著者
大野 雅貴 横澤 一彦 鳴海 拓志
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.27, no.1, pp.18-28, 2022 (Released:2022-03-31)
参考文献数
93

The robust sensory interface with limited information is demanded in virtual reality. In recent years, there has been an increasing amount of research applying the characteristics of integrated perception, which involves processing sensory information through the brain from the outside world to form perceptions and cognitions. This paper reviews the findings of synaesthesia, crossmodal correspondences, and multisensory integration, which is discussed as the integrated perception, from two perspectives: the characteristics and the underlying mechanisms. We also discussed the possibility of applying the findings of integrated perception to the multi-sensory interface.
著者
鳴海 拓志 松尾 宇人 櫻井 翔 谷川 智洋 廣瀬 通孝
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.23, no.2, pp.65-74, 2018 (Released:2018-06-30)
参考文献数
26

Projection mapping to the dining table has been introduced in multiple restaurants. Does this kind of change in eating environment with projection mapping work only for entertainment? In this study, we examined whether changes in eating environment with projection mapping actually change the thermal/olfactory/taste perception and palatability of food. Tempura was chosen as a food, which has distinctive texture, aroma and taste, and has a strong tie with a specific eating environment in Japan, and a projection mapping system was constructed to project images and sounds to simulate a counter in a tempura restaurant around tempura. Through two experiments using this system, we suggested that the aroma, temperature, taste strength and palatability of the tempura improved by the effect of the projection mapping. We also suggested that the linguistic information related to tempura also enhances these perception, but the effect is weaker than the one of change in eating environment with projection mapping. These results suggested that change in eating environment with projection mapping helps to perceive the sensory information expected to be obtained in the environment.
著者
小柳 陽光 鳴海 拓志 Jean-Luc. Lugrin 安藤 英由樹 大村 廉
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.25, no.1, pp.2-11, 2020 (Released:2020-03-31)
参考文献数
24

Existing studies have reported that the Full Body Ownership Illusion let users perceive a virtual body as our own body. It has also revealed the Proteus Effect that avatars’ appearance could affect user’s behavior, attitude and mental condition by inducing the Full Body Ownership Illusion. While many studies have focused on a humanoid avatar and its psychological effects, a previous study has reported that the Full Body Ownership Transfer can be induced even in the case of an animal avatar. In case of inducing the Full Body Ownership Transfer on an animal avatar, it can be expected to induce the psychological effect different from the one by a human avatar. Hence, this study examines a dragon avatar, which has impression of strong body and flight ability, can reduce the fear of height as the Proteus Effect by the Full Body Ownership Transfer. We carried out an experiment with some scenarios where a subject transformed into a dragon and flied into a height, comparing with operating a human avatar. The results showed that transforming into the dragon avatar can improve subjective score and physiological reaction for the fear of height.
著者
川瀬 佑司 吉田 成朗 鳴海 拓志 上田 祥代 池田 まさみ 渡邊 淳司 谷川 智洋 川本 哲也 廣瀬 通孝
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.21, no.3, pp.483-492, 2016 (Released:2016-10-31)
参考文献数
16

We propose a system to prevent identification of an individual identity by changing the size and position of one's facial regions. Invasion of privacy and the right of publicity have been a problem along with the popularization of social media and improvement of image resolution. The mosaic and the blur have been used to prevent identification of a person's identity. These techniques, however, make people difficult to understand the context of the video, because the facial expressions of the characters and the background in the video are masked. In this paper, we focus on naturally conversing the facial appearance in images for protecting their privacy. We examined the proper degree of facial changing parameters, and performed user studies to evaluate these parameters.
著者
鳴海 拓志
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.26, no.1, pp.14-29, 2019-03-01 (Released:2019-09-01)
参考文献数
65
被引用文献数
1

This paper proposes a novel field of technology, “Ghost Engineering”, for enabling us to change our cognitive functions as we hope by modifying our body perception and recognition. Recent embodied cognition studies revealed that our mind can be influenced by the states and recognition of our bodies. Meanwhile, recent development in virtual reality and augmented human technologies enable us to flexibly modify/extend our body itself and recognition of our bodily states. Considering these together, our mind would be designed by utilizing these novel techniques which provide augmented body. In this paper, function of human mind is called as “Ghost” after the concept of “Ghost in the machine” by G. Ryle, and recent achievement, possibilities, tentative limitations, and future implication of Ghost Engineering technologies are introduced based on three categories: Body transformation for modifying our emotion, creativity and empathy; Body multiplexing/unification for enhancing our social abilities; and Body motion modification for enhancing our physical performance via mental support.
著者
小柳 陽光 鳴海 拓志 大村 廉
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.25, no.1, pp.50-59, 2020 (Released:2020-03-31)
参考文献数
19
被引用文献数
1

In recent years, utilizing of an avatar is becoming popular at social VR contents. On the other hand, previous studies have reported that an avatar gives us positive effect in terms of the sense of immersion, a psychological effect, and the spatial awareness. Thus, we investigate how the avatar which a virtual body is used daily in social VR contents impact on the body ownership and the Quality of Experience, comparing with a realistic humanoid avatar. Our results show that the self-avatar can improve the sense of body ownership and the sense of immersion.
著者
簗瀬 洋平 鳴海 拓志
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.21, no.3, pp.415-422, 2016 (Released:2016-10-31)
参考文献数
18

Most game players want to improve their skills, but if they don't sense improvement they'll give up playing. So, we suggest a new way of dynamically adjusting a game's difficulty, in a way that is transparent to the player. In an experiment with a platforming game that focuses on jumping and hitting a target, players felt they were becoming better at the game instead of noticing the decrease in difficulty.
著者
池田 華子 吉田 成朗 新井 智大 鳴海 拓志
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.26, no.1, pp.42-51, 2021 (Released:2021-04-01)
参考文献数
26

This study aims to develop a method that enables the person to accept recommended make-up looks positively as the make-ups looking suit them. Participants made up with a make-up simulator using face images otherized from their self-face perceived as a different person’s face so that they have a holistic view of their self-faces. After repeating make-up on the modified faces, their impression on the recommended make-up style was improved. However, participants who repeated made-up on the original self-face did not show the improvement of impression. This result supports the possibility that the intervention of make-up on a modified self-face could improve voluntary positive acceptance of the make-up change.
著者
吉田 成朗 鳴海 拓志 廣瀬 通孝
雑誌
エンタテインメントコンピューティングシンポジウム2013論文集
巻号頁・発行日
vol.2013, pp.266-271, 2013-09-27

本研究では,皮膚電気活動を用いた接触情報を利用してキス行為に新たな価値を付加し,人前でのキス行為の誘発を目的としたエンタテイメントシステムを提案する.カップル間でのコミュニケーションの手法としてお互いの唇を重ね合わせるキス行為がある.そうした,カップル間の行為を拡張するため,キスによって二人の写真がデコレーションされるフォトフレームを開発した.被験者実験により提案システムによって,カップル間のキス行為が誘発されることを確認した.
著者
伏見 遼平 吉田 成朗 鳴海 拓志 谷川 智洋 廣瀬 通孝
雑誌
エンタテインメントコンピューティングシンポジウム2016論文集
巻号頁・発行日
vol.2016, pp.100-105, 2016-11-05

発声者が聞き返した時により「自分の声そのものだ」と感じやすい音声を出力する「自分声フィルタ」を提案する。録音した自分の声を聞く不快感の軽減や、ボイストレーニング等への応用を目的とする。実験を通してフィルタを構成し、パラメータの傾向や個人差について検討を加える。あわせて、このフィルタを用いた修正聴覚フィードバックによる発話への影響やその応用についても考察する。
著者
竹内 俊貴 鳴海 拓志 西村 邦裕 谷川 智洋 廣瀬 通孝
出版者
一般社団法人映像情報メディア学会
雑誌
映像情報メディア学会技術報告 (ISSN:13426893)
巻号頁・発行日
vol.34, no.25, pp.99-104, 2010-06-29
参考文献数
10
被引用文献数
6

本研究では,過去の購買情報から未来の消費行動を予測・提示することで,ユーザの収支バランスの改善を図ることを目的とする.まず,レシートをスキャン・OCR(光学文字認識)することで,店名・住所・電話番号・消費金額といった購買情報を記録した(レシートログ).大量のレシートログを可視化することで,消費行動には時間的・場所的周期性があることを発見した.そして,周期性を利用し,未来の消費金額・可能性を予測・提示するアプリケーションを開発した.それらを実際にユーザに利用してもらい,評価することで,予測提示がユーザの消費行動に影響を与えることが分かった.
著者
畑田 裕二 吉田 成朗 鳴海 拓志 葛岡 英明
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.26, no.3, pp.198-207, 2021-09-30 (Released:2021-09-30)
参考文献数
39

Self-distancing is the method of adjusting the psychological distance from one’s own experience. Keeping a psychological distance from the issue affects how we address it. For example, people often devise more creative ideas for others’ problems than for their own problems. In this study, we employed virtual reality for supporting self-distancing. We developed a system that enables the user to operate his/her avatar from the third-person perspective by changing the user’s perspective out of the body. We conducted an experiment in which participants were asked to solve problems that require insight and creative thinking from either the first-person or third-person perspective (3PP). The results indicate that the 3PP increases users’ psychological distance from their experiences and brings greater insight. However, there was no significant difference in the number of ideas that users could devise. Based on these findings, we discuss the interface design required for incorporating self-distancing, regardless of users’ abilities and circumstances.
著者
鈴木 啓太 横山 正典 吉田 成朗 望月 崇由 布引 純史 鳴海 拓志 谷川 智洋 廣瀬 通孝
雑誌
情報処理学会論文誌 (ISSN:18827764)
巻号頁・発行日
vol.59, no.1, pp.52-60, 2018-01-15

本研究では,カスタマーセンタや,遠隔授業などの遠隔コミュニケーションにおいて,対話相手との同調的な感情表出を支援するビデオチャットシステムを提案する.他者の表情を模倣する「ミラーリング」は,他者と友好な関係を築くうえで有効である.しかし,継続的な感情の表出と抑制には本人の意識的な努力を必要とする場合があり,感情労働による消耗を助長させる恐れがある.他方,遠隔コミュニケーションにおいては,ビデオチャットのような情報メディアを介する段階でコミュニケーションに関する要素に情報的変調を加え,感情表出を補助することで対話者間の共感を深めて,コミュニケーションを拡張することができると考えた.本研究では,表情認識センサによって取得した自身の表情と同調するように,対話相手の表情を画像処理によって変化させることで,疑似的なミラーリングを発生させる.提案システムを用いた評価実験として,表情変形が施される模倣者と,自身の表情と同調した表情変形を観測する被模倣者のペアで会話してもらった.その結果,模倣者と被模倣者の両者に対して,会話の円滑さや,共感度の指標が向上することが示唆された.疑似的なミラーリングの効果が,被模倣者だけでなく,模倣者に対しても影響していることが分かった.
著者
瑞穂 嵩人 鳴海 拓志 葛岡 英明
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.27, no.4, pp.311-321, 2022-12-28 (Released:2022-12-28)
参考文献数
41

Episodic memory is known to be environmental context-dependent. The most famous effect is the reinstatement effect: retrieval works better in the same context (SC) as encoding than in a different context (DC). While various environmental context manipulation methods have been examined, we propose a new method using 360-degree video and self-avatar. Comparing the number of words recalled between the SC condition and the DC condition in a within-participant design, there was no reinstatement effect. The result was consistent with the previous works using immersive virtual environments as context. In addition, we found a negative correlation between the presence and the number of words recalled, but it didn’t reach statistical significance. Also, we revealed a time-compression effect of VR only in the condition using self-avatars relevant to virtual environments, not in the condition using a neutral avatar. These findings would be important for the various VR applications.
著者
水谷 純也 松本 啓吾 鳴海 拓志 廣瀬 通孝
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.27, no.1, pp.76-86, 2022-03-31 (Released:2022-05-25)
参考文献数
21

A method called redirected walking has been proposed to enable users to walk in a real space of limited size in a vast virtual space by manipulating the user’s direction and amount of movement. Three viewpoint manipulation methods, namely translation gain, rotation gain, and curvature gain, are mainly used in redirected walking. The rotation gain manipulates the user’s direction of travel by manipulating the rotation around the user’s head. However, when the rotation gain is applied to a user walking around a turn, the user’s walking path may deviate from the target. This deviation of the user’s walking path would be a serious problem, especially when interacting with real objects. To solve this problem, we propose a novel turning gain and correction method, which can control the user’s walking path even when the user turns without stopping.