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Eric Nozomi Tatsuta

dblp:247/3723 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
—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
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Personal fabrication and tangible interfaces · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › mixed reality
augmented virtuality
0.412019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019
Virtual and augmented reality
immersive interaction
0.412019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019
Personal fabrication and tangible interfaces
tangible interaction
0.412019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019
Virtual and augmented reality
presence
0.112019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019

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

wireless tracking · 0.8low-cost sensors · 0.8leap motion · 0.8
YearPublicationVenuePosition
2019 Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors
abstract
We present an augmented virtuality system using low-cost or outdated devices as sensors, attached to tangible objects. Five interactions were implemented, featuring rotation, pressing, pulling, pushing and insertion movements, including passive mechanical resistance. Interactions were tied together by a puzzling narrative. Concerning storytelling, in contrast to AR, pure virtual reality offers unlimited visual possibilities and higher flexibility. Augmenting VR with physical objects allows ignoring most details of the physical environment and exploring ‘magical’ interactions. Precise registration was accomplished using wireless tracking system. The main challenge was the absent physical counterparts of the scenario, which was tackled by limiting user's reach to available interactions. Despite Leap Motion's erratic hand tracking, mouse and tablet sensors were precise enough and the augmented environment allowed a high sense of presence.
Andre Montes, Mario Nagamura, Luis Gustavo Freire da Costa, Rodrigo Rodrigues Gesuatto Faria, Pier Luigi Nakai Ricchetti, Eric Nozomi Tatsuta, Roseli de Deus Lopes, Marcelo Knörich Zuffo
VR6