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Takeo Igarashi

Publications and source records attributed to Takeo Igarashi.

At least 37 records · Page 2Linked to original sources

VeasyGuide: Personalized Visual Guidance for Low-vision Learners on Instructor Actions in Presentation Videos

Instructors often rely on visual actions such as pointing, marking, and sketching to convey information in educational presentation videos. These subtle visual cues often lack verbal descriptions, forcing low-vision (LV) learners to search for visual indicators or rely solely on audio, which can lead to missed information and increased cognitive load. To address this challenge, we conducted a co-design study with three LV participants and developed VeasyGuide, a tool that uses motion detection to identify instructor actions and dynamically highlight and magnify them. VeasyGuide produces familiar visual highlights that convey spatial context and adapt to diverse learners and content through extensive personalization and real-time visual feedback. VeasyGuide reduces visual search effort by clarifying what to look for and where to look. In an evaluation with 8 LV participants, learners demonstrated a significant improvement in detecting instructor actions, with faster response times and significantly reduced cognitive load. A separate evaluation with 8 sighted participants showed that VeasyGuide also enhanced engagement and attentiveness, suggesting its potential as a universally beneficial tool.

cs.HC↗

NeRF Is a Valuable Assistant for 3D Gaussian Splatting

We introduce NeRF-GS, a novel framework that jointly optimizes Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). This framework leverages the inherent continuous spatial representation of NeRF to mitigate several limitations of 3DGS, including sensitivity to Gaussian initialization, limited spatial awareness, and weak inter-Gaussian correlations, thereby enhancing its performance. In NeRF-GS, we revisit the design of 3DGS and progressively align its spatial features with NeRF, enabling both representations to be optimized within the same scene through shared 3D spatial information. We further address the formal distinctions between the two approaches by optimizing residual vectors for both implicit features and Gaussian positions to enhance the personalized capabilities of 3DGS. Experimental results on benchmark datasets show that NeRF-GS surpasses existing methods and achieves state-of-the-art performance. This outcome confirms that NeRF and 3DGS are complementary rather than competing, offering new insights into hybrid approaches that combine 3DGS and NeRF for efficient 3D scene representation.

cs.CV↗

ImprovMate: Multimodal AI Assistant for Improv Actor Training

Improvisation training for actors presents unique challenges, particularly in maintaining narrative coherence and managing cognitive load during performances. Previous research on AI in improvisation performance often predates advances in large language models (LLMs) and relies on human intervention. We introduce ImprovMate, which leverages LLMs as GPTs to automate the generation of narrative stimuli and cues, allowing actors to focus on creativity without keeping track of plot or character continuity. Based on insights from professional improvisers, ImprovMate incorporates exercises that mimic live training, such as abrupt story resolution and reactive thinking exercises, while maintaining coherence via reference tables. By balancing randomness and structured guidance, ImprovMate provides a groundbreaking tool for improv training. Our pilot study revealed that actors might embrace AI techniques if the latter mirrors traditional practices, and appreciate the fresh twist introduced by our approach with the AI-generated cues.

cs.HC↗

Low-Barrier Dataset Collection with Real Human Body for Interactive Per-Garment Virtual Try-On

Existing image-based virtual try-on methods are often limited to the front view and lack real-time performance. While per-garment virtual try-on methods have tackled these issues by capturing per-garment datasets and training per-garment neural networks, they still encounter practical limitations: (1) the robotic mannequin used to capture per-garment datasets is prohibitively expensive for widespread adoption and fails to accurately replicate natural human body deformation; (2) the synthesized garments often misalign with the human body. To address these challenges, we propose a low-barrier approach for collecting per-garment datasets using real human bodies, eliminating the necessity for a customized robotic mannequin. We also introduce a hybrid person representation that enhances the existing intermediate representation with a simplified DensePose map. This ensures accurate alignment of synthesized garment images with the human body and enables human-garment interaction without the need for customized wearable devices. We performed qualitative and quantitative evaluations against other state-of-the-art image-based virtual try-on methods and conducted ablation studies to demonstrate the superiority of our method regarding image quality and temporal consistency. Finally, our user study results indicated that most participants found our virtual try-on system helpful for making garment purchasing decisions.

cs.GR↗

GarmentImage: Raster Encoding of Garment Sewing Patterns with Diverse Topologies

Garment sewing patterns are the design language behind clothing, yet their current vector-based digital representations weren't built with machine learning in mind. Vector-based representation encodes a sewing pattern as a discrete set of panels, each defined as a sequence of lines and curves, stitching information between panels and the placement of each panel around a body. However, this representation causes two major challenges for neural networks: discontinuity in latent space between patterns with different topologies and limited generalization to garments with unseen topologies in the training data. In this work, we introduce GarmentImage, a unified raster-based sewing pattern representation. GarmentImage encodes a garment sewing pattern's geometry, topology and placement into multi-channel regular grids. Machine learning models trained on GarmentImage achieve seamless transitions between patterns with different topologies and show better generalization capabilities compared to models trained on vector-based representation. We demonstrate the effectiveness of GarmentImage across three applications: pattern exploration in latent space, text-based pattern editing, and image-to-pattern prediction. The results show that GarmentImage achieves superior performance on these applications using only simple convolutional networks.

cs.GR↗

Draw2Cut: Direct On-Material Annotations for CNC Milling

Creating custom artifacts with computer numerical control (CNC) milling machines typically requires mastery of complex computer-aided design (CAD) software. To eliminate this user barrier, we introduced Draw2Cut, a novel system that allows users to design and fabricate artifacts by sketching directly on physical materials. Draw2Cut employs a custom-drawing language to convert user-drawn lines, symbols, and colors into toolpaths, thereby enabling users to express their creative intent intuitively. The key features include real-time alignment between material and virtual toolpaths, a preview interface for validation, and an open-source platform for customization. Through technical evaluations and user studies, we demonstrate that Draw2Cut lowers the entry barrier for personal fabrication, enabling novices to create customized artifacts with precision and ease. Our findings highlight the potential of the system to enhance creativity, engagement, and accessibility in CNC-based woodworking.

cs.HC↗

Proactive Conversational Agents with Inner Thoughts

One of the long-standing aspirations in conversational AI is to allow them to autonomously take initiatives in conversations, i.e., being proactive. This is especially challenging for multi-party conversations. Prior NLP research focused mainly on predicting the next speaker from contexts like preceding conversations. In this paper, we demonstrate the limitations of such methods and rethink what it means for AI to be proactive in multi-party, human-AI conversations. We propose that just like humans, rather than merely reacting to turn-taking cues, a proactive AI formulates its own inner thoughts during a conversation, and seeks the right moment to contribute. Through a formative study with 24 participants and inspiration from linguistics and cognitive psychology, we introduce the Inner Thoughts framework. Our framework equips AI with a continuous, covert train of thoughts in parallel to the overt communication process, which enables it to proactively engage by modeling its intrinsic motivation to express these thoughts. We instantiated this framework into two real-time systems: an AI playground web app and a chatbot. Through a technical evaluation and user studies with human participants, our framework significantly surpasses existing baselines on aspects like anthropomorphism, coherence, intelligence, and turn-taking appropriateness.

cs.HC↗

FontCraft: Multimodal Font Design Using Interactive Bayesian Optimization

Creating new fonts requires a lot of human effort and professional typographic knowledge. Despite the rapid advancements of automatic font generation models, existing methods require users to prepare pre-designed characters with target styles using font-editing software, which poses a problem for non-expert users. To address this limitation, we propose FontCraft, a system that enables font generation without relying on pre-designed characters. Our approach integrates the exploration of a font-style latent space with human-in-the-loop preferential Bayesian optimization and multimodal references, facilitating efficient exploration and enhancing user control. Moreover, FontCraft allows users to revisit previous designs, retracting their earlier choices in the preferential Bayesian optimization process. Once users finish editing the style of a selected character, they can propagate it to the remaining characters and further refine them as needed. The system then generates a complete outline font in OpenType format. We evaluated the effectiveness of FontCraft through a user study comparing it to a baseline interface. Results from both quantitative and qualitative evaluations demonstrate that FontCraft enables non-expert users to design fonts efficiently.

cs.HC↗

XR-penter: Material-Aware and In Situ Design of Scrap Wood Assemblies

Woodworkers have to navigate multiple considerations when planning a project, including available resources, skill-level, and intended effort. Do it yourself (DIY) woodworkers face these challenges most acutely because of tight material constraints and a desire for custom designs tailored to specific spaces. To address these needs, we present XR-penter, an extended reality (XR) application that supports in situ, material-aware woodworking for casual makers. Our system enables users to design virtual scrap wood assemblies directly in their workspace, encouraging sustainable practices through the use of discarded materials. Users register physical material as virtual twins, manipulate these twins into an assembly in XR, and preview cuts needed for fabrication. We conducted a case study and feedback sessions to demonstrate how XR-penter supports improvisational workflows in practice, the type of woodworker who would benefit most from our system, and insights on integrating similar spatial and material considerations into future work.

cs.HC↗

AvatarPerfect: User-Assisted 3D Gaussian Splatting Avatar Refinement with Automatic Pose Suggestion

Creating high-quality 3D avatars using 3D Gaussian Splatting (3DGS) from a monocular video benefits virtual reality and telecommunication applications. However, existing automatic methods exhibit artifacts under novel poses due to limited information in the input video. We propose AvatarPerfect, a novel system that allows users to iteratively refine 3DGS avatars by manually editing the rendered avatar images. In each iteration, our system suggests a new body and camera pose to help users identify and correct artifacts. The edited images are then used to update the current avatar, and our system suggests the next body and camera pose for further refinement. To investigate the effectiveness of AvatarPerfect, we conducted a user study comparing our method to an existing 3DGS editor SuperSplat, which allows direct manipulation of Gaussians without automatic pose suggestions. The results indicate that our system enables users to obtain higher quality refined 3DGS avatars than the existing 3DGS editor.

cs.HC↗

Data Augmentation for 3DMM-based Arousal-Valence Prediction for HRI

Humans use multiple communication channels to interact with each other. For instance, body gestures or facial expressions are commonly used to convey an intent. The use of such non-verbal cues has motivated the development of prediction models. One such approach is predicting arousal and valence (AV) from facial expressions. However, making these models accurate for human-robot interaction (HRI) settings is challenging as it requires handling multiple subjects, challenging conditions, and a wide range of facial expressions. In this paper, we propose a data augmentation (DA) technique to improve the performance of AV predictors using 3D morphable models (3DMM). We then utilize this approach in an HRI setting with a mediator robot and a group of three humans. Our augmentation method creates synthetic sequences for underrepresented values in the AV space of the SEWA dataset, which is the most comprehensive dataset with continuous AV labels. Results show that using our DA method improves the accuracy and robustness of AV prediction in real-time applications. The accuracy of our models on the SEWA dataset is 0.793 for arousal and valence.

cs.RO↗

RoCap: A Robotic Data Collection Pipeline for the Pose Estimation of Appearance-Changing Objects

Object pose estimation plays a vital role in mixed-reality interactions when users manipulate tangible objects as controllers. Traditional vision-based object pose estimation methods leverage 3D reconstruction to synthesize training data. However, these methods are designed for static objects with diffuse colors and do not work well for objects that change their appearance during manipulation, such as deformable objects like plush toys, transparent objects like chemical flasks, reflective objects like metal pitchers, and articulated objects like scissors. To address this limitation, we propose Rocap, a robotic pipeline that emulates human manipulation of target objects while generating data labeled with ground truth pose information. The user first gives the target object to a robotic arm, and the system captures many pictures of the object in various 6D configurations. The system trains a model by using captured images and their ground truth pose information automatically calculated from the joint angles of the robotic arm. We showcase pose estimation for appearance-changing objects by training simple deep-learning models using the collected data and comparing the results with a model trained with synthetic data based on 3D reconstruction via quantitative and qualitative evaluation. The findings underscore the promising capabilities of Rocap.

cs.RO↗

Automatic Dance Video Segmentation for Understanding Choreography

Segmenting dance video into short movements is a popular way to easily understand dance choreography. However, it is currently done manually and requires a significant amount of effort by experts. That is, even if many dance videos are available on social media (e.g., TikTok and YouTube), it remains difficult for people, especially novices, to casually watch short video segments to practice dance choreography. In this paper, we propose a method to automatically segment a dance video into each movement. Given a dance video as input, we first extract visual and audio features: the former is computed from the keypoints of the dancer in the video, and the latter is computed from the Mel spectrogram of the music in the video. Next, these features are passed to a Temporal Convolutional Network (TCN), and segmentation points are estimated by picking peaks of the network output. To build our training dataset, we annotate segmentation points to dance videos in the AIST Dance Video Database, which is a shared database containing original street dance videos with copyright-cleared dance music. The evaluation study shows that the proposed method (i.e., combining the visual and audio features) can estimate segmentation points with high accuracy. In addition, we developed an application to help dancers practice choreography using the proposed method.

cs.CV↗

Locality-Preserving Free-Form Deformation

This paper proposes a method to estimate the locations of grid handles in free-form deformation (FFD) while preserving the local shape characteristics of the 2D/3D input model embedded into the grid, named locality-preserving FFD (lp-FFD). Users first specify some vertex locations in the input model and grid handle locations. The system then optimizes all locations of grid handles by minimizing the distortion of the input model's mesh elements. The proposed method is fast and stable, allowing the user to directly and indirectly make the deformed shape of mesh model and grid. This paper shows some examples of deformation results to demonstrate the robustness of our lp-FFD. In addition, we conducted a user study and confirm our lp-FFD's efficiency and effectiveness in shape deformation is higher than those of existing methods used in commercial software.

cs.GR↗

CanvasPic: An Interactive Tool for Freely Generating Facial Images Based on Spatial Layout

In real-world usage, existing GAN image generation tools come up short due to their lack of intuitive interfaces and limited flexibility. To overcome these limitations, we developed CanvasPic, an innovative tool for flexible GAN image generation. Our tool introduces a novel 2D layout design that allows users to intuitively control image attributes based on real-world images. By interacting with the distances between images in the spatial layout, users are able to conveniently control the influence of each attribute on the target image and explore a wide range of generated results. Considering practical application scenarios, a user study involving 24 participants was conducted to compare our tool with existing tools in GAN image generation. The results of the study demonstrate that our tool significantly enhances the user experience, enabling more effective achievement of desired generative results.

cs.HC↗

FontCLIP: A Semantic Typography Visual-Language Model for Multilingual Font Applications

Acquiring the desired font for various design tasks can be challenging and requires professional typographic knowledge. While previous font retrieval or generation works have alleviated some of these difficulties, they often lack support for multiple languages and semantic attributes beyond the training data domains. To solve this problem, we present FontCLIP: a model that connects the semantic understanding of a large vision-language model with typographical knowledge. We integrate typography-specific knowledge into the comprehensive vision-language knowledge of a pretrained CLIP model through a novel finetuning approach. We propose to use a compound descriptive prompt that encapsulates adaptively sampled attributes from a font attribute dataset focusing on Roman alphabet characters. FontCLIP's semantic typographic latent space demonstrates two unprecedented generalization abilities. First, FontCLIP generalizes to different languages including Chinese, Japanese, and Korean (CJK), capturing the typographical features of fonts across different languages, even though it was only finetuned using fonts of Roman characters. Second, FontCLIP can recognize the semantic attributes that are not presented in the training data. FontCLIP's dual-modality and generalization abilities enable multilingual and cross-lingual font retrieval and letter shape optimization, reducing the burden of obtaining desired fonts.

cs.CV↗

PerfectTailor: Scale-Preserving 2D Pattern Adjustment Driven by 3D Garment Editing

We address the problem of modifying a given well-designed 2D sewing pattern to accommodate garment edits in the 3D space. Existing methods usually adjust the sewing pattern by applying uniform flattening to the 3D garment. The problems are twofold: first, it ignores local scaling of the 2D sewing pattern such as shrinking ribs of cuffs; second, it does not respect the implicit design rules and conventions of the industry, such as the use of straight edges for simplicity and precision in sewing. To address those problems, we present a pattern adjustment method that considers the non-uniform local scaling of the 2D sewing pattern by utilizing the intrinsic scale matrix. In addition, we preserve the original boundary shape by an as-similar-as-possible geometric constraint when desirable. We build a prototype with a set of commonly used alteration operations and showcase the capability of our method via a number of alteration examples throughout the paper.

cs.GR↗

MicroGlam: Microscopic Skin Image Dataset with Cosmetics

In this paper, we present a cosmetic-specific skin image dataset. It consists of skin images from $45$ patches ($5$ skin patches each from $9$ participants) of size $8mm^*8mm$ under three cosmetic products (i.e., foundation, blusher, and highlighter). We designed a novel capturing device inspired by Light Stage. Using the device, we captured over $600$ images of each skin patch under diverse lighting conditions in $30$ seconds. We repeated the process for the same skin patch under three cosmetic products. Finally, we demonstrate the viability of the dataset with an image-to-image translation-based pipeline for cosmetic rendering and compared our data-driven approach to an existing cosmetic rendering method.

cs.CV↗