توضیحاتی در مورد کتاب Human-Computer Interaction: Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III
نام کتاب : Human-Computer Interaction: Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III
عنوان ترجمه شده به فارسی : تعامل انسان و کامپیوتر: حوزه موضوعی، HCI 2023، به عنوان بخشی از بیست و پنجمین کنفرانس بین المللی HCI، HCII 2023، کپنهاگ، دانمارک، 23 تا 28 ژوئیه، 2023، مجموعه مقالات، قسمت سوم برگزار شد.
سری : Lecture Notes in Computer Science
نویسندگان : Masaaki Kurosu, Ayako Hashizume
ناشر : Springer Cham
سال نشر : 2023
تعداد صفحات : 565
ISBN (شابک) : 9783031356018 , 9783031356025
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 45 مگابایت
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فهرست مطالب :
Foreword
HCI International 2023 Thematic Areas and Affiliated Conferences
List of€Conference Proceedings Volumes Appearing Before the€Conference
Preface
Human-Computer Interaction Thematic Area (HCI 2023)
HCI International 2024 Conference
Contents€– Part III
Human Robot Interaction
Towards Diversity, Equity, and€Inclusion in€Human-Robot Interaction
1 Introduction
2 Background Literature
2.1 Social Classification of€Robots
2.2 Social Identity Theory
3 Experiment: Robot Ethnicity
3.1 Methodology
4 Results
5 Discussion and€Conclusions
References
A€Domain-Specific Language for€Prototyping the€Behavior of€a€Humanoid Robot that€Allows the€Inclusion of€Sensor Data
1 Introduction
2 Related Work
3 Our Domain-Specific Language TaskDSL4Pepper
4 Summary and€Outlook
References
An€Architecture for€Transforming Companion Robots into€Psychosocial Robotic Surrogates
1 Introduction
2 Related Work
2.1 Early Robot Architectures
2.2 Social Robot Architectures
2.3 The Asprino Social Robot Reference Architecture
3 The Robot Surrogate Architecture
3.1 Autobiographic Memory
3.2 The Emotional State Subsystem
3.3 The Mood Subsystem
3.4 The Behaviour Generator
4 System Implementation
4.1 Testing the€Architecture
5 Conclusions
References
Exploring the Recommendation Expressions of Multiple Robots Towards Single-Operator-Multiple-Robots Teleoperation
1 Introduction
2 Methods
2.1 Brainstorming for Expressions and Expressive Attribute
2.2 Multiple Expressions and Expressive Attributes
3 Web Survey
4 Result and Discussion
5 Limitation
6 Conclusion
A Expressions and Expressive attributes
B Images of Expressions
C Detail descriptions of Expressions
References
Perception of a Mobile Service Robot\'s Proxemic Behavior and Appearance in Virtual Reality
1 Introduction
1.1 Virtual Reality
1.2 Discomfort
1.3 Factors Influencing HRI
1.4 Research Question
2 Method
2.1 Study 1 – Size and Speed
2.2 Study 2 – Size and Edge Shape
3 Results
3.1 Results of Study 1
3.2 Results of Study 2
4 Discussion and Limitations
5 Conclusion and Outlook
References
Introducing Playing Catch to€Motivate Interaction with€Communication Robots
1 Introduction
2 Related Research
3 Proposed Method
3.1 Overview of€the€Proposed Method
3.2 Implementation of€the€Prototype System
4 Experiment
4.1 Aim of€the€Experiment and€Hypotheses
4.2 Outline of€the€Experimental Procedure
4.3 Content of€Robot’s Speech
4.4 Evaluation Criteria
5 Experimental Results and€Discussion
5.1 Questionnaire Results on€the€Impression of€the€Robot (in€All-Results)
5.2 Questionnaire Results on€the€Impression of€the€Robot (in€First-Results)
5.3 Results of€the€Survey Regarding Playing Catch
5.4 Discussion
6 Conclusions
References
Asynchronous Classification of Error-Related Potentials in Human-Robot Interaction
1 Introduction
2 Methods
2.1 Scenario
2.2 Approach
2.3 EEG Recording
2.4 EEG Processing
2.5 Evaluation
3 Results and Discussion
References
A€Longitudinal Experiment about€Leadership in€a€Mixed Human-Robot Team in€Comparison to€a€Human-Only Team
1 Introduction
2 Study Framework
3 Empirical Study
3.1 Sample and€Measurement
3.2 Experimental Procedure
3.3 Manipulation of€Empowering Leadership as€Independent Variable
4 Preliminary Results
5 Conclusion
5.1 Limitations and€Areas for€Future Research
Appendix
References
Social Robots for€Older Adults in€Medical Contexts
1 Introduction
2 Research Methodology
3 Literature Review
3.1 Social Service Robots
3.2 Social Companion Robots
4 Result and€Discussion
5 Conclusion
Appendix A
References
The Influence of€Context and€Task on€Human-Robot€Interaction
1 Introduction
2 Objectives and€Hypothesis
3 Methods
3.1 Design of€Study
3.2 Stimulus and€Materials
3.3 Participants
3.4 Procedure
3.5 Data Analysis
4 Results and€Discussion
5 Conclusion
References
Studying Multi-modal Human Robot Interaction Using a Mobile VR Simulation
1 Introduction
2 Related Work
2.1 Speech for Communication
2.2 Gestures for Communication
2.3 Multi-modal Communication
3 Experimental Setting
3.1 VR-Simulation
3.2 Controlling WebTool
4 Case Studies
4.1 First Qualitative Study on Intuitive Gestures
4.2 Second Qualitative Study on Speech
5 Discussion
6 Conclusion and Future Work
References
Teachers’ Perspective on€Robots Inclusion in€Education€– A€Case Study in€Norway
1 Introduction
2 Methodology
3 Data Analysis
4 Results and€Discussion
5 Conclusion and€Future Work
References
Applying the Social Robot Expectation Gap Evaluation Framework
1 Introduction
2 The Social Robot Expectation Gap Evaluation Framework
3 Method
3.1 Phase 1: Scenario
3.2 Phase 2: Data Collection
3.3 Phase 3: Analysis of the Data
4 Results
4.1 Aspects Related to the Four UX Goals
4.2 Severity and Scope of the Identified UX Problems
5 Discussion and Conclusion
References
Moral Dilemmas in€Social Robots: An€Exploratory Study for€Future Research
1 Introduction
2 Literature Review
3 Research Method
3.1 Survey Instrument
3.2 Participants
4 Results
5 Discussion
6 Limitations and€Future Research
References
One Size Does Not Fit All:
1 Introduction
2 Qualitative Interviews with€Potential Office Robot Users
3 Robot User Types
4 Online Study of€Robot User Types
4.1 Sample
4.2 Typology of€Office Robot Users
4.3 Relation of€Robot User Types to€Personal, Job, and€Performance Outcomes
5 Discussion
5.1 What Can Such a€User Typology Look like?
5.2 How are the€Types Related to€Social and€Performance Outcomes?
5.3 Limitations and€Implications for€Future Research
References
Proposal of€Emotion Expression Method by€Clothes Color for€Communication Robot
1 Introduction
2 Related Research and€Research Objective
2.1 Related Research: Emotion Expression Methods for€Communication Robot
2.2 Related Research: Clothes as€Communication Tool
2.3 Related Research: Relationship Between Emotions and€Colors
2.4 Research Objective
3 Design of€Speech Contents and€Clothes Color for€Robot
3.1 Robot Used in€the€Experiment
3.2 Speech Contents
3.3 Clothes Color
4 Experiment: Matching Clothes Color with€Speech Emotion
4.1 Experiment Objective and€Method
4.2 Questionnaire
4.3 Experiment Results
4.4 Summary of€Experiment Results and€Discussion
5 Additional Experiment: Improvement of€Clothes Color Changing Method for€Robot
5.1 Research Objective
5.2 Clothes Color Changing Method
5.3 Experimental Procedure
5.4 Questionnaire
5.5 Experiment Results
5.6 Summary of€Experiment Results and€Discussion
6 Conclusion
References
Enhancing Robot Explainability in€Human-Robot Collaboration
1 Introduction
2 Theoretical Background
2.1 Explainability
2.2 Social Cues in€Human-Robot Interaction
2.3 Robot Anthropomorphic Design
2.4 Trust and€Acceptance
3 Method
3.1 Participants
3.2 Robots
3.3 Experiment Scenario
3.4 Manipulations
3.5 Procedure
3.6 Measurement
4 Results
4.1 Manipulation Check
4.2 Hypothesis Testing
5 Discussion
5.1 Implications for€Theory and€Practice
5.2 Limitations and€Future Research
6 Conclusion
References
An€Intuitive Human-Robot Interaction Method for€Robotic Dance Choreography
1 Introduction
1.1 Research Motivation
1.2 Research Purpose
2 Related Works
3 Method
3.1 Data Collection
3.2 Data Transfer
3.3 Robot Arm Control
4 Outcomes
5 Conclusion and€Future Work
References
Robot Path Verification Method for€Automotive Glue-Coating Based on€Augmented Reality and€Digital Twin
1 Introduction
2 Method
2.1 System Framework
2.2 Construction of€the€AR Environment
2.3 Robot Digital Twin Behavior Model
2.4 Collision Detection
3 Case Study
4 Discussion
5 Conclusion and€Future Study
References
Robot in€Disguise
1 Your Companion€– A€Social Robot
2 What Fashion Can Add to€Social Robots (If Anything)?
2.1 Why Would People Want to€Dress Their Robots?
2.2 Customization of€the€Robot
2.3 Social Signals
3 Why “RObot in€Disguise”
4 Factors to€Consider
5 Future Works and€Conclusions
References
Chatbots and€Voice-Based Interaction
The Impact of Parent-Like Chatbot Narratives on Daily Reflection
1 Introduction
2 Related Research
3 Methodology
3.1 Flow Chart of Reflections by the Proposed Method
3.2 Parent Factors
3.3 Responses to User\'s Talk
3.4 Daily Reflection
4 Verification Experiment
4.1 Experimental Summary
4.2 Experimental Procedures
4.3 Evaluation Items
5 Results and Discussion
5.1 Results
5.2 Discussion
6 Conclusion and Future Work
References
Revealing Chatbot Humanization Impact Factors
1 Introduction
2 Fundamentals and Related Work
3 Identification of Impact Factors in Humanization
3.1 Results of the Identified Impact Factors
4 Experiment with Market Chatbots
4.1 Experimental Methodology
4.2 Results of the Market Chatbots Analysis
5 Discussion
6 Conclusion
References
A Framework for Humanization Evaluation in Chatbots
1 Introduction
2 Fundamental Concepts
2.1 Assessment Perspectives on Chatbots
2.2 Psychometric Analysis and Likert Scale
2.3 Metrics for Likert Scale Analysis
3 Method for Evaluating Humanization in Chatbots
3.1 Identification of Impact Factors
3.2 Evaluation Instrument Development
4 Experimental Evaluation
4.1 Participants
4.2 Methodology
4.3 Results Analysis
5 Results
5.1 Weighting Results
5.2 Perception Results
5.3 Metrics in Humanization Results
5.4 Evolution in Humanization Metrics Results
5.5 Principal Component Analysis Results
6 Discussion
7 Conclusion
References
Who Would You Rather Ask for Help? A Comparison Between Two Chatbot Personalities in Information Management
1 Introduction
2 Background and Related Work
2.1 Theories and Models
2.2 Related Work
3 Concept
3.1 Hypotheses
3.2 Implementation of Liibot
3.3 Concept for Task-Oriented Chatbot Personality
3.4 Use Case and Tasks
4 Method
5 Results
6 Discussion and Limitations
7 Conclusion
References
Open-Domain Dialogue Management Framework Across Multiple Device for Long-Term Interaction
1 Introduction
2 Related Research
2.1 Agent Migration
2.2 Dialogue Generation for Long-Term Interaction
3 Methodology
3.1 System Overview
3.2 Implementation
4 Evaluation
4.1 User Study
4.2 Results
4.3 Limitation
5 Conclusion
References
Analysing the Use of Voice Assistants in Domestic Settings Through the Lens of Activity Theory
1 Introduction
2 Related Work
3 Methodological Approach
4 Discussion of Results Through an Activity Theory Lens
4.1 Overview
4.2 Contradictions in the Existing Activity System
4.3 Shifting Agency
5 Design Responses
6 Limitations and Conclusions
References
Semi-autonomous Units for€Mechanized Combat Controlled by€Voice Commands
1 Introduction
1.1 Autonomous Functions
1.2 Wizard of€Oz Simulations
2 Method
2.1 Participants
2.2 Simulation
2.3 Scenario
2.4 Procedure and€Design
2.5 Data Collection and€Analysis
3 Results
3.1 Communication with€Human Operators
3.2 Control of€Semi-autonomous Units by€Voice Commands
3.3 Mental Workload
3.4 Situation Awareness
3.5 Discussion with€the€Participants After the€Test
4 Discussion
References
Voice Assistant-Based Cognitive Behavioral Therapy for Test Anxiety in Students
1 Introduction
2 Preliminaries and Related Work
3 System Design and Implementation
4 Evaluation: Investigating Usability and Acceptance of the Designed System
4.1 Methods
4.2 Results
4.3 Discussion
5 Conclusion
References
The Relationship Between Pauses and Emphasis: Implications for Charismatic Speech Synthesis
1 Introduction
2 Related Work
2.1 Charisma
2.2 Pauses and Emphasis in Speech
3 Previous Study on Perceived Charisma with Pre-recorded Voice
4 Emphasis and Pauses in Charismatic Speech
4.1 Study 1
4.2 Study 1 Results
4.3 Study 2
4.4 Study 2 Results
5 Discussion
References
Interacting in€the€Metaverse
Development of€a€VR Simulator for€the€Elder\'s Impaired Visual Function and€the€Investigation of€the€VR Objects Recognition with€Visual Function Impairment
1 Introduction
2 Blurred Vision Simulation in€According with€the€Visual Impairment Certification Criteria
2.1 VR Simulation of€the€Elder\'s Impaired Visual Function
2.2 Adjustment of€Eyesight in€VR Space Based on€the€Visual Impairment Certification Criteria
2.3 Eyesight Adjustment System in€a€VR Space
2.4 Experiment of€Eyesight Adjustment in€VR Space
3 Investigation of€the€VR Objects Recognition with€Visual Function Impairment
3.1 Experimental Environment and€System Configuration
3.2 Experiment of€Stepping Over Steps with€Blurred Vision in€VR Space
3.3 Experimental Results
4 Conclusion
References
System to€Check Organs, Malignant Tumors, Blood Vessel Groups, and€Scalpel Paths in€DICOM with€a€3D Stereo Immersive Sensory HMD
1 Introduction
2 Discom Requirements Goals
3 Development Environment and€Equipment Specifications
4 Sharing Virtual Space through Network Communication
5 Operation by€Hand Gesture
6 Binocular Disparity Effects
6.1 Binocular Disparity Verification Experiment
6.2 Evaluation of€Measurement 1
7 Binocular Parallax Support for€Immersive HMDs
7.1 Custom Shader
7.2 Solution by€Backside Drawing
8 Automatic Segmentation Process for€DICOM Volumes
8.1 Use of€Two DICOM Volumes
8.2 Application to€Cutting Display
8.3 Alignment of€Two DICOM Volumes
8.4 Conversion from€MRI Volume to€CT Volume Coordinates
9 Hand Gesture vs. Controller
9.1 Hand Gesture and€Controller Operability Evaluation
9.2 Evaluation of€Measurement 2
10 Conclusions and€Future Works
References
Mapping XR Platforms: Analyzing Immersion from€the€Designer’s Perspective
1 Introduction
2 Related Work
2.1 XR: A€New Opportunity to€Develop the€User Experience in€Product-Service Systems
2.2 The Problems of€Designers to€Introduce XR in€Design Practices
3 Surveys
3.1 Survey 1€– The Categories of€XR Platforms Based on€Their Experiences a€Subsection Sample
3.2 Survey 2€– XR Platforms in€HCD Processes
4 Discussion
4.1 Survey 1
4.2 Survey 2
5 Conclusion
References
A€Survey on€When to€Think About Talking to€Users of€the€Work Immersion Time Presentation System in€the€Office
1 Introduction
2 Related Works
3 Application for€the€Experiment
4 Experiment
4.1 Method
4.2 Assumed Situations
4.3 Results
4.4 Discussion
5 Conclusion
References
Fashion Games, Fashion in€Games and€Gamification in€Fashion. A€First Map
1 Introduction
2 Literature Review
2.1 Framing Games
2.2 Videogames: an€Overview
3 Research Design and€Methodology
4 Examples of€Fashion and€Gaming Interactions
5 A€Map and€Three Cases Examples
5.1 Gamification in€Fashion
5.2 Fashion in€Games
5.3 Fashion Games
6 Conclusions, Limitations and€Future Research
References
A€Study on€Measurement Method of€User’s Physiological Index in€Rehabilitation Support System Using VR Environment
1 Introduction
2 Rehabilitation Support System
2.1 Exposure Therapy
2.2 Our Proposed VR Exposure Support Systems
3 Experiments
3.1 Overview
3.2 Experimental Scenes and€Procedures
3.3 Experimental Results
4 Discussions
5 Conclusions
References
Being Elsewhere: An€Information Architecture Approach to€the€Design of€a€Sense of€Presence in€XR Environments
1 Introduction
2 Designing in€the€Digital/Physical Continuum
3 A€Design Perspective of€XR, VR, AR, and€MR
4 Embodiment and€Spatiality in€XR
5 Experiential Challenges in€XR
6 An€Information Architecture Analysis of€“Star Wars: Secrets of€the€Empire”
7 Discussion
8 Conclusions
References
High-Quality Synthetic Character Image Extraction via Distortion Recognition
1 Introduction
2 Related Works
2.1 Generative Models
2.2 Assessing Quality of Synthetic Images
3 Distorted Image Recognition
3.1 Pseudo Distorted Image Synthesis
3.2 Training a Distortion Recognition Model
4 Evaluation
4.1 Quantitative Evaluation
4.2 Qualitative Evaluation
4.3 Limitation
5 Conclusion and Future Works
References
Barriers of€Design Management in€AR/VR Startups: Interview and€Discussion
1 Introduction
2 Literature Review
2.1 The Opportunity and€Challenge of€AR/VR Startup
2.2 New DMCs Transformation in€New Tech Startup
2.3 The Value of€Design Thinking in€DMCs and€AR/VR Startup
3 Method
4 Findings: Barriers Within High-Tech Startups
4.1 Barrier 1: Market Problem
4.2 Barrier 2: Product Problem
4.3 Barrier 3: Managerial Problem
4.4 Findings: The Role of€DM, DT to€Gap the€Barriers
5 Discussion
References
Author Index