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Toshihiro Masaki

dblp:61/2839 · DBLP profile ↗
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13ranked-venue papers
4as first author
0since 2021 · last 2007
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-authorComputer networks · 5Artificial intelligence and machine learning · 3 · 2 first-authorHuman-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.

Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 69% Multimedia analysis and retrieval · 31%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 77% Interaction techniques and input · 23%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Information retrieval › multimedia analysis and retrieval
video retrieval
0.012002
Video database retrieval based on gestures and its application · IEEE Trans. Multim. 2002
Virtual and augmented reality › immersive interaction
virtual object manipulation
0.011999
Virtual Chopsticks: Object Manipulation using Multiple Exact Interactions · VR 1999
Haptics and multimodal interaction › haptic rendering
collision detection
0.011999
Virtual Chopsticks: Object Manipulation using Multiple Exact Interactions · VR 1999
Interaction techniques and input
gesture input
0.011999
Virtual Chopsticks: Object Manipulation using Multiple Exact Interactions · VR 1999

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

feature extraction · 0.1automatic indexing · 0.1real-time collision detection · 0.0hand gesture input device · 0.0
YearPublicationVenuePosition
2007 Design and Empirical Evaluation of Control Scheme for End-to-End Delay Stabilization and Packet Loss Improvement in Broadband IP Network
abstract
To guarantee Quality of Service(QoS) for real-time applications strictly, we have proposed an output buffer control mechanism in IP routers, confirmed its effectiveness through simulations and implemented a prototype. This mechanism can guarantee QoS strictly within single router. In this paper, we propose the control scheme of mutual cooperation between IP routers equipped with the above-mentioned mechanism by using one of the signaling protocols. Our proposed scheme aims to stabilize End-to-End (E2E) delay of a flow within target delay. Also, reserved resources are dynamically updated between IP routers with our mechanism to improve E2E packet loss rate. We perform the implemental design of our scheme and empirical evaluation through the implementation. As one of results, we validated quantitatively that our scheme improves the quality of video picture.
Dai Yamamoto, Hideki Tode, Toshihiro Masaki, Koso Murakami
ICCCN3
2005 A Method for Guaranteeing End-to-End Delay by Mutual Cooperation between IP Routers
abstract
Various real-time applications are widely used with the development of network infrastructure. To guarantee QoS(Quality of Service) of these applications strictly, the Internet will require a flow-based priority control. Thus, we have proposed an output buffer control mechanism. In this paper, to guarantee End-to-End QoS maximally by exploiting the buffer control mechanism, we propose the method of mutual cooperation between IP routers equipped with our mechanism by using one of the signaling protocols. In addition, we show the effectiveness of our proposal by computer simulation.
Dai Yamamoto, Rie Fujita, Hideki Tode, Koso Murakami, Toshihiro Masaki
LCN5
2004 Expanded implementation of output buffer mechanism in the Internet router
abstract
With the rapid increase of the traffic demand in the Internet, it is necessary to provide a priority control mechanism in the Internet router in order to realize suitable transmission for various attributes of multimedia traffic. Therefore we have proposed the output buffer control mechanism by flow management, and hardware implementation is performed as a basic design. This implementation has only the basic functions. In this paper, we expand our implementation to realize the advanced QoS guarantee. Concretely, we propose and implement the two ideas, "correspondence to variable length packets," and "correspondence to multiple ports".
Hiroki Shimabara, Katsuya Minami, Toshihiro Masaki, Hideki Tode, Koso Murakami
ICC3
2004 Multi-Server Content Distribution Scheme using Erasure Codes
abstract
We focus on content delivery services using erasure codes. By using erasure codes, reliable content distribution can be performed without multi-server scheduling. Thus, for the efficient use of network resources, we propose dynamic rate control adapting to the change of the network conditions for multi-server content distribution.
Taichi Fujie, Kazuhide Kuno, Hideki Tode, Toshihiro Masaki, Koso Murakami
LCN5
2004 QoS Control Scheme Guaranteeing the Delay, Jitter and Throughput in the IP Router
abstract
Recently, various applications have emerged with improvement of the speed and capacity of the Internet. In the future, various types of traffic will co-exist. Thus, it is required to guarantee QoS suitable for the attribute of each traffic. So far, to realize QoS guarantee per flow, we have proposed a class-based output buffer control mechanism, based on autonomous flow management. However, it guarantees only the bandwidth. We expand the function of this mechanism to guarantee delay, jitter and bandwidth. In addition, we show the effectiveness of our proposal by computer simulation.
Rie Fujita, Hiroki Shimabara, Hideki Tode, Toshihiro Masaki, Koso Murakami
LCN4
2002 Video database retrieval based on gestures and its application
abstract
The paper describes a retrieval technique for video databases that is based on gestures. The proposed technique gives users a method to create various video content by intuitive interaction. This database system can extract feature parameters from video, perform automatic indexing, retrieve an appropriate result, and replace a presented object with the retrieval result in real time. Furthermore, we implement the fundamental functions of the proposal database. The retrieval accuracy and computational cost of the system are also described.
M. Kuramoto, Toshihiro Masaki, Yoshifumi Kitamura, Fumio Kishino
IEEE Trans. Multim.2
2000 Generating Images with Interactive Manipulation and its Model Capture
abstract
Methods of interactive image generation using processed video contents, and its 3D model capture are proposed; we mainly stress the key technique of the system and the implementation of moving 3D object extraction. In order to reflect a user's intention for generating new multimedia contents, we discuss the methods of storage, retrieval, and presentation. This system is an example of the novel creation of multimedia contents by using the technologies of computer vision and virtual reality. The user is able to generate novel multimedia contents without shape modeling by a human. The proposed low-cost extraction and interaction algorithm can track objects at 8 frames/sec with sufficient accuracy.
Toshihiro Masaki, Toyoki Yamauchi, Yoshifumi Kitamura, Fumio Kishino
ICPR1
2000 ActiveCube: a bi-directional user interface using cubes
abstract
ActiveCube is a bi-directional user interface that supports a person's creative work through constructing and interacting with 3D virtual objects by using actual physical cubes. With this flexible interface, the user can easily construct various 3D structures in a virtual environment by simply combining the cubes. All of the faces of the cubes are the same and can be connected to any face of any other cube. A computer recognizes the constructed 3D structure in real time, so consistency is always maintained between the real environment and its corresponding representation in a virtual environment. Each cube is equipped with a processor for autonomous simulation and communication functions between cubes. A cube also utilizes a sensor for detecting the operational intention of the user and/or a display/actuator used as an output channel. Users can interact with ActiveCube in various ways by using the sensors, and the response to the interaction is also shown by displays/actuators installed on the cube. Each ActiveCube is equipped with both input and output devices, which makes the interface intuitive and helps to clarify the causal relationship between the input of the user's operational intention and the output of simulation results.
Yoshifumi Kitamura, Yuichi Itoh, Toshihiro Masaki, Fumio Kishino
KES3
1999 An Application of Interactive Video Contents to Augmented Virtuality
abstract
This paper describes an interactive manipulation technique for objects extracted from video images by an efficient algorithm in order to produce multimedia contents. An object contained in a video image must be able to be extracted at a reasonable speed and a moving object able to be tracked with sufficient accuracy. Moreover, real object interactions that meet such criteria must be established using techniques for manipulating objects in virtual worlds. The proposed technique has potential to generate novel multimedia contents without using shape modeling. An interactive digital fishtank is described as one example application of the proposed technique. In this application, the user is able to obtain various video sequences of fishtanks from the original video sequence.
Toshihiro Masaki, Tetsuya Yamaguchi, Yoshifumi Kitamura, Fumio Kishino
ICIP (2)1
1999 Virtual Chopsticks: Object Manipulation using Multiple Exact Interactions
abstract
A technique is proposed for object manipulation with a virtual tool using multiple exact interactions. Exact test is introduced that uses real-time collision detection for both hand-and-tool and tool-and-object interactions. Chopsticks are adopted for one of the trials of our technique; although they have a very simple shape, they do have multiple functions. Here, a virtual object is manipulated by the virtual chopsticks, which are used by the motion of a user's hand captured by a hand gesture input device. Exact interaction is applied between the hand and chopsticks based on correct table manners. Experimental results demonstrate the effectiveness of the proposed multiple exact interactions, especially for precise object alignment tasks.
Yoshifumi Kitamura, Tomohiko Higashi, Toshihiro Masaki, Fumio Kishino
VR3
1998 Interactive manipulation through augmented virtuality using processed video contents
abstract
Describes an interactive manipulation technique for objects in video images extracted by an efficient algorithm. An object contained in a video image has to be able to be extracted at a reasonable speed and a moving object is able to be tracked within a sufficient accuracy. Moreover, any interaction method for real objects with such functions has to be established using a technique for manipulating objects in virtual worlds. An interactive digital fishtank is described as one example application of the proposed technique. In this application, the user is able to obtain various video sequences of fishtanks from any video sequence.
Toshihiro Masaki, Tetsuya Yamaguchi, Yoshifumi Kitamura, Fumio Kishino
ICPR1
1998 Intuitive control of "bird's eye" overview images for navigation in an enormous virtual environment
abstract
We propose a manipulation technique to intuitively control the "bird's eye" overview displav of an entire large-scale virtual environment in a display system that present a user with both overviews (global views) and a life-size virtual environment (local view) simultaneously.It enables efficient navigation even in enormous and complicated environments using both global and local views.The motion of the bird's eye viewpoint interlocks with the relative motion of the user's viewpoint and his/her hand, therefore, the user can control the "bird's eve" viewpoint by intuitive manipulation.Sophisticated display techniques are obtained based on the proposed method by introducing some constraints on the parameters of the "bird's eye" viewpoint.Experimental results show a combination of the bird's eye overview image and the life-size local image is displayed to the user by reflecting his/her intuitive manipulation.1
Shinji Fukatsu, Yoshifumi Kitamura, Toshihiro Masaki, Fumio Kishino
VRST3
1995 VLSI implementation of inverse discrete cosine transformer and motion compensator for MPEG2 HDTV video decoding
abstract
An MPEG2 video decoder core dedicated to MP@HL (Main Profile at High Level) images is described with the main theme focused on an inverse discrete cosine transformer and a motion compensator. By means of various novel architectures, the inverse discrete cosine transformer achieves a high throughput, and the motion compensator performs different types of picture prediction modes employed by the MPEG2 algorithm. The decoder core, implemented in the total chip area of 22.0 mm/sup 2/ by a 0.6-/spl mu/m triple-metal CMOS technology, processes a macroblock within 3.84 /spl mu/s, and therefore is capable of decoding HDTV (1920/spl times/1152 pels) images in real time.>
Toshihiro Masaki, Yasuo Morimoto, Takao Onoye, Isao Shirakawa
IEEE Trans. Circuits Syst. Video Technol.1