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Kento Tashiro

dblp:205/7171 · DBLP profile ↗
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1ranked-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 · 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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › 3d display
stereoscopic 3d
0.112019
Live Stereoscopic 3D Image with Constant Capture Direction of 360°Cameras for High-Quality Visual Telepresence · VR 2019

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

motion blur reduction · 0.8360-degree camera · 0.8
YearPublicationVenuePosition
2019 Live Stereoscopic 3D Image with Constant Capture Direction of 360°Cameras for High-Quality Visual Telepresence
abstract
To capture a remote 3D image, conventional stereo cameras attached to a robot head have been commonly used. However, when the head and cameras rotate, the captured image in buffers is degraded by latency and motion blur, which may cause VR sickness. In the present study, we propose a method named TwinCam in which we use two 360° cameras spaced at the standard interpupillary distance and keep the direction of the lens constant in the world coordinate even when the camera bodies are rotated to reflect the orientation of the observer's head and the position of the eyes. We consider that this method can suppress the image buffer size to send to the observer because each camera captures the omnidirectional image without lens rotation. This paper introduces the mechanical design of our camera system and its potential for visual telepresence through three experiments. Experiment 1 confirmed the requirement of a stereoscopic rather than monoscopic camera for highly accurate depth perception, and Experiments 2 and 3 proved that our mechanical camera setup can reduce motion blur and VR sickness.
Yasushi Ikei, Vibol Yem, Kento Tashiro, Toi Fujie, Tomohiro Amemiya, Michiteru Kitazaki
VR3