Hiroya HACHIYAMA Takamichi NAKAMOTO
Devices presenting audiovisual information are widespread, but few ones presenting olfactory information. We have developed a device called an olfactory display that presents odors to users by mixing multiple fragrances. Previously developed olfactory displays had the problem that the ejection volume of liquid perfume droplets was large and the dynamic range of the blending ratio was small. In this study, we used an inkjet device that ejects small droplets in order to expand the dynamic range of blending ratios to present a variety of scents. By finely controlling the back pressure using an electro-osmotic pump (EO pump) and adjusting the timing of EO pump and inkjet device, we succeeded in stabilizing the ejection of the inkjet device and we can have large dynamic range.
Akiyoshi SHINDO Shogo FUKUSHIMA Ari HAUTASAARI Takeshi NAEMURA
A user wearing a Head-Mounted Display (HMD) is likely to feel isolated when sharing virtual reality (VR) experiences with Non-HMD users in the same physical space due to not being able to see the real space outside the virtual world. This research proposes a method for an HMD user to recognize the Non-HMD users' gaze and attention via a projector attached to the HMD. In the proposed approach, the projected HMD user's view is filtered darker than default, and when Non-HMD users point controllers towards the projected view, the filter is removed from a circular area for both HMD and Non-HMD users indicating which region the Non-HMD users are viewing. We conducted two user studies showing that the Non-HMD users' gaze can be recognized with the proposed method, and investigated the preferred range for the alpha value and the size of the area for removing the filter for the HMD user.
Karin WAKATSUKI Chiemi FUJIKAWA Makoto OMODANI
Herein, we propose a volumetric 3D display in which cross-sectional images are projected onto a rotating helix screen. The method employed by this display can enable image observation from universal directions. A major challenge associated with this method is the presence of invisible regions that occur depending on the observation angle. This study aimed to fabricate a mirror-image helix screen with two helical surfaces coaxially arranged in a plane-symmetrical configuration. The visible region was actually measured to be larger than the visible region of the conventional helix screen. We confirmed that the improved visible region was almost independent of the observation angle and that the visible region was almost equally wide on both the left and right sides of the rotation axis.
Kotaro MATSUURA Chihiro TSUTAKE Keita TAKAHASHI Toshiaki FUJII
Inspired by the framework of algorithm unrolling, we propose a scalable network architecture that computes layer patterns for light field displays, enabling control of the trade-off between the display quality and the computational cost on a single pre-trained network.
Junichi KINOSHITA Akira TAKAMORI Kazuhisa YAMAMOTO Kazuo KURODA Koji SUZUKI Keisuke HIEDA
Image resolution under the effect of color speckle was successfully measured for a raster-scan mobile projector, using the modified contrast modulation method. This method was based on the eye-diagram analysis for distinguishing the binary image signals, black-and-white line pairs. The image resolution and the related metrics, illuminance, chromaticity, and speckle contrast were measured at the nine regions on the full-frame area projected on a standard diffusive reflectance screen. The nonuniformity data over the nine regions were discussed and analyzed.
Naoki KAWASAKI Yuuki MACHIDA Takayuki MISU Keiichi ABE Hiroshi SUGIMURA Makiko OKUMURA
A line display that utilizes saccade has been proposed. When an observer moves his or her eyes on a one-dimensional fixed line display, two-dimensional information is perceived on the retina. In this paper, a high speed flashing line display was developed using a CPLD and PIC microcontroller. The flashing period was reduced to 20 µs, which was less than half that of our previous system. The relationship between the flashing frequency and the optimum distance that can be perceived with the least distortion was clarified. The results show that the higher the flashing frequency is, the more information can be perceived from a farther position. Calculated values, which were based on the relationship between the flashing period and the width of the light source, were almost identical with measured values at the flashing frequencies from 3.3 kHz to 10 kHz. Due to short flashing period, the developed line display not only was visible at distance of 15 m or more, which is suitable for outdoor use, but also realized 16 gray levels.
Aiying GUO Feng RAN Jianhua ZHANG
In order to upgrade the refresh rate about High-Resolution (1280×1024) OLED-on-Silicon (OLEDoS) microdisplay, this paper discusses one compression scan strategy by reducing scan time redundancy. This scan strategy firstly compresses the low-bit gray level scan serial as one unit; second, the scan unit is embedded into the high-bit gray level serial and new scan sequence is generated. Furthermore, micro-display platform is designed to verify the scan strategy performance. The experiment shows that this scan strategy can deal with 144Hz refresh rate, which is obviously faster than the traditional scan strategy.
This paper formulates minimal word-line (WL) delay time with pre-emphasis pulses to design the pulse width as a function of the overdrive voltage for large memory arrays such as 3D NAND. Circuit theory for a single RC line only with capacitance to ground and that only with coupling capacitance as well as a general case where RC lines have both grounded and coupling capacitance is discussed to provide an optimum pre-emphasis pulse width to minimize the delay time. The theory is expanded to include the cases where the resistance of the RC line driver is not negligibly small. The minimum delay time formulas of a single RC delay line and capacitive coupling RC lines was in good agreement (i.e. within 5% error) with measurement. With this research, circuit designers can estimate an optimum pre-emphasis pulse width and the delay time for an RC line in the initial design phase.
Masaaki ISEKI Takamichi NAKAMOTO
An olfactory display is a device to present smells. Temporal characteristics of three types of olfactory displays such as one based upon high-speed switching of solenoid valves, desktop-type one based on SAW atomizer and wearable-type one based on SAW atomizer were evaluated using three odorants with different volatilities. The sensory test revealed that the olfactory displays based on SAW atomizer had the presentation speeds faster than that of solenoid valves switching. Especially, the wearable one had an excellent temporal characteristic. These results largely depend on the difference in the odor delivery method. The data obtained in this study provides basic knowledge when we make olfactory contents.
Hiroshi HAGA Takuya ASAI Shin TAKEUCHI Harue SASAKI Hirotsugu YAMAMOTO Koji SHIGEMURA
We developed an 8.4-inch electrostatic-tactile touch display using a segmented-electrode array (30×20) as both tactile pixels and touch sensors. Each pixel can be excited independently so that the electrostatic-tactile touch display allows presenting real localized tactile textures in any shape. A driving scheme in which the tactile strength is independent of the grounding state of the human body by employing two-phased actuation was also proposed and demonstrated. Furthermore, tactile crosstalk was investigated to find it was due to the voltage fluctuation in the human body and it was diminished by applying the aforementioned driving scheme.
Munekazu DATE Shinya SHIMIZU Hideaki KIMATA Dan MIKAMI Yoshinori KUSACHI
3D video contents depend on the shooting condition, which is camera positioning. Depth range control in the post-processing stage is not easy, but essential as the video from arbitrary camera positions must be generated. If light field information can be obtained, video from any viewpoint can be generated exactly and post-processing is possible. However, a light field has a huge amount of data, and capturing a light field is not easy. To compress data quantity, we proposed the visually equivalent light field (VELF), which uses the characteristics of human vision. Though a number of cameras are needed, VELF can be captured by a camera array. Since camera interpolation is made using linear blending, calculation is so simple that we can construct a ray distribution field of VELF by optical interpolation in the VELF3D display. It produces high image quality due to its high pixel usage efficiency. In this paper, we summarize the relationship between the characteristics of human vision, VELF and VELF3D display. We then propose a method to control the depth range for the observed image on the VELF3D display and discuss the effectiveness and limitations of displaying the processed image on the VELF3D display. Our method can be applied to other 3D displays. Since the calculation is just weighted averaging, it is suitable for real-time applications.
Input devices based on direct touch have replaced traditional ones and become the mainstream interactive technology for handheld devices. Although direct touch interaction proves to be easy to use, its problems, e.g. the occlusion problem and the fat finger problem, lower user experience. Camera-based mobile interaction is one of the solutions to overcome the problems. There are two typical interaction styles to generate camera-based pointing interaction for handheld devices: move the device or move an object before the camera. In the first interaction style, there are two approaches to move a cursor's position across the handheld display: move it towards the same direction or the opposite direction which the device moves to. In this paper, the results of a comparison research, which compared the pointing performances of three camera-based pointing techniques, are presented. All pointing techniques utilized input from the rear-facing camera. The results indicate that the interaction style of moving a finger before the camera outperforms the other one in efficiency, accuracy, and throughput. The results also indicate that within the interaction style of moving the device, the cursor positioning style of moving the cursor to the opposite direction is slightly better than the other one in efficiency and throughput. Based on the findings, we suggest giving priority to the interaction style of moving a finger when deploying camera-based pointing techniques on handheld devices. Given that the interaction style of moving the device supports one-handed manipulation, it also worth deploying when one-handed interaction is needed. According to the results, the cursor positioning style of moving the cursor towards the opposite direction which the device moves to may be a better choice.
Takayuki NAKATA Isao NISHIHARA
In this paper, we propose an accurate calibration method for glassless stereoscopic systems. The method uses a lenticular lens on a general display. Glassless stereoscopic displays are currently used in many fields; however, accurately adjusting their physical display position is difficult because an accuracy of several microns or one hundredth of a degree is required, particularly given their larger display area. The proposed method enables a dynamic adjustment of the positions of images on the display to match various physical conditions in three-dimensional (3D) displays. In particular, compared with existing approaches, this avoids degradation of the image quality due to the image location on the screen while improving the image quality by local mapping. Moreover, it is shown to decrease the calibration time by performing simultaneous processing for each local area. As a result of the calibration, the offset jitter representing the crosstalk reduces from 14.946 to 8.645 mm. It is shown that high-quality 3D videos can be generated. Finally, we construct a stereoscopic viewing system using a high-resolution display and lenticular lens and produce high-quality 3D images with automatic calibration.
Takafumi HIGASHI Hideaki KANAI
In this paper, we propose an interactive system for controlling the pressure while cutting paper with a knife. The purpose is to improve the cutting skill of novices learning the art of paper-cutting. Our system supports skill improvement for novices by measuring and evaluating their cutting pressure in real-time. In this study, we use a knife with a blade attached to a stylus with a pressure sensor, which can measure the pressure, coordinates, and cutting time. We have developed a similar support system using a stylus and a tablet device. This system allows the user to experience the pressure of experts through tracing. Paper-cutting is created by cutting paper with a knife. The practice system in this paper provides practice in an environment more akin to the production of paper cutting. In the first experiment, we observed differences in cutting ability by comparing cutting pressures between novices and experts. As a result, we confirmed that novices cut paper at a higher pressure than experts. We developed a practice system that guides the novices on controlling the pressure by providing information on the cutting pressure values of experts. This system shows the difference in pressure between novices and experts using a synchronous display of color and sound. Using these functions, novices learn to adjust their cutting pressure according to that of experts. Determining the right cutting pressure is a critical skill in the art of paper-cutting, and we aim to improve the same with our system. In the second experiment, we tested the effect of the practice system on the knife device. We compared the changes in cutting pressure with and without our system, the practice methods used in the workshop, and the previously developed stylus-based support system. As a result, we confirmed that practicing with the knife device had a better effect on the novice's skill in controlling cutting pressure than other practice methods.
Yosei SHIBATA Ryosuke SAITO Takahiro ISHINABE Hideo FUJIKAKE
In this study, we examined the mechanical durability and self-recovery characterization of liquid crystal gel films with lysine-based gelator. The results indicated that the structural destruction in liquid crystal gel films is attributed to dissociation among network structure. The cracked LC gel films can be recovered by formation of sol-sate films.
Liang CHEN Dongyi CHEN Xiao CHEN
Touch screen has become the mainstream manipulation technique on handheld devices. However, its innate limitations, e.g. the occlusion problem and fat finger problem, lower user experience in many use scenarios on handheld displays. Back-of-device interaction, which makes use of input units on the rear of a device for interaction, is one of the most promising approaches to address the above problems. In this paper, we present the findings of a user study in which we explored users' pointing performances in using two types of touch input on handheld devices. The results indicate that front-of-device touch input is averagely about two times as fast as back-of-device touch input but with higher error rates especially in acquiring the narrower targets. Based on the results of our study, we argue that in the premise of keeping the functionalities and layouts of current mainstream user interfaces back-of-device touch input should be treated as a supplement to front-of-device touch input rather than a replacement.
Kousuke KANAZAWA Shota KAZUNO Makiko OKUMURA
In this paper, we developed saccade-induced line displays including flashing period controllers. The displays speeded up the flashing period of one line using LED drivers and Arduino Uno equipped with AVR microcomputers. It was shown that saccades were easily induced when the observer alternately looks at the two fast flashing line displays apart. Also, we were able to find the optimum flashing period using a controller that can speed up the flashing period and change its speed. We found that the relationship between the viewing angle of the observer and the optimum flashing period is almost proportional.
Takashiro TSUKAMOTO Yanjun ZHU Shuji TANAKA
In this paper, a proof-of-concept sensor platform for an all-in-one wireless bio sensor chip was developed and evaluated. An on-chip battery, an on-chip electrochromic display (ECD), a micro processor, a voltage converter and analog switches were implemented on a printed circuit board. Instead of bio-sensor, a temperature sensor was used to evaluate the functionality of the platform. The platform successfully worked in an electrolyte and the encoded measurement result was displayed on the ECD. The displayed data was captured by a CMOS digital camera and the measured data could be successfully decoded by a computer program.
Yutaro KUGE Yosei SHIBATA Takahiro ISHINABE Hideo FUJIKAKE
We have proposed a mortar-shaped structure to improve response time and alignment uniformity of twisted vertically aligned (TVA) mode liquid crystal displays (LCDs) for high-contrast reflective color LCDs. From the results of the simulation, we clarified that response time, alignment uniformity and viewing angle range of TVA-mode LCDs were improved by controlling the liquid crystal alignment axis-symmetrically in each pixel.
Ryosuke SAITO Yosei SHIBATA Takahiro ISHINABE Hideo FUJIKAKE
In this study, we evaluated the electro-optical characteristics and structural stability in curved state of dye-doped liquid crystal (LC) gel film for stretchable displays. As the results, maximum contrast ratio of 6.7:1 and suppression of LC flow were achieved by optimum of blend condition such as gelator and dye concentration.