著者
徳永 康祐 小川 将樹 池畑 諭 増田 知尋 妹尾 武治
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.35-47, 2016

Recently, we can very easily and frequently find vection scenes in Japanese movies and animation films. However there had not been a database for them. Our purpose of this study was to make a database of vection scenes in Japanese movies and animations and provide VR psychologists all over the world with that database. We checked many movies and animations and found 30 vection scenes. We uploaded that information on our web site (senotake.jp). We also conducted a psychological experiment to assess vection strength obtained by those scenes and compared them to perceived vection obtained by a normal and simple vection stimulus (the standard stimulus) that had been used in our previous vection experiments. The results showed that perceived vection induced by those scenes were nearly the same strength as that of vection induced by the standard stimulus. We also revealed some effective and inefficient techniques of scene presentations in this study. Finally we calculated various image statistics and compared them to vection strength. That analysis revealed that a scene that contained more changes could induce stronger vection. We sincerely hope that this study can be the bridge between experimental psychologists and contents creators and developers.
著者
稲葉 翔吾 川村 淳 奥山 知子 小川 将樹
出版者
一般社団法人 日本人間工学会
雑誌
人間工学 (ISSN:05494974)
巻号頁・発行日
vol.59, no.5, pp.193-200, 2023-10-15 (Released:2023-11-03)
参考文献数
18

ミントガムの香りおよび咀嚼行動が乗り物酔いにおいて軽減作用を及ぼすかを評価するため,健康な47名の成人の被験者について,ミントガム咀嚼または無咀嚼の状態で,マイクロバス乗車中の20分間の主観的な気持ち悪さ評価値の比較を行った.その結果,ミントガム咀嚼条件にて有意に主観的気持ち悪さが軽減したことが分かった.また,SSQ(Simulator Sickness Questionnaire)の結果から,眼連動性,ふらつき感,および総合の各スコアにおいて,ミントガム咀嚼条件における有意な軽減が確認された.
著者
妹尾 武治 小川 将樹 徳永 康祐 金谷 英俊
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.411-414, 2016 (Released:2016-10-31)
参考文献数
16

We report a new method of facilitating illusory self-motion perception (vection). Participants held either a full glass of water or a half glass of water while experiencing vection, and were instructed not to spill any of the water. Vection strength was indexed by its latency, duration, and magnitude. Results showed that vection was enhanced in the full glass of water condition. We want to name this method of vection facilitation “full-glass-water method”.
著者
小川 将樹 妹尾 武治
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.23-29, 2016

We compared the strength of self-motion perception (vection) with and without a decoy who reported very strong or very weak vection. When the decoy reported strong vection, participants reported stronger vection than they did when the decoy reported weak vection. To the best of our knowledge, this is the first report demonstrating that vection perception can be altered by conformity to decoys.
著者
小川 将樹 妹尾 武治
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.31-33, 2016

We measured vection strength induced by six different colors in an optic flow stimulus. Vection strength was measured by using button pressing and via magnitude estimation. Vection strength was inhibited by multiple colored dots but not by uniform grey dots. Even with brighter background, this inhibition effect was obtained. This result might be related to the fact that stimuli that are 'too colorful' are not a realistic representation of the external world.
著者
小川 将樹 妹尾 武治
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 (ISSN:13426893)
巻号頁・発行日
vol.39, no.43, pp.9-10, 2015-11-06

他者の言動や行動によって,我々の言動や行動が他者に同調するように変化することが知られている.これは社会心理学において同調効果と呼ばれ,様々な実験によって確かめられている.本研究の目的は,この同調効果がベクションにおいても同様に生じるか否かを確かめることであった.被験者は,強いベクションを報告する他者か,弱いベクションを報告する他者がいる状態,若しくは,他者がいない状態でベクションを誘起する刺激を観察し,ベクション強度を報告した.その結果,被験者は他者の報告に同調するようなベクション強度を報告する傾向が認められた.よって,ベクションに対しても同調効果が生じることが分かった.
著者
徳永 康祐 小川 将樹 池畑 諭 増田 知尋 妹尾 武治
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.35-47, 2016-03-31 (Released:2017-02-01)
被引用文献数
1

Recently, we can very easily and frequently find vection scenes in Japanese movies and animation films. However there had not been a database for them. Our purpose of this study was to make a database of vection scenes in Japanese movies and animations and provide VR psychologists all over the world with that database. We checked many movies and animations and found 30 vection scenes. We uploaded that information on our web site (senotake.jp). We also conducted a psychological experiment to assess vection strength obtained by those scenes and compared them to perceived vection obtained by a normal and simple vection stimulus (the standard stimulus) that had been used in our previous vection experiments. The results showed that perceived vection induced by those scenes were nearly the same strength as that of vection induced by the standard stimulus. We also revealed some effective and inefficient techniques of scene presentations in this study. Finally we calculated various image statistics and compared them to vection strength. That analysis revealed that a scene that contained more changes could induce stronger vection. We sincerely hope that this study can be the bridge between experimental psychologists and contents creators and developers.