Demand for the search of similar trademarks is increasing. In the existing methods, the similarity is measured based on the similarity of appearance with the shape. However, to judge the similarity of appearance, trademark examiners also take into account the classification of graphical elements in trademarks. To realize this function, we focus on the Vienna Classification which is the classification of graphical elements in trademarks. If two trademarks have the same Vienna Classification code, they tend to have similar contents. However, the codes are currently assigned by experts, which prevent us from using the codes in search methods. We solve this problem by automatic assignment of Vienna Classification codes implemented using the Deep Learning. The proposed method takes into account both the automatically assigned codes and shape similarity for search. We have succeeded to improve a three percentage point accuracy as compared with the method without using the Vienna Classification.
Electrowetting (EW) is composed of non-polar oil and electrolyte in general, but we study using Chiral Nematic liquid crystal with polarity. The surface of the pixel surrounded by bank is covered with hydrophobic layer and the pixels of the EW-Cell are filled with oil and electrolyte. When voltage is applied, the oil deforms into a bow shape, the contact angle of the oil increases and the pixel opens. Pixels with different sizes were prepared and their EW-Cell characteristics (on/off states and threshold voltage for the on state) were studied, optimized EW-Cell was fabricated and optical characteristics were evaluated. When voltage was applied, EW-Cell showed a gentle increase after steep increase in pixel opening and a characteristic that Vth became higher as the smaller pixel size. And unclosed pixels might occur in large pixel size after voltage removal, which could be explained by calculation. In addition, the pixel design guideline was presented.
Novel VR technology (second generation VR) is introduced. After short review of technological advances to date, the another discusses benefits of VR in the areas of education and training that are expected as major application of VR technology.
Microsoft HoloLens takes the physical space around the user into the device. Virtual objects are added to the captured information. Users feel as if reality and virtual have been mixed through this experience. The HoloLens is a typical stand-alone HMD PC, but HoloLens have HPU and HD display. The major feature of the HoloLens is that the hologram can be performed with high accuracy. This is achieved by SLAM to generate the surrounding 3D map and estimate the self-position. Holograms can be pinned anywhere, and this mechanism can be used to share the same hologram among multiple users. HoloLens is expected to be utilized in many fields. Especially, it is used as a tool to support for first-line workers. HoloLens will be evolved this year and will enhance the synergy effect while making use of each characteristic in cooperation with the Cloud, and to expand not only BtoB but also BtoBtoC.
This paper describes “Kirari! for Arena” system which is an integral combination of NTT's immersive telepresence technology “Kirari!.” This system transports events such as sports and entertainment to remote locations in real-time and reproduce the scene in 4 directions with the depth perception. At the capture site, it shoots videos from 4 directions, scan the position of the objects, perform image extraction and tracking of the object, and transmit the information to the remote locations in real-time. At the reproduction site, it transforms the videos to add depth perception and project them to a special 4-sided display device.
This paper introduces our VR-based imagery training system. We believe that “experience” is one of the most important factor for improving athletes' performance and skills. Thus, the concept of the proposed system is to improve athletes' performance by enabling experiencing sport scenes by using VR space reconstructed by measured objective data. As the first example case, we realized the concept in baseball setting;the system can provide experience to batters as if they are standing in the batter's box and facing to the opponent pitcher. Recent study focuses more on skill training. One of the most important advantages of VR is it can fully control stimulus to users. We take account into this advantage and use the VR system not only for imagery training but also skill enhancement.
Virtual reality (VR) has been applied in cognitive neuroscience research in the last few decades. Researchers have been interested in neural responses to unique experiences that are difficult to realize in real experimental situations, but possible in VR, including operating airplanes and addressing phobic objects. Furthermore, using VR for clinical purposes such as rehabilitation has also been steadily growing. In this section, we first introduce to common neuroimaging techniques (EEG, fMRI, fNIRS) and summarize some of the recent works, in which the brain activities were monitored in VR. We then report preliminary results from two experiments which we carried out with using VR-fNIRS. In the first study, we compared prefrontal activities during watching a short film in VR with watching the same movie in PC monitor. In the second study, we monitored prefrontal activity during VR-technical training. Last, future perspectives of VR-fNIRS for industrial application will be discussed.
Currently, Virtual Reality Technique has been applied to many fields, however, the influence caused by the difference between virtual space and real space upon human body has not been investigated sufficiently yet. In this article, two researches are introduced and reviewed, research of virtual sickness and research of ecological cognition. In virtual sickness research, the sickness induced in CAVE type environment with multiple users and measures to reduce the sickness and not to depend on the virtual contents design are investigated. On the other hand, regarding ecological cognition research, a necessary condition to acquire the cognition in virtual space which is the same as one in real space is investigated by using reaching action.
Japanese Finger-spelled Sign Language is a visual language and this represents Japanese syllabary characters called “Hiragana”. To assist the communication with hearing-impaired people, many researchers have already been proposed automatic finger-spelled sign language recognition systems. In this paper, we introduce an example of that recognition system which includes a recognition method with hand shape information that is extracted from a hand region by using a RGB-D camera. In addition, we introduce a spotting technique with SVM and rule-based approaches and show a prototype of typing system with Japanese finger-spelled sign language by converting a Hiragana word into its Kanji representation.
We describe an analyzing method of metallic cross-sectional microstructure with using EDX, Energy Dispersive X-ray spectrometer. And we explain the different points between EDX and EPMA. Main different point between them is analyzing time. Analyzing time by EDX is shorter than it by EPMA.
Normal analyzing method with using EDX is point analysis. So it is important that person who use EDX must understand the principals of EDX analysis method.