著者
鳴海 拓志 松尾 宇人 櫻井 翔 谷川 智洋 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.23, no.2, pp.65-74, 2018 (Released:2018-06-30)
参考文献数
26

Projection mapping to the dining table has been introduced in multiple restaurants. Does this kind of change in eating environment with projection mapping work only for entertainment? In this study, we examined whether changes in eating environment with projection mapping actually change the thermal/olfactory/taste perception and palatability of food. Tempura was chosen as a food, which has distinctive texture, aroma and taste, and has a strong tie with a specific eating environment in Japan, and a projection mapping system was constructed to project images and sounds to simulate a counter in a tempura restaurant around tempura. Through two experiments using this system, we suggested that the aroma, temperature, taste strength and palatability of the tempura improved by the effect of the projection mapping. We also suggested that the linguistic information related to tempura also enhances these perception, but the effect is weaker than the one of change in eating environment with projection mapping. These results suggested that change in eating environment with projection mapping helps to perceive the sensory information expected to be obtained in the environment.
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
櫻井 翔 中里 直人 吉田 成朗 鳴海 拓志 谷川 智洋 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.20, no.4, pp.323-332, 2015-12-31 (Released:2017-02-01)

Creativity has advocated as important ability in various field. There are many studies to developing creativity through education and training, and presenting stimulation, such as pictures, that evoke positive emotion. Such conventional studies are intended to develop creativity of single person. However, creativity of group members is not simply sum of each single person, since communication of the group member is factor for developing creativity. On the other hand, many psychological studies have shown that facial appearance has effect on emotion of each person during communication. Also emotion of people transmits to each other through unconscious imitation of facial expression and voice. Based on the knowledge, in current study, we propose a method to increase creativity during teleconference by feedback of deformed facial appearance to each other in real-time. We made a system to deform facial appearance of each other and evaluate our proposed method using the system. Through this evaluation, we showed that our method enable us to develop creativity during tele-collaborative work.
著者
鳴海 拓志 伴 祐樹 藤井 達也 櫻井 翔 井村 純 谷川 智洋 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.17, no.4, pp.333-342, 2012
被引用文献数
1

This paper proposes a method for reducing fatigue during handling medium-weight objects and augmenting our endurance by affecting our weight perception with augmented reality technology. Psychological studies revealed our weight perception during handling objects is affected by their visual property. We hypothesized that this illusionary effect in weight perception can be applied to reduce fatigue during handling medium-weight objects without mechatronics-based physical assistance which requires complex structures and various costs. We propose an augmented reality system which changes the brightness value of an object in order to reduce weariness during handling it. We conducted two fundamental experiments to investigate the effectiveness of the proposed system. Subjective and quantitative evaluation suggested that our system reduces fatigue during the handling task and improves energy efficiency by cutting away excess energy.
著者
横山 正典 鈴木 啓太 木下 由貴 望月 崇由 山田 智広 櫻井 翔 鳴海 拓志 谷川 智洋 廣瀬 通孝
出版者
一般社団法人情報処理学会
雑誌
情報処理学会研究報告. HCI, ヒューマンコンピュータインタラクション研究会報告 (ISSN:09196072)
巻号頁・発行日
vol.2015, no.4, pp.1-5, 2015-05-07

異なる場所にいる人同士が同じ場所で対話しているかのような体験を実現する技術であるテレプレゼンスの研究が進められている.本稿では,人の非言語メディアを拡張することで F2F では生じ得ない心理効果を伴う遠隔コミュニケーションを実現する "超現実テレプレゼンス" を提案する.超現実テレプレゼンスの具体例として,視線の指向性の制御,Social Touch の心理効果の制御,Proxemics に基づく対面距離の制御を行うテレプレゼンスインタフェースを示し,今後の課題,想定される適用例,今後の展望について述べる.
著者
山田 胡瓜 福地 健太郎 大澤 博隆 宮本 道人 江渡 浩一郎 倉本 到 渡邊 淳司 前田 太郎 中村 裕美 寺島 裕貴 加藤 淳 米澤 朋子 塩見 昌裕 新山 龍馬 宮本 隆史 水野 雄太 櫻井 翔
雑誌
情報処理
巻号頁・発行日
vol.61, no.1, pp.71-77, 2019-12-15

研究者に,漫画家・山田胡瓜流のSF作劇手法を学んでもらった上でSF作品を書いてもらうという『情報処理』特集記事「『AIの遺電子』に学ぶ未来構想術」に寄せられた内の12作品を対象に,山田胡瓜氏を囲んで実施された講評会の様子を記す.各作品に対して,山田氏に加えて講評会に参加した研究らが,その意義や現実の社会に与えうるインパクトについての議論がなされた.議論の中で,『AIの遺電子』に描かれなかった設定についても山田氏本人から語られる場面があった.
著者
伴 祐樹 櫻井 翔 鳴海 拓志 谷川 智洋 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.21, no.1, pp.109-120, 2016-03-31 (Released:2017-02-01)

The main contribution of this paper is establishing the method to enhance work efficiency unconsciously by controlling the time rate that a virtual clock shows. Recently, it has been revealed that work efficiency is influenced by various environmental factors such as work environment's atmosphere, temperature and so on. On the contrary, it has become clear that the work rate is affected by a time sensation. While working, the more amount of information we process in a limited time, the longer elapsed time we perceive. Besides, the higher cognitive load we get from difficult works, the longer elapsed time we perceive. In this way, a perception of time rate and a cognitive load of works affect each other. In this study, we focus on a "clock" as a tool, which gives the recognition of time rate and length for everyone mutually. We propose a method to improve a person's work efficiency, especially work rate unconsciously by giving an illusion of false sense of the passaged time by a virtual clock that displays the time rate that differ from real one visually. We conducted experiments to investigate the influence of the changes in the displayed virtual time rate on time perception and work efficiency. Besides, to evaluate an effect of an implication of a "clock", we conducted the counter experiments with a flicker stimulus and a reversely rotated virtual clock. The experimental results showed that by displaying the accelerated time rate, it is possible to improve work efficiency with constant time perception, and a "clock" is critical for enhancing work rate.
著者
吉田 成朗 鳴海 拓志 櫻井 翔 谷川 智洋 廣瀬 通孝
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.17, no.1, pp.15-26, 2015-02-25 (Released:2019-07-01)
参考文献数
19
被引用文献数
3

Our research goal is to manipulate human emotions and to virtually evoke various emotional experiences. It is challenging to directly manipulate human emotions within the conventional approach of human-computer interaction. To break through this difficulty, we propose a new method for virtually evoking emotions with an integration of the knowledge of cognitive science and virtual reality. Psychological studies have revealed that the recognition of changes within bodily responses unconsciously evokes an emotion.We therefore hypothesized emotion could be manipulated by having people recognize pseudo-generated bodily reactions as changes to their own bodily reactions. In this paper, we focus on the effect of facial expressions on evoked emotion. We developed a mirror-like system that manipulates emotional states by giving the feedback of deformed facial expressions in real time. The user studies clarified that the feedback of deformed facial expression can manipulate emotional experiences; not only positive and negative affect, but also preference decisions. Moreover, user's actual facial expressions were also changed corresponding to the feedback of deformed facial expressions.
著者
横山 正典 鈴木 啓太 木下 由貴 望月 崇由 山田 智広 櫻井 翔 鳴海 拓志 谷川 智洋 廣瀬 通孝
雑誌
研究報告ヒューマンコンピュータインタラクション(HCI) (ISSN:21888760)
巻号頁・発行日
vol.2015-HCI-163, no.4, pp.1-5, 2015-05-07

異なる場所にいる人同士が同じ場所で対話しているかのような体験を実現する技術であるテレプレゼンスの研究が進められている.本稿では,人の非言語メディアを拡張することで F2F では生じ得ない心理効果を伴う遠隔コミュニケーションを実現する “超現実テレプレゼンス” を提案する.超現実テレプレゼンスの具体例として,視線の指向性の制御,Social Touch の心理効果の制御,Proxemics に基づく対面距離の制御を行うテレプレゼンスインタフェースを示し,今後の課題,想定される適用例,今後の展望について述べる.
著者
櫻井 翔一朗 佐藤 英理 山口 亨
出版者
一般社団法人日本機械学会
雑誌
ロボティクス・メカトロニクス講演会講演概要集
巻号頁・発行日
vol.2007, pp."2A2-M02(1)"-"2A2-M02(4)", 2007-05-11

This paper presents a gestual interaction system between human and robot using pointing movement. To interact at actual rooms, the system that obtained RGB information of a pointed out object was developed. The system recognized a pointing gesture and obtained a feature of pointed out object by a image processing. Two sets of tracking modules comprised of a camera and a PC was prepared in a room. Thus, in this research, we constructed RGB data obtaining module. The module obtained coordinates of indicated point and calculate the coordinates in picture. The system was developed using Robot Technology Middleware (RTM). RT Middleware was developed by AIST (Agency of Industrial Science and Technology, Japan) for easily integrating robot systems by modularized software components. By constructing modules based on RT Middleware, we developed modules, which are functional elements to interact with human as components of easily system integration.