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 GamesBattlefield Bad Company 2Shoot 'Em Up, Adventurehttps://doi.org/10.1145/2181037.2181052
DexController : Designing a VR Controller with Grasp-Recognition for Enriching Natural Game ExperienceOriginalShoot 'Em Uphttps://doi.org/10.1145/3359996.3364263
FitBird: Improving Free-Weight Training Experience Using Wearable Sensors for Game ControlFlappybirdPlatformhttps://doi.org/10.1145/3341215.3356258
Using a 3D Game to Study the Perceived Quality of Lifting Device ControlsOriginalTarget, Puzzlehttps://doi.org/10.1145/1690388.1690434
Using Interactive Mouthguard as Alternative Control Method and Improve Mobile Gaming Experience with Self-Adaptive Human-Computer InterfacePUBGCombathttps://dl.acm.org/doi/10.1145/3305160.3305196
An Intuitive Tangible Game ControllerOriginalFlying, Targethttps://doi.org/10.1145/2677758.2677774
Control Your Game-Self: Effects of Controller Type on Enjoyment,Motivation,and Personality in GameOriginalDriving, Collectinghttps://doi.org/10.1145/2470654.2470752
Assessing User Preference of Video Game Controller Button SettingsFIFA 12Sports, Adaptationhttps://doi.org/10.1145/2468356.2468554
Stirring up Experience through Movement in Game Play: Effects on Engagement and Social BehaviourDonkey KongaRhythm and Dancehttps://doi.org/10.1145/1357054.1357136
Comparing Thermal and Haptic Feedback Mechanisms for Game ControllersOriginal(球体を見つける)Collectinghttps://doi.org/10.1145/3027063.3053172
The Impact of Negative Game Reviews and User Comments on Player ExperienceFancy Pants Adventures, The Power of PaintPlatform, Target, Puzzlehttps://doi.org/10.1145/2037692.2037697
The Effects of Realistic Controller and Real-Life Exposure to Gun on Psychology of Violent Video Game PlayersThe House of the Dead 2Shoot 'Em Up, Adventurehttps://doi.org/10.1145/1968613.1968673
Influence of Primacy,Recency and Peak Effects on the Game Experience QuestionnaireCorc, 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, Racinghttps://doi.org/10.1145/3304113.3326113
Changes of User Experience in an Adaptive Game: A Study of an AI ManagerMario KartDriving, Racing, Collectinghttps://doi.org/10.1145/3337722.3341857
Measuring Game Experience Using Visual DistractorsTwo DotsのクローンPuzzle, Abstracthttps://doi.org/10.1145/3130859.3133221
Towards Better Understanding of Player's Game ExperienceFIFA 2016Sportshttps://doi.org/10.1145/3206025.3206072
The Experience of Telepresence with a Foreign Language Video Game and VideoSpace Channel 5: Part 2Rhythm and Dance, Adventurehttps://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OriginalCatchinghttp://id.nii.ac.jp/1001/00183416/
SHAPIO: Shape I/O Controller for Video GamesOriginalFightinghttps://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OriginalPuzzle, Collecting, Simulationhttp://id.nii.ac.jp/1001/00081285/
The Role of Physical Controllers in Motion Video GamingOriginalSportshttps://doi.org/10.1145/2317956.2318063
Designing a Game Controller for Motor Impaired PlayersMario and Metal SlugPlatform, Shoot 'Em Up, Adventurehttps://dl.acm.org/doi/10.5555/2254436.2254481
Using Smart Eyeglasses as a Wearable Game ControllerPac-ManAbstract, Collecting, Escape, Mazehttps://doi.org/10.1145/2800835.2800914
User Experiences with Mobile Phone Camera Game InterfacesOriginalMazehttps://doi.org/10.1145/1149488.1149503
Use of Eye Movements for Video Game ControlQuake 2, Neverwinter Nights, Lunar CommandShoot 'Em Up, Role-Playing, Adventure, Puzzlehttps://doi.org/10.1145/1178823.1178847
The Influence of Controllers on Immersion in Mobile GamesBeach Buggy Blitz, Doodle JumpDriving, Racing, Collecting, Platform, Shoot 'Em Uphttps://doi.org/10.1145/2556288.2557345
Touchscreens vs. Traditional Controllers in Handheld GamingAssassin's Creed: Altaïr's ChroniclesAdventure, Finghtinghttps://doi.org/10.1145/1920778.1920804
Experience in the Design and Development of a Game Based on Head-Tracking InputOriginalShoot 'Em Uphttps://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 MundoViajando pelo MundoPuzzle, Card Gameshttps://doi.org/10.1145/3033701.3033706
The Influence of Social Entities in Virtual Reality Games on Player Experience and ImmersionOriginalMazehttps://doi.org/10.1145/3102071.3102086
Correlation between Heart Rate,Electrodermal Activity and Player Experience in First-Person Shooter GamesPrey, Doom, BioshockShoot 'Em Up, Adventure, Shoot 'Em Up, Adventure, Shoot 'Em Up, Adventurehttps://doi.org/10.1145/1836135.1836143
Audience Experience in Social Videogaming: Effects of Turn Expectation and Game PhysicalityLondon2012: The Official Videogame of the Olympic Games, Wii Sports Resort, Kinect Sports, Kinect Sports: Season2Sports, Sports, Sports, Sportshttps://doi.org/10.1145/2556288.2556965
Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay InteractionResident Evil 4Adventure, Shoot 'Em Uphttps://doi.org/10.1145/1920778.1920801
Exploring 3D User Interface Technologies for Improving the Gaming ExperienceOriginalFlying, Shoot 'Em Uphttps://doi.org/10.1145/2702123.2702138
Understanding User Experience in Stereoscopic 3D GamesJames Cameron's Avatar: The Game, Blur, TRINEAdventure, Shoot 'Em Up, Finghting, Driving, Racing, Platformhttps://doi.org/10.1145/2207676.2207690
Towards Tailoring Player Experience in Physical Wii Games: A Case Study on RelaxationOriginalShoot 'Em Uphttps://doi.org/10.1145/1690388.1690450
High Computer Gaming Experience May Cause Higher Virtual Reality SicknessOriginalPuzzle, Abstracthttps://doi.org/10.1145/3292147.3292225
The Impact of Tangible Props on Gaming Performance and Experience in Gestural InteractionMicrosoft Kinect Sports RivalsSportshttps://doi.org/10.1145/3173225.3173258
Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionOriginalPlatform, Shoot 'Em Uphttps://doi.org/10.1145/1978942.1978958
Gameplay Evaluation of the Trackball ControllerPenguin Hunt, Call of Duty 4: Modern WarfareTarget, Shoot 'Em Up, Adventurehttps://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 2Management Simulation, Adventure, Driving, Racinghttps://doi.org/10.1145/2824893.2824904
Comparing Player Experience in Video Games Played in Virtual Reality or on Desktop Displays: Immersion,Flow,and Positive EmotionsDriveclub, Driveclub VRDriving, Racinghttps://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 FinlandOriginalSportshttps://doi.org/10.1145/3270316.3270607
Sensor Networks as Video Game Input DevicesOriginalRhythm and Dancehttps://doi.org/10.1145/1328202.1328210
Understanding User Attention In VR Using Gaze Controlled GamesOriginalShoot 'Em Uphttps://doi.org/10.1145/3317697.3325118
Combining Think-Aloud and Physiological Data to Understand Video Game ExperiencesPortalPuzzlehttps://doi.org/10.1145/2556288.2557326
The VoodooIO Gaming Kit: A Real-Time Adaptable Gaming ControllerOriginalCombathttps://doi.org/10.1145/1178823.1178825
The Effect of Multiplayer Dynamic Difficulty Adjustment on the Player Experience of Video GamesUnreal Tournament IIICombathttps://doi.org/10.1145/2559206.2581285
Game Control Using Multiple SensorsOriginalSportshttps://doi.org/10.1145/1821748.1821871
Motiis: Fostering Parents’ Awareness of Their Adolescents Emotional Experiences during GamingFortniteCombathttps://doi.org/10.1145/3419249.3420173
A Comparative Study of Hand Gesture Recognition Devices in the Context of Game DesignOriginalCollectinghttps://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 IVFightinghttp://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OriginalShoot 'Em Up, Fightinghttp://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OriginalPlatformhttp://id.nii.ac.jp/1001/00198657/
Controlling Viewpoint from Markerless Head Tracking in an Immersive Ball Game Using a Commodity Depth Based CameraOriginalSportshttps://doi.org/10.1109/DS-RT.2011.13
Breathalising Games: Understanding the Potential of Breath Control in Game InterfacesOriginalShoot 'Em Up, Maze, Sportshttps://doi.org/10.1145/2071423.2071496
Performance of Modern Gaming Input Devices in First-Person Shooter Target AcquisitionOriginalTargethttps://doi.org/10.1145/2559206.2581291
Intuitive Interaction with Motion Controls in a Tennis Video GameVirtua Tennis 4Sportshttps://doi.org/10.1145/3410404.3414242
Measuring Emotional Valence during Interactive Experiences: Boys at Video Game PlayJuicedRacing, Drivinghttps://doi.org/10.1145/1124772.1124925
Using Heart Rate to Control an Interactive GameOriginalSports, Targethttps://doi.org/10.1145/1240624.1240752
Embedding a VR Game Studio in a Sedentary Workplace: Use,Experience and Exercise BenefitsHot Squat, Fruit Ninja, Holopoint, Holoball, LongbowSports, Fighting, Target, Sportshttps://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 VideogamesOriginalPlatformhttps://doi.org/10.1145/2818187.2818275
Gaze-Controlled Gaming: Immersive and Difficult but Not Cognitively OverloadingOriginalMazehttps://doi.org/10.1145/2638728.2641690
Immersive FPS Games: User Experience and PerformanceUnreal Tournament 3Combathttps://doi.org/10.1145/2512142.2512146
I'm in the Game: Embodied Puppet Interface Improves Avatar ControlOriginalTargethttps://doi.org/10.1145/1935701.1935727
Hand Gesture Recognition and Virtual Game Control Based on 3D Accelerometer and EMG SensorsOriginalPuzzlehttps://doi.org/10.1145/1502650.1502708
Left-Handed Control Configuration for Side-Scrolling GamesOriginalPlatformhttps://doi.org/10.1145/3290607.3312777
Playing Different Games on Different Phones: An Empirical Study on Mobile GamingRayman3, Motor GP, Bowling2003Platform, Adventure, Fighting, Racing, Driving, Sportshttps://doi.org/10.1145/1409240.1409296
Modality Switching and Performance in a Thought and Speech Controlled Computer GameOriginalCapturinghttps://doi.org/10.1145/2070481.2070491
Introducing PALLA,a Novel Input Device for Leisure Activities: A Case Study on a Tangible Video Game for SeniorsOriginalSportshttps://doi.org/10.1145/2367616.2367621
Comparing Order of Control for Tilt and Touch GamesOriginalSports, Table-Top Gameshttps://doi.org/10.1145/2677758.2677766
Non-Speech Input and Speech Recognition for Real-Time Control of Computer GamesTetrisPuzzle, Abstracthttps://doi.org/10.1145/1168987.1169023
Attitudes to New Technology and Experiential Dimensions of Two Different Digital GamesNeed for Speed UndergroundRacing, Drivinghttps://doi.org/10.1145/1028014.1028069
Relevance and Immersion in Digital Games: Content and Personal FactorsOriginalPlatform, Abstracthttps://doi.org/10.1145/3077343.3077345
Effect of Kinect Games on Postural Control of Patients with Parkinson's DiseaseKinect Adventures!Sports, Obstracle Course, Drivinghttps://doi.org/10.1145/2838944.2838958
Violent Video Games in Virtual Reality: Re-Evaluating the Impact and Rating of Interactive ExperiencesResident Evil 7Shoot 'Em Up, Adventurehttps://doi.org/10.1145/3242671.3242684
RunPlay: Action Recognition Using Wearable Device Apply on Parkour GameOriginalObstacle Coursehttps://doi.org/10.1145/2984751.2985731
Bendtroller: An Exploration of In-Game Action Mappings with a Deformable Game ControllerDonkey Kong, Punch-Out, TetrisPlatform, Sports, Puzzle, Abstracthttps://doi.org/10.1145/3025453.3025463
Simulator Sickness in Virtual Display Gaming: A Comparison of Stereoscopic and Non-Stereoscopic SituationsNeed for SpeedRacing, Drivinghttps://doi.org/10.1145/1152215.1152263
Study on the Change of Physiological Signals during Playing Body-Controlled GamesWii sportsSportshttps://doi.org/10.1145/1690388.1690456
Vibraudio Pose: An Investigation of Non-Visual Feedback Roles for Body Controlled Video GamesOriginalRhythm and Dancehttps://doi.org/10.1145/1836135.1836147
Activity Recognition for Movement-Based Interaction in Mobile GamesOriginalObstacle Coursehttps://doi.org/10.1145/3098279.3125443
Wizard of Wii: Toward Understanding Player Experience in First Person Games with 3D GesturesOriginalAdventurehttps://doi.org/10.1145/2159365.2159407
Interruption and Pausing of Public Display GamesOriginalShoot 'Em Uphttps://doi.org/10.1145/2935334.2935335
Magnetic Interaction with Devices: A Pilot Study on Mobile GamingRiver Raid, SnakeShoot 'Em Up, Puzzle, Collectinghttps://doi.org/10.1145/2639189.2670186
Soap: A Pointing and Gaming Device for the Living Room and Anywhere ElseUnreal Tournament 2004Combathttps://doi.org/10.1145/1278280.1278298
Beyond Horror and Fear: Exploring Player Experience Invoked by Emotional Challenge in VR GamesA Show o f Kindness, Run RoomsAdventure, Escapehttps://doi.org/10.1145/3290607.3312832
HedgewarsSGC: A Competitive Shared Game Control SettingHedgewarsPlatform, Shoot 'Em Uphttps://doi.org/10.1145/3290607.3313024
Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual RealityThe Vanishing of Ethan CarterAdventurehttps://doi.org/10.1145/3173574.3173902
BreathVR: Leveraging Breathing as a Directly Controlled Interface for Virtual Reality GamesOriginalShoot 'Em Up, Sportshttps://doi.org/10.1145/3173574.3173914
Bendy: Exploring Mobile Gaming with Flexible DevicesPong, 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, Targethttps://doi.org/10.1145/3024969.3024970
Teach Me to Dance: Exploring Player Experience and Performance in Full Body Dance GamesOriginalRhythm and Dancehttps://doi.org/10.1145/2071423.2071477
Surround Haptics: Tactile Feedback for Immersive Gaming ExperiencesOriginalDriving, Racinghttps://doi.org/10.1145/2212776.2212392
Exploring Children's Verbal and Acoustic Synchrony: Towards Promoting Engagement in Speech-Controlled Robot-Companion GamesMole Madness(他研究)Platformhttps://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OriginalSportshttp://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Combathttp://id.nii.ac.jp/1001/00210106/
Ball Game Controller: A Tangible User InterfaceOriginalSports, Obstacle Coursehttps://doi.org/10.1145/3377049.3377101
Investigating On-Screen Gamepad Designs for Smartphone-Controlled Video GamesPac-Man, Super Mario BrosPlatform, Abstract, Collecting, Escape, Mazehttps://dl.acm.org/doi/10.1145/2808202
Movement Awareness for Ubiquitous Game ControlPuzzlehttps://dl.acm.org/doi/10.1007/s007790200045
Using “tilt” as an interface to control “no-button” 3-D mobile gamesOriginalDrivinghttps://dl.acm.org/doi/10.1145/1394021.1394031
Validation of EGameFlow: A Self-Report Scale for Measuring User Experience in Video Game PlayOriginalSportshttps://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OriginalCatching, Shoot 'Em Uphttp://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 ItAdventure, Platform, Shoot 'Em Up, Puzzlehttp://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Platformhttp://id.nii.ac.jp/1001/00194356/

Open FPS

タイトルURL
Designing a First Person Shooter Game for Quadriplegicshttps://dl.acm.org/doi/10.1145/3411763.3451850
Measuring the impact of game controllers on player experience in FPS gameshttps://dl.acm.org/doi/10.1145/2181037.2181052
Immersive FPS games: user experience and performancehttps://www.researchgate.net/publication/266654659_Immersive_FPS_games_user_experience_and_performance
Procedural urban environments for FPS games Share onhttps://dl.acm.org/doi/10.1145/2407336.24073788
From Brain Waves to Game Design: A Study on Analyzing and Manipulating Player Interest Levelshttps://www.art-science.org/journal/v11n3/v11n3pp59/artsci-v11n3pp59.pdf
Using Dynamic Difficulty Adjustment to Improve the Experience and Train FPS Gamershttps://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 gameshttps://dl.acm.org/doi/10.1145/2513002.2513019
Measuring interest in linear single player FPS gameshttps://dl.acm.org/doi/10.1145/1899950.1899953
Design patterns in FPS levelshttps://dl.acm.org/doi/10.1145/1822348.1822359
Proposal and evaluation of models with and without position for immersive FPS gameshttps://dl.acm.org/doi/10.1145/2379636.2379687
Using Dynamic Difficulty Adjustment to Improve the Experience and Train FPS Gamershttps://dl.acm.org/doi/10.1145/3486011.3486447
The game itself?: Towards a Hermeneutics of Computer Gameshttps://dl.acm.org/doi/10.1145/3402942.3402978
Performance of input devices in FPS target acquisitionhttps://dl.acm.org/doi/10.1145/1255047.1255104
How computer gamers experience the game situation: a behavioral studyhttps://dl.acm.org/doi/10.1145/1146816.1146827
Biofeedback game design: using direct and indirect physiological control to enhance game interactionhttps://dl.acm.org/doi/10.1145/1978942.1978958
A game theory approach to high-level strategic planning in first person shootershttps://dl.acm.org/doi/10.1145/1514402.1514409
Affective game engines: motivation and requirementshttps://dl.acm.org/doi/10.1145/1536513.1536565
Game Cinematography: Towards Understanding Relationship between Spatial Distortion and Game-playhttps://dl.acm.org/doi/10.1145/3332305.3332313
The effect of a collaborative game on group workhttps://dl.acm.org/doi/10.5555/2886444.2886464
Game research, measuring gaming preferenceshttps://dl.acm.org/doi/10.1145/1639601.1639611
A classification of video games based on game characteristics linked to video coding complexityhttps://dl.acm.org/doi/10.5555/3307314.3307316
Is 60 FPS better than 30?: the impact of frame rate and latency on moving target selectionhttps://dl.acm.org/doi/10.1145/2559206.2581214
Pairing character classes in a deathmatch shooter game via a deep-learning surrogate modelhttps://dl.acm.org/doi/10.1145/3235765.3235816
Adapting personal music for synesthetic game playhttps://dl.acm.org/doi/10.1145/1822348.1822370
Using semiotic grammars for the rapid design of evolving video game mechanicshttps://dl.acm.org/doi/10.1145/1836135.1836139
First-Person Shooter Game for Virtual Reality Headset with Advanced Multi-Agent Intelligent Systemhttps://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 Playershttps://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

titleURL
Intuitive Interaction with Motion Controls in a Tennis Video Gamehttps://dl.acm.org/doi/10.1145/3410404.3414242
Sensor networks as video game input deviceshttps://dl.acm.org/doi/10.1145/1328202.1328210
Tennis real play: an interactive tennis game with models from real videoshttps://dl.acm.org/doi/10.1145/2072298.2072361
Intuitivité et incorporation des interactions gestuelles chez les utilisateurs de jeux vidéohttps://dl.acm.org/doi/10.1145/1629826.1629860
VI-Tennis: a vibrotactile/audio exergame for players who are visually impairedhttps://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 Facilityhttps://dl.acm.org/doi/10.1145/1746050.1746055
The Impact of Tangible Props on Gaming Performance and Experience in Gestural Interactionhttps://dl.acm.org/doi/pdf/10.1145/3173225.3173258
Activate your GAIM: a toolkit for input in active gameshttps://dl.acm.org/doi/10.1145/1920778.1920800
Using Games to Increase Exercise Motivationhttps://dl.acm.org/doi/10.1145/1328202.1328232
Gaming Humanoids for Facilitating Social Interaction among Peoplehttps://dl.acm.org/doi/10.1145/2701973.2702090
Interaction: interfaces, algorithms, and applicationshttps://dl.acm.org/doi/10.1145/1667239.1667253
The Impact of Tangible Props on Gaming Performance and Experience in Gestural Interactionhttps://dl.acm.org/doi/10.1145/3173225.3173258
Increasing Exergame Physical Activity through Self and Opponent Avatar Appearancehttps://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 Exergameshttps://doi.org/10.1111/jcc4.12151
Using low cost game controllers to capture data for 6th grade science labshttps://dl.acm.org/doi/10.1145/2145204.2145370
ThroughHand: 2D Tactile Interaction to Simultaneously Recognize and Touch Multiple Objectshttps://dl.acm.org/doi/10.1145/3411764.3445530
Virtual reality gaming in rehabilitation after stroke – user experiences and perceptionshttps://doi.org/10.1080/09638288.2021.1972351
Multiplayer audio-only game: Pong on a massive multichannel loudspeaker systemhttps://dl.acm.org/doi/10.1145/2371456.2371477
Only for Casual Players? Investigating Player Differences in Full-body Game Interactionhttps://dl.acm.org/doi/10.1145/2592235.2592244
VI-Tennis: a Vibrotactile/Audio Exergame for Players who are Visually Impairedhttps://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 placehttps://dl.acm.org/doi/10.1145/1518701.1518940
Audience experience in social videogaming: effects of turn expectation and game physicalityhttps://dl.acm.org/doi/10.1145/2556288.2556965
Body dominance during virtual tennis game: preliminary resultshttps://ieeexplore.ieee.org/document/7067108
Analyzing User Behavior Data in a Mobile Tennis Gamehttps://ieeexplore.ieee.org/document/8516512
Context-Awareness and Anticipation in a Tennis Video Game AI Systemhttps://ieeexplore.ieee.org/document/8616123
An AI-based tennis game by application of virtual reality componentshttps://ieeexplore.ieee.org/document/7985421
Tennis computer game with brain control using EEG signalshttps://ieeexplore.ieee.org/document/6000344
V-Pong: an immersive table tennis simulationhttps://ieeexplore.ieee.org/document/1652918
Implementation and evaluation of a game using natural user interfaces in order to improve response timehttps://ieeexplore.ieee.org/document/7359557
Investigating the usability of interactive physical activity games for elderly: A pilot studyhttps://ieeexplore.ieee.org/document/7390588
Achieving critical consistency through progressive slowdown in highly interactive Multi-Player Online Gameshttps://ieeexplore.ieee.org/document/6580984
Myo-Pong: A neuromuscular game for the UVa-Neuromuscular Training System platformhttps://ieeexplore.ieee.org/document/4625124
Gaming humanoid: A humanoid video game player with emotional/encouraging movement and skill level controlhttps://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 Communityhttps://ieeexplore.ieee.org/document/6185620
Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulationhttps://ieeexplore.ieee.org/document/4015394
3-D Streaming Supplying Partner Protocols for Mobile Collaborative Exergaming for Healthhttps://ieeexplore.ieee.org/document/6226471
The Impact of Controller Naturalness on Spatial Presence, Gamer Enjoyment, and Perceived Realism in a Tennis Simulation Video Gamehttps://ieeexplore.ieee.org/document/6797335
WiiEMG: A real-time environment for control of the Wii with surface electromyographyhttps://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 HostUityhttp://s-ir.sap.hokkyodai.ac.jp/dspace/handle/123456789/5088
Challenge-Induced Cardiovascular Response as a Predictor of Minor Illnesseshttps://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 womenhttps://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 strokehttps://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 Adultshttps://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 Motionshttp://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 resultshttps://ieeexplore.ieee.org/document/7067108
Analyzing User Behavior Data in a Mobile Tennis Gamehttps://ieeexplore.ieee.org/document/8516512
Context-Awareness and Anticipation in a Tennis Video Game AI Systemhttps://ieeexplore.ieee.org/document/8616123
An AI-based tennis game by application of virtual reality componentshttps://ieeexplore.ieee.org/document/7985421
Tennis computer game with brain control using EEG signalshttps://ieeexplore.ieee.org/document/6000344
V-Pong: an immersive table tennis simulationhttps://ieeexplore.ieee.org/document/1652918
Implementation and evaluation of a game using natural user interfaces in order to improve response timehttps://ieeexplore.ieee.org/document/7359557
Investigating the usability of interactive physical activity games for elderly: A pilot studyhttps://ieeexplore.ieee.org/document/7390588
Achieving critical consistency through progressive slowdown in highly interactive Multi-Player Online Gameshttps://ieeexplore.ieee.org/document/6580984
Myo-Pong: A neuromuscular game for the UVa-Neuromuscular Training System platformhttps://ieeexplore.ieee.org/document/4625124
Gaming humanoid: A humanoid video game player with emotional/encouraging movement and skill level controlhttps://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 Communityhttps://ieeexplore.ieee.org/document/6185620
Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulationhttps://ieeexplore.ieee.org/document/4015394
3-D Streaming Supplying Partner Protocols for Mobile Collaborative Exergaming for Healthhttps://ieeexplore.ieee.org/document/6226471
The Impact of Controller Naturalness on Spatial Presence, Gamer Enjoyment, and Perceived Realism in a Tennis Simulation Video Gamehttps://ieeexplore.ieee.org/document/6797335
WiiEMG: A real-time environment for control of the Wii with surface electromyographyhttps://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 Realitycube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 fingertip4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 ArraysFPS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 Jetsbeat 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 Realitystatic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 Interaction10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 RealityUI(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 Toolscube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 Hapticsa 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/