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, 2 号
選択された号の論文の9件中1~9を表示しています
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基礎論文
  • 前澤 知輝, 原澤 賢充, 小峯 一晃
    2025 年30 巻2 号 p. 151-162
    発行日: 2025/06/30
    公開日: 2025/06/30
    ジャーナル フリー

    Some virtual reality (VR) applications introduce the third-person perspective by fixing the camera in position to mitigate visually induced motion sickness (VIMS) and enhance users’ spatial skills. However, this fixing perspective is unsuited for VR experiences where viewers actively track the actions of a third-person character. This study examined the availability of a dynamic perspective with the camera trailing a person running in the virtual environment. Three key indicators were assessed: the sense of VIMS, the sense of presence, and the accuracy of heading angle estimation. The results indicated that the dynamic third-person perspective slightly reduced VIMS and improved spatial skill but had a trade-off relationship with a decreased presence.

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基礎論文
  • 加藤 総真, 溝口 泉, 梶本 裕之
    2025 年30 巻2 号 p. 173-182
    発行日: 2025/06/30
    公開日: 2025/06/30
    ジャーナル フリー

    The tracing sensation is crucial for perceiving object friction and texture. While many methods have been proposed to present a realistic tracing sensation, they often require bulky devices. This study proposes a compact approach using a fingertip in contact with the center of a rotating disk. This method reduces device size compared to conventional methods and simulates different textures by incorporating vibrations. Experiments demonstrate that our method presents realistic tracing sensations and can represent multiple textures. The results also suggest that the rotation direction and speed have minimal impact on perceived realism.

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特集
基礎論文
  • 彭 丹陽, 許 奕豪, タナー パーソン, 脇坂 崇平, ジュリア バルバレスキ, パイ ユン スエン, 南澤 孝太
    2025 年30 巻2 号 p. 197-206
    発行日: 2025/06/30
    公開日: 2025/06/30
    ジャーナル フリー

    Anxiety and stress are general mental health challenges globally, and Autonomous Sensory Meridian Response (ASMR) has emerged as a potential method for stress relief and emotional regulation. While traditional ASMR approaches primarily focus on visual and auditory stimuli, the integration of tactile feedback remains underexplored. This study presents asmVR, an innovative approach that combines multimodal triggers–visual, auditory, tactile, and emotional stimuli to enhance ASMR experiences within immersive Virtual Reality (VR) environments. By incorporating vibrotactile feedback and enabling real-time interactions through remote avatar ASMRtists, the study investigates the emotional impact on participants and demonstrates that asmVR has positive impacts on user emotions, emphasizing the potential of vibrotactile feedback including tingling sensations, reducing stress and enhancing well-being. These findings highlight new possibilities for utilizing VR in fields such as entertainment and psychotherapy, proposing a customizable pathway to support mental health through immersive multisensory experiences.

総説論文
  • 畑田 裕二, 鳴海 拓志
    2025 年30 巻2 号 p. 207-216
    発行日: 2025/06/30
    公開日: 2025/08/14
    ジャーナル フリー

    As the metaverse transforms virtual reality (VR) from an experimental technology into a platform for everyday social interaction, researchers face unprecedented challenges that conventional scientific approaches struggle to address. Traditional epistemologies and quantitative methods fall short in capturing the full complexity of emergent VR phenomena. These include nuanced first-person experiences such as embodiment and immersion, as well as the intricate dynamics that unfold when users engage with VR over extended periods in naturalistic, socially rich environments. This paper critically examines the dominant epistemological and methodological paradigms in VR research, arguing for a fundamental shift toward narrative frameworks. We demonstrate how qualitative research methods are not merely complementary but essential for understanding the lived experiences and socio-cultural phenomena that define the metaverse era.

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