VR
Groovy Walking
We proposed and evaluated a system that aims to reduce VR sickness by using rhythmic head movements as walking input in a VR environment with a head-mounted display.
A virtual tennis training support system using simple visual feedback
We developed a method for VR tennis training that briefly displays the racket's position and orientation as a ghost. By providing focused feedback, our aim is to increase the amount of practice per unit time. Both short-term and long-term experiments confirmed increased practice volume and sustained effects.
VR-iai
When swinging a sword in VR space, displaying the sword movement at the user's actual operation speed makes it feel slow and reduces the sense of exhilaration. In this research, we developed a method that detects the start of a slashing motion, predicts the movement, and presents an animation of the sword swinging faster than the arm movement, allowing users to feel as if they have become a sword master.
Investigation of Appropriate Nodding Frequency According to Audience Size
In a VR virtual audience system using a speech-driven nodding generation model, we found that applying the nodding frequency adjusted for a single virtual audience member to multiple audience members results in excessive nodding. Through experiments, we demonstrated that reducing the nodding frequency as the audience size increases creates a more natural impression.
Ghostgram
\"Ghostgram\" is a new technology that greatly advances the techniques our laboratory has provided for the \"3D Noh\" series directed by Shutaro Oku, with the cooperation of Professor Masahiko Inami at the University of Tokyo.
Pose Input Support System for 3D Avatars Using Simple Motion Capture Devices
When operating 3DCG avatars with VR equipment, it is difficult to input poses suitable for avatars with different appearances from real-world users due to user skill and device constraints. In this research, we proposed a support system that allows users to input target poses easily and accurately by continuously blending between target poses and user input postures.
Immersive Class Video System to Facilitate Learners' Conformity through Interactive Lectures
In online lectures, learners tend to be passive and struggle to maintain learning motivation. In this research, we developed a VR system that allows learners to participate as one of the students in a virtual interactive classroom space.
VR Rakugo
The virtual rakugo theater system uses VR technology to enable even beginners to experience speaking rakugo in a karaoke-like manner. By imitating hand gestures and lines while watching model videos from professional rakugo performers, users can elicit reactions from audience characters and reproduce the feeling of "making them laugh."
VR System for Experiencing Historical Presentations with Virtual Audiences
A VR system that allows users to relive famous historical speeches and presentations as if they were the speakers themselves. Users can experience historical presentations in an environment with virtual audiences, following subtitle prompts and gesture instructions.
VR System Presenting the Traveling Direction in 360-degree Live-action Video
A VR system that records camera movement paths during shooting using the VIVE tracking system and presents them as rails in VR space, enhancing the movement experience in 360-degree videos. It is also expected to reduce VR sickness.