To improve an intercultural communication between foreigners and Chinese in mainland China, an app called INTER is designed help them to find common communication topics. Questions & Answers (Q&A) and information push are utilized in the app application. A User interface is designed and preliminary tested by 30 participants studied in mainland china, who come from different cultural environments. During the test, they are given one actual user interface, and asked to fill in a questionnaire, followed by an interview for user experience collection and their personal opinions about function designs with application flow chat. INTER is demonstrated as a digital intercultural communication tool which can be utilized as software in mobile phone for an interactive accessible communication. Interface design would be further improved in the future study.
{"title":"INTER: An App for Intercultural Communication","authors":"Mengyue Li, Xiaoyi Hu, D. Tate, Jie Sun","doi":"10.1145/2814940.2815008","DOIUrl":"https://doi.org/10.1145/2814940.2815008","url":null,"abstract":"To improve an intercultural communication between foreigners and Chinese in mainland China, an app called INTER is designed help them to find common communication topics. Questions & Answers (Q&A) and information push are utilized in the app application. A User interface is designed and preliminary tested by 30 participants studied in mainland china, who come from different cultural environments. During the test, they are given one actual user interface, and asked to fill in a questionnaire, followed by an interview for user experience collection and their personal opinions about function designs with application flow chat. INTER is demonstrated as a digital intercultural communication tool which can be utilized as software in mobile phone for an interactive accessible communication. Interface design would be further improved in the future study.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125179063","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Motion understanding and regeneration are two basic aspects of human-agent interaction. One important function of agents is to represent human's activities. For better interaction with human, robot agents should not only do something following human's order, but also be able to understand or even play some actions. Multiple Timescale Recurrent Neural Networks (MTRNN) is believed to be an efficient tool for robots action generation. In our previous work, we extended the concept of MTRNN and developed Supervised MTRNN for motion recognition. In this paper, we use Conditional Restricted Boltzmann Machine (CRBM) to initialize Supervised MTRNN and accelerate the training speed of Supervised MTRNN. Experiment results show that our method can greatly increase the training speed without losing much performance.
{"title":"A Fast Training Algorithm of Multiple-Timescale Recurrent Neural Network for Agent Motion Generation","authors":"Zhibin Yu, R. Mallipeddi, Minho Lee","doi":"10.1145/2814940.2814986","DOIUrl":"https://doi.org/10.1145/2814940.2814986","url":null,"abstract":"Motion understanding and regeneration are two basic aspects of human-agent interaction. One important function of agents is to represent human's activities. For better interaction with human, robot agents should not only do something following human's order, but also be able to understand or even play some actions. Multiple Timescale Recurrent Neural Networks (MTRNN) is believed to be an efficient tool for robots action generation. In our previous work, we extended the concept of MTRNN and developed Supervised MTRNN for motion recognition. In this paper, we use Conditional Restricted Boltzmann Machine (CRBM) to initialize Supervised MTRNN and accelerate the training speed of Supervised MTRNN. Experiment results show that our method can greatly increase the training speed without losing much performance.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126143855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nico Li, S. Cartwright, A. Nittala, E. Sharlin, M. Sousa
We present Flying Frustum, a 3D spatial interface that enables control of semi-autonomous UAVs (Unmanned Aerial Vehicles) using pen interaction on a physical model of the terrain, and that spatially situates the information streaming from the UAVs onto the physical model. Our interface is based on a 3D printout of the terrain, which allows the operator to enter goals and paths to the UAV by drawing them directly on the physical model. In turn, the UAV's streaming reconnaissance information is superimposed on the 3D printout as a view frustum, which is situated according to the UAV's position and orientation on the actual terrain. We argue that Flying Frustum's 3D spatially situated interaction can potentially help improve human-UAV awareness and enhance the overall situational awareness. We motivate our design approach for Flying Frustum, discuss previous related work in CSCW and HRI, present our preliminary prototype using both handheld and headset augmented reality interfaces, reflect on Flying Frustum's strengths and weaknesses, and discuss our plans for future evaluation and prototype improvements.
{"title":"Flying Frustum: A Spatial Interface for Enhancing Human-UAV Awareness","authors":"Nico Li, S. Cartwright, A. Nittala, E. Sharlin, M. Sousa","doi":"10.1145/2814940.2814956","DOIUrl":"https://doi.org/10.1145/2814940.2814956","url":null,"abstract":"We present Flying Frustum, a 3D spatial interface that enables control of semi-autonomous UAVs (Unmanned Aerial Vehicles) using pen interaction on a physical model of the terrain, and that spatially situates the information streaming from the UAVs onto the physical model. Our interface is based on a 3D printout of the terrain, which allows the operator to enter goals and paths to the UAV by drawing them directly on the physical model. In turn, the UAV's streaming reconnaissance information is superimposed on the 3D printout as a view frustum, which is situated according to the UAV's position and orientation on the actual terrain. We argue that Flying Frustum's 3D spatially situated interaction can potentially help improve human-UAV awareness and enhance the overall situational awareness. We motivate our design approach for Flying Frustum, discuss previous related work in CSCW and HRI, present our preliminary prototype using both handheld and headset augmented reality interfaces, reflect on Flying Frustum's strengths and weaknesses, and discuss our plans for future evaluation and prototype improvements.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125374363","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Face recognition is used to identify humans by their face image. Recently it becomes most common application in information security. Bag of features has been successfully applied in face recognition. In our research we use SURF features and try to improve it by using block-based bag of feature models. In this method we partition the image into multiple blocks and we extract SURF features densely on each block. We compare the performance of the original bag of feature model with Grid/Detector method and bag of block-based feature model.
{"title":"Face Recognition by Using SURF Features with Block-Based Bag of Feature Models","authors":"Ahmed Salem, T. Ozeki","doi":"10.1145/2814940.2815005","DOIUrl":"https://doi.org/10.1145/2814940.2815005","url":null,"abstract":"Face recognition is used to identify humans by their face image. Recently it becomes most common application in information security. Bag of features has been successfully applied in face recognition. In our research we use SURF features and try to improve it by using block-based bag of feature models. In this method we partition the image into multiple blocks and we extract SURF features densely on each block. We compare the performance of the original bag of feature model with Grid/Detector method and bag of block-based feature model.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122133107","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Using computer technologies, the physical world in which we live and the virtual worlds generated by computers or popular cultures are coming closer together. Virtual agents are often designed that refer to humans in the physical world; at the same time, physical world products or services draw stories and emotions using characters. Computers can adjust virtual representations in the physical world based on the information they represent which is possessed by computers, and this adjustment leads to perceived personification. In this paper, we discuss the perception of personification and the possibility of application for persuasion. We developed a prototype application and then conducted surveys and a task-based user study. The results suggest the possibility of persuasion from personified agents superimposed close to an object.
{"title":"Personification Aspect of Conversational Agents as Representations of a Physical Object","authors":"Akihito Yoshii, T. Nakajima","doi":"10.1145/2814940.2814983","DOIUrl":"https://doi.org/10.1145/2814940.2814983","url":null,"abstract":"Using computer technologies, the physical world in which we live and the virtual worlds generated by computers or popular cultures are coming closer together. Virtual agents are often designed that refer to humans in the physical world; at the same time, physical world products or services draw stories and emotions using characters. Computers can adjust virtual representations in the physical world based on the information they represent which is possessed by computers, and this adjustment leads to perceived personification. In this paper, we discuss the perception of personification and the possibility of application for persuasion. We developed a prototype application and then conducted surveys and a task-based user study. The results suggest the possibility of persuasion from personified agents superimposed close to an object.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114862059","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We propose a humor utterance generation method that is compatible with dialogue systems, to increase "desire of continuing dialogue". A dialogue system retrieves leading-item:noun pairs from Twitter as knowledge and attempts to select the most humorous reply using word similarity, which reveals that incongruity can be explained by the incongruity-resolution model. We consider the differences among individuals, and confirm the validity of the proposed method. Experimental results indicate that high-incongruity replies are significantly effective against low-incongruity replies with a limited condition.
{"title":"Humor Utterance Generation for Non-task-oriented Dialogue Systems","authors":"Shohei Fujikura, Yoshito Ogawa, H. Kikuchi","doi":"10.1145/2814940.2814966","DOIUrl":"https://doi.org/10.1145/2814940.2814966","url":null,"abstract":"We propose a humor utterance generation method that is compatible with dialogue systems, to increase \"desire of continuing dialogue\". A dialogue system retrieves leading-item:noun pairs from Twitter as knowledge and attempts to select the most humorous reply using word similarity, which reveals that incongruity can be explained by the incongruity-resolution model. We consider the differences among individuals, and confirm the validity of the proposed method. Experimental results indicate that high-incongruity replies are significantly effective against low-incongruity replies with a limited condition.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"352 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115977743","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Humans estimate the emotions of others based on voices, expressions, and gestures, even though such expressions are comprised of many complicated elements. If a simple existence moves, how we estimate its emotional states remains relatively unclear. This paper investigates how humans suppose emotional states by the parameter changes of simple movements. We use a simple disk-shaped robot that only moves on the floor and expresses its emotional states by movements and movement parameters based on Russell's circumplex model. We observed the physical interaction between humans and our robot through an experiment where our participants were seeking a treasure in a given field and confirmed that humans infer emotional states by movements that can be changed by simple parameters. This result will contribute to the basic design of HRI.
{"title":"Inferring Affective States by Involving Simple Robot Movements","authors":"Genta Yoshioka, Yugo Takeuchi","doi":"10.1145/2814940.2814959","DOIUrl":"https://doi.org/10.1145/2814940.2814959","url":null,"abstract":"Humans estimate the emotions of others based on voices, expressions, and gestures, even though such expressions are comprised of many complicated elements. If a simple existence moves, how we estimate its emotional states remains relatively unclear. This paper investigates how humans suppose emotional states by the parameter changes of simple movements. We use a simple disk-shaped robot that only moves on the floor and expresses its emotional states by movements and movement parameters based on Russell's circumplex model. We observed the physical interaction between humans and our robot through an experiment where our participants were seeking a treasure in a given field and confirmed that humans infer emotional states by movements that can be changed by simple parameters. This result will contribute to the basic design of HRI.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"91 7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131219236","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Picture is worth a thousand words. With changing life styles and technology advancement, visual or pictorial communication is preferred. We present a system to generate a pictogram for simple Korean sentences. The final pictogram integrates information about the object (about which something is said), the background (the environment) and the emotion of the user. The proposed system is divided into two parts. First is the registration part, which saves personal information and face image of the user. The second part searches corresponding images for words, downloads them and finally integrates all of them together to along with user's emotion to generate a single pictogram.
{"title":"Pictogram Generator from Korean Sentences using Emoticon and Saliency Map","authors":"Jihun Kim, A. Ojha, Yongsik Jin, Minho Lee","doi":"10.1145/2814940.2814991","DOIUrl":"https://doi.org/10.1145/2814940.2814991","url":null,"abstract":"Picture is worth a thousand words. With changing life styles and technology advancement, visual or pictorial communication is preferred. We present a system to generate a pictogram for simple Korean sentences. The final pictogram integrates information about the object (about which something is said), the background (the environment) and the emotion of the user. The proposed system is divided into two parts. First is the registration part, which saves personal information and face image of the user. The second part searches corresponding images for words, downloads them and finally integrates all of them together to along with user's emotion to generate a single pictogram.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115693971","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The detection and prediction of natural catastrophes or man-made disasters before they occur has recently shone the light on several relatively new technologies. Due to the significant development of mobile hardware and software technologies, a smartphone has become an important device for detecting and warning about such disasters. Specifically, disaster-related data can be collected from diverse sources including smartphones' sensors and social networks, and then the collected data are further analyzed to detect disasters and alert people about them. These collective data enable a user to have access to a variety of essential information related to disaster events. Using the example of a communicable disease outbreak, such information helps to identify and detect the ground zero of a disaster, as well as make sense of the means of transmission, progress, and patterns of the disaster. In this paper, we discuss a novel approach for analyzing and interacting with collective sensor data in a visual, real-time, and scalable fashion, offering diverse perspectives and data management components.
{"title":"Enabling Disaster Early Warning via a Configurable Data Collection Framework and Real-time Analytics","authors":"Young-Woo Kwon, Seungwon Yang, Haeyong Chung","doi":"10.1145/2814940.2815014","DOIUrl":"https://doi.org/10.1145/2814940.2815014","url":null,"abstract":"The detection and prediction of natural catastrophes or man-made disasters before they occur has recently shone the light on several relatively new technologies. Due to the significant development of mobile hardware and software technologies, a smartphone has become an important device for detecting and warning about such disasters. Specifically, disaster-related data can be collected from diverse sources including smartphones' sensors and social networks, and then the collected data are further analyzed to detect disasters and alert people about them. These collective data enable a user to have access to a variety of essential information related to disaster events. Using the example of a communicable disease outbreak, such information helps to identify and detect the ground zero of a disaster, as well as make sense of the means of transmission, progress, and patterns of the disaster. In this paper, we discuss a novel approach for analyzing and interacting with collective sensor data in a visual, real-time, and scalable fashion, offering diverse perspectives and data management components.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"98 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114547349","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yun-hee Park, S. Itakura, A. Henderson, T. Kanda, Naoki Furuhata, H. Ishiguro
Human infants can consider humans as collaborative agents, but little is known about whether they also recognize robots as collaborative agents. This study investigated that how infants understand robot agents while they watched collaborative interactions between a human and a robot. We presented a novel visual habituation paradigm in which a human and a robot performed a collaborative activity to 13-month-old infants. Our findings suggested that 13-month-olds can appreciate robots as collaborative partners. We interpreted infants' expectancy violation responses to actions of the robot as facilitating their understanding about nonhuman agents as social partner.
{"title":"Do Infants Consider a Robot as a Social Partner in Collaborative Activity?","authors":"Yun-hee Park, S. Itakura, A. Henderson, T. Kanda, Naoki Furuhata, H. Ishiguro","doi":"10.1145/2814940.2814953","DOIUrl":"https://doi.org/10.1145/2814940.2814953","url":null,"abstract":"Human infants can consider humans as collaborative agents, but little is known about whether they also recognize robots as collaborative agents. This study investigated that how infants understand robot agents while they watched collaborative interactions between a human and a robot. We presented a novel visual habituation paradigm in which a human and a robot performed a collaborative activity to 13-month-old infants. Our findings suggested that 13-month-olds can appreciate robots as collaborative partners. We interpreted infants' expectancy violation responses to actions of the robot as facilitating their understanding about nonhuman agents as social partner.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124360235","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}