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
30 巻, 4 号
選択された号の論文の11件中1~11を表示しています
巻頭言
ショートペーパー(応用)
基礎論文
  • 坂東 裕太, 長原 未緒, 西澤 昌宏, 中田 崇行
    2025 年30 巻4 号 p. 299-309
    発行日: 2025/12/25
    公開日: 2025/12/25
    ジャーナル フリー

    Pseudo-attraction force, which is an illusory force sensation, is perceived when grasping an asymmetrically vibrating actuator with the fingertips. Unlike force feedback provided by grounded devices, pseudo-attraction force is more difficult to accurately perceive. Therefore, the application of pseudo-attraction force devices is limited depending on the accuracy of the user’s sensation. This study aims to improve the accuracy of pseudo-attraction force by using the contrast effect. In the experiment, using a two-dimensional pseudo-attraction force device, a pseudo-attraction force in the opposite direction was presented first as a contrast stimulus, followed by a 1000 ms presentation of the target pseudo-attraction force. The contrast stimuli, including no stimulus, were presented in random order with five different presentation times. There were four presentation directions, and the user answered the perceived direction. The results showed that the correct answer rate was high when contrast stimuli were presented for 500 ms. This study suggests the possibility of a contrast effect in which a short prior opposite direction stimulus enhances the directional perception of pseudo-attraction force.

コンテンツ論文
  • 山下 公平, 児玉 幸子
    2025 年30 巻4 号 p. 311-320
    発行日: 2025/12/25
    公開日: 2025/12/25
    ジャーナル フリー

    Origami is popular not only as a traditional Japanese toy but also as an art form around the world. Origami artists have created many various works. In particular, the theory of how to design the base to fold out the flaps for shaping origami models has been widely discussed. Still, there are few systematic descriptions of the shaping process that lead to completion after designing the base. Therefore, in this study, we propose a “component design method.” This method enables designing the crease pattern by considering the shaping folds as a “component.” We also developed a web application, “Origami Face Maker,” with which users can design human faces with origami. In this application, the final crease pattern and the folded figure of human faces with different expressions are generated when users select preset components. This paper details the proposed component design method and analyzes user feedback from a questionnaire survey.

  • 高野 衛, 安藤 大地
    2025 年30 巻4 号 p. 321-328
    発行日: 2025/12/25
    公開日: 2025/12/25
    ジャーナル フリー

    In this study, we propose an interaction method that links sound texture representation and sound image localization using granular synthesis in order to realize spatial acoustic feedback in response to body movements. By using a single sound file containing multiple environmental sounds arranged in chronological order and controlling the playback position according to hand position information, we have realized an experience in which the user can explore sound textures as if moving in a virtual space. The proposed system was implemented in two different exhibition conditions, a 15-channel loudspeaker environment and a 4-channel quadraphonic environment, and positive responses were confirmed in terms of the synchronization of sound texture and motion, as well as the spatial extent, through the comments obtained from the users. Even with a configuration using a small number of loudspeakers, the sound image tracking and texture changes in response to hand movements were perceived, suggesting the flexibility and versatility of this method. In addition, the playback position control corresponding to the vertical direction was effective in designing interactions that promote spatial cognition. This study presents new potential applications of spatial acoustics based on the connection between body movements and sound, and suggests future developments in multisensory interaction design in VR/AR environments.

  • 船引 應佑, 森田 尚樹, 坂野 将大, 森嵜 隼一郎, 佐々木 翔哉, 竹内 大弥, 西川 凌, 柳田 康幸
    2025 年30 巻4 号 p. 329-338
    発行日: 2025/12/25
    公開日: 2025/12/25
    ジャーナル フリー

    In this paper, we report “MeiMeiRoRo,” an interactive artwork featuring a nested structure. “MeiMeiRoRo” presents an experience where its nested structure arises two states of consciousness: “active” and “passive.” These two states coexist because the nested structure establishes an identity between the giant maze in which the user exists and the miniature maze the user holds. A user’s active operations on the miniature maze indirectly control the life-size avatar in the giant maze. Since the miniature avatar represents the user himself/herself in the giant maze, the user is controlled passively by his/her own active operations. We conducted an evaluation experiment on this experience that generates “active” and “passive” states of consciousness. We found that expression of being tilted in the giant maze raises passive consciousness.

基礎論文
応用論文
  • 佐藤 勇起, 諏訪 司, 和田 隆広
    2025 年30 巻4 号 p. 347-357
    発行日: 2025/12/25
    公開日: 2025/12/25
    ジャーナル フリー

    Motion sickness can be exacerbated when a head-mounted display (HMD) is used in the rear seat and visual information from outside the vehicle is blocked. This preliminary study explores whether supplementing the blocked visual information with car frontal camera images on a virtual display can reduce motion sickness. Participants highly susceptible to motion sickness read a book displayed on an HMD during repeated stop-and-go driving, both with and without car frontal camera background images. The results showed that the rate of increase in motion sickness severity was significantly reduced when car frontal camera background images were provided. These findings suggest that presenting car frontal camera background images on an HMD is a promising approach to enable comfortable reading, video viewing, and other activities in the rear seat.

基礎論文
  • 斉藤 光, 蜂須 拓
    2025 年30 巻4 号 p. 359-368
    発行日: 2025/12/25
    公開日: 2025/12/25
    ジャーナル フリー

    While immersive virtual reality (VR) via head-mounted displays (HMDs) has advanced significantly, reproducing haptic experiences remains a key challenge. Emerging wireless HMDs with optical hand-tracking systems demand haptic feedback to the hands and fingers without holding handheld devices. This study presents a technique that combines tangential and vibration stimuli on the wrists to induce haptic sensations in the hands and fingers. Tangential forces directed toward the elbow increase skin tension, enhancing vibration propagation and creating an illusory sensation on the hands and fingers, which have higher vibrotactile sensitivity than the wrist. We developed an experimental system that controls tangential force, as well as the direction, amplitude, and frequency of vibration, to investigate their effects on the perceived location of vibrotactile stimuli. Experimental results show that applying tangential force significantly shifts the perceived vibration toward the fingers, particularly with normal actuation at higher frequencies. These findings inform the design of bracelet-type devices that deliver haptic sensations to the hands and fingers for the VR setup.

  • 稲田 優輝, 橋本 直己
    2025 年30 巻4 号 p. 369-376
    発行日: 2025/12/25
    公開日: 2025/12/25
    ジャーナル フリー

    In VR, an abrupt transition to a virtual space can impair immersion, and methods such as orbs and portals have been studied in HMDs. In projective VR, users are aware of the real space before the experience, and this negative effect is thought to be even greater, but this has hardly been discussed. In this paper, we propose a projection mapping method that connects spaces via a door with an entity that the user can touch and operate. We have realized projection mapping to the area visible through the door frame, and clarified the requirements for the door frame. Evaluation experiments showed that the proposed method improves the immersive and entertaining experience.

  • 大原 嶺, 楊 期蘭, 畑田 裕二, 鳴海 拓志, 葛岡 英明
    2026 年30 巻4 号 p. 377-387
    発行日: 2026/01/25
    公開日: 2026/01/25
    ジャーナル フリー

    Comedy has historically evolved in close connection with physical spaces where people gather and with the social contexts embedded in those spaces. The metaverse offers an alternative sense of place in which avatar-mediated comedy performances are taking place. This study investigates how spaces for laughter are constructed in the metaverse through semi-structured interviews with 15 active virtual comedians. Our analysis reveals that performers strategically reinterpret the affordances of virtual environments for comedic expression, that technical limitations hinder the perception of audience reactions, and that shared knowledge of metaverse culture implicitly functions as a normative basis for interaction. This work advances understanding of entertainment practices in avatar-mediated environments, offering design implications and insights into cultural formation in digitally embodied spaces.

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