著者
廣瀬 雅治 岩崎 花梨 野尻 梢 武田 港 杉浦 裕太 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.19, no.4, pp.541-550, 2014-12-31 (Released:2017-02-01)

The flavor of food is not just limited to the sense of taste, however it changes according to the perceived information from other perception such as from the auditory, visual, tactile sense or through individual experience or cultural background etc. Our proposed entertainment system "Gravitamine Spice" focuses on the cross modal of our perception, where we perceive the weight of food when we carry the utensil. This system consist of a fork and a seasoning called the "OMOMI". User can change the weight of the food when flaking the seasoning onto it. Through this sequence of actions, user can enjoy a different eating experience, which may change the taste of their food or the feeling of the food when they are chewing it.
著者
香川 真人 岡田 美智男
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.1, pp.95-106, 2020 (Released:2020-03-31)
参考文献数
31

We developed a novel ball-shaped interactive transformable robot 〈Column〉 consisting of eight modules that are connected to twelve servomotors for studying the nature of behaviors and communications in our everyday cooperative plays. Three users can control the above servomotors by swinging the wireless modules 〈Gear〉 simultaneously. In this paper, we proposed cooperative play mediated by the Column and evaluated user’s activities and preferences for the play. In the interaction, Column will become a social mediator to prompt the connectivity of the users. In this paper, we attempt to give the development, concept, interaction design content and subjective evaluation experiments. In subjective evaluation experiment, we revealed user’s impressions and preferences for Column’s behaviors and social reference and proficiency level in the cooperative play with Column. We revealed user’s feel more enjoyability to the proficiency level rather than the social reference in the cooperative play mediated by Column. We consider that this result caused by Column’s ability “impatience ”(Modokashisa).
著者
大和 佑輝 奥川 和希 呉 健朗 粟飯原 萌 古市 昌一 宮田 章裕
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.1, pp.12-20, 2020 (Released:2020-03-31)
参考文献数
33

We have proposed a method to detect barriers on the road using the walking data of pedestrians. However, since users who measure and provide walking data do not obtain a benefit directly, they are unlikely to be willing to collect walking data. Hence, we propose a walking data gathering system using gamification. The proposed system meets both of the following requirements: 1) the user can collect walking data appropriate for barrier detection, and 2) the user can keep up motivation because of the game story. The results of the experiment show that our proposed system could improve motivation for collecting walking data.
著者
福井 健太郎 林 剛史 山本 翔太 重野 寛 岡田 謙一
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.11, no.2, pp.205-212, 2006-06-30 (Released:2017-02-01)
参考文献数
18
被引用文献数
1

One of the most important element which influences user's attitude in human communication is the change of facial expression. Today, the major methods to give the expression to an avatar are achieved by menu selection or automatic control using character-based verbal information. However, these methods can be a burden for a user and they cannot offer an actual user's feelings. Also, it takes a time to influence the expression on the avatar because of the manual input procedure. In this paper, we propose the real-time expression change method of an avatar using an electroencephalogram. By analyzing the data sent from an electroencephalograph, the information of relaxation, agitation, blink, and eye movements are distinguished by the system, and mapped to an avatar. By evaluating this system, the results show that this system successfully visualize the user's feelings without being burden for a user.
著者
藤門 千明 安藤 真 山下 淳 吉田 和弘 葛岡 英明 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.9, no.2, pp.123-130, 2004-06-30 (Released:2017-02-01)
参考文献数
16
被引用文献数
3

The authors have developed a tangible navigation interface to assist navigation in VR(Virtual Reality) space. The aim of this paper is to show our interface is effective on spatial perception. For this purpose, experiments to compare the tangible navigation interface and the game controller were conducted. The results showed that the tangible navigation interface is superior in spatial perception because; 1) a user can always be aware of the bird's-eye view of the VR space, and 2) somatic sensation of a user's arm helps him/her to memorize spatial orientation and distance.
著者
森平 良 金子 寛彦
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.23, no.4, pp.253-261, 2018 (Released:2018-12-31)
参考文献数
34

We investigated whether a sensory information, which is not related with self-motion originally, can be recruited as a new cue for self-motion. In the learning phase of an experimental trial, stimulus color changed depending on the acceleration of body rotation about the yaw axis. The stimulus color changed to red when subjects rotated with clockwise acceleration and to green when subjects rotated with counterclockwise acceleration, or vice versa. In the measurement phases before and after the learning phase, subjects viewed the rotating stimulus with or without new self-motion (color) cue and responded the occurrence and magnitude of vection. The results showed that the color information accompanied with self-motion affected the latency of vection, suggesting that new self-motion cue of color could contribute to generate vection.
著者
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.24, no.4, pp.371-376, 2019 (Released:2019-12-31)
参考文献数
21

This paper examined the influence of passive whole-body motions such as heave or yaw motions by a motorized chair on inducing a sensation of walking for seated participants in virtual environments while viewing a VR scene through an HMD. We conducted a pilot study to evaluate the influence of passive whole-body motions on perception as if the participant were walking. Experimental results show that the perception of pseudo-walking was greatly affected by heave motions rather than yaw motions, but just with a limited range of amplitude of heave motions. Our results suggest that the passive whole-body motions in the gravitational axis allow a clear perception of pseudo-walking. In addition, we found a strong correlation between the scores of a walking sensation and a motion sickness.
著者
北村 光司 掛札 逸美 西田 佳史 本村 陽一 山中 龍宏
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.14, no.1, pp.11-19, 2009
参考文献数
20

Developing effective safety messages targeting parents is one of the key issues of injury prevention and safety promotion research. The present study was conducted using online-experiment as well as a focus-group methodology to evaluate message effects of animations which depicted childhood injury situations. Parents with children aged 0.5-2 years participated in the study. Compared to simple texts with illustrations on a paper describing injury scenes, animations appeared to be more effective in terms of leaving a strong impression. Focus-group discussion revealed that animations gave parents an opportunity to consider strategies to prevent injuries depicted in the animations. The results suggested that further examination of effectiveness of injury scene animations in safety education is worthwhile.
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.
著者
安藤 英由樹 雨宮 智浩 前田 太郎
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.10, no.2, pp.191-199, 2005-06-30 (Released:2017-02-01)
参考文献数
23
被引用文献数
1

The Wearable Scanning Laser Projector (WSLP) is a novel head-mounted display for augmented reality (AR). WSLP specializes the movement of a narrow display area to a wide real environmental area. AR systems commonly uses optical see-through head-mounted displays (HMD). With such HMDs, because the images are projected at a specific focal length, it is difficult to observe both the object and the corresponding images at the same time when they exist at different depths. In the WSLP, the center of the mirrors scanning the laser beam can be aligned conjugate to the center of the wearer's eye. As a result, the light spot of the beam is always observed at any depth. With the WSLP, information can be shared with nearby friends and colleagues who are not wearing similar devices.
著者
穴吹 まほろ 石井 裕
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.2, pp.151-160, 2008-06-30 (Released:2017-02-01)
参考文献数
24

We introduce AR-Jig, a new handheld tangible user interface for 3D digital modeling in Augmented Reality space. AR-Jig has a pin array that displays a 2D physical curve coincident with a contour of a digitally-displayed 3D form. It supports physical interaction with a portion of a 3D digital representation, allowing 3D forms to be directly touched and modified. This project leaves the majority of the data in the digital domain but gives physicality to any portion of the larger digital dataset via a handheld tool. Through informal evaluations, we demonstrate AR-Jig would be useful for a design domain where manual modeling skills are critical.
著者
福嶋 政期 粟生 馨奈子 中田 明日香 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.19, no.4, pp.467-476, 2014-12-31 (Released:2017-02-01)

Most people often experience music with accompanying emotion in every day of their lives, and the emotion sometimes become critical in determining the quality of the music experience. The goal of this paper is to enrich quality of the music experience with directly facilitating the emotion. To facilitate emotion in music, this paper presents a method that simultaneously presents sound and skin sensation to the pinna. The emotion enhancement effect of the method is evaluated in user studies, and the effect was compared between the other body parts (back, arms, fingers). The findings show that the method can enhance emotion that induces sympathetic nerve activity, and pinna is one of the most effective parts to enhance the sympathetic emotion.
著者
国分 新 伴 祐樹 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.19, no.4, pp.571-580, 2014-12-31 (Released:2017-02-01)

Input with a touch panel interface of a small device is typically inaccurate because the touch point is occulded by te user's finger and a user cannot obtain haptic feedback. To overcome this problem, we propose a visuo-haptic system with a rear touch interface to evoke the haptic sensation without using haptic devices. For normal force, the system modifies the shape of a virtual object when the user presses the device from behind. For shearing force, the system produces a mismatch between the speed of the touch point on the rear side, which is hidden by the monitor, and a pointer, which shows a touch point displayed on the monitor. Using the system, we coducted experiments to explore the effect of visuo-haptic interaction of normal and shearing forces with a rear touch interface.The results demonstrated that more than 80% of participants perceived greater stiffness with the deformed model than the model not deformed by normal force. For shearing force, the results showed significant differences in perception based on differing strengths of visual feedback. In addition, the results showed that subtle change of the haptic sensation can be evoked with the visual feedback of deformed hand in place of a cursor.
著者
菊地 高史 正井 克俊 杉本 麻樹 Bruce H. Thomas 杉浦 裕太
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.22, no.4, pp.477-483, 2017 (Released:2017-12-31)
参考文献数
21

In this paper, we propose EarTouch, a new sensing technology for ear-based input for controlling applications by slightly pulling the ear and detecting the deformation by an enhanced earphone device. It is envisioned that EarTouch will enable control of applications such as music players, navigation systems, and calendars as an “eyes-free” interface. As for the operation of EarTouch, the shape deformation of the ear is measured by optical sensors. Deformation of the skin caused by touching the ear with the fingers is recognized by attaching optical sensors to the earphone and measuring the distance from the earphone to the skin inside the ear. EarTouch supports recognition of multiple gestures by applying a support vector machine (SVM). EarTouch was validated through a set of user studies.
著者
関根 雅人 田中 浩也
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.14, no.3, pp.335-342, 2009
参考文献数
15

This paper describes "ene-geometrix", an installation using fluid thermal convection phenomena. We produced this work to make an opportunity when people obtain the insight to the energy system symbolizing the today's paradigm shift from the mechanical view of nature to the view of nature by the theory of life. In this installation, applied the flow visualization method and the technology of the control engineering, various shapes are drawn on a liquid surface by the flow caused by the thermal actuator control and the Self-organization phenomena.
著者
オーロスキ ジェーソン 重野 孝明 清川 清 竹村 治雄
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.117-120, 2014-06-30 (Released:2017-02-01)

In this paper, we construct a prototype of a wearable text input device that can be attached to a user's torso or pants and conduct a pilot study on its use with a head mounted display (HMD). The user can enter text while mobile without having to look at his or her fingers. The layout of the keys is similar to that of a QWERTY keyboard, but the device is separated into two halves so that they can be positioned and oriented for comfortable typing on clothing. It is flexible and conforms to the shape of the user's torso. In our pilot study testing input speed, a total of 7 participants conducted various typing tasks, and reached an average speed of 30.1 words per minute (WPM) amongst all tasks in a 45 minute session. We then conduct an analysis of a large number of recent text entry methods that can potentially be used with wearable displays, including the results from our experiment. We also discuss a lighter, wireless prototype reflecting feedback in the pilot study, which can be easily attached to clothing with magnets.
著者
森 尚平 一刈 良介 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.16, no.2, pp.239-250, 2011
参考文献数
80
被引用文献数
3

Compared to Augmented Reality/Mixed Reality, which refers to technologies to superimpose Computer Graphics to real environments to enhance the real world, Diminished Reality (DR) refers to visually diminishing or eliminating obstacles in the real world, or seeing through objects such as walls. The techniques and difficulties to implement DR will vary to adapt to various environments. Hence, we first set one clear goal of DR to completely eliminate existences in the real environment from observed scene. Then, we conducted a survey to show guidelines for researchers to achieve the goal. We systematically arranged existing papers with some concerns for DR implementation.
著者
宮島 健人 木島 竜吾
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.131-140, 2016-03-31 (Released:2017-02-01)

The latency is a fundamental and important value in the specification of HMD. However, the HMDs of the state of the art equipped with the latency compensation, the notion of the simple lag is not enough to describe the dynamical characteristic of them. The purpose of this study is to evaluate the average latency as the equivalent simple lag and the accuracy of compensation by the experiment. Further, the dynamical distortion caused by the lag compensation is also evaluated.Oculus Rift DK2 is chosen as the target HMD of this evaluation. The average latency was approximately 26 ms without lag compensation, and it was about 1 ms with both of the Prediction and the Timewarp.
著者
三浦 貴大 藪 謙一郎 檜山 敦 稲村 規子 廣瀬 通孝 伊福部 達
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.323-333, 2016 (Released:2016-09-09)
参考文献数
51

In order to minimize national expenditure dedicated to providing support to the elderly including social security and medical care, it is necessary to reduce the cost of treatment. Current prophylactic approaches mainly include training programs tailored towards seniors, who may be assisted by caregivers, for wellness maintenance and enhancement. However, these approaches are mainly administered by volunteers, who are often overburdened because of labor shortages. Thus, it is necessary to design and implement a system that enables seniors to maintain and improve their health by themselves. In this paper, we propose and test a smartphone-based gait measurement application. Our results indicate that the mobile application can help motivate seniors to walk more regularly and improve their walking ability. Moreover, we found in our experiments that since our application helped improve our senior participants' physical fitness, some of them became interested in participating in social activities and using new technologies as a consequence.
著者
鈴木 克洋 中村 文彦 大塚 慈雨 正井 克俊 伊藤 勇太 杉浦 裕太 杉本 麻樹
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.3, pp.379-389, 2017

<p>The head-mounted displays (HMD) allow people to enjoy immersive VR experience. A virtual avatar can be the representative of a user in the virtual environment. However, the expression of the virtual avatar with a HMD user is constrained. A major problem of wearing an HMD is that a large portion of one's face is occluded, making facial recognition difficult in an HMD-based virtual environment. To overcome this problem, we propose a facial expression mapping technology using retro-reflective photoelectric sensors. The sensors attached inside the HMD measures the distance between sensors and a face. The distance values of five basic facial expressions (Neutral, Happy, Angry, Surprised, and Sad) are used for training the neural network to estimate the facial expression of a user. Our system can also reproduce facial expression change in real-time through an existing avatar by using regression.</p>