著者
八木 明日華 井村 誠孝 黒田 嘉宏 大城 理
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.4, pp.409-417, 2012-12-31 (Released:2017-02-01)
参考文献数
25
被引用文献数
1

We propose a 360-degree interactive fog display which provides different images according to observers' position. The proposed display utilizes forward light scattering of fog. Due to the strong directional scattering, multiple images which are projected from different directions on a cylindrical fog screen can be transmitted to different observers. The fog display brings motion parallax to observers that can recognize the 3D structure of the presented objects. Another advantage of the fog display is that observers can insert their hands into the screen. This property gives the observers a consistent feeling of distance which comes from both visual and somatic sensations.
著者
橋田 朋子 西村 光平 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.19, no.3, pp.367-375, 2014-09-30 (Released:2017-02-01)

We have developed a hybrid writing and erasure system called Hand-rewriting in which both human users and computer systems can write and erase freely on the same piece of paper. When the user writes on a piece of paper with a pen, for example, the computer system can erase what is written on the paper, and additional content can be written on the paper in natural print-like colors. We achieved this hybrid writing and erasure on paper by localized heating combined with handwriting with thermochromic ink and localized ultraviolet-light exposure on paper coated with photochromic material. This paper describes our research motivation, design, and implementation of this interface and examples of applications.
著者
伊藤 裕之 小泉 智美 徳永 唯香
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.3, pp.447-450, 2016 (Released:2016-10-31)
参考文献数
14

How motion lines were used in modern Japanese animated TV programs was investigated. We made a survey of the motion-related lines on Japanese Manga and Anime. We found that motion lines were used in 40% of panels in Manga. Even in Anime, motion lines were used in 5% of shots. We describe how expressions of motion with motion lines used in Anime are extended from those used in stationary panels in Manga.
著者
三輪 拓馬 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.22, no.4, pp.545-552, 2017 (Released:2017-12-31)
参考文献数
18

In this study, we investigated the effects of gravity direction on the perception of motion in depth. We measured the magnitude of the acceleration of approaching and receding object that appeared to move with a constant velocity using the method of constant stimuli. To manipulate gravity direction from the vestibular and somatosensory systems, we used three conditions of observer's body orientation: upright, supine, and prone states. The results showed that the deceleration of the approaching motion was greater when observed with the prone and supine states than with the upright state. Moreover, the greatest acceleration of the receding motion for perceiving constant velocity was the prone state, followed in order by the upright state and the prone state. We discuss the effects of risk by the moving object and of gravity direction in normal environment on the perception of moving object.
著者
寺本 渉 吉田 和博 浅井 暢子 日高 聡太 行場 次朗 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.15, no.1, pp.7-16, 2010-03-31 (Released:2017-02-01)
参考文献数
24
被引用文献数
2

We used a questionnaire to investigate how non-researchers conceptualize sense of presence. Respondents were 108 students with no professional education related to engineering or virtual reality. More than 90% of the respondents knew of the term, but they tended to use sense of presence not only to refer to a subjective experience of being there in a mediated environment, but also to refer to an experience that makes them feel excited or as having an extraordinary experience in an actual environment. Factor analysis revealed four sense of presence components: evaluation, impact, activity, and mechanicalness. Events with high presence were likely to be evaluated as preferred, impressive, and dynamic. Furthermore, the participants estimated that distal and proprioceptive sensors such as vision, audition, equilibrium, and kinesthesis were closely related to a sense of presence. These results suggest that sense of presence is not a single and simple concept for non-researchers, but is instead an ambiguous and the multidimensional construct with modality-selectivity. These aspects of sense of presence must be considered in specifying physical factors for high presence and establishing objective measures of sense of presence.
著者
南谷 真哉 北原 格 亀田 能成 大田 友一
出版者
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.363-373, 2008
参考文献数
16
被引用文献数
5

This paper proposes "Remote Shared Mixed-Reality" that enables multiple users in distant places to share a same Mixed-Reality space. In this paper, we propose a novel face-to-face tabletop type remote collaboration system to share the same tabletop MR space by two users sitting in distant places. In order to realize the system, the system has to execute the all processes, capturing, sending, and rendering the appearance of users, real/virtual objects in real time.
著者
石川 優 牟田 将史 田丸 順基 中田 英輔 上原 皓 星野 准一
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.19, no.2, pp.227-236, 2014-06-30 (Released:2017-02-01)

In this paper, we propose the method for creating multi-view movable fogscreen, and then implement it in our system called "HANASUI". "HANASUI" displays handheld-like fireworks through a fog screen instead of sparkles. Our method generates projection data dynamically from a virtual space and then casts it with multiple projectors, tracking the marker attached to the device which spouts fog at the fogscreen with infrared cameras and infrared floodlights. Finally we conducted a survey to verify the capabilities of "HANASUI" and its potential for art and entertainment purposes.
著者
鈴木 直樹 服部 麻木 江積 剛 熊野 宜弘 池本 明夫 足立 吉隆 高津 光洋
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.3, no.4, pp.237-243, 1998-12-31 (Released:2017-02-01)
参考文献数
12
被引用文献数
4

We have developed a virtual surgery system capable of performing surgical maneuvers on the elastic organs. In this system it is able to handle organs as elastic models and obtain a value for force feedback in real time. Furthermore, by connecting to the force feedback device we tried to manipulate the elastic organ model with a sense of touch. We tried to devise a system that would allow us to push, pinch, or incise these soft tissue models in virtual space, with a sense of touch.
著者
徳永 康祐 小川 将樹 池畑 諭 増田 知尋 妹尾 武治
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.35-47, 2016-03-31 (Released:2017-02-01)
被引用文献数
1

Recently, we can very easily and frequently find vection scenes in Japanese movies and animation films. However there had not been a database for them. Our purpose of this study was to make a database of vection scenes in Japanese movies and animations and provide VR psychologists all over the world with that database. We checked many movies and animations and found 30 vection scenes. We uploaded that information on our web site (senotake.jp). We also conducted a psychological experiment to assess vection strength obtained by those scenes and compared them to perceived vection obtained by a normal and simple vection stimulus (the standard stimulus) that had been used in our previous vection experiments. The results showed that perceived vection induced by those scenes were nearly the same strength as that of vection induced by the standard stimulus. We also revealed some effective and inefficient techniques of scene presentations in this study. Finally we calculated various image statistics and compared them to vection strength. That analysis revealed that a scene that contained more changes could induce stronger vection. We sincerely hope that this study can be the bridge between experimental psychologists and contents creators and developers.
著者
佐藤 啓宏 楢崎 雄太 大石 岳史 池内 克史
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.185-193, 2014-06-30 (Released:2017-02-01)

Smart-tourism is one of the important applications in the trends of Mixed Reality System. A MR Bus system, a mobility platform, is designed for the large-area contents based tourism. In this paper, we propose a novel sound system to support the MR Bus platform which can play the sound realistically in the real environment mixed with virtual objects. Our method consists of three main components: 1) HRTF Open-Air Headphone, 2) Acoustic synthesizer using the image processing with simple sound models, 3) Sound Source Management by GPS. Our method is evaluated by the questionnaire from tourists. The result shows a good performance on the enjoyment of sound effects.
著者
丹羽 真隆 伊藤 雄一 岸野 文郎 野間 春生 柳田 康幸 保坂 憲一 久米 祐一郎
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.14, no.2, pp.223-232, 2009-06-30 (Released:2017-02-01)
参考文献数
30

In this paper, we explore the use of tactile apparent motion at different patterns and speeds for information displays. As the first step, we investigate stimulus conditions and the number of tactors to build information displays. As the second step, a prototype of tactor array consisting of five tactors, which is mounted on the upper arm of subjects, was constructed. In order to evaluate the system, experiments to measure the performance of users' ability to distinguish between multiple kinds of stimuli were conducted for two levels: physical level and semantic level. For the physical level, users' ability to distinguish four motion patterns at three different speeds was tested. For the semantic level, users' ability to identify four kinds of messages with three levels of importance, each of which corresponds to the combination of specific motion pattern and speed, was tested. In both experiments, users had little trouble with pattern and speed identification. Several ideas for future exploration of tactile apparent motion for general-purpose information displays are presented.
著者
末石 智大 長谷川 圭介 奥村 光平 奥 寛雅 篠田 裕之 石川 正俊
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.173-183, 2014-06-30 (Released:2017-02-01)
被引用文献数
1

In this paper, we propose an image and tactile presentation system for quickly moving objects, high-speed dynamic information environment, and a calibration method between a camera and Airborne Ultrasound Tactile Display(AUTD), which can present tactile sensation noncontactly as focused ultrasound. We realize one example of high-speed dynamic information environment that even if an object is moving, we can use the object as a tool for human interfaces without delay by combining a high-speed gaze controller by rotational mirrors. An accuracy of position, however, is not sufficient against difference threshold between images and tactile sensation because of mainly error of position between AUTD and camera. We calibrate the AUTD-camera system by visualizing the invisible focal position using Frustrated Total Internal Reflection(FTIR). Experimental results show that estimation accuracy is better than the threshold.
著者
御手洗 彰 棟方 渚 小野 哲雄
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.22, no.1, pp.41-50, 2017 (Released:2017-03-31)
参考文献数
13

In recent years, gesture recognition using surface-electromyogram (sEMG) has become popular and these approaches can classify gestures at a high recognition rate. In particular, easily-mountable sEMG based gesture recognition devices have been developed. When developing such devices for use in daily lives, it is necessary to consider situations where users will be using the device while gripping objects, such as umbrellas, bags and so on. By using sEMG of the forearm, it is possible to still collect data without intruding on what the user is doing in these situations. However, sEMG based gesture recognition while gripping an object still lacks sufficient investigation. Therefore, in this study, in order to investigate the feasibility of gesture input while gripping an object, we performed an experiment to measure recognition accuracy for four hand gestures of users while they are holding a variety of objects. From the results, we discuss both feasibility and problems of gesture input while gripping objects and propose a new approach to resolve those problems.
著者
佐藤 綱祐 植田 真弘 渡辺 啓太 水野 秀一 眞鍋 政義 矢野 博明 岩田 洋夫
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.467-476, 2017 (Released:2017-12-31)
参考文献数
19

This paper presents a system that consists of three robots to imitate the motion of top volleyball blockers. In a volleyball match, in order to score by spiking, it is essential to improve the hitting percentage of each spiker. To increase the hitting percentage, iterative spiking training with actual blockers is required. Therefore, in this study, a block machine system was developed that can be continuously used in an actual practice field to improve attack practice. This robot performs high speed movement on 9 m rails that are arranged in parallel with the volleyball net. In addition, an application with a graphical user interface to enable a coach to manipulate these robots was developed. It enables the coach to control block motions and change the parameters such as the robots' positions and operation timing. Through practical use in the practice field, the effectiveness of this system was confirmed. In this paper, we describe the effectiveness to players through utilization of the system in actual practice. In addition, we clarify the improvement points exposed at that time, propose and construct a sensor system and describe its evaluation and future possibilities.
著者
八木 明日華 井村 誠孝 黒田 嘉宏 大城 理
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.4, pp.409-417, 2012
参考文献数
25

We propose a 360-degree interactive fog display which provides different images according to observers' position. The proposed display utilizes forward light scattering of fog. Due to the strong directional scattering, multiple images which are projected from different directions on a cylindrical fog screen can be transmitted to different observers. The fog display brings motion parallax to observers that can recognize the 3D structure of the presented objects. Another advantage of the fog display is that observers can insert their hands into the screen. This property gives the observers a consistent feeling of distance which comes from both visual and somatic sensations.
著者
佐々木 博 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.5, no.1, pp.795-802, 2000-03-31 (Released:2017-02-01)
参考文献数
16
被引用文献数
6

The cognitive rate offour levels of hardness was experimentally examined in ten normal volunteers with actual object as well as virtual object displayed by a glove-shaped force display, in order to discuss the role of visual, tactile and proprioceptive sensation in cognition of the hardness of an object. The experiment was carried out under five conditions as follows, 1 ) actual object; 2) actual object without tactile information about the object deformation; 3) actual object without proprioceptive information; 4) virtual object using a force display and 5) virtual object with visual information. The cognitive rates were 94, 82.8, 92.6, 83.6, 90.4%, respectively. The role of visual information was greater than proprioceptive information, however less than tactile information. A method to enhance the hardness display performance by alternating the visual information was proposed and its effectiveness was shown experimentally as the increase of the hardness cognition rate from 90.4 to 93.0%.
著者
瀬戸崎 典夫 森田 裕介 竹田 仰
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.4, pp.537-543, 2006
参考文献数
11
被引用文献数
18

The purpose of this paper is to elucidate the basic data for future study as estimated from the demonstration class. At first, we conducted a "needs based investigation" for teachers to examine the VR teaching materials available for educational purposes. The investigation contents dealt with "use of materials," "level of students to be taught" and "functional needs of the VR materials". We have made improvements in the portability and operability of the 3D VR system used for screen presentations based on the results of the "needs investigation." Following this, we brought the VR teaching materials, which we produced, to a senior high school and performed a teaching demonstration using the VR system. Furthermore, we performed a survey based on the subjective evaluations of both teachers and students who attended the demonstration. As a result, the VR teaching material we used left a positive impression on the students and teachers who were involved in our demonstration.
著者
中島 武三志 菅野 由弘
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.585-594, 2016

<p>Wearable devices have been numerously reported so far which aim to augment eating experience by applying crossmodal perception that multiple senses are interacting with each other and are integrated as one experience. As for devices which append sensory stimuli artificially, it is considered that multisensory integration would be lost if a delay between multiple sensory stimuli arises. On the other hand, a novel experience could be also obtained by utilizing the delay. This research investigated the perception of a time-lag between delayed auditory feedback of chewing potatochips and actual chewing behavior. As a result, most of the participants perceived time-lags at more than 200 [ms], and this result can be attributed to the durations of closing and occlusal phase of mastication. This research also investigated the effect of the time-lag on "zakuzaku" (crunchy) feeling of potatochips. As a result, 100 [ms] time-lag augments zakuzaku feeling most, and the evaluation values of zakuzaku feeling tend to vary more widely when the time-lag becomes perceived. According to the above results, this paper showed that delayed auditory feedback of mastication could augment zakuzaku feeling without spoiling multisensory integration.</p>
著者
土佐 尚子 松岡 正剛
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.1, pp.41-47, 2005
参考文献数
13

We offer Cultural Computing as a method for cultural translation that uses scientific methods to represent the essential aspects of culture. Including images that heretofore have not been the focus of computing, such as images of Eastern thought and Buddhism, and the Sansui paintings, poetry and kimono that evoke these images, we projected the style of communication developed by Zen schools over hundreds of years into a world for the user to explore - a somewhat exotic Eastern Sansui world. Through encounters with Zen Koans and haiku poetry, the user is constantly and sharply forced to confirm the whereabouts of his or her self-consciousness. However, there is no "right answer" to be found anywhere.
著者
小木 哲朗 山田 俊郎 栗田 裕二 服部 陽一 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.8, no.1, pp.37-46, 2003
参考文献数
54
被引用文献数
4

Video avatar technology has become very popular as a high presence communication tool in the shared virtual world. In order to generate a realistic video avatar, several modeling techniques, such as the 2D plate model, 2.5D surface model or 3D voxel model have been proposed. This paper discusses the features and the usage of the various video avatar techniques. The appropriate video avatar that is used in the application system should be selected according to the purpose and the system environments. In addition, we also discuss the video avatar studio and the video avatar server technologies that were developed to utilize the various video avatar methods effectively in the networked virtual environments.