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Hitoshi Ohzu

dblp:317/6694 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › 3d display
stereoscopic display
0.011996
Behind the scenes of virtual reality: vision and motion · Proc. IEEE 1996
Virtual and augmented reality
telepresence
0.011996
Behind the scenes of virtual reality: vision and motion · Proc. IEEE 1996
Virtual and augmented reality
visual fatigue
0.011996
Behind the scenes of virtual reality: vision and motion · Proc. IEEE 1996
Geometric modeling and processing
3d reconstruction
0.011996
Behind the scenes of virtual reality: vision and motion · Proc. IEEE 1996
Visualization and visual analytics › perception
visual perception
0.011996
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
YearPublicationVenuePosition
1996 Behind the scenes of virtual reality: vision and motion
abstract
The 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. IEEE1