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Featured researches published by Koichi Ohtomi.


Presence: Teleoperators & Virtual Environments | 1993

A shape modeling system with a volume scanning display and multisensory input device

Kenichi Kameyama; Koichi Ohtomi

This paper describes a newly developed 3-D shape modeling system, in which a user can design a free-form surface as if he or she actually manipulates a flexible object made from rubber or clay. Such reality can be realized in the system without any encumbering devices like goggles, glasses, or gloves, which is impossible in conventional virtual reality systems. The system is composed of a volume scanning display for presenting a surface image in a real 3-D space, a multisensory input device for detecting the force for deformation, and a half-silvered mirror for spatial superposition of the image onto the input device. A user can directly manipulate a free-form surface by virtually pushing the image, actually pushing the input device, and at the same time, he or she can feel the input device resist its actual deformation as the resisting force of the virtual surface. The system has several types of deforming models, and two types of free-form surfaces that have different curvatures have been experimentally created.


ieee virtual reality conference | 1993

A direct 3-D shape modeling system

Kenichi Kameyama; Koichi Ohtomi

A newly developed 3-D shape modeling system based on constructive solid geometry (CSG) is described, in which a direct and interactive shape modeling process is supported. This feature is realized by a voxel model for real-time set operations, and a volume scanning display for the direct visualization of the voxel model, besides the CSG model for data structure management. The set operations on the voxel model can be executed as simple bit calculations, and therefore, the voxel data for the set object can be created in real time. The volume scanning display is a suitable device for presenting the voxel data. There is not need for intensive calculations to display the set objects. The volume scanning display can provide exact 3-D images without goggles or glasses. The concept should be useful in an actual modeling environment.<<ETX>>


ASME 2006 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference | 2006

Importance of Design Methods and Tools in Space-Based Systems Development

Koichi Ohtomi

There are various design methods and tools for product development. These methods and tools are applicable for all product developments in general. However, the application procedure differs according to the product, because the process of product development varies greatly depending on the product field. This paper presents an importance of design methods and tools as an example of the space-based systems development. Space-based systems development is one of the best examples concerning the application of design methods and tools, because it includes performance verification in virtual space world prior to the launch, international collaborative work, and so on.Copyright


Concurrent Engineering | 2002

Innovative Design Process and Information Technology for Electromechanical Product Development

Koichi Ohtomi; Masanori Ozawa

Cleaving of an optical fibre (2) is achieved by bringing a fibre cleaving blade (3) into lateral contact with such a fibre. Undue intrusion of the blade into the fibre during prior art cleaving processes can damage the fibre so as to detract from the quality of the resulting cleaved fibre end surfaces. Improvemets in the quality of the resulting end surfaces can be obtained in relation to prior art techniques by superimposing a relatively small amplitude vibratory component on a relatively steady movement of the blade towards the fibre. This can also enable the conventional use of a backing anvil at the cleaving location to be dispensed with, thereby removing danger of contamination from the anvil.


Archive | 2017

Skill Metrics for Mobile Crane Operators Based on Gaze Fixation Pattern

Jouh Yeong Chew; Koichi Ohtomi; Hiromasa Suzuki

This paper proposes skill metrics that analyzes the gaze fixation pattern of mobile crane operators. This study focuses on the fixation data because they commonly represent visual information processing. First, scenes of crane operation are divided into content-based Area of Interests (AOIs) and the Markov Chains is used to model the gaze transitions between these AOIs. Four metrics were introduced to interpret the model at different expertise levels. Results suggest that experienced operators exhibit lower metrics compared to their novice counterparts, and adapted entropy measures exhibit similar patterns as the original ones in the previous study. Most importantly, the proposed metrics are able to address the following issues, i.e. large and sparse model, as highlighted in the previous study.


international conference on human-computer interaction | 2017

Gaze Behavior and Emotion of Crane Operators for Different Visual Support System

Jouh Yeong Chew; Koichi Ohtomi; Hiromasa Suzuki

This study described a method of using glance behavior as design indices of In-Vehicle Visual Support (IVVS) system. The method was implemented to evaluate information content of the IVVS to facilitate operation of a mobile crane, which was challenging due to depth perception and load oscillation. The results suggested information content was well-discriminated using gaze behavior, which indicated its feasibility as design indices. Most importantly, emotional response was well-defined using gaze behavior. By not requiring self-evaluation of emotional response after the experimental procedure, design of IVVS could be evaluated by observing gaze behavior simultaneously during the experiment. In addition, elements of bias and social masking could be minimized because gaze response is sub-conscious.


Medical Imaging 1994: Image Capture, Formatting, and Display | 1994

Virtual surgical operation system using volume scanning display

Kenichi Kameyama; Koichi Ohtomi; Akinami Ohhashi; Hiroshi Iseki; Naotoshi Kobayashi; Kintomo Takakura

This paper describes an interactive 3-D display system for supporting image-guided surgery. Different from conventional CRT-based medical display systems, this one can provide true 3- D images of the patients anatomical structures in a physical 3-D space. Furthermore, various tools for view control, target definition, and simple treatment simulation, have been developed and can be used for directly manipulating these images. This feature is very useful for a surgeon to intuitively recognize the precise position of a lesion and other structures and to plan a more accurate treatment. The hardware system is composed of a volume scanning 3-D display for 3-D real image presentation, a 3-D wireless mouse for direct manipulation in a 3-D space, and a workstation for the data control of these devices. The software is for analyzing X-CT, MRI, or SPECT images and for organizing the tools for treatment planning. The system is currently aimed at being used for stereotactic neurosurgical operations.


Journal of Computational Design and Engineering | 2017

A System for Three-Dimensional Gaze Fixation Analysis Using Eye Tracking Glasses

Ryo Takahashi; Hiromasa Suzuki; Jouh Yeong Chew; Yutaka Ohtake; Yukie Nagai; Koichi Ohtomi

Abstract Eye tracking is a technology that has quickly become a commonplace tool for evaluating package and webpage design. In such design processes, static two-dimensional images are shown on a computer screen while a subject’s gaze where he or she looks is measured via an eye tracking device. The collected gaze fixation data are then visualized and analyzed via gaze plots and heat maps. Such evaluations using two-dimensional images are often too limited to analyze gaze on three-dimensional physical objects such as products because users look at them not from a single point of view but rather from various angles. Therefore in this study we propose methods for collecting gaze fixation data for a three-dimensional model of a given product and visualizing corresponding gaze plots and heat maps also in three dimensions. To achieve our goals, we used a wearable eye-tracking device, i.e., eye-tracking glasses. Further, we implemented a prototype system to demonstrate its advantages in comparison with two-dimensional gaze fixation methods.


ISPE CE | 2011

Effect of Tonal Harmonic Feature in Product Noise on Emotional Quality

Hideyoshi Yanagisawa; Shunsuke Yokoo; Tamotsu Murakami; Koichi Ohtomi; Rika Hosaka

The product sound is an important factor that affects the product emotional quality. In the design of product sound quality, a designer needs to find the design factors that affect the emotional quality and determine the characteristics of their effects. The authors previously proposed a method for extraction of potential emotional factors by analyzing human sensitivity towards unexplored design and applied the method for designing product sound quality. From the result using vacuum cleaners as a case study, the authors found that the existence of prominent peak tones in sound has the potential to improve sound quality. However, prominent peak tones are usually regarded as a factor of annoyance. In this paper, we propose an indicator for adjusting the frequency and level of peak tones to improve a product sound quality. We have assumed that the harmonic features of peak tones in noise can be used as the indicator. We created vacuum cleaner sounds having three peak tones whose harmonic features such as tonal consonance and modality are different. To evaluate the effectiveness of the harmonic features, we conducted a pairwise comparison-based sensory evaluation with two groups of participants, one consisting of those who play some musical instrument and the other of those who do not. From the experiment, we found that the peak tone harmonic features can be perceived by both groups of participants and significantly decrease their annoyance at vacuum cleaner sounds.


Archive | 2006

Extended Design for X for Digital Consumer Products

Koichi Ohtomi

Worth is assessed throughout the Life Cycle. Then we consider a trade-off between Worth, Cost, and Time. This methodology concerns the selection of design solutions from thousands of combinations of design parameters. The current DfX is considered extended, and so the proposed methodology is called Extended DfX. This methodology is applied to digital consumer product development. The worth of digital consumer products is especially important, but Worth is not always equivalent to performance, whereas it usually is in the case of other products. Therefore, a novel approach is required for assessing Worth in digital consumer products development.

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Fumio Otsuki

National Space Development Agency of Japan

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