Transactions of the Virtual Reality Society of Japan
Online ISSN : 2423-9593
Print ISSN : 1344-011X
ISSN-L : 1344-011X
Current issue
Displaying 1-9 of 9 articles from this issue
  • Kenta Takagi, Yasuto Nakanishi
    2026Volume 31Issue 2 Pages 137-144
    Published: June 30, 2026
    Released on J-STAGE: June 30, 2026
    JOURNAL FREE ACCESS

    This study investigates the design and evaluation of interactive walking experiences using spatial augmented reality (SAR) with mobile robots. While conventional SAR systems are often constrained by fixed projectors, our approach employs Projectoroids, projector-equipped mobile robots that dynamically augment physical environments. We developed a SAR game prototype, SpatialPacman, inspired by classic arcade gameplay, to explore how mobile SAR can enhance embodied interaction. Through controlled user studies, we examined participants’ walking behavior and subjective experience. Results indicate that mobile SAR not only maintains user engagement but also expands the scale and flexibility of interaction beyond the limits of stationary systems. The findings contribute to the growing field of embodied human-robot interaction by demonstrating how mobile projection can create immersive, adaptable, and playful spatial experiences.

    Download PDF (4801K)
  • Toshiyuki Amano, Kaito Kodan
    2026Volume 31Issue 2 Pages 145-152
    Published: June 30, 2026
    Released on J-STAGE: June 30, 2026
    JOURNAL FREE ACCESS

    This paper presents an adaptive BRDF presentation method for specular surfaces using a light field projection system. By approximating surface normals as upward vectors, our method avoids complex geometric calibration while enabling viewpoint-dependent appearance reproduction. We constructed a multi-projector and mirror-based light field projection system to implement the proposed method, and conducted experiments by projecting onto convex, concave, and planar objects with different BRDFs. Subjective evaluations revealed that the perceived material appearance using the planar-normal approximation was indistinguishable from that of geometrically correct projections. These results demonstrate that our light field projection system provides a perceptually valid and practical approach for material appearance manipulation on specular surfaces in spatial augmented reality.

    Download PDF (1900K)
  • Taishi IWASAKI, Tomomi HASEGAWA, Takehiro SUGIMOTO, Kunimoto HAMANAKA, ...
    2026Volume 31Issue 2 Pages 153-156
    Published: June 30, 2026
    Released on J-STAGE: June 30, 2026
    JOURNAL FREE ACCESS

    Rendering methods supporting 6DoF audio assume physical acoustic principles. However, producing 6DoF audio content requires reflecting the creator’s intent, such as emphasizing specific sound sources. In this study, to verify the directional effects in 6DoF audio content, we utilized 6DoF audio-related metadata to assign individual distance attenuation characteristics to each sound source within the audio content space. We developed a verification environment consisting of a mixed reality space overlaid with the audio content space, where various distance attenuation characteristics could be applied. It captured the user’s position using a tracker and enabled creators to audibly compare different rendered sounds, including directional effects, through an audio renderer capable of parsing the metadata.

    Download PDF (1222K)
  • Kenta Akagi, Shohei Komatsu, Takuji Narumi
    2026Volume 31Issue 2 Pages 157-160
    Published: June 30, 2026
    Released on J-STAGE: June 30, 2026
    JOURNAL FREE ACCESS

    We propose “XRT,” a technology that links physical products to exclusive digital assets using NFC-enabled smartphones, to create new value in retail. To verify its effectiveness, we conducted a proof-of-concept experiment at “THE JOJO WORLD” in Shibuya PARCO. Survey results (N = 10) indicated that the “specialness” of the product and “ease of use” were rated significantly higher than neutral (p < .001). Furthermore, the unique experience of “ownership” justified the premium price. We conclude that this physical-digital linkage offers a promising model for high-value retail experiences.

    Download PDF (3586K)
  • Takumi Nagao, Fumihiko Nakamura, Marie M. Morita, Asako Kimura, Fumihi ...
    2026Volume 31Issue 2 Pages 161-171
    Published: June 30, 2026
    Released on J-STAGE: June 30, 2026
    JOURNAL FREE ACCESS

    Blind spots caused by the ego vehicle body during driving make it difficult for drivers to accurately perceive their surroundings, posing a particular challenge for inexperienced drivers. To address this issue, we have previously proposed a vehicle transparency system that applies the concept of Diminished Reality (DR) to visually eliminate blind spots caused by the ego vehicle. In this study, we focus on drivers’ perception during narrow road navigation and evaluate the effectiveness of the proposed system through experiments using a driving simulator. The experiments were conducted under three conditions: no transparency, full transparency, and partial transparency. Subjective evaluations of drivability and vehicle width perception were collected. The results indicate that both full and partial transparency conditions tend to improve drivers’ perception compared to no transparency condition.

    Download PDF (47996K)
  • Yuko Watanabe, Yusuke Ikeda, Shiro Ise
    2026Volume 31Issue 2 Pages 173-182
    Published: June 30, 2026
    Released on J-STAGE: June 30, 2026
    JOURNAL FREE ACCESS

    This paper presents a real-time sound-field simulator based on Boundary Surface Control (BoSC), incorporating a Null Space–based feedback canceller. Using measured hall responses, the system was implemented on a 96ch-loudspeaker/80ch-BoSC microphone. The method achieved 16.3 dB of feedback suppression at the music microphone and reduced 200–400 Hz peaks by 20 dB. Reverberation time matched the original hall within 0.1 s when Null Space was applied. For reflection-energy metrics, a mismatch due to source-path coloration was corrected by introducing a 1/3-octave equalizer. The combination of Null Space and equalization enabled accurate reproduction of both RT and spatial energy characteristics in a practical sound-field simulator.

    Download PDF (2719K)
  • Ryunosuke Tsuji, Shota Yanagisawa, Tatsuya Sakaguchi, Kazuki Hirota, R ...
    2026Volume 31Issue 2 Pages 187-200
    Published: June 30, 2026
    Released on J-STAGE: July 03, 2026
    JOURNAL FREE ACCESS

    This paper introduces an interactive virtual fishing system that enhances experience through dual haptic feedback mechanisms. We render reel weight and instant force loss using a rod-type device with a hand-crank generator and a grounded component with electromagnets. Also, we detect the reel rotation and the user’s pulling force with a current sensor and a load cell. Technical evaluation of a hand-crank generator showed a presentable resistive rotational force range (0.12.0.38 N・m). Our user study demonstrated significant improvements in enjoyment, reality, visual-haptic consistency, and force feedback sensations compared to the fishing system without haptic feedback. Through demonstrations at events and conferences, our technology received positive feedback from participants.

    Download PDF (4424K)
feedback
Top