@article{oai:ipsj.ixsq.nii.ac.jp:00210371, author = {清水, 友順 and 双見, 京介 and 寺田, 努 and 塚本, 昌彦 and Tomoyuki, Shimizu and Kyosuke, Futami and Tsutomu, Terada and Masahiko, Tsukamoto}, issue = {3}, journal = {情報処理学会論文誌}, month = {Mar}, note = {人が主観的に判断する時間経過である主観時間の制御を実現できれば,楽しい時間を長く感じることや退屈な時間を短く感じることができる.そのため,先行研究ではPC上での知覚刺激量の操作によって主観時間を制御するシステムの提案が行われてきた.しかしながら,主観時間の制御はPC上での作業だけではなく,日常生活の様々なタスクにおいても必要となる.そこで本研究では,知覚刺激提示に基づく主観時間制御の利用シーンを拡大するため,ウェアラブルデバイスのつねに知覚刺激を提示可能な特徴に着目したシステムの提案を行った.実験では,頭部装着型ディスプレイによる視覚刺激,イヤホンによる聴覚刺激,スマートウォッチによる触覚刺激の3つのプロトタイプを実装し,3種類の刺激パターンを比較した.また,デバイス装着や知覚刺激が実験課題や主観的な認知に与える影響についても議論した., Controlling a user's passage of subjective time can improve their experiences such that a fun time becomes longer and a boring time becomes shorter. Thus, previous studies have proposed systems that control a user's subjective time based on presenting sensory stimuli in a PC. However, there are scenes that need to control subjective time during not only using PC but also daily-life. This paper focusses on wearable devices that enable to always present sensory stimuli and proposed the system controlling the user's subjective time for expanding use-case. The experiment evaluated the system that presents stimuli using a head-mounted display, earphones, and a smart-watch. Then, we conducted the within-subjects experiment that assigns 12 subjects to conditions of three prototypes and three stimulus-control patterns and asked to estimate the passage of time. Also, we discussed the influence on the experimental task and the subjective cognition from the devices or the stimuli.}, pages = {968--980}, title = {知覚刺激を提示するウェアラブルデバイスがユーザの主観時間に与える影響}, volume = {62}, year = {2021} }