ITE Technical Report
Online ISSN : 2424-1970
Print ISSN : 1342-6893
ISSN-L : 1342-6893
26.35
Displaying 1-15 of 15 articles from this issue
  • Article type: Cover
    Pages Cover1-
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Download PDF (12K)
  • Article type: Index
    Pages Toc1-
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Download PDF (64K)
  • Yasuhito Sawahata, Ng Haung Wei, Kiyoharu Aizawa
    Article type: Article
    Session ID: HIR2002-80
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    New Computing environments such as Wearable computing are appealing. One of the characteristics of them is that computers are embeded in our life. Digitazation of personal experiences would be made possible by constant recording using wearable video cameras. It is perceivable that the amount of video contents would be exceptionally enormous. In order to organize these contens to facilitate browsing and search, appropriate structural organization as well as effective and speedy editing tools are desired. In this paper, we attempt to develop "Wearable Imaging System" that is capable of constantly captureing data not only from wearable video camera, but also from various kinds of sensors such as brainwave analyser, GPS, gyro sensor. And these data from sensors are appropriately processed to achieve efficient video retrieval and browsing.
    Download PDF (1031K)
  • Yasushi IKEI, Hideaki TANAKA, Yoji HIROSE, Michitaka HIROSE
    Article type: Article
    Session ID: HIR2002-81
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper describes a basic research on the management system of real-world media information using a cellular phone and a wearable computer. We have employed a Java-capable cellular phone and wearable interface devices to build everyday office-object management system for bridging the real-world and digital-world. The user can search and register documents, books, and other physical media in the real workspace by providing keywords, location and schedule information through the interfaces that communicate with the repository server on the network. Evaluation experiments were conducted to investigate the usability and the difference between the two interfaces.
    Download PDF (887K)
  • Tomohiro Amemiya, Atsushi Hiyama, Mutsuhiro Nakashige, Satoshi Fukushi ...
    Article type: Article
    Session ID: HIR2002-82
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper describes the development of interface for navigating the deaf-blind with a wearable computer and the development of the positioning system using active RFID tags. The former is designed to communicate with the computer by finger braille, which is one of the communication methods of the deaf-blind. We made two prototypes, vibration motor type and solenoid type. And the latter was chosen in order to navigate the deaf-blind smoothly in the place where other positioning systems cannot work. We evaluated the system which consists of the wearable finger braille interface and position detection using RFID tags. We report this wearable interface and RFID tags positioning system.
    Download PDF (1013K)
  • Nobuo Hatamoto, Noriyuki Kitajima, Takashi Takeda
    Article type: Article
    Session ID: HIR2002-83
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    We have developed a prototype model of virtual reality training environment with an exercise bicycle in front of the display. To increase rehabilitation training motivation and keep the constant motor load, we have tried to incorporate this system into a virtual human. This paper reports how to find the optimum condition for running speed (δv) of the virtual human and renewal time (δt) of changing its speed
    Download PDF (991K)
  • Koji Abe, Kunihiro Nishimura, Shuichi Tsutsumi, Koichi Hirota, Hiroyuk ...
    Article type: Article
    Session ID: HIR2002-84
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Genome science researchers hope to be able to analyze and grasp whole gene expression data to understand the system in a cell. We developed a visualization tool for gene expression data, using pathway information. The significant feature of the tool is that integrats biological information as spatial. Using this tool with Immersive Projection Display (EPD), it is easy for grasp of the whole system in a cell and evaluating the change of gene expression data between samples. We think that more biological information is integrated by this tool and help us more understanding about a cell.
    Download PDF (621K)
  • Takatoshi Naka, Masashi Yamada, Shinya Miyazaki, Yasuyo Hatano, Shigey ...
    Article type: Article
    Session ID: HIR2002-85
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper presents electron cloud's metamorphosis in real-time, which can be controlled by direct manipulation of molecular bonds along a given path. The mixed state between a pair of volume data is approximately properly rendered in real-time. A set of discrete volume data is generated when a part of a molecular bond is moved along a certain path, beforehand. This generates an electron state in any position along the path and realizes seamless display. To realize manipulation more freely, large amounts of volume data have to be used. Volume data is drawn as a set of piled texture images for real-time processing in the rendering process. We have investigated the maximum amount of texture images that can be ran in real-time with typical graphic cards.
    Download PDF (738K)
  • Daisuke Wakatsuki, Ikuo Ishii, Hiroei Imai, Akira Takahashi, Hideo Mak ...
    Article type: Article
    Session ID: HIR2002-86
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    The rendering cost of the VR space can be reduced efficiently by selecting appropriate fineness of the shape for the observing distance without loss of drawing quality. We proposed a multi-scale modeling method that controls the fineness of the shape locally by dividing space to octree model. Though Marching-Cubes method is known as the way of forming patches in octant, there is a problem that a crack is created between the adjoining patches when the class level of them are different. In this paper, we describe an efficient and inconsistent surface patching method without any additional procedure like the crack-stitching method.
    Download PDF (785K)
  • Yoshifumi Kitamura, Takayuki Iida, Tomohiko Higashi, Fumio Kishino
    Article type: Article
    Session ID: HIR2002-87
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper presents a method of interactively generating natural hand animation using reduced dimensionality from multiple captured data sequences of finger motions conducting specific tasks. This method is achieved by introducing an estimation with multiple regression analysis. Even when the skeletal structure of the user who inputs the motion is different from that of the shape model in the computer, the motion that a user imagines is generated. Moreover, by introducing a real-time recoginition of hand motions with DP matching, the user is able to conduct multiple finger motions one after another. This method enables us to make input devices that require minimal user training and computer calibration, and helps to make the user interface intuitive and easy to use.
    Download PDF (1166K)
  • Yoritaka Naito, Hiroshi Yamaguchi, Michitaka Hirose, Koichi Hirota
    Article type: Article
    Session ID: HIR2002-88
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    By using pictures, we can construct a photo-realistic virtual world, such as virtual city space. In this paper, we show the way how to extract information, which are necessary for constructing a photo-realistic world, from pictures and maps, and the way how to construct virtual city space from those information.
    Download PDF (688K)
  • Tomohiro Tanikawa, Koichi Hirota, Michitaka Hirose
    Article type: Article
    Session ID: HIR2002-89
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this paper, we propose a new approach to building a scalable virtual environment by combining virtual sub-environments. To manage different types of users interaction, datasets, rendering methods, and so forth, we build and handle virtual sub-environments separately. To unify these sub-environments, we propose a use of an environment manager, which determines the users viewpoint of sub-environments according to the user's input, and compose display image from rendered images of them. By using the proposed methodology, we can combine sub-environments seamlessly, and build a virtual environment to manage different types of datasets, users interaction and rendering methods. By unifying sub-environments according to the user's viewpoint, we can construct a universal large-scale environment: the user can walk through cities, observe from above the earth, and fly through the solar system.
    Download PDF (772K)
  • Junko Hiraishi, Kouichi Matsuda
    Article type: Article
    Session ID: HIR2002-90
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    In distributed shared virtual space, we need to have awareness controled and offered smoothly for realization of a natural and effective system. Benford has defined "aura" which controls the quantities of awareness according to the distance between avators. But if we calculate all avators' aura in the virtual space, it is difficult to offer awareness smoothly because of the huge amount of calculation. If we restrict the quantity of awareness which can be treated simultaneously, it is not guaranteed that awareness is offered from a nearer avator although we can reduce the calculate time. In this paper, we propose the aura calculation based on mesh approach. In this approach, we can reduce the calculation time by dividing virtual space into mech and making search area smaller. We can also offer awareness from a nearer avatar by the turn of the searcing mesh. At the last of this paper, we evaluate the validity of this approach.
    Download PDF (843K)
  • Article type: Appendix
    Pages App1-
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Download PDF (72K)
  • Article type: Appendix
    Pages App2-
    Published: June 10, 2002
    Released on J-STAGE: June 23, 2017
    CONFERENCE PROCEEDINGS FREE ACCESS
    Download PDF (72K)
feedback
Top