Takashi Kawai

Takashi Kawai
Waseda University | Sōdai · Department of Intermedia Art and Science

Ph.D. in Human Sciences

About

178
Publications
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778
Citations

Publications

Publications (178)
Article
This paper describes a comparison of user experience of virtual reality (VR) image format. The authors prepared the following four conditions and evaluated the user experience during viewing VR images with a headset by measuring subjective and objective indices; Condition 1: monoscopic 180-degree image, Condition 2: stereoscopic 180-degree image, C...
Article
Full-text available
This paper proposes the method of interaction design to present haptic experience as intended in virtual reality (VR). The method that we named “Augmented Cross-Modality” is to translate the physiological responses, knowledge and impression about the experience in real world into audio-visual stimuli and add them to the interaction in VR. In this s...
Conference Paper
Virtual reality (VR) content aims to elicit a "sense of presence", defined as quality of immersive experience. In this paper, the authors suggest six pieces of guidance to follow to create and improve this sense of presence in VR from an ergonomic viewpoint.-Analysis of VR content-Parametric framework for VR-Evaluation of VR content-Usage environme...
Article
The authors examined the psycho-physiological effects of viewing short segments of 360° videos using a head-mounted display (HMD) in terms of the type of content and the viewing environment. Twenty participants viewed 360° videos with varying features using an eye-tracking HMD consisting of a smartphone fitted in a case containing optics. Ten parti...
Article
In this study, the incorporation of such technologies to date in digital heritage is introduced, and production and assessment of contents are done for the purpose of examining the effectiveness of VR image display employing head-mounted display (HMD). In this experiment, a theater in which a large screen was set up inside a VR space was produced,...
Article
In this study, the effects of functional binocular disparity on route memory were experimentally verified in the context of learning of evacuation routes in disaster prevention and mitigation training. Functional binocular disparity in 3D images using cognitive characteristics such as the perspective of a specific location correlated memory in this...
Article
In this study investigated the effect of the frame design of a simple smartphone HMD on the stereoscopic vision and considered the design requirements for comfortable viewing environment. We mainly focused on the lens spacing used in screen enlargement and extension of the focal length. To investigate the differences in the fusional limit attributa...
Article
This paper was intended to examined whether the body sway during viewing stereoscopic three-dimensional (3D) tilted images was stable or not. Tilted 3D image was composed of directional information in which monocular disparity tilled by using a simple gradient depth map. Experiments were carried out to evaluate body sway using CG driving simulator...
Conference Paper
Full-text available
フォントデザインが読み手に及ぼす情動的な影響を、動機付けモデルに基づく覚醒度と情動価から評価した。実験では、特徴的な情動量を持つテキスト5文を5種類のフォントでレンダリングした全25条件の刺激を被験者18名に呈示し、それらの覚醒度と情動価を7段階リカートスケールで主観評価させた。その結果、セリフ体は情動価を快方向また覚醒度を沈静方向に、サンセリフ体は覚醒度を興奮方向に変化させることが示された。
Article
This paper describes an experiment that focuses on disparity changes in emotional scenes of stereoscopic (3D) images, in which an examination of the effects on pleasant and arousal was carried out by adding binocular disparity to 2D images that evoke specific emotions, and applying disparity modification based on the disparity analysis of prominent...
Article
Full-text available
This paper describes a study that focuses on disparity changes in emotional scenes of stereoscopic (3D) images, in which an examination of the effects on pleasant and arousal was carried out by adding binocular disparity to 2D images that evoke specific emotions, and applying disparity modification based on the disparity analysis of famous 3D movie...
Article
Literatures use disparity as a principle measure evaluating discomfort, various artifacts, or movie production styles associated to stereoscopy, yet, statistics used to represent image or frame are often different. The current study examines 20 disparity statistics to find metrics that would best represent subjective stereoscopic sensation. Additio...
Article
Full-text available
A monocular see-through head-mounted display (HMD) allows the user to view displayed information while simultaneously interacting with the surrounding environment. This configuration lets people use HMDs while they are moving, such as while walking. However, sharing attention between the display and environment can compromise a person's performance...
Article
The paper introduce a cross-modal illusion of 'weak' tactile sensation. The illusion is induced by image of virtual object that is superimposed on observers' hands using a see-through Head Mounted Display (HMD). Observers can feel the weak tactile sensation with touching and moving the virtual object. This paper reports an experimental evaluation a...
Article
The authors conducted an experiment that examined the relationship between visual comfort and an individual observer's near phoria in terms of the length of time spent viewing 3D content on a mobile device. Two experimental parameters were used: the position of the stereo video images (in front of the screen and behind the screen) and the time for...
Article
This study contained two experimental examinations of the cognitive activities such as visual attention and memory in viewing stereoscopic (3D) images. For this study, partially converted 3D images were used with binocular parallax added to a specific region of the image. In Experiment 1, change blindness was used as a presented stimulus. The visua...
Conference Paper
Full-text available
The authors have analyzed binocular disparity included in stereoscopic (3D) images from the perspective of producing depth sensation. This paper described the disparity analysis conducted by the authors for well-known 3D movies. Two types of disparity analysis were performed; full-length analysis of four 3D movies and analysis of emotional scenes f...
Conference Paper
In this study, for the heritage of industrial modernization we produced a stereoscopic archive of the JVC KENWOOD Yokohama Factory façade, which was dismantled in March 2011, by converting 2D into 3D images. Further, drawn images of the cultural asset were also converted into 3D images in order to evaluate them as part of a stereoscopic archive in...
Article
As 3D technology spreads, 3D imagery is being viewed in more diverse situations. Already, televisions and mobile devices are able to present 3D images, in addition to the cinema. Of these, mobile devices have the unique characteristic of requiring users to view images at close range. The authors conduct an experiment to examine the relationship bet...
Article
There are three main approaches creating stereoscopic S3D content: stereo filming using two cameras, stereo rendering of 3D computer graphics, and 2D to S3D conversion by adding binocular information to 2D material images. Although manual "off-line" conversion can control the amount of parallax flexibly, 2D material images are converted according t...
Article
The relationship between differences in individuals' past experience viewing stereoscopic images and their discomfort associated with 3D video was examined. In the current study, 21 subjects were categorized as either inexperienced or experienced viewers of stereoscopic images (12 and 9 subjects, respectively). Two commercially available 3D movies...
Article
We conducted an experiment that examined how visual discomfort arises while viewing autostereoscopic displays in a practical viewing situation. Visual discomfort was evaluated by measuring subjective symptoms and accommodative step response before and after viewing displayed material. Subjective discomfort measurements showed that viewing autostere...
Article
2D to stereoscopic 3D (S3D) conversion methods, which is one approach to creating S3D content, are divided into automatic "on-line" and manual "off-line" methods. Off-line conversion of 2D to S3D is expensive, but offers higher S3D image quality. Moreover, while off-line conversion provides more flexible control over parallax than stereo filming, i...
Article
Stereoscopic 3D (S3D) imaging technologies are widely used recently to create content for movies, TV programs, games, etc. Although S3D content differs from 2D content by the use of binocular parallax to induce depth sensation, the relationship between depth control and the user experience remains unclear. In this study, the user experience was sub...
Article
Full-text available
New display technologies, such as 3D stereoscopic displays, provide opportunities to enhance the user experience (UX) in digital games. A widely-held belief is “the more stereo, the better experience.” The purpose of this study is to examine this belief and evaluate the added value of 3D stereo to the UX in games. Stereo separation in a display was...
Article
This study was conducted for the purpose of evaluating the impressions gained by the members of the audience who have seen contents in a dome theater, based on their seating positions. Dome Theater Gaia provided the environment where the contents for evaluation were to be presented, and enquête (survey) was used as the investigative method. The sur...
Article
This research entailed the production of stereoscopic 3D (S3D) contents using 2D-to-S3D conversion for exhibition at a museum and subjective evaluation. Hybrid production combining S3D images of existing live-action videos using the 2D-to-S3D conversion technology and computer graphic ones created via stereo rendering was conducted. Design and cont...
Article
The methods available for delivering stereoscopic (3D) display using glasses can be classified as time-multiplexing and spatial-multiplexing. With both methods, intrinsic visual artifacts result from the generation of the 3D image pair on a flat panel display device. In the case of the time-multiplexing method, an observer perceives three artifacts...
Article
Crosstalk is a phenomenon in stereoscopy where an image becomes blurry due to leakage of the left image into the right eye and vice versa, and is considered one of the serious problems impairing stereoscopic experience. The current study examines mental/cognitive activity under a various levels of crosstalk through heart activity and forehead blood...
Article
Full-text available
In this study, two experiments were conducted to evaluate the psycho-physiological effects by practical use of monocular head-mounted display (HMD) in a real-world environment, based on the assumption of consumer-level applications as viewing video content and receiving navigation information while walking. In the experiment 1, the workload was exa...
Conference Paper
A visual training device (the visual training tool) has been developed to assist in the recognition and understanding of Chinese characters (Kanji). The visual training tool presents that strokes of a Kanji character are separated and reconstructed. The visual training tool method was more effective than the traditional Japanese teaching methods fo...
Article
Since 3D display methods and viewing environments vary widely, high-quality content is expected to become multi-purpose. Meanwhile, there is increasing interest in the bio-medical effects of various types of image content and there are moves toward international standardization, so safety and comfort need to be considered in 3D content production....