著者
川村 卓也 繁桝 博昭
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.141-147, 2016-03-31 (Released:2017-02-01)

We examined proprioceptive drift in the situation where an image of a hand was presented at the position slightly displaced from a participant's real occluded hand. When motion of the image hand was presented synchronized with that of the real hand, the drift was nearly same as the displacement of the visual position of the image hand irrespective of the congruence of depth position of the image and real hand. The drift persisted at least for 20 seconds. These results suggest that when the visual position of virtual body is shifted from the real position in a VR system, an observer may experience constant proprioceptive drift of their own body.
著者
ヤェム ヴィボル 岡崎 龍太 梶本 裕之
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.4, pp.555-564, 2016 (Released:2017-02-01)
参考文献数
21
被引用文献数
1

Several kinds of vibration actuators were developed and widely used for haptic feedback and for simulating tactile experience. However, these actuators have certain design challenges, such as resonance via the spring attached to the vibration mass, and limited acceleration amplitude at low frequency because of the limited travel distance of the mass. In our study, we propose a new vibrotactile presentation method using the rotational motor's counterforce that occurs during acceleration or deceleration. This paper describes the effectiveness of a DC motor for high fidelity vibration and pseudo force presentation, and our design concept of a vibration actuator using a DC motor.
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
高瀬 裕 山下 洋平 石川 達也 椎名 美奈 三武 裕玄 長谷川 晶一
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.18, no.3, pp.327-336, 2013-09-30 (Released:2017-02-01)
被引用文献数
2

Recently, robots are more and more utilized in entertainment area. Stuffed toy robots or pet-like robots are developed to entertain or to heal people with intimate touch interactions. Softness of the robot is important for comfort in such interactions. However, most entertainment robots with expressive body motions include hard structures to actuate body, and they cause rough feelings in touch or hugging interactions. In this paper, we propose the soft-to-the-bone robot looks like a stuffed toy, driven by a novel mechanism made by a fabric material and pulling strings. The robot has large movable range and move speedy enough for various body motion expressions. Moreover, the proposed robot is evaluated to have more familiar and comfort impressions than conventional hard stuffed toy robots.
著者
山崎 章市 猪口 和隆 斎藤 義広 森島 英樹 谷口 尚郷
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.4, no.1, pp.281-286, 1999-03-31 (Released:2017-02-01)
参考文献数
11

The HMD optical system composed of "Free-Form-Surface prism (FFS prism)" was presented by Canon Inc. in 1995 [1-3]. This HMD is suitable for compact HMD. We have developed a new see-through 3D HMD with high resolution, wide field of view (FOV) by improving this FFS prism technique. The new HMD with 51degrees horizontal FOV and large viewing eyebox shows clear full color image (VGA) with 920,000 pixels. In spite of the wide FOV, the thickness of this new FFS prism is very thin, 17.9mm. In this paper, we report this new HMD and "the AR^2hockey system" as an example of this HMD application.
著者
磯部 祐輔 藤田 欣也
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.13, no.3, pp.385-391, 2008-09-30 (Released:2017-02-01)
参考文献数
18
被引用文献数
2

The influences of visual target and predictive visual cue on gaze behavior and cybersickness were experimentally evaluated, in order to maintain the presence and reduce the cybersickness. The severity of sickness and the sense of velocity were evaluated using simulator sickness questionnaire and method of reproduction. The eye movement was also monitored using an eye tracking camera. The results suggested that the visual target at the optical flow center has more cybersickness reduction effect than the fixed visual target, and the predictive visual cue increases the reduction effect of the target further, while the sense of velocity does not significantly differs among the visual conditions. The feasibility was suggested that presenting predictive visual cue via visual target can reduce cybersickness without impairing sense of velocity.
著者
小林 まおり 藤井 真治 岩谷 幸雄 坂本 修一 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.16, no.1, pp.93-97, 2011-03-31 (Released:2017-02-01)
参考文献数
25

The perception of the spatial location of an auditory stimulus can be captured by a spatially disparate visual stimulus, a phenomenon known as the ventriloquism effect. Many studies have shown temporal and spatial dependency of this phenomenon but its temporal dynamics are not fully understood. In this study, we presented participants with a three-minute of audio-visual stimuli, consisting of a pair of light and sound noise with a spatial disparity of either 0, 5 or 10 degrees. Ten participants were instructed to observe the audio-visual stimuli, and to report their position consistency of stimuli by pushing one of two bottoms, which indicated "same" or "different" respectively. The time series reported were analyzed as perceptual transitions. The results showed that (1) the mean total duration of the "same location" response increased as the disparities between noise and light decreased, (2) the percept switched during the stimulus presentation in all disparity condition after initial build-up of perception of "same location", and (3) the mean transition times varied depending on the disparity condition. These results show that the ventriloquism effect varies with observation time, suggesting that audiovisual spatial integration have time-varying nature.
著者
海野 みのり ヤェム ヴィボル 雨宮 智浩 北崎 充晃 池井 寧
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.29-32, 2022 (Released:2022-03-31)
参考文献数
8

The objective of the present study is the creation of sensation under turning walking using a vestibular display (a motion seat). We added a yaw-rotation mechanism to our three degrees of freedom (3-DOF) motion seat, with which we investigated the contribution of yaw rotation for the turning walking sensation. After an equivalent stimulus of the seat’s yaw rotation to a real left-turn walking was determined, the virtual turning walking sensation was rated by the user study. The result suggested that yaw rotation stimulation improved the sensation of turning walking by 1.6 to 2.2 times to the 3-DOF seat; the motion generated about 34.2% sensation of the actual walking.
著者
山﨑 喬輔 井上 康之 MHD Yamen Saraiji 加藤 史洋 舘 暲
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.119-127, 2018 (Released:2018-09-30)
参考文献数
12
被引用文献数
1

Although previous researches have shown that our spatial understanding is determined by the multiple sensory information such as vision and touch, how the effect of visuo-tactile integration works on the sense of body ownership, agency and self-localization has been unrevealed. In this study, we built a telexistence system to investigate the effect of combined visual and tactile information by allowing the participants to see their own back via surrogate robot, while applying stimuli on their hand and back synchronously. The participants' answers on questionnaires revealed that they experienced reality in the position of robot in a remote location, rather than their own bodies, through the experiment. This result provided evidence for the efficient enhancement of visuo-tactile integration on self-localization, body ownership, and the sense of agency in a telexistence settings.
著者
西牧 侑哉 郷田 直一 蒲池 みゆき
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.26, no.1, pp.14-21, 2021 (Released:2021-04-01)
参考文献数
25

Previous studies on virtual reality (VR) suggested that the inclusion of wind or air flow in combination with audiovisual information can enhance the sensation of presence. However, the perceptual nature of wind in such a situation remains unknown. Using a VR environment with a head-mounted display, this study examined how observers feel real wind while viewing a fluttering flag or fallen leaves as wind flows in the virtual space. The results demonstrated that the tactile (cutaneous) perception of the intensity of wind varied depending on the virtual wind speed. This visuo-tactile crossmodal effect tended to be stronger for weaker real wind irrespective of the direction incongruence between real and virtual winds. These findings provide new insights into the multisensory nature of wind perception with contributions to the design of an efficient wind display system in VR.
著者
池内 克史 佐藤 洋一 西野 恒 佐藤 いまり
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.4, no.4, pp.623-630, 1999-12-31 (Released:2017-02-01)
参考文献数
16
被引用文献数
7

This paper presents an overview of our efforts on mixed reality. These efforts span two aspects: how to create models of virtual objects, and how to integrate such virtual objects with real scenes. For model creation, we have developed two methods, the model-based rendering method and the eigen-texture method, both of which automatically create models by observing the real objects. For the integration of a virtual object with a real scene, we have developed a method that renders virtual objects based on real illumination distribution. We have successfully tested the proposed methods by using real images to demonstrate their effectiveness.
著者
松尾 政輝 坂尻 正次 三浦 貴大 大西 淳児 小野 束
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.2, pp.303-312, 2016 (Released:2016-09-09)
参考文献数
39

Although many computer games had become diversified in recent years, a lot of effort and ingenuity is needed to produce games that persons with a total visual impairment can enjoy. On the other hand, some games for visually impaired persons have been developed. However, games that use only auditory information present challenges for sighted persons. Unfortunately, no games exist that both sighted and visually impaired persons can enjoy together. It is difficult for visually impaired persons to play the same game with sighted persons and for sighted and visually impaired persons to share a common subject. In this paper, we aim to develop a accessible action roll playing game (RPG) that both sighted and visually impaired persons can play using their dominant senses including visual, auditory and tactile senses. To develop the game, we also develop a field creation tool for a game developer with visual impairments, and provided an integrated game development environment for them. In this paper, we describe the development and reflections of the accessible action RPG and our game development environment.
著者
金 ジョンヒョン 橋田 朋子 大谷 智子 苗村 健
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.3, pp.289-292, 2012-09-30 (Released:2017-02-01)
参考文献数
9

In this paper, we explain quantitatively how the auditory feedback of writing sound between ordinary pen and paper influences the efficiency of simple writing tasks. Specifically, we evaluated the speeds in the simple task of tracing Chinese characters without auditory feedback, with natural writing sound, and with emphasized writing sound. The results of this study showed that users traced more characters and also had positive impressions with emphasized writing sound feedback in contrast with the other two conditions.
著者
牛田 啓太 林 淳哉 チャントラシリ ナイワラ P. 原島 博 石川 洵
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.11, no.1, pp.133-141, 2006
参考文献数
21

This paper focuses on platforms for computer-human interaction and communication, with intuitive interfaces. The authors propose and examine "i-ball 2 (interactive/information ball 2)", which consists of a crystal-ball-like display and several types of input interfaces. i-ball 2's display system is unique. By using lens, the image appears as if it were in the ball. And i-ball 2 has two display systems and up to two users participate in interactive experience. Input interfaces of i-ball 2 are ball rotation, camera input and optical switches. The authors implemented 1) 3-D display, 2) amusement-oriented, 3) communication-oriented based on facial expression, and 4) simplified mutual telexistence (videoconference) applications. The authors exhibited i-ball 2 and believed that it is effective for intuitive computer-human interaction through the users' reaction.
著者
近藤 亮太 上田 祥代 杉本 麻樹 南澤 孝太 稲見 昌彦 北崎 充晃
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.24, no.4, pp.351-360, 2019

<p>We feel as if a fake body is our own body by synchronicity between the fake body and the real body (illusory body ownership). The illusory body ownership can be induced to an invisible full body via the synchronous movement of only the hands and feet. We aimed to investigate whether the illusory ownership occurs to a virtual body with an elongated arm by changing position of the one of the hands, and it changes reaching behavior and/or postural stability. We found that the illusory body ownership was induced to the transformed body by synchronous movement of the hands and feet. Participants' reaching behavior gradually changed to use the longer arm more than the normal arm during learning of the transformed body within 10 min. Postural stability did not change. These results suggest that we can have illusory ownership of the transformed body with the elongated arm, and our behavior adaptively changes to utilize the new body.</p>
著者
山崎 賢人 柴田 史久 木村 朝子 田村 秀行
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.19, no.3, pp.413-422, 2014

This paper describes prototyping of a mixed reality (MR) order picking system which is used for a warehouse. Recently, MR, a technology that superimposes computer generated images (CGI) onto the real world in real-time, is used in various fields. MR technology has a variety of practical uses including assistance in machine maintenance and repair, parts assembly for industrial products, and so on. Especially, giving instructions to a worker using MR technology is used for wide range of applications. In this study, we try to make an MR based order picking system as one of the practical applications of MR technology. First, we analyze a conventional order picking system which employs colored lights mounted on racks for indicating picking items. Then, we design a prototype MR order picking system based on the result of the analysis. In our system, it is possible to provide intuitive information to the worker by displaying CGI such as an arrow through an HMD. We conducted experiments using both the conventional system and MR system to make a comparison of them and found some challenges for the future.
著者
柴田 史久 松田 祐樹 レ ヴァン ギア 川端 大輔 山崎 賢人 木村 朝子
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.19, no.2, pp.215-225, 2014

This paper describes design and implementation of a distributed framework for creating mobile mixed reality (MR) systems. The goal of the framework is providing the same MR space for a variety of mobile devices which connect via wireless network. This paper discusses the following three topics which are essential for designing our framework: system architecture for supporting diverse mobile devices, an easy-to-implement script language for developing applications, and a communication method which takes into account the operability of the users. We implemented our framework based on the proposed design and investigated its performance empirically. As a result, we confirmed that various kinds of mobile devices can share the same MR space using our framework.
著者
大島 登志一 佐藤 清秀 山本 裕之 田村 秀行
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.4, no.4, pp.699-705, 1999
参考文献数
12
被引用文献数
12

This paper introduces a collaborative shooting game - "RV-Border Guards," which uses Mixed Reality (MR) technologies. This system is designed to emphasize MR-specific features for entertainment. Three players wearing HMDs cooperatively battle with virtual invaders flying around them in the MR space. Each player is armed with a virtual gear such as a helmet and a gun, and can intuitively interact with the MR space using easy gestures. Total reality of the MR space is carefully tuned. This project tries to achieve a novel multi-player entertainment, which has never been realized without MR technologies.
著者
Sho Mitarai Nagisa Munekata Daisuke Sakamoto Tetsuo Ono
出版者
THE VIRTUAL REALITY SOCIETY OF JAPAN
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.26, no.4, pp.333-344, 2021-12-24 (Released:2021-12-24)
参考文献数
28

In this paper, we propose a hand gesture sequence recognition technique for human–computer interactions wherein a user grasps an object. Our aim is to develop a technique which can recognize input in the form of various grasp types by recognizing their gesture sequence. We introduce a prototype using electromyography signals and report the results of a user study to validate the proposed technique for interactions in hands-busy situations and evaluate the recognition accuracy of the user gestures. The results demonstrate that our proposed technique showed 93.13% average accuracy for basic grasp types according to a classic taxonomy of grasping. We also discuss the findings of the user study and perspectives for the practical application of the proposed technique.
著者
鈴永 紗也 藤田 和之 白井 僚 伊藤 雄一
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.26, no.4, pp.230-240, 2021-12-24 (Released:2021-12-24)
参考文献数
30

We propose CoiLED Display, a stripe-shaped flexible display that can be wound around various objects. CoiLED Display is composed of a large number of chip LEDs arranged in a row, and the object wound by CoiLED can display image information. To recognize the configuration of display units wound around an object, the system conducts calibration by capturing the lighting of the LEDs with a camera and obtaining their relative positions with image processing. We evaluated the performance of the prototyped CoiLED Display from four aspects: processing time, refresh rate, power consumption, and physical flexibility. We then conducted a design study to evaluate the usability of the CoiLED Display and explored its application design space. The results suggest that the participants generally accepted our system, including the calibration process. In addition, the participants came up with a wide range of application area (e.g. wearable displays, public displays).