ICAT-EGVE2024 - Posters and Demos
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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 Enhancing VR Walking Experience Through Dual-Point vibratory stimuli on the Legs(The Eurographics Association, 2024) Shuhei, Yamaguchi; Kazunori, Miyata; Tanabe, Takeshi; Yem, VibolThis 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, VibolRedirected 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 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, VibolThis 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 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 Organ Dissection Training System with Elastic String and Flexible Sheets(The Eurographics Association, 2024) Wada, Yoshihisa; Ito, Kaori; Yano, Hiroaki; Tanabe, Takeshi; Yem, VibolIn 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 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, VibolWe 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.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, VibolWind 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 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, VibolHuman'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 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, VibolWe 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 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, VibolFrom 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 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, VibolOlfaction 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 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, VibolCybersickness 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 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.