23 research outputs found

    Convex Interaction : VR o mochiita kōdō asshuku ni yoru kūkanteki intarakushon no kakuchō

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    Convex Interaction : VR o mochiita kōdō asshuku ni yoru kūkanteki intarakushon no kakuchō

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    Convex Interaction : VR o mochiita kōdō asshuku ni yoru kūkanteki intarakushon no kakuchō

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    Seeing Our Blind Spots: Smart Glasses-Based Simulation to Increase Design Students’ Awareness of Visual Impairment

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    As the population ages, many will acquire visual impairments. To improve design for these users, it is essential to build awareness of their perspective during everyday routines, especially for design students. Although several visual impairment simulation toolkits exist in both academia and as commercial products, analog, and static visual impairment simulation tools do not simulate effects concerning the user’s eye movements. Meanwhile, VR and video see-through-based AR simulation methods are constrained by smaller fields of view when compared with the natural human visual field and also suffer from vergence-accommodation conflict (VAC) which correlates with visual fatigue, headache, and dizziness. In this paper, we enable an on-the-go, VAC-free, visually impaired experience by leveraging our optical see-through glasses. The FOV of our glasses is approximately 160 degrees for horizontal and 140 degrees for vertical, and participants can experience both losses of central vision and loss of peripheral vision at different severities. Our evaluation (n =14) indicates that the glasses can significantly and effectively reduce visual acuity and visual field without causing typical motion sickness symptoms such as headaches and or visual fatigue. Questionnaires and qualitative feedback also showed how the glasses helped to increase participants’ awareness of visual impairment

    Frisson Waves: Exploring Automatic Detection, Triggering and Sharing of Aesthetic Chills in Music Performances

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    Frisson is the feeling and experience of physical reactions such as shivers, tingling skin, and goosebumps. Using entrainment through facilitating interpersonal transmissions of embodied sensations, we present "Frisson Waves" with the aim to enhance live music performance experiences. "Frisson Waves" is an exploratory real-time system to detect, trigger and share frisson in a wave-like pattern over audience members during music performances. The system consists of a physiological sensing wristband for detecting frisson and a thermo-haptic neckband for inducing frisson. In a controlled environment, we evaluate detection (n=19) and triggering of frisson (n=15). Based on our findings, we conducted an in-the-wild music concert with 48 audience members using our system to share frisson. This paper summarizes a framework for accessing, triggering and sharing frisson. We report our research insights, lessons learned, and limitations of "Frisson Waves". Yan He, George Chernyshov, Jiawen Han, Dingding Zheng, Ragnar Thomsen, Danny Hynds, Muyu Liu, Yuehui Yang, Yulan Ju, Yun Suen Pai, Kouta Minamizawa, Kai Kunze, and Jamie A War

    Search for dark matter produced in association with bottom or top quarks in √s = 13 TeV pp collisions with the ATLAS detector

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    A search for weakly interacting massive particle dark matter produced in association with bottom or top quarks is presented. Final states containing third-generation quarks and miss- ing transverse momentum are considered. The analysis uses 36.1 fb−1 of proton–proton collision data recorded by the ATLAS experiment at √s = 13 TeV in 2015 and 2016. No significant excess of events above the estimated backgrounds is observed. The results are in- terpreted in the framework of simplified models of spin-0 dark-matter mediators. For colour- neutral spin-0 mediators produced in association with top quarks and decaying into a pair of dark-matter particles, mediator masses below 50 GeV are excluded assuming a dark-matter candidate mass of 1 GeV and unitary couplings. For scalar and pseudoscalar mediators produced in association with bottom quarks, the search sets limits on the production cross- section of 300 times the predicted rate for mediators with masses between 10 and 50 GeV and assuming a dark-matter mass of 1 GeV and unitary coupling. Constraints on colour- charged scalar simplified models are also presented. Assuming a dark-matter particle mass of 35 GeV, mediator particles with mass below 1.1 TeV are excluded for couplings yielding a dark-matter relic density consistent with measurements

    Measurement of jet fragmentation in Pb+Pb and pppp collisions at sNN=2.76\sqrt{{s_\mathrm{NN}}} = 2.76 TeV with the ATLAS detector at the LHC

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    Convex interactions : towards efficient human motion in peripersonal space using virtual reality(審査報告)

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    Convex interactions : towards efficient human motion in peripersonal space using virtual reality(要旨)

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    Convex interactions : towards efficient human motion in peripersonal space using virtual reality(本文)

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