• Title/Summary/Keyword: 인간-로봇 인터랙션

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A Study on Interaction Design of Companion Robots Based on Emotional State (감정 상태에 따른 컴패니언 로봇의 인터랙션 디자인 : 공감 인터랙션을 중심으로)

  • Oh, Ye-Jeon;Shin, Yoon-Soo;Lee, Jee-Hang;Kim, Jin-Woo
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1293-1301
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    • 2017
  • Recent changes in social structure, such as nuclear family and personalization, are leading to personal and social problems, which may cause various problems due to negative emotional amplification. The absence of a family member who gives a sense of psychological stability in the past can be considered as a representative cause of the emotional difficulties of modern people. This personal and social problem is solved through the empathic interaction of the companion robot communication with users in daily life. In this study, we developed sophisticated empathic interaction design through prototyping of emotional robots. As a result, it was confirmed that the face interaction greatly affects the emotional interaction of the emotional robot and the interaction of the robot improves the emotional sense of the robot. This study has the theoretical and practical significance in that the emotional robot is made more sophisticated interaction and the guideline of the sympathetic interaction design is presented based on the experimental results.

The Usage of Anthropomorphic Forms in Robot Design and the Method of Evaluation (로봇 디자인에서 의인화 기법의 활용 평가 방법에 관한 연구)

  • Choi, Jeong-Gun;Kim, Myung-Suk
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.126-130
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    • 2008
  • It takes only few seconds to find an artifact that has anthropomorphic form. There are numerous examples illustrating human's shape in daily life products. Usage of anthropomorphic form has been a basic design strategy especially when industrial designers design intelligent service robots because most of robot features were basically from human. Therefore, it's necessary to use anthropomorphic form not only in appearance design but also in interaction design. To use anthropomorphic form effectively, it needs to measure how much the artifact is similar to human, and then to evaluate whether the usage of anthropomorphic form fits to the artifact. This study's goal was to set up an evaluation standard for anthropomorphism for robot design. We suggest that there are three criteria for the evaluation standard. Those are 'anthropomorphic form in appearance', 'anthropomorphic form in Human-Robot Interaction', and 'accordance in two former criteria'. We expect that when designers put an evaluation step of anthropomophism in their design process of robots, robots might become more preferred by users, and easier to understand how to interact with.

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The Interaction Design of Teaching Assistant Robots based on Reinforcement Theory - With an Emphasis on the Measurement of the Subjects' Impressions and Preferences - (강화 이론에 근거한 교사 보조 로봇 인터랙션 디자인에 관한 연구 - 로봇에 대한 인상과 선호도 측정을 중심으로 -)

  • Kwak, So-Nya S.;Lee, Dong-Kyu;Lee, Min-Gu;Han, Jeong-Hye;Kim, Myung-Suk
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.97-106
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    • 2007
  • This study examines whether the reinforcement theory could be effectively applied to teaching assistant robots between a robot and a student in the same way as it is applied to teaching methods between a teacher and a student. Participants interacted with a teaching assistant robot in a 3 (types of robots: positive reinforcement vs. negative reinforcement vs. both reinforcements) by 2 (types of participants: honor students vs. backward students), within-subject experiment. Three different types of robots, such as 'Ching-chan-ee' which gives 'positive reinforcement', 'Um-bul-ee' which gives 'negative reinforcement', and 'Sang-bul-ee' which gives both 'positive and negative reinforcement' were designed based on the reinforcement theory and the token reinforcement system. Subjective impressions and preferences were measured according to the types of robots and the types of participants. Participants preferred the positive reinforcement robot most, and the negative reinforcement robot least. Regarding the number of stimulus, in case of the negative reinforcement robot for honor students, the less the stimulus is, the more positive the impressions toward the robot are. The findings demonstrate that the reinforcement interaction is important and effective factor which determines children's preferences and impressions for teaching assistant robots. The results of this study can be implicated as an effective guideline to interaction design of teaching assistant robots.

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A Study on the Practical Human Robot Interface Design for the Development of Shopping Service Support Robot (쇼핑 서비스 지원 로봇 개발을 위한 실체적인 Human Robot Interface 디자인 개발에 관한 연구)

  • Hong Seong-Soo;Heo Seong-Cheol;Kim Eok;Chang Young-Ju
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.81-90
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    • 2006
  • Robot design serves as the crucial link between a human and a robot, the cutting edge technology. The importance of the robot design certainly will be more emphasized when the consumer robot market matures. For coexistence of a human and a robot, human friendly interface design and robot design with consideration of human interaction need to be developed. This research extracts series of functions in need which are consisted of series of case studies for planning and designing of 'A Shopping Support Robot'. The plan for the robot is carried out according to HRI aspects of Design and the designing process fellows. Definite results are derived by the application of series of HRI aspects such as gestures, expressions and sound. In order to verify the effectiveness of application of HRI aspects, this research suggests unified interaction that is consisted of motion-capture, animation, brain waves and sound between a human and a robot.

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The Importance of Robot Personality in a Museum Context (박물관 맥락에서의 로봇성격 설정의 중요성 연구)

  • Gu, Ji-Hyang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.184-197
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    • 2016
  • This study investigates human-robot interactions in a museum environment. Unlike robots in movies, robots in real life do not have 'personality,' but instead have a specific purpose and function. This research is primarily about the assignment of specific and appropriate personalities to robots in different contexts. Methods by which a definite personality can be imparted on a robot are discussed in this research. Previous research has addressed attempts to assign a robot personality based on the task context. However, the discussion of robot personality is incomplete. Therefore, we assumed that a robot's character was dependent on the characteristics of its location of use. We planned a $2{\times}2$ comparison of various robot personalities, i.e., introverted or extroverted paired with either a traditional museum or a process-oriented experiential experience. Based on Schmitt's (1999) strategic experiential modules, experiential factors were derived for each set of conditions. To achieve the objectives of the research, theoretical and empirical research were conducted simultaneously. The software JMP 9 was used to verify the research model and hypotheses.

A Case Study on the Nonverbal Immediacy of the Robot (로봇의 비언어적 즉시성에 대한 사례연구)

  • Jeong, Seongmi;Shin, Dong-Hee;Gu, Jihyang
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.181-192
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    • 2015
  • Nonverbal immediacy plays a key role in interpersonal communication, inducing closeness and another interaction. This case study investigates the nonverbal behaviors in Human-Robot Interaction(HRI) focusing on immediacy, and how they affect perception of a robot. The results show that nonverbal immediacy, such as nodding and leaning forward, affect perceived interactivity. Nonverbal immediacy can be interpreted their meaning clearly when verbal feedback or other communication channel reinforcing them. Also, touch is found to affect come up with similar ones to the robot, because it is associated with concrete and discrete context. People tend to apply social rules to the robot, but they are more open to the unfamiliar robot compared to strangers. The findings in this study provide future HRI studies with heuristic implications by showing a direction and clarifying principles for composition of verbal and nonverbal expression.

Study on Facial Expression Factors as Emotional Interaction Design Factors (감성적 인터랙션 디자인 요소로서의 표정 요소에 관한 연구)

  • Heo, Seong-Cheol
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.61-70
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    • 2014
  • Verbal communication has limits in the interaction between robot and man, and therefore nonverbal communication is required for realizing smoother and more efficient communication and even the emotional expression of the robot. This study derived 7 pieces of nonverbal information based on shopping behavior using the robot designed to support shopping, selected facial expression as the element of the nonverbal information derived, and coded face components through 2D analysis. Also, this study analyzed the significance of the expression of nonverbal information using 3D animation that combines the codes of face components. The analysis showed that the proposed expression method for nonverbal information manifested high level of significance, suggesting the potential of this study as the base line data for the research on nonverbal information. However, the case of 'embarrassment' showed limits in applying the coded face components to shape and requires more systematic studies.

Development of Content for the Robot that Relieves Depression in the Elderly Using Music Therapy (음악요법을 이용한 노인의 우울증 완화 로봇 'BOOGI'의 콘텐츠 개발)

  • Jung, Yu-Hwa;Jeong, Seong-Won
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.74-85
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    • 2015
  • The positive effect of percussion instruments can induce increases in self-esteem and decreases in depression in the elderly. Based on this, the content for a percussion instrument robot that the elderly can use to play music is developed. The elements of the interaction between the elderly and the robot through the robot content are extracted. Music that arouses positive memories in the elderly is selected as part of the music therapy robot content in order to relieve depression, and a scoring system for playing music is constructed. In addition, the interaction components of the robot's facial expressions, which stimulate emotions and sensitivity in the elderly, are also designed. These components enable the elderly to take an active part in using the instrument to change the robot's facial expressions, which have three degrees of emotion: neutral-happy, happy, and very happy. The robot is not only a music game machine: it also maximizes the relief of depression in the elderly through interactions with the robot that allow the elderly person to listen to what the robot plays and through the elderly person becoming involved and playing music along with the robot.