ICAT-EGVE2022 - Posters and Demos

Permanent URI for this collection

Hiyoshi, Yokohama, Japan | November 30 - December 3, 2022

(for Full Papers see ICAT-EGVE 2022 - Full Papers)

Posters
Proposal for 3-Arm Motor Skill Training Considering Spatial Awareness and Cooperative Action Involving 3rd Hand
Po-Han Chen, Nonoka Nishida, Yukiko Iwasaki, and Hiroyasu Iwata
Lyrics onto Cityscape: A Mixed Reality System for Appreciating Lyrics Projected onto a Cityscape While Walking
Rin Izumi, Shuhei Kodama, and Tokiichiro Takahashi
Evaluation of Trajectory Presentation of Conducting Motions Using Tactile Sensation for the Visually Impaired
Yuto Ueda and Yuta Sugiura
Identifying Language-induced Mental Load from Eye Behaviors in Virtual Reality
Johannes Schirm, Monica Perusquia-Hernández, Naoya Isoyama, Hideaki Uchiyama, and Kiyoshi Kiyokawa
Towards the Gamification of VR Authoring Environments
Robin Horst, Marcel Schmitt, Andreas Leipe, Ramtin Naraghi-Taghi-Off, and Ralf Dörner
The Sense of Agency, Sense of Body Ownership with a Semi-autonomous Telexistence Robot under Shared / Unshared Intention Conditions
Tohru Takechi, Fumihiko Nakamura, Masaaki Fukuoka, Naoto Ienaga, and Maki Sugimoto
3D-Aware Image Relighting with Object Removal from Single Image
Yujia Zhang, Monica Perusquia-Hernández, Naoya Isoyama, Norihiko Kawai, Hideaki Uchiyama, Nobuchika Sakata, and Kiyoshi Kiyokawa
AR FPS Game using Static and Dynamic Physical Obstacles
Yuki Sawanobori, Taishi Iriyama, and Takashi Komuro
asmVR: Light Triggers in Virtual Reality to Induce ASMR
Danyang Peng, Yunsuen Pai, and Kouta Minamizawa
HumanCopter: Wearable Drone System for Remote Multi-Directional Teleoperation
Wong Keh Fei, Lu Zhou, Wang ZiYue, Kouta Minamizawa, and Yun Suen Pai
Effect of Spatial and Temporal Dilation of a Brand Logo Printed on a VR Shopping Bag
Moeki Horii, Azusa Yamazaki, Noko Kuratomo, and Keiichi Zempo
PhysioSense Controller: Self-Actuating Button Based on Player Physiology for Improved Avatar Control
Wang ZiYue, Kouta Minamizawa, and Yun Suen Pai
Improving a Sense of Unity via BrainWaves in a Virtual Concert Where Performances in Real Space are Watched in a Virtual Space
Kota Ide and Ryota Horie
Sign Language Learning System with Concurrent Shared Avatar Hand in a Virtual Environment: Psychological Evaluation
Yasunobu Katsumata, Hiroki Ishimoto, Yasuyuki Inoue, and Michiteru Kitazaki
Sense of Ownership, Self-location, and Gaze Responses in Virtual Rubber Hand Illusion
Takumi Komori, Hiroki Ishimoto, Gowrishankar Ganesh, Maki Sugimoto, Masahiko Inami, and Michiteru Kitazaki
Demos
Demo of an Olfactory Game Using Paired Odors to Increase the Odor Range, Enabling Immersive Olfactory Experience in VR Environments
Saya Onai, Nathan Cohen, and Takamichi Nakamoto
Prototype to Control a Mid-air CG Character Using Motion Capture Data of a Plush Toy
Miyu Fukuoka, Shohei Ando, and Naoya Koizumi
Rendering Glinty Granular Materials in Virtual Reality
Nynne Kajs, Mikkel Gjøl, Jakob Gath, Henrik Philippi, Jeppe Revall Frisvad, and Jakob Andreas Bærentzen
Programming in the Metaverse Era: VR Empowering the Educational Effects of Tangibles
Kohta Ebihara, Johei Matsuoka, and Kiyohiko Hattori
Moving Interaction by Controlling Yourself in Virtual Space
Nichika Mitsubori, Takayoshi Hagiwara, Sohei Wakisaka, and Kouta Minamizawa
Experiencing High-Speed Slash Action in Virtual Reality Environment
Toranosuke Yamamoto and Kentaro Fukuchi
Investigating the Effect of Animal Avatars on Users' Self-disclosure During Interaction in VR space
Ayumi Ichikawa, Keiichi Ihara, Aoto Tanokashira, and Ikkaku Kawaguchi
Demo of Odor Reproduction Using 20-component Olfactory Display
Hiroto Hayashi, Dani Prasetyawan, Masaaki Iseki, and Takamichi Nakamoto
Hybrid Robot with Physical and AR Body Presentation
Ikkaku Kawaguchi, Ayumi Ichikawa, Keiichi Ihara, Ryo Ishibashi, and Aoto Tanokashira
Boomshin: Evaluation of VR Game Experiences with Switching the Presence of Haptic Feedback
Tetsuro Okuya, Amane Tai, and Yasuto Nakanishi
AmplifiedCoaster: Amplifying the Perception of Ascent and Descent in Virtual-Reality-Equipped Electric Wheelchair in an Electric Wheeled Ramp
Shunta Ito and Yasuto Nakanishi
Investigating Perception of Multiple Virtual Hands using Startle Response
Yuki Mashiyama, Masaaki Fukuoka, Theophilus Teo, Ryota Kondo, and Maki Sugimoto
Mingle with an Amoeba
Yuki Nakabayashi, Tastuki Arai, Miruku Ozaki, Koki Kawamura, Koki Tsuboji, Maho Nakagawa, Yasuhiro Nitta, Ryotaro Haba, Sho Hamano, Yuki Matsutani, Yuki Mashiyama, and Maki Sugimoto

BibTeX (ICAT-EGVE2022 - Posters and Demos)
@inproceedings{
10.2312:egve.20222022,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Ryota Kondo
and
Theophilus Teo
}, title = {{
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos}},
author = {
Ryota Kondo
and
Theophilus Teo
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20222022}
}
@inproceedings{
10.2312:egve.20221287,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Proposal for 3-Arm Motor Skill Training Considering Spatial Awareness and Cooperative Action Involving 3rd Hand}},
author = {
Chen, Po-Han
and
Nishida, Nonoka
and
Iwasaki, Yukiko
and
Iwata, Hiroyasu
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221287}
}
@inproceedings{
10.2312:egve.20221288,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Lyrics onto Cityscape: A Mixed Reality System for Appreciating Lyrics Projected onto a Cityscape While Walking}},
author = {
Izumi, Rin
and
Kodama, Shuhei
and
Takahashi, Tokiichiro
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221288}
}
@inproceedings{
10.2312:egve.20221289,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Evaluation of Trajectory Presentation of Conducting Motions Using Tactile Sensation for the Visually Impaired}},
author = {
Ueda, Yuto
and
Sugiura, Yuta
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221289}
}
@inproceedings{
10.2312:egve.20221290,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Identifying Language-induced Mental Load from Eye Behaviors in Virtual Reality}},
author = {
Schirm, Johannes
and
Perusquia-Hernández, Monica
and
Isoyama, Naoya
and
Uchiyama, Hideaki
and
Kiyokawa, Kiyoshi
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221290}
}
@inproceedings{
10.2312:egve.20221291,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Towards the Gamification of VR Authoring Environments}},
author = {
Horst, Robin
and
Schmitt, Marcel
and
Leipe, Andreas
and
Naraghi-Taghi-Off, Ramtin
and
Dörner, Ralf
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221291}
}
@inproceedings{
10.2312:egve.20221292,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
The Sense of Agency, Sense of Body Ownership with a Semi-autonomous Telexistence Robot under Shared / Unshared Intention Conditions}},
author = {
Takechi, Tohru
and
Nakamura, Fumihiko
and
Fukuoka, Masaaki
and
Ienaga, Naoto
and
Sugimoto, Maki
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221292}
}
@inproceedings{
10.2312:egve.20221293,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
3D-Aware Image Relighting with Object Removal from Single Image}},
author = {
Zhang, Yujia
and
Perusquia-Hernández, Monica
and
Isoyama, Naoya
and
Kawai, Norihiko
and
Uchiyama, Hideaki
and
Sakata, Nobuchika
and
Kiyokawa, Kiyoshi
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221293}
}
@inproceedings{
10.2312:egve.20221294,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
AR FPS Game using Static and Dynamic Physical Obstacles}},
author = {
Sawanobori, Yuki
and
Iriyama, Taishi
and
Komuro, Takashi
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221294}
}
@inproceedings{
10.2312:egve.20221295,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
asmVR: Light Triggers in Virtual Reality to Induce ASMR}},
author = {
Peng, Danyang
and
Pai, Yunsuen
and
Minamizawa, Kouta
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221295}
}
@inproceedings{
10.2312:egve.20221296,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
HumanCopter: Wearable Drone System for Remote Multi-Directional Teleoperation}},
author = {
Fei, Wong Keh
and
Zhou, Lu
and
ZiYue, Wang
and
Minamizawa, Kouta
and
Pai, Yun Suen
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221296}
}
@inproceedings{
10.2312:egve.20221297,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Effect of Spatial and Temporal Dilation of a Brand Logo Printed on a VR Shopping Bag}},
author = {
Horii, Moeki
and
Yamazaki, Azusa
and
Kuratomo, Noko
and
Zempo, Keiichi
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221297}
}
@inproceedings{
10.2312:egve.20221298,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
PhysioSense Controller: Self-Actuating Button Based on Player Physiology for Improved Avatar Control}},
author = {
ZiYue, Wang
and
Minamizawa, Kouta
and
Pai, Yun Suen
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221298}
}
@inproceedings{
10.2312:egve.20221299,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Improving a Sense of Unity via BrainWaves in a Virtual Concert Where Performances in Real Space are Watched in a Virtual Space}},
author = {
Ide, Kota
and
Horie, Ryota
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221299}
}
@inproceedings{
10.2312:egve.20221301,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Sense of Ownership, Self-location, and Gaze Responses in Virtual Rubber Hand Illusion}},
author = {
Komori, Takumi
and
Ishimoto, Hiroki
and
Ganesh, Gowrishankar
and
Sugimoto, Maki
and
Inami, Masahiko
and
Kitazaki, Michiteru
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221301}
}
@inproceedings{
10.2312:egve.20221300,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Sign Language Learning System with Concurrent Shared Avatar Hand in a Virtual Environment: Psychological Evaluation}},
author = {
Katsumata, Yasunobu
and
Ishimoto, Hiroki
and
Inoue, Yasuyuki
and
Kitazaki, Michiteru
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221300}
}
@inproceedings{
10.2312:egve.20221302,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Demo of an Olfactory Game Using Paired Odors to Increase the Odor Range, Enabling Immersive Olfactory Experience in VR Environments}},
author = {
Onai, Saya
and
Cohen, Nathan
and
Nakamoto, Takamichi
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221302}
}
@inproceedings{
10.2312:egve.20221303,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Prototype to Control a Mid-air CG Character Using Motion Capture Data of a Plush Toy}},
author = {
Fukuoka, Miyu
and
Ando, Shohei
and
Koizumi, Naoya
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221303}
}
@inproceedings{
10.2312:egve.20221304,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Rendering Glinty Granular Materials in Virtual Reality}},
author = {
Kajs, Nynne
and
Gjøl, Mikkel
and
Gath, Jakob
and
Philippi, Henrik
and
Frisvad, Jeppe Revall
and
Bærentzen, Jakob Andreas
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221304}
}
@inproceedings{
10.2312:egve.20221305,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Programming in the Metaverse Era: VR Empowering the Educational Effects of Tangibles}},
author = {
Ebihara, Kohta
and
Matsuoka, Johei
and
Hattori, Kiyohiko
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221305}
}
@inproceedings{
10.2312:egve.20221306,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Moving Interaction by Controlling Yourself in Virtual Space}},
author = {
Mitsubori, Nichika
and
Hagiwara, Takayoshi
and
Wakisaka, Sohei
and
Minamizawa, Kouta
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221306}
}
@inproceedings{
10.2312:egve.20221307,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Experiencing High-Speed Slash Action in Virtual Reality Environment}},
author = {
Yamamoto, Toranosuke
and
Fukuchi, Kentaro
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221307}
}
@inproceedings{
10.2312:egve.20221308,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Investigating the Effect of Animal Avatars on Users' Self-disclosure During Interaction in VR space}},
author = {
Ichikawa, Ayumi
and
Ihara, Keiichi
and
Tanokashira, Aoto
and
Kawaguchi, Ikkaku
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221308}
}
@inproceedings{
10.2312:egve.20221309,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Demo of Odor Reproduction Using 20-component Olfactory Display}},
author = {
Hayashi, Hiroto
and
Prasetyawan, Dani
and
Iseki, Masaaki
and
Nakamoto, Takamichi
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221309}
}
@inproceedings{
10.2312:egve.20221310,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Hybrid Robot with Physical and AR Body Presentation}},
author = {
Kawaguchi, Ikkaku
and
Ichikawa, Ayumi
and
Ihara, Keiichi
and
Ishibashi, Ryo
and
Tanokashira, Aoto
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221310}
}
@inproceedings{
10.2312:egve.20221312,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
AmplifiedCoaster: Amplifying the Perception of Ascent and Descent in Virtual-Reality-Equipped Electric Wheelchair in an Electric Wheeled Ramp}},
author = {
Ito, Shunta
and
Nakanishi, Yasuto
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221312}
}
@inproceedings{
10.2312:egve.20221311,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Boomshin: Evaluation of VR Game Experiences with Switching the Presence of Haptic Feedback}},
author = {
Okuya, Tetsuro
and
Tai, Amane
and
Nakanishi, Yasuto
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221311}
}
@inproceedings{
10.2312:egve.20221313,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Investigating Perception of Multiple Virtual Hands using Startle Response}},
author = {
Mashiyama, Yuki
and
Fukuoka, Masaaki
and
Teo, Theophilus
and
Kondo, Ryota
and
Sugimoto, Maki
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221313}
}
@inproceedings{
10.2312:egve.20221314,
booktitle = {
ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {
Theophilus Teo
and
Ryota Kondo
}, title = {{
Mingle with an Amoeba}},
author = {
Nakabayashi, Yuki
and
Arai, Tastuki
and
Mashiyama, Yuki
and
Sugimoto, Maki
and
Ozaki, Miruku
and
Kawamura, Koki
and
Tsuboji, Koki
and
Nakagawa, Maho
and
Nitta, Yasuhiro
and
Haba, Ryotaro
and
Hamano, Sho
and
Matsutani, Yuki
}, year = {
2022},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {
10.2312/egve.20221314}
}

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Recent Submissions

Now showing 1 - 29 of 29
  • Item
    Proposal for 3-Arm Motor Skill Training Considering Spatial Awareness and Cooperative Action Involving 3rd Hand
    (The Eurographics Association, 2022) Chen, Po-Han; Nishida, Nonoka; Iwasaki, Yukiko; Iwata, Hiroyasu; Theophilus Teo; Ryota Kondo
    The term Jizaika can be defined as the ability to work with high efficiency involving wearable robots such as 3rd Hand. However, research has shown that a conflict might arise when a person attempts to use both their natural and additional arms, which could make it impossible to optimize performance. Therefore, we proposed a 3-arm motor skill training in VR to observe the change of subjects' behavior. Our results suggested that the proposed training may improve performance of 3-hand body and provide a possible approach for future research.
  • Item
    Lyrics onto Cityscape: A Mixed Reality System for Appreciating Lyrics Projected onto a Cityscape While Walking
    (The Eurographics Association, 2022) Izumi, Rin; Kodama, Shuhei; Takahashi, Tokiichiro; Theophilus Teo; Ryota Kondo
    High-performance mobile devices have made it easy to listen to the music anytime, anywhere that matches listener's mood or to listen to the specific song at the specific place. We propose a new experience that allows people to carry visual expressions matched to the music. In this paper, we propose and develop a mixed reality system that dynamically projects the lyrics of a song users are listening to as animation of lyrics onto the cityscape where they are walking around. By using our system, the listeners will be able to appreciate visual expressions that match both the music and the landscape wherever they wish to enjoy the music.
  • Item
    Evaluation of Trajectory Presentation of Conducting Motions Using Tactile Sensation for the Visually Impaired
    (The Eurographics Association, 2022) Ueda, Yuto; Sugiura, Yuta; Theophilus Teo; Ryota Kondo
    Visually impaired people may have difficulty participating in orchestral or other performance activities because they cannot see the beat represented by the conductor's hand movements. Therefore, we proposed a method of presenting conducting motions tactilely using vibration actuators. By using tactile apparent movement, the trajectory of conducting motions can be presented. We conducted comparative experiments using the reaction time between the correct beat timing and the predicted beat timing.
  • Item
    Identifying Language-induced Mental Load from Eye Behaviors in Virtual Reality
    (The Eurographics Association, 2022) Schirm, Johannes; Perusquia-Hernández, Monica; Isoyama, Naoya; Uchiyama, Hideaki; Kiyokawa, Kiyoshi; Theophilus Teo; Ryota Kondo
    We compared content-independent eye tracking metrics under different levels of language-induced mental load in virtual reality (VR). We designed a virtual environment to balance consistent recording of eye data with user experience and freedom of action. We also took steps towards quantifying the phenomenon of not focusing exactly on surfaces by proposing ''focus offset'' as a VR-compatible eye metric. Responses to conditions with higher mental load included larger and more variable pupil sizes and less fixations. We also observed less voluntary gazing at distraction content, and a tendency of looking through surfaces.
  • Item
    Towards the Gamification of VR Authoring Environments
    (The Eurographics Association, 2022) Horst, Robin; Schmitt, Marcel; Leipe, Andreas; Naraghi-Taghi-Off, Ramtin; Dörner, Ralf; Theophilus Teo; Ryota Kondo
    The creation of content for educational Virtual Reality (VR) environments is still challenging - particularly for non-experts in the field of VR, resulting in a lack of motivation. Gamification is a tool that has shown motivational benefits in different fields, however, it remains unclear if and how it can be applied to VR authoring. In this paper, we investigate the use of established lightweight gamification mechanics within a VR authoring tool and conclude (based on user study) that our gamification improved the software quality by pragmatic qualities.
  • Item
    The Sense of Agency, Sense of Body Ownership with a Semi-autonomous Telexistence Robot under Shared / Unshared Intention Conditions
    (The Eurographics Association, 2022) Takechi, Tohru; Nakamura, Fumihiko; Fukuoka, Masaaki; Ienaga, Naoto; Sugimoto, Maki; Theophilus Teo; Ryota Kondo
    With the increasing popularity of robots such as teleoperated semi-autonomous robots, sense of agency (SoA) and sense of body ownership (SoBO) with semi-autonomous robots is becoming increasingly important. This study investigates the changes in the SoA and SoBO when the user control weight of the robot is altered in human-robot collaboration. Through an experiment, we compared the SoA and SoBO in a pick-and-place task using a robotic arm under the conditions in which the autonomous robotic arm shared and unshared the target with the participant. The results showed that the SoA and the SoBO increased with the increase of user control weight. However, the user control weight of 75% achieved a slightly higher SoA than that of 100%.
  • Item
    3D-Aware Image Relighting with Object Removal from Single Image
    (The Eurographics Association, 2022) Zhang, Yujia; Perusquia-Hernández, Monica; Isoyama, Naoya; Kawai, Norihiko; Uchiyama, Hideaki; Sakata, Nobuchika; Kiyokawa, Kiyoshi; Theophilus Teo; Ryota Kondo
    We propose a method to relight scenes in a single image while removing unwanted objects by the combination of 3D-aware inpainting and relighting for a new functionality in image editing. First, the proposed method estimates the depth image from an RGB image using single-view depth estimation. Next, the RGB and depth images are masked by the user by specifying unwanted objects. Then, the masked RGB and depth images are simultaneously inpainted by our proposed neural network. For relighiting, a 3D mesh model is first reconstructed from the inpainted depth image, and is then relit with a standard relighting pipeline. In this process, removing cast shadows and sky areas and albedo estimation are optionally performed to suppress the artifacts in outdoor scenes. Through these processes, various types of relighting can be achieved from a single photograph while excluding the colors and shapes of unwanted objects.
  • Item
    AR FPS Game using Static and Dynamic Physical Obstacles
    (The Eurographics Association, 2022) Sawanobori, Yuki; Iriyama, Taishi; Komuro, Takashi; Theophilus Teo; Ryota Kondo
    In this paper, we propose an AR FPS game that allows a player to use physical obstacles for avoiding enemy attacks and defeating enemies. The use of physical obstacles is intended to make the game more fun and immersive. Physical obstacles are classified into static obstacles that do not move and dynamic obstacles that can move. The game design for utilizing real space includes placing game objects in consideration of static obstacles, using physical obstacles as shields to prevent enemy attacks, and using projectiles to attack a player hiding behind obstacles. We prototyped the game using HoloLens2 and conducted a user study using a questionnaire (N = 14). The results showed that the game itself was highly evaluated, as well as the exercise promotion effect by the use of real space.
  • Item
    asmVR: Light Triggers in Virtual Reality to Induce ASMR
    (The Eurographics Association, 2022) Peng, Danyang; Pai, Yunsuen; Minamizawa, Kouta; Theophilus Teo; Ryota Kondo
    Autonomous 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 Kondo
    Research 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
    Effect of Spatial and Temporal Dilation of a Brand Logo Printed on a VR Shopping Bag
    (The Eurographics Association, 2022) Horii, Moeki; Yamazaki, Azusa; Kuratomo, Noko; Zempo, Keiichi; Theophilus Teo; Ryota Kondo
    Interaction opportunities in virtual environments (VE), such as stores and events using virtual reality (VR), are increasing, and advertisements for brand recognition may be introduced to VE in the future. The objective of this research is to find a way to display advertisements in a VE that is more likely to attract the attention of consumers. Additionally, this study investigates the differences in consumer reactions depending on the advertisement's display method. In the experiment, VR customer avatars who hold shopping bags were walking in a store. Fictitious Logos were attached to each shopping bag. Each type of logo was presented in four different ways. From the results of the questionnaires, the display method that attracted the participants' eyes using temporal dilation, such as footprints that disappear over time, was significantly more memorable than the methods that did not use it. In addition, the mean of the impressive value of the blue logo, which is close to the color of the floor, was smaller than that of the other color's logos at the one percent level of significance in 3D + footprint display. This also revealed that it is necessary to use a conspicuous color that will not be buried in background colors, such as the floor color.
  • 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 Kondo
    Games 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.
  • Item
    Improving a Sense of Unity via BrainWaves in a Virtual Concert Where Performances in Real Space are Watched in a Virtual Space
    (The Eurographics Association, 2022) Ide, Kota; Horie, Ryota; Theophilus Teo; Ryota Kondo
    In virtual live concerts that can be attended remotely, there is a problem of a weak sense of unity due to a lack of shared reactions among the participants. We have attempted to solve this problem by focusing on the sharing of physiological signals, but there was a limitation in the range of types of virtual live content that could be performed. In this study, we developed a virtual live streaming system that removes this limitation, and confirmed that generating visual effects based on electroencephalography signals at a musical instrument concert improves the sense of unity felt by the audience.
  • Item
    Sense of Ownership, Self-location, and Gaze Responses in Virtual Rubber Hand Illusion
    (The Eurographics Association, 2022) Komori, Takumi; Ishimoto, Hiroki; Ganesh, Gowrishankar; Sugimoto, Maki; Inami, Masahiko; Kitazaki, Michiteru; Theophilus Teo; Ryota Kondo
    It is known that the illusion of body ownership, like as the rubber hand illusion, affects the proprioceptive sense of body position. In the present study, we investigated whether eye movements and pupil responses to the location where the sense of body ownership was induced were also affected. We presented a virtual left hand on a head mounted display and stroked both the virtual hand and the real left hand with a brush, while a light suddenly appeared on the virtual left hand or empty right space randomly. The participants were asked to move the eyes on the light. We found that the illusory ownership of the virtual hand occurred with proprioceptive self-location drift by the synchronous stroking, but the saccade eye movements and pupil sizes were not affected by the illusory body ownership, suggesting that the gaze responses may be independent from the self-body representation.
  • Item
    Sign Language Learning System with Concurrent Shared Avatar Hand in a Virtual Environment: Psychological Evaluation
    (The Eurographics Association, 2022) Katsumata, Yasunobu; Ishimoto, Hiroki; Inoue, Yasuyuki; Kitazaki, Michiteru; Theophilus Teo; Ryota Kondo
    We aimed to develop a sign language learning system using virtual reality to improve learning motivation. Hand movements for twenty words consisted of three letters were recorded with a hand motion capture system (model hand). In the learning system, the participant was asked to mimic the model hand movement while looking at both the model hand and the ''own hand'' in a head mounted display (HMD) with the hand motion capture. The ''own hand'' avatar was either of the real own hand or the shared hand motion, which was made by averaging the participant's hand and the model hand movements. The model hand was presented either in the opposite or same direction as the participant. Participants rated the usability of the system in 2 x 2 (own/shared hand x opposite/same direction) experimental blocked design. We found that the shared hand avatar and the same direction presentation were better than the own hand and the opposite direction presentation, respectively. Thus, the proposed shared hand avatar system with the HMD and hand motion capture could improve sign language learning.
  • Item
    Demo of an Olfactory Game Using Paired Odors to Increase the Odor Range, Enabling Immersive Olfactory Experience in VR Environments
    (The Eurographics Association, 2022) Onai, Saya; Cohen, Nathan; Nakamoto, Takamichi; Theophilus Teo; Ryota Kondo
    Olfaction is a key human sense, but olfactory human interface technologies are not yet so common compared to visual and auditory devices. Recently, the utilization of olfactory stimuli in digital contexts has been attracting wider attention especially in the VR field. Although those trials aim at enhancing the quality of the virtual environment, many of them have limitations in the range and precise control of odor types. This research focuses on creating virtual environments incorporating olfactory display technology with a wide range of odor types and precise temporal control of scent emissions. In our scented virtual game, users navigate landscapes to collect the scents. The 3D environments include multiple scent sources enhancing interaction, providing additional sensory experience encountered through the head-mount display (HMD), enabling user engagement and developing experience with scent detection.
  • Item
    Prototype to Control a Mid-air CG Character Using Motion Capture Data of a Plush Toy
    (The Eurographics Association, 2022) Fukuoka, Miyu; Ando, Shohei; Koizumi, Naoya; Theophilus Teo; Ryota Kondo
    We propose an integrated operation system that combines puppet motion capture and human body movements to easily control various movements of a mid-air CG character. The proposed method addresses the problems in controlling CG characters via the body movements of a human operator and puppet. This method can also be used to control spatial movements and multiple parts of a character simultaneously. In addition, our method enables an operator to easily move the character in the depth direction, which is a key characteristic of a mid-air image.
  • Item
    Rendering Glinty Granular Materials in Virtual Reality
    (The Eurographics Association, 2022) Kajs, Nynne; Gjøl, Mikkel; Gath, Jakob; Philippi, Henrik; Frisvad, Jeppe Revall; Bærentzen, Jakob Andreas; Theophilus Teo; Ryota Kondo
    Highly realistic rendering of grainy materials like sand is achievable given significant computational resources and a lot of time for the rendering of each frame. In an interactive virtual environment, we cannot afford such luxuries. Frame rates must be kept high and precomputation should be kept at a level that does not limit the interactivity. We propose a system for editable procedural generation of sand appearance and demonstrate interactive virtual reality (VR) inspection of the generated sand under different skies. Our method enables stable real-time rendering of the glinty appearance that granular materials exhibit as a function of observer distance. This enables simultaneous nearby and distant inspection of the material.
  • Item
    Programming in the Metaverse Era: VR Empowering the Educational Effects of Tangibles
    (The Eurographics Association, 2022) Ebihara, Kohta; Matsuoka, Johei; Hattori, Kiyohiko; Theophilus Teo; Ryota Kondo
    In this presentation, we propose a new tangible programming interface utilizing Virtual Reality technologies, aiming to improve upon existing methods. Existing tangible programming methods have three major areas which can be improved upon. Limited set of commands, shape and textures not being employed much, and requiring specialized equipment. With VR, all three can be improved, with extra benefits of remote access capabilities and more. We will in the future, perform a through proof of concept experiment, as well as implement multiplayer focused features, and features to visualize debug sequences.
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    Moving Interaction by Controlling Yourself in Virtual Space
    (The Eurographics Association, 2022) Mitsubori, Nichika; Hagiwara, Takayoshi; Wakisaka, Sohei; Minamizawa, Kouta; Theophilus Teo; Ryota Kondo
    In 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.
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    Experiencing High-Speed Slash Action in Virtual Reality Environment
    (The Eurographics Association, 2022) Yamamoto, Toranosuke; Fukuchi, Kentaro; Theophilus Teo; Ryota Kondo
    When a user uses a hand controller to swing a virtual sword in a virtual space, the sword movement seems slow if the its trajectory reflects the input directly. We hypothesize that this is because we are accustomed to seeing fast and instantaneous motion through movies or animations, and thus we perceive their motion as relatively slow. To address this issue, we propose a novel method of displaying exaggerated sword motions to allow a virtual reality user to enjoy a fast slash action. This method displays an arc-shaped motion blur effect along the predicted motion when the system detects the start of the slashing motion until the hand controller motion stops. Graphics of the sword are not displayed during this time. Therefore, the user is unaware of the actual trajectory of their input and how far it differs from the exaggerated motion blur effect.
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    Investigating the Effect of Animal Avatars on Users' Self-disclosure During Interaction in VR space
    (The Eurographics Association, 2022) Ichikawa, Ayumi; Ihara, Keiichi; Tanokashira, Aoto; Kawaguchi, Ikkaku; Theophilus Teo; Ryota Kondo
    In social VR, users can communicate with others by expressing their own appearance by customizing an avatar. Several studies have shown that the appearance of the avatars that users use in social VR affects their self-disclosure. In this study, motivated by the findings of previous studies that interaction with animals has positive effects on humans, we use animal avatars in a VR space. To investigate the effect of the animal avatars' appearance on user's self-disclosure and subjective responses, we propose a one-to-one communication system in which the user and interlocutor use animal avatars. The system converts the user's non-verbal information acquired by the sensors mounted on the head-mounted display (HMD) into the movements of the animal avatar and transmits them to the interlocutor. We also describe the design of an experiment using this system.
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    Demo of Odor Reproduction Using 20-component Olfactory Display
    (The Eurographics Association, 2022) Hayashi, Hiroto; Prasetyawan, Dani; Iseki, Masaaki; Nakamoto, Takamichi; Theophilus Teo; Ryota Kondo
    An olfactory display is a device that presents an odor to a person. In this research, odor components, which can reproduce odor by mixing them at specified ratio, were used. By using odor components, the authors developed olfactory display capable of presenting various odors compared to conventional devices. A perfume is supplied from an electroosmotic pump to a microdispenser, and the multiple odor components ejected from the microdispensers are atomized by the SAW atomizer to produce the blended odor. Users can easily experience the odor, for example, just by clicking on the button labeled with the name of the scent displayed on the PC, they can experience the odor reproduction by the blending odor components.
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    Hybrid Robot with Physical and AR Body Presentation
    (The Eurographics Association, 2022) Kawaguchi, Ikkaku; Ichikawa, Ayumi; Ihara, Keiichi; Ishibashi, Ryo; Tanokashira, Aoto; Theophilus Teo; Ryota Kondo
    The telepresence robots with a movable display are not sufficient to convey nonverbal expressions. Robots with human-like body parts enable rich nonverbal expressions, but their design, implementation, and maintenance require a significant cost. In this study, we propose the hybrid telepresence robot with physical and AR body presentation for conveying nonverbal information. We focused on the head and arms as body parts, and implemented a prototype system that can switch physical and AR presentation for each body part. In this paper, we will explain the proposed system and experiment plan.
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    AmplifiedCoaster: Amplifying the Perception of Ascent and Descent in Virtual-Reality-Equipped Electric Wheelchair in an Electric Wheeled Ramp
    (The Eurographics Association, 2022) Ito, Shunta; Nakanishi, Yasuto; Theophilus Teo; Ryota Kondo
    We introduce a novel virtual reality (VR) ride system consisting of a head-mounted display (HMD), an electric wheelchair and an electric wheeled ramp as an amusement park attraction. The electric wheeled ramp which is a customized electric wheelchair can carry a user wearing an HMD and is able to control its speed, acceleration, and orientation. This system presents the sense of continuous moving on a slope and the sense of movement on a slope with varying curvatures in the ascending and descending experiences, thus amplifying the perception of virtual ascent and descent.
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    Boomshin: Evaluation of VR Game Experiences with Switching the Presence of Haptic Feedback
    (The Eurographics Association, 2022) Okuya, Tetsuro; Tai, Amane; Nakanishi, Yasuto; Theophilus Teo; Ryota Kondo
    We proposed a VR game named ''Boomshin'' using an encountered-type haptic display and investigated the effects of switching the presence of haptic feedback for objects in the VR space over time. We named objects with and without haptic feedback as ''real entities and ''clones respectively, and evaluated the impression of the VR game experience under the various temporal presentation patterns of them. The results showed that the players' surprise and satisfaction were higher when real entities and clones were mixed than when only real entities or clones appeared. In addition, a sudden change in the frequency of appearance of real entities brought an impression impact.
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    Investigating Perception of Multiple Virtual Hands using Startle Response
    (The Eurographics Association, 2022) Mashiyama, Yuki; Fukuoka, Masaaki; Teo, Theophilus; Kondo, Ryota; Sugimoto, Maki; Theophilus Teo; Ryota Kondo
    Studies have been conducted to examine the human body perception of a whole body when having multiple bodies. In this paper, we investigate how does the sense of body ownership and the sense of agency change when a user synchronously moves multiple body parts in a virtual environment. Participants in a demonstration will perform a reaching task for 150 seconds by physically moving their right hands while visualised as one or nine hands in a virtual reality environment. At the end of the reaching task, a threat stimulus is triggered and participants' electromyography are measured as an objective index of the sense of body ownership. Finally, a short survey will be conducted to query the strength of the subjective sense of body ownership and agency.
  • Item
    Mingle with an Amoeba
    (The Eurographics Association, 2022) Nakabayashi, Yuki; Arai, Tastuki; Ozaki, Miruku; Kawamura, Koki; Tsuboji, Koki; Nakagawa, Maho; Nitta, Yasuhiro; Haba, Ryotaro; Hamano, Sho; Matsutani, Yuki; Mashiyama, Yuki; Sugimoto, Maki; Theophilus Teo; Ryota Kondo
    Amoebas are microorganisms ranging in length from 25 to 400µm and are not large enough for humans to touch. Also, since they are not visible in everyday life, it isn't easy to get involved with amoebas. In this project, we create an opportunity to have simulated contact with amoebas in a virtual environment. By touching the transparent slime as if it were an amoeba, you can experience transforming the amoeba with your own hands, seeing the amoeba's reaction to being touched, and perceiving Pseudo Haptics information via visual vibrations from the amoeba.