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
1 or 0

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
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
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
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
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.
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
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 or 0

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
稲見 昌彦 川上 直樹 柳田 康幸 前田 太郎 舘 暲
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
巻号頁・発行日
vol.4, no.1, pp.287-294, 1999-03

Conventional stereoscopic displays have inconsistent accommodation against convergance, which dengrades sensation of presence. We developed a stereoscopic display applying Maxwellian optics to avoid such inconsistency by realizing large depth of focus. The display was also designed to provide large field of view (about 110 degree) with the simple optics. And this display allows an operator to observe real and virtual images in focus for wide range of depth.
著者
金 相賢 盛川 浩志 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.1, pp.121-129, 2016

The effects of moods and emotions on correlations with direction methods for stereoscopic 3D images are the focus of this study. Specifically, we investigated the sense of fear in different 2D and 3D conditions as well as the different directing methods involved. Directional techniques were sorted into three categories according to the dynamic characteristics of the focus object in 3D space along the Z-Axis, XY-Axis, and Fixed-Axis directions. The emotional value of fear was characterized in terms of two values, valence and arousal, which were measured using the Self-Assessment Manikin (SAM) and skin potential reaction (SPR). The results indicated considerable differences in terms of viewing condition, directing method, and gender. SAM measurements indicated low valence and high arousal scores in 3D viewing condition. Furthermore, the effects of directing methods depended on the center and range of 3D space. Depth representation was a more important factor for female than male subjects. The SPR frequency increased during viewing Z-Axis direction in 3D condition.
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
廣井 富 伊藤 彰則
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.2, pp.161-170, 2013

We can make a robot suitable for users' preference by designing its appearance and interaction through subjective evaluation. However, for evaluating users' impressions using real robots, it is necessary to build many robots with various specifications such as height, which is time-consuming and costly. In this paper, we propose a robot design methodology based on augmented reality (AR). We conducted experiments to evaluate a robot's head size using both AR and real robots, and similar results were obtained from both evaluation experiments in an environment with simple background. Next, we conducted experiments to evaluate a robot's head size using both AR and real robots in a real environment, and similar results were obtained from both evaluation experiments. From these experiments, we can conclude that the CG-based robot evaluation is as effective as that using real robots. In addition, the AR technology enables us to evaluate the robot in a real environment, which realizes more realistic evaluation of robot design without building real robots.
著者
安藤 真 吉田 和弘 谷川 智洋 王 燕康 山下 淳 葛岡 英明 廣瀬 通孝
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.8, no.1, pp.65-74, 2003
被引用文献数
18 or 0

Recently, virtual reality technology has been used in numerous practical applications. In this paper, we developed and evaluated a proto-type system of educational VR system by using networked VR technology. To build proto-type systems, we constructed high quality historical VR contents, Copan ruins of Mayan civilization, and integrate two different types of VR systems, theater-type and home-type VR systems. By using VR Theater, a teacher can give lecture on Mayan civilization to his students as if they are in the real Copan ruins. Also, we divide students into four groups and inspect the effect of mutual observation to group stydy. In proto-type system, each group walk through Copan ruins by using home-type VR systems set up in front of the VR theater, and solve historical questions about Mayan civilization. Throughout the experiments, almost all students are interested in Mayan civilization and communicate each other in both real and VR environments.
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
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

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
松嵜 直幸 原澤 賢充 繁桝 博昭 森田 寿哉 伊藤 崇之 齊藤 隆弘 佐藤 隆夫 相澤 清晴 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.15, no.1, pp.41-44, 2010-03-31 (Released:2017-02-01)
参考文献数
5

This paper investigated the effects of active/passive viewing on the visually induced motion sickness. Participants wearing a Head-Mount-Display (HMD) searched a target character in random dots and other characters projected on a screen using a video camera moved by them (active viewing). They could see a part of the screen and the movies displayed via the HMD were recorded. When they saw the recorded movie later (passive viewing) through the HMD, they felt motion sickness worth than before. This suggests that passive viewing induced severer motion sickness than active viewing.
著者
渡邉 英徳 原田 真喜子 遠藤 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.15, no.3, pp.307-314, 2010
被引用文献数
2 or 0

"Tuvalu Visualization Project" is a net art work on digital globe that tells the realities of remote place. This work has both the function as a photograph archive and as a communications platform. Our purpose was to create the chance for users of overlapping the event in remote place with daily life of users and re-interpreting it globally. To achieve such purposes, we made a visualization of the real state of affairs in Tuvalu with a digital globe, and added the pseudoand synchronous communications function to it. We think It will have the possibility of supporting the international contribution activity by the individual and nonprofit organization etc.
著者
鈴本 直弥 浅井 暢子 寺本 渉
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.53-62, 2016

For users in a shared virtual environment (VE), a sense of being there together (copresence) is a key to behave as if they are in an actual environment. The present study investigated whether copresence can be measured using the social Simon effect (SSE) and event-related potentials (ERPs) associated with this effect. In the standard Simon effect, single participants press a left or right key in response to target color, while the target appeared on the left or right side of a monitor. Responses are generally faster when the target and key are located on the spatially-congruent side than on the incongruent side. This less happens when participants responds only to either color with either key. However, this effect reemerges when a participant responds to either color with either key, and their partner sat side by side responds to the other color with the other key. This is called SSE. We hypothesized that the SSE should occur if users experience copresence in the VE. Experiment 1 replicated the SSE in the actual environment. In Experiments 2 and 3, two participants in different rooms observed the same virtual environment with their partners' avatar through head-mounted displays, and performed the task. We compared between a group in which the participants interacted with their partner beforehand in the VE (high copresence group) and that in which they did not (low copresence group). The results showed that the stronger SSE occurred for the former group, suggesting that the SSE can be a measure for copresence in the VE.
著者
河合 隆史 城處 朋子 藤野 雄一 佐藤 仁美 望月 崇由 井上 雅之 二瓶 健次 松本 美浩
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.7, no.1, pp.79-86, 2002
被引用文献数
7 or 0

In this study, the authors developed and evaluated the virtual classroom system on cyberspace for hospitalized children. In this system, children can study and communicate with children of the outside of the hospital. The authors evaluated this system from the following viewpoints; (1) Psycho-physiological effects on children. (2) Usability of interface. (3) Spatial design of cyberspace. This paper reports the results of the experiment and discusses the validity of cyberspace in terms of education for hospitalized children.