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Hiroki Nishino

dblp:28/2685 · DBLP profile ↗
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5ranked-venue papers
3as first author
1since 2021 · last 2023
0000-0002-3026-7369ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-authorDatabases, data management, data science and information retrieval · 1 · 1 since 2021

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
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › pose estimation
6-dof pose estimation
0.112010
A shape-free, designable 6-DoF marker tracking method for camera-based interaction in mobile environment · ACM Multimedia 2010
Virtual and augmented reality › tracking
marker-based tracking
0.112010
A shape-free, designable 6-DoF marker tracking method for camera-based interaction in mobile environment · ACM Multimedia 2010
Virtual and augmented reality
immersive interaction
0.112006
Tre marie · ACM Multimedia 2006
Interaction techniques and input › sensor-based interaction
camera-based interaction
0.012010
A shape-free, designable 6-DoF marker tracking method for camera-based interaction in mobile environment · ACM Multimedia 2010
Interaction techniques and input
mobile interaction
0.012010
A shape-free, designable 6-DoF marker tracking method for camera-based interaction in mobile environment · ACM Multimedia 2010

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

geometric hashing · 0.2
YearPublicationVenuePosition
2023 Reducing Objective Difficulty Without Influencing Subjective Difficulty in a Video Game
abstract
While dynamic difficulty adjustment techniques can enhance the player engagement, overly apparent difficulty adjustments may have a detrimental effect on the overall gaming experience. Hence, it is desirable to implement game difficulty controls as unnoticeable as possible. We interpret this issue as a research question: Is it possible to reduce the objective difficulty of a game without influencing the subjective difficulty that players perceive?, and propose two techniques for dynamically adjusting game difficulty that is imperceptible to players: Collision Detection Area Adjustment and Time Elapse Manipulation. We integrated these two techniques into a simple shoot’em up game and evaluated their effectiveness through a user study. The results support the claim that these difficulty adjustment techniques can reduce the objective difficulty of a game without influencing the subjective difficulty that players perceive. This study could be beneficial, not just as a rare example in the research in difficulty adjustment that distinguishes objective difficulty and subjective difficulty, but also as a practical technique for difficulty adjustment that can avoid the negative impact on the gaming experience.
Shunta Sakaue, Taiju Kimura, Hiroki Nishino
MMAsia3
2016 Alice and Her Friend: A Black "Picture Book" of Multisensory Interaction for Visually-Impaired Children
abstract
Picture books are considered beneficial for children in many ways (e.g., psychological development and language acquisition), yet some children have less opportunity to receive such benefits because of their visual impairment. Considering such a situation, we designed Alice and Her Friend, an interactive book for visually-impaired children. While we put a significant focus on multisensory interaction, the book is designed entirely in black, intending both to emphasize that visually-impaired people also enjoy rich multisensory experiences and to raises awareness of the needs that visually-impaired children have. We used the book to interview experts in related fields to investigate practical needs among visually-impaired children. Based on their insights, we also propose a novel research topic, "creative technologies for the disabled"; it is necessary to support people with disabilities to create what they need by themselves, since the degrees and types of visual impairment significantly differ among visually-impaired people.
Hiroki Nishino, Norihidayati Podari, Stefania Sini, Chamari Priyange Edirisinghe, Adrian David Cheok
ACE1
2010 A shape-free, designable 6-DoF marker tracking method for camera-based interaction in mobile environment
abstract
We developed a novel marker tracking method with shape-free designable markers, which can be visually meaningful to users. The method can work fast enough to provide a real-time camerabased interaction even on low performance CPUs such as one used in mobile Internet devices. Features such as visually communicative design and inexpensive computational cost are very desirable for users with mobile devices in the mobile/pervasive interaction environment. The method utilizes the topological region adjacency to detect the marker candidates and then apply a simple method similar to geometric-hashing to determine the detected maker by voting to the hash tables. By such a combination of two different approaches, our method can distinguish those markers with the same topological structure and is also capable of 6-DoF post estimation whereas most of the existing topology-based systems can not distinguish markers with the same topological.
Hiroki Nishino
ACM Multimedia1
2010 A 6DoF fiducial tracking method based on topological region adjacency and angle information for tangible interaction
abstract
In this paper, we describe a new method for camera-based fiducial tracking. Our new method is based on the combination of topological region adjacency and angle information, where as related works by Johnston's RAG target [7], Costanza's D-Touch [3], and Kaltenbrunner's reacTIVision [2] are based on the uniqueness of the topological region adjacency structure.
Hiroki Nishino
TEI1
2006 Tre marie
abstract
Tre Marie is an interactive audio-visual dance improvised performance. The system in progress is a RF-ID (radio-frequency identification) technology for dance performance, which improvises, live visuals on stage. The performance is a reconstructed architecture of space that encodes the spatial aesthetics of the interaction between human, theatrical and cinematic space.
Annie On Ni Wan, Hiroki Nishino, Pamela Pietro
ACM Multimedia2