Kyushu University Academic Staff Educational and Research Activities Database
List of Presentations
Tatsuro ISHII Last modified date:2019.06.05

Associate Professor / content design / Department of Content and Creative Design / Faculty of Design


Presentations
1. Kisaku Tanaka , Daewoong KIM , Tatsuro ISHII , A projection mapping work based on real space “Mori-no-Akari”, 14th International Conference for Asia Digital Art and Design, 2017.09.
2. Shogo Takahashi , Daewoong KIM , Tatsuro ISHII , Production of work “deep” using the synchronous representation of body motion, video and sound, 14th International Conference for Asia Digital Art and Design, 2017.09.
3. Masato Morinaga , Daewoong KIM , Tatsuro ISHII, A study on the video representation that combines the “Cinema-graph” with plurality of visual effects, 14th International Conference for Asia Digital Art and Design, 2017.09.
4. Konosuke Matsushita , Tatsuro ISHII , Daewoong KIM, A study on film title sequences and its technical connection with the story, 14th International Conference for Asia Digital Art and Design, 2017.09.
5. Quiroga Jacobo Moreno , Tatsuro ISHII , Daewoong KIM , Portable History Museum Experience aimed at Elementary Schools in Rural Areas: A Prototype Development, 14th International Conference for Asia Digital Art and Design, 2017.09.
6. Hikari Umeno , Tatsuro ISHII , Daewoong KIM , A study on the development of a support tool for effective art appreciation: Fun art appreciation without prior knowledge about art, 14th International Conference for Asia Digital Art and Design, 2017.09.
7. Nozomi Sana, 石井 達郎, Daewoong KIM, Emphasis of Interaction for VJ Expression, 13th International Conference of Asia Digital Art and Design, 2015.10.
8. Yuya Koga, 石井 達郎, Daewoong KIM, Creation of the VR Content Using Player’s Body Reaction, 13th International Conference of Asia Digital Art and Design, 2015.10.
9. Takashi Kondo, 石井 達郎, Daewoong KIM, Production of Interactive Group Participation Game to Improve Children!s Communication Skills, 13th International Conference of Asia Digital Art and Design, 2015.10.
10. Yuya Takesako, 石井 達郎, Daewoong KIM, Development of a Video Workshop Program Utilizing Tablet Devices in Compulsory Education, 13th International Conference of Asia Digital Art and Design, 2015.10.
11. Azu Kiyokawa, Daewoong KIM, 石井 達郎, Production of an indoor Interactive Game to Improve Children's Motor Skill, 13th International Conference of Asia Digital Art and Design, 2015.10.
12. Chika Izumoto, Daewoong KIM, 石井 達郎, Development of an AR Application to Support a Museum Loan-Kit, 13th International Conference of Asia Digital Art and Design, 2015.10.
13. Keita Niwa, Daewoong KIM, 石井 達郎, A Study on Foreign Television Shows in order to Identify Success Factors, 13th International Conference of Asia Digital Art and Design, 2015.10.
14. Hayato Kume, Daewoong KIM, 石井 達郎, Production of Learning materials for Special Education Support Adjustable for Individual Capabilities Using a Tablet Device, 13th International Conference of Asia Digital Art and Design, 2015.10.
15. Kenta NAKAMURA, 金 大雄, 石井 達郎, The Exhibition Guide Contents Design for Parents and Children Visitors which will help them to Enjoy the Field Trip in Museum

, ADADA Japan 学術大会 2014,, 2014.11, 近年、子どもの歴史系博物館離れが進んでいる。その主な要因として、鑑賞活動の充実度の不足が考えられる。この課題を解決するため、本研究では鑑賞補助コンテンツとしてタブレット端末用のガイドアプリを制作する。展示品にまつわるクイズやゲームを通じて子どもが楽しみながら鑑賞を行える仕組みづくりを行うことが目的であり、本研究を通じて、今後の博物館における展示ガイドシステムのアプローチのひとつを提案する。.
16. Tomomi HIGASHIJIMA, 石井 達郎, 金 大雄, A Study on multidirectional projection system using reflexive material


, ADADA Japan 学術大会 2014,, 2014.11, 本研究では箱庭のような小さな箱の中で物体に投影することにより、これまでのプロジェクション・マッピング等の拡張映像投影技法とは異なる、新しい多面投影の技法について検討することが目的である。また確立した技法を用いて作品を制作することも想定している。本研究においては、再帰性反射材を用いて箱内部でのマッピングを行い、内部を覗き込むことで新しい表現技法を確立できるか検証を行う。.
17. Yuya AIKAWA, 石井 達郎, 金 大雄, Proposal of Ballet Educational Content for Children
, ADADA Japan 学術大会 2014,, 2014.11, 日本のバレエ教室において児童が踊りを習得する際の問題は、指導者の数が少ないことである。児童は被指導不足を補うためDVDやインターネット等を通して学習するがその効果は低い。本研究では指導者を見ながら自ら踊りの練習をする環境に身をおける映像呈示手法の確立を目指す。レッスン時間外に使用できる補習用のコンテンツを制作し、指導者がいなくても使える単純な装置にすること、細かな表現よりは一通りの踊りの習得が可能であることを目標とする。.
18. Toshiya Nishimura, Daewoong Kim, Tatsuro ISHII, Interactive art using sound and visual image that create communications, One Conference Seoul 2013, Asia Digital Art & Design Association, 2013.12.
19. Hayato Kume, Daewoong Kim, Tatsuro ISHII, Production of Learning Content Using a Tablet Terminal for Special Education, One Conference Seoul 2013, Asia Digital Art & Design Association, 2013.12.
20. Chika Izumoto, Daewoong Kim, Tatsuro ISHII, The production of digital contents to entertain the children in the hospital, One Conference Seoul 2013, Asia Digital Art & Design Association, 2013.12.
21. Yuiko Takase, Daewoong Kim, Tatsuro ISHII, Tablet application for supporting a retirement plan, One Conference Seoul 2013, Asia Digital Art & Design Association, 2013.12.
22. Tatsuya Suetsugu, Daewoong Kim, Tatsuro ISHII, Selective video contents design with a theme of bank transfer scam, One Conference Seoul 2013, Asia Digital Art & Design Association, 2013.12.
23. Shii Yukako, Tatsuro ISHII, Daewoong Kim, Pursuit of solid and floating S3D representation using a half mirror, One Conference Seoul 2013, Asia Digital Art & Design Association, 2013.12.
24. Kenta Nakamura, Daewoong Kim, Tatsuro ISHII, The Exhibition Guide Contents Design for Parents and Children Visitors which will help them to Enjoy
the Field Trip in Museum, One Conference Seoul 2013, Asia Digital Art & Design Association, 2013.12.
25. Yanzhong Dong, Daewoong Kim, Tatsuro ISHII, Towards a Model of Vibrotactile Feedback Elicitation Method, One Conference Seoul 2013, Asia Digital Art & Design Association, 2013.12.
26. Hur Wi Rin, Daewoong Kim, Tatsuro ISHII, Audience’s Perceptions of American and Korean TV seires, 2012 Asia Digital Art & Design Association, 2012.12, American and Korean TV series have become immensely popular in Japan. According to Media marketing network survey
in 2010, in Japan, over 73 percent of people watch foreign TV drama, and over 32 percent of people spend 1-9 hours a week.
Audiences are inundated with entertainment content like TV series at the global levels. It is incumbent upon academia to
take the globalization of entertainment seriously, to direct academic resources to the study of a phenomenon that affects
audiences. The purpose of this study is to provide analysis of audience’s perceptions of American and Korean TV series.
This research focuses on viewers’ determinations of what is the factors that affect the reception of foreign TV series,
including perceived similarity, and how the programs may affect their views on Japanese TV dramas. To investigate
audience perceptions of American and Korean TV series, we will conduct empirical research studies based on Uses and
Gratifications Theory. And this research consists of three phases using a relatively new statistical technique, Q methodology.
The first phase, Data Correction is conducted throughout a qualitative research with subjects between the ages of 20-60
years old. The second phase of Classifying Data & Creating Categories involves analyzing and organizing the data collected
from previous surveys in some fashion based on criteria. The third phase is to formally compare the arrangements of the
statements by participants by means of factor analysis. There is no doubt that television audiences today have more choices
than ever before. Hence, the TV industry needs to focus on the idea of reaching various audiences to improve the
effectiveness of professionally produced contents. In this regard, this study suggests an approach that uses the individual as
the unit of analysis in reception to the international television series. This is expected to contribute to a strategy to identify
target audiences and expand viewership..
27. Xing Luo, Daewoong Kim, Tatsuro ISHII, Stereoscopic Images Display System for Supporting the Educational Role of Zoology, 2012 Asia Digital Art & Design Association, 2012.12, As we all know zoo is the public facility for leisure and the place to have some pleasant memories, but at the same time, it is
also a social education facility which is positioned as a museum. The World Zoo Organization has stressed the importance
of education and research functions of zoo in “World Zoo Conservation Strategy” that as the nature conservation center,
Zoos and Aquariums in the 21st century are for environmental education and saving rare animals. Based on this, the
“Education” is put to one of the mission & role in Japan zoos, and they are trying to work actively in educational activities.
However, zoo has not been recognized as a social education facility for most people in nowadays. So this research focuses
on the underestimated educational role of zoo. In order to support educational role of zoo, this research uses stereoscopic
images technology to make documentary movies to introduce the unique characteristics and behavior of animals and to
propose an images display system which can help children to learn the behavior of animals and some environmental issues
amusedly. At last this research is to verify whether the stereoscopic 3D content is effective to learn the characteristics and
behavior of animals amusedly, and aims to support the educational role of zoology..
28. Yanzhong Dong, Daewoong Kim, Tatsuro ISHII, The game contents design for children in museum visiting, 2012 Asia Digital Art & Design Association, 2012.12, According to the investigation report of the Japanese government (Ministry of Education, Culture, Sports, Science and
Technology) in 2011, 65% of the museum and art gallery in japan are geared toward children which is the main purpose
of their exhibition. However, the analysis of the PDA(Personal Digital Assistant)applications in the museum shows us
that the design of museum guide contents that applicable to children is insufficient. With an eye on this issue, I would
like to fill the gap by the “gamification” contents design which is liked by children. It will be used as the assistant tool for
children and call up their interest along their visiting in museum..
29. Toru Shinozaki,, Daewoong Kim, Tatsuro ISHII, Research on the effects of dolly-zoom in live-action stereoscopic imaging, 2012 Asia Digital Art & Design Association, 2012.12, Currently, stereoscopic imaging is familiar to us, and we can easily experience it. However, as movies and games
currently have the majority among the stereoscopic imaging, the content may not be said to be abundant. In
particular, even fewer live-action stereoscopic imaging. One of the factors, the stereoscopic imaging shooting is
more complex than the traditional 2D image shooting, there are limitations in terms of production and viewing
stereoscopic imaging. Therefore, in this study, applied conventional shooting technique to stereoscopic imaging,
and then we expect that it leads to broaden representation of stereoscopic imaging. This time select the dolly zoom.
Then, focusing on the convergence and the convergence point, to shoot live-action stereoscopic imaging . Then, in
order to study the optimum shooting method in the dolly zoom and the difference between the effects of each
condition, we verify the images. We are in the hope that this research will be one of the guides when this research
to shoot live-action stereoscopic imaging..
30. Hwnag Rok Yun, Daewoong Kim, Tatsuro ISHII, The effects of color calibration on 3D projection mapping, 2012 Asia Digital Art & Design Association, 2012.12, The present study aims to experiment and implement the effects of color calibration on stereoscopic and
textures of images in 3D projection mapping. First of all, by formulating a hypothesis that color calibration affects
stereoscopic of images, this study analyzes the results of the experiment. As for the method used in the
experiment, black-and-white and color screens are played at the same time to find out the extent of stereoscopic
that subjects recognize. Second, based on the results of stereoscopic recognized by subjects, this study
suggests how to reduce the difference in stereoscopic between black-and-white and color screens. Using the
proposed method, this study adjusts luminance and white balance to analyze the result. Finally, the primitive
characteristics of textures are extracted using sensitive adjectives to understand subjects’ psychological and
emotional states relevant to textures. Also, subjects’ psychological and emotional states depending on varying
textures and colors are determined. The findings here will be the basics of studies on methodology for color
calibration in 3D projection mapping..
31. In this work “KABUKI”, I focused on MIE (the most dramatic pose in Kabuki play), and combined an artistic, abstract image with beautiful movement and feelings expression that is peculiar to Kabuki..