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Jiu Otsuka

dblp:186/0102 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 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
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Wearable and physiological sensing · 77% Immersive interaction · 23%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › avatar
avatar animation
0.312017
Recognition and mapping of facial expressions to avatar by embedded photo reflective sensors in head mounted display · VR 2017
Virtual and augmented reality › virtual environment
immersive virtual environments
0.312017
Recognition and mapping of facial expressions to avatar by embedded photo reflective sensors in head mounted display · VR 2017
Wearable and physiological sensing › emotion recognition
facial expression recognition
0.312017
Recognition and mapping of facial expressions to avatar by embedded photo reflective sensors in head mounted display · VR 2017
Immersive interaction
head-mounted display
0.112017
Recognition and mapping of facial expressions to avatar by embedded photo reflective sensors in head mounted display · VR 2017

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

regression · 0.6photo-reflective sensors · 0.6neural network · 0.6
YearPublicationVenuePosition
2017 Recognition and mapping of facial expressions to avatar by embedded photo reflective sensors in head mounted display
abstract
We propose a facial expression mapping technology between virtual avatars and Head-Mounted Display (HMD) users. HMD allow people to enjoy an immersive Virtual Reality (VR) experience. A virtual avatar can be a representative of the user in the virtual environment. However, the synchronization of the the virtual avatar's expressions with those of the HMD user is limited. The major problem of wearing an HMD is that a large portion of the user's face is occluded, making facial recognition difficult in an HMD-based virtual environment. To overcome this problem, we propose a facial expression mapping technology using retro-reflective photoelectric sensors. The sensors attached inside the HMD measures the distance between the sensors and the user's face. The distance values of five basic facial expressions (Neutral, Happy, Angry, Surprised, and Sad) are used for training the neural network to estimate the facial expression of a user. We achieved an overall accuracy of 88% in recognizing the facial expressions. Our system can also reproduce facial expression change in real-time through an existing avatar using regression. Consequently, our system enables estimation and reconstruction of facial expressions that correspond to the user's emotional changes.
Katsuhiro Suzuki, Fumihiko Nakamura, Jiu Otsuka, Katsutoshi Masai, Yuta Itoh 0001, Yuta Sugiura, Maki Sugimoto
VR3