピュータ上で顔表情を合成するモデルの1つとして顔面筋肉モデルがある。顔面筋肉モデルは、モデル化された皮膚組織及び表情筋を持ち筋肉が皮膚組織に与える影響力を計算し、皮膚組織を変形させることによって、表情表出が可能である。表情を決定するパラメータは、筋肉が収縮する力(筋肉パラメータ)である。筋肉パラメータから顔表情への変換は、力の重ね合わせによって行われるが、特定の表情に対応する筋肉パラメータの決定は、試行錯誤的に行う必要があった。しかし、本稿では1台のカメラで正面から撮影した顔面上のマーカの2次元移動量から筋肉パラメータの自動推定を行った。これは同時に筋肉モデルという制約下のもとで正面画像のみから得られる2次元のマーカ情報から3次元の表情をモーションキャプチャすることに相当している。

    DOI CiNii J-GLOBAL

  • Real-time estimation of human body posture from monocular thermal images

    S Iwasawa, K Ebihara, J Ohya, S Morishima

    1997 IEEE COMPUTER SOCIETY CONFERENCE ON COMPUTER VISION AND PATTERN RECOGNITION, PROCEEDINGS   1997 ( 2 ) 15 - 20  1997

     View Summary

    This paper introduces a new;real-time method to estimate the posture of a human from thermal images acquired by an infrared camera regardless of the background and lighting conditions. Distance transformation is performed for the human body area extracted from the thresholded thermal image for the calculation of the center of gravity. After the orientation of the upper half of the body is obtained by calculating the moment of inertia, significant points such as the top of the head, the tips of the hands and foot are heuristically located. In addition, the elbow and knee positions are estimated from the detected (significant) points using a genetic algorithm based learning procedure.
    The experimental results demonstrate the robustness of the proposed algorithm and rear-time (faster than 20 frames per second) performance.

    CiNii

  • 8)モデルフィッティングのための正面顔画像からの特徴点自動抽出([マルチメディア情報処理研究会 ネットワーク映像メディア研究会]合同)

    岩澤 昭一郎, 森島 繁生

    テレビジョン学会誌   50 ( 11 ) 1817 - 1817  1996.11

    CiNii

  • 9)空間周波数を利用した実時間顔表情認識([マルチメディア情報処理研究会 ネットワーク映像メディア研究会]合同

    坂口 竜己, 森島 繁生

    テレビジョン学会誌   50 ( 11 ) 1817 - 1817  1996.11

    CiNii

  • 8)モデルフィッティングのための正面顔画像からの特徴点自動抽出([マルチメディア情報処理研究会 ネットワーク映像メディア研究会]合同)

    岩澤 昭一郎, 森島 繁生

    テレビジョン学会誌   50 ( 9 ) 1419 - 1419  1996.09

    CiNii

  • 9)空間周波数を利用した実時間顔表情認識([マルチメディア情報処理研究会 ネットワーク映像メディア研究会]合同)

    坂口 竜己, 森島 繁生

    テレビジョン学会誌   50 ( 9 ) 1419 - 1419  1996.09

    CiNii

  • Representation of Hair Motion by Analyzing Flow Field

    SAEGUSA Futoshi, MORISHIMA Shigeo

    Proceedings of the Society Conference of IEICE   1996 ( Society D ) 285 - 285  1996.09

     View Summary

    擬人化エージェントの実現に向けて人物像のリアルな画像合成の検討を行っている.特に人物頭部領域においては,これまでに,頭髪を「空間曲線」によって近似し,「剛体セグメントモデル」を用いて運動を制御する手法を提案してきた.これは頭髪を空間曲腺によって近似することにより,頭髪の複雑な形状を少ないデータで表現することを可能にし,剛体セグメントモデルにより,簡単な数値計算で空間曲線の運動を可能にした.本稿では,頭髪の運動を表現するのに流体力学の理論を基盤に少ない演算量で近似的に流体場を求める手法を提案し,その手法による運動アニメーションの評価を行う.

    CiNii J-GLOBAL

  • Real Time Facial Expression Recognition From Sequential Image

    SAKAGUCHI Tatsumi, MORISHIMA Shigeo

    Proceedings of the Society Conference of IEICE   1996 ( Society A ) 340 - 341  1996.09

     View Summary

    人物顔表情の認識は、心理学や工学など様々な分野での応用を期待され、多くの研究が成されてきている。しかしそのほとんどは、認識の精度と計算量とのトレードオフにより、実時間での処理は困難であった。最近ではトランスピュータや高速なワークステーションを使った実時間認識の例も見られるようになってはいるが、ハードウェア規模の巨大化が問題である。本稿では、比較的低速なワークステーションやPC上での動作を前提とした実時間表情認識システムを提案する。顔の領域抽出および領域追跡は、単純な差分画像により行い、表情認識は離散コサイン変換とニューラルネットワークにより行う。特定個人の4表情認識では90%以上の精度が得られることが確認されている。

    CiNii J-GLOBAL

  • Facial Expression Recognition based on Fequency Analysis

    Kojima Kouji, Sakaguti Tatsumi, Morishima Shigeo

    Proceedings of the IEICE General Conference   1996 ( Sogo Pt 1 ) 379 - 379  1996.03

     View Summary

    顔表情の認識はソフトウェアエージェント等によって実現される仮想人物とユーザである人間とコンピュータの自然なコミュニケーションを実現するために重要な技術である。これまでの顔表情認識の研究においては静止画像を用いたものが多かったが、対象を動画像とすることにより表情変化の過程を考慮することが可能となり、より正確な認識ができると思われる。本稿では顔画像を空間周波数成分で表現し、表情変化の過程におけるこの周波数成分の変化を求める。実際に表情認識を行う段階では、表情表出過程で主に変化する顔部位(口と目)を抽出し、その周波数成分の時間的変化を学習パターンと比較することで結果的にどの表情であるかを識別する。表情を画像で判断する場合個人差が大きく生じるので、まず最初にその人の基本6表情(怒り、嫌悪、恐れ、喜び、悲しみ、驚き)を学習パターンとして用意し、新たに入力された画像がそのどれに近いかを識別する方法を採用した。

    CiNii J-GLOBAL

  • Estimating Facial Parameters for Analysis and Systhesis

    Kawakami Fumio, Morishima Shigeo, Yamada Hiroshi, Harashima Hiroshi

    Proceedings of the IEICE General Conference   1996 ( Sogo Pt 1 ) 380 - 380  1996.03

     View Summary

    人とコンピュータがFace-to-Faccでコミュニケーションできるような環境の構築を目指している。これまで、5層ニューラルネットの恒等写像能力を用いて、17次元の表情パラメータ空間をその中間層に3次元に圧縮して感情空間と仮定し、表情からこの空間への写像とその逆写像(感情空間→表情)を実現し表情の分析・合成を行うシステムの構築を行った。一方で、この逆写像能力の心理学的妥当性を獲得すべく感情空間から合成される表情を刺激に主観評価実験もすでに行っている。しかしながら、ニューラルネットによって生成された感情空間は、主に心理学の分野で用いられているFACS(Facial Action Coding Systcm)に基づき生成されたものである。したがって、表情→感情空間のマッピングの入力はAUパラメータであるために入力された顔画像からまずAUを推定する必要がある。本論文では主に、ニューラルネットを用いたAU推定の手法について述べる。

    CiNii J-GLOBAL

  • Proposal of New Facial Parameters "Orthogonal FACS" and its applicaton to Expression Analysis and Synthesis

    Matsukawa Kazumasa, Kawakami Fumio, Morishima Shigeo, Yamada Hiroshi

    Proceedings of the IEICE General Conference   1996 ( Sogo Pt 1 ) 381 - 381  1996.03

     View Summary

    表情からの感性情報を扱うことのできるコンピュータと人とのコミュニケーションを実現する環境の構築を目指している。これまで、顔表晴を記述するのにFACS(Facil Action Coding System)を拡張し用いていたが、これらの運動単位(Action Unit)には相関があり顔特徴点の移動量からパラメータを一意に求めることは容易ではない。そこで、本論文ではFACSに基づいた新たな互いに直交化された表情記述パラメータを提案する。このパラメータから、表情の再合成も可能であり、更に顔に表出される感情状態も定量的に記述可能である。

    CiNii J-GLOBAL

  • Mouth shape representation with physics baced face model

    Sera Hajime, Iwasawa Shoichiro, Morishima Shigeo

    Proceedings of the IEICE General Conference   1996 ( Sogo Pt 1 ) 401 - 401  1996.03

     View Summary

    筋肉モデルを用いて人の顔表情を作成する研究を進めている。しかし、人の会話時の口形を作成するには現在の物理モデルは筋肉の本数、形状が適していない。そこで新たに筋肉の種類、形状の改良を行い会話時の口形の作成を可能とした。また現実感のある画像の作成のために、歯、目、まぶたなど顔の他の部分のモデル化が行われている。

    CiNii J-GLOBAL

  • An Improvement of Mouth shape in a Face Model

    Kawahara Mitsutaka, Iwasawa Shoichiro, Morishima Shigeo

    Proceedings of the IEICE General Conference   1996   402 - 402  1996.03

     View Summary

    筆者らはコンピュータシステムと利用者の間でより円滑なコミュニケーションを実現するために、伝達される情報の半分以上が顔表情に基づくともいわれる人間同士のコミュニケーションに習いインタフェースシステムに顔やその表情を利用することを考えている。顔を用いた対話型インタフェースシステムにとって、あたかも実在の人物と対面しているという現実感を与えることが一つの理想であろう。このような高度な対話の現実感を得るためには、現実に忠実な発話時の口唇形状を再現できることが求められる。現在ある実時間メディア変換システムにおける顔モデルの口唇形状動作は正確とは言えず、システムと対話時に違和感を生じる。この違和感を取り除く為には新たな口唇動作を定義することが求められる。本稿では3次元計測に基づく新たな口唇形状動作のルール定義について述べる。

    CiNii

  • A Real-time Media Conversion from Speech to Image for Realizing Commonication Between Vitual Angent and User

    Miyashita Naoya, Iwasawa Shoichiru, Sakaguchi Tatsumi, Morishima Shigeo

    Proceedings of the IEICE General Conference   1996   403 - 403  1996.03

     View Summary

    人物の表情や会話シーンなどのリアルな顔画像を合成する研究が、近年盛んに行なわれている。テレビ会議や臨場感通信、知的インタフェースの表示部への応用を考慮して、顔画像の合成をリアルタイムに実行する研究を進めている。より人に優しいインタフェースを構築するためには、よりリアルな画像をリアルタイムに合成することが必要である。本稿では、この実時間メディア変換の技術を用いて、仮想人物(VirtualAgent-VA、現時点ではAgentを操るのは人間)とユーザとの対話をコンピュータのディスプレイ上で行うシステムについて述べる。

    CiNii

  • A Study on Expression of Hair with Shadow

    Ando Makoto, Morishima Shigeo

    Proceedings of the IEICE General Conference   1996   406 - 406  1996.03

     View Summary

    筆者らは、人物画像の中の頭髪に着目し、頭髪全体をモデル化することで、従来のようなテクスチャでは困難であった頭髪表面のハイライトの変化や外力による頭髪の運動などを表現した。しかしながら頭髪のレングリングはZバッファを用いた局所照明アルゴリズムであるため、このままでは陰影を表現することができない。手軽に陰影を表現する手法としてはレイ・トレーシングなどの大域照明アルゴリズムがあるが、頭髪のように物体の数が極めて多い場合には、計算コストが膨大になり実用的ではない。そこで本稿では、より少ない計算時間で陰影を含む頭髪のレングリングを行うために、陰影バッファを用いたアルゴリズムを提案する。

    CiNii

  • Measuring Altitude from Remote Sensing Images using 3 Cameras

    ANDO Hiroyuki, ANDO Makoto, MORISHIMA Shigeo

    Proceedings of the IEICE General Conference   1996 ( 1 ) 209 - 209  1996.03

     View Summary

    リモートセンシングデータの利用法の1つとして地形図作成があげられる。現状ではマッチングをすべて自動で行うことはできず、人間の手作業によるマッチングを行うことにより標高測定をしている。そこで、ここでは3方向のセンサデータとそれらの時間軸正規化法としてDPマッチングを用いることによりリモートセンシングデータから標高測定を行う手法を提案した。ここで3方向カメラを用いたのはオクルージョン対策であり、前方視一直下視と、後方視一直下視とのスイッチングにより、正しい高度を求められるように改良した。

    CiNii J-GLOBAL

  • Mouth shape control with physics based facial muscle model

    SERA Hajime, IWASAWA Shoichiro, MORISHIMA Shigeo, TERZOPOULOS Demetri

    Technical report of IEICE. Multimedia and virtual environment   95 ( 553 ) 9 - 16  1996.03

     View Summary

    Human-image synthesis by Computer Graphics is essencial to a virtual agent in human interface and entertainment visual system. In this paper, a muscle model is proposed to create a super realistic human face. There are very researches to synthesize human expression, however, a research about mouth shape control in conversation is limited to our group. Especially, we try to choose and modify muscles which are good for mouth shape generation to realize a natural conversation scene. Basic mouth shape is defined by measuring the real image captured by camera. We also try to make animation using standard phoneme duration to realize lip-sync.

    CiNii J-GLOBAL

  • A Real-time Media Conversion from Speech to Image for Realizing Communication between Virtual Agent and User

    MIYASHITA Naoya, SATO Jun, SAKAGUCHI Tatsumi, MORISHIMA Shigeo

    Technical report of IEICE. Multimedia and virtual environment   95 ( 553 ) 17 - 24  1996.03

     View Summary

    A facial image synthesis to generate a facial expression and conversation scenes is proceeding as the basic research to realize intelligent human interface or communication system. The communication with a virtual personized agent requires a real-time image synthesis and natural motion synthesis as well as synchronization between face image and voice to acheive a virtual face-to-face communication. This paper presents a real-time media conversion system to realize a high quality mouth shape control based on a captured voice signal at video rate. Moreover using this real-time media conversion technique, the system realizing communication between a virtual personized agent and a user in display is mentioned. Finally, to realize the interactive communication between the virtual personized agent and the user, analysis and synthesis of emotion speech is also mentioned.

    CiNii

  • Construction of Expression Analysis and Synthesis System based on 3-D Emotion Model

    KAWAKAMI Fumio, YAMADA Hiroshi, HARASHIMA Hiroshi, MORISHIMA Shigeo

    Technical report of IEICE. HCS   95 ( 552 ) 7 - 14  1996.03

     View Summary

    3-D Emotion Space we have already proposed brings us a criterion to describe the emotion condition appearing on the human's face with very compact manner. It can realize the standard for analysis, synthesis, human-machine communication system. This emotion model includes both mapping and inverse mapping between the real face and emotion parameter. This paper first focuses on the synthesis side of the network to evaluate the inverse mapping from 3-D Emotion Space to the expression. the Input vector of the network corresponds to the facial parameter. This means that to realize the mapping from the input image to the Emotion Space, the estimation of facial parameter from the Input Image has to be realized. This estimation method is also mentioned. Moreover, the transformation from 3-D Emotion Space to the emotion category is realized.

    CiNii J-GLOBAL

  • The Natural Motion of Human Hair based on Dynamics Model

    ANDO Makoto, SAEGUSA Futoshi, MATSUZAKA Hideharu, MORISHIMA Shigeo

    Technical report of IEICE. HCS   95 ( 552 ) 15 - 22  1996.03

     View Summary

    A trial to generate the object in the natural world by computer graphics is now actively done. Normally, huge computing power and storage capacity are necessary to make real and natural movement of the human's hair. In this paper, a technique to synthesize human's hair with short processing time and little storage capacity is discussed. A new Collision Buffer for high speed collision detection with the human's body is discussed. Moreover, new rendering method using Shadow Buffer to synthesize more natural hair image with shadow is also proposed.

    CiNii J-GLOBAL

  • 物理法則に基づいた筋肉モデルによる口唇形状の制御

    森島繁生

    第12回NICOGRAPH論文コンテスト論文集, 1996     219 - 229  1996

    CiNii

  • Modeling of facial expression and emotion for human communication system

    Shigeo Morishima

    Displays   17 ( 1 ) 15 - 25  1996

     View Summary

    The goal of this research is to realize a face-to-face communication environment with machine by giving a facial expression to computer system. In this paper, modeling methods of facial expression including 3D face model, expression model and emotion model are presented. Facial expression is parameterized with Facial Action Coding System (FACS) which is translated to the grid's motion of face model which is constructed from the 3D range sensor data. An emotion condition is described compactly by the point in a 3D space generated by a 5-layered neural network and its evaluation result shows the high performance of this model.

    DOI

  • Physics-based muscle model for mouth shape control

    H Sera, S Morishima, D Terzopoulos

    RO-MAN '96 - 5TH IEEE INTERNATIONAL WORKSHOP ON ROBOT AND HUMAN COMMUNICATION, PROCEEDINGS     207 - 212  1996

     View Summary

    Human image synthesis by computer graphics is essential to a virtual agent in human interface and entertainment visual system. In this paper, a muscle model is proposed to create a super realistic human face. There are several researches to synthesize human expression, however, a research about mouth shape control in conversation is limited to our group. Especially, we try to choose and modify muscles which are good for mouth shape generation to realize a natural conversation scene. Basic mouth shape is defined by measuring the real image captured by camera. We also try to make animation using standard phoneme duration to realize lip-sync.

  • Emotion modeling in speech production using emotion space

    J Sato, S Morishima

    RO-MAN '96 - 5TH IEEE INTERNATIONAL WORKSHOP ON ROBOT AND HUMAN COMMUNICATION, PROCEEDINGS     472 - 477  1996

     View Summary

    This paper describes the modeling scheme of emotions appearing in a speech production by using neural network and the synthesizing technique of emotional condition from neutral speech.
    To model emotion conditions in speech production, Emotion Space is introduced It has already been proposed in facial expression modeling [1, 2]. Emotion Space can represent emotion condition appearing in speech production in a two dimensional space and realize both mapping and inverse mapping between the emotion condition and the speech production.
    We developed Emotional Speech Synthesizer to synthesize emotional speech. The Emotional Speech Synthesizer has an ability to synthesize an emotional speech by modifying a neutral speech in its timing, pitch and intensity.
    This paper also describes the subjective evaluation result of synthesized speech from the Emotion Space.

  • A face to face communication using real-time media conversion system

    N Miyashita, T Sakaguchi, S Morishima

    RO-MAN '96 - 5TH IEEE INTERNATIONAL WORKSHOP ON ROBOT AND HUMAN COMMUNICATION, PROCEEDINGS     543 - 544  1996

     View Summary

    A prototype of a user friendly human interface which facilitates natural human-machine communication has been developed. The interface uses real-time media conversion system which has a virtual agent with a human face. This system can be used to synthesize very natural facial motion images at video rate and utilized for communication between a user and the virtual agent.

  • Estimating Facial Parameters for Analysis and Synthesis.

    川上文雄, 森島繁生, 山田寛, 原島博

    電子情報通信学会大会講演論文集   1996 ( Sogo Pt 1 ) 380  1996

    J-GLOBAL

  • Development of Hair Style Designing System Using GUI.

    三枝太, 安藤真, 森島繁生

    電子情報通信学会大会講演論文集   1996 ( Sogo Pt 1 ) 395  1996

    J-GLOBAL

  • An Improvement of Mouth Shape Motion in a Face Model.

    川原光貴, 岩沢昭一郎, 森島繁生

    電子情報通信学会大会講演論文集   1996 ( Sogo Pt 1 ) 402  1996

    J-GLOBAL

  • Measuring Altitude from Remote Sensing Images using 3 Cameras.

    安藤裕幸, 安藤真, 森島繁生

    電子情報通信学会大会講演論文集   1996 ( Sogo Pt 2 ) 209  1996

    J-GLOBAL

  • A Real-time Media Conversion from Speech to Image for Realizing Communication between Virtual Agent and User.

    宮下直也, 岩沢昭一郎, 坂口竜己, 森島繁生

    電子情報通信学会大会講演論文集   1996 ( Sogo Pt 1 ) 403  1996

    J-GLOBAL

  • Facial Expression Recognition based on Frequency Analysis.

    小島孝治, 坂口竜己, 森島繁生

    電子情報通信学会大会講演論文集   1996 ( Sogo Pt 1 ) 379  1996

    J-GLOBAL

  • A Study of the rule for Facial Expression Synthesis Based on 3 dimensional Measurement.

    高橋成晴, 坂口竜己, 森島繁生

    電子情報通信学会大会講演論文集   1996 ( Sogo Pt 1 ) 382  1996

    J-GLOBAL

  • Construction of Emotion Space Based on Emotional Voice.

    佐藤順, 川上文雄, 森島繁生

    電子情報通信学会大会講演論文集   1996 ( Sogo Pt 1 ) 400  1996

    J-GLOBAL

  • A Study on Expression of Hair with Shadow.

    安藤真, 森島繁生

    電子情報通信学会大会講演論文集   1996 ( Sogo Pt 1 ) 406  1996

    J-GLOBAL

  • Mouth shape representation with physics based face model.

    世良元, 岩沢昭一郎, 森島繁生

    電子情報通信学会大会講演論文集   1996 ( Sogo Pt 1 ) 401  1996

    J-GLOBAL

  • Proposal of New Facial Parameters ”Orthogonal FACS” and its application to Expression Analysis and Synthesis.

    松川和正, 川上文雄, 森島繁生, 山田寛

    電子情報通信学会大会講演論文集   1996 ( Sogo Pt 1 ) 381  1996

    J-GLOBAL

  • A Real-time Media Conversion from Speech to Image for Realizing Communication between Virtual Agent and User.

    宮下直也, 佐藤順, 坂口竜己, 森島繁生

    電子情報通信学会技術研究報告   95 ( 553(MVE95 60-68) ) 17 - 24  1996

    J-GLOBAL

  • Construction of Expression Analysis and Synthesis System based on 3-D Emotion Model.

    川上文雄, 山田寛, 原島博, 森島繁生

    電子情報通信学会技術研究報告   95 ( 552(HCS95 26-29) ) 7 - 14  1996

    J-GLOBAL

  • The Natural Motion of Human Hair based on Dynamics Model.

    安藤真, 三枝太, 松坂秀治, 森島繁生

    電子情報通信学会技術研究報告   95 ( 552(HCS95 26-29) ) 15 - 22  1996

    J-GLOBAL

  • Mouth shape control with physics based facial muscle model.

    世良元, 岩沢昭一郎, 森島繁生, TERZOPOULOS D

    電子情報通信学会技術研究報告   95 ( 553(MVE95 60-68) ) 9 - 16  1996

    J-GLOBAL

  • Facial Feature Points Extraction from Frontal View for Model Fitting.

    岩沢昭一郎, 森島繁生

    テレビジョン学会技術報告   20 ( 41(MIP96 53-63/NIM96 75-85) ) 43 - 48  1996

    J-GLOBAL

  • Real-time Facial Expression Recognition Using Spatial Frequency.

    坂口竜己, 森島繁生

    テレビジョン学会技術報告   20 ( 41(MIP96 53-63/NIM96 75-85) ) 49 - 54  1996

    J-GLOBAL

  • Representation of Hair Motion by Analyzing Flow Field.

    三枝太, 森島繁生

    電子情報通信学会大会講演論文集   1996 ( Society D ) 285  1996

    J-GLOBAL

  • Real-Time Facial Expression Recognition from Sequential Image.

    坂口竜己, 森島繁生

    電子情報通信学会大会講演論文集   1996 ( Society A ) 340 - 341  1996

    J-GLOBAL

  • A Study of the rule for Facial Expression Synthesis Based on 3dimensional Measurement

    Takahashi Shigeharu, Sakaguti Tatsumi, Morishima Shigeo

    Proceedings of the IEICE General Conference   1996 ( Sogo Pt 1 ) 382 - 382  1996

     View Summary

    筆者らはモデルに基づいた顔表情画像合成のために顔に49点の測定用マーカを張りつけた被験者を、直交した正面と側面から同期した2台のカメラとVTRで撮影し、表情表出時のマーカの移動を追跡することによって3次元的な移動量を求めた。従来、筆者らが用いているFACS表情合成規則は、平面的であり経験的に移動量を求めたものであった。これに対し実画像から測定することによって3次元的変形を捉えることが出来るため、より自然な顔画像の合成が可能となった。

    CiNii J-GLOBAL

  • Development of Hair Style Designing System Using GUI

    Saegusa Futoshi, Ando Makoto, Morishima Shigeo

    Proceedings of the IEICE General Conference     395 - 395  1996

     View Summary

    ヒューマン・インタフェース、知的画像符号化などの分野での表情合成技術においては、人物頭部画像のリアルな合成が必要不可欠なものとなっている。筆者らは、頭髪を「空間曲線」によって近似し、近似的なアンチエイリアシングや予測を用いた効率的なレンダリングを取り入れることで、より高速で質の高い画像の生成に成功した。頭髪の生成には、予め与えられた人物頭部の3次元モデル表面に自動的に生成する方法を提案した。しかし、この手法では髪型をインタラクティブにデザインできないという問題点が残されていた。そこで髪型をインタラクティブに編集するインタフェースの実現により、より自然な頭髪画像の生成に成功したので報告する。

    CiNii

  • Construction of Emotion Space Based on Emotional Voice

    Sato Jun, Kawakami Fumio, Morishima Shigeo

    Proceedings of the IEICE General Conference   0 ( 399 ) 400 - 400  1996

     View Summary

    人と機械との対話を可能にするインタフェースを実現するために音声に含まれる感情情報に関する研究を行っている。音声に含まれる感情情報は主に韻律情報であることがすでに報告されている。そこで、感情毎のモデルを簡略化するために音節毎に韻律情報を求め、これらを音声に含まれる感情のパラメータとした。これまで顔表情の分野においてニューラルネットを用いた感情空間が提案されている。これは、表情記述パラメータをその中間層に圧縮しこれを感情空間と呼ぶことで表情の分析・合成を行おうというものである。本稿ではこのモデルを音声の分野に適応し音声による感情空間を提案する。また、感情空間からパラメータを再現しこれを平静音声に付加することにより感情合成音声を生成する。

    CiNii J-GLOBAL

  • Facial Feature Points Extraction from Frontal View for Model Fitting

    IWASAWA Shoichiro, MORISHIMA Shigeo

    ITE Technical Report   20 ( 41 ) 43 - 48  1996

     View Summary

    The geometry modeling in computer graphics has been very difficult and have needed a lot of work as usual. The facial geometry has particular compleity and personality. In this paper, a generic model is used for the facial modeling method and is deformed and fitted along facial feature points to make the personal model. This paper also describes the algorithm to extract facial feature points from frontal view image. This algorithm is composed of the region segmentation techniques using color information to select eye/eyebrow/lip regions, and the heuristical extraction of facial feature points within local regions. And the experiment results using actual face image shows the error to the manual modeling is slight.

    DOI CiNii

  • Real-time Facial Expression Recognition Using Spatial Frequency

    SAKAGUCHI Tatsumi, MORISHIMA Shigeo

    ITE Technical Report   20 ( 41 ) 49 - 54  1996

     View Summary

    A considerable number of studies have been made on the facial expression recognition techniques in pshycological field, engineering and so on. However, it remains an unsettled problem that trade-off between recognition accuracy and calculation cost. It disturbs realizing real-time processing. In the last few years, real-time recognition systems which use a high-speed graphics workstation or a transputer have been seen. They need such a high-end computer system, so it is difficult to use it as a simple interface between computer and human. In this paper, we propose a real-time facial expression recognition method on the assumption that it runs on generic (low-cost) work-station or PC with video capture function. A face extraction is based on simple temporal differential image. One-dimensional correlation matching method is used for a feature tracking. And performing discrete cosine transform (DCT) to image, calculated coefficients in term of festure vectors are given to the neural network. In the user depended expression classification experiments, we confirm that the accuracy of our method is above 90% for five expression categories.

    DOI CiNii

  • A Real-time Expression Modification System Driven by Voice : "Better Face Communication" at SIGGRAPH'95

    MORISHIMA Shigeo

    Technical report of IEICE. Multimedia and virtual environment   95 ( 345 ) 9 - 16  1995.10

     View Summary

    A synchronization between voice and exppression image given by personified vertual agent and animation character is a very important theme recently. Expecially, there are many reports about a lip sync that synchronizes lip motion and voice. In this paper, a real-time lip sync method for communication system is presented. A spectrum information is calculated form natural voice captured by microphone, and then parameters are converted to a mouth feature parameters based on neural network. A 3D wire frame model is modified by this parameters, a texture of a person is projected onto this model, and the facial expression image is coming out. This algorithm was implemented on a graphics workstation as a real-time system. After capturing a frontal static image and a few voice data of any visitor, he can control his own lip motion and facial expression by himself in this prototype system. This was presented at interactive demonstration in SIGGRAPH'95 and was evaluated.

    CiNii

  • Data Compression of Remote Sensing Image and its Evaluation

    Nomura Harutaka, Morishima Shigeo, Harashima Hirosi

    Proceedings of the IEICE General Conference   1995 ( 1 ) 205 - 205  1995.03

     View Summary

    現在、資源探査や地球観測の手段としてリモートセンシングが注目されている。より高解像度のデータを取得するために情報圧縮が強く望まれており、将来的には十分の一程度に圧縮することが目標となっている。本稿では圧縮手法および今後の評価法について述べる。圧縮率、S/Nは次式によって定義する。rate(%)=P_c/P_o×100 (1) S/N(dB)=10×log_&lt;10&gt;Σ{(255)^2/(i_c-i_o)^2} (2) ここで、P_c:圧縮画像のデータ量、P_o:原画像のデータ量、i_c:復元画像の輝度値、i_o:原画像の輝度値とした。

    CiNii J-GLOBAL

  • Real-time Media Conversion from Speech to Mouth Shape

    Iwasawa Shoichiro, Ueno Masatoshi, Morishima Shigeo, Harashima Hiroshi

    Proceedings of the IEICE General Conference   1995 ( Sogo Pt 1 ) 250 - 250  1995.03

     View Summary

    筆者らはコンピュータシステムと利用者の間でより円滑なコミュニケーションを実現するために、伝達される情報の半分以上が顔表情に基づくともいわれる人間同士のコミュニケーションに習いインタフェースシステムに顔やその表情を利用することを考えている。顔を用いたインターフェースシステムにとって、あたかも実在の人物と対面しているという現実感を与えることが一つの理想である。このような高度な現実感を得るためには、画像と音声とが同期していることはもちろん、動きの自然さや画像生成・表示は実時間に近いことが求められる。本稿では音声から口形状を推定し顔動画像へと変換する実時間メディア変換システムについて述べる。

    CiNii J-GLOBAL

  • Psychological Experiment based on 3-D Emotion Space

    KAWAKAMI Fumio, MORISHIMA Shigeo, YAMADA Hiroshi, HARASHIMA Hiroshi

    Proceedings of the IEICE General Conference   1995 ( Sogo Pt 1 ) 251 - 251  1995.03

     View Summary

    筆者らは5層ニューラルネットの恒等写像能力を用いて、17次元の表情バラメータ空間をその中間層に3次元に圧縮して感情空間と仮定し、同時に表情からこの空間への写像とその逆写像(感情空間→表情)を実現して表情の分析・合成を行うシステムの構築をすでに行った。しかし、この3次元感情空間の評価には心理学的妥当性が必要である。そこで、被験者を対象に感情空間から合成される表情を刺激に心理学実験を行った。

    CiNii J-GLOBAL

  • インターフェース マネージメントのための表情分析

    森島繁生

    知能情報メディア   8   197 - 222  1995

    CiNii

  • An evaluation of 3-D emotion space

    F Kawakami, M Okura, H Yamada, H Harashima, S Morishima

    RO-MAN'95 TOKYO: 4TH IEEE INTERNATIONAL WORKSHOP ON ROBOT AND HUMAN COMMUNICATION, PROCEEDINGS     269 - 274  1995

     View Summary

    The goal of the research is to realize very natural human-machine communication system by giving a facial expression to computer. The 3-D Emotion Space we already proposed, can represent both human and computer emotion condition appearing on the face compactly in a 3-D space[1]. Namely, this 3-D Emotion Space can also realize both mapping and inverse mapping from facial expression to this 3-D space. This paper is mainly about the subjective evaluation using the synthesized facial expression from the 3-D Emotion Space.

  • A modeling of facial expression and emotion for recognition and synthesis

    S MORISHIMA, F KAWAKAMI, H YAMADA, H HARASHIMA

    SYMBIOSIS OF HUMAN AND ARTIFACT: FUTURE COMPUTING AND DESIGN FOR HUMAN-COMPUTER INTERACTION   20   251 - 256  1995

    DOI

  • A Real-Time Media Conversion System from Speech to Image Using High-Definition 3-D Model.

    上野雅俊, 岩沢昭一郎, 森島繁生, 原島博

    電子情報通信学会技術研究報告   94 ( 486(HC94 82-86) ) 17 - 24  1995

    J-GLOBAL

  • Compression of Remote Sensing Data and Effect to Accuracy of Elevation Measurement.

    野村晴尊, 森島繁生, 原島博

    電子情報通信学会技術研究報告   94 ( 517(SANE94 101-109) ) 7 - 12  1995

    J-GLOBAL

  • Data Compression of Remote Sensing Image and its Evaluation.

    野村晴尊, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1995 ( Sogo Pt 2 ) 205  1995

    J-GLOBAL

  • Psychological Experiment based on 3-D Emotion Space.

    川上文雄, 森島繁生, 山田寛, 原島博

    電子情報通信学会大会講演論文集   1995 ( Sogo Pt 1 ) 251  1995

    J-GLOBAL

  • A study on Fast Collision Detection of Hair Animation.

    安藤真, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1995 ( Sogo Pt 1 ) 249  1995

    J-GLOBAL

  • Real-time Media Conversion from Speech to Mouth Shape.

    岩沢昭一郎, 上野雅俊, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1995 ( Sogo Pt 1 ) 250  1995

    J-GLOBAL

  • “Better Face Communication” at SIGGRAPH’95.

    森島繁生

    電子情報通信学会技術研究報告   95 ( 345(MVE95 44-48) ) 9 - 16  1995

    J-GLOBAL

  • Estimating Facial Parameters using Neural Network.

    川上文雄, 山田寛, 原島博, 森島繁生

    テレビジョン学会映像メディア部門冬季大会講演予稿集   1995   53  1995

    J-GLOBAL

  • Analysis and Synthesis of Emotions Based on Orthogonal Facial Parameters.

    松川和正, 川上文雄, 山田寛, 森島繁生

    テレビジョン学会映像メディア部門冬季大会講演予稿集   1995   50  1995

    J-GLOBAL

  • Motion Control of Hair based on Fluid Dynamics.

    安藤真, 松坂秀治, 森島繁生

    テレビジョン学会映像メディア部門冬季大会講演予稿集   1995   49  1995

    J-GLOBAL

  • A study on Fast Collision Detection of Hair Animation

    Ando Makoto, Morishima Shigeo, Harashima Hiroshi

    Proceedings of the IEICE General Conference     249 - 249  1995

     View Summary

    筆者らは、ヒューマンインターフェースなどの分野における人間の表情合成をよりリアルなものとするために、その頭髪に着目し、頭髪全体をモデル化することで、外力による頭髪の変形や頭髪表面の変化など、従来のテクスチャでは難しかった環境の変化を実現した。しかし実際の物理モデルに基づいて自然な頭髪の動きを再現しようとすると、多くの計算負荷に頼らざるを得ない。中でも視覚的に重要な作業である頭髪と人体との衝突判定は、人体を構成する全てのポリゴンと全ての頭髪が同時に関わってくるので、極めて多くの計算時間を要する。これまでに提案された主な衝突判定としては、頭部を包むように疑似外力領域を設け、疑似外力の作用によって頭部内部への頭髪の進入を防ぐ手法、円筒座標系における頭部中心から表面までの距離をあらかじめ衝突判定用バッファとして用意しておく手法がある。前者の手法は、特別な衝突処理が必要ない分計算が高速化されるが、厳密な衝突回避はなされていない。また頭髪が東部に潜り込まないような疑似外力を設定しなければならない。一方後者の手法では、判定に要する時間は僅かであるが、物体のそれぞれについて衝突判定用バッファを用意しなければならず、頭髪の座標変換も個々の物体について行なわなければならない。そこで我々は、直交座標系上に衝突判定バッファを設けることによって、座標変換を必要とせずに単純な比較で衝突判定を行う手法を試みたので、報告する。

    CiNii

  • Motiion Control of Hair based on Fluid Dynamics

    ANDO Makoto, MATSUZAKA Hideharu, MORISHIMA Shigeo

    Proceedings of The ITE Winter Annual Convention   1995 ( 0 ) 49 - 49  1995

    DOI CiNii

  • Analysis and Synthesis of Emotions Based on Orthogonal Facial Parameters

    MATSUKAWA Kazumasa, KAWAKAMI Fumio, YAMADA Hiroshi, MORISHIMA Shigeo

    Proceedings of The ITE Winter Annual Convention   1995 ( 0 ) 50 - 50  1995

    DOI CiNii

  • Estimating Facial Parameters using Neural Network

    KAWAKAMI Fumio, YAMADA Hiroshi, HARASHIMA Hiroshi, MORISHIMA Shigeo

    Proceedings of The ITE Winter Annual Convention   1995 ( 0 ) 53 - 53  1995

    DOI CiNii

  • Construction of 3-D emotion space based on parameterized faces

    Robot and Human Communication - Proceedings of the IEEE International Workshop     216 - 221  1994.12

     View Summary

    If machine can treat KANSEI information like emotion, the relation between human and machine would become more friendly. Our goal is to realize very natural human-machine communication environment by giving a face to computer terminal or communication system. To realize this environment, it&#039;s necessary for the machine to recognize human&#039;s emotion condition appearing in the face, and synthesize the reasonable facial image against it. For this purpose, the machine should have emotion model based on parameterized faces which can map his or her emotion condition one by one to this space and can also map inversely to reply.

  • EXPRESSION ANALYSIS SYNTHESIS SYSTEM BASED ON EMOTION SPACE CONSTRUCTED BY MULTILAYERED NEURAL-NETWORK

    N UEKI, S MORISHIMA, H YAMADA, H HARASHIMA

    SYSTEMS AND COMPUTERS IN JAPAN   25 ( 13 ) 95 - 107  1994.11

     View Summary

    To realize a user-friendly interface where a human and a computer can engage in face-to-face communication, the computer must be able to recognize the emotional state of the human by facial expressions, then synthesize and display a reasonable facial image in response. To describe this analysis and synthesis of facial expressions easily, the computer itself should have some kind of emotion model. By using a five-layered neural network which has generalization and superior nonlinear mapping performance, identity mapping training was performed using parameterized facial expressions.
    With respect to the space built in the middle layer of the five-layered neural network as an emotion model, emotion space was constructed. Based on this emotion space an attempt was made to build a system which can realize mappings from an expression to an emotion and from an emotion to an expression simultaneously. Moreover, to recognize a facial expression from the actual facial image of a human, the method extracting the facial parameter from the facial points movement, is investigated.

  • SA-6-2 A Real-time Media Conversion from Speech to Image Using High-Definition 3-D Model

    UENO Masatoshi, IWASAWA Shoichiro, MORISHIMA Shigeo, HARASHIMA Hiroshi

    電子情報通信学会秋季大会講演論文集   1994   261 - 261  1994.09

    CiNii

  • Expression Analysis/Synthesis System Based on Emotional Space Constructed by Multi-Layered Neural Network

    UEKI Nobuo, MORISHIMA Shigeo, YAMADA Hiroshi, HARASHIMA Hiroshi

    The Transactions of the Institute of Electronics,Information and Communication Engineers.   77 ( 3 ) 573 - 582  1994.03

     View Summary

    人間とコンピュータとがあたかもフェーストゥフェースの環境で対話できるユーザフレンドリーなインタフェースを実現するためには,コンピュータが相手である人間の顔表情の認識を行って感情状態を把握し,それに対するふさわしい自然な表情を合成・表示できる必要がある.この表情分析・合成を容易に記述するためには,コンピュータが何らかの感情モデルを自らもつ必要がある.汎化性能をもち,非線形写像能力に優れた5層ニューラルネットを用いて,パラメータで記述された顔表情を恒等写像学習させ,そのとき生成された中間層出力空間を感情モデルとみなすことで感情空間を構成した.また,この感情空間に基づいて表情から感情,更に感情から表情へのマッピングを同時に実現するシステムの構築を試みた.また,生成された感情空間の主観評価を行い,このモデルの妥当性を確認した.更に,実際に人物の顔画像から表情認識を行うため,顔の特徴点から表情パラメータを求める手法についても検討を行った.

    CiNii J-GLOBAL

  • Engineering and psychology for a spatial structure of feelings.( Sponsor : Ministry of Education and Sports ).

    森島繁生, 斎藤隆弘

    感性情報処理の情報学・心理学的研究 平成5年度 No.04236107     235 - 238  1994

    J-GLOBAL

  • Analysis and Synthesis of Facial Expression Based on Three-dimensional Measurement.

    坂口竜己, 森島繁生, 大谷淳, 岸野文郎

    電子情報通信学会技術研究報告   93 ( 439(HC93 66-78) ) 61 - 68  1994

    J-GLOBAL

  • Extraction of Emotional States in Speech.

    平賀裕, 斉藤善行, 森島繁生, 原島博

    電子情報通信学会技術研究報告   93 ( 439(HC93 66-78) ) 1 - 8  1994

    J-GLOBAL

  • Analysis of Emotional Feature in the Short Sentences.

    平賀裕, 斉藤善行, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1994 ( Shunki Pt 1 ) 1.310  1994

    J-GLOBAL

  • A Contruction of 3-D Emotion Space Using Expression Parameters.

    川上文雄, 森島繁生, 山田寛, 原島博

    電子情報通信学会大会講演論文集   1994 ( Shunki Pt 1 ) 1.332  1994

    J-GLOBAL

  • Expression and Motion Control of Hair for Natural Facial Image Synthesis.

    安藤真, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1994 ( Shunki Pt 1 ) 1.341  1994

    J-GLOBAL

  • Expression Analysis/Synthesis System Based on Emotional Space Constructed by Multi-Layered Neural Network.

    上木伸夫, 森島繁生, 山田寛, 原島博

    電子情報通信学会論文誌 D-2   77 ( 3 ) 573 - 582  1994

    J-GLOBAL

  • Natural Facial Expression Synthesis Method Using High-Difinition 3-D Wire Frame Model.

    岩沢昭一郎, 上野雅俊, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1994 ( Shunki Pt 1 ) 1.344  1994

    J-GLOBAL

  • A Quantification of Action Units Based on Three-dimensional Measurement.

    坂口竜己, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1994 ( Shunki Pt 1 ) 1.335  1994

    J-GLOBAL

  • Data Compression of Remote Sensing Image using Vector Quantization between Multi-bands.

    野村晴尊, 松原亮彦, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1994 ( Shunki Pt 2 ) 2.183  1994

    J-GLOBAL

  • Facial Animation Making System using Frontal Face Image.

    小沢一将, 岸健治, 坂口竜己, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1994 ( Shunki Pt 1 ) 1.338  1994

    J-GLOBAL

  • Technological and Psychological Approach to 3-D Emotion Space Based on Facial Expression.

    川上文雄, 坂口竜己, 森島繁生, 山田寛, 原島博

    電子情報通信学会技術研究報告   93 ( 492(HC93 86-97) ) 53 - 58  1994

    J-GLOBAL

  • Media Integration between Facial Image and Voice.

    森島繁生, 原島博

    マルチメディアと映像処理シンポジウム   1994   67 - 70  1994

    J-GLOBAL

  • A Real-time Media Conversion from Speech to Image Using High-Definition 3-D Model.

    上野雅俊, 岩沢昭一郎, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1994 ( Shuki Pt 1 ) 261  1994

    J-GLOBAL

  • Fast Expression and Natural Motion Control of Human Hair.

    安藤真, 森島繁生, 原島博

    情報処理学会シンポジウム論文集   94 ( 8 ) 19 - 27  1994

    J-GLOBAL

  • Facial Image Recognition. Recognition of Facial Expression. From the view of Engineering.

    森島繁生

    Medical Imaging Technology   12 ( 6 ) 688 - 693  1994

    DOI CiNii J-GLOBAL

  • Extraction of Emotional States in Speech

    Hiraga Hiroshi, Saito Yoshiyuki, Morishima Shigeo, Harashima Hiroshi

    Technical report of IEICE. HC   93 ( 439(HC93 66-78) ) 1 - 8  1994

     View Summary

    To analyze basic emotions in speech,male speakers who can give a play were instructed to voice some words(person names)and some short sentences with some emotions. Those words and sentences are recorded and analyzed.In this paper,anger,happiness,sadness,disgust are selected to distinguish. We compared fundamental frequency and power changes of emotional utterances with those of a neutral utterances.Moreover,emotional utterances recorded from FM radio program was analyzed with same methods.Many common factors and rules were found each other,but there are a few contradiction factors.

    CiNii J-GLOBAL

  • Analysis and Synthesis of Facial Expression Based on Three- dimensional Measurement

    Sakaguchi Tatsumi, Morishima Shigeo, Ohya Jun, Kishino Fumio

    Technical report of IEICE. HC   93 ( 439(HC93 66-78) ) 61 - 68  1994

     View Summary

    We′ve been working on the human-machine interface using facial e xpression animation.But the model based facial expression synthesis method that we proposed are not satisfaction.Because this model deformation rule is constructed based on the two dimensional measurement of human face.In this paper,we propose the three dimensional measurement method for facial surface movement and decide the new deformation rule of facial model.In this method, the three dimensional information is reconstructed from the front and side view image.Furthermore we reconsider the quantify of Action Units in FACS and the interpolation of feature points from the measurement result.

    CiNii J-GLOBAL

  • Technological and Psycholoocal Approach to 3-DEmotion Space Based on Facial Expression

    Kawakami Fumio, Sakaguchi Tatsumi, Morishima Shigeo, Yamada Hiroshi, Harashima Hiroshi

    Technical report of IEICE. HC   93 ( 492(HC93 86-97) ) 53 - 58  1994

     View Summary

    If machine can treat KANSEI information like emotion,the relation between hunman and machine would become more user-friendry.To realize this,it's necessary for the machine to have some kind of emotion model which is quantitative.So,we constructed a 3-D emotion model using 5-layered neural network which has generalization and non-linear mapping performance by changing the number of units in te middle-layer which was 2 before to 3 units.And build a system which realizes recognition and synthesis of facial expression simultaneously.Moreover,comparing this model with the facical expression space proposed inthe psychological field,we got an interesting correlation between these two spaces.

    CiNii J-GLOBAL

  • 1993 Picture Coding Symposium (PCS '93)

    Morishima Shigeo

    The Journal of the Institute of Television Engineers of Japan   47 ( 5 ) 768 - 768  1993.05

    CiNii

  • 自然な表情アニメーションのための感情空間の構成

    森島繁生

    NICOGRAPH論文集, 1993    1993

    CiNii

  • Quantitative Representation and Modeling of Emotion Information for Human-machine Interface with Face Expression.

    森島繁生, 原島博

    ヒューマンインタフェースシンポジウム論文集   9th   357 - 360  1993

    CiNii J-GLOBAL

  • Emotional Space Constructecd by Identity Mapping of Multi-layered Neural Network.

    上木伸夫, 森島繁生, 山田寛, 原島博

    電子情報通信学会技術研究報告   92 ( 443(HC92 58-64) ) 17 - 22  1993

    J-GLOBAL

  • Analysis-Synthesis Coding of Face Image Considering Illumination Effect.

    小野英太, 森島繁生, 原島博

    電子情報通信学会技術研究報告   92 ( 443(HC92 58-64) ) 29 - 34  1993

    J-GLOBAL

  • A New Method of Speech to Facial Motion Image Conversion Using Text Information.

    上田亨, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1993 ( Shunki Pt 1 ) 1.251  1993

    J-GLOBAL

  • Acoustic Feature Extraction from Voice including Basic Emotion.

    岡本勝規, 平賀裕, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1993 ( Shunki Pt 1 ) 1.433-1.434  1993

    J-GLOBAL

  • A Pronunciation Traning CAI System for American English.

    田中宏和, 坂口竜己, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1993 ( Shunki Pt 1 ) 1.253  1993

    J-GLOBAL

  • A Emotional Expression Analysis and Synthesis using Emotional Space.

    上木伸夫, 森島繁生, 山田寛, 原島博

    電子情報通信学会大会講演論文集   1993 ( Shunki Pt 1 ) 1.243  1993

    J-GLOBAL

  • Shade effect Control of Natural Face Image Based on 3D Model.

    佐々木康, 小野英太, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1993 ( Shunki Pt 7 ) 7.403  1993

    J-GLOBAL

  • An Analysis of Facial Expression using High Definition 3-D Model.

    上野雅俊, 小野英太, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1993 ( Shunki Pt 1 ) 1.245  1993

    J-GLOBAL

  • Data Compression of Remote Sensing Image Using Inter-band Correlation.

    野村晴尊, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1993 ( Shunki Pt 2 ) 2.144  1993

    J-GLOBAL

  • Facial Image Synthesis Considering Illumination Effect.

    小野英太, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1993 ( Shunki Pt 1 ) 1.247  1993

    J-GLOBAL

  • Automatic Recognition of Facial Expression.

    坂口竜己, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1993 ( Shuki Pt 1 ) 1.307-1.308  1993

    J-GLOBAL

  • Analysis of Emotional Feature from Natural Voice.

    平賀裕, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1993 ( Shuki Pt 1 ) 1.166  1993

    J-GLOBAL

  • Knowledge in Communication.

    森島繁生

    人工知能学会合同研究会AIシンポジウム資料   ( 9302 ) 25 - 26  1993

    J-GLOBAL

  • A dialogue through communication system.

    森島繁生

    人工知能学会合同研究会AIシンポジウム資料   ( 9302 ) 1 - 8  1993

    J-GLOBAL

  • 表情の分析・合成を同時に実現する多層ニューラルネットによる感情空間の構成(VI.第12回大会発表要旨)

    森島 繁生, 山田 寛, 原島 博

    基礎心理学研究   12 ( 1 ) 67 - 67  1993

    DOI CiNii

  • 5)マルチメディア電子メールシステムの提案(画像通信システム研究会)

    森島 繁生, 原島 博

    テレビジョン学会誌   46 ( 2 ) 223 - 224  1992.02

    CiNii

  • 顔画像によるマルチメディアインクフェースとその開発支援環境の構築

    森島繁生

    第7回画像符号化シンポジウムPCSJ92     231 - 234  1992

    CiNii

  • A Media Conversion from English Text to Face Image for Pronunciation CAI System.

    須藤学, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1992 ( Shunki Pt 1 ) 1.276  1992

    J-GLOBAL

  • A Study of Application and Evaluation of Pointing Device with Data Glove.

    今井聡, 清岡昌吉, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1992 ( Shunki Pt 1 ) 1.290  1992

    J-GLOBAL

  • A Robust Mouth Shape Extraction from Facial Image by Automatic Threshold Level Control.

    五味秀雄, 小野英太, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1992 ( Shunki Pt 7 ) 7.177  1992

    J-GLOBAL

  • A Face Animation Scenario Making Tool for Human Machine Interface.

    坂口竜己, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1992 ( Shunki Pt 1 ) 1.279  1992

    J-GLOBAL

  • Real-time Face Motion Image Synthesis System for Multi-media Interface Based on the Stored Face Parts Image.

    平賀裕, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1992 ( Shunki Pt 1 ) 1.269  1992

    J-GLOBAL

  • A Media Conversion from Storage Voice to Face Image Based on Phoneme Segmentation.

    佐藤城二, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1992 ( Shunki Pt 1 ) 1.275  1992

    J-GLOBAL

  • A Scenario Making Tool for Face Expression Animation and Real-time Motion Image Playback System.

    坂口竜己, 平賀裕, 森島繁生, 原島博

    電子情報通信学会技術研究報告   91 ( 508(HC91 54-60) ) 23 - 30  1992

    J-GLOBAL

  • A Hierarchical Control of High Definition 3-D Wire Frame Model for Face Expression.

    小野英太, 上野雅俊, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1992 ( Shuki Pt 1 ) 1.156  1992

    J-GLOBAL

  • A Pronunciation CAI System by Lip Animation Synthesis.

    森島繁生, 坂口竜己, 原島博

    電子情報通信学会大会講演論文集   1992 ( Shuki Pt 1 ) 1.203  1992

    J-GLOBAL

  • Neural Network synthesis of Emotional Model for the Recognition and Synthesis of Facial Expression.

    上木伸夫, 森島繁生, 原島博

    電子情報通信学会大会講演論文集   1992 ( Shuki Pt 1 ) 1.162  1992

    J-GLOBAL

  • Control Shade effect of Human Face image by 3D Model.

    佐々木康, 小野英太, 森島繁生, 原島博

    電子情報通信学会技術研究報告   92 ( 386(PRU92 78-88) ) 17 - 23  1992

    J-GLOBAL

  • Control Shade effect of Human Face Image by 3D Model.

    佐々木康, 小野英太, 森島繁生, 原島博

    情報処理学会研究報告   92 ( 101(CG-60) ) 17 - 23  1992

    J-GLOBAL

  • A Construction of High Definition Wire Frame Model of Head and Its Hierarchical Control for Natural Expression Synthesis.

    上野雅俊, 小野英太, 森島繁生, 原島博

    情報処理学会研究報告   92 ( 101(CG-60) ) 9 - 16  1992

    J-GLOBAL

  • A Construction of High Definition Wire Frame Model of Head and Its Hierarchical Control for Natural Expression Synthesis.

    上野雅俊, 小野英太, 森島繁生, 原島博

    電子情報通信学会技術研究報告   92 ( 386(PRU92 78-88) ) 9 - 16  1992

    J-GLOBAL

  • ICASSP '91

    Morishima Shigeo

    The Journal of the Institute of Television Engineers of Japan   45 ( 7 ) 882 - 882  1991.07

    CiNii

  • SPEECH-TO-IMAGE MEDIA CONVERSION BASED ON VQ AND NEURAL NETWORK

    S MORISHIMA, H HARASHIMA

    ICASSP 91, VOLS 1-5   4   2865 - 2868  1991

     View Summary

    Automatic media conversion schemes from speech to a facial image and a construction of a real-time image synthesis system are presented. The purpose of this research is to realize an intelligent human-machine interface or intelligent communication system with synthesized human face images. A human face image is reconstructed on the display of a terminal using a 3-D surface model and texture mapping technique. Facial motion images are synthesized by transformation of the 3-D model. In the motion driving method, based on vector quantization and the neural network, the synthesized head image can appear to speak some given words and phrases naturally, in synchronization with voice signals from a speaker.

  • Motion model for threadlike objects and its simulation by computer graphics.

    小林誠司, 森島繁生, 原島博

    電子情報通信学会技術研究報告   90 ( 434(PRU90 125-135) ) 15 - 20  1991

    J-GLOBAL

  • A speech-to-image media conversion with head motion.

    小野英太, 岡田信一, 森島繁生, 原島博

    電子情報通信学会全国大会講演論文集   1991 ( Spring Pt 1 ) 1.272  1991

    J-GLOBAL

  • A multi-media interface with facial image.

    安達一文, 今井聡, 森島繁生, 原島博

    電子情報通信学会全国大会講演論文集   1991 ( Spring Pt 1 ) 1.413-1.414  1991

    J-GLOBAL

  • Expression and modification of hair-styles for hair design.

    森島繁生, 菅野雅彦, 小林誠司, 原島博

    電子情報通信学会全国大会講演論文集   1991 ( Spring Pt 7 ) 7.374  1991

    J-GLOBAL

  • Animation of the threadlike objects.

    小林誠司, 森島繁生, 原島博

    電子情報通信学会全国大会講演論文集   1991 ( Spring Pt 7 ) 7.373  1991

    J-GLOBAL

  • A topological feature of multi-layer neural network.

    上木伸夫, 片山泰男, 森島繁生

    電子情報通信学会全国大会講演論文集   1991 ( Spring Pt 6 ) 6.21  1991

    J-GLOBAL

  • A facial feature extraction from motion image considering head motion.

    岡田信一, 森島繁生, 原島博

    電子情報通信学会全国大会講演論文集   1991 ( Spring Pt 1 ) 1.266  1991

    J-GLOBAL

  • An improvement of real-time media conversion system.

    森島繁生, 黒部伸也, 下山田浩康, 大山公一, 原島博

    電子情報通信学会全国大会講演論文集   1991 ( Spring Pt 1 ) 1.273  1991

    J-GLOBAL

  • Synchronization of Speech and Facial Expression.

    森島繁生

    情報処理学会シンポジウム論文集   91 ( 4 ) 45 - 60  1991

    J-GLOBAL

  • Image Synthesis, Edit and Display Methods for Facial Multi-media Interface.

    森島繁生, 原島博

    電子情報通信学会大会講演論文集   1991 ( Shuki Pt 1 ) 1.114  1991

    J-GLOBAL

  • Multi-media E-mail System Based on Facial Expression Synthesis and Media Conversion Schemes.

    森島繁生, 原島博

    テレビジョン学会技術報告   15 ( 60(ICS91 60-65) ) 25 - 28  1991

    J-GLOBAL

  • Multi-media E-mail System Based on Facial Expression Synthesis and Media Conversion Schemes

    MORISHIMA Shigeo, HARASHIMA Hiroshi

    ITE Technical Report   15 ( 60 ) 25 - 28  1991

     View Summary

    We have already proposed an automatic facial motion image synthesis schemes driven by speech and text as media conversion schemes. The purpose of this scheme is to realize an intelligent human-machine interface or intelligent communication system with talking head images. Human face is reconstructed with 3D surface model and texture mapping technique. In this paper, we applied these schemes to multi-media human-machine interface. One example is multi-media E-mail system. Scenerio expression tool and real-time image playback system are realized on workstation window.

    DOI CiNii J-GLOBAL

  • A realtime model-based facial image synthesis based on the multi-processor network.

    森島繁生, 小林誠司, 原島博

    電子情報通信学会論文誌 D-2   73 ( 10 ) p1647 - 1654  1990.10

    CiNii J-GLOBAL

  • A facial motion synthesis for intelligent man-machine interface.

    森島繁生, 岡田信一, 原島博

    電子情報通信学会論文誌 D-2   73 ( 3 ) p351 - 359  1990.03

    CiNii J-GLOBAL

  • 分散処理による音声から画像への実時間メディア変換システム

    森島繁生

    1990年画像符号化シンポジウムPCSJ90     7 - 6  1990

    CiNii

  • A REAL-TIME FACIAL ACTION IMAGE SYNTHESIS SYSTEM DRIVEN BY SPEECH AND TEXT

    S MORISHIMA, K AIZAWA, H HARASHIMA

    VISUAL COMMUNICATIONS AND IMAGE PROCESSING 90, PTS 1-3   1360   1151 - 1158  1990

     View Summary

    Automatic facial motion image synthesis schemes and a real-time system design are presented. The purpose of this scheme is to realize an intelligent human-machine interface or intelligent communication system with talking head images. A human face is reconstructed with 3D surface model and texture mapping technique on the display of terminal. Facial motion images are synthesized naturally by transformation of the lattice points on wire frames. Two types of motion drive methods, text to image conversion and speech to image conversion are proposed in this paper. In the former manner, the synthesized head can speak some given texts naturally and in the latter case, some mouth and jaw motions can be synthesized in time to speech signal of behind speaker. These schemes were implemented to a parallel image computer and a real-time image synthesizer could output facial motion images to the display as fast as video rate.

  • SPEECH CODING BASED ON A MULTILAYER NEURAL NETWORK

    S MORISHIMA, H HARASHIMA, Y KATAYAMA

    IEEE INTERNATIONAL CONFERENCE ON COMMUNICATIONS : ICC 90, VOLS 1-4   2   429 - 433  1990

     View Summary

    The authors present a speech-compression scheme based on a three-layer perceptron in which the number of units in the hidden layer is reduced. Input and output layers have the same number of units in order to achieve identity mapping. Speech coding is realized by scalar or vector quantization of hidden-layer outputs. By analyzing the weighting coefficients, it can be shown that speech coding based on a three-layer neural network is speaker-independent. Transform coding is automatically based on back propagation. The relation between compression ratio and SNR (signal-to-noise ratio) is investigated. The bit allocation and optimum number of hidden-layer units necessary to realize a specific bit rate are given. According to the analysis of weighting coefficients, speech coding based on a neural network is transform coding similar to Karhunen-Loeve transformation. The characteristics of a five-layer neural network are examined. It is shown that since the five-layer neural network can realize nonlinear mapping, it is more effective than the three-layer network.

  • An analysis of multi-layer neural network for speech compression.

    森島繁生, 中山博文, 清水誠司, 片山泰男, 原島博

    電子情報通信学会技術研究報告   89 ( 431(SP89 119-123) ) 15 - 22  1990

    CiNii J-GLOBAL

  • An adaptive coding of excitation source in CELP.

    熊野聡, 森島繁生, 原島博

    電子情報通信学会技術研究報告   89 ( 432(SP89 124-130) ) 9 - 16  1990

    J-GLOBAL

  • Characteristic analysis of neural network to realize identity mapping.

    清水誠司, 片山泰男, 森島繁生

    電子情報通信学会全国大会講演論文集   1990 ( Spring Pt.7 ) 7.224  1990

    J-GLOBAL

  • An improved CELP with adaptive bit allocation of excitation source.

    熊野聡, 森島繁生, 原島博

    電子情報通信学会全国大会講演論文集   1990 ( Spring Pt.1 ) 1.431-432  1990

    J-GLOBAL

  • A realtime facial action image synthesis driven by speech for intelligent image coding.

    春山達郎, 小山昌岐, 森島繁生, 原島博

    電子情報通信学会全国大会講演論文集   1990 ( Spring Pt.7 ) 7.298  1990

    J-GLOBAL

  • Facial motion synthesis system for next generation man-machine interface.

    中林靖, 岡田信一, 森島繁生, 原島博

    電子情報通信学会全国大会講演論文集   1990 ( Spring Pt.7 ) 7.207  1990

    J-GLOBAL

  • A study of speech coding based on neural network.

    中山博文, 熊野聡, 片山泰男, 森島繁生

    電子情報通信学会全国大会講演論文集   1990 ( Spring Pt.1 ) 429 - 433  1990

    J-GLOBAL

  • Media conversion from speech to image based on neural networks.

    青山和義, 森島繁生, 原島博

    電子情報通信学会全国大会講演論文集   1990 ( Spring Pt.7 ) 7.171  1990

    J-GLOBAL

  • Feature points detection of lips.

    小林誠司, 中村都, 森島繁生, 原島博

    電子情報通信学会全国大会講演論文集   1990 ( Spring Pt.7 ) 7.26  1990

    J-GLOBAL

  • A facial motion synthesis for intelligent man-machine interface.

    森島繁生, 岡田信一, 原島博

    電子情報通信学会論文誌 D-2   73 ( 3 ) 351 - 359  1990

    J-GLOBAL

  • A realtime model-based facial image synthesis based on the multi-processor network.

    森島繁生, 小林誠司, 原島博

    電子情報通信学会論文誌 D-2   73 ( 10 ) 1647 - 1654  1990

    J-GLOBAL

  • Intelligent facial image coding driven by speech and phoneme

    Shigeo Morishima, Kiyoharu Aizawa, Hiroshi Harashima

    ICASSP, IEEE International Conference on Acoustics, Speech and Signal Processing - Proceedings   3   1795 - 1798  1989.12

     View Summary

    The authors propose and compare two types of model-based facial motion coding schemes, i.e., synthesis by rules and synthesis by parameters. In synthesis by rules, facial motion images are synthesized on the basis of rules extracted by analysis of training image samples that include all of the phonemes and coarticulation. This system can be utilized as an automatic facial animation synthesizer from text input or as a man-machine interface using the facial motion image. In synthesis by parameters, facial motion images are synthesized on the basis of a code word index of speech parameters. Experimental results indicate good performance for both systems, which can create natural facial-motion images with very low transmission rate. Details of 3-D modeling, algorithm synthesis, and performance are discussed.

    DOI

  • Image Compression Based on Neural Networks : Enhancement of Learning and Analysis of Weight Matrix

    風山 雅裕, 片山 泰男, 森島 繁生

    全国大会講演論文集   38 ( 0 ) 490 - 491  1989.03

     View Summary

    バックプロパゲーション型ニューラルネットワークを用いた画像データの圧縮符号化の実験において、学習を高速化する方法を提案する。また符号量を減らす試みとして、中間層の出力のいくつかをカットしてみた。そのときの画像評価を行なった結果についても報告する。さらに入力層-中間層間、出力層-中間層間の重みを示し、これらの関係について考察する。

    CiNii

  • A very natural man-machine interface based on model based image coding scheme.

    森島繁生, 原島博

    ヒューマンインタフェースシンポジウム論文集   5th   449 - 456  1989

    J-GLOBAL

  • Speech compression based on a neural network.

    森島繁生, 小松一樹, 片山泰男, 原島博

    電子情報通信学会技術研究報告   88 ( 453 ) 61-66(SP88-142) - 66  1989

    CiNii J-GLOBAL

  • A facial motion synthesis for intelligent man-machine interface.

    岡田信一, 森島繁生, 原島博

    電子情報通信学会全国大会講演論文集   1989 ( Spring Pt.7 ) 7.153  1989

    J-GLOBAL

  • A consideration of high-speed facial action image synthesis using transputer.

    小林誠司, 市川正浩, 正村和由, 森島繁生

    電子情報通信学会全国大会講演論文集   1989 ( Spring Pt.7 ) 7.156  1989

    J-GLOBAL

  • Speech coding based on neural networks.

    森島繁生, 小松一樹, 片山泰男, 原島博

    電子情報通信学会全国大会講演論文集   1989 ( Spring Pt.1 ) 1.343-1.344  1989

    J-GLOBAL

  • An improvement of model-based facial action coding with speech information.

    青木孝泰, 井口陽子, 森島繁生, 原島博

    電子情報通信学会全国大会講演論文集   1989 ( Spring Pt.7 ) 7.151  1989

    J-GLOBAL

  • Image compression based on neural networks: Enhancement of learning and analysis of weight matrix.

    風山雅裕, 片山泰男, 森島繁生

    情報処理学会全国大会講演論文集   38th ( 1 ) 490 - 491  1989

    J-GLOBAL

  • Intelligent communication and intelligent coding.

    原島博, 森島繁生

    日本音響学会誌   45 ( 7 ) 534 - 540  1989

    DOI CiNii J-GLOBAL

  • Intelligent communication and intelligent coding

    Harashima Hiroshi, Morishima Shigeo

    THE JOURNAL OF THE ACOUSTICAL SOCIETY OF JAPAN   45 ( 7 ) 534 - 540  1989

    DOI CiNii

  • Very low bit rate speech coding based on a phoneme recognition

      25 n 13   71 - 72  1988.12

     View Summary

    Summary form only given, as follows. A new speech compression technique for voice storage or voice mail is presented. Basically the coding scheme of this system is stochastic coding (CELP), but the results of phoneme recognition and segmentation are utilized as the standard for vector quantization (VQ) codebook selection and voiced-unvoiced control. The recognition process is performed using the heuristic knowledge to decide nine phonemes. Codebooks for both PARCOR coefficients and excitations for each phoneme are trained by a 75 spoken word sequence that includes all the VCV patterns. The phoneme code number is quantized at the beginning of each segment to select the optimum codebooks and strategies for that segment. This scheme can be categorized as multiple-stage VQ. Thus the size of each codebook is very small and the length of each segment is very long. Very-low-bit-rate coding with high quality can be realized, and a special procedure can be performed to increase the intelligibility. In the case where the average bit rate is 860 b/s, the experimental results show that the average segmental SNR is 6.30 dB, and a subjective test indicates good intelligibility and phoneme clarity.

  • Low bit rates speech coding based on code-excited linear prediction.

    熊野聡, 森島繁生

    成けい大学工学部工学報告   ( 46 ) p3123 - 3131  1988.09

    CiNii J-GLOBAL

  • 音声情報に基づく表情の自動合成の研究

    森島繁生

    第4回NICOGRAPH論文コンテスト論文集     139 - 146  1988

    CiNii

  • A model-based analysis-synthetic coding of lip image. A media transformation from speech to image.

    金子克美, 森島繁生, 相沢清晴, 原島博

    電子情報通信学会全国大会講演論文集   1988 ( Pt. D-2 ) 93  1988

    J-GLOBAL

  • A model-based lip image coding with synthesis by rules. A media transformation from text to speach.

    向井和彦, 森島繁生, 相沢清晴, 原島博

    電子情報通信学会全国大会講演論文集   1988 ( Pt. D-2 ) 94  1988

    J-GLOBAL

  • Knowledge based man-machine interface using intelligent facial image coding scheme.

    森島繁生, 相沢清晴, 原島博

    電子情報通信学会全国大会講演論文集   1988 ( Autumn Pt. D-1 ) 233 - 234  1988

    J-GLOBAL

  • An isolated word speech recognition system based on both signal and symbol processing.

    森島繁生, 原島博

    電子情報通信学会論文誌 D   70 ( 10 ) p1890 - 1901  1987.10

    CiNii J-GLOBAL

  • A proposal of a knowledge based speech coding and recognition based speech coding.

    森島繁生, 原島博

    電子情報通信学会技術研究報告   87 ( 31 ) 17-24(SP87-10)  1987

    J-GLOBAL

  • An isolated word speech recognition system based on both signal and symbol processing.

    森島繁生, 原島博

    電子情報通信学会論文誌 D   70 ( 10 ) 1890 - 1901  1987

    J-GLOBAL

  • A low bit rate speech coding with code book selection mechanism based on the speech recognition result.

    森島繁生, 原島博

    電子情報通信学会情報・システム部門全国大会講演論文集   1987 ( 1 ) 337 - 338  1987

    J-GLOBAL

  • PROPOSAL OF A KNOWLEDGE BASED ISOLATED WORD RECOGNITION.

    MORISHIMA S.

    ICASSP, IEEE International Conference on Acoustics, Speech and Signal Processing - Proceedings     713 - 716  1986.12

     View Summary

    The authors describe a knowledge-based isolated Japanese word recognition algorithm. The program is written in Prolog/KR and has two basic inference processes: a bottom-up search and a top-down search. In the bottom-up process, segmentation and vowel decision are performed and some target word patterns are generated. The top-down process includes a consonant decision using a score for each candidate word calculated on the basis of fuzzy set theory. In the vowel inference step, a template matching is applied. In the segmentation step, heuristic rules based on the spectrum transition and the wave form are used. In the consonant inference step, each rule has a hierarchical structure and the consonant is defined automatically in the form of a multivalued threshold function from learning data.

    CiNii

  • 統計的手法に基づくプロダクションル-ルの自動抽出法とファジイ木探索

    森島 繁生, 原島 博

    電子通信学会論文誌 D   69 ( 11 ) p1754 - 1764  1986.11

    CiNii

  • Recognition rule of consonants in word voice applying multithreshold logic.

    森島繁生, 原島博

    情報処理学会全国大会講演論文集   32nd ( 2 ) 1477 - 1478  1986

    J-GLOBAL

  • Performance of knowlidge based word recognition process.

    森島繁生, 原島博

    電子通信学会技術研究報告   86 ( 93 ) 33-40(SP86-31)  1986

    J-GLOBAL

  • Automatic rule extraction from statistical data and fuzzy tree search.

    森島繁生, 原島博

    電子通信学会論文誌 D   69 ( 11 ) 1754 - 1764  1986

    J-GLOBAL

  • New knowledge representation format and automatic extraction of rules based on threshold logic.

    森島繁生, 原島博, 宮川洋

    情報処理学会全国大会講演論文集   31st ( 2 ) 1031 - 1032  1985

    J-GLOBAL

  • MEDICAL INFERENCE AND DECISION SUPPORTING SYSTEM (MINDS) APPLIED FOR PSYCHIATRY.

    Japanese Journal of Medical Electronics and Biological Engineering   22   938 - 939  1984.04

     View Summary

    This paper describes MINDS (Medical Inference and Decision Supporting System). In a field like psychiatry, it is difficult to define rules for diagnoses, so the authors tried to define rules automatically in this system. They report correct diagnoses in 94. 3% of didactic cases and in 79. 0% of new cases with these rules. This system is composed of three level structures. The first level includes the patient&#039;s answers to standardized tests (TPI etc. ); the second level is estimated from symptom patterns; the third level is the diagnostic class. From the 1st to the 2nd level of this system, statistical methods were used and from the 2nd to the 3rd, a production rule technique was employed.

  • 医療診断システムにおける診断ルール自動抽出に関する一検討

    森島繁生, 原島博, 宮川洋, 斉藤陽一

    電子通信学会技術研究報告   83 ( 164 ) 1-6(PRL83-33)  1983

    J-GLOBAL

  • 医療診断システムにおける推論アルゴリズムの一検討

    森島繁生, 原島博, 宮川洋, 斉藤陽一

    電子通信学会技術研究報告   82 ( 204 ) 115-121(PRL82-63)  1982

    J-GLOBAL

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Syllabus

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Teaching Experience

  • 画像情報処理工学特論

    早稲田大学  

  • デジタル信号処理

    早稲田大学  

  • 回路理論

    早稲田大学, 成蹊大学  

 

Sub-affiliation

  • Faculty of Science and Engineering   Graduate School of Advanced Science and Engineering

  • Affiliated organization   Global Education Center

Research Institute

  • 2022
    -
    2024

    Waseda Research Institute for Science and Engineering   Concurrent Researcher