EDBT 2026 Demo / reviewers in the wild / expert
Goshiro Yamamoto
dblp:92/7180
· DBLP profile ↗
37ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0002-2014-7195ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 28 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 20 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 7Artificial intelligence and machine learning · 2 · 1 since 2021Databases, data management, data science and information retrieval · 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.
| Computer graphics and multimedia
14 papers |
Computational photography and imaging · 45% Virtual and augmented reality · 31% Geometric modeling and processing · 9% | |
| Human-computer interaction and pervasive computing
11 papers |
Immersive interaction · 42% Interaction techniques and input · 13% Usability and user experience research · 13% |
Topics — the 30 heaviest of 42, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
1.1 | 5 | 2018 | Handheld Guides in Inspection Tasks: Augmented Reality versus Picture · IEEE Trans. Vis. Comput. Graph. 2018 Exploring the perception of co-location errors during tool interaction in visuo-haptic augmented reality · VR 2016 Pseudo Printed Fabrics through Projection Mapping · ISMAR 2015 |
Computational photography and imaging
projection mapping |
0.9 | 3 | 2019 | Perceptual Appearance Control by Projection-Induced Illusion · VR 2019 Light Projection-Induced Illusion for Controlling Object Color · VR 2018 Pseudo Printed Fabrics through Projection Mapping · ISMAR 2015 |
Computational photography and imaging
appearance control |
0.5 | 1 | 2021 | Robust Reflectance Estimation for Projection-Based Appearance Control in a Dynamic Light Environment · IEEE Trans. Vis. Comput. Graph. 2021 |
Computational photography and imaging
projector-camera systems |
0.5 | 1 | 2021 | Robust Reflectance Estimation for Projection-Based Appearance Control in a Dynamic Light Environment · IEEE Trans. Vis. Comput. Graph. 2021 |
Computational photography and imaging › reflectance acquisition
reflectance estimation |
0.5 | 1 | 2021 | Robust Reflectance Estimation for Projection-Based Appearance Control in a Dynamic Light Environment · IEEE Trans. Vis. Comput. Graph. 2021 |
Immersive interaction › augmented reality interaction
augmented reality interface |
0.4 | 2 | 2014 | Towards augmented reality user interfaces in 3D media production · ISMAR 2014 Towards Augmented Reality user interfaces in 3D media production · ISMAR 2014 |
Virtual and augmented reality › augmented reality
mobile augmented reality |
0.3 | 1 | 2018 | Handheld Guides in Inspection Tasks: Augmented Reality versus Picture · IEEE Trans. Vis. Comput. Graph. 2018 |
Immersive interaction
3d object manipulation |
0.3 | 1 | 2018 | Augmented Reality versus Virtual Reality for 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2018 |
Immersive interaction
augmented reality interaction |
0.3 | 1 | 2018 | Augmented Reality versus Virtual Reality for 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2018 |
User interface design and tools › visualization
augmented reality visualization |
0.3 | 1 | 2018 | Towards Situated Knee Trajectory Visualization for Self Analysis in Cycling · VR 2018 |
Immersive interaction
virtual reality interaction |
0.3 | 1 | 2018 | Augmented Reality versus Virtual Reality for 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2018 |
Virtual and augmented reality › augmented reality
optical see-through head-mounted display |
0.2 | 1 | 2016 | SharpView: Improved clarity of defocussed content on optical see-through head-mounted displays · VR 2016 |
Haptics and multimodal interaction › multisensory interaction
visuo-haptic interaction |
0.2 | 1 | 2016 | Exploring the perception of co-location errors during tool interaction in visuo-haptic augmented reality · VR 2016 |
Usability and user experience research › visual perception
visual illusion |
0.2 | 2 | 2019 | Perceptual Appearance Control by Projection-Induced Illusion · VR 2019 Light Projection-Induced Illusion for Controlling Object Color · VR 2018 |
Virtual and augmented reality › augmented reality
projection-based augmented reality |
0.2 | 1 | 2014 | Geometrically-Correct Projection-Based Texture Mapping onto a Deformable Object · IEEE Trans. Vis. Comput. Graph. 2014 |
Rendering
texture mapping |
0.2 | 1 | 2014 | Geometrically-Correct Projection-Based Texture Mapping onto a Deformable Object · IEEE Trans. Vis. Comput. Graph. 2014 |
Computational photography and imaging › camera calibration
camera parameter estimation |
0.2 | 1 | 2013 | Geometric registration for zoomable camera using epipolar constraint and pre-calibrated intrinsic camera parameter change · ISMAR 2013 |
Geometric modeling and processing › registration
geometric registration |
0.2 | 1 | 2013 | Geometric registration for zoomable camera using epipolar constraint and pre-calibrated intrinsic camera parameter change · ISMAR 2013 |
Computational fabrication
additive manufacturing |
0.1 | 1 | 2012 | Augmented prototyping of 3D rigid curved surfaces · ISMAR 2012 |
Geometric modeling and processing › shape modeling › 3d object modeling
curved object modeling |
0.1 | 1 | 2012 | Augmented prototyping of 3D rigid curved surfaces · ISMAR 2012 |
Image and video processing › edge detection
edge tracing |
0.1 | 1 | 2012 | Augmented prototyping of 3D rigid curved surfaces · ISMAR 2012 |
Visual content generation and editing › image generation
photomosaics |
0.1 | 1 | 2012 | Interactive photomosaic system using GPU · ACM Multimedia 2012 |
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial memory |
0.1 | 1 | 2012 | Relationship between features of augmented reality and user memorization · ISMAR 2012 |
Interaction techniques and input › input device
3d input device |
0.1 | 1 | 2018 | Augmented Reality versus Virtual Reality for 3D Object Manipulation · IEEE Trans. Vis. Comput. Graph. 2018 |
Image and video processing › image enhancement
image sharpening |
0.1 | 1 | 2016 | SharpView: Improved clarity of defocussed content on optical see-through head-mounted displays · VR 2016 |
Haptics and multimodal interaction
tool interaction |
0.1 | 1 | 2016 | Exploring the perception of co-location errors during tool interaction in visuo-haptic augmented reality · VR 2016 |
Wearable and physiological sensing › motion sensing
accelerometer-based sensing |
0.1 | 1 | 2015 | Towards Estimating Usability Ratings of Handheld Augmented Reality Using Accelerometer Data · ISMAR 2015 |
Interaction techniques and input › gesture input
glove-based interaction |
0.1 | 1 | 2014 | Towards augmented reality user interfaces in 3D media production · ISMAR 2014 |
Usability and user experience research › evaluation methodology
design evaluation |
0.0 | 1 | 2012 | Augmented prototyping of 3D rigid curved surfaces · ISMAR 2012 |
GPUs and heterogeneous computing
GPU rendering |
0.0 | 1 | 2012 | Interactive photomosaic system using GPU · ACM Multimedia 2012 |
Methods — techniques the papers use, named apart from their topics
color constancy induction · 1.4user study · 0.8gaze tracking · 0.7comparative study · 0.7temporal multiplexing · 0.5psychophysics experiment · 0.5projector-camera system · 0.5retro-reflective marker detection · 0.4requirements gathering · 0.3just-noticeable difference measurement · 0.2just noticeable difference measurement · 0.2dynamic sharpening filter · 0.2adjustment experiment · 0.2feature extraction from accelerometer data · 0.2survey · 0.2prototype implementation · 0.2recursive photomosaic · 0.1GPU acceleration · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Spatio-temporal unsupervised individual clustering for operating room videosabstractAbstract Human activity recognition (HAR) research has recently focused on multiple individuals within videos. However, conventional models are trained using supervised or semi-supervised learning, which makes their direct application to real-world videos challenging. The purpose of this study is to achieve HAR from real-world videos through completely unsupervised learning. As real-world videos, we target operating room surveillance videos with surgery ongoing. We extract visual features using two autoencoders based on Inception 3D (I3D) and spatial features measured by the L2 norm between the operating table and individuals. These individual features were clustered using a centroid-based model. We evaluated our method on 29 pieces of different operating room videos from 6 different operating rooms in 145 seconds in total, and achieved 0.83 and 0.71 of accuracy in the training and test datasets, respectively, for individual clustering. Our method allows automatic analysis of operating room videos, which contributes to improving the efficiency and effectiveness of postoperative analysis and further medical education. Koji Yokoyama, Goshiro Yamamoto, Chang Liu 0081, Sho Mitarai, Kazumasa Kishimoto, Yukiko Mori, Tomohiro Kuroda |
Appl. Intell. | 2 |
| 2021 | Robust Reflectance Estimation for Projection-Based Appearance Control in a Dynamic Light EnvironmentabstractWe present a novel method that robustly estimates the reflectance, even in an environment with dynamically changing light. To control the appearance of an object by using a projector-camera system, an appropriate estimate of the object's reflectance is vital to the creation of an appropriate projection image. Most conventional estimation methods assume static light conditions; however, in practice, the appearance is affected by both the reflectance and environmental light. In an environment with dynamically changing light, conventional reflectance estimation methods require calibration every time the conditions change. In contrast, our method requires no additional calibration because it simultaneously estimates both the reflectance and environmental light. Our method is based on the concept of creating two different light conditions by switching the projection at a rate higher than that perceived by the human eye and captures the images of a target object separately under each condition. The reflectance and environmental light are then simultaneously estimated by using the pair of images acquired under these two conditions. We implemented a projector-camera system that switches the projection on and off at 120 Hz. Experiments confirm the robustness of our method when changing the environmental light. Further, our method can robustly estimate the reflectance under practical indoor lighting conditions. Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Alexander Plopski, Christian Sandor, Hirokazu Kato 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Illusory light: Perceptual appearance control using a projection-induced illusionabstractWith projection mapping, we can control the appearance of real-world objects by adding illumination. A projector can be used to control light reflected from an object, where the reflected light depends not only on the projection but also on the reflectance and environmental light. Because the resulting colors are affected by the reflectance and environmental light, the presentable color range of a projector is limited. The purpose of this work is to broaden this limited range by focusing on the perceived colors. Although our eyes capture reflected light to perceive the colors of an object, the colors perceived by humans are not always the same as the actual colors, and there are often significant differences between them because of the human visual system. To overcome the limitations of a projector based on human perception, we intentionally generate this difference by inducing a visual illusion, namely, color constancy. In this work, we designed an algorithm to determine the projected colors for presenting the desired colors perceptually by employing a color constancy effect. In addition, we conducted a user study and confirmed that our algorithm can (1) create a misperception regarding the color of illumination, (2) broaden the presentable color range of a projector, and (3) shift the perceptual colors in the desirable direction. Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Alexander Plopski, Yuichiro Fujimoto, Masayuki Kanbara, Christian Sandor, Hirokazu Kato 0001 |
Comput. Graph. | 2 |
| 2019 | Agent-based Completion for Collecting Medical Note ParametersabstractIn this paper, we present an agent-based completion that cooperates with a physician to optimize parameter-text pairs collection from a medical note. Currently, in hospitals, there is a medical coding process, which collects certain parameter-text pairs from the medical note's narrative text. The process starts with categorizing the text into certain parameter-text pairs. Then, the collected pairs are studied by the coders to produce correct medical codes. However, since the physicians may not aware of the coders' requirements, the medical coding process is quite problematic, such as lack of parameter-text pairs. To address this problem, we propose an agent-based completion, which represents the coder's view to categorize the text into certain parameter-text pairs and recommend the parameters to be filled. This paper shows a basic design of the agent and the background technologies to support the completion system. Lukman Heryawan, Purnomo Husnul Khotimah, Goshiro Yamamoto, Osamu Sugiyama, Shusuke Hiragi, Kazuya Okamoto, Tomohiro Kuroda |
HAI | 3 |
| 2019 | Perceptual Appearance Control by Projection-Induced IllusionabstractUsing projection mapping, we can control the appearance of realworld objects by projecting colored light onto them. Since a projector can only add illumination to the scene, limited color gamut can be presented through projection mapping. However, actual color and perceived color are not always the same, and there is often large difference between them. We intentionally generate this difference by inducing visual illusion for extending the controllable color gamut of a projector. In particular, we induce color constancy. We demonstrate changing object color with and without inducing color constancy. Audiences perceive the controlled colors with and without illusion as different color nevertheless these colors are physically completely same. Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Christian Sandor, Alexander Plopski, Hirokazu Kato 0001 |
VR | 2 |
| 2018 | Light Projection-Induced Illusion for Controlling Object ColorabstractUsing projection mapping, we can control the appearance of realworld objects by projecting colored light onto them. Because a projector can only add illumination to the scene, only a limited color gamut can be presented through projection mapping. In this paper we describe how the controllable color gamut can be extended by accounting for human perception and visual illusions. In particular, we induce color constancy to control what color space observers will perceive. In this paper, we explain the concept of our approach, and show first results of our system. Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Alexander Plopski, Christian Sandor, Hirokazu Kato 0001 |
VR | 2 |
| 2018 | Towards Situated Knee Trajectory Visualization for Self Analysis in CyclingabstractInflammation, stiffness, and swelling are frequently reported symptoms of patellar tendinitis among cyclists; making knee pain a consistently observed overuse injury in cycling. In this paper, we investigate the applicability of a knee trajectory visualization to self-analysis for increasing awareness of movement patterns leading to injuries. We briefly explain overuse injuries and patellar instability, describe the experiments we did with cyclists for gathering requirements, and finally illustrate an augmented reality concept. We also show two different types of visualizations with participant opinions; one being conventional and other being a video-based one and discuss how situated visualizations can be utilized for improving self awareness to injury causes. Oral Kaplan, Goshiro Yamamoto, Takafumi Taketomi, Yasuhide Yoshitake, Alexander Plopski, Christian Sandor |
VR | 2 |
| 2018 | Augmented Reality versus Virtual Reality for 3D Object ManipulationabstractVirtual Reality (VR) Head-Mounted Displays (HMDs) are on the verge of becoming commodity hardware available to the average user and feasible to use as a tool for 3D work. Some HMDs include front-facing cameras, enabling Augmented Reality (AR) functionality. Apart from avoiding collisions with the environment, interaction with virtual objects may also be affected by seeing the real environment. However, whether these effects are positive or negative has not yet been studied extensively. For most tasks it is unknown whether AR has any advantage over VR. In this work we present the results of a user study in which we compared user performance measured in task completion time on a 9 degrees of freedom object selection and transformation task performed either in AR or VR, both with a 3D input device and a mouse. Our results show faster task completion time in AR over VR. When using a 3D input device, a purely VR environment increased task completion time by 22.5 percent on average compared to AR ( ). Surprisingly, a similar effect occurred when using a mouse: users were about 17.3 percent slower in VR than in AR ( ). Mouse and 3D input device produced similar task completion times in each condition (AR or VR) respectively. We further found no differences in reported comfort. Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2018 | Handheld Guides in Inspection Tasks: Augmented Reality versus PictureabstractInspection tasks focus on observation of the environment and are required in many industrial domains. Inspectors usually execute these tasks by using a guide such as a paper manual, and directly observing the environment. The effort required to match the information in a guide with the information in an environment and the constant gaze shifts required between the two can severely lower the work efficiency of inspector in performing his/her tasks. Augmented reality (AR) allows the information in a guide to be overlaid directly on an environment. This can decrease the amount of effort required for information matching, thus increasing work efficiency. AR guides on head-mounted displays (HMDs) have been shown to increase efficiency. Handheld AR (HAR) is not as efficient as HMD-AR in terms of manipulability, but is more practical and features better information input and sharing capabilities. In this study, we compared two handheld guides: an AR interface that shows 3D registered annotations, that is, annotations having a fixed 3D position in the AR environment, and a non-AR picture interface that displays non-registered annotations on static images. We focused on inspection tasks that involve high information density and require the user to move, as well as to perform several viewpoint alignments. The results of our comparative evaluation showed that use of the AR interface resulted in lower task completion times, fewer errors, fewer gaze shifts, and a lower subjective workload. We are the first to present findings of a comparative study of an HAR and a picture interface when used in tasks that require the user to move and execute viewpoint alignments, focusing only on direct observation. Our findings can be useful for AR practitioners and psychology researchers. Jarkko Polvi, Takafumi Taketomi, Atsunori Moteki, Toshiyuki Yoshitake, Toshiyuki Fukuoka, Goshiro Yamamoto, Christian Sandor, Hirokazu Kato 0001 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2017 | Promoting Short-Term Gains in Physical Exercise Through Digital Media Creation
Oral Kaplan, Goshiro Yamamoto, Takafumi Taketomi, Yasuhide Yoshitake, Alexander Plopski, Christian Sandor, Hirokazu Kato 0001 |
ACE | 2 |
| 2017 | Evaluating the effect of positional head-tracking on task performance in 3D modeling user interfaces
Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001, Steven K. Feiner |
Comput. Graph. | 2 |
| 2016 | The COMPASS Framework for Digital Entertainment: Discussing Augmented Reality Activities for ScoutsabstractEntertainment is challenging to observe, especially with children, due to limited analytical tools. In response, we present a modified framework for entertainment computing, COMPASS -- COmbined Mental, PhysicAl, Social and Spatial factors, which we use to analyze augmented reality activities for cub scouts. Marc Ericson C. Santos, Damien Constantine Rompapas, Yoshinari Nishiki, Takafumi Taketomi, Goshiro Yamamoto, Christian Sandor, Hirokazu Kato 0001 |
ACE | 5 |
| 2016 | In-situ visualization of pedaling forces on cycling training videosabstractOver the last decades, visual representations of data has been a commonly used medium to bolster human cognition in performance evaluation of professional athletes. However, the current approaches to these visualizations still build upon the paper based principles of initial designs with solid backgrounds. Due to this situation, same visualizations usually fail to provide explicit information about the physical characteristics of the scenario that the data was captured, such as the form of athletes. In this work, we present a data visualization method which combines visual representations of cyclist's pedaling with correlated frames of indoor training videos. We designed a prototype system which allows us to superimpose various pedaling visualizations onto simultaneously captured training videos of cyclists. The results of user studies we conducted with twelve professional cyclists confirmed their interest in new possibilities emerging from intuitive data visualizations. We also received valuable feedback about the feasible benefits of our approach over traditional approaches, such as reduced cognitive overload in understanding visualizations. We conclude by discussing the future implementations and application areas of our approach and further need of adjusting it to distinct training scenarios. Oral Kaplan, Goshiro Yamamoto, Yasuhide Yoshitake, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001 |
SMC | 2 |
| 2016 | Exploring the perception of co-location errors during tool interaction in visuo-haptic augmented realityabstractCo-located haptic feedback in mixed and augmented reality environments can improve realism and user performance, but it also requires careful system design and calibration. In this poster, we determine the thresholds for perceiving co-location errors through two psychophysics experiments in a typical fine-motor manipulation task. In these experiments we simulate the two fundamental ways of implementing VHAR systems: first, attaching a real tool; second, augmenting a virtual tool. We determined the just-noticeable co-location errors for position and orientation in both experiments and found that users are significantly more sensitive to co-location errors with virtual tools. Our overall findings are useful for designing visuo-haptic augmented reality workspaces and calibration procedures. Ulrich Eck, Liem Hoang, Christian Sandor, Goshiro Yamamoto, Takafumi Taketomi, Hirokazu Kato 0001, Hamid Laga |
VR | 4 |
| 2016 | SharpView: Improved clarity of defocussed content on optical see-through head-mounted displaysabstractA common factor among current generation optical see-through augmented reality systems is fixed focal distance to virtual content. In this work, we investigate the issue of focus blur, in particular, the blurring caused by simultaneously viewing virtual content and physical objects in the environment at differing focal distances. We examine the application of dynamic sharpening filters as a straight forward, system independent, means for mitigating this effect improving the clarity of defocused AR content. We assess the utility of this method, termed SharpView, by employing an adjustment experiment in which users actively apply varying amounts of sharpening to reduce the perception of blur in AR content. Our experimental results validate the ability of our SharpView model to improve the visual clarity of focus blurred content, with optimal performance at focal differences well suited for near field AR applications. Kohei Oshima, Kenneth R. Moser, Damien Constantine Rompapas, J. Edward Swan II, Sei Ikeda, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001 |
VR | 6 |
| 2016 | SlidAR: A 3D positioning method for SLAM-based handheld augmented realityabstractHandheld Augmented Reality (HAR) has the potential to introduce Augmented Reality (AR) to large audiences due to the widespread use of suitable handheld devices. However, many of the current HAR systems are not considered very practical and they do not fully answer to the needs of the users. One of the challenging areas in HAR is the in-situ AR content creation where the correct and accurate positioning of virtual objects to the real world is fundamental. Due to the hardware limitations of handheld devices and possible restrictions in the environment, the correct 3D positioning of objects can be difficult to achieve we are unable to use AR markers or correctly map the 3D structure of the environment. We present SlidAR, a 3D positioning for Simultaneous Localization And Mapping (SLAM) based HAR systems. SlidAR utilizes 3D ray-casting and epipolar geometry for virtual object positioning. It does not require a perfect 3D reconstruction of the environment nor any virtual depth cues. We have conducted a user experiment to evaluate the efficiency of SlidAR method against an existing device-centric positioning method that we call HoldAR. Results showed that SlidAR was significantly faster, required significantly less device movement, and also got significantly better subjective evaluation from the test participants. SlidAR also had higher positioning accuracy, although not significantly. Jarkko Polvi, Takafumi Taketomi, Goshiro Yamamoto, Arindam Dey 0001, Christian Sandor, Hirokazu Kato 0001 |
Comput. Graph. | 3 |
| 2016 | Exploring legibility of augmented reality X-ray
Marc Ericson C. Santos, Igor de Souza Almeida, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001 |
Multim. Tools Appl. | 3 |
| 2015 | Toward Guidelines for Designing Handheld Augmented Reality in Learning Support
Marc Ericson C. Santos, Takafumi Taketomi, Goshiro Yamamoto, Ma. Mercedes T. Rodrigo, Christian Sandor, Hirokazu Kato 0001 |
ICCE | 3 |
| 2015 | Pseudo Printed Fabrics through Projection MappingabstractProjection-based Augmented Reality commonly projects on rigid objects, while only few systems project on deformable objects. In this paper, we present Pseudo Printed Fabrics (PPF), which enables the projection on a deforming piece of cloth. This can be applied to previewing a cloth design while manipulating its shape. We support challenging manipulations, including heavy occlusions and stretching the cloth. In previous work, we developed a similar system, based on a novel marker pattern; PPF extends it in two important aspects. First, we improved performance by two orders of magnitudes to achieve interactive performance. Second, we developed a new interpolation algorithm to keep registration during challenging manipulations. We believe that PPF can be applied to domains including virtual-try on and fashion design. Yuichiro Fujimoto, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001 |
ISMAR | 2 |
| 2015 | Towards Estimating Usability Ratings of Handheld Augmented Reality Using Accelerometer DataabstractUsability evaluations are important to the development of augmented reality systems. However, conducting large-scale longitudinal studies remains challenging because of the lack of inexpensive but appropriate methods. In response, we propose a method for implicitly estimating usability ratings based on readily available sensor logs. To demonstrate our idea, we explored the use of features of accelerometer data in estimating usability ratings in an annotation task. Results show that our implicit method corresponds with explicit usability ratings at 79% and 84%. These results should be investigated further in other use cases, with other sensor logs. Marc Ericson C. Santos, Takafumi Taketomi, Goshiro Yamamoto, Gudrun Klinker, Christian Sandor, Hirokazu Kato 0001 |
ISMAR | 3 |
| 2014 | Evaluating Augmented Reality for Situated Vocabulary LearningabstractAugmented reality (AR) is an emerging technology for communicating learning contents. Several AR systems are designed for learning. However, studies that have investigated instructional strategies for applying AR are few. This investigation requires the implementation of prototypes that use state-of-the-art technology and sound learning theory. In this work, we implemented two prototypes for learning Filipino and German words by first developing a handheld AR platform. These prototypes demonstrate situated vocabulary learning. Using our AR system, students can learn words related to their current environment. We assessed the quality of these prototypes by conducting usability evaluations. For the theoretical grounding, we leveraged on multimedia learning theory to design the content. Through our handheld AR platform, we evaluated situated vocabulary learning by comparing our prototypes to a flash cards application. In the first evaluation, students scored significantly lower when using AR in an immediate post-test. However, this difference disappeared after taking into account the variability in usability scores via analysis of covariance. Taking account usability is fairer when comparing an emerging technology to traditional technology. Test scores were also not significantly different in a delayed post-test. In the second evaluation, although the post-test score and answering time of students did not differ, our results showed that they feel more satisfied and can keep their attention better when using AR. For the first time, we demonstrated situated vocabulary learning by using AR. Moreover, our preliminary study confirms the intuition that students can achieve the same score using AR, but with benefits such as ease in maintaining attention and increased satisfaction. Marc Ericson C. Santos, Arno in Wolde Lübke, Takafumi Taketomi, Goshiro Yamamoto, Ma. Mercedes T. Rodrigo, Christian Sandor, Hirokazu Kato 0001 |
ICCE | 4 |
| 2014 | Authoring Augmented Reality as Situated MultimediaabstractAugmented reality (AR) is an enabling technology for presenting information in relation to real objects or real environments. AR is situated multimedia or information that is positioned in authentic physical contexts. In this paper, we discuss how we address issues in creating AR content for educational settings. From the learning theory perspective, we explain that AR is a logical extension of multimedia learning theory. From the development perspective, we demonstrate how AR content can be created through our in situ authoring tool and our platform for handheld AR. Marc Ericson C. Santos, Jayzon Flores Ty, Arno in Wolde Lübke, Ma. Mercedes T. Rodrigo, Takafumi Taketomi, Goshiro Yamamoto, Christian Sandor, Hirokazu Kato 0001 |
ICCE | 6 |
| 2014 | Towards Augmented Reality user interfaces in 3D media productionabstractThe idea of using Augmented Reality (AR) user interfaces (UIs) to create 3D media content, such as 3D models for movies and games has been repeatedly suggested over the last decade. Even though the concept is intuitively compelling and recent technological advances have made such an application increasingly feasible, very little progress has been made towards an actual real-world application of AR in professional media production. To this day, no immersive 3D UI has been commonly used by professionals for 3D computer graphics (CG) content creation. In this paper, we are first to publish a requirements analysis for our target application in the professional domain. Based on a survey that we conducted with media professionals, the analysis of professional 3D CG software, and professional training tutorials, we identify these requirements and put them into the context of AR UIs. From these findings, we derive several interaction design principles that aim to address the challenges of real-world application of AR to the production pipeline. We implemented these in our own prototype system while receiving feedback from media professionals. The insights gained in the survey, requirements analysis, and user interface design are relevant for research and development aimed at creating production methods for 3D media production. Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001 |
ISMAR | 2 |
| 2014 | Towards augmented reality user interfaces in 3D media productionabstractFor this demo, we present an Augmented Reality (AR) User Interface (UI) for the 3D design software Autodesk Maya, aimed at professional media creation. A user wears a head-mounted display (HMD) and thin cotton gloves which allow him to interact with virtual 3D models in the work area. Additional viewers can see the video stream on a projector and thus share the users view. Both head and hand positions are tracked from the HMD video stream, and an inertial measurement unit (IMU) and conductive materials on the gloves allow interaction with virtual objects. This system is built using Autodesk Maya — a professional 3D software package commonly used in the media industry — and aims to fulfill the requirements of professional 3D design work which we identified in our paper of the same title. While still an early prototype, it was already tested with media professionals to evaluate our approach. Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, Hirokazu Kato 0001 |
ISMAR | 2 |
| 2014 | Geometrically-correct projection-based texture mapping onto a clothabstractWe demonstrate the geometrically-correct projection-based texture mapping onto a deformable object like a cloth. This system can be used to simulate design that involves change in shape, such as sheets of malleable material. The geometrically-correct projection-based texture mapping onto a cloth is conducted using the measurement of object's 3D shape and the detection of the retro-reflective marker on the object's surface. Rapid prototyping is used as an example application of this projection technique. Yuichiro Fujimoto, Jun Miyazaki, Takafumi Taketomi, Hirokazu Kato 0001, Bruce H. Thomas, Goshiro Yamamoto, Ross Smith 0001 |
VR | 6 |
| 2014 | A usability scale for handheld augmented realityabstractHandheld augmented reality (HAR) applications must be carefully designed and improved based on user feedback to sustain commercial use. However, no standard questionnaire considers perceptual and ergonomic issues found in HAR. We address this issue by creating a HAR Usability Scale (HARUS). Marc Ericson C. Santos, Takafumi Taketomi, Christian Sandor, Jarkko Polvi, Goshiro Yamamoto, Hirokazu Kato 0001 |
VRST | 5 |
| 2014 | Camera pose estimation under dynamic intrinsic parameter change for augmented realityabstractIn this paper, we propose a method for estimating the camera pose for an environment in which the intrinsic camera parameters change dynamically. In video see-through augmented reality (AR) technology, image-based methods for estimating the camera pose are used to superimpose virtual objects onto the real environment. In general, video see-through-based AR cannot change the image magnification that results from a change in the camera׳s field-of-view because of the difficulty of dealing with changes in the intrinsic camera parameters. To remove this limitation, we propose a novel method for simultaneously estimating the intrinsic and extrinsic camera parameters based on an energy minimization framework. Our method is composed of both online and offline stages. An intrinsic camera parameter change depending on the zoom values is calibrated in the offline stage. Intrinsic and extrinsic camera parameters are then estimated based on the energy minimization framework in the online stage. In our method, two energy terms are added to the conventional marker-based method to estimate the camera parameters: reprojection errors based on the epipolar constraint and the constraint of the continuity of zoom values. By using a novel energy function, our method can accurately estimate intrinsic and extrinsic camera parameters. We confirmed experimentally that the proposed method can achieve accurate camera parameter estimation during camera zooming. Takafumi Taketomi, Kazuya Okada, Goshiro Yamamoto, Jun Miyazaki, Hirokazu Kato 0001 |
Comput. Graph. | 3 |
| 2014 | Geometrically-Correct Projection-Based Texture Mapping onto a Deformable ObjectabstractProjection-based Augmented Reality commonly employs a rigid substrate as the projection surface and does not support scenarios where the substrate can be reshaped. This investigation presents a projection-based AR system that supports deformable substrates that can be bent, twisted or folded. We demonstrate a new invisible marker embedded into a deformable substrate and an algorithm that identifies deformations to project geometrically correct textures onto the deformable object. The geometrically correct projection-based texture mapping onto a deformable marker is conducted using the measurement of the 3D shape through the detection of the retro-reflective marker on the surface. In order to achieve accurate texture mapping, we propose a marker pattern that can be partially recognized and can be registered to an object’s surface. The outcome of this work addresses a fundamental vision recognition challenge that allows the underlying material to change shape and be recognized by the system. Our evaluation demonstrated the system achieved geometrically correct projection under extreme deformation conditions. We envisage the techniques presented are useful for domains including prototype development, design, entertainment and information based AR systems. Yuichiro Fujimoto, Ross Smith 0001, Takafumi Taketomi, Goshiro Yamamoto, Jun Miyazaki, Hirokazu Kato 0001, Bruce H. Thomas |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2013 | Augmented Reality X-Ray Interaction in K-12 Education: Theory, Student Perception and Teacher EvaluationabstractAugmented reality (AR) x-ray interaction is an enabling technology for providing students with virtual abstractions of the interior of an object. It provides students contextual visualization - the presentation of virtual information in the rich context of a real environment - thereby offering compelling experiences. According to experiential learning theory, such personal experiences are necessary for reaching different types of learners. AR x-ray is a novel interaction technique for education, thus, it is necessary to investigate how it affects the students' perception. We implemented AR x-ray using a state-of-the-art occlusion technique, and compared it to viewing 3D objects without occlusion. Results of two user studies (n=23 and n=47) show that there are no significant differences in realism, perception of depth, and visibility with occlusion and without occlusion, and that the current technique is usable for educational purposes. We also conducted interviews with both students (n=23) and teachers (n=12). Results indicate that AR x-ray is perceived to be useful for motivating and explaining to students. The teachers expressed willingness to adopt AR x-ray and to undergo training for using AR-based teaching materials. Marc Ericson C. Santos, Angie Chen, Mitsuaki Terawaki, Goshiro Yamamoto, Takafumi Taketomi, Jun Miyazaki, Hirokazu Kato 0001 |
ICALT | 4 |
| 2013 | Authoring Augmented Reality Learning Experiences as Learning ObjectsabstractEngineers and educators alike have prototyped a variety of augmented reality learning experiences (ARLEs). However, adapting ARLEs in educational practice would require an interdisciplinary approach that considers learning theory, pedagogy and instructional design. To address this requirement, we model ARLEs as learning objects by outlining the necessary components, and we propose a participatory design to demonstrate the authoring process of an augmented reality learning object (ARLO). ARLOs can be made useful in many scenarios if teachers are empowered to edit its context elements, content and instructional activity. Lastly, we point to the research questions entailed in modeling ARLEs as ARLOs. Marc Ericson C. Santos, Goshiro Yamamoto, Takafumi Taketomi, Jun Miyazaki, Hirokazu Kato 0001 |
ICALT | 2 |
| 2013 | Geometric registration for zoomable camera using epipolar constraint and pre-calibrated intrinsic camera parameter changeabstractIn general, video see-through based augmented reality (AR) cannot change the magnification of camera zooming parameter due to the difficulty of dealing with changes in intrinsic camera parameters. To realize the usage of camera zooming in AR, we propose a novel simultaneous intrinsic and extrinsic camera parameter estimation method based on an energy minimization framework. Our method is composed of the online and offline stages. An intrinsic camera parameter change depending on the zoom values is calibrated in the offline stage. Intrinsic and extrinsic camera parameters are then estimated based on the energy minimization framework in the online stage. In our method, two energy terms are added to the conventional marker-based camera parameter estimation method. One is reprojection errors based on the epipolar constraint. The other is the constraint of continuity of zoom values. By using a novel energy function, our method can estimate accurate intrinsic and extrinsic camera parameters. In an experiment, we confirmed that the proposed method can achieve accurate camera parameter estimation during camera zooming. Takafumi Taketomi, Kazuya Okada, Goshiro Yamamoto, Jun Miyazaki, Hirokazu Kato 0001 |
ISMAR | 3 |
| 2012 | Robust model-based tracking considering changes in the measurable DoF of the target object
Kenzo Kumagai, Marina Atsumi Oikawa, Takafumi Taketomi, Goshiro Yamamoto, Jun Miyazaki, Hirokazu Kato 0001 |
ICPR | 4 |
| 2012 | Fast and incremental indexing in effective and efficient XML element retrieval systemsabstractA method for fast and incremental indexing, with both effective and efficient query processing, is proposed for XML element retrieval. When frequent document updates occur on the Web, they must be handled to maintain the effectiveness of the search system. When new topics are added and document statistics change drastically, search accuracy is also reduced. We therefore consider a method not only for updating indices efficiently but also for processing queries effectively and efficiently. We construct indices for fast updating and propose a method for computing accurate term weights even under dynamically changing statistics. Experimental results show that our proposed system can handle document updates at low cost and search documents accurately even when their statistics change. Atsushi Keyaki, Jun Miyazaki, Kenji Hatano, Goshiro Yamamoto, Takafumi Taketomi, Hirokazu Kato 0001 |
iiWAS | 4 |
| 2012 | Relationship between features of augmented reality and user memorizationabstractThe objective of this study is to investigate the relationship between the features of augmented reality (AR) and human memorization ability. The basis of this relation is derived from the following features. The AR feature is that AR can provide information associated with specific locations in the real world. The feature of human memory is that humans can easily memorize information if the information is visually associated with specific locations. To investigate this relation, we conduct a pilot user study in which blocks are picked from some drawers. As a result, significant differences are found between a situation in which visual information is displayed at the location of each drawer in the real world and that in which textual information is displayed at an unrelated location. Yuichiro Fujimoto, Goshiro Yamamoto, Takafumi Taketomi, Jun Miyazaki, Hirokazu Kato 0001 |
ISMAR | 2 |
| 2012 | Augmented prototyping of 3D rigid curved surfacesabstractThis paper presents an application of Augmented Reality (AR) in Rapid Prototyping (RP) of non-textured rigid curved surfaces. By enhancing the prototypes with AR, evaluation of its design and aesthetic concepts in real-time becomes easier, saving time and production costs. In our application, no fiducial markers are required and the CAD model used to build the prototype is applied in an edge-based tracking system specially designed to deal with curved shapes. Results from a pilot user study comparing the use of a 3D software and the proposed application are also presented. Marina Atsumi Oikawa, Igor de Souza Almeida, Takafumi Taketomi, Goshiro Yamamoto, Jun Miyazaki, Hirokazu Kato 0001 |
ISMAR | 4 |
| 2012 | Interactive photomosaic system using GPUabstractA photomosaic is a type of decorative art made up from various other photographs. We present a method for quickly generating photomosaics and propose an interactive recursive photomosaic system. Users can operate the system by using a large display with a touch input function, which allows them to alter the appearance of the image dynamically. Makoto Fujisawa, Toshiyuki Amano, Takafumi Taketomi, Goshiro Yamamoto, Yuuki Uranishi, Jun Miyazaki |
ACM Multimedia | 4 |
| 2011 | Visualization of geometric properties of flexible objects for form designingabstractComputer-aided design (CAD) system conventionally have been widely used to support designers for creating, modifying, adding something to or removing something from objects by showing simulated objects on computer screen. These virtual, non-physical, objects have been, however, known as imperfect imitation of reality. The impression of shape is highly related to the second order derivative of geometric feature of the shape. Conventional CAD systems, including AutoCAD, usually have visualization feature of the first derivative (normal) and the second derivative (curvature) of given surfaces. There, however, still have been problems in curvature visualization on the screen. First, it lacks true feeling of physical objects. Second, even if designers were given a physical mock-up object in hand, they wouldn't precisely recognize minute change of curvatures — few designers can sense small differences of curvature and most others need a special device to check the curvature. For solving these problem, the authors propose a novel curvature visualization system based on mixed reality technology. The color mapping according to the Gaussian curvature calculated via a time-of-flight camera provides the observers with intuitively understanding the object's curvature information. Goshiro Yamamoto, Ichiroh Kanaya, Keiko Yamamoto, Yuuki Uranishi, Hirokazu Kato 0001 |
ISMAR | 1 |