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Makoto Tomioka

dblp:140/9579 · DBLP profile ↗
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1ranked-venue papers
1as 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 · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 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 · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality
augmented reality rendering
0.212013
Approximated user-perspective rendering in tablet-based augmented reality · ISMAR 2013
Virtual and augmented reality › immersive rendering
user-perspective rendering
0.212013
Approximated user-perspective rendering in tablet-based augmented reality · ISMAR 2013

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

homography transformation · 0.3
YearPublicationVenuePosition
2013 Approximated user-perspective rendering in tablet-based augmented reality
abstract
This study addresses the problem of geometric consistency between displayed images and real scenes in augmented reality using a video see-through hand-held display or tablet. To solve this problem, we present approximated user-perspective images rendered by homography transformation of camera images. Homography approximation has major advantages not only in terms of computational costs, but also in the quality of image rendering. However, it can lead to an inconsistency between the real image and virtual objects. This study also introduces a variety of rendering methods for virtual objects and discusses the differences between them. We implemented two prototypes and designed three types of user studies on matching tasks between real scenes and displayed images. We have confirmed that the proposed method works in real time on an off-the-shelf tablet. Our pilot tests show the potential to improve users' visibility, even in real environments, by using our method.
Makoto Tomioka, Sei Ikeda, Kosuke Sato
ISMAR1