著者
鈴永 紗也 藤田 和之 白井 僚 伊藤 雄一
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.230-240, 2021-12-24 (Released:2021-12-24)
参考文献数
30

We propose CoiLED Display, a stripe-shaped flexible display that can be wound around various objects. CoiLED Display is composed of a large number of chip LEDs arranged in a row, and the object wound by CoiLED can display image information. To recognize the configuration of display units wound around an object, the system conducts calibration by capturing the lighting of the LEDs with a camera and obtaining their relative positions with image processing. We evaluated the performance of the prototyped CoiLED Display from four aspects: processing time, refresh rate, power consumption, and physical flexibility. We then conducted a design study to evaluate the usability of the CoiLED Display and explored its application design space. The results suggest that the participants generally accepted our system, including the calibration process. In addition, the participants came up with a wide range of application area (e.g. wearable displays, public displays).
著者
西原 由実 筧 康明
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.4, pp.220-229, 2021-12-24 (Released:2021-12-24)
参考文献数
25

Due to the development of 3D food printers, it has become possible to print foods in various shapes without using molds. However, this method still has issues such as low printing resolution, limited printable shapes, and long printing time. Thus, 4D fabrication methods creating flat foods that change into arbitrary 3D shapes in response to external stimulation have been gaining more attention. In this research, we propose magashi, a 4D food printing method using rice flour paste. Off-the-shelf ingredients are mixed to make the paste which is printed by an extrusion-based printer and baked in an oven to make the flat material bend into 3D shapes. With our simple method users are able to print the material in different shapes with intricate patterns to customize their food. The printing material’s ingredients, printing patterns and thickness are adjusted to control the material’s drying process, causing it to bend upwards or downwards. In this paper, we describe the shape changing mechanism, fabrication method and producible shapes of magashi, as well as its applications.
著者
高根 昭一 安倍 幸治 渡邉 貫治 西口 正之
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.26, no.4, pp.266-276, 2021-12-24 (Released:2021-12-24)
参考文献数
37

Head-Related Transfer Function (HRTF) is an acoustic transfer function corresponding to sound transmission from a sound source to one’s ear in a free field. Its property depends on sound source position and difference in shapes of individual ear, head and torso and so on. Acquiring the HRTFs of a certain subject for multiple source positions based on measurement demands that the subject stationarily exists in the measurement system for a long time. It brings about serious physical burden to the subject, and causes some variance in the measured HRTFs. In order to resolve this difficulty, a 3D shape of the subject’s head and ears was scanned by using a 3D scanner and a digital camera, and the 3D data of the subject’s head was constructed. This is called “head model” in this paper. Then the head model was printed out by using a 3D printer, and the HRTFs of the subject were measured locating the head model instead of letting the subject be in the measurement system. As a fundamental investigation, a HATS (Head-and-Torso Simulator) was selected as a subject, and its HRTFs and those of its head model were measured in horizontal plane. As a result, the HRTFs measured for the head model of the HATS are an appropriate approximation with those of the HATS itself in the frequency range under 10 kHz, showing the possibility that the head model of the subject can be a substitute for the measurement of the subject’s HRTFs.
著者
本多 達也 馬場 哲晃 岡本 誠
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.254-265, 2021-12-24 (Released:2021-12-24)
参考文献数
32

The manufacturing domain based on digital fabrication has attracted significant attention to create a diverse society. It has made it possible to realize “manufacturing for each individual and products for people close to them, ” which has been difficult toachieve with conventional mass products. Ontenna is an accessorydevice that provides a tactile and visual feedback of various sound information to the user. A condenser microphone mounted on the main body of Ontenna acquires the sound pressure and drives the vibration motor and light emitting diode in real-time according to the input signal. At present, 88 out of 102 schools belonging to the National Association of School Principals for the Deaf have installed the system. It is currently used for speech and rhythm education. We have developed a system that can change the color of the LEDs and the strength of the motor in Ontenna through programming. Additionally, we have made the system freely available to schools for the deaf and other educational institutions. We created an environment where children with hearing-impairment can overcome the obstacles they face at school by programming Ontenna themselves. In this study, we describe the development of the Ontenna programming function and our instructional plan created with teachers at a school for the deaf. We report the educational content (such as class slides and worksheets) that weredeveloped based on the plan. Finally, we present the results of the questionnaire survey and the experience diary conducted for schools that have implemented the Ontenna programming education environment. The results of the survey confirmed the advantages of Ontenna programming for education and its potential application to various other educational institutions.
著者
白井 暁彦 佐藤 勝 草原 真知子 久米 祐一郎
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.4, no.4, pp.691-697, 1999-12-31 (Released:2017-02-01)
参考文献数
10
被引用文献数
2

A mixed reality amusement system employing foot interface, "Fantastic Phantom Slipper", has been developed. The system includes slipper-like wearable devices, optical motion capture and a hemispherical floor screen with a video projector. Phantom sensation is elicited by vibrators in the soles of the slippers to transmit information from floor. Most important concept of this work is to experience cyber worlds through human actions and sensations intuitively. With this system, players can enjoy walking into, and feel cyber worlds with their own feel as they do in real worlds. In this paper, the concept of this work, system configuration, amusement content and players' reactions are described.
著者
早川 裕彦 大脇 理智 石川 琢也 南澤 孝太 田中 由浩 駒﨑 掲 鎌本 優 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.25, no.4, pp.412-421, 2020-12-25 (Released:2020-12-25)
参考文献数
18

This paper presents “Public Booth for Vibrotactile Communication”, an interactive audio-visual-haptic media that allows us to feel the vibrations of the other people who share the same desk and face each other. The purpose of this research is to observe what kind of behavior people take when a higher presence is presented by tactile sensation in telecommunication. As the interface, we designed a pair of frames consisting of a curved screen to show the upper body and the hand of a life-size person, a haptic system to share tactile sensation, and a sound system. By installing the frames in multiple remote places and transmitting audio-visual-tactile sensation interactively, we observed what kind of behavior faced people do and what kind of communication was created between them. As a result, various haptic plays were created. Since the tendency in the development of haptic communication observed in the developmental phase of infants was also observed through this approach, it was clarified that the heightened presence provided by haptics for telecommunication contributes to the promotion of friendship.
著者
杉浦 裕太 筧 豪太 ウィタナ アヌーシャ 坂本 大介 杉本 麻樹 五十嵐 健夫 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.20, no.3, pp.209-217, 2015

We present the FuwaFuwa sensor module, a round, hand-size, wireless device for measuring the shape deformations of soft objects such as cushions and plush toys. It can be embedded in typical soft objects in the household without complex installation procedures and without spoiling the softness of the object because it requires no physical connection. Six LEDs in the module emit IR light in six orthogonal directions, and six corresponding photosensors measure the reflected light energy. One can easily convert almost any soft object into a touch-input device that can detect both touch position and surface displacement by embedding multiple FuwaFuwa sensor modules in the object. A variety of example applications illustrate the utility of the FuwaFuwa sensor module. An evaluation of the proposed deformation measurement technique confirms its effectiveness.
著者
蓑毛 雄吾 筧 康明 飯田 誠 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.10, no.1, pp.21-29, 2005-03-31 (Released:2017-02-01)
参考文献数
16
被引用文献数
2

This paper proposes a real-time system transforming your shadow on a floor into a colorful visual media. This system is based on the effect of complementary color and multi-projection techniques. A user occluding the projector light may create an undesirable shadow in front-projector-based systems. We overcome and turn this problem into our advantage with an elaborately designed optics including multi-projection techniques (geometrical and photometrical alignments), so that our system makes it possible to display colorful textures, colorful pictures, sharp characters, and even a movie in your shadow.
著者
山川 聡子 松家 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.16, no.3, pp.355-361, 2011-09-30 (Released:2017-02-01)
参考文献数
14
被引用文献数
2

Some teleoperation systems provide a reaction force to the operator in order to improve the maneuverability of the systems and almost all these systems simultaneously present visual information such as camera vision. As for the visual information, it is well-known that the color gives us psychological influence. It is said that the impression of the hardness is changed by lightness of color; we feel the light color objects soft and dark color objects hard. If color actually influences the human ability of perceiving force, then the perception of reaction force may change according to the brightness or contrast of the visual information. Therefore, we investigate whether the perception of force changes according to the parameters of object color. In this study, a haptic device, PHANToM Omni, is used for displaying reaction force when touching the object constructed in a virtual space. In the experiments, it was confirmed that the hardness of objects with low-value color tend to be perceived higher.
著者
玉城 絵美 星野 聖
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.12, no.4, pp.471-478, 2007-12-31 (Released:2017-02-01)
参考文献数
6
被引用文献数
3

The skin-color extraction at high accuracy and with high speed is indispensable for user interfaces where the human gestures are used as the input and cues to a system. The conventional color systems for skin-color extraction may often lose the accuracy due to the change of light conditions. When the accuracy is satisfying, the calculating speed may slow down. In this paper, therefore, the authors propose a new color system acquired by two vectors of individual persons' color distribution, where the skin-color area is extracted by a rectangle which optimally fits the skin-color ellipsoid. And the ranges in each axis are simply specified in extraction by the rectangle. This method can decrease the extraction error, as well as drastically reduce the calculation amount. The experimental results showed that the skin-color system proposed in the paper can extract the skin area at the speed of 149 fps, and at the rate of 94 % of correction, or more. Our system can also extract the human nail area.
著者
青山 一真 安藤 英由樹 櫻井 悟 宮本 靖久 古川 正紘 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.219-228, 2015-09-30 (Released:2017-02-01)

Galvanic Vestibular Stimulation (GVS) can present left/right, front/back and left/right yaw acceleration sensation. It is known that the acceleration is produced towards anode from cathode. However, presenting superior-inferior directional acceleration sensation is not reported. It seems that current path in the head is not well understood and that gravity acceleration masks the perception of weak acceleration sensation even though it evoked superior-inferior acceleration within the GVS safety guideline. Therefore, we invented the stimulation method that can make subjects feel inferior-superior acceleration sensation within the safety guideline by applying inferior-superior direction countercurrent that can present strong inferior-superior directional acceleration sensation passing through the holes of temporal bone. The effects of inferior-posterior directional countercurrent were investigated by measuring subjective acceleration perception and body sway.
著者
李 在麟 太田 啓路 河合 隆史 吉田 菜穂子 井澤 修平 野村 忍 イームズ ダグラス 山崎 恵 貝谷 久宣
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.12, no.1, pp.57-65, 2007-03-31 (Released:2017-02-01)

Recently, attention is being brought to exposure treatment methods using Virtual Reality for those suffering from panic disorder accompanied by agoraphobia. Overseas, contents for exposure treatment introducing Virtual Reality began development in the 1990s and positive evaluations are being made regarding its treatment methods and treatment effects. On one hand, there are still no cases developed professionally in Korea and even evaluations cases introduced into treatment are being made using contents developed overseas. For such reasons, this study has attempted to develop Virtual Reality Exposure contents which fully reflect Japan's culture and environment. Developed contents were focused on subway environments where avoidance was shown the most among patients receiving treatment in community hospitals. Contents were produced through Virtual Reality by modeling existing places and objects in their actual size to express a high sense of reality. Also, mutual interaction functions were strengthened to allow exposure suitable to the diverse symptoms of each patient. Although evaluations through this study are still in progress, changes in avoidance behavior regarding anxiety and fear are being confirmed and treatment effects are being verified through additional experiments.
著者
佐藤 文宏 松田 大輝 酒田 信親 西田 正吾
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.20, no.2, pp.163-171, 2015

Wearable projection systems enable hands-free viewing via large projected screens, and eliminating the need to hold devices. These systems need a surface of projection and interaction. However, in case of choosing a wall as the projection surface, users have to be positioned in front of the wall when they wish to access information. In this paper, we propose a wearable input/output interface for floor projection system composed of a mobile projector, a depth sensor and a gyro sensor. It allows user to conduct "select" and "drag" operation by footing and fingertips controlling in the projected image on floor. Also it can provide user more efficient GUI operations on floor with combining hand and toe input. To confirm advantage and limitations of the system, we conduct user study. Finally we suggest guidelines and identify some problems when designing an interface for the interaction between the hand/toe and the floor. We also suggest the input method which uses both a finger and a toe.
著者
落合 陽一 大山 剛史 星 貴之 暦本 純一
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.18, no.3, pp.277-286, 2013-09-30 (Released:2017-02-01)

A transparent screen is demanded in various applications. Our proposition is to use a membrane of colloidal liquid. We developed an ultra-thin and flexible BRDF screen, which is soap film exposed to ultrasound. The transparency of the film is controlled by ultrasound so that it modifies projected images to be realistic, distinctive, and vivid. A multi-layered 3D screen is developed by placing the multiple films and changing their transparencies alternately and adequately. The film also can be deformed by higher-amplitude ultrasound. The proposed screen contributes to the real world as the first prototype of a new concept of programmable screen.
著者
武田 十季 新島 有信 佐藤 隆
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.319-325, 2020-12-25 (Released:2020-12-25)
参考文献数
24

Enhancing a user’s sense of presence and immersion with haptic technologies has recently been getting increasing attention in virtual reality. Yet while several devices that use wind as a haptic modality have been proposed, it is difficult to precisely and quickly control the stimulation of the wind. In this study, we tackle creating an illusion of wind blowing with multiple air cannons that provides low-latency tactile sensations based on the perception of apparent tactile motion. We conducted an experiment to investigate the occurrence of the wind blowing sensation and the optimal parameters. Based on the results, we have exhibited a demonstration by synchronizing with the sound source movement to show the possibility of creating a sense that virtual objects passed in front of the participants.
著者
佐瀬 一弥 陳 暁帥 辻田 哲平 近野 敦
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.366-373, 2020-12-25 (Released:2020-12-25)
参考文献数
21

The spread of game engines has enabled many engineers to efficiently create VR applications. However, development tools for VR applications with force-feedback application development. In particular, there are few tools for presenting haptic sensation of touching soft object for force display of soft objects. Namako supports physical simulation based on finite element method and force display using virtual coupling. Furthermore, it provides a GUI for mesh importing and physical parameter setting to help efficient application development. Using Namako, we were able to design the haptic sensation including the stiffness and friction of game engine such as high quality graphics rendering, interactive scene editing, publicity available assets developed by the game engine community, and so on. This paper presents an example of development workflow using Namako, performance evaluation of implemented physics simulator and force display controller, and several haptic VR applications developed by the authors.
著者
渡邊 淳司 藍 耕平 吉田 知史 桒野 晃希 駒﨑 掲 林 阿希子
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.25, no.4, pp.311-314, 2020-12-25 (Released:2020-12-25)
参考文献数
10

How can visually impaired people enjoy watching sports and share excitement with his/her friends? Although sharing emotion is one of essential factor in sports viewing, they cannot notice other’s emotional reactions, and consequently often feel isolated. Here we propose a sports watching method using a concise haptic device for sharing excitement. The haptic device comprise two balls and a tube connecting them, and can transmit air from a ball to the other by holding a ball firmly. When two users hold a ball at each end, the users can share excitements by sending air.
著者
大図 岳 山田 亜紀 岩田 洋夫
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.2, pp.187-194, 2019 (Released:2019-06-30)
参考文献数
14

In this article, we discuss the artwork about the device which has a furniture appearance and physical input and output functions. Since the chairs has most direct and frequent interaction “sitting” with the users in their daily life, we decided to shape a new interaction between them by making the furniture-shaped device “Escaping Chair”, which has a box stool appearance and interacts with the bystanders by trying to move away from nearby people. By doing this, the device tries to make a person unable to sit on it, stimulating their perception toward their sitting action, while also making the person consider the Chair’s “personality.” We exhibited the chair and collected feedback via conversation and observation. During exhibition, it succeeded in making subjects perceive their own movements and to feel a semblance of will in the chair during their interactions, as we planned, and even making them think alive. Also, they found its playfulness, which indicates a new capability of the device. Exhibition also raised further challenges to explore user interaction.
著者
中垣 拳 今野 恵菜 田代 俊太郎 池澤 彩野花 木村 優作 仁義 勝 筧 康明
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.18, no.3, pp.287-295, 2013-09-30 (Released:2017-02-01)

In resent years, in the field of virtual reality various system have been proposed to enhance virtual experience by providing haptic sensations. In our research we propose a handheld sized interface which can represent both shapes and textures of virtual objects. Using the metaphor of a rolling pin, we propose a rolling-pin-based interface, named a Petanko Roller, which enables users to experience the sensation of rolling out virtual doughy objects. The interface represents unevenness of virtual objects and the frictional forces acting on them. This time, we report the system design, implementation, an application for entertainment, and users' feedbacks in exhibitions.