TY - GEN
T1 - System design of group communication activator
T2 - 4th ACM/IEEE International Conference on Human-Robot Interaction, HRI'09
AU - Matsuyama, Yoichi
AU - Taniyama, Hikaru
AU - Fujie, Shinya
AU - Kobayashi, Tetsunori
PY - 2008
Y1 - 2008
N2 - Our community is facing serious Aging Society especially in Japan. We have investigated in one of daycare centers which are facilities for elderly care. As the result, we realized that communication is needed for its own sake in these facilities and active communication can cure even depression and dementia. Therefore we propose to cope with these problems using a robot as a communication activator in order to improve group communication. We define group communication as one of types of communication which is formed by several persons. This time, we focus on a recreation game named "Nandoku. " Nandoku is a quiz which can be describedas group communication with a master of ceremony (MC). The system always selects its behavior and target (aparticipant in the game) to maximize "communication activeness. " Communication activeness is defined as amount of several panelists'(ordinary three: A, B, C) participation, which are calculated with panelists' face direction using camera information. For instance, if participant A is not fully participating by not making eye contact, the system is expected to select one of the behaviors such as "Can you answer, Mr.A?" to encourage A to participate in the game. We experimented with the system in a daycare center. As the result, obvious increase in participation was observed. That offers evidence that the robot can serve a practical role in improving the group communication as a communication activator especially for entertainment use.
AB - Our community is facing serious Aging Society especially in Japan. We have investigated in one of daycare centers which are facilities for elderly care. As the result, we realized that communication is needed for its own sake in these facilities and active communication can cure even depression and dementia. Therefore we propose to cope with these problems using a robot as a communication activator in order to improve group communication. We define group communication as one of types of communication which is formed by several persons. This time, we focus on a recreation game named "Nandoku. " Nandoku is a quiz which can be describedas group communication with a master of ceremony (MC). The system always selects its behavior and target (aparticipant in the game) to maximize "communication activeness. " Communication activeness is defined as amount of several panelists'(ordinary three: A, B, C) participation, which are calculated with panelists' face direction using camera information. For instance, if participant A is not fully participating by not making eye contact, the system is expected to select one of the behaviors such as "Can you answer, Mr.A?" to encourage A to participate in the game. We experimented with the system in a daycare center. As the result, obvious increase in participation was observed. That offers evidence that the robot can serve a practical role in improving the group communication as a communication activator especially for entertainment use.
KW - Design
KW - Human Factors
UR - http://www.scopus.com/inward/record.url?scp=67650702484&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=67650702484&partnerID=8YFLogxK
U2 - 10.1145/1514095.1514157
DO - 10.1145/1514095.1514157
M3 - Conference contribution
AN - SCOPUS:67650702484
SN - 9781605584041
T3 - Proceedings of the 4th ACM/IEEE International Conference on Human-Robot Interaction, HRI'09
SP - 243
EP - 244
BT - Proceedings of the 4th ACM/IEEE International Conference on Human-Robot Interaction, HRI'09
Y2 - 11 March 2009 through 13 March 2009
ER -