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This paper presents the propensities of preference for Human Robot Interaction (HRI) according to different personalities and facial expressions of humans and robots. This study is based on two types of personalities: extroverted and introverted. According to the personality, the facial expressions are distinguished to express extroversion and introversion. The design of experiment is a 3 (participant's...
This paper outlines a new study that investigates spatial language for use in human-robot communication. The scenario studied is a home setting in which the elderly resident has misplaced an object, such as eyeglasses, and the robot will help the resident find the object. We present results from phase I of the study in which we investigate spatial language generated to a human addressee or a robot...
When around humans, one might expect that a social robot would act according to the social norms people expect of each other. When someone does not adhere to a prevalent social norm, people usually feel threatened and uncomfortable. In comparison, insight is needed into what is perceived as socially normative behavior for robots. We conducted an experiment in which a robot approached a participant...
Although a number of recent studies have explored people's concepts about robots, almost no research has tested the degree to which these concepts affect people's capacity to understand and remember a robot's actions. In this study, we tested whether a narrative describing a robot performing basic intentional acts would be easier to remember than a narrative that described similar non-intentional...
Robots will increasingly take on roles in our social lives where they can cause humans harm. When robots do so, will people hold robots morally accountable? To investigate this question, 40 undergraduate students individually engaged in a 15-minute interaction with ATR's humanoid robot, Robovie. The interaction culminated in a situation where Robovie incorrectly assessed the participant's performance...
Emotion is an essential element of human behaviours. In this research, we investigated human behaviours related with the touch interface on a smartphone as a way to understand users' emotional states. As modern smartphones have various embedded sensors such as accelerometer and gyroscope, we aim to utilize data from these embedded sensors for recognizing human emotion and further finding emotional...
Architectural guidance for the development of fusion and resource management systems exists, yet the automated management of their policies remains nascent in the Joint Directors of Laboratories (JDL) model. We present an architecture to assist design of fusion and Command and Control (C2) systems grounded in an understanding of human intent and Artificial Intelligence (AI) literature. The policy...
Traditionally the domain of humans, Command and Control (C2) increasingly necessitates the use of automated decision aids and automated decision makers to assist in managing the complexity and dynamics of modern military operations. We propose a blueprint based on the US Joint Directors of Laboratories (JDL) model, cognitive psychology and agent research literature. This blueprint provides design...
This paper deals with basic methods of biometric identification and considers the algorithm of dispersion distribution of the special points around their imaginary centers of gravity.
Regarding the future usage of social robots in workplace scenarios, we addressed the question of potential mere robotic presence effects on human performance. Applying the experimental social facilitation paradigm in social robotics, we compared task performance of 106 participants on easy and complex cognitive and motoric tasks across three presence groups (alone vs. human present vs. robot present)...
In this video, real-life acting professor Matthew Gray tutors Data the Robot (a Nao model) to improve his expression of emotion via Chekhov's Psychological Gestures. Though the video narrative is fictional and the robot actions pre-programmed, the aim of the dramatization is to introduce an acting methodology that social robots could use to leverage full body affect expressions. The video begins with...
The present study proposes a new method that automatically creates a knowledge structure from a single document. Knowledge structure refers to an organization of knowledge, represented through key concepts that make up the knowledge domain and their proximity relationships. We examine several alternative methods in inferring a knowledge structure from a document, and those methods are compared with...
To the extent that phishing has become a serious threat to information security, there has been rather limited theory-grounded research on this burgeoning phenomenon. In this paper, we propose a study on victimization by phishing based on the Heuristic-Systematic Model of information processing. We argue that the Heuristic-Systematic Model offers an ideal theoretical framework for investigating the...
Elaborating such convenient interface as ambient one has a risk to alter the base of human-machine interaction from natural phenomena to artificial contracts. On the other hand, examining benefits that are frequently observed from “inconvenient” tools or method reveals a notion that human-machine interaction is originally governed by physics rather than contracts between designers and users. This...
The social capital available to the firm from its external network is the focal topic around which the literature is reviewed. 57 papers obtained from search of the top three journals in strategy field have been reviewed. The paper tries to find the patterns and trends in researches done from the review. The major motive behind this is to find relevant research gap in terms of broad areas left untouched...
In this paper we show that we are in front of an evolution from traditional human-computer interactions to a kind of intense exchange between the human user and new generation of virtual or real systems — Embodied Conversational Agents (ECAs) or affective robots-bringing the interaction to another level, the “relation level”. We call these systems “companions” that is to say systems with which the...
We discuss an approach to formalise game playing behaviour for human and AI players. The presented outline for an implementation facilitates a high level description to steer the AI in games designed for behavioural experiments.
In order to explore the relationship between human social interaction and mental health, we investigated the correlations between the amount of face-to-face contact time and quantified mental health. Social interaction data were obtained by wearable sensing system for two organizations in Japan. In this study, we regarded face-to-face contact between individuals as social interaction. The mental health...
Design and development for computer game have been started more than four decades ago with first computer game production that named Spacewar. At that time, such game only used to throw single-handedly. However, nowadays, digital game competition can be shared individual leisure with routine activity. Computer game suitability influenced a lot by computer design itself. A study related to basic design...
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