{"created":"2025-01-19T01:20:09.692063+00:00","updated":"2025-01-19T14:39:53.566221+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00220113","sets":["1164:3206:10884:11015"]},"path":["11015"],"owner":"44499","recid":"220113","title":["アニメ作品を効率的に制作するための対話的なシステムの開発"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-09-07"},"_buckets":{"deposit":"bdb0fee6-b0c2-4214-b32d-b53ca8b52240"},"_deposit":{"id":"220113","pid":{"type":"depid","value":"220113","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"アニメ作品を効率的に制作するための対話的なシステムの開発","author_link":["575050"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"アニメ作品を効率的に制作するための対話的なシステムの開発"},{"subitem_title":"Development of Interactive Systems for Efficiently Designing Cartoon Animated Works","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"招待講演","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2022-09-07","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東京大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"The University of Tokyo","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/220113/files/IPSJ-CG22187009.pdf","label":"IPSJ-CG22187009.pdf"},"date":[{"dateType":"Available","dateValue":"2024-09-07"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CG22187009.pdf","filesize":[{"value":"588.3 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"28"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"b4a026df-ccf6-484c-a4b7-00f3aa657d8c","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"福里, 司"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN10100541","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-8949","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"アニメ制作現場では,アニメキャラクタの生き生きとした動きを表現するために,大量の絵を描く方法が用いられている.しかし,この方法は時間と手間がかかるだけでなく,特殊な技術が要求されてしまうため,初心者によるアニメーション制作は非常に難しい.この問題を解決できなければ,将来的にはアニメータの技術自体が失われることが危惧されている.そこで本講演では、コンピュータグラフィックス(CG)とヒューマンコンピュータインタラクション(HCI)の側面から,アニメータのスキルを数値化する方法やシステムの構築方法に関する最新の研究事例を紹介する.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In cartoon production, to make life-like movements of cartoon characters, an approach, where animators  manually draw many images, is often used. However, this approach is time-consuming and tedious, and requires special but empirical skills, making it difficult to design cartoon animations by beginners. If such problem cannot be solved, the animators' skills will be lost in the future. In this talk, I will introduce several recent works about how to formulate animators' skills and how to implement interactive systems from the aspects of computer graphics (CG) and human-computer interaction (HCI) fields.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"1","bibliographic_titles":[{"bibliographic_title":"研究報告コンピュータグラフィックスとビジュアル情報学(CG)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2022-09-07","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"9","bibliographicVolumeNumber":"2022-CG-187"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":220113,"links":{}}