Tokyo Institute of Technology · 컴퓨터과학
Jacqueline Urakami 교수의 연구실은 인간과 로봇 간의 상호작용에서 비언어적 커뮤니케이션의 역할을 중심으로 연구를 전개합니다. 시각, 청각, 촉각, 후각, 미각 등 인간의 감각 체계를 기반으로 한 비언어적 신호를 로봇 설계에 적용하는 방법을 탐구하며, 공감 표현, 관계 형성, 오해 정보 대응 전략 등 인간 중심의 상호작용 디자인을 목표로 합니다. 특히, 심리적 유대감을 유도하는 로봇의 비언어적 행동 패tern과 메타인지 능력을 향상시키는 스마트 도구 개발에도 주력하고 있습니다.
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
Communication between people is characterized by a broad range of nonverbal cues. Transferring these cues into the design of robots and other artificial agents that interact with people may foster more natural, inviting, and accessible experiences. In this article, we offer a series of definitive nonverbal codes for human–robot interaction (HRI) that address the five human sensory systems (visual, auditory, haptic, olfactory, and gustatory) drawn from the field of communication studies. We discu
The goal of this study was to examine user\textquoteright s perception of expressions of empathy by an autonomous system. In a survey eight different components of empathy identified in literature studies and prior tests (Expressing own feelings, Expressing to know what the other feels, Helping, Showing interest, Taking the others perspective, Displaying regard, Situational understanding, and Agreement) were compared to neutral expressions. Differences in participants evaluations were found acro
Misinformation spread through social media has become a fundamental challenge in modern society. Recent studies have evaluated various strategies for addressing this problem, such as by modifying social media platforms or educating people about misinformation, to varying degrees of success. Our goal is to develop a new strategy for countering misinformation: intelligent tools that encourage social media users to foster metacognitive skills ”in the wild.” As a first step, we conducted focus group
Results of the study can be applied to the development of surface gestures for tabletop systems.
Integrated Design Engineering is a holistic approach to create products of any kind. These are created in a human-centred way, as interests, issues, and needs of people involved in any product life cycle phase are respected. Attributes that don't fix realisation issues describe neutrally the required product performance. They result from needs, desires, expectations, and conditions in relation to the capabilities of users and from the environments where the product is created and to be used. Req
This case study involves: the design and evaluation of serious games; the use of longitudinal research and remote testing in an international setting. Current methods for cognitive assessment tend to be inconvenient, costly and infrequently performed. This is unfortunate because cognitive assessment is an important tool. In the young it can detect atypical development, and in older people it can detect cognitive decline. For both young and old, cognitive assessments can identify problems and tri
Interpersonal communication and relationship building promote successful collaborations. This study investigated the effect of conversational nonverbal and verbal interactions of a robot on bonding and relationship building with a human partner.
Video-sharing social networking (VS-SN) platforms are a new communication tool especially popular among young people. Goal of our study was to examine the cultural adaptation of kawaii in VS-SN videos and its effect on viewers' social approach motivation to share the content. In a content analysis of 198 videos from a Japanese and Chinese VS-SN platform we identified two types of kawaii; “confident kawaii” typically found on the Chinese platform and “shy kawaii” typically found on the Japanese p