Hiroaki Nishino
Oita University
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Featured researches published by Hiroaki Nishino.
international conference on information networking | 2001
Hiroaki Nishino; Hideyuki Takagi; Sung-Bae Cho; Kouichi Utsumiya
We propose a new approach to easily creating 3D geometric models. A technique called interactive evolutionary computation (IEC) is introduced to accelerate users invention and inspiration of new shapes. The proposed IEC-based design system generates aesthetically pleasing shapes through the simulation of natural evolutionary processes. The user only is required to specify his/her subjective preference of each shape generated by the IEC. The system allows even beginners with little knowledge and experiences of the 3D modeling to acquire innovative shapes. Because the system is developed based on a 3D geometric modeler using an implicit surface method, it also provides skilled experts with an advanced modeling interface. The experts can directly modify the internal parameters of the 3D models to make them more elaborate ones. Some experimental results are presented to show the potential of the proposed modeling method.
virtual reality software and technology | 1998
Hiroaki Nishino; Kouichi Utsumiya; Kazuyoshi Korida
1. ABSTRACT While many sophisticated 3D rendering methods are available to produce realistic output, 3D data input still is a tedious and time-consuming task. This paper proposes a new method for modeling 3D objects using hand gestures. First of all, a conceptual model, the so-called “image externalization loop” model, is introduced as a framework to realize an efficient 3D object creation environment. Then, a 3D shape forming method for implementing the model is described in detail. Two-handed spatial and pictographic gestures are used to describe the features of the object in shape, size and deformation pattern. The implicit superquadric functions apply to build a deformable 3D model with blending and axial deformations as their extensions. A generic hand gesture learning and recognition facility is developed and used to translate the gestures into specific superquadrics parameters to deform the object. Finally, some experimental results are shown to express the capability and usefulness of the proposed method with its potentia! application areas.
virtual reality software and technology | 1997
Hiroaki Nishino; Kouichi Utsumiya; Daisuke Kuraoka; Kenji Yoshioka; Kazuyoshi Korida
Although most curreutresearchworkon gesture interfaces deals with a one-handed gesture, a two-ha&d dyuamic gesture may have the potemial to provide the more stable audefticieut gesture interface over the one-handed. It uot only increases the amouut of iuformatiou valuable for uiiderstdudiuS complex gestures. but also euhauces expressive powers siguiticantly. We are developing an interactive twohanded Sesture iuterfdce, called TGSH (Tn*o-lzwlded Gesrm tm~irum/re~~~ SHell). enabling the users to manipulate a system by iutuitive dyuamic gestures in a 3D virtual euviromneut. Some prelimiuary experimeuts conducted by using eighteen differeutdyuamic gestures show the advautages of using two hands. TGSH is incorporated iuto a 3D geometric modeler. a VR tool developed in our laboratory. to test aud evaluate how the gesture iuterface cau improve the commuuicatiou performance between the users aud the VR applicatiou in a 3D virtual euviroumeut.
WSTST | 2005
Hiroaki Nishino; Kazuma Takekata; Michiaki Sakamoto; Muhammad Salzman; Bin Azmi; Tsuneo Kagawa; Kouichi Utsumiya
A method to easily explore an optimum set of haptic rendering parameters is proposed. The haptic technology allows a user to touch 3D objects in virtual environments and is getting the attention of many researchers. Properly setting the haptic device parameters, however, is a tedious and non-intuitive task for everyone. Additionally, non-programmer cannot easily use the haptic devices because they require some level of programming. Therefore, we applied Interactive Evolutionary Computation (IEC) to ease the haptic parameter setup and optimization without requesting any programming efforts. The proposed method allows the user to easily customize the use of haptics through the IEC operations such as selection and rating.
systems, man and cybernetics | 2004
Hiroaki Nishino; Ken Aoki; Hideyuki Takagi; Tsuneo Kagawa; Kouichi Utsumiya
A synthetic approach to effectively support 3D computer graphics (3DCG) authoring is proposed. Interactive evolutionary computation (IEC) has been applied for the 3D authoring domain and proven to be useful for easily generating aesthetic 3DCG contents even for the novices. The previous systems, however, only focus on a specific subtask out of a whole 3DCG production process. All dominant tasks in the 3DCG production such as geometric modeling, rendering, animation, and 3D data management are covered in our approach. The proposed method reorganizes a monolithic IEC system into a combination of front-end IEC explorer and back-end graphics engines. Because it works on the Internet, some critical applications such as digital prototyping and e-learning come within the range.
systems, man and cybernetics | 2003
Tsuneo Kagawa; Hiroaki Nishino; Kouichi Utsumiya
In this paper, a color design supporting method is proposed. This method provide the function to extract color design from one picture and reflect it to the other picture. Varying the method to pick up the color, the users can obtain various color patterns. An interactive evolutionary computation is adaptive for this method. The users can easily find a new color pattern only by selecting a picture with most pleasant color design in the database or on WWW.
virtual systems and multimedia | 1997
Kazuyoshi Korida; Hiroaki Nishino; Kouichi Utsumiya
Describes the design and implementation of a hands-on interface to support 3D object creation in a virtual environment (VE). This interface provides a 3D stereoscopic display facility. Virtual objects are presented stereoscopically just in front of users through LCD shutter glasses, enabling them to manipulate the objects directly by using their own real hands with two-handed instrumented gloves. It provides functions such as dynamic gesture expressions, position and size indication of the 3D objects, spatial manipulations, and a stereoscopic display function to operate with the two-handed gloves. A method called quasi-force-feedback is designed to control spatial tasks such as translations, rotations and deformations of the objects. It takes advantage of the objects deformation speed to give the users a sense of force resistance from the objects visually without using any real force-feedback devices. Ceramic art is chosen as a target application and a prototype system for providing a realistic 3D virtual environment by simulating the pottery-making space in the real world is under development to verify its usefulness and effectiveness.
systems, man and cybernetics | 2002
Hiroaki Nishino; Hideyuki Takagi; S. Saga; K. Utsumiya
We propose an approach to build a 3D modeling environment for aiding new shape conceptualization. The proposed system consists of the following four functional components: (a) a freehand sketch Interface to allow the user to easily bring his/her rough design idea into a 2D geometric model, (b) a shape approximation module (SAM) to automatically convert the sketched 2D image into a 3D deformable model, (c) a 3D shape exploration tool to generate variety of 3D models by evolving the converted 3D model, and (d) a parametric 3D modeler to sophisticate the evolved shapes. The freehand sketch Interface employs a fuzzy Inference technique to flexibly Identify a users handwritten image as one of seven geometric primitives commonly used in many CAD tools. After the freehand sketch Is automatically converted to a 3D model by the SAM, the model Is evolved by using a technique called Interactive Evolutionary Computation (IEC). IEC automatically generates and deforms the model according to the users rating and allows even beginners to easily produce interesting shapes. Advanced users and experts are encouraged to use parametric modeler to finish the model with elaboration.
advanced information networking and applications | 2006
Hiroaki Nishino; Shinji Yamabiraki; Yong-Moo Kwon; Yoshihiro Okada; Kouichi Utsumiya
A framework to practically constitute a distributed virtual reality (DVR) system on heterogeneous network environment is shown. The proposed approach essentially integrate haptic channel in addition to the traditional interaction modalities such as vision and acoustic senses. The haptic interface technology adds the sense-of-touch and empowers the reality of DVR system by allowing users to touch the virtual objects. The human touch sensation, however, is very sensitive for delays and jitters in the networked virtual environment. Therefore, we propose a new DVR architecture to realize a practical system on a long-haul international network. We take a hybrid approach to realize both data consistency by the client-server and scalability by the peer-to-peer models. Some preliminary experiments using the Korea-Japan high-speed research networks to validate the proposed method are also mentioned.
virtual reality software and technology | 1999
Hiroaki Nishino; Kouichi Utsumiya; Kazuyoshi Korida; Atsunori Sakamoto; Kazuyuki Yoshida
This paper proposes a new approach to collaboratively designing original products and crafted objects in a distributed virtual environment. Special attention is paid to concept formulation and image substantiation in the early design stage. A data management strategy and its implementation method are shown to effectively share and visualize a series of shape-forming and modeling operations performed by experts on a network. A 3D object representation technique is devised to manage frequently updated geometrical information by exchanging only a small amount of data among participating systems. Additionally, we contrive a method for offloading some expensive functions usually performed on a server such as multi-resolution data management and adaptive data transmission control. Client systems are delegated to execute these functions and achieve “interactivity vs. image quality” tradeoffs based on available resources and operations in a flexible and parallel fashion.