髙濱 悠作 | 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, 清川 清, 神原 誠之, 藤本 雄一郎, 澤邊 太志 |
title: Development of VR Real-time Feedback System for Public Speaking Training and Verification of the Effectiveness of Continued Use
abstract: Presentations are considered the primary means of communication in all situations. In particular, proficiency in nonverbal communication greatly affects the effectiveness of presentations. Although many presentation training systems have been proposed, no research has yet focused on the timing of feedback in a system that provides feedback in real time and verification of the training effect. In this research, we implemented a presentation training system in a virtual reality (VR) environment using a timing estimation model proposed in a previous research, and evaluated its effectiveness through experiments with participants. The results partially confirmed the training effect of the proposed model and indicated that it improves the impression of feedback provided by the system. language of the presentation: Japanese 発表題目: パブリックスピーキング訓練のためのVRリアルタイムフィードバックシステムの開発と継続的使用効果の検証 発表概要: プレゼンテーションはあらゆる場面での主要なコミュニケーション手段とされている.特に,非言語コミュニケーションの習熟度はプレゼンテーションの効果に大きく影響を与える.これまで多くのプレゼンテーション訓練システムが提案されてきたが,リアルタイムにフィードバックを行うシステムにおいてフィードバックのタイミングに焦点を当て訓練効果を検証した研究は未だない.本研究では,先行研究で提案されたタイミング推定モデルを活用し,仮想化現実(VR)環境でのプレゼンテーション訓練システムを実装し,被験者実験を通じてその有効性を評価した.結果として,提案モデルによるの訓練効果が部分的に確認され,システムが提供するフィードバックの印象を向上させることが示された. | |||
LIU JIA | D, 中間発表 | インタラクティブメディア設計学 | 加藤 博一, 清川 清, 神原 誠之, 藤本 雄一郎, 澤邊 太志 |
title: Interactive Editing Tool for Adaptive Game Scene Generationin Augmented Reality Games
abstract: Augmented Reality (AR) is the fusion of the virtual and real worlds, capable of creating new environments where physical objects and digital objects coexist and interact in real time. As a crucial application of AR technology, AR games empower players to bridge the gap between reality and virtuality, offering a novel experience distinct from traditional games. One of the most challenging aspects faced by designers in creating these AR games is developing game scenes that seamlessly integrate into real-world environments. The unpredictability of real-world environments hinders game designers from crafting scenes that perfectly fit the players' surroundings. In this paper, we propose a novel system capable of flexibly integrating the designer's blueprint into actual scenes. Firstly, designers utilize our Game Scene Blueprint Interface, an interface developed in Unity, to create game scene blueprints. These blueprints are then converted into data structures as a Game Scene Graph. When the end-users (players) employ AR devices, the devices scan the real environment, generating scene information. The scene information forms a Real Scene Graph after structured processing. Secondly, by employing a scene graph matching algorithm, the two graphs are merged, determining the locations and orientations of game content in the real world. We further showcase the performance of our system based on combinations of various game scenes and real-world environments, and qualitative results prove the applicability of our system. *** language of the presentation: English | |||
上田 史貴 | 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, 清川 清, 神原 誠之, 藤本 雄一郎, 澤邊 太志 |
title: Influence of Different Perspectives on Sense of Embodiment and Training Effects in VR Public Speaking Training
abstract: Public speaking training using virtual reality (VR) has been attracting attention in recent years. VR enables trainees to conduct public speaking training interactively while experiencing realistic situations. In virtual environments, the sense of embodiment (SoE) plays an important role in cognitive and behavioral changes. However, the relationship between SoE and effects of public speaking training has not yet been clarified. On the other hand, it has been reported that SoE changes depending on perspectives, but the influence of perspectives on the effectiveness of training is unclear. The purpose of this research is to clarify the effect of different perspectives on training effects and SoE, as well as the relationship between SoE and training effects. We constructed a VR job interview training system and implemented a function that reflects the body movements to the avatar to induce SoE in the user. We aim to achieve the objectives through a between-subject experiment using this system. language of the presentation: Japanese 発表題目: VRパブリックスピーキング訓練における視点の違いによるSense of Embodimentと訓練効果への影響 発表概要: 近年,バーチャルリアリティ(VR)を用いたパブリックスピーキング訓練が注目されている.VRによって,訓練者は現実に近い状況を体験しながら,訓練をインタラクティブに行うことが可能になる.VRでは,Sense of Embodiment(SoE)が認知や行動の変化において重要な役割を果たしているとされる.しかし,SoEとパブリックスピーキング訓練の効果との関係は未解明である.また,視点によってSoEが変化することが報告されているが,視点による訓練効果への影響は分かっていない.本研究では,視点の違いによる訓練効果とSoEへの影響及び,SoEと訓練効果の関係を明らかにすることを目的とする.これまでに,就職面接を想定したVR面接訓練システムを構築し,ユーザにSoEを誘発させるために身体の動きをアバタに反映させる機能を実装した.本システムを用いた被験者間実験を通して,研究目的の達成を目指す. | |||
永田 昂輝 | 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, 清川 清, 神原 誠之, 藤本 雄一郎, 澤邊 太志 |
title: Concealment of Autonomous Vehicle Stress Factor with Appearance Modification of Dynamic Objects
abstract: From the viewpoint of social acceptance of autonomous vehicles, the reduction of autonomous vehicle stress (AVS) is an urgent issue, especially AVS caused by dynamic external objects, which are difficult to deal with due to their large amount of information. When the dynamic objects are large, it is expected that stress reduction can be achieved by reducing the amount of information with appearance modification that conceal the stressors. The purpose of this study is to systematically summarize each dynamic external environmental factor in terms of appropriate appearance modification. Based on the results obtained in the preliminary experiments, the system is being improved and the research goal will be achieved by conducting subject experiments. language of the presentation: Japanese 発表題目: 周辺動物体の外見加工による自動走行ストレス要因の秘匿 発表概要: 自動走行車の社会的受容という観点において自動走行ストレス(AVS)の軽減は喫緊の課題であるが,中でも動的外部環境要因に起因するAVSはその情報量の大きさゆえ多岐に渡り,対処が困難である. 対象となる動物体が大きい場合については,ストレス要因を秘匿する映像加工を通して情報量を小さくすることによるストレス軽減効果が期待できる. 本研究では,それぞれの動的外部環境要因を適した映像加工について体系的にまとめることを目的としている. 予備実験で得られた結果をもとにシステムを改善し,被験者実験を行い研究目的を達成する. | |||