Transactions of the Virtual Reality Society of Japan
Online ISSN : 2423-9593
Print ISSN : 1344-011X
ISSN-L : 1344-011X
Volume 9 , Issue 1
Showing 1-20 articles out of 20 articles from the selected issue
  • Type: Cover
    2004 Volume 9 Issue 1 Pages Cover1-
    Published: March 31, 2004
    Released: February 01, 2017
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  • Type: Index
    2004 Volume 9 Issue 1 Pages Toc1-
    Published: March 31, 2004
    Released: February 01, 2017
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  • Type: Index
    2004 Volume 9 Issue 1 Pages Toc2-
    Published: March 31, 2004
    Released: February 01, 2017
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  • Hiroyuki Ito, Michiteru Kitazaki
    Type: Article
    2004 Volume 9 Issue 1 Pages 1-
    Published: March 31, 2004
    Released: February 01, 2017
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  • Takefumi Hayashi, Takako Ueda, Toshio Inui
    Type: Article
    2004 Volume 9 Issue 1 Pages 3-11
    Published: March 31, 2004
    Released: February 01, 2017
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    Using a virtual reality technique, a double step experiment was undertaken to investigate the human performance of reaching and grasping. Subjects were asked to reach and grasp a computer-generated 3D target image in a stereo-display. During reaching movement, the target suddenly changed its position when the subject's hand comes within a certain distance from the starting position (double-step-paradigm). The reaction of reaching and grasping movements and saccadic eye movements were studied. The results showed that the velocity peak of reaching is the time until which altering action is possible. Also, the latency of saccadic eye movements to foveate the second target became shorter when it was accompanied with reaching motion. The experimental system has proven to be useful for the quantitative study of human visual perception and cognition that accompanies motor control of arms and fingers.
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  • Junichi Nakagai, Kenji Ozawa
    Type: Article
    2004 Volume 9 Issue 1 Pages 13-20
    Published: March 31, 2004
    Released: February 01, 2017
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    In a network telecommunication system, the binaural technique is promising for transmitting spatial information of a sound, i. e., the direction and the distance of a sound source. In such a system, however, data compression of sound signal is usually required due to restricted bandwidth of a channel. The effects of the data compression on the perception of a sound image were examined in this article when TwinVQ (Transform domain Weighted Interleave Vector Quantization) was used as audio coding. Experimental results showed that the right-left direction of the image was preserved correctly although front-back confusion tended to increase. Moreover, the sound image was broadened by the coding.
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  • Akio Nishimura, Kazuhiko Yokosawa
    Type: Article
    2004 Volume 9 Issue 1 Pages 21-26
    Published: March 31, 2004
    Released: February 01, 2017
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    When a stimulus set is spatially orthogonal to a response set (e.g., vertical stimulus and horizontal response configurations), an above-righfc^elow-left mapping has an advantage over the reverse mapping (orthogonal SRC effect). In this paper, three experiments were conducted with four stimuli (two above and two below) and two responses (one in each side). All of the stimuli and responses were set within the same task space. When the distinction between each stimulus side was enhanced by serving a fixation or by grouping the stimuli in each side, orthogonal SRC effect occurred. However, when the response position was used as a reference point, orthogonal SRC effect disappeared. This suggests that the stimulus space and the response space are not integrated even if the both are set within the same coordinate.
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  • Takashi Irie, Hideo Nakanishi, Naofumi Fujita
    Type: Article
    2004 Volume 9 Issue 1 Pages 27-34
    Published: March 31, 2004
    Released: February 01, 2017
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    A man applies load on a soft object with his fingers to evaluate its hardness and detects a force, deformation and touch sensation. As soft objects in our environment are finite, the boundary conditions have a significant effect on our evaluation. In this paper, hardness evaluation of soft objects with different kinds of thicknesses was examined and its accuracy was confirmed. In the experiment isolating the thickness information from subjects, the accuracy of evaluation decreased. This result suggests that the accuracy of the thickness and the size of the object severely affect the hardness evaluation in a virtual environment. In a further experiment restricting touch sensation, subjects evaluated the hardness inaccurately according to the force and deformation which was affected by the boundary conditions.
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  • Hiroyuki Ito
    Type: Article
    2004 Volume 9 Issue 1 Pages 35-40
    Published: March 31, 2004
    Released: February 01, 2017
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    Visually induced self-motion perception (vection) arises with a latency period of several seconds. It was tested whether the sense of self-motion induced by an optical flow remained when the direction of the optical flow changed to a new one. Measurements of the latency period for vection in the new direction showed that the latency period was only 15% shorter than that for the first vection. The shortening can be explained partly by the fact that the visual patterns preceding the second flow were dynamic. It was concluded that vection was lost when the direction.of the flow changed, and that vection in a new direction requires a new latency period.
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  • MICHIKO OHKURA, TARO MAEDA, SUSUMU TACHI
    Type: Article
    2004 Volume 9 Issue 1 Pages 41-49
    Published: March 31, 2004
    Released: February 01, 2017
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    As the human characteristics of space perception, the phenomena of subjectively straight lines such as Helmholtz's horopter, the parallel alley, and the equi-distance alley are well-known in binocular visual space. In this paper, these phenomena and other similar phenomena in tactile space and auditory space are introduced. Mathematical models to explain these phenomena are also introduced, and an example of the application to the virtual system is explained.
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  • Wataru Teramoto, Hiroshi Watanabe, Hiroyuki Umemura, Katsunori Matsuok ...
    Type: Article
    2004 Volume 9 Issue 1 Pages 51-60
    Published: March 31, 2004
    Released: February 01, 2017
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    This paper was aimed to estimate the perceptual strength of visually induced self-motion perception (vection) by focusing on the beating field (BF) ofoptokinetic nystagmus (OKN). For this purpose we used an immersive type VR system which provided 3D visual stimuli for observers at the most of the entirely visual field. The BF during vection was found to displace to the perceived heading direction in proportion to the strength of vection. This displacement preceded the difference in the subjective estimation of the strength of vection between viewing conditions. Thus the strength of vection was estimated by measuring BF of OKN even before the actual observation of the subjective estimation of vection.
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  • Mieko Ohsuga, Kazuo Hashima, Kousuke Hirasawa, Takashi Sakaguchi, Shot ...
    Type: Article
    2004 Volume 9 Issue 1 Pages 61-68
    Published: March 31, 2004
    Released: February 01, 2017
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    This paper describes a new concept system for physical and mental activation of the elderly which is designed to emphasize the factors of interaction and amusement in virtual reality(VR). It presents 3D visuals, sounds, and a vibration feedback and detects the user's movement A 60-inch display, two liquid crystal projectors with polarizing filters and polarizing glasses are used to produce 3D images. A pair of virtual maracas with a speaker, a vibrator and a LED marker for detecting 3D position was developed for interaction. After some improvement and assessment the developed system was introduced to the group recreation program for the elderly in day-nursing services. Two kinds of VR games, that is a balloon smashing and a mole hitting were applied for a week to 38 and 49 persons respectively. Operation of the adjustment in difficulty was successful and almost all participants, both with and without dementia symptoms were able to enjoy VR games. The effects of mental and physical activation were observed in movements, facial expressions, and verbal responses.
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  • Noor Alamshah Bolhassan, Michael Cohen, William L. Martens
    Type: Article
    2004 Volume 9 Issue 1 Pages 69-78
    Published: March 31, 2004
    Released: February 01, 2017
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  • Toshikazu OHSHIMA, Hiroyuki YAMAMOTO, Hideyuki TAMURA
    Type: Article
    2004 Volume 9 Issue 1 Pages 79-87
    Published: March 31, 2004
    Released: February 01, 2017
    JOURNALS FREE ACCESS
    This paper presents a mixed reality (MR) system with tangible interface as well as visual fusion in an MR space. The sense of touch is given by physical objects on which computer generated imagery is accurately registered and superimposed. This approach is different from most of tangible or Haptic displays, which utilize special display hardware to give the feeling of touch, and "physical icons" or "phicons," which mediate the user and controlled objects. The proposed approach is especially useful in industrial design and production process where digital mockups and physical mockups are thoroughly utilized. Concept and technical details are described on a practical system specially designed and implemented for an evaluation of automobile interior design.
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  • Tomoko Imai, Dairoku Sekiguchi, Naoki Kawakami, Susumu Tachi
    Type: Article
    2004 Volume 9 Issue 1 Pages 89-95
    Published: March 31, 2004
    Released: February 01, 2017
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    In this paper we present experimental results that show how people perceive other's pointing gestures. We measured human perception of natural finger pointing under a face-to-face condition to find out how people understand other's pointing gestures. The experiment revealed that people try to locate pointed position by extrapolating an orientation of an index finger of the pointer without using gaze information of the pointer even if the finger provides misleading information. Also, when a target is pointed using both eyes and a finger, people concentrate on the finger information even if people can locate the pointed position by watching eyes.
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  • Takenobu Yoshida, Chinatsu Horii, Kosuke Sato
    Type: Article
    2004 Volume 9 Issue 1 Pages 97-104
    Published: March 31, 2004
    Released: February 01, 2017
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    This paper presents a new mixed reality technique for controlling the real object's color appearance with light projection. Our system illuminates the real object with at least 4 mono-RGB color lights in advance, and then it estimates what color should be illuminated for a target color. This approach can be applied to planning of the color restoration of color-degraded cultural properties, and a presentation in a museum. In this paper, we explain the experimental result for changing the color appearance of some gradation patterns and a painting and the effectiveness of our proposed method.
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  • Junji Watanabe, Hideyuki Ando, Dairoku Sekiguchi, Taro Maeda, Susumu T ...
    Type: Article
    2004 Volume 9 Issue 1 Pages 105-113
    Published: March 31, 2004
    Released: February 01, 2017
    JOURNALS FREE ACCESS
    We have been studied on an information display based on saccadic eye movements. The display can present 2D images using only a single line of flickering light sources. When people make a saccade across the light sources, they can perceive 2D images thanks to the retinal afterimage drawn by the saccade. Though, so far, saccades of observers are induced by other stimuli such as two sequentially flashing light sources, if the saccades are remotely detected, practical applications can be realized. In this study, we present a new technique for detecting saccades, based on the fast, robust pupil detection method. The method uses two infrared light sources synchronized with the camera's frame rate. The two light sources generate bright and dark pupil images, and we can carve out the position of the pupil by subtracting them. From the series of the captured image, change of the eye gaze is measured as the displacement of the pupil's position. Measuring the displacement with a line scanning camera, which can take one line image with high frequency, the saccade can be detected. We investigated the feasibility of this technique by clarifying the retroreflective features of the retina and required spatial resolution for detecting saccadic eye movements.
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  • Wataru HASHIMOTO, Hiroko KASHIMA, Mieko OHSUGA
    Type: Article
    2004 Volume 9 Issue 1 Pages 115-118
    Published: March 31, 2004
    Released: February 01, 2017
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    This paper proposes an "asobi-litation" system that utilizes a haptic sensation in order to enhance non-varbal communication such as body contact between handicapped child and his/her teacher. The haptic sensation generated by a 3DOF manipulator enables the child to handle virtual objects computed with PC. The manipulator also helps both child and teacher to touch each other while they share the haptic feedback. We developped a prototype system and then 23 children (20 of them are handicapped) were experienced it. As a result body contact was observed through their performances. Except for some children who did not have any conversations with us, the subjects answered that they are familiar with the system.
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  • Type: Appendix
    2004 Volume 9 Issue 1 Pages 119-
    Published: March 31, 2004
    Released: February 01, 2017
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  • Type: Cover
    2004 Volume 9 Issue 1 Pages Cover2-
    Published: March 31, 2004
    Released: February 01, 2017
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