■ Home
■ Member
■ Contact
We aim to create a VR system that lets users freely control a virtual body without moving their real body.
Current virtual reality (VR) system uses motion capture to measure the motion of the real body and move the virtual body. In this case, however, the range of virtual space in which the user can move depends on the size of the real space, and the motion that can be performed with the virtual body is limited to that which can be performed with the real body. Therefore, we aim to realize a VR system without real body motion (Motion-Less VR) by suppressing real body motion, accurately acquiring the intention of motion, and presenting the sensation of motion.
https://youtu.be/aLjNE-8F9I4?feature=shared
Motion-Less VR hinges on enabling users to “feel movement” even while their body remains still. Our laboratory is working to strengthen and prolong this kinesthetic illusion so that natural sensations cover nearly the entire range of joint motion. Ultimately, we seek an environment where users can vividly experience whole-body actions without relying solely on vision.
For an avatar to feel as natural to control as one’s own body, the system must capture the user’s intent to move at the very moment it arises and reflect it immediately in the virtual body. We are refining this process to raise both accuracy and overall operability, aiming for smooth, discomfort-free interaction.


Because Motion-Less VR combines visual, vestibular, and somatosensory cues in ways that differ from conventional VR, the degree to which it causes VR sickness is still unknown. We first quantify the frequency and intensity of discomfort through subjective assessments, then use these findings to optimize visual presentation and external stimuli, suppressing sickness as much as possible. Our goal is a system that remains comfortable even during extended use.

In virtual environments, an avatar’s appearance and its surroundings can influence user behavior and psychology. Focusing on this “Proteus effect,” we conduct experiments that systematically vary avatars and environmental conditions to analyze patterns and causes of behavioral change. The insights gained will inform guidelines for avatar and environment design in applications such as education and rehabilitation.