26 results on '"Hirose, Michitaka"'
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2. Effects of Collaborative Training Using Virtual Co-embodiment on Motor Skill Learning
- Author
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Kodama, Daiki, Mizuho, Takato, Hatada, Yuji, Narumi, Takuji, and Hirose, Michitaka
- Abstract
Virtual reality (VR) is a promising tool for motor skill learning. Previous studies have indicated that observing and following a teacher's movements from a first-person perspective using VR facilitates motor skill learning. Conversely, it has also been pointed out that this learning method makes the learner so strongly aware of the need to follow that it weakens their sense of agency (SoA) for motor skills and prevents them from updating the body schema, thereby preventing long-term retention of motor skills. To address this problem, we propose applying “virtual co-embodiment” to motor skill learning. Virtual co-embodiment is a system in which a virtual avatar is controlled based on the weighted average of the movements of multiple entities. Because users in virtual co-embodiment overestimate their SoA, we hypothesized that learning using virtual co-embodiment with a teacher would improve motor skill retention. In this study, we focused on learning a dual task to evaluate the automation of movement, which is considered an essential element of motor skills. As a result, learning in virtual co-embodiment with the teacher improves motor skill learning efficiency compared with sharing the teacher's first-person perspective or learning alone.
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- 2023
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3. Brain Computer Interface Via Stereoscopic Images in CAVE.
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, Smith, Michael J., Salvendy, Gavriel, Touyama, Hideaki, and Hirose, Michitaka
- Abstract
The electroencephalogram signals of steady-state visual evoked potentials were recorded for three subjects in immersive virtual environment. A machine learning technique of support vector machine with single trial EEG data for 1.0 seconds resulted in 92.1 % of averaged recognition rate in selecting a virtual button among two. The online demonstrations in CAVE showed good performance in position control of a simple 3D object. [ABSTRACT FROM AUTHOR]
- Published
- 2007
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4. A Study on Haptic Interaction and Simulation of Motion and Deformation of Elastic Object.
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, Smith, Michael J., Salvendy, Gavriel, Tagawa, Kazuyoshi, Hirota, Koichi, and Hirose, Michitaka
- Abstract
An approach to haptic interaction and simulation of motion and deformation of elastic object is proposed. In our approach, the motion of an object is defined by changes of kinetic momentum and angular momentum after impulse force is applied to each degree of freedom, and the deformation of the object is defined by a set of temporal deformation patterns after impulse force is applied to each degree of freedom, which we call extended impulse response deformation model. The time complexity of computing interaction force is independent of the complexity of the model. This feature is advantageous for time-critical applications. Also, the time complexity of computing object deformation is linearly proportional to the complexity of the model. Through implementation of a prototype environment and evaluation of its performance, the feasibility of the proposed approach is demonstrated. [ABSTRACT FROM AUTHOR]
- Published
- 2007
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5. Real IT: Information Technology in Real Space.
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, Smith, Michael J., Salvendy, Gavriel, Sidharta, Ronald, Tanikawa, Tomohiro, and Hirose, Michitaka
- Abstract
There are needs recently to push information technology beyond the desktop environment. It is because even decades after the proliferation of information technology, it still, by large, confine the users in its own domain. Conventional IT confined users to the desktop and virtual reality technology confined the users onto specialiced devices such as the HMD, large screen display room, or the CAVE. Our vision is to push for the ubiquity of IT beyond the mobile cell phone media. This paper discusses several requirements for the real IT vision. Spefically we are interested in the characteristics of display technologies that suit our vision. We will describe several key technologies that have been developed within this requirements, and our most recent work in this field. [ABSTRACT FROM AUTHOR]
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- 2007
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6. The Study of Past Working History Visualization for Supporting Trial and Error Approach in Data Mining.
- Author
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, Smith, Michael J., Salvendy, Gavriel, Nishimura, Kunihiro, and Hirose, Michitaka
- Abstract
Scientists in the data mining field are constantly faced with the challenge of finding useful information from a huge amount of information. We have to analyze the data until we can get the appropriate information. We have to select one part of the data, compare them against each other, or arrange them in certain order. This approach is also known the trial and error approach. A trial and error approach requires the users' judgment, for example, to correctly set certain parameters; it is an approach that place importance not only to the end result, but also to the process in achieving the end result. In this paper, we propose visualization methods to visualize past working history for supporting trial and error approach in data mining. We use our methods to visualize web browsing logs and data browsing logs in genome science fields. [ABSTRACT FROM AUTHOR]
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- 2007
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7. 3D World from 2D Photos.
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Hutchison, David, Kanade, Takeo, Kittler, Josef, Kleinberg, Jon M., Mattern, Friedemann, Mitchell, John C., Naor, Moni, Nierstrasz, Oscar, Pandu Rangan, C., Steffen, Bernhard, Sudan, Madhu, Terzopoulos, Demetri, Tygar, Doug, Vardi, Moshe Y., Weikum, Gerhard, Smith, Michael J., Salvendy, Gavriel, Aoki, Takashi, Tanikawa, Tomohiro, and Hirose, Michitaka
- Abstract
A large number of the world's cultural heritage sites and landscapes have been lost over time due to the progress of urbanization. Digital archive projects that digitize these landscapes as virtual 3D worlds have become more popular. Although a large numbers of studies have been made on reconstructing 3D virtual worlds, the previous methods have been insufficient, because they require significant effort. In this study, we propose a new method of reconstructing a 3D virtual world only from photo images that requires little intervention. The idea is to reduce the learning curve of the software need and automate the method as much as possible so that we can digitize as many heritage sites as needed. In our approach, we first reconstruct 3D models from single 2D photos using an image based modeling and rendering(IBMR) technique. After reconstructing models from all the available photos, we connect the 3D models into one unified 3D virtual world. Specifically, we implemented a seamless connection algorithm that supports free viewpoint translation. And we demonstrated the reconstruction of part of a cultural heritage site based on our system. [ABSTRACT FROM AUTHOR]
- Published
- 2007
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8. Position Tracking Using Infra-Red Signals for Museum Guiding System.
- Author
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Murakami, Hitomi, Nakashima, Hideyuki, Tokuda, Hideyuki, Yasumura, Michiaki, Hiyama, Atsushi, Yamashita, Jun, Kuzuoka, Hideaki, Hirota, Koichi, and Hirose, Michitaka
- Abstract
In this paper, an indoor positioning system has been presented. The proposed system is set up by using infra-red transmitters. The developed system will be utilized as the museum guiding system for the next-generation at the National Science Museum of Japan in this summer. Plenty of research works have been performed for the development of positioning systems or mobile devices of the museum guiding systems. However, user-friendly and more flexible guiding systems are still required for both exhibitors and visitors to the museums. The developed positioning system is a simple system with inexpensive components. In addition, the museum guiding devices should be simple and portable especially for the visitors. Each infra-red(IR) transmitter, which is set on the ceiling of the exhibition hall, transmits its own signal for the identification of the coordinate value of the hall area. Unlike the common IR beacon usage as a part of the museum guiding system, all the IR transmitters are set to have overlap areas for the precise positioning of the visitors with limited number of transmitters. [ABSTRACT FROM AUTHOR]
- Published
- 2005
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9. A Flexible and Efficient Scheme for Interest Management in HLA.
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Doo-Kwon Baik, Changhoon Park, Hirota, Koichi, Hirose, Michitaka, and Heedong Ko
- Abstract
In this paper, we present a new scheme to improve both the flexibility and efficiency of interest management for scaling up distributed interactive simulation. Our approach is explained by describing Area of Interest (AoI) up-date and Degree of Interest (DoI) estimation. We introduce the concept of resolution into the existing spatial model and propose a new relevance model named dynamic resolution spatial model (DRSM). And, a 2-tiered process is presented which based on the proposed model and the existing grid model. Our scheme will enable an interest manager to support various applications and sophisticate strategy for large-scale DIS. [ABSTRACT FROM AUTHOR]
- Published
- 2005
10. Gender-Impression Modification Enhances the Effect of Mediated Social Touch Between Persons of the Same Gender
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Suzuki, Keita, Yokoyama, Masanori, Kionshita, Yuki, Mochizuki, Takayoshi, Yamada, Tomohiro, Sakurai, Sho, Narumi, Takuji, Tanikawa, Tomohiro, and Hirose, Michitaka
- Abstract
The main contribution of this study is realization of a method that enhances the effect of touch in remote communication between persons of the same gender by changing the gender impression with a voice changer during telecommunication. Although psychological studies have revealed that touch has various positive effects such as triggering altruistic behavior and persuading others, these effects are restrained in some cases, especially in same-gender communication, because a touch between persons of the same gender tends to cause unpleasant feelings. However, “Transcendent Telepresence,” which enhances positive psychological effects and suppresses negative effects by modifying the information transmitted via telecommunication, enables us to overcome this problem. We hypothesized that telepresence that modifies people’s gender impression reduces this unpleasantness and enhances the effect of touch. We tested the effectiveness of this method in a situation in which a male operator asked male participants to perform a monotonous task. The results showed that a touch by a male operator whose voice was changed to female-like could reduce the boredom of the task and improve the friendliness toward the operator. We believe this method realizes effective communication in various fields including telemedicine, crowdsourcing, and remote education.
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- 2016
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11. Demo hour
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Leigh, Sang-won, Roseway, Asta, Paradiso, Ann, Kobayashi, Hiroki, Hirose, Michitaka, Fujiwara, Akio, Nakamura, Kazuhiko, Sezaki, Kaoru, Saito, Kaoru, Peterson, Conor, Bongers, Bert, and Heffer, Cecilia
- Published
- 2015
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12. Modifying Perceived Size of a Handled Object through Hand Image Deformation
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Ban, Yuki, Narumi, Takuji, Tanikawa, Tomohiro, and Hirose, Michitaka
- Abstract
In this study, we aim to construct a perception-based shape display system to provide users with the sensation of touching virtual objects of varying shapes using only a simple mechanism. Thus far, we have proved that identified curved surface shapes or edge angles can be modified by displacing the visual representation of the user's hand. However, using this method, we cannot emulate multifinger touch, because of spatial unconformity. To solve this problem, we focus on modifying the identification of shapes using two fingers by deforming the visual representation of the user's hand. We devised a video see-through system that enables us to change the perceived shape of an object that a user is touching visually. The visual representation of the user's hand is deformed as if the user were handling a visual object; however, the user is actually handling an object of a different shape. Using this system, we conducted two experiments to investigate the effects of visuo-haptic interaction and evaluate its effectiveness. One is an investigation on the modification of size perception to confirm that the fingers did not stroke the shape but only touched it statically. The other is an investigation on the modification of shape perception for confirming that the fingers dynamically stroked the surface of the shape. The results of these experiments show that the perceived sizes of objects handled using a thumb and other finger(s) could be modified if the difference between the size of physical and visual stimuli was in the -40% to 35% range. In addition, we found that the algorithm can create an effect of shape perception modification when users stroke the shape with multiple fingers.
- Published
- 2013
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13. A Virtual Train with a Container Using Visual and Auditory Representation of Train Movement
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Nishimura, Kunihiro, Suzuki, Yasuhiro, Sato, Munehiko, Hayashi, Oribe, Yang, LiWei, Kimura, Kentaro, Nishizaka, Shinya, Onojima, Yusuke, Ban, Yuki, Muroya, Yuma, Yoshida, Shigeo, and Hirose, Michitaka
- Abstract
The authors are used to riding a train in their daily life. If one could ride a train virtually without physical movement of the train, one could travel and see the world much more. Thus, the authors made a virtual train with a container. When you enter the virtual train, you can see various kinds of scenes through train windows and can also hear a sound of train movement. You can see scenes of foreign countries, such as Japan, Korea, France, and so on. In this paper, the authors propose a new experience-based system using a container to resemble to a train. The authors have implemented this system as a media art artwork named “Train Window of Container”. The authors discuss the system implemented in the container that provides us to feel a sense as if they were in a train. The authors use visual and auditory information that provides you a new sense of moving of a train car. The authors exhibited the artwork “Train Window of Container” for five days and had about 13,000 audiences and got feedbacks from them.
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- 2013
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14. Development and evaluation of the CABIN immersive multiscreen display.
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Hirose, Michitaka, Ogi, Tetsuro, Ishiwata, Shohei, and Yamda, Toshio
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IMAGE processing ,VIRTUAL reality ,COMPUTER simulation ,COMPUTER graphics ,COMPUTER systems ,VIDEO display terminals - Abstract
This paper describes the design, implementation, and evaluation of the CABIN immersive multiscreen display. CABIN consists of five screens that surround users, and one of the five, the floor screen, is made of tempered glass able to support the users' weight. In CABIN, computer graphics images and video images can be projected. By using a five-screen configuration, the user is able to look at three-dimensional objects from various directions, as well as look around a wide area of the virtual world. A quantitative evaluation showed that multiple screens are indispensable to support a large area of viewpoint change for the purpose of displaying three-dimensional objects. In addition, distortion of the generated virtual space was evaluated. From the experimental results, the user is able to perceive space accurately with little distortion when standing near the center of the display space. © 1999 Scripta Technica, Syst Comp Jpn, 30(1): 13–22, 1999 [ABSTRACT FROM AUTHOR]
- Published
- 1999
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15. Expression imbalance map: a new visualization method for detection of mRNA expression imbalance regions
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Kano, Makoto, Nishimura, Kunihiro, Ishikawa, Shumpei, Tsutsumi, Shuichi, Hirota, Koichi, Hirose, Michitaka, and Aburatani, Hiroyuki
- Abstract
We describe the development of a new visualization method, called the expression imbalance map (EIM), for detecting mRNA expression imbalance regions, reflecting genomic losses and gains at a much higher resolution than conventional technologies such as comparative genomic hybridization (CGH). Simple spatial mapping of the microarray expression profiles on chromosomal location provides little information about genomic structure, because mRNA expression levels do not completely reflect genomic copy number and some microarray probes would be of low quality. The EIM, which does not employ arbitrary selection of thresholds in conjunction with hypergeometric distribution-based algorithm, has a high tolerance of these complex factors. The EIM could detect regionally underexpressed or overexpressed genes (called, here, an expression imbalance region) in lung cancer specimens from their gene expression data of oligonucleotide microarray. Many known as well as potential loci with frequent genomic losses or gains were detected as expression imbalance regions by the EIM. Therefore, the EIM should provide the user with further insight into genomic structure through mRNA expression.
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- 2003
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16. Cluster Overlap Distribution Map: Visualization for Gene Expression Analysis Using Immersive Projection Technology
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Kano, Makoto, Nishimura, Kunihiro, Tsutsumi, Shuichi, Aburatani, Hiroyuki, Hirota, Koichi, and Hirose, Michitaka
- Abstract
In this paper, we discuss possible applications of virtual reality technologies, such as immersive projection technology (IPT), in the field of genome science, and propose cluster-oriented visualization that attaches importance to data separation of large gene data sets with multiple variables. Based on these strategies, we developed the cluster overlap distribution map(CDCM), which is a visualization methodology using IPT for pairwise comparison between cluster sets generated from different gene expression data sets. This methodology effectively provides the user with indications of gene clusters that are worth a close examination. In addition, by using the plate window manager system, which enables the user to manipulate existing 2D GUI applications in the virtual 3D space, we developed the virtual environment for the comprehensive analysis from providing the indications to further examination by referring to the database on Web sites. Our system was applied in the comparison between the gene expression data sets of hepatocellular carcinomas and hepatoblastomas, and the effectiveness of the system was confirmed.
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- 2003
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17. Immersive projection technology and wearable computers
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Hirose, Michitaka
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- 2000
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18. Usage of multisensory information in scientific data sensualization
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Ogi, Tetsuro and Hirose, Michitaka
- Abstract
Abstract.: Multisensory scientific data sensualization methods that utilize virtual reality technology permit the use of several human sensations, such as visual, acoustic, and tactile sensation to display numerical data. The purposes of multisensory data sensualization can be classified as follows: (a) representing the relationships between different kinds of data; (b) displaying data utilizing sensory integration; and (c) representing conditions using the compound image. By using multisensory information, computers increase the ability to express data. However, these methods lead us to the question of which sensation should be used to display data most effectively. In this study, a multisensory data sensualization environment was developed in which color, loudness, sound frequency, and air flow pressure could be used to display scientific data. In particular, a wind sensation display prototype using air flow pressure was developed to generate tactile sensation. A basic experiment was conducted on sensory interference when subjects used two kinds of sensations simultaneously. From these results, guidelines for the usage of multisensory information for each purpose is proposed.
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- 1997
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19. Virtual Sand Box:Development of an Application of Virtual Environments for Clinical Medicine
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Kijima, Ryugo, Shirakawa, Kimiko, Hirose, Michitaka, and Nihei, Kenji
- Abstract
The sand play technique (Sandspiel) has often been used in psychological treatments. The primary purpose of this study was to construct a practical virtual environment to support the application of this technique with computers. The prototype application called “Virtual Sand Box” was developed to test the Sand Play Technique in the diagnosis and treatment of autistic patients. The display system and input device are discussed. A detailed description is also provided for how a virtual environment was constructed to cater input systems into output systems in order to facilitate manipulation tasks for the user. Experimental results gave insight into the feasibility and advantages of applying virtual reality technology to clinical medicine, particularly with respect to the diagnosis of the people with psychological and psychiatric sicknesses such as autism and neurosis.
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- 1994
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20. An Alternate Way to Generate Virtual Worlds:A Study of Image Processing Technology for Synthetic Sensations
- Author
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Hirose, Michitaka, Takahashi, Kazuhisa, Koshizuka, Tomoki, Morinobu, Taku, and Watanabe, Yoichi
- Abstract
During recent years, the use of virtual reality technology has become widespread and popular. However, to further broaden the application of virtual reality, more sophisticated and realistic virtual worlds need to be developed. Traditionally, most virtual worlds are generated using three-dimensional (3D) computer graphics incorporating 3D geometric models and various rendering software. However, if 3D models become very complex, the delay time caused by rendering calculations makes it difficult for the user to be able to interact with the virtual world. Also, the production of realistic 3D computer graphics is very cost and labor intensive. From a very practical point of view, it is clear that we need some alternate approaches to realize a truly realistic virtual world. In this paper, the authors introduce an alternate method of generating virtual worlds other than 3D computer graphics. The method discussed here is to generate virtual worlds by processing 2D real images taken by video cameras. For this purpose, a special video camera system that can record image data indexed by position data was developed. Using recorded image data indexed by position data we are able to experience the virtual image world interactively. This method has become realistic due to advances in multimedia computers capable of handling large image data. A tested prototype of this kind of system is discussed in some depth, along with the capability and limitations of this prototype system.
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- 1996
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21. Implementation of Partial Surface Display
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Hirota, Koichi and Hirose, Michitaka
- Abstract
The sensations of touch and force have come to be recognized as essential factors in virtual reality, and many efforts have been made to develop display devices that reproduce these sensations. Such devices are divided into two categories: wearing and nonwearing. In this paper, a method is proposed for representing virtual objects of arbitrary shapes using a nonwearing device. Based on this method, a device was fabricated to describe our approach. Our prototype device was designed to approximately represent part of the surface of a virtual object as a tangential surface (i.e., partial surface) to the user's fingertip. The device was implemented as a mechanism with five degrees of freedom that are commonly used to measure the fingertip position and to present the partial surface to the fingertip. The mechanism was controlled through two calculation loops: a model loop that gives a tangential surface from the fingertip position and the shape of objects, and a servo loop that manages the mechanism to represent the given tangential surface by the partial surface. Also, a stereoscopic, head-tracking visual system was implemented to realize the combined presentation of visual information and the partial surface.
- Published
- 1998
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22. If the Fetus Can Vocalize, How Can We Detect It?
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Ishii, Takemochi, Horiguchi, Sadao, Kato, Tadaaki, Waturi, Naoshi, Hirose, Michitaka, and Hirota, Kohichi
- Abstract
In this paper, a method to detect the vocal activities of the fetus is reported. An estimation of the intensity and frequency of the voice was made on the assumption that the fetus can vocalize. Based upon these results, experiments to detect the voice were made. From the analysis of the results, it was made clear that the voice seemed to be buried in the noise and difficult to detect.
- Published
- 1991
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23. DEVELOPMENT OF INK CHARACTERS DISPLAY SYSTEM AND ASSESSMENT OF HUMAN RECOGNITION OF CHARCTERS WRRITTEN IN THERMOCHROMIC INK.
- Author
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Yamada, Hiroki, Nishimura, Kunihiro, and Hirose, Michitaka
- Subjects
INFORMATION display systems ,INK ,SIGNAGE ,TEMPERATURE control ,IMAGE reconstruction ,IMAGE processing - Abstract
The authors developed a novel display system to control the appearance of images or letters written in the ink on a paper. When information is displayed on plane like paper or woody wall, projectors have been used generally for a long time. This system can control the images or letters printed in advance on surface of paper, not using any projectors or other devices. This system enables us to control physical appearance of images written in the thermochromic ink, which appears or disappears above/below the certain threshold temperature. This paper describes about our development and assessment of this system and the vision in the near future. [ABSTRACT FROM AUTHOR]
- Published
- 2010
24. DEVELOPMENT OF INK CHARACTERS DISPLAY SYSTEM AND ASSESSMENT OF HUMAN RECOGNITION OF CHARCTERS WRRITTEN IN THERMOCHROMIC INK.
- Author
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Yamada, Hiroki, Nishimura, Kunihiro, and Hirose, Michitaka
- Subjects
INFORMATION display systems ,LANTERN projection ,THERMOCHROMISM ,PHYSICAL & theoretical chemistry ,INKING (Printing) - Abstract
The authors developed a novel display system to control the appearance of images or letters written in the ink on a paper. When information is displayed on plane like paper or woody wall, projectors have been used generally for a long time. This system can control the images or letters printed in advance on surface of paper, not using any projectors or other devices. This system enables us to control physical appearance of images written in the thermochromic ink, which appears or disappears above/below the certain threshold temperature. This paper describes about our development and assessment of this system and the vision in the near future. [ABSTRACT FROM AUTHOR]
- Published
- 2010
25. Guest Editors' Introduction
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Hirose, Michitaka, Ohta, Yuichi, and Feiner, Steven
- Published
- 2002
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26. Editorial Notes
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Barfield, Woodrow, Feiner, Steven, Furness, Thomas, and Hirose, Michitaka
- Published
- 1997
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