著者
近藤 智嗣
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.17, no.4, pp.381-391, 2012

This paper describes an evaluation about a guide function of a museum exhibition using immersive mixed reality technology. In this system, the user utilizes a binocular hand-held display (HHD) to observe the skeleton of a dinosaur fossil 1.6 meters in length. The exhibition presents a fundamental explanation of dinosaur bone structure. In this study, a guide function was developed to urge the user to adjust to the appropriate position to view the content. The HHD position data compared the results with the guide function to those without the guide function. According to the results, users' behaviors differed significantly; the guide function effect was confirmed.
著者
中里 祐介 神原 誠之 横矢 直和
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.295-304, 2005
被引用文献数
31

To realize an augmented reality (AR) system using a wearable computer, the exact position and orientation of a user are required. We propose a localization method which is based on using an IR camera and invisible visual markers consisting of translucent retro-reflectors. In the method, to stably extract the regions of markers from the captured images, the camera captures the reflection of IR LEDs that are flashed on and off continuously. In experiments, we first describe the quantitative evaluation in computer simulation to decide the alignment of markers in real environments. We then carry out the localization experiments in real environments in which markers are installed based on the marker alignment decided by simulations. Finally, we develop a wearable augmented reality system using the proposed localization system.
著者
雨宮 智浩 広田 光一 池井 寧 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.18, no.2, pp.121-130, 2013

We conducted a user study to clarify whether a tactile flow created by a matrix of vibrators in a seat pan simultaneously presented with an optical flow in peripheral vision enhances the perceived forward velocity of self-motion. A brief tactile motion stimulus consisted of four successive rows of vibration, and the inter-stimulus onset between the tactile rows was varied to change the velocity of the tactile motion. The experimental results show that the forward velocity of self-motion is significantly overestimated for rapid tactile flows and underestimated for slow, compared with only optical flow or non-motion vibrotactile stimulation conditions. Furthermore, we examined a perceptual change in the forward velocity by the tactile flow on the seat pan applied in a car-racing computer game.
著者
金 ジョンヒョン 橋田 朋子 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.18, no.3, pp.393-399, 2013

Focusing on the drawing sound as auditory feedback in the act of writing with an ordinary paper and pen, we have studied the effect of emphasized drawing sound. In this paper, we explain availability of emphasized auditory feedback of drawing sound in professional animation studio. In specific, we introduced our proposed system to animation producing process and performed a user study for 6 weeks to confirm its availability. The results from user study showed that animators used our proposed system at a rate of 93.0% during their total day and average of 5 hours a day. Moreover, we obtained the positive feedback in the interview such that they can draw dark and uniformly-thick line in quality by listening to drawing sound.
著者
末石 智大 奥村 光平 奥 寛雅 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.18, no.2, pp.181-190, 2013

In this paper, we propose a stereo measurement system to observe continuously an object which moves and deforms quickly and irregularly, and to reconstruct its high-resolution 3D shape. The system is a stereo vision system using two gaze controllers by rotational mirrors. Each gaze controller tracking a quickly moving object, the system captures stereo images, and temporally continuous 3D shapes of the object are reconstructed from the stereo images. We discuss settings of the system considering characteristics of a gaze controller by rotational mirrors. The experimental results show that the system can capture stereo images tracking a quickly and irregularly moving object, and can reconstruct temporally continuous high-resolution 3D shapes of the object.
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

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
大西 崇之 リンダマン ロバート 清川 清 竹村 治雄
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.17, no.4, pp.361-367, 2012

We propose a 3D selection method with multiple multi-touch touchpads. We employ two touchpads, which allows users to rest his arms during manipulation. Our method uses an asymmetric bimanual technique to define a 3D volume which in the best case requires only a single action. The technique also supports other typical manipulations, such as object and camera translation and rotation. The proposed method is compared with a double mice implementation, resulting that subjects interacting with the proposed method were less accurate but quicker to select objects.
著者
本多 明生 神田 敬幸 柴田 寛 浅井 暢子 寺本 渉 坂本 修一 岩谷 幸雄 行場 次朗 鈴木 陽一
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.1, pp.93-101, 2013

Senses of presence and verisimilitude are affected differently by temporal asynchrony between audio-visual components of audio-visual content. To investigate whether this result is valid more generally, we conducted an experiment using a clip of western orchestral music. Results revealed that the sense of verisimilitude is more sensitive to audiovisual synchronicity than to the display size, whereas the sense of presence is more sensitive to the spatial size than the temporal property. These findings corresponded well with those of the previous study, which indicated that the sense of verisimilitude is distinguishable from the sense of presence. Furthermore, we discussed important considerations related to measurement for Kansei information such as the sense of presence and verisimilitude.
著者
寺本 渉 吉田 和博 浅井 暢子 日高 聡太 行場 次朗 鈴木 陽一
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.1, pp.7-16, 2010
被引用文献数
11

We used a questionnaire to investigate how non-researchers conceptualize sense of presence. Respondents were 108 students with no professional education related to engineering or virtual reality. More than 90% of the respondents knew of the term, but they tended to use sense of presence not only to refer to a subjective experience of being there in a mediated environment, but also to refer to an experience that makes them feel excited or as having an extraordinary experience in an actual environment. Factor analysis revealed four sense of presence components: evaluation, impact, activity, and mechanicalness. Events with high presence were likely to be evaluated as preferred, impressive, and dynamic. Furthermore, the participants estimated that distal and proprioceptive sensors such as vision, audition, equilibrium, and kinesthesis were closely related to a sense of presence. These results suggest that sense of presence is not a single and simple concept for non-researchers, but is instead an ambiguous and the multidimensional construct with modality-selectivity. These aspects of sense of presence must be considered in specifying physical factors for high presence and establishing objective measures of sense of presence.
著者
寺本 渉 吉田 和博 日高 聡太 浅井 暢子 行場 次朗 坂本 修一 岩谷 幸雄 鈴木 陽一
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.483-486, 2010
被引用文献数
8

For virtual reality systems, the enhancement of a sense of presence (a subjective experience of being in one place even when one is physically situated in another) has been the most important issue. Both theoretically and empirically, the sense of presence has been found to relate dominantly to background components contained in a scene. In contrast, the reality or virtuality which can be assumed to link essentially to foreground components in a scene has not been investigated in detail. The present study defined the latter type of sense as vraisemblance (verisimilitude), and made an exploratory investigation into spatio-temporal characteristics responsible for the higher vraisemblance by using a scene containing Shishi-odoshi (a traditional Japanese fountain made of bamboos) in a Japanese garden as audio-visual stimuli. In Experiment 1, the effects of the field size of view and the sound pressure level of the background were investigated. Higher vraisemblance was observed with the middle field size of view with the original sound pressure level of the background, whereas higher sense of presence was observed with the larger field size of view with the larger background sound. In Experiment 2, the effect of temporal asynchrony between the foreground audio-visual stimuli produced by Shishi-odoshi was investigated. The results show that the range of temporal-window for the audio-visual stimuli necessary for high vraisemblance was different from those for high presence. These findings suggest that the sense of vraisemblance can be distinguishable from the sense of presence, and deeply involved to the foreground-based aesthetic impression in a scene.
著者
真中 勇太 矢野 博明 岩田 洋夫
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.16, no.3, pp.449-458, 2011

Robot Tile is one of the circulating field types of Locomotion interface which consists of five Omni-directional moveable robots. The user can keep walking in any direction with this device while it is in the place. An immersive projection display named the Rear Dome consists of a spherical rear projection screen and eight projectors. The Rear Dome can project omnidirectional images on the screen. A user can see the omnidirectional image inside the screen. We integrated the Robot Tile and the Rear Dome, and conducted the evaluation experiment.
著者
圓崎 祐貴 矢野 博明 岩田 洋夫
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.16, no.3, pp.327-334, 2011

This paper presents a work carried out for a project to develop a new interactive technique that combines haptic sensation with computer graphics. The project has two goals. The first one is to provide users with a spatially continuous surface on which they can effectively touch an image using any part of their bare hand, including the palm. The second is to present visual and haptic sensation simultaneously by using a single device that doesn't oblige the users to wear any equipment. In order to achieve these goals, we have developed balloon array volumetric haptic display named Volflex. The Volflex, however, has small range of displayed volume. In this paper, we focus on expanding the ability to present varied shape of virtual object from flat surface to volumetric surface. We designed a new volumetric haptic display named Volflex+. It is composed of a group of air balloons controlled by air cylinders. Each air cylinder is attached to a linear actuator so that each balloon is able to move up/down. This configuration drastically expands presented volume..
著者
有賀 玲子 前田 篤彦 小林 稔
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.2, pp.119-128, 2012

Consumers are very keen to communicate with a richer set of media and 3D shape is a very intuitive and powerful means of communication. Recently, users and developers have become more interested in capturing, in 3D, things that currently exist. New services will emerge if consumers can access 3D capture devices that are low cost and low effort. Existing 3D scanners take too long and are difficult to set up. We propose a box type capture device with which anyone can rapidly capture whole surfaces of target objects without any complicated operations. This paper proposes the three basic technologies of the capture device and demonstrates their feasibilities.
著者
野嶋 琢也 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.13, no.2, pp.217-225, 2008
参考文献数
16
被引用文献数
2

The head up display (HUD) is becoming increasingly common in the aerospace field because it has many benefits such as enabling operations in poor visibility and improving flight safety. The HUD is a kind of augmented reality display that enables a pilot to observe the scene outside the cockpit while simultaneously viewing an artificial image of flight information. However, the HUD is too expensive and heavy for light airplanes. In this paper, we propose a new method to compose a simple HUD using Retro-reflective Projection Technology and a propeller. In this report, we also describe the developed system and preliminary experimental results.
著者
木島 竜吾 山田 英治郎 小鹿 丈夫
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.6, no.2, pp.107-114, 2001
参考文献数
15
被引用文献数
7

Time lag between the human motion and display output is a large obstacle that prevent the Head Coupled Display from application. A novel HMD "Reflex HMD", with time lag compensation was proposed and the preliminary prototype was constructed. The angular movement is measured by gyroscope in this HMD, modulates the driving signal for LCD panel, and shifts the viewport within the image supplied from the computer. The merit of this system is 1) the independece of computer platform, operating system, and application, 2) low cost and light weight, 3) precise compensation without causing additional delay. An experiment with the prototype ReflexHMD successfully showed that the delay of about 100 milliseconds (six frames) was decreased within one frame.
著者
森川 治 橋本 佐由理 前迫 孝憲
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.14, no.1, pp.3-10, 2009
被引用文献数
1

In counseling, the role of non-verbal communication such as expression, spacing, physical contact is very important. Roleplaying is one of useful methods of counseling. According to circumstances, physical contact is used in order to that roleplaying may be more effective. When counselors want to use physical contact in counseling, they can use a virtual contact instead of physical one without ethical problems. Therefore, we propose Remote Counseling system with virtual embrace using HyperMirror.
著者
井村 誠孝 小塚 淳 南 広一 田畑 慶人 守随 辰也 千原 國宏
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.4, pp.481-486, 2002
被引用文献数
1

A horseback archery (called Yabusame in Japanese) is the traditional art of Japan that dates from the Heian Era (10th century). Since a horseback archery requires both horse riding skill and archery skill simultaneously, ordinary people cannot experience this excitement during their lifetimes. The authors extract essential elements from a horseback archery and reconstruct them in more simple style utilizing fusion of various sensors and movable L-shape immersive screens. The developed system enables ordinary people to enjoy the excitement of a horseback archery. Moreover, the authors import competition between two players into the traditional style of horseback archery so as to improve quality as entertainment.
著者
鈴木 康広 檜山 敦 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.12, no.3, pp.397-400, 2007
被引用文献数
1

This paper describes the development of the display that controls the light and shadow cast on the floor using illumination lamp or natural sunlight as a light source. Polymer Dispersed Liquid Crystals (PDLC) film that can switch from opaque to transparent rapidly is used in each pixel of the display. The display is intended to install in ceiling or window and artificially generates images of shadow on the ground or wall just like sunshine filtering through foliage. Our concept is to develop the display that can appeal to person's instinct as an interactive art installation.
著者
森 博志 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.369-378, 2010

We propose a wellness entertainment system using trampoline interface. In this system, we use a mini trampoline as the input device. The system enables the user to move and jump freely in VR space by exaggerated movement corresponding to walking or jumping on the mini trampoline. Improvements in exercise motivation and support for continuous exercise are achieved in our system, since it is possible to enjoy strolling through a virtual space, which is usually difficult to experience, by exercising on the mini trampoline without injury to the user's joints
著者
吉井 暢彦 和田 隆広 塚本 一義 田中 聡
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.4, pp.397-404, 2004
被引用文献数
5

Appropriate exercises are important to maintain the health. In this paper, we develop the virtual reality snowboard system for whole body exercise and rehabilitation. Users can continue exercises pleasantly since the virtual reality snowboard system has amusement. In addition, we propose a methodology to provide the appropriate exercise corresponding to the personal condition by using the proposed virtual snowboard system. In the training, the longitudinal and lateral distances of sets of the flags and torque exerted on the board are controlled based on the user's conditions. Finally, we will show the effectiveness of our proposed method by measuring the heart rates, oxygen uptake and EMG signal of upper and lower limbs. It is shown that the exercise strength is enough for the training and the strength can be controlled by changing the positions of flags and torque by measuring the heart rates, oxygen uptake and EMG signals of upper and lower limbs while playing snowboard.