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Taiki Fukiage

Publications and source records attributed to Taiki Fukiage.

5 recordsLinked to original sources

Visual-Motion-Induced Modulation of Pedestrian Trajectories Using Spatially Distributed Multi-Display Signage in Public Spaces

Multi-display signage (MDS), now ubiquitous in urban environments, has the potential to influence human behavior and experience in public spaces. However, despite its unique capability to present spatially distributed dynamic visual stimuli, its current use is mainly limited to advertising. In this study, we propose a perception-based approach for laterally modulating pedestrian trajectories as a nonverbal means of guiding pedestrians in public spaces. The approach is motivated by vection, the illusion of self-motion, and uses laterally moving monochrome stripes, a standard stimulus in vection research, presented across spatially distributed displays to elicit postural responses that may bias pedestrian trajectories. We evaluated the approach through a controlled laboratory experiment and a real-world field deployment involving actual pedestrian flows in a national museum. The laboratory experiment examined whether the MDS setup induced trajectory shifts in the direction predicted by prior research on the behavioral effects of vection. The field deployment investigated whether comparable effects would emerge in aggregate pedestrian behavior during unconstrained movement under conditions closer to those of urban public spaces. In the laboratory, full-screen motion significantly biased walking trajectories in the direction of visual motion, whereas partial-stripe motion produced no significant directional effect. In the field deployment, opposing full-screen motion conditions produced direction-consistent differences in aggregate pedestrian positions. The field results, observed despite the substantial variability in real-world pedestrian flows, extend the controlled laboratory findings and provide ecologically valid evidence supporting practical MDS-based pedestrian modulation in public settings. The results further suggest that sufficient visual-motion coverage may be important.

cs.HC

Accuracy Does Not Guarantee Human-Likeness: Cross-Domain Human-Centered Benchmark in Monocular Depth Estimation

Deep neural networks (DNNs) are increasingly used as functional models of human vision, yet standard monocular depth estimation (MDE) benchmarks largely evaluate physical accuracy rather than behavioral alignment with humans. We introduce a cross-domain behavioral benchmark that aligns newly collected human absolute-distance judgments, physical ground truth, and model predictions at 16 locations in each of 652 KITTI and 654 NYU Depth V2 scenes. Human-model similarity was measured image-wise by partial correlation between scale-and-shift-aligned estimates while controlling for physical depth, and reference results were obtained for 69 diverse MDE models. Human error patterns were highly reliable, and most models showed positive but substantially lower similarity to humans. Human similarity, however, did not increase monotonically with metric accuracy: within each dataset, high-accuracy models converged toward similar residual error structures that remained distinct from humans, while both human-similarity scores and error-space organization were only weakly preserved across datasets. Thus, physical accuracy and human-like behavior are complementary, domain-sensitive dimensions of MDE performance. Our benchmark will provide a reusable basis for assessing future models along both dimensions.

cs.CV

REF$^2$-NeRF: Reflection and Refraction aware Neural Radiance Field

Recently, significant progress has been made in the study of methods for 3D reconstruction from multiple images using implicit neural representations, exemplified by the neural radiance field (NeRF) method. Such methods, which are based on volume rendering, can model various light phenomena, and various extended methods have been proposed to accommodate different scenes and situations. However, when handling scenes with multiple glass objects, e.g., objects in a glass showcase, modeling the target scene accurately has been challenging due to the presence of multiple reflection and refraction effects. Thus, this paper proposes a NeRF-based modeling method for scenes containing a glass case. In the proposed method, refraction and reflection are modeled using elements that are dependent and independent of the viewer's perspective. This approach allows us to estimate the surfaces where refraction occurs, i.e., glass surfaces, and enables the separation and modeling of both direct and reflected light components. The proposed method requires predetermined camera poses, but accurately estimating these poses in scenes with glass objects is difficult. Therefore, we used a robotic arm with an attached camera to acquire images with known poses. Compared to existing methods, the proposed method enables more accurate modeling of both glass refraction and the overall scene.

cs.CV

Occlusion Handling using Semantic Segmentation and Visibility-Based Rendering for Mixed Reality

Real-time occlusion handling is a major problem in outdoor mixed reality system because it requires great computational cost mainly due to the complexity of the scene. Using only segmentation, it is difficult to accurately render a virtual object occluded by complex objects such as trees, bushes etc. In this paper, we propose a novel occlusion handling method for real-time, outdoor, and omni-directional mixed reality system using only the information from a monocular image sequence. We first present a semantic segmentation scheme for predicting the amount of visibility for different type of objects in the scene. We also simultaneously calculate a foreground probability map using depth estimation derived from optical flow. Finally, we combine the segmentation result and the probability map to render the computer generated object and the real scene using a visibility-based rendering method. Our results show great improvement in handling occlusions compared to existing blending based methods.

cs.CV

Deformation Lamps: A Projection Technique to Make a Static Object Dynamic

Light projection is a powerful technique to edit appearances of objects in the real world. Based on pixel-wise modification of light transport, previous techniques have successfully modified static surface properties such as surface color, dynamic range, gloss and shading. Here, we propose an alternative light projection technique that adds a variety of illusory, yet realistic distortions to a wide range of static 2D and 3D projection targets. The key idea of our technique, named Deformation Lamps, is to project only dynamic luminance information, which effectively activates the motion (and shape) processing in the visual system, while preserving the color and texture of the original object. Although the projected dynamic luminance information is spatially inconsistent with the color and texture of the target object, the observer's brain automatically com- bines these sensory signals in such a way as to correct the inconsistency across visual attributes. We conducted a psychophysical experiment to investigate the characteristics of the inconsistency correction, and found that the correction was dependent critically on the retinal magnitude of inconsistency. Another experiment showed that perceived magnitude of image deformation by our techniques was underestimated. The results ruled out the possibility that the effect by our technique stemmed simply from the physical change of object appearance by light projection. Finally, we discuss how our techniques can make the observers perceive a vivid and natural movement, deformation, or oscillation of a variety of static objects, including drawn pictures, printed photographs, sculptures with 3D shading, objects with natural textures including human bodies.

cs.GR