In Japan, many passengers use railway lines for commuting to work or school. In the morning and evening hours, chronic delays often occur, and the time to reach the destination increases. This paper proposes a method to store and analyze open data related to railway operations for several months. This paper also visualizes the tendency of chronic delays to occur.
Many services on user's location information are developed by using GPS (Global Positioning System). However, the GPS’s positioning accuracy drops significantly indoors. We have proposed and developed an indoor positioning method without GPS. We have already proposed a method to estimate the position and direction indoor by using short-range wireless communication and electronic compass based on directivity antennas without indoor map data. In this paper, in order to evaluate our method, we measure directional characteristics of the directivity antennas of the transmitter and receiver.
Drawing contour lines is one of the most important techniques for understanding the characteristics of 3D models in nonphotorealistic rendering. Conventional methods draw continuous contour lines with the same thickness. However, contour lines are depicted by set of short lines just like growing grasses in furred animal illustrations. To depict furred animal 3D models in non-photorealistic rendering, we propose a new method that expresses animals’ fur by drawing a set of short and skew lines crossing along the contours.
Virtual Reality technology has been becoming popular. As fascinating virtual worlds have become more accessible, we may feel compelled to photograph the virtual world. However, real world photography and virtual world photography are not the same experiences. For example, traditional virtual world photography methods do not allow for failures to occur, which is a factor in enjoying the photographic experiences. In this paper, we propose a virtual space photography system that can simulate shooting with a real camera as an interface and allow for shooting failures. We specifically generate images that consider the motion blur of the exposure by the shutter. We demonstrate the possibilities of generating failed photos that function as a kind of memory by simulating the effect of taking a picture with a real world camera.
When we try on eyeglasses at a store, the eyeglasses does not have optical lenses. However, a facial impression should differ between when wearing eyeglasses with optical lenses and when wearing eyeglasses without one. The different is caused by a distortion of the facial contour and the eyes from optical lens power. Our proposed system can help users choose optimal eyeglasses frame and lens by rendering user’s 3D face model and optical lens eyeglasses with refraction simulation in real-time.
This paper describes a support system for tracheal suction skill acquisition based on augmented reality technology. A few tracheal suction skill training tools have already been developed and used, but its operating cost is expensive, such as maintenance, storage, and cleaning/drying/sterilization after use as well as its purchase cost. Besides, the tracheal suction skill is a procedure inside the trachea, it is difficult to observe and evaluate the skill because the state of the procedure is to be invisible directly. Our proposed system solves these existing tools problems using augmented reality technology and compact 3D printing models and sensors. The system validity has been verified by evaluation experiments.
In recent years, with the development of virtual reality (VR) technology, VR content has increased and is becoming more popular in homes. On the other hand, VR sickness becomes a serious problem. We have developed a sensory interface that mimics the "swimming motion" and obtained good results in reducing VR sickness. In this paper, we analyze the relationship between the motion sickness susceptibility to motion sickness and the sickness caused by "swimming motion" by using the MSSQ, which measures general motion sickness susceptibility, and verify the relationship between the motion sickness susceptibility and VR sickness.
Virtual Reality (VR) contents have been becoming popular. However, VR would certainly cause VR motion sickness. One of the main factors in VR motion sickness might be the discrepancy between the predicted physical experiences and the actual physical experiences. To prevent such discrepancy, an approach is effective that synchronizes the user's physical movements in the virtual space with the user's somatosensory movements. There has been developed a VR system which provides such a somatosensory interface. However, it is too huge, expensive and difficult to operate.
In this paper, we propose a simple somatosensory interface for moving virtual space by imitating swimming motions. The users of our system move the virtual space like to swim in the water by the kicks of both foot and the strokes of both arms. We developed a sensory interface that measures user's imitating swimming motions by four gyro sensors. Each gyro sensor is a 9-axis gyro sensor, including a 3-axis angular velocity sensor, a 3-axis acceleration sensor, and a 3-axis geomagnetic sensor. Four gyro sensors measure the movements of the strokes of both arms and kicks of both feet, respectively.
Five students evaluated our interface. They use our interface to navigate the specified course. After that, they answered the questionnaires. Experimental results verified that our interface was useful and effective for moving the virtual space without causing VR motion sickness.
Abstract – It is a challenging issue to generate avatar’s natural facial expressions from user’s facial images. One of the most difficult problems is to analyze user’s facial images, and estimate his emotions. We have already proposed a method that estimated user’s emotions combining both analysis on user’s facial images taken from a video camera and measuring heart rate information, pNN50. Here, pNN50 is a percent of difference between adjacent heartbeat intervals greater than 50 ms calculated from heart rate information. Each user's emotion was estimated as either of ‘Joy’, ‘Disgust’, ‘Sadness’, or ‘Anger’. Our previous method estimated user’s emotions and generated appropriately avatar’s face images. However, further improvement of measurement of each emotion is needed for the natural facial expressions of the avatars. In this paper, we propose a new method which measures the skin conductance level (SCL) by using a biometric sensor. We focus on “Russell's circumplex model of affect”, in which each emotion is described as a 2D vector of the ‘valence’ and ‘arousal’. Our method calculates the ‘valence’ by measuring pNN50, and the ‘arousal’ from the SCL. The four quadrants of “Russell's circumplex model of affect” correspond to ‘Joy’, ‘Disgust’, ‘Sadness’, and ‘Anger’, respectively. Based on results of multiple biological information, i.e., pNN50 and SCL, the proposed method estimates the accuracy of emotions and generates the avatar's natural facial expressions by adding comic symbols (called “Manpu”) successfully and appropriately. “Manpu” can emphasize emotions. By using “Manpu”, human emotions can be more easily communicated.
We propose a real-time rendering method of Japanese ink painting. Especially, we focus on methods both "mokkotsu" and "horinuri" techniques. We developed a real-time rendering system which can render Japanese ink painting images based on two techniques.
In recent Japan, flood disaster is frequently caused by typhoons and torrential rain. However, people’s awareness of flood disaster is not high, and low evacuation rates are in question. Since existing research and contents only display the water depth at flooding, it is difficult to fully tell the danger of flood damage. In this research, we aim to develop a system that can tell the risk of flood disaster through the experience of walking on a flooded road using virtual reality (VR).
It is difficult to present natural avatar's facial expression. We propose a new method for generating avatar's natural facial expression by combining (1) user’s emotion classification based on his/her facial images analysis, (2) the degree of emotion based by biometric heart rate sensor. Generated avatar’s facial expressions are enhanced by referring emotion classification results and the degree of emotions measured by biometric sensor. Finally, “Manpu” (comic symbols) is adding to visually express the user’s emotions, feelings or sensations.
In the VR content, one of the main reasons for damaging immersive experience is VR sickness. It is well known that exercising user’s arms or legs is effective to control symptoms of VR sickness. In this paper, we propose a new method that wraps the sensor around the wrists and allows natural arm swinging. We also evaluate how to swing users’ arms and walk around virtual space from its walking speed, routes and different types of sensors.
We have developed a video analysis method of shoot motion in basketball formation of practice. Our method can estimate accurately the position and movement of players from practice videos, and judge whether the player's shoot has succeeded. And by combining these, it is possible to estimate the shoot timing of players. Finally, it is possible to calculate the shoot probability by each positions. We evaluated the proposed method and also verified its usefulness. By this method, basketball formation practice and shoot practice can be performed efficiently at the same time.
Expression related to blood such as bloodshed and splashes is often treated in the CG field such as games and movie. Along with the improvement of technology and equipment performance, expressions such as blood adhering to objects became realistic and high speed, but on the other hand state change due to time course such as coagulation and discoloration has not been expressed yet. We proposed a method to expand the SPH method, which is a fluid simulation method, to simulate changes in the state of blood over time and aim for more realistic expression of blood. However, our method has a problem of increasing in calculation load. In this research, we accelerated process by voxel division of simulation space and GPU computing.
We have already proposed a method to simulate and express the process to rust the iron based on a voxel-based 3D automaton method. However, this method is too slow to simulate the process of rusting the iron. Thus, the previous system can simulate the rusting process of only small objects. In this paper, we propose a fast simulation method of the process of rusting the iron, so that we can deal with large and complex 3D models. As a result, our system enables to simulate the rusting process of iron polygon 3D models over time with high speed.
Currently, Virtual Reality (VR) content production is actively performed. While, VR sickness has become a problem. As a means to reduce VR sickness, bodily sensation-type game contents  are attracting attention. However, interfaces proposed in the previous work were not sufficient enough for operability. In this paper, we propose “Surf Disc” as an interface for moving around the virtual space freely and smoothly. For university students, evaluation experiments were conducted focusing on VR sickness, body fatigue, and operability by Surf Disc. We conducted experiments to evaluate the operability of “Surf Disc” from the three viewpoints of VR sickness, physical fatigue, and easy-to-use. We verify “Surf Disc” is sufficient and intuitive to move around the virtual space.