Browsing by Author "Amemiya, Tomohiro"
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Item Airflow Presentation Method for Turning Motion Feedback in VR Environment(The Eurographics Association, 2019) Suzuki, Yujin; Yem, Vibol; Hirota, Koichi; Amemiya, Tomohiro; Kitazaki, Michiteru; Ikei, Yasushi; Kakehi, Yasuaki and Hiyama, AtsushiThis paper describes the effectiveness of airflow presentation to reduce VR sickness and induce vection during turning motion. Five airflow displays were placed surrounding the face and the angle interval of each display was 45 °. Each has 0.6 m distant from the face. Two directions of turning motion: left and right, were visually presented. Result showed that airflow from any direction could reduce VR sickness. Moreover, we confirmed that the airflow presented in 45 ° from in front direction to the turning direction (left or right) enhanced the perception of vection.Item Controlling the Distribution of Salty Taste Intensity on the Tongue Using Extraoral Galvanic Taste Stimulation(The Eurographics Association, 2023) Tanaka, So; Narumi, Takuji; Amemiya, Tomohiro; Kuzuoka, Hideaki; Aoyama, Kazuma; Abey Campbell; Claudia Krogmeier; Gareth YoungGalvanic taste stimulation (GTS) alters taste intensity by applying a weak electric current around the oral cavity. Previous studies on GTS have captured the overall trend of taste changes in the oral cavity produced by GTS. However, it is not well known whether the potentiating or inhibitory effects of GTS result in a spatial gradient of taste perception in the oral cavity. Therefore, in this study, we examined the possibility of spatially selective modulation of taste intensity produced in the oral cavity by GTS. The results suggested that it is possible to present the intensity gradient of the perceived taste in the frontback and left-right directions, depending on the arrangement of the electrodes. These results are expected to contribute to the presentation of taste changes that are close to the actual eating and drinking experience, and to the provision of a new taste experience in which the taste is perceived as it moves through the oral cavity.Item Footstep Sound for Suppression of VR Sickness and Promotion of Sense of Agency(The Eurographics Association, 2019) Nashiki, Reon; Yem, Vibol; Amemiya, Tomohiro; Ikei, Yasushi; Kakehi, Yasuaki and Hiyama, AtsushiProviding realistic bodily sensation in a virtual reality (VR) space is crucial for natural integration of multisensory information that we receive in a real space. In the present paper, we consider to use auditory stimulus to enhance bodily sensation as an indirect representation of a body in the VR space. Three levels of visually presented virtual locomotion conditions using a head mounted display (HMD) and four levels of footstep sound stimulus were evaluated regarding VR sickness and the sense of agency. The result showed that the footstep sound decreased both of VR sickness and the discomfort level of the visual presentation of moving down a virtual corridor when the footstep sound was synchronized with the visual stimulus. The sense of agency was also increased by synchronized footstep sound presentation.Item Generation of Walking Sensation by Upper Limb Motion(The Eurographics Association, 2019) Sueta, Gaku; Saka, Naoyuki; Yem, Vibol; Amemiya, Tomohiro; Kitazaki, Michiteru; Sato, Makoto; Ikei, Yasushi; Kakehi, Yasuaki and Hiyama, AtsushiThis paper proposes a method to generate a turning walk sensation to the user by an arm swing display. We assumed a hypothesis that the turning walk sensation is generated by providing different motion profiles of passive arm swing on the left and right arms. We show that turning walk sensation can be generated by presenting arm swing motion with a different flexion ratio of the shoulder joint, depending on the turning radius.Item Influence of Pseudo-haptic Weight on Product Rarity Valuation(The Eurographics Association, 2023) Okura, Naoya; Oyanagi, Akemi; Narumi, Takuji; Kuzuoka, Hideaki; Amemiya, Tomohiro; Abey Campbell; Claudia Krogmeier; Gareth YoungThere has been an increasing number of online shopping services that employ VR technologies so that they give customers more realistic experiences and amplify purchase intention. Meanwhile, it is known that the actual product's weight perception affects its valuation. However, verification of this phenomenon in virtual environments has rarely been reported. This study investigated the influence of weight perception generated by pseudo-haptics on product rarity valuation and purchase intention in virtual environments. The results suggest that, although individual and product differences were observed, the overall trend was that product rarity valuation was higher when the user's perceived weight was heavier than when the perceived weight was lighter.Item Rendering of Walking Sensation for a Sitting User by Lower Limb Motion Display(The Eurographics Association, 2019) Yamaoka, Kentaro; Koide, Ren; Amemiya, Tomohiro; Kitazaki, Michiteru; Yem, Vibol; Ikei, Yasushi; Kakehi, Yasuaki and Hiyama, AtsushiThis paper describes the characteristics of presentation of a lower limb motion display designed to create a walking motion sensation for a sitting user. It has the function of lifting and translation independently applied to both legs to generate a walking sensation by moving the feet alternately as in the real walk. According to the results of the experiments, our system enables to render a walking sensation by drawing a trajectory with an amplitude of about 10% of the real walking. Although the backward amplitude was larger than the forward amplitude in real walking, our system created walking sensation to the sitting user better when the forward amplitude was larger than the backward amplitude having opposite characteristics to the real walking.Item System for Body Motion Capture While Moving in Large Area(The Eurographics Association, 2019) Yuasa, Yusuke; Tamura, Hideki; Yem, Vibol; Amemiya, Tomohiro; Kitazaki, Michiteru; Ikei, Yasushi; Kakehi, Yasuaki and Hiyama, AtsushiPrevious motion capture device such as OptiTrack has actively used. However, it is suitable to measure in a narrow space. We proposed a system to measure the body motion while walking in a large area. In the system we attached OptiTrack, Depth sensor and 9-axis sensor to a mobile vehicle. This paper reports the potential of our system.Item Vehicle-Ride Sensation Sharing for Immersive Remote Collaboration with Vestibular Haptic Chair to reduce VR Sickness(The Eurographics Association, 2019) Morita, Tsubasa; Yem, Vibol; Amemiya, Tomohiro; Ikei, Yasushi; Kakehi, Yasuaki and Hiyama, AtsushiWe proposed a telepresence system presenting vehicle-ride sensation in real time for remote collaborative tasks. We used a Segway, a personal vehicle for a local driver, and a rotary chair with vestibular haptic feedback for an expert who remotely attends the task. The telepresence system will enable an expert to collaborate remotely with a local driver regarding a highly professional local surveillance task. We conducted a preliminary test on the feedback system design using a rotary seat built for the evaluation. The result showed that the participants adjusted the angular acceleration of the rotary seat at about a half of the angular acceleration of the camera in motion. The seat rotation needed to be in-phase with the rotation of the camera to reduce VR sickness.Item Visual Presentation For Sports Skill Lerning in VR(The Eurographics Association, 2019) Miyashita, Fumiya; Amemiya, Tomohiro; Kitazaki, Michiteru; Kasamatsu, Keiko; Yem, Vibol; Ikei, Yasushi; Kakehi, Yasuaki and Hiyama, AtsushiThis paper describes the viewpoint suitable for sports training in virtual reality (VR). We compared first-person and third-person view in the accuracy of cognitive simulation and reproduction of the body part trajectory. From the third-person view, the participants were able to understand 66% of the whole body's movement, and from the first-person view, they were able to understand 52%. However, when observing complex movement such as position grasp of a forearm, the third-person view enabled memorization of the position significantly better than the first-person view. It was suggested that the viewpoint needs to be changed depending on the features of the sports.Item VR Sickness Reduction in Stereoscopic Video Streaming System 'TwinCam' for a Remote Experience(The Eurographics Association, 2019) Yagi, Ryunosuke; Fujie, Toi; Amemiya, Tomohiro; Kitazaki, Michiteru; Yem, Vibol; Ikei, Yasushi; Kakehi, Yasuaki and Hiyama, AtsushiIn the present paper, a method to present remote stereoscopic vision with decreased VR sickness is discussed. Our omnidirectional stereoscopic video streaming system (TwinCam) is described introducing the merit of the design. One of the important features is VR sickness reduction which we evaluated by assessing the simulator sickness questionnaire comparing it with conventional parallel cameras design. The result revealed that the TwinCam has significantly suppressed VR sickness from the conventional parallel cameras, at the same level of a fixed monocular camera.