Browsing by Author "Wakita, Wataru"
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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 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 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.Item A Wind Interaction System from the Real to the Virtual World(The Eurographics Association, 2020) Liu, Jingyi; Wakita, Wataru; Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-KukWe propose a wind interaction system from the real to the virtual world. Specifically, when the spectator waves the VIVE controller to the VR player, a wind is generated according to the direction and acceleration of waving in both real and virtual side. In flight content of this system, the aircraft tilts under the influence of the wind, and the motion platform reproduces the actual tilt. With this system, it is expected that spectators waiting for a VR experience and people who do not want to wear an HMD due to VR sickness etc. can enjoy one VR content together by disturbing or supporting the VR player.