WO2023120005A1 - 仮想空間における移動を操作する家具型機器 - Google Patents
仮想空間における移動を操作する家具型機器 Download PDFInfo
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- WO2023120005A1 WO2023120005A1 PCT/JP2022/043144 JP2022043144W WO2023120005A1 WO 2023120005 A1 WO2023120005 A1 WO 2023120005A1 JP 2022043144 W JP2022043144 W JP 2022043144W WO 2023120005 A1 WO2023120005 A1 WO 2023120005A1
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- 230000033001 locomotion Effects 0.000 title claims abstract description 145
- 238000006073 displacement reaction Methods 0.000 claims abstract description 33
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- 230000000474 nursing effect Effects 0.000 description 1
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Images
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0338—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of limited linear or angular displacement of an operating part of the device from a neutral position, e.g. isotonic or isometric joysticks
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/218—Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04815—Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
Definitions
- the present invention relates to technology for equipment that serves as a user interface for virtual space.
- the present invention relates to technology for manipulating movement of virtual objects (avatars and characters) in virtual reality and game spaces.
- Virtual reality is a technology that allows a user wearing an HMD (Head Mount Display) terminal to view a three-dimensional virtual space.
- the user can move in the virtual space by his/her own operation, and can get a feeling of being immersed in the virtual space.
- This HMD terminal may access the virtual space server via a network, or may be equipped with the virtual space server itself.
- the HMD terminal detects the movement of the user's head with a posture sensor, and controls the user's field of view and position within the virtual space according to the measured value.
- FIG. 8 is a schematic diagram for explaining a conventional user's operation on a virtual space.
- the user wears the HMD terminal on the head.
- the user is looking at the display of a terminal such as a personal computer, tablet or smart phone.
- These terminals access the virtual space server via the network and project the virtual space on the display.
- the user moves within the virtual space by operating a stick device or a game controller while visually recognizing the virtual space.
- the virtual space server may be a virtual space dedicated server located on the Internet, or may be a virtual space dedicated server located locally.
- Examples of services that provide virtual spaces include social VR platforms such as VRChat (registered trademark), Metaverse (registered trademark), and Second Life (registered trademark).
- Patent Literature 1 and Non-Patent Literature 1 there has also been proposed a technique of manipulating movement in virtual space by pressing the user's thigh against a cushion in front of it.
- This technique includes a thigh support that supports the user's thigh so as to be movable in the direction of movement, a first sensor that detects the force received from the thigh, and a rotation angle of the thigh support. and a third sensor for detecting the posture of the user.
- the user's walking motion is estimated from the detection results of these sensors, and an image corresponding to that is presented to the user.
- Patent Document 2 discloses a chair-like device equipped with a transducer as a user interface that replaces a mouse, although it differs from user movement in virtual space.
- This chair-like device uses a transducer for detecting horizontal movement from the rotational movement of the chair and a transducer for detecting vertical movement.
- a detection signal can be output to a display device to move the position of the cursor on the display device. For example, when the user rotates the body, the cursor on the display moves horizontally, and when the user moves forward or backward, the cursor on the display moves vertically. Further, it is also possible to use the detection result of the seat sensor as left and right clicks, the detection result of the back sensor as middle click, and the detection result of the rotation sensor as scrolling by a scroll wheel.
- Non-Patent Document 2 discloses a device that uses a walking board placed under the user's legs to control the movement of the user in a virtual space.
- Non-Patent Document 3 discloses a device in which a step device is arranged under the legs of a user seated on a chair, and movement is controlled by the user stepping on the legs.
- Patent Document 1 it is possible to move an avatar or character imitating the user in the virtual space. That is, movement in the virtual space is controlled by the user himself/herself while getting a sense of immersion in the virtual space.
- the problem is that even if the user moves while walking in the virtual space, it is difficult for the user to move while walking in the real space.
- a user wearing an HMD terminal may collide with surrounding obstacles when moving in the real space while immersed in the virtual space.
- the range in which the user can move without looking at the surroundings is realistically about 3 m square. Therefore, it is necessary to restrict the movement of the user in the real space as much as possible, while giving the user the feeling of moving freely in the virtual space, so that the user can enjoy the feeling of being immersed in the virtual space.
- Non-Patent Document 1 walking motion is simulated by sliding on the walking board under the leg. Further, in the techniques disclosed in Patent Document 1 and Non-Patent Document 2, walking motion is simulated by applying pressure to the cushion on the front surface of the thigh. Both of these technologies are not suitable for long-term use or for use by people with weak legs, although they provide a realistic feeling of walking motion because they are used in a standing position. Moreover, when performing a rotation operation, it is actually necessary to turn backward, and there is a concern that the robot may collide with an obstacle in the real space. Furthermore, it is rather difficult to perform a reverse maneuver, such as backing up.
- Patent Document 2 simulates the operation of a mouse using a device placed on a chair, and does not operate the movement of the user in the virtual space.
- an object of the present invention is to provide a furniture-type device that can give the user a feeling of movement in a virtual space while restricting the movement of the user in the real space as much as possible.
- a furniture-type device on which a user can sit a leg sensor disposed on a surface on which the user's legs are adjacent, and using measured values relating to the respective displacements of the user's left and right legs as a virtual movement amount of the user in the virtual space; a back sensor arranged in a portion close to the user's back and recognizing forward or backward movement of the user in the virtual space based on the displacement of the user's back;
- a furniture-type device characterized by outputting the virtual amount of movement and the recognition result of forward movement or backward movement as a virtual movement amount of forward movement or a virtual movement amount of backward movement.
- the leg sensor detects the speed of the displacement as the speed of the virtual movement amount
- the furniture-type device outputs the speed of the virtual movement amount and the forward or backward recognition result as the speed of the virtual movement amount of forward movement or the speed of the virtual movement amount of backward movement
- the leg sensor detects the acceleration of the displacement as the acceleration of the virtual movement amount
- the furniture-type device outputs the acceleration of the virtual movement amount and the recognition result of the forward movement or the backward movement as the acceleration of the virtual movement amount of forward movement or the acceleration of the virtual movement amount of backward movement.
- the back sensor recognizes that the user is moving backward when the user's back is warped.
- leg sensors are arranged for each of the user's right leg and left leg, and the measurement values obtained alternately for the right leg and the left leg are It is also preferable to use the virtual movement amount related to the user's walking motion in the virtual space.
- the leg sensors are arranged on the surface to which the user's thighs are adjacent and/or the surface to which the user's calves are adjacent.
- the furniture-type device of the present invention is arranged on the rotating portion of the leg portion of the furniture or on the seat surface portion on which the user sits, and relates to the displacement in the action of turning the user's body left and right. It is also preferable to further have a rotation sensor that outputs the measured value as a virtual amount of movement to the left and right.
- the furniture-type device is preferably chair-shaped, wheelchair-shaped, mat-shaped, or sheet-shaped.
- the furniture-type device provides a terminal with a terminal when the virtual movement amount reaches a first predetermined threshold value or more, or when the virtual movement amount It is also preferable to issue an alarm to a user or an observer when the value is equal to or lower than a second predetermined threshold for a predetermined period of time.
- the furniture-type device of the present invention it is possible to limit the movement of the user in the real space as much as possible, while giving the user a feeling of movement in the virtual space.
- FIG. 1 is a schematic diagram showing a chair-like furniture-type appliance according to the present invention
- FIG. FIG. 4 is a schematic diagram for explaining the arrangement of leg sensors in the chair-like furniture-type device according to the present invention
- FIG. 4 is a schematic diagram for explaining a user's operation on the virtual space according to the present invention
- FIG. 4 is a schematic diagram for explaining virtual forward and backward movement according to the present invention
- FIG. 4 is a schematic diagram for explaining virtual rotation according to the present invention
- 1 is a schematic diagram showing a wheelchair-like furniture-type appliance according to the present invention
- FIG. 1 is a schematic diagram showing a mat-like and sheet-like furniture-type appliance according to the present invention
- FIG. FIG. 10 is a schematic diagram for explaining a user's operation on a conventional virtual space;
- FIG. 1 is a schematic diagram showing a chair-like furniture-type device according to the present invention.
- FIG. 1 shows a chair-like furniture-type device 1 as one embodiment of the furniture-type device according to the present invention.
- One or more sensors are arranged on the surface of the furniture-type device 1 on which the user's body is close. These sensors output measurement values relating to the displacement of each of the left and right bodies of the user as the "virtual movement amount" of the user in the virtual space.
- the chair-like furniture-type device 1 has a leg sensor 11, a back sensor 12, and a rotation sensor 13. Of course, only one sensor may be arranged. These sensors may be capable of transmitting their own output (information related to virtual movement amount) to the outside (for example, terminal 2). Further, a communication unit may be provided that receives outputs from these sensors and transmits information related to the virtual movement amount to the outside (for example, the terminal 2).
- the leg sensors 11 are arranged on the "surface close to the thighs" of the seated user. According to FIG. 1, the leg sensor 11 is arranged on a surface close to the back side of the thigh and detects the displacement associated with the motion of the user dropping the thigh from top to bottom. Further, the leg sensor 11 outputs measurement values relating to the displacement of each of the left and right legs caused by the user's motion as the "virtual movement amount" of the user's "forward movement” in the virtual space. If the left and right bodies whose displacements are to be detected are ankles, arms, etc., the sensors 11 are arranged on the surfaces close to them.
- the leg sensor 11 may include a pressure sensor such as MEMS (Micro Electro Mechanical Systems). For example, in MEMS, pressure is detected as deformation on a diaphragm. Alternatively, the pressure sensor may be of a type that detects a change in capacitance or strain of a gauge. Additionally, leg sensor 11 may comprise a Hall effect sensor. A Hall effect sensor, in combination with a permanent magnet, can detect pressure. Furthermore, the leg sensor 11 may include a distance sensor, speed sensor, or acceleration sensor. In any case, the device included in the leg sensor 11 may detect the displacement of the user's body caused by stepping. It is also preferred that the device has no physical contact and is substantially wear-free.
- MEMS Micro Electro Mechanical Systems
- the back sensor 12 is placed on the “surface close to the back" of the seated user.
- the back sensor 12 detects the displacement of the back caused by the user's motion, it recognizes that the user is “backward” in the virtual space, and outputs the recognition result of "backward”. Further, when the "backward movement” is not recognized, the recognition result of "forward movement” may be output in accordance with the output of the leg sensor 11.
- the back sensors 12 may also include pressure sensors, Hall effect sensors, distance sensors, and the like.
- the back sensor 12 may be attached to the support of the backrest, and may include a bending sensor or an inclination sensor capable of measuring the degree of curvature of the backrest.
- the rotation sensor 13 is arranged at a "part where rotation of the body can be detected" of the seated user. For example, it is arranged on the rotating portion of the leg portion of the furniture or on the seat portion on which the user sits.
- the rotation sensor 13 outputs a measurement value related to the displacement in the user's motion of rotating his or her body to the left or right as a "virtual amount of rotation", which is the amount of virtual movement of the user to the left or right in the virtual space.
- the rotation sensor 13 is a sensor (for example, a rotary encoder) that detects the difference in rotation between a rotating object and a non-rotating object. Such devices can also output rotation angle and rotation speed. Hall effect sensors, as previously described, can also detect the angle of rotation.
- the rotation sensor may include an IMU (Inertial Measurement Unit) as another embodiment. By using the IMU, even if the furniture-type device is in the form of a sheet, the gyro sensor can detect the rotation.
- the IMU may be a sensor unit in which a plurality of physical information sensors (for example, an acceleration sensor, a rotational angular acceleration sensor, etc.) other than the gyro sensor are integrated into one package.
- the use of an IMU eliminates the need for sensor adjustment and correction, and allows highly accurate measurement values to be obtained with an optimum degree of freedom.
- the rotation angle of the seat surface can be detected by incorporating the rotation sensor 13 into the seat surface, not limited to the leg portion having the rotation axis.
- the virtual rotation amount which is the measured value output by the rotation sensor 13, represents the rotation of the entire body of the virtual object (avatar or character) in the virtual space.
- This virtual rotation amount includes, for example, information about the orientation of the body other than the head.
- the direction of the head is detected by, for example, a posture sensor mounted on the HMD terminal.
- FIG. 2 is a schematic diagram for explaining the arrangement of the leg sensors in the chair-shaped furniture-type device according to the present invention.
- the front curtain surface is installed on the seat surface, and the leg sensor 11 is arranged on the front curtain surface.
- the leg sensor 11 is arranged on the "surface close to the calf (rear side) of the leg" of the seated user. Accordingly, the leg sensor 11 detects the displacement associated with the user's kicking action by moving the calf backward.
- the leg sensor 11 is arranged on the "surface close to the thighs (front front side)" of the seated user. Thereby, the leg sensor 11 detects the displacement associated with the motion of pushing up the thigh by the user.
- This leg sensor 11 also serves as a cover that covers the user's thighs, for example. That is, it also has the effect of supporting the thighs so that the user who is immersed in the virtual space does not fall from the chair.
- FIG. 3 is a schematic diagram for explaining a user's operation on the virtual space according to the present invention.
- the user can sit on the chair-like furniture-type device 1 of the present invention and operate his/her own movement in the virtual space.
- the user wears the HMD terminal 2 on the head as in FIG. 8A, and the HMD terminal 2 accesses the virtual space server 3 via wireless communication.
- the chair-like furniture-type device 1 shown in FIG. 3A can detect the displacement of each of the user's left and right thighs (rear back), as in FIG.
- the user visually recognizes the display of the terminal 2, and the terminal 2 accesses the virtual space server 3 via the network, as in FIG. 8(b).
- the chair-like furniture-type device 1 shown in FIG. 3(b) can detect the displacement of each of the left and right thighs (front front side) of the user in the same manner as in FIG. 2(b).
- the terminal 2 communicates with (the information processing unit of) the furniture-type device 1 wirelessly or by wire, and transmits the "virtual movement amount" received from the furniture-type device 1 to the user in the virtual space or game space visually recognized by the user.
- the movement of the virtual object is regarded as the amount of movement of the virtual object, and the movement of this virtual object is controlled.
- FIG. 4 is a schematic diagram for explaining virtual forward and reverse travel according to the present invention.
- the leg sensors 11 are arranged on each of the left and right legs of the user, and the measurement values related to the displacement by the left and right sensors are used to detect the user's walking motion in the virtual space. output as a result.
- the user alternately moves the thighs and calves up and down (fluttering) with the intention of actually walking in the real space.
- the leg sensor 11 detects the displacement, outputs the measured value as a virtual movement amount in the virtual space, and reflects it in walking in the virtual space.
- the virtual object in the virtual space is in a situation where it has to exercise to strengthen the muscles of the legs. At this time, the movement of the user's leg in the real space becomes the movement of the virtual object in the virtual space.
- the leg sensor 11 may output the amount of change in displacement per time, that is, the speed of displacement as the "virtual movement amount speed".
- the greater the alternating velocities of the left and right legs of the user in the real space the faster the virtual object moves in the virtual space.
- the smaller the alternating velocities in the left and right legs the slower the virtual object moves in virtual space.
- the leg sensor 11 may output the amount of change in displacement speed per time in the sensor, that is, the acceleration of displacement as "acceleration of virtual movement amount".
- the greater the change in pressure from the user's leg in the real space the greater the acceleration of movement of the virtual object in the virtual space.
- the smaller the change in pressure from the leg the smaller the acceleration of the movement of the virtual object in the virtual space.
- the leg sensor 11 outputs a measurement value related to the displacement detected by such movement as a virtual movement amount related to the user's jump, Virtual objects in space can also be made to jump momentarily.
- the user when the virtual space is underwater, the user can manipulate the movement of the virtual object by alternately moving the left and right legs in the real space as if the virtual object were swimming in the water with flapping legs.
- the virtual movement amount has been described as an amount corresponding to the "movement distance" of the avatar.
- the amount of virtual movement of the avatar in the virtual space is not only a mere movement of the avatar itself, but also an amount that affects various video spaces that change accordingly.
- the back sensor 12 recognizes and outputs the measured value related to the displacement of the user's back as the amount related to the backward movement of the user in the virtual space. This determines the moving direction of the virtual object as "backward".
- FIG. 4(c) Virtual Backward Movement>
- the user After the moving direction of the virtual object is recognized as "backward" as shown in FIG. 4B, the user alternately moves the left and right thighs and calves up and down ( fluttering). That is, the user in the physical space alternately moves the left and right legs while pressing the back against the backrest and turning over as an operation on the virtual object. Such an operation causes the virtual object in the virtual space to move backward.
- FIG. 5 is a schematic diagram for explaining virtual rotation according to the present invention.
- the rotation sensor 13 is arranged, for example, at a rotating portion of a leg of furniture. According to FIG. 5, a rotation sensor 13 is arranged on the axis of rotation of the chair and can detect its rotation angle and rotation speed.
- the furniture-type device 1 communicates with the terminal 2 that provides the virtual space to the user.
- the terminal 2 is, for example, an HMD terminal or a terminal such as a personal computer, and is a device that allows a user to visually recognize a virtual space.
- the terminal 2 notifies the user of an alarm when the virtual movement amount received from the furniture-type device 1 satisfies, for example, the following conditions (1) or (2).
- a predetermined virtual movement amount is greater than or equal to a first predetermined threshold.
- the predetermined virtual movement amount remains equal to or less than the second predetermined threshold for a predetermined period of time.
- the chair may topple over. Therefore, when the virtual amount of movement from the back sensor 12 reaches or exceeds a predetermined threshold value, an alarm is notified to the user or supervisor.
- a predetermined threshold value For example, in the case of a nursing care facility for rehabilitation, the user may be a care recipient and the monitor may be a caregiver. Also, for example, in the case of a hospital, the user may be a patient and the monitor may be a nurse. Also, users are at risk of economy class syndrome if their legs are not moving for long periods of time. Therefore, when the virtual movement amount from the leg sensor 11 continues to fall below a predetermined threshold value for a predetermined period of time, an alarm is notified to the user or supervisor.
- the furniture-type device 1 is an airplane seat
- the user may be a passenger and the supervisor may be a cabin attendant.
- the user makes excessive repetitive leg motions, back motions, or rotational motions, a hazard may arise.
- the terminal 2 notifies an alarm when the virtual movement amount received from the furniture-type device 1 indicates such a case.
- the furniture-type device 1 may be chair-shaped, but as another embodiment, it may be wheelchair-shaped, mat-shaped, or sheet-shaped.
- FIG. 6 is a schematic diagram showing a wheelchair-like furniture-type device according to the present invention.
- the furniture-type device 1 is in the shape of a wheelchair.
- a physically handicapped user requiring care wears the HMD terminal 2 and experiences a virtual space
- the display of the HMD terminal 2 displays an image of the user walking as a virtual space.
- FIG. 7 is a schematic diagram showing mat-like and sheet-like furniture-type equipment according to the present invention.
- a mat-like furniture-type device may be, for example, a cushion or a cushion-like one.
- This furniture-type cushion is close to the user's body and can have a sensor built into it.
- the cushion may be placeable on the seat and/or back of a chair.
- the furniture-type device of the present invention may be in the form of a sheet.
- the seat as this furniture-type device itself is a sensor and is close to the user's body.
- this sheet is a built-in pressure distribution sensor sheet and is a film sensor sheet with a thickness of about 0.1 mm, the pressure can be detected in real time. Further, when such a sheet is applied to the leg sensor 11, depending on the type of the sheet, the pressure on the left and right can be detected with only one sheet without using one sheet on each side (two sheets in total). Some can.
- the furniture-type device of the present invention it is possible to restrict the movement of the user in the real space as much as possible, while giving the user a feeling of movement in the virtual space. can.
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Abstract
Description
ユーザの脚が近接する面に配置され、当該ユーザの左右の脚それぞれの変位に係る計測値を、仮想空間における当該ユーザの仮想移動量とする脚部センサと、
当該ユーザの背中に近接する部分に配置され、ユーザの背中の変位に基づき、仮想空間における当該ユーザの前進又は後進を認識する背部センサと
を有し、
当該仮想移動量及び当該前進又は後進の認識結果を、前進の仮想移動量又は後進の仮想移動量として出力する
ことを特徴とする家具型機器が提供される。
脚部センサは、当該変位の速度を、当該仮想移動量の速度として検出し、
本家具型機器は、当該仮想移動量の速度及び当該前進又は後進の認識結果を、前進の仮想移動量の速度又は後進の仮想移動量の速度として出力する、
及び/又は、
脚部センサは、当該変位の加速度を、当該仮想移動量の加速度として検出し、
本家具型機器は、当該仮想移動量の加速度及び当該前進又は後進の認識結果を、前進の仮想移動量の加速度又は後進の仮想移動量の加速度として出力する
ことも好ましい。
脚部センサ11は、着座したユーザの「大腿部に近接する面」に配置される。図1によれば、脚部センサ11は、大腿部の後裏側に近接する面に配置されており、ユーザが大腿部を上から下に落とす動作に係る変位を検出する。また脚部センサ11は、ユーザの動作によって生じる左右の脚それぞれの変位に係る計測値を、仮想空間における当該ユーザの「前進」の「仮想移動量」として出力する。尚、変位を検出すべき左右の身体が、足首や腕等であれば、それらに近接する面に、センサ11が配置される。
背部センサ12は、着座したユーザの「背中に近接する面」に配置される。背部センサ12は、ユーザの動作によって生じる背中の変位を検出した際、仮想空間において当該ユーザは「後進」していると認識し、「後進」との認識結果を出力する。また、「後進」と認識しない場合、脚部センサ11の出力に合わせ、「前進」との認識結果を出力してもよい。背部センサ12も、脚部センサ11と同様に、圧力センサ、ホール効果センサや、距離センサ等を備えていてもよい。また、背部センサ12は、背もたれの支柱に取り付けられ、背反り具合を計測可能な曲げセンサや傾きセンサを備えていてよい。
回転センサ13は、着座したユーザの「身体の回転を検出可能な部位」に配置される。例えば、家具としての脚部の回転部分又はユーザが着座する座面部分に配置される。回転センサ13は、ユーザによる自らの身体を左右に回転させる動作における変位に係る計測値を、仮想空間におけるこのユーザの左右への仮想移動量としての「仮想回転量」として出力する。
図4(a)によれば、脚部センサ11は、ユーザの左右の脚の各々に配置されており、左右それぞれのセンサによる変位に係る計測値を、仮想空間における当該ユーザの歩行動作の検出結果として出力する。ユーザは、現実空間で実際に歩行しているつもりで、大腿部やふくらはぎを左右交互に上下(バタバタ)させる。このような動作を受けて、脚部センサ11はその変位を検出し、その計測値を、仮想空間における仮想移動量として出力し、仮想空間における歩行に反映させる。
図4(b)によれば、背部センサ12は、ユーザの背中の変位に係る計測値を、仮想空間における当該ユーザの後進に係る量として認識し出力する。これは、仮想オブジェクトの移動方向を「後進」として決定するものである。
図4(b)のように仮想オブジェクトの移動方向が「後進」と認識された後、ユーザは、現実空間で実際に歩行しているつもりで、左右の大腿部やふくらはぎを交互に上下(バタバタ)させる。即ち、現実空間におけるユーザは、仮想オブジェクトに対する操作として、背中を背もたれに押しつけて背返った状態で、左右の脚を交互に動かす。このような操作によって、仮想空間における仮想オブジェクトは、後ずさりするように移動する。
前述した図3によれば、家具型機器1は、ユーザに対して仮想空間を提供する端末2と通信する。端末2は、例えばHMD端末や、パーソナルコンピュータ等の端末であって、仮想空間をユーザに視認させる装置である。
そこで、端末2は、家具型機器1から受信した仮想移動量が、例えば以下の条件(1)又は(2)を満たした際に、ユーザに対してアラームを通知する。
(1)所定の仮想移動量が、第1の所定閾値以上となる。
(2)所定の仮想移動量が、所定時間継続して第2の所定閾値以下となる。
前述したように、家具型機器1は、椅子状のものであってもよいが、他の実施形態として、車椅子状、マット状、又は、シート状のものであってもよい。
11 脚部センサ
12 背部センサ
13 回転センサ
2 端末
3 仮想空間サーバ
Claims (8)
- ユーザが着座可能な家具型機器であって、
ユーザの脚が近接する面に配置され、当該ユーザの左右の脚それぞれの変位に係る計測値を、仮想空間における当該ユーザの仮想移動量とする脚部センサと、
当該ユーザの背中に近接する部分に配置され、ユーザの背中の変位に基づき、仮想空間における当該ユーザの前進又は後進を認識する背部センサと
を有し、
当該仮想移動量及び当該前進又は後進の認識結果を、前進の仮想移動量又は後進の仮想移動量として出力する
ことを特徴とする家具型機器。 - 前記脚部センサは、当該変位の速度を、当該仮想移動量の速度として検出し、
前記家具型機器は、当該仮想移動量の速度及び当該前進又は後進の認識結果を、前進の仮想移動量の速度又は後進の仮想移動量の速度として出力する、
及び/又は、
前記脚部センサは、当該変位の加速度を、当該仮想移動量の加速度として検出し、
前記家具型機器は、当該仮想移動量の加速度及び当該前進又は後進の認識結果を、前進の仮想移動量の加速度又は後進の仮想移動量の加速度として出力する
ことを特徴とする請求項1に記載の家具型機器。 - 前記背部センサは、ユーザの背反りをもって後進と認識することを特徴とする請求項1に記載の家具型機器。
- 前記脚部センサは、ユーザの右脚及び左脚の各々に対し配置されており、右脚及び左脚について交互に得られる計測値を、仮想空間における当該ユーザの歩行動作に係る仮想移動量とすることを特徴とする請求項1から3のいずれか1項に記載の家具型機器。
- 脚部センサは、ユーザの大腿が近接する面、及び/又は、ユーザの脚のふくらはぎが近接する面に配置されることを特徴とする請求項1から3のいずれか1項に記載の家具型機器。
- 家具としての脚部の回転部分又はユーザが着座する座面部分に配置され、ユーザによる自らの身体を左右に回転させる動作における変位に係る計測値を、左右への仮想移動量として出力する回転センサを更に有することを特徴とする請求項から1から3のいずれか1項に記載の家具型機器。
- 当該家具型機器は、椅子状、車椅子状、マット状、又は、シート状であることを特徴とする請求項1から3のいずれか1項に記載の家具型機器。
- 前記家具型機器は、端末に対して、当該仮想移動量が第1の所定閾値以上となった際に、又は、当該仮想移動量が所定時間継続して第2の所定閾値以下となった際に、ユーザ又は監視者に対してアラームを通知させる
ことを特徴とする請求項1から3のいずれか1項に記載の家具型機器。
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