著者
赤坂 文弥 渡辺 健太郎
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.24, no.1, pp.1-14, 2022-02-25 (Released:2022-02-25)
参考文献数
79

Living Lab (LL) is a design approach to create technologies and/or services through long-term citizens involvement and experiments in real-life environments. LL has the “openness” of the design process, since citizens are involved as “design partners” in its process. LL has been attracting much attention globally in recent years; projects in various fields, for example, urban design, healthcare, and ICT, are being actively implemented in various cities and regions. However, the theorization and systematization of knowledge on LL have not been sufficiently carried out. In fact, research on LL is often presented dispersedly in conferences and journals in various fields; this situation makes it very difficult to grasp the latest trends and overview of LL research arena. In this study, we first summarize the concept of LL. We then conduct a literature survey on LL research published in the last five years to clarify the latest trends in LL research. Based on the results of the literature survey, we present a concept of “building an infrastructure to support LL practices” as a future direction of LL research, and discuss some specific research themes.
著者
長田 尚子 森田 泰暢
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.261-276, 2014-11-25 (Released:2019-07-01)
参考文献数
30
被引用文献数
1

This paper describes a basic activity model for a collaborative project between a company and a university. Cooperation between the industry and academia for first-year education could be one of the important career development programs in Japan. We consider the relationship between the company and the university as a social interface and believe that there is an uncertain interaction regarding the learning activities of students in that social interface. To utilize this uncertain interaction, we exploited research on distributed intelligence for the design of a community of learners. Based on the comparison of two types of activity models, we propose that the autonomous approach is appropriate for the activity design of first-year education at the university.
著者
上出 寛子 高嶋 和毅 石川 美笛 足立 智昭 北村 喜文
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.107-114, 2018-02-25 (Released:2018-02-25)
参考文献数
22

This study explores quantitative behavioral analysis of children's block play by using A-block that embeds a wireless acceleration sensor. Based on acceleration sensing, we extract specific behavioral parameters of block play quantitatively and aim to estimate age of young children (2-6) from such parameters. 52 young children used A-Block then several major events are computed such as time to get blocks up, times to put them on, times to bring them up, and amount of displacement. Results showed that these parameters could predict children's age significantly and also revealed A-Block has satisfactory capabilities to discriminate under/over 3 years and under/over 5 years. We discussed developing of new parameters and improvement of A-Block for further behavioral analysis of block play.
著者
大澤 博隆 大村 廉 今井 倫太
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.10, no.3, pp.305-314, 2008-08-25 (Released:2019-09-04)
参考文献数
18
被引用文献数
1

We propose a direct anthropomorphization method that agentize an artifact by attaching anthropomorphic parts to it. There are many studies to provide information to users using spoken directions and gestures via anthropomorphic agents such as CG agents and communication robots. Our method directly anthropomorphize the artifact through robotic bodily parts shaped like those of humans. The anthropomorphized artifact using these parts provides information to people by giving them spoken directions and expressing themselves through body language. Using these devices, people are able to accept more attentions to the artifact, than using anthropomorphic CG or robot agents. We conduct an experiment to verify a difference between explanation of fuctions of the artifact using direct anthropomorphization method and explanation of them using independent humanoid-agent "Robovie". The results of participants' questionnaires and gazes during the experiment indicate that they noticed to the target artifact and memorized functions using direct anthropomorphization method more than using independent humanoid-agent.
著者
平岡 敏洋 熊本 博光
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.10, no.4, pp.569-580, 2008-11-25 (Released:2019-09-04)
参考文献数
15

The present paper reconsiders the active four-wheel steering controller and the steering reactive torque presentation method, which were proposed in the previous studies, from the viewpoint of an ecological interface design. It shows that drivers can intuitively understand how the control law works and the haptic interface enables drivers to perceive the vehicle state. Moreover, an ecological multimodal interface, which presents visual information about longitudinal and lateral accelerations based on the concept of friction circle in addition to the haptic information, is proposed to inform the road surface condition and the working state of the vehicle control system intuitively and comprehensibly. Driving simulator experiments verify the effectiveness of the proposed multimodal interface.
著者
柿沼 育 小宮山 摂
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.89-100, 2021

HMD (head mounted display) with built-in eye-tracker device has been put to practical use, and eye-gaze operation is not special in VR. However, if you use only your eyes for pointing task, there are various problems such as the problem of Midas Touch. Therefore, in this research, we made a prototype of pointing system that can switch the pointer control from eye-tracking to a controller device in VR space at user's preferred timing, and conducted a two-dimensional pointing experiment. As a result, it is found that this method is user-friendly for 2D pointing tasks in VR space.
著者
中道 上 山田 俊哉 松井 知子 阪井 誠 島 和之
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.249-258, 2012-08-25 (Released:2019-07-01)
参考文献数
14

The purpose of this work is to reduce the target pages of the web usability evaluation by usability testing. The target pages will reduce by detecting low satisfaction web pages. We analyze users ' interaction data for detecting low satisfaction web pages using variable selection. Analysis results, detectable interaction data are browsing time, moving distance of gazing points and wheel rolling. We apply statistical discriminant analysis to these interaction data and detect low usability web pages by classification between low usability group and others. Analysis result, we get mathematical line between evaluation target pages and low usability rate. Evaluators can determine evaluation target pages by using mathematical line of low usability group.
著者
小川 剛史 佐藤 博則 狩川 大輔 高橋 信
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.19, no.4, pp.343-354, 2017

The human-centered automation principle, saying that the human should have the final authority over the automation, has been regarded as the essential design requirement of automated systems. However, the reliability of human performance can be decreased by the effects of time pressure, high workload, and so on. Therefore, adaptive automation systems, which are characterized as the dynamic function allocation between the human and the automation, are expected. In order to realize such systems, the estimation of operators' workload are necessary. The present research, therefore, has developed a workload estimation method using the physiological data of an operator. A wearable sensing device called JINS MEME was introduced to obtain operators' electrooculography (EOG), acceleration, and gyro sensor data while they handled a complex simulation task provided by Smart Grid Simulator. A machine learning method, Support Vector Machine, has successfully identified two types of categories of operators' workload conditions, "High" and "Acceptable", over 90% accuracy using 10 parameters based on JINS MEME outputs. In addition, based on the detailed analysis of individual differences including each parameter, the effective utilization method of machine learning in workload estimation for adaptive automation has been discussed.
著者
湊本 耕己 長谷川 孔明 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.3, pp.277-286, 2021-08-25 (Released:2021-08-25)
参考文献数
21

Self-augmentation media such as power-assisted suits and AR technology have been studied to "directly" impart the properties and capabilities of media to humans. We propose “Caug Studio”, a novel architecture of self-augmentation media that "indirectly" extends human capabilities by drawing human creativity into the incompleteness of media properties. “Caug Studio” is characterized not only by the incompleteness of the media that draws in human's potential, but also by the expansion of creative abilities such as drawing and music making, and by the co-creative expansion in which humans and media complement each other to create a single work. In this paper, we evaluate and discuss the effectiveness of “Caug Studio” from the viewpoint of well-being using a singing music robot, “Tune-born”, which was developed based on “Caug Studio”.
著者
吉川 雅博 住谷 昌彦 松本 吉央 石黒 浩
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.2, pp.197-208, 2012-05-25 (Released:2019-07-01)
参考文献数
10

In this paper, we report an android robot system to support medical and welfare fields with communication. An android constituting this system is very similar to a real female and can exhibit various facial expressions such as smile, anger and surprise. Since the android controlled by pneumatic actuators are light, compact and noiseless, it is easy to introduce it into medical and welfare fields. The system has various operation methods. For example, the android can mimic the head and facial motions of a target person captured by a camera. Using this system, we examined impressions about the android in a medical examination room as a bystander at a pain clinic. During the medical examination, the android nodded and smiled at patients synchronously. As a result, it was revealed that about 33% of 70 patients preferred the presence of the android. Patients over 65 years old had more positive impressions compared to patients under 65. In addition, it is suggested that the presence of the android gave effects to form good impressions about the doctor. These results show the potentiality of the android in the medical examination room.
著者
村田 和義 江口 佳那 渋谷 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.1, pp.65-76, 2012-02-25
参考文献数
20

<p>The typical input for the mirror interface is the user's life-sized video stream. Because of this, the reachable area depends on the user's arm length and users sometimes have to intentionally move forward to select objects. In order to avoid such movement, we propose two new methods for selecting the target object with the mirror interface. The first is a pointing stick method which uses a virtual pointing stick that functions in a similar manner to a physical pointing stick.The second is a dragging method which allows users to drag targets towards the user's palm. The experimental results indicate that both of new methods are able to expand the reachable area compared to the traditional method, so that users do not have to move to select objects. Furthermore, it is also found that the combinatorial input of the traditional method and the pointing stick method is suitable for the mirror interface. </p>
著者
池田 大輔 倉本 到 渋谷 雄 辻野 嘉宏
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.10, no.2, pp.253-264, 2008

<p>Some video mirror interface systems capture the user's body image and displays it at real-size on the screen in front of him/her. Some virtual objects overlap the video image and the user can select one of them by his/her touching action. The interface is usable for easy and intuitive interactions in various situations. This paper focuses on the influence of the delay time on the object selection or operation in the video mirror interface. There are two kinds of delay time in such operation: image feedback delay and system response one. The experimental result shows that the operation is more sensitive to the image feedback delay than to the system response one. The image feedback delay of 0.03 seconds affects the static target selection while the system response delay of less than 0.15 seconds does not affect the selection. Furthermore, a task to keep touching moving target is affected by the image feedback delay of O.03 seconds but it is not by the system response delay of 1.0 seconds.</p>
著者
関 秀寿 服部 真承 村田 和義 渋谷 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.12, no.2, pp.113-121, 2010-05-25
参考文献数
15

<p>The mirror interface can be used for various environments and be expected as an intuitive input method for diverse users. Visual and auditory feedbacks are used for the traditional mirror interface. In this study, in addition to these feedbacks, a tactile feedback is adopted to improve the usability of mirror interface. Experiments were conducted to evaluate the influence of visual, auditory, or tactile feedback delay on the usability of mirror interface. As a result, tactile feedback did not affect the task completion time. However the delay of tactile feedback was easier to be noticed by the user than the delay of auditory feedback. Furthermore, it was found that the tactile feedback might give the user a certain feeling of selecting the desired target.</p>
著者
奥 健太 赤池 勇磨 谷口 忠大
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.15, no.1, pp.95-106, 2013-02-25 (Released:2019-07-01)
参考文献数
18
被引用文献数
1

Bibliobattle, which is a framework that supports information sharing by introducing books together among participants, has been spread all over Japan. We consider that the Bibliobattle possesses a filtering method that selects a recommendation book from enormous books by presenters. In this paper, we verify what kind of recommendation methods the Bibliobattle possesses when we regard it as a kind of recommender systems. Compared with baseline systems, including a keyword search system, a recommender system by content-based filtering, and that by collaborative filtering, the recommender system by the Bibliobattle is superior to them from the viewpoint of diversity, novelty, and overall satisfaction. In addition, this paper showed that is was superior to them from the viewpoint of explanation because of its characteristics of that the presenters introduce their favorite books together.
著者
長田 純一 鈴木 恵二 松原 仁
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.4, pp.391-402, 2020-11-25 (Released:2020-11-25)
参考文献数
24

This paper presents the UX process "Three step Sustainable-model" for social robots to be sustainable in society. “Sustainable social robots” means that the social robots have roles in the society and the resources to play the roles for the social robots are kept in the society. The UX process is the process for human experiences of interaction with social robots. For social robots to get positions in society, they need not only functions and performances but also well grand-designed social environments. To investigate the method of grand design, in the paper three fieldworks using social robots have analyzed. As a result, "Three step Sustanable-Model" is proposed. This model is a hypothesis at present, but useful for social robots to be sustainable in society.
著者
吉田 成朗 鳴海 拓志 櫻井 翔 谷川 智洋 廣瀬 通孝
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.17, no.1, pp.15-26, 2015-02-25 (Released:2019-07-01)
参考文献数
19
被引用文献数
3

Our research goal is to manipulate human emotions and to virtually evoke various emotional experiences. It is challenging to directly manipulate human emotions within the conventional approach of human-computer interaction. To break through this difficulty, we propose a new method for virtually evoking emotions with an integration of the knowledge of cognitive science and virtual reality. Psychological studies have revealed that the recognition of changes within bodily responses unconsciously evokes an emotion.We therefore hypothesized emotion could be manipulated by having people recognize pseudo-generated bodily reactions as changes to their own bodily reactions. In this paper, we focus on the effect of facial expressions on evoked emotion. We developed a mirror-like system that manipulates emotional states by giving the feedback of deformed facial expressions in real time. The user studies clarified that the feedback of deformed facial expression can manipulate emotional experiences; not only positive and negative affect, but also preference decisions. Moreover, user's actual facial expressions were also changed corresponding to the feedback of deformed facial expressions.
著者
嶋田 智和 大倉 典子
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.4, pp.403-414, 2012-11-25 (Released:2019-07-01)
参考文献数
62
被引用文献数
1

As the progress of aging is very rapid in Japanese society, it is more important for us to approach for elderly people to live safety, peacefully and comfortably. It is crucial to consider the usability of artificial products and environments for elderly people, such as IT devices, home electric appliances, public devices and public facilities. However, the usability evaluation for these methods have not been established because not so many researches concerning on usability for elderly people have been investigated. In this paper, we surveyed recent researches on usability of artificial products for elderly people in Japan and classified researches and evaluation of usability. As a result, we concluded that this survey revealed research direction that is necessary in the future.
著者
野坂 竜也 深町 建太 竹田 泰隆 P. Ravindra S. De Silva 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.17, no.2, pp.191-200, 2015-05-25 (Released:2019-07-01)
参考文献数
10
被引用文献数
1

When people are walking together with taking the hand of each other, they can sense the partner's thought and intention by sensing the patterns of grasping. Platform of Mako-no-Te is sign with one-handed robot with small-scale head-appearance as its body. Through this platform, our motivation to explore how those grasping patterns are effectively communicate and building relationships between human and robot. Through the experiment, we explored that subjective evaluation when robot and human takes the hand of each other. Through the questionnaire, we examine subjective impression about the rapport, effect and influences of the interaction, intention, closeness and etc. Results showed that through the variety of grasping patterns it's potential to establish the perceivable communication between the robot and human. In this paper, we describe our concept, design, mechanism of Mako-no-Te and results of the experiment.
著者
金山 周平 金子 和弘 縄手 雅彦 伊藤 史人
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.2, pp.219-224, 2020-05-25 (Released:2020-05-25)
参考文献数
10

In this study, we investigate performance of children with ADHD on normal Go/Nogo task and Go/Nogo task with video. In the task with video, it is found that the commission error has significantly decreased, suggesting that a combination of video and game-like elements are effective in suppressing behavior of children with ADHD. However, considering the characteristics of the participants in this study, the results obtained may have been attributed to ASD and may have influenced the attention direction rather than the behavior suppression.
著者
市川 貴邦 近藤 敏之
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.15, no.2, pp.191-198, 2013-05-25 (Released:2019-07-01)
参考文献数
11

Nowadays sophisticated mobile devices have been gradually popularized, which enable us to carry and refer flood of personal data collections such as music tunes, bibliographic list, cashbook, weight log, etc. anytime, anywhere. In this paper, to further innovation in our lifestyle, we develop a smart phone application to build a personal clothing database that is expected to enhance our daily dressing, shopping behavior, and social communication. For the purpose we invent a hierarchical touch-screen menu interface for categorizing personal clothing data. Although there are vast number of clothing category names may be considered, we adopted minimum necessary set based on our questionnaire results. Moreover we introduce a novel shooting method to take clothing pictures, in which a target clothing is overlaid on a human silhouette frame in the shooting screen to keep size and alignment of the pictures homogeneous.