Category Archives: Research

STRAVIGATION(A Vibrotactile Mobile Navigation): 探検的観光支援に関する研究

Exploration-like sightseeing is wandering around an unfamiliar place, and is a way of seeing sights and enjoying novel experiences that are not mentioned in guidebooks. However, the fear of getting lost prevents tourists from engaging in exploration-like sightseeing. Current navigation devices are capable of providing effective routes to specific places, which is not compatible for this mode of sightseeing. This is because tourists tend to focus on the recommended route displayed on the device and follow it faithfully. This prevents tourists from seeing surrounding sights. Here, we propose a new navigation method called stravigation. Stravigation is a vibrotactile mobile navigation for the tourist to be able to enjoy exploration-like sightseeing.

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TAMA(Trajectory chAnging, Motion bAll) インタラクティブボールの開発

we propose a novel ball type interactive interface device. Balls are one of the most important pieces of equipment used for entertainment and sports. Their motion guides a player’s response in terms of, for example, a feint or similar movement. Many kinds of breaking ball throws have been developed for various sports(e.g. baseball). However, acquiring the skill to appropriately react to these breaking balls is often hard to achieve and requires long-term training. Many researchers focus on the ball itself and have developed interactive balls with visual and acoustic feedbacks. However, these balls do not have the ability for motion control. In this paper, we introduce a ball-type motion control interface device.

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Shoe-Shaped I/O Interface 履き物を利用したエンターテイメントシステムの開発

In this research, we propose a shoe-shaped I/O interface. The benefits to users of wearable devices are significantly reduced if they are aware of them. Wearable devices should have the ability to be worn without requiring any attention from the user. However, previous wearable systems required users to be careful and be aware of wearing or carrying them. To solve this problem, we propose a shoe-shaped I/O interface. By wearing the shoes throughout the day, users soon cease to be conscious of them. Electromechanical devices are potentially easy to install in shoes. This report describes the concept of a shoe-shaped I/O interface, the development of a prototype system, and possible

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RPT(Retroreflective Propeller Display):再帰性投影ヘッドアップディスプレイ

The head up display (HUD) is becoming increasingly common in the aerospace field because it has many benefits such as enabling operations in poor visibility and improving flight safety. The HUD is a kind of augmented reality display that enables a pilot to observe the scene outside the cockpit while simultaneously viewing an artificial image of flight information. However, the HUD is too expensive and heavy for light airplanes. In this paper, we propose a new method to combine real and artificial images using Retro-reflective Projection Technology and rotating objects, and we apply the method to an airplane with a single propeller to compose a simple HUD. In this report,

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Augmented Vection:移動感の増強に関する研究

It is known that peripheral vision strongly contributes to the sense of self-motion, and that users of visual displays with a narrow field of view often findit hard to experience such sensations fully. In thisresearch, we propose a peripheral display thataugments the feeling of self-motion. This consists ofsimple displays that stimulate the user’s peripheralarea of vision. By changing the stimulus on theperipheral display, the system should be able toincrease or reduce the user’s sense of self-motion. Inthis report, we describe a prototype of the displaysystem and the result of its evaluation. 現在,パソコンを含めたゲーム用ハードウェアの普及により,個人が家でゲームを簡単に楽しむことができるようになっています.その一方で課程では,人間に対する感覚情報のフィードバックシステムは限られたものしか利用できないという問題があります.例えばフライトシミュレータのようなものを例にとって考えた場合,コックピット窓からの映像,パネル上の計器類などはディスプレイ上に視覚情報として再現することが可能ですが,その視野角や操縦桿の操作感,機体運動時の加速度感などについては,提示装置が大がかりになることもあり,家庭での実現はハードルが高いのが現状ですこの問題に対して我々は,特に速度感,加速度感を対象として,安価に,且つ簡便に速度感・加速度感の増強提示を可能にするシステムの開発を目指しています.フライトシミュレーションゲームを行う際に速度感・加速度感を増強する事によって,従来よりも実際の航空機操縦時の感覚に近い状態を再現する事が可能になると期待しています.また実際の航空機においても,ヘリコプターによる高々度でのホバリング,あるいは飛行機による横風の下での着陸と言った状況では,パイロットが得られる速度感・加速度感が乏しいことも影響して,操縦の難易度が上がってしまうという問題があります.この時,パイロットの速度感・加速度感を増強して提示する事が可能であるならば,操縦時の負荷軽減,ならびに安全性の向上が可能になると期待されます. Publications: 岡野 裕,橋本 悠希,梶本 裕之,野嶋 琢也:周辺視野選択的な運動知覚を実現する視覚刺激の提案,日本バーチャルリアリティ学会第14回大会予稿集,2009. (PDF) Takuya NOJIMA, Yoshihiko SAIGA, Yu Okano and Hiroyuki KAJIMOTO, “The Sleighing

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TFD(Tactile Flight Display):皮膚感覚操縦支援装置

A new cockpit display system using tactile information was proposed. A 6×4 pin-array-type tactile display device was mounted on an aircraft control stick, and provides a pilot with altitude tracking cue. Results of preliminary pilot-in-the-loop simulation demonstrated that this system could support a pilot in maintaining an assigned altitude with only partial reference to altitude and/or vertical speed instrument indications. 航空機の飛行方式には,計器飛行方式と有視界飛行方式の二種類の飛行方式があります.このうち有視界飛行方式の場合,パイロットは,コックピット内の計器と窓外視界の監視を同時に行うことによって,機体の状態やナビゲーションに関する情報の取得,および周辺空域の安全確認を行っています.通常であればパイロットはこういった操作を問題なくこなすことができますが,例えば離着陸やホバリング救助・捜索など特定のタスクを行う場合,悪天候や機体の故障など飛行条件,あるいはそれらの条件が重ね合わさるような状況では,パイロットの視覚的な作業負荷が通常よりも上昇し,計器や窓外視界からの情報の円滑な取得が容易でなくなる事があります.我々はこのような問題に対して,パイロット指先の皮膚感覚を通じた飛行情報の呈示による解決を提案しています.パイロットがその指先から直接操縦に必要な情報を取得することで,「計器情報は指先から,飛行空域の安全確認は目視で」行うことが可能となり,パイロットの視覚的な負荷を軽減することが可能になると考えられています. Publications: 野嶋琢也, 舩引浩平: 皮膚感覚を通じたパイロットへの飛行情報呈示に関する研究, ヒューマンインタフェース学会誌, Vol.9, No.1, pp.1-8,2007. (PDF) Takuya NOJIMA, Kohei FUNABIKI, “Cockpit Display Using Tactile Sensation”, proceedings of 1st World Haptic Conference, pp.501-502, 2005. (PDF) Patents: 野嶋琢也, 舩引浩平, 「皮膚感覚操縦支援装置」, 特許第4124367号(2008/05/16)

SmartTool: 触覚のオーグメンテッドリアリティ(Haptic AR)

Previous research on augmented reality has been mainly focused on augmentation of visual or acoustic information. However, humans can receive information not only through vision and acoustics, but also through haptics. Haptic sensation is very intuitive, and some researchers are focusing on making use of haptics in augmented reality systems. While most previous research on haptics is based on static data, such as that generated from CAD, CT, and so on, these systems have difficulty responding to a changing real environment in real time. In this paper, we propose a new concept for the augmented reality of haptics, the SmartTool. The SmartTool responds to the real environment by using real

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