著者
宮島 健人 木島 竜吾
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.131-140, 2016-03-31 (Released:2017-02-01)

The latency is a fundamental and important value in the specification of HMD. However, the HMDs of the state of the art equipped with the latency compensation, the notion of the simple lag is not enough to describe the dynamical characteristic of them. The purpose of this study is to evaluate the average latency as the equivalent simple lag and the accuracy of compensation by the experiment. Further, the dynamical distortion caused by the lag compensation is also evaluated.Oculus Rift DK2 is chosen as the target HMD of this evaluation. The average latency was approximately 26 ms without lag compensation, and it was about 1 ms with both of the Prediction and the Timewarp.
著者
三浦 貴大 藪 謙一郎 檜山 敦 稲村 規子 廣瀬 通孝 伊福部 達
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.323-333, 2016 (Released:2016-09-09)
参考文献数
51

In order to minimize national expenditure dedicated to providing support to the elderly including social security and medical care, it is necessary to reduce the cost of treatment. Current prophylactic approaches mainly include training programs tailored towards seniors, who may be assisted by caregivers, for wellness maintenance and enhancement. However, these approaches are mainly administered by volunteers, who are often overburdened because of labor shortages. Thus, it is necessary to design and implement a system that enables seniors to maintain and improve their health by themselves. In this paper, we propose and test a smartphone-based gait measurement application. Our results indicate that the mobile application can help motivate seniors to walk more regularly and improve their walking ability. Moreover, we found in our experiments that since our application helped improve our senior participants' physical fitness, some of them became interested in participating in social activities and using new technologies as a consequence.
著者
鈴木 克洋 中村 文彦 大塚 慈雨 正井 克俊 伊藤 勇太 杉浦 裕太 杉本 麻樹
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.22, no.3, pp.379-389, 2017

<p>The head-mounted displays (HMD) allow people to enjoy immersive VR experience. A virtual avatar can be the representative of a user in the virtual environment. However, the expression of the virtual avatar with a HMD user is constrained. A major problem of wearing an HMD is that a large portion of one's face is occluded, making facial recognition difficult in an HMD-based virtual environment. To overcome this problem, we propose a facial expression mapping technology using retro-reflective photoelectric sensors. The sensors attached inside the HMD measures the distance between sensors and a face. The distance values of five basic facial expressions (Neutral, Happy, Angry, Surprised, and Sad) are used for training the neural network to estimate the facial expression of a user. Our system can also reproduce facial expression change in real-time through an existing avatar by using regression.</p>
著者
角谷 雄哉 鳴海 拓志 小早川 達 河合 崇行 日下部 裕子 國枝 里美 和田 有史
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.24, no.1, pp.77-82, 2019 (Released:2019-03-31)
参考文献数
31

Many studies have reported that subjective taste intensity is enhanced by odors which are congruent, for example a sweet taste and a vanilla odor. Some reports have suggested that subjective taste is more strongly enhanced by retronasal than by orthonasal odors; others have suggested that taste enhancements by both odor routes are identical. Differences between the two routes include the direction of airflow accompanying breath. Although we have already reported the enhancement of a sweet taste induced by a vanilla odor, the enhancement of a salty taste has not been reported. Here, we examined whether the enhancement of a salty taste is induced by a soy sauce odor synchronized with breathing. The results of this study, in which olfactory stimuli were presented synchronously with breathing in, demonstrate that a retronasal soy sauce odor after drinking enhanced a salty taste, but an orthonasal soy sauce odor before drinking did not.
著者
水戸部 一孝 齊藤 正容 鈴木 雅史 吉村 昇
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.14, no.1, pp.21-28, 2009-03-31 (Released:2017-02-01)
参考文献数
18
被引用文献数
3

As an application of a VR technology for a traffic safety, we developed the walking environment simulator system that combined a motion capture system and treadmill. Using this simulator, the human factor related to elder pedestrian traffic accidents was examined. As a result, traffic accidents of elder people occurred frequently in a far side lane. Most of subjects involved in a traffic accident cut across the narrow space of the distance between two cars in a far side lane. These results show that the decline of the cognitive function of an approach speed will be one of the risk factor of traffic accident.
著者
伴地 芳啓 吉川 佳祐 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.23, no.3, pp.217-227, 2018 (Released:2018-09-30)
参考文献数
20

The authors examined the effects of chair swiveling with the psycho-physiological effects of viewing short segments of 360° videos using a head-mounted display (HMD) in terms of the type of content. Twenty participants viewed 360° videos with varying features using an eye-tracking HMD consisting of a smartphone fitted in a case containing optics. Ten participants were seated on a swivel chair and the others on a fixed one. Objective indexes on gaze and body rotation and subjective indexes on simulator sickness, emotional reaction and immersion were measured. It was found that the features of content, especially camera motion, affect psychological effects like discomfort and observation behavior, and chair swiveling affects the behavior looking around, the reception of visual information and emotional response. It turns out that the rotating chair, which is easy to think that it supports the action the user sees, does not necessarily contribute to the user experience.
著者
箕浦 弘人 木島 竜吾 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.4, no.2, pp.439-444, 1999
参考文献数
13

In the field of Mixed Reality, one area of Virtual Reality, the method of merging virtual and real spaces have been often discussed. A chromakey-imposer is often used to synthesize CG and real images, but the relation between CG and real images is either in front or behind because a general chromakey-imposer has only one chromakey plane. To make one advance in the former method of merging we propose a method to make a visual effect as if a real space is embedded in a virtual space by dividing an object space into three layers and using two chromakey planes. We tested the visual effect by treating the object space as a studio space which has a large area and a desk space which has a small area.
著者
松下 伸行 勝部 元 日原 大輔 後 輝行 兼松 幸市 吉村 真一 暦本 純一 山本 喜一
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.8, no.3, pp.329-338, 2003
参考文献数
15
被引用文献数
1

This paper describes our design and implementation of a new augmented live stage system called Motion Groove. Our system is a new application of a Mixed Reality system. On a live stage, because of lighting production, the optical environment changes violently. Conventional positioning systems used for motion capture cannot be used in this environment. We have developed a positioning system that can be used during live performances on stage. The positioning system has three features. The system can recognize multiple optical beacons simultaneously up to 255. It can track optical beacons that move quickly such as when attached to the limbs of dancers. It is robust to changes in the optical environment e.g. complete darkness, spotlights, sunlight. We implemented the live stage augmentation system called Motion Groove using a positioning system, and confirmed its practicality.
著者
宇治土公 雄介 鳴海 拓志 伴 祐樹 谷川 智洋 広田 光一 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.305-313, 2017 (Released:2017-09-30)
参考文献数
24

We proposes a novel method that renders haptic perceptions only using a touch screen based on visuo-haptic interaction. Our proposed method evokes a feeling of resistive force by making a discrepancy between the movement of the finger swiping the screen and the background image which moves according to the finger movement. First experiment shows that the proposed method can evoke perception of resistance according to the constant ratio between the displacement of the finger and background image. That is to say, the user perceives strong resistance to move when the background image moves slower than the finger. Moreover, same experiment also suggested that the evoked haptic perception becomes stronger when the method is applied to frequently repeated movements. Second Experiment shows that visibility of the finger on touch screen is important factor for proposed method.
著者
呉 健朗 中原 涼太 長岡 大二 中辻 真 宮田 章裕
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.4, pp.231-238, 2018 (Released:2018-12-31)
参考文献数
19

Conversational agents are beginning to become popular in various scenes of daily life, and it is considered that many users will use it in the future. However, since the conversation with the agent is impersonal, many users seems not to feel familiar with such agents. To address this issue, we focused on the relationship between humor and familiarity. Based on this idea, we propose an agent that creates humor by hearing wrongly the word that has a dissimilar meaning and similar sound instead of the word that the user has said. This makes it possible for the agent to bring humor into the conversation, thus the user can feel familiarity with the agent.
著者
田中 信壽 高木 英行
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.11, no.2, pp.301-311, 2006-06-30 (Released:2017-02-01)
参考文献数
23

We propose a design method of virtual reality (VR) environment for maximizing VR presence and minimizing VR sickness by controlling angular velocity and visual angle and evaluate this method. The system that materializes the proposed design method has two neural networks. One neural network (NN) learns user's VR sickness characteristics. Another NN learns user's VR presence characteristics. The optimum condition for user is calculated by combining these two NNs. First, we analyze the overall tendency and the individual variation about the VR sickness and presence characteristic of subjects. As a result, it was confirmed that these two characteristics are in the trade-off relationship and that the individual variation is large. Next, we evaluate the effectiveness of our proposed design method. This method had a potential to design VR environment that realize low VR sickness and high VR presence taking account of the difference of user's characteristics. Especially, this method worked effectively for subjects who develop heavy symptom of VR sickness.
著者
三河 祐梨 牧野 泰才 篠田 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.23, no.4, pp.239-248, 2018 (Released:2018-12-31)
参考文献数
16

In this research, we propose a method that estimates the softness of an object based on the motion images of a hand and a forearm when a target object is pushed with a stick. The softness of the object is estimated from those images by using deep learning. For the motion recognition, we capture a series of RGB-D images with a depth camera. A subject pushes objects of different softness with a stick for collecting motion images for learning. Then the captured images are learned through Convolutional Neural Network and their characteristics are parameterized appropriately to achieve the softness estimation system. The results of softness estimation show that root mean square error of the estimated value of non-learned softness scores within 5 points in durometer hardness. It means that pushing motions of human beings include tactile information that leads to estimate the target object softness and our system can recognize it accurately. We also confirmed that using all the 3 types of images (RGB-image, depth image and Canny edge image) as the input results in the highest accuracy for both personalized and generalized networks.
著者
宇治 貴大 張 依婷 奥 寛雅
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.535-543, 2017 (Released:2017-12-31)
参考文献数
13

Retroreflectors can reflect incident light to the light source, and they are often used as the optical marker for machine vision. Most of the conventional retroreflectors are made from glass or plastic, and they are not edible. Thus, it is difficult to apply them to foods or inner wall of digestive organs. This paper proposes edible retroreflector made from foodstuffs. A recipe of the edible retroreflector using kanten, which is traditional Japanese cooking ingredient to form a transparent jelly, is described. A prototype made from kanten showed retroreflective function from reflectance measurement experiment. Dynamic projection mapping on a Swiss roll was successfully demonstrated using the prototype as an optical marker.
著者
柴﨑 美奈 神山 洋一 南澤 孝太
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.537-540, 2016

<p>To make it possible for the deaf and hard of hearing to enjoy to appreciate the performance of tap dancers, we developed a system called "Karada Tap", which transfers the haptic sensation of Tap Dance from the stage to the audience seats in collaboration with a tap dance unit and a science museum. This system was used in a public performance and we confirmed that the system could provide the sense of rhythm to the deaf and hard-of-hearing audience so that we could help the tap dancers to share the fun of dance to the audience with disabilities.</p>
著者
ヨッシリ アーリヤクン 中本 高道
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.589-594, 2010
参考文献数
10
被引用文献数
1

We have developed a new odor generator by using an electro-osmotic pump and a surface acoustic wave (SAW) device. This equipment can generate smells by atomizing a tiny droplet of odor sample from electro-osmotic pump, using SAW device. Since the droplets are vaporized forcibly by SAW streaming effect, even the low volatile odor can be rapidly generated. In this paper, the ability to present smell and to eliminate it rapidly as well as that to control the odor concentration was confirmed by measuring the response of QCM sensor to the low-volatile sample in addition to the sample with moderate volatility.
著者
三浦 貴大 藪 謙一郎 坂尻 正次 上田 麻理 檜山 敦 廣瀬 通孝 伊福部 達
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.283-294, 2016 (Released:2016-09-09)
参考文献数
54

Assistive instruments such as slopes and textured paving blocks are installed for helping elderly, visually and/or physically impaired people, who have any inconvenience to move outside. Though these precipitous situations of accessibility progress affect their migration pathway for their destination, up-to-date accessibility information is difficult to gain quickly because of local information disclosure. It is necessary to develop a comprehensive system which appropriately acquires and arranges scattered accessibility information and then presents the information intuitively. Thus, our final goal is to develop a social platform which can obtain and present the information depending on users' conditions and situations including users' disorders and places, and can share the information provided by users. Particularly in this paper, we analyzed the characteristics of shared information obtained by assessment and crowdsourcing for improving quality and quantity of accessibility information. Results indicated that different tendency of character counts among accessibility conditions was observed in the assessment and the crowdsourcing conditions.
著者
青山 一真 櫻井 健太 古川 正紘 前田 太郎 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.22, no.2, pp.137-143, 2017 (Released:2017-06-30)
参考文献数
13

Galvanic Tongue Stimulation (GTS) is the technique that can induce electrical taste or metallic taste virtually and inhibit and enhance taste induced by water solution. This technique is expected to use for diet support device. However, conventional GTS required to attached electrodes in the mouth. It causes uncomfortable to use for the purpose. Therefore, we invented Galvanic Jaw Stimulation (GJS) which induces and modulates taste without electrodes in mouth. In this paper, we demonstrated whether GJS can induce virtual taste and modulate salty taste induced by NaCl water solution.
著者
大石 岳史 増田 智仁 倉爪 亮 池内 克史
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.10, no.3, pp.429-436, 2005-09-30 (Released:2017-02-01)
被引用文献数
2

We digitally restored the original Great Buddha and the main hall of Todaiji temple. Todaiji temple has been destroyed by natural and artificial disasters and rebuilt for a number of times. As a result, the shapes of the current Great Buddha and its main hall are slightly different from the original states. We reconstructed the 3D models of the original Great Buddha and its main hall. The 3D model of the original Great Buddha was reconstructed by morphing the 3D model of the current Great Buddha, which was obtained by laser scanning and Modeling-from-Reality techniques. The 3D model of the original main hall was reconstructed by assembling the partial 3D models of the main hall of Toshodaiji temple. We combined these models and visualized the original state of Todaiji temple by Computer Graphics techniques.
著者
幸坂 大輔 西村 邦裕 谷川 智洋 広田 光一 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.11, no.3, pp.421-431, 2006-09-30 (Released:2017-02-01)
参考文献数
21

This paper propose a virtual reality environment in which user can interact with many objects in real time. We connected the distributed physics simulators and an immersive projection display. We invent a data processing architecture between the distributed physics simulators in order to present many objects' movements smoothly. The system based on our proposal indicates that the distribution of physics simulators is effective and user can interact with many objects in real time.
著者
岸下 直弘 オーロスキ ジェーソン 清川 清 間下 以大 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.19, no.2, pp.121-130, 2014

Wide-view HMDs allow users to use their peripheral vision in a wearable augmented reality (AR) system. However, there have been few studies on information display methods that make use of a wide FOV in AR environments. In this study, we discuss and implement types of information display methods that make good use of a few types of wide FOV HMDs, and then we evaluate the effectiveness of these methods through a user study with real and virtual wide FOV see-through HMDs. In one of these methods, an annotation is presented near the border of the HMD's view with a lead line connected to the annotated object (outside of the HMD's viewing plane). An immersive CAVE-like environment is used to simulate a virtual see-through HMD as well as a virtual walk-through environment, and a prototype of a hyperboloidal head mounted projective display (HHMPD) is used as a real see-through HMD. Experimental results show that the methods with lead lines improve target discovery rates compared to a method that overlays annotations directly over the target's position. Additionally, it was shown that annotations with an added blinking effect have little effect on target discovery rates regardless of viewing angle.