萩森 大貴 | M, 2回目発表 | サイバネティクス・リアリティ工学 | 清川 清, 小笠原 司, 酒田 信親 |
title: Combining Tendon Vibration and Visual Stimulation Enhances Kinesthetic Illusions
abstract: In recent years, human augmentation has attracted much attention. However, as augmented motion becomes larger than the real motion, a variety of senses that accompany will be more inconsistent with those perceived from somatic sensations, which will cause a severe sense of discomfort.To address the problem, we focus on kinesthetic illusions that are psychological phenomena where a person feels as if his or her own body is moving.To expand the knowledge on kinesthetic illusions, we have conducted two user studies on the impact of tendon vibration and visual stimuli on kinesthetic illusions. language of the presentation: Japanese | |||
斎藤 悠太 | M, 2回目発表 | サイバネティクス・リアリティ工学 | 清川 清, 小笠原 司, 酒田 信親 |
title: Roughness Perception in an Encountered Haptic Interface Using Drone
abstract:In the present study, we report on a user study that investigated the roughness perception in a drone-based encounter-type mid-air haptic interface. Whereas most existing studies on drone-based haptics focus on the reaction force and softness perception, ours is the first that focuses on the roughness perception. Our experimental results indicate that the roughness of different types of sandpaper attached on a hovering drone can be perceived as accurately as those fixed on a table with and without vibration. It was also found that the roughness judgment becomes inaccurate when the sandpaper is vibrated at a specific frequency. language of the presentation: Japanese | |||
井上 直樹 | M, 2回目発表 | インタラクティブメディア設計学 | 加藤 博一, 小笠原 司, Alexander Plopski |
title: Design of Finger Motor Skill Training with Gamification based on Music Play
abstract: It is necessary to continue rehabilitations for a long time. But many conventional rehabilitations are monotonous and it is difficult to recognize short-term efforts. So many patients can't continue them because they can't maintain their motivations. We introduce an AR gamification based on music play to a finger motor skill training. We believe that our system can improve the patient's motivations and it is more effective for a rehabilitation. We report on its design and the result of the experiment. language of the presentation: Japanese | |||