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Koji Makita

dblp:53/3515 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2015
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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 · 50% Computational photography and imaging · 50%
Human-computer interaction and pervasive computing
1 paper
Ubiquitous computing and smart environments · 77% Immersive interaction · 23%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.212013
Photo-shoot localization of a mobile camera based on registered frame data of virtualized reality models · ISMAR 2013
Computational photography and imaging
camera localization
0.212013
Photo-shoot localization of a mobile camera based on registered frame data of virtualized reality models · ISMAR 2013
Immersive interaction
augmented reality
0.112015
Road Maintenance MSystem Using LRF and PDR · ISMAR 2015

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

trajectory similarity · 0.2pedestrian dead reckoning · 0.2laser range finder · 0.2virtualized reality models · 0.2registered frame data · 0.2
YearPublicationVenuePosition
2015 Road Maintenance MSystem Using LRF and PDR
abstract
We have been developing a mixed reality system to support road maintenance using overlaid visual aids. Such a system requires a positioning method that can provide sub-meter accuracy and function even if the appearance of the road surface changes significantly caused by many factors such as construction phase, time and weather. Therefore, we are developing a real-time worker positioning method that can be applied to these situation by integrating laser range finder (LRF) and pedestrian dead-reckoning (PDR) data. In the field, multiple workers move around the workspace. Therefore, it is necessary to determine corresponding pairs of PDR-based and LRF-based trajectories by identifying similar trajectories. In this study, we propose a method to calculate the similarity between trajectories and a procedure to integrate corresponding pairs of trajectories to acquire the position and movement direction of a worker.
Ching-Tzun Chang, Ryosuke Ichikari, Koji Makita, Takashi Okuma, Takeshi Kurata
ISMAR3
2013 Photo-shoot localization of a mobile camera based on registered frame data of virtualized reality models
abstract
This paper presents a study of a method for estimating the position and orientation of a photo-shoot in indoor environments for augmented reality applications. Our proposed localization method is based on registered frame data of virtualized reality models, which are photos with known photo-shoot positions and orientations, and depth data. Because registered frame data are secondary product of modeling process, additional works are not necessary to create registered frame data especially for the localization. In the method, a photo taken by a mobile camera is compared to registered frame data for the localization. Since registered frame data are linked with photo-shoot position, orientation, and depth data, 3D coordinates of each pixel on the photo of registered frame data is available. We conducted experiments with employing five techniques of the estimation for comparative evaluations.
Koji Makita, Jun Nishida, Tomoya Ishikawa, Takashi Okuma, Masakatsu Kourogi, Thomas Vincent, Laurence Nigay, Jun Yamashita, Hideaki Kuzuoka, Takeshi Kurata
ISMAR1
2009 View management of annotations for wearable augmented reality
abstract
In annotation overlay applications using augmented reality (AR), view management is widely used for improving readability and intelligibility of the annotations. In order to recognize the visible portions of objects in the user's view, the positions, orientations, and shapes of the objects should be known in the case of conventional view management methods. However, it is difficult for a wearable AR system to obtain the positions, orientations and shapes of objects because the target object is usually moving or non-rigid. In this paper, we propose a view management method to overlay annotations of moving or non-rigid objects for networked wearable AR. The proposed method obtains positions and shapes of target objects via a network in order to estimate the visible portions of the target objects in the user's view. Annotations are located by minimizing penalties related to the overlap of an annotation, occlusion of target objects, length of a line between the annotation and the target object, and distance of the annotation in sequential frames. Through experiments, we have proven that the prototype system can correctly provide each user with annotations on multiple users of wearable AR systems.
Koji Makita, Masayuki Kanbara, Naokazu Yokoya
ICME1