ICAT-EGVE2024 - Posters and Demos

Permanent URI for this collection

University of Tsukuba, Japan | 1 - 3 December, 2024

(for Full and Short Papers see ICAT-EGVE 2024 - Full Papers)

Posters
Advanced Motion Prediction for Virtual Reality Gaming: a CNN-Based Approach
Hubert Jegierski, Maciej Jegierski, Adrian Łapczyński, Paweł Babiuch, Mirosław Płaza, Paweł Pięta, Grzegorz Łukawski, Stanisław Deniziak, Jacek Opałka, Artur Jasiński, Magdalena Igras-Cybulska, and Paweł Węgrzyn
The Effect of Finger-to-Neck Haptic Remapping Considering Spatial Location of Fingers on Sense of Body Ownership
Ziyan Zhang, Fumihiko Nakamura, Asako Kimura, and Fumihisa Shibata
Examining the Effects of Reduced Frame Rate in HMDs on Gaze Behavior
Toru Fujiwara, Wataru Hashimoto, Yasuharu Mizutani, and Satoshi Nishiguchi
Study of the Optimal Reproduction Method for Living Environment Sources Recorded using Ambisonics
T. Okada and Masahiro Yamataka
Evaluation of a Concept of Developing Daily Experience Database Using Virtual Proof-of-Concept Experiment in Shopping Use Case
Junji Ohyama, Mai Otsuki, Hideyuki Tanaka, Kentaro Watanabe, S. Meguro, S. Miura, I. Hisanaga, K. Isoda, A. Matsuyama, M. Tanaka, S. Niida, Naoya Tojo, H. Kawanishi, Y. Miura, T. Miyake, and Masaaki Mochimaru
Embodiment from Virtual Hands-and-feet Movements during walking
Shuya Hirose and Michiteru Kitazaki
Analyzing the Impact of Movement Speed on CyberSickness in Virtual Reality Using Eye-Tracking Data
Tenchi Ozaki, Akemi Tera, and Tstutomu Fujinami
Chameleon Eyes: A Visual Augmentation System to Present Independent Field of View to Both Eyes with Single Gaze Control
Yasuyuki Inoue, Yasunobu Katsumata, and Michiteru Kitazaki
Virtual Reality Space Moderately Filled with Objects for Linear Self-locomotive Speed Perception
Yuki Kosuge, Yuta Goto, and Shogo Okamoto
A Study on the Changes in Attention Awareness Induced by Attention Guidance Methods in Driving Simulators Using Biometric Data
Jinwei Liang and Makio Ishihara
Drone Rider: Wind Stimulation to Enhance Speed Perception of Virtual Flight
Hanyi Yang, Kazuya Shimato, Yuta Goto, and Shogo Okamoto
Mapping of Facial Action Units to Virtual Avatar Blend Shape Movement
Tony Wolff, Felix Dollack, Monica Perusquia-Hernandez, Hideaki Uchiyama, and Kiyoshi Kiyokawa
Reducing the Proteus Effect in Virtual Reality: A Mental and Acting Approach
Erika Kimura, Adelaide Genay, Kizashi Nakano, Yutaro Hirao, Monica Perusquía-Hernández, Takuji Narumi, Hideaki Uchiyama, and Kiyoshi Kiyokawa
An IMU-Based Drone Controller and Its Pilot Evaluation
Zhichao Cheng and Makio Ishihara
VR-Jump: Jump Interface for VR using Only a Head-Mounted Display
Yuya Hamaike, Takumi Uemura, and Shuichi Ojima
Vibratory-interoceptive stimuli to enhance empathy
Tatsuya Kitajima, Shogo Okamoto, and Yuki Kosuge
Surveys and Experiments on the effectiveness of VR-based safety education
Ryohei Kitazawa and Rieko Hojo
Organ Dissection Training System with Elastic String and Flexible Sheets
Yoshihisa Wada, Kaori Ito, and Hiroaki Yano
Development of a Haptic Feedback Interface to Enhance Obstacle Awareness and Reduce Stress of Driver in Shared Spaces
Takuma Yabe and Hiroaki Yano
Study on multiple-virtual body perception: Effects of different spatial presentation and command input methods
Masatoshi Serizawa, Yosuke Fukuchi, Vibol Yem, Yasushi Ikei, and Nobuyuki Nishiuchi
Presenting Climbing/Descending Sensation with Visual image and Horizontal Acceleration
Kohei Uematsu and Hiroaki Yano
Investigating the Effects of Olfactory VR Content on Cognitive Function in Elderly People
Ryota Sunami, Takamichi Nakamoto, Nathan Cohen, Takefumi Kobayashi, and Kohsuke Yamamoto
Demos
Collaborative VR Attraction Enhancing Player Abilities Through Audience Electromyography Signals
Kosei Ikeda, Ren Sugie, Sou Imai, Naoki Akiba, Kento Hamasaki, Marie M. Morita, Satoshi Hashiguchi, Fumihisa Shibata, and Asako Kimura
Demonstration of an Olfactory VR Game to Improve Cognitive Function
Ryota Sunami, Takamichi Nakamoto, Nathan Cohen, Takefumi Kobayashi, and Kohsuke Yamamoto
Enhancing VR Walking Experience Through Dual-Point vibratory stimuli on the Legs
Yamaguchi Shuhei and Miyata Kazunori
Helical Soundscape Reinforcing Azimuth Gain for Redirected Seating
Michael Cohen, Alaeddin Nassani, and Rintarō Satō
A Pressing Sensation Rendering System in a Semi-constrained Finger State
Kiyoto Kato and Wataru Wakita
An Examination of 2-axis Distribution Method for Pseudo 6-axis Motion Rendering with a Rolling Two-Axis Motion Base
Syumpei Soeno and Wataru Wakita
Avatar Walking Control with Sole Load
Tomoki Makara and Wataru Wakita
Exploring the Enhancement of Heartbeat Awareness through Heartbeat Visualization Using VR Technology
Takashi Tsuchimochi, Noriaki Kanayama, Kenta Kimura, Masahito Miki, and Masayuki Hara
Demo of the Extended Wearable Olfactory Display for Multisensory VR Experience
Zhe Zou, Dani Prasetyawan, Hsueh-Han Wu, Kelvin Cheng, Sungho Lee, and Takamichi Nakamoto

BibTeX (ICAT-EGVE2024 - Posters and Demos)
@inproceedings{
10.2312:egve.20242028,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos}},
author = {
Tanabe, Takeshi
and
Yem, Vibol
}, year = {
2023},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20242028}
}
@inproceedings{
10.2312:egve.20241379,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Advanced Motion Prediction for Virtual Reality Gaming: a CNN-Based Approach}},
author = {
Jegierski, Hubert
and
Jegierski, Maciej
and
Igras-Cybulska, Magdalena
and
Węgrzyn, Paweł
and
Łapczyński, Adrian
and
Babiuch, Paweł
and
Płaza, Mirosław
and
Pięta, Paweł
and
Łukawski, Grzegorz
and
Deniziak, Stanisław
and
Opałka, Jacek
and
Jasiński, Artur
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241379}
}
@inproceedings{
10.2312:egve.20241380,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
The Effect of Finger-to-Neck Haptic Remapping Considering Spatial Location of Fingers on Sense of Body Ownership}},
author = {
Zhang, Ziyan
and
Nakamura, Fumihiko
and
Kimura, Asako
and
Shibata, Fumihisa
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241380}
}
@inproceedings{
10.2312:egve.20241381,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Examining the Effects of Reduced Frame Rate in HMDs on Gaze Behavior}},
author = {
Fujiwara, Toru
and
Hashimoto, Wataru
and
Mizutani, Yasuharu
and
Nishiguchi, Satoshi
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241381}
}
@inproceedings{
10.2312:egve.20241382,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Study of the Optimal Reproduction Method for Living Environment Sources Recorded using Ambisonics}},
author = {
Okada, T.
and
Yamataka, Masahiro
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241382}
}
@inproceedings{
10.2312:egve.20241383,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Evaluation of a Concept of Developing Daily Experience Database Using Virtual Proof-of-Concept Experiment in Shopping Use Case}},
author = {
Ohyama, Junji
and
Otsuki, Mai
and
Niida, S.
and
Tojo, Naoya
and
Kawanishi, H.
and
Miura, Y.
and
Miyake, T.
and
Mochimaru, Masaaki
and
Tanaka, Hideyuki
and
Watanabe, Kentaro
and
Meguro, S.
and
Miura, S.
and
Hisanaga, I.
and
Isoda, K.
and
Matsuyama, A.
and
Tanaka, M.
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241383}
}
@inproceedings{
10.2312:egve.20241384,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Embodiment from Virtual Hands-and-feet Movements during walking}},
author = {
Hirose, Shuya
and
Kitazaki, Michiteru
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241384}
}
@inproceedings{
10.2312:egve.20241385,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Analyzing the Impact of Movement Speed on CyberSickness in Virtual Reality Using Eye-Tracking Data}},
author = {
Ozaki, Tenchi
and
Tera, Akemi
and
Fujinami, Tstutomu
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241385}
}
@inproceedings{
10.2312:egve.20241386,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Chameleon Eyes: A Visual Augmentation System to Present Independent Field of View to Both Eyes with Single Gaze Control}},
author = {
Inoue, Yasuyuki
and
Katsumata, Yasunobu
and
Kitazaki, Michiteru
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241386}
}
@inproceedings{
10.2312:egve.20241389,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Virtual Reality Space Moderately Filled with Objects for Linear Self-locomotive Speed Perception}},
author = {
Kosuge, Yuki
and
Goto, Yuta
and
Okamoto, Shogo
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241389}
}
@inproceedings{
10.2312:egve.20241390,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
A Study on the Changes in Attention Awareness Induced by Attention Guidance Methods in Driving Simulators Using Biometric Data}},
author = {
Liang, Jinwei
and
Ishihara, Makio
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241390}
}
@inproceedings{
10.2312:egve.20241391,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Drone Rider: Wind Stimulation to Enhance Speed Perception of Virtual Flight}},
author = {
Yang, Hanyi
and
Shimato, Kazuya
and
Goto, Yuta
and
Okamoto, Shogo
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241391}
}
@inproceedings{
10.2312:egve.20241392,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Mapping of Facial Action Units to Virtual Avatar Blend Shape Movement}},
author = {
Wolff, Tony
and
Dollack, Felix
and
Perusquia-Hernandez, Monica
and
Uchiyama, Hideaki
and
Kiyokawa, Kiyoshi
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241392}
}
@inproceedings{
10.2312:egve.20241393,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Reducing the Proteus Effect in Virtual Reality: A Mental and Acting Approach}},
author = {
Kimura, Erika
and
Genay, Adelaide
and
Nakano, Kizashi
and
Hirao, Yutaro
and
Perusquía-Hernández, Monica
and
Narumi, Takuji
and
Uchiyama, Hideaki
and
Kiyokawa, Kiyoshi
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241393}
}
@inproceedings{
10.2312:egve.20241394,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
An IMU-Based Drone Controller and Its Pilot Evaluation}},
author = {
Cheng, Zhichao
and
Ishihara, Makio
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241394}
}
@inproceedings{
10.2312:egve.20241395,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
VR-Jump: Jump Interface for VR using Only a Head-Mounted Display}},
author = {
Hamaike, Yuya
and
Uemura, Takumi
and
Ojima, Shuichi
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241395}
}
@inproceedings{
10.2312:egve.20241396,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Vibratory-interoceptive stimuli to enhance empathy}},
author = {
Kitajima, Tatsuya
and
Okamoto, Shogo
and
Kosuge, Yuki
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241396}
}
@inproceedings{
10.2312:egve.20241397,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Surveys and Experiments on the effectiveness of VR-based safety education}},
author = {
Kitazawa, Ryohei
and
Hojo, Rieko
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241397}
}
@inproceedings{
10.2312:egve.20241398,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Organ Dissection Training System with Elastic String and Flexible Sheets}},
author = {
Wada, Yoshihisa
and
Ito, Kaori
and
Yano, Hiroaki
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241398}
}
@inproceedings{
10.2312:egve.20241399,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Development of a Haptic Feedback Interface to Enhance Obstacle Awareness and Reduce Stress of Driver in Shared Spaces}},
author = {
Yabe, Takuma
and
Yano, Hiroaki
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241399}
}
@inproceedings{
10.2312:egve.20241400,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Study on multiple-virtual body perception: Effects of different spatial presentation and command input methods}},
author = {
Serizawa, Masatoshi
and
Fukuchi, Yosuke
and
Yem, Vibol
and
Ikei, Yasushi
and
Nishiuchi, Nobuyuki
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241400}
}
@inproceedings{
10.2312:egve.20241401,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Presenting Climbing/Descending Sensation with Visual image and Horizontal Acceleration}},
author = {
Uematsu, Kohei
and
Yano, Hiroaki
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241401}
}
@inproceedings{
10.2312:egve.20241402,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Investigating the Effects of Olfactory VR Content on Cognitive Function in Elderly People}},
author = {
Sunami, Ryota
and
Nakamoto, Takamichi
and
Cohen, Nathan
and
Kobayashi, Takefumi
and
Yamamoto, Kohsuke
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241402}
}
@inproceedings{
10.2312:egve.20241403,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Collaborative VR Attraction Enhancing Player Abilities Through Audience Electromyography Signals}},
author = {
Ikeda, Kosei
and
Sugie, Ren
and
Imai, Sou
and
Akiba, Naoki
and
Hamasaki, Kento
and
Morita, Marie M.
and
Hashiguchi, Satoshi
and
Shibata, Fumihisa
and
Kimura, Asako
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241403}
}
@inproceedings{
10.2312:egve.20241404,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Demonstration of an Olfactory VR Game to Improve Cognitive Function}},
author = {
Sunami, Ryota
and
Nakamoto, Takamichi
and
Cohen, Nathan
and
Kobayashi, Takefumi
and
Yamamoto, Kohsuke
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241404}
}
@inproceedings{
10.2312:egve.20241405,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Enhancing VR Walking Experience Through Dual-Point vibratory stimuli on the Legs}},
author = {
Shuhei, Yamaguchi
and
Kazunori, Miyata
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241405}
}
@inproceedings{
10.2312:egve.20241406,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Helical Soundscape Reinforcing Azimuth Gain for Redirected Seating}},
author = {
Cohen, Michael
and
Nassani, Alaeddin
and
Satō, Rintarō
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241406}
}
@inproceedings{
10.2312:egve.20241407,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
A Pressing Sensation Rendering System in a Semi-constrained Finger State}},
author = {
Kato, Kiyoto
and
Wakita, Wataru
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241407}
}
@inproceedings{
10.2312:egve.20241408,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
An Examination of 2-axis Distribution Method for Pseudo 6-axis Motion Rendering with a Rolling Two-Axis Motion Base}},
author = {
Soeno, Syumpei
and
Wakita, Wataru
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241408}
}
@inproceedings{
10.2312:egve.20241409,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Avatar Walking Control with Sole Load}},
author = {
Makara, Tomoki
and
Wakita, Wataru
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241409}
}
@inproceedings{
10.2312:egve.20241410,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Exploring the Enhancement of Heartbeat Awareness through Heartbeat Visualization Using VR Technology}},
author = {
Tsuchimochi, Takashi
and
Kanayama, Noriaki
and
Kimura, Kenta
and
Miki, Masahito
and
Hara, Masayuki
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241410}
}
@inproceedings{
10.2312:egve.20241411,
booktitle = {
ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Tanabe, Takeshi
and
Yem, Vibol
}, title = {{
Demo of the Extended Wearable Olfactory Display for Multisensory VR Experience}},
author = {
Zou, Zhe
and
Prasetyawan, Dani
and
Wu, Hsueh-Han
and
Cheng, Kelvin
and
Lee, Sungho
and
Nakamoto, Takamichi
}, year = {
2024},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-246-2},
DOI = {
10.2312/egve.20241411}
}

Browse

Recent Submissions

Now showing 1 - 32 of 32
  • 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, Vibol
    A 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, Vibol
    This 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
    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, Vibol
    By 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
    Study of the Optimal Reproduction Method for Living Environment Sources Recorded using Ambisonics
    (The Eurographics Association, 2024) Okada, T.; Yamataka, Masahiro; Tanabe, Takeshi; Yem, Vibol
    The 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
    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, Vibol
    VR 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
    Embodiment from Virtual Hands-and-feet Movements during walking
    (The Eurographics Association, 2024) Hirose, Shuya; Kitazaki, Michiteru; Tanabe, Takeshi; Yem, Vibol
    This study investigated the influence of global self-motion (walking) on the sense of whole-body ownership induced by virtual hands-and-feet stimuli that moved synchronously with participants. Participants were exposed to normal and scrambled arrangements of hands and feet, while performing reaching tasks with or without walking. Results showed that scrambled hand-and-feet arrangements significantly decreased the sense of part-body ownership, whole-body ownership, invisible body perception, and agency. It did not significantly improve whole-body or part-body ownership. These findings suggest that global self-motion might not be a crucial factor in enhancing body ownership, and further research is needed to explore alternative methods for improving the embodiment.
  • Item
    Analyzing the Impact of Movement Speed on CyberSickness in Virtual Reality Using Eye-Tracking Data
    (The Eurographics Association, 2024) Ozaki, Tenchi; Tera, Akemi; Fujinami, Tstutomu; Tanabe, Takeshi; Yem, Vibol
    Cybersickness poses a major obstacle to using virtual reality, especially when visual stimuli and physical motion are misaligned. This study examines how speed variations in a virtual roller coaster simulation affect cybersickness. Participants experienced the simulation at five speeds (67km/h-202km/h) while their eye movement data (pupil size, blink count, gaze direction, pupil position) and Virtual Reality Sickness Questionnaire (VRSQ) were recorded. The findings showed that the lowest (67km/h) and highest (202km/h) speeds increased sickness, while moderate speed (135km/h) resulted in the least. Correlations between pupil size, blink count, gaze direction, pupil position, and VRSQ suggest these indicators may help predict VR-induced cybersickness. This study seeks to deepen understanding of the relationship between speed, eye movements, and cybersickness to improve methods for predicting and mitigating cyberSickness in VR environments.
  • Item
    Chameleon Eyes: A Visual Augmentation System to Present Independent Field of View to Both Eyes with Single Gaze Control
    (The Eurographics Association, 2024) Inoue, Yasuyuki; Katsumata, Yasunobu; Kitazaki, Michiteru; Tanabe, Takeshi; Yem, Vibol
    Human's left and right eye move cooperatively each other to obtain stereoscopic information of binocular vision whereas chameleon can move their eyes independently to obtain widespread visual field. We propose a visual augmentation system which virtually allows us to realize independent eye movements with suppressing spatial confusion caused by binocular rivalry. User's single gaze input measured from eye-tracker is converted to dual input to achieve selective attitude control of camera viewing different directions. User experience of how chameleon-like oculomotor coordination is perceived is evaluated and the application of the system is discussed.
  • Item
    Virtual Reality Space Moderately Filled with Objects for Linear Self-locomotive Speed Perception
    (The Eurographics Association, 2024) Kosuge, Yuki; Goto, Yuta; Okamoto, Shogo; Tanabe, Takeshi; Yem, Vibol
    This study investigates how object density in virtual reality (VR) affects self-moving speed perception. Using 44 participants, speed perception across six object density levels was assessed through magnitude estimation. The analysis based on Stevens' power law, found that the perceived speed is the highest linearity at moderate object density. Excessive or sparse object environments led to reduced linearity. The findings suggest a critical object density threshold for maintaining accurate speed perception in VR, offering insights for designing immersive environments.
  • 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, Vibol
    Driver 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
    Drone Rider: Wind Stimulation to Enhance Speed Perception of Virtual Flight
    (The Eurographics Association, 2024) Yang, Hanyi; Shimato, Kazuya; Goto, Yuta; Okamoto, Shogo; Tanabe, Takeshi; Yem, Vibol
    Wind stimulation is recognized as an effective method for inducing the sense of self-locomotion in virtual reality (VR) environments; however, its influence on perceived locomotive speed remains unclear. This study revealed the impact of wind stimulation on enhancing speed perception within a VR flight simulator through a user study.
  • Item
    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, Vibol
    Action 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
    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, Vibol
    The 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
    An IMU-Based Drone Controller and Its Pilot Evaluation
    (The Eurographics Association, 2024) Cheng, Zhichao; Ishihara, Makio; Tanabe, Takeshi; Yem, Vibol
    The 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
    VR-Jump: Jump Interface for VR using Only a Head-Mounted Display
    (The Eurographics Association, 2024) Hamaike, Yuya; Uemura, Takumi; Ojima, Shuichi; Tanabe, Takeshi; Yem, Vibol
    From an NUI perspective, jumping in VR space should be performed with lower limb motions in real space. However, the existing method of jumping in VR space by lower limb motions is not easily available to standard VR users who have not external devices. Therefore, we focus on jumping in VR space and propose'' VR-Jump '', an interface that allows users to jump in VR space using only an HMD. This interface performs a jump in VR space with a vertical jump in real space and adjusts the height of the jump in VR space in three levels according to the maximum knee bending angle before the jump. We have shown that the proposed method can convert the vertical jumping in real space into three levels of jumps in VR space.
  • Item
    Vibratory-interoceptive stimuli to enhance empathy
    (The Eurographics Association, 2024) Kitajima, Tatsuya; Okamoto, Shogo; Kosuge, Yuki; Tanabe, Takeshi; Yem, Vibol
    Vibration 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
    Surveys and Experiments on the effectiveness of VR-based safety education
    (The Eurographics Association, 2024) Kitazawa, Ryohei; Hojo, Rieko; Tanabe, Takeshi; Yem, Vibol
    The 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
    Organ Dissection Training System with Elastic String and Flexible Sheets
    (The Eurographics Association, 2024) Wada, Yoshihisa; Ito, Kaori; Yano, Hiroaki; Tanabe, Takeshi; Yem, Vibol
    In laparotomy in the field of abdominal trauma surgery, the layers of the intestinal tract and surrounding tissues are dissected to expose target organs and blood vessels. In this operation, a surgeon relies on tactile information obtained from the fingers in the absence of visual information, and the resistance is small when the fingers enter the appropriate dissection site, while the response changes when the fingers enter the inappropriate site due to interference with the ureter and other organs. In this paper, we developed and evaluated a prototype system that combines an elastic string and flexible sheets to practice redoing the operation by recognizing interference when fingers enter an inappropriate dissection site. The results suggest that the system can be applied to training to learn the tactile sensation of fingertips in case of inappropriate dissection.
  • 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, Vibol
    In 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
    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, Vibol
    The 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
    Presenting Climbing/Descending Sensation with Visual image and Horizontal Acceleration
    (The Eurographics Association, 2024) Uematsu, Kohei; Yano, Hiroaki; Tanabe, Takeshi; Yem, Vibol
    In 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
    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, Vibol
    Smell 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
    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, Vibol
    In 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.
  • Item
    Demonstration of an Olfactory VR Game to Improve Cognitive Function
    (The Eurographics Association, 2024) Sunami, Ryota; Nakamoto, Takamichi; Cohen, Nathan; Kobayashi, Takefumi; Yamamoto, Kohsuke; Tanabe, Takeshi; Yem, Vibol
    Olfaction has a deep connection with cognitive function and it is expected to be applied in cognitive rehabilitation. Using an olfactory display, a device to present odors controlled by a computer, enables a virtual reality experience with added olfactory information called ''olfactory VR''. Our research aims to apply olfactory VR to cognitive enhancement, and we have developed an olfactory VR game to improve cognitive function. This is currently being tested by elderly people and focuses on sensory memory of odors. Players are required to memorize odors without linguistic information and select the odor memorized from a choice of three odors encountered in the game. Odors in our virtual world are also represented visually in the game landscape thorough the head-mounted display with the odors generated by the connected olfactory display as the player interacts with the game.
  • Item
    Enhancing VR Walking Experience Through Dual-Point vibratory stimuli on the Legs
    (The Eurographics Association, 2024) Shuhei, Yamaguchi; Kazunori, Miyata; Tanabe, Takeshi; Yem, Vibol
    This paper proposes a method of enhancing the virtual walking experience by inducing proprioceptive sensations through vibratory stimuli applied to the legs while standing. Vibrators were attached to the biceps femoris long head (BFL) and medial gastrocnemius (mGAST) muscles of the participants, providing vibratory stimuli synchronized with the walking cycle. This approach aimed to reduce the discrepancy between visual and proprioceptive feedback by inducing muscle movement sensations without actual physical motion. Experimental results showed that participants experienced an enhanced sense of walking and presence under the vibratory stimuli condition, as well as a reduction in VR sickness.
  • Item
    Helical Soundscape Reinforcing Azimuth Gain for Redirected Seating
    (The Eurographics Association, 2024) Cohen, Michael; Nassani, Alaeddin; Satō, Rintarō; Tanabe, Takeshi; Yem, Vibol
    Redirected Seating (RDS) is a special case of Redirected Walking (RDW), when virtual dilation of physical excursion allows a smaller physical space to simulate a larger virtual space. We extend a previously developed proof-of-concept of RDS with integration of a complementary soundscape featuring a helical musical scale. We propose a way to estimate magnitude of suspension of disbelief, a mixture of virtual and redirected experience.
  • Item
    A Pressing Sensation Rendering System in a Semi-constrained Finger State
    (The Eurographics Association, 2024) Kato, Kiyoto; Wakita, Wataru; Tanabe, Takeshi; Yem, Vibol
    We 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
    An Examination of 2-axis Distribution Method for Pseudo 6-axis Motion Rendering with a Rolling Two-Axis Motion Base
    (The Eurographics Association, 2024) Soeno, Syumpei; Wakita, Wataru; Tanabe, Takeshi; Yem, Vibol
    We propose a method that distributes the swing angle of a rolling 2-axis motion base in order to replace 6-axis motion with 2- axis rolling motion. In this study, we verified the validity of the proposed method by reproducing 6-axis motion in VR space with rolling 2-axis motion and comparing the posture and acceleration of the moving object on Unity with the VR tracker attached to the motion base. As a result, we found that the rolling 2-axis motion base can correctly follow 6-axis motion on Unity.
  • Item
    Avatar Walking Control with Sole Load
    (The Eurographics Association, 2024) Makara, Tomoki; Wakita, Wataru; Tanabe, Takeshi; Yem, Vibol
    We 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
    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, Vibol
    Individual 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
    Demo of the Extended Wearable Olfactory Display for Multisensory VR Experience
    (The Eurographics Association, 2024) Zou, Zhe; Prasetyawan, Dani; Wu, Hsueh-Han; Cheng, Kelvin; Lee, Sungho; Nakamoto, Takamichi; Tanabe, Takeshi; Yem, Vibol
    We present a prototype of an eight-channel wearable olfactory display, capable of delivering a diverse range of olfactory stimuli using eight liquid odorants - a configuration that, to the best of our knowledge, is unprecedented. The system is designed to be compatible with various head-mounted displays (HMDs), allowing the integration of olfactory stimuli with visual and auditory inputs for a more immersive user experience. To assess the system's performance, we developed a corresponding virtual reality (VR) application. This system holds significant potential for advancing human-computer interaction by enhancing sensory experiences and offering a more immersive, multisensory interface.