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.
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.
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 (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.
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).
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.
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.