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Publications (10 of 27) Show all publications
Hayashi, M., Bachelder, S., Tsuruta, N., Teraoka, T., Kanematsu, Y., Sasaki, K. & Kondo, K. (2021). Automatic Generation of News Contents from Blog Posts. International Journal of Asia Digital Art and Design Association, 25(1), 1-7
Open this publication in new window or tab >>Automatic Generation of News Contents from Blog Posts
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2021 (English)In: International Journal of Asia Digital Art and Design Association, E-ISSN 1738-8074, Vol. 25, no 1, p. 1-7Article in journal (Refereed) Published
Abstract [en]

To promote UGC (User Generated Content) on the Internet, several techniques have been developed to allow users to createCG animations only by writing scripts quickly. TVML (TV program Making Language) is a technology capable of obtainingTV-program-like CG animation by writing text scripts. This paper aims to propose an application that automatically convertsblog posts into CG animations with news show format with the aid of TVML. The process is: 1) to fetch HTML of the blogposts and perform web scraping and natural language processing to obtain summarized speech texts, 2) to automatically givea show format received from the analysis of professional TV program to get TVML script, 3) to apply the CG character andartworks, etc. that fit the blog content to obtain the final CG animation. In this paper, we describe the process and explainthe application that we developed based on the method, and explain the evaluations of the outcome produced from the blogposts.

Keywords
Internet blog, News contents, Animation
National Category
Computer Systems
Identifiers
urn:nbn:se:uu:diva-441810 (URN)10.20668/adada.25.1_1 (DOI)2-s2.0-85109809840 (Scopus ID)
Available from: 2021-05-04 Created: 2021-05-04 Last updated: 2022-12-06Bibliographically approved
Hayashi, M., Bachelder, S., Sasaki, K., Tsuruta, N., Kanematsu, Y. & Kondo, K. (2021). Development, Deployment and Evaluation of the ContentManagement System Generating CG AnimationsAutomatically from Blog Entries. International Journal of Asia Digital Art and Design Association, 25(3), 59-65
Open this publication in new window or tab >>Development, Deployment and Evaluation of the ContentManagement System Generating CG AnimationsAutomatically from Blog Entries
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2021 (English)In: International Journal of Asia Digital Art and Design Association, ISSN 1738-8074, Vol. 25, no 3, p. 59-65Article in journal (Refereed) Published
Abstract [en]

There is a wide variety of information on the Internet, and it is vital to organize and disseminate the information that people want to know based on this information. Expressing the data in a way that people can easily understand is an important task for the media. We have developed a system that automatically converts WordPress blog entries into CG animations. By incorporating the required functionality into a WordPress theme, users can choose this theme and build a blog where readers can watch CG animations instead of reading blog entries. CG animation is created by TVML (TV Program Making Language) technology that enables to create a TV program-like animation with CG characters with synthesized voices, image data display, sound playback, and superimposing, etc. In addition to contributing to theWordPress community, which is expected to be an auxiliary function of blog services in particular. It may also function as a production tool for creating various types of CG animation, not just blog support. In this research, we have developed a functioning software application working on a PC and an Android hand-held device to visualize the blog entries. the WordPress is specifically used for our purpose as the blog system in this research. We successfully showed this in several exhibitions and also conducted a web survey to evaluate the system. This paper describes the proposed system in detail and the evaluation test.

Keywords
Blog, CG animation, TV production tool
National Category
Computer Systems
Identifiers
urn:nbn:se:uu:diva-460070 (URN)10.20668/adada.25.3_59 (DOI)2-s2.0-85122955727 (Scopus ID)
Available from: 2021-12-02 Created: 2021-12-02 Last updated: 2022-12-06Bibliographically approved
Powell, N., Do, T., Bachelder, S., Tattari, S., Koskiaho, J., Hjerppe, T., . . . Ksiezniak, M. (2021). Rethinking Decision Support Under Conditions of Irreducible Uncertainty: Co-Designing a Serious Game to Navigate Baltic Sea Nutrient Enrichment. Society & Natural Resources, 34(8), 1075-1092
Open this publication in new window or tab >>Rethinking Decision Support Under Conditions of Irreducible Uncertainty: Co-Designing a Serious Game to Navigate Baltic Sea Nutrient Enrichment
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2021 (English)In: Society & Natural Resources, ISSN 0894-1920, E-ISSN 1521-0723, Vol. 34, no 8, p. 1075-1092Article in journal (Refereed) Published
Abstract [en]

Science-informed, reductionist policy has systematically failed to address wicked situations. Such situations are highly interconnected and unpredictable. As a consequence, the implementation of so-called desirable interventions can lead to the export of vulnerabilities within and across different societal domains, sectors, intersections and scales. Systemic practice is an emerging field, and highlights the need to enrich scientific inquiry and policy actions through action learning with an “extended peer community'' as a means to navigate wicked situations. In this paper, we report on the potential of game co-design as a systemic practice to improve the situation of Baltic Sea nutrient enrichment. Findings from water catchments in Finland, Sweden and Poland suggest that the co-design of serious games can both enhance the comprehension of wicked situations, and foster self-organized concerted action without imposing a convergence of perspectives amongst diverse stakeholders.

Keywords
Baltic Sea, co-design of serious games, collaborative decision making, multifunctionality, river basin governance, systemic practice, wicked situations
National Category
Social Sciences Interdisciplinary
Identifiers
urn:nbn:se:uu:diva-448352 (URN)10.1080/08941920.2021.1934930 (DOI)000669140800001 ()
Funder
BONUS - Science for a better future of the Baltic Sea region, Art 185European CommissionSwedish Research Council FormasVinnovaAcademy of Finland
Available from: 2021-07-05 Created: 2021-07-05 Last updated: 2021-09-13Bibliographically approved
Takeuchi, K., Hayashi, M., Bachelder, S. & Hirayama, M. J. (2021). Usability comparison of screen-based and virtual-reality-based virtual museums. In: International Workshop on Advanced Imaging Technology (IWAIT) 2021: . Paper presented at International Workshop on Advanced Image Technology 2021 (IWAIT 2021), Online. , Article ID 117661W.
Open this publication in new window or tab >>Usability comparison of screen-based and virtual-reality-based virtual museums
2021 (English)In: International Workshop on Advanced Imaging Technology (IWAIT) 2021, 2021, article id 117661WConference paper, Published paper (Refereed)
Abstract [en]

This study offers a comparative analysis of user experience and levels of immersion in regards to screen based solutions for virtual museums and virtual reality based (VR) solutions with Head mounted displays (HMD). The aim of this study is to better inform design and research and development of virtual museums using real-time 3DCG for achieving an experience of presence and immersion for viewer that comparable to viewing experiences in an actual museum. We have developed a virtual museum that can be experienced both on a large screen display and also via VR on an HMD. Users can experience the viewing space where paintings, picture scrolls, and 3D-objects are placed in the virtual museum, and the virtual space by freely walking through the virtual environment (VE). The development environment used for the study is the Unity’s game engine, created in-game objects, and introduced output content for outputting as VR in Oculus. Then, Compare the results of the comparison experiment of the virtual museum conducted in Sweden and the comparison experiment of the virtual museum conducted in Japan in the previous research, and evaluate what is close to actual viewing.

Series
Proceedings of SPIE, ISSN 0277-786X, E-ISSN 1996-756X ; 11766
Keywords
Virtual museum, VR, 3DCG
National Category
Computer Systems
Research subject
Computing Science
Identifiers
urn:nbn:se:uu:diva-428385 (URN)10.1117/12.2590984 (DOI)000671837000067 ()
Conference
International Workshop on Advanced Image Technology 2021 (IWAIT 2021), Online
Available from: 2020-12-14 Created: 2020-12-14 Last updated: 2021-09-16Bibliographically approved
Bachelder, S., Powell, N. & Do, T. (2020). Serious Game System - MONITOR ECOTECH. Uppsala: Uppsala universitet
Open this publication in new window or tab >>Serious Game System - MONITOR ECOTECH
2020 (English)Report (Other academic)
Abstract [en]

This report outlines the development efforts towards a digital serious game system called MONITOR ECOTECH and presents the game features, components, and architecture, including the game engine, graphics and visualisations, user testing, game structure, as well as game mechanics and functions. The digital prototype featured in this report is a functional “alpha” version that utilises data generated from the playing of the board game version to create a digitised interface. This interface allows for the monitoring and assessment of the performance of different constellations of ecotechnologies when they are exposed to social and biophysical shocks that amplify nutrient emissions in the BSR.

Place, publisher, year, edition, pages
Uppsala: Uppsala universitet, 2020. p. 21
Keywords
serious game, co-design, nutrient enrichment, Baltic Sea
National Category
Social Sciences Interdisciplinary
Identifiers
urn:nbn:se:uu:diva-435991 (URN)
Projects
Reducing Emissions by Turning Nutrients and Carbon into Benefits (BONUS RETURN)
Funder
BONUS - Science for a better future of the Baltic Sea region
Available from: 2021-03-02 Created: 2021-03-02 Last updated: 2021-03-02Bibliographically approved
Do, T., Powell, N. & Bachelder, S. (2020). Serious Game System - SELECT ECOTECH. Uppsala: Uppsala universitet
Open this publication in new window or tab >>Serious Game System - SELECT ECOTECH
2020 (English)Report (Other academic)
Abstract [en]

SELECT ECOTECH is a learning platform that fosters knowledge co-production processes enacted through series of iterative playing sessions. In acknowledgment of the accelerated dynamics inherent within wicked situations within the BSR, systemic insights have been revealed in an exploratory and experiential process, grounded in the safe settings orchestrated by play and the “playing out” of challenging situations from the case study settings. Stakeholders both informed and co-developed parts of SELECT ECOTECH through their participation, from (1) contributing to the game content with their local knowledge of eco-technologies, land use measures and actions, vulnerability to shocks and disasters and;(2)testing and validating the game mechanics. Their contribution aided the incremental building of an increasingly solid and representational SGS.

Place, publisher, year, edition, pages
Uppsala: Uppsala universitet, 2020. p. 37
Keywords
serious game, co-design, nutrient enrichment, Baltic Sea
National Category
Social Sciences Interdisciplinary
Identifiers
urn:nbn:se:uu:diva-435988 (URN)
Projects
Reducing Emissions by Turning Nutrients and Carbon into Benefits (BONUS RETURN)
Funder
BONUS - Science for a better future of the Baltic Sea region
Available from: 2021-03-02 Created: 2021-03-02 Last updated: 2021-03-02Bibliographically approved
Eriksson, J., Widén, P., Bachelder, S. & Hayashi, M. (2019). Blickar och betydelser: Digitala rekonstruktioner av tavelhängningarna på Stockholms slott 1795–1866. Paper presented at NCECS 2017. 1700-tal: Nordic Journal for Eighteenth-Century Studies, 16, 79-103
Open this publication in new window or tab >>Blickar och betydelser: Digitala rekonstruktioner av tavelhängningarna på Stockholms slott 1795–1866
2019 (Swedish)In: 1700-tal: Nordic Journal for Eighteenth-Century Studies, ISSN ISSN 1652-4772, Vol. 16, p. 79-103Article in journal (Refereed) Published
Abstract [en]

During the years 1795–1866 the Swedish national art collection, today’s Nationalmuseum, was on display at the Royal Palace in Stockholm at what was known as Kongl. Museum. This museum consisted of two sculpture galleries adjacent to the palace garden Logården and a paintings gallery and a few more rooms on the second floor. While the sculpture galleries are well known as well as reconstructed in situ, there has been much less research on the display of paintings at the museum. In the cross disciplinary research project »Virtual Museum at the Royal Palace» we are using a digital 3D model to reconstruct the display of paintings in the so-called smaller gallery of the palace, as it was displayed during the period. The reconstruction deals with two different hangings of the gallery, in 1795 and c. 1843, made by the curators Carl Fredric Fredenheim and Lars Jacob von Röök respectively. Our preliminary findings show that, contrary to earlier claims, the two hangings are rather different and constructed on quite different ideologies of museum display, something that is possible to see thanks to the method of using digital 3D-models as a basis for analysis.

Keywords
Virtual Museum, Stockholms slott, Kongligt Museum, Samlingshistoria, Hängningshistoria, Museihistoria, Digital konstvetenskap, 3D-rekonstruktion, Visualiseringsteknik, Fredenheim, Von Röök
National Category
Humanities and the Arts
Research subject
History of Art
Identifiers
urn:nbn:se:uu:diva-399434 (URN)10.7557/4.4881 (DOI)2-s2.0-85090138979 (Scopus ID)
Conference
NCECS 2017
Funder
VinnovaThe Joint Committee for Nordic research councils in the Humanities and Social Sciences (NOS-HS)
Available from: 2019-12-13 Created: 2019-12-13 Last updated: 2022-12-06Bibliographically approved
Hayashi, M., Bachelder, S. & Nakajima, M. (2019). Building Virtual Museum Exhibition System as a Medium. In: 2019 IEEE 8th Global Conference on Consumer Electronics (GCCE 2019): . Paper presented at 2019 IEEE 8th Global Conference on Consumer Electronics (GCCE 2019), 15-18 October, 2019, Osaka, Japan. IEEE
Open this publication in new window or tab >>Building Virtual Museum Exhibition System as a Medium
2019 (English)In: 2019 IEEE 8th Global Conference on Consumer Electronics (GCCE 2019), IEEE , 2019Conference paper, Published paper (Refereed)
Abstract [en]

We have constructed a circulation system based on a proposed format of exhibition data in the virtual museum. The virtual museum is built with real-time computer graphics that a user can walk through and see displayed artworks. The circulation system of artworks and museum spaces is built on the internet which is similar to that of the e-book. We have successfully established a virtual exhibition system fulfilling the requirements to be a medium. The working system that we have developed is described.

Place, publisher, year, edition, pages
IEEE, 2019
Keywords
Virtual museum, media, e-book, computer graphics
National Category
Computer Systems
Research subject
Computer Science
Identifiers
urn:nbn:se:uu:diva-398587 (URN)
Conference
2019 IEEE 8th Global Conference on Consumer Electronics (GCCE 2019), 15-18 October, 2019, Osaka, Japan
Available from: 2019-12-06 Created: 2019-12-06 Last updated: 2020-04-24Bibliographically approved
Hayashi, M., Bachelder, S., Tsuruta, N., Teraoka, T., Sasaki, K., Usami, W., . . . Kondo, K. (2018). Automatic Generation of a TV Programme from Blog Entries. In: Adjunct Proceedings of ACM TVX2018: . Paper presented at ACM TVX2018, Seoul, June 26-28, 2018..
Open this publication in new window or tab >>Automatic Generation of a TV Programme from Blog Entries
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2018 (English)In: Adjunct Proceedings of ACM TVX2018, 2018Conference paper, Poster (with or without abstract) (Refereed)
Abstract [en]

TVML (TV program Making Language) is a technology capable of obtaining TV (television)-programme-like Computer Graphics (CG) animation by writing text script. We have originally developed TVML and have been studying generative contents with the aid of TVML. This time, we have created an application that automatically converts blog posts into CG animations with TV news show format. The process is: 1) to fetch HTML of the blog posts and perform Web scraping and natural language processing to obtain summarized speech texts, 2) to automatically give a show format obtained from the analysis of professional TV programme to get TVML script, 3) to apply the CG character and artworks etc. that fit the blog content to obtain the final CG animation. In the demo session, we will explain the method and will demonstrate the working application on a PC connected to the Internet showing CG animations actually created on site.

Keywords
Computer graphics; animation; Internet blog; television programme
National Category
Computer Systems
Research subject
Computer Science
Identifiers
urn:nbn:se:uu:diva-361989 (URN)
Conference
ACM TVX2018, Seoul, June 26-28, 2018.
Available from: 2018-09-28 Created: 2018-09-28 Last updated: 2018-10-01Bibliographically approved
Hayashi, M., Bachelder, S. & Nakajima, M. (2018). Automatic Generation of CG Animation from the Internet Forum "2 Channeru". Journal of the Institute of Image Information and Television Engineers, 72(10), 189-196
Open this publication in new window or tab >>Automatic Generation of CG Animation from the Internet Forum "2 Channeru"
2018 (Japanese)In: Journal of the Institute of Image Information and Television Engineers, ISSN 1342-6907, Vol. 72, no 10, p. 189-196Article in journal (Refereed) Published
Abstract [ja]

Web サイトをはじめとする様々な情報をテレビ番組的なCG アニメーションに自動変換する研究開発を進めている.今回,その試みの一つとして,「2ちゃんねる掲示板」からコンピュータ・グラフィックス(CG) アニメーションを自動生成するアプリケーションを開発した.基本的な方法は,実際のテレビ番組映像を分析し,そこで使われている制作ノウハウを抽出して,これをルール化および数値化し,ソフトウェアに実装することで,テレビ番組を真似たCG アニメーションを得るというものである.今回,実際に放送された1 時間分の討論番組映像のカメラスイッチングを解析しアルゴリズム化した.本論文では,このプロセスの詳細を説明し,この方法により作成した実際のアプリケーションについて述べる.また,得られたCG アニメーションについて評価実験を行い,本手法の有効性と今後の課題を明らかにしたので,これについて述べる.

Place, publisher, year, edition, pages
Tokyo, Japan: , 2018
Keywords
Automatic content generation, CG animation, Internet forum, Media conversion
National Category
Computer Sciences Computer Systems
Research subject
Computer Science
Identifiers
urn:nbn:se:uu:diva-368979 (URN)10.3169/itej.72.J189 (DOI)2-s2.0-85054877337 (Scopus ID)
Available from: 2018-12-10 Created: 2018-12-10 Last updated: 2022-12-06Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-6957-6521

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