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
参考文献数
13
被引用文献数
3

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
小嶋 泰平 檜山 敦 小林 謙次郎 神山 祥子 石井 直方 廣瀬 通孝 秋山 弘子
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.2, pp.273-281, 2016 (Released:2016-09-09)
参考文献数
18

In a hyper-aged society, health promotion for middle-aged and older people—especially women—became a serious social issue. Health promotion is highly important from the viewpoint of reducing healthcare cost and improving QOL. Among a variety of health promotion approaches, we especially focused on health promotion by exercises. Resistance training is regarded as one of the effective health promotive exercises. However, resistance training will not effectively work if the training is done with wrong postures and speed. In this paper, we propose a VR system that supports to perform correct exercises without relying on training instructor. Specifically, we developed a visualization system that superimposes the postures of the training instructor and trainee in a 3D virtual environment and helps the trainee to learn resistant training in the right manner.
著者
界 瑛宏 山口 勉 三武 裕玄 長谷川 晶一
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.24, no.1, pp.83-92, 2019 (Released:2019-03-31)
参考文献数
34

In this study, we propose and evaluate a warmth display, which is designed to heat a part of user's hand when the part of the hand get warmth in virtual world displayed by Head Mounted Display. For the heat source, we use visible light LED because it is easily available and controllable. Arranging several LEDs around the hand, the display can warm some part of the hand. As it warms hands without contact, the heat from the display can be cut off immediately and interactive warmth presentation is possible. Moreover, we evaluated the safety, reaction time, sensation of warmth and temperature change caused by the display.
著者
坂本 真樹 田原 拓弥 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.21, no.2, pp.213-216, 2016 (Released:2016-09-09)
参考文献数
8

Although many studies have addressed the issue on tactile perceptual space, very few studies have paid attention to individual differences. In this study, we propose a system to visualize individual differences in tactile perceptual space using a map of onomatopoeia. The system visualizes the relationship on the map between onomatopoeic words that can express tactile sensations and basic tactile materials. In addition, it allows users to move onomatopoeic words to locations they feel more appropriate on the map. As a result, the difference in the configuration of the words on the map shows the individual differences of how tactile sensations are categorized. This system can be used for visualizing trends of differences in tactile perception, for example, between young and old people, and between male and female.
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, 2016-03-31 (Released:2017-02-01)

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
Hideaki Touyama Junwei Fan
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.27-30, 2017 (Released:2017-03-31)
参考文献数
11

This paper describes a technique for decision by majority by applying brain signal analyses. The ElectroEncephaloGram (EEG) of twenty-four volunteers were recorded with the serial presentations of Computer-Generated (CG) images of human emotional faces. We focused on the Event-Related Potential (ERP) P300 signals and the amplitude was investigated varying the ratio of collaborative P300 occurrences in the group. The supervised machine learning technique was used to perform the decision by majority and the estimation performance value could be almost 80%. This novel concept would be applicable to the decision by majority for Computer-Supported Cooperative Work (CSCW) such as Virtual Reality (VR) interactions only by means of thinking.
著者
橋口 哲志 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.3, pp.503-511, 2016 (Released:2016-10-31)
参考文献数
25

In Mixed-Realty (MR) space, the visual appearance (shape, texture, etc.) of a real object can be changed by superimposing a virtual object on it. Therefore, by creating systematic differences between visual and haptic perceptions using MR technology, we can analyze their influence on temperature perception. In our research group, we defined the changes in the visual information of a real object in MR space as “MR visual stimulation” and examine the influence of the haptic sense using MR visual stimulation. For our research, we focused on the temperature perception of the skin. In the first step, we verified the influence presenting MR visual stimulation has on the perceived position of the temperature perception. In the experiment, we presented MR visual stimulation and temperature stimulation in different positions. We confirmed the influence this difference has on the temperature perceived position. Our results demonstrate that temperature perception is strongly affected by visual stimulation.
著者
松本 啓吾 鳴海 拓志 伴 祐樹 谷川 智洋 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.23, no.3, pp.129-138, 2018 (Released:2018-09-30)
参考文献数
20

This paper describes a novel method to effectively manipulate spatial perception by utilizing the effect of visuo-haptic interaction by presenting haptic cues according to the image presented to the vision via a head-mounted display. We evaluated the method of combining haptic cues with curvature manipulation that makes us feel straight ahead in a virtual environment despite actually walking on a circular arc path. Our results show that the users walked along the target walking path more under and felt they were walking straight under the condition with the haptic cues compared with the condition without the haptic cues.
著者
矢野 博明 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.3, no.3, pp.141-147, 1998-10-30 (Released:2017-02-01)
参考文献数
10
被引用文献数
8

This paper describes a method of synthesizing haptic sensation to the whole human body using vibrators in large working volume virtual environment. In such environment, haptic devices must have following characteristics, (1) large working volume (2) light weight (3) easy to move. Vibrating device is satisfied such characteristics. By setting some vibrators to user's body and controlling the pattern of the vibration, we can feel the virtual object. We developed a vibrator suit in CABIN(Computer Augmented Booth for Image Navigation). Using this system, we can feel virtual objects and walls through the whole body and walk virtual world to avoid interfering these walls. The effectiveness of this system is tested through experiment.
著者
清川 清 竹村 治雄 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.4, no.4, pp.657-664, 1999
参考文献数
13
被引用文献数
1

視点の設定などの自由度が高い共有仮想環境(SVE)と,アウェアネスの伝達に優れる共有拡張環境(SAE)の双方の利点を活かすために,両者をシームレスに切替える新しい協調作業支援手法を提案する.本手法では,作業者は透過型ヘッドマウントディスプレイ(STHMD)を装着する.初期状態ではSAEが選択され,互いの様子を直接観察しながら協調作業が行なえる.各作業者はナビゲーション用の3次元ウィジェットを操作して,それぞれの局所座標系を自在に変更できるが,この時,各作業者のSTHMDの液晶シャッタが遮蔽してSAEからSVEへ自動的に移行し,共同作業者に代わってCGのアバタが表示される.作業者がウィジェットを用いてSAEへの移行を選択すると,座標系の並進・回転・拡大率の各成分が共同作業者の値に自動的に遷移する.遷移のアニメーションが完了して座標系が一致すると,液晶シャッタが開いて再び実際の共同作業者を観察できる.さらに,このビューモードの切替えに加えて,アウェアネス向上のために作業者の顔の正面方向を直線で示す手法や,ルックアップテーブルおよびカルマンフィルタを用いて位置ずれの少ない仮想環境を提示する手法を併用し,協調作業が円滑に行なえる作業支援環境を実際に構築した.また,実験を通して共同作業者の座標系が一致する場合のSAEのSVEに対する優位性を検証し,提案手法の妥当性を確認した.
著者
妹尾 武治 小川 将樹 徳永 康祐 金谷 英俊
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.21, no.3, pp.411-414, 2016 (Released:2016-10-31)
参考文献数
16

We report a new method of facilitating illusory self-motion perception (vection). Participants held either a full glass of water or a half glass of water while experiencing vection, and were instructed not to spill any of the water. Vection strength was indexed by its latency, duration, and magnitude. Results showed that vection was enhanced in the full glass of water condition. We want to name this method of vection facilitation “full-glass-water method”.
著者
オーロスキ ジェーソン 重野 孝明 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.19, no.2, pp.117-120, 2014

In this paper, we construct a prototype of a wearable text input device that can be attached to a user's torso or pants and conduct a pilot study on its use with a head mounted display (HMD). The user can enter text while mobile without having to look at his or her fingers. The layout of the keys is similar to that of a QWERTY keyboard, but the device is separated into two halves so that they can be positioned and oriented for comfortable typing on clothing. It is flexible and conforms to the shape of the user's torso. In our pilot study testing input speed, a total of 7 participants conducted various typing tasks, and reached an average speed of 30.1 words per minute (WPM) amongst all tasks in a 45 minute session. We then conduct an analysis of a large number of recent text entry methods that can potentially be used with wearable displays, including the results from our experiment. We also discuss a lighter, wireless prototype reflecting feedback in the pilot study, which can be easily attached to clothing with magnets.
著者
櫻井 翔 中里 直人 吉田 成朗 鳴海 拓志 谷川 智洋 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.20, no.4, pp.323-332, 2015-12-31 (Released:2017-02-01)

Creativity has advocated as important ability in various field. There are many studies to developing creativity through education and training, and presenting stimulation, such as pictures, that evoke positive emotion. Such conventional studies are intended to develop creativity of single person. However, creativity of group members is not simply sum of each single person, since communication of the group member is factor for developing creativity. On the other hand, many psychological studies have shown that facial appearance has effect on emotion of each person during communication. Also emotion of people transmits to each other through unconscious imitation of facial expression and voice. Based on the knowledge, in current study, we propose a method to increase creativity during teleconference by feedback of deformed facial appearance to each other in real-time. We made a system to deform facial appearance of each other and evaluate our proposed method using the system. Through this evaluation, we showed that our method enable us to develop creativity during tele-collaborative work.
著者
鳴海 拓志 伴 祐樹 藤井 達也 櫻井 翔 井村 純 谷川 智洋 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.17, no.4, pp.333-342, 2012
被引用文献数
1

This paper proposes a method for reducing fatigue during handling medium-weight objects and augmenting our endurance by affecting our weight perception with augmented reality technology. Psychological studies revealed our weight perception during handling objects is affected by their visual property. We hypothesized that this illusionary effect in weight perception can be applied to reduce fatigue during handling medium-weight objects without mechatronics-based physical assistance which requires complex structures and various costs. We propose an augmented reality system which changes the brightness value of an object in order to reduce weariness during handling it. We conducted two fundamental experiments to investigate the effectiveness of the proposed system. Subjective and quantitative evaluation suggested that our system reduces fatigue during the handling task and improves energy efficiency by cutting away excess energy.
著者
中津 良平
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集 (ISSN:13424386)
巻号頁・発行日
vol.1, no.1, pp.1-9, 1996
参考文献数
14
被引用文献数
19

In this paper, the possibility of new technologies which will be developed by integrating art and technology is discussed by referring problems current technology is facing. It is also stated that, by combining virtual reality technologies and AI technologies, with artistic approaches, the possibility exists that fundamental technologies as well as systems and services for new communications can be created. As examples of this new direction, some projects are introduced that are being done at ATR Media Integration & Communications Research Laboratories.
著者
浅野 直生 正井 克俊 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.23, no.3, pp.197-206, 2018 (Released:2018-09-30)
参考文献数
29

Facial performance capture is used for animation production that projects a performer's facial expression to a computer graphics model. Retro-reflective markers and cameras are widely used for the performance capture. To capture expressions, we need to place the markers on the performer's face and calibrate the intrinsic and extrinsic parameters of the cameras in advance. However, the tracmeasurable space is limited to the calibrated area. In this paper, we propose a system to capture facial performance using a smart eyewear with photo reflective sensors and machine learning technique.
著者
栗本 育三郎 川上 直樹 舘 [ススム]
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.14, no.3, pp.371-380, 2009
参考文献数
28
被引用文献数
3

In near-infrared spectroscopy (NIRS), there is optical pathlength problem. Thus, NIRS measurements cannot be compared between subjects and or regions within a subject. In this study, we propose a separation method for the optical pathlength influence by the variance plot analysis using the variance of the sample mean to NIRS time series signal. As a validation example, we conducted variance plot analysis on auditory selective attention by 10 subjects of normal adult males. As a result, in 8 subjects out of 10 subjects for auditory area on the left side and 7 subjects out of 10 subjects on the right side for auditory area, channels corresponded which are activated concentrating on listening to music.
著者
落合 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.3, pp.463-466, 2010
参考文献数
6
被引用文献数
1

Visible Breadboard is the Breadboard like interface which shows voltages of each and every hole by full color LED and enable us to make wiring by tracing with finger tips. Users could insert electrical material into the holes and make a circuit on this device. Users could understand what is happening in the circuit and correct the connections with finger tracing. This device could support essential understanding of making a circuit and what happens in a circuit. Visible Breadboard may be applied to many areas such as prototyping, education, designing, media art or entertainment.