Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
MSS, CAS, SIP, VLD |
2023-07-06 10:10 |
Hokkaido |
(Primary: On-site, Secondary: Online) |
Performance Improvement by Memory access and Process-level Pipelining for High-level Synthesized Sprite Drawing Hardware Yuka Otani, Akira Yamawaki (Kyutech) CAS2023-3 VLD2023-3 SIP2023-19 MSS2023-3 |
A mobile terminal with hardware reconfigurability can achieve higher performance and lower power consumption by performi... [more] |
CAS2023-3 VLD2023-3 SIP2023-19 MSS2023-3 pp.10-15 |
MSS, CAS, SIP, VLD |
2023-07-07 10:50 |
Hokkaido |
(Primary: On-site, Secondary: Online) |
Population-Game-Based Distributed Allocation Method of Dynamic Coverage and Target Tracking Tasks for Mobile Sensor Networks Takafumi Kanazawa (Setsunan Univ.) CAS2023-19 VLD2023-19 SIP2023-35 MSS2023-19 |
This paper focuses on mobile sensor networks with a large number of heterogeneous mobile sensor nodes. Dynamic area cove... [more] |
CAS2023-19 VLD2023-19 SIP2023-35 MSS2023-19 pp.93-96 |
ET, IPSJ-CLE |
2023-06-17 16:05 |
Tokyo |
Tokyo Metropolitan University (Primary: On-site, Secondary: Online) |
Construction Support System of Behavioral Model of Opponent in Strategy Board Game Ryoma Kayano, Tomoko Kojiri (Kansai Univ.) ET2023-6 |
In a strategy board game such as Othello, it is important to determine one’s own actions by estimating the actions of th... [more] |
ET2023-6 pp.11-17 |
WIT |
2023-06-17 14:55 |
Okinawa |
Okinawa Industry Support Center (Primary: On-site, Secondary: Online) |
Practical online games for children with severe disabilities Fumihito Ito (Shimane Univ.), Daiki Okui (Wingarc 1st) WIT2023-16 |
Online games are a tool for children to activate communication and enhance their leisure activities. On the other hand, ... [more] |
WIT2023-16 pp.74-75 |
ET |
2023-05-13 13:10 |
Online |
Online |
Tendency Analysis in Scratch Programming Visiting Lecture at a Junior High School Ryota Kozakai, Wenxuan Zhang, Toshiki Kobayashi, Yuji Watanabe (NCU) ET2023-1 |
In this study, we analyze the results of a questionnaire conducted on November 9, 2022 at a junior high school in Nagoya... [more] |
ET2023-1 pp.1-7 |
CCS |
2023-03-26 09:40 |
Hokkaido |
RUSUTSU RESORT |
Load Balancing Approach for M/M/1 Cloudlet Model using Non-Cooperative Game Theory Yuki Yokota, Sumiko Miyata (SIT) CCS2022-65 |
Cloudlet is a computer group which exists within the same Local Area Network, and can be accessed by 1 hop by all the us... [more] |
CCS2022-65 pp.13-18 |
IMQ, IE, MVE, CQ (Joint) [detail] |
2023-03-15 14:05 |
Okinawa |
Okinawaken Seinenkaikan (Naha-shi) (Primary: On-site, Secondary: Online) |
Research on VR sickness reduction by skin surface cooling Taiki Kawamura, Nobuchika Sakata (Ryukoku Univ.) IMQ2022-32 IE2022-109 MVE2022-62 |
Symptoms called VR sickness may occur when using VR. the occurrence of VR sickness varies from person to person, and the... [more] |
IMQ2022-32 IE2022-109 MVE2022-62 pp.79-84 |
IMQ, IE, MVE, CQ (Joint) [detail] |
2023-03-15 13:15 |
Okinawa |
Okinawaken Seinenkaikan (Naha-shi) (Primary: On-site, Secondary: Online) |
A Fundamental Study on Optimum Durations of Hit-Stop to Improve User Experience in Video Games Shoyu Fukuda, Hiroto Inoue, Nobuji Tetsutani (Tokyo Denki Univ.) IMQ2022-34 IE2022-111 MVE2022-64 |
In three-dimensional computer graphics (3DCG) action video games, when your avatar hits an attack on an enemy, it is com... [more] |
IMQ2022-34 IE2022-111 MVE2022-64 pp.89-92 |
IMQ, IE, MVE, CQ (Joint) [detail] |
2023-03-15 13:40 |
Okinawa |
Okinawaken Seinenkaikan (Naha-shi) (Primary: On-site, Secondary: Online) |
A Fundamental Study on Perception of Bistable Motion Illusion with Hit Stop Tomoya Tanaka, Hiroto Inoue, Nobuji Tetsutani (Tokyo Denki Univ.) IMQ2022-35 IE2022-112 MVE2022-65 |
In attack scenes of computer graphics (CG) animations and video games, it is common to add an effect that slightly pause... [more] |
IMQ2022-35 IE2022-112 MVE2022-65 pp.93-96 |
IMQ, IE, MVE, CQ (Joint) [detail] |
2023-03-15 14:05 |
Okinawa |
Okinawaken Seinenkaikan (Naha-shi) (Primary: On-site, Secondary: Online) |
A Usability Testing of Countermeasures for Occlusion in 3DCG Video Games Suzuka Jikihara, Hiroto Inoue, Nobuji Tetsutani (Tokyo Denki Univ.) IMQ2022-36 IE2022-113 MVE2022-66 |
When we play action video games of third-person perspective, we often observe occlusion, where obstacles enter spaces be... [more] |
IMQ2022-36 IE2022-113 MVE2022-66 pp.97-102 |
ET |
2023-03-14 15:40 |
Tokushima |
Tokushima University (Primary: On-site, Secondary: Online) |
Development of a Gaming Instructional Material Based on the New Backward Design Method to Improve Exploration Activities in Science Tomoaki Asano, Toshiki Matsuda (Tokyo Tech) ET2022-74 |
The purpose of Period for Integrated Studies (PIS) at high school level has not yet been achieved. In order to improve t... [more] |
ET2022-74 pp.93-100 |
NC, MBE (Joint) |
2023-03-15 14:50 |
Tokyo |
The Univ. of Electro-Communications (Primary: On-site, Secondary: Online) |
Differences in Prefrontal Cortex Activation by Video Game Proficiency Takashi Oyama, Fumiya Chiba, Teruaki Ito (Okayama Prefectural Univ.) NC2022-117 |
The activation of the prefrontal cortex during rhythm action game was analyzed by using NIRS. Participants were classifi... [more] |
NC2022-117 pp.135-138 |
AI, JSAI-KBS, JSAI-SAI, JSAI-DOCMAS, IPSJ-ICS (Joint) |
2023-03-11 16:00 |
Hokkaido |
(Primary: On-site, Secondary: Online) |
Game Development Changes Using Request and Acceptance in AIWolf Itsuki Amano, Keisuke Ando, Takeshi Uchitane (AIT), Kazunori Iwata (AU), Nobuhiro Ito (AIT) AI2022-52 |
It holds an annual contest of AIWolf, which is AI playing werewolf game.
Players generally induce topics using requests... [more] |
AI2022-52 pp.24-29 |
AI, JSAI-KBS, JSAI-SAI, JSAI-DOCMAS, IPSJ-ICS (Joint) |
2023-03-11 16:30 |
Hokkaido |
(Primary: On-site, Secondary: Online) |
Evolution of punishment and reward under group selectoin Eizo Akiyama (UT) AI2022-54 |
Punishments for defection and/or rewards for cooperation in the evolution of cooperation has recently been drawing atten... [more] |
AI2022-54 pp.36-41 |
IN, NS (Joint) |
2023-03-02 10:20 |
Okinawa |
Okinawa Convention Centre + Online (Primary: On-site, Secondary: Online) |
Competitive Service Chaining among Service Brokers in NFV Networks Ryohei Kokura, Masahiro Sasabe, Shoji Kasahara (NAIST) NS2022-172 |
Running network functions as software on generic hardware is a promising technology called network functions virtualizat... [more] |
NS2022-172 pp.31-36 |
IN, NS (Joint) |
2023-03-03 14:10 |
Okinawa |
Okinawa Convention Centre + Online (Primary: On-site, Secondary: Online) |
Data Trading Model based on Coalitional Game and its Numerical Analysis Towards Co-Creation Digital Twins Hidetoshi Hotoyama, Jin Watanabe, Sumiko Miyata (SIT), Kenji Kanai (Waseda Univ), Taku Yamazaki (SIT) IN2022-116 |
Digital Twins is a key enabling technology for the next generation of smart cities. The realization of Digital Twins is ... [more] |
IN2022-116 pp.299-304 |
LOIS, ICM |
2023-01-19 13:00 |
Fukuoka |
Kitakyushu International Conference Center (Primary: On-site, Secondary: Online) |
The proposal for training system operator by using GameDay in chaos engineering Ichiro Morinaga, Tomoki Sugimoto, Seiji Inomata, Fumiaki Konishi, Shinsaku Numata (MF) ICM2022-31 LOIS2022-31 |
Chaos engineering is a method that Netflix proposed to test the fault tolerance of systems on the cloud. In this researc... [more] |
ICM2022-31 LOIS2022-31 pp.1-6 |
HIP |
2022-12-23 09:30 |
Miyagi |
Research Institute of Electrical Communication (Primary: On-site, Secondary: Online) |
Relationships between Loot Box Use in Video Games and Psychological Traits Yuki Suzuki, Kairi Sugimoto, Katsumi Watanabe (Waseda Univ.) HIP2022-65 |
The purpose of this study was to exploratorily examine how paying for video games and using a loot box would be related ... [more] |
HIP2022-65 pp.39-43 |
AI |
2022-12-21 10:40 |
Fukuoka |
|
Density-based Bias-Free Automatic Chart Generation for Rhythm Games Zhao Yifan, Tsunenori Mine (Kyushu Univ.) AI2022-35 |
Automatic chart generation methods for rhythm games often use both acoustic features and difficulty information when bui... [more] |
AI2022-35 pp.13-17 |
CW (2nd) |
2022-12-16 |
  |
|
Proposal and Validation of a Serious Game to Improve Internet Literacy among Youth Owada Mitsuki, Kokubo Rin, Hamada Atsushi, Iio Jun (Chuo Univ.) |
This paper describes our original Serious Game about the personal information and how youth’s internet literacy changed ... [more] |
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