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Mario Nagamura

dblp:96/2076 · DBLP profile ↗
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4ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4Human-computer interaction and ubiquitous computing · 4

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
4 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
3 papers
Interaction techniques and input · 52% Personal fabrication and tangible interfaces · 48%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.722019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019
Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR Setups · VR 2018
Virtual and augmented reality › mixed reality
augmented virtuality
0.412019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019
Personal fabrication and tangible interfaces
tangible interaction
0.412019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019
Virtual and augmented reality › immersive interaction
3d interaction
0.312018
Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR Setups · VR 2018
Virtual and augmented reality
archaeological site reconstruction
0.312017
ArcheoVR: Exploring Itapeva's archeological site · VR 2017
Virtual and augmented reality › virtual environment
immersive virtual environments
0.312017
ArcheoVR: Exploring Itapeva's archeological site · VR 2017
Virtual and augmented reality
augmented reality
0.212016
Batmen - Hybrid collaborative object manipulation using mobile devices · VR 2016
Virtual and augmented reality › multi-user interaction
collaborative object manipulation
0.212016
Batmen - Hybrid collaborative object manipulation using mobile devices · VR 2016
Virtual and augmented reality
presence
0.112019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019
Virtual and augmented reality › virtual reality
consumer-oriented virtual reality
0.112018
Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR Setups · VR 2018
Computational social science and digital humanities › cultural heritage
digital archaeology
0.112017
ArcheoVR: Exploring Itapeva's archeological site · VR 2017
Interaction techniques and input
touch and gesture input
0.112016
Batmen - Hybrid collaborative object manipulation using mobile devices · VR 2016

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

wireless tracking · 0.8low-cost sensors · 0.8leap motion · 0.8virtual hand metaphor · 0.7hypernatural UIs · 0.7photogrammetry · 0.6laser scanning · 0.6drone capture · 0.6
YearPublicationVenuePosition
2019 Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors
abstract
We present an augmented virtuality system using low-cost or outdated devices as sensors, attached to tangible objects. Five interactions were implemented, featuring rotation, pressing, pulling, pushing and insertion movements, including passive mechanical resistance. Interactions were tied together by a puzzling narrative. Concerning storytelling, in contrast to AR, pure virtual reality offers unlimited visual possibilities and higher flexibility. Augmenting VR with physical objects allows ignoring most details of the physical environment and exploring ‘magical’ interactions. Precise registration was accomplished using wireless tracking system. The main challenge was the absent physical counterparts of the scenario, which was tackled by limiting user's reach to available interactions. Despite Leap Motion's erratic hand tracking, mouse and tablet sensors were precise enough and the augmented environment allowed a high sense of presence.
Andre Montes, Mario Nagamura, Luis Gustavo Freire da Costa, Rodrigo Rodrigues Gesuatto Faria, Pier Luigi Nakai Ricchetti, Eric Nozomi Tatsuta, Roseli de Deus Lopes, Marcelo Knörich Zuffo
VR2
2018 Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR Setups
abstract
In this work, we present a hand-based natural interaction that allows performing fundamental actions such as moving or controlling objects and climbing ladders. The setup was restricted to available consumer VR technology, aiming to advance towards a practical unified framework for 3D interaction. The strategy was syncing the closest natural movement allowed by the device with primary task actions, either directly or indirectly, creating hypernatural UIs. The prototype allowed successful completion of the three challenges proposed by the 2018 3DUI Contest, as validated by a preliminary user study with participants from the target audience and also from the general public.
Andre Montes, Mario Nagamura, Luis Gustavo Freire da Costa, Marcelo Knörich Zuffo
VR2
2017 ArcheoVR: Exploring Itapeva's archeological site
abstract
This demo presents a fully immersive and interactive virtual environment (VE) - the ArcheoVR, which represents Itapeva Rocky Shelter, a prehistoric archeological site in Brazil. W workflow started with a real world data capture - laser scanners, drones and photogrammetry. Captured information was transformed into a carefully designed realistic 3D scene and interactive features that allows users to experience the virtual archeological site in real-time. The main objective of this VR model is to allow the general public to feel and explore an otherwise restricted and ephemeral site and to assess prototype tools intended for future digital archaeological exploration.
Eduardo Zilles Borba, Andre Montes, Marcio Almeida, Mario Nagamura, Roseli de Deus Lopes, Marcelo Knörich Zuffo, Astolfo Araujo, Regis Kopper
VR4
2016 Batmen - Hybrid collaborative object manipulation using mobile devices
abstract
In this work we present an interactive and collaborative 3D object manipulation system using the shelf mobile devices coupled with Augmented Reality (AR) technology that allows multiple users to collaborate concurrently on a scene. Each user interested in participating in this collaboration uses both a mobile device running android and a desktop (or laptop) working in tandem. The 3D scene was visualized by the user in the desktop system. The changes in the scene viewpoint changes and the object manipulations were performed using a mobile device through the AR. The system leverages user's knowledge of common tasks performed on current mobile devices such as pinching for zooming in and out; swiping with one or two fingers for object rotation and press-and-hold for 2 seconds for object translation. As you will see in this video, we built a prototype system (in a maze style) and applied an informal user study with three experienced VR researchers. Users had to carry a 3D cube through three square rings along the maze. In resume, we diagnosed that working in a collaborative way (users A and B) was better and easier than individual one (user C). We registered more than 2 minutes late for the individual experience comparing to the teamwork. It may happen because the two player team shared information, functions and had a multi-perspective view during the task.
Marcio Cabral, Gabriel Roque, Mario Nagamura, Andre Montes, Eduardo Zilles Borba, Celso Setsuo Kurashima, Marcelo Knörich Zuffo
VR3