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Item Empathy with Human's and Robot's Embarrassments in Virtual Environments(The Eurographics Association, 2020) Sugiura, Maruta; Higashihata, Kento; Sato, Atsushi; Itakura, Shoji; Kitazaki, Michiteru; Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-KukWe feel embarrassed not only when we are embarrassed but also when we are watching others embarrassed. Humans show empathy for pain not only human others but also robots. However, it has not been investigated whether humans show empathy for robot's embarrassment. Thus, we aimed to test whether humans can empathize with robot's embarrassment in virtual environments. Four situations both of non-embarrassing and embarrassing stimuli were presented on an HMD, and participants were asked to rate their own feeling of embarrassment and the actor's feeling of embarrassment. We found that the own feeling of embarrassment was higher in human than robot actors, and higher in embarrassing than non-embarrassing conditions. The actor's feeling of embarrassment was rated higher in embarrassing than non-embarrassing conditions, and the effect was much larger in human than robot actors. These results suggest that participants could show empathy with both for human and robot in the embarrassing situations, but they infer that the robot feels less embarrassed than humans.Item Design of Body Transformation Experience(The Eurographics Association, 2023) Murakami, Taichi; Kitazaki, Michiteru; Abey Campbell; Claudia Krogmeier; Gareth YoungHumans can feel an illusory body ownership towards bodies that are different from the real one. It has been well studied how the virtual embodiment can be realized and what can be embodied. However, it is not clear how we feel when our body changes from one body to another. We aimed to provide different experiences of body transformation by varying the transition patterns of avatars. We created five types of avatar transitions. In Flicker process, the body appearance changes instantly from one avatar to another, but with a blank screen in the middle. In Cut process, the body appearance changes instantly without blank. In Smooth process, the avatar's body appearance transforms gradually and smoothly according to a smoothstep function. In Linear process, the avatar's body appearance transforms gradually according to a linear function. InWave process, the avatar's body appearance transforms like a wave or back and forth according to a mixture of linear function and sinusoidal function. We expect that participants will be the most aware of body transformation in the Wave transition followed by Linear and Smooth transitions. The Flicker and Cut transitions are natural and less noticed by participants.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 KondoIt 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 KondoWe 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 Embodiment from Virtual Hands-and-feet Movements during walking(The Eurographics Association, 2024) Hirose, Shuya; Kitazaki, Michiteru; Tanabe, Takeshi; Yem, VibolThis study investigated the influence of global self-motion (walking) on the sense of whole-body ownership induced by virtual hands-and-feet stimuli that moved synchronously with participants. Participants were exposed to normal and scrambled arrangements of hands and feet, while performing reaching tasks with or without walking. Results showed that scrambled hand-and-feet arrangements significantly decreased the sense of part-body ownership, whole-body ownership, invisible body perception, and agency. It did not significantly improve whole-body or part-body ownership. These findings suggest that global self-motion might not be a crucial factor in enhancing body ownership, and further research is needed to explore alternative methods for improving the embodiment.Item Chameleon Eyes: A Visual Augmentation System to Present Independent Field of View to Both Eyes with Single Gaze Control(The Eurographics Association, 2024) Inoue, Yasuyuki; Katsumata, Yasunobu; Kitazaki, Michiteru; Tanabe, Takeshi; Yem, VibolHuman's left and right eye move cooperatively each other to obtain stereoscopic information of binocular vision whereas chameleon can move their eyes independently to obtain widespread visual field. We propose a visual augmentation system which virtually allows us to realize independent eye movements with suppressing spatial confusion caused by binocular rivalry. User's single gaze input measured from eye-tracker is converted to dual input to achieve selective attitude control of camera viewing different directions. User experience of how chameleon-like oculomotor coordination is perceived is evaluated and the application of the system is discussed.Item Effect of Motion and Hand Shape of a Massage Robot on Social Impression: Exploratory study in a Virtual Environment(The Eurographics Association, 2020) Yamamoto, Kyosuke; Kato, Yuki; Tasaki, Ryosuke; Akiduki, Takuma; Mashimo, Tomoaki; Honna, Atsuo; Kitazaki, Michiteru; Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-KukWe aimed to investigate the effects of motion pattern and hand shape on social impressions of a massage robot. The experiment was performed in a virtual environment as an exploratory study. Participants observed a massage robot touching their body, and answered the Robot Social Attributes Scale. There were two motion patterns (discontinuous and smooth) and three types of end effectors (ball, robot hand, and human hand). We found that the massage robot was perceived more competent, warmer, and more comfortable when it moved smoothly than when it moved discontinuously, and the impression of warmth was higher for the human hand than the ball end effector. These results suggest that the massage robot should move smoothly and it would be better if its end effector is like a human hand.Item Pseudo Physical Contact and Communication in VRChat: A Study with Survey Method in Japanese Users(The Eurographics Association, 2020) Nagamachi, Kazuya; Kato, Yuki; Sugimoto, Maki; Inami, Masahiko; Kitazaki, Michiteru; Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-KukVRChat is one of social virtual reality platforms and getting popular. Pseudo physical contacts are used for communication in VRChat. We performed a questionnaire survey for VRChat users (N=341) in Japan to take statistics of users and their avatars, and to investigate effects of pseudo physical contacts on interpersonal attractiveness and communication. Users were 87% male, 8% female, and 4% neutral genders in the real world, while their avatars were 4% male, 87% female, and 9% neutral. Participants answered that the interpersonal attractiveness increased and the communication difficulty decreased after pseudo physical contacts, suggesting that the pseudo physical contact may improve our social relationship without actual touch.