映像情報メディア学会技術報告
Online ISSN : 2424-1970
Print ISSN : 1342-6893
ISSN-L : 1342-6893
24.35
選択された号の論文の18件中1~18を表示しています
  • 原稿種別: 表紙
    p. Cover1-
    発行日: 2000/06/14
    公開日: 2017/06/23
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  • 原稿種別: 目次
    p. Toc1-
    発行日: 2000/06/14
    公開日: 2017/06/23
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  • 藤田 欣也, 片桐 宏
    原稿種別: 本文
    セッションID: HIR2000-99/NIM2000-9
    発行日: 2000/06/14
    公開日: 2017/06/23
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    The object deformation is an essential information in the human recognition of the object softness. A system has been developed to control the fingertip contact area dynamically based on the detected contact force. The relative softness cognitive rate of four levels softness was 97 percent in the experiment with five adult volunteers. The absolute softness cognitive rate, the rate of correct answer while the displayed softness was compared to the real objects, was 78 percent. That was demonstrated experimentally the display of the object softness is possible by the dynamic control of the contact area at fingertip.
  • 佐藤 誠, 金 時学, 小池 康晴
    原稿種別: 本文
    セッションID: HIR2000-100/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    In this paper, we explain a haptic device which can input translation, orientation and grasp measuring by the length of eight strings and reflect force with 7 degrees of freedom(DOF)by using the tension of eight strings. We suggest the method to calculate translation, orientation and grasp using the length of eight strings and the method to display reflect force with 7 DOF. Finally, we refer the characteristic of this device and its validity.
  • 櫛田 英功, 金 時学, 石井 雅博, 小池 康晴, 佐藤 誠
    原稿種別: 本文
    セッションID: HIR2000-101/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    We propose a system for free form modeling which beginner can use easily by interface device. This paper describes a technique for deforming objects on the model of glass-work as a metaphor. A virtual material and a virtual tool, inspired by glasswork, are proposed. In the proposed environment, user designs 3D objects in 2 modes. In the 1 st 'heating mode', user assigns 'heating values' using 'heating objects' as properties of vertices that compose a polygon mesh. In the 2nd 'deformation mode', vertices are moved by interface device depend on those 'heating values'. We show effectiveness of the suggestion by experiment of free form modeling.
  • 石井 雅博, 松川 隆行, 平田 幸広, 小池 康晴, 佐藤 誠
    原稿種別: 本文
    セッションID: HIR2000-102/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    A human-scale virtual reality environment, that allows user to manipulate virtual objects with his/her hands, is proposed by using a large projection display and a haptic display based on tensed strings. The system was evaluated from two different points of view, as a human interface and a simulator. As a human interface, the speed of performance and the rate of errors were studied, and made the effectiveness of force feedback clear. As a simulator that makes user to imitatively experience the case of emergency or the operation of unfamiliar apparatus, it must be real. The comparison between the human behavior in real world and in the virtual environment shows the system can be considered real and useful as a simulator.
  • 廣瀬 通孝, 廣戸 健一郎, 宮崎 恒太
    原稿種別: 本文
    セッションID: HIR2000-103/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    "Wearable computer for outdoor exhibition" has been discussed for the world expo 2005. By using this exhibition system, contents corresponding to the specific place are to be displayed to the users. To realize this system, position sensing of an individual is essential. To allow the users walk around 2D space, we developed a new position sensor for which pedmeter and electric direction sensor are used, and a navigation system for pedestrian in the city space as an application.
  • 平田 幸広, 江島 由規, 石井 雅博, 佐藤 誠
    原稿種別: 本文
    セッションID: HIR2000-104/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    Walkthrough is one of applications of virtual reality. A walkthrough system requires a locomotion interface so that we can move around in a virtual environment. It must be easy to understand and use the locomotion interface. The locomotion interface based on walking will have the advantage of easiness of understanding and use because walking is most fundamental means of locomotion for human. But if the virtual environment is large, we must walk for a long time and we will get tired. When we must walk for long distance, to move in high speed will be better for less fatigue and shorter time. It is desirable for us to control moving speed from very high speed to low speed. In this paper, we discuss the means of control of speed for the locomotion interface. First, we analyze walking and we show that the step length is changed for the pitch. Based on this result, we propose the means of control of speed by pitch-controlled step length. We show this means has better performance in accuracy and time than means of control of speed by constant step length.
  • 大塚 聡子
    原稿種別: 本文
    セッションID: HIR2000-105/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    Motion Parallax, motion disparities yoked to the observers' head movement, is one of the useful depth cues. The present study examined depth perception from motion parallax in various positions in the visual field. In Experiment 1, random dots patterns, containing given extents of motion parallax, were presented at various eccentricities. The result showed that the magnitude of perceived depth from constant motion parallax decreased with eccentricity. This could result from the properties in the relative motion perception at the peripheral vision. To examine this possibility, in Experiment 2, extents of motion parallax within stimuli for each eccentricity were determined in a way that the magnitude of perceived relative motion from the stimuli were equal for each observer. As a result, the magnitude of perceived depth decreased with eccentricity. When the spatial frequency of the velocity gradient, thus that of the depth corrugation, were varied in Experiment 3, the perceived depth decreased with eccetricity at all spatial frequencies. These results suggest that the peripheral vision is relatively inefficient in perceiving parallactic depth, and the depth processing from relative motion has different properties from the relative motion processing.
  • 山本 尚昭, 尤 振発, 竹田 仰, 笠井 健
    原稿種別: 本文
    セッションID: HIR2000-106/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    Role of vergence signal in visual size perception has been investigated using a computer generated 3D pattern projection system. Two horizontally separated red dots(10cm diameter)were projected alternately with 48Hz on a large front-parallel transparent screen(2.5m × 2.5m)from behind, which was 50cm from a subject. Wearing a binocular liquid crystal shutter, a subject tried to reproduce the previous dot size with a joy stick, after the size, inter-dot separation, or both were changed suddenly by the computer. It has been proved that all of the subjects investigated(7 male, 1 female)perceived shrinking of the dot as vergence angle was increased. Thus, the subjects tried to enlarge the dot to reproduce the initial objective size. The extent of enlargement depended linearly on the dioptric distance of vergence. However, the size of the enlarged dot was much smaller than the value theoretically predicted, and also showed big individual difference(9〜68% of theoretical prediction)among subjects. This implies a possibility that vergence signal alone cannot play significant role on many subjects in determining object distance with exceptions of restricted number of subjects. On the other hand, a possibility remains that vergence signal is correctly estimated, while expression of size via visual system is incorrect. To elucdate the possibility, the subjects were instructed to image suitable preshaping of the hand invisible to grasp the object just before adjusting the pattern size. Two subjects clearly improved the performance of size reproduction (from 68% to 105%, and 10% to 48%), while other 3 subjects showed no improvement. The finding implies that some subjects estimate vergence rather correctly, and can estimate the objective pattern size with the aid of imagination of grasping the object. Other 3 subjects seem to have poor estimation ability of vergence. In order to test the role of vergence in determining object distance, subjects were instructed to reproduce initial vergence distance by adjusting the inter-dot separation after it together with dot size were changed. Those who demonstrated good reproducibility of dot size again proved to be able to reproduce vergence distance correctly, while others who had poor reproducibility of size showed poor ability of reproducing the initial vergence distance.
  • 佐藤 隆夫, 松嵜 直幸
    原稿種別: 本文
    セッションID: HIR2000-107/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    Human performance in gaze perception was examined by using natural and low-pass filtered images presented at various viewing distances. The results indicated that there is little effect of viewing distance and cut-off frequency of the low-pass filtering. These results indicate that human gaze perception is not based on detailed information such as absolute position of pupil edge. Rather, the results suggest that gaze perception is based on position of low-frequency components relative to eye-width.
  • 谷川 智洋, 廣瀬 通孝
    原稿種別: 本文
    セッションID: HIR2000-108/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    In this paper, we propose a new approach to display different type and scale of spatial data set such as remote sensing data, aerial photographs, city models and etc. Until now, we built different type and scale of virtual environments from each data sets separately. In each virtual environment, user can interact freely: he/she can fly in the space, walkthrough in cities or examine objects. Then, we integrated these constructed environments into a large virtual environment. And also, we implemented the prototype system in CABIN and demonstrated efficiency of this method to build a world-wide virtual environment.
  • 松崎 剛士, 大坂 融弘, 山本 倫也, 長松 隆, 下田 宏, 吉川 榮和
    原稿種別: 本文
    セッションID: HIR2000-109/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    When a large Networked Virual Environment is created by connecting many small Virtual Environments like WWW, it will give rise various adverse problems such as generation of too many links, generation of inappropriate links and appearance of strayers in the broadly expanded virtual space. Therefore, a new method is proporsed by which of can create and manage complex and large Virtual Environment effectively. The major points of the proporsed method are, (1)introduction of geographic information database for describing geographic relating for all the elemental Vitrual Environment, and(2)generation of geographic map from the database to show users to let them understand the whole span of virtual space and recognise where they are in the whole world very easyly.
  • 山本 倫也, 岩田 大司, 長松 隆, 下田 宏, 吉川 榮和
    原稿種別: 本文
    セッションID: HIR2000-110/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    In this paper, user-centered design method for distributed virtual environment(DVE)is first described. It consists of(a)introduction of user-centered design and evaluation of virtual environment proposed by Gabbard and(b)its expansion for multi-user DVE. Then, aiming at collaborative maintenance training for nuclear power plant as a concrete target, its design guidelines for the interface has been discussed by the following steps; (1)task analysis, (2)review of general guidelines, (3)examination of appropriate guidelines and(4)design of interface based on the guidelines. According to the interface design, a prototype training system has been constructed, and an evaluation experiment has been conducted. As the result, it was confirmed that the system could provide presence of collaborative maintenance training in DVE, although, some problems still remained for improving its communication functions.
  • 長尾 和彦, 阿部 美知子, 楠見 哲也, 松浦 真司
    原稿種別: 本文
    セッションID: HIR2000-111/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    Japanese traditional oar called "Ro" were used to rowing the boat. It is very unique tool which functions as a rudder and a propeller. The idea of a propeller originated with "Ro", so it is very important thing to study about ship training. However, with the spread of small engine system, "Ro" have discreased remarkably. Therefore, we developed the simulator program which is able to experience rowing the boat by "Ro" on the computer. Now, we are able to rowing the boat even in the city and indoors. It is improfitable in the crew education to tell the tradition and the culture concerning the ship.
  • 梶本 裕之, 川上 直樹, 前田 太郎, 舘 章
    原稿種別: 本文
    セッションID: HIR2000-112/NIM2000-
    発行日: 2000/06/14
    公開日: 2017/06/23
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    We propose a new tactile display, which stimulates each type of mechanoreceptors separately. We call these stimuli "tactile primary colors" after three primary colors(RGB)in vision. To realise this, we use electrical current from skin surface and activate nerve inside. Although there have been many works on electrocutaneous displays, most of them stayed ad-hoc system, which could only generate strange "electrical feeling". We propose two methods as follows. One is to use array electrodes that are properly weighted. The other is to use anodic current stimulation as well as cathodic current. We developed and tested experimental system with seven array electrodes. Qualitative results supported that the designed stimuli succeeded in activating desired mechanoreceptors' axons. Finally we combined them and generated sensation of elasticity, touch and movement.
  • 原稿種別: 付録等
    p. App1-
    発行日: 2000/06/14
    公開日: 2017/06/23
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  • 原稿種別: 表紙
    p. Cover2-
    発行日: 2000/06/14
    公開日: 2017/06/23
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