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Yutaro Hirao

Publications and source records attributed to Yutaro Hirao.

8 recordsLinked to original sources

EMA: Effort Metric Attention for Anatomical Effort-Guided Human Motion Diffusion

Human motion diffusion models can synthesize action sequences from text, but controlling motion intensity remains challenging. Existing approaches rely on effort-related adverbs, which are ambiguous and fail to capture quantitative aspects such as pacing, often resulting in flat and monotonous dynamics. We propose an intensity-control framework based on Effort Metric Attention (EMA), a cross-attention module that conditions diffusion on numerical effort signals. Inspired by Laban Movement Analysis (LMA), the framework focuses on the Time and Weight effort factors. We approximate these factors using two kinematic metrics: peak joint positional change for pacing and collective joint positional change for motion amount. EMA enables fine-grained, region-wise control without costly post-hoc optimization. We introduce two evaluation tasks, metric-to-motion consistency and body-part-level effort modulation, to assess numerical fidelity and localized control. Experiments and a user study show near-monotonic alignment between specified effort levels, generated motion dynamics, and established LMA descriptors. These results indicate effective and interpretable control of effort dynamics in practice.

cs.CV

Mind Your Vision: Multimodal Estimation of Refractive Disorders Using Electrooculography and Eye Tracking

Refractive errors are among the most common visual impairments globally, yet their diagnosis often relies on active user participation and clinical oversight. This study explores a passive method for estimating refractive power using two eye movement recording techniques: electrooculography (EOG) and video-based eye tracking. Using a publicly available dataset recorded under varying diopter conditions, we trained Long Short-Term Memory (LSTM) models to classify refractive power from unimodal (EOG or eye tracking) and multimodal configuration. We assess performance in both subject-dependent and subject-independent settings to evaluate model personalization and generalizability across individuals. Results show that the multimodal model consistently outperforms unimodal models, achieving the highest average accuracy in both settings: 96.207\% in the subject-dependent scenario and 8.882\% in the subject-independent scenario. However, generalization remains limited, with classification accuracy only marginally above chance in the subject-independent evaluations. Statistical comparisons in the subject-dependent setting confirmed that the multimodal model significantly outperformed the EOG and eye-tracking models. However, no statistically significant differences were found in the subject-independent setting. Our findings demonstrate both the potential and current limitations of eye movement data-based refractive error estimation, contributing to the development of continuous, non-invasive screening methods using EOG signals and eye-tracking data.

eess.IV

UMotion: Uncertainty-driven Human Motion Estimation from Inertial and Ultra-wideband Units

Sparse wearable inertial measurement units (IMUs) have gained popularity for estimating 3D human motion. However, challenges such as pose ambiguity, data drift, and limited adaptability to diverse bodies persist. To address these issues, we propose UMotion, an uncertainty-driven, online fusing-all state estimation framework for 3D human shape and pose estimation, supported by six integrated, body-worn ultra-wideband (UWB) distance sensors with IMUs. UWB sensors measure inter-node distances to infer spatial relationships, aiding in resolving pose ambiguities and body shape variations when combined with anthropometric data. Unfortunately, IMUs are prone to drift, and UWB sensors are affected by body occlusions. Consequently, we develop a tightly coupled Unscented Kalman Filter (UKF) framework that fuses uncertainties from sensor data and estimated human motion based on individual body shape. The UKF iteratively refines IMU and UWB measurements by aligning them with uncertain human motion constraints in real-time, producing optimal estimates for each. Experiments on both synthetic and real-world datasets demonstrate the effectiveness of UMotion in stabilizing sensor data and the improvement over state of the art in pose accuracy.

cs.GR

MagicCraft: Natural Language-Driven Generation of Dynamic and Interactive 3D Objects for Commercial Metaverse Platforms

Metaverse platforms are rapidly evolving to provide immersive spaces for user interaction and content creation. However, the generation of dynamic and interactive 3D objects remains challenging due to the need for advanced 3D modeling and programming skills. To address this challenge, we present MagicCraft, a system that generates functional 3D objects from natural language prompts for metaverse platforms. MagicCraft uses generative AI models to manage the entire content creation pipeline: converting user text descriptions into images, transforming images into 3D models, predicting object behavior, and assigning necessary attributes and scripts. It also provides an interactive interface for users to refine generated objects by adjusting features such as orientation, scale, seating positions, and grip points. Implemented on Cluster, a commercial metaverse platform, MagicCraft was evaluated by 7 expert CG designers and 51 general users. Results show that MagicCraft significantly reduces the time and skill required to create 3D objects. Users with no prior experience in 3D modeling or programming successfully created complex, interactive objects and deployed them in the metaverse. Expert feedback highlighted the system's potential to improve content creation workflows and support rapid prototyping. By integrating AI-generated content into metaverse platforms, MagicCraft makes 3D content creation more accessible.

cs.HC

MagicItem: Dynamic Behavior Design of Virtual Objects with Large Language Models in a Consumer Metaverse Platform

To create rich experiences in virtual reality (VR) environments, it is essential to define the behavior of virtual objects through programming. However, programming in 3D spaces requires a wide range of background knowledge and programming skills. Although Large Language Models (LLMs) have provided programming support, they are still primarily aimed at programmers. In metaverse platforms, where many users inhabit VR spaces, most users are unfamiliar with programming, making it difficult for them to modify the behavior of objects in the VR environment easily. Existing LLM-based script generation methods for VR spaces require multiple lengthy iterations to implement the desired behaviors and are difficult to integrate into the operation of metaverse platforms. To address this issue, we propose a tool that generates behaviors for objects in VR spaces from natural language within Cluster, a metaverse platform with a large user base. By integrating LLMs with the Cluster Script provided by this platform, we enable users with limited programming experience to define object behaviors within the platform freely. We have also integrated our tool into a commercial metaverse platform and are conducting online experiments with 63 general users of the platform. The experiments show that even users with no programming background can successfully generate behaviors for objects in VR spaces, resulting in a highly satisfying system. Our research contributes to democratizing VR content creation by enabling non-programmers to design dynamic behaviors for virtual objects in metaverse platforms.

cs.HC

Move or Push? Studying Pseudo-Haptic Perceptions Obtained with Motion or Force Input

Pseudo-haptics techniques are interesting alternatives for generating haptic perceptions, which entails the manipulation of haptic perception through the appropriate alteration of primarily visual feedback in response to body movements. However, the use of pseudo-haptics techniques with a motion-input system can sometimes be limited. This paper investigates a novel approach for extending the potential of pseudo-haptics techniques in virtual reality (VR). The proposed approach utilizes a reaction force from force-input as a substitution of haptic cue for the pseudo-haptic perception. The paper introduced a manipulation method in which the vertical acceleration of the virtual hand is controlled by the extent of push-in of a force sensor. Such a force-input manipulation of a virtual body can not only present pseudo-haptics with less physical spaces and be used by more various users including physically handicapped people, but also can present the reaction force proportional to the user's input to the user. We hypothesized that such a haptic force cue would contribute to the pseudo-haptic perception. Therefore, the paper endeavors to investigate the force-input pseudo-haptic perception in a comparison with the motion-input pseudo-haptics. The paper compared force-input and motion-input manipulation in a point of achievable range and resolution of pseudo-haptic weight. The experimental results suggest that the force-input manipulation successfully extends the range of perceptible pseudo-weight by 80\% in comparison to the motion-input manipulation. On the other hand, it is revealed that the motion-input manipulation has 1 step larger number of distinguishable weight levels and is easier to operate than the force-input manipulation.

cs.HC

Revisiting Walking-in-Place by Introducing Step-Height Control, Elastic Input, and Pseudo-Haptic Feedback

Walking-in-place (WIP) is a locomotion technique that enables users to "walk infinitely" through vast virtual environments using walking-like gestures within a limited physical space. This paper investigates alternative interaction schemes for WIP, addressing successively the control, input, and output of WIP. First, we introduce a novel height-based control to increase advanced speed. Second, we introduce a novel input system for WIP based on elastic and passive strips. Third, we introduce the use of pseudo-haptic feedback as a novel output for WIP meant to alter walking sensations. The results of a series of user studies show that height and frequency based control of WIP can facilitate higher virtual speed with greater efficacy and ease than in frequency-based WIP. Second, using an upward elastic input system can result in a stable virtual speed control, although excessively strong elastic forces may impact the usability and user experience. Finally, using a pseudo-haptic approach can improve the perceived realism of virtual slopes. Taken together, our results suggest that, for future VR applications, there is value in further research into the use of alternative interaction schemes for walking-in-place.

cs.HC

Leveraging Tendon Vibration to Enhance Pseudo-Haptic Perceptions in VR

Pseudo-haptic techniques are used to modify haptic perception by appropriately changing visual feedback to body movements. Based on the knowledge that tendon vibration can affect our somatosensory perception, this paper proposes a method for leveraging tendon vibration to enhance pseudo-haptics during free arm motion. Three experiments were performed to examine the impact of tendon vibration on the range and resolution of pseudo-haptics. The first experiment investigated the effect of tendon vibration on the detection threshold of the discrepancy between visual and physical motion. The results indicated that vibrations applied to the inner tendons of the wrist and elbow increased the threshold, suggesting that tendon vibration can augment the applicable visual motion gain by approximately 13\% without users detecting the visual/physical discrepancy. Furthermore, the results demonstrate that tendon vibration acts as noise on haptic motion cues. The second experiment assessed the impact of tendon vibration on the resolution of pseudo-haptics by determining the just noticeable difference in pseudo-weight perception. The results suggested that the tendon vibration does not largely compromise the resolution of pseudo-haptics. The third experiment evaluated the equivalence between the weight perception triggered by tendon vibration and that by visual motion gain, that is, the point of subjective equality. The results revealed that vibration amplifies the weight perception and its effect was equivalent to that obtained using a gain of 0.64 without vibration, implying that the tendon vibration also functions as an additional haptic cue. Our results provide design guidelines and future work for enhancing pseudo-haptics with tendon vibration.

cs.HC