著者
田辺 健 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.1, pp.125-134, 2017 (Released:2017-03-31)
参考文献数
23

We here propose a device that can display a translational force and torque using two vibration speakers. Each vibration speaker generates an asymmetric vibration when a sound with an asymmetric amplitude is input. Asymmetric vibrations induce perceived forces that pull or push a user's hand in a particular direction. The user perceives a translational force and/or torque with his/her thumb and index finger based on the direction and amplitude of each speaker's force. We conducted four evaluation experiments to evaluate the mechanical properties and the proprioceptive sensations. As result, we confirmed that the proposed device can present the translational force with a maximum value of 0.5 N and the torque with a maximum value of 9.5 N·mm.
著者
上村 尚弘 森谷 哲朗 矢野 博明 岩田 洋夫
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 = Transactions of the Virtual Reality Society of Japan (ISSN:1344011X)
巻号頁・発行日
vol.8, no.4, pp.399-406, 2003-12-31

This paper describes development of a food simulator. A taste of food arises from mixture of auditory, chemical, and force sensation. This food simulator is a haptic interface that can generate a force to user's teeth when the user bites a food. It consists of a film-like force sensor and one degree-of-freedom manipulator. The food simulator generates a food texture according to the force profile captured from a user's biting force of a real food. Then the profile of the biting force is replayed by controlling the reaction force of the device.
著者
大丘 達也 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.15, no.2, pp.263-272, 2010
被引用文献数
3 3

We propose a substitutive tangential force and slip display method by controlling position of the vibrotactile phantom sensation (VPS). The tangential force is substituted by the VPS position displacement and the slip is displayed as the oscillatory displacement of the VPS position. A 20mmx20mmx20mm fingertip-wearable device with four pins has been prototyped. The evaluation experiments demonstrated the feasibility of the substitutive display of tangential force and slip, and the assistive effect in cognition of contact state change.
著者
南澤 孝太 深町 聡一郎 梶本 裕之 川上 直樹 舘 〓
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.1, pp.15-23, 2008
被引用文献数
17 9

We propose a wearable haptic display to present the sensation of weight and inertial force of virtual objects, which is based on our novel insight that the deformation on fingerpads makes a reliable sensation of weight even when the proprioceptive sensations on wrist and arm are absent. The goal of this project is to meet the increasing demand for realistic haptic feedback with a simple haptic display that delivers realistic existence of virtual objects in entertainment, augmented reality or telexistence systems.
著者
金森 俊雄 岩井 大輔 佐藤 宏介
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.20, no.3, pp.263-266, 2015

In this paper, we aim to manipulate user's perceived shape of a curved surface by using pseudo-haptics in projection-based mixed reality. We investigate how we can change the shape which a user feels when touching a curved surface with an index finger, by projecting his/her shifted hand image onto the user's own hand. We performed experiments to investigate the effects of pseudo-haptics and evaluated their influences. The results showed that the shape which the participants perceived was deformed from the actual shape they touched. The results prove the possibility for manipulating user's perceived shape of a curved surface by using pseudo-haptics in projection-based mixed reality.
著者
金森 俊雄 岩井 大輔 佐藤 宏介
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.20, no.3, pp.263-266, 2015

In this paper, we aim to manipulate user's perceived shape of a curved surface by using pseudo-haptics in projection-based mixed reality. We investigate how we can change the shape which a user feels when touching a curved surface with an index finger, by projecting his/her shifted hand image onto the user's own hand. We performed experiments to investigate the effects of pseudo-haptics and evaluated their influences. The results showed that the shape which the participants perceived was deformed from the actual shape they touched. The results prove the possibility for manipulating user's perceived shape of a curved surface by using pseudo-haptics in projection-based mixed reality.
著者
金 相賢 盛川 浩志 渡邊 克己 河合 隆史
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.21, no.4, pp.675-683, 2016 (Released:2017-02-01)
参考文献数
22

In this study, the effects on concentration of attention, cognitive activity such as memory was examined in consideration of humans' cognitive characteristic over 3D images about the partial 3D image which changed a part of picture. The experiment of concentration of attention was carried out by measuring reaction time in visual search task using a simple visual target and eye fixation while viewing natural color image. On the other hand, the experiment of cognitive effect such as memory, the searching time until the changes are recognized were computed using the change blindness subject. That needs the cognitive activity of comparing by memorizing a picture temporarily while turning a look for detection of change. As a result, it was suggested by the partial 3D image that an object has the cognitive effect which is easy to go up to consciousness and to remain in memory.
著者
橋口 哲志 片岡 佑太 柴田 史久 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.21, no.4, pp.635-644, 2016 (Released:2017-02-01)
参考文献数
25

In Mixed-Reality space, it appeared that the sense of weight can be affected by a MR visual stimulation with a movable portion. We named this psychophysical influence caused by the difference between dynamics of the real object (R) and the virtual object (V) movement, the “R-V Dynamics Illusion”. There are many combinations of experiments that can be conducted. Previously, we conducted experiments of the case where the real object is rigid and the virtual object is dynamically changeable. In this paper, we conducted experiments of the case where the real object is liquid and both the real and the virtual objects are dynamically changeable. The results of the experiments showed that the subjects sensed weight differently when virtual object with a movable portion is superimposed onto a real liquid object.
著者
ヨッシリ アーリヤクン 中本 高道
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.4, pp.589-594, 2010
被引用文献数
1

We have developed a new odor generator by using an electro-osmotic pump and a surface acoustic wave (SAW) device. This equipment can generate smells by atomizing a tiny droplet of odor sample from electro-osmotic pump, using SAW device. Since the droplets are vaporized forcibly by SAW streaming effect, even the low volatile odor can be rapidly generated. In this paper, the ability to present smell and to eliminate it rapidly as well as that to control the odor concentration was confirmed by measuring the response of QCM sensor to the low-volatile sample in addition to the sample with moderate volatility.
著者
本多 明生 柴田 寛 行場 次朗 岩谷 幸雄 鈴木 陽一 大内 誠
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.12, no.4, pp.487-496, 2007
被引用文献数
1 1

Several studies have examined the transfer effects of playing action video games. Recently, some researchers have proposed auditory virtual reality games with three-dimensional virtual auditory display. These studies were intended to apply auditory virtual reality games to the auditory education of visually impaired people. However, few studies have investigated the transfer effects of playing auditory games. In this paper, we introduce previous studies that investigated transfer effects of playing virtual three-dimensional auditory games. Moreover, we proposed new perspectives and future assignments of auditory virtual reality games.
著者
上田 祥平 池井 寧 広田 光一 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.21, no.1, pp.15-22, 2016

We developed a walking recording and experiencing system. For the recording system we captured stereo motion images from two cameras attached to a person's forehead with synchronized data of ankles' accelerations. For the experiencing system we presented 3-D motion images with binocular disparity on a head-mounted display, and presented vibrations to user's soles of feet at the same time. The vibration was made from a footstep sound when a person walked. We found that users subjectively reported that the 3-D motion images with synchronized foot vibrations elicited stronger feelings of walking, leg motion, stepping, and telepresence than without vibrations. These results suggest that our walking experiencing system gives users somewhat active walking feelings.
著者
小野寺 英子 仁科 エミ 中川 剛志 八木 玲子 福島 亜理子 本田 学 河合 徳枝 大橋 力
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.315-325, 2013

To address complaints about irritating sounds on train station platforms beyond the limitation of conventional noise reduction approaches, we applied the hypersonic effect, which refers to the positive way in which inaudible complex high frequency components (HFCs) produces a salutary physiological and psychological effect on human through the activation of fundamental brain. We created a virtual platform acoustic environment in the experimental room as well as actual platform space by reproducing highly accurate broadband recordings of actual platform sounds. We developed hypersonic contents of effective HFCs obtained from a rainforest environment and developed hypersonic public announcements and hypersonic departure bells containing HFCs. We evaluated the psychological and physiological effects of hypersonic contents presented alongside the platform acoustic environment. Subjects showed significantly more positive impression of the acoustic environment and significantly greater alpha 2-electroenchephalography potential, indicating the efficacy of the hypersonic effect in ameliorating the unpleasantness of a noisy environment.
著者
吉元 俊輔 黒田 嘉宏 井村 誠孝 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.16, no.3, pp.307-315, 2011

Tactile feedback of the quantified shape feature according the tactual exploration with an interface is required. Electrotactile display fits together with an input interface because of its small and simple stimulator. The level of the self-similarity is one of the quantified shape features of an object. In order to present a self-similar object, the electrotactile display which can control the sensation of the skin indentation is required. In this study, we proposed the representation of the skin indentation by modulating with pulse rate of the uni-stimulus to present self-similarity of an object. To calculate the stimulus according to the tactual tracing of an arbitrary surface, the simplified skin indentation is estimated and modulated by the pulse rate. Furthermore, the developed electrotactile mouse had an anode and a ground electrodes to present the stimulus at a fingertip during the manipulation. The relationship between pulse rate and the sensory intensity of the skin indentation and the discrimination of the dimension of the self-similarity were examined. The results indicated that electrotactile pulse rate modulation of the skin indentation was effective below the pulse rate 100pps, and users could discriminate the level of the self-similarity.
著者
林 隆伯 中泉 文孝 矢野 博明 岩田 洋夫
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.10, no.2, pp.163-171, 2005
被引用文献数
6 2

We developed a spherical immersive projection display, a new model of EV(EnspheredVision). This display consists of spherical screen, plane mirror, convex mirror, six projectors and mechanical shutter. Multiple projector enables to improve the image resolution and brightness as compared with the former EV. Observer can watch the 360 degree panoramic stereo image using liquid crystal shutter glasses.
著者
山本 翼 杉浦 裕太 南澤 孝太 杉本 麻樹 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.18, no.3, pp.371-381, 2013

PukaPuCam is an application service that utilizes a camera attached to balloons, to capture users' photo continuously as a third person's view. Later on, users can glance through their photos using PukaPuCam Viewer. PukaPuCam records interactions between users and surrounding objects or people they meet. One of its features is that as balloon experience air resistance, it can change its inclination according to the user's speed. This promotes users' experience of recollecting records not normally taken. Unlike other similar devices, PukaPuCam uses one of the common design people are familiar with - a balloon; make it an interesting application at tourist spot. Since balloons are cute, we aim to give users more enjoyable, delightful experiences.
著者
黒木 忍 坪井 広樹 望山 洋 渡邊 淳司
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.589-592, 2014

The tactile roughness perception of fine-texture has been investigated by using non-uniform surface materials such as polishing papers, and it has been difficult to quantitatively discuss the relationship between physical properties of surface texture and perceived roughness. To solve this issue, we developed a novel method of making a surface plate that has close-packed structure with microparticles of single size (uniform surface), and that has pseudo-close-packed structure with microparticles of two sizes (mixed surface). In this paper, we estimated subjective equality of perceived roughness of mixed surfaces in relative to the uniform surfaces, and compared the physical properties of the mixed surface and uniform surface with perceptually equal roughness. We found that perceived roughness can be partially-explained by physical distance between relatively-bigger particles, though it is not the case when the distance is much longer than diameter of the particles.
著者
加藤 由訓 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.18, no.3, pp.345-356, 2013

This paper proposes a method for sharing impression, sentiment, and opinion among people listening to an auditory program together by voice sound effects. We call the system "Radi-Hey." In contrast to the conventional Laugh Tracks played by program staff in TV and radio programs, Radi-Hey reflects the input from audiences themselves. The audiences input their opinion by pushing buttons of several short words (e.g. "oh!", "why?") and can listen to the other audiences' opinion by voice sound effects. Recently, text-based systems (e.g. Twitter) have been used for this purpose, but the audiences are required to concentrate on inputting their message and viewing the others' message. The aim of this paper is to realize high level of simplicity that provides much more prompt and easy sharing of the others' opinion by auditory feedback. We conducted two experimental demonstrations: radio broadcasting programs, and presentations at an academic conference. This paper describes the results showing potential applicability of the system, and the pros and cons for the future development.
著者
上田 祐也 清水 祐一郎 坂口 明 坂本 真樹
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.18, no.4, pp.455-463, 2013

In medical interviews, Japanese patients often use onomatopoeia such as "zuki-zuki" and "gan-gan" to express their pains or medical conditions. Using onomatopoeia when expressing pain enables simpler and more direct expressions than normal language as well as expresses the quantity (level/intensity) and quality (location/depth) of the pain. However, the subtle differences in characteristics of pain (such as quality), for example between "zeh-zeh" and "zero-zero", are difficult to grasp accurately. Although grasping these differences accurately is said to be critical, it depend on the level of skill of a doctor. So in this study, we constructed a system which supports communication between patients and doctors by evaluating meanings expressed by onomatopoeia. When a user inputs Japanese onomatopoeia, our system estimates quantities and qualities of pains using the relationships between the sounds used in the onomatopoeia and meanings expressed by 35 rating scales such as "sharp - dull", "strong - weak", and "deep - shallow". Visualizing of pains will help to compare between conventional onomatopoeic words such as "zeh-zeh" and novel words such as "zero-zero".
著者
青山 一真 安藤 英由樹 飯塚 博幸 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.19, no.3, pp.315-318, 2014

In this work, we researched the human perceptual attribution for acceleration sensation evoked by Galvanic Vestibular Stimulation (GVS) and validated the enhancement effect of countercurrent using the dead current strength. In the results of experiments, we searched that the current threshold is 0.3 - 0.4mA by measuring the rate of correct directional perception. To validate the enhancement effect of countercurrent, we compared the rate of correct perception in long and short countercurrent and constant current. In the result, the rate of correct directional perception in long countercurrent is significantly higher than that of constant current in the dead current value.
著者
本荘 直樹 伊坂 忠夫 満田 隆 川村 貞夫
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.10, no.1, pp.63-69, 2005
被引用文献数
3

The conventional sports skill trainings using the visual feedback information are executed off-line. However, we suspect that giving the information on a motion under training is more efficient to obtain sports skill, because the learner can correct the motion in real time. But it is difficult to obtain the visual feedback information in real time, because the information shown in the display can't be seen because there are many cases where the learner's eyes can't be turned on that display. The problem is solved by using HMD, and the system which makes it possible to give information, without depending in the direction of learner's eyes is devised. In this paper, Golf swing is taken up as the subject of sports skill, and we show the system using the visual feedback information in real time can be obtained sports skill quickly.