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Shinichi Kawamoto

dblp:71/3137 · also Shin'ichi Kawamoto · DBLP profile ↗
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8ranked-venue papers
3as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 1Human-computer interaction and ubiquitous computing · 1 · 1 first-author

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.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 66% Visual content generation and editing · 34%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 100%
Software engineering, system software, and programming languages
1 paper
Operating systems · 100%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › facial animation
lip synchronization
0.112010
Integrating lip-synch into game production workflow: "Sengoku BASARA 3" (Copyright restrictions prevent ACM from providing the full text for this article) · SIGGRAPH ASIA (Sketches) 2010
Distributed systems › fault tolerance
failure recovery
0.012004
Microreboot - A Technique for Cheap Recovery · OSDI 2004
Distributed systems
fault tolerance
0.012004
Microreboot - A Technique for Cheap Recovery · OSDI 2004
Operating systems › fault tolerance
system recovery
0.012004
Microreboot - A Technique for Cheap Recovery · OSDI 2004

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

speech synchronization · 0.2automatic post-processing · 0.2
YearPublicationVenuePosition
2011 Toward Construction of Spoken Dialogue System that Evokes Users' Spontaneous Backchannels
Teruhisa Misu, Etsuo Mizukami, Yoshinori Shiga, Shinichi Kawamoto, Hisashi Kawai, Satoshi Nakamura 0001
SIGDIAL Conference4
2010 Integrating lip-synch into game production workflow: "Sengoku BASARA 3" (Copyright restrictions prevent ACM from providing the full text for this article)
abstract
No abstract available.
Shinichi Kawamoto, Tatsuo Yotsukura, Satoshi Nakamura 0001, Junya Yamamoto, Tsunenori Shirahama, Hakuei Yamamoto
SIGGRAPH ASIA (Sketches)1
2009 Automatic voice assignment tool for Instant Casting movie System
abstract
In Instant Casting movie System, a personal CG character is automatically generated. The character resembles a participant in a face geometry and texture. However, the voice of a character was an alternative voice determined by the gender of the participant. Therefore sometimes it's not enough to identify the personality of a CG character. In this paper, an automatic pre-scored voice assignment tool for a personal CG character is presented. Voice is essential to identify a personal character as well as a face feature. Our proposed system selects the most similar voice to the participants from voice database, and assigns it as a voice of CG character. Voice similarity criterion is presented by combination of eight acoustic features. After assigning voice data to a personal character, the voice track is played back in synchronization with the movement of the CG character. 60 voice variations have been prepared to our voice database. Validity of the assigned voice has been evaluated by MOS value. The proposed method has achieved 68% of the theoretical figure that is calculated by preliminary experiments.
Yoshihiro Adachi, Shinichi Kawamoto, Tatsuo Yotsukura, Shigeo Morishima, Satoshi Nakamura 0001
ICASSP2
2008 Perceptual similarity measurement of speech by combination of acoustic features
abstract
Future cast system is a new entertainment system where participant’s face is captured and rendered into the movie as an instant Computer Graphics (CG) movie star, which had been first exhibited at the 2005 World Exposition in Aichi Japan. We are working to add new functionality which enables mapping not only faces but also speech individualities to the cast. Our approach is to find a speaker with the closest speech individuality and apply voice conversion. This paper investigates acoustic features to estimate perceptual similarity of speech individuality. We propose a method linearly combined eight acoustic features related to the perception of speech individualities. The proposed method optimizes weights for the acoustic features considering perceptual similarities. We have evaluated performance of our method with Spearman’s rank correlation coefficients to perceptual similarities. As the results, the experiments evidenced that the proposed method achieves a correlation coefficient of 0.66.
Yoshihiro Adachi, Shinichi Kawamoto, Shigeo Morishima, Shun Nakamura
ICASSP2
2008 Post-recording tool for instant casting movie system
abstract
This paper proposes a universal user-friendly post-recording tool for an Instant Casting Movie System (ICS) that enables anyone to be a movie star using his or her own voice and faces. A personal CG character is automatically generated by scanning one's face geometry and image in ICS. Voice is as essential to identify a person as face. However, a character's voice is only based on gender in ICS. We proposed a novel voice recording tool for participants of all ages in a short time. Post-recording tasks are very difficult because speakers should speak in synchronization with the mouth movements of the CG characters. Therefore this task is generally recorded by professional voice actors. Our proposed tool has the following four features: 1) various supporting information for synchronization with voice and mouth movement timing for users; 2) automatic post-processing of recorded voices for compositing mixed audio; 3) intuitively displays operation for people of all ages; and 4) handles multiple users in parallel for quick recording. We developed a prototype speech synchronization system using a post-recording tool and conducted subjective evaluation experiments of it. Over 60% of the subjects responded that the tool's interface can be operated easily.
Shinichi Kawamoto, Tatsuo Yotsukura, Shigeo Morishima, Satoshi Nakamura 0001
ACM Multimedia1
2008 Efficient lip-synch tool for 3D cartoon animation
abstract
Abstract We propose a set of algorithms to efficiently make speech animation for 3D cartoon characters. Our prototype system is based on blendshapes, a linear interpolation technique, which is widely used in facial animation practice. In our system, a few base target shapes of the character, prerecorded voice, and its transcription are required as input. We describe a simple technique that amplifies the target shapes from few inputs using a generic database of viseme mouth shapes. We also introduce additional lip‐synch editing parameters that allow designers to quickly tune the lip movements. Based on these, we implement our prototype system as a Maya plug‐in. The demonstration movies created with this system illustrate well the practicality of our approach. Copyright © 2008 John Wiley & Sons, Ltd.
Shinichi Kawamoto, Tatsuo Yotsukura, Ken Anjyo, Satoshi Nakamura 0001
Comput. Animat. Virtual Worlds1
2004 An On-line Backup Function for a Clustered NAS System (X-NAS)
Yoshiko Yasuda, Shinichi Kawamoto, Atsushi Ebata, Jun Okitsu, Tatsuo Higuchi 0002
MSST2
2004 Microreboot - A Technique for Cheap Recovery
George Candea, Shinichi Kawamoto, Yuichi Fujiki, Greg Friedman, Armando Fox
OSDI2