EDBT 2026 Demo / reviewers in the wild / expert
Kazuhiko Takase
dblp:132/5873
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2006
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-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 |
Geometric modeling and processing · 56% Virtual and augmented reality · 44% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
mixed reality |
0.1 | 1 | 2006 | The HYPERREAL Design System · VR 2006 |
Geometric modeling and processing › shape modeling
shape editing |
0.1 | 1 | 2006 | The HYPERREAL Design System · VR 2006 |
Geometric modeling and processing
product design |
0.0 | 1 | 2006 | The HYPERREAL Design System · VR 2006 |
Methods — techniques the papers use, named apart from their topics
projection mapping · 0.1computer-generated shading · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2006 | The HYPERREAL Design SystemabstractThis paper presents a novel mixed reality (MR) system for virtually modifying (e.g., denting, engraving, swelling) shape of real objects by using projection of computer-generated shade. Users of this system, which we call HYPERREAL, perceive as if the real object is actually being deformed when they operate the system to modify the shape of the object while only the illumination pattern of the real object is changed. The authors are aiming to apply this technology to product designing field: designers would be able to evaluate and modify form of their product more efficiently and effectively in an intuitive manner using HYPERREAL than conventional design process (typically, computer aided design, or CAD, systems and solid mock-ups) since the system is able to provide users with actuality/presence of real mock-up and flexibility of shape data on a computer system, such as CAD system, all at once. Masaru Hisada, Kazuhiko Takase, Keiko Yamamoto, Ichiroh Kanaya, Kosuke Sato |
VR | 2 |