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Kunio Kondo

dblp:87/4587 · DBLP profile ↗
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9ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 77% Human-robot interaction · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
player experience
0.112010
Measuring interest in linear single player FPS games · SIGGRAPH ASIA (Sketches) 2010
Human-robot interaction › human behavior modeling
attention estimation
0.012010
Measuring interest in linear single player FPS games · SIGGRAPH ASIA (Sketches) 2010

Methods — techniques the papers use, named apart from their topics

attention measurement · 0.1
YearPublicationVenuePosition
2017 Textured splat based rendering for stylized shading
abstract
To create brush-stroke style animation with temporal coherence, the artist needs to refer the previous frame carefully for drawing. Moreover, brush-stroke lighting style is challenging to animate coherently because it dynamically changes and contains lots of features compared to physically-based lighting.
Muhammad Arief, Hideki Todo, Koji Mikami, Kunio Kondo
I3D4
2016 Effectiveness of Game Jam-based iterative program for game production in Japan
Koji Mikami, Yosuke Nakamura, Akinori Ito, Motonobu Kawashima, Taichi Watanabe, Yoshihiro Kishimoto, Kunio Kondo
Comput. Graph.7
2010 Measuring interest in linear single player FPS games
abstract
In this study, we measured attention levels to identify points of high player interest in linear single player FPS games. Our results suggest that further analysis of these points could lead to a better understanding of player interest and how to design interesting encounters in games.
Kenneth Chan, Koji Mikami, Kunio Kondo
SIGGRAPH ASIA (Sketches)3
2010 Construction trial of a practical education curriculum for game development by industry-university collaboration in Japan
Koji Mikami, Taichi Watanabe, Katsunori Yamaji, Kenji Ozawa, Akinori Ito, Motonobu Kawashima, Ryota Takeuchi, Kunio Kondo, Mitsuru Kaneko
Comput. Graph.8
2003 Cartoon Blur: Non-Photorealistic Motion Blur
abstract
Motion blur is a well-established technique which prevents strobing by making fast moving objects appear blurred. In cel animation however, different methods are used and we present a new technique to emphasise the motion of cartoon objects through the application of geometry. We term the involved nonphotorealistic motion blur as 'cartoon blur'. In order to express cartoon blur, we have classified the expressions used in cel animation and analysed the diversity of each expression to establish parameters that allow animators to control the expression.
Yuya Kawagishi, Kazuhide Hatsuyama, Kunio Kondo
Computer Graphics International3
2002 Local Subdivision Process with Doo-Sabin Subdivision Surfaces
abstract
One problem in subdivision surfaces is that the number of meshes grows quickly after every subdivision step, and a surface with a huge number of meshes is difficult to manipulate. In this paper, an adaptive process for carrying out local subdivision with a Doo-Sabin recursive subdivision surface is presented. With this process, we can create Doo-Sabin surfaces that are more densely subdivided in areas of higher curvature or in special areas decided by users. The Doo-Sabin surfaces are constructed using fewer meshes compared to the original Doo-Sabin method.
Kunio Kondo
Shape Modeling International2
1997 Freehand sketch system for 3D geometric modelling
abstract
The paper introduces a new method to deal with sketches for inputting geometric models at a workstation. The sketches are drawn on a CRT screen through a stylus pencil and a tablet by a designer at an early stage in the design procedure. The designer can keep the drawing stylus at a workstation as the same manner as using a pen on paper. The system 'Sketch Interpreter' can correct geometric models in a computer even though input sketches are geometrically distorted. This system can create 3D geometric models in a computer even though input data of 2D sketches are drawn by freehand. The system is constructed in terms of three characteristic procedures on a workstation with a pointing device; (1) to recognize hand sketches on the screen. Freehand lines are drawn by pen operations from which a computer can construct a 3D geometric model. The first operation computes mathematical parameters for the projective transformation; (2) to construct additional geometric models by inputting more sketches drawn perspectively; and (3) to redraw modified geometric models replacing the sketch lines. The interactive methods are suitable for realistically constructing any geometric shapes that a designer imagines. Created data are transferred to an advanced 3D-CAD system. The system is applied as a front-end processor of design practice in fields such as office equipment.
Koichi Matsuda, Satoru Sugishita, Kunio Kondo, Hisashi Sato, Shizuo Shimada
Shape Modeling International4
1993 Retrieval method of textile pictures database using a complexity scale
abstract
An image database was projected in 1991 at a research organization of the Saitama local government to collect textile pictures, and to assist designers. A method of classification is needed for the purpose of some retrieval keys. A complexity scale is a real value representing the human impression against a picture ranging from -3 to +3. The value plays only a retrieval key to find out some desired pictures from the database according to the user's association about a design. This report explains how to decide the complexity scale through questionnaire methodology to computer application.>
Toru Inohara, Kunio Kondo, Hisashi Sato, Shizuo Shimada
ICDAR2
1985 An Interactive Rendering Technique for 3-D Shapes
abstract
This paper describes an interactive rendering technique for giving an impression of 3-D shapes. The following points are discussed : 1) The classification of continuous tone patterns 2) Methods of drawing pictures to enhance 3-D shapes 3) Rules of rendering for the representation of 3-D shapes. The following results are obtained: The use of the rendering rules and CARP facilitates the clear representation of these characteristics and is proved to be effective in creating a picture in which the shapes of bodies are clearly defined,
Kunio Kondo, Fumihiko Kimura, Taro Tajima
Eurographics1