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MR coral sea: mixed reality aquarium with physical MR displays MR珊瑚海:带有物理MR显示器的混合现实水族馆
Pub Date : 2014-11-24 DOI: 10.1145/2669047.2669051
Toshikazu Ohshima, Chiharu Tanaka
MR Coral Sea is a mixed-reality (MR) aquarium using which a user can play with virtual fish via a Coral Display, which is an MR display device with physical feedback. In response to hand movements, the virtual fish decides its behavior. The device provides physical feedback using illumination and tactile and auditory sensation to the user.
MR珊瑚海是一个混合现实(MR)水族馆,用户可以通过珊瑚显示器与虚拟鱼玩耍,珊瑚显示器是一个带有物理反馈的MR显示设备。根据手的动作,虚拟鱼决定自己的行为。该设备通过照明、触觉和听觉向用户提供物理反馈。
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引用次数: 2
Touch at a distance: simple perception aid device with user's explorer action 远距离触摸:简单的感知辅助设备与用户的浏览器操作
Pub Date : 2014-11-24 DOI: 10.1145/2669047.2669058
J. Akita, T. Ono, Kiyohide Ito, M. Okamoto
Although we obtain a lot of information in our environment via the visual modality, we also obtain rich information via the non-visual modality. In the mechanism how we perceive our environment, we use not only the sensor information, but also "how it changes according to how we act." For example, we obtain the haptic information from the haptic sensor on our finger, and when we move our finger along to the surface of the touching object, the haptic information changes according to the finger motion, and we "perceive" the whole shape of the object by executing the action-and-sensing process. In other words, we have a high ability to "integrate" the relation of our body's action and its related sensing data, so as to improve the accuracy of sensor in our body. Based on this idea, we developed a simple perception aid device with user's explorer action, to perceive the object at a distance, which has a linked range sensor and haptic actuator, which we name "FutureBody-Finger." The distance sensor measures the distance to the object (20--80[cm]), and it is converted to the angle of lever attached at the servo motor (0--60[deg]). The user holds this device in his hand with attaching his index finger on the device's lever. For the long distance to the object, the lever leans to the front, and the user feels nothing. On the other hand, for the short distance to the object, the lever stands vertically, and the user feels the existence of the object. Although the device simply measures the distance to the single point on the object, as the user "explorers" around him, the user can obtain more rich distance information of the surrounding object, and hence, finally perceive the shape of the whole object.
虽然我们在环境中通过视觉模态获得了大量的信息,但我们也通过非视觉模态获得了丰富的信息。在我们如何感知环境的机制中,我们不仅使用传感器信息,还使用“它如何根据我们的行为而变化”。例如,我们从手指上的触觉传感器获得触觉信息,当我们沿着触摸物体的表面移动手指时,触觉信息会随着手指的运动而变化,我们通过执行动作-感知过程来“感知”物体的整个形状。换句话说,我们有很高的能力来“整合”我们身体的动作和相关的传感数据的关系,从而提高我们体内传感器的精度。基于这个想法,我们开发了一种简单的感知辅助设备,通过用户的探索动作来感知远处的物体,它有一个连接的距离传感器和触觉执行器,我们将其命名为“FutureBody-Finger”。距离传感器测量到物体的距离(20—80[厘米]),并将其转换为附在伺服电机上的杠杆的角度(0—60[度])。用户将这个设备拿在手里,食指放在设备的杠杆上。对于距离较远的物体,杠杆向前方倾斜,用户感觉不到任何东西。另一方面,由于与物体的距离较短,杠杆垂直竖立,使用者感觉到物体的存在。虽然设备只是简单地测量到物体上单点的距离,但作为用户周围的“探索者”,用户可以获得周围物体更丰富的距离信息,从而最终感知到整个物体的形状。
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引用次数: 2
Haptylus: haptic stylus for interaction with virtual objects behind a touch screen Haptylus:用于与触摸屏后面的虚拟物体进行交互的触觉触控笔
Pub Date : 2014-11-24 DOI: 10.1145/2669047.2669054
Shingo Nagasaka, Yuuki Uranishi, Shunsuke Yoshimoto, M. Imura, O. Oshiro
Tablet PCs and smartphones rapidly become popular nowadays. People can touch objects on the touch panel display of the tablet PC or smartphone, but only get sensation of touching the surface of the display. Recently, some systems capable of inserting themselves into the display by using retractable stylus have been proposed. Beyond [Lee and Ishii 2010] is one of these systems. It consists of a retractable stylus, a table-top display, an infrared marker and a camera set at an environment. A virtual tip of the stylus is rendered when the retractable stylus is pushed to the table-top display. The head position of the user is detected by the infrared marker and the camera, and the virtual objects and the tip of the stylus are rendered properly according to the head's position. The system enables the user to interact with a virtual object under the table. However, the stylus dose not shrink or extend automatically because the stylus dose not have any actuators such as a motor. So the user is unable to feel the haptic sensation from the virtual object. It is necessary for the user to perceive the force from the virtual object to interact with the object more realistically. Another limitation is the fact that the system is stationary. ImpAct [Withana et al. 2010] is another interaction system with a smartphone and a retractable stylus. The force feedback is represented by simply stopping the shrinkage of the stylus. However, the system gives only the rigid force feedback without tactile sensations. And the system does not give a user the tactile sensation from the virtual objects. In addition, the system does not consider the viewpoint of the user.
如今,平板电脑和智能手机迅速流行起来。人们可以触摸到平板电脑或智能手机的触摸屏上的物体,但只能触摸到显示器表面的感觉。最近,已经提出了一些能够通过使用可伸缩触控笔将自己插入显示器的系统。Beyond (Lee and Ishii 2010)就是这些系统之一。它由一个可伸缩的触控笔、一个桌面显示器、一个红外标记和一个设置在环境中的摄像头组成。当将可伸缩的触控笔推到桌面显示器时,将呈现触控笔的虚拟尖端。通过红外标记和摄像头检测用户的头部位置,并根据头部位置适当渲染虚拟对象和触控笔的笔尖。该系统使用户能够与桌子下面的虚拟物体进行交互。然而,触控笔不会自动收缩或扩展,因为触控笔没有任何驱动器,如电机。因此用户无法感受到虚拟物体的触觉。用户有必要感知来自虚拟物体的力,以便更真实地与物体进行交互。另一个限制是系统是静止的。ImpAct [Withana et al. 2010]是另一个带有智能手机和可伸缩触控笔的交互系统。力反馈是通过简单地停止手写笔收缩来表示的。然而,该系统只提供刚性力反馈,而没有触觉。而且该系统不会给用户虚拟物体的触感。此外,该系统不考虑用户的观点。
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引用次数: 7
Daily support robots that move on me 每天在我身上移动的辅助机器人
Pub Date : 2014-11-24 DOI: 10.1145/2669047.2669055
Tamami Saga, N. Munekata, T. Ono
Today, wearable devices, that can constantly support us by being worn on a daily basis, are gathering attention. In contrast, although we can also find an increase of personal robots in daily life, "wearable robots" are not so prevalent. We developed a wearable robot as a partner, that moves on the human body autonomously. As daily support, the robot has an application to correct wearers' sitting posture. It estimates wearers' body state from some sensors, and if it perceives wearers' bad posture or habit, points them out by moving to a region of the problem directly. We may be able to make use of it, not only to correct our posture or bad habit, but especially, to train children.
如今,可穿戴设备越来越受到人们的关注,这些设备可以通过日常佩戴来持续支持我们。相比之下,虽然我们在日常生活中也可以看到个人机器人的增加,但“可穿戴机器人”并没有那么普遍。我们开发了一个可穿戴机器人作为合作伙伴,它可以在人体上自主移动。作为日常支持,机器人有一个应用程序来纠正佩戴者的坐姿。它通过一些传感器来估计佩戴者的身体状态,如果它察觉到佩戴者的不良姿势或习惯,就会直接移动到问题所在的区域指出来。我们也许可以利用它,不仅纠正我们的姿势或坏习惯,但特别是,训练孩子。
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引用次数: 3
Enforced telexistence: teleoperating using photorealistic virtual body and haptic feedback 强制远程存在:远程操作使用逼真的虚拟身体和触觉反馈
Pub Date : 2014-11-24 DOI: 10.1145/2669047.2669048
M. Y. Saraiji, C. Fernando, Yusuke Mizushina, Yoichi Kamiyama, K. Minamizawa, S. Tachi
Telexistence [Tachi 2010] systems require physical limbs for remote object manipulation [Fernando et al. 2012]. Having arms and hands synchronized with voluntary movements allows the user to feel robot's body as his body through visual, and haptic sensation. In this method, we introduce a novel technique that provides virtual arms for existing telexistence systems that does not have physical arms. Previous works [Mine et al. 1997; Poupyrev et al. 1998; Nedel et al. 2003] involved the study of using virtual representation of user hands in virtual environments for interactions. In this work, the virtual arms serves for several interactions in a physical remote environment, and most importantly they provide the user the sense of existence in that remote environment. These superimposed virtual arms follows the user's real-time arm movements and reacts to the dynamic lighting of real environment providing photorealistic rendering adapting to remote place lighting. Thus, it allows the user to have an experience of embodied enforcement towards the remote environment. Furthermore, these virtual arms can be extended to touch and feel unreachable remote objects, and to grab a functional virtual copy of a physical instance where device control is possible. This method does not only allow the user to experience a non-existing arm in telexistence, but also gives the ability to enforce remote environment in various ways.
远程存在[Tachi 2010]系统需要物理肢体进行远程对象操作[Fernando et al. 2012]。手臂和手与自主运动同步,用户可以通过视觉和触觉感受机器人的身体。在这种方法中,我们引入了一种新的技术,为现有的远程存在系统提供虚拟手臂,而这些系统没有物理手臂。以前的作品[Mine et al. 1997;Poupyrev et al. 1998;Nedel et al. 2003]涉及在虚拟环境中使用用户手的虚拟表示进行交互的研究。在这项工作中,虚拟手臂服务于物理远程环境中的几种交互,最重要的是,它们为用户提供了在远程环境中的存在感。这些叠加的虚拟手臂跟随用户的实时手臂运动,并对真实环境的动态照明做出反应,提供适应远程照明的逼真渲染。因此,它允许用户体验对远程环境的具体化实施。此外,这些虚拟手臂可以扩展到触摸和感觉遥不可及的远程对象,并获取物理实例的功能虚拟副本,其中设备控制是可能的。这种方法不仅允许用户体验远程存在的不存在的手臂,而且还提供了以各种方式强制远程环境的能力。
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引用次数: 9
One-man orchestra: conducting smartphone orchestra 一人管弦乐队:指挥智能手机管弦乐队
Pub Date : 2014-11-24 DOI: 10.1145/2669047.2669049
Chun Kit Tsui, Chi Hei Law, Hongbo Fu
This work presents a new platform for performing one-man orchestra (Figure 1). The conductor is the only human involved, who uses traditional bimanual conducting gestures to interactively direct the performance of smartphones instead of human performers in a real-world orchestra. Each smartphone acts as a virtual performer who plays a certain music instrument like piano and violin. Our work not only allows ordinary people to experience music conducting but also provides a training platform so that students can practice music conducting with a unique listening experience.
这项工作提供了一个表演单人管弦乐队的新平台(图1)。指挥是唯一参与其中的人,他使用传统的双手指挥手势来交互式地指导智能手机的表演,而不是在现实世界的管弦乐队中由人类表演者指挥。每一部智能手机都扮演一个虚拟表演者的角色,可以演奏某种乐器,比如钢琴和小提琴。我们的工作不仅让普通人体验音乐指挥,也为学生提供了一个训练平台,让他们以独特的聆听体验来练习音乐指挥。
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引用次数: 3
A-blocks: recognizing and assessing child building processes during play with toy blocks 积木:认识和评估儿童在玩积木时的建构过程
Pub Date : 2014-11-24 DOI: 10.1145/2669047.2669061
Toshiki Hosoi, Kazuki Takashima, T. Adachi, Yuichi Itoh, Y. Kitamura
We propose A-Blocks, a novel building block device that enables detecttion and recognition of children's actions and interactions when building with blocks. Quantitative data received from constructing and breaking A-Blocks can be valuable for various assessment applications (e.g., play therapy, cognitive testing, and education). In our prototype system, each block embeds a wireless measurement device that inclludes acceleration, angular velocity, and geomagnetic sensors to measure a block's spatial motion and posture during children's play. A standard set of blocks can be managed via Bluetooth in real time. By using combined sensor data, the system can estimate how to stack the blocks on each other by detecting surface collisions (Figure 1) and recognize many fundamental play action patterns (e.g., moving, stacking standing, waving) with SVM. Unlike existing block-shaped devices with phyysical constraints on their connections (e.g., electrical hooks, magnets), our solid and traditional-shaped block device supports flexible block play that could include more delicate motions reflecting a child's inner state (e.g., learning stages, stress level, representation of an imagination). These benefits of analyzing children's block play can be extended to allow for more enjoyable and interactive play, while social impacts include more constructive play.
我们提出了a - blocks,这是一种新型的积木装置,可以检测和识别儿童在用积木构建时的行为和互动。从构建和打破a块中获得的定量数据对于各种评估应用(例如,游戏治疗,认知测试和教育)是有价值的。在我们的原型系统中,每个积木都嵌入了一个无线测量设备,包括加速度、角速度和地磁传感器,以测量孩子们玩耍时积木的空间运动和姿势。一组标准的模块可以通过蓝牙实时管理。通过使用组合的传感器数据,系统可以通过检测表面碰撞来估计如何将方块堆叠在一起(图1),并使用SVM识别许多基本的游戏动作模式(例如移动,堆叠,站立,挥舞)。与现有的具有物理连接限制的积木形状设备(例如,电钩,磁铁)不同,我们的固体和传统形状的积木设备支持灵活的积木游戏,可以包括更微妙的动作,反映孩子的内心状态(例如,学习阶段,压力水平,想象力的表现)。分析儿童积木游戏的这些好处可以扩展到允许更愉快和互动的游戏,而社会影响包括更有建设性的游戏。
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引用次数: 16
Dancer-in-a-box Dancer-in-a-box
Pub Date : 2014-11-24 DOI: 10.1145/2669047.2669053
Yuichiro Katsumoto
Dancer-in-a-Box is a project to create a self-propelled cardboard box without an external drive system such as a wheel or propeller. Since the dawn of time, humans have used a box as a static object to store and transport everyday things easily. Therefore, we began to seek a new usage of the box as an active object. Based on this concept, we developed a self-rolling robotic cube which can be installed in a cardboard box. Also, this research created several applications using our robotic cube for entertainment purposes.
dance -in-a- box是一个创造一个没有外部驱动系统(如轮子或螺旋桨)的自行推进纸板箱的项目。自古以来,人类就把盒子作为一种静态的物体,方便地储存和运输日常用品。因此,我们开始寻求盒子作为活动物体的新用途。基于这个概念,我们开发了一个可以自动滚动的机器人立方体,它可以安装在一个纸箱里。此外,这项研究还创建了几个将我们的机器人立方体用于娱乐目的的应用程序。
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引用次数: 0
SmartSail: visualizing wind force on the sail to learn and enjoy sailing easily SmartSail:可视化风帆上的风力,轻松学习和享受航海
Pub Date : 2014-11-24 DOI: 10.1145/2669047.2669050
Koh Sueda
We have created SmartSail, a radio controlled (R/C) sailboat toy to learn sailing in easy and enjoyable way. SmartSail, an augmented-feedback user interfaces to visualize force on the sail to make controlling a sailboat easier.
我们创造了SmartSail,一个无线电控制(R/C)帆船玩具,以轻松愉快的方式学习航海。SmartSail,一个增强反馈用户界面,可以可视化帆上的力,使控制帆船更容易。
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引用次数: 0
Click beetle-like jumping device for entertainment 点击甲虫般的跳跃装置娱乐
Pub Date : 2014-11-24 DOI: 10.1145/2669047.2669059
Akihiko Fukushima, Y. Kawaguchi
We developed a interactive jumping device mimicking the jumping behavior of click beetle. The purpose of this study is exploring the application of biomimetics to digital entertainment. Specifically, We focused on the psychological impact caused by jumping of click beetle. It is assumed that click beetle-inspired device can create the application of biomimetics to affect the emotion of the people. In addition, the device designed small and light is so secure for people as to can be touched. Consequently, the touchable interaction can produce the dense experience for entertainment.
我们开发了一种模拟点击甲虫跳跃行为的交互式跳跃装置。本研究的目的是探索仿生学在数字娱乐中的应用。具体来说,我们关注的是点击甲虫跳跃所造成的心理影响。据推测,以点击甲虫为灵感的装置可以创造仿生学应用来影响人们的情绪。此外,该设备设计小巧轻便,对人们来说非常安全,可以触摸。因此,触控互动可以产生密集的娱乐体验。
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引用次数: 1
期刊
SIGGRAPH Asia 2014 Emerging Technologies
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