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Dive into the research topics where Tetsuro Ogi is active.

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Featured researches published by Tetsuro Ogi.


virtual systems and multimedia | 2010

Realistic visual environment for immersive projection display system

Hasup Lee; Yoshisuke Tateyama; Tetsuro Ogi

People should feel more immersive and act realistically when the backgrounds of virtual reality system are more similar to real world. If we surround users by the real images - panoramic imaging - in CAVE, we can make more realistic environment. We make the panoramic images from the real environment using a digital camera and a panoramic tripod head and apply them to the K-CAVE system to increase users immersion. We formulate panoramic image photographing for efficiency and use the SCTP data connection for reliability in the K-CAVE system.


eurographics | 2003

Immersive sound field simulation in multi-screen projection displays

Tetsuro Ogi; Takuro Kayahara; Masafumi Kato; Hiroshi Asayama; Michitaka Hirose

This paper describes the immersive sound field simulation technology that represents an interactive sound field in the multi-screen projection display. In this method, convolution filters, that were calculated based on the wave equation, are replaced in real-time using the multi-channel digital signal processor, and the simulated sounds are displayed using the 16-channel speakers. In addition, compensation filters are used to reduce the influence of the screen attenuation. This system was applied to the video avatar communication, and the effectiveness of this method was evaluated.


international conference on human-computer interaction | 2009

Visual Data Mining in Immersive Virtual Environment Based on 4K Stereo Images

Tetsuro Ogi; Yoshisuke Tateyama; So Sato

In this study, super high-definition immersive visual data mining environment using 4K stereo projector was developed. In this system, data can be represented with high accuracy in the three-dimensional space using the super high-definition stereo images, and the user can recognize the relation among several kinds of data by integrating them in the immersive environment using the plug-in function. This system was applied to the seismic data visualization and the effectiveness of this system was evaluated.


2011 IEEE International Symposium on VR Innovation | 2011

Image-based stereo background modeling for CAVE system

Hasup Lee; Yoshisuke Tateyama; Tetsuro Ogi

In this paper, we make 3D stereo backgrounds for a CAVE system from real world for users to feel more realistic. We take panorama photographs with the 3D sweep panorama™ functions and generate equirectangular panorama format image by stitching them manually. Finally 3D stereo background of CAVE is constructed using this panorama format image. We propose a generation method of 3D equirectangular panorama format image and background modeling of CAVE using these images.


virtual reality continuum and its applications in industry | 2010

Panoramic stereo representation for immersive projection display system

Hasup Lee; Yoshisuke Tateyama; Tetsuro Ogi

In this paper, the panoramic stereo images are produced from the real environment using a digital camera and a panoramic tripod head. And they are applied to the CAVE system as panoramic stereo background to increase users immersion. The images for left and right eye are taken and stitched separately for stereo imaging. Finally the stereo backgrounds are constructed using the virtual sphere surrounding CAVE.


network-based information systems | 2010

Super High Definition Three-Dimensional Display Evironment Applied to Visual Data Mining

So Sato; Yoshisuke Tateyama; Tetsuro Ogi

Recently, the quantity of accessible data continues increasing, and the importance of data mining is also increasing. On the other hand, highly developed computing facility enabled visual data mining in immersive environment. Visualization has an important role in current data mining, and the rapid progress on visualization devices, such as super high definition stereo display, can enhance the existing data mining scheme. Super high definition stereo displays can represent large amount of information to the users. But it does not mean that the information is conveyed correctly to the users. In this paper, we conducted experiments on human perception, and the results suggest human cognitive limitation is no longer ignorable in visual data mining. We developed visual data mining platform focusing on point cloud representation, and it was applied to visual data mining on seismic data.


ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, IDETC/CIE2010 | 2010

Education on Human Centered Design Using Virtual Environment

Tetsuro Ogi; Yoshisuke Tateyama; Shinichiro Haruyama

Recently, the importance of human centered design is often pointed out in various manufacturing fields. However, it has not been practiced enough as a design method in the actual product design. In this study, conventional CAD system and virtual reality environment were connected and they were applied to the design education in the graduate school. In this framework, the user can perform kansei and emotional evaluation based on the sense of body in the virtual environment as well as analyze the shape and structure of the designed model using the CAD system. This framework was applied to the class of design education, and the effectiveness and the problem were evaluated through the task of designing chair. From the result, though the integration such as transmitting or sharing data between both tools was not realized enough, this system could effectively be used to evaluate the shape and the size of the designed model based on the sense of body, and the effectiveness for the education on human centered design was shown.Copyright


ieee virtual reality conference | 2003

High presence remote presentation in the shared immersive virtual world

Tetsuro Ogi; Toshio Yamada; Michitaka Hirose; Masahiro Fujita; Kazuto Kuzuu

In this study, a remote presentation system that can be used in the shared immersive virtual world was developed This system consists of several elemental technologies, such as the video avatar, a shared database, shared visualization tools and an i-mode interface, and can be used for both meeting-style and demonstration-style presentations. This system was applied to a presentation of collaborative research in the field of fluid dynamics analysis, and the effectiveness was evaluated.


network based information systems | 2015

Healthcare Digital Signage Using Gamification Method

Tetsuro Ogi; Kenichiro Ito; Go Nakada

This study aims at improving our health consciousness by feeding back the personalized health information based on the recorded health log data. Particularly, push type digital signage was developed as the method of health information feedback. In this system, the user who comes near to the digital signage can be detected and the personalized healthcare information is displayed. In addition, the contents of the displayed information was designed by utilizing the effect of the gamification such as visualization, ranking, objective and community. From the results of the evaluation experiment, the effect of the health information feedback for the improvement of the health consciousness and the health behavior was confirmed.


2011 IEEE International Symposium on VR Innovation | 2011

Creation of three dimensional dome contents using layered images

Tetsuro Ogi; Yoshisuke Tateyama; Hasup Lee; Daisuke Furuyama; Takeharu Seno; Takuro Kayahara

In the dome display environment, it is known that three-dimensional scene can be represented utilizing the effects of geometrical perspective and motion parallax effectively without using the stereo glasses. However, the creation of contents for the dome display is not easy, because it needs omni-directional images. In this study, we propose the layer based method to create the dome contents easily. This method generates three-dimensional contents by placing two-dimensional image elements in the space and moving them or using the camera work effectively. In particular, in this paper, the depth sensation felt from the layered image was measured quantitatively and the necessary number of layers to represent the three-dimensional image was discussed based on the psychophysical experiments. Moreover, several dome contents were created using the proposed method and the effectiveness of this method was evaluated.

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Yoshisuke Tateyama

Association for Computing Machinery

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