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ویرایش:
نویسندگان: Masaaki Kurosu. Ayako Hashizume
سری: Lecture Notes in Computer Science
ISBN (شابک) : 9783031356018, 9783031356025
ناشر: Springer Cham
سال نشر: 2023
تعداد صفحات: 565
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 45 مگابایت
در صورت تبدیل فایل 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 به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب تعامل انسان و رایانه: منطقه موضوعی ، HCI 2023 ، که به عنوان بخشی از 25 کنفرانس بین المللی HCI ، HCII 2023 ، کپنهاگ ، دانمارک ، 23-28 ژوئیه ، 2023 ، مجموعه مقالات ، قسمت سوم برگزار شد. نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
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