2023 年 28 巻 4 号 p. 303-310
To enhance social engagement among players, recent multiplayer video games employ social behaviors such as face-to-face behavior (like Nintendo’s 1-2-Switch) and gathering in a place (like Pokémon Go). As we have developed smart bracelets that measure interpersonal touch interactions, we are interested in using them for games as the social behavior with minimal social distance. This study demonstrates interpersonal vibrotactile phantom sensations between two parties holding hands via actuated bracelets. This would enable us to design localized vibrotactile sensations as haptic feedback of game events. We adopt hands as the medium for vibration propagation and the illusory tactile sensation (phantom sensation) to localize the sensation. In the experiment, the amplitude ratio, vibration frequency, and actuator position were employed as explanatory variables, whereas the perceived location was used as the response variable. The results reveal that the perceived locations varied linearly according to the amplitude ratio, which demonstrates the interpersonal vibrotactile phantom sensations. Furthermore, the frequency of the vibration affected the linearity, whereas the actuator position had no effect.