著者
花光 宣尚 田井 秀昭 元木 龍也 佐藤 文彦 清水 啓太郎 神山 洋一 南澤 孝太 evala 水口 哲也
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.27, no.1, pp.51-64, 2022-03-31 (Released:2022-04-23)
参考文献数
51

This paper proposes a chair-based synesthetic experience device, Synesthesia X1-2.44, which utilizes auditory, haptic, and visual sensations. In order to realize a synesthetic experience, we designed the chair that includes 44 haptic actuators, two speakers and 5 stage lights, and exhibited it at Media Ambition Tokyo 2019. When discussing this work, we observed “sense of stretching and contracting of the body”, “sense of floating/sinking”, and “sense of disappearance of the body”. In addition, the combination of whole-body haptic sensation and spatial acoustics with sounds felt from inside/outside the body affects the autonomic nervous system and induces a pleasant state, and create a representation different from the usual auditory and haptic experiences.
著者
花光 宣尚 駒﨑 掲 村田 藍子 渡邊 淳司 水口 哲也
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.28, no.4, pp.335-338, 2023 (Released:2023-12-27)
参考文献数
9

Synesthesia Lab are developing a device to provide an experience that combines sound, whole-body haptic stimulation, and lighting. Many people have reported impressions such as “awe” and “sublimity”, which are related to the transcendent factor of wellbeing. Also, NTT created “Cards for Collective Wellbeing” to induce users to express and exchange the values of each in words. In this paper, we categorized types of the Synesthesia experiences using the cards, and performed a workshop that can exchange impressions and discuss the essence of the Synesthesia experience.
著者
王 七音 花光 宣尚 脇坂 崇平 水口 哲也 南澤 孝太
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.28, no.4, pp.339-348, 2023 (Released:2023-12-27)
参考文献数
25

In the fields of Human-Computer Interaction (HCI) and Virtual Reality (VR), there is an increasing focus on well-being. While research has underscored the potential of multimodal technologies to foster mental tranquility, the integration of scene imagery linked to nostalgic emotions remains under-investigated. In our research, we developed an immersive whole-body haptic experience, guiding participants through scene imagery supplemented by Pseudo-action stimuli, including actions like walking and opening a door, as well as Ambient stimuli, such as wind and everyday sounds. The results confirmed that participants effectively reminisced about serene and comforting places. Pseudo-action stimuli bolstered sensory ownership sensations, whereas Ambient stimuli provided a platform for open interpretation. In conclusion, our study suggests that whole-body haptic technologies in Virtual Reality can offer a nuanced approach to creating scene representations, potentially enhancing user immersion.