Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Sei Ikeda

dblp:94/440 · DBLP profile ↗
← Back
17ranked-venue papers
4as first author
0since 2021 · last 2020
0000-0002-8829-1580ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 17 · 4 first-authorHuman-computer interaction and ubiquitous computing · 10 · 1 first-authorArtificial intelligence and machine learning · 4

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
9 papers
Virtual and augmented reality · 84% Rendering · 9% Visualization and visual analytics · 3%
Human-computer interaction and pervasive computing
5 papers
Immersive interaction · 71% Games and playful interaction · 22% Haptics and multimodal interaction · 7%
Artificial intelligence
2 papers
Robot navigation and mapping · 58% 3D vision · 42%

Topics — the 23 heaviest of 26, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality
optical see-through head-mounted display
1.032019
Can Transparent Virtual Objects Be Represented Realistically on OST-HMDs? · VR 2019
BrightView: Increasing Perceived Brightness of Optical See-Through Head-Mounted Displays Through Unnoticeable Incident Light Reduction · VR 2018
SharpView: Improved clarity of defocussed content on optical see-through head-mounted displays · VR 2016
Virtual and augmented reality
immersive interaction
0.622019
Shadow Inducers: Inconspicuous Highlights for Casting Virtual Shadows on OST-HMOs · VR 2019
Vergence-Based AX-ray Vision · ISMAR 2015
Virtual and augmented reality
mixed reality
0.412019
Can Transparent Virtual Objects Be Represented Realistically on OST-HMDs? · VR 2019
Rendering › surface rendering
transparency rendering
0.412019
Can Transparent Virtual Objects Be Represented Realistically on OST-HMDs? · VR 2019
Virtual and augmented reality › augmented reality display
optical see-through display
0.312018
Casting Virtual Shadows Based on Brightness Induction for Optical See-Through Displays · VR 2018
Robotics › Robot navigation and mapping › SLAM
visual simultaneous localization and mapping
0.212015
Abecedary Tracking and Mapping: A Toolkit for Tracking Competitions · ISMAR 2015
Virtual and augmented reality › immersive interaction
gaze-based interaction
0.212015
Vergence-Based AX-ray Vision · ISMAR 2015
Virtual and augmented reality › augmented reality › augmented reality visualization
x-ray vision
0.212015
Vergence-Based AX-ray Vision · ISMAR 2015
Virtual and augmented reality
augmented reality
0.222018
An intermediate report of TrakMark WG - international voluntary activities on establishing benchmark test schemes for AR/MR geometric registration and tracking methods · ISMAR 2010
BrightView: Increasing Perceived Brightness of Optical See-Through Head-Mounted Displays Through Unnoticeable Incident Light Reduction · VR 2018
Virtual and augmented reality › augmented reality
augmented reality rendering
0.212013
Approximated user-perspective rendering in tablet-based augmented reality · ISMAR 2013
Virtual and augmented reality › immersive rendering
user-perspective rendering
0.212013
Approximated user-perspective rendering in tablet-based augmented reality · ISMAR 2013
Immersive interaction
augmented reality
0.222018
Casting Virtual Shadows Based on Brightness Induction for Optical See-Through Displays · VR 2018
Abecedary Tracking and Mapping: A Toolkit for Tracking Competitions · ISMAR 2015
Virtual and augmented reality › augmented reality display
video see-through display
0.112019
Can Transparent Virtual Objects Be Represented Realistically on OST-HMDs? · VR 2019
Computer vision › 3D vision
camera calibration
0.122015
Abecedary Tracking and Mapping: A Toolkit for Tracking Competitions · ISMAR 2015
Extrinsic Camera Parameter Recovery from Multiple Image Sequences Captured by an Omni-Directional Multi-camera System · ECCV (2) 2004
Geometric modeling and processing › registration
geometric registration
0.112010
An intermediate report of TrakMark WG - international voluntary activities on establishing benchmark test schemes for AR/MR geometric registration and tracking methods · ISMAR 2010
Virtual and augmented reality
tracking
0.112010
An intermediate report of TrakMark WG - international voluntary activities on establishing benchmark test schemes for AR/MR geometric registration and tracking methods · ISMAR 2010
Immersive interaction
depth perception
0.112018
Casting Virtual Shadows Based on Brightness Induction for Optical See-Through Displays · VR 2018
Image and video processing › image enhancement
image sharpening
0.112016
SharpView: Improved clarity of defocussed content on optical see-through head-mounted displays · VR 2016
Computer vision › 3D vision › multi-view geometry › multi-view vision
multi-camera systems
0.012004
Extrinsic Camera Parameter Recovery from Multiple Image Sequences Captured by an Omni-Directional Multi-camera System · ECCV (2) 2004
Immersive interaction
telepresence
0.012003
Telepresence System Using High-Resolution Omnidirectional Movies and a Reactive Display · ISMAR 2003
Haptics and multimodal interaction › haptic feedback
tactile feedback
0.012010
FireVolleyball: multi-player interactive game providing a sense of touching fire · ACM Multimedia 2010
Performance modeling and evaluation
benchmarking
0.012010
An intermediate report of TrakMark WG - international voluntary activities on establishing benchmark test schemes for AR/MR geometric registration and tracking methods · ISMAR 2010
Virtual and augmented reality
locomotion
0.012003
Telepresence System Using High-Resolution Omnidirectional Movies and a Reactive Display · ISMAR 2003

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

brightness induction · 1.0monocular vSLAM · 0.4camera calibration · 0.4difference of gaussian · 0.4demonstration · 0.4psychophysical experiment · 0.3liquid crystal filter · 0.3homography transformation · 0.3dynamic sharpening filter · 0.2adjustment experiment · 0.2visual paired-comparison task · 0.2benchmarking · 0.2time-of-flight camera · 0.1fluid simulation · 0.1multi-screen projection · 0.03d position sensing · 0.0
YearPublicationVenuePosition
2020 Shadow induction on optical see-through head-mounted displays
Sei Ikeda, Yuto Kimura, Shinnosuke Manabe, Asako Kimura, Fumihisa Shibata
Comput. Graph.1
2019 Can Transparent Virtual Objects Be Represented Realistically on OST-HMDs?
abstract
In mixed reality using video see-through displays, various optical effects can be simulated for representing a transparent object. However, consumer-available OST-HMDs can not reproduce some of their effects correctly because of its mechanism. There has been little discussion concerning to what extent such transparent objects can be represented realistically. In this demonstration, we will show how effective each for combination of existing methods is.
Yuto Kimura, Shinnosuke Manabe, Sei Ikeda, Asako Kimura, Fumihisa Shibata
VR3
2019 Shadow Inducers: Inconspicuous Highlights for Casting Virtual Shadows on OST-HMOs
abstract
Virtual shadows provide important cues to determine the positional relationship between virtual objects and a real scene. However, it' s difficult to render shadows in the real scene on optical see-through head-mounted displays without occlusion-capability. In the previous work, we cast virtual shadows not with physical light attenuation but with brightness induction caused by virtual objects, referred to as shadow inducers, which surround the shadow area to gradually amplify the intensity of the real scene pattern [4]. However, because the shadow inducer was prepared beforehand, the shape of the shadow is constant, the real scene shadowing is limited to a flat surface, and a large of viewpoint change is impossible. In this demonstration, we propose a method to generate shadow inducers in real time that can change the shape of virtual objects and the viewpoint of users. In this method, depending on the appearance of shadows, the surrounding luminance is gradually amplified with the difference of gaussian (DOG) representing characteristics of human vision. Users can observe shadows of moving and deforming virtual objects on a real tabletop and other non-planar objects.
Shinnosuke Manabe, Sei Ikeda, Asako Kimura, Fumihisa Shibata
VR2
2018 Casting Virtual Shadows Based on Brightness Induction for Optical See-Through Displays
abstract
This paper proposes a novel method for casting virtual shadows on real surfaces on an optical see-through head-mounted display without any extra physical filter devices. Instead, the method presents shadows as results of brightness induction. To produce brightness induction, we place a texture of the real scene with a certain transparency around the shadow area to amplify the luminance of the surrounding area. To make this amplification unnoticeable, the transparency of the surrounding region is gradually increased as the distance from the shadow region. In the experiment with 23 participants, we confirmed that users tend to perceive the shadow region is darker than a non-shadow area under the conditions where a circular virtual shadow is placed on a flat surface.
Shinnosuke Manabe, Sei Ikeda, Asako Kimura, Fumihisa Shibata
VR2
2018 BrightView: Increasing Perceived Brightness of Optical See-Through Head-Mounted Displays Through Unnoticeable Incident Light Reduction
abstract
Optical See-Through Head-Mounted Displays (OST-HMDs) lose the visibility of virtual contents under bright environment illumination due to their see-through nature. We demonstrate how a liquid crystal (LC) filter attached to an OST-HMD can be used to dynamically increase the perceived brightness of virtual content without impacting the perceived brightness of the real scene. We present a prototype OST-HMD that continuously adjusts the opacity of the LC filter to attenuate the environment light without users becoming aware of the change. Consequently, virtual content appears to be brighter. The proposed approach is evaluated in psychophysical experiments in three scenes, with 16, 31, and 31 participants, respectively. The participants were asked to compare the magnitude of brightness changes of both real and virtual objects, before and after dimming the LC filter over a period of 5, 10, and 20 seconds. The results showed that the participants felt increases in the brightness of virtual objects while they were less conscious of reductions of the real scene luminance. These results provide evidence for the effectiveness of our display design. Our design can be applied to a wide range of OST-HMDs to improve the brightness and hence realism of virtual content in augmented reality applications.
Shohei Mori, Sei Ikeda, Alexander Plopski, Christian Sandor
VR2
2016 SharpView: Improved clarity of defocussed content on optical see-through head-mounted displays
abstract
A common factor among current generation optical see-through augmented reality systems is fixed focal distance to virtual content. In this work, we investigate the issue of focus blur, in particular, the blurring caused by simultaneously viewing virtual content and physical objects in the environment at differing focal distances. We examine the application of dynamic sharpening filters as a straight forward, system independent, means for mitigating this effect improving the clarity of defocused AR content. We assess the utility of this method, termed SharpView, by employing an adjustment experiment in which users actively apply varying amounts of sharpening to reduce the perception of blur in AR content. Our experimental results validate the ability of our SharpView model to improve the visual clarity of focus blurred content, with optimal performance at focal differences well suited for near field AR applications.
Kohei Oshima, Kenneth R. Moser, Damien Constantine Rompapas, J. Edward Swan II, Sei Ikeda, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001
VR5
2015 Vergence-Based AX-ray Vision
abstract
The ideal AR x-ray vision should enable users to clearly observe and grasp not only occludees, but also occluders. We propose a novel selective visualization method of both occludee and oc-cluder layers with dynamic opacity depending on the user's gaze depth. Using the gaze depth as a trigger to select the layers has a essential advantage over using other gestures or spoken commands in the sense of avoiding collision between user's intentional commands and unintentional actions. Our experiment by a visual paired-comparison task shows that our method has achieved a 20% higher success rate, and significantly reduced 30% of the average task completion time than a non-selective method using a constant and half transparency.
Yuki Kitajima, Sei Ikeda, Kosuke Sato
ISMAR2
2015 Abecedary Tracking and Mapping: A Toolkit for Tracking Competitions
abstract
This paper introduces a toolkit with camera calibration, monocular visual Simultaneous Localization and Mapping (vSLAM) and registration with a calibration marker. With the toolkit, users can perform the whole procedure of the ISMAR on-site tracking competition in 2015. Since the source code is designed to be well-structured and highly-readable, users can easily install and modify the toolkit. By providing the toolkit, we encourage beginners to learn tracking techniques and to participate in the competition.
Hideaki Uchiyama, Takafumi Taketomi, Sei Ikeda, Joao Paulo Silva do Monte Lima
ISMAR3
2013 Approximated user-perspective rendering in tablet-based augmented reality
abstract
This study addresses the problem of geometric consistency between displayed images and real scenes in augmented reality using a video see-through hand-held display or tablet. To solve this problem, we present approximated user-perspective images rendered by homography transformation of camera images. Homography approximation has major advantages not only in terms of computational costs, but also in the quality of image rendering. However, it can lead to an inconsistency between the real image and virtual objects. This study also introduces a variety of rendering methods for virtual objects and discusses the differences between them. We implemented two prototypes and designed three types of user studies on matching tasks between real scenes and displayed images. We have confirmed that the proposed method works in real time on an off-the-shelf tablet. Our pilot tests show the potential to improve users' visibility, even in real environments, by using our method.
Makoto Tomioka, Sei Ikeda, Kosuke Sato
ISMAR2
2010 An intermediate report of TrakMark WG - international voluntary activities on establishing benchmark test schemes for AR/MR geometric registration and tracking methods
abstract
In the study of AR/MR field, tracking and geometric registration methods are very important topics that are actively discussed. Especially, the study on tracking is flourishing and many algorithms are being proposed every year. With this trend in mind, we, the TrakMark WG, had proposed benchmark test schemes for geometric registration and tracking in AR/MR at ISMAR 2009 [1]. This paper is an intermediate report of the TrakMark WG, which describes its activities and the first proposal on benchmarking image sequences.
Fumihisa Shibata, Sei Ikeda, Takeshi Kurata, Hideaki Uchiyama
ISMAR2
2010 FireVolleyball: multi-player interactive game providing a sense of touching fire
abstract
This paper describes a novel game system which provides multiple players with a sense of touching fire with their own hands. Players in this game are divided into two teams in front of a wall-type flat display and try to score points by grounding a fireball on the other team's court like volleyball. The players can recognize their contacts with the fireball from mirrored image of their own appearance and the superimposed fireball in the display. Computer detects those contacts by using a real-time time-of-flight camera and renders flame of the fireball based on fluid simulation. The reason why we choose fire as a ball is that several characteristics of fire are advantages in interactions between users and virtual objects. This game can provide players with enough enjoyment and reality due to these advantages even if the implemented human detection algorithm is quite simple.
Sei Ikeda, Yuuki Uranishi, Yoshitsugu Manabe, Kunihiro Chihara
ACM Multimedia1
2008 Real-time outdoor pre-visualization method for videographers - real-time geometric registration using point-based model -
abstract
This paper describes a real-time pre-visualization method using augmented reality techniques for videographers. It enables them to test camera work without real actors in a real environment. As a substitute for real actors, virtual ones are superimposed on a live video in real-time according to a real camera motion and an illumination condition. The key technique of this method is real-time motion estimation of a camera, which can be applied to unknown complex environments including natural objects. In our method, geometric and photometric registration problems for such unknown environments are solved to realize the above visualization. A prototype system demonstrates availability of the pre-visualization method.
Sei Ikeda, Takafumi Taketomi, Bunyo Okumura, Tomokazu Sato, Masayuki Kanbara, Naokazu Yokoya, Kunihiro Chihara
ICME1
2007 Video Mosaicing Based on Structure from Motion for Distortion-Free Document Digitization
Akihiko Iketani, Tomokazu Sato, Sei Ikeda, Masayuki Kanbara, Noboru Nakajima, Naokazu Yokoya
ACCV (2)3
2006 Super-Resolved Video Mosaicing for Documents Based on Extrinsic Camera Parameter Estimation
Akihiko Iketani, Tomokazu Sato, Sei Ikeda, Masayuki Kanbara, Noboru Nakajima, Naokazu Yokoya
ACCV (2)3
2006 Extrinsic Camera Parameter Estimation Based-on Feature Tracking and GPS Data
Yuji Yokochi, Sei Ikeda, Tomokazu Sato, Naokazu Yokoya
ACCV (1)2
2004 Extrinsic Camera Parameter Recovery from Multiple Image Sequences Captured by an Omni-Directional Multi-camera System
Tomokazu Sato, Sei Ikeda, Naokazu Yokoya
ECCV (2)2
2003 Telepresence System Using High-Resolution Omnidirectional Movies and a Reactive Display
abstract
This paper describes a novel telepresence system that uses high-resolution movies and a reactive display system with a treadmill. In this system, users can walk through a virtualized environment by actually walking on a treadmill. According to walking motion which is detected by using 3-D position sensors put on both legs, the virtualized environment captured by an omnidirectional multi-camera system is projected on a multi-screen display.
Sei Ikeda, Tomokazu Sato, Masayuki Kanbara, Naokazu Yokoya
ISMAR1