著者
西田 惇 松田 壮一郎 大木 美加 高鳥 光 佐藤 綱祐 鈴木 健嗣
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.149-158, 2018 (Released:2018-09-30)
参考文献数
23

We have been developing a set of wearable devices for providing an egocentric child experience to the wearer, named CHILDHOOD. The system is composed of two wearable devices: 1) a visual translator for mapping the wearer's eyesight level onto his/her waist position by using a head-mounted display and a wearable camera module, and 2) a pair of passive hand exoskeletons for miniaturizing hand gestures by using motion conversion mechanisms. In this paper, we revised the configuration of the visual translator to improve the usability, and implemented a new passive mechanism of the hand exoskeleton for achieving natural grabbing motion. We conducted a field study at a nursing school for evaluating how the visual system modulates the perception of interpersonal distance, and also performed a lab study to observe the changes in a user's hand function while using the exoskeleton with a peg test environment.
著者
佐藤 綱祐 西田 惇 髙鳥 光 鈴木 健嗣
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.1, pp.71-80, 2017 (Released:2017-03-31)
参考文献数
17
被引用文献数
2

In this research we propose a wearable suit for embodiment transformation, which virtually realizes a child's experience while preserving the user's interactions and perceptions. The embodiment transformation suit consists of a viewpoint translator and passive hand exoskeletons. The viewpoint translator simulates a child's point of view (POV) by using a pan-tilt stereo camera attached at the waist position and a head mounted display (HMD). The pan-tilt mechanism follows the user's head behavior. The passive hand exoskeletons simulate a child's tiny grasping motion by using multiple quadric crank mechanisms and a child-size rubber hand. Virtualized child's embodiment through our own body will provide opportunities to feel and understand a child's perception and recognition, to evaluate products and spaces such as hospitals, public facilities and homes from the aspect of universal design. This paper describes the system design and implementation of the viewpoint translator and the exoskeletons, and assessment of them based on user's feedback in exhibitions.
著者
西田 惇 鈴木 健嗣
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.1, pp.51-60, 2017 (Released:2017-03-31)
参考文献数
25

This paper presents a novel wearable kinesthetic I/O device that achieves blending kinesthetic interaction among people. The users are able to perceive muscle activity bi-directionally, such as muscle contraction or rigidity of joints, by connecting users' body. The kinesthetic information is exchanged between users through somatosensory channels by biosignal measurement and stimulation. We have developed a wearable haptic I/O device, called bioSync, that equips a developed electrode system for enabling the same electrodes to perform biosignal measurement and stimulation at 100Hz. Potential scenarios using kinesthetic synchronization include interactive rehabilitation and sports training. It is essential for both the trainers and the learners to perceive not only the physical bodily motions but also the muscle activity. The methodology, performance evaluations, user studies and potential scenarios are described in this paper.