著者
上田 祥平 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.1, pp.15-22, 2016

We developed a walking recording and experiencing system. For the recording system we captured stereo motion images from two cameras attached to a person's forehead with synchronized data of ankles' accelerations. For the experiencing system we presented 3-D motion images with binocular disparity on a head-mounted display, and presented vibrations to user's soles of feet at the same time. The vibration was made from a footstep sound when a person walked. We found that users subjectively reported that the 3-D motion images with synchronized foot vibrations elicited stronger feelings of walking, leg motion, stepping, and telepresence than without vibrations. These results suggest that our walking experiencing system gives users somewhat active walking feelings.
著者
小野寺 英子 仁科 エミ 中川 剛志 八木 玲子 福島 亜理子 本田 学 河合 徳枝 大橋 力
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.315-325, 2013

To address complaints about irritating sounds on train station platforms beyond the limitation of conventional noise reduction approaches, we applied the hypersonic effect, which refers to the positive way in which inaudible complex high frequency components (HFCs) produces a salutary physiological and psychological effect on human through the activation of fundamental brain. We created a virtual platform acoustic environment in the experimental room as well as actual platform space by reproducing highly accurate broadband recordings of actual platform sounds. We developed hypersonic contents of effective HFCs obtained from a rainforest environment and developed hypersonic public announcements and hypersonic departure bells containing HFCs. We evaluated the psychological and physiological effects of hypersonic contents presented alongside the platform acoustic environment. Subjects showed significantly more positive impression of the acoustic environment and significantly greater alpha 2-electroenchephalography potential, indicating the efficacy of the hypersonic effect in ameliorating the unpleasantness of a noisy environment.
著者
吉元 俊輔 黒田 嘉宏 井村 誠孝 大城 理
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.307-315, 2011

Tactile feedback of the quantified shape feature according the tactual exploration with an interface is required. Electrotactile display fits together with an input interface because of its small and simple stimulator. The level of the self-similarity is one of the quantified shape features of an object. In order to present a self-similar object, the electrotactile display which can control the sensation of the skin indentation is required. In this study, we proposed the representation of the skin indentation by modulating with pulse rate of the uni-stimulus to present self-similarity of an object. To calculate the stimulus according to the tactual tracing of an arbitrary surface, the simplified skin indentation is estimated and modulated by the pulse rate. Furthermore, the developed electrotactile mouse had an anode and a ground electrodes to present the stimulus at a fingertip during the manipulation. The relationship between pulse rate and the sensory intensity of the skin indentation and the discrimination of the dimension of the self-similarity were examined. The results indicated that electrotactile pulse rate modulation of the skin indentation was effective below the pulse rate 100pps, and users could discriminate the level of the self-similarity.
著者
山本 翼 杉浦 裕太 南澤 孝太 杉本 麻樹 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.18, no.3, pp.371-381, 2013

PukaPuCam is an application service that utilizes a camera attached to balloons, to capture users' photo continuously as a third person's view. Later on, users can glance through their photos using PukaPuCam Viewer. PukaPuCam records interactions between users and surrounding objects or people they meet. One of its features is that as balloon experience air resistance, it can change its inclination according to the user's speed. This promotes users' experience of recollecting records not normally taken. Unlike other similar devices, PukaPuCam uses one of the common design people are familiar with - a balloon; make it an interesting application at tourist spot. Since balloons are cute, we aim to give users more enjoyable, delightful experiences.
著者
黒木 忍 坪井 広樹 望山 洋 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.19, no.4, pp.589-592, 2014

The tactile roughness perception of fine-texture has been investigated by using non-uniform surface materials such as polishing papers, and it has been difficult to quantitatively discuss the relationship between physical properties of surface texture and perceived roughness. To solve this issue, we developed a novel method of making a surface plate that has close-packed structure with microparticles of single size (uniform surface), and that has pseudo-close-packed structure with microparticles of two sizes (mixed surface). In this paper, we estimated subjective equality of perceived roughness of mixed surfaces in relative to the uniform surfaces, and compared the physical properties of the mixed surface and uniform surface with perceptually equal roughness. We found that perceived roughness can be partially-explained by physical distance between relatively-bigger particles, though it is not the case when the distance is much longer than diameter of the particles.
著者
加藤 由訓 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.18, no.3, pp.345-356, 2013

This paper proposes a method for sharing impression, sentiment, and opinion among people listening to an auditory program together by voice sound effects. We call the system "Radi-Hey." In contrast to the conventional Laugh Tracks played by program staff in TV and radio programs, Radi-Hey reflects the input from audiences themselves. The audiences input their opinion by pushing buttons of several short words (e.g. "oh!", "why?") and can listen to the other audiences' opinion by voice sound effects. Recently, text-based systems (e.g. Twitter) have been used for this purpose, but the audiences are required to concentrate on inputting their message and viewing the others' message. The aim of this paper is to realize high level of simplicity that provides much more prompt and easy sharing of the others' opinion by auditory feedback. We conducted two experimental demonstrations: radio broadcasting programs, and presentations at an academic conference. This paper describes the results showing potential applicability of the system, and the pros and cons for the future development.
著者
上田 祐也 清水 祐一郎 坂口 明 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.4, pp.455-463, 2013

In medical interviews, Japanese patients often use onomatopoeia such as "zuki-zuki" and "gan-gan" to express their pains or medical conditions. Using onomatopoeia when expressing pain enables simpler and more direct expressions than normal language as well as expresses the quantity (level/intensity) and quality (location/depth) of the pain. However, the subtle differences in characteristics of pain (such as quality), for example between "zeh-zeh" and "zero-zero", are difficult to grasp accurately. Although grasping these differences accurately is said to be critical, it depend on the level of skill of a doctor. So in this study, we constructed a system which supports communication between patients and doctors by evaluating meanings expressed by onomatopoeia. When a user inputs Japanese onomatopoeia, our system estimates quantities and qualities of pains using the relationships between the sounds used in the onomatopoeia and meanings expressed by 35 rating scales such as "sharp - dull", "strong - weak", and "deep - shallow". Visualizing of pains will help to compare between conventional onomatopoeic words such as "zeh-zeh" and novel words such as "zero-zero".
著者
青山 一真 安藤 英由樹 飯塚 博幸 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.19, no.3, pp.315-318, 2014

In this work, we researched the human perceptual attribution for acceleration sensation evoked by Galvanic Vestibular Stimulation (GVS) and validated the enhancement effect of countercurrent using the dead current strength. In the results of experiments, we searched that the current threshold is 0.3 - 0.4mA by measuring the rate of correct directional perception. To validate the enhancement effect of countercurrent, we compared the rate of correct perception in long and short countercurrent and constant current. In the result, the rate of correct directional perception in long countercurrent is significantly higher than that of constant current in the dead current value.
著者
本荘 直樹 伊坂 忠夫 満田 隆 川村 貞夫
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.10, no.1, pp.63-69, 2005
被引用文献数
3

The conventional sports skill trainings using the visual feedback information are executed off-line. However, we suspect that giving the information on a motion under training is more efficient to obtain sports skill, because the learner can correct the motion in real time. But it is difficult to obtain the visual feedback information in real time, because the information shown in the display can't be seen because there are many cases where the learner's eyes can't be turned on that display. The problem is solved by using HMD, and the system which makes it possible to give information, without depending in the direction of learner's eyes is devised. In this paper, Golf swing is taken up as the subject of sports skill, and we show the system using the visual feedback information in real time can be obtained sports skill quickly.
著者
柳田 康幸
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.1, pp.29-36, 2014

A survey of technologies related to localized scent delivery by using vortex rings is provided. Scent delivery is one of important technical fields that compose olfactory displays. Among various techniques for scent delivery, use of vortex rings has been proposed to deliver scents relatively long distance through free space. Equipment that expels vortex rings is called an air cannon. Although several researchers have designed and built air cannons as parts of their display systems, design parameters of air cannons have not been discussed systematically. In this paper, technical fields that compose olfactory displays are briefly surveyed to clarify the standpoint of scent delivery techniques, and then relationship between design parameters of an air cannon and its performance is discussed. In addition, some ongoing studies on air-cannon-based olfactory displays are introduced.
著者
近藤 智嗣
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.4, pp.381-391, 2012

This paper describes an evaluation about a guide function of a museum exhibition using immersive mixed reality technology. In this system, the user utilizes a binocular hand-held display (HHD) to observe the skeleton of a dinosaur fossil 1.6 meters in length. The exhibition presents a fundamental explanation of dinosaur bone structure. In this study, a guide function was developed to urge the user to adjust to the appropriate position to view the content. The HHD position data compared the results with the guide function to those without the guide function. According to the results, users' behaviors differed significantly; the guide function effect was confirmed.
著者
中里 祐介 神原 誠之 横矢 直和
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.295-304, 2005
被引用文献数
31

To realize an augmented reality (AR) system using a wearable computer, the exact position and orientation of a user are required. We propose a localization method which is based on using an IR camera and invisible visual markers consisting of translucent retro-reflectors. In the method, to stably extract the regions of markers from the captured images, the camera captures the reflection of IR LEDs that are flashed on and off continuously. In experiments, we first describe the quantitative evaluation in computer simulation to decide the alignment of markers in real environments. We then carry out the localization experiments in real environments in which markers are installed based on the marker alignment decided by simulations. Finally, we develop a wearable augmented reality system using the proposed localization system.
著者
雨宮 智浩 広田 光一 池井 寧 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.18, no.2, pp.121-130, 2013

We conducted a user study to clarify whether a tactile flow created by a matrix of vibrators in a seat pan simultaneously presented with an optical flow in peripheral vision enhances the perceived forward velocity of self-motion. A brief tactile motion stimulus consisted of four successive rows of vibration, and the inter-stimulus onset between the tactile rows was varied to change the velocity of the tactile motion. The experimental results show that the forward velocity of self-motion is significantly overestimated for rapid tactile flows and underestimated for slow, compared with only optical flow or non-motion vibrotactile stimulation conditions. Furthermore, we examined a perceptual change in the forward velocity by the tactile flow on the seat pan applied in a car-racing computer game.
著者
金 ジョンヒョン 橋田 朋子 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.18, no.3, pp.393-399, 2013

Focusing on the drawing sound as auditory feedback in the act of writing with an ordinary paper and pen, we have studied the effect of emphasized drawing sound. In this paper, we explain availability of emphasized auditory feedback of drawing sound in professional animation studio. In specific, we introduced our proposed system to animation producing process and performed a user study for 6 weeks to confirm its availability. The results from user study showed that animators used our proposed system at a rate of 93.0% during their total day and average of 5 hours a day. Moreover, we obtained the positive feedback in the interview such that they can draw dark and uniformly-thick line in quality by listening to drawing sound.
著者
末石 智大 奥村 光平 奥 寛雅 石川 正俊
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.2, pp.181-190, 2013

In this paper, we propose a stereo measurement system to observe continuously an object which moves and deforms quickly and irregularly, and to reconstruct its high-resolution 3D shape. The system is a stereo vision system using two gaze controllers by rotational mirrors. Each gaze controller tracking a quickly moving object, the system captures stereo images, and temporally continuous 3D shapes of the object are reconstructed from the stereo images. We discuss settings of the system considering characteristics of a gaze controller by rotational mirrors. The experimental results show that the system can capture stereo images tracking a quickly and irregularly moving object, and can reconstruct temporally continuous high-resolution 3D shapes of the object.
著者
落合 陽一 大山 剛史 星 貴之 暦本 純一
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.277-286, 2013

A transparent screen is demanded in various applications. Our proposition is to use a membrane of colloidal liquid. We developed an ultra-thin and flexible BRDF screen, which is soap film exposed to ultrasound. The transparency of the film is controlled by ultrasound so that it modifies projected images to be realistic, distinctive, and vivid. A multi-layered 3D screen is developed by placing the multiple films and changing their transparencies alternately and adequately. The film also can be deformed by higher-amplitude ultrasound. The proposed screen contributes to the real world as the first prototype of a new concept of programmable screen.
著者
大西 崇之 リンダマン ロバート 清川 清 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.17, no.4, pp.361-367, 2012

We propose a 3D selection method with multiple multi-touch touchpads. We employ two touchpads, which allows users to rest his arms during manipulation. Our method uses an asymmetric bimanual technique to define a 3D volume which in the best case requires only a single action. The technique also supports other typical manipulations, such as object and camera translation and rotation. The proposed method is compared with a double mice implementation, resulting that subjects interacting with the proposed method were less accurate but quicker to select objects.
著者
本多 明生 神田 敬幸 柴田 寛 浅井 暢子 寺本 渉 坂本 修一 岩谷 幸雄 行場 次朗 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.18, no.1, pp.93-101, 2013

Senses of presence and verisimilitude are affected differently by temporal asynchrony between audio-visual components of audio-visual content. To investigate whether this result is valid more generally, we conducted an experiment using a clip of western orchestral music. Results revealed that the sense of verisimilitude is more sensitive to audiovisual synchronicity than to the display size, whereas the sense of presence is more sensitive to the spatial size than the temporal property. These findings corresponded well with those of the previous study, which indicated that the sense of verisimilitude is distinguishable from the sense of presence. Furthermore, we discussed important considerations related to measurement for Kansei information such as the sense of presence and verisimilitude.
著者
寺本 渉 吉田 和博 浅井 暢子 日高 聡太 行場 次朗 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.15, no.1, pp.7-16, 2010
被引用文献数
11

We used a questionnaire to investigate how non-researchers conceptualize sense of presence. Respondents were 108 students with no professional education related to engineering or virtual reality. More than 90% of the respondents knew of the term, but they tended to use sense of presence not only to refer to a subjective experience of being there in a mediated environment, but also to refer to an experience that makes them feel excited or as having an extraordinary experience in an actual environment. Factor analysis revealed four sense of presence components: evaluation, impact, activity, and mechanicalness. Events with high presence were likely to be evaluated as preferred, impressive, and dynamic. Furthermore, the participants estimated that distal and proprioceptive sensors such as vision, audition, equilibrium, and kinesthesis were closely related to a sense of presence. These results suggest that sense of presence is not a single and simple concept for non-researchers, but is instead an ambiguous and the multidimensional construct with modality-selectivity. These aspects of sense of presence must be considered in specifying physical factors for high presence and establishing objective measures of sense of presence.