Telepresence robots using traditional video chats don’t make remote user’s presence fully yet. In order to enhance remote user’s presence, we propose a novel approach for telepresence robots, which replaces remote user’s background with the real time captured image behind the robot. We supposed that the background of the remote user that displayed on telepresence robot’s display is one of the reason for reducing presence. We found the approach is effective to enhance the presence of remote users and to reduce bad impression for delay. By existing remote user’s background, it may remind ”Remote users are in another place.” to people talking with telepresence robots clearly. In this paper, we explain the new approach, implementation and evaluation of the system. We developed and evaluated a system which replaces remote user’s background with the real time background where robots placed and evaluated subjective impressions of communication through the system.
Proposal of Communication Channel Establishment Method with In-Screen Agent in Multi-Person Dialogue:fly
In recent years, the number of opportunities to see a people on video call through an agent or a monitor displayed on a display has increased. Along with that, the number of in-screen guidance agents that interact with people is increasing. In a one-to-one interaction with an in-screen agent, the listener and the speaker are fixed, so there is no need to take any other person into account. However, in the case of a conversation between two or more people such as in telepresence robot, it is problematic to speak to anyone in the vicinity. It is difficult for an agent in the screen or a person in the monitor to look out of the monitor due to the Mona Lisa effect. There is a lot of research being done to turn people on the screen to look. In this research, we focus on the connection of communication channels and propose an in-screen agent that talks with a specific person considering that is engaging in a multi-person conversation. We proposed and evaluated a method to follow the gaze target with the background of the agent’s monitor and a method to give inertia to the body posture when following. We also proposed and evaluated a method of expressing the gazing target by directly reflecting the gazing target on the pupil. In the study of the in-screen agent that can perform gaze, the gaze target is evaluated, but it does not verify what the conversation participants other than the gaze target think. In this study, the method of projecting the gaze target on the pupil and the method of the previous research are developed, and a comparative experiment is performed.
Implementation and Evaluation of Multi-Conversation Scheduler Considering Participants’ Social Behavior:theramin
When a robot is working in a public space, because multiple users behave according to their own purpose, robots can have multiple tasks at the same time. For example, a conversation can interrupt another conversation. A robot should suspend the current conversation when a third person calls the robot which is already talking with another user, or to greet in a situation that a friend is passing by the robot. In this study, I designed a robot behavior in the situation that the interrupter expected to have a new conversation with the robot. Traditional conversational-interruption studies have aimed the interruptions as a cooperative interaction within the current conversation, but few studies have aimed at interruption from outside of the conversation. For a robot to handle interruptions, it is necessary to detect interruption during a conversation, prioritize conversations, and build consensus with users within the conversation. CACTS-C not only schedules conversations based on the four factors, conversation length, relation between the interrupter and the interrupted person, tasks of the stakeholders, and emotion at interruption, but also holds a consensus building conversation with a person who will wait for the robot until the prioritized conversation ends. I implemented a robot-conversation system using CACTSC. The conversation scenario was written in AIML-ap, which is uniquely expanded AIML (Artificial Intelligence Markup Language), which is a markup language for chatbot, to describe the conversation scenario in adjacent pair units. I evaluated the behaviors of the implemented robot and discussed the effectiveness of the model of the CACTS-C’s scheduler. Experimentation results revealed that the conversation prioritization has effectiveness in conversation scheduling. In addition, the persuasion behavior of CACTS-C made the impression of robot’s fairness better than just stating the reason for interruption.
v-IoT -Life Support Information Provision System Using Mixed Reality Technologies-:shandy
The miniaturization and decreasing cost of networking computers, along with the advancement of cloud infrastructure has eased the implementation of it in commercial products. Additionally, as a result of the rising demand for edge computing, the field of IoT has evolved. IoT devices nowadays are not only limited to collecting data, but are able to actively send life-supporting information to the users. However, it is difficult to give such function to the simple products like daily necessities, thus having devices such as Smart Speakers providing wide variety of information.
In this research, we propose v-IoT system, the approach which add information-giving functions to consumables such as plastic bottles using mixed reality technology. This system will determine the information and the action suggested the user to take based on the Affordance of the object. The closest associable pairs of suggested action and object will be determined with reference to the Associative Concept Dictionary, enabling v-IoT to offer a notification system that is apparent and intelligible.
The preliminary experiment was conducted to evaluate the user’s perspective of the impression and usability when being informed by the v-IoT system, and the performance-based evaluation with focus to expressiveness and workload required from the designer’s perspective. The result showed effectiveness in the transparency of the information for users, however when the object in mind for the user does not coincide with the object suggested by the system, the evaluation from users showed poor results. Therefore a improvement of system was made by recognizing and taking in account of the users’activity alongside the Associative Concept Dictionary. This thesis discloses the specifics of the v-IoT system, the improved system, and a follow-up evaluation on the user’s perspective.
ModuRo ソフトロボットのためのプロトタイピング環境:ak1ra
Robots, which were traditionally seen mostly in factories, are now becoming commonplace in daily life. On the other hand, conventional hard and powerful robots both become weapons and incite fear when cooperating with humans. The attempt to add softness to the structure, exterior, and actuator of a robot is a soft robot. Soft robots have begun to be applied not only to service robots but also to a wide range of fields such as biomechanics, industry and medical care. On the other hand, soft prototyping has been difficult until now. In this study, we developed a modular robot “ModuRo” equipped with a shape memory alloy, a soft actuators, and proposed smooth prototyping environment for soft robots. We implemented two prototypes of ModuRo, and evaluated the performance as an actuator and performed a usability test on the prototyping of a stuffed soft robot. In the performance evaluation, it was found
that the soft actuator exhibited a stable output. In the usability test, there was no significant difference in the expressive power between the ModuRo system and the existing code base programming, but it was suggested that the work efficiency was improved by using ModuRo.
AfRAS: Video Gaming with Emotion Expressive Virtual Rival Player:kiyomo
With the expansion of video gaming industry reaching into newer territories, video games are no longer just an entertainment tool. They can become one’s career, competition, healthcare, or social interaction. Within the values that video game brings, something that is close to casual player is social interaction on physical world or cyberspace. However, sometimes interaction with an entity without embodiment can lose player’s engagement or satisfaction. For some of the more vulnerable people who relies on video game as a source of social interaction, the lack of embodiment can greatly reduce the enjoyment of playing games.
This research will discuss a possible solution to the lack of embodiment. Many Player vs. Player games have a game mode versus CP(Computer Player). However the experience in such modes can lack satisfaction on the player side due to the lack of engagement, challenge, and involvement. This paper proposes a human-agent interaction system in the context of video game. The virtual agent will act as if it is the CP, creating stronger ties and possible companionship. This research will design and evaluate an auxiliary system that enhances the experience of playing against CP by using an on-screen virtual agent. Emotion will be synthesized through an emotion engine using the game state as an input, and the agent will display facial expressions and appropriate utterances. The evaluation will be done through user-end perspective and developer perspective to grasp the whole model of our system, AfRAS, and possible implications to the gaming ecosystem.
(日本語) [優秀発表賞] 遠隔者の多人数会話への参与を支援するテレプレゼンス仲介ロボット, 堀江拓実, 山口留実, 桑原多瑛, 古谷優樹, 伊賀理心, 飯森優斗, 勢子雄大, 高汐一紀, 第34回 人間情報学会講演集, pp. 9-10,2019年12月
Virtual IoT: An IoT Platform with MR Technologies Realizing Low-cost and Flexible Notification of Life-support Information,Kentaro Taninaka, Kazunori Takashio, IoTaIS2019,Nov. 2019.
Virtual IoT: An IoT Platform with MR Technologies Realizing Low-cost and Flexible Notification of Life-support Information
Abstract : The miniaturization and decreasing cost of networking computers, along with the advancement of cloud infrastructure has eased the implementation of IoT products for manufacturers. The increase in such products has led to the rise in IoT devices with information provision function. However, it is difficult to make products display information in consideration of the design on the surface, like daily commodities, since it requires the device to have a wealth of computational resource. In this paper, we propose Virtual IoT System, the approach which adds information-giving functions to the non-computing objects using Mixed Reality technology. This system enables appropriate things to give adequate information at the appropriate timing. In this paper, we explain the detail and design of Virtual IoT System. In addition, we conduct an experiment to evaluate the usability and expressive power of Virtual IoT system.
Video Gaming with Emotion-Expressive Virtual Rival Agent, Shinsuke Kiyomoto, Kazunori Takashio, IEICE Tech. Rep., vol. 119, no. 267, CNR2019-38, pp. 79-80, Nov. 2019.
With the evolution of computer gaming hardware causing entertainment to change, on-screen PvP video games still remain to be the most popular option. Most of these games have a game mode versus CP(Computer Player). However the experience in such modes can lack satisfaction on the player side due to the lack of engagement, challenge, and involvement. This research will design and evaluate an auxiliary system that enhances the experience of playing against CP by using an on-screen virtual agent. Emotion will be synthesized through an emotion engine using the game state as an input, and the agent will display facial expressions and appropriate utterances.
, Development and Evaluation of Telepresence Robot with Transparent Background, Yuki Furuya, Takumi Horie, Kazunori Takashio, IEICE Tech. Rep., vol. 119, no. 267, CNR2019-37, pp. 77-78, Nov. 2019.
テレプレゼンスロボットなどに搭載されているビデオチャットでは,遠隔で会話に参加している相手の背景が見えてしまうことによって,相手が別の空間にいるということが意識されてしまう.そこで我々は,ビデオチャットにおける相手の映像の背景部分のみをテレプレゼンスロボットが置かれている場の背景映像に入れ替えることで,遠隔参加者との一体感が高まりコミュニケーションがより活発になる,という仮説を立て研究を行なっている.本研究ではシステムのプロトタイプの実装および評価実験を行い,背景をロボットが置かれている場の画像に置き換えることで会話の活発度や遠隔者の存在感の向上に寄与することが明らかになった.