著者
堀内 陽介 井上 智雄 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.16, no.4, pp.567-576, 2011

Theatrical play is the composite art which involves producers in different charge. In planning production phase, sharing the same image of theatrical space among the producers is not easy. To assist the multiple users' work in planning, this paper proposes a system that actually reproduces a theatrical stage through two spaces: one is a physical miniature stage presented on the tabletop interface, and the other is a virtual theatrical stage linked with the miniature stage which reflects actions on the miniature stage in real time. By reproducing the actual stage situation through the two spaces, users become easy to create and share a picture of the whole theatrical stage.
著者
櫻井 智史 北村 喜文 伊藤 雄一 ナセンタ ミゲル サブラマニアン スリラム 岸野 文郎
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.13, no.4, pp.451-460, 2008
被引用文献数
4

We propose a system design including the architecture, data flows, and communication protocols etc. to realize a seamless multi-display environment (MDE). Our interaction architecture combines distributed input and position tracking data to generate perspective-corrected output in each of the displays, allowing groups of users to manipulate existing applications from current operating systems across a large number of displays. To test our design we implemented a complex MDE prototype and measured different aspects of its performance. Then we discuss the results of the measurements and the potential availabilities.
著者
納谷 太 高橋 悟史 宮前 雅一 寺田 努 野間 春生 鳥山 朋二 小暮 潔 西尾 章治郎 今井 倫太
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.14, no.1, pp.55-66, 2009
被引用文献数
1

We have developed a new battery-operated sensor node based on ZigBee wireless network in order to track people's location even with a poor electrical infrastructure. For a sensor network consisting of such kind of sensor nodes, we have designed a flexible sleep control protocol which fulfills low-battery consumption as well as high-accuracy time synchronization between these nodes. We have deployed a sensor network system composed of more than 40 sensor nodes in a hospital floor for tracking more than fifteen nurses simultaneously. Experimental results show that the system can operate around 27 days using four AA size NiMH batteries and can achieve 90% accuracy in the location estimation.
著者
花光 宣尚 駒﨑 掲 村田 藍子 渡邊 淳司 水口 哲也
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.28, no.4, pp.335-338, 2023 (Released:2023-12-27)
参考文献数
9

Synesthesia Lab are developing a device to provide an experience that combines sound, whole-body haptic stimulation, and lighting. Many people have reported impressions such as “awe” and “sublimity”, which are related to the transcendent factor of wellbeing. Also, NTT created “Cards for Collective Wellbeing” to induce users to express and exchange the values of each in words. In this paper, we categorized types of the Synesthesia experiences using the cards, and performed a workshop that can exchange impressions and discuss the essence of the Synesthesia experience.
著者
王 七音 花光 宣尚 脇坂 崇平 水口 哲也 南澤 孝太
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.28, no.4, pp.339-348, 2023 (Released:2023-12-27)
参考文献数
25

In the fields of Human-Computer Interaction (HCI) and Virtual Reality (VR), there is an increasing focus on well-being. While research has underscored the potential of multimodal technologies to foster mental tranquility, the integration of scene imagery linked to nostalgic emotions remains under-investigated. In our research, we developed an immersive whole-body haptic experience, guiding participants through scene imagery supplemented by Pseudo-action stimuli, including actions like walking and opening a door, as well as Ambient stimuli, such as wind and everyday sounds. The results confirmed that participants effectively reminisced about serene and comforting places. Pseudo-action stimuli bolstered sensory ownership sensations, whereas Ambient stimuli provided a platform for open interpretation. In conclusion, our study suggests that whole-body haptic technologies in Virtual Reality can offer a nuanced approach to creating scene representations, potentially enhancing user immersion.
著者
伊藤 真一 大塲 佑哉 渡辺 洋子
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.28, no.2, pp.131-138, 2023 (Released:2023-06-30)
参考文献数
29

We experimentally studied the influence of sex and gender, that is, the participant’s sex, gender of the participant’s avatar, and gender of the opponent’s avatar, on personal space in virtual reality. In more than half of the cases, significant differences were observed in the influence of the gender of the opponent’s avatar. In addition, females were more influenced by the gender of the opponent’s avatar than males, and males were less likely to be influenced by the gender of the opponent’s avatar when using a female avatar.
著者
師井 聡子 柴田 良二 笹田 晋司 鉄谷 信二
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.3, pp.297-305, 2010-09-30 (Released:2017-02-01)

"Floating Words" is a new device for playing with words generated by CG technology in a small water pool. When a player says words to the megaphone-type microphone, the words drip into the water pool as letters. Then the player can scoop or stir them with a ladle. "Floating Words" is a beautiful and poetic interactive installation art work but also a tactile system with real water. In this system, players feel something comfortable and new although it has no artificial force feedback device.
著者
岩田 洋夫 木村 優太 圓崎 祐貴 矢野 博明
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.22, no.4, pp.457-465, 2017 (Released:2017-12-31)
参考文献数
13
被引用文献数
1

The “Big Robot” has two legs with wheels, mounting the pilot at 5m height position. The robot goes forward according with the motion of the feet of the pilot. It is programed to make trajectory of head position of 5m giant. Thus, the pilot feels as if his/her body were extended to 5m giant. The biggest technical issue in large-scale robot is falling down to the ground. Thus, the base frame of BigRobot is made of steel and its linkages are made of CFRP. This structure enables low center of gravity and prevents from falling down. The Big Robot was exhibited at Ars Electronica Festival 2015, Tsukuba Media Art Festival 2015 and Emerging Technologies of SIGGRAPH 2016, that proved its effectiveness.
著者
鎌谷 祐貴 中内 茂樹 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.18, no.1, pp.55-62, 2013-03-31 (Released:2017-02-01)
参考文献数
13
被引用文献数
1

We measured SSVEP (steady-state visual evoked potential) using contrast-modulated flickers of photographic scenes to apply for AR (augmented reality) system. Ten participants observed the contrast-modulated flickers, which were made of alternating an original image of a photographic scene and its contrast-degraded image (0, 20, 40, 60, and 80% of original contrast) at a rate of 5, 7.5 or 10 Hz. We found that SSVEP was observed even with 80% contrast-image flickers using 1s time-window SFFT analysis. The strength of SSVEP depended on contrast and stimulus frequency. It was stronger with higher contrast and lower frequency. Then, we investigated effects of eccentricity and applied LDA (linear discrimination analysis) to test feasibility of SSVEP-based BMI (brain-machine interface) using the contrast-modulated flickers. We found that gaze could be estimated using 20% contrast-image flickers with LDA of a SSVEP at the stimulus frequency, moreover that it could be estimated using 80% contrast-image flickers with LDA of 20-dimensional data of EEG(1-20Hz). These results suggest that the contrast-modulated flickers of photographic scenes can elicit SSVEP and it could be applied to BMI using AR in a future.
著者
武智 通 中村 文彦 福岡 正彬 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.28, no.3, pp.243-254, 2023-09-30 (Released:2023-09-30)
参考文献数
23

This study investigates sense of agency (SoA) and sense of body ownership (SoBO) according to the automation level involving target setting, user’s input, and trajectory modification of a robotic arm by machine intelligence. We defined five automation level in a pick-and-place task using a robotic arm and set the control weight of the participants. Also,we implemented the collaborative and obstructive conditions. We compared the SoA and SoBO under different automation level through two experiments. The result showed that SoA and SoBO increased by increase of participant control weight. Moreover,we found that increasing the automation level decreased SoA and SoBO.
著者
伴地 芳啓 植村 大志 竹永 羽 平尾 悠太朗 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.26, no.3, pp.177-186, 2021-09-30 (Released:2021-09-30)
参考文献数
17

This paper describes the evaluation of a VR content that presents the biometrics data of a fencing athlete during a match as audio-visual stimuli. We conducted two experiments: 1) the effect of marking the gaze point, 2) the effect of combining the forearm movements of the athlete and participant. The results of the first experiment showed that this approach significantly led the participants’ eyes to athlete’s gaze point. The results of second experiment showed this approach did not affect participants’ ownership and agency. However, some people were induced their forearm movement to athletes’ movement.
著者
谷崎 充 松本 啓吾 鳴海 拓志 葛岡 英明 雨宮 智浩
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.3, pp.208-218, 2021-09-30 (Released:2021-09-30)
参考文献数
38

Previous research has shown that human walking speed is influenced by visual stimuli in the environment. For example, the speed of optical flow in one’s peripheral vision negatively correlates with his/her walking speed. However, the effect of seeing the other walkers in the peripheral on his/her walking speed is unclear. In this study, we investigate how seeing avatars walking alongside a person affects his/her walking speed. In our experiments, participants wore a head-mounted display and saw three types of virtual avatars walking alongside him/her: whole-body silhouettes of walking persons, point-light biological motions, and spatially scrambled point-light motions. Results show that the walking whole-body silhouettes and the point-light biological motion significantly increased the participants’ walking speed, and a significant interaction between their global translational speed and local motion speed was found to change the participants’ walking speed. These results indicate that we can apply a similar technique to control multiple persons’ walking speed in the real environment.
著者
駒﨑 掲 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.27, no.1, pp.2-5, 2022-03-31 (Released:2022-03-31)
参考文献数
14

High-five is a physical communication in which two people tap their palms together at face level. Particularly in sports, high-five can share greetings, praise, and congratulations. However, recently physical contact, including high-five, has been limited due to COVID-19 pandemic. In this paper, we explore a possibility of “remote high-five” communication system using vibrotactile transmission. This system can measure and present vibration in addition to audiovisual information, allowing users to remotely share their emotions by sending and receiving tapping vibration like giving a high five. We also discussed cases where this system was actually used in sports scenes: family communication of athletes and sports viewing with hearing-impaired person.
著者
駒﨑 掲 久原 拓巳 田中 由浩 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.28, no.2, pp.91-100, 2023 (Released:2023-06-30)
参考文献数
25

In viewing contents that do not require user’s active involvement, such as sports games and music concerts, the video and audio are often viewed from third-person view instead of a first-person view. However, this type of viewing experience explicitly divides the viewer and player into the viewer and the viewed. Therefore, the authors have developed a new type of experience that generates a different type of empathy: “Becoming-player sports viewing,” in which the player’s movements can be perceived as viewers’. This experience uses a third-person video, but also uses the viewer’s own movements and tactile vibrations presented to multiple bodily parts, allowing the viewer to feel a sense of becoming a player in the video. In this paper, we report on the actual implementation of “Becoming-player sports viewing,” and experiments that demonstrate the principle of it.
著者
澤田 枝里香 淡路 達人 森下 圭介 古川 正紘 有賀 友恒 木村 秀俊 藤井 智子 武市 隆太 清水 紀芳 井田 信也 常磐 拓司 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.13, no.3, pp.375-383, 2008-09-30 (Released:2017-02-01)
参考文献数
21
被引用文献数
2

This system is an interface realized with the symbiosis of the input/output of wind and graphics. This system brings the new communication medium of "wind" into the bidirectional interaction between the virtual environment and the real environment by integrating the graphic presentation with the input and output of wind on a special screen. The user can interact with the virtual environment in the screen through his/her breath and wind emission. Conversely, actions from the virtual environment to the user are performed by wind changing dynamically. As a result, the user can share not only sights and sounds but also the cutaneous sensation by wind with the system, and interact with the virtual environment feeling a non-conventional deep relationship.
著者
中津 正樹 藤木 淳
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.121-130, 2023 (Released:2023-06-30)
参考文献数
24

This research proposes a mirror work in which reflected image changes by inducing the viewer to move their body, even though the work itself and the entity that generates the image are stationary. The change in reflected image is triggered by the position of the viewer, which encourages the viewer to continuously move their body. This is intended to create an active and sustained viewing experience. The questionnaire conducted at the time of the exhibition confirmed the descriptions of the viewing of the artworks that involved physical movement during viewing. In addition, the behavioral observation of the viewers confirmed that they moved their bodies several times. This indicates that this proposal has achieved its goal of promoting an active and sustained viewing experience.
著者
青木 卓也 妹尾 武治 中村 信次 藤井 芳孝 石井 達郎 脇山 真治
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.25, no.3, pp.255-265, 2020-09-30 (Released:2020-09-30)
参考文献数
46

Visually induced illusory self-motion perception is named “Vection”. In this article, we investigated the history of vection. There have been a lot of contents and technology using and relating to vection, e.g. analogue contents, movies, animations, 3D computer graphics (3D CGs), Games, and VR contents. We introduced these things in chronological order. The readers will be able to understand the history of vection very briefly.
著者
仁藤 晴暉 成田 真輝 肥後 克己 嶋田 総太郎
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.27, no.4, pp.323-330, 2022-12-28 (Released:2022-12-28)
参考文献数
27

Having a self-body recognition for avatars with human augmentation is important to improve the user experience. In this study, we examine the self-body recognition for a four-armed avatar operated by two people. The arm directly operated by the subject is called the main arm, and the arm operated by another subject (the experimenter) is called the subarm. Questionnaires and instantaneous heart rate were used as indices of self-body recognition. The heart rate results showed that the subject’s self-body recognition for the subarm emerged when the subarm moved to meet the subject’s goal. This suggests that it is important for the extended body part of a human augmentation avatar to move in the manner that shares the intention with the subject during operation to recognize the avatar’s body as their own.
著者
本多 拓実 齊藤 寛人 脇坂 崇平 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.393-402, 2022-12-28 (Released:2022-12-28)
参考文献数
20

In sports, it is essential to accurately predict the results of others’ actions based on the movements’ characteristics and respond appropriately to them. Previous studies have proposed systems that predict motions using machine learning and present these results to users. However, it remains unclear whether the judgment basis constructed by machine learning is useful for humans to predict movements accurately. This study developed a Neural Network that predicted the kicking direction of soccer penalty kicks and extracted the basis. Also, we tested whether the extracted basis was useful for participants in their predictions. The results showed that participants perceived the extracted basis as valid, even though they had not used it as a strategy at first.
著者
國村 大喜 小野 千代子 平井 まどか 松崎 ワグナ哲也 村本 政忠 内山 俊朗 白鳥 和人 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.15, no.3, pp.279-288, 2010-09-30 (Released:2017-02-01)

YOTARO is a baby type robot developed to make possible a virtual sensation of play with a baby. When playing with YOTARO, it has many kinds of emotion and reactions, such as smiling, crying, sleepy, angry, sneeze. YOTARO is controlled by emotion control program based in inputs, such as touching soft and warm face, touching stomach, shaking rattle; after that, interactive reactions are output as voices, expressions change, movement of hands and legs, sniveling, and skin's color change. YOTARO is designed about observation of people's viewpoint to babies aiming to elevate the level of interaction.