Demo Data from VLDB 2026 / reviewers in the wild / expert
Dan Mikami
dblp:96/6239
· DBLP profile ↗
27ranked-venue papers
4as first author
3since 2021 · last 2025
0000-0002-6738-4761ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 20 · 3 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 9 · 2 first-authorArtificial intelligence and machine learning · 8 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 since 2021
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.
| Artificial intelligence
4 papers |
3D vision · 51% Face, body and person analysis · 29% Video understanding and tracking · 12% | |
| Computer graphics and multimedia
6 papers |
Image and video processing · 48% Image and video coding · 37% Virtual and augmented reality · 15% | |
| Human-computer interaction and pervasive computing
4 papers |
Immersive interaction · 48% Interaction techniques and input · 26% Learning and educational technologies · 17% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Emerging computing paradigms · 100% |
Topics — the 24 heaviest of 29, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › pose estimation › visual pose estimation
event-based pose estimation |
0.9 | 1 | 2025 | EventPointMesh: Human Mesh Recovery Solely From Event Point Clouds · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer vision › 3D vision
human mesh recovery |
0.9 | 1 | 2025 | EventPointMesh: Human Mesh Recovery Solely From Event Point Clouds · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer vision › Face, body and person analysis
human pose estimation |
0.9 | 1 | 2025 | EventPointMesh: Human Mesh Recovery Solely From Event Point Clouds · IEEE Trans. Vis. Comput. Graph. 2025 |
Image and video processing › image restoration
image inpainting |
0.6 | 2 | 2019 | Which is the Better Inpainted Image?Training Data Generation Without Any Manual Operations · Int. J. Comput. Vis. 2019 Toward Enhancing Robustness of DSystem: Ranking Model for Background Inpainting · ISMAR 2015 |
Image and video coding
image quality assessment |
0.6 | 2 | 2019 | Which is the Better Inpainted Image?Training Data Generation Without Any Manual Operations · Int. J. Comput. Vis. 2019 Toward Enhancing Robustness of DSystem: Ranking Model for Background Inpainting · ISMAR 2015 |
Image and video coding › image quality assessment
no-reference image quality assessment |
0.6 | 2 | 2019 | Which is the Better Inpainted Image?Training Data Generation Without Any Manual Operations · Int. J. Comput. Vis. 2019 Toward Enhancing Robustness of DSystem: Ranking Model for Background Inpainting · ISMAR 2015 |
Image and video processing › image sequence processing
temporal filtering |
0.3 | 1 | 2018 | Jerk-Aware Video Acceleration Magnification · CVPR 2018 |
Image and video processing › video enhancement
video magnification |
0.3 | 1 | 2018 | Jerk-Aware Video Acceleration Magnification · CVPR 2018 |
Emerging computing paradigms › neuromorphic computing
event camera |
0.3 | 1 | 2025 | EventPointMesh: Human Mesh Recovery Solely From Event Point Clouds · IEEE Trans. Vis. Comput. Graph. 2025 |
Emerging computing paradigms
neuromorphic computing |
0.3 | 1 | 2025 | EventPointMesh: Human Mesh Recovery Solely From Event Point Clouds · IEEE Trans. Vis. Comput. Graph. 2025 |
Image and video processing
image restoration |
0.2 | 1 | 2015 | Content Completion in Lower Dimensional Feature Space through Feature Reduction and Compensation · ISMAR 2015 |
Learning and educational technologies › skill acquisition
motor skill learning |
0.2 | 1 | 2015 | Automatic Visual Feedback from Multiple Views for Motor Learning · ISMAR 2015 |
Interaction techniques and input
visual feedback |
0.2 | 1 | 2015 | Automatic Visual Feedback from Multiple Views for Motor Learning · ISMAR 2015 |
Computer vision › Video understanding and tracking
object tracking |
0.2 | 2 | 2010 | Memory-Based Particle Filter for Tracking Objects with Large Variation in Pose and Appearance · ECCV (3) 2010 Memory-based Particle Filter for face pose tracking robust under complex dynamics · CVPR 2009 |
Natural language and speech › Speech recognition and synthesis
speaker diarization |
0.1 | 1 | 2012 | Low-Latency Real-Time Meeting Recognition and Understanding Using Distant Microphones and Omni-Directional Camera · IEEE Trans. Speech Audio Process. 2012 |
Immersive interaction
telepresence |
0.1 | 1 | 2011 | A system for reconstructing multiparty conversation field based on augmented head motion by dynamic projection · ACM Multimedia 2011 |
Interaction techniques and input › input sensing › tracking
full-body tracking |
0.1 | 1 | 2019 | VR-based Batter Training System with Motion Sensing and Performance Visualization · VR 2019 |
Wearable and physiological sensing
motion capture |
0.1 | 1 | 2019 | VR-based Batter Training System with Motion Sensing and Performance Visualization · VR 2019 |
Computer vision › Video understanding and tracking › object tracking › adaptive tracking
appearance-adaptive tracking |
0.1 | 1 | 2010 | Memory-Based Particle Filter for Tracking Objects with Large Variation in Pose and Appearance · ECCV (3) 2010 |
Image and video processing
motion analysis |
0.1 | 1 | 2018 | Jerk-Aware Video Acceleration Magnification · CVPR 2018 |
Immersive interaction
virtual reality |
0.1 | 1 | 2018 | What Can VR Systems Tell Sports Players? Reaction-Based Analysis of Baseball Batters in Virtual and Real Worlds · VR 2018 |
Computer vision › Video understanding and tracking › object tracking › probabilistic tracking
particle filter tracking |
0.1 | 1 | 2009 | Memory-based Particle Filter for face pose tracking robust under complex dynamics · CVPR 2009 |
Virtual and augmented reality › mixed reality
diminished reality |
0.1 | 1 | 2015 | Toward Enhancing Robustness of DSystem: Ranking Model for Background Inpainting · ISMAR 2015 |
Computer vision › Face, body and person analysis
head pose estimation |
0.0 | 1 | 2012 | Low-Latency Real-Time Meeting Recognition and Understanding Using Distant Microphones and Omni-Directional Camera · IEEE Trans. Speech Audio Process. 2012 |
Methods — techniques the papers use, named apart from their topics
spatio-temporal point cloud · 1.7coarse-to-fine feature extraction · 1.7performance visualization · 0.83d pose estimation · 0.8simulated failure data generation · 0.4convolutional neural network · 0.4jerk-based smoothness · 0.3jerk-aware filter · 0.3patch-based restoration · 0.2motion capture · 0.2feature space conversion · 0.2feature regression · 0.2feature reduction · 0.2overlapping speech separation · 0.1omnidirectional camera · 0.1microphone array processing · 0.1particle filter · 0.1memory-based appearance model · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | EventPointMesh: Human Mesh Recovery Solely From Event Point CloudsabstractHow much can we infer about human shape using an event camera that only detects the pixel position where the luminance changed and its timestamp? This neuromorphic vision technology captures changes in pixel values at ultra-high speeds, regardless of the variations in environmental lighting brightness. Existing methods for human mesh recovery (HMR) from event data need to utilize intensity images captured with a generic frame-based camera, rendering them vulnerable to low-light conditions, energy/memory constraints, and privacy issues. In contrast, we explore the potential of solely utilizing event data to alleviate these issues and ascertain whether it offers adequate cues for HMR, as illustrated in Fig. 1. This is a quite challenging task due to the substantially limited information ensuing from the absence of intensity images. To this end, we propose EventPointMesh, a framework which treats event data as a three-dimensional (3D) spatio-temporal point cloud for reconstructing the human mesh. By employing a coarse-to-fine pose feature extraction strategy, we extract both global features and local features. The local features are derived by processing the spatio-temporally dispersed event points into groups associated with individual body segments. This combination of global and local features allows the framework to achieve a more accurate HMR, capturing subtle differences in human movements. Experiments demonstrate that our method with only sparse event data outperforms baseline methods. Ryosuke Hori, Mariko Isogawa, Dan Mikami, Hideo Saito 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2022 | Motor Learning based on Presentation of a Tentative GoalabstractThis paper presents a motor learning method based on the presenting of a personalized target motion, which we call a tentative goal. While many prior studies have focused on helping users correct their motor skill motions, most of them present the reference motion to users regardless of whether the motion is attainable or not. This makes it difficult for users to appropriately modify their motion to the reference motion when the difference between their motion and the reference motion is too significant. This study aims to provide a tentative goal that maximizes performance within a certain amount of motion change. To achieve this, predicting the performance of any motion is necessary. However, it is challenging to estimate the performance of a tentative goal by building a general model because of the large variety of human motion. Therefore, we built an individual model that predicts performance from a small training dataset and implemented it using our proposed data augmentation method. Experiments with basketball free-throw data demonstrate the effectiveness of the proposed method. Yongqing Sun, Mitsuhiro Goto, Shigekuni Kondo, Dan Mikami, Susumu Yamamoto |
ICMR | 5 |
| 2021 | Silhouette-Based Synthetic Data Generation For 3D Human Pose Estimation With A Single Wrist-Mounted 360° CameraabstractIn this paper, we propose a framework for 3D human pose estimation with a single 360° camera mounted on the user’s wrist. Perceiving a 3D human pose with such a simple setting has remarkable potential for various applications (e.g., daily-living activity monitoring, motion analysis for sports enhancement). However, no existing work has tackled this task due to the difficulty of estimating a human pose from a single camera image in which only a part of the human body is captured and the lack of training data. Therefore, we propose an effective method for translating wrist-mounted 360° camera images into 3D human poses. We also propose silhouette-based synthetic data generation dedicated to this task, which enables us to bridge the domain gap between real-world data and synthetic data. We achieved higher estimation accuracy quantitatively and qualitatively compared with other baseline methods. Ryosuke Hori, Ryo Hachiuma, Hideo Saito 0001, Mariko Isogawa, Dan Mikami |
ICIP | 5 |
| 2019 | VR-based Batter Training System with Motion Sensing and Performance VisualizationabstractThis paper aims to establish a novel VR system for evaluating the performance of baseball batters. Existing VR systems for sports have been utilized as a tool for image training. In order to move such VR systems to the next stage, we introduce functions that sense the users' reaction to the VR stimulus. Our VR system has three features; (a) it synthesizes highly realistic VR video from the data captured in actual games, (b) it estimates the reaction of the user to the VR stimulus by capturing the 3D positions of full body parts, and (c) it consists of off-the-shelf devices and is easy to use. Our demonstration provides users with a chance to experience our VR system and give them some quick feedback by visualizing the estimated 3D positions of their body parts. Kosuke Takahashi, Dan Mikami, Mariko Isogawa, Yoshinori Kusachi, Naoki Saijo |
VR | 2 |
| 2019 | Which is the Better Inpainted Image?Training Data Generation Without Any Manual OperationsabstractThis paper proposes a learning-based quality evaluation framework for inpainted results that does not require any subjectively annotated training data. Image inpainting, which removes and restores unwanted regions in images, is widely acknowledged as a task whose results are quite difficult to evaluate objectively. Thus, existing learning-based image quality assessment (IQA) methods for inpainting require subjectively annotated data for training. However, subjective annotation requires huge cost and subjects’ judgment occasionally differs from person to person in accordance with the judgment criteria. To overcome these difficulties, the proposed framework generates and uses simulated failure results of inpainted images whose subjective qualities are controlled as the training data. We also propose a masking method for generating training data towards fully automated training data generation. These approaches make it possible to successfully estimate better inpainted images, even though the task is quite subjective. To demonstrate the effectiveness of our approach, we test our algorithm with various datasets and show it outperforms existing IQA methods for inpainting. Mariko Isogawa, Dan Mikami, Kosuke Takahashi, Daisuke Iwai, Kosuke Sato, Hideaki Kimata |
Int. J. Comput. Vis. | 2 |
| 2019 | Image quality assessment for inpainted images via learning to rankabstractThis paper proposes an image quality assessment (IQA) method for image inpainting, aiming at selecting the best one from a plurality of results. It is known that inpainting results vary largely with the method used for inpainting and the parameters set. Thus, in a typical use case, users need to manually select the inpainting method and the parameters that yield the best result. This manual selection takes a great deal of time and thus there is a great need for a way to automatically estimate the best result. Unlike existing IQA methods for inpainting, our method solves this problem as a learning-based ordering task between inpainted images. This approach makes it possible to introduce auto-generated training sets for more effective learning, which has been difficult for existing methods because judging inpainting quality is quite subjective. Our method focuses on the following three points: (1) the problem can be divided into a set of “pairwise preference order estimation” elemental problems, (2) this pairwise ordering approach enables a training set to be generated automatically, and (3) effective feature design is enabled by investigating actually measured human gazes for order estimation. Mariko Isogawa, Dan Mikami, Kosuke Takahashi, Hideaki Kimata |
Multim. Tools Appl. | 2 |
| 2018 | Jerk-Aware Video Acceleration MagnificationabstractVideo magnification reveals subtle changes invisible to the naked eye, but such tiny yet meaningful changes are often hidden under large motions: small deformation of the muscles in doing sports, or tiny vibrations of strings in ukulele playing. For magnifying subtle changes under large motions, video acceleration magnification method has recently been proposed. This method magnifies subtle acceleration changes and ignores slow large motions. However, quick large motions severely distort this method. In this paper, we present a novel use of jerk to make the acceleration method robust to quick large motions. Jerk has been used to assess smoothness of time series data in the neuroscience and mechanical engineering fields. On the basis of our observation that subtle changes are smoother than quick large motions at temporal scale, we used jerk-based smoothness to design a jerk-aware filter that passes subtle changes only under quick large motions. By applying our filter to the acceleration method, we obtain impressive magnification results better than those obtained with state-of-the-art. Shoichiro Takeda, Kazuki Okami, Dan Mikami, Megumi Isogai, Hideaki Kimata |
CVPR | 3 |
| 2018 | What Can VR Systems Tell Sports Players? Reaction-Based Analysis of Baseball Batters in Virtual and Real WorldsabstractThis study aims at ascertaining the applicability of a virtual reality environment (VRE) to sports training. Hitting an incoming object is one of the most common actions in various ball games, in which players are required to move to a suitable position and hit the object in a split second; this is a complicated task requiring spatio-temporal reaction to the object. Due to this complexity, how a VRE can serve as a training environment still remains an open question. In the work reported in this paper, we investigated the idea of substituting a VRE for an actual environment for training on the task of hitting a baseball. By focusing on the batter's temporal behavior with real and virtual environments, we clarified factors that contribute to the batter's reaction. This helped us understand how training VREs can be effectively utilized and the VRE requirements needed for sports training. Mariko Isogawa, Dan Mikami, Takehiro Fukuda, Naoki Saijo, Kosuke Takahashi, Hideaki Kimata, Makio Kashino |
VR | 2 |
| 2018 | Extrinsic Camera Calibration Without Visible Corresponding Points Using Omnidirectional CamerasabstractThis paper proposes a novel algorithm that calibrates multiple cameras scattered across a broad area. The key idea of the proposed method is “using the position of an omnidirectional camera as a reference point.” The common approach to calibrating multiple cameras assumes that the cameras capture at least some common points. This means calibration becomes quite difficult if there are no shared points in each camera's field of view (FOV). The proposed method uses the position of an omnidirectional camera to determine point correspondence. The position of an omnidirectional camera relative to the calibrated camera is estimated by the theory of epipolar geometry, even if the omnidirectional camera is placed outside the camera's FOV. This property makes our method applicable to multiple cameras scattered across a broad area. Qualitative and quantitative evaluations using synthesized and real data, e.g., a sports field, demonstrate the advantages of the proposed method. Shogo Miyata, Hideo Saito 0001, Kosuke Takahashi, Dan Mikami, Mariko Isogawa, Akira Kojima |
IEEE Trans. Circuits Syst. Video Technol. | 4 |
| 2017 | Which is the better inpainted image? Learning without subjective annotation
Mariko Isogawa, Dan Mikami, Kosuke Takahashi, Hideaki Kimata |
BMVC | 2 |
| 2017 | Image and video completion via feature reduction and compensationabstractThis paper proposes a novel framework for image and video completion that removes and restores unwanted regions inside them. Most existing works fail to carry out the completion processing when similar regions do not exist in undamaged regions. To overcome this, our approach creates similar regions by projecting a low dimensional space from the original space. The approach comprises three stages. First, input images/videos are converted to a lower dimensional feature space. Second, a damaged region is restored in the converted feature space. Finally, inverse conversion is performed from the lower dimensional space to the original space. This generates two advantages: (1) it enhances the possibility of applying patches dissimilar to those in the original color space and (2) it enables the use of many existing restoration methods, each having various advantages, because the feature space for retrieving the similar patches is the only extension. The framework’s effectiveness was verified in experiments using various methods, the feature space for restoration in the second stage, and inverse conversion methods. Mariko Isogawa, Dan Mikami, Kosuke Takahashi, Akira Kojima |
Multim. Tools Appl. | 2 |
| 2016 | Eye gaze analysis and learning-to-rank to obtain the most preferred result in image inpaintingabstractThis paper proposes a method that blindly predicts preference order between inpainted images, aiming at selecting the best one from a plurality of results. Image inpainting, which removes unwanted regions and restores them, has attracted recent attention. However, it is known that the inpainting result varies largely with the method used for inpainting and the parameters set. Thus, in a typical use case, users need to manually select the inpainting method and the parameter that yields the best one. This manual selection takes a great deal of time and thus there is a great need for a way to automatically estimate the best result. Although some methods, such as estimating perceptual preference score from image features, have been proposed in recent years, none of them are considered very promising approaches. Our method focuses on the following two points: (1) what we essentially need is a preference order relation rather than an absolute score, and (2) we consider that image features for order estimation can be effectively designed by using actually measured human visual attention. Comparison with other image quality assessment methods shows that our method estimates the preference order with high accuracy. Mariko Isogawa, Dan Mikami, Kosuke Takahashi, Akira Kojima |
ICIP | 2 |
| 2015 | Content Completion in Lower Dimensional Feature Space through Feature Reduction and CompensationabstractA novel framework for image/video content completion comprising three stages is proposed. First, input images/videos are converted to a lower dimensional feature space, which is done to achieve effective restoration even in cases where a damaged region includes complex structures and changes in color. Second, a damaged region is restored in the converted feature space. Finally, an inverse conversion from the lower dimensional feature space to the original feature space is performed to generate the completed image in the original feature space. This three-step solution generates two advantages. First, it enhances the possibility of applying patches dissimilar to those in the original color space. Second, it enables the use of many existing restoration methods, each having various advantages, because the feature space for retrieving the similar patches is the only extension. Experiments verify the effectiveness of the proposed framework. Mariko Isogawa, Dan Mikami, Kosuke Takahashi, Akira Kojima |
ISMAR | 2 |
| 2015 | Toward Enhancing Robustness of DSystem: Ranking Model for Background InpaintingabstractA method for blindly predicting inpainted image quality is proposed for enhancing the robustness of diminished reality (DR), which uses inpainting to remove unwanted objects by replacing them with background textures in real time. The method maps from inpainted image features to subjective image quality scores without the need for reference images. It enables more complex background textures to be applied to DR. Mariko Isogawa, Dan Mikami, Kosuke Takahashi, Akira Kojima |
ISMAR | 2 |
| 2015 | Automatic Visual Feedback from Multiple Views for Motor LearningabstractA system providing visual feedback of a trainee's motions for effectively enhancing motor learning is presented. It provides feedback in synchronization with a reference motion from multiple view angles automatically with only a few seconds delay. Because the feedback is provided automatically, a trainee can obtain it without performing any operations while the memory of the motion is still clear. By employing features with low computational cost, the system achieves synchronized video feedback with four cameras connected to a consumer tablet PC. Dan Mikami, Mariko Isogawa, Kosuke Takahashi, Akira Kojima |
ISMAR | 1 |
| 2015 | Analyzing Interpersonal Empathy via Collective ImpressionsabstractThis paper presents a research framework for understanding the empathy that arises between people while they are conversing. By focusing on the process by which empathy is perceived by other people, this paper aims to develop a computational model that automatically infers perceived empathy from participant behavior. To describe such perceived empathy objectively, we introduce the idea of using the collective impressions of external observers. In particular, we focus on the fact that the perception of other's empathy varies from person to person, and take the standpoint that this individual difference itself is an essential attribute of human communication for building, for example, successful human relationships and consensus. This paper describes a probabilistic model of the process that we built based on the Bayesian network, and that relates the empathy perceived by observers to how the gaze and facial expressions of participants co-occur between a pair. In this model, the probability distribution represents the diversity of observers' impression, which reflects the individual differences in the schema when perceiving others' empathy from their behaviors, and the ambiguity of the behaviors. Comprehensive experiments demonstrate that the inferred distributions are similar to those made by observers. Shiro Kumano, Kazuhiro Otsuka, Dan Mikami, Masafumi Matsuda, Junji Yamato |
IEEE Trans. Affect. Comput. | 3 |
| 2012 | Low-Latency Real-Time Meeting Recognition and Understanding Using Distant Microphones and Omni-Directional CameraabstractThis paper presents our real-time meeting analyzer for monitoring conversations in an ongoing group meeting. The goal of the system is to recognize automatically “who is speaking what” in an online manner for meeting assistance. Our system continuously captures the utterances and face poses of each speaker using a microphone array and an omni-directional camera positioned at the center of the meeting table. Through a series of advanced audio processing operations, an overlapping speech signal is enhanced and the components are separated into individual speaker's channels. Then the utterances are sequentially transcribed by our speech recognizer with low latency. In parallel with speech recognition, the activity of each participant (e.g., speaking, laughing, watching someone) and the circumstances of the meeting (e.g., topic, activeness, casualness) are detected and displayed on a browser together with the transcripts. In this paper, we describe our techniques and our attempt to achieve the low-latency monitoring of meetings, and we show our experimental results for real-time meeting transcription. Takaaki Hori, Shoko Araki, Takuya Yoshioka, Masakiyo Fujimoto, Shinji Watanabe 0001, Takanobu Oba, Atsunori Ogawa, Kazuhiro Otsuka, Dan Mikami, Keisuke Kinoshita, Tomohiro Nakatani, Atsushi Nakamura, Junji Yamato |
IEEE Trans. Speech Audio Process. | 9 |
| 2011 | Analyzing empathetic interactions based on the probabilistic modeling of the co-occurrence patterns of facial expressions in group meetingsabstractThis paper presents a novel research framework for the estimation of emotional interactions produced between meeting participants. The types of emotional interaction targeted in this paper are empathy, antipathy, and unconcern. We define here emotional interaction as a brief contiguous event wherein a pair exchange emotional messages via verbal and non-verbal behaviors. As the key behaviors, we focus on facial expression and gaze, because their combination realizes the rapid and directed transmission of a large number of emotional messages. We assume that there is a strong link between the emotional interaction and the participants' facial expressions that occur simultaneously with the type of the emotional interactions. Based on this assumption, we build a probabilistic model that represents a hierarchical structure involving the emotional interactions, facial expressions and other behaviors including utterance and gaze direction. Using this model, the type of emotional interaction is estimated from interpersonal gaze directions, facial expressions, and utterances. Our estimation is based on the Bayesian approach, and uses the Markov chain Monte Carlo method to approximate joint posterior probability distributions of the emotional interaction and model parameters present within the observed data. An experiment on four-party conversations demonstrates the promising effectiveness of the proposed method. Shiro Kumano, Kazuhiro Otsuka, Dan Mikami, Junji Yamato |
FG | 3 |
| 2011 | A system for reconstructing multiparty conversation field based on augmented head motion by dynamic projectionabstractA novel system is presented for reconstructing, in the real world, multiparty face-to-face conversation scenes; it uses dynamics projection to augment human head motion. This system aims to display and playback pre-recorded conversations to the viewers as if the remote people were taking in front of them. This system consists of multiple projectors and transparent screens. Each screen separately displays the life-size face of one meeting participant, and are spatially arranged to recreate the actual scene. The main feature of this system is dynamics projection, screen pose is dynamically controlled to emulate the head motions of the participants, especially rotation around the vertical axis, that are typical of shifts in visual attention, i.e. turning gaze from one to another. This recreation of head motion by physical screen motion, in addition to image motion, aims to more clearly express the interactions involving visual attention among the participants. The minimal design, frameless-projector-screen, with augmented head motion is expected to create a feeling that the remote participants are actually present in the same room. This demo presents our initial system and discusses its potential impact on future visual communications. Kazuhiro Otsuka, Kamil Sebastian Mucha, Shiro Kumano, Dan Mikami, Masafumi Matsuda, Junji Yamato |
ACM Multimedia | 4 |
| 2011 | Early facial expression recognition with high-frame rate 3D sensingabstractThis work investigates a new challenging problem: how to exactly recognize facial expression as early as possible, while most works generally focus on improving the recognition rate of facial expression recognition. The features of facial expressions in their early stage are unfortunately very sensitive to noise due to their low intensity. So, we propose a novel wavelet spectral subtraction method to spatio-temporally refine the subtle facial expression features. Moreover, in order to achieve early facial expression recognition, we newly introduce an early AdaBoost algorithm for facial expression recognition problem. Experiments using our database established by using a high-frame rate 3D sensing showed that the proposed method has a promising performance on early facial expression recognition. Lumei Su, Shiro Kumano, Kazuhiro Otsuka, Dan Mikami, Junji Yamato, Yoichi Sato 0001 |
SMC | 4 |
| 2010 | Memory-Based Particle Filter for Tracking Objects with Large Variation in Pose and Appearance
Dan Mikami, Kazuhiro Otsuka, Junji Yamato |
ECCV (3) | 1 |
| 2010 | Real-time meeting recognition and understanding using distant microphones and omni-directional cameraabstractThis paper presents our newly developed real-time meeting analyzer for monitoring conversations in an ongoing group meeting. The goal of the system is to automatically recognize “who is speaking what” in an online manner for meeting assistance. Our system continuously captures the utterances and the face pose of each speaker using a distant microphone array and an omni-directional camera at the center of the meeting table. Through a series of advanced audio processing operations, an overlapping speech signal is enhanced and the components are separated into individual speaker's channels. Then the utterances are sequentially transcribed by our speech recognizer with low latency. In parallel with speech recognition, the activity of each participant (e.g. speaking, laughing, watching someone) and the situation of the meeting (e.g. topic, activeness, casualness) are detected and displayed on a browser together with the transcripts. In this paper, we describe our techniques and our attempt to achieve the low-latency monitoring of meetings, and we show our experimental results for real-time meeting transcription. Takaaki Hori, Shoko Araki, Takuya Yoshioka, Masakiyo Fujimoto, Shinji Watanabe 0001, Takanobu Oba, Atsunori Ogawa, Kazuhiro Otsuka, Dan Mikami, Keisuke Kinoshita, Tomohiro Nakatani, Atsushi Nakamura, Junji Yamato |
SLT | 9 |
| 2009 | Memory-based Particle Filter for face pose tracking robust under complex dynamicsabstractA novel particle filter, the memory-based particle filter (M-PF), is proposed that can visually track moving objects that have complex dynamics. We aim to realize robustness against abrupt object movements and quick recovery from tracking failure caused by factors such as occlusions. To that end, we eliminate the Markov assumption from the previous particle filtering framework and predict the prior distribution of the target state from the long-term dynamics. More concretely, M-PF stores the past history of the estimated target states, and employs a random sampling from the history to generate prior distribution; it represents a novel PF formulation.Our method can handle nonlinear, time-variant, and non-Markov dynamics, which is not possible within existing PF frameworks. Accurate prior prediction based on proper dynamics model is especially effective for recovering lost tracks, because it can provide possible target states, which can drastically change since the track was lost. We target the face pose of seated humans in this paper. Quantitative evaluations with magnetic sensors confirm improved accuracy in face pose estimation and successful recovery from tracking loss. The proposed M-PF suggests a new paradigm for modeling systems with complex dynamics and so offers a various visual tracking applications. Dan Mikami, Kazuhiro Otsuka, Junji Yamato |
CVPR | 1 |
| 2009 | Recognizing communicative facial expressions for discovering interpersonal emotions in group meetingsabstractThis paper proposes a novel facial expression recognizer and describes its application to group meeting analysis. Our goal is to automatically discover the interpersonal emotions that evolve over time in meetings, e.g. how each person feels about the others, or who affectively influences the others the most. As the emotion cue, we focus on facial expression, more specifically smile, and aim to recognize ``who is smiling at whom, when, and how often'', since frequently smiling carries affective messages that are strongly directed to the person being looked at; this point of view is our novelty. To detect such communicative smiles, we propose a new algorithm that jointly estimates facial pose and expression in the framework of the particle filter. The main feature is its automatic selection of interest points that can robustly capture small changes in expression even in the presence of large head rotations. Based on the recognized facial expressions and their directions to others, which are indicated by the estimated head poses, we visualize interpersonal smile events as a graph structure, we call it the interpersonal emotional network; it is intended to indicate the emotional relationships among meeting participants. A four-person meeting captured by an omnidirectional video system is used to confirm the effectiveness of the proposed method and the potential of our approach for deep understanding of human relationships developed through communications. Shiro Kumano, Kazuhiro Otsuka, Dan Mikami, Junji Yamato |
ICMI | 3 |
| 2009 | Realtime meeting analysis and 3D meeting viewer based on omnidirectional multimodal sensorsabstractThis demo presents a realtime system for analyzing group meetings. Targeting round-table meetings, this system employs an omnidirectional camera-microphone system. The goal of this system is to automatically discover "who is talking to whom and when". To that purpose, the face pose/position of meeting participants are tracked on panorama images acquired from fisheye-based omnidirectional cameras. From audio signals obtained with microphone array, speaker diarization, i.e. the estimation of "who is speaking and when", is carried out. The visual focus of attention, i.e. "who is looking at whom", is esimated from the result of face tracking. The results are displayed based on a 3D visualization scheme. The advantage of our system is its realtimeness. We will demonstrate the portable version of the system consisting of two laptop PCs. In addition, we will showcase our meeting playback viewer with man-machine interfaces that allow users to freely control space and time of meeting scenes. With this viewer, users can also experince 3D positional sound effect linked with 3D viewpoint, using enhanced audio tracks for each participant. Kazuhiro Otsuka, Shoko Araki, Dan Mikami, Kentaro Ishizuka, Masakiyo Fujimoto, Junji Yamato |
ICMI | 3 |
| 2006 | Videopot: Indexing-Based Desktop Video Search SystemabstractWe present videopot, a desktop video search system designed for digital video files stored on personal computers. The core metric of this system is based on video-indexing technology and an automatic related-term collection framework. Digital files on local disks are crawled, and images of representative scenes are extracted from video files using video-indexing technology. Related terms, used as target information in the video search, are collected from both local files and Web pages using an automatic related-term collection algorithm. These images and terms are then stored in the metadata database. We describe a unique search result interface that helps users distinguish the target video. In the search results interface, the results of the video search are listed at two levels to let users search videos faster. The effectiveness of images on our interface derived from video-indexing is evaluated through a comparison with a conventional file search application Hidenobu Nagata, Dan Mikami, Shozo Azuma, Masashi Morimoto |
ICME | 2 |
| 2000 | Self-growing learning vector quantization with additional learning and rule extraction abilitiesabstractWe propose a self-growing learning vector quantization (SGLVQ). The proposed SGLVQ is constructed based on the self-organizing map (SOM) and the learning vector quantization (LVQ). Learning of the SGLVQ consists of 3 steps: SOM step, LVQ step, and rule extraction step. In the LVQ step, neurons are incremented and the size of the network is adjusted automatically. The incrementation of neurons enables additional learning and contributes to obtain high recognition ability. In the rule extraction step, rules can be extracted. Computer experiments show the improvement of the recognition rate, the ability of additional learning and extraction of the rules. Dan Mikami, Masafumi Hagiwara |
SMC | 1 |