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, 2013-09-30 (Released:2017-02-01)

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
渡邉 英徳 坂田 晃一 北原 和也 鳥巣 智行 大瀬良 亮 阿久津 由美 中丸 由貴 草野 史興
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.497-505, 2011-09-30 (Released:2017-02-01)
参考文献数
18
被引用文献数
4

We defined the approval requirements and established the design method for information architecture "Plural digital archives" that supplemented existing digital archives' weak point. A digital archive that urges multipronged, overall understanding about archived event can be achieved by this design method. And more, we produced an implementation example "Nagasaki Archive" and verified the validity of the design method through the analysis of behavior and comments of users and the access log of the website.
著者
佐々木 博史 黒田 知宏 真鍋 佳嗣 千原 國宏
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.7, no.3, pp.393-401, 2002-09-30 (Released:2017-02-01)
参考文献数
20
被引用文献数
2

The resent developments of the compact hardware have been realizing Wearable Computers. On the other hand, there are just a few studies of the input interface for wearable computers. However, most of those interfaces lack portability or are not comfortable in using it. This paper presents "Hand-Menu System", an innovative input interface for wearable computers, utilizing Augmented Reality techniques. This system gives the user a truly intuitive non-contact input interface with visual feedback and physical senses. This system lets a user to choose one of menu items superimposed on his five fingertips of a hand by simply touching it with a fingertip of the other hand.
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
高下 修聡 荒井 謙 齊藤 寛人 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.27, no.4, pp.403-412, 2022-12-28 (Released:2022-12-28)
参考文献数
15

Many previous studies have reported on the transformation of perception/behavior, body image, and body schema due to the use of avatars in VR space. However, there are few previous studies on those transformations associated with the wearing of avatars with non-innate physical characteristics such as animal avatars, leaving many unexplored areas. In this study, we focused on the octopus as an example of an animal with non-native physical characteristics such as softness and structural consistency from arm to fingertip. Therefore, we developed an avatar that externally mimics the arm of an octopus, a box-shaped avatar, and a human arm-shaped avatar, and measured the movement of the right upper limb during manipulation and the sensory and cognitive changes after manipulation. The results showed that subjects felt their bodies became softer and their body image changed after manipulating the avatar that imitated an octopus arm. The possibility of behavioral change was also confirmed with the octopus avater.
著者
中川 航太朗 井上 康之 Harin Hapuarachchi 杉本 麻樹 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.27, no.4, pp.341-351, 2022-12-28 (Released:2022-12-28)
参考文献数
45

We aimed to investigate whether illusory embodiment occurs in arms that stretch farther than usual arms in a virtual environment and how embodiment is acquired in different stretching methods. We realized three types of arm stretching methods: the hand extended ten times the actual movement (constant stretching), the hand extended in an accelerated manner (accelerated stretching), and the hand immediately extended to the target when the user fixed the eyes on the target and moved the hand towards the target (instant stretching). Then, we investigated sense of body ownership, sense of agency and task performance for those. We found that the illusory body ownership and sense of agency were higher in the order of constant stretching, accelerated stretching, and instant stretching. The learning effects on embodiment depended on the stretching method. Task performance was better in the order of constant, instant, and accelerated stretching. These results suggest that the illusory embodiment of the stretching arm and its learning depend on the type of stretching.
著者
畑田 裕二 吉田 成朗 鳴海 拓志 葛岡 英明
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.3, pp.198-207, 2021-09-30 (Released:2021-09-30)
参考文献数
39

Self-distancing is the method of adjusting the psychological distance from one’s own experience. Keeping a psychological distance from the issue affects how we address it. For example, people often devise more creative ideas for others’ problems than for their own problems. In this study, we employed virtual reality for supporting self-distancing. We developed a system that enables the user to operate his/her avatar from the third-person perspective by changing the user’s perspective out of the body. We conducted an experiment in which participants were asked to solve problems that require insight and creative thinking from either the first-person or third-person perspective (3PP). The results indicate that the 3PP increases users’ psychological distance from their experiences and brings greater insight. However, there was no significant difference in the number of ideas that users could devise. Based on these findings, we discuss the interface design required for incorporating self-distancing, regardless of users’ abilities and circumstances.
著者
谷口 大 小川 浩平 磯邊 友美 後藤 典生 石黒 浩
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.288-297, 2021-12-24 (Released:2021-12-24)
参考文献数
29

With the development of engineering technology, many attempts have been made to persuade humans using engineering technology. Research on persuasion toward physical purposes using engineering technology has been conducted. For example, about changing attitudes toward purchasing products. On the other hand, for persuasion toward metaphysical purposes such as understanding abstract concepts and religious ideas, no methodology for using engineering technology has been established. This research aimed to realize persuasion toward metaphysical purposes. We focused on persuasion on the peripheral route in the elaboration likelihood model, and targeted transmission of Buddhist Doctrine as a metaphysical content. In order to achieve this, we have developed the media integrating an android and projection mapping. We discussed the relationship between the conventional media for transmission of Buddhist Doctrine and the developed system, and conducted the field experiment to verify the effectiveness of the developed system. As a result of the analysis, it was shown that the developed system could be effective for the transmission of Buddhist Doctrine. In the future, we plan to verify the effectiveness of the developed system outside of the transmission of Buddhism, and the synergistic effects that occur only by integrating an android and projection mapping in laboratory experiments.
著者
堀江 新 下林 秀輝 齊藤 寛人 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.25, no.4, pp.402-411, 2020-12-25 (Released:2020-12-25)
参考文献数
43

In this paper, we propose a tactile display with multiple stimulus elements that present rotational shear deformation on the skin, and describe the design of a device that applies the proposed method to the back. Shear deformation stimulation to the skin can be used to perceive force in a small device, and numerous methods have been proposed. Among them, methods that present the distribution of spatial shear stimuli are expected to be a method to reproduce skin sensations with high reality. In this study, we propose a tactile display with multiple stimulus elements that present rotational shear deformation to the skin using a rotating motor. A rotary motor is a widely used actuator that is easy to control, and can be scaled to apply to various body parts. In this paper, we design a device that can present the distribution of shear deformation stimuli in the back as an example of the application of this method. In particular, we focused on the size of the rotating tactors and the distance between the tactors among the form factors, and conducted a perception experiment. It was found that when the size of the tactor was 20mm, the direction of rotation was not perceived and the dynamic range of the intensity of the stimulus was maximized, and spatially continuous stimuli could be presented to the back if the distance between the tactors was 60mm or less.
著者
林 大悟 藤田 和之 高嶋 和毅 Robert W. Lindeman 北村 喜文
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.341-350, 2019 (Released:2019-12-31)
参考文献数
25

We explore Redirected Jumping, a novel redirection technique which enables us to purposefully manipulate the mapping of the user’s physical jumping movements (e.g. distance and direction) to movements in the virtual space, allowing richer and more active physical VR experiences within a limited tracking area. To demonstrate the possibilities provided by Redirected Jumping, we implemented jumping redirection methods for three basic jumping actions (i.e., horizontal, vertical, and rotational jumps) using common VR devices. We conducted three user studies to investigate the effective manipulation ranges, and the results revealed that our methods can manipulate a user’s jumping movements without them noticing, similar to redirected walking.
著者
平木 剛史 川原 圭博 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.25, no.2, pp.148-157, 2020 (Released:2020-06-30)
参考文献数
57

Collaborative control system between digital images and multiple robots has attracted increasing attention in the robot environment for displaying information to users. We surveyed the projection-based robot control method for enabling this control system and its applications in the fields of mixed reality and user interfaces. In this paper, we described the requirements of the robot environment for displaying information to users, the related studies of the projection-based robot control system as user interfaces, and the robot control methods using velocity vector fields that was applied in the projection-based robot control. In addition, we described the characteristics and applications of the projection-based robot control system using pixel-level visible light communication.
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
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
東 知宏 伊藤 裕之 須長 正治 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.3, pp.521-524, 2016 (Released:2016-10-31)
参考文献数
7

Motion lines have been studied as expression of motion in static images. We investigated an effect of motion lines in apparent-motion displays. The smoothness of two-frame apparent motion was enhanced by presentation of a motion line between the frames, and even by simultaneous presentation of a motion line attached to an object in the first or the last frame. We additionally proved that the effect of motion lines becomes highlighted with an extended distance between apparent-motion components. The use of motion lines may contribute to production of various types of movies from the point of smoother motion impression with reduced computational load.
著者
中島 武三志
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.28, no.2, pp.71-79, 2023 (Released:2023-06-30)
参考文献数
45

In sound art, an art style that uses sound, the device that generates sound is the core of the work and one of the elements in which the artist’s originality is most pronounced. There is also sound art in which sound is generated and received by touching the work itself. This paper calls sound art, in which tactile sensation is one of the elements of the work experience, “Hapsonic art” and pursues its possibilities as an art style. First, this paper discusses the characteristics of hapsonic art from the perspectives of somatosensory aspects, properties of tactile objects, and activeness of appreciation. Next, while citing other art styles related to hapsonic art, such as musical instruments/musical tools, art for disabilities, kinetic art, and interactive art, this paper organizes similarities and differences from hapsonic art. In addition, while citing other academic research areas related to hapsonic art, this paper makes a proposal for the future development of hapsonic art from the perspectives of somatosensory aspects, materiality, kinetic nature, and activeness/interaction as the characteristics of hapsonic art.
著者
Kenro Go Toshiki Onishi Asahi Ogushi Shunsuke Tokuda Akihiro Miyata
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.28, no.1, pp.43-53, 2023-03-31 (Released:2023-03-31)
参考文献数
24

To feel more familiar with the agents, our previous research proposed an interaction style of agents that makes humorous statements in real time during conversa-tions with users, referring to manzai. Previous studies have confirmed the effectiveness of using agents for a single day. However user may become bored with the agents’ manzai-style joke responses, and their motivation to continue the conversation may decrease. In this paper, we newly introduced simple and nori tsukkomi to tsukkomi agent and conducted a one-week experiment. The results of the one-week experiment using the prototype system showed that the users found the interaction humorous, and their moti-vation to continue the conversation increased when the agents made humorous statements during conversations with the user. In addition, we confirmed that users’ familiarity with the boke agent was improved by conversing with agents for multiple days.
著者
大西 和歩 浦西 友樹 劉 暢 Photchara Ratsamee 東田 学 山本 豪志朗 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.27, no.4, pp.331-340, 2022-12-28 (Released:2022-12-28)
参考文献数
16

Bouldering is a sport where competitors climb an artificial wall using holds as support. The climbing route from start to end is called a problem and each problem has its difficulty grade. As the grade of a problem plays an essential role in measuring climber’s ability, a unified standard is desirable. However, measuring the grade still currently relies on personal experience of the routesetters, which results in huge individual difference. The purpose of this study is to evaluate the grade of a bouldering problem in a uniformed manner. Specifically, we propose a two-step machine learning model that takes into account the difficulty and arrangement of each single hold. Experimental results using 11906 problems show that our model has achieved up to 65.5% of accuracy for classifying 13 classes of problem grades.
著者
瑞穂 嵩人 鳴海 拓志 葛岡 英明
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.311-321, 2022-12-28 (Released:2022-12-28)
参考文献数
41

Episodic memory is known to be environmental context-dependent. The most famous effect is the reinstatement effect: retrieval works better in the same context (SC) as encoding than in a different context (DC). While various environmental context manipulation methods have been examined, we propose a new method using 360-degree video and self-avatar. Comparing the number of words recalled between the SC condition and the DC condition in a within-participant design, there was no reinstatement effect. The result was consistent with the previous works using immersive virtual environments as context. In addition, we found a negative correlation between the presence and the number of words recalled, but it didn’t reach statistical significance. Also, we revealed a time-compression effect of VR only in the condition using self-avatars relevant to virtual environments, not in the condition using a neutral avatar. These findings would be important for the various VR applications.
著者
伊東 健一 伴 祐樹 割澤 伸一
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.277-287, 2021-12-24 (Released:2021-12-24)
参考文献数
28

Wind displays are devices that enhance the presence of virtual reality (VR) by simulating realistic sensation of wind. However, certain wind displays require many wind sources because they reproduce fully physical wind directions. Methods to manipulate perceived directions of wind by cross-modal effects and realize wind displays with fewer wind sources have been proposed so far. We hypothesized that the visuoaudio-haptic cross-modal effect can enhance the effect of the manipulation. Thus we quantitatively investigated the effect of the congruent visual and audio information on the perceived wind directions. We present virtual images of flowing particles and threedimensional sounds of the wind as information to indicate “virtual” wind directions. The user study has shown that presenting both visual and audio information is significantly effective than presenting the audio or visual information alone. The median of absolute errors between the perceived wind directions and the virtual wind directions were 34.8° at most with the visual and audio information and the physical wind from front or behind.
著者
中川 千鶴 大須賀 美恵子
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.3, no.2, pp.31-39, 1998-06-30 (Released:2017-02-01)
参考文献数
35
被引用文献数
5

Recently, "Virtual Reality"(VR) has become one of the most attractive new technologies. VR isalso knownas"Virtual Environment", or VE. Inthis paper, we usetheterm "VE" because we are not working on training simulators but instead on systems for general users. VE technology has rapidly advanced and offers many promising applications in such areas as training, medicine and so on. However, a potential hazard to users of virtual environments has been found: some users complain of discomfort during and after the experience. This phenomenon is similar to motion sickness and has been called "simulator sickness". There is a direct link between simulator sickness and sickness in virtual environments: both are forms of visually-induced motion sickness. However, we believe there is a significant difference between general-purpose VE and simulators for special training. This report surveys the literature on simulator sickness and motion sickness in relation to discomfort in virtual environments, especially from the point of view of autonomic nervous system (ANS) responses. We hopethis research can suggestways to combat such risksto users and contribute to the expansion of safe VR and VE technologies.