TY - GEN
T1 - Presence expression using eye robot for computer go and system
AU - Yamazaki, Yoichi
AU - Hanada, Masaya
AU - Motoki, Makoto
AU - Lee, Chang Shing
AU - Hashimoto, Takuya
AU - Dong, Fangyan
AU - Hirota, Kaoru
PY - 2011
Y1 - 2011
N2 - Friendly user interface is desired for robots and computer systems which support human in all areas of daily life, e.g., information service, educational system, support service for elderly, etc. Presence expressions by eye robot is proposed, where the eye robot expressions help human to more deeply understand robot, and then effectively provide their service in its situation e.g., a personal learning program and an entertainment program. The proposed presence expression is applied a personal education system that involves the eye robot, learning contents on a laptop PC with a web camera, a wii remote (Nintendo Co., Ltd.) for measuring attention span of a subject based on 3D accelerometer information. To estimate effects of presence expression by the eye robot, subjective questioner is performed in the personal education system. Three type of leaning programs are conducted by the system for 10 subjects with subjective questionnaires evaluated with the 3-poin scale. The results show that the proposed expressions by the eye robot help the subject to feel like one is watching and to have an uncanny impression. As a result, the system has enabled the subjects to take the program with feeling of tension. This research plans to apply computer go system, another personal educational and entertainment system, where the system realizes casual communication in the games.
AB - Friendly user interface is desired for robots and computer systems which support human in all areas of daily life, e.g., information service, educational system, support service for elderly, etc. Presence expressions by eye robot is proposed, where the eye robot expressions help human to more deeply understand robot, and then effectively provide their service in its situation e.g., a personal learning program and an entertainment program. The proposed presence expression is applied a personal education system that involves the eye robot, learning contents on a laptop PC with a web camera, a wii remote (Nintendo Co., Ltd.) for measuring attention span of a subject based on 3D accelerometer information. To estimate effects of presence expression by the eye robot, subjective questioner is performed in the personal education system. Three type of leaning programs are conducted by the system for 10 subjects with subjective questionnaires evaluated with the 3-poin scale. The results show that the proposed expressions by the eye robot help the subject to feel like one is watching and to have an uncanny impression. As a result, the system has enabled the subjects to take the program with feeling of tension. This research plans to apply computer go system, another personal educational and entertainment system, where the system realizes casual communication in the games.
KW - casual communication
KW - communitation robotics
KW - computer Go
KW - presence expression
UR - http://www.scopus.com/inward/record.url?scp=80053062629&partnerID=8YFLogxK
U2 - 10.1109/FUZZY.2011.6007624
DO - 10.1109/FUZZY.2011.6007624
M3 - Conference contribution
AN - SCOPUS:80053062629
SN - 9781424473175
T3 - IEEE International Conference on Fuzzy Systems
SP - 783
EP - 786
BT - FUZZ 2011 - 2011 IEEE International Conference on Fuzzy Systems - Proceedings
T2 - 2011 IEEE International Conference on Fuzzy Systems, FUZZ 2011
Y2 - 27 June 2011 through 30 June 2011
ER -