ICAT-EGVE2024 - Posters and Demos
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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 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 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 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 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 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 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 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 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 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 Embodiment from Virtual Hands-and-feet Movements during walking(The Eurographics Association, 2024) Hirose, Shuya; Kitazaki, Michiteru; Tanabe, Takeshi; Yem, VibolThis 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 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 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 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 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 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 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 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 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 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.