Transactions of the Virtual Reality Society of Japan
Online ISSN : 2423-9593
Print ISSN : 1344-011X
ISSN-L : 1344-011X
Volume 29, Issue 4
Displaying 1-13 of 13 articles from this issue
  • Yuki Sato, Takahiro Wada
    2024 Volume 29 Issue 4 Pages 205-215
    Published: 2024
    Released on J-STAGE: December 27, 2024
    JOURNAL FREE ACCESS

    We explored how augmented reality (AR) can reduce motion sickness during unpredictable vehicle movements by overlaying precise motion prediction cues onto real environments. Participants highly susceptible to motion sickness viewed video see-through images on head-mounted displays and were exposed to varying rotational patterns to block motion anticipation. AR-based motion prediction cues showing rotation direction and stopping points were used to reduce conflicts between predicted and actual multimodal sensations, including visual, vestibular, and somatosensory sensations, which often cause motion sickness. The AR-based motion prediction cues significantly reduced motion sickness. Future research should evaluate the effectiveness of multimodal sensory presentation in reducing motion sickness.

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  • Amane Tai, Yasuto Nakanishi
    2024 Volume 29 Issue 4 Pages 217-225
    Published: 2024
    Released on J-STAGE: December 27, 2024
    JOURNAL FREE ACCESS

    In recent years, various attempts have been made to create immersive experiences by combining electric wheelchairs, used as motion platforms (MP), with Virtual Reality (VR) visuals presented through Head Mounted Displays (HMDs). However, due to constraints posed by the size of the physical space and safety considerations, it is challenging to directly map the movement and speed of the virtual space in VR to the physical space. Therefore, designing a more immersive VR experience requires appropriately designing the VR ride’s trajectory, considering the speed and safety constraints of the physical space and the MP. This study focuses on the teacup ride, a classic amusement park attraction, as the VR experience to be provided. We investigated the trajectory for constructing a VR ride that combines HMDs and electric wheelchairs. We compared and evaluated nine different wheelchair trajectories by altering the translational and rotational speeds in the VR visuals by factors of 1, 0.5, and 0.The results suggest that the wheelchair trajectory, which incorporates the rotational speed present in the teacup VR visuals, does not significantly diminish passengers’ consistency evaluations even when the translational speed is reduced.

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  • Mai Kamihori, Keitaro Akitani, Kodai Ito, Hiroyuki Kajimoto, Yuichi It ...
    2024 Volume 29 Issue 4 Pages 227-238
    Published: 2024
    Released on J-STAGE: December 27, 2024
    JOURNAL FREE ACCESS

    We focused on the residual numbness sensation experienced after receiving vibration stimulation for a particular duration. In this study, we investigated the conditions conducive to numbness occurrence and the intensity of numbness and its duration under those conditions. Our findings revealed that numbness occurred and vibration perception diminished following vibration exposure for 40 to 80 seconds, gradually subsiding within 10 to 30 seconds post-stimulation. Additionally, we observed that after 10 seconds from the onset of numbness, stimuli below 10 dB were less perceptible due to residual numbness, whereas vibration perception remained intact for stimuli above 20 dB. Although this experiment primarily assessed the impact of numbness on vibration perception, exploring its effects on tactile sensations beyond vibration perception could broaden the potential applications and interactions, considering the optimal vibration exposure time and duration of residual numbness identified in this study.

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  • Shinnosuke Noguchi, Keigo Matsumoto, Yuki Ban, Takuji Narumi
    2024 Volume 29 Issue 4 Pages 239-249
    Published: 2024
    Released on J-STAGE: December 27, 2024
    JOURNAL FREE ACCESS

    A hit-stop is a technique used mainly in fighting games to highlight the impact felt by a player when the target’s movement temporarily pauses at the moment of contact. This technique can induce a sense of pseudo-impact in users when applied in virtual reality (VR). However, previous studies have only looked at its effects on a single user, leaving the impact of hit-stops on multiple users in a shared virtual environment unexamined. Concerns exist that hit-stops might cause discomfort and degrade the VR experience due to unpredictable movements of other players. This study aims to explore how hit-stops affect user discomfort in multi-user VR and whether presenting hit-stops asymmetrically can reduce such discomfort. We conducted an experiment where two players engaged in a virtual tennis rally under four conditions: each player’s hit-stop adjusted motion (symmetric condition) or real motion (asymmetric condition) shown to the opponent, and the opponent’s hit-stop adjusted or real motion shown to the player. The findings indicated that asymmetric presentation of hit-stops can alleviate discomfort with the other player while still providing a pseudo-impact sensation.

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