Though the retinal image terribly changes with the movement of our head or eyes, our perceptual world is stable. It is called position constancy or visual stability. When we observe a virtual-reality environment through a head-mounted display with moving our head, the perceptual world is stabilized by the appropriate visual/motor gain without significant system delay. It is known that the position constancy adaptively changes for a manipulated gain. We aimed to test generality of the visuo-motor adaptation. We found that the visuo-motor adaptation occurred irrespective of the amount of visual information or active/passive movement. Even though the eye for adapting and that for test were different, the adaptation was intact. Thus, the visual-motor adaptation for visual stability is concerned with relatively higher information processing, at least after the fusion of binocular sources.
Mixed reality (MR) is the technology which merges real and virtual worlds in real-time. In MR space, a real object can be changed its visual appearance by superimposing a CG image (CGI) on it. We confirmed that the presence of center-of-gravity (COG) can be changed by MR visual stimulation in our previous work. And we named this illusion the "Shape-COG Illusion". In this paper, we verify effects of superimposing virtual object of a pole on a real pole. We measured the perceived COG of 180 combinations of real objects and virtual objects. We analyzed relationship between COG of real/virtual objects and perceived COG
We conducted a user study to clarify whether a tactile flow created by a matrix of vibrators in a seat pan simultaneously presented with an optical flow in peripheral vision enhances the perceived forward velocity of self-motion. A brief tactile motion stimulus consisted of four successive rows of vibration, and the inter-stimulus onset between the tactile rows was varied to change the velocity of the tactile motion. The experimental results show that the forward velocity of self-motion is significantly overestimated for rapid tactile flows and underestimated for slow, compared with only optical flow or non-motion vibrotactile stimulation conditions. Furthermore, we examined a perceptual change in the forward velocity by the tactile flow on the seat pan applied in a car-racing computer game.
This paper describes a Pseudo-Haptic rendering method for presenting torsional torques with a haptic interface. The pseudo-haptic torque is calculated based on a motion equation of a virtual object, which includes a viscous resistance when the virtual object is rotated. We have developed a one degree-of-freedom haptic interface equipped with a DC servomotor and a rotary encoder as a prototype system. Through experiments for comparing the pseudo-haptic rendering method, real haptic method, and, combination of these haptic rendering methods, effectiveness of the proposed method was verified.
Our contribution is to propose the method to augment food texture using sound AR system with crossmodal effect, to evaluate prototype implementation, and to confirm the validity of our system. There is cognitive scientific knowledge regarding the relation between food texture and sound. However, they are effective only in laboratory situations and are not suitable in everyday lives. Our research question is how the user interface design improves our daily eating experience and we focus on the food texture. Our hypothesis is that it is possible to augment the food texture by introducing sound in synchronization with the motion of the user's mastication. For this purpose, we have designed a device and software for detecting the mastication action and controlling the sound augmented reality system. Additionally, we have evaluated sound delay, frequency control, and effects of our system. And finally, we have demonstrated this system at a public conference to show the possibility of usage in a living environment.
The paper introduce a cross-modal illusion of 'weak' tactile sensation. The illusion is induced by image of virtual object that is superimposed on observers' hands using a see-through Head Mounted Display (HMD). Observers can feel the weak tactile sensation with touching and moving the virtual object. This paper reports an experimental evaluation and questionnaire survey of the characteristics of this illusion. The results showed that three dimensional position of the contact of virtual object affected the occurrence of illusion. Furthermore, the results of surveys suggested that the illusion may cause not only the weak tactile but also the warm-cold or wind sensations.
We can make a robot suitable for users' preference by designing its appearance and interaction through subjective evaluation. However, for evaluating users' impressions using real robots, it is necessary to build many robots with various specifications such as height, which is time-consuming and costly. In this paper, we propose a robot design methodology based on augmented reality (AR). We conducted experiments to evaluate a robot's head size using both AR and real robots, and similar results were obtained from both evaluation experiments in an environment with simple background. Next, we conducted experiments to evaluate a robot's head size using both AR and real robots in a real environment, and similar results were obtained from both evaluation experiments. From these experiments, we can conclude that the CG-based robot evaluation is as effective as that using real robots. In addition, the AR technology enables us to evaluate the robot in a real environment, which realizes more realistic evaluation of robot design without building real robots.
This paper discusses an approach to generating impulse response deformation model (IRDM) based on the measurement of real object. In this approach, the external force on the surface of the object is applied by air jet, and the deformation of the object is measured using markers and stereo cameras. Through implementation of the measurement system and experiments, it was proved that models that behave similarly to the real objects can be obtained. Also, the evaluation of the model using subjects was performed, and the similarity of the model to the real object from the aspect of perception was confirmed.
In this paper, we propose a stereo measurement system to observe continuously an object which moves and deforms quickly and irregularly, and to reconstruct its high-resolution 3D shape. The system is a stereo vision system using two gaze controllers by rotational mirrors. Each gaze controller tracking a quickly moving object, the system captures stereo images, and temporally continuous 3D shapes of the object are reconstructed from the stereo images. We discuss settings of the system considering characteristics of a gaze controller by rotational mirrors. The experimental results show that the system can capture stereo images tracking a quickly and irregularly moving object, and can reconstruct temporally continuous high-resolution 3D shapes of the object.