著者
中島 武三志 菅野 由弘
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.4, pp.585-594, 2016 (Released:2017-02-01)
参考文献数
19

Wearable devices have been numerously reported so far which aim to augment eating experience by applying crossmodal perception that multiple senses are interacting with each other and are integrated as one experience. As for devices which append sensory stimuli artificially, it is considered that multisensory integration would be lost if a delay between multiple sensory stimuli arises. On the other hand, a novel experience could be also obtained by utilizing the delay. This research investigated the perception of a time-lag between delayed auditory feedback of chewing potatochips and actual chewing behavior. As a result, most of the participants perceived time-lags at more than 200 [ms], and this result can be attributed to the durations of closing and occlusal phase of mastication. This research also investigated the effect of the time-lag on “zakuzaku” (crunchy) feeling of potatochips. As a result, 100 [ms] time-lag augments zakuzaku feeling most, and the evaluation values of zakuzaku feeling tend to vary more widely when the time-lag becomes perceived. According to the above results, this paper showed that delayed auditory feedback of mastication could augment zakuzaku feeling without spoiling multisensory integration.
著者
中島 武三志
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.28, no.2, pp.71-79, 2023 (Released:2023-06-30)
参考文献数
45

In sound art, an art style that uses sound, the device that generates sound is the core of the work and one of the elements in which the artist’s originality is most pronounced. There is also sound art in which sound is generated and received by touching the work itself. This paper calls sound art, in which tactile sensation is one of the elements of the work experience, “Hapsonic art” and pursues its possibilities as an art style. First, this paper discusses the characteristics of hapsonic art from the perspectives of somatosensory aspects, properties of tactile objects, and activeness of appreciation. Next, while citing other art styles related to hapsonic art, such as musical instruments/musical tools, art for disabilities, kinetic art, and interactive art, this paper organizes similarities and differences from hapsonic art. In addition, while citing other academic research areas related to hapsonic art, this paper makes a proposal for the future development of hapsonic art from the perspectives of somatosensory aspects, materiality, kinetic nature, and activeness/interaction as the characteristics of hapsonic art.
著者
中島 武三志 植井 康介 飯田 隆太郎
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.2, pp.127-137, 2020 (Released:2020-06-30)
参考文献数
26

Cross-modality is applied as a haptic feedback method in a virtual / mixed reality (VR/MR) environment using a head mount display (HMD). Such a haptic feedback method based on cross-modal illusion is seen as a method reducing burden on the user. Particularly, there are reports of haptic sensory illusion that occurs when a virtual object is touched in MR environment which can be applied to haptic feedback methods. But there is a problem that the haptic sensory illusion obtained from this method is weak. In anticipation of a more reliable haptic feedback method, we focused our research on hearing as it is a modality co-occurring with the sense of touch. In this paper, we aim to understand the influence of auditory stimuli on haptic sensory illusions when touching virtual objects in an MR environment. In particular, we considered the influence of adding simulated contact sound when a user touches a virtual object with his or her palm on the magnitude and impression of the haptic sensory illusion. Regarding magnitude, the haptic sensory illusion was increased from adding auditory stimuli. Regarding impression, a soft impression changed to a hard impression by adding auditory stimuli, in one of the trials.
著者
臼井 亮人 中島 武三志 菅野 由弘
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2017論文集
巻号頁・発行日
vol.2017, pp.184-187, 2017-09-09

近年VRの技術に注目が集まる中で、クロスモーダル現象(五感が相互に作用しあうことによって起こる現象)による錯覚が重要視されている。クロスモーダル現象に関する研究は視覚に関するものが多いが、聴覚に関しても着目することでVRの臨場感の向上やメタリアリティの発展につながるのではと考え今回の研究に取り組んだ。具体的には弾力性のある仮想物体に対するインタラクションに対して感覚を得られるか調べた。
著者
中島 武三志 菅野 由弘
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.4, pp.585-594, 2016

<p>Wearable devices have been numerously reported so far which aim to augment eating experience by applying crossmodal perception that multiple senses are interacting with each other and are integrated as one experience. As for devices which append sensory stimuli artificially, it is considered that multisensory integration would be lost if a delay between multiple sensory stimuli arises. On the other hand, a novel experience could be also obtained by utilizing the delay. This research investigated the perception of a time-lag between delayed auditory feedback of chewing potatochips and actual chewing behavior. As a result, most of the participants perceived time-lags at more than 200 [ms], and this result can be attributed to the durations of closing and occlusal phase of mastication. This research also investigated the effect of the time-lag on "zakuzaku" (crunchy) feeling of potatochips. As a result, 100 [ms] time-lag augments zakuzaku feeling most, and the evaluation values of zakuzaku feeling tend to vary more widely when the time-lag becomes perceived. According to the above results, this paper showed that delayed auditory feedback of mastication could augment zakuzaku feeling without spoiling multisensory integration.</p>