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We present a method to feel the movement of objects in object rich image sequences using SPIDAR-G haptic device. This method addresses two major drawbacks of our previous research in object motion rendering in an image sequences. On the one hand, it changes the role of the user from passive to active by enabling the user to select the desired object of which she or he needs to feel the movement. On...
A system for manipulating for AR objects on the touchpad, we propose the relative input method with grasping the touchpad with still looking at the real space in which AR object exist. Specifically, a pointer is displayed in the AR space and it is possible to manipulate an AR object by operating the pointer by treating the input amount as the relative amount of the touchpad grasped in hand. In the...
We propose a method to optimally control a rotary frame of two-handed multi-finger wire driven haptic device SPIDAR-10 which makes technical operation possible. SPIDAR-10 enable users to manipulate virtual objects in a VR world with ten fingers of both hands. Twenty wires are tensioned for five fingers of one hand in each cylindrical frame of right and left hand. Therefore, the interference of the...
In recent years, researchers have begun paying more attention to the use of augmented reality in education. Augmented reality can make learning processes more engaging and entertaining by superimposing virtual images over the real world. In this paper, we propose the use of augmented reality as a new way to learn how to play Go. Go is a popular board game that is difficult for beginners to learn because...
An increase in polygons on virtual objects causes the delay of the simulation, and as a result, it is difficult to handle haptic interactions which need real-time processing in virtual worlds. In previous studies, some methods have it enable to reduce the number of polygons on objects by representing the roughness of objects surfaces as textures, and as a result they made it possible to reduce processing...
The project aims to pioneer a new field of information media technology for providing intuitive understanding and promoting face-to-face communication in everyday living environments and public spaces. Moreover, the project will explore some methodologies for producing emergent effects such as spurring intellectual curiosity and creative drive. Current information media technology is located in the...
In particular driven by today's game console technology, the number of 3D interaction techniques that integrate multiple modalities is steadily increasing. However, many developers do not fully explore and deploy the sensorimotor possibilities of the human body, partly because of methodological and knowledge limitations. In this paper, we propose a design approach for 3D interaction techniques, which...
Wearable projection systems enable hands-free viewing via large projected screens, and eliminating the need to hold devices. These systems need a surface of projection and interaction. However, in case of choosing a wall as the projection surface, users have to be positioned in front of the wall when they wish to access information. In this paper, we propose a wearable input/output system composed...
This study reports that the effect of galvanic vestibular stimulation (GVS) can be enhanced by giving a countercurrent before the normal current stimulation in the forward direction. In order to investigate the effect of the countercurrent on GVS, we applied various kinds of amplitudes and durations of the countercurrent before the normal stimulation. The strength of the effect was measured by the...
We propose “AR replay”, a framework to record the working scene including a tutor's action in a small workspace, and then replay the tutor's action in front of a learner's view in an AR fashion (Figure.1). This framework uses one RGB-D camera for recording and replaying. On learning a task in a small workspace, when a tutor cannot be in the workspace, it is useful for a learner to check the action...
Despite the importance of the foot sense its roles in the motor / recognition skills have not been sufficiently clear yet. This study aim to assess the function of the foot senses for the environmental recognition. Three different senses of foot were investigated in this paper, which are planter pressure on the foot sole, vibration on it and ankle motion of ankle joints. Each of them or some of them...
Flying Head is a telepresence system that remotely connects humans and unmanned aerial vehicles (UAVs). UAVs are teleoperated robots used in various situations, including disaster area inspection and movie content creation. This study aimed to integrate humans and machines with different abilities (i.e., flying) to virtually augment human abilities. Precise manipulation of UAVs normally involves simultaneous...
This article aims to introduce and explain the design of a new string-based multi-finger haptic interface named SPIDAR-MF(Space Interface Device for Artificial Reality Multi-Finger), which can display a 3 degree-of-freedom spatial force feedback for each finger of a human hand through 4 strings attached to each fingertip. By measuring the lengths of 4 strings attached to it individually, the SPIDAR-MF...
During teleoperation manipulation, the synchronization of the user behavior and a remote avatar is important to deliver the sensation of being in that remote place. Current telexistence technologies allow full upper body posture synchronization through multi-DOF humanoid robot structures and allow the operator to control the remote body as his own. However, it does not preserve a consistent feedback,...
This paper presents distance-based interactions for wearable augmented reality systems enabled by an Ultrasonic Glove input device. The ultrasonic glove contains a tilt sensor and a pair of ultrasonic transducers in the palms. The transducers are distance-ranging sensors that emit ultrasonic waves from the palm of the hand. We developed distance-based interactions including modeling by measurement,...
This paper describes a new type of robust control mechanism for a 15 DOF anthropomorphic robot hand in telexistence manipulations using a flexible fiber based master glove to experience the visual-kinesthetic sensation of one's own hand in remote manipulations. Accordingly, a master-slave telexistence system was constructed with the following: a 14 DOF modified optical fiber based data glove for capturing...
Navigating remote robots and providing awareness of the remote environment is essential in many teleoperated tasks. An external view on the remote robot, a bird's eye view, is thought to improve operator performance. In this paper we explore a novel design for providing such a third-person view for a ground vehicle using a dynamic, external camera mounted on a quadcopter. Compared to earlier methods...
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