著者
仁藤 晴暉 成田 真輝 肥後 克己 嶋田 総太郎
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.27, no.4, pp.323-330, 2022-12-28 (Released:2022-12-28)
参考文献数
27

Having a self-body recognition for avatars with human augmentation is important to improve the user experience. In this study, we examine the self-body recognition for a four-armed avatar operated by two people. The arm directly operated by the subject is called the main arm, and the arm operated by another subject (the experimenter) is called the subarm. Questionnaires and instantaneous heart rate were used as indices of self-body recognition. The heart rate results showed that the subject’s self-body recognition for the subarm emerged when the subarm moved to meet the subject’s goal. This suggests that it is important for the extended body part of a human augmentation avatar to move in the manner that shares the intention with the subject during operation to recognize the avatar’s body as their own.
著者
本多 拓実 齊藤 寛人 脇坂 崇平 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.27, no.4, pp.393-402, 2022-12-28 (Released:2022-12-28)
参考文献数
20

In sports, it is essential to accurately predict the results of others’ actions based on the movements’ characteristics and respond appropriately to them. Previous studies have proposed systems that predict motions using machine learning and present these results to users. However, it remains unclear whether the judgment basis constructed by machine learning is useful for humans to predict movements accurately. This study developed a Neural Network that predicted the kicking direction of soccer penalty kicks and extracted the basis. Also, we tested whether the extracted basis was useful for participants in their predictions. The results showed that participants perceived the extracted basis as valid, even though they had not used it as a strategy at first.
著者
國村 大喜 小野 千代子 平井 まどか 松崎 ワグナ哲也 村本 政忠 内山 俊朗 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.279-288, 2010-09-30 (Released:2017-02-01)

YOTARO is a baby type robot developed to make possible a virtual sensation of play with a baby. When playing with YOTARO, it has many kinds of emotion and reactions, such as smiling, crying, sleepy, angry, sneeze. YOTARO is controlled by emotion control program based in inputs, such as touching soft and warm face, touching stomach, shaking rattle; after that, interactive reactions are output as voices, expressions change, movement of hands and legs, sniveling, and skin's color change. YOTARO is designed about observation of people's viewpoint to babies aiming to elevate the level of interaction.
著者
川村 卓也 繁桝 博昭
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.141-147, 2016-03-31 (Released:2017-02-01)

We examined proprioceptive drift in the situation where an image of a hand was presented at the position slightly displaced from a participant's real occluded hand. When motion of the image hand was presented synchronized with that of the real hand, the drift was nearly same as the displacement of the visual position of the image hand irrespective of the congruence of depth position of the image and real hand. The drift persisted at least for 20 seconds. These results suggest that when the visual position of virtual body is shifted from the real position in a VR system, an observer may experience constant proprioceptive drift of their own body.
著者
ヤェム ヴィボル 岡崎 龍太 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.555-564, 2016 (Released:2017-02-01)
参考文献数
21
被引用文献数
1

Several kinds of vibration actuators were developed and widely used for haptic feedback and for simulating tactile experience. However, these actuators have certain design challenges, such as resonance via the spring attached to the vibration mass, and limited acceleration amplitude at low frequency because of the limited travel distance of the mass. In our study, we propose a new vibrotactile presentation method using the rotational motor's counterforce that occurs during acceleration or deceleration. This paper describes the effectiveness of a DC motor for high fidelity vibration and pseudo force presentation, and our design concept of a vibration actuator using a DC motor.
著者
伴 祐樹 櫻井 翔 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.21, no.1, pp.109-120, 2016-03-31 (Released:2017-02-01)

The main contribution of this paper is establishing the method to enhance work efficiency unconsciously by controlling the time rate that a virtual clock shows. Recently, it has been revealed that work efficiency is influenced by various environmental factors such as work environment's atmosphere, temperature and so on. On the contrary, it has become clear that the work rate is affected by a time sensation. While working, the more amount of information we process in a limited time, the longer elapsed time we perceive. Besides, the higher cognitive load we get from difficult works, the longer elapsed time we perceive. In this way, a perception of time rate and a cognitive load of works affect each other. In this study, we focus on a "clock" as a tool, which gives the recognition of time rate and length for everyone mutually. We propose a method to improve a person's work efficiency, especially work rate unconsciously by giving an illusion of false sense of the passaged time by a virtual clock that displays the time rate that differ from real one visually. We conducted experiments to investigate the influence of the changes in the displayed virtual time rate on time perception and work efficiency. Besides, to evaluate an effect of an implication of a "clock", we conducted the counter experiments with a flicker stimulus and a reversely rotated virtual clock. The experimental results showed that by displaying the accelerated time rate, it is possible to improve work efficiency with constant time perception, and a "clock" is critical for enhancing work rate.
著者
高瀬 裕 山下 洋平 石川 達也 椎名 美奈 三武 裕玄 長谷川 晶一
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.327-336, 2013-09-30 (Released:2017-02-01)
被引用文献数
2

Recently, robots are more and more utilized in entertainment area. Stuffed toy robots or pet-like robots are developed to entertain or to heal people with intimate touch interactions. Softness of the robot is important for comfort in such interactions. However, most entertainment robots with expressive body motions include hard structures to actuate body, and they cause rough feelings in touch or hugging interactions. In this paper, we propose the soft-to-the-bone robot looks like a stuffed toy, driven by a novel mechanism made by a fabric material and pulling strings. The robot has large movable range and move speedy enough for various body motion expressions. Moreover, the proposed robot is evaluated to have more familiar and comfort impressions than conventional hard stuffed toy robots.
著者
山崎 章市 猪口 和隆 斎藤 義広 森島 英樹 谷口 尚郷
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.1, pp.281-286, 1999-03-31 (Released:2017-02-01)
参考文献数
11

The HMD optical system composed of "Free-Form-Surface prism (FFS prism)" was presented by Canon Inc. in 1995 [1-3]. This HMD is suitable for compact HMD. We have developed a new see-through 3D HMD with high resolution, wide field of view (FOV) by improving this FFS prism technique. The new HMD with 51degrees horizontal FOV and large viewing eyebox shows clear full color image (VGA) with 920,000 pixels. In spite of the wide FOV, the thickness of this new FFS prism is very thin, 17.9mm. In this paper, we report this new HMD and "the AR^2hockey system" as an example of this HMD application.
著者
磯部 祐輔 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.13, no.3, pp.385-391, 2008-09-30 (Released:2017-02-01)
参考文献数
18
被引用文献数
2

The influences of visual target and predictive visual cue on gaze behavior and cybersickness were experimentally evaluated, in order to maintain the presence and reduce the cybersickness. The severity of sickness and the sense of velocity were evaluated using simulator sickness questionnaire and method of reproduction. The eye movement was also monitored using an eye tracking camera. The results suggested that the visual target at the optical flow center has more cybersickness reduction effect than the fixed visual target, and the predictive visual cue increases the reduction effect of the target further, while the sense of velocity does not significantly differs among the visual conditions. The feasibility was suggested that presenting predictive visual cue via visual target can reduce cybersickness without impairing sense of velocity.
著者
小林 まおり 藤井 真治 岩谷 幸雄 坂本 修一 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.16, no.1, pp.93-97, 2011-03-31 (Released:2017-02-01)
参考文献数
25

The perception of the spatial location of an auditory stimulus can be captured by a spatially disparate visual stimulus, a phenomenon known as the ventriloquism effect. Many studies have shown temporal and spatial dependency of this phenomenon but its temporal dynamics are not fully understood. In this study, we presented participants with a three-minute of audio-visual stimuli, consisting of a pair of light and sound noise with a spatial disparity of either 0, 5 or 10 degrees. Ten participants were instructed to observe the audio-visual stimuli, and to report their position consistency of stimuli by pushing one of two bottoms, which indicated "same" or "different" respectively. The time series reported were analyzed as perceptual transitions. The results showed that (1) the mean total duration of the "same location" response increased as the disparities between noise and light decreased, (2) the percept switched during the stimulus presentation in all disparity condition after initial build-up of perception of "same location", and (3) the mean transition times varied depending on the disparity condition. These results show that the ventriloquism effect varies with observation time, suggesting that audiovisual spatial integration have time-varying nature.
著者
海野 みのり ヤェム ヴィボル 雨宮 智浩 北崎 充晃 池井 寧
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.29-32, 2022 (Released:2022-03-31)
参考文献数
8

The objective of the present study is the creation of sensation under turning walking using a vestibular display (a motion seat). We added a yaw-rotation mechanism to our three degrees of freedom (3-DOF) motion seat, with which we investigated the contribution of yaw rotation for the turning walking sensation. After an equivalent stimulus of the seat’s yaw rotation to a real left-turn walking was determined, the virtual turning walking sensation was rated by the user study. The result suggested that yaw rotation stimulation improved the sensation of turning walking by 1.6 to 2.2 times to the 3-DOF seat; the motion generated about 34.2% sensation of the actual walking.
著者
山﨑 喬輔 井上 康之 MHD Yamen Saraiji 加藤 史洋 舘 暲
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.119-127, 2018 (Released:2018-09-30)
参考文献数
12
被引用文献数
1

Although previous researches have shown that our spatial understanding is determined by the multiple sensory information such as vision and touch, how the effect of visuo-tactile integration works on the sense of body ownership, agency and self-localization has been unrevealed. In this study, we built a telexistence system to investigate the effect of combined visual and tactile information by allowing the participants to see their own back via surrogate robot, while applying stimuli on their hand and back synchronously. The participants' answers on questionnaires revealed that they experienced reality in the position of robot in a remote location, rather than their own bodies, through the experiment. This result provided evidence for the efficient enhancement of visuo-tactile integration on self-localization, body ownership, and the sense of agency in a telexistence settings.
著者
高野 英彦
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集 (ISSN:13424386)
巻号頁・発行日
vol.1, no.2, pp.9-14, 1996-12-31 (Released:2018-01-31)
参考文献数
9

The landscape simulation system applied virtual reality technology is extremely effective compared to a former system. The theoretical analysis concerned to a presentation method and its computer simulation have been executed. And, the visibility and recognized distance error are examined by human experiment. Finally, results of both computer simulation and experiment are considered, and those are fairly coincident in an inclination.