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Takeuchi, K., Hayashi, M. & Hirayama, M. (2019). An Immersive Virtual Museum Using a Head Mounted Display. In: The 6th IIEEJ International Conference on Image Electronics and Visual Computing (IEVC 2019): . Paper presented at The 6th IIEEJ International Conference on Image Electronics and Visual Computing (IEVC 2019), 21-24 August, 2019,Kuta Bali, Indonesia.
Open this publication in new window or tab >>An Immersive Virtual Museum Using a Head Mounted Display
2019 (English)In: The 6th IIEEJ International Conference on Image Electronics and Visual Computing (IEVC 2019), 2019Conference paper, Published paper (Refereed)
Abstract [en]

For realistic and comfortable museum experiences, a virtual museum which can be viewed with a head mounted display is developed. Based on an original screen-based virtual museum, virtual reality functions related to a head mounted display are implemented. Unity Game Engine and Oculus Systems are used for the implementation. Four aspects of "Freedom of operation", "Immersion", "Comfort of play", and "Picture quality" are examined to clarify which type of virtual museum would be suitable for any specific user's needs. As a result, a good evaluation was obtained for "Immersion".

Keywords
virtual museum, virtual reality, head mounted display
National Category
Computer Systems
Research subject
Computer Science
Identifiers
urn:nbn:se:uu:diva-398589 (URN)
Conference
The 6th IIEEJ International Conference on Image Electronics and Visual Computing (IEVC 2019), 21-24 August, 2019,Kuta Bali, Indonesia
Available from: 2019-12-06 Created: 2019-12-06 Last updated: 2020-04-15Bibliographically 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)
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: 2020-01-24Bibliographically 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
Takeuchi, K., Hayashi, M. & Hirayama, M. J. (2019). Development of VR museum and a comparison with the screen-based virtual musuem. In: Kemao, Q Hayase, K Lau, PY Lie, WN Lee, YL Srisuk, S Yu, L (Ed.), INTERNATIONAL WORKSHOP ON ADVANCED IMAGE TECHNOLOGY (IWAIT) 2019: . Paper presented at International Workshop on Advanced Image Technology (IWAIT), JAN 06-09, 2019, Singapore, SINGAPORE. SPIE-INT SOC OPTICAL ENGINEERING, Article ID 110491B.
Open this publication in new window or tab >>Development of VR museum and a comparison with the screen-based virtual musuem
2019 (English)In: INTERNATIONAL WORKSHOP ON ADVANCED IMAGE TECHNOLOGY (IWAIT) 2019 / [ed] Kemao, Q Hayase, K Lau, PY Lie, WN Lee, YL Srisuk, S Yu, L, SPIE-INT SOC OPTICAL ENGINEERING , 2019, article id 110491BConference paper, Published paper (Refereed)
Abstract [en]

We have been researching and developing virtual museums that can enable a user to appreciate artworks with much reality and less stress as if one is experiencing in actual museums. For this time, as a method to further increase the reality of the virtual museum, we developed a virtual museum using Head Mounted Display. We used Oculus Rift and Unity Game Engine to develop this VR museum. We also performed a comparison of the developed VR museum and the screen-based virtual museum in order to maximize the user experience of the virtual museum. Four aspects of "Freedom of operation". "Immersion", "Comfort of play", and "Picture quality" are examined to clarify which type of virtual museum would be suitable for any specific user's needs.

Place, publisher, year, edition, pages
SPIE-INT SOC OPTICAL ENGINEERING, 2019
Series
Proceedings of SPIE, ISSN 0277-786X, E-ISSN 1996-756X ; 11049
Keywords
Virtual Museum, VR, HMD, Oculus
National Category
Computer Systems
Identifiers
urn:nbn:se:uu:diva-383056 (URN)10.1117/12.2521304 (DOI)000464743900046 ()978-1-5106-2774-1 (ISBN)
Conference
International Workshop on Advanced Image Technology (IWAIT), JAN 06-09, 2019, Singapore, SINGAPORE
Available from: 2019-05-08 Created: 2019-05-08 Last updated: 2019-05-08Bibliographically approved
Hayashi, M. (2019). Making Fun with Computer. In: : . Paper presented at Korea-Japan (Japan-Korea) Database Workshop 2019 (KJDB 2019).
Open this publication in new window or tab >>Making Fun with Computer
2019 (English)Conference paper, Oral presentation only (Other academic)
Abstract [en]

Introduction of the studies of "Text-To-Vision", "Virtual Museums", "Neurodrug".

Keywords
Text-To-Vision, Virtual Museums, Neurodrug
National Category
Computer Systems
Research subject
Computing Science
Identifiers
urn:nbn:se:uu:diva-398588 (URN)
Conference
Korea-Japan (Japan-Korea) Database Workshop 2019 (KJDB 2019)
Note

Invited talk

Available from: 2019-12-06 Created: 2019-12-06 Last updated: 2019-12-06
Asada, A., Hayashi, M. & Hirayama, M. J. (2019). TV production tool to make art programmes based on a simple scenario. In: Kemao, Q Hayase, K Lau, PY Lie, WN Lee, YL Srisuk, S Yu, L (Ed.), INTERNATIONAL WORKSHOP ON ADVANCED IMAGE TECHNOLOGY (IWAIT) 2019: . Paper presented at International Workshop on Advanced Image Technology (IWAIT), JAN 06-09, 2019, Singapore, SINGAPORE. SPIE-INT SOC OPTICAL ENGINEERING, Article ID 1104921.
Open this publication in new window or tab >>TV production tool to make art programmes based on a simple scenario
2019 (English)In: INTERNATIONAL WORKSHOP ON ADVANCED IMAGE TECHNOLOGY (IWAIT) 2019 / [ed] Kemao, Q Hayase, K Lau, PY Lie, WN Lee, YL Srisuk, S Yu, L, SPIE-INT SOC OPTICAL ENGINEERING , 2019, article id 1104921Conference paper, Published paper (Refereed)
Abstract [en]

We have been studying and developing the real-time Computer Graphics (CG) based virtual museum where a user can walk through to appreciate artworks digitized in high-resolution. Our virtual museum also has a function to automatically create TV program-like CG animations using 3D CG models in the virtual space as it is so that the user can learn about individual works by watching the art shows. The CG animation is produced with TVML (TV program Making Language) engine implemented on the virtual museum. However, the current problem is that it requires a lot of work for a developer to write the complicated TVML scripts manually Therefore, this time we have developed a special tool to help the developer to prepare the TVML scripts easily. With this tool, the developer can produce the TVML-based art program simply by writing out a simple scenario on an ordinary text editor. In order to design this tool, TV art programs actually broadcasted are analyzed to determine the syntax of the simple scenario. Based on the analysis, we have developed the tool with TVML engine working on the Unity game Engine. We have also used this tool to imitate the broadcasted TV program to validate its usability.

Place, publisher, year, edition, pages
SPIE-INT SOC OPTICAL ENGINEERING, 2019
Series
Proceedings of SPIE, ISSN 0277-786X, E-ISSN 1996-756X ; 11049
Keywords
CG animation, video production tool, TVML, Virtual museum
National Category
Computer Systems Software Engineering
Identifiers
urn:nbn:se:uu:diva-383055 (URN)10.1117/12.2521298 (DOI)000464743900072 ()978-1-5106-2774-1 (ISBN)
Conference
International Workshop on Advanced Image Technology (IWAIT), JAN 06-09, 2019, Singapore, SINGAPORE
Available from: 2019-05-08 Created: 2019-05-08 Last updated: 2019-05-08Bibliographically 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
Show others...
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)
Available from: 2018-12-10 Created: 2018-12-10 Last updated: 2018-12-11Bibliographically approved
Hayashi, M. (2018). Generating Play with Computer. In: : . Paper presented at The 12th International Symposium of Research Institute of Korean Dance.
Open this publication in new window or tab >>Generating Play with Computer
2018 (English)Conference paper, Published paper (Other academic)
Abstract [en]

I have been conducting research on the method of generating contents by computer. This time, the automatic generation of rap music video from a script and the slap-stick effect generation by the destruction of neurons in the neural network, are described in detail from the recent attempts. The former is in the direction of completion and the latter is in the direction of destroying it. This paper describes both concepts of creation and destruction, and the construction of complex systems which are equally important in art, and tries to give a guideline of art generation by computer.

Keywords
Computer-generated content; CG; neural network; automatic content generation; art and technology
National Category
Computer Systems
Research subject
Computer Science
Identifiers
urn:nbn:se:uu:diva-368985 (URN)
Conference
The 12th International Symposium of Research Institute of Korean Dance
Available from: 2018-12-10 Created: 2018-12-10 Last updated: 2019-03-07Bibliographically approved
Hayashi, M. (2018). Neurodrug: Slapstick Effects by Destroying Neurons in a Neural Network. In: 2018 IEEE 7th Global Conference on Consumer Electronics (GCCE): . Paper presented at IEEE GCCE2018 (2018 IEEE 7th Global Conference on Consumer Electronics), October 9-12, 2018, Nara, Japan (pp. 588-589). IEEE
Open this publication in new window or tab >>Neurodrug: Slapstick Effects by Destroying Neurons in a Neural Network
2018 (English)In: 2018 IEEE 7th Global Conference on Consumer Electronics (GCCE), IEEE, 2018, p. 588-589Conference paper, Published paper (Refereed)
Abstract [en]

We propose a method to possibly generate slapstick effects by deliberately cutting out, tampering and re-connecting neurons in the neural network which has been trained in a proper way. We have developed two applications of a drumbeat generator and a CG character animation as the experiments to try out the idea. The results look interesting and show a certain potential for entertainment and also a viable way of interactive art.

Place, publisher, year, edition, pages
IEEE, 2018
Series
IEEE Global Conference on Consumer Electronics, ISSN 2378-8143
Keywords
Neural network, deep learning, CG animation, drumbeat, slapstick
National Category
Computer Systems
Research subject
Computer Science
Identifiers
urn:nbn:se:uu:diva-368984 (URN)10.1109/GCCE.2018.8574811 (DOI)000459859500204 ()978-1-5386-6309-7 (ISBN)
Conference
IEEE GCCE2018 (2018 IEEE 7th Global Conference on Consumer Electronics), October 9-12, 2018, Nara, Japan
Available from: 2018-12-10 Created: 2018-12-10 Last updated: 2019-03-18Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-5153-9036

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