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Norihiko Matsuura

dblp:95/4088 · DBLP profile ↗
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4ranked-venue papers
0as 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 · 3Human-computer interaction and ubiquitous computing · 2

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
Virtual and augmented reality · 50% Image and video coding · 25% Rendering · 25%
Computer networks
2 papers
Content delivery and video streaming · 50% Edge and fog computing · 50%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 44% Haptics and multimodal interaction · 44% Learning and educational technologies · 13%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
image-based rendering
0.112010
An image-based system for sharing a 3D object by transmitting to remote locations · VR 2010
Virtual and augmented reality
immersive display
0.112010
An image-based system for sharing a 3D object by transmitting to remote locations · VR 2010
Virtual and augmented reality › 3d display
stereoscopic display
0.112010
An image-based system for sharing a 3D object by transmitting to remote locations · VR 2010
Content delivery and video streaming
adaptive video streaming
0.012010
Interactive panoramic video streaming system over restricted bandwidth network · ACM Multimedia 2010
Haptics and multimodal interaction
multimodal communication
0.011996
InterSpace Project - CyberCampus (Video Program) · CSCW 1996
Collaborative and social computing
multi-user virtual environments
0.011996
InterSpace Project - CyberCampus (Video Program) · CSCW 1996
Learning and educational technologies
distance learning
0.011996
InterSpace Project - CyberCampus (Video Program) · CSCW 1996

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

tile-based encoding · 0.2rate control · 0.2image-based rendering · 0.2MVC · 0.2GPU · 0.2
YearPublicationVenuePosition
2011 Block-adaptive palette-based prediction for depth map coding
abstract
This paper proposes a novel prediction scheme for depth map coding. We utilize the fact that depth values are largely dependent on objects and one small block consists of only a small number of objects at most. The proposed method approximates each block with one palette and one object shape map. The palette consists of two representative depth values for foreground object and background object in the target block. The object shape map expresses which object exists at each pixel. These data are encoded only at the blocks where the proposed method is used. In order to reduce the bitrates required to transfer palettes and object shape maps, the proposed method enables their prediction by utilizing spatial and temporal correlations. Experiments are conducted on three kinds of depth maps; estimated from multiview images, captured by special sensors, and generated by computer. The results show that the proposed method reduces the bitrate by up to 40% and about 20% on average for 13 sequences relative to the MPEG-4 AVC/H.264.
Shinya Shimizu, Hideaki Kimata, Shiori Sugimoto, Norihiko Matsuura
ICIP4
2010 Interactive panoramic video streaming system over restricted bandwidth network
abstract
Many new applications are being created around the panoramic video service. The typical system divides the high resolution panoramic video into tiles and the sender transmits a set of tiles, the partial panoramic video. Coding each tile at a uniform bitrate yields poor video quality because each tile has different visual characteristics. This paper proposes a new data format and tile adaptive rate control to achieve high quality partial panoramic video transmission, even over restricted bandwidth networks. The proposed data format, based on the MVC standard, has two types of video stream and meta data. Each tile is encoded at multiple bitrates and multiplexed synchronously. The meta data has quality values of each tile at the multi-bitrates, and is used to determine the view_ids associated with the bitrates and user's desired view. Our tile-adaptive rate control proposal maximizes the partial panoramic video quality even in restricted bandwidth networks. An experiment shows that the proposed method can achieve higher video quality. The method ensures that the facial elements in the user's view, which often exhibit the greatest motion and to which we are most sensitive, have high quality.
Masayuki Inoue, Hideaki Kimata, Katsuhiko Fukazawa, Norihiko Matsuura
ACM Multimedia4
2010 An image-based system for sharing a 3D object by transmitting to remote locations
abstract
We propose a system that allows multiple groups of users at remote locations to naturally share a 3D image of real objects. All users can interactively observe a 3D stereoscopic image without distortion from their own viewpoints. The system basically consists of a combination of systems: imaging and display. The imaging system captures the real object's images from certain number of viewpoints which are used to generate stereoscopic images from arbitrary viewpoints based on an image-based rendering technique implemented on GPU. The display system interactively generates a 3D virtual image of the real object based on the IllusionHole technique. Users at one place just put the real object on their imaging system to capture a set of its images from sparse viewpoints around it; other groups of multiple users at remote places connected by networks observe its virtual image from arbitrary viewpoints on their display systems.
Tetsuya Kikukawa, Yoshifumi Kitamura, Tsubasa Ohno, Satoshi Sakurai, Tokuo Yamaguchi, Fumio Kishino, Yutaka Kunita, Megumi Isogai, Hideaki Kimata, Norihiko Matsuura
VR10
1996 InterSpace Project - CyberCampus (Video Program)
abstract
InterSpace is a revolutionary communication environment that allows users the flexibility of multi-modal interaction. People in InterSpace communicate using audio as well as video interaction in a three dimensional world. Remote terimals are connected to a central server via networks. Facial image, audio, and proximity, are processed and sent out to the remote terminals to enable multi-modal communication in a virtual world. InterSpace technology comes a step closer to bridging the gap between virtual reality and world experiences. We conducted a trial service, CyberCampus, based on the InterSpace platform. Individual actions can now be shared with other users as you explore, talk, shop, learn, and experience the many facets of CyberCampus. Environments related to entertainment, distance learning, on-line shopping, and advertisement are currently being explored in CyberCampus with unlimited expansion capabilities.
Shohei Sugawara, Norihiko Matsuura, Yoichi Kato, Keiichi Sasaki, Michita Imai, Takashi Yamana, Yasuyuki Kiyosue, Kazunori Shimamura, Tomoaki Tanaka, Takashi Nishimura, Carol Leick, Tim Takenchi, Gen Suzuki
CSCW2