
広田 光一
情報学専攻 | 教授 |
Ⅰ類(情報系) | 教授 |
経歴
- 2016年04月01日
電気通信大学, 大学院情報理工学研究科, 教授 - 2015年04月01日 - 2016年03月31日
電気通信大学, 大学院情報システム学研究科, 教授 - 2012年07月01日 - 2015年03月31日
東京大学, 大学院 情報学環, 准教授 - 2007年04月01日 - 2012年06月30日
東京大学, 大学院 新領域創成科学研究科, 准教授 - 2005年02月01日 - 2007年03月31日
東京大学, 大学院 新領域創成科学研究科, 助教授 - 2000年01月01日 - 2005年01月31日
東京大学, 先端科学技術研究センター, 助教授 - 1995年04月01日 - 1999年12月31日
豊橋技術科学大学, 工学部, 助手
論文
- Deformation Matching: Force Computation Based on Deformation Optimization
Koichi Hirota; Yusuke Ujitoko; Sho Sakurai; Takuya Nojima
IEEE Transactions on Haptics, 15, 2, 267, 279, 2022年04月, 査読付
研究論文(学術雑誌), 英語 - Effect of the Opponent’s Appearance on Interpersonal Cognition that Affects User-to-User Relationship in Virtual Whole-Body Interaction
Sho Sakurai; Takumi Goto; Takuya Nojima; Koichi Hirota
J. Robot. Mechatron., 33, 5, 1029, 1042, 2021年10月20日, 査読付, 10.20965/jrm.2021.p1029
研究論文(学術雑誌), 英語 - Developing the Thrower Detection System for Seamless Player-Ball Interaction in Augmented Dodgeball
Kadri Rebane; David Hörnmark; Ryota Shijo; Sho Sakurai; Koichi Hirota; Takuya Nojima
日本VR学会論文誌, 日本VR学会, 26, 2, 129, 138, 2021年06月30日, 査読付, 10.18974/tvrsj.26.2_129
研究論文(学術雑誌), 英語 - Impact Vibration Source Localization in Two-Dimensional Space Around Hand.
Yusuke Ujitoko; Ryunosuke Tokuhisa; Sho Sakurai; Koichi Hirota
IEEE transactions on haptics, PP, 2021年06月01日, 国際誌, 10.1109/TOH.2021.3085756, This study investigated the localization ability of an impulse vibration source outside the body in two-dimensional space. We tested whether humans can recognize the direction or distance of an impulse vibration source when using their hand to detect spatiotemporal vibrotactile information provided by the propagated vibrational wave from the source. Specifically, we had users put their hands on a silicone rubber sheet in several postures. We asked users to indicate the position of the vibration source when a location on the sheet was indented. Experimental results suggested that the direction of the impact vibration source can be recognized to some extent, although recognition accuracy depends on hand posture and the position of the vibration source. The best results were achieved when the fingers and palm were grounded and a vibration source was presented around the middle fingertip, and the directional recognition error in this case was 6 degree. In contrast, results suggest it is difficult to accurately recognize the distance of the vibration. The results of this study suggest a new possibility for directional display where vibrotactile actuators are embedded at a distance from the user's hand.
研究論文(学術雑誌), 英語 - Augmenting Team Games With a Ball to Promote Cooperative Play
Kadri Rebane; Yo Inoue; David Hörnmark; Ryota Shijo; Sho Sakurai; Koichi Hirota; Takuya Nojima
Augment Human Research, 6, 7, 2021年04月07日, 査読付, 10.1007/s41133-021-00045-3
研究論文(学術雑誌), 英語 - Effects of Interpupillary Distance and Visual Avatar's Shape on the Perception of the Avatar's Shape and the Sense of Ownership.
Tokio Oka; Takumi Goto; Nobuhito Kimura; Sho Sakurai; Takuya Nojima; Koichi Hirota
Human Interface and the Management of Information. Information Presentation and Visualization - Thematic Area, Springer, 306, 321, 2021年, 10.1007/978-3-030-78321-1_24
研究論文(国際会議プロシーディングス) - Grutio: System for Reproducing Swallowing Sensation Using Neck-Skin Movement
Izumi Mizoguchi; Sho Sakurai; Koichi Hirota; Takuya Nojima
IEEE ACCESS, IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, 9, 105297, 105307, 2021年, 10.1109/ACCESS.2021.3098228, Many activities can be carried out in virtual reality environments, and at present, reproducing the activity of eating or drinking is one developing field. Virtual eating or drinking can be divided into two types: those with food in the mouth and those without placing food in the mouth. Many studies have focused on changing the taste, size, and texture of food when eating or drinking, but few studies have focused on recreating the sensation of eating or drinking without actually placing food in the mouth. One of the challenges in virtually reproducing eating or drinking without the use of food or drink is how the sensation of swallowing is recreated in the esophagus. Herein we show Grutio, a device for recreating the sensation of swallowing by causing skin deformations that are the same as those during actual swallowing. When participants were asked to compare the sensation of drinking water with the recreated sensation, 66% of the participants had a stable pattern of swallowing sensations over the three-day experiment. participants who did not have a stable pattern also felt swallowing at least three times, and all participants were able to feel swallowing. The hardness and viscosity of the virtual swallowed food could be changed by adjusting the rate of skin deformation. The system allowed most users to virtually feel the sensation of swallowing through calibration. Although there were individual differences, the results of this study suggest that applying skin deformations externally to the neck can reproduce swallowing sensations internally.
研究論文(学術雑誌), 英語 - Inside Touch: Presentation of Tactile Feeling Inside Virtual Object Using Finger-Mounted Pin-Array Display
Yusuke Ota; Yusuke Ujitoko; Sho Sakurai; Takuya Nojima; Koichi Hirota
IEEE ACCESS, IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC, 9, 75150, 75157, 2021年, 10.1109/ACCESS.2021.3082100, Previously, tactile displays focused on the tactile presentation of the surface of a virtual object. In contrast, this study attempts to provide a tactile feeling on the space inside a virtual object when fingers penetrate it. Our previous study developed a finger-mounted pin-array display with the smallest pin pitch, representing the highest spatial resolution. Using the display, we attempt to present the tactile impression of "Rough," "Grainy," and "Sparse" which correspond to Japanese onomatopoeia of "Zara-Zara," "Tsubu-Tsubu," or "Chiri-Chiri" with simple patterned stimuli arranged in 3D space. A series of experiments were conducted in this study to determine the following: (1) the stimuli that can provide users with different tactile impressions inside objects and (2) the effect of tactile display spatial resolution on the recognition of tactile impressions inside objects. The results clarified that we could provide three different tactile impressions in space with certain stimuli configurations. Besides, the results demonstrated that participants recognized the tactile impression better with a larger spatial resolution configuration of the device. This study reveals a new field of tactile presentation, that is, tactile presentation inside an object.
研究論文(学術雑誌), 英語 - Ambre: Augmented Metaphor Based Representation System for Electricity
Shoki Kishida; Sho Sakurai; Koichi Hirota; Takuya Nojima
Proc. UIST'20, 16, 18, 2020年10月20日, 査読付, 10.1145/3379350.3416171
研究論文(国際会議プロシーディングス), 英語 - Surface Roughness Judgment During Finger Exploration Is Changeable by Visual Oscillations
Yusuke Ota; Yusuke Ujitoko; Yuki Ban; Sho Sakurai; Koichi Hirota
Proc. EuroHaptics 2020/LNCS, Springer, 12272, 33, 41, 2020年09月05日, 査読付, 10.1007/978-3-030-58147-3_4
研究論文(国際会議プロシーディングス), 英語 - Development of Finger-Mounted High-Density Pin-Array Haptic Display
Yusuke Ujitoko; Takaaki Taniguchi; Sho Sakurai; Koichi Hirota
IEEE Access, - 2020 8 7 IEEE, 8, 145107, 145114, 2020年08月07日, 査読付, 10.1109/ACCESS.2020.3015058
研究論文(学術雑誌), 英語 - Toward Augmented Reality Displays for Sports Spectators: A Preliminary Study
Clara Hertzog; Sho Sakurai; Koichi Hirota; Takuya Nojima
Proc. ISEA'20, 129, 2020年06月22日, 査読付, 10.3390/proceedings2020049129
研究論文(国際会議プロシーディングス), 英語 - Vibrator Transparency: Re-using Vibrotactile Signal Assets for Different Black Box Vibrators without Re-designing.
Yusuke Ujitoko; Sho Sakurai; Koichi Hirota
2020 IEEE Haptics Symposium(HAPTICS), IEEE, 882, 889, 2020年, 10.1109/HAPTICS45997.2020.ras.HAP20.80.00957e94
研究論文(国際会議プロシーディングス) - GAN-Based Fine-Tuning of Vibrotactile Signals to Render Material Surfaces
Yusuke Ujitoko; Yuki Ban; Koichi Hirota
IEEE Access, 8, 16656, 16661, 2020年, 査読付, 10.1109/ACCESS.2020.2968185, © 2013 IEEE. The design productivity of fine-tuning for vibrotactile stimuli becomes important as consumer devices equipped with vibrotactile actuators will become wide-spread. The fine-tuned vibrotactile stimuli output by vibrotactile actuators allows the end-users to feel the surface of the virtual material. However, there is no suitable tool for fine-tuning while there are existing tools suitable for initial designing. In this paper, we test whether we can use GAN (Generative Adversarial Network)-based vibrotactile signal generator at the tuning phase. The generator provides a material-level interface to designers. Designers can define any intermediate materials among pre-defined 108 materials and obtain corresponding intermediate signals that the generator generates. We showed the applicability of the generator to the fine-tuning of vibrotactile signals from the viewpoints of principal component analysis and a user test.
研究論文(学術雑誌) - Influence of Sparse Contact Point and Finger Penetration In Object on Shape Recognition
Yusuke Ujitoko; Sho Sakurai; Koichi Hirota
IEEE Transactions on Haptics, IEEE, 13, 2, 1, 1, 2019年11月22日, 査読付, 10.1109/toh.2019.2954882
研究論文(学術雑誌), 英語 - Licker: A Tongue Robot for Representing Realistic Tongue Motions
Ryota Shijo; Mizuki Nagano; Izumi Mizoguchi; Takahiro Ando; Kanji Tamura; Keigo Hiki; Sho Sakurai; Koichi Hirota; Takuya Nojima
Proc. SIGGRAPH Asia 2019, 27, 28, 2019年11月, 査読付, 10.1145/3355049.3360533
研究論文(国際会議プロシーディングス), 英語 - Inclination Manipulator: Pitch Redirected Walking using Haptic Cues
Nariaki Sugamoto; Kodai Ueta; Yusuke Ujitoko; Sho Sakurai; Takuya Nojima; Koichi Hirota
Proc. SIGGRAPH Asia 2019, ACM, 23, 24, 2019年11月, 査読付, 10.1145/3355049.3360541
研究論文(国際会議プロシーディングス), 英語 - Towards making kinetic garments based on conductive fabric and smart hair
Takuto Hayashi; Masaru Ohkubo; Sho Sakurai; Koichi Hirota; Takuya Nojima
Proc. ISWC '19, 89–90, 2019年10月, 査読付, 10.1145/3341163.3347733
研究論文(国際会議プロシーディングス), 英語 - Virtual Walking Sensation by Prerecorded Oscillating Optic Flow and Synchronous Foot Vibration.
Kitazaki M; Hamada T; Yoshiho K; Kondo R; Amemiya T; Hirota K; Ikei Y
i-Perception, 10, 5, 2041669519882448, 2019年09月, 査読付, 10.1177/2041669519882448 - Presenting Static Friction Sensation at Stick-slip Transition using Pseudo-haptic Effect
Yusuke Ujitoko; Yuki Ban; Koichi Hirota
2019 IEEE World Haptics Conference, WHC 2019, 181, 186, 2019年07月, 査読付, 10.1109/WHC.2019.8816100, © 2019 IEEE. Previous studies have aimed at creating a simple hardware implementation of surface friction display. In this study, we propose a new method for presenting static frictional sensation using the pseudo-haptic effect as a first attempt, which is the simplest implementation of presenting static friction sensation. We focus on the stick-slip phenomenon while users explore surfaces with an input device, such as a stylus. During the stick phase, we present users with pseudo-haptic feedback that represents static friction on the surface. In our method, users watch a virtual contact point become stuck at the contact point on screen while users freely move the input device. We hypothesize that the perceived probability and intensity of static friction sensation can be controlled by changing the static friction coefficient as a visual parameter. User studies were conducted, and results show the threshold value over which users felt the pseudo-haptic static friction sensation at 90% probability. The results also show that the perceived intensity of the sensation changed with respect to the static friction coefficient. The maximum intensity change was 23%. These results confirm the hypothesis and show that our method is a promising option for presenting static friction sensation.
研究論文(国際会議プロシーディングス) - :Modulating Fine Roughness Perception of Vibrotactile Textured Surface using Pseudo-haptic Effect
Yusuke Ujitoko; Yuki Ban; Koichi Hirota
IEEE Transactions on Visualization and Computer Graphics, IEEE, 25, 5, 1981, 1990, 2019年05月, 査読付, 10.1109/TVCG.2019.2898820
研究論文(学術雑誌), 英語 - Preliminary Evaluation of Gill-breathing Simulation System Gill+Man
Izumi Mizoguchi; Takahiro Ando; Mizuki Nagano; Ryota Shijo; Sho Sakurai; Koichi Hirota; Takuya Nojima
Proc. IEEE VR 2019, 0, 0, 2019年03月23日, 査読付
研究論文(国際会議プロシーディングス), 英語 - 計測に基づく手のリンクモデルの構築
広田光一; 田川和義; 小森 優; 櫻井 翔; 野嶋琢也
日本VR学会 ハプティックス研究会 第22回 予稿集, PI-19-034-043, No.6, 2019年03月19日
研究論文(研究会,シンポジウム資料等), 日本語 - Interpretation of Tactile Sensation using an Anthropomorphic Finger Motion Interface to Operate a Virtual Avatar.
Yusuke Ujitoko; Koichi Hirota
CoRR, abs/1902.07403, 2019年
研究論文(学術雑誌) - Airflow Presentation Method for Turning Motion Feedback in VR Environment.
Yujin Suzuki; Vibol Yem; Koichi Hirota; Tomohiro Amemiya; Michiteru Kitazaki; Yasushi Ikei
International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, ICAT-EGVE 2019, Posters and Demos, Eurographics Association, 15, 16, 2019年, 10.2312/egve.20191295
研究論文(国際会議プロシーディングス) - 身体的追体験の概念の提案と一部機能の試験実装―多感覚・運動情報提示による歩行・走行体験の共有
池井 寧; 広田 光一; 阿部 浩二; 雨宮 智浩; 佐藤 誠; 北崎 充晃
日本バーチャルリアリティ学会論文誌, 特定非営利活動法人 日本バーチャルリアリティ学会, 24, 2, 153, 164, 2019年, 査読付
日本語 - Gill+Man: breathing through gills experience system
Izumi Mizoguchi; Takahiro Ando; Mizuki Nagano; Ryota Shijo; Sho Sakurai; Koichi Hirota; Takuya Nojima
Proc. SIGGRAPH Asia 2018 Emerging Technologies, ASSOC COMPUTING MACHINERY, Article No. 4, 2018年12月, 査読付, 10.1145/3275476.3275490, We propose the gill-breathing simulation system Gill+Man. The system presents the sense of breathing through gills like a fish. The Gill+Man system comprises three devices, namely a breath-sensing device, swallowing sense presenting device, and gill sense presenting device. These devices use simple stimulation and combine to produce the sense of having gills.
研究論文(国際会議プロシーディングス), 英語 - オフライン運動観察におけるVRアバターの外見や動作が自己身体認識に及ぼす影響
長野 瑞生; 櫻井 翔; 野嶋 琢也; 広田 光一
日本VR学会論文誌, 日本VR学会, 23, 3, 169, 177, 2018年09月30日, 査読付
研究論文(学術雑誌), 日本語 - VR ツイスターにおけるアバタのサイズが自己の身体動作に与える影響
長野瑞生; 櫻井翔; 野嶋琢也; 広田光一
日本VR学会第23回大会予稿集, 12B-5, 2018年09月19日
研究論文(研究会,シンポジウム資料等), 日本語 - ピンアレイ触力覚ディスプレイを用いた細かな皮膚変形による接線方向への圧覚提示
谷口登章; 櫻井翔; 野嶋琢也; 広田光一
日本VR学会第23回大会予稿集, 32A-1, 2018年09月19日
研究論文(研究会,シンポジウム資料等), 日本語 - Airflow for Body Motion Virtual Reality
Kurosawa, M; Ikei, Y; Suzuki, Y; Amemiya, T; Hirota, K; Kitazaki, M
Lecture Notes in Computer Science (LNCS), 10904, 395, 402, 2018年07月, 査読付
研究論文(国際会議プロシーディングス), 日本語 - Squachu: A training game to improve oral function via a non-contact tongue-mouth-motion detection system
Takahiro Ando; Ayano Masaki; Qing Liu; Takafumi Ooka; Sho Sakurai; Koichi Hirota; Takuya Nojima
The 27th International Conference on Advanced Visual Interfaces, 2018年05月, 査読付, 10.1145/3206505.3206515
研究論文(国際会議プロシーディングス), 英語 - Changing perceived leg length and motion on virtual walking generator
Takeo Hamada; Katsuya Yoshiho; Ryota Kondo; Yasushi Ikei; Koichi Hirota; Tomohiro Amemiya; Michiteru Kitazaki
23rd International Display Workshops in conjunction with Asia Display, IDW/AD 2016, 4, 2261, 2264, 2018年, Disabled people cannot freely walk around. To overcome it, we developed a virtual walking generator that users can feel realistic walking sensations based on their body shape, and found that perceived leg length and walking motion were changed by altering timings of foot vibrations as a temporal factor of footsteps.
研究論文(国際会議プロシーディングス) - FiveStar VR: Shareable Travel Experience through Multisensory Stimulation to the Whole Body
Koichi Shimizu; Gaku Sueta; Kentaro Yamaoka; Kazuki Sawamura; Yujin Suzuki; Keisuke Yoshida; Vibol Yem; Yasushi Ikei; Tomohiro Amemiya; Makoto Sato; Koichi Hirota; Michiteru Kitazaki
SA'18: SIGGRAPH ASIA 2018 VIRTUAL & AUGMENTED REALITY, ASSOC COMPUTING MACHINERY, 2018年, 10.1145/3275495.3275502, We have developed a multisensory virtual reality system, FiveStar VR (five senses theater for VR), that enables participants to relive or share other's behavior through well-designed simultaneous stimulation to multiple modalities. FiveStar VR consists of somatosensory displays in addition to the conventional audiovisual VR setup. In the FiveStar VR, the body parts of the participant are forced to move, which is synchronized with those of an avatar in the VR space, resulting in inducing a strong perception of presence at the past walk behavior of someone else. By taking advantage of the cyclic nature of walking, the arms, the lower limbs, and the body are synchronously moved to simulate the sensation of real walking. These motion profiles do not completely follow the measured data of real walking but each gain of magnitude of the modalities is adjusted on the basis of the subjective intensity of motion impression, mainly due to the lack of the sensory suppression from the motor command of the participant. The demonstration of our exhibition booth presents a virtual trip to a tourist site, Toronto and Niagara Falls, Canada. A short-time experience of walking around the area is relived/shared by the attendee.
研究論文(国際会議プロシーディングス), 英語 - Leg-jack: generation of the sensation of walking by electrical and kinesthetic stimuli to the lower limbs.
Hirofumi Kaneko; Tomohiro Amemiya; Vibol Yem; Yasushi Ikei; Koichi Hirota; Michiteru Kitazaki
SIGGRAPH Asia 2018 Emerging Technologies, Tokyo, Japan, December 04-07, 2018, ACM, 6:1-6:2, 2018年, 査読付, 10.1145/3275476.3275483 - Object manipulation by hand with force feedback
Shunsuke Fujioka; Takao Uchiyama; Kazuyoshi Tagawa; Koichi Hirota; Takusya Nojima; Katsuhito Akahane; Makoto Sato
Lecture Notes in Electrical Engineering, Springer Verlag, 432, 261, 266, 2018年, 査読付, 10.1007/978-981-10-4157-0_45, This paper describes an implantation of object manipulation with force feedback. A force feedback device SPIDAR-U that is capable of providing independent forces to the thumb and four fingers of a hand was developed. The device was designed to reduce the influence on the magnetic field so that it can be combined with the measurement of hand motion using magnetic sensors. Also, in the simulation of interaction force between the hand model and the virtual object, nonlinearity of elasticity, or force-displacement relationship, was introduced by assuming collision between the bone and the object. A prototype system that integrate the device and the simulation was implemented, and feasibility of our approach was proved.
研究論文(国際会議プロシーディングス), 英語 - Development of a sole pressure display
Tetsuhiro Okano; Kengo Hiki; Koichi Hirota; Takusya Nojima; Michiteru Kitazaki; Yasushi Ikei
Lecture Notes in Electrical Engineering, Springer Verlag, 432, 175, 179, 2018年, 査読付, 10.1007/978-981-10-4157-0_30, We have developed a haptic device that presents a pressure sensation on the sole of the foot. The device is comprised of an triangular array of 128 air cylinders aligned 10 mm pitch. Each air cylinder is capable of presenting a force of 3.5 N, hence 4 N/cm2. The size of the array is approximately 7.5 × 13 cm, which will cover about the half of the foot. Using the device, a preliminary experiment on the characteristics of groping of the foot was performed, and it was observed that the area and direction of the foot affected the accuracy of position recognition.
研究論文(国際会議プロシーディングス), 英語 - Substitution of Hand-Object Pressure Cues with the Sole of the Foot for Haptic Presentation Using a Tactile Pin Array
Keigo Hiki; Tetsuhiro Okano; Sho Sakurai; Takuya Nojima; Michiteru Kitazaki; Yasushi Ikei; Koichi Hirota
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Verlag, 10894, 239, 251, 2018年, 査読付, 10.1007/978-3-319-93399-3_22, This paper discusses a preliminary study on haptic recognition by presenting pressure to the sole of the foot as an alternative to the hand. Various methods to present haptic sensation have been proposed. However, a method that sufficiently mimics the haptic sensation of the entire hand has not been established. The authors investigate an approach of presenting haptic stimuli acting on the hand to another body part as an alternative. This approach will alleviate the difficulty of wearing a device on the hand. However, it raises the question if we will be able to integrate the somatic sensation of the hand with force/tactile sensations that are presented to a different body part. In our study, a system that presents pressure sensations to the sole of the foot was constructed, and experiments to evaluate weight, stiffness, and two-dimensional shape recognition using the system were conducted. Regarding weight and stiffness, the experiments showed that recognition similar to that of the hand is possible. Regarding shape recognition, similar recognition was possible in cases where the pressure was presented to the hand and to the foot.
研究論文(国際会議プロシーディングス), 英語 - Multi-point Pressure Sensation Display Using Pneumatic Actuators
Takaaki Taniguchi; Sho Sakurai; Takuya Nojima; Koichi Hirota
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Verlag, 10894, 58, 67, 2018年, 査読付, 10.1007/978-3-319-93399-3_6, In this research, we developed the device that makes it possible to present a haptic sense in a wide range of a hand with high-density. This device is composed of a plurality of modules with built-in pin arrays and pneumatically drives the pins in the module compress the skin and present the haptic sense. There is 2 type of devices, one’s density of pins evenly distributed on the whole hand (device1), and the other’s density of pins are arranged with high-density of fingertips based on a 2-point threshold (device2). The total number of pins was 128 for both devices. The Controller of the device was composed of electro-pneumatic regulators, a control circuit, and a PC. Force presented by each actuator was computed based on the simulation of contact between the virtual hand and object. In order to evaluate the performance of these devices, 3-dimensional shape recognition experiment of virtual objects was conducted. Measurement results of correct answer rate and response time were 65.6% and 46.1Â s in device1. The results of device2 were 70.3% and 40.2Â s. From these results, it was suggested that the arrangement of the presentation stimuli based on the 2-point discrimination threshold is effective for the tactile recognition.
研究論文(国際会議プロシーディングス), 英語 - Electrical and Kinesthetic Stimulation for Virtual Walking Sensation
Hirofumi Kaneko; Ren Koide; Yasushi Ikei; Tomohiro Amemiya; Koichi Hirota; Michiteru Kitazaki
Proc. Haptics Symposium 2018, WIP B4, 2018年, 査読付
研究論文(国際会議プロシーディングス), 英語 - TwinCam: Omni-directional stereoscopic live viewing camera for reducing motion blur during head rotation
Kento Tashiro; Toi Fujie; Yasushi Ikei; Tomohiro Amemiya; Koichi Hirota; Michiteru Kitazaki
ACM SIGGRAPH 2017 Emerging Technologies, SIGGRAPH 2017, Association for Computing Machinery, Inc, Article No.24, 2017年07月30日, 査読付, 10.1145/3084822.3084831, We developed an omni-directional stereoscopic live viewing camera (TwinCam) system to reduce the motion blur and latency during head rotation of a remote user wearing a head mounted display (HMD). The TwinCam system consists of two omni-directional live cameras (THETA S, Ricoh), rotation mechanisms with a motor, an image control PC, and an HMD. The camera base rotates synchronously with the azimuth angle of the HMD that the observer is wearing, while each camera lens is at a constant azimuth angle. This camera configuration greatly reduces image flow on the CMOS image sensor in the camera, and eventually, the motion blur on the HMD screens when the HMD rotates. The apparent image latency during the head rotation is minimized by the buffered image. A user study demonstrated that both reduced motion blur and compensated latency were effective in reducing the virtual reality (VR) sickness symptoms.
研究論文(国際会議プロシーディングス), 英語 - Vibration on the soles of the feet evoking a sensation of walking expands peripersonal space
Tomohiro Amemiya; Yasushi Ikei; Koichi Hirota; Michiteru Kitazaki
2017 IEEE World Haptics Conference, WHC 2017, Institute of Electrical and Electronics Engineers Inc., 605, 610, 2017年07月21日, 査読付, 10.1109/WHC.2017.7989970, Processing of audio-tactile multisensory stimuli presented within the space immediately surrounding our body, i.e., peripersonal space (PPS), is known to be facilitated and the boundaries of the PPS extended by body action such as walking. However, it is unclear whether the boundaries change when a sensation of walking is induced with no physical body motion. Here, we presented several vibration patterns on the soles of the feet of seated participants to evoke a sensation of walking and examined the change in reaction times to detect a vibrotactile stimulus on the chest while listening to a looming sound approaching the body, which was taken as a behavioral proxy for the PPS boundary. Results revealed that a cyclic vibration consisting of lowpass-filtered walking sounds presented at the soles that clearly evoked a sensation of walking decreased the reaction times, indicating that the PPS boundary was expanded forward by inducing a sensation of walking.
研究論文(国際会議プロシーディングス), 英語 - Resistive swipe: Visuo-haptic interaction during swipe gestures to scroll background images on touch interfaces
Takuji Narumi; Yusuke Ujitoko; Yuki Ban; Tomohiro Tanikawa; Koichi Hirota; Michitaka Hirose
2017 IEEE World Haptics Conference, WHC 2017, 334, 339, 2017年07月21日, 査読付, 10.1109/WHC.2017.7989924, © 2017 IEEE. This paper proposes a novel method named 'Resistive swipe' that renders haptic perceptions only using a touch screen based on visuo-haptic interaction. The method evokes a feeling of resistive force by creating a discrepancy between the movement of the finger during swiping the screen and the background image shown on the screen. Through two experiments, this study shows that the 'Resistive Swipe' can evoke perception of resistance according to the constant ratio between the displacement of the finger and background image (the user perceives strong resistance to move when the background image moves slower than the finger). Moreover, the experiments also suggested that the evoked haptic perception becomes stronger when the method is applied to frequently repeated movements. These features suggested that the mechanism to evoke haptic perception in the proposed approach differs from that in the conventional pseudo-haptic approach. Because the 'Resistive Swipe' is simple and easy to implement on ordinary smartphone/tablet applications that use swipe gestures to scroll the background image, it opens up a new possibility of haptic feedback on touch panels.
研究論文(国際会議プロシーディングス) - なぜ VR 環境では手が使われないのか?
広田 光一
日本バーチャルリアリティ学会誌, 日本バーチャルリアリティ学会, 22, 1, 4, 5, 2017年03月31日, 招待
研究論文(学術雑誌), 日本語 - 多点振動提示装置を用いた手全体に対する3D物体形状提示 (知覚情報研究会・力触覚提示デバイス)
山崎 朱華; 坂本 瑛介; 広田 光一; 藤本 雄一郎; 藤田 欣也
電気学会研究会資料. PI = The papers of Technical Meeting on "Perception Information", IEE Japan,, 電気学会, 2017, 52, 85, 90, 2017年03月27日
研究論文(研究会,シンポジウム資料等), 日本語 - Evaluation of Airflow Effect on a VR Walk
Masato Kurosawa; Ken Ito; Yasushi Ikei; Koichi Hirota; Michiteru Kitazaki
2017 IEEE VIRTUAL REALITY (VR), IEEE COMPUTER SOC, 283, 284, 2017年, 査読付, 10.1109/VR.2017.7892287, The present study investigates the augmentation effect of airflow on the sensation of a virtual reality walk. The intensity of cutaneous sensation evoked by airflow during the real and virtual walk was measured. The airflow stimulus was added to the participant with passive vestibular motion and visual presentation. The result suggests that the sensation of walking was strongly increased by adding the airflow stimulus to the vestibular and optic presentations. The cutaneous sensation of airflow was perceived higher for the sitting participant than during a real walk in both a single and the combined stimuli. The equivalent speed of airflow for the sitting participant was lowered from the airflow speed in the real walk.
研究論文(国際会議プロシーディングス), 英語 - KKse: Safety Education System of the Child in the Kitchen Knife Cooking
Shiho Saito; Koichi Hirota; Takuya Nojima
2017 IEEE VIRTUAL REALITY (VR), IEEE COMPUTER SOC, 321, 322, 2017年, 査読付, 10.1109/VR.2017.7892306, The Kitchen Knife Safety Educator (KKse) is a safety education system designed to teach children how to correctly use cooking knives. Cooking is important for children to learn about what they eat. In addition, that is also important for daily communication between children and their parents. However, it is dangerous for young children to handle cooking knives. Because of this danger, parents often try to keep their young children away from the kitchen. Our proposed system will contribute to not only improving children's cooking skills, but also improving communication between parents and children. The system composed of a virtual knife with haptic feedback function, a touch/force sensitive virtual food and a two-dimensional force sensitive cutting board. This system was developed to teach a fundamental cutting method, the "thrusting cut". This paper describes the detail of the system.
研究論文(国際会議プロシーディングス), 英語 - 背景移動量操作を利用した視触覚間相互作用生起によるタッチパネルでの擬似触力覚提示
宇治土公 雄介; 鳴海 拓志; 伴 祐樹; 谷川 智洋; 広田 光一; 廣瀬 通孝
日本バーチャルリアリティ学会論文誌, 特定非営利活動法人 日本バーチャルリアリティ学会, 22, 3, 305, 313, 2017年, 査読付, 10.18974/tvrsj.22.3_305,We proposes a novel method that renders haptic perceptions only using a touch screen based on visuo-haptic interaction. Our proposed method evokes a feeling of resistive force by making a discrepancy between the movement of the finger swiping the screen and the background image which moves according to the finger movement. First experiment shows that the proposed method can evoke perception of resistance according to the constant ratio between the displacement of the finger and background image. That is to say, the user perceives strong resistance to move when the background image moves slower than the finger. Moreover, same experiment also suggested that the evoked haptic perception becomes stronger when the method is applied to frequently repeated movements. Second Experiment shows that visibility of the finger on touch screen is important factor for proposed method.
研究論文(学術雑誌), 日本語 - 歩行を模擬した足底振動刺激による身体近傍空間の拡張
雨宮 智浩; 池井 寧; 広田 光一; 北崎 充晃
日本VR学会論文誌, 日本VR学会, 21, 4, 627, 633, 2017年, 査読付, 10.18974/tvrsj.21.4_627,The representation of the peripersonal space is remapped by body action such as integrating tactile stimuli from the body's surface with multisensory stimuli presented within a limited distance from the body. Previous study showed that boundaries of the peipersonal space extend while walking with listening to a looming sound, but it is unclear whether the boundaries change when a sensation of walking is induced with no physical body motion. Here, we examine the change using a technique to induce a sensation of pseudo-walking by presenting vibrotactile stimuli of recorded footsteps sound at the feet soles. Experiments were performed to compare the reaction times to detect a vibrotactile stimulus on the chest with listening to a looming sound toward the body, taken as a proxy of the peripersonal space boundary. Experimental evaluations showed that the peripersonal space seems to expand when a sensation of pseudo-walking was clearly induced.
研究論文(学術雑誌), 日本語 - A new experience presentation in VR2.0
Yasushi Ikei; Tomohiro Amemiya; Koichi Hirota; Michiteru Kitazaki
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Verlag, 10274, 134, 143, 2017年, 査読付, 10.1007/978-3-319-58524-6_12, The present paper proposes a new virtual reality presentation of bodily re-living experience that is focused on reproduction of the experience of other person including his/her body sensation. The characteristics of the re-living experience are discussed in three aspects of visual, bodily and subjective (agency) presentation problems. Four kinds of duality in implementation of the re-living experience are explained as a basic condition of an intrinsic hybrid structure of a presentation system. A preliminary implementation was built to provide the re-living experience of walking in a virtual space. Avatar rendering was also evaluated in terms of bodily sensation.
研究論文(国際会議プロシーディングス), 英語 - 空気圧駆動ピンを用いた多点圧覚提示デバイス
谷口 登章; 櫻井 翔; 野嶋 琢也; 広田 光一
日本VR学会第22回大会予稿集, 2D1-04, 2017年
研究論文(研究会,シンポジウム資料等), 日本語 - pompomモデルに基づく和菓子の粒子ベース変形シミュレーション
山内 博貴; 田川 和義; 広田 光一; 田中 弘美
日本VR学会第22回大会予稿集, 1C4-02, 2017年
研究論文(研究会,シンポジウム資料等), 日本語 - VRツイスターにおけるアバタの外見がゲームプレイに及ぼす影響の評価
長野 瑞生; 櫻井 翔; 野嶋 琢也; 広田 光一
日本VR学会第22回大会予稿集, 1A4-06, 2017年
研究論文(研究会,シンポジウム資料等), 日本語 - 時間的制約下での創造的作業における時計の認識調査
吉永 亮佑; 櫻井 翔; 伴 祐樹; 野嶋 琢也; 広田 光一
日本VR学会第22回大会予稿集, 3A2-01, 2017年
研究論文(研究会,シンポジウム資料等), 日本語 - 歩行のVR表現のための前庭感覚提示手法に関する研究
清水 広一; 池井 寧; 雨宮 智浩; 広田 光一; 北崎 充晃
日本VR学会第22回大会予稿集, 2D1-02, 2017年
研究論文(研究会,シンポジウム資料等), 日本語 - 心エコーシミュレータにおけるシミュレート画像生成アルゴリズムの検討
田村 莞爾; 広田 光一; 野島 琢也; 杉浦 清了; 久田 俊明
日本VR学会第22回大会予稿集, 1E2-04, 2017年
研究論文(研究会,シンポジウム資料等), 日本語 - 主体感によるVR操作性の向上
藤岡 駿介; 広田 光一; 野嶋 琢也; 赤羽 克仁; 佐藤 誠
日本VR学会第22回大会予稿集, 1C3-04, 2017年
研究論文(研究会,シンポジウム資料等), 日本語 - 歩行感覚提示デバイスにおいて歩行運動に含まれている感情を提示する可能性に関する研究
楊暢; 櫻井翔; 広田光一; 野嶋琢也; 北崎充晃; 池井寧
日本VR学会研究報告, VRUR2, No.10, 2016年12月28日
研究論文(研究会,シンポジウム資料等), 日本語 - Tactile Apparent Motion on the Torso Modulates Perceived Forward Self-Motion Velocity
Tomohiro Amemiya; Koichi Hirota; Yasushi Ikei
IEEE TRANSACTIONS ON HAPTICS, IEEE COMPUTER SOC, 9, 4, 474, 482, 2016年10月, 査読付, 10.1109/TOH.2016.2598332, The present study investigated whether a tactile flow created by a matrix of vibrators in a seat pan simultaneously presented with an optical flow in peripheral vision enhances the perceived forward velocity of self-motion. A brief tactile motion stimulus consisted of four successive rows of vibration, and the interstimulus onset between the tactile rows was varied to change the velocity of the tactile motion. The results show that the forward velocity of self-motion is significantly overestimated for rapid tactile flows and underestimated for slow ones, compared with optical flow alone or non-motion vibrotactile stimulation conditions. In addition, the effect with a temporal tactile rhythm without changing the stimulus location was smaller than that with spatiotemporal tactile motion, with the interstimulus onset interval to elicit a clear sensation of tactile apparent motion. These findings suggest that spatiotemporal tactile motion is effective in inducing a change in the perceived forward velocity of self-motion.
研究論文(学術雑誌), 英語 - 空気圧駆動型デバイスを用いた足裏への触覚提示による物体の位置認識
岡野 哲大; 日岐 桂吾; 広田 光一; 野嶋 琢也; 北崎 充晃; 池井 寧
日本VR学会第21回大会予稿集, 11A-05, 2016年09月14日
研究論文(研究会,シンポジウム資料等), 日本語 - 下肢運動による歩行感覚表現の特性に関する研究
小出 蓮; 池井 寧; 広田 光一; 雨宮 智浩; 北崎 充晃
日本VR学会第21回大会予稿集, 11A-06, 2016年09月14日
研究論文(研究会,シンポジウム資料等), 日本語 - 力覚的対話操作が可能なレオロジー物体の粒子ベース大変形シミュレーション
山内 博貴; 田川 和義; 広田 光一; 田中 弘美
日本VR学会第21回大会予稿集, 21st, 14A-01, 2016年09月14日
研究論文(研究会,シンポジウム資料等), 日本語 - 手全体で3D物体に触れるための多点力覚レンダリング
山崎 朱華; 広田 光一; 藤本 雄一郎; 藤田 欣也
日本VR学会第21回大会予稿集, 14A-04, 2016年09月14日
研究論文(研究会,シンポジウム資料等), 日本語 - 力覚提示システムを用いた触認識に関する評価
藤岡 駿介; 広田 光一; 野嶋 琢也; 赤羽 克仁; 佐藤 誠
日本VR学会第21回大会予稿集, 32A-03, 2016年09月14日
研究論文(研究会,シンポジウム資料等), 日本語 - 口唇触覚ディスプレイ
筒井 悠平; 広田 光一; 野嶋 琢也
日本VR学会第21回大会予稿集, 34A-02, 2016年09月14日
研究論文(研究会,シンポジウム資料等), 日本語 - 身体と超臨場感
池井 寧; 山田 清貴; 今尾 祥吾; 広田 光一; 雨宮 智浩; 北崎 充晃
日本VR学会第21回大会予稿集, 33F-01, 2016年09月14日
研究論文(研究会,シンポジウム資料等), 日本語 - 加速度センサーを用いた歩行モーションの計測に関する研究
楊 暢; 広田光一; 野嶋琢也; 北崎充晃; 池井 寧
日本VR学会研究報告, VRUR1, 20, 2016年06月30日
研究論文(研究会,シンポジウム資料等), 日本語 - 足裏触覚提示による位置認識精度の評価
日岐桂吾; 岡野哲大; 広田光一; 野嶋琢也; 北崎充晃; 池井寧
日本VR学会研究報告, VRUR1, 23, 2016年06月30日
研究論文(研究会,シンポジウム資料等), 日本語 - 歩行動作における身体感覚と視覚情報の不一致による違和感の評価
長野瑞生; 広田光一; 野嶋琢也; 北崎充晃; 池井寧
日本VR学会研究報告, VRUR1, 27, 2016年06月30日
研究論文(研究会,シンポジウム資料等), 日本語 - 歩行を模擬した足底振動刺激による身体近傍空間の拡張
雨宮 智浩; 池井 寧; 広田 光一; 北崎 充晃
日本VR学会論文誌, 日本VR学会, 21, 4, 627, 633, 2016年06月27日, 査読付, 10.18974/tvrsj.21.4_627,The representation of the peripersonal space is remapped by body action such as integrating tactile stimuli from the body's surface with multisensory stimuli presented within a limited distance from the body. Previous study showed that boundaries of the peipersonal space extend while walking with listening to a looming sound, but it is unclear whether the boundaries change when a sensation of walking is induced with no physical body motion. Here, we examine the change using a technique to induce a sensation of pseudo-walking by presenting vibrotactile stimuli of recorded footsteps sound at the feet soles. Experiments were performed to compare the reaction times to detect a vibrotactile stimulus on the chest with listening to a looming sound toward the body, taken as a proxy of the peripersonal space boundary. Experimental evaluations showed that the peripersonal space seems to expand when a sensation of pseudo-walking was clearly induced.
研究論文(学術雑誌), 日本語 - 磁気的干渉の少ない多指力覚提示装置の提案
内山 貴雄; 赤羽 克仁; 佐藤 誠; 広田 光一
日本VR学会研究報告, HDC17, No.7, 2016年03月18日
研究論文(研究会,シンポジウム資料等), 日本語 - 3D物体に対する手への多点力覚提示アルゴリズム
山崎 朱華; 広田 光一; 藤本 雄一郎; 藤田 欣也
日本VR学会研究報告, HDC17, No.8, 2016年03月18日
研究論文(研究会,シンポジウム資料等), 日本語 - Haptic Feedback for Foot Sole Using Pneumatic Pressure Device
Tetsuhiro Okano; Koichi Hirota; Takuya Nojima; Michiteru Kitazaki; Yasushi Ikei
Proc. ASIAGRAPH2016, No.1, 2016年03月05日
研究論文(国際会議プロシーディングス), 英語 - A Study on The Effect of Virtual Body in A Vicarious Walk Experience
Hideto Hiranuma; Kento Tashiro; Kohei Komase; Yasushi Ikei; Koichi Hirota; Michiteru Kitazaki
Proc. ASIAGRAPH2016, No.4, 2016年03月05日
研究論文(国際会議プロシーディングス), 英語 - Perceptual Analysis of Walking Re-experience using 2ch Vibrations on Heels and Walker's Viewing Motion Images
Michiteru Kitazaki; Katsuya Yoshiho; Yasushi Ikei; Koichi Hirota
Proc. ASIAGRAPH2016, No.9, 2016年03月05日
研究論文(国際会議プロシーディングス), 英語 - Generation Effect of The Walking Sensation by Airflow Displays
Masato Kurosawa; Ken Itoh; Yasushi Ikei; Koichi Hirota; Michiteru Kitazaki
Proc. ASIAGRAPH2016, No.15, 2016年03月05日
研究論文(国際会議プロシーディングス), 英語 - Synchronized Multisensory Presentation for Alleviation of The VR Sickness
Kento Tashiro; Yasushi Ikei; Koichi Hirota; Michiteru Kitazaki
Proc. ASIAGRAPH2016, No.16, 2016年03月05日
研究論文(国際会議プロシーディングス), 英語 - 実映像オプティックフローと足裏振動による歩行感覚記録・体験手法の基礎検討
上田祥平; 池井寧; 広田光一; 北崎充晃
日本バーチャルリアリティ学会論文誌, 21, 1, 15, 22, 2016年03月, 査読付, 10.18974/tvrsj.21.1_15
研究論文(学術雑誌), 日本語 - Five senses theater: A multisensory display for the bodily ultra-reality
Yasushi Ikei; Koichi Hirota; Tomohiro Amemiya; Michiteru Kitazaki
Emotional Engineering Volume 4, Springer International Publishing, 145, 164, 2016年01月01日, 査読付, 10.1007/978-3-319-29433-9_8, The present paper describes a multisensory virtual reality (VR) system built for the exploration of the bodily ultra-reality. First, we introduce a new term ‘ultra-reality’ which was advocated by a government committee to explore future media technology in Japan. The ultra-reality has been recognized from both the aspects of the super-reality and the meta-reality. The author proposed a hypothesis that the ultra-reality has its base on the VR (the second reality), and it is embodied as rational and emotional entity built on pieces of rendered reality. The ultra-reality is the third reality grasped at the cognitive level rather than perception level. The author placed the forth reality hypothesis where the self-body is virtualized by projecting information backward from the body input to the brain. The dynamic virtual body illusion is the objective of the research to create in which the self-body makes a part of VR media to duplicate experience of other person. We consider that multisensory presentation plays a principal role for this bodily ultra-reality. To provide a framework for realization of the ultra-reality, we introduced exhibit prototypes of the multisensory presentation system. The five senses theater system, the FiveStar, provides multisensory stimulations to the user for the creation of ultra-realistic experiences. The contents of the exhibits were the mixed reality bodily experience, the interaction with CG creature, and the virtual first-person trip to the tourist sites. The multisensory display devices that were used to create the bodily ultra-reality were described to show the method and characteristics of this hypothesis.
論文集(書籍)内論文, 英語 - Vestibulohaptic passive stimulation for a walking sensation
Yasushi Ikei; Shunki Kato; Kohei Komase; Shogo Imao; Sho Sakurai; Tomohiro Amemiya; Michiteru Kitazaki; Koichi Hirota
2016 IEEE VIRTUAL REALITY CONFERENCE (VR), IEEE, 185, 186, 2016年, 査読付, 10.1109/VR.2016.7504715, This paper describes a passive stimulation of a body to evoke a walking sensation using a vestibular and haptic device while the real body of the user is sitting. It imparts a pseudo body image to the user through the real (physical) body of the user as a part of the virtual reality (VR) display system. The created walking sensation was evaluated by nine factors to analyze the complex nature of the walking sensation.
研究論文(国際会議プロシーディングス), 英語 - 着座型揺動装置のピッチ回転による擬似的な起伏形状知覚
雨宮 智浩; 広田 光一; 池井 寧
日本バーチャルリアリティ学会論文誌, 特定非営利活動法人 日本バーチャルリアリティ学会, 21, 2, 359, 362, 2016年, 査読付
日本語 - Rhythmic Vibrations to Heels and Forefeet to Produce Virtual Walking
Ryota Kondo; Keisuke Goto; Katsuya Yoshiho; Yasushi Ikei; Koichi Hirota; Michiteru Kitazaki
2016 IEEE SYMPOSIUM ON 3D USER INTERFACES (3DUI), IEEE, 253, 254, 2016年, 査読付, We are developing a virtual walking system where stationary observers experience the sensation of active walking in a 3D scene. The system consists of two systems: a walking recording system and a walking experiencing system. The recording system uses two cameras that are mounted on the head and four microphones that are embedded on the soles of an actual walker to capture the 3D optic flow of a walker and the left and right foot strikes on the ground. The experiencing system presents 3D scenes on a head-mounted display and rhythmic vibrations on the heels and forefeet to an observer. We performed psychological experiments to evaluate the system. Observers perceived a significantly higher sensation of actual walking when the vibrations were synchronized with the optic flow rather than when the vibrations were random, and when the left and right heels and forefeet were stimulated rather than when only the heels were stimulated.
研究論文(国際会議プロシーディングス), 英語 - Interaction with Virtual Object using Deformable Hand
Koichi Hirota; Kazuyoshi Tagawa
2016 IEEE VIRTUAL REALITY CONFERENCE (VR), IEEE, 49, 56, 2016年, 査読付, This study investigated the implementation of a hand model and contact simulation method for the purpose of improving the reality of object manipulation in a virtual environment. The study focused both on the hand tracking method that takes advantage of nails and also contact simulation using a deformable hand model. The manipulation of an object using a hand, is known to make more frequent use of the fingertips and palm. The proposed method seeks hand form that minimizes the position and orientation errors on those areas. Deformation of the soft tissue of the hand is considered to have an effect on both visual reality and the physical state of contact. In our implementation, the deformation was simulated by FEM and the friction of contact was introduced by the penalty method. In addition, a model that is based on metaballs (or blobs) was employed to represent the smooth surface of the object and to eliminate the problem that derives from polygon modeling. Through experimental implementation, it was proved that object manipulation such as pinching and grasping are possible and that the update rate of simulation can be approximately 50 Hz.
研究論文(国際会議プロシーディングス), 英語 - High-Resolution Tactile Display for Lips
Yuhei Tsutsui; Koichi Hirota; Takuya Nojima; Yasushi Ikei
Human Interface and the Management of Information: Applications and Services, Pt II, SPRINGER INT PUBLISHING AG, 9735, 357, 366, 2016年, 査読付, 10.1007/978-3-319-40397-7_34, We developed a novel haptic display taking advantage of the sensitivity of the lips. Lips are one of the most sensitive regions of the human body similar to fingertip. Our display presents vibrotactile stimuli using piezo bimorph cells; the system is capable of presenting vibration on sixteen points on a lip in 2 mm pitch. We conducted experiments to evaluate the spatial discrimination characteristics of vibrotactile stimuli presented by our system. In the experiment, the two-point discrimination in simultaneous and sequential stimulations was investigated, and they were proved to be approximately 8 mm and 2 mm respectively. We also conducted an experiment that evaluates the amount of information that can be transmitted through the system; recognition of the patterns of vibration using three and four cells were investigated. It was proved that approximate bitrate of the interface was 3 bit/s.
研究論文(国際会議プロシーディングス), 英語 - Topographic Surface Perception Modulated by Pitch Rotation of Motion Chair
Tomohiro Amemiya; Koichi Hirota; Yasushi Ikei
Human Interface and the Management of Information: Information, Design and Interaction, Pt I, SPRINGER INT PUBLISHING AG, 9734, 483, 490, 2016年, 査読付, 10.1007/978-3-319-40349-6_46, The paper investigates multimodal perception of a topographic surface induced by visual and vestibular stimuli. Using an experimental system consisting of a motion chair and optic flow on a wide screen, we conducted a user study to assess how congruence or incongruence of visual and vestibular shape cues influence the perception of a topographic surface. Experimental results show that the vestibular shape cue contributed to making the shape perception larger than the visual one. Finally, the results of a linear regression analysis showed that performance with visual unimodal and vestibular unimodal cues could account for that with visuo-vestibular multimodal cues.
研究論文(国際会議プロシーディングス), 英語 - Minimal Virtual Reality System for Virtual Walking in a Real Scene
Michiteru Kitazaki; Koichi Hirota; Yasushi Ikei
Human Interface and the Management of Information: Information, Design and Interaction, Pt I, SPRINGER INT PUBLISHING AG, 9734, 501, 510, 2016年, 査読付, 10.1007/978-3-319-40349-6_48, Various sensory stimuli are required to accomplish a fully virtual walking system because walking is related to multimodal sensations. We developed a minimal virtual walking system and evaluated it using psychological factors. The system consisted of a real-scene optic flow and rhythmic foot vibrations. We tested the effects of vibrations synchronized with optic flow and the size of the visual field on the sensations of virtual walking and found that synchronized, two-channel foot vibrations with a 3-D optic flow elicited the virtual walking sensation. A larger visual field enhanced the footstep sensation during walking.
研究論文(国際会議プロシーディングス), 英語 - Yubi-Toko: finger walking in snowy scene using pseudo-haptic technique on touchpad
Yusuke Ujitoko; Yuki Ban; Takuji Narumi; Tomohiro Tanikawa; Koichi Hirota; Michitaka Hirose
Proc. SIGGRAPH Asia 2015, ACM, No.29, 3, 2015年12月02日, 査読付, 10.1145/2818466.2818491
研究論文(国際会議プロシーディングス), 英語 - 空気圧駆動型デバイスを用いた足裏への触覚提示
岡野 哲大; 広田 光一; 野嶋 琢也
日本VR学会研究報告, HDC16, No.11, 2015年11月25日
研究論文(研究会,シンポジウム資料等), 日本語 - 圧電バイモルフを用いた口唇のための高解像度触覚ディスプレイ
筒井 悠平; 広田 光一; 野嶋 琢也
日本VR学会研究報告, HDC16, No.12, 2015年11月25日
研究論文(研究会,シンポジウム資料等), 日本語 - 計測に基づく歩行感覚提示に関する研究
市原 紘平; 広田 光一; 池井 寧; 北崎 充晃
日本VR学会第20回大会予稿集, 31A-1, 2015年09月09日
研究論文(研究会,シンポジウム資料等), 日本語 - タッチパネル上での反復動作におけるPseudo-haptics
宇治土公; 雄介; 伴 祐樹; 鳴海 拓志; 谷川 智洋; 広田 光一; 廣瀬 通孝
日本VR学会第20回大会予稿集, 20th, 32A-1, 2015年09月09日
研究論文(研究会,シンポジウム資料等), 日本語 - バーチャルリアリティの新しい作業仮説
池井 寧; 北崎 充晃; 櫻井 翔; 広田 光一; 雨宮 智浩; 加藤 隼輝; 伊藤 健
日本VR学会第20回大会予稿集, 33E-1, 2015年09月09日
研究論文(研究会,シンポジウム資料等), 日本語 - Experience Simulator for the Digital Museum
Ikei, Y.; Shimabukuro, S.; Kato, S.; Komase, K.; Hirota, K.; Amemiya, T.; Kitazaki, M.
LNCS (Lecture Note in Computer Science), 9173, 336, 446, 2015年08月, 査読付, 国際誌
研究論文(国際会議プロシーディングス), 英語 - 慣性力提示装置を用いたVR モデル推定に関する研究
山本剛史; 広田光一
日本VR学会研究報告, 20, VRUR-1, No.1, 2015年01月06日
研究論文(研究会,シンポジウム資料等), 日本語 - ER クラッチを用いたトルクコンバータに関する研究
桐山和也; 広田光一
日本VR学会研究報告, 20, VRUR-1, No.2, 2015年01月06日
研究論文(研究会,シンポジウム資料等), 日本語 - カーソル速度変化によるPseudo-haptics の生起場所
宇治土公雄介; 広田光一
日本VR学会研究報告, 20, VRUR-1, No.3, 2015年01月06日
研究論文(研究会,シンポジウム資料等), 日本語 - 触力覚対側提示に関する検討
黒木文弥; 広田光一; 池井 寧
日本VR学会研究報告, 20, VRUR-1, No.4, 2015年01月06日
研究論文(研究会,シンポジウム資料等), 日本語 - Third Person's Footsteps Enhanced Moving Sensation of Seated Person
Yujiro Okuya; Yasushi Ikei; Tomohiro Amemiya; Koichi Hirota
2015 IEEE VIRTUAL REALITY CONFERENCE (VR), IEEE COMPUTER SOC, 251, 252, 2015年, 査読付, The present paper describes the system to present a pseudo-walking sensation to a sitting participant. The vibration was added to the heel and toe to imitate cutaneous sensation of the sole during walking. The sound of footsteps was also provided to the participant through headphones simultaneously. In this sound presentation, we used a spatial sound of footsteps of another walker as well as own footstep sound. Another walker's sound was moved along several trajectories in a VR space. We conducted an experiment to elucidate the effect of third person's footstep sound moved differently on the walking sensation of a participant. The result showed that third person's sound enhanced not only walking sensation but also translational sensation of a sitting participant. Furthermore, the effect was the highest when third person's sound came from front to backward of the participant in a VR space.
研究論文(国際会議プロシーディングス), 英語 - Characteristics of Virtual Walking Sensation Created by a 3-dof Motion Seat
Seiya Shimabukuro; Shunki Kato; Yasushi Ikei; Koichi Hirota; Tomohiro Amemiya; Michiteru Kitazaki
2015 IEEE VIRTUAL REALITY CONFERENCE (VR), IEEE COMPUTER SOC, 279, 280, 2015年, 査読付, This paper describes rendering characteristics of a virtual walk by a motion seat. The motion seat creates a small body motion in three dof (lift, roll, and pitch directions) to make the user feel as if the user him-/herself is walking despite sitting own body. We consider the actual self body is a medium to render the virtual body to share experiences of others by using the motion seat as part of the multisensory display. After setting the motion to optimally present a walking sensation, basic characteristics of perception levels of the virtual walk by the seat motion were measured and compared with those for a real walk. The result indicated that the perception levels of the virtual walk were around those of a real walk.
研究論文(国際会議プロシーディングス), 英語 - Walking recording and experience system by Visual Psychophysics Lab
Atsuhiro Fujita; Shohei Ueda; Junki Nozawa; Koichi Hirota; Yasushi Ikei; Michiteru Kitazaki
2015 IEEE VIRTUAL REALITY CONFERENCE (VR), IEEE COMPUTER SOC, 333, 334, 2015年, 査読付, We aim to develop a virtual-reality system that records a person's walking experience and gives other users the experience of his/her walking. We recorded stereo motion images of video cameras on a person's forehead with synchronous acceleration data of ankles. Then, we presented stereo motion images on a HMD with synchronous vibrations on soles of observer's feet. Observers reported better experience of vection, walking, and tele-existence from stereo images with vibrations than without vibrations. We recorded walking experiences of different body sizes including a child (130 cm tall) and those of a dog. Observers can partly experience child's walking and even dog's running.
研究論文(国際会議プロシーディングス), 英語 - Five Senses Theatre Project: Sharing Experiences through Bodily Ultra-Reality
Y. Ikei; S. Shimabukuro; S. Kato; K. Komase; Y. Okuya; Koichi Hirota; Michiteru Kitazaki; Tomohiro Amemiya
2015 IEEE VIRTUAL REALITY CONFERENCE (VR), IEEE COMPUTER SOC, 195, 196, 2015年, 査読付, The Five Senses Theatre project was established for the development of a basic technology that enables the user to relive a spatial motion of other persons as if the user him/her-self experienced it in person. This technology aims to duplicate a bodily experience performed in the real space and to pass it to the other person. In other words, the user experiences another person's body that moved in a real space as if the user moved in that real space. The spatial motion may be a walking tour to the world heritage, a legend run of a top athlete, and etc. More specifically, the system creates the sensation of a self-body motion without a voluntary motion of the user by providing physical motion to the real body. The sensation of self body motion is generated by not only a visually induced vection but proprioceptive and tactile sensations of the body passively evoked. The Five Senses Theatre provides multisensory stimuli to the user to make use of the user's body as medium to project the valuable experience from others to the user's cognition.
The research issues include the following: 1) Cognitive mechanism of passive stimulation perceived as an active motion sensation (pseudo agency), and body ownership transfer (virtual body). 2) Device development of the mutisensory display system, rendering/projection algorithms, and a lifelog data system.
研究論文(国際会議プロシーディングス), 英語 - Object manipulation by deformable hand
Koichi Hirota; Yusuke Ujitoko; Kazuya Kiriyama; Kazuyoshi Tagawa
Lecture Notes in Electrical Engineering, Springer Verlag, 277, 145, 148, 2015年, 10.1007/978-4-431-55690-9_27, This study investigated the implementation of a deformable elastic hand model. We used the finite element method (FEM) and the penalty method for physics-based computations of forces and deformations on the contact area. To accelerate the computation, we developed an efficient method that utilizes the link structure of the hand. Using this model, users can perform object manipulation and get visual feedback from the deformations in the skin.
研究論文(国際会議プロシーディングス), 英語 - The scaling of the Haptic perception on the fingertip using an interface of anthropomorphic finger motions
Yusuke Ujitoko; Koichi Hirota
Lecture Notes in Electrical Engineering, Springer Verlag, 277, 3, 5, 2015年, 10.1007/978-4-431-55690-9_1, The demonstration described in this paper attempts to give users tactile feedback on the sole of the virtual avatar using the locomotion interface of anthropomorphic finger motions. We believe that the illusion in the contact area can be caused by the sense of ownership derived from the close relationship of the motion between the fingers and the avatar’s legs. The objective of this study was to prove the possibility that fingers can be substituted in the place of legs in locomotion interfaces in terms of tactile sensation.
研究論文(国際会議プロシーディングス), 英語 - Impact of Illusory Resistance on Finger Walking Behavior
Yusuke Ujitoko; Koichi Hirota
2015 IEEE VIRTUAL REALITY CONFERENCE (VR), IEEE COMPUTER SOC, 301, 302, 2015年, 査読付, We aim to enable additional sensation when using an anthropomorphic finger motion interface. To do so, we applied a conventional method to generate pseduo-haptics. To control the amount of scroll resulting from finger displacement on a display, illusory resistance or pseudo friction was confirmed by subjective evaluation. We first clarified that this illusory resistance influences finger walking behavior such as stride or speed. An additional experiment conducted in public space verified this influence.
研究論文(国際会議プロシーディングス), 英語 - Recognition of Weight through Shaking Interaction
Takeshi Yamamoto; Koichi Hirota
2015 IEEE WORLD HAPTICS CONFERENCE (WHC), IEEE, 451, 456, 2015年, 査読付, It is common to investigate the content of a box or bottle by shaking it. The authors have investigated virtual realization of the shaking interaction using a haptic device that can present inertial force. This paper reports experiments on the discrimination and estimation of content's weight through the shaking interaction. In an experiment, the characteristics of recognition by the subject were evaluated by comparing the real box with solid content and the virtual box with a simulation model. Further, evaluation with liquid content was conducted. The result proved that the device can present solid content in a similar accuracy to the real box. Moreover, it was suggested that the motion of the gravity center of the box has a significant effect on the recognition of the content weight.
研究論文(国際会議プロシーディングス), 英語 - Presentation method of walking sensation based on walking behavior measurement with inertial sensors and pressure sensors
Kohei Ichihara; Koichi Hirota; Yasushi Ikei; Michiteru Kitazaki
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Verlag, 9172, 374, 385, 2015年, 査読付, 10.1007/978-3-319-20612-7_36, In this paper, we give the way to make the sitting user feel the walking sensation, by using the walking sensation presenting device in which we put the data we got from measuring walking behavior. We measured walking behavior from the inertial sensors which we put on the insteps and waist of the pedestrian and pressure sensors on the bottoms of their feet. We get the data of back-&
-forth movements of feet from the data of acceleration and directions from inertial sensors on insteps. In the same way, we get back-&
-forth and leftand- right movements of the whole body from the sensor on back. Walking sensation presenting device has a chair for user to ride, which moves back-&
- forth and right-&
-left to presents walking body’s swing to user and the device which presents walking sensation to user’s lower limb. The device which presents walking sensation to user’s lower limb consists two parts. One part are the lower limb movement presenting board that moves back-&
-forth to make user’s lower limbs do the same movement as the real walking. The other is the landing vibration presenting device. About 10% of amount of the whole body movement in real walking presents the best walking sensation to the user. About 20% of amount of the lower limb movement in real walking presents the best walking sensation to the user.
研究論文(国際会議プロシーディングス), 英語 - Application of the locomotion interface using anthropomorphic finger motion
Yusuke Ujitoko; Koichi Hirota
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Verlag, 9173, 666, 674, 2015年, 査読付, 10.1007/978-3-319-20618-9_65, This paper describes new applications of a locomotion interface that uses fingers instead of legs. With this device, users let two fingers “stand” or “walk” on a ball floating on water. The first-person perspective presented to the user is updated according to the state of the ball. The aim is to make users feel virtually present by means of the synchrony between their vision and the haptic information from their fingers. The difficulty of controlling of the ball with fingers lets users subjectively experience an unsteady foothold. The proposed system is structured to be space saving and cost effective compared to an ordinary full-body motion simulator and is thus suitable for museum exhibitions.
研究論文(国際会議プロシーディングス), 英語 - Interpretation of Tactile Sensation using an Anthropomorphic Finger Motion Interface to Operate a Virtual Avatar
Yusuke Ujitoko; Koichi Hirota
Proc. ICAT2014, Eurographics Association, LNCS 9173, 666, 674, 2014年12月08日, 査読付, 10.2312/ve.20141359
研究論文(国際会議プロシーディングス), 英語 - 指の擬人的な動作を利用するロコモーションインタフェースにおける触覚の解釈
宇治土公雄介; 広田光一
日本VR学会第19回大会予稿集, [日本バーチャルリアリティ学会], 19, 34B-2, 621, 2014年09月17日
研究論文(研究会,シンポジウム資料等), 日本語 - 振るデバイスを用いた内容物の推定
山本剛史; 広田光一
日本VR学会第19回大会予稿集, 12A-1, 2014年09月17日
研究論文(研究会,シンポジウム資料等), 日本語 - VR環境における操作性向上のための手モデル
桐山和也; 広田光一; 田川和義; 宇治土公雄介
日本VR学会第19回大会予稿集, 19th, 21A-1, 2014年09月17日
研究論文(研究会,シンポジウム資料等), 日本語 - VR環境における指関節角度変化に関する検討
黒木文弥; 広田光一
日本VR学会第19回大会予稿集, 22C-6, 2014年09月17日
研究論文(研究会,シンポジウム資料等), 日本語 - 指先触覚の知覚のスケーリングに関する検討
宇治土公雄介; 広田光一
信学会, MVE2014-29, 114(MVE2014 13-31), 111, 112, 2014年07月01日
研究論文(研究会,シンポジウム資料等), 日本語 - Device for Estimation of Weight and Material of Contents by Shaking
Takeshi Yamamoto; Koichi Hirota
Proc. EuroHaptics 2014, LNCS 8618,, 150, 157, 2014年06月24日, 査読付
研究論文(国際会議プロシーディングス), 英語 - Interindividual Variation of Sensitivity to Frequency Modulation: Its Relation with Click-Evoked and Distortion Product Otoacoustic Emissions
Sho Otsuka; Shigeto Furukawa; Shimpei Yamagishi; Koich Hirota; Makio Kashino
JARO-JOURNAL OF THE ASSOCIATION FOR RESEARCH IN OTOLARYNGOLOGY, SPRINGER, 15, 2, 175, 186, 2014年04月, 査読付, 10.1007/s10162-013-0439-3, The frequency modulation detection limen (FMDL) with a low modulation rate has been used as a measure of the listener's sensitivity to the temporal fine structure of a stimulus, which is represented by the pattern of neural phase locking at the auditory periphery. An alternative to the phase locking cue, the excitation pattern cue, has been suggested to contribute to frequency modulation (FM) detection. If the excitation pattern cue has a significant contribution to low-rate FM detection, the functionality of cochlear mechanics underlying the excitation pattern should be reflected in low-rate FMDLs. This study explored the relationship between cochlear mechanics and low-rate FMDLs by evaluating physiological measures of cochlear functions, namely distortion product otoacoustic emissions (DPOAEs) and click-evoked otoacoustic emissions (CEOAEs). DPOAEs and CEOAEs reflect nonlinear cochlear gain. CEOAEs have been considered also to reflect the degree of irregularity, such as spatial variations in number or geometry of outer hair cells, on the basilar membrane. The irregularity profile could affect the reliability of the phase locking cue, thereby influencing the FMDLs. The features extracted from DPOAEs and CEOAEs, when combined, could account for more than 30 % of the inter-listener variation of low-rate FMDLs. This implies that both cochlear gain and irregularity on the basilar membrane have some influence on sensitivity to low-rate FM: the loss of cochlear gain or broader tuning might influence the excitation pattern cue, and the irregularity on the basilar membrane might disturb the ability to use the phase locking cue.
研究論文(学術雑誌), 英語 - 実時間の柔変形可能な手モデルに関する研究
宇治土公雄介; 広田光一; 田川和義
日本VR学会研究報告, HDC12, 501(HIP2013 78-105), No.20, 2014年03月01日
研究論文(研究会,シンポジウム資料等), 日本語 - 把持操作における触覚対側提示の効果に関する検討
黒木文弥; 広田光一
日本VR学会研究報告, HDC12, No.23, 2014年03月01日
研究論文(研究会,シンポジウム資料等), 日本語 - 振るデバイスによる内容物の重さと材質の提示
山本剛史; 広田光一
日本VR学会研究報告, HDC12, No.26, 2014年03月01日
研究論文(研究会,シンポジウム資料等), 日本語 - Presentation of Spatially Localized Vibration by Means of Phantom Sensation
Kosei Nishi; Koichi Hirota
Proc. Haptics 2014, 83, 88, 2014年02月23日, 査読付
研究論文(国際会議プロシーディングス), 英語 - 把持捜査のための柔軟な手モデルの構築
宇治土公雄介; 広田光一
日本VR学会研究報告, VRUR1, 13, 14, 2014年01月24日
研究論文(研究会,シンポジウム資料等), 日本語 - 慣性力を用いたハプティクスデバイスに関する研究
山本剛史; 広田光一
日本VR学会研究報告, VRUR1, 15, 16, 2014年01月24日
研究論文(研究会,シンポジウム資料等), 日本語 - 空間的ファントムセンセーションを利用した情報提示の検証
西晃生; 広田光一
日本VR学会研究報告, VRUR1, 17, 20, 2014年01月24日
研究論文(研究会,シンポジウム資料等), 日本語 - Device for Estimation of Weight and Material of Contents by Shaking
Takeshi Yamamoto; Koichi Hirota
HAPTICS: NEUROSCIENCE, DEVICES, MODELING, AND APPLICATIONS, PT II, SPRINGER-VERLAG BERLIN, 8619, 403, 410, 2014年, 査読付, 10.1007/978-3-662-44196-1_49, Haptic stimuli rely mainly on interactive motion. When a person shakes a box, he or she can guess at the physical properties of its contents. This is often based on haptic stimuli. This paper describes the development of a haptic device and control system, as well as the modeling and simulation of a virtual box and its contents. It also discusses an investigation into differences in the manner of shaking depending on the properties of the model and the feedback conditions.
研究論文(国際会議プロシーディングス), 英語 - Rendering of Virtual Walking Sensation by a Passive Body Motion
Yasushi Ikei; Seiya Shimabukuro; Shunki Kato; Yujiro Okuya; Koji Abe; Koichi Hirota; Tomohiro Amemiya
HAPTICS: NEUROSCIENCE, DEVICES, MODELING, AND APPLICATIONS, SPRINGER-VERLAG BERLIN, 8618, 150, 157, 2014年, 査読付, 10.1007/978-3-662-44193-0_20, This paper describes a rendering technique of a virtual walking sensation for the seated user on a multisensory VR (virtual reality) display system. A basic approach is to move a participant's body mechanically to produce the sensation of walking where the participant's body is considered as a part of display media that projects the sensation of a body motion to the brain. A motion seat was built and used to create lift and roll motions in the present study. As a basic reference data, a real walking motion on a treadmill was measured. The lift and roll motions were independently investigated to clarify characteristics of each presentation. The optimal seat motion for the sensation of walking was as small as about one fifteenth to a fifth of the real walking motion.
研究論文(国際会議プロシーディングス), 英語 - To Relive a Valuable Experience of the World at the Digital Museum
Yasushi Ikei; Yujiro Okuya; Seiya Shimabukuro; Koji Abe; Tomohiro Amemiya; Koichi Hirota
HUMAN INTERFACE AND THE MANAGEMENT OF INFORMATION: INFORMATION AND KNOWLEDGE IN APPLICATIONS AND SERVICES, PT II, SPRINGER-VERLAG BERLIN, 8522, 501, 510, 2014年, 査読付, This paper describes a new concept of bodily experience that may be used in the future museum exhibit. An ordinary museum exhibits objects to make themselves talk with their authenticity to visitors, however it does not provide an interaction and vivid context in which they existed. A virtual experience system which creates multisensory stimuli potentially presents the realistic state of valuable artificial objects in the original environments. We think the experience of objects in a particular space is another theme that a future museum needs to seek. A novel rendering technique of a virtual body of a visitor is introduced where multisensory displays impart the sensation of presence of an environment and objects of interest through a pseudo walking experience. This digital museum device will add a new experience to relive a trip walking around objects based on recorded data from a real tourist.
研究論文(国際会議プロシーディングス), 英語 - 五感シアターにおける空気メディア
広田光一; 雨宮智浩; 池井寧
HCGシンポジウム2013予稿集, 134, 137, 2013年12月18日
研究論文(研究会,シンポジウム資料等), 日本語 - VR環境での巧緻操作のための計算手法
黒木文弥; 広田光一
日本VR学会研究報告, HDC11-2, 2013年11月08日
研究論文(研究会,シンポジウム資料等), 日本語 - 周波数変調と振幅変調の処理能力の個人差: 耳音響放射との関連
大塚翔; 山岸慎平; 古川茂人; 広田光一; 柏野牧夫
日本音響学会 2013秋季研究発表会講演論文集, 487, 490, 2013年09月25日
研究論文(研究会,シンポジウム資料等), 日本語 - 座面上の触仮現運動が及ぼす移動感覚の速度知覚変化
雨宮智浩; 広田光一; 池井寧
日本VR学会第18回大会予稿集, [日本バーチャルリアリティ学会], 18, 11B-1, 20, 2013年09月17日
研究論文(研究会,シンポジウム資料等), 日本語 - 五感シアターのための匂いの提示と計測手法
広田光一; 伊藤洋子; 雨宮智浩; 池井寧
日本VR学会第18回大会予稿集, 1B-2, 2013年09月17日
研究論文(研究会,シンポジウム資料等), 日本語 - つり革デバイスによる電車の揺れの提示
広田光一; 佐々木昂; 雨宮 智浩; 池井寧
日本VR学会第18回大会予稿集, 11B-3, 2013年09月17日
研究論文(研究会,シンポジウム資料等), 日本語 - ファントムセンセーションを利用した空間的情報提示の検証
西晃生; 広田光一
日本VR学会第18回大会予稿集, 33E-2, 2013年09月17日
研究論文(研究会,シンポジウム資料等), 日本語 - VR環境における巧緻な操作に関する研究
黒木文弥; 広田光一
日本VR学会第18回大会予稿集, 33E-3, 2013年09月17日
研究論文(研究会,シンポジウム資料等), 日本語 - 把持操作のための柔軟な手モデルの構築
宇治土公雄介; 広田光一; 田川和義
日本VR学会第18回大会予稿集, 18th, 34E-2, 2013年09月17日
研究論文(研究会,シンポジウム資料等), 日本語 - 周波数変調弁別の個人差: 歪成分耳音響放射とクリック誘発耳音響放射を用いた検討
大塚翔; 山岸慎平; 広田光一; 古川茂人; 柏野牧夫
日本聴覚医学会 ERA・OAE 研究会抄録集, 4, 2013年07月07日
研究論文(研究会,シンポジウム資料等), 日本語 - 計測にもとづくインパルス応答変形モデルの構築
広田 光一; 田川 和義
日本VR学会論文誌, 日本VR学会, 18, 2, 171, 180, 2013年06月30日, 査読付
研究論文(学術雑誌), 日本語 - 座面上の触仮現運動が及ぼす視覚誘導性自己運動感覚の速度知覚変化
雨宮智浩; 広田光一; 池井寧
日本VR学会論文誌, 日本VR学会, 18, 2, 121, 130, 2013年06月30日, 査読付, 10.18974/tvrsj.18.2_121, We conducted a user study to clarify whether a tactile flow created by a matrix of vibrators in a seat pan simultaneously presented with an optical flow in peripheral vision enhances the perceived forward velocity of self-motion. A brief tactile motion stimulus consisted of four successive rows of vibration, and the inter-stimulus onset between the tactile rows was varied to change the velocity of the tactile motion. The experimental results show that the forward velocity of self-motion is significantly overestimated for rapid tactile flows and underestimated for slow, compared with only optical flow or non-motion vibrotactile stimulation conditions. Furthermore, we examined a perceptual change in the forward velocity by the tactile flow on the seat pan applied in a car-racing computer game.
研究論文(学術雑誌), 日本語 - 周波数変調弁別と聴覚末梢処理特性との関係: 耳音響放射を用いた検討
大塚翔; 山岸慎平; 広田光一; 古川茂人; 柏野牧夫
研究報告音楽情報科学, 2013-MUS-99, 55, 1, 4, 2013年05月11日
研究論文(研究会,シンポジウム資料等), 日本語 - Auditory Feedback for Object Manipulation
Koichi Hirota; Minato Mizutori; Xiaoshu Zhou
Proc. ASIAGRAPH 2013, 62, 66, 2013年04月24日
研究論文(国際会議プロシーディングス), 英語 - 詳細時間構造の処理能力: 歪成分耳音響放射およびクリック誘発耳音響放射との関連
大塚翔; 山岸慎平; 古川茂人; 広田光一; 柏野牧夫
日本音響学会 2013春季研究発表会講演論文集, 581, 582, 2013年03月13日
研究論文(研究会,シンポジウム資料等), 日本語 - 遠隔コミュニケーションにおける呼吸の伝達効果に関する研究
小池桃太郎; 広田光一
ヒューマンインタフェース学会論文誌, ヒューマンインタフェース学会, 15, 1, 107, 110, 2013年02月, 査読付
研究論文(学術雑誌), 日本語 - Perceived Forward Velocity Increases with Tactile Flow on Seat Pan
Tomohiro Amemiya; Koichi Hirota; Yasushi Ikei
2013 IEEE VIRTUAL REALITY CONFERENCE (VR), IEEE, 141, +, 2013年, 査読付, We conducted a user study to clarify whether a tactile flow created by a matrix of vibrators in a seat pan simultaneously presented with an optical flow in peripheral vision enhances the perceived forward velocity of self-motion. A brief tactile motion stimulus consisted of four successive rows of vibration, and the inter-stimulus onset between the tactile rows was varied to change the velocity of the tactile motion. The experimental results show that the velocity of self-motion is significantly overestimated for rapid tactile flows and underestimated for slow tactile flows, compared with only optical flow or non-motion vibrotactile stimulation conditions.
研究論文(国際会議プロシーディングス), 英語 - Poster: Auditory feedback of contact state during object manipulation
Xiaoshu Zhou; Koichi Hirota
IEEE Symposium on 3D User Interface 2013, 3DUI 2013 - Proceedings, 185, 186, 2013年, 査読付, 10.1109/3DUI.2013.6550240, This paper reports our preliminary investigation of substituting haptic information in object manipulation with sound. A haptic sensation is considered to provide information such as the area of contact on the hand, the intensity of pressure, and the geometric features of the object in the contact area. In our investigation, this information was mapped to the pitch, timbre, volume level, and fluctuations in the pitch. The performance in object recognition and manipulation was evaluated, which showed that the representation of sound facilitated the performance of these tasks in non-visual conditions. © 2013 IEEE.
研究論文(国際会議プロシーディングス), 英語 - Tactile Flow on Seat Pan Modulates Perceived Forward Velocity
Tomohiro Amemiya; Koichi Hirota; Yasushi Ikei
2013 IEEE SYMPOSIUM ON 3D USER INTERFACES (3DUI), IEEE COMPUTER SOC, 71, 77, 2013年, 査読付, We conducted a user study to clarify whether a tactile flow created by a matrix of vibrators in a seat pan simultaneously presented with an optical flow in peripheral vision enhances the perceived forward velocity of self-motion. A brief tactile motion stimulus consisted of four successive rows of vibration, and the inter-stimulus onset between the tactile rows was varied to change the velocity of the tactile motion. The experimental results show that the forward velocity of self-motion is significantly overestimated for rapid tactile flows and underestimated for slow ones, compared with only optical flow or non-motion vibrotactile stimulation conditions. Furthermore, the tactile flow on the seat pan can be applied in a car-racing computer game and provide a perceptual change in forward velocity.
研究論文(国際会議プロシーディングス), 英語 - Generation of Directional Wind by Colliding Airflows
Koichi Hirota; Yoko Ito; Tomohiro Amemiya; Yasushi Ikei
2013 WORLD HAPTICS CONFERENCE (WHC), IEEE, 509, 514, 2013年, 査読付, This paper describes an approach to interpolate the wind direction and velocity using two fans. Firstly, maps of the angle and velocity of the wind in relation to the speeds of the two fans are created. It was found that changes in the speeds of the two fans in the interpolation were not necessarily linear to the directional angles from the fans. Next, in the generation of wind, the speeds of the fans are inversely referenced from the maps using the target direction and velocity. An experiment confirmed that wind can be generated from an intermediate direction between the two fans. Through an evaluation using subjects, it was proven that a change in the direction of the wind could be recognized to some extent, although great differences in accuracy were observed among individuals.
研究論文(国際会議プロシーディングス), 英語 - Tactile apparent motion presented from seat pan facilitates racing experience
Tomohiro Amemiya; Koichi Hirota; Yasushi Ikei
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 8021, 1, 121, 128, 2013年, 査読付, 10.1007/978-3-642-39405-8-15, When moving through the world, humans receive a variety of sensory cues involved in self-motion. In this study, we clarified whether a tactile flow created by a matrix of vibrators in a seat pan simultaneously presented with a car-racing computer game enhances the perceived forward velocity of self-motion. The experimental results show that the forward velocity of self-motion is significantly overestimated for rapid tactile flows and underestimated for slow ones, compared with only optical flow or non-motion vibrotactile stimulation conditions. © 2013 Springer-Verlag Berlin Heidelberg.
研究論文(国際会議プロシーディングス), 英語 - Train ride simulation using assist strap device
Takashi Sasaki; Koichi Hirota; Tomohiro Amemiya; Yasushi Ikei
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 8017, 2, 189, 197, 2013年, 査読付, 10.1007/978-3-642-39215-3_23, This paper describes an approach to implementing a train ride simulation system that is aimed at application to museum exhibits. A novel device was developed that presents the vehicle motion to a user in the standing state through the floor and assist strap. The prototype device has two degrees of freedom that enable horizontal translation of the floor and the strap. Using the device, a control algorithm to represent the lateral acceleration and rolling was investigated. An experiment proved that the change of track curvature presented by the algorithm can be recognized by the subject. © 2013 Springer-Verlag Berlin Heidelberg.
研究論文(国際会議プロシーディングス), 英語 - Presentation of odor in multi-sensory theater
Koichi Hirota; Yoko Ito; Tomohiro Amemiya; Yasushi Ikei
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 8022, 2, 372, 379, 2013年, 査読付, 10.1007/978-3-642-39420-1-39, This paper discusses an approach to implement and evaluate odor display, with the goal of using it in multi-sensory theaters. A display system that mixes odors with an arbitrary ratio was developed, and a sensor system that is capable of measuring the concentration in a relatively short time period using a sample and hold function was devised. Experiments clarified the time delay and attenuation of the concentration in the transmission of an odor from the display to a user, and the feasibility of utilizing a quantitative mixture of odors was confirmed. © 2013 Springer-Verlag Berlin Heidelberg.
研究論文(国際会議プロシーディングス), 英語 - Virtual experience system for a digital Museum
Yasushi Ikei; Koji Abe; Yukinori Masuda; Yujiro Okuya; Tomohiro Amemiya; Koichi Hirota
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 8018, 3, 203, 209, 2013年, 査読付, 10.1007/978-3-642-39226-9_23, This paper describes a virtual experience system that provides to the participant a new experience of a space and travel for a digital museum. The system creates multisensory stimuli to evoke a sensation of a walk in a tourist site. The virtual walk is introduced as a pseudo voluntary reliving of the experience of the precedent walker at the site. © 2013 Springer-Verlag Berlin Heidelberg.
研究論文(国際会議プロシーディングス), 英語 - 仮想物体操作のための聴覚フィードバック
周 小舒; 広田光一
日本VR学会研究報告, No.4, 2012年12月28日
研究論文(研究会,シンポジウム資料等), 日本語 - 複数の送風機による風向提示
広田光一; 伊藤洋子; 池井 寧; 雨宮智浩
日本VR学会研究報告, No.5, 2012年12月28日
研究論文(研究会,シンポジウム資料等), 日本語 - 素早い動作を可能としたVR環境の構築及び検証
水鳥 未那人; 西 晃生; 広田 光一; 池井 寧
日本VR学会論文誌, 日本VR学会, 17, 4, 429, 438, 2012年12月, 査読付, 10.18974/tvrsj.17.4_429, An approach to realize skillful object manipulation in virtual environment was investigated. Environment for virtual juggling was implemented; visual display that has large vertical field of view was implemented using two-screen projection system; models of both hand were updated using glove-type sensors and magnetic trackers; simulation algorithm was tuned to support interaction with fast-moving objects; auditory feedback contact of as an alternative to haptic sensation was also introduced. Experiments to evaluate performance of juggling were carried out. The result suggests that the environment allow for juggling task to an extent. Also, it was proved that auditory feedback of contact is useful in the task.
研究論文(学術雑誌), 日本語 - 「なでる」行為の持つメッセージの触覚的伝達可能性の検討
小池桃太郎; 広田光一
日本VR学会研究報告, HDC9-12, 2012年11月15日
研究論文(研究会,シンポジウム資料等), 日本語 - 中耳・内耳機能と詳細時間構造処理能力との関係
大塚翔; 山岸慎平; 広田光一; 古川茂人; 柏野牧夫
日本音響学会 2013秋季研究発表会講演論文集, 477, 480, 2012年09月19日
研究論文(研究会,シンポジウム資料等), 日本語 - 風の方向提示に関する検討
広田光一; 伊藤洋子; 池井寧; 雨宮智浩
日本VR学会第17回大会予稿集, 日本バーチャルリアリティ学会, 17, 12C-6, 126, 2012年09月12日
研究論文(研究会,シンポジウム資料等), 日本語 - VR環境において巧緻な動作を可能とするプラットフォームの構築
西晃生; 水鳥未那人; 広田光一; 池井寧
日本VR学会第17回大会予稿集, 31B-5, 2012年09月12日
研究論文(研究会,シンポジウム資料等), 日本語 - 超臨場感の探求のための五感追体験メディア
池井寧; 阿部浩二; 広田光一; 雨宮智浩
日本VR学会第17回大会予稿集, 33A-2, 2012年09月12日
研究論文(研究会,シンポジウム資料等), 日本語 - 視触覚間相互作用による移動速度感覚の変化
雨宮智浩; 広田光一; 池井寧
日本VR学会第17回大会予稿集, 33A-3, 2012年09月12日
研究論文(研究会,シンポジウム資料等), 日本語 - つり革型デバイスによる運動感覚の提示
広田光一; 佐々木昂; 雨宮智浩; 池井寧
日本VR学会第17回大会予稿集, 33A-4, 2012年09月12日
研究論文(研究会,シンポジウム資料等), 日本語 - 呼吸を伝達するコミュニケーションの効果と伝達方法の検討
小池桃太郎; 広田光一
日本VR学会第17回大会予稿集, 34E-4, 2012年09月12日
研究論文(研究会,シンポジウム資料等), 日本語 - 聴覚末梢処理特性と時間微細構造処理能力の相関
大塚翔; 山岸慎平; 広田光一; 柏野牧夫
日本聴覚医学会 ERA・OAE 研究会抄録集, 6, 2012年07月08日
研究論文(研究会,シンポジウム資料等), 日本語 - 耳音響放射と時間微細構造処理能力の相関
大塚 翔; 広田 光一; 柏野 牧夫
信学技報, 112, 81, 75, 79, 2012年06月14日
研究論文(研究会,シンポジウム資料等), 日本語 - Switching Torque Converter: Concept and Preliminary Implementation
Koichi HIROTA; Yasushi IKEI
J. System Design and Dynamics, JSME, 6, 4, 386, 400, 2012年06月, 査読付, 10.1299/jsdd.6.386, It is preferable to refrain from switching the torque in mechanical systems because the abrupt change tends to cause vibration and noise. However, such vibration can be beneficial if it is used to store mechanical energy. Moreover, torque switching operations at higher frequencies are becoming possible because of the recent advances in clutch devices. This paper describes a novel torque conversion mechanism based on torque switching operations. The fundamental principle of the mechanism is the reciprocal translation between the work to and from axles and the rotational energy of a flywheel. Clutches are used to intermittently connect or disconnect the axles with the flywheel; the output torque is controlled by changing the time ratio of the connection. By performing switching operations at a higher frequency, almost continuous torque conversion can be realized. A prototype was created using electrorheological fluid clutches, and it showed the potential for torque conversion. The performance of the prototype was also analyzed by numerical simulation; this showed that the prototype worked in accordance with the principle. Moreover, the potential capability of the principle was investigated using a numerical model and the results suggest that by improving the mechanical design, a considerable improvement in performance is possible.
研究論文(学術雑誌), 英語 - TBEOAEの二音抑圧の時間依存性
大塚 翔; 広田 光一; 柏野 牧夫
日本音響学会 聴覚研究会資, 日本音響学会聴覚研究委員会, 42, 3, 269, 273, 2012年05月25日
研究論文(研究会,シンポジウム資料等), 日本語 - 計測にもとづく弾性変形モデルの構築
広田 光一; 田川 和義
日本VR学会研究報告, HDC8-2, 2012年03月13日
研究論文(研究会,シンポジウム資料等), 日本語 - 耳音響放射の入出力関数と時間微細構造処理能力の相関
大塚翔; 広田光一; 柏野牧夫
日本音響学会研究発表会講演論文集, ROMBUNNO.3-10-2, 2012年03月13日
研究論文(研究会,シンポジウム資料等), 日本語 - Acquisition of elastically deformable object model based on measurement
Koichi Hirota; Kazuyoshi Tagawa
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 7282, 1, 205, 217, 2012年, 査読付, 10.1007/978-3-642-31401-8_19, This paper describes an approach to acquiring impulse response deformation model (IRDM) through measurement on a real deformable object. A step-wise input force is applied onto a node by an air jet
the responding deformation is recorded by measuring the node's motion using a stereo camera. In addition, the impulse response is computed from the step response. Measurement of actual object in the shape of dome and rectangular prism was performed. Also, an experiment that evaluates stiffness and temporal deformation of the obtained model was carried out, and similarity of the model to the real object was confirmed. © 2012 Springer-Verlag.
研究論文(国際会議プロシーディングス), 英語 - Shaking a box to estimate the property of content
Yasuhiro Tanaka; Koichi Hirota
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 7282, 1, 564, 576, 2012年, 査読付, 10.1007/978-3-642-31401-8_50, The fact that we can guess the properties of the contents in a box or a bottle by shaking it is interesting. If this experience can be realized virtually, it would be possible to use it as a means to transmit information from a portable information appliance to a user via haptic interaction. This paper describes an approach for implementing such a device
the development of a haptic device and control system as well as the modeling and simulation of a virtual box and its contents are presented in this paper. The prototype system was evaluated, and different model parameters were experimentally tested. © 2012 Springer-Verlag.
研究論文(国際会議プロシーディングス), 英語 - A multisensory VR system exploring the ultra-reality
Yasushi Ikei; Koji Abe; Koichi Hirota; Tomohiro Amemiya
Proceedings of the 2012 18th International Conference on Virtual Systems and Multimedia, VSMM 2012: Virtual Systems in the Information Society, 71, 78, 2012年, 査読付, 10.1109/VSMM.2012.6365909, This paper describes a multisensory interactive virtual reality system built for the exploration of the ultra reality. First we discuss the meaning of the term 'Ultra reality' which was introduced at a government committee then widely accepted in relation to an activity to explore media technology in Japan. The ultra reality is recognized at a cognitive level similarly to the meta reality that is proposed in contrast to the super reality. The meta reality and the super reality were presented as interpretations of ultra reality. We set the hypothesis that the ultra reality has its base on the virtual reality, and it is created as rational and emotional entity built on pieces of rendered reality. The ultra reality is represented in coordinates of two aspects of rationality and emotion when rendering a particular space. Multisensory presentation plays a principal role for the coordinates. To provide a framework for realization of ultra reality, we introduced exhibit prototypes of the multisensory presentation system. The five senses theater system, the FiveStar, produced multisensory stimulations to the participant for the creation of ultra-realistic experiences. The contents of the exhibits were the magic school, the ultra ordinary world, and the virtual trip to the tourist sites. The multisensory display devices that were used to create the contents are described to show contributions and limitations for the ultra reality space. © 2012 IEEE.
研究論文(国際会議プロシーディングス), 英語 - Skillful manipulation of virtual objects: Implementation of juggling in a virtual environment
Minato Mizutori; Koichi Hirota; Yasushi Ikei
Proceedings of the 2012 18th International Conference on Virtual Systems and Multimedia, VSMM 2012: Virtual Systems in the Information Society, 79, 86, 2012年, 査読付, 10.1109/VSMM.2012.6365910, This paper describes our study on skillful object manipulation in virtual environments. The study deals with juggling balls and aims to implement a virtual environment in which juggling operations similar to those in the real world are possible. The juggling task requires precise ball handling and quick hand motion and the virtual environment must respond to the user accurately and quickly. This paper focuses on the implementation of such a virtual environment. A visual display based on immersive projection technology was employed to cover a wide vertical field of view and computation algorithm for interaction was improved to simulate fast motion collision. In addition, auditory feedback was introduced to compensate for the lack of force and tactile sensations. The prototype environment was evaluated through experiments using subjects, and it was proved that users can perform two-ball juggling in the virtual environment, although their performance is poorer than that in the real world, and that auditory contact feedback improves the performance. © 2012 IEEE.
研究論文(国際会議プロシーディングス), 英語 - 五感シアターを使った空気伝達コミュニケョンデバイスの開発
小池桃太郎; 広田光一
日本VR学会研究報告 WUVR, 23, 24, 2011年12月06日
研究論文(研究会,シンポジウム資料等), 日本語 - モーションチェアの挙動と接触面積の変化による圧力感覚提示
雨宮 智浩; 広田 光一; 池井 寧
日本VR学会第16回大会予稿集, 12B-4, 2011年09月20日
研究論文(研究会,シンポジウム資料等), 日本語 - 五感コンテンツ制作環境の評価
海老澤清一郎; 広田光一; 池井 寧; 雨宮智浩
HI学会研究報告集, 13, 4, 27, 30, 2011年06月28日
研究論文(研究会,シンポジウム資料等), 日本語 - 仮想空間におけるスキルフルな物体操作の研究~評価システムの構築及び予備実験
水鳥未那人; 広田光一
HI学会研究報告集, 13, 4, 61, 66, 2011年06月28日
研究論文(研究会,シンポジウム資料等), 日本語 - A theater for viewing and editing multi-sensory content
Koichi Hirota; Seichiro Ebisawa; Tomohiro Amemiya; Yasushi Ikei
Proc. ISVRI 2011, 237, 242, 2011年03月19日, 査読付
研究論文(国際会議プロシーディングス), 英語 - 3 次元空間における皮膚感覚提示の特性評価
西村加南子; 池井寧; 牧野良; 広田光一
日本機械学会論文集(C 編), 日本機械学会, 77, 775, 913, 922, 2011年03月, 査読付, 10.1299/kikaic.77.913, This paper describes a basic research on the method for presenting haptic texture sensation in a three dimensional space. A vibratory pin-array display for tactile stimulation was attached to the Phantom force display to provide surface information of an object in addition to its shape to the user. The haptic presentation of textures on the surface of an icosahedron was evaluated by three-stage discrimination experiments. A basic discrimination of difference between visual and haptic renderings was almost perfectly answered while more intricate textures lowered the correct answer ratio to around seventy percent. The discrimination of stripe, mesh and melon-rind textures was not very easy even with a visual guidance since in part strictly accurate motion of a finger to pick up the salient feature of the textures was not possible. Without visual guidance the haptic exploration produced over fifty percent correct answer to textures with very similar features, while the chance rate was twenty-five percent. These results, although limited, demonstrated that the very small difference in texture features was properly presented to the users. The authors consider that tactile presentation of textures increased the sensation of reality greatly as compared to the force sensation via the stylus of a force display conventionally used in the field.
研究論文(学術雑誌), 日本語 - コンテンツ特性がステレオバランス感覚におよぼす影響についての音量調整行動を指標とする評価
福島亜理子; 仁科エミ; 大橋力; 茅原拓朗; 広田光一; 廣瀬通孝
ヒューマンインタフェース学会論文誌, ヒューマンインタフェース学会, 13, 1, 91, 98, 2011年02月, 査読付
研究論文(学術雑誌), 日本語 - A theater for viewing and editing multi-sensory content
Koichi Hirota; Seichiro Ebisawa; Tomohiro Amemiya; Yasushi Ikei
ISVRI 2011 - IEEE International Symposium on Virtual Reality Innovations 2011, Proceedings, 239, 244, 2011年, 査読付, 10.1109/ISVRI.2011.5759643, This research has been carried out as part of a multi-sensory theater project that aims at establishing technology to integrate a range of sensations such as visual, audio, force, tactile, vestibular, and odor into passive and interactive media content and communications. This paper describes the approaches that are being examined and the current status of the project. As a platform for the experiments, a prototype version of a multi-sensory theater has been implemented. The theater is equipped with devices that present wind and olfactory sensations. The sensation of wind is generated by both computer-controlled fans and air nozzles connected to a source of compressed air, and the olfactory sensation is presented by emitting odorants into the air. To facilitate the creation of content, a framework for editing multi-sensory information was constructed, in which all of the devices were connected to and controlled by a sequencer based on a MIDI interface. © 2011 IEEE.
研究論文(国際会議プロシーディングス), 英語 - FiveStar: Ultra-realistic space experience system
Masahiro Urano; Yasushi Ikei; Koichi Hirota; Tomohiro Amemiya
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 6774, 2, 407, 414, 2011年, 査読付, 10.1007/978-3-642-22024-1_45, This paper describes the development of the FiveStar system that provides five senses stimulations to the participant for the creation of ultra-realistic experiences. We performed an upgraded demonstration of the system to evaluate its individual technologies at Asiagraph 2010 in Tokyo. The content of the exhibit was the encounter with a yokai character that produces effects of extra-ordinary interaction between the participant and the imaginary characters. The experiences of participants were investigated as exploratory effort for the elucidation of this type of ultra-reality created in a fantasy world. © 2011 Springer-Verlag.
研究論文(国際会議プロシーディングス), 英語 - Concave-convex surface perception by visuo-vestibular stimuli for five-senses theater
Tomohiro Amemiya; Koichi Hirota; Yasushi Ikei
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 6773, 1, 225, 233, 2011年, 査読付, 10.1007/978-3-642-22021-0_25, The paper describes a pilot study of perceptual interactions among visual, vestibular, and tactile stimulations for enhancing the sense of presence and naturalness for ultra-realistic sensations. In this study, we focused on understanding the temporally and spatially optimized combination of visuo-tactile-vestibular stimuli that would create concave-convex surface sensations. We developed an experimental system to present synchronized visuo-vestibular stimulation and evaluated the influence of various combinations of visual and vestibular stimuli on the shape perception by body motion. The experimental results urge us to add a tactile sensation to facilitate ultra-realistic communication by changing the contact area between the human body and motion chair. © 2011 Springer-Verlag.
研究論文(国際会議プロシーディングス), 英語 - A system for creating the content for a multi-sensory theater
Koichi Hirota; Seichiro Ebisawa; Tomohiro Amemiya; Yasushi Ikei
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 6774, 2, 151, 157, 2011年, 査読付, 10.1007/978-3-642-22024-1_17, This paper reports on the current progress in a project to develop a multi-sensory theater. The project is focused not only on the development of hardware devices for multi-sensory presentations but also on an investigation into the framework and method of expression for creating the content. Olfactory, wind, and pneumatic devices that present the sensation of odor, wind and gusts, respectively, were developed and integrated into an audio-visual theater environment. All the devices, including the video device, are controlled through a MIDI interface. Also, a framework for creating the multi-sensory content by programming the sequence of device operations was proposed and implemented. © 2011 Springer-Verlag.
研究論文(国際会議プロシーディングス), 英語 - Spatial Voice Menu and Head Gesture Interaction System for a Wearable Computer
Taiki Saito; Yasushi Ikei; Koichi Hirota; Michitaka Hirose
Proc. ICAT 2010, 71, 76, 2010年12月01日, 査読付
研究論文(国際会議プロシーディングス), 英語 - Sound and Vibration Integrated Cues for Presenting a Virtual Motion
Taiki Saito; Yasushi Ikei; Tomohiro Amemiya; Koichi Hirota
Proc. ICAT 2010, 216, 217, 2010年12月01日, 査読付
研究論文(国際会議プロシーディングス), 英語 - エネルギー蓄積型力覚提示機構の基礎的検討
宇佐美貴徳; 広田光一
日本VR学会論文誌, 日本VR学会, 15, 4, 623, 632, 2010年12月, 査読付, 10.18974/tvrsj.15.4_623, This paper presents a concept of energy-accumulative force display. The concept was conceived from the notion that interaction with passive objects does not require power supply hence it is theoretically possible to realize hap tic interaction with passive virtual objects without external power supply. Approaches to implement energy-accumulative system were discussed, and an approach based on torque conversion mechanism was employed. A prototype device was implemented and the simulation that confirmed behavior was done. The simulation and the experiment were compared in the research. As a result, energy accumulation was able to be confirmed on the limited condition. Result of experiment has provided clues to further investigation.
研究論文(学術雑誌), 日本語 - 振ってみるデバイス:対象指向慣性力提示装置の提案と試作
関口裕一郎; 広田光一; 池井寧
日本VR学会論文誌, 日本VR学会, 15, 4, 643, 651, 2010年12月, 査読付, 10.18974/tvrsj.15.4_643, By shaking a box with content, we can approximately estimate characteristic of the content inside through haptic sensation. Our study is focusing on implementation of haptic device that virtually realizes such interaction between human and a box. This paper discusses conceptual ideas of our approach, design of device and its control system, and implementation of a prototype system.
研究論文(学術雑誌), 日本語 - FiveStar: Development of the Five Senses Theater for Ultrareality Multiple-modality Display for Ultra realistic Space Experience
Taira Yoshioka; Kanako Nishimura; Wataru Yamamoto; Taiki Saito; Yasushi Ikei; Koichi Hirota; Tomohiro Amemiya
Proc. ASIAGRAPH 2010, 13, 18, 2010年10月14日, 査読付
研究論文(国際会議プロシーディングス), 英語 - Development of Preliminary System for Presenting Visuo-vestibular Sensations for Five Senses Theater
Tomohiro Amemiya; Koichi Hirota; Yasushi Ikei
Proc. ASIAGRAPH 2010, 19, 23, 2010年10月14日, 査読付
研究論文(国際会議プロシーディングス), 英語 - Olfactory Display for Multi-sensory Theater
Koichi Hirota; Yasushi Ikei; Tomohiro Amemiya
Proc. ASIAGRAPH 2010, 24, 28, 2010年10月14日, 査読付
研究論文(国際会議プロシーディングス), 英語 - FiveStar: Ultra-ordinary experience through five Senses media
Yasushi Ikei; Kanako Nishimura; Taira Yoshioka; Wataru Yamamoto; Taiki Saito; Masahiro Urano; Koichi Hirota; Tomohiro Amemiya
Proc. ASIAGRAPH 2010, 123, 2010年10月14日
研究論文(国際会議プロシーディングス), 英語 - 五感シアターのための嗅覚提示装置の試作
広田光一; 池井寧; 雨宮智浩
日本VR学会第15回大会予稿集, 3C3-3, 2010年09月15日
研究論文(研究会,シンポジウム資料等), 日本語 - 五感シアターにおける 視覚-前庭感覚提示システムの予備検討
雨宮智浩; 広田光一; 池井寧
日本VR学会第15回大会予稿集, 3C3-4, 2010年09月15日
研究論文(研究会,シンポジウム資料等), 日本語 - 五感シアターにおける視覚 —前庭感覚提示システムの開発—
雨宮智浩; 広田光一; 池井寧
日本VR学会研究報告 WUVR, 15, 1, 25, 26, 2010年06月30日
研究論文(研究会,シンポジウム資料等), 日本語 - 五感シアター用嗅覚提示装置のための空気流量制御手法
広田光一; 池井寧; 雨宮智浩
日本VR学会研究報告 WUVR, 15, 1, 27, 30, 2010年06月30日
研究論文(研究会,シンポジウム資料等), 日本語 - CAGRA: Optimal Parameter Setting and Rendering Method for Occlusion-capable Automultiscopic Three-Dimensional Display
Yusuke Doyama; Atsushi Kodama; Tomohiro Tanikawa; Kazuyoshi Tagawa; Koichi Hirota; Michitaka Hirose
IEEE VIRTUAL REALITY 2010, PROCEEDINGS, IEEE COMPUTER SOC, 263, +, 2010年, 査読付, We have developed a novel automultiscopic display, CAGRA (Computer-Aided Graphical Real-world Avatar), which can provide full parallax both horizontally and vertically without imposing any other additional equipment such as goggles on users. CAGRA adopts two axes of rotation so that it can distribute reflected light all around. In our previous work, it was proved that the display can present a black and white image of a 3D object at 1Hz with both horizontal and vertical parallax.
Here, we discuss two important problems that remain unsolved in our previous work: optimal parameter setting and the rendering method. As for finding optimal parameters, the relationship among the rotation speed of two axes and the diffusion angle of the holographic diffuser is discussed. The rendering method was implemented so that accurate view is presented in spite of the unique mechanical structure of CAGRA. Furthermore, the synchronization mechanism between projection of images and rotation of the mirror, which was also a remaining problem, is also implemented. Findings obtained through solving these problems clarify the characteristics of this novel display system, CAGRA, and lead to its further development.
研究論文(国際会議プロシーディングス), 英語 - The orikao method: 3D scene reconstruction from Japanese beauty portraits
Yuka Kubo; Hiroyuki Shindo; Koichi Hirota
ACM SIGGRAPH 2010 Posters, SIGGRAPH '10, 30B, 2010年, 査読付, 10.1145/1836845.1836878, For more than 1,300 years, beauty portraits have continued to be painted in Japan and virtually all have been stylized to a very unrealistic extent. © ACM 2010.
研究論文(国際会議プロシーディングス), 英語 - A data compression method for impulse response deformation model.
Kazuyoshi Tagawa; Koichi Hirota; Michitaka Hirose
World Haptics 2009 - Third Joint EuroHaptics conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, Salt Lake City, UT, USA, 18-20 March 2009, IEEE Computer Society, 428, 433, 2009年, 査読付, 10.1109/WHC.2009.4810859 - CAGRA:Occlusion-capable Automultiscopic 3D Display with Spherical Coverage
Yusuke Doyama; Atsushi Kodama; Tomohiro Tanikawa; Kazuyoshi Tagawa; Koichi Hirota; Michitaka Hirose
Artificial Reality and Telexistence 2008, 36, 42, 2008年12月, 査読付 - 全周多視点ディスプレイの開発 (特集 バーチャルリアリティ研究事例)
広田 光一; 田川 和義; 鈴木 康広
映像情報industrial, 産業開発機構, 40, 6, 51, 55, 2008年06月, 招待
日本語 - Automultiscopic display by revolving flat-panel displays.
Koichi Hirota; Kazuyoshi Tagawa; Yasuhiro Suzuki
IEEE Virtual Reality Conference 2008 (VR 2008), 8-12 March 2008, Reno, Nevada, USA, Proceedings, IEEE Computer Society, 161, 168, 2008年, 査読付, 10.1109/VR.2008.4480768 - Surface Contact Interaction with Dynamically Deformable Object Using Impulse-Based Approach.
Kazuyoshi Tagawa; Koichi Hirota; Michitaka Hirose
Haptics: Perception, Devices and Scenarios, 6th International Conference, EuroHaptics 2008, Madrid, Spain, June 10-13, 2008, Proceedings, Springer, 675, 680, 2008年, 査読付, 10.1007/978-3-540-69057-3_85 - Manipulation of dynamically deformable object.
Kazuyoshi Tagawa; Koichi Hirota; Michitaka Hirose
2008 Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, HAPTICS 2008, Reno, NE, USA, March 13-14, 2008, IEEE Computer Society, 327, 333, 2008年, 査読付, 10.1109/HAPTICS.2008.4479966 - 力覚インタラクションのための動的変形モデル
田川 和義; 広田 光一; 廣瀬 通孝
電子情報通信学会論文誌. D, 情報・システム = The IEICE transactions on information and systems (Japanese edition), 一般社団法人電子情報通信学会, 90, 9, 2615, 2623, 2007年09月, 査読付
日本語 - Menu selection using auditory interface
Koichi Hirota; Yosuke Watanabe; Yasushi Ikei
HUMAN-COMPUTER INTERACTION, PT 3, PROCEEDINGS, SPRINGER-VERLAG BERLIN, 4552, 70, +, 2007年, 査読付, An approach to auditory interaction with wearable computer is investigated. Menu selection and keyboard input interfaces are experimentally implemented by integrating pointing interface using motion sensors with auditory localization system based on HRTF. Performance of users, or the efficiency of interaction, is evaluated through experiments using subjects. The average time for selecting a menu item was approximately 5-9 seconds depending on the geometric configuration of the menu, and average key input performance was approximately 6 seconds per a character. The result did not support our expectation that auditory localization of menu items will be a helpful cue for accurate pointing.
研究論文(国際会議プロシーディングス), 英語 - ウェアラブル指向型頭部ジェスチャ入力インタフェースに関する研究
中尾 勇介; 池井 寧; 広田 光一; 廣瀬 通孝
VR学会論文誌, 特定非営利活動法人 日本バーチャルリアリティ学会, 12, 4, 607, 614, 2007年, 10.18974/tvrsj.12.4_607, This paper describes an input interface for the hands/eyes-free interaction system called vCocktail system that is effective for wearable computers. The vCocktail system presents efficient spatialized voice menus around the user's head, which permits 99.7 percent correct listening to multiplexed voices up to four directions. As an input system to select the voice menu, we propose to use head gestures of two degrees of freedom rotation. Based on the data of subjects' head trajectories, we constructed a robust recognition algorithm. Ninety-eight-percent correct recognition was achieved even under highly noisy body movement by applying our algorithm.
日本語 - A Study on Haptic Interaction and Simulation of Motion and Deformation of Elastic Object.
Kazuyoshi Tagawa; Koichi Hirota; Michitaka Hirose
Human Interface and the Management of Information. Methods, Techniques and Tools in Information Design, Symposium on Human Interface 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007, Proceedings Part I, Springer, 985, 993, 2007年, 査読付, 10.1007/978-3-540-73345-4_111 - バーチャルリアリティを利用したゲノム関連展示と来館者の反応
西村 邦裕; 広田 光一; 廣瀬 通孝
日本ミュージアム・マネージメント学会研究紀要, 日本ミュージアム・マネージメント学会, 10, 43, 52, 2006年03月
日本語 - 没入型多面ディスプレイを利用した遺伝子発現量情報解析作業空間の構築 : 遺伝子選択とグループ分け
西村 邦裕; 石川 俊平; 堤 修一; 油谷 浩幸; 広田 光一; 廣瀬 通孝
VR学会論文誌, 特定非営利活動法人 日本バーチャルリアリティ学会, 11, 1, 161, 170, 2006年, 10.18974/tvrsj.11.1_161, In the field of genome science, researchers analyze gene expression data to clarify gene functions and to find suitable genes for drug development. In the analysis, they cluster genes using gene expression profiles and interpret them biologically using known information. However there are challenges with this approach. They often utilize trial and error method to set the parameters for clustering or extracting genes. At the same time, they have to get related genome information from web sites, thus it is difficult for them to do these tasks concurrently. They have to remember the analysis process and the parameters. In order to address this problem, this paper proposes a visualization method for gene expression analysis. Data from several web sites are integrated into one virtual environment in order to present them as if they were many papers on a desktop. Analysis process and history are displayed to help to remember analysis process. Parameters are also displayed in order to grasp the whole parameters at a glance. This system is implemented in an immersive projection display, CABIN. Based on our evaluation, we observed that by using proposed visualization method, it is easy for genome researchers to understand the analysis process, and they are able to perform the analysis that was not feasible previously.
日本語 - Impulse response deformation model: An approach to haptic interaction with dynamically deformable object
Kazuyoshi Tagawa; Koichi Hirota; Michitaka Hirose
SYMPOSIUM ON HAPTICS INTERFACES FOR VIRTUAL ENVIRONMENT AND TELEOPERATOR SYSTEMS 2006, PROCEEDINGS, IEEE COMPUTER SOC, 209, 215, 2006年, 査読付, An approach to haptic interaction with dynamically deformable object is proposed. In our approach, the behavior of an object is defined by a set of temporal deformation patterns after impulse force is applied to each degree of freedom, which we call impulse response deformation model. Deformation resulting from interaction is obtained by computing convolution of the model and the history of interaction force. The time complexity of computing interaction force is independent of the complexity of the model. This feature is advantageous for time-critical applications. Also, the time complexity of computing object deformation is linearly proportional to the complexity of the model. Through implementation of a prototype environment and evaluation of its performance, feasibility of the proposed approach is demonstrated.
研究論文(国際会議プロシーディングス), 英語 - vCocktail: Multiplexed-voice menu presentation method for wearable computers
Yasushi Ikei; Hitoshi Yamazaki; Koichi Hirota; Michitaka Hirose
IEEE VIRTUAL REALITY 2006, PROCEEDINGS, IEEE, 183, +, 2006年, 査読付, In this paper, we describe a novel voice menu presentation method, the vCocktail, designed for efficient human-computer interaction in wearable computing. This method is devised to reduce the length of the serial presentation of voice menus by introducing spatiotemporal multiplexed voices with enhanced separation cues. Perception error in judging voice direction was measured first to determine appropriate directions in which and interval angles at which menu items were placed allowing the user a clear distinction among the multiple items. Then voice menu items were presented under spatiotemporally multiplexed conditions with several different settings of spatial localization, number of words, and onset interval. The results of the experiments showed that the subjects could hear items very accurately with localization cues and appropriate onset intervals. In addition, the proposed attenuating menu voice and cross-type spatial sequence of presentation increased the correct answer ratio effectively improving distinction between menu items. A correct answer ratio of 99.7% was achieved in the case of four-item multiplexing when an attenuating voice and a 0.2 sec onset interval were used with the cross-type spatial sequence.
研究論文(国際会議プロシーディングス), 英語 - Wearable olfactory display: Using odor in outdoor environment
Tomoya Yamada; Satoshi Yokoyama; Tomohiro Tanikawa; Koichi Hirota; Michitaka Hirose
IEEE VIRTUAL REALITY 2006, PROCEEDINGS, IEEE, 199, +, 2006年, 査読付, Recently, there are various types of display systems that can present aural, visual and haptic information related to the user's position. It is also important to present olfactory information related to the user's position, and we focus on the spatiality of odor, which is one of its characteristics. In this research, we constructed and evaluated a wearable olfactory display to present the spatiality of odor in an outdoor environment. The prototype wearable olfactory display system treats odor in the gaseous state, and the odor air is conveyed to the user's nose through tubes. Using this system, we also present the spatiality of odor by controlling the odor strength according to the positions of the user and the odor source. With this prototype system, the user can specify the position of the odor source in an outdoor environment. To improve this prototype system, we constructed another wearable olfactory display. Because odor is treated in the gaseous state, the first prototype system has some problems such as the large size of the device and unintentional leakage of the odor into the environment. To solve these issues, we developed and evaluated an advanced wearable olfactory display that uses an inkjet head device to treat odor in the liquid state.
研究論文(国際会議プロシーディングス), 英語 - Display composed of water drops for filling space with materialized virtual three-dimensional objects
Shin'ichiro Eitoku; Koichi Hirota; Tomohiro Tanikawa; Toshio Iwai; Yasuhiro Suzuki; Michitaka Hirose
IEEE VIRTUAL REALITY 2006, PROCEEDINGS, IEEE, 159, +, 2006年, 査読付, Recently, the field of media art has become popular. However, most existing media art works are not suitable to exhibit in a public space. To develop technologies that enable media art works to be exhibited in a public space, we pay attention to the "spatial coexistence between the real and the virtual in public spaces"; the audience in a public space can feel as if the virtual space and real space exist together completely. In this paper, we propose a new concept, named the "controllable particle display", which is to display three-dimensional objects by filling space with small particles. On the basis of this concept we developed a prototype system using water drops as particles. In this system, a set of water drops, falling from a tank, are designed to form a plane surface. Patterns of images are projected upward on the falling water drops by a projector under the water drops. Three-dimensional objects can be observed by projecting a set of tomographic images in accordance with the position of the water drops. We also demonstrated the effectiveness of our concept and system.
研究論文(国際会議プロシーディングス), 英語 - Implementation of electromyogram interface in CABIN immersive multiscreen display
Hideaki Touyama; Koichi Hirota; Michitaka Hirose
IEEE VIRTUAL REALITY 2006, PROCEEDINGS, IEEE, 273, +, 2006年, 査読付, The electromyogram (EMG) signal, which is a kind of biomedical information, might be promising as a computer-human interface. The purpose in this paper is to make a brief report on implementation of the EMG interface in CAVE-clone display and propose the advantages of it. In general, it is expected that the environmental electromagnetic noise would disturb the novel EMG signals. We measured the EMG signals and obtained high signal-to-noise ratio in CABIN immersive multiscreen display constructed at the University of Tokyo. The observed signal-to-noise ratio would make EMG signals a reliable input channel with simple signal processing, and real time control of virtual objects was successfully performed. The advantages of the EMG signals will be proposed as a promising human interface in immersive multiscreen environments. The user would control virtual objects reflecting the activations of the user's muscles to realize fine operations. Furthermore, by using this additional biosignal channel, the user might interact with virtual objects without definite motion.
研究論文(国際会議プロシーディングス), 英語 - ウェアラブル指向音声メニュー多重化提示手法 vCocktail に関する研究
池井 寧; 山崎 仁志; 広田 光一; 廣瀬 通孝
ヒューマンインタフェース学会論文誌, ヒュ-マンインタフェ-ス学会, 7, 4, 571, 581, 2005年11月25日
日本語 - 筒型点字入力インタフェースの開発と評価
雨宮 智浩; 広田 光一; 廣瀬 通孝
情報処理学会論文誌, 一般社団法人情報処理学会, 46, 7, 1701, 1710, 2005年07月, 査読付
日本語 - 研究者による博物館展示 : ゲノム関連展示と来場者の反応
西村 邦裕; 広田 光一; 廣瀬 通孝
VR学会論文誌, 特定非営利活動法人 日本バーチャルリアリティ学会, 10, 4, 581, 590, 2005年, 10.18974/tvrsj.10.4_581, The number of science museums that have virtual reality systems is increasing. This paper proposes an exhibition method using immersive projection technology by a researcher in a science museum. The researcher uses virtual reality contents as the exhibition contents and explains the contents to audiences. That is to say, the method enables communication between researchers and audiences. We exhibited contents that are related to genome science three times in the science museum according to our proposal method. We report this exhibitions and results of questionnaires from audiences. This paper also describes about a visualization method of audiences' operation log in a virtual environment. The museum exhibition can get feedback from this visualization results.
日本語 - 「ユビキタスゲーミング」 : 位置駆動型モバイルシステムを利用したミュージアムガイドコンテンツ(「ウェアラブル・ユビキタス技術」特集)
檜山 敦; 山下 淳; 西岡 貞一; 葛岡 英明; 広田 光一; 廣瀬 通孝
日本バーチャルリアリティ学会論文誌, 特定非営利活動法人 日本バーチャルリアリティ学会, 10, 4, 523, 532, 2005年, 10.18974/tvrsj.10.4_523, This paper describes the application of location oriented mobile system in National Science Museum Tokyo. Developed system was introduced as a real world role-playing game. About 20,000 children have experienced our game. In this paper, we describe briefly about system and argue about interaction and evaluation of game-like content for museum guide application by analyzing participants' behavior. We provided two different types of content. First content is a stamp rally type game story, which rule is simple enough to understand even if user experiences our application for the first time. Second content is designed to process a brief comment about an exhibit when user comes close to it just like museum visitor's companion does.
日本語 - 16-8 予測機能を持たせたVR世界の構築(第16部門 映像処理とCG)
幸坂 大輔; 西村 邦裕; 谷川 智洋; 広田 光一; 廣瀬 通孝
映像情報メディア学会年次大会講演予稿集, 一般社団法人映像情報メディア学会, 2005, _16, 8-1_-_16-8-2_, 2005年, 10.11485/iteac.2005.0__16-8-1_, We introduced physics simulation to VR(Virtual Reality) world, and constructed the environment like real world. We displayed both VR world and some seconds' future VR world with another physical simulator for prediction. By the suggestion, we displayed future path of table tennis ball on immersive multi-screen display "CABIN".
日本語 - 13-9 環境型ディスプレイを用いた人の移動に追従する情報提示(第13部門 情報ディスプレイ)
橋本 弘太郎; 豊田 滋典; 谷川 智洋; 広田 光一; 廣瀬 通孝
映像情報メディア学会年次大会講演予稿集, 一般社団法人映像情報メディア学会, 2005, _13, 9-1_-_13-9-2_, 2005年, 10.11485/iteac.2005.0__13-9-1_, We suggest "Environmental Display". The "Environmental Display" is a system which provides territories to display information to each and every one of users. Each territory follows each user, and he/she can always check necessary information. In this thesis, we make prototype system with PCs and projectors, and evaluate following accuracy.
日本語 - Prototype application with electromyogram interface in immersive virtual environment
Hideaki Touyama; Koichi Hirota; Michitaka Hirose
ACM International Conference Proceeding Series, 157, 271, 2005年, 査読付, 10.1145/1152399.1152461, We make a report on implementation of electromyogram (EMG) interface in CAVE-clone immersive multiscreen display and propose the advantages. We measured EMG signals and obtained high signal-to-noise (SN) ratio in CABIN immersive virtual environment at the University of Tokyo. The observed SN ratio could make EMG signals a reliable input channel, and real time control of virtual objects was successfully performed. The additional bio-channel reflects the degree of activation of the user's muscles to realize complex and fine operations even with definite motions.
研究論文(国際会議プロシーディングス), 英語 - Real world video avatar: Real-time and real-size transmission and presentation of human figure
Tomohiro Tanikawa; Yasuhiro Suzuki; Koichi Hirota; Michitaka Hirose
ACM International Conference Proceeding Series, 157, 112, 118, 2005年, 査読付, 10.1145/1152399.1152421, The presentation of a human figure is an important topic of research with respect to the application of virtual reality technology to support communication and collaboration. In this paper, an approach to transmitting and presenting the figure of a person at a remote location in real time, an implementation of a prototype system based on this approach, and the evaluation of the prototype system using the approach are described. In our approach, images of a person are captured from all around using multiple cameras, transmitted through a network, and displayed on a revolving flat panel display that is capable of presenting different images according to the orientation of the viewing position
the revolving display presents each image so that it is visible exclusively at the orientation from which it was taken, and consequently, an image of the person that can be viewed from various directions is realized. Through the implementation of the prototype system and experiments, it was confirmed that the proposed approach is feasible and that the prototype system functions effectively.
研究論文(国際会議プロシーディングス), 英語 - The design and implementation of ubiquitous haptic device
Yuichiro Sekiguchi; Koichi Hirota; Michitaka Hirose
Proceedings - 1st Joint Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems; World Haptics Conference, WHC 2005, Institute of Electrical and Electronics Engineers Inc., 527, 528, 2005年, 査読付, 10.1109/WHC.2005.128, In this paper, we propose a new type of haptic device named "ubiquitous haptic device". In this idea, several devices in ubiquitous environment have a capability of displaying haptic sensation. And user can interact these devices via sensation of touch and force. This is same as handling the ordinary tools with the feedback of haptic sensation. And we construct simple prototype of ubiquitous haptic device, which has the capability of displaying the sensation of something inside the device. We present the way to construct the ubiquitous haptic device.
研究論文(国際会議プロシーディングス), 英語 - K-eXplorer : 携帯電話と組み込み拡張ポートK-stationsによるユビキタス実世界インタフェースの構築(「ウェアラブル・ユビキタス技術」特集)
池井 寧; 江口 裕之; 広田 光一; 廣瀬 通孝
VR学会論文誌, 特定非営利活動法人 日本バーチャルリアリティ学会, 10, 4, 543, 554, 2005年, 10.18974/tvrsj.10.4_543, K-eXplorer is an ubiquitous real-world interface consisting of a K-tai (smart phone) and K-stations that operate between people and objects. By using K-eXplorer the user is able to access, link and manage information of real-world objects tagged with an RFID tag/QR Code, stored in a remote database through a K-tai and several K-stations installed in commodities in the workspace. K-stations have multiple I/O ports that input data from a K-tai, real-world objects, the server and the user to transfer it to the other. We have developed a prototype system of the K-eXplorer which implements three K-stations (a tray type, a desk light type and a bag type) that the user is able to refer and link to the objects with. The usability of K-stations is evaluated and the result indicated the favorable potential of the system.
日本語 - OBOE: Oboe-like Braille interface for outdoor environment
T Amemiya; K Hirota; M Hirose
COMPUTERS HELPING PEOPLE WITH SPECIAL NEEDS: PROCEEDINGS, SPRINGER-VERLAG BERLIN, 3118, 498, 505, 2004年, 査読付, In this paper, we propose a wearable interface for textual input designed on the basis of the Braille input method. The device, named OBOE, is shaped like an oboe, which is good for outdoor use, since it can be used while walking. The results of an experiment of learning effect revealed that users who had no experience of Braille input could type Japanese phrases at 35.4 Braille codes per minute, and those who had experience at 112.4 Braille codes per minute. Thus, beginners can master the proposed device and experts can input text very fast using OBOE.
研究論文(学術雑誌), 英語 - Linear actuator for high-resolution tactile display
M. Nakashige; K. Hirota; M. Hirose
Proceedings - IEEE International Workshop on Robot and Human Interactive Communication, 587, 590, 2004年, Braille displays have been used for a while to present symbolic information to blind persons' fingertips. However, these displays could not convey schematic information such as figures. For the presentation of schematic information, we need to develop a tactile display that consists of a pin array of higher resolution. To attain higher resolution we propose a novel actuation mechanism using metal with a low melting point. The low melting point metal is used to fix each pin; usually, the pin is clutched because the metal is solid, once a heater melts the metal, the pin is released and pushed up or down using compressed air. We implemented prototype display devices that have 10x10 pin array, with a pin interval of 2mm and a pin diameter of 0.5mm, actuated by the proposed mechanism, to evaluate the characteristics of the devices. © 2004 IEEE.
研究論文(国際会議プロシーディングス) - Virtual leading blocks for the deaf-blind: A real-time way-finder by verbal-nonverbal hybrid interface and high-density RFID tag space
Tomohiro Amemiya; Jun Yamashita; Koichi Hirota; Michitaka Hirose
Proceedings - Virtual Reality Annual International Symposium, 165, 172, 2004年, 査読付, 10.1109/VR.2004.1310070, In this paper, we discuss application possibilities of augmented reality technologies in the field of mobility support for the Deaf-Blind. We propose the navigation system called Virtual Leading Blocks for the Deaf-Blind, which consists of a wearable interface for Finger-Braille, one of the commonly used communication methods among Deaf-Blind people in Japan, and a ubiquitous environment for barrier-free application, which consists of floor-embedded active radio-frequency identification (RFID) tags. The wearable Finger-Braille interface using two Linux-based wristwatch computers has been developed as a hybrid interface of verbal and nonverbal communication in order to inform users of their direction and position through the tactile sensation. We propose the metaphor of "watermelon splitting" for navigation by this system and verify the feasibility of the proposed system through experiments.
研究論文(国際会議プロシーディングス), 英語 - 高密度点刺激型触覚ディスプレイ(<特集>五感情報インタフェース)
中茂 睦裕; 広田 光一; 廣瀬 通孝
日本バーチャルリアリティ学会論文誌, 特定非営利活動法人 日本バーチャルリアリティ学会, 9, 3, 275, 282, 2004年, 10.18974/tvrsj.9.3_275, Braille displays have been used to present symbolic information to blind person's finger tips. However, these displays could not convey schematic information such as figures. For the presentation of schematic information, we need to develop tactile display that consists of pin array of higher resolution. To attain higher resolution we propose a novel actuation mechanism using low melting point metal. The low melting point metal is used to fix each pin; usually, the pin is clutched because the metal is solid, once the metal is melted by a heater, the pin is released and pushed up or down using compressed air. We implemented prototype display devices that has 10x10 pin array, whose interval is 2mm and pin diameter is 0.5mm, actuated by the proposed mechanism, and evaluated the characteristics of the devices.
日本語 - 携帯電話とウェアラブルによる実世界記録メディア情報の管理システムの試作
池井 寧; 田中 秀明; 廣瀬 洋二; 広田 光一; 廣瀬 通孝
ヒューマンインタフェース学会論文誌, ヒュ-マンインタフェ-ス学会, 5, 2, 303, 311, 2003年05月26日
日本語 - Expression imbalance map: a new visualization method for detection of mRNA expression imbalance regions.
Makoto Kano; Kunihiro Nishimura; Shumpei Ishikawa; Shuichi Tsutsumi; Koichi Hirota; Michitaka Hirose; Hiroyuki Aburatani
Physiological genomics, 13, 1, 31, 46, 2003年03月18日, 国際誌, We describe the development of a new visualization method, called the expression imbalance map (EIM), for detecting mRNA expression imbalance regions, reflecting genomic losses and gains at a much higher resolution than conventional technologies such as comparative genomic hybridization (CGH). Simple spatial mapping of the microarray expression profiles on chromosomal location provides little information about genomic structure, because mRNA expression levels do not completely reflect genomic copy number and some microarray probes would be of low quality. The EIM, which does not employ arbitrary selection of thresholds in conjunction with hypergeometric distribution-based algorithm, has a high tolerance of these complex factors. The EIM could detect regionally underexpressed or overexpressed genes (called, here, an expression imbalance region) in lung cancer specimens from their gene expression data of oligonucleotide microarray. Many known as well as potential loci with frequent genomic losses or gains were detected as expression imbalance regions by the EIM. Therefore, the EIM should provide the user with further insight into genomic structure through mRNA expression.
研究論文(学術雑誌), 英語 - Cluster overlap distribution map: Visualization for gene expression analysis using immersive projection technology
M Kano; K Nishimura; S Tsutsumi; H Aburatani; K Hirota; M Hirose
PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS, M I T PRESS, 12, 1, 96, 109, 2003年02月, 査読付, In this paper, we discuss possible applications of virtual reality technologies, such as immersive projection technology (IPT), in the field of genome science, and propose cluster-oriented visualization that attaches importance to data separation of large gene data sets with multiple variables. Based on these strategies, we developed the cluster overlap distribution map (CDCM), which is a visualization methodology using IPT for pairwise comparison between cluster sets generated from different gene expression data sets. This methodology effectively provides the user with indications of gene clusters that are worth a close examination. In addition, by using the plate window manager system, which enables the user to manipulate existing 2D GUI applications in the virtual 3D space, we developed the virtual environment for the comprehensive analysis from providing the indications to further examination by referring to the database on Web sites. Our system was applied in the comparison between the gene expression data sets of hepatocellular carcinomas and hepato-blastomas, and the effectiveness of the system was confirmed.
研究論文(学術雑誌), 英語 - ウェアラブルのための聴覚定位によるインタラクション手法
広田 光一; 廣瀬 通孝
情報処理学会論文誌, 一般社団法人情報処理学会, 44, 1, 156, 165, 2003年01月15日, 計算機などの情報機器を身につけて利用するウェアラブルの考え方が注目されるようになってきた.ウェアラブルによる情報提示では,従来の情報機器と異なり,ながら作業やハンズフリーな状態での使用などの可能性が指摘されている.聴覚情報はヘッドホンのような日常的でウェアラブルな装備により提示が可能であることから,ウェアラブルのためのインタフェースとしての活用が期待されている.このような背景をふまえて,筆者らは聴覚定位を利用したウェアラブルとユーザとのインタラクション手法を提案する.具体的には,従来のGUIで用いられてきた視覚的なメニューやアイコンとポインタによる処理や対象の選択と同様の操作を,空間定位をともなう聴覚提示によって実現することを検討している.本論文では,このようなインタラクションの基本となる聴覚的アイコンおよびポインタによるポインティング操作について,被験者を用いた評価実験を通して,精度と時間に関する特性を明らかにしている.具体的には,頭部伝達関数を利用して聴覚情報の方向定位を行うデバイス,頭部および手先の姿勢を計測するセンサ,これらを統括するノートPCより構成されるシステムを用いてウェアラブルな聴覚提示を実現し,これを用いて,定位方向の認識誤差,ポインティング時間,ポインティングにおけるノイズの影響などを定量的に評価している.また,これらの実験を通して,聴覚によるポインティングの実現可能性を確認している.It is a merit of using wearable systems that we can use computerswhile doing other tasks. Even before the emergence of wearablecomputers, we were using auditory devices such as head phone stereosin a wearable style. The audio is hence thought to be a media that ismost suitable for wearable interactions. We propose an interactionmethod between the user and the wearable systems based on the auditorylocalization. The concept of the method is based on the notion tointroduce the selection mechanism of visual GUI into auditoryinteraction. In our approach, users interact with auditory icons usingauditory pointers to select functions and objects.In this paper, we report the experiments on the efficiency and theaccuracy of auditory pointing. We used a wearable auditory system,which consists of an auditory localization device based on HRTF,motion sensors to measure the angular posture of the head and thepointing device, and a notebook PC to control these device andsensors. We quantitatively evaluated the accuracy in the recognitionof sound orientation, the time required for pointing the target icon,and the effect of noise during the pointing operation. Through theseexperiments, we confirmed the feasibility of the interaction methodbased on the auditory localization.
日本語 - マルチメディアバーチャルラボラトリ(<特集>ネットワークとVR)
広田 光一; 廣瀬 通孝
VR学会論文誌, 特定非営利活動法人 日本バーチャルリアリティ学会, 8, 1, 47, 56, 2003年, 10.18974/tvrsj.8.1_47, As broadband network spreads, it is becoming a topic of interest to implement novel communication framework that will provide more convenience than the communication through telephone and TV conferencing. Such broadband networks is advantageous to previous services in that they provide means to transmit additional information to video and audio. On the other hand, because of recent advancements of VR technologies, such as the immersive projection technology that realize high quality visual presentation, it is becoming more realistic to use the technologies for the purpose of communication. In this paper, we discuss how we will be able to support research communications using the technologies of network and VR; based on the survey of previous works on communication and networked VR, we describe our idea for the implementation of research communication environment; also will introduce the activities of Multimedia Virtual Laboratory Project that is carrying out empirical studies on supporting research communications.
日本語 - Dexterous object manipulation based on collision response
Koichi Hirota; Michitaka Hirose
Proceedings - Virtual Reality Annual International Symposium, 232, 239, 2003年, 査読付, 10.1109/VR.2003.1191144, We propose an approach to object manipulation. In the approach, the user's hand or fingers are represented by a set of interface points, the interaction force on each interface point is computed by the collision response computation algorithm, and the motion of the object is simulated based on the interaction force. We employed a fast collision response computation method to accommodate a large number of interaction points. Also, we devised a method for stable computation of object motion. We carried out experiments on interaction with models of varying complexity and demonstrated the feasibility of our approach for dexterous manipulations.
研究論文(国際会議プロシーディングス), 英語 - 1P1-2F-F3 高密度点刺激型触覚ディスプレイの開発
中茂 睦裕; 広田 光一; 廣瀬 通孝
ロボティクス・メカトロニクス講演会講演概要集, 一般社団法人 日本機械学会, 2003, 0, 50, 50, 2003年, 査読付, 10.1299/jsmermd.2003.50_3, 点字ディスプレイに代表される平面点刺激型触覚ディスプレイにおいて, 効率的に複雑な表示の実現を目的とする。そのための高密度な刺激生成のために新たなアクチュエーションメカニズムを提案し, 装置を開発する。
日本語 - 染色体異常領域発見のための遺伝子発現情報の可視化
西村 邦裕; 加納 真; 堤 修一; 油谷 浩幸; 広田 光一; 廣瀬 通孝
可視化情報学会誌 = Journal of the Visualization Society of Japan, 可視化情報学会, 22, Suppl.1, 115, 118, 2002年07月01日, 10.3154/jvs.22.1Supplement_115
日本語 - ボリュームデータ可触化のためのモデル生成手法
広田 光一; 廣瀬 通孝
VR学会論文誌, 特定非営利活動法人 日本バーチャルリアリティ学会, 7, 3, 375, 383, 2002年, 10.18974/tvrsj.7.3_375, In this paper, we describe an approach to generating the tetrahedral mesh model from the CT data for the purpose of haptic representation of the volume data by the spatial constraint based haptic rendering algorithm. In the approach we propose the idea of adaptive mesh generation to reduce the memory space consumption. Also, we introduced the idea of conditional node merging to obtain the model that is topologically more suitable for the haptic rendering. We quantitatively evaluated the performance of our approach; the adaptive mesh generation method reduced the memory consumption of the process to 1/2-1/9, and the conditional node merging had considerable merit in deducing the run-time computation time of the haptic rendering.
日本語 - HapticGEAR: The Development of a Wearable Force Display System for Immersive Projection Displays.
Michitaka Hirose; Koichi Hirota; Tetsuro Ogi; Hiroaki Yano; Naoyuki Kakehi; Makoto Saito; Mutsuhiro Nakashige
Proceedings - Virtual Reality Annual International Symposium, IEEE Computer Society, 123, 130, 2001年, 10.1109/VR.2001.913778, This paper describes the design and implementation of an artificial force display for immersive projection displays (IPD) such as CAVE or CABIN. In order to give the user maximum freedom of motion in the large virtual space generated by an IPD, it is necessary to use a portable force display that is self-contained on the user's body. Therefore, we developed a wearable force display called HapticGEAR. It is a backpack-type device that transmits applied forces to the wearer by using a wire-tension mechanism. The device is designed such that it minimizes fatigue for the wearer, and does not interrupt the user's motion and view. Also, we integrated the device into CABIN and evaluated the accuracy it achieved in tracing objects and the displayed haptic sensation experimentally.
研究論文(国際会議プロシーディングス) - 3207 HapticWorkBench を使用した力覚提示下での VR 作業環境構築
中茂 睦裕; 齊藤 允; 広田 光一; 廣瀬 通孝
設計工学・システム部門講演会講演論文集, 一般社団法人 日本機械学会, 2001, 0, 323, 324, 2001年, 査読付, 10.1299/jsmedsd.2001.10.323, In this paper, the development of a VR system called HapticWorkBench and the evaluation of the system usability are reported. The HapticWorkBench consists of a wide-screen stereoscopic visual display based on Immersive Projection Technology and a force display. We employed a wearable force feedback device called HapticGEAR to provide a wide working area to the user. We performed an experiment to simulate is simple assembling task where the sensation of touch on objects, the collision between parts, and the weight of holding components are fed back to the user through the force display. In conclusion, we proved the force sensation provides the efficiency of the task.
日本語 - Implementation of partial surface display
Koichi Hirota; Michitaka Hirose
Presence: Teleoperators and Virtual Environments, MIT Press Journals, 7, 6, 638, 649, 1998年, 査読付, 10.1162/105474698565974, The sensations of touch and force have come to be recognized as essential factors in virtual reality, and many efforts have been made to develop display devices that reproduce these sensations. Such devices are divided into two categories: wearing and nonwearing. In this paper, a method is proposed for representing virtual objects of arbitrary shapes using a nonwearing device. Based on this method, a device was fabricated to describe our approach. Our prototype device was designed to approximately represent part of the surface of a virtual object as a tangential surface (i.e., partial surface) to the user's fingertip. The device was implemented as a mechanism with five degrees of freedom that are commonly used to measure the fingertip position and to present the partial surface to the fingertip. The mechanism was controlled through two calculation loops: a model loop that gives a tangential surface from the fingertip position and the shape of objects, and a servo loop that manages the mechanism to represent the given tangential surface by the partial surface. Also, a stereoscopic, head-tracking visual system was implemented to realize the combined presentation of visual information and the partial surface. As an example of the applications of the environment, a task of writing characters was simulated. From the observation of the performance of the task, the presentation of the partial surface was proved to have an effect on decreasing blur and dragging in written characters.
研究論文(学術雑誌), 英語 - 触覚用共通ソフトウェア(HIP)の開発
廣瀬通孝; 岩田洋夫; 池井寧; 小木哲朗; 広田光一; 矢野博明; 筧直之
日本バーチャルリアリティ学会論文誌, 3, 3, 111-119, 1998年01月, 査読付
研究論文(学術雑誌), 日本語 - Application of Surface Display into Shape Forming Task.
Koichi Hirota; Jun Saito; Michitaka Hirose
JRM, 9, 3, 185, 192, 1997年, 査読付, 10.20965/jrm.1997.p0185 - 面提示型触覚デバイスによる形状生成作業の支援
広田 光一; 斉藤 淳; 広瀬 通孝
日本機械学会論文集. C編, 一般社団法人日本機械学会, 61, 586, 2434, 2439, 1995年06月25日, 10.1299/kikaic.61.2434, The sensation of touch and force is generated or conducted through the phenomenon of contact. This fact make us aware of a new force feedback method, which was named the concept of Surface Display. In this concept, we are remarking not on the force between the user and the object but on the surface and existence of the object. The force feedback device based on this concept presents the surface of an object, the user interact with the surface. Force is caused only as a result and it is measured by the device for the simulation of the behavior of the object. In this paper, the application of this device into a shape forming task is discussed. We have developed a kind of the virtual clay modeling environment, in which the shape of the surface can be changed by pushing directly on the surface. Sensation of making contact with the surface and the sensation of force caused by the elasticity of the clay is fedback by using the device. From an experiment in the environment, the importance and effectiveness of force feedback was made clear.
日本語 - Surface display: presentation of curved surface in virtual reality environment
Koichi Hirota; Michitaka Hirose
Advances in Human Factors/Ergonomics, 20, C, 461, 465, 1995年, 査読付, 10.1016/S0921-2647(06)80075-4, The force feedback can be thought to be an interface through the phenomenon of contact. We have remarked on the cross sections in the interface and trited to classify the methodologies to realize force feedback from the difference in the cross section . Based on this discussion, the concept of Surface Display was submitted and technical issues in the implementation of the concept was pointed out. A prototype device to make clear the concept was created and our solutions against these technical issues in the device was stated. © 1995 Elsevier B.V. All rights reserved.
研究論文(学術雑誌), 英語 - 人工現実感技術を利用した視覚的臨場感生成の研究
廣瀬 通孝; 広田 光一; 木島 竜吾; 菅野 政明; 早川 和弘; 横山 賢介
第7回ヒューマン・インタフェースシンポジウム論文集, 計測自動制御学会, 1991, 675, 682, 1991年01月31日
MISC
- 敵対的学習を用いた触覚提示向け振動の自動生成
宇治土公 雄介; 伴 祐樹; 広田 光一
本研究では木や金属などの素材の属性や素材画像を入力として,触覚提示用の振動を出力する生成モデルを構築した.実験により,本モデルを用いて生成した振動と実際の素材表面から記録した振動とを区別できないこと,および生成振動は実際の振動と同程度の現実感を感じさせられることを示した.さらに予備的な実験により,学習に用いていない素材画像を入力した際にも,適切な振動を生成できる見込みを得た.提示したい表面特性を持つ素材が触感設計者の手元に存在しない場合にも,本モデルを活用することで触覚提示用振動の収集が可能となるため,振動設計の生産性向上を見込める., 2020年02月26日, 情報処理学会論文誌コンシューマ・デバイス&システム(CDS), 10, 1, 1, 14, 日本語, 2186-5728, 170000181741, AA12628043 - ペン先の視覚的移動量制御による粗さ知覚の変化
田中徳彦; 宇治土公雄介; 櫻井翔; 野嶋琢也; 広田光一
2020年, 日本バーチャルリアリティ学会大会論文集(CD-ROM), 25th, 1349-5062, 202102232091203817 - 敵対的学習を用いた触覚提示向け振動の自動生成
宇治土公雄介; 宇治土公雄介; 伴祐樹; 広田光一
2019年, 情報処理学会研究報告(Web), 2019, CDS-25, 201902258656082348 - VR手による触覚と操作のシミュレーション
広田 光一
日本シミュレーション学会, 2018年03月, シミュレーション, 37, 1, 27, 32, 日本語, 査読付, 記事・総説・解説・論説等(学術雑誌) - pompomモデルに基づく粒子ベースシミュレーション
山内博貴; 田川和義; 広田光一; 田中弘美
2017年, 日本バーチャルリアリティ学会大会論文集(CD-ROM), 22nd, 1349-5062, 201902230314156890 - 背景移動量操作を利用した視触覚間相互作用生起によるタッチパネルでの擬似触力覚提示
宇治土公雄介; 鳴海拓志; 伴祐樹; 伴祐樹; 谷川智洋; 広田光一; 廣瀬通孝
2017年, 日本バーチャルリアリティ学会論文誌(Web), 22, 3, 2423-9593, 201702285182593882 - KKse : 包丁調理における児童の安全教育システム (データ工学)
齊藤 志保; 野嶋 琢也; 広田 光一; 櫻井 翔
電子情報通信学会, 2016年12月01日, 電子情報通信学会技術研究報告 = IEICE technical report : 信学技報, 116, 340, 39, 44, 日本語, 0913-5685, 40021060749, AN10012921 - 磁気的干渉が少ない多指力覚提示装置に関する研究 (知覚情報研究会・手,力触覚の計算,一般)
内山 貴雄; 赤羽 克仁; 佐藤 誠; 広田 光一
電気学会, 2016年03月18日, 電気学会研究会資料. PI = The papers of Technical Meeting on "Perception Information", IEE Japan,, 2016, 28, 33, 38, 日本語, 40020804338, AA12601138 - タッチパネルでの背景移動量操作による擬似触力覚において手が見えることの効果の検証
鳴海拓志; 宇治土公雄介; 伴祐樹; 谷川智洋; 広田光一; 廣瀬通孝
2016年, 日本バーチャルリアリティ学会大会論文集(CD-ROM), 21st, 1349-5062, 201602247146898744 - 知覚される自己身体サイズの改変が可能な歩行感覚生成装置
濱田健夫; 吉保克哉; 近藤亮太; 池井寧; 広田光一; 雨宮智浩; 北崎充晃
2016年, 日本バーチャルリアリティ学会大会論文集(CD-ROM), 21st, ROMBUNNO.34F‐01, 日本語, 1349-5062, 201602237105515780 - 耳音響放射と時間微細構造処理能力の相関
大塚 翔; 広田 光一; 柏野 牧夫
日本音響学会聴覚研究委員会, 2012年06月14日, 聴覚研究会資料, 42, 4, 405, 409, 日本語, 1346-1109, 40019377679 - 五感コンテンツ制作におけるフレームワークの提案
海老澤 清一郎; 広田 光一; 雨宮 智浩; 池井 寧
この論文では五感シアター開発プロジェクトの進捗状況を報告する。このプロジェクトはハードウェアの開発だけでなく、コンテンツ製作時の表現方法やフレームワークの評価も念頭に置き進められている。におい・風・突風をそれぞれ提示するための嗅覚デバイス・風覚デバイス・圧縮空気デバイスを開発し、視聴覚シアターの視聴環境との統合を行った。動画デバイスを含むすべてのデバイスはMIDIインターフェースを通して制御を行った。また五感シアターのコンテンツ制作のフレームワークはシーケンサに各デバイスの動作情報を打ち込むという方法を提案し、実行した。, 一般社団法人電子情報通信学会, 2011年06月21日, 電子情報通信学会技術研究報告. MVE, マルチメディア・仮想環境基礎, 111, 101, 27, 30, 日本語, 2185-9329, 110008746557, AN10476092 - 仮想空間におけるスキルフルな物体操作の研究 : 評価システムの構築及び予備実験
水鳥 未那人; 広田 光一
実空間での操作は,操作そのものを特別に意識することなく"スキルフル"に行われる.実空間におけるスキルフルな操作を仮想空間においても実現することを目指して,スキルフルな操作を妨げる要因の究明及びその解決法を明らかにするためのシステムを構築した.このシステムは仮想空間において,球の投げ上げから捕球までの一連の動作を実空間と同様に行うことを目標としている.構築したシステムを用いて予備実験を行った.実際に球を操作する事で,物体の投げ上げから捕球までを行える事を確認した., 一般社団法人電子情報通信学会, 2011年06月21日, 電子情報通信学会技術研究報告. MVE, マルチメディア・仮想環境基礎, 111, 101, 61, 65, 日本語, 2185-9329, 110008746563, AN10476092 - 五感コンテンツ制作におけるフレームワークの提案 (ヒューマンインフォーメーション)
海老澤 清一郎; 広田 光一; 雨宮 智浩
映像情報メディア学会, 2011年06月, 映像情報メディア学会技術報告, 35, 25, 27, 30, 日本語, 1342-6893, 40018924350, AN1059086X - 仮想空間におけるスキルフルな物体操作の研究--評価システムの構築及び予備実験 (ヒューマンインフォーメーション)
水鳥 未那人; 広田 光一
映像情報メディア学会, 2011年06月, 映像情報メディア学会技術報告, 35, 25, 61, 65, 日本語, 1342-6893, 40018924356, AN1059086X - インパルス応答変形モデルのための柔らかさ情報の圧縮手法の検討 (マルチメディア・仮想環境基礎)
田川 和義; 広田 光一; 廣瀬 通孝
In this paper, an elasticity information compression method for impulse response deformation model is discussed. In our past paper, we proposed an approach to haptic interaction with dynamically deformable object. In the approach, the behavior of an object is defined by a set of temporal deformation patterns after impulse force is applied to each degree of freedom, which we call impulse response deformation model. The time complexity of computing interaction force is independent of the complexity of the model, however, vast memory is required to store variety of impulse responses. To solve this problem, we discuss about compression method of the impulse renponses., 一般社団法人電子情報通信学会, 2008年06月02日, 電子情報通信学会技術研究報告, 108, 77, 63, 66, 日本語, 0913-5685, 110006951683, AN10476092 - 任意方向から視認可能な全天周多視点ディスプレイに関する研究
土山 裕介; 谷川 智洋; 田川 和義; 広田 光一; 廣瀬 通孝
Volumetric 3D displays are able to provide spherical coverage but unable to present occlusion. On the other hand, automultiscopic 3D displays are able to present occlusion but unable to provide spherical coverage. Therefore, we developed the omni-directional automultiscopic display, which can provide both spherical coverage and occlusion. The display consists of two parts: a mirror covered with holographic diffuser rotating around two axes and a modified high-speed DMD projector. This paper describes theory and implementation of the novel display, mainly focusing on its hardware structure., 一般社団法人映像情報メディア学会, 2008年06月02日, 映像情報メディア学会技術報告, 32, 22, 13, 18, 日本語, 1342-6893, 110007385293, AN1059086X - 任意方向から視認可能な全天周多視点ディスプレイに関する研究
土山 裕介; 谷川 智洋; 田川 和義; 広田 光一; 廣瀬 通孝
ヒュ-マンインタフェ-ス学会, 2008年06月02日, ヒューマンインタフェース学会研究報告集 : human interface, 10, 2, 13, 18, 1344-7270, 10021104336 - 任意方向から視認可能な全天周多視点ディスプレイに関する研究(人工現実感及び一般)
土山裕介; 谷川智洋; 田川和義; 広田光一; 廣瀬通孝
Volumetric 3D displays are able to provide spherical coverage but unable to present occlusion. On the other hand, automultiscopic 3D displays are able to present occlusion but unable to provide spherical coverage. Therefore, we developed the omni-directional automultiscopic display, which can provide both spherical coverage and occlusion. The display consists of two parts: a mirror covered with holographic diffuser rotating around two axes and a modified high-speed DMD projector. This paper describes theory and implementation of the novel display, mainly focusing on its hardware structure., 社団法人電子情報通信学会, 2008年05月26日, 電子情報通信学会技術研究報告. MVE, マルチメディア・仮想環境基礎, 108, 77, 13, 18, 0913-5685, 110006951674 - インパルス応答変形モデルのための柔らかさ情報の圧縮手法の検討
田川和義; 広田光一; 廣瀬通孝
2008年, ヒューマンインタフェース学会研究報告集, 10, 2, 1344-7270, 200902246972903931 - インパルス応答変形モデルのための柔らかさ情報の圧縮手法の検討~圧縮率の向上
田川和義; 広田光一; 廣瀬通孝
2008年, 日本バーチャルリアリティ学会大会論文集(CD-ROM), 13th, 1349-5062, 200902231595957838 - 水滴を利用したVRオブジェクトを表示するディスプレイに関する研究
永徳 真一郎; 谷川 智洋; 鈴木 康広; 広田 光一; 岩井 俊雄; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2007年09月30日, 日本バーチャルリアリティ学会論文誌 = Transactions of the Virtual Reality Society of Japan, 12, 3, 425, 436, 10.18974/tvrsj.12.3_425, 1344-011X, 10019957703 - 回転型多視点ディスプレイの実装
広田光一; 田川和義; 田川和義; 鈴木康広
2007年, 日本バーチャルリアリティ学会大会論文集(CD-ROM), 12th, 1349-5062, 200902212454654225 - 柔軟物体との力覚インタラクションにおける物体運動の考慮方法の検討
田川和義; 広田光一; 廣瀬通孝
2007年, ヒューマンインタフェースシンポジウム論文集(CD-ROM), 2007, 1345-0794, 200902267978667420 - 動的な変形と運動を伴う柔軟物体の力覚表現-トルクの考慮
山崎貴史; 田川和義; 広田光一; 廣瀬通孝
2007年, 日本バーチャルリアリティ学会大会論文集(CD-ROM), 12th, 1349-5062, 200902298475183089 - ゲノムコピー数解析のためのインタラクティブ可視化環境の考察
西村 邦裕; 谷川 智洋; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2007年, 日本バーチャルリアリティ学会論文誌 = Transactions of the Virtual Reality Society of Japan, 12, 4, 497, 508, 10.18974/tvrsj.12.4_497, 1344-011X, 10020130141 - 3次元聴覚提示によるメニュー選択インタフェース : 方向定位を利用した聴覚同時提示の検討
渡邉 洋介; 広田 光一; 池井 寧
ヒュ-マンインタフェ-ス学会, 2006年11月21日, ヒューマンインタフェース学会研究報告集 : human interface, 8, 4, 15, 18, 日本語, 1344-7270, 10018633582, AA11324462 - 分散型物理シミュレータを用いたVR空間の構築 : 処理および通信パイプラインの改良
幸坂 大輔; 西村 邦裕; 谷川 智洋; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2006年09月30日, 日本バーチャルリアリティ学会論文誌 = Transactions of the Virtual Reality Society of Japan, 11, 3, 421, 431, 10.18974/tvrsj.11.3_421, 1344-011X, 10018251090 - 動的な変形と運動を伴う柔軟物体の力覚表現
田川和義; 広田光一; 廣瀬通孝
2006年, 日本機械学会設計工学・システム部門講演会講演論文集, 16th, 1348-0286, 200902236730535886 - 実物体の挙動計測による柔らかさ情報獲得の検討
鄭学; 田川和義; 広田光一
2006年, 日本バーチャルリアリティ学会大会論文集(CD-ROM), 11th, 1349-5062, 200902299869833930 - ユビキタス環境におけるモバイル端末と環境端末による情報提示に関する検討
西村 勇一; 檜山 敦; 谷川 智洋; 広田 光一; 廣瀬 通孝
2005年12月, ヒューマンインタフェース学会研究報告集 : human interface, 7, 4, 17, 18, 1344-7270, 10016895253 - 直噴式ウェアラブル嗅覚ディスプレイの開発
山田 智也; 谷川 智洋; 広田 光一; 廣瀬 通孝
ヒュ-マンインタフェ-ス学会, 2005年12月, ヒューマンインタフェース学会研究報告集 : human interface, 7, 4, 19, 22, 1344-7270, 10016895256 - 歩行動作に同期させた音の提示が歩調に与える影響について
広瀬 太郎; 谷川 智洋; 池井 寧; 広田 光一; 廣瀬 通孝
2005年12月, ヒューマンインタフェース学会研究報告集 : human interface, 7, 4, 23, 24, 1344-7270, 10016895263 - 1A1-N-105 柔らかい物体の力覚表現 : 動的変形過程の考慮(変形と力覚,生活を支援するロボメカ技術のメガインテグレーション)
田川 和義; 広田 光一; 廣瀬 通孝
一般社団法人日本機械学会, 2005年06月09日, ロボティクス・メカトロニクス講演会講演概要集, 2005, 29, 29, 日本語, 110006209917, AA11902933 - プログラマブルシェーダを活用した3次元ビデオアバタの生成
浦田 順一; 谷川 智洋; 広田 光一; 廣瀬 通孝
ヒュ-マンインタフェ-ス学会, 2005年06月03日, ヒューマンインタフェース学会研究報告集 : human interface, 7, 3, 7, 12, 1344-7270, 10015665948 - プログラマブルシェーダを活用した3次元ビデオアバタの生成
浦田 順一; 谷川 智洋; 広田 光一; 廣瀬 通孝
映像情報メディア学会, 2005年06月03日, 映像情報メディア学会技術報告, 29, 31, 7, 12, 1342-6893, 10016588526 - プログラマブルシェーダを活用した3次元ビデオアバタの生成(人工現実感)
浦田順一; 谷川智洋; 広田光一; 廣瀬通孝
To communicate with remote user from different area, we proposed 3D video-based avatar, which provide the remote user's human figure from various viewpoint in realtime. One popular method for 3D geometrical model recognition from multi-camera images is volume intersection method. However, boxel-based volume intersection algorithm exhausts a massive amount of calculation power and memory space. So, it is difficult to generate high-resolution result image in realtime. In this paper, we propose a frame-buffer based intersection algorithm based on goldfeather method to evaluate intersection vol..., 社団法人電子情報通信学会, 2005年05月27日, 電子情報通信学会技術研究報告. MVE, マルチメディア・仮想環境基礎, 105, 106, 7, 12, 0913-5685, 10016576980 - 実世界ビデオアバタ--人物像の記録・伝送・再生
廣瀬 通孝; 広田 光一; 谷川 智洋
日本工業出版, 2005年02月, 画像ラボ, 16, 2, 43, 47, 日本語, 0915-6755, 40006622324 - 「粒子がレスポンスする場=ニワ」展(「メディアアートにおける『美』と『快』」特集)
上岡 玲子; 松島 忍; 廣瀬 太郎; 永徳 真一郎; 浦田 順一; 広田 光一; 廣瀬 通孝; 隈 研吾
This paper describes the artwork we have developed for the exhibition, "NIWA" where the particle responses. The exhibition was held from July twelfth to twenty-third at OKAMURA corporation show room in Akasaka and Vennice Biennale which started from September twelfth in 2004. The authors planned the concept and developed the system for the exhibition in which visitors indoors could control a "bamboo-rake robot" to leave trails in an outdoor rock garden by using three types of interfaces: Open-space interface, tangible interface and speech interface. The authors describe the concept of the exhibition and how we developed the system. The responses and comments from visitors are also reported., 特定非営利活動法人 日本バーチャルリアリティ学会, 2005年, VR学会論文誌, 10, 1, 49, 58, 日本語, 10.18974/tvrsj.10.1_49, 1344-011X, 110008728870, AA11448578 - 記録再生型手法を用いた柔軟物体の力覚表現とその評価
田川和義; 広田光一; 広瀬通孝
2005年, 日本バーチャルリアリティ学会大会論文集(CD-ROM), 10th, 1349-5062, 200902200227698269 - 柔らかい物体の力覚表現-動的変形過程の考慮-
田川和義; 広田光一; 広瀬通孝
2005年, 日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM), 2005, 2424-3124, 200902251836381755 - 笛型入力インタフェースOBOEの研究
雨宮 智浩; 広田 光一; 廣瀬 通孝
ヒュ-マンインタフェ-ス学会, 2004年11月05日, ヒューマンインタフェース学会研究報告集 : human interface, 6, 4, 7, 10, 日本語, 1344-7270, 10014120359 - ウェアラブル嗅覚ディスプレイによる匂い場の生成・提示
横山 智史; 谷川 智洋; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2004年09月30日, 日本バーチャルリアリティ学会論文誌 = Transactions of the Virtual Reality Society of Japan, 9, 3, 265, 274, 10.18974/tvrsj.9.3_265, 1344-011X, 10013577125 - 嗅覚における空間情報の伝送と提示を行うシステムの研究
谷川 智洋; 崎川 修一郎; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2004年09月30日, 日本バーチャルリアリティ学会論文誌 = Transactions of the Virtual Reality Society of Japan, 9, 3, 289, 298, 10.18974/tvrsj.9.3_289, 1344-011X, 10013577176 - 高密度点刺激型ディスプレイにおける駆動機構の検討
中茂 睦裕; 広田 光一; 廣瀬 通孝
ヒュ-マンインタフェ-ス学会, 2004年06月07日, ヒューマンインタフェース学会研究報告集 : human interface, 6, 3, 13, 16, 日本語, 1344-7270, 10013343571, AA11324462 - 高密度点刺激型ディスプレイにおける駆動機構の検討
中茂 睦裕; 広田 光一; 廣瀬 通孝
映像情報メディア学会, 2004年06月07日, 映像情報メディア学会技術報告, 28, 28, 13, 16, 日本語, 1342-6893, 10013434196, AN1059086X - 高密度点刺激型ディスプレイにおける駆動機構の検討
中茂 睦裕; 広田 光一; 廣瀬 通孝
Braille displays have been used to present symbolic information to blind person's finger tips. However, these displays could not convey schematic information such as figures. For the presentation of schematic information, we need to develop tactile display that consists of pin array of higher resolution. To attain higher resolution we propose a novel actuation mechanism using low melting point metal. The low melting point metal is used to fix each pin ; usually, the pin is clutched because the metal is solid, once the metal is melted by a heater, the pin is released and pushed up or down using compressed air. We implemented prototype display devices that has 10×10 pin array, whose interval is 2mm and pin diameter is 0.5mm, actuated by the proposed mechanism, and evaluated the characteristics of the devices., 一般社団法人電子情報通信学会, 2004年05月31日, 電子情報通信学会技術研究報告. MVE, マルチメディア・仮想環境基礎, 104, 103, 13, 16, 日本語, 0913-5685, 110003270414, AN10476092 - 柔軟体の記録再生型挙動・力覚シミュレーション
田川和義; 広田光一; 広瀬通孝
2004年, 日本バーチャルリアリティ学会大会論文集(CD-ROM), 9th, 1349-5062, 200902224667319096 - バーバル・ノンバーバル情報を利用した視聴覚障害者の歩行支援のためのウェアラブル触覚インタフェースの研究(<特集>五感情報インタフェース)
雨宮 智浩; 広田 光一; 廣瀬 通孝
This paper describes the development and evaluation of a tactile hybrid interface of verbal and nonverbal communication, which informs Deaf-Blind people of their position and direction in real-time through the tactile sensation by Finger-Braille method. Finger-Braille is one of the great commonly used communication methods among the Deaf-Blind people in Japan. We psychologically show the subjects felt tactile stimulation transmitting by the interface as simultaneous stimulation, by measuring delay of stimulus signal between both hands caused by wireless connection and time discrimination threshold of both hands. We propose a new wayfinding system using the combination of verbal and nonverbal information using the proposed interface, and verify the feasibility of instructing the correct orientation by using tactile stimulation pattern through experiments., 特定非営利活動法人 日本バーチャルリアリティ学会, 2004年, 日本バーチャルリアリティ学会論文誌, 9, 3, 207, 216, 日本語, 1344-011X, 110008746935 - 指点字インタフェースを用いた触覚による方位提示方法の検討
雨宮 智浩; 山下 淳; 広田 光一; 廣瀬 通孝
ヒュ-マンインタフェ-ス学会, 2003年11月20日, ヒューマンインタフェース学会研究報告集 : human interface, 5, 4, 71, 74, 日本語, 1344-7270, 10013397190 - 高密度点刺激型触覚ディスプレイ
中茂 睦裕; 広田 光一; 廣瀬 通孝
2003年09月17日, 日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference, 8, 253, 254, 日本語, 1342-4564, 10013959792, AA11429766 - ウェアラブル嗅覚ディスプレイの開発
横山 智史; 谷川 智洋; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2003年09月17日, 日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference, 8, 69, 72, 1342-4564, 10013959435 - 全周カメラシステムによる3次元アバタの研究
谷川 智洋; 広瀬 和彦; 山田 俊郎; 小木 哲郎; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2003年09月17日, 日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference, 8, 387, 390, 1342-4564, 10013960047 - 視覚障害者誘導のためのバーチャル点字ブロックの開発
雨宮 智浩; 山下 淳; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2003年09月17日, 日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference, 8, 359, 362, 日本語, 1342-4564, 10013960004 - 「ネットワークとVR」特集号にあたって
廣瀬 通孝; 広田 光一
特定非営利活動法人 日本バーチャルリアリティ学会, 2003年03月31日, 日本バーチャルリアリティ学会論文誌 = Transactions of the Virtual Reality Society of Japan, 8, 1, 1, 2, 日本語, 10.18974/tvrsj.8.1_1, 1344-011X, 10013976391 - ゲノムネットワーク情報の視覚化
阿部浩二; 西村邦裕; 広田光一; 井原茂男; 広瀬通孝
2003年, ヒューマンインタフェースシンポジウム論文集, 2003, 1345-0794, 200902251511107010 - 文献検索システムを用いた細胞内ネットワーク情報の可視化
阿部浩二; 西村邦裕; 広田光一; 井原茂男; 広瀬通孝
2003年, 日本バーチャルリアリティ学会大会論文集, 8th, 1342-4564, 200902270563542470 - 没入型多面ディスプレイのゲノム情報科学におけるニーズ調査
西村邦裕; 阿部浩二; 広田光一; 油谷浩幸; 広瀬通孝
2003年, ヒューマンインタフェース学会研究報告集, 5, 3, 1344-7270, 200902283303211679 - 全周カメラシステムによる没入型ディスプレイのための3次元アバタの研究
谷川 智洋; 広瀬 和彦; 山田 俊郎; 小木 哲朗; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2003年, 日本バーチャルリアリティ学会論文誌 = Transactions of the Virtual Reality Society of Japan, 8, 4, 389, 398, 10.18974/tvrsj.8.4_389, 1344-011X, 10013977267 - ウェアラブル, およびモバイルコンピュータ用屋外仮想研究環境の構築
山下 淳; 檜山 敦; 雨宮 智浩; 小林 一郎; 広田 光一; 廣瀬 通孝
This paper describes the out-of-door experiment environment completed at Research Center for Advanced Science and Technology (RCAST), the University of Tokyo, for supporting experiments of the wearable and mobile computers. This environment consists of wireless LAN networks, networked cameras and floor-embedded radio frequency identification (RFID) tags. These tags are embedded 1.2m each so that the location of the user is detected in few score centimeter by seeking the received RFID tags’ ID from the known position data. Some projects that have relation with this environment are also introduced in this paper., ヒューマンインタフェース学会, 2002年11月28日, ヒューマンインタフェース学会研究報告集 : human interface, 4, 5, 45, 48, 日本語, 1344-7270, 10013396338 - 体験者視点画像に基づく統合VR環境の研究
谷川 智洋; 広田 光一; 廣瀬 通孝
画像電子学会, 2002年09月25日, 画像電子学会誌, 31, 5, 870, 878, 10.11371/iieej.31.870, 0285-9831, 10010071812 - 嗅覚的臨場感の伝達に関する研究
崎川 修一郎; 谷川 智洋; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2002年09月18日, 日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference, 7, 225, 228, 1342-4564, 10013960930 - レーザーレンジスキャナーを用いた都市の構築に関する研究
山口 浩司; 内藤 頼孝; 谷川 智洋; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2002年09月18日, 日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference, 7, 481, 484, 1342-4564, 10013961436 - ユビキタス・バリアフリー実験空間における盲聾者ナビゲーションの研究
雨宮 智浩; 小林 一郎; 山下 淳; 檜山 敦; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2002年09月18日, 日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference, 7, 523, 526, 日本語, 1342-4564, 10013961508 - 複合現実
廣瀬 通孝; 広田 光一
公益社団法人 計測自動制御学会, 2002年09月10日, 計測と制御 = Journal of the Society of Instrument and Control Engineers, 41, 9, 620, 623, 日本語, 10.11499/sicejl1962.41.620, 0453-4662, 10009679277 - VR環境の体験者視点画像に基づく統合の研究
谷川 智洋; 広田 光一; 廣瀬 通孝
ヒュ-マンインタフェ-ス学会, 2002年06月10日, ヒューマンインタフェース学会研究報告集 : human interface, 4, 3, 51, 54, 10.11184/hisrm.4.3_51, 1344-7270, 10013396035 - VR環境の体験者視点画像に基づく統合の研究(人工現実感)
谷川智洋; 広田光一; 廣瀬通孝
In this paper, we propose a new approach to building a scalable virtual environment by combining virtual sub-environments. To manage different types of users interaction, datasets, rendering methods, and so forth, we build and handle virtual sub-environments separately. To unify these sub-environments, we propose a use of an environment manager, which determines the users viewpoint of sub-environments according to the user's input, and compose display image from rendered images of them. By using the proposed methodology, we can combine sub-environments seamlessly, and build a virtual enviro..., 社団法人映像情報メディア学会, 2002年06月10日, 映像情報メディア学会技術報告, 26, 35, 51, 54, 1342-6893, 110003671444 - 盲聾者ナビゲーションのためのウェアラブル指点字インタフェースの研究
雨宮 智浩; 檜山 敦; 中茂 睦裕; 福島 智; 広田 光一; 廣瀬 通孝
ヒュ-マンインタフェ-ス学会, 2002年06月10日, ヒューマンインタフェース学会研究報告集 : human interface, 4, 3, 11, 14, 日本語, 1344-7270, 10013395980 - VR環境の体験者視点画像に基づく統合の研究
谷川智洋; 広田光一; 廣瀬通孝
In this paper, we propose a new approach to building a scalable virtual environment by combining virtual sub-environments. To manage different types of users interaction, datasets, rendering methods, and so forth, we build and handle virtual sub-environments separately. To unify these sub-environments, we propose a use of an environment manager, which determines the users viewpoint of sub-environments according to the user's input, and compose display image from rendered images of them. By using the proposed methodology, we can combine sub-environments seamlessly, and build a virtual enviro..., 社団法人電子情報通信学会, 2002年06月03日, 電子情報通信学会技術研究報告. MVE, マルチメディア・仮想環境基礎, 102, 109, 51, 54, 0913-5685, 110003270181 - 盲聾者ナビゲーションのためのウェアラブル指点字インタフェースの研究
雨宮 智浩; 檜山 敦; 中茂 睦裕; 福島 智; 広田 光一; 廣瀬 通孝
This paper describes the development of interface for navigating the deaf-blind with a wearable computer and the development of the positioning system using active RFID tags. The former is designed to communicate with the computer by finger braille, which is one of the communication methods of the deaf-blind. We made two prototypes, vibration motor type and solenoid type. And the latter was chosen in order to navigate the deaf-blind smoothly in the place where other positioning systems cannot work. We evaluated the system which consists of the wearable finger braille interface and position detection using RFID tags. We report this wearable interface and RFID tags positioning system., 一般社団法人電子情報通信学会, 2002年06月03日, 電子情報通信学会技術研究報告. MVE, マルチメディア・仮想環境基礎, 102, 109, 11, 14, 日本語, 0913-5685, 110003270174 - 盲聾者ナビゲーションのためのウェアラブル指点字インタフェースの研究(人工現実感)
雨宮 智浩; 檜山 敦; 中茂 睦裕; 福島 智; 広田 光一; 廣瀬 通孝
This paper describes the development of interface for navigating the deaf-blind with a wearable computer and the development of the positioning system using active RFID tags. The former is designed to communicate with the computer by finger braille, which is one of the communication methods of the deaf-blind. We made two prototypes, vibration motor type and solenoid type. And the latter was chosen in order to navigate the deaf-blind smoothly in the place where other positioning systems cannot work. We evaluated the system which consists of the wearable finger braille interface and position detection using RFID tags. We report this wearable interface and RFID tags positioning system., 一般社団法人 映像情報メディア学会, 2002年, 映像情報メディア学会技術報告, 26, 0, 11, 14, 日本語, 1342-6893, 110003671437 - 嗅覚情報伝送に関する研究
崎川 修一郎; 谷川 智洋; 坂本 俊輔; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2001年09月19日, 日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference, 6, 217, 220, 1342-4564, 10009538042 - 異種VR環境の統合によるスケーラブルなVR環境の構築
谷川 智洋; 広田 光一; 廣瀬 通孝
日本バ-チャルリアリティ学会, 2001年09月19日, 日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference, 6, 287, 290, 1342-4564, 10009538157 - バーチャルリアリティにおける動きの計測--仮想世界の人体モデルへの動作の入力と再現 (特集 動きを計測する--データ収集と処理の進歩)
中垣 好之; 広田 光一; 廣瀬 通孝
杏林書院, 2001年08月, 体育の科学, 51, 8, 615, 618, 日本語, 0039-8985, 40002276521 - ウェアラブル/アウトドアVR研究委員会
廣瀬 通孝; 池井 寧; 広田 光一
2001年06月25日, 日本バーチャルリアリティ学会誌 = Journal of the Virtual Reality Society of Japan, 6, 1, 18, 20, 日本語, 1342-6680, 10013973976 - 遠隔協調作業のための触覚サーバの構築
廣瀬 通孝; 広田 光一; 小木 哲朗; 齊藤 允; 中茂 睦裕
日本バ-チャルリアリティ学会, 2000年09月18日, 日本バーチャルリアリティ学会大会論文集 = Proceedings of the Virtual Reality Society of Japan annual conference, 5, 269, 272, 日本語, 1342-4564, 10013962089, AA11429766 - IPTによるVR環境の構築とその応用 (特集 最近のディジタルディスプレイ技術とVR)
廣瀬 通孝; 広田 光一
日本オプトメカトロニクス協会, 2000年01月, 光技術コンタクト, 38, 1, 5, 14, 日本語, 0913-7289, 40004641941 - 仮想空間における触力覚提示技術
広田光一
1999年, ヒューマンインタフェース学会論文誌, 1, 4, 19, 23, 10014874313 - モーションベースを利用した前庭感覚表現に関する基礎的研究
広瀬 通孝; 大塚 隆治; 広田 光一
In this paper, we will describe a basic study concerning the presentation of the sensation of motion using a motion-base. Firstly, the implementation of a virtual environment integrating themotion-base system and imersive visual system is stated. Next, the characteristics of the recognition of the acceleration by the human are investigated. In this study, we compared the results from two experiments: by using a car in the real world and by using the motion-base. Finally, the problems the integrating the sensations of motion and vision are studied. In this study, an investigation on the influence of the relative delay-time in presenting these two sensations is included., 特定非営利活動法人 日本バーチャルリアリティ学会, 1996年, 日本バーチャルリアリティ学会論文誌, 1, 1, 16, 22, 日本語, 1342-4386, 110008748644 - 触覚ディスプレイ装置による触感覚計測
齋藤 淳; 広田 光一; 廣瀬 通孝; 吉澤 修治
1995年01月19日, 電気学会研究会資料. IM, 計測研究会, 1995, 1, 3, 7, 日本語, 10024605254 - 仮想物体の弾性モデルに関する検討
広田光一
1995年, ヒューマンインタフェースシンポジウム論文集, 1995, 11, 521, 526, 80008635698 - バーチャルリアリティ ソフトウェア
広田光一
1994年, bit, 別冊, 仮想現実学への序曲, 132, 142, 10010356277 - 面提示型触覚ディスプレイのための曲面表現デバイス
広田光一
1994年, 第10回ヒューマンインターフェースシンポジウム, 193, 196, 80008558514 - 仮想触覚環境の開発
広田光一
1993年, 計測自動制御学会ヒューマンインターフェイス研究論文集, 2, 1, 41, 41, 10004155068 - 仮想触覚環境の開発
広田光一
計測自動制御学会, 1992年, 第8回ヒューマン インタフェース シンポジウム論文集, 17, 22, 10006756656, AN10267944 - 触覚環境のための形状モデル
広田光一
1992年, 日本機械学会ロボティクス メカトロニクス講演会'92講演論文集, 319, 322, 10006716044 - 仮想空間操作における触覚の役割に関する研究
広田光一
1991年, 機械学会通常総会講演会講演論文集, 1991, 68, 404, 406, 20001365561
講演・口頭発表等
- 怪獣アバタを用いたバーチャル破壊体験による非主張性軽減手法の検討
櫻井翔; 武井友里恵; 野島琢也; 広田光一
口頭発表(一般), 日本語, 第25回日本VR学会大会予稿集, 国内会議
2020年09月16日 - 客体化された自己としてのアバタの外見がアバタへの自他判断と行動評価に与える影響
櫻井翔; 帆山遼; 野島琢也; 広田光一
口頭発表(一般), 日本語, 第25回日本VR学会大会予稿集, 国内会議
2020年09月16日 - 人間の手のモデル化と操作
広田 光一
口頭発表(一般), 日本語, ライフエンジニアリング部門シンポジウム2017, 計測自動制御学会, 岐阜大 (岐阜), 国内会議
2017年09月04日 - VR環境における 変形物体の表現と操作
広田 光一
口頭発表(招待・特別), 日本語, 第17回日本VR医学会学術大会, 日本VR医学会, 芝浦工業大学(東京), 国内会議
2017年08月26日
担当経験のある科目_授業
- 対話型システム特論
The University of Electro-Communications - 対話型システム特論
電気通信大学 - 大学院技術英語
電気通信大学 - 大学院技術英語
電気通信大学 - ユビキタスネットワーク
The University of Electro-Communications - ユビキタスネットワーク
電気通信大学 - 基礎科学実験A
電気通信大学 - 基礎科学実験A
電気通信大学 - 対話型システム論1
電気通信大学 - 対話型システム論1
電気通信大学 - 基礎科学実験A
The University of Electro-Communications - 基礎科学実験A
電気通信大学 - 対話型システム特論
電気通信大学 - 対話型システム特論
電気通信大学 - 対話型システム特論
The University of Electro-Communications - 対話型システム特論
電気通信大学 - 対話型システム論1
The University of Electro-Communications - 対話型システム論1
電気通信大学 - Advanced Topics in Interactive Systems
The University of Electro-Communications - 対話型システム特論
電気通信大学 - Interactive Systems 1
The University of Electro-Communications - 対話型システム論1
電気通信大学
共同研究・競争的資金等の研究課題
- 融合身体VRによる身体図式変容の心理学的基盤解明と工学的応用
廣瀬通孝
2019年06月 - 2024年03月 - 多点圧覚提示装置を介した形状触認識特性の解明
2020年04月01日 - 2023年03月31日 - VR身体を用いた全身運動における時空間的身体性変容メカニズムの解明と工学的応用
櫻井翔
2019年04月01日 - 2022年03月31日 - 手掌触覚伝達による手術手技の遠隔VR実地訓練基盤構築
田中弘美
2017年04月01日 - 2022年03月31日 - 計測に基づく手モデルの構築と操作シミュレーションの精緻化
広田光一
研究代表者
2017年04月01日 - 2020年03月31日 - 触力覚他部位提示による能動的触認識の特性解明
広田 光一
研究代表者
2016年04月01日 - 2018年03月31日