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Shoichiro Iwasawa

dblp:39/641 · DBLP profile ↗
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9ranked-venue papers
4as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-authorArtificial intelligence and machine learning · 4 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-authorApplied, interdisciplinary, general and emerging 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.

Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 77% Ubiquitous computing and smart environments · 23%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%
Artificial intelligence
1 paper
Face, body and person analysis · 77% 3D vision · 23%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › computer-supported cooperative work
multiparty collaboration
0.112012
Analyzing the structure of the emergent division of labor in multiparty collaboration · CSCW 2012
Ubiquitous computing and smart environments › mobile sensing
behavioral sensing
0.012012
Analyzing the structure of the emergent division of labor in multiparty collaboration · CSCW 2012
Computer animation and physical simulation
motion capture
0.012003
How to capture absolute human skeletal posture · SIGGRAPH 2003
Computer vision › Face, body and person analysis
human pose estimation
0.011997
Real-Time Estimation of Human Body Posture from Monocular Thermal Images · CVPR 1997
Medical and health informatics › medical imaging
magnetic resonance imaging
0.012003
How to capture absolute human skeletal posture · SIGGRAPH 2003
Medical and health informatics
medical imaging
0.012003
How to capture absolute human skeletal posture · SIGGRAPH 2003
Computer vision › 3D vision › object pose estimation › part pose estimation
body part localization
0.011997
Real-Time Estimation of Human Body Posture from Monocular Thermal Images · CVPR 1997

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

correlation analysis · 0.1moment of inertia · 0.0genetic algorithm · 0.0distance transform · 0.0
YearPublicationVenuePosition
2017 Community detection using random-walk similarity and application to image clustering
abstract
The technology used to detect community structures in graphs, or graph clustering technology, is important in a wide range of disciplines, such as sociology, biology, and computer science. Previously, many successful community detection methods have relied on the optimization of a quantity referred to as modularity, which is a quality index for the partition of a graph into communities. However, such methods suffer from a key drawback, namely, the inability to identify relatively small communities. To overcome this drawback, we propose a novel community detection method that can detect small communities. This is based on the property that a random walker will not readily leave a community even if it is small. The work presented in this paper demonstrates that our method detects both small and large communities in the practical application of clustering tourist attraction images obtained from Flickr.
Makoto Okuda, Shin'ichi Satoh 0001, Shoichiro Iwasawa, Shunsuke Yoshida, Yutaka Kidawara, Yoichi Sato 0001
ICIP3
2012 What role do you play in group activity? Objective evaluation through third parties
Noriko Suzuki, Tosirou Kamiya, Ichiro Umata, Sadanori Ito, Shoichiro Iwasawa, Mamiko Sakata, Katsunori Shimohara
CogSci5
2012 Analyzing the structure of the emergent division of labor in multiparty collaboration
abstract
In our daily life, the interactive roles of leaders, followers, and coordinators tend to emerge from multiparty collaboration. The primary purpose of this study is to automatically predict the leading role in multiparty interaction by ubiquitous computing techniques. Even though the leading role has been predicted for an entire task, there has been little focus on evaluating how roles are reorganized during a task. To find the verbal and nonverbal cues that might predict roles, we asked neutral third parties to select the participant playing the leading role in an assembly task. We examined the correlation between behavioral data gathered during a task and third-party evaluations of the leading role player in terms of temporal alterations. The preliminary results suggest that task-oriented utterances and verification behaviors regarding progress status contribute to the prediction of the emerging and reorganized leader. Moreover, we discuss the implications of our findings for the design of applications that can enhance multiparty collaboration.
Noriko Suzuki, Tosirou Kamiya, Ichiro Umata, Sadanori Ito, Shoichiro Iwasawa
CSCW5
2007 Collaborative capturing, interpreting, and sharing of experiences
Yasuyuki Sumi, Sadanori Ito, Tetsuya Matsuguchi, Sidney S. Fels, Shoichiro Iwasawa, Kenji Mase, Kiyoshi Kogure, Norihiro Hagita
Pers. Ubiquitous Comput.5
2003 How to capture absolute human skeletal posture
abstract
Commercially available motion capture products give us fairly precise movements of human body segments but do not measure enough information to define skeletal posture in its entirety. This sketch describes how to obtain the complete posture of skeletal structure with the help of marker locations relative to bones that are derived from MRI data sets.
Shoichiro Iwasawa, Kiyoshi Kojima, Kenji Mase, Shigeo Morishima
SIGGRAPH1
2000 Human Body Postures from Trinocular Camera Images
abstract
This paper proposes a new real-time method for estimating human postures in 3D from trinocular images. In this method, an upper body orientation detection and a heuristic contour analysis are performed on the human silhouettes extracted from the trinocular images so that representative points such as the top of the head can be located. The major joint positions are estimated based on a genetic algorithm-based learning procedure. 3D coordinates of the representative points and joints are then obtained from the two views by evaluating the appropriateness of the three views. The proposed method implemented on a personal computer runs in real-time. Experimental results show high estimation accuracies and the effectiveness of the view selection process.
Shoichiro Iwasawa, Jun Ohya, Kazuhiko Takahashi, Tatsumi Sakaguchi, Shigeo Morishima, Kazuyuki Ebihara
FG1
1999 Multi-Media Ambiance Communication Based on Actual Moving Pictures
abstract
Multi-media ambiance communication refers to a means of shared-space communication, that makes use of actual moving pictures captured by video camera, combined with the laws of perspective, as used in painting and the visual characteristics of human beings, to establish a photo-realistic quality three-dimensional image space that users can naturally feel part of. We aim to enable this ambiance communication by basing the shared-space on actual moving pictures rather than on an accurate three-dimensional image space, such as is used in computer graphics.
Tadashi Ichikawa, Tetsuya Yoshimura, Kunio Yamada, Toshifumi Kanamaru, Hiromichi Suga, Shoichiro Iwasawa, Takeshi Naemura, Kiyoharu Aizawa, Shigeo Morishima, Takahiro Saito
ICIP (3)6
1998 Real-Time Human Posture Estimation Using Monocular Thermal Images
Shoichiro Iwasawa, Kazuyuki Ebihara, Jun Ohya, Shigeo Morishima
FG1
1997 Real-Time Estimation of Human Body Posture from Monocular Thermal Images
abstract
This paper introduces a new real-time method to estimate the posture of a human from thermal images acquired by an infrared camera regardless of the back-ground and lighting conditions. Distance transformation is performed for the human body area extracted from the thresholded thermal image for the. Calculation of the center of gravity. After the orientation of the upper half of the body is obtained by calculating the moment of inertia, significant points such as the top of the head, the tips of the hands and foot are heuristically located. In addition, the elbow and foot positions are estimated from the detected (significant) points using a genetic algorithm based learning procedure. The experimental results demonstrate the robustness of the proposed algorithm and real-time (faster than 20 frames per second) performance.
Shoichiro Iwasawa, Kazuyuki Ebihara, Jun Ohya, Shigeo Morishima
CVPR1