Demo Data from EDBT 2026 / reviewers in the wild / expert
Hitoshi Ohzu
dblp:317/6694
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 1996
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Applied, interdisciplinary, general and emerging 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
1 paper |
Virtual and augmented reality · 77% Visualization and visual analytics · 15% Geometric modeling and processing · 8% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › 3d display
stereoscopic display |
0.0 | 1 | 1996 | Behind the scenes of virtual reality: vision and motion · Proc. IEEE 1996 |
Virtual and augmented reality
telepresence |
0.0 | 1 | 1996 | Behind the scenes of virtual reality: vision and motion · Proc. IEEE 1996 |
Virtual and augmented reality
visual fatigue |
0.0 | 1 | 1996 | Behind the scenes of virtual reality: vision and motion · Proc. IEEE 1996 |
Geometric modeling and processing
3d reconstruction |
0.0 | 1 | 1996 | Behind the scenes of virtual reality: vision and motion · Proc. IEEE 1996 |
Visualization and visual analytics › perception
visual perception |
0.0 | 1 | 1996 | Behind the scenes of virtual reality: vision and motion · Proc. IEEE 1996 |
Methods — techniques the papers use, named apart from their topics
perception modeling · 0.0eye tracking · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1996 | Behind the scenes of virtual reality: vision and motionabstractThe phrase "Concealing Telecommunications Networks" is first introduced as an ultimate philosophical concept in human-to-human or physically evolving "multimedia" communications by employing the same face-to-face mode that is used in natural communications. Then virtual reality (VR) technologies and their current applications are introduced, followed by an introduction of cutting-edge research on "Teleconferencing with Realistic Sensations", which is a communications system that conceals the existence of telecommunications networks. Next, research activities on "vision" and "motion", the most important underlying human functions supporting technologies such as VR, are presented. These activities consist of 1) a perception model that explains how human beings mentally reconstruct 3-D shapes from 2-D information projected on the retina, and 2) research on the close relationship between the senses, i.e., auditory and visual perception, visual information, and muscular motion stimuli. As a practical application, an example of measuring eye movements for early detection of Alzheimer's disease is briefly introduced. Finally, some fundamental problems with stereoscopic 3-D displays on 2-D screens, which can make them more fatiguing than the natural environment, are discussed. Hitoshi Ohzu, Kohei Habara |
Proc. IEEE | 1 |