日本バーチャルリアリティ学会論文誌
Online ISSN : 2423-9593
Print ISSN : 1344-011X
ISSN-L : 1344-011X
29 巻, 4 号
選択された号の論文の13件中1~13を表示しています
巻頭言
  • 中村 拓人, ヤェム ヴィボル, 平尾 悠太朗, 松倉 悠, 伴 祐樹
    2024 年 29 巻 4 号 p. 203
    発行日: 2024年
    公開日: 2024/12/27
    ジャーナル フリー

    安価なHMDの発売に始まり,モデルの更新もあり,視聴覚のVR体験は飛躍的に向上しました.バーチャルリアリティの用途もエンタテインメントのみならず,リハビリやメンタルセラピーなどの医療分野,スポーツトレーニング,コミュニケーションなど多岐に渡ります.特にコロナ禍においては,遠隔での教育やコミュニケーションの手法としてメタバース空間が利用され,VR体験の質向上が求められました.各体験の質を向上させる手法として複数の感覚を提示するマルチモーダルや,複数の感覚を提示することで,新たな感覚を知覚させるクロスモーダルが用いられ,注目されています.

    このような背景のもと,本特集も2018年以来の3回目となり,VRへの応用を見据えたマルチモーダル/クロスモーダルの基礎研究から,マルチモーダル/クロスモーダルを用いたVR体験や応用研究に関する基礎論文,コンテンツ論文,総説論文を広く募集しました.募集の結果,11件(基礎研究5件,応用研究5件,コンテンツ1件)と多くの投稿をいただき,本分野の研究が活発に行われていることを強く感じました.厳正なる査読の結果,7件採択,3件返戻,1件取り下げとなりました.採択論文の内訳は,基礎論文4件,応用論文3件でした.いずれの論文も査読者の皆さまとの建設的な議論を経て非常にクオリティの高いものが出揃ったと考えています.今回の特徴としては,触覚や体性感覚を利用した新たな体験や人間の知覚に関する研究が多く投稿され,多くの研究者がこれらの感覚に着目していることが伺えました.

    最後に,本特集にご投稿いただきました著者の皆様,査読を引き受けてくださった皆様,ならびに本特集号の機会を与えていただきました論文委員会の皆様,その他関係者の皆様に心よりお礼申し上げます.

特集
応用論文Paper
  • Yuki Sato, Takahiro Wada
    2024 年 29 巻 4 号 p. 205-215
    発行日: 2024年
    公開日: 2024/12/27
    ジャーナル フリー

    We explored how augmented reality (AR) can reduce motion sickness during unpredictable vehicle movements by overlaying precise motion prediction cues onto real environments. Participants highly susceptible to motion sickness viewed video see-through images on head-mounted displays and were exposed to varying rotational patterns to block motion anticipation. AR-based motion prediction cues showing rotation direction and stopping points were used to reduce conflicts between predicted and actual multimodal sensations, including visual, vestibular, and somatosensory sensations, which often cause motion sickness. The AR-based motion prediction cues significantly reduced motion sickness. Future research should evaluate the effectiveness of multimodal sensory presentation in reducing motion sickness.

  • 田井 普, 中西 泰人
    2024 年 29 巻 4 号 p. 217-225
    発行日: 2024年
    公開日: 2024/12/27
    ジャーナル フリー

    In recent years, various attempts have been made to create immersive experiences by combining electric wheelchairs, used as motion platforms (MP), with Virtual Reality (VR) visuals presented through Head Mounted Displays (HMDs). However, due to constraints posed by the size of the physical space and safety considerations, it is challenging to directly map the movement and speed of the virtual space in VR to the physical space. Therefore, designing a more immersive VR experience requires appropriately designing the VR ride’s trajectory, considering the speed and safety constraints of the physical space and the MP. This study focuses on the teacup ride, a classic amusement park attraction, as the VR experience to be provided. We investigated the trajectory for constructing a VR ride that combines HMDs and electric wheelchairs. We compared and evaluated nine different wheelchair trajectories by altering the translational and rotational speeds in the VR visuals by factors of 1, 0.5, and 0.The results suggest that the wheelchair trajectory, which incorporates the rotational speed present in the teacup VR visuals, does not significantly diminish passengers’ consistency evaluations even when the translational speed is reduced.

基礎論文
  • 上堀 まい, 秋谷 渓太郎, 伊藤 弘大, 梶本 裕之, 伊藤 雄一
    2024 年 29 巻 4 号 p. 227-238
    発行日: 2024年
    公開日: 2024/12/27
    ジャーナル フリー

    We focused on the residual numbness sensation experienced after receiving vibration stimulation for a particular duration. In this study, we investigated the conditions conducive to numbness occurrence and the intensity of numbness and its duration under those conditions. Our findings revealed that numbness occurred and vibration perception diminished following vibration exposure for 40 to 80 seconds, gradually subsiding within 10 to 30 seconds post-stimulation. Additionally, we observed that after 10 seconds from the onset of numbness, stimuli below 10 dB were less perceptible due to residual numbness, whereas vibration perception remained intact for stimuli above 20 dB. Although this experiment primarily assessed the impact of numbness on vibration perception, exploring its effects on tactile sensations beyond vibration perception could broaden the potential applications and interactions, considering the optimal vibration exposure time and duration of residual numbness identified in this study.

  • 野口 新之助, 松本 啓吾, 伴 祐樹, 鳴海 拓志
    2024 年 29 巻 4 号 p. 239-249
    発行日: 2024年
    公開日: 2024/12/27
    ジャーナル フリー

    A hit-stop is a technique used mainly in fighting games to highlight the impact felt by a player when the target’s movement temporarily pauses at the moment of contact. This technique can induce a sense of pseudo-impact in users when applied in virtual reality (VR). However, previous studies have only looked at its effects on a single user, leaving the impact of hit-stops on multiple users in a shared virtual environment unexamined. Concerns exist that hit-stops might cause discomfort and degrade the VR experience due to unpredictable movements of other players. This study aims to explore how hit-stops affect user discomfort in multi-user VR and whether presenting hit-stops asymmetrically can reduce such discomfort. We conducted an experiment where two players engaged in a virtual tennis rally under four conditions: each player’s hit-stop adjusted motion (symmetric condition) or real motion (asymmetric condition) shown to the opponent, and the opponent’s hit-stop adjusted or real motion shown to the player. The findings indicated that asymmetric presentation of hit-stops can alleviate discomfort with the other player while still providing a pseudo-impact sensation.

応用論文
基礎論文
  • 小川 真輝, 松本 啓吾, 青山 一真, 鳴海 拓志
    2024 年 29 巻 4 号 p. 263-273
    発行日: 2024年
    公開日: 2024/12/27
    ジャーナル フリー

    To enhance the flexibility of haptic feedback in virtual reality (VR), hand redirection (HR) has been introduced to alter the virtual position of the hand from its real position. To extend the applications of HR, it is necessary to broaden the detection threshold (DT), the maximum shift that can be applied without the user noticing. We propose a method to increase the DTs of HR by boosting visual dominance in the integration of vision and proprioception, achieved by introducing noise to proprioception through weak Gaussian white noise electrical stimulation. A user study with 22 participants demonstrated that this noisy electrical stimulation significantly increases the DTs of HR. Participants generally found the electrical stimulation tolerable, and it did not negatively impact their sense of embodiment or presence.

一般
コンテンツ論文Paper
基礎論文
応用論文
基礎論文
  • 吉田 広夢, 久方 瑠美, 金子 寛彦
    2024 年 29 巻 4 号 p. 313-321
    発行日: 2024年
    公開日: 2024/12/27
    ジャーナル フリー

    Pupil synchronization, in which the size of one’s pupil changes in the same way as the pupil of observing person, has been reported, and is interpreted as a mimetic behavior in communication. Most of the previous studies have focused on the conditions under which this phenomenon occurs (race, ethnicity, age, etc.). Few studies have examined the impression of the person when pupil synchronization occurs. In this study, we investigated the effect of pupil synchronization on the facial impressions by manipulating pupil synchronization/asynchronization. In Experiment 1, the pupil variability increased activity rating, although the effect of pupil synchronization was not clear. In Experiment 2, we confirmed pupil synchronization occurs when observing with the enlarged pupil diameter, and the impression due to the difference in pupil diameter was also shown in each evaluation point.

  • 橋本 健, 吉田 成朗, 鳴海 拓志
    2024 年 29 巻 4 号 p. 323-334
    発行日: 2024年
    公開日: 2024/12/27
    ジャーナル フリー

    Humans can estimate properties of a swung object, such as its moment of inertia and viscous resistance by feeling applied forces in their hands. This study aims to replicate these perceived properties by dynamically altering forces using a device equipped with Control Moment Gyroscopes. Without grounding, it provides three degrees of freedom in torque feedback. By adjusting torque feedback according to the user’s angular acceleration and velocity, we simulated changes in effective inertia and viscosity. Experiments showed the device can amplify inertia by roughly 2.5 times and viscosity by about 1000 times. Considering Weber fractions, it can differentiate approximately six inertia levels and eleven viscosity levels.

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