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, 3 号
選択された号の論文の13件中1~13を表示しています
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  • 瑞穂 嵩人, 雨宮 智浩, 鳴海 拓志, 葛岡 英明
    2024 年29 巻3 号 p. 109-118
    発行日: 2024/09/30
    公開日: 2024/09/30
    ジャーナル フリー

    Human memory is influenced by contexts, such as surrounding scenery and situations. Specifically, learning in various contexts improves memory retention, which is called a multiple-context effect. To take advantage of the effect in remote education, we propose Virtual Omnibus Lecture, a novel form of remote lecturing using virtual avatars. In the proposed method, a lecturer changes his/her virtual avatars multiple times during a lecture. Thus, this method makes it as if the students receive a single lecture from multiple lecturers. We hypothesized that learning with various lecturer avatars can benefit students’ memory based on the multiple-context effect. We conducted a field study with a between-participant design in a remote lecture. We compared the four-avatar condition, where the lecturer taught using four different avatars, with the one-avatar condition, where the lecturer used a constant avatar throughout the lecture. The results showed that the memory test scores immediately after the lecture were significantly higher for the four-avatar condition than for the one-avatar condition. This study provides a new perspective on using lecturer avatars, a promising avenue for remote lecturing.

基礎論文
  • 後藤 慶多, 森 将輝, 仲谷 正史
    2024 年29 巻3 号 p. 119-126
    発行日: 2024/09/30
    公開日: 2024/09/30
    ジャーナル フリー

    This study examined the effects of avatar transparency and visual feedback representing contact with an external object on the full-body illusion. Twenty-two participants performed physical exercise for three minutes while observing 12 different visual stimuli on a head-mounted display. The visual stimuli consisted of a combination of two factors: the presence/absence of tiles whose luminosity changed on contact with the avatar and six conditions in which the avatar’s transparency was in 20% intervals from 0% to 100%. The measures were the onset and duration of the full-body illusion reported during each trial and the subjective intensity of the sense of body ownership and sense of agency reported after each trial. As a result, the onset time of the full-body illusion was shorter, the duration was longer, and the sense of agency was stronger in the condition with tiles than in the condition without tiles when the avatar transparency was 100% (invisible avatar). The full-body illusion did not show the effect of avatar transparency on the full-body illusion at transparency levels of 0%, 20%, 40%, 60%, or 80%. These results suggest that the full-body illusion may occur even when the avatar is visually invisible or less visible.

基礎論文Paper
  • Asahi Ogushi, Toshiki Onishi, Ryo Ishii, Atsushi Fukayama, Akihiro Miy ...
    2024 年29 巻3 号 p. 127-138
    発行日: 2024/09/30
    公開日: 2024/09/30
    ジャーナル フリー

    Praising behavior in remote dialogue is an important part of communication. However, the important behaviors for good praise have not been clarified. Based on this problem, we clarified the important behaviors for praising well in face-to-face dialogue. Recently, remote dialogue are widely used as a substitute for face-to-face dialogue. The behaviors perceived differently between face-to-face and remote dialogues. Therefore, the important behaviors for praising well may also differ between face-to-face and remote dialogues. In this paper, we clarify the important behaviors for praising well in remote dialogue. First, we construct machine learning models that predicts praising skills, the degree to which the speaker is able to praise others well, based on linguistic, acoustic, and visual behaviors. Second, we analyze the linguistic, acoustic and visual behaviors for praising well. The results show that the best performing model has F1 score of 0.555. This model used acoustic features of the praiser, and visual features of the receiver. Analysis of behavior during praising suggested that tone of voice is important for praising well in remote dialogue.

ショートペーパー(コンテンツ)
基礎論文
  • HU Yong-Hao, 畑田 裕二, 鳴海 拓志
    2024 年29 巻3 号 p. 143-152
    発行日: 2024/09/30
    公開日: 2024/09/30
    ジャーナル フリー

    Most studies on the Proteus Effect, which explores how avatars influence users’ behavior through evoked changes in self-image, have primarily focused on manipulating only the participants’ self-avatars. Recognizing that self-image often develops through interactions with others in reality, this study aimed to explore the impact of the comparative appearances of self- and others’ avatars on behavioral changes, referring to social comparison theory: individuals evaluate themselves by comparing with perceivedly better or worse others. The experiment involved participants and non-player characters playing the Japanese drum ’Taiko’ within a virtual environment, utilizing avatars dressed in suits or ’Happi’ (a Japanese festival costume). The results revealed that the comparative appearances of self- and others’ avatars influenced participants’ movements during the Taiko performance, similar to the process of social comparison. This findings helps understand the mechanisms of behavioral changes in multi-avatar interactions, and aids in designing metaverse that foster appropriate interactions among users.

コンテンツ論文
  • 對馬 広大, 宮地 英生, 朝倉 七海
    2024 年29 巻3 号 p. 153-159
    発行日: 2024/09/30
    公開日: 2024/09/30
    ジャーナル フリー

    This study aims to report on the requirements, system configuration, and participant satisfaction considered during the planning of an informal job offer ceremony conducted by Ebara Corporation. The authors emphasize that the main requirement for the metaverse job offer ceremony was not immersion using VR, but rather providing a desktop mode to enable a wide range of metaverse experiences on smartphones and tablet devices. Additionally, measures were taken to limit the number of avatars due to concerns about operational network load, although participants reported experiencing heavy network loads. According to the results of participant surveys, while the metaverse job offer ceremony achieved high satisfaction levels, it was suggested that it may not be the ideal mode of communication for future interactions.

ショートペーパー(応用)Paper
  • Kenji Nakamura, Yoshiaki Ohyama
    2024 年29 巻3 号 p. 161-164
    発行日: 2024/09/30
    公開日: 2024/09/30
    ジャーナル フリー

    Medical practice, which begins with a medical interview, is formed on the premise of face-to-face interaction. There have been reports of the use of digital technology for some prescriptions and follow-up visits, but due to legal conflicts, the use of digital technology has not spread dramatically. However, there is an urgent need to realize smart medicine using digital technology against the backdrop of a shrinking workforce and electronic prescriptions. In this context, Luna Pharmaceuticals and Gunma University conducted a demonstration experiment of a pharmacy metaverse through joint research, in which a model pharmacy was reproduced on NTT’s DOOR metaverse platform, and pharmacists provided patient care such as health counseling through avatars. It was confirmed that pharmacists who were required to work from home and stay on call by Covid19 and other regulations could work from home, albeit on a limited basis. In the future, we plan to provide smart medical care linked to my number card and a multisensory device using the Metaverse, and we will report on the concept of this system.

基礎論文
  • 大倉 直也, 小柳 陽光, 鳴海 拓志, 葛岡 英明, 雨宮 智浩
    2024 年29 巻3 号 p. 165-175
    発行日: 2024/09/30
    公開日: 2024/09/30
    ジャーナル フリー

    An increasing number of online shopping services have employed virtual reality technologies to give customers more realistic experiences and amplify purchase intention. Although weight perception affects its valuation, verification of this phenomenon in virtual environments has rarely been reported. This study investigated the influence of weight perception induced by Pseudo-haptics on product evaluation, such as scarcity valuation, hedonic value, utilitarian value, and purchase intention in virtual environments. The results suggest that Pseudo-haptics can significantly enhance perceived scarcity and purchase intention for products. Furthermore, it can notably increase hedonic and utilitarian value in products where heavier weight is associated with higher value.

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