著者
鈴本 直弥 浅井 暢子 寺本 渉
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.53-62, 2016

For users in a shared virtual environment (VE), a sense of being there together (copresence) is a key to behave as if they are in an actual environment. The present study investigated whether copresence can be measured using the social Simon effect (SSE) and event-related potentials (ERPs) associated with this effect. In the standard Simon effect, single participants press a left or right key in response to target color, while the target appeared on the left or right side of a monitor. Responses are generally faster when the target and key are located on the spatially-congruent side than on the incongruent side. This less happens when participants responds only to either color with either key. However, this effect reemerges when a participant responds to either color with either key, and their partner sat side by side responds to the other color with the other key. This is called SSE. We hypothesized that the SSE should occur if users experience copresence in the VE. Experiment 1 replicated the SSE in the actual environment. In Experiments 2 and 3, two participants in different rooms observed the same virtual environment with their partners' avatar through head-mounted displays, and performed the task. We compared between a group in which the participants interacted with their partner beforehand in the VE (high copresence group) and that in which they did not (low copresence group). The results showed that the stronger SSE occurred for the former group, suggesting that the SSE can be a measure for copresence in the VE.
著者
田中 信壽
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.129-138, 2005
参考文献数
78
被引用文献数
6

The health hazards posed by Virtual Reality (VR) environments can be divided into two groups based on their developing mechanism. The first group is related to optical stimulus load and is exemplified by Visual Display Terminal (VDT) Syndrome. The second group encompasses those caused by space information confusion and is exemplified by VR sickness. Among space information confusion induced hazards, VR sickness is especially serious because it can involve strong discomfort, headache, nausea and vomiting. Because VR sickness may prove to be a barrier to the spread of VR environments, it is thought that countermeasures are required. This paper reports the current state of VR sickness countermeasure knowledge. Research is summarized and organized mainly according to the following stories: "Cognition of VR sickness", "Mechanisms involved with the development of VR sickness", "Directions for countermeasure development" and "Evaluation of VR sickness".
著者
河合 隆史 城處 朋子 藤野 雄一 佐藤 仁美 望月 崇由 井上 雅之 二瓶 健次 松本 美浩
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.7, no.1, pp.79-86, 2002
被引用文献数
7

In this study, the authors developed and evaluated the virtual classroom system on cyberspace for hospitalized children. In this system, children can study and communicate with children of the outside of the hospital. The authors evaluated this system from the following viewpoints; (1) Psycho-physiological effects on children. (2) Usability of interface. (3) Spatial design of cyberspace. This paper reports the results of the experiment and discusses the validity of cyberspace in terms of education for hospitalized children.
著者
石井 晃 崔 雄 李 亮 関口 博之 八村 広三郎
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.18, no.4, pp.465-474, 2013

We propose an interactive healthcare system that uses feces data to support health promotion using smart phone. User inputs feces data, such as shape, color, smell, etc., into the system when they go to the lavatory. If the input data is significantly bad, the user will be notified that the condition of his/her health requires more attention. The user can print feces data that is stored in the system and show it to a doctor. We expect the users can adhere to input their data to the system without getting bored by introducing an interactive game interface.
著者
加藤 博一 Billinghurst Mark 浅野 浩一 橘 啓八郎
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.607-616, 1999
被引用文献数
106

We describe a fiducial marker tracking method for an augmented reality system. Square markers are used for fast precise registration and a camera model that includes a distortion function is also employed. We also describe a system calibration method. In order to display virtual objects on a head mounted display (HMD) screen the relationships between the HMD, human eyes and head mounted camera are very important. Camera calibration is also vital for accurate marker tracking. We describe a novel HMD calibration technique which does not require much effort from the user and provides very good usability. With good calibration our tracking method provides very accurate tracking and runs at 30 frames/sec on a SGI Octane computer.
著者
永野 光 岡本 正吾 山田 陽滋
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.343-353, 2011
被引用文献数
3

This article describes research directions in the structure of perceptual/tactile dimensions of material textures. We introduce methods of psychological experiments and mathematical approaches for structuring tactile dimensions and summarize such dimensions revealed in previous studies. Furthermore, we discuss the dimensions from the points of view of sensory receptors. Holistically, we suggest that the material textures are composed of at least 5 perceptual dimensions, that are macro and fine roughness, hardness/softness, coldness/warmness, and friction (moistness/dryness, stickiness/slipperiness).
著者
檜山 敦 土山 裕介 宮下 真理子 江渕 栄貫 関 正純 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.16, no.4, pp.643-652, 2011

In recent years, most of traditional craftsmanship is declining because of aging skilled craftspeople and fewer successors. Therefore, methods for digital archiving of such traditional craftsmanship are needed. We have constructed a wearable skill handing down system focused on first-person visual and audio information and biological information of a craftsman. We used instrumental information associated with the usage of the tools for evaluating the effect of proposed wearable display system of intangible cultural heritage. In this paper, we show the result of archiving and training on the skills of Kamisuki, Japanese traditional papermaking.
著者
田村 秀行 柴田 史久 木村 朝子 坂井 陸一 横江 祥吾 濱田 純也 家崎 明子
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.12, no.4, pp.567-576, 2007
被引用文献数
2

Mixed-Reality, a technique to superimpose CG images on the real scene, is expected as a new way of information visualization and presentation. We take up "Disaster Prevention Studies and Disaster Measures" as new application field of MR technology, and develop a system of visualizing simulations of the disasters that have occurred previously or have a possibility for occurring in the future. First, we developed a system of superimposing CG images on a diorama (geographical miniature model). Next, we implemented the application to observe the flood or fire simulation results or subsurface construction, and confirm the effectiveness. We also built an application to observe the history of fire disaster on the PC or MR space. Furthermore, we offer another suggestion that is the way to expand this system to mobile type to use it outdoors.
著者
小池 英樹 西川 渉 福地 健太郎
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.14, no.1, pp.111-119, 2009
被引用文献数
1

Liquid Cristal Displays are getting larger, thinner, lighter, and cheaper. They have many advantages when they are used as a tabletop compared to the projector-based tabletop. As is well known, a light from the LCD is polarized and it is blocked when a polarized film is placed as its axis of polarization is perpendicular to that of the LCD. On the other hand, an additional polarized film cancels this image blocking when it is placed on the LCD. By using this optical phenomenon, we developed transparent markers which are almost invisible to human but are still visible to the camera. Moreover, we succeeded to make the markers rotation invariant by using two half waveplates. Tangible transparent Magic Lens applications which use the transparent markers are also shown.
著者
花光 宣尚 田井 秀昭 元木 龍也 佐藤 文彦 清水 啓太郎 神山 洋一 南澤 孝太 evala 水口 哲也
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.27, no.1, pp.51-64, 2022-03-31 (Released:2022-04-23)
参考文献数
51

This paper proposes a chair-based synesthetic experience device, Synesthesia X1-2.44, which utilizes auditory, haptic, and visual sensations. In order to realize a synesthetic experience, we designed the chair that includes 44 haptic actuators, two speakers and 5 stage lights, and exhibited it at Media Ambition Tokyo 2019. When discussing this work, we observed “sense of stretching and contracting of the body”, “sense of floating/sinking”, and “sense of disappearance of the body”. In addition, the combination of whole-body haptic sensation and spatial acoustics with sounds felt from inside/outside the body affects the autonomic nervous system and induces a pleasant state, and create a representation different from the usual auditory and haptic experiences.
著者
平野 祐也 竹永 正輝 西川 尚志 丸山 寛人 浅野 日登美 椎名 星歩 千葉 麻由 武田 雄太 渡邊 真輝 橋 本直
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.2, pp.155-158, 2021-06-30 (Released:2021-06-30)
参考文献数
5

The parasitism of plants on the human body often appears in fiction, however until now it was limited to the expression in media such as novels, illustrations, and movies. Therefore, we created "Brain Tree" which enables appreciators to experience the sensation of plant parasitizing on their head. In this work, we used a head massager to present the sensation of plant roots invade the head. Furthermore, various tactile expressions are incorporated to enrich the experience such as the feeling that water penetrates into the head by watering, the feeling that the parasitic plant absorbs the nutrients in the appreciator’s head, and the feeling of the plant swaying in the wind. In this paper, we report the system design, implementation, experience design, and appreciators’ feedbacks in exhibitions.
著者
原 彰良 安藤 英由樹 櫻井 健太 前田 太郎 青山 一真
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.13-21, 2019 (Released:2019-03-31)
参考文献数
9

Galvanic Tongue Stimulation is the technology which can enhances the taste sensation. Our previous study has already demonstrated that repetitive square current stimulation enhances salty and umami taste induced by NaCl and glutamic sodium water solution during stimulation. However, it is not clear whether the repetitive square current stimulation is effective or not in other three basic taste i.e., sweetness, sourness, and bitterness. The aim of this paper is to demonstrate that repetitive square current stimulation enhances all five basic tastes induced by electrolyte water solutions with psychological method adhering to our previous works.
著者
北崎 充晃 中野 智亮
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.17-25, 2010-03-31 (Released:2017-02-01)
参考文献数
17
被引用文献数
1

'Sensory conflict' theory is one of well-known theories for motion sickness. We conducted two experiments to determine the effects of the conflict between actual (extra-retinal) eye-movement and visually-simulated (retinal) eye-movement on motion sickness in a virtual environment. In results, we found that motion sickness was significantly decreased by controlling observers' eye-movement with a stationary/moving fixation point. When the extra-retinal and the retinal eye-movements were incongruent during the observer's head moving, the motion sickness was increased for sickness-sensitive observers. These results suggest that we can decrease motion sickness by controlling eye-movements with a stationary/moving fixation point to remove conflict between the extra-retinal and the visual eye-movements. This proposal represents a new approach to decreasing or preventing motion sickness in virtual environments.
著者
湯村 颯悟 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.27, no.4, pp.291-300, 2022-12-28 (Released:2022-12-28)
参考文献数
31

It is still unknown how the viewer perceives the self-body in virtual space. In this study, we investigated the differences in performance of a simple motor task in a virtual space when the visible type of the 3D self-body model was changed to one of three types: “the whole body visible,” “the body partially visible,” or “the body invisible.” The quantitative data of the motor were used to analyze the durations and accelerations of the motor task. The results showed that the duration of the motor task varied depending on the visibility of the body models. The results also suggested that visual body information, particularly the self-body, continuously provides a potential interference to the smoothness and quickness of human motor control.
著者
櫻井 悟 青山 一真 宮本 靖久 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.20, no.3, pp.239-242, 2015-09-30 (Released:2017-02-01)
被引用文献数
3

In this work, we demonstrated that cathodal direct current stimulation to the tongue inhibits salty and umami perception and investigated the relationship between magnitude of current and the effect size of the taste suppression. The acknowledgement from our work would contribute to the virtual reality and human health fields e.g., any tastes can be presented to human virtually and tastes modification would assist the diet.
著者
高橋 淳二 板東 央晃 ロペズ ギヨーム
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.541-548, 2016 (Released:2016-10-31)
参考文献数
19

This paper discusses quantification method of proficiency of sport skill with Iaido as a subject. Iaido is a modern Japanese martial art using a Japanese sword. A player executes a sequence of actions: drawing the sword from scabbard, cutting a virtual opponent, removing blood from the blade, and sheathing the sword. We measured motions of athlete playing the Iaido by motion capture system, then analyzed motion trajectory to predict the skill level as a score. The predicted scores were compared with the professional rating scores to evaluate the validity of the subjective assessment of professional. The comparing result shows the validity and fairness of subjective assessment of professional. Also, the results shows the validity of our proposed rating algorithm.
著者
山田 俊郎 棚橋 英樹 小木 哲朗 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.4, no.3, pp.531-538, 1999-09-30 (Released:2017-02-01)
参考文献数
11
被引用文献数
3

The multi-screen display using video projector has concerned interest and become popular for virtual reality display. In this paper, we discuss a visual effects that depends on the number of screens of a cubic display and report a development of COSMOS. COSMOS is a CAVE-like 6 screen display and the user is surrounded by screens completely. We examined a visual effect of multi-screen display and confirmed that the 6 screen display has an outstanding visual effect comparing to display that has less than 6 screens. By using the COSMOS, we investigated the effects of full immersion in the large scale virtual space navigation. The result suggests that the changes from 5 screens to 6 screens are not only "quantitative difference" but also "qualitative difference".
著者
渡辺 啓蔵
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.437-442, 2005-09-30 (Released:2017-02-01)

An original method for visualizing 4D hyperobjects is presented. The color of a point on the 2D projection of a 4D hyperobject is determined by the geometry information integrated along the intersection between hypersurfaces of the hyperobject and a 'planar ray' from the observer's eye, a set of these planar rays covers the whole hypersurface area in 4D space. The geometry information reads out with light, which is pseudoreflected by not the hypersurface itself but the displacement of its normal to allow the observer to be aware of hypersurface boundaries and curving on the hyperobject. This method can visualize both hyperobjects made of flat hypersurfaces like 4D polytopes and ones made of curved hypersurface like 4D hypersphere.