Papers - KANBARA Masayuki
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Taishi Sawabe, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato 0001
2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops 850 - 851 2022
Publisher:IEEE
DOI: 10.1109/VRW55335.2022.00276
Other Link: https://dblp.uni-trier.de/db/conf/vr/vr2022w.html#SawabeKFK22
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Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato
VR 582 - 588 2022
Publisher:IEEE
DOI: 10.1109/VR51125.2022.00078
Other Link: https://dblp.uni-trier.de/db/conf/vr/vr2022.html#FujimotoSKK22
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Diminished Reality for Sense of Movement with XR Mobility Platform.
Taishi Sawabe, Yosuke Okami, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato 0001
2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 348 - 351 2022
Publisher:IEEE
DOI: 10.1109/ISMAR-Adjunct57072.2022.00076
Other Link: https://dblp.uni-trier.de/db/conf/ismar/ismar2022a.html#SawabeOKFK22
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DFusion: Denoised TSDF Fusion of Multiple Depth Maps with Sensor Pose Noises.
Zhaofeng Niu, Yuichiro Fujimoto, Masayuki Kanbara, Taishi Sawabe, Hirokazu Kato
Sensors 22 ( 4 ) 1631 - 1631 2022
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Isidro III Butaslac, Alessandro Luchetti, Junya Ino, Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato 0001, Keisuke Uemura, Yoshito Otake, Yoshinobu Sato, Masaki Takao, Nobuhiko Sugano
2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 244 - 248 2022
Publisher:IEEE
DOI: 10.1109/ISMAR-Adjunct57072.2022.00054
Other Link: https://dblp.uni-trier.de/db/conf/ismar/ismar2022a.html#ButaslacLIFSKKU22
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Bi Ye, Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Geert Lugtenberg, Hirokazu Kato 0001
ICAT-EGVE 2022, International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments(ICAT-EGVE) 131 - 138 2022
Publisher:Eurographics Association
Other Link: https://dblp.uni-trier.de/db/conf/egve/icat-egve2022.html#YeFSKLK22
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HMA-Depth: A new monocular depth estimation model using hierarchical multi-scale attention
Zhaofeng Niu, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato
Proceedings of MVA 2021 - 17th International Conference on Machine Vision Applications 2021.7
Monocular depth estimation is an essential technique for tasks like 3D reconstruction. Although many works have emerged in recent years, they can be improved by better utilizing the multi-scale information of the input images, which is proved to be one of the keys in generating high-quality depth estimations. In this paper, we propose a new monocular depth estimation method named HMA-Depth, in which we follow the encoder-decoder scheme and combine several techniques such as skip connections and the atrous spatial pyramid pooling. To obtain more precise local information from the image while keeping a good understanding of the global context, a hierarchical multi-scale attention module is adopted and its outputs are combined to generate the final output that is with both good details and good overall accuracy. Experimental results on two commonly-used datasets prove that HMA-Depth can outperform the existing approaches. Code is available11https://github.com/saranew/HMADepth.
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澤邊, 太志, 神原, 誠之, 藤本, 雄一郎, 加藤, 博一
信学技報 121 ( CNR2021-2 ) 4 - 7 2021.6
Publisher:一般社団法人電子情報通信学会
自動運転分野において,継続的な利用という観点で必要となる搭乗者の快適性に関する研究は未だ少ない. 特に, 酔いという観点では, 従来運転手であった人も運転から解放され,搭乗者の一人となることによって,車酔いの増加が予測される.また,フロントガラスへのVR/AR技術による情報提示の増加によって,従来は発生しえなかったVR酔い発症についても対処する必要がある. 本研究では,自動運転時の搭乗者の快適性向上を目的とし, 自動走行環境内での,アクチュエータ搭載シートとマルチモーダルVR/ARシステムを用いて,搭乗者の移動感覚を制御することができるXRモビリティプラットフォームの構築を行うことである.
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Virtual Reality as a Reflection Technique for Public Speaking Training
Hangyu Zhou, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato
APPLIED SCIENCES-BASEL 11 ( 9 ) 2021.5
Publisher:MDPI
Video recording is one of the most commonly used techniques for reflection, because video allows people to know what they look like to others and how they could improve their performance, but it is problematic because some people easily fall into negative emotions and worry about their performance, resulting in a low benefit. In this study, the possibility of applying a simple VR-based reflection method was explored. This method uses virtual reality (VR) and a head-mounted display (HMD) to allow presenters to watch their own presentations from the audience's perspective and uses an avatar, which hides personal appearance, which has low relevance to the quality of presentation, to help reduce self-awareness during reflection. An experimental study was carried out, considering four personal characteristics-gender, personal anxiety, personal confidence and self-bias. The goal of this study is to discuss which populations can benefit more from this system and to assess the impact of the avatar and HMD-based VR. According to the results, the individuals with low self-confidence in their public speaking skills could benefit more on self-evaluation from VR reflection with HMD, while individuals with negative self-bias could reduce more anxiety by using an avatar.
DOI: 10.3390/app11093988
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Robot Reciprocation of Hugs Increases Both Interacting Times and Self-disclosures
Masahiro Shiomi, Aya Nakata, Masayuki Kanbara, Norihiro Hagita
International Journal of Social Robotics 13 ( 2 ) 353 - 361 2021.4
Publisher:Springer Science and Business Media B.V.
Physical contact like touching and hugging plays an essential role in social bonding between people by encouraging interactions and self-disclosure. However, in a human–robot interaction context, it remains unknown whether physical activity with robots provides such similar effects, even though several positive effects of touch interactions have been unveiled. Therefore, we used a hugging robot that we previously developed and experimentally investigated its physical interactions related to encouraging interactions and self-disclosure with 48 participants. Our results showed that reciprocated hugs increased the interaction times and encouraged more self-disclosure from the hugged participants than those who did not get reciprocated hugs.
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SlidAR plus : Gravity-aware 3D object manipulation for handheld augmented reality *
Varunyu Fuvattanasilp, Yuichiro Fujimoto, Alexander Plopski, Takafumi Taketomi, Christian Sandor, Masayuki Kanbara, Hirokazu Kato
COMPUTERS & GRAPHICS-UK 95 23 - 35 2021.4
Publisher:PERGAMON-ELSEVIER SCIENCE LTD
Accurately placing virtual objects in a scene is a challenging tasks in handheld augmented reality (HAR). To add and arrange virtual objects in HAR, users must manipulate 6 degrees of freedom (DoFs) of the virtual object, namely: position (3) and orientation (3). However, it is difficult to manipulate all DoFs with the two-dimensional display of the handheld device. We present SlidAR + , a method for controlling the position and orientation of objects in HAR. SlidAR+ is an extension of SlidAR [1], a technique that allows users to control the position of a virtual object by manipulating only 1 DoF. We use the direction of gravity as a constraint to improve the user's control and reduce the time it takes to adjust the orientation. Upon comparing it with a state-of-the-art object manipulation method, using SlidAR + , user were able to complete the tasks faster under our expected conditions and were also preferred by most participants.(c) 2021 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license ( http://creativecommons.org/licenses/by-nc-nd/4.0/ )
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Vocal Synchrony of Robots Boosts Positive Affective Empathy
Shogo Nishimura, Takuya Nakamura, Wataru Sato, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato, Norihiro Hagita
Applied Sciences 11 ( 6 ) 2502 - 2502 2021.3
Publisher:MDPI AG
Robots that can talk with humans play increasingly important roles in society. However, current conversation robots remain unskilled at eliciting empathic feelings in humans. To address this problem, we used a robot that speaks in a voice synchronized with human vocal prosody. We conducted an experiment in which human participants held positive conversations with the robot by reading scenarios under conditions with and without vocal synchronization. We assessed seven subjective responses related to affective empathy (e.g., emotional connection) and measured the physiological emotional responses using facial electromyography from the corrugator supercilii and zygomatic major muscles as well as the skin conductance level. The subjective ratings consistently revealed heightened empathic responses to the robot in the synchronization condition compared with that under the de-synchronizing condition. The physiological signals showed that more positive and stronger emotional arousal responses to the robot with synchronization. These findings suggest that robots that are able to vocally synchronize with humans can elicit empathic emotional responses.
DOI: 10.3390/app11062502
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TSUNDERE Interaction: Behavior Modification by the Integrated Interaction of Cold and Kind Actions
Keishi Tainaka, Tetsuya Kodama, Isidro Mendoza Butaslac, Hiroya Kawase, Taishi Sawabe, Masayuki Kanbara
Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction 2021.3
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Does overlay field of view in head-mounted displays affect spatial memorization?
Nicko R. Caluya, Alexander Plopski, Christian Sandor, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato
Computers and Graphics (Pergamon) 2021
One of the main targets of criticism of head-mounted displays (HMDs) is the field of view (FOV) size, whether in virtual or augmented reality. This limitation is prominent with optical see-through head-mounted displays (OST-HMD), as those with narrow overlay FOV (OFOV) sizes only provide a small window to view virtual objects. We investigated if restricting this OFOV negatively affects a user's ability to memorize spatial locations in a simulation of a work environment, and consequently, long-term memory transfer to an equivalent scenario in the real world two days later. To find empirical evidence, we conducted a within-subjects experiment with 18 participants performing in three phases with an OST-HMD, simulated on an immersive HMD. For each phase, they viewed the training scenario with a different OFOV size of the augmentable area (30°, 70°, 110° diagonal). Results from recall tests showed that smaller OFOV size did not significantly affect user's performance on both short-term and transfer tests, but HMD data revealed that users rotated their heads less with a 110° OFOV. We also found that proximity of objects to memorize had an interaction effect with smaller OFOV sizes. Our findings could have implications on the design and HMD choices of augmented training.
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Taishi Sawabe, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato
IEEE International Symposium on Mixed and Augmented Reality Adjunct 439 - 440 2021
Publisher:IEEE
DOI: 10.1109/ISMAR-Adjunct54149.2021.00100
Other Link: https://dblp.uni-trier.de/db/conf/ismar/ismar2021a.html#SawabeKFK21
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MR System to Promote Social Participation of People Who Have Difficulty Going Out
Yanjiao Ao, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 12787 LNCS 383 - 402 2021
This paper proposes a promotion system of social participation for people who have difficulty in going out with mixed reality collaboration technique. More than one billion population in the world are tortured by disabilities, and a majority of them have difficulties in social participation due to the unsatisfied transportation demanding. Therefore, in this paper, we propose to use a remote collaboration system based on mixed reality to help people with disabilities to join in social activities. Specifically, our system employs a pair of VR and AR HMDs as well as a 360 ∘ camera to create a virtual environment, where physically separated users can interact with each other immersively. Furthermore, we also equip our system with a branch of functions which can further facilitate the communications. In order to test our system, we also design a remote shopping scenario to simulate the condition where people with disabilities want to go shopping at home. The user study shows that our system can satisfy most requirements without triggering obvious discomfort.
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Positive emotion amplification by representing excitement scene with TV chat agents
Shogo Nishimura, Daiki Kimata, Wataru Sato, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato, Norihiro Hagita
Sensors (Switzerland) 20 ( 24 ) 1 - 15 2020.12
This paper proposes emotion amplification for TV chat agents allowing users to get more excited in TV sports programs, and a model that estimates the excitement level of TV programs based on the number of social comment posts. The proposed model extracts the exciting intervals from social comments to the program scenes. By synchronizing recorded video streams and the intervals, the agents may talk with the user dynamically changing the frequency and volume of upbeat utterances, increasing the excitement of the user. To test these agents, participants watched TV content under three conditions: without an agent, with four agents that utter with a flat voice, and with four agents with emotion amplification. Results from 24 young adult Japanese individuals showed that their arousal of participants’ subjective and physiological emotional responses were boosted because of the agents, enhancing their motivation to interact with the agent in the future. With empirical evidence, this paper supports these expectations and demonstrates that these agents can amplify the positive emotions of TV watchers, enhancing their motivation to interact with the agent in the future.
DOI: 10.3390/s20247330
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Stepping over Obstacles with Augmented Reality based on Visual Exproprioception
Alessandro Luchetti, Edoardo Parolin, Isidro Butaslac, Yuichiro Fujimoto, Masayuki Kanbara, Paolo Bosetti, Mariolino De Cecco, Hirokazu Kato
Adjunct Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR-Adjunct 2020 96 - 101 2020.11
Publisher:Institute of Electrical and Electronics Engineers Inc.
The purpose of this study is to analyze the different kinds of ex-proprioceptive visual cues on an Augmented Reality (AR) system during gait exercise, on top of understanding which cues provide the best visualizations in stepping over obstacles. The main problem for users is to understand the position of virtual objects relative to themselves. Since visual exproprioception provides information about the body position in relation to the environment, it has the possibility to yield positive effects with regards to position control and gait biomechanics in the AR system. This research was born as part of the collaboration with the staff of Takanohara Central Hospital in Japan. Twenty-seven individuals were invited to take part in the user study to test three visual interfaces. The task of the mentioned user study involves making the subjects cross and avoid virtual obstacles of different heights that come from different directions. The AR application was implemented in the experiment by using the Head-Mounted Display (HMD) Microsoft HoloLens. Data obtained from the experiment revealed that the interface projected in front of the user from a third-person point of view resulted to improvements in terms of posture, visual stimuli, and safety.
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Guideline and Tool for Designing an Assembly Task Support System Using Augmented Reality
Keishi Tainaka, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato, Atsunori Moteki, Kensuke Kuraki, Kazuki Osamura, Toshiyuki Yoshitake, Toshiyuki Fukuoka
Proceedings - 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2020 486 - 497 2020.11
Augmented reality (AR) systems support complex tasks like assembly by overlaying task-related content onto the real world. In recent years, the effort of designing and developing assembly task support systems in AR decreased with the availability of high potential head-mounted displays and provision of integrated development environments. Nevertheless, problems still arise when companies craft an effective AR task support system, particularly in the difficulty of selecting appropriate techniques and information-presentation methods, and the requirements that vary with each use case. In this study, we formulated a corresponding guideline, developed a selection aid tool that incorporates filtering based on the categorization of subtasks and the degree of freedom of available tracking, and evaluated their effectiveness in two experiments. First, to confirm effects on system design, we asked 18 participants to perform the design action of the AR system with the guideline for two tasks (PC assembly and rope work). Consequently, to verify the quality of the designed AR systems from Experiment 1, we asked another set of 20 participants to perform the same tasks with those systems. The results confirm that using the guideline can considerably lower efforts creating media and alleviate the error for a specific process. We envision our guideline and tool to be accessible as an online web page, assisting AR assembly task support system designer/developers worldwide.
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Effectiveness of virtual reality playback in public speaking training
Hangyu Zhou, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato
ICMI 2020 Companion - Companion Publication of the 2020 International Conference on Multimodal Interaction 462 - 466 2020.10
In this paper, factors with positive effects in the playback of virtual reality (VR) presentation in training are discussed. To date, the effectiveness of VR public speaking training in both anxiety reduction and skills improvement has been reported. Though the playback using videotape is an effective way in original public speaking training, very few researchers focused on the effectiveness and possibility of VR playback. In this research, A VR playback system for public speaking training is proposed, and a pilot experiment is carried out, so as to figure out the effects of the virtual agent, immersion and public speaking anxiety level in VR playback.