{"id":181453,"updated":"2025-01-20T04:25:40.648035+00:00","links":{},"created":"2025-01-19T00:49:12.197901+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00181453","sets":["6504:9168:9179"]},"path":["9179"],"owner":"6748","recid":"181453","title":["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"],"pubdate":{"attribute_name":"公開日","attribute_value":"2017-03-16"},"_buckets":{"deposit":"ac5c9d24-a559-4ec5-ad61-e6c4153ab0c0"},"_deposit":{"id":"181453","pid":{"type":"depid","value":"181453","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"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","author_link":["393105","393106","393104","393103"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"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"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"インタフェース","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2017-03-16","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_22_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"早大"},{"subitem_text_value":"早大"},{"subitem_text_value":"早大"},{"subitem_text_value":"早大"}]},"item_publisher":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"情報処理学会","subitem_publisher_language":"ja"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/181453/files/IPSJ-Z79-4X-01.pdf","label":"IPSJ-Z79-4X-01.pdf"},"date":[{"dateType":"Available","dateValue":"2017-05-22"}],"format":"application/pdf","filename":"IPSJ-Z79-4X-01.pdf","filesize":[{"value":"549.7 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"53e9a2f0-51af-48fa-9c64-52b959e0133b","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2017 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"金田, 綾乃"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"福里, 司"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"福原, 吉博"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"森島, 繁生"}],"nameIdentifiers":[{}]}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_5794","resourcetype":"conference paper"}]},"item_22_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00349328","subitem_source_identifier_type":"NCID"}]},"item_22_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"ボーン制御可能なキャラクタアニメーションの二次動作生成として,3Dモデルに対して階層構造を与える技術や, スキニングを用いた手法が考案されてきた.しかし,これらは筋肉の伸縮方向といった局所的な異方性が考慮されていないため,生成された二次動作の結果がキャラクタ全体で一様なものとなってしまう点が課題として挙げられている.さらに,従来の繊維方向を考慮した弾性体変形手法は,骨のない柔軟物体にしか適用されておらず,二次動作のような局所的な硬さの違いを表現するには不向きであった.そこで本研究では,高速かつ頑強な弾性体変形の手法の一つShape Matching 法を応用し,ボーン制御で局所的な硬さや伸縮方向を考慮した.二次動作生成手法を提案する","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"90","bibliographic_titles":[{"bibliographic_title":"第79回全国大会講演論文集"}],"bibliographicPageStart":"89","bibliographicIssueDates":{"bibliographicIssueDate":"2017-03-16","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2017"}]},"relation_version_is_last":true,"weko_creator_id":"6748"}}