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Early Implementation of VR Stuffed Toy System with Virtual Softness

Published: 15 September 2022 Publication History

Abstract

VR stuffed toy is an entertainment system based on virtual reality technology. Such systems can make a stuffed toy interactive in the virtual world while the corresponding stuffed toy in the real world stays still. This paper describes the early implementation of the VR stuffed toy system with "virtual softness." This system makes a stuffed toy in the virtual world react to the user's haptic interventions with animations. These animations control the user's perception of the softness of the stuffed toy they are touching in the real world. The prototype provides two animations; (1) exaggerated elongation based on the Poisson effect against the user's pushing and (2) jiggling reaction against the user's touch and stroke. Our approach to controlling the shape deformation in the virtual world suggests new design directions for stuffed toys in the future.

References

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Yingdan Huang and Michael Eisenberg. 2010. Plushbot: an application for the design of programmable, interactive stuffed toys. In Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction (TEI '11). Association for Computing Machinery, New York, NY, USA, 257–260.
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Yuta Sugiura, Calista Lee, Anusha Withana, Yasutoshi Makino, Masahiko Inami, and Takeo Igarashi. 2011. PINOKY: a ring that animates your plush toys. In SIGGRAPH Asia 2011 Emerging Technologies (SA '11). Association for Computing Machinery, New York, NY, USA, Article 14, 1.
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Akifumi Inoue, Ryuta Ishikawa, and Mitsuyoshi Yamamoto. 2019. Implementation and Initial Evaluation of Virtually Transformable Plushies. In Proceedings of the 31st Australian Conference on Human-Computer-Interaction (OZCHI'19). Association for Computing Machinery, New York, NY, USA, 555–559.
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Mie Sato, Sota Suzuki, Daiki Ebihara, Sho Kato, and Sato Ishigaki. 2016. Pseudo-softness evaluation in grasping a virtual object with a bare hand. In ACM SIGGRAPH 2016 Posters (SIGGRAPH '16). Association for Computing Machinery, New York, NY, USA, Article 40, 1.
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Cited By

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  • (2024)Kawaii Computing: Scoping Out the Japanese Notion of Cute in User Experiences with Interactive SystemsExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3651001(1-9)Online publication date: 11-May-2024

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cover image ACM Other conferences
OzCHI '21: Proceedings of the 33rd Australian Conference on Human-Computer Interaction
November 2021
361 pages
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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 September 2022

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Author Tags

  1. entertainment
  2. softness illusion
  3. virtual reality
  4. visuo-haptic interaction

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  • Short-paper
  • Research
  • Refereed limited

Funding Sources

  • JSPS KAKENHI

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OzCHI '21
OzCHI '21: 33rd Australian Conference on Human-Computer Interaction
November 30 - December 2, 2021
VIC, Melbourne, Australia

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Overall Acceptance Rate 362 of 729 submissions, 50%

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  • (2024)Kawaii Computing: Scoping Out the Japanese Notion of Cute in User Experiences with Interactive SystemsExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3651001(1-9)Online publication date: 11-May-2024

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