Keita Higuchi

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Mental imagery is a quasi-perceptual experience emerging from past experiences. In sports psychology, mental imagery is used to improve athletes' cognition and motivation. Eminent athletes often create their mental imagery as if they themselves are the external observers; such ability plays an important role in sport training and performance. Mental image(More)
Highly effective 3D-camerawork techniques that do not have physical limitations have been developed for creating three-dimensional (3D) computer games. Recent techniques used for real-world visual content creation, such as those used for sports broadcasting and motion pictures, also incorporate cameras moving in 3D physical space to provide viewers with a(More)
ImmerseBoard is a system for remote collaboration through a digital whiteboard that gives participants a 3D immersive experience, enabled only by an RGBD camera (Microsoft Kinect) mounted on the side of a large touch display. Using 3D processing of the depth images, life-sized rendering, and novel visualizations, ImmerseBoard emulates writing side-by-side(More)
We propose an unmanned aerial vehicle (UAV) control mechanism, called a "Flying Head" which synchronizes a human head and the UAV motions. The accurate manipulation of UAVs is difficult as their control typically involves hand-operated devices. We can incorporate the UAV control using human motions such as walking, looking around and crouching. The system(More)
Surveillance and monitoring are indispensable in some large areas for purposes such as home security, road patrols, livestock monitoring, wildfire mapping, and ubiquitous sensing. Computer-controlled micro unmanned aerial vehicles (UAVs) have the potential to perform such missions because they can move autonomously in a surveillance area without being(More)
In this paper, we propose a mobile navigation system that uses only auditory information, i.e., music, to guide the user. The sophistication of mobile devices has introduced the use of contextual information in mobile navigation, such as the location and the direction of motion of a pedestrian. Typically in such systems, a map on the screen of the mobile(More)
The goal of this work is to discover objects of joint attention, i.e., objects being viewed by multiple people using head-mounted cameras and eye trackers. Such objects of joint attention are expected to act as an important cue for understanding social interactions in everyday scenes. To this end, we develop a commonality-clustering method tailored to(More)
In this work, we investigate how remote collaboration between a local worker and a remote collaborator will change if eye fixations of the collaborator are presented to the worker. We track the collaborator's points of gaze on a monitor screen displaying a physical workspace and visualize them onto the space by a projector or through an optical see-through(More)