Yutaro Hirao

ORCID: 0000-0003-3546-3454
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Tactile and Sensory Interactions
  • Teleoperation and Haptic Systems
  • Human Motion and Animation
  • Evacuation and Crowd Dynamics
  • Visual perception and processing mechanisms
  • Human Pose and Action Recognition
  • Multisensory perception and integration
  • Motor Control and Adaptation
  • Music and Audio Processing
  • Interactive and Immersive Displays
  • Underwater Vehicles and Communication Systems
  • Augmented Reality Applications
  • Water Quality Monitoring Technologies
  • Effects of Vibration on Health
  • Hand Gesture Recognition Systems
  • Vehicular Ad Hoc Networks (VANETs)
  • Action Observation and Synchronization
  • Photopolymerization techniques and applications
  • Media Influence and Health
  • Advanced Vision and Imaging
  • Robotics and Automated Systems
  • Advanced Scientific Research Methods
  • Neuroscience and Music Perception
  • AI in Service Interactions

Nara Institute of Science and Technology
2024-2025

The University of Tokyo
2021-2023

Bunkyo University
2023

Institut National des Sciences Appliquées de Rennes
2022

Institut de Recherche en Informatique et Systèmes Aléatoires
2022

Université de Rennes
2022

Centre National de la Recherche Scientifique
2022

Aalto University
2020

Waseda University
2019-2020

Pseudo-haptic techniques are used to modify haptic perception by appropriately changing visual feedback body movements. Based on the knowledge that tendon vibration can affect our somatosensory perception, this paper proposes a method for leveraging enhance pseudo-haptics during free arm motion. Three experiments were performed examine impact of range and resolution pseudo-haptics. The first experiment investigated effect detection threshold discrepancy between physical results indicated...

10.1109/tvcg.2023.3310001 article EN IEEE Transactions on Visualization and Computer Graphics 2023-08-30

Virtual reality (VR) training is an increasingly popular topic in sports science [1]. We introduce a VR application for martial arts training, which utilizes physics-based full-body interaction that extends our previous work on the subject [2]. Our use of tracking and user-worn equipment without external tethering enables techniques employ lower body: e.g., kicking, grappling, leg sweeps. Hence wide variety art styles —char63 from stand-up fighting to ground can be trained. The features...

10.1109/vrw50115.2020.00282 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2020-03-01

This work examines whether pseudo-haptic experiences can be achieved using a game controller without motion tracking. For this purpose, we implemented virtual hand manipulation method that uses the controller’s analog stick. We compared method’s experience to of conventional approach hand-held controller. The results suggest our stick present pseudo-weight sensations in similar way approach. means interaction designers and users also choose utilize for experiences, as an alternative controllers.

10.1109/vrw50115.2020.00069 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2020-03-01

Timbre is high-dimensional and sensuous, making it difficult for musical-instrument learners to improve their timbre. Although some systems exist timbre, they require expert labeling timbre evaluation; however, solely visualizing the results of unsupervised learning lacks intuitiveness feedback because human perception not considered. Therefore, we employ crossmodal correspondences intuitive visualization We designed TimToShape, a system that visualizes with 2D shapes based on user's input...

10.1145/3581641.3584053 article EN 2023-03-27

This paper proposes the method of interaction design to present haptic experience as intended in virtual reality (VR). The that we named “Augmented Cross-Modality” is translate physiological responses, knowledge and impression about real world into audio-visual stimuli add them VR. In this study, expressions for presenting a gripping an object strongly lifting heavy object, hand tremor, strong increasing heart rate objective is, at first, enhance sense strain body with these...

10.2352/j.imagingsci.technol.2018.62.6.060402 article EN Journal of Imaging Science and Technology 2018-11-01

Walking-in-place (WIP) is a locomotion technique that enables users to "walk infinitely" through vast virtual environments using walking-like gestures within limited physical space. This paper investigates alternative interaction schemes for WIP, addressing successively the control, input, and output of WIP. First, we introduce novel height-based control increase advanced speed. Second, input system WIP based on elastic passive strips. Third, use pseudo-haptic feedback as meant alter walking...

10.1109/tvcg.2022.3228171 article EN IEEE Transactions on Visualization and Computer Graphics 2022-12-09

In underwater environments, the reflected ultrasonic waves from objects generally provide more than just information about their color and shape for object recognition. Previous studies have overlooked influence of pose on these wave components. It is crucial to investigate how poses affect components because can vary widely are often unpredictable in real-world scenarios. this work, we introduce a novel dataset comprising collected made various materials observed angles. We also show...

10.1109/icassp48485.2024.10447761 article EN ICASSP 2022 - 2022 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP) 2024-03-18

Hap'n'Roll is a wearable device that leverages the concept of scroll to present, with single motor, tactile sensations various sizes, shapes, and textures. composed two axes, sheet, one motor. By changing number sheet wraps, thickness within user's hand can be adjusted. Additionally, using holes on secure fingertips, it present wide range sizes shapes. Unlike typical existing handheld shape-changing devices, not limited cylindrical forms. Furthermore, by moving different materials attached...

10.1109/vr58804.2024.00028 article EN 2024-03-16

Systems with occlusion capabilities have gained interest in augmented reality, vision augmentation, and image processing. To address the challenge of creating a precise yet lightweight system, we introduce novel architecture to tackle blurriness due defocusing. Our approach, utilizing dynamic pinhole array on transmissive spatial light modulator (SLM) positioned between eye layer, offers adaptive patterns, gaze-contingent functionality, potential reduce visual artifacts. preliminary result...

10.1109/vrw62533.2024.00156 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2024-03-16

Implementing an autonomous agent on a social VR platform where many users share space requires diverse information. In particular, it is required to recognize the distance from other users, their orientation toward each other, avatar's pose, and text voice messages, behave accordingly. This paper proposes API obtain above information "Cluster," multi-device in operation, that uses API. We have implemented this using network proxy. The can connect ChatGPT [7] conversation real time. measured...

10.1109/vrw62533.2024.00112 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2024-03-16

To create rich experiences in virtual reality (VR) environments, it is essential to define the behavior of objects through programming. However, programming 3D spaces requires a wide range background knowledge and skills. Although Large Language Models (LLMs) have provided support, they are still primarily aimed at programmers. In metaverse platforms, where many users inhabit VR spaces, most unfamiliar with programming, making difficult for them modify environment easily. Existing LLM-based...

10.48550/arxiv.2406.13242 preprint EN arXiv (Cornell University) 2024-06-19

This paper proposes a grasped-type controller that utilizes user's fingers' force-inputs into an embodied and continuous virtual self body motion in reality. The proposed system allows users interactions with objects walk VR only by their physical force-inputs, therefore, it has potential to overcome users' spatial constraints of environment. Moreover, the force-input can present reaction force finger. takes account property interacting adjusts relationship between input achieve realistic...

10.1145/3681755.3688943 article EN 2024-11-19

Dynamic handheld shape displays, with the capacity to change their shapes dynamically while being grasped by user, have been developed enable realistic haptic interaction various virtual objects in reality. However, these devices tend be limited actuation speed owing small size requirement necessary for users grab, which reduces variability of that they can render. In this study, we employ visuo-haptic illusions improve perceived dynamic displays VR alleviate problem. We present two...

10.1145/3519391.3519410 article EN 2022-03-13

In Virtual Reality, self-touch (ST) stimulation is a promising method of sense body ownership (SoBO) induction that does not require an external effector. However, its applicability to dysmorphic bodies has been explored yet and remains uncertain due the requirement provide incongruent visuomotor sensations. this, paper, we studied effect ST on hands via haptic retargeting, as compared classical external-touch (ET) stimulation, SoBO. Our results indicate can induce similar levels SoBO than...

10.1109/ismar55827.2022.00024 preprint EN 2022-10-01

Pinching is a common gesture primarily used for zooming on mobile devices, and previous studies considered utilizing it as mid-air in AR/VR. As opposed to touch screens, there no physical contact point between the display fingers pinching, which means positional relationship target users' finger movement pinching could be different from that of screens. In this study, we investigated estimate hand posture, found was significantly off towards thumb away index (approximately 7% offset). This...

10.1109/vrw52623.2021.00128 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2021-03-01

Timbre is a crucial element in playing musical instruments, and it difficult for beginners to learn independently. Therefore, external feedback (FB) required. However, conventional FB methods lack intuitiveness visualization. In this study, we propose novel method that adopts crossmodal correspondence enhance the intuitive visualization of timbre with visual shapes. Based on experiments, was inferred based prevents dependence promotes learning.

10.1145/3489849.3489912 article EN 2021-12-01

Walking-in-place (WIP) approaches face difficulties in reaching high locomotion speeds because of the required step frequency, rapidly creating an awkward or risky experience for user. In this paper, we introduce a novel WIP approach called Step-Height-and-Frequency (SHeF) WIP, which considers second parameter, i.e., height, addition to better control speed advancement. We compared SHeF-WIP with conventional system user study conducted 12 participants. Our results suggest that enabled them...

10.1109/vrw52623.2021.00131 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2021-03-01

Illusory self-motion ("vection") has been used to present a sense of movement in virtual reality (VR) and other similar applications. It is crucial vection research stronger movement. Bone-conducted vibration (BCV) small generally acceptable method for enhancing the VR. However, its effects on have not extensively studied. Here, we conducted two experiments investigate effect BCV vection, which generates an upward sensation under hypothesis that stimulation mastoid processes causes noise...

10.1038/s41598-023-42589-x article EN cc-by Scientific Reports 2023-09-21
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