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Keita Maruyama

dblp:188/0405 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2019
0000-0001-8402-4816ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2Graphics, computer vision, multimedia, augmented reality and games · 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.

Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 61% Wearable and physiological sensing · 19% Human-robot interaction · 16%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › computer-mediated communication › virtual communication
video-mediated communication
0.622018
Effects of Enhanced Gaze Presentation on Gaze Leading in Remote Collaborative Physical Tasks · CHI 2018
ThirdEye: Simple Add-on Display to Represent Remote Participant's Gaze Direction in Video Communication · CHI 2017
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.422018
ThirdEye: Simple Add-on Display to Represent Remote Participant's Gaze Direction in Video Communication · CHI 2017
Effects of Enhanced Gaze Presentation on Gaze Leading in Remote Collaborative Physical Tasks · CHI 2018
Human-robot interaction › nonverbal communication
gaze cue
0.312018
Effects of Enhanced Gaze Presentation on Gaze Leading in Remote Collaborative Physical Tasks · CHI 2018
Collaborative and social computing › awareness
gaze awareness
0.312017
ThirdEye: Simple Add-on Display to Represent Remote Participant's Gaze Direction in Video Communication · CHI 2017

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

user study · 0.6
YearPublicationVenuePosition
2019 A 3-D Display Pipeline from Coded-Aperture Camera to Tensor Light-Field Display Through CNN
abstract
We propose an efficient pipeline from input to output for a tensor light-field display. Conventionally, a dense light field (i.e., tens of images taken with narrow viewpoint intervals) is required as an input in such displays. However, obtaining dense light fields is a challenging task for real scenes. To make the acquisition process more efficient, we adopted a coded-aperture camera as an input device, which is suitable for acquiring dense light fields in a compressive manner. Moreover, we modeled the entire process from acquisition to display using a convolutional neural network. As a result of training the network on a massive light field data, we can reproduce the whole light field on the display from only a few images taken with the camera. Both simulative and real experiments were conducted to show the effectiveness of our method.
Keita Maruyama, Yasutaka Inagaki, Keita Takahashi 0001, Toshiaki Fujii, Hajime Nagahara
ICIP1
2018 Effects of Enhanced Gaze Presentation on Gaze Leading in Remote Collaborative Physical Tasks
abstract
With respect to collaborative physical tasks, gaze and gestures play significant roles when referring to physical objects. In video-mediated communication, however, such nonverbal cues become "ineffectual" when they are presented via a 2D monitor, making video-mediated collaborative physical tasks inefficient. This study focuses on gaze cues to support remote collaborative physical tasks and uses an eye-shaped display, "ThirdEye," a simple add-on display that represents a remote participant's gaze direction. ThirdEye is expected to be especially effective when used with mobile terminals. We investigated whether the ThirdEye's gaze shift is effective in leading a local observer's attention toward objects in the local environment, even when ThirdEye is presented with the actual face image of a remote person. Experimental results show that ThirdEye can lead the local participant's attention to intended objects faster than without ThirdEye.
Mai Otsuki, Keita Maruyama, Hideaki Kuzuoka, Yusuke Suzuki
CHI2
2017 ThirdEye: Simple Add-on Display to Represent Remote Participant's Gaze Direction in Video Communication
abstract
A long-standing challenge in video-mediated communication systems is to represent a remote participant's gaze direction in local environments correctly. To address this issue, we developed ThirdEye, an add-on eye-display for a video communication system. This display is made from an artificial ulexite (TV rock) that is cut into a hemispherical shape, enabling light from the bottom surface to be projected onto the hemisphere surface. By drawing an appropriate ellipse on an LCD and placing ThirdEye over it, this system simulates an eyeball. Our experiment proved that an observer could perceive a remote Looker's gaze direction more precisely when the gaze was presented using ThirdEye compared to the case in which the gaze was presented using the Looker's face on a flat display.
Mai Otsuki, Taiki Kawano, Keita Maruyama, Hideaki Kuzuoka, Yusuke Suzuki
CHI3