著者
長野 瑞生 櫻井 翔 野嶋 琢也 広田 光一
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.23, no.3, pp.169-177, 2018 (Released:2018-09-30)
参考文献数
22

Several studies have investigated the influence of appearance and motion of a visually perceivable object, such as a person's image, video, or an avatar in the virtual environment, on the body sense. These studies have primarily examined the effect on the senses of ownership and agency with one's body or with the object while exercising and observing the object in real-time (on-line movement observation). This paper examines the influence of the appearance and motion of an avatar object on recognizing the agent of the object's motion (self-body recognition), when the timings of self-exercising and observing the avatar's motion are different (off-line movement observation). Obtained experimental results show that the visual motion of the avatar has a significant effect on self-body recognition with the avatar. Furthermore, the effect of the avatar's appearance on self-recognition can vary according to the person's gender. It has also been found that increased self-body recognition with the avatar can lead to greater number of flaws being observed in the avatar's motion.
著者
四條 亮太 櫻井 翔 広田 光一 野嶋 琢也
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.23, no.4, pp.419-430, 2021-11-25 (Released:2021-11-25)
参考文献数
20

The word ”Kemonomimi” refers to the dog or cat like ears of humanoid characters, or to the animal ears themselves. And it is said that the posture of the ears expresses emotion. This study focuses on the emotional expression ability of Kemonomimi, and aims to apply this ability to the emotional expression interface. The interface to be developed consists of two parts: an internal mechanic part and an external decorative part. The former is designed to reproduce various postures of the animal ears, and the latter is designed to reproduce the ear shapes of various animal species. Before developing the interface, we verified the ability of emotional expression by the posture of the animal ears. The results showed that it is highly possible to express surprise by tilting the ears backward and negative emotions by tilting the ears forward. It was also suggested that the parameters of pleasure and arousal in the PAD model of emotion could be controlled by postural changes in the left-right and the rotation direction of the animal ears.
著者
廣瀬 通孝 鳴海 拓志 北川 智利 広田 光一 雨宮 智浩 谷川 智洋 青山 一真
出版者
東京大学
雑誌
基盤研究(S)
巻号頁・発行日
2019-06-26

本研究の目的は,バーチャルリアリティ空間で複数人が一つの身体(融合身体)を使用して私(I)でも我々(We)でもある身体運動を遂行する環境での検証から,共同行為が自らの寄与によるという感覚(行為主体感)が生じるメカニズムと,身体動作遂行に必要な潜在的知識(身体図式)が変容する条件とそのメカニズムを明らかにすることである.さらに,この知見に基づいて,行為者間の無意識的な意図伝達や動作同期が起こる融合身体の構成法を確立し,融合身体を介して教師から学習者への身体スキルを効率的に転移させることが可能な新しい身体スキル伝達手法を実現することを目指す.
著者
広田 光一 廣瀬 通孝
雑誌
情報処理学会研究報告ヒューマンコンピュータインタラクション(HCI)
巻号頁・発行日
vol.2002, no.38(2002-HI-098), pp.13-18, 2002-05-17

五感情報通信という言葉が広く使われるようになってきた。このような興味のひとつの側面は従来扱われてこなかった感覚情報をメディア技術に導入することである。本稿では触角および嗅覚情報の伝達について筆者らの試みを紹介する。触覚情報の伝達のひとつの方法は接触などのインタラクションの対象となるものを触覚的なモデルとして構築し仮想空間の中で再現することである。嗅覚情報はこれを構成する匂いの要素(原臭)が明らかになっておらずしたがって任意の匂いを扱うことは難しいが、匂いの種類を限定することでこれを電子的なメディアで扱うことはある程度可能になってきている。
著者
上田 祥平 池井 寧 広田 光一 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.21, no.1, pp.15-22, 2016-03-31 (Released:2017-02-01)

We developed a walking recording and experiencing system. For the recording system we captured stereo motion images from two cameras attached to a person's forehead with synchronized data of ankles' accelerations. For the experiencing system we presented 3-D motion images with binocular disparity on a head-mounted display, and presented vibrations to user's soles of feet at the same time. The vibration was made from a footstep sound when a person walked. We found that users subjectively reported that the 3-D motion images with synchronized foot vibrations elicited stronger feelings of walking, leg motion, stepping, and telepresence than without vibrations. These results suggest that our walking experiencing system gives users somewhat active walking feelings.
著者
雨宮 智浩 池井 寧 広田 光一 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.21, no.4, pp.627-633, 2016 (Released:2017-02-01)
参考文献数
26

The representation of the peripersonal space is remapped by body action such as integrating tactile stimuli from the body's surface with multisensory stimuli presented within a limited distance from the body. Previous study showed that boundaries of the peipersonal space extend while walking with listening to a looming sound, but it is unclear whether the boundaries change when a sensation of walking is induced with no physical body motion. Here, we examine the change using a technique to induce a sensation of pseudo-walking by presenting vibrotactile stimuli of recorded footsteps sound at the feet soles. Experiments were performed to compare the reaction times to detect a vibrotactile stimulus on the chest with listening to a looming sound toward the body, taken as a proxy of the peripersonal space boundary. Experimental evaluations showed that the peripersonal space seems to expand when a sensation of pseudo-walking was clearly induced.
著者
横山 智史 谷川 智洋 広田 光一 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.9, no.3, pp.265-274, 2004-09-30 (Released:2017-02-01)
参考文献数
19
被引用文献数
4

Recently, various types of display system can present aural, visual and haptic information related to the position. Also, it is important to present olfactory information related to the position, and we focus on the spatiality of olfaction. Olfactory information consists of the kind and density of an odorous molecule. And, human can know the position of an odor source, by perceiving the density distribution of the odorous molecule. In this research, we constructed and evaluated wearable olfactory display to present the spatiality of olfaction at outdoor environment. By simulating density distribution of the odorous molecule based on diffusion equation, we generate two types of olfactory field which represented olfactory information related to the position. According to positions of user and odor source, our prototype system control density of odorous molecule and blow generated odor air to the user's nose. By using the proposed system, user can specify position of odor source in outdoor environment. Also, the user can feel as if he/she passed each other with the perfumed people.
著者
宇治土公 雄介 鳴海 拓志 伴 祐樹 谷川 智洋 広田 光一 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.22, no.3, pp.305-313, 2017 (Released:2017-09-30)
参考文献数
24

We proposes a novel method that renders haptic perceptions only using a touch screen based on visuo-haptic interaction. Our proposed method evokes a feeling of resistive force by making a discrepancy between the movement of the finger swiping the screen and the background image which moves according to the finger movement. First experiment shows that the proposed method can evoke perception of resistance according to the constant ratio between the displacement of the finger and background image. That is to say, the user perceives strong resistance to move when the background image moves slower than the finger. Moreover, same experiment also suggested that the evoked haptic perception becomes stronger when the method is applied to frequently repeated movements. Second Experiment shows that visibility of the finger on touch screen is important factor for proposed method.
著者
廣瀬 通孝 佐藤 慎一 横山 賢介 広田 光一
出版者
The Society of Instrument and Control Engineers
雑誌
計測自動制御学会論文集 (ISSN:04534654)
巻号頁・発行日
vol.33, no.7, pp.716-722, 1997-07-31 (Released:2009-03-27)
参考文献数
11
被引用文献数
3 10

This paper describes a telecommunication system that can provide realistic sensations of remote place. To minimize the time delay between head movement and displayed image, the system named “Virtual Dome” was developed. This system consists of a rotating camera head that gathers surrounding images of remote place and a graphics workstation in which a virtual spherical screen for looking around is held. In this paper, firstly, the concept and implementation of the Virtual Dome are stated. Next, an approach to improve the efficiency of acquiring images is discussed. Finally, an extension of the Virtual Dome is discussed from 3D sensation view point. Depth information of a scene was extracted using a pair of stereo panoramic image. By making the virtual screen uneven based on the depth information, 3D sensation was synthesized.
著者
幸坂 大輔 西村 邦裕 谷川 智洋 広田 光一 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.11, no.3, pp.421-431, 2006-09-30 (Released:2017-02-01)
参考文献数
21

This paper propose a virtual reality environment in which user can interact with many objects in real time. We connected the distributed physics simulators and an immersive projection display. We invent a data processing architecture between the distributed physics simulators in order to present many objects' movements smoothly. The system based on our proposal indicates that the distribution of physics simulators is effective and user can interact with many objects in real time.
著者
上田 祥平 池井 寧 広田 光一 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.21, no.1, pp.15-22, 2016

We developed a walking recording and experiencing system. For the recording system we captured stereo motion images from two cameras attached to a person's forehead with synchronized data of ankles' accelerations. For the experiencing system we presented 3-D motion images with binocular disparity on a head-mounted display, and presented vibrations to user's soles of feet at the same time. The vibration was made from a footstep sound when a person walked. We found that users subjectively reported that the 3-D motion images with synchronized foot vibrations elicited stronger feelings of walking, leg motion, stepping, and telepresence than without vibrations. These results suggest that our walking experiencing system gives users somewhat active walking feelings.
著者
雨宮 智浩 広田 光一 池井 寧 田村 秀行
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.2, pp.121-130, 2013

We conducted a user study to clarify whether a tactile flow created by a matrix of vibrators in a seat pan simultaneously presented with an optical flow in peripheral vision enhances the perceived forward velocity of self-motion. A brief tactile motion stimulus consisted of four successive rows of vibration, and the inter-stimulus onset between the tactile rows was varied to change the velocity of the tactile motion. The experimental results show that the forward velocity of self-motion is significantly overestimated for rapid tactile flows and underestimated for slow, compared with only optical flow or non-motion vibrotactile stimulation conditions. Furthermore, we examined a perceptual change in the forward velocity by the tactile flow on the seat pan applied in a car-racing computer game.
著者
田中 厚子 広田 光一 金子 豊久
出版者
一般社団法人情報処理学会
雑誌
情報処理学会論文誌 (ISSN:18827764)
巻号頁・発行日
vol.40, no.7, pp.2978-2987, 1999-07-15
被引用文献数
9

本研究では 仮想物体の切断操作における反力を実時間で表現するための計算方法について提案する.計算の中では切断操作にともない物体が微小に変形することが仮定され したがって 操作者が持つ刃物の実際の刃先位置に加えて 物体の変形が解除されたときにこれが物体の上でどこに相当するかという非変形時の刃先位置が定義される.両者の相対変位とその点における変形の柔らかさとから 刃先より物体に作用する力を近似的に求め これに基づいて刃先を移動することで切断の進行を表現する.この中では 刃先に作用する力として粘性抵抗 摩擦力 切断抵抗の3種類についてモデル化を行い これらを操作反力として操作者にフィードバックする.刃先を離散点に分割することで分布力を求める.また 変形の柔らかさを定数または計算の容易な関数として与えることで 実時間での力の表現を可能とする.これを仮想空間に実装することで 切りやすさの異なる物体の表現が可能であることを確認した.また この環境を利用した作業実験を行い 切断操作における力覚情報の提示が作業効率に寄与する1つの例を示した.さらに 変形が大きい場合の処理として 非変形時の刃先と実際の刃先を一致するように物体を視覚的に変形する方法を提案し 切断中の変形表現を実現した.In this paper, a method of calculating force during cutting operation is discussed. To calculate the distribution of force on the cutting edge, we defined the cutting edge as a set of discrete points that represent the infinitesimal part of the cutting edge. We proposed a method of representing forces caused by viscosity, friction, and cutting resistance based on this discrete-edge model. We developed a virtual environment with force feedback and implemented the proposed method in the environment. As an example of cutting tasks where the sensation of force is effectively used, we simulated a 'core extracting' operation and confirmed that the task is more efficiently performed with force sensation.
著者
雨宮 智浩 広田 光一 廣瀬 通孝
出版者
一般社団法人情報処理学会
雑誌
情報処理学会論文誌 (ISSN:18827764)
巻号頁・発行日
vol.46, no.7, pp.1701-1710, 2005-07-15
被引用文献数
4

本稿では,ウェアラブルコンピューティングのための新しい文字情報入力インタフェースとして開発した筒型の点字入力インタフェースOBOEについて述べる.開発した筒型のデバイスは持ち歩くことが容易で,両手で操作する様子が縦笛に類似しており,立ったままの姿勢で入力が可能である.また,明確なクリック感をユーザにフィードバックするメカニカル式のキースイッチを用いるため,ユーザは入力動作を直観的に確認することができる.本インタフェースの評価として,点字未習得者の学習効果の実験,および習熟者モデルと見なせる指点字通訳者の入力速度,誤入力率の計測実験をそれぞれ行った.これらの評価実験の結果から,習熟後には高速な入力が可能であることが判明した.さらに,アンケートの結果も合わせて,従来の点字タイプライタとの比較,最適なキー配列,把持の姿勢について議論する.This paper describes the development of a wearable interface for textual input on the basis of Braille input method. The device, named OBOE, is operated by both hands, which is good for portability and can be used while standing. The users get their input operations confirmed clearly by feeling the click since the buttons of the proposed device are the same mechanical switches as used in keyboards for desktop computers. The results of an experiment of learning effect revealed that the users who had no experience of Braille input could type Japanese phrases at 35.4 Braille codes per minute, and who had experience at 112.4 Braille codes per minute. Thus novices can master the proposed device and experts can input text very fast by using OBOE. Based on the results of questionnaire by the subjects, we discussed the comparison with a Braille typewriter, the optimum layout of keys for OBOE, and the posture of holding.