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Tomoko Ohtani

dblp:20/10541 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 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.

Computer graphics and multimedia
1 paper
Visualization and visual analytics · 70% Geometric modeling and processing · 30%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › surface reconstruction › shape reconstruction
shape from shadow
0.412019
Shadows Can Change the Shape Appearances of Real and Virtual Objects · VR 2019
Visualization and visual analytics › perception › visual perception
shape perception
0.412019
Shadows Can Change the Shape Appearances of Real and Virtual Objects · VR 2019
Visualization and visual analytics › perception
visual perception
0.412019
Shadows Can Change the Shape Appearances of Real and Virtual Objects · VR 2019
Visualization and visual analytics › perception › visual perception
optical illusion
0.112019
Shadows Can Change the Shape Appearances of Real and Virtual Objects · VR 2019

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

psychophysical experiment · 0.4
YearPublicationVenuePosition
2024 Factors of player experience in describing the relationship between remade and original works
abstract
Players judge a videogame remake not as a unique work, but in relation to the original game it is based on (e.g. whether it reproduces the original’s player experience or updates the original in a modern way). Although examining the player experience offered by a remake can contribute to our understanding of the kind of experiences that are necessary for a work to be considered to identify faithfully to its original version, there has been little academic research from this perspective. Here we investigate which of the different experiences of playing original and remade works (e.g., quality of graphics, controllability, and immersion) were related to the relationship between the original and the remakes (e.g., reproduction and modernization) by developing a questionnaire and conducting an online survey. Exploratory factor analysis showed that the player experience as rated for a set of original and remade works can be summarized into at least five dimensions: positive impressions of the original and the remake, social relationships, immersion, and flaws. Correlation analysis also showed experience factors related to the player ratings of remakes, based on the ratings such as reproducibility and modernization. These results suggest that player experience may describe the conditions under which a remake is considered to identify faithfully with the original work it was based on.
Takumi Yokosaka, Kohei Miura, Yuko Isogaya, Tomoko Ohtani, Kazushi Maruya
CoG4
2019 Shadows Can Change the Shape Appearances of Real and Virtual Objects
abstract
The human visual system can estimate the shape of an object casting a shadow. The principle has been widely studied, and utilized in 3D scanners. However, estimating the shape of an object on which a shadow is casted (“screen object”) was rarely investigated. In this study, we show that the casted shadow distorts the perceived shape of a screen object in a class of virtual and physical scenes. In addition, we utilized the principle to create variations of Cafe-wall illusion. The principles can be utilized to control the perceived shapes without changing the structure of the screen object.
Kazushi Maruya, Tomoko Ohtani
VR2
2013 Navilog: A Museum Guide and Location Logging System Based on Image Recognition
Soichiro Kawamura, Tomoko Ohtani, Kiyoharu Aizawa
MMM (2)2