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Featured researches published by Toshikazu Ohshima.


ieee virtual reality conference | 1998

AR/sup 2/Hockey: a case study of collaborative augmented reality

Toshikazu Ohshima; Kiyohide Satoh; Hiroyuki Yamamoto; Hideyuki Tamura

Introduces a collaborative augmented reality (AR) system for real-time interactive operations. AR enables us to enhance physical space with computer-generated virtual space. In addition, collaborative AR allows multiple participants to simultaneously share the physical space surrounding them and a virtual space that is visually registered with the physical one. They can also communicate with each other through the mixed space. This paper describes the AR/sup 2/Hockey (Augmented Reality AiR Hockey) system, where players can share a physical game field and mallets, and a virtual puck to play an air-hockey game, as a case study of a collaborative AR system. Since real-time accurate registration between both spaces and players is crucial for the collaboration, a video-rate registration algorithm is implemented with magnetic head-trackers and video cameras attached to optical see-through head-mounted displays (HMDs). The configuration of the system and the details of the registration are described. Our experimental collaborative AR system achieves higher interactivity than a totally immersive collaborative VR system.


ieee virtual reality conference | 1996

Gaze-directed adaptive rendering for interacting with virtual space

Toshikazu Ohshima; Hiroyuki Yamamoto; Hideyuki Tamura

This paper presents a new method of rendering for interaction with 3D virtual space with the use of gaze detection devices. In this method, hierarchical geometric models of graphic objects are constructed prior to the rendering process. The rendering process first calculates the visual acuity, which represents the importance of a graphic object for a human operator, from the gaze position of the operator. Second, the process selects a level from the set of hierachical geometric models depending on the value of visual acuity. That is, a simpler level of detail is selected where the visual acuity is lower, and a more complicated level is used where it is higher. Then, the selected graphic models are rendered on the display. This paper examines three visual characteristics to calculate the visual acuity: the central/peripheral vision, the kinetic vision, and the fusional vision. The actual implementation and our testbed system are described, as well as the details of the visual acuity model.


international symposium on mixed and augmented reality | 2003

A mixed reality system with visual and tangible interaction capability: application to evaluating automobile interior design

Toshikazu Ohshima; Tsuyoshi Kuroki; Hiroyuki Yamamoto; Hideyuki Tamura

This paper presents a mixed reality (MR) system with tangible interface as well as visual fusion in an MR space. The sense of touch is given by physical objects on which computer generated imagery is accurately registered and superimposed. The proposed approach is especially useful in industrial design where digital mockups and physical mockups are thoroughly utilized.


international conference on computer graphics and interactive techniques | 1998

AR 2 Hockey

Toshikazu Ohshima; Kiyohide Satoh; Hiroyuke Yamamoto; Hideyuki Tamura

AiR Hockey), players share a physical game field, mallets, and a virtual puck to play air hockey in simultaneously shared physical and virtual space. They can also communicate with each other through the mixed space. Since real-time, accurate registration between both spaces and players is crucial to playing the game, a videorate registration algorithm is implemented with commercial head-trackers and video cameras attached to optical see-through head-mounted displays. Our collaborative AR system achieves higher interactivity than a totally immersive VR system.


international conference on computer graphics and interactive techniques | 2009

Designing cinematic lighting by relighting in MR-based pre-visualization

Ryosuke Ichikari; Ryohei Hatano; Toshikazu Ohshima; Fumihisa Shibata; Hideyuki Tamura

This paper describes a relighting method of designing cinematic lighting for filmmaking. The relighting method enables mixed reality based pre-visualization called MR-PreViz to change conditions of illumination. The method allows the MR-PreViz to have additional virtual lighting and the removal of actual illumination in designing cinematic lighting. The effects of lighting are applied correctly to both real objects and virtual objects.


Archive | 2008

Shape measuring apparatus

Hiroyuki Yamamoto; Toshikazu Ohshima; Shinji Uchiyama


Archive | 1998

Apparatus for presenting mixed reality shared among operators

Toshikazu Ohshima; Kiyohide Sato; Hiroyuki Yamamoto; Masakazu Fujiki; Naosato Taniguchi; Akihiro Katayama


Archive | 2000

Game apparatus for mixed reality space, image processing method thereof, and program storage medium

Toshikazu Ohshima; Kiyohide Satoh


Archive | 2000

Augmented reality presentation apparatus and method, and storage medium

Kiyohide Satoh; Toshikazu Ohshima


Archive | 2003

Video combining apparatus and method

Rika Tanaka; Toshikazu Ohshima; Kaname Tomite

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