著者
瀬戸崎 典夫 森田 裕介 竹田 仰
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.4, pp.537-543, 2006
参考文献数
11
被引用文献数
18

The purpose of this paper is to elucidate the basic data for future study as estimated from the demonstration class. At first, we conducted a "needs based investigation" for teachers to examine the VR teaching materials available for educational purposes. The investigation contents dealt with "use of materials," "level of students to be taught" and "functional needs of the VR materials". We have made improvements in the portability and operability of the 3D VR system used for screen presentations based on the results of the "needs investigation." Following this, we brought the VR teaching materials, which we produced, to a senior high school and performed a teaching demonstration using the VR system. Furthermore, we performed a survey based on the subjective evaluations of both teachers and students who attended the demonstration. As a result, the VR teaching material we used left a positive impression on the students and teachers who were involved in our demonstration.
著者
中島 武三志 菅野 由弘
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.585-594, 2016

<p>Wearable devices have been numerously reported so far which aim to augment eating experience by applying crossmodal perception that multiple senses are interacting with each other and are integrated as one experience. As for devices which append sensory stimuli artificially, it is considered that multisensory integration would be lost if a delay between multiple sensory stimuli arises. On the other hand, a novel experience could be also obtained by utilizing the delay. This research investigated the perception of a time-lag between delayed auditory feedback of chewing potatochips and actual chewing behavior. As a result, most of the participants perceived time-lags at more than 200 [ms], and this result can be attributed to the durations of closing and occlusal phase of mastication. This research also investigated the effect of the time-lag on "zakuzaku" (crunchy) feeling of potatochips. As a result, 100 [ms] time-lag augments zakuzaku feeling most, and the evaluation values of zakuzaku feeling tend to vary more widely when the time-lag becomes perceived. According to the above results, this paper showed that delayed auditory feedback of mastication could augment zakuzaku feeling without spoiling multisensory integration.</p>
著者
土佐 尚子 松岡 正剛
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.1, pp.41-47, 2005
参考文献数
13

We offer Cultural Computing as a method for cultural translation that uses scientific methods to represent the essential aspects of culture. Including images that heretofore have not been the focus of computing, such as images of Eastern thought and Buddhism, and the Sansui paintings, poetry and kimono that evoke these images, we projected the style of communication developed by Zen schools over hundreds of years into a world for the user to explore - a somewhat exotic Eastern Sansui world. Through encounters with Zen Koans and haiku poetry, the user is constantly and sharply forced to confirm the whereabouts of his or her self-consciousness. However, there is no "right answer" to be found anywhere.
著者
小木 哲朗 山田 俊郎 栗田 裕二 服部 陽一 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.8, no.1, pp.37-46, 2003
参考文献数
54
被引用文献数
4

Video avatar technology has become very popular as a high presence communication tool in the shared virtual world. In order to generate a realistic video avatar, several modeling techniques, such as the 2D plate model, 2.5D surface model or 3D voxel model have been proposed. This paper discusses the features and the usage of the various video avatar techniques. The appropriate video avatar that is used in the application system should be selected according to the purpose and the system environments. In addition, we also discuss the video avatar studio and the video avatar server technologies that were developed to utilize the various video avatar methods effectively in the networked virtual environments.
著者
田辺 健 矢野 博明 岩田 洋夫
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.22, no.1, pp.125-134, 2017 (Released:2017-03-31)
参考文献数
23

We here propose a device that can display a translational force and torque using two vibration speakers. Each vibration speaker generates an asymmetric vibration when a sound with an asymmetric amplitude is input. Asymmetric vibrations induce perceived forces that pull or push a user's hand in a particular direction. The user perceives a translational force and/or torque with his/her thumb and index finger based on the direction and amplitude of each speaker's force. We conducted four evaluation experiments to evaluate the mechanical properties and the proprioceptive sensations. As result, we confirmed that the proposed device can present the translational force with a maximum value of 0.5 N and the torque with a maximum value of 9.5 N·mm.
著者
大丘 達也 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.15, no.2, pp.263-272, 2010
被引用文献数
3 3

We propose a substitutive tangential force and slip display method by controlling position of the vibrotactile phantom sensation (VPS). The tangential force is substituted by the VPS position displacement and the slip is displayed as the oscillatory displacement of the VPS position. A 20mmx20mmx20mm fingertip-wearable device with four pins has been prototyped. The evaluation experiments demonstrated the feasibility of the substitutive display of tangential force and slip, and the assistive effect in cognition of contact state change.
著者
南澤 孝太 深町 聡一郎 梶本 裕之 川上 直樹 舘 〓
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.1, pp.15-23, 2008
被引用文献数
17 9

We propose a wearable haptic display to present the sensation of weight and inertial force of virtual objects, which is based on our novel insight that the deformation on fingerpads makes a reliable sensation of weight even when the proprioceptive sensations on wrist and arm are absent. The goal of this project is to meet the increasing demand for realistic haptic feedback with a simple haptic display that delivers realistic existence of virtual objects in entertainment, augmented reality or telexistence systems.
著者
金森 俊雄 岩井 大輔 佐藤 宏介
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.20, no.3, pp.263-266, 2015

In this paper, we aim to manipulate user's perceived shape of a curved surface by using pseudo-haptics in projection-based mixed reality. We investigate how we can change the shape which a user feels when touching a curved surface with an index finger, by projecting his/her shifted hand image onto the user's own hand. We performed experiments to investigate the effects of pseudo-haptics and evaluated their influences. The results showed that the shape which the participants perceived was deformed from the actual shape they touched. The results prove the possibility for manipulating user's perceived shape of a curved surface by using pseudo-haptics in projection-based mixed reality.
著者
金森 俊雄 岩井 大輔 佐藤 宏介
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.20, no.3, pp.263-266, 2015

In this paper, we aim to manipulate user's perceived shape of a curved surface by using pseudo-haptics in projection-based mixed reality. We investigate how we can change the shape which a user feels when touching a curved surface with an index finger, by projecting his/her shifted hand image onto the user's own hand. We performed experiments to investigate the effects of pseudo-haptics and evaluated their influences. The results showed that the shape which the participants perceived was deformed from the actual shape they touched. The results prove the possibility for manipulating user's perceived shape of a curved surface by using pseudo-haptics in projection-based mixed reality.
著者
金 相賢 盛川 浩志 渡邊 克己 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.675-683, 2016 (Released:2017-02-01)
参考文献数
22

In this study, the effects on concentration of attention, cognitive activity such as memory was examined in consideration of humans' cognitive characteristic over 3D images about the partial 3D image which changed a part of picture. The experiment of concentration of attention was carried out by measuring reaction time in visual search task using a simple visual target and eye fixation while viewing natural color image. On the other hand, the experiment of cognitive effect such as memory, the searching time until the changes are recognized were computed using the change blindness subject. That needs the cognitive activity of comparing by memorizing a picture temporarily while turning a look for detection of change. As a result, it was suggested by the partial 3D image that an object has the cognitive effect which is easy to go up to consciousness and to remain in memory.
著者
橋口 哲志 片岡 佑太 柴田 史久 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.21, no.4, pp.635-644, 2016 (Released:2017-02-01)
参考文献数
25

In Mixed-Reality space, it appeared that the sense of weight can be affected by a MR visual stimulation with a movable portion. We named this psychophysical influence caused by the difference between dynamics of the real object (R) and the virtual object (V) movement, the “R-V Dynamics Illusion”. There are many combinations of experiments that can be conducted. Previously, we conducted experiments of the case where the real object is rigid and the virtual object is dynamically changeable. In this paper, we conducted experiments of the case where the real object is liquid and both the real and the virtual objects are dynamically changeable. The results of the experiments showed that the subjects sensed weight differently when virtual object with a movable portion is superimposed onto a real liquid object.
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
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
本多 明生 柴田 寛 行場 次朗 岩谷 幸雄 鈴木 陽一 大内 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.12, no.4, pp.487-496, 2007
被引用文献数
1 1

Several studies have examined the transfer effects of playing action video games. Recently, some researchers have proposed auditory virtual reality games with three-dimensional virtual auditory display. These studies were intended to apply auditory virtual reality games to the auditory education of visually impaired people. However, few studies have investigated the transfer effects of playing auditory games. In this paper, we introduce previous studies that investigated transfer effects of playing virtual three-dimensional auditory games. Moreover, we proposed new perspectives and future assignments of auditory virtual reality games.