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Träfflista för sökning "WFRF:(Hayashi Masaki 1959 ) "

Sökning: WFRF:(Hayashi Masaki 1959 )

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1.
  • Abel, I, et al. (författare)
  • Overview of the JET results with the ITER-like wall
  • 2013
  • Ingår i: Nuclear Fusion. - : IOP Publishing. - 1741-4326 .- 0029-5515. ; 53:10, s. 104002-
  • Tidskriftsartikel (refereegranskat)abstract
    • Following the completion in May 2011 of the shutdown for the installation of the beryllium wall and the tungsten divertor, the first set of JET campaigns have addressed the investigation of the retention properties and the development of operational scenarios with the new plasma-facing materials. The large reduction in the carbon content (more than a factor ten) led to a much lower Z(eff) (1.2-1.4) during L- and H-mode plasmas, and radiation during the burn-through phase of the plasma initiation with the consequence that breakdown failures are almost absent. Gas balance experiments have shown that the fuel retention rate with the new wall is substantially reduced with respect to the C wall. The re-establishment of the baseline H-mode and hybrid scenarios compatible with the new wall has required an optimization of the control of metallic impurity sources and heat loads. Stable type-I ELMy H-mode regimes with H-98,H-y2 close to 1 and beta(N) similar to 1.6 have been achieved using gas injection. ELM frequency is a key factor for the control of the metallic impurity accumulation. Pedestal temperatures tend to be lower with the new wall, leading to reduced confinement, but nitrogen seeding restores high pedestal temperatures and confinement. Compared with the carbon wall, major disruptions with the new wall show a lower radiated power and a slower current quench. The higher heat loads on Be wall plasma-facing components due to lower radiation made the routine use of massive gas injection for disruption mitigation essential.
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2.
  • Asada, Akira, et al. (författare)
  • A museum video guide creation system with CG Made from scripts on the server
  • 2020
  • Konferensbidrag (refereegranskat)abstract
    • Museums provide not only audio guides but also video guides. But the video guide production needs a lot of manpower. We have developed a museum guide creation system that facilitates the video guide production for the museums. The video guide creator uploads the script to the server, and the visitor accesses the script with a smartphone application and views it as a CG animation. We use an existing Content Management System - "Wordpress" for the script input. With this system, museum guide creators simply access the blog site by Wordpress and post an article which is in this case a scenario of a museum guide. As for the next step, we plan to make our museum guide creation system open to the public, and will allow many people to create and register movie guide scripts voluntarily just like the Wikipedia. 
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3.
  • Asada, Akira, et al. (författare)
  • TV production tool to make art programmes based on a simple scenario
  • 2019
  • Ingår i: INTERNATIONAL WORKSHOP ON ADVANCED IMAGE TECHNOLOGY (IWAIT) 2019. - : SPIE-INT SOC OPTICAL ENGINEERING. - 9781510627741
  • Konferensbidrag (refereegranskat)abstract
    • 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.
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6.
  • Eriksson, Johan, 1970-, et al. (författare)
  • Blickar och betydelser : Digitala rekonstruktioner av tavelhängningarna på Stockholms slott 1795–1866
  • 2019
  • Ingår i: 1700-tal: Nordic Journal for Eighteenth-Century Studies. - : UiT The Arctic University of Norway. - 1652-4772 .- 2001-9866. ; 16, s. 79-103
  • Tidskriftsartikel (refereegranskat)abstract
    • 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.
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7.
  • Hayashi, Masaki, 1959-, et al. (författare)
  • A New Virtual Museum Equipped with Automatic Video Content Generator
  • 2014
  • Konferensbidrag (refereegranskat)abstract
    • Virtual Museum service has been carried out in many places owing to the advanced video and network technology in recent years. In the virtual museum, people primarily experience the prepared content actively with a mouse, a touch panel and specially designed tangible devices. On the other hand, in a real museum space, people appreciate the artifacts passively walking around the space freely without stress. It can be said that the virtual museum is designed to urge people to deal with it rather actively when compared to the real museum.We have been studying and developing a new type of virtual museum enabling people to participate the space with both active and passive way, by implementing various new functions. In this time, we developed the new virtual museum equipped with a video content generator using the virtual exhibition space modeled with 3D computer graphics (CG). This video content is created in real-time by using the 3DCG-modeled museum space as it is, adding appropriate visual and audio effects such as camerawork, superimposing text, synthesized voice narration, back ground music etc. Since this system is working in the 3DCG space, a user can easily go back and forth between the two modes of watching the video content passively and doing walkthrough in the space actively by a wheel mouse.In this paper, we first introduce primary virtual museums in the world. Then, we describe our method: 1) specially designed walkthrough algorithm, 2) the video content generator using the 3DCG museum space and 3) seamless integration of the 1) and the 2). We then describe our functioning prototype followed by the conclusion and the future plans.
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8.
  • Hayashi, Masaki, 1959-, et al. (författare)
  • Ambient Light Sensible Handheld Display : Towards an Ukiyo-e Display that a Person Can Touch, Move, and Feel
  • 2021
  • Konferensbidrag (refereegranskat)abstract
    • We have been developing visualization systems that allow people to appreciate artworks in the various environment they are in. This time in particular, we focus on Japanese woodblock print (ukiyo-e). People in the Edo period nurtured their artistic mind by holding ukiyo-e prints in their hands and enjoying them under various light conditions. With this in mind, we have developed a handheld display system that can display a piece of ukiyo-e following the change of ambient light in real-time. The purpose of this attempt is to identify what it means for a person to appreciate art of ukiyo-e in the natural environment. This paper describes the system using a display and an ambient light sensing device, and a color transform based on the spectral digitized data of the picture. It also reports the results of a preliminary test using a tablet PC-based simplified version for proof-of-concept.
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9.
  • Hayashi, Masaki, 1959-, et al. (författare)
  • Attempts of Perfect Color Reproduction of Artworks : Including Miscellaneous Thoughts on Art and Technology
  • 2022
  • Ingår i: Proceedings of Digital Museum and Humanities. - : The Institute of Image Electronics Engineers of Japan.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We are conducting research and deve lopment to achieve perfect color reproduction of paintings by display. Thistime, using Hyper spectrum, we have constructed a display system that takes into account ambient light, monitorcharacteristics, and visual chara cteristics of the human eye. This p aper also includes miscellaneous thoughts on how to thinkabout art works when treating them as technical targets.
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10.
  • Hayashi, Masaki, 1959-, et al. (författare)
  • Automatic CG Talk Show Generation from the Internet Forum
  • 2016
  • Ingår i: Proceedings of SIGRAD2016.
  • Konferensbidrag (refereegranskat)abstract
    • We have developed an application to produce Computer Graphics (CG) animations in TV talk show formatsautomatically from the Internet forum. First, an actual broadcasted talk show is analyzed to obtain data in regardsto camera changes, lighting, studio set up, etc. The result of the analysis is then implemented into the applicationand a CG animation is created using the TV program Making Language (TVML). The application works in theUnity game engine with CG characters speaking with computer generated voices. We have successfully created aCG generated TV talk show which allows users to "watch" the TV show format generated from the text informationcoming from the forum on the Internet.
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