著者
中川 千鶴 大須賀 美恵子
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.3, no.2, pp.31-39, 1998-06-30 (Released:2017-02-01)
参考文献数
35
被引用文献数
5

Recently, "Virtual Reality"(VR) has become one of the most attractive new technologies. VR isalso knownas"Virtual Environment", or VE. Inthis paper, we usetheterm "VE" because we are not working on training simulators but instead on systems for general users. VE technology has rapidly advanced and offers many promising applications in such areas as training, medicine and so on. However, a potential hazard to users of virtual environments has been found: some users complain of discomfort during and after the experience. This phenomenon is similar to motion sickness and has been called "simulator sickness". There is a direct link between simulator sickness and sickness in virtual environments: both are forms of visually-induced motion sickness. However, we believe there is a significant difference between general-purpose VE and simulators for special training. This report surveys the literature on simulator sickness and motion sickness in relation to discomfort in virtual environments, especially from the point of view of autonomic nervous system (ANS) responses. We hopethis research can suggestways to combat such risksto users and contribute to the expansion of safe VR and VE technologies.
著者
油井 俊哉 橋田 朋子
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.2, pp.169-172, 2020 (Released:2020-06-30)
参考文献数
11

We have developed a system, called “Curating Frame”, that transforms everyday things into works of art. We achieved this function by using machine recognition, in this case false recognition, to let the picture frame move autonomously so that it stays in front of the target objects and generates slightly shifted titles. When art supplies such as picture frames and captions are placed in the field of view, people can easily misapprehend the surroundings behind them as works of art. A slightly shifted title will stimulate people’s imagination and make it easier for them to reinterpret ordinary objects.
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

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
一刈 良介 川野 圭祐 天目 隆平 大島 登志一 柴田 史久 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.12, no.3, pp.343-353, 2007
参考文献数
15
被引用文献数
16

In the pre-production process of filmmaking, PreViz, previsualizing the desired scene by CGI, is used as a new technique. In an alternative approach, mixed reality (MR) merges the real and virtual worlds to achieve real-time interaction between users and MR space. We propose MR-PreViz that utilized MR technology in PreViz. MR-PreViz makes it possible to merge the real background and the human and creature by CGI in open set and outdoor location. The user can consider the camera-work and camera blocking efficiently by using MR-PreViz. This paper introduces the basic concept of MR-PreViz, the design of main system, the software architecture, an authoring tool supporting selection of camera-work, and CWML (Camera-Work Markup Language) to describe camera-work.
著者
中山 拓哉 鈴木 由路 葭田 貴子
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.22, no.4, pp.503-512, 2017 (Released:2017-12-31)
参考文献数
20

Although the hang glider is well known, few people have experienced it since one has to drive to suburban flight areas to try it. Nowadays, conventional flight exhibitions that include towing enable beginners to drop in at flight experience events in urban open spaces, including central Tokyo. To boost this urban exhibition, we designed an indoor hang glider virtual reality system that is easy, stable, and offers some of the most exciting flight experiences that hang gliders can ever have, regardless of the weather conditions. This system enabled to propagate the fascination with the hang glider for many people at the event even in urban Tokyo.
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
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
水谷 純也 松本 啓吾 鳴海 拓志 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.27, no.1, pp.76-86, 2022-03-31 (Released:2022-05-25)
参考文献数
21

A method called redirected walking has been proposed to enable users to walk in a real space of limited size in a vast virtual space by manipulating the user’s direction and amount of movement. Three viewpoint manipulation methods, namely translation gain, rotation gain, and curvature gain, are mainly used in redirected walking. The rotation gain manipulates the user’s direction of travel by manipulating the rotation around the user’s head. However, when the rotation gain is applied to a user walking around a turn, the user’s walking path may deviate from the target. This deviation of the user’s walking path would be a serious problem, especially when interacting with real objects. To solve this problem, we propose a novel turning gain and correction method, which can control the user’s walking path even when the user turns without stopping.
著者
笠井 亮佑 上條 史記 島峰 徹也 加納 敬 荻野 稔 田仲 浩平 篠原 一彦 水野(松本) 由子
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.26, no.1, pp.4-13, 2021 (Released:2021-04-01)
参考文献数
23

We evaluated the impact of different mood states on electroencephalogram (EEG) activity and surface sensation electrical current values using surface sensory nerve electrical stimulation in a virtual reality (VR) environment. The participants were 22 adults. The Profile of Mood States (POMS) was used as a psychological test to calculate the Total Mood Disturbance (TMD) score to divide participants into a high TMD group and a low TMD group. Three videos were selected for each of three different conditions (resting, unpleasant, pleasant) for a total of nine videos. Pain Vision was used to calculate the pain ratio (PR) to evaluate surface sensory nerve electrical stimulation. A subjective pain questionnaire was used to calculate the pain subjective score (PS) to assess participants’ subjective evaluations of pain. The θ wave rate (θ%), α wave rate (α%), and β wave rate (β%) were calculated for the EEG. Analysis results demonstrated that when mood was positive, PS was lower for all VR videos, but when mood was negative, PR, PS, and α% were lower and β% was higher for unpleasant and pleasant videos. Our study findings suggest that pain may be mitigated subjectively when mood is positive, and when mood is negative, it may be mitigated both subjectively and objectively as demonstrated by electrical stimulation.
著者
太田 啓路 河合 隆史 海老根 吉満 山口 理恵
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.343-351, 2004-12-31 (Released:2017-02-01)
参考文献数
13
被引用文献数
1

We simulated videogame scenes in simplified 3D computer graphics and evaluated the discomfort from the images by altering the simulation parameters. In the evaluation, the subjects viewed the images including oscillating motion and rotating motion with or without a fixation object. The subjective symptoms on the discomfort of image, degree of motion sickness, sense of eye movement and body movement were assessed by a 5 point rating questionnaire. Besides, the eye movements during viewing the stimuli were measured by using video camera. We found a significant relationship between the discomfort of the images and the sense of eye movement under the condition of oscillating motion. Moreover, the eye movements were reduced by adding the fixation object into the images.
著者
鳴海 拓志 谷川 智洋 梶波 崇 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.15, no.4, pp.579-588, 2010-12-31 (Released:2017-02-01)
被引用文献数
7

Gustatory information has rarely been studied in relation to computers, even though there are lots of studies on visual, auditory, haptic and olfactory information. This scarcity of research on gustatory information has several reasons. One reason is that taste sensation is based on chemical signals, whose functions have not been fully understood yet. Another reason is that taste sensation is affected by other factors, such as vision, olfaction, thermal sensation, and memories. Thus, complexity of cognition mechanism for gustatory sensation as described above makes it difficult to build up a gustatory display. Our research utilizes the complexity of cognition mechanism for gustatory sensation, in order to create a pseudo-gustatory display, which induces cross-modal integration by presenting texture and odor. "Meta Cookie" combines augmented reality technology and olfactory display technology. Merging of these two technologies creates a revolutionary interactive gustatory display. With this breakthrough combination of technology, we realize a novel gustatory display system. Pseudo-gustatory display is a novel concept to deal with gustatory information in the area of interactive techniques and open up a new horizon for computer human interaction.
著者
吉田 圭佑 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.23, no.3, pp.189-196, 2018 (Released:2018-09-30)
参考文献数
36

In this paper, we propose a novel method to virtually simulate the sensation of spiciness by applying thermal grill illusion to the human tongue. We describe our tongue stimulator equipped with interlaced warm and cool bars. To evaluate the effectiveness of this method, the system was experimentally tested in two studies. The first experimental results show that spicy taste was perceived by causing thermal grill illusion on the tongue. The second experimental results show that the strength of spicy perception is affected by both of average temperature and difference in temperature between warm and cool stimuli.
著者
上田 祥代 吉田 成朗 渡邊 淳司 池田 まさみ 茅原 拓朗 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.24, no.1, pp.3-12, 2019 (Released:2019-03-31)
参考文献数
30
被引用文献数
1

The human primary somatosensory cortex corresponds to an organized topological map of all body parts (somatotopy). However, the representative proportion of body parts in the brain differs from that of the physical body. This distorted representation is called the cortical homunculus. Body parts with extensive cortical representation have a greater sensitivity in spatial resolution. We have developed the software, Face Homunculus Viewer, that can modify any facial images to homunculus-like faces with sensitivity parameters. The software was employed to support children and adults in understanding the cortical homunculus and the sensitivity differences of various body parts. Several workshops were held in which participants measured two-point discrimination thresholds at the forearm, lip and forehead to create a personalized homunculus. The software may contribute to user knowledge on the mechanisms of somatosensory perception in the brain of humans through their own embodied experience.
著者
渡邊 淳司 川口 ゆい 坂倉 杏介 安藤 英由樹
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.303-306, 2011-09-30 (Released:2017-02-01)
参考文献数
11
被引用文献数
3

You don't usually care about your own heartbeats, unless you are in a specific situation such as when getting nervous or injured. In the workshop your heartbeats are externalized with a concise system, which is composed of a vibration speaker and stethoscope. Heartbeat sounds taken by the stethoscope are sent to the vibration speaker via information processing circuit, and the system enables you to hear and touch states of your own heartbeats, and to exchange them with others. This workshop is aimed to provide a gut feeling of living self. The current paper describes the concept of workshop, and reports the participants' comments.
著者
大山 英明 前田 太郎 舘 [ススム]
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.59-68, 2002
参考文献数
78
被引用文献数
2

Telexistence, tele-existence, or telepresence, is an advanced form of teleoperation, which enables a human operator to remotely perform tasks with dexterity, providing the user with the feeling that he or she is present in the remote location. Although tele-existence/telepresence as an engineering concept was proposed in 1979-1981, a comic titled " Jumborg A " proposed and illustrated a primitive tele-existence robot control system in 1970. As a matter of fact, some fictitious robot control systems in novels, comics, animations, and movies precede real robot control systems. In this paper, we will introduce the history of telexistence robots, both in terms of current technology and science fiction
著者
伊藤 雄一 石原 好貴 白井 僚 藤田 和之 高嶋 和毅 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.25, no.4, pp.384-393, 2020-12-25 (Released:2020-12-25)
参考文献数
29

We propose StickyTouch, a novel tactile display that represents an adhesive information. This adhesive surface is capable of manipulating the degree of adhesion, enabling new kinds of interactions such as attaching and detaching the user’s fingers. Adhesion control is achieved with a temperature sensitive adhesive sheet whose temperature is locally controlled by Peltier devices arranged in a grid. In this paper, we describe the details of principle and system design of StickyTouch, and discuss the implementation of a proof-of-concept prototype with 64 Peltier devices with an adhesive size of 150×150 mm. We conduct several experiments on adhesion perception when touching and swiping on the display surface to evaluate the performance of StickyTouch. Finally, we discuss the applications for touch and swipe and our future prospects.
著者
上田 祐也 清水 祐一郎 坂口 明 坂本 真樹
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.4, pp.455-463, 2013-12-31 (Released:2017-02-01)
被引用文献数
4

In medical interviews, Japanese patients often use onomatopoeia such as "zuki-zuki" and "gan-gan" to express their pains or medical conditions. Using onomatopoeia when expressing pain enables simpler and more direct expressions than normal language as well as expresses the quantity (level/intensity) and quality (location/depth) of the pain. However, the subtle differences in characteristics of pain (such as quality), for example between "zeh-zeh" and "zero-zero", are difficult to grasp accurately. Although grasping these differences accurately is said to be critical, it depend on the level of skill of a doctor. So in this study, we constructed a system which supports communication between patients and doctors by evaluating meanings expressed by onomatopoeia. When a user inputs Japanese onomatopoeia, our system estimates quantities and qualities of pains using the relationships between the sounds used in the onomatopoeia and meanings expressed by 35 rating scales such as "sharp - dull", "strong - weak", and "deep - shallow". Visualizing of pains will help to compare between conventional onomatopoeic words such as "zeh-zeh" and novel words such as "zero-zero".
著者
盛川 浩志 太田 文也 金 相賢 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.4, pp.617-625, 2016 (Released:2017-02-01)
参考文献数
12

This paper reports on the effect of the physical state of the body on touch sensations caused by collisions with virtual objects. The collision of a virtual object with a user's body in a virtual environment may cause an illusory touch, or haptic, sensation. We hypothesize that a real-world touch sensation of moving air on skin may augment an illusory touch sensation created by the visual representation of a collision with an object in a virtual scene. To assess this hypothesis, we performed experiments evaluating touch sensation in three conditions: with the user's body covered, with the user's body uncovered, and when blowing air onto the user. Our results showed that a touch sensation was strongly induced in the condition where the user's body was uncovered. Furthermore, the effect of blowing air onto the user differed depending on the body part that was stimulated and the representation of the virtual object. These results suggest that the top-down and bottom-up information for illusory touch sensation such as the user's physical state and the touch sensation of the air on skin had affected each other.
著者
神谷 知樹 梶本 裕之 佐藤 克成 柳田 康幸
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.359-368, 2017 (Released:2017-09-30)
参考文献数
15

It has been reported that haptic perception ability is diminished by wearing gloves and other clothing. To resolve this problem, we propose a transmission system of haptic information that consists of a haptic sensor on the surface of the clothing and a haptic display between the clothing and the skin. Using this system, haptic information is transmitted as if it penetrated the clothing. We named this concept “Haptic-Through”, and the system having this function “Haptic-Through Systems” collectively. In this paper, as an example of Haptic-Through Systems, we implemented and evaluate a finger-mounted Haptic-Through System.
著者
鳴海 拓志 赤川 智洋 ソン ヨンア 谷川 智洋 桐山 孝司 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.15, no.3, pp.347-356, 2010-09-30 (Released:2017-02-01)
参考文献数
30

In this paper, we proposed the concept to control human behavior implicitly by presenting environmental information and developed the method to control the position of people by presenting thermal sensation personally through wearable devices depending on their location. We made an artwork "Thermotaxis: defined" by using the method. In this artwork, the space is characterized as being cool or warm. Users experience the difference in temperatures while they walk in the space. We proved that the presented thermal sensation influences standing position in a space and walk trajectory based on monitoring behavior of users. Moreover we made an artwork "Thermotaxis: society" based on the knowledge obtained from the user behavior analysis. "Thermotaxis: society" is a system that creates thermal sensory spots around people. Thermal sensory spots are generated based on the knowledge of proxemics and it encourage people to gather together and come in personal distance to increase the potential for social interactions. We suggested that the presented thermal sensation has a potential to control not only standing position but also psychological aspect such as psychological resistance.