研究課題/領域番号 |
21H03475
|
研究機関 | 筑波大学 |
研究代表者 |
Hassan Modar 筑波大学, システム情報系, 助教 (20830201)
|
研究分担者 |
清水 如代 筑波大学, 医学医療系, 准教授 (40620993)
松田 壮一郎 筑波大学, 人間系, 助教 (90762675)
|
研究期間 (年度) |
2021-04-01 – 2024-03-31
|
キーワード | Control Interface / Social Presence / Human Augmentation |
研究実績の概要 |
We investigated the performance of different modalities in the control of a virtual environments using a racing simulator. We compared discrete and continuous input modes; and four control interfaces: forearm posture and muscle activation, and joystick operated by the forearm or wrist joint. The results showed better tempo (actions per second) of the forearm muscle activation than forearm posture, and better throughput of the forearm posture than the forearm muscle activation (IEEE/SICE SII). We investigated the augmentation of social presence in online esports. This investigation showed that using bio-signals of the partner is effective in augmenting the sense of social presence (IJHCS, under review).
|
現在までの達成度 (区分) |
現在までの達成度 (区分)
3: やや遅れている
理由
Investigation into the motor performance showed clear trends that can be used as guidelines for the design of interfaces with high performance. Investigating the social aspect of esports will be needed for a comprehensive understanding of esports as an activity that takes place in cyberspace. The investigation produced important findings into how to augment social presence with bio-signals. However, verification experiments with end users were delayed due to difficulties in healthcare institutions under corona restrictions. In addition, investigation of cognitive performance in esports is delayed from its schedule due to difficulties in recruiting an adequate number of participants for in-person experiments, to satisfy the statistical power requirements of the planned experiments.
|
今後の研究の推進方策 |
Investigation into the motor performance is needed for the digital input component of the interface is needed. Specifically, into acquiring high-tempo multi-channel control signals from the forearm. Investigation into different modalities of presenting bio-signals will be needed to determine their effect on augmenting social presence in online interactions. Cognitive performance in esports should be investigated. A battery of cognitive and perceptual tasks is needed, and a large number of participants is needed to satisfy statistical power requirements. To address this issue the investigators are considering changing the experimental paradigm in order avoid the requirements of number of participants.
|