IEICE Technical Committee Submission System
Conference Schedule
Online Proceedings
[Sign in]
Tech. Rep. Archives
    [Japanese] / [English] 
( Committee/Place/Topics  ) --Press->
 
( Paper Keywords:  /  Column:Title Auth. Affi. Abst. Keyword ) --Press->

All Technical Committee Conferences  (Searched in: All Years)

Search Results: Conference Papers
 Conference Papers (Available on Advance Programs)  (Sort by: Date Descending)
 Results 21 - 40 of 422 [Previous]  /  [Next]  
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]
 Results 21 - 40 of 422 [Previous]  /  [Next]  
Choose a download format for default settings. [NEW !!]
Text format pLaTeX format CSV format BibTeX format
Copyright and reproduction : All rights are reserved and no part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publisher. Notwithstanding, instructors are permitted to photocopy isolated articles for noncommercial classroom use without fee. (License No.: 10GA0019/12GB0052/13GB0056/17GB0034/18GB0034)


[Return to Top Page]

[Return to IEICE Web Page]


The Institute of Electronics, Information and Communication Engineers (IEICE), Japan