日時: 9月22日(木)5限(16:50-18:20)

会場: L1

司会: 佐々木 光
淺田 樹生 M, 2回目発表 インタラクティブメディア設計学 加藤 博一, 清川 清, 神原 誠之, 藤本 雄一郎, 澤邊 太志
title:Investigation into patterns of changing driver speed control using AR
abstract:Accidents and traffic congestion are major social problems in the transportation society. One of the causes of these problems is that drivers do not properly control their driving speed, such as overspeeding or driving at a slower speed. I attempted to clarify the fundamental factors that cause these problems by modeling the driver's speed control and applying it to an actual case. As a result, it was found that the perceived speed from the environment has a large error rate and that the target speed setting is not appropriate. On the other hand, the current countermeasures that are highly effective against these factors have limitations in terms of installation location and cost. Therefore, we thought that these problems could be solved by using AR, which has been gaining popularity in recent years through HUDs and other means. In related research, it was possible to change speed perception by displaying patterns based on existing countermeasures using AR, but the impact on actual speed control and patterns based on other countermeasures have not been verified. Therefore, the purpose of this study is to verify whether AR can be used to encourage drivers to control their speed appropriately and what kind of patterns would be more effective. In this presentation, we will describe the background and purpose of the research, the system configuration, and an outline of the subject experiments to be conducted in the future.
language of the presentation:Japanese
発表題目:AR を用いた運転者の速度制御を変化させるパターンの検討
秋吉 拓斗 M, 2回目発表 インタラクティブメディア設計学 加藤 博一, 和田 隆広, 神原 誠之, 藤本 雄一郎, 澤邊 太志
title: Realization of touch according to the situation of the robot to help organize the flow of cognition.
abstract: Organizing cognitive flow is important in order to become aware of how to solve problems and concerns. There is a method called the column method for working alone to organize cognitive flow, but it is sometimes difficult to organize due to the influence of assumptions and biased cognitive flow, so support for organizing is important. However, the number of experts is small and the provision of guidance opportunities is insufficient, which is a problem. Although previous studies have shown that robots are effective, some users with strong suspicion, anxiety, and tension have limitations in building trust and interacting with robots. Since human-robot interaction is effective in reducing stress and building trusting relationships, this study aims to realize an effective situation-specific touching method in interaction with a robot that supports the organization of cognitive flow. In the future, we plan to model the way people touch each other in a dialogue to support the organization of cognitive flow, and to verify the effectiveness of the modeled actions by using a robot that implements them.
language of the presentation: Japanese
神田 将吾 M, 2回目発表 インタラクティブメディア設計学 加藤 博一, 和田 隆広, 神原 誠之, 藤本 雄一郎, 澤邊 太志
title: A Communication Robot for Playing Video Games Together to Boost Motivation for Daily-use
abstract: This study propose a communication robot that plays video games with the user in order to produce enjoyable daily communication with the robot. The proposed method not only controls the robot's speech but also controls the game development by manipulating the game character. In designing the proposed robot, an analysis of the preliminary experiment of human to human plays video game is done. As a result, it was found that the combination of game play and speech makes communication more enjoyable. Based on this finding in the human to human game, we will design the speech and game play in the human-robot game, and aim to construct an environment in which users can continue to communicate with the robot in a more enjoyable way.
language of the presentation: Japanese
発表概要:本研究では,ロボットとの日常的な楽しいコミュニケーションを演出するために,ユーザと一緒にTVゲームをプレイするコミュニケーションロボットを提案する.提案手法は, ロボットの発話を制御するだけでなく, ゲームキャラクタを操作することでゲーム展開も制御する. また, 提案ロボットの設計にあたって, 人同士のTVゲームの対戦を分析する予備実験を行った. その結果, ゲームプレイに発話が組み合わさることで, より楽しくコミュニケーションできることがわかった. 人同士の対戦におけるこの知見をもとに, 人とロボットの対戦における発話とゲームプレイを設計し,ユーザがロボットとより楽しくコミュニケーションを継続できる環境の構築を目指す.
山内 翔太郎 M, 2回目発表 インタラクティブメディア設計学 加藤 博一, 和田 隆広, 神原 誠之, 藤本 雄一郎, 澤邊 太志
title: Evaluation of robot touch modeled by analyzing of a gentle stroke with speech of human
abstract: In this study, I modeled the human "stroke with speech" behavior, and analyzed the comfort of the motion by implementing the model in a robot. In the analysis of the human "stroke with speech" behavior, it was found from the results of 19 subjects that there is a positive correlation between the stroke speed and the speech speed, and the higher the speaking speed, the larger the variance of each feature. Furthermore, it was also estimated that regardless of the length of each sentence, humans tend to fold their hands at "breaks in sentences" and "points just before breaks in sentences". Based on this knowledge, I conducted a comfort evaluation experiment on six subjects by using a robot arm to reproduce the "stroke with speech" behavior at different speeds. The results of the questionnaire showed that the subjects felt more comfortable when the speed of stroking was positively correlated with the speed of speech.
language of the presentation: Japanese
発表題目: 人の「話しながらなでる」動作の解析に基づく ロボットによるタッチケアの評価
発表概要 :本研究では, 人間の「話しながらなでる」動作をモデル化し, そのモデルをロボットに実装することで, 動 作の心地よさの解析を行った. 人間の「話しながらなでる」動作の解析では, 19 名の被験者の結果から, なでる速度と 話す速度には正の相関があることが分かり, 話す速度が速くなればなるほど, 各特徴量の分散は大きくなっていった こともわかった.さらに, 各文の長さに関わらず, 人間は「文章の切れ目」や「文章の切れ目の直前の箇所」で手を折 り返す傾向があることも推定された.この知見をもとに, 速度が異なる「話しながらなでる」動作をロボットアーム で再現し, 6 名の被験者に心地よさの評価実験を行った.アンケート結果から, なでる速度と話す速度が正の相関を 満たしているパターンの動作の心地よさが高くなるという結果を得た