5 research outputs found

    Design and Implementation of Kawaii Robots by Japanese and American University Students using Remote Collaboration

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    This paper describes our approach to the design and implementation of virtual Kawaii robots and spaces by Japanese and American university students using remote collaboration. Because of the COVID-19 pandemic, we had to change our planned 7-week collaboration from in-person to virtual with a resultant change in the target product of our collaboration from real robots to virtual robots. Based on our new plan, students designed virtual spaces with robot pairs, proposed evaluation items for the robot pairs, evaluated their designs, and analyzed the results. The students designed each robot pair with the goal that one robot would be more kawaii and the other would be less kawaii due to a variation in a single attribute such as shape or color. The evaluation instrument used adjective pairs that were suitable to evaluate the affective values of the robot pairs and the virtual spaces the robots occupied. Through the design experience, students learned a lot about Kawaii Engineering and affective evaluation, which gave them a deeper understanding of Japanese culture from the viewpoint of Kansei/Affective Engineering

    Cross-Cultural Affective Evaluation of Kawaii Robots in Virtual Spaces

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    In modern society, robots have been increasingly involved in human lives in various scenarios. As a future society with human-robot interaction is approaching, it is important to consider how to develop robots that give positive impressions for a variety of users. Based on an Affective Engineering approach, affective values can strengthen the impact of the first impressions of products. Kawaiiness is one affective value that can be a key factor in developing robots with positive impressions. In this research, we carried out a collaborative project to design and develop kawaii robot prototypes in virtual spaces by American and Japanese university students. We then performed an experiment on affective evaluation of those robots using 10 adjectives: kawaii/cute, approachable, scary, trustworthy, cool, beautiful, polite, comfortable, and soft. We previously presented our statistical analysis results for the adjective “kawaii/cute.” However, the results of other adjectives, which potentially have effects on the robot impression, have not been presented yet. Therefore, in this paper, we present our further analysis of several adjectives to clarify their relationship with kawaii/cute and robot features across genders and cultures. In addition, we statistically analyzed the effects of robot pairs, adjectives, genders, and cultures. The results suggest that robots with features such as more animal-like, rounder, and shorter tend to increase positive impressions such as kawaii, approachability, beauty, comfortable, and softness. Also, we found no difference across gender and culture for the impressions on kawaii robots, which shows the possibility of expanding the concept of kawaii robots worldwide

    Study on the Psychological States of Olfactory Stimuli Using Electroencephalography and Heart Rate Variability

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    In the modern information society, people are constantly exposed to stress due to complex work environments and various interpersonal relationships. Aromatherapy is attracting attention as one of the methods for relieving stress using aroma. A method to quantitatively evaluate such an effect is necessary to clarify the effect of aroma on the human psychological state. In this study, we propose a method of using two biological indexes, electroencephalogram (EEG) and heart rate variability (HRV), to evaluate human psychological states during the inhalation of aroma. The purpose is to investigate the relationship between biological indexes and the psychological effect of aromas. First, we conducted an aroma presentation experiment using seven different olfactory stimuli while collecting data from EEG and pulse sensors. Next, we extracted the EEG and HRV indexes from the experimental data and analyzed them with respect to the olfactory stimuli. Our study found that olfactory stimuli have a strong effect on psychological states during aroma stimuli and that the human response to olfactory stimuli is immediate but gradually adapts to a more neutral state. The EEG and HRV indexes showed significant differences between aromas and unpleasant odors especially for male participants in their 20–30s, while the delta wave and RMSSD indexes showed potential for generalizing the method to evaluate psychological states influenced by olfactory stimuli across genders and generations. The results suggest the possibility of using EEG and HRV indexes to evaluate psychological states toward olfactory stimuli such as aroma. In addition, we visualized the psychological states affected by the olfactory stimuli on an emotion map, suggesting an appropriate range of EEG frequency bands for evaluating psychological states applied to the olfactory stimuli. The novelty of this research lies in our proposed method to provide a more detailed picture of the psychological responses to olfactory stimuli using the integration of biological indexes and emotion map, which contributes to the areas such as marketing and product design by providing insights into the emotional responses of consumers to different olfactory products

    Preliminary Study on Modelling and Simulation of Virtual Reality Assistive Tool for Autism Children Using Gaming Software

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    Autism Spectrum Disorder (ASD) is an early childhood disorder that affects individual ability to interact and socialize with other people. Children with ASD have problems interacting with their peers and have difficulty to exercise their social skills. In this study, a virtual reality (VR) based assistive tool was modelled and simulated using a gaming software called Dark Basic Professional (DBPro). The assistive tool was developed to support ASD children to interact and apply the social skills. Seven tasks were designed for the VR assistive tool based on three targeted skills including facial expression recognition, reading comprehension, and task delivery. As a preliminary study, only three non-ASD children were participated in the VR assistive tool experiment to analyse the tasks. The experiment results showed that all participants successfully performed five out of seven tasks. However, all participants failed to perform the video prompting task while one participant was not able to recognize the emotion from robotics-based faces in the facial expression. The results from pulse sensor showed that the heart rate was stable during the basic experiment using VR but unstable during the applied experiment and real-world discussion. There is a need to review the overall modelling and simulation technique, and the number of participants among ASD children should be increased for the future study

    Cross-Cultural Design and Evaluation of Student Companion Robots with Varied Kawaii (Cute) Attributes

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    We report on an extension of a cross-cultural collaborative project between students and faculty at DePauw University in the United States and Shibaura Institute of Technology in Japan. The ongoing project uses cross-cultural teams to design and evaluate virtual companion robots for university students with the goal of gaining a deeper understanding of the role that kawaii (Japanese cuteness) plays in fostering positive human response to, and acceptance of, robots across cultures. Members of two cross-cultural teams designed virtual companion robots with specific kawaii attributes. Using these robots, we conducted the first phase of a two-phase user study to understand perceptions of these companion robots. The findings demonstrate that participants judge round companion robots to be more kawaii than angular ones and they also judge colorful robots to be more kawaii than greyscale robots. The phase one study identified pairs of robots that are the most appropriate candidates for conducting further investigations. The appropriateness of these pairs holds across male and female participates as well as across participants whose primary culture is American and those whose primary culture is Japanese. This work prepares us to perform a more detailed study across genders and cultures using both survey results and biosensors. In turn, this will inform our long-term goal of designing robots that are appealing across gender and culture
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