Researcher Database

Researcher Profile and Settings

Master

Affiliation (Master)

  • Faculty of Information Science and Technology Computer Science and Information Technology Synergetic Information Engineering

Affiliation (Master)

  • Faculty of Information Science and Technology Computer Science and Information Technology Synergetic Information Engineering

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Profile and Settings

Degree

  • Doctor of Information Science(Japan Advanced Institute of Science and Technology)

Profile and Settings

  • Name (Japanese)

    Ono
  • Name (Kana)

    Tetsuo
  • Name

    200901089814179299

Alternate Names

Achievement

Research Interests

  • Information Science   Artificial Intelligence   Human-Robot Interaction (HRI)   Human-Agent Interaction (HAI)   Ambient Intelligence   

Research Areas

  • Informatics / Human interfaces and interactions / Human-Agent Interaction, Human-Robot Interaction, Human Informatics, Robot Informatics

Education

  • 1994/04 - 1997/06  Japan Advanced Institute of Science and Technology
  • 1992/04 - 1994/03  Japan Advanced Institute of Science and Technology

Committee Memberships

  • 2024/03 - Today   Information Processing Society of Japan   Fellow

Awards

  • 2024/06 Information Processing Society of Japan Fellow
     Pioneering Researches in Human-Agent Interaction (HAI) and the Creation of Its Research Field 
    受賞者: Tetsuo Ono
  • 2024/04 Information Processing Society of Japan IPSJ Outstanding Paper Award
     Kuiper Belt: Utilizing the “Out-of-natural Angle” Region in the Eye-gaze Interaction for Virtual Reality 
    受賞者: Myungguen Choi, Daisuke Sakamoto, Tetsuo Ono
  • 2024/03 Information Processing Society of Japan (IPSJ), Symposium Interaction 2024 Best Paper Award
     AR入力デバイスとしての身体装着型トラックボールの検討 
    受賞者: 岩井 望;崔 明根;坂本 大介;小野 哲雄
  • 2024/03 Information Processing Society of Japan (IPSJ), Symposium Interaction 2024 Interactive Presentation Award
     VRリダイレクションを用いた座位姿勢改善手法における閾値調査 
    受賞者: 小林 広夢;崔 明根;坂本 大介;小野 哲雄
  • 2023/02 Information Processing Society of Japan Specially Selected Paper
     Kuiper Belt: Utilizing the “Out-of-natural Angle” Region in the Eye-gaze Interaction for Virtual Reality 
    受賞者: Myungguen Choi;Daisuke Sakamoto;Tetsuo Ono
  • 2022/12 Japan Society for Software Science and Technology, WISS2022 Interactive Presentation Award
     Gino .Aiki: 合気道の身体の使い方の習得を支援するMRソフトウェア 
    受賞者: 鈴木湧登;坂本大介;小野哲雄
  • 2022/12 Japan Society for Software Science and Technology, WISS2022 Best Presentation Award
     Gino .Aiki: 合気道の身体の使い方の習得を支援するMRソフトウェア 
    受賞者: 鈴木湧登;坂本大介;小野哲雄
  • 2022/03 Information Processing Society of Japan (IPSJ), INTERACTION 2022 IPSJ INTERACTION 2022, Best Paper Award.
     Kuiper Belt: Utilizing the "Out-of-natural Angle" Region inthe Eye-gaze Interaction for Virtual Reality. 
    受賞者: Myungguen Choi;Daisuke Sakamoto;Tetsuo Ono
  • 2021/06 情報処理学会 情報処理学会 DCON論文賞.
     両面透過型多層空中像表示技術の提案と実装. 
    受賞者: 巻口 誉宗;高田 英明;坂本 大介;小野 哲雄
  • 2019/10 21st International Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI '19), Mobile HCI '19, Best Demo Award.
     SCAN: Indoor Navigation Interface on a User-Scanned Indoor Map. 
    受賞者: Kenji Suzuki;Daisuke Sakamoto;Sakiko Nishi;Tetsuo Ono
  • 2019/03 The 14th Annual ACM/IEEE International Conference on Human-Robot Interaction (HRI 2019), HRI 2019 Best Paper Nominee.
     Stop doing it! Approaching Strategy for a Robot to Admonish Pedestrians. 
    受賞者: Mizumaru, K;Satake, S;Kanda, T;Ono, T
  • 2018/12 情報処理学会 情報処理学会 特選論文.
     複数ロボットの発話の重なりによって創発する空間の知覚. 
    受賞者: 水丸 和樹;坂本 大介;小野 哲雄
  • 2017/12 HAI Symposium 2017 HAI Symposium 2017 Outstanding Research Award.
     Perception of the Space Emerged by Overlap of Utterance of Multiple Robots. 
    受賞者: Kazuki Mizumaru;Daisuke Sakamoto;Tetsuo Ono
  • 2017/12 HAI Symposium 2017 Impressive Poster Award
     ぬいぐるみロボットを用いた休憩タイミング提示システムの提案 
    受賞者: Saya Ohnishi;Daisuke Sakamoto;Tetsuo Ono
  • 2016/10 Information Processing Society of Japan (IPSJ), Hokkaido Branch Technology and Research Award
     Examination of Problems of and Proposal of New Methods for Hand-Gesture Input While Gripping Objects Using EMG Sensors 
    受賞者: Akira Mitarai;Nagisa Munekata;Tetsuo Ono
  • 2015/12 HAI Symposium 2015 Outstanding Research Award
     Study for a Joint Attention System Using Communication Activity of Multiple Robots 
    受賞者: Takashi Ichijo;Nagisa Munekata;Tetsuo Ono
  • 2014/12 SIGGRAPH ASIA 2014, Best Demo Award,
     Touch at a Distance: Simple Perception Aid Device with User's Explorer Action 
    受賞者: Akita, J;Ono, T;Ito, K;Okamoto, M
  • 2013/08 The First International Conference on Human-Agent Interaction (iHAI 2013) iHAI 2013 Best Poster Presentation Runners-Up
     Agents on Robots: Mixed Reality Robots with Changeable Appearances depending on the Situation 
    受賞者: ONO Tetsuo
  • 2013/08 The First International Conference on Human-Agent Interaction (iHAI 2013) iHAI 2013 Honorable Mention Award
     Robots that Can Feel the Mood: Adaptive Interrupts in Conversation Using the Activity of Communications 
    受賞者: ONO Tetsuo
  • 2012/09 The Second International Conference on Ambient Computing, Applications, Services and Technologies (AMBIENT 2012) Best Paper
     Development of the Future Body-Finger: A Novel Travel aid for the Blind 
    受賞者: Kiyohide Ito;Yoshiharu Fujimoto;Junichi Akita;Ryoko Otsuki;Akihiro Masatani;Takanori Komatsu;Makoto Okamoto;Tetsuo Ono
  • 2012/03 ヒューマンインタフェース学会 特別賞
     
    受賞者: 小野 哲雄
  • 2011/10 情報処理学会 北海道支部 技術研究賞
     
    受賞者: 小野哲雄
  • 2010/12 HAIシンポジウム2010 Outstanding Research Award 優秀賞
     
    受賞者: 小野 哲雄
  • 2010/11 7th Advances in Computer Entertainment Technology Conference, ACE 2010 Best Paper Award,
     RoboJockey: real-time, simultaneous, and continuous creation of robot actions for everyone 
    受賞者: Shirokura, T;Sakamoto, D;Sugiura, Y;Ono, T;Inami, M;Igarashi;T.ONO Tetsuo
  • 2009/03 情報処理学会 平成20年度 論文賞
     遠隔存在感メディアとしてのアンドロイド・ロボットの可能性 
    受賞者: 坂本大介;神田崇行;小野哲雄;石黒浩;萩田紀博
  • 2008/12 HAIシンポジウム2008 Outstanding Research Award 優秀賞
     
    受賞者: 小野 哲雄
  • 2008/10 Asia Network beyond Design 2008, ANBD 2008 The Best Award,
     
    受賞者: Akita, J;Ono, T;Ito, K;Okamoto, M
  • 2007/03 ヒューマンインタフェース学会 第7回(2007年度) 論文賞
     ITACO:メディア間を移動可能なエージェントによる遍在知の実現 
    受賞者: 小川浩平;小野哲雄
  • 2007 情報処理学会 インタラクション2007 ベストペーパー賞
     
    受賞者: 小野 哲雄
  • 2004/03 国際電気通信基礎技術研究所 創立記念日表彰
     
    受賞者: 小野 哲雄
  • 2001/09 情報処理学会 山下記念研究賞
     ロボットの心を読む:関係性に基づくコミュニケーションのモデル 
    受賞者: 小野 哲雄
  • 2000/03 国際電気通信基礎技術研究所 平成12年度 研究開発表彰
     
    受賞者: 小野 哲雄
  • 1999/06 人工知能学会 第13回全国大会 優秀論文賞
     ヒューマンロボットインタラクションにおける関係性の創出 
    受賞者: 小野 哲雄
  • 1998/03 情報処理学会 第56回全国大会 優秀賞
     身体的な関係性に基づくコミュニケーションの円環モデル 
    受賞者: 小野 哲雄
  • 1994/03 Japan Advanced Institute of Science and Technology (JAIST) Award for Outstanding Completion of Graduate School
     
    受賞者: Tetsuo Ono

Published Papers

  • 阿部 優樹, 崔 明根, 坂本 大介, 小野 哲雄
    情報処理学会論文誌 情報処理学会 64 (2) 352 - 365 1882-7764 2023/02/15 
    ストリームライブ配信の普及にともない,ライブ配信時の配信者と視聴者の交流手法が研究されている.配信者側の交流支援手法はさかんに研究が行われてきている一方で,視聴者側のデザイン検討は少なく,特にストリームライブ配信視聴中のテキスト入力手法は十分に検討されていない.そこで我々は,視聴者側のユーザ体験を向上させるライブチャット用キーボードの検討を行った.まず,我々はストリームライブ配信を日常的に視聴するユーザにインタビュー調査を行い,ライブ配信視聴者の習慣や問題点を調査した.その結果,ユーザはスマートフォンでストリームライブ配信を視聴することが多く,その際には横持ちスマートフォンでの視聴が好まれる傾向がみられた.同時に,既存のスマートフォン上のキーボードは動画画面と大きく干渉するため,視聴者の没入感とコメント意欲を妨げていることが明らかになった.そこで,動画を隠さず,ライブチャット交流を円滑にする横持ちでのスマートフォンに最適化したキーボードの実現を目指して1) 両手を負担なく活用できるダブルフリックキーボード,2) 動画背景に対する半透明キーボードを提案し,その有用性をユーザビリティの観点から検証した.結果,スマートフォンの横持ち操作において,両手保持を想定したキー配置は有効であること,および一定以下の不透明なキーボードは動画背景で入力性能が低下することが明らかになった.最後に,横持ちスマートフォンでの文字キー配置や動画背景での不透明度の影響について考察を行う. With the spread of live streaming services, interaction methods between streamers and viewers during live streaming have been studied. While there has been much research on interaction methods for the streamer side, there has been little design study on the viewer side, and in particular, text input methods during live streaming have not been sufficiently studied. We propose a keyboard for live chat that improves the user experience on the viewer side. First, we conducted an interview survey of viewers who watch live streaming on a daily basis to investigate their preferences and problems. As a result, we found that viewers often watch live streaming on their smartphones, and that they tend to hold their smartphones horizontally when watching live streaming. At the same time, it was found that the current keyboard on smartphones interferes significantly with the video screen, which disturbs the viewer's immersion in the video and motivation to comment on the content. Therefore, we propose a keyboard optimized for smartphones in landscape mode that facilitates live chat interaction. Key features of our keyboard are 1) a double-flick keyboard that can utilize both hands, and 2) a semi-transparent, less occlude video screen. We conducted a study to understand the usability of the proposed keyboard. As a result, we found that a key arrangement of the double-flick keyboard for two-handed interaction is effective in text input for landscape mode, however, high clarity of the keyboard decreases performance in text input while watching a video. Finally, we discuss the effects of key arrangement in landscape mode and keyboard opacity for a live chat on streaming video.
  • Yuto Suzuki, Daisuke Sakamoto, Tetsuo Ono
    ISMAR-Adjunct 519 - 524 2023
  • Maino Shinohara, Daisuke Sakamoto, Tetsuo Ono, James Everett Young
    HAI 133 - 141 2023
  • Myungguen Choi, Daisuke Sakamoto, Tetsuo Ono
    CHI 2022 (2022 ACM CHI Conference on Human Factors in Computing Systems) (357) 1 - 17 2022/04 [Refereed][Not invited]
  • Kento Goto, Kazuki Mizumaru, Daisuke Sakamoto, Tetsuo Ono
    ACM/IEEE International Conference on Human-Robot Interaction (HRI 2022) 1192 - 1193 2022/03 [Refereed][Not invited]
  • Sho Mitarai, Nagisa Munekata, Daisuke Sakamoto, Tetsuo Ono
    Journal of The Virtual Reality Society of Japan (TVRSJ) 26 (4) 333 - 344 2021/12 [Refereed][Not invited]
  • Naoki Osaka, Kazuki Mizumaru, Daisuke Sakamoto, Tetsuo Ono
    The Ninth International Conference on Human-Agent Interaction (HAI 2021). 267 - 271 2021/11 [Refereed]
  • Chenlin Hang, Tetsuo Ono, Seiji Yamada
    The 13th International Conference on Social Robotics (ICSR 2021) 375 - 385 2021/11 [Refereed][Not invited]
  • A Study on Effects of Cheering Behaviors by Virtual Agent on Motivations of Climbers
    Daichi Katsura, Subaru Ouchi, Daisuke Sakamoto, Tetsuo Ono
    Japan Society for Fuzzy Theory and Intelligent Informatics 33 (4) 501 - 513 2021/11 [Refereed][Not invited]
  • Shota Akiha, Myungguen Choi, Daisuke Sakamoto, Tetsuo Ono
    Journal of Information Processing 62 (2) 689 - 700 1882-7764 2021/02 [Refereed][Not invited]
     
    In this study, we propose a one-handed target selection method, in which the selection is completed with only one tap and a small amount of movement of the thumb. In this method, in order to explicitly show the selection target, targets are rearranged in a semicircular shape around the finger so that all the selection candidates are not covered by the finger. In this study, as a method of selecting a rearranged target, we implemented and evaluated three selection gestures. One Half-Pie that directly selects the target by tilting the finger in the direction of the target, Two Half-Pie that selects the target arranged in two steps while switching by pushing the display, and RailDragger that selects the target according to the amount dragged from the tapped point. In the experiment, the pointing task was performed using each of the three selection methods, and the selection methods were evaluated from the viewpoint of the time to selection completion and selection accuracy. As a result, we found that RailDragger was the best for the selection time and Two Half-Pie was the best for the selection accuracy in the three proposed methods.
  • Choi Myungguen, Daisuke Sakamoto, Tetsuo Ono
    Journal of Information Processing 62 (2) 667 - 679 1882-7764 2021/02 [Refereed][Not invited]
     
    In this paper, we present a method of applying a bubble lens technique, which is the method to achieve easy and fast selection for a small target, to the eye-gaze interface. This method makes it easy to select a small target in eye-gaze interface by activating magnification lens near the target to use knowledge that a saccade includes a ballistic movement and corrective movements. We performed a pointing task to validate usefulness of bubble gaze lens by comparing a bubble gaze cursor and a bubble gaze lens which is our proposed technique. Results indicated that our proposed technique always faster than the bubble gaze cursor, and reduced the error rate by 54.0%. In addition, the usability score and mental work load score was also significantly better than the bubble gaze cursor.
  • Tomoya Okada, Daisuke Sakamoto, Tetsuo Ono
    Journal of Information Processing 62 (2) 654 - 666 1882-7764 2021/02 [Refereed][Not invited]
     
    We present a gesture input method using a ski pole as an input device, focusing on skiing as an outdoor activity. First, we designed a user-defined gesture by asking several experienced skiers to devise a gesture suitable for mobile device operation. To recognize the designed gestures, we implemented a gesture recognizer with a convolutional neural network (CNN) that uses acceleration and gyroscopic sensors under the grip of the pole. As a result of collecting data during gesture execution and conducting discrimination experiments, the correct answer rate was about 96.5% when learning with randomly selected data, and the average correct answer rate was about 85.8% when learning with one user's data as test data and another user's data. To confirm the false recognition rate during actual skiing, we collected data at the ski resort and discriminated it from the gesture data, and found that the recognition rate was about 99.3% during skiing and gesture input.
  • Daichi Katsura, Naoto Nishino, Daisuke Sakamoto, Tetsuo Ono
    Proceedings of SPIE - The International Society for Optical Engineering 11766 1996-756X 2021 
    There are a variety of sizes and thicknesses of holds used in climbing, and the ease of holding them varies greatly. However, the difficulty of holding has not been considered in previous studies on route exploration. In this study, we improved the search algorithm A∗ used in previous studies and incorporated the difficulty of the hold into the fitness. We also used the improved A∗ as the evaluation function to estimate the difficulty of holds using a genetic algorithm (GA). There was also no discussion on how many divisions of the hold should be divided by difficulty, so we assumed four divisions: 2, 4, 8, and 16 divisions. After adjusting the parameters during interviews with expert climbers, we compared the algorithm of the four divisions with that of previous studies using a questionnaire online. The results showed that the route of the algorithm, which considers the difficulty of the hold, was rated higher by expert climbers and that the 8-division algorithm was the best among the proposed methods.
  • 巻口 誉宗, 高田 英明, 坂本 大介, 小野 哲雄
    情報処理学会論文誌デジタルコンテンツ(DCON) 8 (1) 1 - 10 2187-8897 2020/02/26 [Refereed][Not invited]
     
    The aerial image projection methods using a semi-transparent screen or a half mirror are widely used in the entertainment field. In these conventional method, large scale devices are required for the display area of the aerial image and it is difficult to produce a widely movement of the subject. In this paper, we propose a movable double-sided transmission type multi-layered aerial image display technology for the purpose of achieve the movement of the aerial image out of the stage and to the audience seats. This technology is a simple optical system combining 4 displays and 4 half mirrors. The observer can observe both sides of the object as aerial images from two directions, front and back of the device, and can also observe two layers of near and far background aerial images from both sides by transmission and reflection with a half mirror. Since the order relationship between the depths of the near view and the distant view does not depend on the viewing directions of the front and back faces, multiple people can simultaneously view multi-layered, highly realistic aerial images from both sides of the device. The two background layers are shared for the double-side viewing direction by multiple harf-mirror structure. Although the proposed method has only four display surfaces, there are total of six aerial image layers, three from each side. We report widely from optical configuration of the proposed method, prototype implementation and application of actual events.
  • 片手での小型携帯端末操作のための圧力情報を利用したズームアウト操作インタフェース
    鈴木健司, 坂本竜基, 坂本大介, 小野哲雄
    情報処理学会論文誌 61 (2) 233 - 243 2020/02 [Refereed][Not invited]
  • Bubble Gaze Cursor:バブルカーソル法の視線操作への適用
    崔 明根, 坂本大介, 小野哲雄
    情報処理学会論文誌 61 (2) 221 - 232 2020/02 [Refereed][Not invited]
  • Daichi Katsura, Subaru Ouchi, Daisuke Sakamoto, Tetsuo Ono
    HAI '20: 8th International Conference on Human-Agent Interaction(HAI) 254 - 256 2020
  • Myungguen Choi, Daisuke Sakamoto, Tetsuo Ono
    ETRA '20: 2020 Symposium on Eye Tracking Research and Applications(ETRA) 11 - 10 2020
  • 社会的ロボットの行動設計のための指針:ヒューマンロボットインタラクションの立場から
    小野哲雄
    日本設計工学会 54 (11) 711 - 716 2019/11 [Not refereed][Invited]
  • Subaru Ouchi, Kazuki Mizumaru, Daisuke Sakamoto, Tetsuo Ono
    Proceedings of the 7th International Conference on Human-Agent Interaction, HAI 2019, Kyoto, Japan, October 06-10, 2019 ACM 232 - 233 2019/10 [Refereed][Not invited]
  • Lei Ma, Daisuke Sakamoto, Tetsuo Ono
    Proceedings of the 7th International Conference on Human-Agent Interaction, HAI 2019, Kyoto, Japan, October 06-10, 2019 ACM 324 - 326 2019/10 [Refereed][Not invited]
  • SCAN: Indoor Navigation Interface on a User-Scanned Indoor Map
    Kenji Suzuki, Sakiko Nishi, Daisuke Sakamoto, Tetsuo Ono
    21st International Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI 2019) 2019/10 [Refereed][Not invited]
  • Motohiro Makiguchi, Daisuke Sakamoto, Hideaki Takada, Kengo Honda, Tetsuo Ono
    The ACM Symposium on User Interface Software and Technology (UIST 2019) 2019/10 [Refereed][Not invited]
  • 巻口 誉宗, 高田 英明, 本田 健悟, 坂本 大介, 小野 哲雄
    マルチメディア,分散協調とモバイルシンポジウム2019論文集 (2019) 176 - 179 2019/06/26 [Not refereed][Not invited]
  • スマートウォッチの傾きと筋電情報の組み合わせによるポインティング手法
    黒澤紘生, 坂本大介, 小野哲雄
    情報処理学会論文誌 60 (2) 364 - 375 2019/02 [Refereed][Not invited]
  • Kazuki Mizumaru, Satoru Satake, Takayuki Kanda 0001, Tetsuo Ono
    The 14th Annual ACM/IEEE International Conference on Human Robot Interaction (HRI'19). 449 - 457 2019 [Refereed][Not invited]
  • 複数ロボットの発話の重なりによって創発する空間の知覚
    水丸和樹, 坂本大介, 小野哲雄
    情報処理学会論文誌 59 (12) 2279 - 2287 2018/12 [Refereed][Not invited]
  • 予測変換を用いた初心者向け作曲支援システム
    山下 峻, 藍 圭介, 坂本 大介, 小野 哲雄
    情報処理学会論文誌 59 (11) 1965 - 1977 2018/11 [Refereed][Not invited]
  • Pressure-sensitive Zooming-out Interfaces for One-handed Mobile Interaction
    Kenji Suzuki, Ryuuki Sakamoto, Daisuke Sakamoto, Tetsuo Ono
    20th International Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI 2018) 2018/09 [Refereed][Not invited]
  • MyoTilt: Target Selection Method on Smartwatches using Tilting Operation and Electromyography
    Hiroki Kurosawa, Daisuke Sakamoto, Tetsuo Ono
    20th International Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI 2018) 2018/09 [Refereed][Not invited]
  • Human-Pet Interactionのなかの社会的ロボット:家庭におけるフィールド調査
    春日遥, 棟方渚, 坂本大介, 小野哲雄
    情報処理学会論文誌 59 (8) 1520 - 1531 2018/08 [Refereed][Not invited]
  • Masaki Nishino, Junichi Akita, Kiyohide Ito, Makoto Okamoto, Tetsuo Ono
    16th International Conference of Computers Helping People with Special Needs (ICCHP 2018) 19 - 22 0302-9743 2018/07 [Refereed][Not invited]
  • Daisuke Sakamoto, Takayuki Kanda, Tetsuo Ono, Hiroshi Ishiguro, Norihiro Hagita
    Geminoid Studies: Science and Technologies for Humanlike Teleoperated Androids 39 - 56 2018/04 [Refereed][Not invited]
     
    © Springer Nature Singapore Pte Ltd. 2018. In this study, we realize human telepresence by developing a remote-controlled android system called Geminoid HI-1. Experimental results confirm that participants feel a stronger presence of the operator when he talks through the android than when he appears on a video monitor in a video conference system. In addition, participants talk with the robot naturally and evaluate its humanlike-ness as equal to a man on a video monitor. We also discuss a remote-controlled system for telepresence that uses a humanlike android robot as a new telecommunication medium.
  • Kohei Ogawa, Christoph Bartneck, Daisuke Sakamoto, Takayuki Kanda, Tetsuo Ono, Hiroshi Ishiguro
    Geminoid Studies: Science and Technologies for Humanlike Teleoperated Androids 235 - 247 2018/04 [Refereed][Not invited]
     
    © Springer Nature Singapore Pte Ltd. 2018. The first robotic copies of real humans have become available. They enable their users to be physically present in multiple locations simultaneously. This study investigates the influence that the embodiment of an agent has on its persuasiveness and its perceived personality. Is a robotic copy as persuasive as its human counterpart? Does it have the same personality? We performed an experiment in which the embodiment of the agent was the independent variable and the persuasiveness and perceived personality were the dependent measurements. The persuasive agent advertised a Bluetooth headset. The results show that an android is perceived as being as persuasive as a real human or a video recording of a real human. The personality of the participant had a considerable influence on the measurements. Participants who were more open to new experiences rated the persuasive agent lower on agreeableness and extroversion. They were also more willing to spend money on the advertised product.
  • Benjamin Luke Evans, Nagisa Munekata, Tetsuo Ono
    ACM/IEEE International Conference on Human-Robot Interaction 115 - 116 2167-2148 2017/03/06 [Refereed][Not invited]
     
    The study of automatic music generation has led to the development of a variety of systems which incorporate different methods and technologies. However, it can be noted that many systems are evaluated by a comparison of its own performances and have limited objective evaluations conducted against other works in the field. This can be attributed to the general study of automatic music generation being weak in a framework for systematic discussion and comparison. In our study, we propose remodeling the interaction between humans and music-generation systems using a human-agent interaction model. Not only does this provide direction to a systematic discussion in the field, but also shows music-generation research lacks in definition of the "environment" it is meant to affect. We discuss some potential guidelines which could be applied to future music generation research to overcome this weakness.
  • Mitarai Sho, Munekata Nagisa, Ono Tetsuo
    Transactions of the Virtual Reality Society of Japan 特定非営利活動法人 日本バーチャルリアリティ学会 22 (1) 41 - 50 2017/03 [Refereed][Not invited]
     

    In recent years, gesture recognition using surface-electromyogram (sEMG) has become popular and these approaches can classify gestures at a high recognition rate. In particular, easily-mountable sEMG based gesture recognition devices have been developed. When developing such devices for use in daily lives, it is necessary to consider situations where users will be using the device while gripping objects, such as umbrellas, bags and so on. By using sEMG of the forearm, it is possible to still collect data without intruding on what the user is doing in these situations. However, sEMG based gesture recognition while gripping an object still lacks sufficient investigation. Therefore, in this study, in order to investigate the feasibility of gesture input while gripping an object, we performed an experiment to measure recognition accuracy for four hand gestures of users while they are holding a variety of objects. From the results, we discuss both feasibility and problems of gesture input while gripping objects and propose a new approach to resolve those problems.

  • Design Principle for Social Robot Behavior Based on Communication Activity
    Tetsuo Ono, Nagisa Munekata
    12th ACM/IEEE International Conference on Human-Robot Interaction (HRI '17) 2017/03 [Refereed][Not invited]
  • Haruka Kasuga, Daisuke Sakamoto, Nagisa Munekata, Tetsuo Ono
    Proceedings of the 5th International Conference on Human Agent Interaction, HAI 2017, Bielefeld, Germany, October 17 - 20, 2017 ACM 61 - 69 2017 [Refereed][Not invited]
  • Masahiro Kitagawa, Benjamin Luke Evans, Nagisa Munekata, Tetsuo Ono
    HAI 2016 - Proceedings of the 4th International Conference on Human Agent Interaction 353 - 354 2016/10/04 [Refereed][Not invited]
     
    In our research, we made a system in which a robot acquires motions from a human's motions and repeats the motion when the human communicates with the robot. By controlling the timing of the robot's imitation, we verified an effect of Mutual Adaptation between human and robot. As a result of the experiment in which we controlled the imitation timing, some experiment participants were influenced and changed their motion. We found in some cases the robot could affect human's motion by imitating that human's motion.
  • 御手洗 彰, 棟方 渚, 吉田 彩乃, 櫻沢 繁, 小野 哲雄
    電子情報通信学会技術研究報告 = IEICE technical report : 信学技報 電子情報通信学会 116 (73) 77 - 82 0913-5685 2016/06/02 [Not refereed][Not invited]
  • Ono Tetsuo
    Cognitive Studies 日本認知科学会 23 (1) 1 - 2 2016
  • Shigeo Yoshida, Takumi Shirokura, Yuta Sugiura, Daisuke Sakamoto, Tetsuo Ono, Masahiko Inami, Takeo Igarashi
    IEEE COMPUTER GRAPHICS AND APPLICATIONS 36 (1) 62 - 69 0272-1716 2016/01 [Refereed][Not invited]
  • Kazuhiro Ueda, Tetsuo Ono, Michita Imai, Takayuki Nagai, Yugo Takeuchi, Kazuyuki Samejima, Yoshimasa Ohmoto, The University of Tokyo, Hokkaido University, Keio University, The University of Electro-Communications, Shizuoka University, Tamagawa University, Kyoto University
    人工知能学会誌 人工知能学会 ; 2014- 31 (1) 3 - 10 2188-2266 2016 [Not refereed][Not invited]
  • 人工知能やロボットと人間の関わりにおける研究倫理
    小野哲雄
    ヒューマンインタフェース学会誌 18 (2) 103 - 105 2016 [Not refereed][Not invited]
  • Benjamin Luke Evans, Izumi Fuse, Nagisa Munekata, Tetsuo Ono
    The Journal of Information and Systems in Education 教育システム情報学会 15 (1) 42 - 47 2016 [Refereed][Not invited]
  • Tetsuo Ono, Takashi Ichijo, Nagisa Munekata
    2016 25TH IEEE INTERNATIONAL SYMPOSIUM ON ROBOT AND HUMAN INTERACTIVE COMMUNICATION (RO-MAN) 1187 - 1190 1944-9445 2016 [Refereed][Not invited]
     
    In this study, we investigate the effects of the emergence of joint attention in social interaction consisting of two robots and one person. Especially, we focus on synchronous behaviors of two robots and the degree of communication activity caused by their behaviors. We predict that when two robots communicate with each other using synchronous behaviors, the degree of communication activity between them is observed to become higher. Moreover, as a person close to two robots becomes easily involved in their communication, joint attention among them will emerge there when the robots turn their eyes to the person. For verifying this prediction, we conducted two experiments to investigate whether a direction of participants' eyes were guided by two robots' eyes and heads movements. Results of the experiments showed that when two robots gazed at a participant at the high degree of communication activity, the direction of his/her eyes was easily guided by two robots' eyes and heads movements.
  • K.Ito, Y.Fujimoto, M.Okamoto, J.Akita, A.Masatani, T.Ono
    International Journal on Advances in Life Sciences 7 (1&2) 54 - 64 2015/01 [Refereed][Not invited]
     
    © 2015 by authors. We have developed a sensory substitution device (SSD), called FutureBody-Finger (FB-Finger) based on a "smart" mechanism with an ecological interface. The primary aim of FB-Finger is to enable visually impaired persons to "recognize" their surrounding environment, specifically in terms of distance. FB-Finger comprises a position-sensitive device (PSD) sensor unit and a small actuator unit and is used to sense the distance as follows: (1) The distance between a (visually impaired) user and an object is measured via ultrasonic waves or infrared rays radiated from the PSD sensor unit; (2) Information on the measured distance is transformed in the actuator unit into haptic stimulation ("somatosensory stimulation") and then sent to a servo motor incorporated in the actuator unit; and (3) A lever connected to the servo motor catches the stimulation and creates angular motions to convey the information to the user's finger. In order to afford the device simple use and portability, FB-Finger was designed with a shape such that the forefinger skin/joints receive somatosensory stimulation. In this paper, we outline the concept underlying FB-Finger, describe its underlying mechanism, and report on two psychological experiments conducted. The results of the experiments show that FB-Finger estimates the distance between two objects (i.e., the user and an object) more accurately, and the somatosensory interface enclosed in the device performs better, than commercially available SSDs. On the basis of these findings, we also discuss the effectiveness, possible future improvements, and applicability of FB-Finger to electric travel aids and other assistive aids.
  • 棟方 渚, 櫻井 高太郎, 中村 光寿
    デジタルゲーム学研究 日本デジタルゲーム学会 7 (2) 63 - 74 1882-0913 2015 [Refereed][Not invited]
  • 棟方 渚, 小野 哲雄
    ヒューマンインタフェース学会論文誌 ヒューマンインタフェース学会 17 (2) 171 - 177 2186-828X 2015 [Refereed][Not invited]
  • Tamami Saga, Nagisa Munekata, Tetsuo Ono
    SIGGRAPH Asia 2014 Emerging Technologies, SA 2014 2014/11/24 
    Today, wearable devices, that can constantly support us by being worn on a daily basis, are gathering attention. In contrast, although we can also find an increase of personal robots in daily life, "wearable robots" are not so prevalent. We developed a wearable robot as a partner, that moves on the human body autonomously. As daily support, the robot has an application to correct wearers' sitting posture. It estimates wearers' body state from some sensors, and if it perceives wearers' bad posture or habit, points them out by moving to a region of the problem directly. We may be able to make use of it, not only to correct our posture or bad habit, but especially, to train children.
  • Akita Junichi, Ono Tetsuo, Ito Kiyohide, Okamoto Makoto
    SIGGRAPH Asia 2014 Emerging Technologies, SA 2014 Association for Computing Machinery, Inc 2014/11/24 
    Although we obtain a lot of information in our environment via the visual modality, we also obtain rich information via the non-visual modality. In the mechanism how we perceive our environment, we use not only the sensor information, but also "how it changes according to how we act." For example, we obtain the haptic information from the haptic sensor on our finger, and when we move our finger along to the surface of the touching object, the haptic information changes according to the finger motion, and we "perceive" the whole shape of the object by executing the action-and-sensing process. In other words, we have a high ability to "integrate" the relation of our body's action and its related sensing data, so as to improve the accuracy of sensor in our body. Based on this idea, we developed a simple perception aid device with user's explorer action, to perceive the object at a distance, which has a linked range sensor and haptic actuator, which we name "FutureBody-Finger." The distance sensor measures the distance to the object (20-80[cm]), and it is converted to the angle of lever attached at the servo motor (0-60[deg]). The user holds this device in his hand with attaching his index finger on the device's lever. For the long distance to the object, the lever leans to the front, and the user feels nothing. On the other hand, for the short distance to the object, the lever stands vertically, and the user feels the existence of the object. Although the device simply measures the distance to the single point on the object, as the user "explorers" around him, the user can obtain more rich distance information of the surrounding object, and hence, finally perceive the shape of the whole object.SIGGRAPH Asia 2014 Emerging Technologies, SA 2014; Shenzhen; China; 3 December 2014 through 6 December 2014; Code 109455
  • Tamami Saga, Nagisa Munekata, Tetsuo Ono
    HAI 2014 - Proceedings of the 2nd International Conference on Human-Agent Interaction 29 - 34 2014/10/29 
    Today, wearable devices such as Google Glass[1] and Smart-Watch[2] are gathering attention. These devices can con-stantly support us by being worn on a daily basis. In contrast, although we can also find an increase of personal robots in daily life, "wearable robots" are not so prevalent. We focus on wearable robots and the "fixed" points on which they are worn. We believe that they can provide more con-tinuous and suitable support in a variety of ways by moving automatically on our bodies. Therefore, we propose a daily support system with a wearable robot that moves on the body, and we developed a small prototype robot that can move on a rail fixed on a belt worn on the human body.
  • Takashi Ichijo, Nagisa Munekata, Tetsuo Ono
    HAI 2014 - Proceedings of the 2nd International Conference on Human-Agent Interaction 229 - 232 2014/10/29 [Refereed][Not invited]
     
    For realizing smooth communication, participants' viewpoints and usages of demonstrative pronouns assume an important role. Moreover, they both are strongly associated and construct a dialogue structure among participants. In this study, we investigate the relation constructed by their viewpoints and usages of demonstrative pronouns in a small group. Especially, we conducted experiments to verify whether demonstrative pronouns were unified in a small group consisted of two participants and a robot guided by the robot, and evaluate participants' psychological factors on this occasion. As a result of experiments, the unification of demonstrative pronouns in the small group guided by the robot led participants to smooth communication.
  • 探索行動に基づく形状知覚装置における情報提示方法の検討
    正谷智広, 秋田純一, 伊藤精英, 小野哲雄, 岡本誠
    第18回情報処理学会シンポジウム インタラクション2014, 大会論文集 669 - 672 2014/03 [Not refereed][Not invited]
  • Takumi Shirokura, Nagisa Munekata, Tetsuo Ono
    PhyCS 2014 - Proceedings of the International Conference on Physiological Computing Systems 315 - 322 2014 
    We can share non-verbal emotional experiences, such as excitement and pleasure, by watching movies and sports events with others, like our friends and family. These shared experiences are thought to enhance excitement and pleasure compared to when watching videos alone. Our research provides this shared experience on the internet by sharing the viewer's excitement with others while watching videos that are on the web. We studied the relationship between users' excitement while watching videos on the web and their impressions of those videos. Here, we introduce a video player called ExciTube that allows users to share their excitement and view other users' excitement as visual information alongside the video they are watching. The user's excitement is expressed and shared by using avatars. We carried out user-involved demonstrations of ExciTube at our laboratory and at a Japanese domestic Computer Entertainment Developers Conference, and confirmed that people did enjoy using the system and felt other people's sense of excitement. Copyright © 2014 SCITEPRESS - Science and Technology Publications. All rights reserved.
  • Benjamin Luke Evans, Nagisa Munekata, Tetsuo Ono
    PhyCS 2014 - Proceedings of the International Conference on Physiological Computing Systems 161 - 166 2014 
    Based on the assumption that composers compose with specific "intentions" in mind, we have conducted experiments to compare the "impressions" perceived by individual listeners with those "intentions" of the composer. We recorded physiological signals (skin conductance and finger tip temperature) of both the composer and listeners as they listened to the same music. Listener data was then cumulated and averaged for each song and compared to the data of the composer. Overall tendencies in physiological data, as well as a separate survey taken regarding emotions conveyed in the music, showed similarities between composer " intentions" and listener "impressions", indicating positive possibilities for using physiological data as an objective index of composers in future studies. Copyright © 2014 SCITEPRESS - Science and Technology Publications. All rights reserved.
  • Kiyohide Ito, Yoshiharu Fujimoto, Ryoko Otsuki, Yuka Niiyama, Akihiro Masatani, Takanori Komatsu, Junichi Akita, Tetsuo Ono, Makoto Okamoto
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 8548 (2) 65 - 72 1611-3349 2014 [Refereed][Not invited]
     
    We developed a unique haptic interface, the "FB-Finger," which enables users to detect the distance to an object. When a user holds the FB-Finger and places his/her forefinger on a link, the finger bends or extends depending on the link's angular motion (which corresponds to the metric distance between the user and the object). We expected the FB-Finger to provide more accurate distance estimation than similar commercial electric travel aids. To test this hypothesis, we conducted psychological experiments with blindfolded sighted participants who were asked to make distance estimations in conditions using three different devices. Results revealed that the FB-Finger allowed participants to make more accurate judgments compared to the other devices. These findings suggest that using the FB-Finger provides significant potential for ETA application among visually impaired individuals. © 2014 Springer International Publishing.
  • Takashi Ichijo, Nagisa Munekata, Kazuo Hiraki, Tetsuo Ono
    ACM/IEEE International Conference on Human-Robot Interaction 178 - 179 2167-2148 2014 [Refereed][Not invited]
     
    In this study, we investigate the two effects of joint attention, building relationships and sharing recognition, in group interaction consisting of two robots and one person. The building relationship is focused on entrainment resulting from the two robots' gazing at one person, while the sharing recognition refers to an original effect of the joint attention in a group interaction featuring the shared focus of individuals on one object. Results of experiments on the building relationships aspect showed that when two robots gazed at a person, he/she tended to be more immersed in communication with the robots. In the case of sharing recognition, when the two robots gazed at the target synchronously, the person could share it more correctly than when it was done asynchronously.
  • ExciTube: Viewer's Excitement Sharing Video Player
    Takumi Shirokura, Nagisa Munekata, Tetsuo Ono
    日本バーチャルリアリティ学会論文誌 18 (3) 247 - 254 2013/09 [Refereed][Not invited]
  • 空気を読むロボット」:コミュニケーション空間を利用した人を動かすHAIデザイン
    小野哲雄, 今吉晃
    人工知能学会誌 28 (2) 284 - 289 2013/03 [Not refereed][Not invited]
  • Development of the Future Body-Finger: A novel travel aid for blind
    K.Ito, Y.Fujimoto, R.Otsuki, M.Okamoto, J.Akita, T.Komatsu, A.Masatani, T.Ono
    The Second International Conference on Ambient Computing, Applications, Services and Technologies, IARIA AMBIENT 2012 60 - 63 2012/09 [Refereed][Not invited]
  • FUJIMOTO YOSHIHARU, OKAMOTO MAKOTO, ITO KIYOHIDE, AKITA JUN'ICHI, KOMATSU TAKAYUKI, ONO TETSUO
    ヒューマンインタフェースシンポジウム論文集(CD-ROM) 2011 No.1223L  1345-0794 2011/09 [Not refereed][Not invited]
  • Teruhisa Nakamura, Nagisa Munekata, Fumihiko Nakamura, Tetsuo Ono, Hitoshi Matsubara
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 6972 59 - 64 0302-9743 2011 [Refereed][Not invited]
     
    A universal game, Daruma, has been developed that can be played by both healthy people and people with physical limitations. It is based on the Japanese variation of the traditional outdoor children's game Red Light, Green Light. We devised two ways to play the game: one is by swinging an arm the other is by tapping a desk with two fingers. Players can select either of these choices, enabling people with physical limitations to enjoy the game. We conducted experiments to verify their ease of play and to evaluate their degrees of enjoyment and utility. We found that both ways of playing were appropriate for the visually impaired and that healthy people also enjoyed playing Daruma. © 2011 Springer-Verlag.
  • Makoto Okamoto, Takanori Komatsu, Kiyohide Ito, Junichi Akita, Tetsuo Ono
    ACM International Conference Proceeding Series a-35  2011 [Not refereed][Not invited]
     
    We created a new interactive design concept "FutureBody" that generates or augments new perceptions for users. The concept of FutureBody consists of two elements, "active searching" and "embodiment, " allowing users to search their environment actively and to emit indirect feedback to activate users' embodiments. We believe this concept will form the basis for a new perception design methodology for people. Copyright 2011 ACM.
  • RoboJockey: 連続的なロボットパフォーマンスのためのインタフェース
    代蔵巧, 坂本大介, 杉浦裕太, 小野哲雄, 稲見昌彦, 五十嵐健夫
    インタラクション2010 インタラクティブ発表(プレミアム) 2010/03 [Refereed][Not invited]
  • Cognitive effects to interactions by relationships between humans and agents
    Tetsuo Ono, Kohei Ogawa
    WMSCI 2010 - The 14th World Multi-Conference on Systemics, Cybernetics and Informatics, Proceedings 1 18 - 23 2010 
    In this research our purpose is to realize a natural interaction between humans and artifacts by an ITACO system. The ITACO system is able to construct a relationship between humans and artifacts by a migratable agent. The agent can migrate to various artifacts within an environment to construct a relationship with humans. We conducted the two experiments to confirm effects for human by a relationship that was constructed between humans and artifacts. The experimental results show that a relationship gave some influences to human's behavior and cognitive abilities. The results, moreover, show that the ITACO system and the migratable agent is an effective method to realize a natural interaction between humans and artifacts.
  • Takumi Shirokura, Daisuke Sakamoto, Yuta Sugiura, Tetsuo Ono, Masahiko Inami, Takeo Igarashi
    ACM International Conference Proceeding Series 53 - 56 2010 [Refereed][Not invited]
     
    We developed a RoboJockey (Robot Jockey) interface for coordinating robot actions, such as dancing, similar to a "disc jockey" or "video jockey" who selects and plays recorded music or video for an audience, in this case, robot's actions, and giving people a new entertainment experience with robots. The system enables a user to choreograph a robot to dance using a simple visual language. Every icon on the interface is circular and can be operated from all positions around the tabletop interface. Users can coordinate the mobile robot's actions with a combination of back, forward, and rotating movements, and the humanoid robot's actions with a combination of arm and leg movements. Every action is automatically performed to background music. We demonstrated RoboJockey at a Japanese domestic symposium, and confirmed that people enjoyed using the system and successfully created entertaining robot dances. © 2010 ACM.
  • Takumi Shirokura, Daisuke Sakamoto, Yuta Sugiura, Tetsuo Ono, Masahiko Inami, Takeo Igarashi
    UIST 2010 - 23rd ACM Symposium on User Interface Software and Technology, Adjunct Proceedings 399 - 400 2010 [Refereed][Not invited]
     
    We developed a RoboJockey (Robot Jockey) interface for coordinating robot actions, such as dancing - similar to "Disc jockey" and "Video jockey". The system enables a user to choreograph a dance for a robot to perform by using a simple visual language. Users can coordinate humanoid robot actions with a combination of arm and leg movements. Every action is automatically performed to background music and beat. The RoboJockey will give a new entertainment experience with robots to the end-users.
  • 小野 哲雄
    認知科学 日本認知科学会 = Japanese Cognitive Science Society 17 (3) 572 - 579 1341-7924 2010 [Refereed][Not invited]
     
    We have proposed and developed a squid-like robot "IKABO" for Hakodate sightseeing promotion. We have designed not only the robot itself (hardware and software) but also intellectual production system, education system and local contribution system in Hakodate. We think the robot can be a new communication tool to connect Hakodate with the world.
  • Hitoshi Matsubara, Hidekatsu Yanagi, Sho'ji Suzuki, Masaaki Wada, Yasuhiro Katagiri, Hideyuki Nakashima, Keiji Suzuki, Tetsuo Ono
    Cognitive Studies 日本認知科学会 = Japanese Cognitive Science Society 17 (3) 572 - 579 1341-7924 2010 [Refereed][Not invited]
     
    We have proposed and developed a squid-like robot "IKABO" for Hakodate sightseeing promotion. We have designed not only the robot itself (hardware and software) but also intellectual production system, education system and local contribution system in Hakodate. We think the robot can be a new communication tool to connect Hakodate with the world.
  • KOMAGOME Daisuke, ONO Tetsuo
    The IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences (Japanese edition) A 一般社団法人電子情報通信学会 92 (11) 828 - 839 0913-5707 2009/11 [Refereed][Not invited]
     
    スマート情報環境はユーザの行動を完全に予測することが不可能であり,動作エラーがユーザに不快感と不信感を与えてしまう.一方,インタフェースロボットはその機能や能力が理解されずにユーザとのインタラクションが継続的に発展しないことが問題として挙げられる.本研究では,Practical Magicと呼ぶスマート情報環境-ロボット-ユーザ間のインタラクション設計によってこれらの課題の解決策を探る.Practical Magicは,ロボットの行動と環境側の自律的なアクチュエータ動作との間に効果的な因果性を形成する動作設計モデルである.このモデルによって,(1)ロボットとの発展的なインタラクションの誘発と(2)自律的環境の動作エラーによる心理的不快感の軽減を試みる.そこで,Practical Magicによって,ロボットと環境動作との間に因果性知覚とその効果が生じるかを三つの実験で検証した.その結果,本研究で提案する動作設計モデル(Practical Magic)がユーザに意識されないスマート情報環境を構築し,インタフェースロボットの機能を活用した発展的なインタラクションにつながる可能性が見出された.
  • CyARM: Perception Aid Device Based on User's Exploration Action.
    Akita, J, Komatsu, T, Ito, K, Ono, T, Okamoto, M
    Advances in Human-Computer Interaction 2009 [Refereed][Not invited]
  • CyARM: Haptic Sensing Device for Spatial Localization on Basis of Exploration by Arms
    Advances in Human-Computer Interaction Vol.2009 Article ID 901707  2009 [Refereed][Not invited]
  • Practical Magic: Interaction Design of Robot Caused Perception of Causality in Smart Information Environment
    Daisuke Komagome, Tetsuo Ono
    The IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences Vol. J92-A (No. 11) 828 - 839 2009 [Refereed][Not invited]
  • Multidisciplinary Approach to Human-Agent Interaction Research
    Tetsuo Ono
    Journal of the Japanese Society for Artificial Intelligence Vol. 24 (No. 6) 818 - 823 2009 [Not refereed][Not invited]
  • OGAWA K.
    Proceedings of 18th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN 2009) 553 - 557 2009 [Refereed][Not invited]
  • Ryo Mizuno, Kiyohide Ito, Tetsuo Ono, Junichi Akita, Takanori Komatsu, Makoto Okamoto
    FOUNDATIONS OF AUGMENTED COGNITION, PROCEEDINGS 5638 185 - + 0302-9743 2009 [Refereed][Not invited]
     
    We have developed a new sensing device, named by "CyARM". CyARM is one of Active Perception device, based on activeness of human perception. In order to clarify information for shape perception using CyARM, an experiment had conducted. Results of this experiment show that shapes with sharp edges are identified easily, but shapes with smooth edges are identified with greater difficulty. In other words, the subjects perceived changes in distance from the sensor to the object as object edges. Furthermore, from the results of multi-dimensional scaling, it is suggested that object shapes perceived by the Subjects were classified according to the sharpness of the edge and by the ratio of height and width. In addition, motion analyses were conducted. The result shows, it is suggested that user tend to swing arm to front arm mainly in motion of lateral direction.
  • 小野 哲雄, 小川 浩平
    Human interface ヒュ-マンインタフェ-ス学会 10 (2) 115 - 118 1344-7254 2008/05/25 [Not refereed][Not invited]
  • Kohei Ogawa, Tetsuo Ono
    Proceedings of the 17th IEEE International Symposium on Robot and Human Interactive Communication, RO-MAN 35 - 40 2008 [Refereed][Not invited]
     
    In this paper we describe an ITACO system that is able to construct an emotional relationship between humans and interactive systems by a migratable agent. The agent in the ITACO system can migrate between interactive systems within an environment. We conducted psychological experiments to verify whether the ITACO system can construct an emotional relationship between humans and interactive systems such as a robot and a table lamp. The experimental results show that emotional relationships were constructed between humans and interactive systems. Thus emotional relationships gave an influence to human's behavior and cognitive abilities. ©2008 IEEE.
  • RobotMeme:模倣による人?ロボットの周辺的相互適応
    ヒューマンインタフェース学会論文誌 10 (1) 47 - 57 2008 [Refereed][Not invited]
  • Kohei Ogawa, Tetsuo Ono
    INTELLIGENT VIRTUAL AGENTS, PROCEEDINGS 5208 296 - 307 0302-9743 2008 [Refereed][Not invited]
     
    Our purpose in this paper is realizing a natural interaction between humans and artifacts by an ITACO system. The ITACO System is able to construct a relationship between humans and artifacts by a migratable agent. The agent in the ITACO system can migrate to various artifacts within an environment to construct a relationship with humans. We conducted the two experiments to confirm effects for human by a relationship that was constructed between humans and artifacts. The experimental results showed that a relationship gave some influences to human's behaviors and cognitive abilities. The results also showed that the ITACO system and the migratable agent were an effective method to realize a natural interaction between them.
  • Daisuke Komagome, Michio Suzuki, Tetsuo Ono, Seiji Yamada
    2007 RO-MAN: 16TH IEEE INTERNATIONAL SYMPOSIUM ON ROBOT AND HUMAN INTERACTIVE COMMUNICATION, VOLS 1-3 426 - + 2007 [Refereed][Not invited]
     
    In late years, as new media turning into PC or mobile phone, a study about communication robots is prosperous. Robots are different from the conventional media, because robots have physical bodies like humans, so it is reported that humans bemust robots socially. Therefore, we decide to apply a concept of meme as a cultural gene to an interaction design with humans and robots in this study. By this design theory, we will realize Mimetic Mutual Adaptation by humans and robots imitating and adapting each other, exceeding a conventional form of one-way adaptation from humans to the media. Therefore, we called cultural information transmitted from robots '' RobotMeme '', we try that robots acquire cultural behaviors shared by human society and the robots transmits these meme to other robots by Human-Robot Mimetic Mutual Adaptation. Furthermore, we suggest '' A Design of RobotMeme '' to realize that robots create new cultural behaviors through human-robot interaction. In this paper, we describe an early stage of experiments to inspect whether RobotMeme were transmitted to human and observed that humans acquired original cultural behaviors of robots by imitation. From the results of these experiments, it is suggested that robots and human are going to be able to form the relations of interdependence by imitating each other.
  • Daisuke Sakamoto, Takayuki Kanda, Tetsuo Ono, Hiroshi Ishiguro, Norihiro Hagita
    HRI 2007 - Proceedings of the 2007 ACM/IEEE Conference on Human-Robot Interaction - Robot as Team Member 193 - 200 2007 [Refereed][Not invited]
     
    In this research, we realize human telepresence by developing a remote-controlled android system called Geminoid HI-1. Experimental results confirm that participants felt stronger presence of the operator when he talked through the android than when he appeared on a video monitor in a video conference system. In addition, participants talked with the robot naturally and evaluated its human likeness as equal to a man on a video monitor. At this paper's conclusion, we will discuss a remote-control system for telepresence that uses a human-like android robot as a new telecommunication medium. Copyright 2007 ACM.
  • Takayuki Kanda, Masayuki Kamasima, Michita Imai, Tetsuo Ono, Daisuke Sakamoto, Hiroshi Ishiguro, Yuichiro Anzai
    Autonomous Robots 22 (1) 87 - 100 0929-5593 2007/01 [Refereed][Not invited]
     
    This paper reports the findings for a humanoid robot that expresses its listening attitude and understanding to humans by effectively using its body properties in a route guidance situation. A human teaches a route to the robot, and the developed robot behaves similar to a human listener by utilizing both temporal and spatial cooperative behaviors to demonstrate that it is indeed listening to its human counterpart. The robot's software consists of many communicative units and rules for selecting appropriate communicative units. A communicative unit realizes a particular cooperative behavior such as eye-contact and nodding, found through previous research in HRI. The rules for selecting communicative units were retrieved through our preliminary experiments with a WOZ method. An experiment was conducted to verify the effectiveness of the robot, with the results revealing that a robot displaying cooperative behavior received the highest subjective evaluation, which is rather similar to a human listener. A detailed analysis showed that this evaluation was mainly due to body movements as well as utterances. On the other hand, subjects' utterance to the robot was encouraged by the robot's utterances but not by its body movements. © Springer Science+Business Media, LLC 2007.
  • Ono Tetsuo
    Journal of Japanese Society for Artificial Intelligence 社団法人人工知能学会 21 (6) 662 - 668 0912-8085 2006/11/01 [Not refereed][Not invited]
  • SAKAMOTO DAISUKE, ONO TETSUO
    コンピュータソフトウェア 23 (2) 101 - 107 0289-6540 2006/04 [Refereed][Not invited]
  • Daisuke Sakamoto, Tetsuo Ono
    Proceedings of the 1st ACM SIGCHI/SIGART Conference on Human-Robot Interaction, HRI 2006, Salt Lake City, Utah, USA, March 2-3, 2006 ACM 355 - 356 2006/03 [Refereed][Not invited]
  • Komatsu Takanori, Kitano Isamu, Munekata Nagisa, Sato Tomonori, Takahashi Kazuyuki, Honma Masato, Osada Jun-ichi, Hata Masayuki, Inui Hideo, Suzuki Sho'ji, Suzuki Keiji, Matsubara Hitoshi, Ono Tetsuo, Sakamoto Daisuke, Sato Takamasa, Uchimoto Tomohiro, Okada Hajime
    Transactions of the Virtual Reality Society of Japan 特定非営利活動法人 日本バーチャルリアリティ学会 11 (2) 213 - 223 1344-011X 2006 [Refereed][Not invited]
     
    Our project aims to develop robot authoring system especially for non-robotic researchers, such as cognitive psychologists, social psychologists, designers and art performers, to provide an intuitive robot operating environment, which enable them do authoring the robot as they want. Concretely, we have been developing the robot system which has the following characteristics. 1) Changing the robot's appearances and functions by attaching or removing Sub Modules, e.g., arms, tails, ears, wings, on/from Core Module. When this Sub Module was attached on Core Module (robot's base body), the particular information embed in Sub Modules is sent to the robot controller and this controller change the robot's behaviors according to the received information. 2) Authoring (editing or turning-up) the robot's behaviors with using intuitive command system not like a traditional program language (e.g., move (10.0, 0.0)), but similar to our natural language (e.g., "move," "run").
  • Tetsuo Ono, Takanori Komatsu, Junichi Akita, Kiyohide Ito, Makoto Okamoto
    Computers Helping People with Special Needs, 10th International Conference, ICCHP 2006, Linz, Austria, July 11-13, 2006, Proceedings Springer 1251 - 1258 2006 [Refereed][Not invited]
  • ロボットの社会性:ロボットが対話者間の印象形成に与える影響評価
    ヒューマンインタフェース学会論文誌 8 (3) 381 - 390 2006 [Refereed][Not invited]
  • 小川浩平
    ヒューマンインタフェース学会論文誌 8 (3) 373 - 380 2006 [Refereed][Not invited]
  • KANDA TAKAYUKI, KAMASHIMA MASAYUKI, KAMASHIMA MASAYUKI, IMAI MICHITA, IMAI MICHITA, ONO TETSUO, ONO TETSUO, SAKAMOTO DAISUKE, SAKAMOTO DAISUKE, ISHIGURO HIROSHI, ISHIGURO HIROSHI, ANZAI YUICHIRO
    日本ロボット学会誌 The Robotics Society of Japan 23 (7) 898 - 909 0289-1824 2005/10 [Refereed][Not invited]
     
    This paper reports the findings of a humanoid robot that pretends to listen to humans by effectively using its body properties in a route guidance situation. A human teaches a route to the robot, and the developed robot behaves as a human-like listener by utilizing both temporal and spatial cooperative behaviors to demonstrate that it is indeed listening to its human counterpart. The robot consists of many communicative units and rules for selecting appropriate units. A communicative unit realizes a particular cooperative behavior such as eye-contact and nodding, found through previous research. The rules for selecting communicative units were retrieved through WOZ experiments. An experiment was conducted to verify the effectiveness of the developed robot, and, as a result, the robot with cooperative behavior received higher subjective evaluation, which is rather similar to a human listener. The detailed analysis showed that this higher evaluation was due mainly to body movements as well as utterances. On the other hand, subjects' utterance to the robot was promoted by the robot's utterances but not by the body movements.
  • AKITA JUNICHI, ITO KIYOHIDE, ONO TETSUNO, OKAMOTO MAKOTO
    IPSJ Journal 一般社団法人情報処理学会 46 (7) 1693 - 1700 0387-5806 2005/07/15 [Refereed][Not invited]
     
    This paper describes a new concept of user interface as extending our senses, and one implementation of this concept. We receive various signals from outside environment through our sense devices, such as vision, tactile, and so on. It is natual to use a device to assist such senses for extending our senses for environment recognition, and this implies a possibility for assistant devices for diabled persons. In this paper, we focus on the function of our arm's action for environment recognition by grouping objects, and describe the concept of the environment recognition device named CyARM. as well as its implementation and its evaluations. The CyARM has ultrasonic distance sensor and a wire connected to the user's body, which is controlled by motor according to the measured distance. The user can extend the wire by stretching the arm when no object can be found at the aiming direction. If some objects are found at the aiming direction, the wire are retracted and fixed at the certain position in order to keep the user's arm flexed: the user will feel like touching something. The result of evaluation experiments shows the effectiveness of CyARM for environment recognition, and we also describe its improvements.
  • CyARM: Direct perception device by dynamic touch
    Akita,J, Ito,K, Komatsu,T, Ono,T, Okamoto,M
    Studies in Perception and Action VIII (ICPA13) 87 - 90 2005/07 [Refereed][Not invited]
  • Ono Tetsuo
    Journal of Japanese Society for Artificial Intelligence 社団法人人工知能学会 20 (4) 401 - 406 0912-8085 2005/07/01 [Not refereed][Not invited]
  • Daisuke Sakamoto, Takayuki Kanda, Tetsuo Ono, Masayuki Kamashima, Michita Imai, Hiroshi Ishiguro
    International Journal of Human Computer Studies 62 (2) 247 - 265 1071-5819 2005/02 [Refereed][Not invited]
     
    Research on humanoid robots has produced various uses for their body properties in communication. In particular, mutual relationships of body movements between a robot and a human are considered to be important for smooth and natural communication, as they are in human-human communication. We have developed a semi-autonomous humanoid robot system that is capable of cooperative body movements with humans using environment-based sensors and switching communicative units. Concretely, this system realizes natural communication by using typical behaviors such as: "nodding," "eye-contact," "face-to-face," etc. It is important to note that the robot parts are NOT operated directly only the communicative units in the robot system are switched. We conducted an experiment using the mentioned robot system and verified the importance of cooperative behaviors in a route-guidance situation where a human gives directions to the robot. The task requires a human participant (called the "speaker") to teach a route to a "hearer" that is (1) a human, (2) a developed robot that performs cooperative movements, and (3) a robot that does not move at all. This experiment is subjectively evaluated through a questionnaire and an analysis of body movements using three-dimensional data from a motion capture system. The results indicate that the cooperative body movements greatly enhance the emotional impressions of human speakers in a route-guidance situation. We believe these results will allow us to develop interactive humanoid robots that sociably communicate with humans. © 2004 Elsevier Ltd. All rights reserved.
  • HOSHI TAKAHIRO, MISHIMA YU, AKITA JUN'ICHI, ITO KIYOHIDE, GYOBU IKUKO, ONO TETSUO, OKAMOTO MAKOTO
    情報処理学会 2005 (4) 57 - 58 1344-0640 2005/02 [Not refereed][Not invited]
  • Ubiquitous cognition: Mobile environment achieved by migratable agent
    Kohei Ogawa, Tetsuo Ono
    ACM International Conference Proceeding Series 111 337 - 338 2005 
    We propose a concept of Ubiquitous Cognition and introduce an integrated agent for communication (ITACO) system based on the concept. To realize our proposed concept, the ITACO system tries to appropriately support a user using a migratable agent which is context-sensitive and gives continuous assistance. The key factor in this system is the construction of a relationship between the user and the agent, and to carry on this relationship between the user and the object that the agent has migrated to. Psychological experiments were carried out to verify this succession of the relationship between media. The results of the experiments showed that the subjects' attachment to the media as well as the relationship was succeeded through the media by the agent migration.
  • Kiyohide Ito, Makoto Okamoto, Junichi Akita, Tetsuo Ono, Ikuko Gyobu, Tomohito Takagi, Takahiro Hoshi, Yu Mishima
    Conference on Human Factors in Computing Systems - Proceedings 1483 - 1486 2005 [Refereed][Not invited]
     
    With the concept of 'human-machine interface', designed especially for visually impaired persons, we have developed an electric aid device for use in guiding orientation and locomotion. The device, which we call CyARM, measures the distance between a person and an object with an ultrasonic sensor and transmits the distance information to the user's haptic sense. In this report, we will: (1) outline the concept of CyARM, (2) describe its mechanism, and (3) demonstrate three preliminary experiments that verify the usability of CyARM. We conducted the experiments in terms of detection of objects, detection of space, and tracking object movement. As a result of these experiments, we have concluded that CyARM is potentially effective for visually impaired persons. Our study will encourage therelated studies of user interfaces, particularly focusing on electric aid devices that guide visually impaired persons in detecting their environment.
  • Daisuke Sakamoto, Daisuke Sakamoto, Takayuki Kanda, Tetsuo Ono, Tetsuo Ono, Masayuki Kamashima, Masayuki Kamashima, Michita Imai, Michita Imai, Hiroshi Ishiguro, Hiroshi Ishiguro
    Proceedings - IEEE International Workshop on Robot and Human Interactive Communication 443 - 448 2004/12 [Refereed][Not invited]
     
    Research on humanoid robots has produced various uses for their body properties in communication. In particular, mutual relationships of body movements between a robot and a human are considered to be important for smooth and natural communication, as they are in human-human communication. We have developed a semi-autonomous humanoid robot system that is capable of cooperative body movements with humans using environment-based sensors and switching communicative units. And we conducted an experiment using this robot system and verified the importance of cooperative behaviors in a route-guidance situation where a human gives directions to the robot. This result indicates that the cooperative body movements greatly enhance the emotional impressions of human in a route-guidance situation. We believe these results will allow us to develop interactive humanoid robots that sociably communicate with humans. © 2004 IEEE.
  • Takayuki Kanda, Michita Imai, Tetsuo Ono, Hiroshi Ishiguro
    Proceedings of IEEE 2004/11 [Not refereed][Not invited]
  • Masayuki Kamashima, Takayuki Kanda, Michita Imai, Tetsuo Ono, Daisuke Sakamoto, Hiroshi Ishiguro, Yuichiro Anzai
    2004 IEEE/RSJ International Conference on Intelligent Robots and Systems, Sendai, Japan, September 28 - October 2, 2004 IEEE 2506 - 2513 2004/09 [Refereed][Not invited]
  • Makoto Okamoto, Junichi Akita, Kiyohide Ito, Tetsuo Ono, Tomohito Takagi
    Computers Helping People with Special Needs, 9th International Conference, ICCHP 2004, Paris, France, July 7-9, 2004, Proceedings Springer 462 - 467 2004/07 [Refereed][Not invited]
  • Takayuki Kanda, Hiroshi Ishiguro, Tetsuo Ono, Michita Iraai, Ryohei Nakatsu
    Electronics and Communications in Japan, Part III: Fundamental Electronic Science (English translation of Denshi Tsushin Gakkai Ronbunshi) 87 (5) 48 - 58 1042-0967 2004/05 [Refereed][Invited]
     
    This paper proposes a human-robot communication system based on observations of robot-robot conversations to encourage humans to consider robots as natural targets for communication. In the proposed system, when nearby robots are communicating, voices and gestures are used to indicate that the robots are conversing with each other. When humans in the vicinity observe a robot building a relationship by interacting with another robot or the surrounding environment, they regard robots as equal targets for communication and build relationships with robots or carry out natural communications with robots. We used robots with sufficient body expression capabilities to actually implement a robot system that enabled communications according to robot-robot conversations or situations. This paper reports on a robot system that implements both of these kinds of robot-robot conversations and human-robot conversations and verifies the effects of the observation of robot-robot conversations through psychological experiments. © 2004 Wiley Periodicals, Inc.
  • Takayuki Kanda, Hiroshi Ishiguro, Tetsuo Ono, Michita Imai, Takeshi Maeda, Ryohei Nakatsu
    Electronics and Communications in Japan, Part III: Fundamental Electronic Science (English translation of Denshi Tsushin Gakkai Ronbunshi) 87 (4) 55 - 65 1042-0967 2004/04 [Refereed][Invited]
     
    In the design of everyday robots which communicate with humans in ordinary life, particular attention must be devoted to interactions and relationships in order to achieve natural and smooth communications. For this purpose, Robovie, which we developed, is equipped with hardware mechanisms suitable for communication, such as a rich inventory of sensors, an appearance that is readily personified, and a gesture expression ability comparable to that of humans. In addition, its programs have a software architecture that was designed for easy realization of interactive functions. As a result of these distinctive features, Robovie is suitable for use as a platform for research on humanized robots, such as research on communications between robots and humans, and on the body form of robots. This paper describes its hardware and software architecture. The usefulness of Robovie as a research platform is demonstrated by experiments designed to verify its interactive functions. © 2003 Wiley Periodicals, Inc.
  • TAKAGI TOMOHITO, AKITA JUN'ICHI, ITO KIYOHIDE, ONO TETSUO, OKAMOTO MAKOTO
    情報処理学会シンポジウム論文集 2004 (5) 181 - 182 1344-0640 2004/03 [Not refereed][Not invited]
  • KANDA TAKAYUKI, IMAI MICHITA, ONO TETSUO, ISHIGURO HIROSHI
    IPSJ Journal 一般社団法人情報処理学会 44 (11) 2699 - 2709 0387-5806 2003/11/15 [Refereed][Not invited]
     
    This paper reports an importance of cooperative behaviors in human-robot interaction, which found through precisely measuring of body movements during human-robot interactions. We believe that a humanoid robot is becoming to participate in our daily life. Since such a humanoid body provides an abundance of non-verbal information, it enables us to smoothly communicate with a humanoid robot. Toward this effect, we have developed a humanoid robot that autonomously interacts with humans by speaking and making gestures. This robot is used as a testbed for studying embodied communication. We intend to identify the essential communicative behaviors. Our strategy is to analyze the human-robot interaction in terms of numerical body movements. A motion capture system allows us to precisely mea-sure the body movements. We have performed experiments to compare the body movements with impressions of the robot; as the result, the experiments have revealed the importance of cooperative behaviors.
  • Takayuki Kanda, Hiroshi Ishiguro, Michita Imai, Tetsuo Ono
    Proc. International Joint Conference on Artificial Intelligence (IJCAI) 2003/08 [Refereed][Not invited]
  • Tetsuo Ono, Michita Imai, Takayuki Kanda, Hiroshi Ishiguro
    Proceedings of IEEE International Symposium on Computational Intelligence in Robotics and Automation (CIRA) 2003/07 [Refereed][Not invited]
  • Robovie: Communication Technologies for a Social Robot
    Michita Imai, Tetsuo Ono, Hiroshi Ishiguro
    Artifficial Life Robotics, Vol.6, pp.73-77, 2003. 2003/04 [Refereed][Not invited]
  • 小野 哲雄
    Human interface ヒュ-マンインタフェ-ス学会 5 (1) 3 - 6 1344-7254 2003/02/25 [Not refereed][Not invited]
  • KANDA Takayuki, ISHIGURO Hiroshi, ONO Tetsuo, IMAI Michita, NAKATSU Ryohei
    The transactions of the Institute of Electronics, Information and Communication Engineers. D-I 一般社団法人電子情報通信学会 85 (7) 691 - 700 0915-1915 2002/07/01 [Refereed][Not invited]
     
    本論文では,人がロボットを自然なコミュニケーションの対象とみなすための,ロボット同士の対話観察に基づく人-ロボット対話システムを提案する.提案システムにおいては,近くにいるロボット同士が通信する際に音声やジェスチャによりロボット同士が対話していることを表現する.周囲の人間は,ロボットが他のロボットや環境と相互作用して関係を構築することを観察することで,ロボットを対等なコミュニケーションの対象とみなし,ロボットと関係を築き,またロボットと自然なコミュニケーションを行うようになる。我々は,実際に十分な身体表現能力をもつ実ロボットを用い,ロボット同士の対話や状況に応じたコミュニケーションが可能なロボットシステムを実装した.本論文では,このようなロボット同士の対話と人-ロボット対話の双方を実現するロボットシステムについて報告し,ロボット同士の対話を観察する効果を心理学的実験を通して検証する.
  • KANDA Takayuki, ISHIGURO Hiroshi, ONO Tetsuo, IMAI Michita, NAKATSU Ryohei
    Journal of the Robotics Society of Japan 一般社団法人 日本ロボット学会 20 (3) 315 - 323 0289-1824 2002/04/15 [Refereed][Not invited]
     
    This paper reports an evaluation about autonomous behaviors of an interaction-oriented robot, which will work in our daily life as our partner. To develop and improve such an interaction-oriented robot, it is necessary to find out the evaluation method of the human-robot interaction. We tried to evaluate the robot named"Robovie", which has a human-like upper torso, a sufficient physical expressing ability, and abundant sensors for communicating with humans. Robovie autonomously exhibits playing behaviors such as a handshake, hug, and short conversation, based on visual, auditory, and tactile information. For the evaluation, we installed three behavior patterns"passive", "active", and"complex"into Robovie. As the result, "passive"pattern brought the best impression. We also analyze the dynamic aspects of the interactions with a concept of"entrain level", then we suggest interaction-chain model for human-robot communication.
  • Takayuki Kanda, Hiroshi Ishiguro, Michita Imai, Tetsuo Ono, Kenji Mase
    Int. Conf. on Intelligent Robots and Systems (IROS2002) 2002/04 [Refereed][Not invited]
  • KANDA Takayuki, ISHIGURO Hiroshi, ONO Tetsuo, IMAI Michita, MAEDA Takeshi, NAKATSU Ryohei
    The transactions of the Institute of Electronics, Information and Communication Engineers. D-I 一般社団法人電子情報通信学会 85 (4) 380 - 389 0915-1915 2002/04/01 [Refereed][Not invited]
     
    日常生活の中で人間とかかわりながら活動する日常活動型のロボットにおいては,自然で円滑なコミュニケーションのために相互作用と関係性を重視してロボットを設計することが必要である.我々の開発したRobovieはこのために豊富なセンサ,擬人化しやすい外見,人間と同様のゼスチャ表現能力といったコミュニケーションに適したハードウェア機構をもつ.更に,相互作用機能を容易に実現するため考案したソフトウェアアーキテクチャに基づきプログラムを行う.このような特徴から,Robovieはロボットと人間とのコミュニケーションやロボットの身体性に関する研究といったヒューマノイドロボットを用いた研究のプラットホームとしての利用に適している.本論文では,Robovieのハードウェア及びソフトウェアアーキテクチャについて報告し,相互作用機能の実証実験について報告することで,Robovieの研究用プラットホームとしての有用性を示す.
  • IMAI Michita, ONO Tetsuo, NAKATSU Ryouhei, ANZAI Yuichiro
    The Transactions of the Institute of Electronics, Information and Communication Engineers. A 一般社団法人電子情報通信学会 85 (3) 370 - 379 0913-5707 2002/03/01 [Refereed][Not invited]
     
    人間同士の会話では,聞き取りにくい発話であっても,聞き手が,話し手の意図や周囲の状況を頼りに話し手のいわんとする内容を理解する.本論文では,人間とロボット間のコミュニケーションを人間同士に近づけるために,ロボットの意図や実世界の情報を人間が参照し始める条件を明らかにする.具体的には,人間とロボットの関係に注目したコミュニケーションモデル(協調伝達モデル)を提案する.また,モデルの妥当性を検証するために実際のロボットを用いた行動実験を行う.実験では,CGエージェントを用いてロボット上に人間との関係を築き,人間とロボットの関係性がコミュニケーションに与える影響について調べた.実験の結果,ロボットの意図や状況を人間に参照させるためには人間とロボット間に関係を構築するインタフェースが必要なことがわかった.
  • M Imai, T Kanda, T Ono, H Ishiguro, K Mase
    IEEE ROMAN 2002, PROCEEDINGS 411 - 416 2002 [Refereed][Not invited]
     
    This paper investigates the relationship between the direction of a robot's face and its gaze as noticed by a person. Non-verbal information such as gaze movement or gestures is crucial to conversation between people. In particular, the effect of a gaze is most important in non-verbal communication because gaze movements convey various information such as timing of taking turns or a target indicated by a person. This paper argues that the important role of a gaze also applies to interaction between a human and a robot. In spite of the importance of the gaze, there has been no study on the relationship between a robot's head orientation and its gaze. We have conducted an experiment to investigate this relationship in an experimental environment named RM-RT, where the robot's head orientation is fixed to a particular person during a conversation. The results indicate that people notice the robot's gaze according to the robot's head orientation.
  • Takayuki Kanda, Hiroshi Ishiguro, Tetsuo Ono, Michita Imai, Kenji Mase
    Proceedings - IEEE International Workshop on Robot and Human Interactive Communication 271 - 276 2002 [Refereed][Not invited]
     
    This paper illustrates how robots can effectively cooperate to facilitate communication with people. We expect that communication robots will play an important role in our daily life. Although these robots can communicate with each other by radio, infrared, or other invisible means, our results show that it is important to human understanding that they are able to communicate with each other by voice and gestures as well. This lets humans know that the robots can talk with them and among themselves. Thus, humans come to regard the robots as appropriate targets for natural communication. © 2002 IEEE.
  • Takayuki Kanda, Hiroshi Ishiguro, Tetsuo Ono, Michita Imai, Ryohei Nakatsu
    Proceedings - IEEE International Conference on Robotics and Automation 2 1848 - 1854 1050-4729 2002 [Refereed][Not invited]
     
    In this paper, we report about a new interaction-oriented robot, which communicates with humans and will participate in human society as our partner. For realizing such a robot, we have started a new collaborative work between cognitive science and robotics. In the way of robotics, we have developed a humanoid robot named "Robovie" that has enough physical expression ability. On the other hand, through cognitive experiments, we obtained important ideas about the robot's body property. To incorporate these ideas, we have developed software architecture and implemented autonomous interactive behaviors to the robot. Further, we have evaluated the robot's performance of the interactive behaviors through psychological experiments. The experiments reveled how humans recognize the robot.
  • IMAI MICHITA, ONO TETSUO, ISHIGURO HIROSHI, NAKATSU RYOUHEI, ANZAI YUICHIRO
    IPSJ Journal 一般社団法人情報処理学会 42 (11) 2618 - 2629 0387-5806 2001/11/15 [Refereed][Not invited]
     
    This paper proposes an attention expression mechanism for a robot to generate a situated utterance spontaneously. The crucial factor to make it easier for the person to interpret the situated utterance is to develop joint attention between the person and the robot. To develop joint attention with the person, the attention expression mechanism draws person's attention to the same real world information where the robot pays attention by turning its head towards the target of the attention and carrying out eye-contact with the person. In addition, an utterance generation mechanism Linta-III was developed with the attention expression mechanism. Linta-III adapts an utterance text in response to developing joint attention. Also, this paper conducted an experiment to confirm the effect of the attention expression mechanism on developing joint attention.
  • Tetsuo Ono, Michita Imai, Hiroshi Ishiguro
    23rd Annual Meeting of the Cognitive Science Society (CogSci2001) 732 - 737 2001/08 [Refereed][Not invited]
  • 小野 哲雄, 今井 倫太, 神田 崇行
    知識ベ-スシステム研究会 人工知能学会 52 31 - 36 2001/07/05 [Not refereed][Invited]
  • ONO TETSUO, IMAI MICHITA, ISHIGURO HIROSHI, NAKATSU RYOHEI
    IPSJ Journal 一般社団法人情報処理学会 42 (6) 1348 - 1358 0387-5806 2001/06/15 [Refereed][Not invited]
     
    In this paper we propose a framework of embodied communication focusing on physical expression. This framework aims at clarifying the mechanism of communication based on the relationship which emerges by the entrainment resulted from mutual physical actions. Psychological experiments were carried out to explore the validity of our proposed framework. Concretely speaking, the experiments focused on a correlation between physical expression and utterance understanding in human-human and human-robot interactions. The results of the experiments showed that subjects communicated with humans smoothly using entrained actions each other, whereas subjects could communicate with a robot smoothly only when the robot practiced sufficient physical expression entrained subjects' actions. The results, moreover, suggest that an investigation of embodiment is indispensable for developing the interactive technologies in the next generation.
  • H. Ishiguro, T. Ono, M. Imai, T. Kanda
    Proc. Int. Symposium Robotics Research 2001/04 [Refereed][Not invited]
  • 「ロボビー」:ロボットの社会参加に向けたコミュニケーションテクノロジー
    今井倫太, 小野哲雄, 石黒 浩
    ATR Journal 2001/04 [Not refereed][Not invited]
  • 今井倫太, 小野哲雄, 石黒浩
    Proceedings of 10th IEEE International Workshop on Robot and Human Communication (RO-MAN2001) 512-517  2001 [Refereed][Not invited]
     
    ロボットの腕や視線を用いた注意の表出を行い人間と共同注意を実現する機構を提案した。また、身体表現に応じて人間の注意を推測する機構も提案した。
  • Hiroshi Ishiguro, Tetsuo Ono, Michita Imai, Takeshi Maeda, Takayuki Kanda, Ryohei Nakatsu
    Industrial Robot 28 (6) 498 - 503 0143-991X 2001 [Refereed][Not invited]
     
    The authors have developed a robot called "Robovie" that has unique mechanisms designed for communication with humans. Robovie can generate human-like behaviors by using human-like actuators and vision and audio sensors. Software is a key element in the systems development. Two important ideas in human-robot communication through research from the viewpoint of cognitive science have been obtained - one is importance of physical expressions using the body and the other is the effectiveness of the robot's autonomy in the robot's utterance recognition by humans. Based on these psychological experiments, a new architecture that generates episode chains in interactions with humans is developed. The basic structure of the architecture is a network of situated modules. Each module consists of elemental behaviors to entrain humans and a behavior for communicating with humans.
  • ONO TETSUO, IMAI MICHITA, ETANI TAMEYUKI, NAKATSU RYOHEI
    IPSJ Journal 一般社団法人情報処理学会 41 (1) 158 - 166 0387-5806 2000/01/15 [Refereed][Not invited]
     
    We propose a robot interface model with a lifelike agent in order to construct a relationship between humans and robots, and show the results of psychological experiments using the proposed model. In our model, the agent can migrate from a user's mobile PC to a robot when the agent has to work in the physical world. As a result of the migration, the robot can inherit the context from the interactions between a user and an agent so that a relationship between a user and a robot is formed. We conducted experiments for the inspection of our prospects mentioned above. The focus of our experiments was to explore the validity of the hypotheses as follows; 1) subjects come to be familiar with the robots to which the agent migrated from the PC, and 2) subjects unconsciously follow the robots because of the entrainment of the relationship. The results of the experiments supported our hypotheses statistically.
  • Michita Imai, Tetsuo Ono, Hiroshi Ishiguro, Yuichiro Anzai
    Proceedings - IEEE International Workshop on Robot and Human Interactive Communication 1 - 6 2000 [Refereed][Not invited]
     
    This paper proposes an attention expression mechanism for a robot to generate utterances spontaneously. The robot must direct the attention of a person to the same real world information as the robot for the person to interpret an utterance from the robot. The attention expression mechanism exposes the robot's focus of attention by turning its head towards the target of attention. In particular, the mechanism exposes the attention of the robot to the person as well as real world information for the person to develop joint attention. In addition, we introduce an utterance generation mechanism named Linta-III, which was developed with the attention expression mechanism. © 2000 IEEE.
  • Tetsuo Ono, Michita Imai, Hiroshi Ishiguro
    Proceedings - IEEE International Workshop on Robot and Human Interactive Communication 334 - 339 2000 [Refereed][Not invited]
     
    The purpose of this paper is to construct a methodology for smooth communications between humans and robots. Here, focus is on an anthropomorphic mechanism which is indispensable in human-artifact communications. In this paper we propose a model of utterance understanding based on the anthropomorphic mechanism in the emerging relationship between humans and robots. Concretely speaking, we implement a robot interface system that applies our proposed model. The characteristic of our interface system is its ability to construct a relationship between a human and a robot by a method of having an agent, which interacts with the person, migrates from the mobile PC of the person to the robot. Psychological experiments were carried out to explore the validity of the following hypothesis: By anthropomorphizing a robot based on such a relationship, a person can estimate the robot's intention with ease, and, moreover, the person can even understand the robot's unclear utterances made by synthesized speech sounds. The results of the experiments statistically supported our hypothesis. © 2000 IEEE.
  • Tetsuo Ono, Michita Imai, Ryohei Nakatsu
    Advanced Robotics 14 (4) 311 - 326 0169-1864 2000 [Refereed][Not invited]
     
    The purpose of this paper is to construct a methodology for smooth communication between humans and robots. Here, focus is on a mindreading mechanism, which is indispensable in human-human communication. We propose a model of utterance understanding based on this mechanism. Concretely speaking, we apply the model of a mindreading system to a model of human-robot communication. Moreover, we implement a robot interface system that applies our proposed model. The characteristic of our interface system is its ability to construct a relationship between a human and a robot by a method of having an agent, which interacts with the person, migrate from the mobile PC of the person to the robot. Psychological experiments were carried out to explore the validity of the following hypothesis: By reading a robot's mind based on such a relationship, a person can estimate the robot's intention with ease and, moreover, the person can even understand the robot's unclear utterances made by synthesized speech sounds. The results of the experiments statistically supported our hypothesis.
  • T Ono, M Imai
    SEVENTEENTH NATIONAL CONFERENCE ON ARTIFICIAL INTELLIGENCE (AAAI-2001) / TWELFTH INNOVATIVE APPLICATIONS OF ARTIFICIAL INTELLIGENCE CONFERENCE (IAAI-2000) 142 - 148 2000 [Refereed][Not invited]
     
    The purpose of this paper is to construct a methodology for smooth communications between humans and robots. Here, focus is on a mindreading mechanism, which is indispensable in human-human communications. We propose a model of utterance understanding based on this mechanism. Concretely speaking, we apply the model of a mindreading system (Baron-Cohen 1996) to a model of human-robot communications. Moreover, we implement a robot interface system that applies our proposed model. Psychological experiments were carried out to explore the validity of the following hypothesis: by reading a robot's mind, a human can estimate the robot's intention with ease, and, moreover, the person can even understand the robot's unclear utterances made by synthesized speech sounds. The results of the experiments statistically supported our hypothesis.
  • Robot-Mediated Communications: Robots promoting matchmaking between humans
    Tetsuo Ono, Michita Imai, Tameyuki Etani
    Robot and Human Communication - Proceedings of the IEEE International Workshop 237 - 241 1999 
    As expectations are high for robots to provide daily support to humans, and for humans and robots to work together constantly in the future, it is important to investigate how relationships between them can be formed in society. This paper looks at Robot-Mediated Communications in human society. We predict thai human communication patterns will change when the robots described above come to join humans. We therefore propose a robot system that considers alt of this. The characteristics of our robot system include a consistent interface connected to a digital world and a physical world, guidance according to the user's interest, and autonomous behaviors using artificial life technology. A robot with these functions can be a matchmaker between humans who have similar interests and can therefore promote creative collaboration. We describe this Robot-Mediated Communications in this paper.
  • Attractive interface for human robot interaction
    Michita Imai, Tetsuo Ono, Tameyuki Etani
    Robot and Human Communication - Proceedings of the IEEE International Workshop 124 - 129 1999 
    This paper describes a human robot interface named the Attractive Interface, which promotes rich encounters between humans and robots. Considering the expected participation of robots in human society, the interface employs not only communication devices like a speech synthesis system but also a mechanism to promote the rich encounters. This key mechanism of the Attractive Interface is an agent migration mechanism that employs a personal CG agent as the interface between a human and a robot. This paper also proposes a robot tour guide system based on the Attractive Interface, and discusses the effect of agent migration.
  • Agent migration: communications between a human and robot
    Michita Imai, Tetsuo Ono, Tameyuki Etani
    Proceedings of the IEEE International Conference on Systems, Man and Cybernetics 4 0884-3627 1999 
    This paper describes a new human robot interface that enhances the relationship between a user and a robot. Our idea is to introduce a personal CG agent and an agent migration mechanism in the human robot interface. The agent migration mechanism enables the agent to migrate between a mobile PC and an autonomous mobile robot. Since the user can obtain familiarity with his/her own personal CG agent, he/she also begins to naturally interact with the robot according to the migration of the agent. We have developed a tour guide system named ITAKO with the interface. The ITAKO system gives a user a tour guide by using the mobile PC and the robot.
  • 小野 哲雄, 岡田 美智男
    情報処理 一般社団法人情報処理学会 39 (9) 51 - 52 0447-8053 1998/09/15 [Not refereed][Not invited]
  • Ono Tetsuo, Tojo Satoshi, Sato Satoshi
    Research report 北陸先端科学技術大学院大学 96 1 - 14 0918-7553 1996/08 [Not refereed][Not invited]
  • ONO Tetsuo, SATO Satoshi
    認知科学 = Cognitive studies : bulletin of the Japanese Cognitive Science Society 2 (3) 48 - 65 1341-7924 1995/08/31 [Refereed][Not invited]
  • 小野 哲雄
    年報いわみざわ : 初等教育・教師教育研究 北海道教育大学 12 13 - 21 0285-9300 1991/03/25 [Not refereed][Not invited]

MISC

  • 田中雅人, 原武史, 井上裕太, 山田誠二, 松迫正樹, 小野哲雄, 寺田和憲  日本放射線技術学会総会学術大会予稿集  80th-  2024
  • 田中雅人, 原武史, 井上裕太, 山田誠二, 松迫正樹, 小野哲雄, 寺田和憲  日本放射線技術学会総会学術大会予稿集  80th-  2024
  • 木ノ原中也, 巻口誉宗, 高田英明, 高田英明, 坂本大介, 小野哲雄  日本ソフトウェア科学会研究会資料シリーズ(Web)  (91)  2020
  • 松村耕平, 尾形正泰, 小野哲雄, 加藤淳, 阪口紗季, 坂本大介, 杉本雅則, 角康之, 中村裕美, 西田健志, 樋口啓太, 安尾萌, 渡邉拓貴  情報処理学会研究報告(Web)  2017-  (HCI-174)  Vol.2017‐HCI‐174,No.13,1‐8 (WEB ONLY)  2017/08/16  [Not refereed][Not invited]
  • 藍 圭介, 坂本 大介, 小野 哲雄  聴覚研究会資料 = Proceedings of the auditory research meeting  47-  (5)  365  -367  2017/07/20
  • 藍 圭介, 坂本 大介, 小野 哲雄  電子情報通信学会技術研究報告 = IEICE technical report : 信学技報  117-  (138)  107  -109  2017/07/20
  • 渡部 敏之, 坂本 大介, 小野 哲雄  電子情報通信学会技術研究報告 = IEICE technical report : 信学技報  117-  (95)  13  -15  2017/06/16
  • SCHILLEN ANTON, ONO TETSUO, MUNEKATA NAGISA  電子情報通信学会技術研究報告 = IEICE technical report : 信学技報  116-  (73)  51  -56  2016/06/02
  • Michita Imai, Tetsuo Ono, Kazuhiko Shinozawa, Hirotaka Osawa, Hiroyuki Iizuka, Jun Suzurikawa, Keio University, Hokkaido University, ATR Intelligent Robotics Laboratories:Osaka Kyoiku University, The University of Tsukuba, Hokkaido University, Research Institute National Rehabilitation Center for Persons with Disabilities  人工知能 = journal of the Japanese Society for Artificial Intelligence  31-  (1)  43  -49  2016/01/01
  • ゲーミフィケーションを利用した多人数参加型実世界指向インフォーマルコミュニケーション支援システム
    藍圭介, 木村泰知, 棟方渚, 小野哲雄  エンタテインメントコンピューティングシンポジウム2015論文集  533  -537  2015/09  [Not refereed][Not invited]
  • 兼古 哲也, 棟方 渚, 小野 哲雄  エンタテインメントコンピューティングシンポジウム2014論文集  2014-  255  -260  2014/09/12
  • ONO Tetsuo, IMAYOSHI Akira, Kaneko Tetsuya  電子情報通信学会技術研究報告 = IEICE technical report : 信学技報  114-  (85)  11  -16  2014/06/16  
    In this paper, we try to define "social skills" and discuss the applied possibility of its definition. Especially, we propose a system for augmented social space focussing on a communication space. We, moreover, introduce application cases of our proposed system, generation of robot's context-adaptive behaviors and creative assistance of communication among humans.
  • EVANS BENJAMIN LUKE, MUNEKATA NAGISA, ONO TETSUO  Technical report of IEICE. Multimedia and virtual environment  114-  (73)  53  -56  2014/06/06  
    Composers composer with specific intentions in mind. Based on this assumption, we have conducted research, comparing the impressions listeners feel towards music they listen to and the intentions composers have behind those songs. We have seen, in general, listeners have similar impressions to the intentions of composers. However, we believe listeners listen to music in different ways based on their characteristics (e.g. musical experience,) which would result in a difference of impression within listener groups. In this paper, we have focused on the difference of listener impressions caused by difference in musical experience, and have compared those impressions with composer intentions. We discuss different findings we have made from the physiological data (skin conductance response, skin conductance level and fingertip temperature) and survey data obtained from our experiment.
  • 山田 太雅, 棟方 渚, 小野 哲雄  電子情報通信学会技術研究報告 = IEICE technical report : 信学技報  114-  (73)  27  -32  2014/06/06  
    近年,gimpに代表されるようなペイントソフトウェアの開発が盛んに行われている.その一方で,作画技術の向上や,ユーザのモチベーション維持を目的とした支援システムについては,あまり研究が進められていない.そこで,ユーザの模写技術向上を目的とした支援システムに着目した.支援システムを作成するにあたり,必要となる特徴量の抽出方法を2つ提案する.2つの抽出法についてそれぞれ精度実験を行い,アルゴリズムの利点や欠点を見つけることができた.
  • Benjamin LukeEvans, Nagisa Munekata, Tetsuo Ono  IPSJ SIG technical reports  2014-  (11)  1  -4  2014/05/30  
    Composers composer with specific intentions in mind. Based on this assumption, we have conducted research, comparing the impressions listeners feel towards music they listen to and the intentions composers have behind those songs. We have seen, in general, listeners have similar impressions to the intentions of composers. However, we believe listeners listen to music in different ways based on their characteristics (e.g. musical experience,) which would result in a difference of impression within listener groups. In this paper, we have focused on the difference of listener impressions caused by difference in musical experience, and have compared those impressions with composer intentions. We discuss different findings we have made from the physiological data (skin conductance response, skin conductance level and fingertip temperature) and survey data obtained from our experiment.
  • 山田太雅, 棟方渚, 小野哲雄  研究報告エンタテインメントコンピューティング(EC)  2014-  (6)  1  -6  2014/05/30  
    近年,gimp に代表されるようなペイントソフトウェアの開発が盛んに行われている.その一方で,作画技術の向上や,ユーザのモチベーション維持を目的とした支援システムについては,あまり研究が進められていない.そこで,ユーザの模写技術向上を目的とした支援システムに着目した.支援システムを作成するにあたり,必要となる特徴量の抽出方法を 2 つ提案する.2 つの抽出法についてそれぞれ精度実験を行い,アルゴリズムの利点や欠点を見つけることができた.
  • 代蔵 巧, 棟方 渚, 小野 哲雄  エンタテインメントコンピューティングシンポジウム2013論文集  2013-  272  -277  2013/09/27
  • Benjamin LukeEvans, Nagisa Munekata, Tetsuo Ono  IPSJ SIG Notes  2013-  (4)  1  -6  2013/08/24  
    Composers compose with certain predetermined intentions. They seek to compose music that will deliver specific thoughts and feelings to listeners, or even try to paint a picture in their mind. In this research, we have conducted experiments to compare those predetermined "intentions" of the composer and the "impressions" perceived by individual listeners. In these experiments, we had participants listen to music from a musical - music written with concrete intentions. Participants listened to the music over two days, answered a questionnaire regarding the impressions they received from the music and also participated in some short interviews. Further, we recorded biological signals (pulse, skin conductance and skin temperature) of the participants while they were listening to the music. Along with this information from the listeners, we also evaluated information from the composer regarding his intentions behind the songs, as well as some objective analyses of the songs given by a number of musicians. Our research compares and contrasts the intentions, the impressions and the objective analyses, and discusses how these interacted with one another.
  • Benjamin LukeEvans, Nagisa Munekata, Tetsuo Ono  IPSJ SIG Notes  2013-  (37)  1  -4  2013/08/24  
    As modern music is evolving in many ways, the advancement of automated music composing software is particularly noticeable. However, these systems, which generally rely heavily on pattern-matching technology and statistical models, operate using a composition mechanism which is totally different from that of the composer, making the system unrealistic for the user to adjust and control. A system which uses sheet-music-type data not only in the output but also in the composing process itself would offer the musically knowledgeable user an easier programme to work with. In previous research, we created an automated music composing system "Creating Music for You" (CMY), which composes four part harmony from bass-part music the user inputs. In this research, we have implemented the theory of chord inversions (i.e. chords with non-tonic bass notes), and have also enabled the user to choose which rules to use in the composition process. Both of these modifications allow for a wider variety of harmonic options in the output music.
  • Aotsuka Yuichi, Munekata Nagisa, Ono Tetsuo  情報科学技術フォーラム講演論文集  12-  (4)  347  -348  2013/08/20
  • Yamada Taiga, Munekata Nagisa, Ono Tetsuo  情報科学技術フォーラム講演論文集  12-  (3)  327  -328  2013/08/20
  • SHIROKURA TAKUMI, MUNEKATA NAGISA, ONO TETSUO, KODAMA KEI, MIKOSHIBA NORIHIKO, YAMASHITA MASAYA  電子情報通信学会技術研究報告  113-  (185(HCS2013 32-49))  73  -77  2013/08/16  [Not refereed][Not invited]
  • BENJAMINLUKEEVANS, 東条敏, 棟方渚, 小野哲雄  第75回全国大会講演論文集  2013-  (1)  301  -302  2013/03/06  
    大衆化された音楽は多種多様に発展しており,特に自動作曲プログラムなどの進展は顕著である.しかしパターンマッチングや確率モデルに基づいた蓋然的操作を行うこれらシステムの動作は,作曲家が楽曲を創作する過程や思考とは大きく異なり,出力された音楽に不自然な和音や旋律進行が含まれるなどの問題点が挙げられる.本研究では,与えられたバス譜から,上3声を加えた合唱譜を自動作成するシステムを構築した.開発したシステムは,古典的な西洋音楽の基礎的理論体系を利用して複数の楽曲を作成し,ユーザが設定する嗜好に基づいてそれぞれ評価し,最終的な楽曲を出力する.本論文では開発したシステムの概要やその評価について記述し,和声理論を学習するユーザの学習補助ツールとしての本システムの可能性を検討した.
  • 吉川浩, 棟方渚, 小野哲雄  情報処理学会全国大会講演論文集  75th-  (1)  1.11-1.12  -12  2013/03/06  [Not refereed][Not invited]
     
    ガウス誤差関数を利用したヒルベルト変換FIRフィルタを提案する.ヒルベルト変換は携帯電話やディジタル無線などのディジタル信号処理部に必須のフィルタである.提案するフィルタは,インパルス応答の収束スピードが時間の2乗の指数という速さでゼロに収束するため打切り誤差が小さく少ないタップ数で高精度なフィルタを実現できる.またフィルタ係数は数式によって計算できるため,Remezアルゴリズムのような反復計算をする必要はなく,反復計算が終わらないなどの問題がない.そしてパラメータによってフィルタ帯域,通過域のリップル,タップ数の間のトレードオフを自由に設定でき,目的に応じたフィルタを柔軟に設計することができる.
  • 児玉渉, 小野哲雄  情報処理学会全国大会講演論文集  75th-  (4)  4.127-4.128  -129  2013/03/06  [Not refereed][Not invited]
     
    近年、ヒューマンエージェントインタラクション(HAI)に関する研究が盛んに行われており、特にネットワークロボットに関する研究では、3つの異なるタイプ(ビジブル型、バーチャル型、アンコンシャス型)のロボットを用いて、人と高度な対話コミュニケーションの実現を目指している。しかし、個々のHAIの場面において、これらの3つのタイプのロボットが人に与える影響に関しては研究がなされておらず、人から見た場合、統一的なサポートを受けているという印象を持ちえない。そこで、本研究ではAR技術を用いて移動ロボット上にキャラクターエージェントを構築することにより、シチュエーションに応じたインタラクションを検証した。
  • EVANS Benjamin, 東条敏, 棟方渚, 小野哲雄  情報処理学会全国大会講演論文集  75th-  (2)  2.301-2.302  2013/03/06  [Not refereed][Not invited]
  • YAMADA Seiji, ONO Tetsuo, Seiji Yamada, Tetsuo Ono  人工知能学会誌 = Journal of Japanese Society for Artificial Intelligence  28-  (2)  254  -255  2013/03/01
  • 代蔵巧, 棟方渚, 小野哲雄  情報処理学会シンポジウムシリーズ(CD-ROM)  2013-  (1)  ROMBUNNO.2EXB-09  2013/02/21  [Not refereed][Not invited]
  • 今吉晃, 棟方渚, 小野哲雄  人工知能学会全国大会論文集(CD-ROM)  27th-  ROMBUNNO.1J4-OS-22B-5  -4  2013  [Not refereed][Not invited]
  • 巻口誉宗, 吉川浩, 棟方渚, 小野哲雄  情報処理学会シンポジウム論文集  2012-  (3 (CD-ROM))  2012
  • Imayoshi Akira, Munekata Nagisa, Ono Testuo  情報科学技術フォーラム講演論文集  10-  (3)  551  -554  2011/09/07
  • 代蔵 巧, 棟方 渚, 小野 哲雄, 松原 仁  研究報告 エンタテインメントコンピューティング(EC)  2011-  (2)  1  -6  2011/03/19  
    本研究では,他者の存在を感じながら動画を鑑賞することが出来る動画鑑賞システムの開発と検証を行った.このシステムでは,他者を模したアバタを,動画とともに表示することで,アバタを通して他者を感じることが出来る.アバタの振る舞いには,過去にその動画を鑑賞したことのある,他のユーザの興奮が反映される.ユーザの興奮は,手掌の皮膚コンダクタンス反応によって評価した.ユーザの趣向と興奮度の関係を調べるための実験を通して,本システムの開発を行った.このシステムにより,これまでの動画サイトでは感じられにくい他者の存在とともに動画を鑑賞することで,新たな動画体験を提案する.In this study, We developed and experiment on video watching system that use presence of others. This system feels others by avatar in displaying avatar as others on the video. The excitement of other users who have appreciated the video in the past is reflected in the behavior of avatar. The user's excitement was evaluated by the skin conductance response of the palm. We propose a new video experience.
  • 巻口誉宗, 吉川浩, 棟方渚, 小野哲雄  日本バーチャルリアリティ学会大会論文集(CD-ROM)  16th-  2011
  • 巻口誉宗, 吉川浩, 棟方渚, 小野哲雄  情報処理北海道シンポジウム講演論文集  2011-  2011
  • 兼古 哲也, 棟方 渚, 小野 哲雄  人工知能学会全国大会論文集  25-  1  -4  2011
  • SUZUKI Shota, ONO Tetsuo, YAMAMOTO Toshio  全国大会講演論文集  72-  179  -180  2010/03/08
  • FUJIMOTO Yoshiharu, ONO Tetsuo  全国大会講演論文集  72-  437  -438  2010/03/08
  • Ono Tetsuo, Sonoyama Takasuke, Murakawa Yoshihiko, Yamada Seiji, Kakusyo Koh, Imai Rinta, Takeuchi Yugo  Journal of Japanese Society for Artificial Intelligence  24-  (6)  876  -884  2009/11/01  [Not refereed][Not invited]
  • IWATSUKI Chiharu, ONO Tetsuo  ロボティクス・メカトロニクス講演会講演概要集  2009-  "1P1  -D21(1)"-"1P1-D21(4)"  2009/05/25  [Not refereed][Not invited]
     
    This paper investigates reliability of information communicating between humans and robots for constructing a robot system spreading a rumor. In recent years, development of robots is active and accordingly the chance to meet the robots increases in the public space. However, it is expected that there is the difference between the reliability of information from humans and robots. We carried out experiments to investigate this problem. As a result, the reliability of information from robots is higher than that from humans. The results of the experiments give a helpful suggestion to design a social robot.
  • Ono Tetsuo  IPSJ SIG Notes. ICS  2009-  (34)  13  -16  2009/03/13  [Not refereed][Not invited]
     
    In this talk, we discuss a possibility of Ambient Intelligence (AI) on the basis of Human-Agent Interaction. In the field of research in AI, it is believed that interaction between humans and environment is essential for constructing an intelligent system. I will consider this AI from the viewpoint of human factors as well as agent and robot technologies.
  • SHIROKURA Takumi, ONO Tetsuo  全国大会講演論文集  71-  231  -232  2009/03/10
  • MURAYAMA Mikio, ONO Tetsuo  全国大会講演論文集  71-  (4)  "4  -107"-"4-108"  2009/03/10  [Not refereed][Not invited]
  • 駒込大輔, 三島木一磨, 代蔵巧, 小野哲雄, 戸田真志  情報処理学会シンポジウム論文集  2009-  (4)  73  -74  2009/02/26  [Not refereed][Not invited]
  • Kurihara Satoshi, Akiyama Eizo, Ito Takayuki, Imai Michita, Iwasaki Atsusi, Ohsuga Akihiko, Ono Tetsuo, Kitamura Yasuhiko, Matsubara Shigeo, Mine Tsunenori, Moriyama Koichi  コンピュータソフトウェア  25-  (4)  1  -2  2008/10/28  [Not refereed][Not invited]
  • Mizuno Ryo, Ito Kiyohide, Akita Junichi, Ono Tetsuo, Komatsu Takanori, Okamoto Makoto  Proceedings of the Annual Conference of JSSD  (55)  120  -121  2008/06/20  [Not refereed][Not invited]
     
    In this article, we attempted to test whether the shape could be perceived using an environment perception device with movements similar to sensory organs. In the experiment, the active sensing device known as CyARM was adopted. CyARM measures and transmits the distance between a user and an object to the user's haptic sense. Results of the experiment clarified that sharp-edged shapes are able to be specified, but round-edged shapes are more difficult to specify. Object shapes are classified by sharpness of the shape and by the ratio of height and width. This result is suggest similarity between perceived and actual shapes.
  • 高橋 和之, 小野 哲雄  全国大会講演論文集  70-  163  -164  2008/03/13
  • Komagome Daisuke, Ono Tetsuo  全国大会講演論文集  70-  (2)  "2  -473"-"2-474"  2008/03/13  [Not refereed][Not invited]
  • Murayama Mikio, Ono Tetsuo  全国大会講演論文集  70-  (4)  "4  -83"-"4-84"  2008/03/13  [Not refereed][Not invited]
  • Itagaki Yusaku, Ono Tetsuo  全国大会講演論文集  70-  (4)  "4  -291"-"4-292"  2008/03/13  [Not refereed][Not invited]
  • Suzuki Michio, Ono Tetsuo  全国大会講演論文集  70-  (4)  "4  -293"-"4-294"  2008/03/13  [Not refereed][Not invited]
  • ONO Tetsuo, SAKAMOTO Daisuke, OGAWA Kohei, KOMAGOME Daisuke  IPSJ SIG Notes. ICS  2008-  (5)  1  -7  2008/01/22  [Not refereed][Not invited]
     
    In this paper, we discuss a methodology of interaction design investigating factors regarding relation between humans and artifacts. Concretely, we introduce the results of our researches, i.e., ITACO system using an agent migration mechanism, Embodied Communication emerging from cooperative gesture, Sociality of Robots based on the balance theory, and RobotMeme applied mutual adaptation between human and robot. We will bring the problems of interaction design through this survey of our researches into relief.
  • OGAWA KOHEI, ONO TETSUO  IPSJ SIG Notes. ICS  2008-  (5)  9  -16  2008/01/22  [Not refereed][Not invited]
     
    In this paper, we describe the ITACO system that is able to built an emotional relationship between human and interactive system by migratable agent. The agent in an ITACO system is able to migrate into interactive system within an environment. We carried out the two psychological experiments to verify whether an ITACO system is able to built an emotional relationship between human and interactive system such as robot and table lamp. As the results of experiments, we could show that emotional relationship gave an influence to human's behavior and cognitive abilities.
  • 水野亮, 伊藤精英, 小野哲雄, 秋田純一, 小松孝徳, 岡本誠  ヒューマンインタフェースシンポジウム論文集(CD-ROM)  2008-  2008
  • 板垣 祐作, 小川 浩平, 小野 哲雄  人工知能学会全国大会論文集  8-  (0)  68  -68  2008  [Not refereed][Not invited]
     
    本研究の目的は我々が提案しているITACOシステムを用いて、見た目を変化させるエージェントを人間がどのように認知するかに関して検証することである。特に本稿では、エージェントの姿が見えない場合、人間との対話にどのような影響があるかを検証した。
  • 板垣 祐作, 小川 浩平, 小野 哲雄  人工知能学会全国大会論文集  22-  1  -4  2008  [Not refereed][Not invited]
  • SAKAMOTO DAISUKE, KANDA TAKAYUKI, ONO TETSUO, ISHIGURO HIROSHI, HAGITA NORIHIRO  IPSJ Journal  48-  (12)  3729  -3738  2007/12/15  [Refereed][Not invited]
     
    In this research, we realize human telepresence by developing a remote-controlled android system called Geminoid HI-1. Experimental results confirmed that participants felt stronger presence of the operator when he talked through the android than when he appeared on a video monitor in a video conference system. In addition, participants talked with the robot naturally and evaluated its human-likeness as equal to a man on a video monitor. At this paper's conclusion, we will discuss a remote-control system for telepresence that uses a human-like android robot as a new telecommunication medium.
  • ONO Tetsuo  IPSJ Magazine  48-  (12)  1432  -1433  2007/12/15  [Not refereed][Not invited]
  • 長嶋 祐二, 竹内 勇剛, 木村 朝子, 岡本 明, 西山 敏樹, 椎尾 一郎, 深谷 美登里, 田中 久弥, 堀内 靖雄, 岸野 文郎, 井野 秀一, 田内 雅規, 前田 義信, 亀井 且有, 小林 真, 角 康之, 高橋 宏, 仲谷 善雄, 水口 充, 岡田 英彦, 北村 喜文, 中川 正樹, 三浦 元喜, 塩瀬 隆之, 岡田 美智男, 猪木 誠二, 渋谷 雄, 福住 伸一, 森本 一成, 黒田 知宏, 和田 親宗, 堀 雅洋, 辻野 嘉宏, 石橋 明, 亀山 研一, 葛岡 英明, 三宅 美博, 大倉 典子, 清川 清, 竹内 勇剛, 安田 晴剛, 三輪 敬之, 山下 淳, 市川 熹, 西本 一志, 小谷 賢太郎, 大須賀 美恵子, 萩原 啓, 上杉 繁, 小野 哲雄, 渡辺 富夫, 才脇 直樹, 阪田 真己子, 関根 千佳, 榊原 直樹, 古田 一雄, 村田 和義  ヒューマンインタフェース学会誌 = Journal of Human Interface Society : human interface  9-  (4)  328  -345  2007/11/25  [Not refereed][Not invited]
  • Komagome Daisuke, Ono Tetsuo  Proceedings of the Annual Conference of JSSD  (54)  338  -339  2007/06/20  [Not refereed][Not invited]
     
    In this paper, we consider interaction design of robots which improves imitation and creativity towards humans. Robots are useful media to support that humans create something, because robots have physical bodies, netwerks and archiving memories. But it is too difficult for robots to giving informations suited for context activly. Consequently, we focus on imitating ability which humans have. Imitation is not a mere copy, creating new values by putting great ideas in past together. Therefore, we regard robots as social media and we performed pilot experiments which inspect whether humans imitate robots' original behaviors. As the result, we showed that humans have an ability to imitate not-living robots unconsciously.
  • SUZUKI Michio, KOMAGOME Daisuke, ONO Tetsuo, YAMADA Seiji  ロボティクス・メカトロニクス講演会講演概要集  2007-  "2A2  -F02(1)"-"2A2-F02(4)"  2007/05/11  [Not refereed][Not invited]
     
    In this paper, we propose a concept of RobotMeme and describe a robot system based on our concept. A robot which lives together with humans is considered to acquire human physical movements in daily life. Moreover, the robot also communicates with humans and other robots using the acquired physical movements. These movements will be gradually spread in human society. In our study, we call this spread element a "cultural meme." We implemented the robot system transmitting the cultural meme and did experiments using the robot system for investigating the validity of our concept. We briefly report the results of the experiments.
  • ISHIZUKA Tateru, ONO Tetsuo  IEICE technical report  106-  (585)  23  -29  2007/03/14  
    Recently, the equipment that can execute advanced information processing including the personal computer and the cellular phone widely spreads to the society as information processing technology develops, and a new relation "Dialogue" in addition to "Use" arises between the person and the equipment. In this research, we focus on the concept "micro-macro loop" that is important to discuss about group interaction and the act of applause that is the example with micro-macro loop. We implement the system that collaborate applause with actual human as building micro-macro loop structure, and sustain that this structure is important for the system aims social interaction with human.
  • ISHIZUKA Tateru, ONO Tetsuo  IPSJ SIG Notes. ICS  2007-  (26)  23  -29  2007/03/14  
    Recently, the equipment that can execute advanced information processing including the personal computer and the cellular phone widely spreads to the society as information processing technology develops, and a new relation "Dialogue" in addition to "Use" arises between the person and the equipment. In this research, we focus on the concept "micro-macro loop" that is important to discuss about group interaction and the act of applause that is the example with micro-macro loop. We implement the system that collaborate applause with actual human as building micro-macro loop structure, and sustain that this structure is important for the system aims social interaction with human.
  • Sakamoto Daisuke, Kanda Takayuki, Ono Tetsuo, Ishiguro Hiroshi, Hagita Norihiro  IPSJ SIG Notes. ICS  2006-  (131)  37  -42  2006/12/13  [Not refereed][Not invited]
     
    We developed a remote vision system for robot teleoperators. The system processes the images from 6 cameras and combines them into one big image which is then displayed on a screen. This makes understanding the context of the communication easier. In this paper, we report the test trial of this system in which an operator controls a communication robot from a remote place by using our system in public.
  • KOMAGOME Daisuke, SUZUKI Michio, ONO Tetsuo, YAMADA Seiji  IPSJ SIG Notes. ICS  2006-  (131)  7  -12  2006/12/13  [Not refereed][Not invited]
     
    In this study, we apply a general idea of meme as the gene which takes transmission of culture on a design theory of an interaction between human and robot. By human and robot adapting mutually, robot acquires cultured behavior shared by human being society and can come to spread to other people and robot. Furthermore, we suggest a design of robot meme to realize robot create new cultural behavior through human-robot interaction. In this paper, we inspected whether human imitated a communication method peculiar to robot as a preliminary experiment to realize a robot meme design.
  • Sakamoto Daisuke, Kanda Takayuki, Ono Tetsuo, Ishiguro Hiroshi, Hagita Norihiro  Technical report of IEICE. HCS  106-  (412)  37  -42  2006/12/06  [Not refereed][Not invited]
     
    We developed a remote vision system for robot teleoperators. The system processes the images from 6 cameras and combines them into one big image which is then displayed on a screen. This makes understanding the context of the communication easier. In this paper, we report the test trial of this system in which an operator controls a communication robot from a remote place by using our system in public.
  • KOMAGOME Daisuke, SUZUKI Michio, ONO Tetsuo, YAMADA Seiji  Technical report of IEICE. HCS  106-  (412)  7  -12  2006/12/06  [Not refereed][Not invited]
     
    In this study, we apply a general idea of meme as the gene which takes transmission of culture on a design theory of an interaction between human and robot. By human and robot adapting mutually, robot acquires cultured behavior shared by human being society and can come to spread to other people and robot. Furthermore, we suggest a design of robot meme to realize robot create new cultural behavior through human-robot interaction. In this paper, we inspected whether human imitated a communication method peculiar to robot as a preliminary experiment to realize a robot meme design.
  • SUZUKI Yugo, OKAMOTO Makoto, ITO Kiyohide, AKITA Junichi, KOMATSU Takanori, ONO Tetsuo  IEICE technical report. Welfare Information technology  106-  (285)  23  -26  2006/10/05  [Not refereed][Not invited]
     
    CyARM was developed by Okamoto and other project members. It is a sensory substitution device for blind persons to recognize space and distance. The user can recognize a distance by wire's length (bending and stretching of arm) that controlled by motor according to the measured distance. It's necessary to clarify the characteristic of distance perception by CyARM for correct distance perception. The purpose of this research is to clarify the characteristic of distance perception by using CyARM and to improve wire control based on the results of experiment.
  • 小川 浩平, 中田 瑞希, 小野 哲雄  人工知能学会全国大会論文集  6-  (0)  272  -272  2006  [Not refereed][Not invited]
     
    2者対話における身体動作に含まれる両者の関係性を考慮した,新しいインタラクティブシステムのデザイン手法を提案する.本稿では,そのための基礎実験を実施し,その妥当性を検証した.
  • 小川 浩平, 中田 瑞樹, 小野 哲雄  人工知能学会全国大会論文集  20-  1  -4  2006  [Not refereed][Not invited]
  • IMAI Michita, ONO Tetsuo  Journal of The Society of Instrument and Control Engineers  44-  (12)  846  -852  2005/12/10  [Not refereed][Not invited]
  • SAKAMOTO DAISUKE, ONO TETSUO  IPSJ SIG Notes. ICS  2005-  (109)  15  -20  2005/11/08  
    With the developments in Robotics, Robots that live with us will appear on the daily life in near future. However, there are many problems on social robots. In particular, the effects of robots behaviors influence the human relations and societies have not clarified. In this paper, we conducted an experiment to verify the effect of robots behaviors influence the human relations using the 'Balance theory'. The result shows that a robot can affect a good or bad influence on the human relations. A Human's impression of another human had undergone a change by a robot. In other words, robots can construct or collapse the human relations.
  • 佐藤 崇正, 坂本 大介, 内本 友洋, 北野 勇, 岡田 孟, 本間 正人, 小松 孝徳, 鈴木 昭二, 鈴木 恵二, 小野 哲雄, 松原 仁, 畑 雅之, 乾 英男  2005/09  [Not refereed][Not invited]
     
    第23回日本ロボット学会学術講演会CD-ROM 1I24
  • AKITA JUNICHI, ITO KIYOHIDE, ONO TETSUNO, OKAMOTO MAKOTO  IPSJ journal  46-  (7)  1693  -1700  2005/07/15  
    This paper describes a new concept of user interface as extending our senses, and one implementation of this concept. We receive various signals from outside environment through our sense devices, such as vision, tactile, and so on. It is natual to use a device to assist such senses for extending our senses for environment recognition, and this implies a possibility for assistant devices for diabled persons. In this paper, we focus on the function of our arm's action for environment recognition by grouping objects, and describe the concept of the environment recognition device named CyARM. as well as its implementation and its evaluations. The CyARM has ultrasonic distance sensor and a wire connected to the user's body, which is controlled by motor according to the measured distance. The user can extend the wire by stretching the arm when no object can be found at the aiming direction. If some objects are found at the aiming direction, the wire are retracted and fixed at the certain position in order to keep the user's arm flexed: the user will feel like touching something. The result of evaluation experiments shows the effectiveness of CyARM for environment recognition, and we also describe its improvements.
  • Ono Tetsuo  Journal of Japan Society for Fuzzy Theory and Intelligent Informatics  17-  (2)  150  -155  2005/04/15  [Not refereed][Not invited]
  • 坂本大介, 長田純一, ぜんじろう, 宮内見, 佐藤崇正, 内本友洋, 北野勇, 岡田孟, 本間正人, 小松孝徳, 鈴木昭二, 鈴木恵二, 小野哲雄, 松原仁, 畑雅之, 乾英男  情報処理学会シンポジウム論文集  2005-  (10)  2005
  • 鈴木昭二, 鈴木恵二, 松原仁, 小野哲雄, 小松孝徳, 内本友洋, 岡田孟, 北野勇, 坂本大介, 佐藤崇正, 本間正人, 畑雅之, 乾英男  日本機械学会ロボティクス・メカトロニクス講演会講演論文集(CD-ROM)  2005-  2005
  • 小川 浩平, 小野 哲雄  人工知能学会全国大会論文集  19-  1  -4  2005  [Not refereed][Not invited]
  • Suzuki Sho'ji, Sato Takamasa, Honma Masato, Hata Masayuki, Inui Hideo, Suzuki Keiji, Matsubara Hitoshi, Ono Tetsuo, Komatsu Takanori, Uchimoto Tomohiro, Okada Hajime, Kitano Isamu, Sakamoto Daisuke  The Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec)  2005-  (0)  8  -8  2005  [Not refereed][Not invited]
  • Ono Tetsuo, Fukuda Masashi  The proceedings of the JSME annual meeting  2004-  (5)  297  -298  2004/09/04  [Not refereed][Not invited]
     
    In this paper we propose a tourism information system using a personal agent with user's interests. Our system consists of a tourism information server and the agent connected to the server who has user's interests. The server has stored tourism information, e.g. tourist routes, tourist attractions/hotel information etc., and vectors of user's interests which s/he has registered beforehand. The agent tries to support the user consistently as occasion may require using the information from the server. Furthermore, the agent can migrate among some media for adapting user's situation.
  • Okamoto Makoto, Akita Junichi, Ito Kiyohide, Ono Tetsuo  The proceedings of the JSME annual meeting  2004-  (5)  299  -300  2004/09/04  [Not refereed][Not invited]
     
    The purpose of this research is to develop an interactive device for environment recognition, which uses senses other than vision. At present there is no interactive device with which a person who is visually handicapped can gain an intuitive impression of the external world. Our device, which we have named CyARM, has a mechanism that controls the motion of a visually impaired person's arm according to information about distance gathered by an ultrasonic sensor. The user can identify not only the existence of an object, but also its form.
  • KANDA TAKAYUKI, IMAI MICHITA, ONO TETSUO, ISHIGURO HIROSHI  Transactions of Information Processing Society of Japan  44-  (11)  2699  -2709  2003/11/15  
    This paper reports an importance of cooperative behaviors in human-robot interaction, which found through precisely measuring of body movements during human-robot interactions. We believe that a humanoid robot is becoming to participate in our daily life. Since such a humanoid body provides an abundance of non-verbal information, it enables us to smoothly communicate with a humanoid robot. Toward this effect, we have developed a humanoid robot that autonomously interacts with humans by speaking and making gestures. This robot is used as a testbed for studying embodied communication. We intend to identify the essential communicative behaviors. Our strategy is to analyze the human-robot interaction in terms of numerical body movements. A motion capture system allows us to precisely mea-sure the body movements. We have performed experiments to compare the body movements with impressions of the robot; as the result, the experiments have revealed the importance of cooperative behaviors.
  • 松原 仁, 小野 哲雄  電子情報通信学会総合大会講演論文集  2003-  "SS  -51"-"SS-52"  2003/03/03
  • M Imai, T Ono, R Nakatsu, Y Anzai  ELECTRONICS AND COMMUNICATIONS IN JAPAN PART III-FUNDAMENTAL ELECTRONIC SCIENCE  86-  (2)  13  -23  2003  [Not refereed][Not invited]
     
    In conversations between two people, the listener understands the content spoken by the speaker even if the speech is hard to hear by relying on the intent of the speaker and the surroundings. In this paper, we explain the condition where the human starts to refer to the robot's intent and real-world information in order to bring human-robot communication closer to communication between humans. Specifically, we propose a communication model, a cooperative communication model, that focuses on the human-robot relationship. We also conduct behavioral experiments using an actual robot to prove the validity of this model. In the experiment, we built a relationship with a human in a robot by using a computer graphics (CG) agent and examined the effect of the human-robot relationship on the communication. We found from the experimental results that an interface that builds a relationship between a human and a robot is required in order for the intent and state of the robot to be referenced by the human. (C) 2002 Wiley Periodicals, Inc.
  • 小野 哲雄, 今井 倫太, 神田 崇之  人工知能基礎論研究会  49-  29  -34  2002/09/05  [Not refereed][Not invited]
  • KANDA Takayuki, ISHIGURO Hiroshi, ONO Tetsuo, IMAI Michita, MAEDA Takeshi, NAKATSU Ryohei  IEICE transactions on information and systems  85-  (4)  793  -793  2002/04/01
  • IMAI Michita, ONO Tetsuo, NAKATSU Ryouhei, ANZAI Yuichiro  IEICE transactions on fundamentals of electronics, communications and computer sciences  85-  (3)  731  -731  2002/03/01  
    This paper proposes a person's communication model named Cooperative Communication Model to develop a robot's utterance generation mechanism. In a conversation between people, even though speaking voice is not clear for a hearer, he/she can obtain information form the utterance, reffering to the context of the conversation or situations around him/her. Cooperative Communication Model argues that such a person's faculty of speech understanding is based on the relationship between a speaker and a hearer. This paper has also developed a robot system depending on Cooperative Communication Model to conduct a psychological experiment on the model. The robot system employed a personal CG agent to develop a relationship between a person and a robot to investigate the effect of the developed relationship on the communication between them. The experimental results indicated the validity of Cooperative Communication Model and the significance of a human-robot interface that develops a relationship between the person and the robot to make the person notice robot's intention or situations around it.
  • IMAI Michita, ONO Tetsuo, ISHIGURA Hiroshi, NAKATSU Ryouhei, ANZAI Yuichiro  Transactions of Information Processing Society of Japan  42-  (11)  2618  -2629  2001/11/15  
    This paper proposes an attention expression mechanism for a robot to generate a situated utterance spontaneously. The crucial factor to make it easier for the person to interpret the situated utterance is to develop joint attention between the person and the robot. To develop joint attention with the person, the attention expression mechanism draws person's attention to the same real world information where the robot pays attention by turning its head towards the target of the attention and carrying out eye-contact with the person. In addition, an utterance generation mechanism Linta-III was developed with the attention expression mechanism. Linta-III adapts an utterance text in response to developing joint attention. Also, this paper conducted an experiment to confirm the effect of the attention expression mechanism on developing joint attention.
  • ISHIDA Toru, NAKANISHI Hideyuki, NAGAO Katashi, ONO Tetsuo  IEICE technical report. Artificial intelligence and knowledge-based processing  101-  (420)  63  -65  2001/11/09  [Not refereed][Not invited]
     
    The research trend about agents seems to be moving from 'personal agents' that is a kind of interfaces supporting human-computer interaction, to 'social agents' that have social roles to mediate human interaction. This panel introduces the latest research activities about social agents including software agents and robots in Japan. The goal of this panel is to define this new research area and discuss its potential.
  • Ono Tetsuo, Imai Michita, Kanda Takayuki, Ishiguro Hiroshi  IPSJ SIG Notes. ICS  2001-  (97)  1  -6  2001/10/12  [Not refereed][Not invited]
     
    In this paper we propose a model of embodied communication focusing on physical expression. This model aims at clarifying the mechanism of communication based on the relationship which emerges by the entrainment resulted from mutual physical actions. Psychological experiments were carried out to explore the validity of our proposed model. Concretely speaking, the experiments focused on a correlation between physical expression and utterance understanding in human-robot interactions. The results of the experiments showed that subjects could communicate with a robot smoothly only when the robot practiced sufficient physical expression entrained subjects' actions.
  • ONO Tetsuo, IMAI Michita, ISHIGURO Hiroshi, NAKATSU Ryohei  Transactions of Information Processing Society of Japan  42-  (6)  1348  -1358  2001/06/15  
    In this paper we propose a framework of embodied communication focusing on physical expression. This framework aims at clarifying the mechanism of communication based on the relationship which emerges by the entrainment resulted from mutual physical actions. Psychological experiments were carried out to explore the validity of our proposed framework. Concretely speaking, the experiments focused on a correlation between physical expression and utterance understanding in human-human and human-robot interactions. The results of the experiments showed that subjects communicated with humans smoothly using entrained actions each other, whereas subjects could communicate with a robot smoothly only when the robot practiced sufficient physical expression entrained subjects' actions. The results, moreover, suggest that an investigation of embodiment is indispensable for developing the interactive technologies in the next generation.
  • Ono Tetsuo, Imai Michita, Ishiguro Hiroshi  IPSJ SIG Notes. ICS  2000-  (96)  7  -12  2000/10/13  [Not refereed][Not invited]
     
    The purpose of this paper is to investigate a cognitive mechanism of mindreading through communications between humans and robots. Especially, we focus on embodied existence and the relationship that emerges between the subjects participated in communications. In this paper, we propose a model of communication based on the emerged relationship. We, moreover, implemented a human-robot interface system based on the proposed model. We did psychological experiments regarding the mechanism of mindreading using the robot system. The results of experiments showed the importance of the mindreading mechanism in communications. Finally, we introduce a developing robot system where a robot can find the relationship between interacting humans and participate in the interaction.
  • IMAI Michita, ONO Tetsuo, ISHIGURO Hiroshi, ANZAI Yuichiro  人工知能学会全国大会論文集 = Proceedings of the Annual Conference of JSAI  14-  506  -507  2000/07/03  [Not refereed][Not invited]
  • 小野 哲雄, 今井 倫太  日本認知科学会大会発表論文集 = Annual meeting of the Japanese Cognitive Science Society  17-  24  -25  2000/06/30  [Not refereed][Not invited]
  • ONO Tetsuo, IMAI Michita, ETANI Tameyuki, NAKATSU Ryohei  Transactions of Information Processing Society of Japan  41-  (1)  158  -166  2000/01/15  
    We propose a robot interface model with a lifelike agent in order to construct a relationship between humans and robots, and show the results of psychological experiments using the proposed model. In our model, the agent can migrate from a user's mobile PC to a robot when the agent has to work in the physical world. As a result of the migration, the robot can inherit the context from the interactions between a user and an agent so that a relationship between a user and a robot is formed. We conducted experiments for the inspection of our prospects mentioned above. The focus of our experiments was to explore the validity of the hypotheses as follows; 1) subjects come to be familiar with the robots to which the agent migrated from the PC, and 2) subjects unconsciously follow the robots because of the entrainment of the relationship. The results of the experiments supported our hypotheses statistically.
  • ONO Tetsuo, IMAI Michita, ETANI Tameyuki  Proceedings of the Annual Conference of JSAI  13-  46  -49  1999/06/15  [Not refereed][Not invited]
  • ONO Tetsuo, IMAI Michita, ETANI Tameyuki  IPSJ SIG Notes. ICS  98-  (90)  43  -49  1998/10/02  [Not refereed][Not invited]
     
    We investigate how robots and humans can live symbiotically in the society. As the initial step, we propose a human-robot interface with a lifelike agent. The lifelike agent can migrate from a mobile PC to a robot when he/she has to work in a physical world. The robot can also inherit a context from interaction between a person and the agent, so that the relationship between one and the robot is formed. We show that the robot can guide the person to the destination using the relationship, and the interaction with other robots can promote matchmaking among people. Furthermore, we present a future research whether humans' character and behavior are changed through role-playing in the human-robot society.
  • IMAI Michita, ETANI Tameyuki, ONO Tetsuo  Human interface : proceedings of the Symposium on Human Interface : ヒューマンインタフェイスシンポジウム論文集  14-  743  -748  1998/09/28  [Not refereed][Not invited]
  • ONO Tetsuo, TOJO Satoshi, Tetsuo Ono, Satoshi Tojo, Japan Advanced Institute of Science and Technology  Journal of Japanese Society for Artificial Intelligence  13-  (4)  546  -559  1998/07/01  
    We propose a model of common language acquisition, assuming an artificial community that consists of multiple agents ; each agent owns different grammar rules at the first stage, however they come to organize a common grammar in the community through a number of exchanges of sentences between them. We hypothesize that each agent has ability of abductive and inductive inference. In the early stage of the life-span of agents, they try to generate grammar rules abductively, to parse other's sentences, however in the later stage, they try to find rules inductively from a number of sentence examples they acquired so far. The communicative ability of agents is measured by energy. The energy score of each agent becomes high if he/she could recognize others' sentences, or his/her utterances could be recognized by others. According to this energy score, each agent changes his/her behavior ; when the score is high, he/she can increase the chances of utterance, anb can give more influence upon the grammar of the whole community. As each agent modifies his/her grammar by the inferences, the common grammar in the community keeps changing dynamically. In our computer simulation, we could show (1) that the adaptability and the robustness of the common grammar were realized if abductive/inductige inferences were adequately combined, (2) that the common grammar was developed when agents selected the proper inference autonomously, and (3) that the fusion and the bifurcation of grammar emerged through a larger-scale, longer-term experiment.
  • 小野 哲雄, 岡田 美智男  日本認知科学会大会発表論文集 = Annual meeting of the Japanese Cognitive Science Society  15-  196  -197  1998/06/25  [Not refereed][Not invited]
  • 小野 哲雄, 岡田 美智男  全国大会講演論文集  56-  (0)  408  -409  1998/03/17  [Not refereed][Not invited]
  • ONO Tetsuo, SATO Satoshi  全国大会講演論文集  49-  (2)  309  -310  1994/09/20  [Not refereed][Not invited]
     
    人間の思考,学習,記憶などすべての認知活動に,感情の要因が深く関わっている.この感情について,従来よりさまざまな分野で研究が行なわれてきた.しかし,感情を科学的に分析することは難しく,感晴過程を記号計算の過程とみなす計算アプローチにおいても,十分なモデル化が行なわれていない.本稿では,この感情について,免疫システムに基づく計算モデルを提案する.
  • 小野 哲雄  年会論文集  7-  (1)  9  -10  1991/08/21  [Not refereed][Not invited]
     
    教育にコンピュータを利用する研究がさかんに行われているが,これらの研究はコンピュータを利用する必然性や学習者の「理解」とは何かという本質的な問題に答えてはいない.ここでは,認知心理学の視点から「理解」を捉え直し,その「理解」を支援するCAIの可能性について議論していきたい.
  • 小野 哲雄  年会論文集  (6)  165  -166  1990/07  [Not refereed][Not invited]
     
    プログラミング言語は、人工的な仮想"言語"であるため、その「シンボル」の「意味」・「イメージ」がとらえにくくなっている。このことが初学者の理解を困難にしている一因である。本研究では、プログラミング言語を「スクリプト」のもとに「イメージ化」することにより、学習者の認知構造に取り込みやすくする効果的な教授法を実践した。

Books etc

  • Tetsuo Ono (Joint workChapter 6, pp. 115-134.)
    Keiso shobo 2023/07 (ISBN: 4326103248) 256
  • Cognitive Science 3: Mind and Social Environment
    Tetsuo Ono (Joint workChapter 6: Human-Agent Interaction and Ambient Intelligence)
    University of Tokyo Press 2022/09 (ISBN: 4130152033) 272
  • Tetsuo Ono (ContributorSection 3.1, 3.4, 3.8, Column 3.2)
    Ohmsha 2022/07 (ISBN: 4274228894) 267
  • プロジェクション・サイエンス:心と身体を世界につなぐ第三世代の認知科学
    鈴木宏昭, 小野哲雄, 他 (Contributor5章 プロジェクション・サイエンスがHAI研究に理論的基盤を与える可能性)
    近代科学社 2020/09
  • マインドインタラクション:AI学者が考える≪ココロ≫のエージェント
    山田誠二, 小野哲雄 (Joint work)
    近代科学社 2019/09
  • 人工知能学大事典
    小野 哲雄 (Contributorエージェントの憑依)
    共立出版 2017/07
  • ロボット情報学ハンドブック
    小野 哲雄 (Contributorロボットの身体性と引き込み)
    ナノオプトニクスエナジー 2010/03
  • 人とロボットの<間>をデザインする
    小野 哲雄 (Joint work第3章 「憑依」するエージェント:ITACOプロジェクトの展開)
    2007/12
  • ロボット工学ハンドブック
    小野 哲雄 (Contributorヒューマノイドをメディアとした認知研究,マルチモーダルインタフェース)
    コロナ社 2005/06

Association Memberships

  • 日本ロボット学会   ヒューマンインタフェース学会   電子情報通信学会   ACM   人工知能学会   日本認知科学会   情報処理学会   Information and Communication Engineers   The Institute of Electronics   Association for Computing Machinery   The Japanese Society for Artificial Intelligence   Japanese Cognitive Science Society   Information Processing Society of Japan   

Research Projects

  • 納得感のある人間-AI 協調意思決定を目指す信頼インタラクションデザインの基盤構築と社会浸透
    Japan Science and Technology Agency:CREST
    Date (from‐to) : 2021/10 -2027/03 
    Author : Seiji Yamada
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2021/04 -2025/03 
    Author : 岡本 誠, 秋田 純一, 小野 哲雄, 伊藤 精英
  • “ナッジ”エージェント:人をウェルビーイングへと導くエージェントの基礎的研究
    科研費:挑戦的研究(萌芽)
    Date (from‐to) : 2019/07 -2022/03 
    Author : 研究代表者:小野哲雄
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2016/04 -2020/03 
    Author : Imai Michita
     
    Our project studied communication between humans and robots from the viewpoint of timing and gap to achieve natural communication. The first result was to develop a method for estimating the tiredness that a person feels when communicating with a robot. Our method was able to estimate the tiredness of communication by detecting the direction of the human face and improve the quality of the conversation of the robot. Secondly, we constructed a method to imitate human body movements in real-time. Previous researches used a time delay to prevent humans from noticing the body movement imitation. Our study devised a method to change the size of body movement imitation. Our method was able to improve communication with people by imitating body movements.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2014/07 -2019/03 
    Author : IMAI MICHITA
     
    There are multiple types of the mental model of others which humans have for understanding the behaviors of artifacts. This study classifies human-artifacts interactions into three models to investigate the designs: ambient model (room, building), embodied model (tool, wheelchair, car, telepresence robot), anthorpomorphic model (autonomous robot). The research on the anthorpomorphic model has shown the effectiveness of a behavior generation architecture that allows others to imagine the model of others for the artifact, as well as the benefit of a design that two robots show temporally overlapping behavior. In the research of the emobodied model, we constructed a electric wheelchair that moves adaptively to people. In the study of the ambient model, we used a character-like agent to study service design based on human relationships.
  • 認知的インタラクションデザイン学:意思疎通のモデル論的理解と人工物設計への応用
    科研費:新学術領域研究(研究領域提案型)
    Date (from‐to) : 2014/10 -2019/03 
    Author : 研究代表者, 植田一博, 研究分担者, 小野哲雄
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2013/04 -2017/03 
    Author : OKAMOTO MAKOTO
     
    In this research, we developed the "environment perception user interfaces" which enable every person including hearing loss and visually impaired individuals to extend tactile sense or auditory perception for recognizing surroundings. In the case of user interface (UI) of the visually impaired, we developed the two UIs. First, a UI(F.B.Finger) conveys distance information to user's fingers using somatic and tactile sensations.Second, a UI(F.B.Surface) provides environmental changes, so that the users can obtain various kinds of environmental information. In the case of people with hearing impairments, we developed a UI (ONTENNA) that conveys the acoustic environment through hairs to skin of user's head. International Conference Paper Award(ambient2012), SIGRAPH ASIA Good Presentation Award,Good Design Award BEST 100, Information Processing Society YAMAHA Award, Design Society Good Presentation Award.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2013/04 -2016/03 
    Author : Tojo Satoshi, ONO Tetsuo, UEDA Kazuhiro, HASHIMOTO Takashi, HIRATA Keiji
     
    There exist context-free grammar (CFG) rules in music, e.g.,for sequences of chords as cadences. In this research, we have investigated the formalisms to detect such CFG rules in music from two different aspects. First, we relied on the Generative Theory of Tonal Music (GTTM) and found a long-distance dependency, that is a witness for being CFG, in its time-span trees. Second, we have tried a method on evolutionary linguistics called the iterated learning model (ILM), and improved the efficiency of the grammar detection. In time-span tree, we introduced the notion of pitch, and thus we could detect the most plausible sequence of chords, employing the theory of tonal pitch space (TPS). In addition, we have defined the distance between two time-span trees, by the sum of different time-spans, and then we have evaluated the correlation between this distance and our psychological similarity. As for ILM, we have invented a method of string clipping, and thus we could improve the efficiency.
  • 複数ロボットの共同注視を用いた注意誘導システムの研究
    科研費:挑戦的萌芽研究
    Date (from‐to) : 2014/04 -2016/03 
    Author : 研究代表者:小野哲雄
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2011/04 -2015/03 
    Author : YAMAZAKI Keiichi, YAMAZAKI Akiko, KUNO Yoshinori, IKEDA Keiko, IMAI Michita, ONO Tetsuo, IGARASHI Motoko, KASHIMURA Shiro, KOBAYASHI Ako, SEKI Yukiko, MORIMOTO Ikuyo, BURDELSKI Matthew, KAWASHIMA Michie, NAKANISHI Hideyuki
     
    Our research project was conducted collaboratively by sociologists and robot engineers. We have investigated how humans interact with each other through verbal and non-verbal actions. Based on these findings, we have designed embodied technologies in a robot that facilitate human interaction. In order to develop such technologies in cross-cultural settings, we conducted video ethnographies of interactions among visitors at various museums in different countries. We then analyzed these video recorded data by applying ethnomethodology and conversation analysis. The project team has also conducted several experiments with robots in cross-cultural settings. We have done comparative analysis between Japanese speaker groups and English speaker groups. During the research period, we also conducted another experiment using a mobile avatar robot, TEROOS. We conducted experiments in order to establish remote collaborative communication between people in Hawaii and in Japan.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2010/04 -2014/03 
    Author : YAMAZAKI Keiichi, YAMAZAKI Akiko, KUNO Yoshinori, IKEDA Keiko, IMAI Michita, ONO Tetsuo, YAMADA Yoko, OKADA Kenichi, KOBAYASHI Ako, IGARASHI Motoko, MORIMOTO Ikuyo, NAKANISHI Hideyuki, KAMEIDAICHI Andrew, EHARA Yumiko, SEKI Yukiko, KUZUOKA Hideaki, SHIBUYA Momoyo
     
    In this research, we analyzed various types of services for multiple service receivers in front of other people, employing ethnomethodology, conversation analysis, and interactional analysis. The analyses uncovered how service providers show their consideration to the receivers in front of others, using linguistic and bodily resources. Also, we analyzed social meanings of providing and receiving services in such interactions. Based on these analyses, we designed robots which show consideration to service receivers in front of other people and analyzed their reactions to these robots. More concretely, we conducted research in the following sites: 1. museums; 2. nursing homes; 3. kindergartens. Based on this research, we designed the following robots and analyzed experiments using them: 1. museum guide robot; 2. quiz robot; 3. care robot: 4. robotic wheelchair; 5. remote-controlled avatar robot.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2009/07 -2014/03 
    Author : IMAI Michita, KOZIMA Hideki, NOMURA Tatsuya, OHMURA Ren, ONO Tetsuo
     
    We investigated behaviors of a robot which establish relationships with people for a communication. The researches are the effect of a gaze behaviors of a robot, the estimation of human's pointing, and developing a psychological scale of people toward a robot. We found that simultaneous gaze behaviors of a robot is important to induce the communication stance of a people toward a robot. To achieve simultaneous gaze behaviors, we also develop a method to expect where a person points. Moreover, we found that people also takes the communication stance if the robot looks at an object with its whole body. We also investigated the effect of gazes of two robot where two robots look at the same thing simultaneously. For the investigation of the psychological scale, we develops a scale related to human's fear toward a robot.
  • ヒューマンエージェントインタラクションによる環境知能の実現
    科研費:基盤研究(B)
    Date (from‐to) : 2010/04 -2014/03 
    Author : 研究代表者:小野哲雄
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2010 -2012 
    Author : OKAMOTO Makoto, ONO Tetsuo, ITO Kiyohide, JUNICHI Akita, KOMATSU Takanori
     
    We have developed CyARM, an equipment to recognize spatial impression, into a new one (F.B.Finger) which conveyed a distance information or light level to a finger. After the evaluation of the experiment with this equipment, it turned out that this had a better capacity in the distance recognition than commercially available device to support walking. We published this result at the international conference (ambient2012) and received the Best Presentation prize. Moreover, we held the darkness exhibition with this equipment, and many visually impaired participated in it. Our exhibition had been reported in a number of newspaper articles.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2009 -2012 
    Author : YAMAZAKI Akiko, KUNO Yoshinori, KOBAYASHI Yoshinori, IKEDA Keiko, ONO Tetsuo, YAMAZAKI Keiichi
     
    In this study, we videotaped guides-multiple visitors’ interactions at various‘Nikkei’ museums around the world and analyzed their interactions by conversation analysis and interaction analysis based on ethnomethodology. From these findings, wesupport visitors’ museum experiences by developing museum guide robots.
  • Japan Society for the Promotion of Science:Grants-in-Aid for Scientific Research
    Date (from‐to) : 2005 -2008 
    Author : OKAMOTO Makoto, ONO Tetsuo, ITO Kiyohide, AKITA Junichi, KOMATSU Takanori, KOMATSU Takanori, MIZUNO Ryo
     
    本研究は、センサーで獲得した空間情報を腕の向き・腕の屈伸など体の動きに働きかけて, 外部の様子を非接触で直感的に利用者(主に視覚障害者)に伝達する装置(以下、CyARM)を開発した. 超音波や赤外線を利用した実験装置を開発し, 認知的な評価を行なった結果, 物体の存在, 物体までの距離, 物体の厚さ(隙間)が判別できることが分かった. また, 簡単な学習によって物体の形状(球体、立方体等)を8割程度判別できることも分かった.
  • メディア間を移動することにより環境に遍在する認知システムの研究
    科研費:萌芽研究
    Date (from‐to) : 2005/04 -2007/03 
    Author : 研究代表者:小野哲雄
  • センサつきキッチンとレシピ自動作成システムの開発とその教育的利用に関する研究
    科研費:基盤研究(C)
    Date (from‐to) : 2003/04 -2005/03 
    Author : 研究代表者:小野哲雄
  • 日本学術振興会:科学研究費助成事業
    Date (from‐to) : 2004 -2004 
    Author : 高玉 圭樹, 新田 克己, 小野 哲雄, 生天目 章, 宮崎 和光, 矢入 健久
     
    本企画調査では,1種類の相互作用だけでなく,多種多様な相互作用を適切に利用かつ操作できる設計原理(本稿では,これを多系間相互作用における設計原理と呼ぶ)の重要性や必要性を調査すると共に,この設計原理構築の可能性を模索した.具体的には,異なる視点から相互作用をアプローチする研究者16名を集め,多様な相互作用に関する最先端の研究動向を調査し,それらを基に相互作用を体系的に調査・整理した.実施内容は次のとおりである. (1)相互作用研究の分類軸:相互作用と人間・機械の知能に関連する各研究分野において、それぞれ相互作用のどのような局面に焦点が当てられてきたかを分析し,さまざまな相互作用の「軸」を抽出して体系的な整理を可能にした. (2)相互作用研究間の関係:(1)で整理した相互作用の分類軸を基に,相互作用に関連する様々な研究分野間の関係を明示的かつ多角的に捉え,整理し考察することによって,これまで曖昧であった一連の相互作用研究の全体像を明確にした.また,異なる研究領域間で共有可能な知見と共有困難な個別の知見をまとめた. (3)相互作用の設計原理:従来各分野で個別に考えられてきた相互作用の設計法に関して,より一般的な方法論的枠組,すなわち設計原理の構築の可能性を検討した.
  • 日本学術振興会:科学研究費助成事業
    Date (from‐to) : 2003 -2004 
    Author : 岡本 誠, 小野 哲雄, 伊藤 精英, 秋田 純一
     
    本研究は、視覚に障害を持った人が外界の印象を直感的に認識できる装置がないことに着目し、視覚以外の感覚を用いた全く新しい空間印象認識装置について研究した。前年度は、空間情報(距離・方位)や物体情報を抽象化した記号(音、点字)で伝えるのではなく、腕の向き・腕の屈伸などに働きかけ、外部の印象を非接触で直感的に利用者に伝達する装置(CyARM=サイアーム)を開発した。 本年度は、前年度までの研究成果を踏まえ、装置の小型化を行い評価機を用いた実証実験を行った。 1)装置の改善:センサ部と駆動部を分離した評価機(CyARM L2)を開発した。これは、ユーザが装置を保持しやすく、駆動部のノイズがセンサに影響を与えない効果がある。 2)ユーザインタフェースに関わる実証実験:物体の存在感、相対距離感、追歩行、日常環境での歩行の各実験を行った。(1)物体の存在感実験では、視覚を遮断した被験者は、ランダムに提示される前方の物体を、ほぼ正確に認識することが確認できた。(2)追歩行実験では、動的な対象を追跡する能力の評価実験を行った。このタスクは難易度が高く追跡を失敗するケースもあったが、計測距離や探索範囲を状況に応じて能動的に制御する機能が必要などの知見が得られた。(3)日常生活環境での歩行実験:箱や椅子の障害物、階段などの構造物をCyARMで識別して所定のゴールまで移動できるかを試した。手に伝わる感覚と実在物の関係を認識するにはある程度学習が必要であるが、階段を「がさがさしたもの」と認識するなど特徴を触感している状況は確認できた。また、ワイヤーの巻取り速度の遅延が、物体の方位を特定に誤差を生じさせることも分かった。 3)成果の発表 国内外の論文発表(海外査読付き論文発表3件、国内査読付き論文発表1件、国内口頭発表1件)特許申請:2件、メディア(雑誌、新聞)掲載:3件、テレビラジオ放送:3件


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