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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>N. Kawai) the position where users actually experience the pro-</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Earthquake Simulator by Augmented Substitutional Reality</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Tasuku Ishihara</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ryuta Nakanishi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Norihiko Kawai</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Osaka Institute of Technology (OIT)</institution>
          ,
          <addr-line>1-79-1 Kitayama, Hirakata, Osaka, 573-0196</addr-line>
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2024</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Earthquakes are natural disasters that we cannot avoid in our daily lives in some countries. Therefore, it is important to raise awareness of disaster prevention and prepare for earthquakes. One of the methods to raise awareness of disaster prevention is to use earthquake simulators. For example, mobile earthquake simulators reproduce actual shaking using a car equipped with a vibration device, and VR-based earthquake simulators enable users to experience earthquakes in a virtual space. However, such earthquake simulators that use special and imaginary environments are unrealistic. In this study, we propose a method to make users feel more realistic than the conventional earthquake simulators by applying substitutional reality. The proposed method gives shaking to the video of the user's current location and make real objects fall over using augmented reality.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Earthquake simulator</kwd>
        <kwd>Substitutional reality</kwd>
        <kwd>Augmented reality</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>the environment has many pieces of actual furniture, it
is necessary to draw the background image when the
Earthquakes are natural disasters that we cannot avoid furniture is moved virtually. One option is to apply
diin our daily lives in some countries. In addition, large minished reality (DR) technology [6, 7, 8, 9] to remove
earthquakes often threaten our lives. For this reason, it is the furniture and draw the background image, but it is
important to raise awareness of disaster prevention and still dificult for the existing DR methods to remove the
prepare for earthquakes on a daily basis. variously arranged furniture in high quality for real-time</p>
      <p>One of the methods to raise awareness of disaster pre- video.
vention is to use earthquake simulators. For example, mo- In this study, we propose an earthquake simulator that
bile earthquake simulators using a vehicle reproduce the allows users to experience realistic earthquakes in the
shaking that mimics an actual earthquake, and VR-based location where they are by applying substitutional
realearthquake simulators [1, 2, 3] enable users to experience ity (SR) [10] with AR. This is also a concrete example of
earthquakes in a virtual space by using a head mounted applying the idea in the literature [11]. Specifically, the
display (HMD). However, with the mobile earthquake proposed simulator presents the user with an
omnidirecsimulators, the experience is limited to special environ- tional image captured in the past at the user’s current
ments such as cars, and earthquakes can only be experi- location to make the user believe that the video is the
enced at special places such as events. In addition, while current scene. The simulator then shakes the video and
earthquake simulators using VR can be used anytime and makes real objects fall over in the video. Since the
proanywhere using an HMD, they lack a sense of reality posed method uses a past omnidirectional image as the
because they use imaginary environments and objects scene of the current location, it is possible to prepare
in VR space. Therefore, it is questionable whether they in advance the background image of the furniture that
actually increase disaster prevention awareness. moves due to the earthquake by inpainting.</p>
      <p>To address this issue, an earthquake simulator using
augmented reality (AR) that allows users to experience
earthquakes in the location where they are has been pro- 2. Proposed earthquake simulator
posed [4, 5]. In this method, to allow users to experience
earthquakes using a video see-through HMD, the video In this section, we explain the proposed earthquake
simuimages are shaken, and virtual objects such as furniture lator using substitutional reality. In the following, we first
that are synthesized on the video images are moved or describe the generation of a virtual space that mimics a
fallen over. However, the method basically assumes that real scene, and the method for producing an earthquake.
the room for the experience has almost no furniture. If</p>
      <sec id="sec-1-1">
        <title>2.1. Generation of virtualized real scene</title>
      </sec>
      <sec id="sec-1-2">
        <title>2.2. Generation of falling virtualized real object</title>
        <p>In this study, when producing an earthquake, we not
only generate the shaking of video, but also cause objects
to fall over. To do this, we place virtual objects that
mimic real objects, which actually exist at the place, in a
virtual space. For example, to make a cabinet fall over, a
rectangular object is generated in the virtual space, and a
photograph of the actual cabinet is mapped onto it. The
object generated in this way is placed so that they overlap
with the actual object in the field of view from the center
of the sphere, as shown in Figure 3.</p>
        <p>In addition, if we just place the virtualized real object,
the object in the background remains in the view after it
has fallen over. Therefore, we remove the object from the
omnidirectional image, as shown in Figure 4. It is
preferable to use inpainting [12, 13, 14, 15] to automatically
remove the objects from the omnidirectional image, but
if the quality of the inpainting result is not good in the
target environment, we can remove it manually using a
paint tool, etc.</p>
      </sec>
      <sec id="sec-1-3">
        <title>2.3. Occurence of earthquake</title>
        <p>We simulate an earthquake by shaking the sphere and the
virtualized real objects, and then make the virtualized
real object fall over towards the user. Specifically, we
associate the virtualized real object in Figure 3 with the
sphere in Figure 2, and shake them together. Note that,
the behaviors of the sphere and the virtualized real object
are not exactly the same because we use random values
obtained using Perlin noise. In addition, since a large
earthquake is composed of an initial tremor and a main
tremor, we prepare two diferent magnitudes of shaking.</p>
        <p>Next, we make the object fall over. Here, to make
the user feel more fear of earthquakes and raise their
awareness of disaster prevention, we make the object fall
over towards the user. To do this, as shown in Figure 5, we
place a small ball and a tilted plane, which the user cannot
see during the experience, behind the virtualized real
object. The small ball is rolled and hit against the object
by an operation or a pre-set time, and the virtualized
real object falls over towards the user through physical
calculations. At this time, to prevent the virtualized real
object that has fallen over from falling under the floor, a
transparent plate with a thickness is placed in the sphere.</p>
      </sec>
      <sec id="sec-1-4">
        <title>3.2. Experimental procedure</title>
      </sec>
      <sec id="sec-1-5">
        <title>2.4. Introduction of sounds</title>
        <p>To enhance the realism of the earthquake, we introduce
sounds in addition to visual information. Here, two kinds
of sounds of buildings creaking due to shaking are played
at the time of small shaking and at the time of large
shaking, respectively, corresponding to the magnitude of
the shaking. We also add a sound for collisions with the
lfoor after the object has fallen over. A rectangular object
invisible to the user is placed at the floor position, and
the sound is produced when the virtualized real object
collides with the rectangular object.</p>
        <p>To raise awareness of earthquake disaster prevention in
the university laboratory, where the participants spend a
lot of time, we conducted the experiment in a situation
where an earthquake occurs while the participants are
in the laboratory. First, as shown in Figure 6, the
participants are asked to wear an HMD and sit on a chair placed
3. Experiments in the same position where the omnidirectional image
was captured. Next, the user is asked to look around
3.1. Overview while viewing the omnidirectional image to get familiar
with the view shown in Figure 7. After that, they
exIn this experiment, we asked participants to experi- perience a small tremor representing the initial tremor,
ence the developed earthquake simulator and evaluate followed by a large tremor representing the main tremor.
whether it raises their awareness of disaster prevention. When the large tremor occurs, the mechanism for making
Ten male students in their twenties in Faculty of Infor- the virtualized real object fall over is activated, and the
mation Science and Technology, Osaka Institute of Tech- virtualized real object falls over toward the participant
nology, participated in the experiment. We used RICOH as shown in Figure 8. After the experience, we asked the
THETA Z1 to capture the omnidirectional image, and participants to answer the five questions, as shown in
HTC VIVE Pro2 as the HMD. We used Unity (2019.4.29f1) Table 2, on a 5-point Likert scale: 1 (strongly agree), 2
to develop the proposed simulator, and PC specifications (somewhat agree), 3 (neither agree nor disagree), 4
(somefor the experiment are shown in Table 1. The experimen- what disagree), and 5 (strongly disagree). We also asked
tal scene is shown in Figures 1 to 5, and the background them to write comments freely.
image of the falling object shown in Figure 4 was created
manually using a paint software.
3.3. Results and discussion
the way the cabinet fell over looked like a light,
weightless fall. In addition, some said that even though they
were sitting in a position where the cabinet could not
reach them even if it fell over, the cabinet seemed to be
close enough to hit them in the virtual space, which made
them feel like it was not realistic.</p>
        <p>Regarding Q4, Approximately half of the participants
agreed and half disagreed with feeling fear. Some of the
comments from those who agreed are that he could
recognize the danger of objects falling over, and that the
shaking was greater than he had expected, which reminded
him of the fear of earthquakes. On the other hand, some
participants said that they felt less fear because only one
object fell, and others said that if all the objects in the
scene could be reproduced virtually, it would increase
the sense of reality and fear. From these comments, we
confirmed that we could create a sense of danger and fear
by making the virtualized real object fall over towards
the users during a large earthquake. However, the
effect was limited because the content was not suficiently
developed this time.</p>
        <p>Finally, regarding Q5, many participants thought that
the proposed system increase the disaster prevention
awareness. From this result, we think that it is efective
to virtually experience an earthquake in the place where
we actually spend a lot of time with the HMD using
augmented substitutional reality.</p>
        <p>Note that, one of the participants commented that if a
system prepared multiple patterns of things falling over
in advance and instructed people to respond according
to the pattern, it would be more efective at increasing
awareness of disaster prevention. From this comment, we
consider that it would be more efective to raise
awareness of disaster prevention by not just having people
experience an earthquake, but also by having them
practice what to do when an earthquake occurs.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>4. Conclusion</title>
      <p>The results of the questionnaire for five items are shown In this study, we proposed a earthquake simulator that
in Figure 9. We discuss the proposed simulator based on makes users feel more realistic by applying substitutional
the results of the five questions. reality. The proposed simulator provides a shaking of</p>
      <p>Regarding Q1, since many participants agreed, we con- the view image, which was captured at the user’s current
sider that we could reproduce the virtualized real scene location, and falling over of a cabinet, which is a
virtualthat were close to the actual scene. ized reality object. In future work, we will use the HMD’s</p>
      <p>Regarding Q2, we consider that many people agreed camera to switch between real-time and past images, as
with the reality of the earthquake because the shaking in the original substitutioal reality [10], to create a more
was divided into two parts: the initial tremor and the realistic earthquake experience.
main tremor. However, since we created only one
virtualized real object that was shaking, one of the participants Acknowledgments
commented that the shaking did not feel very realistic.</p>
      <p>Regarding Q3, while many people also felt that the This research was partially supported by JSPS KAKENHI
cabinet falling over was realistic, more people disagreed JP23K21689.
than for the previous questions. We think this is because
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