著者
鈴木 舜也 吉野 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.25, no.2, pp.77-88, 2023-05-25 (Released:2023-05-25)
参考文献数
20

The questioning behavior of students in a lecture helps to improve the understanding of not only the questioner him or herself but also other students around him or her. In addition, it can be a very useful feedback for the lecturer to improve the class. However, for many students, questioning behavior causes psychological resistance. In this study, we have developed a chatbot system to encourage students to ask questions. In fiscal year 2021, the system was implemented in an on-demand online class for general education courses in the field of information technology, and its effectiveness in encouraging students to ask questions was verified. The results of the experiment showed that students found it easier to ask questions using the system compared to the conventional question forum. In particular, it was found that checking the questions and answers of other students may encourage them to ask more questions.
著者
徳永 弘子 井原 雅行 村上 宏樹 猿渡 進平 竹下 一樹 古賀 昭彦 行平 崇 久野 真矢 前田 亮一
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.25, no.3, pp.219-230, 2023-08-25 (Released:2023-08-25)
参考文献数
25

This paper reports the qualitative analysis on the episodes of care workers towards defining requirements for a person-centered care service. A labor shortage is a significant problem in a nursing care domain. A work improvement by information technologies is one of the most expected solutions for the issue. However, individual cares in a nursing care field are also essential. We conducted a survey on understanding and practice of the person-centered care through questionnaires and interviews. As a result of the qualitative analysis by the Grounded Theory Approach, it was shown that it is important to more effectively utilize a care plan and to promote dialogues and observations for better understanding of care recipients. This paper also discusses a possible utilization of information technologies for the person-centered care with a focus on a care plan.
著者
本所 然 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.25, no.3, pp.203-218, 2023-08-25 (Released:2023-08-25)
参考文献数
19

In the field of Human-robot interaction (HRI), there have been various discussions on interaction and communication. Among them, anthropomorphism research has focused on familiar artifacts in daily life. In this study, we implemented a lamp-based Robject “Lumos” and verified the nature of Robject, through interaction experiments with “Lumos”. Finally, we discuss design theory of Robject.
著者
肥田木 遼 本所 然 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.25, no.3, pp.231-240, 2023-08-25 (Released:2023-08-25)
参考文献数
18

The field of Human-Robot Interaction (HRI) has begun to consider “robjects”, interactive robotic artifacts the design of which is based on objects rather than living creatures. We build a microphone-shaped robject “Whimbo” that expresses the minimal hearership to a speaker and listens to a speaker’s one-sided speech. The minimal hearership does not use of verbal behavior, but is expressed through body movements, which are nonverbal behaviors. We believe that this minimal hearership allows users can disclose their concerns and frustrations, which are difficult to speak to a human. In this paper, we prepared three conditions of “Whimbo” with different expressions of the hearership as a robject listener and conducted the experiment to evaluate examinee’s impressions, for example, ease of speaking and interest in speaking.
著者
國政 秀太郎 宮城 和音 下田 宏 石井 裕剛
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.1, pp.41-50, 2014-02-25 (Released:2019-07-01)
参考文献数
27

Several studies aimed at evaluating intellectual productivity and specially designed tasks were given. However, the result may not be reflected the actual intellectual productivity because the designed tasks are different from office works. Meanwhile, there are two mental states (work and temporary rest state) in office workers which are changing alternatively during mental work. If the mental states of the workers can be detected, the productivity can be measured more accurately. In this study, the authors aimed at developing a detection method of temporary rest state while performing mental works by measuring physiological indices such as EEG, ECG, and EMG of extraocular muscles and orbicularis oculi muscle. From these measured indices, the authors extracted 6 features which were alpha and beta brain waves, low and high frequency waves of heart rate, and the intervals of eye blink and saccade eye movement. They were used to detect a temporary rest state by using Mahalanobis Discrimination Analysis. As a result of the subject experiment, it was found that the detection accuracy was 80.2%. This result shows the possibility to use the physiological indices as one of the mental state detection methods.
著者
吉田 悠 青山 久枝 井上 諭 菅野 太郎 古田 一雄
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.20, no.1, pp.125-134, 2018-02-25 (Released:2018-02-25)
参考文献数
16
被引用文献数
2

This paper reports positive and negative effects of salience on air traffic control (ATC) task performance and propose a screen design policy based on the effects. The ATC task has widely been known as multiple and complicated tasks of a high cognitive demand. We aim to develop screen design policy considering human perception to reduce controllers’ workloads and improve task performances. This research focuses on salience which is one of the user interface elements causing a high-impact perception in accurate and efficient ATC tasks. We carried out an experiment with ten participants in order to clarify positive and negative effects of salience on the ATC task performance. In this experiment, we defined giving heading instructions as the main tasks, and hand-in and hand-off operations as the sub tasks. Experimental conditions provided four patterns of screen designs with (a) no, (b) small, (c) middle, and (d) large gap of salience between important and the other airplanes. We controlled salience using the color salience model that we developed in our previous works. Results of the experiment showed (1) larger salience gaps among displayed information improved novices’ instruction timing to the airplanes, (2) larger salience gaps according to the importance in main tasks degrades the performance of sub tasks, (3) larger salience gaps among displayed information slightly improved novices’ situation awareness (SA). Based on these results, we proposed the screen design policy considering salience of displayed information.
著者
水口 充 上田 晃寿 山本 景子 倉本 到 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.14, no.1, pp.9-20, 2012-02-25 (Released:2019-07-01)
参考文献数
13

Kinetic typography, which temporally modifies display attributes of text, is able to express implicative meaning, including emotion.In contrast to animation of geometrical figures and body motion of CG avatars, kinetic typography can convey specific messages by text itself. The effect of motion pattern on emotive expression, especially interaction effect between text and motion, has not been evaluated quantitatively. We thus conducted a basic investigation using elemental words of emotions and frequently-used motion patterns. The results showed that words and motion patterns can be each categorized into three groups and effects were varied according to a combination of a word group and a motion group.
著者
村田 和義
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.513-524, 2021-11-25 (Released:2021-11-25)
参考文献数
33

Smartphones are beneficial in various situations, such as searching for information, taking photographs, listening to music, and socializing. However, various problems related to smartphone overuse have also emerged. This study proposes a system that encourages users not to overuse their smartphones without forcibly restraining their behavior with usage restrictions and warnings. The proposed system notifies the user through an anthropomorphic character installed in the user’s smartphone, which sends messages to discourage excessive use of the smartphone. To imbue the character with personality, messages which encourage moderate use of the smartphone are complemented with messages of sympathy for the situation, suggestions for other actions, reprimands for overuse, and utterances about the character itself. The system was experimentally evaluated on 25 college students. The results showed that message notification by an anthropomorphic character can improve users’ motivation to reduce their smartphone use.
著者
棟方 渚 小野 哲雄
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.17, no.2, pp.171-178, 2015-05-25 (Released:2019-07-01)
参考文献数
18

We developed a robot user interface where the robot controller's motions were reflected in the motions of certain characters appearing on a computer display. We then conducted a simple experiment to investigate the effectiveness of this interface system to see whether users felt that this controller was enjoyable. We also conducted several user experiments that investigated the effectiveness of the appearance and material of this interface.
著者
小林 史弥 杉本 匡史 青柳 西蔵 山本 倫也 長田 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.24, no.4, pp.263-272, 2022-11-25 (Released:2022-11-25)
参考文献数
20

A paradigm shift is taking place from the era of buying common off-the-shelf products to that of buying personalized products. In this study, we modeled salesclerks’ utterances and performed experimental evaluation of using a communication robot in bespoke scenes, which is a sales method of customized products. First, we extracted the model of the expert salesclerks’ utterances that is useful for improving satisfaction in suit bespoke by comparison with novice salesclerks. Next, we modeled customers’ emotions evoked in bespoke scenes. Then, we analyzed how the robot’s speech based on the model of utterances evoked customers’ emotions. As a result, we revealed that the speech that encouraged the customer’s decision was useful for improving the customers’ satisfaction.
著者
大津 耕陽 泉 朋子
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.24, no.4, pp.301-314, 2022-11-25 (Released:2022-11-25)
参考文献数
18

Conversational agent that anthropomorphizes daily items could be a useful means of drawing the user’s attention to the object and providing effective guidance. However, many previous attempts have focused on physical robotization, and it is not clear how the introduction of linguistic anthropomorphic conversations into these conversational agents will affect the user’s sense of familiarity with the objects and feeling that the objects themselves are speaking to them. We focused on four elements of anthropomorphic expression and investigated how adding these elements to plain text changes the way humans perceive machine and non-machine artifacts. As a result, it was clarified that when anthropomorphic elements is added to the text, it become easier to perceive the object itself is speaking and enhances feelings of attachment and familiarity. This tendency is significantly seen in the younger generation.
著者
辻 愛里 桑原 教彰 森本 一成
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.2, pp.97-102, 2014-05-25 (Released:2019-07-01)
参考文献数
10

Elderly people are likely to need to urinate more often than in their youth, and thus may encounter the difficult situation of searching for a restroom at inopportune moments. We are researching and developing a system that will allow elderly people who need to urinate frequently to time their trips to the bathroom to accommodate the schedules of their outings. Our proposed system calculates the intervals between urinations based upon the person's schedule and hydration levels, and recommends using the restroom well before the person feels the urge to urinate. In order to implement the system, we have devised a physiological formula for estimation a person's hydration levels through non-invasive means. Based on this estimate, we can then calculate the time between bathroom breaks. In this paper, we describe our system and show experimental results for these calculations.
著者
中野 有紀子 大山 真央 二瓶 芙巳雄 東中 竜一郎 石井 亮
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.153-164, 2021-05-25 (Released:2021-05-25)
参考文献数
40

In this study, first, we analyze the relationship between personality traits and the expressivity of hand gestures in dyad interaction. Second, based on the analysis results, we propose a method for agents’ gesture generation that can express their personality traits. Our user study reveals that expected personality traits can be perceived from the agent’s animation generated by our proposed method. Especially for extroversion and emotional instability, agent gestures generated based on our method successfully gave the expected impression to the human subjects.
著者
藤江 律也 仲澤 悠太 徐 建鋒 小森田 賢史 内藤 整 藤田 欣也
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.2, pp.135-144, 2021-05-25 (Released:2021-05-25)
参考文献数
34

Making smart speakers proactive might benefit users by delivering unconscious but useful information. However, depending on the timing and manner of the delivery, proactive deliveries pose a risk in disturbing user’s ongoing activity. Thus, we hypothesized that the times of activity-transition are appropriate for information delivery. In this study, we prototyped a system that estimates activity-transitions based the user’s body motion using a depth camera, and actively provide Internet news through a voice of virtual character. We then conducted a set of experiments in everyday-living scenario at the homes of five university students living alone. The result demonstrated that the times after transfer are generally appropriate. In contrast, the change of the user’s face direction, i.e. supposed gaze-target transition, occurred more frequently but included more inappropriate cases. Elimination of the error-detections such as body posture change while looking at smartphone is needed to detect activity-transitions more appropriately.
著者
隅田 智之 伊藤 大毅 川勝 椋介 平井 重行
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.2, pp.107-120, 2022-05-25 (Released:2022-05-25)
参考文献数
35

We present a user interface system “RapTapBath” that converts an existing bathtub into various controllers by tapping locations, tones and patterns with their tap sounds on a bathtub edge. This system utilizes embedded piezoelectric sensors in a bathtub edge to analyze acoustic signals of tap sounds, and also a projector installed above the tub to project menus on the edge. Tap locations are detected by differences in signal arrival times of plural sensors. Tap tones are identified by spectrum patterns with neural-network technique. Tap patterns are detected by tapping timings with their probability calculations in a fixed time. This paper describes the system overview of RapTapBath, and each of the tapping user interface events, their specific detection methods by signal processing techniques, and also their performance evaluations. We also give effective applications for spending bathing time using this system. Finally, discussions of the limitations of current tap UI events and the point of view of interaction design with RapTapBath are described.
著者
森川 大輔 石井 裕 渡辺 富夫
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.403-410, 2020-11-25 (Released:2020-11-25)
参考文献数
16

In a face-to-face verbal communication, listener’s movements such as nod ding and body motions are interactively synchronized with a speaker’s speech. We have developed a group communication system that uses multiple ”InterActors” that generate communicative motions such as nodding based on the rhythm of utterance like audiences in a VR (Virtual Reality) classroom. The sound environment has a psychological effect on the classroom space. For example, previous studies have shown that the acoustic environment of the classroom affects the learning efficiency of students in the classroom. It may be easier to speak in a noisy environment, such as a classroom break, than speaking in a quiet space. In this paper, we developed a speech support system based on a noisy environment generated by arranging a listener’s InterActor and multiple non-participant characters that were not involved in the conversation, and evaluated the effects of the InterActor’s nodding and back-channel in the noisy environment. As a result, type of noise would give users a different feel, which suggests individual differences in the perception of the appropriate volume for each type of noise. Thus, we analyzed and evaluated the effect of the type of noise and the presence or absence of non-participants on speech by changing the volume of the noise and selecting an appropriate volume in individuals for users. As a result, we verified the effect of the noise environment on the speech.
著者
櫻 哲郎 森田 寿郎 植田 一博
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.11, no.3, pp.255-264, 2009-08-25 (Released:2019-09-04)
参考文献数
21
被引用文献数
1

"Bunraku" is Japanese traditional theater that consists of three elements; music by a shamisen player, story by a narrator "Tayu" and Bunraku puppet drama. Each Bunraku puppet is manipulated by three puppeteers. Nonverbal information that one of three puppeteers "Omo-zukai" (the main puppeteer)use, make myriad and realistic movement of Bunraku puppet possible. The information is called "Zu". It is estimated that the nonverbal information "Zu" contain the factor to enable realistic cooperative manipulation by multiple persons. The aim of this research is to determine the mechanism of cooperative manipulation in Bunraku. In this paper, feature of Bunraku puppet movement was extracted by focusing attention on "Hodo" (a part of "Zu"). And relationship of Extracted feature to movement of "Hidari-zukai" (the left puppeteer) that follows movement of "Omo-zukai", was analyzed. According to the result, it has been found that movement of "Hidari-zukai" is composed of three phases.
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.