ICAT-EGVE2024 - Posters and Demos
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Item ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos(The Eurographics Association, 2023) Tanabe, Takeshi; Yem, Vibol; Tanabe, Takeshi; Yem, VibolItem Mapping of Facial Action Units to Virtual Avatar Blend Shape Movement(The Eurographics Association, 2024) Wolff, Tony; Dollack, Felix; Perusquia-Hernandez, Monica; Uchiyama, Hideaki; Kiyokawa, Kiyoshi; Tanabe, Takeshi; Yem, VibolAction Units and blend shapes are two frameworks to describe facial movement. However, mappings between the two frameworks are underinvestigated. We present an automated mapping technique using machine learning. Our model infers ARKitcompatible blend shape weights from action unit intensities extracted with OpenFace. We use a GRU architecture to retain time-dependent information leveraging the particularities of Recurrent Neural Networks while still permitting fast, real-time inference. Our generalized model yields an activation precision of 90% and an activation recall of 85%.Item Presenting Climbing/Descending Sensation with Visual image and Horizontal Acceleration(The Eurographics Association, 2024) Uematsu, Kohei; Yano, Hiroaki; Tanabe, Takeshi; Yem, VibolIn this study, a method for generating the sensation of driving uphill and downhill using an electric wheelchair equipped with a spherical display was proposed as a solution to the problem of driving uphill when moving through a VR space using an RDD using an electric wheelchair equipped with a spherical display. It was hypothesized that four elements are important for generating the sensation of driving uphill using an electric wheelchair equipped with a spherical display without adding any special mechanisms: ''horizontal acceleration,'' ''movement speed in the VR space,'' ''head direction,'' and ''viewing angle,'' and an evaluation experiment was conducted to verify this. As a result, significant differences were seen in all four elements when generating the sensation of driving uphill, and significant differences were seen in the three elements except horizontal acceleration when generating the sensation of driving downhill.Item Reducing the Proteus Effect in Virtual Reality: A Mental and Acting Approach(The Eurographics Association, 2024) Kimura, Erika; Genay, Adelaide; Nakano, Kizashi; Hirao, Yutaro; Perusquía-Hernández, Monica; Narumi, Takuji; Uchiyama, Hideaki; Kiyokawa, Kiyoshi; Tanabe, Takeshi; Yem, VibolThe Proteus effect in virtual reality (VR) refers to how users' behaviors align with their avatar's appearance, often reinforcing stereotypes. While this effect can enrich VR experiences, it also risks unintended stereotype reinforcement. This study explores methods to enhance and mitigate the Proteus effect by applying a ''Mental and Acting Protocol'' before avatar embodiment, involving Introduction, Mental Imagery, and Acting stages. In a controlled experiment with 68 participants embodying elderly avatars, walking speed was used as a behavioral measure. Results showed no significant differences across conditions, underscoring challenges in consistently replicating the Proteus effect. These findings offer insights for refining VR priming techniques to manage stereotype-driven behaviors.Item Advanced Motion Prediction for Virtual Reality Gaming: a CNN-Based Approach(The Eurographics Association, 2024) Jegierski, Hubert; Jegierski, Maciej; Łapczyński, Adrian; Babiuch, Paweł; Płaza, Mirosław; Pięta, Paweł; Łukawski, Grzegorz; Deniziak, Stanisław; Opałka, Jacek; Jasiński, Artur; Igras-Cybulska, Magdalena; Węgrzyn, Paweł; Tanabe, Takeshi; Yem, VibolA novel motion prediction model (MPM) for virtual reality (VR) video games was developed, consisting of a motion recognition model (MRM) and a next movement prediction model (NMPM), both using convolutional neural networks (CNNs). Motion capture was performed with HTC Vive Pro and Meta Quest 2. Two custom datasets were created to train the MRM and NMPM. Our method achieved a top-1 accuracy of 77% and a top-2 accuracy of 90%, even with motion data sequences sharing similar initial stages but diverging in subsequent movements.Item The Effect of Finger-to-Neck Haptic Remapping Considering Spatial Location of Fingers on Sense of Body Ownership(The Eurographics Association, 2024) Zhang, Ziyan; Nakamura, Fumihiko; Kimura, Asako; Shibata, Fumihisa; Tanabe, Takeshi; Yem, VibolThis paper investigates sense of body ownership (SoBO) over a virtual hand when finger haptics is remapped to the neck, taking account the location of the fingers and of tactile feedback. We conducted two user studies to assess SoBO over a virtual hand induced by finger-to-neck haptic remapping (HR). The first user study experimented whether finger-to-neck haptic remapping induced SoBO. The second user study compared SoBO induced by remapping based on the fingers themselves with by remapping based on the specific finger locations. The result of the first user study showed that finger-to-neck HR successfully induced SoBO. The result of the second user study revealed that remapping based on the specific finger location achieved higher SoBO compared to remapping based on fingers. Our results suggest a potential of dynamic HR to enhance SoBO.Item Study of the Optimal Reproduction Method for Living Environment Sources Recorded using Ambisonics(The Eurographics Association, 2024) Okada, T.; Yamataka, Masahiro; Tanabe, Takeshi; Yem, VibolThe three-dimensional audio technology called Ambisonics has garnered considerable attention as a high-definition sound space reproduction technique for a sense of presence in virtual reality (VR). In this study, we examined how different sound reproduction methods and source positions affect sound space perception in a headphone-based listening environment. Therefore, environmental sound sources recorded using the Ambisonics method were changed to various reproduction methods using signal processing. The sound sources were converted into four types of reproduction methods: monaural, two stereo reproductions (figure-of-eight and cardioid), and binaural reproduction with Samurai head-related transfer functions (HRTFs). The results showed that the cardioid and binaural playback methods were rated higher in terms of stereoscopic effect and sense of presence compared to the other playback methods. Additionally, it was observed that the cardioid and binaural playback method could achieve greater accuracy in sound localization.Item Exploring the Enhancement of Heartbeat Awareness through Heartbeat Visualization Using VR Technology(The Eurographics Association, 2024) Tsuchimochi, Takashi; Kanayama, Noriaki; Kimura, Kenta; Miki, Masahito; Hara, Masayuki; Tanabe, Takeshi; Yem, VibolIndividual differences in heartbeat awareness have been measured using heartbeat discrimination task in previous studies. This study investigates whether virtual reality (VR) can enhance heartbeat awareness by providing synchronized visual feedback. This approach aimed to improve interoceptive sensitivity by facilitating intuitive perception of their own heartbeat.Item A Pressing Sensation Rendering System in a Semi-constrained Finger State(The Eurographics Association, 2024) Kato, Kiyoto; Wakita, Wataru; Tanabe, Takeshi; Yem, VibolWe propose a pressing sensation rendering system in a semi-constrained finger. A load cell sensor is used for force input, and a virtual finger object moves in response to the pressure. At this time, the virtual finger object fol-lows the target position of the fingertip by PD control. Further, a virtual spring is stretched to the virtual object, and the firmness of the push differs depending on the spring coefficients. Furthermore, when a virtual finger touches a virtual object, an impact sound is generated, increasing the sense of realism. After experimenting with different parameters, we found that users can perceive softness/hardness through visual feedback and sound.Item Avatar Walking Control with Sole Load(The Eurographics Association, 2024) Makara, Tomoki; Wakita, Wataru; Tanabe, Takeshi; Yem, VibolWe propose a low-cost avatar walking control method that can restrain the feet and estimate the avatar's walking and turning movements in all directions from the sole load. Walking devices are required to control avatars under spatial constraints, but there is still no optimal solution for walking devices. Therefore, in this study, we restrain the user's feet and estimate the avatar's walking and turning movements in all directions from eight loads on the front, back, left, and right sides of the soles of the feet.Item Vibratory-interoceptive stimuli to enhance empathy(The Eurographics Association, 2024) Kitajima, Tatsuya; Okamoto, Shogo; Kosuge, Yuki; Tanabe, Takeshi; Yem, VibolVibration stimuli applied to the upper body, designed to stimulate interoception, can intensify emotional responses when watching videos or music. This study explores whether such stimuli can also enhance empathy. In the experiment, vibratory stimuli were delivered to individual participants while an experimenter exhibited emotional reactions. Nine participants observed a game scene, with vibratory stimulation triggered by the actor's emotional reactions in one condition and absent in another. Results showed that vibration increased empathy and excitement levels.Item Study on multiple-virtual body perception: Effects of different spatial presentation and command input methods(The Eurographics Association, 2024) Serizawa, Masatoshi; Fukuchi, Yosuke; Yem, Vibol; Ikei, Yasushi; Nishiuchi, Nobuyuki; Tanabe, Takeshi; Yem, VibolThe development of a system enabling a single operator to manipulate multiple remote proxy bodies holds considerable social significance due to its potential to enhance time efficiency. This research involved a user study aimed at exploring the characteristics of multiple-body perception, influenced by the method of spatial presentation (simultaneous, switching, transparent) and the command input method to the proxy bodies (buttons, voice). A subjective evaluation through questionnaires assessed the embodiment experiences associated with multiple bodies. The data analysis from this evaluation highlighted that the transparent presentation method notably improved the sensation of occupying multiple spaces simultaneously.Item Investigating the Effects of Olfactory VR Content on Cognitive Function in Elderly People(The Eurographics Association, 2024) Sunami, Ryota; Nakamoto, Takamichi; Cohen, Nathan; Kobayashi, Takefumi; Yamamoto, Kohsuke; Tanabe, Takeshi; Yem, VibolSmell is a fundamental human sense, and its use is expected to enhance cognitive functions. In addition, virtual reality technology allows humans to experience virtual worlds and is expected to be applied to rehabilitation in spaces where movement might be limited, such as elderly care facilities and hospitals. We are conducting research on the use of olfactory VR game content to enhance cognitive function in elderly people and undertaking a study of the effects. Early indications suggest that while there may be some ceiling effects, improved scores for attention and mind rotation tasks are detected, indicating that olfactory VR content has the potential to enhance cognitive function in elderly people. Based on these results we can determine the appropriate contents of the cognitive test to evaluate the olfactory game.Item Surveys and Experiments on the effectiveness of VR-based safety education(The Eurographics Association, 2024) Kitazawa, Ryohei; Hojo, Rieko; Tanabe, Takeshi; Yem, VibolThe present study examined the effectiveness of VR-based safety education compared to traditional text-based methods. A survey of VR content providers and users revealed that while various VR content is available, fall-related hazard experiences were the most commonly used, raising concerns about potential misalignment with educational goals. An experiment was conducted with university students to compare the impact of VR-based hazard learning, text-based learning, and a control group with no stimuli. Results showed that VR-based learning improved hazard detection, while text-based learning had less impact. Although the study suggests VR's potential in enhancing safety education, further research is needed due to the small sample size.Item An IMU-Based Drone Controller and Its Pilot Evaluation(The Eurographics Association, 2024) Cheng, Zhichao; Ishihara, Makio; Tanabe, Takeshi; Yem, VibolThe rapid advancement of Unmanned Aerial Vehicle technology, particularly the widespread application of quadcopters, has significantly transformed various industries. However, traditional dual-hand controllers like Gamepads impose high complexity and usability demands on users. This study designs and validates an IMU(Inertial Measurement Unit)-based single-hand control system, assessing its practicality and effectiveness through experiments. The results indicate that the proposed controller provides a positive tendency in immersion. Additionally, a quantitative evaluation method for the complexity of drone test courses is proposed and its validity is proved.Item Development of a Haptic Feedback Interface to Enhance Obstacle Awareness and Reduce Stress of Driver in Shared Spaces(The Eurographics Association, 2024) Yabe, Takuma; Yano, Hiroaki; Tanabe, Takeshi; Yem, VibolIn this study, we developed a novel haptic feedback Human-Machine Interface (HMI) designed for immovable joysticks in small electric vehicles, such as wheelchairs. This HMI aims to improve driver awareness of surrounding obstacles by providing intuitive force feedback. By applying pressure stimuli to the outside of the hand, the system conveys both the direction and distance of obstacles. Experimental results showed that the HMI enabled participants to accurately perceive the presence and direction of obstacles, reducing the need for frequent visual checks and thereby lowering cognitive load.Item Examining the Effects of Reduced Frame Rate in HMDs on Gaze Behavior(The Eurographics Association, 2024) Fujiwara, Toru; Hashimoto, Wataru; Mizutani, Yasuharu; Nishiguchi, Satoshi; Tanabe, Takeshi; Yem, VibolBy intentionally reducing the frame rate of the HMD when seeing a specific area within the VR space, we investigate whether it is possible to attract the user's attention and direct his/her gaze to that area. To test this method, we asked users to see at all the square panels arranged vertically and horizontally in the VR space, and tested whether there was a change in their gaze behavior by reducing the frame rate of the HMD when they seeing at a particular panel. The results of the experiment suggested that changes in gazing behavior occur in certain individuals.Item A Study on the Changes in Attention Awareness Induced by Attention Guidance Methods in Driving Simulators Using Biometric Data(The Eurographics Association, 2024) Liang, Jinwei; Ishihara, Makio; Tanabe, Takeshi; Yem, VibolDriver distraction is a leading cause of delayed reactions and accidents. To address this, driving simulators provide a controlled setting to safely simulate a circumstance that needs a quick response, allowing drivers to practice and improve reaction times. This study develop three attention guidance methods within a driving simulator to enhance drivers' focus and responsiveness in such circumstances. The methods' effects on driver attentiveness and response are evaluated through objective and subjective measures, including electrocardiogram data and questionnaires. The results indicate that the Arrow and Point methods potentially reduce psychological burden, and aid in accident prevention.Item Evaluation of a Concept of Developing Daily Experience Database Using Virtual Proof-of-Concept Experiment in Shopping Use Case(The Eurographics Association, 2024) Ohyama, Junji; Otsuki, Mai; Tanaka, Hideyuki; Watanabe, Kentaro; Meguro, S.; Miura, S.; Hisanaga, I.; Isoda, K.; Matsuyama, A.; Tanaka, M.; Niida, S.; Tojo, Naoya; Kawanishi, H.; Miura, Y.; Miyake, T.; Mochimaru, Masaaki; Tanabe, Takeshi; Yem, VibolVR offers content reproducibility and precise control for comparison experiments, therefore, the evaluation of user experience of living scenarios in VR may become an appealing methodology in behavioral, cognitive, and social studies. The main features of this study are as follows: (1) We proposed a concept of recording cognitive and behavioral data with environment data as a common database of daily experience using the virtual proof-of-concept experiment. To record cognitive processes, we proposed ''time machine interview'' method, which involves replaying the recorded data to users and interviewing them about their thoughts during each action. (2) We developed a virtual commercial complex proof-of-concept field and measured the store search behavior among men and women in their 20s, 40s and 60s (N=16) to evaluate our proposing concept. (3)We analyzed the recorded data and subjective reports from questionnaires, and evaluated advantages and disadvantages of recording experience data in VR compared to recording data in real environments. (4) The subjective reality of the experience was significantly higher when the movement was triggered by stepping motion than by a key press.Item Collaborative VR Attraction Enhancing Player Abilities Through Audience Electromyography Signals(The Eurographics Association, 2024) Ikeda, Kosei; Sugie, Ren; Imai, Sou; Akiba, Naoki; Hamasaki, Kento; Morita, Marie M.; Hashiguchi, Satoshi; Shibata, Fumihisa; Kimura, Asako; Tanabe, Takeshi; Yem, VibolIn this study, we propose an innovative method that allows game players and audiences to interact collaboratively using electromyography (EMG) signals as a user interface (UI). We also develop a VR attraction, ''Element Magic Genesis,'' as an application of this method. In this application, two users participate, with one as a player and the other as the audience. The player's abilities are enhanced based on the intensity of the audience's EMG signals. This attraction allows them to have a more immersive and unitary sense while interacting in a VR environment.