ICAT-EGVE2022 - Posters and Demos
Permanent URI for this collection
Browse
Browsing ICAT-EGVE2022 - Posters and Demos by Author "Minamizawa, Kouta"
Now showing 1 - 4 of 4
Results Per Page
Sort Options
Item asmVR: Light Triggers in Virtual Reality to Induce ASMR(The Eurographics Association, 2022) Peng, Danyang; Pai, Yunsuen; Minamizawa, Kouta; Theophilus Teo; Ryota KondoAutonomous sensory meridian response (ASMR) is a tingling sensation that can be aroused by visual, sound, touch and emotional triggers, and can produce feelings of relaxation and euphoria. Light trigger is a new kind of visual trigger that has been gaining popularity in YouTube ASMR videos, and we analyzed this to draw design considerations. From there, we propose asmVR, a VR-based method to experience ASMR using light triggers. The ASMRtist can create the content using hand-tracked light triggers while roleplaying a virtual avatar, while viewers can experience an immersive and intimate relation with them to help trigger ASMR. We also propose a user study plan in the future to evaluate its effectiveness in inducing ASMR, as well as propose future development plans.Item HumanCopter: Wearable Drone System for Remote Multi-Directional Teleoperation(The Eurographics Association, 2022) Fei, Wong Keh; Zhou, Lu; ZiYue, Wang; Minamizawa, Kouta; Pai, Yun Suen; Theophilus Teo; Ryota KondoResearch on providing teleoperation to remote users for learning, training, or even as an assistive function has been well explored. Yet, most approaches are unable to provide full directional cues to the user. This includes not just front, back, left, and right, but also up, down, turn left, and turn right. Additionally, assuming direct control become more challenging without such freedom of navigation. To achieve this, we propose HumanCopter, a wearable unmanned aerial vehicle (UAV) where a teleoperater can provide six directional cues and 2 rotational cues to the controlled, or avatar user. Our proof-of-concept utilizes an open-source hexacopter drone mounted on the user via a helmet and shoulder supports to accurately navigate users.Item Moving Interaction by Controlling Yourself in Virtual Space(The Eurographics Association, 2022) Mitsubori, Nichika; Hagiwara, Takayoshi; Wakisaka, Sohei; Minamizawa, Kouta; Theophilus Teo; Ryota KondoIn this demonstration, we propose a method of movement in virtual space. The user becomes a ball that can roll through the virtual space and is operated from a first-person perspective. There are several objects in virtual space, which correspond to miniature objects in real space that match their appearance and movement. Users could manipulate these real space objects themselves, lifting and moving themselves in virtual space to break through some of the barriers that exist in virtual space. In this method, we observed that users experienced less motion sickness, even though they were standing still in the real space and only the images were moving. This system enables users to interact themselves from real space to virtual space, and is expected to become a new method of interaction in a society where digital twins have become widespread.Item PhysioSense Controller: Self-Actuating Button Based on Player Physiology for Improved Avatar Control(The Eurographics Association, 2022) ZiYue, Wang; Minamizawa, Kouta; Pai, Yun Suen; Theophilus Teo; Ryota KondoGames generally require a certain level of skill to control the avatar. However, this can also potentially lead to frustration since there is no way for a game to truly adapt to the player's skill during gameplay. We propose the PhysioSense controller, a custom designed gamepad controller that senses the player's electrodermal activity (EDA), heart rate, and motion to compute their cognitive load level in real-time and trigger a haptic feedback during key events in the game. The haptic feedback is delivered via subtle actuation on the button, allowing the player to still retain their sense of agency. We performed an initial evaluation on the PhysioSense Controller using a platforming action game with three custom difficulty levels. We found that there was a clear physiological and motion response to the presented difficulties, and that the player's behavior changes to adapt to them. We believe that our system can potentially make more players enjoy most games in the future regardless of presented difficulty.