著者
太田 啓路 河合 隆史 海老根 吉満 山口 理恵
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.9, no.4, pp.343-351, 2004-12-31 (Released:2017-02-01)
参考文献数
13
被引用文献数
1

We simulated videogame scenes in simplified 3D computer graphics and evaluated the discomfort from the images by altering the simulation parameters. In the evaluation, the subjects viewed the images including oscillating motion and rotating motion with or without a fixation object. The subjective symptoms on the discomfort of image, degree of motion sickness, sense of eye movement and body movement were assessed by a 5 point rating questionnaire. Besides, the eye movements during viewing the stimuli were measured by using video camera. We found a significant relationship between the discomfort of the images and the sense of eye movement under the condition of oscillating motion. Moreover, the eye movements were reduced by adding the fixation object into the images.
著者
太田 啓路 河合 隆史 海老根 吉満 山口 理恵
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.9, no.4, pp.343-351, 2004
参考文献数
13
被引用文献数
3

We simulated videogame scenes in simplified 3D computer graphics and evaluated the discomfort from the images by altering the simulation parameters. In the evaluation, the subjects viewed the images including oscillating motion and rotating motion with or without a fixation object. The subjective symptoms on the discomfort of image, degree of motion sickness, sense of eye movement and body movement were assessed by a 5 point rating questionnaire. Besides, the eye movements during viewing the stimuli were measured by using video camera. We found a significant relationship between the discomfort of the images and the sense of eye movement under the condition of oscillating motion. Moreover, the eye movements were reduced by adding the fixation object into the images.
著者
李 在麟 太田 啓路 河合 隆史 吉田 菜穂子 井澤 修平 野村 忍 イームズ ダグラス 山崎 恵 貝谷 久宣
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.12, no.1, pp.57-65, 2007-03-31 (Released:2017-02-01)

Recently, attention is being brought to exposure treatment methods using Virtual Reality for those suffering from panic disorder accompanied by agoraphobia. Overseas, contents for exposure treatment introducing Virtual Reality began development in the 1990s and positive evaluations are being made regarding its treatment methods and treatment effects. On one hand, there are still no cases developed professionally in Korea and even evaluations cases introduced into treatment are being made using contents developed overseas. For such reasons, this study has attempted to develop Virtual Reality Exposure contents which fully reflect Japan's culture and environment. Developed contents were focused on subway environments where avoidance was shown the most among patients receiving treatment in community hospitals. Contents were produced through Virtual Reality by modeling existing places and objects in their actual size to express a high sense of reality. Also, mutual interaction functions were strengthened to allow exposure suitable to the diverse symptoms of each patient. Although evaluations through this study are still in progress, changes in avoidance behavior regarding anxiety and fear are being confirmed and treatment effects are being verified through additional experiments.
著者
花村 剛 市川 正浩 伊藤 朝香 福山 江里子 太田 啓路 朴芝皓
出版者
一般社団法人情報処理学会
雑誌
情報処理学会研究報告オーディオビジュアル複合情報処理(AVM) (ISSN:09196072)
巻号頁・発行日
vol.2004, no.65, pp.35-40, 2004-06-18
被引用文献数
2

現在のコンテンツ制作は、大画面から携帯端末の画面にいたるまで多様な受信端末にあわせて個別に行っており、非効率的であるといえる。そこで筆者らは、高精細コンテンツを、多様な受信端末に合わせスケーラブル変換するアーキテクチャを開発した。さらに受信端末やカテゴリに適したコンテンツの変換(クロップ、縮小)方法について人間工学的検討を行ったので報告する。This research aims to establish a scalable conversion method of video contents according to the video contents or the display capacity of the receiving termihal. We examined the three crop (cut) methods when converting HD videos to QVGA and SQVGA size. The appropriate crop methods for display size were discussed from the results of the user evaluation experiments.