著者
小泉 直也 橋本 悠希 苗村 健
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.18, no.1, pp.27-34, 2016-02-25 (Released:2019-07-01)
参考文献数
14

We propose a design method that processes the surface of Urushi, a Japanese traditional coating material, with computer technology and ultraviolet (UV) light control. Urushi changes their physical condition by absorbing UV light energy. Our research introduces design method with this physical feature for digital fabrication. Our contribution is to realize imprinting method on urushi coated surface with computerdesigned pattern. We use two methods to control of the light. One method is laser method that uses laser and galvanomirror. The other one is mask method that uses a lamp and mask pattern. We introduce suitable material and procedure for these methods, and demonstrate the potential of them.
著者
辰己 晶洋 大久保 雅史
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.281-288, 2018-05-25 (Released:2018-05-25)
参考文献数
20
被引用文献数
1

Interpersonal distance is one of the elements for smooth communication. On the other hand, scenes where humanoid robots are used are increasing in recent years. Therefore, if the interpersonal distance for a robot is able to be controlled, it becomes possible to lead the person to the appropriate position from a robot based on the role of the robot. In this research, we verify the controllability of human's interpersonal distance by using color of robot clothes. As a result of the experiment, it was shown that the distance increased in the cold color compared with the warm color in the chromatic color, and the distance increased in the black color compare with the white color. In addition, it was shown that women are more sensitive to the color influenced. And the distance becomes smaller so that the participants felt that the robot seems to be homogeneous.
著者
福嶋 政期 橋本 悠希 野澤 孝司 梶本 裕之
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.12, no.3, pp.199-207, 2010-08-25 (Released:2019-09-04)
参考文献数
29
被引用文献数
1

"Laughter is the best medicine" and "The good medicine none superior to laughter", as these proverbs have been existed, it has long been believed that laughter has health-promoting effect. Recently, it is confirmed that laughter has various effects of disease treatment. For example, it normalize NK-cell (natural killer cell) activity, relieve pain of rheumatoid arthritis, inhibit rise in blood sugar level and inhibit allergen reaction. Therefore, laughter is widely demanded from daily situation (cartoon, comedy and TV program) to medical situation of the hospital clown etc. In such background, we want to arbitrarily enhance person's laughter, and convert every situation into laughter. To attain this goal, we assumed that laughter can be enhanced by piling up various laugh induced stimuli (titillation, laughter, cartoon, comedy). Based on this assumption, we proposed noble concept of "Laugh enhancer system". According to this concept, we prototyped a system that produces laugh track (laughter) synchronized with the user's laugh motion. We named the system "Flatters". In this paper, after introducing our system overview, we examined laugh enhancement effect of Flatters.
著者
古川 善也 苅田 知則 八木 良広 仙場 周一郎 佐伯 龍雄 大西 映子
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.22, no.3, pp.271-274, 2020-08-25 (Released:2020-08-25)
参考文献数
6

To develop a support system that interprets the needs of children with severe motor and intellectual disabilities, we developed an app that records and collects supporters' interpretation of needs and background information and verified its data transfer success rate. At a special school, we observed interactions between the supporters and children with severe disabilities and recorded the details and background information when the supporters interpreted the needs of children with severe disabilities. As a result of success rate verification, it was confirmed that the data transfer success rate of the app was enough applicative to collect learning data for need estimation system.
著者
野口 洋平 上出 寛子 田中 文英
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.67-78, 2018-02-25 (Released:2018-02-25)
参考文献数
32

Along with the increase of nuclear families and the aging society, the social isolation of elderly people is becoming a big issue. Social robots are being regarded as suitable interfaces to support these elderly people to communicate with others (e.g. family members). In robot-mediated communication, it can be expected that asynchronous messaging functions will cope with differences in life styles between different generations, and that message inputs can be facilitated by natural language dialogue functions. Eliciting self-disclosure from elderly people by utilizing such robots is important to draw out social support from other people. In this study, the following three research questions were examined with the aim of exploring requirements for robots to encourage elderly people'’s self-disclosure. First, using a self-disclosure scale, we examined topics that were encouraged to disclose from elderly speakers by an intermediary robot. Secondly, we investigated the difference between social attributes (robot-specific traits and characteristics) of two kinds of robots with different behaviors. Last, we investigated the relationship between the robot’'s social attributes and self-disclosure from these two independent data.
著者
平林 由紀子 藤田 雄介 吉永 智明 北原 義典
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.18, no.4, pp.425-434, 2016-11-25 (Released:2019-07-01)
参考文献数
28

With the objective of developing a persuasive voice-interaction system for making presentations to large groups, we analyzed the nonverbal characteristics, especially the prosody and face motion, of 35 Japanese speakers and used the results to model the persuasive prosody and face motion for the system. In regards to prosody, the maximum and average voice pitches of the persuasive speakers were high and the dynamic range of the persuasive speakers' voice pitches was wide. Additionally, the maximum and average lengths of silent pauses of the persuasive speakers were long and the dynamic range of silent pause lengths of the persuasive speakers was wide. In regards to face motion, we found that the persuasive speakers mainly moved their faces from side to side and sparingly moved their faces during utterances. We have reproduced these nonverbal characteristics of prosody and face motion by synthesized voice and computer-generated (CG) animation and confirmed that these characteristics enhanced speakers' persuasiveness.
著者
板敷 尚 西脇 裕作 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.22, no.2, pp.65-76, 2020-05-25 (Released:2020-05-25)
参考文献数
18

"Let's meet up at that station tomorrow!" For friends who are living together such information is enough to understand. This is because both people understand the relationships between them and repeat the answers or phrases based on such understanding. This makes people feel more close and familiar to each other. However, what if people talk to smart speaker instead? In that case they will do their best to speak as clear as possible in order to let everyone understand them. So people understand what information they are conveying. However, would not be their utterances make people feel more close and familiar despite personal agents? In this paper we propose and evaluated an interaction design that creates a sense of familiarity with smart speakers, based on conversations through the use of pronouns between people. We come to a conclusion that pronouns work in intimacy even in the scenes when the robot tells a schedule to humans.
著者
林 勇吾
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.3, pp.263-270, 2020-08-25 (Released:2020-08-25)
参考文献数
22

The paper explores what factors underlying the estimation of learner self-confidence during explanations with a pedagogical conversational agent in an explanation task. This study focused on how factors such as the learner's task activities and personal characteristics can be used as useful predictors. To explore this point, this study used an web-based explanation task called WESPA (Web-based Explanation Support by Pedagogical Agent), which was run by a pedagogical conversational agent (PCA) for students in a classroom taking a lecture from psychology. 318 participants were asked to make text-based explanations to the agent in a question-and-answer (Q&A) style, and clarified a particular concept that was taught in a previous lecture in the class. Results show that an increase in the amount of actual task work for explanations and personal characteristics evaluated by AQ scores (such as social skills, attention switching, imagination) helped to predict higher self-confidence. The results show how factors of learner's task activities and personal characteristics especially about interpersonal interaction skills are useful for capturing learner's self-confidence in an online explanation task. It is also discussed how these factors could be used as predictors in future studies to automatically detect learner's confidence.
著者
高椋 慎也 雨宮 智浩 伊藤 翔 五味 裕章
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.18, no.2, pp.87-94, 2016-05-25 (Released:2019-07-01)
参考文献数
18

Haptic feedback in current consumer game machines is limited to symmetric vibrations and impulses except for few types of controllers dedicated to certain types of games. Force display technology based on asymmetric vibration is of particular interest in enriching the feedback due to its capability of producing illusory sensations of directional forces by portable miniature vibrators. Here, we introduce a novel fishing game based on this technology. When participants approached virtual fishes displayed on a touchscreen with a contactor hung from a pinched vibrator, asymmetric vibrations were applied to the fingertips to give a sensation that the fish nibbled and pulled the string. Subjective reports collected at exhibitions confirmed that the vibration successfully induced pulling force sensations with minimum numbness. Experimental results further suggested that perceived strength of pulling force, roughness of vibration, reality as pulls of fishes, and impression of fish size can be modulated by systematically controlling the gain and frequency of the vibration, and that variations in the latter two are explained by the former two factors. Our study sheds light on the possibility of representing kinetic interactions with live creatures by portable miniature vibrators, and suggests its application to games with such interactions.
著者
盛川 浩志 河合 隆史
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.191-198, 2008-05-25 (Released:2019-09-04)
参考文献数
25

The 'body image' is a sense of ownership of our own body. Some report shows the body image is induced by the integration of cross-modal perception, such as, visual, tactile and proprioceptive perception. Other report indicates that synchronized cross-modal stimuli could induce the body image to visible object and subjects experienced that the visible object was recognizable as a part of their body. Accordingly, the development of new interface system for virtual reality is expected by using the body image. However, the body image is subjective experience and is hard to observe objectively. In this paper, we examine whether the measurement of brain activation using Near Infra-red Spectroscopy (NIRS) would able to observe the body image which is induced by cross-modal stimulation. In this experiment, the brain activation was measured around the temporal lobe to the occipital lobe, and asynchronously visual and proprioception stimuli have given to the subjects synchronously to change their body image. As a result, brain activities were observed around the Superior Temporal Sulcus (STS), the inferior parietal areas and the Extrastriate Body Area (EBA) which is reported that related to distinction of other body. Controversially, Subjects reported that they experienced the body image to the CG model displayed as visual stimuli. Our result shows there are some possibilities that the body image would be induced by some inconsistent cross-modal stimuli.
著者
長谷川 孔明 林 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.21, no.3, pp.279-292, 2019-08-25 (Released:2019-08-25)
参考文献数
18

How do we interact with mechanical systems? Users command something, and the systems always accept and react it. In other words, it is a "Leader-follower" relationship. Thinking about a scene where you walk in a park with your friend, on the other hand, there are neither a definite leader nor a follower. They co-adjust the walking direction and the pace by considering each other from implicit body movements. We named the relationship that people co-adjust each other "Side-to-side relationship." In this research, we attempt to construct "Side-to-side relationship" between a human and a robot by utilizing a robot platform "Mako-no-te" that can walk hand in hand with its human partner. We conducted an experiment with three conditions; human leading condition, robot leading condition, and co-adjusting condition. As a result, the robot of the co-adjusting condition was evaluated more favorable, active, and lifelike than one of other conditions.
著者
横山 諒 加藤 恒夫 山本 誠一
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.21, no.3, pp.325-334, 2019-08-25 (Released:2019-08-25)
参考文献数
13

Flick text entry on smartphones is so popular that a majority of users prefer it to the more conventional QWERTY keyboard. Yet, the typing speed and accuracy of such text entry varies greatly depending on the individual. Focusing on eye-gaze behavior, we analyzed typing data of 33 individuals recorded with a touch logger and eye tracking data of 31 individuals recorded with a glass-type eye tracker to clarify what causes the individual variability. Correlation analysis revealed the following four findings. 1) The typing speed and the reciprocal of time interval from a release to the next landing showed a high correlation over 0.90. 2) The higher the gazing ratio at the keyboard was, the slower the typing speed and the higher the accuracy tended to be. 3) Some expert users achieved a fast typing speed and a high accuracy. 4) The majority of errors were landing errors to adjacent keys. On the basis of these findings, we propose a keyboard layout that considers eye gaze.
著者
中道 上 川野 由香子 浜 信彦 渡辺 恵太
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.20, no.4, pp.427-434, 2018-11-25 (Released:2018-11-25)
参考文献数
17

In an evacuation behavior analysis, records of behavior such as straying are dependent on participants' memory. Therefore, there is a loss of some of behavior records. In this research, we propose pair-testing method for supplementing records. A participant pair with an observer and records the behavior of participant. As a result of evacuation experiment, the behavior of participants was supplemented by the observer by 47.5%. It is expected that evacuation behavior will be verified from the relationship between these behavior data and context-dependent data.
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

<p>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). </p>
著者
杉原 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誌 (ISSN:13447254)
巻号頁・発行日
vol.15, no.1, pp.31-42, 2013

本シリーズは、HI研究の評価において、最も基礎となる考え方についての稿である。初回は、初学者のためのリサーチデザインの導入として、実験・定量的調査・定性的調査(質的調査とも言う)の考え方、基本的なプロセスを、第2回目は定量的・定性的調査の特性、そのプロセス、各々で得られるデータの特性を、第3回は定量的調査および心理学的実験を概観した。本稿は、4回シリーズの最終回として、定性的調査の思想的基盤を説明した後に、調査的面接法と観察法を取り上げる。 HI研究では、人とのインタラクションを志向した技術開発を目指すため、人を対象にした評価を行うことが求められる。しかし、新しい技術をユーザがどのように用いるのかが、開発時にはっきりしない場合も珍しくない。特殊な状況下や、実際の現場の中での技術適用範囲を模索することもある。障害者を対象とした研究では、テイラーメイド的な技術開発になる場合もある。多様な形態の情報機器と人とのインタラクションが研究の主対象であることは、両者の関係性がダイナミックに変化する問題を扱うことを意味する。このように様々な事情で、HI分野の研究は数値でユーザあるいは技術の特性を表現する事が難しい、あるいは数値表現が不適切な場合に採用される方法が、定性的な手法である。本稿では、この手法について概説する。
著者
大場 久恵 吉武 良治
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.2, pp.139-148, 2023-05-25 (Released:2023-05-25)
参考文献数
22

The Bauhaus concept of “dots/lines/surfaces” which is treated in the foundation of design education, has had a profound influence on today's design. The purpose of this study is to examine appropriate parameters for basic of design education and graphic design beginners to express the intended impressions by referring to Wassily Kandinsky’s concept of “dots/lines/surfaces”. First, the impression expression parameters were investigated and organized from several previous studies including Kandinsky. 12 figures corresponding to Russell’s Circumplex Model were created using the parameters selected based on the investigation. And the experiments were compared and examined of the effects of the configuration based on the “line” concept of “dots/lines/surfaces”. The result of the 1st experiment has shown that 12 figures by the number of lines were increased or decreased were generally informative for the imagery to be used subsequent experiments. And this study revealed that the effects of depending on the quadrant can be changed the number of lines were increased or decreased. The result of the 2nd experiment has shown that more effective in eliciting emotion by comparison between 12 figures corresponding of “line” concept in some quadrants.
著者
榊原 直樹 増田 藍 井口 匠 築地新 建太 田中 伸之輔 丸山 幸伸
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.363-372, 2023-11-25 (Released:2023-11-25)
参考文献数
10

Dark patterns are designs that intentionally lead website users toward choices that are detrimental to their best interests. In recent years, the use of dark patterns on websites has grown, becoming a global issue. While typical dark patterns on websites are well-known, those associated with IoT devices remain less understood. In this study, we conducted two workshops to explore dark patterns in IoT products and identify associated risks. In the first workshop, we created a matrix to categorize existing dark patterns in IoT devices and conceptualize new approaches. In the second workshop, we developed a customer journey map to scrutinize dark patterns from the customer's point of view. Subsequently, we evaluated the effectiveness and limitations of our research methodology for identifying these risks. Our findings suggest that using a customer journey map provides several advantages over traditional methods based on existing classifications: it allows for contextual understanding of the product or service, enables a comprehensive examination of the entire process, and encourages consideration from the user's perspective.
著者
井原 雅行 中島 浩 宮田 章裕 青木 良輔 石田 達郎 瀬古 俊一 渡辺 昌洋 橋本 遼 渡辺 浩志
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.4, pp.359-370, 2019-11-25 (Released:2019-11-25)
参考文献数
22

This paper introduces a case study intended for verifying, evaluating and improving technologies for a practical service; its process is analyzed using the design thinking approach. We develop and evaluate two technologies for disaster situations; a resilient information sharing platform and a mutual safety confirmation application on the platform. The case study includes a variety of verifications and evaluations such as a system work test in a disturbed public space, a larger scale system work test, and user acceptance evaluations that address both usability and psychological factors. The heart of our improvement process is it repeated back-step in the service design process for more efficient incremental advancement. We advance the field of technology research and service design research by providing guidelines for technology improvement and/or service design through the introduction and analysis of the practical case study.
著者
伊藤 京子 古田 真也 上東 大祐 石井 裕剛 下田 宏 大林 史明 谷口 和宏
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.21, no.2, pp.235-244, 2019-05-25 (Released:2019-05-25)
参考文献数
24
被引用文献数
1

In order to improve intellectual concentration, few studies have verified the effect of indoor airflow among the thermal environment conditions, and the differences in effects have not been studied based on the season. In this study, an experiment was conducted to investigate the influence of a room airflow in winter on intellectual concentration. As a result, no significant difference of intellectual concentration was found between a condition with airflows and a condition without airflows. The thermal sensation vote showed that the airflows caused the participants to feel colder and it is the same as the results of an experiment in summer, although the intellectual concentration was not improved in winter. In addition, covariance structure analysis was carried out to analyze the effects for intellectual concentration. The participants were classified into two groups. A group improved intellectual concentration by the airflows and another group did not improve it. The former group showed that the airflows caused the comfortable feeling of the room and the latter group showed the airflows caused the feeling of coldness. It was shown that different persons like different airflows from the results. One of our future challenges is to provide each person a controllable airflow.