Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Yoshitaka Shibata is active.

Publication


Featured researches published by Yoshitaka Shibata.


advanced information networking and applications | 2004

Extended virtual traditional Japanese crafting system on CAVE

Tomoyuki Ishida; Akihiro Miyakawa; Kaoru Sugita; Yoshitaka Shibata

We propose a user-friendly three-dimensional CG presentation system for typical Japanese crafting industry based on agent and virtual reality functions over the high-speed network. A large number of traditional Japanese fittings in local areas are redesigned as CAD data by three-dimensional computer graphic into and stored in the distributed databases over network where user can interactively retrieve the desired fittings and put those into the traditional Japanese interior to design more creative and original houses, hotels and other buildings in real-time. We initially implemented our prototyped system using JAVA and VRML over Internet environment, but extended it using OpenGL and IRIS performer on the CAVE environment over the high-speed network to improve its reality and response. Now, user can walk through the desired virtual space as a Japanese interior organized by various Japanese traditional fittings and interactively change those fittings by selecting fittings and replacing using liquid shutter glasses and wand device by simple operations. As a result, we could verify the usefulness of our suggested system for those people who are concentrating in this crafting industry but also for the people who are ordinal customers of housing.


advanced information networking and applications | 2003

Relation between Kansei words and the room space in digital traditional Japanese crafting system

Kaoru Sugita; Akihiro Miyakawa; Yoshitaka Shibata

In Japan, there are traditional Japanese craftings such as fittings, furniture, textiles, etc., which are closely related to Japanese culture and life. The design of Japanese houses and their rooms is a very important problem to attract people. However, this design is not easy because people have different feelings. In order to deal with this problem, we have developed a Digital Traditional Japanese Crafting System (DTJCS) which provides a presentation space for traditional Japanese crafting. In this paper, we analyze the effect of room change of fittings to peoples feelings using the presentation system.


advanced information networking and applications | 2004

Kansei retrieval method using VPIC of traditional Japanese crafting objects

Kaoru Sugita; Tomoyuki Ishida; Akihiro Miyakawa; Yoshitaka Shibata

We propose Kansei retrieval method using the quantitative feature of traditional Japanese crafting object to provide a user with the desired presentation space in digital traditional Japanese crafting system. First, we extracted visual quantitative feature values by using visual pattern image coding (VPIC). Those values include the total number, the frequency, the dispersion rate and the deviation rate of variety for edge. Next, those quantitative feature values for traditional Japanese crafting objects are registered in the multimedia database. On the other hand, the relation between Kansei words and the visual feature of traditional Japanese crafting objects are analyzed by using the questionnaire. Last, the visual feature is related with the quantitative feature values. Through the above process, Kansei retrieval method can be realized. We describe the possibility of realization for Kansei retrieval method using the quantitative feature of 3D object.


advanced information networking and applications | 2006

Method of sharing virtual traditional crafting system based on high-speed network

Tomoyuki Ishida; Akihiro Miyakawa; Yuji Ohhashi; Yoshitaka Shibata

In this paper, it proposes the method of sharing space that enables collaborative work in the virtual traditional crafting system based on high-speed network (JGN2). We are building the presentation system which deals with human sensitivity in virtual reality environment. So far we have proposed three different presentation systems of an Internet version and a SGI version. In this research, when the business model is considered, we think that collaboration support in sharing space is required of remote users. Therefore, JGN2 which is a next-generation high speed network was used to interconnect remote CAVE systems, and realize of the system which can perform interactive operations in sharing space is aimed.


international conference on distributed computing systems workshops | 2004

Kansei retrieval method using the quantitative feature of traditional Japanese crafting object

Kaoru Sugita; Tomoyuki Ishida; Akihiro Miyakawa; Yoshitaka Shibata

We propose Kansei retrieval method using the quantitative feature of traditional Japanese crafting object to provide a user with the desired presentation space in digital traditional Japanese crafting system. First, we extract quantitative feature values from the crafting objective by using visual pattern image coding (VPIC). Those values include the total number, the periodicity, the ratio of dispersion and the ratio of variety for edge into the objects. Next, we register the quantitative feature values of traditional Japanese crafting object in the multimedia database. And, we analyzed the relation between Kansei words and the sensitive features of traditional Japanese crafting objects by using the questionnaire. Last, we process the sensitive feature by using the quantitative feature values. The mentioned above, we can realize Kansei retrieval method. We describe the realization for Kansei retrieval method using the quantitative feature of 3D objects.


advanced information networking and applications | 2005

Virtual traditional Japanese crafting system using JGNII in collaborative work environment

Tomoyuki Ishida; Akihiro Miyakawa; Yoshitaka Shibata

Virtual reality technology performs very important rote to design and construct desired buildings and houses. In this paper, we introduce an extended virtual Japanese traditional crafting system to collaborate by many users such as end consumers, craftsmen, coordinator and salesperson each other. Multiple CAVE systems in different locations are interconnected to organize a collaborative virtual reality environment over Japan Gigabit Network (JGN II) which is a testbed network in Japan with several ten Gigabit/sec. A larger number of traditional Japanese fittings in several local cities are redesigned into CAD data and stored in 3D database systems over JGN II. Users can share the virtual space interactively collaborate, retrieve from the distributed MDBs to realize the desired interior space in the house for consumers. We implemented a 3D presentation system by CavernSoft. In addition to OpenGL and IRIS Performer in CAVE environment on JGN II and built a prototype system.


advanced information networking and applications | 2005

Experimental result of feature extraction method for digital traditional Japanese crafting system

Kaoru Sugita; Tomoyuki Ishida; Akihiro Miyakawa; Leonard Barolli; Yoshitaka Shibata

In this paper, we show the experimental result of feature extraction method for digital traditional Japanese crafting system to provide a user with the desired presentation space. The quantitative feature values are extracted by using visual pattern image coding (VPIC). These values include the total number, the frequency, the dispersion rate and the deviation rate for different edges. The quantitative feature values for traditional Japanese crafting objects are registered in the multimedia database and the relation between Kansei words and the sensitive feature of traditional Japanese crafting objects are analyzed by using the questionnaire. Then, the sensitive features are compared with the quantitative feature values. Through the above process, we can find the relation between the design pattern components and edge types using VPIC. We extract quantitative feature value by the VPIC system and evaluate its performance by test patterns and traditional fitting objects. The experimental results show that by finding the relation between the design pattern components and the edge types using the VPIC, the KRM can be realized.


international conference on distributed computing systems workshops | 2004

Construction of the traditional crafting search engine using Kansei information processing

Akihiro Miyakawa; Kaoru Sugita; Yoshitaka Shibata

In Japan there are traditional Japanese crafting such as fittings, furniture, textile, etc., which are closely related to Japanese culture and life. The design of Japanese houses and their rooms is a very important problem to attract people. However, this design is not easy because people have different feelings. In order to deal with this problem, we have developed a digital traditional Japanese crafting system(DTJCS) which provides a presentation space for traditional Japanese crafting. We analyze the effect of room change of fittings to peoples feelings using the presentation system.


database and expert systems applications | 2004

Proposal of tradition handicraft searching method using DCML

Akihiro Miyakawa; Tomoyuki Ishida; Kaoru Sugita; Yoshitaka Shibata

In recent years, various types of Web contents which consist of audio, video, graphics and text data are provided on WWW using high-speed networks. Since the volume of those data enormously increase, it is quite difficult to search and retrieve the desired data among them. More efficient and effective search and retrieval method are required to recover from this problem. In particular, the traditional industrial products such as Japanese crafts have various kinds of attributes and cannot be simply classified to take advantage of the conventional relational database system and retrieval system as opposed to the modern industrial products. In order to overcome those difficulties, we propose tradition industrial arts description language DCML with the use of half structure data model (Digital Crafting Mark up Language). Using DCML, database system for traditional industrial products can be easily defined and implemented to retrieve the desired objects by reflecting the users feeling.


Multimedia Tools and Applications | 2003

Kansei Information Processing and Virtual Reality Techniques for Japanese Traditional Crafting Presentation

Yoshitaka Shibata; Akihiro Miyakawa

In this paper, we propose a user-friendly three-dimensional CG presentation system for a typical traditional Japanese crafting industry based on agent and virtual reality functions over Japan Gigabit Network (JGN) which is a testbed highspeed backbone network with 2.4 Gbps. A large number of traditional Japanese fittings in a local city are redesigned by three-dimensional computer graphics into CAD data and stored in the database servers distributed over JGN. Although each fitting data consists of more than several Mbytes size, user can interactively retrieve the desired fittings and put those into the traditional Japanese interior to design more creative and original houses, hotels and other buildings in realtime. We prototyped a presentation system using VRML and JAVA on networked CG workstations. User can walk through the desired virtual space as a Japanese interior organized by various Japanese traditional fittings and interactively change those fittings by selecting from the database and replacing by simple operations. As a result, we could verify the usefulness of our suggested system not only for Japanese crafting but also for worldwide design industries.

Collaboration


Dive into the Yoshitaka Shibata's collaboration.

Top Co-Authors

Avatar

Akihiro Miyakawa

Iwate Prefectural University

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Kaoru Sugita

Fukuoka Institute of Technology

View shared research outputs
Top Co-Authors

Avatar

Leonard Barolli

Fukuoka Institute of Technology

View shared research outputs
Researchain Logo
Decentralizing Knowledge