ICAT-EGVE2024 - Posters and Demos
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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 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 A Study on the Changes in Attention Awareness Induced by Attention Guidance Methods in Driving Simulators Using Biometric Data(The Eurographics Association, 2024) Liang, Jinwei; Ishihara, Makio; Tanabe, Takeshi; Yem, VibolDriver distraction is a leading cause of delayed reactions and accidents. To address this, driving simulators provide a controlled setting to safely simulate a circumstance that needs a quick response, allowing drivers to practice and improve reaction times. This study develop three attention guidance methods within a driving simulator to enhance drivers' focus and responsiveness in such circumstances. The methods' effects on driver attentiveness and response are evaluated through objective and subjective measures, including electrocardiogram data and questionnaires. The results indicate that the Arrow and Point methods potentially reduce psychological burden, and aid in accident prevention.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 Presenting Climbing/Descending Sensation with Visual image and Horizontal Acceleration(The Eurographics Association, 2024) Uematsu, Kohei; Yano, Hiroaki; Tanabe, Takeshi; Yem, VibolIn this study, a method for generating the sensation of driving uphill and downhill using an electric wheelchair equipped with a spherical display was proposed as a solution to the problem of driving uphill when moving through a VR space using an RDD using an electric wheelchair equipped with a spherical display. It was hypothesized that four elements are important for generating the sensation of driving uphill using an electric wheelchair equipped with a spherical display without adding any special mechanisms: ''horizontal acceleration,'' ''movement speed in the VR space,'' ''head direction,'' and ''viewing angle,'' and an evaluation experiment was conducted to verify this. As a result, significant differences were seen in all four elements when generating the sensation of driving uphill, and significant differences were seen in the three elements except horizontal acceleration when generating the sensation of driving downhill.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 Study on multiple-virtual body perception: Effects of different spatial presentation and command input methods(The Eurographics Association, 2024) Serizawa, Masatoshi; Fukuchi, Yosuke; Yem, Vibol; Ikei, Yasushi; Nishiuchi, Nobuyuki; Tanabe, Takeshi; Yem, VibolThe development of a system enabling a single operator to manipulate multiple remote proxy bodies holds considerable social significance due to its potential to enhance time efficiency. This research involved a user study aimed at exploring the characteristics of multiple-body perception, influenced by the method of spatial presentation (simultaneous, switching, transparent) and the command input method to the proxy bodies (buttons, voice). A subjective evaluation through questionnaires assessed the embodiment experiences associated with multiple bodies. The data analysis from this evaluation highlighted that the transparent presentation method notably improved the sensation of occupying multiple spaces simultaneously.Item 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 Virtual Reality Space Moderately Filled with Objects for Linear Self-locomotive Speed Perception(The Eurographics Association, 2024) Kosuge, Yuki; Goto, Yuta; Okamoto, Shogo; Tanabe, Takeshi; Yem, VibolThis study investigates how object density in virtual reality (VR) affects self-moving speed perception. Using 44 participants, speed perception across six object density levels was assessed through magnitude estimation. The analysis based on Stevens' power law, found that the perceived speed is the highest linearity at moderate object density. Excessive or sparse object environments led to reduced linearity. The findings suggest a critical object density threshold for maintaining accurate speed perception in VR, offering insights for designing immersive environments.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 VR-Jump: Jump Interface for VR using Only a Head-Mounted Display(The Eurographics Association, 2024) Hamaike, Yuya; Uemura, Takumi; Ojima, Shuichi; Tanabe, Takeshi; Yem, VibolFrom an NUI perspective, jumping in VR space should be performed with lower limb motions in real space. However, the existing method of jumping in VR space by lower limb motions is not easily available to standard VR users who have not external devices. Therefore, we focus on jumping in VR space and propose'' VR-Jump '', an interface that allows users to jump in VR space using only an HMD. This interface performs a jump in VR space with a vertical jump in real space and adjusts the height of the jump in VR space in three levels according to the maximum knee bending angle before the jump. We have shown that the proposed method can convert the vertical jumping in real space into three levels of jumps in VR space.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 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 Surveys and Experiments on the effectiveness of VR-based safety education(The Eurographics Association, 2024) Kitazawa, Ryohei; Hojo, Rieko; Tanabe, Takeshi; Yem, VibolThe present study examined the effectiveness of VR-based safety education compared to traditional text-based methods. A survey of VR content providers and users revealed that while various VR content is available, fall-related hazard experiences were the most commonly used, raising concerns about potential misalignment with educational goals. An experiment was conducted with university students to compare the impact of VR-based hazard learning, text-based learning, and a control group with no stimuli. Results showed that VR-based learning improved hazard detection, while text-based learning had less impact. Although the study suggests VR's potential in enhancing safety education, further research is needed due to the small sample size.Item Vibratory-interoceptive stimuli to enhance empathy(The Eurographics Association, 2024) Kitajima, Tatsuya; Okamoto, Shogo; Kosuge, Yuki; Tanabe, Takeshi; Yem, VibolVibration stimuli applied to the upper body, designed to stimulate interoception, can intensify emotional responses when watching videos or music. This study explores whether such stimuli can also enhance empathy. In the experiment, vibratory stimuli were delivered to individual participants while an experimenter exhibited emotional reactions. Nine participants observed a game scene, with vibratory stimulation triggered by the actor's emotional reactions in one condition and absent in another. Results showed that vibration increased empathy and excitement levels.Item Reducing the Proteus Effect in Virtual Reality: A Mental and Acting Approach(The Eurographics Association, 2024) Kimura, Erika; Genay, Adelaide; Nakano, Kizashi; Hirao, Yutaro; Perusquía-Hernández, Monica; Narumi, Takuji; Uchiyama, Hideaki; Kiyokawa, Kiyoshi; Tanabe, Takeshi; Yem, VibolThe Proteus effect in virtual reality (VR) refers to how users' behaviors align with their avatar's appearance, often reinforcing stereotypes. While this effect can enrich VR experiences, it also risks unintended stereotype reinforcement. This study explores methods to enhance and mitigate the Proteus effect by applying a ''Mental and Acting Protocol'' before avatar embodiment, involving Introduction, Mental Imagery, and Acting stages. In a controlled experiment with 68 participants embodying elderly avatars, walking speed was used as a behavioral measure. Results showed no significant differences across conditions, underscoring challenges in consistently replicating the Proteus effect. These findings offer insights for refining VR priming techniques to manage stereotype-driven behaviors.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.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 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.