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Yuri Mikawa

dblp:230/8429 · DBLP profile ↗
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5ranked-venue papers
4as first author
3since 2021 · last 2024
0000-0002-6465-4666ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author

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
4 papers
Virtual and augmented reality · 74% Computational photography and imaging · 26%
Human-computer interaction and pervasive computing
3 papers
Interaction techniques and input · 72% Immersive interaction · 28%

Topics — the 8 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
depth perception
0.812024
Low-Latency Ocular Parallax Rendering and Investigation of Its Effect on Depth Perception in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality
motion-to-photon latency
0.712023
Low-Latency Beaming Display: Implementation of Wearable, 133 μs Motion-to-Photon Latency Near-Eye Display · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality
near-eye display
0.712023
Low-Latency Beaming Display: Implementation of Wearable, 133 μs Motion-to-Photon Latency Near-Eye Display · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality
augmented reality
0.612022
Dynamic Projection Mapping for Robust Sphere Posture Tracking Using Uniform/Biased Circumferential Markers · IEEE Trans. Vis. Comput. Graph. 2022
Computational photography and imaging › projection mapping
dynamic projection mapping
0.612022
Dynamic Projection Mapping for Robust Sphere Posture Tracking Using Uniform/Biased Circumferential Markers · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction
head-mounted display
0.212024
Low-Latency Ocular Parallax Rendering and Investigation of Its Effect on Depth Perception in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024
Interaction techniques and input › input sensing
tracking
0.212023
Low-Latency Beaming Display: Implementation of Wearable, 133 μs Motion-to-Photon Latency Near-Eye Display · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality
augmented reality display
0.112019
Laser-based Photochromic Drawing Method for Rotating Objects with High-speed Visual Feedback · VR 2019

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

low-latency rendering · 1.5eye tracking · 1.5prototype implementation · 1.3visual feedback · 0.8ultraviolet laser · 0.8high-speed mirror control · 0.8ellipse recognition · 0.6circumferential markers · 0.6
YearPublicationVenuePosition
2024 Low-Latency Ocular Parallax Rendering and Investigation of Its Effect on Depth Perception in Virtual Reality
abstract
With a demand for an immersive experience in virtual/augmented reality (VR/AR) displays, recent efforts have incorporated eye states, such as focus and fixation, into display graphics. Among these, ocular parallax, a small parallax generated by eye rotation, has received considerable attention for its impact on depth perception. However, the substantial latency of head-mounted displays (HMDs) has made it challenging to accurately assess its true effect during free eye movements. To address this issue, we propose a high-speed (360 Hz) and low-latency (4.8 ms) ocular parallax rendering system with a custom-built eye tracker. Using this proposed system, we conducted an investigation to determine the latency requirements necessary for achieving perceptually stable ocular parallax rendering. Our findings indicate that, in binocular viewing, ocular parallax rendering is perceived as significantly less stable than conventional rendering when the latency exceeds 43.72 ms at 1.3 D and 21.50 ms at 2.0 D. We also evaluated the effects of ocular parallax rendering on binocular fusion and monocular depth perception under free viewing conditions. The results demonstrated that ocular parallax rendering can enhance binocular fusion but has a limited impact on depth perception under monocular viewing conditions when latency is minimized.
Yuri Mikawa, Taiki Fukiage
IEEE Trans. Vis. Comput. Graph.1
2023 Low-Latency Beaming Display: Implementation of Wearable, 133 μs Motion-to-Photon Latency Near-Eye Display
abstract
This paper presents a low-latency Beaming Display system with a 133 μs motion-to-photon (M2P) latency, the delay from head motion to the corresponding image motion. The Beaming Display represents a recent near-eye display paradigm that involves a steerable remote projector and a passive wearable headset. This system aims to overcome typical trade-offs of Optical See-Through Head-Mounted Displays (OST-HMDs), such as weight and computational resources. However, since the Beaming Display projects a small image onto a moving, distant viewpoint, M2P latency significantly affects displacement. To reduce M2P latency, we propose a low-latency Beaming Display system that can be modularized without relying on expensive high-speed devices. In our system, a 2D position sensor, which is placed coaxially on the projector, detects the light from the IR-LED on the headset and generates a differential signal for tracking. An analog closed-loop control of the steering mirror based on this signal continuously projects images onto the headset. We have implemented a proof-of-concept prototype, evaluated the latency and the augmented reality experience through a user-perspective camera, and discussed the limitations and potential improvements of the prototype.
Yuichi Hiroi, Akira Watanabe, Yuri Mikawa, Yuta Itoh 0001
IEEE Trans. Vis. Comput. Graph.3
2022 Dynamic Projection Mapping for Robust Sphere Posture Tracking Using Uniform/Biased Circumferential Markers
abstract
In spatial augmented reality, a widely dynamic projection mapping system has been developed as a novel approach to graphics presentation for widely moving objects in dynamic situations. However, this method necessitates a novel tracking marker design that is resistant to random and complex occlusion and out-of-focus blurring, which conventional markers have not achieved. This article presents a uniform circumferential marker that becomes an ellipse in perspective projection and expresses geometric information. It can track the relative posture of a dynamically moving sphere with high speed, high accuracy, and robustness owing to continuous contour lines, thereby supporting both wide-range movement in the depth direction and human interaction. Moreover, a biased circumferential marker is proposed to embed unique coding, where the absolute posture is decoded with a novel recognition algorithm. Moreover, rough initialization using the geometry of multiple ellipses is proposed for both markers to start the automatic and precise tracking. Real-time rotation visualization onto the surface of a moving sphere is made possible with the high-speed, widely dynamic projection mapping system. The tracking performance is demonstrated to exhibit sufficient basic tracking performance as well as robustness against blurring and occlusion compared to conventional dot-based markers.
Yuri Mikawa, Tomohiro Sueishi, Yoshihiro Watanabe, Masatoshi Ishikawa
IEEE Trans. Vis. Comput. Graph.1
2020 Projection Mapping System To A Widely Dynamic Sphere With Circumferential Markers
abstract
Image projection on spheres and their surroundings have been researched for all-around display and motion visualization. However, wide-range projection onto a dynamic sphere can suffer from tracking errors and projection latency. We propose a high-speed projection mapping system for dynamic spheres, and circumferential markers for sphere posture estimation. Marker detection based on ellipse appearance can easily start tracking, and is robust against interactive occlusion; therefore, the system enables projection mapping and rotational visualization for a dynamically moving sphere. We experimentally confirmed sufficient pose estimation accuracy of the circumferential markers compared with initialized dot markers, and sufficient tracking ability against initialization, occlusion, and depth-direction movement. Demonstrations showed accurate, rotation-visualized projection onto a dynamic sphere, which is useful for sports practice applications.
Yuri Mikawa, Tomohiro Sueishi, Yoshihiro Watanabe, Masatoshi Ishikawa
ICME1
2019 Laser-based Photochromic Drawing Method for Rotating Objects with High-speed Visual Feedback
abstract
Color-forming display can present digital vision by repeatedly changing its color; this display has been studied in recent research on augmented reality (AR) displays. Previous methods exhibit large-latency and low-speed problems, leading to the lack of interaction in immersive AR experiences. This study proposes a highspeed and low-latency drawing method on dynamically moving objects, using photochromic material colored by ultraviolet light laser, high-speed mirror control, and visual feedback. The experiment evaluated the method's drawing accuracy and we confirmed that this method has an adequate tracking ability against random rotation to produce accurate drawings.
Yuri Mikawa, Tomohiro Sueishi, Tomohiko Hayakawa, Masatoshi Ishikawa
VR1