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  1. Home
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Browsing by Author "Shibata, Fumihisa"

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    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.
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    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.

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