著者
檜山 敦 土山 裕介 宮下 真理子 江渕 栄貫 関 正純 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.16, no.4, pp.643-652, 2011-12-31 (Released:2017-02-01)
参考文献数
22
被引用文献数
2

In recent years, most of traditional craftsmanship is declining because of aging skilled craftspeople and fewer successors. Therefore, methods for digital archiving of such traditional craftsmanship are needed. We have constructed a wearable skill handing down system focused on first-person visual and audio information and biological information of a craftsman. We used instrumental information associated with the usage of the tools for evaluating the effect of proposed wearable display system of intangible cultural heritage. In this paper, we show the result of archiving and training on the skills of Kamisuki, Japanese traditional papermaking.
著者
大須賀 美恵子 達野 陽子 下野 太海 平澤 宏祐 小山 博史 岡村 仁
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.4, pp.213-220, 1998-12-31 (Released:2017-02-01)
参考文献数
13
被引用文献数
3

This paper discusses the possibility of applying Virtual Reality (VR) techniques to the mental care of patients. It describes the results of a basic study and the development of a system for implementing a new concept we call "bedside wellness". The system aims at improving the quality of life for bedridden patients. A prototype system intended to reduce stress and facilitate movement was proposed and developed based on a basic study. It provides a virtual walk through a forest by using VR technology and foot devices installed on the bed. The system was evaluated by an experiment with healthy subjects. The data suggested positive effects of the system; however, points for improvement were also learned. After making some of these improvements, clinical use of the system has begun.
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
参考文献数
12
被引用文献数
1

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.
著者
岡崎 龍太 櫻木 怜 Vibol Yem 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.645-655, 2016 (Released:2017-02-01)
参考文献数
26

There are numerous proposals of tactile displays that aim to improve music listening experiences. However, these devices commonly have problems, such as the heavy weight and large size of the device due to numerous actuators, which lead to long setup time and user confinement to the system. To address these issues, we proposed to present vibration via user's collarbone. In this paper, we first investigated whether presenting vibration to the collarbone really contributes vibration transmission to wider areas of a user's body. Then, we performed a psychophysical experiment to evaluate subjective vibration effect with actual music listening experience. Results suggest that presenting vibration through the collarbone induces vibration transmission to wider area, and contributes user's subjective music listening experience.
著者
茂山 丈太郎 小川 奈美 鳴海 拓志 谷川 智洋 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.22, no.3, pp.369-378, 2017 (Released:2017-09-30)
参考文献数
13

We propose a system that presents a feeling of resistive force by modifying joint angles of user's avatar, and an approach to reduce feeling of discomfort evoked by a conflict between visual and proprioceptive sensations. Pseudo-haptic feedback enables us to provide haptic sensations by making discrepancy between the position of user's body in the real world and avatar which represents a part of user's body in a virtual environment without using any complicated devices. However, a larger discrepancy between proprioceptive and visual sensations causes a feeling of discomfort to a user, and leads to reduce the effectiveness of pseudo-haptic effect. Also, modifying a displacement of a body part cannot maintain a consistency of whole body parts of a user and an avatar under an immersive virtual environment. To avoid these problems, we proposed a pseudo-haptic approach of modifying a joint angle of avatar. Furthermore, in order to reduce perceptual deformation of an avatar, we introduced a novel approach of simultaneously modifying multiple joint angles of an avatar. Our experiments showed that modifying multiple joint angles of an avatar's arm can reduce a feeling of discomfort but still presents a certain intensity of resistive force, compared to changing only a single joint angle.
著者
黒田 嘉宏 仲谷 正史 長谷川 晶一 藤田 欣也
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.379-390, 2011
被引用文献数
1

Ungrounded and light-weight force display is demanded for the daily use of a virtual reality system in a large space. The concern with a pseudo-force display, which displays limited or different physical stimuli compared with the reaction forces causing in real-world, has been growing as a solution for the last several years. This paper reports a research trend of pseudo-force displays for production of physical stimuli to fingers or a palm. We categorize the pseudo-force display according to the approach to induce similar sensation or event cognition to those in real-world. The problems derived from the features of the pseudo-force display are also discussed.
著者
雨宮 智浩 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.11, no.1, pp.47-57, 2006
被引用文献数
15

This paper describes the design of a novel force perception method for non-grounding force displays and the development of a handheld force display based on the method. The force perception method is attributed to the nonlinear characteristics of human tactual perception; humans feel rapid acceleration more strongly than slow acceleration. The method uses periodic prismatic motion to create asymmetric acceleration leading to a virtual force vector. A prototype of the handheld force display that generates one-directional force using a relatively simple mechanism was built, and its performance was tested in terms of both physical and perceptual characteristics. We verify the feasibility of the proposed method through experiments that determine the display's motor's rotational frequency that maximizes the perception of the virtual force vector. In addition, we examine the effect of the frequency of acceleration change and the amplitude of force on implicit, functional judgment of the perception of the virtual force vector.
著者
雨宮 智浩 池井 寧 広田 光一 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.21, no.4, pp.627-633, 2016 (Released:2017-02-01)
参考文献数
26

The representation of the peripersonal space is remapped by body action such as integrating tactile stimuli from the body's surface with multisensory stimuli presented within a limited distance from the body. Previous study showed that boundaries of the peipersonal space extend while walking with listening to a looming sound, but it is unclear whether the boundaries change when a sensation of walking is induced with no physical body motion. Here, we examine the change using a technique to induce a sensation of pseudo-walking by presenting vibrotactile stimuli of recorded footsteps sound at the feet soles. Experiments were performed to compare the reaction times to detect a vibrotactile stimulus on the chest with listening to a looming sound toward the body, taken as a proxy of the peripersonal space boundary. Experimental evaluations showed that the peripersonal space seems to expand when a sensation of pseudo-walking was clearly induced.
著者
棚橋 新七 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.13, no.3, pp.325-332, 2008

The "SpinDome" is an image display using wide-angle spherical screen. Sphere is an ideal shape of a screen that covers human visual field. The optical system of the SpinDome employs two mirrors: a flat mirror and a spherical convex mirror. The flat mirror bends the light so that the viewer can see the image from the center of the spherical screen. This optical configuration enables seamless wide-angle image in a very limited space. A rotary mechanical shutter is set in front of the projectors, which provides stereoscopic image. Effectiveness of the display is exemplified by maneuvering a remote vehicle.
著者
山本 紘暉 梶田 創 小泉 直也 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.21, no.3, pp.401-410, 2016 (Released:2016-10-31)
参考文献数
13

We propose a novel display method, EnchanTable, that can augment a table surface with mid-air images. Users can interact with visual images displayed on the table by using real objects. In our optical design, we place an optical imaging device behind a table, and the light from the device forms a vertically standing mid-air image reflected at the table surface. This design displays the image right on the table. The merit of our method is that the requirement for the table is only a reflective surface. Utilizing this, we can add extra devices, such as touch sensors, around the table, or display mid-air images on a tablet whose surface is sufficiently reflective. Owing to its compactness, this method can be applied to other tabletop-interaction systems.
著者
小川 将樹 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.23-29, 2016

We compared the strength of self-motion perception (vection) with and without a decoy who reported very strong or very weak vection. When the decoy reported strong vection, participants reported stronger vection than they did when the decoy reported weak vection. To the best of our knowledge, this is the first report demonstrating that vection perception can be altered by conformity to decoys.
著者
小川 将樹 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.31-33, 2016

We measured vection strength induced by six different colors in an optic flow stimulus. Vection strength was measured by using button pressing and via magnitude estimation. Vection strength was inhibited by multiple colored dots but not by uniform grey dots. Even with brighter background, this inhibition effect was obtained. This result might be related to the fact that stimuli that are 'too colorful' are not a realistic representation of the external world.
著者
正木 絢乃 柳 青 宮内 将斗 木村 尭 野嶋 琢也
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.2, pp.243-250, 2016 (Released:2016-09-09)
参考文献数
17

The oral muscle weakness gives a bad influence to the usual life activities such as swallowing and utterance. However, the conventional training methods in use to ease these problems are monotone and therefore result in the discontinuity of training. This research adds a new function - mouth shape recognition - to SITA (a Simple Interface for Tongue motion Acquisition) and uses it to develop “Squachu” application. Squachu is a sports game using player's mouth not only for seniors but also for everyone regardless of their gender and age. This paper performed the experiment that 4 seniors played Squachu for approximately 1 week. As a result, almost participant's evaluated values of RSST and oral diadochokinesis tends to improve. Also it appeared that participants had positive attitude towards playing Squachu. These results suggest that Squachu can be one of the training for helping oral muscle. This paper describes the system configuration and presents the evaluation results of Squachu training effects on seniors.
著者
飯場 咲紀 土斐崎 龍一 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.3, pp.217-226, 2013

We propose a method of recommending colors and fonts appropriate for texts based on the associations between words and colors. Colors and fonts were evaluated by SD scales using affective words in psychological experiments. First, our system estimates colors suitable for the mental representations of the inputted text. Then, the colors are described by affective words. Next, we obtain the degree of similarity between the colors and fonts, whose mental perceptions were evaluated by SD scales in the psychological experiments. Finally, our system recommends colors and fonts that are most appropriate for the inputted text. We verified the validity of our method for selecting appropriate text fonts and colors.
著者
内田 貴之 佐藤 宏介 井口 征士
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.2, pp.151-157, 2002

Several methodologies on Mixed Reality displays focus how to represent the occlusion phenomenon among real objects and CG objects. Generally, optical seethrough ways can not represent the correct occlusion phenomenon: a CG object overlaps on the real one translucently. This paper proposes an optical system with Digital Micro Mirror Device (DMD), a new type of optical see-through display which can represent the correct occlusion among the real and virtual images. A DMD consists of some hundred thousands of micro-mirror, that one micro-mirror corresponds to one pixel of the input image, and each mirror can switch its reflective direction. A reflective optical system with DMD, object and eye lenses is able to mix the transparent view of the real scene and another image according to arbitrary pixels with arbitrary mixture rate. Unlike other optical see-through displays with a LCD shutter and a half-mirror, there is an advantage in optical efficiency due to reflective and switching optics.
著者
渡邉 英徳 坂田 晃一 北原 和也 鳥巣 智行 大瀬良 亮 阿久津 由美 中丸 由貴 草野 史興
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.497-505, 2011
被引用文献数
2

We defined the approval requirements and established the design method for information architecture "Plural digital archives" that supplemented existing digital archives' weak point. A digital archive that urges multipronged, overall understanding about archived event can be achieved by this design method. And more, we produced an implementation example "Nagasaki Archive" and verified the validity of the design method through the analysis of behavior and comments of users and the access log of the website.