著者
寺本 渉 松浦 雄斗 浅井 暢子
出版者
一般社団法人電子情報通信学会
雑誌
電子情報通信学会技術研究報告. HIP, ヒューマン情報処理 (ISSN:09135685)
巻号頁・発行日
vol.112, no.112, pp.1-5, 2012-06-23

本研究では,社会的サイモン効果を指標として,バーチャル・リアリティ(VR)空間に提示される他者を身近に感じる程度を計測した。被験者は,別室にいる実験協力者とともに,ヘッドマウントディスプレイを通じて共通のVR空間を観察した。被験者の課題は,決められた色の球が画面の左手前または右奥に呈示された瞬間にできるだけ速く,反応キーを押すことであった。この課題中には画面右奥に他者(実験協力者)の頭部位置が反映されたアバターを表示した。実験では課題前にVR空間内で他者とコミュニケーションを取らせる条件と,コミュニケーションをさせない条件を設けた。その結果,他者の存在が十分に認識できたと考えられる,前者の条件でのみ,社会的サイモン効果が生じた。これは,VR空間内においてコミュニケーションを行うことを通じて,他者があたかも隣にいるように感じられていたことを示す。
著者
鈴本 直弥 浅井 暢子 寺本 渉
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.1, pp.53-62, 2016

For users in a shared virtual environment (VE), a sense of being there together (copresence) is a key to behave as if they are in an actual environment. The present study investigated whether copresence can be measured using the social Simon effect (SSE) and event-related potentials (ERPs) associated with this effect. In the standard Simon effect, single participants press a left or right key in response to target color, while the target appeared on the left or right side of a monitor. Responses are generally faster when the target and key are located on the spatially-congruent side than on the incongruent side. This less happens when participants responds only to either color with either key. However, this effect reemerges when a participant responds to either color with either key, and their partner sat side by side responds to the other color with the other key. This is called SSE. We hypothesized that the SSE should occur if users experience copresence in the VE. Experiment 1 replicated the SSE in the actual environment. In Experiments 2 and 3, two participants in different rooms observed the same virtual environment with their partners' avatar through head-mounted displays, and performed the task. We compared between a group in which the participants interacted with their partner beforehand in the VE (high copresence group) and that in which they did not (low copresence group). The results showed that the stronger SSE occurred for the former group, suggesting that the SSE can be a measure for copresence in the VE.
著者
寺本 渉 吉田 和博 浅井 暢子 日高 聡太 行場 次朗 鈴木 陽一
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.15, no.1, pp.7-16, 2010-03-31 (Released:2017-02-01)
参考文献数
24
被引用文献数
2

We used a questionnaire to investigate how non-researchers conceptualize sense of presence. Respondents were 108 students with no professional education related to engineering or virtual reality. More than 90% of the respondents knew of the term, but they tended to use sense of presence not only to refer to a subjective experience of being there in a mediated environment, but also to refer to an experience that makes them feel excited or as having an extraordinary experience in an actual environment. Factor analysis revealed four sense of presence components: evaluation, impact, activity, and mechanicalness. Events with high presence were likely to be evaluated as preferred, impressive, and dynamic. Furthermore, the participants estimated that distal and proprioceptive sensors such as vision, audition, equilibrium, and kinesthesis were closely related to a sense of presence. These results suggest that sense of presence is not a single and simple concept for non-researchers, but is instead an ambiguous and the multidimensional construct with modality-selectivity. These aspects of sense of presence must be considered in specifying physical factors for high presence and establishing objective measures of sense of presence.
著者
寺本 渉 清水 乃輔 浅井 暢子
出版者
日本認知心理学会
巻号頁・発行日
pp.133-133, 2013 (Released:2013-11-05)

本研究ではバーチャル・リアリティ(VR)空間に提示される他者を身近に感じる程度,すなわち,臨(隣)人感を社会的サイモン課題遂行時の事象関連電位を計測した。被験者は,別室にいる実験協力者とともに,ヘッドマウントディスプレイを通じて共通のVR空間を観察した。被験者の課題は,決められた色の球が画面の左手前または右奥に呈示された瞬間にできるだけ速く,反応キーを押すことであった。この課題中には画面左奥に他者(実験協力者)のアバターを表示した。実験では課題前にVR空間内で他者とコミュニケーションを取らせるとともに,他者の実際の頭部位置をアバターに反映させる条件と,コミュニケーションをせず,静止アバターを呈示する条件を設けた。その結果,他者の存在が十分に認識できたと考えられる,前者の条件でのみ,社会的サイモン効果とそれに伴う特徴的な事象関連電位が現れることが示された。
著者
本多 明生 神田 敬幸 柴田 寛 浅井 暢子 寺本 渉 坂本 修一 岩谷 幸雄 行場 次朗 鈴木 陽一
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.18, no.1, pp.93-101, 2013

Senses of presence and verisimilitude are affected differently by temporal asynchrony between audio-visual components of audio-visual content. To investigate whether this result is valid more generally, we conducted an experiment using a clip of western orchestral music. Results revealed that the sense of verisimilitude is more sensitive to audiovisual synchronicity than to the display size, whereas the sense of presence is more sensitive to the spatial size than the temporal property. These findings corresponded well with those of the previous study, which indicated that the sense of verisimilitude is distinguishable from the sense of presence. Furthermore, we discussed important considerations related to measurement for Kansei information such as the sense of presence and verisimilitude.
著者
寺本 渉 吉田 和博 浅井 暢子 日高 聡太 行場 次朗 鈴木 陽一
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.15, no.1, pp.7-16, 2010
被引用文献数
11

We used a questionnaire to investigate how non-researchers conceptualize sense of presence. Respondents were 108 students with no professional education related to engineering or virtual reality. More than 90% of the respondents knew of the term, but they tended to use sense of presence not only to refer to a subjective experience of being there in a mediated environment, but also to refer to an experience that makes them feel excited or as having an extraordinary experience in an actual environment. Factor analysis revealed four sense of presence components: evaluation, impact, activity, and mechanicalness. Events with high presence were likely to be evaluated as preferred, impressive, and dynamic. Furthermore, the participants estimated that distal and proprioceptive sensors such as vision, audition, equilibrium, and kinesthesis were closely related to a sense of presence. These results suggest that sense of presence is not a single and simple concept for non-researchers, but is instead an ambiguous and the multidimensional construct with modality-selectivity. These aspects of sense of presence must be considered in specifying physical factors for high presence and establishing objective measures of sense of presence.
著者
寺本 渉 吉田 和博 日高 聡太 浅井 暢子 行場 次朗 坂本 修一 岩谷 幸雄 鈴木 陽一
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.15, no.3, pp.483-486, 2010
被引用文献数
8

For virtual reality systems, the enhancement of a sense of presence (a subjective experience of being in one place even when one is physically situated in another) has been the most important issue. Both theoretically and empirically, the sense of presence has been found to relate dominantly to background components contained in a scene. In contrast, the reality or virtuality which can be assumed to link essentially to foreground components in a scene has not been investigated in detail. The present study defined the latter type of sense as vraisemblance (verisimilitude), and made an exploratory investigation into spatio-temporal characteristics responsible for the higher vraisemblance by using a scene containing Shishi-odoshi (a traditional Japanese fountain made of bamboos) in a Japanese garden as audio-visual stimuli. In Experiment 1, the effects of the field size of view and the sound pressure level of the background were investigated. Higher vraisemblance was observed with the middle field size of view with the original sound pressure level of the background, whereas higher sense of presence was observed with the larger field size of view with the larger background sound. In Experiment 2, the effect of temporal asynchrony between the foreground audio-visual stimuli produced by Shishi-odoshi was investigated. The results show that the range of temporal-window for the audio-visual stimuli necessary for high vraisemblance was different from those for high presence. These findings suggest that the sense of vraisemblance can be distinguishable from the sense of presence, and deeply involved to the foreground-based aesthetic impression in a scene.
著者
喜多 伸一 松本 絵理子 辻本 悟史 野口 泰基 寺本 渉 山口 俊光
巻号頁・発行日
2010-04-01 (Released:2010-08-23)

本研究は、手指が物体に触れるときの情報処理過程を調べるため、心理学実験と生理学実験を行い,触覚的注意の性質を解明することを目的として遂行した。そのためまず基礎科学に重きを置いた研究として、健常者を対象とした触覚探索の実験を行った。またその後に実世界での応用に重きを置いた研究として、視覚障害者を対象に含めて触地図内の図形の探索実験を行った。これらの実験により、触覚的注意の時空間特性を計測して視覚的注意と比較し、物体触知の能動性を解明した。