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Kengo Honda

dblp:25/10041 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
3d display
0.412019
Interactive 360-Degree Glasses-Free Tabletop 3D Display · UIST 2019
Virtual and augmented reality › depth perception
motion parallax
0.412019
Interactive 360-Degree Glasses-Free Tabletop 3D Display · UIST 2019
Collaborative and social computing
co-located collaboration
0.112019
Interactive 360-Degree Glasses-Free Tabletop 3D Display · UIST 2019
Collaborative and social computing › co-located collaboration
tabletop collaboration
0.112019
Interactive 360-Degree Glasses-Free Tabletop 3D Display · UIST 2019

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

image recognition · 0.8360-degree camera tracking · 0.8
YearPublicationVenuePosition
2019 Interactive 360-Degree Glasses-Free Tabletop 3D Display
abstract
We present an interactive 360-degree tabletop display system for collaborative work around a round table. Users are able to see 3D objects on the tabletop display anywhere around the table without 3D glasses. The system uses a visual perceptual mechanism for smooth motion parallax in the horizontal direction with fewer projectors than previous works. A 360-degree camera mounted above the table and image recognition software detects users' positions around the table and the heights of their faces (eyes) as they move around the table in real-time. Those mechanics help display correct vertical and horizontal direction motion parallax for different users simultaneously. Our system also has a user interaction function with a tablet device that manipulates 3D objects displayed on the table. These functions support collaborative work and communication between users. We implemented a prototype system and demonstrated the collaborative features of the 360-degree tabletop display system.
Motohiro Makiguchi, Daisuke Sakamoto, Hideaki Takada, Kengo Honda, Tetsuo Ono
UIST4