{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00241848","sets":["1164:3027:11889:11890"]},"path":["11890"],"owner":"44499","recid":"241848","title":["ジェスチャに基づくVRロコモーション手法の比較調査"],"pubdate":{"attribute_name":"公開日","attribute_value":"2025-01-07"},"_buckets":{"deposit":"36993cf3-01ce-4235-8594-5ad337b00eea"},"_deposit":{"id":"241848","pid":{"type":"depid","value":"241848","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ジェスチャに基づくVRロコモーション手法の比較調査","author_link":["666477","666476","666479","666478","666480","666481","666475"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ジェスチャに基づくVRロコモーション手法の比較調査"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"セッション8: VR/AR","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2025-01-07","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"立命館大学"},{"subitem_text_value":"立命館大学"},{"subitem_text_value":"立命館大学"},{"subitem_text_value":"立命館大学"},{"subitem_text_value":"立命館大学"},{"subitem_text_value":"立命館大学"},{"subitem_text_value":"シュトゥットガルト大学"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_publisher":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"情報処理学会","subitem_publisher_language":"ja"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/241848/files/IPSJ-HCI25211036.pdf","label":"IPSJ-HCI25211036.pdf"},"date":[{"dateType":"Available","dateValue":"2027-01-07"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-HCI25211036.pdf","filesize":[{"value":"2.9 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"33"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"2c15b82f-00f3-4620-9dc6-e969bdb1bb51","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2025 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"北浦, 悠佑"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"服部, 圭吾"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"中村, 文彦"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"片岡, 佑太"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"柴田, 史久"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"木村, 朝子"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"森, 尚平"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA1221543X","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-8760","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"バーチャルリアリティ (VR) では,広大な仮想空間を自由に移動できる.しかし,現実での体験空間の広さを超えた移動にはロコモーション手法,つまり実際の移動量をより広い空間にマッピングする機構が必要となる.様々な手法が存在する中で,没入感と安全性を保つために着座状態で行う手法が検討されている.現実世界の歩行動作では,左脚右脚または左腕右腕の動作が対になって前進する.そこで我々は,歩行のテンポと移動量の計測データをもとに,VR デバイスからの左右対での入力信号をテンポに変換し,歩行速度を算出するアルゴリズムを定義した.これを踵上げ,腕振り,握りこみの入力動作に適用するとともに,各々を比較する 3 つの実験を行った.実験の結果,踵上げ動作はユーザに好まれた一方で,腕振り動作と比較して自分が歩行しているという臨場感が低く,フラストレーションが高くなった.腕振り動作は,ロコモーション手法として自然な動作であり,ユーザに高い臨場感を与えた.握りこみ動作は,身体的要求が低い一方で,臨場感が低くなった.ただし,テンポが速くなると身体的要求は最も高くなった.また,入力手法ごとに期待される歩行速度を調査したところ,腕振り動作が最も速く,次いで握りこみ動作が速い結果が得られた.このことから,入力手法に適した歩行速度を設定する必要があることが明らかになった.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告ヒューマンコンピュータインタラクション(HCI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2025-01-07","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"36","bibliographicVolumeNumber":"2025-HCI-211"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:46:42.090445+00:00","updated":"2025-01-19T07:31:19.393007+00:00","id":241848}