- Augmented Reality Applications
- Virtual Reality Applications and Impacts
- Interactive and Immersive Displays
- Tactile and Sensory Interactions
- Robotics and Sensor-Based Localization
- Advanced Optical Imaging Technologies
- Gaze Tracking and Assistive Technology
- Teleoperation and Haptic Systems
- Robotics and Automated Systems
- Advanced Vision and Imaging
- Computer Graphics and Visualization Techniques
- Human Motion and Animation
- Context-Aware Activity Recognition Systems
- Visual Attention and Saliency Detection
- Visual perception and processing mechanisms
- Hand Gesture Recognition Systems
- 3D Surveying and Cultural Heritage
- 3D Shape Modeling and Analysis
- Simulation and Modeling Applications
- Evacuation and Crowd Dynamics
- Robotic Path Planning Algorithms
- Multisensory perception and integration
- Autonomous Vehicle Technology and Safety
- Video Surveillance and Tracking Methods
- Indoor and Outdoor Localization Technologies
Nara Institute of Science and Technology
2003-2025
Kennesaw State University
2024
The Ohio State University
2024
Osaka University
2011-2023
University of Tsukuba
2023
University College London
2021
Mississippi State University
2021
University of South Australia
2021
University of Minnesota
2014-2021
Technical University of Munich
2021
Augmented Reality (AR) is a technology that allows users to view and interact in real time with virtual images seamlessly superimposed over the world. AR systems can be used create unique collaborative experiences. For example, co-located see shared 3D objects they with, or user annotate live video of remote worker, enabling them collaborate at distance. The overall goal augment face-to-face experience, enable people feel are virtually co-located. In this special issue on collaboration...
In recent years, virtual and augmented reality have begun to take advantage of the high speed capabilities data streaming technologies wireless networks. However, limitations like bandwidth latency still prevent us from achieving fidelity telepresence collaborative applications. Fortunately, both researchers engineers are aware these problems set out design 5G networks help move next generation interfaces. This paper reviews state art communications technology outlines current efforts an...
According to cognitive-dissonance theory, performing counterattitudinal behavior produces a state of dissonance that people are motivated resolve, usually by changing their attitude be in line with behavior. One the most popular experimental paradigms used produce such change is induced-compliance paradigm. Despite its popularity, replication crisis social psychology and other fields, as well methodological limitations associated paradigm, raise concerns about robustness classic studies this...
Three-dimensional user interfaces (3D UIs) let users interact with virtual objects, environments, or information using direct 3D input in the physical and/or space. In this article, founders and organizers of IEEE Symposium on User Interfaces reflect state art several key aspects UIs speculate future research.
In recent years optical see-through head-mounted displays (OST-HMDs) have moved from conceptual research to a market of mass-produced devices with new models and applications being released continuously. It remains challenging deploy augmented reality (AR) that require consistent spatial visualization. Examples include maintenance, training medical tasks, as the view attached scene camera is shifted user's view. A calibration step can compute relationship between HMD-screen eye align digital...
This study evaluates the effectiveness of an AR-based context-aware assembly support system with AR visualization modes proposed in object assembly. Although many systems have been proposed, few keep track status real-time and automatically recognize error completion states at each step. Naturally, such remains unexplored. Our test-bed displays guidance information detection corresponding to recognized context building block (LEGO) A user wearing a head mounted display (HMD) can intuitively...
A wide field of view augmented reality display is a special type head-worn device that enables users to augmentations in the peripheral visual field. However, actual effects on perception have not been widely studied. To improve our understanding this when conducting divided attention search tasks, we conducted an depth experiment testing two management methods, in-view and in-situ labelling. With labelling, target annotations appear border with corresponding leader line, whereas without as...
We present a human-centered designed social drone aiming to be used in human crowd environment. Based on design studies and focus groups, we created prototype of with shape, face voice for interaction. the proxemic study, comparing required distance from humans could comfortably accept compared what they would require nonsocial drone. The shaped greeting added decreased acceptable markedly, as did or previous pet ownership, maleness. also explored proximity sphere around based validation...
Encountered-type haptic displays recreate realistic sensations by producing physical surfaces on demand for a user to explore directly with his or her bare hands. However, conventional encountered-type devices are fixated in the environment thus working volume is limited. To address limitation, we investigate potential of an unmanned aerial vehicle (drone) as flying motion base non-grounded device. As lightweight end-effector, use piece paper hung from drone represent reaction force. Though...
For neurodegenerative conditions like Parkinson's disease, early and accurate diagnosis is still a difficult task. Evaluations can be time consuming, patients must often travel to metropolitan areas or different cities see experts, misdiagnosis result in improper treatment. To date, only handful of assistive remote methods exist help physicians evaluate with suspected neurological disease convenient consistent way. In this paper, we present low-cost VR interface designed support evaluation...
In recent years, the development of wearable displays has seen a drastic increase. However, there is still strong resistance to using technology for fear decreased visibility and attention one's surroundings. To address this concern, paper describes series experiments that study user tendencies related viewing placing text in head mounted (HMDs). From results two pilot experiments, we show awareness some extent better HMDs compared smartphones, find users would prefer place background rather...
Numerous studies have previously explored the perception of horizontal movements. This includes research on Redirected Walking (RDW). However, challenge replicating sensation vertical movement has remained a recurring theme. Many conventional methods rely physically mimicking steps or slopes, which can be hazardous and induce fear. is especially true when head-mounted displays (HMDs) obstruct user’s field vision. Our primary objective was to reproduce ascending slope while traversing flat...
An ideal augmented reality (AR) display for multi-user co-located collaboration should have following three features: 1) any virtual object be able to shown at arbitrary position, e.g. a user can see in front of other users' faces. 2) Correct occlusion and real objects supported. 3) The world naturally clearly visible, which is important face-to-face conversation. We been developing an optical see-through display, ELMO (Enhanced using LCD panel Mutual Occlusion), that satisfies these...
In the last few years, advancement of head mounted display technology and optics has opened up many new possibilities for field Augmented Reality. However, commercial prototype systems often have a single modality, fixed view, or inflexible form factor. this paper, we introduce Modular Reality (ModulAR), hardware software framework designed to improve flexibility hands-free control video see-through augmented reality displays augmentative functionality. To accomplish goal, use integrated eye...
Typical Head-Mounted Displays (HMDs) that provide a highly immersive Virtual Reality (VR) experience make any interaction between user and real space difficult by occluding the user's entire field of view. Video see-through type HMDs can solve this problem superimposing real-space information on VR environment. The existing method supporting interactions with is superimposition boundary lines virtual in HMD. However, overlaying view may reduce feeling. In paper, we propose two methods to...
In Augmented Reality (AR), search performance for outdoor tasks is an important metric evaluating the success of a large number AR applications. Users must be able to find content quickly, labels and indicators not invasive but still clearly noticeable, user interface should maximize in variety conditions. To address these issues, we have set up series experiments test influence virtual characteristics such as color, size, leader lines on noticeability both real simulated environments. We...
We present a display for optical see-through near-eye displays based on light attenuation, new paradigm that forms images by spatially subtracting colors of light. Existing head-mounted (OST-HMDs) form virtual in an additive manner-they optically combine the from embedded source such as microdisplay into users' field view (FoV). Instead, our attenuation filters color real background pixel-wise view, resulting image spatial filter. Our formation is complementary to existing light-additive...
In recent years, everyday activities such as work and socialization have steadily shifted to more remote virtual settings. With the COVID-19 pandemic, switch from physical has been accelerated, which substantially affected almost all aspects of our lives, including business, education, commerce, healthcare, personal life. This rapid large-scale in-person interactions exacerbated fact that current technologies lack functionality are limited in their ability recreate interpersonal...
Abstract The authors present an analysis of communication behavior in face-to-face collaboration using a multi-user augmented reality (AR) interface. 2 experiments were conducted. In the 1st experiment, with AR technology was compared more traditional unmediated and screen-based collaboration. 2nd 3 different displays. Several measures used to analyze behavior, found that users exhibited many same behaviors collaborative interface as However, user changed type display used. describe...
We conducted two experiments comparing communication behaviors of co-located users in collaborative augmented reality (AR) interfaces. In the first experiment, we compared optical, stereo- and mono-video, immersive head mounted displays (HMDs) using a target identification task. It was found that differences real world visibility severely affect behaviors. The optical see-through case produced best results with least extra needed. Generally, more difficult it to use non-verbal cues, people...
An ideal augmented reality (AR) display for multi-user co-located collaboration should have following three features: 1) any virtual object be able to shown at arbitrary position, e.g. a user can see in front of other users' faces. 2) Correct occlusion and real objects supported. 3) The world naturally clearly visible, which is important face-to-face conversation. We been developing an optical see-through display, ELMO (Enhanced using LCD panel Mutual Occlusion), that satisfies these...
Proposes seamless view-mode switching, a novel technique for supporting spatial collaboration that integrates shared virtual environment (SVE) and augmented (SAE) in natural way. The uses two view modes: see-through mode blind mode, corresponding to an SAE SVE, respectively. In the initial state, is one. Whenever user changes his/her location or scaling factor by using 3D widget, automatically switched this computer-graphics human body (avatar), which includes head arms, displayed place of...