ITE Technical Report
Online ISSN : 2424-1970
Print ISSN : 1342-6893
ISSN-L : 1342-6893
Human Information(HI)
Displaying 1-17 of 17 articles from this issue
  • Pages Cover1-
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Pages Cover2-
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
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  • Ryoma SATO, Shigehito TANAHASHI
    Session ID: HI2017-66
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    The present study examined the processing characteristics of self-motion information of the region of three-dimensional space. To examine this, a visual linear motion stimulus along participant’s antero-posterior axis projected on four types region of three-dimensional space, such as upper, lower, upper-and-lower, and bilateral surface, a using head mounted display. The participant continuously indicated the strength of self-motion during the 60-s experimental trial. The strength of self-motion that was induced by the visual stimulus projected on lower surface was significantly stronger than those induced by the visual stimulus projected on upper surface. Moreover, the strength of self-motion that was induced by the visual stimulus projected on upper-and-lower or bilateral surface was significantly stronger than those induced by the visual stimulus projected on lower surface. These two results suggested that the processing characteristics of self-motion may differ depending on the projection region of visual motion stimulus.
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  • Hiroyuki SUMIDA, Shigehito TANAHASHI
    Session ID: HI2017-67
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    Palmisano et al. (2000) have found that vection is facilitated by adding random oscillation to a visual stimulus and that the magnitude of facilitation varies according to the frequency of the oscillation. Fernandez and Goldberg (1971) have found that the dynamics of the vestibular system of monkeys varies according to the frequency of the sinusoidal rotational acceleration stimulus. We hypothesize that facilitation is related to the dynamics of the vestibular system. Hence, in the present study, we examined the effect of oscillation around observer’s vertical axis (frequency: 0, 0.0125–0.1, 0.1-0.25, 0.25-0.5, 0.5-1.0, 1.0-2.0, 2.0-4.0, 4.0-8.0, 8.0-16, and 16-32 (Hz)) added to a visual stimulus in relation to the dynamics of the vestibular system. As the results, when an oscillation was added to visual stimulus, vection was facilitated than when no oscillation was added to the visual stimulus. Moreover, magnitude of facilitation varies according to the frequency of the oscillation. These results suggest that vection may be affected by the dynamic characteristics of the vestibular system.
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  • Yuki MATSUMURA, Nobu SHIRAI, Shigehito TANAHASHI
    Session ID: HI2017-68
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    The present study examined the influence of spatial cognition on vection by comparing the changes of vection. To examine this, the three types of visual space information were presented to the participants in advance. These information were following: (1) No looking around, (2) Looking around the space in which dots were placed to frontal plane, (3) Looking around the space in which dots were placed to whole. The participant indicated the four types of vection indexes, such as latency, duration, occurrence frequency, magnitude of vection. The results showed that the all indexes were not significant regardless of whether the participant was presented in advance by the above three types of visual space information. The results suggest that spatial cognition do not influence on vection.
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  • Shogo Fukumoto, Takashi IMAMURA
    Session ID: HI2017-69
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    The authors focused on time domain information such as occurrence time of specific frequency related to visual-induced postural sway. In order to measure the information, authors have proposed a quantification method using time-frequency analysis and its measurement device. In this report, experiments and its results of the postural sway analysis with visual stimulus in the depth direction have discussed as one of application for the proposed method. In addition, analytical parameters in proposed method have been examined.
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  • Ryusuke Saito, Takehiro Nagai, Tomonori Tashiro, Yasuki Yamauchi, Keij ...
    Session ID: HI2017-71
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    In this study, we measured the contribution ratios of L and M cone signals and the effectiveness of L and M cone noise on the luminance detection tasks in psychophysical experiments. Also, we measured the L / M cone number ratios indirectly by using the psychophysical heterochromatic flicker photometry. Then we examined the relationship between the detection psychophysical properties and L / M cone number ratios. In the results, both the contribution ratios of L / M cone signal and the effectiveness of L and M noise on luminance detection were strongly correlated with the L / M cone number ratios. These results suggest that the luminance channel, affected by the L / M cone ratios, strongly contributes to both the luminance detection and the noise effects on it.
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  • Tomoharu SATO, Takehiro NAGAI, Ichiro KURIKI
    Session ID: HI2017-72
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    We developed a High Dynamic Range (HDR) display system with regular (8bits/ 10 bits) computers, by using a spatio-temporal stochastic compensation method. The proposed method used a display with a dynamic range > 10^6 to ensure HDR presentation, and increased the number of bit depth by adding probabilistic noise: stochastic compensation method. We confirmed that proposed method improved resolution of luminance steps. The frame rate of 30 fps was also confirmed during the presentation. We applied the proposed method to display HDR images without black out, white wash, or tone jumping.
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  • Nozomu KAGEYAMA
    Session ID: HI2017-73
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    It has been reported that the mental transformation ability is affected by the body shape and physical ability of participants. However, it has not been investigated whether the virtual change in their body shape without their real life experience has an effect on the mental transformations ability. Therefore, this study investigated that the effect on the mental spatial transformation of the change in their body shape (an obese figure, a lean figure) using the Mental body rotation tasks (MBRTs) . The RT and correct rates for MBRTs were not changed by the difference in the processed pictures. We suggest that the virtual change in their body shape do not affect the mental spatial transformation ability.
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  • Nao FUKITA, Hikaru HASEGAWA, Kohei WATANABE, Atsuo KAWAI, Naoki ISU
    Session ID: HI2017-74
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    It is considered that the cause of seasickness is a conflict of the visual and the vestibular sensations, and supposed that the conflict can be reduced by viewing a scenery over the sea. Thus we propose movie-shooting methods on board to inhibit seasickness. A movie is shot within a moving image which brings an optokinetic sensation to reduce the sensory conflict . Virtual environment (VE) giving a clear perception of the vertical is presented as the moving image, which rotates in the inverse direction to ship motion to keep stationary in the earth-fixed frame of reference. The movie is projected in two ways : (a) the whole image of the movie rotates in accordance with the VE, and (b) the inner world of the movie rotates but its trimmed image keeps its position in a screen. In the Experiment Ⅰ, conducted on the sea, effects of the above methods on inhibiting seasickness were determined. In the Experiment Ⅱ, using a simulator, the movie-shooting methods were compared under the identical motion of a ship. In the Experiment Ⅲ, conducted on the sea, the time courses of seasickness severity during movie watching in the above methods were measured. This study showed that movie-shooting with VE stationary in the earth-fixed frame produced marked effect on inhibiting seasickness.
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  • Yumiko YAMAMOTO, Kohske TAKAHASHI
    Session ID: HI2017-75
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    Our perception and cognition are susceptible to We are subject to the environment of the outside world. The virtual reality (VR) environment, which has been widely used in recent psychological studies, allows us to create the atypical environment that cannot be realized in the real world, and hence it is effective for examining cognitive performances under the atypical environment. In the present study, we focused on the speed of time passage which is invariable in the real world and investigated psychological and cognitive effects of temporal modulation of immersive VR environment. In the experiment, VR videos of sightseeing guidance were presented for approximately 3 minutes using immersive head mount display (HMD) VR device. The playback speed was manipulated to 1.5 times (fast) or 0.6 (slow) speed; thus the participant adapted to the atypical environment wherein the time passage was slow or fast. After viewing the video, the participants engaged in the response time task, the tapping task to press the button at 1 second interval, the time perception task that asked the participants to estimate the elapsed time for watching the video, and some questionnaires that asked the fatigue, feelings, thoughts on the past and future. The results showed that change of the speed of time passage did not have a great influences on the psychological and cognitive task, while, the manipulation may affect the subjective evaluation on future.
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  • Hanxiao Li, Katsunori Okajima
    Session ID: HI2017-76
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    We conducted experiments to confirm whether conflicting visual information modify the body schema where the visual movement was quantitatively incoherent with the actual hand movement in a VR environment. As a result, we showed that we can adapt to such a conflicting visual environment in a short time and build a new body schema of the finger joint. The results suggest that comfortable VR content or new VR interface can be developed by using the plasticity of the body schema.
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  • Akihiro NAKAMURA, Kazunori SHIDOJI
    Session ID: HI2017-77
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    Generally, it is considered that the body’s actions act as a perceptual ruler, which is used to measure perceived distances. We investigated the depth distance estimation when operators touched objects using virtual arm in the virtual space. In experiment 1, both the size of the virtual arm and the reach of that were varied in the same way. In experiment 2, reach was varied but the size was constant. The results showed that the depth distance estimation was not influenced when the reach only was varied. Although the experiment which size was varied but reach was constant was not conducted, the appearance of the virtual arm seemed to affect the depth distance estimation.
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  • Kodai YANO, Kazunori KOTANI
    Session ID: HI2017-78
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    This paper describes characteristics of emotional interaction between human and humanoid robot by facial expression recognition to realize a new style robot like a family or friend. In this research, we make the system that control reactions from facial expression recognition results with a humanoid robot RoBoHoN to analyze characteristics of facial expression recognition by different media set for interaction. The experimental results show that the change of similarity between dictionary and input images using multimedia is smaller than using single media.
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  • Kento MORI, Kazunori KOTANI
    Session ID: HI2017-79
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    AMV(Anime Music Video) was created by Amateur editors from 1980s [1] .The videos are often based on existing anime footage and a popular song. The harmonization between music and animation of AMV may have a positive effect on psychological recuperation for human emotion. This paper describes a analysis of AMV Harmonious-Characteristics by comparing objective evaluation based on harmony calculation model [4] and subjective harmony evaluation. As experimental results, this model extracts a stable harmonization, but the classification accuracy is not enough to discriminate AMV categories and original images.
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  • Masayuki SATO, Ayaka MIKI, Yasuaki TAMADA, Hirohiko KANEKO
    Session ID: HI2017-80
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
    In the hexagon dot stereo test, the participant gives the sign of apparent depth of a central dot with respect to surrounding dots. The present study examined spatial factors in this test. In experiment 1, the effects of dot size on stereo thresholds were examined with a fixed dot interval of 20 min. In experiment 2, the effects of dot interval were examined with proportionally varied dot size. The results showed that the influence of dot size was limited and that stereo thresholds were minimized when dot interval was around 20 min, suggesting that the peak of stereo sensitivity in spatial frequency domain is in a higher range than that has been thought.
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  • Pages 54-
    Published: 2017
    Released on J-STAGE: November 07, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS
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