Papers - KANBARA Masayuki
-
Effects of Eye Vergence and Accommodation on Interactions with Content on an AR Magic-lens Display and its Surroundings. International journal
Geert Lugtenberg, Klen Copic Pucihar, Matjaz Kljun, Taishi Sawabe, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato
IEEE transactions on visualization and computer graphics PP 2024.5
Augmented reality (AR) magic-lens (ML) displays, such as handheld devices, offer a convenient and accessible way to enrich our environment using virtual imagery. Several display technologies, including conventional monocular, less common stereoscopic, and varifocal displays, are currently being used. Vergence and accommodation effects on depth perception, as well as vergence-accommodation conflict, have been studied, where users interact only with the content on the display. However, little research exists on how vergence and accommodation influence user performance and cognitive-task load when users interact with the content on a display and its surroundings in a short timeframe. Examples of this are validating augmented instructions before making an incision andperforming general hand-eye coordinated tasks such as grasping augmented objects. To improve interactions with future AR displays in such scenarios, we must improve our understanding of this influence. To this end, we conducted two fundamental visual-acuity user studies with 28 and 27 participants, while investigating eye vergence and accommodation distances on four ML displays. Our findings show that minimizing the accommodation difference between the display and its surroundings is crucial when the gaze between the display and its surroundings shifts rapidly. Minimizing the difference in vergence is more important when viewing the display and its surroundings as a single context without shifting the gaze. Interestingly, the vergence-accommodation conflict did not significantly affect the cognitive-task load nor play a pivotal role in the accuracy of interactions with AR ML content and its physical surroundings.
-
Artifact reduction in lenslet array near-eye displays.
Bi Ye, Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato 0001
Vis. Comput. 40 ( 2 ) 601 - 618 2024.2
-
Investigating the Efficacy of Pain Relief Through a Robot's Stroking with Speech.
Kota Nieda, Taishi Sawabe, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato 0001
HRI (Companion) 794 - 797 2024
-
ロボットの「話しながらなでる」動作が人の痛み知覚に与える影響の調査
新江田, 航大, 澤邊, 太志, 神原, 誠之, 藤本, 雄一郎, 加藤, 博一
信学技報 123 ( 154 ) 26 - 29 2023.8
Publisher:電子情報通信学会
痛みを訴える子供に対して大人が痛い患部に触れながら,「痛いの痛いの飛んでいけ」とおまじないをかける行為で,痛み知覚が軽減すると言われている.本研究の目的は,「痛いの痛いの飛んでいけ」に着目し,ロボットの「なでる動作」による痛み知覚の軽減効果を調査することである.この効果は,心理学的分野におけるゲートコントロール理論で説明することができる.この理論に基づき「話しながらなでる」動作による「痛み」軽減効果を被験者実験を通して調査した.ロボットアームによる「話しながらなでる動作」と低周波治療器による「痛み」の再現を,10名の被験者で評価した結果,「なでる」動作と「話しながらなでる」動作で痛み軽減の可能性が示唆された.
-
Yiming Shen, Shuntaro Ueda, Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato 0001
Information(Inf.) 14 ( 2 ) 100 - 100 2023.2
-
Juri Yoneyama, Yuichiro Fujimoto, Kosuke Okazaki, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato 0001
APMAR 2023
-
Selection framework of visualization methods in designing AR industrial task-support systems.
Keishi Tainaka, Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato 0001
Computers in Industry 145 103828 - 103828 2023
-
Taishi Sawabe, Manuel Mayer, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato 0001
APMAR 2023
-
Taishi Sawabe, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato 0001
HCI (32) 261 - 273 2023
-
山内, 翔太郎, 澤邊, 太志, 佐藤, 弥, 藤本, 雄一郎, 神原, 誠之, 加藤, 博一
信学技報 122 ( 193 ) 18 - 22 2022.9
Publisher:一般社団法人電子情報通信学会
-
Systematic Review of Augmented Reality Training Systems. International journal
Isidro M Butaslac, Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato
IEEE transactions on visualization and computer graphics PP 2022.8
Recent augmented reality (AR) advancements have enabled the development of effective training systems, especially in the medical, rehabilitation, and industrial fields. However, it is unclear from the literature what the intrinsic value of AR to training is and how it differs across multiple application fields. In this work, we gathered and reviewed the prototypes and applications geared towards training the intended user's knowledge, skills, and abilities. Specifically, from IEEE Xplore plus other digital libraries, we collected 64 research papers present in high-impact publications about augmented reality training systems (ARTS). All 64 papers were then categorized according to the training method used, and each paper's evaluations were identified by validity. The summary of the results shows trends in the training methods and evaluations that incorporate ARTS in each field. The narrative synthesis illustrates the different implementations of AR for each of the training methods. In addition, examples of the different evaluation types of the current ARTS are described for each of the aforementioned training methods. We also investigated the different training strategies used by the prevailing ARTS. The insights gleaned from this review can suggest standards for designing ARTS regarding training strategy, and recommendations are provided for the implementation and evaluation of future ARTS.
-
澤邊, 太志, 山内, 翔太郎, 神原, 誠之, 藤本, 雄一郎, 加藤, 博一
信学技報 122 ( 93 ) 12 - 14 2022.6
Publisher:一般社団法人電子情報通信学会
本研究では,心地良いマルチモーダルインタラクティブエージェント実現のため, バーチャルリアリティ(VR)技術による,なでながら話すロボットの外見を仮想的に変化させ, その変化による心地良さの印象評価を行う. VRとAR(拡張現実感)によるなでながら話すロボットの外見の違いが与える影響について, 従来研究よりVR技術による外見の方が,没入感が高く心地良いという結果から, 本実験でもVR技術を利用した外見の変化を行う. なでる動作を行うためにロボットアームを使っていることよりロボット(人型)と人(男性・女性), そして擬人化された動物の全4種類のエージェントの外見の印象評価を主観的に行う.
-
島田, 和輝, 澤邊, 太志, 宍戸, 英彦, 神原, 誠之, 北原, 格
信学技報 122 ( 93 ) 6 - 11 2022.6
Publisher:一般社団法人電子情報通信学会
自動走行時は自分自身で運転しておらず道路状況を注視する機会も減少するため,車両の挙動変化による加速度刺激の予測が行われづらくなり乗り物酔いを発症しやすくなることが懸念されている.本稿では、身体にかかる加速感刺激を低減させることを目的として,車両の挙動変化を前もって搭乗者に知覚させ,予備動作を喚起する映像の生成と提示方法の検討を行った.実験は,加速度に応じて投影面形状を変形させた全方位映像を電動車椅子搭乗者にHMDを用いて提示するという方法で行った。その結果,投影面の変形による提示映像の変換が車両の挙動変化時に感じる加速感や減速感を低減させることが確認された.In automated driving, it is difficult to predict the acceleration stimulus that arises due to the vehicle’s behavior change. It is feared that this may lead to motion sickness. In this paper, to reduce the acceleration stimulus, we examined the video generation and display method to make the passengers in automated vehicles perceive the vehicle’s behavior change in advance and to trigger advance preparation of passengers. The experiment was conducted by displaying an omnidirectional video with the projection surface deformed according to the acceleration to a passenger wearing HMD in an electric wheelchair. As a result, it was confirmed that the deformation reduced the perception of acceleration and deceleration.
-
Robot touch with speech boosts positive emotions. International journal
Taishi Sawabe, Suguru Honda, Wataru Sato, Tomoki Ishikura, Masayuki Kanbara, Sakiko Yoshikawa, Yuichiro Fujimoto, Hirokazu Kato
Scientific reports 12 ( 1 ) 6884 - 6884 2022.4
A gentle touch is an essential part of human interaction that produces a positive care effect. Previously, robotics studies have shown that robots can reproduce a gentle touch that elicits similar, positive emotional responses in humans. However, whether the positive emotional effects of a robot's touch combined with speech can be enhanced using a multimodal approach remains unclear. This study supports the hypothesis that a multimodal interaction combining gentle touch and speech by a robot enhances positive emotional responses. Here, we conducted an experiment using a robotic arm to perform a gentle touch combined with speech and compared three conditions: touch alone, speech alone, and touch with speech. We assessed participants' subjective ratings of valence, arousal, and human likeliness using subjective emotional responses. Furthermore, we recorded facial electromyography (EMG) from the corrugator supercilii and zygomaticus major muscles and measured skin conductance levels (SCLs) as physiological emotional responses. Our results show that touch combined with speech elicited higher subjective valence and arousal ratings, stronger zygomaticus major EMG and SCL activities than touch alone. The results suggest that the positive emotional effects of robotic touch can be boosted by combining elements of speech.
-
Cross-talk elimination for lenslet array near eye display based on eye-gaze tracking Reviewed
Bi Ye, Yuichiro Fujimoto, Yuta Uchimine, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato
Optics Express 30 16196 - 16216 2022.4
-
Surface Remeshing: A Systematic Literature Review of Methods and Research Directions. International journal
Dawar Khan, Alexander Plopski, Yuichiro Fujimoto, Masayuki Kanbara, Gul Jabeen, Yongjie Jessica Zhang, Xiaopeng Zhang, Hirokazu Kato
IEEE transactions on visualization and computer graphics 28 ( 3 ) 1680 - 1713 2022.3
Triangle meshes are used in many important shape-related applications including geometric modeling, animation production, system simulation, and visualization. However, these meshes are typically generated in raw form with several defects and poor-quality elements, obstructing them from practical application. Over the past decades, different surface remeshing techniques have been presented to improve these poor-quality meshes prior to the downstream utilization. A typical surface remeshing algorithm converts an input mesh into a higher quality mesh with consideration of given quality requirements as well as an acceptable approximation to the input mesh. In recent years, surface remeshing has gained significant attention from researchers and engineers, and several remeshing algorithms have been proposed. However, there has been no survey article on remeshing methods in general with a defined search strategy and article selection mechanism covering the recent approaches in surface remeshing domain with a good connection to classical approaches. In this article, we present a survey on surface remeshing techniques, classifying all collected articles in different categories and analyzing specific methods with their advantages, disadvantages, and possible future improvements. Following the systematic literature review methodology, we define step-by-step guidelines throughout the review process, including search strategy, literature inclusion/exclusion criteria, article quality assessment, and data extraction. With the aim of literature collection and classification based on data extraction, we summarized collected articles, considering the key remeshing objectives, the way the mesh quality is defined and improved, and the way their techniques are compared with other previous methods. Remeshing objectives are described by angle range control, feature preservation, error control, valence optimization, and remeshing compatibility. The metrics used in the literature for the evaluation of surface remeshing algorithms are discussed. Meshing techniques are compared with other related methods via a comprehensive table with indices of the method name, the remeshing challenge met and solved, the category the method belongs to, and the year of publication. We expect this survey to be a practical reference for surface remeshing in terms of literature classification, method analysis, and future prospects.
-
山内, 翔太郎, 澤邊, 太志, 藤本, 雄一郎, 神原, 誠之, 加藤, 博一
信学技報 121 ( CNR2021-31 ) 21 - 24 2022.2
Publisher:一般社団法人電子情報通信学会
昨今では介護士の不足や、在宅介護者の「介護疲れ」が深刻な問題となっており、タッチケアを人間の代わりに行う介護ロボットの導入が期待されている。人間に代わる介護ロボットのケアについて扱った先行研究として、マルチモーダルインタラクションを用いたケアに関する研究が挙げられる。しかし、これらの研究では、話しながらなでる際の「人らしいなで方」について詳しく調査されていない。本研究では「人らしいなで方」のモデル化と、ロボットへのモデル適用を目標とし、「話しながらなでる動作」の解析を行う。In recent years, the shortage of caregivers and "care fatigue" among home caregivers have become serious problems, and the introduction of care robots that can take the place of humans for touch care is expected. Prior research dealing with care by care robots instead of humans includes studies on care using multimodal interaction. However, these studies have not investigated in detail the "human-like way" of stroking while talking. In this study, I will analyze the "talking and stroking behavior" with the goal of modeling the "human-like stroking behavior" and applying the model to robots.
-
移動感覚制御のためのXRモビリティプラットフォーム—XR autonomous mobility platform for sense of movement
澤邊, 太志, 神原, 誠之, 藤本, 雄一郎, 加藤, 博一
信学技報 121 ( ITS2021-56 ) 184 - 189 2022.2
Publisher:一般社団法人電子情報通信学会
本研究では,自動走行環境内での搭乗者の快適性向上を目的とし,XRモビリティプラットフォームを用いた移動感覚制御の手法を提案する.快適性向上ためには,車両から搭乗者が受ける加速度刺激による移動感覚を少なくすることが重要である.VR分野では,発生していない移動感覚を疑似的に再現するドライビングシミュレータの研究が提案されているが,本研究ではその点と逆に,自動走行車両によって実際に発生している移動感覚を,いかに少なくするかを論点とする.自動運転機能,マルチモーダルVR/AR提示機能,揺動座席機能を有したX Rモビリティプラットフォームを用いて,視覚知覚及び力覚知覚を制御することによって,搭乗者の移動感覚を制御する.30名の被験者実験を通した移動感覚のアンケート結果から,搭乗者の移動感覚を軽減することができ,従来手法よりも有意差ありという結果を得ることができた.
-
A Communication Robot for Playing Video Games Together to Boost Motivation for Daily-use.
Shogo Kanda, Taishi Sawabe, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato
HRI 831 - 833 2022
Publisher:IEEE / ACM
DOI: 10.1109/HRI53351.2022.9889482
Other Link: https://dblp.uni-trier.de/rec/conf/hri/2022
-
Video Generation Unconsciously Evoking Pre-Motion to Passengers in Automated Vehicles.
Kazuki Shimada, Taishi Sawabe, Hidehiko Shishido, Masayuki Kanbara, Itaru Kitahara
2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 342 - 347 2022
Publisher:IEEE
DOI: 10.1109/ISMAR-Adjunct57072.2022.00075
Other Link: https://dblp.uni-trier.de/db/conf/ismar/ismar2022a.html#ShimadaSSKK22