Naoki HASHIMOTO

Department of InformaticsProfessor
Cluster I (Informatics and Computer Engineering)Professor

Degree

  • 博士(工学), 東京工業大学

Research Keyword

  • Augmented Reality
  • Projection Mapping
  • Interactive Technique
  • Human Interface
  • Virtual Reality
  • Immersive Virtual Environment
  • インタラクティブ技術
  • ヒューマンインタフェース
  • バーチャルリアリティ
  • 没入型仮想環境

Field Of Study

  • Informatics, Entertainment and game informatics
  • Informatics, Database science
  • Informatics, Human interfaces and interactions

Career

  • Apr. 2020 - Present
    The University of Electro-Communications, Graduate School of Informatics and Engineering Department of Informatics, 教授, Japan
  • Apr. 2016 - Mar. 2020
    The University of Electro-Communications, Graduate School of Informatics and Engineering Department of Informatics, 准教授, Japan
  • Oct. 2008 - Mar. 2015
    The University of Electro-Communications, Faculty of Electro-Communications Department of Computer Science, 准教授, Japan
  • 01 Apr. 2007 - 30 Sep. 2008
    Tokyo Institute of Technology, Assistant Professor
  • 01 Oct. 2001 - 31 Mar. 2007
    Tokyo Institute of Technology, Research Associate

Educational Background

  • Apr. 1999 - Sep. 2001
    Tokyo Institute of Technology, Graduate School of Information Science and Engineering, 計算工学専攻 博士後期課程
  • Apr. 1997 - Mar. 1999
    Tokyo Institute of Technology, Graduate School of Information Science and Engineering, 計算工学専攻 博士前期課程, Japan
  • Apr. 1993 - Mar. 1997
    Tokyo Institute of Technology, School of Engineering, 情報工学科, Japan
  • 01 Apr. 1989 - 31 Mar. 1992
    県立清水東高等学校, 理数科, Japan

Member History

  • Apr. 2015 - Present
    専門評価委員, 総務省 戦略的情報通信研究開発推進事業
  • Jun. 2021 - May 2023
    編集担当理事, 映像情報メディア学会
  • Aug. 2016 - Apr. 2021
    企画委員, 映像情報メディア学会, Others

Award

  • Apr. 2025
    映像情報メディア学会, 学会論文誌に掲載されたジャーナルが対象。歴史のある著名な論文賞である。
    プロジェクションマッピングにおける動き予測を用いた変形する非剛体への実時間光学的補正
    丹羽高柳賞論文賞, 吉村一真;橋本直己
    Japan society, Japan
  • Mar. 2025
    映像情報メディア学会 2024年 年次大会
    ライトフィールドディスプレイ化による簡易型HMDの映像提示領域拡張の検討
    学生優秀発表賞, 上出知宏;橋本直己
    Japan society, Japan
  • Feb. 2025
    映像情報メディア学会メディア工学研究会
    液晶ディスプレイの偏光特性を利用したライトフィールドディスプレイの視域拡大
    研究奨励賞, 加藤陽輝;橋本直己
    Japan society, Japan
  • Feb. 2025
    映像情報メディア学会メディア工学研究会
    多視点映像のミラーへの反射による簡易型HMDの映像提示領域の拡張
    学生優秀発表賞, 上出知宏;橋本直己
    Japan society, Japan
  • Sep. 2024
    The 15th IEEE International Conference on Cognitive Infocommunications
    Wight Illusion by Emphasizing the Arm Motion Trajectory During Avatar Transformation
    BEST PAPER AWARD, Kosei Tomioka;Naoki Hashimoto;Mie Sato
  • Aug. 2024
    映像情報メディア学会, 35歳以下の若手を対象として、年間2回の大会発表から6件選出されているため、非常に価値のある賞といえる。
    瞼を利用した視覚拡張の検討
    鈴木記念奨励賞, 酒井宏伸;橋本直己
    Japan society, Japan
  • Aug. 2024
    映像情報メディア学会 2024年年次大会
    瞼を利用した視覚拡張の検討
    学生優秀発表賞, 酒井宏伸;橋本直己
    Japan society, Japan
  • Aug. 2024
    映像情報メディア学会 2024年年次大会
    レンズアレイを用いた指向性提示による全周囲透明立体ディスプレイの検討
    学生優秀発表賞, 椎名真梨;橋本直己
    Japan society, Japan
  • Mar. 2024
    映像表現・芸術科学フォーラム
    多目的最適化とVR投映シミュレーションを組み合わせた広域投映における最適なプロジェクタ配置の決定手法の検討
    優秀発表賞, 青木元秀;橋本直己
    Japan society, Japan
  • Feb. 2024
    瞬目時の瞼への投影による映像表現に関する検討
    映像情報メディア学会 メディア工学研究会 優秀発表賞, 酒井宏伸;橋本直己
    Japan society, Japan
  • Jan. 2024
    International Workshop on Advanced Image Technology, 162件中17件が受賞
    A Study of Autostereoscopic Transparent Display with Directional Display
    IWAIT2024 Best Paper Award, Mari Shiina;Naoki Hashimoto
    International society, Malaysia
  • Feb. 2023
    研究会発表者19名の中から2名が選出された。
    両眼立体視を組み合わせた動的プロジェクションマッピングの検討
    映像情報メディア学会 メディア工学研究会 優勝発表賞, 山岸祥大, 橋本直己
    Japan society
  • Feb. 2023
    研究会発表者19名の中から2名が選出された。
    部屋と部屋を繋ぎ合わせるプロジェクションマッピングの検討
    映像情報メディア学会 メディア工学研究会 優勝発表賞, 稲田優輝, 橋本直己
    Japan society
  • Oct. 2022
    一般財団法人 最先端表現技術利用推進協会, 空中立体像を用いた動的プロジェクションマッピング「”見えない”プロジェクタによる触れる動的プロジェクションマッピング」が、最先端表現技術利用推進協会から推薦され、受賞に至った。
    ”見えない”プロジェクタによる触れる動的プロジェクションマッピング
    第6回羽倉賞 奨励賞, 橋本直己
    Publisher
  • Aug. 2022
    2022年年次大会にて発表を行った学生の中から、5名が選出された
    動的プロジェクションマッピングための2視点からの輪郭を用いた物体追跡の精度評価
    映像情報メディア学会 2022年年次大会 学生優秀発表賞, 齋藤 匠;橋本 直己
    Japan society
  • Jul. 2022
    (一社)映像情報メディア学会, 映像情報メディア学会における論文査読への長年の貢献が認められ、受賞に至った。
    論文査読功労賞, 橋本直己
    Official journal
  • Mar. 2022
    学会内で行われた発表から優秀な発表者が選ばれ、受賞に至った。
    LED光源を用いた体積走査型ディスプレイによるプロジェクションマッピング
    映像表現・芸術科学フォーラム 優秀発表賞, 奥田慎一;橋本直己
    Japan society
  • Feb. 2022
    18件の講演の中から2件が優秀発表賞に選ばれ、その1件となった。
    プロジェクタを用いた追跡投影による簡易型HMDの周辺視野拡張
    映像情報メディア学会 メディア工学研究会 優勝発表賞, 斎藤和人, 橋本直己
    Japan society
  • Feb. 2022
    18件の講演の中から2件が優秀発表賞に選ばれ、その1件となった。
    裸眼立体視可能な透明ディスプレイの検討
    映像情報メディア学会 メディア工学研究会 優勝発表賞, 椎名真梨;橋本直己
    Japan society
  • Dec. 2021
    3日間開催された冬季大会の全講演から、5名が選出された。
    Tangible Projection Mappingのための2視点からの輪郭を用いた頑健な物体追跡
    映像情報メディア学会 2021年冬季大会 学生優秀発表賞, ハルバーソン悠太;橋本直己
    Japan society
  • Apr. 2021
    一般社団法人映像情報メディア学会
    動的Projection Mappingのための非剛体形状推定に基づくマーカ検出
    2020年度丹羽髙柳賞「論文賞」, 橋本直己, 宮崎大輝
    Official journal
  • Feb. 2021
    ライトフィールド投影によるプロジェクションマッピングの検討
    映像情報メディア学会 メディア工学研究会 優秀発表賞
    Japan society
  • Feb. 2021
    輪郭と投影歪みを用いたロバストな位置姿勢推定手法の検討
    映像情報メディア学会 メディア工学研究会 優勝発表賞
    Japan society
  • Feb. 2020
    前面投影と背面投影の組み合わせによるステルス投影の広域化
    映像情報メディア学会 メディア工学研究会 研究奨励賞
    Japan society
  • Feb. 2019
    把持物体へのDynamic Projection Mappingのためのロバストな物体追跡手法
    映像情報メディア学会 メディア工学研究会 優秀発表賞
  • Jan. 2019
    IWAIT-IFMIA2019 Best Paper Awards
  • Feb. 2018
    揺れ動く非剛体面におけるプロジェクタの輝度補正
    映像情報メディア学会 メディア工学研究会 研究奨励賞
  • Jan. 2018
    Easy Multi-Projection System over a Whole Indoor Space
    IWAIT2018 Best Paper Awards, Yuka Nakamura, Naoki Hashimoto
  • Feb. 2017
    映像情報メディア学会メディア工学研究会
    複数台プロジェクタを用いた舞台演出システムのための幾何補正手法
    映像情報メディア学会 メディア工学研究会 優秀発表賞
    Japan society
  • Feb. 2016
    ProCamシステムを用いたカメラ視点に依存しない光学的補正
    映像情報メディア学会 メディア工学研究会 優秀発表賞
  • Oct. 2015
    Sweden
    CyberWorlds2015 BEST PAPER AWARD, Ryo Koizumi;Daisuke Kobayashi;Naoki Hashimoto
    International society, Sweden
  • Jan. 2015
    IWAIT2015 Best Paper Award
  • Feb. 2014
    深度カメラを用いた実時間姿勢追跡に基づく動的な空間型ARの実現
    映像情報メディア学会 メディア工学研究会 優秀発表賞
  • Jan. 2014
    IWAIT2014 Best Paper Award
  • Feb. 2013
    映像情報メディア学会 メディア工学研究会
    映像情報メディア学会 メディア工学研究会 優秀発表賞
  • Mar. 2012
    電子情報通信学会 マルチメディア・仮想環境基礎研究会
    電子情報通信学会 マルチメディア・仮想環境基礎研究会 MVE賞
  • Feb. 2012
    映像情報メディア学会 メディア工学研究会
    映像情報メディア学会 メディア工学研究会 優秀発表賞
  • Feb. 2009
    映像情報メディア学会 メディア工学研究会
    映像情報メディア学会 メディア工学研究会 優秀発表賞
  • Mar. 2006
    電子情報通信学会
    電子情報通信学会 HCGグループ ヒューマンコミュニケーション賞
  • Jun. 2005
    ACE2005 SIGCHI International Conference BEST PAPER AWARD
  • Apr. 2003
    CAADRIA
    CAADRIA2004 Best Presentation Award & Young CAADRIAN Award
  • Dec. 2002
    計測自動制御学会
    計測自動制御学会システムインテグレーション部門講演会 ベストセッション賞
  • Oct. 2002
    芸術科学会
    第18回NICOGRAPH論文コンテスト 審査員特別賞
  • Mar. 2002
    手島工業教育資金団
    手島記念研究賞 博士論文賞

Paper

  • Transparent 360-Degree Display for High-Resolution Naked-Eye Stereoscopic Aerial Images
    Mari Shiina; Naoki Hashimoto
    Last, SIGGRAPH Asia 2024 Posters, ACM, 1-2, 02 Dec. 2024, Peer-reviwed
    International conference proceedings, English
  • 動的プロジェクションマッピングを用いた広視野HMDの実現
    斎藤和人; 橋本直己
    Last, 日本バーチャルリアリティ学会論文誌, 29, 3, 195-202, Sep. 2024, Peer-reviwed
    Scientific journal, Japanese
  • Weight Illusion by Emphasizing the Arm Motion Trajectory During Avatar Transformation
    Kosei Tomioka; Naoki Hashimoto; Mie Sato
    Proc. of CogInfoCom 2024, 143-146, Sep. 2024, Peer-reviwed
    International conference proceedings, English
  • Expansive Field-of-View Head-Mounted Display based on Dynamic Projection Mapping
    Naoki Hashimoto; Kazuto Saito
    Lead, Proc. of SIGGRAPH 2024 Posters, 65, 1-2, Jul. 2024, Peer-reviwed
    International conference proceedings, English
  • An Examination of Motion Analysis During Weight Illusion by Impression Change of the Own Body
    Joichiro MURAOKA; Kosei TOMIOKA; Yusei MURAISHI; Naoki HASHIMOTO; Mie SATO
    IIEEJ Transactions of Image Electronics and Visual Computing, 12, 1, 40-47, Jun. 2024, Peer-reviwed
    Scientific journal, English
  • プロジェクションマッピングにおける動き予測を用いた 変形する非剛体への実時間光学的補正
    吉村一真; 橋本直己
    Last, 映像情報メディア学会誌, 78, 3, 348-354, May 2024, Peer-reviwed
    Scientific journal, Japanese
  • Examination of Effect from a Viewpoint Position on Weight Illusion Caused by Impression Change
    Yusei Muraishi; Joichiro Muraoka; Mie Sato; Naoki Hashimoto
    Last, Proc. of SPIE, 13164, 131642R-1-131642R-6, May 2024, Peer-reviwed
    International conference proceedings, English
  • Examination of Weight Illusion by Adding AR Visual Effects on the Arm
    Kazuki Takeyama; Mie Sato; Naoki Hashimoto
    Last, Proc. of SPIE, 131642, 131642W-1-131642W-4, May 2024, Peer-reviwed
    International conference proceedings, English
  • Proposal of Indoor Wide-Area Projection System using Multiple ProCam Units
    Rie Haneda; Naoki Hashimoto
    Last, Proc. of SPIE, 13164, 131641N-1-131641N-6, May 2024, Peer-reviwed
    International conference proceedings, English
  • A Study of Autostereoscopic Transparent Display with Directional Display
    Shiina Mari; Naoki Hashimoto
    Last, Proc. of SPIE, 13164, 131640U-1-131640U-6, May 2024, Peer-reviwed
    International conference proceedings, English
  • An examination of motion analysis during weight illusion by impression change of the own body
    Joichiro Muraoka; Yusei Muraishi; Kosei Tomioka; Mie Sato; Naoki Hashimoto
    Last, Proc. of IEVC2024, Mar. 2024, Peer-reviwed
    International conference proceedings, English
  • A Study of Visual Augmentation by Projecting Images onto Eyelids
    Hironobu Sakai; Naoki Hashimoto
    Last, Proc. of IWAIT2024, Jan. 2024, Peer-reviwed
    International conference proceedings, English
  • Room to Room Mapping: Seamlessly Connecting Different Rooms
    Naoki Hashimoto; Yuki Inada
    Lead, SIGGRAPH Asia 2023 Posters, ACM, 28 Nov. 2023, Peer-reviwed, True
    International conference proceedings, English
  • Influence on Weight Perception by Change of Self-Perception Based on Avatar's Strength
    Yuzuki Okubo; Joichiro Muraoka; Mie Sato; Naoki Hashimoto
    Last, 映像情報メディア学会誌, 77, 3, 394-499, May 2023, Peer-reviwed, False
    Scientific journal, Japanese
  • An Examination of Weight Illusion by Adding Visual Effects on the Arm
    Shota Muraishi, Mie Sato, Naoki Hahsimoto
    Corresponding, Proc of SPIE, 12592, 125921U-1-125921U-6, 25 Mar. 2023, Peer-reviwed, False
    International conference proceedings, English
  • A Study on Radiometric Compensation for Moving Non-rigid Surfaces Using Motion Prediction
    Kazuma Yoshimura, Naoki Hahsimoto
    Corresponding, Proc. of SPIE, 12592, 1259217-1-1259217-6, 25 Mar. 2023, Peer-reviwed, True
    International conference proceedings, English
  • Stereoscopic Transparent Display Visible with Naked Eye
    Mari Shiina; Naoki Hashimoto
    Proc. of SIGGRAPH2022, ACM, Posters, 44, 1-2, 25 Jul. 2022, Peer-reviwed
    International conference proceedings, English
  • 回転型ストリップLEDアレイを用いた体積走査型ディスプレイによるプロジェクションマッピング
    奥田 慎一; 橋本 直己
    Last, 映像情報メディア学会誌, 一般社団法人 映像情報メディア学会, 76, 4, 540-543, 01 Jul. 2022, Peer-reviwed
    Scientific journal, Japanese
  • Pose Estimation Using Object Contour and Projection Distortion for Dynamic Projection Mapping
    Takumi Saito; Naoki Hashimoto
    Last, Proc. of SPIE 0277-786X, 12177, 121771O-1-121771O-6, 05 May 2022, Peer-reviwed
    International conference proceedings, English
  • Robust Tangible Projection Mapping with Multi-View Contour-Based Object Tracking
    Yuta Halvorson; Takumi Saito; Naoki Hashimoto
    Last, Proc. of IEEE VR 2022 (VRW), 756-757, 12 Mar. 2022, Peer-reviwed
    International conference proceedings, English
  • 体積走査型ディスプレイによる立体像と再帰透過光学系を用いたプロジェクションマッピングの提案
    清川真純; 橋本直己
    Last, 映像情報メディア学会論文誌, 75, 6, 831-8837, 01 Nov. 2021, Peer-reviwed
    Scientific journal, Japanese
  • 連続的に変化する投影面における実時間光学的補正
    吉村一真; 橋本直己
    映像情報メディア学会論文誌, 社団法人 映像情報メディア学会, 75, 5, 674-681, 01 Sep. 2021, Peer-reviwed
    Scientific journal, Japanese
  • Adaptive Radiometric Compensation on Deforming Surfaces
    Kazuma Yoshimura; Naoki Hashimoto
    Proc. of SIGGRAPH2021 Posters, article no. 16, 1-2, 09 Aug. 2021, Peer-reviwed
    International conference proceedings, English
  • Light-field Projection for Tangible Projection Mapping
    Taichi Watanabe; Naoki Hashimoto
    Proc. of SIGGRAPH2021 Posters, article no. 18, 1-2, 09 Aug. 2021, Peer-reviwed
    International conference proceedings, English
  • Dynamic Projection Mapping with 3D Images Using Volumetric Display
    Masumi Kiyokawa; Naoki Hashimoto
    Proc. of IEEE VR 2021 (VRW), 597-598, 27 Mar. 2021, Peer-reviwed
    International conference proceedings, English
  • Object Tracking for Tangible Projection Mapping by using Multiple Contours
    Yuta Halvorson; Naoki Hashimoto
    Proc. of SPIE, IWAIT2021, 11766, 11766A1-11766A6, 05 Jan. 2021, Peer-reviwed
    International conference proceedings, English
  • Projection Mapping Using a Rotating Volumetric 3D Display
    Okuda; Naoki Hashimoto
    Proc. of SPIE, IWAIT2021, 11766, 11766O1-1-11766O1-6, 05 Jan. 2021, Peer-reviwed
    International conference proceedings, English
  • 複数の立体ディスプレイの組み合わせによる立体空中像の視域拡大
    室伏皓太; 橋本直己
    日本バーチャルリアリティ学会論文誌, 日本バーチャルリアリティ学会, 25, 4, 432-438, 25 Dec. 2020, Peer-reviwed
    Scientific journal, Japanese
  • An Examination of Influence on Weight Perception by Visual Change of the Own Arm
    Yuzuki Okubo; Naoki Hashimoto; Mie Sato
    Proc. of VRST2020, 39, 1-2, 01 Nov. 2020, Peer-reviwed, The purpose of this research is to make a change in weight perception by utilizing the potential impression that a person has acquired from visual information. Recently, the illusion caused by changes in visual information, which is represented by the rubber hand illusion and the Proteus effect, has been reported. In this research, we make one's self-awareness change by the appearance of the own arm through AR technology. We conduct an experiment to verify that the change of the self-awareness influences the weight perception of grasping an actual object.
    International conference proceedings, English
  • Wide Viewing Angle 3D Aerial Display Using Micro-Mirror Array Plates and Aerially-Coupled 3D Light Sources
    Naoki Hashimoto; Kota Murofushi
    ACM SIGGRAPH 2020 Posters, 1, 37, 1-2, Aug. 2020, Peer-reviwed
    International conference proceedings, English
  • Improvement of Accuracy of Wide-surrounded Multi-projection in Indoor Spaces
    Kentaro Miura; Naoki Hashimoto
    Proc. SPIE 11515, International Workshop on Advanced Imaging Technology (IWAIT) 2020, 1151513, 1-6, 01 Jun. 2020, Peer-reviwed
    International conference proceedings, English
  • 動的Projection Mappingのための非剛体形状推定に基づく マーカ検出
    宮崎大輝; 橋本直己
    映像情報メディア学会論文誌, 74, 1, 208-214, 24 Dec. 2019, Peer-reviwed
    Scientific journal, Japanese
  • 視差を再現した立体空中像の奥行き知覚への影響
    室伏皓太; 橋本直己
    映像情報メディア学会, 74, 1, 222-225, 24 Dec. 2019, Peer-reviwed
    Japanese
  • Radiometric Compensation for Non-rigid Surfaces
    Naoki Hashimoto; Kazuma Yoshimura
    Visual Computer, Springer, 290, 135-13, 15 Dec. 2019, Peer-reviwed
    Scientific journal, English
  • Stealth Projection: Visually Removing Projectors from Dynamic Projection Mapping
    Masumi Kiyokawa; Shinichi Okuda; Naoki Hashimoto
    SIGGRAPH Asia 2019, Posters, Article No. 41, 1-2, 17 Nov. 2019, Peer-reviwed
    International conference proceedings, English
  • Geometrical Correction for Surrounded Projection by Simplifying a Shape of a Measured Indoor Space
    Yuka Nakamura; Naoki Hashimoto
    Proc. SPIE 11049, IWAIT-IFIMIA2019, 1, 1-4, 22 Mar. 2019, Peer-reviwed
    International conference proceedings, English
  • Luminance Compensation on Swinging Curtains
    Kazuma Yoshimura; Naoki Hashimoto
    Proc. SPIE 11049, IWAIT-IFMIA 2019, 1, 1-4, 22 Mar. 2019, Peer-reviwed
    International conference proceedings, English
  • Tangible Projection Mapping: Dynamic Appearance Augmenting of Objects in Hands
    Yuki Morikubo; Eugene San Lorenzo; Daiki Miyazaki; Naoki Hashimoto
    Proc. of ACM SIGGRAPH Asia 2018, Emerging Technologies, Article No.14, 1-2, 04 Dec. 2018, Peer-reviwed
    International conference proceedings, English
  • Effects of Sound Volume Change When Squeezing a Virtual Soft Object with a Bare Hand
    Mie Sato; Zentaro Kimura; Yuki Tanaka; Natsumi Motoura; Naoki Hashimoto; Arie E. Kaufman
    Proc. of Cyberworlds2018, IEEE, 439-442, 03 Oct. 2018, Peer-reviwed, In order to improve the perception of the core part of a virtual soft object when a user squeezes it with his/her bare hand, we apply multisensory integration of visual and auditory stimuli to our proposed AR system. The visual stimuli are real-time stereoscopic images in which the user's bare hand is squeezing the virtual soft object in the actual scene. As the auditory stimuli, we focus on the sound volume change linked to the movements of the user's thumb and index finger. The present paper reports the effects of sound volume change in enhancing the pseudo-softness and the perception of the core part of a virtual soft object. The experimental results of our study statistically show that when a user squeezes a virtual soft object with his/her bare hand, multisensory integration of the visual and auditory stimuli effectively increases the feeling of grasping and facilitates handling of the virtual soft object. In addition, auditory stimuli that have a clearly audible sound volume change at the core part naturally enhance the perception of the core part of the virtual soft object.
    International conference proceedings, English
  • Aerial 3D Display using a Symmetrical Mirror Structure
    Naoki Hashimoto; Kyosuke Hamamoto
    Proc. of ACM SIGGRAPH 2018, posters, 31, 1-2, 12 Aug. 2018, Peer-reviwed
    International conference proceedings, English
  • Edge-based Object Tracking for Dynamic Projection Mapping
    Yuki Morikubo; Naoki Hashimoto
    Proc. of IWAIT2018, A4-4, 07 Jan. 2018, Peer-reviwed
    International conference proceedings, English
  • Easy Multi-Projection System over a Whole Indoor Space
    Yuka Nakamura; Naoki Hashimoto
    Proc. of IWAIT2018, D2-4, 07 Jan. 2018, Peer-reviwed
    International conference proceedings, English
  • Dynamic Projection Mapping onto Non-rigid Objects with Dot Markers
    Daiki Miyazaki; Naoki Hashimoto
    Proc. of IWAIT2018, C4-3, 07 Jan. 2018, Peer-reviwed
    International conference proceedings, English
  • Marker-less Real-Time Tracking of Texture-less 3D objects from a Monocular Image
    Yuki Morikubo; Naoki Hashimoto
    SIGGRAPH Asia 2017 Posters, SA 2017, Association for Computing Machinery, Inc, posters, 50, 1-2, 27 Nov. 2017, Peer-reviwed, We propose a method for estimating 3D posture of a texture-less object for spatial augmented reality (SAR) by using a monocular image. In recent years, SAR using image projection technology has been attracting attention. SAR is expected to become one of the next-generation AR technologies, because the image projection technique realizes a virtual object by overwriting the appearance of a real object and achieves physical interaction with them. For overwriting the real object to realize high reality, real-time posture estimation of the projection target is quite important. Because the use of sensors for the posture estimation greatly affects the appearance of the target object, non-contact measurement using a camera is desirable. However, the projection target for SAR is often texture-less in order to achieve better image projection. In addition, if the target contains texture, it is cancelled by the projection. Therefore, it is not possible to use the image feature quantities that are often used in camera-based approaches. In this study, using the contour information of the projection target, we propose a method that enables the position and the orientation estimation of a texture-less object in real time by using a monocular image.
    International conference proceedings, English
  • 仮想と現実を融合させる映像投影技術
    橋本直己
    日本画像学会誌, 日本画像学会, 56, 4, 380-390, 10 Aug. 2017
    Scientific journal, Japanese
  • Continuous photometric compensation for deformable objects
    Naoki Hashimoto; Koki Kosaka
    ACM SIGGRAPH 2017 Posters, SIGGRAPH 2017, Association for Computing Machinery, Inc, 72, 30 Jul. 2017, Peer-reviwed, In this research, we propose a photometric compensation technique for deformable objects, such as a curtain that is continuously swinging. In photometric compensation, it is necessary to exactly obtain an inter-pixel correspondence and a response function between a projector and a camera. Therefore, compensation for deformable objects is a major challenge. In our proposal, we reconstruct the inter-pixel correspondence by using the uniformity of a re-estimated reflectance property of the response function. By using a fast implementation with a GPU, it is possible to provide continuous photometric compensation, even for deformable objects, without using a coaxial projector-camera system.
    International conference proceedings, English
  • Simple and accurate geometric correction with multiple projectors
    Yuka Nakamura; Naoki Hashimoto
    ACM SIGGRAPH 2017 Posters, SIGGRAPH 2017, Association for Computing Machinery, Inc, 86, 30 Jul. 2017, Peer-reviwed, In this study, we demonstrate that it is possible to provide accurate multi-projection over a whole space using a simple procedure and commercially available cameras by arranging multiple projectors freely. Increasing research interest in projection mapping is providing growing opportunities for application of this technique, resulting in a mounting need for simple and highly accurate image projection techniques for entire spaces. Effective projection is difficult to achieve using only one projector, but the use of multiple projectors requires highly complex projection techniques. In this study, we propose a novel and effective geometric correction technique that combines the use of a fish-eye lens camera and a standard lens camera.
    International conference proceedings, English
  • Dynamic Projection Mapping with a Machine-Learning and an Edge-based Object Tracking
    Naoki Hashimoto; Ryo Koizumi
    Proc. of IWAIT2017, 3B, 08 Jan. 2017, Peer-reviwed
    International conference proceedings, English
  • Dynamic Projector Pose Estimation for Hand-held Projection Mapping
    Haruka Fujisawa; Naoki Hashimoto
    Proc. of IWAIT2017, 3B, 08 Jan. 2017, Peer-reviwed
    International conference proceedings, English
  • Third Person Perspective Illusion for AR
    Yuichi Katagiri; Naoki Hashimoto
    Proc. of IWAIT2017, 3B, 08 Jan. 2017, Peer-reviwed
    International conference proceedings, English
  • Dynamic Projection Mapping for Deformable Objects with a High-Speed Stereo Camera
    Naoya Niwata; Naoki Hashimoto
    Proc. IWAIT2017, 3B, 08 Jan. 2017, Peer-reviwed
    International conference proceedings, English
  • Dynamic projection mapping with a single IR camera
    Naoki Hashimoto; Ryo Koizumi; Daisuke Kobayashi
    International Journal of Computer Games Technology, Hindawi Publishing Corporation, 2017, Article ID 4936285, 1-10, 2017, Peer-reviwed, We propose a dynamic projection mapping system with effective machine-learning and high-speed edge-based object tracking using a single IR camera. The machine-learning techniques are used for precise 3D initial posture estimation from 2D IR images, as a detection process. After the detection, we apply an edge-based tracking process for real-time image projection. In this paper, we implement our proposal and actually achieve dynamic projection mapping. In addition, we evaluate the performance of our proposal through the comparison with a Kinect-based tracking system.
    Scientific journal, English
  • Free-Viewpoint Photometric Compensation
    Naoki Hashimoto; Takamitsu Goto
    Proc. of SIGGRAPH ASIA 2016, 48, 1-1, 05 Dec. 2016, Peer-reviwed
    International conference proceedings, English
  • Dynamic spatial augmented reality with a single IR camera
    Naoki Hashimoto; Daisuke Kobayashi
    SIGGRAPH 2016 - ACM SIGGRAPH 2016 Posters, Association for Computing Machinery, Inc, Posters, 1-1, 24 Jul. 2016, Peer-reviwed, We propose a dynamic spatial augmented reality (SAR) system with effective machine learning techniques and edge-based object tracking. Real-time 3D pose estimation is the significant problem of projecting images on moving objects. However, camera-based feature detection is difficult, because most targets have a textureless surface. Image projection and projected images also interfere with detection. Obtaining 3D shape information with stereo-paired cameras [Resch et al. 2016] is still a time-consuming process, and using a depth sensor with IR [Koizumi et al. 2015] is still unstable and have a fatal time-delay for the dynamic SAR. Therefore, we quickly and robustly estimate the 3D pose of the target objects by using effective machine learning with IR images. And by the combined use of high-speed edge-based object tracking, we realize a stable and low-delay SAR for moving objects.
    International conference proceedings, English
  • 深度カメラを用いた実時間姿勢追跡に基づく動的な空間型ARの実現
    小林 大祐; 小泉 諒; 橋本 直己
    電子情報通信学会論文誌, J99-D, 3, 264-272, 01 Mar. 2016, Peer-reviwed
    Scientific journal, Japanese
  • Accurate Radiometric Compensation Taking Account of Pixel Correspondence
    KITANO Mitsuhiko; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 40, 5-8, 2016, In this research, we propose high-speed and high-precision radiometric compensation by taking account of the pixel correspondence in ProCam. Radiometric compensation is a technique for projecting an image without being influenced by the reflectance on an arbitrary surface. However, the accurate compensation need several ten times of a feedback process with ProCam because of pixel corresponding errors. Therefore, the purpose of this research is to achieve radiometric compensation without using the feedback by measuring the effect of the error.
    Japanese
  • 動的なプロジェクションマッピングにおける遅延補償手法
    酒巻 祥平; 橋本 直己
    映像情報メディア学会誌, 69, 9, J278-J284, 25 Aug. 2015, Peer-reviwed
    Scientific journal, Japanese
  • Photometric compensation for practical and complex textures
    Naoki Hashimoto; Koki Kosaka
    ACM SIGGRAPH 2015 Posters, SIGGRAPH 2015, Association for Computing Machinery, Inc, ACM Digital Library, 31 Jul. 2015, Peer-reviwed, We propose a photometric compensation for projecting arbitrary images on practical surfaces of our everyday life. Although many previous proposals have achieved fine compensation at their experimental environments [Nayar et al. 2003], they cannot support practical targets including high-contrast texture. In order to adapt to such situation, we need a time-consuming iterative processing with camera feedback. Even though the iterative processing is applied, we cannot obtain fine compensation because no camera pixels of a projector-camera system (procam) correspond perfectly to the pixels of the projector [Mihara et al. 2014].
    International conference proceedings, English
  • 3次元点群を用いた物体追跡によるインタラクティブな映像 投影に関する一検討
    鷹箸拓也; 橋本直己; 佐藤美恵
    映像情報メディア学会論文誌, The Institute of Image Information and Television Engineers, 69, 6, J213-J216, 27 May 2015, Peer-reviwed, 本研究では,物体の全周形状情報を持つテンプレートを用いて任意の回転に対応した物体追跡を行い,複数の動的物体の形状に合わせた映像投影を試みる.これにより,鑑賞者が映像を見るだけではなく,投影物体を自在に動かすことができるインタラクティブな映像投影を検討する.
    Scientific journal, Japanese
  • An Examination of Impression Changes Provided by Increasing a Bit-Depth of Display Devices
    Michimi Inoue; Naoki Hashimoto; Miyoshi Ayama; Mie Sato
    Proceeding of ISASE2015, G2-3, Mar. 2015, Peer-reviwed
    International conference proceedings, English
  • COMPARISON OF IMMERSIVE FEELING EFFECTS BETWEEN THREE WIDE-ANGLE IMAGE PROJECTION TECHNIQUES
    Mie SATO; Satoru SUGAWARA; Masao KASUGA; Kenji HONDA; Naoki HASHIMOTO
    International Journal of Affective Engineering, 14, 1, 73-78, 30 Jan. 2015, Peer-reviwed
    Scientific journal, English
  • Adaptive Deblurring of Image Projection on Multiple Targets
    Naoki Hashimoto; Hisanori Saito; Mie Sato
    Proc. of IWAIT&IFMIA2015, OS.14, 227, 11 Jan. 2015, Peer-reviwed
    International conference proceedings, English
  • Acceleration of Dynamic Spatial Augmented Reality System with a Depth Camera
    Ryo Koizumi; Daisuke Kobayashi; Naoki Hashimoto
    2015 INTERNATIONAL CONFERENCE ON CYBERWORLDS (CW), IEEE, 50-53, 2015, Peer-reviwed, Recently, spatial augmented reality (SAR) has been used as a method of editing appearance of real objects by using a projector. In addition to SAR with stationary objects, SAR with moving objects is paid attention to in case of entertainments, work supports, design study, and so on. Although such dynamic SAR requires pose estimation and tracking, it cannot accomplish enough accuracy and processing speed by using non-contact measurement by cameras. Therefore, in this research, we propose optimization of point cloud data used for the tracking at off-line and on-line processes, and accomplish acceleration of the SAR system which we have achieved with a depth camera.
    International conference proceedings, English
  • Depth Map Super-Resolution for Cost-Effective RGB-D Camera
    Ryotaro Takaoka; Naoki Hashimoto
    2015 INTERNATIONAL CONFERENCE ON CYBERWORLDS (CW), IEEE, 133-136, 2015, Peer-reviwed, Recently, cost-effective RGB-D cameras measuring distance to target objects have been used in many fields. By using a depth camera equipped with the RGB-D camera, we can easily recognize depth and three-dimensional objects having difficulty in distinction only with RGB images. However, the depth cameras are low-resolution compared with the RGB cameras, and include measuring errors. Therefore, in this paper, we present a method to reduce the measurement errors of the depth camera and enhance the resolution of a depth map by using a high-resolution RGB camera image. Especially around object's contours, super-resolution depth maps are obtained by an interpolation process from the pixels that is selected by the color similarity and selection pixels stored reliable depth value. Then, we confirm that the depth maps are the same resolution as the RGB image, and are more similar to the objects shape indicates by the color image than only expanded depth map. Further, we confirm that result is improved by applying this approach to the application combined with high-resolution RGB image.
    International conference proceedings, English
  • ARにおける任意物体の反射特性推定を用いた光学的整合性の実現
    石田左句; 橋本直己
    映像情報メディア学会論文誌, 68, 7, J320-J322, 01 Jul. 2014, Peer-reviwed
    Scientific journal, Japanese
  • An Analysis of Effects Provided by High-Gradation Displays Based on Impression Assessments
    Michimi Inoue; Takumi Sotome; Naoki Hashimoto; Miyoshi Ayama; Mie Sato
    Proc. of KEER2014, 889-895, 11 Jun. 2014, Peer-reviwed
    International conference proceedings, English
  • An Examination of the Luminance-Difference of the Gradation Providing Better Impressions for Viewers
    INOUE Michimi; SOTOME Takumi; SATO Mie; AYAMA Miyoshi; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 38, 17-20, 2014, In this paper, we examined a gradation that give a good impression based on impression assessments, and then we researched characteristics of the gradation focused on luminance-difference. Results showed that impression image improved with gradation increase. However, the tendencies are significant between 32 to 128 gradations, and then 128 gradations had luminance-difference of more than the JND. We found that a necessary gradation is 128 when a response curve of display device follows the JND. On the other hand, when that follows the gamma curve of 2.2, necessary gradation is 256.
    Japanese
  • A Highly Accurate Photometric Compensation by Considering Indirect Reflected Light
    Takuya Yoshida; Naoki Hashimoto
    Proc. of IWAIT2014, 501-504, Jan. 2014, Peer-reviwed
    International conference proceedings, English
  • Predictive Projection for Dynamic Projection Mapping
    Shohei Sakamaki; Naoki Hashimoto
    Proc. of IWAIT2014, 505-508, Jan. 2014, Peer-reviwed
    International conference proceedings, English
  • An Examination of Interactive Image Projection on Moving Objects
    Takuya Takanohashi; Mie Sato; Naoki Hashimoto
    Proc. of IWAIT2014, The Institute of Image Information and Television Engineers, 37, 492-495, Jan. 2014, Peer-reviwed, Recently, since projection technology has been improved, image projection has become popular. For example, we pay attention to projection mapping which raises entertainment with projectors and interactive image projection in which viewers can participate. However, in most of the existing image projection, objects for projection are restricted to unmoving objects such as a screen and a wall. In this study, we propose image projection on moving objects by which viewers can freely interact with the projected moving objects.
    International conference proceedings, English
  • Spatial augmented reality by using depth-based object tracking
    Daisuke Kobayashi; Naoki Hashimoto
    ACM SIGGRAPH 2014 Posters, SIGGRAPH 2014, Association for Computing Machinery, 33, 2014, Peer-reviwed
    International conference proceedings, English
  • グレイコード投影を用いた室内壁面での幾何補正手法
    橋本 直己; 福山 廣相
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 67, 9, J347-J351, Sep. 2013, Recently, large displays have been expected to provide highly realistic images to the viewers. To provide these, lots of large displays have been studied in many kinds of fields, such as display technology, and virtual reality. However, in our accessible environment, there is not enough space for such large displays. Thus, image projection for providing large images on various surfaces has attracted much attention. Therefore, in this research, we propose a geometric correction technique for projected images on uneven indoor surfaces in our accessible environment. By reducing the effect of indirect reflection and interpolating the corresponding points of gray-code the projection, we can achieve stable and accurate projection on our surrounding walls.
    Scientific journal, Japanese
  • インタラクティブなプロジェクションマッピングの実現
    橋本直己; 櫻井淳一
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 67, 2, J60-J63, Feb. 2013, Peer-reviwed, We propose an interactive projection mapping that provides ultra-realistic effects by mixing realistic and diverse visual effects with the users interactions. To achieve high quality and real-time generation of the visual effects, we create pre-rendered movies with layered architecture including the target itself, its background, and additional effects. Based on the user's interactions estimated with a depth camera, the movies are superimposed for various visual patterns in real time. These movies are projected on a real space by using common 3D projection mapping techniques, and it feels like the resultant projection is part of the real world. In this research, we implemented a wall breaking game by throwing a virtual and an actual ball at a real wall.
    Scientific journal, Japanese
  • An examination of a gradation number for high-gradation displays based on luminance-differences
    Michimi Inoue; Mie Sato; Miyoshi Ayama; Naoki Hashimoto
    ACM SIGGRAPH 2013 Posters, SIGGRAPH 2013, DVD, 2013, Peer-reviwed, With recent advances in high dynamic range displays, highgradation displays have been actively studied. High-gradation displays have more than 256 gradations. When a luminance range of a display is very wide, a luminance-difference between each pixel value becomes small by increasing a gradation number. If this luminance-difference is larger than just noticeable difference (JND), the viewer may see contours on changes in gradation. Therefore, the number of gradations must be set up so that the luminance-difference between each pixel value is smaller than JND [Toshiyuki et al. 2008]. On the other hand, in usual high-gradation studies [Seetzen et al. 2004], the number of recognizable gradations is treated as one of the performance metrics because medical use high-gradation displays are based on DICOM GSDF and have recognizable gradations. Therefore, we must examine what kind of luminance-difference is appropriate for the outside of the medical field because high-gradation displays will be used there as well.
    International conference proceedings, English
  • Time-delay compensation for dynamic projection mapping
    Shohei Sakamaki; Naoki Hashimoto
    SIGGRAPH Asia 2013 Posters, SA 2013, DVD-ROM, 2013, Peer-reviwed, In this research, we propose a technique of compensating a time-delay of projection on moving objects. Recently, a projection mapping is a technique to turn objects into a display surface for image projection. And it is widely used in various attractive events, for adding extra dimensions, optical illusions, and notions of movement onto previously static objects. However, this technique is limited to the static objects. In general ProCam systems, it is difficult to project images on moving objects because it has potential time-delays of cameras and projectors in addition to various delays with target's position estimation, image processing, and etc. Our preliminary study shows a maximum of 80[ms] delay with ordinary ProCam system. This time-delay generates misalignment between targets and projected images, and it leads us to feel sense of incongruity. Therefore, we present a time-delay compensation technique with fast motion prediction by using a high-speed ProCam system. And we provide a dynamic projection mapping on moving objects 2013 Copyright held by the Owner/Author.
    Scientific journal, English
  • 環境変化に対応する動的映像補正手法
    橋本 直己; 渡邊 暁
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 66, 9, J303-J309, Sep. 2012, Projectors have recently been widely used not only in theaters but also in accessible environments such as living rooms with non-flat or non-white walls. In these environments, image projection can be quite difficult due to the geometrical and photometrical distortions. We have developed an adaptive image projection method to overcome such dynamic environmental challenges. In order to achieve highly accurate and interactive compensation, we approximate a projector's response function on the basis of changes to the target reflectance property and environmental light, including the effect of indirect reflected light. We also use a depth sensor to measure geometrical changes in real-time to correct geometrical distortions. We implemented the proposed method with a ProCams system and a GPU and discuss the results for actual environmental changes in an ordinary room.
    Scientific journal, Japanese
  • Dynamic Projection Mapping
    Takuma Nakamura; Akio Watanabe; Naoki Hashimoto
    Proc. of ACM SIGGRAPH2012, Full Conference DVD-ROM, Aug. 2012, Peer-reviwed
    International conference proceedings, English
  • 8-11 An Examination of Luminance-Differences for High-Gradation Display
    INOUE Michimi; SATO Mie; HASHIMOTO Naoki
    PROCEEDINGS OF THE ITE ANNUAL CONVENTION, The Institute of Image Information and Television Engineers, 2012, 8-11-1-_8-11-2_, 2012, This study compares impressions of images displayed with recognizable luminance-differences and with unrecognizable luminance-differences, in order to examine luminance-differences that are suitable for high-gradation display.
    Japanese
  • An Examination of Surrounding Image Projection Using Fish-Eye Lenses in an Indoor Space
    Kazuhiro Matsushima; Yasuhiro Kawabe; Mie Sato; Masao Kasuga; Naoki Hashimoto
    Proc. of IWAIT2012, 114-117, Jan. 2012, Peer-reviwed
    International conference proceedings, English
  • Virtual Dress-Up of Actual People with Image Projection
    Takuma Nakamura; Naoki Hashimoto
    Proc. of IWAIT2012, 160-163, Jan. 2012, Peer-reviwed
    International conference proceedings, English
  • An Analysis of Dynamic Range for Luminance Correction on an Arbitrary Plane
    Ayano Hosogai; Mie Sato; Masao Kasuga; Naoki Hashimoto
    Prof. of IWAIT2012, 198-202, Jan. 2012, Peer-reviwed
    International conference proceedings, English
  • An Analysis of Response Characteristics for High Dynamic Range Display
    Michimi Inoue; Toshiaki Tanaka; Mie Sato; Masao Kasuga; Naoki Hashimoto
    Proc. of IWAIT2012, 512-516, Jan. 2012, Peer-reviwed
    International conference proceedings, English
  • Semi-transparent vision for driving assistance
    Koichiro Suzuki; Naoki Hashimoto
    Proceedings - VRCAI 2012: 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry, 99-102, 2012, Peer-reviwed, A lack of recognition with blind spots of driver's view is one of causes of traffic accidents. In this research, we propose a visual assistance system that can assist the driver's vision obstructed by the preceding large vehicle by making the blind spots semi-transparent. Under the use of this system, each vehicle should be equipped with in-vehicle stereo camera which captures forward. And in-vehicle camera images are shared with inter-vehicle communication to supplement other vehicle driver's vision. The assistance images for drivers are generated from shared preceding vehicle camera images and reconstructed by cutting the blind spot region and positioning with estimated relation using computer vision techniques. In this paper, we describe the methods of estimation of the relative positions and generation of the assistance images. Further, we indicate the prototype implementation of proposed system and the assistance presentation result of it. © 2012 ACM.
    International conference proceedings, English
  • 霧を用いた空中立体像提示システムの提案
    橋本 直己; 東 佑桂
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 65, 7, 1007-1010, Jul. 2011, Peer-reviwed, A fog display can project images in free space. However, as the screen is planar, it can represent only plane images. We thus propose a fog display that represents stereoscopic images by providing a physically 3D-shaped fog screen. We implemented a dynamic duct control mechanism, and obtained a three dimensional shape of the fog screen, which represent depth of target objects. We show our results and the details of our proposal here.
    Scientific journal, Japanese
  • 室内空間における魚眼レンズを用いた没入方映像提示の検討
    松嶋 一浩; 佐藤 美恵; 春日 正男; 橋本 直己
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 65, 7, 1011-1015, Jul. 2011, Peer-reviwed, Image projection technology has been studied that gives an immersive feeling by projecting images around a viewer. Immersive projection displays are large-scale and expensive systems. This paper proposes a technique for small-scale and inexpensive immersive projection. We used a fish-eye lens to expand the projected plane and adjusted the expanded plane to the walls based on our geometric correction.
    Scientific journal, Japanese
  • High Dynamic Range Display with Multiple Projectors
    INOUE Michimi; SATO Mie; KASUGA Masao; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 35, 45-48, 2011, Recently, HDR (High Dynamic Range) display has been active studied. HDR display has high dynamic range of luminance and high gradation. Related studies tried to make a HDR display by using multiple projectors. However, it was difficult to make smooth gradation change on projected planes with the multiple projectors. Therefore, the aim of this study is to propose a HDR display with four projectors that can change gradation smoothly by converting four projector's response functions into a response function of the HDR display.
    Japanese
  • Luminance Correction for Projected Images under Dynamic Environment
    HOSOGAI Ayano; SATO Mie; KASUGA Masao; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 35, 41-44, 2011, Recently, image projection has been becoming popular since projectors are miniaturized and lower-priced. When images are projected on non-white screen, patterns of the projected plane influence the projected images. This study examines luminance correction to reduce the influence of the projected plane from the projected images under dynamic environment.
    Japanese
  • An Examination of Dynamic Range for Luminance Correction on an Arbitrary Plane
    HOSOGAI Ayano; SATO Mie; KASUGA Masao; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 35, 5-8, 2011, Recently, image projection has been becoming popular since projectors advance in miniaturization, low price and high brightness. For image projection on an arbitrary plane, luminance correction has been studied to remove influence of patterns on the plane from the projected image. However, changing a dynamic range of the projected image by the luminance correction causes changing impression of the projected image from that of the original image. In this study, by focusing on accepted clipping errors, we examine dynamic ranges of the projected image that make the impression of the projected image close to that of the original image.
    Japanese
  • A Proposal of Surrounding Image Projection Using Fish-Eye Lenses in an Indoor Space
    MATSUSHIMA Kazuhiro; KAWABE Yasuhiro; SATO Mie; KASUGA Masao; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 35, 37-40, 2011, Surrounding images can give an immersive feeling. However, surrounding image projection needs to construct special screens that surround audiences and to prepare a number of projectors for presenting surrounding images on the screens. Consequently, it is difficult to enjoy surrounding images at home. In this study, we use walls of an indoor space as surrounding screens, and to project surrounding images with two projectors, we expand the projected planes by placing a fish-eye lens in front of each of the projectors.
    Japanese
  • An Examination of Response Functions Based on Human Vision for High Dynamic Range Display
    INOUE Michimi; TANAKA Toshiaki; SATO Mie; KASUGA Masao; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 35, 1-4, 2011, Recently viewers' desires have been shifted from high-resolution images to high-gradation images, and HDR (High Dynamic Range) images have been actively studied. In particular, because digital SLR (Single-Lens Reflex) cameras can easily acquire HDR data, HDR display is required in display devices. In this study, by performing multiple projection with four general-use projectors that have 256 gradations, we realize HDR display that has 1024 gradations. Then, we propose two types of response function for the HDR display. These functions are based on human vision. This paper reports what kind of response function is suitable for HDR display.
    Japanese
  • 8-8 An Examination of Response Functions for High Dynamic Range Display
    INOUE Michimi; SATO Mie; KASUGA Masao; HASHIMOTO Naoki
    PROCEEDINGS OF THE ITE ANNUAL CONVENTION, The Institute of Image Information and Television Engineers, 2011, 8-8-1-_8-8-2_, 2011, We realize HDR display by multiple projection using four projectors. However, response functions of the HDR display are not always suitable for all images to display. Therefore, this study examines response functions of the HDR display by considering the contents of the images.
    Japanese
  • 任意形状面への高速かつ高精細なリアルタイムレンダリング手法
    橋本 直己; 洪 進
    電子情報通信学会論文誌, The Institute of Electronics, Information and Communication Engineers, Vol.J94-D, 1, 169-177, Jan. 2011, Peer-reviwed, 近年,プロジェクタの利用が多様化し,複雑な形状の壁面等に対して様々な角度から映像投影が行われる場合が増加している.この際,投影面の形状に合わせた幾何補正が必要となり,その結果として投影映像の解像度や描画速度の低下が問題視されている.そこで本論文では,投影対象となる面の形状を考慮した最適な投影変換をGPUを用いてリアルタイムに求めることで,任意形状面に対して高い解像度と描画速度を両立可能なレンダリング手法を提案する.また,実際に凹凸を含む壁面への映像投影に提案手法を適用し,従来手法との比較を通してその有効性を示す.
    Scientific journal, Japanese
  • 簡易形状モデルの精度向上による疑似広視野映像生成手法
    本多 健二; 橋本 直己; 菅原 聖; 佐藤 美恵; 佐藤 誠
    電子情報通信学会論文誌, The Institute of Electronics, Information and Communication Engineers, Vol.J94-D, 1, 159-168, Jan. 2011, Peer-reviwed, 近年,VR(Virtual Reality)や家庭用ゲームなど,高品質な映像表現を伴ったインタラクティブなコンテンツが多くの分野において利用されている.このようなコンテンツの臨場感を更に高める方法の一つとして,映像を広視野に提示する方法が考えられている.広視野映像投影用の映像を既存コンテンツから生成することが試みられているが,推定のための処理時間や,オプティカルフローの異常となるような生成映像中の大きなひずみが問題となっている.本論文では,これまで提案してきた擬似広視野化に,視点の相対的な運動情報が考慮された,簡易な形状モデルを導入することで,中心から周辺へと流れるオプティカルフローの連続性が維持された映像を,実時間で提示し,体験者に与える没入感の向上を実現する.そして,実写映像や,CG映像,リアルタイムに変化するゲーム映像などに対して適用し,没入感などの映像鑑賞時の感性的な効果を従来手法と比較することで調査し,提案手法の有用性を検証する.
    Scientific journal, Japanese
  • An Expansion of Viewable Areas with Seamless Switching of Front-Projected multiple Projectors
    Yutaka Sakanashi; Naoki Hashimoto
    Proc. of IWAIT2011, The Institute of Image Information and Television Engineers, 34, Track Oral II.4, Applications-136, Jan. 2011, Peer-reviwed, Front projection is often used for wide view-angle image projection in our accessible environment like an usual room, because of the space-limitation. However, the front projection generates viewer's shadows according to its view position, and they deteriorate quality and immersion of the projected images. Therefore, in this research, we propose an expansion of viewable areas with seamless switching of front-projected multiple projectors. In this approach, two projectors cover a same area redundantly, and with a previous measured response function, they are seamlessly switched to the projector which generates no shadows of the viewer. As a result, we can provide a novel front projection in which viewers can walk around freely.
    International conference proceedings, English
  • Geometric Correction with Direct and Indirect Reflections of Structured Light Projection
    Kosuke Fukuyama; Naoki Hashimoto
    Proc. of IWAIT2011, The Institute of Image Information and Television Engineers, 34, Track Oral III.3, Image Proces-132, Jan. 2011, Peer-reviwed, Recently, wide view-angle image projection in our accessible environments like a general room is focused as next generation IPT. Image projection onto arbitrary shaped surfaces of the room causes geometrical distortions. and some correction techniques with structured-light pattern projection are often used for that. However, such environment is surrounded with the surfaces as a screen, and complex indirect reflection disturbs precise recognition of the projected patterns. And then, the accuracy of the geometrical correction is greatly deteriorated. Therefore, in this research, we propose a technique for reducing the effects of the indirect reflected light by subdividing the projected patterns, and achieving high accuracy geometrical correction in such general rooms. This technique greatly contributes to making a general room into an immersive projection environment.
    International conference proceedings, English
  • Display-less Augmented Reality with Image Projection Techniques
    Naoki Hashimoto; Akio Watanabe; Takuma Nakamura
    Current and Future Perspectives of Virtual Reality, Augmented Reality and Mixed Reality: Industrial and Poster Track, Joint VR Conference of euroVR and EGVE, 2011, TECHNICAL RESEARCH CENTRE FINLAND, 269, 83-85, 2011, Peer-reviwed, We propose a novel augmented reality technique without additional display devices, like a HMD used for mixing real and virtual. Our proposal is based on a dynamic luminance correction technique, which can project arbitrary images correctly on physical colored materials in real-time.
    International conference proceedings, English
  • HDR Display with a Composite Response Function
    Mie Sato; Michimi Inoue; Masao Kasuga; Naoki Hashimoto
    Current and Future Perspectives of Virtual Reality, Augmented Reality and Mixed Reality: Industrial and Poster Track, Joint VR Conference of euroVR and EGVE, 2011, TECHNICAL RESEARCH CENTRE FINLAND, 269, 86-88, 2011, Peer-reviwed, To build a high dynamic range (HDR) display by multiple projections, this paper explains how input images to the projectors are provided from a raw image based on a composite response function of the HDR display. Our HDR display could linearly present 1024 gradations and succeeded in making higher dynamic range in high luminance intensity regions.
    International conference proceedings, English
  • High Dynamic Range Display Using Multiple Projectors
    Mie Sato; Michimi Inoue; Masao Kasuga; Naoki Hashimoto
    2011 IEEE REGION 10 CONFERENCE TENCON 2011, IEEE, 1271-1274, 2011, Peer-reviwed, Recently, high dynamic range (HDR) display has been studied actively. HDR display has a high dynamic range of luminance and high gradation. We propose HDR display with four projectors that can present 1024 RGB gradations with a high dynamic range of luminance by converting four projectors' response functions into a response function of the HDR display. This paper shows HDR displays of an input raw image that is projected directly.
    International conference proceedings, English
  • High Definition Real-Time Rendering Technique for Arbitrary Shaped Surfaces
    Naoki Hashimoto; Jin Kou
    Proc. of NICOGRAPH International 2010, 25-30, Jun. 2010, Peer-reviwed
    International conference proceedings, English
  • 凸面鏡を用いた室内広視野投影システムの開発
    橋本 直己; 石渡 祐貴; 佐藤 誠
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 64, 4, 594-601, Apr. 2010, Peer-reviwed, In recent VR and entertainment fields, many kinds of large image projection systems surrounding users are used. These systems originate from the CAVE and now are evolving as multi-projector display systems. They can effectively achieve highly immersive feelings as those users feel as if they were actually in the virtual environments projected with those systems. However, a limited number of peoples can enjoy the benefit of those systems because of the huge installation space required and cost. Obviously, these facts present significant difficulty for popularization of the projection techniques. Therefore, in this paper, we propose an effective immersive projection system with just simple projectors and convex mirrors for everyday surfaces like those in a living room. We also introduce a simple calibration method for making that system easy to use for many people.
    Scientific journal, Japanese
  • COMPARISON OF IMMERSIVE FEELING EFFECTS AMONG THREE WIDE-ANGLE IMAGE PROJECTION TECHNIQUES
    Mie SATO; Satoru SUGAWARA; Masao KASUGA; Kenji HONDA; Naoki HASHIMOTO
    Proc. of International Conference on Kansei Engineering and Emotion Research 2010 (KEER2010), 549-555, Mar. 2010
    International conference proceedings, English
  • A Study of High Brightness and High Dynamic Range Image Representation with Multiple Projectors
    SASAKI Shiori; SATO Mie; KASUGA Masao; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 34, 81-84, 2010, Recently, watching with a projector has become more familiar than before, due to its miniaturization and price reduction, etc. To enjoy high quality movies and games, HDR (High Dynamic Range) display attracts much attention that can present a great dynamic range of luminances between the lightest and darkest areas of an image. In this study. we build a HDR display with four projectors based on overlay projection.
    Japanese
  • Image Projection with Five Surrounding Walls to Realize a High Immersive Feeling in Our Living Room
    TSUKAGOSHI Yoko; SATO Mie; KASUGA Masao; HONDA Kenji; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 34, 85-88, 2010, Immersive Projection Display (IPD) produces a high immersive feeling by cover around surrounding a viewer with screens. However, IPD is nearly impossible to use privately because of its cost and large scale. In this paper, we propose image projection with five surrounding walls to realize a high immersive feeling in our living room. In our image projection, five surrounding walls in the room are used as screen and images are projected on the front, top, bottom, left and right around the viewer by using four projectors. We prepare eleven image contents and examine by subjective evaluation whether the viewer receives a high immersive feeling from the projected images.
    Japanese
  • Dynamic Luminance Correction with a Projector-Camera System
    WATANABE Akio; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 34, 49-52, 2010, Recently, the application fields of image projection are diversified with the appearance of portable projectors. In such case, image deterioration with projection onto arbitrary surfaces, not decided screen material, is caused with the difference of color and reflectance properties of the surfaces. Therefore, we propose a dynamic luminance correction method with a projector-camera system. This method requires no prior and complex measurements of target's color and reflectance properties, used in previous approaches. By using the projector-camera system, in our approach, projected luminance is immediately captured, and based on that, corrected pixel value for each pixel is calculated with some iterative estimation processes. This technique makes it possible to project images onto the surface which is suddenly moved or shaded with other objects having different reflectance property.
    Japanese
  • A High-Quality Rendering Method for Arbitrary Shaped Surfaces
    KOU Jin; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 34, 33-36, 2010, Recently, image projection onto non-flat surfaces with various angles is widely used in many kinds of applications, because of the diversification of projectors. In this case, geometrical correction is required for image generation processes, and it causes deterioration of image quality and rendering speed. Therefore, in this research, we propose a high-quality rendering technique for arbitrary shaped surfaces with optimized projection transformation, according to the shape of the target surfaces. In this approach, the optimized projection transformation is calculated with GPU, and it can achieve faster rendering speed than previous two-pass rendering method. And also, we indicate the performance of our proposed method with actual image projection for some non-flat surfaces.
    Japanese
  • Wide Field-of-View and High-Definition Image Projection with Movable Projector based on Visual Characteristics
    TANAKA Ryohei; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 34, 37-40, 2010, Recently, wide and high-definition image projection is strongly required for making immersive environments in many kinds of application fields. Then, they tend to become huge and complex systems, and be only provided for limited users. Therefore, in this research, we propose an effective immersive projection technique with simple hardware, based on our visual characteristics. In our proposal, high-definition image projection tracing the central region of users' field-of-view with a controllable pan-tilt unit is combined with a wide view-angle and relatively low-resolution image projection covering the peripheral region of the view with simple projection systems. This architecture provides users a feeling of being surrounded with high-definition images.
    Japanese
  • 3-10 A Development of Stereoscopic Fog Display
    AZUMA Yuki; HASHIMOTO Naoki
    PROCEEDINGS OF THE ITE WINTER ANNUAL CONVENTION, The Institute of Image Information and Television Engineers, 2010, 3-10-1, 2010, A fog display can project images in free space. However, it can represent only plane images. In this study, we propose a fog display that can represent stereoscopic images by providing a physically 3D-shaped fog screen. This research illustrates two methods for achieving our proposal.
    Japanese
  • 3-9 Immersive Projection Using a Fish-Eye Lens in an Ordinary Room
    MATSUSHIMA Kazuhiro; SATO Mie; KASUGA Masao; HASHIMOTO Naoki
    PROCEEDINGS OF THE ITE WINTER ANNUAL CONVENTION, The Institute of Image Information and Television Engineers, 2010, 3-9-1, 2010, Immersive projection display is usually quite large and expensive. It is difficult to use it at home. This study proposes a system that can show immersive images in an ordinary room.
    Japanese
  • 3-11 A Tabletop Interface with Surrounding Image Effects
    SUZUKI Shou; HASHIMOTO Naoki
    PROCEEDINGS OF THE ITE WINTER ANNUAL CONVENTION, The Institute of Image Information and Television Engineers, 2010, 3-11-1, 2010, This research proposes a tabletop interface with surrounding image effects. This system can provide image effects on the whole surfaces with inside projectors and convex mirrors. And also, we can use collision detection on the tabletop only with a simple IR camera.
    Japanese
  • Techniques for changing our living space into an immersive projection environment
    Naoki Hashimoto; Kenji Honda; Mie Sato
    Proc. of IWAIT2010, Multimedia Technology & Virtua-ROM, Jan. 2010, Peer-reviwed
    International conference proceedings, English
  • Immersive feeling effects with three wide-angle image projection techniques
    Mie Sato; Satoru Sugawara; Masao Kasuga; Kenji Honda; Naoki Hashimoto
    Proc. of IWAIT2010, Image and Video Processing (P2-ROM, Jan. 2010, Peer-reviwed
    International conference proceedings, English
  • Dynamic luminance correction for colored surfaces
    Naoki Hashimoto; Akio Watanabe
    ACM SIGGRAPH 2010 Talks, SIGGRAPH '10, talk, a48, 2010, Peer-reviwed, Recently, large surrounding displays are widely used for providing immersive virtual environments. Latest trends of the projection system are using our accessible rooms as a surrounding screen, because the traditional special display like a CAVE is quite large and difficult for its maintenance. Therefore, precise correction techniques for projecting images on the walls surrounding us in our daily life are strongly required. Many geometrical and luminance correction techniques were proposed for improving the quality of projected images on the walls. However, those methods have to previously measure the 3-D shapes and reflecting properties of the target walls precisely. And also, simple assumption leads to the degradation of correction quality[Fujii et al. 2005]. This complex limitation is the bottle neck of the widespread use of the immersive projection techniques using the walls.
    International conference proceedings, English
  • 壁面への映像提示を目的とした輝度補正の検討
    佐藤 美恵; 千本 万紀子; 橋本 直己; 春日 正男
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 63, 6, 810-815, Jun. 2009, Peer-reviwed, To utilize flat walls as screens for image projection, radiometric compensation for projected images is necessary. This study focuses on the projector characteristics of luminance response and spatial distribution and the luminance reflectance of walls. We developed a radiometric compensation algorithm on the basis of human perceptual characteristics. This algorithm provides viewers with brighter projected images that can make the impression of the projected images close to the impression of the original images. In our experiment, we prepared a flat wall with patterns. We examined whether the projected images, which were radiometrically compensated by our algorithm, looked strange to the viewers. Also, we consider the amount of clipping errors that was acceptable to the viewers and the changes to the projected images that might have caused them to look strange.
    Scientific journal, Japanese
  • Effects of Pseudo Wide-angle Images on Immersive Feeling
    SUGAWARA Satoru; HONDA Kenji; SATO Mie; HASHIMOTO Naoki; KASUGA Masao
    ITE Technical Report, The Institute of Image Information and Television Engineers, 33, 111-114, 2009, In Recent years, study on producing wide-angle images are popular. In these studies, the way that reconstructs wide view angle images by extracting peripheral images from time-series image frames in real-time was proposed, that is called "Pseudo Wide-anglize". So, purpose of my study is researching effects of pseudo wide-angle images on immersive feeling by evaluation experiment using various image contents including taken on spot, CG and game playing.
    Japanese
  • Wide-Angle Image Projection using Flat Mirrors in a Room
    ITO Mitsutoshi; HONDA Kenji; SATO Mie; HASHIMOTO Naoki; KASUGA Masao
    ITE Technical Report, The Institute of Image Information and Television Engineers, 33, 107-110, 2009, Immersive display system is an image projection device that provides wide-angle images by a screen surrounding a user. Since immersive display is an expensive and huge device, moving and using this system in a standard room is difficult. In this study, we provide a wide-angle image projection device using flat mirrors that can be used in a standard room. Then, we compare this device with normal image projection and consider utility of a provided device.
    Japanese
  • Brightness perception of moving objects in a projected image
    ITABASHI Shuhei; SATO Mie; HASHIMOTO Naoki; KASUGA Masao
    ITE Technical Report, The Institute of Image Information and Television Engineers, 33, 119-122, 2009, Recently, the image projection on any optional place, not only on a white screen, without any incompatibility, is necessary. Therefore, in this research, reducing the pattern effect by luminance correction is studied. In this research, based on human perception of brightness of moving subject, we tested a correction process for improving the darkness point of image when luminance correction is being carried out. In this paper, we report the experiment result about human perception of brightness of moving subject in projected image in order to obtain basic data of that correction process.
    Japanese
  • Virtual Reality in Physical Mirrors
    Seunghyun Woo; Takafumi Aoki; Hironori Mitake; Naoki Hashimoto; Makoto Sato
    IEEE VIRTUAL REALITY 2009, PROCEEDINGS, IEEE COMPUTER SOC, 239-240, 2009, Peer-reviwed, Sometimes, mirrors provide illusions that distort physical laws. In these methods, the illusions become "real" as your visual, tactile, and auditory senses are immersed in the world inside the mirror. Our methods allows you to experience a mirror illusion through three modalities of feedback (visual, haptic, and auditory) and perceive a boundary less transition between the real world and the world inside the mirror. This approach is expected to open new possibilities for using mirrors in the fields of media art or virtual reality.
    International conference proceedings, English
  • Surrounding image projection with convex mirrors
    Naoki Hashimoto; Yuki Ishiwata; Makoto Sato
    ACM International Conference Proceeding Series, 146-149, 2009, Peer-reviwed, Immersive projection technologies surrounding users with large and high quality images are fundamental elements in our near-future information society. However, such large projection systems are frequently based on large implementation and high-cost components like a special projector and screen. This situation limits users receiving the benefits with those technologies. Therefore, in this paper, we propose an effective immersive projection system using simple projectors and convex mirrors for our everyday surfaces like a wall in a room. We also introduce a simple calibration method for making that system easy to use for many people. Copyright 2009 ACM.
    International conference proceedings, English
  • Making an immersive projection environment with our living room
    Naoki Hashimoto; Kenji Honda; Mie Sato; Makoto Sato
    Proceedings - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry, 83-87, 2009, Peer-reviwed, Immersive projection technologies surrounding users with large and high quality images are fundamental elements in our near-future information society. However, such large projection systems are frequently based on large implementation and high-cost components like a special projector and screen. This situation limits users receiving the benefits with those technologies. Therefore, in this paper, we propose a technique for changing our living room into an immersive projection environment. The surrounding images are projected with simple projection units with a convex mirror and projectors. The projected images are properly corrected in order to reduce geometric and luminance distortions. Pseudo wide viewangle images generated with standard-sized images also leverage the projection environment effectively as our accessible entertainment space. This paper describes each technique of those, and shows some results. Copyright © 2009 by the Association for Computing Machinery, Inc.
    International conference proceedings, English
  • Pseudo wide-angle image reconstruction based on continuousness of optical flow
    Kenji Honda; Naoki Hashimoto; Mie Sato; Makoto Sato
    Proceedings - VRCAI 2009: 8th International Conference on Virtual Reality Continuum and its Applications in Industry, 303-304, 2009, Peer-reviwed, We developed the pseudo expansion of field-of-view of existing image contents for immersive projection displays like a CAVE or tiled display [Honda et al. 2007]. By using 6 DOF atitude estimation based on optical flow, our approach can reconstruct invisible peripheral images from past image frames with an adaptive depth model. This approach can achieve both real-time processing and reduction of perceptible distortion and discontinuity in the expanded images. It also contributes to using our accessible image contents, like interactive video games, for the immersive displays, and enhancing enjoyment of them. Copyright © 2009 by the Association for Computing Machinery, Inc.
    International conference proceedings, English
  • Everywhere Image Projection Based on Viewer’s Kansei
    Mie Sato; Naoki Hashimoto; Masao Kasuga
    Proc. of The 2nd International Conference on Kansei Engineering & Affective Systems, 305-310, Nov. 2008, Peer-reviwed
    International conference proceedings, English
  • Highly-Immersive Virtual Environments and Multi-modal Interaction
    SATO Makoto; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 32, 1-6, 2008, In recent researches of VR, many kinds of immersive projection displays which surround users with high resolution stereoscopic images have been developed and evaluated for achieving highly immersive human-scale virtual environments. The latest systems adopt multi-projector architecture and provide both high resolution image projection and compact implementation effectively. In this paper, we show a recent implementation of such display system named "D-vision" in detail from technical aspects. And also, we illustrate a technique of pseudo-expansion of field-of-view with usual image contents like a TV, DVD and games. This technique can enrich immersive image contents without any additional costs. And finally, we briefly discuss about the technique to provide the effects of the immersive projection displays into our everyday environment
    Japanese
  • Generation of Character Motion by Using Reactive Motion Capture System with Force Feedback
    W. Choi; N. Hashimoto; R. Walker; K. Hachimura; M. Sato
    Journal of Advanced Computational Intelligence and Intelligent Informatics, 12, 2, 116-124, 2008, Peer-reviwed
    Scientific journal, English
  • 奥行きモデルを用いた擬似広視野映像の実時間生成
    本多 健二; 橋本 直己; 佐藤 誠
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 62, 4, 550-557, 2008, Peer-reviwed, Interactive contents with high quality images is now widely available. One way to make this content more realistic is to display it covering the viewer's entire field of view. The problem is that the view-angle of the existing content is not adequate for large display surfaces because the content is designed to be displayed on household TV monitors with a target view-angle of approximately 30 degrees. To achieve realism, we have to enlarge the view-angle of these images in real-time. Therefore, we developed a technique that reconstructs wide view-angle images by extracting peripheral images from time-series image frames in real-time. A simple 3-D model approximating target scenes enables real-time processing and a reduction of the uncomfortable feeling that happens when reconstructed peripheral images are distorted. We used our method with actual game content and objectively and subjectively evaluated the image quality and processing time. The evaluation results demonstrated that our technique effectively enhanced the fun of content itself.
    Scientific journal, Japanese
  • Study of Locomotion Task with Haptic Widgets in Human Scale Immersive Environment
    Marc Salvati; Naoki Hashimoto; Makoto Sato
    映像情報メディア学会誌, Information and Media Technologies Editorial Board, 62, 4, 558-563, 2008, Peer-reviwed, We developed haptic enabled widgets for immersive environment: the HapWi concept. It enables task mode switching, and intuitive interaction with a virtual environment. In this paper we present a comparative study of our interaction method and a keyboard based interaction method with locomotion tasks. With our virtual widgets, the user can perform in a immersive environment context as well as with a keyboard (in the same immersive environment), even for a task that is really designed for keyboard users. A study of haptic feedback will demonstrate the need for the user to understand and stabilize his actions in the virtual world and will emphasizes the need to adapt haptic rendering to individual specificity.
    Scientific journal, English
  • 等身大仮想環境における力覚提示可能な組立作業システム
    橋本 直己; 木村 耕一郎; 佐藤 誠
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 62, 6, 880-888, 2008, Peer-reviwed, Immersive projection displays have recently been able to achieve realistic virtual environments. However, they need expensive realistic interactions with virtual objects. Haptic sensation is especially important in some industrial applications where precise simulation of assembly tasks with virtual objects is required. We propose a human-scale assembly simulator with immersive projection displays and haptic interactions. We developed a string-based 6-DOF and both-hands haptic interface that can be used with immersive projection displays. It can effectively and efficiently assist in assembly tasks with virtual objects in virtual workspaces. We describe the details of the proposed system and discuss our evaluation of its performance.
    Scientific journal, Japanese
  • Examination of Radiometric compensation for Projected Images on Any Surface
    Mie Sato; Makiko Sembon; Naoki Hashimoto; Masao Kasuga
    Proc. of IWAIT2008, CD-ROM, 2008
    International conference proceedings, English
  • Everywhere image projection with radiometric compensation
    Mie Sato; Naoki Hashimoto; Masao Kasuga
    2008 CANADIAN CONFERENCE ON ELECTRICAL AND COMPUTER ENGINEERING, VOLS 1-4, IEEE, 326-+, 2008, Peer-reviwed, Image presentation using a projector requires a white screen. As the presentation with a projector becomes popular, image projection on any surface has been desired increasingly. To project images on any surface without giving viewers annoyance, the radiometric compensation is needed. This study focuses on the transfer function of the projector and on the distribution map of color on the projected surface. By using only raw digital images, we easily obtain those function and map. The radiometric compensation based on those function and map is applied to the input images. Results of the compensation are examined on a real indoor wall with patterns.
    International conference proceedings, English
  • A Presentation of Sense-of-touch with a Combination of Haptic and Tactile Sensations for Immersive Virtual Environments
    Naoki Hashimoto; Yuichiro Iio; Makoto Sato
    Proc. of NICOGRAPH International 2008, CD-ROM, 2008
    International conference proceedings, English
  • An Image Haptization System via SPIDAR-SPIDAR-G-A Haptic interface that enables users to touch 2D images
    Katsuhito Akahane; Xiangning Liu; Masaharu Isshiki; Naoki Hashimoto; Makoto Sato
    Proc. of ASIAGRAPH2008, 2, 1, 341, 2008, Peer-reviwed
    International conference proceedings, English
  • An effective combination of haptic and tactile sensations in human-scale virtual environments
    Naoki Hashimoto; Yuichiro Iio; Makoto Sato
    SIGGRAPH'08 - ACM SIGGRAPH 2008 Posters, DVD-ROM, 2008, Peer-reviwed
    International conference proceedings, English
  • Heaven's mirror: Mirror illusion realized outside of the mirror
    Seunghyun Woo; Takafumi Aoki; Hironori Mitake; Naoki Hashimoto; Makoto Sato
    SIGGRAPH'08 - ACM SIGGRAPH 2008 Posters, DVD-ROM, 2008, Peer-reviwed
    International conference proceedings, English
  • Feeling, Touching and Hearing the Mirror Illusion - Interactive art work ‘Heaven’s Mirror
    Seunghyun Woo; Takafumi Aoki; Hironori Mitake; Naoki Hashimoto; Makoto Sato
    Proc. of ASIAGRAPH2008, 224-229, 2008, Peer-reviwed
    International conference proceedings, English
  • A Proposal of a Cluch Mechanism for 6DOF Haptic Devices
    Masaharu Isshiki; Takahiro Sezaki; Katsuhito Akahane; Naoki Hashimoto; Makoto Sato
    Proc. of ICAT2008, 57-63, 2008
    International conference proceedings, English
  • Cluch Method for Haptic Interaction System
    Masaharu Isshiki; Katsuhito Akahane; Naoki Hashimoto; Makoto Sato
    Proc. of ICAT2008, 354-355, 2008
    International conference proceedings, English
  • Heaven's mirror: Mirror illusion realized outside of the mirror
    Seunghyun Woo; Takafumi Aoki; Hironori Mitake; Naoki Hashimoto; Makoto Sato
    SIGGRAPH'08 - ACM SIGGRAPH 2008 Posters, 44, 2008, Peer-reviwed
    International conference proceedings, English
  • Application of human-scale immersive VR system for environmental design assessment - A proposal for an architectural design evaluation tool
    Jaeho Ryu; Naoki Hashimoto; Makoto Sato; Masashi Soeda; Ryuzo Ohno
    JOURNAL OF ASIAN ARCHITECTURE AND BUILDING ENGINEERING, ARCHITECTURAL INST JAPAN, 6, 1, 57-64, May 2007, Peer-reviwed, In order to improve the quality of everyday life in urban areas, it is important to properly design public spaces such as plazas and streets where urban residents spend many hours during commuting and their spare time. One of the hardest problems at the initial stage of environmental design is the verification and evaluation of the planning of environmental space before actual construction. The virtual reality (VR) technology could be one of the solutions for this kind of problem. Although several technologies have been introduced, such as head-mounted display (HMD) and PC-monitor-based VR (including web-3D)), the lack of a sense of presence, as well as interaction methods are still unresolved issues. Therefore, we are suggesting the use of a multiprojection display system with multimodal interfaces, which is our original system for virtual experience, as a potential candidate to solve the lack of presence and interaction. In this study, several experiments related to urban environmental design evaluation have been carried out. The first was about the evaluation and verification of public space design such as those of arcades and eaves above streets between high-rise buildings. The result showed that there was an emotional release from the oppressive feeling in the streets between high-rise buildings when an appropriate arcade design was adopted compared with when no arcade was adopted. The second was about human behavior in public open spaces concerning seat preference in public squares and the distribution of the surrounding people. Furthermore, we carried out several basic psychophysical experiments on human distance perception in virtual space, which revealed the compression of distance perception in VR space. In this paper, we also introduce one of the main points of this study, which is the unique and elaborate cooperative relationship between architectural and nonarchitectural departments of our university when conducting human behavior experiments using heavily computer-oriented devices. To carry out the experiments, the multiprojector display system, D-vision, which has a 180 degrees viewing angle, and the original navigation interface, Turn-table, were used to provide a high sense of presence and high-resolution images to the user.
    Scientific journal, English
  • RAW画像データを用いた輝度補正に関する一検討
    佐藤 美恵; 橋本 直己; 高橋 祐; 千本 万紀子; 春日 正男
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 61, 7, 1030-1033, 2007, Peer-reviwed, As a photometer measures only a small region in the projected area,it is not suitable for measuring a large-scale display,such as the whole area produced by a projector.Instead of the photometer,the technique used in this research employs raw digital images,which have been recently noticed.Using raw digital images,we accurately measure the luminance distribution of the whole projected area for every pixel and obtain a transfer function of the luminance response for the projector.The transfer function is essential for luminance correction.This paper shows how using raw digital images is a key technique for luminance correction.
    Scientific journal, Japanese
  • 力覚提示可能な等身大仮想環境における奥行き知覚誤差の低減手法
    橋本 直己; 野口 潤; 佐藤 誠
    映像情報メディア学会誌, The Institute of Image Information and Television Engineers, 61, 10, 1472-1476, 2007, Peer-reviwed, In human-scale virtual environments with a haptic interface, users can perceive depth information from both stereoscopic view and the haptic sensation provided by a haptic interface. Despite the high accuracy of the depth information from the haptic interface, users often get confused because of errors resulting from a lack of stereoscopic factors in the depth information of the view. In this paper, we introduce a correction method for improving visual depth perception in a human-scale virtual environment that provides haptic sensation. In this paper, we also discuss our experimental results and a practical application with our proposed method.
    Scientific journal, Japanese
  • Subjective Assessment of Luminance Compensation for Projected Images
    Mie Sato; Makiko Sembon; Naoki Hashimoto; Masao Kasuga
    SIGGRAPH2007 Full Conference DVD-ROM Disc1, DVD (poster section), 2007, Peer-reviwed
    International conference proceedings, English
  • Pseudo Expansion of Field-of-View for Immersive Projection Displays
    Kenji Honda; Naoki Hashimoto; Makoto Sato
    DVD (poster section), 2007, Peer-reviwed
    International conference proceedings, English
  • Real-time Reconstruction of Pseudo Wide-angle Images with an Approximating Depth Model
    Kenji Honda; Naoki Hashimoto; Makoto Sato
    proceedings of Virtual Environments 2007 (IPT-EGVE Symposium), 111-116, 2007, Peer-reviwed
    International conference proceedings, English
  • "Do like me", "Do like this":Creating animations by teaching a virtual human
    Marc Salvati; Jeong Seung Zoo; Naoki Hashimoto; Makoto Sato
    IEEE INTERNATIONAL CONFERENCE ON SHAPE MODELING AND APPLICATIONS 2007, PROCEEDINGS, IEEE COMPUTER SOC, 43-+, 2007, Peer-reviwed, In this paper, we propose a new animation creation process, based on the teacher-student concept. You are the teacher and want to teach someone a performance. First you show the student how to perform an action, you tell him "do like me". Then you correct his posture by moving with hands his arms, his torso, feet position and so forth by saying to him "do like this".
    To show the virtual human a motion, the user use motion capture. He may check easily the result in a human scale immersive environment. Then he finds the part of the motion he wants to correct. He edits the motion with his hands like in the real world using a two-handed haptic device.
    Thus the user can perform motion editing in an intuitive and natural way, and achieve both actor performance and animator task in a unified environment.
    International conference proceedings, English
  • Human-Scale Assembly Simulator with Haptic Interactions
    Naoki Hashimoto; Koichiro Kimura; Yuichiro Iio; Makoto Sato
    proceedings of IWAIT2007 [CD-ROM], The Institute of Electronics, Information and Communication Engineers, 106, 448, CD-ROM, 2007, Recently, immersive projection displays, which surround users with high-resolution images, can achieve human-scale virtual environments for visualization, industry, amusement, education, medical attention, and so on. Although, in such displays, users can feel as if they were actually in those virtual environments, they have a substantial need for realistic interaction with virtual objects. Especially in some industrial applications, haptic sensation is quite important for precise simulation of assembly tasks with virtual objects. In this research, we propose a human-scale assembly simulator with the immersive projection displays and haptic interactions. In order to achieve human-scale haptic interaction, we developed a string-based 6DOF & both-hand haptic interface which can be used with the immersive projection displays. It can assist assembly tasks of virtual objects effectively and efficiently in virtual workspaces. We describe the details of the proposed system and evaluate its performance.
    International conference proceedings, English
  • Luminance Correction for Image Projection on a Checked-Pattern Screen
    Makiko Sembon; Mie Sato; Naoki Hashimoto; Masao Kasuga
    proceedings of ITC-CSCC 2007 (CD-ROM), 2, 773-773, 2007, Peer-reviwed
    International conference proceedings, English
  • Luminance correction with raw digital images
    Naoki Hashimoto; Mie Sato; Yu Takahashi; Masao Kasuga; Makoto Sato
    ACM SIGGRAPH 2006 Research Posters, SIGGRAPH 2006, Association for Computing Machinery, Inc, DVD( Research Poster ), 30 Jul. 2006, Peer-reviwed
    International conference proceedings, English
  • A self-distributing software environment with binary interception for multi-prcjector displays
    Naoki Hashimoto; Yashihiko Ishida; Makoto Sato
    TENCON 2005 - 2005 IEEE REGION 10 CONFERENCE, VOLS 1-5, IEEE, 1877-+, 2006, Peer-reviwed, In multi-projector displays, which surround users with high-resolution images, a PC-Cluster is often used for realistic and real-time image generation. However, developing applications that support parallel processing on the PC-Cluster is quite troublesome. It is also difficult to acquire sufficient rendering performance because of the limited bandwidth of the PC-Cluster. Therefore, we aim to achieve affordable and accessible software environments for the multi-projector displays. In this paper, we describe a self-distributing software environment for inheriting existent game engines which provide basic functions of realizeing virtual environments. This environment achieves minimum data communication based on a master-slave model. The communication mechanism is automatically applied to target applications by intercepting APIs. Hence we can directly exploit high-capability of the existing game engines on the multiprojector displays.
    International conference proceedings, English
  • Human-scale haptic interaction with a reactive virtual human in a real-time physics simulator
    Shoichi Hasegawa; Ishikawa Toshiaki; Naoki Hashimoto; Marc Salvati; Hironori Mitake; Yasuharu Koike; Makoto Sato
    Computers in Entertainment, Association for Computing Machinery, 4, 3, 149-155, 2006, Peer-reviwed, In this article we propose a framework for haptic interaction with a reactive virtual human in a physically simulated virtual world. The user controls an avatar in the virtual world via human-scale haptic interface and interacts with the virtual human through the avatar. The virtual human recognizes the user's motion and reacts to it. We create a virtual boxing system as an application of the proposed framework. We performed an experiment to evaluate the validity of the reaction of the virtual human. We got confirmation that the proposed framework creates realistic reactions and that users can easily estimate the input motions of the avatar. © 2006 ACM.
    Scientific journal, English
  • 没入型ディスプレイシステムのための自動分散ソフトウェア環境
    橋本 直己; 石田 善彦; 佐藤 誠
    電子情報通信学会論文誌, J89-D, 2, 362-370, 2006, Peer-reviwed
    Scientific journal, Japanese
  • Haptic interaction system for co-evolution with reactive virtual human
    S. Z. Jeong; N. Hashimoto; M. Sato
    TECHNOLOGIES FOR E-LEARNING AND DIGITAL ENTERTAINMENT, PROCEEDINGS, SPRINGER-VERLAG BERLIN, 3942, 1252-1261, 2006, Peer-reviwed, Interactions that provide motivating activities, and perform mutual feedback truly in human-scale spaces, were not suggested in any studies. In this paper, we propose and implement a haptic interaction system that realizes reciprocal reactions. This system is composed of a wire-driven haptic interface and an immersive virtual environment. It enables user to do visual and force feedback in a human-scale interaction spaces. And the virtual human performs intuitive response to changes of user's action. Based on the framework, we implemented a haptic interaction, Virtual Catch Ball, that a user can play the virtual human with one's feeling of contacting real ball. Furthermore we introduce the system's extended function that virtual human imitates user's effective styles acquired by a on-line motion capture, and then reflects them on his behavioral structure. It will be a practical way to produce various motion patterns during playing, and to evolve both behaviors.
    Scientific journal, English
  • Reactive Virtual Human for Human Scale Haptic Interaction
    Naoki Hashimoto; Seungzoo Jeong; Makoto Sato
    ACM SIGGRAPH 2006 Full Conference DVD-ROM,Disc 2, DVD (Research Poster), 2006, Peer-reviwed
    International conference proceedings, English
  • Application of Human Scale Immersive VR System for Environmental Design Assessment
    Jaeho Ryu; Naoki Hashimoto; Makoto Sato; Masashi Soeda; Ryuzo Ohno
    6th International Symposium on Architectural Interchanges in Asia,Proceedings Volume I, 93-98, 2006, Peer-reviwed
    International conference proceedings, English
  • Virtual Boxing with Human Scale Haptic Interaction
    Shoichi Hasegawa; Hironori Mitake,He Huang; Naoki Hashimoto; Makoto Sato
    Journal of Asia Society of Art Science, 2, 1, 49-54, 2006, Peer-reviwed
    International conference proceedings, English
  • A Real-time Reconstruction of Wide-Angle Image from Past Image-frames
    Kenji Honda; Naoki Hashimoto; Makoto Sato
    proceedings of 4th NICOGRAPH International (CD-ROM), CD-ROM, 2006
    International conference proceedings, English
  • Reactive Virtual Human System: Toward a Co-evolutionary Interaction
    Seungzoo Jeong; Naoki Hashimoto; Makoto Sato
    Pervasive2006 Workshop Proceedings, 467-476, 2006
    International conference proceedings, English
  • A Game Engine based architectural simulator on multi-projector displays
    Jaeho Ryu; Naoki Hashimoto; Makoto Sato; Masashi Soeda; Ryuzo Ohno
    Proceedings of the 11th Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA), 613-615, 2006, Peer-reviwed
    International conference proceedings, English
  • A self-distributing software environment with binary interception for multi-prcjector displays
    Naoki Hashimoto; Yashihiko Ishida; Makoto Sato
    TENCON 2005 - 2005 IEEE REGION 10 CONFERENCE, VOLS 1-5, IEEE, 38, 2, 1877-+, 2006, In multi-projector displays, which surround users with high-resolution images, a PC-Cluster is often used for realistic and real-time image generation. However, developing applications that support parallel processing on the PC-Cluster is quite troublesome. It is also difficult to acquire sufficient rendering performance because of the limited bandwidth of the PC-Cluster. Therefore, we aim to achieve affordable and accessible software environments for the multi-projector displays. In this paper, we describe a self-distributing software environment for inheriting existent game engines which provide basic functions of realizeing virtual environments. This environment achieves minimum data communication based on a master-slave model. The communication mechanism is automatically applied to target applications by intercepting APIs. Hence we can directly exploit high-capability of the existing game engines on the multiprojector displays.
    International conference proceedings, English
  • Immersive multi-projector display on hybrid screens with human-scale haptic interface
    S Jeong; N Hashimoto; M Sato
    IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS, IEICE-INST ELECTRONICS INFORMATION COMMUNICATIONS ENG, E88D, 5, 888-893, May 2005, Many immersive displays developed in previous researches are strongly influenced by the design concept of the CAVE, which is the origin of the immersive displays. In the view of human-scale interactive system for virtual environment (VE), the existing immersive systems are not enough to use the potential of a human sense further extent. The displays require more complicated structure for flexible extension, and are more restrictive to user's movement. Therefore we propose a novel multi-projector display for immersive VE with haptic interface for more flexible and dynamic interaction. The display part of our system named "D-vision" has a hybrid curved screen which consist of compound prototype with flat and curve screen. This renders images seamlessly in real time, and generates high-quality stereovision by PC cluster and two-pass technology. Furthermore a human-scale string-based haptic device will integrate with the D-vision for more interactive and immersive VE. In this paper, we show an overview of the D-vision and technologies used for the human-scale haptic interface.
    Scientific journal, English
  • Demonstration for human scale haptic interaction with a reactive virtual human in a realtime physics simulator
    Shoichi Hasegawa; Ishikawa Toshiaki; Naoki Hashimoto
    ACM International Conference Proceeding Series, 265, 393, 2005, Peer-reviwed, We will present a virtual boxing system with a framework for haptic interaction with a reactive virtual human in a physically simulated virtual world. Figure 1 shows the setup of the demonstration. The user controls an avatar in the virtual world via human scale haptic interface and interacts with the virtual human through the avatar. The virtual human recognizes the user's motion and reacts to it.
    International conference proceedings, English
  • 没入型ディスプレイの映像提示領域による没入感への影響
    柳 在鎬; 橋本 直己; 佐藤 誠
    映像情報メディア学会誌, 59, 7, 1051-1058, 2005, Peer-reviwed
    Scientific journal, Japanese
  • Seat preference in public squares and distribution of the surrounding people: An examination of the validity of using visual simulation
    Ryuzo Ohno; Masashi Soeda; Yoshihisa Kondo; Naoki Hashimoto; Makoto Sato
    European Architectural Endoscopy Association (EAEA) 2005, 152-163, 2005, Peer-reviwed
    International conference proceedings, English
  • Influience of resolution degradation on distance estimation in virtual space displaying static and dynamic image
    J Ryu; N Hashimoto; M Sato
    2005 International Conference on Cyberworlds, Proceedings, IEEE COMPUTER SOC, 43-50, 2005, Peer-reviwed, The virtual reality (VR) technology has been used as the application of architectural presentation or simulation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation or environmental simulation when we are using the virtual environments. But the distortion of distance perception in VR is still a big problem when the accuracy of distance presentation is strictly required. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verify the factors and their influence. We made a hypothesis that the lack of the information for the user in VR causes the different distance estimation from the real world because users are usually comfortable with moving fast and long distance in VR environments. So, we carried out basic experiment to prove our hypothesis that the lack of information makes subjects estimate the walked distance in VR shorter compared with the same distance in real. Also, among the factors that probably affect the distance estimation in VR, we verified the influence of the image resolution. The influence of resolution degradation of image on the distance estimation was verified with the condition of static and dynamic images. The results showed that the resolution has deep relation with the distance estimation. For example, the subject underestimated the distance at the lower resolution condition. We also find the methods of the making the lower resolution image could affects on the visual perception of subjects.
    International conference proceedings, English
  • Reactive Virtual Human System with haptic sensation and adaptive function
    SZ Jeong; W Choi; N Hashimoto; M Sato
    2005 International Conference on Cyberworlds, Proceedings, IEEE COMPUTER SOC, 461-466, 2005, Peer-reviwed, We have proposed a human-scale interaction system (i.e. Reactive Virtual Human System) with haptic sensation. This system is composed of a wire-based haptic interface and an immersive virtual environment(VE). Based on the framework, we realized Virtual Catch Ball that a user can play a virtual human with a feeling of contacting real ball. To make a database of virtual human's natural reaction, we implemented Reactive Motion Capture System that can capture movements with physical reaction in close interpersonal engagements. In this paper, we will further show the system's extended function that new motions can reflect on virtual human's behavioral structure by a on-line motion capture. It will be a practical way to produce various motion patterns during playing, and to enforce virtual human's adaptive function.
    International conference proceedings, English
  • Human-scale multi-modal interaction with virtual human based on force feedback
    Seungzoo Jeong; Naoki Hashimoto; Makoto Sato
    Journal of Asia Society of Art Science 2005, 1, 1, 17-18, 2005, Peer-reviwed
    International conference proceedings, English
  • A Game Engine-based Multi-Projection Virtual Environment with System-Level Synchronization
    Naoki Hashimoto; Yoshihiko Ishida; Makoto Sato
    Eurographics/ACM SIGGRAPH Symposium Proceedings (IPT/EGVE2005), 69-78, 2005, Peer-reviwed
    International conference proceedings, English
  • Study on Factors of Distance Estimation at Architectural Presentation Tool in Immersive Virtual Environments
    Jaeho Ryu; Naoki Hashimoto; Makoto Sato
    The 10th Conference on Computer-Aided Architectural Design Research in Asia (CAADIRA) 2005, 2, 116-122, 2005, Peer-reviwed
    International conference proceedings, English
  • A Self-Adaptive Software Environment for Cluster-based Display systems
    Naoki Hashimoto; Yoshihiko Ishida; Makoto Sato
    Proceedings of IWAIT2005, The Institute of Electronics, Information and Communication Engineers, 104, 545, 417-422, 2005, Peer-reviwed, In this paper, we propose a self-adaptive software environment for PC cluster-based display systems, which enables us to use general 3-D applications for COTS (Commodity Off-The-Shelf) PCs. By interrupting API (Application Program Interface) of some libraries and OS, this environment provides the applications with parallel processing, synchronization and modification which is unique to the PC clusters. This strategy requires no special modifications of the applications' source codes. Therefore, various applications developed for conventional PC environments and provided only with binary codes as most commercial software are automatically applied for latest cluster-based display systems.
    International conference proceedings, English
  • Non-distorted Image Projection Method for a Multi-Projection Display with a Curved Screen
    HASHIMOTO Naoki; KURAHASHI Masaya; SATO Makoto
    The Journal of the Institute of Television Engineers of Japan, The Institute of Image Information and Television Engineers, 58, 4, 507-513, 01 Apr. 2004, Various shaped screens have bee recently used for immersive projection displays. The ability to project a non-distorted image on a curved screen from arbitrary viewpoints is highly desirable. However, in previous techniques, the shape of the screen has been restricted, and we required geometrical information about screens and projectors. In this paper, we descrive a non-distorted image projection method for an immersive projection display with a curved screen. This method contains two approaches : the first is a precise geometry and color correction for preprocessing with a digital camera, and the second is a real-time geometry correction with real-time 3D rendering techniques. These methods need only geometrical information about the screen, and achieve a high quality image correction in real-time. We also used this method in the actual immersive projection display, and evaluated its effectiveness in some experiments.
    Japanese
  • A Development of Multi-Projection Display "D-vision"
    HASHIMOTO Naoki; HASEGAWA Shouichi; SATO Makoto
    The Journal of the Institute of Television Engineers of Japan, The Institute of Image Information and Television Engineers, 58, 3, 409-417, 01 Mar. 2004, The multi-projection display system "D-vision" has a hybrid curved screen for immersive virtual environments. The screen consists of differently shaped surface elements that are partial surfaces of such objects as planes, spheres, cylinders and tori. High-quality stereoscopic images are generated with 24 PCs and 24 projectors. Our rendering algorithm using image processing hardware and 3-D graphics hardware realizes a seamless and non-distorted projection on the hybrid screen. Distortion of the images observed by two or more users is also reduced by the characteristic seamless shape of the screen. In this paper, we give an overview of D-vision and the technologies used for the rendering and projection hardware. We also show the effectiveness of our system by comparing it with conventional immersive projection displays.
    Japanese
  • Reactive Motion Capture System Design using a Haptic Display(Human Information)
    Choi Woong; Jeong Seungzoo; Hashimoto Naoki; Hasegawa Shoichi; Koike Yasuharu; Sato Makoto
    The journal of the Institute of Image Information and Television Engineers, The Institute of Image Information and Television Engineers, 57, 12, 1727-1732, 01 Dec. 2003, Creating reactive motions with existing motion-capture systems is difficult because they require a variety of task environments. To overcome this drawback, we propose a reactive motion capture system that combines the existing motion capture system with a haptic device and a human-scale virtual environment. Our objective is to acquire reactive motion data generated from the interaction between haptic display units and the virtual environment, using the fact that a person's actions in actual situations can be represented by the reactions of the person to actual objects. We asked the subject to trace the rim of the front of a cube under six task conditions and measured their finger trajectories as motion data. The results demonstrated that our proposed system is useful for generating data for natural-looking motions similar to real-world motions.
    Japanese
  • A Stereoscopic Representation of Shafts of Light in Virtual Environment
    NAKAMURA Akiko; HASHIMOTO Naoki; NAKAJIMA Masayuki
    The Journal of the Institute of Television Engineers of Japan, The Institute of Image Information and Television Engineers, 57, 6, 713-718, 01 Jun. 2003, A representation of shafts of light in Computer Graphics (CG) allows us to create high quality images that are beautiful and realistic. However, previous methods to represent these shafts of light take a lot of calculation time and are ineffective for stereoscopic viewing. Therefore, is difficult to using these methods for interactive applications in 3-D virtual environments. We describe a new method to create shafts of light for interactive 3-D applications using stereoscopic images. In this method, the intensity distribution of light is calculated for some texture images, and these images are mapped on a 3-D object that represents the shape of shafts of light. By using a texture mapping function for graphics hardware, the total performance is accelerated enough for interactive applications.
    Japanese
  • CLUT : Development Toolkit for Scalable Immersive Displays
    HASHIMOTO Naoki; USUI Takenobu; NAKAJIMA Masayuki
    The Journal of the Institute of Television Engineers of Japan, The Institute of Image Information and Television Engineers, 57, 6, 707-712, 01 Jun. 2003, We describe a PC-Cluster utility toolkit (GLUT) to create a scalable and efficient development environment for immersive displays with a PC cluster. The CLUT provides an API set similar to the GLUT, therefore, a high compatibility of source codes in these toolkits was achieved. The communication between PCs based on a message passing interface (MPI) is hidden in the CLUT, and using it, users can create 3-D applications in almost the same procedure as in a desktop environment. Moreover, the CLUT supports various styles of immersive display systems with a simple configuration. We developed some applications with it in three different kinds of immersive display systems and illustrated the characteristics of CLUT applications with an evaluation based on the amount of data transmitted and the complexity of the target 3-D scenes.
    Japanese
  • Technology for seamless multi-projection onto a hybrid screen composed of differently shaped surface elements
    Masami Yamasaki; Tsuyoshi Minakawa; Haruo Takeda; Shoichi Hasegawa; Naoki Hashimoto; Makoto Sato
    Kyokai Joho Imeji Zasshi/Journal of the Institute of Image Information and Television Engineers, Inst. of Image Information and Television Engineers, 57, 11, 1543-1550, 2003, Peer-reviwed, We describe a tiled-projection display system whose entire image is composed of twenty four patches of projection, sixteen of which are used for front projection and eight for rear projection on the center area of the screen. We use eight pairs of projectors to project the stereoscopic images, the left-eye image, and the right-eye image. The screen consists of differently shaped surface elements that are the partial surfaces of objects such as planes, spheres, cylinders, and tori. The following three technologies were developed for the display system: (1) a digital camera based measurement of the position and color features of the pixels projected on the screen, (2) software to compute the geometry correction and color modulation for edge blending by using the measurement data, and (3) real time image processing hardware to enable arbitrary geometrical warping and color modulation for individual pixels.
    Scientific journal, Japanese
  • Measurement and Correction of Depth Perception Error in Immersive Virtual Environments
    HASHIMOTO Naoki; KONISHI Youhei; NAKAJIMA Masayuki
    The Journal of the Institute of Television Engineers of Japan, The Institute of Image Information and Television Engineers, 56, 6, 947-953, 01 Jun. 2002, Immersive projection displays like CAVE systems are essential for creating immersive virtual environments (VEs). However, they induce depth perception errors that depend on the direction of view. This prevents the use of immersive VEs in various fields. We created a typical immersive VE and measured the depth perception errors. Using this experimental environment, we focused on the contradiction in depth information between that given by the viewer's congestion and that given by the viewer's focus. Our measurement results clarified the effect of this contradiction and the characteristics of depth perception errors in immersive VEs. We also tested error correction polynomial fitting using correction tables. The correction table calculated using the measured data was effective in correcting depth perception errors.
    Japanese
  • Development of Multi-Projection System "D-vision" for Multimodal Virtual Environments
    SATO Makoto; HASEGAWA Shoichi; HASHIMOTO Naoki
    ITE Technical Report, The Institute of Image Information and Television Engineers, 26, 57-60, 2002, In this research, we propose a new multi-projection system "D-vision". The D-vision uses a hybrid screen which consists of a central flat screen with eight projectors and a peripheral curved screen with sixteen projectors. The central flat screen and that upper and lower peripheral areas can realize stereoscopic high resolution images for user's central vision. The other peripheral areas composed with differently shaped surface elements are used for the peripheral vision. This hybrid screen effeciently realizes immersive projection display which surrounding user's field of view. The high quality stereoscopic images projected on that screen are generated with the parallel rendering using a PC-Cluster. We also implement a string-based force display and a locomotion interface using a turntable for multimodal virtual environments.
    Japanese

MISC

  • プロジェクションマッピングとこれからのエンタメ
    橋本直己
    Lead, Jan. 2025, 光技術コンタクト, 63, 1, 24-30, Japanese, Invited, Introduction scientific journal
  • 多人数で観察可能な大型裸眼立体ディスプレイの検討
    平野雄己; 橋本直己
    Last, Aug. 2024, 画像ラボ, 35, 8, 52-58, Japanese, Invited, Introduction commerce magazine
  • 直接触れて体感できる動的プロジェクションマッピング
    橋本直己
    シーエムシー出版, 12 Dec. 2022, バイオインダストリー, 39, 12, 15-21, Japanese, Invited, Introduction scientific journal
  • 体積走査型立体ディスプレイと再帰透過光学系を用いたプロジェクションマッピング
    橋本直己
    日本工業出版, 10 Sep. 2022, 画像ラボ, 33, 9, 8-16, Japanese, Invited, Introduction commerce magazine
  • 再帰透過光学系を用いた広視域な立体空中像提示手法
    橋本直己
    日本工業出版, 10 Sep. 2021, 画像ラボ, 32, 9, 18-24, Japanese, Invited, Introduction commerce magazine
  • An Examination of Moving Objects Tracking Using Feature Points of Three-Dimensional Shape
    INOUE Michimi; SOTOME Takumi; SATO Mie; AYAMA Miyoshi; HASHIMOTO Naoki
    In this paper, we examined a gradation that give a good impression based on impression assessments, and then we researched characteristics of the gradation focused on luminance-difference. Results showed that impression image improved with gradation increase. However, the tendencies are significant between 32 to 128 gradations, and then 128 gradations had luminance-difference of more than the JND. We found that a necessary gradation is 128 when a response curve of display device follows the JND. On the other hand, when that follows the gamma curve of 2.2, necessary gradation is 256., The Institute of Image Information and Television Engineers, Oct. 2014, ITE Technical Report, 38, 39, 17-20, Japanese, 1342-6893, 110009807453, AN1059086X
  • An Examination of Object Recognition Using the Depth Information
    OSATO Yuichiro; TAKANOHASHI Takuya; HASHIMOTO Naoki; SATO Mie
    In recent years, object recognition from a camera image has been used for various purposes. The conventional object recognition based on the intensity information has the problem that the recognition rate is lowered by illumination variation. This study conducts object recognition based on the depth information. We apply a template matching method using a depth sensor. The depth values of a 3D object as a template is searched in the depth values of a target area. The usefulness of the object recognition using the depth information is examined as compared with the conventional object recognition., The Institute of Image Information and Television Engineers, 15 Feb. 2014, ITE Technical Report, 38, 9, 17-18, Japanese, 1342-6893, 110009809806, AN1059086X
  • Dynamic Spatial Augmented Reality by Using Real-Time Object Tracking with a Depth Sensor
    KOBAYASHI Daisuke; HASHIMOTO Naoki
    Recently, spatial augmented reality (SAR) have been used as a method of editing appearance of real objects by using a projector. In general SAR approaches, stationary objects measured beforehand are often used, and pose estimation is required in case of moving objects. However, attaching motion sensors give artifact to their appearance, and embedding sensors restrict target objects. And also, a pose estimation method with a RGB camera does not work because of projected light. Therefore, in this research, we propose a SAR system for dynamic objects by using previously measured 3D shape and dynamic point cloud data with a depth sensor. This method can achieve real-time and high precision position tracking, and provide SAR effects even on moving objects., The Institute of Image Information and Television Engineers, Feb. 2014, ITE Technical Report, 38, 9, 23-26, Japanese, 1342-6893, 110009809808, AN1059086X
  • An Examination of Relationships between Gradation Numbers and Impressions for a Luminance Range of Display
    SOTOME Takumi; INOUE Michimi; SATO Mie; AYAMA Miyoshi; HASHIMOTO Naoki
    In this study, we examined relationships between gradation numbers and impressions based on impression assessments. Results showed that "like," "smooth" and "rough" were the assessment words that have strong influence on the impression assessments. Moreover, we obtained the result that some impressions improved with an increase of the gradation number on the area where the gradation changed gradually., The Institute of Image Information and Television Engineers, Feb. 2014, ITE Technical Report, 38, 9, 19-22, Japanese, 1342-6893, 110009809807, AN1059086X
  • Photometric Registration for Augmented Reality Based on Estimating Surface Reflectance of an Unspecified Object
    ISHIDA Tasuku; HASHIMOTO Naoki
    Recently, mixed reality and augmented reality are often used in our daily life. These are techniques that we can easily experience the fusion of real and virtual objects. In order to achieve the seamless fusion photometric registration is one of the most important factor. Therefore, in this research, we propose a photometric registration method based on estimating surface reflectance of an unspecified object. We propose a simple method of modeling an unspecified object by using a depth and luminance value. By clustering of the depth and HSV values measured and using a simple reflection model, we approximate the surface reflectance of any objects. As a result, by measuring surface reflection of a familiar objects in advance, it can be easily used for photometric registration for AR., The Institute of Image Information and Television Engineers, Feb. 2014, ITE Technical Report, 38, 9, 61-64, Japanese, 1342-6893, 110009809820, AN1059086X
  • Multifocal Projection for Dynamic Objects
    TASHIRO Akane; SAITO Hisanori; OGAWA Satoshi; HASHIMOTO Naoki
    Recently, in virtual reality and projection mapping, we often project images on arbitrary surfaces or complex shaped objects. However, projected images are blurred by projecting on non-flat objects at a slant. And also projection targets should be static because projector's focal length is generally fixed during projection. Therefore, in this research, we propose a method of deblurring images projected on dynamic objects. We previously build an out-of-focus blur model according to projecting distance. And then, we use it for dynamic deblurring on moving objects by using the depth sensor., The Institute of Image Information and Television Engineers, Feb. 2014, ITE Technical Report, 38, 9, 27-30, Japanese, 1342-6893, 110009809809, AN1059086X
  • An Examination of a Gradation Number Suitable for Luminance Range
    INOUE Michimi; SOTOME Takumi; SATO Mie; AYAMA Miyoshi; HASHIMOTO Naoki
    With recent advances in high dynamic range displays, high-gradation displays have been actively studied. The suitable gradation number for a luminance range of a display is not obvious. We had researched about the relationship between the gradation number and the displayed image to find the suitable gradation number for the luminance range of a usual display. We found if the gradation area of the displayed image was more than 50%, the gradation number more than 8 bit was suitable. However, if it is less than 50%, we could not tell any effects of increasing the gradation number., The Institute of Image Information and Television Engineers, Oct. 2013, ITE Technical Report, 37, 45, 5-8, Japanese, 1342-6893, 110009662124, AN1059086X
  • Dress Capture for Video-Based Virtual Fitting
    KAWAGUCHI Yukiko; HASHIMOTO Naoki
    Recently, virtual fitting systems with AR techniques have been used at some apparel shops. However they are very attractive and useful, it is not so easy and time-consuming to prepare clothes data corresponding to various postures in advance. Moreover, to create the 3D model which can reproduce realistic appearance and motion is also quite difficult. Thus, in this research, we propose a video-based virtual fitting system with which everyone can enjoy the fitting with various clothes and postures, by easily generating realistic appearances and natural motions of the clothes. Our system captures the clothes data from actual people with the clothes, and by combining that data with a skeleton model of target users, estimated with a depth sensor, we can generate various postured clothes data in real-time., The Institute of Image Information and Television Engineers, 09 Feb. 2013, ITE Technical Report, 37, 7, 47-50, Japanese, 1342-6893, 110009597213, AN1059086X
  • High-Resolution Balloon Display with Multiple Projectors
    WATANABE Reiji; HASHIMOTO Naoki
    Recently, there are many reports of spatial display. We developed a balloon display with a fish-eye lens last year, but resolution, brightness and the focus of this system's image were insufficient. So, we propose a balloon display with multiple projectors for high-resolution and high-brightness image projection. And also, we propose a down-sizing implementation of this kind of multi-projection display system by using convex mirrors., The Institute of Image Information and Television Engineers, 09 Feb. 2013, ITE Technical Report, 37, 7, 1-2, Japanese, 1342-6893, 110009597201, AN1059086X
  • Projection Mapping on Moving Objects by Latency-Free Predictive Projection
    SAKAMAKI Shohei; HASHIMOTO Naoki
    In this research, we propose a new method of latency-free predictive projection for projection mapping on moving objects. Predictive projection uses images based on predicted movement of target objects, and is able to compensate for various latencies. In this method, we improve the prediction accuracy and reduce computational cost by focusing on visual critical areas. Moreover, generation of predictive images is implemented on GPU so that its update rate becomes to be 60fps, as extracting projector's maximum performance., The Institute of Image Information and Television Engineers, 09 Feb. 2013, ITE Technical Report, 37, 7, 39-42, Japanese, 1342-6893, 110009597211, AN1059086X
  • An Examination of Projection Mapping with Dynamic Luminance Correction
    HOSOGAI Ayano; HASHIMOTO Naoki; SATO Mie
    Recently, we have paid attention to projection mapping by which images are projected on walls of buildings since projectors have advanced in high brightness. In projection mapping, creators visually adjust geometric and color on projected images. The adjustments take hours, but adjusted color cannot correspond change of ambient lights. In this paper, we examine projection mapping with dynamic luminance correction that removes undesired influence by projection environment from projected images., The Institute of Image Information and Television Engineers, 09 Feb. 2013, ITE Technical Report, 37, 7, 79-82, Japanese, 1342-6893, 110009597221, AN1059086X
  • Luminance Correction Using Interframe Information for Projected Images on an Arbitrary Plane
    HOSOGAI Ayano; SATO Mie; HASHIMOTO Naoki
    Recently, image projection has been popular since projectors advance in miniaturization and high brightness. For image projection on an arbitrary plane, luminance correction has been studied to remove influence of pattern on the projected plane. In this paper, we examine luminance correction using interframe information of corrected images to realize image projection that can reduce discomfort., The Institute of Image Information and Television Engineers, 08 Oct. 2012, ITE Technical Report, 36, 39, 17-20, Japanese, 1342-6893, 110009554686, AN1059086X
  • Virtual Dress-up System with Image Projection
    NAKAMURA Takuma; HASHIMOTO Naoki
    We propose a virtual dress-up system which changes the color of real clothes into another one with image projection technology. A distortion-less projection on a non-planar surface is achieved by a geometric correction technique and the color of projection surface is overwritten with a dynamic luminance correction technique. Additionally, a prediction of the human pose solves a problem that system delay makes a position gap between an object and a projection. Eventually the image projection to a dynamic object expands a range of projector expression., The Institute of Electronics, Information and Communication Engineers, 20 Sep. 2012, Technical report of IEICE. Multimedia and virtual environment, 112, 221, 83-84, Japanese, 110009698159, AN10476092
  • 室内における魚眼レンズを用いた没入型映像提示の検討
    松嶋一浩; 佐藤美恵; 春日正男; 橋本直己
    日本工業出版, Apr. 2012, 画像ラボ, 23, 4, 16-21, Japanese, Invited, Introduction other, 0915-6755, 40019262622, AN10164169
  • Geometric Correction for Surrounding Projection in a Living Room
    FUKUYAMA Kosuke; HASHIMOTO Naoki
    This research provides a correction techniques in our accessible environments like a living room. In general, such environments need correction techniques are often used for remove large distortion of images because the surfaces of the room are complex. However, by conventional correction techniques, accuracy is deteriorated by a living occurred strong indirect reflected lights In addition, available placement of a camera and projectors have limitation for surrounding projection, so geometric correspondence have limitation. Therefore, in this research, we propose a technique for these problems which decrease accuracy., The Institute of Electronics, Information and Communication Engineers, 05 Mar. 2012, Technical report of IEICE. Multimedia and virtual environment, 111, 479, 187-192, Japanese, 0913-5685, 110009546420, AN10476092
  • Adaptive Image Projection for Dynamically Changing Environments
    WATANABE Akio; HASHIMOTO Naoki
    Projection mapping onto building and mobile projector caused uses of a projector in various environments. In order to project onto objects which have colors and shapes, many correction techniques were proposed. But, it was difficult to adapt changes of projection environments. In this paper, we propose Adaptive Image Projection, the new technique to project onto any colored and shaped surfaces adaptively. Our method is composed of luminance correction and geometrical correction to adapt changes of colors and shapes. We verified whether our proposal can adapt for various changes to implement the system which observe and estimate environments in on-line., The Institute of Electronics, Information and Communication Engineers, 05 Mar. 2012, Technical report of IEICE. Multimedia and virtual environment, 111, 479, 199-204, Japanese, 0913-5685, 110009546422, AN10476092
  • 霧を用いた空中立体像提示システム
    橋本直己
    日本工業出版, Mar. 2012, 画像ラボ, 23, 3, 38-43, Japanese, Invited, Introduction other, 0915-6755, 40019221045, AN10164169
  • Interactive 3D Projection Mapping with Ultra-Realistic Effects
    SAKURAI Junichi; HASHIMOTO Naoki
    We propose an interactive projection mapping which provides ultra-realistic effects by mixing the real and a virtual world. It is achieved by making the video presentation by the augmented reality of projection mapping in common spaces, working in sync with its audience's behavior. Sensing of the audience is carried out with a camera, and video effects are with high-quality layered videos for making various patterns. Thus, dynamic change of the real space is virtually achieved, and we can feel it as is a part of the real world., The Institute of Image Information and Television Engineers, 11 Feb. 2012, ITE Technical Report, 36, 8, 105-108, Japanese, 1342-6893, 110009426483, AN1059086X
  • An Examination of Surrounding Image Projection Using Fish-Eye Lenses
    KAWABE Yasuhiro; MATSUSHIMA Kazuhiro; SATO Mie; KASUGA Masao; HASHIMOTO Naoki
    Surrounding image projection gives a viewer an immersive feeling by covering him with screens. However, devices for surrounding image projection are costly and large-scale for an individual. In this paper, we aim to develop a small-scale and reasonable device that can present surrounding images. In our image projection, we place fish-eye lenses in front of projectors to expand the projected planes, and use surrounding walls and the floor as a screen. We project images on the front, back, left, right, and bottom as a surrounding image., The Institute of Image Information and Television Engineers, 11 Feb. 2012, ITE Technical Report, 36, 8, 21-24, Japanese, 1342-6893, 110009426462, AN1059086X
  • An Examination of Response Characteristics for HDR Display Focused on the Number of Recognizable Gradations
    TANAKA Toshiaki; INOUE Michimi; SATO Mie; KASUGA Masao; ISHIKAWA Tomoharu; AYAMA Miyoshi; HASHIMOTO Naoki
    Recently, HDR (High Dynamic Range) display has been actively studied. HDR display has a more wide dynamic range of luminance and more gradations. Therefore, response characteristics that are suitable for a HDR display and a general display are not necessarily the same. In addition, since there is a minimum luminance-difference which can be recognized in human eyes, we cannot say that the number of gradations has increased if the luminance-difference is not recognized. Our study measures the numbers of recognizable gradations along two types of response characteristic, and analyzes their features in order to examine what kind of response characteristic is suitable for HDR display., The Institute of Image Information and Television Engineers, 11 Feb. 2012, ITE Technical Report, 36, 8, 25-28, Japanese, 1342-6893, 110009426463, AN1059086X
  • Visual Assistance System using Shared Vehicle Camera Images
    SUZUKI Koichiro; HASHIMOTO Naoki
    A lack of recognition with blind spots of driver's view is one of causes of traffic accidents. However most of the efforts of ITS to solve the problems of road traffics are still in the research phase. Furthermore, the number of the accidents is not drastically decreased, and further efforts to improve safety of the road traffics are strongly required. Therefore, in this research, we propose a visual assistance system which can decrease the blind spots by using shared vehicle camera images with computer vision techniques., The Institute of Image Information and Television Engineers, 11 Feb. 2012, ITE Technical Report, 36, 8, 29-32, Japanese, 1342-6893, 110009426464, AN1059086X
  • 室内を映像投影環境に変えるための輝度補正技術の検討
    佐藤 美恵; 春日 正男; 橋本 直己
    日本工業出版, Feb. 2010, 画像ラボ, 21, 2, 18-24, Japanese, Introduction other, 0915-6755, 40016989686, AN10164169
  • Precision and Intelligence Laboratory, Tokyo Institute of Technology
    HONDA Kenji; HASHIMOTO Naoki; SATO Makoto
    13 Mar. 2008, 全国大会講演論文集, 70, 33-34, Japanese, 110006867558, AN00349328
  • Examination of Expanding View Image System that Combines Existing Television with Projector
    ISHIWATA Yuki; TSUJI Yuki; HASHIMOTO Naoki; SATO Makoto
    13 Mar. 2008, 全国大会講演論文集, 70, 107-108, Japanese, 110006867595, AN00349328
  • An Examination of a Compensation Method based on a Reflection Property of a Surface for Projected Images
    JINGUSHI Yuka; HASHIMOTO Naoki; SEMBON Makiko; SATO Mie; KASUGA Masao; SATO Makoto
    13 Mar. 2008, 全国大会講演論文集, 70, 105-106, Japanese, 110006867594, AN00349328
  • Dual Shell Method for interacting VR world with limited device space
    SEZAKI Takahiro; AKAHANE Katuhito; ISSIKI Masaharu; HASHIMOTO Naoki; SATO Makoto
    In the field of 3D user interface devices, there is often a mismatch in VR world space and device space. Rate control is one method of solving this problem, which works by translating device position into velocity of a pointer in VR world. However, rate control is less intuitive to use than position control. One method for using position control is by introducing a clutching mechanism to address the mismatch between VR. and device space. In this paper, we introduce an automatic clutching method, named "Dual Shell Method," which is easier and more intuitive to use than manual clutching methods., Information Processing Society of Japan (IPSJ), 31 Jan. 2008, IPSJ SIG technical reports, 2008, 11, 29-35, Japanese, 0919-6072, 110006688909, AA1221543X
  • Generation of High Presence VR Contents with Pseudo Expansion of Field-of-View
    HONDA Kenji; HASHIMOTO Naoki; SATO Makoto
    Recently, interactive contents with high quality images are widely used in various areas. One of the ways that makes these contents more realistic is displaying them as covering viewer's field of view. However, the view-angle of the existent contents are not enough for coverting the large display surfaces because they are based on household TV monitors whose target view-angle is about 30 degrees. In order to achieve realistic feeling of being in that content, we have to enlarge the view-angle of these images in real-time. So, in this research, we propose a technique that reconstructs wide view-angle images by extracting peripheral images from time-series image frames in real-time. A simple 3-D model approximating target scenes contributes to, achieving real-time processing and reduction of uncomfortable feeling with distortion of the reconstructed peripheral images. We apply this method to an actual game content, and consider the quality of image and its processing time. By using that implementation, we perform objective and subjective evaluations, and confirm the effectiveness for enhancing the fun of the content itself., Information Processing Society of Japan (IPSJ), 18 Jan. 2008, IPSJ SIG Notes. CVIM, 2008, 3, 279-286, Japanese, 0919-6072, 110006623165, AA11131797
  • Generation of High Presence VR Contents with Pseudo Expansion of Field-of-View
    HONDA Kenji; HASHIMOTO Naoki; SATO Makoto
    Recently, interactive contents with high quality images are widely used in various areas. One of the ways that makes these contents more realistic is displaying them as covering viewer's field of view. However, the view-angle of the existent contents are not enough for coverting the large display surfaces because they are based on household TV monitors whose target view-angle is about 30 degrees. In order to achieve realistic feeling of being in that content, we have to enlarge the view-angle of these images in real-time. So, in this research, we propose a technique that reconstructs wide view-angle images by extracting peripheral images from time-series image frames in real-time. A simple 3-D model approximating target scenes contributes to, achieving real-time processing and reduction of uncomfortable feeling with distortion of the reconstructed peripheral images. We apply this method to an actual game content, and consider the quality of image and its processing time. By using that implementation, we perform objective and subjective evaluations, and confirm the effectiveness for enhancing the fun of the content itself., The Institute of Electronics, Information and Communication Engineers, 10 Jan. 2008, IEICE technical report, 107, 427, 311-318, Japanese, 0913-5685, 110006623602, AN10541106
  • 等身大仮想空間における力覚と触覚を組み合わせた接触感提示手法
    橋本 直己; 飯尾裕一郎; 佐藤 誠
    2008, 電子情報通信学会論文誌, J91-D, 12, 2765-2772
  • バーチャルリアリティとディスプレイ
    橋本 直己
    テクノタイムズ社, 2008, 月刊ディスプレイ, 14, 7, 39-44, Japanese, Invited, Introduction other, 1341-3961, 40016121962, AA11422144
  • 疑似広視野化による高臨 - 奥行きモデルを用いた疑似広視野映像の実時間生成とその評価 -場感コンテンツ生成
    橋本 直己; 本多 健二; 佐藤 誠
    日本工業出版, 2008, 画像ラボ, 9, 8, 48-53, Japanese, Introduction other, 0915-6755, 40016191270, AN10164169
  • VRにおける高臨場感映像システムの変遷と未来
    橋本 直己
    日本オプトメカトロニクス協会, 2008, 光技術コンタクト, 48, 8, 390-395, Japanese, Introduction other, 0913-7289, 40016219579, AN10075091
  • プロジェクタアレイとPCクラスタによる没入型ディスプレイの構築
    橋本 直己
    2008, 計算工学 (JSCES) ISSN 1341-7622, 13, 4, 1921-1924, Japanese, Introduction other
  • 4-9 An Examination of Compensation for Projected Images on Any Surface
    SEMBON Makiko; SATO Mie; HASHIMOTO Naoki; KASUGA Masao
    As the presentation with a projector becomes popular, image projection on any surface has been desired increasingly. To project images on any surface without giving viewers annoyance, this study proposes a radiometric compensation algorithm based on the reflection property of a surface and the transfer function of a projector., The Institute of Image Information and Television Engineers, 27 Nov. 2007, ITE Winter Annual Convention, 2007, "4-9-1", Japanese, 1343-4357, 110009485230, AA11603761
  • Radiometric compensation algorithm for projecting images on any surface
    千本 万紀子; 佐藤 美恵; 橋本 直己
    映像情報メディア学会, Oct. 2007, ITE technical report, 31, 47, 59-62, Japanese, 1342-6893, 40015713775, AN1059086X
  • Consideration of touch sensation by combination of haptics and tactile
    IIO Yuichiro; HASHIMOTO Naoki; SATO Makoto
    Recently, the assembling work environment that used a virtual environment is attracteed. It is extremely important to show haptics and tactile to realize the sense that is obtained by touching virtual objects in such applications. As one of presentation of touch sensation method that can realise this conbination, there is the method that show vibration to wide area by using many vibration motors. On hte other hand, the present haptic devices have limitation in the point that can present haptics because of the structure of the device. Therefore, we present touch sensation for virtual object by conbinating of tactile for wide area with small vibration motors and haptics for limited point with haptic device, human-scale SPIDAR. And, we consider characteristics that conbination of haptics and tactile with fundamental experiment., The Institute of Electronics, Information and Communication Engineers, 27 Sep. 2007, IEICE technical report, 107, 242, 25-29, Japanese, 0913-5685, 110006453408, AN10476092
  • A calibration method of projector-camera system with a FPD for wide field-of-view image projection
    TSUJI Yuki; HASHIMOTO Naoki; SATO Makoto
    We are aiming at the construction of the image presentation environment where a high absorption feeling is simply achieved by combining Flat Panel Display (FPD) that is spreading to the ordinary family and two or more projectors. However, it is put in question to need the calibration of the camera and the projector frequently because it is difficult to establish the camera and the projector permanently at a fixed position in the assumed ordinary family environments. Therefore, we propose the method that can efficiently calibrate the projector and the camera not established permanently, by projecting the central field of vision picture on the FPD and reflecting the peripheral pictures from the two or more projectors, and using FPD as a passive device to assume a world coordinate plane as a passive device again which can show a known pattern image for calibration., The Institute of Electronics, Information and Communication Engineers, 27 Sep. 2007, IEICE technical report, 107, 242, 37-41, Japanese, 0913-5685, 110006453410, AN10476092
  • 研究室紹介(第1回)東京工業大学精密工学研究所 佐藤研究室
    橋本 直己; 佐藤 誠
    日本工業出版, Jul. 2007, 画像ラボ, 18, 7, 80-83, Japanese, 0915-6755, 40015550568, AN10164169
  • An evaluation of immersion with enlarged field-of-view in game contents
    石渡 祐貴; 本多 健二; 橋本 直己
    映像情報メディア学会, Feb. 2007, ITE technical report, 31, 14, 99-102, Japanese, 1342-6893, 40015420880, AN1059086X
  • Luminance correction for projecting images on a checkered screen
    千本 万紀子; 佐藤 美恵; 橋本 直己
    映像情報メディア学会, Feb. 2007, ITE technical report, 31, 14, 103-106, Japanese, 1342-6893, 40015420881, AN1059086X
  • Development of Assembly System with a Large Workspace Haptic Device in Human-Scale Environment
    KIMURA Koichiro; HASHIMOTO Noaki; SATO Makoto
    Recently, immersive projection displays, which surround users with high-resolution images, can achieve human-scale virtual environments for visualization, industry, amusement, education, medical attention, and so on. Although, in such displays, users can feel as if they were actually in those virtual environments, they have a substantial need for realistic interaction with virtual obj ects. Especially in some industrial applications, haptic sensation is quite important for precise simulation of assembly tasks with virtual objects. In this research, we propose a human-scale assembly simulator with the immersive projection displays and haptic interactions.In order to achieve human-scale haptic interaction, we developed a string-based 6DOF & both-hand haptic interface which can be used with the immersive projection displays. It can assist assembly tasks of virtual objects effectivelyand efficiently in virtual workspaces. We describe the details of the proposed system and evaluate its performance., The Institute of Electronics, Information and Communication Engineers, 18 Jan. 2007, IEICE technical report, 106, 496, 13-18, Japanese, 0913-5685, 110006205192, AN10476092
  • 一般応募ポスター 動的な奥行きモデルを用いた時系列映像からの実時間広視野映像生成手法
    本多 健二; 橋本 直己; 佐藤 誠
    画像電子学会, 10 Nov. 2006, 研究会講演予稿, 228, 59-62, Japanese, 0285-3957, 40015193502, AN00348041
  • Real-time Reconstruction of Wide-Angle Images from Past Image-Frames with Adaptive Depth Models
    HONDA Kenji; HASHIMOTO Naoki; SATO Makoto
    映像情報メディア学会, 10 Nov. 2006, ITE technical report, 30, 58, 59-62, Japanese, 1342-6893, 10018459055, AN1059086X
  • Real-time Reconstruction of Wide-Angle Images from Past Image-Frames with Adaptive Depth Models
    HONDA Kenji; HASHIMOTO Naoki; SATO Makoto
    3-D Scene generation with real images on immersive projection displays which have high-resolution and wide field of view are expected to be applied for many kinds of fields like a tele-existence and interactive communication. However, that challenge requires special devices, like a multiple camera array, or off-line processings which obstruct interactive contents. Therefore, in this research, we propose a technique that reconstructs wide view-angle images for immersive projection displays by reusing past image frames including peripheral images which are not seen from a present viewpoint in real-time., The Institute of Electronics, Information and Communication Engineers, 03 Nov. 2006, IEICE technical report, 106, 338, 59-62, Japanese, 0913-5685, 110005717409, AN10060775
  • Luminance Correction Using Raw Digital Images
    SENBON Makiko; TAKAHASHI Yu; SATO Mie; HASHIMOTO Naoki; SATO Makoto; KASUGA Masao
    映像情報メディア学会, 30 Oct. 2006, ITE technical report, 30, 55, 1-4, Japanese, 1342-6893, 10018631255, AN1059086X
  • A Real-time Reconstruction of Wide-Angle Image from Past Image-Frames using Depth Model for considering continuousness of optical flow
    HONDA Kenji; HASHIMOTO Naoki; SATO Makoto
    3-D Scene generation with real images on immersive projection displays which have high-resolution and wide field of view are expected to be applied for many kinds of fields like a tele-existence and interactive communication. However, that challenge requires special devices, like a multiple camera array, or off-line processings which obstruct interactive contents. Therefore, in this research, we propose a technique that reconstructs wide view-angle images for immersive projection displays by reusing past image frames including peripheral images which are not seen from a present viewpoint.A simple 3-D model approximating the real world contributes to extracting the peripheral images from a time-series image in real-time. Each of the images is treated as a texture in GPU and processed with texture mapping operations by considering the continuity of the optical flow. In addition, we apply this method to an actual CG content, and evaluate the wide view-angle images on an immersive projection display., The Institute of Electronics, Information and Communication Engineers, 22 Mar. 2006, IEICE technical report, 105, 683, 1-6, Japanese, 0913-5685, 110004735550, AN10476092
  • Reconstraction of Wide Angle Image Sequence for Immersive Projection Displays
    HONDA Kenji; HASHIMOTO Naoki; SATO Makoto
    映像情報メディア学会, 25 Feb. 2006, ITE technical report, 30, 17, 65-68, Japanese, 1342-6893, 10017963949, AN1059086X
  • Reactive Virtual Human Animation Design for Force Interaction
    JEONG Seungzoo; ISHIKAWA Toshiaki; HASEGAWA Shoichi; HASHIMOTO Naoki; SATO Makoto
    Human-scale interaction system involving force and touch feedback, have been scarcely suggested any research although these feedback are most basic elements in real interaction. Therefore, we focus on touch and force-feedback activities in interaction with real human. We have been developed the Reactive Virtual Human system, which combines an immersive virtual environment with human-scale haptic interface. It enables a user to get visual and force feedback as implement human-scale virtual environment like real world. In the paper, we describe the case studies such as virtual catch ball and virtual boxing that can be utilized in creating a more natural and intuitive interaction., Information Processing Society of Japan (IPSJ), 04 Jun. 2005, IPSJ SIG technical reports, 2005, 59, 43-48, English, 0919-6072, 110002973460, AA12049625
  • Generation of Character motion by Reactive motion capture system with Visual information and Force feedback
    CHOI Woong; HASHIMOTO Naoki; HACHIMURA Kozaburo; SATO Makoto
    映像情報メディア学会, 03 Jun. 2005, ITE technical report, 29, 31, 27-34, Japanese, 1342-6893, 10016588558, AN1059086X
  • Generation of Character motion by Reactive motion capture system with Visual information and Force feedback
    Choi Woong; Hashimoto Naoki; Hachimura Kozaburo; Sato Makoto
    Creating reactive motions with conventional motion capture systems is difficult because they require a variety of task environments. To overcome this drawback, we developed the reactive motion capture system that combines the conventional motion capture system with force feedback and a human-scale virtual environment. Our objective is to make animation with reactive motion data generated from the interaction with force feedback and the virtual environment, using the fact that a person's motions in real world can be represented by the reactions of the person to real objects. In this research, we made animations by some scenarios for animating reactive motion generation with the reactive motion capture system. The results demonstrated that reactive motion generated by the developed system was useful for producing the animation, which includes the scene of reactive motion., The Institute of Electronics, Information and Communication Engineers, 27 May 2005, Technical report of IEICE. Multimedia and virtual environment, 105, 106, 27-34, Japanese, 0913-5685, 10016577012, AN10476092
  • A-16-5 Game Engine based Immersive Virtual Environments
    Ogawa Akira; TAN PUI SAN; Ishida Yoshihiko; Hashimoto Naoki; Sato Makoto
    The Institute of Electronics, Information and Communication Engineers, 07 Mar. 2005, Proceedings of the IEICE General Conference, 2005, 281-281, Japanese, 110004738015, AN10471452
  • A-16-4 A study of Wide-Angle Image generation from Image Sequence for Immersive Projection Displays
    Honda Kenji; Hashimoto Naoki; Sato Makoto
    The Institute of Electronics, Information and Communication Engineers, 07 Mar. 2005, Proceedings of the IEICE General Conference, 2005, 280-280, Japanese, 110004738014, AN10471452
  • A Transparent Application Platform for Cluster-Based Immersive Projection Displays
    ISHIDA Yoshihiko; HASHIMOTO Naoki; SATO Makoto
    PC-Clusters tend to be used for immersive projection displays on which high-resolution and wide field of view images are projected. However development costs increase for parallel programming, and there is a possibility that the program cannot execute at an enough speed since the network bandwidth might become a bottleneck. This paper proposes an application platform based on the Master-Slave Model which only requires low network bandwidth. By intercepting API calls, this application platform allows an existing application to execute transparently in clusters. We implemented the proposed system in an actual cluster-based immersive projection display and conducted evaluation experiments., Information Processing Society of Japan (IPSJ), 07 Feb. 2005, IPSJ SIG Notes, 2005, 13, 61-66, Japanese, 0919-6072, 110002781759, AN10100541
  • Evaluation of Immersive Virtual Environments Displaying Various Areas
    Jaeho Ryu; NAOKI HASHIMOTO; Makoto Sato
    There is widespread interest in wide display screens such as CAVE, which have displays with a field of view of over 180 degrees, covering the whole field of vision. The design of the display screen is essential in achieving a very accurate sense of reality in virtual environments (VEs) because an image can provide users with a wealth of information. The response of humans to the visual stimulus in VEs is percieved to be one of the more promising potential estimation methods to measure the presence sense and immersion of a VE system. This study aims to analyze the body sway of the subjects, caused by the vection, in a VE system to verify the essential area and proper size of the display necessary for the efficient performance of presence sense when conditions like display areas are changed. It has been demonstrated that over FOV100 and bottom side projections play an important role in making the sense of presence in VE even at the combination display conditions. Also, the body sway has a close relationship with the subjective immersion status of subjects by the self-report method., The Institute of Image Information and Television Engineers, 2005, The Journal of The Institute of Image Information and Television Engineers, 59, 7, 1051-1058, Japanese, 1342-6907, 110006837975, AN10588970
  • Reactive Motion Generation of Charactor Animation with SPIDAR-H
    Woong Choi; Naoki Hashimoto; Makoto Sato
    2005, 8, 6, 1-4
  • K-068 A Software Environment for Immersive Projection Displays with Multi-PCs
    Ishida Yoshihiko; Hashimoto Naoki; Sato Makoto
    Forum on Information Technology, 20 Aug. 2004, 情報科学技術フォーラム一般講演論文集, 3, 3, 547-548, Japanese, 110007684130, AA11740605
  • 等身大インタラクションを実現する没入型仮想環境--マルチプロジェクションディスプレイD-visionの開発と応用 (特集 VR--バーチャルな世界 part2)
    橋本 直己
    日本工業出版, Aug. 2004, 画像ラボ, 15, 8, 26-31, Japanese, 0915-6755, 40006366773, AN10164169
  • A-16-33 プログラマブルGPUを用いたマルチプロジェクションディスプレイにおける映像補正手法の提案(A-16. マルチメディア・仮想環境基礎)
    武山 泰豊; 橋本 直己; 佐藤 誠
    一般社団法人電子情報通信学会, 08 Mar. 2004, 電子情報通信学会総合大会講演論文集, 2004, 342-342, Japanese, 110003265981, AN10471452
  • A-16-30 没入型ディスプレイにおける視覚誘導自己運動の分析(A-16. マルチメディア・仮想環境基礎)
    柳 在鎬; 橋本 直己; 佐藤 誠
    一般社団法人電子情報通信学会, 08 Mar. 2004, 電子情報通信学会総合大会講演論文集, 2004, 339-339, Japanese, 110003265978, AN10471452
  • A development and evaluation of reactive motion capture system with haptic feedback
    W Choi; SZ Jeong; N Hashimoto; S Hasegawa; Y Koike; M Sato
    Creating reactive motions with existing motion-capture systems is difficult because they require a variety of task environments. To overcome this drawback, we propose a reactive motion capture system that combines the existing motion capture system with haptic feedback and a human-scale virtual environment. Our objective is to acquire reactive motion data generated from the interaction between haptic feedback and the virtual environment, using the fact that a person's motions in real world can be represented by the reactions of the person to real objects. We asked the subject to trace the rim of the front of a cube under six task conditions and measured their fingertip trajectories as motion data. The results demonstrated that our proposed system is useful for generating data for natural-looking motions similar to real-world motions., IEEE COMPUTER SOC, 2004, SIXTH IEEE INTERNATIONAL CONFERENCE ON AUTOMATIC FACE AND GESTURE RECOGNITION, PROCEEDINGS, 851-856, English, Peer-reviwed, WOS:000222059800138
  • 没入型ディスプレイのためのミドルウェア--スケーラブルなディスプレイに対応した開発支援ツールキット (小特集 ディスプレイ)
    橋本 直己
    日本工業出版, Dec. 2003, 画像ラボ, 14, 12, 45-51, Japanese, 0915-6755, 80016256161, AN10164169
  • Analysis of Vection using Body Sway in Immersive Virtual Environment
    RYU Jaeho; HASHIMOTO Naoki; SATO Makoto
    映像情報メディア学会, 10 Jun. 2003, ITE technical report, 27, 31, 63-68, Japanese, 1342-6893, 10011627444, AN1059086X
  • A Rendering Method for Multi-Projection Display with Curved Screen
    HASHIMOTO Naoki; KURAHASHI Masaya; SATO Makoto
    映像情報メディア学会, 10 Jun. 2003, ITE technical report, 27, 31, 1-6, Japanese, 1342-6893, 10011627351, AN1059086X
  • Development of Locomotion Interface based on Weight Movement for Human Scale Virtual Environment
    IWASHITA Masaru; TOYAMA Atsushi; HASHIMOTO Naoki; HASEGAWA Shoichi; SATO Makoto
    映像情報メディア学会, 10 Jun. 2003, ITE technical report, 27, 31, 7-13, Japanese, 1342-6893, 10011627361, AN1059086X
  • Analysis of Vection using Body Sway in Immersive Virtual Environment
    RYU Jaeho; HASHIMOTO Naoki; SATO Makoto
    Recently, there is a great interest in the wide display screen such as CAVE, CABIN and D-vision, over 180 degree angle, covering whole field of human eye. The response of human to the visual stimulus in Virtual Environment(VE) for making the reality sense is not researched enough at current stage. But, it is valued as the one of the potential estimation methods to measure the presence sense and immersion. This study aims to research the influence of vection on the body sway of user in VE system to verify the essential area and size of display for the efficient performance of presence sense when there is a different condition like screen size and visual stimulus area., The Institute of Electronics, Information and Communication Engineers, 10 Jun. 2003, Technical report of IEICE. Multimedia and virtual environment, 103, 107, 63-68, Japanese, 0913-5685, 110003270304, AN10476092
  • Designing and Implementing a Reactive Motion Capture System with a Haptic Display
    CHOI Woong; JEONG Seungzoo; HASHIMOTO Naoki; HASEGAWA Shoichi; KOIKE Yasuharu; SATO Makoto
    映像情報メディア学会, 09 Jun. 2003, ITE technical report, 27, 30, 45-50, Japanese, 1342-6893, 10011627315, AN1059086X
  • Analysis of Vection using Body Sway in Immersive Virtual Environment
    RYU Jaeho; HASHIMOTO Naoki; SATO Makoto
    ヒュ-マンインタフェ-ス学会, 09 Jun. 2003, Human Interface, 5, 3, 123-128, Japanese, 1344-7270, 10013397046, AA11324462
  • A Rendering Method for Multi-Projection Display with Curved Screen
    HASHIMOTO Naoki; KURAHASHI Masaya; SATO Makoto
    ヒュ-マンインタフェ-ス学会, 09 Jun. 2003, Human Interface, 5, 3, 61-66, Japanese, 1344-7270, 10013396953, AA11324462
  • Designing and Implementing a Reactive Motion Capture System with a Haptic Display
    CHOI Woong; JEONG Seungzoo; HASHIMOTO Naoki; HASEGAWA Shoichi; KOIKE Yasuharu; SATO Makoto
    ヒュ-マンインタフェ-ス学会, 09 Jun. 2003, Human Interface, 5, 3, 45-50, Japanese, 1344-7270, 10013396917, AA11324462
  • Development of Locomotion Interface based on Weight Movement for Human Scale Virtual Environment
    IWASHITA Masaru; TOYAMA Atsushi; HASHIMOTO Naoki; HASEGAWA Shoichi; SATO Makoto
    ヒュ-マンインタフェ-ス学会, 09 Jun. 2003, Human Interface, 5, 3, 67-73, Japanese, 1344-7270, 10013396963, AA11324462
  • 移動可能な物体への映像投影手法
    小出裕子; 橋本直己; 高橋裕樹; 中嶋正之
    2003, 芸術科学会論文誌, 2, 2, 71-73, 1347-2267, 80020795253
  • Development of the rigid motion simulator with a penalty method for haptic displays
    FUJII Nobuaki; HASEGAWA Shoichi; HASHIMOTO Naoki; KOIKE Yasuharu; SATO Makoto
    日本バ-チャルリアリティ学会, 18 Sep. 2002, Proceedings of the Virtual Reality Society of Japan,annual conference, 7, 351-354, Japanese, 1342-4564, 10013961190, AA11429766
  • Architecture of Multimodal Immersive Humanscale Virtual Enviroment
    HIRAI Takuya; HASEGAWA Shoichi; HASHIMOTO Naoki; KOIKE Yasuharu; SATO Makoto
    18 Sep. 2002, 日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference, 7, 61-62, Japanese, 1342-4564, 10013960641, AA11429766
  • Development of locomotion interface for immersive virtual environment with stepping
    TOYAMA Atsushi; IWASHITA Masaru; HASEGAWA Shoichi; HASHIMOTO Naoki; KOIKE Yasuharu; SATO Makoto
    日本バ-チャルリアリティ学会, 18 Sep. 2002, Proceedings of the Virtual Reality Society of Japan,annual conference, 7, 469-472, Japanese, 1342-4564, 10013961412, AA11429766
  • 多様な立体映像空間を実現するステレオ映像同期ボードの提案
    橋本直己
    2000, 電子情報通信学会ソサイエティ大会, 20000463087, AN10489017

Books and other publications

  • VR/AR技術における感覚の提示、拡張技術と最新応用事例
    橋本直己
    Scholarly book, Japanese, Contributor, 第3章第2節:立体空中像の広視域角化とインタラクション特性, 技術情報協会, 30 Jun. 2021
  • VR/AR技術の開発動向と最新応用事例
    橋本 直己
    Scholarly book, Japanese, Contributor, 第9章第1節“動的プロジェクションマッピングのための映像投影技術と遅延補償手法”, 技術情報協会, 28 Feb. 2018
  • ディスプレイ技術年鑑2014
    橋本直己
    General book, Japanese, Contributor, 第2章どこでもディスプレイ リビングを没入型ディスプレイに ~人と映像が一体化するための投影技術~, 日経BP社, 31 Oct. 2014, 9784822276324
  • バーチャルリアリティ学
    Japanese, Joint work, 第三章 バーチャルリアリティ・インタフェース 3.2 入力インタフェース, 工業調査会, Jan. 2010
  • 感覚・感情とロボット –人と機会のインタラクションへの挑戦-(社団法人 日本機械学会編)
    佐藤 誠; 橋本 直己
    Japanese, Joint work, 第18章, 工学調査会, Nov. 2008
  • 感覚・感情とロボット –人と機会のインタラクションへの挑戦-(社団法人 日本機械学会編)
    佐藤 誠; 橋本 直己
    Japanese, Joint work, 第18章, 工学調査会, Nov. 2008
  • OEシリーズ3 三次元光学2 光三次元・産業への応用
    佐藤 誠; 橋本 直己
    Japanese, Joint work, 第11章, アドコム・メディア株式会社, Jun. 2008
  • 三次元画像工学
    佐藤 誠; 佐藤 甲癸; 橋本 直己; 高野 邦彦
    Japanese, Joint work, コロナ社, Dec. 2006
  • Lecture Notes in Computer Science, Technologies for E-Learning and Digital Entertainment
    Seungzoo Jeong; Naoki Hashimoto; Makoto Sato
    English, Joint work, Haptic Interaction System for Co-evolution with Reactive Virtual Human, 2006

Lectures, oral presentations, etc.

  • 両眼視野闘争を用いた1人称視点と3人称視点の融合提示に関する検討
    酒井宏伸; 橋本直己
    Oral presentation, Japanese, 情報処理学会エンターテインメント研究会
    18 Mar. 2025
    17 Mar. 2025- 19 Mar. 2025
  • 回転ミラーを用いた視線追従型映像提示
    菅井ゆり佳; 橋本直己
    Oral presentation, Japanese, 映像表現・芸術科学フォーラム2025
    10 Mar. 2025
    10 Mar. 2025- 10 Mar. 2025
  • 液晶ディスプレイの偏光特性を利用したライトフィールドディスプレイの視域拡大
    加藤陽輝; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会メディア工学研究会
    22 Feb. 2025
    22 Feb. 2025- 22 Feb. 2025
  • 多視点映像のミラーへの反射による簡易型HMDの映像提示領域の拡張
    上出知宏; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会メディア工学研究会
    22 Feb. 2025
    22 Feb. 2025- 22 Feb. 2025
  • 形状の違いが物体印象および重さ知覚に与える影響の検討
    冨岡昂成; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会ヒューマンインフォメーション研究会
    20 Feb. 2025
    19 Feb. 2025- 20 Feb. 2025
  • "1+3"人称視点からのアバタの印象と重さ錯覚の関連性の検討
    内山櫻子; 村石雄世; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会ヒューマンインフォメーション研究会
    20 Feb. 2025
    19 Feb. 2025- 20 Feb. 2025
  • "1+3"人称視点からのアバタの印象が重さ錯覚に与える影響の検討
    村石雄世; 内山櫻子; 佐藤美恵; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬季大会
    10 Dec. 2024
    24 Dec. 2024- 25 Dec. 2024
  • ARを用いた腕への視覚的エフェクト表示による重さ錯覚の変化に関する検討
    武山和樹; 佐藤美恵; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬季大会
    10 Dec. 2024
    24 Dec. 2024- 25 Dec. 2024
  • ライトフィールドディスプレイ化による簡易型HMDの映像提示領域拡張の検討
    上出知宏; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬季大会
    10 Dec. 2024
    24 Dec. 2024- 25 Dec. 2024
  • 液晶ディスプレイの偏光特性を利用したライトフィールドディスプレイの視域拡大の検討
    加藤陽輝; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬季大会
    10 Dec. 2024
    24 Dec. 2024- 25 Dec. 2024
  • ドアを介して空間の接続を行うプロジェクションマッピングの検討(第2報)
    稲田優輝; 橋本直己
    Oral presentation, Japanese, 第29回日本バーチャルリアリティ学会大会
    10 Sep. 2024
    11 Sep. 2024- 13 Sep. 2024
  • 動的プロジェクションマッピングにおける物体接触時の柔らかさ提示の検討
    山岸祥大; 橋本直己
    Oral presentation, Japanese, 第29回日本バーチャルリアリティ学会大会
    10 Sep. 2024
    11 Sep. 2024
  • 没入型ディスプレイと私 - CAVEの誕生から進化の歩みを振り返る
    橋本直己
    Invited oral presentation, Japanese, SID日本支部設立50周年記念講演, Invited
    15 Mar. 2024
    15 Mar. 2024- 15 Mar. 2024
  • 多目的最適化とVR投映シミュレーションを組み合わせた広域投映における最適なプロジェクタ配置の決定手法の検討
    青木元秀; 橋本直己
    Oral presentation, Japanese, 映像表現・芸術科学フォーラム2024
    05 Mar. 2024
    05 Mar. 2024- 05 Mar. 2024
  • 室内広域投映システムのための間接反射光にロバストな構造化投映
    園部瑞希; 橋本直己
    Oral presentation, Japanese, 映像表現・芸術科学フォーラム2024
    05 Mar. 2024
    05 Mar. 2024- 05 Mar. 2024
  • 身体の印象変化による重さ錯覚と動作速度及び筋電位の関係についての検討
    村岡丈一郎; 村石雄世; 冨岡昴成; 佐藤美恵; 橋本直己
    Oral presentation, Japanese, 映像表現・芸術科学フォーラム2024
    05 Mar. 2024
    05 Mar. 2024- 05 Mar. 2024
  • 舞台演出における背景投影と照明効果を両立するプロジェクションマッピングの検討
    向後実結; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会メディア工学研究会
    19 Feb. 2024
    19 Feb. 2024- 20 Feb. 2024
  • 指向性スクリーンを用いた複数人で観察可能な等身大裸眼立体映像投影の検討
    平野雄己; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会メディア工学研究会
    19 Feb. 2024
    19 Feb. 2024- 20 Feb. 2024
  • 瞬目時の瞼への投影による映像表現に関する検討
    酒井宏伸; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会 メディア工学研究会
    10 Feb. 2024
    10 Feb. 2024- 10 Feb. 2024
  • アバタ変身時の腕の運動軌跡強調による重さ錯覚に関する検討
    冨岡昂成; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会 メディア工学研究会
    10 Feb. 2024
    10 Feb. 2024- 10 Feb. 2024
  • レンズアレイを用いた指向性提示による全周囲透明立体ディスプレイの検討
    椎名真梨; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬季大会
    12 Dec. 2023
    26 Dec. 2023- 27 Dec. 2023
  • 瞼を利用した視覚拡張の検討
    酒井宏伸; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬季大会
    12 Dec. 2023
    26 Dec. 2023- 27 Dec. 2023
  • ARを用いた腕への強い印象を与える視覚的エフェクト表示による重さ錯覚に関する検討
    武山和樹; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会 メディア工学研究会, Domestic conference
    14 Dec. 2023
    14 Dec. 2023- 15 Dec. 2023
  • 印象変化による重さ錯覚における"1+3"人称視点の提案
    村石雄世; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会 メディア工学研究会, Domestic conference
    14 Dec. 2023
    14 Dec. 2023- 15 Dec. 2023
  • ドアを介して空間の接続を行うプロジェクションマッピングの検討
    稲田優輝; 橋本直己
    Poster presentation, Japanese, 第28回日本バーチャルリアリティ学会大会
    13 Sep. 2023
    12 Sep. 2023- 14 Sep. 2023
  • 室内広域投影システムにおけるロバストな空間コード化の検討
    園部瑞基; 橋本直己
    Poster presentation, Japanese, 第28回日本バーチャルリアリティ学会大会
    13 Sep. 2023
    12 Sep. 2023- 14 Sep. 2023
  • 複数のProCamユニットを用いた室内広域投影システムにおける自動校正の検討
    羽田理恵; 橋本直己
    Poster presentation, Japanese, 第28回日本バーチャルリアリティ学会大会
    13 Sep. 2023
    12 Sep. 2023- 14 Sep. 2023
  • 身体の印象変化による重さ錯覚と筋電位の関係についての検討
    村岡丈一郎; 村石雄世; 冨岡昂成; 佐藤美恵; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会年次大会
    31 Aug. 2023
    30 Aug. 2023- 01 Sep. 2023
  • 指向性ディスプレイを用いた全周囲から観察可能な透明立体ディスプレイの検討
    椎名真梨,橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    06 Mar. 2023
    06 Mar. 2023
  • ARを用いた腕への視覚的エフェクト表示による重さ錯覚の適用範囲に関する検討
    武山和樹,村石匠汰,橋本直己,佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    04 Feb. 2023
    04 Feb. 2023
  • 印象変化による重さ錯覚に対する視点位置の影響に関する検討
    村石雄世,村岡丈一郎,佐藤美恵,橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    04 Feb. 2023
    04 Feb. 2023
  • 部屋と部屋を繋ぎ合わせるプロジェクションマッピングの検討
    稲田優輝,橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    04 Feb. 2023
    04 Feb. 2023
  • 両眼立体視を組み合わせた動的プロジェクションマッピングの検討
    山岸祥大,橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    04 Feb. 2023
    04 Feb. 2023
  • 動的プロジェクションマッピングにおける光学的補正導入の検討
    青木元秀; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬期大会 講演予稿集
    08 Dec. 2022
  • 深層学習による動き予測を用いた動く非剛体面に対する光学的補正の検討
    吉村一真; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬期大会 講演予稿集, Domestic conference
    08 Dec. 2022
  • ARを用いた腕への視覚的エフェクト表示による重さ錯覚に関する検討
    村石匠汰; 佐藤美恵; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬期大会 講演予稿集, Domestic conference
    08 Dec. 2022
  • 触れる動的プロジェクションマッピングの実現
    橋本直己
    Invited oral presentation, Japanese, 高臨場感ディスプレイフォーラム2022, Invited, Domestic conference
    25 Nov. 2022
  • 映像投影を用いた広視野HMDにおける周辺映像の遅延補償の検討
    斎藤和人,橋本直己
    Oral presentation, Japanese, 第27回日本バーチャルリアリティ学会大会論文集
    09 Sep. 2022
    09 Sep. 2022
  • 把持操作可能な動的プロジェクションマッピングにおける対象物体と提示情報の形状認識に関する検討
    吉田祥子; 橋本直己
    Oral presentation, Japanese, 第27回日本バーチャルリアリティ学会大会論文集, Domestic conference
    09 Sep. 2022
  • 動的プロジェクションマッピングための2視点からの輪郭を用いた物体追跡の精度評価
    齋藤匠; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会 2022年年次大会 講演予稿集, Domestic conference
    10 Aug. 2022
  • 腕への視覚的エフェクト表示による重さ錯覚に関する検討
    村石匠汰; 佐藤美恵; 橋本直己
    Oral presentation, Japanese, 信学技法, Domestic conference
    11 Mar. 2022
  • ゲームエンジンを用いたインタラクティブなプロジェクションマッピングシステムついての検討
    吉田祥子; 橋本直己
    Oral presentation, Japanese, 信学技法, Domestic conference
    09 Mar. 2022
  • キャラクタライブにおける平面感を解消する映像提示手法の検討
    矢島輝海; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技法, Domestic conference
    08 Mar. 2022
  • スケーラブルな広域投影システムの実現
    杉本圭; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技法, Domestic conference
    08 Mar. 2022
  • LED光源を用いた体積走査型ディスプレイによるプロジェクションマッピング
    奥田慎一; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技法, Domestic conference
    08 Mar. 2022
  • 裸眼立体視可能な透明ディスプレイの検討
    椎名真梨; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    12 Feb. 2022
  • プロジェクタを用いた追跡投影による簡易型HMDの周辺視野拡張
    斎藤和人; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    12 Feb. 2022
  • 複数のProCamユニットを用いた室内広域投影システムの検討
    羽田理恵; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    12 Feb. 2022
  • 身体の印象変化による重さ錯覚に関する筋電位を用いた検討
    村岡丈一郎; 大久保柚希; 佐藤美恵; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    12 Feb. 2022
  • 明るい室内環境におけるプロジェクションマッピングの実現に関する検討
    島村一歩; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    12 Feb. 2022
  • 深層学習による動き予測を用いた動く剛体に対する光学的補正の検討
    吉村一真; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬期大会 講演予稿集, Domestic conference
    15 Dec. 2021
  • Tangible Projection Mappingのための2視点からの輪郭を用いた頑健な物体追跡
    ハルバーソン悠太; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬期大会 講演予稿集, Domestic conference
    15 Dec. 2021
  • 自己認知の変化が重さ知覚に与える影響に関する定量的検討
    大久保柚希; 村岡丈一郎; 佐藤美恵; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会ヒューマンインフォメーション研究会, 映像情報メディア学会, オンライン, Domestic conference
    26 Nov. 2021
  • 閉鎖空間での長期滞在によって生じるストレス軽減を目指した映像提示システム
    井澤悠; 木村真一; 橋本直己
    Oral presentation, Japanese, 第65回 宇宙科学技術連合講演会, Domestic conference
    10 Nov. 2021
  • 強さの印象が異なる仮想腕を用いた重さ錯覚に関する検討
    村石匠汰; 大久保柚希; 橋本直己; 金成慧; 佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    27 Feb. 2021
  • 輪郭と投影歪みを用いたロバストな位置姿勢推定手法の検討
    齋藤匠; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    27 Feb. 2021
  • ライトフィールド投影によるプロジェクションマッピングの検討
    渡辺大智; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    27 Feb. 2021
  • Dynamic Projection Mappingのための2視点からの輪郭を用いた物体追跡の精度向上に関する検討
    ハルバーソン悠太; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会 創立70周年記念大会 講演予稿集, Domestic conference
    22 Dec. 2020
  • 身体の視覚的変化による重さ知覚への影響に関する検討
    大久保柚希; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会 創立70周年記念大会 講演予稿集, Domestic conference
    22 Dec. 2020
  • ステルス投影のためのLEDアレイを用いた回転型ボリューム3Dディスプレイの検討
    奥田慎一; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会 創立70周年記念大会 講演予稿集, Domestic conference
    22 Dec. 2020
  • Volumetric Displayによる立体像を光源としたプロジェクションマッピングの提案
    清川真純; 橋本直己
    Oral presentation, Japanese, 第25回日本バーチャルリアリティ学会大会論文集, Domestic conference
    16 Sep. 2020
  • プロジェクタの劣化を考慮した応答関数を用いた輝度補正
    杉本圭; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    08 Feb. 2020
  • 前面投影と背面投影の組み合わせによるステルス投影の広域化
    奥田慎一; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    08 Feb. 2020
  • HMDを用いた腕の視覚的変化による身体能力への影響に関する検討
    大久保柚希; 片桐佑一; 橋本直己; 佐藤美恵; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    08 Feb. 2020
  • ステルスプロジェクションにおける投影物体との同期機構に関する検討
    清川真純; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会冬季大会 講演予稿集, Domestic conference
    12 Dec. 2019
  • 身体を中心とした視覚的エフェクトを用いた知覚変化に関する検討
    片桐佑一; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    08 Nov. 2019
  • 形状変化が可能な広視野角フルパララックス立体空中像の検討
    室伏皓太; 橋本直己
    Oral presentation, Japanese, 第24回日本バーチャルリアリティ学会大会論文集
    11 Sep. 2019
  • Dynamic Projection Mappingのための輪郭に基づく反復計算によるロバストな位置姿勢推定
    森久保優輝; 橋本直己
    Oral presentation, Japanese, 第24回日本バーチャルリアリティ学会大会論文集, Domestic conference
    11 Sep. 2019
  • 観光対象としての興味・関心と眼球情報との関連についての一検討
    鈴木弘也; 鈴木瑛大; 伊藤篤; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 日本認知科学会 第36回大会, Domestic conference
    05 Sep. 2019
  • 広域映像投影における光学的補正の検討
    三浦健太朗; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    19 Feb. 2019
  • RGBチャンネルの非独立性に基づくプロジェクタ応答特性のモデル化
    舟久保佑樹; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    19 Feb. 2019
  • 把持物体へのDynamic Projection Mappingのためのロバストな物体追跡手法
    森久保優輝; サンロレンゾ・イウジン; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    09 Feb. 2019
  • 空間型拡張現実感のための非剛体形状推定に基づくマーカ検出に関する一検討
    宮崎大希; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学科技術報告, Domestic conference
    17 Dec. 2018
  • 腕の印象変化と物体の重さ判断の関係に関する検討
    片桐佑一; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    14 Dec. 2018
  • 動的プロジェクションマッピングのための輪郭に基づいた位置姿勢推定手法の精度評価
    森久保優輝; 橋本直己
    Oral presentation, Japanese, 第23回バーチャルリアリティ学会大会論文集, Domestic conference
    19 Sep. 2018
  • 身体特徴の多様な見た目変化による物体の重さ判断への影響に関する検討
    片桐佑一; 橋本直己
    Oral presentation, Japanese, 第23回バーチャルリアリティ学会大会論文集, Domestic conference
    19 Sep. 2018
  • インタラクションに適した立体空中像の広視野角化
    室伏皓太; 橋本直己
    Oral presentation, Japanese, 第23回バーチャルリアリティ学会大会論文集, Domestic conference
    19 Sep. 2018
  • 揺れ動く非剛体面におけるプロジェクタの輝度補正
    吉村一真; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    24 Feb. 2018
  • 多視点観察可能なインタラクティブ立体空中像の提示
    室伏皓太; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    24 Feb. 2018
  • 過不足のない非剛体物体への動的プロジェクションマッピング
    宮崎大希; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会2017年冬期大会講演予稿集, Domestic conference
    28 Nov. 2017
  • 複数台プロジェクタを用いた広域投影における幾何補正精度に関する検討
    中村友香; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会2017年冬期大会講演予稿集, Domestic conference
    28 Nov. 2017
  • 動的プロジェクションマッピングのための輪郭に基づいた位置姿勢推定の高精度化
    森久保優輝; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会2017年冬期大会講演予稿集, Domestic conference
    28 Nov. 2017
  • CTデータを利用した手術支援プロジェクションマッピング
    舟久保佑樹; 橋本直己
    Oral presentation, Japanese, 第21回日本バーチャルリアリティ学会, Domestic conference
    27 Sep. 2017
  • 複数台プロジェクタを用いた舞台演出システムのための幾何補正手法
    中村友香; 橋本直己
    Oral presentation, Japanese, 映像メディア学会メディア工学研究会技術報告, Domestic conference
    18 Feb. 2017
  • 三次元非剛体物体への動的プロジェクションマッピング
    宮崎大希; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会メディア工学研究会技術報告, Domestic conference
    18 Feb. 2017
  • 全周囲からのプロジェクションマッピングのためのプロジェクタ配置に関する検討
    松村崇史; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会2016年冬季大会公演予稿集, Domestic conference
    21 Dec. 2016
  • 赤外カメラを用いた3次元位置姿勢推定と追跡による動的な空間型AR
    庭田直也; 小泉諒; 藤澤春香; 小林大祐; 橋本直己
    Oral presentation, Japanese, 第21回日本バーチャルリアリティ学会, Domestic conference
    14 Sep. 2016
  • ProCamシステムを用いたカメラと異なる視点位置に対する光学的補正
    後藤貴光; 河阪幸機; 橋本直己
    Oral presentation, Japanese, 第21回日本バーチャルリアリティ学会, Domestic conference
    14 Sep. 2016
  • HMDにおける三人称視点の提示に関する一考察
    片桐佑一; 橋本直己
    Oral presentation, Japanese, 電子情報通信学会MVE研究会, Domestic conference
    02 Jun. 2016
  • プロジェクションマッピングによる STA-MCA吻合術における吻合血管の決定の試み
    丸山啓介; 鳥居正剛; 塩川芳昭; 青木耀平; 橋本直己
    Oral presentation, Japanese, 第45回 日本脳卒中の外科学会学術集会, Domestic conference
    14 Apr. 2016
  • ProCamシステムを用いたカメラ視点に依存しない光学的補正
    後藤貴光; 河阪幸機; 野中敬介; 内藤整; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会メディア工学研究会, Domestic conference
    20 Feb. 2016
  • 画素間対応を考慮した光学的補正システムの高精度化
    北野光彦; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会メディア工学研究会, Domestic conference
    20 Feb. 2016
  • 安価な深度センサによる高精度プロジェクションマッピングの実現
    青木耀平; 丸山啓介; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会メディア工学研究会, Domestic conference
    20 Feb. 2016
  • 高速な特徴点検出を用いた動的な空間型ARの実現
    庭田直也; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会メディア工学会, Domestic conference
    20 Feb. 2016
  • 任意視点に対する輝度補正の検討”
    河阪幸機; 橋本直己
    Oral presentation, Japanese, 2015年冬季大会講演予稿集, 映像情報メディア学会, 東京・早稲田大学, Domestic conference
    15 Dec. 2015
  • 動的な空間型ARのための実時間姿勢追跡の実現
    小林大祐; 小泉諒; 橋本直己
    Oral presentation, Japanese, 電子情報通信学会総合大会論文集, Domestic conference
    10 Mar. 2015
  • 非装着型視点追跡による3Dプロジェクションマッピングの実現
    浜口祐希; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, 映像情報メディア学会 メディア工学研究会, 横浜, Domestic conference
    28 Feb. 2015
  • 位相シフト法を用いた光学的映像補正の高精度化
    河阪幸機; 橋本直己; 三功浩嗣; 内藤整
    Oral presentation, Japanese, 映像情報メディア学会技術報告, 映像情報メディア学会 メディア工学研究会, 横浜, Domestic conference
    28 Feb. 2015
  • 高解像度なカラー画像を利用した深度カメラの超解像化
    高岡諒太郎; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, 映像情報メディア学会 メディア工学研究会, 横浜, Domestic conference
    28 Feb. 2015
  • 深度カメラを用いた動的な空間型ARシステムの高速化
    小泉諒; 小林大祐; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, 映像情報メディア学会 メディア工学研究会, 横浜, Domestic conference
    28 Feb. 2015
  • A-16-1 Real-Time Object Tracking for Dynamic Spatial Augmented Reality
    Kobayashi Daisuke; Koizumi Ryo; Hashimoto Naoki
    Japanese, Proceedings of the IEICE General Conference, The Institute of Electronics, Information and Communication Engineers
    24 Feb. 2015
    24 Feb. 2015- 24 Feb. 2015
  • 動的環境におけるマルチプロジェクションシステムによる映像補正
    吉田卓矢; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, 映像情報メディア学会 メディア工学研究会, 北海道・札幌, Domestic conference
    23 Feb. 2015
  • 動的なプロジェクションマッピングにおける遅延補償手法
    酒巻祥平; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, 映像情報メディア学会 メディア工学研究会, 北海道・札幌, Domestic conference
    23 Feb. 2015
  • 高速な輝度補正と人型3Dモデルの投影によるバーチャル着せ替えシステム
    小川智史; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, 映像情報メディア学会 メディア工学研究会, 北海道・札幌, Domestic conference
    23 Feb. 2015
  • 3次元形状の特徴点を用いた物体追跡に関する検討
    鷹箸拓也; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    02 Oct. 2014
  • ディスプレイ装置の高階調化による印象変化と画像コンテンツの関係性の検討
    井上未知美; 早乙女拓美; 佐藤美恵; 阿山みよし; 橋本直己
    Poster presentation, Japanese, 第9回日本感性工学会春季大会, Domestic conference
    22 Mar. 2014
  • 観賞者に良い印象を与える階調数の輝度差に関する検討
    井上未知美; 早乙女拓美; 佐藤美恵; 阿山みよし; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    04 Mar. 2014
  • 深度情報を用いた物体認識に関する検討
    大里祐一郎; 鷹箸拓也; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    22 Feb. 2014
  • ディスプレイの輝度範囲に対する階調数と印象の関係性についての検討
    早乙女拓美; 井上未知美; 佐藤美恵; 阿山みよし; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    22 Feb. 2014
  • 深度カメラを用いた実時間姿勢追跡に基づく動的な空間型ARの実現
    小林大祐; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    22 Feb. 2014
  • 動的物体への映像投影における焦点ボケの解消
    田代茜; 齋藤仙典; 小川智史; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    22 Feb. 2014
  • ARにおける任意物体の反射特性推定を用いた光学的整合性の実現
    石田佐句; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告, Domestic conference
    22 Feb. 2014
  • ディスプレイの輝度範囲に適した階調数の印象評価に基づく検討
    井上未知美; 早乙女拓美; 佐藤美恵; 阿山みよし; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告,映像情報メディア学会メディア工学研究会
    Oct. 2013
  • 動的輝度補正を付加したプロジェクタによる室内演出の検討
    細貝彩乃; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 第8回日本感性工学会春季大会講演予稿集,第8回日本感性工学会春季大会
    Mar. 2013
  • 動的輝度補正を付加したプロジェクションマッピングの検討
    細貝彩乃; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会技術報告,映像情報メディア学会メディア工学研究会
    Feb. 2013
  • 動的対象物へのインタラクティブな映像投影の検討
    鷹箸拓也; 秋元雄介; 橋本直己; 佐藤美恵
    Oral presentation, Japanese, 映像情報メディア学会技術報告,映像情報メディア学会メディア工学研究会
    Feb. 2013
  • 高解像度なバルーン型ディスプレイの開発
    渡邊礼二; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告,映像情報メディア学会メディア工学研究会
    Feb. 2013
  • 深度センサを用いた手軽なプロジェクタキャリブレーション
    長岡亜耶; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告,映像情報メディア学会メディア工学研究会
    Feb. 2013
  • 異なる複数台プロジェクタの重畳投影による高解像度化手法の提案
    小川智史; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告,映像情報メディア学会メディア工学研究会
    Feb. 2013
  • 遅延を補償する予測投影を用いた動物体へのプロジェクションマッピング
    酒巻祥平; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告,映像情報メディア学会メディア工学研究会
    Feb. 2013
  • バーチャル試着を手軽に実現するDress Capture
    川口侑希子; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告,映像情報メディア学会メディア工学研究会
    Feb. 2013
  • 任意面映像提示におけるフレーム間情報を利用した輝度補正の検討
    細貝彩乃; 佐藤美恵; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告,メディア工学研究会
    Oct. 2012
  • 映像投影によるバーチャル着せ替えシステム
    中村卓磨; 橋本直己
    Oral presentation, Japanese, 電子情報通信学会技術研究報告,MVE研究会
    Sep. 2012
  • 高階調表示に適した輝度差の検討
    井上未知美; 佐藤美恵; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会,2012年度年次大会
    Aug. 2012
  • 風を用いた力覚および温度感覚による高臨場感提示に関する一検討
    田中亮平; 橋本直己
    Oral presentation, Japanese, 第20回サイバーワールド研究会資料,第20回サイバーワールド研究会
    Mar. 2012
  • 室内における全周囲映像投影のための幾何補正手法の提案
    福山廣相; 橋本直己
    Oral presentation, Japanese, 電子情報通信学会技術研究報告,マルチメディア・仮想環境基礎研究会
    Mar. 2012
  • 環境に適応する映像投影手法”Adaptive Image Projection“に関する研究
    渡邊暁; 橋本直己
    Oral presentation, Japanese, 電子情報通信学会技術研究報告,マルチメディア・仮想環境基礎研究会
    Mar. 2012
  • 魚眼レンズを用いた全周囲映像提示に関する検討
    川辺泰弘; 松嶋一浩; 佐藤美恵; 春日正男; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2012-3,メディア工学研究会
    Feb. 2012
  • 認識可能な階調数に着目したHDR表示に適応する応答特性の検討
    田中利明; 井上未知美; 佐藤美恵; 春日正男; 石川智治; 阿山みよし; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2012-3,メディア工学研究会
    Feb. 2012
  • 車載カメラ映像の共有による前景視界補助システム
    鈴木光一朗; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2012-3,メディア工学研究会
    Feb. 2012
  • 粘土を用いた直感的3Dモデリングシステムの構築
    須永知樹; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2012-3,メディア工学研究会
    Feb. 2012
  • スマートフォンを用いた広視野投影システムの提案
    福吉広涼; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2012-3,メディア工学研究会
    Feb. 2012
  • インタラクティブな接触変化に対応したバルーン型ディスプレイの開発
    石田佐句; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2012-3,メディア工学研究会
    Feb. 2012
  • 超臨場感を実現するインタラクティブプロジェクションマッピング
    櫻井淳一; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2012-3,メディア工学研究会
    Feb. 2012
  • 風および温度感覚を用いた物体提示
    田中亮平; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会 2011年冬季大会講演予稿集,映像情報メディア学会 2011年冬季大会
    Dec. 2011
  • 映像に応じた風覚および温度感覚提示による高臨場感システムの提案
    田中亮平; 橋本直己
    Oral presentation, Japanese, エンターテインメントコンピューティング2011,エンターテインメントコンピューティング2011
    Oct. 2011
  • 人間の視覚特性に基づいたHDR表示に適する応答特性の検討
    井上未知美; 田中利明; 佐藤美恵; 春日正男; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告,映像情報メディア学会 メディア工学研究会
    Oct. 2011
  • 任意面における映像提示を目的とした輝度補正のダイナミックレンジについての検討
    細貝彩乃; 佐藤美恵; 春日正男; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告,映像情報メディア学会 メディア工学研究会
    Oct. 2011
  • 室内空間における魚眼レンズを用いた全周囲映像提示の提案
    松嶋一浩; 川辺泰弘; 佐藤美恵; 春日正男; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告,映像情報メディア学会 メディア工学研究会
    Oct. 2011
  • HDR表示に適した応答特性の一検討
    井上未知美; 佐藤美恵; 春日正男; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会
    Aug. 2011
  • 室内空間における魚眼レンズを用いた没入型映像提示に関する一検討
    松嶋一浩; 佐藤美恵; 春日正男; 橋本直己
    Oral presentation, Japanese, 第6回日本感性工学会春季大会予稿集,第6回日本感性工学会春季大会
    Mar. 2011
  • 室内空間における魚眼レンズを用いた没入型映像提示
    松嶋一浩; 佐藤美恵; 春日正男; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2011-10,映像情報メディア学会 メディア工学研究会
    Feb. 2011
  • 動的環境下における映像提示を目的とした輝度補正の検討
    細貝彩乃; 佐藤美恵; 春日正男; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2011-11,映像情報メディア学会 メディア工学研究会
    Feb. 2011
  • プロジェクタによる多重投影に基づいたHDR表示の一検討
    井上未知美; 佐藤美恵; 春日正男; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2011-12,映像情報メディア学会 メディア工学研究会
    Feb. 2011
  • 空間立体ディスプレイ化技術の提案
    森合恭裕; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2011-22,映像情報メディア学会 メディア工学研究会
    Feb. 2011
  • 実世界におけるバーチャル着せ替えシステム
    中村卓磨; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2011-23,映像情報メディア学会 メディア工学研究会
    Feb. 2011
  • 室内空間における魚眼レンズを用いた没入型映像提示の検討
    松嶋一浩; 佐藤美恵; 春日正男; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会 2010年冬季大会講演予稿集,映像情報メディア学会 2010年冬季大会
    Dec. 2010
  • 立体感を提示可能な霧ディスプレイの開発
    東 佑圭; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会 2010年冬季大会講演予稿集,映像情報メディア学会 2010年冬季大会
    Dec. 2010
  • 映像演出効果を備えたテーブルトップインタフェース
    鈴木 翔; 橋本直己
    Oral presentation, Japanese, 映像情報メディア学会 2010年冬季大会講演予稿集,映像情報メディア学会 2010年冬季大会
    Dec. 2010
  • 視覚特性を利用した可動型プロジェクタによる広視野高精細映像提示
    田中 亮平; 橋本 直己
    Oral presentation, Japanese, 映像情報メディア学会 技術報告書
    Feb. 2010
  • 任意形状面への高精度なレンダリング手法の提案
    洪 進; 橋本 直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    Feb. 2010
  • Projector-Camera Systemを用いた動的輝度補正
    渡邉 暁; 橋本 直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    Feb. 2010
  • 間接反射光を考慮したパターン光投影による幾何補正
    福山 廣相; 橋本 直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    Feb. 2010
  • 前面投影システムにおける複数台プロジェクタのシームレスな切り替えによる鑑賞可能領域の拡張
    坂梨 豊; 橋本 直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    Feb. 2010
  • プロジェクタによる多重投影に基づいた高輝度かつ高階調画像表示の検討
    佐々木 詩織; 佐藤 美恵; 春日 正男; 橋本 直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    Feb. 2010
  • 室内空間におけて高い没入感を実現する5面映像提示
    塚越 陽子; 佐藤 美恵; 春日 正男; 本多 健二; 橋本 直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    Feb. 2010
  • 実空間カメラパラメータ推定による高精度な広視野映像の生成
    本多 健二; 菅原 聖; 佐藤 美恵; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 第25回NICOGRAPH論文コンテスト
    Oct. 2009
  • 凸面鏡を用いた広視野投影システムの開発
    橋本 直己; 石渡 裕貴; 佐藤 誠
    Oral presentation, Japanese, 第25回NICOGRAPH論文コンテスト
    Oct. 2009
  • 擬似広視野化による映像コンテンツの没入感への影響
    本多 健二; 菅原 聖; 佐藤 美恵; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, エンタテインメントコンピューティング2009
    Sep. 2009
  • 力覚インタラクションを用いた文強勢学習支援システムの開発について
    一色 正晴; 河上 朋弥; 赤羽 克仁; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 電子情報通信学会 信学技法 MVE2009-9
    Jun. 2009
  • 室内空間における平面鏡を用いた広視野映像提示に関する検討
    伊藤 光俊; 本多 健二; 佐藤 美恵; 橋本 直己; 春日 正男
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2009-79
    Feb. 2009
  • 疑似広視野化映像の没入感への影響に関する検討
    菅原 聖; 本多 健二; 佐藤 美恵; 橋本 直己; 春日 正男
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2009-80
    Feb. 2009
  • プロジェクタ提示映像における動き物体の明るさ知覚に関する検討
    板橋 修平; 佐藤 美恵; 橋本 直己; 春日 正男
    Oral presentation, Japanese, 映像情報メディア学会技術報告 ME2009-82
    Feb. 2009
  • 疑似広視野化による高臨場感VRコンテンツの生成
    本多健二; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 信学技法,電子情報通信学会 PRMU研究会
    2008
  • 有限な操作領域をもつ3次元インタフェースデバイスの操作方法に関する研究
    瀬崎 崇浩; 赤羽 克仁; 一色 正晴; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 情処研報
    2008
  • 鏡の錯覚に着目したインタラクティブエンタテイメントの実現:Heaven’s Mirror
    禹 承賢; 青木 孝文; 三武 裕玄; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, インタラクション2008論文集
    2008
  • 高臨場感VR環境とマルチモーダルインタラクション
    佐藤 誠; 橋本 直己
    Oral presentation, Japanese, 映像情報メディア学会技術報告書
    2008
  • オプティカルフローの連続性を考慮した疑似広視野化による高臨場感VRコンテンツの作成
    本多 健二; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, エンタテインメントコンピューティング2008
    2008
  • 6自由度インタフェースデバイスのためのクリック及びラッチ機構に関する検討
    一色 正晴; 馬場 次郎; 赤羽 克人; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 情報処理学会 研究報告
    2008
  • 投影面の反射特性を考慮した映像投影手法の検討
    神宮司 有加; 橋本 直己; 千本 万紀子; 佐藤 美恵; 春日 正男; 佐藤 誠
    Oral presentation, Japanese, 情報処理学会第70回全国大会 講演論文集,
    2008
  • 既存のテレビとプロジェクタを組み合わせた広視野映像提示システムの検討
    石渡 祐貴; 辻 勇旗; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 情報処理学会第70回全国大会 講演論文集
    2008
  • 没入型ディスプレイのための映像コンテンツ疑似広視野化手法
    本多 健二; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 情報処理学会第70回全国大会 講演論文集
    2008
  • 視覚的な錯覚に着目した鏡世界とのインタラクティブ手法の提案:Heaven's Mirror
    禹 承賢; 青木 孝文; 三武 裕玄; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 情報処理学会第70回全国大会 講演論文集
    2008
  • オプティカルフローの連続性を考慮した高精度な疑似広視野化映像の生成
    本多 健二; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 日本バーチャルリアリティ学会第13回大会論文集
    2008
  • 広視野映像に対する視覚特性を用いた輝度補正手法
    神宮司 有加; 橋本 直己; 佐藤 美恵; 佐藤 誠
    Oral presentation, Japanese, 日本バーチャルリアリティ学会第13回大会論文
    2008
  • 凸面鏡を用いた室内広視野映像投影システムの試作
    石渡 祐貴; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 日本バーチャルリアリティ学会第13回大会論文集
    2008
  • ハプティックデバイスのためのクリック及びクラッチ機構の提案
    赤羽 克仁; 馬場 次郎; 一色 正晴; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 日本バーチャルリアリティ学会第13回大会論文集
    2008
  • FLASHによる語学学習ハプティックコンテンツ INSTILLの提案
    河上 朋弥; 山口 武彦; 一色 正晴; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 日本バーチャルリアリティ学会第13回大会論文集
    2008
  • Reactive Virtual Human with Haptic Interaction”,proceedings of ASIAGRAPH 2007
    Makoto Sato; Naoki Hashimoto
    Invited oral presentation, English, ASIAGRAPH2007, Shanghai, International conference
    2007
  • Heaven's Mirror : 鏡の世界と実世界の物理的関係に着目したエンタテイメント
    禹 承賢; 青木 孝文; 三武 裕玄; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, エンタテインメントコンピューティング2007講演論文集,エンタテインメントコンピューティング2007
    2007
  • 疑似広視野化による等身大ゲームコンテンツの生成
    本多 健二; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 第23回NICOGRAPH論文コンテスト
    2007
  • 仮想空間における力覚と触覚を組み合わせた接触感提示
    飯尾 裕一郎; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 第23回NICOGRAPH論文コンテスト
    2007
  • 室内における広視野映像提示のためのプロジェクタ-カメラシステム
    辻 勇旗; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 第23回NICOGRAPH論文コンテスト
    2007
  • 実壁面への映像投影を目的とした色補正の検討
    千本 万紀子; 佐藤 美恵; 橋本 直己; 春日 正男
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    2007
  • 力覚と触覚の組み合わせによる接触感提示に関する検討
    飯尾 裕一郎; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 信学技法 MVE2007-41
    2007
  • FPDと複数台プロジェクタを用いた広視野映像提示環境におけるプロジェクタカメラシステムの校正法
    辻 勇旗; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 信学技法 MVE2007-43
    2007
  • 模様付平面への映像提示を目的とした輝度補正の検討
    千本 万紀子; 佐藤 美恵; 橋本 直己; 佐藤 誠; 春日 正男
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    2007
  • ゲームコンテンツの広視野化における没入感の評価
    石綿 祐貴; 本多 健二; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    2007
  • ハプティックインタラクションのできる等身大仮想環境における組立作業システムの開発
    木村 耕一郎; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 日本バーチャルリアリティ学会研究報告
    2007
  • 等身大仮想環境における力覚を主体とした組立作業システムの開発
    木村 耕一郎; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 信学技法 MVE2006-73
    2007
  • RAW画像データを用いた輝度補正に関する検討
    千本 万紀子; 高橋 祐; 佐藤 美恵; 橋本 直己; 佐藤 誠; 春日 正男
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    2006
  • 動的な奥行きモデルを用いた時系列映像からの実時間広視野映像生成手法
    本多 健二; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 映情学技法 IDY2006-107
    2006
  • オプティカルフローの連続性を考慮した奥行きモデルを用いた時系列映像からの実時間広視野映像生成手法
    本多 健二; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 信学技報 MVE2005-69
    2006
  • 時系列映像を用いた没入型ディスプレイのための周辺映像再構成手法
    本多 健二; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 映像情報メディア学会技術報告
    2006
  • 力覚を介した等身大インタラクションのためのリアクティブバーチャルヒューマンの設計
    鄭 承珠; 石川 俊明; 長谷川 晶一; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 情報処理学会研究報告 2005-EC-1
    2005
  • 力覚と視覚提示機能を備えたリアクティブモーションキャプチャシステムによるキャラクタ動作の生成
    崔 雄; 橋本 直己; 八村 広三郎; 佐藤 誠
    Oral presentation, Japanese, 信学技法MVE2005-5
    2005
  • Game-Engine Based virtual Environment for Immersive Projection Display Systems
    Pui San TAN; Naoki Hashimoto; Makoto Sato
    Oral presentation, English, ITE Technical Report
    2005
  • クラスタベース没入型ディスプレイのための透過性を考慮したアプリケーション・プラットフォームの構築
    石田 善彦; 橋本 直己; 佐藤 誠
    Oral presentation, Japanese, 情報処理学会研究報告 2005-CG-118
    2005
  • Reactive Motion Generation of Character Animation with SPIDAR-H
    Woong Choi; Naoki Hashimoto; Makoto Sato
    Oral presentation, English, 日本バーチャルリアリティ学会研究報告
    2005

Courses

  • K課程総合コミュニケーション科学
    The University of Electro-Communications
  • K課程総合コミュニケーション科学
    電気通信大学
  • 総合情報学基礎
    The University of Electro-Communications
  • 総合情報学基礎
    電気通信大学
  • プログラミング通論(3クラス)
    The University of Electro-Communications
  • プログラミング通論(3クラス)
    電気通信大学
  • プログラミング通論(2クラス)
    The University of Electro-Communications
  • プログラミング通論(2クラス)
    電気通信大学
  • 情報工学工房
    The University of Electro-Communications
  • 情報工学工房
    電気通信大学
  • メディア情報学実験
    The University of Electro-Communications
  • プログラミング実験
    The University of Electro-Communications
  • プログラミング実験
    The University of Electro-Communications
  • プログラミング実験
    電気通信大学
  • プログラミング通論
    The University of Electro-Communications
  • 大学院技術英語
    The University of Electro-Communications
  • 大学院技術英語
    電気通信大学
  • コンピュータグラフィックス応用
    The University of Electro-Communications
  • プログラミング通論
    The University of Electro-Communications
  • プログラミング通論
    電気通信大学
  • コンピュータグラフィックス応用
    The University of Electro-Communications
  • コンピュータグラフィックス応用
    電気通信大学
  • アルゴリズムとデータ構造ならびに同演習
    The University of Electro-Communications
  • コンピュータグラフィックス
    The University of Electro-Communications
  • アルゴリズムとデータ構造ならびに同演習
    The University of Electro-Communications
  • アルゴリズムとデータ構造ならびに同演習
    電気通信大学
  • 総合情報学専攻基礎
    The University of Electro-Communications
  • 総合情報学専攻基礎
    電気通信大学
  • メディア情報学実験
    The University of Electro-Communications
  • メディア情報学実験
    電気通信大学
  • コンピュータグラフィックス
    The University of Electro-Communications
  • コンピュータグラフィックス
    電気通信大学
  • アルゴリズムとデータ構造並びに同演習
    The University of Electro-Communications
  • アルゴリズムとデータ構造並びに同演習
    電気通信大学

Affiliated academic society

  • Apr. 2013 - Present
    情報処理学会
  • Oct. 2008 - Present
    映像情報メディア学会
  • Apr. 2008 - Present
    ACM SIGGRAPH
  • Apr. 1999 - Present
    日本バーチャルリアリティ学会
  • Apr. 1997 - Present
    電子情報通信学会

Research Themes

  • Development of an experiential sensory cyberspace presentation system that communicates the attractiveness of traditional crafts
    長谷川 光司; 佐藤 美恵; 三原 義樹; 橋本 直己; 鶴田 真理子
    Japan Society for the Promotion of Science, Grants-in-Aid for Scientific Research, Utsunomiya University, Grant-in-Aid for Scientific Research (B), Coinvestigator, 24K03216
    Apr. 2024 - Mar. 2029
  • アバタとの一体感を高める“1+3”人称視点を用いた重さ錯覚効果の最大化
    佐藤 美恵; 橋本 直己
    日本学術振興会, 科学研究費助成事業, 基盤研究(C), Coinvestigator, 23K11195
    Apr. 2023 - Mar. 2026
  • 独立した光減衰制御による明環境でのプロジェクションマッピングの実現
    01 Apr. 2021 - 31 Mar. 2024
  • 店舗内における利用者誘導型表示システムに関する研究
    Principal investigator
    Apr. 2023 - Mar. 2024
  • 映像演出効果を高めるステルスプロジェクション方式の基盤構築
    01 Apr. 2019 - 31 Mar. 2023
  • 潜在的注意下に眠る感性情報の発掘と観光支援への応用
    01 Apr. 2019 - 31 Mar. 2022
  • 既得の視覚イメージを利用した実空間における投影型人間拡張技術の実現
    橋本直己
    01 Apr. 2019 - 31 Mar. 2021
  • アクティブな実空間演出を可能にする動的プロジェクションマッピングに関する研究
    01 Apr. 2016 - 31 Mar. 2019
  • 広域映像演出に関する研究
    28 Nov. 2018
  • 脳内光造を擬似透視するプロジェクションマッピングの脳手術への応用
    丸山啓介
    01 Apr. 2015 - 31 Mar. 2018
  • 視聴触覚感性に基づいた非装着型触感提示によるARインタラクションの実現
    佐藤美恵
    01 Apr. 2015 - 31 Mar. 2018
  • Development of a novel augmented reality navigation system to project brain surgery on the scalp
    MARUYAMA Keisuke; KIN Taichi; KAMADA Kyosuke; HASHIMOTO Naoki
    Japan Society for the Promotion of Science, Grants-in-Aid for Scientific Research, Kyorin University, Grant-in-Aid for Scientific Research (C), We developed an imaging processing system to obtain three-dimensional images based on neuroimaging before neurosurgery to utilize during surgery. We introduced imaging processing software OsiriX and visualization software Paraview for Macintosh computer, simulation software Amira for Windows workstation, and iPad software KiwiViewer. We newly developed a specialized projector arm equipped with Kinect sensor to project three-dimensional images directly on the scalp instead of computer display to realize augmented reality., 24592145
    01 Apr. 2012 - 31 Mar. 2015
  • Display with Increased Gradation Based on Human Vision and Kansei for a Higher Realistic Feeling
    SATO Mie; AYAMA Miyoshi; HASHIMOTO Naoki
    Japan Society for the Promotion of Science, Grants-in-Aid for Scientific Research, Utsunomiya University, Grant-in-Aid for Scientific Research (C), This study makes it possible to display images in gradations more than 256 on a large screen. To show the effectiveness of the display in gradations more than 256 that is the number for the present display, we conduct subjective assessments and examine what impressions viewers receive from images displayed in various gradations. Results show that to a certain number of gradation, impressions of the displayed images get better as the number of gradation increases and that this tendency is conspicuous when images includes more gradation areas such as human skin and the sky. These results are useful for development of image displays in the near future., 24500251
    01 Apr. 2012 - 31 Mar. 2015
  • リアルタイムProCamによる動的物体のアピアランスエディティング
    2013 - 2015
  • A Human scale haptic VR environment with both hands multi-fingers manipulation
    SATO Makoto; HASHIMOTO Naoki; AKAHANE Katsuhito; KOIKE Yasuharu; ZHANG Xiaolin
    Japan Society for the Promotion of Science, Grants-in-Aid for Scientific Research, Tokyo Institute of Technology, Grant-in-Aid for Scientific Research (B), The purpose of this research is to develop a human scale virtual reality environment with both hands multi-fingers manipulation capability. We have developed the following three system components for the system : 1. Real scale VR environment with direct manipulation. 2. Haptic device for the both hands multi-fingers manipulation. 3. Real time dynamic simulation system for haptic interaction., 20300044
    2008 - 2010
  • 100kHzの更新周波数を有する高解像度力覚提示システムの開発に関する研究
    佐藤 誠; 小池 康晴; 橋本 直己
    日本学術振興会, 科学研究費助成事業, 東京工業大学, 萌芽研究, 近年,計算機処理能力の向上により,複雑な3次元VR空間を構築できるようになってきた.特に,物理シミュレーションを伴ったVR世界の構築が可能になり,物理世界に力覚提示を加えたシステムも提案されている.従来から力覚の安定提示には力覚提示装置を1kHz以上で制御することが言われてきた.しかしながら,1kHzでの制御では力覚の提示能力が乏しくユーザーの要求する力覚提示を実現するのが困難であった.そこで,我々は力覚提示のための専用コントローラを開発し,ホストとなるPCの負荷に依存せず力覚補間を用いて10kHzでの力覚提示を3自由度力覚提示装置で実現した.これにより,デバイス単体の性能評価である力覚提示能力(Z-Width)が従来の約10倍となり,極めて硬い提示面が安定に提示可能となった.しかしながら,力覚提示に必要十分な更新周波数の値は解明できていない.本研究では,力覚提示のために数十kHzの更新周波数の実現するため,コントローラの処理能力を向上させた小型専用コントローラを構築する.そして,物理シミュレータによって構築されるVR世界において,質の高い力覚提示を次世代力覚提示システムとして実現することを目指す. 平成19年度は組み込み向けプロセッサSH4用いたコントローラの開発を行い,最新のSH4プロセッサを用いることで,コンパクトな力覚汎用コントローラの構築を検討した.本年度は力覚コントローラの開発と100kHz更新周波数の高解像度力覚システムの基本検討とシステム開発を行ない,その有効性を確認した., 19650022
    2007 - 2008

Industrial Property Rights

  • 表示システム、表示方法、処理装置およびプログラム
    Patent right, 橋本直己, 斎藤和人, 特願2022-132452, Date applied: 23 Aug. 2022
  • 処理装置、処理方法およびプログラム
    Patent right, 橋本直己, 羽田理恵, 特願2022-129563, Date applied: 16 Aug. 2022, 国立大学法人電気通信大学,
  • 投射システム及び投射方法
    Patent right, 橋本直己, 木村朝映, 2017-016104, Date applied: 31 Jan. 2017, 2018-12568, Date announced: 09 Aug. 2018, 7032752, Date issued: 01 Mar. 2022
  • 広視野角空中映像表示装置および表示方法
    Patent right, 橋本直己, 濱本恭介, 2017-212012, Date applied: 01 Nov. 2017, 7015520, Date issued: 26 Jan. 2022
  • 画像処理装置、画像処理方法および画像処理プログラム
    Patent right, 橋本直己, 河阪幸機, 特願2017-146103, Date applied: 28 Jul. 2017, 6872239, Date issued: 21 Apr. 2021
  • 物体検出装置、および物体検出方法
    Patent right, 橋本直己, 小林大祐, 特願2016-101917, Date applied: 28 Apr. 2016, 6796850, Date issued: 19 Nov. 2020
  • 情報処理装置、情報処理システム、情報処理方法、プログラムおよび物体検出システム
    Patent right, 特願2017-86992, Date applied: 26 Apr. 2017
  • 投影システム、プロジェクター装置、撮像装置、および、プログラム
    Patent right, PCT/JP2016/058679, Date applied: 18 Mar. 2016
  • 映像投影システム、映像処理装置、映像処理プログラムおよび映像処理方法
    Patent right, 橋本直己, 北野光彦, 河阪幸機, 2016-028827, Date applied: 18 Feb. 2016
  • 投影システム、プロジェクター装置、撮像装置、および、プログラム
    Patent right, 橋本直己, 小針千春, 原口雄基, 新宮史也, 田中基康, 2015-070677, Date applied: 31 Mar. 2015
  • プロジェクションマッピング装置、映像投影制御装置、映像投影制御方法および映像投影制御プログラム
    Patent right, 橋本 直己, 小林 大祐, 小泉 諒, 2015-030575, Date applied: 19 Feb. 2015
  • プロジェクションマッピング装置、遅延補償装置、遅延補償方法および遅延補償プログラム
    Patent right, 橋本 直己, 酒巻 祥平, 2015-027751, Date applied: 16 Feb. 2015
  • プロジェクタ装置、映像信号補正装置、映像信号補正方法及びプログラム
    Patent right, 橋本 直己, 渡邉 暁, 2010-163336, Date applied: 20 Jul. 2010, 2012-28877, Date announced: 09 Feb. 2012, 特許第5590668, Date issued: 08 Aug. 2014
  • バルーン型照明装置、バルーン型投光器
    Patent right, 橋本 直己, 大西 篤, 小野寺 太一, 2014-001256, Date applied: 07 Jan. 2014
  • ステレオ映像放送受信用セットトップボックスおよびステレオ映像放送方法
    Patent right, 中嶋 正之, 橋本 直己, 河原 久隆, 2003-53735, Date applied: 28 Feb. 2003
  • 磁気式位置計測システムの誤差校正方法
    Patent right, 中嶋 正之, 橋本 直己, 高橋 裕樹, 2002-261228, Date applied: 06 Sep. 2002
  • 可動式仮想空間システム
    Patent right, 中嶋 正之, 橋本 直己, 2002-259015, Date applied: 04 Sep. 2002
  • 高精細画像生成表示装置
    Patent right, 中嶋 正之, 橋本 直己, 川上 一朗, 2001-084244, Date applied: 23 Mar. 2001

Social Contribution Activities

  • 第29回 いろんなものをディスプレイに変える 「どこでもディスプレイ技術」
    Lecturer, 電気通信大学・調布市, サイエンスカフェChofu, Science cafe
    14 Oct. 2023 - 14 Oct. 2023

Media Coverage

  • ICTキャンパス 電気通信大学「現実空間・仮想空間の「壁」 超えた日常を当たり前に」
    Other than myself, 教育家庭新聞, 教育ICT 【第112回】, Paper
    Sep. 2023