Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Kazuhiro Kasada

dblp:72/9717 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
0since 2021 · last 2013
—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 · 2

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
2 papers
Virtual and augmented reality · 90% Computational photography and imaging · 10%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.112010
Digital Diorama system for museum exhibition · ISMAR 2010
Virtual and augmented reality
museum exhibit
0.112010
Digital Diorama system for museum exhibition · ISMAR 2010
Computational photography and imaging › image-based modeling
3d reconstruction from images
0.012010
Digital Diorama system for museum exhibition · ISMAR 2010
Virtual and augmented reality › tracking
camera pose estimation
0.012010
Digital Diorama system for museum exhibition · ISMAR 2010

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

operational logs · 0.3interaction techniques · 0.3image/video reconstruction · 0.1camera position estimation · 0.1
YearPublicationVenuePosition
2013 Augmented reality system for overlaying a scene in a video onto real world and reliving the camera operator's experience
abstract
This paper reports a reliving video experience system using augmented reality techniques. This system overlays a scene from video material onto the real world and allows users to experience how the camera operator captured the scene by inducing them to move as in the same way as the camera operator did. We propose novel interaction techniques that balance the competing goals of inducing users to move in the same way as the camera operator and allowing them to feel that they are observing freely. The proposed methods implement three induction techniques to induce the user to avoid unintentional movements, and to start moving the device and rotate it appropriately. We implemented this system in an exhibition system that relives the video of old railways and exhibited it at the railway museum for two weeks. The analysis results of users' operational logs and questionnaires suggest that the proposed system and interaction techniques are effective for reliving video experiences in the real world.
Takuya Arakawa, Kazuhiro Kasada, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose
VR2
2010 Digital Diorama system for museum exhibition
abstract
In this paper, we proposed the Digital Diorama system to convey background information vividly. The system superimposes computer generated diorama scene reconstructed from related image/video materials on real exhibits. In order to switch and superimpose real exhibits and past photos seamlessly, we implement a matching system for estimating the camera position where photos are taken. By applying this subsystem to 26 past photos about the steam locomotive exhibit, we succeeded in estimating their camera position. Thus, we implement and install a prototype system at estimated position to superimposing virtual scene and real exhibit in the Railway Museum.
Oribe Hayashi, Kazuhiro Kasada, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose
ISMAR2