Transactions of the Virtual Reality Society of Japan
Online ISSN : 2423-9593
Print ISSN : 1344-011X
ISSN-L : 1344-011X
Volume 20, Issue 4
Displaying 1-16 of 16 articles from this issue
  • Article type: Cover
    2015 Volume 20 Issue 4 Pages Cover1-
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
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  • Article type: Index
    2015 Volume 20 Issue 4 Pages Toc1-
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
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  • Article type: Index
    2015 Volume 20 Issue 4 Pages Toc2-
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
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  • Yoshihiro Kuroda, Hirotake Ishii, Hideyuki Ando
    Article type: Article
    2015 Volume 20 Issue 4 Pages 271-
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
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  • Article type: Appendix
    2015 Volume 20 Issue 4 Pages 272-
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
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  • Yasuhiro Shizuku, Itaru Kitahara, Yuichi Ohta
    Article type: Article
    2015 Volume 20 Issue 4 Pages 273-281
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
    This paper proposes a method to share interest of exhibits using Mixed Reality technique so that a visitor of a museum prevents missing a chance to observe interesting but not so highlighted exhibits. Since there are many exhibits in a museum and the interest of viewers is various, it is difficult to annotate all exhibits for all visitors. On the other hand, if a visitor is highly interested in an exhibit and express it using a communication media such as SNS, other visitors tend to be interested in it also. By presenting all interests of visitors to others who visit the site later, it is possible to realize a suitable guidance to support observing the exhibits. Our proposed method records visitor's speech information to express their interest, and presents them as CG letters using Mixed Reality to share the interest among viewers. To make sure that visitor who came later can correctly understand the contents, the displayed letters show the position and pose of the visitor who inputs the annotation. We develop a pilot system to confirm the effectiveness of our proposed method.
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  • Shin-nosuke Furuya, Satoru Odera, Ken-ichi Okada
    Article type: Article
    2015 Volume 20 Issue 4 Pages 283-289
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
    Many studies about work supporting with Mixed Reality have done. Our prior study shows object-origin coordinate system and afterimages with MR assembly work support. System indicates how to work by some virtual afterimage objects. Then virtual objects increase, worker has to alignment virtual and real objects' position and posture more time. By this, work time and worker's stress increases. We present indication by mutual CG presentation using afterimages at MR remote cooperation. System presents not only afterimage virtual objects based on base object, but also virtual object based on an afterimage virtual object. The worker doesn't have to compare characteristic points for alignment, and he can decrease work time and stress.
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  • Kazuma Aoyama, Hiroyuki Iizuka, Satoru Sakurai, Nobuhisa Miyamoto, Mas ...
    Article type: Article
    2015 Volume 20 Issue 4 Pages 291-298
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
    Galvanic Vestibular Stimulation (GVS) is a technique that can generate acceleration sensation or virtual head motion and evokes body sway by applying electric current to the inner ear. It is expected that GVS can be applied to intuitive walking navigation to a destination and intuitive head position induction in Parasite Human (PH) system that can transmit human skills. However the body sway and acceleration sensation generated by GVS are not strong enough with a current lower than the limit decided by the GVS safety guidelines. In our previous study, we proposed countercurrent stimulation (CCS) that can enhance the acceleration sensation and body sway of GVS. It is shown that the amount of sway evoked by CCS has a correlation with the amount of difference of electrical charges between countercurrents. However the detail is still missing and should be clear to control the amount of body sway and the acceleration sensation generated by CCS. It would cause the accident e.g., too large sway may evoke users tipping up. Therefore, in this paper, we propose the prediction model of CCS enhancement effect in order to use CCS more effectively and safely.
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  • Ming Chang, Kazuma Aoyama, Masahiro Furukawa, Kazutaka Obama, Yoshihar ...
    Article type: Article
    2015 Volume 20 Issue 4 Pages 299-309
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
    A laparoscopic approach for abdominal surgery is a minimally-invasive technique for patients. However, the procedure of the laparoscopy surgery is different from the conventional surgery and is more difficult for surgeons to learn. A lot of training methods have been developed and, among them, laparoscopy training using training boxes is considered to be popular and basic. However, there is a lack of depth and spatial perception, deriving from the use of a 2-Dimensional (2D) system. Hereby, we construct a 3-Dimensional (3D) system which is based on an optical design using ordinary cameras. In order to assess the advantages of the 3D system for training of laparoscopic skills, we conducted a training experiment of surgical ligation skill for medical intern in 2D and 3D imaging alternately. And we found that the mistake of needle insertion often occur in 2D imaging but not in 3D imaging. Therefore, we also conducted an experiment with a needle insertion task that was performed in 2D and 3D imaging respectively to verify the effect between 2D and 3D imaging. Compared to the traditional 2D imaging, we found that the 3D imaging improves coordination and spatial awareness, which accelerates proficiency.
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  • Hiroki Morinaga, Takuya Ushinohama, Ryousuke Kimura, Yasuhiro Akagi, M ...
    Article type: Article
    2015 Volume 20 Issue 4 Pages 311-321
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
    In this paper, we present an interactive 3D animation creation system that enables the user to capture, edit the moving objects and share them easily on the web. Recently, educational concept called active leaning has been becoming important in the field of education. The difference between the active leaning and usual education is that the learner actively absorbs the educational information not only from the lecturer, but also from other media contents such as videos and images. Therefore, various kinds of media contents aiming for active learning are required to help the learners. As the one of such media contents, we developed a system that can create 3D video data and share them on a web service. Concretely, in our system, the 3D contents are acquired by using Kinects on a graphical user interface. By using the proposed system, the user can edit and integrate the other contents such as music and images easily. The contents can be uploaded on the web server that provides the experience to manipulate the 3D animation intuitively through a touch interface. In this paper, we explain the overview of the proposed system and the details of the our algorithms to reconstruct 3D data. The experiment shows our system can obtain the 3D data efficiently by using a novel approach. As the conclusion, we show some demos to validate that the system is available for educational use and a user can operate the proposed system efficiently.
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  • Sho Sakurai, Naoto Nakazato, Shigeo Yoshida, Takuji Narumi, Tomohiro T ...
    Article type: Article
    2015 Volume 20 Issue 4 Pages 323-332
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
    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.
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  • Mina SHIBASAKI, Yeuneu CHANG, Minato TAKEDA, Koichi OBATA, Koichi YOSH ...
    Article type: Article
    2015 Volume 20 Issue 4 Pages 333-344
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
    We have developed a multi-user pointing system for embodied appreciation in VR Theater. The purpose of this research is to promote museum visitors' deep understanding about cultural properties by embodied appreciation. Through this system, visitors can point out their interest on the screen to get further information. We performed experiments in Toppan VR Theater and analyzed the visitors' behaviors. Then we confirmed that it is possible to foster interaction between not only the visitors but also the visitors and the docent who guides the VR contents using our proposed system.
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  • Yusuke Tominaka, Yasuaki Mutsuga, Tsuneo Masuda, Atsushi Masumori, Hir ...
    Article type: Article
    2015 Volume 20 Issue 4 Pages 345-355
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
    Current 3D printing system employs STL as input file format. When slice data is generated from STL file, surface and internal area are divided and simple support structure is applied to internal area. However, this data processing is not suitable for characteristics of 3D printing, which can form complicated heterogeneous objects. In this research, assuming single material printing, a method of designing internal structure of 3D printed model with 3D dithering is developed. Through this research, it is revealed that material properties of 3D pretend model, such as transparency and softness, can be controlled by designing internal heterogeneous structure.
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  • Article type: Appendix
    2015 Volume 20 Issue 4 Pages 357-358
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
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  • Article type: Appendix
    2015 Volume 20 Issue 4 Pages 359-362
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
    Download PDF (229K)
  • Article type: Cover
    2015 Volume 20 Issue 4 Pages Cover2-
    Published: December 31, 2015
    Released on J-STAGE: February 01, 2017
    JOURNAL FREE ACCESS
    Download PDF (160K)
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