Publications by authors named "Kazunobu Fukuhara"

The ability to predict collisions with moving objects deteriorates with aging. We followed the affordance-based model to identify optical variables that older adults had difficulty using for collision prediction. We reproduced a modified version of the interception task used in Steinmetz (Steinmetz, Layton, Powell, & Fajen, 2020, "Affordance-based versus current - future accounts of choosing whether to pursue or abandon the chase of a moving target," , 20(3), 8) in a virtual reality (VR) environment and newly introduced perturbation for each of three optical variables (vertical and horizontal expansions of a moving object and the bearing angle produced between participants and a moving object).

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In order to intercept a moving target such as a baseball with high spatio-temporal accuracy, the perception of the target's movement speed is important for estimating when and where the target will arrive. However, it is unclear what sources of information are used by a batter to estimate ball speed and how those sources of information are integrated to facilitate successful interception. In this study, we examined the degree to which kinematic and ball-flight information are integrated when estimating ball speed in baseball batting.

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There remains a question about whether and to what extent perception-action coupled response in virtual reality are equal/unequal to those in the real world or physical reality. The purpose of this study was to identify the differences in the environmental effect of virtual presentation on the motor responses of a one-handed ball catching. Thirteen healthy participants were instructed to catch an approaching ball projected at three speeds in a real laboratory room and in a room-sized virtual reality system (CAVE) that simulated those real situations with two- or three-dimensional display settings.

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Virtual reality (VR) could be used to set up a training protocol to improve one's collision-avoidance behavior. In our previous study, we developed a VR system for training older individuals to walk through an aperture in a manner that is both safe (i.e.

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Many older adults perform collision-avoidance behavior either insufficiently (i.e., frequent collision) or inefficiently (i.

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Slow-motion footage of sports actions is widely used as a visual learning tool in observing the dynamic motor behaviors of athletes. Recent studies on action observation have reported that extending the observation time in slow-motion footage provides benefits of understanding the intention of an opponent's action, at least when observing rapid movements. As such, the use of slow-motion footage may have the potential to improve the anticipatory judgments of an opponent's action outcome without training (or feedback).

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This study was aimed at determining how the visual information of an end-effector (racket) and the intermediate extremity (arm) of a tennis server contribute to the receiver's anticipatory judgement of ball direction. In all, 15 experienced tennis players and 15 novice counterparts viewed a spatially occluded computer graphics animation of a tennis serve (no-occlusion, racket-occlusion, and body-occlusion) and made anticipatory judgements of ball direction on a visual analogue scale (VAS). The patterns of the serve motions were generated by a simulation technique that computationally perturbs the rotation speed of the selected racket-arm joint (forearm pronation and elbow extension) on a captured serve motion.

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Objective: Recent studies have reported that skilled tennis players are likely to use proximal body information for anticipating the direction of their opponent's forehand shot. However, in these studies, the visual stimuli did not include visual information about the ball. Skilled players may have used proximal information owing to the lack of distal information.

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Article Synopsis
  • The study looked at how touching ourselves can help us feel like a body part belongs to us, which is called body ownership.
  • Researchers used cool technology like robots and virtual reality to see how different types of self-touch affect this feeling.
  • They found out that when people actively touch themselves, it makes them feel more connected to the virtual hand compared to just feeling it without touching.
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Article Synopsis
  • This study looked at how different athletes, like tennis and soft tennis players, predict where a ball will go based on their skills.* -
  • Experienced players watched special computer animations of serving motions and rated how they thought the ball would move in terms of direction, speed, and spin.* -
  • The results showed that tennis and soft tennis players responded differently, especially when the serve motion was altered, meaning their expertise affects how they judge a ball’s flight.*
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The objective of this study was to assess the cognitive effect of human character models on the observer's ability to extract relevant information from computer graphics animation of tennis serve motions. Three digital human models (polygon, shadow, and stick-figure) were used to display the computationally simulated serve motions, which were perturbed at the racket-arm by modulating the speed (slower or faster) of one of the joint rotations (wrist, elbow, or shoulder). Twenty-one experienced tennis players and 21 novices made discrimination responses about the modulated joint and also specified the perceived swing speeds on a visual analogue scale.

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The purpose of this study was to determine the quantitative relationships between the server's motion and the receiver's anticipation using a computer graphic animation of tennis serves. The test motions were determined by capturing the motion of a model player and estimating the computational perturbations caused by modulating the rotation of the player's elbow and forearm joints. Eight experienced and eight novice players rated their anticipation of the speed, direction, and spin of the ball on a visual analogue scale.

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Computer graphics of digital human models can be used to display human motions as visual stimuli. This study presents our technique for manipulating human motion with a forward kinematics calculation without violating anatomical constraints. A motion modulation of the upper extremity was conducted by proportionally modulating the anatomical joint angular velocity calculated by motion analysis.

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