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Tomohiko Higashi

dblp:41/535 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2001
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-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.

Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 77% Interaction techniques and input · 23%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
virtual object manipulation
0.011999
Virtual Chopsticks: Object Manipulation using Multiple Exact Interactions · VR 1999
Haptics and multimodal interaction › haptic rendering
collision detection
0.011999
Virtual Chopsticks: Object Manipulation using Multiple Exact Interactions · VR 1999
Interaction techniques and input
gesture input
0.011999
Virtual Chopsticks: Object Manipulation using Multiple Exact Interactions · VR 1999

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

real-time collision detection · 0.0hand gesture input device · 0.0
YearPublicationVenuePosition
2001 Interactive Computer Animation of Hand Gestures using Status Estimation with Multiple Regression Analysis
abstract
This paper presents a method of interactively generating natural hand gesture animation using reduced dimensionality from multiple captured data sequences of finger motions conducting specific tasks. This method is achieved by introducing an estimation with multiple regression analysis. Even when the skeletal structure of the user who inputs the motion is different from that of the shape model in the computer, the motion that a user imagines is generated. Experimental results obtained from the interface applied to virtual object manipulation showed that the proposed method generates animation naturally, just as users would expect. This method enables us to make input devices that require minimal user training and computer calibration, and helps to make the user interface intuitive and easy to use.
Yoshifumi Kitamura, Tomohiko Higashi, Takayuki Iida, Fumio Kishino
Comput. Graph. Forum2
1999 Virtual Chopsticks: Object Manipulation using Multiple Exact Interactions
abstract
A technique is proposed for object manipulation with a virtual tool using multiple exact interactions. Exact test is introduced that uses real-time collision detection for both hand-and-tool and tool-and-object interactions. Chopsticks are adopted for one of the trials of our technique; although they have a very simple shape, they do have multiple functions. Here, a virtual object is manipulated by the virtual chopsticks, which are used by the motion of a user's hand captured by a hand gesture input device. Exact interaction is applied between the hand and chopsticks based on correct table manners. Experimental results demonstrate the effectiveness of the proposed multiple exact interactions, especially for precise object alignment tasks.
Yoshifumi Kitamura, Tomohiko Higashi, Toshihiro Masaki, Fumio Kishino
VR2