著者
龍野 翔 早川 智彦 石川 正俊
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.447-455, 2017 (Released:2017-12-31)
参考文献数
20

A supporting training system using a haptic device is considered to contribute more to motion learning than other stimuli that stimulate the human somatosensory system. However, the apparatus required for haptic stimulation is large, although the output is small. Electrical stimulation has been gaining attention in the field of human interfaces in recent years as a potential solution to this problem. Electrical stimulation is superior to existing haptic interfaces in that a large output can be generated using a few batteries, which can drive muscles to contract. Therefore, in this study, we developed a training system using electrical stimulation. This system teaches the amount of the rotation of arms, which is difficult to achieve by means of other haptic stimuli. We confirmed that the form in the rotation direction was successfully modified by using this system. The form was improved by 32% through electrical stimulation during training, and the form correction was achieved via the somatosensory system, which is difficult with the existing method. In addition, we verified that the skill was memorized in a short period of time and retained in the short term.
著者
妹尾 武治 清水 隆哉
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.553-556, 2017 (Released:2017-12-31)
参考文献数
14

We examined whether vection strength could be modulated by the difference in the conditions of observing eyes, i.e. monocular or binocular observations and also, dominant eye or non-dominant eye observations. The eyepatch was used for making the monocular observation. The dominant eye was determined using the Miles Method. Eleven naïve volunteers and the second author participated in this experiment. Three vection measures (latency, duration and magnitude) were obtained. Obtained vection latency was significantly longer in the non-dominant-eye observing condition, although there were no significant differences in vection duration and magnitude. We can conclude that vection can be affected by the conditions of observing eyes.
著者
舟橋 健司 フェルズ シドニー
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.421-428, 2005

In this paper, we describe the method to express water wave and splash for virtual swimming as artwork; Swimming Across the Pacific. Our water simulation is based on the method in which the water surface is modeled as a thin film. For the sea surface plane waves, we use recurrence relations to solve the partial differential equation for the 2D wave as is standard practice. In this method, the sea surface is modeled as a mesh. We approximate the volume of the swimmer with bounding boxes to improve performance and determine when they intersect any of the water grids when they move. Then waves are then made and propagated. If the height is over a pre-defined threshold value and/or the swimming avatars motion interferes with waves, some particles are made in the air to simulate splashing.
著者
吉田 俊介 矢野 澄男 安藤 広志
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.15, no.2, pp.121-124, 2010
参考文献数
6
被引用文献数
3

We propose a novel glasses-free 3D display of 360° optimized for tabletop tasks. The display employs circularly arranged projectors and a cylindrical- or a conical-shaped optical device that has a directional optical characteristic. Those devices are installed underneath the table not to obstruct the working space. One of the novelties of the proposed method is forming a ring-shaped viewing area above the table. When users look in this area, they can observe individual 3D images from each direction with correct perspective on the table such as a centerpiece.
著者
舘泉 雄治 鐘ヶ江 正巳
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.40-49, 2020 (Released:2020-03-31)
参考文献数
17

This paper clarified the basic characteristics of a new prototype of a sheet type piezoelectric sensor. And we discovered that the frequency characteristics of this sheet type piezoelectric sensor change depending on the input impedance of the connected preamplifier. Furthermore, we have proved that this sheet type piezoelectric sensor can actually measure heartbeat signals. We propose a new heartbeat signal measurement method with unconstrained using a sheet type piezoelectric sensor. In this new measurement method, two signals of the cardioballistic and the phonocardia are measured simultaneously by one sensor. It is expected to improve the problem that heartbeat signals cannot be measured due to the effects of ambient noise and body movement.
著者
横山 智史 谷川 智洋 広田 光一 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.9, no.3, pp.265-274, 2004-09-30 (Released:2017-02-01)
参考文献数
19
被引用文献数
4

Recently, various types of display system can present aural, visual and haptic information related to the position. Also, it is important to present olfactory information related to the position, and we focus on the spatiality of olfaction. Olfactory information consists of the kind and density of an odorous molecule. And, human can know the position of an odor source, by perceiving the density distribution of the odorous molecule. In this research, we constructed and evaluated wearable olfactory display to present the spatiality of olfaction at outdoor environment. By simulating density distribution of the odorous molecule based on diffusion equation, we generate two types of olfactory field which represented olfactory information related to the position. According to positions of user and odor source, our prototype system control density of odorous molecule and blow generated odor air to the user's nose. By using the proposed system, user can specify position of odor source in outdoor environment. Also, the user can feel as if he/she passed each other with the perfumed people.
著者
大島 登志一 佐藤 清秀 山本 裕之 田村 秀行
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.699-705, 1999-12-31 (Released:2017-02-01)
参考文献数
12
被引用文献数
4

This paper introduces a collaborative shooting game - "RV-Border Guards," which uses Mixed Reality (MR) technologies. This system is designed to emphasize MR-specific features for entertainment. Three players wearing HMDs cooperatively battle with virtual invaders flying around them in the MR space. Each player is armed with a virtual gear such as a helmet and a gun, and can intuitively interact with the MR space using easy gestures. Total reality of the MR space is carefully tuned. This project tries to achieve a novel multi-player entertainment, which has never been realized without MR technologies.
著者
小泉 直也 田中 秀和 上間 裕二 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.18, no.2, pp.141-150, 2013-06-30 (Released:2017-02-01)
参考文献数
25
被引用文献数
1

Our contribution is to propose the method to augment food texture using sound AR system with crossmodal effect, to evaluate prototype implementation, and to confirm the validity of our system. There is cognitive scientific knowledge regarding the relation between food texture and sound. However, they are effective only in laboratory situations and are not suitable in everyday lives. Our research question is how the user interface design improves our daily eating experience and we focus on the food texture. Our hypothesis is that it is possible to augment the food texture by introducing sound in synchronization with the motion of the user's mastication. For this purpose, we have designed a device and software for detecting the mastication action and controlling the sound augmented reality system. Additionally, we have evaluated sound delay, frequency control, and effects of our system. And finally, we have demonstrated this system at a public conference to show the possibility of usage in a living environment.
著者
大木 美加 秋月 秀一 ブロー バティスト 青木 義満 鈴木 健嗣
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.206-215, 2020-09-30 (Released:2020-09-30)
参考文献数
33

By leveraging the large-scale interactive floor projection system installed in a special-needs school gymnasium (FUTUREGYM), we aim to support youths with special needs in the acquisition of proper working procedures when cleaning the floor. The trajectory of a mop can be visualized by floor projection after or during the cleaning session. In order to manipulate tools for cleaning, the ability of spatial perception and coordinated movement is necessary, which is sometimes difficult for people with Neurodevelopmental disorders (ND). Here, we verified three different kinds of floor projection methods to give feedback of the trajectory of the mop, which is generated according to the position of both the person and the mop.
著者
有賀 安央衣 坂内 祐一 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.24, no.4, pp.361-370, 2019 (Released:2019-12-31)
参考文献数
38

We conducted an experiment presenting a vection stimulus by HMD and a scent stimulus by olfactory display to investigate the interaction between vection and olfaction. We used two types of motion images with different directions and used two different scents, and measured the subjective strength by changing the strengths of these two stimuli. From the experimental results, we found that the subjective strength of the scent increased as the vection stimulus gets stronger. On the other hand, olfactory stimuli had some effect that makes vection perception irregular, but it was not clear from this experiment what kind of brain mechanism is the cause.
著者
佐藤 綱祐 西田 惇 髙鳥 光 鈴木 健嗣
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.1, pp.71-80, 2017 (Released:2017-03-31)
参考文献数
17
被引用文献数
2

In this research we propose a wearable suit for embodiment transformation, which virtually realizes a child's experience while preserving the user's interactions and perceptions. The embodiment transformation suit consists of a viewpoint translator and passive hand exoskeletons. The viewpoint translator simulates a child's point of view (POV) by using a pan-tilt stereo camera attached at the waist position and a head mounted display (HMD). The pan-tilt mechanism follows the user's head behavior. The passive hand exoskeletons simulate a child's tiny grasping motion by using multiple quadric crank mechanisms and a child-size rubber hand. Virtualized child's embodiment through our own body will provide opportunities to feel and understand a child's perception and recognition, to evaluate products and spaces such as hospitals, public facilities and homes from the aspect of universal design. This paper describes the system design and implementation of the viewpoint translator and the exoskeletons, and assessment of them based on user's feedback in exhibitions.
著者
大城 和可菜 鏡 慎吾 橋本 浩一
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.2, pp.108-116, 2020 (Released:2020-06-30)
参考文献数
16

Low-latency projection is a key technology for fast motion-adaptive projection. Digital Micromirror Devices (DMDs) are widely used for this purpose because they enable high frame rate projection of binary patterns, although additional techniques are needed to realize projection of multi-valued images. This paper proposes a low-latency projection method, Binary Frame Warping, with which displayed patterns are warped at the binary pattern rate instead of the video frame rate. Experimental results suggest that the proposed method applied to 60-fps video input offers perceived image quality comparable with that offered by over 500-fps projection.
著者
仲谷 正史 Howe Robert D. 舘 〓
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.1, pp.97-100, 2008-03-31 (Released:2017-02-01)
参考文献数
7
被引用文献数
1

Tactile sensation usually provides reliable perception of an object's presence and its surface geometric profile. We can easily conduct a part of daily behaviors without looking at. However, the human tactile sensation is not necessarily faithful reproduction of the physical property of an object in real world. Here we report a novel tactile illusion named as "Fishbone Tactile illusion": in which depth perception of the contact surface occurs through stroking by a fingertip even though the surface profile is physically flat. We investigated the effects of the touching modes (static and active) and that of the surface profile of stimuli (presence/non presence and width of smooth-flat contact surface) on the illusionary perception of stimulus geometry. The results from the two experiments suggest that this illusion is induced when the stimulus satisfies following at least two conditions: 1. a central smooth region is surrounded by rough adjacent regions; 2. a central smooth strip is required when the width of its region is below 1.5 mm. This phenomenon may reveal the basic of human tactile system to process the perception of depth in finger tip because of its robustness and simplicity.
著者
龍野 翔 早川 智彦 石川 正俊
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.447-455, 2017

<p>A supporting training system using a haptic device is considered to contribute more to motion learning than other stimuli that stimulate the human somatosensory system. However, the apparatus required for haptic stimulation is large, although the output is small. Electrical stimulation has been gaining attention in the field of human interfaces in recent years as a potential solution to this problem. Electrical stimulation is superior to existing haptic interfaces in that a large output can be generated using a few batteries, which can drive muscles to contract. Therefore, in this study, we developed a training system using electrical stimulation. This system teaches the amount of the rotation of arms, which is difficult to achieve by means of other haptic stimuli. We confirmed that the form in the rotation direction was successfully modified by using this system. The form was improved by 32% through electrical stimulation during training, and the form correction was achieved via the somatosensory system, which is difficult with the existing method. In addition, we verified that the skill was memorized in a short period of time and retained in the short term.</p>
著者
田中 信壽
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.129-138, 2005-03-31 (Released:2017-02-01)
参考文献数
78
被引用文献数
1

The health hazards posed by Virtual Reality (VR) environments can be divided into two groups based on their developing mechanism. The first group is related to optical stimulus load and is exemplified by Visual Display Terminal (VDT) Syndrome. The second group encompasses those caused by space information confusion and is exemplified by VR sickness. Among space information confusion induced hazards, VR sickness is especially serious because it can involve strong discomfort, headache, nausea and vomiting. Because VR sickness may prove to be a barrier to the spread of VR environments, it is thought that countermeasures are required. This paper reports the current state of VR sickness countermeasure knowledge. Research is summarized and organized mainly according to the following stories: "Cognition of VR sickness", "Mechanisms involved with the development of VR sickness", "Directions for countermeasure development" and "Evaluation of VR sickness".
著者
小玉 亮 高下 昌裕 田口 峻 藤枝 延維 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.24, no.1, pp.103-112, 2019 (Released:2019-03-31)
参考文献数
13

A virtual reality system, combined with surrounding visual, auditory content and motion platform, can provide an immersive experience including a sensation of motion. However, the space and cost requirements for installation of motion platforms hinder its practical use. To overcome this issue, we have proposed to use a car as a motion platform. We tested an immersive content in which users ride on a trolley in a virtual space, on two types of automatic driving algorithms. The results showed that this system enhanced "enjoyment", "sense of fear" and "feeling of movement" of the content. Comparison of algorithms showed that "acceleration feedback" is more advantageous than "jerk feedback".
著者
大山 晃平 小川 剛史
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.25, no.1, pp.31-39, 2020 (Released:2020-03-31)
参考文献数
24

There have been many studies on cross-modal interfaces by interaction among multiple sensory modalities. Most of the previous studies utilize the cross-modal phenomenon as a means to give a new stimulus or to enhance stimuli. In this paper, we propose the diminished reality method for a pressure stimulus by the cross-modal phenomenon. Our method generates cross-modal phenomenon by the mismatch between visual stimulus and pressure stimulus by using reverse reproduction of video. The experimental results showed that the pressure perception can be reduced by the mismatch between visual stimulus and pressure stimulus in both smartphone mode and HMD mode.
著者
井上 佑貴 伊藤 雄一 尾上 孝雄
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.24, no.3, pp.293-301, 2019-09-30 (Released:2019-09-30)
参考文献数
17

In this research, we propose a tube display, TuVe as a novel flexible display applicable to various shapes of surface. It is possible to wrap the tube around the surface of an object and present information. In this paper, first, we investigate the system configuration to generate droplets. Next, we discuss about the method to control positions of the droplets. In addition, we also propose a calibration method to define the relationships between the pump drive time and droplets' positions. Then, we evaluate the performance of proposed system with experiments. As a result, we confirmed that it was possible to control the positions accurately of colored droplets by the proposed calibration method.
著者
徳久 悟 吉野 弘一 小幡 光一 遠藤 志津子 岩崎 花梨 武田 港 柴崎 美奈 神山 洋一 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.20, no.1, pp.3-14, 2015

Not only in Japan but also in other countries, there are some case studies in the museum using virtual reality and augmented reality technologies. Based on this trend, Toppan Printing Co., Ltd. developed Toppan VR which a method to show digital archive data, and have organized the Museum Theater with Tokyo National Museum (Tohaku). This research designed a service on The Great Map of Japan (Inouzu) in order to expand the user experience in the museum as well as to solve some issues extracted through operational experiences. This service designed 4 touch points on Inouzu, an interactive map viewer, a VR movie "Map of Japan created by Ino Tadataka" at Museum Theater, a workshop on pace countings, Special exhibition "Map of Japan created by Ino Tadataka" at Heiseikan Thematic Exhibition Room, and aligned them. As a result of the evaluation tests, this service changed passive experiences on the Museum Theater to more subjective experiences, and achieved more effective linkage between the Museum Theater and the exhibition.
著者
丹羽 真隆 飯塚 博幸 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.17, no.1, pp.3-10, 2012-03-31 (Released:2017-02-01)
参考文献数
12
被引用文献数
2

We propose novel architecture to realize a low-degree of freedom (DOF) Tsumori controller to manipulate a high-DOF robot. We believe that humans can immerse themselves to manipulate a robot if the robot reflects user intention. In our Tsumori controller, the user intuitively operates a joystick, and the robot moves semi -autonomously and reflects the user's intention that is extracted from intuitive input sequences. In this paper, we explain how to extract Tsumori, which is an archetype of human behavioral intention, and how to realize a Tsumori controller.