著者
西牧 侑哉 郷田 直一 蒲池 みゆき
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.14-21, 2021 (Released:2021-04-01)
参考文献数
25

Previous studies on virtual reality (VR) suggested that the inclusion of wind or air flow in combination with audiovisual information can enhance the sensation of presence. However, the perceptual nature of wind in such a situation remains unknown. Using a VR environment with a head-mounted display, this study examined how observers feel real wind while viewing a fluttering flag or fallen leaves as wind flows in the virtual space. The results demonstrated that the tactile (cutaneous) perception of the intensity of wind varied depending on the virtual wind speed. This visuo-tactile crossmodal effect tended to be stronger for weaker real wind irrespective of the direction incongruence between real and virtual winds. These findings provide new insights into the multisensory nature of wind perception with contributions to the design of an efficient wind display system in VR.
著者
池内 克史 佐藤 洋一 西野 恒 佐藤 いまり
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.623-630, 1999-12-31 (Released:2017-02-01)
参考文献数
16
被引用文献数
7

This paper presents an overview of our efforts on mixed reality. These efforts span two aspects: how to create models of virtual objects, and how to integrate such virtual objects with real scenes. For model creation, we have developed two methods, the model-based rendering method and the eigen-texture method, both of which automatically create models by observing the real objects. For the integration of a virtual object with a real scene, we have developed a method that renders virtual objects based on real illumination distribution. We have successfully tested the proposed methods by using real images to demonstrate their effectiveness.
著者
松尾 政輝 坂尻 正次 三浦 貴大 大西 淳児 小野 束
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.303-312, 2016 (Released:2016-09-09)
参考文献数
39

Although many computer games had become diversified in recent years, a lot of effort and ingenuity is needed to produce games that persons with a total visual impairment can enjoy. On the other hand, some games for visually impaired persons have been developed. However, games that use only auditory information present challenges for sighted persons. Unfortunately, no games exist that both sighted and visually impaired persons can enjoy together. It is difficult for visually impaired persons to play the same game with sighted persons and for sighted and visually impaired persons to share a common subject. In this paper, we aim to develop a accessible action roll playing game (RPG) that both sighted and visually impaired persons can play using their dominant senses including visual, auditory and tactile senses. To develop the game, we also develop a field creation tool for a game developer with visual impairments, and provided an integrated game development environment for them. In this paper, we describe the development and reflections of the accessible action RPG and our game development environment.
著者
金 ジョンヒョン 橋田 朋子 大谷 智子 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.17, no.3, pp.289-292, 2012-09-30 (Released:2017-02-01)
参考文献数
9

In this paper, we explain quantitatively how the auditory feedback of writing sound between ordinary pen and paper influences the efficiency of simple writing tasks. Specifically, we evaluated the speeds in the simple task of tracing Chinese characters without auditory feedback, with natural writing sound, and with emphasized writing sound. The results of this study showed that users traced more characters and also had positive impressions with emphasized writing sound feedback in contrast with the other two conditions.
著者
牛田 啓太 林 淳哉 チャントラシリ ナイワラ P. 原島 博 石川 洵
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.133-141, 2006
参考文献数
21

This paper focuses on platforms for computer-human interaction and communication, with intuitive interfaces. The authors propose and examine "i-ball 2 (interactive/information ball 2)", which consists of a crystal-ball-like display and several types of input interfaces. i-ball 2's display system is unique. By using lens, the image appears as if it were in the ball. And i-ball 2 has two display systems and up to two users participate in interactive experience. Input interfaces of i-ball 2 are ball rotation, camera input and optical switches. The authors implemented 1) 3-D display, 2) amusement-oriented, 3) communication-oriented based on facial expression, and 4) simplified mutual telexistence (videoconference) applications. The authors exhibited i-ball 2 and believed that it is effective for intuitive computer-human interaction through the users' reaction.
著者
近藤 亮太 上田 祥代 杉本 麻樹 南澤 孝太 稲見 昌彦 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.4, pp.351-360, 2019

<p>We feel as if a fake body is our own body by synchronicity between the fake body and the real body (illusory body ownership). The illusory body ownership can be induced to an invisible full body via the synchronous movement of only the hands and feet. We aimed to investigate whether the illusory ownership occurs to a virtual body with an elongated arm by changing position of the one of the hands, and it changes reaching behavior and/or postural stability. We found that the illusory body ownership was induced to the transformed body by synchronous movement of the hands and feet. Participants' reaching behavior gradually changed to use the longer arm more than the normal arm during learning of the transformed body within 10 min. Postural stability did not change. These results suggest that we can have illusory ownership of the transformed body with the elongated arm, and our behavior adaptively changes to utilize the new body.</p>
著者
山崎 賢人 柴田 史久 木村 朝子 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.19, no.3, pp.413-422, 2014

This paper describes prototyping of a mixed reality (MR) order picking system which is used for a warehouse. Recently, MR, a technology that superimposes computer generated images (CGI) onto the real world in real-time, is used in various fields. MR technology has a variety of practical uses including assistance in machine maintenance and repair, parts assembly for industrial products, and so on. Especially, giving instructions to a worker using MR technology is used for wide range of applications. In this study, we try to make an MR based order picking system as one of the practical applications of MR technology. First, we analyze a conventional order picking system which employs colored lights mounted on racks for indicating picking items. Then, we design a prototype MR order picking system based on the result of the analysis. In our system, it is possible to provide intuitive information to the worker by displaying CGI such as an arrow through an HMD. We conducted experiments using both the conventional system and MR system to make a comparison of them and found some challenges for the future.
著者
柴田 史久 松田 祐樹 レ ヴァン ギア 川端 大輔 山崎 賢人 木村 朝子
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.19, no.2, pp.215-225, 2014

This paper describes design and implementation of a distributed framework for creating mobile mixed reality (MR) systems. The goal of the framework is providing the same MR space for a variety of mobile devices which connect via wireless network. This paper discusses the following three topics which are essential for designing our framework: system architecture for supporting diverse mobile devices, an easy-to-implement script language for developing applications, and a communication method which takes into account the operability of the users. We implemented our framework based on the proposed design and investigated its performance empirically. As a result, we confirmed that various kinds of mobile devices can share the same MR space using our framework.
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
参考文献数
12
被引用文献数
12

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
鈴永 紗也 藤田 和之 白井 僚 伊藤 雄一
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.26, no.4, pp.230-240, 2021-12-24 (Released:2021-12-24)
参考文献数
30

We propose CoiLED Display, a stripe-shaped flexible display that can be wound around various objects. CoiLED Display is composed of a large number of chip LEDs arranged in a row, and the object wound by CoiLED can display image information. To recognize the configuration of display units wound around an object, the system conducts calibration by capturing the lighting of the LEDs with a camera and obtaining their relative positions with image processing. We evaluated the performance of the prototyped CoiLED Display from four aspects: processing time, refresh rate, power consumption, and physical flexibility. We then conducted a design study to evaluate the usability of the CoiLED Display and explored its application design space. The results suggest that the participants generally accepted our system, including the calibration process. In addition, the participants came up with a wide range of application area (e.g. wearable displays, public displays).
著者
西原 由実 筧 康明
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.4, pp.220-229, 2021-12-24 (Released:2021-12-24)
参考文献数
25

Due to the development of 3D food printers, it has become possible to print foods in various shapes without using molds. However, this method still has issues such as low printing resolution, limited printable shapes, and long printing time. Thus, 4D fabrication methods creating flat foods that change into arbitrary 3D shapes in response to external stimulation have been gaining more attention. In this research, we propose magashi, a 4D food printing method using rice flour paste. Off-the-shelf ingredients are mixed to make the paste which is printed by an extrusion-based printer and baked in an oven to make the flat material bend into 3D shapes. With our simple method users are able to print the material in different shapes with intricate patterns to customize their food. The printing material’s ingredients, printing patterns and thickness are adjusted to control the material’s drying process, causing it to bend upwards or downwards. In this paper, we describe the shape changing mechanism, fabrication method and producible shapes of magashi, as well as its applications.
著者
高根 昭一 安倍 幸治 渡邉 貫治 西口 正之
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.26, no.4, pp.266-276, 2021-12-24 (Released:2021-12-24)
参考文献数
37

Head-Related Transfer Function (HRTF) is an acoustic transfer function corresponding to sound transmission from a sound source to one’s ear in a free field. Its property depends on sound source position and difference in shapes of individual ear, head and torso and so on. Acquiring the HRTFs of a certain subject for multiple source positions based on measurement demands that the subject stationarily exists in the measurement system for a long time. It brings about serious physical burden to the subject, and causes some variance in the measured HRTFs. In order to resolve this difficulty, a 3D shape of the subject’s head and ears was scanned by using a 3D scanner and a digital camera, and the 3D data of the subject’s head was constructed. This is called “head model” in this paper. Then the head model was printed out by using a 3D printer, and the HRTFs of the subject were measured locating the head model instead of letting the subject be in the measurement system. As a fundamental investigation, a HATS (Head-and-Torso Simulator) was selected as a subject, and its HRTFs and those of its head model were measured in horizontal plane. As a result, the HRTFs measured for the head model of the HATS are an appropriate approximation with those of the HATS itself in the frequency range under 10 kHz, showing the possibility that the head model of the subject can be a substitute for the measurement of the subject’s HRTFs.
著者
本多 達也 馬場 哲晃 岡本 誠
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.4, pp.254-265, 2021-12-24 (Released:2021-12-24)
参考文献数
32

The manufacturing domain based on digital fabrication has attracted significant attention to create a diverse society. It has made it possible to realize “manufacturing for each individual and products for people close to them, ” which has been difficult toachieve with conventional mass products. Ontenna is an accessorydevice that provides a tactile and visual feedback of various sound information to the user. A condenser microphone mounted on the main body of Ontenna acquires the sound pressure and drives the vibration motor and light emitting diode in real-time according to the input signal. At present, 88 out of 102 schools belonging to the National Association of School Principals for the Deaf have installed the system. It is currently used for speech and rhythm education. We have developed a system that can change the color of the LEDs and the strength of the motor in Ontenna through programming. Additionally, we have made the system freely available to schools for the deaf and other educational institutions. We created an environment where children with hearing-impairment can overcome the obstacles they face at school by programming Ontenna themselves. In this study, we describe the development of the Ontenna programming function and our instructional plan created with teachers at a school for the deaf. We report the educational content (such as class slides and worksheets) that weredeveloped based on the plan. Finally, we present the results of the questionnaire survey and the experience diary conducted for schools that have implemented the Ontenna programming education environment. The results of the survey confirmed the advantages of Ontenna programming for education and its potential application to various other educational institutions.
著者
白井 暁彦 佐藤 勝 草原 真知子 久米 祐一郎
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.4, no.4, pp.691-697, 1999-12-31 (Released:2017-02-01)
参考文献数
10
被引用文献数
2

A mixed reality amusement system employing foot interface, "Fantastic Phantom Slipper", has been developed. The system includes slipper-like wearable devices, optical motion capture and a hemispherical floor screen with a video projector. Phantom sensation is elicited by vibrators in the soles of the slippers to transmit information from floor. Most important concept of this work is to experience cyber worlds through human actions and sensations intuitively. With this system, players can enjoy walking into, and feel cyber worlds with their own feel as they do in real worlds. In this paper, the concept of this work, system configuration, amusement content and players' reactions are described.
著者
早川 裕彦 大脇 理智 石川 琢也 南澤 孝太 田中 由浩 駒﨑 掲 鎌本 優 渡邊 淳司
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.412-421, 2020-12-25 (Released:2020-12-25)
参考文献数
18

This paper presents “Public Booth for Vibrotactile Communication”, an interactive audio-visual-haptic media that allows us to feel the vibrations of the other people who share the same desk and face each other. The purpose of this research is to observe what kind of behavior people take when a higher presence is presented by tactile sensation in telecommunication. As the interface, we designed a pair of frames consisting of a curved screen to show the upper body and the hand of a life-size person, a haptic system to share tactile sensation, and a sound system. By installing the frames in multiple remote places and transmitting audio-visual-tactile sensation interactively, we observed what kind of behavior faced people do and what kind of communication was created between them. As a result, various haptic plays were created. Since the tendency in the development of haptic communication observed in the developmental phase of infants was also observed through this approach, it was clarified that the heightened presence provided by haptics for telecommunication contributes to the promotion of friendship.