VLDB 2026 Research / reviewers in the wild / expert
Atsushi Nakazawa
dblp:02/2151
· DBLP profile ↗
42ranked-venue papers
7as first author
7since 2021 · last 2024
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 27 · 7 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 18 · 3 first-author · 2 since 2021Systems, architecture and hardware · 11 · 4 first-authorHuman-computer interaction and ubiquitous computing · 9 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 7 · 3 since 2021Software engineering, systems software and programming languages · 1Databases, data management, data science and information retrieval · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Cross-Action Cross-Subject Skeleton Action Recognition Via Simultaneous Action-Subject Learning With Two-Step Feature RemovalabstractIn this paper, we tackle a novel skeleton-based action recognition problem named Cross-Action Cross-Subject (CACS) Skeleton Action Recognition, where we can access the data of only a part of the target action classes for each training subject. Existing skeleton-based action recognition methods suffer from solving this problem because there are scarce clues to resolve the cross-entanglement of action and subject information, and the trained model will confuse those two features. To solve this challenging problem, we propose a method that consists of simultaneous action-subject learning with feature removal. In our method, 1) we use two data augmentation techniques, Bone Randomization and Phase Randomization, to roughly remove unnecessary features for respective recognitions, and then, 2) we introduce a debiased learning approach to remove the confusing features by minimizing mutual information with an action-subject-shared discriminator network. Extensive experiments on three datasets demonstrate that our method is consistently effective for several CACS problems. Yu Mitsuzumi, Akisato Kimura, Go Irie, Atsushi Nakazawa |
ICIP | 4 |
| 2024 | Capturing Contact Surfaces by a Frustrated Total Internal Reflection System Using a Curved Plate for Comparison of the Beginning of Touching Motions by Humanitude Experts and NovicesabstractAnalyzing time-series changes of the contact surface by touching is important to elucidate the touching skills of Humanitude as one of the pervasive multimodal comprehensive care methodologies. For the analysis, there is a frustrated total internal reflection (FTIR) method to capture contact surfaces on a transparent flat plate by a camera. However, this conventional flat plate is far from the actual surfaces of care receivers because the surfaces of humans consist of curved shapes. In this paper, we propose an FTIR sensing system using a transparent curved plate to capture more ideal contact states with a surface shape more similar to the human body. We collect the contact surface data of the beginning of touching motions by Humanitude experts and novices using the FTIR sensing system with the curved and flat plates. Then, we compare the data by the experts and novices in terms of time-series contact areas and the quantitative indices and subjective evaluation and discuss the analysis results. Through these experiments, we confirm that the proposed system has the potential for the novices to perform more correctly the beginning of Humanitude's touching motions. Akishige Yuguchi, Mayuki Toyoda, Sung-Gwi Cho, Atsushi Nakazawa, Jun Takamatsu, Koichiro Yoshino, Tsukasa Ogasawara |
SMC | 4 |
| 2024 | Phase Randomization: A data augmentation for domain adaptation in human action recognition
Yu Mitsuzumi, Go Irie, Akisato Kimura, Atsushi Nakazawa |
Pattern Recognit. | 4 |
| 2023 | Behavioural changes in the interaction between child with autism spectrum disorder and mother through the Comprehensive Care Humanitude™ intervention
Miyuki Iwamoto, Atsushi Nakazawa, Miwako Honda, Sakiko Yoshikawa, Toshihiro Kato, Yves Gineste |
CogSci | 2 |
| 2022 | Facial expression translations preserving speaking contentabstractThis paper shows a method of translating a facial expression into other facial expressions using a DNN-based style embedding technique. Unlike existing work that translated a facial still image into other facial expressions, our algorithm can take into account the temporal movement of facial expressions. First, facial landmarks are obtained from the facial image sequence. Then, the relationship between the temporal facial landmark sequences, emotions and speaking context are learned by a GAN-based style transformer. Specifically, the transformer is trained to change the facial motions between different emotions while preserving the speaking content. The quality of the translation was evaluated through comprehensive experiments, including an objective evaluation and a subjective user study that evaluated the outputs using existing and GAN-based approaches combined with different subspace representations of facial landmark points. As a result, the proposed algorithm performed the best in facial emotion presentation and naturalness, and considerable good performance was achieved in the lip sync to the input original motion. Shiki Takeuchi, Atsushi Nakazawa |
ICPR | 2 |
| 2022 | Drowsiness prevention using a social robotabstractDrowsiness is one of the major causes of accidents in driving and other tasks. Therefore, finding effective ways to prevent drowsiness and to maintain their alert state is an important subject of study in human-machine systems such as autonomous driving. In this paper, we show the potential to use a social robot to prevent participants from becoming drowsy and to keep them alert. Twenty-five participants were asked to perform Sustained Attention to Response Tasks (SART) and report their subjective drowsiness levels. When the system detected drowsiness from the task reaction time or the self-reports, one of the following awakening alarms was triggered: (1) sound and the robot’s movement (SRM), (2) sound from (motionless) robot (SR), (3) sound only (no robot present) (SO), or (4) no stimulus (NS), as a control. The participants’ task performance and self-reported drowsiness were continuously recorded to evaluate the effectiveness of each alarm condition. The experimental results showed a significant difference in the self-reported scores of drowsiness between the SRM and SR conditions and the NS condition, while significance was not found between the SO and NS conditions. In addition, the response time was shorter for SRM. The difference between SR and SO is only the presence of the social robot, so these results indicate that the presence of the social robot increases the participants’ alertness level. Koki Hara, Ayumi Takemoto, Atsushi Nakazawa |
RO-MAN | 3 |
| 2022 | Ethical Considerations in User Modeling and Personalization (ECUMAP): ACM UMAP 2022 TutorialabstractEthical considerations are getting increased attention with regards to providing responsible personalization for robots and autonomous systems. This is partly a result of the currently limited deployment of such systems in human support and interaction settings. There are many different ethical considerations, and it is important to identify those relevant to one's own work within user modelling and personalization. The tutorial paper will give an overview of the most commonly expressed ethical challenges and ways being undertaken to reduce their impact using the findings in an earlier undertaken review supplemented with recent work and initiatives. That includes the identified challenges in a “Statement on research ethics in artificial intelligence”. Jim Tørresen, Atsushi Nakazawa |
UMAP | 2 |
| 2020 | A Generative Self-Ensemble Approach To Simulated+Unsupervised LearningabstractIn this paper, we consider Simulated and Unsupervised (S+U) learning which is a problem of learning from labeled synthetic and unlabeled real images. After translating the synthetic images to real ones, existing S+U learning methods use only the labeled synthetic images for training a predictor (e.g., a regression function) and ignore the target real images, which may result in unsatisfactory prediction performance. Our approach utilizes both synthetic and real images to train the predictor. The main idea of ours is to involve a self-ensemble learning framework into S+U learning. More specifically, we require the prediction results for an unlabeled real image to be consistent between “teacher” and “student” predictors, even after some perturbations are added to the image. Furthermore, aiming at generating diverse perturbations along the underlying data manifold, we introduce one-to-many image translation between synthetic and real images. Evaluation experiments on an appearance-based gaze estimation task demonstrate that the proposed ideas can improve the prediction accuracy and our full method can outperform existing S+U learning methods. Yu Mitsuzumi, Go Irie, Akisato Kimura, Atsushi Nakazawa |
ICIP | 4 |
| 2019 | Fashion Style Recognition Using Component-Dependent Convolutional Neural NetworksabstractThe fashion style recognition is important in online marketing applications. Several algorithms have been proposed, but their accuracy is still unsatisfactory. In this paper, we share our proposed method for creating an improved fashion style recognition algorithm, component-dependent convolutional neural networks (CD-CNNs). Given that a lot of fashion styles largely depend on the features of specific body parts or human body postures, first, we obtain images of the body parts and postures by using semantic segmentation and pose estimation algorithms; then, we pre-train CD-CNNs. We perform the classification by the concatenated outputs of CD-CNNs and a support vector machine (SVM). Experimental results using the HipsterWars and FashionStyle14 datasets prove that our method is effective and can improve classification accuracy, namely 85.3% for HipsterWars and 77.7% for FashionStyle14, while those of existing methods were 80.9% for HipsterWars and 72.0% for FashionStyle14. Takahisa Yamamoto, Atsushi Nakazawa |
ICIP | 2 |
| 2019 | Evaluating Imitation of Human Eye Contact and Blinking Behavior Using an Android for Human-like CommunicationabstractThe appearance of android robots is very similar to that of human beings. From their appearance, we expect that androids might provide us with high-level communication. The imitation of human behavior gives us the feeling of natural behavior even if we do not know what drives high-level communication. In this paper, we evaluate the imitation of human eye behavior by an android. We consider that the android imitates human eye behavior while explaining some research topic and a person acts as a listener. Then, we construct a method to imitate the eye behavior obtained from eye trackers. For the evaluation, we asked seventeen male subjects for their subjective evaluation and compared the imitation with an android that controlled eye-contact duration and eyeblinks by editing the imitation or programming rule-based behavior. From the results, we found out that 1) the rule-based behaviors kept human-likeness, 2) 3-second eye contact obtained better scores regardless of the imitation-based or rule-based eye behavior, and 3) the subjects might regard the longer eyeblinks as voluntary eyeblinks, with the intention to break eye contacts. Tetsuya Sano, Akishige Yuguchi, Gustavo Alfonso Garcia Ricardez, Jun Takamatsu, Atsushi Nakazawa, Tsukasa Ogasawara |
RO-MAN | 5 |
| 2018 | Robust Pupil Segmentation and Center Detection from Visible Light Images Using Convolutional Neural NetworkabstractIn this paper, we present a robust pupil detection method from visible light (VL) images using a convolutional neural network (CNN). In contrast to existing pupil detection algorithms, our method does not require infrared (IR) illuminations and cameras, and robustly works even for the images of dark-brown irises (black eyes) and/or images including strong corneal reflections such as outdoor scenes. Thus it has potential application scenarios. Our method first detects an eye region from an input image and applies CNN-based pupil segmentation which has a composition and decomposition structure. To learn the relationship between visible eye images and pupil segments, we construct two datasets and augmentation algorithms. One dataset is based on an existing eye image dataset (UBIRIS.v2), and the other consists of images taken by ourselves by using a corneal imaging camera that can take eye images in mobile environments. Applying color and corneal reflection augmentations to these image datasets and using them for learning the CNN, we built a robust pupil segmentation neural network. The performance is evaluated in three ways. First, we evaluate the segmentation accuracy. Second, we evaluate the pupil center detection accuracy using GI4E facial image sets. Third, we developed an eye gaze tracking (EGT) algorithm that uses the pupil detection and evaluated its accuracy. From the result, the proposed method detects pupil centers more accuracy than the state-of-the arts, and shows similar EGT accuracy to the commercial systems that use IR-active lighting setups. Kazunari Kitazumi, Atsushi Nakazawa |
SMC | 2 |
| 2018 | Eye Contact Detection Algorithms Using Deep Learning and Generative Adversarial NetworksabstractEye contact (mutual gaze) is a foundation of human communication and social interactions; therefore, it is studied in many fields such as psychology, social science, and medicine. Our group have been studied wearable vision-based eye contact detection techniques using a first person camera for the purpose of evaluating the gaze skills in the tender dementia care. In this work, we search for deep learning-based eye contact detection techniques from small number of labeled images. We implemented and tested two eye contact detection algorithms: naïve deep-learning-based algorithm and generative adversarial networks (GAN)-based semi supervised learning (SSL) algorithm. These methods are learned and verified by using Columbia Gaze Dataset, Facescrub and our original datasets. The results show the effectiveness and limitations of the deep-learning-based and GAN-based approaches. Interestingly, we found the bilateral difference of the accuracy of eye contact detection with respect to the facial pose with respect to the camera, which is expected to be caused by the learning datasets. Yu Mitsuzumi, Atsushi Nakazawa |
SMC | 2 |
| 2017 | DEEP eye contact detector: Robust eye contact bid detection using convolutional neural network
Yu Mitsuzumi, Atsushi Nakazawa, Toyoaki Nishida |
BMVC | 2 |
| 2016 | Heat map visualization of multi-slice medical images through correspondence matching of video framesabstractVisual inspection of medical imagery such as MRI and CT scans is a major task for medical professionals who must diagnose and treat patients without error. Given this goal, visualizing search behavior patterns used to recognize abnormalities in these images is of interest. In this paper we describe the development of a system which automatically generates multiple image-dependent heat maps from eye gaze data of users viewing medical image slices. This system only requires the use of a non-wearable eye gaze tracker and video capturing system. The main automated features are the identification of a medical image slice located inside a video frame and calculation of the correspondence between display screen and raw image eye gaze locations. We propose that the system can be used for eye gaze analysis and diagnostic training in the medical field. Divesh Lala, Atsushi Nakazawa |
ETRA | 2 |
| 2016 | Noise stable image registration using RANdom RESAmple ConsensusabstractImage registration is an important and fundamental problem in computer vision and image processing. Although there are currently a large number of image registration algorithms such as RANSAC and its extensions, image registration under very noisy conditions remains difficult when it cannot obtain enough number of correct corresponding points. This paper solves this issue by introducing a random resample consensus (RANRESAC) strategy, which achieves robust registration where it is difficult to obtain enough numbers of correct correspondence pairs. In contrast to RANSAC, proposed RANRESAC newly generate corresponding points for the images using the hypothesis transformation function, and verifies the correctness by evaluating the similarity of the local features at the newly sampled points. To confirm the effectiveness for the proposed method, we first conducted an preliminary experiment that evaluates the similarity of texture and orientation components of SURF local descriptor in the images adding several levels of noise. As the result, we observed the texture component is more stable than the orientation component. Based on this finding, we design the RANRESAC algorithm and performed experiments using a open image registration dataset. As the result, proposed method outperforms to the RANSAC, MSAC and Optimal RANSAC algorithms in large noise conditions. Atsushi Nakazawa |
ICPR | 1 |
| 2015 | Synthetic Evidential Study as Augmented Collective Thought Process - Preliminary Report
Toyoaki Nishida, Masakazu Abe, Takashi Ookaki, Divesh Lala, Sutasinee Thovutikul, Hengjie Song, Yasser Mohammad, Christian Nitschke, Yoshimasa Ohmoto, Atsushi Nakazawa, Takaaki Shochi, Jean-Luc Rouas, Aurélie Bugeau, Fabien Lotte, Zuheng Ming, Geoffrey Letournel, Marine Guerry, Dominique Fourer |
ACIIDS (1) | 10 |
| 2012 | Super-Resolution from Corneal Images
Christian Nitschke, Atsushi Nakazawa |
BMVC | 2 |
| 2012 | Point of Gaze Estimation through Corneal Surface Reflection in an Active Illumination Environment
Atsushi Nakazawa, Christian Nitschke |
ECCV (2) | 1 |
| 2012 | Human-computer dance interaction with realtime accelerometer controlabstractMotion-capture-based character animations are widely used in computer graphics and interactive games.In this paper, we show a novel approach to create dancing character animations that react to input music and an accelerometer manipulated by a user. Since the sensor reads express intensities of users' body movements, the system can synthesize character motions whose intensities are synchronized to those of users. Our system consists of analysis phase and synthesis phase. In the analysis phase, the musical beat and segments are detected from input sound, and motion rhythm and intensities are found from motion capture data. With the results of this analysis, we generate a motion graph that can generate character motions matched to the musical rhythm. In synthesis phase, the system receives the output data from an accelerometer and traverses the motion graph according to the matching result between the sensor data and the motion intensity. As the result, our system adds an interactive component to live dancing performed by virtual characters. Takuya Yasunaga, Atsushi Nakazawa, Haruo Takemura |
ACM Multimedia | 2 |
| 2012 | Motion Coherent Tracking Using Multi-label MRF Optimization
David Tsai 0002, Matthew Flagg, Atsushi Nakazawa, James M. Rehg |
Int. J. Comput. Vis. | 3 |
| 2011 | Display-camera calibration using eye reflections and geometry constraints
Christian Nitschke, Atsushi Nakazawa, Haruo Takemura |
Comput. Vis. Image Underst. | 2 |
| 2009 | Display-camera calibration from eye reflectionsabstractWe present a novel technique for calibrating display-camera systems from reflections in the user's eyes. Display-camera systems enable a range of vision applications that need controlled illumination, including 3D object reconstruction, facial modeling and human computer interaction. One important issue, though, is the geometric calibration of the display, which requires additional hardware and tedious user interaction. The proposed approach eliminates this requirement by analyzing patterns that are reflected in the cornea, a mirroring device that naturally exists in any display-camera system. We introduce an optimization strategy that is able to refine eye and spherical mirror calibration results. When applied to the eye, it even outperforms spherical mirror calibration unoptimized. Furthermore, we obtain a robust estimation of eye poses which can be used for eye tracking applications. Despite the difficult working conditions, the calibration results are good and should be sufficient for many applications. Christian Nitschke, Atsushi Nakazawa, Haruo Takemura |
ICCV | 2 |
| 2009 | Large-scale 3D scene modeling by registration of laser range data with Google Maps imagesabstractThis work presents a novel approach to registering multiple range images on top of a Google Maps image. The fundamental concept behind the method is matching completely different types of input with each other using classification as a middleman. Range images and Google Maps images are separated into classes, and the range image is also projected into a 2D top-down template image. The template image can then be matched against the Google Maps image to find its location and orientation on the map, which can be used for registering the range images. An experiment comparing this technique against using GPS to find position and orientation showed that it is effective at automatically constructing a reasonable large-scale 3D model whereas GPS would be completely ineffective. Anuraag Agrawal, Miki Matsumura, Atsushi Nakazawa, Haruo Takemura |
ICIP | 3 |
| 2009 | Eye reflection analysis and application to display-camera calibrationabstractWe present a novel technique for calibrating display-camera systems from reflections in the user's eyes. Display-camera systems enable a range of vision applications that need controlled illumination, including 3D object reconstruction, facial modeling and human computer interaction. One important issue, though, is the geometric calibration of the display, which requires additional hardware and tedious user interaction. The proposed approach eliminates this requirement by analyzing patterns that are reflected in the cornea, a mirroring device that naturally exists in any display-camera system. By applying this strategy we also obtain a continuous estimation of eye poses which facilitates further applications. We investigate the effect of display size, camera-eye distance and individual eye anatomy experimentally using only off-the-shelf components. Results are promising and show the general feasibility of the approach. Christian Nitschke, Atsushi Nakazawa, Haruo Takemura |
ICIP | 2 |
| 2009 | MMM-classification of 3D range dataabstractThis paper presents a method for accurately segmenting and classifying 3D range data into particular object classes. Object classification of input images is necessary for applications including robot navigation and automation, in particular with respect to path planning. To achieve robust object classification, we propose the idea of an object feature which represents a distribution of neighboring points around a target point. In addition, rather than processing raw points, we reconstruct polygons from the point data, introducing connectivity to the points. With these ideas, we can refine the Markov Random Field (MRF) calculation with more relevant information with regards to determining ldquorelated pointsrdquo. The algorithm was tested against five outdoor scenes and provided accurate classification even in the presence of many classes of interest. Anuraag Agrawal, Atsushi Nakazawa, Haruo Takemura |
ICRA | 2 |
| 2009 | Human video texturesabstractThis paper describes a data-driven approach for generating photorealistic animations of human motion. Each animation sequence follows a user-choreographed path and plays continuously by seamlessly transitioning between different segments of the captured data. To produce these animations, we capitalize on the complementary characteristics of motion capture data and video. We customize our capture system to record motion capture data that are synchronized with our video source. Candidate transition points in video clips are identified using a new similarity metric based on 3-D marker trajectories and their 2-D projections into video. Once the transitions have been identified, a video-based motion graph is constructed. We further exploit hybrid motion and video data to ensure that the transitions are seamless when generating animations. Motion capture marker projections serve as control points for segmentation of layers and nonrigid transformation of regions. This allows warping and blending to generate seamless in-between frames for animation. We show a series of choreographed animations of walks and martial arts scenes as validation of our approach. Matthew Flagg, Atsushi Nakazawa, Qiushuang Zhang, Sing Bing Kang, Young Kee Ryu, Irfan A. Essa, James M. Rehg |
SI3D | 2 |
| 2008 | Optimized Rendering for a Three-Dimensional Videoconferencing SystemabstractIndustry widely employs the two-dimensional videoconferencing system as a long distance communication tool, but current limitations such as its tendency to misrepresent eye contact prevent it from becoming more widely adopted. We are exploring the possibility of a three-dimensional videoconferencing system for future interactive streaming of point cloud data, and present the preliminary research results in this paper. We have tested thus far with one sender and one receiver, using pre-recorded data for the sender. The sender, encircled by high-definition cameras, stands and speaks in a room. A cluster of computers reconstructs each frame of the camera images into a 3D point cloud and streams it across a high-speed, low-latency network. On the receiving end, a splat-based renderer employs a new algorithm to efficiently resample the points in real-time, maintaining a user-specified frame rate. Parallel hardware projects onto multiple screens while head tracking equipment records the viewer's movements, allowing the receiver to view a stereoscopic 3D representation of the sender from multiple angles. We can combine these visuals with appropriate use of multiple audio channels to forge an unparalleled virtual experience. This next step towards immersive 3D videoconferencing brings us closer to empowering worldwide collaboration between research departments. Rachel Chu, Daniel Tenedorio, Jürgen P. Schulze, Susumu Date, Seiki Kuwabara, Atsushi Nakazawa, Haruo Takemura, Fang-Pang Lin |
eScience | 6 |
| 2007 | Human Pose Estimation from Volume Data and Topological Graph Database
Hidenori Tanaka, Atsushi Nakazawa, Haruo Takemura |
ACCV (1) | 2 |
| 2007 | Multilinear analysis for task recognition and person identificationabstractThis paper introduces a Multi Factor Tensor(MFT) model to recognize motion styles and person identities in dance sequences. We apply a musical information analysis method in segmenting the motion sequence relevant to the key poses and the musical rhythm. We define a task model considering the repeated motion segments, where the motion is decomposed into person invariant factor task and person dependant factor style. We capture the motion data of different people for a few cycles, segment it using the musical analysis approach, normalize the segments using a vectorization method, and realize our MFT model. The experiments are conducted according to two approaches. Various experiments that we conduct to evaluate the potential of the recognition ability of our proposed approaches and the results demonstrate the high accuracy of our model. The recognition results and the motion decomposition will be used in further extending the motion generation process in various styles and for different tasks. Manoj Perera, Takaaki Shiratori, Shunsuke Kudoh, Atsushi Nakazawa, Katsushi Ikeuchi |
IROS | 4 |
| 2007 | The Great Buddha Project: Digitally Archiving, Restoring, and Analyzing Cultural Heritage Objects
Katsushi Ikeuchi, Takeshi Oishi, Jun Takamatsu, Ryusuke Sagawa, Atsushi Nakazawa, Ryo Kurazume, Ko Nishino, Mawo Kamakura, Yasuhide Okamoto |
Int. J. Comput. Vis. | 5 |
| 2006 | Synthesizing Dance Performance using Musical and Motion FeaturesabstractThis paper proposes a method for synthesizing dance performance synchronized to played music and our method presents a system that imitates dancers' skills in performing their motion while they listen to the music. Our method consists of a motion analysis, a music analysis, and a motion synthesis based on results of the analyses. In these analysis steps, motion and music features are acquired. These features are derived from motion keyframes, motion intensity, music intensity, musical beats, and chord changes. Our system also constructs a motion graph to search similar poses from given dance sequences and to connect them as possible transitions. In the synthesis step, the trajectory that provides the best correlation between music and motion features is selected from the motion graph, and the resulting motion is generated. Our experimental results indicate that our proposed method actually creates dance as the system "hears" the music Takaaki Shiratori, Atsushi Nakazawa, Katsushi Ikeuchi |
ICRA | 2 |
| 2006 | Dancing-to-Music Character AnimationabstractAbstract In computer graphics, considerable research has been conducted on realistic human motion synthesis. However, most research does not consider human emotional aspects, which often strongly affect human motion. This paper presents a new approach for synthesizing dance performance matched to input music, based on the emotional aspects of dance performance. Our method consists of a motion analysis, a music analysis, and a motion synthesis based on the extracted features. In the analysis steps, motion and music feature vectors are acquired. Motion vectors are derived from motion rhythm and intensity, while music vectors are derived from musical rhythm, structure, and intensity. For synthesizing dance performance, we first find candidate motion segments whose rhythm features are matched to those of each music segment, and then we find the motion segment set whose intensity is similar to that of music segments. Additionally, our system supports having animators control the synthesis process by assigning desired motion segments to the specified music segments. The experimental results indicate that our method actually creates dance performance as if a character was listening and expressively dancing to the music. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism Animation; J.5 [Arts and Humanities]: Performing Arts Music Takaaki Shiratori, Atsushi Nakazawa, Katsushi Ikeuchi |
Comput. Graph. Forum | 2 |
| 2005 | Task model of lower body motion for a biped humanoid robot to imitate human dancesabstractThe goal of this study is developing a biped humanoid robot that can observe a human dance performance and imitate it. To achieve this goal, we propose a task model of lower body motion, which consists of task primitives (what to do) and skill parameters (how to do it). Based on this model, a sequence of task primitives and their skill parameters are detected from human motion, and robot motion is regenerated from the detected result under constraints of a robot. This model can generate human-like lower body motion including various waist motions as well as various stepping motions of the legs. Generated motions can be performed stably on an actual robot supported by its own legs. We used improved robot hardware HRP-2, which has superior features in body weight, actuators, and DOF of the waist. By using the proposed method and HRP-2, we have realized a dance performance of Japanese folk dance by the robot, which is synchronized with a performance of a human grand master on the same stage. Shinichiro Nakaoka, Atsushi Nakazawa, Fumio Kanehiro, Kenji Kaneko, Mitsuharu Morisawa, Katsushi Ikeuchi |
IROS | 2 |
| 2004 | Leg Motion Primitives for a Dancing Humanoid RobotabstractThe goal of the study described In this work is to develop a total technology for archiving human dance motions. A key feature of this technology is a dance replay by a humanoid robot. Although human dance motions can be acquired by a motion capture system, a robot cannot exactly follow the captured data because of different body structure and physical properties between the human and the robot. In particular, leg motions are too constrained to be converted from the captured data because the legs must interact with the floor and keep dynamic balance within the mechanical constraints of current robots. To solve this problem, we have designed a symbolic description of leg motion primitives in a dance performance. Human dance actions are recognized as a sequence of primitives and the same actions of the robot can be regenerated from them. This framework is more reasonable than modifying the original motion to adapt the robot constraints. We have developed a system to generate feasible robot motions from a human performance, and realized a dance performance by the robot HRP-1S. Shinichiro Nakaoka, Atsushi Nakazawa, Kazuhito Yokoi, Katsushi Ikeuchi |
ICRA | 2 |
| 2004 | Matching and blending human motions temporal scaleable dynamic programmingabstractThis paper presents a method for matching the frames of the human motions acquired by a motion capture system, and then creating blended (interpolated) motions according to the matching result. This matching method is basically a variation of a dynamic programming (DP) matching but we enhanced it to enable it to detect the timescale parameters. This scaleable dynamic programming (scaleable-DP) can match and evaluate the same class of motions such as walking, running, stepping and their timescale parameters. This approach is adaptable for differences in individuals, such as body sizes and timing of the stop-frames. On the blending pipeline, we first generate the keyframes according to the matching result. The keyframes are generated by considering the spatial and temporal difference of individual motions. After that, transition motions are synthesized between the keyframes. We experimented with our approach by using 15 gait motions and 5 dance motions. The results of these demonstrations show the validity of the proposed algorithm. Atsushi Nakazawa, Shinichiro Nakaoka, Katsushi Ikeuchi |
IROS | 1 |
| 2003 | Generating whole body motions for a biped humanoid robot from captured human dancesabstractThe goal of this study is a system for a robot to imitate human dances. This paper describes the process to generate whole body motions which can be performed by an actual biped humanoid robot. Human dance motions are acquired through a motion capturing system. We then extract symbolic representation which is made up of primitive motions: essential postures in arm motions and step primitives in leg motions. A joint angle sequence of the robot is generated according to these primitive motions. Then joint angles are modified to satisfy mechanical constraints of the robot. For balance control, the waist trajectory is moved to acquire dynamics consistency based on desired ZMP. The generated motion is tested on OpenHRP dynamics simulator. In our test, the Japanese folk dance, 'Jongara-bushi', was successfully performed by HRP-1S. Shinichiro Nakaoka, Atsushi Nakazawa, Kazuhito Yokoi, Hirohisa Hirukawa, Katsushi Ikeuchi |
ICRA | 2 |
| 2003 | Synthesize stylistic human motion from examplesabstractThe human body motion synthesis is highly necessary for humanoid robots' motion planning and computer animations. In this paper, new method for generating human-like natural motions based on the motion database acquired by motion capture systems is described. On the analysis step, the acquired motions are divided into some motion segments, and then the characteristic poses and motions are archived as 'motion styles'. The motion style is a kind of the human skill, and it's unique to the motions' scenario, such as the different kinds of dances. On the synthesis step, users direct the key poses of human figures. The system generates the characteristic motions according to the user's directions and motion style database. The experiment result shows that this method can synthesize the realistic 'stylized' motions with this framework. Atsushi Nakazawa, Shinichiro Nakaoka, Katsushi Ikeuchi |
ICRA | 1 |
| 2003 | The Great Buddha Project: Modeling Cultural Heritage for VR Systems through Observation
Katsushi Ikeuchi, Atsushi Nakazawa, Kazuhide Hasegawa, Takeshi Oishi |
ISMAR | 2 |
| 2002 | Tracking Multiple People using Distributed Vision SystemsabstractWe describe a method for observing multiple targets in a wide-area spatial environment using a distributed vision system (DVS). The DVS is constructed of some 'watching stations' that consist of a camera, an image processor and a computer network that connects each systems. The system's goal is to track multiple people in a wide-area that cannot be watched by single visual sensor. Our approach is based on three algorithms; an algorithm for real-time human tracking, the task decision algorithms of individual watching stations, and the object-matching method used between stations. We also describe experimental results that show the validity of our approach. Atsushi Nakazawa, Hirokazu Kato 0001, Shinsaku Hiura, Seiji Inokuchi |
ICRA | 1 |
| 2002 | Imitating human dance motions through motion structure analysisabstractThis paper presents a method for importing human dance motion into humanoid robots through visual observation. The human motion data is acquired from a motion capture system consisting of 8 cameras and 8 PC clusters. Then the whole motion sequence is divided into motion elements and clustered into groups according to the correlation of end-effector trajectories. We call these segments 'motion primitives'. New dance motions are generated by concatenating these motion primitives. We are also trying to make a humanoid dance these original or generated motions using inverse-kinematics and dynamic balancing techniques. Atsushi Nakazawa, Shinichiro Nakaoka, Katsushi Ikeuchi, Kazuhito Yokoi |
IROS | 1 |
| 2002 | Iterative refinement of range images with anisotropic error distributionabstractWe propose a method which refines the range measurement of range finders by computing correspondences of vertices of multiple range images acquired from various viewpoints. Our method assumes that a range image acquired by a laser rangefinder has anisotropic error distribution which is parallel to the ray direction. Thus, we find the corresponding points of range images along with the ray direction. We iteratively converge range images to minimize the distance of corresponding points. We demonstrate the effectiveness of our method by presenting the experimental results of artificial and real range data. Also, we show that our method refines a 3D shape more accurately as opposed to that achieved by using the Gaussian filter. Ryusuke Sagawa, Takeshi Oishi, Atsushi Nakazawa, Ryo Kurazume, Katsushi Ikeuchi |
IROS | 3 |
| 1998 | Human tracking using distributed vision systemsabstractWe present a wide area human tracking method using distributed computer vision systems. Each vision system consists of a camera and an image processor and they are all connected through a computer network. In this paper, we propose a method for human tracking and for coordination of all the vision systems. The human tracking method works on each vision system and uses a type of model based template matching to track moving people at 15 frame/sec on a standard personal computer. Coordination between the vision systems is necessary to achieve consistent wide area tracking. We use a state transition map and several action rules to synchronize the image processing between systems. All the vision systems share the state transition map jointly and decide their own actions according to the action rules. We describe experimental results that show the validity of our approach. Atsushi Nakazawa, Hirokazu Kato 0001, Seiji Inokuchi |
ICPR | 1 |