著者
加藤 優貴 長町 和弥 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.26, no.1, pp.22-31, 2021 (Released:2021-04-01)
参考文献数
28

Pseudo physical contact is used for communication in virtual environments such as VRChat. We hypothesized that the pseudo physical contact could affect interpersonal impression and communication, and the interpersonal impression would be modulated by appearance of body or avatar type. To test these hypotheses, we performed a questionnaire survey for VRChat users (N=341). In results, interpersonal impression and communication difficulty were improved after the pseudo physical contact, but the avatar type did not modulate the interpersonal impression. These results suggest that the pseudo physical contact could improve the interpersonal impression and communication in virtual environments.
著者
佐藤 未知 松江 里佳 橋本 悠希 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.19, no.2, pp.295-301, 2014-06-30 (Released:2017-02-01)
被引用文献数
3

When a head is equipped with a hanger made of wire sideways, and its temporal region is sandwiched by the hanger, the head rotates unexpectedly. We named the phenomenon "Hanger Reflex", and we have studied this phenomenon to understand its mechanism and to show the possibility of utilizing the phenomenon as a human interface or for rehabilitation. In this paper, we evaluated that the necessary conditions of the Hanger Reflex are compressions to temporofromtal region of the head and its counter position. We also developed an interface that can induce head rotation by Hanger Reflex, without giving pain to the user.
著者
大野 雅貴 横澤 一彦 鳴海 拓志
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.27, no.1, pp.18-28, 2022 (Released:2022-03-31)
参考文献数
93

The robust sensory interface with limited information is demanded in virtual reality. In recent years, there has been an increasing amount of research applying the characteristics of integrated perception, which involves processing sensory information through the brain from the outside world to form perceptions and cognitions. This paper reviews the findings of synaesthesia, crossmodal correspondences, and multisensory integration, which is discussed as the integrated perception, from two perspectives: the characteristics and the underlying mechanisms. We also discussed the possibility of applying the findings of integrated perception to the multi-sensory interface.
著者
鳴海 拓志 松尾 宇人 櫻井 翔 谷川 智洋 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.23, no.2, pp.65-74, 2018 (Released:2018-06-30)
参考文献数
26

Projection mapping to the dining table has been introduced in multiple restaurants. Does this kind of change in eating environment with projection mapping work only for entertainment? In this study, we examined whether changes in eating environment with projection mapping actually change the thermal/olfactory/taste perception and palatability of food. Tempura was chosen as a food, which has distinctive texture, aroma and taste, and has a strong tie with a specific eating environment in Japan, and a projection mapping system was constructed to project images and sounds to simulate a counter in a tempura restaurant around tempura. Through two experiments using this system, we suggested that the aroma, temperature, taste strength and palatability of the tempura improved by the effect of the projection mapping. We also suggested that the linguistic information related to tempura also enhances these perception, but the effect is weaker than the one of change in eating environment with projection mapping. These results suggested that change in eating environment with projection mapping helps to perceive the sensory information expected to be obtained in the environment.
著者
小柳 陽光 鳴海 拓志 Jean-Luc. Lugrin 安藤 英由樹 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.25, no.1, pp.2-11, 2020 (Released:2020-03-31)
参考文献数
24

Existing studies have reported that the Full Body Ownership Illusion let users perceive a virtual body as our own body. It has also revealed the Proteus Effect that avatars’ appearance could affect user’s behavior, attitude and mental condition by inducing the Full Body Ownership Illusion. While many studies have focused on a humanoid avatar and its psychological effects, a previous study has reported that the Full Body Ownership Transfer can be induced even in the case of an animal avatar. In case of inducing the Full Body Ownership Transfer on an animal avatar, it can be expected to induce the psychological effect different from the one by a human avatar. Hence, this study examines a dragon avatar, which has impression of strong body and flight ability, can reduce the fear of height as the Proteus Effect by the Full Body Ownership Transfer. We carried out an experiment with some scenarios where a subject transformed into a dragon and flied into a height, comparing with operating a human avatar. The results showed that transforming into the dragon avatar can improve subjective score and physiological reaction for the fear of height.
著者
木島 竜吾
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.179-188, 2018 (Released:2018-09-30)
参考文献数
48

How detailed feature of virtual world could be seen by the actual user is an important performance of VR display system, such as Head Mounted Display (HMD). The average or standard user's eyesight in a virtual world could be regarded as a performance index of the VR display system in terms of resolution. This paper aims to show the way to obtain the theoretical value of eyesight from the specifications of components that form an VR display system. This is obtained by synthesizing the total performance of an VR display system's from those of components and by comparing that with standard user's contrast sensitivity function. Through the example estimations, the valid region of the equivalent eyesight from pixel pitch, a new simple conversion from blur size to eyesight were provided.
著者
川瀬 佑司 吉田 成朗 鳴海 拓志 上田 祥代 池田 まさみ 渡邊 淳司 谷川 智洋 川本 哲也 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.21, no.3, pp.483-492, 2016 (Released:2016-10-31)
参考文献数
16

We propose a system to prevent identification of an individual identity by changing the size and position of one's facial regions. Invasion of privacy and the right of publicity have been a problem along with the popularization of social media and improvement of image resolution. The mosaic and the blur have been used to prevent identification of a person's identity. These techniques, however, make people difficult to understand the context of the video, because the facial expressions of the characters and the background in the video are masked. In this paper, we focus on naturally conversing the facial appearance in images for protecting their privacy. We examined the proper degree of facial changing parameters, and performed user studies to evaluate these parameters.
著者
小柳 陽光 鳴海 拓志 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.25, no.1, pp.50-59, 2020 (Released:2020-03-31)
参考文献数
19
被引用文献数
1

In recent years, utilizing of an avatar is becoming popular at social VR contents. On the other hand, previous studies have reported that an avatar gives us positive effect in terms of the sense of immersion, a psychological effect, and the spatial awareness. Thus, we investigate how the avatar which a virtual body is used daily in social VR contents impact on the body ownership and the Quality of Experience, comparing with a realistic humanoid avatar. Our results show that the self-avatar can improve the sense of body ownership and the sense of immersion.
著者
簗瀬 洋平 鳴海 拓志
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.21, no.3, pp.415-422, 2016 (Released:2016-10-31)
参考文献数
18

Most game players want to improve their skills, but if they don't sense improvement they'll give up playing. So, we suggest a new way of dynamically adjusting a game's difficulty, in a way that is transparent to the player. In an experiment with a platforming game that focuses on jumping and hitting a target, players felt they were becoming better at the game instead of noticing the decrease in difficulty.
著者
山本 景子 長沼 大樹 油井 俊哉 原田 誠史 福谷 和芳 堀 修生 福澤 貴之
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.24, no.3, pp.313-323, 2019-09-30 (Released:2019-09-30)
参考文献数
56

"Astral Body" is an art installation for viewers to reveal the origin of life by showing the sense of life. A dead body and an artificial sign of life with dead matter are presented so that the viewers could think of relationship of the two. Astral Body has a kinetic surface made with ferromagnetic powder to present creature-like movements and human interaction. We have expressed the movements by using an automatic running robot with a magnet. Through the exhibitions, we have collected reactions and opinions from the attendees, and observed them. In this paper, we will conclude the overview, concept, design, implementation, and outcomes from the exhibitions.
著者
池田 華子 吉田 成朗 新井 智大 鳴海 拓志
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.26, no.1, pp.42-51, 2021 (Released:2021-04-01)
参考文献数
26

This study aims to develop a method that enables the person to accept recommended make-up looks positively as the make-ups looking suit them. Participants made up with a make-up simulator using face images otherized from their self-face perceived as a different person’s face so that they have a holistic view of their self-faces. After repeating make-up on the modified faces, their impression on the recommended make-up style was improved. However, participants who repeated made-up on the original self-face did not show the improvement of impression. This result supports the possibility that the intervention of make-up on a modified self-face could improve voluntary positive acceptance of the make-up change.
著者
佐竹 澪 橋本 典久 橋本 直
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.3, pp.209-219, 2019-09-30 (Released:2019-09-30)
参考文献数
19

Photography is trimming of spatiotemporal information of the real world. The clues to know behind the scene of photography will exist in the outside of the photo, such as the surrounding situation, the photographer's motivation, and the process of the shooting. We propose a photo media "Behind the Photo" showing behind the scene of photography. Our proposed method shows photography experience by presenting the frame and the taken photo on the spherical video. We believe that our method will provide a way for photographers to make their content more enjoyable and attractive, and help appreciators to understand the presented photos. In this research, we developed a camera device and a viewer for "Behind the Photo", and evaluated the experiences of photography and appreciation.
著者
星 貴之
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.22, no.3, pp.293-300, 2017 (Released:2017-09-30)
参考文献数
13

The author is working on an ultrasonic device that produces tactile sensation in midair by focusing ultrasound. The high-intensity ultrasound at the focal point presses the skin surface. Although ultrasound itself is inaudible, audible noise is radiated when the focal point moves around. This noise is not desired for a tactile display because the noise makes the experience worse. This drawback has been found and reported in previous work, however no solution has been provided. This paper discusses the source of this noise and proposes a method to reduce it. The phase discontinuity of driving signals occurs when the focal point moves to the next position, and that leads to the sudden change of amplitude of ultrasonic waves. This sudden change of amplitude is the source of the noise. There are two ways to reduce this noise: One is making the original and target focal positions close and the other is changing the phase gradually. The former is effective only when the frame rate is high. Therefore we explore the latter. The behavior of the focal point during the phase shift is studied by simulation. An algorithm is developed and implemented into the current prototype device. The experimental results show the effectiveness of the proposed method.
著者
小柳 陽光 青山 一真 大村 簾 谷川 智洋 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.25, no.1, pp.78-85, 2020 (Released:2020-03-31)
参考文献数
21

In recent years, a service industry is becoming to core of market economics. However, amount of worker are decreasing due to decreasing birthrate and aging population. To hire and train new human resources takes temporal, monetary and human cost. Previous studies have developed training simulator to resolve this issue. However, there is no research that focus on hospitality industry, as long as we know. Hence, we developed Virtual Reality training simulator for ground staff in airport. Specifically, on the basis of theory into practice, we developed a training simulator that can do training repeatable in a short time to maintain a motivation for a job. This system scans user’s facial expression and body movement, and convey to other user via an avatar. We were able to develop training simulator that gives us the feeling of a social presence from grand staff’s comments.
著者
小玉 亮 高下 昌裕 田口 峻 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.3, pp.529-532, 2016 (Released:2016-10-31)
参考文献数
9

In this paper, we propose a novel virtual reality entertainment system using a car as a motion platform. The motion platform is usually installed in special locations such as theme park since it requires large cost and space. On the contrary, by using a car as a motion platform, it is already prevalent and it can be transported easily. We developed a prototype system based on the small-sized electric vehicle. Experiment with immersive contents showed that all users responded quite positively to the experience played on a small parking area.
著者
平尾 悠太朗 三家 礼子 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.23, no.4, pp.263-270, 2018 (Released:2018-12-31)
参考文献数
20
被引用文献数
1

This paper describes methods of presenting sense of weight in VR for a wide range of masses. Two approaches are proposed; while lifting a virtual object, 1) the object follows participant's hand with delay, 2) the distance between the hand and the object is increased. These approaches were evaluated in a user study that utilized magnitude estimation and gripping force measurements. The results suggest that participants could perceive multiple different weights using both approaches. Moreover, the ratio between minimum and maximum value of magnitude estimations was 3.2 in the first approach and 4.4 in the second approach.
著者
田辺 健 雨宮 智浩 遠藤 博史 井野 秀一
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.25, no.4, pp.291-301, 2020-12-25 (Released:2020-12-25)
参考文献数
72

When presented with asymmetric vibrations, humans typically experience an illusory force that is similar to the sensation of being pulled toward a particular direction. The pulling illusion has been used in new display elements for a pedestrian navigation system and a VR content because the asymmetric vibrations can be implemented in a small non-grounded device. This paper reviews the findings of the pulling illusion with covering a wide range of topics, including the basic concept, physiological mechanism, optimal parameters for the illusion, the control method of force vectors, the evaluation method of the illusion, and applications. As a result of the review, the research trend of the pulling illusion was confirmed, and the vital points which were stimulation method and parameters of asymmetric vibration to design a haptic interface using the illusion were clarified.
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.22, no.3, pp.335-344, 2017 (Released:2017-09-30)
参考文献数
21

The Hanger Reflex is a phenomenon in which the head rotates unintentionally when force is applied via a wire hanger placed on the head. It has been confirmed that this phenomenon is caused by pressure, and the direction of the Hanger Reflex contributes to the direction of skin deformation. In addition to the head, similar phenomena have been found in the wrist, waist, and ankle. Until now, we aimed for walking navigation without interpretation of navigation information using the Hanger Reflex, investigated the influence on the head-type, waist-type, and ankle-type Hanger Reflex on walking, it was confirmed that the waist-type Hanger Reflex most efficiently affects walking. However, assuming a scene to actually use as walking navigation, the current waist-type Hanger Reflex device is difficult to say that it is easy to use because the user oneself needs to shift the device. Moreover, in addition to scenes without interpretation of navigation information, it can be assumed that scenes with interpretation of navigation information, such as "Follow" or "Resist". In this paper, in order to use the waist-type Hanger Reflex for actual walking navigation, developed a controlled device of the waist-type Hanger Reflex using four pneumatic actuators, and investigated the effect of the waist-type Hanger Reflex on walking caused by difference in interpretation of navigation information. As a result, we confirmed that the developed waist-type Hanger Reflex device can control the walking path and body direction, depend on user's interpretation difference.