Looking back at the history of virtual reality technology, it can be said that the essence of virtual reality is in combination of virtual and real world. In this sense, virtual reality field has the common awareness of technology with robotic technology field. This paper introduces the cyber interface technologies focusing on virtual reality that can be applied to robot technology field in the IRT project.
The international standardization body MPEG has been working standardizations on stereoscopic and multi-view video coding formats This paper presents recent trends on those activities, especially stereoscopic video standard MPEG-C part 3 and multi-view video coding standard MVC. Processing depth information for several standards is discussed, and efficiency of multi-view plus depth representation and coding format as the most expected solution is discussed. Further trends on those activities are addressed.
If a suitable smell for the content of the image is presented, the image will expand the width of the expression, and improve the presence. In this paper, the smell is put on the image with a device that presents various smells under of the user's nose, and the psychology of the subject who sees the image is examined using the gaze detection device. When an appropriate smell is presented, the tendency that the gaze point concentrates on the sight object with the smell is seen. There are a lot of answers that show interest in the introspection report. Through the results, the eye catching by applying the smell is considered.
It is intended to realize a digital cinema picture quality with an equipment for homes in home environment. We evaluated the consumer projector with standard picture CoSME which DECSDP made and regulated the LUT which controls the color. We inspected plasticity of the color expression by a response evaluation. In the result, the straightness of the hue axis made the natural picture expression.
Objective evaluation methods that could manage and observe the overall AV quality are being researched and developed. The objective of such projects is to focus on the overall quality, not only the individual quality of video and sound, as well as their interaction. In this paper, High Definition (HD) video and 2-channel audio was used to examine the overall quality changes produces as a result of changes in the "Brightness" of video. Subsequently, five kinds of factors were obtained by crossing out the factor analysis with the results of the SD method. The following step is to analyze the relation between 5 kinds of factors obtained and the brightness. As a result, only the "Realistic sensations"factor was affected by the change in brightness. Moreover, it has been observed that all five factors were significantly influenced by the video contents.
NICT is conducting research on Ultra-realistic communication since April in 2006. In this research, we are aiming at creating natural and realistic communication though developing multisensory interface with vision, sound, touch and smell. In this paper, the research on multisensory interface in NICT is introduced.
How can we measure ‘ reality ’ ? Though spatial and temporal resolution of display, accuracy of modeling and size of display correlate with reality, they do not fully account reality. I introduce perceptual constancy and brain-information decoding as methods to measure reality perceived by observers. On perceptual constancy, I show an experiment of lightness perception in virtual-reality environment with manipulating depth cues, and discuss the relationship between perceptual constancy and reality. On brain-information decoding, I show an experiment of estimating heading direction with eye-movement from fMRI brain imaging, and propose how to measure reality utilizing brain information.
In the entertainment fields, such as a theatrical film and a game in recent years, advanced human body expression is realized in the virtual space. When considering the virtual body, there are a realistic virtual body like a photograph and symbolized virtual body for communication. In this paper, I discuss about the virtual body from these two aspects.
In "research of base technology for creating digital public art" project, it has tried to produce the place for a new expression which a man, information, and environment weave by taking in the relation between a natural phenomenon and a man to development of media technology. The peculiar memory which each man has taking advantage of the phenomenon in which everyone gets used and has been familiar in every day is brought back, or it aims at producing a rich expression which stimulates people' s sensitivity. Introduction of a"tree and digital" exhibition tried from such a viewpoint.