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
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
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
上田 祥代 吉田 成朗 渡邊 淳司 池田 まさみ 茅原 拓朗 北崎 充晃
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.24, no.1, pp.3-12, 2019 (Released:2019-03-31)
参考文献数
30
被引用文献数
1

The human primary somatosensory cortex corresponds to an organized topological map of all body parts (somatotopy). However, the representative proportion of body parts in the brain differs from that of the physical body. This distorted representation is called the cortical homunculus. Body parts with extensive cortical representation have a greater sensitivity in spatial resolution. We have developed the software, Face Homunculus Viewer, that can modify any facial images to homunculus-like faces with sensitivity parameters. The software was employed to support children and adults in understanding the cortical homunculus and the sensitivity differences of various body parts. Several workshops were held in which participants measured two-point discrimination thresholds at the forearm, lip and forehead to create a personalized homunculus. The software may contribute to user knowledge on the mechanisms of somatosensory perception in the brain of humans through their own embodied experience.
著者
櫻井 翔 中里 直人 吉田 成朗 鳴海 拓志 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.20, no.4, pp.323-332, 2015-12-31 (Released:2017-02-01)

Creativity has advocated as important ability in various field. There are many studies to developing creativity through education and training, and presenting stimulation, such as pictures, that evoke positive emotion. Such conventional studies are intended to develop creativity of single person. However, creativity of group members is not simply sum of each single person, since communication of the group member is factor for developing creativity. On the other hand, many psychological studies have shown that facial appearance has effect on emotion of each person during communication. Also emotion of people transmits to each other through unconscious imitation of facial expression and voice. Based on the knowledge, in current study, we propose a method to increase creativity during teleconference by feedback of deformed facial appearance to each other in real-time. We made a system to deform facial appearance of each other and evaluate our proposed method using the system. Through this evaluation, we showed that our method enable us to develop creativity during tele-collaborative work.
著者
池田 まさみ 渡邊 淳司 上田 祥代 吉田 成朗 茅原 拓朗 北崎 充晃
出版者
日本基礎心理学会
雑誌
基礎心理学研究 (ISSN:02877651)
巻号頁・発行日
vol.34, no.1, pp.180-183, 2015-09-30 (Released:2015-12-26)
参考文献数
1

In science education, it is crucial to create teaching materials that are directly linked to students' individual experiences. On “The Japanese Psychonomic Society Committee for Developing Teaching Materials for High School Students,” using computer graphics technology, we developed a visualization system called “Face Homunculus Viewer” (FHV) that provides an opportunity for students to gain a deeper understanding of the relationship between brains and minds. Additionally, we conducted a workshop on human touch perception using FHV. In the workshop, we defined the two-point discrimination threshold of touch as “tactile acuity,” and students measured their tactile acuity with the methods used in psychological experiments. Our contributions are the development of an interactive system for visualizing differences in tactile acuities between bodily sites within each individual and differences between individuals. We believe that this study will indicate a new direction in science education in which computer graphics can be applied.
著者
吉田 成朗 鳴海 拓志 櫻井 翔 谷川 智洋 廣瀬 通孝
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.17, no.1, pp.15-26, 2015-02-25 (Released:2019-07-01)
参考文献数
19
被引用文献数
3

Our research goal is to manipulate human emotions and to virtually evoke various emotional experiences. It is challenging to directly manipulate human emotions within the conventional approach of human-computer interaction. To break through this difficulty, we propose a new method for virtually evoking emotions with an integration of the knowledge of cognitive science and virtual reality. Psychological studies have revealed that the recognition of changes within bodily responses unconsciously evokes an emotion.We therefore hypothesized emotion could be manipulated by having people recognize pseudo-generated bodily reactions as changes to their own bodily reactions. In this paper, we focus on the effect of facial expressions on evoked emotion. We developed a mirror-like system that manipulates emotional states by giving the feedback of deformed facial expressions in real time. The user studies clarified that the feedback of deformed facial expression can manipulate emotional experiences; not only positive and negative affect, but also preference decisions. Moreover, user's actual facial expressions were also changed corresponding to the feedback of deformed facial expressions.