Papers - KANBARA Masayuki
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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.
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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
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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
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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.
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Yiming Shen, Shuntaro Ueda, Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato 0001
Information(Inf.) 14 ( 2 ) 100 - 100 2023.2
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Juri Yoneyama, Yuichiro Fujimoto, Kosuke Okazaki, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato 0001
APMAR 2023
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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
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Taishi Sawabe, Manuel Mayer, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato 0001
APMAR 2023
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Taishi Sawabe, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato 0001
HCI (32) 261 - 273 2023
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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
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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
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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
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Taishi Sawabe, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato 0001
2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops 850 - 851 2022
Publisher:IEEE
DOI: 10.1109/VRW55335.2022.00276
Other Link: https://dblp.uni-trier.de/db/conf/vr/vr2022w.html#SawabeKFK22
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Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato
VR 582 - 588 2022
Publisher:IEEE
DOI: 10.1109/VR51125.2022.00078
Other Link: https://dblp.uni-trier.de/db/conf/vr/vr2022.html#FujimotoSKK22
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Diminished Reality for Sense of Movement with XR Mobility Platform.
Taishi Sawabe, Yosuke Okami, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato 0001
2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 348 - 351 2022
Publisher:IEEE
DOI: 10.1109/ISMAR-Adjunct57072.2022.00076
Other Link: https://dblp.uni-trier.de/db/conf/ismar/ismar2022a.html#SawabeOKFK22
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DFusion: Denoised TSDF Fusion of Multiple Depth Maps with Sensor Pose Noises.
Zhaofeng Niu, Yuichiro Fujimoto, Masayuki Kanbara, Taishi Sawabe, Hirokazu Kato
Sensors 22 ( 4 ) 1631 - 1631 2022
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Isidro III Butaslac, Alessandro Luchetti, Junya Ino, Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Hirokazu Kato 0001, Keisuke Uemura, Yoshito Otake, Yoshinobu Sato, Masaki Takao, Nobuhiko Sugano
2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 244 - 248 2022
Publisher:IEEE
DOI: 10.1109/ISMAR-Adjunct57072.2022.00054
Other Link: https://dblp.uni-trier.de/db/conf/ismar/ismar2022a.html#ButaslacLIFSKKU22
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Bi Ye, Yuichiro Fujimoto, Taishi Sawabe, Masayuki Kanbara, Geert Lugtenberg, Hirokazu Kato 0001
ICAT-EGVE 2022, International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments(ICAT-EGVE) 131 - 138 2022
Publisher:Eurographics Association
Other Link: https://dblp.uni-trier.de/db/conf/egve/icat-egve2022.html#YeFSKLK22
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HMA-Depth: A new monocular depth estimation model using hierarchical multi-scale attention
Zhaofeng Niu, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato
Proceedings of MVA 2021 - 17th International Conference on Machine Vision Applications 2021.7
Monocular depth estimation is an essential technique for tasks like 3D reconstruction. Although many works have emerged in recent years, they can be improved by better utilizing the multi-scale information of the input images, which is proved to be one of the keys in generating high-quality depth estimations. In this paper, we propose a new monocular depth estimation method named HMA-Depth, in which we follow the encoder-decoder scheme and combine several techniques such as skip connections and the atrous spatial pyramid pooling. To obtain more precise local information from the image while keeping a good understanding of the global context, a hierarchical multi-scale attention module is adopted and its outputs are combined to generate the final output that is with both good details and good overall accuracy. Experimental results on two commonly-used datasets prove that HMA-Depth can outperform the existing approaches. Code is available11https://github.com/saranew/HMADepth.
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澤邊, 太志, 神原, 誠之, 藤本, 雄一郎, 加藤, 博一
信学技報 121 ( CNR2021-2 ) 4 - 7 2021.6
Publisher:一般社団法人電子情報通信学会
自動運転分野において,継続的な利用という観点で必要となる搭乗者の快適性に関する研究は未だ少ない. 特に, 酔いという観点では, 従来運転手であった人も運転から解放され,搭乗者の一人となることによって,車酔いの増加が予測される.また,フロントガラスへのVR/AR技術による情報提示の増加によって,従来は発生しえなかったVR酔い発症についても対処する必要がある. 本研究では,自動運転時の搭乗者の快適性向上を目的とし, 自動走行環境内での,アクチュエータ搭載シートとマルチモーダルVR/ARシステムを用いて,搭乗者の移動感覚を制御することができるXRモビリティプラットフォームの構築を行うことである.
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Virtual Reality as a Reflection Technique for Public Speaking Training
Hangyu Zhou, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato
APPLIED SCIENCES-BASEL 11 ( 9 ) 2021.5
Publisher:MDPI
Video recording is one of the most commonly used techniques for reflection, because video allows people to know what they look like to others and how they could improve their performance, but it is problematic because some people easily fall into negative emotions and worry about their performance, resulting in a low benefit. In this study, the possibility of applying a simple VR-based reflection method was explored. This method uses virtual reality (VR) and a head-mounted display (HMD) to allow presenters to watch their own presentations from the audience's perspective and uses an avatar, which hides personal appearance, which has low relevance to the quality of presentation, to help reduce self-awareness during reflection. An experimental study was carried out, considering four personal characteristics-gender, personal anxiety, personal confidence and self-bias. The goal of this study is to discuss which populations can benefit more from this system and to assess the impact of the avatar and HMD-based VR. According to the results, the individuals with low self-confidence in their public speaking skills could benefit more on self-evaluation from VR reflection with HMD, while individuals with negative self-bias could reduce more anxiety by using an avatar.
DOI: 10.3390/app11093988
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Robot Reciprocation of Hugs Increases Both Interacting Times and Self-disclosures
Masahiro Shiomi, Aya Nakata, Masayuki Kanbara, Norihiro Hagita
International Journal of Social Robotics 13 ( 2 ) 353 - 361 2021.4
Publisher:Springer Science and Business Media B.V.
Physical contact like touching and hugging plays an essential role in social bonding between people by encouraging interactions and self-disclosure. However, in a human–robot interaction context, it remains unknown whether physical activity with robots provides such similar effects, even though several positive effects of touch interactions have been unveiled. Therefore, we used a hugging robot that we previously developed and experimentally investigated its physical interactions related to encouraging interactions and self-disclosure with 48 participants. Our results showed that reciprocated hugs increased the interaction times and encouraged more self-disclosure from the hugged participants than those who did not get reciprocated hugs.
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SlidAR plus : Gravity-aware 3D object manipulation for handheld augmented reality *
Varunyu Fuvattanasilp, Yuichiro Fujimoto, Alexander Plopski, Takafumi Taketomi, Christian Sandor, Masayuki Kanbara, Hirokazu Kato
COMPUTERS & GRAPHICS-UK 95 23 - 35 2021.4
Publisher:PERGAMON-ELSEVIER SCIENCE LTD
Accurately placing virtual objects in a scene is a challenging tasks in handheld augmented reality (HAR). To add and arrange virtual objects in HAR, users must manipulate 6 degrees of freedom (DoFs) of the virtual object, namely: position (3) and orientation (3). However, it is difficult to manipulate all DoFs with the two-dimensional display of the handheld device. We present SlidAR + , a method for controlling the position and orientation of objects in HAR. SlidAR+ is an extension of SlidAR [1], a technique that allows users to control the position of a virtual object by manipulating only 1 DoF. We use the direction of gravity as a constraint to improve the user's control and reduce the time it takes to adjust the orientation. Upon comparing it with a state-of-the-art object manipulation method, using SlidAR + , user were able to complete the tasks faster under our expected conditions and were also preferred by most participants.(c) 2021 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license ( http://creativecommons.org/licenses/by-nc-nd/4.0/ )
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Vocal Synchrony of Robots Boosts Positive Affective Empathy
Shogo Nishimura, Takuya Nakamura, Wataru Sato, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato, Norihiro Hagita
Applied Sciences 11 ( 6 ) 2502 - 2502 2021.3
Publisher:MDPI AG
Robots that can talk with humans play increasingly important roles in society. However, current conversation robots remain unskilled at eliciting empathic feelings in humans. To address this problem, we used a robot that speaks in a voice synchronized with human vocal prosody. We conducted an experiment in which human participants held positive conversations with the robot by reading scenarios under conditions with and without vocal synchronization. We assessed seven subjective responses related to affective empathy (e.g., emotional connection) and measured the physiological emotional responses using facial electromyography from the corrugator supercilii and zygomatic major muscles as well as the skin conductance level. The subjective ratings consistently revealed heightened empathic responses to the robot in the synchronization condition compared with that under the de-synchronizing condition. The physiological signals showed that more positive and stronger emotional arousal responses to the robot with synchronization. These findings suggest that robots that are able to vocally synchronize with humans can elicit empathic emotional responses.
DOI: 10.3390/app11062502
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TSUNDERE Interaction: Behavior Modification by the Integrated Interaction of Cold and Kind Actions
Keishi Tainaka, Tetsuya Kodama, Isidro Mendoza Butaslac, Hiroya Kawase, Taishi Sawabe, Masayuki Kanbara
Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction 2021.3
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Does overlay field of view in head-mounted displays affect spatial memorization?
Nicko R. Caluya, Alexander Plopski, Christian Sandor, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato
Computers and Graphics (Pergamon) 2021
One of the main targets of criticism of head-mounted displays (HMDs) is the field of view (FOV) size, whether in virtual or augmented reality. This limitation is prominent with optical see-through head-mounted displays (OST-HMD), as those with narrow overlay FOV (OFOV) sizes only provide a small window to view virtual objects. We investigated if restricting this OFOV negatively affects a user's ability to memorize spatial locations in a simulation of a work environment, and consequently, long-term memory transfer to an equivalent scenario in the real world two days later. To find empirical evidence, we conducted a within-subjects experiment with 18 participants performing in three phases with an OST-HMD, simulated on an immersive HMD. For each phase, they viewed the training scenario with a different OFOV size of the augmentable area (30°, 70°, 110° diagonal). Results from recall tests showed that smaller OFOV size did not significantly affect user's performance on both short-term and transfer tests, but HMD data revealed that users rotated their heads less with a 110° OFOV. We also found that proximity of objects to memorize had an interaction effect with smaller OFOV sizes. Our findings could have implications on the design and HMD choices of augmented training.
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MR System to Promote Social Participation of People Who Have Difficulty Going Out
Yanjiao Ao, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 12787 LNCS 383 - 402 2021
This paper proposes a promotion system of social participation for people who have difficulty in going out with mixed reality collaboration technique. More than one billion population in the world are tortured by disabilities, and a majority of them have difficulties in social participation due to the unsatisfied transportation demanding. Therefore, in this paper, we propose to use a remote collaboration system based on mixed reality to help people with disabilities to join in social activities. Specifically, our system employs a pair of VR and AR HMDs as well as a 360 ∘ camera to create a virtual environment, where physically separated users can interact with each other immersively. Furthermore, we also equip our system with a branch of functions which can further facilitate the communications. In order to test our system, we also design a remote shopping scenario to simulate the condition where people with disabilities want to go shopping at home. The user study shows that our system can satisfy most requirements without triggering obvious discomfort.
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Taishi Sawabe, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato
IEEE International Symposium on Mixed and Augmented Reality Adjunct 439 - 440 2021
Publisher:IEEE
DOI: 10.1109/ISMAR-Adjunct54149.2021.00100
Other Link: https://dblp.uni-trier.de/db/conf/ismar/ismar2021a.html#SawabeKFK21
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Positive emotion amplification by representing excitement scene with TV chat agents
Shogo Nishimura, Daiki Kimata, Wataru Sato, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato, Norihiro Hagita
Sensors (Switzerland) 20 ( 24 ) 1 - 15 2020.12
This paper proposes emotion amplification for TV chat agents allowing users to get more excited in TV sports programs, and a model that estimates the excitement level of TV programs based on the number of social comment posts. The proposed model extracts the exciting intervals from social comments to the program scenes. By synchronizing recorded video streams and the intervals, the agents may talk with the user dynamically changing the frequency and volume of upbeat utterances, increasing the excitement of the user. To test these agents, participants watched TV content under three conditions: without an agent, with four agents that utter with a flat voice, and with four agents with emotion amplification. Results from 24 young adult Japanese individuals showed that their arousal of participants’ subjective and physiological emotional responses were boosted because of the agents, enhancing their motivation to interact with the agent in the future. With empirical evidence, this paper supports these expectations and demonstrates that these agents can amplify the positive emotions of TV watchers, enhancing their motivation to interact with the agent in the future.
DOI: 10.3390/s20247330
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Stepping over Obstacles with Augmented Reality based on Visual Exproprioception
Alessandro Luchetti, Edoardo Parolin, Isidro Butaslac, Yuichiro Fujimoto, Masayuki Kanbara, Paolo Bosetti, Mariolino De Cecco, Hirokazu Kato
Adjunct Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR-Adjunct 2020 96 - 101 2020.11
Publisher:Institute of Electrical and Electronics Engineers Inc.
The purpose of this study is to analyze the different kinds of ex-proprioceptive visual cues on an Augmented Reality (AR) system during gait exercise, on top of understanding which cues provide the best visualizations in stepping over obstacles. The main problem for users is to understand the position of virtual objects relative to themselves. Since visual exproprioception provides information about the body position in relation to the environment, it has the possibility to yield positive effects with regards to position control and gait biomechanics in the AR system. This research was born as part of the collaboration with the staff of Takanohara Central Hospital in Japan. Twenty-seven individuals were invited to take part in the user study to test three visual interfaces. The task of the mentioned user study involves making the subjects cross and avoid virtual obstacles of different heights that come from different directions. The AR application was implemented in the experiment by using the Head-Mounted Display (HMD) Microsoft HoloLens. Data obtained from the experiment revealed that the interface projected in front of the user from a third-person point of view resulted to improvements in terms of posture, visual stimuli, and safety.
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Guideline and Tool for Designing an Assembly Task Support System Using Augmented Reality
Keishi Tainaka, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato, Atsunori Moteki, Kensuke Kuraki, Kazuki Osamura, Toshiyuki Yoshitake, Toshiyuki Fukuoka
Proceedings - 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2020 486 - 497 2020.11
Augmented reality (AR) systems support complex tasks like assembly by overlaying task-related content onto the real world. In recent years, the effort of designing and developing assembly task support systems in AR decreased with the availability of high potential head-mounted displays and provision of integrated development environments. Nevertheless, problems still arise when companies craft an effective AR task support system, particularly in the difficulty of selecting appropriate techniques and information-presentation methods, and the requirements that vary with each use case. In this study, we formulated a corresponding guideline, developed a selection aid tool that incorporates filtering based on the categorization of subtasks and the degree of freedom of available tracking, and evaluated their effectiveness in two experiments. First, to confirm effects on system design, we asked 18 participants to perform the design action of the AR system with the guideline for two tasks (PC assembly and rope work). Consequently, to verify the quality of the designed AR systems from Experiment 1, we asked another set of 20 participants to perform the same tasks with those systems. The results confirm that using the guideline can considerably lower efforts creating media and alleviate the error for a specific process. We envision our guideline and tool to be accessible as an online web page, assisting AR assembly task support system designer/developers worldwide.
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Effectiveness of virtual reality playback in public speaking training
Hangyu Zhou, Yuichiro Fujimoto, Masayuki Kanbara, Hirokazu Kato
ICMI 2020 Companion - Companion Publication of the 2020 International Conference on Multimodal Interaction 462 - 466 2020.10
In this paper, factors with positive effects in the playback of virtual reality (VR) presentation in training are discussed. To date, the effectiveness of VR public speaking training in both anxiety reduction and skills improvement has been reported. Though the playback using videotape is an effective way in original public speaking training, very few researchers focused on the effectiveness and possibility of VR playback. In this research, A VR playback system for public speaking training is proposed, and a pilot experiment is carried out, so as to figure out the effects of the virtual agent, immersion and public speaking anxiety level in VR playback.
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Illusory light: Perceptual appearance control using a projection-induced illusion
Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Alexander Plopski, Yuichiro Fujimoto, Masayuki Kanbara, Christian Sandor, Hirokazu Kato
Computers & Graphics 91 129 - 140 2020.10
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Valence optimization and angle improvement for molecular surface remeshing
Dawar Khan, Alexander Plopski, Yuichiro Fujimoto, Masayuki Kanbara, Zhanglin Cheng, Hirokazu Kato
VISUAL COMPUTER 36 ( 10-12 ) 2355 - 2368 2020.10
Publisher:SPRINGER
Molecular surface mesh generation plays a vital role in molecular modeling and visualization. However, meshes extracted directly from Protein Data Bank files have several issues such as small and large triangles, redundant elements, self-intersections, and irregular vertices. The state-of-the-art mesh improvement methods often fail to deal with these issues. In this paper, we present a novel method for valence optimization and angle improvement. For valence optimization, we remove the bad valence vertices with its neighbor triangle making regular holes in the mesh. The holes are filled in a careful manner to improve their valences as well as angle quality. We also use a segmentation-based surface remeshing which segments the mesh into random segments and then each segment is independently remeshed. In addition, a point insertion scheme is applied to minimize the ratio of obtuse triangles. Experimental results show that our method not only improves the maximal and minimal angles to an angle bound of[30 degrees 120 degrees] but also improves the vertices' regularity, reduces the ratio of obtuse triangles, preserves the area and volume, and always succeeds with downstream applications.
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Effect of Display Location on Finger Motor Skill Training with Music-Based Gamification. Reviewed
Naoki Inoue, Yuichiro Fujimoto, Alexander Plopski, Sayaka Okahashi, Masayuki Kanbara, Hsiu-Yun Hsu, Li-Chieh Kuo, Fong-Chin Su, Hirokazu Kato
Human Aspects of IT for the Aged Population. Healthy and Active Aging - 6th International Conference 78 - 90 2020
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The Feasibility of Augmented Reality as a Support Tool for Motor Rehabilitation. Reviewed
Isidro III Butaslac, Alessandro Luchetti, Edoardo Parolin, Yuichiro Fujimoto, Masayuki Kanbara, Mariolino De Cecco, Hirokazu Kato
Augmented Reality, Virtual Reality, and Computer Graphics - 7th International Conference 165 - 173 2020