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Dive into the research topics where Yuki Uranishi is active.

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Featured researches published by Yuki Uranishi.


international symposium on mixed and augmented reality | 2009

Real-time representation of inter-reflection for cubic marker

Yuki Uranishi; Akimichi Ihara; Hiroshi Sasaki; Yoshitsugu Manabe; Kunihiro Chihara

This paper proposes a method for rendering an inter-reflection between a marker and a glossy floor in Augmented Reality (AR). At first, a reflectance ratio of the floor is estimated from the reflection on the floor and from the marker box directly. Then the roughness of the floor is estimated based on the sharpness of the reflected marker box image on the floor. Lastly, the marker box reflection is eliminated based on the surrounding colors of the marker box reflection. Rendered images show that natural inter-reflection can be achieved by using the proposed method.


international conference of the ieee engineering in medicine and biology society | 2013

Work step indication with grid-pattern projection for demented senior people

Yuki Uranishi; Goshiro Yamamoto; Zeeshan Asghar; Petri Pulli; Hirokazu Kato; Osamu Oshiro

This paper proposes a work step indication method for supporting daily work with a grid-pattern projection. To support an independent life of demented senior people, it is desirable that an instruction is easy to understand visually and not complicated. The proposed method in this paper uses a range image sensor and a camera in addition to a projector. A 3D geometry of a target scene is measured by the range image sensor, and the grid-pattern is projected onto the scene directly. Direct projection of the work step is easier to be associated with the target objects around the assisted person, and the grid-pattern is a solution to indicate the spatial instruction. A prototype has been implemented and has demonstrated that the proposed grid-pattern projection is easy to show the work step.


acm multimedia | 2012

Interactive photomosaic system using GPU

Makoto Fujisawa; Toshiyuki Amano; Takafumi Taketomi; Goshiro Yamamoto; Yuki Uranishi; Jun Miyazaki

A photomosaic is a type of decorative art made up from various other photographs. We present a method for quickly generating photomosaics and propose an interactive recursive photomosaic system. Users can operate the system by using a large display with a touch input function, which allows them to alter the appearance of the image dynamically.


international symposium on mixed and augmented reality | 2017

VisMerge: Light Adaptive Vision Augmentation via Spectral and Temporal Fusion of Non-visible Light

Jason Orlosky; Peter Kim; Kiyoshi Kiyokawa; Tomohiro Mashita; Photchara Ratsamee; Yuki Uranishi; Haruo Takemura

Low light situations pose a significant challenge to individuals working in a variety of different fields such as firefighting, rescue, maintenance and medicine. Tools like flashlights and infrared (IR) cameras have been used to augment light in the past, but they must often be operated manually, provide a field of view that is decoupled from the operators own view, and utilize color schemes that can occlude content from the original scene. To help address these issues, we present VisMerge, a framework that combines a thermal imaging head mounted display (HMD) and algorithms that temporally and spectrally merge video streams of different light bands into the same field of view. For temporal synchronization, we first develop a variant of the time warping algorithm used in virtual reality (VR), but redesign it to merge video see-through (VST) cameras with different latencies. Next, using computer vision and image compositing we develop five new algorithms designed to merge non-uniform video streams from a standard RGB camera and small form-factor infrared (IR) camera. We then implement six other existing fusion methods, and conduct a series of comparative experiments, including a system level analysis of the augmented reality (AR) time warping algorithm, a pilot experiment to test perceptual consistency across all eleven merging algorithms, and an in-depth experiment on performance testing the top algorithms in a VR (simulated AR) search task. Results showed that we can reduce temporal registration error due to inter-camera latency by an average of 87.04%, that the wavelet and inverse stipple algorithms were perceptually rated the highest, that noise modulation performed best, and that freedom of user movement is significantly increased with visualizations engaged.


international symposium on safety, security, and rescue robotics | 2016

A hybrid flying and walking robot for steel bridge inspection

Photchara Ratsamee; Pakpoom Kriengkomol; Tatsuo Arai; Kazuto Kamiyama; Yasushi Mae; Kiyoshi Kiyokawa; Tomohiro Mashita; Yuki Uranishi; Haruo Takemura

Inspection and maintenance are extremely important to maintain safety and long-term usability of bridges. This application requires a robot that is able to maneuver in a complex 3D environment and to stabilize on steel surfaces to perform bolts checking. We propose a novel design and concept of hybrid (integrated walkability and flyability) robot for steel bridge inspection and maintenance. Our proposed design allow the robot to access a 3D structure without being time consuming. In order to stabilize our robot in 3D space, we present a vibration control based on a vibrator to compensate vibration generated from joint actuators when the robot is flying. We present a preliminary experiment on how our robot performs obstacle avoidance along with a simulation of flying performance of a hybrid robot when the vibration was compensated based on LQG control.


international conference of the ieee engineering in medicine and biology society | 2013

Novel algorithm for real-time onset detection of surface electromyography in step-tracking wrist movements

Yoshihiro Kuroda; Ilana Nisky; Yuki Uranishi; Masataka Imura; Allison M. Okamura; Osamu Oshiro

We present a novel algorithm for real-time detection of the onset of surface electromyography signal in step-tracking wrist movements. The method identifies abrupt increase of the quasi-tension signal calculated from sEMG resulting from the step-by-step recruitment of activated motor units. We assessed the performance of our proposed algorithm using both simulated and real sEMG signals, and compared with two existing detection methods. Evaluation with simulated sEMG showed that the detection accuracy of our method is robust to different signal-to-noise ratios, and that it outperforms the existing methods in terms of bias when the noise is large (low SNR). Evaluation with real sEMG analysis also indicated better detection performance compared to existing methods.


international conference of the ieee engineering in medicine and biology society | 2013

Voice Response System of Color and Pattern on Clothes for Visually Handicapped Person

Masao Miyake; Yoshitsugu Manabe; Yuki Uranishi; Masataka Imura; Osamu Oshiro

For visually handicapped people, a mental support is important in their independent daily life and participation in a society. It is expected to develop a system which can recognize colors and patterns on clothes so that they can go out with less concerns. We have worked on a basic study into such a system, and developed a prototype system which can stably recognize colors and patterns and immediately provide these information in voice, when a user faces it to clothes. In the results of evaluation experiments it is shown that the prototype system is superior to the system in the basic study at the accuracy rate for the recognition of color and pattern.


augmented human international conference | 2018

An Interactive 4D Vision Augmentation of Rapid Motion

Tao Tao; Photchara Ratsamee; Yuki Uranishi; Kiyoshi Kiyokawa; Tomohiro Mashita; Haruo Takemura

We propose an interactive 4D visualization (3D space with an additional time dimension) for the purpose of understanding rapid motion in dynamic 3D information. With an interactive 4D visualization, the user can not only observe dynamic 3D motion from different viewpoints, but also freely adapt the speed of visualization on each viewpoint. We developed a system by reconstructing 3D data from an RGBD camera into a VR environment so that the user can visualize the 3D information via an HMD. The experiment results show that our proposed system outperforms conventional 2D and 3D visualizations in terms of both the users recognition accuracy and view counts when observing rapid motion.


international symposium on mixed and augmented reality | 2017

[POSTER] Realtime Generation of Caustic Images Using a Deep Neural Network

Takurou Okamoto; Yuki Uranishi; Tomohiro Mashita; Photchara Ratsamee; Kiyoshi Kiyokawa; Haruo Takemura

We propose a method for generating caustic images in real time using a deep/convolutional neural network (CNN). To do so, training images are first rendered using photon mapping, and the CNN learns the correspondences between the depth images and caustic images. After learning, the CNN generates a caustic image from a depth image within 55 milliseconds. In addition, the similarity between the generated caustic images and the ground truth shows that our method is very promising for the generation of caustic images for a number of known objects, though the method does not handle objects in which ground truth is not already known. This method can play an important role in scenes used for stage video production and interactive art in the future.


human-agent interaction | 2017

Exploring Proxemics for Human-Drone Interaction

Alexander Yeh; Photchara Ratsamee; Kiyoshi Kiyokawa; Yuki Uranishi; Tomohiro Mashita; Haruo Takemura; Morten Fjeld; Mohammad Obaid

We present a human-centered designed social drone aiming to be used in a human crowd environment. Based on design studies and focus groups, we created a prototype of a social drone with a social shape, face and voice for human interaction. We used the prototype for a proxemic study, comparing the required distance from the drone humans could comfortably accept compared with what they would require for a nonsocial drone. The social shaped design with greeting voice added decreased the acceptable distance markedly, as did present or previous pet ownership, and maleness. We also explored the proximity sphere around humans with a social shaped drone based on a validation study with variation of lateral distance and heights. Both lateral distance and the higher height of 1.8 m compared to the lower height of 1.2 m decreased the required comfortable distance as it approached.

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Goshiro Yamamoto

Nara Institute of Science and Technology

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