Fig 1.
Two states based on the angle between mobile device and view vector.
Fig 2.
Classification of wind direction according to three angle types.
Fig 3.
Influence of gravity on mobile device condition.
Fig 4.
Example.
Fig 5.
Various rotation angle on mobile device.
Fig 6.
Angle calculation from the axis of the acceleration sensor.
Fig 7.
Handling VR content using control position.
Fig 8.
Comparison of breath spectra.
Fig 9.
The shape of our breath kernel function inside the support radius h = 1.
Fig 10.
Results with different parameter values.
Fig 11.
Refined intensity of sound using γbreath kernel function (green: Original sound, blue: Refined sound).
Fig 12.
Diffusing vector field by breath.
Fig 13.
Interactive smoke simulation by breath.
Fig 14.
Interaction of user and smoke simulation by control position and breath (black sphere: Control position).
Fig 15.
Controlling game objects using breath interface.
Table 1.
We used these specific parameters to generate the example animations shown in this paper.
Table 2.
Questionnaire (Q1,Q2,Q4: Satisfied(5), Average(3), Not Satisfied(0), Q3: Easy(5), Normal(3), Difficult(0)).
Fig 16.
Survey students (normal studuent: 10, handicapped student: 10, red line: Score for the question, blue line: Avg. score for the question).
Fig 17.
Operation method for controlling objects in racing and action games.
Table 3.
Cronbach’s alpha with normal student data.
Table 4.
Cronbach’s alpha with handicapped student data.
Fig 18.
Activity diagram with our method.