List of surveyed papers
Contents
Animal Games
論文名 | 利用されていたゲーム | ゲームジャンル | URL |
---|---|---|---|
Measuring the Impact of Game Controllers on Player Experience in FPS Games | Battlefield Bad Company 2 | Shoot 'Em Up, Adventure | https://doi.org/10.1145/2181037.2181052 |
DexController : Designing a VR Controller with Grasp-Recognition for Enriching Natural Game Experience | Original | Shoot 'Em Up | https://doi.org/10.1145/3359996.3364263 |
FitBird: Improving Free-Weight Training Experience Using Wearable Sensors for Game Control | Flappybird | Platform | https://doi.org/10.1145/3341215.3356258 |
Using a 3D Game to Study the Perceived Quality of Lifting Device Controls | Original | Target, Puzzle | https://doi.org/10.1145/1690388.1690434 |
Using Interactive Mouthguard as Alternative Control Method and Improve Mobile Gaming Experience with Self-Adaptive Human-Computer Interface | PUBG | Combat | https://dl.acm.org/doi/10.1145/3305160.3305196 |
An Intuitive Tangible Game Controller | Original | Flying, Target | https://doi.org/10.1145/2677758.2677774 |
Control Your Game-Self: Effects of Controller Type on Enjoyment,Motivation,and Personality in Game | Original | Driving, Collecting | https://doi.org/10.1145/2470654.2470752 |
Assessing User Preference of Video Game Controller Button Settings | FIFA 12 | Sports, Adaptation | https://doi.org/10.1145/2468356.2468554 |
Stirring up Experience through Movement in Game Play: Effects on Engagement and Social Behaviour | Donkey Konga | Rhythm and Dance | https://doi.org/10.1145/1357054.1357136 |
Comparing Thermal and Haptic Feedback Mechanisms for Game Controllers | Original(球体を見つける) | Collecting | https://doi.org/10.1145/3027063.3053172 |
The Impact of Negative Game Reviews and User Comments on Player Experience | Fancy Pants Adventures, The Power of Paint | Platform, Target, Puzzle | https://doi.org/10.1145/2037692.2037697 |
The Effects of Realistic Controller and Real-Life Exposure to Gun on Psychology of Violent Video Game Players | The House of the Dead 2 | Shoot 'Em Up, Adventure | https://doi.org/10.1145/1968613.1968673 |
Influence of Primacy,Recency and Peak Effects on the Game Experience Questionnaire | Corc, Yooka, Super Mario, Rayman Origins, Need for Speed Hot Pursuit, Need for Speed Shift 2, Steep, 2012 London Olympic Games Beach , Volleyball, International Volleyball, 2012 London Olympic Games, Table Tennis, and CSGO. | Sports, Driving, Racing | https://doi.org/10.1145/3304113.3326113 |
Changes of User Experience in an Adaptive Game: A Study of an AI Manager | Mario Kart | Driving, Racing, Collecting | https://doi.org/10.1145/3337722.3341857 |
Measuring Game Experience Using Visual Distractors | Two Dotsのクローン | Puzzle, Abstract | https://doi.org/10.1145/3130859.3133221 |
Towards Better Understanding of Player's Game Experience | FIFA 2016 | Sports | https://doi.org/10.1145/3206025.3206072 |
The Experience of Telepresence with a Foreign Language Video Game and Video | Space Channel 5: Part 2 | Rhythm and Dance, Adventure | https://doi.org/10.1145/1274940.1274951 |
次第に速くなる虚偽心拍フィードバックを用いたゲーム体験の向上 | Original | Catching | http://id.nii.ac.jp/1001/00183416/ |
SHAPIO: Shape I/O Controller for Video Games | Original | Fighting | https://doi.org/10.1145/2793107.2810318 |
温冷呈示を利用したビデオゲームインタラクションにおける手法の検討と開発 | Original | Puzzle, Collecting, Simulation | http://id.nii.ac.jp/1001/00081285/ |
The Role of Physical Controllers in Motion Video Gaming | Original | Sports | https://doi.org/10.1145/2317956.2318063 |
Designing a Game Controller for Motor Impaired Players | Mario and Metal Slug | Platform, Shoot 'Em Up, Adventure | https://dl.acm.org/doi/10.5555/2254436.2254481 |
Using Smart Eyeglasses as a Wearable Game Controller | Pac-Man | Abstract, Collecting, Escape, Maze | https://doi.org/10.1145/2800835.2800914 |
User Experiences with Mobile Phone Camera Game Interfaces | Original | Maze | https://doi.org/10.1145/1149488.1149503 |
Use of Eye Movements for Video Game Control | Quake 2, Neverwinter Nights, Lunar Command | Shoot 'Em Up, Role-Playing, Adventure, Puzzle | https://doi.org/10.1145/1178823.1178847 |
The Influence of Controllers on Immersion in Mobile Games | Beach Buggy Blitz, Doodle Jump | Driving, Racing, Collecting, Platform, Shoot 'Em Up | https://doi.org/10.1145/2556288.2557345 |
Touchscreens vs. Traditional Controllers in Handheld Gaming | Assassin's Creed: Altaïr's Chronicles | Adventure, Finghting | https://doi.org/10.1145/1920778.1920804 |
Experience in the Design and Development of a Game Based on Head-Tracking Input | Original | Shoot 'Em Up | https://doi.org/10.1145/1496984.1497033 |
Emotional Experience of Older Adults with Digital Games for Smartphones - a Case Study of the Brazilian Game Viajando Pelo Mundo | Viajando pelo Mundo | Puzzle, Card Games | https://doi.org/10.1145/3033701.3033706 |
The Influence of Social Entities in Virtual Reality Games on Player Experience and Immersion | Original | Maze | https://doi.org/10.1145/3102071.3102086 |
Correlation between Heart Rate,Electrodermal Activity and Player Experience in First-Person Shooter Games | Prey, Doom, Bioshock | Shoot 'Em Up, Adventure, Shoot 'Em Up, Adventure, Shoot 'Em Up, Adventure | https://doi.org/10.1145/1836135.1836143 |
Audience Experience in Social Videogaming: Effects of Turn Expectation and Game Physicality | London2012: The Official Videogame of the Olympic Games, Wii Sports Resort, Kinect Sports, Kinect Sports: Season2 | Sports, Sports, Sports, Sports | https://doi.org/10.1145/2556288.2556965 |
Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay Interaction | Resident Evil 4 | Adventure, Shoot 'Em Up | https://doi.org/10.1145/1920778.1920801 |
Exploring 3D User Interface Technologies for Improving the Gaming Experience | Original | Flying, Shoot 'Em Up | https://doi.org/10.1145/2702123.2702138 |
Understanding User Experience in Stereoscopic 3D Games | James Cameron's Avatar: The Game, Blur, TRINE | Adventure, Shoot 'Em Up, Finghting, Driving, Racing, Platform | https://doi.org/10.1145/2207676.2207690 |
Towards Tailoring Player Experience in Physical Wii Games: A Case Study on Relaxation | Original | Shoot 'Em Up | https://doi.org/10.1145/1690388.1690450 |
High Computer Gaming Experience May Cause Higher Virtual Reality Sickness | Original | Puzzle, Abstract | https://doi.org/10.1145/3292147.3292225 |
The Impact of Tangible Props on Gaming Performance and Experience in Gestural Interaction | Microsoft Kinect Sports Rivals | Sports | https://doi.org/10.1145/3173225.3173258 |
Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction | Original | Platform, Shoot 'Em Up | https://doi.org/10.1145/1978942.1978958 |
Gameplay Evaluation of the Trackball Controller | Penguin Hunt, Call of Duty 4: Modern Warfare | Target, Shoot 'Em Up, Adventure | https://doi.org/10.1145/1920778.1920802 |
Evaluation of the User Experience and Intrinsic Motivation with Educational and Mainstream Digital Games | 他の研究のゲーム, Need For Speed Underground 2 | Management Simulation, Adventure, Driving, Racing | https://doi.org/10.1145/2824893.2824904 |
Comparing Player Experience in Video Games Played in Virtual Reality or on Desktop Displays: Immersion,Flow,and Positive Emotions | Driveclub, Driveclub VR | Driving, Racing | https://doi.org/10.1145/3341215.3355736 |
Investigating the Usability,User Experiences,and Usefulness of Digital Game-Based Exercises for Elderly People: A Case Study of Finland | Original | Sports | https://doi.org/10.1145/3270316.3270607 |
Sensor Networks as Video Game Input Devices | Original | Rhythm and Dance | https://doi.org/10.1145/1328202.1328210 |
Understanding User Attention In VR Using Gaze Controlled Games | Original | Shoot 'Em Up | https://doi.org/10.1145/3317697.3325118 |
Combining Think-Aloud and Physiological Data to Understand Video Game Experiences | Portal | Puzzle | https://doi.org/10.1145/2556288.2557326 |
The VoodooIO Gaming Kit: A Real-Time Adaptable Gaming Controller | Original | Combat | https://doi.org/10.1145/1178823.1178825 |
The Effect of Multiplayer Dynamic Difficulty Adjustment on the Player Experience of Video Games | Unreal Tournament III | Combat | https://doi.org/10.1145/2559206.2581285 |
Game Control Using Multiple Sensors | Original | Sports | https://doi.org/10.1145/1821748.1821871 |
Motiis: Fostering Parents’ Awareness of Their Adolescents Emotional Experiences during Gaming | Fortnite | Combat | https://doi.org/10.1145/3419249.3420173 |
A Comparative Study of Hand Gesture Recognition Devices in the Context of Game Design | Original | Collecting | https://doi.org/10.1145/3343055.3360758 |
時系列パターンに着目したアクションゲームのスキル獲得支援 | ULTRA STREET FIGHTER IV | Fighting | http://id.nii.ac.jp/1001/00145217/ |
プレイヤーの気合を意識したコントローラ | Original | Shoot 'Em Up, Fighting | http://id.nii.ac.jp/1001/00183438/ |
リアルタイム多感覚提示を行うインクルーシブアクションゲーム:触覚提示付きゲームコントローラ(TactCon)を導入したゲームの開発と利用時の評価 | Original | Platform | http://id.nii.ac.jp/1001/00198657/ |
Controlling Viewpoint from Markerless Head Tracking in an Immersive Ball Game Using a Commodity Depth Based Camera | Original | Sports | https://doi.org/10.1109/DS-RT.2011.13 |
Breathalising Games: Understanding the Potential of Breath Control in Game Interfaces | Original | Shoot 'Em Up, Maze, Sports | https://doi.org/10.1145/2071423.2071496 |
Performance of Modern Gaming Input Devices in First-Person Shooter Target Acquisition | Original | Target | https://doi.org/10.1145/2559206.2581291 |
Intuitive Interaction with Motion Controls in a Tennis Video Game | Virtua Tennis 4 | Sports | https://doi.org/10.1145/3410404.3414242 |
Measuring Emotional Valence during Interactive Experiences: Boys at Video Game Play | Juiced | Racing, Driving | https://doi.org/10.1145/1124772.1124925 |
Using Heart Rate to Control an Interactive Game | Original | Sports, Target | https://doi.org/10.1145/1240624.1240752 |
Embedding a VR Game Studio in a Sedentary Workplace: Use,Experience and Exercise Benefits | Hot Squat, Fruit Ninja, Holopoint, Holoball, Longbow | Sports, Fighting, Target, Sports | https://doi.org/10.1145/3313831.3376371 |
Measuring How Game Feel is Influenced by the Player Avatar's Acceleration and Deceleration: Using a 2D Platformer to Describe Players' Perception of Controls in Videogames | Original | Platform | https://doi.org/10.1145/2818187.2818275 |
Gaze-Controlled Gaming: Immersive and Difficult but Not Cognitively Overloading | Original | Maze | https://doi.org/10.1145/2638728.2641690 |
Immersive FPS Games: User Experience and Performance | Unreal Tournament 3 | Combat | https://doi.org/10.1145/2512142.2512146 |
I'm in the Game: Embodied Puppet Interface Improves Avatar Control | Original | Target | https://doi.org/10.1145/1935701.1935727 |
Hand Gesture Recognition and Virtual Game Control Based on 3D Accelerometer and EMG Sensors | Original | Puzzle | https://doi.org/10.1145/1502650.1502708 |
Left-Handed Control Configuration for Side-Scrolling Games | Original | Platform | https://doi.org/10.1145/3290607.3312777 |
Playing Different Games on Different Phones: An Empirical Study on Mobile Gaming | Rayman3, Motor GP, Bowling2003 | Platform, Adventure, Fighting, Racing, Driving, Sports | https://doi.org/10.1145/1409240.1409296 |
Modality Switching and Performance in a Thought and Speech Controlled Computer Game | Original | Capturing | https://doi.org/10.1145/2070481.2070491 |
Introducing PALLA,a Novel Input Device for Leisure Activities: A Case Study on a Tangible Video Game for Seniors | Original | Sports | https://doi.org/10.1145/2367616.2367621 |
Comparing Order of Control for Tilt and Touch Games | Original | Sports, Table-Top Games | https://doi.org/10.1145/2677758.2677766 |
Non-Speech Input and Speech Recognition for Real-Time Control of Computer Games | Tetris | Puzzle, Abstract | https://doi.org/10.1145/1168987.1169023 |
Attitudes to New Technology and Experiential Dimensions of Two Different Digital Games | Need for Speed Underground | Racing, Driving | https://doi.org/10.1145/1028014.1028069 |
Relevance and Immersion in Digital Games: Content and Personal Factors | Original | Platform, Abstract | https://doi.org/10.1145/3077343.3077345 |
Effect of Kinect Games on Postural Control of Patients with Parkinson's Disease | Kinect Adventures! | Sports, Obstracle Course, Driving | https://doi.org/10.1145/2838944.2838958 |
Violent Video Games in Virtual Reality: Re-Evaluating the Impact and Rating of Interactive Experiences | Resident Evil 7 | Shoot 'Em Up, Adventure | https://doi.org/10.1145/3242671.3242684 |
RunPlay: Action Recognition Using Wearable Device Apply on Parkour Game | Original | Obstacle Course | https://doi.org/10.1145/2984751.2985731 |
Bendtroller: An Exploration of In-Game Action Mappings with a Deformable Game Controller | Donkey Kong, Punch-Out, Tetris | Platform, Sports, Puzzle, Abstract | https://doi.org/10.1145/3025453.3025463 |
Simulator Sickness in Virtual Display Gaming: A Comparison of Stereoscopic and Non-Stereoscopic Situations | Need for Speed | Racing, Driving | https://doi.org/10.1145/1152215.1152263 |
Study on the Change of Physiological Signals during Playing Body-Controlled Games | Wii sports | Sports | https://doi.org/10.1145/1690388.1690456 |
Vibraudio Pose: An Investigation of Non-Visual Feedback Roles for Body Controlled Video Games | Original | Rhythm and Dance | https://doi.org/10.1145/1836135.1836147 |
Activity Recognition for Movement-Based Interaction in Mobile Games | Original | Obstacle Course | https://doi.org/10.1145/3098279.3125443 |
Wizard of Wii: Toward Understanding Player Experience in First Person Games with 3D Gestures | Original | Adventure | https://doi.org/10.1145/2159365.2159407 |
Interruption and Pausing of Public Display Games | Original | Shoot 'Em Up | https://doi.org/10.1145/2935334.2935335 |
Magnetic Interaction with Devices: A Pilot Study on Mobile Gaming | River Raid, Snake | Shoot 'Em Up, Puzzle, Collecting | https://doi.org/10.1145/2639189.2670186 |
Soap: A Pointing and Gaming Device for the Living Room and Anywhere Else | Unreal Tournament 2004 | Combat | https://doi.org/10.1145/1278280.1278298 |
Beyond Horror and Fear: Exploring Player Experience Invoked by Emotional Challenge in VR Games | A Show o f Kindness, Run Rooms | Adventure, Escape | https://doi.org/10.1145/3290607.3312832 |
HedgewarsSGC: A Competitive Shared Game Control Setting | Hedgewars | Platform, Shoot 'Em Up | https://doi.org/10.1145/3290607.3313024 |
Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality | The Vanishing of Ethan Carter | Adventure | https://doi.org/10.1145/3173574.3173902 |
BreathVR: Leveraging Breathing as a Directly Controlled Interface for Virtual Reality Games | Original | Shoot 'Em Up, Sports | https://doi.org/10.1145/3173574.3173914 |
Bendy: Exploring Mobile Gaming with Flexible Devices | Pong, Bricks, Pacman, Tetris, Space Invaders, Fat Cats(Original) | Sports, Table-Top Games, Abstract, Table-Top Games, Abstract, Collecting, Escape, Maze, Puzzle, Abstract, Shoot 'Em Up, Target | https://doi.org/10.1145/3024969.3024970 |
Teach Me to Dance: Exploring Player Experience and Performance in Full Body Dance Games | Original | Rhythm and Dance | https://doi.org/10.1145/2071423.2071477 |
Surround Haptics: Tactile Feedback for Immersive Gaming Experiences | Original | Driving, Racing | https://doi.org/10.1145/2212776.2212392 |
Exploring Children's Verbal and Acoustic Synchrony: Towards Promoting Engagement in Speech-Controlled Robot-Companion Games | Mole Madness(他研究) | Platform | https://doi.org/10.1145/2823513.2823518 |
高速で接近する物体との接触時に生じる視触覚間遅延の影響 | Original | Sports | http://id.nii.ac.jp/1001/00192263/ |
オンライン対戦ゲームでの振り返り情報を提示することによるモチベーション維持支援システム | Combat | http://id.nii.ac.jp/1001/00210106/ | |
Ball Game Controller: A Tangible User Interface | Original | Sports, Obstacle Course | https://doi.org/10.1145/3377049.3377101 |
Investigating On-Screen Gamepad Designs for Smartphone-Controlled Video Games | Pac-Man, Super Mario Bros | Platform, Abstract, Collecting, Escape, Maze | https://dl.acm.org/doi/10.1145/2808202 |
Movement Awareness for Ubiquitous Game Control | Puzzle | https://dl.acm.org/doi/10.1007/s007790200045 | |
Using “tilt” as an interface to control “no-button” 3-D mobile games | Original | Driving | https://dl.acm.org/doi/10.1145/1394021.1394031 |
Validation of EGameFlow: A Self-Report Scale for Measuring User Experience in Video Game Play | Original | Sports | https://dl.acm.org/doi/10.1145/3238249 |
視線を用いた新しいエンターテインメント | Original | Catching, Shoot 'Em Up | http://id.nii.ac.jp/1001/00058700/ |
視線に追随するぼかしエフェクトがビデオゲームの体験に及ぼす影響の調査 | BADLAND, SPACE INVADERS EXTREME, ぷよぷよテトリス, Getting Over It | Adventure, Platform, Shoot 'Em Up, Puzzle | http://id.nii.ac.jp/1001/00195246/ |
気乗りしない課題へのやる気を喚起する行為としてのビデオゲーム利用の検討 | 誰でも神プレイできるジャンプアクションゲーム | Platform | http://id.nii.ac.jp/1001/00194356/ |
Open FPS
タイトル | URL |
---|---|
Designing a First Person Shooter Game for Quadriplegics | https://dl.acm.org/doi/10.1145/3411763.3451850 |
Measuring the impact of game controllers on player experience in FPS games | https://dl.acm.org/doi/10.1145/2181037.2181052 |
Immersive FPS games: user experience and performance | https://www.researchgate.net/publication/266654659_Immersive_FPS_games_user_experience_and_performance |
Procedural urban environments for FPS games Share on | https://dl.acm.org/doi/10.1145/2407336.24073788 |
From Brain Waves to Game Design: A Study on Analyzing and Manipulating Player Interest Levels | https://www.art-science.org/journal/v11n3/v11n3pp59/artsci-v11n3pp59.pdf |
Using Dynamic Difficulty Adjustment to Improve the Experience and Train FPS Gamers | https://www.youtube.com/watch?v=kjTCWlFRNfY |
メタAI を用いたFPS ゲーム難易度の自動チューニング利用 | https://morikatron.ai/2020/09/metaai_pattern_language/ |
複数A.I.のプレイ結果に基づくFPSゲームのステージ自動評価手法 | https://ipsj.ixsq.nii.ac.jp/ej/?action=pages_view_main&active_action=repository_view_main_item_detail&item_id=191174&item_no=1&page_id=13&block_id=8 |
ファーストパーソンシューティングゲームにおける プレイヤーの技能分析と向上支援 | https://ipsj.ixsq.nii.ac.jp/ej/?action=pages_view_main&active_action=repository_view_main_item_detail&item_id=80506&item_no=1&page_id=13&block_id=8 |
Understanding player threat responses in FPS games | https://dl.acm.org/doi/10.1145/2513002.2513019 |
Measuring interest in linear single player FPS games | https://dl.acm.org/doi/10.1145/1899950.1899953 |
Design patterns in FPS levels | https://dl.acm.org/doi/10.1145/1822348.1822359 |
Proposal and evaluation of models with and without position for immersive FPS games | https://dl.acm.org/doi/10.1145/2379636.2379687 |
Using Dynamic Difficulty Adjustment to Improve the Experience and Train FPS Gamers | https://dl.acm.org/doi/10.1145/3486011.3486447 |
The game itself?: Towards a Hermeneutics of Computer Games | https://dl.acm.org/doi/10.1145/3402942.3402978 |
Performance of input devices in FPS target acquisition | https://dl.acm.org/doi/10.1145/1255047.1255104 |
How computer gamers experience the game situation: a behavioral study | https://dl.acm.org/doi/10.1145/1146816.1146827 |
Biofeedback game design: using direct and indirect physiological control to enhance game interaction | https://dl.acm.org/doi/10.1145/1978942.1978958 |
A game theory approach to high-level strategic planning in first person shooters | https://dl.acm.org/doi/10.1145/1514402.1514409 |
Affective game engines: motivation and requirements | https://dl.acm.org/doi/10.1145/1536513.1536565 |
Game Cinematography: Towards Understanding Relationship between Spatial Distortion and Game-play | https://dl.acm.org/doi/10.1145/3332305.3332313 |
The effect of a collaborative game on group work | https://dl.acm.org/doi/10.5555/2886444.2886464 |
Game research, measuring gaming preferences | https://dl.acm.org/doi/10.1145/1639601.1639611 |
A classification of video games based on game characteristics linked to video coding complexity | https://dl.acm.org/doi/10.5555/3307314.3307316 |
Is 60 FPS better than 30?: the impact of frame rate and latency on moving target selection | https://dl.acm.org/doi/10.1145/2559206.2581214 |
Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model | https://dl.acm.org/doi/10.1145/3235765.3235816 |
Adapting personal music for synesthetic game play | https://dl.acm.org/doi/10.1145/1822348.1822370 |
Using semiotic grammars for the rapid design of evolving video game mechanics | https://dl.acm.org/doi/10.1145/1836135.1836139 |
First-Person Shooter Game for Virtual Reality Headset with Advanced Multi-Agent Intelligent System | https://dl.acm.org/doi/10.1145/2964284.2973826 |
ファーストパーソンシューティングゲームにおけるプレイヤーの技能分析と向上支援 | https://ipsj.ixsq.nii.ac.jp/ej/?action=pages_view_main&active_action=repository_view_main_item_detail&item_id=204247&item_no=1&page_id=13&block_id=8 |
FPSゲームにおける非熟練者向けのマウス感度設定支援システム | https://ipsj.ixsq.nii.ac.jp/ej/?action=pages_view_main&active_action=repository_view_main_item_detail&item_id=216015&item_no=1&page_id=13&block_id=8 |
FPS ゲームにおける着目エリアの チームごとの視界占有率を強調した振り返り支援インタフェース | http://id.nii.ac.jp/1001/00209123/ |
L33t or N00b?: How Player Skill Alters the Effects of Network Latency on First Person Shooter Game Players | https://dl.acm.org/doi/10.1145/3458335.3460811 |
Determinants of We-intention for Continue Playing FPS Game: Cooperation and Competition | https://doi.org/10.1145/3429395.3429406 |
Minimum Tennis
title | URL |
---|---|
Intuitive Interaction with Motion Controls in a Tennis Video Game | https://dl.acm.org/doi/10.1145/3410404.3414242 |
Sensor networks as video game input devices | https://dl.acm.org/doi/10.1145/1328202.1328210 |
Tennis real play: an interactive tennis game with models from real videos | https://dl.acm.org/doi/10.1145/2072298.2072361 |
Intuitivité et incorporation des interactions gestuelles chez les utilisateurs de jeux vidéo | https://dl.acm.org/doi/10.1145/1629826.1629860 |
VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired | https://dl.acm.org/doi/10.1145/1822348.1822368 |
Games for a Better Life: Effects of Playing Wii Games on the Well-Being of Seniors in a Long-Term Care Facility | https://dl.acm.org/doi/10.1145/1746050.1746055 |
The Impact of Tangible Props on Gaming Performance and Experience in Gestural Interaction | https://dl.acm.org/doi/pdf/10.1145/3173225.3173258 |
Activate your GAIM: a toolkit for input in active games | https://dl.acm.org/doi/10.1145/1920778.1920800 |
Using Games to Increase Exercise Motivation | https://dl.acm.org/doi/10.1145/1328202.1328232 |
Gaming Humanoids for Facilitating Social Interaction among People | https://dl.acm.org/doi/10.1145/2701973.2702090 |
Interaction: interfaces, algorithms, and applications | https://dl.acm.org/doi/10.1145/1667239.1667253 |
The Impact of Tangible Props on Gaming Performance and Experience in Gestural Interaction | https://dl.acm.org/doi/10.1145/3173225.3173258 |
Increasing Exergame Physical Activity through Self and Opponent Avatar Appearance | https://doi.org/10.1016/j.chb.2014.09.038 |
I Am What I See: How Avatar and Opponent Agent Body Size Affects Physical Activity Among Men Playing Exergames | https://doi.org/10.1111/jcc4.12151 |
Using low cost game controllers to capture data for 6th grade science labs | https://dl.acm.org/doi/10.1145/2145204.2145370 |
ThroughHand: 2D Tactile Interaction to Simultaneously Recognize and Touch Multiple Objects | https://dl.acm.org/doi/10.1145/3411764.3445530 |
Virtual reality gaming in rehabilitation after stroke – user experiences and perceptions | https://doi.org/10.1080/09638288.2021.1972351 |
Multiplayer audio-only game: Pong on a massive multichannel loudspeaker system | https://dl.acm.org/doi/10.1145/2371456.2371477 |
Only for Casual Players? Investigating Player Differences in Full-body Game Interaction | https://dl.acm.org/doi/10.1145/2592235.2592244 |
VI-Tennis: a Vibrotactile/Audio Exergame for Players who are Visually Impaired | https://doi.org/10.1145/1822348.1822368 |
Breathalising Games: Understanding the Potential of Breath Control in Game Interfaces. | https://dl.acm.org/doi/10.1145/2071423.2071496 |
Wii all play: the console game as a computational meeting place | https://dl.acm.org/doi/10.1145/1518701.1518940 |
Audience experience in social videogaming: effects of turn expectation and game physicality | https://dl.acm.org/doi/10.1145/2556288.2556965 |
Body dominance during virtual tennis game: preliminary results | https://ieeexplore.ieee.org/document/7067108 |
Analyzing User Behavior Data in a Mobile Tennis Game | https://ieeexplore.ieee.org/document/8516512 |
Context-Awareness and Anticipation in a Tennis Video Game AI System | https://ieeexplore.ieee.org/document/8616123 |
An AI-based tennis game by application of virtual reality components | https://ieeexplore.ieee.org/document/7985421 |
Tennis computer game with brain control using EEG signals | https://ieeexplore.ieee.org/document/6000344 |
V-Pong: an immersive table tennis simulation | https://ieeexplore.ieee.org/document/1652918 |
Implementation and evaluation of a game using natural user interfaces in order to improve response time | https://ieeexplore.ieee.org/document/7359557 |
Investigating the usability of interactive physical activity games for elderly: A pilot study | https://ieeexplore.ieee.org/document/7390588 |
Achieving critical consistency through progressive slowdown in highly interactive Multi-Player Online Games | https://ieeexplore.ieee.org/document/6580984 |
Myo-Pong: A neuromuscular game for the UVa-Neuromuscular Training System platform | https://ieeexplore.ieee.org/document/4625124 |
Gaming humanoid: A humanoid video game player with emotional/encouraging movement and skill level control | https://ieeexplore.ieee.org/document/7333625 |
A Comparison of Differences in Wii Performance and Perceived Life Quality among Physical Active and Inactive Aging Males in the Community | https://ieeexplore.ieee.org/document/6185620 |
Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation | https://ieeexplore.ieee.org/document/4015394 |
3-D Streaming Supplying Partner Protocols for Mobile Collaborative Exergaming for Health | https://ieeexplore.ieee.org/document/6226471 |
The Impact of Controller Naturalness on Spatial Presence, Gamer Enjoyment, and Perceived Realism in a Tennis Simulation Video Game | https://ieeexplore.ieee.org/document/6797335 |
WiiEMG: A real-time environment for control of the Wii with surface electromyography | https://ieeexplore.ieee.org/document/5537390 |
Effect of authentic input devices on computer game immersion. | https://link.springer.com/chapter/10.1007/978-94-007-2777-9_18 |
Coronary Prone Behavior: Components of the Type A Pattern and HostUity | http://s-ir.sap.hokkyodai.ac.jp/dspace/handle/123456789/5088 |
Challenge-Induced Cardiovascular Response as a Predictor of Minor Illnesses | https://www.tandfonline.com/doi/abs/10.1080/0097840X.1981.9936833 |
子どものスポーツ実施に対する体感型スポーツゲームの影響 | https://www.jstage.jst.go.jp/article/jjls/11/1/11_33/_article/-char/ja/ |
Physical and psychosocial effects of Wii video game use among older women | https://www.researchgate.net/publication/232613430_Physical_and_psychosocial_effects_of_Wii_video_game_use_among_older_women |
A feasibility study using interactive commercial off-the-shelf computer gaming in upper limb rehabilitation in patients after stroke | https://pubmed.ncbi.nlm.nih.gov/20544153/ |
仮想現実(VR)を使った初心者のためのラケットスポーツ練習システムの構築 | http://hokuga.hgu.jp/dspace/handle/123456789/4206 |
身体運動と強調した触覚提示によるスポーツ体験の共有に関する研究 | https://koara.lib.keio.ac.jp/xoonips/modules/xoonips/download.php/KO40001001-00002014-0340.pdf?file_id=128781 |
インタラクティブモデル構築による複雑環境下での実時間ジェスチャ認識 | https://www.jstage.jst.go.jp/article/ieejias1987/119/1/119_1_21/_article |
質量分布の高速な変化による疑似衝撃感覚ディスプレイ | http://conference.vrsj.org/ac2020/program/doc/1D1-3_PR0086.pdf |
テニスの打撃感を伝える触感提示手法の提案 : 第1報 : 実測値を基にした振動刺激の生成と評価 | https://www.jstage.jst.go.jp/article/jsmermd/2015/0/2015__2A1-A08_1/_article/-char/ja/ |
多人数の触感共有のための無線触感伝送キットの提案 | http://conference.vrsj.org/ac2019/program/common/doc/pdf/3B-02.pdf |
身体運動感覚の伝承のための視覚提示手法 | http://conference.vrsj.org/ac2019/program/common/doc/pdf/5B-06.pdf |
Effect of Virtual Reality Exercise Using the Nintendo Wii Fit on Muscle Activities of the Trunk and Lower Extremities of Normal Adults | https://www.jstage.jst.go.jp/article/jpts/26/2/26_jpts-2013-366/_article/-char/ja/ |
Prediction of Ping-Pong Ball Trajectory Based on Neural Network Using Player’s Body Motions | http://conference.vrsj.org/ac2019/program/common/doc/pdf/6D-09.pdf |
身体活動のタイプの違いはどのように気分に影響するのか? | https://doi.org/10.5432/jjpehss.11047 |
Body dominance during virtual tennis game: preliminary results | https://ieeexplore.ieee.org/document/7067108 |
Analyzing User Behavior Data in a Mobile Tennis Game | https://ieeexplore.ieee.org/document/8516512 |
Context-Awareness and Anticipation in a Tennis Video Game AI System | https://ieeexplore.ieee.org/document/8616123 |
An AI-based tennis game by application of virtual reality components | https://ieeexplore.ieee.org/document/7985421 |
Tennis computer game with brain control using EEG signals | https://ieeexplore.ieee.org/document/6000344 |
V-Pong: an immersive table tennis simulation | https://ieeexplore.ieee.org/document/1652918 |
Implementation and evaluation of a game using natural user interfaces in order to improve response time | https://ieeexplore.ieee.org/document/7359557 |
Investigating the usability of interactive physical activity games for elderly: A pilot study | https://ieeexplore.ieee.org/document/7390588 |
Achieving critical consistency through progressive slowdown in highly interactive Multi-Player Online Games | https://ieeexplore.ieee.org/document/6580984 |
Myo-Pong: A neuromuscular game for the UVa-Neuromuscular Training System platform | https://ieeexplore.ieee.org/document/4625124 |
Gaming humanoid: A humanoid video game player with emotional/encouraging movement and skill level control | https://ieeexplore.ieee.org/document/7333625 |
A Comparison of Differences in Wii Performance and Perceived Life Quality among Physical Active and Inactive Aging Males in the Community | https://ieeexplore.ieee.org/document/6185620 |
Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation | https://ieeexplore.ieee.org/document/4015394 |
3-D Streaming Supplying Partner Protocols for Mobile Collaborative Exergaming for Health | https://ieeexplore.ieee.org/document/6226471 |
The Impact of Controller Naturalness on Spatial Presence, Gamer Enjoyment, and Perceived Realism in a Tennis Simulation Video Game | https://ieeexplore.ieee.org/document/6797335 |
WiiEMG: A real-time environment for control of the Wii with surface electromyography | https://ieeexplore.ieee.org/document/5537390 |
Common Experience Sample(CES)
タイトル | 使用仮想環境のシーン | 表現しているものの特性は何か | URL |
---|---|---|---|
A 3D Printable Hand Exoskeleton for the Haptic Exploration of Virtual 3D Scenes | なし | なし | https://dl.acm.org/doi/10.1145/3056540.3064950 |
A Non-grounded and Encountered-type Haptic Display Using a Drone | 空中に浮かんだ球体上の敵を剣で突いて倒す(でも)、線を書く(実験) | なし | https://dl.acm.org/doi/10.1145/2983310.2985746 |
Adaptic: A Shape Changing Prop with Haptic Retargeting | 机の上に置いてある仮想の本と懐中電灯を掴んで移動させる。 | 形状 | https://dl.acm.org/doi/10.1145/3485279.3485293 |
Adding Force Feedback to Mixed Reality Experiences and Games using Electrical Muscle Stimulation | 範囲のある回転式ダイヤルを回す、 ソファを押して動かす 電気のボタンを押す カタパルトを手で引っ張り、射的をする 台を用い、ビー玉を落とし迷路を操作する | 摩擦 ボタンのバネの反力 | https://dl.acm.org/doi/10.1145/3173574.3174020 |
Aero-plane: A Handheld Force-Feedback Device that Renders Weight Motion Illusion on a Virtual 2D Plane | 板の上をボールを転がすゲーム、 frying pans, pots, and a rolling barを使って料理する shooting range フライトシュミレータ 釣り | 変化する重心位置 重さ、形状(重さ)(長さの異なる銃) | https://dl.acm.org/doi/10.1145/3332165.3347926 |
AirRacket: Perceptual Design of Ungrounded, Directional Force Feedback to Improve Virtual Racket Sports Experiences | 卓球 ばと テニス | 方向力 振動 | https://dl.acm.org/doi/10.1145/3491102.3502034 |
AlteredWind: Manipulating Perceived Direction of the Wind by Cross-Modal presentation of Visual, Audio and Wind Stimuli | 森(木と空しかない) | 風の感覚 | https://dl.acm.org/doi/10.1145/3355049.3360525 |
Altering Perceived Softness of Real Rigid Objects by Restricting Fingerpad Deformation | 鉛筆の消しゴムを人差し指で押す バットマンのラバーダックをなでる(人差し指) | 軟性(柔らかさ) | https://dl.acm.org/doi/10.1145/3472749.3474800 |
An Infant-Like Device that Reproduces Hugging Sensation with Multi-Channel Haptic Feedback | 赤ちゃんを抱くシーン | 体重,体温,呼吸,柔らかさ,不安定な首など | https://dl.acm.org/doi/10.1145/3489849.3489927 |
Beyond The Force: Using Quadcopters to Appropriate Objects and the Environment for Haptics in Virtual Reality | 服を触るシーン 箱を掴むシーン ハンガーをかけるシーン | https://dl.acm.org/doi/10.1145/3290605.3300589 | |
BoEs: attachable haptics bits on gaming controller for designing interactive gameplay | 杖を使って天国の自然要素を操作する能力を持つインターンの役割を演じる | 風、湿気、熱、モーションフィードバックな | https://dl.acm.org/doi/10.1145/3139468.3139474 |
Breaking the Tracking: Enabling Weight Perception using Perceivable Tracking Offsets | ボーリング | 重さ | https://dl.acm.org/doi/10.1145/3173574.3173702 |
Bstick: Handheld Virtual Reality Haptic Controller for Hand Rehabilitation | 球体に触れるシーン 指先でプリミティブな形状のものを掴んで運ぶシーン | 剛性、柔らかさ、形、大きさ | https://www.mdpi.com/2079-8954/10/3/54 |
Build-and-Touch: A Low-Cost, DIY, Open-Source Approach Towards Touchable Virtual Reality | cubeに触れるシーン | なし | https://dl.acm.org/doi/10.1145/3453892.3462217 |
CapstanCrunch: A Haptic VR Controller with User-supplied Force Feedback | 硬さと大きさのことなるボールをひたすら把持するシーン | 柔らかさ、大きさ | https://dl.acm.org/doi/10.1145/3332165.3347891 |
Chasm: A Screw Based Expressive Compact Haptic Actuator | ホワイトボードへのお絵かき(軽い圧力) 2種類のテクスチャなぞる(振動強弱で表現) ラバーダッキーを棒を介して触る 布を棒で突く(抵抗) 3つの立方体と3つの球体を棒を介して触る | テクスチャ、質量、慣性、剛性、重さ、剪断力 | https://dl.acm.org/doi/10.1145/3313831.3376512 |
Chemical Haptics: Rendering Haptic Sensations via Topical Stimulants | 冬の森 溶接序のような、火のあるシーン | 暖かさ、涼しさ、痺れ、痛さ | https://dl.acm.org/doi/10.1145/3472749.3474747 |
CLAW: A Multifunctional Handheld Haptic Controller for Grasping, Touching, and Triggering in Virtual Reality | 積み木、 銃を撃つ | 大きさ、質感、硬さ | https://dl.acm.org/doi/10.1145/3173574.3174228 |
Cobity: A Plug-And-Play Toolbox to Deliver Haptics in Virtual Reality | ユーザが仮想のドアに相当する平面を触る様子 | 衝突、 | https://dl.acm.org/doi/10.1145/3543758.3543775 |
Combining deep learning algorithm with scene recognition and haptic feedback for 4D-VR cinema | 火災、光、竜巻、雪、吹雪 | 熱線、熱風、水分 | https://dl.acm.org/doi/10.1145/3283289.3283321 |
Combining Dynamic Passive Haptics and Haptic Retargeting for Enhanced Haptic Feedback in Virtual Reality | 置いてある棒を持ち上げるシーン | 体重移動 | https://www.semanticscholar.org/paper/Combining-Dynamic-Passive-Haptics-and-Haptic-for-in-Zenner-Ullmann/33617237d604bc0992509f561e9818dcbf02f8c1 |
COMFlex: An Adaptive Haptic Interface with Shape-Changing and Weight-Shifting Mechanism for Immersive Virtual Reality | 形状やサイズの異なるドライバー,ハンマー,ドリルを持つシーン 水の入った水筒を傾けるシーン 釣り(引っかかった瞬間の重さ表現) | 形状やサイズ 重心位置 重さ | https://dl.acm.org/doi/10.1145/3429360.3468214 |
Comparing Thermal and Haptic Feedback Mechanisms for Game Controllers | 温冷 | https://dl.acm.org/doi/pdf/10.1145/3027063.3053172 | |
Computational design of hand-held VR controllers using haptic shape illusion | 形状、大きさ、重さ | https://dl.acm.org/doi/10.1145/3139131.3139160 | |
Creating a virtual archery experience | アーチェリー | 張力 | https://dl.acm.org/doi/10.1145/1842993.1843056 |
Demonstrating HapticBots: Distributed Encountered-type Haptics for VR with Multiple Shape-changing Mobile Robots | 家、体、UI,チェスに触るシーン ハンマーでブロックとインタラクトするシーン | 形状 | https://dl.acm.org/doi/10.1145/3474349.3480202 |
Demonstration of Enabling People with Visual Impairments to Navigate Virtual Reality with a Haptic and Auditory Cane Simulation | 点字ブロックやカーペットを棒でなぞる 壁や柱に棒を当てる | 抵抗、振動、質感(憶測) | https://dl.acm.org/doi/10.1145/3170427.3186485 |
Design and Development of a Low-cost Device for Weight and Center of Gravity Simulation in Virtual Reality | 棒、石のついた棒、コップ、水の入ったコップ、バナナを持つシーン | 重量、重心 | https://dl.acm.org/doi/10.1145/3462244.3479907 |
Development of MirrorShape: High Fidelity Large-Scale Shape Rendering Framework for Virtual Reality | 記述なし | 複雑な形状 | https://dl.acm.org/doi/10.1145/3359996.3365049 |
Dexmo: An Inexpensive and Lightweight Mechanical Exoskeleton for Motion Capture and Force Feedback in VR | アーチェリーゲーム | 大きさ、力(アーチェリー) | https://dl.acm.org/doi/10.1145/2858036.2858487#:~:text=We%20present%20Dexmo%3A%20an%20inexpensive,a%20pleasant%20virtual%20reality%20experience. |
DextrEMS: Increasing Dexterity in Electrical Muscle Stimulation by Combining it with Brakes | 手話 ピアノ演奏 ギター演奏 モグラ叩き(触る) ボルダリング | 形状 | https://dl.acm.org/doi/10.1145/3472749.3474759 |
DextrES: Wearable Haptic Feedback for Grasping in VR via a Thin Form-Factor Electrostatic Brake | プリミティブな形状の物体を把持するシーン フリスビー射的 イライラ棒ゲーム ボールをカップに移すタスク 本を特定の場所にしまうタスク フリー遊び(色々ある空間) | 形状、剛性 | https://dl.acm.org/doi/10.1145/3242587.3242657 |
Douleur: Creating Pain Sensation with Chemical Stimulant to Enhance User Experience in Virtual Reality | 犬に噛まれるシナリオ、(b)腐食性液体シナリオ、(c)ホットコーひーをこぼす | 痛覚、 | https://dl.acm.org/doi/10.1145/3463527 |
Drag:on: A Virtual Reality Controller Providing Haptic Feedback Based on Drag and Weight Shift | 重さの異なる木の標識を持ち上げる マテリアルの異なるシャベルを持ち上げる | 重さ、マテリアル(見た目のマテリアルに適した重さフィードバック)、形状 | https://dl.acm.org/doi/10.1145/3290605.3300441 |
DualVib: Simulating Haptic Sensation of Dynamic Mass by Combining Pseudo-Force and Texture Feedback | カクテルシェーカー ソースをかけるシーン チェーンソーで切るシーン バズーカ | 動的な質量 | https://dl.acm.org/doi/10.1145/3385956.3418964 |
Early Implementation of VR Stuffed Toy System with Virtual Softness | ぬいぐるみをふわふわするシーン | 柔らかさ | https://dl.acm.org/doi/10.1145/3520495.3520499 |
ElaStick: A Handheld Variable Stiffness Display for Rendering Dynamic Haptic Response of Flexible Object | フェンシング バターを鍋で混ぜるシーン power twister(筋トレ器具) | 剛性(ダイナミック) | https://dl.acm.org/doi/10.1145/3379337.3415862 |
ElasticVR: Providing Multilevel Continuously-Changing Resistive Force and Instant Impact Using Elasticity for VR | 弾性力の異なる球体に触れる、 銃のリコイル、 触診(医療)、 野球のピッチングとバッティング | 抵抗力(物体の弾性によるものなど) 衝撃(反動によるものなど) | https://dl.acm.org/doi/10.1145/3290605.3300450 |
ElastiLinks: Force Feedback between VR Controllers with Dynamic Points of Application of Force | 釣り ライフル アーチェリー 攻撃(殴り、ナイフ) | 抵抗力と衝撃 | https://www.semanticscholar.org/paper/ElastiLinks%3A-Force-Feedback-between-VR-Controllers-Wei-Tsai/b0fca882b5c7736d08ec4578bd108fadc43959fa |
ElastOscillation: 3D Multilevel Force Feedback for Damped Oscillation on VR Controllers | フライパンフリップ バーテンダーシェイク ワインスワリング フィッシング | 重さ(抵抗力)、重心位置 | https://dl.acm.org/doi/abs/10.1145/3313831.3376408 |
Electromagnetic Vibration Tactile Feedback for Biological and Artificial Wave Signals | 使用なし(アプリケーションなし) | 振動のみ | https://dl.acm.org/doi/10.1145/3460418.3480413 |
Electrostatic tactile display with thin film slider and its application to tactile tele-presentation systems | マテリアル画像の上をなぞる(VRではない) | 質感 | https://dl.acm.org/doi/10.1145/1077534.1077579 |
Enhancing Texture Perception in Virtual Reality Using 3D-Printed Hair Structures | マテリアルボードを触る | ざらつきや硬さの感覚 | https://dl.acm.org/doi/10.1145/3290605.3300479 |
Envisioning Haptic Design for Immersive Virtual Environments | 質感の異なる椅子を触るシーン | テクスチャ | https://dl.acm.org/doi/10.1145/3393914.3395870 |
Explorations of Wrist Haptic Feedback for AR/VR Interactions with Tasbi | ボタン 回転ノブ、 テクスチャ、 テニス アーチェリー 風にあたる がんのサイレンサーをひねったりスライドをコッキングする。 | テクスチャ、剛体の重量と慣性、風 | https://dl.acm.org/doi/10.1145/3334480.3383151 |
Exploring of Simulating Passing through Feeling on the Wrist: Using Thermal Feedback | なし | 体内を通過する感覚(新感覚) | https://dl.acm.org/doi/10.1145/3131785.3131819 |
FinGAR: Combination of Electrical and Mechanical Stimulation for High-Fidelity Tactile Presentation | テクスチャの異なる平面をなぞる、 | 数種類のテクスチャと形状 | https://dl.acm.org/doi/10.1145/2929464.2929474 |
FingerFlex: Shape Memory Alloy-based Actuation on Fingers for Kinesthetic Haptic Feedback | キーパッドのボタンを押す | 運動感覚 | https://dl.acm.org/doi/10.1145/3428361.3428404 |
Fingertip Tactile Devices for Virtual Object Manipulation and Exploration | 異なる特性のcubeを把持する | 摩擦、硬さ、質量 | https://dl.acm.org/doi/10.1145/3025453.3025744 |
FingerX: Rendering Haptic Shapes of Virtual Objects Augmented by Real Objects using Extendable and Withdrawable Supports on Fingers | 触るシーン(コップ、グラス、銃、プリミティブ、本、芳香剤(円錐) | 形状 | https://dl.acm.org/doi/10.1145/3491102.3517489 |
FlexHaptics: A Design Method for Passive Haptic Inputs Using Planar Compliant Structures | 弓道ゲーム | 抵抗 | https://dl.acm.org/doi/10.1145/3491102.3502113 |
FlexTorque, FlexTensor, and HapticEye: exoskeleton haptic interfaces for augmented interaction | ガンサンプルと同じもの ダンベル アーチェリー | 反動、抵抗力 | https://dl.acm.org/doi/10.1145/1959826.1959859 |
Flowing-Haptic Sleeve: Research on Apparent Tactile Motion Applied to Simulating the Feeling of Flow on the Arm | なし | 流れ感(新感覚?) | https://dl.acm.org/doi/10.1145/3460418.3480158 |
Flyables: Haptic Input Devices for Virtual Reality using Quadcopters | ボタン、ノブ、ジョイスティック、スライダー、3dマウスによる操作を行うシーン | 硬さ | https://dl.acm.org/doi/10.1145/3489849.3489855 |
GamesBond: Bimanual Haptic Illusion of Physically Connected Objects for Immersive VR Using Grip Deformation | 様々な特性の棒とインタラクトするシーン (硬い棒、power twister,縄跳び、 釣り 網漁 | 形状 硬さ | https://dl.acm.org/doi/10.1145/3411764.3445727 |
Give Weight to VR: Manipulating Users’ Perception of Weight in Virtual Reality with Electric Muscle Stimulation | ダンベルバイセップスカール | 重量 | https://dl.acm.org/doi/10.1145/3543758.3547571 |
GlideReality: a highly immersive VR System augmented by a novel multi-modal and multi-contact cutaneous wearable display | 手の上で弾ませる(ボールの材質(革(サッカー)、スポンジ、プラスチック(風船)) 寸法や素材の特性を踏まえたボタンを押す 円柱を手の上で転がすシーン | 硬さ、 | https://dl.acm.org/doi/10.1145/3305367.3327986 |
Grabity: A Wearable Haptic Interface for Simulating Weight and Grasping in Virtual Reality | 硬さや重さの異なるCubeオブジェクトを手で掴む | 硬さ、重さ、大きさ | https://dl.acm.org/doi/10.1145/3126594.3126599 |
Gravity grabber: wearable haptic display to present virtual mass sensation | 重力のかかるオブジェクト(グラス)を持つ | 重さ | https://dl.acm.org/doi/10.1145/1278280.1278289 |
GravityCup: a liquid-based haptics for simulating dynamic weight in virtual reality | カップにコーヒーを入れるシーン 水道からグラスに水を入れるシーン 植物に水をやるシーン ドッグフードを入れるシーン | 重さ | https://dl.acm.org/doi/10.1145/3281505.3281569 |
HairTouch: Providing Stiffness, Roughness and Surface Height Differences Using Reconfigurable Brush Hairs on a VR Controller | 硬さの異なる立方体を触る(置かれているものに対して人差し指で) 粗さの異なるテクスチャを触る 子猫を触る 枕と枕カバーを触る | 多彩な硬さ、粗さ、表面の高さの違い | https://dl.acm.org/doi/10.1145/3411764.3445285 |
Hap-link: wearable haptic device on the forearm that presents haptics sensations corresponding to the fingers | マテリアル触り ペグインホール | 質感や硬軟,温度 | https://dl.acm.org/doi/10.1145/3275476.3275488 |
Hapballoon: Wearable Haptic Balloon-Based Feedback Device | 素材や形状の異なるオブジェクトを触る | 質感や硬さ・柔らかさ、温度 | https://dl.acm.org/doi/10.1145/3355049.3360535 |
Hapcube: a tactile actuator providing tangential and normal pseudo-force feedback on a fingertip | 4種類の仮想ボタン | 質感、硬さ | https://dl.acm.org/doi/10.1145/3214907.3214922 |
Haptic around: multiple tactile sensations for immersive environment and interaction in virtual reality | 砂漠のシーンでは、エネルギーによる熱を感じることができます。 川沿いの谷間では、風や湿った空気を感じることができます。 湿った空気を感じることができます。 | 熱、風 | https://dl.acm.org/doi/10.1145/3281505.3281507 |
Haptic Illusion Glove: A Glove for Illusionary Touch Feedback when Grasping Virtual Objects | 持つ(ハンマー、コーヒーカップ、じょうろ) | https://dl.acm.org/doi/10.1145/3340764.3344459 | |
Haptic Links: Bimanual Haptics for Virtual Reality Using Variable Stiffness Actuation | 銃、ピストル、トロンボーン、弓矢を持つ ハンドルを握って運転 | 剛性、形状 | https://dl.acm.org/doi/10.1145/3173574.3174218 |
Haptic PIVOT: On-Demand Handhelds in VR | 様々な形と大きさのものを掴む(テニスボール、マグカップ、ルービックキューブ) 異なる方向、スピードで飛んでくるボールをキャッチする | 重力や慣性、空気抵抗 | https://dl.acm.org/doi/10.1145/3379337.3415854 |
HAPTIC PLASTeR: soft, thin, light and flexible haptic display using DEA composed of slide-ring material for daily life | 鼓動 素材 風 | https://dl.acm.org/doi/10.1145/3305367.3327983 | |
Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experiences | ブロック積み上げ | 大きさ、形状 | https://dl.acm.org/doi/10.1145/2858036.2858226 |
Haptic Revolver: Touch, Shear, Texture, and Shape Rendering on a Reconfigurable Virtual Reality Controller | 異なるテクスチャを触れるポーカーセット、 ペイントと彫刻、 タイピング、 DJ | 物理的な質感、形状、エッジ、アクティブな要素 | https://dl.acm.org/doi/10.1145/3173574.3173660 |
Haptic-go-round: A Surrounding Platform for Encounter-type Haptics in Virtual Reality Experiences | 釣り 武器選択画面 砲丸投げ FPS ボタン押下 脱出げーむ | 張力(抵抗力) | https://dl.acm.org/doi/10.1145/3313831.3376476 |
HapticDrone: An Encountered-Type Kinesthetic Haptic Interface with Controllable Force Feedback: Initial Example for 1D Haptic Feedback. | オブジェクトを真上に持ち上げるシーン | 重さ、硬さ | https://ieeexplore.ieee.org/document/8357197 |
HapticPanel: An Open System to Render Haptic Interfaces in Virtual Reality for Manufacturing Industry | 入力エレメントを操作する(ボタン、回転のぶ、スライダー) | サイズと形状 | https://dl.acm.org/doi/10.1145/3489849.3489901 |
HaptiVec: Presenting Haptic Feedback Vectors in Handheld Controllers using Embedded Tactile Pin Arrays | FPSゲーム(Doom) 雨に当たるシーン | 方向情報 | https://dl.acm.org/doi/10.1145/3290605.3300401 |
Haptobend: shape-changing passive haptic feedback in virtual reality | スマートフォン、ノートパソコン、タブレット、ペン、懐中電灯、スレッジハンマー。を触る | 形状 | https://dl.acm.org/doi/10.1145/3131277.3132179 |
HapTwist: Creating Interactive Haptic Proxies in Virtual Reality Using Low-cost Twistable Artefacts | コップ、ペンチ、ピストル、おの、スマホ、M4A1 卓球 運転 釣り | 形状 | https://dl.acm.org/doi/10.1145/3290605.3300923 |
Impacto: Simulating Physical Impact by Combining Tactile Stimulation with Electrical Muscle Stimulation | ボクシング、 リフティング、 野球 フェンシング、卓球 | 衝撃 | https://dl.acm.org/doi/10.1145/2807442.2807443 |
Inducing Body-Transfer Illusions in VR by Providing Brief Phases of Visual-Tactile Stimulation | 立方体や球体などの基本的な形状を触る 手の上でボールを弾ませる | 衝撃、形状 | https://dl.acm.org/doi/10.1145/2983310.2985760 |
Interactive Virtual-Reality Fire Extinguisher with Haptic Feedback | 火災シーン | 振動、気流 | https://dl.acm.org/doi/10.1145/3359996.3364725 |
iTurk: Turning Passive Haptics into Active Haptics by Making Users Reconfigure Props in Virtual Reality | 連続的な脱出ゲーム ボールを叩くゲーム(頭上に糸で吊るされているので戻ってくる) | 形状 | https://dl.acm.org/doi/10.1145/3173574.3173663 |
JetController: High-speed Ungrounded 3-DoF Force Feedback Controllers using Air Propulsion Jets | beat saber FPS(Half-Life: Alyx) | 運動方向、運動量 | https://dl.acm.org/doi/10.1145/3411764.3445549 https://dl.acm.org/doi/10.1145/3450616.3464520 |
Let me grab this: a comparison of EMS and vibration for haptic feedback in free-hand interaction | なし | 柔らかいか硬いか、滑らかか粗いか | https://dl.acm.org/doi/pdf/10.1145/2582051.2582099 |
Leviopole: mid-air haptic interactions using multirotor | 川でのエクストリームスポーツゲーム、 ハイジャンプアクション、 ウェイトリフティングなどのフィットネスアプリケーション | 重さ(抵抗感) | https://dl.acm.org/doi/10.1145/3214907.3214913 |
MagTics: Flexible and Thin Form Factor Magnetic Actuators for Dynamic and Wearable Haptic Feedback | プリミティブなものに触れるシーン | 形状とおおきさ | https://dl.acm.org/doi/10.1145/3126594.3126609 |
Mediate: A Spatial Tangible Interface for Mixed Reality | プリミティブなものに触れるシーン | 形状 | https://dl.acm.org/doi/10.1145/3170427.3188472 |
Midair Haptic-Optic Display with Multi-Tactile Texture based on Presenting Vibration and Pressure Sensation by Ultrasound | 布、木の板、ゲルを触る | 粗さ | https://dl.acm.org/doi/10.1145/3476122.3484849 |
Mochitsuki: a real-object-based, interactive haptic interface | 餅つき | 剛性 | https://dl.acm.org/doi/10.1145/3275495.3275500 |
Mutual Human Actuation | 凧揚げ 釣り | 抵抗 | https://dl.acm.org/doi/10.1145/3126594.3126667 |
NormalTouch and TextureTouch: High-fidelity 3D Haptic Shape Rendering on Handheld Virtual Reality Controllers | テーブルの上でボールをはじく | 質感、形状、大きさ | https://dl.acm.org/doi/10.1145/2984511.2984526 |
Omni: Volumetric Sensing and Actuation of Passive Magnetic Tools for Dynamic Haptic Feedback | レースゲーム | 形状、衝撃 | https://dl.acm.org/doi/10.1145/3379337.3415589 |
OoEs: playing in the immersive game with augmented haptics | アドベンチャーゲーム(炎、水、自然、風が含まれる) | 温度、風 | https://dl.acm.org/doi/10.1145/2929490.2929895 |
PaCaPa: A Handheld VR Device for Rendering Size, Shape, and Stiffness of Virtual Objects in Tool-based Interactions | 棒状のものを振る。モグラ叩き、刀を振る | 形状、大きさ、硬さ | https://dl.acm.org/doi/10.1145/3290605.3300682 |
PhantomTouch: Creating an Extended Reality by the Illusion of Touch using a Shape-Memory Alloy Matrix | 人に触れられるシーン | 衝突 | https://dl.acm.org/doi/10.1145/3355355.3361877 |
Pneu-Multi-Tools: Auto-Folding and Multi-Shapes Interface by Pneumatics in Virtual Reality | 様々な形状を触る(アイスクリーム、レンガ、ペンチ、懐中電灯)それぞれプリミティブな図形 | 形状 | https://dl.acm.org/doi/10.1145/3332167.3357107 |
PneumAct: Pneumatic Kinesthetic Actuation of Body Joints in Virtual Reality Environments | 銃 ウェイトリフティング 配線をキルゲーム | 反動、重さ、電気のビリビリ | https://dl.acm.org/doi/10.1145/3322276.3322302 |
PoCoPo: Handheld Pin-based Shape Display for Haptic Rendering in Virtual Reality | staticオブジェクトの把持(グラス、放りネズミ、マトリョーシカ、トロフィー、へび、ハムスター) | 形状、動き(へび) | https://dl.acm.org/doi/10.1145/3313831.3376358 |
Providing Haptics to Walls & Heavy Objects in Virtual Reality by Means of Electrical Muscle Stimulation | 磁石や電気オブジェクトに触れるシーン。 壁、ゲート、スライダー、箱、投射物にも触れる | 大きさ、重さ | https://dl.acm.org/doi/10.1145/3025453.3025600 |
PuPoP: Pop-up Prop on Palm for Virtual Reality | 投擲、キャッチ、ペインティング | 大きさ、形状 | https://dl.acm.org/doi/10.1145/3242587.3242628 |
QuadStretch: A Forearm-wearable Multi-dimensional Skin Stretch Display for Immersive VR Haptic Feedback | . (a) Boxing, (b) Pistol, (c) Archery, (d) Slingshot, (e) Wings, (f) Climbing | 張力、反動、衝撃 | https://dl.acm.org/doi/10.1145/3491101.3519908 |
Raising the Heat: Electrical Muscle Stimulation for Simulated Heat Withdrawal Response | 熱いものに触れる | 温度(反射する体の動き) | https://dl.acm.org/doi/10.1145/3131785.3131828 |
REACH+: Extending the Reachability of Encountered-type Haptics Devices through Dynamic Redirection in VR | 立方体に上から指を当てる | 衝突(あるという情報のみ) | https://dl.acm.org/doi/10.1145/3379337.3415870 |
RecyGlide : A Forearm-worn Multi-modal Haptic Display aimed to Improve User VR Immersion Submission | 粘性の異なる液体の中に手を入れる プリミティブな図形に触れる | 衝突(あるという情報のみ) | https://dl.acm.org/doi/10.1145/3359996.3364759 |
Retargeted Self-Haptics for Increased Immersion in VR without Instrumentation | ボタン押下 アーチェリー スマホ、バットを触る 銃に装弾する マッチで火をつける にんじんを切る ボウルで何かを混ぜる ハンマーで釘を打つ 指紋認証 円形のドアノブを持つ | 衝突 張力 形状 | https://dl.acm.org/doi/10.1145/3472749.3474810 |
RollingStone: Using Single Slip Taxel for Enhancing Active Finger Exploration with a Virtual Reality Controller | テクスチャ比較部屋シーン、 最も粘着力が強いと思われる表紙を探す、 ダーツを投げる | 質感 | https://dl.acm.org/doi/10.1145/3242587.3242627 |
Self-Transforming Controllers for Virtual Reality First Person Shooters | 銃を撃つ | 大きさ 形状 | https://dl.acm.org/doi/10.1145/3116595.3116615 |
Shape-Haptics: Planar & Passive Force Feedback Mechanisms for Physical Interfaces | 銃のトリガー引く | 剛性 | https://dl.acm.org/doi/abs/10.1145/3491102.3501829 |
ShapeSense: a 2D shape rendering VR device with moving surfaces that controls mass properties and air resistance | 剣、ラケット、などを振り回す | 形状、大きさ | https://dl.acm.org/doi/10.1145/3305367.3327991 |
shapeShift: 2D Spatial Manipulation and Self-Actuation of Tabletop Shape Displays for Tangible and Haptic Interaction | 10種類のプリミティブな図形を触る | 形状、大きさ | https://dl.acm.org/doi/10.1145/3173574.3173865 |
SHAPIO:立体形状入出力可能なゲームコントローラの評価 | 銃や剣を使う | 形状 | https://ipsj.ixsq.nii.ac.jp/ej/?action=pages_view_main&active_action=repository_view_main_item_detail&item_id=193603&item_no=1&page_id=13&block_id=8 |
Shifty: A Weight-Shifting Dynamic Passive Haptic Proxy to Enhance Object Perception in Virtual Reality | 長さや薄さが変化する仮想オブジェクトとインタクトするVE 重さの異なるハンマーを持つシーン | 形状、大きさ、重さ | https://ieeexplore.ieee.org/document/7833030 |
Smooth as Steel Wool: Effects of Visual Stimuli on the Haptic Perception of Roughness in Virtual Reality | 自分の腕に様々な素材のものを擦り付けられるシーン | 質感 | https://dl.acm.org/doi/10.1145/3491102.3517454 |
Snake Charmer: Physically Enabling Virtual Objects | 様々なものを触るシーン | 質感、温度 | https://dl.acm.org/doi/10.1145/2839462.2839484 |
SpinOcchio: Understanding Haptic-Visual Congruency of Skin-Slip in VR with a Dynamic Grip Controller | 指で挟んだものの、厚みと滑りを表現する | 形状、質感 | https://dl.acm.org/doi/10.1145/3491102.3517724 |
SWISH: A Shifting-Weight Interface of Simulated Hydrodynamics for Haptic Perception of Virtual Fluid Vessels | 流体の入った小さい樽を動かすシーン | 重心 | https://dl.acm.org/doi/10.1145/3332165.3347870 |
Tactile Drones - Providing Immersive Tactile Feedback in Virtual Reality through Quadcopters | 森の中で蜂に刺さレルシーン | 形状 | https://dl.acm.org/doi/10.1145/3027063.3050426 |
TeslaMirror: Multistimulus Encounter-Type Haptic Display for Shape and Texture Rendering in VR | 図形の形状や、ライオンの銅像の形状を触って確認するシーン | 形状 | https://dl.acm.org/doi/10.1145/3388534.3407300 |
The Case for Haptic Props: Shape, Weight and Vibro-tactile Feedback | 野球のバッティング | 形状、重さ | https://dl.acm.org/doi/10.1145/3359566.3360058 |
The Virtual Mitten: A novel interaction paradigm for visuo-haptic manipulation of objects using grip force | 引き出しを引く ピンを引く レバーを引く 円柱を回転させる ミキサーでフルーツジュースを作る シャワー スプレー描画 | 弾性、 | https://ieeexplore.ieee.org/document/6798843 |
ThermAirGlove: A Pneumatic Glove for Thermal Perception and Material Identification in Virtual Reality | 温度の異なる素材を触る | 温度 | https://www.semanticscholar.org/paper/ThermAirGlove%3A-A-Pneumatic-Glove-for-Thermal-and-in-Cai-Ke/1baa52ad4cdfdfaa037344da8bf96bb500c3cc8a |
Therminator: Understanding the Interdependency of Visual and On-Body Thermal Feedback in Virtual Reality | 雨、雪、トロピカルアイランド、火を使った戦い、ヒートランプ | 温度 | https://dl.acm.org/doi/10.1145/3313831.3376195 |
Thor's Hammer: An Ungrounded Force Feedback Device Utilizing Propeller-Induced Propulsive Force | 水流の浮力や抗力、 鎖につながれた動物の引っ張り、 ボタンを押したときの抵抗、 物体の重さなどを体験 | 硬さ | https://dl.acm.org/doi/10.1145/3173574.3174099 |
TORC: A Virtual Reality Controller for In-Hand High-Dexterity Finger Interaction | 柔らかいcubeを把持する | 質感,剛性 | https://dl.acm.org/doi/10.1145/3290605.3300301 |
Touch&Fold: A Foldable Haptic Actuator for Rendering Touch in Mixed Reality | UI(ボタン、スライダー)操作 ボタン ピアノ マグカップ MRTK使ってる | 質感、接触 | https://dl.acm.org/doi/10.1145/3411764.3445099 |
TouchVR: a Wearable Haptic Interface for VR Aimed at Delivering Multi-modal Stimuli at the User’s Palm | 手のひらに蜘蛛を乗せる 竜の卵の鼓動や揺れ ボールを弾く感覚を再現するためのアプリケーション | 重さ、滑り、出会い、柔らかさ、質感、動き | https://dl.acm.org/doi/10.1145/3355355.3361896 |
Transcalibur: A Weight Shifting Virtual Reality Controller for 2D Shape Rendering based on Computational Perception Model | 様々な武器を使ってドラゴンと戦う | 形状、大きさ、(重さ) | https://dl.acm.org/doi/10.1145/3290605.3300241 |
Ungrounded handheld device for simulating high-forces of ball impacts in virtual tennis | テニス | 衝突 | https://dl.acm.org/doi/10.1145/2073370.2073389 |
Ungrounded haptic rendering device for torque simulation in virtual tennis | テニス | 衝突 | https://dl.acm.org/doi/10.1145/2343456.2343482 |
User Redirection and Direct Haptics in Virtual Environments | ものを置くタスク | 衝突 | https://dl.acm.org/doi/10.1145/2964284.2964293 |
Virtual Reality Interface for Visual Art with a Five-Fingered Haptic Controller | プリミティブな図形を持つ はけを使ったドローイング 彫刻、スプレー缶を持つ | 形状 | https://dl.acm.org/doi/10.1145/3383812.3383840 |
VirtualBricks: Exploring a Scalable, Modular Toolkit for Enabling Physical Manipulation in VR | バイクの運転シーン シューティング(銃) シューティング(パチンコ) goniometer(角度計測器) DJ機器の操作 ドラゴンになり切る 手錠 | 形状 | https://dl.acm.org/doi/10.1145/3290605.3300286 |
Visuo-Haptic Illusions for Improving the Perceived Performance of Shape Displays | 柔らかいボールを触る 迷路を触る | 形状、剛性 | https://dl.acm.org/doi/10.1145/3173574.3173724 |
VR Grabbers: Ungrounded Haptic Retargeting for Precision Grabbing Tools | cubeを箸でつまむ | 大きさ | https://dl.acm.org/doi/10.1145/3242587.3242643 |
VRHapticDrones: Providing Haptics in Virtual Reality through Quadcopters | 静止・動く魚を触る イソギンチャクを触る 壁、風船、椅子、コーヒーカップ、そして 枕があるシーン | 形状、動き | https://dl.acm.org/doi/10.1145/3282894.3282898 |
Weirding Haptics: In-Situ Prototyping of Vibrotactile Feedback in Virtual Reality through Vocalization | (a)異なるサイズの箱。 (b)表面のテクスチャ、 (c)スライダー、(d)スライドロッドにテクスチャを施したスライダー、(e)中世の剣とライトセーバー、(f)テクスチャのある壁。金属と木(g)金属製の引き出 木製の引き出し。 | 質感 衝突 | https://dl.acm.org/doi/10.1145/3472749.3474797 |
Wind-blaster: a wearable propeller-based prototype that provides ungrounded force-feedback | 一人称の多様な武器を使うシューティングゲーム | 反動、衝突(剣) | https://dl.acm.org/doi/10.1145/3214907.3214915 |
Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String Haptics | a wall, tilted flat surface, sphere, pole, and irregular objectを触る(実験) ハイタッチ ボタン、レバー、ピアノ | 形状 | https://dl.acm.org/doi/abs/10.1145/3313831.3376470 |
Wireless Embedded System on a Glove for Hand Motion Capture and Tactile Feedback in 3D Environments | プリミティブな図形を持つ | 衝突 | https://dl.acm.org/doi/10.1145/3415264.3425457 |
Wolverine: A Wearable Haptic Interface for Grasping in Virtual Reality | コップを持つ | 大きさ形状 | https://ieeexplore.ieee.org/abstract/document/7759169 |
X-Rings: A Hand-mounted 360 Degree Shape Display for Grasping in Virtual Reality | 盃 ハンマー ジョッキ 剣 | 形状 | https://www.microsoft.com/en-us/research/publication/x-rings-a-hand-mounted-360-degree-shape-display-for-grasping-in-virtual-reality/ |