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身体と環境との整合性を考慮した回転量操作型リダイレクションに関する基礎検討

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(1)Vol.2018-HCI-178 No.11 Vol.2018-EC-48 No.11 2018/6/14. 情報処理学会研究報告 IPSJ SIG Technical Report. *1. *1. *1. *1. *1. *1. Basic Study on Rotational Manipulation Type Redirection Considering Consistency of Body and Environment Junya Mizutani*1, Ryohei Nagao*1, Keigo Matsumoto*1, Takuji Narumi*1, Tomohiro Tanikawa*1 and Michitaka Hirose*1 Abstract - In virtual reality (VR), there is a technique called redirection that enables to expand a limited real space into a large VR space. It had been proposed that it is possible to manipulate spatial perception more effectively by adding haptic cues. However, with this method, since the positions and shapes of the objects in the VR space and the real space are different, misalignment occurs in the positional relationship between the body and the environment when a part of the body is displayed. On the other hand, human spatial perception is classified into a personal space, a peripersonal space, and an extrapersonal space according to the distance from the body, and it is said that the perception characteristics of each space are different. Conventional redirection mainly manipulated the extrapersonal space, we devised an operation method suitable for peripersonal space and thought to solve the problem caused by the method of adding haptic cues. The results from our experiment, it indicates that the proposed method can effectively manipulate the spatial perception than the conventional one. redirected walking, rotational manipulation, body-integration, visuo-haptic interaction. Keywords :. Virtuix Omni1 strider VR2. 1. VR. °. 2016 (VR). ° °. °. VR ±. 1. °. [5]. °. ° °. °. ° °. [1, 2]. °. ± ±. °. ° °. 3 °. °. °. °. °. ° [3] ° [4] *1: *1: Graduate School of Information Science and Technology, The University of Tokyo 1: http://www.virtuix.com/ 2: https://www.stridervr.com/. ⓒ 2018 Information Processing Society of Japan. 1 1.

(2) Vol.2018-HCI-178 No.11 Vol.2018-EC-48 No.11 2018/6/14. 情報処理学会研究報告 IPSJ SIG Technical Report. ° 3 ° HMD. °. ° (b). (a) 2. ° ± °. ± 3. ° ° °. 2.. °. 2.1 1 ° 0.67~1.24 [6]. 2.1. 2 °. VR. [7]. °. 4m 4m. ° °. 3. °. [10-12] [7]. Azmandian. ± °. ° [13]. [8]. ° 22m. °. 6m VR. °. ±. 3. 3 [9]. 3. °. 3 2.2 2.1 ⓒ 2018 Information Processing Society of Japan. 4, 5 2.

(3) Vol.2018-HCI-178 No.11 Vol.2018-EC-48 No.11 2018/6/14. 情報処理学会研究報告 IPSJ SIG Technical Report. ° 4. 6 7 ° Unity54. °. 3. ( 5. 60 , 90 , 120 ). ° °. 2. °. ° 1. °. °. °. °. 7 4. ° 2. °. 21.8. 5. (. 21-23. ). °. 1 HMD. 5 2 3. 2 2. °. 3. (60 , 90 , 120 ). 2. 3.. 3.1. 60 HTC Vive3. 6. 120. HMD. ° HTC Vive. HMD. 3: https://www.vive.com/ 4: https://unity3d.com/. ⓒ 2018 Information Processing Society of Japan. °. °. 90 7 3.

(4) Vol.2018-HCI-178 No.11 Vol.2018-EC-48 No.11 2018/6/14. 情報処理学会研究報告 IPSJ SIG Technical Report. (a). (b) 8. ° 9. (Mean SE). 3.2 ° 1 20. 40 HMD HMD VR. Simulator. Sickness Questionnaire(SSQ)[14] °. HMD °. 10. °. 1m. HMD. (Mean SE). 3.3. HMD. 2 3. 1m. °. HMD °. °. × HMD. (Shapiro-. ° Wilk test, p < .01) 2. °. Wilcoxon. 8 9. 2 2. Wilcoxon. SUS PQ[15]. °. 60. ° 3. (Z = 2.03, p SSQ. °. = .042, r = .586). 90. = .57, r = .164). 120. (Z = 0.569, p (Z = 0.800,. ⓒ 2018 Information Processing Society of Japan. 4.

(5) Vol.2018-HCI-178 No.11 Vol.2018-EC-48 No.11 2018/6/14. 情報処理学会研究報告 IPSJ SIG Technical Report. 12 11. (Mean SE) [6]. 90. p = .42, r = .231). 60.3 ~111.6. 10. 12. °. 180 68.4 ~119.7. °. 120 Wilcoxon 60 (Z = 1.53, p = .13, r = .443). 60. 90 (Z = 1.77, p. = .077, r = .510). 120 (Z = 1.86, p. = .063, r = 0.536) 120. 11 60 SUS PQ[15] Wilcoxon 60 (Z = 0.360, p = .72, r = .104) 90 (Z = 1.76, p = .078, r = .509) 120 (Z = 1.34, p = .18, r = 0.387) VR. SSQ. Wilcoxon. 90. (Z = 2.49, p = .013, r = .719) 3.4 90. 60 120 120 0.67~1.24 ⓒ 2018 Information Processing Society of Japan. 5.

(6) Vol.2018-HCI-178 No.11 Vol.2018-EC-48 No.11 2018/6/14. 情報処理学会研究報告 IPSJ SIG Technical Report. °. in virtual environments.; In Proceedings of the 26th annual conference on Computer graphics and interactive techniques, pp. 359-364. ACM Press/Addison-Wesley Publishing Co., 1999.. ° [3]. Hiroo Iwata et al.: Circulafloor [locomotion interface].; IEEE Computer Graphics and Applications, Vol. 25, No. 1, pp. 64-67, 2005.. [4]. Eliana Medina et al.: Virtusphere: Walking in a human size vr “hamster ball”.; In Proceedings of the Human Factors and Ergonomics Society Annual Meeting, Vol. 52,. VR. pp. 2102-2106. SAGE Publications Sage CA: Los. SSQ. Angeles, CA, 2008. [5]. VR. Sharif Razzaque et al.: Redirected walking.; In Proceedings of EUROGRAPHICS, Vol. 9, pp. 105-106. Manchester, UK, 2001.. 90. [6]. Frank Steinicke et al.: Estimation of detection thresholds for redirected walking techniques.; IEEE transactions on. 3. visualization and computer graphics, Vol. 16, No. 1, pp.. °. 17-27,2010. [7]. Elisabetta Ladavas et al.: Action-dependent plasticity in peripersonal. 4.. space. representations.;. Cognitive. neuropsychology; Vol. 25, No. 7-8, pp.1099-1113, 2008. [8]. Keigo Matsumoto et al.: Curvature manipulation techniques in redirection using haptic cues.; In 3D User Interfaces (3DUI), 2016 IEEE Symposium on, pp. 105108.IEEE, 2016.. [9]. et al.:. .;. °. , 2010.. [10] Yuki Ban et al.: Modifying an identified angle of edged. ±. shapes using pseudo-haptic effects.; In International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, pp. 25-36. Springer, 2012. [11] Yuki Ban et al.: Modifying an identified curved surface shape using pseudo-haptic effect.; In Haptics Symposium. ±. (HAPTICS), 2012 IEEE, pp. 211-216. IEEE,2012. [12] Yuki Ban et al.: Modifying an identified size of objects handled with two fingers using pseudo-haptic effects.; 2012. [13] Mahdi Azmandian et al.: Haptic retargeting: Dynamic repurposing of passive haptics for enhanced virtual reality experiences.; In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp.. ±. (A)(16H05866). 1968-1979. ACM, 2016. [14] Robert. S. Kennedy. et. al.:. Simulator. sickness. questionnaire: An enhanced method for quantifying [1]. Mel Slater et al.: Taking steps: the influence of a walking technique on presence in virtual reality.; ACM Transactions on Computer-Human Interaction (TOCHI), Vol. 2, No. 3, pp. 201-219, 1995.. [2]. Martin Usoh et al.: Walking > walking-in-place > flying,. ⓒ 2018 Information Processing Society of Japan. simulator sickness.; The international journal of aviation psychology, Vol. 3, No. 3, pp. 203-220, 1993. [15] Mel Slater et al.: Depth of presence in virtual environments.; Presence: Teleoperators & Virtual Environments, Vol. 3, No. 2, pp. 130-144, 1994.. 6.

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