著者
瑞穂 嵩人 鳴海 拓志 葛岡 英明
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.27, no.4, pp.311-321, 2022-12-28 (Released:2022-12-28)
参考文献数
41

Episodic memory is known to be environmental context-dependent. The most famous effect is the reinstatement effect: retrieval works better in the same context (SC) as encoding than in a different context (DC). While various environmental context manipulation methods have been examined, we propose a new method using 360-degree video and self-avatar. Comparing the number of words recalled between the SC condition and the DC condition in a within-participant design, there was no reinstatement effect. The result was consistent with the previous works using immersive virtual environments as context. In addition, we found a negative correlation between the presence and the number of words recalled, but it didn’t reach statistical significance. Also, we revealed a time-compression effect of VR only in the condition using self-avatars relevant to virtual environments, not in the condition using a neutral avatar. These findings would be important for the various VR applications.
著者
伊東 健一 伴 祐樹 割澤 伸一
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.277-287, 2021-12-24 (Released:2021-12-24)
参考文献数
28

Wind displays are devices that enhance the presence of virtual reality (VR) by simulating realistic sensation of wind. However, certain wind displays require many wind sources because they reproduce fully physical wind directions. Methods to manipulate perceived directions of wind by cross-modal effects and realize wind displays with fewer wind sources have been proposed so far. We hypothesized that the visuoaudio-haptic cross-modal effect can enhance the effect of the manipulation. Thus we quantitatively investigated the effect of the congruent visual and audio information on the perceived wind directions. We present virtual images of flowing particles and threedimensional sounds of the wind as information to indicate “virtual” wind directions. The user study has shown that presenting both visual and audio information is significantly effective than presenting the audio or visual information alone. The median of absolute errors between the perceived wind directions and the virtual wind directions were 34.8° at most with the visual and audio information and the physical wind from front or behind.
著者
中川 千鶴 大須賀 美恵子
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.3, no.2, pp.31-39, 1998-06-30 (Released:2017-02-01)
参考文献数
35
被引用文献数
5

Recently, "Virtual Reality"(VR) has become one of the most attractive new technologies. VR isalso knownas"Virtual Environment", or VE. Inthis paper, we usetheterm "VE" because we are not working on training simulators but instead on systems for general users. VE technology has rapidly advanced and offers many promising applications in such areas as training, medicine and so on. However, a potential hazard to users of virtual environments has been found: some users complain of discomfort during and after the experience. This phenomenon is similar to motion sickness and has been called "simulator sickness". There is a direct link between simulator sickness and sickness in virtual environments: both are forms of visually-induced motion sickness. However, we believe there is a significant difference between general-purpose VE and simulators for special training. This report surveys the literature on simulator sickness and motion sickness in relation to discomfort in virtual environments, especially from the point of view of autonomic nervous system (ANS) responses. We hopethis research can suggestways to combat such risksto users and contribute to the expansion of safe VR and VE technologies.
著者
油井 俊哉 橋田 朋子
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.25, no.2, pp.169-172, 2020 (Released:2020-06-30)
参考文献数
11

We have developed a system, called “Curating Frame”, that transforms everyday things into works of art. We achieved this function by using machine recognition, in this case false recognition, to let the picture frame move autonomously so that it stays in front of the target objects and generates slightly shifted titles. When art supplies such as picture frames and captions are placed in the field of view, people can easily misapprehend the surroundings behind them as works of art. A slightly shifted title will stimulate people’s imagination and make it easier for them to reinterpret ordinary objects.
著者
一刈 良介 川野 圭祐 天目 隆平 大島 登志一 柴田 史久 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.12, no.3, pp.343-353, 2007
参考文献数
15
被引用文献数
16

In the pre-production process of filmmaking, PreViz, previsualizing the desired scene by CGI, is used as a new technique. In an alternative approach, mixed reality (MR) merges the real and virtual worlds to achieve real-time interaction between users and MR space. We propose MR-PreViz that utilized MR technology in PreViz. MR-PreViz makes it possible to merge the real background and the human and creature by CGI in open set and outdoor location. The user can consider the camera-work and camera blocking efficiently by using MR-PreViz. This paper introduces the basic concept of MR-PreViz, the design of main system, the software architecture, an authoring tool supporting selection of camera-work, and CWML (Camera-Work Markup Language) to describe camera-work.
著者
中山 拓哉 鈴木 由路 葭田 貴子
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.22, no.4, pp.503-512, 2017 (Released:2017-12-31)
参考文献数
20

Although the hang glider is well known, few people have experienced it since one has to drive to suburban flight areas to try it. Nowadays, conventional flight exhibitions that include towing enable beginners to drop in at flight experience events in urban open spaces, including central Tokyo. To boost this urban exhibition, we designed an indoor hang glider virtual reality system that is easy, stable, and offers some of the most exciting flight experiences that hang gliders can ever have, regardless of the weather conditions. This system enabled to propagate the fascination with the hang glider for many people at the event even in urban Tokyo.
著者
金 相賢 盛川 浩志 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.1, pp.121-129, 2016

The effects of moods and emotions on correlations with direction methods for stereoscopic 3D images are the focus of this study. Specifically, we investigated the sense of fear in different 2D and 3D conditions as well as the different directing methods involved. Directional techniques were sorted into three categories according to the dynamic characteristics of the focus object in 3D space along the Z-Axis, XY-Axis, and Fixed-Axis directions. The emotional value of fear was characterized in terms of two values, valence and arousal, which were measured using the Self-Assessment Manikin (SAM) and skin potential reaction (SPR). The results indicated considerable differences in terms of viewing condition, directing method, and gender. SAM measurements indicated low valence and high arousal scores in 3D viewing condition. Furthermore, the effects of directing methods depended on the center and range of 3D space. Depth representation was a more important factor for female than male subjects. The SPR frequency increased during viewing Z-Axis direction in 3D condition.
著者
廣井 富 伊藤 彰則
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.161-170, 2013

We can make a robot suitable for users' preference by designing its appearance and interaction through subjective evaluation. However, for evaluating users' impressions using real robots, it is necessary to build many robots with various specifications such as height, which is time-consuming and costly. In this paper, we propose a robot design methodology based on augmented reality (AR). We conducted experiments to evaluate a robot's head size using both AR and real robots, and similar results were obtained from both evaluation experiments in an environment with simple background. Next, we conducted experiments to evaluate a robot's head size using both AR and real robots in a real environment, and similar results were obtained from both evaluation experiments. From these experiments, we can conclude that the CG-based robot evaluation is as effective as that using real robots. In addition, the AR technology enables us to evaluate the robot in a real environment, which realizes more realistic evaluation of robot design without building real robots.
著者
水谷 純也 松本 啓吾 鳴海 拓志 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.27, no.1, pp.76-86, 2022-03-31 (Released:2022-05-25)
参考文献数
21

A method called redirected walking has been proposed to enable users to walk in a real space of limited size in a vast virtual space by manipulating the user’s direction and amount of movement. Three viewpoint manipulation methods, namely translation gain, rotation gain, and curvature gain, are mainly used in redirected walking. The rotation gain manipulates the user’s direction of travel by manipulating the rotation around the user’s head. However, when the rotation gain is applied to a user walking around a turn, the user’s walking path may deviate from the target. This deviation of the user’s walking path would be a serious problem, especially when interacting with real objects. To solve this problem, we propose a novel turning gain and correction method, which can control the user’s walking path even when the user turns without stopping.
著者
笠井 亮佑 上條 史記 島峰 徹也 加納 敬 荻野 稔 田仲 浩平 篠原 一彦 水野(松本) 由子
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.26, no.1, pp.4-13, 2021 (Released:2021-04-01)
参考文献数
23

We evaluated the impact of different mood states on electroencephalogram (EEG) activity and surface sensation electrical current values using surface sensory nerve electrical stimulation in a virtual reality (VR) environment. The participants were 22 adults. The Profile of Mood States (POMS) was used as a psychological test to calculate the Total Mood Disturbance (TMD) score to divide participants into a high TMD group and a low TMD group. Three videos were selected for each of three different conditions (resting, unpleasant, pleasant) for a total of nine videos. Pain Vision was used to calculate the pain ratio (PR) to evaluate surface sensory nerve electrical stimulation. A subjective pain questionnaire was used to calculate the pain subjective score (PS) to assess participants’ subjective evaluations of pain. The θ wave rate (θ%), α wave rate (α%), and β wave rate (β%) were calculated for the EEG. Analysis results demonstrated that when mood was positive, PS was lower for all VR videos, but when mood was negative, PR, PS, and α% were lower and β% was higher for unpleasant and pleasant videos. Our study findings suggest that pain may be mitigated subjectively when mood is positive, and when mood is negative, it may be mitigated both subjectively and objectively as demonstrated by electrical stimulation.
著者
太田 啓路 河合 隆史 海老根 吉満 山口 理恵
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.9, no.4, pp.343-351, 2004-12-31 (Released:2017-02-01)
参考文献数
13
被引用文献数
1

We simulated videogame scenes in simplified 3D computer graphics and evaluated the discomfort from the images by altering the simulation parameters. In the evaluation, the subjects viewed the images including oscillating motion and rotating motion with or without a fixation object. The subjective symptoms on the discomfort of image, degree of motion sickness, sense of eye movement and body movement were assessed by a 5 point rating questionnaire. Besides, the eye movements during viewing the stimuli were measured by using video camera. We found a significant relationship between the discomfort of the images and the sense of eye movement under the condition of oscillating motion. Moreover, the eye movements were reduced by adding the fixation object into the images.
著者
鳴海 拓志 谷川 智洋 梶波 崇 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.15, no.4, pp.579-588, 2010-12-31 (Released:2017-02-01)
被引用文献数
7

Gustatory information has rarely been studied in relation to computers, even though there are lots of studies on visual, auditory, haptic and olfactory information. This scarcity of research on gustatory information has several reasons. One reason is that taste sensation is based on chemical signals, whose functions have not been fully understood yet. Another reason is that taste sensation is affected by other factors, such as vision, olfaction, thermal sensation, and memories. Thus, complexity of cognition mechanism for gustatory sensation as described above makes it difficult to build up a gustatory display. Our research utilizes the complexity of cognition mechanism for gustatory sensation, in order to create a pseudo-gustatory display, which induces cross-modal integration by presenting texture and odor. "Meta Cookie" combines augmented reality technology and olfactory display technology. Merging of these two technologies creates a revolutionary interactive gustatory display. With this breakthrough combination of technology, we realize a novel gustatory display system. Pseudo-gustatory display is a novel concept to deal with gustatory information in the area of interactive techniques and open up a new horizon for computer human interaction.