著者
古川 正紘 永谷 直久 橋本 悠希 梶本 裕之 稲見 昌彦
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 32.22 (ISSN:13426893)
巻号頁・発行日
pp.73-77, 2008-06-02 (Released:2017-09-20)
参考文献数
7

This paper reports detection threshold of human hairy skin when a vibration is presented on a skin via the hair human has. This vibration is provided from a tip of an instrument which travels horizontally against the human skin also the tip holds the hair. And the stimulation point is the middle of hair on the back of human finger, then the instrument does not contact with the surface of the skin directly. Presented stimulations have any frequency and amplitude, we measured threshold this vibration is detected. After some tentative experiments with three persons, the detection thresholds of human hairy skin represent a curve similar to the threshold curve of Patinian. This result has a suggestion that the stimulation infects Patinian capsule.
著者
櫻井 悟 青山 一真 宮本 靖久 古川 正紘 前田 太郎 安藤 英由樹
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.20, no.3, pp.239-242, 2015-09-30 (Released:2017-02-01)
被引用文献数
3

In this work, we demonstrated that cathodal direct current stimulation to the tongue inhibits salty and umami perception and investigated the relationship between magnitude of current and the effect size of the taste suppression. The acknowledgement from our work would contribute to the virtual reality and human health fields e.g., any tastes can be presented to human virtually and tastes modification would assist the diet.
著者
原 彰良 渡邉 理翔 古川 正紘 前田 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.27, no.3, pp.210-217, 2022-09-30 (Released:2022-09-30)
参考文献数
19

In previous studies, GVS has achieved vestibular sensory presentation by applying a penetrating current to the vestibular organs in the direction in which vestibular sensation is desired to be presented. However, currents in the head have taken only limited current pathways due to impedance gradients, and as a result, the direction of vestibular sensation presentation has been limited. In this paper, we propose a new method of presenting vestibular sensory based on current pathways, which is time-division multiplexing of multiple basis vectors. The method extends the direction of vestibular sensory presentation, which has been limited by current pathways. By using the method, simultaneous energization of multiple current sources and current pathways can be avoided, and it is expected that mutual interference between them can be avoided. In addition, we succeeded in separating anisotropy of body sway and of vestibular sensitivity to GVS, which have not been discussed in vestibular sensory presentation display with GVS.
著者
澤田 枝里香 淡路 達人 森下 圭介 古川 正紘 有賀 友恒 木村 秀俊 藤井 智子 武市 隆太 清水 紀芳 井田 信也 常磐 拓司 杉本 麻樹 稲見 昌彦
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.13, no.3, pp.375-383, 2008-09-30 (Released:2017-02-01)
参考文献数
21
被引用文献数
2

This system is an interface realized with the symbiosis of the input/output of wind and graphics. This system brings the new communication medium of "wind" into the bidirectional interaction between the virtual environment and the real environment by integrating the graphic presentation with the input and output of wind on a special screen. The user can interact with the virtual environment in the screen through his/her breath and wind emission. Conversely, actions from the virtual environment to the user are performed by wind changing dynamically. As a result, the user can share not only sights and sounds but also the cutaneous sensation by wind with the system, and interact with the virtual environment feeling a non-conventional deep relationship.
著者
青山 一真 安藤 英由樹 櫻井 悟 宮本 靖久 古川 正紘 前田 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.20, no.3, pp.219-228, 2015-09-30 (Released:2017-02-01)

Galvanic Vestibular Stimulation (GVS) can present left/right, front/back and left/right yaw acceleration sensation. It is known that the acceleration is produced towards anode from cathode. However, presenting superior-inferior directional acceleration sensation is not reported. It seems that current path in the head is not well understood and that gravity acceleration masks the perception of weak acceleration sensation even though it evoked superior-inferior acceleration within the GVS safety guideline. Therefore, we invented the stimulation method that can make subjects feel inferior-superior acceleration sensation within the safety guideline by applying inferior-superior direction countercurrent that can present strong inferior-superior directional acceleration sensation passing through the holes of temporal bone. The effects of inferior-posterior directional countercurrent were investigated by measuring subjective acceleration perception and body sway.
著者
青山 一真 櫻井 健太 古川 正紘 前田 太郎 安藤 英由樹
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.22, no.2, pp.137-143, 2017 (Released:2017-06-30)
参考文献数
13

Galvanic Tongue Stimulation (GTS) is the technique that can induce electrical taste or metallic taste virtually and inhibit and enhance taste induced by water solution. This technique is expected to use for diet support device. However, conventional GTS required to attached electrodes in the mouth. It causes uncomfortable to use for the purpose. Therefore, we invented Galvanic Jaw Stimulation (GJS) which induces and modulates taste without electrodes in mouth. In this paper, we demonstrated whether GJS can induce virtual taste and modulate salty taste induced by NaCl water solution.
著者
古川 正紘 安藤 英由樹 前田 太郎
出版者
一般社団法人日本機械学会
雑誌
ロボティクス・メカトロニクス講演会講演概要集
巻号頁・発行日
vol.2015, pp._1A1-M02_1-_1A1-M02_4, 2015
被引用文献数
1

Giant experience allows us to perceive our body as if extended taller than usual. The concept is expected to be implemented with multi rotor based on telexistence theory. Previous papers have proposed the basic concept and gimbal design. So in this paper, we propose an immersion procedure to induce extending their height as a introducing part of the giant experience. The procedure design defines the theoretical requirement of the distance adjustment module in terms of maximum velocity and acceleration of two binocular cameras on the gimbal. Experimental result reveled that the requirement was satisfied.
著者
澤田 枝里香 井田 信也 常磐 拓司 杉本 麻樹 稲見 昌彦 淡路 達人 森下 圭介 古川 正紘 有賀 友恒 木村 秀俊 藤井 智子 武市 隆太 清水 紀芳
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.13, no.3, pp.375-383, 2008
参考文献数
21
被引用文献数
3

This system is an interface realized with the symbiosis of the input/output of wind and graphics. This system brings the new communication medium of "wind" into the bidirectional interaction between the virtual environment and the real environment by integrating the graphic presentation with the input and output of wind on a special screen. The user can interact with the virtual environment in the screen through his/her breath and wind emission. Conversely, actions from the virtual environment to the user are performed by wind changing dynamically. As a result, the user can share not only sights and sounds but also the cutaneous sensation by wind with the system, and interact with the virtual environment feeling a non-conventional deep relationship.
著者
上間 裕二 古川 正紘 常盤 拓司 杉本 麻樹 稲見 昌彦
出版者
日本ソフトウェア科学会
雑誌
コンピュータ ソフトウェア (ISSN:02896540)
巻号頁・発行日
vol.28, no.2, pp.2_153-2_161, 2011-04-26 (Released:2011-05-26)

猫やチンパンジーなどはコミュニケーション方法の1つとして,毛を逆立てて威嚇行動をとることが知られている.この毛を逆立てるという行動は,動物ならではのコミュニケーションの中でも,人に対してわかり易い表現手法といえる.つまり同手法を工学的に再現することで,毛皮がもつ視覚的な審美性を損なうことなく,毛を逆立てるという機能をもちながらも,身につけたり撫でたりすることが可能な出力インタフェースの実現が期待できる.そこで本稿では,本表現手法をユーザインタフェースへ適用するための技術要素として,簡便な機構で実装可能な毛並み制御手法の提案を目的とする.実験の結果,毛皮に対して振動を印加することで瞬時に毛を逆立てることが可能であることが確認された.また,ユーザスタディにより毛を逆立てることが人に対して驚きを与えたことから,十分な視覚的変化を実現できたことが確認された.以上のことから,本提案手法は動物的な表現手法の工学的な実装として有効であり,動物的な表現を用いた出力インタフェースへと応用可能であることが示された.