著者
池田 華子 田中 智明 石山 智弘 日高 聡太 宮崎 弦太
出版者
Japan Society of Kansei Engineering
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
vol.14, no.3, pp.369-379, 2015 (Released:2015-08-28)
参考文献数
16
被引用文献数
1 1

Ultra-high definition (4K) imaging allows us to achieve considerably higher image quality than would high definition (HD) imaging. The present study examined how 4K and HD imaging could influence subjective impressions of movies differently, in association with the quantities of motion and fields of view of these movies. We found that stronger impressions regarding comfort and impact were evoked for 4K movies with smaller quantities of motion and medium field of view. Stronger perceptions of impact occurred for HD movies with larger quantities of motion and larger field of view. HD movies also gave stronger impression regarding dynamics regardless of motion quantities. Additionally, HD movies down-converted from 4K movies tended to induce higher impressions regarding evaluation and comfort in some situations. These results suggest that subjective impressions of movies are influenced by the differences in resolution images, as well as interactions between imaging types and characteristics of movie contents.
著者
日高 聡太 三枝 千尋
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.41, no.2, pp.144-145, 2023-03-31 (Released:2023-06-16)
参考文献数
7

This note is a short report on the activities of the Young Researchers Committee of the Japanese Psychonomic Society (JPS). As the highlighted activity of the committee, we have held the oral session of the annual meeting of JPS both face-to-face and online formats nine times. We also have promoted interactive activities across the country through social networking services. By introducing public applications, we have tried to organize our committee with diverse members. We will continue to develop new activities to target a broader range of young or early-career researchers.
著者
池田 華子 田中 智明 日高 聡太 石山 智弘 宮崎 弦太
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.23, no.2, pp.101-117, 2016-06-01 (Released:2016-12-01)
参考文献数
23

In relation to the recent development of ultra high definition imaging technique (4K) that have quadruple amount of pixels relative to high definition imaging (HD), it has been reported that observer’s subjective impression differ between these imaging. The present study examined how differences in resolution (4K and HD imaging) influence subjective impressions of movies in association with movie contents (natural/artificial objects) and fields of view (wide/medium/narrow) (Exp1). We also investigated the effects of the quantities of motion on subjective impressions of movies in different im-ge resolutions with the flame rate higher (59.94 fps) than the previous study (23.98 fps) (Exp2). We found that 4K movies, as compared to HD movies, induced stronger impressions regarding evaluation and comfort especially when they were presented with natural scene and/or larger field of view. It was also shown that 4K movies with higher flame rate induced stronger impressions regarding desirability and comfort regardless of motion quantities, contrary to the previous finding that 4K movies with the larger quantities of motion gave observer lower impression regarding desirability and comfort than HD movies. These results demonstrate that the differences in image resolution could modulate subjective impressions of movies in accordance with the differences in movie contents, fields of view, and flame rate. Moreover, the current findings suggest that there exist some desirable conditions under which the ultra high definition imaging could effectively enhance observers’ subjective impressions of movies.
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
日本認知心理学会
雑誌
日本認知心理学会発表論文集 日本認知心理学会第8回大会
巻号頁・発行日
pp.37, 2010 (Released:2010-09-01)

背景的・空間的な「場」の本物らしさに関係する臨場感はよく取り上げられるが、場面の印象にとって重要な前景的要素(対象や事象など)の本物らしさを表す感性については検討されていない。本研究では,この前景的要素の本物らしさに対応する感性を「迫真性」と定義し,臨場感との比較を通じて,その時空間特性を検討した。まず,「鹿威し」がある庭園風景を素材とし、その提示視野角と背景音の音圧レベルを操作した。その結果、臨場感は視野角も音圧も大きいほど高まるが,迫真性は視野角が中程度,背景音が実物と同じ場合に最も高くなることがわかった。次に,鹿威しの打叩映像と打叩音の時間ずれを操作した結果,臨場感は音が映像に先行しても高く維持されるのに対し,迫真性は音が映像に対して遅れても維持された。以上の結果は,臨場感と迫真性は異なる時空間情報によって創出される独立した感性であることを示唆する。
著者
寺本 渉 吉田 和博 浅井 暢子 日高 聡太 行場 次朗 坂本 修一 岩谷 幸雄 鈴木 陽一
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.36, pp.37-44, 2012
参考文献数
22

情報通信技術の発展に伴い,より自然でリアルなコミュニケーションシステムへの期待が高まっている。それを実現するためには,情報の受け手である人を意識し,臨場感や迫真性など高度感性情報の創出・評価技術を確立していく必要がある。本稿では,まず,バーチャル・リアリティ(VR)や立体映像・立体音響分野で,従来用いられてきた感性情報である臨場感を取り上げ,質問紙調査から得られたデータに基づき,臨場感とは何かについて議論を行う。次に,背景的な「場」の本物らしさに関係すると考えられる臨場感に対して,前景情報を中心とした本物らしさに関連すると考えられる感性印象「迫真性」を取り上げ,両者の相違について実験データを示す。最後に,VRを通じたコミュニケーション場面で問題となる他者の存在感(臨(隣)人感)について,最近行った評価の試みを紹介する。
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
日本認知心理学会
雑誌
日本認知心理学会発表論文集
巻号頁・発行日
vol.2010, pp.37, 2010

背景的・空間的な「場」の本物らしさに関係する臨場感はよく取り上げられるが、場面の印象にとって重要な前景的要素(対象や事象など)の本物らしさを表す感性については検討されていない。本研究では,この前景的要素の本物らしさに対応する感性を「迫真性」と定義し,臨場感との比較を通じて,その時空間特性を検討した。まず,「鹿威し」がある庭園風景を素材とし、その提示視野角と背景音の音圧レベルを操作した。その結果、臨場感は視野角も音圧も大きいほど高まるが,迫真性は視野角が中程度,背景音が実物と同じ場合に最も高くなることがわかった。次に,鹿威しの打叩映像と打叩音の時間ずれを操作した結果,臨場感は音が映像に先行しても高く維持されるのに対し,迫真性は音が映像に対して遅れても維持された。以上の結果は,臨場感と迫真性は異なる時空間情報によって創出される独立した感性であることを示唆する。
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 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.