業績

2018年度

書籍・会議録

Issei Fujishiro, Jinwook Seo (editors)
Proceedings of PacificVAST 2018
The Journal of Visual Informatics, Vol. 2, No. 1, pp. 1-110, March 2018
2018年4月10日に神戸大学で開催されたPacificVAST2018の会議録.藤代は大会共同委員長および特集号ゲストエディアを務めた.本会議録には,ゲストエディタの前書きに続いて,採択された全論文9本が収蔵されている.PacificVASTはIEEE PacificVisシンポジウムの併催ワークショップとして2013年から毎年開催されているが,これまでは招待講演だけからプログラムが構成されていた.論文公募によるプログラム構成と雑誌特集号掲載は本年が初の試みである.

英文学術論文

Yusuke Ishikawa, Issei Fujishiro
TideGrapher: Visual analytics of tactical situations for rugby matches
The Journal of Visual Informatics, Vol. 2, No. 1, pp. 60-70, March 2018 [DOI: 10.1016/j.visinf.2018.04.007]
Various attempts at exploiting information visualization for sports have recently been reported in the literature, although it is still challenging to analyze continuous ball matches. In this paper, we propose a novel visual analytics system, called TideGrapher, to track the transition of tactile situations in a rugby match. With a particular focus on the side position of the ball, we designed a dedicated spatial substrate based on the spatio-temporal trajectory of the ball and provided a set of basic interactions. Quantitative analysis was strengthened by adding a new index, called initiative, to commonly used possession (ball occupation) and territory (dominance of territory). The feasibility of the proposed visual analytics system was proven empirically through application to datasets from real amateur and professional matches.

Yuriko Takakura, Masanori Nakayama, Issei Fujishiro
Visual Analysis for the Compositional Process of Composers in Spectral School
IIEEJ Transactions on Image Electronics and Visual Computing, Vol. 6, No. 1, pp. 22-30, June 2018
We propose a visual analysis approach for exploring the compositional process of composers in the Spectral School, with a particular focus on its sub-processes of sound analysis and synthesis. Spectral music has been one of the significant trends in contemporary music since the 1970s. Composers in the Spectral School use the acoustic properties of sounds as the basis of their compositional materials. One of the representative software systems they use is AudioSculpt, developed by IRCAM. We develop an accompanying system with AudioSculpt to manage the history of creating sounds with spectral analysis of sound materials. The salient feature of our system lies in its tessellated spectrogram space whose axes represent the elapsed time of the sound and the progress of composition. On the pixel-oriented, spatial substrate, the system makes it possible for users to analyze the compositional processes by using dedicated interactive manipulations. The present system can also be regarded as an initial attempt at managing the provenance of time-series events in the music visualization field. Our approach is intended to pave the way for composers and musicologists to analyze, develop, and share the compositional methodologies.

Issei Fujishiro, Naoko Sawada, Masanori Nakayama, Hsiang-Yun Wu, Kazuho Watanabe, Shigeo Takahashi, Makoto Uemura
TimeTubes: Visual Exploration of Observed Blazar Datasets
Journal of Physics: Conference Series, Vol. 1036, No. 1, Article No. 012011, June 2018 [DOI: 10.1088/1742-6596/1036/1/012011]
Blazars are attractive objects for astronomers to observe in order to burrow into the magnetic field in the relativistic jet. This paper presents TimeTubes as a novel visualization scheme that allows astronomers to interactively explore characteristic temporal variation patterns in observed blazar datasets. In the TimeTubes spatialization, the two Stokes parameters and their errors with a common timestamp are transformed into an ellipse. A series of such ellipses are aligned in parallel along the timeline to form a 3D volumetric tube. The resulting tube is then colorized by the observed intensities and colors of the blazar, and finally volume-rendered. A designated user interface is provided with visual exploration functions according to Shneiderman’s Visual Information Seeking Mantra. In the latest version, an auxiliary mechanism, called visual data fusion, was incorporated to ameliorate data- and mapping-inherent uncertainties for more efficient and effective visual exploration.

和文学術論文

池田 泰成都甲 裕太朗藤代 一成
微細繊維が付加された糸を使用した布及び織物の生成フレームワーク
芸術科学会論文誌, Vol. 17, No. 5, pp. 126–138, 2018年12月.
糸は織物や編物,衣服を構成するために必要であり,現実的なシーンを表現するために不可欠な素材である.これまでに開発された糸の生成手法は,主としてボリュームベースと繊維ベースの二種類に分類できる.近年の先進的な手法により,CGにおける糸の表現力は劇的に向上し,なおかつその生成に必要なコストも減少した.しかし,糸の周囲に生える毛羽立ちや装飾を目的とした糸の生成プロセスは,未だに挑戦的な課題である.特に,表面の毛羽立ちが独特な形状をもつパイル織物や,装飾を施した編物を制作する際に使用されるシェニール糸は,タオルや車のシート地,衣服など生活のあらゆる場所で使用される一般的な素材であるにもかかわらず,その構造の複雑性からモデリングが困難である.加えて,既存手法では一本の糸の生成プロセスに注目しているが,その糸を使用した大規模な織物や布の生成フレームワークについては,筆者らの知る限り提案されていない.これらの課題を解決するため,本論文では既存のフレームワークを拡張することで微細繊維をもつ糸の生成に対応するとともに,この糸から自動的に織物や布を生成する手法を提案する.

国際会議録論文

Malik Olivier Boussejra, Kazuya Matsubayashi, Yuriko Takeshima, Shunya Takekawa, Rikuo Uchiki, Makoto Uemura, Issei Fujishiro
aflak: Pluggable Visual Programming Environment with Quick Feedback Loop Tuned for Multi-Spectral Astrophysical Observations
in Proceedings of IEEE Scientific Visualization Conference (SciVis), October 2018
In the age of big data and data science, some may think that artificial intelligence would bring analytical solution to every problem. However, we argue that there is still ample room left for human insight and exploration thanks to visualization technologies. New discoveries are not made by AI (yet!). This is true in all scientific domains, including astrophysics. With the improvements of telescopes and proliferation of sky surveys there is always more data to analyze, but not so many astronomers. We present aflak, a visualization environment to open astronomical datasets and analyze them. This paper’s contribution lies in that we leverage visual programming techniques to conduct fine-grained, astronomical transformations, filtering and visual analyses on multi-spectral datasets with the possibility for the astronomers to interactively fine-tune all the interacting parameters. By visualizing the computed results in real time as the visual program is designed, aflak puts the astronomer in the loop, while managing data provenance at the same time.

Naoko Sawada, Masanori Nakayama, Makoto Uemura, Issei Fujishiro
TimeTubes: Automatic Extraction of Observable Blazar Features from Long-Term, Multi-Dimensional Datasets
in Proceedings of IEEE Scientific Visualization Conference (SciVis), October 2018
Blazars are attractive objects for astronomers to observe in order to demystify the relativistic jet. Astronomers need to classify characteristic temporal variation patterns and correlations of multi-dimensional time-dependent observed blazar datasets. Our visualization scheme, called TimeTubes, allows them to easily explore and analyze such datasets geometrically as a 3D volumetric tube. Even with TimeTubes, however, data analysis over such long-term datasets costs them so much labor and may cause a biased analysis. This paper, therefore, attempts to incorporate into the current prototype of TimeTubes, a new functionality: feature extraction, which supports astronomers’ efficient data analysis by automatically extracting characteristic spatiotemporal subspaces.

Atsushi Miyazawa, Masanori Nakayama, Issei Fujishiro
Figurative And Non-Transcendental Approach to Mathematical Visualization (FANTA to Math Vis)
at Wolfram Technology Conference 2018 held at Wolfram Research worldwide headquarters (Champaign, Illinois, USA) from 16-19 October
It’s believed that the answers to various problems of basic math consisting of elementary calculus and geometry faced by high-school and college students have already been well-established, and there might not be any room for further study or discussion. But actually, pitfalls are found almost everywhere in this area, especially when it comes to graphing functions to understand their behavior in a higher dimensional space that we can neither experience nor access directly. Although topological abstraction plays an exceptionally important role in modern mathematics, it can greatly reduce the amount of information to what is needed for the problem to be just identified and lead to a lot of misconceptions. Rather than such abstraction processes, we advocate that figurative approaches are often considered as prime solution candidates. The work presented at Cyberworlds had been completely rewritten in Wolfram language. At the conclusion, it was also shown that the fifth* representation of the real projective plane could be visualized.
*The fourth one had already described in the appendix of Anschauliche Geometrie (by Hilbert and Cohn-Vossen, first published in 1952).

Atsushi Miyazawa, Masanori Nakayama, Issei Fujishiro
A Figurative and Non-topological Approach to Mathematical Visualization
in Proceedings of 2018 International Conference on Cyberworlds, pp. 150-155, Nanyang Technological University (Singapore), October 2018 [DOI: 10.1109/CW.2018.00036]
The term figurative refers to any form of mathematical visualization that retains strong references to the geometry found in the real world. This presentation explains the figuration process for some basic mathematical functions definable in the 2-dimensional complex projective space. In the latter part of this talk, we raise a question that has been neglected thus far: What does the Riemann sphere’s axis stand for? We show that the answer can be obtained only by observing from the inside the sphere by setting the viewpoint of the immersive environment to the origin (0,0), which is always undefined (and off-limits to everyone) in projective geometry.

Masato Nakada, Hélène Ballet, Issei Fujishiro
FIST: A Fast, Implicit Model of the Human Hand with Semi-Anatomical Structures
in SIGGRAPH Asia 2018 Technical Briefs, Article No. 34, Tokyo International Forum (Japan), December 2018 [DOI: 10.1145/3283254.3283280]
There are many opportunities to draw human hands in computer graphics. The motion of internal organs within a human hand has a non-negligible effect on the natural change in the appearance of the hand’s surface. In this work, we propose a method for expressing this change interactively with the use of an implicit model of a human hand that has semi-anatomical structures. The model is referred to as Fast, Implicit model with Semi-anatomical sTructures or FIST. In the FIST model, bones are modeled anatomically based on computed tomography imaging, while soft tissues are modeled artificially. It can be controlled only by specifying the angles of the joints. The proposed method can contribute to a compelling expression of the dynamism in such hand motions as grasping, pinching, and scratching in immersive virtual reality and games.

国内会議録論文(査読付)

市毛 大道,豊浦 正広,郷 健太郎,柏木 賢治,藤代 一成,茅 暁陽
線変形操作を用いた変視症検査方法(応用論文)
Visual Computing 2018口頭発表・招待講演・ポスター発表予稿集, pp. 8:1-8:4, 山形,2018年6月

朱 臻陽,豊浦 正広,郷 健太郎,藤代 一成,柏木 賢治,茅 暁陽
自然さ保存とコントラスト強調を考慮した色覚補償ための色変換アルゴリズム(技術論文)
Visual Computing 2018口頭発表・招待講演・ポスター発表予稿集, pp. 34:1-34:6, 山形,2018年6月

国際会議ポスタ(査読付)

Kazuki Miyazaki, Issei Fujishiro
Automatic Generation of Artworks Using Virtual Photoelastic Material
in Proceedings of ACM SIGGRAPH 2018 Posters, Vancouver (Canada), August 2018 [DOI: 10.1145/3230744.3230797]
Photoelasticity is known as one of the phenomena related to polarization and is defined as the change in birefringence of transparent material when internal force is applied. Interference fringes appear by irradiating the material with polarized light when viewing it through the polarizer. In this study, we attempt to apply the concept of photoelasticity to generative art. Assuming there is virtual stress distribution in the two-dimensional material, our method automatically generates artworks with photoelasticity. A GPU-based acceleration of the current implementation is also discussed.

口頭発表(招待)

宮澤 篤
新しい映像情報メディアにおけるディープラーニングの可能性
3D 合同シンポジウム 2018口頭発表, 東京,2018年6月

長尾 建
ホログラム時代の未来にあるもの
3D 合同シンポジウム 2018口頭発表・招待講演, 東京,2018年6月

藤代 一成
データ可視化技術の将来像―Restructuring IEEE VIS for the Future 参加報告
3D 合同シンポジウム 2018口頭発表・招待講演, 東京,2018年6月

登野 拓志
全景映像の適応的半透明ブレンディングによる視野狭窄の緩和と視野特性の評価
画像電子学会 第286回研究会,松本,2018年8月

国内コンテスト

石飛 晶啓
A Party for Deleted Memories
ハロウィンCGレンダリングコンテスト,2018年9月20日-10月31日
2018年11月8日,オートデスク株式会社と株式会社VOSTの主催するハロウィンCGレンダリングコンテストにて,Fusion 360ガイドブック賞(マスターズガイド)を受賞しました.

大河原 将
Jack O’ Lantern
ハロウィンCGレンダリングコンテスト,2018年9月20日-10月31日
2018年11月8日,オートデスク株式会社と株式会社VOSTの主催するハロウィンCGレンダリングコンテストにて,Fusion 360ガイドブック賞(スーパーアドバンス)を受賞しました.