Browsing by Author "Shibata, Fumihisa"
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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.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 Exploring the Effects of Spatially Distributed Cheek Pressure Stimulation on Virtual Experiences(The Eurographics Association, 2025) Kimura, Ryu; Nakamura, Fumihiko; Kimura, Asako; Shibata, Fumihisa; Jorge, Joaquim A.; Sakata, NobuchikaIn Virtual Reality (VR), haptic stimulation is promising approach to enhancing virtual experiences. However, facial haptics remain underexplored, particularly the cheeks, which have the potential to improve presence and to foster affective interaction. This study explores the effects of spatially distributed cheek pressure stimulation on virtual experiences. We developed a facial stimulation system by attaching six servo-driven linear actuators to a head-mounted display, enabling the application of pressure to multiple points on the cheek. Two user studies were conducted under three conditions: visual-only, single-point stimulation, and multi-point stimulation. The first study examined the effects of multi-point cheek pressure stimulation on presence and emotional responses when interacting with non-human virtual entities. The second study assessed its impact on presence, emotional responses, and social presence during interactions with human-like avatars. Results showed that cheek pressure stimulation significantly enhanced presence and social presence, and elicited higher emotional arousal. Furthermore, temporal variations in cheek pressure effectively improved valence in playful interaction with an avatar. Comparisons between singlepoint and multi-point stimulation revealed only minor differences, indicating limited additional benefits of multiple pressure points. However, participants' self-reports suggest that applying pressure to multiple points on the cheek is more likely to increase the perceived overall force intensity, rather than producing a sensation of distinct stimulation points.