著者
小野田 慎平 西脇 裕作 窪田 裕大 大島 直樹 岡田 美智男
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.23, no.2, pp.213-226, 2021-05-25 (Released:2021-05-25)
参考文献数
30

In terms of communication robot, they can affect human communication through their behavior and expression; they are not just a machine but have the potential to make communication diverse. Most of the research on human-robot interaction so far focused on one-to-one interaction between humans and robots; communication robots often need to be fluent and perfect. On the other hand, we focus on the fact that our daily conversations are never perfectly conceived but contain incomplete statements in places due to the constraints of the cognitive resource. The incompleteness is often perceived as a negative phenomenon, but it also has positive power. The authors proposed an interaction design, focused on "forgetting" which is one of the incompleteness and developed the robot, Talking-Bones, that sometimes forgets words. Talking-Bones where the robot aims to communicate with humans in conversations recalling together. Talking-Bones shows encouraging behaviors by forgetting some words in a story and asking humans to help recalling the words together to continue telling the story. We conducted fieldwork to observe the interaction between children and Talking-Bones. These results illustrate how collaborative interactions are formed depending on the relationship of the children due to a forgetful robot.
著者
秋田 純一
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.23, no.1, pp.1-4, 2021 (Released:2021-02-25)
参考文献数
10

Eye tracking, or detecting where the user is looking at, is expected as a new type of user interfaces, with including the phenomenon of rapid eye movement, so called saccade. However, real-time tracking of saccade is difficult with the conventional image processing systems for their long processing time and latency against the speed of saccade. In this paper, we describe the design of a high speed and low latency eye tracking camera using a custom designed CMOS image sensor, as well as its evaluation results and design of the improved CMOS image sensor.
著者
永井 正太郎 福本 梨乃 山下 久仁子 岡田 明
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.20, no.4, pp.469-478, 2018-11-25 (Released:2018-11-25)
参考文献数
15
被引用文献数
1

Touchscreens are common in personal devices as well as in public devices such as ATMs and vending machines, because they are customizable and require less mental and physical load. However, touchscreens are subject to human error and visual overload, because a touchscreen interface doesn’t have haptic clues. Furthermore, the elderly may tend to be more affected by these issues. We conducted the experiment by measuring finger movement and finger contact force while using a touchscreen, to ascertain suitable feedback from haptic clue for both the elderly(62-75 years old) and younger people(20-30years old) . The findings were as follows: The amount of finger movement and finger contact force of elderly participants were significantly more than that of the younger participants (p < 0.01). Increased finger movement was due to tremors and decreased dexterity caused by aging. Increased finger contact force was due to two reasons: first, a response to less haptic feedback than what elderly participants are accustomed to experience, such as in the operation of a mechanical button; second, an attempt to prevent an error in movement due to their tremor. In addition to the physiological measurements, interviews of the participants revealed that the reason for their differences in using ICT devices is not a lack of experience, but physiological issues, such as tremors, decreased sensation in aging. The study further confirmed that touchscreen designs should include larger buttons and text display and a haptic experience that is attuned to strong finger contact force to promote greater usability for elderly users.
著者
伊賀 聡一郎 鉄川 弘樹
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.25, no.4, pp.387-400, 2023-11-25 (Released:2023-11-25)
参考文献数
37

In this paper, we explore how humanists and technologists can work together in the field of HCI (human-computer interaction) at a corporate laboratory. We analyze six research cases at Xerox PARC to identify key insights. Our findings reveal three main perspectives: (1) It was found that the core responsibility for setting the research problem space has shifted over time from technologist-driven to humanity-driven research. Moreover, during the course of technologist-driven research, a conceptual shift occurred by leveraging the results of humanity-driven research. (2) Some projects led by the technologist side involve a back-and-forth transition between technologist-driven research and humanity-driven research. (3) As collaboration between the two sides becomes more process-oriented, the role of humanists expands to include setting the project’s problem space and goals. Finally, we provide insights into the future prospects for collaboration between humanists and technologists in corporate research laboratories based on our discussion of these findings.
著者
五福 明夫 山岡 晟造
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.21, no.2, pp.199-202, 2019-05-25 (Released:2019-05-25)
参考文献数
4

Because many veteran operators retired in chemical industries, it is very important to educate and train efficiently novice operators to have the basic operation skills. The authors conducted two kinds of experiments using a semi-scale thermal power plant emulator to investigate the factors to induce violations and to evaluate the applicability of a training manual with a checklist of operation steps. The results related with operation errors including the violations of operation rules such as finger and calling, sitting on a chair at maneuvering on the operation panel, etc. showed different tendency between the experiments. This paper compares the numbers and types of operation errors in the two operation experiments to investigate the causes of the difference. The comparison results suggest that pointing out operation errors after the completion of an operation task has positive effect for acquiring basic operation skills.
著者
城下 慧人 小森 政嗣 横山 卓未
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.24, no.1, pp.53-62, 2022-02-25 (Released:2022-02-25)
参考文献数
14

This study aimed to estimate psychological utility functions that convert product design into impressions using preference learning methodology, and to construct product shapes that match product concepts based on the estimated functions. Using Elliptic Fourier descriptors (EFDs), we converted the contours of 26 shampoo bottle shapes into Fourier coefficients and performed a Principal Component Analysis (PCA) on the coefficients to construct shape space. Twelve persons participated in five experimental sessions corresponding to five different product concepts. For each session, participants were presented with a pair of randomly generated images of shampoo bottles from the shape space. They were asked to choose the one that matched a given product concept for 100 trials. The bottle shapes conforming to the product concepts were synthesized based on the average utility functions estimated by using Gaussian process preference learning. The synthesized bottle shapes were assessed to determine if they conveyed the intended product concepts. The results suggested that our approach is an effective way to reflect the product concept in the shape design.
著者
大槻 麻衣 丸山 啓太 葛岡 英明 鈴木 雄介
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.22, no.1, pp.25-34, 2020-02-25 (Released:2020-02-25)
参考文献数
50

With respect to collaborative physical tasks, gaze and gestures play significant roles when referring to physical objects. In video-mediated communication, however, such nonverbal cues become "ineffectual" when they are presented via a 2D monitor, making video-mediated collaborative physical tasks inefficient. This study focuses on gaze cues to support remote collaborative physical tasks using a mobile terminal and uses an eye-shaped display, "ThirdEye," a simple add-on display that represents a remote participant's gaze direction. ThirdEye is expected to be especially effective when used with mobile terminals. We investigated whether the ThirdEye’s gaze shift is effective in leading a local observer's attention toward objects in the local environment, even when ThirdEye is presented with the actual face image of a remote person. Experimental results show that ThirdEye can lead the local participant’s attention to intended objects faster than without ThirdEye.
著者
小森 政嗣 前田 和甫 三浦 麻子 松村 真宏
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.16, no.4, pp.277-284, 2014-11-25 (Released:2019-07-01)
参考文献数
20

Rumors can easily spread on the microblogging service Twitter in the form of retweets, which are tweets that a user has forwarded to his/her followers. This study investigated the social network characteristics of Twitter users who retweeted rumors concerning the Great East Japan Earthquake. We targeted not only the users who spread the rumor that was delivered to their timeline but also those who did not retweet the rumor. Moreover, we investigated each personal network of the user and his/her followings and followers on Twitter, including the set of connections between them. Consequently, we found that the users who spread the rumors are characterized by lower centrality (lower degree and betweenness) and lower reciprocity (fewer mutual follow relationships).
著者
横山 海青 髙倉 礼 志築 文太郎 川口 一画
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.23, no.4, pp.383-396, 2021-11-25 (Released:2021-11-25)
参考文献数
21

A Japanese software keyboard for game consoles has a problem with the entry speed and widget size. In this article, we show JoyFlick that is a text entry method for an improved Japanese software keyboard. We evaluated the text entry speed and accuracy of JoyFlick. Also, we conducted an analysis of the user’s operations to study the tendency of the operations and verify the design of JoyFlick. The results showed the following tendencies: the user tends to tilt the stick to select the keys on the outer edge;the user tends to restore the stick to the neutral position between selections; the user tends to restore both sticks to the neutral position at the same time (M = 15.5 × 10−2s) at the entry of a character. Also, the results showed that the design of JoyFlick, which restricts the order of consonant and vowel selection prevents a part of mistaken entries. Moreover, we show the outlook of the application and the necessity of study in actual and several environments.
著者
長松 隆 菅野 裕介 竹村 憲太郎
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.23, no.1, pp.73-88, 2021 (Released:2021-02-25)
参考文献数
132

The need for personal calibration has been one of the most significant technical limitations in video-based eye tracking, and there have been many research attempts on calibration-free techniques. This paper reviews calibration-free eye tracking techniques from two perspectives: person-independent gaze estimation and implicit personal calibration. Person-independent gaze estimation is the technique to infer gaze directions without considering person-dependent parameters. The methods in this category include both model-based approaches to estimate the optical axis angle and appearance-based approaches to obtain generic gaze estimation functions. Implicit personal calibration refers to the technique to adjust person-dependent parameters for better estimation accuracy without relying on any explicit calibration instruction. The methods in this category utilize various cues such as bottom-up fixation prediction, environmental/anatomical constraints, and correlation in temporal patterns to predict gaze target locations. This review summarizes representative approaches in both categories and discusses future perspectives and potential application scenarios.
著者
渡辺 哲也 小林 真 南谷 和範
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.20, no.1, pp.13-20, 2018-02-25 (Released:2018-02-25)
参考文献数
17

A user survey on Braille transcription and audio recording services for the blind was conducted. The use rates of these two services were both more than 40%. The top two providers of these services were either of Braille transcription or audio recording circles and Braille libraries. Nearly half of the users were using these services at a frequency of once in a few months. The problems faced when using these services were long waiting times for the books to be translated. The difference between these two services were documents to be translated and the frequency: Braille transcription service was used mostly for work-related documents, product manuals, music materials, and technical books whereas audio recording service was used for novels, technical books, magazines, and non-fictions: A certain amount of people were using audio recoding service more frequently, once in a week to a few times a month, than Braille transcription service.
著者
松下 仁美 香川 真人 山村 祐之 岡田 美智男
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.20, no.2, pp.255-268, 2018-05-25 (Released:2018-05-25)
参考文献数
13

Disuencies in spontaneous speech is often regarded as speaker's speech error, and it is often explained by attributing it to the internal mechanism of the speaker. On the other hand, it can also be regarded that disuencies were created as a result of the interaction between the speaker and the hearer. From this point of view, an utterance generation system “Talking-Ally” has been constructed. In this study, the objective is to explore the factors that create disuencies by a constructive approach. In particular, it focuses on the conversation adjustment function related to maintaining the conversational situation when the hearer's eye-gaze deviates from the conversation. First, we constructed a model to adjust the utterance strategies while adapting it to the hearer, then conducted an interaction experiment by using this model. And we discussed how disuencies of utterances can work.
著者
益田 真輝 泉 朋子 仲谷 善雄
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.14, no.3, pp.259-270, 2012-08-25
参考文献数
18

<p>Increasing the tourists is important at sightseeing spots. There are two types of reasons people visit sightseeing spots again: Because they are particularly interesting or something interesting was overlooked. The latter is based on a "feeling of regret." The feeling of regret can actually change people's behavior. The feeling of regret involves the difference between the ideal and reality, and the difference between the effort they put in and whether if feels successful or not. In psychology the "Zeigarnik effect" [1] states that people remember "unfinished or interrupted" tasks better than those they have completed. With sightseeing we consider the Zeigarnik effect to be involved in something a person wished to view or visit but couldn't. We predict the effect could be used induce people to want another chance, or that is, we think that they will wish to visit the relevant sightseeing spot again. The system proposed in this paper provides pictures and information in a gradual manner. In this paper we suggest how to get people to visit sightseeing spots again through the creation of "their sightseeing having been incomplete". </p>
著者
四條 亮太 櫻井 翔 広田 光一 野嶋 琢也
出版者
ヒューマンインタフェース学会
雑誌
ヒューマンインタフェース学会論文誌 (ISSN:13447262)
巻号頁・発行日
vol.23, no.4, pp.419-430, 2021-11-25 (Released:2021-11-25)
参考文献数
20

The word ”Kemonomimi” refers to the dog or cat like ears of humanoid characters, or to the animal ears themselves. And it is said that the posture of the ears expresses emotion. This study focuses on the emotional expression ability of Kemonomimi, and aims to apply this ability to the emotional expression interface. The interface to be developed consists of two parts: an internal mechanic part and an external decorative part. The former is designed to reproduce various postures of the animal ears, and the latter is designed to reproduce the ear shapes of various animal species. Before developing the interface, we verified the ability of emotional expression by the posture of the animal ears. The results showed that it is highly possible to express surprise by tilting the ears backward and negative emotions by tilting the ears forward. It was also suggested that the parameters of pleasure and arousal in the PAD model of emotion could be controlled by postural changes in the left-right and the rotation direction of the animal ears.