101 research outputs found

    Force Rendering and Its Evaluation of a Friction-based Walking Sensation Display for a Seated User

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    Most existing locomotion devices that represent the sensation of walking target a user who is actually performing a walking motion. Here, we attempted to represent the walking sensation, especially a kinesthetic sensation and advancing feeling (the sense of moving forward) while the user remains seated. To represent the walking sensation using a relatively simple device, we focused on the force rendering and its evaluation of the longitudinal friction force applied on the sole during walking. Based on the measurement of the friction force applied on the sole during actual walking, we developed a novel friction force display that can present the friction force without the influence of body weight. Using performance evaluation testing, we found that the proposed method can stably and rapidly display friction force. Also, we developed a virtual reality (VR) walk-through system that is able to present the friction force through the proposed device according to the avatar's walking motion in a virtual world. By evaluating the realism, we found that the proposed device can represent a more realistic advancing feeling than vibration feedback

    Integration of Independent Heat Transfer Mechanisms for Non-Contact Cold Sensation Presentation With Low Residual Heat

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    Thermal sensation is crucial to enhancing our comprehension of the world and enhancing our ability to interact with it. Therefore, the development of thermal sensation presentation technologies holds significant potential, providing a novel method of interaction. Traditional technologies often leave residual heat in the system or the skin, affecting subsequent presentations. Our study focuses on presenting thermal sensations with low residual heat, especially cold sensations. To mitigate the impact of residual heat in the presentation system, we opted for a non-contact method, and to address the influence of residual heat on the skin, we present thermal sensations without significantly altering skin temperature. Specifically, we integrated two highly responsive and independent heat transfer mechanisms: convection via cold air and radiation via visible light, providing non-contact thermal stimuli. By rapidly alternating between perceptible decreases and imperceptible increases in temperature on the same skin area, we maintained near-constant skin temperature while presenting continuous cold sensations. In our experiments involving 15 participants, we observed that when the cooling rate was -0.2 to -0.24 degree celsius per second and the cooling time ratio was 30 to 50 %, more than 86.67 % of the participants perceived only persistent cold without any warmth

    Low-Cost and Efficient Hardware Solution for Presentation Attack Detection in Fingerprint Biometrics Using Special Lighting Microscopes

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    Biometric recognition is already a big player in how we interact with our phones and access control systems. This is a result of its comfort of use, speed, and security. For the case of border control, it eases the task of person identification and black-list checking. Although the performance rates for verification and identification have dropped in the last decades, protection against vulnerabilities is still under heavy development. This paper will focus on the detection of presentation attacks in fingerprint biometrics, i.e., attacks that are performed at the sensor level, and from a hardware perspective. Most research on presentation attacks has been carried out on software techniques due to its lower price as, in general, hardware solutions require additional subsystems. For this paper, two low-cost handheld microscopes with special lighting conditions were used to capture real and fake fingerprints, obtaining a total of 7704 images from 17 subjects. After several analyses of wavelengths and classification, it was concluded that only one of the wavelengths is already enough to obtain a very low error rate compared with other solutions: an attack presentation classification error rate of 1.78% and a bona fide presentation classification error rate (BPCER) of 1.33%, even including non-conformant fingerprints in the database. On a specific wavelength, a BPCER of 0% was achieved (having 1926 samples). Thus, the solution can be low cost and efficient. The evaluation and reporting were done following ISO/IEC 30107-3

    ジョウホウ ギジュツ ト リロン

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    情報技術と社会との関わりにおける諸問題を、特に倫理との関わりにおいて述べる。また、情報技術にかかわる職業に従事する者が持つべき倫理観についても述べる。大阪大学OpenCourseWare:大学院講

    The Effects of Speed-Modulated Visual Stimuli Seen through Smart Glasses on Work Efficiency after Viewing

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    It is known that subjective time and work efficiency are affected by visual stimuli. However, existing studies only consider the effects of visual information on the user during viewing and ignore the after effects. Using smart glasses lets users see visual information while moving until just before arriving at the office or school. We hypothesize that the user’s effects from the visual information they were looking at just before working or studying affects the subsequent work. Through two user studies, we investigated whether information presented on smart glasses affected subsequent work efficiency. In the first experiment, participants were presented with avatars running at two levels of speed, or no avatars, through simulated smart glasses in a virtual environment. They then solved a dot-clicking task on a desktop monitor. In the second experiment, we investigated whether the same effect could be shown while walking in the real environment, with a running and a fast-walking avatar both at the same speed in order to see the difference in the effects of the different movements. In the first experiment, we confirmed that the speed of later work tended to improve when presenting the running human-shaped avatar. From the results of the second experiment, which was conducted in the real environment, we did not confirm that the subsequent work speed varied depending on the type of avatar being displayed. As a reason for the trend of improvement in the task efficiency in the first experiment, observation of fast human motion may have unconsciously accelerated the observers’ body movement speed due to the mirror neuron mechanism. As a reason for why the work speed did not improve in the second experiment, the participants may be affected by other pedestrians and running cars. Additionally, it was difficult to see the images on the smart glasses while walking in the real environment

    システム インタフェース セッケイロン

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    情報システムと利用者の関係について、人間的側面と技術的側面の両面からの基礎的考え方および利用者インタフェースの設計方法、評価方法について講義する。特に、先進的インタフェースの例として、3次元ユーザインタフェース、バーチャルリアリティ、拡張現実感、コンピュータ援用協調作業の応用と関連基礎技術についても講述する。また、受講者は講義期間内で各1回程度、割り当てられた論文を精読してスライドを準備し、プレゼンテーションすることが求められる。大阪大学OpenCourseWare:大学院講

    I'm Transforming! Effects of Visual Transitions to Change of Avatar on the Sense of Embodiment in AR

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    International audienceVirtual avatars are more and more often featured in Virtual Reality (VR) and Augmented Reality (AR) applications. When embodying a virtual avatar, one may desire to change of appearance over the course of the embodiment. However, switching suddenly from one appearance to another can break the continuity of the user experience and potentially impact the sense of embodiment (SoE), especially when the new appearance is very different. In this paper, we explore how applying smooth visual transitions at the moment of the change can help to maintain the SoE and benefit the general user experience. To address this, we implemented an AR system allowing users to embody a regular-shaped avatar that can be transformed into a muscular one through a visual effect. The avatar’s transformation can be triggered either by the user through physical action (“active” transition), or automatically launched by the system (“passive” transition). We conducted a user study to evaluate the effects of these two types of transformations on the SoE by comparing them to control conditions where there was no visual feedback of the transformation. Our results show that changing the appearance of one’s avatar with an active transition (with visual feedback), compared to a passive transition, helps to maintain the user’s sense of agency, a component of the SoE. They also partially suggest that the Proteus effects experienced during the embodiment were enhanced by these transitions. Therefore, we conclude that visual effects controlled by the user when changing their avatar’s appearance can benefit their experience by preserving the SoE and intensifying the Proteus effects

    Understanding Users’ Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives

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    International audienceMixed Reality systems combine physical and digital worlds, with great potential for the future of HCI. It is possible to design systems that support flexible degrees of virtuality by combining complementary technologies. In order for such systems to succeed, users must be able to create unified mental models out of heterogeneous representations. In this paper, we present two studies focusing on the users' accuracy on heterogeneous systems using Spatial Augmented Reality (SAR) and immersive Virtual Reality (VR) displays, and combining viewpoints (egocentric and exocentric). The results show robust estimation capabilities across conditions and viewpoints
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