著者
川崎 仁史 脇坂 崇平 笠原 俊一 齊藤 寛人 原口 純也 登嶋 健太 稲見 昌彦
雑誌
エンタテインメントコンピューティングシンポジウム2020論文集
巻号頁・発行日
vol.2020, pp.26-32, 2020-08-22

我々は5分間程度のVRトレーニングによって,今まで成功したことが無い技の習得を支援するけん玉トレーニングシステムである「けん玉できた!VR」を開発した.VR空間で玉の速度を遅くしてから徐々に速くしていくことにより難易度を調整した.また,玉の速度を遅くしたVR空間で,実際に熟練者がプレイした身体動作をキャプチャし,それをバーチャルなお手本として提示した.本システムの体験者1128人のうち,1087人(96.4%)がけん玉の技を習得した.
著者
高下 修聡 荒井 謙 齊藤 寛人 稲見 昌彦
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.4, pp.403-412, 2022-12-28 (Released:2022-12-28)
参考文献数
15

Many previous studies have reported on the transformation of perception/behavior, body image, and body schema due to the use of avatars in VR space. However, there are few previous studies on those transformations associated with the wearing of avatars with non-innate physical characteristics such as animal avatars, leaving many unexplored areas. In this study, we focused on the octopus as an example of an animal with non-native physical characteristics such as softness and structural consistency from arm to fingertip. Therefore, we developed an avatar that externally mimics the arm of an octopus, a box-shaped avatar, and a human arm-shaped avatar, and measured the movement of the right upper limb during manipulation and the sensory and cognitive changes after manipulation. The results showed that subjects felt their bodies became softer and their body image changed after manipulating the avatar that imitated an octopus arm. The possibility of behavioral change was also confirmed with the octopus avater.
著者
堀江 新 下林 秀輝 齊藤 寛人 稲見 昌彦
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.25, no.4, pp.402-411, 2020-12-25 (Released:2020-12-25)
参考文献数
43

In this paper, we propose a tactile display with multiple stimulus elements that present rotational shear deformation on the skin, and describe the design of a device that applies the proposed method to the back. Shear deformation stimulation to the skin can be used to perceive force in a small device, and numerous methods have been proposed. Among them, methods that present the distribution of spatial shear stimuli are expected to be a method to reproduce skin sensations with high reality. In this study, we propose a tactile display with multiple stimulus elements that present rotational shear deformation to the skin using a rotating motor. A rotary motor is a widely used actuator that is easy to control, and can be scaled to apply to various body parts. In this paper, we design a device that can present the distribution of shear deformation stimuli in the back as an example of the application of this method. In particular, we focused on the size of the rotating tactors and the distance between the tactors among the form factors, and conducted a perception experiment. It was found that when the size of the tactor was 20mm, the direction of rotation was not perceived and the dynamic range of the intensity of the stimulus was maximized, and spatially continuous stimuli could be presented to the back if the distance between the tactors was 60mm or less.
著者
本多 拓実 齊藤 寛人 脇坂 崇平 稲見 昌彦
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.4, pp.393-402, 2022-12-28 (Released:2022-12-28)
参考文献数
20

In sports, it is essential to accurately predict the results of others’ actions based on the movements’ characteristics and respond appropriately to them. Previous studies have proposed systems that predict motions using machine learning and present these results to users. However, it remains unclear whether the judgment basis constructed by machine learning is useful for humans to predict movements accurately. This study developed a Neural Network that predicted the kicking direction of soccer penalty kicks and extracted the basis. Also, we tested whether the extracted basis was useful for participants in their predictions. The results showed that participants perceived the extracted basis as valid, even though they had not used it as a strategy at first.
著者
齊藤 寛人 福地 健太郎
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.20, no.3, pp.301-310, 2018-08-25 (Released:2018-08-25)
参考文献数
25

Previous studies of the recognition process of self-attribution conducted that it is mainly caused by congruence between visual and proprioceptive information, and congruence between visual information and prediction from motor commands. However, they did not declare which congruence acts the primary role in the process during the voluntary movements. We conducted a user study that distinguishes proprioceptive information and prediction from motor commands by displaying modified images of the subjects’ hands in various rotation angles, that introduced the conflict between visual and proprioceptive information. The hand motion of the subjects was restricted so that they could predict the visual motion of the images of their hands by the motor command even while the images were rotated. The result indicates that the prediction of the motion plays a primary role in the recognition process of self-attribution, and this predictability depends on the motion pattern and the appearance of the hand images.