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Kazunori Shidoji

dblp:74/569 · DBLP profile ↗
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6ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5Graphics, computer vision, multimedia, augmented reality and games · 4Applied, interdisciplinary, general and emerging 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 · 99% Image and video coding · 1%
Human-computer interaction and pervasive computing
2 papers
Haptics and multimodal interaction · 62% Immersive interaction · 30% Human-robot interaction · 9%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › locomotion
redirected walking
0.412019
Virtual Rotation with Visuo-Haptics · VR 2019
Virtual and augmented reality › locomotion › redirected walking
rotation gain
0.412019
Virtual Rotation with Visuo-Haptics · VR 2019
Immersive interaction › immersive display
stereoscopic display
0.112005
An Effect of a Large Overlapped Area of Stereo Pairs at the Working Point on a Spatial Multi-Resolution Stereoscopic Video System · VR 2005
Virtual and augmented reality
teleoperation
0.012001
Digital Stereoscopic Video System with Embedded High Resolution Images · VR 2001
Human-robot interaction
teleoperation
0.012005
An Effect of a Large Overlapped Area of Stereo Pairs at the Working Point on a Spatial Multi-Resolution Stereoscopic Video System · VR 2005
Image and video coding
video compression
0.012001
Digital Stereoscopic Video System with Embedded High Resolution Images · VR 2001

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

psychophysical experiment · 0.8spatial multi-resolution · 0.1convergence point control · 0.1
YearPublicationVenuePosition
2019 Virtual Rotation with Visuo-Haptics
abstract
Redirected walking has been proposed as a means of making a narrow space feel wide in a virtual space. We examined the effect of visuo-haptics on the detection threshold of rotation gain when participants walked around a wall. We found that the threshold was affected by visuo-haptics only when they walked around the outside of the wall but was not affected when they walked around the inside of the wall.
Akihiro Nakamura, Shinji Sakai, Kazunori Shidoji
VR3
2005 An Effect of a Large Overlapped Area of Stereo Pairs at the Working Point on a Spatial Multi-Resolution Stereoscopic Video System
abstract
Teleoperation is a very useful technique in the case of carrying out tasks in hazardous and/or remote sites. In order to carry out the tasks in high operational efficiency, a video system to display the workspace for an operator is important. In this study, we developed a spatial multi-resolution stereoscopic video system which has variable convergence point, and confirmed the effect of keeping an overlapped area large at the working point by varying the convergence point continuously with the spatial multi-resolution stereoscopic video system. As the results of this experiment, it was clarified that the operational efficiency with teleoperation through the spatial multi-resolution stereoscopic video system was improved by keeping an overlapped area large, which resulted from varying the convergence point. That is, in order to carry out tasks with teleoperation in high operational efficiency, the system is required to vary its convergence point to keep an overlapped area large.
Takafumi Ienaga, Katsuya Matsunaga, Kazunori Shidoji, Makoto Otsuru, Shigeo Araki, Yuji Matsuki
VR3
2003 Issues in reviewing on-line discussion logs and their solutions
abstract
Today's computing and networking technologies allow people to have asynchronous on-line discussions by exchanging messages. Typical discussion base systems also provide discussion logs as archives or histories of the messages. Reviewing a discussion log raises several issues; the discussion log can include not only noteworthy messages but also worthless ones, while it does not include tacit understandings and external information mentioned by the discussion. The authors have been developing a system that implements techniques for solving these issues. This paper introduces the techniques implemented in the systems and describes the authors' findings.
Younosuke Furui, Katsuya Matsunaga, Kazunori Shidoji
SMC3
2002 Measuring visual axis as an independent variable from a fixation distance
abstract
Our pilot study suggested that while fixating on a stationary object binocularly, each line of sight of the two eyes does not always go directly toward the object. Therefore, we experimentally investigated the amount of the displacement of the pupil center while the fixation point was changed transversally. The subjects were instructed to fixate on three targets arranged horizontally with intervals of nine degrees. The distance from the subject to the targets was any of 0.5 m, 1.0 m and 1.5 m. A significant difference of the amount of the displacement of the pupil center was observed relative to the fixation distance. The positions of the node of the line of sight, which provide no relationship between the fixation distance and the pupil center displacement, were calculated. The node of the line of sight of the non-dominant eye was nearer to the fixation panels than that of the dominant eye. Considering this, such a node would be effective for the precise measurement of gazing point.
Takehito Hayami, Kazunori Shidoji, Katsuya Matsunaga, Shuhei Horimoto, Hayato Matsugashita
SMC2
2001 Digital Stereoscopic Video System with Embedded High Resolution Images
abstract
We developed a stereoscopic video system, which has high-resolution images for central vision and it is called the Q system. The Q system uses a compound image that is a wide-angle image with an embedded high-resolution image. However, the Q system could not be used under situations where many robots work at the same time. This is because it needs four channels of video signals and the available channels could be limited under such situations. Thus, we have developed a digital Q system. The system can be used under such restricted situations, because the required data transfer rate is adjustable by changing the compression rates for a high-resolution image and a wide-angle image. In addition, an experiment confirmed that even though the systems used the same data transfer rate, digital Q system could make teleoperation more efficient and more precise than a conventional stereoscopic video system.
Kazuaki Goshi, Katsuya Matsunaga, Hiroki Nagata, Kazunori Shidoji, Hayato Matsugashita
VR4
2001 Stereoscopic video system with embedded high spatial resolution images using two channels for transmission
abstract
Teleoperation requires both wide vision to recognize a whole workspace and fine vision to recognize the precise structure of objects which an operator wants to see. In order to achieve high operational efficiency in teleoperation, we have developed the Q stereoscopic video system which is constructed of four sets of video cameras and monitors. It requires four video channels to transmit video signals. However, four channels are not always available for a video system because of the limitation of the number of radio channels when multiple systems are used at the same time. Therefore we have tried to reduce the number of channels on this system by sending images from the right and left cameras alternately by field. In experiment 1, we compared the acuity of depth perception under three kinds of stereoscopic video systems, the original Q stereoscopic video system, the Q stereoscopic video system with two channel transmission, and the conventional stereoscopic video system. As the result of the experiment, the original Q stereoscopic video system enabled us to perceive depth most precisely, the Q stereoscopic video system with two channel transmission less so, and the conventional stereoscopic video system even less. In experiment 2, we compared the Q stereoscopic video system with two channel transmission to the original Q stereoscopic video system. The result showed that the operators were able to work more efficiently under the original Q stereoscopic video system than under the Q stereoscopic video system with two channel transmissions. In experiment 3, we compared the Q stereoscopic video system with two channel transmission to the conventional stereoscopic video system. It was found out in this study that the new stereoscopic video system we developed enabled operators to work more efficiently and to perceive depth more precisely than the conventional stereoscopic video system, although the number of channels for image transmission of this system was equal to that of the conventional stereoscopic video system.
Takafumi Ienaga, Katsuya Matsunaga, Kazunori Shidoji, Kazuaki Goshi, Yuji Matsuki, Hiroki Nagata
VRST3