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  1. No Access

    Chapter and Conference Paper

    A Method for Estimating Illumination Distribution of a Real Scene Based on Soft Shadows

    This paper describes a new method for estimating an illumination distribution of a real scene. Shadows in a real scene are usually observed as soft shadows that do not have sharp edges. In the proposed method,...

    Imari Sato, Yoichi Sato, Katsushi Ikeuchi in Advanced Multimedia Content Processing (1999)

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    Chapter

    Illumination Distribution from Shadows

    The image irradiance of a three-dimensional object is known to be the function of three components: the distribution of light sources, the shape, and reflectance of a real object surface. In the past, recoveri...

    Imari Sato, Yoichi Sato, Katsushi Ikeuchi in Modeling from Reality (2001)

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    Chapter

    Acquiring a Radiance Distribution to Superimpose Virtual Objects onto a Real Scene

    This paper describes a new method for superimposing virtual objects with correct shadings onto an image of a real scene. Unlike the previously proposed methods, our method can measure a radiance distribution o...

    Imari Sato, Yoichi Sato, Katsushi Ikeuchi in Modeling from Reality (2001)

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    Chapter and Conference Paper

    What impact does the haptic-stereo integration have on depth perception in stereographic virtual environment? a preliminary study

    The present work aims to study the possibility of displaying force feedback along with stereo graphic in virtual reality interaction. During the different experiments we investigated the effect of providing ha...

    Laroussi Bouguila, Masahiro Ishii, Makoto Sato in Haptic Human-Computer Interaction (2001)

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    Chapter and Conference Paper

    A Note on Filtration and Granular Reasoning

    The filtration method in modal logic is considered to develop a way of formulating an aspect of granular reasoning, which, roughly speaking, means human reasoning based on granularity. The method, however, ori...

    Tetsuya Murai, Michinori Nakata, Yoshiharu Sato in New Frontiers in Artificial Intelligence (2001)

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    Chapter

    Consensus Surfaces for Modeling 3D Objects from Multiple Range Images

    In this paper, we present a robust method for creating a triangulated surface mesh from multiple range images. Our method merges a set of range images into a volumetric implicit-surface representation which is...

    Mark D. Wheeler, Yoichi Sato, Katsushi Ikeuchi in Modeling from Reality (2001)

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    Chapter and Conference Paper

    Social Interaction as Knowledge Trading Games

    In this paper, we propose knowledge transaction as basic constitutes of social interaction. Knowledge transaction among agents with heterogeneous knowledge are formulated as knowledge trading games. Each agent...

    Kazuyo Sato, Akira Namatame in New Frontiers in Artificial Intelligence (2001)

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    Chapter

    Eigen-Texture Method: Appearance Compression Based on 3D Model

    Image-based and model-based methods are two representative rendering methods for generating virtual images of objects from their real images. Extensive research on these two methods has been made in CV and CG ...

    Ko Nishino, Yoichi Sato, Katsushi Ikeuchi in Modeling from Reality (2001)

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    Chapter and Conference Paper

    Scaleable SPIDAR: a haptic interface for human-scale virtual environments

    The paper aims to present a new human-scale haptic device for virtual environment named Scaleable-SPIDAR (Space Interface Device for Artificial Reality), which can provides different aspects of force feedback ...

    Laroussi Buoguila, Masahiro Ishii, Makoto Sato in Haptic Human-Computer Interaction (2001)

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    Chapter and Conference Paper

    A Note on Conditional Logic and Association Rules

    Association rules in data mining are considered from a point of view of conditional logic and rough sets. In our previous work, given an association rule in some fixed database, its corresponding Kripke model ...

    Tetsuya Murai, Michinori Nakata, Yoshiharu Sato in New Frontiers in Artificial Intelligence (2001)

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    Chapter and Conference Paper

    U-Mart Project: Learning Economic Principles from the Bottom by Both Human and Software Agents

    U-Mart is an interdisciplinary research program of agent-based artificial market. U-Mart proposes an open-type test bed to study trading strategies of agents, behavior of the market and their relationship. An ...

    Hiroshi Sato, Hiroyuki Matsui, Isao Ono in New Frontiers in Artificial Intelligence (2001)

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    Chapter

    Object Shape and Reflectance Modeling from Observation

    An object model for computer graphics applications should contain two aspects of information: shape and reflectance properties of the object. A number of techniques have been developed for modeling object shap...

    Yoichi Sato, Mark D. Wheeler, Katsushi Ikeuchi in Modeling from Reality (2001)

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    Chapter and Conference Paper

    Notation System and Statistical Analysis of NMS in JSL

    To describe non-manual signals (NMS’s) of Japanese Sign Language (JSL), we have developed the notational system sIGNDEX. The notation describes both JSL words and NMS’s. We specify characteristics of sIGNDEX i...

    Kazuyuki Kanda, Akira Ichikawa in Gesture and Sign Language in Human-Compute… (2002)

  14. Chapter

    Interaction for Entertainment Contents Based on Direct Manipulation with Bare Hands

    We have developed an augmented desk interface system called the EnhancedDesk which allows us to interact with both physical objects and digital information projected onto a desk simultaneously; this interactio...

    Kenji Oka, Imari Sato, Yasuto Nakanishi, Yoichi Sato in Entertainment Computing (2003)

  15. Chapter

    Playing Rubik’s Cube in Mixed Reality

    This paper describes a prototype system for virtual objects manipulation in mixed reality environment. SPIDAR-8, the multi-fingers string-based haptic interface device, is used to display force feedback at fou...

    Makoto Sato, Yasuharu Koike, Somsak Walairacht in Entertainment Computing (2003)

  16. Chapter

    A Method for Real-Time Rendering of Water Droplets Taking into Account Interactive Depth of Field Effects

    Many researchers have been studying computer graphics simulations of natural phenomena. One important area in these studies is the animation of water droplets, whose applications include drive simulators. Beca...

    Tomoya Sato, Yoshinori Dobashi, Tsuyoshi Yamamoto in Entertainment Computing (2003)

  17. Chapter

    “Penguin Hockey”

    We have developed a Virtual Reality amusement system called “Penguin Hockey”. Most previous work on virtual reality amusement systems has targeted the players aged approximately 10–15. However, our system targ...

    Akihiko Shirai, Shouichi Hasegawa, Yasuharu Koike, Makoto Sato in Entertainment Computing (2003)

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    Chapter and Conference Paper

    An Implementation for Capturing Clickable Moving Objects

    This paper discusses a method for identifying clickable objects/regions in still and moving images when they are being captured. A number of methods and languages have recently been proposed for adding point-a...

    Toshiharu Sugawara, Satoshi Kurihara, Shigemi Aoyagi in Computer Human Interaction (2004)

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    Chapter and Conference Paper

    An Interface for Input the Object Region Using the Hand Chroma Key

    We are develo** the mobile system to identify wild flowers and grasses mainly from object images captured by a camera in the outdoor scene. In such systems, it is essential to inform the system an object reg...

    Shuhei Sato, Etsuya Shibayama, Shin Takahashi in Computer Human Interaction (2004)

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    Chapter and Conference Paper

    Arm-Pointer: 3D Pointing Interface for Real-World Interaction

    We propose a new real-world pointing interface, called Arm-Pointer, for user interaction with real objects. Pointing at objects for which a computer is to perform some operation is a fundamental, yet important...

    Eiichi Hosoya, Hidenori Sato, Miki Kitabata in Computer Vision in Human-Computer Interact… (2004)

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