著者
松山 菜々 松田 壮一郎 蜂須 拓
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.283-290, 2022-12-28 (Released:2022-12-28)
参考文献数
25

This paper presents an experiment to demonstrate that social stimulus (changes in facial expressions) can generate haptic sensations in a human-agent interactions setting. We designed and developed a system in which an human-like agent on the display behaved as if it pulled the mouse cursor against a human participant control. The results of the experiment showed that participants felt significantly larger force when the agent exhibited the negative face during the pulling motion than that when the agents kept the positive face. Besides, the force sensations quantified with control-display ratio negatively correlated with some of sub-scales of the Autism-spectrum Quotient score. This indicates that the social stimulus is as important as physical stimulus when designers and researchers design human-agent haptic interactions.
著者
近藤 亮太 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.27, no.4, pp.353-360, 2022-12-28 (Released:2022-12-28)
参考文献数
34

Visual-tactile synchronization or visual-motor synchronization makes a non-native body feel like one’s own body (illusory body ownership). Although previous studies have shown that body ownership can be induced in multiple bodies, it is unclear whether body ownership switches between bodies or is generated in multiple bodies simultaneously. We hypothesized that if body ownership is generated in multiple bodies simultaneously, the perception of affordance for aperture pass-ability will change corresponding to the number of bodies. This study investigated whether two avatars moving synchronously with the participant’s movements could induce body ownership in multiple avatars and whether this could change the affordance perception. The results showed that two avatars induced weaker body ownership than one avatar. However, the affordance perception did not change regardless of the number of bodies. One possibility is that the body ownership switched between the two avatars. Thus, even if the body ownership for one body switches between bodies, all the multiple bodies are may still be experienced as one’s own body.
著者
長野 瑞生 櫻井 翔 野嶋 琢也 広田 光一
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.23, no.3, pp.169-177, 2018 (Released:2018-09-30)
参考文献数
22

Several studies have investigated the influence of appearance and motion of a visually perceivable object, such as a person's image, video, or an avatar in the virtual environment, on the body sense. These studies have primarily examined the effect on the senses of ownership and agency with one's body or with the object while exercising and observing the object in real-time (on-line movement observation). This paper examines the influence of the appearance and motion of an avatar object on recognizing the agent of the object's motion (self-body recognition), when the timings of self-exercising and observing the avatar's motion are different (off-line movement observation). Obtained experimental results show that the visual motion of the avatar has a significant effect on self-body recognition with the avatar. Furthermore, the effect of the avatar's appearance on self-recognition can vary according to the person's gender. It has also been found that increased self-body recognition with the avatar can lead to greater number of flaws being observed in the avatar's motion.
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 (Released:2017-02-01)
参考文献数
19

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.
著者
大山 英明 前田 太郎 舘 [ススム]
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.7, no.1, pp.59-68, 2002-03-31 (Released:2017-02-01)
参考文献数
78
被引用文献数
3

Telexistence, tele-existence, or telepresence, is an advanced form of teleoperation, which enables a human operator to remotely perform tasks with dexterity, providing the user with the feeling that he or she is present in the remote location. Although tele-existence/telepresence as an engineering concept was proposed in 1979-1981, a comic titled " Jumborg A " proposed and illustrated a primitive tele-existence robot control system in 1970. As a matter of fact, some fictitious robot control systems in novels, comics, animations, and movies precede real robot control systems. In this paper, we will introduce the history of telexistence robots, both in terms of current technology and science fiction
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 (Released:2019-12-31)
参考文献数
28

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.
著者
渡邉 英徳
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.157-162, 2009-06-30 (Released:2017-02-01)
参考文献数
15

We propose a new design methodology for 3Di (3D Internet). The designer should pay attention to 1. the visibility, 2. direct accessibility, and 3. spatialization of the target object. We have applied this methodology for producing and designing plenty of architectural and artistic space in 3Di. This paper explains the concept and concrete design methodology thorough applied artworks.
著者
小柳 陽光 大村 廉
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.513-522, 2017 (Released:2017-12-31)
参考文献数
16

Since body ownership illusion is expected to enhance an individual ability and positive psychological effect, any existing studies investigated the cause of the body ownership illusion on a human-like avatar. However, few studies have been focused on an avatar whose figure is a non-humanlike, such as a bird. If the illusion on a bird avatar can be controlled, the user's feeling of the presence in virtual reality world and flying experience are expected to be enhanced. Thus, we conducted some experiments to investigate factors to elicit a sense of body ownership over a bird avatar. We evaluated how features of a bird, such as flying action, short body, and sounds of flapping, affected the sense of body ownership. Our findings suggest that a motion synchronization between a participant's body and an avatars' one induce a sense of body ownership. Furthermore, appearance of a bird increases user's immersion in flying experience. Avatar's appearance affects a sense of body ownership over a non-humanlike avatar.
著者
西田 惇 松田 壮一郎 大木 美加 高鳥 光 佐藤 綱祐 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.23, no.3, pp.149-158, 2018 (Released:2018-09-30)
参考文献数
23

We have been developing a set of wearable devices for providing an egocentric child experience to the wearer, named CHILDHOOD. The system is composed of two wearable devices: 1) a visual translator for mapping the wearer's eyesight level onto his/her waist position by using a head-mounted display and a wearable camera module, and 2) a pair of passive hand exoskeletons for miniaturizing hand gestures by using motion conversion mechanisms. In this paper, we revised the configuration of the visual translator to improve the usability, and implemented a new passive mechanism of the hand exoskeleton for achieving natural grabbing motion. We conducted a field study at a nursing school for evaluating how the visual system modulates the perception of interpersonal distance, and also performed a lab study to observe the changes in a user's hand function while using the exoskeleton with a peg test environment.
著者
中村 拓人 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.23, no.1, pp.35-43, 2018-03-31 (Released:2018-03-31)
参考文献数
29

The Hanger Reflex is a phenomenon that a head rotates involuntarily when the head is fastened with a wire hanger. This phenomenon is also observed on the wrist, and is expected to apply for small and simple haptic feedback device. However, the poor responsiveness and large actuators are still left as issues. In the meantime, we discovered a phenomenon that the perceptual force from the hanger reflex is enhanced when the vibration is presented to the wrist. If we can control this simple and strong perceptual illusion, we can cope issues still left and realize the small and simple haptic device. Therefore, in order to apply this phenomenon to the haptic device, this paper reports details about this phenomenon and the effect of the frequencies and amplitudes of the vibration. As results of the experiments, we observed that the low frequency (50-100Hz) vibrations efficiently enhanced the perceptual force. Also, we observed that the participants perceived stronger perceptual force if the vibration of a greater amplitude was presented. These results suggest that the enhancement of the perceptual force is controllable and can apply to the haptic device.
著者
安藤 英由樹 平松 誠治 加藤 厚生
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.245-248, 1998-12-31 (Released:2017-02-01)
参考文献数
5
被引用文献数
1

We developed a system that makes viscous sensation to the human legs in mud like wet rice field. In the first half of this paper , we mentioned a structure and a system of the force display device to the legs and its motion. In the latter half part, we mentioned some results of the experiment to evaluate comparative with real mud rice field. As the experimental results , we confirmed that the result next to real thing and almost subjects could fell it as (environment of) mud rice field.
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

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
望月 典樹 中村 壮亮
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.76-85, 2021 (Released:2021-04-01)
参考文献数
34
被引用文献数
2

In the current immersive VR system, the motion of the virtual body that the user operates is limited to what can be performed in real body, since the natural real body motion is generally used as a system input. Therefore, in this research, we propose the concept of “Motion-Less VR” which is an immersive VR interface that does not require the real body motion. The interface is consisted of the functions which are; sensing joint torque while the real body is mechanically restrained, calculating virtual motion through forward dynamics, and presenting motion information. As a first step, we developed a basic system and potential feasibility was evaluated.
著者
雨宮 智浩 青山 一真 伊藤 研一郎
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.26, no.1, pp.86-95, 2021 (Released:2021-04-01)
参考文献数
28

Due to COVID-19, university lectures in Japan faced a change of face-toface lecture to a live online lecture. However, students at home need extra efforts to stay engaged to online lectures. This paper aims to increase engaged participants by changing the instructorߣs face shown over the lecture slide. First, students selected an in-favor and out-of-favor instructor photo which was both used to animate facial expressions in real-time using an open source deepfake software “Avatarify”. Students posted comments during the lecture and answered a simple quiz at the end. No significant difference was found for the quiz result, although the number of posting comments increased for the favorable photo. Therefore, we speculate that facial appearance influences the engagement of student participation in a live online lecture.
著者
岡崎 龍太 栗林 英範 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.2, pp.335-343, 2016 (Released:2016-09-09)
参考文献数
24

Listening music with mobile devices is now a part of our daily life. With the aim of generating vibration-based feedback to enrich musical listening experiences with mobile devices, we have applied a frequency shifting method, which was proposed previously in the literature for mixer manipulation or cross-modal relationship between tactile and auditory stimuli. Experimental results showed that the proposed method significantly increased the listener's evaluation of sound consisting of high-frequency components.
著者
門脇 拓也 丸山 三智佳 早川 智彦 松澤 直熙 岩崎 健一郎 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.24, no.1, pp.23-30, 2019 (Released:2019-03-31)
参考文献数
15

Recently, many interactive video display devices using body movement as input have been developed. However, their intrinsic latency before the resulting images are displayed creates a discrepancy between the visual information to the user and the physical sensation. This research aims to investigate the impact on user performance and latency perception when there is latency between the user's physical input to the system and the visual feedback. We developed a video latency control system to film the user's hand movements and control the latency when displaying the video (The standard deviation is 0.38 ms). The minimum latency of the system is 4.3 ms, hence this enables us to investigate the performance and latency perception in unknown low latency range. Using this system, we conducted experiments wherein 20 subjects performed a pointing task based on Fitts' law to clarify the effect of video latency, particularly for low latency. Experimental results showed that when the latency is over 24.3 ms, it begins to be sensed more easily by the user and the performance begins to decrease. This result will be applied to determine a standard limit for video latency in interactive video devices.
著者
佐藤 清秀 内山 晋二 山本 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.10, no.3, pp.391-400, 2005-09-30 (Released:2017-02-01)
被引用文献数
3

This paper describes a new robust registration framework, which is named "UG+B", for Augmented or Mixed Reality (AR/MR) applications. Our methods measure pose of a head-mounted display (HMD) using not only an image captured by a user's view camera mounted on the HMD, but also images captured by bird's-eye view cameras each of which observes the HMD from a third-person's viewpoint, as well as an orientation measured by a sensor mounted on the HMD. In our methods, the markers placed in the scene and that on the HMD are tracked on the user's view and the bird's-eye view image respectively. Then, the pose of the HMD is estimated to minimize the sum of the re-projection error for all markers. Furthermore, the inclination angles measured by the orientation sensor are used as known values to constrain the pose, thus, the remaining parameters, i.e. the position and azimuth angle, are deduced by image information. In addition to theoretical discussions, this paper demonstrates the effectiveness of our methods by experiments in comparison with conventional vision-based registration methods.
著者
松井 和輝 古川 正統 安藤 英由樹 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.20, no.3, pp.243-252, 2015

We manipulate equipment naturally as an extension of physical ability. However, it is unclear whether we can transform supernumerary body parts to our body image to use the equipment as a similar body parts. So, this study suggests that ownership is formed by the simultaneity of visual and tactile stimulation, and that this perception of ownership is important to form the body image. In addition, we propose that if the equipment appears to be extended continuously from our body and ownership of the equipment occurs, then the body image will be transformed to include the equipment. Therefore, in this study, the equipment was arranged to appear as extending from the body, and visual and tactile stimulation were used to elicit ownership of the equipment. The results confirmed that body image was transformed to include the equipment. Furthermore, this suggested that it is possible to incorporate equipment into one's body image, and that we could use the equipment as a supernumerary our own body-part.
著者
今 悠気 中村 拓人 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.565-573, 2016 (Released:2017-02-01)
参考文献数
31
被引用文献数
2

Application of the Hanger Reflex to walking navigation was investigated. The Hanger Reflex is a phenomenon that produces an illusory force and involuntary rotation of the body parts by skin deformation. It was first applied at the head by using a wire hanger, but is now known to work on many body parts such as the waist, wrist, and ankle. In the experiment combining Hanger Reflex devices at the head, waist, and ankle, we confirmed that the waist-type Hanger Reflex is the most effective, and that combined Hanger Reflex imparted limited influence on the results.
著者
大久保 賢 山村 美紀 薛 馬各 林 卓人 野嶋 琢也 内山 博子
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.26, no.2, pp.117-128, 2021-06-30 (Released:2021-06-30)
参考文献数
56

In this paper, we propose a method for creating a Kinetic Clothes with a scalable shape-changing interface. The Kinetic Clothes is a clothes which is composed of a deformable garment and changes its shape along wearer’s biometric information. Many of the conventional Kinetic Clothes are composed of motors and shape memory alloys. Then their systems are difficult for fashion designers to implement from the beginning since it requires wide range of knowledge in engineering. Therefore, we tried to adopt a scalable shape changing interface and propose a toolkit system to create Kinetic Clothes with the interface. With the toolkit, the user who does not have an experience in engineering can create the Kinetic Clothes. The detail of the created Kinetic Clothes and the workshop with the toolkit are described in the paper.